From f5a2ee0cf6b169bfa2f9dc222e29aec01bd04757 Mon Sep 17 00:00:00 2001 From: alzer <> Date: Thu, 6 Aug 2026 10:10:06 +0200 Subject: [PATCH] To Do: wfrp4e-eis.actors.json entfernt (bereits vollstaendig uebersetzt in compendium/) Alle 154 Eintraege stimmen mit der fertigen Uebersetzung in compendium/wfrp4e-eis.actors.json ueberein, die ToDo-Kopie war ein veraltetes Duplikat aus dem Export vom 27.07. --- compendium/To Do/wfrp4e-eis.actors.json | 22104 ---------------------- 1 file changed, 22104 deletions(-) delete mode 100644 compendium/To Do/wfrp4e-eis.actors.json diff --git a/compendium/To Do/wfrp4e-eis.actors.json b/compendium/To Do/wfrp4e-eis.actors.json deleted file mode 100644 index 21ab44e..0000000 --- a/compendium/To Do/wfrp4e-eis.actors.json +++ /dev/null @@ -1,22104 +0,0 @@ -{ - "label": "Actors (Enemy In Shadows)", - "folders": { - "Pregens": "Pregens", - "Mounts and Vehicles": "Mounts and Vehicles", - "Road Wardens": "Road Wardens", - "Road Riffraff": "Road Riffraff", - "Town Troublemakers": "Town Troublemakers", - "Daemons": "Daemons", - "Chapter 1 - Wanted: Bold Adventurers": "Chapter 1 - Wanted: Bold Adventurers", - "Chapter 2 - Mistaken Identity": "Chapter 2 - Mistaken Identity", - "Chapter 3 - Heart of the Empire": "Chapter 3 - Heart of the Empire", - "On The Road": "On The Road", - "Chapter 4 - On To Bögenhafen": "Chapter 4 - On To Bögenhafen", - "Chapter 6 - The Schaffenfest": "Chapter 6 - The Schaffenfest", - "Chapter 7 - Into The Darkness": "Chapter 7 - Into The Darkness", - "Chapter 8 - Chasing Shadows": "Chapter 8 - Chasing Shadows", - "Chapter 9 - The Darkest Hour": "Chapter 9 - The Darkest Hour", - "The Affair of the Hidden Jewel": "The Affair of the Hidden Jewel", - "Appendices": "Appendices", - "The Pandemonium Carnival": "The Pandemonium Carnival", - "Adventure": "Adventure", - "Companion": "Companion" - }, - "entries": { - "Pony": { - "name": "Pony", - "description": "

@UUID[JournalEntry.GHueUtHKzlhvsd8L.JournalEntryPage.8GLdbAcRWwY522rP]{Mounts and Vehicles}

Ponies are a small breed of horse no more than 15 hands (about five feet) high at the shoulder; donkeys are tough, resilient, and notoriously stubborn cousins of horses; mules are sterile crossbreeds of horses and donkeys. If anything, mules are even more awkward than their donkey relatives, but make up for it by being seemingly tireless. 

All three animals are used as mounts by the rural lower classes. They can be hitched to small, two-wheeled carts, or loaded with goods and led by a person on foot. It is not uncommon to hitch teams of up to twenty mules to a medium or large wagon.

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

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

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

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

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

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

\n

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

\n

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

\n

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

\n

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

\n

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

\n

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

\n

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

\n

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

\n

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

", - "effects": { - "Trained (Drike or Mount)": { - "name": "Trained (Drike or Mount)" - } - } - }, - "Weapon": { - "name": "Weapon", - "description": "

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

" - } - } - }, - "Anida Pflaster": { - "name": "Anida Pflaster", - "items": { - "Medical Bag": { - "name": "Medical Bag", - "description": "

Counts as ‘worn’ when slung over your shoulder.

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

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

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

", - "effects": { - "Surgery": { - "name": "Surgery" - } - } - }, - "Lore (Anatomy)": { - "name": "Lore (Anatomy)", - "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" - }, - "Field Dressing": { - "name": "Field Dressing", - "description": "You are used to treating wounds quickly. If you fail a Heal Test when using Bandages, you may reverse the result if this will score a success; however, if you do so, you may not score more than +1 SL as you focus on speed over accuracy", - "effects": { - "Field Dressing": { - "name": "Field Dressing" - } - } - }, - "Read/Write": { - "name": "Read/Write", - "description": "You are one of the rare literate individuals in the Old World. You are assumed to be able to read and write (if appropriate) all of the Languages you can speak." - }, - "Resistance (Disease)": { - "name": "Resistance (Disease)", - "description": "Your strong constitution allows you to more readily survive a specific threat. You may automatically pass the first Test to resist the specified threat, such as Magic, Poison, Disease, Mutation, every session. If SL is important, use your Toughness Bonus as SL for the Test.", - "effects": { - "Resistance (Disease)": { - "name": "Resistance (Disease)" - } - } - }, - "Bandage": { - "name": "Bandage", - "description": "

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

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

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

\n

 

\n

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

\n

Sample packages include:

\n\n\n\n

 

\n

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

\n

 

\n

Artist: Brushes and paints, hammer and chisels, rasps and files, and scrapers. Workshops also include easels or pedestals and supplies of canvas, parchment, vellum, wood, clay or uncut stone.

\n

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

\n

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

\n

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

\n

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

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

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

\n

 

\n

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" - }, - "Haggle": { - "name": "Haggle", - "description": "

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

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

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

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

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

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

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

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

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

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

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

Guild licenses are usually printed on single sheets of parchment, stamped with an official seal, and signed by the local guild master. Guild licenses are not purchased; instead, they are granted to guild members according to each guild’s traditions and laws.

" - }, - "Healing Draught": { - "name": "Healing Draught", - "description": "

If you have more than 0 Wounds, recover Toughness Bonus Wounds immediately. Dose: 1 per encounter.

", - "effects": { - "Healing Draught": { - "name": "Healing Draught" - }, - "Apply Healing Draught": { - "name": "Apply Healing Draught" - } - } - } - } - }, - "The Farmyard Beasts": { - "name": "The Farmyard Beasts", - "description": "

The ‘farmyard’ collection of a goat-headed, a cow-headed, and two chicken-headed Beastmen is the menagerie’s ‘comedy item’. However, all four are more dangerous than they appear due to their venomous spittle. Each Beastman can spit poison up to 3 yards, using their BS score. Those struck must make a Challenging (+0) Endurance Test or receive a @Condition[Poisoned] Condition.

\n

The workers are always careful to keep the paying public at a safe distance, and to have buckets of water to wash anyone unlucky enough to be spat upon.

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

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

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

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

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

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

", - "effects": { - "Venom": { - "name": "Venom" - } - } - }, - "Gold Crown": { - "name": "Gold Crown" - }, - "Silver Shilling": { - "name": "Silver Shilling" - }, - "Brass Penny": { - "name": "Brass Penny" - }, - "Night Vision": { - "name": "Night Vision", - "description": "

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

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

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

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

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

", - "effects": { - "Bite": { - "name": "Bite" - } - } - } - } - }, - "Schaffenfest Rogue": { - "name": "Schaffenfest Rogue", - "description": "

@UUID[JournalEntry.MB5a0zBGJcZhEYUI.JournalEntryPage.KrRntV6J4kytBcjR#random-events]{Random Events}

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

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

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

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

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

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

", - "effects": { - "Infected": { - "name": "Infected" - } - } - }, - "Ranged (10)": { - "name": "Ranged (10)", - "description": "

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

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

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

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

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

" - } - } - }, - "Delberz Trötte": { - "name": "Delberz Trötte", - "items": { - "Mule": { - "name": "Mule", - "description": "

@UUID[Compendium.wfrp4e-eis.actors.jd77heDEL6v768Nd]{Mule}

Carrying Capacity: 14

" - }, - "Goods worth\r 2d10 silver shillings": { - "name": "Goods worth\r 2d10 silver shillings" - }, - "8d10 Brass Penny": { - "name": "8d10 Brass Penny" - }, - "Pots and Pans": { - "name": "Pots and Pans" - }, - "Animal Care": { - "name": "Animal Care", - "description": "

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

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

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

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

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" - }, - "Haggle": { - "name": "Haggle", - "description": "

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

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

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

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

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

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

You are a skilled businessman who knows how to close a deal. When using the Haggle skill, you reduce or increase the price of the products by an extra 10%.

\n

 

\n

Note: The GM may put a lower limit on prices here to show a seller refusing to sell below cost.

", - "effects": { - "Dealmaker": { - "name": "Dealmaker" - } - } - }, - "Flee!": { - "name": "Flee!", - "description": "When your life is on the line you are capable of impressive bursts of speed. Your Movement Attribute counts as 1 higher when Fleeing.", - "effects": { - "Flee!": { - "name": "Flee!" - } - } - }, - "Rover": { - "name": "Rover", - "description": "You are at home roaming the wild places. When using Stealth in a rural environment, bystanders do not get passive Perception Tests to detect you; they can only spot you if they are specifically on look-out, or watching for hidden spies.", - "effects": { - "Rover": { - "name": "Rover" - } - } - }, - "Seasoned Traveller": { - "name": "Seasoned Traveller", - "description": "

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

", - "effects": { - "Seasoned Traveller": { - "name": "Seasoned Traveller" - } - } - }, - "Tinker": { - "name": "Tinker", - "description": "You are somewhat of a Johann-of-all-trades, able to repair almost anything. You count all non-magical Trade Skills as Basic when repairing broken items.", - "effects": { - "Tinker": { - "name": "Tinker" - } - } - }, - "Prejudice": { - "name": "Prejudice", - "description": "

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

\n

 

\n

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

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

Counts as ‘worn’ when strapped to your back. 

" - }, - "Dagger": { - "name": "Dagger" - }, - "Tent": { - "name": "Tent" - }, - "Bedroll": { - "name": "Bedroll", - "description": "

Endurance Tests rolled to resist Cold Exposure gain a bonus of +20 when resting.

", - "effects": { - "Bedroll": { - "name": "Bedroll" - } - } - }, - "Trade Tools (Tinker)": { - "name": "Trade Tools (Tinker)" - }, - "Art": { - "name": "Art", - "description": "

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" - }, - "Fleet Footed": { - "name": "Fleet Footed", - "description": "You gain +1 to your Movement Attribute.", - "effects": { - "Fleet Footed": { - "name": "Fleet Footed", - "changes": { - "system.details.move.value": 1 - } - } - } - } - } - }, - "Pompai Ricolma": { - "name": "Pompai Ricolma", - "items": { - "Daggers tucked into Boots": { - "name": "Daggers tucked into Boots" - }, - "Narcotics": { - "name": "Narcotics" - }, - "6d10 Brass Penny": { - "name": "6d10 Brass Penny" - }, - "Quality Clothing": { - "name": "Quality Clothing" - }, - "Bribery": { - "name": "Bribery", - "description": "

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

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

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

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

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

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" - }, - "Haggle": { - "name": "Haggle", - "description": "

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

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

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

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

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

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

Called ‘opening your mouth and letting your belly rumble’ in Nordland, or simply ‘bullshitting’ in Ostland, blathering involves talking rapidly and incessantly, or talking volubly and at-length, about inconsequential or nonsense matters, and is used to verbally confuse and confound a target. You use your Charm Skill to Blather. Attempt an Opposed Charm/Intelligence Test. Success gives your opponent a Stunned Condition. Further, for each level you have in Blather, your opponent gains another Stunned Condition. Targets Stunned by Blather may do nothing other than stare at you dumbfounded as they try to catch-up with or understand what you are saying. Once the last Stunned Condition comes to an end, the target finally gets a word in, and may not be best pleased with you — after all, you have been talking about nothing or nonsense for some time. Should you stop talking, your opponent immediately loses all Stunned Conditions caused by your Blather. Generally, you can only attempt to Blather at a character once per scene, or perhaps longer as determined by the GM, as the target soon wises up to your antics.

\n

 

", - "effects": { - "Blather": { - "name": "Blather" - } - } - }, - "Carouser": { - "name": "Carouser", - "description": "You are a seasoned drinker and know how to party hard. You may reverse the dice of any failed Consume Alcohol Test if this will score a Success.", - "effects": { - "Carouser": { - "name": "Carouser" - } - } - }, - "Suave": { - "name": "Suave", - "description": "You gain a permanent +5 bonus to your starting Fellowship Characteristic (this does not count towards your Advances).", - "effects": { - "Suave": { - "name": "Suave", - "changes": { - "system.characteristics.fel.initial": 5 - } - } - } - }, - "Flask of Spirits": { - "name": "Flask of Spirits" - }, - "Gold Crown": { - "name": "Gold Crown" - }, - "Silver Shilling": { - "name": "Silver Shilling" - }, - "Dagger": { - "name": "Dagger" - }, - "Art": { - "name": "Art", - "description": "

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Whether it’s your piercing eyes, your strong frame, or maybe the way you flash your perfect teeth, you know how to make the best use of what the gods gave you. When you successfully use Charm to influence those attracted to you, you can choose to either use your rolled SL, or the number rolled on your units die. So, a successful roll of 38 could be used for +8 SL.

", - "effects": { - "Attractive": { - "name": "Attractive" - } - } - } - } - }, - "Alette Zimmermann": { - "name": "Alette Zimmermann", - "items": { - "6d10 Brass Penny": { - "name": "6d10 Brass Penny" - }, - "Sleight of Hand": { - "name": "Sleight of Hand", - "description": "

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

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

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

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

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

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

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

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

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

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.X2FppoPGuEwJKssM caption=false]{Secret Signs}" - }, - "Stealth (Urban)": { - "name": "Stealth (Urban)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" - }, - "Alley Cat": { - "name": "Alley Cat", - "description": "You are at home in shadowy backstreets. When using Stealth (Urban), you may reverse the dice of any failed Test if this will score a Success.", - "effects": { - "Alley Cat": { - "name": "Alley Cat" - } - } - }, - "Break and Enter": { - "name": "Break and Enter", - "description": "You are an expert at quickly breaking down doors and forcing entry. You may add +1 Damage for each level in this Talent when determining damage against inanimate objects such as windows, chests, doors, and similar.", - "effects": { - "Break and Enter": { - "name": "Break and Enter" - } - } - }, - "Criminal": { - "name": "Criminal", - "description": "

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

\n

 

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

Career Level

\n
\n

Bonus Money per time the Talent is taken

\n
\n

1

\n
\n

+2d10 brass pennies

\n
\n

2

\n
\n

+1d10 silver shillings

\n
\n

\n
\n

+2d10 silver shillings

\n
\n

4

\n
\n

+1 gold crown

\n
\n
\n

 

\n

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

", - "effects": { - "Criminal": { - "name": "Criminal" - } - } - }, - "Flee!": { - "name": "Flee!", - "description": "When your life is on the line you are capable of impressive bursts of speed. Your Movement Attribute counts as 1 higher when Fleeing.", - "effects": { - "Flee!": { - "name": "Flee!" - } - } - }, - "Luck": { - "name": "Luck", - "description": "

They say when you were born, Ranald smiled. Your maximum Fortune Points now equal your current Fate points plus the number of times you’ve taken Luck.

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

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

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

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

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

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

\n

 

\n

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

\n

 

\n

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

", - "effects": { - "Animosity": { - "name": "Animosity" - } - } - }, - "Crowbar": { - "name": "Crowbar" - }, - "Leather Jerkin": { - "name": "Leather Jerkin" - }, - "Sack": { - "name": "Sack", - "description": "

Requires 1 hand to carry.

" - }, - "Trade Tools (Thief)": { - "name": "Trade Tools (Thief)" - }, - "Gold Crown": { - "name": "Gold Crown" - }, - "Silver Shilling": { - "name": "Silver Shilling" - }, - "Rope, 10 yards": { - "name": "Rope, 10 yards" - }, - "Art": { - "name": "Art", - "description": "

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

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

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

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

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

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

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

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" - }, - "Haggle": { - "name": "Haggle", - "description": "

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

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

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

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

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

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

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

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" - } - } - }, - "Annalisa Kessler": { - "name": "Annalisa Kessler", - "items": { - "Black Hood": { - "name": "Black Hood" - }, - "Black Arrow": { - "name": "Black Arrow", - "description": "

edwed

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

You are used to scanning the battlefield to make snap decisions informed by the shifting tides of war. You may take a Challenging (+0) Perception Test to ignore Surprise, which is modified by circumstance as normal.

", - "effects": { - "Combat Aware": { - "name": "Combat Aware" - } - } - }, - "Marksman": { - "name": "Marksman", - "description": "You gain a permanent +5 bonus to your starting Ballistic Skill (this does not count towards your Advances).", - "effects": { - "Marksman": { - "name": "Marksman", - "changes": { - "system.characteristics.bs.initial": 5 - } - } - } - }, - "Rapid Reload": { - "name": "Rapid Reload", - "description": "You can reload ranged weapons with practiced ease. You add SL equal to your level in Rapid Reload to any Test to reload a ranged weapon.", - "effects": { - "Rapid Reload": { - "name": "Rapid Reload" - } - } - }, - "Prejudice": { - "name": "Prejudice", - "description": "

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

\n

 

\n

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

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

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

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

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

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

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

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

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" - }, - "Haggle": { - "name": "Haggle", - "description": "

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

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

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

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

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" - }, - "Leather Jerkin": { - "name": "Leather Jerkin" - }, - "Bow": { - "name": "Bow" - }, - "Hand Weapon": { - "name": "Hand Weapon" - } - } - }, - "Boar (Vorbergland Hog)": { - "name": "Boar (Vorbergland Hog)", - "description": "

The following Characteristics describe common farm animals of the Reikland. If you feel an animal is not enough of a challenge, or are presenting the same encounter for a second time, use the  listed Optional Traits, or the @UUID[Compendium.wfrp4e-core.journals.3ZynTGhFpgwv6l1n.JournalEntryPage.UyUu4g8GQRp16paM#generic-creature-traits]{Generic Creature Traits}.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

\n

While subject to Frenzy

\n\n

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

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

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

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

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

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

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

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

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

\n

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

\n

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

\n

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

\n

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

\n

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

\n

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

\n

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

\n

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

\n

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

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

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

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

@UUID[JournalEntry.GHueUtHKzlhvsd8L.JournalEntryPage.8GLdbAcRWwY522rP]{Mounts and Vehicles}

This profile represents the most common riding horse available in the Empire. Estalian and Arabyan purebloods are rarer, better-looking, much more expensive, and also have the Fast Trait. Often a noble will have a ‘palfrey’ as an everyday riding horse, reserving a heavy warhorse for use in battle.

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

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

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

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

\n

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

\n

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

\n

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

\n

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

\n

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

\n

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

\n

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

\n

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

\n

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

", - "effects": { - "Trained (Broken)": { - "name": "Trained (Broken)" - } - } - }, - "lzM6BF1LplQY2K6M": { - "name": "Trained", - "description": "

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

\n

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

\n

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

\n

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

\n

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

\n

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

\n

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

\n

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

\n

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

\n

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

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

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

\n

 

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

Size

\n
\n

 Examples

\n
\n

Tiny

\n
\n

Butterfly, Mouse, Pigeon

\n
\n

Little

\n
\n

Cat, Hawk, Human Baby

\n
\n

Small

\n
\n

Giant Rat, Halfling, Human Child

\n
\n

Average

\n
\n

Dwarf, Elf, Human

\n
\n

Large

\n
\n

Horse, Ogre, Troll

\n
\n

Enormous

\n
\n

Griffon, Wyvern, Manticore

\n
\n

Monstrous

\n
\n

Dragon, Giant, Greater Daemon

\n
\n
\n

 

\n

Using Size

\n

 

\n

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

\n

 

\n

 

\n

Size Combat Modifers

\n

If larger:

\n\n\n

 

\n

If smaller:

\n

• It gains a bonus of +10 to hit.

\n

 

\n

Defending Against Big Creatures

\n

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

\n

 

\n\n

Fear and Terror

\n

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

\n

 

\n

Moving in Combat

\n

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

\n

 

\n

Opposed Strength

\n

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

\n

 

\n

Stomp

\n

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

\n

 

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

Size

\n
\n

Wounds

\n
\n

Tiny

\n
\n

1

\n
\n

Little

\n
\n

Toughness Bonus

\n
\n

Small

\n
\n

(2×Toughness Bonus) + Willpower Bonus

\n
\n

Average

\n
\n

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

\n
\n

Large

\n
\n

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

\n
\n

Enormous

\n
\n

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

\n
\n

Monstrous

\n
\n

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

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

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

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

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

", - "effects": { - "Stride": { - "name": "Stride" - } - } - } - } - }, - "Georg Handelsson": { - "name": "Georg Handelsson", - "description": "

@UUID[JournalEntry.aI05RCFli7s2SPP2.JournalEntryPage.uWlg0JgRwaUQNInI#warehouse-17]{Warehouse 17}

Big Georg is in his 50s, 6’5” tall, and has a snow-white beard. He lives alone with his two dogs, and for the last three years has barely said more than, ‘Oi!’ when an idiot pokes a nose into his warehouse when they shouldn’t.

", - "items": { - "Animal Care": { - "name": "Animal Care", - "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.vbOc3JVfG2nfK1P0 caption=false]{Animal Training}" - }, - "Armour": { - "name": "Armour", - "description": "

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

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

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

\n

 

\n

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

" - }, - "Sword": { - "name": "Sword" - }, - "Art": { - "name": "Art", - "description": "

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

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

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

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

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

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

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

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

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

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

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

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

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" - }, - "Haggle": { - "name": "Haggle", - "description": "

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

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

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

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

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

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

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

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

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

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

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

Although this is the first Chapter where the Characters definitely face the Watch, it’s possible a confrontation with Bögenhafen’s finest will happen earlier. Patrols in the town usually consist of a @UUID[Actor.opX8C6mLOuvFvV0B]{sergeant} leading three @UUID[Actor.nCzNGuS22drsDAIe]{watchmen} and a @UUID[Actor.4RZRWe2dSK8hA9OZ]{recruit}. By comparison, at the @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.HlvtyG6davRZ3Xlk]{Schaffenfest}, a patrol is usually a watchman leading three  fresh recruits drafted in to help during the fair.

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

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

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

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

" - } - } - }, - "Erik (Mutant Brigand)": { - "name": "Erik (Mutant Brigand)", - "description": "

@UUID[JournalEntry.2JX9k58tn9lJfkqS.JournalEntryPage.CfHPEuCzlIow7PAV]{The Mayhem Mystery Tour}

Knud’s Mutant brigands are a disturbing bunch, all the more horrifying as the vestigial remains of their humanity are plain to see. This one has the legs of a goat, and speaks with a surprisingly refined Reiklander accent.

*2 Wounds Remaining

", - "items": { - "Animalistic Legs": { - "name": "Animalistic Legs", - "description": "

+1 Movement; this mutation can only be hidden by clothing; Difficult (–10) Athletics Test to walk with a normal gait

", - "effects": { - "Animalistic Legs": { - "name": "Animalistic Legs", - "changes": { - "system.details.move.value": 1 - } - } - } - }, - "Weapon": { - "name": "Weapon", - "description": "

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

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

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

", - "effects": { - "Corruption": { - "name": "Corruption" - } - } - } - } - }, - "Wanda Weltschmertz": { - "name": "Wanda Weltschmertz", - "description": "

Personality and Appearance

‘I understand you’re a very important person, but I’m a fully licensed Wizard, don’t you know! I don’t have to stand here and listen to your nonsense. There’s nothing you can do to make me. So, piss off!’ 

Wanda is not one to suffer fools gladly, and prefers to trust her instincts and first assumptions about people. She is also prone to impatience with those who aren’t as clever as she is, which is sadly most of the Empire. Nevertheless, she is kind towards those less fortunate than herself, and has a soft spot for the downtrodden and oppressed. She is just shy of athletic, is of average height, and has shoulder-length blonde hair. Her sharp, blue eyes seem to measure everyone she sees.

Background

Born into a middle-class family in the market town of Delberz in Middenland, Wanda was always a wilful child. During one of her many tantrums, her parents were horrified to note that every lock in the house flew open, and people up and down her street fell instantly asleep! Fearful of what might happen to her, her parents were only too eager for Heironymus Blitzen, a well-known local Wizard, to take her as his apprentice. Wanda had a natural talent, proved to be a quick learner, and was not to be put off by the mundane chores Blitzen assigned her. After a few years, Heironymus told her that the time had come for her to return to the world, and put her skills into practice. To that end he would teach her three spells to aid her on her adventures. When she had, ‘seen the truth of our Old World’, and learned enough, she could return to him. To that end, she’s not sure if her new travelling companions are aware of what they’ve gotten themselves involved with.

Secrets

Begin with an additional [[/r 1d10]] brass pennies per secret chosen.

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

Contains 4 Lore of Heavens spells of your choice

\n

Spell grimoires are usually scribed by wizards, and their covers are often secured with locks. Sometimes grimoires are even protected by magical alarms or wards. Carrying a spell grimoire is punishable as heresy unless the owning wizard is licensed by the Colleges of Magic.

" - }, - "1d10 sheets of Parchment": { - "name": "1d10 sheets of Parchment" - }, - "Spell Ingredients": { - "name": "Spell Ingredients" - }, - "6d10 Brass Penny": { - "name": "6d10 Brass Penny" - }, - "Channelling (Azyr)": { - "name": "Channelling (Azyr)", - "description": "

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

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

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

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

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

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

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

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

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" - }, - "Intuition": { - "name": "Intuition", - "description": "

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

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" - }, - "Doomed": { - "name": "Doomed", - "description": "At the age of 10, a Priest of Morr called a Doomsayer took you aside to foretell your death in an incense-laden, coming-of-age ritual called the Dooming. In conjunction with your GM, come up with a suitable Dooming. Should your character die in a fashion that matches your Dooming, your next character gains a bonus of half the total XP your dead character accrued during play." - }, - "Perfect Pitch": { - "name": "Perfect Pitch", - "description": "You have perfect pitch, able to replicate notes perfectly and identify them without even making a Test. Further, add Entertain (Singing) to any Career you enter; if it is already in your Career, you may instead purchase the Skill for 5 XP fewer per Advance.", - "effects": { - "Perfect Pitch": { - "name": "Perfect Pitch" - } - } - }, - "Petty Magic": { - "name": "Petty Magic", - "description": "

You have the spark to cast magic within you and have mastered techniques to control it at a basic level. When you take this Talent, you manifest, and permanently memorise, a number of spells equal to your Willpower Bonus. You can learn extra Petty spells for the following cost in XP.

\n

 

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

No. of Petty Spells Currently Known

\n
\n

 XP Cost for a new spell

\n
\n

Up to Willpower Bonus × 1

\n
\n

50 XP

\n
\n

Up to Willpower Bonus × 2

\n
\n

100 XP

\n
\n

Up to Willpower Bonus × 3

\n
\n

150 XP

\n
\n

Up to Willpower Bonus × 4

\n
\n

200 XP

\n
\n
\n

...and so on.

\n

 

\n

So, if your Willpower Bonus is 3 and you had 3 Petty spells, it will cost you 50XP for the first learned spell, then 100 XP for the next three, and so on’.

" - }, - "Read/Write": { - "name": "Read/Write", - "description": "You are one of the rare literate individuals in the Old World. You are assumed to be able to read and write (if appropriate) all of the Languages you can speak." - }, - "Savvy": { - "name": "Savvy", - "description": "You gain a permanent +5 bonus to your starting Intelligence Characteristic (this does not count towards your Advances).", - "effects": { - "Savvy": { - "name": "Savvy", - "changes": { - "system.characteristics.int.initial": 5 - } - } - } - }, - "Linguistics": { - "name": "Linguistics", - "description": "

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

", - "effects": { - "Linguistics": { - "name": "Linguistics" - } - } - }, - "Clothing": { - "name": "Clothing" - }, - "Dagger": { - "name": "Dagger" - }, - "Quarterstaff": { - "name": "Quarterstaff" - }, - "Sling Bag": { - "name": "Sling Bag", - "description": "

Counts as ‘worn’ when slung over your shoulder.

" - }, - "Writing Kit": { - "name": "Writing Kit" - }, - "Art": { - "name": "Art", - "description": "

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

You create a brief gust of wind, strong enough to blow out a candle, cause an open door to slam, or blow a few pages to the floor.

\n\n Lore: None

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

You create a small light, roughly equivalent to a torch, which glows from your hand, staff or some other part of your person. While the spell is active, you may choose to increase the illumination to that of a lantern, or decrease it to that of a candle, if you pass an Average (+20) Channeling Test.

\n\n Lore: None

" - }, - "Open Lock": { - "name": "Open Lock", - "description": "

One non-magical lock you touch opens.

\n\n Lore: None

" - }, - "Wizard's Apprentice": { - "name": "Wizard's Apprentice", - "description": "

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

" - } - } - }, - "Medium Wagon": { - "name": "Medium Wagon" - }, - "Bertoldo": { - "name": "Bertoldo", - "items": { - "Clothes": { - "name": "Clothes" - }, - "Animal Care": { - "name": "Animal Care", - "description": "

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

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

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

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

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

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

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" - }, - "Lore (Local)": { - "name": "Lore (Local)", - "description": "

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

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

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

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

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

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

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

", - "effects": { - "Seasoned Traveller": { - "name": "Seasoned Traveller" - } - } - }, - "Stone Soup": { - "name": "Stone Soup", - "description": "You are used to getting by with less, and know how to survive lean times. You can subsist on half the amount of food required without any negative penalties (bar feeling really hungry), and need only test for Starvation every 3 days, not 2", - "effects": { - "Stone Soup": { - "name": "Stone Soup" - } - } - }, - "Whip": { - "name": "Whip" - }, - "Gold Crown": { - "name": "Gold Crown" - }, - "Silver Shilling": { - "name": "Silver Shilling" - }, - "Brass Penny": { - "name": "Brass Penny" - }, - "Dagger": { - "name": "Dagger" - }, - "Art": { - "name": "Art", - "description": "

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

In poor lighting, Knud can almost pass for Human. However, in the cold light of day, the stain of his corruption is plain to see — thick, dark-green scales cover every inch of his skin. Knud’s voice is similarly afflicted, taking on an inhuman sibilance as his forked tongue flickers between his crooked yellowed teeth. He speaks with a strong, lisping Altdorf accent, though only to insult, threaten, or intimidate, activities he enjoys immensely.

", - "items": { - "Silver Locket": { - "name": "Silver Locket" - }, - "Ring": { - "name": "Ring" - }, - "Thorny Scales": { - "name": "Thorny Scales", - "effects": { - "Thorny Scales": { - "name": "Thorny Scales" - } - } - }, - "Crossbow": { - "name": "Crossbow" - }, - "Gold Crown": { - "name": "Gold Crown" - }, - "Silver Shilling": { - "name": "Silver Shilling" - }, - "Brass Penny": { - "name": "Brass Penny" - }, - "Intimidate": { - "name": "Intimidate", - "description": "

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

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

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

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

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

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

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

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

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

", - "effects": { - "Corruption": { - "name": "Corruption" - } - } - }, - "Sword": { - "name": "Sword" - }, - "Art": { - "name": "Art", - "description": "

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

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

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

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

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

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

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

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

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

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

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

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

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" - }, - "Haggle": { - "name": "Haggle", - "description": "

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

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

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

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

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

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

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

" - } - } - }, - "Friedrich Magirius": { - "name": "Friedrich Magirius", - "items": { - "Jeweled Ring": { - "name": "Jeweled Ring", - "description": "

Prices vary by craftsmanship, metal type, and gem value. As a general guideline, common rings without any gemstones cost 10 coins equal to their metal type (i.e. brass, silver or gold) whereas necklaces cost 20 coins of the same metal type

" - }, - "Finesty Quality Merchant Clothing": { - "name": "Finesty Quality Merchant Clothing" - }, - "LAmSn1tdecG0tvPt": { - "name": "Jeweled Ring", - "description": "

Prices vary by craftsmanship, metal type, and gem value. As a general guideline, common rings without any gemstones cost 10 coins equal to their metal type (i.e. brass, silver or gold) whereas necklaces cost 20 coins of the same metal type

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

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

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

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

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

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

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

You are fabulously wealthy, and are rarely ever short of coin. When Earning (including Income Endeavor) you secure +1 GC per time you have this Talent.

" - }, - "emUe6FslgYKcbiMw": { - "name": "Wealthy", - "description": "

You are fabulously wealthy, and are rarely ever short of coin. When Earning (including Income Endeavor) you secure +1 GC per time you have this Talent.

" - }, - "opaRe7SUqlxjPGCf": { - "name": "Wealthy", - "description": "

You are fabulously wealthy, and are rarely ever short of coin. When Earning (including Income Endeavor) you secure +1 GC per time you have this Talent.

" - }, - "02TsCv3lScS40zMu": { - "name": "Wealthy", - "description": "

You are fabulously wealthy, and are rarely ever short of coin. When Earning (including Income Endeavor) you secure +1 GC per time you have this Talent.

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

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

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

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

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

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

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

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

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

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

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

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

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" - }, - "Intimidate": { - "name": "Intimidate", - "description": "

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

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

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

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

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

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

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

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

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" - } - } - }, - "Ulthar the Unstable": { - "name": "Ulthar the Unstable", - "items": { - "Crude Staff": { - "name": "Crude Staff" - }, - "Deus Sigmar": { - "name": "Deus Sigmar", - "description": "

This copy of Deus Sigmar apperas to be heavily annotated.

" - }, - "Fleas and bugs of all kinds": { - "name": "Fleas and bugs of all kinds" - }, - "Karl the Cockroach (Pet)": { - "name": "Karl the Cockroach (Pet)" - }, - "Alley Cat": { - "name": "Alley Cat", - "description": "You are at home in shadowy backstreets. When using Stealth (Urban), you may reverse the dice of any failed Test if this will score a Success.", - "effects": { - "Alley Cat": { - "name": "Alley Cat" - } - } - }, - "Beneath Notice": { - "name": "Beneath Notice", - "description": "

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

", - "effects": { - "Beneath Notice": { - "name": "Beneath Notice" - } - } - }, - "Blather": { - "name": "Blather", - "description": "

Called ‘opening your mouth and letting your belly rumble’ in Nordland, or simply ‘bullshitting’ in Ostland, blathering involves talking rapidly and incessantly, or talking volubly and at-length, about inconsequential or nonsense matters, and is used to verbally confuse and confound a target. You use your Charm Skill to Blather. Attempt an Opposed Charm/Intelligence Test. Success gives your opponent a Stunned Condition. Further, for each level you have in Blather, your opponent gains another Stunned Condition. Targets Stunned by Blather may do nothing other than stare at you dumbfounded as they try to catch-up with or understand what you are saying. Once the last Stunned Condition comes to an end, the target finally gets a word in, and may not be best pleased with you — after all, you have been talking about nothing or nonsense for some time. Should you stop talking, your opponent immediately loses all Stunned Conditions caused by your Blather. Generally, you can only attempt to Blather at a character once per scene, or perhaps longer as determined by the GM, as the target soon wises up to your antics.

\n

 

", - "effects": { - "Blather": { - "name": "Blather" - } - } - }, - "irJVA9jtpFY4Zmkk": { - "name": "Blather", - "description": "

Called ‘opening your mouth and letting your belly rumble’ in Nordland, or simply ‘bullshitting’ in Ostland, blathering involves talking rapidly and incessantly, or talking volubly and at-length, about inconsequential or nonsense matters, and is used to verbally confuse and confound a target. You use your Charm Skill to Blather. Attempt an Opposed Charm/Intelligence Test. Success gives your opponent a Stunned Condition. Further, for each level you have in Blather, your opponent gains another Stunned Condition. Targets Stunned by Blather may do nothing other than stare at you dumbfounded as they try to catch-up with or understand what you are saying. Once the last Stunned Condition comes to an end, the target finally gets a word in, and may not be best pleased with you — after all, you have been talking about nothing or nonsense for some time. Should you stop talking, your opponent immediately loses all Stunned Conditions caused by your Blather. Generally, you can only attempt to Blather at a character once per scene, or perhaps longer as determined by the GM, as the target soon wises up to your antics.

\n

 

", - "effects": { - "Blather": { - "name": "Blather" - } - } - }, - "Read/Write": { - "name": "Read/Write", - "description": "You are one of the rare literate individuals in the Old World. You are assumed to be able to read and write (if appropriate) all of the Languages you can speak." - }, - "Super Numerate": { - "name": "Super Numerate", - "description": "

You have a gift for calculation and can work out the solution to most mathematical problems with ease. You may use a simple calculator to represent what your PC is capable of mentally computing.

", - "effects": { - "Super Numerate": { - "name": "Super Numerate" - } - } - }, - "Panhandle": { - "name": "Panhandle", - "description": "You are a skilled beggar, able to get even the most jaded individual to contribute to your cause. You can perform a Charm Test every half hour when Begging, not every hour (see @UUID[Compendium.wfrp4e-core.items.exLrBrn2mjb6x2Cq]{Charm}).", - "effects": { - "Panhandle": { - "name": "Panhandle" - } - } - }, - "4ni9Dk3I0eTJZoot": { - "name": "Panhandle", - "description": "

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

", - "effects": { - "Panhandle": { - "name": "Panhandle" - } - } - }, - "Speedreader": { - "name": "Speedreader", - "description": "You read books at a voracious pace. You may reverse a failed Research Test if this will grant success. If the speed at which you read is important during combat, a successful Language Test lets you read and fully comprehend a number of pages per Round equal to your SL plus Speedreader level (minimum of 1, even if you fail the Test).", - "effects": { - "Speedreader": { - "name": "Speedreader" - } - } - }, - "Xph2xjAE8SK8pdLr": { - "name": "Speedreader", - "description": "You read books at a voracious pace. You may reverse a failed Research Test if this will grant success. If the speed at which you read is important during combat, a successful Language Test lets you read and fully comprehend a number of pages per Round equal to your SL plus Speedreader level (minimum of 1, even if you fail the Test).", - "effects": { - "Speedreader": { - "name": "Speedreader" - } - } - }, - "j4BYqSGQMOaD1dtc": { - "name": "Speedreader", - "description": "You read books at a voracious pace. You may reverse a failed Research Test if this will grant success. If the speed at which you read is important during combat, a successful Language Test lets you read and fully comprehend a number of pages per Round equal to your SL plus Speedreader level (minimum of 1, even if you fail the Test).", - "effects": { - "Speedreader": { - "name": "Speedreader" - } - } - }, - "iO3LW8t4N0ASLteh": { - "name": "Speedreader", - "description": "You read books at a voracious pace. You may reverse a failed Research Test if this will grant success. If the speed at which you read is important during combat, a successful Language Test lets you read and fully comprehend a number of pages per Round equal to your SL plus Speedreader level (minimum of 1, even if you fail the Test).", - "effects": { - "Speedreader": { - "name": "Speedreader" - } - } - }, - "Stone Soup": { - "name": "Stone Soup", - "description": "You are used to getting by with less, and know how to survive lean times. You can subsist on half the amount of food required without any negative penalties (bar feeling really hungry), and need only test for Starvation every 3 days, not 2", - "effects": { - "Stone Soup": { - "name": "Stone Soup" - } - } - }, - "936I3wmO8K9TIok6": { - "name": "Stone Soup", - "description": "You are used to getting by with less, and know how to survive lean times. You can subsist on half the amount of food required without any negative penalties (bar feeling really hungry), and need only test for Starvation every 3 days, not 2", - "effects": { - "Stone Soup": { - "name": "Stone Soup" - } - } - }, - "5oCbgKsnU6F7c8GP": { - "name": "Stone Soup", - "description": "You are used to getting by with less, and know how to survive lean times. You can subsist on half the amount of food required without any negative penalties (bar feeling really hungry), and need only test for Starvation every 3 days, not 2", - "effects": { - "Stone Soup": { - "name": "Stone Soup" - } - } - }, - "Infestation": { - "name": "Infestation", - "description": "

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" - }, - "Haggle": { - "name": "Haggle", - "description": "

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

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

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

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

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

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

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

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

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

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

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

Endurance Tests rolled to resist Cold Exposure gain a bonus of +20 when resting.

" - }, - "Cup": { - "name": "Cup" - } - } - }, - "Great Cat": { - "name": "Great Cat", - "description": "

Great Cats live in forest and mountain areas away from Humans. They are slender, rangy creatures, about the size of a large Hunting Dog, standing about 2 ft at the shoulder and measuring almost 6 ft from nose to tail. Their fur is mottled with black and brown stripes, providing them with near-perfect camouflage in a shadowed forest. They feed on Deer, Giant Rats, and small game of various kinds.

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

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

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

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

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

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

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

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

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

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

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

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

", - "effects": { - "Tracker": { - "name": "Tracker" - } - } - }, - "Weapon (Claw)*": { - "name": "Weapon (Claw)*", - "description": "

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

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

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

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

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

\n

 

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

Size

\n
\n

 Examples

\n
\n

Tiny

\n
\n

Butterfly, Mouse, Pigeon

\n
\n

Little

\n
\n

Cat, Hawk, Human Baby

\n
\n

Small

\n
\n

Giant Rat, Halfling, Human Child

\n
\n

Average

\n
\n

Dwarf, Elf, Human

\n
\n

Large

\n
\n

Horse, Ogre, Troll

\n
\n

Enormous

\n
\n

Griffon, Wyvern, Manticore

\n
\n

Monstrous

\n
\n

Dragon, Giant, Greater Daemon

\n
\n
\n

 

\n

Using Size

\n

 

\n

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

\n

 

\n

 

\n

Size Combat Modifers

\n

If larger:

\n\n\n

 

\n

If smaller:

\n

• It gains a bonus of +10 to hit.

\n

 

\n

Defending Against Big Creatures

\n

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

\n

 

\n\n

Fear and Terror

\n

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

\n

 

\n

Moving in Combat

\n

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

\n

 

\n

Opposed Strength

\n

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

\n

 

\n

Stomp

\n

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

\n

 

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

Size

\n
\n

Wounds

\n
\n

Tiny

\n
\n

1

\n
\n

Little

\n
\n

Toughness Bonus

\n
\n

Small

\n
\n

(2×Toughness Bonus) + Willpower Bonus

\n
\n

Average

\n
\n

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

\n
\n

Large

\n
\n

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

\n
\n

Enormous

\n
\n

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

\n
\n

Monstrous

\n
\n

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

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

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

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

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

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

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

", - "effects": { - "Big": { - "name": "Big", - "changes": { - "system.characteristics.s.initial": 10, - "system.characteristics.t.initial": 10, - "system.characteristics.ag.initial": -5 - } - } - } - }, - "Bite": { - "name": "Bite", - "description": "

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

", - "effects": { - "Bite": { - "name": "Bite" - } - } - } - } - }, - "'Granny' Haller": { - "name": "'Granny' Haller", - "items": { - "Assorted Powders": { - "name": "Assorted Powders" - }, - "Potions and Charms": { - "name": "Potions and Charms" - }, - "Necklace of Chicken Bones": { - "name": "Necklace of Chicken Bones" - }, - "Ragged Clothing": { - "name": "Ragged Clothing" - }, - "Sleight of Hand": { - "name": "Sleight of Hand", - "description": "

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

Like Ranald the Trickster God, you blend truth and lies as if there were no difference. When using Charm to lie, listeners do not get to oppose your Charm with their Intuition to detect if there is something fishy in what you say.

", - "effects": { - "Cat-tongued": { - "name": "Cat-tongued" - } - } - }, - "Animal Care": { - "name": "Animal Care", - "description": "

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

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

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

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

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

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

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

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

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

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

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

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" - }, - "Haggle": { - "name": "Haggle", - "description": "

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

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

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

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

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

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

Called ‘opening your mouth and letting your belly rumble’ in Nordland, or simply ‘bullshitting’ in Ostland, blathering involves talking rapidly and incessantly, or talking volubly and at-length, about inconsequential or nonsense matters, and is used to verbally confuse and confound a target. You use your Charm Skill to Blather. Attempt an Opposed Charm/Intelligence Test. Success gives your opponent a Stunned Condition. Further, for each level you have in Blather, your opponent gains another Stunned Condition. Targets Stunned by Blather may do nothing other than stare at you dumbfounded as they try to catch-up with or understand what you are saying. Once the last Stunned Condition comes to an end, the target finally gets a word in, and may not be best pleased with you — after all, you have been talking about nothing or nonsense for some time. Should you stop talking, your opponent immediately loses all Stunned Conditions caused by your Blather. Generally, you can only attempt to Blather at a character once per scene, or perhaps longer as determined by the GM, as the target soon wises up to your antics.

\n

 

", - "effects": { - "Blather": { - "name": "Blather" - } - } - }, - "Rover": { - "name": "Rover", - "description": "You are at home roaming the wild places. When using Stealth in a rural environment, bystanders do not get passive Perception Tests to detect you; they can only spot you if they are specifically on look-out, or watching for hidden spies.", - "effects": { - "Rover": { - "name": "Rover" - } - } - }, - "Seasoned Traveller": { - "name": "Seasoned Traveller", - "description": "

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

", - "effects": { - "Seasoned Traveller": { - "name": "Seasoned Traveller" - } - } - }, - "Well-prepared": { - "name": "Well-prepared", - "description": "

You are used to anticipating the needs of others, and yourself. A number of times per session equal to your level of Well-Prepared, you may pull the trapping required for the current situation from your backpack (or similar) as long as it is Encumbrance 0, could feasibly been bought recently, and doesn’t stretch credibility too far. This could be anything from a flask of spirits to fortify a wounded comrade to a pfennig-whistle needed by a passing entertainer. Whenever you do this, you must deduct the cost for the prepared item from your purse, representing the coin you spent earlier.

" - }, - "Gold Crown": { - "name": "Gold Crown" - }, - "Silver Shilling": { - "name": "Silver Shilling" - }, - "Brass Penny": { - "name": "Brass Penny" - }, - "Suave": { - "name": "Suave", - "description": "You gain a permanent +5 bonus to your starting Fellowship Characteristic (this does not count towards your Advances).", - "effects": { - "Suave": { - "name": "Suave", - "changes": { - "system.characteristics.fel.initial": 5 - } - } - } - }, - "Trade Tools (Cook)": { - "name": "Trade Tools (Cook)", - "description": "

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

\n

 

\n

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

\n

Sample packages include:

\n\n\n\n

 

\n

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

\n

 

\n

Artist: Brushes and paints, hammer and chisels, rasps and files, and scrapers. Workshops also include easels or pedestals and supplies of canvas, parchment, vellum, wood, clay or uncut stone.

\n

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

\n

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

\n

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

\n

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

" - } - } - }, - "Wolmar Rotte": { - "name": "Wolmar Rotte", - "items": { - "Forged Documents": { - "name": "Forged Documents" - }, - "Quality Clothing": { - "name": "Quality Clothing" - }, - "10d10 Brass Penny": { - "name": "10d10 Brass Penny" - }, - "Sleight of Hand": { - "name": "Sleight of Hand", - "description": "

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

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

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

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" - }, - "Clothing (secret pockets and pouches)": { - "name": "Clothing (secret pockets and pouches)" - }, - "Entertain (Acting)": { - "name": "Entertain (Acting)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" - }, - "JeQkpnlrzp8TprO9": { - "name": "Clothing (secret pockets and pouches)" - }, - "Entertain (Storytelling)": { - "name": "Entertain (Storytelling)", - "description": "

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

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

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" - }, - "Haggle": { - "name": "Haggle", - "description": "

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

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

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

Called ‘opening your mouth and letting your belly rumble’ in Nordland, or simply ‘bullshitting’ in Ostland, blathering involves talking rapidly and incessantly, or talking volubly and at-length, about inconsequential or nonsense matters, and is used to verbally confuse and confound a target. You use your Charm Skill to Blather. Attempt an Opposed Charm/Intelligence Test. Success gives your opponent a Stunned Condition. Further, for each level you have in Blather, your opponent gains another Stunned Condition. Targets Stunned by Blather may do nothing other than stare at you dumbfounded as they try to catch-up with or understand what you are saying. Once the last Stunned Condition comes to an end, the target finally gets a word in, and may not be best pleased with you — after all, you have been talking about nothing or nonsense for some time. Should you stop talking, your opponent immediately loses all Stunned Conditions caused by your Blather. Generally, you can only attempt to Blather at a character once per scene, or perhaps longer as determined by the GM, as the target soon wises up to your antics.

\n

 

", - "effects": { - "Blather": { - "name": "Blather" - } - } - }, - "Cardsharp": { - "name": "Cardsharp", - "description": "You are used to playing, and winning, at cards, although your methods may involve a little cheating. When you successfully use Gamble or Sleight of Hand when playing cards, you can choose to either use your rolled SL, or the number rolled on your units die. So, a successful roll of 28 could be used for +8 SL. If you play a real card game to represent what is happening in-game, you may receive an extra number of cards per deal equal to your level in Cardsharp, then discard down to the appropriate hand-size before each round of play.", - "effects": { - "Cardsharp": { - "name": "Cardsharp" - } - } - }, - "Criminal": { - "name": "Criminal", - "description": "

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

\n

 

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

Career Level

\n
\n

Bonus Money per time the Talent is taken

\n
\n

1

\n
\n

+2d10 brass pennies

\n
\n

2

\n
\n

+1d10 silver shillings

\n
\n

\n
\n

+2d10 silver shillings

\n
\n

4

\n
\n

+1 gold crown

\n
\n
\n

 

\n

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

", - "effects": { - "Criminal": { - "name": "Criminal" - } - } - }, - "Fast Hands": { - "name": "Fast Hands", - "description": "You can move your hands with surprising dexterity. Bystanders get no passive Perception Tests to spot your use of the Sleight of Hand Skill, instead they only get to Oppose your Sleight of Hand Tests if they actively suspect and are looking for your movements. Further, attempts to use Melee (Brawling) to simply touch an opponent gain a bonus of +10 ' your level in Fast Hands.", - "effects": { - "Fast Hands": { - "name": "Fast Hands" - } - } - }, - "Luck": { - "name": "Luck", - "description": "

They say when you were born, Ranald smiled. Your maximum Fortune Points now equal your current Fate points plus the number of times you’ve taken Luck.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" - }, - "Thrill Hunter": { - "name": "Thrill Hunter", - "effects": { - "Thrill Hunter": { - "name": "Thrill Hunter", - "changes": { - "system.characteristics.wp.modifier": 10, - "system.characteristics.i.modifier": -10 - } - } - } - }, - "Diceman": { - "name": "Diceman", - "description": "

You are a dicing master, and all claims you cheat are clearly wrong. When you successfully use Gamble or Sleight of Hand when playing with dice, you can choose to either use your rolled SL, or the number rolled on your units die. So, a successful roll of 06 could be used for +6 SL. If you play any real-life dice games to represent in-game dice games, always roll extra dice equal to your Diceman level and choose the best results.

", - "effects": { - "Diceman": { - "name": "Diceman" - } - } - } - } - }, - "Willie": { - "name": "Willie", - "description": "

@UUID[Actor.rYlDGJx20M72PydJ]{Bengt}, @UUID[Actor.r5NgPWpDHpjRkGQM]{Gurt}, and @UUID[Actor.BLrqbYcSiVvWnmws]{Willie}, the three thugs hired by Adolphus, do occasional work on the @UUID[JournalEntry.tT80gcSmeK5oO5C2.JournalEntryPage.l2kZtajL8d3RlPqO]{Weissbruck} wharves as labourers. They are not particularly bright or loyal, and each has a rough lowerclass Reiklander accent. If captured by the Characters, they can be persuaded to reveal @UUID[Actor.echM0Sjy5xpt5KAQ]{Adolphus’s} plan with an Easy (+40) Intimidate or Bribery Test. If one of them is hurt during a fight, have Adolphus make a Challenging (+0) Leadership Test. If failed, all three thugs take a @Condition[Broken] Condition. 

", - "items": { - "Burning Oil": { - "name": "Burning Oil" - }, - "Armour": { - "name": "Armour", - "description": "

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

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

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

\n

 

\n

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

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

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

" - }, - "Club": { - "name": "Club" - }, - "Leather Jack": { - "name": "Leather Jack" - }, - "Leather Leggings": { - "name": "Leather Leggings" - } - } - }, - "Maria Braund": { - "name": "Maria Braund", - "items": { - "Riding Horse with Saddle and Tack": { - "name": "Riding Horse with Saddle and Tack", - "description": "

@UUID[Actor.4DTXl9hXbWlfLa5J]{Riding Horse} (aka Palfrey)

\n

Carrying Capacity: 16

" - }, - "4d10 Brass Penny": { - "name": "4d10 Brass Penny" - }, - "Ornate Mask": { - "name": "Ornate Mask" - }, - "Sleight of Hand": { - "name": "Sleight of Hand", - "description": "

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

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

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

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

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

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

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

You are used to scanning the battlefield to make snap decisions informed by the shifting tides of war. You may take a Challenging (+0) Perception Test to ignore Surprise, which is modified by circumstance as normal.

", - "effects": { - "Combat Aware": { - "name": "Combat Aware" - } - } - }, - "Marksman": { - "name": "Marksman", - "description": "You gain a permanent +5 bonus to your starting Ballistic Skill (this does not count towards your Advances).", - "effects": { - "Marksman": { - "name": "Marksman", - "changes": { - "system.characteristics.bs.initial": 5 - } - } - } - }, - "Roughrider": { - "name": "Roughrider", - "description": "

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

", - "effects": { - "Roughrider": { - "name": "Roughrider" - } - } - }, - "Dagger": { - "name": "Dagger" - }, - "Leather Jack": { - "name": "Leather Jack" - }, - "Rapier": { - "name": "Rapier" - }, - "Tent": { - "name": "Tent" - }, - "Art": { - "name": "Art", - "description": "

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

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

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

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

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

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

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

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

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

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

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" - }, - "Haggle": { - "name": "Haggle", - "description": "

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

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

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

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

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

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

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

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

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" - }, - "Pistol": { - "name": "Pistol" - }, - "Bullet and Powder": { - "name": "Bullet and Powder" - } - } - }, - "Johann (Mutant Brigand)": { - "name": "Johann (Mutant Brigand)", - "description": "

@UUID[JournalEntry.2JX9k58tn9lJfkqS.JournalEntryPage.CfHPEuCzlIow7PAV]{The Mayhem Mystery Tour}

Knud’s Mutant brigands are a disturbing bunch, all the more horrifying as the vestigial remains of their humanity are plain to see. This one has a distinctively pointed head, and emits a near-constant, pain-laced groan.

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

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

", - "effects": { - "Stupid": { - "name": "Stupid" - } - } - }, - "Pointed Head": { - "name": "Pointed Head", - "description": "

Gain the @UUID[Compendium.wfrp4e-core.items.9GNpAqgsKzxZKJpp]{Stupid} Creature Trait; you cannot wear a helmet; this mutation cannot be hidden

", - "effects": { - "Pointed Head": { - "name": "Pointed Head", - "description": "

This effect will remove all Head AP coming from Armour items.

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

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

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

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

", - "effects": { - "Corruption": { - "name": "Corruption" - } - } - }, - "rYLivtEvKLvIKnlX": { - "name": "Stupid", - "description": "

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

", - "effects": { - "Stupid": { - "name": "Stupid" - } - } - } - } - }, - "Goat (Booted Rottgeist)": { - "name": "Goat (Booted Rottgeist)", - "description": "

The following Characteristics describe common farm animals of the Reikland. If you feel an animal is not enough of a challenge, or are presenting the same encounter for a second time, use the  listed Optional Traits, or the @UUID[Compendium.wfrp4e-core.journals.3ZynTGhFpgwv6l1n.JournalEntryPage.UyUu4g8GQRp16paM#generic-creature-traits]{Generic Creature Traits}.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

\n

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

\n

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

\n

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

\n

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

\n

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

\n

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

\n

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

\n

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

\n

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

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

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

" - } - } - }, - "Arwin (Guard)": { - "name": "Arwin (Guard)", - "description": "

@UUID[JournalEntry.IjGUv51IPhj79Wxt.JournalEntryPage.E8nLFVw3Mmc024dc]{The Boatman Inn}

The two nobles are accompanied by four bodyguards. Hulking brutes, each is over 6ft tall and heavily muscled. They rarely speak, content to lurk near their masters, ever-ready to intervene should anyone dare to talk to or even lay hands upon the pampered jewels of the Reikland’s nobility. If pressed to talk, their growling accents are typical of the lowest of low-lifes from @UUID[Compendium.wfrp4e-altdorf.journals.85UN6bKPTfGEBtBb]{Altdorf ’s East End}. 

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

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

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

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

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

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

\n

 

\n

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" - }, - "Haggle": { - "name": "Haggle", - "description": "

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

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

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

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

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

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

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

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

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

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" - } - } - }, - "Franz Steinhäger": { - "name": "Franz Steinhäger", - "items": { - "Cosh": { - "name": "Cosh" - }, - "Merchant Clothing (Best Quality)": { - "name": "Merchant Clothing (Best Quality)" - }, - "House Steinhäger": { - "name": "House Steinhäger" - }, - "Blather": { - "name": "Blather", - "description": "

Called ‘opening your mouth and letting your belly rumble’ in Nordland, or simply ‘bullshitting’ in Ostland, blathering involves talking rapidly and incessantly, or talking volubly and at-length, about inconsequential or nonsense matters, and is used to verbally confuse and confound a target. You use your Charm Skill to Blather. Attempt an Opposed Charm/Intelligence Test. Success gives your opponent a Stunned Condition. Further, for each level you have in Blather, your opponent gains another Stunned Condition. Targets Stunned by Blather may do nothing other than stare at you dumbfounded as they try to catch-up with or understand what you are saying. Once the last Stunned Condition comes to an end, the target finally gets a word in, and may not be best pleased with you — after all, you have been talking about nothing or nonsense for some time. Should you stop talking, your opponent immediately loses all Stunned Conditions caused by your Blather. Generally, you can only attempt to Blather at a character once per scene, or perhaps longer as determined by the GM, as the target soon wises up to your antics.

\n

 

", - "effects": { - "Blather": { - "name": "Blather" - } - } - }, - "Briber": { - "name": "Briber", - "description": "You are an exceedingly skilled briber. The GM should reduce the base cost of any required bribe by 10% per level you have in Briber, to a minimum of 10% of the original amount.", - "effects": { - "Briber": { - "name": "Briber" - } - } - }, - "Ayw3ktBy5vcEwSmI": { - "name": "Briber", - "description": "You are an exceedingly skilled briber. The GM should reduce the base cost of any required bribe by 10% per level you have in Briber, to a minimum of 10% of the original amount.", - "effects": { - "Briber": { - "name": "Briber" - } - } - }, - "s5AcBmD0cPEpoItQ": { - "name": "Briber", - "description": "You are an exceedingly skilled briber. The GM should reduce the base cost of any required bribe by 10% per level you have in Briber, to a minimum of 10% of the original amount.", - "effects": { - "Briber": { - "name": "Briber" - } - } - }, - "4XQyxk7ertrEkc86": { - "name": "Briber", - "description": "You are an exceedingly skilled briber. The GM should reduce the base cost of any required bribe by 10% per level you have in Briber, to a minimum of 10% of the original amount.", - "effects": { - "Briber": { - "name": "Briber" - } - } - }, - "Coolheaded": { - "name": "Coolheaded", - "description": "You gain a permanent +5 bonus to your starting Willpower Characteristic this does not count towards your Advances.", - "effects": { - "Coolheaded": { - "name": "Coolheaded", - "changes": { - "system.characteristics.wp.initial": 5 - } - } - } - }, - "Dealmaker": { - "name": "Dealmaker", - "description": "

You are a skilled businessman who knows how to close a deal. When using the Haggle skill, you reduce or increase the price of the products by an extra 10%.

\n

 

\n

Note: The GM may put a lower limit on prices here to show a seller refusing to sell below cost.

", - "effects": { - "Dealmaker": { - "name": "Dealmaker" - } - } - }, - "57kse2YUJKPMwseh": { - "name": "Dealmaker", - "description": "

You are a skilled businessman who knows how to close a deal. When using the Haggle skill, you reduce or increase the price of the products by an extra 10%.

\n

 

\n

Note: The GM may put a lower limit on prices here to show a seller refusing to sell below cost.

", - "effects": { - "Dealmaker": { - "name": "Dealmaker" - } - } - }, - "qx3FR09TNEbjnYBq": { - "name": "Dealmaker", - "description": "

You are a skilled businessman who knows how to close a deal. When using the Haggle skill, you reduce or increase the price of the products by an extra 10%.

\n

 

\n

Note: The GM may put a lower limit on prices here to show a seller refusing to sell below cost.

", - "effects": { - "Dealmaker": { - "name": "Dealmaker" - } - } - }, - "Doomed": { - "name": "Doomed", - "description": "At the age of 10, a Priest of Morr called a Doomsayer took you aside to foretell your death in an incense-laden, coming-of-age ritual called the Dooming. In conjunction with your GM, come up with a suitable Dooming. Should your character die in a fashion that matches your Dooming, your next character gains a bonus of half the total XP your dead character accrued during play." - }, - "Etiquette": { - "name": "Etiquette", - "description": "

You can blend in socially with the chosen group so long as you are dressed and acting appropriately. Example social groups for this Talent are: Criminals, Cultists, Guilders, Nobles, Scholars, Servants, and Soldiers. If you do not have the Talent, those with it will note your discomfort in the unfamiliar environment. This is primarily a matter for roleplaying, but may confer a bonus to Fellowship Tests at the GM’s discretion.

", - "effects": { - "Etiquette": { - "name": "Etiquette" - } - } - }, - "OYETyega3EYwmQmE": { - "name": "Etiquette", - "description": "

You can blend in socially with the chosen group so long as you are dressed and acting appropriately. Example social groups for this Talent are: Criminals, Cultists, Guilders, Nobles, Scholars, Servants, and Soldiers. If you do not have the Talent, those with it will note your discomfort in the unfamiliar environment. This is primarily a matter for roleplaying, but may confer a bonus to Fellowship Tests at the GM’s discretion.

", - "effects": { - "Etiquette": { - "name": "Etiquette" - } - } - }, - "Oj51Hgyt07hcPXZz": { - "name": "Etiquette", - "description": "

You can blend in socially with the chosen group so long as you are dressed and acting appropriately. Example social groups for this Talent are: Criminals, Cultists, Guilders, Nobles, Scholars, Servants, and Soldiers. If you do not have the Talent, those with it will note your discomfort in the unfamiliar environment. This is primarily a matter for roleplaying, but may confer a bonus to Fellowship Tests at the GM’s discretion.

", - "effects": { - "Etiquette": { - "name": "Etiquette" - } - } - }, - "Hardy": { - "name": "Hardy", - "description": "You gain a permanent addition to your Wounds, equal to your Toughness Bonus. If your Toughness Bonus should increase, then the number of Wounds Hardy provides also increases.", - "effects": { - "Hardy": { - "name": "Hardy" - } - } - }, - "Petty Magic": { - "name": "Petty Magic", - "description": "

You have the spark to cast magic within you and have mastered techniques to control it at a basic level. When you take this Talent, you manifest, and permanently memorise, a number of spells equal to your Willpower Bonus. You can learn extra Petty spells for the following cost in XP.

\n

 

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

No. of Petty Spells Currently Known

\n
\n

 XP Cost for a new spell

\n
\n

Up to Willpower Bonus × 1

\n
\n

50 XP

\n
\n

Up to Willpower Bonus × 2

\n
\n

100 XP

\n
\n

Up to Willpower Bonus × 3

\n
\n

150 XP

\n
\n

Up to Willpower Bonus × 4

\n
\n

200 XP

\n
\n
\n

...and so on.

\n

 

\n

So, if your Willpower Bonus is 3 and you had 3 Petty spells, it will cost you 50XP for the first learned spell, then 100 XP for the next three, and so on’.

" - }, - "Read/Write": { - "name": "Read/Write", - "description": "You are one of the rare literate individuals in the Old World. You are assumed to be able to read and write (if appropriate) all of the Languages you can speak." - }, - "Savvy": { - "name": "Savvy", - "description": "You gain a permanent +5 bonus to your starting Intelligence Characteristic (this does not count towards your Advances).", - "effects": { - "Savvy": { - "name": "Savvy", - "changes": { - "system.characteristics.int.initial": 5 - } - } - } - }, - "Schemer": { - "name": "Schemer", - "description": "You are a master of politics and see conspiracy around every corner. Once per session, you may ask the GM one question regarding a political situation or entangled web of social connections; the GM will perform a secret Intelligence Test and provide you some observations regarding the situation based upon your SL.", - "effects": { - "Schemer": { - "name": "Schemer" - } - } - }, - "yW2nVOlsra9RXZuH": { - "name": "Schemer", - "description": "You are a master of politics and see conspiracy around every corner. Once per session, you may ask the GM one question regarding a political situation or entangled web of social connections; the GM will perform a secret Intelligence Test and provide you some observations regarding the situation based upon your SL.", - "effects": { - "Schemer": { - "name": "Schemer" - } - } - }, - "z2W110lsPFev4BLd": { - "name": "Schemer", - "description": "You are a master of politics and see conspiracy around every corner. Once per session, you may ask the GM one question regarding a political situation or entangled web of social connections; the GM will perform a secret Intelligence Test and provide you some observations regarding the situation based upon your SL.", - "effects": { - "Schemer": { - "name": "Schemer" - } - } - }, - "Suave": { - "name": "Suave", - "description": "You gain a permanent +5 bonus to your starting Fellowship Characteristic (this does not count towards your Advances).", - "effects": { - "Suave": { - "name": "Suave", - "changes": { - "system.characteristics.fel.initial": 5 - } - } - } - }, - "Very Resilient": { - "name": "Very Resilient", - "description": "You gain a permanent +5 bonus to your starting Toughness Characteristic (this does not count towards your Advances).", - "effects": { - "Very Resilient": { - "name": "Very Resilient", - "changes": { - "system.characteristics.t.initial": 5 - } - } - } - }, - "Wealthy": { - "name": "Wealthy", - "description": "

You are fabulously wealthy, and are rarely ever short of coin. When Earning (including Income Endeavor) you secure +1 GC per time you have this Talent.

" - }, - "s6sKaXvnT09SxxSR": { - "name": "Wealthy", - "description": "

You are fabulously wealthy, and are rarely ever short of coin. When Earning (including Income Endeavor) you secure +1 GC per time you have this Talent.

" - }, - "0GanWV9JSZgVJDe7": { - "name": "Wealthy", - "description": "

You are fabulously wealthy, and are rarely ever short of coin. When Earning (including Income Endeavor) you secure +1 GC per time you have this Talent.

" - }, - "tMeNtwpdFVvM3QLn": { - "name": "Wealthy", - "description": "

You are fabulously wealthy, and are rarely ever short of coin. When Earning (including Income Endeavor) you secure +1 GC per time you have this Talent.

" - }, - "Fv3vT2yQnneb282L": { - "name": "Wealthy", - "description": "

You are fabulously wealthy, and are rarely ever short of coin. When Earning (including Income Endeavor) you secure +1 GC per time you have this Talent.

" - }, - "2dJDX5OBZkio305p": { - "name": "Wealthy", - "description": "

You are fabulously wealthy, and are rarely ever short of coin. When Earning (including Income Endeavor) you secure +1 GC per time you have this Talent.

" - }, - "Y1Ghz48r8RNXSKaw": { - "name": "Wealthy", - "description": "

You are fabulously wealthy, and are rarely ever short of coin. When Earning (including Income Endeavor) you secure +1 GC per time you have this Talent.

" - }, - "wImFczA7BnMiBIq8": { - "name": "Wealthy", - "description": "

You are fabulously wealthy, and are rarely ever short of coin. When Earning (including Income Endeavor) you secure +1 GC per time you have this Talent.

" - }, - "DE7dK9SvEPV6eksR": { - "name": "Wealthy", - "description": "

You are fabulously wealthy, and are rarely ever short of coin. When Earning (including Income Endeavor) you secure +1 GC per time you have this Talent.

" - }, - "I4x7qKjVaMkNuKA4": { - "name": "Wealthy", - "description": "

You are fabulously wealthy, and are rarely ever short of coin. When Earning (including Income Endeavor) you secure +1 GC per time you have this Talent.

" - }, - "Animal Care": { - "name": "Animal Care", - "description": "

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

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

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

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

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

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

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

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

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" - }, - "Haggle": { - "name": "Haggle", - "description": "

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

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

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

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

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

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

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

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

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

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.X2FppoPGuEwJKssM caption=false]{Secret Signs}" - }, - "Art": { - "name": "Art", - "description": "

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

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

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

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

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

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

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

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

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

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

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

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

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

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" - } - } - }, - "Baldwin (Road Warden)": { - "name": "Baldwin (Road Warden)", - "items": { - "Animal Care": { - "name": "Animal Care", - "description": "

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

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

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

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

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

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

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

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

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

", - "effects": { - "Strike to Stun": { - "name": "Strike to Stun" - } - } - }, - "Leather Jack": { - "name": "Leather Jack" - }, - "Prejudice": { - "name": "Prejudice", - "description": "

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

\n

 

\n

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

" - }, - "Crossbow": { - "name": "Crossbow" - }, - "Club": { - "name": "Club" - }, - "Bolt": { - "name": "Bolt", - "description": "

" - }, - "Mail Shirt": { - "name": "Mail Shirt" - }, - "Saddle and Harness": { - "name": "Saddle and Harness" - }, - "Art": { - "name": "Art", - "description": "

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

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

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

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

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

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

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

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

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

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

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

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" - }, - "Haggle": { - "name": "Haggle", - "description": "

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

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

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

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

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

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

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" - } - }, - "effects": { - "Encumbrance 1": { - "name": "Encumbrance 1" - } - } - }, - "Rassarak": { - "name": "Rassarak", - "description": "

Note that Rassarak cannot use missile weapons effectively due to his blindness.

\n

Rassarak is a pure-white Skaven, a Clanrat who has been blind from birth. His hearing, smell and whiskers have become incredibly sensitive to compensate for his loss of vision. He can ‘watch’ spectators with uncanny and alarming accuracy. He is chafing at his imprisonment, but is patiently waiting for the right opportunity to escape.

", - "items": { - "Concealed Shiv": { - "name": "Concealed Shiv" - }, - "Acute Sense (Smell)": { - "name": "Acute Sense (Smell)", - "description": "

One of your primary five senses is highly developed, allowing you to spot what others miss. You may take Perception Tests to detect normally imperceptible details with the associated sense, as dictated by the GM. This could include: seeing an eagle beyond everyone else's eyeshot, smelling an almost odorless poison, hearing the breath of an unmoving mouse within a wall, feeling a worn away letter in a carving, or tasting that two beers from the same brewer have been drawn from two different barrels.

" - }, - "Acute Sense (Hearing)": { - "name": "Acute Sense (Hearing)", - "description": "

One of your primary five senses is highly developed, allowing you to spot what others miss. You may take Perception Tests to detect normally imperceptible details with the associated sense, as dictated by the GM. This could include: seeing an eagle beyond everyone else's eyeshot, smelling an almost odorless poison, hearing the breath of an unmoving mouse within a wall, feeling a worn away letter in a carving, or tasting that two beers from the same brewer have been drawn from two different barrels.

" - }, - "Second Sight": { - "name": "Second Sight", - "description": "You can perceive the shifting Winds of Magic that course from the Chaos Gates at the poles of the world. You now have the Sight", - "effects": { - "Second Sight": { - "name": "Second Sight" - } - } - }, - "Sixth Sense": { - "name": "Sixth Sense", - "description": "You get a strange feeling when you are threatened, and can react accordingly. The GM may warn you if you are walking into danger; this will normally come after a secret Intuition Test on your behalf. Further, you may ignore Surprise if you pass an Intuition Test", - "effects": { - "Sixth Sense": { - "name": "Sixth Sense" - } - } - }, - "Infected": { - "name": "Infected", - "description": "

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

", - "effects": { - "Infected": { - "name": "Infected" - } - } - }, - "Gold Crown": { - "name": "Gold Crown" - }, - "Silver Shilling": { - "name": "Silver Shilling" - }, - "Brass Penny": { - "name": "Brass Penny" - } - } - }, - "Herpin Stiggerwurt": { - "name": "Herpin Stiggerwurt", - "items": { - "Melee (Basic)": { - "name": "Melee (Basic)", - "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.jmFSm7UvmHEq52iu caption=false]{Trade}" - }, - "Sturdy": { - "name": "Sturdy", - "description": "You have a brawny physique, or are very used to carrying things. Increase the number of Encumbrance Points you can carry by your Sturdy level x 2", - "effects": { - "Sturdy": { - "name": "Sturdy" - } - } - }, - "Read/Write": { - "name": "Read/Write", - "description": "You are one of the rare literate individuals in the Old World. You are assumed to be able to read and write (if appropriate) all of the Languages you can speak." - }, - "Dagger": { - "name": "Dagger" - }, - "Art": { - "name": "Art", - "description": "

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

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

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

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

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

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

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

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

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

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

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

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

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" - }, - "Haggle": { - "name": "Haggle", - "description": "

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

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

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

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

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

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

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

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

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

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

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

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

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

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" - }, - "Haggle": { - "name": "Haggle", - "description": "

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

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

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.jJYOiSQNgC9v7cM5 caption=false]{Ranged}" - }, - "Marksman": { - "name": "Marksman", - "description": "You gain a permanent +5 bonus to your starting Ballistic Skill (this does not count towards your Advances).", - "effects": { - "Marksman": { - "name": "Marksman", - "changes": { - "system.characteristics.bs.initial": 5 - } - } - } - }, - "Cloak": { - "name": "Cloak", - "description": "

Protects wearer against the elements. 

" - }, - "Clothing": { - "name": "Clothing" - }, - "Leather Jack": { - "name": "Leather Jack" - }, - "Art": { - "name": "Art", - "description": "

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

" - }, - "Brass Penny": { - "name": "Brass Penny" - }, - "Gold Crown": { - "name": "Gold Crown" - }, - "Silver Shilling": { - "name": "Silver Shilling" - } - } - }, - "Heavy Wagon": { - "name": "Heavy Wagon" - }, - "Gerhard Schutz": { - "name": "Gerhard Schutz", - "items": { - "Keys": { - "name": "Keys", - "description": "

Keys to every door in the mansion except the cellar door.

" - }, - "Animal Care": { - "name": "Animal Care", - "description": "

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

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

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

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

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

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

\n

 

\n

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

" - }, - "Candle (and stick)": { - "name": "Candle (and stick)", - "description": "

Provides illumination for 10 yards when lit.

" - }, - "Club": { - "name": "Club" - }, - "Art": { - "name": "Art", - "description": "

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

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

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

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

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

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" - }, - "Drive": { - "name": "Drive", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" - }, - "Endurance": { - "name": "Endurance", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" - }, - "Entertain": { - "name": "Entertain", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" - }, - "Gamble": { - "name": "Gamble", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}" - }, - "Gossip": { - "name": "Gossip", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" - }, - "Haggle": { - "name": "Haggle", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" - }, - "Intimidate": { - "name": "Intimidate", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" - }, - "Intuition": { - "name": "Intuition", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" - }, - "Leadership": { - "name": "Leadership", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" - }, - "Melee": { - "name": "Melee", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Navigation": { - "name": "Navigation", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" - }, - "Outdoor Survival": { - "name": "Outdoor Survival", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" - }, - "Ride": { - "name": "Ride", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" - }, - "Row": { - "name": "Row", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" - }, - "Stealth": { - "name": "Stealth", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" - } - } - }, - "Sunna (Road Warden)": { - "name": "Sunna (Road Warden)", - "items": { - "Animal Care": { - "name": "Animal Care", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QZx9CbhGkIaDMQD3 caption=false]{Animal Care}" - }, - "Riding Horse": { - "name": "Riding Horse" - }, - "Bribery": { - "name": "Bribery", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" - }, - "Intimidate": { - "name": "Intimidate", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" - }, - "Intuition": { - "name": "Intuition", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" - }, - "Melee (Basic)": { - "name": "Melee (Basic)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Perception": { - "name": "Perception", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" - }, - "Ranged (Crossbow)": { - "name": "Ranged (Crossbow)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.jJYOiSQNgC9v7cM5 caption=false]{Ranged}" - }, - "Ride (Horse)": { - "name": "Ride (Horse)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" - }, - "Strike to Stun": { - "name": "Strike to Stun", - "description": "

You know where to hit an opponent to bring him down fast. You ignore the ‘Called Shot’ penalty to strike the Head Hit Location when using a melee weapon with the Pummel Quality. Further, you count all improvised weapons as having the Pummel Quality

", - "effects": { - "Strike to Stun": { - "name": "Strike to Stun" - } - } - }, - "Leather Jack": { - "name": "Leather Jack" - }, - "Prejudice": { - "name": "Prejudice", - "description": "

You really dislike the Target, which is normally a group of people or creatures such as ‘Ostlanders’, ‘Elves’, or ‘Wizards’. You must attempt a Psychology Test whenever you encounter the group against which you are prejudiced. If you pass, you may frown a lot, but will otherwise act normally, only suffering a penalty of –10 to all Fellowship Tests towards that group. Should you fail you are subject to Prejudice. At the end of every subsequent Round, you may attempt another Psychology test to bring the Prejudice to an end. If you do not, the effects of Prejudice naturally come to an end when all members of the specified group in your line of sight are gone, or you gain the Stunned or Unconscious Condition, or you become subject to another Psychology.

\n

 

\n

When subject to Prejudice, you must immediately insult the target of your prejudice. Loudly.

" - }, - "Crossbow": { - "name": "Crossbow" - }, - "Club": { - "name": "Club" - }, - "Bolt": { - "name": "Bolt", - "description": "

" - }, - "Mail Shirt": { - "name": "Mail Shirt" - }, - "Saddle and Harness": { - "name": "Saddle and Harness" - }, - "Art": { - "name": "Art", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" - }, - "Athletics": { - "name": "Athletics", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" - }, - "Charm": { - "name": "Charm", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" - }, - "Charm Animal": { - "name": "Charm Animal", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" - }, - "Climb": { - "name": "Climb", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}" - }, - "Consume Alcohol": { - "name": "Consume Alcohol", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" - }, - "Cool": { - "name": "Cool", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" - }, - "Dodge": { - "name": "Dodge", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" - }, - "Drive": { - "name": "Drive", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" - }, - "Endurance": { - "name": "Endurance", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" - }, - "Entertain": { - "name": "Entertain", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" - }, - "Gamble": { - "name": "Gamble", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}" - }, - "Gossip": { - "name": "Gossip", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" - }, - "Haggle": { - "name": "Haggle", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" - }, - "Leadership": { - "name": "Leadership", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" - }, - "Melee": { - "name": "Melee", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Navigation": { - "name": "Navigation", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" - }, - "Outdoor Survival": { - "name": "Outdoor Survival", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" - }, - "Ride": { - "name": "Ride", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" - }, - "Row": { - "name": "Row", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" - }, - "Stealth": { - "name": "Stealth", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" - } - }, - "effects": { - "Encumbrance 1": { - "name": "Encumbrance 1" - } - } - }, - "Jacob von Katzenreik": { - "name": "Jacob von Katzenreik", - "items": { - "Jewellry": { - "name": "Jewellry", - "description": "

Prices vary by craftsmanship, metal type, and gem value. As a general guideline, common rings without any gemstones cost 10 coins equal to their metal type (i.e. brass, silver or gold) whereas necklaces cost 20 coins of the same metal type

" - }, - "Consume Alcohol": { - "name": "Consume Alcohol", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" - }, - "Leadership": { - "name": "Leadership", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" - }, - "Melee (Parry)": { - "name": "Melee (Parry)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Noble Blood": { - "name": "Noble Blood", - "description": "You are either born into the nobility, or otherwise elevated to it by in-game events. Assuming you are dressed appropriately, you are always considered of higher Status than others unless they also have the Noble Blood Talent, where Status is compared as normal.", - "effects": { - "Noble Blood": { - "name": "Noble Blood" - } - } - }, - "Hatred": { - "name": "Hatred", - "description": "

You are consumed with Hatred for the Target, which is normally a group of people or creatures, such as ‘Hochlanders’, ‘Bog Octopuses’, or ‘Slavers’. You will never socially interact with someone or something you hate in this manner. On encountering the object of your Hatred, you must attempt a Psychology Test. If failed, you are subject to Hatred. At the end of every subsequent Round, you may attempt another Psychology Test to bring the Hatred to an end. If you do or not, the effects of Hatred naturally come to an end when all members of the specified group in your line of sight are dead or gone, or you gain the Unconscious condition. While subject to Hatred, you must immediately attempt to destroy the hated group by the fastest and most deadly means possible. You gain a bonus of +1 SL on all combat Tests against the specified group, and are immune to Fear and Intimidate (but not Terror) caused by your hated foe.

", - "effects": { - "Hatred": { - "name": "Hatred" - } - } - }, - "Prejudice": { - "name": "Prejudice", - "description": "

You really dislike the Target, which is normally a group of people or creatures such as ‘Ostlanders’, ‘Elves’, or ‘Wizards’. You must attempt a Psychology Test whenever you encounter the group against which you are prejudiced. If you pass, you may frown a lot, but will otherwise act normally, only suffering a penalty of –10 to all Fellowship Tests towards that group. Should you fail you are subject to Prejudice. At the end of every subsequent Round, you may attempt another Psychology test to bring the Prejudice to an end. If you do not, the effects of Prejudice naturally come to an end when all members of the specified group in your line of sight are gone, or you gain the Stunned or Unconscious Condition, or you become subject to another Psychology.

\n

 

\n

When subject to Prejudice, you must immediately insult the target of your prejudice. Loudly.

" - }, - "Art": { - "name": "Art", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" - }, - "Athletics": { - "name": "Athletics", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" - }, - "Bribery": { - "name": "Bribery", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" - }, - "Charm": { - "name": "Charm", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" - }, - "Charm Animal": { - "name": "Charm Animal", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" - }, - "Climb": { - "name": "Climb", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}" - }, - "Cool": { - "name": "Cool", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" - }, - "Dodge": { - "name": "Dodge", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" - }, - "Drive": { - "name": "Drive", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" - }, - "Endurance": { - "name": "Endurance", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" - }, - "Entertain": { - "name": "Entertain", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" - }, - "Gamble": { - "name": "Gamble", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}" - }, - "Gossip": { - "name": "Gossip", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" - }, - "Haggle": { - "name": "Haggle", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" - }, - "Intimidate": { - "name": "Intimidate", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" - }, - "Intuition": { - "name": "Intuition", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" - }, - "Melee": { - "name": "Melee", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Navigation": { - "name": "Navigation", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" - }, - "Outdoor Survival": { - "name": "Outdoor Survival", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" - }, - "Perception": { - "name": "Perception", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" - }, - "Ride": { - "name": "Ride", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" - }, - "Row": { - "name": "Row", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" - }, - "Stealth": { - "name": "Stealth", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" - }, - "Dagger": { - "name": "Dagger" - } - } - }, - "Pandora Lostpocket": { - "name": "Pandora Lostpocket", - "items": { - "Selection of Scripts": { - "name": "Selection of Scripts" - }, - "10d10 brass pennies": { - "name": "10d10 brass pennies" - }, - "10d10 Brass Penny": { - "name": "10d10 Brass Penny" - }, - "Sleight of Hand": { - "name": "Sleight of Hand", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.bGqmHCju8VZ8q2Pv caption=false]{Sleight of Hand}" - }, - "Athletics": { - "name": "Athletics", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" - }, - "Charm": { - "name": "Charm", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" - }, - "Entertain (Comedian)": { - "name": "Entertain (Comedian)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" - }, - "Gossip": { - "name": "Gossip", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" - }, - "Haggle": { - "name": "Haggle", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" - }, - "Perform (Clowning)": { - "name": "Perform (Clowning)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6MQIGorN3WgXWfJB caption=false]{Perform}" - }, - "Play (Lute)": { - "name": "Play (Lute)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.N63wZOWw6ZLYnePN caption=false]{Play}" - }, - "Ranged (Throwing)": { - "name": "Ranged (Throwing)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.jJYOiSQNgC9v7cM5 caption=false]{Ranged}" - }, - "Acute Sense (Taste)": { - "name": "Acute Sense (Taste)", - "description": "

One of your primary five senses is highly developed, allowing you to spot what others miss. You may take Perception Tests to detect normally imperceptible details with the associated sense, as dictated by the GM. This could include: seeing an eagle beyond everyone else's eyeshot, smelling an almost odorless poison, hearing the breath of an unmoving mouse within a wall, feeling a worn away letter in a carving, or tasting that two beers from the same brewer have been drawn from two different barrels.

" - }, - "Artistic": { - "name": "Artistic", - "description": "You have a natural talent for art, able to produce precise sketches with nothing but time and appropriate media. This ability has several in-game uses, ranging from creating Wanted Posters to sketching accurate journals, and has spot benefits as determined by the GM. Further to this, add Art (Any) to any Career you enter; if it is already in Career, you may instead purchase the Skill for 5 XP fewer per Advance.", - "effects": { - "Artistic": { - "name": "Artistic" - } - } - }, - "Mimic": { - "name": "Mimic", - "description": "You have a good ear for accents and dialects, and can reproduce them accurately. You may replicate any accent you are exposed to for at least a day with an Initiative Test; this Test may be attempted once per day. Once passed, you may always mimic the accent, and locals will believe you to be one of their own", - "effects": { - "Mimic": { - "name": "Mimic" - } - } - }, - "Resistance (Chaos)": { - "name": "Resistance (Chaos)", - "description": "Your strong constitution allows you to more readily survive a specific threat. You may automatically pass the first Test to resist the specified threat, such as Magic, Poison, Disease, Mutation, every session. If SL is important, use your Toughness Bonus as SL for the Test.", - "effects": { - "Resistance (Chaos)": { - "name": "Resistance (Chaos)" - } - } - }, - "Small": { - "name": "Small", - "description": "

You are much shorter than most folk in the Old World. The full rules for different Sizes are found in @UUID[Compendium.wfrp4e-core.items.8slW8CJ2oVTxeQ6q]{in the Size Trait}

", - "effects": { - "Small": { - "name": "Small" - } - } - }, - "Suave": { - "name": "Suave", - "description": "You gain a permanent +5 bonus to your starting Fellowship Characteristic (this does not count towards your Advances).", - "effects": { - "Suave": { - "name": "Suave", - "changes": { - "system.characteristics.fel.initial": 5 - } - } - } - }, - "Bowl": { - "name": "Bowl" - }, - "Costume": { - "name": "Costume" - }, - "Dagger": { - "name": "Dagger" - }, - "Instrument": { - "name": "Instrument", - "description": "

Various instruments are included in this category. The standard price and encumbrance reflects medium-sized instruments (e.g. mandolin, coach horn, small drum). Small instruments are half the price and 0 Encumbrance points (e.g. flute, recorder, tambourine). Larger instruments are double the price and 2 Encumbrance points (e.g. harp, lute, large drum).

" - }, - "Night Vision": { - "name": "Night Vision", - "description": "

You can see very well in natural darkness. Assuming you have at least a faint source of light (such as starlight, moonlight, or bioluminescence) you can see clearly for 20 yards per level of Night Vision. Further, you can extend the effective illumination distance of any light sources by 20 yards per level of Night Vision. 

", - "effects": { - "Night Vision": { - "name": "Night Vision" - } - } - }, - "Public Speaker": { - "name": "Public Speaker", - "description": "

You are a skilled orator and know how to work large groups of people. Refer to the following table to see how many people you can now influence with your Charm Skill when Public Speaking.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Talent Taken

\n
\n

Number of soldiers influenced

\n
\n

1

\n
\n

As normal × 5

\n
\n

2

\n
\n

As normal × 10

\n
\n

3

\n
\n

 As normal × 20

\n
\n

4

\n
\n

 As normal × 50

\n
\n

5

\n
\n

 As normal × 100

\n
\n

6

\n
\n

 As normal × 200

\n
\n

7

\n
\n

 As normal × 500

\n
\n

8

\n
\n

 As normal × 1000

\n
\n

9

\n
\n

 All who can hear your inspiring voice

\n
\n
" - }, - "Throwing Knife": { - "name": "Throwing Knife" - }, - "Silver Shilling": { - "name": "Silver Shilling" - }, - "Gold Crown": { - "name": "Gold Crown" - }, - "Art": { - "name": "Art", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" - }, - "Bribery": { - "name": "Bribery", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" - }, - "Charm Animal": { - "name": "Charm Animal", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" - }, - "Climb": { - "name": "Climb", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}" - }, - "Consume Alcohol": { - "name": "Consume Alcohol", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" - }, - "Cool": { - "name": "Cool", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" - }, - "Dodge": { - "name": "Dodge", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" - }, - "Drive": { - "name": "Drive", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" - }, - "Endurance": { - "name": "Endurance", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" - }, - "Entertain": { - "name": "Entertain", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" - }, - "Gamble": { - "name": "Gamble", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}" - }, - "Intimidate": { - "name": "Intimidate", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" - }, - "Intuition": { - "name": "Intuition", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" - }, - "Leadership": { - "name": "Leadership", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" - }, - "Melee": { - "name": "Melee", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Navigation": { - "name": "Navigation", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" - }, - "Outdoor Survival": { - "name": "Outdoor Survival", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" - }, - "Perception": { - "name": "Perception", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" - }, - "Ride": { - "name": "Ride", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" - }, - "Row": { - "name": "Row", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" - }, - "Stealth": { - "name": "Stealth", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" - } - } - }, - "Khornate Beastmen": { - "name": "Khornate Beastmen", - "description": "

Normally savage creatures, the three Khornate Beastmen have been cowed. They are now terrified of fire, and will do anything to stay away from a flame, even something as innocuous as a candle. A live goat is thrown into their cage at feeding time, which is always a crowd-pleasing event. 

\n

These Beastmen all bear the mark of the Blood God somewhere on their bodies. One has a massive chest scar in the form of the skull-rune, another’s face has been warped into the same symbol, and the third has the design picked out in yellow fur on its dark-red back. All have wickedly sharp horns, long fangs, and clawed hands and feet. Unlike Urzo, these three are still full of blood-lust, and their ferocity is no act. They will happily destroy anyone or anything they can reach. Luckily, they can only reach a couple of feet beyond the bars of their cage.

", - "items": { - "Afraid": { - "name": "Afraid", - "description": "

The creature is afraid of the Target as if the Target has Fear (0). 

\n

The Fear trait represents an extreme aversion to something. Creatures that cause Fear have a Fear Rating; this value reflects the SL you are required to pass on an Extended Cool Test to overcome your Fear. You may continue to Test at the end of every round until your SL equals or surpasses the creature’s Fear rating. Until you do this, you are subject to Fear.

\n

 

\n

When subject to Fear, you suffer –1 SL on all Tests to affect the source of your fear. You may not move closer to whatever is causing Fear without passing a Challenging (+0) Cool Test. If it comes closer to you, you must pass a Challenging (+0) Cool Test, or gain a Broken Condition.

", - "effects": { - "Afraid": { - "name": "Afraid" - } - } - }, - "Frenzy": { - "name": "Frenzy", - "description": "

With a Willpower Test, you can work yourself into a state of frenzy by psyching yourself up, howling, biting your shield, or similar. If you succeed, you become subject to Frenzy.

\n

While subject to Frenzy

\n\n

You remain in Frenzy until all enemies in your line of sight are pacified, or you receive the @Condition[Stunned] or @Condition[Unconscious] condition. After your Frenzy is over you immediately receive a @Condition[Fatigued] condition.

", - "effects": { - "Frenzy": { - "name": "Frenzy" - } - } - }, - "Fury": { - "name": "Fury", - "description": "

The creature can work itself into an all-consuming rage. It can spend all of its Advantage (minimum of 1) to become subject to Hatred to close combat opponents. If the creature has at least 3 Advantage, it may instead expend all of its Advantage to become subject to Frenzy.

", - "effects": { - "Fury": { - "name": "Fury" - } - } - }, - "Night Vision": { - "name": "Night Vision", - "description": "

You can see very well in natural darkness. Assuming you have at least a faint source of light (such as starlight, moonlight, or bioluminescence) you can see clearly for 20 yards per level of Night Vision. Further, you can extend the effective illumination distance of any light sources by 20 yards per level of Night Vision.

" - }, - "Gold Crown": { - "name": "Gold Crown" - }, - "Silver Shilling": { - "name": "Silver Shilling" - }, - "Brass Penny": { - "name": "Brass Penny" - }, - "Armour": { - "name": "Armour", - "description": "

The creature is protected by armor or thick hide. It has Rating Armor Points on all Hit Locations

", - "effects": { - "Armour": { - "name": "Armour" - } - } - }, - "Bite": { - "name": "Bite", - "description": "

On its turn, the creature may make a Free Attack by spending 1 Advantage. The Damage of the attack equals Rating and includes the creature’s Strength Bonus already

", - "effects": { - "Bite": { - "name": "Bite" - } - } - }, - "Weapon (Claws)": { - "name": "Weapon (Claws)", - "description": "

The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)

" - } - } - }, - "Amadeus von Drakensberg": { - "name": "Amadeus von Drakensberg", - "items": { - "Quality Clothing": { - "name": "Quality Clothing" - }, - "Bribery": { - "name": "Bribery", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" - }, - "Charm": { - "name": "Charm", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" - }, - "Consume Alcohol": { - "name": "Consume Alcohol", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" - }, - "Gamble": { - "name": "Gamble", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}" - }, - "Gossip": { - "name": "Gossip", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" - }, - "Intimidate": { - "name": "Intimidate", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" - }, - "Intuition": { - "name": "Intuition", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" - }, - "Language (Classical)": { - "name": "Language (Classical)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.xo5U0kL08xCPe6kl caption=false]{Language}" - }, - "Leadership": { - "name": "Leadership", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" - }, - "Lore (Heraldry)": { - "name": "Lore (Heraldry)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" - }, - "Lore (Politics)": { - "name": "Lore (Politics)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" - }, - "Melee (Fencing)": { - "name": "Melee (Fencing)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Melee (Parry)": { - "name": "Melee (Parry)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Perception": { - "name": "Perception", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" - }, - "Play (Organ)": { - "name": "Play (Organ)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.N63wZOWw6ZLYnePN caption=false]{Play}" - }, - "Noble Blood": { - "name": "Noble Blood", - "description": "You are either born into the nobility, or otherwise elevated to it by in-game events. Assuming you are dressed appropriately, you are always considered of higher Status than others unless they also have the Noble Blood Talent, where Status is compared as normal.", - "effects": { - "Noble Blood": { - "name": "Noble Blood" - } - } - }, - "Read/Write": { - "name": "Read/Write", - "description": "You are one of the rare literate individuals in the Old World. You are assumed to be able to read and write (if appropriate) all of the Languages you can speak." - }, - "Schemer": { - "name": "Schemer", - "description": "You are a master of politics and see conspiracy around every corner. Once per session, you may ask the GM one question regarding a political situation or entangled web of social connections; the GM will perform a secret Intelligence Test and provide you some observations regarding the situation based upon your SL.", - "effects": { - "Schemer": { - "name": "Schemer" - } - } - }, - "Suave": { - "name": "Suave", - "description": "You gain a permanent +5 bonus to your starting Fellowship Characteristic (this does not count towards your Advances).", - "effects": { - "Suave": { - "name": "Suave", - "changes": { - "system.characteristics.fel.initial": 5 - } - } - } - }, - "Rapier": { - "name": "Rapier" - }, - "Gold Crown": { - "name": "Gold Crown" - }, - "Silver Shilling": { - "name": "Silver Shilling" - }, - "Brass Penny": { - "name": "Brass Penny" - }, - "Public Speaker": { - "name": "Public Speaker", - "description": "

You are a skilled orator and know how to work large groups of people. Refer to the following table to see how many people you can now influence with your Charm Skill when Public Speaking.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Talent Taken

\n
\n

Number of soldiers influenced

\n
\n

1

\n
\n

As normal × 5

\n
\n

2

\n
\n

As normal × 10

\n
\n

3

\n
\n

 As normal × 20

\n
\n

4

\n
\n

 As normal × 50

\n
\n

5

\n
\n

 As normal × 100

\n
\n

6

\n
\n

 As normal × 200

\n
\n

7

\n
\n

 As normal × 500

\n
\n

8

\n
\n

 As normal × 1000

\n
\n

9

\n
\n

 All who can hear your inspiring voice

\n
\n
" - }, - "Main Gauche": { - "name": "Main Gauche" - }, - "Art": { - "name": "Art", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" - }, - "Athletics": { - "name": "Athletics", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" - }, - "Charm Animal": { - "name": "Charm Animal", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" - }, - "Climb": { - "name": "Climb", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}" - }, - "Cool": { - "name": "Cool", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" - }, - "Dodge": { - "name": "Dodge", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" - }, - "Drive": { - "name": "Drive", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" - }, - "Endurance": { - "name": "Endurance", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" - }, - "Entertain": { - "name": "Entertain", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" - }, - "Haggle": { - "name": "Haggle", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" - }, - "Melee": { - "name": "Melee", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Navigation": { - "name": "Navigation", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" - }, - "Outdoor Survival": { - "name": "Outdoor Survival", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" - }, - "Ride": { - "name": "Ride", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" - }, - "Row": { - "name": "Row", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" - }, - "Stealth": { - "name": "Stealth", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" - }, - "Attractive": { - "name": "Attractive", - "description": "

Whether it’s your piercing eyes, your strong frame, or maybe the way you flash your perfect teeth, you know how to make the best use of what the gods gave you. When you successfully use Charm to influence those attracted to you, you can choose to either use your rolled SL, or the number rolled on your units die. So, a successful roll of 38 could be used for +8 SL.

", - "effects": { - "Attractive": { - "name": "Attractive" - } - } - } - } - }, - "Max Ernst": { - "name": "Max Ernst", - "items": { - "Black Leather Jack": { - "name": "Black Leather Jack" - }, - "Leather Leggings": { - "name": "Leather Leggings" - }, - "Silver Shilling": { - "name": "Silver Shilling" - }, - "Brass Penny": { - "name": "Brass Penny" - }, - "Cool": { - "name": "Cool", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" - }, - "Dodge": { - "name": "Dodge", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" - }, - "Intimidate": { - "name": "Intimidate", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" - }, - "Melee (Basic)": { - "name": "Melee (Basic)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Ride (Horse)": { - "name": "Ride (Horse)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" - }, - "Coolheaded": { - "name": "Coolheaded", - "description": "You gain a permanent +5 bonus to your starting Willpower Characteristic this does not count towards your Advances.", - "effects": { - "Coolheaded": { - "name": "Coolheaded", - "changes": { - "system.characteristics.wp.initial": 5 - } - } - } - }, - "Disarm": { - "name": "Disarm", - "description": "

You are able to disarm an opponent with a careful flick of the wrist or a well-aimed blow to the hand. For your Action, you may attempt an Opposed Melee/Melee test. If you win, your opponent loses a held weapon, which flies 1d10 feet in a random direction (with further effects as determined by the GM). If you win by 2 SL, you can determine how far the weapon is flung instead of rolling randomly; if you win by 4 SL, you can also choose the direction the weapon goes in; if you win by 6 SL or more, you can take your opponent’s weapon if you have a free hand, plucking it from the air with a flourish. Tis Talent is of no use if your opponent has no weapon, or is a larger Size than you.

", - "effects": { - "Disarm": { - "name": "Disarm" - } - } - }, - "Doomed": { - "name": "Doomed", - "description": "At the age of 10, a Priest of Morr called a Doomsayer took you aside to foretell your death in an incense-laden, coming-of-age ritual called the Dooming. In conjunction with your GM, come up with a suitable Dooming. Should your character die in a fashion that matches your Dooming, your next character gains a bonus of half the total XP your dead character accrued during play." - }, - "Strike Mighty Blow": { - "name": "Strike Mighty Blow", - "description": "You know how to hit hard! You deal your level of Strike Mighty Blow in extra Damage with melee weapons.", - "effects": { - "Strike Mighty Blow": { - "name": "Strike Mighty Blow" - } - } - }, - "Strike to Injure": { - "name": "Strike to Injure", - "description": "

You are an expert at striking your enemies most vulnerable areas. You inflict your level of Strike to Injure in additional Wounds when you cause a Critical Wound.

", - "effects": { - "Strike to Injure": { - "name": "Strike to Injure" - } - } - }, - "Art": { - "name": "Art", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" - }, - "Athletics": { - "name": "Athletics", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" - }, - "Bribery": { - "name": "Bribery", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" - }, - "Charm": { - "name": "Charm", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" - }, - "Charm Animal": { - "name": "Charm Animal", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" - }, - "Climb": { - "name": "Climb", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}" - }, - "Consume Alcohol": { - "name": "Consume Alcohol", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" - }, - "Drive": { - "name": "Drive", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" - }, - "Endurance": { - "name": "Endurance", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" - }, - "Entertain": { - "name": "Entertain", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" - }, - "Gamble": { - "name": "Gamble", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}" - }, - "Gossip": { - "name": "Gossip", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" - }, - "Haggle": { - "name": "Haggle", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" - }, - "Intuition": { - "name": "Intuition", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" - }, - "Leadership": { - "name": "Leadership", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" - }, - "Melee": { - "name": "Melee", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Navigation": { - "name": "Navigation", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" - }, - "Outdoor Survival": { - "name": "Outdoor Survival", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" - }, - "Perception": { - "name": "Perception", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" - }, - "Ride": { - "name": "Ride", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" - }, - "Row": { - "name": "Row", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" - }, - "Stealth": { - "name": "Stealth", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" - }, - "Sword": { - "name": "Sword" - }, - "Prejudice": { - "name": "Prejudice", - "description": "

You really dislike the Target, which is normally a group of people or creatures such as ‘Ostlanders’, ‘Elves’, or ‘Wizards’. You must attempt a Psychology Test whenever you encounter the group against which you are prejudiced. If you pass, you may frown a lot, but will otherwise act normally, only suffering a penalty of –10 to all Fellowship Tests towards that group. Should you fail you are subject to Prejudice. At the end of every subsequent Round, you may attempt another Psychology test to bring the Prejudice to an end. If you do not, the effects of Prejudice naturally come to an end when all members of the specified group in your line of sight are gone, or you gain the Stunned or Unconscious Condition, or you become subject to another Psychology.

\n

 

\n

When subject to Prejudice, you must immediately insult the target of your prejudice. Loudly.

" - }, - "Dirty Fighting": { - "name": "Dirty Fighting", - "description": "You have been taught all the dirty tricks of unarmed combat. You may choose to cause an extra +1 Damage for each level in Dirty Fighting with any successful Melee (Brawling) hit.", - "effects": { - "Dirty Fighting": { - "name": "Dirty Fighting" - } - } - }, - "Strike to Stun": { - "name": "Strike to Stun", - "description": "

You know where to hit an opponent to bring him down fast. You ignore the ‘Called Shot’ penalty to strike the Head Hit Location when using a melee weapon with the Pummel Quality. Further, you count all improvised weapons as having the Pummel Quality

", - "effects": { - "Strike to Stun": { - "name": "Strike to Stun" - } - } - } - } - }, - "Terenz (Mutant Brigand)": { - "name": "Terenz (Mutant Brigand)", - "description": "

@UUID[JournalEntry.2JX9k58tn9lJfkqS.JournalEntryPage.CfHPEuCzlIow7PAV]{The Mayhem Mystery Tour}

Knud’s Mutant brigands are a disturbing bunch, all the more horrifying as the vestigial remains of their humanity are plain to see. This one has a tiny head, speaking (and often giggling) with the high-pitched, lisping voice of a child.

", - "items": { - "Stupid": { - "name": "Stupid", - "description": "

While not entirely devoid of self-awareness (and so lacking the Bestial trait), the creature is stupid. If it is near any allies without the Stupid Trait, they guide it and nothing happens. Otherwise, it must pass an Easy (+40) Intelligence Test at the start of each round, or become very confused. Should this occur it will drool, perhaps sitting down or picking its nose, doing little of use, losing both its Move and Action for that Turn

", - "effects": { - "Stupid": { - "name": "Stupid" - } - } - }, - "Pin Head": { - "name": "Pin Head", - "description": "

Gain the @UUID[Compendium.wfrp4e-core.items.9GNpAqgsKzxZKJpp]{Stupid} Creature Trait; this mutation cannot be hidden

", - "effects": { - "Pin Head": { - "name": "Pin Head" - } - } - }, - "Weapon": { - "name": "Weapon", - "description": "

The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)

" - }, - "7k8RlwPko3GV7Yao": { - "name": "Stupid", - "description": "

While not entirely devoid of self-awareness (and so lacking the Bestial trait), the creature is stupid. If it is near any allies without the Stupid Trait, they guide it and nothing happens. Otherwise, it must pass an Easy (+40) Intelligence Test at the start of each round, or become very confused. Should this occur it will drool, perhaps sitting down or picking its nose, doing little of use, losing both its Move and Action for that Turn

", - "effects": { - "Stupid": { - "name": "Stupid" - } - } - }, - "Corruption": { - "name": "Corruption", - "description": "

The creature is tainted by Chaos, or perhaps suffused with Dark Magics. The Strength of the Corruption is marked in brackets (@Corruption[minor]{Minor}, @Corruption[moderate]{Moderate}, or @Corruption[major]{Major}).

", - "effects": { - "Corruption": { - "name": "Corruption" - } - } - } - } - }, - "Sheru-tar Gee'taru": { - "name": "Sheru-tar Gee'taru", - "description": "

@UUID[Actor.LG5qATEIFPE9bezB]{Teugen} first made contact with the Daemon he calls Gideon eight years ago in Nuln. Gideon was instructed to make a pact with Teugen by its master, a Greater Daemon of Tzeentch with long-reaching plans for the Empire. In return for Teugen’s soul, Gideon was to grant great wealth and prosperity for seven years.

\n

To entice Teugen to make the deal, Gideon told him that if could persuade seven others to participate in a ritual before the seven years passed, Gideon would take those souls instead of Teugen’s. This would bring the pact to an end, freeing Teugen from the bargain. After much debate, Teugen eventually agreed.
However, unknown to Teugen, not only will he never be able to reclaim his soul — Gideon lied about that — but the ritual to swap seven souls for his own actually opens a gateway into the Realm of Chaos — Gideon lied about that, too!

\n

Gideon is a master illusionist and can take other forms. Its natural form appears like a @UUID[Actor.iDy8SDTwJSlCzZMl]{Pink Horror of Tzeentch} with a constant ripple of magic surrounding it — a multi-armed, pink-fleshed Daemon, with a gaping, fang-filled maw and evershifting tentacles. However, Gideon is not like most  Daemons of Tzeentch. It is not a crazed, gibbering creature of unrestrained magic. Gideon is much more cunning. It was spun from the greed of others by its master for a specific purpose. Gideon is ambitious, clever, and resourceful, and it works towards its master’s goals with a singular purpose that would terrify Teugen if only he understood.

\n

In the early months in Nuln, the Daemon most commonly wore the flesh of Nina Dietrich, a famous actress of the @UUID[Scene.g07sPqjuua3lSWLk]{Staatsoper Theatre}, and a favourite of Teugen. That was before the deal was struck, before Teugen was offered the world and more as the Daemon whispered sweet promises in his ear. After the deal, the daemon took on the persona of Gideon, a distant cousin of Teugen’s. He appears as a tall, slim, impeccably dressed Human man with dark hair and a handsome face dominated by intense eyes. The character the Daemon projects as Gideon is sardonic, and it feigns a quirky, ironic sense of humour. While it seldom, if ever, actually laughs, there is always a wry, faintly supercilious smile playing about its lips.

\n

For all it knows it shouldn’t, the Daemon is thoroughly enjoying its sojourn in the Mortal Realm. Lately, Gideon has taken to appearing as a child when around Teugen, and chewing a great deal of garlic, as it knows both irritate the man immensely. Over the years, the Daemon’s pretence of amusement at the greed and gullibility of mortals has become quite real, and is exceeded only by its relish at the thought of its imminent triumph when Teugen’s ritual — the one the fool thinks will save his soul — actually opens a Chaos Gate in the heart of the Reikland. Its master will be so pleased.

", - "items": { - "Bolt of Corruption": { - "name": "Bolt of Corruption", - "description": "

You channel dark magic into a damaging bolt of corrosive power. This is a magic missile with a Damage of +6. Targets affected by the spell must pass a Challenging (+0) Endurance Test, or gain 1 Corruption.

\n\n Lore: Targets of Spells from the Lore of Tzeentch are riven by the transformative magic of Chaos. Targets affected by a Spell from the Lore of Tzeentch must pass a Challenging (+0) Endurance Test, or gain +1 Corruption Point. Should they pass their Test, they instead gain +1 Fortune Point, which can be used as normal. Such are the whims of Tzeentch.

", - "effects": { - "Bolt of Corruption (Tzeentch)": { - "name": "Bolt of Corruption (Tzeentch)" - } - } - }, - "Power of Chaos": { - "name": "Power of Chaos", - "description": "

You call on the Dark Gods of Chaos to aid your efforts by tearing a small rent to the aethyr. Any spells cast within Fellowship Bonus yards of the point targeted by the spell have their CN halved. Anyone within the AoE must pass an Average (+20) Endurance Test at the end of each Round or gain +1 Corruption Point. Anyone casting a spell within the AoE makes their Test at Average (+20) Difficulty.

\n\n Lore: Targets of Spells from the Lore of Tzeentch are riven by the transformative magic of Chaos. Targets affected by a Spell from the Lore of Tzeentch must pass a Challenging (+0) Endurance Test, or gain +1 Corruption Point. Should they pass their Test, they instead gain +1 Fortune Point, which can be used as normal. Such are the whims of Tzeentch.

", - "effects": { - "Power of Chaos": { - "name": "Power of Chaos" - } - } - }, - "Ring of Opsianon": { - "name": "Ring of Opsianon", - "description": "

Gideon wears a gold ring set with a black, faceted obsidian stone.

" - }, - "Blighted": { - "name": "Blighted", - "description": "

The creature harbours the disease listed, and it can pass it on with a touch. If touched, the victim must check for Contraction, but the Test is 2 steps more Difficult than normal. If the disease is contracted, its Incubation is changed to ‘Instant’.

" - }, - "Fleshthief": { - "name": "Fleshthief", - "description": "

The creature, which must have the @UUID[Compendium.wfrp4e-core.items.v3uzEthcq0JRar0J]{Daemonic} Trait, can wear the flesh of any Human it kills. Further, it can impersonate the Character of the worn flesh perfectly, able to mimic voices and mannerisms with an uncanny ability. Preparing the flesh takes [[/r 1d10]] Rounds, after which it can be worn or removed at will, which takes 1 Round. Once prepared, the flesh only rots should the creature die, but it can be damaged by normal means. If the creature wishes, it can burst free from a worn flesh suit in a horrific fashion, granting the @UUID[Compendium.wfrp4e-core.items.kJNAY1YRaCy9IgmT]{Terror} Trait for 1 Round, but also ruining the flesh, meaning it cannot be used again.

\n


Those who know the Character being impersonated may attempt a
Futile (-40) Intuition Test to detect that there is something wrong, though they will not know exactly what .

" - }, - "Hardy": { - "name": "Hardy", - "description": "

The creature can sustain more damage than most. Increase its Wounds by a number equal to its Toughness Bonus (applied before any Size modifers).

", - "effects": { - "Hardy": { - "name": "Hardy" - } - } - }, - "Spellcaster": { - "name": "Spellcaster", - "description": "

The creature can cast spells; the specific Lore of Magic will be indicated in brackets.

" - }, - "Unstable": { - "name": "Unstable", - "description": "

The creature’s corpus is maintained by foul magics that are inherently unstable in the material realm.

\n

Whenever it ends a round engaged with any opponent with higher Advantage, the creature is driven back, and the magics holding it together weaken. It loses as many Wounds as the difference between its Advantage, and the highest Advantage engaged with it.

\n

So, if the creature had 1 Advantage, and its opponent had 3, the creature would lose 2 Wounds. If the creature ever reach 0 Wounds, the magics holding it in place collapse, and it ‘dies’.

", - "effects": { - "Unstable": { - "name": "Unstable" - } - } - }, - "Weapon": { - "name": "Weapon", - "description": "

The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)

" - }, - "Corruption": { - "name": "Corruption", - "description": "

The creature is tainted by Chaos, or perhaps suffused with Dark Magics. The Strength of the Corruption is marked in brackets (@Corruption[minor]{Minor}, @Corruption[moderate]{Moderate}, or @Corruption[major]{Major}).

", - "effects": { - "Corruption": { - "name": "Corruption" - } - } - }, - "Daemonic": { - "name": "Daemonic", - "description": "

The creature’s essence is raw magic, and unholy ichor pumps through what passes for its veins. Daemonic creatures do not require the normal prerequisites for life: food, water, air…

\n

All its attacks are Magical. Roll [[/r 1d10]] after any blow is received, if the creature rolls the Target number or higher, the blow is ignored, even if it is a critical. Should the creature be reduced to 0 Wounds, its soul returns to the Realms of Chaos immediately, removing it from play.

", - "effects": { - "Daemonic": { - "name": "Daemonic" - } - } - }, - "Fear": { - "name": "Fear", - "description": "

The creature causes supernatural Fear in other creatures, with a rating equal to its Rating.

\n

The Fear trait represents an extreme aversion to something. Creatures that cause Fear have a Fear Rating; this value reflects the SL you are required to pass on an Extended Cool Test to overcome your Fear. You may continue to Test at the end of every round until your SL equals or surpasses the creature’s Fear rating. Until you do this, you are subject to Fear.

\n

When subject to Fear, you suffer –1 SL on all Tests to affect the source of your fear. You may not move closer to whatever is causing Fear without passing a Challenging (+0) Cool Test. If it comes closer to you, you must pass a Challenging (+0) Cool Test, or gain a @Condition[Broken] Condition.

", - "effects": { - "Fear": { - "name": "Fear" - } - } - }, - "Blue Fire of Tzeentch": { - "name": "Blue Fire of Tzeentch", - "description": "

Your words conjure a writhing ball of coruscating blue fire that engulfs your foes. Blue Fire of Tzeentch is a magic missile. Anyone within your Initiative Bonus yards of the target suffers a +3 Damage hit, and gains +1 @Condition[Ablaze] Condition.

\n

Should a Character of size small or larger be reduced to 0 Wounds by this spell, or while suffering from an Ablaze Condition from Blue Fire of Tzeentch, roll a [[/r 1d10]]. On a roll of 9, two @UUID[Compendium.wfrp4e-eis.actors.cLOGeMqUty61nYB9]{Blue Horror of Tzeentch} claw their way out of the Character’s screaming flesh, killing them in the process.

\n\n Lore: Targets of Spells from the Lore of Tzeentch are riven by the transformative magic of Chaos. Targets affected by a Spell from the Lore of Tzeentch must pass a Challenging (+0) Endurance Test, or gain +1 Corruption Point. Should they pass their Test, they instead gain +1 Fortune Point, which can be used as normal. Such are the whims of Tzeentch.

", - "effects": { - "Blue Fire of Tzeentch": { - "name": "Blue Fire of Tzeentch" - } - } - }, - "Dazzle": { - "name": "Dazzle", - "description": "

The target gains 1 @Condition[Blinded] Condition, and gains 1 Blinded Condition at the start of each round for the duration of the spell.

\n\n Lore: None

", - "effects": { - "Dazzle": { - "name": "Dazzle" - } - } - }, - "Careful Step": { - "name": "Careful Step", - "description": "

The magic flowing through your feet ensures any organic matter you tread upon remains undamaged: twigs do not break, grass springs back to its original position, and even delicate flowers are unharmed. Those seeking to use the Track skill to pursue you through rural terrain suffer a –30 penalty to their Tests.

\n\n Lore: None

" - }, - "Drain": { - "name": "Drain", - "description": "

You touch your targets, draining their life. This counts as a Magic Missile with Damage +0 that ignores Armor Points. You then Heal 1 Wound.

\n\n Lore: None

", - "effects": { - "Drain": { - "name": "Drain" - } - } - }, - "Eavesdrop": { - "name": "Eavesdrop", - "description": "

You can hear what your targets say as if you were standing right next to them.

\n\n Lore: None

" - }, - "Marsh Lights": { - "name": "Marsh Lights", - "description": "

You create a number of flickering magical lights up to your Intelligence Bonus. They resemble torches or hooded lanterns. Providing they remain within line of sight, for your Action you may control the lights by passing an Average (+20) Channeling Test; a success allows you to send the lights moving in any direction. They will move at walking pace in a straight line, passing through any objects (or witnesses) in their path, unless you test again to change their direction.

\n\n Lore: None

" - }, - "Murmured Whisper": { - "name": "Murmured Whisper", - "description": "

You cast your voice at a point within Willpower yards, regardless of line of sight. Your voice sounds from this point, and all within earshot will hear it.

\n\n Lore: None

" - }, - "Rot": { - "name": "Rot", - "description": "

You cause a roughly fist-sized volume of organic material to immediately rot. Food stuffs perish, clothes crumble, leathers shrivel (losing 1 Armor Point on 1 hit location), and similar, as dictated by the GM.

\n\n Lore: None

", - "effects": { - "Damage Armour": { - "name": "Damage Armour" - } - } - }, - "Sleep": { - "name": "Sleep", - "description": "

You touch your opponent, sending them into a deep sleep. If the target has the @Condition[Prone] Condition, they gain the @Condition[Unconscious] Condition as they fall asleep. They remain unconscious for the duration, although loud noises or being moved or jostled will awaken them instantly. If your targets are standing or sitting when affected, they start themselves awake as they hit the ground, gaining the Prone Condition, but remaining conscious. If your targets are not resisting, and are suitably tired, they will, at the spell’s end, pass into a deep and restful sleep.

\n\n Lore: None

", - "effects": { - "Sleep": { - "name": "Sleep" - } - } - }, - "Shock": { - "name": "Shock", - "description": "

Your target receives 1 @Condition[Stunned] Condition.

\n\n Lore: None

", - "effects": { - "Shock": { - "name": "Shock" - } - } - }, - "Warning": { - "name": "Warning", - "description": "

You channel magic into an object, noticing immediately if it has been poisoned or trapped.

\n\n Lore: None

" - }, - "Mindfire": { - "name": "Mindfire", - "description": "

The air warps around your fingertips, forming a bolt of shimmering, hazy magical energy that can be hurled at your target. Anyone affected by Mindfire must make a Challenging (+0) Cool Test, or gain 1 Corruption Point. For every +2 SL, you may make one target gain an additional Corruption Point if the Cool Test is failed. Should a Mutation occur as a result of this Spell, the target automatically rolls on the @Table[expandedmutatemental] table, and gains +1 @Condition[Ablaze] Condition as unnatural fire spills from every orifice in their head.

\n\n Lore: Targets of Spells from the Lore of Tzeentch are riven by the transformative magic of Chaos. Targets affected by a Spell from the Lore of Tzeentch must pass a Challenging (+0) Endurance Test, or gain +1 Corruption Point. Should they pass their Test, they instead gain +1 Fortune Point, which can be used as normal. Such are the whims of Tzeentch.

", - "effects": { - "Mindfire": { - "name": "Mindfire" - } - } - }, - "Pink Fire of Tzeentch": { - "name": "Pink Fire of Tzeentch", - "description": "

Swirling bolts of pink fire arc from your outstretched fingertips, causing reality to scream in anguish. Pink Fire of Tzeentch is a magic missile. Targets affected suffer a +6 Damage hit, and gain +1 @Condition[Ablaze] Condition.

Should a Character of size Small or larger be reduced to 0 Wounds by this spell, or while suffering from an Ablaze Condition caused by Pink Fire of Tzeentch, roll a [[/r 1d10]]. On a roll of 9, a @UUID[Compendium.wfrp4e-eis.actors.iDy8SDTwJSlCzZMl]{Pink Horror} claws its way out of the target’s writhing corpse, killing the individual.

Lore: Targets of Spells from the Lore of Tzeentch are riven by the transformative magic of Chaos. Targets affected by a Spell from the Lore of Tzeentch must pass a Challenging (+0) Endurance Test, or gain +1 Corruption Point. Should they pass their Test, they instead gain +1 Fortune Point, which can be used as normal. Such are the whims of Tzeentch.

", - "effects": { - "Pink Fire of Tzeentch": { - "name": "Pink Fire of Tzeentch" - } - } - }, - "Doppelganger": { - "name": "Doppelganger", - "description": "

You weave a mask and cloak of Ulgu around your form, assuming the likeness of another humanoid creature with whom you are familiar (as determined by the GM). Your appearance will automatically fool anyone without the @UUID[Compendium.wfrp4e-core.items.OEjUvJKi0xmBwbS2]{Second Sight} Talent, though some may note if any of your mannerisms are incorrect. Those with that Talent must pass a Difficult (–10) Perception Test to notice you are disguising your form. This does not let them see through the spell. They must dispel it to do so.

\n\n Lore: All spells cast from the Lore of Shadows inflicting Damage ignore all non-magical Armor Points.

" - }, - "Illusion": { - "name": "Illusion", - "description": "

You spin a web of intricate strands of Ulgu, obfuscating the Area of Effect with an illusory image of your choosing. You will automatically fool anyone without the @UUID[Compendium.wfrp4e-core.items.OEjUvJKi0xmBwbS2]{Second Sight} Talent. Those with that Talent must pass a Difficult (–10) Perception Test to notice the illusion. This does not let them see through the spell. They must dispel it to do so. The illusion is, by default, static. For your Action, you may make a Hard (–20) Channeling Test to make the illusion move for that Round.

\n\n Lore: All spells cast from the Lore of Shadows inflicting Damage ignore all non-magical Armor Points.

" - }, - "Mindslip": { - "name": "Mindslip", - "description": "

You conjure delicate threads of Ulgu in your Target’s mind, causing all prior memory of you to disappear for the spell’s duration. Once the spell is over, the Target must pass an Average (+20) Intelligence Test, or the memory loss becomes permanent until dispelled.

\n\n Lore: All spells cast from the Lore of Shadows inflicting Damage ignore all non-magical Armor Points.

" - }, - "Shadowsteed": { - "name": "Shadowsteed", - "description": "

You summon forth a shadowy steed. The creature’s unnatural flesh is black as midnight, and at times it appears to be both solid and insubstantial. Use the rules for a riding horse. When the Shadowsteed is out of sunlight, it also gains the following Creature Traits: @UUID[Compendium.wfrp4e-core.items.JQa5DLnTs2SEzRrc]{Dark Vision}, @UUID[Compendium.wfrp4e-core.items.tNWrJUOArwfWXsPw]{Ethereal}, @UUID[Compendium.wfrp4e-core.items.mDgEMOoJpi8DkRYb]{Magical}, @UUID[Compendium.wfrp4e-core.items.wMwSRDmgiF2IdCJr]{Painless}, @UUID[Compendium.wfrp4e-core.items.OzwDT6kzoLYeeR2d]{Stealthy}, @UUID[Compendium.wfrp4e-core.items.UmxGZRV0Lw3TZ0Kx]{Stride}, @UUID[Compendium.wfrp4e-core.items.pTorrE0l3VybAbtn]{Fear (1)} and @UUID[Compendium.wfrp4e-core.items.Bvd2aZ0gQUXHfCTh]{Ward (9+)}.

Even when insubstantial, Shadowsteeds may be ridden. Riders with the @UUID[Compendium.wfrp4e-core.items.3O9clK7LGyuLTHPW]{Arcane Magic (Shadow)} Talent do so with a bonus of +20 to Ride Tests. Those without suffer a penalty of –20 to Ride Tests. Shadowsteeds are tireless, so need no rest (though their unsettled riders might!). As the first rays of dawn break over the horizon the steeds melt into insubstantial mist. If still being ridden when the spell ends, or when dispelled, the rider will suffer Falling Damage.

Lore: All spells cast from the Lore of Shadows inflicting Damage ignore all non-magical Armor Points.

" - }, - "Shroud of Invisibility": { - "name": "Shroud of Invisibility", - "description": "

You wrap the target in a shroud of Ulgu. The Target becomes invisible and cannot be perceived by mundane senses. The spell will automatically fool anyone without the @UUID[Compendium.wfrp4e-core.items.OEjUvJKi0xmBwbS2]{Second Sight} Talent. Those with the Talent must pass a Challenging (+0) Perception Test to notice that someone is nearby, though they will not be able to pin down the precise location. They must dispel the Shroud of Invisibility to do so . You are still perceptible to the other senses, and the spell will come to an end if you bring attention to yourself by making large noises or attacking someone.

\n\n Lore: All spells cast from the Lore of Shadows inflicting Damage ignore all non-magical Armor Points.

" - }, - "lNMfPH8zFtuvb7w6": { - "name": "Doppelganger", - "description": "

You weave a mask and cloak of Ulgu around your form, assuming the likeness of another humanoid creature with whom you are familiar (as determined by the GM). Your appearance will automatically fool anyone without the @UUID[Compendium.wfrp4e-core.items.OEjUvJKi0xmBwbS2]{Second Sight} Talent, though some may note if any of your mannerisms are incorrect. Those with that Talent must pass a Difficult (–10) Perception Test to notice you are disguising your form. This does not let them see through the spell. They must dispel it to do so.

\n\n Lore: All spells cast from the Lore of Shadows inflicting Damage ignore all non-magical Armor Points.

" - }, - "Joyous Aspect (Tzeentch)": { - "name": "Joyous Aspect (Tzeentch)", - "description": "

The caster infuses the target (perhaps themselves) with a corrupted caul of Dhar-infused Ulgu, sheathing them in an aura of concealment. While the spell is in force, the target appears without flaw, or blemish. Scars, deformities and, most crucially, mutations are undetectable, save through Divine means. 

\n

While obvious deformities are hidden, the targets can appear strange, or outlandish, infused with too much life, or unnaturally alluring. Passing a Hard (–20) Perception Test reveals something is awry, though not precisely what. For Characters with the @UUID[Compendium.wfrp4e-core.items.OEjUvJKi0xmBwbS2]{Second Sight} Talent the Test is  Challenging (+0), and should they succeed they will become aware that a spell is in place, but not what it hides.

\n\n Lore: Targets of Spells from the Lore of Tzeentch are riven by the transformative magic of Chaos. Targets affected by a Spell from the Lore of Tzeentch must pass a Challenging (+0) Endurance Test, or gain +1 Corruption Point. Should they pass their Test, they instead gain +1 Fortune Point, which can be used as normal. Such are the whims of Tzeentch.

" - } - } - }, - "Sleeves": { - "name": "Sleeves", - "items": { - "Fine or Ragged Clothing": { - "name": "Fine or Ragged Clothing" - }, - "Chef's Knife": { - "name": "Chef's Knife" - }, - "Athletics": { - "name": "Athletics", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" - }, - "Climb": { - "name": "Climb", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}" - }, - "Dodge": { - "name": "Dodge", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" - }, - "Endurance": { - "name": "Endurance", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" - }, - "Intuition": { - "name": "Intuition", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" - }, - "Perception": { - "name": "Perception", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" - }, - "Trade (Cook)": { - "name": "Trade (Cook)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.jmFSm7UvmHEq52iu caption=false]{Trade}" - }, - "Weapon": { - "name": "Weapon", - "description": "

The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)

" - }, - "Gold Crown": { - "name": "Gold Crown" - }, - "Silver Shilling": { - "name": "Silver Shilling" - }, - "Brass Penny": { - "name": "Brass Penny" - }, - "Small": { - "name": "Small", - "description": "

You are much shorter than most folk in the Old World. The full rules for different Sizes are found in @UUID[Compendium.wfrp4e-core.items.8slW8CJ2oVTxeQ6q]{in the Size Trait}

", - "effects": { - "Small": { - "name": "Small" - } - } - }, - "Trade Tools (Cook)": { - "name": "Trade Tools (Cook)", - "description": "

Apothecary: Tools include pestle and mortar, spoons, jars, and weights and scales. Workshops also include oil burners and shelves full of ingredients.

\n

 

\n

Artisan: The potential range of tools used by Artisans is wide.

\n

Sample packages include:

\n\n\n\n

 

\n

Other Artisans include: Armorer, Bowyer, Brewer, Candlemaker, Calligrapher, Cartographer, Cobbler, Cook, Cooper, Embalmer, Gem Cutter, Glassblower, Goldsmith, Gunsmith, Jeweler, Leatherworker, Mason, Painter, Potter, Shipwright, Stoneworker, Tailor, Tanner, Vintner, Weaver, Weaponsmith and Woodcarver.

\n

 

\n

Artist: Brushes and paints, hammer and chisels, rasps and files, and scrapers. Workshops also include easels or pedestals and supplies of canvas, parchment, vellum, wood, clay or uncut stone.

\n

Engineer: Hourglass, measuring rod, fuse cord, drafting compass, and T-square. Workshops also include pulleys, ropes, and drafting tables.

\n

Herbalist: Pestle and mortar, small knives, pruning shears, and gloves. Workshops also include drying racks, strainers, funnels, bowls, and jars.

\n

Navigator: Quadrant, astrolabe, charts and compasses, hourglass, and sounding line.

\n

Physician: Needles and sutures, bandages, scalpel, vinegar, forceps, and a speculum. Workshops also include anatomical drawings, assorted implements, and a surgery table. 

" - }, - "Art": { - "name": "Art", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" - }, - "Bribery": { - "name": "Bribery", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" - }, - "Charm": { - "name": "Charm", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" - }, - "Charm Animal": { - "name": "Charm Animal", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" - }, - "Consume Alcohol": { - "name": "Consume Alcohol", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" - }, - "Cool": { - "name": "Cool", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" - }, - "Drive": { - "name": "Drive", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" - }, - "Entertain": { - "name": "Entertain", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" - }, - "Gamble": { - "name": "Gamble", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}" - }, - "Gossip": { - "name": "Gossip", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" - }, - "Haggle": { - "name": "Haggle", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" - }, - "Intimidate": { - "name": "Intimidate", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" - }, - "Leadership": { - "name": "Leadership", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" - }, - "Melee": { - "name": "Melee", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Navigation": { - "name": "Navigation", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" - }, - "Outdoor Survival": { - "name": "Outdoor Survival", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" - }, - "Ride": { - "name": "Ride", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" - }, - "Row": { - "name": "Row", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" - }, - "Stealth": { - "name": "Stealth", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" - } - } - }, - "Kaden": { - "name": "Kaden", - "description": "

@UUID[JournalEntry.aI05RCFli7s2SPP2.JournalEntryPage.uWlg0JgRwaUQNInI#warehouse-17]{Warehouse 17}

", - "items": { - "Armour": { - "name": "Armour", - "description": "

The creature is protected by armor or thick hide. It has Rating Armor Points on all Hit Locations

", - "effects": { - "Armour": { - "name": "Armour" - } - } - }, - "Bestial": { - "name": "Bestial", - "description": "

The creature has no rational thought or language. It shies away from fire and gains a @Condition[Broken] Condition if struck by it. In defense, it only uses the Dodge Skill. If it loses more than half its Wounds, it will attempt to Flee unless protecting its young or cornered, or unless it has the Territorial Trait. If so, it enters Frenzy. Bestial creatures have no Fellowship characteristic

" - }, - "Bite": { - "name": "Bite", - "description": "

On its turn, the creature may make a Free Attack by spending 1 Advantage. The Damage of the attack equals Rating and includes the creature’s Strength Bonus already

", - "effects": { - "Bite": { - "name": "Bite" - } - } - }, - "Night Vision": { - "name": "Night Vision", - "description": "

You can see very well in natural darkness. Assuming you have at least a faint source of light (such as starlight, moonlight, or bioluminescence) you can see clearly for 20 yards per level of Night Vision. Further, you can extend the effective illumination distance of any light sources by 20 yards per level of Night Vision.

" - }, - "Skittish": { - "name": "Skittish", - "description": "

The creature is easily scared by magic or loud noises. If such occurs, it receives +3 Broken Conditions

" - }, - "Stride": { - "name": "Stride", - "description": "

The creature has a long stride, perhaps because it is a quadruped or has especially long legs. Multiply Run Movement by 1.5 when Running. 

", - "effects": { - "Stride": { - "name": "Stride" - } - } - }, - "Trained": { - "name": "Trained", - "description": "

This trait represents animals that have been trained through the Animal Training Skill. The skills the animal knows is marked in the brackets. Feel free to create your own trained skills.

\n

Broken: The animal is trained to ignore its Bestial trait. it receives [[/r 2d10]] Fellowship.

\n

Drive: The animal is trained to pull a coach, cart, plough, buggy, or similar.

\n

Entertain: The animal is trained to entertain others. It adds a +10 bonus to appropriate Entertain, Perform, or Play Tests.

\n

Fetch: The animal is trained to fetch. This is normal reserved for Dogs and similar.

\n

Guard: The animal is trained to stay in one place or prowl around as a guard, granting it the Territorial Trait.

\n

Home: The animal is trained to return home if it is released or lost.

\n

Magic: The animal is trained to ignore Skittish when it comes to magic, which is required for most horses used by Wizards.

\n

Mount: The animal will accept a rider. Some creatures are especially belligerent, and will not accept a rider without the correct skill. So, to ride a Griffon, you need the Ride (Griffon) skill.

\n

War: The animal is trained for war, gaining +10 Weapon Skill. It can also ignore Skittish for loud noises.

", - "effects": { - "Trained (Broken, Guard)": { - "name": "Trained (Broken, Guard)" - } - } - }, - "Tracker": { - "name": "Tracker", - "description": "

Trackers are adept at following their prey, generally through scent or hearing. They add SL equal to their Initiative Bonus to all Track Tests.

", - "effects": { - "Tracker": { - "name": "Tracker" - } - } - }, - "Weapon": { - "name": "Weapon", - "description": "

The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)

" - }, - "Size": { - "name": "Size", - "description": "

This trait represents creatures whose size differ from the game standard (i.e. roughly human sized). There are seven steps of Size, ranging from Tiny to Monstrous.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

 Examples

\n
\n

Tiny

\n
\n

Butterfly, Mouse, Pigeon

\n
\n

Little

\n
\n

Cat, Hawk, Human Baby

\n
\n

Small

\n
\n

Giant Rat, Halfling, Human Child

\n
\n

Average

\n
\n

Dwarf, Elf, Human

\n
\n

Large

\n
\n

Horse, Ogre, Troll

\n
\n

Enormous

\n
\n

Griffon, Wyvern, Manticore

\n
\n

Monstrous

\n
\n

Dragon, Giant, Greater Daemon

\n
\n
\n

 

\n

Using Size

\n

 

\n

if you wish to use size to make a creature bigger — for example converting a giant spider to a gigantic spider — then increase Strength and Toughness by +10 and reduce Agility by –5 per step of size you increase the creature. Reverse this if you wish to make a creature smaller 

\n

 

\n

 

\n

Size Combat Modifers

\n

If larger:

\n\n\n

 

\n

If smaller:

\n

• It gains a bonus of +10 to hit.

\n

 

\n

Defending Against Big Creatures

\n

You suffer a penalty of –2 SL for each step larger your opponent is when using Melee to defend an Opposed Test. It is recommended to dodge a Giant swinging a tree, not parry it!

\n

 

\n\n

Fear and Terror

\n

If the creature is perceived to be aggressive, it causes Fear in any creature smaller than it, and Terror in any creature two or more steps smaller. The rating of the Fear or Terror equals the Size step difference. So, if the creature is Large, and its opponent is Small, it will cause Terror 2.

\n

 

\n

Moving in Combat

\n

A creature that is larger ignores the need to Disengage if it wishes to leave melee combat; instead, it brushes smaller combatants out of the way, moving where it wishes.

\n

 

\n

Opposed Strength

\n

During Opposed Strength Tests (and similar), if one creature is 2 or more size steps larger, it wins automatically. If one creature is 1 size step larger, the smaller creature must roll a Critical to contest the roll. If it does, SL are compared as normal. All other results mean the larger creature wins.

\n

 

\n

Stomp

\n

Creatures that are larger than their opponents may make one Stomp as a Free Attack, by spending 1 Advantage, as they kick downwards or otherwise bash smaller opponents out of the way. This attack has a Damage equal to their Strength Bonus +0, and uses Melee(Brawling).

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

Wounds

\n
\n

Tiny

\n
\n

1

\n
\n

Little

\n
\n

Toughness Bonus

\n
\n

Small

\n
\n

(2×Toughness Bonus) + Willpower Bonus

\n
\n

Average

\n
\n

Strength Bonus+(2×Toughness Bonus) + Willpower Bonus

\n
\n

Large

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×2

\n
\n

Enormous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×4

\n
\n

Monstrous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×8

\n
\n
", - "effects": { - "Size": { - "name": "Size" - } - } - } - } - }, - "Thug": { - "name": "Thug", - "description": "

@UUID[JournalEntry.abUCs0O1oBGNonyi.JournalEntryPage.qekbEPjyKirEPlD7#hired-muscle]{Hired Muscle}

There are various thugs in @UUID[JournalEntry.ro7SIltM899Ogrk8]{Bögenhafen} that may accost the Characters. Most are stevedores in the employ of @UUID[Actor.LG5qATEIFPE9bezB]{Teugen} or hired muscle supporting one of the other influential NPCs. In most cases the thugs are grim, brutal, and speak with a lower-class accent.

Character Profiles are supplied here for typical thugs and for their brutish bosses. If your Players do not have many (or any) combat-capable Characters, you should stick to using the basic thugs. However, if you feel the party needs more of a challenge, throw in a thug boss or two, and maybe even add some of the @UUID[Compendium.wfrp4e-core.journals.3ZynTGhFpgwv6l1n.JournalEntryPage.UyUu4g8GQRp16paM#generic-creature-traits]{Generic Creature Traits} to personalise the group.

", - "items": { - "Animosity": { - "name": "Animosity", - "description": "

You harbor an enmity for the Target, which will normally be a group of people or creatures, such as ‘Nordlanders’, ‘Beastmen’, or ‘Nobles’. You must attempt a Psychology Test whenever you encounter the group. If you pass, you may grumble and spit, but only suffer a penalty of –20 to all Fellowship Tests towards that group. Should you fail you are subject to Animosity.

\n

 

\n

At the end of every subsequent Round, you may attempt another Psychology test to bring the Animosity to an end. If you do not, the effects of Animosity naturally come to an end when all members of the specified group in your line of sight are utterly pacified or gone, or you gain the Stunned or Unconscious Condition, or you become subject to another Psychology.

\n

 

\n

When subject to Animosity, you must immediately attack the disagreeable creatures, either socially (insults, jibes, and similar) or physically (most commonly with fists), as appropriate. You also gain a bonus of +1 SL on any attempts to socially or mentally attack the group. Animosity is over-ridden by Fear and Terror.

", - "effects": { - "Animosity": { - "name": "Animosity" - } - } - }, - "Belligerent": { - "name": "Belligerent", - "description": "

The creature loves to win a fight. As long as it has more Advantage than its opponent, it is Immune to Psychology

" - }, - "Dagger": { - "name": "Dagger" - }, - "Art": { - "name": "Art", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" - }, - "Athletics": { - "name": "Athletics", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" - }, - "Bribery": { - "name": "Bribery", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" - }, - "Charm": { - "name": "Charm", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" - }, - "Charm Animal": { - "name": "Charm Animal", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" - }, - "Climb": { - "name": "Climb", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}" - }, - "Consume Alcohol": { - "name": "Consume Alcohol", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" - }, - "Cool": { - "name": "Cool", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" - }, - "Dodge": { - "name": "Dodge", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" - }, - "Drive": { - "name": "Drive", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" - }, - "Endurance": { - "name": "Endurance", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" - }, - "Entertain": { - "name": "Entertain", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" - }, - "Gamble": { - "name": "Gamble", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}" - }, - "Gossip": { - "name": "Gossip", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" - }, - "Haggle": { - "name": "Haggle", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" - }, - "Intimidate": { - "name": "Intimidate", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" - }, - "Intuition": { - "name": "Intuition", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" - }, - "Leadership": { - "name": "Leadership", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" - }, - "Melee": { - "name": "Melee", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Navigation": { - "name": "Navigation", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" - }, - "Outdoor Survival": { - "name": "Outdoor Survival", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" - }, - "Perception": { - "name": "Perception", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" - }, - "Ride": { - "name": "Ride", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" - }, - "Row": { - "name": "Row", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" - }, - "Stealth": { - "name": "Stealth", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" - } - } - }, - "Harbull Furfoot": { - "name": "Harbull Furfoot", - "description": "

Personality and Appearance

‘Nothing ventured, nothing gained.’ 

Like many Halflings, Harbull has a child-like cheerfulness and insatiable curiosity, especially by Human standards. ‘How does that work?’ is his favourite question, rather than the more typical, ‘What’s for dinner?’ However, his sunny disposition changes when confronted by Human prejudices about Halflings — in particular, in relation to food and cooking. He’s of medium height, and medium stoutness for a Halfling (so still very broad), with light-brown curly hair and dark-brown eyes.

Background

Born in Barliton on the border of Mootland to a chef and a herbalist, there was always uncertainty around Harbull’s future career. Whilst he begrudgingly admits that he loves his food, he much prefers others to cook. This oft-repeated distinction sat poorly with his parents, so Harbull eventually left home to seek his own way in life. Wherever Harbull travelled, he found ready employment, though his odd jobs always turned, inevitably, to cooking. Frustrated, he travelled on, and eventually met his current companions at The Travellers’ Rest coaching inn. Harbull quickly hit things off with Werner, and the group decided to try their luck travelling together, following a handbill calling for ‘adventurers’. (@UUID[JournalEntry.fCNnElQzxwEOeJWJ.JournalEntryPage.6h30hMoewtibNM1R]{Handout 1: Wanted! Bold Adventurers!} from Enemy in Shadows.)

Secrets

Begin with an additional [[/r 1d10]] brass pennies per secret chosen.

", - "items": { - "Assortment of Herbs": { - "name": "Assortment of Herbs" - }, - "4d10 Brass Penny": { - "name": "4d10 Brass Penny" - }, - "Charm Animal": { - "name": "Charm Animal", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" - }, - "Climb": { - "name": "Climb", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}" - }, - "Consume Alcohol": { - "name": "Consume Alcohol", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" - }, - "Dodge": { - "name": "Dodge", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" - }, - "Endurance": { - "name": "Endurance", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" - }, - "Intuition": { - "name": "Intuition", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" - }, - "Outdoor Survival": { - "name": "Outdoor Survival", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" - }, - "Perception": { - "name": "Perception", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" - }, - "Language (Mootish)": { - "name": "Language (Mootish)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.xo5U0kL08xCPe6kl caption=false]{Language}" - }, - "Lore (Herbs)": { - "name": "Lore (Herbs)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" - }, - "Ranged (Sling)": { - "name": "Ranged (Sling)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.jJYOiSQNgC9v7cM5 caption=false]{Ranged}" - }, - "Swim": { - "name": "Swim", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QoWDfx8SIhpCiIX5 caption=false]{Swim}" - }, - "Trade (Cook)": { - "name": "Trade (Cook)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.jmFSm7UvmHEq52iu caption=false]{Trade}" - }, - "Trade (Herbalist)": { - "name": "Trade (Herbalist)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.jmFSm7UvmHEq52iu caption=false]{Trade}" - }, - "Acute Sense (Taste)": { - "name": "Acute Sense (Taste)", - "description": "

One of your primary five senses is highly developed, allowing you to spot what others miss. You may take Perception Tests to detect normally imperceptible details with the associated sense, as dictated by the GM. This could include: seeing an eagle beyond everyone else's eyeshot, smelling an almost odorless poison, hearing the breath of an unmoving mouse within a wall, feeling a worn away letter in a carving, or tasting that two beers from the same brewer have been drawn from two different barrels.

" - }, - "Coolheaded": { - "name": "Coolheaded", - "description": "You gain a permanent +5 bonus to your starting Willpower Characteristic this does not count towards your Advances.", - "effects": { - "Coolheaded": { - "name": "Coolheaded", - "changes": { - "system.characteristics.wp.initial": 5 - } - } - } - }, - "Night Vision": { - "name": "Night Vision", - "description": "

You can see very well in natural darkness. Assuming you have at least a faint source of light (such as starlight, moonlight, or bioluminescence) you can see clearly for 20 yards per level of Night Vision. Further, you can extend the effective illumination distance of any light sources by 20 yards per level of Night Vision. 

", - "effects": { - "Night Vision": { - "name": "Night Vision" - } - } - }, - "Read/Write": { - "name": "Read/Write", - "description": "You are one of the rare literate individuals in the Old World. You are assumed to be able to read and write (if appropriate) all of the Languages you can speak." - }, - "Resistance (Chaos)": { - "name": "Resistance (Chaos)", - "description": "Your strong constitution allows you to more readily survive a specific threat. You may automatically pass the first Test to resist the specified threat, such as Magic, Poison, Disease, Mutation, every session. If SL is important, use your Toughness Bonus as SL for the Test.", - "effects": { - "Resistance (Chaos)": { - "name": "Resistance (Chaos)" - } - } - }, - "Small": { - "name": "Small", - "description": "

You are much shorter than most folk in the Old World. The full rules for different Sizes are found in @UUID[Compendium.wfrp4e-core.items.8slW8CJ2oVTxeQ6q]{in the Size Trait}

", - "effects": { - "Small": { - "name": "Small" - } - } - }, - "Dagger": { - "name": "Dagger" - }, - "Cloak": { - "name": "Cloak", - "description": "

Protects wearer against the elements. 

" - }, - "Clothing": { - "name": "Clothing" - }, - "Pestle & Mortar": { - "name": "Pestle & Mortar" - }, - "Pouch": { - "name": "Pouch" - }, - "Sling": { - "name": "Sling" - }, - "Stone Bullet": { - "name": "Stone Bullet" - }, - "Sling Bag": { - "name": "Sling Bag", - "description": "

Counts as ‘worn’ when slung over your shoulder.

" - }, - "Rations, 1 day": { - "name": "Rations, 1 day" - }, - "Art": { - "name": "Art", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" - }, - "Athletics": { - "name": "Athletics", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" - }, - "Bribery": { - "name": "Bribery", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" - }, - "Charm": { - "name": "Charm", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" - }, - "Cool": { - "name": "Cool", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" - }, - "Drive": { - "name": "Drive", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" - }, - "Entertain": { - "name": "Entertain", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" - }, - "Gamble": { - "name": "Gamble", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}" - }, - "Gossip": { - "name": "Gossip", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" - }, - "Haggle": { - "name": "Haggle", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" - }, - "Intimidate": { - "name": "Intimidate", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" - }, - "Leadership": { - "name": "Leadership", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" - }, - "Melee": { - "name": "Melee", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Navigation": { - "name": "Navigation", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" - }, - "Ride": { - "name": "Ride", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" - }, - "Row": { - "name": "Row", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" - }, - "Stealth": { - "name": "Stealth", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" - }, - "Gold Crown": { - "name": "Gold Crown" - }, - "Silver Shilling": { - "name": "Silver Shilling" - }, - "Herb Gatherer": { - "name": "Herb Gatherer", - "description": "

@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.fTqkgehpmxk7kVT6]{Herbalist}

" - }, - "Strider (Rural)": { - "name": "Strider (Rural)", - "description": "

You are experienced in traversing difficult ground. You ignore all movement penalties when crossing over or through a specified terrain. Typical specialties include: Coastal, Deserts, Marshes, Rocky, Tundra, Woodlands.

", - "effects": { - "Strider": { - "name": "Strider" - } - } - } - } - }, - "Elvyra Kleinestun": { - "name": "Elvyra Kleinestun", - "items": { - "Chest": { - "name": "Chest" - }, - "Collapsible Market Stall": { - "name": "Collapsible Market Stall" - }, - "Drugs and Herbs": { - "name": "Drugs and Herbs", - "description": "

Availability as a City

" - }, - "Bribery": { - "name": "Bribery", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" - }, - "Sleight of Hand": { - "name": "Sleight of Hand", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.bGqmHCju8VZ8q2Pv caption=false]{Sleight of Hand}" - }, - "Charm": { - "name": "Charm", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" - }, - "Dodge": { - "name": "Dodge", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" - }, - "Drive": { - "name": "Drive", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" - }, - "Consume Alcohol": { - "name": "Consume Alcohol", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" - }, - "Cool": { - "name": "Cool", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" - }, - "Endurance": { - "name": "Endurance", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" - }, - "Entertain (Storytelling)": { - "name": "Entertain (Storytelling)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" - }, - "Entertain (Acting)": { - "name": "Entertain (Acting)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" - }, - "Evaluate": { - "name": "Evaluate", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.NtJ85TY8yY3WOGHN caption=false]{Evaluate}" - }, - "Gamble": { - "name": "Gamble", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}" - }, - "Gossip": { - "name": "Gossip", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" - }, - "Haggle": { - "name": "Haggle", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" - }, - "Heal": { - "name": "Heal", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dSf8QWBvN6mlpHBF caption=false]{Heal}", - "effects": { - "Heal": { - "name": "Heal" - } - } - }, - "Intuition": { - "name": "Intuition", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" - }, - "Language (Classical)": { - "name": "Language (Classical)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.xo5U0kL08xCPe6kl caption=false]{Language}" - }, - "Language (Guilder)": { - "name": "Language (Guilder)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.xo5U0kL08xCPe6kl caption=false]{Language}" - }, - "Leadership": { - "name": "Leadership", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" - }, - "Lore (Medicine)": { - "name": "Lore (Medicine)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" - }, - "Lore (Plants)": { - "name": "Lore (Plants)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" - }, - "Lore (Reikland)": { - "name": "Lore (Reikland)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" - }, - "Melee (Basic)": { - "name": "Melee (Basic)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Perception": { - "name": "Perception", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" - }, - "Secret Signs (Guilder)": { - "name": "Secret Signs (Guilder)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.X2FppoPGuEwJKssM caption=false]{Secret Signs}" - }, - "Blather": { - "name": "Blather", - "description": "

Called ‘opening your mouth and letting your belly rumble’ in Nordland, or simply ‘bullshitting’ in Ostland, blathering involves talking rapidly and incessantly, or talking volubly and at-length, about inconsequential or nonsense matters, and is used to verbally confuse and confound a target. You use your Charm Skill to Blather. Attempt an Opposed Charm/Intelligence Test. Success gives your opponent a Stunned Condition. Further, for each level you have in Blather, your opponent gains another Stunned Condition. Targets Stunned by Blather may do nothing other than stare at you dumbfounded as they try to catch-up with or understand what you are saying. Once the last Stunned Condition comes to an end, the target finally gets a word in, and may not be best pleased with you — after all, you have been talking about nothing or nonsense for some time. Should you stop talking, your opponent immediately loses all Stunned Conditions caused by your Blather. Generally, you can only attempt to Blather at a character once per scene, or perhaps longer as determined by the GM, as the target soon wises up to your antics.

\n

 

", - "effects": { - "Blather": { - "name": "Blather" - } - } - }, - "Coolheaded": { - "name": "Coolheaded", - "description": "You gain a permanent +5 bonus to your starting Willpower Characteristic this does not count towards your Advances.", - "effects": { - "Coolheaded": { - "name": "Coolheaded", - "changes": { - "system.characteristics.wp.initial": 5 - } - } - } - }, - "Concoct": { - "name": "Concoct", - "description": "You are skilled at making potions, philters, and draughts on the go. You may take one free Crafting Endeavour to use Trade (Apothecary) without need of a Workshop. Other Crafting Endeavors use the normal rules.", - "effects": { - "Concoct": { - "name": "Concoct" - } - } - }, - "Criminal": { - "name": "Criminal", - "description": "

You are an active criminal making money from illegal sources, and you’re not always quiet about it. For the purposes of securing money, either when Earning during play or performing an Income Endeavour, refer to the following table:

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Career Level

\n
\n

Bonus Money per time the Talent is taken

\n
\n

1

\n
\n

+2d10 brass pennies

\n
\n

2

\n
\n

+1d10 silver shillings

\n
\n

\n
\n

+2d10 silver shillings

\n
\n

4

\n
\n

+1 gold crown

\n
\n
\n

 

\n

Because of your obvious criminal nature, others consider you lower Status than them unless they also have the Criminal Talent, where Status is compared as normal — perhaps you have gang tattoos, look shifty, or are just rough around the edges, it’s your choice. Because of this, local law enforcers are always suspicious of you and suspect your motivations, which only gets worse the more times you have this Talent, with the exact implications determined by the GM. Lawbreakers without the Criminal Talent earn significantly less coin but are not obviously the sort to be breaking the law, so maintain their Status. With GM consent, you may spend XP to remove levels of the Criminal Talent for the same XP it cost to buy.

", - "effects": { - "Criminal": { - "name": "Criminal" - } - } - }, - "uye8ZUHe1gIZNfrD": { - "name": "Criminal", - "description": "

You are an active criminal making money from illegal sources, and you’re not always quiet about it. For the purposes of securing money, either when Earning during play or performing an Income Endeavour, refer to the following table:

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Career Level

\n
\n

Bonus Money per time the Talent is taken

\n
\n

1

\n
\n

+2d10 brass pennies

\n
\n

2

\n
\n

+1d10 silver shillings

\n
\n

\n
\n

+2d10 silver shillings

\n
\n

4

\n
\n

+1 gold crown

\n
\n
\n

 

\n

Because of your obvious criminal nature, others consider you lower Status than them unless they also have the Criminal Talent, where Status is compared as normal — perhaps you have gang tattoos, look shifty, or are just rough around the edges, it’s your choice. Because of this, local law enforcers are always suspicious of you and suspect your motivations, which only gets worse the more times you have this Talent, with the exact implications determined by the GM. Lawbreakers without the Criminal Talent earn significantly less coin but are not obviously the sort to be breaking the law, so maintain their Status. With GM consent, you may spend XP to remove levels of the Criminal Talent for the same XP it cost to buy.

", - "effects": { - "Criminal": { - "name": "Criminal" - } - } - }, - "Doomed": { - "name": "Doomed", - "description": "At the age of 10, a Priest of Morr called a Doomsayer took you aside to foretell your death in an incense-laden, coming-of-age ritual called the Dooming. In conjunction with your GM, come up with a suitable Dooming. Should your character die in a fashion that matches your Dooming, your next character gains a bonus of half the total XP your dead character accrued during play." - }, - "Etiquette (Criminals)": { - "name": "Etiquette (Criminals)", - "description": "

You can blend in socially with the chosen group so long as you are dressed and acting appropriately. Example social groups for this Talent are: Criminals, Cultists, Guilders, Nobles, Scholars, Servants, and Soldiers. If you do not have the Talent, those with it will note your discomfort in the unfamiliar environment. This is primarily a matter for roleplaying, but may confer a bonus to Fellowship Tests at the GM’s discretion.

", - "effects": { - "Etiquette": { - "name": "Etiquette" - } - } - }, - "Fast Hands": { - "name": "Fast Hands", - "description": "You can move your hands with surprising dexterity. Bystanders get no passive Perception Tests to spot your use of the Sleight of Hand Skill, instead they only get to Oppose your Sleight of Hand Tests if they actively suspect and are looking for your movements. Further, attempts to use Melee (Brawling) to simply touch an opponent gain a bonus of +10 ' your level in Fast Hands.", - "effects": { - "Fast Hands": { - "name": "Fast Hands" - } - } - }, - "Field Dressing": { - "name": "Field Dressing", - "description": "You are used to treating wounds quickly. If you fail a Heal Test when using Bandages, you may reverse the result if this will score a success; however, if you do so, you may not score more than +1 SL as you focus on speed over accuracy", - "effects": { - "Field Dressing": { - "name": "Field Dressing" - } - } - }, - "Master Tradesman": { - "name": "Master Tradesman", - "description": "You are exceptionally skilled at your specified Trade skill. You reduce the required SL of any Extended Test using your Trade Skill by the level of your Master Tradesman Talent", - "effects": { - "Master Tradesman": { - "name": "Master Tradesman" - } - } - }, - "Luck": { - "name": "Luck", - "description": "

They say when you were born, Ranald smiled. Your maximum Fortune Points now equal your current Fate points plus the number of times you’ve taken Luck.

" - }, - "Gold Crown": { - "name": "Gold Crown" - }, - "l6s4tnJphUP4FKKB": { - "name": "Luck", - "description": "

They say when you were born, Ranald smiled. Your maximum Fortune Points now equal your current Fate points plus the number of times you’ve taken Luck.

" - }, - "Silver Shilling": { - "name": "Silver Shilling" - }, - "Pharmacist": { - "name": "Pharmacist", - "description": "You are highly skilled at pharmacy, better able than most to make pills, ointments, unguents, oils, creams, and more. You may reverse any failed Trade (Apothecary) test if this allows the Test to succeed", - "effects": { - "Pharmacist": { - "name": "Pharmacist" - } - } - }, - "Brass Penny": { - "name": "Brass Penny" - }, - "Read/Write": { - "name": "Read/Write", - "description": "You are one of the rare literate individuals in the Old World. You are assumed to be able to read and write (if appropriate) all of the Languages you can speak." - }, - "Resistance (Poison)": { - "name": "Resistance (Poison)", - "description": "Your strong constitution allows you to more readily survive a specific threat. You may automatically pass the first Test to resist the specified threat, such as Magic, Poison, Disease, Mutation, every session. If SL is important, use your Toughness Bonus as SL for the Test.", - "effects": { - "Resistance (Poison)": { - "name": "Resistance (Poison)" - } - } - }, - "Savvy": { - "name": "Savvy", - "description": "You gain a permanent +5 bonus to your starting Intelligence Characteristic (this does not count towards your Advances).", - "effects": { - "Savvy": { - "name": "Savvy", - "changes": { - "system.characteristics.int.initial": 5 - } - } - } - }, - "Sharp": { - "name": "Sharp", - "description": "You gain a permanent +5 bonus to your starting Initiative Characteristic (this does not count towards your Advances).", - "effects": { - "Sharp": { - "name": "Sharp", - "changes": { - "system.characteristics.i.initial": 5 - } - } - } - }, - "Trade (Poisoner)": { - "name": "Trade (Poisoner)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.jmFSm7UvmHEq52iu caption=false]{Trade}" - }, - "Trade (Apothecary)": { - "name": "Trade (Apothecary)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.jmFSm7UvmHEq52iu caption=false]{Trade}" - }, - "Prejudice": { - "name": "Prejudice", - "description": "

You really dislike the Target, which is normally a group of people or creatures such as ‘Ostlanders’, ‘Elves’, or ‘Wizards’. You must attempt a Psychology Test whenever you encounter the group against which you are prejudiced. If you pass, you may frown a lot, but will otherwise act normally, only suffering a penalty of –10 to all Fellowship Tests towards that group. Should you fail you are subject to Prejudice. At the end of every subsequent Round, you may attempt another Psychology test to bring the Prejudice to an end. If you do not, the effects of Prejudice naturally come to an end when all members of the specified group in your line of sight are gone, or you gain the Stunned or Unconscious Condition, or you become subject to another Psychology.

\n

 

\n

When subject to Prejudice, you must immediately insult the target of your prejudice. Loudly.

" - }, - "Bandage": { - "name": "Bandage", - "description": "

A successful Heal or Dexterity Test removes +1 extra Bleeding Status.

" - }, - "Dagger": { - "name": "Dagger" - }, - "Key": { - "name": "Key" - }, - "Trade Tools (Apothecary)": { - "name": "Trade Tools (Apothecary)", - "description": "

Apothecary: Tools include pestle and mortar, spoons, jars, and weights and scales. Workshops also include oil burners and shelves full of ingredients.

\n

 

\n

Artisan: The potential range of tools used by Artisans is wide.

\n

Sample packages include:

\n\n\n\n

 

\n

Other Artisans include: Armorer, Bowyer, Brewer, Candlemaker, Calligrapher, Cartographer, Cobbler, Cook, Cooper, Embalmer, Gem Cutter, Glassblower, Goldsmith, Gunsmith, Jeweler, Leatherworker, Mason, Painter, Potter, Shipwright, Stoneworker, Tailor, Tanner, Vintner, Weaver, Weaponsmith and Woodcarver.

\n

 

\n

Artist: Brushes and paints, hammer and chisels, rasps and files, and scrapers. Workshops also include easels or pedestals and supplies of canvas, parchment, vellum, wood, clay or uncut stone.

\n

Engineer: Hourglass, measuring rod, fuse cord, drafting compass, and T-square. Workshops also include pulleys, ropes, and drafting tables.

\n

Herbalist: Pestle and mortar, small knives, pruning shears, and gloves. Workshops also include drying racks, strainers, funnels, bowls, and jars.

\n

Navigator: Quadrant, astrolabe, charts and compasses, hourglass, and sounding line.

\n

Physician: Needles and sutures, bandages, scalpel, vinegar, forceps, and a speculum. Workshops also include anatomical drawings, assorted implements, and a surgery table. 

" - }, - "Art": { - "name": "Art", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" - }, - "Athletics": { - "name": "Athletics", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" - }, - "Charm Animal": { - "name": "Charm Animal", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" - }, - "Climb": { - "name": "Climb", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}" - }, - "Entertain": { - "name": "Entertain", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" - }, - "Intimidate": { - "name": "Intimidate", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" - }, - "Melee": { - "name": "Melee", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Navigation": { - "name": "Navigation", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" - }, - "Outdoor Survival": { - "name": "Outdoor Survival", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" - }, - "Ride": { - "name": "Ride", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" - }, - "Row": { - "name": "Row", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" - }, - "Stealth": { - "name": "Stealth", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" - }, - "Guild License": { - "name": "Guild License", - "description": "

Guild licenses are usually printed on single sheets of parchment, stamped with an official seal, and signed by the local guild master. Guild licenses are not purchased; instead, they are granted to guild members according to each guild’s traditions and laws.

" - }, - "Healing Draught": { - "name": "Healing Draught", - "description": "

If you have more than 0 Wounds, recover Toughness Bonus Wounds immediately. Dose: 1 per encounter.

", - "effects": { - "Healing Draught": { - "name": "Healing Draught" - }, - "Apply Healing Draught": { - "name": "Apply Healing Draught" - } - } - } - } - }, - "Sheep (Hugeltal Longwool)": { - "name": "Sheep (Hugeltal Longwool)", - "description": "

The following Characteristics describe common farm animals of the Reikland. If you feel an animal is not enough of a challenge, or are presenting the same encounter for a second time, use the  listed Optional Traits, or the @UUID[Compendium.wfrp4e-core.journals.3ZynTGhFpgwv6l1n.JournalEntryPage.UyUu4g8GQRp16paM#generic-creature-traits]{Generic Creature Traits}.

", - "items": { - "Weapon": { - "name": "Weapon", - "description": "

The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)

" - }, - "Armour": { - "name": "Armour", - "description": "

The creature is protected by armor or thick hide. It has Rating Armor Points on all Hit Locations

", - "effects": { - "Armour": { - "name": "Armour" - } - } - }, - "Bestial": { - "name": "Bestial", - "description": "

The creature has no rational thought or language. It shies away from fire and gains a @Condition[Broken] Condition if struck by it. In defense, it only uses the Dodge Skill. If it loses more than half its Wounds, it will attempt to Flee unless protecting its young or cornered, or unless it has the Territorial Trait. If so, it enters Frenzy. Bestial creatures have no Fellowship characteristic

" - }, - "Disease": { - "name": "Disease", - "description": "

The creature carries the disease listed. Others will have to Test as appropriate for Contraction

", - "effects": { - "Disease": { - "name": "Disease" - } - } - }, - "Horns": { - "name": "Horns", - "description": "

The creature has horns or some other sharp appendage (if its Horns Trait represents a different feature it will be noted in brackets). When the creature gains an Advantage for Charging, it may make a Free Attack with its Horns, performed as normal, using Rating to calculate Damage (its Strength Bonus is already included).

" - }, - "Infestation": { - "name": "Infestation", - "description": "

The creature’s hide is infested with biting fleas or similar. All opponents suffer a penalty of –10 to hit it in melee combat as the parasites distract and overwhelm them

", - "effects": { - "Infestation": { - "name": "Infestation" - } - } - }, - "Infected": { - "name": "Infected", - "description": "

The creature, or its weapon, carries a nasty infection. If it causes a living opponent to lose Wounds, it must pass an Easy (+40) Endurance Test or contract a @UUID[Compendium.wfrp4e-core.items.kKccDTGzWzSXCBOb]{Festering Wound}

", - "effects": { - "Infected": { - "name": "Infected" - } - } - }, - "Size": { - "name": "Size", - "description": "

This trait represents creatures whose size differ from the game standard (i.e. roughly human sized). There are seven steps of Size, ranging from Tiny to Monstrous.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

 Examples

\n
\n

Tiny

\n
\n

Butterfly, Mouse, Pigeon

\n
\n

Little

\n
\n

Cat, Hawk, Human Baby

\n
\n

Small

\n
\n

Giant Rat, Halfling, Human Child

\n
\n

Average

\n
\n

Dwarf, Elf, Human

\n
\n

Large

\n
\n

Horse, Ogre, Troll

\n
\n

Enormous

\n
\n

Griffon, Wyvern, Manticore

\n
\n

Monstrous

\n
\n

Dragon, Giant, Greater Daemon

\n
\n
\n

 

\n

Using Size

\n

 

\n

if you wish to use size to make a creature bigger — for example converting a giant spider to a gigantic spider — then increase Strength and Toughness by +10 and reduce Agility by –5 per step of size you increase the creature. Reverse this if you wish to make a creature smaller 

\n

 

\n

 

\n

Size Combat Modifers

\n

If larger:

\n\n\n

 

\n

If smaller:

\n

• It gains a bonus of +10 to hit.

\n

 

\n

Defending Against Big Creatures

\n

You suffer a penalty of –2 SL for each step larger your opponent is when using Melee to defend an Opposed Test. It is recommended to dodge a Giant swinging a tree, not parry it!

\n

 

\n\n

Fear and Terror

\n

If the creature is perceived to be aggressive, it causes Fear in any creature smaller than it, and Terror in any creature two or more steps smaller. The rating of the Fear or Terror equals the Size step difference. So, if the creature is Large, and its opponent is Small, it will cause Terror 2.

\n

 

\n

Moving in Combat

\n

A creature that is larger ignores the need to Disengage if it wishes to leave melee combat; instead, it brushes smaller combatants out of the way, moving where it wishes.

\n

 

\n

Opposed Strength

\n

During Opposed Strength Tests (and similar), if one creature is 2 or more size steps larger, it wins automatically. If one creature is 1 size step larger, the smaller creature must roll a Critical to contest the roll. If it does, SL are compared as normal. All other results mean the larger creature wins.

\n

 

\n

Stomp

\n

Creatures that are larger than their opponents may make one Stomp as a Free Attack, by spending 1 Advantage, as they kick downwards or otherwise bash smaller opponents out of the way. This attack has a Damage equal to their Strength Bonus +0, and uses Melee(Brawling).

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

Wounds

\n
\n

Tiny

\n
\n

1

\n
\n

Little

\n
\n

Toughness Bonus

\n
\n

Small

\n
\n

(2×Toughness Bonus) + Willpower Bonus

\n
\n

Average

\n
\n

Strength Bonus+(2×Toughness Bonus) + Willpower Bonus

\n
\n

Large

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×2

\n
\n

Enormous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×4

\n
\n

Monstrous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×8

\n
\n
", - "effects": { - "Size": { - "name": "Size" - } - } - }, - "Skittish": { - "name": "Skittish", - "description": "

The creature is easily scared by magic or loud noises. If such occurs, it receives +3 Broken Conditions

" - }, - "Stride": { - "name": "Stride", - "description": "

The creature has a long stride, perhaps because it is a quadruped or has especially long legs. Multiply Run Movement by 1.5 when Running. 

", - "effects": { - "Stride": { - "name": "Stride" - } - } - }, - "Trained": { - "name": "Trained", - "description": "

This trait represents animals that have been trained through the Animal Training Skill. The skills the animal knows is marked in the brackets. Feel free to create your own trained skills.

\n

Broken: The animal is trained to ignore its Bestial trait. it receives [[/r 2d10]] Fellowship.

\n

Drive: The animal is trained to pull a coach, cart, plough, buggy, or similar.

\n

Entertain: The animal is trained to entertain others. It adds a +10 bonus to appropriate Entertain, Perform, or Play Tests.

\n

Fetch: The animal is trained to fetch. This is normal reserved for Dogs and similar.

\n

Guard: The animal is trained to stay in one place or prowl around as a guard, granting it the Territorial Trait.

\n

Home: The animal is trained to return home if it is released or lost.

\n

Magic: The animal is trained to ignore Skittish when it comes to magic, which is required for most horses used by Wizards.

\n

Mount: The animal will accept a rider. Some creatures are especially belligerent, and will not accept a rider without the correct skill. So, to ride a Griffon, you need the Ride (Griffon) skill.

\n

War: The animal is trained for war, gaining +10 Weapon Skill. It can also ignore Skittish for loud noises.

", - "effects": { - "Trained": { - "name": "Trained" - } - } - } - } - }, - "Helga Langstrasse": { - "name": "Helga Langstrasse", - "items": { - "Apprentice (Fanna Geshenkle)": { - "name": "Apprentice (Fanna Geshenkle)" - }, - "Surgery": { - "name": "Surgery" - }, - "Sleight of Hand": { - "name": "Sleight of Hand", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.bGqmHCju8VZ8q2Pv caption=false]{Sleight of Hand}" - }, - "NP4EHyyh1yOLbsPU": { - "name": "Surgery", - "description": "

You are a surgeon, able to open and close the flesh in order to heal others. You can treat any Critical Wound marked as needing Surgery. You can also perform surgery to resolve internal issues with an Extended Challenging (+0) Heal Test with a target SL determined by the GM (usually 5–10) depending upon the difficulty of the procedure at hand. This will cause 1d10 Wounds and 1 Bleeding Condition per Test, meaning surgery has a high chance of killing a patient if the surgeon is not careful. After surgery, the patient must pass an Average (+20) Endurance Test or gain a Minor Infection.

", - "effects": { - "Surgery": { - "name": "Surgery" - } - } - }, - "Bribery": { - "name": "Bribery", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" - }, - "Consume Alcohol": { - "name": "Consume Alcohol", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" - }, - "Charm": { - "name": "Charm", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" - }, - "Cool": { - "name": "Cool", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" - }, - "Drive": { - "name": "Drive", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" - }, - "Endurance": { - "name": "Endurance", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" - }, - "Entertain (Storytelling)": { - "name": "Entertain (Storytelling)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" - }, - "Gamble": { - "name": "Gamble", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}" - }, - "Gossip": { - "name": "Gossip", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" - }, - "Haggle": { - "name": "Haggle", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" - }, - "Heal": { - "name": "Heal", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dSf8QWBvN6mlpHBF caption=false]{Heal}", - "effects": { - "Heal": { - "name": "Heal" - } - } - }, - "Intimidate": { - "name": "Intimidate", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" - }, - "Language (Classical)": { - "name": "Language (Classical)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.xo5U0kL08xCPe6kl caption=false]{Language}" - }, - "Language (Guilder)": { - "name": "Language (Guilder)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.xo5U0kL08xCPe6kl caption=false]{Language}" - }, - "Leadership": { - "name": "Leadership", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" - }, - "Lore (Anatomy)": { - "name": "Lore (Anatomy)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" - }, - "Lore (Medicine)": { - "name": "Lore (Medicine)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" - }, - "Perception": { - "name": "Perception", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" - }, - "Research": { - "name": "Research", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Nv0jexKy05qTOnuN caption=false]{Research}" - }, - "Trade (Barber)": { - "name": "Trade (Barber)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.jmFSm7UvmHEq52iu caption=false]{Trade}" - }, - "Field Dressing": { - "name": "Field Dressing", - "description": "You are used to treating wounds quickly. If you fail a Heal Test when using Bandages, you may reverse the result if this will score a success; however, if you do so, you may not score more than +1 SL as you focus on speed over accuracy", - "effects": { - "Field Dressing": { - "name": "Field Dressing" - } - } - }, - "Read/Write": { - "name": "Read/Write", - "description": "You are one of the rare literate individuals in the Old World. You are assumed to be able to read and write (if appropriate) all of the Languages you can speak." - }, - "Resistance (Disease)": { - "name": "Resistance (Disease)", - "description": "Your strong constitution allows you to more readily survive a specific threat. You may automatically pass the first Test to resist the specified threat, such as Magic, Poison, Disease, Mutation, every session. If SL is important, use your Toughness Bonus as SL for the Test.", - "effects": { - "Resistance (Disease)": { - "name": "Resistance (Disease)" - } - } - }, - "Prejudice": { - "name": "Prejudice", - "description": "

You really dislike the Target, which is normally a group of people or creatures such as ‘Ostlanders’, ‘Elves’, or ‘Wizards’. You must attempt a Psychology Test whenever you encounter the group against which you are prejudiced. If you pass, you may frown a lot, but will otherwise act normally, only suffering a penalty of –10 to all Fellowship Tests towards that group. Should you fail you are subject to Prejudice. At the end of every subsequent Round, you may attempt another Psychology test to bring the Prejudice to an end. If you do not, the effects of Prejudice naturally come to an end when all members of the specified group in your line of sight are gone, or you gain the Stunned or Unconscious Condition, or you become subject to another Psychology.

\n

 

\n

When subject to Prejudice, you must immediately insult the target of your prejudice. Loudly.

" - }, - "Weapon": { - "name": "Weapon", - "description": "

The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)

" - }, - "Bandage": { - "name": "Bandage", - "description": "

A successful Heal or Dexterity Test removes +1 extra Bleeding Status.

" - }, - "Book, Medicine": { - "name": "Book, Medicine", - "description": "

Medical texts can either be scribed or press-printed, depending on the authoring physician’s prestige. Illuminations are common, and usually include detailed autopsy drawings and procedural diagrams.

" - }, - "Guild License": { - "name": "Guild License", - "description": "

Guild licenses are usually printed on single sheets of parchment, stamped with an official seal, and signed by the local guild master. Guild licenses are not purchased; instead, they are granted to guild members according to each guild’s traditions and laws.

" - }, - "Trade Tools (Medicine)": { - "name": "Trade Tools (Medicine)", - "description": "

Apothecary: Tools include pestle and mortar, spoons, jars, and weights and scales. Workshops also include oil burners and shelves full of ingredients.

\n

 

\n

Artisan: The potential range of tools used by Artisans is wide.

\n

Sample packages include:

\n\n\n\n

 

\n

Other Artisans include: Armorer, Bowyer, Brewer, Candlemaker, Calligrapher, Cartographer, Cobbler, Cook, Cooper, Embalmer, Gem Cutter, Glassblower, Goldsmith, Gunsmith, Jeweler, Leatherworker, Mason, Painter, Potter, Shipwright, Stoneworker, Tailor, Tanner, Vintner, Weaver, Weaponsmith and Woodcarver.

\n

 

\n

Artist: Brushes and paints, hammer and chisels, rasps and files, and scrapers. Workshops also include easels or pedestals and supplies of canvas, parchment, vellum, wood, clay or uncut stone.

\n

Engineer: Hourglass, measuring rod, fuse cord, drafting compass, and T-square. Workshops also include pulleys, ropes, and drafting tables.

\n

Herbalist: Pestle and mortar, small knives, pruning shears, and gloves. Workshops also include drying racks, strainers, funnels, bowls, and jars.

\n

Navigator: Quadrant, astrolabe, charts and compasses, hourglass, and sounding line.

\n

Physician: Needles and sutures, bandages, scalpel, vinegar, forceps, and a speculum. Workshops also include anatomical drawings, assorted implements, and a surgery table. 

" - }, - "Healing Draught": { - "name": "Healing Draught", - "description": "

If you have more than 0 Wounds, recover Toughness Bonus Wounds immediately. Dose: 1 per encounter.

", - "effects": { - "Healing Draught": { - "name": "Healing Draught" - }, - "Apply Healing Draught": { - "name": "Apply Healing Draught" - } - } - } - } - }, - "Marie Schutz": { - "name": "Marie Schutz", - "items": { - "Dodge": { - "name": "Dodge", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" - }, - "Endurance": { - "name": "Endurance", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" - }, - "Heal": { - "name": "Heal", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dSf8QWBvN6mlpHBF caption=false]{Heal}", - "effects": { - "Heal": { - "name": "Heal" - } - } - }, - "Intimidate": { - "name": "Intimidate", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" - }, - "Intuition": { - "name": "Intuition", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" - }, - "Melee (Basic)": { - "name": "Melee (Basic)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Melee (Brawling)": { - "name": "Melee (Brawling)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Doomed": { - "name": "Doomed", - "description": "At the age of 10, a Priest of Morr called a Doomsayer took you aside to foretell your death in an incense-laden, coming-of-age ritual called the Dooming. In conjunction with your GM, come up with a suitable Dooming. Should your character die in a fashion that matches your Dooming, your next character gains a bonus of half the total XP your dead character accrued during play." - }, - "Etiquette": { - "name": "Etiquette", - "description": "

You can blend in socially with the chosen group so long as you are dressed and acting appropriately. Example social groups for this Talent are: Criminals, Cultists, Guilders, Nobles, Scholars, Servants, and Soldiers. If you do not have the Talent, those with it will note your discomfort in the unfamiliar environment. This is primarily a matter for roleplaying, but may confer a bonus to Fellowship Tests at the GM’s discretion.

", - "effects": { - "Etiquette": { - "name": "Etiquette" - } - } - }, - "Jump Up": { - "name": "Jump Up", - "description": "

You are hard to keep down. You may perform a Challenging (+0) Athletics Test to immediately regain your feet whenever you gain a Prone Condition. This Athletics Test is often modified by the Strength behind the blow that knocks you down: for every +10 Strength the blow has over your Toughness, you suffer a penalty of –10 to the Athletics Test, and vice versa

", - "effects": { - "Jump Up": { - "name": "Jump Up" - } - } - }, - "Relentless": { - "name": "Relentless", - "description": "When you have your mind set on a target, there is nothing anyone can do to stop you reaching them. If you use Advantage when Disengaging, you may keep a number of Advantage equal to your level of Relentless. Further, you may use Advantage to Disengage even if you have lower Advantage than your opponents." - }, - "Strike Mighty Blow": { - "name": "Strike Mighty Blow", - "description": "You know how to hit hard! You deal your level of Strike Mighty Blow in extra Damage with melee weapons.", - "effects": { - "Strike Mighty Blow": { - "name": "Strike Mighty Blow" - } - } - }, - "Strike to Stun": { - "name": "Strike to Stun", - "description": "

You know where to hit an opponent to bring him down fast. You ignore the ‘Called Shot’ penalty to strike the Head Hit Location when using a melee weapon with the Pummel Quality. Further, you count all improvised weapons as having the Pummel Quality

", - "effects": { - "Strike to Stun": { - "name": "Strike to Stun" - } - } - }, - "Very Strong": { - "name": "Very Strong", - "description": "You gain a permanent +5 bonus to your starting Strength Characteristic (this does not count towards your Advances).", - "effects": { - "Very Strong": { - "name": "Very Strong", - "changes": { - "system.characteristics.s.initial": 5 - } - } - } - }, - "Knuckledusters": { - "name": "Knuckledusters" - }, - "Leather Jack": { - "name": "Leather Jack" - }, - "Leather Leggings": { - "name": "Leather Leggings" - }, - "Leather Skullcap": { - "name": "Leather Skullcap" - }, - "Art": { - "name": "Art", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" - }, - "Athletics": { - "name": "Athletics", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" - }, - "Bribery": { - "name": "Bribery", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" - }, - "Charm": { - "name": "Charm", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" - }, - "Charm Animal": { - "name": "Charm Animal", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" - }, - "Climb": { - "name": "Climb", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}" - }, - "Consume Alcohol": { - "name": "Consume Alcohol", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" - }, - "Cool": { - "name": "Cool", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" - }, - "Drive": { - "name": "Drive", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" - }, - "Entertain": { - "name": "Entertain", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" - }, - "Gamble": { - "name": "Gamble", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}" - }, - "Gossip": { - "name": "Gossip", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" - }, - "Haggle": { - "name": "Haggle", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" - }, - "Leadership": { - "name": "Leadership", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" - }, - "Melee": { - "name": "Melee", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Navigation": { - "name": "Navigation", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" - }, - "Outdoor Survival": { - "name": "Outdoor Survival", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" - }, - "Perception": { - "name": "Perception", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" - }, - "Ride": { - "name": "Ride", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" - }, - "Row": { - "name": "Row", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" - }, - "Stealth": { - "name": "Stealth", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" - }, - "Sword": { - "name": "Sword" - } - } - }, - "Brokur Zindrisson": { - "name": "Brokur Zindrisson", - "items": { - "Dirty Rags": { - "name": "Dirty Rags" - }, - "1d10 Silver Shilling": { - "name": "1d10 Silver Shilling" - }, - "Athletics": { - "name": "Athletics", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" - }, - "Charm": { - "name": "Charm", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" - }, - "Cool": { - "name": "Cool", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" - }, - "Consume Alcohol": { - "name": "Consume Alcohol", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" - }, - "Dodge": { - "name": "Dodge", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" - }, - "Endurance": { - "name": "Endurance", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" - }, - "Evaluate": { - "name": "Evaluate", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.NtJ85TY8yY3WOGHN caption=false]{Evaluate}" - }, - "Gossip": { - "name": "Gossip", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" - }, - "Haggle": { - "name": "Haggle", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" - }, - "Language\r (Guilder)": { - "name": "Language\r (Guilder)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.xo5U0kL08xCPe6kl caption=false]{Language}" - }, - "Lore (Local)": { - "name": "Lore (Local)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" - }, - "Perception": { - "name": "Perception", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" - }, - "Stealth (Urban)": { - "name": "Stealth (Urban)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" - }, - "Trade (Smithing)": { - "name": "Trade (Smithing)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.jmFSm7UvmHEq52iu caption=false]{Trade}" - }, - "Craftsman (Smithing)": { - "name": "Craftsman (Smithing)", - "description": "You have true creative talent. Add the associated Trade Skill to any Career you enter. If the Trade Skill is already in your Career, you may instead purchase the Skill for 5 XP fewer per Advance.", - "effects": { - "Craftsman": { - "name": "Craftsman" - } - } - }, - "Dealmaker": { - "name": "Dealmaker", - "description": "

You are a skilled businessman who knows how to close a deal. When using the Haggle skill, you reduce or increase the price of the products by an extra 10%.

\n

 

\n

Note: The GM may put a lower limit on prices here to show a seller refusing to sell below cost.

", - "effects": { - "Dealmaker": { - "name": "Dealmaker" - } - } - }, - "Night Vision": { - "name": "Night Vision", - "description": "

You can see very well in natural darkness. Assuming you have at least a faint source of light (such as starlight, moonlight, or bioluminescence) you can see clearly for 20 yards per level of Night Vision. Further, you can extend the effective illumination distance of any light sources by 20 yards per level of Night Vision. 

", - "effects": { - "Night Vision": { - "name": "Night Vision" - } - } - }, - "Read/Write": { - "name": "Read/Write", - "description": "You are one of the rare literate individuals in the Old World. You are assumed to be able to read and write (if appropriate) all of the Languages you can speak." - }, - "Strong-minded": { - "name": "Strong-minded", - "description": "You are the epitome of determination and resolve. Add your level in Strong Minded to your maximum Resolve pool." - }, - "Sturdy": { - "name": "Sturdy", - "description": "You have a brawny physique, or are very used to carrying things. Increase the number of Encumbrance Points you can carry by your Sturdy level x 2", - "effects": { - "Sturdy": { - "name": "Sturdy" - } - } - }, - "Chalk": { - "name": "Chalk" - }, - "Guild License": { - "name": "Guild License", - "description": "

Guild licenses are usually printed on single sheets of parchment, stamped with an official seal, and signed by the local guild master. Guild licenses are not purchased; instead, they are granted to guild members according to each guild’s traditions and laws.

" - }, - "Leather Jerkin": { - "name": "Leather Jerkin" - }, - "Trade Tools": { - "name": "Trade Tools" - }, - "Gold Crown": { - "name": "Gold Crown" - }, - "Brass Penny": { - "name": "Brass Penny" - }, - "Art": { - "name": "Art", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" - }, - "Bribery": { - "name": "Bribery", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" - }, - "Charm Animal": { - "name": "Charm Animal", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" - }, - "Climb": { - "name": "Climb", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}" - }, - "Drive": { - "name": "Drive", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" - }, - "Entertain": { - "name": "Entertain", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" - }, - "Gamble": { - "name": "Gamble", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}" - }, - "Intimidate": { - "name": "Intimidate", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" - }, - "Intuition": { - "name": "Intuition", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" - }, - "Leadership": { - "name": "Leadership", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" - }, - "Melee": { - "name": "Melee", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Navigation": { - "name": "Navigation", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" - }, - "Outdoor Survival": { - "name": "Outdoor Survival", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" - }, - "Ride": { - "name": "Ride", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" - }, - "Row": { - "name": "Row", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" - }, - "Stealth": { - "name": "Stealth", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" - }, - "Magic Resistance": { - "name": "Magic Resistance", - "description": "

You are resistant to magic. The SL of any spell affecting you is reduced by 2 per point you have in this Talent. The SL of a spell is only modified by the highest Magic Resistance Talent within its target area. Further, you may never learn the Arcane Magic, Bless, Invoke, Petty Magic, or Witch! Talents.

", - "effects": { - "Magic Resistance": { - "name": "Magic Resistance" - } - } - } - } - }, - "Johannes Teugen": { - "name": "Johannes Teugen", - "items": { - "Detect Artifact": { - "name": "Detect Artifact", - "description": "You are able to sense when magic lies within an artefact. You may attempt an Intuition Test for any magical artefact touched. If successful, you sense the item is magical; further, each SL also provides a specific special rule the item uses, if it has any. Normally, you may only attempt this Test once per artefact touched." - }, - "Animal Care": { - "name": "Animal Care", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QZx9CbhGkIaDMQD3 caption=false]{Animal Care}" - }, - "Cat-tongued": { - "name": "Cat-tongued", - "description": "

Like Ranald the Trickster God, you blend truth and lies as if there were no difference. When using Charm to lie, listeners do not get to oppose your Charm with their Intuition to detect if there is something fishy in what you say.

", - "effects": { - "Cat-tongued": { - "name": "Cat-tongued" - } - } - }, - "yFSMpTluZ5HN0kV6": { - "name": "Cat-tongued", - "description": "

Like Ranald the Trickster God, you blend truth and lies as if there were no difference. When using Charm to lie, listeners do not get to oppose your Charm with their Intuition to detect if there is something fishy in what you say.

", - "effects": { - "Cat-tongued": { - "name": "Cat-tongued" - } - } - }, - "Art (Drama)": { - "name": "Art (Drama)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" - }, - "Channelling (Dhar)": { - "name": "Channelling (Dhar)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tXu8Hrd4desq1Rja caption=false]{Channelling}" - }, - "Consume Alcohol": { - "name": "Consume Alcohol", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" - }, - "Drive": { - "name": "Drive", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" - }, - "Entertain (Acting)": { - "name": "Entertain (Acting)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" - }, - "Evaluate": { - "name": "Evaluate", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.NtJ85TY8yY3WOGHN caption=false]{Evaluate}" - }, - "Gamble": { - "name": "Gamble", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}" - }, - "Gossip": { - "name": "Gossip", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" - }, - "Haggle": { - "name": "Haggle", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" - }, - "Intuition": { - "name": "Intuition", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" - }, - "Language (Arabyan)": { - "name": "Language (Arabyan)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.xo5U0kL08xCPe6kl caption=false]{Language}" - }, - "Language (Classical)": { - "name": "Language (Classical)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.xo5U0kL08xCPe6kl caption=false]{Language}" - }, - "Language (Guilder)": { - "name": "Language (Guilder)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.xo5U0kL08xCPe6kl caption=false]{Language}" - }, - "Language (Magick)": { - "name": "Language (Magick)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.xo5U0kL08xCPe6kl caption=false]{Language}" - }, - "Lore (Astronomy)": { - "name": "Lore (Astronomy)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" - }, - "Lore (Chemistry)": { - "name": "Lore (Chemistry)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" - }, - "Lore (Daemonology)": { - "name": "Lore (Daemonology)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" - }, - "Lore (Herbs)": { - "name": "Lore (Herbs)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" - }, - "Lore (Magick)": { - "name": "Lore (Magick)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" - }, - "Lore (Metallurgy)": { - "name": "Lore (Metallurgy)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" - }, - "Lore (Necromancy)": { - "name": "Lore (Necromancy)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" - }, - "Lore (Philosophy)": { - "name": "Lore (Philosophy)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" - }, - "Lore (Runes)": { - "name": "Lore (Runes)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" - }, - "Lore (History)": { - "name": "Lore (History)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" - }, - "Melee (Basic)": { - "name": "Melee (Basic)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Secret Signs (Cult)": { - "name": "Secret Signs (Cult)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.X2FppoPGuEwJKssM caption=false]{Secret Signs}" - }, - "Trade (Brewing)": { - "name": "Trade (Brewing)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.jmFSm7UvmHEq52iu caption=false]{Trade}" - }, - "Charm": { - "name": "Charm", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" - }, - "Arcane Magic": { - "name": "Arcane Magic", - "description": "

You either study one of the 8 Arcane Lores of Magic — Beasts, Death, Fire, Heavens, Metal, Shadow, Light, or Life — or practice a lesser known Lore, such as Hedgecraft or Necromancy. You may now memorize spells from your chosen Lore for the following cost in XP.

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Number of Spells Currently Known

\n
\n

XP Cost for a new spell

\n
\n

Intelligence Bonus × 1 

\n
\n

100 XP

\n
\n

Intelligence Bonus × 2

\n
\n

200 XP

\n
\n

Intelligence Bonus × 3

\n
\n

300 XP

\n
\n

Intelligence Bonus × 4

\n
\n

400 XP

\n
\n
\n

 ...and so on.

\n

So, if your Intelligence Bonus is 4, it will cost you 100 XP for the first spell, and the next 4, then 200 XP for the next 4, and so on. Full rules for learning new spells are provided in @UUID[Compendium.wfrp4e-core.journals.YBVrpUHEjohB1H4f]{Magic}. Under normal circumstances, you may not learn more than one Arcane Magic (Lore) Talent. Further, you may not learn the @UUID[Compendium.wfrp4e-core.items.QyjWtSdnVMT04l5Y]{Bless} or @UUID[Compendium.wfrp4e-core.items.voV0C2ar1bKpcpnH]{Invoke} Talents when you have the Arcane Magic Talent. You can unlearn this Talent for 100 XP, but will immediately lose all of your spells if you do so.

" - }, - "Concoct": { - "name": "Concoct", - "description": "You are skilled at making potions, philters, and draughts on the go. You may take one free Crafting Endeavour to use Trade (Apothecary) without need of a Workshop. Other Crafting Endeavors use the normal rules.", - "effects": { - "Concoct": { - "name": "Concoct" - } - } - }, - "Doomed": { - "name": "Doomed", - "description": "At the age of 10, a Priest of Morr called a Doomsayer took you aside to foretell your death in an incense-laden, coming-of-age ritual called the Dooming. In conjunction with your GM, come up with a suitable Dooming. Should your character die in a fashion that matches your Dooming, your next character gains a bonus of half the total XP your dead character accrued during play." - }, - "Etiquette": { - "name": "Etiquette", - "description": "

You can blend in socially with the chosen group so long as you are dressed and acting appropriately. Example social groups for this Talent are: Criminals, Cultists, Guilders, Nobles, Scholars, Servants, and Soldiers. If you do not have the Talent, those with it will note your discomfort in the unfamiliar environment. This is primarily a matter for roleplaying, but may confer a bonus to Fellowship Tests at the GM’s discretion.

", - "effects": { - "Etiquette": { - "name": "Etiquette" - } - } - }, - "Linguistics": { - "name": "Linguistics", - "description": "

You have a natural affinity for languages. Given a month’s exposure to any Language, you count the associated Language Skill as a Basic Skill with a successful Intelligence Test (which can be attempted once per month). Note: Linguistics only works for languages used to frequently communicate with others, so does not work with Language (Magick).

", - "effects": { - "Linguistics": { - "name": "Linguistics" - } - } - }, - "Magical Sense": { - "name": "Magical Sense", - "description": "

You are able to sense the Winds of Magic in others. You may attempt an Average (+20) Intuition Test whenever you encounter a spellcaster. If you pass, you sense the target is a witch. Further, if you score an Astounding Success (+6), can also determine the target’s highest Channeling Specialization.

", - "effects": { - "Magical Sense": { - "name": "Magical Sense" - } - } - }, - "Numismatics": { - "name": "Numismatics", - "description": "

You are well versed with the different coinage of the Old World, and are adept at determining their value. You can judge the true value of a coin by experience alone, not even requiring a Test. Further, you can identify forged coins with a Simple Evaluate Test; it is never Opposed by the SL of the Forger.

", - "effects": { - "Numismatics": { - "name": "Numismatics" - } - } - }, - "Petty Magic": { - "name": "Petty Magic", - "description": "

You have the spark to cast magic within you and have mastered techniques to control it at a basic level. When you take this Talent, you manifest, and permanently memorise, a number of spells equal to your Willpower Bonus. You can learn extra Petty spells for the following cost in XP.

\n

 

\n
\n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n
\n

No. of Petty Spells Currently Known

\n
\n

 XP Cost for a new spell

\n
\n

Up to Willpower Bonus × 1

\n
\n

50 XP

\n
\n

Up to Willpower Bonus × 2

\n
\n

100 XP

\n
\n

Up to Willpower Bonus × 3

\n
\n

150 XP

\n
\n

Up to Willpower Bonus × 4

\n
\n

200 XP

\n
\n
\n

...and so on.

\n

 

\n

So, if your Willpower Bonus is 3 and you had 3 Petty spells, it will cost you 50XP for the first learned spell, then 100 XP for the next three, and so on’.

" - }, - "Public Speaker": { - "name": "Public Speaker", - "description": "

You are a skilled orator and know how to work large groups of people. Refer to the following table to see how many people you can now influence with your Charm Skill when Public Speaking.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Talent Taken

\n
\n

Number of soldiers influenced

\n
\n

1

\n
\n

As normal × 5

\n
\n

2

\n
\n

As normal × 10

\n
\n

3

\n
\n

 As normal × 20

\n
\n

4

\n
\n

 As normal × 50

\n
\n

5

\n
\n

 As normal × 100

\n
\n

6

\n
\n

 As normal × 200

\n
\n

7

\n
\n

 As normal × 500

\n
\n

8

\n
\n

 As normal × 1000

\n
\n

9

\n
\n

 All who can hear your inspiring voice

\n
\n
" - }, - "6fMVweskUz2KxYPx": { - "name": "Public Speaker", - "description": "

You are a skilled orator and know how to work large groups of people. Refer to the following table to see how many people you can now influence with your Charm Skill when Public Speaking.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Talent Taken

\n
\n

Number of soldiers influenced

\n
\n

1

\n
\n

As normal × 5

\n
\n

2

\n
\n

As normal × 10

\n
\n

3

\n
\n

 As normal × 20

\n
\n

4

\n
\n

 As normal × 50

\n
\n

5

\n
\n

 As normal × 100

\n
\n

6

\n
\n

 As normal × 200

\n
\n

7

\n
\n

 As normal × 500

\n
\n

8

\n
\n

 As normal × 1000

\n
\n

9

\n
\n

 All who can hear your inspiring voice

\n
\n
" - }, - "XPT24VTKKjUrDsu1": { - "name": "Public Speaker", - "description": "

You are a skilled orator and know how to work large groups of people. Refer to the following table to see how many people you can now influence with your Charm Skill when Public Speaking.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Talent Taken

\n
\n

Number of soldiers influenced

\n
\n

1

\n
\n

As normal × 5

\n
\n

2

\n
\n

As normal × 10

\n
\n

3

\n
\n

 As normal × 20

\n
\n

4

\n
\n

 As normal × 50

\n
\n

5

\n
\n

 As normal × 100

\n
\n

6

\n
\n

 As normal × 200

\n
\n

7

\n
\n

 As normal × 500

\n
\n

8

\n
\n

 As normal × 1000

\n
\n

9

\n
\n

 All who can hear your inspiring voice

\n
\n
" - }, - "Read/Write": { - "name": "Read/Write", - "description": "You are one of the rare literate individuals in the Old World. You are assumed to be able to read and write (if appropriate) all of the Languages you can speak." - }, - "Second Sight": { - "name": "Second Sight", - "description": "You can perceive the shifting Winds of Magic that course from the Chaos Gates at the poles of the world. You now have the Sight", - "effects": { - "Second Sight": { - "name": "Second Sight" - } - } - }, - "Super Numerate": { - "name": "Super Numerate", - "description": "

You have a gift for calculation and can work out the solution to most mathematical problems with ease. You may use a simple calculator to represent what your PC is capable of mentally computing.

", - "effects": { - "Super Numerate": { - "name": "Super Numerate" - } - } - }, - "Wealthy": { - "name": "Wealthy", - "description": "

You are fabulously wealthy, and are rarely ever short of coin. When Earning (including Income Endeavor) you secure +1 GC per time you have this Talent.

" - }, - "kNxzn9cLPOBbiRGq": { - "name": "Wealthy", - "description": "

You are fabulously wealthy, and are rarely ever short of coin. When Earning (including Income Endeavor) you secure +1 GC per time you have this Talent.

" - }, - "fBlGceOX5OboscqX": { - "name": "Wealthy", - "description": "

You are fabulously wealthy, and are rarely ever short of coin. When Earning (including Income Endeavor) you secure +1 GC per time you have this Talent.

" - }, - "Ep5HiKnPxUeLmH8Z": { - "name": "Wealthy", - "description": "

You are fabulously wealthy, and are rarely ever short of coin. When Earning (including Income Endeavor) you secure +1 GC per time you have this Talent.

" - }, - "qKgpmKDm3StXjCNJ": { - "name": "Wealthy", - "description": "

You are fabulously wealthy, and are rarely ever short of coin. When Earning (including Income Endeavor) you secure +1 GC per time you have this Talent.

" - }, - "6VO2uHJ6aTVoqgS1": { - "name": "Wealthy", - "description": "

You are fabulously wealthy, and are rarely ever short of coin. When Earning (including Income Endeavor) you secure +1 GC per time you have this Talent.

" - }, - "4B86TjwEQZSYf2Vm": { - "name": "Wealthy", - "description": "

You are fabulously wealthy, and are rarely ever short of coin. When Earning (including Income Endeavor) you secure +1 GC per time you have this Talent.

" - }, - "II2T1Cr8iSkW5x85": { - "name": "Wealthy", - "description": "

You are fabulously wealthy, and are rarely ever short of coin. When Earning (including Income Endeavor) you secure +1 GC per time you have this Talent.

" - }, - "a1yqE9VrPApdzLVS": { - "name": "Wealthy", - "description": "

You are fabulously wealthy, and are rarely ever short of coin. When Earning (including Income Endeavor) you secure +1 GC per time you have this Talent.

" - }, - "Dagger": { - "name": "Dagger" - }, - "Art": { - "name": "Art", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" - }, - "Athletics": { - "name": "Athletics", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" - }, - "Bribery": { - "name": "Bribery", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" - }, - "Charm Animal": { - "name": "Charm Animal", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" - }, - "Climb": { - "name": "Climb", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}" - }, - "Cool": { - "name": "Cool", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" - }, - "Dodge": { - "name": "Dodge", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" - }, - "Endurance": { - "name": "Endurance", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" - }, - "Entertain": { - "name": "Entertain", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" - }, - "Intimidate": { - "name": "Intimidate", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" - }, - "Leadership": { - "name": "Leadership", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" - }, - "Melee": { - "name": "Melee", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Navigation": { - "name": "Navigation", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" - }, - "Outdoor Survival": { - "name": "Outdoor Survival", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" - }, - "Perception": { - "name": "Perception", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" - }, - "Ride": { - "name": "Ride", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" - }, - "Row": { - "name": "Row", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" - }, - "Stealth": { - "name": "Stealth", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" - }, - "Marsh Lights": { - "name": "Marsh Lights", - "description": "

You create a number of flickering magical lights up to your Intelligence Bonus. They resemble torches or hooded lanterns. Providing they remain within line of sight, for your Action you may control the lights by passing an Average (+20) Channeling Test; a success allows you to send the lights moving in any direction. They will move at walking pace in a straight line, passing through any objects (or witnesses) in their path, unless you test again to change their direction.

\n\n Lore: None

" - }, - "Shock": { - "name": "Shock", - "description": "

Your target receives 1 @Condition[Stunned] Condition.

\n\n Lore: None

", - "effects": { - "Shock": { - "name": "Shock" - } - } - }, - "Sleep": { - "name": "Sleep", - "description": "

You touch your opponent, sending them into a deep sleep. If the target has the @Condition[Prone] Condition, they gain the @Condition[Unconscious] Condition as they fall asleep. They remain unconscious for the duration, although loud noises or being moved or jostled will awaken them instantly. If your targets are standing or sitting when affected, they start themselves awake as they hit the ground, gaining the Prone Condition, but remaining conscious. If your targets are not resisting, and are suitably tired, they will, at the spell’s end, pass into a deep and restful sleep.

\n\n Lore: None

", - "effects": { - "Sleep": { - "name": "Sleep" - } - } - }, - "Rot": { - "name": "Rot", - "description": "

You cause a roughly fist-sized volume of organic material to immediately rot. Food stuffs perish, clothes crumble, leathers shrivel (losing 1 Armor Point on 1 hit location), and similar, as dictated by the GM.

\n\n Lore: None

", - "effects": { - "Damage Armour": { - "name": "Damage Armour" - } - } - }, - "Open Lock": { - "name": "Open Lock", - "description": "

One non-magical lock you touch opens.

\n\n Lore: None

" - }, - "Bolt (Daemonology)": { - "name": "Bolt (Daemonology)", - "description": "

You channel magic into a damaging bolt. Bolt is a Magic Missile with a Damage of +4.

" - }, - "Corrosive Blood (Daemonology)": { - "name": "Corrosive Blood (Daemonology)", - "description": "

You infuse yourself with magic, lending your blood a fearsome potency. You gain the @UUID[Compendium.wfrp4e-core.items.M5QSWOYt2Rbv2yxW]{Corrosive Blood} Creature Trait

", - "effects": { - "Corrosive Blood (Daemonology)": { - "name": "Corrosive Blood (Daemonology)" - } - } - }, - "Dome (Daemonology)": { - "name": "Dome (Daemonology)", - "description": "

You create a dome of magical energy overhead, blocking incoming attacks. Anyone within the Area of Effect gains the Ward (6+) Creature Trait against magical or ranged attacks originating outside the dome. Those within may attack out of the dome as normal, and the dome does not impede movement.

\n

 

\n
\n

Perhaps because they are magical, wear a special talisman, or are just plain lucky, some blows just seem to miss. Roll [[/r 1d10]] after any blow is received, if the creature rolls Rating or higher, the blow is ignored, even if it is a critical. 

\n
\n

 

", - "effects": { - "Dome (Daemonology)": { - "name": "Dome (Daemonology)" - } - } - }, - "Entangle (Daemonology)": { - "name": "Entangle (Daemonology)", - "description": "

Using magic, you entrap your target, wrapping them in whatever suits your Lore: vines, shadows, their own clothing… Your target gains one @Condition[Entangled] Condition with a Strength equal to your Intelligence. For every +2 SL, you may give the target +1 additional Entangled Condition. The spell lasts until all Entangled Conditions are removed.

", - "effects": { - "Entangle (Daemonology)": { - "name": "Entangle (Daemonology)" - } - } - }, - "Mundane Aura (Daemonology)": { - "name": "Mundane Aura (Daemonology)", - "description": "

You drain all the Winds of Magic from within your body and your possessions, removing any magical aura. For the duration of the spell you appear mundane to the Magical Sense Talent and similar. You effectively have no magical ability and your magical nature cannot be detected by any means. While this spell is in effect, you cannot cast any other spells. Mundane Aura is immediately dispelled if you make a Channeling Test.

" - }, - "Magic Shield (Daemonology)": { - "name": "Magic Shield (Daemonology)", - "description": "

You encase yourself in bands of protective magic. While the spell is active, add +Willpower Bonus SL to any dispel attempts you make.

", - "effects": { - "Magic Shield (Daemonology)": { - "name": "Magic Shield (Daemonology)" - } - } - }, - "Octagram": { - "name": "Octagram", - "description": "

Daubing an octagram to the floor, and marking it with unholy symbols, you ward against all daemonic influence. Those with the @UUID[Compendium.wfrp4e-core.items.v3uzEthcq0JRar0J]{Daemonic} Creature Trait cannot enter or leave the octagram unless their Willpower is more than twice yours. 

" - }, - "Manifest Lesser Daemon": { - "name": "Manifest Lesser Daemon", - "description": "

You channel a sickening flow of Dhar, briefly forcing a rent into the fabric of reality. A Lesser Daemon immediately manifests through the rent. Perform an Opposed Channel (Dhar)/Willpower Test with the Daemon. If successful, the Daemon will respond to one command issued by you, quite literally, then vanish (assuming the command is completed before the Duration ends). If failed, the Daemon immediately attacks.

" - }, - "Detect Daemon": { - "name": "Detect Daemon", - "description": "

Your spell homes in on the daemonic influences in the surrounding area. You automatically know if there is a manifested Daemon within range, be it summoned, bound into an artefact, possessing another, or similar.

" - }, - "Destroy Lesser Demon": { - "name": "Destroy Lesser Demon", - "description": "

Your spell disrupts the Dhar holding a target Daemon together, and draws it back to you. A target with the Daemonic Creature Trait and a lower Willpower than you loses Wounds equal to your Willpower Bonus, ignoring Toughness Bonus or Armor Points. In turn, you may increase one of your Characteristic by +10 for the duration as you siphon profane energies.

To gain the bonus, you must manually fill out the Characteristic Bonus effect.

Example

Attribute Key: system.characteristics.ws.modifier

Effect Value: 10

", - "effects": { - "Characteristic Bonus": { - "name": "Characteristic Bonus" - }, - "Destroy Lesser Demon": { - "name": "Destroy Lesser Demon" - } - } - }, - "Acute Sense (Hearing)": { - "name": "Acute Sense (Hearing)", - "description": "

One of your primary five senses is highly developed, allowing you to spot what others miss. You may take Perception Tests to detect normally imperceptible details with the associated sense, as dictated by the GM. This could include: seeing an eagle beyond everyone else's eyeshot, smelling an almost odorless poison, hearing the breath of an unmoving mouse within a wall, feeling a worn away letter in a carving, or tasting that two beers from the same brewer have been drawn from two different barrels.

", - "effects": { - "Acute Sense": { - "name": "Acute Sense" - } - } - } - } - }, - "Johann 'Rowlocks' Dassbüt": { - "name": "Johann 'Rowlocks' Dassbüt", - "description": "

Personality and Appearance

‘Whatever comes downstream, you deals with it. Then you don’t worry no more. ’Less’n you’re daft.’

Although very sociable, Johann prefers his own company. He says little unless absolutely sure of his facts, and prefers to reach his own conclusions. Johann often takes some time to mull over a new concept, but once he’s thought about things for a while he generally arrives at the right idea. He is of medium build, around 5’ 10” tall, but obviously healthy and strong as befits someone with a hard, physical job. He has mid-brown hair and a moustache which gives him a slightly sad air, and light-blue eyes that sometimes go a little distant when he is thinking.

Background

Johann has been travelling up and down the River Reik and its many tributaries for as long as he can remember. His family was killed by bandits when he was young, so he has grown used to relying on his own skills. A boatman’s lot has suited Johann’s temperament, with its outdoor life, a chance to watch the world float by, and no one to rely on beyond himself. Given the opportunities for money-making are somewhat limited, and since Johann has never owned anything larger than a two-man rowing boat, he was forced to hire out his services to other barge owners. Most of his work consists of ferrying passengers and small cargoes up and down the Reik. Suffering from a mid-decade crisis, he has started to re-examine his life, and has decided that he’s had enough of making money for other people. To that end, he’s sold his rowing boat to his old employer, and fallen in with a group of vagabonds headed for Altdorf.

Secrets

Begin with an additional [[/r 1d10]] brass pennies per secret chosen.

", - "items": { - "Melee (Basic)": { - "name": "Melee (Basic)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Consume Alcohol": { - "name": "Consume Alcohol", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" - }, - "Dodge": { - "name": "Dodge", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" - }, - "Endurance": { - "name": "Endurance", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" - }, - "Gossip": { - "name": "Gossip", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" - }, - "Haggle": { - "name": "Haggle", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" - }, - "Language (Wastelander)": { - "name": "Language (Wastelander)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.xo5U0kL08xCPe6kl caption=false]{Language}" - }, - "Lore (Reikland)": { - "name": "Lore (Reikland)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" - }, - "Melee (Brawling)": { - "name": "Melee (Brawling)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Sail": { - "name": "Sail", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.DLrOPZtVMLgSyxaj caption=false]{Sail}" - }, - "Swim": { - "name": "Swim", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QoWDfx8SIhpCiIX5 caption=false]{Swim}" - }, - "Doomed": { - "name": "Doomed", - "description": "At the age of 10, a Priest of Morr called a Doomsayer took you aside to foretell your death in an incense-laden, coming-of-age ritual called the Dooming. In conjunction with your GM, come up with a suitable Dooming. Should your character die in a fashion that matches your Dooming, your next character gains a bonus of half the total XP your dead character accrued during play." - }, - "Orientation": { - "name": "Orientation", - "description": "You have an instinctual feel for direction. You automatically know which direction is north with a glimpse at the stars, trees, or whatever other signs you are familiar with.", - "effects": { - "Orientation": { - "name": "Orientation" - } - } - }, - "Sharp": { - "name": "Sharp", - "description": "You gain a permanent +5 bonus to your starting Initiative Characteristic (this does not count towards your Advances).", - "effects": { - "Sharp": { - "name": "Sharp", - "changes": { - "system.characteristics.i.initial": 5 - } - } - } - }, - "Strong Swimmer": { - "name": "Strong Swimmer", - "description": "You are an especially strong swimmer and used to holding your breath for a long time underwater. Gain a bonus of your level in Strong Swimmer to your Toughness Bonus for the purposes of holding your breath. Drowning and Suffocation", - "effects": { - "Strong Swimmer": { - "name": "Strong Swimmer" - } - } - }, - "Suave": { - "name": "Suave", - "description": "You gain a permanent +5 bonus to your starting Fellowship Characteristic (this does not count towards your Advances).", - "effects": { - "Suave": { - "name": "Suave", - "changes": { - "system.characteristics.fel.initial": 5 - } - } - } - }, - "Very Strong": { - "name": "Very Strong", - "description": "You gain a permanent +5 bonus to your starting Strength Characteristic (this does not count towards your Advances).", - "effects": { - "Very Strong": { - "name": "Very Strong", - "changes": { - "system.characteristics.s.initial": 5 - } - } - } - }, - "Cloak": { - "name": "Cloak", - "description": "

Protects wearer against the elements. 

" - }, - "Clothing": { - "name": "Clothing" - }, - "Dagger": { - "name": "Dagger" - }, - "Boat Hook": { - "name": "Boat Hook" - }, - "Leather Jack": { - "name": "Leather Jack" - }, - "Pole (3 yards)": { - "name": "Pole (3 yards)", - "description": "

A long pole used for barging; counts as an @UUID[Compendium.wfrp4e-core.items.mRU10yAWWWs5WoKt]{Improvised Weapon}

" - }, - "Pouch": { - "name": "Pouch" - }, - "Sling Bag": { - "name": "Sling Bag", - "description": "

Counts as ‘worn’ when slung over your shoulder.

" - }, - "Flask of Spirits": { - "name": "Flask of Spirits" - }, - "Art": { - "name": "Art", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" - }, - "Athletics": { - "name": "Athletics", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" - }, - "Bribery": { - "name": "Bribery", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" - }, - "Charm": { - "name": "Charm", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" - }, - "Charm Animal": { - "name": "Charm Animal", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" - }, - "Climb": { - "name": "Climb", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}" - }, - "Cool": { - "name": "Cool", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" - }, - "Drive": { - "name": "Drive", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" - }, - "Entertain": { - "name": "Entertain", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" - }, - "Gamble": { - "name": "Gamble", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}" - }, - "Intimidate": { - "name": "Intimidate", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" - }, - "Intuition": { - "name": "Intuition", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" - }, - "Leadership": { - "name": "Leadership", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" - }, - "Navigation": { - "name": "Navigation", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" - }, - "Outdoor Survival": { - "name": "Outdoor Survival", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" - }, - "Perception": { - "name": "Perception", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" - }, - "Ride": { - "name": "Ride", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" - }, - "Row": { - "name": "Row", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" - }, - "Stealth": { - "name": "Stealth", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" - }, - "Gold Crown": { - "name": "Gold Crown" - }, - "Silver Shilling": { - "name": "Silver Shilling" - }, - "Brass Penny": { - "name": "Brass Penny" - }, - "Boat-hand": { - "name": "Boat-hand", - "description": "

@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.Rk1V9EvtZ0p5Qhwr]{Boatman}

" - } - } - }, - "Kasper Lauengram": { - "name": "Kasper Lauengram", - "items": { - "1d10 Bombs": { - "name": "1d10 Bombs" - }, - "Large Black Cloak": { - "name": "Large Black Cloak", - "description": "

Protects wearer against the elements. 

" - }, - "Black Mask": { - "name": "Black Mask" - }, - "Tall, Wide-brimmed Hat": { - "name": "Tall, Wide-brimmed Hat", - "description": "

Fine quality hats are status symbols in the Empire’s towns and cities. The more flamboyant the hat, the better.

" - }, - "Athletics": { - "name": "Athletics", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" - }, - "Consume Alcohol": { - "name": "Consume Alcohol", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" - }, - "Cool": { - "name": "Cool", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" - }, - "Endurance": { - "name": "Endurance", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" - }, - "Melee (Basic)": { - "name": "Melee (Basic)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Ranged (Explosives)": { - "name": "Ranged (Explosives)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.jJYOiSQNgC9v7cM5 caption=false]{Ranged}" - }, - "Trade (Explosives)": { - "name": "Trade (Explosives)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.jmFSm7UvmHEq52iu caption=false]{Trade}" - }, - "Flee!": { - "name": "Flee!", - "description": "When your life is on the line you are capable of impressive bursts of speed. Your Movement Attribute counts as 1 higher when Fleeing.", - "effects": { - "Flee!": { - "name": "Flee!" - } - } - }, - "Prejudice": { - "name": "Prejudice", - "description": "

You really dislike the Target, which is normally a group of people or creatures such as ‘Ostlanders’, ‘Elves’, or ‘Wizards’. You must attempt a Psychology Test whenever you encounter the group against which you are prejudiced. If you pass, you may frown a lot, but will otherwise act normally, only suffering a penalty of –10 to all Fellowship Tests towards that group. Should you fail you are subject to Prejudice. At the end of every subsequent Round, you may attempt another Psychology test to bring the Prejudice to an end. If you do not, the effects of Prejudice naturally come to an end when all members of the specified group in your line of sight are gone, or you gain the Stunned or Unconscious Condition, or you become subject to another Psychology.

\n

 

\n

When subject to Prejudice, you must immediately insult the target of your prejudice. Loudly.

" - }, - "Tinderbox": { - "name": "Tinderbox" - }, - "Gold Crown": { - "name": "Gold Crown" - }, - "Silver Shilling": { - "name": "Silver Shilling" - }, - "Brass Penny": { - "name": "Brass Penny" - }, - "Rope, 10 yards": { - "name": "Rope, 10 yards" - }, - "Dagger": { - "name": "Dagger" - }, - "Sword": { - "name": "Sword" - }, - "Art": { - "name": "Art", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" - }, - "Bribery": { - "name": "Bribery", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" - }, - "Charm": { - "name": "Charm", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" - }, - "Charm Animal": { - "name": "Charm Animal", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" - }, - "Climb": { - "name": "Climb", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}" - }, - "Dodge": { - "name": "Dodge", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" - }, - "Drive": { - "name": "Drive", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" - }, - "Entertain": { - "name": "Entertain", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" - }, - "Gamble": { - "name": "Gamble", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}" - }, - "Gossip": { - "name": "Gossip", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" - }, - "Haggle": { - "name": "Haggle", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" - }, - "Intimidate": { - "name": "Intimidate", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" - }, - "Intuition": { - "name": "Intuition", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" - }, - "Leadership": { - "name": "Leadership", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" - }, - "Melee": { - "name": "Melee", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Navigation": { - "name": "Navigation", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" - }, - "Outdoor Survival": { - "name": "Outdoor Survival", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" - }, - "Perception": { - "name": "Perception", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" - }, - "Ride": { - "name": "Ride", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" - }, - "Row": { - "name": "Row", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" - }, - "Stealth": { - "name": "Stealth", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" - } - } - }, - "Carnivorous Snapper": { - "name": "Carnivorous Snapper", - "description": "

@UUID[JournalEntry.fLREtWAYHixfuvg3.JournalEntryPage.32bDNS8jRG1id9bO]{4. The Dungeons}

The Carnivorous Snapper is a bipedal reptile, about 10 feet long from nose to tail and standing about 5-ft high, although in combat it can rear to a height of 7 ft. Most of its weight is distributed around its hind legs, and it has a heavy tail that it uses for balance while running. Its forelimbs are small and almost useless. Its body is mottled, ranging from dark green to dark brown on the back and with a paler, buff-coloured belly.

The outlaws captured this creature in the forest a few weeks ago, and have been keeping it as a kind of pet, feeding it scraps of game, and using it to scare prisoners.

", - "items": { - "Hardy": { - "name": "Hardy", - "description": "

The creature can sustain more damage than most. Increase its Wounds by a number equal to its Toughness Bonus (applied before any Size modifers).

", - "effects": { - "Hardy": { - "name": "Hardy" - } - } - }, - "Hungry": { - "name": "Hungry", - "description": "

The creature is always hungry for fresh meat. If it kills or incapacitates a living opponent (or encounters a fresh body), it must pass a Average (+20) Willpower Test or feast, losing its next Action and Move.

" - }, - "Weapon": { - "name": "Weapon", - "description": "

The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)

" - }, - "Cold Blooded": { - "name": "Cold Blooded", - "description": "

The creature is cold-blooded and slow to react. It can reverse all failed Willpower Tests.

", - "effects": { - "Cold Blooded": { - "name": "Cold Blooded" - } - } - }, - "Gold Crown": { - "name": "Gold Crown" - }, - "Silver Shilling": { - "name": "Silver Shilling" - }, - "Brass Penny": { - "name": "Brass Penny" - }, - "Bite": { - "name": "Bite", - "description": "

On its turn, the creature may make a Free Attack by spending 1 Advantage. The Damage of the attack equals Rating and includes the creature’s Strength Bonus already

", - "effects": { - "Bite": { - "name": "Bite" - } - } - }, - "Tail Attack": { - "name": "Tail Attack", - "description": "

The creature’s tail is capable of sweeping foes from their feet. \n \n On its turn, it may make a Free Attack by spending 1 Advantage. The Tail does Rating Damage, which includes its Strength Bonus already. Opponents with a smaller Size than the creature, that suffer any Wounds from the attack, also gain the Prone Condition.

", - "effects": { - "Tail Attack": { - "name": "Tail Attack" - } - } - }, - "Armour": { - "name": "Armour", - "description": "

The creature is protected by armor or thick hide. It has Rating Armor Points on all Hit Locations

", - "effects": { - "Armour": { - "name": "Armour" - } - } - } - } - }, - "Bodyguards Aplenty": { - "name": "Bodyguards Aplenty", - "items": { - "Short Spear": { - "name": "Short Spear" - }, - "Linen Surcoat with Drakensberg Livery": { - "name": "Linen Surcoat with Drakensberg Livery", - "description": "

Red Dragon on a Yellow Field

" - }, - "Consume Alcohol": { - "name": "Consume Alcohol", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" - }, - "Endurance": { - "name": "Endurance", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" - }, - "Entertain (Storytelling)": { - "name": "Entertain (Storytelling)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" - }, - "Gamble": { - "name": "Gamble", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}" - }, - "Gossip": { - "name": "Gossip", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" - }, - "Intuition": { - "name": "Intuition", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" - }, - "Melee (Basic)": { - "name": "Melee (Basic)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Perception": { - "name": "Perception", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" - }, - "Drilled": { - "name": "Drilled", - "description": "

You have been trained to fight shoulder-to-shoulder with other soldiers. If an enemy causes you to lose Advantage when standing beside an active ally with the Drilled Talent, you may keep 1 lost Advantage for each time you’ve taken the Drilled Talent.

", - "effects": { - "Drilled": { - "name": "Drilled" - } - } - }, - "Armour": { - "name": "Armour", - "description": "

The creature is protected by armor or thick hide. It has Rating Armor Points on all Hit Locations

", - "effects": { - "Armour": { - "name": "Armour" - } - } - }, - "Weapon": { - "name": "Weapon", - "description": "

The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)

" - }, - "Leather Jerkin": { - "name": "Leather Jerkin" - }, - "Mail Shirt": { - "name": "Mail Shirt" - }, - "Shield": { - "name": "Shield" - }, - "Gold Crown": { - "name": "Gold Crown" - }, - "Silver Shilling": { - "name": "Silver Shilling" - }, - "Brass Penny": { - "name": "Brass Penny" - }, - "Plate Open Helm": { - "name": "Plate Open Helm", - "effects": { - "Plate Open Helm": { - "name": "Plate Open Helm" - } - } - }, - "Art": { - "name": "Art", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" - }, - "Athletics": { - "name": "Athletics", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" - }, - "Bribery": { - "name": "Bribery", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" - }, - "Charm": { - "name": "Charm", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" - }, - "Charm Animal": { - "name": "Charm Animal", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" - }, - "Climb": { - "name": "Climb", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}" - }, - "Cool": { - "name": "Cool", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" - }, - "Dodge": { - "name": "Dodge", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" - }, - "Drive": { - "name": "Drive", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" - }, - "Entertain": { - "name": "Entertain", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" - }, - "Haggle": { - "name": "Haggle", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" - }, - "Intimidate": { - "name": "Intimidate", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" - }, - "Leadership": { - "name": "Leadership", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" - }, - "Melee": { - "name": "Melee", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Navigation": { - "name": "Navigation", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" - }, - "Outdoor Survival": { - "name": "Outdoor Survival", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" - }, - "Ride": { - "name": "Ride", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" - }, - "Row": { - "name": "Row", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" - }, - "Stealth": { - "name": "Stealth", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" - } - } - }, - "Gustav Fondleburger": { - "name": "Gustav Fondleburger", - "items": { - "The Coach and Horses Inn": { - "name": "The Coach and Horses Inn" - }, - "Seeds": { - "name": "Seeds", - "description": "

To feed Blackie

" - }, - "Haggle": { - "name": "Haggle", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" - }, - "Intuition": { - "name": "Intuition", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" - }, - "Ranged (Blackpowder)": { - "name": "Ranged (Blackpowder)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.jJYOiSQNgC9v7cM5 caption=false]{Ranged}" - }, - "Doomed": { - "name": "Doomed", - "description": "At the age of 10, a Priest of Morr called a Doomsayer took you aside to foretell your death in an incense-laden, coming-of-age ritual called the Dooming. In conjunction with your GM, come up with a suitable Dooming. Should your character die in a fashion that matches your Dooming, your next character gains a bonus of half the total XP your dead character accrued during play." - }, - "Read/Write": { - "name": "Read/Write", - "description": "You are one of the rare literate individuals in the Old World. You are assumed to be able to read and write (if appropriate) all of the Languages you can speak." - }, - "Sturdy": { - "name": "Sturdy", - "description": "You have a brawny physique, or are very used to carrying things. Increase the number of Encumbrance Points you can carry by your Sturdy level x 2", - "effects": { - "Sturdy": { - "name": "Sturdy" - } - } - }, - "Blunderbuss": { - "name": "Blunderbuss" - }, - "Small shot and Powder": { - "name": "Small shot and Powder" - }, - "Art": { - "name": "Art", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" - }, - "Athletics": { - "name": "Athletics", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" - }, - "Bribery": { - "name": "Bribery", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" - }, - "Charm": { - "name": "Charm", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" - }, - "Charm Animal": { - "name": "Charm Animal", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" - }, - "Climb": { - "name": "Climb", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}" - }, - "Consume Alcohol": { - "name": "Consume Alcohol", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" - }, - "Cool": { - "name": "Cool", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" - }, - "Dodge": { - "name": "Dodge", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" - }, - "Drive": { - "name": "Drive", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" - }, - "Endurance": { - "name": "Endurance", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" - }, - "Entertain": { - "name": "Entertain", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" - }, - "Gamble": { - "name": "Gamble", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}" - }, - "Gossip": { - "name": "Gossip", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" - }, - "Intimidate": { - "name": "Intimidate", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" - }, - "Leadership": { - "name": "Leadership", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" - }, - "Melee": { - "name": "Melee", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Navigation": { - "name": "Navigation", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" - }, - "Outdoor Survival": { - "name": "Outdoor Survival", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" - }, - "Perception": { - "name": "Perception", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" - }, - "Ride": { - "name": "Ride", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" - }, - "Row": { - "name": "Row", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" - }, - "Stealth": { - "name": "Stealth", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" - } - } - }, - "Gunnar": { - "name": "Gunnar", - "items": { - "Coach Horn": { - "name": "Coach Horn" - }, - "Animal Care": { - "name": "Animal Care", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QZx9CbhGkIaDMQD3 caption=false]{Animal Care}" - }, - "Charm Animal": { - "name": "Charm Animal", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" - }, - "Consume Alcohol": { - "name": "Consume Alcohol", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" - }, - "Drive": { - "name": "Drive", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" - }, - "Ranged (Blackpowder)": { - "name": "Ranged (Blackpowder)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.jJYOiSQNgC9v7cM5 caption=false]{Ranged}" - }, - "Blunderbuss": { - "name": "Blunderbuss" - }, - "Small shot and Powder": { - "name": "Small shot and Powder" - }, - "Leather Jack": { - "name": "Leather Jack" - }, - "Leather Leggings": { - "name": "Leather Leggings" - }, - "Leather Skullcap": { - "name": "Leather Skullcap" - }, - "Art": { - "name": "Art", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" - }, - "Athletics": { - "name": "Athletics", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" - }, - "Bribery": { - "name": "Bribery", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" - }, - "Charm": { - "name": "Charm", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" - }, - "Climb": { - "name": "Climb", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}" - }, - "Cool": { - "name": "Cool", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" - }, - "Dodge": { - "name": "Dodge", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" - }, - "Endurance": { - "name": "Endurance", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" - }, - "Entertain": { - "name": "Entertain", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" - }, - "Gamble": { - "name": "Gamble", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}" - }, - "Gossip": { - "name": "Gossip", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" - }, - "Haggle": { - "name": "Haggle", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" - }, - "Intimidate": { - "name": "Intimidate", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" - }, - "Intuition": { - "name": "Intuition", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" - }, - "Leadership": { - "name": "Leadership", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" - }, - "Melee": { - "name": "Melee", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Navigation": { - "name": "Navigation", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" - }, - "Outdoor Survival": { - "name": "Outdoor Survival", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" - }, - "Perception": { - "name": "Perception", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" - }, - "Ride": { - "name": "Ride", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" - }, - "Row": { - "name": "Row", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" - }, - "Stealth": { - "name": "Stealth", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" - }, - "Coat (big and warm)": { - "name": "Coat (big and warm)", - "description": "

Protects wearer against the elements and extreme cold; without a good coat or similar, you will receive penalties to resist Cold Exposure

" - }, - "Gloves": { - "name": "Gloves" - }, - "Sword": { - "name": "Sword" - } - } - }, - "Heavy Warhorse": { - "name": "Heavy Warhorse", - "description": "

@UUID[JournalEntry.GHueUtHKzlhvsd8L.JournalEntryPage.8GLdbAcRWwY522rP]{Mounts and Vehicles}

The largest warhorses, sometimes called ‘destriers’, are ridden by armoured knights and other heavy cavalry. These are rarely used for travelling, because it makes no sense to use such an expensive and battle-hardened animal for trivial tasks. While not as fast as their smaller counterparts, they are well trained and their charge is almost unstoppable.

", - "items": { - "Size": { - "name": "Size", - "description": "

This trait represents creatures whose size differ from the game standard (i.e. roughly human sized). There are seven steps of Size, ranging from Tiny to Monstrous.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

 Examples

\n
\n

Tiny

\n
\n

Butterfly, Mouse, Pigeon

\n
\n

Little

\n
\n

Cat, Hawk, Human Baby

\n
\n

Small

\n
\n

Giant Rat, Halfling, Human Child

\n
\n

Average

\n
\n

Dwarf, Elf, Human

\n
\n

Large

\n
\n

Horse, Ogre, Troll

\n
\n

Enormous

\n
\n

Griffon, Wyvern, Manticore

\n
\n

Monstrous

\n
\n

Dragon, Giant, Greater Daemon

\n
\n
\n

 

\n

Using Size

\n

 

\n

if you wish to use size to make a creature bigger — for example converting a giant spider to a gigantic spider — then increase Strength and Toughness by +10 and reduce Agility by –5 per step of size you increase the creature. Reverse this if you wish to make a creature smaller 

\n

 

\n

 

\n

Size Combat Modifers

\n

If larger:

\n\n\n

 

\n

If smaller:

\n

• It gains a bonus of +10 to hit.

\n

 

\n

Defending Against Big Creatures

\n

You suffer a penalty of –2 SL for each step larger your opponent is when using Melee to defend an Opposed Test. It is recommended to dodge a Giant swinging a tree, not parry it!

\n

 

\n\n

Fear and Terror

\n

If the creature is perceived to be aggressive, it causes Fear in any creature smaller than it, and Terror in any creature two or more steps smaller. The rating of the Fear or Terror equals the Size step difference. So, if the creature is Large, and its opponent is Small, it will cause Terror 2.

\n

 

\n

Moving in Combat

\n

A creature that is larger ignores the need to Disengage if it wishes to leave melee combat; instead, it brushes smaller combatants out of the way, moving where it wishes.

\n

 

\n

Opposed Strength

\n

During Opposed Strength Tests (and similar), if one creature is 2 or more size steps larger, it wins automatically. If one creature is 1 size step larger, the smaller creature must roll a Critical to contest the roll. If it does, SL are compared as normal. All other results mean the larger creature wins.

\n

 

\n

Stomp

\n

Creatures that are larger than their opponents may make one Stomp as a Free Attack, by spending 1 Advantage, as they kick downwards or otherwise bash smaller opponents out of the way. This attack has a Damage equal to their Strength Bonus +0, and uses Melee(Brawling).

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

Wounds

\n
\n

Tiny

\n
\n

1

\n
\n

Little

\n
\n

Toughness Bonus

\n
\n

Small

\n
\n

(2×Toughness Bonus) + Willpower Bonus

\n
\n

Average

\n
\n

Strength Bonus+(2×Toughness Bonus) + Willpower Bonus

\n
\n

Large

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×2

\n
\n

Enormous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×4

\n
\n

Monstrous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×8

\n
\n
", - "effects": { - "Size": { - "name": "Size" - } - } - }, - "Weapon": { - "name": "Weapon", - "description": "

The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)

" - }, - "Skittish": { - "name": "Skittish", - "description": "

The creature is easily scared by magic or loud noises. If such occurs, it receives +3 Broken Conditions

" - }, - "Stride": { - "name": "Stride", - "description": "

The creature has a long stride, perhaps because it is a quadruped or has especially long legs. Multiply Run Movement by 1.5 when Running. 

", - "effects": { - "Stride": { - "name": "Stride" - } - } - }, - "Trained": { - "name": "Trained", - "description": "

This trait represents animals that have been trained through the Animal Training Skill. The skills the animal knows is marked in the brackets. Feel free to create your own trained skills.

\n

Broken: The animal is trained to ignore its Bestial trait. it receives [[/r 2d10]] Fellowship.

\n

Drive: The animal is trained to pull a coach, cart, plough, buggy, or similar.

\n

Entertain: The animal is trained to entertain others. It adds a +10 bonus to appropriate Entertain, Perform, or Play Tests.

\n

Fetch: The animal is trained to fetch. This is normal reserved for Dogs and similar.

\n

Guard: The animal is trained to stay in one place or prowl around as a guard, granting it the Territorial Trait.

\n

Home: The animal is trained to return home if it is released or lost.

\n

Magic: The animal is trained to ignore Skittish when it comes to magic, which is required for most horses used by Wizards.

\n

Mount: The animal will accept a rider. Some creatures are especially belligerent, and will not accept a rider without the correct skill. So, to ride a Griffon, you need the Ride (Griffon) skill.

\n

War: The animal is trained for war, gaining +10 Weapon Skill. It can also ignore Skittish for loud noises.

", - "effects": { - "Trained (Broken, Mount, War)": { - "name": "Trained (Broken, Mount, War)" - } - } - }, - "Champion": { - "name": "Champion", - "description": "

The creature is an extraordinarily skilled warrior. If it wins an Opposed Test when defending in melee combat, it can cause Damage just as if it was the attacker.

", - "effects": { - "Champion": { - "name": "Champion" - } - } - }, - "Clever": { - "name": "Clever", - "description": "

The creature is particularly sharp-minded. It receives +20 Intelligence and +10 Initiative.

", - "effects": { - "Clever": { - "name": "Clever", - "changes": { - "system.characteristics.int.initial": 20, - "system.characteristics.i.initial": 10 - } - } - } - }, - "Elite": { - "name": "Elite", - "description": "

The creature is a hard-nosed veteran. It receives +20 to Weapon Skill, Ballistic Skill, and Willpower.

", - "effects": { - "Elite": { - "name": "Elite", - "changes": { - "system.characteristics.ws.initial": 20, - "system.characteristics.bs.initial": 20, - "system.characteristics.wp.initial": 20 - } - } - } - }, - "Hardy": { - "name": "Hardy", - "description": "

The creature can sustain more damage than most. Increase its Wounds by a number equal to its Toughness Bonus (applied before any Size modifers).

", - "effects": { - "Hardy": { - "name": "Hardy" - } - } - }, - "Rear": { - "name": "Rear", - "description": "

For its Move, the creature may make a Stomp attack if it is larger than its opponent (see Size).

", - "effects": { - "Rear": { - "name": "Rear" - } - } - }, - "Tough": { - "name": "Tough", - "description": "

The creature is more resistant to damage than normal, and unlikely to back down. It receives +10 Toughness and Willpower.

", - "effects": { - "Tough": { - "name": "Tough", - "changes": { - "system.characteristics.t.initial": 10, - "system.characteristics.wp.initial": 10 - } - } - } - }, - "Big": { - "name": "Big", - "description": "

The creature is a large example of its species. It receives +10 Strength and Toughness, and –5 Agility.

", - "effects": { - "Big": { - "name": "Big", - "changes": { - "system.characteristics.s.initial": 10, - "system.characteristics.t.initial": 10, - "system.characteristics.ag.initial": -5 - } - } - } - }, - "Art": { - "name": "Art", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" - }, - "Athletics": { - "name": "Athletics", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" - }, - "Bribery": { - "name": "Bribery", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" - }, - "Charm": { - "name": "Charm", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" - }, - "Charm Animal": { - "name": "Charm Animal", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" - }, - "Climb": { - "name": "Climb", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}" - }, - "Consume Alcohol": { - "name": "Consume Alcohol", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" - }, - "Cool": { - "name": "Cool", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" - }, - "Dodge": { - "name": "Dodge", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" - }, - "Drive": { - "name": "Drive", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" - }, - "Endurance": { - "name": "Endurance", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" - }, - "Entertain": { - "name": "Entertain", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" - }, - "Gamble": { - "name": "Gamble", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}" - }, - "Gossip": { - "name": "Gossip", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" - }, - "Haggle": { - "name": "Haggle", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" - }, - "Intimidate": { - "name": "Intimidate", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" - }, - "Intuition": { - "name": "Intuition", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" - }, - "Leadership": { - "name": "Leadership", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" - }, - "Melee": { - "name": "Melee", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Navigation": { - "name": "Navigation", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" - }, - "Outdoor Survival": { - "name": "Outdoor Survival", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" - }, - "Perception": { - "name": "Perception", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" - }, - "Ride": { - "name": "Ride", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" - }, - "Row": { - "name": "Row", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" - }, - "Stealth": { - "name": "Stealth", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" - }, - "Brass Penny": { - "name": "Brass Penny" - }, - "Gold Crown": { - "name": "Gold Crown" - }, - "Silver Shilling": { - "name": "Silver Shilling" - } - } - }, - "Ernst Heidlemann": { - "name": "Ernst Heidlemann", - "items": { - "Leeches and Their Curative Properties": { - "name": "Leeches and Their Curative Properties", - "description": "

Spell grimoires are usually scribed by wizards, and their covers are often secured with locks. Sometimes grimoires are even protected by magical alarms or wards. Carrying a spell grimoire is punishable as heresy unless the owning wizard is licensed by the Colleges of Magic.

" - }, - "Travelling Case": { - "name": "Travelling Case", - "description": "

Contains Ernst's personal effects.

" - }, - "Channelling (Dhar)": { - "name": "Channelling (Dhar)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tXu8Hrd4desq1Rja caption=false]{Channelling}" - }, - "Dodge": { - "name": "Dodge", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" - }, - "Intimidate": { - "name": "Intimidate", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" - }, - "Intuition": { - "name": "Intuition", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" - }, - "Language (Classical)": { - "name": "Language (Classical)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.xo5U0kL08xCPe6kl caption=false]{Language}" - }, - "Language (Magick)": { - "name": "Language (Magick)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.xo5U0kL08xCPe6kl caption=false]{Language}" - }, - "Lore (Magick)": { - "name": "Lore (Magick)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" - }, - "Perception": { - "name": "Perception", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" - }, - "Doomed": { - "name": "Doomed", - "description": "At the age of 10, a Priest of Morr called a Doomsayer took you aside to foretell your death in an incense-laden, coming-of-age ritual called the Dooming. In conjunction with your GM, come up with a suitable Dooming. Should your character die in a fashion that matches your Dooming, your next character gains a bonus of half the total XP your dead character accrued during play." - }, - "Petty Magic": { - "name": "Petty Magic", - "description": "

You have the spark to cast magic within you and have mastered techniques to control it at a basic level. When you take this Talent, you manifest, and permanently memorise, a number of spells equal to your Willpower Bonus. You can learn extra Petty spells for the following cost in XP.

\n

 

\n
\n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n
\n

No. of Petty Spells Currently Known

\n
\n

 XP Cost for a new spell

\n
\n

Up to Willpower Bonus × 1

\n
\n

50 XP

\n
\n

Up to Willpower Bonus × 2

\n
\n

100 XP

\n
\n

Up to Willpower Bonus × 3

\n
\n

150 XP

\n
\n

Up to Willpower Bonus × 4

\n
\n

200 XP

\n
\n
\n

...and so on.

\n

 

\n

So, if your Willpower Bonus is 3 and you had 3 Petty spells, it will cost you 50XP for the first learned spell, then 100 XP for the next three, and so on’.

" - }, - "Read/Write": { - "name": "Read/Write", - "description": "You are one of the rare literate individuals in the Old World. You are assumed to be able to read and write (if appropriate) all of the Languages you can speak." - }, - "Art": { - "name": "Art", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" - }, - "Athletics": { - "name": "Athletics", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" - }, - "Bribery": { - "name": "Bribery", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" - }, - "Charm": { - "name": "Charm", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" - }, - "Charm Animal": { - "name": "Charm Animal", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" - }, - "Climb": { - "name": "Climb", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}" - }, - "Consume Alcohol": { - "name": "Consume Alcohol", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" - }, - "Cool": { - "name": "Cool", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" - }, - "Drive": { - "name": "Drive", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" - }, - "Endurance": { - "name": "Endurance", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" - }, - "Entertain": { - "name": "Entertain", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" - }, - "Gamble": { - "name": "Gamble", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}" - }, - "Gossip": { - "name": "Gossip", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" - }, - "Haggle": { - "name": "Haggle", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" - }, - "Leadership": { - "name": "Leadership", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" - }, - "Melee": { - "name": "Melee", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Navigation": { - "name": "Navigation", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" - }, - "Outdoor Survival": { - "name": "Outdoor Survival", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" - }, - "Ride": { - "name": "Ride", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" - }, - "Row": { - "name": "Row", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" - }, - "Stealth": { - "name": "Stealth", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" - }, - "Rot": { - "name": "Rot", - "description": "

You cause a roughly fist-sized volume of organic material to immediately rot. Food stuffs perish, clothes crumble, leathers shrivel (losing 1 Armor Point on 1 hit location), and similar, as dictated by the GM.

\n\n Lore: None

", - "effects": { - "Damage Armour": { - "name": "Damage Armour" - } - } - }, - "Shock": { - "name": "Shock", - "description": "

Your target receives 1 @Condition[Stunned] Condition.

\n\n Lore: None

", - "effects": { - "Shock": { - "name": "Shock" - } - } - } - } - }, - "Malmir Giluviel": { - "name": "Malmir Giluviel", - "description": "

Personality and Appearance

‘So much to see. So much to do. So many new leaves to turn over!’

Malmir always found woodland life claustrophobic, and his kithband too detached from the world around them. He knows little of Human society, but what he has encountered fascinates him. He is eager to see more of the Empire, with its cities, towns, villages, and hamlets, and yes, the vast forests and swift-flowing rivers if he must. Though he’d never admit it, he thinks that once you’ve seen one tree, you’ve pretty much seen them all. Like most Wood Elves, Malmir is slender and tall. He has shiny chestnut-brown hair and eye-catching emerald-green eyes.

Background

From an early age, Malmir showed an unseemly interest in life beyond the Laurelorn forest. Although he readily adopted the customs and behaviour of polite Elven society, his mind was fixated on the Empire’s Humans. Their strange cities of stone and deadwood and their obsession with all matters material were so… different. Eventually, his home forest began to seem boringly familiar. Despite the hardship he knew it would cause, Malmir’s will was steadfast. His kinfolk, one by one, turned their backs on him. Like all Elves who forsake their home for a life of adventure, Malmir no longer exists to his people. The last words he heard in his mother tongue came from the Priestess of Liadriel: ‘Go then, Malmir. Return not, unless in dire need. But think on this: if ever one of the Chaos-touched should find their way here by your direction, we shall not rest until you are brought to justice!’ He has set his heart on seeing Altdorf, the city of gold. And so it is that he now finds himself at The Traveller’s Rest, in the company of his new companions.

Secrets

Begin with an additional [[/r 1d10]] brass pennies per secret chosen.

", - "items": { - "Mandolin": { - "name": "Mandolin", - "description": "

Various instruments are included in this category. The standard price and encumbrance reflects medium-sized instruments (e.g. mandolin, coach horn, small drum). Small instruments are half the price and 0 Encumbrance points (e.g. flute, recorder, tambourine). Larger instruments are double the price and 2 Encumbrance points (e.g. harp, lute, large drum).

" - }, - "6d10 Brass Penny": { - "name": "6d10 Brass Penny" - }, - "Sleight of Hand": { - "name": "Sleight of Hand", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.bGqmHCju8VZ8q2Pv caption=false]{Sleight of Hand}" - }, - "Language (Eltharin)": { - "name": "Language (Eltharin)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.xo5U0kL08xCPe6kl caption=false]{Language}" - }, - "Perform (Dancer)": { - "name": "Perform (Dancer)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6MQIGorN3WgXWfJB caption=false]{Perform}" - }, - "Play (Mandolin)": { - "name": "Play (Mandolin)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.N63wZOWw6ZLYnePN caption=false]{Play}" - }, - "Entertain (Singing)": { - "name": "Entertain (Singing)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" - }, - "Stealth (Rural)": { - "name": "Stealth (Rural)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" - }, - "Ranged (Bow)": { - "name": "Ranged (Bow)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.jJYOiSQNgC9v7cM5 caption=false]{Ranged}" - }, - "Athletics": { - "name": "Athletics", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" - }, - "Charm": { - "name": "Charm", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" - }, - "Gossip": { - "name": "Gossip", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" - }, - "Haggle": { - "name": "Haggle", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" - }, - "Outdoor Survival": { - "name": "Outdoor Survival", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" - }, - "Perception": { - "name": "Perception", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" - }, - "Acute Sense (Sight)": { - "name": "Acute Sense (Sight)", - "description": "

One of your primary five senses is highly developed, allowing you to spot what others miss. You may take Perception Tests to detect normally imperceptible details with the associated sense, as dictated by the GM. This could include: seeing an eagle beyond everyone else's eyeshot, smelling an almost odorless poison, hearing the breath of an unmoving mouse within a wall, feeling a worn away letter in a carving, or tasting that two beers from the same brewer have been drawn from two different barrels.

" - }, - "Hardy": { - "name": "Hardy", - "description": "You gain a permanent addition to your Wounds, equal to your Toughness Bonus. If your Toughness Bonus should increase, then the number of Wounds Hardy provides also increases.", - "effects": { - "Hardy": { - "name": "Hardy" - } - } - }, - "Night Vision": { - "name": "Night Vision", - "description": "

You can see very well in natural darkness. Assuming you have at least a faint source of light (such as starlight, moonlight, or bioluminescence) you can see clearly for 20 yards per level of Night Vision. Further, you can extend the effective illumination distance of any light sources by 20 yards per level of Night Vision. 

", - "effects": { - "Night Vision": { - "name": "Night Vision" - } - } - }, - "Public Speaker": { - "name": "Public Speaker", - "description": "

You are a skilled orator and know how to work large groups of people. Refer to the following table to see how many people you can now influence with your Charm Skill when Public Speaking.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Talent Taken

\n
\n

Number of soldiers influenced

\n
\n

1

\n
\n

As normal × 5

\n
\n

2

\n
\n

As normal × 10

\n
\n

3

\n
\n

 As normal × 20

\n
\n

4

\n
\n

 As normal × 50

\n
\n

5

\n
\n

 As normal × 100

\n
\n

6

\n
\n

 As normal × 200

\n
\n

7

\n
\n

 As normal × 500

\n
\n

8

\n
\n

 As normal × 1000

\n
\n

9

\n
\n

 All who can hear your inspiring voice

\n
\n
" - }, - "Rover": { - "name": "Rover", - "description": "You are at home roaming the wild places. When using Stealth in a rural environment, bystanders do not get passive Perception Tests to detect you; they can only spot you if they are specifically on look-out, or watching for hidden spies.", - "effects": { - "Rover": { - "name": "Rover" - } - } - }, - "Very Resilient": { - "name": "Very Resilient", - "description": "You gain a permanent +5 bonus to your starting Toughness Characteristic (this does not count towards your Advances).", - "effects": { - "Very Resilient": { - "name": "Very Resilient", - "changes": { - "system.characteristics.t.initial": 5 - } - } - } - }, - "Backpack": { - "name": "Backpack", - "description": "

Counts as ‘worn’ when strapped to your back. 

" - }, - "Tinderbox": { - "name": "Tinderbox" - }, - "Blanket": { - "name": "Blanket", - "description": "

Endurance Tests rolled to resist Cold Exposure gain a bonus of +20 when resting.

" - }, - "Bowl": { - "name": "Bowl" - }, - "Cloak": { - "name": "Cloak", - "description": "

Protects wearer against the elements. 

" - }, - "Clothing": { - "name": "Clothing" - }, - "Dagger": { - "name": "Dagger" - }, - "Pouch": { - "name": "Pouch" - }, - "Rations, 1 day": { - "name": "Rations, 1 day" - }, - "Shortbow": { - "name": "Shortbow" - }, - "Arrow": { - "name": "Arrow", - "description": "

" - }, - "Sword": { - "name": "Sword" - }, - "Art": { - "name": "Art", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" - }, - "Bribery": { - "name": "Bribery", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" - }, - "Charm Animal": { - "name": "Charm Animal", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" - }, - "Climb": { - "name": "Climb", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}" - }, - "Consume Alcohol": { - "name": "Consume Alcohol", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" - }, - "Cool": { - "name": "Cool", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" - }, - "Dodge": { - "name": "Dodge", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" - }, - "Drive": { - "name": "Drive", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" - }, - "Endurance": { - "name": "Endurance", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" - }, - "Entertain": { - "name": "Entertain", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" - }, - "Gamble": { - "name": "Gamble", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}" - }, - "Intimidate": { - "name": "Intimidate", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" - }, - "Intuition": { - "name": "Intuition", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" - }, - "Leadership": { - "name": "Leadership", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" - }, - "Melee": { - "name": "Melee", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Navigation": { - "name": "Navigation", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" - }, - "Ride": { - "name": "Ride", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" - }, - "Row": { - "name": "Row", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" - }, - "Stealth": { - "name": "Stealth", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" - }, - "Gold Crown": { - "name": "Gold Crown" - }, - "Silver Shilling": { - "name": "Silver Shilling" - }, - "Busker": { - "name": "Busker", - "description": "

@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.5nIDu8oyFVShLqne]{Entertainer}

" - } - } - }, - "Large Litter": { - "name": "Large Litter" - }, - "Cart": { - "name": "Cart" - }, - "Heinz Richter": { - "name": "Heinz Richter", - "items": { - "Wig": { - "name": "Wig" - }, - "Town Seal": { - "name": "Town Seal" - }, - "Sword of Office": { - "name": "Sword of Office" - }, - "Amulets (Vernean)": { - "name": "Amulets (Vernean)" - }, - "Art (Writing)": { - "name": "Art (Writing)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" - }, - "Charm": { - "name": "Charm", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" - }, - "Consume Alcohol": { - "name": "Consume Alcohol", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" - }, - "Endurance": { - "name": "Endurance", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" - }, - "Entertain (Speeches)": { - "name": "Entertain (Speeches)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" - }, - "Gossip": { - "name": "Gossip", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" - }, - "Haggle": { - "name": "Haggle", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" - }, - "Intuition": { - "name": "Intuition", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" - }, - "Language (Classical)": { - "name": "Language (Classical)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.xo5U0kL08xCPe6kl caption=false]{Language}" - }, - "Language (Guilder)": { - "name": "Language (Guilder)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.xo5U0kL08xCPe6kl caption=false]{Language}" - }, - "Lore (Bögenhafen)": { - "name": "Lore (Bögenhafen)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" - }, - "Lore (Law)": { - "name": "Lore (Law)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" - }, - "Lore (Theology)": { - "name": "Lore (Theology)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" - }, - "Perception": { - "name": "Perception", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" - }, - "Research": { - "name": "Research", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Nv0jexKy05qTOnuN caption=false]{Research}" - }, - "Secret Signs (Guilder)": { - "name": "Secret Signs (Guilder)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.X2FppoPGuEwJKssM caption=false]{Secret Signs}" - }, - "Bookish": { - "name": "Bookish", - "description": "You are as at home in a library as a seaman at sea or a farmer a-farming. When using Research, you may reverse the dice of any failed Test if this will score a success.", - "effects": { - "Bookish": { - "name": "Bookish" - } - } - }, - "ktHiVktoV2MCVPVH": { - "name": "Bookish", - "description": "You are as at home in a library as a seaman at sea or a farmer a-farming. When using Research, you may reverse the dice of any failed Test if this will score a success.", - "effects": { - "Bookish": { - "name": "Bookish" - } - } - }, - "sTDGKL6U2jHw2iwx": { - "name": "Bookish", - "description": "You are as at home in a library as a seaman at sea or a farmer a-farming. When using Research, you may reverse the dice of any failed Test if this will score a success.", - "effects": { - "Bookish": { - "name": "Bookish" - } - } - }, - "RogW63A2PqydIuy7": { - "name": "Bookish", - "description": "You are as at home in a library as a seaman at sea or a farmer a-farming. When using Research, you may reverse the dice of any failed Test if this will score a success.", - "effects": { - "Bookish": { - "name": "Bookish" - } - } - }, - "Doomed": { - "name": "Doomed", - "description": "At the age of 10, a Priest of Morr called a Doomsayer took you aside to foretell your death in an incense-laden, coming-of-age ritual called the Dooming. In conjunction with your GM, come up with a suitable Dooming. Should your character die in a fashion that matches your Dooming, your next character gains a bonus of half the total XP your dead character accrued during play." - }, - "Etiquette": { - "name": "Etiquette", - "description": "

You can blend in socially with the chosen group so long as you are dressed and acting appropriately. Example social groups for this Talent are: Criminals, Cultists, Guilders, Nobles, Scholars, Servants, and Soldiers. If you do not have the Talent, those with it will note your discomfort in the unfamiliar environment. This is primarily a matter for roleplaying, but may confer a bonus to Fellowship Tests at the GM’s discretion.

", - "effects": { - "Etiquette": { - "name": "Etiquette" - } - } - }, - "Gregarious": { - "name": "Gregarious", - "description": "You just like talking to other folk and it seems they like talking to you. You may reverse any failed Gossip Test if this allows the Test to succeed.", - "effects": { - "Gregarious": { - "name": "Gregarious" - } - } - }, - "6b4rKIqmWrYlWd26": { - "name": "Gregarious", - "description": "You just like talking to other folk and it seems they like talking to you. You may reverse any failed Gossip Test if this allows the Test to succeed.", - "effects": { - "Gregarious": { - "name": "Gregarious" - } - } - }, - "v7tFkXjppDuMFELS": { - "name": "Gregarious", - "description": "You just like talking to other folk and it seems they like talking to you. You may reverse any failed Gossip Test if this allows the Test to succeed.", - "effects": { - "Gregarious": { - "name": "Gregarious" - } - } - }, - "Read/Write": { - "name": "Read/Write", - "description": "You are one of the rare literate individuals in the Old World. You are assumed to be able to read and write (if appropriate) all of the Languages you can speak." - }, - "Savant (Law)": { - "name": "Savant (Law)", - "description": "You are exceptionally learned, and have a significant degree of specialized knowledge in a single field of study. You automatically know a number of pieces of correct information equal to you Savant (Lore) level about a relevant issue without having to test your Lore Skill. Testing, as always, will provide yet more information as normal as determined by the GM.", - "effects": { - "Savant": { - "name": "Savant" - } - } - }, - "Wealthy": { - "name": "Wealthy", - "description": "

You are fabulously wealthy, and are rarely ever short of coin. When Earning (including Income Endeavor) you secure +1 GC per time you have this Talent.

" - }, - "7CBNhfYzR82cZSzS": { - "name": "Wealthy", - "description": "

You are fabulously wealthy, and are rarely ever short of coin. When Earning (including Income Endeavor) you secure +1 GC per time you have this Talent.

" - }, - "voGEhyy4bgxKjsGu": { - "name": "Wealthy", - "description": "

You are fabulously wealthy, and are rarely ever short of coin. When Earning (including Income Endeavor) you secure +1 GC per time you have this Talent.

" - }, - "Signet Ring": { - "name": "Signet Ring", - "description": "

 

\n

Gold rings with engraved stamps are worn by nobles and guild officials, who use them to imprint heraldry or insignia into sealing wax.

\n

 

\n

 

" - }, - "Robes (Lawyer)": { - "name": "Robes (Lawyer)" - }, - "Art": { - "name": "Art", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" - }, - "Athletics": { - "name": "Athletics", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" - }, - "Bribery": { - "name": "Bribery", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" - }, - "Charm Animal": { - "name": "Charm Animal", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" - }, - "Climb": { - "name": "Climb", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}" - }, - "Cool": { - "name": "Cool", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" - }, - "Dodge": { - "name": "Dodge", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" - }, - "Drive": { - "name": "Drive", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" - }, - "Entertain": { - "name": "Entertain", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" - }, - "Gamble": { - "name": "Gamble", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}" - }, - "Intimidate": { - "name": "Intimidate", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" - }, - "Leadership": { - "name": "Leadership", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" - }, - "Melee": { - "name": "Melee", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Navigation": { - "name": "Navigation", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" - }, - "Outdoor Survival": { - "name": "Outdoor Survival", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" - }, - "Ride": { - "name": "Ride", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" - }, - "Row": { - "name": "Row", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" - }, - "Stealth": { - "name": "Stealth", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" - } - } - }, - "Sonny Rags": { - "name": "Sonny Rags", - "items": { - "Empty Bottles": { - "name": "Empty Bottles" - }, - "4d10 brass pennies": { - "name": "4d10 brass pennies" - }, - "4d10 Brass Penny": { - "name": "4d10 Brass Penny" - }, - "Poor Quality Blanket": { - "name": "Poor Quality Blanket", - "description": "

Endurance Tests rolled to resist Cold Exposure gain a bonus of +20 when resting.

" - }, - "Sleight of Hand": { - "name": "Sleight of Hand", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.bGqmHCju8VZ8q2Pv caption=false]{Sleight of Hand}" - }, - "Athletics": { - "name": "Athletics", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" - }, - "Charm": { - "name": "Charm", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" - }, - "Consume Alcohol": { - "name": "Consume Alcohol", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" - }, - "Cool": { - "name": "Cool", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" - }, - "Dodge": { - "name": "Dodge", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" - }, - "Endurance": { - "name": "Endurance", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" - }, - "Entertain (Acting)": { - "name": "Entertain (Acting)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" - }, - "Gossip": { - "name": "Gossip", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" - }, - "Haggle": { - "name": "Haggle", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" - }, - "Intuition": { - "name": "Intuition", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" - }, - "Perception": { - "name": "Perception", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" - }, - "Stealth (Urban)": { - "name": "Stealth (Urban)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" - }, - "Beneath Notice": { - "name": "Beneath Notice", - "description": "

The high and mighty pay no attention to your presence, knowing you are well beneath their notice. Assuming you are properly attired and not in an incongruous position, those of a higher Status Tier will normally ignore you unless your presence becomes inappropriate, which can make it very easy to listen into conversations you perhaps shouldn’t. Further, characters with a higher Status Tier than you gain no Advantage for striking or wounding you in combat, as there is nothing to be gained for defeating such a lowly cur.

", - "effects": { - "Beneath Notice": { - "name": "Beneath Notice" - } - } - }, - "Blather": { - "name": "Blather", - "description": "

Called ‘opening your mouth and letting your belly rumble’ in Nordland, or simply ‘bullshitting’ in Ostland, blathering involves talking rapidly and incessantly, or talking volubly and at-length, about inconsequential or nonsense matters, and is used to verbally confuse and confound a target. You use your Charm Skill to Blather. Attempt an Opposed Charm/Intelligence Test. Success gives your opponent a Stunned Condition. Further, for each level you have in Blather, your opponent gains another Stunned Condition. Targets Stunned by Blather may do nothing other than stare at you dumbfounded as they try to catch-up with or understand what you are saying. Once the last Stunned Condition comes to an end, the target finally gets a word in, and may not be best pleased with you — after all, you have been talking about nothing or nonsense for some time. Should you stop talking, your opponent immediately loses all Stunned Conditions caused by your Blather. Generally, you can only attempt to Blather at a character once per scene, or perhaps longer as determined by the GM, as the target soon wises up to your antics.

\n

 

", - "effects": { - "Blather": { - "name": "Blather" - } - } - }, - "Panhandle": { - "name": "Panhandle", - "description": "

You are a skilled beggar, able to get even the most jaded individual to contribute to your cause. You can perform a Charm Test every half hour when Begging, not every hour.

", - "effects": { - "Panhandle": { - "name": "Panhandle" - } - } - }, - "Bowl": { - "name": "Bowl" - }, - "Crutch": { - "name": "Crutch" - }, - "Cup": { - "name": "Cup" - }, - "Gold Crown": { - "name": "Gold Crown" - }, - "Silver Shilling": { - "name": "Silver Shilling" - }, - "Art": { - "name": "Art", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" - }, - "Bribery": { - "name": "Bribery", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" - }, - "Charm Animal": { - "name": "Charm Animal", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" - }, - "Climb": { - "name": "Climb", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}" - }, - "Drive": { - "name": "Drive", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" - }, - "Entertain": { - "name": "Entertain", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" - }, - "Gamble": { - "name": "Gamble", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}" - }, - "Intimidate": { - "name": "Intimidate", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" - }, - "Leadership": { - "name": "Leadership", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" - }, - "Melee": { - "name": "Melee", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Navigation": { - "name": "Navigation", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" - }, - "Outdoor Survival": { - "name": "Outdoor Survival", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" - }, - "Ride": { - "name": "Ride", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" - }, - "Row": { - "name": "Row", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" - }, - "Stealth": { - "name": "Stealth", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" - } - } - }, - "Heavy Draught Horse": { - "name": "Heavy Draught Horse", - "description": "

@UUID[JournalEntry.GHueUtHKzlhvsd8L.JournalEntryPage.8GLdbAcRWwY522rP]{Mounts and Vehicles}

These are the largest horses in the Empire, and probably the largest in the Old World. Large draught horses can weigh more than a ton and pull almost anything. They can be ridden, but few are trained to accept a rider. Although most nobles would deny it, draught horses are the original breeding stock used to produce heavy warhorses.

", - "items": { - "Size": { - "name": "Size", - "description": "

This trait represents creatures whose size differ from the game standard (i.e. roughly human sized). There are seven steps of Size, ranging from Tiny to Monstrous.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

 Examples

\n
\n

Tiny

\n
\n

Butterfly, Mouse, Pigeon

\n
\n

Little

\n
\n

Cat, Hawk, Human Baby

\n
\n

Small

\n
\n

Giant Rat, Halfling, Human Child

\n
\n

Average

\n
\n

Dwarf, Elf, Human

\n
\n

Large

\n
\n

Horse, Ogre, Troll

\n
\n

Enormous

\n
\n

Griffon, Wyvern, Manticore

\n
\n

Monstrous

\n
\n

Dragon, Giant, Greater Daemon

\n
\n
\n

 

\n

Using Size

\n

 

\n

if you wish to use size to make a creature bigger — for example converting a giant spider to a gigantic spider — then increase Strength and Toughness by +10 and reduce Agility by –5 per step of size you increase the creature. Reverse this if you wish to make a creature smaller 

\n

 

\n

 

\n

Size Combat Modifers

\n

If larger:

\n\n\n

 

\n

If smaller:

\n

• It gains a bonus of +10 to hit.

\n

 

\n

Defending Against Big Creatures

\n

You suffer a penalty of –2 SL for each step larger your opponent is when using Melee to defend an Opposed Test. It is recommended to dodge a Giant swinging a tree, not parry it!

\n

 

\n\n

Fear and Terror

\n

If the creature is perceived to be aggressive, it causes Fear in any creature smaller than it, and Terror in any creature two or more steps smaller. The rating of the Fear or Terror equals the Size step difference. So, if the creature is Large, and its opponent is Small, it will cause Terror 2.

\n

 

\n

Moving in Combat

\n

A creature that is larger ignores the need to Disengage if it wishes to leave melee combat; instead, it brushes smaller combatants out of the way, moving where it wishes.

\n

 

\n

Opposed Strength

\n

During Opposed Strength Tests (and similar), if one creature is 2 or more size steps larger, it wins automatically. If one creature is 1 size step larger, the smaller creature must roll a Critical to contest the roll. If it does, SL are compared as normal. All other results mean the larger creature wins.

\n

 

\n

Stomp

\n

Creatures that are larger than their opponents may make one Stomp as a Free Attack, by spending 1 Advantage, as they kick downwards or otherwise bash smaller opponents out of the way. This attack has a Damage equal to their Strength Bonus +0, and uses Melee(Brawling).

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

Wounds

\n
\n

Tiny

\n
\n

1

\n
\n

Little

\n
\n

Toughness Bonus

\n
\n

Small

\n
\n

(2×Toughness Bonus) + Willpower Bonus

\n
\n

Average

\n
\n

Strength Bonus+(2×Toughness Bonus) + Willpower Bonus

\n
\n

Large

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×2

\n
\n

Enormous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×4

\n
\n

Monstrous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×8

\n
\n
", - "effects": { - "Size": { - "name": "Size" - } - } - }, - "Skittish": { - "name": "Skittish", - "description": "

The creature is easily scared by magic or loud noises. If such occurs, it receives +3 Broken Conditions

" - }, - "Stupid": { - "name": "Stupid", - "description": "

While not entirely devoid of self-awareness (and so lacking the Bestial trait), the creature is stupid. If it is near any allies without the Stupid Trait, they guide it and nothing happens. Otherwise, it must pass an Easy (+40) Intelligence Test at the start of each round, or become very confused. Should this occur it will drool, perhaps sitting down or picking its nose, doing little of use, losing both its Move and Action for that Turn

", - "effects": { - "Stupid": { - "name": "Stupid" - } - } - }, - "Trained": { - "name": "Trained", - "description": "

This trait represents animals that have been trained through the Animal Training Skill. The skills the animal knows is marked in the brackets. Feel free to create your own trained skills.

\n

Broken: The animal is trained to ignore its Bestial trait. it receives [[/r 2d10]] Fellowship.

\n

Drive: The animal is trained to pull a coach, cart, plough, buggy, or similar.

\n

Entertain: The animal is trained to entertain others. It adds a +10 bonus to appropriate Entertain, Perform, or Play Tests.

\n

Fetch: The animal is trained to fetch. This is normal reserved for Dogs and similar.

\n

Guard: The animal is trained to stay in one place or prowl around as a guard, granting it the Territorial Trait.

\n

Home: The animal is trained to return home if it is released or lost.

\n

Magic: The animal is trained to ignore Skittish when it comes to magic, which is required for most horses used by Wizards.

\n

Mount: The animal will accept a rider. Some creatures are especially belligerent, and will not accept a rider without the correct skill. So, to ride a Griffon, you need the Ride (Griffon) skill.

\n

War: The animal is trained for war, gaining +10 Weapon Skill. It can also ignore Skittish for loud noises.

", - "effects": { - "Trained (Broken, Drive)": { - "name": "Trained (Broken, Drive)" - } - } - }, - "SB79GxjAZ4HuqM2B": { - "name": "Trained", - "description": "

This trait represents animals that have been trained through the Animal Training Skill. The skills the animal knows is marked in the brackets. Feel free to create your own trained skills.

\n

Broken: The animal is trained to ignore its Bestial trait. it receives [[/r 2d10]] Fellowship.

\n

Drive: The animal is trained to pull a coach, cart, plough, buggy, or similar.

\n

Entertain: The animal is trained to entertain others. It adds a +10 bonus to appropriate Entertain, Perform, or Play Tests.

\n

Fetch: The animal is trained to fetch. This is normal reserved for Dogs and similar.

\n

Guard: The animal is trained to stay in one place or prowl around as a guard, granting it the Territorial Trait.

\n

Home: The animal is trained to return home if it is released or lost.

\n

Magic: The animal is trained to ignore Skittish when it comes to magic, which is required for most horses used by Wizards.

\n

Mount: The animal will accept a rider. Some creatures are especially belligerent, and will not accept a rider without the correct skill. So, to ride a Griffon, you need the Ride (Griffon) skill.

\n

War: The animal is trained for war, gaining +10 Weapon Skill. It can also ignore Skittish for loud noises.

", - "effects": { - "Trained": { - "name": "Trained" - } - } - }, - "Big": { - "name": "Big", - "description": "

The creature is a large example of its species. It receives +10 Strength and Toughness, and –5 Agility.

", - "effects": { - "Big": { - "name": "Big", - "changes": { - "system.characteristics.s.initial": 10, - "system.characteristics.t.initial": 10, - "system.characteristics.ag.initial": -5 - } - } - } - }, - "Brute": { - "name": "Brute", - "description": "

The creature is heavy and brutish. It receives –1 Movement, –10 Agility, and +10 Strength and Toughness.

", - "effects": { - "Brute": { - "name": "Brute", - "changes": { - "system.details.move.value": -1, - "system.characteristics.ag.initial": -10, - "system.characteristics.s.initial": 10, - "system.characteristics.t.initial": 10 - } - } - } - }, - "Weapon": { - "name": "Weapon", - "description": "

The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)

" - } - } - }, - "Light Warhorse": { - "name": "Light Warhorse", - "description": "

@UUID[JournalEntry.GHueUtHKzlhvsd8L.JournalEntryPage.8GLdbAcRWwY522rP]{Mounts and Vehicles}

These horses are used by light and medium cavalry, as well as by certain nobles who find normal riding horses too tame for their tastes. These animals are trained for war, and the more expensive and highly trained examples will have additional Traits. These are sometimes referred to as ‘hobbies’ by traditionalists.

", - "items": { - "Size": { - "name": "Size", - "description": "

This trait represents creatures whose size differ from the game standard (i.e. roughly human sized). There are seven steps of Size, ranging from Tiny to Monstrous.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

 Examples

\n
\n

Tiny

\n
\n

Butterfly, Mouse, Pigeon

\n
\n

Little

\n
\n

Cat, Hawk, Human Baby

\n
\n

Small

\n
\n

Giant Rat, Halfling, Human Child

\n
\n

Average

\n
\n

Dwarf, Elf, Human

\n
\n

Large

\n
\n

Horse, Ogre, Troll

\n
\n

Enormous

\n
\n

Griffon, Wyvern, Manticore

\n
\n

Monstrous

\n
\n

Dragon, Giant, Greater Daemon

\n
\n
\n

 

\n

Using Size

\n

 

\n

if you wish to use size to make a creature bigger — for example converting a giant spider to a gigantic spider — then increase Strength and Toughness by +10 and reduce Agility by –5 per step of size you increase the creature. Reverse this if you wish to make a creature smaller 

\n

 

\n

 

\n

Size Combat Modifers

\n

If larger:

\n\n\n

 

\n

If smaller:

\n

• It gains a bonus of +10 to hit.

\n

 

\n

Defending Against Big Creatures

\n

You suffer a penalty of –2 SL for each step larger your opponent is when using Melee to defend an Opposed Test. It is recommended to dodge a Giant swinging a tree, not parry it!

\n

 

\n\n

Fear and Terror

\n

If the creature is perceived to be aggressive, it causes Fear in any creature smaller than it, and Terror in any creature two or more steps smaller. The rating of the Fear or Terror equals the Size step difference. So, if the creature is Large, and its opponent is Small, it will cause Terror 2.

\n

 

\n

Moving in Combat

\n

A creature that is larger ignores the need to Disengage if it wishes to leave melee combat; instead, it brushes smaller combatants out of the way, moving where it wishes.

\n

 

\n

Opposed Strength

\n

During Opposed Strength Tests (and similar), if one creature is 2 or more size steps larger, it wins automatically. If one creature is 1 size step larger, the smaller creature must roll a Critical to contest the roll. If it does, SL are compared as normal. All other results mean the larger creature wins.

\n

 

\n

Stomp

\n

Creatures that are larger than their opponents may make one Stomp as a Free Attack, by spending 1 Advantage, as they kick downwards or otherwise bash smaller opponents out of the way. This attack has a Damage equal to their Strength Bonus +0, and uses Melee(Brawling).

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

Wounds

\n
\n

Tiny

\n
\n

1

\n
\n

Little

\n
\n

Toughness Bonus

\n
\n

Small

\n
\n

(2×Toughness Bonus) + Willpower Bonus

\n
\n

Average

\n
\n

Strength Bonus+(2×Toughness Bonus) + Willpower Bonus

\n
\n

Large

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×2

\n
\n

Enormous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×4

\n
\n

Monstrous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×8

\n
\n
", - "effects": { - "Size": { - "name": "Size" - } - } - }, - "Weapon": { - "name": "Weapon", - "description": "

The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)

" - }, - "Skittish": { - "name": "Skittish", - "description": "

The creature is easily scared by magic or loud noises. If such occurs, it receives +3 Broken Conditions

" - }, - "Stride": { - "name": "Stride", - "description": "

The creature has a long stride, perhaps because it is a quadruped or has especially long legs. Multiply Run Movement by 1.5 when Running. 

", - "effects": { - "Stride": { - "name": "Stride" - } - } - }, - "Trained": { - "name": "Trained", - "description": "

This trait represents animals that have been trained through the Animal Training Skill. The skills the animal knows is marked in the brackets. Feel free to create your own trained skills.

\n

Broken: The animal is trained to ignore its Bestial trait. it receives [[/r 2d10]] Fellowship.

\n

Drive: The animal is trained to pull a coach, cart, plough, buggy, or similar.

\n

Entertain: The animal is trained to entertain others. It adds a +10 bonus to appropriate Entertain, Perform, or Play Tests.

\n

Fetch: The animal is trained to fetch. This is normal reserved for Dogs and similar.

\n

Guard: The animal is trained to stay in one place or prowl around as a guard, granting it the Territorial Trait.

\n

Home: The animal is trained to return home if it is released or lost.

\n

Magic: The animal is trained to ignore Skittish when it comes to magic, which is required for most horses used by Wizards.

\n

Mount: The animal will accept a rider. Some creatures are especially belligerent, and will not accept a rider without the correct skill. So, to ride a Griffon, you need the Ride (Griffon) skill.

\n

War: The animal is trained for war, gaining +10 Weapon Skill. It can also ignore Skittish for loud noises.

", - "effects": { - "Trained (Broken, Mount, War)": { - "name": "Trained (Broken, Mount, War)" - } - } - }, - "Champion": { - "name": "Champion", - "description": "

The creature is an extraordinarily skilled warrior. If it wins an Opposed Test when defending in melee combat, it can cause Damage just as if it was the attacker.

", - "effects": { - "Champion": { - "name": "Champion" - } - } - }, - "Clever": { - "name": "Clever", - "description": "

The creature is particularly sharp-minded. It receives +20 Intelligence and +10 Initiative.

", - "effects": { - "Clever": { - "name": "Clever", - "changes": { - "system.characteristics.int.initial": 20, - "system.characteristics.i.initial": 10 - } - } - } - }, - "Elite": { - "name": "Elite", - "description": "

The creature is a hard-nosed veteran. It receives +20 to Weapon Skill, Ballistic Skill, and Willpower.

", - "effects": { - "Elite": { - "name": "Elite", - "changes": { - "system.characteristics.ws.initial": 20, - "system.characteristics.bs.initial": 20, - "system.characteristics.wp.initial": 20 - } - } - } - }, - "Hardy": { - "name": "Hardy", - "description": "

The creature can sustain more damage than most. Increase its Wounds by a number equal to its Toughness Bonus (applied before any Size modifers).

", - "effects": { - "Hardy": { - "name": "Hardy" - } - } - }, - "Rear": { - "name": "Rear", - "description": "

For its Move, the creature may make a Stomp attack if it is larger than its opponent (see Size).

", - "effects": { - "Rear": { - "name": "Rear" - } - } - }, - "Tough": { - "name": "Tough", - "description": "

The creature is more resistant to damage than normal, and unlikely to back down. It receives +10 Toughness and Willpower.

", - "effects": { - "Tough": { - "name": "Tough", - "changes": { - "system.characteristics.t.initial": 10, - "system.characteristics.wp.initial": 10 - } - } - } - }, - "Art": { - "name": "Art", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" - }, - "Athletics": { - "name": "Athletics", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" - }, - "Bribery": { - "name": "Bribery", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" - }, - "Charm": { - "name": "Charm", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" - }, - "Charm Animal": { - "name": "Charm Animal", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" - }, - "Climb": { - "name": "Climb", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}" - }, - "Consume Alcohol": { - "name": "Consume Alcohol", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" - }, - "Cool": { - "name": "Cool", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" - }, - "Dodge": { - "name": "Dodge", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" - }, - "Drive": { - "name": "Drive", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" - }, - "Endurance": { - "name": "Endurance", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" - }, - "Entertain": { - "name": "Entertain", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" - }, - "Gamble": { - "name": "Gamble", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}" - }, - "Gossip": { - "name": "Gossip", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" - }, - "Haggle": { - "name": "Haggle", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" - }, - "Intimidate": { - "name": "Intimidate", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" - }, - "Intuition": { - "name": "Intuition", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" - }, - "Leadership": { - "name": "Leadership", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" - }, - "Melee": { - "name": "Melee", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Navigation": { - "name": "Navigation", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" - }, - "Outdoor Survival": { - "name": "Outdoor Survival", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" - }, - "Perception": { - "name": "Perception", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" - }, - "Ride": { - "name": "Ride", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" - }, - "Row": { - "name": "Row", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" - }, - "Stealth": { - "name": "Stealth", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" - }, - "Brass Penny": { - "name": "Brass Penny" - }, - "Gold Crown": { - "name": "Gold Crown" - }, - "Silver Shilling": { - "name": "Silver Shilling" - } - } - }, - "Bruno": { - "name": "Bruno", - "items": { - "Cool": { - "name": "Cool", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" - }, - "Dodge": { - "name": "Dodge", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" - }, - "Endurance": { - "name": "Endurance", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" - }, - "Intimidate": { - "name": "Intimidate", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" - }, - "Intuition": { - "name": "Intuition", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" - }, - "Lore (Torture)": { - "name": "Lore (Torture)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" - }, - "Melee (Basic)": { - "name": "Melee (Basic)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Perception": { - "name": "Perception", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" - }, - "Strike Mighty Blow": { - "name": "Strike Mighty Blow", - "description": "You know how to hit hard! You deal your level of Strike Mighty Blow in extra Damage with melee weapons.", - "effects": { - "Strike Mighty Blow": { - "name": "Strike Mighty Blow" - } - } - }, - "Strike to Stun": { - "name": "Strike to Stun", - "description": "

You know where to hit an opponent to bring him down fast. You ignore the ‘Called Shot’ penalty to strike the Head Hit Location when using a melee weapon with the Pummel Quality. Further, you count all improvised weapons as having the Pummel Quality

", - "effects": { - "Strike to Stun": { - "name": "Strike to Stun" - } - } - }, - "Prejudice": { - "name": "Prejudice", - "description": "

You really dislike the Target, which is normally a group of people or creatures such as ‘Ostlanders’, ‘Elves’, or ‘Wizards’. You must attempt a Psychology Test whenever you encounter the group against which you are prejudiced. If you pass, you may frown a lot, but will otherwise act normally, only suffering a penalty of –10 to all Fellowship Tests towards that group. Should you fail you are subject to Prejudice. At the end of every subsequent Round, you may attempt another Psychology test to bring the Prejudice to an end. If you do not, the effects of Prejudice naturally come to an end when all members of the specified group in your line of sight are gone, or you gain the Stunned or Unconscious Condition, or you become subject to another Psychology.

\n

 

\n

When subject to Prejudice, you must immediately insult the target of your prejudice. Loudly.

" - }, - "Knuckledusters": { - "name": "Knuckledusters" - }, - "Dagger": { - "name": "Dagger" - }, - "Gold Crown": { - "name": "Gold Crown" - }, - "Silver Shilling": { - "name": "Silver Shilling" - }, - "Brass Penny": { - "name": "Brass Penny" - }, - "Leather Jerkin": { - "name": "Leather Jerkin" - }, - "Club": { - "name": "Club" - }, - "Art": { - "name": "Art", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" - }, - "Athletics": { - "name": "Athletics", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" - }, - "Bribery": { - "name": "Bribery", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" - }, - "Charm": { - "name": "Charm", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" - }, - "Charm Animal": { - "name": "Charm Animal", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" - }, - "Climb": { - "name": "Climb", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}" - }, - "Consume Alcohol": { - "name": "Consume Alcohol", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" - }, - "Drive": { - "name": "Drive", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" - }, - "Entertain": { - "name": "Entertain", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" - }, - "Gamble": { - "name": "Gamble", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}" - }, - "Gossip": { - "name": "Gossip", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" - }, - "Haggle": { - "name": "Haggle", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" - }, - "Leadership": { - "name": "Leadership", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" - }, - "Melee": { - "name": "Melee", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Navigation": { - "name": "Navigation", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" - }, - "Outdoor Survival": { - "name": "Outdoor Survival", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" - }, - "Ride": { - "name": "Ride", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" - }, - "Row": { - "name": "Row", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" - }, - "Stealth": { - "name": "Stealth", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" - } - } - }, - "Phillipe Descartes": { - "name": "Phillipe Descartes", - "items": { - "Loaded Dice": { - "name": "Loaded Dice" - }, - "Pack of Marked Cards": { - "name": "Pack of Marked Cards", - "description": "

Contains 5 spare Aces

" - }, - "Athletics": { - "name": "Athletics", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" - }, - "Sleight of Hand": { - "name": "Sleight of Hand", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.bGqmHCju8VZ8q2Pv caption=false]{Sleight of Hand}" - }, - "Climb": { - "name": "Climb", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}" - }, - "Dice": { - "name": "Dice" - }, - "Charm": { - "name": "Charm", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" - }, - "Consume Alcohol": { - "name": "Consume Alcohol", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" - }, - "Cool": { - "name": "Cool", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" - }, - "Dodge": { - "name": "Dodge", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" - }, - "Endurance": { - "name": "Endurance", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" - }, - "Gamble": { - "name": "Gamble", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}" - }, - "Gossip": { - "name": "Gossip", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" - }, - "Heal": { - "name": "Heal", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dSf8QWBvN6mlpHBF caption=false]{Heal}", - "effects": { - "Heal": { - "name": "Heal" - } - } - }, - "Intimidate": { - "name": "Intimidate", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" - }, - "Intuition": { - "name": "Intuition", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" - }, - "Language (Battle Tongue)": { - "name": "Language (Battle Tongue)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.xo5U0kL08xCPe6kl caption=false]{Language}" - }, - "Leadership": { - "name": "Leadership", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" - }, - "Melee (Basic)": { - "name": "Melee (Basic)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Melee (Brawling)": { - "name": "Melee (Brawling)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Perception": { - "name": "Perception", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" - }, - "Play ()": { - "name": "Play ()", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.N63wZOWw6ZLYnePN caption=false]{Play}" - }, - "Outdoor Survival": { - "name": "Outdoor Survival", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" - }, - "Ranged (Blackpowder)": { - "name": "Ranged (Blackpowder)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.jJYOiSQNgC9v7cM5 caption=false]{Ranged}" - }, - "Alley Cat": { - "name": "Alley Cat", - "description": "You are at home in shadowy backstreets. When using Stealth (Urban), you may reverse the dice of any failed Test if this will score a Success.", - "effects": { - "Alley Cat": { - "name": "Alley Cat" - } - } - }, - "Cardsharp": { - "name": "Cardsharp", - "description": "You are used to playing, and winning, at cards, although your methods may involve a little cheating. When you successfully use Gamble or Sleight of Hand when playing cards, you can choose to either use your rolled SL, or the number rolled on your units die. So, a successful roll of 28 could be used for +8 SL. If you play a real card game to represent what is happening in-game, you may receive an extra number of cards per deal equal to your level in Cardsharp, then discard down to the appropriate hand-size before each round of play.", - "effects": { - "Cardsharp": { - "name": "Cardsharp" - } - } - }, - "Combat Aware": { - "name": "Combat Aware", - "description": "

You are used to scanning the battlefield to make snap decisions informed by the shifting tides of war. You may take a Challenging (+0) Perception Test to ignore Surprise, which is modified by circumstance as normal.

", - "effects": { - "Combat Aware": { - "name": "Combat Aware" - } - } - }, - "Drilled": { - "name": "Drilled", - "description": "

You have been trained to fight shoulder-to-shoulder with other soldiers. If an enemy causes you to lose Advantage when standing beside an active ally with the Drilled Talent, you may keep 1 lost Advantage for each time you’ve taken the Drilled Talent.

", - "effects": { - "Drilled": { - "name": "Drilled" - } - } - }, - "Etiquette (Soldiers)": { - "name": "Etiquette (Soldiers)", - "description": "

You can blend in socially with the chosen group so long as you are dressed and acting appropriately. Example social groups for this Talent are: Criminals, Cultists, Guilders, Nobles, Scholars, Servants, and Soldiers. If you do not have the Talent, those with it will note your discomfort in the unfamiliar environment. This is primarily a matter for roleplaying, but may confer a bonus to Fellowship Tests at the GM’s discretion.

", - "effects": { - "Etiquette": { - "name": "Etiquette" - } - } - }, - "Rapid Reload": { - "name": "Rapid Reload", - "description": "You can reload ranged weapons with practiced ease. You add SL equal to your level in Rapid Reload to any Test to reload a ranged weapon.", - "effects": { - "Rapid Reload": { - "name": "Rapid Reload" - } - } - }, - "War Leader": { - "name": "War Leader", - "description": "

Your stern gaze and inspiring words motivate your soldiers to fight on to the end. All subordinates able to see you may add your level in War Leader to their SL in one Willpower Test per Round. This bonus does not stack.

", - "effects": { - "War Leader": { - "name": "War Leader" - } - } - }, - "Pistol": { - "name": "Pistol" - }, - "Silver Shilling": { - "name": "Silver Shilling" - }, - "Brass Penny": { - "name": "Brass Penny" - }, - "Sword": { - "name": "Sword" - }, - "Bullet and Powder": { - "name": "Bullet and Powder" - }, - "Attractive": { - "name": "Attractive", - "description": "

Whether it’s your piercing eyes, your strong frame, or maybe the way you flash your perfect teeth, you know how to make the best use of what the gods gave you. When you successfully use Charm to influence those attracted to you, you can choose to either use your rolled SL, or the number rolled on your units die. So, a successful roll of 38 could be used for +8 SL.

", - "effects": { - "Attractive": { - "name": "Attractive" - } - } - }, - "Diceman": { - "name": "Diceman", - "description": "

You are a dicing master, and all claims you cheat are clearly wrong. When you successfully use Gamble or Sleight of Hand when playing with dice, you can choose to either use your rolled SL, or the number rolled on your units die. So, a successful roll of 06 could be used for +6 SL. If you play any real-life dice games to represent in-game dice games, always roll extra dice equal to your Diceman level and choose the best results.

", - "effects": { - "Diceman": { - "name": "Diceman" - } - } - } - } - }, - "Urzo": { - "name": "Urzo", - "description": "

The largest Beastman is also the most passive. Rather old for a Beastman, Urzo actually looks a little tatty, and has been ill for some time. Wolfgang suspects that Urzo needs something extra in his diet, but has yet to work out that this ‘extra’ is human flesh!

\n

Urzo is a massive creature almost the size of an Ogre. His goatlike head is armed with impressive horns; together with his hoofed legs they give him a daemonic appearance that makes him quite a money-spinner. His skin is covered in horny plates like those of an armadillo, and his hands are large enough to crush a human skull. Despite this, Urzo is a docile beast, used to being in a moving cage and being fed regularly. When faced with a crowd, he will rattle the cage bars in a most convincing manner, snarl, growl, and reach out between the bars as if to tear an unwary yokel limb from limb, but this is an act.

\n

While he could be dangerous — if roused — Urzo has been with Wolfgang long enough to know what is expected, and that acting fierce (within bounds) results in bigger rations. He thinks of the menagerie staff as sources of food, and has a [[/r 1d4]]{25%} chance of going into a Frenzy if anyone attacks them.

", - "items": { - "Frenzy*": { - "name": "Frenzy*", - "description": "

*has a 25% chance of going into a Frenzy if anyone attacks them.

\n

 

\n

With a Willpower Test, you can work yourself into a state of frenzy by psyching yourself up, howling, biting your shield, or similar. If you succeed, you become subject to Frenzy.

\n

 

\n

While subject to Frenzy you are immune to all other psychology, and will not flee or retreat for any reason; indeed you must always move at full rate towards the closest enemy you can see in order to attack. Generally, the only Action you may take is a Weapon Skill Test or an Athletics Test to reach an enemy more quickly. Further, you may take a Free Action Melee Test each Round as you are throwing everything you have into your attacks. Lastly, you gain a bonus of +1 Strength Bonus, such is your ferocity. You remain in Frenzy until all enemies in your line of sight are pacified, or you receive the Stunned or Unconscious condition. After your Frenzy is over you immediately receive a Fatigued condition.

" - }, - "Animalistic Legs": { - "name": "Animalistic Legs", - "description": "

+1 Movement; this mutation can only be hidden by clothing; Difficult (–10) Athletics Test to walk with a normal gait

", - "effects": { - "Animalistic Legs": { - "name": "Animalistic Legs", - "changes": { - "system.details.move.value": 1 - } - } - } - }, - "Size": { - "name": "Size", - "description": "

This trait represents creatures whose size differ from the game standard (i.e. roughly human sized). There are seven steps of Size, ranging from Tiny to Monstrous.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

 Examples

\n
\n

Tiny

\n
\n

Butterfly, Mouse, Pigeon

\n
\n

Little

\n
\n

Cat, Hawk, Human Baby

\n
\n

Small

\n
\n

Giant Rat, Halfling, Human Child

\n
\n

Average

\n
\n

Dwarf, Elf, Human

\n
\n

Large

\n
\n

Horse, Ogre, Troll

\n
\n

Enormous

\n
\n

Griffon, Wyvern, Manticore

\n
\n

Monstrous

\n
\n

Dragon, Giant, Greater Daemon

\n
\n
\n

 

\n

Using Size

\n

 

\n

if you wish to use size to make a creature bigger — for example converting a giant spider to a gigantic spider — then increase Strength and Toughness by +10 and reduce Agility by –5 per step of size you increase the creature. Reverse this if you wish to make a creature smaller 

\n

 

\n

 

\n

Size Combat Modifers

\n

If larger:

\n\n\n

 

\n

If smaller:

\n

• It gains a bonus of +10 to hit.

\n

 

\n

Defending Against Big Creatures

\n

You suffer a penalty of –2 SL for each step larger your opponent is when using Melee to defend an Opposed Test. It is recommended to dodge a Giant swinging a tree, not parry it!

\n

 

\n\n

Fear and Terror

\n

If the creature is perceived to be aggressive, it causes Fear in any creature smaller than it, and Terror in any creature two or more steps smaller. The rating of the Fear or Terror equals the Size step difference. So, if the creature is Large, and its opponent is Small, it will cause Terror 2.

\n

 

\n

Moving in Combat

\n

A creature that is larger ignores the need to Disengage if it wishes to leave melee combat; instead, it brushes smaller combatants out of the way, moving where it wishes.

\n

 

\n

Opposed Strength

\n

During Opposed Strength Tests (and similar), if one creature is 2 or more size steps larger, it wins automatically. If one creature is 1 size step larger, the smaller creature must roll a Critical to contest the roll. If it does, SL are compared as normal. All other results mean the larger creature wins.

\n

 

\n

Stomp

\n

Creatures that are larger than their opponents may make one Stomp as a Free Attack, by spending 1 Advantage, as they kick downwards or otherwise bash smaller opponents out of the way. This attack has a Damage equal to their Strength Bonus +0, and uses Melee(Brawling).

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

Wounds

\n
\n

Tiny

\n
\n

1

\n
\n

Little

\n
\n

Toughness Bonus

\n
\n

Small

\n
\n

(2×Toughness Bonus) + Willpower Bonus

\n
\n

Average

\n
\n

Strength Bonus+(2×Toughness Bonus) + Willpower Bonus

\n
\n

Large

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×2

\n
\n

Enormous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×4

\n
\n

Monstrous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×8

\n
\n
", - "effects": { - "Size": { - "name": "Size" - } - } - }, - "Weapon (Claws)": { - "name": "Weapon (Claws)", - "description": "

The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)

" - }, - "Gold Crown": { - "name": "Gold Crown" - }, - "Silver Shilling": { - "name": "Silver Shilling" - }, - "Brass Penny": { - "name": "Brass Penny" - }, - "Horns (Feature)": { - "name": "Horns (Feature)", - "description": "

The creature has horns or some other sharp appendage (if its Horns Trait represents a different feature it will be noted in brackets). When the creature gains an Advantage for Charging, it may make a Free Attack with its Horns, performed as normal, using Rating to calculate Damage (its Strength Bonus is already included).

" - }, - "Armour": { - "name": "Armour", - "description": "

The creature is protected by armor or thick hide. It has Rating Armor Points on all Hit Locations

", - "effects": { - "Armour": { - "name": "Armour" - } - } - } - } - }, - "Rembrandt Haube": { - "name": "Rembrandt Haube", - "items": { - "4d10 Brass Penny": { - "name": "4d10 Brass Penny" - }, - "Athletics": { - "name": "Athletics", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" - }, - "Consume Alcohol": { - "name": "Consume Alcohol", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" - }, - "Cool": { - "name": "Cool", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" - }, - "Endurance": { - "name": "Endurance", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" - }, - "Dodge": { - "name": "Dodge", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" - }, - "Gamble": { - "name": "Gamble", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}" - }, - "Heal": { - "name": "Heal", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dSf8QWBvN6mlpHBF caption=false]{Heal}", - "effects": { - "Heal": { - "name": "Heal" - } - } - }, - "Intimidate": { - "name": "Intimidate", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" - }, - "Lore (Local)": { - "name": "Lore (Local)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" - }, - "Melee (Basic)": { - "name": "Melee (Basic)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Outdoor Survival": { - "name": "Outdoor Survival", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" - }, - "Perception": { - "name": "Perception", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" - }, - "Ranged (Bow)": { - "name": "Ranged (Bow)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.jJYOiSQNgC9v7cM5 caption=false]{Ranged}" - }, - "Stealth (Rural)": { - "name": "Stealth (Rural)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" - }, - "Criminal": { - "name": "Criminal", - "description": "

You are an active criminal making money from illegal sources, and you’re not always quiet about it. For the purposes of securing money, either when Earning during play or performing an Income Endeavour, refer to the following table:

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Career Level

\n
\n

Bonus Money per time the Talent is taken

\n
\n

1

\n
\n

+2d10 brass pennies

\n
\n

2

\n
\n

+1d10 silver shillings

\n
\n

\n
\n

+2d10 silver shillings

\n
\n

4

\n
\n

+1 gold crown

\n
\n
\n

 

\n

Because of your obvious criminal nature, others consider you lower Status than them unless they also have the Criminal Talent, where Status is compared as normal — perhaps you have gang tattoos, look shifty, or are just rough around the edges, it’s your choice. Because of this, local law enforcers are always suspicious of you and suspect your motivations, which only gets worse the more times you have this Talent, with the exact implications determined by the GM. Lawbreakers without the Criminal Talent earn significantly less coin but are not obviously the sort to be breaking the law, so maintain their Status. With GM consent, you may spend XP to remove levels of the Criminal Talent for the same XP it cost to buy.

", - "effects": { - "Criminal": { - "name": "Criminal" - } - } - }, - "Marksman": { - "name": "Marksman", - "description": "You gain a permanent +5 bonus to your starting Ballistic Skill (this does not count towards your Advances).", - "effects": { - "Marksman": { - "name": "Marksman", - "changes": { - "system.characteristics.bs.initial": 5 - } - } - } - }, - "Leather Jerkin": { - "name": "Leather Jerkin" - }, - "Shield": { - "name": "Shield" - }, - "Tent": { - "name": "Tent" - }, - "Tinderbox": { - "name": "Tinderbox" - }, - "Bedroll": { - "name": "Bedroll", - "description": "

Endurance Tests rolled to resist Cold Exposure gain a bonus of +20 when resting.

", - "effects": { - "Bedroll": { - "name": "Bedroll" - } - } - }, - "Arrow": { - "name": "Arrow", - "description": "

" - }, - "Sword": { - "name": "Sword" - }, - "Silver Shilling": { - "name": "Silver Shilling" - }, - "Gold Crown": { - "name": "Gold Crown" - }, - "Bow": { - "name": "Bow" - }, - "Art": { - "name": "Art", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" - }, - "Bribery": { - "name": "Bribery", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" - }, - "Charm": { - "name": "Charm", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" - }, - "Charm Animal": { - "name": "Charm Animal", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" - }, - "Climb": { - "name": "Climb", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}" - }, - "Drive": { - "name": "Drive", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" - }, - "Entertain": { - "name": "Entertain", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" - }, - "Gossip": { - "name": "Gossip", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" - }, - "Haggle": { - "name": "Haggle", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" - }, - "Intuition": { - "name": "Intuition", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" - }, - "Leadership": { - "name": "Leadership", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" - }, - "Melee": { - "name": "Melee", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Navigation": { - "name": "Navigation", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" - }, - "Ride": { - "name": "Ride", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" - }, - "Row": { - "name": "Row", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" - }, - "Stealth": { - "name": "Stealth", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" - } - } - }, - "Fang": { - "name": "Fang", - "description": "

@UUID[JournalEntry.abUCs0O1oBGNonyi.JournalEntryPage.67GdZ4epIhCwPcOT]{The Steinhäger Offices}

@UUID[Actor.FF4U0ls9YObaK0q5]{Schutz} is accompanied by Fang, a large black dog with sharp teeth. However, for all Fang is a Telland Pit Bull, one of the fiercer breeds of @UUID[Compendium.wfrp4e-core.actors.R1iWvfV9EvgIc8bJ]{Dog}, she is much less intimidating than she looks. Ruled by her stomach, she befriends any  Character who offers her food or who passes an Average (+20) Charm Animal Test. She is a good girl.

", - "items": { - "Bestial": { - "name": "Bestial", - "description": "

The creature has no rational thought or language. It shies away from fire and gains a @Condition[Broken] Condition if struck by it. In defense, it only uses the Dodge Skill. If it loses more than half its Wounds, it will attempt to Flee unless protecting its young or cornered, or unless it has the Territorial Trait. If so, it enters Frenzy. Bestial creatures have no Fellowship characteristic

" - }, - "Bite": { - "name": "Bite", - "description": "

On its turn, the creature may make a Free Attack by spending 1 Advantage. The Damage of the attack equals Rating and includes the creature’s Strength Bonus already

", - "effects": { - "Bite": { - "name": "Bite" - } - } - }, - "Night Vision": { - "name": "Night Vision", - "description": "

You can see very well in natural darkness. Assuming you have at least a faint source of light (such as starlight, moonlight, or bioluminescence) you can see clearly for 20 yards per level of Night Vision. Further, you can extend the effective illumination distance of any light sources by 20 yards per level of Night Vision.

" - }, - "Skittish": { - "name": "Skittish", - "description": "

The creature is easily scared by magic or loud noises. If such occurs, it receives +3 Broken Conditions

" - }, - "Size": { - "name": "Size", - "description": "

This trait represents creatures whose size differ from the game standard (i.e. roughly human sized). There are seven steps of Size, ranging from Tiny to Monstrous.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

 Examples

\n
\n

Tiny

\n
\n

Butterfly, Mouse, Pigeon

\n
\n

Little

\n
\n

Cat, Hawk, Human Baby

\n
\n

Small

\n
\n

Giant Rat, Halfling, Human Child

\n
\n

Average

\n
\n

Dwarf, Elf, Human

\n
\n

Large

\n
\n

Horse, Ogre, Troll

\n
\n

Enormous

\n
\n

Griffon, Wyvern, Manticore

\n
\n

Monstrous

\n
\n

Dragon, Giant, Greater Daemon

\n
\n
\n

 

\n

Using Size

\n

 

\n

if you wish to use size to make a creature bigger — for example converting a giant spider to a gigantic spider — then increase Strength and Toughness by +10 and reduce Agility by –5 per step of size you increase the creature. Reverse this if you wish to make a creature smaller 

\n

 

\n

 

\n

Size Combat Modifers

\n

If larger:

\n\n\n

 

\n

If smaller:

\n

• It gains a bonus of +10 to hit.

\n

 

\n

Defending Against Big Creatures

\n

You suffer a penalty of –2 SL for each step larger your opponent is when using Melee to defend an Opposed Test. It is recommended to dodge a Giant swinging a tree, not parry it!

\n

 

\n\n

Fear and Terror

\n

If the creature is perceived to be aggressive, it causes Fear in any creature smaller than it, and Terror in any creature two or more steps smaller. The rating of the Fear or Terror equals the Size step difference. So, if the creature is Large, and its opponent is Small, it will cause Terror 2.

\n

 

\n

Moving in Combat

\n

A creature that is larger ignores the need to Disengage if it wishes to leave melee combat; instead, it brushes smaller combatants out of the way, moving where it wishes.

\n

 

\n

Opposed Strength

\n

During Opposed Strength Tests (and similar), if one creature is 2 or more size steps larger, it wins automatically. If one creature is 1 size step larger, the smaller creature must roll a Critical to contest the roll. If it does, SL are compared as normal. All other results mean the larger creature wins.

\n

 

\n

Stomp

\n

Creatures that are larger than their opponents may make one Stomp as a Free Attack, by spending 1 Advantage, as they kick downwards or otherwise bash smaller opponents out of the way. This attack has a Damage equal to their Strength Bonus +0, and uses Melee(Brawling).

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

Wounds

\n
\n

Tiny

\n
\n

1

\n
\n

Little

\n
\n

Toughness Bonus

\n
\n

Small

\n
\n

(2×Toughness Bonus) + Willpower Bonus

\n
\n

Average

\n
\n

Strength Bonus+(2×Toughness Bonus) + Willpower Bonus

\n
\n

Large

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×2

\n
\n

Enormous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×4

\n
\n

Monstrous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×8

\n
\n
", - "effects": { - "Size": { - "name": "Size" - } - } - }, - "Stride": { - "name": "Stride", - "description": "

The creature has a long stride, perhaps because it is a quadruped or has especially long legs. Multiply Run Movement by 1.5 when Running. 

", - "effects": { - "Stride": { - "name": "Stride" - } - } - }, - "Tracker": { - "name": "Tracker", - "description": "

Trackers are adept at following their prey, generally through scent or hearing. They add SL equal to their Initiative Bonus to all Track Tests.

", - "effects": { - "Tracker": { - "name": "Tracker" - } - } - }, - "Trained": { - "name": "Trained", - "description": "

This trait represents animals that have been trained through the Animal Training Skill. The skills the animal knows is marked in the brackets. Feel free to create your own trained skills.

\n

Broken: The animal is trained to ignore its Bestial trait. it receives [[/r 2d10]] Fellowship.

\n

Drive: The animal is trained to pull a coach, cart, plough, buggy, or similar.

\n

Entertain: The animal is trained to entertain others. It adds a +10 bonus to appropriate Entertain, Perform, or Play Tests.

\n

Fetch: The animal is trained to fetch. This is normal reserved for Dogs and similar.

\n

Guard: The animal is trained to stay in one place or prowl around as a guard, granting it the Territorial Trait.

\n

Home: The animal is trained to return home if it is released or lost.

\n

Magic: The animal is trained to ignore Skittish when it comes to magic, which is required for most horses used by Wizards.

\n

Mount: The animal will accept a rider. Some creatures are especially belligerent, and will not accept a rider without the correct skill. So, to ride a Griffon, you need the Ride (Griffon) skill.

\n

War: The animal is trained for war, gaining +10 Weapon Skill. It can also ignore Skittish for loud noises.

", - "effects": { - "Trained (Broken, Guard)": { - "name": "Trained (Broken, Guard)" - } - } - }, - "Weapon": { - "name": "Weapon", - "description": "

The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)

" - } - } - }, - "Reinholdt": { - "name": "Reinholdt", - "items": { - "Cosh": { - "name": "Cosh" - }, - "Menacing*": { - "name": "Menacing*", - "description": "

You have an imposing presence. When using the Intimidate Skill, gain a SL bonus equal to your levels of Menacing.

*Only applies when @UUID[Actor.x782doqfhFIEgP8V]{Reinhardt} is with @UUID[Actor.U7Y0XEF8Cnat4Y7Q]{Reinholdt}

" - }, - "Melee (Basic)": { - "name": "Melee (Basic)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Melee (Brawling)": { - "name": "Melee (Brawling)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Intimidate": { - "name": "Intimidate", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" - }, - "Leather Jack": { - "name": "Leather Jack" - }, - "Dagger": { - "name": "Dagger" - }, - "Knuckledusters": { - "name": "Knuckledusters" - }, - "Prejudice": { - "name": "Prejudice", - "description": "

You really dislike the Target, which is normally a group of people or creatures such as ‘Ostlanders’, ‘Elves’, or ‘Wizards’. You must attempt a Psychology Test whenever you encounter the group against which you are prejudiced. If you pass, you may frown a lot, but will otherwise act normally, only suffering a penalty of –10 to all Fellowship Tests towards that group. Should you fail you are subject to Prejudice. At the end of every subsequent Round, you may attempt another Psychology test to bring the Prejudice to an end. If you do not, the effects of Prejudice naturally come to an end when all members of the specified group in your line of sight are gone, or you gain the Stunned or Unconscious Condition, or you become subject to another Psychology.

\n

 

\n

When subject to Prejudice, you must immediately insult the target of your prejudice. Loudly.

" - }, - "Art": { - "name": "Art", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" - }, - "Athletics": { - "name": "Athletics", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" - }, - "Bribery": { - "name": "Bribery", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" - }, - "Charm": { - "name": "Charm", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" - }, - "Charm Animal": { - "name": "Charm Animal", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" - }, - "Climb": { - "name": "Climb", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}" - }, - "Consume Alcohol": { - "name": "Consume Alcohol", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" - }, - "Cool": { - "name": "Cool", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" - }, - "Dodge": { - "name": "Dodge", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" - }, - "Drive": { - "name": "Drive", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" - }, - "Endurance": { - "name": "Endurance", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" - }, - "Entertain": { - "name": "Entertain", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" - }, - "Gamble": { - "name": "Gamble", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}" - }, - "Gossip": { - "name": "Gossip", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" - }, - "Haggle": { - "name": "Haggle", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" - }, - "Intuition": { - "name": "Intuition", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" - }, - "Leadership": { - "name": "Leadership", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" - }, - "Melee": { - "name": "Melee", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Navigation": { - "name": "Navigation", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" - }, - "Outdoor Survival": { - "name": "Outdoor Survival", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" - }, - "Perception": { - "name": "Perception", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" - }, - "Ride": { - "name": "Ride", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" - }, - "Row": { - "name": "Row", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" - }, - "Stealth": { - "name": "Stealth", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" - } - } - }, - "'Crusher' Braugen": { - "name": "'Crusher' Braugen", - "items": { - "Crushed Rose": { - "name": "Crushed Rose" - }, - "Dirty Fighting": { - "name": "Dirty Fighting" - }, - "Dodge": { - "name": "Dodge", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" - }, - "Endurance": { - "name": "Endurance", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" - }, - "Melee (Basic)": { - "name": "Melee (Basic)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Melee (Brawling)": { - "name": "Melee (Brawling)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Intimidate": { - "name": "Intimidate", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" - }, - "Iron Jaw": { - "name": "Iron Jaw", - "description": "

You are made of sturdy stuff and can weather even the strongest blows. Whenever you gain one or more Stunned Conditions, you may make an immediate Challenging (+0) Endurance Test to not take one of them, with each SL removing an extra Stunned Condition.

", - "effects": { - "Iron Jaw": { - "name": "Iron Jaw" - } - } - }, - "Reversal": { - "name": "Reversal", - "description": "

You are used to desperate combats, able to turn even the direst circumstances to your Advantage. If you win an Opposed Melee Test, instead of gaining +1 Advantage, you may take all your opponent’s Current Advantage. If you do this, you do not cause any Damage, even if it is your Turn in the Round.

", - "effects": { - "Reversal": { - "name": "Reversal" - } - } - }, - "Art": { - "name": "Art", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" - }, - "Athletics": { - "name": "Athletics", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" - }, - "Bribery": { - "name": "Bribery", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" - }, - "Charm": { - "name": "Charm", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" - }, - "Charm Animal": { - "name": "Charm Animal", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" - }, - "Climb": { - "name": "Climb", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}" - }, - "Consume Alcohol": { - "name": "Consume Alcohol", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" - }, - "Cool": { - "name": "Cool", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" - }, - "Drive": { - "name": "Drive", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" - }, - "Entertain": { - "name": "Entertain", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" - }, - "Gamble": { - "name": "Gamble", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}" - }, - "Gossip": { - "name": "Gossip", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" - }, - "Haggle": { - "name": "Haggle", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" - }, - "Intuition": { - "name": "Intuition", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" - }, - "Leadership": { - "name": "Leadership", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" - }, - "Melee": { - "name": "Melee", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Navigation": { - "name": "Navigation", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" - }, - "Outdoor Survival": { - "name": "Outdoor Survival", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" - }, - "Perception": { - "name": "Perception", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" - }, - "Ride": { - "name": "Ride", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" - }, - "Row": { - "name": "Row", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" - }, - "Stealth": { - "name": "Stealth", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" - }, - "Tattoo": { - "name": "Tattoo" - }, - "WdKr0NCRBcTZHp9j": { - "name": "Dirty Fighting", - "description": "You have been taught all the dirty tricks of unarmed combat. You may choose to cause an extra +1 Damage for each level in Dirty Fighting with any successful Melee (Brawling) hit.", - "effects": { - "Dirty Fighting": { - "name": "Dirty Fighting" - } - } - }, - "IE8BaVcJ2UPIdcaa": { - "name": "Dirty Fighting", - "description": "You have been taught all the dirty tricks of unarmed combat. You may choose to cause an extra +1 Damage for each level in Dirty Fighting with any successful Melee (Brawling) hit.", - "effects": { - "Dirty Fighting": { - "name": "Dirty Fighting" - } - } - } - } - }, - "Schaffenfest Burgher": { - "name": "Schaffenfest Burgher", - "description": "

@UUID[JournalEntry.MB5a0zBGJcZhEYUI.JournalEntryPage.KrRntV6J4kytBcjR#random-events]{Random Events}

", - "items": { - "Weapon": { - "name": "Weapon", - "description": "

The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)

" - }, - "Disease": { - "name": "Disease", - "description": "

The creature carries the disease listed. Others will have to Test as appropriate for Contraction

", - "effects": { - "Disease": { - "name": "Disease" - } - } - } - } - }, - "Aleanora ‘Al’ Shortbottom": { - "name": "Aleanora ‘Al’ Shortbottom", - "items": { - "Bolt": { - "name": "Bolt", - "description": "

" - }, - "Sleight of Hand": { - "name": "Sleight of Hand", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.bGqmHCju8VZ8q2Pv caption=false]{Sleight of Hand}" - }, - "Bribery": { - "name": "Bribery", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" - }, - "Consume Alcohol": { - "name": "Consume Alcohol", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" - }, - "Dodge": { - "name": "Dodge", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" - }, - "Gamble": { - "name": "Gamble", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}" - }, - "Gossip": { - "name": "Gossip", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" - }, - "Haggle": { - "name": "Haggle", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" - }, - "Melee (Basic)": { - "name": "Melee (Basic)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Perception": { - "name": "Perception", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" - }, - "Ranged (Crossbow)": { - "name": "Ranged (Crossbow)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.jJYOiSQNgC9v7cM5 caption=false]{Ranged}" - }, - "Acute Sense (Taste)": { - "name": "Acute Sense (Taste)", - "description": "

One of your primary five senses is highly developed, allowing you to spot what others miss. You may take Perception Tests to detect normally imperceptible details with the associated sense, as dictated by the GM. This could include: seeing an eagle beyond everyone else's eyeshot, smelling an almost odorless poison, hearing the breath of an unmoving mouse within a wall, feeling a worn away letter in a carving, or tasting that two beers from the same brewer have been drawn from two different barrels.

" - }, - "Embezzle": { - "name": "Embezzle", - "description": "

You are skilled at skimming money from your employers without being detected. Whenever you secure money when Earning (during play or performing an Income Endeavour), you may attempt an Opposed Intelligence Test with your employer (assuming you have one). If you win, you skim 2d10 + SL brass pennies, 1d10 + SL silver shillings, or 1 + SL gold crowns (depending upon the size of the business in question, as determined by the GM) without being detected. If your employer wins by 6+ SL, you gain the money, but your embezzling is detected; what then happens is left to the GM. Any other result means you have failed to embezzle any money.

", - "effects": { - "Embezzle": { - "name": "Embezzle" - } - } - }, - "Marksman": { - "name": "Marksman", - "description": "You gain a permanent +5 bonus to your starting Ballistic Skill (this does not count towards your Advances).", - "effects": { - "Marksman": { - "name": "Marksman", - "changes": { - "system.characteristics.bs.initial": 5 - } - } - } - }, - "Night Vision": { - "name": "Night Vision", - "description": "

You can see very well in natural darkness. Assuming you have at least a faint source of light (such as starlight, moonlight, or bioluminescence) you can see clearly for 20 yards per level of Night Vision. Further, you can extend the effective illumination distance of any light sources by 20 yards per level of Night Vision. 

", - "effects": { - "Night Vision": { - "name": "Night Vision" - } - } - }, - "Seasoned Traveller": { - "name": "Seasoned Traveller", - "description": "

You are an inquisitive soul who has travelled far and wide, learning all manner of local information. Add Lore (Local) to any Career you enter; if it is already in Career, you may purchase the Skill, both times — a different Specialty each time, such as Altdorf, Vorbergland, or Ubersreik — for 5 XP fewer per Advance.

", - "effects": { - "Seasoned Traveller": { - "name": "Seasoned Traveller" - } - } - }, - "Small": { - "name": "Small", - "description": "

You are much shorter than most folk in the Old World. The full rules for different Sizes are found in @UUID[Compendium.wfrp4e-core.items.8slW8CJ2oVTxeQ6q]{in the Size Trait}

", - "effects": { - "Small": { - "name": "Small" - } - } - }, - "Resistance (Chaos)": { - "name": "Resistance (Chaos)", - "description": "Your strong constitution allows you to more readily survive a specific threat. You may automatically pass the first Test to resist the specified threat, such as Magic, Poison, Disease, Mutation, every session. If SL is important, use your Toughness Bonus as SL for the Test.", - "effects": { - "Resistance (Chaos)": { - "name": "Resistance (Chaos)" - } - } - }, - "Cloak": { - "name": "Cloak", - "description": "

Protects wearer against the elements. 

" - }, - "Clothing": { - "name": "Clothing" - }, - "Dagger": { - "name": "Dagger" - }, - "Leather Jack": { - "name": "Leather Jack" - }, - "Brass Penny": { - "name": "Brass Penny" - }, - "Gold Crown (secreted away)": { - "name": "Gold Crown (secreted away)" - }, - "Silver Shilling (secreted away)": { - "name": "Silver Shilling (secreted away)" - }, - "Crossbow": { - "name": "Crossbow" - }, - "Art": { - "name": "Art", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" - }, - "Athletics": { - "name": "Athletics", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" - }, - "Charm": { - "name": "Charm", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" - }, - "Charm Animal": { - "name": "Charm Animal", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" - }, - "Climb": { - "name": "Climb", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}" - }, - "Cool": { - "name": "Cool", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" - }, - "Drive": { - "name": "Drive", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" - }, - "Endurance": { - "name": "Endurance", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" - }, - "Entertain": { - "name": "Entertain", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" - }, - "Intimidate": { - "name": "Intimidate", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" - }, - "Intuition": { - "name": "Intuition", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" - }, - "Leadership": { - "name": "Leadership", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" - }, - "Melee": { - "name": "Melee", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Navigation": { - "name": "Navigation", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" - }, - "Outdoor Survival": { - "name": "Outdoor Survival", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" - }, - "Ride": { - "name": "Ride", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" - }, - "Row": { - "name": "Row", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" - }, - "Stealth": { - "name": "Stealth", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" - } - } - }, - "Albert Pförtner": { - "name": "Albert Pförtner", - "items": { - "Gang Colours": { - "name": "Gang Colours" - }, - "Porter Cap": { - "name": "Porter Cap" - }, - "Tools": { - "name": "Tools" - }, - "1d10 Silver Shilling": { - "name": "1d10 Silver Shilling" - }, - "Dirty Fighting": { - "name": "Dirty Fighting" - }, - "Leather Gloves": { - "name": "Leather Gloves" - }, - "Athletics": { - "name": "Athletics", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" - }, - "Bribery": { - "name": "Bribery", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" - }, - "Climb": { - "name": "Climb", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}" - }, - "Consume Alcohol": { - "name": "Consume Alcohol", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" - }, - "Dodge": { - "name": "Dodge", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" - }, - "Endurance": { - "name": "Endurance", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" - }, - "Gossip": { - "name": "Gossip", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" - }, - "Intimidate": { - "name": "Intimidate", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" - }, - "Perception": { - "name": "Perception", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" - }, - "Melee (Basic)": { - "name": "Melee (Basic)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Stealth (Urban)": { - "name": "Stealth (Urban)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" - }, - "Criminal": { - "name": "Criminal", - "description": "

You are an active criminal making money from illegal sources, and you’re not always quiet about it. For the purposes of securing money, either when Earning during play or performing an Income Endeavour, refer to the following table:

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Career Level

\n
\n

Bonus Money per time the Talent is taken

\n
\n

1

\n
\n

+2d10 brass pennies

\n
\n

2

\n
\n

+1d10 silver shillings

\n
\n

\n
\n

+2d10 silver shillings

\n
\n

4

\n
\n

+1 gold crown

\n
\n
\n

 

\n

Because of your obvious criminal nature, others consider you lower Status than them unless they also have the Criminal Talent, where Status is compared as normal — perhaps you have gang tattoos, look shifty, or are just rough around the edges, it’s your choice. Because of this, local law enforcers are always suspicious of you and suspect your motivations, which only gets worse the more times you have this Talent, with the exact implications determined by the GM. Lawbreakers without the Criminal Talent earn significantly less coin but are not obviously the sort to be breaking the law, so maintain their Status. With GM consent, you may spend XP to remove levels of the Criminal Talent for the same XP it cost to buy.

", - "effects": { - "Criminal": { - "name": "Criminal" - } - } - }, - "Sturdy": { - "name": "Sturdy", - "description": "You have a brawny physique, or are very used to carrying things. Increase the number of Encumbrance Points you can carry by your Sturdy level x 2", - "effects": { - "Sturdy": { - "name": "Sturdy" - } - } - }, - "Tenacious": { - "name": "Tenacious", - "description": "You never give up, no matter how impossible your travails appear. You can double the length of time successful Endurance Tests allow you to endure a hardship. This includes enduring prolonged riding, exposure, rituals, and similar adversities", - "effects": { - "Tenacious": { - "name": "Tenacious" - } - } - }, - "Very Strong": { - "name": "Very Strong", - "description": "You gain a permanent +5 bonus to your starting Strength Characteristic (this does not count towards your Advances).", - "effects": { - "Very Strong": { - "name": "Very Strong", - "changes": { - "system.characteristics.s.initial": 5 - } - } - } - }, - "Hatred": { - "name": "Hatred", - "description": "

You are consumed with Hatred for the Target, which is normally a group of people or creatures, such as ‘Hochlanders’, ‘Bog Octopuses’, or ‘Slavers’. You will never socially interact with someone or something you hate in this manner. On encountering the object of your Hatred, you must attempt a Psychology Test. If failed, you are subject to Hatred. At the end of every subsequent Round, you may attempt another Psychology Test to bring the Hatred to an end. If you do or not, the effects of Hatred naturally come to an end when all members of the specified group in your line of sight are dead or gone, or you gain the Unconscious condition. While subject to Hatred, you must immediately attempt to destroy the hated group by the fastest and most deadly means possible. You gain a bonus of +1 SL on all combat Tests against the specified group, and are immune to Fear and Intimidate (but not Terror) caused by your hated foe.

", - "effects": { - "Hatred": { - "name": "Hatred" - } - } - }, - "Guild License": { - "name": "Guild License", - "description": "

Guild licenses are usually printed on single sheets of parchment, stamped with an official seal, and signed by the local guild master. Guild licenses are not purchased; instead, they are granted to guild members according to each guild’s traditions and laws.

" - }, - "Leather Jerkin": { - "name": "Leather Jerkin" - }, - "Pipe and Tobacco": { - "name": "Pipe and Tobacco" - }, - "Gold Crown": { - "name": "Gold Crown" - }, - "Brass Penny": { - "name": "Brass Penny" - }, - "Art": { - "name": "Art", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" - }, - "Charm": { - "name": "Charm", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" - }, - "Charm Animal": { - "name": "Charm Animal", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" - }, - "Cool": { - "name": "Cool", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" - }, - "Drive": { - "name": "Drive", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" - }, - "Entertain": { - "name": "Entertain", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" - }, - "Gamble": { - "name": "Gamble", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}" - }, - "Haggle": { - "name": "Haggle", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" - }, - "Intuition": { - "name": "Intuition", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" - }, - "Leadership": { - "name": "Leadership", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" - }, - "Melee": { - "name": "Melee", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Navigation": { - "name": "Navigation", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" - }, - "Outdoor Survival": { - "name": "Outdoor Survival", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" - }, - "Ride": { - "name": "Ride", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" - }, - "Row": { - "name": "Row", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" - }, - "Stealth": { - "name": "Stealth", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" - }, - "Strong Back": { - "name": "Strong Back", - "description": "

You have a strong back that is used to hard work. You may add your levels in Strong Back to your SL in any Opposed Strength Tests, and can carry additional Encumbrance points of trappings (see @UUID[JournalEntry.sLomXnc8R8518cWN.JournalEntryPage.oAPLajkv4l9IlRzO]{Encumbrance}) equal to your level of Strong Back.

", - "effects": { - "Strong Back": { - "name": "Strong Back" - } - } - }, - "Yuo2RL4ChIwmbgvB": { - "name": "Dirty Fighting", - "description": "You have been taught all the dirty tricks of unarmed combat. You may choose to cause an extra +1 Damage for each level in Dirty Fighting with any successful Melee (Brawling) hit.", - "effects": { - "Dirty Fighting": { - "name": "Dirty Fighting" - } - } - } - } - }, - "Handcart": { - "name": "Handcart" - }, - "Volker Drauchen": { - "name": "Volker Drauchen", - "items": { - "Detect Artifact": { - "name": "Detect Artifact", - "description": "You are able to sense when magic lies within an artefact. You may attempt an Intuition Test for any magical artefact touched. If successful, you sense the item is magical; further, each SL also provides a specific special rule the item uses, if it has any. Normally, you may only attempt this Test once per artefact touched." - }, - "Cermonial Dagger": { - "name": "Cermonial Dagger" - }, - "N3l9d7xH92AhwS5u": { - "name": "Detect Artifact", - "description": "You are able to sense when magic lies within an artefact. You may attempt an Intuition Test for any magical artefact touched. If successful, you sense the item is magical; further, each SL also provides a specific special rule the item uses, if it has any. Normally, you may only attempt this Test once per artefact touched." - }, - "Grimoire": { - "name": "Grimoire", - "description": "

Spell grimoires are usually scribed by wizards, and their covers are often secured with locks. Sometimes grimoires are even protected by magical alarms or wards. Carrying a spell grimoire is punishable as heresy unless the owning wizard is licensed by the Colleges of Magic.

" - }, - "Tattered Robes": { - "name": "Tattered Robes" - }, - "Fate of Bögenhafen": { - "name": "Fate of Bögenhafen" - }, - "Aethyric Attunement": { - "name": "Aethyric Attunement", - "description": "

Your experience, talent or training lets you more safely manipulate the Winds of Magic. You do not suffer a Miscast if you roll a double on a successful Channel Test.

", - "effects": { - "Aethyric Attunement": { - "name": "Aethyric Attunement" - } - } - }, - "eEqtRUw0R1SHdZCb": { - "name": "Aethyric Attunement", - "description": "

Your experience, talent or training lets you more safely manipulate the Winds of Magic. You do not suffer a Miscast if you roll a double on a successful Channel Test.

", - "effects": { - "Aethyric Attunement": { - "name": "Aethyric Attunement" - } - } - }, - "UpFZPZ6O4GOvxwaF": { - "name": "Aethyric Attunement", - "description": "

Your experience, talent or training lets you more safely manipulate the Winds of Magic. You do not suffer a Miscast if you roll a double on a successful Channel Test.

", - "effects": { - "Aethyric Attunement": { - "name": "Aethyric Attunement" - } - } - }, - "bzMD6D4Zm92mr2et": { - "name": "Aethyric Attunement", - "description": "

Your experience, talent or training lets you more safely manipulate the Winds of Magic. You do not suffer a Miscast if you roll a double on a successful Channel Test.

", - "effects": { - "Aethyric Attunement": { - "name": "Aethyric Attunement" - } - } - }, - "ERJHwdBZENh4XcR6": { - "name": "Aethyric Attunement", - "description": "

Your experience, talent or training lets you more safely manipulate the Winds of Magic. You do not suffer a Miscast if you roll a double on a successful Channel Test.

", - "effects": { - "Aethyric Attunement": { - "name": "Aethyric Attunement" - } - } - }, - "TzKX86JGzrRGA5N2": { - "name": "Aethyric Attunement", - "description": "

Your experience, talent or training lets you more safely manipulate the Winds of Magic. You do not suffer a Miscast if you roll a double on a successful Channel Test.

", - "effects": { - "Aethyric Attunement": { - "name": "Aethyric Attunement" - } - } - }, - "VYp5AkfRmnpjc8Uy": { - "name": "Aethyric Attunement", - "description": "

Your experience, talent or training lets you more safely manipulate the Winds of Magic. You do not suffer a Miscast if you roll a double on a successful Channel Test.

", - "effects": { - "Aethyric Attunement": { - "name": "Aethyric Attunement" - } - } - }, - "kFuZpnHuANDeUE92": { - "name": "Aethyric Attunement", - "description": "

Your experience, talent or training lets you more safely manipulate the Winds of Magic. You do not suffer a Miscast if you roll a double on a successful Channel Test.

", - "effects": { - "Aethyric Attunement": { - "name": "Aethyric Attunement" - } - } - }, - "Chaos Magic": { - "name": "Chaos Magic", - "description": "By accident or design you have lost a portion of your soul to one of the Dark Gods, and can now practice the foul magics of Chaos. Your ruinous patron immediately grants you access to a single spell from the chosen Lore (most commonly the Nurgle, Slaanesh, or Tzeentch Lores) and you gain a Corruption point as the spell infiltrates your mind, never to be forgotten." - }, - "Combat Aware": { - "name": "Combat Aware", - "description": "

You are used to scanning the battlefield to make snap decisions informed by the shifting tides of war. You may take a Challenging (+0) Perception Test to ignore Surprise, which is modified by circumstance as normal.

", - "effects": { - "Combat Aware": { - "name": "Combat Aware" - } - } - }, - "wJwEG7iCmVhhlguE": { - "name": "Combat Aware", - "description": "

You are used to scanning the battlefield to make snap decisions informed by the shifting tides of war. You may take a Challenging (+0) Perception Test to ignore Surprise, which is modified by circumstance as normal.

", - "effects": { - "Combat Aware": { - "name": "Combat Aware" - } - } - }, - "c92cfOTVcNUcoV4m": { - "name": "Combat Aware", - "description": "

You are used to scanning the battlefield to make snap decisions informed by the shifting tides of war. You may take a Challenging (+0) Perception Test to ignore Surprise, which is modified by circumstance as normal.

", - "effects": { - "Combat Aware": { - "name": "Combat Aware" - } - } - }, - "LMA0ZvgFNVAOrCbx": { - "name": "Combat Aware", - "description": "

You are used to scanning the battlefield to make snap decisions informed by the shifting tides of war. You may take a Challenging (+0) Perception Test to ignore Surprise, which is modified by circumstance as normal.

", - "effects": { - "Combat Aware": { - "name": "Combat Aware" - } - } - }, - "Combat Reflexes": { - "name": "Combat Reflexes", - "description": "

You react like a flash of lightning. Add 10 to your Initiative for each level in this Talent when determining Combat Initiative.

", - "effects": { - "Combat Reflexes": { - "name": "Combat Reflexes" - } - } - }, - "Etiquette": { - "name": "Etiquette", - "description": "

You can blend in socially with the chosen group so long as you are dressed and acting appropriately. Example social groups for this Talent are: Criminals, Cultists, Guilders, Nobles, Scholars, Servants, and Soldiers. If you do not have the Talent, those with it will note your discomfort in the unfamiliar environment. This is primarily a matter for roleplaying, but may confer a bonus to Fellowship Tests at the GM’s discretion.

", - "effects": { - "Etiquette": { - "name": "Etiquette" - } - } - }, - "UQLwA2cU5kF8stJ9": { - "name": "Etiquette", - "description": "

You can blend in socially with the chosen group so long as you are dressed and acting appropriately. Example social groups for this Talent are: Criminals, Cultists, Guilders, Nobles, Scholars, Servants, and Soldiers. If you do not have the Talent, those with it will note your discomfort in the unfamiliar environment. This is primarily a matter for roleplaying, but may confer a bonus to Fellowship Tests at the GM’s discretion.

", - "effects": { - "Etiquette": { - "name": "Etiquette" - } - } - }, - "Fearless": { - "name": "Fearless", - "description": "

You are either brave enough or crazy enough that fear of certain enemies has become a distant memory. With a single Average (+20) Cool Test, you may ignore any Intimidate, Fear, or Terror effects from the specified enemy when encountered. Typical enemies include Beastmen, Greenskins, Outlaws, Vampires, Watchmen, and Witches.

", - "effects": { - "Fearless": { - "name": "Fearless" - } - } - }, - "wEw7iVJtAB9sRvQ3": { - "name": "Fearless", - "description": "

You are either brave enough or crazy enough that fear of certain enemies has become a distant memory. With a single Average (+20) Cool Test, you may ignore any Intimidate, Fear, or Terror effects from the specified enemy when encountered. Typical enemies include Beastmen, Greenskins, Outlaws, Vampires, Watchmen, and Witches.

", - "effects": { - "Fearless": { - "name": "Fearless" - } - } - }, - "1E0NNP7BkhfDjNq2": { - "name": "Fearless", - "description": "

You are either brave enough or crazy enough that fear of certain enemies has become a distant memory. With a single Average (+20) Cool Test, you may ignore any Intimidate, Fear, or Terror effects from the specified enemy when encountered. Typical enemies include Beastmen, Greenskins, Outlaws, Vampires, Watchmen, and Witches.

", - "effects": { - "Fearless": { - "name": "Fearless" - } - } - }, - "1yuOtTYzlG0HXKEk": { - "name": "Fearless", - "description": "

You are either brave enough or crazy enough that fear of certain enemies has become a distant memory. With a single Average (+20) Cool Test, you may ignore any Intimidate, Fear, or Terror effects from the specified enemy when encountered. Typical enemies include Beastmen, Greenskins, Outlaws, Vampires, Watchmen, and Witches.

", - "effects": { - "Fearless": { - "name": "Fearless" - } - } - }, - "Instinctive Diction": { - "name": "Instinctive Diction", - "description": "

You instinctively understand the language of Magick, and are capable of articulating the most complex phrases rapidly without error. You do not suffer a Miscast if you roll a double on a successful Language (Magick) Test.

", - "effects": { - "Instinctive Diction": { - "name": "Instinctive Diction" - } - } - }, - "n0kv6lV725YxBfkh": { - "name": "Instinctive Diction", - "description": "

You instinctively understand the language of Magick, and are capable of articulating the most complex phrases rapidly without error. You do not suffer a Miscast if you roll a double on a successful Language (Magick) Test.

", - "effects": { - "Instinctive Diction": { - "name": "Instinctive Diction" - } - } - }, - "iHPuGNHl7v3ezH3B": { - "name": "Instinctive Diction", - "description": "

You instinctively understand the language of Magick, and are capable of articulating the most complex phrases rapidly without error. You do not suffer a Miscast if you roll a double on a successful Language (Magick) Test.

", - "effects": { - "Instinctive Diction": { - "name": "Instinctive Diction" - } - } - }, - "Tz0rxncsUCqWu8Qw": { - "name": "Instinctive Diction", - "description": "

You instinctively understand the language of Magick, and are capable of articulating the most complex phrases rapidly without error. You do not suffer a Miscast if you roll a double on a successful Language (Magick) Test.

", - "effects": { - "Instinctive Diction": { - "name": "Instinctive Diction" - } - } - }, - "34uOzjmvdMDcgwnX": { - "name": "Instinctive Diction", - "description": "

You instinctively understand the language of Magick, and are capable of articulating the most complex phrases rapidly without error. You do not suffer a Miscast if you roll a double on a successful Language (Magick) Test.

", - "effects": { - "Instinctive Diction": { - "name": "Instinctive Diction" - } - } - }, - "2I2JzdNCTIceoWWu": { - "name": "Instinctive Diction", - "description": "

You instinctively understand the language of Magick, and are capable of articulating the most complex phrases rapidly without error. You do not suffer a Miscast if you roll a double on a successful Language (Magick) Test.

", - "effects": { - "Instinctive Diction": { - "name": "Instinctive Diction" - } - } - }, - "xKZdqUkRfYf9TWcV": { - "name": "Instinctive Diction", - "description": "

You instinctively understand the language of Magick, and are capable of articulating the most complex phrases rapidly without error. You do not suffer a Miscast if you roll a double on a successful Language (Magick) Test.

", - "effects": { - "Instinctive Diction": { - "name": "Instinctive Diction" - } - } - }, - "yCOkWzvcQxg24oFz": { - "name": "Instinctive Diction", - "description": "

You instinctively understand the language of Magick, and are capable of articulating the most complex phrases rapidly without error. You do not suffer a Miscast if you roll a double on a successful Language (Magick) Test.

", - "effects": { - "Instinctive Diction": { - "name": "Instinctive Diction" - } - } - }, - "Luck": { - "name": "Luck", - "description": "

They say when you were born, Ranald smiled. Your maximum Fortune Points now equal your current Fate points plus the number of times you’ve taken Luck.

" - }, - "eNy6WuMiDqONmJJU": { - "name": "Luck", - "description": "

They say when you were born, Ranald smiled. Your maximum Fortune Points now equal your current Fate points plus the number of times you’ve taken Luck.

" - }, - "ow7ua8Ajw3TAh7Cd": { - "name": "Luck", - "description": "

They say when you were born, Ranald smiled. Your maximum Fortune Points now equal your current Fate points plus the number of times you’ve taken Luck.

" - }, - "rl2EmnzIyCslwral": { - "name": "Luck", - "description": "

They say when you were born, Ranald smiled. Your maximum Fortune Points now equal your current Fate points plus the number of times you’ve taken Luck.

" - }, - "Magical Sense": { - "name": "Magical Sense", - "description": "

You are able to sense the Winds of Magic in others. You may attempt an Average (+20) Intuition Test whenever you encounter a spellcaster. If you pass, you sense the target is a witch. Further, if you score an Astounding Success (+6), can also determine the target’s highest Channeling Specialization.

", - "effects": { - "Magical Sense": { - "name": "Magical Sense" - } - } - }, - "3B12SyrB6cof8aAh": { - "name": "Magical Sense", - "description": "

You are able to sense the Winds of Magic in others. You may attempt an Average (+20) Intuition Test whenever you encounter a spellcaster. If you pass, you sense the target is a witch. Further, if you score an Astounding Success (+6), can also determine the target’s highest Channeling Specialization.

", - "effects": { - "Magical Sense": { - "name": "Magical Sense" - } - } - }, - "6Rw1ZjD2C3h35SXI": { - "name": "Magical Sense", - "description": "

You are able to sense the Winds of Magic in others. You may attempt an Average (+20) Intuition Test whenever you encounter a spellcaster. If you pass, you sense the target is a witch. Further, if you score an Astounding Success (+6), can also determine the target’s highest Channeling Specialization.

", - "effects": { - "Magical Sense": { - "name": "Magical Sense" - } - } - }, - "SirYXh8iLiNTveJz": { - "name": "Magical Sense", - "description": "

You are able to sense the Winds of Magic in others. You may attempt an Average (+20) Intuition Test whenever you encounter a spellcaster. If you pass, you sense the target is a witch. Further, if you score an Astounding Success (+6), can also determine the target’s highest Channeling Specialization.

", - "effects": { - "Magical Sense": { - "name": "Magical Sense" - } - } - }, - "Menacing": { - "name": "Menacing", - "description": "You have an imposing presence. When using the Intimidate Skill, gain a SL bonus equal to your levels of Menacing.", - "effects": { - "Menacing": { - "name": "Menacing" - } - } - }, - "Night Vision": { - "name": "Night Vision", - "description": "

You can see very well in natural darkness. Assuming you have at least a faint source of light (such as starlight, moonlight, or bioluminescence) you can see clearly for 20 yards per level of Night Vision. Further, you can extend the effective illumination distance of any light sources by 20 yards per level of Night Vision. 

", - "effects": { - "Night Vision": { - "name": "Night Vision" - } - } - }, - "v13ojEn0LEFIpXTW": { - "name": "Night Vision", - "description": "

You can see very well in natural darkness. Assuming you have at least a faint source of light (such as starlight, moonlight, or bioluminescence) you can see clearly for 20 yards per level of Night Vision. Further, you can extend the effective illumination distance of any light sources by 20 yards per level of Night Vision. 

", - "effects": { - "Night Vision": { - "name": "Night Vision" - } - } - }, - "Read/Write": { - "name": "Read/Write", - "description": "You are one of the rare literate individuals in the Old World. You are assumed to be able to read and write (if appropriate) all of the Languages you can speak." - }, - "Schemer": { - "name": "Schemer", - "description": "You are a master of politics and see conspiracy around every corner. Once per session, you may ask the GM one question regarding a political situation or entangled web of social connections; the GM will perform a secret Intelligence Test and provide you some observations regarding the situation based upon your SL.", - "effects": { - "Schemer": { - "name": "Schemer" - } - } - }, - "y1Gc7CqSeCP4IL0J": { - "name": "Schemer", - "description": "You are a master of politics and see conspiracy around every corner. Once per session, you may ask the GM one question regarding a political situation or entangled web of social connections; the GM will perform a secret Intelligence Test and provide you some observations regarding the situation based upon your SL.", - "effects": { - "Schemer": { - "name": "Schemer" - } - } - }, - "0cGXPKnUyqeaveGA": { - "name": "Schemer", - "description": "You are a master of politics and see conspiracy around every corner. Once per session, you may ask the GM one question regarding a political situation or entangled web of social connections; the GM will perform a secret Intelligence Test and provide you some observations regarding the situation based upon your SL.", - "effects": { - "Schemer": { - "name": "Schemer" - } - } - }, - "phf2FKnwij2LAF8b": { - "name": "Schemer", - "description": "You are a master of politics and see conspiracy around every corner. Once per session, you may ask the GM one question regarding a political situation or entangled web of social connections; the GM will perform a secret Intelligence Test and provide you some observations regarding the situation based upon your SL.", - "effects": { - "Schemer": { - "name": "Schemer" - } - } - }, - "Second Sight": { - "name": "Second Sight", - "description": "You can perceive the shifting Winds of Magic that course from the Chaos Gates at the poles of the world. You now have the Sight", - "effects": { - "Second Sight": { - "name": "Second Sight" - } - } - }, - "Vd7M5P5UOcQuMMmH": { - "name": "Second Sight", - "description": "You can perceive the shifting Winds of Magic that course from the Chaos Gates at the poles of the world. You now have the Sight", - "effects": { - "Second Sight": { - "name": "Second Sight" - } - } - }, - "OS72AYM7D0ZTlkXt": { - "name": "Second Sight", - "description": "You can perceive the shifting Winds of Magic that course from the Chaos Gates at the poles of the world. You now have the Sight", - "effects": { - "Second Sight": { - "name": "Second Sight" - } - } - }, - "zA62buwpo6WYOQdy": { - "name": "Second Sight", - "description": "You can perceive the shifting Winds of Magic that course from the Chaos Gates at the poles of the world. You now have the Sight", - "effects": { - "Second Sight": { - "name": "Second Sight" - } - } - }, - "Sixth Sense": { - "name": "Sixth Sense", - "description": "You get a strange feeling when you are threatened, and can react accordingly. The GM may warn you if you are walking into danger; this will normally come after a secret Intuition Test on your behalf. Further, you may ignore Surprise if you pass an Intuition Test", - "effects": { - "Sixth Sense": { - "name": "Sixth Sense" - } - } - }, - "luc69o5xZ7vkbrHg": { - "name": "Sixth Sense", - "description": "You get a strange feeling when you are threatened, and can react accordingly. The GM may warn you if you are walking into danger; this will normally come after a secret Intuition Test on your behalf. Further, you may ignore Surprise if you pass an Intuition Test", - "effects": { - "Sixth Sense": { - "name": "Sixth Sense" - } - } - }, - "pCci8rwmFcmhO8qq": { - "name": "Sixth Sense", - "description": "You get a strange feeling when you are threatened, and can react accordingly. The GM may warn you if you are walking into danger; this will normally come after a secret Intuition Test on your behalf. Further, you may ignore Surprise if you pass an Intuition Test", - "effects": { - "Sixth Sense": { - "name": "Sixth Sense" - } - } - }, - "bYlmmZxjSD4yxm9E": { - "name": "Sixth Sense", - "description": "You get a strange feeling when you are threatened, and can react accordingly. The GM may warn you if you are walking into danger; this will normally come after a secret Intuition Test on your behalf. Further, you may ignore Surprise if you pass an Intuition Test", - "effects": { - "Sixth Sense": { - "name": "Sixth Sense" - } - } - }, - "Well-prepared": { - "name": "Well-prepared", - "description": "

You are used to anticipating the needs of others, and yourself. A number of times per session equal to your level of Well-Prepared, you may pull the trapping required for the current situation from your backpack (or similar) as long as it is Encumbrance 0, could feasibly been bought recently, and doesn’t stretch credibility too far. This could be anything from a flask of spirits to fortify a wounded comrade to a pfennig-whistle needed by a passing entertainer. Whenever you do this, you must deduct the cost for the prepared item from your purse, representing the coin you spent earlier.

" - }, - "xhEDxl0X8bAy9PYu": { - "name": "Well-prepared", - "description": "

You are used to anticipating the needs of others, and yourself. A number of times per session equal to your level of Well-Prepared, you may pull the trapping required for the current situation from your backpack (or similar) as long as it is Encumbrance 0, could feasibly been bought recently, and doesn’t stretch credibility too far. This could be anything from a flask of spirits to fortify a wounded comrade to a pfennig-whistle needed by a passing entertainer. Whenever you do this, you must deduct the cost for the prepared item from your purse, representing the coin you spent earlier.

" - }, - "htKT9NNT8RZsNBRV": { - "name": "Well-prepared", - "description": "

You are used to anticipating the needs of others, and yourself. A number of times per session equal to your level of Well-Prepared, you may pull the trapping required for the current situation from your backpack (or similar) as long as it is Encumbrance 0, could feasibly been bought recently, and doesn’t stretch credibility too far. This could be anything from a flask of spirits to fortify a wounded comrade to a pfennig-whistle needed by a passing entertainer. Whenever you do this, you must deduct the cost for the prepared item from your purse, representing the coin you spent earlier.

" - }, - "3JlGuinSt9t1MGPU": { - "name": "Well-prepared", - "description": "

You are used to anticipating the needs of others, and yourself. A number of times per session equal to your level of Well-Prepared, you may pull the trapping required for the current situation from your backpack (or similar) as long as it is Encumbrance 0, could feasibly been bought recently, and doesn’t stretch credibility too far. This could be anything from a flask of spirits to fortify a wounded comrade to a pfennig-whistle needed by a passing entertainer. Whenever you do this, you must deduct the cost for the prepared item from your purse, representing the coin you spent earlier.

" - }, - "JklDPxsJP9HaR0lx": { - "name": "Well-prepared", - "description": "

You are used to anticipating the needs of others, and yourself. A number of times per session equal to your level of Well-Prepared, you may pull the trapping required for the current situation from your backpack (or similar) as long as it is Encumbrance 0, could feasibly been bought recently, and doesn’t stretch credibility too far. This could be anything from a flask of spirits to fortify a wounded comrade to a pfennig-whistle needed by a passing entertainer. Whenever you do this, you must deduct the cost for the prepared item from your purse, representing the coin you spent earlier.

" - }, - "Channelling (Dhar)": { - "name": "Channelling (Dhar)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tXu8Hrd4desq1Rja caption=false]{Channelling}" - }, - "Charm": { - "name": "Charm", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" - }, - "Cool": { - "name": "Cool", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" - }, - "Intimidate": { - "name": "Intimidate", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" - }, - "Intuition": { - "name": "Intuition", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" - }, - "Language (Magick)": { - "name": "Language (Magick)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.xo5U0kL08xCPe6kl caption=false]{Language}" - }, - "Leadership": { - "name": "Leadership", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" - }, - "Lore (Tzeentch)": { - "name": "Lore (Tzeentch)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" - }, - "Melee (Basic)": { - "name": "Melee (Basic)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Perception": { - "name": "Perception", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" - }, - "Secret Signs (Cultist)": { - "name": "Secret Signs (Cultist)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.X2FppoPGuEwJKssM caption=false]{Secret Signs}" - }, - "Stealth (Urban)": { - "name": "Stealth (Urban)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" - }, - "Art": { - "name": "Art", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" - }, - "Athletics": { - "name": "Athletics", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" - }, - "Bribery": { - "name": "Bribery", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" - }, - "Charm Animal": { - "name": "Charm Animal", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" - }, - "Climb": { - "name": "Climb", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}" - }, - "Consume Alcohol": { - "name": "Consume Alcohol", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" - }, - "Dodge": { - "name": "Dodge", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" - }, - "Drive": { - "name": "Drive", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" - }, - "Endurance": { - "name": "Endurance", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" - }, - "Entertain": { - "name": "Entertain", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" - }, - "Gamble": { - "name": "Gamble", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}" - }, - "Gossip": { - "name": "Gossip", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" - }, - "Haggle": { - "name": "Haggle", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" - }, - "Melee": { - "name": "Melee", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Navigation": { - "name": "Navigation", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" - }, - "Outdoor Survival": { - "name": "Outdoor Survival", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" - }, - "Ride": { - "name": "Ride", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" - }, - "Row": { - "name": "Row", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" - }, - "Stealth": { - "name": "Stealth", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" - }, - "Mutation (any you feel are required, Drauchen is change)": { - "name": "Mutation (any you feel are required, Drauchen is change)", - "description": "

The creature is ‘blessed’ with a Mutation. Roll on the @Table[mutatephys]{Physical Corruption Table}

", - "effects": { - "Mutation": { - "name": "Mutation" - } - } - }, - "Hardy": { - "name": "Hardy", - "description": "You gain a permanent addition to your Wounds, equal to your Toughness Bonus. If your Toughness Bonus should increase, then the number of Wounds Hardy provides also increases.", - "effects": { - "Hardy": { - "name": "Hardy" - } - } - }, - "5M6aigRKg2SDPNly": { - "name": "Hardy", - "description": "You gain a permanent addition to your Wounds, equal to your Toughness Bonus. If your Toughness Bonus should increase, then the number of Wounds Hardy provides also increases.", - "effects": { - "Hardy": { - "name": "Hardy" - } - } - }, - "JMgg7p5YN0mhH02K": { - "name": "Hardy", - "description": "You gain a permanent addition to your Wounds, equal to your Toughness Bonus. If your Toughness Bonus should increase, then the number of Wounds Hardy provides also increases.", - "effects": { - "Hardy": { - "name": "Hardy" - } - } - }, - "ICdIrYO0VA1Cyln8": { - "name": "Hardy", - "description": "You gain a permanent addition to your Wounds, equal to your Toughness Bonus. If your Toughness Bonus should increase, then the number of Wounds Hardy provides also increases.", - "effects": { - "Hardy": { - "name": "Hardy" - } - } - }, - "oCEniu1Xm3hJXxjx": { - "name": "Hardy", - "description": "You gain a permanent addition to your Wounds, equal to your Toughness Bonus. If your Toughness Bonus should increase, then the number of Wounds Hardy provides also increases.", - "effects": { - "Hardy": { - "name": "Hardy" - } - } - } - } - }, - "Benbow": { - "name": "Benbow", - "items": { - "Travelling Clothes": { - "name": "Travelling Clothes" - }, - "Fife": { - "name": "Fife", - "description": "

Various instruments are included in this category. The standard price and encumbrance reflects medium-sized instruments (e.g. mandolin, coach horn, small drum). Small instruments are half the price and 0 Encumbrance points (e.g. flute, recorder, tambourine). Larger instruments are double the price and 2 Encumbrance points (e.g. harp, lute, large drum).

" - }, - "Animal Care": { - "name": "Animal Care", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QZx9CbhGkIaDMQD3 caption=false]{Animal Care}" - }, - "Athletics": { - "name": "Athletics", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" - }, - "Bribery": { - "name": "Bribery", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" - }, - "Charm Animal": { - "name": "Charm Animal", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" - }, - "Climb": { - "name": "Climb", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}" - }, - "Cool": { - "name": "Cool", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" - }, - "Consume Alcohol": { - "name": "Consume Alcohol", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" - }, - "Dodge": { - "name": "Dodge", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" - }, - "Drive": { - "name": "Drive", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" - }, - "Endurance": { - "name": "Endurance", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" - }, - "Gamble": { - "name": "Gamble", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}" - }, - "Gossip": { - "name": "Gossip", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" - }, - "Intuition": { - "name": "Intuition", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" - }, - "Language (Battle)": { - "name": "Language (Battle)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.xo5U0kL08xCPe6kl caption=false]{Language}" - }, - "Lore (Local)": { - "name": "Lore (Local)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" - }, - "Melee (Basic)": { - "name": "Melee (Basic)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Melee (Brawling)": { - "name": "Melee (Brawling)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Navigation": { - "name": "Navigation", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" - }, - "Outdoor Survival": { - "name": "Outdoor Survival", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" - }, - "Perception": { - "name": "Perception", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" - }, - "Play (Fife)": { - "name": "Play (Fife)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.N63wZOWw6ZLYnePN caption=false]{Play}" - }, - "Ranged (Entangling)": { - "name": "Ranged (Entangling)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.jJYOiSQNgC9v7cM5 caption=false]{Ranged}" - }, - "Ride (Horse)": { - "name": "Ride (Horse)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" - }, - "Row": { - "name": "Row", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" - }, - "Sail": { - "name": "Sail", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.DLrOPZtVMLgSyxaj caption=false]{Sail}" - }, - "Secret Signs (Smuggler)": { - "name": "Secret Signs (Smuggler)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.X2FppoPGuEwJKssM caption=false]{Secret Signs}" - }, - "Stealth (Rural)": { - "name": "Stealth (Rural)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" - }, - "Swim": { - "name": "Swim", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QoWDfx8SIhpCiIX5 caption=false]{Swim}" - }, - "Crack the Whip": { - "name": "Crack the Whip", - "description": "You know how to get the most out of your animals. When an animal you control is Fleeing or Running, it gains +1 Movement if you are using a whip.", - "effects": { - "Crack the Whip": { - "name": "Crack the Whip" - } - } - }, - "Etiquette (Soldiers)": { - "name": "Etiquette (Soldiers)", - "description": "

You can blend in socially with the chosen group so long as you are dressed and acting appropriately. Example social groups for this Talent are: Criminals, Cultists, Guilders, Nobles, Scholars, Servants, and Soldiers. If you do not have the Talent, those with it will note your discomfort in the unfamiliar environment. This is primarily a matter for roleplaying, but may confer a bonus to Fellowship Tests at the GM’s discretion.

", - "effects": { - "Etiquette": { - "name": "Etiquette" - } - } - }, - "Strider (Coastal)": { - "name": "Strider (Coastal)", - "description": "You are experienced in traversing difficult ground. You ignore all movement penalties when crossing over or through a specified terrain. Typical specialties include: Coastal, Deserts, Marshes, Rocky, Tundra, Woodlands.", - "effects": { - "Strider": { - "name": "Strider" - } - } - }, - "Waterman": { - "name": "Waterman", - "description": "You are an experienced freshwater sailor and are well-versed with river vessels. You can ignore all negatives to your Tests when onboard a barge derived from rolling waters, swaying vessels, unsure footing, and similar. Further, you count as two boatmen towards the minimum number of crew to pilot a river vessel.", - "effects": { - "Waterman": { - "name": "Waterman" - } - } - }, - "Dagger": { - "name": "Dagger" - }, - "Sword": { - "name": "Sword" - }, - "Whip": { - "name": "Whip" - }, - "Gold Crown": { - "name": "Gold Crown" - }, - "Silver Shilling": { - "name": "Silver Shilling" - }, - "Brass Penny": { - "name": "Brass Penny" - }, - "Leather Jerkin": { - "name": "Leather Jerkin" - }, - "Seasoned Traveller": { - "name": "Seasoned Traveller", - "description": "

You are an inquisitive soul who has travelled far and wide, learning all manner of local information. Add Lore (Local) to any Career you enter; if it is already in Career, you may purchase the Skill, both times — a different Specialty each time, such as Altdorf, Vorbergland, or Ubersreik — for 5 XP fewer per Advance.

", - "effects": { - "Seasoned Traveller": { - "name": "Seasoned Traveller" - } - } - }, - "Art": { - "name": "Art", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" - }, - "Charm": { - "name": "Charm", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" - }, - "Entertain": { - "name": "Entertain", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" - }, - "Haggle": { - "name": "Haggle", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" - }, - "Intimidate": { - "name": "Intimidate", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" - }, - "Leadership": { - "name": "Leadership", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" - }, - "Melee": { - "name": "Melee", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Ride": { - "name": "Ride", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" - }, - "Stealth": { - "name": "Stealth", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" - }, - "Strong Back": { - "name": "Strong Back", - "description": "

You have a strong back that is used to hard work. You may add your levels in Strong Back to your SL in any Opposed Strength Tests, and can carry additional Encumbrance points of trappings (see @UUID[JournalEntry.sLomXnc8R8518cWN.JournalEntryPage.oAPLajkv4l9IlRzO]{Encumbrance}) equal to your level of Strong Back.

", - "effects": { - "Strong Back": { - "name": "Strong Back" - } - } - } - } - }, - "Cow (Stimmigen Dairy Cattle)": { - "name": "Cow (Stimmigen Dairy Cattle)", - "description": "

The following Characteristics describe common farm animals of the Reikland. If you feel an animal is not enough of a challenge, or are presenting the same encounter for a second time, use the listed Optional Traits, or the @UUID[Compendium.wfrp4e-core.journals.3ZynTGhFpgwv6l1n.JournalEntryPage.UyUu4g8GQRp16paM#generic-creature-traits]{Generic Creature Traits}.

", - "items": { - "Armour": { - "name": "Armour", - "description": "

The creature is protected by armor or thick hide. It has Rating Armor Points on all Hit Locations

", - "effects": { - "Armour": { - "name": "Armour" - } - } - }, - "Bestial": { - "name": "Bestial", - "description": "

The creature has no rational thought or language. It shies away from fire and gains a @Condition[Broken] Condition if struck by it. In defense, it only uses the Dodge Skill. If it loses more than half its Wounds, it will attempt to Flee unless protecting its young or cornered, or unless it has the Territorial Trait. If so, it enters Frenzy. Bestial creatures have no Fellowship characteristic

" - }, - "Belligerent": { - "name": "Belligerent", - "description": "

The creature loves to win a fight. As long as it has more Advantage than its opponent, it is Immune to Psychology

" - }, - "Disease": { - "name": "Disease", - "description": "

The creature carries the disease listed. Others will have to Test as appropriate for Contraction

", - "effects": { - "Disease": { - "name": "Disease" - } - } - }, - "Horns": { - "name": "Horns", - "description": "

The creature has horns or some other sharp appendage (if its Horns Trait represents a different feature it will be noted in brackets). When the creature gains an Advantage for Charging, it may make a Free Attack with its Horns, performed as normal, using Rating to calculate Damage (its Strength Bonus is already included).

" - }, - "Infected": { - "name": "Infected", - "description": "

The creature, or its weapon, carries a nasty infection. If it causes a living opponent to lose Wounds, it must pass an Easy (+40) Endurance Test or contract a @UUID[Compendium.wfrp4e-core.items.kKccDTGzWzSXCBOb]{Festering Wound}

", - "effects": { - "Infected": { - "name": "Infected" - } - } - }, - "Infestation": { - "name": "Infestation", - "description": "

The creature’s hide is infested with biting fleas or similar. All opponents suffer a penalty of –10 to hit it in melee combat as the parasites distract and overwhelm them

", - "effects": { - "Infestation": { - "name": "Infestation" - } - } - }, - "Size": { - "name": "Size", - "description": "

This trait represents creatures whose size differ from the game standard (i.e. roughly human sized). There are seven steps of Size, ranging from Tiny to Monstrous.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

 Examples

\n
\n

Tiny

\n
\n

Butterfly, Mouse, Pigeon

\n
\n

Little

\n
\n

Cat, Hawk, Human Baby

\n
\n

Small

\n
\n

Giant Rat, Halfling, Human Child

\n
\n

Average

\n
\n

Dwarf, Elf, Human

\n
\n

Large

\n
\n

Horse, Ogre, Troll

\n
\n

Enormous

\n
\n

Griffon, Wyvern, Manticore

\n
\n

Monstrous

\n
\n

Dragon, Giant, Greater Daemon

\n
\n
\n

 

\n

Using Size

\n

 

\n

if you wish to use size to make a creature bigger — for example converting a giant spider to a gigantic spider — then increase Strength and Toughness by +10 and reduce Agility by –5 per step of size you increase the creature. Reverse this if you wish to make a creature smaller 

\n

 

\n

 

\n

Size Combat Modifers

\n

If larger:

\n\n\n

 

\n

If smaller:

\n

• It gains a bonus of +10 to hit.

\n

 

\n

Defending Against Big Creatures

\n

You suffer a penalty of –2 SL for each step larger your opponent is when using Melee to defend an Opposed Test. It is recommended to dodge a Giant swinging a tree, not parry it!

\n

 

\n\n

Fear and Terror

\n

If the creature is perceived to be aggressive, it causes Fear in any creature smaller than it, and Terror in any creature two or more steps smaller. The rating of the Fear or Terror equals the Size step difference. So, if the creature is Large, and its opponent is Small, it will cause Terror 2.

\n

 

\n

Moving in Combat

\n

A creature that is larger ignores the need to Disengage if it wishes to leave melee combat; instead, it brushes smaller combatants out of the way, moving where it wishes.

\n

 

\n

Opposed Strength

\n

During Opposed Strength Tests (and similar), if one creature is 2 or more size steps larger, it wins automatically. If one creature is 1 size step larger, the smaller creature must roll a Critical to contest the roll. If it does, SL are compared as normal. All other results mean the larger creature wins.

\n

 

\n

Stomp

\n

Creatures that are larger than their opponents may make one Stomp as a Free Attack, by spending 1 Advantage, as they kick downwards or otherwise bash smaller opponents out of the way. This attack has a Damage equal to their Strength Bonus +0, and uses Melee(Brawling).

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

Wounds

\n
\n

Tiny

\n
\n

1

\n
\n

Little

\n
\n

Toughness Bonus

\n
\n

Small

\n
\n

(2×Toughness Bonus) + Willpower Bonus

\n
\n

Average

\n
\n

Strength Bonus+(2×Toughness Bonus) + Willpower Bonus

\n
\n

Large

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×2

\n
\n

Enormous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×4

\n
\n

Monstrous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×8

\n
\n
", - "effects": { - "Size": { - "name": "Size" - } - } - }, - "Skittish": { - "name": "Skittish", - "description": "

The creature is easily scared by magic or loud noises. If such occurs, it receives +3 Broken Conditions

" - }, - "Stride": { - "name": "Stride", - "description": "

The creature has a long stride, perhaps because it is a quadruped or has especially long legs. Multiply Run Movement by 1.5 when Running. 

", - "effects": { - "Stride": { - "name": "Stride" - } - } - }, - "Trained": { - "name": "Trained", - "description": "

This trait represents animals that have been trained through the Animal Training Skill. The skills the animal knows is marked in the brackets. Feel free to create your own trained skills.

\n

Broken: The animal is trained to ignore its Bestial trait. it receives [[/r 2d10]] Fellowship.

\n

Drive: The animal is trained to pull a coach, cart, plough, buggy, or similar.

\n

Entertain: The animal is trained to entertain others. It adds a +10 bonus to appropriate Entertain, Perform, or Play Tests.

\n

Fetch: The animal is trained to fetch. This is normal reserved for Dogs and similar.

\n

Guard: The animal is trained to stay in one place or prowl around as a guard, granting it the Territorial Trait.

\n

Home: The animal is trained to return home if it is released or lost.

\n

Magic: The animal is trained to ignore Skittish when it comes to magic, which is required for most horses used by Wizards.

\n

Mount: The animal will accept a rider. Some creatures are especially belligerent, and will not accept a rider without the correct skill. So, to ride a Griffon, you need the Ride (Griffon) skill.

\n

War: The animal is trained for war, gaining +10 Weapon Skill. It can also ignore Skittish for loud noises.

", - "effects": { - "Trained": { - "name": "Trained" - } - } - }, - "Weapon": { - "name": "Weapon", - "description": "

The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)

" - } - } - }, - "Big Anders": { - "name": "Big Anders", - "items": { - "Clothes": { - "name": "Clothes" - }, - "Animal Care": { - "name": "Animal Care", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QZx9CbhGkIaDMQD3 caption=false]{Animal Care}" - }, - "Athletics": { - "name": "Athletics", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" - }, - "Charm Animal": { - "name": "Charm Animal", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" - }, - "Climb": { - "name": "Climb", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}" - }, - "Consume Alcohol": { - "name": "Consume Alcohol", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" - }, - "Drive": { - "name": "Drive", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" - }, - "Endurance": { - "name": "Endurance", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" - }, - "Gossip": { - "name": "Gossip", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" - }, - "Lore (Local)": { - "name": "Lore (Local)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" - }, - "Melee (Brawling)": { - "name": "Melee (Brawling)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Outdoor Survival": { - "name": "Outdoor Survival", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" - }, - "Perception": { - "name": "Perception", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" - }, - "Ranged (Entangling)": { - "name": "Ranged (Entangling)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.jJYOiSQNgC9v7cM5 caption=false]{Ranged}" - }, - "Ride (Horse)": { - "name": "Ride (Horse)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" - }, - "Seasoned Traveller": { - "name": "Seasoned Traveller", - "description": "

You are an inquisitive soul who has travelled far and wide, learning all manner of local information. Add Lore (Local) to any Career you enter; if it is already in Career, you may purchase the Skill, both times — a different Specialty each time, such as Altdorf, Vorbergland, or Ubersreik — for 5 XP fewer per Advance.

", - "effects": { - "Seasoned Traveller": { - "name": "Seasoned Traveller" - } - } - }, - "Stone Soup": { - "name": "Stone Soup", - "description": "You are used to getting by with less, and know how to survive lean times. You can subsist on half the amount of food required without any negative penalties (bar feeling really hungry), and need only test for Starvation every 3 days, not 2", - "effects": { - "Stone Soup": { - "name": "Stone Soup" - } - } - }, - "Whip": { - "name": "Whip" - }, - "Gold Crown": { - "name": "Gold Crown" - }, - "Silver Shilling": { - "name": "Silver Shilling" - }, - "Brass Penny": { - "name": "Brass Penny" - }, - "Dagger": { - "name": "Dagger" - }, - "Art": { - "name": "Art", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" - }, - "Bribery": { - "name": "Bribery", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" - }, - "Charm": { - "name": "Charm", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" - }, - "Cool": { - "name": "Cool", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" - }, - "Dodge": { - "name": "Dodge", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" - }, - "Entertain": { - "name": "Entertain", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" - }, - "Gamble": { - "name": "Gamble", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}" - }, - "Haggle": { - "name": "Haggle", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" - }, - "Intimidate": { - "name": "Intimidate", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" - }, - "Intuition": { - "name": "Intuition", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" - }, - "Leadership": { - "name": "Leadership", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" - }, - "Melee": { - "name": "Melee", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Navigation": { - "name": "Navigation", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" - }, - "Ride": { - "name": "Ride", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" - }, - "Row": { - "name": "Row", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" - }, - "Stealth": { - "name": "Stealth", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" - } - } - }, - "Thug Boss": { - "name": "Thug Boss", - "description": "

@UUID[JournalEntry.abUCs0O1oBGNonyi.JournalEntryPage.qekbEPjyKirEPlD7#hired-muscle]{Hired Muscle}

There are various thugs in @UUID[JournalEntry.ro7SIltM899Ogrk8]{Bögenhafen} that may accost the Characters. Most are stevedores in the employ of @UUID[Actor.LG5qATEIFPE9bezB]{Teugen} or hired muscle supporting one of the other influential NPCs. In most cases the thugs are grim, brutal, and speak with a lower-class accent.

Character Profiles are supplied here for typical thugs and for their brutish bosses. If your Players do not have many (or any) combat-capable Characters, you should stick to using the basic thugs. However, if you feel the party needs more of a challenge, throw in a thug boss or two, and maybe even add some of the @UUID[Compendium.wfrp4e-core.journals.3ZynTGhFpgwv6l1n.JournalEntryPage.UyUu4g8GQRp16paM#generic-creature-traits]{Generic Creature Traits} to personalise the group.

", - "items": { - "Animosity": { - "name": "Animosity", - "description": "

You harbor an enmity for the Target, which will normally be a group of people or creatures, such as ‘Nordlanders’, ‘Beastmen’, or ‘Nobles’. You must attempt a Psychology Test whenever you encounter the group. If you pass, you may grumble and spit, but only suffer a penalty of –20 to all Fellowship Tests towards that group. Should you fail you are subject to Animosity.

\n

 

\n

At the end of every subsequent Round, you may attempt another Psychology test to bring the Animosity to an end. If you do not, the effects of Animosity naturally come to an end when all members of the specified group in your line of sight are utterly pacified or gone, or you gain the Stunned or Unconscious Condition, or you become subject to another Psychology.

\n

 

\n

When subject to Animosity, you must immediately attack the disagreeable creatures, either socially (insults, jibes, and similar) or physically (most commonly with fists), as appropriate. You also gain a bonus of +1 SL on any attempts to socially or mentally attack the group. Animosity is over-ridden by Fear and Terror.

", - "effects": { - "Animosity": { - "name": "Animosity" - } - } - }, - "Belligerent": { - "name": "Belligerent", - "description": "

The creature loves to win a fight. As long as it has more Advantage than its opponent, it is Immune to Psychology

" - }, - "Hardy": { - "name": "Hardy", - "description": "

The creature can sustain more damage than most. Increase its Wounds by a number equal to its Toughness Bonus (applied before any Size modifers).

", - "effects": { - "Hardy": { - "name": "Hardy" - } - } - }, - "Prejudice": { - "name": "Prejudice", - "description": "

You really dislike the Target, which is normally a group of people or creatures such as ‘Ostlanders’, ‘Elves’, or ‘Wizards’. You must attempt a Psychology Test whenever you encounter the group against which you are prejudiced. If you pass, you may frown a lot, but will otherwise act normally, only suffering a penalty of –10 to all Fellowship Tests towards that group. Should you fail you are subject to Prejudice. At the end of every subsequent Round, you may attempt another Psychology test to bring the Prejudice to an end. If you do not, the effects of Prejudice naturally come to an end when all members of the specified group in your line of sight are gone, or you gain the Stunned or Unconscious Condition, or you become subject to another Psychology.

\n

 

\n

When subject to Prejudice, you must immediately insult the target of your prejudice. Loudly.

" - }, - "Hand Weapon": { - "name": "Hand Weapon" - }, - "Dagger": { - "name": "Dagger" - }, - "Art": { - "name": "Art", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" - }, - "Athletics": { - "name": "Athletics", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" - }, - "Bribery": { - "name": "Bribery", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" - }, - "Charm": { - "name": "Charm", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" - }, - "Charm Animal": { - "name": "Charm Animal", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" - }, - "Climb": { - "name": "Climb", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}" - }, - "Consume Alcohol": { - "name": "Consume Alcohol", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" - }, - "Cool": { - "name": "Cool", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" - }, - "Dodge": { - "name": "Dodge", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" - }, - "Drive": { - "name": "Drive", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" - }, - "Endurance": { - "name": "Endurance", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" - }, - "Entertain": { - "name": "Entertain", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" - }, - "Gamble": { - "name": "Gamble", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}" - }, - "Gossip": { - "name": "Gossip", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" - }, - "Haggle": { - "name": "Haggle", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" - }, - "Intimidate": { - "name": "Intimidate", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" - }, - "Intuition": { - "name": "Intuition", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" - }, - "Leadership": { - "name": "Leadership", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" - }, - "Melee": { - "name": "Melee", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Navigation": { - "name": "Navigation", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" - }, - "Outdoor Survival": { - "name": "Outdoor Survival", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" - }, - "Perception": { - "name": "Perception", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" - }, - "Ride": { - "name": "Ride", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" - }, - "Row": { - "name": "Row", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" - }, - "Stealth": { - "name": "Stealth", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" - } - } - }, - "Werner Murrmann": { - "name": "Werner Murrmann", - "description": "

Personality and Appearance

 ‘If you think your life is boring, have you tried drilling holes in wood all day?’

Werner has short dark-brown hair and intense dark-blue eyes. He is a trusting, scrupulously honest individual, always prepared to give people the benefit of the doubt. A lover of strong Reikland ales, Werner is slow to anger but terribly hot-headed once roused, the glare of his dark-blue eyes giving others pause for thought. Being twice the height of Harbull with a strong, muscular build, he and the stout-ish Halfling make an odd-looking couple. But despite their physical differences, the two have become fast friends. However, the young man’s infectious personality has made him a good travelling companion with all members of the group.

Background

Werner was raised at his parents’ coaching inn, The Travellers’ Rest, near the village of Mittelmund. But the boring, easy life of an innkeeper’s son — doing odd jobs about the place, helping the coachmen, working behind the bar, mending the odd broken table — has made Werner grow tired of hearing about other people’s adventures. Since his parents can now afford help running the inn, he has been on the look-out for likely travelling companions. As chance would have it, an assortment of odd individuals have recently arrived, and with the flash of Werner’s easy smile, a pact was made. Now, the motley crew has set off for Altdorf: the Empire’s glittering capital!

Secrets

Begin with an additional [[/r 1d10]] brass pennies per secret chosen.

", - "items": { - "1d10 Rags": { - "name": "1d10 Rags" - }, - "Lunch": { - "name": "Lunch" - }, - "Flash of Herbal Tea": { - "name": "Flash of Herbal Tea" - }, - "Animal Care": { - "name": "Animal Care", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QZx9CbhGkIaDMQD3 caption=false]{Animal Care}" - }, - "Evaluate": { - "name": "Evaluate", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.NtJ85TY8yY3WOGHN caption=false]{Evaluate}" - }, - "Stealth (Urban)": { - "name": "Stealth (Urban)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" - }, - "Trade (Carpentry)": { - "name": "Trade (Carpentry)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.jmFSm7UvmHEq52iu caption=false]{Trade}" - }, - "Entertain": { - "name": "Entertain", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" - }, - "Athletics": { - "name": "Athletics", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" - }, - "Charm": { - "name": "Charm", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" - }, - "Cool": { - "name": "Cool", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" - }, - "Consume Alcohol": { - "name": "Consume Alcohol", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" - }, - "Dodge": { - "name": "Dodge", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" - }, - "Endurance": { - "name": "Endurance", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" - }, - "Gossip": { - "name": "Gossip", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" - }, - "Haggle": { - "name": "Haggle", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" - }, - "Melee (Basic)": { - "name": "Melee (Basic)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Craftsman (Carpentry)": { - "name": "Craftsman (Carpentry)", - "description": "You have true creative talent. Add the associated Trade Skill to any Career you enter. If the Trade Skill is already in your Career, you may instead purchase the Skill for 5 XP fewer per Advance.", - "effects": { - "Craftsman": { - "name": "Craftsman" - } - } - }, - "Very Strong": { - "name": "Very Strong", - "description": "You gain a permanent +5 bonus to your starting Strength Characteristic (this does not count towards your Advances).", - "effects": { - "Very Strong": { - "name": "Very Strong", - "changes": { - "system.characteristics.s.initial": 5 - } - } - } - }, - "Suave": { - "name": "Suave", - "description": "You gain a permanent +5 bonus to your starting Fellowship Characteristic (this does not count towards your Advances).", - "effects": { - "Suave": { - "name": "Suave", - "changes": { - "system.characteristics.fel.initial": 5 - } - } - } - }, - "Very Resilient": { - "name": "Very Resilient", - "description": "You gain a permanent +5 bonus to your starting Toughness Characteristic (this does not count towards your Advances).", - "effects": { - "Very Resilient": { - "name": "Very Resilient", - "changes": { - "system.characteristics.t.initial": 5 - } - } - } - }, - "Doomed": { - "name": "Doomed", - "description": "At the age of 10, a Priest of Morr called a Doomsayer took you aside to foretell your death in an incense-laden, coming-of-age ritual called the Dooming. In conjunction with your GM, come up with a suitable Dooming. Should your character die in a fashion that matches your Dooming, your next character gains a bonus of half the total XP your dead character accrued during play." - }, - "Chalk": { - "name": "Chalk" - }, - "Cloak": { - "name": "Cloak", - "description": "

Protects wearer against the elements. 

" - }, - "Clothing": { - "name": "Clothing" - }, - "Dagger": { - "name": "Dagger" - }, - "Throwing Axe": { - "name": "Throwing Axe" - }, - "Hat": { - "name": "Hat", - "description": "

Fine quality hats are status symbols in the Empire’s towns and cities. The more flamboyant the hat, the better.

" - }, - "Plate Helm": { - "name": "Plate Helm", - "effects": { - "Plate Helm": { - "name": "Plate Helm" - } - } - }, - "Leather Jerkin": { - "name": "Leather Jerkin" - }, - "Pouch": { - "name": "Pouch" - }, - "Sling Bag": { - "name": "Sling Bag", - "description": "

Counts as ‘worn’ when slung over your shoulder.

" - }, - "Art": { - "name": "Art", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" - }, - "Bribery": { - "name": "Bribery", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" - }, - "Charm Animal": { - "name": "Charm Animal", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" - }, - "Climb": { - "name": "Climb", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}" - }, - "Drive": { - "name": "Drive", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" - }, - "Gamble": { - "name": "Gamble", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}" - }, - "Intimidate": { - "name": "Intimidate", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" - }, - "Intuition": { - "name": "Intuition", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" - }, - "Leadership": { - "name": "Leadership", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" - }, - "Navigation": { - "name": "Navigation", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" - }, - "Outdoor Survival": { - "name": "Outdoor Survival", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" - }, - "Perception": { - "name": "Perception", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" - }, - "Ride": { - "name": "Ride", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" - }, - "Row": { - "name": "Row", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" - }, - "Stealth": { - "name": "Stealth", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" - }, - "Gold Crown": { - "name": "Gold Crown" - }, - "Silver Shilling": { - "name": "Silver Shilling" - }, - "Brass Penny": { - "name": "Brass Penny" - }, - "Strong Back": { - "name": "Strong Back", - "description": "

You have a strong back that is used to hard work. You may add your levels in Strong Back to your SL in any Opposed Strength Tests, and can carry additional Encumbrance points of trappings (see @UUID[JournalEntry.sLomXnc8R8518cWN.JournalEntryPage.oAPLajkv4l9IlRzO]{Encumbrance}) equal to your level of Strong Back.

", - "effects": { - "Strong Back": { - "name": "Strong Back" - } - } - }, - "Apprentice Artisan": { - "name": "Apprentice Artisan", - "description": "

@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.GWrZq3xoRSsDnQe0]{Artisan}

" - } - } - }, - "Wolfgang Hollseher": { - "name": "Wolfgang Hollseher", - "items": { - "Detect Artifact": { - "name": "Detect Artifact", - "description": "You are able to sense when magic lies within an artefact. You may attempt an Intuition Test for any magical artefact touched. If successful, you sense the item is magical; further, each SL also provides a specific special rule the item uses, if it has any. Normally, you may only attempt this Test once per artefact touched." - }, - "Testimonials": { - "name": "Testimonials" - }, - "Code Book": { - "name": "Code Book", - "description": "

Where individual ciphers and encryption keys can be written on a single page or two, Cryptography books are often hand-scribed codices dealing with mathematics, numerology, and polyalphabetic encryption.

" - }, - "On the Corrosive Effect of Chaos upon the Minds and Bodies of its Servants, and the Signs by which such Wretches may be Identified in the Early Stages of their Wickedness": { - "name": "On the Corrosive Effect of Chaos upon the Minds and Bodies of its Servants, and the Signs by which such Wretches may be Identified in the Early Stages of their Wickedness" - }, - "Wolfgang’s Journal and Notes Upon Beastmen and the Foul Behaviours and Unnatural Habits Thereof": { - "name": "Wolfgang’s Journal and Notes Upon Beastmen and the Foul Behaviours and Unnatural Habits Thereof" - }, - "Upon the Nature of Warpstone and Its Uses in the Arts Alchemical and Medical": { - "name": "Upon the Nature of Warpstone and Its Uses in the Arts Alchemical and Medical" - }, - "Caravan": { - "name": "Caravan", - "description": "

One driver and two horses are standard .

" - }, - "Sleight of Hand": { - "name": "Sleight of Hand", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.bGqmHCju8VZ8q2Pv caption=false]{Sleight of Hand}" - }, - "Bribery": { - "name": "Bribery", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" - }, - "Channelling (Chamon)": { - "name": "Channelling (Chamon)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tXu8Hrd4desq1Rja caption=false]{Channelling}" - }, - "Charm": { - "name": "Charm", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" - }, - "Consume Alcohol": { - "name": "Consume Alcohol", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" - }, - "Cool": { - "name": "Cool", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" - }, - "Dodge": { - "name": "Dodge", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" - }, - "Drive": { - "name": "Drive", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" - }, - "Endurance": { - "name": "Endurance", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" - }, - "Entertain (Storytelling)": { - "name": "Entertain (Storytelling)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" - }, - "Gamble": { - "name": "Gamble", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}" - }, - "Gossip": { - "name": "Gossip", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" - }, - "Haggle": { - "name": "Haggle", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" - }, - "Heal": { - "name": "Heal", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dSf8QWBvN6mlpHBF caption=false]{Heal}", - "effects": { - "Heal": { - "name": "Heal" - } - } - }, - "Intuition": { - "name": "Intuition", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" - }, - "Lore (Magic)": { - "name": "Lore (Magic)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" - }, - "Language (Magick)": { - "name": "Language (Magick)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.xo5U0kL08xCPe6kl caption=false]{Language}" - }, - "Melee (Basic)": { - "name": "Melee (Basic)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Melee (Polearm)": { - "name": "Melee (Polearm)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Perception": { - "name": "Perception", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" - }, - "Stealth (Urban)": { - "name": "Stealth (Urban)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" - }, - "Aethyric Attunement": { - "name": "Aethyric Attunement", - "description": "

Your experience, talent or training lets you more safely manipulate the Winds of Magic. You do not suffer a Miscast if you roll a double on a successful Channel Test.

", - "effects": { - "Aethyric Attunement": { - "name": "Aethyric Attunement" - } - } - }, - "Arcane Magic (Metal)": { - "name": "Arcane Magic (Metal)", - "description": "

You either study one of the 8 Arcane Lores of Magic — Beasts, Death, Fire, Heavens, Metal, Shadow, Light, or Life — or practice a lesser known Lore, such as Hedgecraft or Necromancy. You may now memorize spells from your chosen Lore for the following cost in XP.

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Number of Spells Currently Known

\n
\n

XP Cost for a new spell

\n
\n

Intelligence Bonus × 1 

\n
\n

100 XP

\n
\n

Intelligence Bonus × 2

\n
\n

200 XP

\n
\n

Intelligence Bonus × 3

\n
\n

300 XP

\n
\n

Intelligence Bonus × 4

\n
\n

400 XP

\n
\n
\n

 ...and so on.

\n

So, if your Intelligence Bonus is 4, it will cost you 100 XP for the first spell, and the next 4, then 200 XP for the next 4, and so on. Full rules for learning new spells are provided in @UUID[Compendium.wfrp4e-core.journals.YBVrpUHEjohB1H4f]{Magic}. Under normal circumstances, you may not learn more than one Arcane Magic (Lore) Talent. Further, you may not learn the @UUID[Compendium.wfrp4e-core.items.QyjWtSdnVMT04l5Y]{Bless} or @UUID[Compendium.wfrp4e-core.items.voV0C2ar1bKpcpnH]{Invoke} Talents when you have the Arcane Magic Talent. You can unlearn this Talent for 100 XP, but will immediately lose all of your spells if you do so.

" - }, - "Blather": { - "name": "Blather", - "description": "

Called ‘opening your mouth and letting your belly rumble’ in Nordland, or simply ‘bullshitting’ in Ostland, blathering involves talking rapidly and incessantly, or talking volubly and at-length, about inconsequential or nonsense matters, and is used to verbally confuse and confound a target. You use your Charm Skill to Blather. Attempt an Opposed Charm/Intelligence Test. Success gives your opponent a Stunned Condition. Further, for each level you have in Blather, your opponent gains another Stunned Condition. Targets Stunned by Blather may do nothing other than stare at you dumbfounded as they try to catch-up with or understand what you are saying. Once the last Stunned Condition comes to an end, the target finally gets a word in, and may not be best pleased with you — after all, you have been talking about nothing or nonsense for some time. Should you stop talking, your opponent immediately loses all Stunned Conditions caused by your Blather. Generally, you can only attempt to Blather at a character once per scene, or perhaps longer as determined by the GM, as the target soon wises up to your antics.

\n

 

", - "effects": { - "Blather": { - "name": "Blather" - } - } - }, - "Bookish": { - "name": "Bookish", - "description": "You are as at home in a library as a seaman at sea or a farmer a-farming. When using Research, you may reverse the dice of any failed Test if this will score a success.", - "effects": { - "Bookish": { - "name": "Bookish" - } - } - }, - "Etiquette\r (Merchants)": { - "name": "Etiquette\r (Merchants)", - "description": "

You can blend in socially with the chosen group so long as you are dressed and acting appropriately. Example social groups for this Talent are: Criminals, Cultists, Guilders, Nobles, Scholars, Servants, and Soldiers. If you do not have the Talent, those with it will note your discomfort in the unfamiliar environment. This is primarily a matter for roleplaying, but may confer a bonus to Fellowship Tests at the GM’s discretion.

", - "effects": { - "Etiquette": { - "name": "Etiquette" - } - } - }, - "Petty Magic": { - "name": "Petty Magic", - "description": "

You have the spark to cast magic within you and have mastered techniques to control it at a basic level. When you take this Talent, you manifest, and permanently memorise, a number of spells equal to your Willpower Bonus. You can learn extra Petty spells for the following cost in XP.

\n

 

\n
\n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n
\n

No. of Petty Spells Currently Known

\n
\n

 XP Cost for a new spell

\n
\n

Up to Willpower Bonus × 1

\n
\n

50 XP

\n
\n

Up to Willpower Bonus × 2

\n
\n

100 XP

\n
\n

Up to Willpower Bonus × 3

\n
\n

150 XP

\n
\n

Up to Willpower Bonus × 4

\n
\n

200 XP

\n
\n
\n

...and so on.

\n

 

\n

So, if your Willpower Bonus is 3 and you had 3 Petty spells, it will cost you 50XP for the first learned spell, then 100 XP for the next three, and so on’.

" - }, - "Dagger": { - "name": "Dagger" - }, - "Gold Crown": { - "name": "Gold Crown" - }, - "Silver Shilling": { - "name": "Silver Shilling" - }, - "Brass Penny": { - "name": "Brass Penny" - }, - "Read/Write": { - "name": "Read/Write", - "description": "You are one of the rare literate individuals in the Old World. You are assumed to be able to read and write (if appropriate) all of the Languages you can speak." - }, - "Quarterstaff (not usually carried)": { - "name": "Quarterstaff (not usually carried)" - }, - "Trade Tools (Physician)": { - "name": "Trade Tools (Physician)", - "description": "

Apothecary: Tools include pestle and mortar, spoons, jars, and weights and scales. Workshops also include oil burners and shelves full of ingredients.

\n

 

\n

Artisan: The potential range of tools used by Artisans is wide.

\n

Sample packages include:

\n\n\n\n

 

\n

Other Artisans include: Armorer, Bowyer, Brewer, Candlemaker, Calligrapher, Cartographer, Cobbler, Cook, Cooper, Embalmer, Gem Cutter, Glassblower, Goldsmith, Gunsmith, Jeweler, Leatherworker, Mason, Painter, Potter, Shipwright, Stoneworker, Tailor, Tanner, Vintner, Weaver, Weaponsmith and Woodcarver.

\n

 

\n

Artist: Brushes and paints, hammer and chisels, rasps and files, and scrapers. Workshops also include easels or pedestals and supplies of canvas, parchment, vellum, wood, clay or uncut stone.

\n

Engineer: Hourglass, measuring rod, fuse cord, drafting compass, and T-square. Workshops also include pulleys, ropes, and drafting tables.

\n

Herbalist: Pestle and mortar, small knives, pruning shears, and gloves. Workshops also include drying racks, strainers, funnels, bowls, and jars.

\n

Navigator: Quadrant, astrolabe, charts and compasses, hourglass, and sounding line.

\n

Physician: Needles and sutures, bandages, scalpel, vinegar, forceps, and a speculum. Workshops also include anatomical drawings, assorted implements, and a surgery table. 

" - }, - "Art": { - "name": "Art", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" - }, - "Athletics": { - "name": "Athletics", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" - }, - "Charm Animal": { - "name": "Charm Animal", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" - }, - "Climb": { - "name": "Climb", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}" - }, - "Entertain": { - "name": "Entertain", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" - }, - "Intimidate": { - "name": "Intimidate", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" - }, - "Leadership": { - "name": "Leadership", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" - }, - "Melee": { - "name": "Melee", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Navigation": { - "name": "Navigation", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" - }, - "Outdoor Survival": { - "name": "Outdoor Survival", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" - }, - "Ride": { - "name": "Ride", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" - }, - "Row": { - "name": "Row", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" - }, - "Stealth": { - "name": "Stealth", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" - }, - "Sly Hands": { - "name": "Sly Hands", - "description": "

You teleport a small object — no bigger than your fist — from about your person into your hand.

\n\n Lore: None

" - }, - "Dart": { - "name": "Dart", - "description": "

You cause a small dart of magical energy to fly from your fingers. This is a Magic Missile with a Damage of +0.

\n\n Lore: None

" - }, - "Dazzle": { - "name": "Dazzle", - "description": "

The target gains 1 @Condition[Blinded] Condition, and gains 1 Blinded Condition at the start of each round for the duration of the spell.

\n\n Lore: None

", - "effects": { - "Dazzle": { - "name": "Dazzle" - } - } - }, - "Crucible of Chamon": { - "name": "Crucible of Chamon", - "description": "

You channel Chamon into a single non-magical, metallic object, such as a weapon or piece of armor. The item melts, dripping to the floor as molten metal, cooling almost immediately. If held, the item is dropped. If worn, the wearer takes a hit like a Magic Missile with Damage equal to your Willpower Bonus that ignores Toughness Bonus. While the object is destroyed, the metal retains its base value, and may be used by a smith as raw material.

\n\n Lore: Spells inflicting Damage ignore Armor Points from metal armor, and inflict bonus Damage equal to the number of Armor Points of metal armor being worn on any Hit Location struck. So, if your spell hit an Arm location protected by 2 Armor Points of metal armor, it would cause an additional +2 Damage and ignore the Armor Points.

" - }, - "Fool’s Gold": { - "name": "Fool’s Gold", - "description": "

You weave Chamon into a non-magical object made of metal, fundamentally altering its alchemical nature. For the duration of the spell, all metal in the object becomes gold. This is not an illusion: it has actually transformed into gold. When the spell ends, the item reverts to its original metal. This spell can ruin good weapons, make armor too heavy to wear, and turn lead coins into something much more appealing. Spot effects arising from this spell are left in the hands of the GM.

Lore: Spells inflicting Damage ignore Armor Points from metal armor, and inflict bonus Damage equal to the number of Armor Points of metal armor being worn on any Hit Location struck. So, if your spell hit an Arm location protected by 2 Armor Points of metal armor, it would cause an additional +2 Damage and ignore the Armor Points.

" - }, - "Mutable Metal": { - "name": "Mutable Metal", - "description": "

You touch a non-magical object made of metal, which instantly becomes warm to the touch as you squeeze Chamon into it. You may bend and mangle the object with an Average (+20) Strength Test. If you wish to make a more complex alteration, you may attempt an Average (+20) Trade (Smith, or similar) Test instead.

\n\n Lore: Spells inflicting Damage ignore Armor Points from metal armor, and inflict bonus Damage equal to the number of Armor Points of metal armor being worn on any Hit Location struck. So, if your spell hit an Arm location protected by 2 Armor Points of metal armor, it would cause an additional +2 Damage and ignore the Armor Points.

" - } - } - }, - "Kirsten Krank": { - "name": "Kirsten Krank", - "description": "

Personality and Appearance

 ‘Never look a gift horse in the mouth, not that I have much choice with horses, at my lofty height.’ 

For Kirsten, though, ‘gift horses’ are anything, horse-shaped or otherwise, that can be purloined. She’s not completely dishonest: it’s more that she doesn’t have any kind of conscience about other people’s things remaining with other people. Kirsten is short, wiry and has brown hair and mischievous pale-blue eyes. She insists on the extra inch over five feet being counted, and is about nine feet tall — if self-confidence is being measured. She is a natural rogue with a cheeky, even dangerous, sense of humour. Practical jokes, quips and blowing raspberries are all in her armoury. This even extends to authority figures when she really should know better. 

Background

Brought up in the seedier part of Delbren in Middenland, Kirsten is the youngest of a very large, very poor family. The exact number of siblings varies depending on who is listening, and the chances of a free meal or drink from her audience. Kirsten was always quick-witted, and she soon learnt that life was a battle against hunger and the rich, unless some disease took you. Her parents left her to fend for herself, and fending meant breaking the rules. Soon shopkeepers and stallholders wouldn’t let her within snatching distance of their wares. She really crossed the line when she booby-trapped a chair under the backside of the master of the Merchants’ Guild. After that, and the manhunt that followed, Kirsten realised life might be more pleasant and longer elsewhere. She helped herself to a pile of fliers someone had ‘left lying around’, and headed towards Altdorf. By strange coincidence, she learned (by asking an intelligent-looking stranger) that the leaflets she was carrying began with the words: ‘Wanted! Bold adventurers!’ She could do ‘bold’.

Secrets

Begin with an additional [[/r 1d10]] brass pennies per secret chosen.

", - "items": { - "1d10 Matches": { - "name": "1d10 Matches" - }, - "2d10 Brass Penny": { - "name": "2d10 Brass Penny" - }, - "Evaluate": { - "name": "Evaluate", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.NtJ85TY8yY3WOGHN caption=false]{Evaluate}" - }, - "Stealth (Urban)": { - "name": "Stealth (Urban)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" - }, - "Athletics": { - "name": "Athletics", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" - }, - "Charm": { - "name": "Charm", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" - }, - "Climb": { - "name": "Climb", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}" - }, - "Cool": { - "name": "Cool", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" - }, - "Endurance": { - "name": "Endurance", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" - }, - "Gossip": { - "name": "Gossip", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" - }, - "Haggle": { - "name": "Haggle", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" - }, - "Intuition": { - "name": "Intuition", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" - }, - "Perception": { - "name": "Perception", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" - }, - "Melee (Basic)": { - "name": "Melee (Basic)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Clothing": { - "name": "Clothing" - }, - "Crowbar": { - "name": "Crowbar" - }, - "Dagger": { - "name": "Dagger" - }, - "Leather Jerkin": { - "name": "Leather Jerkin" - }, - "Pouch": { - "name": "Pouch" - }, - "Sack": { - "name": "Sack", - "description": "

Requires 1 hand to carry.

" - }, - "Sling Bag": { - "name": "Sling Bag", - "description": "

Counts as ‘worn’ when slung over your shoulder.

" - }, - "Candle": { - "name": "Candle", - "description": "

Provides illumination for 10 yards when lit.

" - }, - "Hood": { - "name": "Hood" - }, - "Sword": { - "name": "Sword" - }, - "Throwing Knife": { - "name": "Throwing Knife" - }, - "Acute Sense (Hearing)": { - "name": "Acute Sense (Hearing)", - "description": "

One of your primary five senses is highly developed, allowing you to spot what others miss. You may take Perception Tests to detect normally imperceptible details with the associated sense, as dictated by the GM. This could include: seeing an eagle beyond everyone else's eyeshot, smelling an almost odorless poison, hearing the breath of an unmoving mouse within a wall, feeling a worn away letter in a carving, or tasting that two beers from the same brewer have been drawn from two different barrels.

" - }, - "Alley Cat": { - "name": "Alley Cat", - "description": "You are at home in shadowy backstreets. When using Stealth (Urban), you may reverse the dice of any failed Test if this will score a Success.", - "effects": { - "Alley Cat": { - "name": "Alley Cat" - } - } - }, - "Doomed": { - "name": "Doomed", - "description": "At the age of 10, a Priest of Morr called a Doomsayer took you aside to foretell your death in an incense-laden, coming-of-age ritual called the Dooming. In conjunction with your GM, come up with a suitable Dooming. Should your character die in a fashion that matches your Dooming, your next character gains a bonus of half the total XP your dead character accrued during play." - }, - "Lightning Reflexes": { - "name": "Lightning Reflexes", - "description": "You gain a permanent +5 bonus to your starting Agility Characteristic (this does not count towards your Advances).", - "effects": { - "Lightning Reflexes": { - "name": "Lightning Reflexes", - "changes": { - "system.characteristics.ag.initial": 5 - } - } - } - }, - "Sixth Sense": { - "name": "Sixth Sense", - "description": "You get a strange feeling when you are threatened, and can react accordingly. The GM may warn you if you are walking into danger; this will normally come after a secret Intuition Test on your behalf. Further, you may ignore Surprise if you pass an Intuition Test", - "effects": { - "Sixth Sense": { - "name": "Sixth Sense" - } - } - }, - "Suave": { - "name": "Suave", - "description": "You gain a permanent +5 bonus to your starting Fellowship Characteristic (this does not count towards your Advances).", - "effects": { - "Suave": { - "name": "Suave", - "changes": { - "system.characteristics.fel.initial": 5 - } - } - } - }, - "Art": { - "name": "Art", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" - }, - "Bribery": { - "name": "Bribery", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" - }, - "Charm Animal": { - "name": "Charm Animal", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" - }, - "Consume Alcohol": { - "name": "Consume Alcohol", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" - }, - "Dodge": { - "name": "Dodge", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" - }, - "Drive": { - "name": "Drive", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" - }, - "Entertain": { - "name": "Entertain", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" - }, - "Gamble": { - "name": "Gamble", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}" - }, - "Intimidate": { - "name": "Intimidate", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" - }, - "Leadership": { - "name": "Leadership", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" - }, - "Navigation": { - "name": "Navigation", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" - }, - "Outdoor Survival": { - "name": "Outdoor Survival", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" - }, - "Ride": { - "name": "Ride", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" - }, - "Row": { - "name": "Row", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" - }, - "Stealth": { - "name": "Stealth", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" - }, - "Gold Crown": { - "name": "Gold Crown" - }, - "Silver Shilling": { - "name": "Silver Shilling" - }, - "Prowler": { - "name": "Prowler", - "description": "

@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.mBtIPoWNpXwAS5Yl]{Thief}

" - } - } - }, - "Klaus Schattiger": { - "name": "Klaus Schattiger", - "items": { - "Chest": { - "name": "Chest" - }, - "Colourful clothing": { - "name": "Colourful clothing" - }, - "Sand-glass": { - "name": "Sand-glass", - "description": "

Times 3 1/2 minutes

" - }, - "Collapsible Wrestling Ring": { - "name": "Collapsible Wrestling Ring" - }, - "Charm": { - "name": "Charm", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" - }, - "Drive": { - "name": "Drive", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" - }, - "Blather": { - "name": "Blather", - "description": "

Called ‘opening your mouth and letting your belly rumble’ in Nordland, or simply ‘bullshitting’ in Ostland, blathering involves talking rapidly and incessantly, or talking volubly and at-length, about inconsequential or nonsense matters, and is used to verbally confuse and confound a target. You use your Charm Skill to Blather. Attempt an Opposed Charm/Intelligence Test. Success gives your opponent a Stunned Condition. Further, for each level you have in Blather, your opponent gains another Stunned Condition. Targets Stunned by Blather may do nothing other than stare at you dumbfounded as they try to catch-up with or understand what you are saying. Once the last Stunned Condition comes to an end, the target finally gets a word in, and may not be best pleased with you — after all, you have been talking about nothing or nonsense for some time. Should you stop talking, your opponent immediately loses all Stunned Conditions caused by your Blather. Generally, you can only attempt to Blather at a character once per scene, or perhaps longer as determined by the GM, as the target soon wises up to your antics.

\n

 

", - "effects": { - "Blather": { - "name": "Blather" - } - } - }, - "Criminal": { - "name": "Criminal", - "description": "

You are an active criminal making money from illegal sources, and you’re not always quiet about it. For the purposes of securing money, either when Earning during play or performing an Income Endeavour, refer to the following table:

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Career Level

\n
\n

Bonus Money per time the Talent is taken

\n
\n

1

\n
\n

+2d10 brass pennies

\n
\n

2

\n
\n

+1d10 silver shillings

\n
\n

\n
\n

+2d10 silver shillings

\n
\n

4

\n
\n

+1 gold crown

\n
\n
\n

 

\n

Because of your obvious criminal nature, others consider you lower Status than them unless they also have the Criminal Talent, where Status is compared as normal — perhaps you have gang tattoos, look shifty, or are just rough around the edges, it’s your choice. Because of this, local law enforcers are always suspicious of you and suspect your motivations, which only gets worse the more times you have this Talent, with the exact implications determined by the GM. Lawbreakers without the Criminal Talent earn significantly less coin but are not obviously the sort to be breaking the law, so maintain their Status. With GM consent, you may spend XP to remove levels of the Criminal Talent for the same XP it cost to buy.

", - "effects": { - "Criminal": { - "name": "Criminal" - } - } - }, - "Public Speaker": { - "name": "Public Speaker", - "description": "

You are a skilled orator and know how to work large groups of people. Refer to the following table to see how many people you can now influence with your Charm Skill when Public Speaking.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Talent Taken

\n
\n

Number of soldiers influenced

\n
\n

1

\n
\n

As normal × 5

\n
\n

2

\n
\n

As normal × 10

\n
\n

3

\n
\n

 As normal × 20

\n
\n

4

\n
\n

 As normal × 50

\n
\n

5

\n
\n

 As normal × 100

\n
\n

6

\n
\n

 As normal × 200

\n
\n

7

\n
\n

 As normal × 500

\n
\n

8

\n
\n

 As normal × 1000

\n
\n

9

\n
\n

 All who can hear your inspiring voice

\n
\n
" - }, - "Leather Jack": { - "name": "Leather Jack" - }, - "Dagger": { - "name": "Dagger" - }, - "Prejudice": { - "name": "Prejudice", - "description": "

You really dislike the Target, which is normally a group of people or creatures such as ‘Ostlanders’, ‘Elves’, or ‘Wizards’. You must attempt a Psychology Test whenever you encounter the group against which you are prejudiced. If you pass, you may frown a lot, but will otherwise act normally, only suffering a penalty of –10 to all Fellowship Tests towards that group. Should you fail you are subject to Prejudice. At the end of every subsequent Round, you may attempt another Psychology test to bring the Prejudice to an end. If you do not, the effects of Prejudice naturally come to an end when all members of the specified group in your line of sight are gone, or you gain the Stunned or Unconscious Condition, or you become subject to another Psychology.

\n

 

\n

When subject to Prejudice, you must immediately insult the target of your prejudice. Loudly.

" - }, - "Gold Crown": { - "name": "Gold Crown" - }, - "Silver Shilling": { - "name": "Silver Shilling" - }, - "Brass Penny": { - "name": "Brass Penny" - }, - "Art": { - "name": "Art", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" - }, - "Athletics": { - "name": "Athletics", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" - }, - "Bribery": { - "name": "Bribery", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" - }, - "Charm Animal": { - "name": "Charm Animal", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" - }, - "Climb": { - "name": "Climb", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}" - }, - "Consume Alcohol": { - "name": "Consume Alcohol", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" - }, - "Cool": { - "name": "Cool", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" - }, - "Dodge": { - "name": "Dodge", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" - }, - "Endurance": { - "name": "Endurance", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" - }, - "Entertain": { - "name": "Entertain", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" - }, - "Gamble": { - "name": "Gamble", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}" - }, - "Gossip": { - "name": "Gossip", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" - }, - "Haggle": { - "name": "Haggle", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" - }, - "Intimidate": { - "name": "Intimidate", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" - }, - "Intuition": { - "name": "Intuition", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" - }, - "Leadership": { - "name": "Leadership", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" - }, - "Melee": { - "name": "Melee", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Navigation": { - "name": "Navigation", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" - }, - "Outdoor Survival": { - "name": "Outdoor Survival", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" - }, - "Perception": { - "name": "Perception", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" - }, - "Ride": { - "name": "Ride", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" - }, - "Row": { - "name": "Row", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" - }, - "Stealth": { - "name": "Stealth", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" - }, - "Cart": { - "name": "Cart", - "description": "

One driver and one draft animal required.

" - }, - "JSfqwijQAhZ4lV4D": { - "name": "Gold Crown" - }, - "BYNpf1jCh2kKSgZJ": { - "name": "Silver Shilling" - }, - "eAWIddvzvNCNxwfG": { - "name": "Brass Penny" - }, - "Key": { - "name": "Key" - }, - "Mule": { - "name": "Mule", - "description": "

Horse trained for war.

" - } - } - }, - "Wilhelm Kind": { - "name": "Wilhelm Kind", - "items": { - "Stolen Livestock": { - "name": "Stolen Livestock" - }, - "2d10 Brass Penny": { - "name": "2d10 Brass Penny" - }, - "Stolen Farming Tools": { - "name": "Stolen Farming Tools" - }, - "Athletics": { - "name": "Athletics", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" - }, - "Charm": { - "name": "Charm", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" - }, - "Consume Alcohol": { - "name": "Consume Alcohol", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" - }, - "Cool": { - "name": "Cool", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" - }, - "Endurance": { - "name": "Endurance", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" - }, - "Gamble": { - "name": "Gamble", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}" - }, - "Intimidate": { - "name": "Intimidate", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" - }, - "Melee (Basic)": { - "name": "Melee (Basic)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Outdoor Survival": { - "name": "Outdoor Survival", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" - }, - "Rover": { - "name": "Rover", - "description": "You are at home roaming the wild places. When using Stealth in a rural environment, bystanders do not get passive Perception Tests to detect you; they can only spot you if they are specifically on look-out, or watching for hidden spies.", - "effects": { - "Rover": { - "name": "Rover" - } - } - }, - "Suave": { - "name": "Suave", - "description": "You gain a permanent +5 bonus to your starting Fellowship Characteristic (this does not count towards your Advances).", - "effects": { - "Suave": { - "name": "Suave", - "changes": { - "system.characteristics.fel.initial": 5 - } - } - } - }, - "Armour": { - "name": "Armour", - "description": "

The creature is protected by armor or thick hide. It has Rating Armor Points on all Hit Locations

", - "effects": { - "Armour": { - "name": "Armour" - } - } - }, - "Weapon": { - "name": "Weapon", - "description": "

The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)

" - }, - "Leather Jerkin": { - "name": "Leather Jerkin" - }, - "Tinderbox": { - "name": "Tinderbox" - }, - "Bedroll": { - "name": "Bedroll", - "description": "

Endurance Tests rolled to resist Cold Exposure gain a bonus of +20 when resting.

", - "effects": { - "Bedroll": { - "name": "Bedroll" - } - } - }, - "Silver Shilling": { - "name": "Silver Shilling" - }, - "Gold Crown": { - "name": "Gold Crown" - }, - "Art": { - "name": "Art", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" - }, - "Bribery": { - "name": "Bribery", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" - }, - "Charm Animal": { - "name": "Charm Animal", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" - }, - "Climb": { - "name": "Climb", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}" - }, - "Dodge": { - "name": "Dodge", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" - }, - "Drive": { - "name": "Drive", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" - }, - "Entertain": { - "name": "Entertain", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" - }, - "Gossip": { - "name": "Gossip", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" - }, - "Haggle": { - "name": "Haggle", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" - }, - "Intuition": { - "name": "Intuition", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" - }, - "Leadership": { - "name": "Leadership", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" - }, - "Melee": { - "name": "Melee", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Navigation": { - "name": "Navigation", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" - }, - "Perception": { - "name": "Perception", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" - }, - "Ride": { - "name": "Ride", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" - }, - "Row": { - "name": "Row", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" - }, - "Stealth": { - "name": "Stealth", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" - } - } - }, - "The Twins": { - "name": "The Twins", - "description": "

The Twins occupy about one third of cage 4, with the Imperial Beast in the remaining section. The Twins are tiny Beastmen less than a foot tall, but they are fierce out of all proportion to their size and will hurl themselves at the bars of their cage, snarling and snapping at anything that moves.

", - "items": { - "Frenzy": { - "name": "Frenzy", - "description": "

With a Willpower Test, you can work yourself into a state of frenzy by psyching yourself up, howling, biting your shield, or similar. If you succeed, you become subject to Frenzy.

\n

While subject to Frenzy

\n\n

You remain in Frenzy until all enemies in your line of sight are pacified, or you receive the @Condition[Stunned] or @Condition[Unconscious] condition. After your Frenzy is over you immediately receive a @Condition[Fatigued] condition.

", - "effects": { - "Frenzy": { - "name": "Frenzy" - } - } - }, - "Fury": { - "name": "Fury", - "description": "

The creature can work itself into an all-consuming rage. It can spend all of its Advantage (minimum of 1) to become subject to Hatred to close combat opponents. If the creature has at least 3 Advantage, it may instead expend all of its Advantage to become subject to Frenzy.

", - "effects": { - "Fury": { - "name": "Fury" - } - } - }, - "Hardy": { - "name": "Hardy", - "description": "

The creature can sustain more damage than most. Increase its Wounds by a number equal to its Toughness Bonus (applied before any Size modifers).

", - "effects": { - "Hardy": { - "name": "Hardy" - } - } - }, - "Night Vision": { - "name": "Night Vision", - "description": "

You can see very well in natural darkness. Assuming you have at least a faint source of light (such as starlight, moonlight, or bioluminescence) you can see clearly for 20 yards per level of Night Vision. Further, you can extend the effective illumination distance of any light sources by 20 yards per level of Night Vision.

" - }, - "Size": { - "name": "Size", - "description": "

This trait represents creatures whose size differ from the game standard (i.e. roughly human sized). There are seven steps of Size, ranging from Tiny to Monstrous.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

 Examples

\n
\n

Tiny

\n
\n

Butterfly, Mouse, Pigeon

\n
\n

Little

\n
\n

Cat, Hawk, Human Baby

\n
\n

Small

\n
\n

Giant Rat, Halfling, Human Child

\n
\n

Average

\n
\n

Dwarf, Elf, Human

\n
\n

Large

\n
\n

Horse, Ogre, Troll

\n
\n

Enormous

\n
\n

Griffon, Wyvern, Manticore

\n
\n

Monstrous

\n
\n

Dragon, Giant, Greater Daemon

\n
\n
\n

 

\n

Using Size

\n

 

\n

if you wish to use size to make a creature bigger — for example converting a giant spider to a gigantic spider — then increase Strength and Toughness by +10 and reduce Agility by –5 per step of size you increase the creature. Reverse this if you wish to make a creature smaller 

\n

 

\n

 

\n

Size Combat Modifers

\n

If larger:

\n\n\n

 

\n

If smaller:

\n

• It gains a bonus of +10 to hit.

\n

 

\n

Defending Against Big Creatures

\n

You suffer a penalty of –2 SL for each step larger your opponent is when using Melee to defend an Opposed Test. It is recommended to dodge a Giant swinging a tree, not parry it!

\n

 

\n\n

Fear and Terror

\n

If the creature is perceived to be aggressive, it causes Fear in any creature smaller than it, and Terror in any creature two or more steps smaller. The rating of the Fear or Terror equals the Size step difference. So, if the creature is Large, and its opponent is Small, it will cause Terror 2.

\n

 

\n

Moving in Combat

\n

A creature that is larger ignores the need to Disengage if it wishes to leave melee combat; instead, it brushes smaller combatants out of the way, moving where it wishes.

\n

 

\n

Opposed Strength

\n

During Opposed Strength Tests (and similar), if one creature is 2 or more size steps larger, it wins automatically. If one creature is 1 size step larger, the smaller creature must roll a Critical to contest the roll. If it does, SL are compared as normal. All other results mean the larger creature wins.

\n

 

\n

Stomp

\n

Creatures that are larger than their opponents may make one Stomp as a Free Attack, by spending 1 Advantage, as they kick downwards or otherwise bash smaller opponents out of the way. This attack has a Damage equal to their Strength Bonus +0, and uses Melee(Brawling).

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

Wounds

\n
\n

Tiny

\n
\n

1

\n
\n

Little

\n
\n

Toughness Bonus

\n
\n

Small

\n
\n

(2×Toughness Bonus) + Willpower Bonus

\n
\n

Average

\n
\n

Strength Bonus+(2×Toughness Bonus) + Willpower Bonus

\n
\n

Large

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×2

\n
\n

Enormous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×4

\n
\n

Monstrous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×8

\n
\n
", - "effects": { - "Size": { - "name": "Size" - } - } - }, - "Gold Crown": { - "name": "Gold Crown" - }, - "Silver Shilling": { - "name": "Silver Shilling" - }, - "Brass Penny": { - "name": "Brass Penny" - }, - "Weapon (Claw)": { - "name": "Weapon (Claw)", - "description": "

The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)

" - }, - "Bite": { - "name": "Bite", - "description": "

On its turn, the creature may make a Free Attack by spending 1 Advantage. The Damage of the attack equals Rating and includes the creature’s Strength Bonus already

", - "effects": { - "Bite": { - "name": "Bite" - } - } - } - } - }, - "Georg von Ostbrun": { - "name": "Georg von Ostbrun", - "items": { - "Jewellry": { - "name": "Jewellry", - "description": "

Prices vary by craftsmanship, metal type, and gem value. As a general guideline, common rings without any gemstones cost 10 coins equal to their metal type (i.e. brass, silver or gold) whereas necklaces cost 20 coins of the same metal type

" - }, - "Consume Alcohol": { - "name": "Consume Alcohol", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" - }, - "Leadership": { - "name": "Leadership", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" - }, - "Melee (Parry)": { - "name": "Melee (Parry)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Noble Blood": { - "name": "Noble Blood", - "description": "You are either born into the nobility, or otherwise elevated to it by in-game events. Assuming you are dressed appropriately, you are always considered of higher Status than others unless they also have the Noble Blood Talent, where Status is compared as normal.", - "effects": { - "Noble Blood": { - "name": "Noble Blood" - } - } - }, - "Hatred": { - "name": "Hatred", - "description": "

You are consumed with Hatred for the Target, which is normally a group of people or creatures, such as ‘Hochlanders’, ‘Bog Octopuses’, or ‘Slavers’. You will never socially interact with someone or something you hate in this manner. On encountering the object of your Hatred, you must attempt a Psychology Test. If failed, you are subject to Hatred. At the end of every subsequent Round, you may attempt another Psychology Test to bring the Hatred to an end. If you do or not, the effects of Hatred naturally come to an end when all members of the specified group in your line of sight are dead or gone, or you gain the Unconscious condition. While subject to Hatred, you must immediately attempt to destroy the hated group by the fastest and most deadly means possible. You gain a bonus of +1 SL on all combat Tests against the specified group, and are immune to Fear and Intimidate (but not Terror) caused by your hated foe.

", - "effects": { - "Hatred": { - "name": "Hatred" - } - } - }, - "Prejudice": { - "name": "Prejudice", - "description": "

You really dislike the Target, which is normally a group of people or creatures such as ‘Ostlanders’, ‘Elves’, or ‘Wizards’. You must attempt a Psychology Test whenever you encounter the group against which you are prejudiced. If you pass, you may frown a lot, but will otherwise act normally, only suffering a penalty of –10 to all Fellowship Tests towards that group. Should you fail you are subject to Prejudice. At the end of every subsequent Round, you may attempt another Psychology test to bring the Prejudice to an end. If you do not, the effects of Prejudice naturally come to an end when all members of the specified group in your line of sight are gone, or you gain the Stunned or Unconscious Condition, or you become subject to another Psychology.

\n

 

\n

When subject to Prejudice, you must immediately insult the target of your prejudice. Loudly.

" - }, - "Art": { - "name": "Art", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" - }, - "Athletics": { - "name": "Athletics", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" - }, - "Bribery": { - "name": "Bribery", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" - }, - "Charm": { - "name": "Charm", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" - }, - "Charm Animal": { - "name": "Charm Animal", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" - }, - "Climb": { - "name": "Climb", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}" - }, - "Cool": { - "name": "Cool", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" - }, - "Dodge": { - "name": "Dodge", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" - }, - "Drive": { - "name": "Drive", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" - }, - "Endurance": { - "name": "Endurance", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" - }, - "Entertain": { - "name": "Entertain", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" - }, - "Gamble": { - "name": "Gamble", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}" - }, - "Gossip": { - "name": "Gossip", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" - }, - "Haggle": { - "name": "Haggle", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" - }, - "Intimidate": { - "name": "Intimidate", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" - }, - "Intuition": { - "name": "Intuition", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" - }, - "Melee": { - "name": "Melee", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Navigation": { - "name": "Navigation", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" - }, - "Outdoor Survival": { - "name": "Outdoor Survival", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" - }, - "Perception": { - "name": "Perception", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" - }, - "Ride": { - "name": "Ride", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" - }, - "Row": { - "name": "Row", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" - }, - "Stealth": { - "name": "Stealth", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" - }, - "Dagger": { - "name": "Dagger" - } - } - }, - "Miltrud (Guard)": { - "name": "Miltrud (Guard)", - "description": "

@UUID[JournalEntry.IjGUv51IPhj79Wxt.JournalEntryPage.E8nLFVw3Mmc024dc]{The Boatman Inn}

The two nobles are accompanied by four bodyguards. Hulking brutes, each is over 6ft tall and heavily muscled. They rarely speak, content to lurk near their masters, ever-ready to intervene should anyone dare to talk to or even lay hands upon the pampered jewels of the Reikland’s nobility. If pressed to talk, their growling accents are typical of the lowest of low-lifes from @UUID[Compendium.wfrp4e-altdorf.journals.85UN6bKPTfGEBtBb]{Altdorf ’s East End}. 

", - "items": { - "Weapon": { - "name": "Weapon", - "description": "

The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)

" - }, - "Armour": { - "name": "Armour", - "description": "

The creature is protected by armor or thick hide. It has Rating Armor Points on all Hit Locations

", - "effects": { - "Armour": { - "name": "Armour" - } - } - }, - "Prejudice": { - "name": "Prejudice", - "description": "

You really dislike the Target, which is normally a group of people or creatures such as ‘Ostlanders’, ‘Elves’, or ‘Wizards’. You must attempt a Psychology Test whenever you encounter the group against which you are prejudiced. If you pass, you may frown a lot, but will otherwise act normally, only suffering a penalty of –10 to all Fellowship Tests towards that group. Should you fail you are subject to Prejudice. At the end of every subsequent Round, you may attempt another Psychology test to bring the Prejudice to an end. If you do not, the effects of Prejudice naturally come to an end when all members of the specified group in your line of sight are gone, or you gain the Stunned or Unconscious Condition, or you become subject to another Psychology.

\n

 

\n

When subject to Prejudice, you must immediately insult the target of your prejudice. Loudly.

" - }, - "Art": { - "name": "Art", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" - }, - "Athletics": { - "name": "Athletics", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" - }, - "Bribery": { - "name": "Bribery", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" - }, - "Charm": { - "name": "Charm", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" - }, - "Charm Animal": { - "name": "Charm Animal", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" - }, - "Climb": { - "name": "Climb", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}" - }, - "Consume Alcohol": { - "name": "Consume Alcohol", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" - }, - "Cool": { - "name": "Cool", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" - }, - "Dodge": { - "name": "Dodge", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" - }, - "Drive": { - "name": "Drive", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" - }, - "Endurance": { - "name": "Endurance", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" - }, - "Entertain": { - "name": "Entertain", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" - }, - "Gamble": { - "name": "Gamble", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}" - }, - "Gossip": { - "name": "Gossip", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" - }, - "Haggle": { - "name": "Haggle", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" - }, - "Intimidate": { - "name": "Intimidate", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" - }, - "Intuition": { - "name": "Intuition", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" - }, - "Leadership": { - "name": "Leadership", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" - }, - "Melee": { - "name": "Melee", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Navigation": { - "name": "Navigation", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" - }, - "Outdoor Survival": { - "name": "Outdoor Survival", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" - }, - "Perception": { - "name": "Perception", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" - }, - "Ride": { - "name": "Ride", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" - }, - "Row": { - "name": "Row", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" - }, - "Stealth": { - "name": "Stealth", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" - } - } - }, - "Mikael (Mutant Brigand)": { - "name": "Mikael (Mutant Brigand)", - "description": "

@UUID[JournalEntry.2JX9k58tn9lJfkqS.JournalEntryPage.CfHPEuCzlIow7PAV]{The Mayhem Mystery Tour}

Knud’s Mutant brigands are a disturbing bunch, all the more horrifying as the vestigial remains of their humanity are plain to see. This one bears the head of a vicious dog, and is capable only of animalistic barks, yelps, and whines.

*1 Wound Remaining

", - "items": { - "Acute Sense (Smell)": { - "name": "Acute Sense (Smell)", - "description": "

One of your primary five senses is highly developed, allowing you to spot what others miss. You may take Perception Tests to detect normally imperceptible details with the associated sense, as dictated by the GM. This could include: seeing an eagle beyond everyone else's eyeshot, smelling an almost odorless poison, hearing the breath of an unmoving mouse within a wall, feeling a worn away letter in a carving, or tasting that two beers from the same brewer have been drawn from two different barrels.

", - "effects": { - "Acute Sense": { - "name": "Acute Sense" - } - } - }, - "Weapon": { - "name": "Weapon", - "description": "

The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)

" - }, - "Bite": { - "name": "Bite", - "description": "

On its turn, the creature may make a Free Attack by spending 1 Advantage. The Damage of the attack equals Rating and includes the creature’s Strength Bonus already

", - "effects": { - "Bite": { - "name": "Bite" - } - } - }, - "Corruption": { - "name": "Corruption", - "description": "

The creature is tainted by Chaos, or perhaps suffused with Dark Magics. The Strength of the Corruption is marked in brackets (@Corruption[minor]{Minor}, @Corruption[moderate]{Moderate}, or @Corruption[major]{Major}).

", - "effects": { - "Corruption": { - "name": "Corruption" - } - } - }, - "Bestial Face (Dog)": { - "name": "Bestial Face (Dog)", - "description": "

You feel an irresistible urge to fall to your knees and howl. As your jaw is forced to its maximum extension, you begin to choke uncontrollably as a thickly furred snout forces its way through your face. Your Human nose, lips, and teeth slough off, nothing more than relics of your former existence, replaced by the snarling face of a dog.

\n

Lose 20 Fellowship and 10 Intelligence. Gain the @UUID[Compendium.wfrp4e-core.items.9h82z72XGo9tfgQS]{Acute Sense (Smell)} Talent.

", - "effects": { - "Bestial Face (Dog)": { - "name": "Bestial Face (Dog)", - "changes": { - "system.characteristics.fel.modifier": -20, - "system.characteristics.int.modifier": -10 - } - } - } - }, - "yKWOMEZSgSK2FaVR": { - "name": "Acute Sense (Smell)", - "description": "

One of your primary five senses is highly developed, allowing you to spot what others miss. You may take Perception Tests to detect normally imperceptible details with the associated sense, as dictated by the GM. This could include: seeing an eagle beyond everyone else's eyeshot, smelling an almost odorless poison, hearing the breath of an unmoving mouse within a wall, feeling a worn away letter in a carving, or tasting that two beers from the same brewer have been drawn from two different barrels.

", - "effects": { - "Acute Sense": { - "name": "Acute Sense" - } - } - } - } - }, - "Blue Horror of Tzeentch": { - "name": "Blue Horror of Tzeentch", - "description": "

Horrors of Tzeentch are the gibbering, mutable scions of the Changer of Ways. Many-limbed monstrosities, their form seems to writhe and change as arms, legs, and tentacles burst forth, snaking through the air, seeking prey to drag into their gaping maws. Creatures of pure magic, the air around them crackles and warps with unholy arcane energies.

@UUID[Actor.iDy8SDTwJSlCzZMl]{Pink Horrors} revel in change and in magic. When summoned, they giggle and gambol their way through the world, frolicking and capering with glee. Their cheerfully antic disposition means they are often known as ‘Squealers’ or ‘Whirling Destroyers’. As creatures of raw Chaos, they are drawn to one another, amplifying one another’s power, and conjuring fearsome bolts of magical flame to wreak havoc on those foolish enough to draw close.

Should a @UUID[Actor.iDy8SDTwJSlCzZMl]{Pink Horror} receive a blow sufficient enough to destroy its material manifestation, it explosively splits into two Blue Horrors, rather than being banished to the Realms of Chaos. In stark contrast to their giggling pink precursor, Blue Horrors appear sullen and malicious, their faces distorted into grimaces and sneers. Instead of laughter, their eldritch throats spew grumbling, muttered curses.

If a group of nine, or a multiple of nine, creatures have the trait, then all the creatures pool their resources  together and instead cast the Spell. Nine, of course, is Tzeentch’s sacred number.

", - "items": { - "Corruption": { - "name": "Corruption", - "description": "

The creature is tainted by Chaos, or perhaps suffused with Dark Magics. The Strength of the Corruption is marked in brackets (@Corruption[minor]{Minor}, @Corruption[moderate]{Moderate}, or @Corruption[major]{Major}).

", - "effects": { - "Corruption": { - "name": "Corruption" - } - } - }, - "Fear": { - "name": "Fear", - "description": "

The creature causes supernatural Fear in other creatures, with a rating equal to its Rating.

\n

The Fear trait represents an extreme aversion to something. Creatures that cause Fear have a Fear Rating; this value reflects the SL you are required to pass on an Extended Cool Test to overcome your Fear. You may continue to Test at the end of every round until your SL equals or surpasses the creature’s Fear rating. Until you do this, you are subject to Fear.

\n

When subject to Fear, you suffer –1 SL on all Tests to affect the source of your fear. You may not move closer to whatever is causing Fear without passing a Challenging (+0) Cool Test. If it comes closer to you, you must pass a Challenging (+0) Cool Test, or gain a @Condition[Broken] Condition.

", - "effects": { - "Fear": { - "name": "Fear" - } - } - }, - "Tzeentch's Fire": { - "name": "Tzeentch's Fire", - "description": "

The creature is wreathed with Tzeentchs fire that frequently flies forth from fingertips, mouths, or burning eyes. All creatures of the same type (e.g. all Pink Horrors, or all Blue Horrors) in the vicinity pool their power. One Horror is chosen to be the focus (caster), and may cast 1 Tzeentch Spell: Pink Horrors cast the @UUID[Compendium.wfrp4e-eis.items.sklbZU3K8ogeu3mC]{Pink Fire of Tzeentch} Spell; other creatures cast the @UUID[Compendium.wfrp4e-eis.items.wY6JAt76eArBroYC]{Blue Fire of Tzeentch} Spell. Each additional contributing creature adds +1 SL, to a maximum of +9 SL, as a Free Action.

" - }, - "Unstable": { - "name": "Unstable", - "description": "

The creature’s corpus is maintained by foul magics that are inherently unstable in the material realm.

\n

Whenever it ends a round engaged with any opponent with higher Advantage, the creature is driven back, and the magics holding it together weaken. It loses as many Wounds as the difference between its Advantage, and the highest Advantage engaged with it.

\n

So, if the creature had 1 Advantage, and its opponent had 3, the creature would lose 2 Wounds. If the creature ever reach 0 Wounds, the magics holding it in place collapse, and it ‘dies’.

", - "effects": { - "Unstable": { - "name": "Unstable" - } - } - }, - "Weapon": { - "name": "Weapon", - "description": "

The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)

" - }, - "Channelling": { - "name": "Channelling", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tXu8Hrd4desq1Rja caption=false]{Channelling}" - }, - "Language (Magick)": { - "name": "Language (Magick)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.xo5U0kL08xCPe6kl caption=false]{Language}" - }, - "Distracting": { - "name": "Distracting", - "description": "

The creature distracts or confuse foes, possibly exuding a soporific musk or nauseating reek, or maybe its appearance is bizarrely horrifying. All living targets within a number of yards equal to its Toughness Bonus suffer a penalty of –20 to all Tests. A target can only suffer this penalty once, no matter how many Distracting foes there are.

", - "effects": { - "Distracting": { - "name": "Distracting" - } - } - }, - "Mutation": { - "name": "Mutation", - "description": "

The creature is ‘blessed’ with a Mutation. Roll on the @Table[mutatephys]{Physical Corruption Table}

", - "effects": { - "Mutation": { - "name": "Mutation" - } - } - }, - "Spellcaster": { - "name": "Spellcaster", - "description": "

The creature can cast spells; the specific Lore of Magic will be indicated in brackets.

" - }, - "Tongue Attack (3 yards)": { - "name": "Tongue Attack (3 yards)", - "description": "

The creature’s prehensile tongue can wrap itself around prey, dragging it to a grisly end.

\n ", - "effects": { - "Tongue Attack (Range)": { - "name": "Tongue Attack (Range)" - } - } - }, - "Daemonic": { - "name": "Daemonic", - "description": "

The creature’s essence is raw magic, and unholy ichor pumps through what passes for its veins. Daemonic creatures do not require the normal prerequisites for life: food, water, air…

\n

All its attacks are Magical. Roll [[/r 1d10]] after any blow is received, if the creature rolls the Target number or higher, the blow is ignored, even if it is a critical. Should the creature be reduced to 0 Wounds, its soul returns to the Realms of Chaos immediately, removing it from play.

", - "effects": { - "Daemonic": { - "name": "Daemonic" - } - } - } - } - }, - "Coach": { - "name": "Coach" - }, - "Anke Dorflinger": { - "name": "Anke Dorflinger", - "items": { - "Warrant Papers": { - "name": "Warrant Papers" - }, - "3d10 Silver Shilling": { - "name": "3d10 Silver Shilling" - }, - "Bribery": { - "name": "Bribery", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" - }, - "Bolt": { - "name": "Bolt", - "description": "

" - }, - "Charm": { - "name": "Charm", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" - }, - "Gossip": { - "name": "Gossip", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" - }, - "Haggle": { - "name": "Haggle", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" - }, - "Intimidate": { - "name": "Intimidate", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" - }, - "Intuition": { - "name": "Intuition", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" - }, - "Melee (Basic)": { - "name": "Melee (Basic)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Perception": { - "name": "Perception", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" - }, - "Ranged (Crossbow)": { - "name": "Ranged (Crossbow)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.jJYOiSQNgC9v7cM5 caption=false]{Ranged}" - }, - "Ranged (Entangling)": { - "name": "Ranged (Entangling)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.jJYOiSQNgC9v7cM5 caption=false]{Ranged}" - }, - "Track": { - "name": "Track", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.EWHNXyzDLPBpoVxK caption=false]{Track}" - }, - "Relentless": { - "name": "Relentless", - "description": "When you have your mind set on a target, there is nothing anyone can do to stop you reaching them. If you use Advantage when Disengaging, you may keep a number of Advantage equal to your level of Relentless. Further, you may use Advantage to Disengage even if you have lower Advantage than your opponents." - }, - "Strike to Stun": { - "name": "Strike to Stun", - "description": "

You know where to hit an opponent to bring him down fast. You ignore the ‘Called Shot’ penalty to strike the Head Hit Location when using a melee weapon with the Pummel Quality. Further, you count all improvised weapons as having the Pummel Quality

", - "effects": { - "Strike to Stun": { - "name": "Strike to Stun" - } - } - }, - "Suave": { - "name": "Suave", - "description": "You gain a permanent +5 bonus to your starting Fellowship Characteristic (this does not count towards your Advances).", - "effects": { - "Suave": { - "name": "Suave", - "changes": { - "system.characteristics.fel.initial": 5 - } - } - } - }, - "Cloak": { - "name": "Cloak", - "description": "

Protects wearer against the elements. 

" - }, - "Clothing": { - "name": "Clothing" - }, - "Dagger": { - "name": "Dagger" - }, - "Hat": { - "name": "Hat", - "description": "

Fine quality hats are status symbols in the Empire’s towns and cities. The more flamboyant the hat, the better.

" - }, - "Leather Jerkin": { - "name": "Leather Jerkin" - }, - "Manacles": { - "name": "Manacles", - "description": "

Prisoners trying to break out of manacles suffer 1 Wound and must pass a Very Hard (-30) Strength Test.

" - }, - "Crossbow": { - "name": "Crossbow" - }, - "Art": { - "name": "Art", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" - }, - "Athletics": { - "name": "Athletics", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" - }, - "Charm Animal": { - "name": "Charm Animal", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" - }, - "Climb": { - "name": "Climb", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}" - }, - "Consume Alcohol": { - "name": "Consume Alcohol", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" - }, - "Cool": { - "name": "Cool", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" - }, - "Dodge": { - "name": "Dodge", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" - }, - "Drive": { - "name": "Drive", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" - }, - "Endurance": { - "name": "Endurance", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" - }, - "Entertain": { - "name": "Entertain", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" - }, - "Gamble": { - "name": "Gamble", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}" - }, - "Leadership": { - "name": "Leadership", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" - }, - "Rope, 10 yards": { - "name": "Rope, 10 yards" - }, - "Brass Penny": { - "name": "Brass Penny" - }, - "Melee": { - "name": "Melee", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Gold Crown": { - "name": "Gold Crown" - }, - "Navigation": { - "name": "Navigation", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" - }, - "Outdoor Survival": { - "name": "Outdoor Survival", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" - }, - "Ride": { - "name": "Ride", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" - }, - "Row": { - "name": "Row", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" - }, - "Stealth": { - "name": "Stealth", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" - }, - "gBvrAozJ0Wl0OIUF": { - "name": "Leather Jerkin", - "description": "

" - }, - "Sword": { - "name": "Sword" - } - }, - "effects": { - "Encumbrance 1": { - "name": "Encumbrance 1" - } - } - }, - "Megret See": { - "name": "Megret See", - "items": { - "Detect Artifact": { - "name": "Detect Artifact", - "description": "You are able to sense when magic lies within an artefact. You may attempt an Intuition Test for any magical artefact touched. If successful, you sense the item is magical; further, each SL also provides a specific special rule the item uses, if it has any. Normally, you may only attempt this Test once per artefact touched." - }, - "Jewellry": { - "name": "Jewellry", - "description": "

Prices vary by craftsmanship, metal type, and gem value. As a general guideline, common rings without any gemstones cost 10 coins equal to their metal type (i.e. brass, silver or gold) whereas necklaces cost 20 coins of the same metal type

" - }, - "Large Collection of Amulets": { - "name": "Large Collection of Amulets" - }, - "Animal Care": { - "name": "Animal Care", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QZx9CbhGkIaDMQD3 caption=false]{Animal Care}" - }, - "Athletics": { - "name": "Athletics", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" - }, - "Charm": { - "name": "Charm", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" - }, - "Charm Animal": { - "name": "Charm Animal", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" - }, - "Consume Alcohol": { - "name": "Consume Alcohol", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" - }, - "Cool": { - "name": "Cool", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" - }, - "Dodge": { - "name": "Dodge", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" - }, - "Endurance": { - "name": "Endurance", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" - }, - "Entertain (Acting)": { - "name": "Entertain (Acting)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" - }, - "Entertain (Fortune Telling)": { - "name": "Entertain (Fortune Telling)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" - }, - "Evaluate": { - "name": "Evaluate", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.NtJ85TY8yY3WOGHN caption=false]{Evaluate}" - }, - "Gossip": { - "name": "Gossip", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" - }, - "Haggle": { - "name": "Haggle", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" - }, - "Intimidate": { - "name": "Intimidate", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" - }, - "Intuition": { - "name": "Intuition", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" - }, - "Melee (Brawling)": { - "name": "Melee (Brawling)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Lore (Vorbergland)": { - "name": "Lore (Vorbergland)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" - }, - "Outdoor Survival": { - "name": "Outdoor Survival", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" - }, - "Perception": { - "name": "Perception", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" - }, - "Stealth (Rural)": { - "name": "Stealth (Rural)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" - }, - "Entertain (Storytelling)": { - "name": "Entertain (Storytelling)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" - }, - "Acute Sense (Sight)": { - "name": "Acute Sense (Sight)", - "description": "

One of your primary five senses is highly developed, allowing you to spot what others miss. You may take Perception Tests to detect normally imperceptible details with the associated sense, as dictated by the GM. This could include: seeing an eagle beyond everyone else's eyeshot, smelling an almost odorless poison, hearing the breath of an unmoving mouse within a wall, feeling a worn away letter in a carving, or tasting that two beers from the same brewer have been drawn from two different barrels.

" - }, - "Doomed": { - "name": "Doomed", - "description": "At the age of 10, a Priest of Morr called a Doomsayer took you aside to foretell your death in an incense-laden, coming-of-age ritual called the Dooming. In conjunction with your GM, come up with a suitable Dooming. Should your character die in a fashion that matches your Dooming, your next character gains a bonus of half the total XP your dead character accrued during play." - }, - "Hardy": { - "name": "Hardy", - "description": "You gain a permanent addition to your Wounds, equal to your Toughness Bonus. If your Toughness Bonus should increase, then the number of Wounds Hardy provides also increases.", - "effects": { - "Hardy": { - "name": "Hardy" - } - } - }, - "Holy Visions": { - "name": "Holy Visions", - "description": "You clearly see the great works of the Gods all around you. You automatically know when you enter Holy Ground, and may take an Intuition Test to receive visions (often obscure, and seen through the paradigm of your cult or individual belief-system) regarding the local area if significant events have occurred there in the past.", - "effects": { - "Holy Visions": { - "name": "Holy Visions" - } - } - }, - "EeCpEItVWIkQiiKr": { - "name": "Holy Visions", - "description": "You clearly see the great works of the Gods all around you. You automatically know when you enter Holy Ground, and may take an Intuition Test to receive visions (often obscure, and seen through the paradigm of your cult or individual belief-system) regarding the local area if significant events have occurred there in the past.", - "effects": { - "Holy Visions": { - "name": "Holy Visions" - } - } - }, - "pJetOFsDW98zJaRa": { - "name": "Holy Visions", - "description": "You clearly see the great works of the Gods all around you. You automatically know when you enter Holy Ground, and may take an Intuition Test to receive visions (often obscure, and seen through the paradigm of your cult or individual belief-system) regarding the local area if significant events have occurred there in the past.", - "effects": { - "Holy Visions": { - "name": "Holy Visions" - } - } - }, - "Y6fgGpPJttwfeVRR": { - "name": "Holy Visions", - "description": "You clearly see the great works of the Gods all around you. You automatically know when you enter Holy Ground, and may take an Intuition Test to receive visions (often obscure, and seen through the paradigm of your cult or individual belief-system) regarding the local area if significant events have occurred there in the past.", - "effects": { - "Holy Visions": { - "name": "Holy Visions" - } - } - }, - "Luck": { - "name": "Luck", - "description": "

They say when you were born, Ranald smiled. Your maximum Fortune Points now equal your current Fate points plus the number of times you’ve taken Luck.

" - }, - "qbL6NSYbBDjtIYgW": { - "name": "Luck", - "description": "

They say when you were born, Ranald smiled. Your maximum Fortune Points now equal your current Fate points plus the number of times you’ve taken Luck.

" - }, - "UGYewbGDmeKWfhrc": { - "name": "Luck", - "description": "

They say when you were born, Ranald smiled. Your maximum Fortune Points now equal your current Fate points plus the number of times you’ve taken Luck.

" - }, - "Nose for Trouble": { - "name": "Nose for Trouble", - "description": "

You are used to getting into, and preferably out of, trouble. You may attempt an Intuition Test to spot those seeking to cause trouble or seeking to cause you harm, even if normally you would not be allowed a Test (because of Talents or a Spell, for example). This Test will likely be Opposed if others are hiding, and the GM may prefer to take this Test on your behalf in secret so you do not know the results should you fail. If any troublemakers you spot start combat, you may ignore any Surprised Condition they would normally inflict.

", - "effects": { - "Nose for Trouble": { - "name": "Nose for Trouble" - } - } - }, - "Read/Write": { - "name": "Read/Write", - "description": "You are one of the rare literate individuals in the Old World. You are assumed to be able to read and write (if appropriate) all of the Languages you can speak." - }, - "Petty Magic": { - "name": "Petty Magic", - "description": "

You have the spark to cast magic within you and have mastered techniques to control it at a basic level. When you take this Talent, you manifest, and permanently memorise, a number of spells equal to your Willpower Bonus. You can learn extra Petty spells for the following cost in XP.

\n

 

\n
\n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n
\n

No. of Petty Spells Currently Known

\n
\n

 XP Cost for a new spell

\n
\n

Up to Willpower Bonus × 1

\n
\n

50 XP

\n
\n

Up to Willpower Bonus × 2

\n
\n

100 XP

\n
\n

Up to Willpower Bonus × 3

\n
\n

150 XP

\n
\n

Up to Willpower Bonus × 4

\n
\n

200 XP

\n
\n
\n

...and so on.

\n

 

\n

So, if your Willpower Bonus is 3 and you had 3 Petty spells, it will cost you 50XP for the first learned spell, then 100 XP for the next three, and so on’.

" - }, - "Savvy": { - "name": "Savvy", - "description": "You gain a permanent +5 bonus to your starting Intelligence Characteristic (this does not count towards your Advances).", - "effects": { - "Savvy": { - "name": "Savvy", - "changes": { - "system.characteristics.int.initial": 5 - } - } - } - }, - "Second Sight": { - "name": "Second Sight", - "description": "You can perceive the shifting Winds of Magic that course from the Chaos Gates at the poles of the world. You now have the Sight", - "effects": { - "Second Sight": { - "name": "Second Sight" - } - } - }, - "Sixth Sense": { - "name": "Sixth Sense", - "description": "You get a strange feeling when you are threatened, and can react accordingly. The GM may warn you if you are walking into danger; this will normally come after a secret Intuition Test on your behalf. Further, you may ignore Surprise if you pass an Intuition Test", - "effects": { - "Sixth Sense": { - "name": "Sixth Sense" - } - } - }, - "9xSsCgohlZa794s2": { - "name": "Sixth Sense", - "description": "You get a strange feeling when you are threatened, and can react accordingly. The GM may warn you if you are walking into danger; this will normally come after a secret Intuition Test on your behalf. Further, you may ignore Surprise if you pass an Intuition Test", - "effects": { - "Sixth Sense": { - "name": "Sixth Sense" - } - } - }, - "bpjsBsiibt4g9Q3J": { - "name": "Sixth Sense", - "description": "You get a strange feeling when you are threatened, and can react accordingly. The GM may warn you if you are walking into danger; this will normally come after a secret Intuition Test on your behalf. Further, you may ignore Surprise if you pass an Intuition Test", - "effects": { - "Sixth Sense": { - "name": "Sixth Sense" - } - } - }, - "Well-prepared": { - "name": "Well-prepared", - "description": "

You are used to anticipating the needs of others, and yourself. A number of times per session equal to your level of Well-Prepared, you may pull the trapping required for the current situation from your backpack (or similar) as long as it is Encumbrance 0, could feasibly been bought recently, and doesn’t stretch credibility too far. This could be anything from a flask of spirits to fortify a wounded comrade to a pfennig-whistle needed by a passing entertainer. Whenever you do this, you must deduct the cost for the prepared item from your purse, representing the coin you spent earlier.

" - }, - "taC1UdtrgvpkzvuM": { - "name": "Well-prepared", - "description": "

You are used to anticipating the needs of others, and yourself. A number of times per session equal to your level of Well-Prepared, you may pull the trapping required for the current situation from your backpack (or similar) as long as it is Encumbrance 0, could feasibly been bought recently, and doesn’t stretch credibility too far. This could be anything from a flask of spirits to fortify a wounded comrade to a pfennig-whistle needed by a passing entertainer. Whenever you do this, you must deduct the cost for the prepared item from your purse, representing the coin you spent earlier.

" - }, - "RRGGWrgR7uCXLUgg": { - "name": "Well-prepared", - "description": "

You are used to anticipating the needs of others, and yourself. A number of times per session equal to your level of Well-Prepared, you may pull the trapping required for the current situation from your backpack (or similar) as long as it is Encumbrance 0, could feasibly been bought recently, and doesn’t stretch credibility too far. This could be anything from a flask of spirits to fortify a wounded comrade to a pfennig-whistle needed by a passing entertainer. Whenever you do this, you must deduct the cost for the prepared item from your purse, representing the coin you spent earlier.

" - }, - "Suave": { - "name": "Suave", - "description": "You gain a permanent +5 bonus to your starting Fellowship Characteristic (this does not count towards your Advances).", - "effects": { - "Suave": { - "name": "Suave", - "changes": { - "system.characteristics.fel.initial": 5 - } - } - } - }, - "Rover": { - "name": "Rover", - "description": "You are at home roaming the wild places. When using Stealth in a rural environment, bystanders do not get passive Perception Tests to detect you; they can only spot you if they are specifically on look-out, or watching for hidden spies.", - "effects": { - "Rover": { - "name": "Rover" - } - } - }, - "Dagger": { - "name": "Dagger" - }, - "Bedroll": { - "name": "Bedroll", - "description": "

Endurance Tests rolled to resist Cold Exposure gain a bonus of +20 when resting.

", - "effects": { - "Bedroll": { - "name": "Bedroll" - } - } - }, - "Sling Bag": { - "name": "Sling Bag", - "description": "

Counts as ‘worn’ when slung over your shoulder.

" - }, - "Tent": { - "name": "Tent" - }, - "Silver Shilling": { - "name": "Silver Shilling" - }, - "Brass Penny": { - "name": "Brass Penny" - }, - "Deck of Cards": { - "name": "Deck of Cards" - }, - "Prejudice": { - "name": "Prejudice", - "description": "

You really dislike the Target, which is normally a group of people or creatures such as ‘Ostlanders’, ‘Elves’, or ‘Wizards’. You must attempt a Psychology Test whenever you encounter the group against which you are prejudiced. If you pass, you may frown a lot, but will otherwise act normally, only suffering a penalty of –10 to all Fellowship Tests towards that group. Should you fail you are subject to Prejudice. At the end of every subsequent Round, you may attempt another Psychology test to bring the Prejudice to an end. If you do not, the effects of Prejudice naturally come to an end when all members of the specified group in your line of sight are gone, or you gain the Stunned or Unconscious Condition, or you become subject to another Psychology.

\n

 

\n

When subject to Prejudice, you must immediately insult the target of your prejudice. Loudly.

" - }, - "Art": { - "name": "Art", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" - }, - "Bribery": { - "name": "Bribery", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" - }, - "Climb": { - "name": "Climb", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}" - }, - "Drive": { - "name": "Drive", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" - }, - "Entertain": { - "name": "Entertain", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" - }, - "Gamble": { - "name": "Gamble", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}" - }, - "Leadership": { - "name": "Leadership", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" - }, - "Melee": { - "name": "Melee", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Navigation": { - "name": "Navigation", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" - }, - "Ride": { - "name": "Ride", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" - }, - "Row": { - "name": "Row", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" - }, - "Stealth": { - "name": "Stealth", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" - }, - "Attractive": { - "name": "Attractive", - "description": "

Whether it’s your piercing eyes, your strong frame, or maybe the way you flash your perfect teeth, you know how to make the best use of what the gods gave you. When you successfully use Charm to influence those attracted to you, you can choose to either use your rolled SL, or the number rolled on your units die. So, a successful roll of 38 could be used for +8 SL.

", - "effects": { - "Attractive": { - "name": "Attractive" - } - } - }, - "Animal Friend": { - "name": "Animal Friend", - "description": "

You make friends with a creature that is smaller than you and possesses the Bestial creature Trait. The animal trusts you completely and regards you as a friend.

\n\n Lore: None

" - }, - "Bearing": { - "name": "Bearing", - "description": "

You sense the influx of the Winds of Magic from their source. You know which direction North is.

\n\n Lore: None

" - }, - "Eavesdrop": { - "name": "Eavesdrop", - "description": "

You can hear what your targets say as if you were standing right next to them.

\n\n Lore: None

" - }, - "Sly Hands": { - "name": "Sly Hands", - "description": "

You teleport a small object — no bigger than your fist — from about your person into your hand.

\n\n Lore: None

" - }, - "Warning": { - "name": "Warning", - "description": "

You channel magic into an object, noticing immediately if it has been poisoned or trapped.

\n\n Lore: None

" - } - } - }, - "Guardian Daemon": { - "name": "Guardian Daemon", - "description": "

A gift of Tzeentch, the Guardian Daemon is one of the Lord of Change’s Heralds, an expendable slave to darkness that exists only to further the Great Plan of the Chaos God of Change. It shimmers and crackles with magic, its many-limbed form shifting and warping from one moment to the next. This recently summoned Daemon has orders to keep anyone from entering the @UUID[JournalEntry.qxnXlkXKtBuIHNfu.JournalEntryPage.0ZrNDqAfjPTAPgN1#hidden-temple]{Hidden Temple} except for senior members of the Ordo Septenarius. Although it has been in the material plane for a very short while, it has already decided that it enjoys the simple pleasures of breathing, feeling, and eating. Because of this, it will do whatever it can to avoid death whilst fulfilling the duties it has been commanded to perform.

If it talks, the Guardian Daemon’s voice comes in giggling fragments as a hundred mouths open across its body to offer sweet temptations. The largest mouth in its head is only used for snarling and eating, and has whip-like tongues that lash out at any who draw too close.

", - "items": { - "Daemonic": { - "name": "Daemonic", - "description": "

The creature’s essence is raw magic, and unholy ichor pumps through what passes for its veins. Daemonic creatures do not require the normal prerequisites for life: food, water, air…

\n

All its attacks are Magical. Roll [[/r 1d10]] after any blow is received, if the creature rolls the Target number or higher, the blow is ignored, even if it is a critical. Should the creature be reduced to 0 Wounds, its soul returns to the Realms of Chaos immediately, removing it from play.

", - "effects": { - "Daemonic": { - "name": "Daemonic" - } - } - }, - "Fear": { - "name": "Fear", - "description": "

The creature causes supernatural Fear in other creatures, with a rating equal to its Rating.

\n

The Fear trait represents an extreme aversion to something. Creatures that cause Fear have a Fear Rating; this value reflects the SL you are required to pass on an Extended Cool Test to overcome your Fear. You may continue to Test at the end of every round until your SL equals or surpasses the creature’s Fear rating. Until you do this, you are subject to Fear.

\n

When subject to Fear, you suffer –1 SL on all Tests to affect the source of your fear. You may not move closer to whatever is causing Fear without passing a Challenging (+0) Cool Test. If it comes closer to you, you must pass a Challenging (+0) Cool Test, or gain a @Condition[Broken] Condition.

", - "effects": { - "Fear": { - "name": "Fear" - } - } - }, - "Horns": { - "name": "Horns", - "description": "

The creature has horns or some other sharp appendage (if its Horns Trait represents a different feature it will be noted in brackets). When the creature gains an Advantage for Charging, it may make a Free Attack with its Horns, performed as normal, using Rating to calculate Damage (its Strength Bonus is already included).

" - }, - "Painless": { - "name": "Painless", - "description": "

The creature feels no pain or can ignore it. All non-amputation penalties suffered from Critical Wounds are ignored, although Conditions are suffered as normal.

" - }, - "Territorial": { - "name": "Territorial", - "description": "

This creature is protective of a particular area or location. It will fight to the death to protect it and will not normally pursue enemies if they flee this area.

" - }, - "Unstable": { - "name": "Unstable", - "description": "

The creature’s corpus is maintained by foul magics that are inherently unstable in the material realm.

\n

Whenever it ends a round engaged with any opponent with higher Advantage, the creature is driven back, and the magics holding it together weaken. It loses as many Wounds as the difference between its Advantage, and the highest Advantage engaged with it.

\n

So, if the creature had 1 Advantage, and its opponent had 3, the creature would lose 2 Wounds. If the creature ever reach 0 Wounds, the magics holding it in place collapse, and it ‘dies’.

", - "effects": { - "Unstable": { - "name": "Unstable" - } - } - }, - "Weapon": { - "name": "Weapon", - "description": "

The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)

" - }, - "Corruption": { - "name": "Corruption", - "description": "

The creature is tainted by Chaos, or perhaps suffused with Dark Magics. The Strength of the Corruption is marked in brackets (@Corruption[minor]{Minor}, @Corruption[moderate]{Moderate}, or @Corruption[major]{Major}).

", - "effects": { - "Corruption": { - "name": "Corruption" - } - } - } - } - }, - "Schaffenfest Warrior": { - "name": "Schaffenfest Warrior", - "description": "

@UUID[JournalEntry.MB5a0zBGJcZhEYUI.JournalEntryPage.KrRntV6J4kytBcjR#random-events]{Random Events}

", - "items": { - "Disease": { - "name": "Disease", - "description": "

The creature carries the disease listed. Others will have to Test as appropriate for Contraction

", - "effects": { - "Disease": { - "name": "Disease" - } - } - }, - "Belligerent": { - "name": "Belligerent", - "description": "

The creature loves to win a fight. As long as it has more Advantage than its opponent, it is Immune to Psychology

" - }, - "Champion": { - "name": "Champion", - "description": "

The creature is an extraordinarily skilled warrior. If it wins an Opposed Test when defending in melee combat, it can cause Damage just as if it was the attacker.

", - "effects": { - "Champion": { - "name": "Champion" - } - } - }, - "Ranged (60)": { - "name": "Ranged (60)", - "description": "

The creature has a ranged weapon. The weapon does Damage equal to the Rating and the range in yards is marked in brackets

" - }, - "Weapon": { - "name": "Weapon", - "description": "

The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)

" - } - } - }, - "Adolphus Kuftsos": { - "name": "Adolphus Kuftsos", - "items": { - "Letter": { - "name": "Letter", - "description": "

@UUID[JournalEntry.fCNnElQzxwEOeJWJ.JournalEntryPage.A0cwtyzO9lz4SMgU]{The Letter}

" - }, - "Marksman": { - "name": "Marksman", - "description": "You gain a permanent +5 bonus to your starting Ballistic Skill (this does not count towards your Advances).", - "effects": { - "Marksman": { - "name": "Marksman", - "changes": { - "system.characteristics.bs.initial": 5 - } - } - } - }, - "Doomed": { - "name": "Doomed", - "description": "At the age of 10, a Priest of Morr called a Doomsayer took you aside to foretell your death in an incense-laden, coming-of-age ritual called the Dooming. In conjunction with your GM, come up with a suitable Dooming. Should your character die in a fashion that matches your Dooming, your next character gains a bonus of half the total XP your dead character accrued during play." - }, - "Relentless": { - "name": "Relentless", - "description": "When you have your mind set on a target, there is nothing anyone can do to stop you reaching them. If you use Advantage when Disengaging, you may keep a number of Advantage equal to your level of Relentless. Further, you may use Advantage to Disengage even if you have lower Advantage than your opponents." - }, - "Shadow": { - "name": "Shadow", - "description": "You are skilled at following people without being spotted. You may use the @UUID[Compendium.wfrp4e-core.items.McTtmZu3Ac8Lh48W]{Shadowing rules} without doing a Combined Test. Instead you test against just your Perception or your Stealth Skill, whichever is higher.", - "effects": { - "Shadow": { - "name": "Shadow" - } - } - }, - "Uk6N8Qw1Lf3aIcKr": { - "name": "Shadow", - "description": "

You are skilled at following people without being spotted. You may use the @UUID[Compendium.wfrp4e-core.items.McTtmZu3Ac8Lh48W]{Shadowing} rules without doing a Combined Test. Instead you test against just your Perception or your Stealth Skill, whichever is higher.

", - "effects": { - "Shadow": { - "name": "Shadow" - } - } - }, - "Sprinter": { - "name": "Sprinter", - "description": "You are a swift runner. Your Movement Attribute counts as 1 higher when Running.", - "effects": { - "Sprinter": { - "name": "Sprinter" - } - } - }, - "Strike Mighty Blow": { - "name": "Strike Mighty Blow", - "description": "You know how to hit hard! You deal your level of Strike Mighty Blow in extra Damage with melee weapons.", - "effects": { - "Strike Mighty Blow": { - "name": "Strike Mighty Blow" - } - } - }, - "Strike to Stun": { - "name": "Strike to Stun", - "description": "

You know where to hit an opponent to bring him down fast. You ignore the ‘Called Shot’ penalty to strike the Head Hit Location when using a melee weapon with the Pummel Quality. Further, you count all improvised weapons as having the Pummel Quality

", - "effects": { - "Strike to Stun": { - "name": "Strike to Stun" - } - } - }, - "Melee (Basic)": { - "name": "Melee (Basic)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Animal Care": { - "name": "Animal Care", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QZx9CbhGkIaDMQD3 caption=false]{Animal Care}" - }, - "Athletics": { - "name": "Athletics", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" - }, - "Bribery": { - "name": "Bribery", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" - }, - "Charm": { - "name": "Charm", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" - }, - "Climb": { - "name": "Climb", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}" - }, - "Gossip": { - "name": "Gossip", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" - }, - "Endurance": { - "name": "Endurance", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" - }, - "Haggle": { - "name": "Haggle", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" - }, - "Intimidate": { - "name": "Intimidate", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" - }, - "Intuition": { - "name": "Intuition", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" - }, - "Leadership": { - "name": "Leadership", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" - }, - "Outdoor Survival": { - "name": "Outdoor Survival", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" - }, - "Perception": { - "name": "Perception", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" - }, - "Ranged (Crossbow)": { - "name": "Ranged (Crossbow)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.jJYOiSQNgC9v7cM5 caption=false]{Ranged}" - }, - "Stealth (Rural)": { - "name": "Stealth (Rural)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" - }, - "Stealth (Urban)": { - "name": "Stealth (Urban)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" - }, - "Ride (Horse)": { - "name": "Ride (Horse)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" - }, - "Swim": { - "name": "Swim", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QoWDfx8SIhpCiIX5 caption=false]{Swim}" - }, - "Track": { - "name": "Track", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.EWHNXyzDLPBpoVxK caption=false]{Track}" - }, - "Crossbow": { - "name": "Crossbow" - }, - "Bolt": { - "name": "Bolt", - "description": "

" - }, - "Manacles": { - "name": "Manacles", - "description": "

Prisoners trying to break out of manacles suffer 1 Wound and must pass a Very Hard (-30) Strength Test.

" - }, - "Rope, 10 yards": { - "name": "Rope, 10 yards" - }, - "Mail Coat": { - "name": "Mail Coat" - }, - "Mail Coif": { - "name": "Mail Coif", - "effects": { - "Mail Coif": { - "name": "Mail Coif" - } - } - }, - "Mail Chausses": { - "name": "Mail Chausses" - }, - "Sword": { - "name": "Sword" - }, - "Strong Back": { - "name": "Strong Back", - "description": "

You have a strong back that is used to hard work. You may add your levels in Strong Back to your SL in any Opposed Strength Tests, and can carry additional Encumbrance points of trappings (see @UUID[JournalEntry.sLomXnc8R8518cWN.JournalEntryPage.oAPLajkv4l9IlRzO]{Encumbrance}) equal to your level of Strong Back.

", - "effects": { - "Strong Back": { - "name": "Strong Back" - } - } - } - } - }, - "Schaffenfest Peasant": { - "name": "Schaffenfest Peasant", - "description": "

@UUID[JournalEntry.MB5a0zBGJcZhEYUI.JournalEntryPage.KrRntV6J4kytBcjR#random-events]{Random Events}

", - "items": { - "Weapon": { - "name": "Weapon", - "description": "

The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)

" - }, - "Disease": { - "name": "Disease", - "description": "

The creature carries the disease listed. Others will have to Test as appropriate for Contraction

", - "effects": { - "Disease": { - "name": "Disease" - } - } - }, - "Hardy": { - "name": "Hardy", - "description": "

The creature can sustain more damage than most. Increase its Wounds by a number equal to its Toughness Bonus (applied before any Size modifers).

", - "effects": { - "Hardy": { - "name": "Hardy" - } - } - }, - "Infestation": { - "name": "Infestation", - "description": "

The creature’s hide is infested with biting fleas or similar. All opponents suffer a penalty of –10 to hit it in melee combat as the parasites distract and overwhelm them

", - "effects": { - "Infestation": { - "name": "Infestation" - } - } - }, - "Ranged (50)": { - "name": "Ranged (50)", - "description": "

The creature has a ranged weapon. The weapon does Damage equal to the Rating and the range in yards is marked in brackets

" - }, - "Tracker": { - "name": "Tracker", - "description": "

Trackers are adept at following their prey, generally through scent or hearing. They add SL equal to their Initiative Bonus to all Track Tests.

", - "effects": { - "Tracker": { - "name": "Tracker" - } - } - } - } - }, - "Ivan": { - "name": "Ivan", - "items": { - "Clothes": { - "name": "Clothes" - }, - "Animal Care": { - "name": "Animal Care", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QZx9CbhGkIaDMQD3 caption=false]{Animal Care}" - }, - "Athletics": { - "name": "Athletics", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" - }, - "Charm Animal": { - "name": "Charm Animal", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" - }, - "Climb": { - "name": "Climb", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}" - }, - "Consume Alcohol": { - "name": "Consume Alcohol", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" - }, - "Drive": { - "name": "Drive", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" - }, - "Endurance": { - "name": "Endurance", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" - }, - "Gossip": { - "name": "Gossip", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" - }, - "Lore (Local)": { - "name": "Lore (Local)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" - }, - "Melee (Brawling)": { - "name": "Melee (Brawling)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Outdoor Survival": { - "name": "Outdoor Survival", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" - }, - "Perception": { - "name": "Perception", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" - }, - "Ranged (Entangling)": { - "name": "Ranged (Entangling)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.jJYOiSQNgC9v7cM5 caption=false]{Ranged}" - }, - "Ride (Horse)": { - "name": "Ride (Horse)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" - }, - "Seasoned Traveller": { - "name": "Seasoned Traveller", - "description": "

You are an inquisitive soul who has travelled far and wide, learning all manner of local information. Add Lore (Local) to any Career you enter; if it is already in Career, you may purchase the Skill, both times — a different Specialty each time, such as Altdorf, Vorbergland, or Ubersreik — for 5 XP fewer per Advance.

", - "effects": { - "Seasoned Traveller": { - "name": "Seasoned Traveller" - } - } - }, - "Stone Soup": { - "name": "Stone Soup", - "description": "You are used to getting by with less, and know how to survive lean times. You can subsist on half the amount of food required without any negative penalties (bar feeling really hungry), and need only test for Starvation every 3 days, not 2", - "effects": { - "Stone Soup": { - "name": "Stone Soup" - } - } - }, - "Whip": { - "name": "Whip" - }, - "Gold Crown": { - "name": "Gold Crown" - }, - "Silver Shilling": { - "name": "Silver Shilling" - }, - "Brass Penny": { - "name": "Brass Penny" - }, - "Dagger": { - "name": "Dagger" - }, - "Art": { - "name": "Art", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" - }, - "Bribery": { - "name": "Bribery", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" - }, - "Charm": { - "name": "Charm", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" - }, - "Cool": { - "name": "Cool", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" - }, - "Dodge": { - "name": "Dodge", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" - }, - "Entertain": { - "name": "Entertain", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" - }, - "Gamble": { - "name": "Gamble", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}" - }, - "Haggle": { - "name": "Haggle", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" - }, - "Intimidate": { - "name": "Intimidate", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" - }, - "Intuition": { - "name": "Intuition", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" - }, - "Leadership": { - "name": "Leadership", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" - }, - "Melee": { - "name": "Melee", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Navigation": { - "name": "Navigation", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" - }, - "Ride": { - "name": "Ride", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" - }, - "Row": { - "name": "Row", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" - }, - "Stealth": { - "name": "Stealth", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" - } - } - }, - "Blackie": { - "name": "Blackie", - "description": "

Blackie, @UUID[Actor.ND2uvL1HRLr0ggfw]{Gustav’s} pet crow, sits on a beam above the bar and can often be heard mimicking Gustav. The voice is spot on, but where Gustav is unstoppable, Blackie is incomprehensible: ‘Well, welcome, leaving so soon, how nice to see you, would you like a road to travel or have you just arrived? Oh! Of course, you have! Have a chicken to drink!’ Blackie can continue like this for a long time, and is almost as unrelenting as Gustav.

", - "items": { - "Language (Reikspiel)": { - "name": "Language (Reikspiel)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.xo5U0kL08xCPe6kl caption=false]{Language}" - }, - "Flight": { - "name": "Flight", - "description": "

As the creature’s Move, it can fly up to Rating yards. When flying, it ignores all intervening terrain, obstacles, or characters. At the end of the move, it decides whether it has landed or is still flying. It can use this move to Charge. If it starts its turn flying, it must choose to Fly for its Move. If it cannot do this, the GM decides how far the creature falls.

\n

When targeting it, measure horizontal distance as normal, then increase range by 1 step. So, a Long Range shot would become Extreme Range, and if it was at Extreme Range it could not be shot at all.

\n

When flying, it suffers a penalty of –20 to all ranged combat attempts as it swoops and wheels in the sky

", - "effects": { - "Flying": { - "name": "Flying" - } - } - }, - "Size": { - "name": "Size", - "description": "

This trait represents creatures whose size differ from the game standard (i.e. roughly human sized). There are seven steps of Size, ranging from Tiny to Monstrous.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

 Examples

\n
\n

Tiny

\n
\n

Butterfly, Mouse, Pigeon

\n
\n

Little

\n
\n

Cat, Hawk, Human Baby

\n
\n

Small

\n
\n

Giant Rat, Halfling, Human Child

\n
\n

Average

\n
\n

Dwarf, Elf, Human

\n
\n

Large

\n
\n

Horse, Ogre, Troll

\n
\n

Enormous

\n
\n

Griffon, Wyvern, Manticore

\n
\n

Monstrous

\n
\n

Dragon, Giant, Greater Daemon

\n
\n
\n

 

\n

Using Size

\n

 

\n

if you wish to use size to make a creature bigger — for example converting a giant spider to a gigantic spider — then increase Strength and Toughness by +10 and reduce Agility by –5 per step of size you increase the creature. Reverse this if you wish to make a creature smaller 

\n

 

\n

 

\n

Size Combat Modifers

\n

If larger:

\n\n\n

 

\n

If smaller:

\n

• It gains a bonus of +10 to hit.

\n

 

\n

Defending Against Big Creatures

\n

You suffer a penalty of –2 SL for each step larger your opponent is when using Melee to defend an Opposed Test. It is recommended to dodge a Giant swinging a tree, not parry it!

\n

 

\n\n

Fear and Terror

\n

If the creature is perceived to be aggressive, it causes Fear in any creature smaller than it, and Terror in any creature two or more steps smaller. The rating of the Fear or Terror equals the Size step difference. So, if the creature is Large, and its opponent is Small, it will cause Terror 2.

\n

 

\n

Moving in Combat

\n

A creature that is larger ignores the need to Disengage if it wishes to leave melee combat; instead, it brushes smaller combatants out of the way, moving where it wishes.

\n

 

\n

Opposed Strength

\n

During Opposed Strength Tests (and similar), if one creature is 2 or more size steps larger, it wins automatically. If one creature is 1 size step larger, the smaller creature must roll a Critical to contest the roll. If it does, SL are compared as normal. All other results mean the larger creature wins.

\n

 

\n

Stomp

\n

Creatures that are larger than their opponents may make one Stomp as a Free Attack, by spending 1 Advantage, as they kick downwards or otherwise bash smaller opponents out of the way. This attack has a Damage equal to their Strength Bonus +0, and uses Melee(Brawling).

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

Wounds

\n
\n

Tiny

\n
\n

1

\n
\n

Little

\n
\n

Toughness Bonus

\n
\n

Small

\n
\n

(2×Toughness Bonus) + Willpower Bonus

\n
\n

Average

\n
\n

Strength Bonus+(2×Toughness Bonus) + Willpower Bonus

\n
\n

Large

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×2

\n
\n

Enormous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×4

\n
\n

Monstrous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×8

\n
\n
", - "effects": { - "Size": { - "name": "Size" - } - } - }, - "Skittish": { - "name": "Skittish", - "description": "

The creature is easily scared by magic or loud noises. If such occurs, it receives +3 Broken Conditions

" - }, - "Trained": { - "name": "Trained", - "description": "

This trait represents animals that have been trained through the Animal Training Skill. The skills the animal knows is marked in the brackets. Feel free to create your own trained skills.

\n

Broken: The animal is trained to ignore its Bestial trait. it receives [[/r 2d10]] Fellowship.

\n

Drive: The animal is trained to pull a coach, cart, plough, buggy, or similar.

\n

Entertain: The animal is trained to entertain others. It adds a +10 bonus to appropriate Entertain, Perform, or Play Tests.

\n

Fetch: The animal is trained to fetch. This is normal reserved for Dogs and similar.

\n

Guard: The animal is trained to stay in one place or prowl around as a guard, granting it the Territorial Trait.

\n

Home: The animal is trained to return home if it is released or lost.

\n

Magic: The animal is trained to ignore Skittish when it comes to magic, which is required for most horses used by Wizards.

\n

Mount: The animal will accept a rider. Some creatures are especially belligerent, and will not accept a rider without the correct skill. So, to ride a Griffon, you need the Ride (Griffon) skill.

\n

War: The animal is trained for war, gaining +10 Weapon Skill. It can also ignore Skittish for loud noises.

", - "effects": { - "Trained (Broken, Home)": { - "name": "Trained (Broken, Home)" - } - } - }, - "Weapon": { - "name": "Weapon", - "description": "

The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)

" - }, - "Mimic": { - "name": "Mimic", - "description": "You have a good ear for accents and dialects, and can reproduce them accurately. You may replicate any accent you are exposed to for at least a day with an Initiative Test; this Test may be attempted once per day. Once passed, you may always mimic the accent, and locals will believe you to be one of their own", - "effects": { - "Mimic": { - "name": "Mimic" - } - } - } - } - }, - "Isolde von Strudeldorf": { - "name": "Isolde von Strudeldorf", - "items": { - "Trunk (Locked)": { - "name": "Trunk (Locked)", - "description": "

Isolde's valuables.

\n

The trunk has a Difficult (-10) lock requiring 2 SL to open. 

" - }, - "Jewellry": { - "name": "Jewellry", - "description": "

Prices vary by craftsmanship, metal type, and gem value. As a general guideline, common rings without any gemstones cost 10 coins equal to their metal type (i.e. brass, silver or gold) whereas necklaces cost 20 coins of the same metal type

" - }, - "Intimidate": { - "name": "Intimidate", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" - }, - "Leadership": { - "name": "Leadership", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" - }, - "Lore (Heraldry)": { - "name": "Lore (Heraldry)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" - }, - "Play (Lute)": { - "name": "Play (Lute)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.N63wZOWw6ZLYnePN caption=false]{Play}" - }, - "Doomed": { - "name": "Doomed", - "description": "At the age of 10, a Priest of Morr called a Doomsayer took you aside to foretell your death in an incense-laden, coming-of-age ritual called the Dooming. In conjunction with your GM, come up with a suitable Dooming. Should your character die in a fashion that matches your Dooming, your next character gains a bonus of half the total XP your dead character accrued during play." - }, - "Etiquette": { - "name": "Etiquette", - "description": "

You can blend in socially with the chosen group so long as you are dressed and acting appropriately. Example social groups for this Talent are: Criminals, Cultists, Guilders, Nobles, Scholars, Servants, and Soldiers. If you do not have the Talent, those with it will note your discomfort in the unfamiliar environment. This is primarily a matter for roleplaying, but may confer a bonus to Fellowship Tests at the GM’s discretion.

", - "effects": { - "Etiquette": { - "name": "Etiquette" - } - } - }, - "Luck": { - "name": "Luck", - "description": "

They say when you were born, Ranald smiled. Your maximum Fortune Points now equal your current Fate points plus the number of times you’ve taken Luck.

" - }, - "Noble Blood": { - "name": "Noble Blood", - "description": "You are either born into the nobility, or otherwise elevated to it by in-game events. Assuming you are dressed appropriately, you are always considered of higher Status than others unless they also have the Noble Blood Talent, where Status is compared as normal.", - "effects": { - "Noble Blood": { - "name": "Noble Blood" - } - } - }, - "Read/Write": { - "name": "Read/Write", - "description": "You are one of the rare literate individuals in the Old World. You are assumed to be able to read and write (if appropriate) all of the Languages you can speak." - }, - "Art": { - "name": "Art", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" - }, - "Athletics": { - "name": "Athletics", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" - }, - "Bribery": { - "name": "Bribery", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" - }, - "Charm": { - "name": "Charm", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" - }, - "Charm Animal": { - "name": "Charm Animal", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" - }, - "Climb": { - "name": "Climb", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}" - }, - "Consume Alcohol": { - "name": "Consume Alcohol", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" - }, - "Cool": { - "name": "Cool", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" - }, - "Dodge": { - "name": "Dodge", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" - }, - "Drive": { - "name": "Drive", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" - }, - "Endurance": { - "name": "Endurance", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" - }, - "Entertain": { - "name": "Entertain", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" - }, - "Gamble": { - "name": "Gamble", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}" - }, - "Gossip": { - "name": "Gossip", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" - }, - "Haggle": { - "name": "Haggle", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" - }, - "Intuition": { - "name": "Intuition", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" - }, - "Melee": { - "name": "Melee", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Navigation": { - "name": "Navigation", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" - }, - "Outdoor Survival": { - "name": "Outdoor Survival", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" - }, - "Perception": { - "name": "Perception", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" - }, - "Ride": { - "name": "Ride", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" - }, - "Row": { - "name": "Row", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" - }, - "Stealth": { - "name": "Stealth", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" - }, - "Courtly Garb": { - "name": "Courtly Garb", - "description": "

Nobles’ garb features embellishments such as lace cuffs & collars, excessive high-quality fabric and pointed shoes. Servants also wear courtly garb to banquets and ceremonies, although their surcoats and corsets are less ostentatious than the nobles’ fashions and can therefore be purchased at half price. 

" - } - } - }, - "Draught Horse": { - "name": "Draught Horse", - "description": "

@UUID[JournalEntry.GHueUtHKzlhvsd8L.JournalEntryPage.8GLdbAcRWwY522rP]{Mounts and Vehicles}

These medium-sized horses are popular with farmers who can afford them and value their versatility. They pull ploughs or carts — a pair can handle all but the heaviest wagons — and make reasonably docile mounts for trips into town on market days.

", - "items": { - "Size": { - "name": "Size", - "description": "

This trait represents creatures whose size differ from the game standard (i.e. roughly human sized). There are seven steps of Size, ranging from Tiny to Monstrous.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

 Examples

\n
\n

Tiny

\n
\n

Butterfly, Mouse, Pigeon

\n
\n

Little

\n
\n

Cat, Hawk, Human Baby

\n
\n

Small

\n
\n

Giant Rat, Halfling, Human Child

\n
\n

Average

\n
\n

Dwarf, Elf, Human

\n
\n

Large

\n
\n

Horse, Ogre, Troll

\n
\n

Enormous

\n
\n

Griffon, Wyvern, Manticore

\n
\n

Monstrous

\n
\n

Dragon, Giant, Greater Daemon

\n
\n
\n

 

\n

Using Size

\n

 

\n

if you wish to use size to make a creature bigger — for example converting a giant spider to a gigantic spider — then increase Strength and Toughness by +10 and reduce Agility by –5 per step of size you increase the creature. Reverse this if you wish to make a creature smaller 

\n

 

\n

 

\n

Size Combat Modifers

\n

If larger:

\n\n\n

 

\n

If smaller:

\n

• It gains a bonus of +10 to hit.

\n

 

\n

Defending Against Big Creatures

\n

You suffer a penalty of –2 SL for each step larger your opponent is when using Melee to defend an Opposed Test. It is recommended to dodge a Giant swinging a tree, not parry it!

\n

 

\n\n

Fear and Terror

\n

If the creature is perceived to be aggressive, it causes Fear in any creature smaller than it, and Terror in any creature two or more steps smaller. The rating of the Fear or Terror equals the Size step difference. So, if the creature is Large, and its opponent is Small, it will cause Terror 2.

\n

 

\n

Moving in Combat

\n

A creature that is larger ignores the need to Disengage if it wishes to leave melee combat; instead, it brushes smaller combatants out of the way, moving where it wishes.

\n

 

\n

Opposed Strength

\n

During Opposed Strength Tests (and similar), if one creature is 2 or more size steps larger, it wins automatically. If one creature is 1 size step larger, the smaller creature must roll a Critical to contest the roll. If it does, SL are compared as normal. All other results mean the larger creature wins.

\n

 

\n

Stomp

\n

Creatures that are larger than their opponents may make one Stomp as a Free Attack, by spending 1 Advantage, as they kick downwards or otherwise bash smaller opponents out of the way. This attack has a Damage equal to their Strength Bonus +0, and uses Melee(Brawling).

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

Wounds

\n
\n

Tiny

\n
\n

1

\n
\n

Little

\n
\n

Toughness Bonus

\n
\n

Small

\n
\n

(2×Toughness Bonus) + Willpower Bonus

\n
\n

Average

\n
\n

Strength Bonus+(2×Toughness Bonus) + Willpower Bonus

\n
\n

Large

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×2

\n
\n

Enormous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×4

\n
\n

Monstrous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×8

\n
\n
", - "effects": { - "Size": { - "name": "Size" - } - } - }, - "Skittish": { - "name": "Skittish", - "description": "

The creature is easily scared by magic or loud noises. If such occurs, it receives +3 Broken Conditions

" - }, - "Stupid": { - "name": "Stupid", - "description": "

While not entirely devoid of self-awareness (and so lacking the Bestial trait), the creature is stupid. If it is near any allies without the Stupid Trait, they guide it and nothing happens. Otherwise, it must pass an Easy (+40) Intelligence Test at the start of each round, or become very confused. Should this occur it will drool, perhaps sitting down or picking its nose, doing little of use, losing both its Move and Action for that Turn

", - "effects": { - "Stupid": { - "name": "Stupid" - } - } - }, - "Trained": { - "name": "Trained", - "description": "

This trait represents animals that have been trained through the Animal Training Skill. The skills the animal knows is marked in the brackets. Feel free to create your own trained skills.

\n

Broken: The animal is trained to ignore its Bestial trait. it receives [[/r 2d10]] Fellowship.

\n

Drive: The animal is trained to pull a coach, cart, plough, buggy, or similar.

\n

Entertain: The animal is trained to entertain others. It adds a +10 bonus to appropriate Entertain, Perform, or Play Tests.

\n

Fetch: The animal is trained to fetch. This is normal reserved for Dogs and similar.

\n

Guard: The animal is trained to stay in one place or prowl around as a guard, granting it the Territorial Trait.

\n

Home: The animal is trained to return home if it is released or lost.

\n

Magic: The animal is trained to ignore Skittish when it comes to magic, which is required for most horses used by Wizards.

\n

Mount: The animal will accept a rider. Some creatures are especially belligerent, and will not accept a rider without the correct skill. So, to ride a Griffon, you need the Ride (Griffon) skill.

\n

War: The animal is trained for war, gaining +10 Weapon Skill. It can also ignore Skittish for loud noises.

", - "effects": { - "Trained (Broken, Mount, Drive)": { - "name": "Trained (Broken, Mount, Drive)" - } - } - }, - "Weapon": { - "name": "Weapon", - "description": "

The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)

" - } - } - }, - "Grunni": { - "name": "Grunni", - "items": { - "Filthy Dagger": { - "name": "Filthy Dagger" - }, - "Pointy Stick": { - "name": "Pointy Stick" - }, - "Hardy": { - "name": "Hardy", - "description": "You gain a permanent addition to your Wounds, equal to your Toughness Bonus. If your Toughness Bonus should increase, then the number of Wounds Hardy provides also increases.", - "effects": { - "Hardy": { - "name": "Hardy" - } - } - }, - "Animosity": { - "name": "Animosity", - "description": "

You harbor an enmity for the Target, which will normally be a group of people or creatures, such as ‘Nordlanders’, ‘Beastmen’, or ‘Nobles’. You must attempt a Psychology Test whenever you encounter the group. If you pass, you may grumble and spit, but only suffer a penalty of –20 to all Fellowship Tests towards that group. Should you fail you are subject to Animosity.

\n

 

\n

At the end of every subsequent Round, you may attempt another Psychology test to bring the Animosity to an end. If you do not, the effects of Animosity naturally come to an end when all members of the specified group in your line of sight are utterly pacified or gone, or you gain the Stunned or Unconscious Condition, or you become subject to another Psychology.

\n

 

\n

When subject to Animosity, you must immediately attack the disagreeable creatures, either socially (insults, jibes, and similar) or physically (most commonly with fists), as appropriate. You also gain a bonus of +1 SL on any attempts to socially or mentally attack the group. Animosity is over-ridden by Fear and Terror.

", - "effects": { - "Animosity": { - "name": "Animosity" - } - } - }, - "Hatred": { - "name": "Hatred", - "description": "

You are consumed with Hatred for the Target, which is normally a group of people or creatures, such as ‘Hochlanders’, ‘Bog Octopuses’, or ‘Slavers’. You will never socially interact with someone or something you hate in this manner. On encountering the object of your Hatred, you must attempt a Psychology Test. If failed, you are subject to Hatred. At the end of every subsequent Round, you may attempt another Psychology Test to bring the Hatred to an end. If you do or not, the effects of Hatred naturally come to an end when all members of the specified group in your line of sight are dead or gone, or you gain the Unconscious condition. While subject to Hatred, you must immediately attempt to destroy the hated group by the fastest and most deadly means possible. You gain a bonus of +1 SL on all combat Tests against the specified group, and are immune to Fear and Intimidate (but not Terror) caused by your hated foe.

", - "effects": { - "Hatred": { - "name": "Hatred" - } - } - }, - "Night Vision": { - "name": "Night Vision", - "description": "

You can see very well in natural darkness. Assuming you have at least a faint source of light (such as starlight, moonlight, or bioluminescence) you can see clearly for 20 yards per level of Night Vision. Further, you can extend the effective illumination distance of any light sources by 20 yards per level of Night Vision.

" - }, - "Prejudice": { - "name": "Prejudice", - "description": "

You really dislike the Target, which is normally a group of people or creatures such as ‘Ostlanders’, ‘Elves’, or ‘Wizards’. You must attempt a Psychology Test whenever you encounter the group against which you are prejudiced. If you pass, you may frown a lot, but will otherwise act normally, only suffering a penalty of –10 to all Fellowship Tests towards that group. Should you fail you are subject to Prejudice. At the end of every subsequent Round, you may attempt another Psychology test to bring the Prejudice to an end. If you do not, the effects of Prejudice naturally come to an end when all members of the specified group in your line of sight are gone, or you gain the Stunned or Unconscious Condition, or you become subject to another Psychology.

\n

 

\n

When subject to Prejudice, you must immediately insult the target of your prejudice. Loudly.

" - }, - "Art": { - "name": "Art", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" - }, - "Athletics": { - "name": "Athletics", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" - }, - "Bribery": { - "name": "Bribery", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" - }, - "Charm": { - "name": "Charm", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" - }, - "Charm Animal": { - "name": "Charm Animal", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" - }, - "Climb": { - "name": "Climb", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}" - }, - "Consume Alcohol": { - "name": "Consume Alcohol", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" - }, - "Cool": { - "name": "Cool", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" - }, - "Dodge": { - "name": "Dodge", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" - }, - "Drive": { - "name": "Drive", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" - }, - "Endurance": { - "name": "Endurance", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" - }, - "Entertain": { - "name": "Entertain", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" - }, - "Gamble": { - "name": "Gamble", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}" - }, - "Gossip": { - "name": "Gossip", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" - }, - "Haggle": { - "name": "Haggle", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" - }, - "Intimidate": { - "name": "Intimidate", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" - }, - "Intuition": { - "name": "Intuition", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" - }, - "Leadership": { - "name": "Leadership", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" - }, - "Melee": { - "name": "Melee", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Navigation": { - "name": "Navigation", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" - }, - "Outdoor Survival": { - "name": "Outdoor Survival", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" - }, - "Perception": { - "name": "Perception", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" - }, - "Ride": { - "name": "Ride", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" - }, - "Row": { - "name": "Row", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" - }, - "Stealth": { - "name": "Stealth", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" - }, - "Infected": { - "name": "Infected", - "description": "

The creature, or its weapon, carries a nasty infection. If it causes a living opponent to lose Wounds, it must pass an Easy (+40) Endurance Test or contract a @UUID[Compendium.wfrp4e-core.items.kKccDTGzWzSXCBOb]{Festering Wound}

", - "effects": { - "Infected": { - "name": "Infected" - } - } - }, - "Magic Resistance": { - "name": "Magic Resistance", - "description": "

You are resistant to magic. The SL of any spell affecting you is reduced by 2 per point you have in this Talent. The SL of a spell is only modified by the highest Magic Resistance Talent within its target area. Further, you may never learn the Arcane Magic, Bless, Invoke, Petty Magic, or Witch! Talents.

", - "effects": { - "Magic Resistance": { - "name": "Magic Resistance" - } - } - } - } - }, - "Pink Horror of Tzeentch": { - "name": "Pink Horror of Tzeentch", - "description": "

Horrors of Tzeentch are the gibbering, mutable scions of the Changer of Ways. Many-limbed monstrosities, their form seems to writhe and change as arms, legs, and tentacles burst forth, snaking through the air, seeking prey to drag into their gaping maws. Creatures of pure magic, the air around them crackles and warps with unholy arcane energies.

Pink Horrors revel in change and in magic. When summoned, they giggle and gambol their way through the world, frolicking and capering with glee. Their cheerfully antic disposition means they are often known as ‘Squealers’ or ‘Whirling Destroyers’. As creatures of raw Chaos, they are drawn to one another, amplifying one another’s power, and conjuring fearsome bolts of magical flame to wreak havoc on those foolish enough to draw close.

Should a Pink Horror receive a blow sufficient enough to destroy its material manifestation, it explosively splits into two @UUID[Actor.cLOGeMqUty61nYB9]{Blue Horrors}, rather than being banished to the Realms of Chaos. In stark contrast to their giggling pink precursor, Blue Horrors appear sullen and malicious, their faces distorted into grimaces and sneers. Instead of laughter, their eldritch throats spew grumbling, muttered curses.

If a group of nine, or a multiple of nine, creatures have the trait, then all the creatures pool their resources together and instead cast the Spell. Nine, of course, is Tzeentch’s sacred number.

", - "items": { - "Corruption": { - "name": "Corruption", - "description": "

The creature is tainted by Chaos, or perhaps suffused with Dark Magics. The Strength of the Corruption is marked in brackets (@Corruption[minor]{Minor}, @Corruption[moderate]{Moderate}, or @Corruption[major]{Major}).

", - "effects": { - "Corruption": { - "name": "Corruption" - } - } - }, - "Daemonic": { - "name": "Daemonic", - "description": "

The creature’s essence is raw magic, and unholy ichor pumps through what passes for its veins. Daemonic creatures do not require the normal prerequisites for life: food, water, air…

\n

All its attacks are Magical. Roll [[/r 1d10]] after any blow is received, if the creature rolls the Target number or higher, the blow is ignored, even if it is a critical. Should the creature be reduced to 0 Wounds, its soul returns to the Realms of Chaos immediately, removing it from play.

", - "effects": { - "Daemonic": { - "name": "Daemonic" - } - } - }, - "Fear": { - "name": "Fear", - "description": "

The creature causes supernatural Fear in other creatures, with a rating equal to its Rating.

\n

The Fear trait represents an extreme aversion to something. Creatures that cause Fear have a Fear Rating; this value reflects the SL you are required to pass on an Extended Cool Test to overcome your Fear. You may continue to Test at the end of every round until your SL equals or surpasses the creature’s Fear rating. Until you do this, you are subject to Fear.

\n

When subject to Fear, you suffer –1 SL on all Tests to affect the source of your fear. You may not move closer to whatever is causing Fear without passing a Challenging (+0) Cool Test. If it comes closer to you, you must pass a Challenging (+0) Cool Test, or gain a @Condition[Broken] Condition.

", - "effects": { - "Fear": { - "name": "Fear" - } - } - }, - "Split": { - "name": "Split", - "description": "

If the creature suffers a Critical Wound, or loses all its Wounds, it splits in half and is replaced by two @UUID[Compendium.wfrp4e-eis.actors.cLOGeMqUty61nYB9]{Blue Horrors}, both of which are unwounded.

" - }, - "Tzeentch's Fire": { - "name": "Tzeentch's Fire", - "description": "

The creature is wreathed with Tzeentchs fire that frequently flies forth from fingertips, mouths, or burning eyes. All creatures of the same type (e.g. all Pink Horrors, or all Blue Horrors) in the vicinity pool their power. One Horror is chosen to be the focus (caster), and may cast 1 Tzeentch Spell: Pink Horrors cast the @UUID[Compendium.wfrp4e-eis.items.sklbZU3K8ogeu3mC]{Pink Fire of Tzeentch} Spell; other creatures cast the @UUID[Compendium.wfrp4e-eis.items.wY6JAt76eArBroYC]{Blue Fire of Tzeentch} Spell. Each additional contributing creature adds +1 SL, to a maximum of +9 SL, as a Free Action.

" - }, - "Unstable": { - "name": "Unstable", - "description": "

The creature’s corpus is maintained by foul magics that are inherently unstable in the material realm.

\n

Whenever it ends a round engaged with any opponent with higher Advantage, the creature is driven back, and the magics holding it together weaken. It loses as many Wounds as the difference between its Advantage, and the highest Advantage engaged with it.

\n

So, if the creature had 1 Advantage, and its opponent had 3, the creature would lose 2 Wounds. If the creature ever reach 0 Wounds, the magics holding it in place collapse, and it ‘dies’.

", - "effects": { - "Unstable": { - "name": "Unstable" - } - } - }, - "Weapon": { - "name": "Weapon", - "description": "

The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)

" - }, - "Channelling": { - "name": "Channelling", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tXu8Hrd4desq1Rja caption=false]{Channelling}" - }, - "Language (Magick)": { - "name": "Language (Magick)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.xo5U0kL08xCPe6kl caption=false]{Language}" - }, - "Distracting": { - "name": "Distracting", - "description": "

The creature distracts or confuse foes, possibly exuding a soporific musk or nauseating reek, or maybe its appearance is bizarrely horrifying. All living targets within a number of yards equal to its Toughness Bonus suffer a penalty of –20 to all Tests. A target can only suffer this penalty once, no matter how many Distracting foes there are.

", - "effects": { - "Distracting": { - "name": "Distracting" - } - } - }, - "Mutation": { - "name": "Mutation", - "description": "

The creature is ‘blessed’ with a Mutation. Roll on the @Table[mutatephys]{Physical Corruption Table}

", - "effects": { - "Mutation": { - "name": "Mutation" - } - } - }, - "Size": { - "name": "Size", - "description": "

This trait represents creatures whose size differ from the game standard (i.e. roughly human sized). There are seven steps of Size, ranging from Tiny to Monstrous.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

 Examples

\n
\n

Tiny

\n
\n

Butterfly, Mouse, Pigeon

\n
\n

Little

\n
\n

Cat, Hawk, Human Baby

\n
\n

Small

\n
\n

Giant Rat, Halfling, Human Child

\n
\n

Average

\n
\n

Dwarf, Elf, Human

\n
\n

Large

\n
\n

Horse, Ogre, Troll

\n
\n

Enormous

\n
\n

Griffon, Wyvern, Manticore

\n
\n

Monstrous

\n
\n

Dragon, Giant, Greater Daemon

\n
\n
\n

 

\n

Using Size

\n

 

\n

if you wish to use size to make a creature bigger — for example converting a giant spider to a gigantic spider — then increase Strength and Toughness by +10 and reduce Agility by –5 per step of size you increase the creature. Reverse this if you wish to make a creature smaller 

\n

 

\n

 

\n

Size Combat Modifers

\n

If larger:

\n\n\n

 

\n

If smaller:

\n

• It gains a bonus of +10 to hit.

\n

 

\n

Defending Against Big Creatures

\n

You suffer a penalty of –2 SL for each step larger your opponent is when using Melee to defend an Opposed Test. It is recommended to dodge a Giant swinging a tree, not parry it!

\n

 

\n\n

Fear and Terror

\n

If the creature is perceived to be aggressive, it causes Fear in any creature smaller than it, and Terror in any creature two or more steps smaller. The rating of the Fear or Terror equals the Size step difference. So, if the creature is Large, and its opponent is Small, it will cause Terror 2.

\n

 

\n

Moving in Combat

\n

A creature that is larger ignores the need to Disengage if it wishes to leave melee combat; instead, it brushes smaller combatants out of the way, moving where it wishes.

\n

 

\n

Opposed Strength

\n

During Opposed Strength Tests (and similar), if one creature is 2 or more size steps larger, it wins automatically. If one creature is 1 size step larger, the smaller creature must roll a Critical to contest the roll. If it does, SL are compared as normal. All other results mean the larger creature wins.

\n

 

\n

Stomp

\n

Creatures that are larger than their opponents may make one Stomp as a Free Attack, by spending 1 Advantage, as they kick downwards or otherwise bash smaller opponents out of the way. This attack has a Damage equal to their Strength Bonus +0, and uses Melee(Brawling).

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

Wounds

\n
\n

Tiny

\n
\n

1

\n
\n

Little

\n
\n

Toughness Bonus

\n
\n

Small

\n
\n

(2×Toughness Bonus) + Willpower Bonus

\n
\n

Average

\n
\n

Strength Bonus+(2×Toughness Bonus) + Willpower Bonus

\n
\n

Large

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×2

\n
\n

Enormous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×4

\n
\n

Monstrous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×8

\n
\n
", - "effects": { - "Size": { - "name": "Size" - } - } - }, - "Spellcaster": { - "name": "Spellcaster", - "description": "

The creature can cast spells; the specific Lore of Magic will be indicated in brackets.

" - }, - "Tongue Attack (6 yards)": { - "name": "Tongue Attack (6 yards)", - "description": "

The creature’s prehensile tongue can wrap itself around prey, dragging it to a grisly end.

\n ", - "effects": { - "Tongue Attack (Range)": { - "name": "Tongue Attack (Range)" - } - } - } - } - }, - "Magda": { - "name": "Magda", - "items": { - "Clothes": { - "name": "Clothes" - }, - "Animal Care": { - "name": "Animal Care", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QZx9CbhGkIaDMQD3 caption=false]{Animal Care}" - }, - "Athletics": { - "name": "Athletics", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" - }, - "Charm Animal": { - "name": "Charm Animal", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" - }, - "Climb": { - "name": "Climb", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}" - }, - "Consume Alcohol": { - "name": "Consume Alcohol", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" - }, - "Drive": { - "name": "Drive", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" - }, - "Endurance": { - "name": "Endurance", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" - }, - "Gossip": { - "name": "Gossip", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" - }, - "Lore (Local)": { - "name": "Lore (Local)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" - }, - "Melee (Brawling)": { - "name": "Melee (Brawling)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Outdoor Survival": { - "name": "Outdoor Survival", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" - }, - "Perception": { - "name": "Perception", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" - }, - "Ranged (Entangling)": { - "name": "Ranged (Entangling)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.jJYOiSQNgC9v7cM5 caption=false]{Ranged}" - }, - "Ride (Horse)": { - "name": "Ride (Horse)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" - }, - "Seasoned Traveller": { - "name": "Seasoned Traveller", - "description": "

You are an inquisitive soul who has travelled far and wide, learning all manner of local information. Add Lore (Local) to any Career you enter; if it is already in Career, you may purchase the Skill, both times — a different Specialty each time, such as Altdorf, Vorbergland, or Ubersreik — for 5 XP fewer per Advance.

", - "effects": { - "Seasoned Traveller": { - "name": "Seasoned Traveller" - } - } - }, - "Stone Soup": { - "name": "Stone Soup", - "description": "You are used to getting by with less, and know how to survive lean times. You can subsist on half the amount of food required without any negative penalties (bar feeling really hungry), and need only test for Starvation every 3 days, not 2", - "effects": { - "Stone Soup": { - "name": "Stone Soup" - } - } - }, - "Whip": { - "name": "Whip" - }, - "Gold Crown": { - "name": "Gold Crown" - }, - "Silver Shilling": { - "name": "Silver Shilling" - }, - "Brass Penny": { - "name": "Brass Penny" - }, - "Dagger": { - "name": "Dagger" - }, - "Art": { - "name": "Art", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" - }, - "Bribery": { - "name": "Bribery", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" - }, - "Charm": { - "name": "Charm", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" - }, - "Cool": { - "name": "Cool", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" - }, - "Dodge": { - "name": "Dodge", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" - }, - "Entertain": { - "name": "Entertain", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" - }, - "Gamble": { - "name": "Gamble", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}" - }, - "Haggle": { - "name": "Haggle", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" - }, - "Intimidate": { - "name": "Intimidate", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" - }, - "Intuition": { - "name": "Intuition", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" - }, - "Leadership": { - "name": "Leadership", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" - }, - "Melee": { - "name": "Melee", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Navigation": { - "name": "Navigation", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" - }, - "Ride": { - "name": "Ride", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" - }, - "Row": { - "name": "Row", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" - }, - "Stealth": { - "name": "Stealth", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" - } - } - }, - "Dog": { - "name": "Dog", - "description": "

@UUID[JournalEntry.GHueUtHKzlhvsd8L.JournalEntryPage.8GLdbAcRWwY522rP]{Mounts and Vehicles}

Halflings, and many Humans in remote communities, breed large dogs to pull two-wheeled carts and carriages. A few Halflings have tried riding dogs but that rarely turns out well for the dog. Halflings may be short, but they are rarely light.

", - "items": { - "Skittish": { - "name": "Skittish", - "description": "

The creature is easily scared by magic or loud noises. If such occurs, it receives +3 Broken Conditions

" - }, - "Trained": { - "name": "Trained", - "description": "

This trait represents animals that have been trained through the Animal Training Skill. The skills the animal knows is marked in the brackets. Feel free to create your own trained skills.

\n

Broken: The animal is trained to ignore its Bestial trait. it receives [[/r 2d10]] Fellowship.

\n

Drive: The animal is trained to pull a coach, cart, plough, buggy, or similar.

\n

Entertain: The animal is trained to entertain others. It adds a +10 bonus to appropriate Entertain, Perform, or Play Tests.

\n

Fetch: The animal is trained to fetch. This is normal reserved for Dogs and similar.

\n

Guard: The animal is trained to stay in one place or prowl around as a guard, granting it the Territorial Trait.

\n

Home: The animal is trained to return home if it is released or lost.

\n

Magic: The animal is trained to ignore Skittish when it comes to magic, which is required for most horses used by Wizards.

\n

Mount: The animal will accept a rider. Some creatures are especially belligerent, and will not accept a rider without the correct skill. So, to ride a Griffon, you need the Ride (Griffon) skill.

\n

War: The animal is trained for war, gaining +10 Weapon Skill. It can also ignore Skittish for loud noises.

", - "effects": { - "Trained (Broken, Drive)": { - "name": "Trained (Broken, Drive)" - } - } - }, - "Stride": { - "name": "Stride", - "description": "

The creature has a long stride, perhaps because it is a quadruped or has especially long legs. Multiply Run Movement by 1.5 when Running. 

", - "effects": { - "Stride": { - "name": "Stride" - } - } - }, - "Weapon": { - "name": "Weapon", - "description": "

The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)

" - }, - "Art": { - "name": "Art", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" - }, - "Athletics": { - "name": "Athletics", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" - }, - "Bribery": { - "name": "Bribery", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" - }, - "Charm": { - "name": "Charm", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" - }, - "Charm Animal": { - "name": "Charm Animal", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" - }, - "Climb": { - "name": "Climb", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}" - }, - "Consume Alcohol": { - "name": "Consume Alcohol", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" - }, - "Cool": { - "name": "Cool", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" - }, - "Dodge": { - "name": "Dodge", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" - }, - "Drive": { - "name": "Drive", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" - }, - "Endurance": { - "name": "Endurance", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" - }, - "Entertain": { - "name": "Entertain", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" - }, - "Gamble": { - "name": "Gamble", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}" - }, - "Gossip": { - "name": "Gossip", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" - }, - "Haggle": { - "name": "Haggle", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" - }, - "Intimidate": { - "name": "Intimidate", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" - }, - "Intuition": { - "name": "Intuition", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" - }, - "Leadership": { - "name": "Leadership", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" - }, - "Melee": { - "name": "Melee", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Navigation": { - "name": "Navigation", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" - }, - "Outdoor Survival": { - "name": "Outdoor Survival", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" - }, - "Perception": { - "name": "Perception", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" - }, - "Ride": { - "name": "Ride", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" - }, - "Row": { - "name": "Row", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" - }, - "Stealth": { - "name": "Stealth", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" - }, - "Brass Penny": { - "name": "Brass Penny" - }, - "Gold Crown": { - "name": "Gold Crown" - }, - "Silver Shilling": { - "name": "Silver Shilling" - } - } - }, - "Mule": { - "name": "Mule", - "description": "

@UUID[JournalEntry.GHueUtHKzlhvsd8L.JournalEntryPage.8GLdbAcRWwY522rP]{Mounts and Vehicles}

Ponies are a small breed of horse no more than 15 hands (about five feet) high at the shoulder; donkeys are tough, resilient, and notoriously stubborn cousins of horses; mules are sterile crossbreeds of horses and donkeys. If anything, mules are even more awkward than their donkey relatives, but make up for it by being seemingly tireless. 

All three animals are used as mounts by the rural lower classes. They can be hitched to small, two-wheeled carts, or loaded with goods and led by a person on foot. It is not uncommon to hitch teams of up to twenty mules to a medium or large wagon. 

Donkeys and mules often have the Stubborn trait, which increases their WP score by +20 and requires an Opposed Ride or Drive/Willpower Test whenever the rider or driver needs to bring the creature under control. If the test is a failure, the animal stops dead and refuses to go further. It can be induced to go forward by a successful Ride Test opposed by the creature’s Willpower, or an opposed Charm Animal Test if someone is leading it by the bridle. In either case, it does not go faster than half Walking speed.

", - "items": { - "Stubborn": { - "name": "Stubborn", - "description": "

Increases WP score by +20 and requires an Opposed Ride or Drive/Willpower Test whenever the rider or driver needs to bring the creature under control. If the test is a failure, the animal stops dead and refuses to go further. It can be induced to go forward by a successful Ride Test opposed by the creature’s Willpower, or an opposed Charm Animal Test if someone is leading it by the bridle. In either case, it does not go faster than half Walking speed.

", - "effects": { - "Stubborn": { - "name": "Stubborn", - "changes": { - "system.characteristics.wp.modifier": 20 - } - } - } - }, - "Skittish": { - "name": "Skittish", - "description": "

The creature is easily scared by magic or loud noises. If such occurs, it receives +3 Broken Conditions

" - }, - "Stupid": { - "name": "Stupid", - "description": "

While not entirely devoid of self-awareness (and so lacking the Bestial trait), the creature is stupid. If it is near any allies without the Stupid Trait, they guide it and nothing happens. Otherwise, it must pass an Easy (+40) Intelligence Test at the start of each round, or become very confused. Should this occur it will drool, perhaps sitting down or picking its nose, doing little of use, losing both its Move and Action for that Turn

", - "effects": { - "Stupid": { - "name": "Stupid" - } - } - }, - "Trained": { - "name": "Trained", - "description": "

This trait represents animals that have been trained through the Animal Training Skill. The skills the animal knows is marked in the brackets. Feel free to create your own trained skills.

\n

Broken: The animal is trained to ignore its Bestial trait. it receives [[/r 2d10]] Fellowship.

\n

Drive: The animal is trained to pull a coach, cart, plough, buggy, or similar.

\n

Entertain: The animal is trained to entertain others. It adds a +10 bonus to appropriate Entertain, Perform, or Play Tests.

\n

Fetch: The animal is trained to fetch. This is normal reserved for Dogs and similar.

\n

Guard: The animal is trained to stay in one place or prowl around as a guard, granting it the Territorial Trait.

\n

Home: The animal is trained to return home if it is released or lost.

\n

Magic: The animal is trained to ignore Skittish when it comes to magic, which is required for most horses used by Wizards.

\n

Mount: The animal will accept a rider. Some creatures are especially belligerent, and will not accept a rider without the correct skill. So, to ride a Griffon, you need the Ride (Griffon) skill.

\n

War: The animal is trained for war, gaining +10 Weapon Skill. It can also ignore Skittish for loud noises.

", - "effects": { - "Trained (Drive or Mount)": { - "name": "Trained (Drive or Mount)" - } - } - }, - "Weapon": { - "name": "Weapon", - "description": "

The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)

" - } - } - }, - "Black Arrow": { - "name": "Black Arrow", - "items": { - "Black Mask": { - "name": "Black Mask" - }, - "Black Arrows": { - "name": "Black Arrows", - "description": "

edwed

" - }, - "Athletics": { - "name": "Athletics", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" - }, - "Consume Alcohol": { - "name": "Consume Alcohol", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" - }, - "Cool": { - "name": "Cool", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" - }, - "Endurance": { - "name": "Endurance", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" - }, - "Gamble": { - "name": "Gamble", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}" - }, - "Intimidate": { - "name": "Intimidate", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" - }, - "Melee (Basic)": { - "name": "Melee (Basic)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Outdoor Survival": { - "name": "Outdoor Survival", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" - }, - "Ranged (Bow)": { - "name": "Ranged (Bow)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.jJYOiSQNgC9v7cM5 caption=false]{Ranged}" - }, - "Stealth (Rural)": { - "name": "Stealth (Rural)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" - }, - "Strike to Stun": { - "name": "Strike to Stun", - "description": "

You know where to hit an opponent to bring him down fast. You ignore the ‘Called Shot’ penalty to strike the Head Hit Location when using a melee weapon with the Pummel Quality. Further, you count all improvised weapons as having the Pummel Quality

", - "effects": { - "Strike to Stun": { - "name": "Strike to Stun" - } - } - }, - "Leather Jack": { - "name": "Leather Jack" - }, - "Gold Crown": { - "name": "Gold Crown" - }, - "Silver Shilling": { - "name": "Silver Shilling" - }, - "Brass Penny": { - "name": "Brass Penny" - }, - "Hand Weapon": { - "name": "Hand Weapon" - }, - "Bow": { - "name": "Bow" - }, - "Art": { - "name": "Art", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" - }, - "Bribery": { - "name": "Bribery", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" - }, - "Charm": { - "name": "Charm", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" - }, - "Charm Animal": { - "name": "Charm Animal", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" - }, - "Climb": { - "name": "Climb", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}" - }, - "Dodge": { - "name": "Dodge", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" - }, - "Drive": { - "name": "Drive", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" - }, - "Entertain": { - "name": "Entertain", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" - }, - "Gossip": { - "name": "Gossip", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" - }, - "Haggle": { - "name": "Haggle", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" - }, - "Intuition": { - "name": "Intuition", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" - }, - "Leadership": { - "name": "Leadership", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" - }, - "Melee": { - "name": "Melee", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Navigation": { - "name": "Navigation", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" - }, - "Perception": { - "name": "Perception", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" - }, - "Ride": { - "name": "Ride", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" - }, - "Row": { - "name": "Row", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" - }, - "Stealth": { - "name": "Stealth", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" - } - } - }, - "Hans Pfliefer": { - "name": "Hans Pfliefer", - "items": { - "Chest": { - "name": "Chest" - }, - "Zoocopeia": { - "name": "Zoocopeia" - }, - "Charm": { - "name": "Charm", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" - }, - "Clothing": { - "name": "Clothing" - }, - "Sleight of Hand": { - "name": "Sleight of Hand", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.bGqmHCju8VZ8q2Pv caption=false]{Sleight of Hand}" - }, - "Entertain (Storytelling)": { - "name": "Entertain (Storytelling)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" - }, - "Haggle": { - "name": "Haggle", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" - }, - "Ranged (Entangling)": { - "name": "Ranged (Entangling)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.jJYOiSQNgC9v7cM5 caption=false]{Ranged}" - }, - "Criminal": { - "name": "Criminal", - "description": "

You are an active criminal making money from illegal sources, and you’re not always quiet about it. For the purposes of securing money, either when Earning during play or performing an Income Endeavour, refer to the following table:

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Career Level

\n
\n

Bonus Money per time the Talent is taken

\n
\n

1

\n
\n

+2d10 brass pennies

\n
\n

2

\n
\n

+1d10 silver shillings

\n
\n

\n
\n

+2d10 silver shillings

\n
\n

4

\n
\n

+1 gold crown

\n
\n
\n

 

\n

Because of your obvious criminal nature, others consider you lower Status than them unless they also have the Criminal Talent, where Status is compared as normal — perhaps you have gang tattoos, look shifty, or are just rough around the edges, it’s your choice. Because of this, local law enforcers are always suspicious of you and suspect your motivations, which only gets worse the more times you have this Talent, with the exact implications determined by the GM. Lawbreakers without the Criminal Talent earn significantly less coin but are not obviously the sort to be breaking the law, so maintain their Status. With GM consent, you may spend XP to remove levels of the Criminal Talent for the same XP it cost to buy.

", - "effects": { - "Criminal": { - "name": "Criminal" - } - } - }, - "svcByspKX19uutxK": { - "name": "Criminal", - "description": "

You are an active criminal making money from illegal sources, and you’re not always quiet about it. For the purposes of securing money, either when Earning during play or performing an Income Endeavour, refer to the following table:

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Career Level

\n
\n

Bonus Money per time the Talent is taken

\n
\n

1

\n
\n

+2d10 brass pennies

\n
\n

2

\n
\n

+1d10 silver shillings

\n
\n

\n
\n

+2d10 silver shillings

\n
\n

4

\n
\n

+1 gold crown

\n
\n
\n

 

\n

Because of your obvious criminal nature, others consider you lower Status than them unless they also have the Criminal Talent, where Status is compared as normal — perhaps you have gang tattoos, look shifty, or are just rough around the edges, it’s your choice. Because of this, local law enforcers are always suspicious of you and suspect your motivations, which only gets worse the more times you have this Talent, with the exact implications determined by the GM. Lawbreakers without the Criminal Talent earn significantly less coin but are not obviously the sort to be breaking the law, so maintain their Status. With GM consent, you may spend XP to remove levels of the Criminal Talent for the same XP it cost to buy.

", - "effects": { - "Criminal": { - "name": "Criminal" - } - } - }, - "buSVdCigu6A2Cwui": { - "name": "Criminal", - "description": "

You are an active criminal making money from illegal sources, and you’re not always quiet about it. For the purposes of securing money, either when Earning during play or performing an Income Endeavour, refer to the following table:

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Career Level

\n
\n

Bonus Money per time the Talent is taken

\n
\n

1

\n
\n

+2d10 brass pennies

\n
\n

2

\n
\n

+1d10 silver shillings

\n
\n

\n
\n

+2d10 silver shillings

\n
\n

4

\n
\n

+1 gold crown

\n
\n
\n

 

\n

Because of your obvious criminal nature, others consider you lower Status than them unless they also have the Criminal Talent, where Status is compared as normal — perhaps you have gang tattoos, look shifty, or are just rough around the edges, it’s your choice. Because of this, local law enforcers are always suspicious of you and suspect your motivations, which only gets worse the more times you have this Talent, with the exact implications determined by the GM. Lawbreakers without the Criminal Talent earn significantly less coin but are not obviously the sort to be breaking the law, so maintain their Status. With GM consent, you may spend XP to remove levels of the Criminal Talent for the same XP it cost to buy.

", - "effects": { - "Criminal": { - "name": "Criminal" - } - } - }, - "Mimic": { - "name": "Mimic", - "description": "You have a good ear for accents and dialects, and can reproduce them accurately. You may replicate any accent you are exposed to for at least a day with an Initiative Test; this Test may be attempted once per day. Once passed, you may always mimic the accent, and locals will believe you to be one of their own", - "effects": { - "Mimic": { - "name": "Mimic" - } - } - }, - "Secret Identity": { - "name": "Secret Identity", - "description": "You maintain a secret identity that allows you to appear richer, or perhaps poorer, than you actually are. With GM permission, choose any one Career. As long as you are dressed appropriately, you may use the Social Status of the chosen Career you masquerade as rather than your own for modifying Fellowship Tests, and can even ignore the Criminal Talent. However, maintaining this identity will require Entertain (Acting) rolls when you encounter those who may recognize your falsehood. You may create a new Secret Identity for each level you have in this Talent.", - "effects": { - "Secret Identity": { - "name": "Secret Identity" - } - } - }, - "Prejudice": { - "name": "Prejudice", - "description": "

You really dislike the Target, which is normally a group of people or creatures such as ‘Ostlanders’, ‘Elves’, or ‘Wizards’. You must attempt a Psychology Test whenever you encounter the group against which you are prejudiced. If you pass, you may frown a lot, but will otherwise act normally, only suffering a penalty of –10 to all Fellowship Tests towards that group. Should you fail you are subject to Prejudice. At the end of every subsequent Round, you may attempt another Psychology test to bring the Prejudice to an end. If you do not, the effects of Prejudice naturally come to an end when all members of the specified group in your line of sight are gone, or you gain the Stunned or Unconscious Condition, or you become subject to another Psychology.

\n

 

\n

When subject to Prejudice, you must immediately insult the target of your prejudice. Loudly.

" - }, - "Dagger": { - "name": "Dagger" - }, - "Whip": { - "name": "Whip" - }, - "Art": { - "name": "Art", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" - }, - "Athletics": { - "name": "Athletics", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" - }, - "Bribery": { - "name": "Bribery", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" - }, - "Charm Animal": { - "name": "Charm Animal", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" - }, - "Climb": { - "name": "Climb", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}" - }, - "Consume Alcohol": { - "name": "Consume Alcohol", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" - }, - "Cool": { - "name": "Cool", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" - }, - "Dodge": { - "name": "Dodge", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" - }, - "Drive": { - "name": "Drive", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" - }, - "Endurance": { - "name": "Endurance", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" - }, - "Entertain": { - "name": "Entertain", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" - }, - "Gamble": { - "name": "Gamble", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}" - }, - "Gossip": { - "name": "Gossip", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" - }, - "Intimidate": { - "name": "Intimidate", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" - }, - "Intuition": { - "name": "Intuition", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" - }, - "Leadership": { - "name": "Leadership", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" - }, - "Melee": { - "name": "Melee", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Navigation": { - "name": "Navigation", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" - }, - "Outdoor Survival": { - "name": "Outdoor Survival", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" - }, - "Perception": { - "name": "Perception", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" - }, - "Ride": { - "name": "Ride", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" - }, - "Row": { - "name": "Row", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" - }, - "Stealth": { - "name": "Stealth", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" - }, - "Gold Crown": { - "name": "Gold Crown" - }, - "Key": { - "name": "Key" - }, - "Silver Shilling": { - "name": "Silver Shilling" - }, - "Brass Penny": { - "name": "Brass Penny" - }, - "Attractive": { - "name": "Attractive", - "description": "

Whether it’s your piercing eyes, your strong frame, or maybe the way you flash your perfect teeth, you know how to make the best use of what the gods gave you. When you successfully use Charm to influence those attracted to you, you can choose to either use your rolled SL, or the number rolled on your units die. So, a successful roll of 38 could be used for +8 SL.

", - "effects": { - "Attractive": { - "name": "Attractive" - } - } - } - } - }, - "Little Anders": { - "name": "Little Anders", - "items": { - "Clothes": { - "name": "Clothes" - }, - "Animal Care": { - "name": "Animal Care", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QZx9CbhGkIaDMQD3 caption=false]{Animal Care}" - }, - "Athletics": { - "name": "Athletics", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" - }, - "Charm Animal": { - "name": "Charm Animal", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" - }, - "Climb": { - "name": "Climb", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}" - }, - "Consume Alcohol": { - "name": "Consume Alcohol", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" - }, - "Drive": { - "name": "Drive", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" - }, - "Endurance": { - "name": "Endurance", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" - }, - "Gossip": { - "name": "Gossip", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" - }, - "Lore (Local)": { - "name": "Lore (Local)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" - }, - "Melee (Brawling)": { - "name": "Melee (Brawling)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Outdoor Survival": { - "name": "Outdoor Survival", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" - }, - "Perception": { - "name": "Perception", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" - }, - "Ranged (Entangling)": { - "name": "Ranged (Entangling)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.jJYOiSQNgC9v7cM5 caption=false]{Ranged}" - }, - "Ride (Horse)": { - "name": "Ride (Horse)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" - }, - "Seasoned Traveller": { - "name": "Seasoned Traveller", - "description": "

You are an inquisitive soul who has travelled far and wide, learning all manner of local information. Add Lore (Local) to any Career you enter; if it is already in Career, you may purchase the Skill, both times — a different Specialty each time, such as Altdorf, Vorbergland, or Ubersreik — for 5 XP fewer per Advance.

", - "effects": { - "Seasoned Traveller": { - "name": "Seasoned Traveller" - } - } - }, - "Stone Soup": { - "name": "Stone Soup", - "description": "You are used to getting by with less, and know how to survive lean times. You can subsist on half the amount of food required without any negative penalties (bar feeling really hungry), and need only test for Starvation every 3 days, not 2", - "effects": { - "Stone Soup": { - "name": "Stone Soup" - } - } - }, - "Whip": { - "name": "Whip" - }, - "Gold Crown": { - "name": "Gold Crown" - }, - "Silver Shilling": { - "name": "Silver Shilling" - }, - "Brass Penny": { - "name": "Brass Penny" - }, - "Dagger": { - "name": "Dagger" - }, - "Art": { - "name": "Art", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" - }, - "Bribery": { - "name": "Bribery", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" - }, - "Charm": { - "name": "Charm", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" - }, - "Cool": { - "name": "Cool", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" - }, - "Dodge": { - "name": "Dodge", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" - }, - "Entertain": { - "name": "Entertain", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" - }, - "Gamble": { - "name": "Gamble", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}" - }, - "Haggle": { - "name": "Haggle", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" - }, - "Intimidate": { - "name": "Intimidate", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" - }, - "Intuition": { - "name": "Intuition", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" - }, - "Leadership": { - "name": "Leadership", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" - }, - "Melee": { - "name": "Melee", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Navigation": { - "name": "Navigation", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" - }, - "Ride": { - "name": "Ride", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" - }, - "Row": { - "name": "Row", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" - }, - "Stealth": { - "name": "Stealth", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" - } - } - }, - "Gorrof (Guard)": { - "name": "Gorrof (Guard)", - "description": "

@UUID[JournalEntry.IjGUv51IPhj79Wxt.JournalEntryPage.E8nLFVw3Mmc024dc]{The Boatman Inn}

The two nobles are accompanied by four bodyguards. Hulking brutes, each is over 6ft tall and heavily muscled. They rarely speak, content to lurk near their masters, ever-ready to intervene should anyone dare to talk to or even lay hands upon the pampered jewels of the Reikland’s nobility. If pressed to talk, their growling accents are typical of the lowest of low-lifes from @UUID[Compendium.wfrp4e-altdorf.journals.85UN6bKPTfGEBtBb]{Altdorf ’s East End}. 

", - "items": { - "Weapon": { - "name": "Weapon", - "description": "

The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)

" - }, - "Armour": { - "name": "Armour", - "description": "

The creature is protected by armor or thick hide. It has Rating Armor Points on all Hit Locations

", - "effects": { - "Armour": { - "name": "Armour" - } - } - }, - "Prejudice": { - "name": "Prejudice", - "description": "

You really dislike the Target, which is normally a group of people or creatures such as ‘Ostlanders’, ‘Elves’, or ‘Wizards’. You must attempt a Psychology Test whenever you encounter the group against which you are prejudiced. If you pass, you may frown a lot, but will otherwise act normally, only suffering a penalty of –10 to all Fellowship Tests towards that group. Should you fail you are subject to Prejudice. At the end of every subsequent Round, you may attempt another Psychology test to bring the Prejudice to an end. If you do not, the effects of Prejudice naturally come to an end when all members of the specified group in your line of sight are gone, or you gain the Stunned or Unconscious Condition, or you become subject to another Psychology.

\n

 

\n

When subject to Prejudice, you must immediately insult the target of your prejudice. Loudly.

" - }, - "Art": { - "name": "Art", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" - }, - "Athletics": { - "name": "Athletics", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" - }, - "Bribery": { - "name": "Bribery", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" - }, - "Charm": { - "name": "Charm", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" - }, - "Charm Animal": { - "name": "Charm Animal", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" - }, - "Climb": { - "name": "Climb", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}" - }, - "Consume Alcohol": { - "name": "Consume Alcohol", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" - }, - "Cool": { - "name": "Cool", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" - }, - "Dodge": { - "name": "Dodge", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" - }, - "Drive": { - "name": "Drive", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" - }, - "Endurance": { - "name": "Endurance", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" - }, - "Entertain": { - "name": "Entertain", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" - }, - "Gamble": { - "name": "Gamble", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}" - }, - "Gossip": { - "name": "Gossip", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" - }, - "Haggle": { - "name": "Haggle", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" - }, - "Intimidate": { - "name": "Intimidate", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" - }, - "Intuition": { - "name": "Intuition", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" - }, - "Leadership": { - "name": "Leadership", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" - }, - "Melee": { - "name": "Melee", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Navigation": { - "name": "Navigation", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" - }, - "Outdoor Survival": { - "name": "Outdoor Survival", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" - }, - "Perception": { - "name": "Perception", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" - }, - "Ride": { - "name": "Ride", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" - }, - "Row": { - "name": "Row", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" - }, - "Stealth": { - "name": "Stealth", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" - } - } - }, - "Ox": { - "name": "Ox", - "description": "

@UUID[JournalEntry.GHueUtHKzlhvsd8L.JournalEntryPage.8GLdbAcRWwY522rP]{Mounts and Vehicles}

Oxen are slow, but immensely tough, bovines. Farmers commonly use them to pull carts and wagons, and some merchants prefer them for pulling heavy cargo wagons.

", - "items": { - "Size": { - "name": "Size", - "description": "

This trait represents creatures whose size differ from the game standard (i.e. roughly human sized). There are seven steps of Size, ranging from Tiny to Monstrous.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

 Examples

\n
\n

Tiny

\n
\n

Butterfly, Mouse, Pigeon

\n
\n

Little

\n
\n

Cat, Hawk, Human Baby

\n
\n

Small

\n
\n

Giant Rat, Halfling, Human Child

\n
\n

Average

\n
\n

Dwarf, Elf, Human

\n
\n

Large

\n
\n

Horse, Ogre, Troll

\n
\n

Enormous

\n
\n

Griffon, Wyvern, Manticore

\n
\n

Monstrous

\n
\n

Dragon, Giant, Greater Daemon

\n
\n
\n

 

\n

Using Size

\n

 

\n

if you wish to use size to make a creature bigger — for example converting a giant spider to a gigantic spider — then increase Strength and Toughness by +10 and reduce Agility by –5 per step of size you increase the creature. Reverse this if you wish to make a creature smaller 

\n

 

\n

 

\n

Size Combat Modifers

\n

If larger:

\n\n\n

 

\n

If smaller:

\n

• It gains a bonus of +10 to hit.

\n

 

\n

Defending Against Big Creatures

\n

You suffer a penalty of –2 SL for each step larger your opponent is when using Melee to defend an Opposed Test. It is recommended to dodge a Giant swinging a tree, not parry it!

\n

 

\n\n

Fear and Terror

\n

If the creature is perceived to be aggressive, it causes Fear in any creature smaller than it, and Terror in any creature two or more steps smaller. The rating of the Fear or Terror equals the Size step difference. So, if the creature is Large, and its opponent is Small, it will cause Terror 2.

\n

 

\n

Moving in Combat

\n

A creature that is larger ignores the need to Disengage if it wishes to leave melee combat; instead, it brushes smaller combatants out of the way, moving where it wishes.

\n

 

\n

Opposed Strength

\n

During Opposed Strength Tests (and similar), if one creature is 2 or more size steps larger, it wins automatically. If one creature is 1 size step larger, the smaller creature must roll a Critical to contest the roll. If it does, SL are compared as normal. All other results mean the larger creature wins.

\n

 

\n

Stomp

\n

Creatures that are larger than their opponents may make one Stomp as a Free Attack, by spending 1 Advantage, as they kick downwards or otherwise bash smaller opponents out of the way. This attack has a Damage equal to their Strength Bonus +0, and uses Melee(Brawling).

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

Wounds

\n
\n

Tiny

\n
\n

1

\n
\n

Little

\n
\n

Toughness Bonus

\n
\n

Small

\n
\n

(2×Toughness Bonus) + Willpower Bonus

\n
\n

Average

\n
\n

Strength Bonus+(2×Toughness Bonus) + Willpower Bonus

\n
\n

Large

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×2

\n
\n

Enormous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×4

\n
\n

Monstrous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×8

\n
\n
", - "effects": { - "Size": { - "name": "Size" - } - } - }, - "Skittish": { - "name": "Skittish", - "description": "

The creature is easily scared by magic or loud noises. If such occurs, it receives +3 Broken Conditions

" - }, - "Trained": { - "name": "Trained", - "description": "

This trait represents animals that have been trained through the Animal Training Skill. The skills the animal knows is marked in the brackets. Feel free to create your own trained skills.

\n

Broken: The animal is trained to ignore its Bestial trait. it receives [[/r 2d10]] Fellowship.

\n

Drive: The animal is trained to pull a coach, cart, plough, buggy, or similar.

\n

Entertain: The animal is trained to entertain others. It adds a +10 bonus to appropriate Entertain, Perform, or Play Tests.

\n

Fetch: The animal is trained to fetch. This is normal reserved for Dogs and similar.

\n

Guard: The animal is trained to stay in one place or prowl around as a guard, granting it the Territorial Trait.

\n

Home: The animal is trained to return home if it is released or lost.

\n

Magic: The animal is trained to ignore Skittish when it comes to magic, which is required for most horses used by Wizards.

\n

Mount: The animal will accept a rider. Some creatures are especially belligerent, and will not accept a rider without the correct skill. So, to ride a Griffon, you need the Ride (Griffon) skill.

\n

War: The animal is trained for war, gaining +10 Weapon Skill. It can also ignore Skittish for loud noises.

", - "effects": { - "Trained (Drive)": { - "name": "Trained (Drive)" - } - } - }, - "Weapon": { - "name": "Weapon", - "description": "

The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)

" - }, - "Big": { - "name": "Big", - "description": "

The creature is a large example of its species. It receives +10 Strength and Toughness, and –5 Agility.

", - "effects": { - "Big": { - "name": "Big", - "changes": { - "system.characteristics.s.initial": 10, - "system.characteristics.t.initial": 10, - "system.characteristics.ag.initial": -5 - } - } - } - }, - "Bestial": { - "name": "Bestial", - "description": "

The creature has no rational thought or language. It shies away from fire and gains a @Condition[Broken] Condition if struck by it. In defense, it only uses the Dodge Skill. If it loses more than half its Wounds, it will attempt to Flee unless protecting its young or cornered, or unless it has the Territorial Trait. If so, it enters Frenzy. Bestial creatures have no Fellowship characteristic

" - } - } - }, - "Donkey": { - "name": "Donkey", - "description": "

@UUID[JournalEntry.GHueUtHKzlhvsd8L.JournalEntryPage.8GLdbAcRWwY522rP]{Mounts and Vehicles}

Ponies are a small breed of horse no more than 15 hands (about five feet) high at the shoulder; donkeys are tough, resilient, and notoriously stubborn cousins of horses; mules are sterile crossbreeds of horses and donkeys. If anything, mules are even more awkward than their donkey relatives, but make up for it by being seemingly tireless. 

All three animals are used as mounts by the rural lower classes. They can be hitched to small, two-wheeled carts, or loaded with goods and led by a person on foot. It is not uncommon to hitch teams of up to twenty mules to a medium or large wagon. 

Donkeys and mules often have the Stubborn trait, which increases their WP score by +20 and requires an Opposed Ride or Drive/Willpower Test whenever the rider or driver needs to bring the creature under control. If the test is a failure, the animal stops dead and refuses to go further. It can be induced to go forward by a successful Ride Test opposed by the creature’s Willpower, or an opposed Charm Animal Test if someone is leading it by the bridle. In either case, it does not go faster than half Walking speed.

", - "items": { - "Stubborn": { - "name": "Stubborn", - "description": "

Increases WP score by +20 and requires an Opposed Ride or Drive/Willpower Test whenever the rider or driver needs to bring the creature under control. If the test is a failure, the animal stops dead and refuses to go further. It can be induced to go forward by a successful Ride Test opposed by the creature’s Willpower, or an opposed Charm Animal Test if someone is leading it by the bridle. In either case, it does not go faster than half Walking speed.

", - "effects": { - "Stubborn": { - "name": "Stubborn", - "changes": { - "system.characteristics.wp.modifier": 20 - } - } - } - }, - "Skittish": { - "name": "Skittish", - "description": "

The creature is easily scared by magic or loud noises. If such occurs, it receives +3 Broken Conditions

" - }, - "Stupid": { - "name": "Stupid", - "description": "

While not entirely devoid of self-awareness (and so lacking the Bestial trait), the creature is stupid. If it is near any allies without the Stupid Trait, they guide it and nothing happens. Otherwise, it must pass an Easy (+40) Intelligence Test at the start of each round, or become very confused. Should this occur it will drool, perhaps sitting down or picking its nose, doing little of use, losing both its Move and Action for that Turn

", - "effects": { - "Stupid": { - "name": "Stupid" - } - } - }, - "Trained": { - "name": "Trained", - "description": "

This trait represents animals that have been trained through the Animal Training Skill. The skills the animal knows is marked in the brackets. Feel free to create your own trained skills.

\n

Broken: The animal is trained to ignore its Bestial trait. it receives [[/r 2d10]] Fellowship.

\n

Drive: The animal is trained to pull a coach, cart, plough, buggy, or similar.

\n

Entertain: The animal is trained to entertain others. It adds a +10 bonus to appropriate Entertain, Perform, or Play Tests.

\n

Fetch: The animal is trained to fetch. This is normal reserved for Dogs and similar.

\n

Guard: The animal is trained to stay in one place or prowl around as a guard, granting it the Territorial Trait.

\n

Home: The animal is trained to return home if it is released or lost.

\n

Magic: The animal is trained to ignore Skittish when it comes to magic, which is required for most horses used by Wizards.

\n

Mount: The animal will accept a rider. Some creatures are especially belligerent, and will not accept a rider without the correct skill. So, to ride a Griffon, you need the Ride (Griffon) skill.

\n

War: The animal is trained for war, gaining +10 Weapon Skill. It can also ignore Skittish for loud noises.

", - "effects": { - "Trained (Drive or Mount)": { - "name": "Trained (Drive or Mount)" - } - } - }, - "Weapon": { - "name": "Weapon", - "description": "

The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)

" - } - } - }, - "Chair": { - "name": "Chair" - }, - "Light Wagon": { - "name": "Light Wagon" - }, - "Willirun (Road Warden)": { - "name": "Willirun (Road Warden)", - "items": { - "Animal Care": { - "name": "Animal Care", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QZx9CbhGkIaDMQD3 caption=false]{Animal Care}" - }, - "Riding Horse": { - "name": "Riding Horse" - }, - "Bribery": { - "name": "Bribery", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" - }, - "Intimidate": { - "name": "Intimidate", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" - }, - "Intuition": { - "name": "Intuition", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" - }, - "Melee (Basic)": { - "name": "Melee (Basic)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Perception": { - "name": "Perception", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" - }, - "Ranged (Crossbow)": { - "name": "Ranged (Crossbow)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.jJYOiSQNgC9v7cM5 caption=false]{Ranged}" - }, - "Ride (Horse)": { - "name": "Ride (Horse)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" - }, - "Strike to Stun": { - "name": "Strike to Stun", - "description": "

You know where to hit an opponent to bring him down fast. You ignore the ‘Called Shot’ penalty to strike the Head Hit Location when using a melee weapon with the Pummel Quality. Further, you count all improvised weapons as having the Pummel Quality

", - "effects": { - "Strike to Stun": { - "name": "Strike to Stun" - } - } - }, - "Leather Jack": { - "name": "Leather Jack" - }, - "Prejudice": { - "name": "Prejudice", - "description": "

You really dislike the Target, which is normally a group of people or creatures such as ‘Ostlanders’, ‘Elves’, or ‘Wizards’. You must attempt a Psychology Test whenever you encounter the group against which you are prejudiced. If you pass, you may frown a lot, but will otherwise act normally, only suffering a penalty of –10 to all Fellowship Tests towards that group. Should you fail you are subject to Prejudice. At the end of every subsequent Round, you may attempt another Psychology test to bring the Prejudice to an end. If you do not, the effects of Prejudice naturally come to an end when all members of the specified group in your line of sight are gone, or you gain the Stunned or Unconscious Condition, or you become subject to another Psychology.

\n

 

\n

When subject to Prejudice, you must immediately insult the target of your prejudice. Loudly.

" - }, - "Crossbow": { - "name": "Crossbow" - }, - "Club": { - "name": "Club" - }, - "Bolt": { - "name": "Bolt", - "description": "

" - }, - "Mail Shirt": { - "name": "Mail Shirt" - }, - "Saddle and Harness": { - "name": "Saddle and Harness" - }, - "Art": { - "name": "Art", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" - }, - "Athletics": { - "name": "Athletics", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" - }, - "Charm": { - "name": "Charm", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" - }, - "Charm Animal": { - "name": "Charm Animal", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" - }, - "Climb": { - "name": "Climb", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}" - }, - "Consume Alcohol": { - "name": "Consume Alcohol", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" - }, - "Cool": { - "name": "Cool", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" - }, - "Dodge": { - "name": "Dodge", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" - }, - "Drive": { - "name": "Drive", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" - }, - "Endurance": { - "name": "Endurance", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" - }, - "Entertain": { - "name": "Entertain", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" - }, - "Gamble": { - "name": "Gamble", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}" - }, - "Gossip": { - "name": "Gossip", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" - }, - "Haggle": { - "name": "Haggle", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" - }, - "Leadership": { - "name": "Leadership", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" - }, - "Melee": { - "name": "Melee", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Navigation": { - "name": "Navigation", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" - }, - "Outdoor Survival": { - "name": "Outdoor Survival", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" - }, - "Ride": { - "name": "Ride", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" - }, - "Row": { - "name": "Row", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" - }, - "Stealth": { - "name": "Stealth", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" - } - }, - "effects": { - "Encumbrance 1": { - "name": "Encumbrance 1" - } - } - }, - "Bögenhafen Watchman": { - "name": "Bögenhafen Watchman", - "description": "

Although this is the first Chapter where the Characters definitely face the Watch, it’s possible a confrontation with Bögenhafen’s finest will happen earlier. Patrols in the town usually consist of a @UUID[Actor.opX8C6mLOuvFvV0B]{sergeant} leading three @UUID[Actor.nCzNGuS22drsDAIe]{watchmen} and a @UUID[Actor.4RZRWe2dSK8hA9OZ]{recruit}. By comparison, at the @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.HlvtyG6davRZ3Xlk]{Schaffenfest}, a patrol is usually a watchman leading three  fresh recruits drafted in to help during the fair.

", - "items": { - "Weapon": { - "name": "Weapon", - "description": "

The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)

" - }, - "Armour": { - "name": "Armour", - "description": "

The creature is protected by armor or thick hide. It has Rating Armor Points on all Hit Locations

", - "effects": { - "Armour": { - "name": "Armour" - } - } - }, - "Hardy": { - "name": "Hardy", - "description": "

The creature can sustain more damage than most. Increase its Wounds by a number equal to its Toughness Bonus (applied before any Size modifers).

", - "effects": { - "Hardy": { - "name": "Hardy" - } - } - }, - "Prejudice": { - "name": "Prejudice", - "description": "

You really dislike the Target, which is normally a group of people or creatures such as ‘Ostlanders’, ‘Elves’, or ‘Wizards’. You must attempt a Psychology Test whenever you encounter the group against which you are prejudiced. If you pass, you may frown a lot, but will otherwise act normally, only suffering a penalty of –10 to all Fellowship Tests towards that group. Should you fail you are subject to Prejudice. At the end of every subsequent Round, you may attempt another Psychology test to bring the Prejudice to an end. If you do not, the effects of Prejudice naturally come to an end when all members of the specified group in your line of sight are gone, or you gain the Stunned or Unconscious Condition, or you become subject to another Psychology.

\n

 

\n

When subject to Prejudice, you must immediately insult the target of your prejudice. Loudly.

" - } - } - }, - "Frank (Guard)": { - "name": "Frank (Guard)", - "description": "

@UUID[JournalEntry.IjGUv51IPhj79Wxt.JournalEntryPage.E8nLFVw3Mmc024dc]{The Boatman Inn}

The two nobles are accompanied by four bodyguards. Hulking brutes, each is over 6ft tall and heavily muscled. They rarely speak, content to lurk near their masters, ever-ready to intervene should anyone dare to talk to or even lay hands upon the pampered jewels of the Reikland’s nobility. If pressed to talk, their growling accents are typical of the lowest of low-lifes from @UUID[Compendium.wfrp4e-altdorf.journals.85UN6bKPTfGEBtBb]{Altdorf ’s East End}. 

", - "items": { - "Weapon": { - "name": "Weapon", - "description": "

The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)

" - }, - "Armour": { - "name": "Armour", - "description": "

The creature is protected by armor or thick hide. It has Rating Armor Points on all Hit Locations

", - "effects": { - "Armour": { - "name": "Armour" - } - } - }, - "Prejudice": { - "name": "Prejudice", - "description": "

You really dislike the Target, which is normally a group of people or creatures such as ‘Ostlanders’, ‘Elves’, or ‘Wizards’. You must attempt a Psychology Test whenever you encounter the group against which you are prejudiced. If you pass, you may frown a lot, but will otherwise act normally, only suffering a penalty of –10 to all Fellowship Tests towards that group. Should you fail you are subject to Prejudice. At the end of every subsequent Round, you may attempt another Psychology test to bring the Prejudice to an end. If you do not, the effects of Prejudice naturally come to an end when all members of the specified group in your line of sight are gone, or you gain the Stunned or Unconscious Condition, or you become subject to another Psychology.

\n

 

\n

When subject to Prejudice, you must immediately insult the target of your prejudice. Loudly.

" - }, - "Art": { - "name": "Art", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" - }, - "Athletics": { - "name": "Athletics", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" - }, - "Bribery": { - "name": "Bribery", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" - }, - "Charm": { - "name": "Charm", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" - }, - "Charm Animal": { - "name": "Charm Animal", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" - }, - "Climb": { - "name": "Climb", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}" - }, - "Consume Alcohol": { - "name": "Consume Alcohol", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" - }, - "Cool": { - "name": "Cool", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" - }, - "Dodge": { - "name": "Dodge", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" - }, - "Drive": { - "name": "Drive", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" - }, - "Endurance": { - "name": "Endurance", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" - }, - "Entertain": { - "name": "Entertain", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" - }, - "Gamble": { - "name": "Gamble", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}" - }, - "Gossip": { - "name": "Gossip", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" - }, - "Haggle": { - "name": "Haggle", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" - }, - "Intimidate": { - "name": "Intimidate", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" - }, - "Intuition": { - "name": "Intuition", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" - }, - "Leadership": { - "name": "Leadership", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" - }, - "Melee": { - "name": "Melee", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Navigation": { - "name": "Navigation", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" - }, - "Outdoor Survival": { - "name": "Outdoor Survival", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" - }, - "Perception": { - "name": "Perception", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" - }, - "Ride": { - "name": "Ride", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" - }, - "Row": { - "name": "Row", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" - }, - "Stealth": { - "name": "Stealth", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" - } - } - }, - "Emmaretta": { - "name": "Emmaretta", - "items": { - "Travelling Clothes": { - "name": "Travelling Clothes" - }, - "Dried Meat": { - "name": "Dried Meat" - }, - "Throwing Dagger": { - "name": "Throwing Dagger" - }, - "Purse": { - "name": "Purse" - }, - "Shapeshifter": { - "name": "Shapeshifter", - "description": "

This creature can shift at will between their regular form and that of the denoted Creature. The transformation takes one full Round, during which neither Movement nor Action is possible. When the moon Mannslieb is full, this creature must make an Average (+20) Willpower Test at dusk to avoid transforming spontaneously. Creatures that gain this Trait through greater difficulty with this Test at first, at GM discretion. When transformed, the creature retains its mental attributes (Int, WP, and Fel), but the rest of its profile becomes that of the denoted Creature.

" - }, - "Charm Animal": { - "name": "Charm Animal", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" - }, - "Climb": { - "name": "Climb", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}" - }, - "Cool": { - "name": "Cool", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" - }, - "Endurance": { - "name": "Endurance", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" - }, - "Intuition": { - "name": "Intuition", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" - }, - "Lore (Beasts)": { - "name": "Lore (Beasts)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" - }, - "Melee (Basic)": { - "name": "Melee (Basic)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Outdoor Survival": { - "name": "Outdoor Survival", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" - }, - "Perception": { - "name": "Perception", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" - }, - "Ranged (Bow)": { - "name": "Ranged (Bow)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.jJYOiSQNgC9v7cM5 caption=false]{Ranged}" - }, - "Ranged (Sling)": { - "name": "Ranged (Sling)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.jJYOiSQNgC9v7cM5 caption=false]{Ranged}" - }, - "Set Trap": { - "name": "Set Trap", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.fmMkUHUwOPwex8mj caption=false]{Set Trap}" - }, - "Stealth (Rural)": { - "name": "Stealth (Rural)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" - }, - "Trapper": { - "name": "Trapper", - "description": "You are skilled at spotting and using traps. You may take a Perception Test to spot traps automatically without having to tell the GM of your intention; the GM may prefer to make some of these Tests on your behalf in private.", - "effects": { - "Trapper": { - "name": "Trapper" - } - } - }, - "Night Vision": { - "name": "Night Vision", - "description": "

You can see very well in natural darkness. Assuming you have at least a faint source of light (such as starlight, moonlight, or bioluminescence) you can see clearly for 20 yards per level of Night Vision. Further, you can extend the effective illumination distance of any light sources by 20 yards per level of Night Vision.

" - }, - "Prejudice": { - "name": "Prejudice", - "description": "

You really dislike the Target, which is normally a group of people or creatures such as ‘Ostlanders’, ‘Elves’, or ‘Wizards’. You must attempt a Psychology Test whenever you encounter the group against which you are prejudiced. If you pass, you may frown a lot, but will otherwise act normally, only suffering a penalty of –10 to all Fellowship Tests towards that group. Should you fail you are subject to Prejudice. At the end of every subsequent Round, you may attempt another Psychology test to bring the Prejudice to an end. If you do not, the effects of Prejudice naturally come to an end when all members of the specified group in your line of sight are gone, or you gain the Stunned or Unconscious Condition, or you become subject to another Psychology.

\n

 

\n

When subject to Prejudice, you must immediately insult the target of your prejudice. Loudly.

" - }, - "Gold Crown": { - "name": "Gold Crown" - }, - "Silver Shilling": { - "name": "Silver Shilling" - }, - "Brass Penny": { - "name": "Brass Penny" - }, - "Sling Bag": { - "name": "Sling Bag", - "description": "

Counts as ‘worn’ when slung over your shoulder.

" - }, - "Hunter's Eye": { - "name": "Hunter's Eye", - "description": "You are a skilled hunter and know all the best techniques to find game. When travelling through well-stocked lands, you are automatically assumed to be able to hunt down enough game to feed yourself and a number of others equal to your level in Hunter's Eye, so long as you have time and the correct equipment. You may secure more food in addition to this using the normal rules for foraging.", - "effects": { - "Hunter's Eye": { - "name": "Hunter's Eye" - } - } - }, - "Shortbow": { - "name": "Shortbow" - }, - "Arrow": { - "name": "Arrow", - "description": "

" - }, - "EkIKUVQRNhSXLJVC": { - "name": "Silver Shilling" - }, - "Art": { - "name": "Art", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" - }, - "Athletics": { - "name": "Athletics", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" - }, - "Bribery": { - "name": "Bribery", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" - }, - "Charm": { - "name": "Charm", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" - }, - "Consume Alcohol": { - "name": "Consume Alcohol", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" - }, - "Dodge": { - "name": "Dodge", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" - }, - "Drive": { - "name": "Drive", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" - }, - "Entertain": { - "name": "Entertain", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" - }, - "Gamble": { - "name": "Gamble", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}" - }, - "Gossip": { - "name": "Gossip", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" - }, - "Haggle": { - "name": "Haggle", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" - }, - "Intimidate": { - "name": "Intimidate", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" - }, - "Leadership": { - "name": "Leadership", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" - }, - "Melee": { - "name": "Melee", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Navigation": { - "name": "Navigation", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" - }, - "Ride": { - "name": "Ride", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" - }, - "Row": { - "name": "Row", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" - }, - "Stealth": { - "name": "Stealth", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" - } - } - }, - "Josef Quartjin": { - "name": "Josef Quartjin", - "items": { - "The Berebeli": { - "name": "The Berebeli", - "description": "

Josef's vessel is the Berebeli, a standard, sailed Reik barge of a type common across the Empire. The Berebeli is home to Josef's crew, Wolmar and Gilda (both boat-hands), and their baby daughter, Elsa. Wolmar and Gilda have worked for Josef for two years, and get along very well with him. They are extremely loyal to the bargemaster, who fished them out of the river after their boat sank, and are friendly towards any friends of his.

" - }, - "Consume Alcohol": { - "name": "Consume Alcohol", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" - }, - "Lore (Rivers)": { - "name": "Lore (Rivers)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" - }, - "Navigation": { - "name": "Navigation", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" - }, - "Outdoor Survival": { - "name": "Outdoor Survival", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" - }, - "Row": { - "name": "Row", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" - }, - "Sail (Barge)": { - "name": "Sail (Barge)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.DLrOPZtVMLgSyxaj caption=false]{Sail}" - }, - "Trade (Boatbuilding)": { - "name": "Trade (Boatbuilding)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.jmFSm7UvmHEq52iu caption=false]{Trade}" - }, - "Silver Shilling": { - "name": "Silver Shilling" - }, - "Brass Penny": { - "name": "Brass Penny" - }, - "Crossbow": { - "name": "Crossbow" - }, - "Bolt": { - "name": "Bolt", - "description": "

" - }, - "Leather Jack": { - "name": "Leather Jack" - }, - "Leather Skullcap": { - "name": "Leather Skullcap" - }, - "Doomed": { - "name": "Doomed", - "description": "At the age of 10, a Priest of Morr called a Doomsayer took you aside to foretell your death in an incense-laden, coming-of-age ritual called the Dooming. In conjunction with your GM, come up with a suitable Dooming. Should your character die in a fashion that matches your Dooming, your next character gains a bonus of half the total XP your dead character accrued during play." - }, - "Fisherman": { - "name": "Fisherman", - "description": "You are a very capable fisherman and know all the best ways to land fiseed yourself and a number of others equal to your level in Fisherman, assuming you choose to spend at least an hour or so with a line and bait. You may secure more fish in addition to this using the normal rules for foraging", - "effects": { - "Fisherman": { - "name": "Fisherman" - } - } - }, - "Orientation": { - "name": "Orientation", - "description": "You have an instinctual feel for direction. You automatically know which direction is north with a glimpse at the stars, trees, or whatever other signs you are familiar with.", - "effects": { - "Orientation": { - "name": "Orientation" - } - } - }, - "Very Strong": { - "name": "Very Strong", - "description": "You gain a permanent +5 bonus to your starting Strength Characteristic (this does not count towards your Advances).", - "effects": { - "Very Strong": { - "name": "Very Strong", - "changes": { - "system.characteristics.s.initial": 5 - } - } - } - }, - "Axe": { - "name": "Axe" - }, - "Art": { - "name": "Art", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" - }, - "Athletics": { - "name": "Athletics", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" - }, - "Bribery": { - "name": "Bribery", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" - }, - "Charm": { - "name": "Charm", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" - }, - "Charm Animal": { - "name": "Charm Animal", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" - }, - "Climb": { - "name": "Climb", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}" - }, - "Cool": { - "name": "Cool", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" - }, - "Dodge": { - "name": "Dodge", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" - }, - "Drive": { - "name": "Drive", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" - }, - "Endurance": { - "name": "Endurance", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" - }, - "Entertain": { - "name": "Entertain", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" - }, - "Gamble": { - "name": "Gamble", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}" - }, - "Gossip": { - "name": "Gossip", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" - }, - "Haggle": { - "name": "Haggle", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" - }, - "Intimidate": { - "name": "Intimidate", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" - }, - "Intuition": { - "name": "Intuition", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" - }, - "Leadership": { - "name": "Leadership", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" - }, - "Melee": { - "name": "Melee", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Perception": { - "name": "Perception", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" - }, - "Ride": { - "name": "Ride", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" - }, - "Stealth": { - "name": "Stealth", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" - }, - "Wine, bottle": { - "name": "Wine, bottle" - } - } - }, - "Mutant Goblin": { - "name": "Mutant Goblin", - "description": "

@UUID[JournalEntry.MB5a0zBGJcZhEYUI.JournalEntryPage.bJXsdQq1rSN5tfqd#key-scene:-the-runaway-goblin]{Key Scene: The Runaway Goblin}

The three-legged Goblin in the @UUID[JournalEntry.MB5a0zBGJcZhEYUI.JournalEntryPage.bJXsdQq1rSN5tfqd#doctor-malthusiuss-zoocopeia]{Zoocopeia} is a rare creature. Whether it’s because Greenskins cull their own numbers, or they are simply more resistant to the depredations of Chaos, it is not common to find them mutated. Captured by mercenaries in the Grey Mountains, this Goblin is stunted, confused, and miserable, and wants only one thing: to be away from @UUID[Actor.hbVvPCmCGOAshxs9]{Grunni} at any cost. Whenever the Dwarf is close, it flinches and its eyes widen in terror.

@UUID[Actor.kQyaJB0lSLQ2NLu8]{Doctor Malthusius} knows that keeping a Mutant is illegal (or, at least, was — news from Altdorf suggests this has changed), but he has never let the legality of a situation get between him and a heavy bag of coins. Should he be confronted about this, he will claim he thought the creature was some form of Lesser Goblin, a little known species with three legs rather than two. He will feign shock and horror should anyone claim the Goblin is actually a Mutant.

", - "items": { - "Teeth and Claws": { - "name": "Teeth and Claws", - "description": "

The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)

" - }, - "Afraid": { - "name": "Afraid", - "description": "

The creature is afraid of the Target as if the Target has Fear (0). 

\n

The Fear trait represents an extreme aversion to something. Creatures that cause Fear have a Fear Rating; this value reflects the SL you are required to pass on an Extended Cool Test to overcome your Fear. You may continue to Test at the end of every round until your SL equals or surpasses the creature’s Fear rating. Until you do this, you are subject to Fear.

\n

 

\n

When subject to Fear, you suffer –1 SL on all Tests to affect the source of your fear. You may not move closer to whatever is causing Fear without passing a Challenging (+0) Cool Test. If it comes closer to you, you must pass a Challenging (+0) Cool Test, or gain a Broken Condition.

", - "effects": { - "Afraid": { - "name": "Afraid" - } - } - }, - "Multiple Legs": { - "name": "Multiple Legs", - "description": "+1 Movement; this mutation cannot be hidden", - "effects": { - "Multiple Legs": { - "name": "Multiple Legs", - "changes": { - "system.details.move.value": 1 - } - } - } - }, - "Profane Urgency": { - "name": "Profane Urgency", - "effects": { - "Profane Urgency": { - "name": "Profane Urgency", - "changes": { - "system.characteristics.wp.modifier": -10, - "system.characteristics.ag.modifier": 10 - } - } - } - }, - "Animosity": { - "name": "Animosity", - "description": "

You harbor an enmity for the Target, which will normally be a group of people or creatures, such as ‘Nordlanders’, ‘Beastmen’, or ‘Nobles’. You must attempt a Psychology Test whenever you encounter the group. If you pass, you may grumble and spit, but only suffer a penalty of –20 to all Fellowship Tests towards that group. Should you fail you are subject to Animosity.

\n

 

\n

At the end of every subsequent Round, you may attempt another Psychology test to bring the Animosity to an end. If you do not, the effects of Animosity naturally come to an end when all members of the specified group in your line of sight are utterly pacified or gone, or you gain the Stunned or Unconscious Condition, or you become subject to another Psychology.

\n

 

\n

When subject to Animosity, you must immediately attack the disagreeable creatures, either socially (insults, jibes, and similar) or physically (most commonly with fists), as appropriate. You also gain a bonus of +1 SL on any attempts to socially or mentally attack the group. Animosity is over-ridden by Fear and Terror.

", - "effects": { - "Animosity": { - "name": "Animosity" - } - } - }, - "Fast": { - "name": "Fast", - "description": "

The creature moves unexpectedly fast. It receives +1 Movement and +10 Agility.

", - "effects": { - "Fast": { - "name": "Fast", - "changes": { - "system.details.move.value": 1, - "system.characteristics.ag.initial": 10 - } - } - } - }, - "Mutation": { - "name": "Mutation", - "description": "

The creature is ‘blessed’ with a Mutation. Roll on the @Table[mutatephys]{Physical Corruption Table}

", - "effects": { - "Mutation": { - "name": "Mutation" - } - } - }, - "Night Vision": { - "name": "Night Vision", - "description": "

You can see very well in natural darkness. Assuming you have at least a faint source of light (such as starlight, moonlight, or bioluminescence) you can see clearly for 20 yards per level of Night Vision. Further, you can extend the effective illumination distance of any light sources by 20 yards per level of Night Vision.

" - }, - "Size": { - "name": "Size", - "description": "

This trait represents creatures whose size differ from the game standard (i.e. roughly human sized). There are seven steps of Size, ranging from Tiny to Monstrous.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

 Examples

\n
\n

Tiny

\n
\n

Butterfly, Mouse, Pigeon

\n
\n

Little

\n
\n

Cat, Hawk, Human Baby

\n
\n

Small

\n
\n

Giant Rat, Halfling, Human Child

\n
\n

Average

\n
\n

Dwarf, Elf, Human

\n
\n

Large

\n
\n

Horse, Ogre, Troll

\n
\n

Enormous

\n
\n

Griffon, Wyvern, Manticore

\n
\n

Monstrous

\n
\n

Dragon, Giant, Greater Daemon

\n
\n
\n

 

\n

Using Size

\n

 

\n

if you wish to use size to make a creature bigger — for example converting a giant spider to a gigantic spider — then increase Strength and Toughness by +10 and reduce Agility by –5 per step of size you increase the creature. Reverse this if you wish to make a creature smaller 

\n

 

\n

 

\n

Size Combat Modifers

\n

If larger:

\n\n\n

 

\n

If smaller:

\n

• It gains a bonus of +10 to hit.

\n

 

\n

Defending Against Big Creatures

\n

You suffer a penalty of –2 SL for each step larger your opponent is when using Melee to defend an Opposed Test. It is recommended to dodge a Giant swinging a tree, not parry it!

\n

 

\n\n

Fear and Terror

\n

If the creature is perceived to be aggressive, it causes Fear in any creature smaller than it, and Terror in any creature two or more steps smaller. The rating of the Fear or Terror equals the Size step difference. So, if the creature is Large, and its opponent is Small, it will cause Terror 2.

\n

 

\n

Moving in Combat

\n

A creature that is larger ignores the need to Disengage if it wishes to leave melee combat; instead, it brushes smaller combatants out of the way, moving where it wishes.

\n

 

\n

Opposed Strength

\n

During Opposed Strength Tests (and similar), if one creature is 2 or more size steps larger, it wins automatically. If one creature is 1 size step larger, the smaller creature must roll a Critical to contest the roll. If it does, SL are compared as normal. All other results mean the larger creature wins.

\n

 

\n

Stomp

\n

Creatures that are larger than their opponents may make one Stomp as a Free Attack, by spending 1 Advantage, as they kick downwards or otherwise bash smaller opponents out of the way. This attack has a Damage equal to their Strength Bonus +0, and uses Melee(Brawling).

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

Wounds

\n
\n

Tiny

\n
\n

1

\n
\n

Little

\n
\n

Toughness Bonus

\n
\n

Small

\n
\n

(2×Toughness Bonus) + Willpower Bonus

\n
\n

Average

\n
\n

Strength Bonus+(2×Toughness Bonus) + Willpower Bonus

\n
\n

Large

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×2

\n
\n

Enormous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×4

\n
\n

Monstrous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×8

\n
\n
", - "effects": { - "Size": { - "name": "Size" - } - } - }, - "Infected": { - "name": "Infected", - "description": "

The creature, or its weapon, carries a nasty infection. If it causes a living opponent to lose Wounds, it must pass an Easy (+40) Endurance Test or contract a @UUID[Compendium.wfrp4e-core.items.kKccDTGzWzSXCBOb]{Festering Wound}

", - "effects": { - "Infected": { - "name": "Infected" - } - } - } - } - }, - "Wrench": { - "name": "Wrench", - "description": "

@UUID[JournalEntry.aI05RCFli7s2SPP2.JournalEntryPage.uWlg0JgRwaUQNInI#warehouse-17]{Warehouse 17}

", - "items": { - "Armour": { - "name": "Armour", - "description": "

The creature is protected by armor or thick hide. It has Rating Armor Points on all Hit Locations

", - "effects": { - "Armour": { - "name": "Armour" - } - } - }, - "Bestial": { - "name": "Bestial", - "description": "

The creature has no rational thought or language. It shies away from fire and gains a @Condition[Broken] Condition if struck by it. In defense, it only uses the Dodge Skill. If it loses more than half its Wounds, it will attempt to Flee unless protecting its young or cornered, or unless it has the Territorial Trait. If so, it enters Frenzy. Bestial creatures have no Fellowship characteristic

" - }, - "Bite": { - "name": "Bite", - "description": "

On its turn, the creature may make a Free Attack by spending 1 Advantage. The Damage of the attack equals Rating and includes the creature’s Strength Bonus already

", - "effects": { - "Bite": { - "name": "Bite" - } - } - }, - "Night Vision": { - "name": "Night Vision", - "description": "

You can see very well in natural darkness. Assuming you have at least a faint source of light (such as starlight, moonlight, or bioluminescence) you can see clearly for 20 yards per level of Night Vision. Further, you can extend the effective illumination distance of any light sources by 20 yards per level of Night Vision.

" - }, - "Skittish": { - "name": "Skittish", - "description": "

The creature is easily scared by magic or loud noises. If such occurs, it receives +3 Broken Conditions

" - }, - "Stride": { - "name": "Stride", - "description": "

The creature has a long stride, perhaps because it is a quadruped or has especially long legs. Multiply Run Movement by 1.5 when Running. 

", - "effects": { - "Stride": { - "name": "Stride" - } - } - }, - "Trained": { - "name": "Trained", - "description": "

This trait represents animals that have been trained through the Animal Training Skill. The skills the animal knows is marked in the brackets. Feel free to create your own trained skills.

\n

Broken: The animal is trained to ignore its Bestial trait. it receives [[/r 2d10]] Fellowship.

\n

Drive: The animal is trained to pull a coach, cart, plough, buggy, or similar.

\n

Entertain: The animal is trained to entertain others. It adds a +10 bonus to appropriate Entertain, Perform, or Play Tests.

\n

Fetch: The animal is trained to fetch. This is normal reserved for Dogs and similar.

\n

Guard: The animal is trained to stay in one place or prowl around as a guard, granting it the Territorial Trait.

\n

Home: The animal is trained to return home if it is released or lost.

\n

Magic: The animal is trained to ignore Skittish when it comes to magic, which is required for most horses used by Wizards.

\n

Mount: The animal will accept a rider. Some creatures are especially belligerent, and will not accept a rider without the correct skill. So, to ride a Griffon, you need the Ride (Griffon) skill.

\n

War: The animal is trained for war, gaining +10 Weapon Skill. It can also ignore Skittish for loud noises.

", - "effects": { - "Trained (Broken, Guard)": { - "name": "Trained (Broken, Guard)" - } - } - }, - "Tracker": { - "name": "Tracker", - "description": "

Trackers are adept at following their prey, generally through scent or hearing. They add SL equal to their Initiative Bonus to all Track Tests.

", - "effects": { - "Tracker": { - "name": "Tracker" - } - } - }, - "Weapon": { - "name": "Weapon", - "description": "

The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)

" - }, - "Size": { - "name": "Size", - "description": "

This trait represents creatures whose size differ from the game standard (i.e. roughly human sized). There are seven steps of Size, ranging from Tiny to Monstrous.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

 Examples

\n
\n

Tiny

\n
\n

Butterfly, Mouse, Pigeon

\n
\n

Little

\n
\n

Cat, Hawk, Human Baby

\n
\n

Small

\n
\n

Giant Rat, Halfling, Human Child

\n
\n

Average

\n
\n

Dwarf, Elf, Human

\n
\n

Large

\n
\n

Horse, Ogre, Troll

\n
\n

Enormous

\n
\n

Griffon, Wyvern, Manticore

\n
\n

Monstrous

\n
\n

Dragon, Giant, Greater Daemon

\n
\n
\n

 

\n

Using Size

\n

 

\n

if you wish to use size to make a creature bigger — for example converting a giant spider to a gigantic spider — then increase Strength and Toughness by +10 and reduce Agility by –5 per step of size you increase the creature. Reverse this if you wish to make a creature smaller 

\n

 

\n

 

\n

Size Combat Modifers

\n

If larger:

\n\n\n

 

\n

If smaller:

\n

• It gains a bonus of +10 to hit.

\n

 

\n

Defending Against Big Creatures

\n

You suffer a penalty of –2 SL for each step larger your opponent is when using Melee to defend an Opposed Test. It is recommended to dodge a Giant swinging a tree, not parry it!

\n

 

\n\n

Fear and Terror

\n

If the creature is perceived to be aggressive, it causes Fear in any creature smaller than it, and Terror in any creature two or more steps smaller. The rating of the Fear or Terror equals the Size step difference. So, if the creature is Large, and its opponent is Small, it will cause Terror 2.

\n

 

\n

Moving in Combat

\n

A creature that is larger ignores the need to Disengage if it wishes to leave melee combat; instead, it brushes smaller combatants out of the way, moving where it wishes.

\n

 

\n

Opposed Strength

\n

During Opposed Strength Tests (and similar), if one creature is 2 or more size steps larger, it wins automatically. If one creature is 1 size step larger, the smaller creature must roll a Critical to contest the roll. If it does, SL are compared as normal. All other results mean the larger creature wins.

\n

 

\n

Stomp

\n

Creatures that are larger than their opponents may make one Stomp as a Free Attack, by spending 1 Advantage, as they kick downwards or otherwise bash smaller opponents out of the way. This attack has a Damage equal to their Strength Bonus +0, and uses Melee(Brawling).

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

Wounds

\n
\n

Tiny

\n
\n

1

\n
\n

Little

\n
\n

Toughness Bonus

\n
\n

Small

\n
\n

(2×Toughness Bonus) + Willpower Bonus

\n
\n

Average

\n
\n

Strength Bonus+(2×Toughness Bonus) + Willpower Bonus

\n
\n

Large

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×2

\n
\n

Enormous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×4

\n
\n

Monstrous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×8

\n
\n
", - "effects": { - "Size": { - "name": "Size" - } - } - } - } - }, - "Bögenhafen Watch Sergeant": { - "name": "Bögenhafen Watch Sergeant", - "description": "

Although this is the first Chapter where the Characters definitely face the Watch, it’s possible a confrontation with Bögenhafen’s finest will happen earlier. Patrols in the town usually consist of a @UUID[Actor.opX8C6mLOuvFvV0B]{sergeant} leading three @UUID[Actor.nCzNGuS22drsDAIe]{watchmen} and a @UUID[Actor.4RZRWe2dSK8hA9OZ]{recruit}. By comparison, at the @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.HlvtyG6davRZ3Xlk]{Schaffenfest}, a patrol is usually a watchman leading three  fresh recruits drafted in to help during the fair.

", - "items": { - "Weapon": { - "name": "Weapon", - "description": "

The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)

" - }, - "Armour": { - "name": "Armour", - "description": "

The creature is protected by armor or thick hide. It has Rating Armor Points on all Hit Locations

", - "effects": { - "Armour": { - "name": "Armour" - } - } - }, - "Prejudice": { - "name": "Prejudice", - "description": "

You really dislike the Target, which is normally a group of people or creatures such as ‘Ostlanders’, ‘Elves’, or ‘Wizards’. You must attempt a Psychology Test whenever you encounter the group against which you are prejudiced. If you pass, you may frown a lot, but will otherwise act normally, only suffering a penalty of –10 to all Fellowship Tests towards that group. Should you fail you are subject to Prejudice. At the end of every subsequent Round, you may attempt another Psychology test to bring the Prejudice to an end. If you do not, the effects of Prejudice naturally come to an end when all members of the specified group in your line of sight are gone, or you gain the Stunned or Unconscious Condition, or you become subject to another Psychology.

\n

 

\n

When subject to Prejudice, you must immediately insult the target of your prejudice. Loudly.

" - }, - "Hardy": { - "name": "Hardy", - "description": "You gain a permanent addition to your Wounds, equal to your Toughness Bonus. If your Toughness Bonus should increase, then the number of Wounds Hardy provides also increases.", - "effects": { - "Hardy": { - "name": "Hardy" - } - } - }, - "mTIDrqKxWMSOVWeR": { - "name": "Hardy", - "description": "You gain a permanent addition to your Wounds, equal to your Toughness Bonus. If your Toughness Bonus should increase, then the number of Wounds Hardy provides also increases.", - "effects": { - "Hardy": { - "name": "Hardy" - } - } - } - } - }, - "Reynald Verstand": { - "name": "Reynald Verstand", - "items": { - "5d10 Silver Shilling": { - "name": "5d10 Silver Shilling" - }, - "Lantern Oil": { - "name": "Lantern Oil", - "description": "

Contains enough fuel for 4 hours of standard use, or 8 hours of low flame equivalent to a candle.

" - }, - "Quality Livery": { - "name": "Quality Livery" - }, - "Animal Care": { - "name": "Animal Care", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QZx9CbhGkIaDMQD3 caption=false]{Animal Care}" - }, - "Athletics": { - "name": "Athletics", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" - }, - "Charm": { - "name": "Charm", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" - }, - "Climb": { - "name": "Climb", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}" - }, - "Drive": { - "name": "Drive", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" - }, - "Dodge": { - "name": "Dodge", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" - }, - "Endurance": { - "name": "Endurance", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" - }, - "Evaluate": { - "name": "Evaluate", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.NtJ85TY8yY3WOGHN caption=false]{Evaluate}" - }, - "Gossip": { - "name": "Gossip", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" - }, - "Haggle": { - "name": "Haggle", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" - }, - "Intuition": { - "name": "Intuition", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" - }, - "Lore (Local)": { - "name": "Lore (Local)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" - }, - "Perception": { - "name": "Perception", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" - }, - "Stealth (Urban)": { - "name": "Stealth (Urban)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" - }, - "Acute Sense (Sight)": { - "name": "Acute Sense (Sight)", - "description": "

One of your primary five senses is highly developed, allowing you to spot what others miss. You may take Perception Tests to detect normally imperceptible details with the associated sense, as dictated by the GM. This could include: seeing an eagle beyond everyone else's eyeshot, smelling an almost odorless poison, hearing the breath of an unmoving mouse within a wall, feeling a worn away letter in a carving, or tasting that two beers from the same brewer have been drawn from two different barrels.

" - }, - "Beneath Notice": { - "name": "Beneath Notice", - "description": "

The high and mighty pay no attention to your presence, knowing you are well beneath their notice. Assuming you are properly attired and not in an incongruous position, those of a higher Status Tier will normally ignore you unless your presence becomes inappropriate, which can make it very easy to listen into conversations you perhaps shouldn’t. Further, characters with a higher Status Tier than you gain no Advantage for striking or wounding you in combat, as there is nothing to be gained for defeating such a lowly cur.

", - "effects": { - "Beneath Notice": { - "name": "Beneath Notice" - } - } - }, - "Etiquette (Servants)": { - "name": "Etiquette (Servants)", - "description": "

You can blend in socially with the chosen group so long as you are dressed and acting appropriately. Example social groups for this Talent are: Criminals, Cultists, Guilders, Nobles, Scholars, Servants, and Soldiers. If you do not have the Talent, those with it will note your discomfort in the unfamiliar environment. This is primarily a matter for roleplaying, but may confer a bonus to Fellowship Tests at the GM’s discretion.

", - "effects": { - "Etiquette": { - "name": "Etiquette" - } - } - }, - "Savvy": { - "name": "Savvy", - "description": "You gain a permanent +5 bonus to your starting Intelligence Characteristic (this does not count towards your Advances).", - "effects": { - "Savvy": { - "name": "Savvy", - "changes": { - "system.characteristics.int.initial": 5 - } - } - } - }, - "Well-prepared": { - "name": "Well-prepared", - "description": "

You are used to anticipating the needs of others, and yourself. A number of times per session equal to your level of Well-Prepared, you may pull the trapping required for the current situation from your backpack (or similar) as long as it is Encumbrance 0, could feasibly been bought recently, and doesn’t stretch credibility too far. This could be anything from a flask of spirits to fortify a wounded comrade to a pfennig-whistle needed by a passing entertainer. Whenever you do this, you must deduct the cost for the prepared item from your purse, representing the coin you spent earlier.

" - }, - "Afraid": { - "name": "Afraid", - "description": "

The creature is afraid of the Target as if the Target has Fear (0). 

\n

The Fear trait represents an extreme aversion to something. Creatures that cause Fear have a Fear Rating; this value reflects the SL you are required to pass on an Extended Cool Test to overcome your Fear. You may continue to Test at the end of every round until your SL equals or surpasses the creature’s Fear rating. Until you do this, you are subject to Fear.

\n

 

\n

When subject to Fear, you suffer –1 SL on all Tests to affect the source of your fear. You may not move closer to whatever is causing Fear without passing a Challenging (+0) Cool Test. If it comes closer to you, you must pass a Challenging (+0) Cool Test, or gain a Broken Condition.

", - "effects": { - "Afraid": { - "name": "Afraid" - } - } - }, - "Animosity": { - "name": "Animosity", - "description": "

You harbor an enmity for the Target, which will normally be a group of people or creatures, such as ‘Nordlanders’, ‘Beastmen’, or ‘Nobles’. You must attempt a Psychology Test whenever you encounter the group. If you pass, you may grumble and spit, but only suffer a penalty of –20 to all Fellowship Tests towards that group. Should you fail you are subject to Animosity.

\n

 

\n

At the end of every subsequent Round, you may attempt another Psychology test to bring the Animosity to an end. If you do not, the effects of Animosity naturally come to an end when all members of the specified group in your line of sight are utterly pacified or gone, or you gain the Stunned or Unconscious Condition, or you become subject to another Psychology.

\n

 

\n

When subject to Animosity, you must immediately attack the disagreeable creatures, either socially (insults, jibes, and similar) or physically (most commonly with fists), as appropriate. You also gain a bonus of +1 SL on any attempts to socially or mentally attack the group. Animosity is over-ridden by Fear and Terror.

", - "effects": { - "Animosity": { - "name": "Animosity" - } - } - }, - "Floor Brush": { - "name": "Floor Brush" - }, - "Storm Lantern": { - "name": "Storm Lantern", - "description": "

Shutters protect the flame from wind, and also enable the light to be directed in a 90° arc or darkened altogether. Provides illumination for 20 yards, or 30 when targeted.

", - "effects": { - "Storm Lantern": { - "name": "Storm Lantern" - } - } - }, - "Gold Crown": { - "name": "Gold Crown" - }, - "Brass Penny": { - "name": "Brass Penny" - }, - "Art": { - "name": "Art", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" - }, - "Bribery": { - "name": "Bribery", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" - }, - "Charm Animal": { - "name": "Charm Animal", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" - }, - "Consume Alcohol": { - "name": "Consume Alcohol", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" - }, - "Cool": { - "name": "Cool", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" - }, - "Entertain": { - "name": "Entertain", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" - }, - "Gamble": { - "name": "Gamble", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}" - }, - "Intimidate": { - "name": "Intimidate", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" - }, - "Leadership": { - "name": "Leadership", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" - }, - "Melee": { - "name": "Melee", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Navigation": { - "name": "Navigation", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" - }, - "Outdoor Survival": { - "name": "Outdoor Survival", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" - }, - "Ride": { - "name": "Ride", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" - }, - "Row": { - "name": "Row", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" - }, - "Stealth": { - "name": "Stealth", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" - }, - "Tinderbox": { - "name": "Tinderbox" - } - } - }, - "Heinrich Steele": { - "name": "Heinrich Steele", - "items": { - "Light Warhorse with Saddle and Harness": { - "name": "Light Warhorse with Saddle and Harness", - "description": "

@UUID[Compendium.wfrp4e-eis.actors.QhEFgUrPzF2NNWoS]{Light Warhorse} (aka Hobby)

Carrying Capacity: 18

" - }, - "Symbol of Rank": { - "name": "Symbol of Rank" - }, - "Unit of 8-12 (or up to 16-24) Road Wardens": { - "name": "Unit of 8-12 (or up to 16-24) Road Wardens" - }, - "Quality Cloak": { - "name": "Quality Cloak", - "description": "

Protects wearer against the elements. 

" - }, - "Quality Hat": { - "name": "Quality Hat", - "description": "

Fine quality hats are status symbols in the Empire’s towns and cities. The more flamboyant the hat, the better.

" - }, - "1d10 Gold Crowns": { - "name": "1d10 Gold Crowns" - }, - "Animal Care": { - "name": "Animal Care", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QZx9CbhGkIaDMQD3 caption=false]{Animal Care}" - }, - "Bribery": { - "name": "Bribery", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" - }, - "Consume Alcohol": { - "name": "Consume Alcohol", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" - }, - "Gamble": { - "name": "Gamble", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}" - }, - "Gossip": { - "name": "Gossip", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" - }, - "Haggle": { - "name": "Haggle", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" - }, - "Intimidate": { - "name": "Intimidate", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" - }, - "Intuition": { - "name": "Intuition", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" - }, - "Leadership": { - "name": "Leadership", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" - }, - "Lore (Empire)": { - "name": "Lore (Empire)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" - }, - "Melee (Basic)": { - "name": "Melee (Basic)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Navigation": { - "name": "Navigation", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" - }, - "Outdoor Survival": { - "name": "Outdoor Survival", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" - }, - "Perception": { - "name": "Perception", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" - }, - "Ranged\r (Blackpowder)": { - "name": "Ranged\r (Blackpowder)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.jJYOiSQNgC9v7cM5 caption=false]{Ranged}" - }, - "Ranged (Crossbow)": { - "name": "Ranged (Crossbow)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.jJYOiSQNgC9v7cM5 caption=false]{Ranged}" - }, - "Ride (Horse)": { - "name": "Ride (Horse)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" - }, - "Combat Aware": { - "name": "Combat Aware", - "description": "

You are used to scanning the battlefield to make snap decisions informed by the shifting tides of war. You may take a Challenging (+0) Perception Test to ignore Surprise, which is modified by circumstance as normal.

", - "effects": { - "Combat Aware": { - "name": "Combat Aware" - } - } - }, - "Commanding Presence": { - "name": "Commanding Presence", - "description": "Your presence fills others with hushed awe and admiration. Such is your aura of authority, those with a lower Status may not resist your Leadership tests with their Willpower. Of course, enemies are still no more likely to respect or obey you, but the common folk rarely stand against you.", - "effects": { - "Commanding Presence": { - "name": "Commanding Presence" - } - } - }, - "Coolheaded": { - "name": "Coolheaded", - "description": "You gain a permanent +5 bonus to your starting Willpower Characteristic this does not count towards your Advances.", - "effects": { - "Coolheaded": { - "name": "Coolheaded", - "changes": { - "system.characteristics.wp.initial": 5 - } - } - } - }, - "Crack the Whip": { - "name": "Crack the Whip", - "description": "You know how to get the most out of your animals. When an animal you control is Fleeing or Running, it gains +1 Movement if you are using a whip.", - "effects": { - "Crack the Whip": { - "name": "Crack the Whip" - } - } - }, - "Fearless (Outlaws)": { - "name": "Fearless (Outlaws)", - "description": "

You are either brave enough or crazy enough that fear of certain enemies has become a distant memory. With a single Average (+20) Cool Test, you may ignore any Intimidate, Fear, or Terror effects from the specified enemy when encountered. Typical enemies include Beastmen, Greenskins, Outlaws, Vampires, Watchmen, and Witches.

", - "effects": { - "Fearless": { - "name": "Fearless" - } - } - }, - "Marksman": { - "name": "Marksman", - "description": "You gain a permanent +5 bonus to your starting Ballistic Skill (this does not count towards your Advances).", - "effects": { - "Marksman": { - "name": "Marksman", - "changes": { - "system.characteristics.bs.initial": 5 - } - } - } - }, - "Nose for Trouble": { - "name": "Nose for Trouble", - "description": "

You are used to getting into, and preferably out of, trouble. You may attempt an Intuition Test to spot those seeking to cause trouble or seeking to cause you harm, even if normally you would not be allowed a Test (because of Talents or a Spell, for example). This Test will likely be Opposed if others are hiding, and the GM may prefer to take this Test on your behalf in secret so you do not know the results should you fail. If any troublemakers you spot start combat, you may ignore any Surprised Condition they would normally inflict.

", - "effects": { - "Nose for Trouble": { - "name": "Nose for Trouble" - } - } - }, - "Clothing": { - "name": "Clothing" - }, - "Dagger": { - "name": "Dagger" - }, - "Leather Jack": { - "name": "Leather Jack" - }, - "Mail Shirt": { - "name": "Mail Shirt" - }, - "Shield": { - "name": "Shield" - }, - "Art": { - "name": "Art", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" - }, - "Athletics": { - "name": "Athletics", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" - }, - "Charm": { - "name": "Charm", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" - }, - "Charm Animal": { - "name": "Charm Animal", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" - }, - "Climb": { - "name": "Climb", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}" - }, - "Cool": { - "name": "Cool", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" - }, - "Dodge": { - "name": "Dodge", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" - }, - "Drive": { - "name": "Drive", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" - }, - "Endurance": { - "name": "Endurance", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" - }, - "Entertain": { - "name": "Entertain", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" - }, - "Melee": { - "name": "Melee", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Ride": { - "name": "Ride", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" - }, - "Row": { - "name": "Row", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" - }, - "Stealth": { - "name": "Stealth", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" - }, - "Crossbow": { - "name": "Crossbow" - }, - "Bolt": { - "name": "Bolt", - "description": "

" - }, - "Pistol": { - "name": "Pistol" - }, - "Bullet and Powder": { - "name": "Bullet and Powder" - }, - "Sword": { - "name": "Sword" - }, - "Rope, 10 yards": { - "name": "Rope, 10 yards" - }, - "Silver Shilling": { - "name": "Silver Shilling" - }, - "Brass Penny": { - "name": "Brass Penny" - }, - "Hatred (Cultists)": { - "name": "Hatred (Cultists)", - "description": "

You are consumed with hatred for something in the Old World, as described in @UUID[Compendium.wfrp4e-core.journals.JournalEntry.NS3YGlJQxwTggjRX.JournalEntryPage.5w5YLPNd6AaU4f85]{Psychology}. Each time you take this Talent you develop hatred for a new group. Examples you could take include: Beastmen, Greenskins, Monsters, Outlaws, Sigmarites, Undead, Witches.

", - "effects": { - "Hatred (Cultists)": { - "name": "Hatred (Cultists)" - } - } - } - } - }, - "Keiti Ouala": { - "name": "Keiti Ouala", - "items": { - "Guards": { - "name": "Guards" - }, - "Strange Furs": { - "name": "Strange Furs" - }, - "Exotic Spices\r and Rare Metals": { - "name": "Exotic Spices\r and Rare Metals" - }, - "5d10 Silver Shilling": { - "name": "5d10 Silver Shilling" - }, - "Short Sword": { - "name": "Short Sword" - }, - "oFvGsQMLfbjxqaKP": { - "name": "Short Sword" - }, - "K3mngNvSRopynjBH": { - "name": "Short Sword" - }, - "WxW2tjZtVr7jACQQ": { - "name": "Short Sword" - }, - "Jewellry": { - "name": "Jewellry", - "description": "

Prices vary by craftsmanship, metal type, and gem value. As a general guideline, common rings without any gemstones cost 10 coins equal to their metal type (i.e. brass, silver or gold) whereas necklaces cost 20 coins of the same metal type

" - }, - "Animal Care": { - "name": "Animal Care", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QZx9CbhGkIaDMQD3 caption=false]{Animal Care}" - }, - "Bribery": { - "name": "Bribery", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" - }, - "Charm": { - "name": "Charm", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" - }, - "Consume Alcohol": { - "name": "Consume Alcohol", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" - }, - "Drive": { - "name": "Drive", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" - }, - "Evaluate": { - "name": "Evaluate", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.NtJ85TY8yY3WOGHN caption=false]{Evaluate}" - }, - "Gamble": { - "name": "Gamble", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}" - }, - "Gossip": { - "name": "Gossip", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" - }, - "Haggle": { - "name": "Haggle", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" - }, - "Intuition": { - "name": "Intuition", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" - }, - "Language (Guilder)": { - "name": "Language (Guilder)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.xo5U0kL08xCPe6kl caption=false]{Language}" - }, - "Language (Southlander)": { - "name": "Language (Southlander)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.xo5U0kL08xCPe6kl caption=false]{Language}" - }, - "Perception": { - "name": "Perception", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" - }, - "Dealmaker": { - "name": "Dealmaker", - "description": "

You are a skilled businessman who knows how to close a deal. When using the Haggle skill, you reduce or increase the price of the products by an extra 10%.

\n

 

\n

Note: The GM may put a lower limit on prices here to show a seller refusing to sell below cost.

", - "effects": { - "Dealmaker": { - "name": "Dealmaker" - } - } - }, - "Read/Write": { - "name": "Read/Write", - "description": "You are one of the rare literate individuals in the Old World. You are assumed to be able to read and write (if appropriate) all of the Languages you can speak." - }, - "Savvy": { - "name": "Savvy", - "description": "You gain a permanent +5 bonus to your starting Intelligence Characteristic (this does not count towards your Advances).", - "effects": { - "Savvy": { - "name": "Savvy", - "changes": { - "system.characteristics.int.initial": 5 - } - } - } - }, - "Suave": { - "name": "Suave", - "description": "You gain a permanent +5 bonus to your starting Fellowship Characteristic (this does not count towards your Advances).", - "effects": { - "Suave": { - "name": "Suave", - "changes": { - "system.characteristics.fel.initial": 5 - } - } - } - }, - "Abacus": { - "name": "Abacus" - }, - "Gold Crown": { - "name": "Gold Crown" - }, - "Brass Penny": { - "name": "Brass Penny" - }, - "Art": { - "name": "Art", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" - }, - "Athletics": { - "name": "Athletics", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" - }, - "Charm Animal": { - "name": "Charm Animal", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" - }, - "Climb": { - "name": "Climb", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}" - }, - "Cool": { - "name": "Cool", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" - }, - "Dodge": { - "name": "Dodge", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" - }, - "Endurance": { - "name": "Endurance", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" - }, - "Entertain": { - "name": "Entertain", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" - }, - "Intimidate": { - "name": "Intimidate", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" - }, - "Leadership": { - "name": "Leadership", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" - }, - "Melee": { - "name": "Melee", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Navigation": { - "name": "Navigation", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" - }, - "Outdoor Survival": { - "name": "Outdoor Survival", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" - }, - "Ride": { - "name": "Ride", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" - }, - "Row": { - "name": "Row", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" - }, - "Stealth": { - "name": "Stealth", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" - }, - "Guild License": { - "name": "Guild License", - "description": "

Guild licenses are usually printed on single sheets of parchment, stamped with an official seal, and signed by the local guild master. Guild licenses are not purchased; instead, they are granted to guild members according to each guild’s traditions and laws.

" - }, - "Wagon": { - "name": "Wagon", - "description": "

One driver and two horses are standard .

" - } - } - }, - "Wolfgang Kellermann": { - "name": "Wolfgang Kellermann", - "items": { - "Belt Pouch": { - "name": "Belt Pouch" - }, - "Athletics": { - "name": "Athletics", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" - }, - "Consume Alcohol": { - "name": "Consume Alcohol", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" - }, - "Cool": { - "name": "Cool", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" - }, - "Endurance": { - "name": "Endurance", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" - }, - "Melee (Brawling)": { - "name": "Melee (Brawling)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Ranged (Explosives)": { - "name": "Ranged (Explosives)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.jJYOiSQNgC9v7cM5 caption=false]{Ranged}" - }, - "Ranged (Blackpowder)": { - "name": "Ranged (Blackpowder)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.jJYOiSQNgC9v7cM5 caption=false]{Ranged}" - }, - "Combat Aware": { - "name": "Combat Aware", - "description": "

You are used to scanning the battlefield to make snap decisions informed by the shifting tides of war. You may take a Challenging (+0) Perception Test to ignore Surprise, which is modified by circumstance as normal.

", - "effects": { - "Combat Aware": { - "name": "Combat Aware" - } - } - }, - "Menacing": { - "name": "Menacing", - "description": "You have an imposing presence. When using the Intimidate Skill, gain a SL bonus equal to your levels of Menacing.", - "effects": { - "Menacing": { - "name": "Menacing" - } - } - }, - "Armour": { - "name": "Armour", - "description": "

The creature is protected by armor or thick hide. It has Rating Armor Points on all Hit Locations

", - "effects": { - "Armour": { - "name": "Armour" - } - } - }, - "Prejudice": { - "name": "Prejudice", - "description": "

You really dislike the Target, which is normally a group of people or creatures such as ‘Ostlanders’, ‘Elves’, or ‘Wizards’. You must attempt a Psychology Test whenever you encounter the group against which you are prejudiced. If you pass, you may frown a lot, but will otherwise act normally, only suffering a penalty of –10 to all Fellowship Tests towards that group. Should you fail you are subject to Prejudice. At the end of every subsequent Round, you may attempt another Psychology test to bring the Prejudice to an end. If you do not, the effects of Prejudice naturally come to an end when all members of the specified group in your line of sight are gone, or you gain the Stunned or Unconscious Condition, or you become subject to another Psychology.

\n

 

\n

When subject to Prejudice, you must immediately insult the target of your prejudice. Loudly.

" - }, - "Weapon": { - "name": "Weapon", - "description": "

The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)

" - }, - "Knuckledusters": { - "name": "Knuckledusters" - }, - "Leather Jerkin": { - "name": "Leather Jerkin" - }, - "Gold Crown": { - "name": "Gold Crown" - }, - "Silver Shilling": { - "name": "Silver Shilling" - }, - "Brass Penny": { - "name": "Brass Penny" - }, - "Blunderbuss (Behind the bar)": { - "name": "Blunderbuss (Behind the bar)" - }, - "byFm9ktrt9LSozPi": { - "name": "Silver Shilling" - }, - "Art": { - "name": "Art", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" - }, - "Bribery": { - "name": "Bribery", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" - }, - "Charm": { - "name": "Charm", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" - }, - "Charm Animal": { - "name": "Charm Animal", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" - }, - "Climb": { - "name": "Climb", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}" - }, - "Dodge": { - "name": "Dodge", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" - }, - "Drive": { - "name": "Drive", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" - }, - "Entertain": { - "name": "Entertain", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" - }, - "Gamble": { - "name": "Gamble", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}" - }, - "Gossip": { - "name": "Gossip", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" - }, - "Haggle": { - "name": "Haggle", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" - }, - "Intimidate": { - "name": "Intimidate", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" - }, - "Intuition": { - "name": "Intuition", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" - }, - "Leadership": { - "name": "Leadership", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" - }, - "Melee": { - "name": "Melee", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Navigation": { - "name": "Navigation", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" - }, - "Outdoor Survival": { - "name": "Outdoor Survival", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" - }, - "Perception": { - "name": "Perception", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" - }, - "Ride": { - "name": "Ride", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" - }, - "Row": { - "name": "Row", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" - }, - "Stealth": { - "name": "Stealth", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" - }, - "Dirty Fighting": { - "name": "Dirty Fighting", - "description": "You have been taught all the dirty tricks of unarmed combat. You may choose to cause an extra +1 Damage for each level in Dirty Fighting with any successful Melee (Brawling) hit.", - "effects": { - "Dirty Fighting": { - "name": "Dirty Fighting" - } - } - } - } - }, - "Chaos Fury": { - "name": "Chaos Fury", - "description": "

In many ways Chaos Furies are considered the least of Daemons. They serve no particular Chaos god, and are atavistic manifestations of Chaos in its undivided form, primal and without distinctive personality. Their relative weakness, as well as the fact that no Chaos power would seek recompense should they be mistreated, means that they are often summoned by novice Daemonologists seeking a pliable and useful servant.

\n

For all their lack of power Furies are still stronger than most mortal humans, and capable of speeding flight on their leathern wings. In appearance they are mutable, as all servants of Chaos, but they tend to manifest along a rough outline not wholly unlike a winged Beastman.  Furies are often further characterised by long canine snouts, short sharp horns, burning-yellow eyes, and a hide patched in dark fur and red reptilian scales.

\n

Furies are weak-willed and cowardly by nature. A Daemonologist may easily bind one in order to deliver simple messages or prey upon isolated targets. However, tasked with anything too onerous, complex, or dangerous, they tend to grow resentful and uncooperative.

", - "items": { - "Corruption": { - "name": "Corruption", - "description": "

The creature is tainted by Chaos, or perhaps suffused with Dark Magics. The Strength of the Corruption is marked in brackets (@Corruption[minor]{Minor}, @Corruption[moderate]{Moderate}, or @Corruption[major]{Major}).

", - "effects": { - "Corruption": { - "name": "Corruption" - } - } - }, - "Unstable": { - "name": "Unstable", - "description": "

The creature’s corpus is maintained by foul magics that are inherently unstable in the material realm.

\n

Whenever it ends a round engaged with any opponent with higher Advantage, the creature is driven back, and the magics holding it together weaken. It loses as many Wounds as the difference between its Advantage, and the highest Advantage engaged with it.

\n

So, if the creature had 1 Advantage, and its opponent had 3, the creature would lose 2 Wounds. If the creature ever reach 0 Wounds, the magics holding it in place collapse, and it ‘dies’.

", - "effects": { - "Unstable": { - "name": "Unstable" - } - } - }, - "Skittish": { - "name": "Skittish", - "description": "

The creature is easily scared by magic or loud noises. If such occurs, it receives +3 Broken Conditions

" - }, - "Gold Crown": { - "name": "Gold Crown" - }, - "Silver Shilling": { - "name": "Silver Shilling" - }, - "Brass Penny": { - "name": "Brass Penny" - }, - "Bite": { - "name": "Bite", - "description": "

On its turn, the creature may make a Free Attack by spending 1 Advantage. The Damage of the attack equals Rating and includes the creature’s Strength Bonus already

", - "effects": { - "Bite": { - "name": "Bite" - } - } - }, - "Daemonic": { - "name": "Daemonic", - "description": "

The creature’s essence is raw magic, and unholy ichor pumps through what passes for its veins. Daemonic creatures do not require the normal prerequisites for life: food, water, air…

\n

All its attacks are Magical. Roll [[/r 1d10]] after any blow is received, if the creature rolls the Target number or higher, the blow is ignored, even if it is a critical. Should the creature be reduced to 0 Wounds, its soul returns to the Realms of Chaos immediately, removing it from play.

", - "effects": { - "Daemonic": { - "name": "Daemonic" - } - } - }, - "Fear": { - "name": "Fear", - "description": "

The creature causes supernatural Fear in other creatures, with a rating equal to its Rating.

\n

The Fear trait represents an extreme aversion to something. Creatures that cause Fear have a Fear Rating; this value reflects the SL you are required to pass on an Extended Cool Test to overcome your Fear. You may continue to Test at the end of every round until your SL equals or surpasses the creature’s Fear rating. Until you do this, you are subject to Fear.

\n

When subject to Fear, you suffer –1 SL on all Tests to affect the source of your fear. You may not move closer to whatever is causing Fear without passing a Challenging (+0) Cool Test. If it comes closer to you, you must pass a Challenging (+0) Cool Test, or gain a @Condition[Broken] Condition.

", - "effects": { - "Fear": { - "name": "Fear" - } - } - }, - "Flight": { - "name": "Flight", - "description": "

As the creature’s Move, it can fly up to Rating yards. When flying, it ignores all intervening terrain, obstacles, or characters. At the end of the move, it decides whether it has landed or is still flying. It can use this move to Charge. If it starts its turn flying, it must choose to Fly for its Move. If it cannot do this, the GM decides how far the creature falls.

\n

When targeting it, measure horizontal distance as normal, then increase range by 1 step. So, a Long Range shot would become Extreme Range, and if it was at Extreme Range it could not be shot at all.

\n

When flying, it suffers a penalty of –20 to all ranged combat attempts as it swoops and wheels in the sky

", - "effects": { - "Flying": { - "name": "Flying" - } - } - }, - "Horns (Feature)": { - "name": "Horns (Feature)", - "description": "

The creature has horns or some other sharp appendage (if its Horns Trait represents a different feature it will be noted in brackets). When the creature gains an Advantage for Charging, it may make a Free Attack with its Horns, performed as normal, using Rating to calculate Damage (its Strength Bonus is already included).

" - }, - "Weapon": { - "name": "Weapon", - "description": "

The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)

" - }, - "Melee (Brawling)": { - "name": "Melee (Brawling)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Afraid": { - "name": "Afraid", - "description": "

The creature is afraid of the Target as if the Target has Fear (0). 

\n

The Fear trait represents an extreme aversion to something. Creatures that cause Fear have a Fear Rating; this value reflects the SL you are required to pass on an Extended Cool Test to overcome your Fear. You may continue to Test at the end of every round until your SL equals or surpasses the creature’s Fear rating. Until you do this, you are subject to Fear.

\n

 

\n

When subject to Fear, you suffer –1 SL on all Tests to affect the source of your fear. You may not move closer to whatever is causing Fear without passing a Challenging (+0) Cool Test. If it comes closer to you, you must pass a Challenging (+0) Cool Test, or gain a Broken Condition.

", - "effects": { - "Afraid": { - "name": "Afraid" - } - } - }, - "QSMZSrHtCIPmenhz": { - "name": "Afraid", - "description": "

The creature is afraid of the Target as if the Target has Fear (0). 

\n

The Fear trait represents an extreme aversion to something. Creatures that cause Fear have a Fear Rating; this value reflects the SL you are required to pass on an Extended Cool Test to overcome your Fear. You may continue to Test at the end of every round until your SL equals or surpasses the creature’s Fear rating. Until you do this, you are subject to Fear.

\n

 

\n

When subject to Fear, you suffer –1 SL on all Tests to affect the source of your fear. You may not move closer to whatever is causing Fear without passing a Challenging (+0) Cool Test. If it comes closer to you, you must pass a Challenging (+0) Cool Test, or gain a Broken Condition.

", - "effects": { - "Afraid": { - "name": "Afraid" - } - } - }, - "Brute": { - "name": "Brute", - "description": "

The creature is heavy and brutish. It receives –1 Movement, –10 Agility, and +10 Strength and Toughness.

", - "effects": { - "Brute": { - "name": "Brute", - "changes": { - "system.details.move.value": -1, - "system.characteristics.ag.initial": -10, - "system.characteristics.s.initial": 10, - "system.characteristics.t.initial": 10 - } - } - } - }, - "Clever": { - "name": "Clever", - "description": "

The creature is particularly sharp-minded. It receives +20 Intelligence and +10 Initiative.

", - "effects": { - "Clever": { - "name": "Clever", - "changes": { - "system.characteristics.int.initial": 20, - "system.characteristics.i.initial": 10 - } - } - } - }, - "Fast": { - "name": "Fast", - "description": "

The creature moves unexpectedly fast. It receives +1 Movement and +10 Agility.

", - "effects": { - "Fast": { - "name": "Fast", - "changes": { - "system.details.move.value": 1, - "system.characteristics.ag.initial": 10 - } - } - } - }, - "Mutation": { - "name": "Mutation", - "description": "

The creature is ‘blessed’ with a Mutation. Roll on the @Table[mutatephys]{Physical Corruption Table}

", - "effects": { - "Mutation": { - "name": "Mutation" - } - } - }, - "Size": { - "name": "Size", - "description": "

This trait represents creatures whose size differ from the game standard (i.e. roughly human sized). There are seven steps of Size, ranging from Tiny to Monstrous.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

 Examples

\n
\n

Tiny

\n
\n

Butterfly, Mouse, Pigeon

\n
\n

Little

\n
\n

Cat, Hawk, Human Baby

\n
\n

Small

\n
\n

Giant Rat, Halfling, Human Child

\n
\n

Average

\n
\n

Dwarf, Elf, Human

\n
\n

Large

\n
\n

Horse, Ogre, Troll

\n
\n

Enormous

\n
\n

Griffon, Wyvern, Manticore

\n
\n

Monstrous

\n
\n

Dragon, Giant, Greater Daemon

\n
\n
\n

 

\n

Using Size

\n

 

\n

if you wish to use size to make a creature bigger — for example converting a giant spider to a gigantic spider — then increase Strength and Toughness by +10 and reduce Agility by –5 per step of size you increase the creature. Reverse this if you wish to make a creature smaller 

\n

 

\n

 

\n

Size Combat Modifers

\n

If larger:

\n\n\n

 

\n

If smaller:

\n

• It gains a bonus of +10 to hit.

\n

 

\n

Defending Against Big Creatures

\n

You suffer a penalty of –2 SL for each step larger your opponent is when using Melee to defend an Opposed Test. It is recommended to dodge a Giant swinging a tree, not parry it!

\n

 

\n\n

Fear and Terror

\n

If the creature is perceived to be aggressive, it causes Fear in any creature smaller than it, and Terror in any creature two or more steps smaller. The rating of the Fear or Terror equals the Size step difference. So, if the creature is Large, and its opponent is Small, it will cause Terror 2.

\n

 

\n

Moving in Combat

\n

A creature that is larger ignores the need to Disengage if it wishes to leave melee combat; instead, it brushes smaller combatants out of the way, moving where it wishes.

\n

 

\n

Opposed Strength

\n

During Opposed Strength Tests (and similar), if one creature is 2 or more size steps larger, it wins automatically. If one creature is 1 size step larger, the smaller creature must roll a Critical to contest the roll. If it does, SL are compared as normal. All other results mean the larger creature wins.

\n

 

\n

Stomp

\n

Creatures that are larger than their opponents may make one Stomp as a Free Attack, by spending 1 Advantage, as they kick downwards or otherwise bash smaller opponents out of the way. This attack has a Damage equal to their Strength Bonus +0, and uses Melee(Brawling).

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

Wounds

\n
\n

Tiny

\n
\n

1

\n
\n

Little

\n
\n

Toughness Bonus

\n
\n

Small

\n
\n

(2×Toughness Bonus) + Willpower Bonus

\n
\n

Average

\n
\n

Strength Bonus+(2×Toughness Bonus) + Willpower Bonus

\n
\n

Large

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×2

\n
\n

Enormous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×4

\n
\n

Monstrous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×8

\n
\n
", - "effects": { - "Size": { - "name": "Size" - } - } - }, - "bM2fAoHSFjxeLQM6": { - "name": "Size", - "description": "

This trait represents creatures whose size differ from the game standard (i.e. roughly human sized). There are seven steps of Size, ranging from Tiny to Monstrous.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

 Examples

\n
\n

Tiny

\n
\n

Butterfly, Mouse, Pigeon

\n
\n

Little

\n
\n

Cat, Hawk, Human Baby

\n
\n

Small

\n
\n

Giant Rat, Halfling, Human Child

\n
\n

Average

\n
\n

Dwarf, Elf, Human

\n
\n

Large

\n
\n

Horse, Ogre, Troll

\n
\n

Enormous

\n
\n

Griffon, Wyvern, Manticore

\n
\n

Monstrous

\n
\n

Dragon, Giant, Greater Daemon

\n
\n
\n

 

\n

Using Size

\n

 

\n

if you wish to use size to make a creature bigger — for example converting a giant spider to a gigantic spider — then increase Strength and Toughness by +10 and reduce Agility by –5 per step of size you increase the creature. Reverse this if you wish to make a creature smaller 

\n

 

\n

 

\n

Size Combat Modifers

\n

If larger:

\n\n\n

 

\n

If smaller:

\n

• It gains a bonus of +10 to hit.

\n

 

\n

Defending Against Big Creatures

\n

You suffer a penalty of –2 SL for each step larger your opponent is when using Melee to defend an Opposed Test. It is recommended to dodge a Giant swinging a tree, not parry it!

\n

 

\n\n

Fear and Terror

\n

If the creature is perceived to be aggressive, it causes Fear in any creature smaller than it, and Terror in any creature two or more steps smaller. The rating of the Fear or Terror equals the Size step difference. So, if the creature is Large, and its opponent is Small, it will cause Terror 2.

\n

 

\n

Moving in Combat

\n

A creature that is larger ignores the need to Disengage if it wishes to leave melee combat; instead, it brushes smaller combatants out of the way, moving where it wishes.

\n

 

\n

Opposed Strength

\n

During Opposed Strength Tests (and similar), if one creature is 2 or more size steps larger, it wins automatically. If one creature is 1 size step larger, the smaller creature must roll a Critical to contest the roll. If it does, SL are compared as normal. All other results mean the larger creature wins.

\n

 

\n

Stomp

\n

Creatures that are larger than their opponents may make one Stomp as a Free Attack, by spending 1 Advantage, as they kick downwards or otherwise bash smaller opponents out of the way. This attack has a Damage equal to their Strength Bonus +0, and uses Melee(Brawling).

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

Wounds

\n
\n

Tiny

\n
\n

1

\n
\n

Little

\n
\n

Toughness Bonus

\n
\n

Small

\n
\n

(2×Toughness Bonus) + Willpower Bonus

\n
\n

Average

\n
\n

Strength Bonus+(2×Toughness Bonus) + Willpower Bonus

\n
\n

Large

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×2

\n
\n

Enormous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×4

\n
\n

Monstrous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×8

\n
\n
", - "effects": { - "Size": { - "name": "Size" - } - } - }, - "xaFRlhcx1Oq5eU3T": { - "name": "Size", - "description": "

This trait represents creatures whose size differ from the game standard (i.e. roughly human sized). There are seven steps of Size, ranging from Tiny to Monstrous.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

 Examples

\n
\n

Tiny

\n
\n

Butterfly, Mouse, Pigeon

\n
\n

Little

\n
\n

Cat, Hawk, Human Baby

\n
\n

Small

\n
\n

Giant Rat, Halfling, Human Child

\n
\n

Average

\n
\n

Dwarf, Elf, Human

\n
\n

Large

\n
\n

Horse, Ogre, Troll

\n
\n

Enormous

\n
\n

Griffon, Wyvern, Manticore

\n
\n

Monstrous

\n
\n

Dragon, Giant, Greater Daemon

\n
\n
\n

 

\n

Using Size

\n

 

\n

if you wish to use size to make a creature bigger — for example converting a giant spider to a gigantic spider — then increase Strength and Toughness by +10 and reduce Agility by –5 per step of size you increase the creature. Reverse this if you wish to make a creature smaller 

\n

 

\n

 

\n

Size Combat Modifers

\n

If larger:

\n\n\n

 

\n

If smaller:

\n

• It gains a bonus of +10 to hit.

\n

 

\n

Defending Against Big Creatures

\n

You suffer a penalty of –2 SL for each step larger your opponent is when using Melee to defend an Opposed Test. It is recommended to dodge a Giant swinging a tree, not parry it!

\n

 

\n\n

Fear and Terror

\n

If the creature is perceived to be aggressive, it causes Fear in any creature smaller than it, and Terror in any creature two or more steps smaller. The rating of the Fear or Terror equals the Size step difference. So, if the creature is Large, and its opponent is Small, it will cause Terror 2.

\n

 

\n

Moving in Combat

\n

A creature that is larger ignores the need to Disengage if it wishes to leave melee combat; instead, it brushes smaller combatants out of the way, moving where it wishes.

\n

 

\n

Opposed Strength

\n

During Opposed Strength Tests (and similar), if one creature is 2 or more size steps larger, it wins automatically. If one creature is 1 size step larger, the smaller creature must roll a Critical to contest the roll. If it does, SL are compared as normal. All other results mean the larger creature wins.

\n

 

\n

Stomp

\n

Creatures that are larger than their opponents may make one Stomp as a Free Attack, by spending 1 Advantage, as they kick downwards or otherwise bash smaller opponents out of the way. This attack has a Damage equal to their Strength Bonus +0, and uses Melee(Brawling).

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

Wounds

\n
\n

Tiny

\n
\n

1

\n
\n

Little

\n
\n

Toughness Bonus

\n
\n

Small

\n
\n

(2×Toughness Bonus) + Willpower Bonus

\n
\n

Average

\n
\n

Strength Bonus+(2×Toughness Bonus) + Willpower Bonus

\n
\n

Large

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×2

\n
\n

Enormous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×4

\n
\n

Monstrous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×8

\n
\n
", - "effects": { - "Size": { - "name": "Size" - } - } - } - } - }, - "Leopold (Road Warden)": { - "name": "Leopold (Road Warden)", - "items": { - "Animal Care": { - "name": "Animal Care", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QZx9CbhGkIaDMQD3 caption=false]{Animal Care}" - }, - "Riding Horse": { - "name": "Riding Horse" - }, - "Bribery": { - "name": "Bribery", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" - }, - "Intimidate": { - "name": "Intimidate", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" - }, - "Intuition": { - "name": "Intuition", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" - }, - "Melee (Basic)": { - "name": "Melee (Basic)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Perception": { - "name": "Perception", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" - }, - "Ranged (Crossbow)": { - "name": "Ranged (Crossbow)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.jJYOiSQNgC9v7cM5 caption=false]{Ranged}" - }, - "Ride (Horse)": { - "name": "Ride (Horse)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" - }, - "Strike to Stun": { - "name": "Strike to Stun", - "description": "

You know where to hit an opponent to bring him down fast. You ignore the ‘Called Shot’ penalty to strike the Head Hit Location when using a melee weapon with the Pummel Quality. Further, you count all improvised weapons as having the Pummel Quality

", - "effects": { - "Strike to Stun": { - "name": "Strike to Stun" - } - } - }, - "Leather Jack": { - "name": "Leather Jack" - }, - "Prejudice": { - "name": "Prejudice", - "description": "

You really dislike the Target, which is normally a group of people or creatures such as ‘Ostlanders’, ‘Elves’, or ‘Wizards’. You must attempt a Psychology Test whenever you encounter the group against which you are prejudiced. If you pass, you may frown a lot, but will otherwise act normally, only suffering a penalty of –10 to all Fellowship Tests towards that group. Should you fail you are subject to Prejudice. At the end of every subsequent Round, you may attempt another Psychology test to bring the Prejudice to an end. If you do not, the effects of Prejudice naturally come to an end when all members of the specified group in your line of sight are gone, or you gain the Stunned or Unconscious Condition, or you become subject to another Psychology.

\n

 

\n

When subject to Prejudice, you must immediately insult the target of your prejudice. Loudly.

" - }, - "Crossbow": { - "name": "Crossbow" - }, - "Club": { - "name": "Club" - }, - "Bolt": { - "name": "Bolt", - "description": "

" - }, - "Mail Shirt": { - "name": "Mail Shirt" - }, - "Saddle and Harness": { - "name": "Saddle and Harness" - }, - "Art": { - "name": "Art", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" - }, - "Athletics": { - "name": "Athletics", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" - }, - "Charm": { - "name": "Charm", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" - }, - "Charm Animal": { - "name": "Charm Animal", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" - }, - "Climb": { - "name": "Climb", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}" - }, - "Consume Alcohol": { - "name": "Consume Alcohol", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" - }, - "Cool": { - "name": "Cool", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" - }, - "Dodge": { - "name": "Dodge", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" - }, - "Drive": { - "name": "Drive", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" - }, - "Endurance": { - "name": "Endurance", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" - }, - "Entertain": { - "name": "Entertain", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" - }, - "Gamble": { - "name": "Gamble", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}" - }, - "Gossip": { - "name": "Gossip", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" - }, - "Haggle": { - "name": "Haggle", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" - }, - "Leadership": { - "name": "Leadership", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" - }, - "Melee": { - "name": "Melee", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Navigation": { - "name": "Navigation", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" - }, - "Outdoor Survival": { - "name": "Outdoor Survival", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" - }, - "Ride": { - "name": "Ride", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" - }, - "Row": { - "name": "Row", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" - }, - "Stealth": { - "name": "Stealth", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" - } - }, - "effects": { - "Encumbrance 1": { - "name": "Encumbrance 1" - } - } - }, - "Mikhail": { - "name": "Mikhail", - "items": { - "Clothes": { - "name": "Clothes" - }, - "Animal Care": { - "name": "Animal Care", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QZx9CbhGkIaDMQD3 caption=false]{Animal Care}" - }, - "Athletics": { - "name": "Athletics", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" - }, - "Charm Animal": { - "name": "Charm Animal", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" - }, - "Climb": { - "name": "Climb", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}" - }, - "Consume Alcohol": { - "name": "Consume Alcohol", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" - }, - "Drive": { - "name": "Drive", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" - }, - "Endurance": { - "name": "Endurance", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" - }, - "Gossip": { - "name": "Gossip", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" - }, - "Lore (Local)": { - "name": "Lore (Local)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" - }, - "Melee (Brawling)": { - "name": "Melee (Brawling)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Outdoor Survival": { - "name": "Outdoor Survival", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" - }, - "Perception": { - "name": "Perception", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" - }, - "Ranged (Entangling)": { - "name": "Ranged (Entangling)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.jJYOiSQNgC9v7cM5 caption=false]{Ranged}" - }, - "Ride (Horse)": { - "name": "Ride (Horse)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" - }, - "Seasoned Traveller": { - "name": "Seasoned Traveller", - "description": "

You are an inquisitive soul who has travelled far and wide, learning all manner of local information. Add Lore (Local) to any Career you enter; if it is already in Career, you may purchase the Skill, both times — a different Specialty each time, such as Altdorf, Vorbergland, or Ubersreik — for 5 XP fewer per Advance.

", - "effects": { - "Seasoned Traveller": { - "name": "Seasoned Traveller" - } - } - }, - "Stone Soup": { - "name": "Stone Soup", - "description": "You are used to getting by with less, and know how to survive lean times. You can subsist on half the amount of food required without any negative penalties (bar feeling really hungry), and need only test for Starvation every 3 days, not 2", - "effects": { - "Stone Soup": { - "name": "Stone Soup" - } - } - }, - "Whip": { - "name": "Whip" - }, - "Gold Crown": { - "name": "Gold Crown" - }, - "Silver Shilling": { - "name": "Silver Shilling" - }, - "Brass Penny": { - "name": "Brass Penny" - }, - "Dagger": { - "name": "Dagger" - }, - "Art": { - "name": "Art", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" - }, - "Bribery": { - "name": "Bribery", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" - }, - "Charm": { - "name": "Charm", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" - }, - "Cool": { - "name": "Cool", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" - }, - "Dodge": { - "name": "Dodge", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" - }, - "Entertain": { - "name": "Entertain", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" - }, - "Gamble": { - "name": "Gamble", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}" - }, - "Haggle": { - "name": "Haggle", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" - }, - "Intimidate": { - "name": "Intimidate", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" - }, - "Intuition": { - "name": "Intuition", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" - }, - "Leadership": { - "name": "Leadership", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" - }, - "Melee": { - "name": "Melee", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Navigation": { - "name": "Navigation", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" - }, - "Ride": { - "name": "Ride", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" - }, - "Row": { - "name": "Row", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" - }, - "Stealth": { - "name": "Stealth", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" - } - } - }, - "Reiner Goertrin": { - "name": "Reiner Goertrin", - "items": { - "Open Plate Helm": { - "name": "Open Plate Helm" - }, - "Sleeved Mail Shirt": { - "name": "Sleeved Mail Shirt" - }, - "Bögenhafen Medallion": { - "name": "Bögenhafen Medallion", - "description": "

Gold, with Bögenhafen’s coat of arms,

" - }, - "Prejudice": { - "name": "Prejudice", - "description": "

You really dislike the Target, which is normally a group of people or creatures such as ‘Ostlanders’, ‘Elves’, or ‘Wizards’. You must attempt a Psychology Test whenever you encounter the group against which you are prejudiced. If you pass, you may frown a lot, but will otherwise act normally, only suffering a penalty of –10 to all Fellowship Tests towards that group. Should you fail you are subject to Prejudice. At the end of every subsequent Round, you may attempt another Psychology test to bring the Prejudice to an end. If you do not, the effects of Prejudice naturally come to an end when all members of the specified group in your line of sight are gone, or you gain the Stunned or Unconscious Condition, or you become subject to another Psychology.

\n

 

\n

When subject to Prejudice, you must immediately insult the target of your prejudice. Loudly.

" - }, - "Hatred": { - "name": "Hatred", - "description": "

You are consumed with Hatred for the Target, which is normally a group of people or creatures, such as ‘Hochlanders’, ‘Bog Octopuses’, or ‘Slavers’. You will never socially interact with someone or something you hate in this manner. On encountering the object of your Hatred, you must attempt a Psychology Test. If failed, you are subject to Hatred. At the end of every subsequent Round, you may attempt another Psychology Test to bring the Hatred to an end. If you do or not, the effects of Hatred naturally come to an end when all members of the specified group in your line of sight are dead or gone, or you gain the Unconscious condition. While subject to Hatred, you must immediately attempt to destroy the hated group by the fastest and most deadly means possible. You gain a bonus of +1 SL on all combat Tests against the specified group, and are immune to Fear and Intimidate (but not Terror) caused by your hated foe.

", - "effects": { - "Hatred": { - "name": "Hatred" - } - } - }, - "Charm": { - "name": "Charm", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" - }, - "Cool": { - "name": "Cool", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" - }, - "Dodge": { - "name": "Dodge", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" - }, - "Intimidate": { - "name": "Intimidate", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" - }, - "Intuition": { - "name": "Intuition", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" - }, - "Leadership": { - "name": "Leadership", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" - }, - "Lore (Bögenhafen)": { - "name": "Lore (Bögenhafen)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" - }, - "Lore (Law)": { - "name": "Lore (Law)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" - }, - "Melee (Basic)": { - "name": "Melee (Basic)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Perception": { - "name": "Perception", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" - }, - "Commanding Presence": { - "name": "Commanding Presence", - "description": "Your presence fills others with hushed awe and admiration. Such is your aura of authority, those with a lower Status may not resist your Leadership tests with their Willpower. Of course, enemies are still no more likely to respect or obey you, but the common folk rarely stand against you.", - "effects": { - "Commanding Presence": { - "name": "Commanding Presence" - } - } - }, - "Disarm": { - "name": "Disarm", - "description": "

You are able to disarm an opponent with a careful flick of the wrist or a well-aimed blow to the hand. For your Action, you may attempt an Opposed Melee/Melee test. If you win, your opponent loses a held weapon, which flies 1d10 feet in a random direction (with further effects as determined by the GM). If you win by 2 SL, you can determine how far the weapon is flung instead of rolling randomly; if you win by 4 SL, you can also choose the direction the weapon goes in; if you win by 6 SL or more, you can take your opponent’s weapon if you have a free hand, plucking it from the air with a flourish. Tis Talent is of no use if your opponent has no weapon, or is a larger Size than you.

", - "effects": { - "Disarm": { - "name": "Disarm" - } - } - }, - "jHabDNN6mdaDEKwf": { - "name": "Disarm", - "description": "

You are able to disarm an opponent with a careful flick of the wrist or a well-aimed blow to the hand. For your Action, you may attempt an Opposed Melee/Melee test. If you win, your opponent loses a held weapon, which flies 1d10 feet in a random direction (with further effects as determined by the GM). If you win by 2 SL, you can determine how far the weapon is flung instead of rolling randomly; if you win by 4 SL, you can also choose the direction the weapon goes in; if you win by 6 SL or more, you can take your opponent’s weapon if you have a free hand, plucking it from the air with a flourish. Tis Talent is of no use if your opponent has no weapon, or is a larger Size than you.

", - "effects": { - "Disarm": { - "name": "Disarm" - } - } - }, - "Fearless": { - "name": "Fearless", - "description": "

You are either brave enough or crazy enough that fear of certain enemies has become a distant memory. With a single Average (+20) Cool Test, you may ignore any Intimidate, Fear, or Terror effects from the specified enemy when encountered. Typical enemies include Beastmen, Greenskins, Outlaws, Vampires, Watchmen, and Witches.

", - "effects": { - "Fearless": { - "name": "Fearless" - } - } - }, - "Hardy": { - "name": "Hardy", - "description": "You gain a permanent addition to your Wounds, equal to your Toughness Bonus. If your Toughness Bonus should increase, then the number of Wounds Hardy provides also increases.", - "effects": { - "Hardy": { - "name": "Hardy" - } - } - }, - "Menacing": { - "name": "Menacing", - "description": "You have an imposing presence. When using the Intimidate Skill, gain a SL bonus equal to your levels of Menacing.", - "effects": { - "Menacing": { - "name": "Menacing" - } - } - }, - "Noble Blood": { - "name": "Noble Blood", - "description": "You are either born into the nobility, or otherwise elevated to it by in-game events. Assuming you are dressed appropriately, you are always considered of higher Status than others unless they also have the Noble Blood Talent, where Status is compared as normal.", - "effects": { - "Noble Blood": { - "name": "Noble Blood" - } - } - }, - "Public Speaker": { - "name": "Public Speaker", - "description": "

You are a skilled orator and know how to work large groups of people. Refer to the following table to see how many people you can now influence with your Charm Skill when Public Speaking.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Talent Taken

\n
\n

Number of soldiers influenced

\n
\n

1

\n
\n

As normal × 5

\n
\n

2

\n
\n

As normal × 10

\n
\n

3

\n
\n

 As normal × 20

\n
\n

4

\n
\n

 As normal × 50

\n
\n

5

\n
\n

 As normal × 100

\n
\n

6

\n
\n

 As normal × 200

\n
\n

7

\n
\n

 As normal × 500

\n
\n

8

\n
\n

 As normal × 1000

\n
\n

9

\n
\n

 All who can hear your inspiring voice

\n
\n
" - }, - "2lqXeCSOIgrfCDdB": { - "name": "Public Speaker", - "description": "

You are a skilled orator and know how to work large groups of people. Refer to the following table to see how many people you can now influence with your Charm Skill when Public Speaking.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Talent Taken

\n
\n

Number of soldiers influenced

\n
\n

1

\n
\n

As normal × 5

\n
\n

2

\n
\n

As normal × 10

\n
\n

3

\n
\n

 As normal × 20

\n
\n

4

\n
\n

 As normal × 50

\n
\n

5

\n
\n

 As normal × 100

\n
\n

6

\n
\n

 As normal × 200

\n
\n

7

\n
\n

 As normal × 500

\n
\n

8

\n
\n

 As normal × 1000

\n
\n

9

\n
\n

 All who can hear your inspiring voice

\n
\n
" - }, - "b6vNH7tJpCbuFwmg": { - "name": "Public Speaker", - "description": "

You are a skilled orator and know how to work large groups of people. Refer to the following table to see how many people you can now influence with your Charm Skill when Public Speaking.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Talent Taken

\n
\n

Number of soldiers influenced

\n
\n

1

\n
\n

As normal × 5

\n
\n

2

\n
\n

As normal × 10

\n
\n

3

\n
\n

 As normal × 20

\n
\n

4

\n
\n

 As normal × 50

\n
\n

5

\n
\n

 As normal × 100

\n
\n

6

\n
\n

 As normal × 200

\n
\n

7

\n
\n

 As normal × 500

\n
\n

8

\n
\n

 As normal × 1000

\n
\n

9

\n
\n

 All who can hear your inspiring voice

\n
\n
" - }, - "Z6tnllsafkU1xvK1": { - "name": "Public Speaker", - "description": "

You are a skilled orator and know how to work large groups of people. Refer to the following table to see how many people you can now influence with your Charm Skill when Public Speaking.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Talent Taken

\n
\n

Number of soldiers influenced

\n
\n

1

\n
\n

As normal × 5

\n
\n

2

\n
\n

As normal × 10

\n
\n

3

\n
\n

 As normal × 20

\n
\n

4

\n
\n

 As normal × 50

\n
\n

5

\n
\n

 As normal × 100

\n
\n

6

\n
\n

 As normal × 200

\n
\n

7

\n
\n

 As normal × 500

\n
\n

8

\n
\n

 As normal × 1000

\n
\n

9

\n
\n

 All who can hear your inspiring voice

\n
\n
" - }, - "Strike Mighty Blow": { - "name": "Strike Mighty Blow", - "description": "You know how to hit hard! You deal your level of Strike Mighty Blow in extra Damage with melee weapons.", - "effects": { - "Strike Mighty Blow": { - "name": "Strike Mighty Blow" - } - } - }, - "Strike to Stun": { - "name": "Strike to Stun", - "description": "

You know where to hit an opponent to bring him down fast. You ignore the ‘Called Shot’ penalty to strike the Head Hit Location when using a melee weapon with the Pummel Quality. Further, you count all improvised weapons as having the Pummel Quality

", - "effects": { - "Strike to Stun": { - "name": "Strike to Stun" - } - } - }, - "Sword": { - "name": "Sword" - }, - "Leather Skullcap": { - "name": "Leather Skullcap" - }, - "Leather Jerkin": { - "name": "Leather Jerkin" - }, - "Art": { - "name": "Art", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" - }, - "Athletics": { - "name": "Athletics", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" - }, - "Bribery": { - "name": "Bribery", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" - }, - "Charm Animal": { - "name": "Charm Animal", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" - }, - "Climb": { - "name": "Climb", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}" - }, - "Consume Alcohol": { - "name": "Consume Alcohol", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" - }, - "Drive": { - "name": "Drive", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" - }, - "Endurance": { - "name": "Endurance", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" - }, - "Entertain": { - "name": "Entertain", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" - }, - "Gamble": { - "name": "Gamble", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}" - }, - "Gossip": { - "name": "Gossip", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" - }, - "Haggle": { - "name": "Haggle", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" - }, - "Melee": { - "name": "Melee", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Navigation": { - "name": "Navigation", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" - }, - "Outdoor Survival": { - "name": "Outdoor Survival", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" - }, - "Ride": { - "name": "Ride", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" - }, - "Row": { - "name": "Row", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" - }, - "Stealth": { - "name": "Stealth", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" - } - } - }, - "Rolf Hurtsis": { - "name": "Rolf Hurtsis", - "description": "

Rolf was once an average man, of average height and build, but now he bears the mark of a hideous mutation that has left his face a grotesque, festering ruin, the skin having sloughed fromhis pus-riddled visage. He is dressed in dirty, tattered rags that are stained with his previous meals and his own blood. Thanks to his Mutation, Rolf ’s vocal cords have atrophied and rotted, leaving him incapable of uttering anything more than a low, menacing growl

", - "items": { - "Fear": { - "name": "Fear", - "description": "

The creature causes supernatural Fear in other creatures, with a rating equal to its Rating.

\n

The Fear trait represents an extreme aversion to something. Creatures that cause Fear have a Fear Rating; this value reflects the SL you are required to pass on an Extended Cool Test to overcome your Fear. You may continue to Test at the end of every round until your SL equals or surpasses the creature’s Fear rating. Until you do this, you are subject to Fear.

\n

When subject to Fear, you suffer –1 SL on all Tests to affect the source of your fear. You may not move closer to whatever is causing Fear without passing a Challenging (+0) Cool Test. If it comes closer to you, you must pass a Challenging (+0) Cool Test, or gain a @Condition[Broken] Condition.

", - "effects": { - "Fear": { - "name": "Fear" - } - } - }, - "Infected": { - "name": "Infected", - "description": "

The creature, or its weapon, carries a nasty infection. If it causes a living opponent to lose Wounds, it must pass an Easy (+40) Endurance Test or contract a @UUID[Compendium.wfrp4e-core.items.kKccDTGzWzSXCBOb]{Festering Wound}

", - "effects": { - "Infected": { - "name": "Infected" - } - } - }, - "Athletics": { - "name": "Athletics", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" - }, - "Dodge": { - "name": "Dodge", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" - }, - "Melee (Basic)": { - "name": "Melee (Basic)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Outdoor Survival": { - "name": "Outdoor Survival", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" - }, - "Perception": { - "name": "Perception", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" - }, - "Combat Aware": { - "name": "Combat Aware", - "description": "

You are used to scanning the battlefield to make snap decisions informed by the shifting tides of war. You may take a Challenging (+0) Perception Test to ignore Surprise, which is modified by circumstance as normal.

", - "effects": { - "Combat Aware": { - "name": "Combat Aware" - } - } - }, - "Flee!": { - "name": "Flee!", - "description": "When your life is on the line you are capable of impressive bursts of speed. Your Movement Attribute counts as 1 higher when Fleeing.", - "effects": { - "Flee!": { - "name": "Flee!" - } - } - }, - "Bestial": { - "name": "Bestial", - "description": "

The creature has no rational thought or language. It shies away from fire and gains a @Condition[Broken] Condition if struck by it. In defense, it only uses the Dodge Skill. If it loses more than half its Wounds, it will attempt to Flee unless protecting its young or cornered, or unless it has the Territorial Trait. If so, it enters Frenzy. Bestial creatures have no Fellowship characteristic

" - }, - "Weapon": { - "name": "Weapon", - "description": "

The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)

" - }, - "Hungry": { - "name": "Hungry", - "description": "

The creature is always hungry for fresh meat. If it kills or incapacitates a living opponent (or encounters a fresh body), it must pass a Average (+20) Willpower Test or feast, losing its next Action and Move.

" - }, - "CK312mdlpPeu7OUJ": { - "name": "Fear", - "description": "

The creature causes supernatural Fear in other creatures, with a rating equal to its Rating.

\n

The Fear trait represents an extreme aversion to something. Creatures that cause Fear have a Fear Rating; this value reflects the SL you are required to pass on an Extended Cool Test to overcome your Fear. You may continue to Test at the end of every round until your SL equals or surpasses the creature’s Fear rating. Until you do this, you are subject to Fear.

\n

When subject to Fear, you suffer –1 SL on all Tests to affect the source of your fear. You may not move closer to whatever is causing Fear without passing a Challenging (+0) Cool Test. If it comes closer to you, you must pass a Challenging (+0) Cool Test, or gain a @Condition[Broken] Condition.

", - "effects": { - "Fear": { - "name": "Fear" - } - } - }, - "Rotting Flesh": { - "name": "Rotting Flesh", - "description": "

Gain the @UUID[Compendium.wfrp4e-core.items.pTorrE0l3VybAbtn]{Fear 2}, and @UUID[Compendium.wfrp4e-core.items.V0c3qBU1CMm8bmsW]{Infected} Creature Traits

", - "effects": { - "Rotting Flesh": { - "name": "Rotting Flesh" - } - } - }, - "Dagger": { - "name": "Dagger" - }, - "kC6nT5ni9FVbO8SM": { - "name": "Fear", - "description": "

The creature causes supernatural Fear in other creatures, with a rating equal to its Rating.

\n

The Fear trait represents an extreme aversion to something. Creatures that cause Fear have a Fear Rating; this value reflects the SL you are required to pass on an Extended Cool Test to overcome your Fear. You may continue to Test at the end of every round until your SL equals or surpasses the creature’s Fear rating. Until you do this, you are subject to Fear.

\n

When subject to Fear, you suffer –1 SL on all Tests to affect the source of your fear. You may not move closer to whatever is causing Fear without passing a Challenging (+0) Cool Test. If it comes closer to you, you must pass a Challenging (+0) Cool Test, or gain a @Condition[Broken] Condition.

", - "effects": { - "Fear": { - "name": "Fear" - } - } - }, - "LNnUiIZOtRGKSnEX": { - "name": "Infected", - "description": "

The creature, or its weapon, carries a nasty infection. If it causes a living opponent to lose Wounds, it must pass an Easy (+40) Endurance Test or contract a @UUID[Compendium.wfrp4e-core.items.kKccDTGzWzSXCBOb]{Festering Wound}

", - "effects": { - "Infected": { - "name": "Infected" - } - } - } - } - }, - "Magnus Pflaster": { - "name": "Magnus Pflaster", - "items": { - "Animal Care": { - "name": "Animal Care", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QZx9CbhGkIaDMQD3 caption=false]{Animal Care}" - }, - "Riding Horse": { - "name": "Riding Horse" - }, - "Gossip": { - "name": "Gossip", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" - }, - "Intimidate": { - "name": "Intimidate", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" - }, - "Leadership": { - "name": "Leadership", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" - }, - "Melee (Basic)": { - "name": "Melee (Basic)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Perception": { - "name": "Perception", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" - }, - "Ranged (Blackpowder)": { - "name": "Ranged (Blackpowder)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.jJYOiSQNgC9v7cM5 caption=false]{Ranged}" - }, - "Ride (Horse)": { - "name": "Ride (Horse)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" - }, - "Nose for Trouble": { - "name": "Nose for Trouble", - "description": "

You are used to getting into, and preferably out of, trouble. You may attempt an Intuition Test to spot those seeking to cause trouble or seeking to cause you harm, even if normally you would not be allowed a Test (because of Talents or a Spell, for example). This Test will likely be Opposed if others are hiding, and the GM may prefer to take this Test on your behalf in secret so you do not know the results should you fail. If any troublemakers you spot start combat, you may ignore any Surprised Condition they would normally inflict.

", - "effects": { - "Nose for Trouble": { - "name": "Nose for Trouble" - } - } - }, - "Mail Shirt": { - "name": "Mail Shirt" - }, - "Pistol": { - "name": "Pistol" - }, - "Prejudice": { - "name": "Prejudice", - "description": "

You really dislike the Target, which is normally a group of people or creatures such as ‘Ostlanders’, ‘Elves’, or ‘Wizards’. You must attempt a Psychology Test whenever you encounter the group against which you are prejudiced. If you pass, you may frown a lot, but will otherwise act normally, only suffering a penalty of –10 to all Fellowship Tests towards that group. Should you fail you are subject to Prejudice. At the end of every subsequent Round, you may attempt another Psychology test to bring the Prejudice to an end. If you do not, the effects of Prejudice naturally come to an end when all members of the specified group in your line of sight are gone, or you gain the Stunned or Unconscious Condition, or you become subject to another Psychology.

\n

 

\n

When subject to Prejudice, you must immediately insult the target of your prejudice. Loudly.

" - }, - "Art": { - "name": "Art", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" - }, - "Athletics": { - "name": "Athletics", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" - }, - "Bribery": { - "name": "Bribery", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" - }, - "Charm": { - "name": "Charm", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" - }, - "Charm Animal": { - "name": "Charm Animal", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" - }, - "Climb": { - "name": "Climb", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}" - }, - "Consume Alcohol": { - "name": "Consume Alcohol", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" - }, - "Cool": { - "name": "Cool", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" - }, - "Dodge": { - "name": "Dodge", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" - }, - "Drive": { - "name": "Drive", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" - }, - "Endurance": { - "name": "Endurance", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" - }, - "Entertain": { - "name": "Entertain", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" - }, - "Gamble": { - "name": "Gamble", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}" - }, - "Haggle": { - "name": "Haggle", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" - }, - "Intuition": { - "name": "Intuition", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" - }, - "Melee": { - "name": "Melee", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Navigation": { - "name": "Navigation", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" - }, - "Outdoor Survival": { - "name": "Outdoor Survival", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" - }, - "Ride": { - "name": "Ride", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" - }, - "Row": { - "name": "Row", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" - }, - "Stealth": { - "name": "Stealth", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" - }, - "Sword": { - "name": "Sword" - }, - "Bullet and Powder": { - "name": "Bullet and Powder" - }, - "Saddle and Harness": { - "name": "Saddle and Harness" - } - } - }, - "Dockland Drinkers": { - "name": "Dockland Drinkers", - "description": "

@UUID[JournalEntry.IjGUv51IPhj79Wxt.JournalEntryPage.E8nLFVw3Mmc024dc]{The Boatman Inn}

The Characters are not the only people in the inn. Dockworkers are a famously tough bunch, but they aren’t foolish. 

So long as the toffs are not too annoying, and confine their attentions to strangers, the regulars avoid trouble and may even enjoy a laugh at the expense of some out-of-town idiot who catches a well-deserved soaking or worse. 

Sooner or later, though — which is to say, whenever you feel the adventurers might need some help or, more likely, that they are about to react with lethal violence rather than healthy brawling — a few of the regulars might step in. They will fight to subdue, intending to throw the toffs, their bodyguards, the Characters, and any other strangers out of the inn so they can get back to their drinking in peace. 

However, if anyone draws a weapon, they will respond with daggers, broken bottles, and whatever else comes to hand.

The regulars are an assortment of Boatmen, Riverwomen, and Stevedores, mostly Altdorfers, but with some from all the corners of the Empire, so accents are as varied as you wish.

", - "items": { - "Gang Colours": { - "name": "Gang Colours" - }, - "Weapon (Varies)": { - "name": "Weapon (Varies)", - "description": "

The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)

" - }, - "Leather Jack": { - "name": "Leather Jack" - }, - "Boat Hook": { - "name": "Boat Hook" - } - } - }, - "Gurt": { - "name": "Gurt", - "description": "

@UUID[Actor.rYlDGJx20M72PydJ]{Bengt}, @UUID[Actor.r5NgPWpDHpjRkGQM]{Gurt}, and @UUID[Actor.BLrqbYcSiVvWnmws]{Willie}, the three thugs hired by Adolphus, do occasional work on the @UUID[JournalEntry.tT80gcSmeK5oO5C2.JournalEntryPage.l2kZtajL8d3RlPqO]{Weissbruck} wharves as labourers. They are not particularly bright or loyal, and each has a rough lowerclass Reiklander accent. If captured by the Characters, they can be persuaded to reveal @UUID[Actor.echM0Sjy5xpt5KAQ]{Adolphus’s} plan with an Easy (+40) Intimidate or Bribery Test. If one of them is hurt during a fight, have Adolphus make a Challenging (+0) Leadership Test. If failed, all three thugs take a @Condition[Broken] Condition. 

", - "items": { - "Burning Oil": { - "name": "Burning Oil" - }, - "Prejudice": { - "name": "Prejudice", - "description": "

You really dislike the Target, which is normally a group of people or creatures such as ‘Ostlanders’, ‘Elves’, or ‘Wizards’. You must attempt a Psychology Test whenever you encounter the group against which you are prejudiced. If you pass, you may frown a lot, but will otherwise act normally, only suffering a penalty of –10 to all Fellowship Tests towards that group. Should you fail you are subject to Prejudice. At the end of every subsequent Round, you may attempt another Psychology test to bring the Prejudice to an end. If you do not, the effects of Prejudice naturally come to an end when all members of the specified group in your line of sight are gone, or you gain the Stunned or Unconscious Condition, or you become subject to another Psychology.

\n

 

\n

When subject to Prejudice, you must immediately insult the target of your prejudice. Loudly.

" - }, - "Club": { - "name": "Club" - }, - "Leather Jack": { - "name": "Leather Jack" - }, - "Leather Leggings": { - "name": "Leather Leggings" - } - } - }, - "Small Litter": { - "name": "Small Litter" - }, - "Johann The Ghost": { - "name": "Johann The Ghost", - "description": "

@UUID[JournalEntry.8nRRXBpv18FDsG8d.JournalEntryPage.itIjEiNtkkGBZRql]{A Friend In Need}

Johann is not evil by nature, nor controlled by a necromancer, so he has a Fellowship score.

", - "items": { - "Unstable*": { - "name": "Unstable*", - "description": "

The creature’s corpus is maintained by foul magics that are inherently unstable in the material realm.

\n

Whenever it ends a round engaged with any opponent with higher Advantage, the creature is driven back, and the magics holding it together weaken. It loses as many Wounds as the difference between its Advantage, and the highest Advantage engaged with it.

\n

So, if the creature had 1 Advantage, and its opponent had 3, the creature would lose 2 Wounds. If the creature ever reach 0 Wounds, the magics holding it in place collapse, and it ‘dies’.

\n

 

\n

*Johann is only Unstable if he goes more than 100 yards from his bones

" - }, - "Dark Vision": { - "name": "Dark Vision", - "description": "

The creature can see in the dark as daylight.

" - }, - "Ethereal": { - "name": "Ethereal", - "description": "

The creature’s form is insubstantial, allowing it to pass through solid objects. It can only be harmed by Magical attacks.

", - "effects": { - "Ethereal": { - "name": "Ethereal" - } - } - }, - "Undead": { - "name": "Undead", - "description": "

The Undead are neither living, nor dead, meaning they are not reliant on the usual prerequisites for life: air, food, water… This Trait most commonly come into use when spells, miracles, or other abilities affect Undead only.

UNQUIET DEAD

Any Undead creature with the Construct trait is magically bound together with sinews of dark magics. They are either mindless automatons reanimated by a necromancer, or those who came to unlife in a place where Shyish, the magical wind of death, or Dhar, vile black magic, gathers and stagnates, twisting death into something new.

" - }, - "Gold Crown": { - "name": "Gold Crown" - }, - "Silver Shilling": { - "name": "Silver Shilling" - }, - "Brass Penny": { - "name": "Brass Penny" - }, - "Fear": { - "name": "Fear", - "description": "

The creature causes supernatural Fear in other creatures, with a rating equal to its Rating.

\n

The Fear trait represents an extreme aversion to something. Creatures that cause Fear have a Fear Rating; this value reflects the SL you are required to pass on an Extended Cool Test to overcome your Fear. You may continue to Test at the end of every round until your SL equals or surpasses the creature’s Fear rating. Until you do this, you are subject to Fear.

\n

When subject to Fear, you suffer –1 SL on all Tests to affect the source of your fear. You may not move closer to whatever is causing Fear without passing a Challenging (+0) Cool Test. If it comes closer to you, you must pass a Challenging (+0) Cool Test, or gain a @Condition[Broken] Condition.

", - "effects": { - "Fear": { - "name": "Fear" - } - } - } - } - }, - "Bengt": { - "name": "Bengt", - "description": "

@UUID[Actor.rYlDGJx20M72PydJ]{Bengt}, @UUID[Actor.r5NgPWpDHpjRkGQM]{Gurt}, and @UUID[Actor.BLrqbYcSiVvWnmws]{Willie}, the three thugs hired by Adolphus, do occasional work on the @UUID[JournalEntry.tT80gcSmeK5oO5C2.JournalEntryPage.l2kZtajL8d3RlPqO]{Weissbruck} wharves as labourers. They are not particularly bright or loyal, and each has a rough lowerclass Reiklander accent. If captured by the Characters, they can be persuaded to reveal @UUID[Actor.echM0Sjy5xpt5KAQ]{Adolphus’s} plan with an Easy (+40) Intimidate or Bribery Test. If one of them is hurt during a fight, have Adolphus make a Challenging (+0) Leadership Test. If failed, all three thugs take a @Condition[Broken] Condition. 

", - "items": { - "Burning Oil": { - "name": "Burning Oil" - }, - "Armour": { - "name": "Armour", - "description": "

The creature is protected by armor or thick hide. It has Rating Armor Points on all Hit Locations

", - "effects": { - "Armour": { - "name": "Armour" - } - } - }, - "Prejudice": { - "name": "Prejudice", - "description": "

You really dislike the Target, which is normally a group of people or creatures such as ‘Ostlanders’, ‘Elves’, or ‘Wizards’. You must attempt a Psychology Test whenever you encounter the group against which you are prejudiced. If you pass, you may frown a lot, but will otherwise act normally, only suffering a penalty of –10 to all Fellowship Tests towards that group. Should you fail you are subject to Prejudice. At the end of every subsequent Round, you may attempt another Psychology test to bring the Prejudice to an end. If you do not, the effects of Prejudice naturally come to an end when all members of the specified group in your line of sight are gone, or you gain the Stunned or Unconscious Condition, or you become subject to another Psychology.

\n

 

\n

When subject to Prejudice, you must immediately insult the target of your prejudice. Loudly.

" - }, - "Weapon": { - "name": "Weapon", - "description": "

The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)

" - }, - "Club": { - "name": "Club" - }, - "Leather Jack": { - "name": "Leather Jack" - }, - "Leather Leggings": { - "name": "Leather Leggings" - } - } - }, - "Janna Elleiner": { - "name": "Janna Elleiner", - "items": { - "Intuition": { - "name": "Intuition", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" - }, - "Perception": { - "name": "Perception", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" - }, - "Beneath Notice": { - "name": "Beneath Notice", - "description": "

The high and mighty pay no attention to your presence, knowing you are well beneath their notice. Assuming you are properly attired and not in an incongruous position, those of a higher Status Tier will normally ignore you unless your presence becomes inappropriate, which can make it very easy to listen into conversations you perhaps shouldn’t. Further, characters with a higher Status Tier than you gain no Advantage for striking or wounding you in combat, as there is nothing to be gained for defeating such a lowly cur.

", - "effects": { - "Beneath Notice": { - "name": "Beneath Notice" - } - } - }, - "Doomed": { - "name": "Doomed", - "description": "At the age of 10, a Priest of Morr called a Doomsayer took you aside to foretell your death in an incense-laden, coming-of-age ritual called the Dooming. In conjunction with your GM, come up with a suitable Dooming. Should your character die in a fashion that matches your Dooming, your next character gains a bonus of half the total XP your dead character accrued during play." - }, - "Etiquette": { - "name": "Etiquette", - "description": "

You can blend in socially with the chosen group so long as you are dressed and acting appropriately. Example social groups for this Talent are: Criminals, Cultists, Guilders, Nobles, Scholars, Servants, and Soldiers. If you do not have the Talent, those with it will note your discomfort in the unfamiliar environment. This is primarily a matter for roleplaying, but may confer a bonus to Fellowship Tests at the GM’s discretion.

", - "effects": { - "Etiquette": { - "name": "Etiquette" - } - } - }, - "Well-prepared": { - "name": "Well-prepared", - "description": "

You are used to anticipating the needs of others, and yourself. A number of times per session equal to your level of Well-Prepared, you may pull the trapping required for the current situation from your backpack (or similar) as long as it is Encumbrance 0, could feasibly been bought recently, and doesn’t stretch credibility too far. This could be anything from a flask of spirits to fortify a wounded comrade to a pfennig-whistle needed by a passing entertainer. Whenever you do this, you must deduct the cost for the prepared item from your purse, representing the coin you spent earlier.

" - }, - "Art": { - "name": "Art", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" - }, - "Athletics": { - "name": "Athletics", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" - }, - "Bribery": { - "name": "Bribery", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" - }, - "Charm": { - "name": "Charm", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" - }, - "Charm Animal": { - "name": "Charm Animal", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" - }, - "Climb": { - "name": "Climb", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}" - }, - "Consume Alcohol": { - "name": "Consume Alcohol", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" - }, - "Cool": { - "name": "Cool", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" - }, - "Dodge": { - "name": "Dodge", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" - }, - "Drive": { - "name": "Drive", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" - }, - "Endurance": { - "name": "Endurance", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" - }, - "Entertain": { - "name": "Entertain", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" - }, - "Gamble": { - "name": "Gamble", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}" - }, - "Gossip": { - "name": "Gossip", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" - }, - "Haggle": { - "name": "Haggle", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" - }, - "Intimidate": { - "name": "Intimidate", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" - }, - "Leadership": { - "name": "Leadership", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" - }, - "Melee": { - "name": "Melee", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Navigation": { - "name": "Navigation", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" - }, - "Outdoor Survival": { - "name": "Outdoor Survival", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" - }, - "Ride": { - "name": "Ride", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" - }, - "Row": { - "name": "Row", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" - }, - "Stealth": { - "name": "Stealth", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" - } - } - }, - "Franz Baumann": { - "name": "Franz Baumann", - "items": { - "Cosh": { - "name": "Cosh" - }, - "The Riddles Ten": { - "name": "The Riddles Ten", - "description": "

Religions books come in all forms in the Empire, a realm renowned for its religious observances. There is an eager market for the most popular texts, most of which are cheaply produced by printing presses.

" - }, - "The Crossed Pikes": { - "name": "The Crossed Pikes" - }, - "Leather Jack": { - "name": "Leather Jack" - }, - "Leather Leggings": { - "name": "Leather Leggings" - }, - "Leather Skullcap": { - "name": "Leather Skullcap" - }, - "Athletics": { - "name": "Athletics", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" - }, - "Charm": { - "name": "Charm", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" - }, - "Climb": { - "name": "Climb", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}" - }, - "Cool": { - "name": "Cool", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" - }, - "Endurance": { - "name": "Endurance", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" - }, - "Gossip": { - "name": "Gossip", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" - }, - "Haggle": { - "name": "Haggle", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" - }, - "Intimidate": { - "name": "Intimidate", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" - }, - "Intuition": { - "name": "Intuition", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" - }, - "Leadership": { - "name": "Leadership", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" - }, - "Lore (Theology)": { - "name": "Lore (Theology)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" - }, - "Melee (Basic)": { - "name": "Melee (Basic)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Perception": { - "name": "Perception", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" - }, - "Pray": { - "name": "Pray", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.NRfh04q1bZBIND0A caption=false]{Pray}" - }, - "Research": { - "name": "Research", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Nv0jexKy05qTOnuN caption=false]{Research}" - }, - "Stealth (Urban)": { - "name": "Stealth (Urban)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" - }, - "Acute Sense (Touch)": { - "name": "Acute Sense (Touch)", - "description": "

One of your primary five senses is highly developed, allowing you to spot what others miss. You may take Perception Tests to detect normally imperceptible details with the associated sense, as dictated by the GM. This could include: seeing an eagle beyond everyone else's eyeshot, smelling an almost odorless poison, hearing the breath of an unmoving mouse within a wall, feeling a worn away letter in a carving, or tasting that two beers from the same brewer have been drawn from two different barrels.

" - }, - "Alley Cat": { - "name": "Alley Cat", - "description": "You are at home in shadowy backstreets. When using Stealth (Urban), you may reverse the dice of any failed Test if this will score a Success.", - "effects": { - "Alley Cat": { - "name": "Alley Cat" - } - } - }, - "Ambidextrous": { - "name": "Ambidextrous", - "description": "

You can use your off-hand far better than most folk, either by training or innate talent. You only suffer a penalty of -10 to Tests relying solely on your secondary hand, not -20. If you have this Talent twice, you suffer no penalty at all.

", - "effects": { - "Ambidextrous": { - "name": "Ambidextrous" - } - } - }, - "Blather": { - "name": "Blather", - "description": "

Called ‘opening your mouth and letting your belly rumble’ in Nordland, or simply ‘bullshitting’ in Ostland, blathering involves talking rapidly and incessantly, or talking volubly and at-length, about inconsequential or nonsense matters, and is used to verbally confuse and confound a target. You use your Charm Skill to Blather. Attempt an Opposed Charm/Intelligence Test. Success gives your opponent a Stunned Condition. Further, for each level you have in Blather, your opponent gains another Stunned Condition. Targets Stunned by Blather may do nothing other than stare at you dumbfounded as they try to catch-up with or understand what you are saying. Once the last Stunned Condition comes to an end, the target finally gets a word in, and may not be best pleased with you — after all, you have been talking about nothing or nonsense for some time. Should you stop talking, your opponent immediately loses all Stunned Conditions caused by your Blather. Generally, you can only attempt to Blather at a character once per scene, or perhaps longer as determined by the GM, as the target soon wises up to your antics.

\n

 

", - "effects": { - "Blather": { - "name": "Blather" - } - } - }, - "lDCIhlvcAIojO4vZ": { - "name": "Blather", - "description": "

Called ‘opening your mouth and letting your belly rumble’ in Nordland, or simply ‘bullshitting’ in Ostland, blathering involves talking rapidly and incessantly, or talking volubly and at-length, about inconsequential or nonsense matters, and is used to verbally confuse and confound a target. You use your Charm Skill to Blather. Attempt an Opposed Charm/Intelligence Test. Success gives your opponent a Stunned Condition. Further, for each level you have in Blather, your opponent gains another Stunned Condition. Targets Stunned by Blather may do nothing other than stare at you dumbfounded as they try to catch-up with or understand what you are saying. Once the last Stunned Condition comes to an end, the target finally gets a word in, and may not be best pleased with you — after all, you have been talking about nothing or nonsense for some time. Should you stop talking, your opponent immediately loses all Stunned Conditions caused by your Blather. Generally, you can only attempt to Blather at a character once per scene, or perhaps longer as determined by the GM, as the target soon wises up to your antics.

\n

 

", - "effects": { - "Blather": { - "name": "Blather" - } - } - }, - "Break and Enter": { - "name": "Break and Enter", - "description": "You are an expert at quickly breaking down doors and forcing entry. You may add +1 Damage for each level in this Talent when determining damage against inanimate objects such as windows, chests, doors, and similar.", - "effects": { - "Break and Enter": { - "name": "Break and Enter" - } - } - }, - "YvyB4g9afXWFn2Jc": { - "name": "Break and Enter", - "description": "You are an expert at quickly breaking down doors and forcing entry. You may add +1 Damage for each level in this Talent when determining damage against inanimate objects such as windows, chests, doors, and similar.", - "effects": { - "Break and Enter": { - "name": "Break and Enter" - } - } - }, - "o03oo3a0agMHsNjt": { - "name": "Break and Enter", - "description": "You are an expert at quickly breaking down doors and forcing entry. You may add +1 Damage for each level in this Talent when determining damage against inanimate objects such as windows, chests, doors, and similar.", - "effects": { - "Break and Enter": { - "name": "Break and Enter" - } - } - }, - "Criminal": { - "name": "Criminal", - "description": "

You are an active criminal making money from illegal sources, and you’re not always quiet about it. For the purposes of securing money, either when Earning during play or performing an Income Endeavour, refer to the following table:

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Career Level

\n
\n

Bonus Money per time the Talent is taken

\n
\n

1

\n
\n

+2d10 brass pennies

\n
\n

2

\n
\n

+1d10 silver shillings

\n
\n

\n
\n

+2d10 silver shillings

\n
\n

4

\n
\n

+1 gold crown

\n
\n
\n

 

\n

Because of your obvious criminal nature, others consider you lower Status than them unless they also have the Criminal Talent, where Status is compared as normal — perhaps you have gang tattoos, look shifty, or are just rough around the edges, it’s your choice. Because of this, local law enforcers are always suspicious of you and suspect your motivations, which only gets worse the more times you have this Talent, with the exact implications determined by the GM. Lawbreakers without the Criminal Talent earn significantly less coin but are not obviously the sort to be breaking the law, so maintain their Status. With GM consent, you may spend XP to remove levels of the Criminal Talent for the same XP it cost to buy.

", - "effects": { - "Criminal": { - "name": "Criminal" - } - } - }, - "zTnPgBrLONEhz6Ys": { - "name": "Criminal", - "description": "

You are an active criminal making money from illegal sources, and you’re not always quiet about it. For the purposes of securing money, either when Earning during play or performing an Income Endeavour, refer to the following table:

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Career Level

\n
\n

Bonus Money per time the Talent is taken

\n
\n

1

\n
\n

+2d10 brass pennies

\n
\n

2

\n
\n

+1d10 silver shillings

\n
\n

\n
\n

+2d10 silver shillings

\n
\n

4

\n
\n

+1 gold crown

\n
\n
\n

 

\n

Because of your obvious criminal nature, others consider you lower Status than them unless they also have the Criminal Talent, where Status is compared as normal — perhaps you have gang tattoos, look shifty, or are just rough around the edges, it’s your choice. Because of this, local law enforcers are always suspicious of you and suspect your motivations, which only gets worse the more times you have this Talent, with the exact implications determined by the GM. Lawbreakers without the Criminal Talent earn significantly less coin but are not obviously the sort to be breaking the law, so maintain their Status. With GM consent, you may spend XP to remove levels of the Criminal Talent for the same XP it cost to buy.

", - "effects": { - "Criminal": { - "name": "Criminal" - } - } - }, - "l5NGc2x4k4G1YSvL": { - "name": "Criminal", - "description": "

You are an active criminal making money from illegal sources, and you’re not always quiet about it. For the purposes of securing money, either when Earning during play or performing an Income Endeavour, refer to the following table:

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Career Level

\n
\n

Bonus Money per time the Talent is taken

\n
\n

1

\n
\n

+2d10 brass pennies

\n
\n

2

\n
\n

+1d10 silver shillings

\n
\n

\n
\n

+2d10 silver shillings

\n
\n

4

\n
\n

+1 gold crown

\n
\n
\n

 

\n

Because of your obvious criminal nature, others consider you lower Status than them unless they also have the Criminal Talent, where Status is compared as normal — perhaps you have gang tattoos, look shifty, or are just rough around the edges, it’s your choice. Because of this, local law enforcers are always suspicious of you and suspect your motivations, which only gets worse the more times you have this Talent, with the exact implications determined by the GM. Lawbreakers without the Criminal Talent earn significantly less coin but are not obviously the sort to be breaking the law, so maintain their Status. With GM consent, you may spend XP to remove levels of the Criminal Talent for the same XP it cost to buy.

", - "effects": { - "Criminal": { - "name": "Criminal" - } - } - }, - "dDuXw1iLObESGwvB": { - "name": "Criminal", - "description": "

You are an active criminal making money from illegal sources, and you’re not always quiet about it. For the purposes of securing money, either when Earning during play or performing an Income Endeavour, refer to the following table:

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Career Level

\n
\n

Bonus Money per time the Talent is taken

\n
\n

1

\n
\n

+2d10 brass pennies

\n
\n

2

\n
\n

+1d10 silver shillings

\n
\n

\n
\n

+2d10 silver shillings

\n
\n

4

\n
\n

+1 gold crown

\n
\n
\n

 

\n

Because of your obvious criminal nature, others consider you lower Status than them unless they also have the Criminal Talent, where Status is compared as normal — perhaps you have gang tattoos, look shifty, or are just rough around the edges, it’s your choice. Because of this, local law enforcers are always suspicious of you and suspect your motivations, which only gets worse the more times you have this Talent, with the exact implications determined by the GM. Lawbreakers without the Criminal Talent earn significantly less coin but are not obviously the sort to be breaking the law, so maintain their Status. With GM consent, you may spend XP to remove levels of the Criminal Talent for the same XP it cost to buy.

", - "effects": { - "Criminal": { - "name": "Criminal" - } - } - }, - "xftVAxD1q7Bq6C1g": { - "name": "Criminal", - "description": "

You are an active criminal making money from illegal sources, and you’re not always quiet about it. For the purposes of securing money, either when Earning during play or performing an Income Endeavour, refer to the following table:

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Career Level

\n
\n

Bonus Money per time the Talent is taken

\n
\n

1

\n
\n

+2d10 brass pennies

\n
\n

2

\n
\n

+1d10 silver shillings

\n
\n

\n
\n

+2d10 silver shillings

\n
\n

4

\n
\n

+1 gold crown

\n
\n
\n

 

\n

Because of your obvious criminal nature, others consider you lower Status than them unless they also have the Criminal Talent, where Status is compared as normal — perhaps you have gang tattoos, look shifty, or are just rough around the edges, it’s your choice. Because of this, local law enforcers are always suspicious of you and suspect your motivations, which only gets worse the more times you have this Talent, with the exact implications determined by the GM. Lawbreakers without the Criminal Talent earn significantly less coin but are not obviously the sort to be breaking the law, so maintain their Status. With GM consent, you may spend XP to remove levels of the Criminal Talent for the same XP it cost to buy.

", - "effects": { - "Criminal": { - "name": "Criminal" - } - } - }, - "gSfVr9of4fR4Dxqq": { - "name": "Criminal", - "description": "

You are an active criminal making money from illegal sources, and you’re not always quiet about it. For the purposes of securing money, either when Earning during play or performing an Income Endeavour, refer to the following table:

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Career Level

\n
\n

Bonus Money per time the Talent is taken

\n
\n

1

\n
\n

+2d10 brass pennies

\n
\n

2

\n
\n

+1d10 silver shillings

\n
\n

\n
\n

+2d10 silver shillings

\n
\n

4

\n
\n

+1 gold crown

\n
\n
\n

 

\n

Because of your obvious criminal nature, others consider you lower Status than them unless they also have the Criminal Talent, where Status is compared as normal — perhaps you have gang tattoos, look shifty, or are just rough around the edges, it’s your choice. Because of this, local law enforcers are always suspicious of you and suspect your motivations, which only gets worse the more times you have this Talent, with the exact implications determined by the GM. Lawbreakers without the Criminal Talent earn significantly less coin but are not obviously the sort to be breaking the law, so maintain their Status. With GM consent, you may spend XP to remove levels of the Criminal Talent for the same XP it cost to buy.

", - "effects": { - "Criminal": { - "name": "Criminal" - } - } - }, - "V4ukM9WK40f17y6C": { - "name": "Criminal", - "description": "

You are an active criminal making money from illegal sources, and you’re not always quiet about it. For the purposes of securing money, either when Earning during play or performing an Income Endeavour, refer to the following table:

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Career Level

\n
\n

Bonus Money per time the Talent is taken

\n
\n

1

\n
\n

+2d10 brass pennies

\n
\n

2

\n
\n

+1d10 silver shillings

\n
\n

\n
\n

+2d10 silver shillings

\n
\n

4

\n
\n

+1 gold crown

\n
\n
\n

 

\n

Because of your obvious criminal nature, others consider you lower Status than them unless they also have the Criminal Talent, where Status is compared as normal — perhaps you have gang tattoos, look shifty, or are just rough around the edges, it’s your choice. Because of this, local law enforcers are always suspicious of you and suspect your motivations, which only gets worse the more times you have this Talent, with the exact implications determined by the GM. Lawbreakers without the Criminal Talent earn significantly less coin but are not obviously the sort to be breaking the law, so maintain their Status. With GM consent, you may spend XP to remove levels of the Criminal Talent for the same XP it cost to buy.

", - "effects": { - "Criminal": { - "name": "Criminal" - } - } - }, - "Doomed": { - "name": "Doomed", - "description": "At the age of 10, a Priest of Morr called a Doomsayer took you aside to foretell your death in an incense-laden, coming-of-age ritual called the Dooming. In conjunction with your GM, come up with a suitable Dooming. Should your character die in a fashion that matches your Dooming, your next character gains a bonus of half the total XP your dead character accrued during play." - }, - "Etiquette (Criminals)": { - "name": "Etiquette (Criminals)", - "description": "

You can blend in socially with the chosen group so long as you are dressed and acting appropriately. Example social groups for this Talent are: Criminals, Cultists, Guilders, Nobles, Scholars, Servants, and Soldiers. If you do not have the Talent, those with it will note your discomfort in the unfamiliar environment. This is primarily a matter for roleplaying, but may confer a bonus to Fellowship Tests at the GM’s discretion.

", - "effects": { - "Etiquette": { - "name": "Etiquette" - } - } - }, - "ZCGVRkokQDR4yCP2": { - "name": "Etiquette (Criminals)", - "description": "

You can blend in socially with the chosen group so long as you are dressed and acting appropriately. Example social groups for this Talent are: Criminals, Cultists, Guilders, Nobles, Scholars, Servants, and Soldiers. If you do not have the Talent, those with it will note your discomfort in the unfamiliar environment. This is primarily a matter for roleplaying, but may confer a bonus to Fellowship Tests at the GM’s discretion.

", - "effects": { - "Etiquette": { - "name": "Etiquette" - } - } - }, - "Fast Hands": { - "name": "Fast Hands", - "description": "You can move your hands with surprising dexterity. Bystanders get no passive Perception Tests to spot your use of the Sleight of Hand Skill, instead they only get to Oppose your Sleight of Hand Tests if they actively suspect and are looking for your movements. Further, attempts to use Melee (Brawling) to simply touch an opponent gain a bonus of +10 ' your level in Fast Hands.", - "effects": { - "Fast Hands": { - "name": "Fast Hands" - } - } - }, - "Flee!": { - "name": "Flee!", - "description": "When your life is on the line you are capable of impressive bursts of speed. Your Movement Attribute counts as 1 higher when Fleeing.", - "effects": { - "Flee!": { - "name": "Flee!" - } - } - }, - "Read/Write": { - "name": "Read/Write", - "description": "You are one of the rare literate individuals in the Old World. You are assumed to be able to read and write (if appropriate) all of the Languages you can speak." - }, - "Savvy": { - "name": "Savvy", - "description": "You gain a permanent +5 bonus to your starting Intelligence Characteristic (this does not count towards your Advances).", - "effects": { - "Savvy": { - "name": "Savvy", - "changes": { - "system.characteristics.int.initial": 5 - } - } - } - }, - "Strike to Stun": { - "name": "Strike to Stun", - "description": "

You know where to hit an opponent to bring him down fast. You ignore the ‘Called Shot’ penalty to strike the Head Hit Location when using a melee weapon with the Pummel Quality. Further, you count all improvised weapons as having the Pummel Quality

", - "effects": { - "Strike to Stun": { - "name": "Strike to Stun" - } - } - }, - "Suave": { - "name": "Suave", - "description": "You gain a permanent +5 bonus to your starting Fellowship Characteristic (this does not count towards your Advances).", - "effects": { - "Suave": { - "name": "Suave", - "changes": { - "system.characteristics.fel.initial": 5 - } - } - } - }, - "Trade Tools (Thief)": { - "name": "Trade Tools (Thief)", - "description": "

Apothecary: Tools include pestle and mortar, spoons, jars, and weights and scales. Workshops also include oil burners and shelves full of ingredients.

\n

 

\n

Artisan: The potential range of tools used by Artisans is wide.

\n

Sample packages include:

\n\n\n\n

 

\n

Other Artisans include: Armorer, Bowyer, Brewer, Candlemaker, Calligrapher, Cartographer, Cobbler, Cook, Cooper, Embalmer, Gem Cutter, Glassblower, Goldsmith, Gunsmith, Jeweler, Leatherworker, Mason, Painter, Potter, Shipwright, Stoneworker, Tailor, Tanner, Vintner, Weaver, Weaponsmith and Woodcarver.

\n

 

\n

Artist: Brushes and paints, hammer and chisels, rasps and files, and scrapers. Workshops also include easels or pedestals and supplies of canvas, parchment, vellum, wood, clay or uncut stone.

\n

Engineer: Hourglass, measuring rod, fuse cord, drafting compass, and T-square. Workshops also include pulleys, ropes, and drafting tables.

\n

Herbalist: Pestle and mortar, small knives, pruning shears, and gloves. Workshops also include drying racks, strainers, funnels, bowls, and jars.

\n

Navigator: Quadrant, astrolabe, charts and compasses, hourglass, and sounding line.

\n

Physician: Needles and sutures, bandages, scalpel, vinegar, forceps, and a speculum. Workshops also include anatomical drawings, assorted implements, and a surgery table. 

" - }, - "Dagger": { - "name": "Dagger" - }, - "Art": { - "name": "Art", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" - }, - "Bribery": { - "name": "Bribery", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" - }, - "Charm Animal": { - "name": "Charm Animal", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" - }, - "Consume Alcohol": { - "name": "Consume Alcohol", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" - }, - "Dodge": { - "name": "Dodge", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" - }, - "Drive": { - "name": "Drive", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" - }, - "Entertain": { - "name": "Entertain", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" - }, - "Gamble": { - "name": "Gamble", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}" - }, - "Melee": { - "name": "Melee", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Navigation": { - "name": "Navigation", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" - }, - "Outdoor Survival": { - "name": "Outdoor Survival", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" - }, - "Ride": { - "name": "Ride", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" - }, - "Row": { - "name": "Row", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" - }, - "Stealth": { - "name": "Stealth", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" - } - } - }, - "Magnus Bugman": { - "name": "Magnus Bugman", - "items": { - "1d10 Gold Crowns": { - "name": "1d10 Gold Crowns" - }, - "Sheaves of Notes in Arcane Dwarf and Khazalid": { - "name": "Sheaves of Notes in Arcane Dwarf and Khazalid" - }, - "Athletics": { - "name": "Athletics", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" - }, - "Cool": { - "name": "Cool", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" - }, - "Consume Alcohol": { - "name": "Consume Alcohol", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" - }, - "Dodge": { - "name": "Dodge", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" - }, - "Endurance": { - "name": "Endurance", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" - }, - "Evaluate": { - "name": "Evaluate", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.NtJ85TY8yY3WOGHN caption=false]{Evaluate}" - }, - "Gossip": { - "name": "Gossip", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" - }, - "Intuition": { - "name": "Intuition", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" - }, - "Language (Guilder)": { - "name": "Language (Guilder)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.xo5U0kL08xCPe6kl caption=false]{Language}" - }, - "Language (Ancient Khazalid)": { - "name": "Language (Ancient Khazalid)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.xo5U0kL08xCPe6kl caption=false]{Language}" - }, - "Language (Khazalid)": { - "name": "Language (Khazalid)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.xo5U0kL08xCPe6kl caption=false]{Language}" - }, - "Leadership": { - "name": "Leadership", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" - }, - "Lore (Chaos)": { - "name": "Lore (Chaos)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" - }, - "Lore (History)": { - "name": "Lore (History)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" - }, - "Lore (Local)": { - "name": "Lore (Local)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" - }, - "Melee (Two-Handed)": { - "name": "Melee (Two-Handed)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Perception": { - "name": "Perception", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" - }, - "Research": { - "name": "Research", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Nv0jexKy05qTOnuN caption=false]{Research}" - }, - "Stealth (Urban)": { - "name": "Stealth (Urban)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" - }, - "Trade (Brewer)": { - "name": "Trade (Brewer)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.jmFSm7UvmHEq52iu caption=false]{Trade}" - }, - "Craftsman (Brewer)": { - "name": "Craftsman (Brewer)", - "description": "You have true creative talent. Add the associated Trade Skill to any Career you enter. If the Trade Skill is already in your Career, you may instead purchase the Skill for 5 XP fewer per Advance.", - "effects": { - "Craftsman": { - "name": "Craftsman" - } - } - }, - "Etiquette (Guilder)": { - "name": "Etiquette (Guilder)", - "description": "

You can blend in socially with the chosen group so long as you are dressed and acting appropriately. Example social groups for this Talent are: Criminals, Cultists, Guilders, Nobles, Scholars, Servants, and Soldiers. If you do not have the Talent, those with it will note your discomfort in the unfamiliar environment. This is primarily a matter for roleplaying, but may confer a bonus to Fellowship Tests at the GM’s discretion.

", - "effects": { - "Etiquette": { - "name": "Etiquette" - } - } - }, - "Master Tradesman (Brewer)": { - "name": "Master Tradesman (Brewer)", - "description": "You are exceptionally skilled at your specified Trade skill. You reduce the required SL of any Extended Test using your Trade Skill by the level of your Master Tradesman Talent", - "effects": { - "Master Tradesman": { - "name": "Master Tradesman" - } - } - }, - "Read/Write": { - "name": "Read/Write", - "description": "You are one of the rare literate individuals in the Old World. You are assumed to be able to read and write (if appropriate) all of the Languages you can speak." - }, - "Animosity": { - "name": "Animosity", - "description": "

You harbor an enmity for the Target, which will normally be a group of people or creatures, such as ‘Nordlanders’, ‘Beastmen’, or ‘Nobles’. You must attempt a Psychology Test whenever you encounter the group. If you pass, you may grumble and spit, but only suffer a penalty of –20 to all Fellowship Tests towards that group. Should you fail you are subject to Animosity.

\n

 

\n

At the end of every subsequent Round, you may attempt another Psychology test to bring the Animosity to an end. If you do not, the effects of Animosity naturally come to an end when all members of the specified group in your line of sight are utterly pacified or gone, or you gain the Stunned or Unconscious Condition, or you become subject to another Psychology.

\n

 

\n

When subject to Animosity, you must immediately attack the disagreeable creatures, either socially (insults, jibes, and similar) or physically (most commonly with fists), as appropriate. You also gain a bonus of +1 SL on any attempts to socially or mentally attack the group. Animosity is over-ridden by Fear and Terror.

", - "effects": { - "Animosity": { - "name": "Animosity" - } - } - }, - "Hatred": { - "name": "Hatred", - "description": "

You are consumed with Hatred for the Target, which is normally a group of people or creatures, such as ‘Hochlanders’, ‘Bog Octopuses’, or ‘Slavers’. You will never socially interact with someone or something you hate in this manner. On encountering the object of your Hatred, you must attempt a Psychology Test. If failed, you are subject to Hatred. At the end of every subsequent Round, you may attempt another Psychology Test to bring the Hatred to an end. If you do or not, the effects of Hatred naturally come to an end when all members of the specified group in your line of sight are dead or gone, or you gain the Unconscious condition. While subject to Hatred, you must immediately attempt to destroy the hated group by the fastest and most deadly means possible. You gain a bonus of +1 SL on all combat Tests against the specified group, and are immune to Fear and Intimidate (but not Terror) caused by your hated foe.

", - "effects": { - "Hatred": { - "name": "Hatred" - } - } - }, - "Night Vision": { - "name": "Night Vision", - "description": "

You can see very well in natural darkness. Assuming you have at least a faint source of light (such as starlight, moonlight, or bioluminescence) you can see clearly for 20 yards per level of Night Vision. Further, you can extend the effective illumination distance of any light sources by 20 yards per level of Night Vision.

" - }, - "Robes": { - "name": "Robes" - }, - "Warhammer": { - "name": "Warhammer" - }, - "Writing Kit": { - "name": "Writing Kit" - }, - "Silver Shilling": { - "name": "Silver Shilling" - }, - "Brass Penny": { - "name": "Brass Penny" - }, - "Art": { - "name": "Art", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" - }, - "Bribery": { - "name": "Bribery", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" - }, - "Charm": { - "name": "Charm", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" - }, - "Charm Animal": { - "name": "Charm Animal", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" - }, - "Climb": { - "name": "Climb", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}" - }, - "Drive": { - "name": "Drive", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" - }, - "Entertain": { - "name": "Entertain", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" - }, - "Gamble": { - "name": "Gamble", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}" - }, - "Haggle": { - "name": "Haggle", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" - }, - "Intimidate": { - "name": "Intimidate", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" - }, - "Melee": { - "name": "Melee", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Navigation": { - "name": "Navigation", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" - }, - "Outdoor Survival": { - "name": "Outdoor Survival", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" - }, - "Ride": { - "name": "Ride", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" - }, - "Row": { - "name": "Row", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" - }, - "Stealth": { - "name": "Stealth", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" - }, - "Magic Resistance": { - "name": "Magic Resistance", - "description": "

You are resistant to magic. The SL of any spell affecting you is reduced by 2 per point you have in this Talent. The SL of a spell is only modified by the highest Magic Resistance Talent within its target area. Further, you may never learn the Arcane Magic, Bless, Invoke, Petty Magic, or Witch! Talents.

", - "effects": { - "Magic Resistance": { - "name": "Magic Resistance" - } - } - }, - "fhjLSbxA59FUFdXW": { - "name": "Magic Resistance", - "description": "

You are resistant to magic. The SL of any spell affecting you is reduced by 2 per point you have in this Talent. The SL of a spell is only modified by the highest Magic Resistance Talent within its target area. Further, you may never learn the Arcane Magic, Bless, Invoke, Petty Magic, or Witch! Talents.

", - "effects": { - "Magic Resistance": { - "name": "Magic Resistance" - } - } - } - } - }, - "Eberhart von Durbheim": { - "name": "Eberhart von Durbheim", - "items": { - "Valet": { - "name": "Valet" - }, - "Quality Courtly Garb": { - "name": "Quality Courtly Garb", - "description": "

Nobles’ garb features embellishments such as lace cuffs & collars, excessive high-quality fabric and pointed shoes. Servants also wear courtly garb to banquets and ceremonies, although their surcoats and corsets are less ostentatious than the nobles’ fashions and can therefore be purchased at half price. 

" - }, - "Harp": { - "name": "Harp", - "description": "

Various instruments are included in this category. The standard price and encumbrance reflects medium-sized instruments (e.g. mandolin, coach horn, small drum). Small instruments are half the price and 0 Encumbrance points (e.g. flute, recorder, tambourine). Larger instruments are double the price and 2 Encumbrance points (e.g. harp, lute, large drum).

" - }, - "Quality Jewellry": { - "name": "Quality Jewellry", - "description": "

Prices vary by craftsmanship, metal type, and gem value. As a general guideline, common rings without any gemstones cost 10 coins equal to their metal type (i.e. brass, silver or gold) whereas necklaces cost 20 coins of the same metal type

" - }, - "Bribery": { - "name": "Bribery", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" - }, - "Charm": { - "name": "Charm", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" - }, - "Consume Alcohol": { - "name": "Consume Alcohol", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" - }, - "Gamble": { - "name": "Gamble", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}" - }, - "Gossip": { - "name": "Gossip", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" - }, - "Intimidate": { - "name": "Intimidate", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" - }, - "Language (Classical)": { - "name": "Language (Classical)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.xo5U0kL08xCPe6kl caption=false]{Language}" - }, - "Leadership": { - "name": "Leadership", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" - }, - "Lore (Heraldry)": { - "name": "Lore (Heraldry)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" - }, - "Melee (Fencing)": { - "name": "Melee (Fencing)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Melee (Parry)": { - "name": "Melee (Parry)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Play (Harp)": { - "name": "Play (Harp)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.N63wZOWw6ZLYnePN caption=false]{Play}" - }, - "Carouser": { - "name": "Carouser", - "description": "You are a seasoned drinker and know how to party hard. You may reverse the dice of any failed Consume Alcohol Test if this will score a Success.", - "effects": { - "Carouser": { - "name": "Carouser" - } - } - }, - "Noble Blood": { - "name": "Noble Blood", - "description": "You are either born into the nobility, or otherwise elevated to it by in-game events. Assuming you are dressed appropriately, you are always considered of higher Status than others unless they also have the Noble Blood Talent, where Status is compared as normal.", - "effects": { - "Noble Blood": { - "name": "Noble Blood" - } - } - }, - "Suave": { - "name": "Suave", - "description": "You gain a permanent +5 bonus to your starting Fellowship Characteristic (this does not count towards your Advances).", - "effects": { - "Suave": { - "name": "Suave", - "changes": { - "system.characteristics.fel.initial": 5 - } - } - } - }, - "Read/Write": { - "name": "Read/Write", - "description": "You are one of the rare literate individuals in the Old World. You are assumed to be able to read and write (if appropriate) all of the Languages you can speak." - }, - "Foil": { - "name": "Foil" - }, - "Main Gauche": { - "name": "Main Gauche" - }, - "Gold Crown": { - "name": "Gold Crown" - }, - "Silver Shilling": { - "name": "Silver Shilling" - }, - "Brass Penny": { - "name": "Brass Penny" - }, - "Art": { - "name": "Art", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" - }, - "Athletics": { - "name": "Athletics", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" - }, - "Charm Animal": { - "name": "Charm Animal", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" - }, - "Climb": { - "name": "Climb", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}" - }, - "Cool": { - "name": "Cool", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" - }, - "Dodge": { - "name": "Dodge", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" - }, - "Drive": { - "name": "Drive", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" - }, - "Endurance": { - "name": "Endurance", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" - }, - "Entertain": { - "name": "Entertain", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" - }, - "Haggle": { - "name": "Haggle", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" - }, - "Intuition": { - "name": "Intuition", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" - }, - "Melee": { - "name": "Melee", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Navigation": { - "name": "Navigation", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" - }, - "Outdoor Survival": { - "name": "Outdoor Survival", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" - }, - "Perception": { - "name": "Perception", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" - }, - "Ride": { - "name": "Ride", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" - }, - "Row": { - "name": "Row", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" - }, - "Stealth": { - "name": "Stealth", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" - }, - "Attractive": { - "name": "Attractive", - "description": "

Whether it’s your piercing eyes, your strong frame, or maybe the way you flash your perfect teeth, you know how to make the best use of what the gods gave you. When you successfully use Charm to influence those attracted to you, you can choose to either use your rolled SL, or the number rolled on your units die. So, a successful roll of 38 could be used for +8 SL.

", - "effects": { - "Attractive": { - "name": "Attractive" - } - } - } - } - }, - "The Imperial Beast": { - "name": "The Imperial Beast", - "description": "

The Imperial Beast is about the size of a Halfling and bears an assortment of animal features. His most notable feature, however, is his fur which is pure metallic gold! Wolfgang occasionally jokes that the Beastman will finally pay his way when he’s dead. He knows that the creature is a real marvel and too valuable an attraction to simply kill for his pelt. The pelt itself confers immunity from some forms of threat such as acid, electricity, and fire.

\n

If the Imperial Beast were killed, his pelt would be worth a minimum of [[/r 2d100]] gold crowns, as its fur could be spun into fine gold thread and made into superlative cloth of gold. However, anyone wearing such a garment would suffer Minor exposure to corruption every hour that they wore it.

\n

Alternatively, the pelt could be melted down to make coinage, although it will only yield enough gold to make [[/r 10d10]] gold crowns. Anyone involved in this smelting process would suffer @Corruption[moderate]{Moderate exposure} to Corruption. Anyone handling ingots or coins made from the pelt would suffer @Corruption[minor]{Minor exposure}, but gloves would provide adequate protection. There is no way of removing the taint of Chaos from the gold. If it is smelted with gold from another source all the castings will carry the taint.

", - "items": { - "Fury": { - "name": "Fury", - "description": "

The creature can work itself into an all-consuming rage. It can spend all of its Advantage (minimum of 1) to become subject to Hatred to close combat opponents. If the creature has at least 3 Advantage, it may instead expend all of its Advantage to become subject to Frenzy.

", - "effects": { - "Fury": { - "name": "Fury" - } - } - }, - "Size": { - "name": "Size", - "description": "

This trait represents creatures whose size differ from the game standard (i.e. roughly human sized). There are seven steps of Size, ranging from Tiny to Monstrous.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

 Examples

\n
\n

Tiny

\n
\n

Butterfly, Mouse, Pigeon

\n
\n

Little

\n
\n

Cat, Hawk, Human Baby

\n
\n

Small

\n
\n

Giant Rat, Halfling, Human Child

\n
\n

Average

\n
\n

Dwarf, Elf, Human

\n
\n

Large

\n
\n

Horse, Ogre, Troll

\n
\n

Enormous

\n
\n

Griffon, Wyvern, Manticore

\n
\n

Monstrous

\n
\n

Dragon, Giant, Greater Daemon

\n
\n
\n

 

\n

Using Size

\n

 

\n

if you wish to use size to make a creature bigger — for example converting a giant spider to a gigantic spider — then increase Strength and Toughness by +10 and reduce Agility by –5 per step of size you increase the creature. Reverse this if you wish to make a creature smaller 

\n

 

\n

 

\n

Size Combat Modifers

\n

If larger:

\n\n\n

 

\n

If smaller:

\n

• It gains a bonus of +10 to hit.

\n

 

\n

Defending Against Big Creatures

\n

You suffer a penalty of –2 SL for each step larger your opponent is when using Melee to defend an Opposed Test. It is recommended to dodge a Giant swinging a tree, not parry it!

\n

 

\n\n

Fear and Terror

\n

If the creature is perceived to be aggressive, it causes Fear in any creature smaller than it, and Terror in any creature two or more steps smaller. The rating of the Fear or Terror equals the Size step difference. So, if the creature is Large, and its opponent is Small, it will cause Terror 2.

\n

 

\n

Moving in Combat

\n

A creature that is larger ignores the need to Disengage if it wishes to leave melee combat; instead, it brushes smaller combatants out of the way, moving where it wishes.

\n

 

\n

Opposed Strength

\n

During Opposed Strength Tests (and similar), if one creature is 2 or more size steps larger, it wins automatically. If one creature is 1 size step larger, the smaller creature must roll a Critical to contest the roll. If it does, SL are compared as normal. All other results mean the larger creature wins.

\n

 

\n

Stomp

\n

Creatures that are larger than their opponents may make one Stomp as a Free Attack, by spending 1 Advantage, as they kick downwards or otherwise bash smaller opponents out of the way. This attack has a Damage equal to their Strength Bonus +0, and uses Melee(Brawling).

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

Wounds

\n
\n

Tiny

\n
\n

1

\n
\n

Little

\n
\n

Toughness Bonus

\n
\n

Small

\n
\n

(2×Toughness Bonus) + Willpower Bonus

\n
\n

Average

\n
\n

Strength Bonus+(2×Toughness Bonus) + Willpower Bonus

\n
\n

Large

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×2

\n
\n

Enormous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×4

\n
\n

Monstrous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×8

\n
\n
", - "effects": { - "Size": { - "name": "Size" - } - } - }, - "Gold Crown": { - "name": "Gold Crown" - }, - "Silver Shilling": { - "name": "Silver Shilling" - }, - "Brass Penny": { - "name": "Brass Penny" - }, - "Night Vision": { - "name": "Night Vision", - "description": "

You can see very well in natural darkness. Assuming you have at least a faint source of light (such as starlight, moonlight, or bioluminescence) you can see clearly for 20 yards per level of Night Vision. Further, you can extend the effective illumination distance of any light sources by 20 yards per level of Night Vision.

" - }, - "Weapon (Claw)": { - "name": "Weapon (Claw)", - "description": "

The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)

" - }, - "Bite": { - "name": "Bite", - "description": "

On its turn, the creature may make a Free Attack by spending 1 Advantage. The Damage of the attack equals Rating and includes the creature’s Strength Bonus already

", - "effects": { - "Bite": { - "name": "Bite" - } - } - } - } - }, - "Fhluger'dagh": { - "name": "Fhluger'dagh", - "items": { - "Corruption": { - "name": "Corruption", - "description": "

The creature is tainted by Chaos, or perhaps suffused with Dark Magics. The Strength of the Corruption is marked in brackets (@Corruption[minor]{Minor}, @Corruption[moderate]{Moderate}, or @Corruption[major]{Major}).

", - "effects": { - "Corruption": { - "name": "Corruption" - } - } - }, - "Fear": { - "name": "Fear", - "description": "

The creature causes supernatural Fear in other creatures, with a rating equal to its Rating.

\n

The Fear trait represents an extreme aversion to something. Creatures that cause Fear have a Fear Rating; this value reflects the SL you are required to pass on an Extended Cool Test to overcome your Fear. You may continue to Test at the end of every round until your SL equals or surpasses the creature’s Fear rating. Until you do this, you are subject to Fear.

\n

When subject to Fear, you suffer –1 SL on all Tests to affect the source of your fear. You may not move closer to whatever is causing Fear without passing a Challenging (+0) Cool Test. If it comes closer to you, you must pass a Challenging (+0) Cool Test, or gain a @Condition[Broken] Condition.

", - "effects": { - "Fear": { - "name": "Fear" - } - } - }, - "Weapon": { - "name": "Weapon", - "description": "

The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)

" - }, - "Daemonic": { - "name": "Daemonic", - "description": "

The creature’s essence is raw magic, and unholy ichor pumps through what passes for its veins. Daemonic creatures do not require the normal prerequisites for life: food, water, air…

\n

All its attacks are Magical. Roll [[/r 1d10]] after any blow is received, if the creature rolls the Target number or higher, the blow is ignored, even if it is a critical. Should the creature be reduced to 0 Wounds, its soul returns to the Realms of Chaos immediately, removing it from play.

", - "effects": { - "Daemonic": { - "name": "Daemonic" - } - } - }, - "Armour": { - "name": "Armour", - "description": "

The creature is protected by armor or thick hide. It has Rating Armor Points on all Hit Locations

", - "effects": { - "Armour": { - "name": "Armour" - } - } - } - } - }, - "Hultz": { - "name": "Hultz", - "items": { - "Coach Horn": { - "name": "Coach Horn" - }, - "Animal Care": { - "name": "Animal Care", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QZx9CbhGkIaDMQD3 caption=false]{Animal Care}" - }, - "Charm Animal": { - "name": "Charm Animal", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" - }, - "Consume Alcohol": { - "name": "Consume Alcohol", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" - }, - "Drive": { - "name": "Drive", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" - }, - "Ranged (Blackpowder)": { - "name": "Ranged (Blackpowder)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.jJYOiSQNgC9v7cM5 caption=false]{Ranged}" - }, - "Blunderbuss": { - "name": "Blunderbuss" - }, - "Small shot and Powder": { - "name": "Small shot and Powder" - }, - "Leather Jack": { - "name": "Leather Jack" - }, - "Leather Leggings": { - "name": "Leather Leggings" - }, - "Leather Skullcap": { - "name": "Leather Skullcap" - }, - "Art": { - "name": "Art", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" - }, - "Athletics": { - "name": "Athletics", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" - }, - "Bribery": { - "name": "Bribery", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" - }, - "Charm": { - "name": "Charm", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" - }, - "Climb": { - "name": "Climb", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}" - }, - "Cool": { - "name": "Cool", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" - }, - "Dodge": { - "name": "Dodge", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" - }, - "Endurance": { - "name": "Endurance", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" - }, - "Entertain": { - "name": "Entertain", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" - }, - "Gamble": { - "name": "Gamble", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}" - }, - "Gossip": { - "name": "Gossip", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" - }, - "Haggle": { - "name": "Haggle", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" - }, - "Intimidate": { - "name": "Intimidate", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" - }, - "Intuition": { - "name": "Intuition", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" - }, - "Leadership": { - "name": "Leadership", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" - }, - "Melee": { - "name": "Melee", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Navigation": { - "name": "Navigation", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" - }, - "Outdoor Survival": { - "name": "Outdoor Survival", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" - }, - "Perception": { - "name": "Perception", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" - }, - "Ride": { - "name": "Ride", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" - }, - "Row": { - "name": "Row", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" - }, - "Stealth": { - "name": "Stealth", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" - }, - "Coat (big and warm)": { - "name": "Coat (big and warm)", - "description": "

Protects wearer against the elements and extreme cold; without a good coat or similar, you will receive penalties to resist Cold Exposure

" - }, - "Gloves": { - "name": "Gloves" - }, - "Sword": { - "name": "Sword" - } - } - }, - "Konrad Brecht": { - "name": "Konrad Brecht", - "items": { - "10d10 Brass Penny": { - "name": "10d10 Brass Penny" - }, - "Very ‘Respectable’ Hat": { - "name": "Very ‘Respectable’ Hat", - "description": "

Fine quality hats are status symbols in the Empire’s towns and cities. The more flamboyant the hat, the better.

" - }, - "Cudgel": { - "name": "Cudgel" - }, - "Bribery": { - "name": "Bribery", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" - }, - "Consume Alcohol": { - "name": "Consume Alcohol", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" - }, - "Cool": { - "name": "Cool", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" - }, - "Dodge": { - "name": "Dodge", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" - }, - "Endurance": { - "name": "Endurance", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" - }, - "Evaluate": { - "name": "Evaluate", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.NtJ85TY8yY3WOGHN caption=false]{Evaluate}" - }, - "Gossip": { - "name": "Gossip", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" - }, - "Intimidate": { - "name": "Intimidate", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" - }, - "Lore (Local)": { - "name": "Lore (Local)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" - }, - "Melee (Brawling)": { - "name": "Melee (Brawling)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Melee (Basic)": { - "name": "Melee (Basic)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Stealth (Urban)": { - "name": "Stealth (Urban)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" - }, - "Trade (Cook)": { - "name": "Trade (Cook)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.jmFSm7UvmHEq52iu caption=false]{Trade}" - }, - "Criminal": { - "name": "Criminal", - "description": "

You are an active criminal making money from illegal sources, and you’re not always quiet about it. For the purposes of securing money, either when Earning during play or performing an Income Endeavour, refer to the following table:

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Career Level

\n
\n

Bonus Money per time the Talent is taken

\n
\n

1

\n
\n

+2d10 brass pennies

\n
\n

2

\n
\n

+1d10 silver shillings

\n
\n

\n
\n

+2d10 silver shillings

\n
\n

4

\n
\n

+1 gold crown

\n
\n
\n

 

\n

Because of your obvious criminal nature, others consider you lower Status than them unless they also have the Criminal Talent, where Status is compared as normal — perhaps you have gang tattoos, look shifty, or are just rough around the edges, it’s your choice. Because of this, local law enforcers are always suspicious of you and suspect your motivations, which only gets worse the more times you have this Talent, with the exact implications determined by the GM. Lawbreakers without the Criminal Talent earn significantly less coin but are not obviously the sort to be breaking the law, so maintain their Status. With GM consent, you may spend XP to remove levels of the Criminal Talent for the same XP it cost to buy.

", - "effects": { - "Criminal": { - "name": "Criminal" - } - } - }, - "Frightening": { - "name": "Frightening", - "description": "Anyone sane thinks twice before approaching you. If you wish, you have a Fear Rating of 1 . Add +1 to this number per extra time you have this Talent.", - "effects": { - "Frightening": { - "name": "Frightening" - } - } - }, - "Menacing (2)": { - "name": "Menacing (2)", - "description": "You have an imposing presence. When using the Intimidate Skill, gain a SL bonus equal to your levels of Menacing.", - "effects": { - "Menacing": { - "name": "Menacing" - } - } - }, - "Warrior Born": { - "name": "Warrior Born", - "description": "

You gain a permanent +5 bonus to your starting Weapon Skill Characteristic (doesn't count as Advances).

", - "effects": { - "Warrior Born": { - "name": "Warrior Born", - "changes": { - "system.characteristics.ws.initial": 5 - } - } - } - }, - "Hungry": { - "name": "Hungry", - "description": "

The creature is always hungry for fresh meat. If it kills or incapacitates a living opponent (or encounters a fresh body), it must pass a Average (+20) Willpower Test or feast, losing its next Action and Move.

" - }, - "Knuckledusters": { - "name": "Knuckledusters" - }, - "Leather Jack": { - "name": "Leather Jack" - }, - "Gold Crown": { - "name": "Gold Crown" - }, - "Silver Shilling": { - "name": "Silver Shilling" - }, - "Strike Mighty Blow": { - "name": "Strike Mighty Blow", - "description": "You know how to hit hard! You deal your level of Strike Mighty Blow in extra Damage with melee weapons.", - "effects": { - "Strike Mighty Blow": { - "name": "Strike Mighty Blow" - } - } - }, - "Mail Shirt": { - "name": "Mail Shirt" - }, - "Art": { - "name": "Art", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" - }, - "Athletics": { - "name": "Athletics", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" - }, - "Charm": { - "name": "Charm", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" - }, - "Charm Animal": { - "name": "Charm Animal", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" - }, - "Climb": { - "name": "Climb", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}" - }, - "Drive": { - "name": "Drive", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" - }, - "Entertain": { - "name": "Entertain", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" - }, - "Gamble": { - "name": "Gamble", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}" - }, - "Haggle": { - "name": "Haggle", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" - }, - "Intuition": { - "name": "Intuition", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" - }, - "Leadership": { - "name": "Leadership", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" - }, - "Melee": { - "name": "Melee", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Navigation": { - "name": "Navigation", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" - }, - "Outdoor Survival": { - "name": "Outdoor Survival", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" - }, - "Perception": { - "name": "Perception", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" - }, - "Ride": { - "name": "Ride", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" - }, - "Row": { - "name": "Row", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" - }, - "Stealth": { - "name": "Stealth", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" - }, - "Dirty Fighting": { - "name": "Dirty Fighting", - "description": "You have been taught all the dirty tricks of unarmed combat. You may choose to cause an extra +1 Damage for each level in Dirty Fighting with any successful Melee (Brawling) hit.", - "effects": { - "Dirty Fighting": { - "name": "Dirty Fighting" - } - } - } - } - }, - "Reinhardt": { - "name": "Reinhardt", - "items": { - "Menacing*": { - "name": "Menacing*", - "description": "

You have an imposing presence. When using the Intimidate Skill, gain a SL bonus equal to your levels of Menacing.

*Only applies when @UUID[Actor.x782doqfhFIEgP8V]{Reinhardt} is with @UUID[Actor.U7Y0XEF8Cnat4Y7Q]{Reinholdt}

" - }, - "Cosh": { - "name": "Cosh" - }, - "Melee (Basic)": { - "name": "Melee (Basic)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Melee (Brawling)": { - "name": "Melee (Brawling)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Intimidate": { - "name": "Intimidate", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" - }, - "Leather Jack": { - "name": "Leather Jack" - }, - "Dagger": { - "name": "Dagger" - }, - "Knuckledusters": { - "name": "Knuckledusters" - }, - "Prejudice": { - "name": "Prejudice", - "description": "

You really dislike the Target, which is normally a group of people or creatures such as ‘Ostlanders’, ‘Elves’, or ‘Wizards’. You must attempt a Psychology Test whenever you encounter the group against which you are prejudiced. If you pass, you may frown a lot, but will otherwise act normally, only suffering a penalty of –10 to all Fellowship Tests towards that group. Should you fail you are subject to Prejudice. At the end of every subsequent Round, you may attempt another Psychology test to bring the Prejudice to an end. If you do not, the effects of Prejudice naturally come to an end when all members of the specified group in your line of sight are gone, or you gain the Stunned or Unconscious Condition, or you become subject to another Psychology.

\n

 

\n

When subject to Prejudice, you must immediately insult the target of your prejudice. Loudly.

" - }, - "Art": { - "name": "Art", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" - }, - "Athletics": { - "name": "Athletics", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" - }, - "Bribery": { - "name": "Bribery", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" - }, - "Charm": { - "name": "Charm", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" - }, - "Charm Animal": { - "name": "Charm Animal", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" - }, - "Climb": { - "name": "Climb", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}" - }, - "Consume Alcohol": { - "name": "Consume Alcohol", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" - }, - "Cool": { - "name": "Cool", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" - }, - "Dodge": { - "name": "Dodge", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" - }, - "Drive": { - "name": "Drive", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" - }, - "Endurance": { - "name": "Endurance", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" - }, - "Entertain": { - "name": "Entertain", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" - }, - "Gamble": { - "name": "Gamble", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}" - }, - "Gossip": { - "name": "Gossip", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" - }, - "Haggle": { - "name": "Haggle", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" - }, - "Intuition": { - "name": "Intuition", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" - }, - "Leadership": { - "name": "Leadership", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" - }, - "Melee": { - "name": "Melee", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Navigation": { - "name": "Navigation", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" - }, - "Outdoor Survival": { - "name": "Outdoor Survival", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" - }, - "Perception": { - "name": "Perception", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" - }, - "Ride": { - "name": "Ride", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" - }, - "Row": { - "name": "Row", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" - }, - "Stealth": { - "name": "Stealth", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" - } - } - }, - "Gottri Gurnisson": { - "name": "Gottri Gurnisson", - "items": { - "Addict": { - "name": "Addict", - "description": "

" - }, - "Fleas": { - "name": "Fleas" - }, - "Animosity": { - "name": "Animosity", - "description": "

You harbor an enmity for the Target, which will normally be a group of people or creatures, such as ‘Nordlanders’, ‘Beastmen’, or ‘Nobles’. You must attempt a Psychology Test whenever you encounter the group. If you pass, you may grumble and spit, but only suffer a penalty of –20 to all Fellowship Tests towards that group. Should you fail you are subject to Animosity.

\n

 

\n

At the end of every subsequent Round, you may attempt another Psychology test to bring the Animosity to an end. If you do not, the effects of Animosity naturally come to an end when all members of the specified group in your line of sight are utterly pacified or gone, or you gain the Stunned or Unconscious Condition, or you become subject to another Psychology.

\n

 

\n

When subject to Animosity, you must immediately attack the disagreeable creatures, either socially (insults, jibes, and similar) or physically (most commonly with fists), as appropriate. You also gain a bonus of +1 SL on any attempts to socially or mentally attack the group. Animosity is over-ridden by Fear and Terror.

", - "effects": { - "Animosity": { - "name": "Animosity" - } - } - }, - "Hatred": { - "name": "Hatred", - "description": "

You are consumed with Hatred for the Target, which is normally a group of people or creatures, such as ‘Hochlanders’, ‘Bog Octopuses’, or ‘Slavers’. You will never socially interact with someone or something you hate in this manner. On encountering the object of your Hatred, you must attempt a Psychology Test. If failed, you are subject to Hatred. At the end of every subsequent Round, you may attempt another Psychology Test to bring the Hatred to an end. If you do or not, the effects of Hatred naturally come to an end when all members of the specified group in your line of sight are dead or gone, or you gain the Unconscious condition. While subject to Hatred, you must immediately attempt to destroy the hated group by the fastest and most deadly means possible. You gain a bonus of +1 SL on all combat Tests against the specified group, and are immune to Fear and Intimidate (but not Terror) caused by your hated foe.

", - "effects": { - "Hatred": { - "name": "Hatred" - } - } - }, - "Infestation": { - "name": "Infestation", - "description": "

The creature’s hide is infested with biting fleas or similar. All opponents suffer a penalty of –10 to hit it in melee combat as the parasites distract and overwhelm them

", - "effects": { - "Infestation": { - "name": "Infestation" - } - } - }, - "Night Vision": { - "name": "Night Vision", - "description": "

You can see very well in natural darkness. Assuming you have at least a faint source of light (such as starlight, moonlight, or bioluminescence) you can see clearly for 20 yards per level of Night Vision. Further, you can extend the effective illumination distance of any light sources by 20 yards per level of Night Vision.

" - }, - "Prejudice": { - "name": "Prejudice", - "description": "

You really dislike the Target, which is normally a group of people or creatures such as ‘Ostlanders’, ‘Elves’, or ‘Wizards’. You must attempt a Psychology Test whenever you encounter the group against which you are prejudiced. If you pass, you may frown a lot, but will otherwise act normally, only suffering a penalty of –10 to all Fellowship Tests towards that group. Should you fail you are subject to Prejudice. At the end of every subsequent Round, you may attempt another Psychology test to bring the Prejudice to an end. If you do not, the effects of Prejudice naturally come to an end when all members of the specified group in your line of sight are gone, or you gain the Stunned or Unconscious Condition, or you become subject to another Psychology.

\n

 

\n

When subject to Prejudice, you must immediately insult the target of your prejudice. Loudly.

" - }, - "Art": { - "name": "Art", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" - }, - "Athletics": { - "name": "Athletics", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" - }, - "Bribery": { - "name": "Bribery", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" - }, - "Charm": { - "name": "Charm", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" - }, - "Charm Animal": { - "name": "Charm Animal", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" - }, - "Climb": { - "name": "Climb", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}" - }, - "Consume Alcohol": { - "name": "Consume Alcohol", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" - }, - "Cool": { - "name": "Cool", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" - }, - "Dodge": { - "name": "Dodge", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" - }, - "Drive": { - "name": "Drive", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" - }, - "Endurance": { - "name": "Endurance", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" - }, - "Entertain": { - "name": "Entertain", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" - }, - "Gamble": { - "name": "Gamble", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}" - }, - "Gossip": { - "name": "Gossip", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" - }, - "Haggle": { - "name": "Haggle", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" - }, - "Intimidate": { - "name": "Intimidate", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" - }, - "Intuition": { - "name": "Intuition", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" - }, - "Leadership": { - "name": "Leadership", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" - }, - "Melee": { - "name": "Melee", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Navigation": { - "name": "Navigation", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" - }, - "Outdoor Survival": { - "name": "Outdoor Survival", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" - }, - "Perception": { - "name": "Perception", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" - }, - "Ride": { - "name": "Ride", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" - }, - "Row": { - "name": "Row", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" - }, - "Stealth": { - "name": "Stealth", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" - }, - "Rags": { - "name": "Rags" - }, - "ysZTf17ECy6Cd3jH": { - "name": "Prejudice", - "description": "

You really dislike the Target, which is normally a group of people or creatures such as ‘Ostlanders’, ‘Elves’, or ‘Wizards’. You must attempt a Psychology Test whenever you encounter the group against which you are prejudiced. If you pass, you may frown a lot, but will otherwise act normally, only suffering a penalty of –10 to all Fellowship Tests towards that group. Should you fail you are subject to Prejudice. At the end of every subsequent Round, you may attempt another Psychology test to bring the Prejudice to an end. If you do not, the effects of Prejudice naturally come to an end when all members of the specified group in your line of sight are gone, or you gain the Stunned or Unconscious Condition, or you become subject to another Psychology.

\n

 

\n

When subject to Prejudice, you must immediately insult the target of your prejudice. Loudly.

" - } - } - }, - "Amoeba": { - "name": "Amoeba", - "description": "

Amoebae are formless masses of jelly-like slime. Commonly called ‘jellies’ or ‘blobs’, Amoebae are normally found in the sewers, swamplands, and riverlands of the Old World, feeding on anything organic they encounter, be it flora or fauna. They are drawn to body heat and disturbances in the water when hunting, and can send out tentacle-like pseudopods to drag opponents into their bodies for digestion. 

They are completely mindless, simply following their instincts wherever that leads them.

Organic material is digested once absorbed into an Amoeba’s body. Tough to digest material, such as bone and cartilage, can float inside their bodies for days, and sometimes weeks, betraying any recent victims. Amoebae cannot digest metals or minerals, which pass through their bodies unaffected.

It is recommended to use the supplied Characteristics for any Amoeba encountered in the sewers to ensure it’s not a particularly dangerous opponent. If you feel the party could do with facing a greater threat, use some of the Optional Traits or the @UUID[Compendium.wfrp4e-core.journals.3ZynTGhFpgwv6l1n.JournalEntryPage.UyUu4g8GQRp16paM#generic-creature-traits]{Generic Creature Traits}.

", - "items": { - "2 Tentacles": { - "name": "2 Tentacles", - "description": "

The creature has a number of tentacles equal to #.

\n " - }, - "3+ Tentacles": { - "name": "3+ Tentacles", - "description": "

The creature has a number of tentacles equal to #.

\n " - }, - "Absorb": { - "name": "Absorb", - "description": "

At the end of the Round, if the creature has a higher Advantage than all engaged opponents, it absorbs one opponent of equal Size or smaller. An absorbed victim gains a number of @Condition[Entangled] Conditions equal to the creature's Strength Bonus, and counts as being in a @UUID[Compendium.wfrp4e-core.journals.NS3YGlJQxwTggjRX.JournalEntryPage.wmA76Q2zJJ9HrkvA#grappling]{Grapple}. An absorbed victim loses the creature’s Strength Bonus in Wounds at the end of each Round; Armour points or Toughness Bonus do not reduce this loss. The same number of Wounds are ‘healed’ by the creature. If an absorbed victim is killed, the creature retreats to digest the suspended corpse over the next few days. Any attack that hits the creature does an equal amount of Damage to the absorbed victim.

" - }, - "Amorphous": { - "name": "Amorphous", - "description": "

The creature is an amorphous blob. It halves any Wounds suffered from Damage other than fire, cold, or magic. It ignores all Critical Wounds, and can only be destroyed by being reduced to 0 Wounds by extreme cold, fire, or magic. If reduced to 0 Wounds by other means, it falls dormant for [[/r 1d10]] Rounds, then regenerates +1 Wound. Amorphous creatures shy away from extreme sources of heat or cold .

", - "effects": { - "Amorphous": { - "name": "Amorphous" - } - } - }, - "Painless": { - "name": "Painless", - "description": "

The creature feels no pain or can ignore it. All non-amputation penalties suffered from Critical Wounds are ignored, although Conditions are suffered as normal.

" - }, - "Swamp-strider": { - "name": "Swamp-strider", - "description": "

The creature is at home in a swamp. It suffers no Movement penalties for moving through boggy ground.

" - }, - "Weapon": { - "name": "Weapon", - "description": "

The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)

" - }, - "Size": { - "name": "Size", - "description": "

This trait represents creatures whose size differ from the game standard (i.e. roughly human sized). There are seven steps of Size, ranging from Tiny to Monstrous.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

 Examples

\n
\n

Tiny

\n
\n

Butterfly, Mouse, Pigeon

\n
\n

Little

\n
\n

Cat, Hawk, Human Baby

\n
\n

Small

\n
\n

Giant Rat, Halfling, Human Child

\n
\n

Average

\n
\n

Dwarf, Elf, Human

\n
\n

Large

\n
\n

Horse, Ogre, Troll

\n
\n

Enormous

\n
\n

Griffon, Wyvern, Manticore

\n
\n

Monstrous

\n
\n

Dragon, Giant, Greater Daemon

\n
\n
\n

 

\n

Using Size

\n

 

\n

if you wish to use size to make a creature bigger — for example converting a giant spider to a gigantic spider — then increase Strength and Toughness by +10 and reduce Agility by –5 per step of size you increase the creature. Reverse this if you wish to make a creature smaller 

\n

 

\n

 

\n

Size Combat Modifers

\n

If larger:

\n\n\n

 

\n

If smaller:

\n

• It gains a bonus of +10 to hit.

\n

 

\n

Defending Against Big Creatures

\n

You suffer a penalty of –2 SL for each step larger your opponent is when using Melee to defend an Opposed Test. It is recommended to dodge a Giant swinging a tree, not parry it!

\n

 

\n\n

Fear and Terror

\n

If the creature is perceived to be aggressive, it causes Fear in any creature smaller than it, and Terror in any creature two or more steps smaller. The rating of the Fear or Terror equals the Size step difference. So, if the creature is Large, and its opponent is Small, it will cause Terror 2.

\n

 

\n

Moving in Combat

\n

A creature that is larger ignores the need to Disengage if it wishes to leave melee combat; instead, it brushes smaller combatants out of the way, moving where it wishes.

\n

 

\n

Opposed Strength

\n

During Opposed Strength Tests (and similar), if one creature is 2 or more size steps larger, it wins automatically. If one creature is 1 size step larger, the smaller creature must roll a Critical to contest the roll. If it does, SL are compared as normal. All other results mean the larger creature wins.

\n

 

\n

Stomp

\n

Creatures that are larger than their opponents may make one Stomp as a Free Attack, by spending 1 Advantage, as they kick downwards or otherwise bash smaller opponents out of the way. This attack has a Damage equal to their Strength Bonus +0, and uses Melee(Brawling).

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

Wounds

\n
\n

Tiny

\n
\n

1

\n
\n

Little

\n
\n

Toughness Bonus

\n
\n

Small

\n
\n

(2×Toughness Bonus) + Willpower Bonus

\n
\n

Average

\n
\n

Strength Bonus+(2×Toughness Bonus) + Willpower Bonus

\n
\n

Large

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×2

\n
\n

Enormous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×4

\n
\n

Monstrous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×8

\n
\n
", - "effects": { - "Size": { - "name": "Size" - } - } - }, - "Tracker": { - "name": "Tracker", - "description": "

Trackers are adept at following their prey, generally through scent or hearing. They add SL equal to their Initiative Bonus to all Track Tests.

", - "effects": { - "Tracker": { - "name": "Tracker" - } - } - }, - "3hSzizWNB9US5BID": { - "name": "Size", - "description": "

This trait represents creatures whose size differ from the game standard (i.e. roughly human sized). There are seven steps of Size, ranging from Tiny to Monstrous.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

 Examples

\n
\n

Tiny

\n
\n

Butterfly, Mouse, Pigeon

\n
\n

Little

\n
\n

Cat, Hawk, Human Baby

\n
\n

Small

\n
\n

Giant Rat, Halfling, Human Child

\n
\n

Average

\n
\n

Dwarf, Elf, Human

\n
\n

Large

\n
\n

Horse, Ogre, Troll

\n
\n

Enormous

\n
\n

Griffon, Wyvern, Manticore

\n
\n

Monstrous

\n
\n

Dragon, Giant, Greater Daemon

\n
\n
\n

 

\n

Using Size

\n

 

\n

if you wish to use size to make a creature bigger — for example converting a giant spider to a gigantic spider — then increase Strength and Toughness by +10 and reduce Agility by –5 per step of size you increase the creature. Reverse this if you wish to make a creature smaller 

\n

 

\n

 

\n

Size Combat Modifers

\n

If larger:

\n\n\n

 

\n

If smaller:

\n

• It gains a bonus of +10 to hit.

\n

 

\n

Defending Against Big Creatures

\n

You suffer a penalty of –2 SL for each step larger your opponent is when using Melee to defend an Opposed Test. It is recommended to dodge a Giant swinging a tree, not parry it!

\n

 

\n\n

Fear and Terror

\n

If the creature is perceived to be aggressive, it causes Fear in any creature smaller than it, and Terror in any creature two or more steps smaller. The rating of the Fear or Terror equals the Size step difference. So, if the creature is Large, and its opponent is Small, it will cause Terror 2.

\n

 

\n

Moving in Combat

\n

A creature that is larger ignores the need to Disengage if it wishes to leave melee combat; instead, it brushes smaller combatants out of the way, moving where it wishes.

\n

 

\n

Opposed Strength

\n

During Opposed Strength Tests (and similar), if one creature is 2 or more size steps larger, it wins automatically. If one creature is 1 size step larger, the smaller creature must roll a Critical to contest the roll. If it does, SL are compared as normal. All other results mean the larger creature wins.

\n

 

\n

Stomp

\n

Creatures that are larger than their opponents may make one Stomp as a Free Attack, by spending 1 Advantage, as they kick downwards or otherwise bash smaller opponents out of the way. This attack has a Damage equal to their Strength Bonus +0, and uses Melee(Brawling).

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

Wounds

\n
\n

Tiny

\n
\n

1

\n
\n

Little

\n
\n

Toughness Bonus

\n
\n

Small

\n
\n

(2×Toughness Bonus) + Willpower Bonus

\n
\n

Average

\n
\n

Strength Bonus+(2×Toughness Bonus) + Willpower Bonus

\n
\n

Large

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×2

\n
\n

Enormous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×4

\n
\n

Monstrous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×8

\n
\n
", - "effects": { - "Size": { - "name": "Size" - } - } - }, - "Mindless": { - "name": "Mindless", - "description": "

The creature is mindless, living by base instinct or magical compulsion alone. It has no Initiative, Intelligence, Willpower, or Fellowship Characteristics, and need never Test them. For the purposes of calculating Wounds, it uses its Stength Bonus whenever Willpower Bonus is required. As it has no Initiative Characteristic, it always takes its Turn last in any Round .

", - "effects": { - "Mindless": { - "name": "Mindless" - } - } - }, - "Amphibious": { - "name": "Amphibious", - "description": "

The creature is at home in water. It can add its Agility Bonus to the SL of all Swim Tests and move at full Movement through water.

", - "effects": { - "Amphibious": { - "name": "Amphibious" - } - } - }, - "Venom": { - "name": "Venom", - "description": "

The creature’s attacks are poisoned or envenomed. When it causes Wounds, its opponent gains a @Condition[Poisoned] Condition. If no Difficulty is marked to resist the Venom, it is assumed to be Challenging

", - "effects": { - "Venom": { - "name": "Venom" - } - } - }, - "RvFG42RnJer9UwfE": { - "name": "Venom", - "description": "

The creature’s attacks are poisoned or envenomed. When it causes Wounds, its opponent gains a @Condition[Poisoned] Condition. If no Difficulty is marked to resist the Venom, it is assumed to be Challenging

", - "effects": { - "Venom": { - "name": "Venom" - } - } - }, - "8PqARrFnDL64QPlZ": { - "name": "Venom", - "description": "

The creature’s attacks are poisoned or envenomed. When it causes Wounds, its opponent gains a @Condition[Poisoned] Condition. If no Difficulty is marked to resist the Venom, it is assumed to be Challenging

", - "effects": { - "Venom": { - "name": "Venom" - } - } - }, - "isiCNqkyk2LMbj67": { - "name": "Venom", - "description": "

The creature’s attacks are poisoned or envenomed. When it causes Wounds, its opponent gains a @Condition[Poisoned] Condition. If no Difficulty is marked to resist the Venom, it is assumed to be Challenging

", - "effects": { - "Venom": { - "name": "Venom" - } - } - } - } - }, - "Una Mühlmauer": { - "name": "Una Mühlmauer", - "items": { - "Improvised Flail": { - "name": "Improvised Flail", - "description": "

Made of two Bar-Stool Legs

" - }, - "Charm": { - "name": "Charm", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" - }, - "Consume Alcohol": { - "name": "Consume Alcohol", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" - }, - "Cool": { - "name": "Cool", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" - }, - "Gossip": { - "name": "Gossip", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" - }, - "Haggle": { - "name": "Haggle", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" - }, - "Ranged (Blackpowder)": { - "name": "Ranged (Blackpowder)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.jJYOiSQNgC9v7cM5 caption=false]{Ranged}" - }, - "Blunderbuss": { - "name": "Blunderbuss" - }, - "Small shot and Powder": { - "name": "Small shot and Powder" - }, - "Melee (Flail)": { - "name": "Melee (Flail)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Art": { - "name": "Art", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" - }, - "Athletics": { - "name": "Athletics", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" - }, - "Bribery": { - "name": "Bribery", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" - }, - "Charm Animal": { - "name": "Charm Animal", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" - }, - "Climb": { - "name": "Climb", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}" - }, - "Dodge": { - "name": "Dodge", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" - }, - "Drive": { - "name": "Drive", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" - }, - "Endurance": { - "name": "Endurance", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" - }, - "Entertain": { - "name": "Entertain", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" - }, - "Gamble": { - "name": "Gamble", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}" - }, - "Intimidate": { - "name": "Intimidate", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" - }, - "Intuition": { - "name": "Intuition", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" - }, - "Leadership": { - "name": "Leadership", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" - }, - "Melee": { - "name": "Melee", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Navigation": { - "name": "Navigation", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" - }, - "Outdoor Survival": { - "name": "Outdoor Survival", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" - }, - "Perception": { - "name": "Perception", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" - }, - "Ride": { - "name": "Ride", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" - }, - "Row": { - "name": "Row", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" - }, - "Stealth": { - "name": "Stealth", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" - }, - "Etiquette (Labourers)": { - "name": "Etiquette (Labourers)", - "description": "

You can blend in socially with the chosen group so long as you are dressed and acting appropriately. Example social groups for this Talent are: Criminals, Cultists, Guilders, Nobles, Scholars, Servants, and Soldiers. If you do not have the Talent, those with it will note your discomfort in the unfamiliar environment. This is primarily a matter for roleplaying, but may confer a bonus to Fellowship Tests at the GM’s discretion.

", - "effects": { - "Etiquette": { - "name": "Etiquette" - } - } - }, - "Gregarious": { - "name": "Gregarious", - "description": "You just like talking to other folk and it seems they like talking to you. You may reverse any failed Gossip Test if this allows the Test to succeed.", - "effects": { - "Gregarious": { - "name": "Gregarious" - } - } - }, - "f8CgWXdIbJS9j5Yd": { - "name": "Gregarious", - "description": "You just like talking to other folk and it seems they like talking to you. You may reverse any failed Gossip Test if this allows the Test to succeed.", - "effects": { - "Gregarious": { - "name": "Gregarious" - } - } - }, - "Prejudice": { - "name": "Prejudice", - "description": "

You really dislike the Target, which is normally a group of people or creatures such as ‘Ostlanders’, ‘Elves’, or ‘Wizards’. You must attempt a Psychology Test whenever you encounter the group against which you are prejudiced. If you pass, you may frown a lot, but will otherwise act normally, only suffering a penalty of –10 to all Fellowship Tests towards that group. Should you fail you are subject to Prejudice. At the end of every subsequent Round, you may attempt another Psychology test to bring the Prejudice to an end. If you do not, the effects of Prejudice naturally come to an end when all members of the specified group in your line of sight are gone, or you gain the Stunned or Unconscious Condition, or you become subject to another Psychology.

\n

 

\n

When subject to Prejudice, you must immediately insult the target of your prejudice. Loudly.

" - } - } - }, - "Charlotte-Samantha Maiers": { - "name": "Charlotte-Samantha Maiers", - "items": { - "Riding Horse with Saddle and Harness": { - "name": "Riding Horse with Saddle and Harness", - "description": "

@UUID[Actor.4DTXl9hXbWlfLa5J]{Riding Horse} (aka Palfrey)

\n

Carrying Capacity: 16

" - }, - "Symbol\r of Rank": { - "name": "Symbol\r of Rank" - }, - "Squad of 5 Road Wardens": { - "name": "Squad of 5 Road Wardens" - }, - "Animal Care": { - "name": "Animal Care", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QZx9CbhGkIaDMQD3 caption=false]{Animal Care}" - }, - "Bribery": { - "name": "Bribery", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" - }, - "Consume Alcohol": { - "name": "Consume Alcohol", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" - }, - "Gamble": { - "name": "Gamble", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}" - }, - "Gossip": { - "name": "Gossip", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" - }, - "Haggle": { - "name": "Haggle", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" - }, - "Intimidate": { - "name": "Intimidate", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" - }, - "Intuition": { - "name": "Intuition", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" - }, - "Leadership": { - "name": "Leadership", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" - }, - "Melee (Basic)": { - "name": "Melee (Basic)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Outdoor Survival": { - "name": "Outdoor Survival", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" - }, - "Perception": { - "name": "Perception", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" - }, - "Ranged (Blackpowder)": { - "name": "Ranged (Blackpowder)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.jJYOiSQNgC9v7cM5 caption=false]{Ranged}" - }, - "Ranged (Crossbow)": { - "name": "Ranged (Crossbow)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.jJYOiSQNgC9v7cM5 caption=false]{Ranged}" - }, - "Ride (Horse)": { - "name": "Ride (Horse)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" - }, - "Marksman": { - "name": "Marksman", - "description": "You gain a permanent +5 bonus to your starting Ballistic Skill (this does not count towards your Advances).", - "effects": { - "Marksman": { - "name": "Marksman", - "changes": { - "system.characteristics.bs.initial": 5 - } - } - } - }, - "Noble Blood": { - "name": "Noble Blood", - "description": "You are either born into the nobility, or otherwise elevated to it by in-game events. Assuming you are dressed appropriately, you are always considered of higher Status than others unless they also have the Noble Blood Talent, where Status is compared as normal.", - "effects": { - "Noble Blood": { - "name": "Noble Blood" - } - } - }, - "Nose for Trouble": { - "name": "Nose for Trouble", - "description": "

You are used to getting into, and preferably out of, trouble. You may attempt an Intuition Test to spot those seeking to cause trouble or seeking to cause you harm, even if normally you would not be allowed a Test (because of Talents or a Spell, for example). This Test will likely be Opposed if others are hiding, and the GM may prefer to take this Test on your behalf in secret so you do not know the results should you fail. If any troublemakers you spot start combat, you may ignore any Surprised Condition they would normally inflict.

", - "effects": { - "Nose for Trouble": { - "name": "Nose for Trouble" - } - } - }, - "Roughrider": { - "name": "Roughrider", - "description": "

You are at home in the saddle in even the most difficult of circumstances, and know how to get the best out of your mount during conflict. Assuming you have the Ride skill, you can direct your mount to take an Action, not just a Move, without a Ride test.

", - "effects": { - "Roughrider": { - "name": "Roughrider" - } - } - }, - "Seasoned Traveller": { - "name": "Seasoned Traveller", - "description": "

You are an inquisitive soul who has travelled far and wide, learning all manner of local information. Add Lore (Local) to any Career you enter; if it is already in Career, you may purchase the Skill, both times — a different Specialty each time, such as Altdorf, Vorbergland, or Ubersreik — for 5 XP fewer per Advance.

", - "effects": { - "Seasoned Traveller": { - "name": "Seasoned Traveller" - } - } - }, - "Cloak": { - "name": "Cloak", - "description": "

Protects wearer against the elements. 

" - }, - "Dagger": { - "name": "Dagger" - }, - "Leather Jack": { - "name": "Leather Jack" - }, - "Mail Shirt": { - "name": "Mail Shirt" - }, - "Shield": { - "name": "Shield" - }, - "Clothing": { - "name": "Clothing" - }, - "Sword": { - "name": "Sword" - }, - "Pistol": { - "name": "Pistol" - }, - "Bullet and Powder": { - "name": "Bullet and Powder" - }, - "Rope, 10 yards": { - "name": "Rope, 10 yards" - }, - "Silver Shilling": { - "name": "Silver Shilling" - }, - "Gold Crown": { - "name": "Gold Crown" - }, - "Brass Penny": { - "name": "Brass Penny" - } - } - }, - "Heinrich Marken": { - "name": "Heinrich Marken", - "items": { - "Folding Table": { - "name": "Folding Table" - }, - "10d10 Brass Penny": { - "name": "10d10 Brass Penny" - }, - "Sleight of Hand": { - "name": "Sleight of Hand", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.bGqmHCju8VZ8q2Pv caption=false]{Sleight of Hand}" - }, - "Bribery": { - "name": "Bribery", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" - }, - "Cool": { - "name": "Cool", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" - }, - "Consume Alcohol": { - "name": "Consume Alcohol", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" - }, - "Charm": { - "name": "Charm", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" - }, - "Entertain (Acting)": { - "name": "Entertain (Acting)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" - }, - "Entertain (Comedy)": { - "name": "Entertain (Comedy)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" - }, - "Gamble": { - "name": "Gamble", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}" - }, - "Gossip": { - "name": "Gossip", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" - }, - "Haggle": { - "name": "Haggle", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" - }, - "Intuition": { - "name": "Intuition", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" - }, - "Blather": { - "name": "Blather", - "description": "

Called ‘opening your mouth and letting your belly rumble’ in Nordland, or simply ‘bullshitting’ in Ostland, blathering involves talking rapidly and incessantly, or talking volubly and at-length, about inconsequential or nonsense matters, and is used to verbally confuse and confound a target. You use your Charm Skill to Blather. Attempt an Opposed Charm/Intelligence Test. Success gives your opponent a Stunned Condition. Further, for each level you have in Blather, your opponent gains another Stunned Condition. Targets Stunned by Blather may do nothing other than stare at you dumbfounded as they try to catch-up with or understand what you are saying. Once the last Stunned Condition comes to an end, the target finally gets a word in, and may not be best pleased with you — after all, you have been talking about nothing or nonsense for some time. Should you stop talking, your opponent immediately loses all Stunned Conditions caused by your Blather. Generally, you can only attempt to Blather at a character once per scene, or perhaps longer as determined by the GM, as the target soon wises up to your antics.

\n

 

", - "effects": { - "Blather": { - "name": "Blather" - } - } - }, - "Cardsharp": { - "name": "Cardsharp", - "description": "You are used to playing, and winning, at cards, although your methods may involve a little cheating. When you successfully use Gamble or Sleight of Hand when playing cards, you can choose to either use your rolled SL, or the number rolled on your units die. So, a successful roll of 28 could be used for +8 SL. If you play a real card game to represent what is happening in-game, you may receive an extra number of cards per deal equal to your level in Cardsharp, then discard down to the appropriate hand-size before each round of play.", - "effects": { - "Cardsharp": { - "name": "Cardsharp" - } - } - }, - "Fast Hands (2)": { - "name": "Fast Hands (2)", - "description": "You can move your hands with surprising dexterity. Bystanders get no passive Perception Tests to spot your use of the Sleight of Hand Skill, instead they only get to Oppose your Sleight of Hand Tests if they actively suspect and are looking for your movements. Further, attempts to use Melee (Brawling) to simply touch an opponent gain a bonus of +10 � your level in Fast Hands.", - "effects": { - "Fast Hands": { - "name": "Fast Hands" - } - } - }, - "Luck": { - "name": "Luck", - "description": "

They say when you were born, Ranald smiled. Your maximum Fortune Points now equal your current Fate points plus the number of times you’ve taken Luck.

" - }, - "Dagger": { - "name": "Dagger" - }, - "Deck of Cards": { - "name": "Deck of Cards" - }, - "Dice": { - "name": "Dice" - }, - "Gold Crown": { - "name": "Gold Crown" - }, - "Silver Shilling": { - "name": "Silver Shilling" - }, - "Art": { - "name": "Art", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" - }, - "Athletics": { - "name": "Athletics", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" - }, - "Charm Animal": { - "name": "Charm Animal", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" - }, - "Climb": { - "name": "Climb", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}" - }, - "Dodge": { - "name": "Dodge", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" - }, - "Drive": { - "name": "Drive", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" - }, - "Endurance": { - "name": "Endurance", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" - }, - "Entertain": { - "name": "Entertain", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" - }, - "Intimidate": { - "name": "Intimidate", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" - }, - "Leadership": { - "name": "Leadership", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" - }, - "Melee": { - "name": "Melee", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Navigation": { - "name": "Navigation", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" - }, - "Outdoor Survival": { - "name": "Outdoor Survival", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" - }, - "Perception": { - "name": "Perception", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" - }, - "Ride": { - "name": "Ride", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" - }, - "Row": { - "name": "Row", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" - }, - "Stealth": { - "name": "Stealth", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" - }, - "Diceman": { - "name": "Diceman", - "description": "

You are a dicing master, and all claims you cheat are clearly wrong. When you successfully use Gamble or Sleight of Hand when playing with dice, you can choose to either use your rolled SL, or the number rolled on your units die. So, a successful roll of 06 could be used for +6 SL. If you play any real-life dice games to represent in-game dice games, always roll extra dice equal to your Diceman level and choose the best results.

", - "effects": { - "Diceman": { - "name": "Diceman" - } - } - } - } - } - } -} \ No newline at end of file