diff --git a/compendium/To Do/wfrp4e-owb1.actors.json b/compendium/To Do/wfrp4e-owb1.actors.json deleted file mode 100644 index 5abfb50..0000000 --- a/compendium/To Do/wfrp4e-owb1.actors.json +++ /dev/null @@ -1,12613 +0,0 @@ -{ - "label": "Actors (Old World Bundle I)", - "folders": { - "Patrons of the Old World": "Patrons of the Old World", - "Guests of the Feasts": "Guests of the Feasts", - "Hell Rides to Hallt": "Hell Rides to Hallt", - "The Spirit of Mondstille": "The Spirit of Mondstille", - "Feast of Blood": "Feast of Blood", - "The Cluster Eye Tribe": "The Cluster Eye Tribe", - "Hirelings of the Old World": "Hirelings of the Old World", - "Something Knocking": "Something Knocking", - "Other": "Other" - }, - "entries": { - "Luhrguhr Angryfist": { - "name": "Luhrguhr Angryfist", - "items": { - "Medals": { - "name": "Medals" - }, - "Pouch containing Meat of Unknown Origin": { - "name": "Pouch containing Meat of Unknown Origin" - }, - "War Club": { - "name": "War Club" - }, - "Athletics": { - "name": "Athletics", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" - }, - "Consume Alcohol": { - "name": "Consume Alcohol", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" - }, - "Endurance": { - "name": "Endurance", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" - }, - "Gamble": { - "name": "Gamble", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}" - }, - "Intimidate": { - "name": "Intimidate", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" - }, - "Melee (Basic)": { - "name": "Melee (Basic)", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Melee (Brawling)": { - "name": "Melee (Brawling)", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Melee (Two-Handed)": { - "name": "Melee (Two-Handed)", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Perception": { - "name": "Perception", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" - }, - "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" - } - } - }, - "Hardy": { - "name": "Hardy", - "description": "You gain a permanent addition to your Wounds, equal to your Toughness Bonus. If your Toughness Bonus should increase, then the number of Wounds Hardy provides also increases.", - "effects": { - "Hardy": { - "name": "Hardy" - } - } - }, - "Night Vision": { - "name": "Night Vision", - "description": "
You can see very well in natural darkness. Assuming you have at least a faint source of light (such as starlight, moonlight, or bioluminescence) you can see clearly for 20 yards per level of Night Vision. Further, you can extend the effective illumination distance of any light sources by 20 yards per level of Night Vision.
", - "effects": { - "Night Vision": { - "name": "Night Vision" - } - } - }, - "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" - } - } - }, - "Strong Back": { - "name": "Strong Back", - "description": "You have a strong back that is used to hard work. You may add your levels in Strong Back to your SL in any Opposed Strength Tests, and can carry additional Encumbrance points of trappings (see @UUID[JournalEntry.sLomXnc8R8518cWN.JournalEntryPage.oAPLajkv4l9IlRzO]{Encumbrance}) equal to your level of Strong Back.
", - "effects": { - "Strong Back": { - "name": "Strong Back" - } - } - }, - "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" - } - } - }, - "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 Size \n | \n\n Examples \n | \n
| \n Tiny \n | \n\n Butterfly, Mouse, Pigeon \n | \n
| \n Little \n | \n\n Cat, Hawk, Human Baby \n | \n
| \n Small \n | \n\n Giant Rat, Halfling, Human Child \n | \n
| \n Average \n | \n\n Dwarf, Elf, Human \n | \n
| \n Large \n | \n\n Horse, Ogre, Troll \n | \n
| \n Enormous \n | \n\n Griffon, Wyvern, Manticore \n | \n
| \n Monstrous \n | \n\n Dragon, Giant, Greater Daemon \n | \n
\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
If larger:
\n\n
If smaller:
\n• It gains a bonus of +10 to hit.
\n\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
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
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
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
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 Size \n | \n\n Wounds \n | \n
| \n Tiny \n | \n\n 1 \n | \n
| \n Little \n | \n\n Toughness Bonus \n | \n
| \n Small \n | \n\n (2×Toughness Bonus) + Willpower Bonus \n | \n
| \n Average \n | \n\n Strength Bonus+(2×Toughness Bonus) + Willpower Bonus \n | \n
| \n Large \n | \n\n (Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×2 \n | \n
| \n Enormous \n | \n\n (Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×4 \n | \n
| \n Monstrous \n | \n\n (Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×8 \n | \n
@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}" - }, - "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}" - }, - "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}" - }, - "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" - } - } - }, - "Cloak (old sail cloth)": { - "name": "Cloak (old sail cloth)", - "description": "Protects wearer against the elements.
" - }, - "Ah0fyPuP9YZpS1mY": { - "name": "War Club" - }, - "Guard": { - "name": "Guard", - "description": "@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.HndWncfaHb0nzNUq]{Guard}
" - }, - "Dockhand": { - "name": "Dockhand", - "description": "@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.KslqDlYmY4trmf6S]{Stevedore}
" - }, - "Hatred (Beastmen)": { - "name": "Hatred (Beastmen)", - "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 (Beastmen)": { - "name": "Hatred (Beastmen)" - } - } - } - } - }, - "Angela Hedamme": { - "name": "Angela Hedamme", - "items": { - "Bandages": { - "name": "Bandages" - }, - "Healing Draughts and Poultices": { - "name": "Healing Draughts and Poultices" - }, - "Ceremonial Cloak": { - "name": "Ceremonial Cloak" - }, - "Staff": { - "name": "Staff" - }, - "Entertain": { - "name": "Entertain", - "description": "@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" - }, - "Dodge": { - "name": "Dodge", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" - }, - "Charm Animal": { - "name": "Charm Animal", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" - }, - "Melee": { - "name": "Melee", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Gamble": { - "name": "Gamble", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}" - }, - "Art": { - "name": "Art", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" - }, - "Endurance": { - "name": "Endurance", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" - }, - "Perception": { - "name": "Perception", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" - }, - "Intimidate": { - "name": "Intimidate", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" - }, - "Row": { - "name": "Row", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" - }, - "Athletics": { - "name": "Athletics", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" - }, - "Stealth": { - "name": "Stealth", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" - }, - "Ride": { - "name": "Ride", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" - }, - "Consume Alcohol": { - "name": "Consume Alcohol", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" - }, - "Gossip": { - "name": "Gossip", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" - }, - "Intuition": { - "name": "Intuition", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" - }, - "Bribery": { - "name": "Bribery", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" - }, - "Charm": { - "name": "Charm", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" - }, - "Drive": { - "name": "Drive", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" - }, - "Leadership": { - "name": "Leadership", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" - }, - "Outdoor Survival": { - "name": "Outdoor Survival", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" - }, - "Haggle": { - "name": "Haggle", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" - }, - "Cool": { - "name": "Cool", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" - }, - "Climb": { - "name": "Climb", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}" - }, - "Navigation": { - "name": "Navigation", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" - }, - "Gold Crown": { - "name": "Gold Crown" - }, - "Silver Shilling": { - "name": "Silver Shilling" - }, - "Brass Penny": { - "name": "Brass Penny" - }, - "Channelling": { - "name": "Channelling", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tXu8Hrd4desq1Rja caption=false]{Channelling}" - }, - "Heal": { - "name": "Heal", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dSf8QWBvN6mlpHBF caption=false]{Heal}", - "effects": { - "Heal": { - "name": "Heal" - } - } - }, - "Language (Magick)": { - "name": "Language (Magick)", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.xo5U0kL08xCPe6kl caption=false]{Language}" - }, - "Lore (Spirits)": { - "name": "Lore (Spirits)", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" - }, - "Pray": { - "name": "Pray", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.NRfh04q1bZBIND0A caption=false]{Pray}" - }, - "Research": { - "name": "Research", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Nv0jexKy05qTOnuN caption=false]{Research}" - }, - "Sleight of Hand": { - "name": "Sleight of Hand", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.bGqmHCju8VZ8q2Pv caption=false]{Sleight of Hand}" - }, - "Trade (Herbalist)": { - "name": "Trade (Herbalist)", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.jmFSm7UvmHEq52iu caption=false]{Trade}" - }, - "Aethyric Attunement": { - "name": "Aethyric Attunement", - "description": "
Your experience, talent or training lets you more safely manipulate the Winds of Magic. You do not suffer a Miscast if you roll a double on a successful Channel Test.
", - "effects": { - "Aethyric Attunement": { - "name": "Aethyric Attunement" - } - } - }, - "Animal Affinity": { - "name": "Animal Affinity", - "description": "Wild animals feel comfortable in your presence, and often follow your lead. All creatures with the Bestial Trait not trained to be belligerent will automatically be calm in your presence unless they have a reason not to be, such as pain, an attack, being naturally hyper-aggressive, or having nearby young.", - "effects": { - "Animal Affinity": { - "name": "Animal Affinity" - } - } - }, - "Arcane Magic (Hedgecraft)": { - "name": "Arcane Magic (Hedgecraft)", - "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 Number of Spells Currently Known \n | \n\n XP Cost for a new spell \n | \n
| \n Intelligence Bonus × 1 \n | \n\n 100 XP \n | \n
| \n Intelligence Bonus × 2 \n | \n\n 200 XP \n | \n
| \n Intelligence Bonus × 3 \n | \n\n 300 XP \n | \n
| \n Intelligence Bonus × 4 \n | \n\n 400 XP \n | \n
...and so on.
\nSo, if your Intelligence Bonus is 4, it will cost you 100 XP for the first spell, and the next 4, then 200 XP for the next 4, and so on. Full rules for learning new spells are provided in @UUID[Compendium.wfrp4e-core.journals.YBVrpUHEjohB1H4f]{Magic}. Under normal circumstances, you may not learn more than one Arcane Magic (Lore) Talent. Further, you may not learn the @UUID[Compendium.wfrp4e-core.items.QyjWtSdnVMT04l5Y]{Bless} or @UUID[Compendium.wfrp4e-core.items.voV0C2ar1bKpcpnH]{Invoke} Talents when you have the Arcane Magic Talent. You can unlearn this Talent for 100 XP, but will immediately lose all of your spells if you do so.
" - }, - "Coolheaded": { - "name": "Coolheaded", - "description": "You gain a permanent +5 bonus to your starting Willpower Characteristic this does not count towards your Advances.", - "effects": { - "Coolheaded": { - "name": "Coolheaded", - "changes": { - "system.characteristics.wp.initial": 5 - } - } - } - }, - "Craftsman (Herbalist)": { - "name": "Craftsman (Herbalist)", - "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 (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" - } - } - }, - "Fast Hands": { - "name": "Fast Hands", - "description": "You can move your hands with surprising dexterity. Bystanders get no passive Perception Tests to spot your use of the Sleight of Hand Skill, instead they only get to Oppose your Sleight of Hand Tests if they actively suspect and are looking for your movements. Further, attempts to use Melee (Brawling) to simply touch an opponent gain a bonus of +10 ' your level in Fast Hands.", - "effects": { - "Fast Hands": { - "name": "Fast Hands" - } - } - }, - "Field Dressing": { - "name": "Field Dressing", - "description": "You are used to treating wounds quickly. If you fail a Heal Test when using Bandages, you may reverse the result if this will score a success; however, if you do so, you may not score more than +1 SL as you focus on speed over accuracy", - "effects": { - "Field Dressing": { - "name": "Field Dressing" - } - } - }, - "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" - } - } - }, - "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 - } - } - } - }, - "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 No. of Petty Spells Currently Known \n | \n \n XP Cost for a new spell \n | \n
| \n Up to Willpower Bonus × 1 \n | \n \n 50 XP \n | \n
| \n Up to Willpower Bonus × 2 \n | \n \n 100 XP \n | \n
| \n Up to Willpower Bonus × 3 \n | \n \n 150 XP \n | \n
| \n Up to Willpower Bonus × 4 \n | \n \n 200 XP \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." - }, - "Resistance (Disease)": { - "name": "Resistance (Disease)", - "description": "Your strong constitution allows you to more readily survive a specific threat. You may automatically pass the first Test to resist the specified threat, such as Magic, Poison, Disease, Mutation, every session. If SL is important, use your Toughness Bonus as SL for the Test.", - "effects": { - "Resistance (Disease)": { - "name": "Resistance (Disease)" - } - } - }, - "Rover": { - "name": "Rover", - "description": "You are at home roaming the wild places. When using Stealth in a rural environment, bystanders do not get passive Perception Tests to detect you; they can only spot you if they are specifically on look-out, or watching for hidden spies.", - "effects": { - "Rover": { - "name": "Rover" - } - } - }, - "Savant (Medicine)": { - "name": "Savant (Medicine)", - "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 - } - } - } - }, - "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" - } - } - }, - "Strider (Woodlands)": { - "name": "Strider (Woodlands)", - "description": "You are experienced in traversing difficult ground. You ignore all movement penalties when crossing over or through a specified terrain. Typical specialties include: Coastal, Deserts, Marshes, Rocky, Tundra, Woodlands.", - "effects": { - "Strider": { - "name": "Strider" - } - } - }, - "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." - }, - "Surgery": { - "name": "Surgery", - "description": "You are a surgeon, able to open and close the flesh in order to heal others. You can treat any Critical Wound marked as needing Surgery. You can also perform surgery to resolve internal issues with an Extended Challenging (+0) Heal Test with a target SL determined by the GM (usually 5–10) depending upon the difficulty of the procedure at hand. This will cause 1d10 Wounds and 1 Bleeding Condition per Test, meaning surgery has a high chance of killing a patient if the surgeon is not careful. After surgery, the patient must pass an Average (+20) Endurance Test or gain a Minor Infection.
", - "effects": { - "Surgery": { - "name": "Surgery" - } - } - }, - "Spellcaster": { - "name": "Spellcaster", - "description": "The creature can cast spells; the specific Lore of Magic will be indicated in brackets.
" - }, - "Dark Vision": { - "name": "Dark Vision", - "description": "The creature can see in the dark as daylight.
" - }, - "Trade Tools (Medicine)": { - "name": "Trade Tools (Medicine)" - }, - "Master Tradesman (Herbalist)": { - "name": "Master Tradesman (Herbalist)", - "description": "You are exceptionally skilled at your specified Trade skill. You reduce the required SL of any Extended Test using your Trade Skill by the level of your Master Tradesman Talent", - "effects": { - "Master Tradesman": { - "name": "Master Tradesman" - } - } - }, - "Bearing": { - "name": "Bearing", - "description": "You sense the influx of the Winds of Magic from their source. You know which direction North is.
\n\n Lore: None
" - }, - "Drain": { - "name": "Drain", - "description": "
You touch your targets, draining their life. This counts as a Magic Missile with Damage +0 that ignores Armor Points. You then Heal 1 Wound.
\n\n Lore: None
", - "effects": { - "Drain": { - "name": "Drain" - } - } - }, - "Ward (Hedgecraft)": { - "name": "Ward (Hedgecraft)", - "description": "
You wrap yourself in protective magic, gaining the @UUID[Compendium.wfrp4e-core.items.Bvd2aZ0gQUXHfCTh]{Ward (9+)} Creature Trait.
\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": { - "Ward (Hedgecraft)": { - "name": "Ward (Hedgecraft)" - } - } - }, - "Teleport (Hedgecraft)": { - "name": "Teleport (Hedgecraft)", - "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: 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.
" - }, - "Fearsome (Hedgecraft)": { - "name": "Fearsome (Hedgecraft)", - "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: 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": { - "Fearsome (Hedgecraft)": { - "name": "Fearsome (Hedgecraft)" - } - } - }, - "Entangle (Hedgecraft)": { - "name": "Entangle (Hedgecraft)", - "description": "
Using magic, you entrap your target, wrapping them in whatever suits your Lore: vines, shadows, their own clothing… Your target gains one @Condition[Entangled] Condition with a Strength equal to your Intelligence. For every +2 SL, you may give the target +1 additional Entangled Condition. The spell lasts until all Entangled Conditions are removed.
", - "effects": { - "Entangle (Hedgecraft)": { - "name": "Entangle (Hedgecraft)" - } - } - }, - "Dome (Hedgecraft)": { - "name": "Dome (Hedgecraft)", - "description": "You create a dome of magical energy overhead, blocking incoming attacks. Anyone within the Area of Effect gains the @UUID[Compendium.wfrp4e-core.items.Bvd2aZ0gQUXHfCTh]{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\nPerhaps 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 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": { - "Dome (Hedgecraft)": { - "name": "Dome (Hedgecraft)" - } - } - }, - "Chain Attack (Hedgecraft)": { - "name": "Chain Attack (Hedgecraft)", - "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: 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.
" - }, - "Sly Hands": { - "name": "Sly Hands", - "description": "
You teleport a small object — no bigger than your fist — from about your person into your hand.
\n\n Lore: None
" - }, - "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
" - }, - "Sleep": { - "name": "Sleep", - "description": "
You touch your opponent, sending them into a deep sleep. If the target has the @Condition[Prone] Condition, they gain the @Condition[Unconscious] Condition as they fall asleep. They remain unconscious for the duration, although loud noises or being moved or jostled will awaken them instantly. If your targets are standing or sitting when affected, they start themselves awake as they hit the ground, gaining the Prone Condition, but remaining conscious. If your targets are not resisting, and are suitably tired, they will, at the spell’s end, pass into a deep and restful sleep.
\n\n Lore: None
", - "effects": { - "Sleep": { - "name": "Sleep" - } - } - }, - "Rot": { - "name": "Rot", - "description": "
You cause a roughly fist-sized volume of organic material to immediately rot. Food stuffs perish, clothes crumble, leathers shrivel (losing 1 Armor Point on 1 hit location), and similar, as dictated by the GM.
\n\n Lore: None
", - "effects": { - "Damage Armour": { - "name": "Damage Armour" - } - } - }, - "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
" - }, - "Protection from Rain": { - "name": "Protection from Rain", - "description": "
You can keep yourself dry whatever the weather, unaffected by precipitation. This affects rain, hail, sleet and snow, and any similar water falling from the heavens, but not standing water.
\n\n Lore: None
" - }, - "Open Lock": { - "name": "Open Lock", - "description": "
One non-magical lock you touch opens.
\n\n Lore: None
" - }, - "Gust": { - "name": "Gust", - "description": "
You create a brief gust of wind, strong enough to blow out a candle, cause an open door to slam, or blow a few pages to the floor.
\n\n Lore: None
" - }, - "Hedgewise": { - "name": "Hedgewise", - "description": "
@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.03Nnub5GHNRCU9kg]{Hedge Witch}
" - } - } - }, - "Bugshot": { - "name": "Bugshot", - "description": "Bugshot is one of @UUID[Actor.sQ6LiTL1MYaKgDB8]{Vish’s} trusted forward scouts. The scouts tend to work in pairs, ranging about half a mile ahead of the main force.
\nBugshot is an ambitious glory hog, and if he is within the forward scouting party when they come across an enemy, he insists on being the scout to remain to keep an eye on any opposition. This invariably provokes disagreement and Bugshot must pass an Easy (+40) Cool Test or start to squabble violently with the other scout. If @UUID[Actor.FsuiAjvYkmT0hOoI]{Nurd} learns of such disruptive behaviour, he happily beheads Bugshot to teach the rest of the warband good discipline.
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" - }, - "Perception": { - "name": "Perception", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" - }, - "Ranged (Bow)": { - "name": "Ranged (Bow)", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.jJYOiSQNgC9v7cM5 caption=false]{Ranged}" - }, - "Ride (Spider)": { - "name": "Ride (Spider)", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" - }, - "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 - } - } - } - }, - "Animosity": { - "name": "Animosity", - "description": "
You harbor an enmity for the Target, which will normally be a group of people or creatures, such as ‘Nordlanders’, ‘Beastmen’, or ‘Nobles’. You must attempt a Psychology Test whenever you encounter the group. If you pass, you may grumble and spit, but only suffer a penalty of –20 to all Fellowship Tests towards that group. Should you fail you are subject to Animosity.
\n\n
At the end of every subsequent Round, you may attempt another Psychology test to bring the Animosity to an end. If you do not, the effects of Animosity naturally come to an end when all members of the specified group in your line of sight are utterly pacified or gone, or you gain the Stunned or Unconscious Condition, or you become subject to another Psychology.
\n\n
When subject to Animosity, you must immediately attack the disagreeable creatures, either socially (insults, jibes, and similar) or physically (most commonly with fists), as appropriate. You also gain a bonus of +1 SL on any attempts to socially or mentally attack the group. Animosity is over-ridden by Fear and Terror.
", - "effects": { - "Animosity": { - "name": "Animosity" - } - } - }, - "Arboreal": { - "name": "Arboreal", - "description": "The creature is at home in the forests. In the woodlands, it adds its Agility Bonus to the SL of all Climb and Stealth Tests.
", - "effects": { - "Arboreal": { - "name": "Arboreal" - } - } - }, - "Afraid": { - "name": "Afraid", - "description": "The creature is afraid of the Target as if the Target has Fear (0).
\nThe Fear trait represents an extreme aversion to something. Creatures that cause Fear have a Fear Rating; this value reflects the SL you are required to pass on an Extended Cool Test to overcome your Fear. You may continue to Test at the end of every round until your SL equals or surpasses the creature’s Fear rating. Until you do this, you are subject to Fear.
\n\n
When subject to Fear, you suffer –1 SL on all Tests to affect the source of your fear. You may not move closer to whatever is causing Fear without passing a Challenging (+0) Cool Test. If it comes closer to you, you must pass a Challenging (+0) Cool Test, or gain a Broken Condition.
", - "effects": { - "Afraid": { - "name": "Afraid" - } - } - }, - "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.
" - }, - "Hand Weapon": { - "name": "Hand Weapon" - }, - "Gold Crown": { - "name": "Gold Crown" - }, - "Silver Shilling": { - "name": "Silver Shilling" - }, - "Brass Penny": { - "name": "Brass Penny" - }, - "Bow": { - "name": "Bow" - }, - "Spider Venom Arrows": { - "name": "Spider Venom Arrows", - "description": "The Goblins of the Drakwald, especially the Forest Goblins who make alliance with the many terrible Spiders of that place, quickly learn to put their allies venom to work. Most arrows are dipped in Spider Venom, which quickly weakens most targets, or even renders most targets unconcious.
\nTargets wounded by these arrows dipped in Spider Venom must make a Challenging (+0) Endurance Test. If they fail, they are inflicted with 1 @Condition[Poisoned] condition. Spider venom is tailored not to kill victims but to render them unconcious. Targets reduced to 0 wounds while suffering a Poisoned condition from these arrows become Unconcious, but are not at risk of death from any remaining Poisoned conditions as wuold normally be the case.
", - "effects": { - "Spider Venom Arrows": { - "name": "Spider Venom Arrows" - } - } - } - } - }, - "Matilda Lurchen": { - "name": "Matilda Lurchen", - "items": { - "Animal Care": { - "name": "Animal Care", - "description": "@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QZx9CbhGkIaDMQD3 caption=false]{Animal Care}" - }, - "Athletics": { - "name": "Athletics", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" - }, - "Charm": { - "name": "Charm", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" - }, - "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}" - }, - "Melee (Basic)": { - "name": "Melee (Basic)", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Stealth (Urban)": { - "name": "Stealth (Urban)", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" - }, - "Trade (Cook)": { - "name": "Trade (Cook)", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.jmFSm7UvmHEq52iu caption=false]{Trade}" - }, - "Animal Affinity": { - "name": "Animal Affinity", - "description": "Wild animals feel comfortable in your presence, and often follow your lead. All creatures with the Bestial Trait not trained to be belligerent will automatically be calm in your presence unless they have a reason not to be, such as pain, an attack, being naturally hyper-aggressive, or having nearby young.", - "effects": { - "Animal Affinity": { - "name": "Animal Affinity" - } - } - }, - "Craftsman (Cook)": { - "name": "Craftsman (Cook)", - "description": "You have true creative talent. Add the associated Trade Skill to any Career you enter. If the Trade Skill is already in your Career, you may instead purchase the Skill for 5 XP fewer per Advance.", - "effects": { - "Craftsman": { - "name": "Craftsman" - } - } - }, - "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
Find a way to Bretonnia lest the smoke choke
" - }, - "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 - } - } - } - }, - "Sturdy": { - "name": "Sturdy", - "description": "You have a brawny physique, or are very used to carrying things. Increase the number of Encumbrance Points you can carry by your Sturdy level x 2", - "effects": { - "Sturdy": { - "name": "Sturdy" - } - } - }, - "Very 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 - } - } - } - }, - "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}" - }, - "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}" - }, - "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}" - } - } - }, - "The Spider Baron": { - "name": "The Spider Baron", - "items": { - "Arboreal": { - "name": "Arboreal", - "description": "
The creature is at home in the forests. In the woodlands, it adds its Agility Bonus to the SL of all Climb and Stealth Tests.
", - "effects": { - "Arboreal": { - "name": "Arboreal" - } - } - }, - "Leader": { - "name": "Leader", - "description": "The creature is a practiced leader. It receives a bonus of +10 to Fellowship and Willpower. \r\rNote: this Trait cannot be taken by creatures with the Bestial Trait.
", - "effects": { - "Leader": { - "name": "Leader", - "changes": { - "system.characteristics.fel.initial": 10, - "system.characteristics.wp.initial": 10 - } - } - } - }, - "Night Vision": { - "name": "Night Vision", - "description": "You can see very well in natural darkness. Assuming you have at least a faint source of light (such as starlight, moonlight, or bioluminescence) you can see clearly for 20 yards per level of Night Vision. Further, you can extend the effective illumination distance of any light sources by 20 yards per level of Night Vision.
" - }, - "Venom": { - "name": "Venom", - "description": "The creature’s attacks are poisoned or envenomed. When it causes Wounds, its opponent gains a @Condition[Poisoned] Condition. If no Difficulty is marked to resist the Venom, it is assumed to be Challenging
", - "effects": { - "Venom": { - "name": "Venom" - } - } - }, - "Weapon": { - "name": "Weapon", - "description": "The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)
" - }, - "Gold Crown": { - "name": "Gold Crown" - }, - "Silver Shilling": { - "name": "Silver Shilling" - }, - "Brass Penny": { - "name": "Brass Penny" - }, - "Fear": { - "name": "Fear", - "description": "The creature causes supernatural Fear in other creatures, with a rating equal to its Rating.
\nThe Fear trait represents an extreme aversion to something. Creatures that cause Fear have a Fear Rating; this value reflects the SL you are required to pass on an Extended Cool Test to overcome your Fear. You may continue to Test at the end of every round until your SL equals or surpasses the creature’s Fear rating. Until you do this, you are subject to Fear.
\nWhen subject to Fear, you suffer –1 SL on all Tests to affect the source of your fear. You may not move closer to whatever is causing Fear without passing a Challenging (+0) Cool Test. If it comes closer to you, you must pass a Challenging (+0) Cool Test, or gain a @Condition[Broken] Condition.
", - "effects": { - "Fear": { - "name": "Fear" - } - } - }, - "Bite": { - "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" - } - } - }, - "Mutation (half-spider, half-man)": { - "name": "Mutation (half-spider, half-man)", - "description": "The creature is ‘blessed’ with a Mutation. Roll on the @Table[mutatephys]{Physical Corruption Table}
", - "effects": { - "Mutation": { - "name": "Mutation" - } - } - }, - "Armour": { - "name": "Armour", - "description": "The creature is protected by armor or thick hide. It has Rating Armor Points on all Hit Locations
", - "effects": { - "Armour": { - "name": "Armour" - } - } - }, - "Sword": { - "name": "Sword" - } - } - }, - "Diomira Kiefer": { - "name": "Diomira Kiefer", - "items": { - "Animal Care": { - "name": "Animal Care", - "description": "@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QZx9CbhGkIaDMQD3 caption=false]{Animal Care}" - }, - "Animal Training": { - "name": "Animal Training", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.vbOc3JVfG2nfK1P0 caption=false]{Animal Training}" - }, - "Charm Animal": { - "name": "Charm Animal", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" - }, - "Dodge": { - "name": "Dodge", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" - }, - "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}" - }, - "Set Trap": { - "name": "Set Trap", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.fmMkUHUwOPwex8mj caption=false]{Set Trap}" - }, - "Stealth (Rural)": { - "name": "Stealth (Rural)", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" - }, - "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" - } - } - }, - "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" - } - } - }, - "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 - } - } - } - }, - "Trapper": { - "name": "Trapper", - "description": "You are skilled at spotting and using traps. You may take a Perception Test to spot traps automatically without having to tell the GM of your intention; the GM may prefer to make some of these Tests on your behalf in private.", - "effects": { - "Trapper": { - "name": "Trapper" - } - } - }, - "Gold Crown": { - "name": "Gold Crown" - }, - "Silver Shilling": { - "name": "Silver Shilling" - }, - "Brass Penny": { - "name": "Brass Penny" - }, - "Bow": { - "name": "Bow" - }, - "Arrow": { - "name": "Arrow", - "description": "
" - }, - "Dagger": { - "name": "Dagger" - }, - "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}" - }, - "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}" - } - } - }, - "Wilhelm von Vaulk": { - "name": "Wilhelm von Vaulk", - "items": { - "Wheelchair": { - "name": "Wheelchair" - }, - "Channelling (Ulgu)": { - "name": "Channelling (Ulgu)", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tXu8Hrd4desq1Rja caption=false]{Channelling}" - }, - "Consume Alcohol": { - "name": "Consume Alcohol", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" - }, - "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 (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}" - }, - "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}" - }, - "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}" - }, - "Language (Tilean)": { - "name": "Language (Tilean)", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.xo5U0kL08xCPe6kl caption=false]{Language}" - }, - "Leadership": { - "name": "Leadership", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" - }, - "Lore (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}" - }, - "Research": { - "name": "Research", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Nv0jexKy05qTOnuN caption=false]{Research}" - }, - "Ride (Horse)": { - "name": "Ride (Horse)", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" - }, - "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 (Ulgu)": { - "name": "Arcane Magic (Ulgu)", - "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 Number of Spells Currently Known \n | \n\n XP Cost for a new spell \n | \n
| \n Intelligence Bonus × 1 \n | \n\n 100 XP \n | \n
| \n Intelligence Bonus × 2 \n | \n\n 200 XP \n | \n
| \n Intelligence Bonus × 3 \n | \n\n 300 XP \n | \n
| \n Intelligence Bonus × 4 \n | \n\n 400 XP \n | \n
...and so on.
\nSo, 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.
" - }, - "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" - } - } - }, - "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.
\n\n
Thine Doom approaches with the rise
" - }, - "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" - } - } - }, - "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" - } - } - }, - "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" - } - } - }, - "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" - } - } - }, - "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 No. of Petty Spells Currently Known \n | \n \n XP Cost for a new spell \n | \n
| \n Up to Willpower Bonus × 1 \n | \n \n 50 XP \n | \n
| \n Up to Willpower Bonus × 2 \n | \n \n 100 XP \n | \n
| \n Up to Willpower Bonus × 3 \n | \n \n 150 XP \n | \n
| \n Up to Willpower Bonus × 4 \n | \n \n 200 XP \n | \n
...and so on.
\n\n
So, if your Willpower Bonus is 3 and you had 3 Petty spells, it will cost you 50XP for the first learned spell, then 100 XP for the next three, and so on’.
" - }, - "Public Speaker": { - "name": "Public Speaker", - "description": "You are a skilled orator and know how to work large groups of people. Refer to the following table to see how many people you can now influence with your Charm Skill when Public Speaking.
\n\n
| \n Talent Taken \n | \n\n Number of soldiers influenced \n | \n
| \n 1 \n | \n\n As normal × 5 \n | \n
| \n 2 \n | \n\n As normal × 10 \n | \n
| \n 3 \n | \n\n As normal × 20 \n | \n
| \n 4 \n | \n\n As normal × 50 \n | \n
| \n 5 \n | \n\n As normal × 100 \n | \n
| \n 6 \n | \n\n As normal × 200 \n | \n
| \n 7 \n | \n\n As normal × 500 \n | \n
| \n 8 \n | \n\n As normal × 1000 \n | \n
| \n 9 \n | \n\n All who can hear your inspiring voice \n | \n
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
" - }, - "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 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." - }, - "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" - } - } - }, - "Null": { - "name": "Null", - "description": "Like a blackhole in the Aethyr, the Winds of Magic are made void by this creature’s presence. This creature may not cast Spells under any circumstances, and may not be the target of any Spell. Spells within 30 ft of this creature have their CN doubled or increased to 4, whichever is worse.
", - "effects": { - "Null": { - "name": "Null" - } - } - }, - "Gold Crown": { - "name": "Gold Crown" - }, - "Silver Shilling": { - "name": "Silver Shilling" - }, - "Brass Penny": { - "name": "Brass Penny" - }, - "Sword": { - "name": "Sword" - }, - "Shabby Clothing": { - "name": "Shabby Clothing" - }, - "Professor": { - "name": "Professor", - "description": "@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.CmiCNv8YlslFqRqy]{Scholar}
" - }, - "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}" - }, - "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}" - }, - "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}"
- }
- }
- },
- "The Other Ghosts": {
- "name": "The Other Ghosts",
- "description": " The ghostly mob are people who had lives, who had goals. Families, friends. Enemies, even! ‘I was somebody, damn it!’ They can’t remember it all, but they know they had things to do and people they cared about. But now the dark river is all there is. And a darker island with borders closed to them. Maybe if they could have revenge on their killers, maybe that would be enough. They hope so.
The creature can see in the dark as daylight.
" - }, - "Ethereal": { - "name": "Ethereal", - "description": "The creature’s form is insubstantial, allowing it to pass through solid objects. It can only be harmed by Magical attacks.
", - "effects": { - "Ethereal": { - "name": "Ethereal" - } - } - }, - "Fury": { - "name": "Fury", - "description": "The creature can work itself into an all-consuming rage. It can spend all of its Advantage (minimum of 1) to become subject to Hatred to close combat opponents. If the creature has at least 3 Advantage, it may instead expend all of its Advantage to become subject to Frenzy.
", - "effects": { - "Fury": { - "name": "Fury" - } - } - }, - "Hatred": { - "name": "Hatred", - "description": "You are consumed with Hatred for the Target, which is normally a group of people or creatures, such as ‘Hochlanders’, ‘Bog Octopuses’, or ‘Slavers’. You will never socially interact with someone or something you hate in this manner. On encountering the object of your Hatred, you must attempt a Psychology Test. If failed, you are subject to Hatred. At the end of every subsequent Round, you may attempt another Psychology Test to bring the Hatred to an end. If you do or not, the effects of Hatred naturally come to an end when all members of the specified group in your line of sight are dead or gone, or you gain the Unconscious condition. While subject to Hatred, you must immediately attempt to destroy the hated group by the fastest and most deadly means possible. You gain a bonus of +1 SL on all combat Tests against the specified group, and are immune to Fear and Intimidate (but not Terror) caused by your hated foe.
", - "effects": { - "Hatred": { - "name": "Hatred" - } - } - }, - "Swarm": { - "name": "Swarm", - "description": "Swarms are large numbers of the same creature acting as one. The swarm counts as a single Creature that ignores the Psychology rules, and can ignore the Engaged rules when using its Move. If the Swarm successfully strikes an opponent it activates the Deathblow rule (even if it has not killed its opponent). All opponents Engaged with a Swarm automatically lose 1 Wound at the end of every Round as the Swarm overwhelms anything close. The Swarm has five times the Wounds of a normal example of the creature and gains +10 Weapon Skill. Any attempts to shoot the Swarm gain a bonus of +40 to hit. Swarms ignore all the Size Creature Trait rules
", - "effects": { - "Swarm": { - "name": "Swarm", - "changes": { - "system.characteristics.ws.initial": 10 - } - } - } - }, - "Undead": { - "name": "Undead", - "description": "The Undead are neither living, nor dead, meaning they are not reliant on the usual prerequisites for life: air, food, water… This Trait most commonly come into use when spells, miracles, or other abilities affect Undead only.
" - }, - "Unstable": { - "name": "Unstable", - "description": "UNQUIET DEAD
Any Undead creature with the Construct trait is magically bound together with sinews of dark magics. They are either mindless automatons reanimated by a necromancer, or those who came to unlife in a place where Shyish, the magical wind of death, or Dhar, vile black magic, gathers and stagnates, twisting death into something new.
The creature’s corpus is maintained by foul magics that are inherently unstable in the material realm.
\nWhenever it ends a round engaged with any opponent with higher Advantage, the creature is driven back, and the magics holding it together weaken. It loses as many Wounds as the difference between its Advantage, and the highest Advantage engaged with it.
\nSo, if the creature had 1 Advantage, and its opponent had 3, the creature would lose 2 Wounds. If the creature ever reach 0 Wounds, the magics holding it in place collapse, and it ‘dies’.
", - "effects": { - "Unstable": { - "name": "Unstable" - } - } - }, - "Gold Crown": { - "name": "Gold Crown" - }, - "Silver Shilling": { - "name": "Silver Shilling" - }, - "Brass Penny": { - "name": "Brass Penny" - }, - "Weapon": { - "name": "Weapon", - "description": "The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)
" - }, - "Fear": { - "name": "Fear", - "description": "The creature causes supernatural Fear in other creatures, with a rating equal to its Rating.
\nThe Fear trait represents an extreme aversion to something. Creatures that cause Fear have a Fear Rating; this value reflects the SL you are required to pass on an Extended Cool Test to overcome your Fear. You may continue to Test at the end of every round until your SL equals or surpasses the creature’s Fear rating. Until you do this, you are subject to Fear.
\nWhen subject to Fear, you suffer –1 SL on all Tests to affect the source of your fear. You may not move closer to whatever is causing Fear without passing a Challenging (+0) Cool Test. If it comes closer to you, you must pass a Challenging (+0) Cool Test, or gain a @Condition[Broken] Condition.
", - "effects": { - "Fear": { - "name": "Fear" - } - } - } - } - }, - "Bryannah ‘der Briekäse’ Rosendorn": { - "name": "Bryannah ‘der Briekäse’ Rosendorn", - "items": { - "countless Amulets and Charms": { - "name": "countless Amulets and Charms" - }, - "concealed Incendiaries and Explosives": { - "name": "concealed Incendiaries and Explosives" - }, - "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}" - }, - "Channelling (Azyr)": { - "name": "Channelling (Azyr)", - "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}" - }, - "Charm Animal": { - "name": "Charm Animal", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" - }, - "Consume Alcohol": { - "name": "Consume Alcohol", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" - }, - "Cool": { - "name": "Cool", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" - }, - "Dodge": { - "name": "Dodge", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" - }, - "Endurance": { - "name": "Endurance", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" - }, - "Entertain (Prophecy)": { - "name": "Entertain (Prophecy)", - "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}" - }, - "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 (Riverways)": { - "name": "Lore (Riverways)", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" - }, - "Melee (Polearm)": { - "name": "Melee (Polearm)", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Outdoor Survival": { - "name": "Outdoor Survival", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" - }, - "Perception": { - "name": "Perception", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" - }, - "Ranged (Entangling)": { - "name": "Ranged (Entangling)", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.jJYOiSQNgC9v7cM5 caption=false]{Ranged}" - }, - "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}" - }, - "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}" - }, - "Swim": { - "name": "Swim", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QoWDfx8SIhpCiIX5 caption=false]{Swim}" - }, - "Arcane Magic (Azyr)": { - "name": "Arcane Magic (Azyr)", - "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 Number of Spells Currently Known \n | \n\n XP Cost for a new spell \n | \n
| \n Intelligence Bonus × 1 \n | \n\n 100 XP \n | \n
| \n Intelligence Bonus × 2 \n | \n\n 200 XP \n | \n
| \n Intelligence Bonus × 3 \n | \n\n 300 XP \n | \n
| \n Intelligence Bonus × 4 \n | \n\n 400 XP \n | \n
...and so on.
\nSo, 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
That not seen shall stand before thee
" - }, - "Etiquette (Criminals, Revolutionaries)": { - "name": "Etiquette (Criminals, Revolutionaries)", - "description": "You can blend in socially with the chosen group so long as you are dressed and acting appropriately. Example social groups for this Talent are: Criminals, Cultists, Guilders, Nobles, Scholars, Servants, and Soldiers. If you do not have the Talent, those with it will note your discomfort in the unfamiliar environment. This is primarily a matter for roleplaying, but may confer a bonus to Fellowship Tests at the GM’s discretion.
", - "effects": { - "Etiquette": { - "name": "Etiquette" - } - } - }, - "Etiquette (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" - } - } - }, - "kc9xghzvdqqgfgni": { - "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" - } - } - }, - "Fisherman": { - "name": "Fisherman", - "description": "You are a very capable fisherman and know all the best ways to land fish yourself and a number of others equal to your level in Fisherman, assuming you choose to spend at least an hour or so with a line and bait. You may secure more fish in addition to this using the normal rules for foraging
", - "effects": { - "Fisherman": { - "name": "Fisherman" - } - } - }, - "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" - } - } - }, - "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" - } - } - }, - "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.
" - }, - "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" - } - } - }, - "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" - } - } - }, - "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" - } - } - }, - "Nose for Trouble": { - "name": "Nose for Trouble", - "description": "You are used to getting into, and preferably out of, trouble. You may attempt an Intuition Test to spot those seeking to cause trouble or seeking to cause you harm, even if normally you would not be allowed a Test (because of Talents or a Spell, for example). This Test will likely be Opposed if others are hiding, and the GM may prefer to take this Test on your behalf in secret so you do not know the results should you fail. If any troublemakers you spot start combat, you may ignore any Surprised Condition they would normally inflict.
", - "effects": { - "Nose for Trouble": { - "name": "Nose for Trouble" - } - } - }, - "Orientation": { - "name": "Orientation", - "description": "You have an instinctual feel for direction. You automatically know which direction is north with a glimpse at the stars, trees, or whatever other signs you are familiar with.", - "effects": { - "Orientation": { - "name": "Orientation" - } - } - }, - "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 No. of Petty Spells Currently Known \n | \n \n XP Cost for a new spell \n | \n
| \n Up to Willpower Bonus × 1 \n | \n \n 50 XP \n | \n
| \n Up to Willpower Bonus × 2 \n | \n \n 100 XP \n | \n
| \n Up to Willpower Bonus × 3 \n | \n \n 150 XP \n | \n
| \n Up to Willpower Bonus × 4 \n | \n \n 200 XP \n | \n
...and so on.
\n\n
So, if your Willpower Bonus is 3 and you had 3 Petty spells, it will cost you 50XP for the first learned spell, then 100 XP for the next three, and so on’.
" - }, - "Public Speaker": { - "name": "Public Speaker", - "description": "You are a skilled orator and know how to work large groups of people. Refer to the following table to see how many people you can now influence with your Charm Skill when Public Speaking.
\n\n
| \n Talent Taken \n | \n\n Number of soldiers influenced \n | \n
| \n 1 \n | \n\n As normal × 5 \n | \n
| \n 2 \n | \n\n As normal × 10 \n | \n
| \n 3 \n | \n\n As normal × 20 \n | \n
| \n 4 \n | \n\n As normal × 50 \n | \n
| \n 5 \n | \n\n As normal × 100 \n | \n
| \n 6 \n | \n\n As normal × 200 \n | \n
| \n 7 \n | \n\n As normal × 500 \n | \n
| \n 8 \n | \n\n As normal × 1000 \n | \n
| \n 9 \n | \n\n All who can hear your inspiring voice \n | \n
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" - } - } - }, - "Strider (Marshes)": { - "name": "Strider (Marshes)", - "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-minded": { - "name": "Strong-minded", - "description": "You are the epitome of determination and resolve. Add your level in Strong Minded to your maximum Resolve pool." - }, - "Suave": { - "name": "Suave", - "description": "You gain a permanent +5 bonus to your starting Fellowship Characteristic (this does not count towards your Advances).", - "effects": { - "Suave": { - "name": "Suave", - "changes": { - "system.characteristics.fel.initial": 5 - } - } - } - }, - "Tenacious": { - "name": "Tenacious", - "description": "You never give up, no matter how impossible your travails appear. You can double the length of time successful Endurance Tests allow you to endure a hardship. This includes enduring prolonged riding, exposure, rituals, and similar adversities", - "effects": { - "Tenacious": { - "name": "Tenacious" - } - } - }, - "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" - } - } - }, - "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." - }, - "Afraid": { - "name": "Afraid", - "description": "The creature is afraid of the Target as if the Target has Fear (0).
\nThe Fear trait represents an extreme aversion to something. Creatures that cause Fear have a Fear Rating; this value reflects the SL you are required to pass on an Extended Cool Test to overcome your Fear. You may continue to Test at the end of every round until your SL equals or surpasses the creature’s Fear rating. Until you do this, you are subject to Fear.
\n\n
When subject to Fear, you suffer –1 SL on all Tests to affect the source of your fear. You may not move closer to whatever is causing Fear without passing a Challenging (+0) Cool Test. If it comes closer to you, you must pass a Challenging (+0) Cool Test, or gain a Broken Condition.
", - "effects": { - "Afraid": { - "name": "Afraid" - } - } - }, - "Animosity": { - "name": "Animosity", - "description": "You harbor an enmity for the Target, which will normally be a group of people or creatures, such as ‘Nordlanders’, ‘Beastmen’, or ‘Nobles’. You must attempt a Psychology Test whenever you encounter the group. If you pass, you may grumble and spit, but only suffer a penalty of –20 to all Fellowship Tests towards that group. Should you fail you are subject to Animosity.
\n\n
At the end of every subsequent Round, you may attempt another Psychology test to bring the Animosity to an end. If you do not, the effects of Animosity naturally come to an end when all members of the specified group in your line of sight are utterly pacified or gone, or you gain the Stunned or Unconscious Condition, or you become subject to another Psychology.
\n\n
When subject to Animosity, you must immediately attack the disagreeable creatures, either socially (insults, jibes, and similar) or physically (most commonly with fists), as appropriate. You also gain a bonus of +1 SL on any attempts to socially or mentally attack the group. Animosity is over-ridden by Fear and Terror.
", - "effects": { - "Animosity": { - "name": "Animosity" - } - } - }, - "Spellcaster": { - "name": "Spellcaster", - "description": "The creature can cast spells; the specific Lore of Magic will be indicated in brackets.
" - }, - "Deck of Cards": { - "name": "Deck of Cards" - }, - "Gold Crown": { - "name": "Gold Crown" - }, - "Silver Shilling": { - "name": "Silver Shilling" - }, - "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" - } - } - }, - "Careful Step": { - "name": "Careful Step", - "description": "The magic flowing through your feet ensures any organic matter you tread upon remains undamaged: twigs do not break, grass springs back to its original position, and even delicate flowers are unharmed. Those seeking to use the Track skill to pursue you through rural terrain suffer a –30 penalty to their Tests.
\n\n Lore: None
" - }, - "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" - } - } - }, - "Warning": { - "name": "Warning", - "description": "You channel magic into an object, noticing immediately if it has been poisoned or trapped.
\n\n Lore: None
" - }, - "Protection from Rain": { - "name": "Protection from Rain", - "description": "
You can keep yourself dry whatever the weather, unaffected by precipitation. This affects rain, hail, sleet and snow, and any similar water falling from the heavens, but not standing water.
\n\n Lore: None
" - }, - "Sleep": { - "name": "Sleep", - "description": "
You touch your opponent, sending them into a deep sleep. If the target has the @Condition[Prone] Condition, they gain the @Condition[Unconscious] Condition as they fall asleep. They remain unconscious for the duration, although loud noises or being moved or jostled will awaken them instantly. If your targets are standing or sitting when affected, they start themselves awake as they hit the ground, gaining the Prone Condition, but remaining conscious. If your targets are not resisting, and are suitably tired, they will, at the spell’s end, pass into a deep and restful sleep.
\n\n Lore: None
", - "effects": { - "Sleep": { - "name": "Sleep" - } - } - }, - "Eavesdrop": { - "name": "Eavesdrop", - "description": "
You can hear what your targets say as if you were standing right next to them.
\n\n Lore: None
" - }, - "River Elder": { - "name": "River Elder", - "description": "
@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.c8JYF7Lvaaezt9RS]{Riverwoman}
" - }, - "Practical Clothing": { - "name": "Practical Clothing" - }, - "Trade Tools (Astrology)": { - "name": "Trade Tools (Astrology)", - "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.
\nSample packages include:
\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.
\nEngineer: Hourglass, measuring rod, fuse cord, drafting compass, and T-square. Workshops also include pulleys, ropes, and drafting tables.
\nHerbalist: Pestle and mortar, small knives, pruning shears, and gloves. Workshops also include drying racks, strainers, funnels, bowls, and jars.
\nNavigator: Quadrant, astrolabe, charts and compasses, hourglass, and sounding line.
\nPhysician: Needles and sutures, bandages, scalpel, vinegar, forceps, and a speculum. Workshops also include anatomical drawings, assorted implements, and a surgery table.
" - }, - "River Boat": { - "name": "River Boat", - "description": "Three crew are standard.
" - }, - "Quarterstaff": { - "name": "Quarterstaff" - }, - "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}" - }, - "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}" - }, - "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}"
- }
- }
- },
- "Bog Mummy": {
- "name": "Bog Mummy",
- "description": " Bog mummies are a common sight throughout ancient Human ruins in the Old World. Ancient cultures often, instead of interring their dead in the earth, would instead bury them in the soft peaty marshes that surround their settlements, where they would be sucked down into the embrace of death. However, many of these dead, as with gravesites, don't always stay dead...
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Construct": { - "name": "Construct", - "description": "
The creature is a construct of magic, quite mindless, bound together with magical sinews. It has no Intelligence, Willpower, or Fellowship Characteristics, and need never Test them. If it has no wizard controlling it, or does not possess the Territorial Trait, it meanders mindlessly, following flows of ambient magic.
\n\n
For the purposes of calculating its Wounds, it uses its Strength Bonus whenever Willpower Bonus is required. All its attacks are Magical.
\nThe creature is tainted by Chaos, or perhaps suffused with Dark Magics. The Strength of the Corruption is marked in brackets (@Corruption[minor]{Minor}, @Corruption[moderate]{Moderate}, or @Corruption[major]{Major}).
", - "effects": { - "Corruption": { - "name": "Corruption" - } - } - }, - "Dark Vision": { - "name": "Dark Vision", - "description": "The creature can see in the dark as daylight.
" - }, - "Infected": { - "name": "Infected", - "description": "The creature, or its weapon, carries a nasty infection. If it causes a living opponent to lose Wounds, it must pass an Easy (+40) Endurance Test or contract a @UUID[Compendium.wfrp4e-core.items.kKccDTGzWzSXCBOb]{Festering Wound}
", - "effects": { - "Infected": { - "name": "Infected" - } - } - }, - "Infestation": { - "name": "Infestation", - "description": "The creature’s hide is infested with biting fleas or similar. All opponents suffer a penalty of –10 to hit it in melee combat as the parasites distract and overwhelm them
", - "effects": { - "Infestation": { - "name": "Infestation" - } - } - }, - "Painless": { - "name": "Painless", - "description": "The creature feels no pain or can ignore it. All non-amputation penalties suffered from Critical Wounds are ignored, although Conditions are suffered as normal.
" - }, - "Territorial": { - "name": "Territorial", - "description": "This creature is protective of a particular area or location. It will fight to the death to protect it and will not normally pursue enemies if they flee this area.
" - }, - "Undead": { - "name": "Undead", - "description": "The Undead are neither living, nor dead, meaning they are not reliant on the usual prerequisites for life: air, food, water… This Trait most commonly come into use when spells, miracles, or other abilities affect Undead only.
" - }, - "Unstable": { - "name": "Unstable", - "description": "UNQUIET DEAD
Any Undead creature with the Construct trait is magically bound together with sinews of dark magics. They are either mindless automatons reanimated by a necromancer, or those who came to unlife in a place where Shyish, the magical wind of death, or Dhar, vile black magic, gathers and stagnates, twisting death into something new.
The creature’s corpus is maintained by foul magics that are inherently unstable in the material realm.
\nWhenever it ends a round engaged with any opponent with higher Advantage, the creature is driven back, and the magics holding it together weaken. It loses as many Wounds as the difference between its Advantage, and the highest Advantage engaged with it.
\nSo, if the creature had 1 Advantage, and its opponent had 3, the creature would lose 2 Wounds. If the creature ever reach 0 Wounds, the magics holding it in place collapse, and it ‘dies’.
", - "effects": { - "Unstable": { - "name": "Unstable" - } - } - }, - "Gold Crown": { - "name": "Gold Crown" - }, - "Silver Shilling": { - "name": "Silver Shilling" - }, - "Brass Penny": { - "name": "Brass Penny" - }, - "Breath (Poison)": { - "name": "Breath (Poison)", - "description": "The creature’s breath is a powerful weapon. On its turn, for the cost of 2 Advantage, it can activate its Breath as a Free Attack. Choose 1 target it can see within 20+Toughness Bonus yards. All characters within Strength Bonus yards of that target are struck, as are all characters between the creature and the target. Perform an Opposed Ballistic Skill/Dodge Test against all affected targets (the creature’s single roll opposed by each individual target). All targets that fail take Damage equal to the attack’s Rating. Further, if the Trait is marked with any of the following types in brackets, apply the associated rules.
\n• Cold: Targets gain a Stunned Condition for every full 5 Wounds suffered (minimum of 1).
\n• Corrosion: All Armor and Weapons carried by affected targets suffer 1 Damage.
\n• Fire: Any Wounds caused ignore Armor Points. Targets gain an Ablaze Condition.
\n• Electricity: Any Wounds caused ignore Armor Points. Targets gain a Stunned Condition.
\n• Poison: Any Wounds caused ignore Armor Points. Targets gain a Poisoned Condition.
\n• Smoke: The area fills with smoke, blocking Line of Sight for Toughness Bonus Rounds.
\nThe creature is immune to its own Breath. This attack is Magical.
", - "effects": { - "Breath Type": { - "name": "Breath Type" - }, - "Breath": { - "name": "Breath" - } - } - }, - "Fear": { - "name": "Fear", - "description": "The creature causes supernatural Fear in other creatures, with a rating equal to its Rating.
\nThe Fear trait represents an extreme aversion to something. Creatures that cause Fear have a Fear Rating; this value reflects the SL you are required to pass on an Extended Cool Test to overcome your Fear. You may continue to Test at the end of every round until your SL equals or surpasses the creature’s Fear rating. Until you do this, you are subject to Fear.
\nWhen subject to Fear, you suffer –1 SL on all Tests to affect the source of your fear. You may not move closer to whatever is causing Fear without passing a Challenging (+0) Cool Test. If it comes closer to you, you must pass a Challenging (+0) Cool Test, or gain a @Condition[Broken] Condition.
", - "effects": { - "Fear": { - "name": "Fear" - } - } - }, - "Swamp-strider": { - "name": "Swamp-strider", - "description": "The creature is at home in a swamp. It suffers no Movement penalties for moving through boggy ground.
" - }, - "Weapon": { - "name": "Weapon", - "description": "The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)
" - } - } - }, - "Hel": { - "name": "Hel", - "description": "Hel is a fine horse, and while stories abound about the terrible beast that carries the @UUID[Actor.pDiCMkvXcPae8rsU]{Horseman} about the lands — that it is undead, or a daemon, or a mutant with seven nostrils and a lizard's tail — there is nothing supernatural about Hel. Gismodo 'liberated' her from a noble not far from Eilhart, and she has been his loyal comrade ever since.
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 Size \n | \n\n Examples \n | \n
| \n Tiny \n | \n\n Butterfly, Mouse, Pigeon \n | \n
| \n Little \n | \n\n Cat, Hawk, Human Baby \n | \n
| \n Small \n | \n\n Giant Rat, Halfling, Human Child \n | \n
| \n Average \n | \n\n Dwarf, Elf, Human \n | \n
| \n Large \n | \n\n Horse, Ogre, Troll \n | \n
| \n Enormous \n | \n\n Griffon, Wyvern, Manticore \n | \n
| \n Monstrous \n | \n\n Dragon, Giant, Greater Daemon \n | \n
\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
If larger:
\n\n
If smaller:
\n• It gains a bonus of +10 to hit.
\n\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
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
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
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
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 Size \n | \n\n Wounds \n | \n
| \n Tiny \n | \n\n 1 \n | \n
| \n Little \n | \n\n Toughness Bonus \n | \n
| \n Small \n | \n\n (2×Toughness Bonus) + Willpower Bonus \n | \n
| \n Average \n | \n\n Strength Bonus+(2×Toughness Bonus) + Willpower Bonus \n | \n
| \n Large \n | \n\n (Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×2 \n | \n
| \n Enormous \n | \n\n (Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×4 \n | \n
| \n Monstrous \n | \n\n (Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×8 \n | \n
The creature has a long stride, perhaps because it is a quadruped or has especially long legs. Multiply Run Movement by 1.5 when Running.
", - "effects": { - "Stride": { - "name": "Stride" - } - } - }, - "Trained": { - "name": "Trained", - "description": "This trait represents animals that have been trained through the Animal Training Skill. The skills the animal knows is marked in the brackets. Feel free to create your own trained skills.
\nBroken: The animal is trained to ignore its Bestial trait. it receives [[/r 2d10]] Fellowship.
\nDrive: The animal is trained to pull a coach, cart, plough, buggy, or similar.
\nEntertain: The animal is trained to entertain others. It adds a +10 bonus to appropriate Entertain, Perform, or Play Tests.
\nFetch: The animal is trained to fetch. This is normal reserved for Dogs and similar.
\nGuard: The animal is trained to stay in one place or prowl around as a guard, granting it the Territorial Trait.
\nHome: The animal is trained to return home if it is released or lost.
\nMagic: The animal is trained to ignore Skittish when it comes to magic, which is required for most horses used by Wizards.
\nMount: The animal will accept a rider. Some creatures are especially belligerent, and will not accept a rider without the correct skill. So, to ride a Griffon, you need the Ride (Griffon) skill.
\nWar: The animal is trained for war, gaining +10 Weapon Skill. It can also ignore Skittish for loud noises.
", - "effects": { - "Trained (Mount, Ride, War, Magic)": { - "name": "Trained (Mount, Ride, War, Magic)" - } - } - }, - "Gold Crown": { - "name": "Gold Crown" - }, - "Silver Shilling": { - "name": "Silver Shilling" - }, - "Brass Penny": { - "name": "Brass Penny" - }, - "Armour": { - "name": "Armour", - "description": "The creature is protected by armor or thick hide. It has Rating Armor Points on all Hit Locations
", - "effects": { - "Armour": { - "name": "Armour" - } - } - }, - "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)
" - } - } - }, - "Benni Bottomdown": { - "name": "Benni Bottomdown", - "description": "Benni is a trader in pots and pans, many of which he fixes himself. He supplements his meagre income by telling comedic shaggy dog stories in Coaching Inn bars in the hope his listeners will provide him with drinks and a place to sleep, but if that doesn’t work, he is not too proud to pick a pocket. Recently Benni has decided to try his luck selling his ironware to the peasants of Sylvania, though he has not had much luck drumming up trade, none of the locals much care for his stories, and their pockets are consistently empty. Benni is not an unfaithful Halfling, but outside of the Moot he’s found it best to play along with whatever is locally popular. In Altdorf, praise Sigmar. In Middeheim, spare a coin for Ulric. And out here in the woods? Perhaps Taal is worth a punt.
", - "items": { - "Entertain": { - "name": "Entertain", - "description": "@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" - }, - "Dodge": { - "name": "Dodge", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" - }, - "Charm Animal": { - "name": "Charm Animal", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" - }, - "Melee": { - "name": "Melee", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Gamble": { - "name": "Gamble", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}" - }, - "Art": { - "name": "Art", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" - }, - "Endurance": { - "name": "Endurance", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" - }, - "Perception": { - "name": "Perception", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" - }, - "Intimidate": { - "name": "Intimidate", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" - }, - "Row": { - "name": "Row", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" - }, - "Athletics": { - "name": "Athletics", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" - }, - "Stealth": { - "name": "Stealth", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" - }, - "Ride": { - "name": "Ride", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" - }, - "Consume Alcohol": { - "name": "Consume Alcohol", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" - }, - "Gossip": { - "name": "Gossip", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" - }, - "Intuition": { - "name": "Intuition", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" - }, - "Bribery": { - "name": "Bribery", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" - }, - "Charm": { - "name": "Charm", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" - }, - "Drive": { - "name": "Drive", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" - }, - "Leadership": { - "name": "Leadership", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" - }, - "Outdoor Survival": { - "name": "Outdoor Survival", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" - }, - "Haggle": { - "name": "Haggle", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" - }, - "Cool": { - "name": "Cool", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" - }, - "Climb": { - "name": "Climb", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}" - }, - "Navigation": { - "name": "Navigation", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" - }, - "Gold Crown": { - "name": "Gold Crown" - }, - "Silver Shilling": { - "name": "Silver Shilling" - }, - "Brass Penny": { - "name": "Brass Penny" - }, - "Pedlar": { - "name": "Pedlar", - "description": "
@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.FdlybSv02jjXG1qW]{Pedlar}
" - }, - "Entertain (Storytelling)": { - "name": "Entertain (Storytelling)", - "description": "@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" - }, - "Ranged (Sling)": { - "name": "Ranged (Sling)", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.jJYOiSQNgC9v7cM5 caption=false]{Ranged}" - }, - "Sleight of Hand": { - "name": "Sleight of Hand", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.bGqmHCju8VZ8q2Pv caption=false]{Sleight of Hand}" - }, - "Stealth (Rural)": { - "name": "Stealth (Rural)", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" - }, - "Acute Sense (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.
", - "effects": { - "Acute Sense": { - "name": "Acute Sense" - } - } - }, - "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" - } - } - }, - "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" - } - } - }, - "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)" - } - } - }, - "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" - } - } - }, - "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" - } - } - }, - "Cloak": { - "name": "Cloak", - "description": "Protects wearer against the elements.
" - }, - "Clothing": { - "name": "Clothing" - }, - "Dagger": { - "name": "Dagger" - }, - "Pouch": { - "name": "Pouch" - }, - "Backpack": { - "name": "Backpack", - "description": "Counts as ‘worn’ when strapped to your back.
" - }, - "Tinderbox": { - "name": "Tinderbox" - }, - "Blanket": { - "name": "Blanket", - "description": "Endurance Tests rolled to resist Cold Exposure gain a bonus of +20 when resting.
" - }, - "Rations, 1 day": { - "name": "Rations, 1 day" - }, - "Mule": { - "name": "Mule", - "description": "Horse trained for war.
" - }, - "Saddlebags": { - "name": "Saddlebags" - }, - "Pots and Pans": { - "name": "Pots and Pans" - }, - "Trade Tools (Tinker)": { - "name": "Trade Tools (Tinker)", - "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.
\nSample packages include:
\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.
\nEngineer: Hourglass, measuring rod, fuse cord, drafting compass, and T-square. Workshops also include pulleys, ropes, and drafting tables.
\nHerbalist: Pestle and mortar, small knives, pruning shears, and gloves. Workshops also include drying racks, strainers, funnels, bowls, and jars.
\nNavigator: Quadrant, astrolabe, charts and compasses, hourglass, and sounding line.
\nPhysician: Needles and sutures, bandages, scalpel, vinegar, forceps, and a speculum. Workshops also include anatomical drawings, assorted implements, and a surgery table.
" - }, - "Sling": { - "name": "Sling" - }, - "Stone Bullet": { - "name": "Stone Bullet" - }, - "Purse": { - "name": "Purse" - } - } - }, - "Ursula Fangen": { - "name": "Ursula Fangen", - "description": "Ursula has been on the run now for fourteen years. Her family were supporters of the Talabecland takeover of Ostermark in 2499 IC, but she took things too far when she placed an arrow between the eyes of Hermann Hertwig. She thought that time and Talabecland would put an end to her woes, but now the Turmoil has seen the province returned to its former glory, Wolfram Hertwig made the elector once more, and the price on her head increased to 500 gold crowns. Ursula plans to lie low in the wilds of Sylvania before escaping to the Border Princes. The further into the deep woods Ursula can find herself, the better.
", - "items": { - "Entertain": { - "name": "Entertain", - "description": "@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" - }, - "Dodge": { - "name": "Dodge", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" - }, - "Charm Animal": { - "name": "Charm Animal", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" - }, - "Melee": { - "name": "Melee", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Gamble": { - "name": "Gamble", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}" - }, - "Art": { - "name": "Art", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" - }, - "Endurance": { - "name": "Endurance", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" - }, - "Perception": { - "name": "Perception", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" - }, - "Intimidate": { - "name": "Intimidate", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" - }, - "Row": { - "name": "Row", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" - }, - "Athletics": { - "name": "Athletics", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" - }, - "Stealth": { - "name": "Stealth", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" - }, - "Ride": { - "name": "Ride", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" - }, - "Consume Alcohol": { - "name": "Consume Alcohol", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" - }, - "Gossip": { - "name": "Gossip", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" - }, - "Intuition": { - "name": "Intuition", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" - }, - "Bribery": { - "name": "Bribery", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" - }, - "Charm": { - "name": "Charm", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" - }, - "Drive": { - "name": "Drive", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" - }, - "Leadership": { - "name": "Leadership", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" - }, - "Outdoor Survival": { - "name": "Outdoor Survival", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" - }, - "Haggle": { - "name": "Haggle", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" - }, - "Cool": { - "name": "Cool", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" - }, - "Climb": { - "name": "Climb", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}" - }, - "Navigation": { - "name": "Navigation", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" - }, - "Gold Crown": { - "name": "Gold Crown" - }, - "Silver Shilling": { - "name": "Silver Shilling" - }, - "Brass Penny": { - "name": "Brass Penny" - }, - "Outlaw": { - "name": "Outlaw", - "description": "
@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.SrqxyWytyki4WYgC]{Outlaw}
" - }, - "Melee (Basic)": { - "name": "Melee (Basic)", - "description": "@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Lore (Sylvania)": { - "name": "Lore (Sylvania)", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" - }, - "Ranged (Bow)": { - "name": "Ranged (Bow)", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.jJYOiSQNgC9v7cM5 caption=false]{Ranged}" - }, - "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" - } - } - }, - "Doomed": { - "name": "Doomed", - "description": "At the age of 10, a Priest of Morr called a Doomsayer took you aside to foretell your death in an incense-laden, coming-of-age ritual called the Dooming. In conjunction with your GM, come up with a suitable Dooming. Should your character die in a fashion that matches your Dooming, your next character gains a bonus of half the total XP your dead character accrued during play." - }, - "Strike 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" - } - } - }, - "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)" - } - } - }, - "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" - } - } - }, - "Clothing": { - "name": "Clothing" - }, - "Leather Jerkin": { - "name": "Leather Jerkin" - }, - "Shield": { - "name": "Shield" - }, - "Hood": { - "name": "Hood" - }, - "Dagger": { - "name": "Dagger" - }, - "Sword": { - "name": "Sword" - }, - "Bow": { - "name": "Bow" - }, - "Arrow": { - "name": "Arrow", - "description": "" - }, - "Pouch": { - "name": "Pouch" - }, - "Bedroll": { - "name": "Bedroll", - "description": "Endurance Tests rolled to resist Cold Exposure gain a bonus of +20 when resting.
", - "effects": { - "Bedroll": { - "name": "Bedroll" - } - } - }, - "Tent": { - "name": "Tent" - }, - "Sling Bag": { - "name": "Sling Bag", - "description": "Counts as ‘worn’ when slung over your shoulder.
" - }, - "Candle": { - "name": "Candle", - "description": "Provides illumination for 10 yards when lit.
" - }, - "Match": { - "name": "Match" - }, - "Tinderbox": { - "name": "Tinderbox" - } - }, - "effects": { - "Encumbrance 1": { - "name": "Encumbrance 1" - } - } - }, - "Rutger Lurchen": { - "name": "Rutger Lurchen", - "items": { - "Herd of goats": { - "name": "Herd of goats" - }, - "Animal Care": { - "name": "Animal Care", - "description": "@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QZx9CbhGkIaDMQD3 caption=false]{Animal Care}" - }, - "Athletics": { - "name": "Athletics", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" - }, - "Charm": { - "name": "Charm", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" - }, - "Consume Alcohol": { - "name": "Consume Alcohol", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" - }, - "Endurance": { - "name": "Endurance", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" - }, - "Evaluate": { - "name": "Evaluate", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.NtJ85TY8yY3WOGHN caption=false]{Evaluate}" - }, - "Gossip": { - "name": "Gossip", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" - }, - "Haggle": { - "name": "Haggle", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" - }, - "Lore (Local)": { - "name": "Lore (Local)", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" - }, - "Melee (Basic)": { - "name": "Melee (Basic)", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Melee (Brawling)": { - "name": "Melee (Brawling)", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Outdoor Survival": { - "name": "Outdoor Survival", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" - }, - "Ranged (Blackpowder)": { - "name": "Ranged (Blackpowder)", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.jJYOiSQNgC9v7cM5 caption=false]{Ranged}" - }, - "Animal Affinity": { - "name": "Animal Affinity", - "description": "Wild animals feel comfortable in your presence, and often follow your lead. All creatures with the Bestial Trait not trained to be belligerent will automatically be calm in your presence unless they have a reason not to be, such as pain, an attack, being naturally hyper-aggressive, or having nearby young.", - "effects": { - "Animal Affinity": { - "name": "Animal Affinity" - } - } - }, - "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
Hidden shame, secret blame, lick of flame
" - }, - "Rover": { - "name": "Rover", - "description": "You are at home roaming the wild places. When using Stealth in a rural environment, bystanders do not get passive Perception Tests to detect you; they can only spot you if they are specifically on look-out, or watching for hidden spies.", - "effects": { - "Rover": { - "name": "Rover" - } - } - }, - "Savvy": { - "name": "Savvy", - "description": "You gain a permanent +5 bonus to your starting Intelligence Characteristic (this does not count towards your Advances).", - "effects": { - "Savvy": { - "name": "Savvy", - "changes": { - "system.characteristics.int.initial": 5 - } - } - } - }, - "Sturdy": { - "name": "Sturdy", - "description": "You have a brawny physique, or are very used to carrying things. Increase the number of Encumbrance Points you can carry by your Sturdy level x 2", - "effects": { - "Sturdy": { - "name": "Sturdy" - } - } - }, - "Very 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 - } - } - } - }, - "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}" - }, - "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}" - }, - "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}"
- },
- "Sword": {
- "name": "Sword"
- },
- "Handgun": {
- "name": "Handgun"
- },
- "Bullet and Powder": {
- "name": "Bullet and Powder"
- },
- "Keys to the boarding house": {
- "name": "Keys to the boarding house"
- },
- "Purse": {
- "name": "Purse"
- },
- "lCJCXd1B1bcqArd7": {
- "name": "Silver Shilling"
- }
- }
- },
- "Pirate": {
- "name": "Pirate",
- "description": " Sadists and murderers, drawn to the shining darkness that is @UUID[Actor.OxiNGh0L8C5mbLcE]{Meinard Links}. There is little good to say about them. There are 20 to 30 of them.
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" - }, - "Dodge": { - "name": "Dodge", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" - }, - "Endurance": { - "name": "Endurance", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" - }, - "Melee (Basic)": { - "name": "Melee (Basic)", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Perception": { - "name": "Perception", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" - }, - "Row": { - "name": "Row", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" - }, - "Sail": { - "name": "Sail", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.DLrOPZtVMLgSyxaj caption=false]{Sail}" - }, - "Swim": { - "name": "Swim", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QoWDfx8SIhpCiIX5 caption=false]{Swim}" - }, - "Strong Back": { - "name": "Strong Back", - "description": "
You have a strong back that is used to hard work. You may add your levels in Strong Back to your SL in any Opposed Strength Tests, and can carry additional Encumbrance points of trappings (see @UUID[JournalEntry.sLomXnc8R8518cWN.JournalEntryPage.oAPLajkv4l9IlRzO]{Encumbrance}) equal to your level of Strong Back.
", - "effects": { - "Strong Back": { - "name": "Strong Back" - } - } - }, - "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" - } - } - }, - "ssdyqt1huruh7sy4": { - "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" - }, - "Leather Jack": { - "name": "Leather Jack" - }, - "Cutlass": { - "name": "Cutlass" - }, - "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}" - }, - "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}"
- }
- }
- },
- "Yevgeni Dostal": {
- "name": "Yevgeni Dostal",
- "description": " This tall, lean boatman hails from the vast grassy plains that stretch out to the northeast of Kislev. He is proud of his achievements: A fine horseman! A great warrior! Apprentice to the great shaman Dafa! Oh, and the tales of his adventurous travels! Why is he here, of all places? Dafa told Yevgeni he had things to do here, so he came. These things were many and varied: ‘Fight the fish that flies’, ‘Listen for noisy water,’, and ‘Make friends! Our lands may need chegan someday’ and similarly odd ideas. Many folk can find Yevgeni rather loud and irritating, yet miss him when he’s gone. Besides having a strong arm, he has some understanding of spirits and the dead. Culturally, he is more tolerant of ghosts, wary but less fearful. Yevgeni offers some extra muscle and insights into the spirit world — rumours regarding communicating with ghosts could come from him, although he will phrase them in somewhat broken Reikspeil, insists on the term ‘vaiduk’ rather than ‘ghost’, and has no knowledge of Morrite ritual.
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QZx9CbhGkIaDMQD3 caption=false]{Animal Care}" - }, - "Athletics": { - "name": "Athletics", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" - }, - "Charm": { - "name": "Charm", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" - }, - "Charm Animal": { - "name": "Charm Animal", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" - }, - "Consume Alcohol": { - "name": "Consume Alcohol", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" - }, - "Dodge": { - "name": "Dodge", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" - }, - "Endurance": { - "name": "Endurance", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" - }, - "Gossip": { - "name": "Gossip", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" - }, - "Haggle": { - "name": "Haggle", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" - }, - "Intuition": { - "name": "Intuition", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" - }, - "Language (Battle)": { - "name": "Language (Battle)", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.xo5U0kL08xCPe6kl caption=false]{Language}" - }, - "Language (Reikspiel)": { - "name": "Language (Reikspiel)", - "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}" - }, - "Lore (Undead)": { - "name": "Lore (Undead)", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" - }, - "Outdoor Survival": { - "name": "Outdoor Survival", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" - }, - "Perception": { - "name": "Perception", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" - }, - "Ranged (Bow)": { - "name": "Ranged (Bow)", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.jJYOiSQNgC9v7cM5 caption=false]{Ranged}" - }, - "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}" - }, - "Swim": { - "name": "Swim", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QoWDfx8SIhpCiIX5 caption=false]{Swim}" - }, - "Fisherman": { - "name": "Fisherman", - "description": "
You are a very capable fisherman and know all the best ways to land fish yourself and a number of others equal to your level in Fisherman, assuming you choose to spend at least an hour or so with a line and bait. You may secure more fish in addition to this using the normal rules for foraging
", - "effects": { - "Fisherman": { - "name": "Fisherman" - } - } - }, - "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" - } - } - }, - "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" - } - } - }, - "Strider (Marshes)": { - "name": "Strider (Marshes)", - "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" - } - } - }, - "Bow": { - "name": "Bow" - }, - "Leather Jack": { - "name": "Leather Jack" - }, - "Spear": { - "name": "Spear" - }, - "Gold Crown": { - "name": "Gold Crown" - }, - "Silver Shilling": { - "name": "Silver Shilling" - }, - "Brass Penny": { - "name": "Brass Penny" - }, - "Roughrider": { - "name": "Roughrider", - "description": "You are at home in the saddle in even the most difficult of circumstances, and know how to get the best out of your mount during conflict. Assuming you have the Ride skill, you can direct your mount to take an Action, not just a Move, without a Ride test.
", - "effects": { - "Roughrider": { - "name": "Roughrider" - } - } - }, - "Covered Row Boat": { - "name": "Covered Row Boat", - "description": "One rower is standard.
" - }, - "Sabre": { - "name": "Sabre" - } - } - }, - "Kistiane Brockdorf": { - "name": "Kistiane Brockdorf", - "description": "Kristiane is an Imperial Wizard of the @UUID[Compendium.wfrp4e-wom.journals.Q9sQhbDN8NUHXYdA.JournalEntryPage.ncaIbmNtJrNfVfZh]{Jade Order}, though she much prefers to be known by the more relaxed title of ‘Druid’. She is an easy going and optimistic person, but her apparent charm should not be confused with naivete. Her love of the natural world and old-fashioned methods disguises the fact that she is curious and interested in innovations. She would be most interested to learn about the flora and fauna of the Sylvanian woodlands, having heard many strange tales.
In particular, word has reached Kristiane of odd swells in the @UUID[Compendium.wfrp4e-wom.journals.Q9sQhbDN8NUHXYdA.JournalEntryPage.MVwOuM2YKhUvA1E1]{Jade Wind}, somewhere in the woods beyond the village of Hagedorn. She would be most interested to learn more of this, and a great many of her experiment would benefit from finding a location truly suffused with the Jade Wind.
", - "items": { - "Entertain": { - "name": "Entertain", - "description": "@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" - }, - "Dodge": { - "name": "Dodge", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" - }, - "Charm Animal": { - "name": "Charm Animal", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" - }, - "Melee": { - "name": "Melee", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Gamble": { - "name": "Gamble", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}" - }, - "Art": { - "name": "Art", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" - }, - "Endurance": { - "name": "Endurance", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" - }, - "Perception": { - "name": "Perception", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" - }, - "Intimidate": { - "name": "Intimidate", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" - }, - "Row": { - "name": "Row", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" - }, - "Athletics": { - "name": "Athletics", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" - }, - "Stealth": { - "name": "Stealth", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" - }, - "Ride": { - "name": "Ride", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" - }, - "Consume Alcohol": { - "name": "Consume Alcohol", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" - }, - "Gossip": { - "name": "Gossip", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" - }, - "Intuition": { - "name": "Intuition", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" - }, - "Bribery": { - "name": "Bribery", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" - }, - "Charm": { - "name": "Charm", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" - }, - "Drive": { - "name": "Drive", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" - }, - "Leadership": { - "name": "Leadership", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" - }, - "Outdoor Survival": { - "name": "Outdoor Survival", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" - }, - "Haggle": { - "name": "Haggle", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" - }, - "Cool": { - "name": "Cool", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" - }, - "Climb": { - "name": "Climb", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}" - }, - "Navigation": { - "name": "Navigation", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" - }, - "Gold Crown": { - "name": "Gold Crown" - }, - "Silver Shilling": { - "name": "Silver Shilling" - }, - "Brass Penny": { - "name": "Brass Penny" - }, - "Wizard": { - "name": "Wizard", - "description": "
@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.PKm1L6yjZ4PH0JJG]{Wizard}
" - }, - "Melee (Basic)": { - "name": "Melee (Basic)", - "description": "@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Channelling (Ghyran)": { - "name": "Channelling (Ghyran)", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tXu8Hrd4desq1Rja caption=false]{Channelling}" - }, - "Language (Magick)": { - "name": "Language (Magick)", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.xo5U0kL08xCPe6kl caption=false]{Language}" - }, - "Melee (Polearm)": { - "name": "Melee (Polearm)", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Arcane Magic (Life)": { - "name": "Arcane Magic (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 Number of Spells Currently Known \n | \n\n XP Cost for a new spell \n | \n
| \n Intelligence Bonus × 1 \n | \n\n 100 XP \n | \n
| \n Intelligence Bonus × 2 \n | \n\n 200 XP \n | \n
| \n Intelligence Bonus × 3 \n | \n\n 300 XP \n | \n
| \n Intelligence Bonus × 4 \n | \n\n 400 XP \n | \n
...and so on.
\nSo, if your Intelligence Bonus is 4, it will cost you 100 XP for the first spell, and the next 4, then 200 XP for the next 4, and so on. Full rules for learning new spells are provided in @UUID[Compendium.wfrp4e-core.journals.YBVrpUHEjohB1H4f]{Magic}. Under normal circumstances, you may not learn more than one Arcane Magic (Lore) Talent. Further, you may not learn the @UUID[Compendium.wfrp4e-core.items.QyjWtSdnVMT04l5Y]{Bless} or @UUID[Compendium.wfrp4e-core.items.voV0C2ar1bKpcpnH]{Invoke} Talents when you have the Arcane Magic Talent. You can unlearn this Talent for 100 XP, but will immediately lose all of your spells if you do so.
" - }, - "Coolheaded": { - "name": "Coolheaded", - "description": "You gain a permanent +5 bonus to your starting Willpower Characteristic this does not count towards your Advances.", - "effects": { - "Coolheaded": { - "name": "Coolheaded", - "changes": { - "system.characteristics.wp.initial": 5 - } - } - } - }, - "Doomed": { - "name": "Doomed", - "description": "At the age of 10, a Priest of Morr called a Doomsayer took you aside to foretell your death in an incense-laden, coming-of-age ritual called the Dooming. In conjunction with your GM, come up with a suitable Dooming. Should your character die in a fashion that matches your Dooming, your next character gains a bonus of half the total XP your dead character accrued during play." - }, - "Petty Magic": { - "name": "Petty Magic", - "description": "You have the spark to cast magic within you and have mastered techniques to control it at a basic level. When you take this Talent, you manifest, and permanently memorise, a number of spells equal to your Willpower Bonus. You can learn extra Petty spells for the following cost in XP.
\n\n
| \n No. of Petty Spells Currently Known \n | \n \n XP Cost for a new spell \n | \n
| \n Up to Willpower Bonus × 1 \n | \n \n 50 XP \n | \n
| \n Up to Willpower Bonus × 2 \n | \n \n 100 XP \n | \n
| \n Up to Willpower Bonus × 3 \n | \n \n 150 XP \n | \n
| \n Up to Willpower Bonus × 4 \n | \n \n 200 XP \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." - }, - "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)" - } - } - }, - "Clothing": { - "name": "Clothing" - }, - "Dagger": { - "name": "Dagger" - }, - "Grimoire": { - "name": "Grimoire", - "description": "Spell grimoires are usually scribed by wizards, and their covers are often secured with locks. Sometimes grimoires are even protected by magical alarms or wards. Carrying a spell grimoire is punishable as heresy unless the owning wizard is licensed by the Colleges of Magic.
" - }, - "Backpack": { - "name": "Backpack", - "description": "Counts as ‘worn’ when strapped to your back.
" - }, - "Sling Bag": { - "name": "Sling Bag", - "description": "Counts as ‘worn’ when slung over your shoulder.
" - }, - "Writing Kit": { - "name": "Writing Kit" - }, - "Parchment/sheet": { - "name": "Parchment/sheet" - }, - "Magic License": { - "name": "Magic License" - }, - "Quarterstaff": { - "name": "Quarterstaff" - }, - "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
" - }, - "Drain": { - "name": "Drain", - "description": "
You touch your targets, draining their life. This counts as a Magic Missile with Damage +0 that ignores Armor Points. You then Heal 1 Wound.
\n\n Lore: None
", - "effects": { - "Drain": { - "name": "Drain" - } - } - }, - "Light": { - "name": "Light", - "description": "
You create a small light, roughly equivalent to a torch, which glows from your hand, staff or some other part of your person. While the spell is active, you may choose to increase the illumination to that of a lantern, or decrease it to that of a candle, if you pass an Average (+20) Channeling Test.
\n\n Lore: None
" - }, - "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
" - }, - "Earthblood": { - "name": "Earthblood", - "description": "
To cast this spell, you must be in direct contact with the earth. Standing barefoot counts. For the duration of the spell, any creatures in direct contact with the earth within AoE heal Wounds equal to your Willpower Bonus at the start of every Round.
\n\n Lore: Receive a +10 bonus to Casting and Channeling rolls when in a rural or wilderness environment. Living creatures — e.g. those without the @UUID[Compendium.wfrp4e-core.items.v3uzEthcq0JRar0J]{Daemonic} or @UUID[Compendium.wfrp4e-core.items.PFTD9gDvRWW9uh5g]{Undead} Creature Traits — targeted by Arcane Spells from the Lore of Life have all @Condition[Fatigued] and @Condition[Bleeding] Conditions removed after any other effects have been applied as life magic floods through them. Creatures with the @UUID[Compendium.wfrp4e-core.items.PFTD9gDvRWW9uh5g]{Undead} Creature Trait, on the other hand, suffer additional Damage equal to your Willpower Bonus, ignoring Toughness Bonus and Armor Points, if affected by any spell cast with the Lore of Life.
", - "effects": { - "Earthblood": { - "name": "Earthblood" - } - } - }, - "Earthpool": { - "name": "Earthpool", - "description": "
On casting the spell, you immediately disappear into the ground in a wild torrent of Ghyran. You appear at the start of the next Round at any point within your Willpower in yards, erupting from the earth violently. For every +2 SL you may increase the distance travelled by your Willpower in yards. Any enemies engaged by you on your appearance gain the @Condition[Surpised] Condition. This spell will not allow you to move through stone but will allow you to move through water.
Lore: Receive a +10 bonus to Casting and Channeling rolls when in a rural or wilderness environment. Living creatures — e.g. those without the @UUID[Compendium.wfrp4e-core.items.v3uzEthcq0JRar0J]{Daemonic} or @UUID[Compendium.wfrp4e-core.items.PFTD9gDvRWW9uh5g]{Undead} Creature Traits — targeted by Arcane Spells from the Lore of Life have all @Condition[Fatigued] and @Condition[Bleeding] Conditions removed after any other effects have been applied as life magic floods through them. Creatures with the @UUID[Compendium.wfrp4e-core.items.PFTD9gDvRWW9uh5g]{Undead} Creature Trait, on the other hand, suffer additional Damage equal to your Willpower Bonus, ignoring Toughness Bonus and Armor Points, if affected by any spell cast with the Lore of Life.
" - } - }, - "effects": { - "Encumbrance 1": { - "name": "Encumbrance 1" - } - } - }, - "Scarecrow": { - "name": "Scarecrow", - "description": "Scarecrows are @UUID[Actor.pGcgDHnuCd7iMJVe]{Lorenz’s} foot soldiers. They are built from yew branches, jointed and bound together with gut and sinew, topped off with a roughly-carved pumpkin head. A dried-out human heart is nailed to the central cross with a rusty coffin nail. They are dressed in peasant rags and sacking, stuffed with straw and dried leaves. Some have candles inside their heads, adding to their creepiness on a dark night. They are modestly intelligent for artificial undead creatures, and follow fairly complex orders well, but have little initiative. What is carved into their orange faces provides an illusion of emotion.
\nSome wield swords, some bows; all are capable of operating simple devices, like bolts, locks and keys.
\nThey have a weakness: if the nailed heart is dislodged, the magic animating them is disrupted. Dislodging the heart requires a Critical Wound to the chest. This can happen through the luck of the dice, but a successful called shot (Hard (–20) Weapon Skill Test) to the chest avoids a roll on the Hit Locations table.
\nIf he concentrates, Lorenz can see through a Scarecrow’s eyes, but only one Scarecrow at a time. He can also speak through up to half a dozen of them from several miles away if they are reasonably close together (within a large room, a forest clearing).
The creature is wreathed in magic. All its attacks count as Magical, meaning it can harm creatures only susceptible to magical attacks.
", - "effects": { - "Magical": { - "name": "Magical" - } - } - }, - "Painless": { - "name": "Painless", - "description": "The creature feels no pain or can ignore it. All non-amputation penalties suffered from Critical Wounds are ignored, although Conditions are suffered as normal.
" - }, - "Stride": { - "name": "Stride", - "description": "The creature has a long stride, perhaps because it is a quadruped or has especially long legs. Multiply Run Movement by 1.5 when Running.
", - "effects": { - "Stride": { - "name": "Stride" - } - } - }, - "Undead": { - "name": "Undead", - "description": "The Undead are neither living, nor dead, meaning they are not reliant on the usual prerequisites for life: air, food, water… This Trait most commonly come into use when spells, miracles, or other abilities affect Undead only.
" - }, - "Unstable": { - "name": "Unstable", - "description": "UNQUIET DEAD
Any Undead creature with the Construct trait is magically bound together with sinews of dark magics. They are either mindless automatons reanimated by a necromancer, or those who came to unlife in a place where Shyish, the magical wind of death, or Dhar, vile black magic, gathers and stagnates, twisting death into something new.
The creature’s corpus is maintained by foul magics that are inherently unstable in the material realm.
\nWhenever it ends a round engaged with any opponent with higher Advantage, the creature is driven back, and the magics holding it together weaken. It loses as many Wounds as the difference between its Advantage, and the highest Advantage engaged with it.
\nSo, if the creature had 1 Advantage, and its opponent had 3, the creature would lose 2 Wounds. If the creature ever reach 0 Wounds, the magics holding it in place collapse, and it ‘dies’.
", - "effects": { - "Unstable": { - "name": "Unstable" - } - } - }, - "Gold Crown": { - "name": "Gold Crown" - }, - "Silver Shilling": { - "name": "Silver Shilling" - }, - "Brass Penny": { - "name": "Brass Penny" - }, - "Fear": { - "name": "Fear", - "description": "The creature causes supernatural Fear in other creatures, with a rating equal to its Rating.
\nThe Fear trait represents an extreme aversion to something. Creatures that cause Fear have a Fear Rating; this value reflects the SL you are required to pass on an Extended Cool Test to overcome your Fear. You may continue to Test at the end of every round until your SL equals or surpasses the creature’s Fear rating. Until you do this, you are subject to Fear.
\nWhen subject to Fear, you suffer –1 SL on all Tests to affect the source of your fear. You may not move closer to whatever is causing Fear without passing a Challenging (+0) Cool Test. If it comes closer to you, you must pass a Challenging (+0) Cool Test, or gain a @Condition[Broken] Condition.
", - "effects": { - "Fear": { - "name": "Fear" - } - } - }, - "Sword": { - "name": "Sword" - }, - "Dark Vision": { - "name": "Dark Vision", - "description": "The creature can see in the dark as daylight.
" - }, - "cCWfqwSPCXuoDGxX": { - "name": "Painless", - "description": "The creature feels no pain or can ignore it. All non-amputation penalties suffered from Critical Wounds are ignored, although Conditions are suffered as normal.
" - }, - "Ranged (50)": { - "name": "Ranged (50)", - "description": "The creature has a ranged weapon. The weapon does Damage equal to the Rating and the range in yards is marked in brackets
" - }, - "jlQ8BIL3o2uER4Xn": { - "name": "Undead", - "description": "The Undead are neither living, nor dead, meaning they are not reliant on the usual prerequisites for life: air, food, water… This Trait most commonly come into use when spells, miracles, or other abilities affect Undead only.
" - } - } - }, - "Bograt the Blasted": { - "name": "Bograt the Blasted", - "description": "UNQUIET DEAD
Any Undead creature with the Construct trait is magically bound together with sinews of dark magics. They are either mindless automatons reanimated by a necromancer, or those who came to unlife in a place where Shyish, the magical wind of death, or Dhar, vile black magic, gathers and stagnates, twisting death into something new.
Bograt was once a mighty Shaman Lord of the Cluster-Eye, but a portion of his head exploded whilst he was working a particularly ambitious ritual. Thanks to the blessing of the Feaster Beyond the World, Bograt made a miraculous recovery, but he lost a great deal of his magical power and now casts a few select spells from the vast repertoire he once commanded.
Whilst Bograt is a shadow of his former self he is placid and pliable, and this is more than can be said for most Goblin magic users. He makes a good companion to @UUID[Actor.sQ6LiTL1MYaKgDB8]{Vish} during his raids, as he follows orders without question and doesn’t give ambushes away with sudden bursts of manic gibbering. His few remaining spells are worked almost on instinct and have a distinct spiderlike quality — his @UUID[.Item.uQ9YupuSakck85Qc]{Bridge} spell is a mass of matted cobweb and his @UUID[.Item.pvuxbhijQpBRDdtA]{Dart} is a ghostly barbed mandible. He rides a @UUID[Actor.q6depTfHlUpw9d7W]{Drakwald Mancatcher} with red markings that he guides with soft cooing sounds.
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tXu8Hrd4desq1Rja caption=false]{Channelling}" - }, - "Cool": { - "name": "Cool", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" - }, - "Dodge": { - "name": "Dodge", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" - }, - "Entertain (Storytelling)": { - "name": "Entertain (Storytelling)", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" - }, - "Intuition": { - "name": "Intuition", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" - }, - "Language (Magick)": { - "name": "Language (Magick)", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.xo5U0kL08xCPe6kl caption=false]{Language}" - }, - "Lore (Magic)": { - "name": "Lore (Magic)", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" - }, - "Melee (Basic)": { - "name": "Melee (Basic)", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Perception": { - "name": "Perception", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" - }, - "Ride (Spider)": { - "name": "Ride (Spider)", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" - }, - "Arcane Magic": { - "name": "Arcane Magic", - "description": "
You either study one of the 8 Arcane Lores of Magic — Beasts, Death, Fire, Heavens, Metal, Shadow, Light, or Life — or practice a lesser known Lore, such as Hedgecraft or Necromancy. You may now memorize spells from your chosen Lore for the following cost in XP.
\n| \n Number of Spells Currently Known \n | \n\n XP Cost for a new spell \n | \n
| \n Intelligence Bonus × 1 \n | \n\n 100 XP \n | \n
| \n Intelligence Bonus × 2 \n | \n\n 200 XP \n | \n
| \n Intelligence Bonus × 3 \n | \n\n 300 XP \n | \n
| \n Intelligence Bonus × 4 \n | \n\n 400 XP \n | \n
...and so on.
\nSo, 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.
" - }, - "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 No. of Petty Spells Currently Known \n | \n \n XP Cost for a new spell \n | \n
| \n Up to Willpower Bonus × 1 \n | \n \n 50 XP \n | \n
| \n Up to Willpower Bonus × 2 \n | \n \n 100 XP \n | \n
| \n Up to Willpower Bonus × 3 \n | \n \n 150 XP \n | \n
| \n Up to Willpower Bonus × 4 \n | \n \n 200 XP \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’.
" - }, - "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" - } - } - }, - "Animosity": { - "name": "Animosity", - "description": "You harbor an enmity for the Target, which will normally be a group of people or creatures, such as ‘Nordlanders’, ‘Beastmen’, or ‘Nobles’. You must attempt a Psychology Test whenever you encounter the group. If you pass, you may grumble and spit, but only suffer a penalty of –20 to all Fellowship Tests towards that group. Should you fail you are subject to Animosity.
\n\n
At the end of every subsequent Round, you may attempt another Psychology test to bring the Animosity to an end. If you do not, the effects of Animosity naturally come to an end when all members of the specified group in your line of sight are utterly pacified or gone, or you gain the Stunned or Unconscious Condition, or you become subject to another Psychology.
\n\n
When subject to Animosity, you must immediately attack the disagreeable creatures, either socially (insults, jibes, and similar) or physically (most commonly with fists), as appropriate. You also gain a bonus of +1 SL on any attempts to socially or mentally attack the group. Animosity is over-ridden by Fear and Terror.
", - "effects": { - "Animosity": { - "name": "Animosity" - } - } - }, - "Arboreal": { - "name": "Arboreal", - "description": "The creature is at home in the forests. In the woodlands, it adds its Agility Bonus to the SL of all Climb and Stealth Tests.
", - "effects": { - "Arboreal": { - "name": "Arboreal" - } - } - }, - "Afraid": { - "name": "Afraid", - "description": "The creature is afraid of the Target as if the Target has Fear (0).
\nThe Fear trait represents an extreme aversion to something. Creatures that cause Fear have a Fear Rating; this value reflects the SL you are required to pass on an Extended Cool Test to overcome your Fear. You may continue to Test at the end of every round until your SL equals or surpasses the creature’s Fear rating. Until you do this, you are subject to Fear.
\n\n
When subject to Fear, you suffer –1 SL on all Tests to affect the source of your fear. You may not move closer to whatever is causing Fear without passing a Challenging (+0) Cool Test. If it comes closer to you, you must pass a Challenging (+0) Cool Test, or gain a Broken Condition.
", - "effects": { - "Afraid": { - "name": "Afraid" - } - } - }, - "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.
" - }, - "Hand Weapon": { - "name": "Hand Weapon" - }, - "Gold Crown": { - "name": "Gold Crown" - }, - "Silver Shilling": { - "name": "Silver Shilling" - }, - "Brass Penny": { - "name": "Brass Penny" - }, - "Skull-stick": { - "name": "Skull-stick" - }, - "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
" - }, - "Rot": { - "name": "Rot", - "description": "
You cause a roughly fist-sized volume of organic material to immediately rot. Food stuffs perish, clothes crumble, leathers shrivel (losing 1 Armor Point on 1 hit location), and similar, as dictated by the GM.
\n\n Lore: None
", - "effects": { - "Damage Armour": { - "name": "Damage Armour" - } - } - }, - "Shock": { - "name": "Shock", - "description": "
Your target receives 1 @Condition[Stunned] Condition.
\n\n Lore: None
", - "effects": { - "Shock": { - "name": "Shock" - } - } - }, - "Bridge": { - "name": "Bridge", - "description": "
You create a bridge of magical energy, with a maximum length and breadth of your Willpower Bonus in yards. For every +2 SL you may increase length or breadth by your Willpower Bonus in yards.
" - }, - "Corrosive Blood": { - "name": "Corrosive Blood", - "description": "You infuse yourself with magic, lending your blood a fearsome potency. You gain the @UUID[Compendium.wfrp4e-core.items.M5QSWOYt2Rbv2yxW]{Corrosive Blood} Creature Trait
", - "effects": { - "Corrosive Blood": { - "name": "Corrosive Blood" - } - } - }, - "Entangle": { - "name": "Entangle", - "description": "Using magic, you entrap your target, wrapping them in whatever suits your Lore: vines, shadows, their own clothing… Your target gains one @Condition[Entangled] Condition with a Strength equal to your Intelligence. For every +2 SL, you may give the target +1 additional Entangled Condition. The spell lasts until all Entangled Conditions are removed.
", - "effects": { - "Entangle": { - "name": "Entangle" - } - } - } - } - }, - "Liriwen Amberbloom": { - "name": "Liriwen Amberbloom", - "items": { - "Ring of Informers": { - "name": "Ring of Informers" - }, - "Bribery": { - "name": "Bribery", - "description": "@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" - }, - "Charm": { - "name": "Charm", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" - }, - "Climb": { - "name": "Climb", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}" - }, - "Gossip": { - "name": "Gossip", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" - }, - "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 (Khazalid)": { - "name": "Language (Khazalid)", - "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}" - }, - "Perception": { - "name": "Perception", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" - }, - "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}" - }, - "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.
" - }, - "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 Career Level \n | \n\n Bonus Money per time the Talent is taken \n | \n
| \n 1 \n | \n\n +2d10 brass pennies \n | \n
| \n 2 \n | \n\n +1d10 silver shillings \n | \n
| \n 3 \n | \n\n +2d10 silver shillings \n | \n
| \n 4 \n | \n\n +1 gold crown \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 (Criminal)": { - "name": "Etiquette (Criminal)", - "description": "You can blend in socially with the chosen group so long as you are dressed and acting appropriately. Example social groups for this Talent are: Criminals, Cultists, Guilders, Nobles, Scholars, Servants, and Soldiers. If you do not have the Talent, those with it will note your discomfort in the unfamiliar environment. This is primarily a matter for roleplaying, but may confer a bonus to Fellowship Tests at the GM’s discretion.
", - "effects": { - "Etiquette": { - "name": "Etiquette" - } - } - }, - "Night Vision": { - "name": "Night Vision", - "description": "You can see very well in natural darkness. Assuming you have at least a faint source of light (such as starlight, moonlight, or bioluminescence) you can see clearly for 20 yards per level of Night Vision. Further, you can extend the effective illumination distance of any light sources by 20 yards per level of Night Vision.
", - "effects": { - "Night Vision": { - "name": "Night Vision" - } - } - }, - "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" - } - } - }, - "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" - } - } - }, - "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" - } - } - }, - "Disguise Kit": { - "name": "Disguise Kit", - "description": "Contains enough props for four disguises (e.g. wigs and make-up) and also materials for changing your appearance used by those with the Entertain (Acting) Skill (e.g. wax, fake blood, and prosthetics).
" - }, - "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}" - }, - "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}" - }, - "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}" - }, - "Read/Write": { - "name": "Read/Write", - "description": "You are one of the rare literate individuals in the Old World. You are assumed to be able to read and write (if appropriate) all of the Languages you can speak." - }, - "Dagger": { - "name": "Dagger" - }, - "Autumn-coloured coat": { - "name": "Autumn-coloured coat", - "description": "
Protects wearer against the elements and extreme cold; without a good coat or similar, you will receive penalties to resist Cold Exposure
" - }, - "Sling Bag": { - "name": "Sling Bag", - "description": "Counts as ‘worn’ when slung over your shoulder.
" - }, - "Plain Clothes": { - "name": "Plain Clothes" - }, - "Leather Jack": { - "name": "Leather Jack" - }, - "Leather Leggings": { - "name": "Leather Leggings" - }, - "Spy": { - "name": "Spy", - "description": "@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.ssJHG82vEHHRoAUF]{Spy}
" - }, - "Ranald's Delight": { - "name": "Ranald's Delight", - "description": "This highly-addictive stimulant is a synthetic compound made from sulphur, mercury and other elements. Inhaling the powder provides a bonus of +1 to Movement, and +10 to WS, S, T, and Agi. This last for 3 hours, after which the user suffers a penalty of –2 Movement and –20 on Weapon Skill, Strength, Toughness, and Agility. Duration: 1 day.
", - "effects": { - "Ranald's Delight": { - "name": "Ranald's Delight", - "changes": { - "system.details.move.value": 1, - "system.characteristics.ws.modifier": 10, - "system.characteristics.s.modifier": 10, - "system.characteristics.t.modifier": 10, - "system.characteristics.ag.modifier": 10, - "system.characteristics.s.calculationBonusModifier": -1, - "system.characteristics.t.calculationBonusModifier": -1 - } - }, - "Ranald's Delight After Effects": { - "name": "Ranald's Delight After Effects", - "changes": { - "system.details.move.value": -2, - "system.characteristics.ws.modifier": -20, - "system.characteristics.s.modifier": -20, - "system.characteristics.t.modifier": -20, - "system.characteristics.ag.modifier": -20, - "system.characteristics.s.calculationBonusModifier": 2, - "system.characteristics.t.calculationBonusModifier": 2 - } - }, - "Inhale Ranald's Delight": { - "name": "Inhale Ranald's Delight" - } - } - } - } - }, - "Diel Ulricsson": { - "name": "Diel Ulricsson", - "items": { - "A Ragged Band of Flagellant Followers": { - "name": "A Ragged Band of Flagellant Followers" - }, - "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}" - }, - "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 (Speeches)": { - "name": "Entertain (Speeches)", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" - }, - "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 (Bretonnian)": { - "name": "Language (Bretonnian)", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.xo5U0kL08xCPe6kl caption=false]{Language}" - }, - "Language (Wastelander)": { - "name": "Language (Wastelander)", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.xo5U0kL08xCPe6kl caption=false]{Language}" - }, - "Leadership": { - "name": "Leadership", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" - }, - "Lore (Warfare)": { - "name": "Lore (Warfare)", - "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}" - }, - "Melee (Flail)": { - "name": "Melee (Flail)", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Perception": { - "name": "Perception", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" - }, - "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}" - }, - "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.
" - }, - "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" - } - } - }, - "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" - } - } - }, - "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.
\n\n
A hammer held aloft is a heavy thing
" - }, - "Dual Wielder": { - "name": "Dual Wielder", - "description": "When armed with two weapons, you may attack with both for your Action. Roll to hit with the weapon held in your primary hand. If you hit, determine Damage as normal, but remember to keep your dice roll, as you will use it again. If the first strike hits, once it is resolved, the weapon in your secondary hand can then target an available opponent of your choice using the same dice roll for the first strike, but reversed. So, if you rolled 34 to hit with the first weapon, you use 43 to hit with the second. Remember to modify this second roll by your off-hand penalty (–20 unless you have the Ambidextrous Talent). This second attack is Opposed with a new defending roll, and damage for this second strike is calculated as normal. The only exception to this is if you roll a Critical for your first strike. If this happens, use the roll on the Critical Table to also act as the roll for the second attack. So, if you scored a critical to the head and rolled 56 on the Critical table for a Major Eye Wound, your second attack would then strike out with a to-hit value of 56. If you choose to attack with both weapons, all your defensive rolls until the start of your next Turn suffer a penalty of –10. You do not gain an Advantage when you successfully strike or Wound an opponent when Dual Wielding unless both attacks hit.
", - "effects": { - "Dual Wielder": { - "name": "Dual Wielder" - } - } - }, - "Fearless (Beastmen)": { - "name": "Fearless (Beastmen)", - "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" - } - } - }, - "Furious Assault": { - "name": "Furious Assault", - "description": "Your blows follow one another in quick succession, raining down on your opponents with the fury of Ulric. Once per Round, if you hit an opponent in close combat, you may immediately spend an Advantage or your Move to make an extra attack (assuming you have your Move remaining).", - "effects": { - "Furious Assault": { - "name": "Furious Assault" - } - } - }, - "Holy Hatred": { - "name": "Holy Hatred", - "description": "Your prayers drip with the hatred you feel for your blasphemous enemies. You deal +1 Damage with Miracles for each level in this Talent.", - "effects": { - "Holy Hatred": { - "name": "Holy Hatred" - } - } - }, - "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" - } - } - }, - "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 Talent Taken \n | \n\n Number of soldiers influenced \n | \n
| \n 1 \n | \n\n As normal × 5 \n | \n
| \n 2 \n | \n\n As normal × 10 \n | \n
| \n 3 \n | \n\n As normal × 20 \n | \n
| \n 4 \n | \n\n As normal × 50 \n | \n
| \n 5 \n | \n\n As normal × 100 \n | \n
| \n 6 \n | \n\n As normal × 200 \n | \n
| \n 7 \n | \n\n As normal × 500 \n | \n
| \n 8 \n | \n\n As normal × 1000 \n | \n
| \n 9 \n | \n\n All who can hear your inspiring voice \n | \n
You are blessed by one of the Gods and can empower one of your Cult’s Miracles. Further, you may purchase extra miracles for 100 XP per miracle you currently know. So, if you already know 3 miracles, your next miracle costs 300 XP to purchase. Full rules for learning new miracles are provided in @UUID[JournalEntry.NcH9OhleJFfaUdon]{Religion and Belief}. Under normal circumstances, you may not learn more than one Invoke (Divine Lore) Talent. Further, @UUID[Compendium.wfrp4e-core.items.mdPGZsn2396dEpOf]{Petty Magic} or @UUID[Compendium.wfrp4e-core.items.3O9clK7LGyuLTHPW]{Arcane Magic} Talents when you have the Invoke Talent. You can unlearn this Talent for 100 XP, but will lose all of your miracles if you do so, and will also garner the extreme disfavor of your God, with effects determined by your GM
" - }, - "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, Disease)": { - "name": "Resistance (Chaos, 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 (Chaos, Disease)": { - "name": "Resistance (Chaos, Disease)" - } - } - }, - "Savant (Theology)": { - "name": "Savant (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 - } - } - } - }, - "Seasoned Traveller": { - "name": "Seasoned Traveller", - "description": "You are an inquisitive soul who has travelled far and wide, learning all manner of local information. Add Lore (Local) to any Career you enter; if it is already in Career, you may purchase the Skill, both times — a different Specialty each time, such as Altdorf, Vorbergland, or Ubersreik — for 5 XP fewer per Advance.
", - "effects": { - "Seasoned Traveller": { - "name": "Seasoned Traveller" - } - } - }, - "Strong-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" - } - } - }, - "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 - } - } - } - }, - "Mutation": { - "name": "Mutation", - "description": "The creature is ‘blessed’ with a Mutation. Roll on the @Table[mutatephys]{Physical Corruption Table}
", - "effects": { - "Mutation": { - "name": "Mutation" - } - } - }, - "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}" - }, - "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}" - }, - "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}" - }, - "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" - } - } - }, - "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" - } - } - }, - "Leather Jack": { - "name": "Leather Jack" - }, - "Leather Leggings": { - "name": "Leather Leggings" - }, - "Leather Skullcap": { - "name": "Leather Skullcap" - }, - "Mail Chausses": { - "name": "Mail Chausses" - }, - "Mail Coat": { - "name": "Mail Coat" - }, - "Mail Coif": { - "name": "Mail Coif", - "effects": { - "Mail Coif": { - "name": "Mail Coif" - } - } - }, - "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" - } - } - }, - "Hammer": { - "name": "Hammer" - }, - "Censer-Flail": { - "name": "Censer-Flail", - "description": "A censer-flail is a military flail with a hollowed-out head filled with burning coals and incense, used by many religious fanatics along the northern borders of the Empire. The flails are frowned upon by many within the Cult of Sigmar for their propensity to hurt their wielders, and cause unintended fires, but they remain in use because of the terror they cause on the battlefield. A censer-flail gives a struck target +SL @Condition[Ablaze] Conditions.
", - "effects": { - "Censer-Flail": { - "name": "Censer-Flail" - } - } - }, - "Book of Sigmarite Prayers": { - "name": "Book of Sigmarite Prayers", - "description": "Religions books come in all forms in the Empire, a realm renowned for its religious observances. There is an eager market for the most popular texts, most of which are cheaply produced by printing presses.
" - }, - "Quality Robes": { - "name": "Quality Robes" - }, - "Religious Symbol of Sigmar": { - "name": "Religious Symbol of Sigmar" - }, - "Priest Captain": { - "name": "Priest Captain", - "description": "@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.iYVpqJ6bz8fokdmf]{Warrior Priest}
" - }, - "Hatred (Beastmen)": { - "name": "Hatred (Beastmen)", - "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 (Beastmen)": { - "name": "Hatred (Beastmen)" - } - } - } - }, - "effects": { - "Encumbrance 1": { - "name": "Encumbrance 1" - } - } - }, - "Ewald Auffarth": { - "name": "Ewald Auffarth", - "items": { - "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}" - }, - "Melee (Basic)": { - "name": "Melee (Basic)", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Trade (Mason)": { - "name": "Trade (Mason)", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.jmFSm7UvmHEq52iu caption=false]{Trade}" - }, - "Craftsman (Mason)": { - "name": "Craftsman (Mason)", - "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" - } - } - }, - "Strong Back": { - "name": "Strong Back", - "description": "
You have a strong back that is used to hard work. You may add your levels in Strong Back to your SL in any Opposed Strength Tests, and can carry additional Encumbrance points of trappings (see @UUID[JournalEntry.sLomXnc8R8518cWN.JournalEntryPage.oAPLajkv4l9IlRzO]{Encumbrance}) equal to your level of Strong Back.
", - "effects": { - "Strong Back": { - "name": "Strong Back" - } - } - }, - "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 - } - } - } - }, - "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}" - }, - "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}" - }, - "Navigation": { - "name": "Navigation", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}"
- },
- "Hammer": {
- "name": "Hammer"
- }
- }
- },
- "Blackhearted Nurd": {
- "name": "Blackhearted Nurd",
- "description": " Nurd is the most experienced of @UUID[Actor.sQ6LiTL1MYaKgDB8]{Vish’s} warriors and trusted enough to act as bodyguard to the chief. Nurd is a confident and proficient fighter who wears a suit of armour bodged together from spider carapace and iron mail traded with the Black Pit. Nurd is a brutal lieutenant, and during lengthy patrols it is not uncommon for more Forest Goblins to perish as a result of his harsh disciplinary measures than to enemy action. During a confrontation with enemy forces, Nurd remains within a spear thrust of @UUID[Actor.sQ6LiTL1MYaKgDB8]{Vish}, ready to strike at any who might threaten his master. Like many large and aggressive Goblins, Nurd nurtures ambitions to usurp command of the warband, but Gritl Eight-Legs has made it clear that treacherous lieutenants will be exiled and hunted down. This threat is enough to ensure Nurd’s loyalty to Vish for the time being.Blackhearted Nurd – Forest Goblin Elite
\n
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" - }, - "Dodge": { - "name": "Dodge", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" - }, - "Intimidate": { - "name": "Intimidate", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" - }, - "Leadership": { - "name": "Leadership", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" - }, - "Melee (Parry)": { - "name": "Melee (Parry)", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Melee (Polearm)": { - "name": "Melee (Polearm)", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Ride (Spider)": { - "name": "Ride (Spider)", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" - }, - "Combat Aware": { - "name": "Combat Aware", - "description": "
You are used to scanning the battlefield to make snap decisions informed by the shifting tides of war. You may take a Challenging (+0) Perception Test to ignore Surprise, which is modified by circumstance as normal.
", - "effects": { - "Combat Aware": { - "name": "Combat Aware" - } - } - }, - "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" - } - } - }, - "Resolute": { - "name": "Resolute", - "description": "You launch into attacks with grim determination. Add your level of Resolute to your Strength Bonus when you Charge.", - "effects": { - "Resolute": { - "name": "Resolute" - } - } - }, - "Animosity": { - "name": "Animosity", - "description": "You harbor an enmity for the Target, which will normally be a group of people or creatures, such as ‘Nordlanders’, ‘Beastmen’, or ‘Nobles’. You must attempt a Psychology Test whenever you encounter the group. If you pass, you may grumble and spit, but only suffer a penalty of –20 to all Fellowship Tests towards that group. Should you fail you are subject to Animosity.
\n\n
At the end of every subsequent Round, you may attempt another Psychology test to bring the Animosity to an end. If you do not, the effects of Animosity naturally come to an end when all members of the specified group in your line of sight are utterly pacified or gone, or you gain the Stunned or Unconscious Condition, or you become subject to another Psychology.
\n\n
When subject to Animosity, you must immediately attack the disagreeable creatures, either socially (insults, jibes, and similar) or physically (most commonly with fists), as appropriate. You also gain a bonus of +1 SL on any attempts to socially or mentally attack the group. Animosity is over-ridden by Fear and Terror.
", - "effects": { - "Animosity": { - "name": "Animosity" - } - } - }, - "Arboreal": { - "name": "Arboreal", - "description": "The creature is at home in the forests. In the woodlands, it adds its Agility Bonus to the SL of all Climb and Stealth Tests.
", - "effects": { - "Arboreal": { - "name": "Arboreal" - } - } - }, - "Afraid": { - "name": "Afraid", - "description": "The creature is afraid of the Target as if the Target has Fear (0).
\nThe Fear trait represents an extreme aversion to something. Creatures that cause Fear have a Fear Rating; this value reflects the SL you are required to pass on an Extended Cool Test to overcome your Fear. You may continue to Test at the end of every round until your SL equals or surpasses the creature’s Fear rating. Until you do this, you are subject to Fear.
\n\n
When subject to Fear, you suffer –1 SL on all Tests to affect the source of your fear. You may not move closer to whatever is causing Fear without passing a Challenging (+0) Cool Test. If it comes closer to you, you must pass a Challenging (+0) Cool Test, or gain a Broken Condition.
", - "effects": { - "Afraid": { - "name": "Afraid" - } - } - }, - "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.
" - }, - "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)
" - }, - "Hand Weapon": { - "name": "Hand Weapon" - }, - "Shield": { - "name": "Shield" - }, - "Spear": { - "name": "Spear" - }, - "Gold Crown": { - "name": "Gold Crown" - }, - "Silver Shilling": { - "name": "Silver Shilling" - }, - "Brass Penny": { - "name": "Brass Penny" - }, - "Armour (Carapace and Mail)": { - "name": "Armour (Carapace and Mail)", - "description": "The creature is protected by armor or thick hide. It has Rating Armor Points on all Hit Locations
", - "effects": { - "Armour": { - "name": "Armour" - } - } - } - } - }, - "Scealleah 'Schelley' Thorncobble": { - "name": "Scealleah 'Schelley' Thorncobble", - "items": { - "Bribery": { - "name": "Bribery", - "description": "@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" - }, - "Charm": { - "name": "Charm", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" - }, - "Climb": { - "name": "Climb", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}" - }, - "Cool": { - "name": "Cool", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" - }, - "Dodge": { - "name": "Dodge", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" - }, - "Drive": { - "name": "Drive", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" - }, - "Endurance": { - "name": "Endurance", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" - }, - "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}" - }, - "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 (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 (Skaven)": { - "name": "Lore (Skaven)", - "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 (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}" - }, - "Perform (Dancing)": { - "name": "Perform (Dancing)", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6MQIGorN3WgXWfJB caption=false]{Perform}" - }, - "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}" - }, - "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}" - }, - "Track": { - "name": "Track", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.EWHNXyzDLPBpoVxK caption=false]{Track}" - }, - "Trade (Cook)": { - "name": "Trade (Cook)", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.jmFSm7UvmHEq52iu caption=false]{Trade}" - }, - "Acute Sense (Sight, Taste)": { - "name": "Acute Sense (Sight, 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.
" - }, - "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" - } - } - }, - "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" - } - } - }, - "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" - } - } - }, - "Etiquette (Criminals, Guilder, Nobles, Scholars)": { - "name": "Etiquette (Criminals, Guilder, 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" - } - } - }, - "Field Dressing": { - "name": "Field Dressing", - "description": "You are used to treating wounds quickly. If you fail a Heal Test when using Bandages, you may reverse the result if this will score a success; however, if you do so, you may not score more than +1 SL as you focus on speed over accuracy", - "effects": { - "Field Dressing": { - "name": "Field Dressing" - } - } - }, - "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" - } - } - }, - "Night Vision": { - "name": "Night Vision", - "description": "You can see very well in natural darkness. Assuming you have at least a faint source of light (such as starlight, moonlight, or bioluminescence) you can see clearly for 20 yards per level of Night Vision. Further, you can extend the effective illumination distance of any light sources by 20 yards per level of Night Vision.
", - "effects": { - "Night Vision": { - "name": "Night Vision" - } - } - }, - "Noble Blood": { - "name": "Noble Blood", - "description": "You are either born into the nobility, or otherwise elevated to it by in-game events. Assuming you are dressed appropriately, you are always considered of higher Status than others unless they also have the Noble Blood Talent, where Status is compared as normal.", - "effects": { - "Noble Blood": { - "name": "Noble Blood" - } - } - }, - "Read/Write": { - "name": "Read/Write", - "description": "You are one of the rare literate individuals in the Old World. You are assumed to be able to read and write (if appropriate) all of the Languages you can speak." - }, - "Resistance (Chaos, Disease)": { - "name": "Resistance (Chaos, 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 (Chaos, Disease)": { - "name": "Resistance (Chaos, Disease)" - } - } - }, - "Savant (Medicine)": { - "name": "Savant (Medicine)", - "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" - } - } - }, - "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" - } - } - }, - "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" - } - } - }, - "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" - } - } - }, - "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" - } - } - }, - "Surgery": { - "name": "Surgery", - "description": "You are a surgeon, able to open and close the flesh in order to heal others. You can treat any Critical Wound marked as needing Surgery. You can also perform surgery to resolve internal issues with an Extended Challenging (+0) Heal Test with a target SL determined by the GM (usually 5–10) depending upon the difficulty of the procedure at hand. This will cause 1d10 Wounds and 1 Bleeding Condition per Test, meaning surgery has a high chance of killing a patient if the surgeon is not careful. After surgery, the patient must pass an Average (+20) Endurance Test or gain a Minor Infection.
", - "effects": { - "Surgery": { - "name": "Surgery" - } - } - }, - "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" - } - } - }, - "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
" - }, - "Afraid": { - "name": "Afraid", - "description": "The creature is afraid of the Target as if the Target has Fear (0).
\nThe Fear trait represents an extreme aversion to something. Creatures that cause Fear have a Fear Rating; this value reflects the SL you are required to pass on an Extended Cool Test to overcome your Fear. You may continue to Test at the end of every round until your SL equals or surpasses the creature’s Fear rating. Until you do this, you are subject to Fear.
\n\n
When subject to Fear, you suffer –1 SL on all Tests to affect the source of your fear. You may not move closer to whatever is causing Fear without passing a Challenging (+0) Cool Test. If it comes closer to you, you must pass a Challenging (+0) Cool Test, or gain a Broken Condition.
", - "effects": { - "Afraid": { - "name": "Afraid" - } - } - }, - "Mutation": { - "name": "Mutation", - "description": "The creature is ‘blessed’ with a Mutation. Roll on the @Table[mutatephys]{Physical Corruption Table}
", - "effects": { - "Mutation": { - "name": "Mutation" - } - } - }, - "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}" - }, - "Consume Alcohol": { - "name": "Consume Alcohol", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" - }, - "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}" - }, - "Navigation": { - "name": "Navigation", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" - }, - "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." - }, - "Best Quality Courtly Garb": { - "name": "Best Quality Courtly Garb", - "description": "
Nobles’ garb features embellishments such as lace cuffs & collars, excessive high-quality fabric and pointed shoes. Servants also wear courtly garb to banquets and ceremonies, although their surcoats and corsets are less ostentatious than the nobles’ fashions and can therefore be purchased at half price.
" - }, - "Best Quality Trade Tools (Medicine)": { - "name": "Best Quality Trade Tools (Medicine)", - "description": "Apothecary: Tools include pestle and mortar, spoons, jars, and weights and scales. Workshops also include oil burners and shelves full of ingredients.
\n\n
Artisan: The potential range of tools used by Artisans is wide.
\nSample packages include:
\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.
\nEngineer: Hourglass, measuring rod, fuse cord, drafting compass, and T-square. Workshops also include pulleys, ropes, and drafting tables.
\nHerbalist: Pestle and mortar, small knives, pruning shears, and gloves. Workshops also include drying racks, strainers, funnels, bowls, and jars.
\nNavigator: Quadrant, astrolabe, charts and compasses, hourglass, and sounding line.
\nPhysician: Needles and sutures, bandages, scalpel, vinegar, forceps, and a speculum. Workshops also include anatomical drawings, assorted implements, and a surgery table.
" - }, - "Quality Sleuth Clothes": { - "name": "Quality Sleuth Clothes" - }, - "Skaven Punch Dagger": { - "name": "Skaven Punch Dagger" - } - } - }, - "Skeleton": { - "name": "Skeleton", - "description": "These Undead are water-bloated corpses with fish-eaten eyes. Bodies that have shed a lot of weight, just ragged clothes and brown rotting flesh hanging off bones. Skeletons wearing only the muck and weed of the riverbed. There’s not much left going on inside their heads, but they understand the purpose @UUID[Actor.KNBspDhP0piNgb0j]{Klara} has given them. And they are very, very angry.
The creature is a construct of magic, quite mindless, bound together with magical sinews. It has no Intelligence, Willpower, or Fellowship Characteristics, and need never Test them. If it has no wizard controlling it, or does not possess the Territorial Trait, it meanders mindlessly, following flows of ambient magic.
\n\n
For the purposes of calculating its Wounds, it uses its Strength Bonus whenever Willpower Bonus is required. All its attacks are Magical.
\nThe creature can see in the dark as daylight.
" - }, - "Painless": { - "name": "Painless", - "description": "The creature feels no pain or can ignore it. All non-amputation penalties suffered from Critical Wounds are ignored, although Conditions are suffered as normal.
" - }, - "Undead": { - "name": "Undead", - "description": "The Undead are neither living, nor dead, meaning they are not reliant on the usual prerequisites for life: air, food, water… This Trait most commonly come into use when spells, miracles, or other abilities affect Undead only.
" - }, - "Unstable": { - "name": "Unstable", - "description": "UNQUIET DEAD
Any Undead creature with the Construct trait is magically bound together with sinews of dark magics. They are either mindless automatons reanimated by a necromancer, or those who came to unlife in a place where Shyish, the magical wind of death, or Dhar, vile black magic, gathers and stagnates, twisting death into something new.
The creature’s corpus is maintained by foul magics that are inherently unstable in the material realm.
\nWhenever it ends a round engaged with any opponent with higher Advantage, the creature is driven back, and the magics holding it together weaken. It loses as many Wounds as the difference between its Advantage, and the highest Advantage engaged with it.
\nSo, if the creature had 1 Advantage, and its opponent had 3, the creature would lose 2 Wounds. If the creature ever reach 0 Wounds, the magics holding it in place collapse, and it ‘dies’.
", - "effects": { - "Unstable": { - "name": "Unstable" - } - } - }, - "Gold Crown": { - "name": "Gold Crown" - }, - "Silver Shilling": { - "name": "Silver Shilling" - }, - "Brass Penny": { - "name": "Brass Penny" - }, - "Fear": { - "name": "Fear", - "description": "The creature causes supernatural Fear in other creatures, with a rating equal to its Rating.
\nThe Fear trait represents an extreme aversion to something. Creatures that cause Fear have a Fear Rating; this value reflects the SL you are required to pass on an Extended Cool Test to overcome your Fear. You may continue to Test at the end of every round until your SL equals or surpasses the creature’s Fear rating. Until you do this, you are subject to Fear.
\nWhen subject to Fear, you suffer –1 SL on all Tests to affect the source of your fear. You may not move closer to whatever is causing Fear without passing a Challenging (+0) Cool Test. If it comes closer to you, you must pass a Challenging (+0) Cool Test, or gain a @Condition[Broken] Condition.
", - "effects": { - "Fear": { - "name": "Fear" - } - } - }, - "Weapon": { - "name": "Weapon", - "description": "The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)
" - }, - "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" - } - } - } - } - }, - "Angela the Red": { - "name": "Angela the Red", - "items": { - "Dog Whistle": { - "name": "Dog Whistle" - }, - "Taalhoffer seal": { - "name": "Taalhoffer seal" - }, - "Animal Care": { - "name": "Animal Care", - "description": "@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QZx9CbhGkIaDMQD3 caption=false]{Animal Care}" - }, - "Charm Animal": { - "name": "Charm Animal", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" - }, - "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}" - }, - "Haggle": { - "name": "Haggle", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" - }, - "Melee (Basic)": { - "name": "Melee (Basic)", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Lore (Beasts)": { - "name": "Lore (Beasts)", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" - }, - "Language (Magick)": { - "name": "Language (Magick)", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.xo5U0kL08xCPe6kl caption=false]{Language}" - }, - "Ranged (Bow)": { - "name": "Ranged (Bow)", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.jJYOiSQNgC9v7cM5 caption=false]{Ranged}" - }, - "Set Trap": { - "name": "Set Trap", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.fmMkUHUwOPwex8mj caption=false]{Set Trap}" - }, - "Stealth (Rural)": { - "name": "Stealth (Rural)", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" - }, - "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.
" - }, - "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" - } - } - }, - "Fearless (Animals)": { - "name": "Fearless (Animals)", - "description": "You are either brave enough or crazy enough that fear of certain enemies has become a distant memory. With a single Average (+20) Cool Test, you may ignore any Intimidate, Fear, or Terror effects from the specified enemy when encountered. Typical enemies include Beastmen, Greenskins, Outlaws, Vampires, Watchmen, and Witches.
", - "effects": { - "Fearless": { - "name": "Fearless" - } - } - }, - "Marksman": { - "name": "Marksman", - "description": "You gain a permanent +5 bonus to your starting Ballistic Skill (this does not count towards your Advances).", - "effects": { - "Marksman": { - "name": "Marksman", - "changes": { - "system.characteristics.bs.initial": 5 - } - } - } - }, - "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" - } - } - }, - "Rover": { - "name": "Rover", - "description": "You are at home roaming the wild places. When using Stealth in a rural environment, bystanders do not get passive Perception Tests to detect you; they can only spot you if they are specifically on look-out, or watching for hidden spies.", - "effects": { - "Rover": { - "name": "Rover" - } - } - }, - "Strider (Woodland)": { - "name": "Strider (Woodland)", - "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" - } - } - }, - "Trapper": { - "name": "Trapper", - "description": "You are skilled at spotting and using traps. You may take a Perception Test to spot traps automatically without having to tell the GM of your intention; the GM may prefer to make some of these Tests on your behalf in private.", - "effects": { - "Trapper": { - "name": "Trapper" - } - } - }, - "Mutation": { - "name": "Mutation", - "description": "The creature is ‘blessed’ with a Mutation. Roll on the @Table[mutatephys]{Physical Corruption Table}
", - "effects": { - "Mutation": { - "name": "Mutation" - } - } - }, - "Tinderbox": { - "name": "Tinderbox" - }, - "Gold Crown": { - "name": "Gold Crown" - }, - "Silver Shilling": { - "name": "Silver Shilling" - }, - "Brass Penny": { - "name": "Brass Penny" - }, - "Hunter's Eye": { - "name": "Hunter's Eye", - "description": "You are a skilled hunter and know all the best techniques to find game. When travelling through well-stocked lands, you are automatically assumed to be able to hunt down enough game to feed yourself and a number of others equal to your level in Hunter's Eye, so long as you have time and the correct equipment. You may secure more food in addition to this using the normal rules for foraging.", - "effects": { - "Hunter's Eye": { - "name": "Hunter's Eye" - } - } - }, - "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}" - }, - "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." - }, - "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
" - }, - "Knife": { - "name": "Knife" - }, - "Bow": { - "name": "Bow" - }, - "Arrow": { - "name": "Arrow", - "description": "
" - }, - "Fur Cloak": { - "name": "Fur Cloak", - "description": "Protects wearer against the elements.
" - }, - "Huntsmaster": { - "name": "Huntsmaster", - "description": "@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.T6c9MttfG0Fj4nDm]{Hunter}
" - }, - "Entertain": { - "name": "Entertain", - "description": "@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" - }, - "Dodge": { - "name": "Dodge", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" - }, - "Melee": { - "name": "Melee", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Gamble": { - "name": "Gamble", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}" - }, - "Art": { - "name": "Art", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" - }, - "Intimidate": { - "name": "Intimidate", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" - }, - "Row": { - "name": "Row", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" - }, - "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}" - }, - "Navigation": { - "name": "Navigation", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}"
- }
- }
- },
- "Klara von Holgaur": {
- "name": "Klara von Holgaur",
- "description": " As a minor noble, Klara had a comfortable, undemanding life. Her greatest joy was her forthcoming marriage to another minor noble she had truly fallen in love with. They would have a comfortable, undemanding life together, and their children would have equally happy lives. And then, before the ceremony took place, something smashed into her wedding barge. People carrying knives and swords appeared out of nowhere and lay about them yelling and screaming. Guests and family fell to the decks with gaping bloody wounds. There was blood and screaming and crying. As Klara looked around desperately for her betrothed, she was suddenly overwhelmed by pain and darkness. When she next became aware of anything, she was a Ghost. But she can’t remember her fiancé’s name. She was not a cruel or angry person in life, but the loss of a name has left a focus of tightly coiled hate deep inside what remains of her in death. It is Klara who has organised the Undead, breaking through their mindless hate, helping them reshape it into a goal — she was a noblewoman after all. Organising others is what nobles do. But now she needs the help of the Living and it’s time to go knocking.
The creature can see in the dark as daylight.
" - }, - "Ethereal": { - "name": "Ethereal", - "description": "The creature’s form is insubstantial, allowing it to pass through solid objects. It can only be harmed by Magical attacks.
", - "effects": { - "Ethereal": { - "name": "Ethereal" - } - } - }, - "Fury": { - "name": "Fury", - "description": "The creature can work itself into an all-consuming rage. It can spend all of its Advantage (minimum of 1) to become subject to Hatred to close combat opponents. If the creature has at least 3 Advantage, it may instead expend all of its Advantage to become subject to Frenzy.
", - "effects": { - "Fury": { - "name": "Fury" - } - } - }, - "Hatred": { - "name": "Hatred", - "description": "You are consumed with Hatred for the Target, which is normally a group of people or creatures, such as ‘Hochlanders’, ‘Bog Octopuses’, or ‘Slavers’. You will never socially interact with someone or something you hate in this manner. On encountering the object of your Hatred, you must attempt a Psychology Test. If failed, you are subject to Hatred. At the end of every subsequent Round, you may attempt another Psychology Test to bring the Hatred to an end. If you do or not, the effects of Hatred naturally come to an end when all members of the specified group in your line of sight are dead or gone, or you gain the Unconscious condition. While subject to Hatred, you must immediately attempt to destroy the hated group by the fastest and most deadly means possible. You gain a bonus of +1 SL on all combat Tests against the specified group, and are immune to Fear and Intimidate (but not Terror) caused by your hated foe.
", - "effects": { - "Hatred": { - "name": "Hatred" - } - } - }, - "Undead": { - "name": "Undead", - "description": "The Undead are neither living, nor dead, meaning they are not reliant on the usual prerequisites for life: air, food, water… This Trait most commonly come into use when spells, miracles, or other abilities affect Undead only.
" - }, - "Unstable": { - "name": "Unstable", - "description": "UNQUIET DEAD
Any Undead creature with the Construct trait is magically bound together with sinews of dark magics. They are either mindless automatons reanimated by a necromancer, or those who came to unlife in a place where Shyish, the magical wind of death, or Dhar, vile black magic, gathers and stagnates, twisting death into something new.
The creature’s corpus is maintained by foul magics that are inherently unstable in the material realm.
\nWhenever it ends a round engaged with any opponent with higher Advantage, the creature is driven back, and the magics holding it together weaken. It loses as many Wounds as the difference between its Advantage, and the highest Advantage engaged with it.
\nSo, if the creature had 1 Advantage, and its opponent had 3, the creature would lose 2 Wounds. If the creature ever reach 0 Wounds, the magics holding it in place collapse, and it ‘dies’.
", - "effects": { - "Unstable": { - "name": "Unstable" - } - } - }, - "Gold Crown": { - "name": "Gold Crown" - }, - "Silver Shilling": { - "name": "Silver Shilling" - }, - "Brass Penny": { - "name": "Brass Penny" - }, - "Weapon": { - "name": "Weapon", - "description": "The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)
" - }, - "Fear": { - "name": "Fear", - "description": "The creature causes supernatural Fear in other creatures, with a rating equal to its Rating.
\nThe Fear trait represents an extreme aversion to something. Creatures that cause Fear have a Fear Rating; this value reflects the SL you are required to pass on an Extended Cool Test to overcome your Fear. You may continue to Test at the end of every round until your SL equals or surpasses the creature’s Fear rating. Until you do this, you are subject to Fear.
\nWhen subject to Fear, you suffer –1 SL on all Tests to affect the source of your fear. You may not move closer to whatever is causing Fear without passing a Challenging (+0) Cool Test. If it comes closer to you, you must pass a Challenging (+0) Cool Test, or gain a @Condition[Broken] Condition.
", - "effects": { - "Fear": { - "name": "Fear" - } - } - } - } - }, - "Gerke Lurchen": { - "name": "Gerke Lurchen", - "description": "The Lurchen children could simply be said to be quiet, a bit shy, and polite. Or, if one is on edge and concerned about strange happenings, they could be a creepy, silent, and even haunting presence. The girls always seem to go around together, hand in hand. Gerke is a year or two older than her sibling and is slightly taller, but they look remarkably alike. They have the unnerving habit of speaking in unison, and often do physical actions in unison, too.
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QZx9CbhGkIaDMQD3 caption=false]{Animal Care}" - }, - "Evaluate": { - "name": "Evaluate", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.NtJ85TY8yY3WOGHN caption=false]{Evaluate}" - }, - "Intimidate": { - "name": "Intimidate", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" - }, - "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!" - } - } - }, - "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}" - }, - "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}" - } - } - }, - "Flusskapitän Meinard Links": { - "name": "Flusskapitän Meinard Links", - "items": { - "Athletics": { - "name": "Athletics", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" - }, - "Charm": { - "name": "Charm", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" - }, - "Cool": { - "name": "Cool", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" - }, - "Consume Alcohol": { - "name": "Consume Alcohol", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" - }, - "Dodge": { - "name": "Dodge", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" - }, - "Endurance": { - "name": "Endurance", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" - }, - "Entertain (Speeches)": { - "name": "Entertain (Speeches)", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" - }, - "Gossip": { - "name": "Gossip", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" - }, - "Heal": { - "name": "Heal", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dSf8QWBvN6mlpHBF caption=false]{Heal}", - "effects": { - "Heal": { - "name": "Heal" - } - } - }, - "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 (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}" - }, - "Outdoor Survival": { - "name": "Outdoor Survival", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" - }, - "Pray": { - "name": "Pray", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.NRfh04q1bZBIND0A caption=false]{Pray}" - }, - "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}" - }, - "Swim": { - "name": "Swim", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QoWDfx8SIhpCiIX5 caption=false]{Swim}" - }, - "Bless": { - "name": "Bless", - "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" - } - } - }, - "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 - } - } - } - }, - "Dual Wielder": { - "name": "Dual Wielder", - "description": "
When armed with two weapons, you may attack with both for your Action. Roll to hit with the weapon held in your primary hand. If you hit, determine Damage as normal, but remember to keep your dice roll, as you will use it again. If the first strike hits, once it is resolved, the weapon in your secondary hand can then target an available opponent of your choice using the same dice roll for the first strike, but reversed. So, if you rolled 34 to hit with the first weapon, you use 43 to hit with the second. Remember to modify this second roll by your off-hand penalty (–20 unless you have the Ambidextrous Talent). This second attack is Opposed with a new defending roll, and damage for this second strike is calculated as normal. The only exception to this is if you roll a Critical for your first strike. If this happens, use the roll on the Critical Table to also act as the roll for the second attack. So, if you scored a critical to the head and rolled 56 on the Critical table for a Major Eye Wound, your second attack would then strike out with a to-hit value of 56. If you choose to attack with both weapons, all your defensive rolls until the start of your next Turn suffer a penalty of –10. You do not gain an Advantage when you successfully strike or Wound an opponent when Dual Wielding unless both attacks hit.
", - "effects": { - "Dual Wielder": { - "name": "Dual Wielder" - } - } - }, - "Fisherman": { - "name": "Fisherman", - "description": "You are a very capable fisherman and know all the best ways to land fish yourself and a number of others equal to your level in Fisherman, assuming you choose to spend at least an hour or so with a line and bait. You may secure more fish in addition to this using the normal rules for foraging
", - "effects": { - "Fisherman": { - "name": "Fisherman" - } - } - }, - "Flee!": { - "name": "Flee!", - "description": "When your life is on the line you are capable of impressive bursts of speed. Your Movement Attribute counts as 1 higher when Fleeing.", - "effects": { - "Flee!": { - "name": "Flee!" - } - } - }, - "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 Talent Taken \n | \n\n Number of soldiers influenced \n | \n
| \n 1 \n | \n\n As normal × 5 \n | \n
| \n 2 \n | \n\n As normal × 10 \n | \n
| \n 3 \n | \n\n As normal × 20 \n | \n
| \n 4 \n | \n\n As normal × 50 \n | \n
| \n 5 \n | \n\n As normal × 100 \n | \n
| \n 6 \n | \n\n As normal × 200 \n | \n
| \n 7 \n | \n\n As normal × 500 \n | \n
| \n 8 \n | \n\n As normal × 1000 \n | \n
| \n 9 \n | \n\n All who can hear your inspiring voice \n | \n
The creature is exceptionally cunning. It receives +10 Fellowship, Intelligence, and Initiative.
", - "effects": { - "Cunning": { - "name": "Cunning", - "changes": { - "system.characteristics.fel.initial": 10, - "system.characteristics.int.initial": 10, - "system.characteristics.i.initial": 10 - } - } - } - }, - "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 - } - } - } - }, - "Leather Jerkin": { - "name": "Leather Jerkin" - }, - "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}" - }, - "Intimidate": { - "name": "Intimidate", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" - }, - "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}" - }, - "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}" - }, - "Large Knife": { - "name": "Large Knife" - }, - "Throwing Knife": { - "name": "Throwing Knife" - }, - "Jewelled Dagger": { - "name": "Jewelled Dagger" - }, - "Diary": { - "name": "Diary" - }, - "Blessing of Battle": { - "name": "Blessing of Battle", - "description": "
Your target gains +10 WS.
", - "effects": { - "Blessing of Battle": { - "name": "Blessing of Battle", - "changes": { - "system.characteristics.ws.modifier": 10 - } - } - } - }, - "Blessing of Courage": { - "name": "Blessing of Courage", - "description": "Your target gains +10 Willpower.
", - "effects": { - "Blessing of Courage": { - "name": "Blessing of Courage", - "changes": { - "system.characteristics.wp.modifier": 10, - "system.characteristics.wp.calculationBonusModifier": -1 - } - } - } - }, - "Blessing of Finesse": { - "name": "Blessing of Finesse", - "description": "Your target gains +10 Dexterity.
", - "effects": { - "Blessing of Finesse": { - "name": "Blessing of Finesse", - "changes": { - "system.characteristics.dex.modifier": 10 - } - } - } - }, - "Blessing of Grace": { - "name": "Blessing of Grace", - "description": "Your target gains +10 Agility.
", - "effects": { - "Blessing of Grace": { - "name": "Blessing of Grace", - "changes": { - "system.characteristics.ag.modifier": 10 - } - } - } - }, - "Blessing of Savagery": { - "name": "Blessing of Savagery", - "description": "When your target next inflicts a Critical Wound, roll twice and choose the best result.
", - "effects": { - "Blessing of Savagery": { - "name": "Blessing of Savagery" - } - } - }, - "Blessing of Wit": { - "name": "Blessing of Wit", - "description": "Your target gains +10 Initiative.
", - "effects": { - "Blessing of Wit": { - "name": "Blessing of Wit", - "changes": { - "system.characteristics.i.modifier": 10 - } - } - } - } - } - }, - "Anselm Buchberger": { - "name": "Anselm Buchberger", - "items": { - "Gold fillings pulled from his victims’ heads": { - "name": "Gold fillings pulled from his victims’ heads" - }, - "1d10 Silver Shilling": { - "name": "1d10 Silver Shilling" - }, - "Dodge": { - "name": "Dodge", - "description": "@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" - }, - "Melee (Two Handed)": { - "name": "Melee (Two Handed)", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Intimidate": { - "name": "Intimidate", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" - }, - "Stealth (Rural)": { - "name": "Stealth (Rural)", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" - }, - "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" - } - } - }, - "Furious Assault": { - "name": "Furious Assault", - "description": "Your blows follow one another in quick succession, raining down on your opponents with the fury of Ulric. Once per Round, if you hit an opponent in close combat, you may immediately spend an Advantage or your Move to make an extra attack (assuming you have your Move remaining).", - "effects": { - "Furious Assault": { - "name": "Furious Assault" - } - } - }, - "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}" - }, - "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}" - }, - "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}"
- },
- "Great Axe": {
- "name": "Great Axe"
- }
- }
- },
- "Josef Flook": {
- "name": "Josef Flook",
- "description": " Josef the ghost is just becoming aware of the unlife, sensing reality in a confused way, and coming to terms with his own death. Over the course of the adventure, he gradually becomes more aware and adept at manipulating his environment. He is kept in the real world by the lack of proper burial rites, and his sense of injustice at the imagined treatment of @UUID[Actor.lddB7CjALaOIVKrp]{Anthea}. Once he learns the truth about her situation, he will be able to pass peacefully into the arms of Morr.
Josef does not deal damage in combat. Instead his opponents may be struck with a supernatural chill that leaves them shocked stiff. If a Spectre lands a blow in combat, it inflicts 1 @Condition[Stunned] Condition for each SL.
", - "effects": { - "Paralysing Chill": { - "name": "Paralysing Chill" - } - } - }, - "Dark Vision": { - "name": "Dark Vision", - "description": "The creature can see in the dark as daylight.
" - }, - "Ethereal": { - "name": "Ethereal", - "description": "The creature’s form is insubstantial, allowing it to pass through solid objects. It can only be harmed by Magical attacks.
", - "effects": { - "Ethereal": { - "name": "Ethereal" - } - } - }, - "Undead": { - "name": "Undead", - "description": "The Undead are neither living, nor dead, meaning they are not reliant on the usual prerequisites for life: air, food, water… This Trait most commonly come into use when spells, miracles, or other abilities affect Undead only.
" - }, - "Gold Crown": { - "name": "Gold Crown" - }, - "Silver Shilling": { - "name": "Silver Shilling" - }, - "Brass Penny": { - "name": "Brass Penny" - }, - "Fear": { - "name": "Fear", - "description": "UNQUIET DEAD
Any Undead creature with the Construct trait is magically bound together with sinews of dark magics. They are either mindless automatons reanimated by a necromancer, or those who came to unlife in a place where Shyish, the magical wind of death, or Dhar, vile black magic, gathers and stagnates, twisting death into something new.
The creature causes supernatural Fear in other creatures, with a rating equal to its Rating.
\nThe Fear trait represents an extreme aversion to something. Creatures that cause Fear have a Fear Rating; this value reflects the SL you are required to pass on an Extended Cool Test to overcome your Fear. You may continue to Test at the end of every round until your SL equals or surpasses the creature’s Fear rating. Until you do this, you are subject to Fear.
\nWhen subject to Fear, you suffer –1 SL on all Tests to affect the source of your fear. You may not move closer to whatever is causing Fear without passing a Challenging (+0) Cool Test. If it comes closer to you, you must pass a Challenging (+0) Cool Test, or gain a @Condition[Broken] Condition.
", - "effects": { - "Fear": { - "name": "Fear" - } - } - } - } - }, - "Valette 'the Baron' Meyer": { - "name": "Valette 'the Baron' Meyer", - "items": { - "Gang of Thieves": { - "name": "Gang of Thieves" - }, - "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}" - }, - "Lore (Übersreik)": { - "name": "Lore (Übersreik)", - "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}" - }, - "Ranged (Crossbow)": { - "name": "Ranged (Crossbow)", - "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}" - }, - "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 Career Level \n | \n\n Bonus Money per time the Talent is taken \n | \n
| \n 1 \n | \n\n +2d10 brass pennies \n | \n
| \n 2 \n | \n\n +1d10 silver shillings \n | \n
| \n 3 \n | \n\n +2d10 silver shillings \n | \n
| \n 4 \n | \n\n +1 gold crown \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" - } - } - }, - "Embezzle": { - "name": "Embezzle", - "description": "You are skilled at skimming money from your employers without being detected. Whenever you secure money when Earning (during play or performing an Income Endeavour), you may attempt an Opposed Intelligence Test with your employer (assuming you have one). If you win, you skim 2d10 + SL brass pennies, 1d10 + SL silver shillings, or 1 + SL gold crowns (depending upon the size of the business in question, as determined by the GM) without being detected. If your employer wins by 6+ SL, you gain the money, but your embezzling is detected; what then happens is left to the GM. Any other result means you have failed to embezzle any money.
", - "effects": { - "Embezzle": { - "name": "Embezzle" - } - } - }, - "Etiquette (Criminals)": { - "name": "Etiquette (Criminals)", - "description": "You can blend in socially with the chosen group so long as you are dressed and acting appropriately. Example social groups for this Talent are: Criminals, Cultists, Guilders, Nobles, Scholars, Servants, and Soldiers. If you do not have the Talent, those with it will note your discomfort in the unfamiliar environment. This is primarily a matter for roleplaying, but may confer a bonus to Fellowship Tests at the GM’s discretion.
", - "effects": { - "Etiquette": { - "name": "Etiquette" - } - } - }, - "Fearless (Watchmen)": { - "name": "Fearless (Watchmen)", - "description": "You are either brave enough or crazy enough that fear of certain enemies has become a distant memory. With a single Average (+20) Cool Test, you may ignore any Intimidate, Fear, or Terror effects from the specified enemy when encountered. Typical enemies include Beastmen, Greenskins, Outlaws, Vampires, Watchmen, and Witches.
", - "effects": { - "Fearless": { - "name": "Fearless" - } - } - }, - "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" - } - } - }, - "Gold Crown": { - "name": "Gold Crown" - }, - "Silver Shilling": { - "name": "Silver Shilling" - }, - "Brass Penny": { - "name": "Brass Penny" - }, - "Charm": { - "name": "Charm", - "description": "@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" - }, - "Entertain": { - "name": "Entertain", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" - }, - "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}" - }, - "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}" - }, - "Mail Coat": { - "name": "Mail Coat" - }, - "Cudgel": { - "name": "Cudgel" - }, - "Gang Boss": { - "name": "Gang Boss", - "description": "
@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.Z5QPZbUR3h422ozo]{Racketeer}
" - }, - "Crossbow": { - "name": "Crossbow" - }, - "Bolt": { - "name": "Bolt" - } - } - }, - "Puceheart": { - "name": "Puceheart", - "description": "Puceheart (and any other Goblins encountered in the scenario) are suffering from the privations of winter, and suffer from a @Condition[Fatigued] Condition.
Puceheart the goblin got separated from his warband in a snowstorm. He has had little choice but to take shelter in the guesthouse’s stables. He has burrowed into a pile of straw and gone to sleep. Sometime in the night however, he wakes up hungry, and decides to break into the guesthouse to get some food. He’s not very bright, and he is famished. This should probably be played after @UUID[JournalEntry.bIfOPbaVISenZJaZ.JournalEntryPage.bOPuDVNgA4vbQmaV#third-haunting:-bump-in-the-night]{Bump in the Night} when everyone has settled down to sleep again.
You harbor an enmity for the Target, which will normally be a group of people or creatures, such as ‘Nordlanders’, ‘Beastmen’, or ‘Nobles’. You must attempt a Psychology Test whenever you encounter the group. If you pass, you may grumble and spit, but only suffer a penalty of –20 to all Fellowship Tests towards that group. Should you fail you are subject to Animosity.
\n\n
At the end of every subsequent Round, you may attempt another Psychology test to bring the Animosity to an end. If you do not, the effects of Animosity naturally come to an end when all members of the specified group in your line of sight are utterly pacified or gone, or you gain the Stunned or Unconscious Condition, or you become subject to another Psychology.
\n\n
When subject to Animosity, you must immediately attack the disagreeable creatures, either socially (insults, jibes, and similar) or physically (most commonly with fists), as appropriate. You also gain a bonus of +1 SL on any attempts to socially or mentally attack the group. Animosity is over-ridden by Fear and Terror.
", - "effects": { - "Animosity": { - "name": "Animosity" - } - } - }, - "Afraid": { - "name": "Afraid", - "description": "The creature is afraid of the Target as if the Target has Fear (0).
\nThe Fear trait represents an extreme aversion to something. Creatures that cause Fear have a Fear Rating; this value reflects the SL you are required to pass on an Extended Cool Test to overcome your Fear. You may continue to Test at the end of every round until your SL equals or surpasses the creature’s Fear rating. Until you do this, you are subject to Fear.
\n\n
When subject to Fear, you suffer –1 SL on all Tests to affect the source of your fear. You may not move closer to whatever is causing Fear without passing a Challenging (+0) Cool Test. If it comes closer to you, you must pass a Challenging (+0) Cool Test, or gain a Broken Condition.
", - "effects": { - "Afraid": { - "name": "Afraid" - } - } - }, - "Infected": { - "name": "Infected", - "description": "The creature, or its weapon, carries a nasty infection. If it causes a living opponent to lose Wounds, it must pass an Easy (+40) Endurance Test or contract a @UUID[Compendium.wfrp4e-core.items.kKccDTGzWzSXCBOb]{Festering Wound}
", - "effects": { - "Infected": { - "name": "Infected" - } - } - }, - "Night Vision": { - "name": "Night Vision", - "description": "You can see very well in natural darkness. Assuming you have at least a faint source of light (such as starlight, moonlight, or bioluminescence) you can see clearly for 20 yards per level of Night Vision. Further, you can extend the effective illumination distance of any light sources by 20 yards per level of Night Vision.
" - }, - "Gold Crown": { - "name": "Gold Crown" - }, - "Silver Shilling": { - "name": "Silver Shilling" - }, - "Brass Penny": { - "name": "Brass Penny" - }, - "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" - } - } - } - } - }, - "River Zombie": { - "name": "River Zombie", - "description": "These Undead are water-bloated corpses with fish-eaten eyes. Bodies that have shed a lot of weight, just ragged clothes and brown rotting flesh hanging off bones. Skeletons wearing only the muck and weed of the riverbed. There’s not much left going on inside their heads, but they understand the purpose @UUID[Actor.KNBspDhP0piNgb0j]{Klara} has given them. And they are very, very angry.
The creature is a construct of magic, quite mindless, bound together with magical sinews. It has no Intelligence, Willpower, or Fellowship Characteristics, and need never Test them. If it has no wizard controlling it, or does not possess the Territorial Trait, it meanders mindlessly, following flows of ambient magic.
\n\n
For the purposes of calculating its Wounds, it uses its Strength Bonus whenever Willpower Bonus is required. All its attacks are Magical.
\nThe creature can see in the dark as daylight.
" - }, - "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" - } - } - }, - "Painless": { - "name": "Painless", - "description": "The creature feels no pain or can ignore it. All non-amputation penalties suffered from Critical Wounds are ignored, although Conditions are suffered as normal.
" - }, - "Undead": { - "name": "Undead", - "description": "The Undead are neither living, nor dead, meaning they are not reliant on the usual prerequisites for life: air, food, water… This Trait most commonly come into use when spells, miracles, or other abilities affect Undead only.
" - }, - "Unstable": { - "name": "Unstable", - "description": "UNQUIET DEAD
Any Undead creature with the Construct trait is magically bound together with sinews of dark magics. They are either mindless automatons reanimated by a necromancer, or those who came to unlife in a place where Shyish, the magical wind of death, or Dhar, vile black magic, gathers and stagnates, twisting death into something new.
The creature’s corpus is maintained by foul magics that are inherently unstable in the material realm.
\nWhenever it ends a round engaged with any opponent with higher Advantage, the creature is driven back, and the magics holding it together weaken. It loses as many Wounds as the difference between its Advantage, and the highest Advantage engaged with it.
\nSo, if the creature had 1 Advantage, and its opponent had 3, the creature would lose 2 Wounds. If the creature ever reach 0 Wounds, the magics holding it in place collapse, and it ‘dies’.
", - "effects": { - "Unstable": { - "name": "Unstable" - } - } - }, - "Gold Crown": { - "name": "Gold Crown" - }, - "Silver Shilling": { - "name": "Silver Shilling" - }, - "Brass Penny": { - "name": "Brass Penny" - }, - "Weapon": { - "name": "Weapon", - "description": "The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)
" - }, - "Fear": { - "name": "Fear", - "description": "The creature causes supernatural Fear in other creatures, with a rating equal to its Rating.
\nThe Fear trait represents an extreme aversion to something. Creatures that cause Fear have a Fear Rating; this value reflects the SL you are required to pass on an Extended Cool Test to overcome your Fear. You may continue to Test at the end of every round until your SL equals or surpasses the creature’s Fear rating. Until you do this, you are subject to Fear.
\nWhen subject to Fear, you suffer –1 SL on all Tests to affect the source of your fear. You may not move closer to whatever is causing Fear without passing a Challenging (+0) Cool Test. If it comes closer to you, you must pass a Challenging (+0) Cool Test, or gain a @Condition[Broken] Condition.
", - "effects": { - "Fear": { - "name": "Fear" - } - } - } - } - }, - "Spider Swarm": { - "name": "Spider Swarm", - "items": { - "Painless": { - "name": "Painless", - "description": "The creature feels no pain or can ignore it. All non-amputation penalties suffered from Critical Wounds are ignored, although Conditions are suffered as normal.
" - }, - "Swarm": { - "name": "Swarm", - "description": "Swarms are large numbers of the same creature acting as one. The swarm counts as a single Creature that ignores the Psychology rules, and can ignore the Engaged rules when using its Move. If the Swarm successfully strikes an opponent it activates the Deathblow rule (even if it has not killed its opponent). All opponents Engaged with a Swarm automatically lose 1 Wound at the end of every Round as the Swarm overwhelms anything close. The Swarm has five times the Wounds of a normal example of the creature and gains +10 Weapon Skill. Any attempts to shoot the Swarm gain a bonus of +40 to hit. Swarms ignore all the Size Creature Trait rules
", - "effects": { - "Swarm": { - "name": "Swarm", - "changes": { - "system.characteristics.ws.initial": 10 - } - } - } - }, - "Venom": { - "name": "Venom", - "description": "The creature’s attacks are poisoned or envenomed. When it causes Wounds, its opponent gains a @Condition[Poisoned] Condition. If no Difficulty is marked to resist the Venom, it is assumed to be Challenging
", - "effects": { - "Venom": { - "name": "Venom" - } - } - }, - "Weapon (Bite)": { - "name": "Weapon (Bite)", - "description": "The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)
" - }, - "Gold Crown": { - "name": "Gold Crown" - }, - "Silver Shilling": { - "name": "Silver Shilling" - }, - "Brass Penny": { - "name": "Brass Penny" - }, - "Web": { - "name": "Web", - "description": "The creature can create webbing to trap unwary foes. Whenever it successfully hits, opponents gain 1 Entangled status, with a Strength of the Rating given.
\n", - "effects": { - "Web": { - "name": "Web" - } - } - } - } - }, - "Chaos Spawn": { - "name": "Chaos Spawn", - "description": "
The spawn is a mound of writhing flesh, chattering teeth, blinking eyes, and tentacles, all of which are moving and twisting.
\nNote: The Chaos Spawn has 4 free attacks — one for each tentacle. Successful hits may entangle the target. Once entangled, the creature may spend one Advantage to make a Bite attack against all creatures it has currently entangled. These attacks do not generate further Advantage.
\nSize: Remember that the Chaos Spawn's Enormous size means that it will inflict @Terror[2] on most average Characters, and @Terror[3] on Halflings. Additionally, its damage will be doubled against average Characters, and tripled against Halflings.
\n
The creature has a number of tentacles equal to #.
\nThe creature has no rational thought or language. It shies away from fire and gains a @Condition[Broken] Condition if struck by it. In defense, it only uses the Dodge Skill. If it loses more than half its Wounds, it will attempt to Flee unless protecting its young or cornered, or unless it has the Territorial Trait. If so, it enters Frenzy. Bestial creatures have no Fellowship characteristic
" - }, - "Corruption": { - "name": "Corruption", - "description": "The creature is tainted by Chaos, or perhaps suffused with Dark Magics. The Strength of the Corruption is marked in brackets (@Corruption[minor]{Minor}, @Corruption[moderate]{Moderate}, or @Corruption[major]{Major}).
", - "effects": { - "Corruption": { - "name": "Corruption" - } - } - }, - "Immunity to Psychology": { - "name": "Immunity to Psychology", - "description": "Whether brave, exceedingly stupid, or just caught up in the moment, the creature is utterly fearless. It ignores the Psychology rules.
" - }, - "Painless": { - "name": "Painless", - "description": "The creature feels no pain or can ignore it. All non-amputation penalties suffered from Critical Wounds are ignored, although Conditions are suffered as normal.
" - }, - "Size": { - "name": "Size", - "description": "This trait represents creatures whose size differ from the game standard (i.e. roughly human sized). There are seven steps of Size, ranging from Tiny to Monstrous.
\n\n
| \n Size \n | \n\n Examples \n | \n
| \n Tiny \n | \n\n Butterfly, Mouse, Pigeon \n | \n
| \n Little \n | \n\n Cat, Hawk, Human Baby \n | \n
| \n Small \n | \n\n Giant Rat, Halfling, Human Child \n | \n
| \n Average \n | \n\n Dwarf, Elf, Human \n | \n
| \n Large \n | \n\n Horse, Ogre, Troll \n | \n
| \n Enormous \n | \n\n Griffon, Wyvern, Manticore \n | \n
| \n Monstrous \n | \n\n Dragon, Giant, Greater Daemon \n | \n
\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
If larger:
\n\n
If smaller:
\n• It gains a bonus of +10 to hit.
\n\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
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
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
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
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 Size \n | \n\n Wounds \n | \n
| \n Tiny \n | \n\n 1 \n | \n
| \n Little \n | \n\n Toughness Bonus \n | \n
| \n Small \n | \n\n (2×Toughness Bonus) + Willpower Bonus \n | \n
| \n Average \n | \n\n Strength Bonus+(2×Toughness Bonus) + Willpower Bonus \n | \n
| \n Large \n | \n\n (Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×2 \n | \n
| \n Enormous \n | \n\n (Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×4 \n | \n
| \n Monstrous \n | \n\n (Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×8 \n | \n
The creature is protected by armor or thick hide. It has Rating Armor Points on all Hit Locations
", - "effects": { - "Armour": { - "name": "Armour" - } - } - }, - "Bite": { - "name": "Bite", - "description": "On its turn, the creature may make a Free Attack by spending 1 Advantage. The Damage of the attack equals Rating and includes the creature’s Strength Bonus already
", - "effects": { - "Bite": { - "name": "Bite" - } - } - }, - "Fear": { - "name": "Fear", - "description": "The creature causes supernatural Fear in other creatures, with a rating equal to its Rating.
\nThe Fear trait represents an extreme aversion to something. Creatures that cause Fear have a Fear Rating; this value reflects the SL you are required to pass on an Extended Cool Test to overcome your Fear. You may continue to Test at the end of every round until your SL equals or surpasses the creature’s Fear rating. Until you do this, you are subject to Fear.
\nWhen subject to Fear, you suffer –1 SL on all Tests to affect the source of your fear. You may not move closer to whatever is causing Fear without passing a Challenging (+0) Cool Test. If it comes closer to you, you must pass a Challenging (+0) Cool Test, or gain a @Condition[Broken] Condition.
", - "effects": { - "Fear": { - "name": "Fear" - } - } - } - } - }, - "Guttra Morbinssniz": { - "name": "Guttra Morbinssniz", - "items": { - "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}" - }, - "Consume Alcohol": { - "name": "Consume Alcohol", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" - }, - "Cool": { - "name": "Cool", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" - }, - "Dodge": { - "name": "Dodge", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" - }, - "Endurance": { - "name": "Endurance", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" - }, - "Entertain (Acting)": { - "name": "Entertain (Acting)", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" - }, - "Entertain (Singing)": { - "name": "Entertain (Singing)", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" - }, - "Entertain (Storytelling)": { - "name": "Entertain (Storytelling)", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" - }, - "Evaluate": { - "name": "Evaluate", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.NtJ85TY8yY3WOGHN caption=false]{Evaluate}" - }, - "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 (Breton)": { - "name": "Language (Breton)", - "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}" - }, - "Language (Reikspiel)": { - "name": "Language (Reikspiel)", - "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 (Fencing)": { - "name": "Melee (Fencing)", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Melee (Parry)": { - "name": "Melee (Parry)", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Perception": { - "name": "Perception", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" - }, - "Perform (Acrobatics)": { - "name": "Perform (Acrobatics)", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6MQIGorN3WgXWfJB caption=false]{Perform}" - }, - "Perform (Dancing)": { - "name": "Perform (Dancing)", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6MQIGorN3WgXWfJB caption=false]{Perform}" - }, - "Play (Violin)": { - "name": "Play (Violin)", - "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}" - }, - "Sleight of Hand": { - "name": "Sleight of Hand", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.bGqmHCju8VZ8q2Pv caption=false]{Sleight of Hand}" - }, - "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" - } - } - }, - "bw729qeunutwkg0b": { - "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" - } - } - }, - "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" - } - } - }, - "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.
" - }, - "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" - } - } - }, - "Contortionist": { - "name": "Contortionist", - "description": "You can bend and manipulate your body in a myriad of seemingly unnatural ways. This allows you to squeeze through unlikely gaps and bend your body in crazy ways, giving benefits determined by the GM, possibly with a successful Agility test.", - "effects": { - "Contortionist": { - "name": "Contortionist" - } - } - }, - "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" - } - } - }, - "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" - } - } - }, - "Dual Wielder": { - "name": "Dual Wielder", - "description": "When armed with two weapons, you may attack with both for your Action. Roll to hit with the weapon held in your primary hand. If you hit, determine Damage as normal, but remember to keep your dice roll, as you will use it again. If the first strike hits, once it is resolved, the weapon in your secondary hand can then target an available opponent of your choice using the same dice roll for the first strike, but reversed. So, if you rolled 34 to hit with the first weapon, you use 43 to hit with the second. Remember to modify this second roll by your off-hand penalty (–20 unless you have the Ambidextrous Talent). This second attack is Opposed with a new defending roll, and damage for this second strike is calculated as normal. The only exception to this is if you roll a Critical for your first strike. If this happens, use the roll on the Critical Table to also act as the roll for the second attack. So, if you scored a critical to the head and rolled 56 on the Critical table for a Major Eye Wound, your second attack would then strike out with a to-hit value of 56. If you choose to attack with both weapons, all your defensive rolls until the start of your next Turn suffer a penalty of –10. You do not gain an Advantage when you successfully strike or Wound an opponent when Dual Wielding unless both attacks hit.
", - "effects": { - "Dual Wielder": { - "name": "Dual Wielder" - } - } - }, - "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" - } - } - }, - "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" - } - } - }, - "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" - } - } - }, - "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" - } - } - }, - "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" - } - } - }, - "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" - } - } - }, - "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." - }, - "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" - } - } - }, - "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" - } - } - }, - "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" - } - } - }, - "Strike to Injure": { - "name": "Strike to Injure", - "description": "You are an expert at striking your enemies most vulnerable areas. You inflict your level of Strike to Injure in additional Wounds when you cause a Critical Wound.
", - "effects": { - "Strike to Injure": { - "name": "Strike to Injure" - } - } - }, - "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" - } - } - }, - "Main Gauche": { - "name": "Main Gauche" - }, - "Rapier": { - "name": "Rapier" - }, - "Gold Crown": { - "name": "Gold Crown" - }, - "Silver Shilling": { - "name": "Silver Shilling" - }, - "Brass Penny": { - "name": "Brass Penny" - }, - "Public Speaker": { - "name": "Public Speaker", - "description": "You are a skilled orator and know how to work large groups of people. Refer to the following table to see how many people you can now influence with your Charm Skill when Public Speaking.
\n\n
| \n Talent Taken \n | \n\n Number of soldiers influenced \n | \n
| \n 1 \n | \n\n As normal × 5 \n | \n
| \n 2 \n | \n\n As normal × 10 \n | \n
| \n 3 \n | \n\n As normal × 20 \n | \n
| \n 4 \n | \n\n As normal × 50 \n | \n
| \n 5 \n | \n\n As normal × 100 \n | \n
| \n 6 \n | \n\n As normal × 200 \n | \n
| \n 7 \n | \n\n As normal × 500 \n | \n
| \n 8 \n | \n\n As normal × 1000 \n | \n
| \n 9 \n | \n\n All who can hear your inspiring voice \n | \n
Nobles’ garb features embellishments such as lace cuffs & collars, excessive high-quality fabric and pointed shoes. Servants also wear courtly garb to banquets and ceremonies, although their surcoats and corsets are less ostentatious than the nobles’ fashions and can therefore be purchased at half price.
" - }, - "Quality Costume": { - "name": "Quality Costume" - }, - "Quality Duellist's Garb": { - "name": "Quality Duellist's Garb" - }, - "Pistol": { - "name": "Pistol" - }, - "Bullet and Powder": { - "name": "Bullet and Powder" - }, - "Judicial Champion": { - "name": "Judicial Champion", - "description": "@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.3r4A1DOiF3laRWvq]{Duellist}
" - } - } - }, - "Henrietta Cornflower": { - "name": "Henrietta Cornflower", - "items": { - "Embroidered Von Leyen family crest": { - "name": "Embroidered Von Leyen family crest" - }, - "Extreme Views": { - "name": "Extreme Views", - "description": "" - }, - "Charm": { - "name": "Charm", - "description": "@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" - }, - "Consume Alcohol": { - "name": "Consume Alcohol", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" - }, - "Endurance": { - "name": "Endurance", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" - }, - "Gossip": { - "name": "Gossip", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" - }, - "Haggle": { - "name": "Haggle", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" - }, - "Intuition": { - "name": "Intuition", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" - }, - "Language (Bretonnian)": { - "name": "Language (Bretonnian)", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.xo5U0kL08xCPe6kl caption=false]{Language}" - }, - "Lore (Heraldry)": { - "name": "Lore (Heraldry)", - "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}" - }, - "Trade (Cook)": { - "name": "Trade (Cook)", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.jmFSm7UvmHEq52iu caption=false]{Trade}" - }, - "Acute Sense (Taste)": { - "name": "Acute Sense (Taste)", - "description": "
One of your primary five senses is highly developed, allowing you to spot what others miss. You may take Perception Tests to detect normally imperceptible details with the associated sense, as dictated by the GM. This could include: seeing an eagle beyond everyone else's eyeshot, smelling an almost odorless poison, hearing the breath of an unmoving mouse within a wall, feeling a worn away letter in a carving, or tasting that two beers from the same brewer have been drawn from two different barrels.
" - }, - "Beneath Notice": { - "name": "Beneath Notice", - "description": "The high and mighty pay no attention to your presence, knowing you are well beneath their notice. Assuming you are properly attired and not in an incongruous position, those of a higher Status Tier will normally ignore you unless your presence becomes inappropriate, which can make it very easy to listen into conversations you perhaps shouldn’t. Further, characters with a higher Status Tier than you gain no Advantage for striking or wounding you in combat, as there is nothing to be gained for defeating such a lowly cur.
", - "effects": { - "Beneath Notice": { - "name": "Beneath Notice" - } - } - }, - "Etiquette (Servants, Nobles)": { - "name": "Etiquette (Servants, 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" - } - } - }, - "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 - } - } - } - }, - "Read/Write": { - "name": "Read/Write", - "description": "You are one of the rare literate individuals in the Old World. You are assumed to be able to read and write (if appropriate) all of the Languages you can speak." - }, - "Resistance (Chaos)": { - "name": "Resistance (Chaos)", - "description": "Your strong constitution allows you to more readily survive a specific threat. You may automatically pass the first Test to resist the specified threat, such as Magic, Poison, Disease, Mutation, every session. If SL is important, use your Toughness Bonus as SL for the Test.", - "effects": { - "Resistance (Chaos)": { - "name": "Resistance (Chaos)" - } - } - }, - "Small": { - "name": "Small", - "description": "You are much shorter than most folk in the Old World. The full rules for different Sizes are found in @UUID[Compendium.wfrp4e-core.items.8slW8CJ2oVTxeQ6q]{in the Size Trait}
", - "effects": { - "Small": { - "name": "Small" - } - } - }, - "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" - } - } - }, - "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.
" - }, - "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.
" - }, - "Ear Pick": { - "name": "Ear Pick" - }, - "Gold Crown": { - "name": "Gold Crown" - }, - "Silver Shilling": { - "name": "Silver Shilling" - }, - "Brass Penny": { - "name": "Brass Penny" - }, - "Attendant": { - "name": "Attendant", - "description": "@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.iYnopOFkz5L6hljq]{Servant}
" - }, - "Pouch": { - "name": "Pouch" - }, - "Tweezers": { - "name": "Tweezers" - }, - "Comb": { - "name": "Comb" - }, - "Entertain": { - "name": "Entertain", - "description": "@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" - }, - "Dodge": { - "name": "Dodge", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" - }, - "Charm Animal": { - "name": "Charm Animal", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" - }, - "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}" - }, - "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}" - }, - "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}" - } - } - }, - "Nayadaryn ‘Bonemonger’ Frostweald": { - "name": "Nayadaryn ‘Bonemonger’ Frostweald", - "items": { - "Vast Criminal Network": { - "name": "Vast Criminal Network" - }, - "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}" - }, - "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 (Eonir)": { - "name": "Lore (Eonir)", - "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}" - }, - "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}" - }, - "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.
" - }, - "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 Career Level \n | \n\n Bonus Money per time the Talent is taken \n | \n
| \n 1 \n | \n\n +2d10 brass pennies \n | \n
| \n 2 \n | \n\n +1d10 silver shillings \n | \n
| \n 3 \n | \n\n +2d10 silver shillings \n | \n
| \n 4 \n | \n\n +1 gold crown \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" - } - } - }, - "ocbwiyod3eyjyfln": { - "name": "Etiquette (Criminals)", - "description": "You can blend in socially with the chosen group so long as you are dressed and acting appropriately. Example social groups for this Talent are: Criminals, Cultists, Guilders, Nobles, Scholars, Servants, and Soldiers. If you do not have the Talent, those with it will note your discomfort in the unfamiliar environment. This is primarily a matter for roleplaying, but may confer a bonus to Fellowship Tests at the GM’s discretion.
", - "effects": { - "Etiquette": { - "name": "Etiquette" - } - } - }, - "Fast Hands": { - "name": "Fast Hands", - "description": "You can move your hands with surprising dexterity. Bystanders get no passive Perception Tests to spot your use of the Sleight of Hand Skill, instead they only get to Oppose your Sleight of Hand Tests if they actively suspect and are looking for your movements. Further, attempts to use Melee (Brawling) to simply touch an opponent gain a bonus of +10 ' your level in Fast Hands.", - "effects": { - "Fast Hands": { - "name": "Fast Hands" - } - } - }, - "Flee!": { - "name": "Flee!", - "description": "When your life is on the line you are capable of impressive bursts of speed. Your Movement Attribute counts as 1 higher when Fleeing.", - "effects": { - "Flee!": { - "name": "Flee!" - } - } - }, - "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" - } - } - }, - "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." - }, - "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 - } - } - } - }, - "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" - } - } - }, - "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" - } - } - }, - "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" - } - } - }, - "Strong Legs": { - "name": "Strong Legs", - "description": "You have strong legs able to carry you great distances when you jump. Add your Strong Legs level to your SL in any Athletics Tests involving Leaping", - "effects": { - "Strong Legs": { - "name": "Strong Legs" - } - } - }, - "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.
" - }, - "9wc5nnynphg96nrd": { - "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.
" - }, - "ioh9327e9cp4dwnr": { - "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.
" - }, - "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" - }, - "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}" - }, - "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}" - }, - "Black Marketeer": { - "name": "Black Marketeer", - "description": "
@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.VzMDRJtha7epNzuX]{Fence}
" - }, - "Quality Eonir Sword": { - "name": "Quality Eonir Sword" - }, - "Opulent Eonir Clothing": { - "name": "Opulent Eonir Clothing", - "description": "Nobles’ garb features embellishments such as lace cuffs & collars, excessive high-quality fabric and pointed shoes. Servants also wear courtly garb to banquets and ceremonies, although their surcoats and corsets are less ostentatious than the nobles’ fashions and can therefore be purchased at half price.
" - } - } - }, - "Helena Taalhoffer": { - "name": "Helena Taalhoffer", - "items": { - "Bribery": { - "name": "Bribery", - "description": "@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" - }, - "Charm": { - "name": "Charm", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" - }, - "Charm Animal": { - "name": "Charm Animal", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" - }, - "Climb": { - "name": "Climb", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}" - }, - "Consume Alcohol": { - "name": "Consume Alcohol", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" - }, - "Endurance": { - "name": "Endurance", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" - }, - "Gamble": { - "name": "Gamble", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}" - }, - "Intimidate": { - "name": "Intimidate", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" - }, - "Leadership": { - "name": "Leadership", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" - }, - "Lore (Whisperer)": { - "name": "Lore (Whisperer)", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" - }, - "Lore (Heraldry)": { - "name": "Lore (Heraldry)", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" - }, - "Melee (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}" - }, - "Melee (Parry)": { - "name": "Melee (Parry)", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Outdoor Survival": { - "name": "Outdoor Survival", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" - }, - "Perception": { - "name": "Perception", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" - }, - "Play (Lute)": { - "name": "Play (Lute)", - "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}" - }, - "Ranged (Sling)": { - "name": "Ranged (Sling)", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.jJYOiSQNgC9v7cM5 caption=false]{Ranged}" - }, - "Set Trap": { - "name": "Set Trap", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.fmMkUHUwOPwex8mj caption=false]{Set Trap}" - }, - "Stealth (Rural)": { - "name": "Stealth (Rural)", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" - }, - "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" - } - } - }, - "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" - } - } - }, - "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" - } - } - }, - "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" - } - } - }, - "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." - }, - "Trapper": { - "name": "Trapper", - "description": "You are skilled at spotting and using traps. You may take a Perception Test to spot traps automatically without having to tell the GM of your intention; the GM may prefer to make some of these Tests on your behalf in private.", - "effects": { - "Trapper": { - "name": "Trapper" - } - } - }, - "Rapier": { - "name": "Rapier" - }, - "Gold Crown": { - "name": "Gold Crown" - }, - "Silver Shilling": { - "name": "Silver Shilling" - }, - "Brass Penny": { - "name": "Brass Penny" - }, - "Longbow": { - "name": "Longbow" - }, - "Arrow": { - "name": "Arrow", - "description": "" - }, - "Fine Clothing": { - "name": "Fine Clothing" - }, - "Amulet with Taalhoffer Crest": { - "name": "Amulet with Taalhoffer Crest" - }, - "Noble": { - "name": "Noble", - "description": "@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.t41abSTLeMAdLiWS]{Noble}
" - }, - "Hunter": { - "name": "Hunter", - "description": "@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.T6c9MttfG0Fj4nDm]{Hunter}
" - }, - "Awful Cravings": { - "name": "Awful Cravings", - "effects": { - "Awful Cravings": { - "name": "Awful Cravings", - "changes": { - "system.characteristics.fel.modifier": -5, - "system.characteristics.wp.modifier": -5 - } - } - } - }, - "Thrill Hunter": { - "name": "Thrill Hunter", - "effects": { - "Thrill Hunter": { - "name": "Thrill Hunter", - "changes": { - "system.characteristics.wp.modifier": 10, - "system.characteristics.i.modifier": -10 - } - } - } - }, - "hPYH7dOQFWQY7f3x": { - "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" - } - } - }, - "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" - } - } - }, - "FanxI3mZW6ZXddCD": { - "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" - } - } - }, - "4LgWLCmACaNthbgd": { - "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" - } - } - }, - "Mutation (Awful Cravings, Thrill Hunter)": { - "name": "Mutation (Awful Cravings, Thrill Hunter)", - "description": "The creature is ‘blessed’ with a Mutation. Roll on the @Table[mutatephys]{Physical Corruption Table}
", - "effects": { - "Mutation": { - "name": "Mutation" - } - } - }, - "Dagger": { - "name": "Dagger" - } - } - }, - "Verminbane": { - "name": "Verminbane", - "description": "@UUID[Actor.5AUWk2Q2fwW7i3PH]{Diomira’s} falcon, a sleek, beautiful, but cruel eyed predator
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 Size \n | \n\n Examples \n | \n
| \n Tiny \n | \n\n Butterfly, Mouse, Pigeon \n | \n
| \n Little \n | \n\n Cat, Hawk, Human Baby \n | \n
| \n Small \n | \n\n Giant Rat, Halfling, Human Child \n | \n
| \n Average \n | \n\n Dwarf, Elf, Human \n | \n
| \n Large \n | \n\n Horse, Ogre, Troll \n | \n
| \n Enormous \n | \n\n Griffon, Wyvern, Manticore \n | \n
| \n Monstrous \n | \n\n Dragon, Giant, Greater Daemon \n | \n
\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
If larger:
\n\n
If smaller:
\n• It gains a bonus of +10 to hit.
\n\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
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
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
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
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 Size \n | \n\n Wounds \n | \n
| \n Tiny \n | \n\n 1 \n | \n
| \n Little \n | \n\n Toughness Bonus \n | \n
| \n Small \n | \n\n (2×Toughness Bonus) + Willpower Bonus \n | \n
| \n Average \n | \n\n Strength Bonus+(2×Toughness Bonus) + Willpower Bonus \n | \n
| \n Large \n | \n\n (Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×2 \n | \n
| \n Enormous \n | \n\n (Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×4 \n | \n
| \n Monstrous \n | \n\n (Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×8 \n | \n
The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)
" - }, - "Bestial": { - "name": "Bestial", - "description": "The creature has no rational thought or language. It shies away from fire and gains a @Condition[Broken] Condition if struck by it. In defense, it only uses the Dodge Skill. If it loses more than half its Wounds, it will attempt to Flee unless protecting its young or cornered, or unless it has the Territorial Trait. If so, it enters Frenzy. Bestial creatures have no Fellowship characteristic
" - }, - "Skittish": { - "name": "Skittish", - "description": "The creature is easily scared by magic or loud noises. If such occurs, it receives +3 Broken Conditions
" - }, - "Trained": { - "name": "Trained", - "description": "This trait represents animals that have been trained through the Animal Training Skill. The skills the animal knows is marked in the brackets. Feel free to create your own trained skills.
\nBroken: The animal is trained to ignore its Bestial trait. it receives [[/r 2d10]] Fellowship.
\nDrive: The animal is trained to pull a coach, cart, plough, buggy, or similar.
\nEntertain: The animal is trained to entertain others. It adds a +10 bonus to appropriate Entertain, Perform, or Play Tests.
\nFetch: The animal is trained to fetch. This is normal reserved for Dogs and similar.
\nGuard: The animal is trained to stay in one place or prowl around as a guard, granting it the Territorial Trait.
\nHome: The animal is trained to return home if it is released or lost.
\nMagic: The animal is trained to ignore Skittish when it comes to magic, which is required for most horses used by Wizards.
\nMount: The animal will accept a rider. Some creatures are especially belligerent, and will not accept a rider without the correct skill. So, to ride a Griffon, you need the Ride (Griffon) skill.
\nWar: The animal is trained for war, gaining +10 Weapon Skill. It can also ignore Skittish for loud noises.
", - "effects": { - "Trained (Broken, Home, War, Magic)": { - "name": "Trained (Broken, Home, War, Magic)" - } - } - }, - "Gold Crown": { - "name": "Gold Crown" - }, - "Silver Shilling": { - "name": "Silver Shilling" - }, - "Brass Penny": { - "name": "Brass Penny" - }, - "Flight": { - "name": "Flight", - "description": "As the creature’s Move, it can fly up to Rating yards. When flying, it ignores all intervening terrain, obstacles, or characters. At the end of the move, it decides whether it has landed or is still flying. It can use this move to Charge. If it starts its turn flying, it must choose to Fly for its Move. If it cannot do this, the GM decides how far the creature falls.
\nWhen targeting it, measure horizontal distance as normal, then increase range by 1 step. So, a Long Range shot would become Extreme Range, and if it was at Extreme Range it could not be shot at all.
\nWhen flying, it suffers a penalty of –20 to all ranged combat attempts as it swoops and wheels in the sky
", - "effects": { - "Flying": { - "name": "Flying" - } - } - } - } - }, - "Markolf Bachmaye": { - "name": "Markolf Bachmaye", - "items": { - "2d10 Silver Shilling": { - "name": "2d10 Silver Shilling" - }, - "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}" - }, - "Lore (Local": { - "name": "Lore (Local", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" - }, - "Melee (Brawling)": { - "name": "Melee (Brawling)", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Perception": { - "name": "Perception", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" - }, - "Trade (Brewer)": { - "name": "Trade (Brewer)", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.jmFSm7UvmHEq52iu caption=false]{Trade}" - }, - "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
A stiff neck would serve thee
" - }, - "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.
" - }, - "Knuckledusters": { - "name": "Knuckledusters" - }, - "Gold Crown": { - "name": "Gold Crown" - }, - "Brass Penny": { - "name": "Brass Penny" - }, - "Leather Jerkin": { - "name": "Leather Jerkin" - }, - "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}" - }, - "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}" - }, - "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}" - } - } - }, - "Elva Fellgiebel": { - "name": "Elva Fellgiebel", - "items": { - "1d10 Gold Crown": { - "name": "1d10 Gold Crown" - }, - "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}" - }, - "Channelling": { - "name": "Channelling", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tXu8Hrd4desq1Rja caption=false]{Channelling}" - }, - "Dodge": { - "name": "Dodge", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" - }, - "Intimidate": { - "name": "Intimidate", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" - }, - "Language (Magick)": { - "name": "Language (Magick)", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.xo5U0kL08xCPe6kl caption=false]{Language}" - }, - "Lore (Dhar)": { - "name": "Lore (Dhar)", - "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}" - }, - "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" - } - } - }, - "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." - }, - "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 No. of Petty Spells Currently Known \n | \n \n XP Cost for a new spell \n | \n
| \n Up to Willpower Bonus × 1 \n | \n \n 50 XP \n | \n
| \n Up to Willpower Bonus × 2 \n | \n \n 100 XP \n | \n
| \n Up to Willpower Bonus × 3 \n | \n \n 150 XP \n | \n
| \n Up to Willpower Bonus × 4 \n | \n \n 200 XP \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’.
" - }, - "Dart": { - "name": "Dart" - }, - "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}" - }, - "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}" - }, - "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}" - }, - "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}" - }, - "Sword": { - "name": "Sword" - }, - "Fine Clothing": { - "name": "Fine Clothing" - }, - "Ritual Books": { - "name": "Ritual Books" - }, - "Writs and Legal Documents": { - "name": "Writs and Legal Documents", - "description": "
A simple legal document such as a will, IOU or letter of intent.
" - }, - "Blast (Daemonology)": { - "name": "Blast (Daemonology)", - "description": "You channel magic into an explosive blast. This is a Magic Missile with Damage +3 that targets everyone in the Area of Effect.
" - }, - "Corrosive Blood (Daemonology)": { - "name": "Corrosive Blood (Daemonology)", - "description": "You infuse yourself with magic, lending your blood a fearsome potency. You gain the @UUID[Compendium.wfrp4e-core.items.M5QSWOYt2Rbv2yxW]{Corrosive Blood} Creature Trait
", - "effects": { - "Corrosive Blood (Daemonology)": { - "name": "Corrosive Blood (Daemonology)" - } - } - }, - "aVgvFTCnDlAHNa1w": { - "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" - } - } - }, - "Eavesdrop": { - "name": "Eavesdrop", - "description": "
You can hear what your targets say as if you were standing right next to them.
\n\n Lore: None
" - }, - "Magic Shield (Daemonology)": { - "name": "Magic Shield (Daemonology)", - "description": "
You encase yourself in bands of protective magic. While the spell is active, add +Willpower Bonus SL to any dispel attempts you make.
", - "effects": { - "Magic Shield (Daemonology)": { - "name": "Magic Shield (Daemonology)" - } - } - }, - "Manifest Lesser Daemon": { - "name": "Manifest Lesser Daemon", - "description": "You channel a sickening flow of Dhar, briefly forcing a rent into the fabric of reality. A Lesser Daemon immediately manifests through the rent. Perform an Opposed Channel (Dhar)/Willpower Test with the Daemon. If successful, the Daemon will respond to one command issued by you, quite literally, then vanish (assuming the command is completed before the Duration ends). If failed, the Daemon immediately attacks.
" - }, - "Arcane Magic (Dark)": { - "name": "Arcane Magic (Dark)", - "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 Number of Spells Currently Known \n | \n\n XP Cost for a new spell \n | \n
| \n Intelligence Bonus × 1 \n | \n\n 100 XP \n | \n
| \n Intelligence Bonus × 2 \n | \n\n 200 XP \n | \n
| \n Intelligence Bonus × 3 \n | \n\n 300 XP \n | \n
| \n Intelligence Bonus × 4 \n | \n\n 400 XP \n | \n
...and so on.
\nSo, 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.
" - } - } - }, - "Goswin Samter": { - "name": "Goswin Samter", - "items": { - "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}" - }, - "Language (Classical)": { - "name": "Language (Classical)", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.xo5U0kL08xCPe6kl caption=false]{Language}" - }, - "Lore (Law)": { - "name": "Lore (Law)", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" - }, - "Lore (Theology)": { - "name": "Lore (Theology)", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" - }, - "Perception": { - "name": "Perception", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" - }, - "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" - } - } - }, - "Gold Crown": { - "name": "Gold Crown" - }, - "Brass Penny": { - "name": "Brass Penny" - }, - "Silver Dagger": { - "name": "Silver Dagger" - }, - "Book of Law": { - "name": "Book of Law", - "description": "
Laws vary considerably from one region to the next. Cities with printing presses compile legislation in bound volumes, whereas judges in smaller towns often rely on documents handwritten centuries ago. Law books used by travelling lawyers or judges often combine printed and written pages from different towns across the Empire, collated and bound together within the same cover
" - }, - "Fine Clothing": { - "name": "Fine 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}" - }, - "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}" - }, - "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}" - }, - "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}"
- }
- }
- },
- "Human-spider Mutants": {
- "name": "Human-spider Mutants",
- "description": " Enable at least two Traits for each Mutant
On its turn, the creature may make a Free Attack by spending 1 Advantage. The Damage of the attack equals Rating and includes the creature’s Strength Bonus already
", - "effects": { - "Bite": { - "name": "Bite" - } - } - }, - "Night Vision": { - "name": "Night Vision", - "description": "You can see very well in natural darkness. Assuming you have at least a faint source of light (such as starlight, moonlight, or bioluminescence) you can see clearly for 20 yards per level of Night Vision. Further, you can extend the effective illumination distance of any light sources by 20 yards per level of Night Vision.
" - }, - "Venom": { - "name": "Venom", - "description": "The creature’s attacks are poisoned or envenomed. When it causes Wounds, its opponent gains a @Condition[Poisoned] Condition. If no Difficulty is marked to resist the Venom, it is assumed to be Challenging
", - "effects": { - "Venom": { - "name": "Venom" - } - } - }, - "Gold Crown": { - "name": "Gold Crown" - }, - "Silver Shilling": { - "name": "Silver Shilling" - }, - "Brass Penny": { - "name": "Brass Penny" - }, - "Arboreal": { - "name": "Arboreal", - "description": "The creature is at home in the forests. In the woodlands, it adds its Agility Bonus to the SL of all Climb and Stealth Tests.
", - "effects": { - "Arboreal": { - "name": "Arboreal" - } - } - }, - "Armour": { - "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" - } - } - }, - "8OC875LBaeWhmjui": { - "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" - } - } - }, - "ANlu6hBrKd4kcncs": { - "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" - } - } - }, - "Fast": { - "name": "Fast", - "description": "The creature moves unexpectedly fast. It receives +1 Movement and +10 Agility.
", - "effects": { - "Fast": { - "name": "Fast", - "changes": { - "system.details.move.value": 1, - "system.characteristics.ag.initial": 10 - } - } - } - }, - "Fear": { - "name": "Fear", - "description": "The creature causes supernatural Fear in other creatures, with a rating equal to its Rating.
\nThe Fear trait represents an extreme aversion to something. Creatures that cause Fear have a Fear Rating; this value reflects the SL you are required to pass on an Extended Cool Test to overcome your Fear. You may continue to Test at the end of every round until your SL equals or surpasses the creature’s Fear rating. Until you do this, you are subject to Fear.
\nWhen subject to Fear, you suffer –1 SL on all Tests to affect the source of your fear. You may not move closer to whatever is causing Fear without passing a Challenging (+0) Cool Test. If it comes closer to you, you must pass a Challenging (+0) Cool Test, or gain a @Condition[Broken] Condition.
", - "effects": { - "Fear": { - "name": "Fear" - } - } - }, - "Weapon": { - "name": "Weapon", - "description": "The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)
" - }, - "Web": { - "name": "Web", - "description": "The creature can create webbing to trap unwary foes. Whenever it successfully hits, opponents gain 1 Entangled status, with a Strength of the Rating given.
\n", - "effects": { - "Web": { - "name": "Web" - } - } - } - } - }, - "Lothern Sea Guard": { - "name": "Lothern Sea Guard", - "items": { - "Athletics": { - "name": "Athletics", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" - }, - "Climb": { - "name": "Climb", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}" - }, - "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}" - }, - "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}" - }, - "Language (Reikspiel)": { - "name": "Language (Reikspiel)", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.xo5U0kL08xCPe6kl caption=false]{Language}" - }, - "Melee (Basic)": { - "name": "Melee (Basic)", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Melee (Brawling)": { - "name": "Melee (Brawling)", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Navigation": { - "name": "Navigation", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" - }, - "Ranged (Bow)": { - "name": "Ranged (Bow)", - "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}" - }, - "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.
" - }, - "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 - } - } - } - }, - "Drilled": { - "name": "Drilled", - "description": "You have been trained to fight shoulder-to-shoulder with other soldiers. If an enemy causes you to lose Advantage when standing beside an active ally with the Drilled Talent, you may keep 1 lost Advantage for each time you’ve taken the Drilled Talent.
", - "effects": { - "Drilled": { - "name": "Drilled" - } - } - }, - "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" - } - } - }, - "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" - } - } - }, - "Sixth Sense": { - "name": "Sixth Sense", - "description": "You get a strange feeling when you are threatened, and can react accordingly. The GM may warn you if you are walking into danger; this will normally come after a secret Intuition Test on your behalf. Further, you may ignore Surprise if you pass an Intuition Test", - "effects": { - "Sixth Sense": { - "name": "Sixth Sense" - } - } - }, - "Read/Write": { - "name": "Read/Write", - "description": "You are one of the rare literate individuals in the Old World. You are assumed to be able to read and write (if appropriate) all of the Languages you can speak." - }, - "Strong Back": { - "name": "Strong Back", - "description": "You have a strong back that is used to hard work. You may add your levels in Strong Back to your SL in any Opposed Strength Tests, and can carry additional Encumbrance points of trappings (see @UUID[JournalEntry.sLomXnc8R8518cWN.JournalEntryPage.oAPLajkv4l9IlRzO]{Encumbrance}) equal to your level of Strong Back.
", - "effects": { - "Strong Back": { - "name": "Strong Back" - } - } - }, - "Spear": { - "name": "Spear" - }, - "Shield": { - "name": "Shield" - }, - "Mail Coat": { - "name": "Mail Coat" - }, - "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}" - }, - "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}" - }, - "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}" - }, - "Haggle": { - "name": "Haggle", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" - }, - "Leather Skullcap": { - "name": "Leather Skullcap" - }, - "Leather Jack": { - "name": "Leather Jack" - }, - "Plate Open Helm": { - "name": "Plate Open Helm", - "effects": { - "Plate Open Helm": { - "name": "Plate Open Helm" - } - } - }, - "Elf Bow": { - "name": "Elf Bow" - }, - "Arrow": { - "name": "Arrow", - "description": "
" - } - } - }, - "Anthea Lurchen": { - "name": "Anthea Lurchen", - "description": "Anthea is resigned somewhat to her incarceration. She knows she would not last long outside. She is grateful to her sister for protecting her, but resentful, in a way, that it had to happen to her.
She is expecting the worst, however, if there should be any commotion in the house. She is likely to assume that any Characters coming down into the cellar are witch hunters or similar. Therefore: she must hide or fight.
@UUID[Actor.3J3ND9B8q58PEfpf]{Matilda} has an array of very sharp implements at her disposal when in the kitchen.
Gain the @UUID[Compendium.wfrp4e-core.items.pTorrE0l3VybAbtn]{Fear} 2 Creature Trait; this mutation cannot be hidden
" - }, - "Animal Care": { - "name": "Animal Care", - "description": "@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QZx9CbhGkIaDMQD3 caption=false]{Animal Care}" - }, - "Athletics": { - "name": "Athletics", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" - }, - "Charm": { - "name": "Charm", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" - }, - "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}" - }, - "Melee (Basic)": { - "name": "Melee (Basic)", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Stealth (Urban)": { - "name": "Stealth (Urban)", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" - }, - "Trade (Cook)": { - "name": "Trade (Cook)", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.jmFSm7UvmHEq52iu caption=false]{Trade}" - }, - "Animal Affinity": { - "name": "Animal Affinity", - "description": "Wild animals feel comfortable in your presence, and often follow your lead. All creatures with the Bestial Trait not trained to be belligerent will automatically be calm in your presence unless they have a reason not to be, such as pain, an attack, being naturally hyper-aggressive, or having nearby young.", - "effects": { - "Animal Affinity": { - "name": "Animal Affinity" - } - } - }, - "Craftsman (Cook)": { - "name": "Craftsman (Cook)", - "description": "You have true creative talent. Add the associated Trade Skill to any Career you enter. If the Trade Skill is already in your Career, you may instead purchase the Skill for 5 XP fewer per Advance.", - "effects": { - "Craftsman": { - "name": "Craftsman" - } - } - }, - "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
Geheimnistag night, Witch Hunter's delight
" - }, - "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 - } - } - } - }, - "Mutation": { - "name": "Mutation", - "description": "The creature is ‘blessed’ with a Mutation. Roll on the @Table[mutatephys]{Physical Corruption Table}
", - "effects": { - "Mutation": { - "name": "Mutation" - } - } - }, - "Weapon": { - "name": "Weapon", - "description": "The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)
" - }, - "Gold Crown": { - "name": "Gold Crown" - }, - "Silver Shilling": { - "name": "Silver Shilling" - }, - "Brass Penny": { - "name": "Brass Penny" - }, - "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}" - }, - "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}" - }, - "Fear": { - "name": "Fear", - "description": "
The creature causes supernatural Fear in other creatures, with a rating equal to its Rating.
\nThe Fear trait represents an extreme aversion to something. Creatures that cause Fear have a Fear Rating; this value reflects the SL you are required to pass on an Extended Cool Test to overcome your Fear. You may continue to Test at the end of every round until your SL equals or surpasses the creature’s Fear rating. Until you do this, you are subject to Fear.
\nWhen subject to Fear, you suffer –1 SL on all Tests to affect the source of your fear. You may not move closer to whatever is causing Fear without passing a Challenging (+0) Cool Test. If it comes closer to you, you must pass a Challenging (+0) Cool Test, or gain a @Condition[Broken] Condition.
", - "effects": { - "Fear": { - "name": "Fear" - } - } - } - } - }, - "Esther": { - "name": "Esther", - "items": { - "Athletics": { - "name": "Athletics", - "description": "@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" - }, - "Cool": { - "name": "Cool", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" - }, - "Endurance": { - "name": "Endurance", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" - }, - "Intuition": { - "name": "Intuition", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" - }, - "Lore (Theology)": { - "name": "Lore (Theology)", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" - }, - "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 (Taal)": { - "name": "Bless (Taal)", - "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" - } - } - }, - "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" - } - } - }, - "Read/Write": { - "name": "Read/Write", - "description": "You are one of the rare literate individuals in the Old World. You are assumed to be able to read and write (if appropriate) all of the Languages you can speak." - }, - "Dagger": { - "name": "Dagger" - }, - "Gold Crown": { - "name": "Gold Crown" - }, - "Silver Shilling": { - "name": "Silver Shilling" - }, - "Brass Penny": { - "name": "Brass Penny" - }, - "Staff": { - "name": "Staff" - }, - "Symbol of Taal": { - "name": "Symbol of Taal", - "description": "
a stag in profile carved on a stone
" - }, - "Blessing of Battle": { - "name": "Blessing of Battle", - "description": "Your target gains +10 WS.
", - "effects": { - "Blessing of Battle": { - "name": "Blessing of Battle", - "changes": { - "system.characteristics.ws.modifier": 10 - } - } - } - }, - "Blessing of Breath": { - "name": "Blessing of Breath", - "description": "Your target does not need to breathe and ignores rules for suffocation.
", - "effects": { - "Blessing of Breath": { - "name": "Blessing of Breath" - } - } - }, - "Blessing of Conscience": { - "name": "Blessing of Conscience", - "description": "Your target must pass a Average (+20) Willpower Test to break any of the Strictures of your deity. If they fail, they are overcome with Shame and do not take the action.
", - "effects": { - "Blessing of Conscience": { - "name": "Blessing of Conscience" - } - } - }, - "Blessing of Hardiness": { - "name": "Blessing of Hardiness", - "description": "Your target gains +10 Toughness.
", - "effects": { - "Blessing of Hardiness": { - "name": "Blessing of Hardiness", - "changes": { - "system.characteristics.t.modifier": 10, - "system.characteristics.t.calculationBonusModifier": -1 - } - } - } - }, - "Blessing of Savagery": { - "name": "Blessing of Savagery", - "description": "When your target next inflicts a Critical Wound, roll twice and choose the best result.
", - "effects": { - "Blessing of Savagery": { - "name": "Blessing of Savagery" - } - } - }, - "Blessing of The Hunt": { - "name": "Blessing of The Hunt", - "description": "Your target gains +10 Ballistic Skill.
", - "effects": { - "Blessing of The Hunt": { - "name": "Blessing of The Hunt", - "changes": { - "system.characteristics.bs.modifier": 10 - } - } - } - }, - "Initiate": { - "name": "Initiate", - "description": "@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.h1l9jvaIxsb92wtM]{Priest}
" - }, - "Entertain": { - "name": "Entertain", - "description": "@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" - }, - "Dodge": { - "name": "Dodge", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" - }, - "Charm Animal": { - "name": "Charm Animal", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" - }, - "Melee": { - "name": "Melee", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Gamble": { - "name": "Gamble", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}" - }, - "Art": { - "name": "Art", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" - }, - "Intimidate": { - "name": "Intimidate", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" - }, - "Row": { - "name": "Row", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" - }, - "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}" - }, - "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}" - }, - "Navigation": { - "name": "Navigation", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" - } - } - }, - "Tobias": { - "name": "Tobias", - "items": { - "Venerable and Worm-eaten Book of Taal": { - "name": "Venerable and Worm-eaten Book of Taal" - }, - "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}" - }, - "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}" - }, - "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}" - }, - "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" - } - } - }, - "Bless (Taal)": { - "name": "Bless (Taal)", - "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" - } - } - }, - "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" - } - } - }, - "Invoke (Taal)": { - "name": "Invoke (Taal)", - "description": "
You are blessed by one of the Gods and can empower one of your Cult’s Miracles. Further, you may purchase extra miracles for 100 XP per miracle you currently know. So, if you already know 3 miracles, your next miracle costs 300 XP to purchase. Full rules for learning new miracles are provided in @UUID[JournalEntry.NcH9OhleJFfaUdon]{Religion and Belief}. Under normal circumstances, you may not learn more than one Invoke (Divine Lore) Talent. Further, @UUID[Compendium.wfrp4e-core.items.mdPGZsn2396dEpOf]{Petty Magic} or @UUID[Compendium.wfrp4e-core.items.3O9clK7LGyuLTHPW]{Arcane Magic} Talents when you have the Invoke Talent. You can unlearn this Talent for 100 XP, but will lose all of your miracles if you do so, and will also garner the extreme disfavor of your God, with effects determined by your GM
" - }, - "Gold Crown": { - "name": "Gold Crown" - }, - "Silver Shilling": { - "name": "Silver Shilling" - }, - "Brass Penny": { - "name": "Brass Penny" - }, - "Hand Axe": { - "name": "Hand Axe" - }, - "Staff": { - "name": "Staff" - }, - "Symbol of Taal": { - "name": "Symbol of Taal", - "description": "Stag's head carved on antler
" - }, - "Venerabl and Worm-eaten Book of Taal": { - "name": "Venerabl and Worm-eaten Book of Taal", - "description": "Religions books come in all forms in the Empire, a realm renowned for its religious observances. There is an eager market for the most popular texts, most of which are cheaply produced by printing presses.
" - }, - "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." - }, - "Blessing of Battle": { - "name": "Blessing of Battle", - "description": "Your target gains +10 WS.
", - "effects": { - "Blessing of Battle": { - "name": "Blessing of Battle", - "changes": { - "system.characteristics.ws.modifier": 10 - } - } - } - }, - "Blessing of Breath": { - "name": "Blessing of Breath", - "description": "Your target does not need to breathe and ignores rules for suffocation.
", - "effects": { - "Blessing of Breath": { - "name": "Blessing of Breath" - } - } - }, - "Blessing of Conscience": { - "name": "Blessing of Conscience", - "description": "Your target must pass a Average (+20) Willpower Test to break any of the Strictures of your deity. If they fail, they are overcome with Shame and do not take the action.
", - "effects": { - "Blessing of Conscience": { - "name": "Blessing of Conscience" - } - } - }, - "Blessing of Hardiness": { - "name": "Blessing of Hardiness", - "description": "Your target gains +10 Toughness.
", - "effects": { - "Blessing of Hardiness": { - "name": "Blessing of Hardiness", - "changes": { - "system.characteristics.t.modifier": 10, - "system.characteristics.t.calculationBonusModifier": -1 - } - } - } - }, - "Blessing of The Hunt": { - "name": "Blessing of The Hunt", - "description": "Your target gains +10 Ballistic Skill.
", - "effects": { - "Blessing of The Hunt": { - "name": "Blessing of The Hunt", - "changes": { - "system.characteristics.bs.modifier": 10 - } - } - } - }, - "Blessing of Savagery": { - "name": "Blessing of Savagery", - "description": "When your target next inflicts a Critical Wound, roll twice and choose the best result.
", - "effects": { - "Blessing of Savagery": { - "name": "Blessing of Savagery" - } - } - }, - "King of the Wild": { - "name": "King of the Wild", - "description": "You chant a low prayer, and Taal answers with a wild animal appropriate for the surrounding area, which will act according to your wishes for the duration of the Miracle. See The Beasts of the Reikland for sample animals that may be summoned.
" - }, - "Lord of the Hunt": { - "name": "Lord of the Hunt", - "description": "You call on Taal to guide you in the hunt for your quarry, which must be an animal you have seen, or an individual you know (as limited by the GM). While the Miracle is in effect, you cannot lose your quarry’s trail save by supernatural means. Should your quarry enter a settlement, the trail ends there. You also receive +10 bonus to all Tests regarding your quarry while under the influence of the Miracle.
", - "effects": { - "Lord of the Hunt": { - "name": "Lord of the Hunt" - } - } - }, - "Tooth and Claw": { - "name": "Tooth and Claw", - "description": "You call on Taal to grant you the ferocious might of his kingdom. Gain the @UUID[Compendium.wfrp4e-core.items.pLW9SVX0TVTYPiPv]{Bite} (Strength Bonus+3) and @UUID[Compendium.wfrp4e-core.items.AtpAudHA4ybXVlWM]{Weapon} (Strength Bonus+4) Creature Traits. These attacks are Magical.
", - "effects": { - "Tooth and Claw": { - "name": "Tooth and Claw" - } - } - }, - "Priest": { - "name": "Priest", - "description": "@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.h1l9jvaIxsb92wtM]{Priest}
" - }, - "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}" - }, - "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}" - } - } - }, - "Captain Ophelion": { - "name": "Captain Ophelion", - "items": { - "Athletics": { - "name": "Athletics", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" - }, - "Climb": { - "name": "Climb", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}" - }, - "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}" - }, - "Gamble": { - "name": "Gamble", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}" - }, - "Gossip": { - "name": "Gossip", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" - }, - "Heal": { - "name": "Heal", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dSf8QWBvN6mlpHBF caption=false]{Heal}", - "effects": { - "Heal": { - "name": "Heal" - } - } - }, - "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}" - }, - "Melee (Basic)": { - "name": "Melee (Basic)", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Melee (Brawling)": { - "name": "Melee (Brawling)", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Navigation": { - "name": "Navigation", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" - }, - "Perception": { - "name": "Perception", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" - }, - "Play (Horn)": { - "name": "Play (Horn)", - "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}" - }, - "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}" - }, - "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.
" - }, - "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 - } - } - } - }, - "Drilled": { - "name": "Drilled", - "description": "You have been trained to fight shoulder-to-shoulder with other soldiers. If an enemy causes you to lose Advantage when standing beside an active ally with the Drilled Talent, you may keep 1 lost Advantage for each time you’ve taken the Drilled Talent.
", - "effects": { - "Drilled": { - "name": "Drilled" - } - } - }, - "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" - } - } - }, - "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" - } - } - }, - "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" - } - } - }, - "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" - } - } - }, - "Spear": { - "name": "Spear" - }, - "Shield": { - "name": "Shield" - }, - "Mail Coat": { - "name": "Mail Coat" - }, - "Gold Crown": { - "name": "Gold Crown" - }, - "Silver Shilling": { - "name": "Silver Shilling" - }, - "Brass Penny": { - "name": "Brass Penny" - }, - "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" - } - } - }, - "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." - }, - "Elf Bow": { - "name": "Elf Bow" - }, - "Leather Jack": { - "name": "Leather Jack" - }, - "Leather Skullcap": { - "name": "Leather Skullcap" - }, - "Plate Open Helm": { - "name": "Plate Open Helm", - "effects": { - "Plate Open Helm": { - "name": "Plate Open Helm" - } - } - }, - "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}" - }, - "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}" - }, - "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}"
- },
- "Elf Arrow": {
- "name": "Elf Arrow"
- }
- }
- },
- "Shade": {
- "name": "Shade",
- "description": " Shade has no idea who they were in life. But they don't plan on letting anyone know that. Keep them guessing. Keep them on edge. A little scared. Maybe a lot. Shade has a teasing and sinister personality. One minute they have a cool edginess, like they really know the score. A minute later, they're creeping you out. ‘I’m not that bad, though’, Shade assures you. ‘But don’t get between me and my vengeance.’
The creature can see in the dark as daylight.
" - }, - "Ethereal": { - "name": "Ethereal", - "description": "The creature’s form is insubstantial, allowing it to pass through solid objects. It can only be harmed by Magical attacks.
", - "effects": { - "Ethereal": { - "name": "Ethereal" - } - } - }, - "Fury": { - "name": "Fury", - "description": "The creature can work itself into an all-consuming rage. It can spend all of its Advantage (minimum of 1) to become subject to Hatred to close combat opponents. If the creature has at least 3 Advantage, it may instead expend all of its Advantage to become subject to Frenzy.
", - "effects": { - "Fury": { - "name": "Fury" - } - } - }, - "Hatred": { - "name": "Hatred", - "description": "You are consumed with Hatred for the Target, which is normally a group of people or creatures, such as ‘Hochlanders’, ‘Bog Octopuses’, or ‘Slavers’. You will never socially interact with someone or something you hate in this manner. On encountering the object of your Hatred, you must attempt a Psychology Test. If failed, you are subject to Hatred. At the end of every subsequent Round, you may attempt another Psychology Test to bring the Hatred to an end. If you do or not, the effects of Hatred naturally come to an end when all members of the specified group in your line of sight are dead or gone, or you gain the Unconscious condition. While subject to Hatred, you must immediately attempt to destroy the hated group by the fastest and most deadly means possible. You gain a bonus of +1 SL on all combat Tests against the specified group, and are immune to Fear and Intimidate (but not Terror) caused by your hated foe.
", - "effects": { - "Hatred": { - "name": "Hatred" - } - } - }, - "Undead": { - "name": "Undead", - "description": "The Undead are neither living, nor dead, meaning they are not reliant on the usual prerequisites for life: air, food, water… This Trait most commonly come into use when spells, miracles, or other abilities affect Undead only.
" - }, - "Unstable": { - "name": "Unstable", - "description": "UNQUIET DEAD
Any Undead creature with the Construct trait is magically bound together with sinews of dark magics. They are either mindless automatons reanimated by a necromancer, or those who came to unlife in a place where Shyish, the magical wind of death, or Dhar, vile black magic, gathers and stagnates, twisting death into something new.
The creature’s corpus is maintained by foul magics that are inherently unstable in the material realm.
\nWhenever it ends a round engaged with any opponent with higher Advantage, the creature is driven back, and the magics holding it together weaken. It loses as many Wounds as the difference between its Advantage, and the highest Advantage engaged with it.
\nSo, if the creature had 1 Advantage, and its opponent had 3, the creature would lose 2 Wounds. If the creature ever reach 0 Wounds, the magics holding it in place collapse, and it ‘dies’.
", - "effects": { - "Unstable": { - "name": "Unstable" - } - } - }, - "Gold Crown": { - "name": "Gold Crown" - }, - "Silver Shilling": { - "name": "Silver Shilling" - }, - "Brass Penny": { - "name": "Brass Penny" - }, - "Weapon": { - "name": "Weapon", - "description": "The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)
" - }, - "Fear": { - "name": "Fear", - "description": "The creature causes supernatural Fear in other creatures, with a rating equal to its Rating.
\nThe Fear trait represents an extreme aversion to something. Creatures that cause Fear have a Fear Rating; this value reflects the SL you are required to pass on an Extended Cool Test to overcome your Fear. You may continue to Test at the end of every round until your SL equals or surpasses the creature’s Fear rating. Until you do this, you are subject to Fear.
\nWhen subject to Fear, you suffer –1 SL on all Tests to affect the source of your fear. You may not move closer to whatever is causing Fear without passing a Challenging (+0) Cool Test. If it comes closer to you, you must pass a Challenging (+0) Cool Test, or gain a @Condition[Broken] Condition.
", - "effects": { - "Fear": { - "name": "Fear" - } - } - } - } - }, - "Gismondo": { - "name": "Gismondo", - "description": "@UUID[JournalEntry.agdT9W0K6LgKs1XP]{Hell Rides to Hallt}
Though terrible and strange, fate has plans for the Headless Horseman of Hallt. He enjoys two Fate and two Fortune points. If possible, the GM should use these to keep him alive at least until the Characters reach the windmill.
This Actor uses a character sheet to accomodate for these points
The horseman wears armour that has been darkened and cast with grimacing faces — clearly the work of a fine blacksmith. He rides a large black warhorse, called @UUID[Actor.6i69oQPSFvdPr7rp]{‘Hel’}, and brandishes a sword and an executioner’s axe. Gismondo has a flair for the dramatic, and he has hidden several Incendiary Bombs inside some carved pumpkins. Once ignited, they emit a sulphurous gas and burst into flame mid-air. Gismondo’s voice sounds as if it is coming from inside almost hollow armour, a reverberating growl that rumbles through the night. In life, Hauptfehlt would often entertain his ‘brother’ Gismondo with poems and riddles. Now Gismondo has picked up the habit of speaking in rhyme or riddle, whenever possible, especially just after a murder.
", - "items": { - "No Head": { - "name": "No Head", - "description": "Ignore all hits which would strike the head
", - "effects": { - "No Head": { - "name": "No Head" - } - } - }, - "Entertain": { - "name": "Entertain", - "description": "@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" - }, - "Dodge": { - "name": "Dodge", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" - }, - "Charm Animal": { - "name": "Charm Animal", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" - }, - "Melee": { - "name": "Melee", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Gamble": { - "name": "Gamble", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}" - }, - "Art": { - "name": "Art", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" - }, - "Endurance": { - "name": "Endurance", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" - }, - "Perception": { - "name": "Perception", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" - }, - "Intimidate": { - "name": "Intimidate", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" - }, - "Row": { - "name": "Row", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" - }, - "Athletics": { - "name": "Athletics", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" - }, - "Stealth": { - "name": "Stealth", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" - }, - "Ride": { - "name": "Ride", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" - }, - "Consume Alcohol": { - "name": "Consume Alcohol", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" - }, - "Gossip": { - "name": "Gossip", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" - }, - "Intuition": { - "name": "Intuition", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" - }, - "Bribery": { - "name": "Bribery", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" - }, - "Charm": { - "name": "Charm", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" - }, - "Drive": { - "name": "Drive", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" - }, - "Leadership": { - "name": "Leadership", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" - }, - "Outdoor Survival": { - "name": "Outdoor Survival", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" - }, - "Haggle": { - "name": "Haggle", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" - }, - "Cool": { - "name": "Cool", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" - }, - "Climb": { - "name": "Climb", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}" - }, - "Navigation": { - "name": "Navigation", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" - }, - "Gold Crown": { - "name": "Gold Crown" - }, - "Silver Shilling": { - "name": "Silver Shilling" - }, - "Brass Penny": { - "name": "Brass Penny" - }, - "Ride (Horse)": { - "name": "Ride (Horse)", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" - }, - "Melee (Basic)": { - "name": "Melee (Basic)", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Ranged (Thrown)": { - "name": "Ranged (Thrown)", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.jJYOiSQNgC9v7cM5 caption=false]{Ranged}" - }, - "Stealth (Rural)": { - "name": "Stealth (Rural)", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" - }, - "Combat 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.
" - }, - "ub6202l1f5rrah7g": { - "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.
" - }, - "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" - } - } - }, - "Dual Wielder": { - "name": "Dual Wielder", - "description": "When armed with two weapons, you may attack with both for your Action. Roll to hit with the weapon held in your primary hand. If you hit, determine Damage as normal, but remember to keep your dice roll, as you will use it again. If the first strike hits, once it is resolved, the weapon in your secondary hand can then target an available opponent of your choice using the same dice roll for the first strike, but reversed. So, if you rolled 34 to hit with the first weapon, you use 43 to hit with the second. Remember to modify this second roll by your off-hand penalty (–20 unless you have the Ambidextrous Talent). This second attack is Opposed with a new defending roll, and damage for this second strike is calculated as normal. The only exception to this is if you roll a Critical for your first strike. If this happens, use the roll on the Critical Table to also act as the roll for the second attack. So, if you scored a critical to the head and rolled 56 on the Critical table for a Major Eye Wound, your second attack would then strike out with a to-hit value of 56. If you choose to attack with both weapons, all your defensive rolls until the start of your next Turn suffer a penalty of –10. You do not gain an Advantage when you successfully strike or Wound an opponent when Dual Wielding unless both attacks hit.
", - "effects": { - "Dual Wielder": { - "name": "Dual Wielder" - } - } - }, - "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" - } - } - }, - "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" - } - } - }, - "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" - } - } - }, - "Incendiary": { - "name": "Incendiary", - "effects": { - "Incendiary": { - "name": "Incendiary" - } - } - }, - "Executioners Axe (Raised)": { - "name": "Executioners Axe (Raised)", - "description": "The Horseman’s Axe is a brutally efficient weapon, designed to sever heads with a single blow. Treat it as a @UUID[Compendium.wfrp4e-core.items.1zaqojk0Oq1m8vYv]{Hand Weapon} which enjoys the Impact quality when used from a raised position, such as from horseback, part way up a stairs, or when one’s enemy has their head resting on a chopping block. If the axe scores a critical hit on a Character’s head, roll twice on the critical hit table and choose the worst result.
" - }, - "Executioners Axe": { - "name": "Executioners Axe", - "description": "The Horseman’s Axe is a brutally efficient weapon, designed to sever heads with a single blow. Treat it as a @UUID[Compendium.wfrp4e-core.items.1zaqojk0Oq1m8vYv]{Hand Weapon} which enjoys the Impact quality when used from a raised position, such as from horseback, part way up a stairs, or when one’s enemy has their head resting on a chopping block. If the axe scores a critical hit on a Character’s head, roll twice on the critical hit table and choose the worst result.
" - }, - "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" - } - } - } - } - }, - "Lorenz": { - "name": "Lorenz", - "description": "Three and a half centuries ago, Lorenz was a powerful @UUID[Compendium.wfrp4e-wom.journals.Q9sQhbDN8NUHXYdA.JournalEntryPage.ncaIbmNtJrNfVfZh]{Jade Order} @UUID[Compendium.wfrp4e-wom.journals.Q9sQhbDN8NUHXYdA.JournalEntryPage.KGWoTLSkr4Gj2AlR]{Druid} before a vile Necrarch set her fangs on him. Despite his disturbing transformation, his love of plants and flowers never left him, nor his magical skills, his loyalty to Sigmar or devotion to Rhya. He turned his new necromantic talents to the manipulation of dead plants and vegetable matter, seeing little fundamental difference between a dead plant and a dead animal.
In time, Lorenz found a place rich in Ghyran, and here he built his tower and grew his garden. He saw no reason not to be surrounded by life, even if he had lost his. He grows plants and develops his skills in herbalism, staying close to nature. Lorenz’s appearance is that of a lean old man, always gardening, up to his elbows in soil. In truth, he is a lean old monster, always gardening, up to his elbows in soil. Using magic and herbalism he has created potions to temporarily disguise his hideousness.
Most Necrarchs are touched by madness. Lorenz’s madness is that he is afflicted with a fairly kind heart, even if it doesn’t beat any more. He’s devious and manipulative, but not actively cruel. His paranoia leads to planning ahead, setting up caches of supplies, places of safety and escape plans. He resents being a Vampire and loathes other Vampires. However, he wisely hides his contmpt behind a veneer of congeniality and eccentricity. Lorenz is not affected by sunlight and only feeds once a month. He prefers to sleep on a bed of his native southern Middenland soil; it’s not essential, but without it he suffers terrible nightmares.
Lorenz expects the Characters to try to outwit him in some way. He understands and respects that. The trick with the Giant Spider is admirable in his eyes, and he’d sooner the Characters and @UUID[Actor.m91xjdJwrfHwdvqn]{Esther} survive than his other guests..
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" - }, - "Dodge": { - "name": "Dodge", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" - }, - "Charm Animal": { - "name": "Charm Animal", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" - }, - "Melee": { - "name": "Melee", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Gamble": { - "name": "Gamble", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}" - }, - "Art": { - "name": "Art", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" - }, - "Endurance": { - "name": "Endurance", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" - }, - "Perception": { - "name": "Perception", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" - }, - "Intimidate": { - "name": "Intimidate", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" - }, - "Row": { - "name": "Row", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" - }, - "Athletics": { - "name": "Athletics", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" - }, - "Stealth": { - "name": "Stealth", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" - }, - "Ride": { - "name": "Ride", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" - }, - "Consume Alcohol": { - "name": "Consume Alcohol", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" - }, - "Gossip": { - "name": "Gossip", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" - }, - "Intuition": { - "name": "Intuition", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" - }, - "Bribery": { - "name": "Bribery", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" - }, - "Charm": { - "name": "Charm", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" - }, - "Drive": { - "name": "Drive", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" - }, - "Leadership": { - "name": "Leadership", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" - }, - "Outdoor Survival": { - "name": "Outdoor Survival", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" - }, - "Haggle": { - "name": "Haggle", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" - }, - "Cool": { - "name": "Cool", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" - }, - "Climb": { - "name": "Climb", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}" - }, - "Navigation": { - "name": "Navigation", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" - }, - "Gold Crown": { - "name": "Gold Crown" - }, - "Silver Shilling": { - "name": "Silver Shilling" - }, - "Brass Penny": { - "name": "Brass Penny" - }, - "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}" - }, - "Channelling (Dhar)": { - "name": "Channelling (Dhar)", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tXu8Hrd4desq1Rja caption=false]{Channelling}" - }, - "Evaluate": { - "name": "Evaluate", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.NtJ85TY8yY3WOGHN caption=false]{Evaluate}" - }, - "Heal": { - "name": "Heal", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dSf8QWBvN6mlpHBF caption=false]{Heal}", - "effects": { - "Heal": { - "name": "Heal" - } - } - }, - "Language (Battle)": { - "name": "Language (Battle)", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.xo5U0kL08xCPe6kl caption=false]{Language}" - }, - "Language (Bretonnian)": { - "name": "Language (Bretonnian)", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.xo5U0kL08xCPe6kl caption=false]{Language}" - }, - "Language (Magick)": { - "name": "Language (Magick)", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.xo5U0kL08xCPe6kl caption=false]{Language}" - }, - "Language (Wastelander)": { - "name": "Language (Wastelander)", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.xo5U0kL08xCPe6kl caption=false]{Language}" - }, - "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}" - }, - "Ride (Horse)": { - "name": "Ride (Horse)", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" - }, - "Trade (Poisons)": { - "name": "Trade (Poisons)", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.jmFSm7UvmHEq52iu caption=false]{Trade}" - }, - "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" - } - } - }, - "11orq9x3p718qt82": { - "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" - } - } - }, - "jxl6yl3g2tuhj6og": { - "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" - } - } - }, - "5ina21irrep04lap": { - "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 (Dark, Life)": { - "name": "Arcane Magic (Dark, 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 Number of Spells Currently Known \n | \n\n XP Cost for a new spell \n | \n
| \n Intelligence Bonus × 1 \n | \n\n 100 XP \n | \n
| \n Intelligence Bonus × 2 \n | \n\n 200 XP \n | \n
| \n Intelligence Bonus × 3 \n | \n\n 300 XP \n | \n
| \n Intelligence Bonus × 4 \n | \n\n 400 XP \n | \n
...and so on.
\nSo, if your Intelligence Bonus is 4, it will cost you 100 XP for the first spell, and the next 4, then 200 XP for the next 4, and so on. Full rules for learning new spells are provided in @UUID[Compendium.wfrp4e-core.journals.YBVrpUHEjohB1H4f]{Magic}. Under normal circumstances, you may not learn more than one Arcane Magic (Lore) Talent. Further, you may not learn the @UUID[Compendium.wfrp4e-core.items.QyjWtSdnVMT04l5Y]{Bless} or @UUID[Compendium.wfrp4e-core.items.voV0C2ar1bKpcpnH]{Invoke} Talents when you have the Arcane Magic Talent. You can unlearn this Talent for 100 XP, but will immediately lose all of your spells if you do so.
" - }, - "Concoct": { - "name": "Concoct", - "description": "You are skilled at making potions, philters, and draughts on the go. You may take one free Crafting Endeavour to use Trade (Apothecary) without need of a Workshop. Other Crafting Endeavors use the normal rules.", - "effects": { - "Concoct": { - "name": "Concoct" - } - } - }, - "l6nc8oh9hfsvdf8g": { - "name": "Concoct", - "description": "You are skilled at making potions, philters, and draughts on the go. You may take one free Crafting Endeavour to use Trade (Apothecary) without need of a Workshop. Other Crafting Endeavors use the normal rules.", - "effects": { - "Concoct": { - "name": "Concoct" - } - } - }, - "8qe2u0vcc33tuk8c": { - "name": "Concoct", - "description": "You are skilled at making potions, philters, and draughts on the go. You may take one free Crafting Endeavour to use Trade (Apothecary) without need of a Workshop. Other Crafting Endeavors use the normal rules.", - "effects": { - "Concoct": { - "name": "Concoct" - } - } - }, - "egjy0nuklhqbowk8": { - "name": "Concoct", - "description": "You are skilled at making potions, philters, and draughts on the go. You may take one free Crafting Endeavour to use Trade (Apothecary) without need of a Workshop. Other Crafting Endeavors use the normal rules.", - "effects": { - "Concoct": { - "name": "Concoct" - } - } - }, - "7h5u8qlfuypdouv8": { - "name": "Concoct", - "description": "You are skilled at making potions, philters, and draughts on the go. You may take one free Crafting Endeavour to use Trade (Apothecary) without need of a Workshop. Other Crafting Endeavors use the normal rules.", - "effects": { - "Concoct": { - "name": "Concoct" - } - } - }, - "Craftsman (Herbalist)": { - "name": "Craftsman (Herbalist)", - "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" - } - } - }, - "hcmbsxfn6nui6ikx": { - "name": "Craftsman (Herbalist)", - "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" - } - } - }, - "cb8atglwbn7xmlqf": { - "name": "Craftsman (Herbalist)", - "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" - } - } - }, - "Dual Wielder": { - "name": "Dual Wielder", - "description": "When armed with two weapons, you may attack with both for your Action. Roll to hit with the weapon held in your primary hand. If you hit, determine Damage as normal, but remember to keep your dice roll, as you will use it again. If the first strike hits, once it is resolved, the weapon in your secondary hand can then target an available opponent of your choice using the same dice roll for the first strike, but reversed. So, if you rolled 34 to hit with the first weapon, you use 43 to hit with the second. Remember to modify this second roll by your off-hand penalty (–20 unless you have the Ambidextrous Talent). This second attack is Opposed with a new defending roll, and damage for this second strike is calculated as normal. The only exception to this is if you roll a Critical for your first strike. If this happens, use the roll on the Critical Table to also act as the roll for the second attack. So, if you scored a critical to the head and rolled 56 on the Critical table for a Major Eye Wound, your second attack would then strike out with a to-hit value of 56. If you choose to attack with both weapons, all your defensive rolls until the start of your next Turn suffer a penalty of –10. You do not gain an Advantage when you successfully strike or Wound an opponent when Dual Wielding unless both attacks hit.
", - "effects": { - "Dual Wielder": { - "name": "Dual Wielder" - } - } - }, - "4y7zc1brtiqo2mqs": { - "name": "Dual Wielder", - "description": "When armed with two weapons, you may attack with both for your Action. Roll to hit with the weapon held in your primary hand. If you hit, determine Damage as normal, but remember to keep your dice roll, as you will use it again. If the first strike hits, once it is resolved, the weapon in your secondary hand can then target an available opponent of your choice using the same dice roll for the first strike, but reversed. So, if you rolled 34 to hit with the first weapon, you use 43 to hit with the second. Remember to modify this second roll by your off-hand penalty (–20 unless you have the Ambidextrous Talent). This second attack is Opposed with a new defending roll, and damage for this second strike is calculated as normal. The only exception to this is if you roll a Critical for your first strike. If this happens, use the roll on the Critical Table to also act as the roll for the second attack. So, if you scored a critical to the head and rolled 56 on the Critical table for a Major Eye Wound, your second attack would then strike out with a to-hit value of 56. If you choose to attack with both weapons, all your defensive rolls until the start of your next Turn suffer a penalty of –10. You do not gain an Advantage when you successfully strike or Wound an opponent when Dual Wielding unless both attacks hit.
", - "effects": { - "Dual Wielder": { - "name": "Dual Wielder" - } - } - }, - "m1hgv0mgjobeh0oq": { - "name": "Dual Wielder", - "description": "When armed with two weapons, you may attack with both for your Action. Roll to hit with the weapon held in your primary hand. If you hit, determine Damage as normal, but remember to keep your dice roll, as you will use it again. If the first strike hits, once it is resolved, the weapon in your secondary hand can then target an available opponent of your choice using the same dice roll for the first strike, but reversed. So, if you rolled 34 to hit with the first weapon, you use 43 to hit with the second. Remember to modify this second roll by your off-hand penalty (–20 unless you have the Ambidextrous Talent). This second attack is Opposed with a new defending roll, and damage for this second strike is calculated as normal. The only exception to this is if you roll a Critical for your first strike. If this happens, use the roll on the Critical Table to also act as the roll for the second attack. So, if you scored a critical to the head and rolled 56 on the Critical table for a Major Eye Wound, your second attack would then strike out with a to-hit value of 56. If you choose to attack with both weapons, all your defensive rolls until the start of your next Turn suffer a penalty of –10. You do not gain an Advantage when you successfully strike or Wound an opponent when Dual Wielding unless both attacks hit.
", - "effects": { - "Dual Wielder": { - "name": "Dual Wielder" - } - } - }, - "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" - } - } - }, - "mic97mu07njnjs08": { - "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" - } - } - }, - "jwcs83rlmae881zs": { - "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!" - } - } - }, - "3fy5t5cf92c9isqo": { - "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!" - } - } - }, - "nr8jiivmg2pp4x6m": { - "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!" - } - } - }, - "qkull2tuhui1pl6m": { - "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!" - } - } - }, - "clqc7pheru8dsrdr": { - "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!" - } - } - }, - "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" - } - } - }, - "fg1iricssf9stwij": { - "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" - } - } - }, - "dxmbfxo6y4t1eqfu": { - "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" - } - } - }, - "xn193wysl4seropi": { - "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" - } - } - }, - "k4c7uoazsu9v8sgz": { - "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" - } - } - }, - "iuhnc48a6cfawfb3": { - "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" - } - } - }, - "Master Tradesman (Herbalist)": { - "name": "Master Tradesman (Herbalist)", - "description": "You are exceptionally skilled at your specified Trade skill. You reduce the required SL of any Extended Test using your Trade Skill by the level of your Master Tradesman Talent", - "effects": { - "Master Tradesman": { - "name": "Master Tradesman" - } - } - }, - "oyxi83pcxyi5rwdc": { - "name": "Master Tradesman (Herbalist)", - "description": "You are exceptionally skilled at your specified Trade skill. You reduce the required SL of any Extended Test using your Trade Skill by the level of your Master Tradesman Talent", - "effects": { - "Master Tradesman": { - "name": "Master Tradesman" - } - } - }, - "rwdwqdu2z8hkq9xb": { - "name": "Master Tradesman (Herbalist)", - "description": "You are exceptionally skilled at your specified Trade skill. You reduce the required SL of any Extended Test using your Trade Skill by the level of your Master Tradesman Talent", - "effects": { - "Master Tradesman": { - "name": "Master Tradesman" - } - } - }, - "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" - } - } - }, - "au7zogfja4nrs78l": { - "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 No. of Petty Spells Currently Known \n | \n \n XP Cost for a new spell \n | \n
| \n Up to Willpower Bonus × 1 \n | \n \n 50 XP \n | \n
| \n Up to Willpower Bonus × 2 \n | \n \n 100 XP \n | \n
| \n Up to Willpower Bonus × 3 \n | \n \n 150 XP \n | \n
| \n Up to Willpower Bonus × 4 \n | \n \n 200 XP \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." - }, - "Savant (Plants)": { - "name": "Savant (Plants)", - "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" - } - } - }, - "ty1elssyvbi7k67k": { - "name": "Savant (Plants)", - "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" - } - } - }, - "ymee468r3yk27q7p": { - "name": "Savant (Plants)", - "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" - } - } - }, - "pk74jemkqnbe9ctd": { - "name": "Savant (Plants)", - "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" - } - } - }, - "tx1jy4cd99oji7oo": { - "name": "Savant (Plants)", - "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" - } - } - }, - "jltbh4gqlrkfdv1n": { - "name": "Savant (Plants)", - "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" - } - } - }, - "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" - } - } - }, - "mxtqu074somvmpby": { - "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" - } - } - }, - "u5mpgrwd1ipllg2o": { - "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" - } - } - }, - "ere0cpw1ezc5fxxg": { - "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" - } - } - }, - "exv6axis2yiwf3v0": { - "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" - } - } - }, - "wkgotyycjdsncyi1": { - "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" - } - } - }, - "9dqrdik9kec3u1a3": { - "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" - } - } - }, - "Dark Vision": { - "name": "Dark Vision", - "description": "The creature can see in the dark as daylight.
" - }, - "Distracting (when not using Potion of Beauty)": { - "name": "Distracting (when not using Potion of Beauty)", - "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" - } - } - }, - "Fear (when not using Potion of Beauty)": { - "name": "Fear (when not using Potion of Beauty)", - "description": "The creature causes supernatural Fear in other creatures, with a rating equal to its Rating.
\nThe Fear trait represents an extreme aversion to something. Creatures that cause Fear have a Fear Rating; this value reflects the SL you are required to pass on an Extended Cool Test to overcome your Fear. You may continue to Test at the end of every round until your SL equals or surpasses the creature’s Fear rating. Until you do this, you are subject to Fear.
\nWhen subject to Fear, you suffer –1 SL on all Tests to affect the source of your fear. You may not move closer to whatever is causing Fear without passing a Challenging (+0) Cool Test. If it comes closer to you, you must pass a Challenging (+0) Cool Test, or gain a @Condition[Broken] Condition.
", - "effects": { - "Fear": { - "name": "Fear" - } - } - }, - "Painless": { - "name": "Painless", - "description": "The creature feels no pain or can ignore it. All non-amputation penalties suffered from Critical Wounds are ignored, although Conditions are suffered as normal.
" - }, - "Regenerate": { - "name": "Regenerate", - "description": "The creature is capable of healing at an extraordinary rate, even regrowing severed parts. At the start of each round, if it has more than 0 Wounds remaining, it will automatically regenerate 1d10 Wounds. If it has 0 Wounds remaining, it will regenerate a single Wound on a 1d10 roll of 8+. If it ever rolls a 10 for regenerating, it also fully regenerates a Critical Wound, losing all penalties and Conditions associated with it. Any Critical Wounds or Wounds caused by Fire may not be regenerated and should be recorded separately.
", - "effects": { - "Regenerate": { - "name": "Regenerate" - } - } - }, - "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" - } - } - }, - "Bearing": { - "name": "Bearing", - "description": "You sense the influx of the Winds of Magic from their source. You know which direction North is.
\n\n Lore: None
" - }, - "Careful Step": { - "name": "Careful Step", - "description": "
The magic flowing through your feet ensures any organic matter you tread upon remains undamaged: twigs do not break, grass springs back to its original position, and even delicate flowers are unharmed. Those seeking to use the Track skill to pursue you through rural terrain suffer a –30 penalty to their Tests.
\n\n Lore: None
" - }, - "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" - } - } - }, - "Gust": { - "name": "Gust", - "description": "
You create a brief gust of wind, strong enough to blow out a candle, cause an open door to slam, or blow a few pages to the floor.
\n\n Lore: None
" - }, - "Light": { - "name": "Light", - "description": "
You create a small light, roughly equivalent to a torch, which glows from your hand, staff or some other part of your person. While the spell is active, you may choose to increase the illumination to that of a lantern, or decrease it to that of a candle, if you pass an Average (+20) Channeling Test.
\n\n Lore: None
" - }, - "Open Lock": { - "name": "Open Lock", - "description": "
One non-magical lock you touch opens.
\n\n Lore: None
" - }, - "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
" - }, - "Rot": { - "name": "Rot", - "description": "
You cause a roughly fist-sized volume of organic material to immediately rot. Food stuffs perish, clothes crumble, leathers shrivel (losing 1 Armor Point on 1 hit location), and similar, as dictated by the GM.
\n\n Lore: None
", - "effects": { - "Damage Armour": { - "name": "Damage Armour" - } - } - }, - "Sleep": { - "name": "Sleep", - "description": "
You touch your opponent, sending them into a deep sleep. If the target has the @Condition[Prone] Condition, they gain the @Condition[Unconscious] Condition as they fall asleep. They remain unconscious for the duration, although loud noises or being moved or jostled will awaken them instantly. If your targets are standing or sitting when affected, they start themselves awake as they hit the ground, gaining the Prone Condition, but remaining conscious. If your targets are not resisting, and are suitably tired, they will, at the spell’s end, pass into a deep and restful sleep.
\n\n Lore: None
", - "effects": { - "Sleep": { - "name": "Sleep" - } - } - }, - "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
" - }, - "Aethyric Armour (Necromancy)": { - "name": "Aethyric Armour (Necromancy)", - "description": "
You gain +1 Armor Point to all Hit Locations as you wrap yourself in a protective swathe of magic.
", - "effects": { - "Aethyric Armour (Necromancy)": { - "name": "Aethyric Armour (Necromancy)" - } - } - }, - "Breath (Necromancy)": { - "name": "Breath (Necromancy)", - "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.
" - }, - "Bridge (Necromancy)": { - "name": "Bridge (Necromancy)", - "description": "You create a bridge of magical energy, with a maximum length and breadth of your Willpower Bonus in yards. For every +2 SL you may increase length or breadth by your Willpower Bonus in yards.
" - }, - "Distracting (Necromancy)": { - "name": "Distracting (Necromancy)", - "description": "You wreathe yourself in magic, which swirls around you, distracting your foes. While the spell is active, gain the @UUID[Compendium.wfrp4e-core.items.MVI0lXcg6vvtooAF]{Distracting} Creature Trait.
\n", - "effects": { - "Distracting (Necromancy)": { - "name": "Distracting (Necromancy)" - } - } - }, - "Drop (Necromancy)": { - "name": "Drop (Necromancy)", - "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.
", - "effects": { - "Drop (Necromancy)": { - "name": "Drop (Necromancy)" - } - } - }, - "Entangle (Necromancy)": { - "name": "Entangle (Necromancy)", - "description": "Using magic, you entrap your target, wrapping them in whatever suits your Lore: vines, shadows, their own clothing… Your target gains one @Condition[Entangled] Condition with a Strength equal to your Intelligence. For every +2 SL, you may give the target +1 additional Entangled Condition. The spell lasts until all Entangled Conditions are removed.
", - "effects": { - "Entangle (Necromancy)": { - "name": "Entangle (Necromancy)" - } - } - }, - "Ward (Necromancy)": { - "name": "Ward (Necromancy)", - "description": "You wrap yourself in protective magic, gaining the @UUID[Compendium.wfrp4e-core.items.Bvd2aZ0gQUXHfCTh]{Ward (9+)} Creature Trait.
", - "effects": { - "Ward (Necromancy)": { - "name": "Ward (Necromancy)" - } - } - }, - "Raise Dead": { - "name": "Raise Dead", - "description": "You channel a heavy flow of Dhar into bare earth, causing old bones to gather and rise. SL+1 Skeletons will claw upwards into the affected area at the end of the Round, which are organized as you prefer within the area of effect. They start with the @Condition[Prone] Condition. The summoned undead are entirely under your control and can perform simple orders as you command. If you are killed or gain an @Condition[Unconscious] Condition, the spell comes to an end and the summoned Undead collapse. For each +2 SL you score, you may summon an extra SL Skeletons.
" - }, - "Reanimate": { - "name": "Reanimate", - "description": "You channel worming strands of thick Dhar before you, sinking it into corpses, reanimating that which was once dead. Reanimate Willpower Bonus + SL dead bodies (as Zombies) or skeletons (as Skeletons) within range. They start with the @Condition[Prone] Condition. The summoned Undead are entirely under your control and can perform simple orders as you command. If you die or gain an @Condition[Unconscious] Condition, the spell comes to an end and the reanimated corpses fall dead again. For each +2 SL you score, you may reanimate an extra Willpower Bonus +SL Skeletons or Zombies.
" - }, - "Vanhel's Call": { - "name": "Vanhel's Call", - "description": "You manipulate complicated flows of Dhar into your targets, filling them with overwhelming energy. Intelligence Bonus targets with the Undead Trait gain a free Move or Action — you choose one or the other to affect all targets — this is taken the moment the spell is cast. For each +2 SL you score, you may invigorate an extra Intelligence Bonus targets.
" - }, - "Gardening Fork": { - "name": "Gardening Fork" - }, - "Trowel": { - "name": "Trowel" - }, - "Barkskin": { - "name": "Barkskin", - "description": "You cause the target’s skin to become hard and rough like the bark of a tree. While affected by the spell, add +2 to the target’s Toughness Bonus, but suffer a penalty of –10 to Agility and Dexterity.
\n\n Lore: Receive a +10 bonus to Casting and Channeling rolls when in a rural or wilderness environment. Living creatures — e.g. those without the @UUID[Compendium.wfrp4e-core.items.v3uzEthcq0JRar0J]{Daemonic} or @UUID[Compendium.wfrp4e-core.items.PFTD9gDvRWW9uh5g]{Undead} Creature Traits — targeted by Arcane Spells from the Lore of Life have all @Condition[Fatigued] and @Condition[Bleeding] Conditions removed after any other effects have been applied as life magic floods through them. Creatures with the @UUID[Compendium.wfrp4e-core.items.PFTD9gDvRWW9uh5g]{Undead} Creature Trait, on the other hand, suffer additional Damage equal to your Willpower Bonus, ignoring Toughness Bonus and Armor Points, if affected by any spell cast with the Lore of Life.
", - "effects": { - "Barkskin": { - "name": "Barkskin", - "changes": { - "system.characteristics.t.bonusMod": 2, - "system.characteristics.t.calculationBonusModifier": -2, - "system.characteristics.ag.modifier": -10, - "system.characteristics.dex.modifier": -10 - } - } - } - }, - "Earthblood": { - "name": "Earthblood", - "description": "
To cast this spell, you must be in direct contact with the earth. Standing barefoot counts. For the duration of the spell, any creatures in direct contact with the earth within AoE heal Wounds equal to your Willpower Bonus at the start of every Round.
\n\n Lore: Receive a +10 bonus to Casting and Channeling rolls when in a rural or wilderness environment. Living creatures — e.g. those without the @UUID[Compendium.wfrp4e-core.items.v3uzEthcq0JRar0J]{Daemonic} or @UUID[Compendium.wfrp4e-core.items.PFTD9gDvRWW9uh5g]{Undead} Creature Traits — targeted by Arcane Spells from the Lore of Life have all @Condition[Fatigued] and @Condition[Bleeding] Conditions removed after any other effects have been applied as life magic floods through them. Creatures with the @UUID[Compendium.wfrp4e-core.items.PFTD9gDvRWW9uh5g]{Undead} Creature Trait, on the other hand, suffer additional Damage equal to your Willpower Bonus, ignoring Toughness Bonus and Armor Points, if affected by any spell cast with the Lore of Life.
", - "effects": { - "Earthblood": { - "name": "Earthblood" - } - } - }, - "Earthpool": { - "name": "Earthpool", - "description": "
On casting the spell, you immediately disappear into the ground in a wild torrent of Ghyran. You appear at the start of the next Round at any point within your Willpower in yards, erupting from the earth violently. For every +2 SL you may increase the distance travelled by your Willpower in yards. Any enemies engaged by you on your appearance gain the @Condition[Surpised] Condition. This spell will not allow you to move through stone but will allow you to move through water.
Lore: Receive a +10 bonus to Casting and Channeling rolls when in a rural or wilderness environment. Living creatures — e.g. those without the @UUID[Compendium.wfrp4e-core.items.v3uzEthcq0JRar0J]{Daemonic} or @UUID[Compendium.wfrp4e-core.items.PFTD9gDvRWW9uh5g]{Undead} Creature Traits — targeted by Arcane Spells from the Lore of Life have all @Condition[Fatigued] and @Condition[Bleeding] Conditions removed after any other effects have been applied as life magic floods through them. Creatures with the @UUID[Compendium.wfrp4e-core.items.PFTD9gDvRWW9uh5g]{Undead} Creature Trait, on the other hand, suffer additional Damage equal to your Willpower Bonus, ignoring Toughness Bonus and Armor Points, if affected by any spell cast with the Lore of Life.
" - }, - "Fat of the Land": { - "name": "Fat of the Land", - "description": "You flood the target’s body with nourishing Ghyran. The target need not eat or drink, but will still excrete as normal, though any leavings will be verdant green.
\n\n Lore: Receive a +10 bonus to Casting and Channeling rolls when in a rural or wilderness environment. Living creatures — e.g. those without the @UUID[Compendium.wfrp4e-core.items.v3uzEthcq0JRar0J]{Daemonic} or @UUID[Compendium.wfrp4e-core.items.PFTD9gDvRWW9uh5g]{Undead} Creature Traits — targeted by Arcane Spells from the Lore of Life have all @Condition[Fatigued] and @Condition[Bleeding] Conditions removed after any other effects have been applied as life magic floods through them. Creatures with the @UUID[Compendium.wfrp4e-core.items.PFTD9gDvRWW9uh5g]{Undead} Creature Trait, on the other hand, suffer additional Damage equal to your Willpower Bonus, ignoring Toughness Bonus and Armor Points, if affected by any spell cast with the Lore of Life.
" - }, - "Forest of Thorns": { - "name": "Forest of Thorns", - "description": "
This spell may only target a patch of earth (though the patch can be very small). You cause a dense knot of wickedly spiked brambles and tangled vines to burst upwards, covering the Area of Effect.
\nWhile the spell is active, anyone attempting to traverse the area on foot without the Arcane Magic (Life) Talent must make a Hard (–20) Agility Test. Failure means they gain 1 @Condition[Bleeding] Condition, and 1 @Condition[Entangled] Condition, with your Willpower used for its Strength. After the spell concludes, the growth remains, but loses its preternatural properties.
\n\n Lore: Receive a +10 bonus to Casting and Channeling rolls when in a rural or wilderness environment. Living creatures — e.g. those without the @UUID[Compendium.wfrp4e-core.items.v3uzEthcq0JRar0J]{Daemonic} or @UUID[Compendium.wfrp4e-core.items.PFTD9gDvRWW9uh5g]{Undead} Creature Traits — targeted by Arcane Spells from the Lore of Life have all @Condition[Fatigued] and @Condition[Bleeding] Conditions removed after any other effects have been applied as life magic floods through them. Creatures with the @UUID[Compendium.wfrp4e-core.items.PFTD9gDvRWW9uh5g]{Undead} Creature Trait, on the other hand, suffer additional Damage equal to your Willpower Bonus, ignoring Toughness Bonus and Armor Points, if affected by any spell cast with the Lore of Life.
", - "effects": { - "Forest of Thorns": { - "name": "Forest of Thorns" - } - } - }, - "Lie of the Land": { - "name": "Lie of the Land", - "description": "
Touching the earth, your senses flow through the Ghyran tracing the nearby area. After communing for 1 minute, you receive a detailed mental map of all-natural features — land, forests, rivers, but not settlements — within range. Settlements may be alluded to — areas of clear terrain, or dug trenches, for example. Each time you increase the range with SL increases the time taken communing with the land by +1 minute.
\n\n Lore: Receive a +10 bonus to Casting and Channeling rolls when in a rural or wilderness environment. Living creatures — e.g. those without the @UUID[Compendium.wfrp4e-core.items.v3uzEthcq0JRar0J]{Daemonic} or @UUID[Compendium.wfrp4e-core.items.PFTD9gDvRWW9uh5g]{Undead} Creature Traits — targeted by Arcane Spells from the Lore of Life have all @Condition[Fatigued] and @Condition[Bleeding] Conditions removed after any other effects have been applied as life magic floods through them. Creatures with the @UUID[Compendium.wfrp4e-core.items.PFTD9gDvRWW9uh5g]{Undead} Creature Trait, on the other hand, suffer additional Damage equal to your Willpower Bonus, ignoring Toughness Bonus and Armor Points, if affected by any spell cast with the Lore of Life.
" - }, - "Lifebloom": { - "name": "Lifebloom", - "description": "
You cause Ghyran to flood an area that is blighted or desolate. You may target either a dry riverbed, well, field, or a domestic animal. If you successfully cast the spell, the target bursts to life:
\n\n\n Lore: Receive a +10 bonus to Casting and Channeling rolls when in a rural or wilderness environment. Living creatures — e.g. those without the @UUID[Compendium.wfrp4e-core.items.v3uzEthcq0JRar0J]{Daemonic} or @UUID[Compendium.wfrp4e-core.items.PFTD9gDvRWW9uh5g]{Undead} Creature Traits — targeted by Arcane Spells from the Lore of Life have all @Condition[Fatigued] and @Condition[Bleeding] Conditions removed after any other effects have been applied as life magic floods through them. Creatures with the @UUID[Compendium.wfrp4e-core.items.PFTD9gDvRWW9uh5g]{Undead} Creature Trait, on the other hand, suffer additional Damage equal to your Willpower Bonus, ignoring Toughness Bonus and Armor Points, if affected by any spell cast with the Lore of Life.
" - }, - "riMVxtIQxdklFl8p": { - "name": "Regenerate", - "description": "
Your target gains @UUID[Compendium.wfrp4e-core.items.SfUUdOGjdYpr3KSR]{Regenerate}.
\n\n Lore: Receive a +10 bonus to Casting and Channeling rolls when in a rural or wilderness environment. Living creatures — e.g. those without the @UUID[Compendium.wfrp4e-core.items.v3uzEthcq0JRar0J]{Daemonic} or @UUID[Compendium.wfrp4e-core.items.PFTD9gDvRWW9uh5g]{Undead} Creature Traits — targeted by Arcane Spells from the Lore of Life have all @Condition[Fatigued] and @Condition[Bleeding] Conditions removed after any other effects have been applied as life magic floods through them. Creatures with the @UUID[Compendium.wfrp4e-core.items.PFTD9gDvRWW9uh5g]{Undead} Creature Trait, on the other hand, suffer additional Damage equal to your Willpower Bonus, ignoring Toughness Bonus and Armor Points, if affected by any spell cast with the Lore of Life.
",
- "effects": {
- "Regenerate": {
- "name": "Regenerate"
- }
- }
- }
- }
- },
- "Drakwald Mancatcher": {
- "name": "Drakwald Mancatcher",
- "description": " Giant Spiders lurk deep within the forests and caves of the Empire, but can live anywhere, including dusty attics and dark cellars. Most trap their prey with strong webs before injecting venom. Though most are the size of a large Rat, some Giant Spider species are terrifyingly large. Forest Goblins often capture larger examples for mounts.
The creature has no rational thought or language. It shies away from fire and gains a @Condition[Broken] Condition if struck by it. In defense, it only uses the Dodge Skill. If it loses more than half its Wounds, it will attempt to Flee unless protecting its young or cornered, or unless it has the Territorial Trait. If so, it enters Frenzy. Bestial creatures have no Fellowship characteristic
" - }, - "Night Vision": { - "name": "Night Vision", - "description": "You can see very well in natural darkness. Assuming you have at least a faint source of light (such as starlight, moonlight, or bioluminescence) you can see clearly for 20 yards per level of Night Vision. Further, you can extend the effective illumination distance of any light sources by 20 yards per level of Night Vision.
" - }, - "Weapon (Fangs)": { - "name": "Weapon (Fangs)", - "description": "The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)
" - }, - "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" - } - } - }, - "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 Size \n | \n\n Examples \n | \n
| \n Tiny \n | \n\n Butterfly, Mouse, Pigeon \n | \n
| \n Little \n | \n\n Cat, Hawk, Human Baby \n | \n
| \n Small \n | \n\n Giant Rat, Halfling, Human Child \n | \n
| \n Average \n | \n\n Dwarf, Elf, Human \n | \n
| \n Large \n | \n\n Horse, Ogre, Troll \n | \n
| \n Enormous \n | \n\n Griffon, Wyvern, Manticore \n | \n
| \n Monstrous \n | \n\n Dragon, Giant, Greater Daemon \n | \n
\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
If larger:
\n\n
If smaller:
\n• It gains a bonus of +10 to hit.
\n\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
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
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
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
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 Size \n | \n\n Wounds \n | \n
| \n Tiny \n | \n\n 1 \n | \n
| \n Little \n | \n\n Toughness Bonus \n | \n
| \n Small \n | \n\n (2×Toughness Bonus) + Willpower Bonus \n | \n
| \n Average \n | \n\n Strength Bonus+(2×Toughness Bonus) + Willpower Bonus \n | \n
| \n Large \n | \n\n (Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×2 \n | \n
| \n Enormous \n | \n\n (Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×4 \n | \n
| \n Monstrous \n | \n\n (Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×8 \n | \n
The creature can effortlessly scale vertical surfaces and even traverse ceilings, ready to drop on unwary prey. It moves at full Movement across any appropriate surface and automatically passes all Climb tests.
", - "effects": { - "Wallcrawler": { - "name": "Wallcrawler" - } - } - }, - "Web": { - "name": "Web", - "description": "The creature can create webbing to trap unwary foes. Whenever it successfully hits, opponents gain 1 Entangled status, with a Strength of the Rating given.
\n", - "effects": { - "Web": { - "name": "Web" - } - } - }, - "Venom": { - "name": "Venom", - "description": "
The creature’s attacks are poisoned or envenomed. When it causes Wounds, its opponent gains a @Condition[Poisoned] Condition. If no Difficulty is marked to resist the Venom, it is assumed to be Challenging
", - "effects": { - "Venom": { - "name": "Venom" - } - } - }, - "Trained": { - "name": "Trained", - "description": "This trait represents animals that have been trained through the Animal Training Skill. The skills the animal knows is marked in the brackets. Feel free to create your own trained skills.
\nBroken: The animal is trained to ignore its Bestial trait. it receives [[/r 2d10]] Fellowship.
\nDrive: The animal is trained to pull a coach, cart, plough, buggy, or similar.
\nEntertain: The animal is trained to entertain others. It adds a +10 bonus to appropriate Entertain, Perform, or Play Tests.
\nFetch: The animal is trained to fetch. This is normal reserved for Dogs and similar.
\nGuard: The animal is trained to stay in one place or prowl around as a guard, granting it the Territorial Trait.
\nHome: The animal is trained to return home if it is released or lost.
\nMagic: The animal is trained to ignore Skittish when it comes to magic, which is required for most horses used by Wizards.
\nMount: The animal will accept a rider. Some creatures are especially belligerent, and will not accept a rider without the correct skill. So, to ride a Griffon, you need the Ride (Griffon) skill.
\nWar: The animal is trained for war, gaining +10 Weapon Skill. It can also ignore Skittish for loud noises.
", - "effects": { - "Trained (Mount)": { - "name": "Trained (Mount)" - } - } - }, - "Arboreal": { - "name": "Arboreal", - "description": "The creature is at home in the forests. In the woodlands, it adds its Agility Bonus to the SL of all Climb and Stealth Tests.
", - "effects": { - "Arboreal": { - "name": "Arboreal" - } - } - } - } - }, - "Harataki Dwarf": { - "name": "Harataki Dwarf", - "items": { - "1d10 Silver Shilling": { - "name": "1d10 Silver Shilling" - }, - "Athletics": { - "name": "Athletics", - "description": "@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" - }, - "Climb": { - "name": "Climb", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}" - }, - "Consume Alcohol": { - "name": "Consume Alcohol", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" - }, - "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}" - }, - "Intimidate": { - "name": "Intimidate", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" - }, - "Language (Battle)": { - "name": "Language (Battle)", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.xo5U0kL08xCPe6kl caption=false]{Language}" - }, - "Language (Khazalid)": { - "name": "Language (Khazalid)", - "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 (Parry)": { - "name": "Melee (Parry)", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Play (Drum)": { - "name": "Play (Drum)", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.N63wZOWw6ZLYnePN caption=false]{Play}" - }, - "Drilled": { - "name": "Drilled", - "description": "
You have been trained to fight shoulder-to-shoulder with other soldiers. If an enemy causes you to lose Advantage when standing beside an active ally with the Drilled Talent, you may keep 1 lost Advantage for each time you’ve taken the Drilled Talent.
", - "effects": { - "Drilled": { - "name": "Drilled" - } - } - }, - "Etiquette (Soldiers)": { - "name": "Etiquette (Soldiers)", - "description": "You can blend in socially with the chosen group so long as you are dressed and acting appropriately. Example social groups for this Talent are: Criminals, Cultists, Guilders, Nobles, Scholars, Servants, and Soldiers. If you do not have the Talent, those with it will note your discomfort in the unfamiliar environment. This is primarily a matter for roleplaying, but may confer a bonus to Fellowship Tests at the GM’s discretion.
", - "effects": { - "Etiquette": { - "name": "Etiquette" - } - } - }, - "Night Vision": { - "name": "Night Vision", - "description": "You can see very well in natural darkness. Assuming you have at least a faint source of light (such as starlight, moonlight, or bioluminescence) you can see clearly for 20 yards per level of Night Vision. Further, you can extend the effective illumination distance of any light sources by 20 yards per level of Night Vision.
", - "effects": { - "Night Vision": { - "name": "Night Vision" - } - } - }, - "Read/Write": { - "name": "Read/Write", - "description": "You are one of the rare literate individuals in the Old World. You are assumed to be able to read and write (if appropriate) all of the Languages you can speak." - }, - "Resolute": { - "name": "Resolute", - "description": "You launch into attacks with grim determination. Add your level of Resolute to your Strength Bonus when you Charge.", - "effects": { - "Resolute": { - "name": "Resolute" - } - } - }, - "Sturdy": { - "name": "Sturdy", - "description": "You have a brawny physique, or are very used to carrying things. Increase the number of Encumbrance Points you can carry by your Sturdy level x 2", - "effects": { - "Sturdy": { - "name": "Sturdy" - } - } - }, - "Mail Coat": { - "name": "Mail Coat" - }, - "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}" - }, - "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}" - }, - "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}" - }, - "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}" - }, - "Navigation": { - "name": "Navigation", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" - }, - "Hammer": { - "name": "Hammer" - }, - "Soldier": { - "name": "Soldier", - "description": "
@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.1OTZ386bMWJ6wfzX]{Soldier}
" - }, - "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" - } - } - }, - "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" - } - } - } - } - }, - "The Emissary": { - "name": "The Emissary", - "items": { - "Arboreal": { - "name": "Arboreal", - "description": "The creature is at home in the forests. In the woodlands, it adds its Agility Bonus to the SL of all Climb and Stealth Tests.
", - "effects": { - "Arboreal": { - "name": "Arboreal" - } - } - }, - "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.
" - }, - "Mutation": { - "name": "Mutation", - "description": "The creature is ‘blessed’ with a Mutation. Roll on the @Table[mutatephys]{Physical Corruption Table}
", - "effects": { - "Mutation": { - "name": "Mutation" - } - } - }, - "Gold Crown": { - "name": "Gold Crown" - }, - "Silver Shilling": { - "name": "Silver Shilling" - }, - "Brass Penny": { - "name": "Brass Penny" - }, - "Spear": { - "name": "Spear" - }, - "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" - } - } - } - } - }, - "Vish Venombarb": { - "name": "Vish Venombarb", - "description": "Vish is a seasoned campaigner, whose face is a twisted mass of scars and fungal infections. He takes his orders seriously, remaining several miles to the south of any Elf settlements or thoroughfares. He is tasked with providing a tribute of slaves to satisfy the demands of the Black Pit Night Goblins. Usually he can make his quota by ambushing small bands of Ungor but, if the Beastmen cannot be found, he leads his warband to one of the many Human villages within striking range and tries to capture as many of them as he can before they muster a defence.
\nVish rides a @UUID[Actor.q6depTfHlUpw9d7W]{Drakwald Mancatcher} with markings in dun and dark grey that make it very hard to spot amongst the treetops. Vish is an expert in milking the spider for venom that he daubs upon his arrowheads. Vish wears a suit of armour constructed from bits of spider chitin.
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" - }, - "Dodge": { - "name": "Dodge", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" - }, - "Intimidate": { - "name": "Intimidate", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" - }, - "Intuition": { - "name": "Intuition", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" - }, - "Leadership": { - "name": "Leadership", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" - }, - "Lore (Warfare)": { - "name": "Lore (Warfare)", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" - }, - "Melee (Polearm)": { - "name": "Melee (Polearm)", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Melee (Basic)": { - "name": "Melee (Basic)", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Perception": { - "name": "Perception", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" - }, - "Ranged (Bow)": { - "name": "Ranged (Bow)", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.jJYOiSQNgC9v7cM5 caption=false]{Ranged}" - }, - "Ride (Spider)": { - "name": "Ride (Spider)", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" - }, - "Combat Aware": { - "name": "Combat Aware", - "description": "
You are used to scanning the battlefield to make snap decisions informed by the shifting tides of war. You may take a Challenging (+0) Perception Test to ignore Surprise, which is modified by circumstance as normal.
", - "effects": { - "Combat Aware": { - "name": "Combat Aware" - } - } - }, - "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" - } - } - }, - "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 Talent Taken \n | \n\n Number of soldiers influenced \n | \n
| \n 1 \n | \n\n As normal × 5 \n | \n
| \n 2 \n | \n\n As normal × 10 \n | \n
| \n 3 \n | \n\n As normal × 20 \n | \n
| \n 4 \n | \n\n As normal × 50 \n | \n
| \n 5 \n | \n\n As normal × 100 \n | \n
| \n 6 \n | \n\n As normal × 200 \n | \n
| \n 7 \n | \n\n As normal × 500 \n | \n
| \n 8 \n | \n\n As normal × 1000 \n | \n
| \n 9 \n | \n\n All who can hear your inspiring voice \n | \n
The creature is at home in the forests. In the woodlands, it adds its Agility Bonus to the SL of all Climb and Stealth Tests.
", - "effects": { - "Arboreal": { - "name": "Arboreal" - } - } - }, - "Afraid": { - "name": "Afraid", - "description": "The creature is afraid of the Target as if the Target has Fear (0).
\nThe Fear trait represents an extreme aversion to something. Creatures that cause Fear have a Fear Rating; this value reflects the SL you are required to pass on an Extended Cool Test to overcome your Fear. You may continue to Test at the end of every round until your SL equals or surpasses the creature’s Fear rating. Until you do this, you are subject to Fear.
\n\n
When subject to Fear, you suffer –1 SL on all Tests to affect the source of your fear. You may not move closer to whatever is causing Fear without passing a Challenging (+0) Cool Test. If it comes closer to you, you must pass a Challenging (+0) Cool Test, or gain a Broken Condition.
", - "effects": { - "Afraid": { - "name": "Afraid" - } - } - }, - "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.
" - }, - "Spear": { - "name": "Spear" - }, - "Shield": { - "name": "Shield" - }, - "Gold Crown": { - "name": "Gold Crown" - }, - "Silver Shilling": { - "name": "Silver Shilling" - }, - "Brass Penny": { - "name": "Brass Penny" - }, - "Spider Carapace Armour": { - "name": "Spider Carapace Armour", - "description": "The creature is protected by armor or thick hide. It has Rating Armor Points on all Hit Locations
", - "effects": { - "Armour": { - "name": "Armour" - } - } - }, - "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" - } - } - }, - "Sword": { - "name": "Sword" - }, - "Spider Venom Arrows": { - "name": "Spider Venom Arrows", - "description": "The Goblins of the Drakwald, especially the Forest Goblins who make alliance with the many terrible Spiders of that place, quickly learn to put their allies venom to work. Most arrows are dipped in Spider Venom, which quickly weakens most targets, or even renders most targets unconcious.
\nTargets wounded by these arrows dipped in Spider Venom must make a Challenging (+0) Endurance Test. If they fail, they are inflicted with 1 @Condition[Poisoned] condition. Spider venom is tailored not to kill victims but to render them unconcious. Targets reduced to 0 wounds while suffering a Poisoned condition from these arrows become Unconcious, but are not at risk of death from any remaining Poisoned conditions as wuold normally be the case.
", - "effects": { - "Spider Venom Arrows": { - "name": "Spider Venom Arrows" - } - } - }, - "Bow": { - "name": "Bow" - } - } - }, - "Vasya Ghorshkov": { - "name": "Vasya Ghorshkov", - "description": "An Ostermarker of Kislevite descent, Herr Ghorshkov is not a literate man. A Pit Fighter of some renown, it is a point of pride for Ghorshkov that there are very few commonly used melee weapons in the Empire that he has not drawn blood with. Whilst he is a terror in the Pit, Ghorshkov is not unpleasant company when not working. He is talkative and entertaining, sportsmanlike and a quietly pious man. In fact, he is a man in need of a God, for though he knows a surprisingly large amount about several of the dieties commonly worshipped, none have yet to fulfil him entirely.
\nPerhaps Taal will be different. One of Ghorshkov’s reasons for travelling to Hagedorn is precicely because he has heard good things about its priest, Tobias.
", - "items": { - "Entertain": { - "name": "Entertain", - "description": "@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" - }, - "Dodge": { - "name": "Dodge", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" - }, - "Charm Animal": { - "name": "Charm Animal", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" - }, - "Melee": { - "name": "Melee", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Gamble": { - "name": "Gamble", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}" - }, - "Art": { - "name": "Art", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" - }, - "Endurance": { - "name": "Endurance", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" - }, - "Perception": { - "name": "Perception", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" - }, - "Intimidate": { - "name": "Intimidate", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" - }, - "Row": { - "name": "Row", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" - }, - "Athletics": { - "name": "Athletics", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" - }, - "Stealth": { - "name": "Stealth", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" - }, - "Ride": { - "name": "Ride", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" - }, - "Consume Alcohol": { - "name": "Consume Alcohol", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" - }, - "Gossip": { - "name": "Gossip", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" - }, - "Intuition": { - "name": "Intuition", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" - }, - "Bribery": { - "name": "Bribery", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" - }, - "Charm": { - "name": "Charm", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" - }, - "Drive": { - "name": "Drive", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" - }, - "Leadership": { - "name": "Leadership", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" - }, - "Outdoor Survival": { - "name": "Outdoor Survival", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" - }, - "Haggle": { - "name": "Haggle", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" - }, - "Cool": { - "name": "Cool", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" - }, - "Climb": { - "name": "Climb", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}" - }, - "Navigation": { - "name": "Navigation", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" - }, - "Gold Crown": { - "name": "Gold Crown" - }, - "Silver Shilling": { - "name": "Silver Shilling" - }, - "Brass Penny": { - "name": "Brass Penny" - }, - "Pit Fighter": { - "name": "Pit Fighter", - "description": "
@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.EELJsJuoDVxiRu9e]{Pit Fighter}
" - }, - "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}" - }, - "Melee (Flail)": { - "name": "Melee (Flail)", - "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}" - }, - "Language (Gospodarinyi)": { - "name": "Language (Gospodarinyi)", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.xo5U0kL08xCPe6kl caption=false]{Language}" - }, - "Animal Care": { - "name": "Animal Care", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QZx9CbhGkIaDMQD3 caption=false]{Animal Care}" - }, - "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" - } - } - }, - "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." - }, - "Dual Wielder": { - "name": "Dual Wielder", - "description": "When armed with two weapons, you may attack with both for your Action. Roll to hit with the weapon held in your primary hand. If you hit, determine Damage as normal, but remember to keep your dice roll, as you will use it again. If the first strike hits, once it is resolved, the weapon in your secondary hand can then target an available opponent of your choice using the same dice roll for the first strike, but reversed. So, if you rolled 34 to hit with the first weapon, you use 43 to hit with the second. Remember to modify this second roll by your off-hand penalty (–20 unless you have the Ambidextrous Talent). This second attack is Opposed with a new defending roll, and damage for this second strike is calculated as normal. The only exception to this is if you roll a Critical for your first strike. If this happens, use the roll on the Critical Table to also act as the roll for the second attack. So, if you scored a critical to the head and rolled 56 on the Critical table for a Major Eye Wound, your second attack would then strike out with a to-hit value of 56. If you choose to attack with both weapons, all your defensive rolls until the start of your next Turn suffer a penalty of –10. You do not gain an Advantage when you successfully strike or Wound an opponent when Dual Wielding unless both attacks hit.
", - "effects": { - "Dual Wielder": { - "name": "Dual Wielder" - } - } - }, - "Lightning Reflexes": { - "name": "Lightning Reflexes", - "description": "You gain a permanent +5 bonus to your starting Agility Characteristic (this does not count towards your Advances).", - "effects": { - "Lightning Reflexes": { - "name": "Lightning Reflexes", - "changes": { - "system.characteristics.ag.initial": 5 - } - } - } - }, - "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" - } - } - }, - "Suave": { - "name": "Suave", - "description": "You gain a permanent +5 bonus to your starting Fellowship Characteristic (this does not count towards your Advances).", - "effects": { - "Suave": { - "name": "Suave", - "changes": { - "system.characteristics.fel.initial": 5 - } - } - } - }, - "Clothing": { - "name": "Clothing" - }, - "Sword": { - "name": "Sword" - }, - "Dagger": { - "name": "Dagger" - }, - "Flail": { - "name": "Flail" - }, - "Whip": { - "name": "Whip" - }, - "Shield": { - "name": "Shield" - }, - "Knuckledusters": { - "name": "Knuckledusters" - }, - "Bandage": { - "name": "Bandage", - "description": "A successful Heal or Dexterity Test removes +1 extra Bleeding Status.
" - }, - "Leather Jack": { - "name": "Leather Jack" - }, - "Backpack": { - "name": "Backpack", - "description": "Counts as ‘worn’ when strapped to your back.
" - } - } - }, - "Farforian Whiteshore": { - "name": "Farforian Whiteshore", - "items": { - "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}" - }, - "Climb": { - "name": "Climb", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}" - }, - "Cool": { - "name": "Cool", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" - }, - "Dodge": { - "name": "Dodge", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" - }, - "Endurance": { - "name": "Endurance", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" - }, - "Entertain (Singing)": { - "name": "Entertain (Singing)", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" - }, - "Evaluate": { - "name": "Evaluate", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.NtJ85TY8yY3WOGHN caption=false]{Evaluate}" - }, - "Gossip": { - "name": "Gossip", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" - }, - "Haggle": { - "name": "Haggle", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" - }, - "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 (Reikspiel)": { - "name": "Language (Reikspiel)", - "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}" - }, - "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 (Politics)": { - "name": "Lore (Politics)", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" - }, - "Lore (Magick)": { - "name": "Lore (Magick)", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" - }, - "Melee (Basic)": { - "name": "Melee (Basic)", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Melee (Brawling)": { - "name": "Melee (Brawling)", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Navigation": { - "name": "Navigation", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" - }, - "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}" - }, - "Ranged (Bow)": { - "name": "Ranged (Bow)", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.jJYOiSQNgC9v7cM5 caption=false]{Ranged}" - }, - "Ride (Horse)": { - "name": "Ride (Horse)", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" - }, - "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.
" - }, - "Carouser": { - "name": "Carouser", - "description": "You are a seasoned drinker and know how to party hard. You may reverse the dice of any failed Consume Alcohol Test if this will score a Success.", - "effects": { - "Carouser": { - "name": "Carouser" - } - } - }, - "Etiquette (Cultists, Nobles)": { - "name": "Etiquette (Cultists, 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" - } - } - }, - "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!" - } - } - }, - "Fleet Footed": { - "name": "Fleet Footed", - "description": "You gain +1 to your Movement Attribute.", - "effects": { - "Fleet Footed": { - "name": "Fleet Footed", - "changes": { - "system.details.move.value": 1 - } - } - } - }, - "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 - } - } - } - }, - "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" - } - } - }, - "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" - } - } - }, - "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" - } - } - }, - "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" - } - } - }, - "Sprinter": { - "name": "Sprinter", - "description": "You are a swift runner. Your Movement Attribute counts as 1 higher when Running.", - "effects": { - "Sprinter": { - "name": "Sprinter" - } - } - }, - "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" - } - } - }, - "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." - }, - "Elf Bow": { - "name": "Elf Bow" - }, - "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}" - }, - "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}" - }, - "Sword": { - "name": "Sword" - }, - "Arrow": { - "name": "Arrow", - "description": "
" - }, - "Writing Kit": { - "name": "Writing Kit" - }, - "Parchment/sheet": { - "name": "Parchment/sheet" - }, - "Unusual Mask": { - "name": "Unusual Mask" - }, - "Runner": { - "name": "Runner", - "description": "@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.9XoJinyH6CsOcJ1h]{Messenger}
" - }, - "Messenger": { - "name": "Messenger", - "description": "@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.9XoJinyH6CsOcJ1h]{Messenger}
" - }, - "Diplomat": { - "name": "Diplomat", - "description": "@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.0t9wtjQIoOofh8nO]{Envoy}
" - }, - "Ambassador": { - "name": "Ambassador", - "description": "@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.0t9wtjQIoOofh8nO]{Envoy}
" - } - } - }, - "Gele Lurchen": { - "name": "Gele Lurchen", - "description": "The Lurchen children could simply be said to be quiet, a bit shy, and polite. Or, if one is on edge and concerned about strange happenings, they could be a creepy, silent, and even haunting presence. The girls always seem to go around together, hand in hand. Gerke is a year or two older than her sibling and is slightly taller, but they look remarkably alike. They have the unnerving habit of speaking in unison, and often do physical actions in unison, too.
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QZx9CbhGkIaDMQD3 caption=false]{Animal Care}" - }, - "Evaluate": { - "name": "Evaluate", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.NtJ85TY8yY3WOGHN caption=false]{Evaluate}" - }, - "Intimidate": { - "name": "Intimidate", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" - }, - "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!" - } - } - }, - "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}" - }, - "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}" - } - } - }, - "Hugo": { - "name": "Hugo", - "items": { - "Athletics": { - "name": "Athletics", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" - }, - "Cool": { - "name": "Cool", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" - }, - "Dodge": { - "name": "Dodge", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" - }, - "Endurance": { - "name": "Endurance", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" - }, - "Evaluate": { - "name": "Evaluate", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.NtJ85TY8yY3WOGHN caption=false]{Evaluate}" - }, - "Stealth (Rural)": { - "name": "Stealth (Rural)", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" - }, - "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" - } - } - }, - "Strong Back": { - "name": "Strong Back", - "description": "
You have a strong back that is used to hard work. You may add your levels in Strong Back to your SL in any Opposed Strength Tests, and can carry additional Encumbrance points of trappings (see @UUID[JournalEntry.sLomXnc8R8518cWN.JournalEntryPage.oAPLajkv4l9IlRzO]{Encumbrance}) equal to your level of Strong Back.
", - "effects": { - "Strong Back": { - "name": "Strong Back" - } - } - }, - "g62sgz14nfz0n7ca": { - "name": "Strong Back", - "description": "You have a strong back that is used to hard work. You may add your levels in Strong Back to your SL in any Opposed Strength Tests, and can carry additional Encumbrance points of trappings (see @UUID[JournalEntry.sLomXnc8R8518cWN.JournalEntryPage.oAPLajkv4l9IlRzO]{Encumbrance}) equal to your level of Strong Back.
", - "effects": { - "Strong Back": { - "name": "Strong Back" - } - } - }, - "Gold Crown": { - "name": "Gold Crown" - }, - "Silver Shilling": { - "name": "Silver Shilling" - }, - "Brass Penny": { - "name": "Brass Penny" - }, - "Hammer": { - "name": "Hammer" - }, - "Leather Jerkin": { - "name": "Leather Jerkin" - }, - "Leather Leggings": { - "name": "Leather Leggings" - }, - "Trade (Carpentry)": { - "name": "Trade (Carpentry)", - "description": "@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.jmFSm7UvmHEq52iu caption=false]{Trade}" - }, - "Trade (Blacksmith)": { - "name": "Trade (Blacksmith)", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.jmFSm7UvmHEq52iu caption=false]{Trade}" - }, - "Entertain": { - "name": "Entertain", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" - }, - "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}" - }, - "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}" - }, - "Navigation": { - "name": "Navigation", - "description": "
@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}"
- }
- }
- },
- "Basic Forest Goblin": {
- "name": "Basic Forest Goblin",
- "description": " The basic Forest Goblin uses the profile from @UUID[Compendium.wfrp4e-core.journals.3ZynTGhFpgwv6l1n.JournalEntryPage.XOCYupInjrSk7KCb]{The Greenskin Hordes} with the addition of the @UUID[Compendium.wfrp4e-core.items.rOV2s6PQBBrhpMOv]{Arboreal} optional Trait. Apply the @UUID[JournalEntry.12QHS8dyGj5a0NA6.JournalEntryPage.emwCzQqjJtnydl0t]{templates} to this basic Forest Goblin profile. Armour tends to be limited to a rawhide shield, though some Forest Goblins accessorise with spider carapace, bones, and mail stolen from their victims. Weapons are usually axes or swords, though spears are also commonly employed. Many Forest Goblins prefer to fight from a distance and have the Ranged +7 (25) Trait in addition to those listed below.
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" - } - } - }, - "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" - } - } - }, - "Afraid": { - "name": "Afraid", - "description": "The creature is afraid of the Target as if the Target has Fear (0).
\nThe Fear trait represents an extreme aversion to something. Creatures that cause Fear have a Fear Rating; this value reflects the SL you are required to pass on an Extended Cool Test to overcome your Fear. You may continue to Test at the end of every round until your SL equals or surpasses the creature’s Fear rating. Until you do this, you are subject to Fear.
\n\n
When subject to Fear, you suffer –1 SL on all Tests to affect the source of your fear. You may not move closer to whatever is causing Fear without passing a Challenging (+0) Cool Test. If it comes closer to you, you must pass a Challenging (+0) Cool Test, or gain a Broken Condition.
", - "effects": { - "Afraid": { - "name": "Afraid" - } - } - }, - "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.
" - }, - "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)
" - }, - "Arboreal": { - "name": "Arboreal", - "description": "The creature is at home in the forests. In the woodlands, it adds its Agility Bonus to the SL of all Climb and Stealth Tests.
", - "effects": { - "Arboreal": { - "name": "Arboreal" - } - } - } - } - } - } -} \ No newline at end of file