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98 Commits
Author SHA1 Message Date
alzerandalzer f6bded6c3a Der Key Basic heißt jetzt wieder Standard 2026-08-18 00:40:36 +02:00
alzerandalzer 878e2f7edb Chat Message entfernt 2026-08-17 14:37:17 +02:00
alzerandalzer bdad4ceccd Benachrictigung unterdrückt 2026-08-17 13:00:54 +02:00
alzerandalzer 689f1292a2 Empire in Ruins: generische Items übersetzt (Kategorie A), Übersichten für Kategorie B/C
297 Namens- und 150 Beschreibungs-Vorkommen generischer/mechanischer Items
(Fertigkeits-Embeds wie Wissen/Nahkampf/Sprache/Beruf, generische Ausrüstung,
Kreatur-Traits wie Waffe/Odem/Ablenkung usw.) direkt übersetzt und in
wfrp4e-empire-ruins.actors.json übernommen.

Die verbleibenden 37 einzigartigen Namen wurden nach Kategorie B (Kampagnen-
spezifische Artefakte/Titel/NSC-Inhalte, 34 Einträge) und Kategorie C (Daten-
fehler bzw. unklare Bedeutung, 3 Einträge) als JSON-Übersichten exportiert,
damit sie selbst übersetzt werden können.
2026-08-13 10:24:06 +02:00
alzerandalzer dcdf083d00 fix(tools): artantares-mutations aus generischem Item-Lookup ausschließen; empire-ruins gegen gewachsenen Korpus neu abgeglichen
Das Lookup-Tool hatte Dark Vision/Ethereal (u.ae.) von "Ghost" fälschlich
mit dem Mutations-Flavourtext aus artantares-mutations.items.json
befüllt statt mit der korrekten generischen Kreatur-Eigenschaft aus
wfrp4e-core.items.json, da die Datei alphabetisch zuerst gescannt wurde.
Neue AMBIGUOUS_NAME_PACKS-Ausschlussliste behebt das dauerhaft.

Anschließend erneut gegen den seit dem letzten Lauf stark gewachsenen
Korpus abgeglichen: 5885/6221 Items wiederverwendet (vorher ~5773),
336 bleiben ohne Korpus-Treffer.
2026-08-13 09:56:31 +02:00
alzerandalzer 682b918c71 fix: Vollständigkeitsprüfung gegen Foundry-Export - Lücken nachgetragen
- wfrp4e-eis.tables.json: fehlendes Ergebnis "7-7" (Zorn) in
  "Demonic Mien - Undivided" ergänzt
- Kreatureneigenschaft "Champion" war seit je an der Quelle
  (wfrp4e-core.items.json) nie übersetzt worden und zog sich dadurch
  durch jeden Actor mit dieser Eigenschaft (Zoo, Up in Arms, Starter
  Set, RNHD, Altdorf) - jetzt einmal übersetzt und überall übernommen
2026-08-13 09:47:41 +02:00
alzerandalzer fb1f24300f Traduction de artantares-mutations.rolltables.json (28 tables)
490/599 résultats résolus par correspondance avec les noms déjà
traduits dans artantares-mutations.items.json (cf. RollTable → Item
lookup habituel), le reste (Wings, Protective Skin, Corrupted Blood,
Tail, Crossbreed, Immunity, Vulnerability, Fright, Contagious Madness,
Addiction, renvois internes) traduit manuellement.
2026-08-12 14:41:07 +02:00
alzerandalzer e320c4b665 Traduction de artantares-mutations.items.json (253 mutations)
Noms + descriptions traduits, cohérence terminologique vérifiée avec
le journal déjà traduit (compendium/artantares-mutations.journal.json)
et le corpus wfrp4e-core. Licence CC BY-SA 4.0 (Anders Hellspong,
The Mutant's Handbook), voir README.
2026-08-12 14:32:03 +02:00
alzerandalzer 1d2234d51e README: Anders Hellspong / The Mutant's Handbook (CC BY-SA 4.0) créditer
Source du contenu artantares-mutations, cf. compendium/artantares-mutations.*
2026-08-12 12:44:30 +02:00
alzerandalzer 83542002ed Nettoyage : suppression de fichiers orphelins, activation de wh4_de.js
- Suppression de fr-actor-wfrp4e.js (ancien fork de la classe Actor du
  système, remplacé par Babele), potion-ingredients.js (doublon des
  anciennes données Gaben-der-Rhya déjà migrées vers wfrp4e-risikogruppe)
  et 2 images non référencées.
- wh4_de.js (enregistrement de "de" dans supportedLanguages pour
  wfrp4e/eis) n'était référencé dans aucun esmodule et ne s'exécutait
  donc jamais. Déplacé dans modules/ et ajouté aux esmodules.
2026-08-12 12:37:30 +02:00
alzerandalzer 1e27be2cb5 Traduction de artantares-mutations.macros.json
Macro "Generate Mutation" traduite (nom + textes d'interface dans le
code, syntaxe JS inchangée).
2026-08-12 12:31:12 +02:00
alzerandalzer 385d15be66 Suppression de modules/potions (non référencé)
effets.js et ingredients.json n'étaient chargés par aucun esmodule et
faisaient doublon avec le contenu déjà présent dans le pack dons-de-rhya
de wfrp4e-risikogruppe.
2026-08-12 12:05:37 +02:00
alzerandalzer 45485cd0e1 .. 2026-08-12 10:43:32 +02:00
alzerandalzer 11091a91e5 .gitattributes hinzugefügt: Dev-Ordner (scripts, reference_scripts, tools, python u.a.) vom automatischen Zip-Download ausgeschlossen 2026-08-12 10:29:44 +02:00
alzerandalzer 1ba16fbf24 gasthaus-Chatbefehl nach wfrp4e-risikogruppe verschoben (gehört zum gerichte-gasthaeuser-Pack) 2026-08-12 10:21:55 +02:00
alzerandalzer 0795f2e675 icons/apothicarium entfernt (nach wfrp4e-risikogruppe verschoben) 2026-08-12 09:48:57 +02:00
alzerandalzer a1e66bce24 To Do: Unofficial Grimoire entfernt (Modul wird nicht genutzt, bei Bedarf direkt Englisch) 2026-08-12 09:40:48 +02:00
alzerandalzer 9a8a44bdd0 Packs (Foundry-Compendien) nach wfrp4e-risikogruppe ausgelagert; module.json bereinigt (nur noch Babele-Übersetzungsmodul) 2026-08-12 09:35:37 +02:00
alzerandalzer 835799b473 Tools: wiederverwendbares Skript zum Items-Reuse für Actor-Pakete + Liste der 757 noch unübersetzten Enemy-Within-Items 2026-08-10 21:50:09 +02:00
alzerandalzer e9bd8c6dac The Empire in Ruins: wfrp4e-empire-ruins.actors.json - Items (Fähigkeiten/Talente) aus bereits übersetzten Paketen übernommen (5776/6221), NSC-Namen und Beschreibungen bleiben original englisch (Kampagnentext) 2026-08-10 21:32:19 +02:00
alzerandalzer a26747f49e The Horned Rat: wfrp4e-horned-rat.actors.json - Items (Fähigkeiten/Talente) aus bereits übersetzten Paketen übernommen (4368/4630), NSC-Namen und Beschreibungen bleiben original englisch (Kampagnentext) 2026-08-10 21:31:40 +02:00
alzerandalzer 600083319e Death on the Reik: wfrp4e-dotr.actors.json - Items (Fähigkeiten/Talente) aus bereits übersetzten Paketen übernommen (5386/5765), NSC-Namen und Beschreibungen bleiben original englisch (Kampagnentext) 2026-08-10 21:31:02 +02:00
alzerandalzer 1b1681c2c9 Power Behind the Throne: wfrp4e-pbtt.actors.json - Items (Fähigkeiten/Talente) aus bereits übersetzten Paketen übernommen (3584/3846), NSC-Namen und Beschreibungen bleiben original englisch (Kampagnentext) 2026-08-10 21:30:24 +02:00
alzerandalzer b9cb0dd2c8 To Do: wfrp4e-rnhd.actors.json entfernt (vollstaendig uebersetzt) 2026-08-10 18:38:45 +02:00
alzerandalzer 35f603bec6 Rough Nights & Hard Days: wfrp4e-rnhd.actors.json übersetzt (103 NPCs/Kreaturen, Nulns Adel, Gräfin von Nuln, Nurgle-Kultisten u.a.) 2026-08-10 18:38:44 +02:00
alzerandalzer d8d92059ac To Do: wfrp4e-owb1.actors.json entfernt (vollstaendig uebersetzt) 2026-08-10 18:27:13 +02:00
alzerandalzer fa00cd0b9f Old World Bundle I: wfrp4e-owb1.actors.json übersetzt (62 NPCs/Kreaturen, Lorenz die Necrarchin, Vish Giftbart, Klara von Holgaurs Gespenster u.a.) 2026-08-10 18:27:13 +02:00
alzerandalzer d5ec6ae715 To Do: wfrp4e-altdorf.actors.json entfernt (vollstaendig uebersetzt) 2026-08-10 18:14:14 +02:00
alzerandalzer 8bf78c5943 Altdorf: wfrp4e-altdorf.actors.json übersetzt (45 NPCs/Kreaturen, Kurt Helborg, Zavant Konniger, Runenklinge von Solland u.a. Artefakte) 2026-08-10 18:14:13 +02:00
alzerandalzer 465dbaba64 To Do: wfrp4e-starter-set.actors.json entfernt (vollstaendig uebersetzt) 2026-08-10 18:00:50 +02:00
alzerandalzer 1226a60f09 Starter Set: wfrp4e-starter-set.actors.json übersetzt (60 NPCs/Kreaturen, Pregens Salundra/Gunnar/Amris/Ferdinand/Else/Molli mit vollständigen Charakterbögen, 37 Beschreibungen) 2026-08-10 18:00:50 +02:00
alzerandalzer 05b470ff0b To Do: wfrp4e-middenheim.actors.json entfernt (vollstaendig uebersetzt) 2026-08-10 17:47:02 +02:00
alzerandalzer ab2d0745b8 Middenheim: wfrp4e-middenheim.actors.json übersetzt (40 NPCs/Kreaturen, Skaven-Kastellan Gnawretch, Erzprälat Kanker Flett u.a.) 2026-08-10 17:47:02 +02:00
alzerandalzer 036428357d To Do: wfrp4e-ua1.actors.json entfernt (vollstaendig uebersetzt) 2026-08-10 17:35:54 +02:00
alzerandalzer 1b396c8d36 Ubersreik Adventures I: wfrp4e-ua1.actors.json übersetzt (58 NPCs/Kreaturen, Skills/Talente wiederverwendet, 14 Beschreibungen übersetzt) 2026-08-10 17:35:54 +02:00
alzerandalzer 2c3312be5d To Do: wfrp4e-archives1.actors.json entfernt (vollstaendig uebersetzt) 2026-08-10 15:32:47 +02:00
alzerandalzer 116ef76765 Archives Vol. I: wfrp4e-archives1.actors.json übersetzt (13 NPCs, Skills/Talente aus core.items.json wiederverwendet) 2026-08-10 15:32:47 +02:00
alzerandalzer 23f592a25d To Do: wfrp4e-zoo.scenes.json entfernt (vollstaendig uebersetzt) 2026-08-10 14:15:06 +02:00
alzerandalzer 484107e57e Imperial Zoo: wfrp4e-zoo.scenes.json übersetzt (Das Imperium, Expeditionsmannschaft, Erste/Zweite/Dritte Expedition); Tippfehler 'Expdition' korrigiert 2026-08-10 14:15:05 +02:00
alzerandalzer 14e168ba3d To Do: wfrp4e-ua1.scenes.json entfernt (vollstaendig uebersetzt) 2026-08-10 14:14:12 +02:00
alzerandalzer 23a628dc7d Ubersreik Adventures I: wfrp4e-ua1.scenes.json übersetzt (9 Szenen: Gotheim, Spittlefeld, Pfeifknochengasse, Turm von Vane u.a.) 2026-08-10 14:14:12 +02:00
alzerandalzer 4593d8be5f To Do: wfrp4e-starter-set.scenes.json entfernt (vollstaendig uebersetzt) 2026-08-10 14:12:50 +02:00
alzerandalzer f92c15a0ed Starter Set: wfrp4e-starter-set.scenes.json übersetzt (Herzogtum Übersreik, Umgebung, Stadt) 2026-08-10 14:12:49 +02:00
alzerandalzer 67b4a80f8b To Do: wfrp4e-rnhd.scenes.json entfernt (vollstaendig uebersetzt) 2026-08-10 14:11:42 +02:00
alzerandalzer 8219b324bf RNHD: wfrp4e-rnhd.scenes.json übersetzt (Gerichtsgebäude, Arena, Burg Grauenberg, Staatsoper, Drei Federn, Niederstadthaus) 2026-08-10 14:11:42 +02:00
alzerandalzer 36529604b9 To Do: wfrp4e-owb1.scenes.json entfernt (vollstaendig uebersetzt) 2026-08-10 14:10:42 +02:00
alzerandalzer d2749bff8d Old World Bundle I: wfrp4e-owb1.scenes.json übersetzt (Haus Lurchen, Insel) 2026-08-10 14:10:42 +02:00
alzerandalzer d8c657010c To Do: wfrp4e-middenheim.scenes.json entfernt (vollstaendig uebersetzt) 2026-08-10 14:09:35 +02:00
alzerandalzer 598c738c98 Middenheim: wfrp4e-middenheim.scenes.json übersetzt (Middenheim, Großherzogtum Middenheim, Middenball) 2026-08-10 14:09:35 +02:00
alzerandalzer cd60d301c4 To Do: wfrp4e-archives1.scenes.json entfernt (vollstaendig uebersetzt) 2026-08-10 14:07:58 +02:00
alzerandalzer 09a68e1fa2 Archives Vol. I: wfrp4e-archives1.scenes.json übersetzt (Das Mootland, Der Laurelorn mit 49 Kartenbeschriftungen) 2026-08-10 14:07:58 +02:00
alzerandalzer f4a4229e16 To Do: wfrp4e-altdorf.scenes.json entfernt (vollstaendig uebersetzt) 2026-08-10 14:05:52 +02:00
alzerandalzer 3afbec7cbb Altdorf: wfrp4e-altdorf.scenes.json übersetzt (Altdorf-Stadtplan, Brücken und Tore) 2026-08-10 14:05:52 +02:00
alzerandalzer f4652c0821 To Do: wfrp4e-empire-ruins.scenes.json entfernt (vollstaendig uebersetzt) 2026-08-10 12:53:30 +02:00
alzerandalzer 36b9b76e2e The Empire in Ruins: wfrp4e-empire-ruins.scenes.json übersetzt (7 Szenen: Schwarzfeuerpass, Volkshalle, Die Verlorene Schlucht u.a.) 2026-08-10 12:53:30 +02:00
alzerandalzer 0ac56c869d To Do: wfrp4e-horned-rat.scenes.json entfernt (vollstaendig uebersetzt) 2026-08-10 12:50:43 +02:00
alzerandalzer d997de83c7 The Horned Rat: wfrp4e-horned-rat.scenes.json übersetzt (14 Szenen: Karak Skygg Ebenen, Oberholzbek-Minen, Schrein des Heiligen Gefährten u.a.) 2026-08-10 12:50:43 +02:00
alzerandalzer 8e5f586e5a To Do: wfrp4e-pbtt.scenes.json entfernt (vollstaendig uebersetzt) 2026-08-10 12:48:38 +02:00
alzerandalzer bcf6de033a Power Behind the Throne: wfrp4e-pbtt.scenes.json übersetzt (12 Szenen: Pritzstock, Das Versteck des Grabfürsten, Netz des Einflusses u.a.) 2026-08-10 12:48:38 +02:00
alzerandalzer a6afb79689 To Do: wfrp4e-dotr.scenes.json entfernt (vollstaendig uebersetzt) 2026-08-10 12:47:02 +02:00
alzerandalzer 7274ade403 Death on the Reik: wfrp4e-dotr.scenes.json übersetzt (19 Szenen: Signalturm, Etelkas Turm, Burg Wittgenstein, Teufelsschale u.a.) 2026-08-10 12:47:02 +02:00
alzerandalzer 747ad47d5e eis.scenes.json: Ordnername 'Enemy In Shadows' unübersetzt gelassen (Konvention aus wfrp4e-eis.tables.json) 2026-08-10 12:45:42 +02:00
alzerandalzer 38bcd68056 To Do: wfrp4e-eis.scenes.json entfernt (vollstaendig uebersetzt) 2026-08-10 12:44:08 +02:00
alzerandalzer 959795ec5e Enemy in Shadows: wfrp4e-eis.scenes.json übersetzt (17 Szenen: Bögenhafen, Altdorf, Pandämonium-Jahrmarkt, Festung Schwarzpfeil u.a.) 2026-08-10 12:44:08 +02:00
alzerandalzer 48a2ec31ad To Do: wfrp4e-core.scenes.json entfernt (vollstaendig uebersetzt) 2026-08-10 12:41:23 +02:00
alzerandalzer 418000a8bd Core: wfrp4e-core.scenes.json übersetzt (3 Szenen) 2026-08-10 12:41:23 +02:00
alzerandalzer 4070ba95bd To Do: wfrp4e-starter-set.tables.json entfernt (vollstaendig uebersetzt in compendium/) 2026-08-10 12:19:24 +02:00
alzerandalzer badcd49fac Starter Set: wfrp4e-starter-set.tables.json übersetzt (Kritische Wunden, 15 Einträge, Namen aus starter-set.items.json übernommen) 2026-08-10 12:19:24 +02:00
alzerandalzer 349baf6d1c To Do: wfrp4e-rnhd.tables.json entfernt (vollstaendig uebersetzt in compendium/) 2026-08-10 12:17:44 +02:00
alzerandalzer 8326af946f RNHD: wfrp4e-rnhd.tables.json übersetzt (Gnom-Karrieren, Augen-/Haarfarbe, Spezies-Tabelle); Range-Key-Korruption in Eye Colour Gnome behoben (1-1) 2026-08-10 12:17:44 +02:00
alzerandalzer a738fdc99b To Do: wfrp4e-middenheim.tables.json entfernt (vollstaendig uebersetzt in compendium/) 2026-08-10 12:14:51 +02:00
alzerandalzer a6abdeb437 Middenheim: wfrp4e-middenheim.tables.json übersetzt (6 Tabellen: Middenball Athletik/Brutalität/Zufallsereignisse, 3 Karrieretabellen Middenländer/Nordländer/Middenheimer) 2026-08-10 12:14:44 +02:00
alzerandalzer 198512ff8d To Do: wfrp4e-altdorf.tables.json entfernt (vollstaendig uebersetzt) 2026-08-10 12:07:06 +02:00
alzerandalzer fb783ce269 altdorf.tables.json: vollständig übersetzt (9/9 Tabellen)
Altdorf: Crown of the Empire — RollTables: Tägliche Unterhaltung nach
Gesellschaftsschicht (Gold/Silber/Messing) mit ausführlichen Beschreibungen
von Theatern, Wettkämpfen und Vergnügungen, sowie Nebeltabellen nach
Jahreszeit und Nebelausdehnung über die Stadtviertel. Bereits deutsche
Viertelnamen (Dampfplatz, Ogasse, Zwillingsgrab usw.) unverändert belassen.
2026-08-10 12:07:06 +02:00
alzerandalzer 111fb819eb Überflüssige Dateien entfernt 2026-08-10 12:05:47 +02:00
alzerandalzer 619a69e23b module.json: Version auf 8.6.86 angehoben (Enemy-Within-Kampagne — alle Tables vollständig) 2026-08-10 12:03:03 +02:00
alzerandalzer 11d4973096 To Do: wfrp4e-empire-ruins.tables.json entfernt (vollstaendig uebersetzt) 2026-08-10 12:02:30 +02:00
alzerandalzer 54d8b1a379 empire-ruins.tables.json: vollständig übersetzt (16/16 Tabellen)
The Empire in Ruins — RollTables: Komplikationen beim Zweiten/Dritten
Angriff, Zufallszauberer, Luftschiff-Trefferzonen (Bug/Heck/Seite),
Purpurkappen essen (Visionstabelle), Wilde Magie, Zufällige Untote,
Zauberabsauger, Windtabelle, Feuerintensität u.a.

Damit ist die Übersetzung der RollTables der kompletten Enemy Within
Kampagne abgeschlossen.
2026-08-10 12:02:30 +02:00
alzerandalzer 2b93992bb8 To Do: wfrp4e-horned-rat.tables.json entfernt (vollstaendig uebersetzt) 2026-08-10 11:57:51 +02:00
alzerandalzer 24d3587d89 horned-rat.tables.json: vollständig übersetzt (18/18 Tabellen)
The Horned Rat — RollTables: Unterstadt-Gefahren (Kanalisation/Untere-
Obere Tunnel/Unter-Imperium), Patzertabellen (Warpfeuerwerfer, Verderbens-
rakete, Warp-Bohrer), Karak-Skygg-Begegnungen, Skaven-Gebräu, Giftwindkugel,
umherziehende Bestien u.a. Wiederkehrende Encounter-Begriffe (Klanratten-/
Sturmratten-/Skavensklaven-Patrouille, Gruben-/Tunnel-Gefahren) als
Übersetzungswörterbuch konsistent auf alle 18 Tabellen angewendet.
2026-08-10 11:57:51 +02:00
alzerandalzer 12fdc4078e To Do: wfrp4e-pbtt.tables.json entfernt (vollstaendig uebersetzt) 2026-08-10 11:53:00 +02:00
alzerandalzer 0eab311b25 pbtt.tables.json: vollständig übersetzt (4/4 Tabellen) 2026-08-10 11:53:00 +02:00
alzerandalzer 0050d7bd4d To Do: wfrp4e-dotr.tables.json + dotr.dotr-tables.json entfernt (vollstaendig uebersetzt) 2026-08-10 11:51:36 +02:00
alzerandalzer eecf3bf70a module.json: Version auf 8.6.85 angehoben (Death on the Reik Tables vollständig) 2026-08-10 11:51:20 +02:00
alzerandalzer 84aaa338d8 dotr.tables.json + dotr.dotr-tables.json: vollständig übersetzt (11/11 Tabellen je Datei)
Death on the Reik — RollTables: Wasserübertragene Krankheiten, Trefferzonen
(Ruder-/Segelboot), Giftwind, Handelsgerücht, Burgraum-Inhalt, Gabe der
Bestie, Windtabelle, Bestie erzürnen, Zahnwürmer-Effekt, Dampfmaschinen-
Fehlfunktionen. dotr-tables.json ist das Legacy-Duplikat (Quelle war
französisch aus der urspruenglichen fr-fr-Vorlage); Inhalt aus
dotr.tables.json übernommen.
2026-08-10 11:50:39 +02:00
alzerandalzer 0b6e2c302c To Do: alle heute fertiggestellten Item-Kompendien entfernt (vollstaendig uebersetzt in compendium/)
Betrifft: Death on the Reik (items + dotr-items), Power Behind the Throne,
The Horned Rat, The Empire in Ruins, Altdorf, Middenheim, Old World Bundle I,
Rough Nights & Hard Days, Ubersreik Adventures I (items + ua1-items),
Ubersreik Adventures II, sowie die leeren Kompendien Lustria, Old World
Bundle II, Salzenmund und Sea of Claws.
2026-08-10 10:33:50 +02:00
alzerandalzer 0ba8a1abee To Do: wfrp4e-starter-set.items.json und starter-set-items.json entfernt (vollstaendig uebersetzt in compendium/) 2026-08-10 10:31:46 +02:00
alzerandalzer a380646005 lustria/owb2/salzenmund/soc.items.json: als leere Kompendien übernommen
Diese vier Item-Kompendien enthalten im aktuellen Quellmaterial keine
Einträge (nur label/mapping/folders) — nichts zu übersetzen, aber zur
Vollständigkeit ins Modul übernommen.
2026-08-10 09:44:27 +02:00
alzerandalzer d1ea38e8d8 module.json: Version auf 8.6.84 angehoben (Altdorf/Middenheim/OWB1/RNHD/UA1/UA2 Items vollständig) 2026-08-10 09:43:47 +02:00
alzerandalzer 776b153e26 ua2.items.json: vollständig übersetzt (5/5 Einträge)
Ubersreik Adventures II — Item-Kompendium: Nekromantie-Zauber (Vanhels
Einladung zum Totentanz, Die Schakalurne) und Krankheits-/Schlafzauber.
2026-08-10 09:42:56 +02:00
alzerandalzer 25762e48a6 ua1.ua1-items.json: vollständig übersetzt (8/8 Einträge)
Legacy-Duplikat des Ubersreik-Adventures-I-Item-Kompendiums; Inhalte aus
dem bereits übersetzten ua1.items.json übernommen.
2026-08-10 09:41:32 +02:00
alzerandalzer fbb52c8e96 ua1.items.json: vollständig übersetzt (8/8 Einträge)
Ubersreik Adventures I — Item-Kompendium: Talente (Kantor, Neunzehnte
Handfläche des Volans), stachelbewehrte Rüstungsteile, Cordelias
Stärkungstonikum und die Wahnwitzige Aura (Schleichender-Irrsinn-Tabelle).
2026-08-10 09:40:11 +02:00
alzerandalzer bff83707f0 rnhd.items.json: vollständig übersetzt (2/2 Einträge) 2026-08-10 09:38:52 +02:00
alzerandalzer 4612add7b6 owb1.items.json: vollständig übersetzt (12/12 Einträge)
Old World Bundle I — Item-Kompendium: generische Kriegertrupp-Ränge
(Kriegsherr, Häuptling, Schamane, Plänkler, Elite, Soldat), Waffen
(Räucherfass-Flegel, Spinnengift-Pfeile) und die Droge Skitter.
2026-08-10 09:37:41 +02:00
alzerandalzer d599b92abb middenheim.items.json: vollständig übersetzt (12/12 Einträge)
Middenheim: City of the White Wolf — Item-Kompendium: Ulric-Kult-Inhalte
(Kind des Ulric, Wolfsverwandter-Talentkette), magische Artefakte
(Ring der Zungen, Schwert der Furcht, Gromril-Helm) und eine Krankheit.
2026-08-10 09:36:02 +02:00
alzerandalzer 6f84671b6c altdorf.items.json: vollständig übersetzt (1/1 Eintrag) 2026-08-10 09:34:22 +02:00
alzerandalzer b43185b0e4 module.json: Version auf 8.6.83 angehoben (Starter-Set Items vollständig) 2026-08-10 09:33:31 +02:00
alzerandalzer 395073b4ce starter-set.starter-set-items.json: vollständig übersetzt (18/18 Einträge)
Legacy-Duplikat des Starter-Set Item-Kompendiums (Quelldatei war noch
unübersetztes Französisch aus der ursprünglichen fr-fr-Vorlage). Enthält
zusätzliche GM-Beschreibungen (gmdescription) für Tränke, die im aktuellen
Haupt-Kompendium (wfrp4e-starter-set.items.json) fehlen, sowie ein
einzigartiges Item (Einauges schwere Armbrust), das nur in dieser Datei
vorkommt. Französische @Condition[]-Slugs auf die erforderlichen englischen
Slugs korrigiert (Extenué→Fatigued, Aveuglé→Blinded).
2026-08-10 09:33:04 +02:00
301 changed files with 278907 additions and 96434 deletions
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@@ -0,0 +1,18 @@
# Dev-only content excluded from the auto-generated "download" zip (Gitea/GitHub
# archive endpoint respects export-ignore). Everything below stays in git history
# and the working copy - it just won't be part of what Foundry downloads/installs.
# Foundry only ever loads what module.json points to (esmodules/styles/languages/packs);
# none of this is referenced at runtime.
scripts/ export-ignore
reference_scripts/ export-ignore
tools/ export-ignore
python/ export-ignore
scripts_with_translation.md export-ignore
scriptPacker.js export-ignore
package.json export-ignore
.gitlab-ci.yml export-ignore
.vscode/ export-ignore
.gitattributes export-ignore
.gitignore export-ignore
.DS_Store export-ignore
+2
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@@ -2,5 +2,7 @@
.idea/
compendium/To Do/Alte Übersetzung/Ganz alt/tmp.html
compendium/To Do/GPT/actors_split/
compendium/babele-directory-export/
python/working_dir/
python/actors_split/
ariana-zu-wolfenthal.actor.json
+1
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@@ -93,6 +93,7 @@ Every suggestions/feedback are appreciated, if so, please contact me on discord
* Thanks to Moo Man for his great work in the module creation an design
* Merci à @Tuckel pour la traduction initiale des textes principaux, des tables et du compendium
* Merci à tous les traducteurs : Celewyr, Moilu, Gharazel, Jerome paire, Baptiste Delanoue, Dr. Droide, Gharazel
* compendium/artantares-mutations -> German translation of ["The Mutant's Handbook"](https://de.scribd.com/document/652142720/The-Mutants-Handbook) by Anders Hellspong, licensed under [CC BY-SA 4.0](https://creativecommons.org/licenses/by-sa/4.0/), as implemented for Foundry by [artptz](https://github.com/artptz/wfrp4e-mutations)
## License
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@@ -1,9 +0,0 @@
{
"label": "Items (Altdorf: Crown of the Empire)",
"entries": {
"Psychometry": {
"name": "Psychometry",
"description": "<p>@Embed[Compendium.wfrp4e-altdorf.journals.6TQJhPM0O7GgIPw9.JournalEntryPage.bQrbH68VAfG7oFyn caption=false]{Psychometry}</p>"
}
}
}
@@ -1,23 +0,0 @@
{
"label": "Scenes (Altdorf: Crown of the Empire)",
"entries": {
"Altdorf": {
"name": "Altdorf",
"notes": {
"The Griffon Bridge": "The Griffon Bridge",
"Volans Crossing": "Volans Crossing",
"Reik Bridge": "Reik Bridge",
"The Old Bridge": "The Old Bridge",
"Unterwald Bridge": "Unterwald Bridge",
"State Bridge": "State Bridge",
"Reaper's Crossing": "Reaper's Crossing",
"The South Gate": "The South Gate",
"The East Gate": "The East Gate",
"The West Gate": "The West Gate",
"The North Gate": "The North Gate",
"Nordwald Citadel": "Nordwald Citadel",
"Greywatch Tower": "Greywatch Tower"
}
}
}
}
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@@ -1,266 +0,0 @@
{
"label": "Tables (Altdorf: Crown of the Empire)",
"entries": {
"Fog Type": {
"name": "Fog Type",
"description": "To determine the severity of the fog roll on the following table.",
"results": {
"1-35": {
"description": "<b>Light Mist</b>: Ballistic Skill tests and Perception tests based on sight suffer from a 10 penalty if the target is more than 50 ft away."
},
"36-51": {
"description": "<b>Moderate Mist</b>: Ballistic Skill tests and Perception tests based on sight suffer from a 10 penalty if the target is more than 20 ft away."
},
"52-85": {
"description": "<b>Fog</b>: Ballistic Skill tests and Perception tests based on sight suffer from a 20 penalty if the target is more than 10 ft away."
},
"86-99": {
"description": "<b>Pea Souper</b>: Ballistic Skill tests and Perception tests based on sight suffer from a 30 penalty if the target is more than 5 ft away."
},
"100-100": {
"description": "<b>Miasmic Stew</b> Ballistic Skill tests and Perception tests based on sight suffer from a 30 penalty if the target is more than 5 ft away.<br />If a character in a Miasmic Stew makes a test to avoid Contraction of a disease apply a penalty of 10 to the test."
}
}
},
"Daily Entertainment - Silver": {
"name": "Daily Entertainment - Silver",
"description": "Silver Tier characters are the professionals, and their cultural life may revolve around their guild or more culturally adventurous pursuits.",
"results": {
"1-5": {
"description": "<b>The Temple of Drama</b>: <i>Hexenachtabend</i> - The tale is a tragedy of doomed love in which Violetta and her twin brother Bastian swap places to woo the objects of their affection on Hexensnacht, but are both burned as witches. This production is a bold reimagining of Tarradaschs play that portrays both twins as genuine witches who deserve their fate."
},
"6-10": {
"description": "<b>Grand Imperial Museum, Grossgrundbesitz</b>: A visit to the museum to better oneself . Those in the Silver Tier dress up for the occasion, as the guards wont let riffraff through the doors."
},
"11-15": {
"description": "<b>The Geheimnisstrasse Theatre</b>: <i>The Troublesome Reign of Boris The Incompetent</i> - A historical play, chosen to illustrate supposed parallels between the Empire today and the corrupt reign of Boris Goldgather. The arrogant Emperor is portrayed as a true villain, with the Grand Theogonist Thorgrad as his foil. Thoroughly depressing."
},
"16-19": {
"description": "<b>Singing at the Guildhouse</b>: Many guilds organise group activities, including choirs singing Reikland folk songs. The Mercers, Blackpowdermen, and Masons and Carpenters Guilds are particularly accomplished — and competitive."
},
"20-24": {
"description": "<b>The Vargr Breughel Memorial Playhouse</b>: <i>The Eloquent Plenipotentiary</i> - An Imperial plenipotentiary has been dispatched to remote Stirland to conduct Imperial business with a crude and ignorant local baron. Much of the humour arises from fast-paced dialogue and witty epithets."
},
"25-29": {
"description": "<b>Ratfighting in @UUID[JournalEntry.EmhvOkkzAir6pzCB.JournalEntryPage.R2oAJdWuCyH65oYJ]{Grandmarkt}</b>: Betting on fighting giant rats is a surprisingly respectable pastime in Altdorf. Successful merchants sponsor their own fighting pits and celebrity rats like Killer Klaus attract quite a following."
},
"30-33": {
"description": "<b>Dancing Bear in @UUID[JournalEntry.EmhvOkkzAir6pzCB.JournalEntryPage.i0sJdZxtstUELNuY]{Fishemarkt}</b>: A Kislevite bear-handler has brought his star performer to shuffle about for a crowd. The bear is dressed in Ostland colours and looks miserable. A small boy bangs a drum, a little girl plays a pipe, and a Halfling pickpockets the crowd."
},
"34-38": {
"description": "<b>Playing @UUID[Compendium.wfrp4e-middenheim.journals.nzsWxG9db2fdGjZM.JournalEntryPage.ZjpHnYBdxk7gxJ7R]{Middenball} for the Guild</b>: Teams from the guilds have set up a small but burgeoning Middenball league. The Cutlers Guild and Armorers Guild are the current best teams."
},
"39-45": {
"description": "<b>Gambling at the Black Cat Tavern (Temple of Ranald) in Wolftor</b>: A quiet password in the ear of the bouncers and youre in. Todays card games are @UUID[Compendium.wfrp4e-rnhd.journals.OnhGK8IE9SCGAlRT.JournalEntryPage.vSnJs2wpgPfHzSaZ]{Scarlet Empress} and Pig Jigger — a minor noble is losing badly at the latter and wont give up. A very serious game of dominoes is going on in the corner."
},
"46-49": {
"description": "<b>Anatomical Demonstration in @UUID[JournalEntry.cDOlXEpTvnuaOJ0P.JournalEntryPage.HxMG6yLQjASPMAJ7]{Krankenfeld}</b>: Doktor Wilden is dissecting a Norseman today — who knows what mysteries hell find inside?."
},
"50-53": {
"description": "<b>Watching the Fops on the @UUID[JournalEntry.cDOlXEpTvnuaOJ0P]{The South Bank}</b>: Rich young nobles like to parade up and down the wealthy streets in their fashionable clothes. This is a spectator sport for the middle classes, who enjoy a suppressed laugh at their betters."
},
"54-59": {
"description": "<b>Ferocious Debate Above a Hot Beverage Shop, @UUID[JournalEntry.cDOlXEpTvnuaOJ0P.JournalEntryPage.In978rogTiaSWMQW]{Markt an Der Wand}</b>: In a room above a small shop, a group of impassioned merchants debate the matters of the day. Conversation covers the situation in Ubersreik and the impact on commerce. The group have polarised opinions."
},
"60-64": {
"description": "<b>Agitator in @UUID[JournalEntry.EmhvOkkzAir6pzCB.JournalEntryPage.c4jnHFGihvRaqHA1]{Königplatz}</b>: A Kloszowskiite is proclaiming radical poetry to an amused crowd, trying to rouse them to revolution. Hes not very persuasive, but he is very handsome."
},
"65-68": {
"description": "<b>Watching the Imperial Engineers on the @UUID[JournalEntry.M2FsYF7rleu1ngDD.JournalEntryPage.fNyj5CDYhOASbYZe]{Artillery Fields}</b>: The engineers are testing ordnance and the Steam Tanks. A group of adolescent cannon spotters stand with parchment, noting down which artillery pieces are making an appearance today."
},
"69-73": {
"description": "<b>Watching a Military Drill in @UUID[JournalEntry.cDOlXEpTvnuaOJ0P.JournalEntryPage.Sk2zs5EOYGYzywSq]{Hammerpfad}</b>: The 8th Altdorf Halberds are training with the Weissbruck Sureshots crossbow regiment. Spectators watch from a safe distance."
},
"74-77": {
"description": "<b>Visit to a Bath House in @UUID[JournalEntry.EmhvOkkzAir6pzCB.JournalEntryPage.LqyTrO7VNeMDukKY]{Hexxerbezrik}</b>: In the steam and hot baths of a Kislevite bath house, merchants make deals and scour off the stink of the city streets."
},
"78-82": {
"description": "<b>Execution by Burning at @UUID[JournalEntry.M2FsYF7rleu1ngDD.JournalEntryPage.ipXxAmjlS5lkIJTy]{Crackle Hill}</b>: The Order of Sigmar are putting a witch to the torch today. The Witch Hunter reads a very long list of indictments before igniting the pyre. (The witch is innocent and was framed by cultists, who watch from the baying crowd.)"
},
"83-91": {
"description": "<b>Ideas Above Ones Station</b>: Roll on the @Table[entertainment-gold]{Gold table}."
},
"92-100": {
"description": "<b>Slumming It</b>: Roll on the @Table[entertainment-brass]{Brass table}."
}
}
},
"Fog Table - Autumn": {
"name": "Fog Table - Autumn",
"description": "The fogs of Altdorf can be so thick and overwhelming that they may have significant effects on characters in games. To determine whether there is a fog at the time of play, roll on the following table, subtracting 10 if it is before noon.",
"results": {
"1-35": {
"description": "Foggy"
},
"36-100": {
"description": "Clear"
}
}
},
"Daily Entertainment - Brass": {
"name": "Daily Entertainment - Brass",
"description": "When youre poor, you take your culture where you can get it cheap or free.",
"results": {
"1-10": {
"description": "<b>Tarnhusses Playhouse (Yard of the Blind Rooster Tavern, in @UUID[JournalEntry.cDOlXEpTvnuaOJ0P.JournalEntryPage.UeiaAdwsLjJvtf2n]{Ogasse})</b>: <i>To Wed a Mule</i> - A ribald romp performed by travelling players, featuring much cross-dressing and suggestive innuendo. A wealthy farmer declares that his son must marry within a year or lose his inheritance. In the finale, the son resorts to marrying his mule. The actors face a rowdy, heckling crowd, but they give as good as they get."
},
"11-20": {
"description": "<b>Mummers Performance on Temporary Stage in @UUID[JournalEntry.EmhvOkkzAir6pzCB.JournalEntryPage.i0sJdZxtstUELNuY]{Fishemarkt}</b>: <i>The Tale of Magnus</i> - Amateurs perform an unsophisticated play about Magnus the Pious. Its unsubtle and religiously devout, with plenty of Sigmarite verse. The crowd most enjoys a fight between Magnus and a Beastman who obviously cant see through his mask."
},
"21-25": {
"description": "<b>Die Volksoper Altdorf</b>: <i>The Magnificent Sven</i> - A big night out for the poorest in Altdorf, but worth the schillings. This musical is a fantastically entertaining tale of exotic climes with an ensemble cast of well-loved performers. The finale where Svens crew finally come together is thrilling."
},
"26-30": {
"description": "<b>Watching Pit Fights on the @UUID[JournalEntry.85UN6bKPTfGEBtBb.JournalEntryPage.Yj7HPgoSG57Ji6CO]{Isle of Eels}</b>: Its a big day at the pits. Gorm the Naglfarling is taking on Big Wim the Mountain. Then theres a free-for-all with two local boys and half a dozen goblins."
},
"31-35": {
"description": "<b>Eel Fights in @UUID[JournalEntry.85UN6bKPTfGEBtBb.JournalEntryPage.0WCmjjMurLxKqavV]{Schlecht Laden}</b>: Eel fighting at the @UUID[JournalEntry.85UN6bKPTfGEBtBb.JournalEntryPage.hz3jSj4IQwkCqhKw]{Black Pike} tavern is always entertaining. Rumour has it that Ranald is smiling down on the punters tonight."
},
"36-40": {
"description": "<b>Dog Fights at @UUID[JournalEntry.85UN6bKPTfGEBtBb.JournalEntryPage.7f3Mruf0jqXzXK0a]{Bosco's Bones} in @UUID[JournalEntry.85UN6bKPTfGEBtBb.JournalEntryPage.zH91GyRZYb536WSK]{Reikerbahn}</b>: Bosco has acquired a litter of Hobhound pups from an Ostlander dealer on the Old Docks."
},
"41-45": {
"description": "<b>Pigeon Racing from a Tenement in @UUID[JournalEntry.85UN6bKPTfGEBtBb.JournalEntryPage.CAWSFJw7qEBQLixe]{Fleishmark}</b>: Even the poorest citizen can acquire a filthy Altdorf pigeon and train it to return home. Racing pigeons is more fun when they fly over @UUID[JournalEntry.85UN6bKPTfGEBtBb.JournalEntryPage.zctsGcxDxgeqQx80]{Dampfplatz} — theres a good chance of getting shot down."
},
"46-55": {
"description": "<b>Dicing in the Street in @UUID[JournalEntry.EmhvOkkzAir6pzCB.JournalEntryPage.R2oAJdWuCyH65oYJ]{Grandmarkt}</b>: An impromptu game of dice has begun by a statue of Dieter IV. Only half the players are cheating."
},
"56-60": {
"description": "<b>Storytelling in @UUID[JournalEntry.EmhvOkkzAir6pzCB.JournalEntryPage.c4jnHFGihvRaqHA1]{Königplatz}</b>: An eccentric old man sits on a barrel and sings stories of a clean, bright Empire where nobles are honourable and the Ruinous Powers are in retreat."
},
"61-65": {
"description": "<b>Agitator Speaking in a Back Room on the @UUID[JournalEntry.85UN6bKPTfGEBtBb.JournalEntryPage.Yj7HPgoSG57Ji6CO]{Isle of Eels}</b>: A furious Yefimovite tries to incite revolution, citing numerous outrages of the ruling classes. Nobody heckles, because of the Fish surrounding her."
},
"66-75": {
"description": "<b>Fishing from the @UUID[JournalEntry.85UN6bKPTfGEBtBb.JournalEntryPage.FUS9iEUYVaAwNwfn]{Sudwand} Bank</b>: The fish are biting today. If youre poor, this is a cheap way to relax and get a meal."
},
"76-85": {
"description": "<b>Street Music in @UUID[JournalEntry.85UN6bKPTfGEBtBb.JournalEntryPage.zH91GyRZYb536WSK]{Reikerbahn}</b>: A ragtag band of musicians play raucous folk songs on pipes, drums, and strings. Some people dance merrily."
},
"86-90": {
"description": "<b>Beheading on @UUID[JournalEntry.cDOlXEpTvnuaOJ0P.JournalEntryPage.fGmKnCMbDFwBAQPa]{Gallows Hill}</b>: A big crowd today. Matilda Ehlers, the Wolftor Butcher is on the block. After killing all those innocent travellers, even a wealthy landlady cant escape the headsman."
},
"91-100": {
"description": "<b>Ideas Above Ones Station</b>: Roll on the @Table[entertainment-silvel]{Silver table}."
}
}
},
"Daily Entertainment - Gold": {
"name": "Daily Entertainment - Gold",
"description": "Gold Tier characters in Altdorf tend to have more leisure time than others, which they prefer to spend on pursuits that are too expensive or exclusive for the lower orders.",
"results": {
"1-5": {
"description": "<b>The Altdorf Theatre</b>: <i>The Desolate Prisoner of Karak Kadrin</i> - An unadventurous but highly polished production of Tarradaschs famous tragedy. While Baron Trister languishes in the Slayer Kings dungeon, he must come to terms with those he wronged in the past."
},
"6-10": {
"description": "<b>Private Viewing in Grossgrundbesitz</b>: A visit to a nobles mansion to see her precious art collection, by personal invitation. Includes elven sculptures and works by the Tilean masters."
},
"11-15": {
"description": "<b>The Grand Opera House</b>: <i>The Return of Rutgar</i> - An epic opera telling the tale of Count Rutgar of Wissenland, a historical figure who found battle and adventure in the Border Princes. The actor playing Grotfang the Orc chieftain has a beautiful tenor singing voice."
},
"16-20": {
"description": "<b>Recital at the Von Hardenburg Mansion, @UUID[JournalEntry.cDOlXEpTvnuaOJ0P.JournalEntryPage.boUvnaXQ5oXd3Ek9]{Zoogarten}</b>: Graf Johann von Hardenburg is hosting a recital — reading his own dire poetry and showcasing his daughters clumsy harpsichord playing. It goes on a long time, but etiquette demands no one leave early."
},
"21-25": {
"description": "<b>@UUID[JournalEntry.EmhvOkkzAir6pzCB.JournalEntryPage.SrW3m5IOVZ9PEIwf]{The Vargr Breughel Memorial Playhouse}</b>: <i>The History of Sigmar</i> - @UUID[Compendium.wfrp4e-rnhd.actors.HVtHpEXhGGMOmGzy]{Detlef Siercks} early masterpiece, directed by the playwright himself. Its an excellent performance honed over many years by Sierck, with impressive staging. King Marbad of the Endals is played as a comic stereotype of a Wastelander."
},
"26-30": {
"description": "<b>Hawking on the @UUID[JournalEntry.rSRadYoaNXkEq8gs.JournalEntryPage.w0RHFZXRoT3JePHe]{City Walls}</b>: Training and keeping a hawk or falcon is expensive, but is a popular pursuit for high-status citizens who want to hunt without leaving the city. The southern walls are best, as they are in sight of the Zwillingsgrab district, where many birds flock."
},
"31-35": {
"description": "<b>Boar-Baiting in @UUID[JournalEntry.EmhvOkkzAir6pzCB.JournalEntryPage.VaH9ojBt0X4jMps1]{Schulergegend}</b>: A cruel upper-class bloodsport that caters to noble University students. The boar is terrified with flaming brands, before the young combatant enters the pit and kills it with a spear. Spectators and fighters roast and eat the boar afterwards."
},
"36-40": {
"description": "<b>Gaming in a Private Club in @UUID[JournalEntry.cDOlXEpTvnuaOJ0P.JournalEntryPage.hDydHT9TaP8pJA2L]{Fundgrube}</b>: Exclusive members clubs have games rooms where one can enjoy dice, cards, or games of strategy such as Mühlen or Issus, where players compete with pieces representing magisters of the Colleges of Magic."
},
"41-45": {
"description": "<b>Gambling at the Tinzberg Rooms</b>: An exclusive gambling house named for a noble family famed for gaining and losing fortunes playing dice. Games on offer include the card games Fareo and Laggard, which combine skill with luck. Large amounts of money change hands."
},
"46-50": {
"description": "<b>Fencing in @UUID[JournalEntry.cDOlXEpTvnuaOJ0P.JournalEntryPage.Sk2zs5EOYGYzywSq]{Hammerpfad}</b>: Senior officers in the Altdorf and Reikland regiments enjoy sparring with one another and well-bred guests in the regimental barracks."
},
"51-55": {
"description": "<b>Visiting the @UUID[JournalEntry.EmhvOkkzAir6pzCB.JournalEntryPage.u8JoSnN43hTwFNBa]{Altdorf City Asylum} in @UUID[JournalEntry.EmhvOkkzAir6pzCB.JournalEntryPage.i0sJdZxtstUELNuY]{Fishemarkt}</b>: Visiting the asylum is popular amongst cruel nobles who enjoy watching the antics of the hopelessly mad. Especially vicious people will pay extra to taunt the inmates."
},
"56-60": {
"description": "<b>Debate at the @UUID[JournalEntry.EmhvOkkzAir6pzCB.JournalEntryPage.OiAVm63T9JEFsVfR]{University}</b>: There are two motions for debate today — few people turn up for the first (What is the nature of the aether?) but the second gets quite an audience (Who would win in a fight between a wyvern and a crab of equal size?)."
},
"61-65": {
"description": "<b>Intellectual Conversation at the Burgrave Mansion in @UUID[JournalEntry.cDOlXEpTvnuaOJ0P.JournalEntryPage.boUvnaXQ5oXd3Ek9]{Zoogarten}</b>: Sophia Burgraves salon is by invitation only. Those privileged to attend can participate in informed discussion of politics, culture, Altdorf society and whether a wyvern could best a crab of equal size in combat."
},
"66-70": {
"description": "<b>Cavalry Drill Outside the @UUID[JournalEntry.rSRadYoaNXkEq8gs.JournalEntryPage.w0RHFZXRoT3JePHe]{City Walls}</b>: Most citizens love to see knightly orders and other cavalry training and sparring outside the south walls. High status individuals prefer to watch from horseback or a vantage point in one of the towers."
},
"71-75": {
"description": "<b>Promenade in @UUID[JournalEntry.cDOlXEpTvnuaOJ0P.JournalEntryPage.8gwKODxI8KUYJl5r]{Karl-Franz Park}</b>: Day or night, a stroll in the park is an excellent way to get some air and observe other people. A small party of minor nobles are showing off Nuln-inspired finery."
},
"76-80": {
"description": "<b>Public Hanging at @UUID[JournalEntry.cDOlXEpTvnuaOJ0P.JournalEntryPage.fGmKnCMbDFwBAQPa]{Gallows Hill}</b>: Its a good selection today — two murderers, a pickpocket who stole from a judge, and a notorious agitator. Wealthy citizens enjoy a good hanging, but its not seemly to join in the cheering and banter favoured by the lower orders."
},
"81-90": {
"description": "<b>Slumming It</b>: Roll on the @Table[entertainment-silvel]{Silver table}."
},
"91-100": {
"description": "<b>Really Slumming It</b>: Roll on the @Table[entertainment-brass]{Brass table}."
}
}
},
"Fog Table - Spring": {
"name": "Fog Table - Spring",
"description": "The fogs of Altdorf can be so thick and overwhelming that they may have significant effects on characters in games. To determine whether there is a fog at the time of play, roll on the following table, subtracting 10 if it is before noon.",
"results": {
"1-35": {
"description": "Foggy"
},
"36-100": {
"description": "Clear"
}
}
},
"Fog Table - Winter": {
"name": "Fog Table - Winter",
"description": "The fogs of Altdorf can be so thick and overwhelming that they may have significant effects on characters in games. To determine whether there is a fog at the time of play, roll on the following table, subtracting 10 if it is before noon.",
"results": {
"1-20": {
"description": "Foggy"
},
"21-100": {
"description": "Clear"
}
}
},
"Fog Table - Summer": {
"name": "Fog Table - Summer",
"description": "The fogs of Altdorf can be so thick and overwhelming that they may have significant effects on characters in games. To determine whether there is a fog at the time of play, roll on the following table, subtracting 10 if it is before noon.",
"results": {
"1-10": {
"description": "Foggy"
},
"11-100": {
"description": "Clear"
}
}
},
"Fog Extent": {
"name": "Fog Extent",
"description": "Then roll on the following table to determine the extent of the fog.",
"results": {
"1-35": {
"description": "<h3>Rough parts of town</h3> <ul> <li>@UUID[JournalEntry.85UN6bKPTfGEBtBb.JournalEntryPage.zctsGcxDxgeqQx80]{Dampfplatz}</li> <li>@UUID[JournalEntry.EmhvOkkzAir6pzCB.JournalEntryPage.CmXd0fr5bgHLuksH]{Dockland}</li> <li>@UUID[JournalEntry.cDOlXEpTvnuaOJ0P.JournalEntryPage.kKxpSj8RNKZfdVXw]{Flottenliegeplatz}</li> <li>@UUID[JournalEntry.85UN6bKPTfGEBtBb.JournalEntryPage.Yj7HPgoSG57Ji6CO]{Isle of Eels}</li> <li>@UUID[JournalEntry.cDOlXEpTvnuaOJ0P.JournalEntryPage.UeiaAdwsLjJvtf2n]{Ogasse}</li> <li>@UUID[JournalEntry.85UN6bKPTfGEBtBb.JournalEntryPage.zH91GyRZYb536WSK]{Reikerbahn}</li> <li>@UUID[JournalEntry.85UN6bKPTfGEBtBb.JournalEntryPage.0WCmjjMurLxKqavV]{Schlecht Laden}</li> <li>@UUID[JournalEntry.85UN6bKPTfGEBtBb.JournalEntryPage.FUS9iEUYVaAwNwfn]{Sudwand}</li> </ul>"
},
"36-55": {
"description": "<h3>Eerie parts of town</h3> <ul> <li>@UUID[JournalEntry.85UN6bKPTfGEBtBb.JournalEntryPage.zctsGcxDxgeqQx80]{Dampfplatz}</li> <li>@UUID[JournalEntry.cDOlXEpTvnuaOJ0P.JournalEntryPage.fHres2ABl60BBnJn]{Friedhofkreuzung}</li> <li>@UUID[JournalEntry.EmhvOkkzAir6pzCB.JournalEntryPage.AfzQ6AePwQ8bFljF]{Großvaters Zuhause}</li> <li>@UUID[JournalEntry.EmhvOkkzAir6pzCB.JournalEntryPage.LqyTrO7VNeMDukKY]{Hexxerbezrik}</li> <li>@UUID[JournalEntry.cDOlXEpTvnuaOJ0P.JournalEntryPage.UeiaAdwsLjJvtf2n]{Ogasse}</li> <li>@UUID[JournalEntry.EmhvOkkzAir6pzCB.JournalEntryPage.PEUx0QjywedTcBiJ]{Toteninsel}</li> <li>@UUID[JournalEntry.cDOlXEpTvnuaOJ0P.JournalEntryPage.vAaOO6oeV2wrtLsL]{Zwillingsgrab}</li> </ul>"
},
"56-75": {
"description": "<h3>Around the confluence</h3><ul><li>@UUID[JournalEntry.EmhvOkkzAir6pzCB.JournalEntryPage.CmXd0fr5bgHLuksH]{Dockland}</li><li>@UUID[JournalEntry.cDOlXEpTvnuaOJ0P.JournalEntryPage.kKxpSj8RNKZfdVXw]{Flottenliegeplatz}</li><li>@UUID[JournalEntry.EmhvOkkzAir6pzCB.JournalEntryPage.AfzQ6AePwQ8bFljF]{Großvaters Zuhause}</li><li>@UUID[JournalEntry.85UN6bKPTfGEBtBb.JournalEntryPage.Yj7HPgoSG57Ji6CO]{Isle of Eels}</li><li>@UUID[JournalEntry.85UN6bKPTfGEBtBb.JournalEntryPage.zH91GyRZYb536WSK]{Reikerbahn}</li><li>@UUID[JournalEntry.EmhvOkkzAir6pzCB.JournalEntryPage.VaH9ojBt0X4jMps1]{Schulergegend}</li><li>@UUID[JournalEntry.cDOlXEpTvnuaOJ0P.JournalEntryPage.yzdsV4Rsd0zcvDT2]{Südküste}</li><li>@UUID[JournalEntry.EmhvOkkzAir6pzCB.JournalEntryPage.PEUx0QjywedTcBiJ]{Toteninsel}</li></ul>"
},
"76-95": {
"description": "<h3>Along the banks</h3><ul><li>@UUID[JournalEntry.85UN6bKPTfGEBtBb.JournalEntryPage.zctsGcxDxgeqQx80]{Dampfplatz}</li><li>@UUID[JournalEntry.EmhvOkkzAir6pzCB.JournalEntryPage.CmXd0fr5bgHLuksH]{Dockland}</li><li>@UUID[JournalEntry.cDOlXEpTvnuaOJ0P.JournalEntryPage.kKxpSj8RNKZfdVXw]{Flottenliegeplatz}</li><li>@UUID[JournalEntry.cDOlXEpTvnuaOJ0P.JournalEntryPage.fHres2ABl60BBnJn]{Friedhofkreuzung}</li><li>@UUID[JournalEntry.EmhvOkkzAir6pzCB.JournalEntryPage.R2oAJdWuCyH65oYJ]{Grandmarkt}</li><li>@UUID[JournalEntry.EmhvOkkzAir6pzCB.JournalEntryPage.AfzQ6AePwQ8bFljF]{Großvaters Zuhause}</li><li>@UUID[JournalEntry.EmhvOkkzAir6pzCB.JournalEntryPage.LqyTrO7VNeMDukKY]{Hexxerbezrik}</li><li>@UUID[JournalEntry.85UN6bKPTfGEBtBb.JournalEntryPage.Yj7HPgoSG57Ji6CO]{Isle of Eels}</li><li>@UUID[JournalEntry.cDOlXEpTvnuaOJ0P.JournalEntryPage.8gwKODxI8KUYJl5r]{Karl Franz Park}</li><li>@UUID[JournalEntry.cDOlXEpTvnuaOJ0P.JournalEntryPage.dpP0XoxaUyQHtse1]{Karnevalsplatz}</li><li>@UUID[JournalEntry.cDOlXEpTvnuaOJ0P.JournalEntryPage.UeiaAdwsLjJvtf2n]{Ogasse}</li><li>@UUID[JournalEntry.85UN6bKPTfGEBtBb.JournalEntryPage.zH91GyRZYb536WSK]{Reikerbahn}</li><li>@UUID[JournalEntry.85UN6bKPTfGEBtBb.JournalEntryPage.0WCmjjMurLxKqavV]{Schlecht Laden}</li><li>@UUID[JournalEntry.EmhvOkkzAir6pzCB.JournalEntryPage.VaH9ojBt0X4jMps1]{Schulergegend}</li><li>@UUID[JournalEntry.cDOlXEpTvnuaOJ0P.JournalEntryPage.yzdsV4Rsd0zcvDT2]{Südküste}</li><li>@UUID[JournalEntry.85UN6bKPTfGEBtBb.JournalEntryPage.FUS9iEUYVaAwNwfn]{Sudwand}</li><li>@UUID[JournalEntry.EmhvOkkzAir6pzCB.JournalEntryPage.PEUx0QjywedTcBiJ]{Toteninsel}</li></ul>"
},
"96-100": {
"description": "The whole city."
}
}
}
}
}
File diff suppressed because it is too large Load Diff
@@ -1,69 +0,0 @@
{
"label": "Scenes (Archives Vol. I)",
"entries": {
"The Mootland": {
"name": "The Mootland",
"notes": {
"Wailing Woods": "Wailing Woods",
"Birnbaum": "Birnbaum",
"Gipfel": "Gipfel"
}
},
"The Laurelorn": {
"name": "The Laurelorn",
"drawings": {
"Diever": "Diever",
"Harskamp": "Harskamp",
"Loenen": "Loenen",
"Oostwald": "Oostwald",
"The Old North Road": "The Old North Road",
"The Wasteland": "The Wasteland",
"The Hidden Range": "The Hidden Range",
"Ruined Bridge": "Ruined Bridge",
"Forstfast": "Forstfast",
"Kronven": "Kronven",
"Skogholm": "Skogholm",
"Vorbegwerk": "Vorbegwerk",
"The Hobbled Orc": "The Hobbled Orc",
"The Schadensumpf": "The Schadensumpf",
"Kammendun": "Kammendun",
"Middenheim": "Middenheim",
"Nordland": "Nordland",
"Broken Wheel Inn": "Broken Wheel Inn",
"BEECKERHOVEN": "BEECKERHOVEN",
"SALZENMUND": "SALZENMUND",
"GRAFENRICH": "GRAFENRICH",
"OLDENLITZ": "OLDENLITZ",
"The Ruins of Kor Immarmor": "The Ruins of Kor Immarmor",
"Beilen": "Beilen",
"Schlaghugel": "Schlaghugel",
"Ueblingen": "Ueblingen",
"Hargendorf": "Hargendorf",
"DIETERSHAFEN": "DIETERSHAFEN",
"NEUES EMSKRANK": "NEUES EMSKRANK",
"Heiligdorf": "Heiligdorf",
"Leifhafen": "Leifhafen",
"Dunkelkiefer": "Dunkelkiefer",
"Wulfhafen": "Wulfhafen",
"Manann's Teeth": "Manann's Teeth",
"Sunken Woods": "Sunken Woods"
},
"notes": {
"Laurelorn Forest": "Laurelorn Forest",
"Tor Lithanel": "Tor Lithanel",
"Silver Wood": "Silver Wood",
"Wishing Woods": "Wishing Woods",
"Rainbow Falls": "Rainbow Falls",
"Vale of Khaine": "Vale of Khaine",
"Pass of Stone": "Pass of Stone",
"Tarn of Tears": "Tarn of Tears",
"Drachenhohle": "Drachenhohle",
"Golden Wood": "Golden Wood",
"The Silver Hills": "The Silver Hills",
"Tower of Se-Athil": "Tower of Se-Athil",
"Fountain of Lebin": "Fountain of Lebin",
"Farinar's Rock": "Farinar's Rock"
}
}
}
}
-21
View File
@@ -1,21 +0,0 @@
{
"label": "Scenes (Core Rulebook)",
"entries": {
"Barony of Böhrn": {
"name": "Barony of Böhrn"
},
"GM Screen": {
"name": "GM Screen"
},
"Reikland": {
"name": "Reikland",
"notes": {
"Th Schïlder": "Th Schïlder",
"The Mos": "The Mos",
"Barony of Böhrn": "Barony of Böhrn",
"The Tranig": "The Tranig",
"The Ober": "The Ober"
}
}
}
}
@@ -1,714 +0,0 @@
{
"label": "Items (Mort sur le Reik)",
"mapping": {
"skills": {
"path": "system.skills",
"converter": "career_skills"
},
"talents": {
"path": "system.talents",
"converter": "career_talents"
},
"class": {
"path": "system.class.value",
"converter": "generic_localization"
},
"careergroup": {
"path": "system.careergroup.value",
"converter": "career_careergroup"
},
"sduration": {
"path": "system.duration.value",
"converter": "spells_duration_range_target_damage"
},
"srange": {
"path": "system.range.value",
"converter": "spells_duration_range_target_damage"
},
"starget": {
"path": "system.target.value",
"converter": "spells_duration_range_target_damage"
},
"sdamage": {
"path": "system.damage.value",
"converter": "spells_duration_range_target_damage"
},
"trappings": "system.trappings",
"gmdescription": "system.gmdescription.value",
"durationValue": "system.duration.value",
"durationUnit": "system.duration.unit",
"contraction": "system.contraction.value",
"incubationValue": "system.incubation.value",
"incubationUnit": "system.incubation.unit",
"symptoms": "system.symptoms.value",
"permanent": "system.permanent.value"
},
"entries": {
"Agurk": {
"name": "Agurk",
"description": "<h3>Baume Elfique</h3>\n<p>Communément appelé Agurk, les habitants du Moot appellent cette herbe <em>L'Herbe à Frissons</em>. Aussi connu comme <em>Zitterwort </em> dans l'Empire, <em>Trema </em> en Tilée et <em>Gysenblat </em>en Norsca. Les Elfes l'appelle <em>Echryddeillen</em>. Elle pousse dans les vastes prairie dont le sol est bien drainé mais pas trop sabloneux. Pour la préparer, cueillez les feuilles, enlevez la tige, et suspendez les près du feu pour les faire sécher pendant au moins une semaine. Cette herbe est très utile pour améliorer la circulation sanguine et se débarasser d'un gros rhume. Ne l'utilisez pas pour soigner la fièvre, car elle peut avoir l'effet inverse. Pour l'utiliser, ajouter quelques feuilles à un bol d'eau bouillante, laissez infuser une à deux minutes jusqu'à légère coloration, alors seulement le patient peut inhaler les vapeurs pendant trois à quatre minutes. Le patient devrait alors commencer à trembler. Installez le confortablement et surveillez le trois ou quatre heures. Si les tremblements n'ont pas totalement disparu, vous pouvez administrer un léger sédatif. Attention de bien jeter l'infusion car si elle est bu, elle peut provoquer des convulsions mortelles.</p>",
"gmdescription": "<p><strong>Emplacement:&nbsp;</strong>Prairies</p>\n<p><strong>Saison: </strong>Automne</p>\n<p><strong>Preperations: </strong>@UUID[Compendium.wfrp4e-dotr.journals.JhZ4qkEf569rEcsY.JournalEntryPage.uxIVUGe1gSkqbo8m#infusions]{Infusion}, @UUID[Compendium.wfrp4e-dotr.journals.JhZ4qkEf569rEcsY.JournalEntryPage.uxIVUGe1gSkqbo8m#draughts]{Potion}</p>\n<p>Inhaler les vapeurs dune infusion dagurk provoque de légers tremblements (Dextérité 20) pendant trois heures, sauf si le Personnage réussit un Test de <strong>Résistance Intermédiaire (+0)</strong> ou sil est immunisé au poison.</p>\n<p>Sous forme de potion, lagurk est un poison potentiellement mortel. Elle inflige 2 États @Condition[Empoisonné], qui peuvent être combattus par un <strong>Test de Résistance Complexe (10)</strong>.</p>"
},
"Alfunas": {
"name": "Alfunas",
"description": "<h3>L'enchantement des Rebouteux</h3>\n<p><em>Alfunas </em>est le nom elfique de cette plante et est devenu son nom commun dans tout l'Empire car les Elfes de Bois en ont le quasi monopole de la culture. Dans le Moot nous l'appelons &lsquo;Bonewort&rsquo;; les Bretonies l'appelle <em>Ossefeuille </em>et les Tiléens <em>Ossoripa</em>; certains érudits l'appellent <em>Folium Emendata</em>.</p>\n<p>Afin que l'emplatre soit le plus efficace possible, il est conseillé de le laisser reposer au moins deux semaines dans un bocal couvert, entreposé dans un endroit frais et sec. Ne surtout pas le laisser trop sécher : quand la surface de l'emplatre laisse apparaître de petites fissures, bien fermer le bocal avec de la cire ou avec un bouchon en liège.</p>",
"gmdescription": "<p><strong>Emplacement: </strong>Coniferous Forest</p>\n<p><strong>Saison: </strong>Summer, Automne</p>\n<p><strong>Preparations:&nbsp;</strong>@UUID[Compendium.wfrp4e-dotr.journals.JhZ4qkEf569rEcsY.JournalEntryPage.uxIVUGe1gSkqbo8m#poultices]{Poultice}</p>\n<p>The fleshy leaves of this plant, ground into a paste, halve the normal healing time for a dislocated or broken bone if one dose is smeared on the site of the injury every day until healing is complete.</p>"
},
"Aquatic": {
"name": "Aquatique",
"description": "<p>La créature peut respirer et se déplace à sa vitesse maximum sous l'eau. Elle ne peut se déplacer sur terre.</p>",
"gmdescription": ""
},
"Wand of Onyx": {
"name": "Baguette d'Onyx",
"description": "<p>Cette baguette polie de minéral noir agit comme une réserve de pouvoir. Une fois par jour, le porteur de la baguette, lorsqu'il incante un sort de 5NI ou moins, peut considérer que le sort a été Incanté avec un réussite critiqueavec @JournalEntry[Magic Rules]{Puissance Totale}. Lancez [[/r 1d100]].&nbsp; Si le résultat est moins que NI du sort, la baguette se brise et est détruite, blessant les personnages dans un rayon de 2 mètres de [[/r 1d10]] Blessures.</p>",
"gmdescription": ""
},
"Wand of Jet": {
"name": "Baguette de Jet",
"description": "",
"gmdescription": ""
},
"Ballista": {
"name": "Balliste",
"description": "<p>Les balistes sont des arbalètes géantes qui tirent des projectiles à tête de fer de la taille de piquets de clôture. Elles peuvent embrocher une personne ou une créature comme un poulet, ou faire un joli trou dans la coque d'un bateau. Les balistes sont normalement montées sur des pivots, ce qui leur permet d'avoir un large arc de tir.</p>",
"gmdescription": ""
},
"Barrakul": {
"name": "Barrakul",
"description": "<p><img src=\"modules/wfrp4e-dotr/assets/items/barrakul.png\" alt=\"\" width=\"119\" height=\"368\" /></p>",
"gmdescription": "L’épée, que le MJ peut choisir de considérer comme une Arme simple ou une zweihänder en fonction des compétences du groupe, est en parfait état. Son nom, Barrakul (« Espoir des montagnes »), est inscrit en runes naines le long de sa lame. Il sagit sans aucun doute de la création dun forgeron des runes dune grande compétence. Lorsquelle est maniée au combat, la lame brille, visible un instant et disparaissant linstant daprès, et seule la lueur rouge de ses runes est constante. Les armures magiques sont inutiles contre cette lame, vous pouvez donc ignorer les PA des armures ou boucliers non magiques. Elle la qualité Incassable, mais gagne le défaut Inoffensive si elle est brandie contre un nain."
},
"Bension of Tzeentch": {
"name": "Bénédiction de Tzeentch",
"description": "<p>Vous faites appel à la faveur de Tzeentch et obtenez un bonus temporaire de +10 à l'une des Caractéristiques suivantes: <strong>Capacité de Combats, Endurance, Agilité ou Force Mentale</strong>.</p><p>\n\n <b>Domaine:</b> 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.<p>",
"gmdescription": "",
"durationValue": "Bonus de Force Mentale minutes"
},
"Ball (Cannon)": {
"name": "Boulet de Canon",
"description": "",
"gmdescription": ""
},
"Chain Shot (Cannon)": {
"name": "Boulets enchainés (Canon)",
"description": "<p>Le projectile est constitué d'une paire de boulets de fer reliés par une chaîne. Tiré par un canon, il tourne en rond dans l'air s'enroulant violemment autour des cibles résistantes. Un canon chargé de boulet enchainés n'obtient pas de nouvelles qualités mais cause des dommages doubles par rapport à la normale sur les mâts et le gréement. La chaine a été développée pour détruire rapidement les voiles d'un navire ennemi, le laissant immobilisé.</p>",
"gmdescription": ""
},
"Luxury Cabin": {
"name": "Cabines de Luxe",
"description": "<p>Les nantis de lEmpire aiment voyager confortablement, et les cabines que lon peut trouver sur le bateau dun noble sont très différentes de celles dun navire de commerce ou dun navire à passagers. Pour le prix indiqué ci-dessus et à condition de disposer dun espace équivalent à celui occupé par deux cabines ordinaires, vous pourrez naviguer sur les rivières de lEmpire confortablement et avec classe. À la discrétion du MJ, tous les <strong>Tests de Sociabilité</strong> réalisés par le propriétaire dune cabine de luxe bénéficient dun bonus de +10, à condition quils soient réalisés à lintérieur de la cabine en question.</p>",
"gmdescription": ""
},
"Cannon (Medium)": {
"name": "Canon (Moyen)",
"description": "<p>Les canons sont difficiles à trouver, dangereux à utiliser et terrifiants pour quiconque les charge. Les plus gros canons sont réservés aux forteresses, mais ceux de petite et moyenne taille peuvent être montés sur des bateaux. La Patrouille Fluviale a tendance à voir d'un mauvais oeil les navires non militaires qui sont armés de canons, et les aventuriers trouvés en possession de canons devront prouver qu'ils ne sont pas des pirates.</p>\n<p>Les canons peuvent tirer trois types de munitions:</p>\n<p>@Item[Ball (Cannon)]{Ball}</p>\n<p>@Item[Chain Shot (Cannon)]{Chain Shot}</p>\n<p>@Item[Grapeshot (Cannon)]{Grapeshot}</p>\n<p>Le canon peut être monté à l'avant d'un bateau, ou à l'arrière, ou sur un ou deux côtés. Contrairement à une @Item[Ballista]{ballista}, un canon ne peut pas pivoter et ne peut tirer que droit devant, derrière ou par le travers, selon son emplacement.</p>",
"gmdescription": ""
},
"Cannon (Small)": {
"name": "Canon (Petit)",
"description": "<p>Les canons sont difficiles à trouver, dangereux à utiliser et terrifiants pour quiconque les charge. Les plus gros canons sont réservés aux forteresses, mais ceux de petite et moyenne taille peuvent être montés sur des bateaux. La Patrouille Fluviale a tendance à voir d'un mauvais oeil les navires non militaires qui sont armés de canons, et les aventuriers trouvés en possession de canons devront prouver qu'ils ne sont pas des pirates.</p>\n<p>Les canons peuvent tirer trois types de munitions:</p>\n<p>@Item[Ball (Cannon)]{Ball}</p>\n<p>@Item[Chain Shot (Cannon)]{Chain Shot}</p>\n<p>@Item[Grapeshot (Cannon)]{Grapeshot}</p>\n<p>Le canon peut être monté à l'avant d'un bateau, ou à l'arrière, ou sur un ou deux côtés. Contrairement à une @Item[Ballista]{ballista}, un canon ne peut pas pivoter et ne peut tirer que droit devant, derrière ou par le travers, selon son emplacement.</p>",
"gmdescription": ""
},
"Carapace": {
"name": "Carapace",
"description": "+1 point d'armure sur toutes les parties du corps; cette mutation peut être cachée en s'habillant de pied en cape.",
"gmdescription": ""
},
"Catapult (Medium)": {
"name": "Catapulte (Moyenne)",
"description": "<p>Les catapultes sont des armes à tir indirect qui lancent des roches, des bombes ou des engins incendiaires en arc de cercle, les faisant s'écraser sur la tête de leurs cibles. Elles sont simples à construire mais difficiles à diriger, surtout contre une cible qui bouge. Les catapultes sont difficiles à manipuler, car il faut deux ou trois actions pour les déplacer, selon leur taille.</p>",
"gmdescription": ""
},
"Catapult (Small)": {
"name": "Catapulte (Petite)",
"description": "<p>Les catapultes sont des armes à tir indirect qui lancent des roches, des bombes ou des engins incendiaires en arc de cercle, les faisant s'écraser sur la tête de leurs cibles. Elles sont simples à construire mais difficiles à diriger, surtout contre une cible qui bouge. Les catapultes sont difficiles à manipuler, car il faut deux ou trois actions pour les déplacer, selon leur taille.</p>",
"gmdescription": ""
},
"Chosen of Tzeentch": {
"name": "Chosen of Tzeentch",
"description": "<p>@UUID[Compendium.wfrp4e-dotr.journals.uHClvCto8icrUp9P.JournalEntryPage.m3m8NR3fUQjVyGOJ]{Warrior of Tzeentch}</p>",
"trappings": [
"Cohort of Chaos Warriors",
"Daemon-bound Weapon",
"Daemonic Familiar",
"Severed heads of two or more enemy commanders"
],
"gmdescription": ""
},
"Armour Plating (Bronze)": {
"name": "Coque renforcée (Bronze)",
"description": "<p>Une fine couche de bronze ajoute 1 points d'armure à la coque d'un bateau, mais elle augmente son poids et requiert un entretien régulier. Celui ci consiste à sortir le bateau entièrement de l'eau et à gratter la coque.</p>\n<p><strong>Bronze</strong>: 1 PA; doit être grattée au moins une fois tous les trois mois sinon l'oxidation est telle que la surface se recouvre d'algues, ce qui augmente la friction et réduit la manoeuvrabilité (M -1, Test de <strong>Maniement de Bateau</strong> -10). Cela n'affecte pas la valeur d'armure.</p>\n<blockquote>\n<p><strong>Note pour Foundry:&nbsp;</strong>Cette plaque représente 3 mètres de longeur d'armure. Ne pas oublier de modifier le prix et l'encombrement en fonction du nombre de plaques à utiliser pour couvrir la coque.</p>\n</blockquote>",
"gmdescription": ""
},
"Armour Plating (Iron)": {
"name": "Coque renforcée (Fer)",
"description": "<p>Une fine couche de fer ajoute 1 à 2 points d'armure à la coque d'un bateau, mais elle augmente son poids et requiert un entretien régulier. Celui ci consiste à sortir le bateau entièrement de l'eau et à gratter la coque.</p>\n<p><strong>Fer: </strong>2 PA; doit être grattée au moins une fois par mois ou des tâches de rouille apparaissent, ce qui augmente la friction et réduit la manoeuvrabilité (M -1, Test de <strong>Navigation</strong> -10). Si la maintenance n'est pas réalisée, la couche de fer a rouillé et ne protège plus.</p>\n<blockquote>\n<p><strong>Note pour Foundry:&nbsp;</strong>Cette plaque représente 3 mètres de longeur d'armure. Ne pas oublier de modifier le prix et l'encombrement en fonction du nombre de plaques à utiliser pour couvrir la coque.</p>\n</blockquote>",
"gmdescription": ""
},
"Wilful Corruption": {
"name": "Corruption Volontaire",
"description": "<p>Les Favoris de Tzeentch sont des maîtres de Magie, et gagnent ainsi un contrôle limité sur les terribles cadeaux que leur Seigneur leur octroie. Lorsque vous gagnez une muttion, vous jetez deux fois les dés et vous choisissez le résultat qui a votre préférence.</p>",
"gmdescription": ""
},
"Closed Rowlock": {
"name": "Dame de nage fermée",
"description": "<p>Une dame de nage est une sorte de support qui maintient la rame sur un bateau à rames. La plupart sont soit des butées en bois en forme de C intégrées dans le bastingage, soit des fixations en fer en forme de U qui pivotent avec le mouvement de la rame. Dans les deux cas, une rame peut se détacher de son pivot en cas d'échec à un <strong>Test de Rame</strong>, et le rameur doit prendre une action pour remettre la rame avant de reprendre la route. Les dames de nage fermées permettent de résoudre ce problème. La rame peut être enfilée par un trou dans le bastingage ou attachée à un pivot standard avec des lanières de cuir, mais dans les deux cas, elle ne peut physiquement pas en sortir.</p>",
"gmdescription": ""
},
"Gift of the Beast": {
"name": "Don de la Bête",
"description": "<p>Vous appelez les Faveurs de Tzeentch and vous recevez une Mutation temporaire: consultez la Table @Table[giftofthebeast].</p><p>\n\n <b>Domaine:</b> 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.<p>",
"gmdescription": "",
"durationValue": "Bonus de Force Mentale minutes"
},
"Blood Drain": {
"name": "Drain de sang",
"description": "<p>Si la sangsue causse une blessure, elle s'attache à sa victime, lui infligeant 1 @Condition[Hémorragique] jusqu'à ce qu'elle soit tuée ou gorgée de sang. Pour voir si elle est gorgée de sang, lancez un 1d10 à chaque Round : si le résultat est un 9 ou un 10, elle tombe, sinon elle continue à se nourrir. Le feu ou des substances irritantes (sel, acide, etc.) lui fera relâcher son emprise et la sangsue tentera de s'enfuir. Le simple fait de l'arracher de la victime provoque 1 condition @Condition[Hémorragique].</p>",
"gmdescription": ""
},
"Engulf": {
"name": "Engloutir",
"description": "<p>Si la créature est de taille suffisante, toute attaque réussie l'engloutie, même si elle ne cause aucun dégâts; cela inflige un état Empêtré. Au début de chaque Round, les victimes englouties obtiennent un État Empêtré par Round, et perdent automatiquement 1 Point de Blessure car de puissantes enzymes commencent à la digérer. Si la créature n'est pas de taille suffisante pour engloutir complètement une victime, elle peut être encore assez grande pour immobiliser l'emplacement touché. La créature ne peut plus attaquer les victimes complètement englouties, mais elle peut toujours en attaquer d'autres si elles sont suffisamment proches.</p>",
"gmdescription": ""
},
"Enrage Beast": {
"name": "Enragez les Bêtes",
"description": "<p>Vos yeux brillent d'une lumière malsaine alors que vous inspirez la peur à un seul animal ordinaire dans un rayon de 12 mètres. L'animal ciblé a droit à un Test de Force Mentale pour résister à ce sort. En cas d'échec au Test, il se comporte de manière étrange. Lancez 1d10 sur le tableau @Table[enrage-beast]{Enrage Beast Table} pour voir ce qu'il fait.</p><p>\n\n <b>Domaine:</b> 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.<p>",
"gmdescription": "",
"durationValue": "Bonus de Force Mentale Rounds"
},
"Climb": {
"name": "Escalade",
"description": "<p>Vos ongles de doigts et d'orteils deviennent des courtes griffes, pas assez longues pour servir d'armes mais suffisantes pour rendre l'escalade beaucoup plus facile. Lorsque vous êtes pieds nus et sans gants, vous obtenez le Talent @Compendium[wfrp4e-core.items.MGEPI4jNhymNIRVz]{Grimpeur} Grimpeur pour la durée du sort.</p><p>\n\n <b>Domaine:</b> 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.<p>",
"gmdescription": "",
"durationValue": "Bonus de Force Mentale minutes"
},
"Eyes of the Beast": {
"name": "Eyes of the Beast",
"description": "<p>Vos yeux brillent d'une lumière verte impie, vous permettant de voir comme si vous aviez le Trait @Compendium[wfrp4e-core.items.FmHDbCOy3pH8yKhm]{Night Vision} Vision Nocturne . Si vous avez déjà la Vision Nocturne, la portée de votre vue nocturne double.</p><p>\n\n <b>Domaine:</b> Aucun<p>",
"gmdescription": "",
"durationValue": "Bonus de Force Mentale Rounds"
},
"Favoured of Tzeentch": {
"name": "Favori de Tzeentch",
"description": "<p>@JournalEntry[Warrior of Tzeentch]{Warrior of Tzeentch}</p>",
"trappings": [
"Mail Shirt",
"Tome of Forbidden Knowledge"
],
"gmdescription": ""
},
"Mage-Leaf": {
"name": "Feuille de Mage",
"description": "<h3>L'Aubaine du Sorcier</h3>\n<p>Au départ, je n’étais pas sûre de traiter de cette herbe, étant donné quelle na propriété médicinale. Cependant, ses effets magiques sont assez connus pour que je mentionne ses différents noms à travers les régions, cela évitera à mes lecteurs de croire quil existe plusieurs plantes avec les mêmes propriétés. Les elfes lappellent daionillyseiwyn, ce qui, si jen crois mes recherches, veut dire « la bonne plante ». En Norsca, elle sappelle troldblat, en Bretonnie la feuille sorcière, en Tilée folimaggi (une version abâtardie de lappellation classique folia magii) et enfin, draodill en Albion, ce quon pourrait traduire par « La feuille des Druides ».</p>",
"gmdescription": "<p><strong>Emplacement</strong>:<strong> </strong>Collines</p> <p><strong>Saison</strong>: Printemps</p> <p><strong>Préparations: </strong>Cru</p> <p>La feuille de mage se mange fraîche, et garde ses pouvoirs pendant une semaine après sa récolte. Comme son nom le suggère, elle est utilisée exclusivement par les lanceurs de sorts. Une dose donne au lanceur un bonus de +10 à son prochain Test dIncantation, mais pour chaque nouvelle dose prise, il faut lancer [[/r 1d10]]. Si le résultat est inférieur ou égal au nombre de doses déjà prises ce jour-là, la plante ne fait pas effet.</p>"
},
"Flying Jib (Typical Barge or Patrol Boat)": {
"name": "Foc Volant (Barge standard ou Bateau de Patrouille)",
"description": "<p>Un foc volant est une voile additionnelle et nécessite l'ajout d'un mât de proue au bateau, ce qui augmente sa longueur de 10 %. Gonflé par le vent arrière, le foc volant donne au bateau un mouvement supplémentaire de +5% par rapport à la valeur indiquée dans le tableau des vents @Table[wind]{wind table}. Il n'a aucun effet en cas de vent latéral et double la pénalité de mouvement pour un vent de face.</p>",
"gmdescription": ""
},
"Flying Jib (Row Boat)": {
"name": "Foc Volant (Barque)",
"description": "<p>Un foc volant est une voile additionnelle et nécessite l'ajout d'un mât de proue au bateau, ce qui augmente sa longueur de 10 %. Gonflé par le vent arrière, le foc volant donne au bateau un mouvement supplémentaire de +5% par rapport à la valeur indiquée dans le tableau des vents @Table[wind]{wind table}. Il n'a aucun effet en cas de vent latéral et double la pénalité de mouvement pour un vent de face.</p>",
"gmdescription": ""
},
"Flying Jib (Large Barge)": {
"name": "Foc Volant (Grande Barge)",
"description": "<p>Un foc volant est une voile additionnelle et nécessite l'ajout d'un mât de proue au bateau, ce qui augmente sa longueur de 10 %. Gonflé par le vent arrière, le foc volant donne au bateau un mouvement supplémentaire de +5% par rapport à la valeur indiquée dans le tableau des vents @Table[wind]{wind table}. Il n'a aucun effet en cas de vent latéral et double la pénalité de mouvement pour un vent de face.</p>",
"gmdescription": ""
},
"Flying Jib (Fishing Skiff)": {
"name": "Foc Volant (Petit bateau de pêche)",
"description": "<p>Un foc volant est une voile additionnelle et nécessite l'ajout d'un mât de proue au bateau, ce qui augmente sa longueur de 10 %. Gonflé par le vent arrière, le foc volant donne au bateau un mouvement supplémentaire de +5% par rapport à la valeur indiquée dans le tableau des vents @Table[wind]{wind table}. Il n'a aucun effet en cas de vent latéral et double la pénalité de mouvement pour un vent de face.</p>",
"gmdescription": ""
},
"Water Brakes (Typical Barge or Patrol Boat)": {
"name": "Frein Aquatique (Barge typique ou Navire de Patrouille)",
"description": "<p>Cet appareil consist en deux larges volets en bois qui peuvent être dépliées depuis les flancs du navire. En remontant le courant, ouvrir les freins réduit le Mouvement de 1 ou 2 points, selon leur degré d'ouverture partiel ou total. En descendant le courant, les volets amplifient la prise au courant et augmente le Mouvement de manière identique.</p>",
"gmdescription": ""
},
"Water Brakes (Row Boat)": {
"name": "Frein Aquatique (Barque)",
"description": "<p>Cet appareil consist en deux larges volets en bois qui peuvent être dépliées depuis les flancs du navire. En remontant le courant, ouvrir les freins réduit le Mouvement de 1 ou 2 points, selon leur degré d'ouverture partiel ou total. En descendant le courant, les volets amplifient la prise au courant et augmente le Mouvement de manière identique.</p>",
"gmdescription": ""
},
"Water Brakes (Fishing Skiff)": {
"name": "Frein Aquatique (Bateau de Pêche)",
"description": "<p>Cet appareil consist en deux larges volets en bois qui peuvent être dépliées depuis les flancs du navire. En remontant le courant, ouvrir les freins réduit le Mouvement de 1 ou 2 points, selon leur degré d'ouverture partiel ou total. En descendant le courant, les volets amplifient la prise au courant et augmente le Mouvement de manière identique.</p>",
"gmdescription": ""
},
"Water Brakes (Large Barge)": {
"name": "Frein Aquatique (Grande Barge)",
"description": "<p>Cet appareil consist en deux larges volets en bois qui peuvent être dépliées depuis les flancs du navire. En remontant le courant, ouvrir les freins réduit le Mouvement de 1 ou 2 points, selon leur degré d'ouverture partiel ou total. En descendant le courant, les volets amplifient la prise au courant et augmente le Mouvement de manière identique.</p>",
"gmdescription": ""
},
"Gesundheit": {
"name": "Gesundheit",
"description": "<h3>Un traitement pour les blessures purulentes</h3>\n<p>Gesundheit, signifie communément &lsquo;Bonne Santé&rsquo; en Reikspiel, et un nom si simple me laisse penser que cette plante est connue depuis très longtemps. Les Elfes l'appellent <em>Leoleghas</em>, et en Bretonnie elle est connue comme la <em>Feuille de Blessure</em>. Dans le Moot, nous l'appelons &lsquo;Soigne Tout&rsquo;.</p>\n<p>C'est une herbe très simple à utiliser : il suffit de frotter les feuilles pour qu'elles libèrent leur sève, et de créer un cataplasme. Certains l'accompagnent avec d'autres herbes curatives selon la nature de la blessure ou la source de l'infection, mais je n'ai jamais trouvé cela nécessaire.</p>",
"gmdescription": "<p><strong>Emplacement: </strong>Mixed forest</p>\n<p><strong>Saison: </strong>Winter, Spring</p>\n<p><strong>Preparations:&nbsp;</strong>@UUID[Compendium.wfrp4e-dotr.journals.JhZ4qkEf569rEcsY.JournalEntryPage.uxIVUGe1gSkqbo8m#poultices]{Poultice}</p>\n<p>A poultice of Gesundheit leaves applied to a @UUID[Compendium.wfrp4e-core.items.kKccDTGzWzSXCBOb]{Festering Wound} affords the patient an <strong>Average (+20) Endurance </strong>Test, with each SL achieved reducing the duration of the Festering Wound by one day. This application can be repeated with a fresh poultice no more than once daily, until the wound is no longer Festering.</p>"
},
"Fore-and-Aft Rudder (Typical Barge or Patrol Boat)": {
"name": "Gouvernail supplémentaire à l'avant (Barge standard ou Bateau de Patrouille)",
"description": "<p>Pour une manoeuvrabilité maximale, un second gouvernail peut être ajouté à l'avant du bateau. Cela réduit le score de mouvement du bateau de 1, mais si utilisé par un membre d'équipage formé aux deux gouvernails, tous les Tests de <strong>Maniement de Bateau</strong> reçoivent un bonus de +20%.</p>",
"gmdescription": ""
},
"Fore-and-Aft Rudder (Row Boat)": {
"name": "Gouvernail supplémentaire à l'avant (Barque)",
"description": "<p>Pour une manoeuvrabilité maximale, un second gouvernail peut être ajouté à l'avant du bateau. Cela réduit le score de mouvement du bateau de 1, mais si utilisé par un membre d'équipage formé aux deux gouvernails, tous les Tests de <strong>Maniement de Bateau</strong> reçoivent un bonus de +20%.</p>",
"gmdescription": ""
},
"Fore-and-Aft Rudder (Large Barge)": {
"name": "Gouvernail supplémentaire à l'avant (Grande Barge)",
"description": "<p>Pour une manoeuvrabilité maximale, un second gouvernail peut être ajouté à l'avant du bateau. Cela réduit le score de mouvement du bateau de 1, mais si utilisé par un membre d'équipage formé aux deux gouvernails, tous les Tests de <strong>Maniement de Bateau</strong> reçoivent un bonus de +20%.</p>",
"gmdescription": ""
},
"Fore-and-Aft Rudder (Fishing Skiff)": {
"name": "Gouvernail supplémentaire à l'avant (Petit bateau de pêche)",
"description": "<p>Pour une manoeuvrabilité maximale, un second gouvernail peut être ajouté à l'avant du bateau. Cela réduit le score de mouvement du bateau de 1, mais si utilisé par un membre d'équipage formé aux deux gouvernails, tous les Tests de <strong>Maniement de Bateau</strong> reçoivent un bonus de +20%.</p>",
"gmdescription": ""
},
"Broad Rudder (Typical Barge or Patrol Boat)": {
"name": "Grand Gouvernail (Barge standard ou Bateau de Patrouille)",
"description": "<p>Un gouvernail plus grand améliore la direction, mais nécessite un barreur plus fort en raison de la résistance accrue à l'eau. Chaque Test de <strong>Maniement de Bateau</strong> doit être accompagné d'un Test de Force; si le Test de Force est réussi, les DR peuvent être ajoutés à ceux du Test de Maniement de Bateau. Il n'y a pas de pénalité pour un échec ordinaire à ce test de <strong>force</strong>. Cependant, un échec critique ou un échec stupéfiants entraînent un brusque mouvement de rotation du gouvernail qui envoie le malheureux personnage la tête la première dans l'eau!</p>",
"gmdescription": ""
},
"Broad Rudder (Row Boat)": {
"name": "Grand Gouvernail (Barque)",
"description": "<p>Un gouvernail plus grand améliore la direction, mais nécessite un barreur plus fort en raison de la résistance accrue à l'eau. Chaque Test de <strong>Maniement de Bateau</strong> doit être accompagné d'un Test de Force; si le Test de Force est réussi, les DR peuvent être ajoutés à ceux du Test de Maniement de Bateau. Il n'y a pas de pénalité pour un échec ordinaire à ce test de <strong>force</strong>. Cependant, un échec critique ou un échec stupéfiants entraînent un brusque mouvement de rotation du gouvernail qui envoie le malheureux personnage la tête la première dans l'eau!</p>",
"gmdescription": ""
},
"Broad Rudder (Large Barge)": {
"name": "Grand Gouvernail (Grande Barge)",
"description": "<p>Un gouvernail plus grand améliore la direction, mais nécessite un barreur plus fort en raison de la résistance accrue à l'eau. Chaque Test de <strong>Maniement de Bateau</strong> doit être accompagné d'un Test de Force; si le Test de Force est réussi, les DR peuvent être ajoutés à ceux du Test de Maniement de Bateau. Il n'y a pas de pénalité pour un échec ordinaire à ce test de <strong>force</strong>. Cependant, un échec critique ou un échec stupéfiants entraînent un brusque mouvement de rotation du gouvernail qui envoie le malheureux personnage la tête la première dans l'eau!</p>",
"gmdescription": ""
},
"Broad Rudder (Fishing Skiff)": {
"name": "Grand Gouvernail (Petit bateau de pêche)",
"description": "<p>Un gouvernail plus grand améliore la direction, mais nécessite un barreur plus fort en raison de la résistance accrue à l'eau. Chaque Test de <strong>Maniement de Bateau</strong> doit être accompagné d'un Test de Force; si le Test de Force est réussi, les DR peuvent être ajoutés à ceux du Test de Maniement de Bateau. Il n'y a pas de pénalité pour un échec ordinaire à ce test de <strong>force</strong>. Cependant, un échec critique ou un échec stupéfiants entraînent un brusque mouvement de rotation du gouvernail qui envoie le malheureux personnage la tête la première dans l'eau!</p>",
"gmdescription": ""
},
"Grapeshot (Cannon)": {
"name": "Grapeshot (Cannon)",
"description": "",
"gmdescription": ""
},
"Graveroot": {
"name": "Graveroot",
"description": "<h3>Grave Matters</h3>\n<p>Also known as Grabwort, Dead Man&rsquo;s Finger, Ghostbane and Morr&rsquo;s Root, Graveroot is attracted to shady, sheltered locations with slightly damp soil. It flourishes especially in graveyards, which, together with its well-known magical properties, has led some people to theorise that it somehow feeds on the magical energies of the bodies buried beneath it. The root, when dried and grated, may be used in a number of preparations and magical spells concerning the Undead, and it actually seems to affect them as poison would affect a living creature. An infusion of the root seems to have no particular effect on a living patient, except to cause vomiting at higher concentrations. Less well known is the fact that a hot poultice made from both the leaves and root of this plant speeds the healing of infected wounds caused by undead creatures.</p>",
"gmdescription": "<p><strong>Emplacement:&nbsp;</strong>Forest clearlings, graveyards</p>\n<p><strong>Saison: </strong>Automne, Winter</p>\n<p><strong>Preparations: </strong>@UUID[Compendium.wfrp4e-dotr.journals.JhZ4qkEf569rEcsY.JournalEntryPage.uxIVUGe1gSkqbo8m#raw]{Raw}, @UUID[Compendium.wfrp4e-dotr.journals.JhZ4qkEf569rEcsY.JournalEntryPage.uxIVUGe1gSkqbo8m#poultices]{Poultice}, @UUID[Compendium.wfrp4e-dotr.journals.JhZ4qkEf569rEcsY.JournalEntryPage.uxIVUGe1gSkqbo8m#draughts]{Potion}</p>\n<p>A poultice of Graveroot, smeared on a @UUID[Compendium.wfrp4e-core.items.kKccDTGzWzSXCBOb] caused by an @UUID[Compendium.wfrp4e-core.items.PFTD9gDvRWW9uh5g]{Undead} creature with the @UUID[Compendium.wfrp4e-core.items.V0c3qBU1CMm8bmsW]{Infected} Trait, grants the patient a +20 bonus to all Tests made that day against the Festering Wound. It has no effect on Festering Wounds caused by creatures that are not Undead.</p>\n<p>Somewhat strangely, a properly prepared draught of Graveroot induces a deathly pallor in any who consume it, and the imbibers flesh becomes cold to the touch for [[/r 1d10+2]] hours. If there is any useful purpose to such draughts, it is remains unknown to most.</p>"
},
"Warrior of Tzeentch": {
"name": "Guerrier de Tzeentch",
"description": "<p>@JournalEntry[Warrior of Tzeentch]{Guerrier de Tzeentch}</p>",
"trappings": [
"Grimoire of Dark Magicks",
"Plate Armour and Helm",
"Spell ingredients for 5 spells"
],
"gmdescription": ""
},
"Gun Ports (Large)": {
"name": "Gun Ports (Large)",
"description": "<p>Cut into a boat&rsquo;s @Item[Raised Gunwales (Large Barge)] or the walls of a superstructure, gun ports are closable hatches that allow a missile weapon to be fired from behind cover. Large gun ports can accommodate cannon, ballistae, and other crew-served weapons, while small gun ports are intended for single-user guns, bows, and crossbows.</p>\n<p>Opening or closing a gun port counts as a single action.</p>",
"gmdescription": ""
},
"Gun Ports (Small)": {
"name": "Gun Ports (Small)",
"description": "<p>Cut into a boat&rsquo;s @Item[Raised Gunwales (Fishing Skiff)] or the walls of a superstructure, gun ports are closable hatches that allow a missile weapon to be fired from behind cover. Large gun ports can accommodate cannon, ballistae, and other crew-served weapons, while small gun ports are intended for single-user guns, bows, and crossbows.</p>\n<p>Opening or closing a gun port counts as a single action.</p>",
"gmdescription": ""
},
"Hallucinogen": {
"name": "Hallucinogen",
"description": "<p>The creature exudes a hallucinogenic musk. Victims within 2 yards (more, at the GM&rsquo;s discretion, if the victim is downwind) must pass an <strong>Average (+20) Willpower</strong> Test or succumb, gaining one @Condition[Stunned] Condition for each level of failure.</p>",
"gmdescription": ""
},
"Hull": {
"name": "Hull",
"description": "<p>The boat is holed and begins to ship water. It sinks in a number of minutes equal to the boat&rsquo;s Toughness (see @JournalEntry[Boat Damage]{Holed}). The water may ruin the cargo, if any.</p>",
"gmdescription": ""
},
"Capricious": {
"name": "Inconstant",
"description": "<p>L'humeur de la créature varie d'un extrème à l'autre. Quand un personnage réalise u n jet de <strong>Sociabilité </strong>en intéraction avec la créature, tirez un jet sur la table suivante:</p>\n<table style=\"width: 77.0354%; height: 95px;\" border=\"1\">\n<tbody>\n<tr style=\"height: 16px;\">\n<td style=\"width: 14.1285%; text-align: center; height: 15px;\"><strong>[[/r 1d10]]</strong></td>\n<td style=\"width: 84.5762%; text-align: center; height: 15px;\"><strong>Resultat</strong></td>\n</tr>\n<tr style=\"height: 16px;\">\n<td style=\"width: 14.1285%; height: 16px;\">1</td>\n<td style=\"width: 84.5762%; height: 16px;\">Soustraire 2 au DR</td>\n</tr>\n<tr style=\"height: 16px;\">\n<td style=\"width: 14.1285%; height: 16px;\">2-3</td>\n<td style=\"width: 84.5762%; height: 16px;\">Soustraire 1 au DR</td>\n</tr>\n<tr style=\"height: 16px;\">\n<td style=\"width: 14.1285%; height: 16px;\">4-7</td>\n<td style=\"width: 84.5762%; height: 16px;\">Pas de modificateur au DR</td>\n</tr>\n<tr style=\"height: 16px;\">\n<td style=\"width: 14.1285%; height: 16px;\">8-9</td>\n<td style=\"width: 84.5762%; height: 16px;\">Ajouter 1 au DR</td>\n</tr>\n<tr style=\"height: 16px;\">\n<td style=\"width: 14.1285%; height: 16px;\">10</td>\n<td style=\"width: 84.5762%; height: 16px;\">Ajouter 2 au DR</td>\n</tr>\n</tbody>\n</table>",
"gmdescription": ""
},
"Initiate of the Mysteries": {
"name": "Initié des Mystères",
"description": "<p>@JournalEntry[Warrior of Tzeentch]{Guerrier de Tzeentch}</p>",
"trappings": [
"Crude Hand Weapon",
"Leather Jack",
"Religious Symbol (Talisman of Tzeentch)"
],
"gmdescription": ""
},
"Invisible": {
"name": "Invisible",
"description": "<p>A Character with the @Compendium[wfrp4e-core.items.OEjUvJKi0xmBwbS2]{Second Sight} Talent can see the ghost as a faint, smoke-like swirl in the air, and may attack with no penalties to hit. Attacks by other Characters suffer a -40 penalty to hit, reduced to -30 if a Character with Second Sight is directing the attacks.</p>",
"gmdescription": ""
},
"Juck": {
"name": "Juck",
"description": "<h3>Juck's The Thing</h3>\n<p>Also known as Nettlesap, Klosaft, Itching Weed and by several other names with the same meaning, this plant is well-known to children who live in rural areas, and use it for all kinds of practical jokes. Growing in woodlands and flowering before the trees put on enough leaf to block sunlight from the forest floor, the sap of this plant can also be used to help restore feeling to the skin in cases of numbness caused by cold or injury. On one occasion, I used it in a concentrated form &mdash; boiled until it reached the consistency of hot custard &mdash; as a treatment for frostbite, and was able to restore feeling to a foot which otherwise might have had to be amputated. Because of the itching it causes, you may sometimes need to administer a mild sedative to the patient, especially if you use Juck repeatedly, or over a large area such as an entire leg.</p>",
"gmdescription": "<p><strong>Locality</strong>:<strong> </strong>Forest</p><p><strong>Saison</strong>: Spring</p><p><strong>Preparations: </strong>@UUID[Compendium.wfrp4e-dotr.journals.JhZ4qkEf569rEcsY.JournalEntryPage.uxIVUGe1gSkqbo8m#raw]{Raw}, @UUID[Compendium.wfrp4e-dotr.journals.JhZ4qkEf569rEcsY.JournalEntryPage.uxIVUGe1gSkqbo8m#poultices]{Poultice}</p><p>This herb is used mainly for practical jokes, and is a particular favourite of rural children. [[/r 1d10]] minutes after being smeared with the juice of the plants leaves, the treated area begins to itch horribly, and the afflicted Character suffers a -20 penalty to all Tests for [[/r 2d10 + 40]] minutes owing to the distraction and the terrible need to scratch. A <strong>Challenging (+0) Willpower</strong> Test may be made to ignore the itching for 10 minutes: each SL reduces the penalty by 10, totally negating the penalty with 2 or more SLs.</p><p>A more useful, if less common use for Juck is as a treatment for frostbite. An application of a poultice containing Juck to the damaged extremities can help to speed up healing. One dose of Juck will heal [[/r 1d10]] wounds lost to the effects of @UUID[Compendium.wfrp4e-core.journals.NS3YGlJQxwTggjRX.JournalEntryPage.WCivInLZrqEtZzF4#exposure]{Exposure} to cold weather. This treatment can be repeated daily.</p>"
},
"Beast Tongue": {
"name": "Langage des Hommes-Bêtes",
"description": "<p>Vous pouvez parler et comprendre la Langue des Hommes-Bêtes, même si vous n'avez pas la compétence adéquate.</p><p>\n\n <b>Domaine:</b> Aucun<p>",
"gmdescription": "",
"durationValue": "Force Mentale minutes"
},
"Magical": {
"name": "Magical",
"description": "<p>For a price, some Wizards will enchant a boat so that a wind blows constantly into its sails, or the water moves constantly under its hull, increasing its M score by up to 3 points and/or making it immune to weather and other factors that normally impede a boat&rsquo;s Movement. These enchantments are normally temporary and always fantastically expensive, and it is left up to you to decide whether or not the Characters can have access to them at any time.</p>\n<p>On very rare occasions, normally tied to the main plot of an adventure, a group of Characters might be loaned a magical boat by an Elf or Dwarf ruler, or perhaps by the head of one of the Colleges of Magic &mdash; but they will never be sold or given one outright.</p>\n<p>That said, though, it can be fun for Players to experiment with spells and see how they can use them to improve their vessel&rsquo;s performance, sturdiness, and other features, and this should be encouraged, especially between adventures. Success can bring some small temporary benefits, and failure should be entertaining as well as frustrating.</p>",
"gmdescription": ""
},
"Mortar": {
"name": "Mortar",
"description": "<p>A mortar is the blackpowder equivalent of a catapult, firing a heavy ball or a bomb in a high arc. On the battlefield, they are used mainly in sieges, throwing explosives over castle walls to wreak damage in the courtyard. They are rarely seen on boats, except those employed as floating siege batteries by the navies of the Old World&rsquo;s wealthier nations. As with cannon, possession of a mortar is sufficient to arouse deep suspicions on the part of the authorities.</p>\n<p>Like @Item[Catapult]{medium catapults}, mortars require 3 actions to move them, making them awkward to aim precisely.</p>",
"gmdescription": ""
},
"Ammo": {
"name": "Munition",
"description": "<p>Munitions par défaut d'une arme présente sur un véhicule</p>",
"gmdescription": ""
},
"Armoured Walls (Typical Barge or Patrol Boat)": {
"name": "Murs renforcés (Barge standard ou Bateau de Patrouille)",
"description": "<p>Les murs de la cabine ou autre structure sur le bateau sont renforcés avec des feuilles de fer. Tous les personnages ou PNJ protégés derrière sont considérés comme @JournalEntry[Difficulté de combat]{couverture totale} et les attaques à distance contre eux sont Très Difficile.</p>",
"gmdescription": ""
},
"Armoured Walls (Row Boat)": {
"name": "Murs renforcés (Barque)",
"description": "<p>Les murs de la cabine ou autre structure sur le bateau sont renforcés avec des feuilles de fer. Tous les personnages ou PNJ protégés derrière sont considérés comme @JournalEntry[Difficulté de combat]{couverture totale} et les attaques à distance contre eux sont Très Difficile.</p>",
"gmdescription": ""
},
"Armoured Walls (Large Barge)": {
"name": "Murs renforcés (Grande barge)",
"description": "<p>Les murs de la cabine ou autre structure sur le bateau sont renforcés avec des feuilles de fer. Tous les personnages ou PNJ protégés derrière sont considérés comme @JournalEntry[Difficulté de combat]{couverture totale} et les attaques à distance contre eux sont Très Difficile.</p>",
"gmdescription": ""
},
"Armoured Walls (Fishing Skiff)": {
"name": "Murs renforcés (Petit bateau de pêche)",
"description": "<p>Les murs de la cabine ou autre structure sur le bateau sont renforcés avec des feuilles de fer. Tous les personnages ou PNJ protégés derrière sont considérés comme @JournalEntry[Difficulté de combat]{couverture totale} et les attaques à distance contre eux sont Très Difficile.</p>",
"gmdescription": ""
},
"Musket Rests": {
"name": "Musket Rests",
"description": "<p>Forked poles set up along a boat&rsquo;s rail support the barrel of a blackpowder longarm, such as a blunderbuss, a Hochland long rifle, a repeater handgun, or a volley gun. This makes the weapon easier to aim (+10 to hit) but requires an action to place the weapon in the rest after reloading.</p>\n<blockquote>\n<p><strong>Foundry Note:</strong> <em>In the book these are classified as Weapons, but since they do not act as weapons themselves, they are classified here as Superstructure</em></p>\n</blockquote>",
"gmdescription": ""
},
"Oars": {
"name": "Oars",
"description": "<p>The oars are splintered, and rowers take one hit for +5 Damage from flying splinters. Until the oars are replaced, the boat can only drift. Optionally, an oar Critical Hit only destroys one oar, according to the direction from which the attack came. Given a couple of turns to improvise a mount &mdash; a <strong>Difficult (&ndash;10) Trade (Boatbuilding </strong>or<strong> Carpentry)</strong> Test &mdash; the surviving oar can be fixed to the rear of the boat and used to stern-scull at half the normal speed. Steering while stern-sculling requires a successful <strong>Challenging (+0) Boat Handling</strong> Test.</p>",
"gmdescription": ""
},
"Attach and Feed": {
"name": "Piquer, s'attacher et aspirer",
"description": "<p>Si la créature réussit son attaque de morsure, elle s'attache à la victime avec une force surprenante. Alors elle commence à aspirer le sang, causant une perte de 1 Blessure automatique par round tant qu'elle est attachée. Les victimes réduites à zero Blessure gagne la condition @Condition[Inconsciente] par manque de sang.</p>\n<p>La créature se détache seulement quand elle s'est suffisament nourrie, c'est à dire quand elle a extrait son Bonus Endurance en Blessure sur la victime. A ce moment là, elle se retire pour digérer.</p>\n<p>La créature peut être arrachée grâce à un jet <strong>opposé de Force</strong>, qui même réussi infligera un point de blessure à la victime. Si la créature posséde un trait Effrayé, ce qui peut l'effrayer la fera lâcher immédiatement sa proie.</p>",
"gmdescription": ""
},
"Potion of Flight": {
"name": "Potion of Flight",
"description": "<p>When drunk, this potion affects the drinker as a @Compendium[wfrp4e-core.items.9wmmln3DunIqGXM2]{Flight} Spell. The effect lasts for 20 Rounds, minus the drinker&rsquo;s Toughness bonus.</p>",
"gmdescription": ""
},
"Lice": {
"name": "Poux",
"description": "<p>Bien quil sagisse dun problème très courant et relativement bénin dans le Vieux Monde, les infestations de poux peuvent être très perturbantes. Ces petits insectes, qui vivent dans et autour des cheveux, provoquent des démangeaisons et des irritations de la peau au niveau de la tête et du haut du ou. Si les mêmes vêtements sont portés pendant plusieurs semaines, les poux de corps peuvent également devenir problématiques. Parmi les traitements efficaces, on trouve lutilisation dun peigne très fin pour enlever les poux et leurs lentes, le rasage de la tête ou encore lutilisation dun savon de soude caustique très rugueux.</p>",
"gmdescription": "",
"durationValue": "jusqu'au traitement",
"durationUnit": "",
"contraction": "sur un échec à un Test de Résistance Accessible (+20) après un contact rapproché avec une personne infectée.",
"incubationValue": "1d10+5",
"incubationUnit": "heures",
"symptoms": "démangeaisons fréquentes, honte.",
"permanent": ""
},
"Racing Hull": {
"name": "Racing Hull",
"description": "<p>Wealthy nobles are addicted to contests and wagering, as everyone knows. In an effort to outdo their fellows, some wealthy boat.isOwners have sunk immense sums into research and craftsmanship, in search of the perfect hull shape for speed. A racing hull is as smooth as glass and cunningly shaped to reduce drag to a bare minimum, allowing the boat to travel at up to twice its normal Movement rate.</p>\n<p>A boat with a racing hull is tricky to control, though, and requires a <strong>Difficult (&minus;10) Boat Handling</strong> Test every hour. On a Marginal (&minus;1 SL) or Normal Failure, Movement cannot exceed the normal rate; on an Impressive Failure (&minus;4 SL), Movement is half normal; and on an Astounding Failure (&minus;6 SL or less), the hull is damaged and the boat cannot exceed half normal Movement until it is repaired at a cost equal to half the cost of the hull, as above.</p>\n<p>Normal repairs to a racing hull cost twice the @JournalEntry[Repairing Boats]{normal rate given}, and require finer craftsmanship: all relevant Tests are one step more difficult than usual.</p>\n<blockquote>\n<p><strong>Foundry Note:&nbsp;</strong><em>Encumbrance and Price reflects 10 ft. of length. Modify this item according to the ship it's being applied to.</em></p>\n</blockquote>",
"gmdescription": ""
},
"Racing Rig (Fishing Skiff)": {
"name": "Racing Rig (Fishing Skiff)",
"description": "<p>As well as developing racing hulls (see above), the wealthy boat.isOwners of the Empire &mdash; or rather, the talented boat-builders in their employ &mdash; have developed a system of sails and rigging designed for speed, at the expense of some sturdiness. A racing rig allows a boat an extra +10% Movement over the amount given in the @Table[wind]{wind table}, but only in a tailwind or a sidewind. In a headwind, the Movement penalty is reduced by -5%</p>\n<p>A racing rig includes a @Item[Flying Jib (Fishing Skiff)]{flying jib}, and the advantages of the two do not stack.</p>\n<p>This speed comes at a cost, though. The complex racing rig requires an expert crew, imposing a penalty of &minus;10 to all <strong>Boat Handling</strong> Tests. In addition, all hits to the rigging cause double normal Damage.</p>",
"gmdescription": ""
},
"Racing Rig (Large Barge)": {
"name": "Racing Rig (Large Barge)",
"description": "<p>As well as developing racing hulls (see above), the wealthy boat.isOwners of the Empire &mdash; or rather, the talented boat-builders in their employ &mdash; have developed a system of sails and rigging designed for speed, at the expense of some sturdiness. A racing rig allows a boat an extra +10% Movement over the amount given in the @Table[wind]{wind table}, but only in a tailwind or a sidewind. In a headwind, the Movement penalty is reduced by -5%</p>\n<p>A racing rig includes a @Item[Flying Jib (Large Barge)]{flying jib}, and the advantages of the two do not stack.</p>\n<p>This speed comes at a cost, though. The complex racing rig requires an expert crew, imposing a penalty of &minus;10 to all&nbsp;<strong>Boat Handling</strong>&nbsp;Tests. In addition, all hits to the rigging cause double normal Damage.</p>",
"gmdescription": ""
},
"Racing Rig (Row Boat)": {
"name": "Racing Rig (Row Boat)",
"description": "<p>As well as developing racing hulls (see above), the wealthy boat.isOwners of the Empire &mdash; or rather, the talented boat-builders in their employ &mdash; have developed a system of sails and rigging designed for speed, at the expense of some sturdiness. A racing rig allows a boat an extra +10% Movement over the amount given in the @Table[wind]{wind table}, but only in a tailwind or a sidewind. In a headwind, the Movement penalty is reduced by -5%</p>\n<p>A racing rig includes a @Item[Flying Jib (Row Boat)]{flying jib}, and the advantages of the two do not stack.</p>\n<p>This speed comes at a cost, though. The complex racing rig requires an expert crew, imposing a penalty of &minus;10 to all&nbsp;<strong>Boat Handling</strong>&nbsp;Tests. In addition, all hits to the rigging cause double normal Damage.</p>",
"gmdescription": ""
},
"Racing Rig (Typical Barge or Patrol Boat)": {
"name": "Racing Rig (Typical Barge or Patrol Boat)",
"description": "<p>As well as developing racing hulls (see above), the wealthy boat.isOwners of the Empire &mdash; or rather, the talented boat-builders in their employ &mdash; have developed a system of sails and rigging designed for speed, at the expense of some sturdiness. A racing rig allows a boat an extra +10% Movement over the amount given in the @Table[wind]{wind table}, but only in a tailwind or a sidewind. In a headwind, the Movement penalty is reduced by -5%</p>\n<p>A racing rig includes a @Item[Flying Jib (Typical Barge or Patrol Boat)]{flying jib}, and the advantages of the two do not stack.</p>\n<p>This speed comes at a cost, though. The complex racing rig requires an expert crew, imposing a penalty of &minus;10 to all&nbsp;<strong>Boat Handling</strong>&nbsp;Tests. In addition, all hits to the rigging cause double normal Damage.</p>",
"gmdescription": ""
},
"Bestial Rage": {
"name": "Rage Bestiale",
"description": "<p>Vous invoquez la fureur de la bête, obtenant temporairement le Trait @Compendium[wfrp4e-core.items.fjd1u9VAgiYzhBRp]{Rage} .</p><p>\n\n <b>Domaine:</b> 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.<p>",
"gmdescription": "",
"durationValue": "Bonus de Force Mentale Rounds"
},
"Raised Gunwales (Fishing Skiff)": {
"name": "Raised Gunwales (Fishing Skiff)",
"description": "<p>The hull extends upward to about waist height on a Human character. As well as blocking high waves from washing onto the deck and potentially swamping the boat, gunwales offer @JournalEntry[Combat Difficulty]{medium cover} to anyone crouching on the deck; ranged attacks against them are Hard.</p>",
"gmdescription": ""
},
"Raised Gunwales (Large Barge)": {
"name": "Raised Gunwales (Large Barge)",
"description": "<p>The hull extends upward to about waist height on a Human character. As well as blocking high waves from washing onto the deck and potentially swamping the boat, gunwales offer @JournalEntry[Combat Difficulty]{medium cover} to anyone crouching on the deck; ranged attacks against them are Hard.</p>",
"gmdescription": ""
},
"Raised Gunwales (Row Boat)": {
"name": "Raised Gunwales (Row Boat)",
"description": "<p>The hull extends upward to about waist height on a Human character. As well as blocking high waves from washing onto the deck and potentially swamping the boat, gunwales offer @JournalEntry[Combat Difficulty]{medium cover} to anyone crouching on the deck; ranged attacks against them are Hard.</p>",
"gmdescription": ""
},
"Raised Gunwales (Typical Barge or Patrol Boat)": {
"name": "Raised Gunwales (Typical Barge or Patrol Boat)",
"description": "<p>The hull extends upward to about waist height on a Human character. As well as blocking high waves from washing onto the deck and potentially swamping the boat, gunwales offer @JournalEntry[Combat Difficulty]{medium cover} to anyone crouching on the deck; ranged attacks against them are Hard.</p>",
"gmdescription": ""
},
"Ram (Large River Boat)": {
"name": "Ram (Large River Boat)",
"description": "<p>A metal ram can be fitted to the front of a boat, ensuring that in any head-on collision, the other vessel takes all the damage. It also gives the boat 5 AP at the front. Possession of a ram is taken by the River Patrol and other authorities as evidence of the crew&rsquo;s intent to ram and sink other vessels, and anyone with a ram on their boat had better be able to produce a letter of authorization from a local noble or some other power unless they want to be taken for pirates.</p>",
"gmdescription": ""
},
"Ram (Medium River Boat)": {
"name": "Ram (Medium River Boat)",
"description": "<p>A metal ram can be fitted to the front of a boat, ensuring that in any head-on collision, the other vessel takes all the damage. It also gives the boat 5 AP at the front. Possession of a ram is taken by the River Patrol and other authorities as evidence of the crew&rsquo;s intent to ram and sink other vessels, and anyone with a ram on their boat had better be able to produce a letter of authorization from a local noble or some other power unless they want to be taken for pirates.</p>",
"gmdescription": ""
},
"Ram (Small River Boat)": {
"name": "Ram (Small River Boat)",
"description": "<p>A metal ram can be fitted to the front of a boat, ensuring that in any head-on collision, the other vessel takes all the damage. It also gives the boat 5 AP at the front. Possession of a ram is taken by the River Patrol and other authorities as evidence of the crew&rsquo;s intent to ram and sink other vessels, and anyone with a ram on their boat had better be able to produce a letter of authorization from a local noble or some other power unless they want to be taken for pirates.</p>",
"gmdescription": ""
},
"Creeping": {
"name": "Rampant",
"description": "<p>Cette créature est tenace, mais lente. Elle ne peut pas courrir.</p>",
"gmdescription": ""
},
"Reikworms": {
"name": "Reikworms",
"description": "<p>Any body of water can carry the Reikworm, and different healers have all kinds of bizarre methods that supposedly keep them at bay, including swirling water around the mouth six times before swallowing it (a common superstition in Ostermark), or never drinking untested water when Morrsleib is visible (Nordland).</p>\n<p>When the tiny larva of the Reikworm enters the body, it burrows deep into the guts of its host, where it feeds and grows. Soon, the host&rsquo;s immune system is diminished, decreasing resistance to other diseases.</p>\n<p>After three months, the worm has grown to four feet in length and is ready to start the next phase of its life cycle. The first visible sign of the parasite is a massive blister that forms on the surface of the skin. After a week, the blister bursts, causing an intense burning pain. Commonly, sufferers plunge their hot wounds into cooling water for relief. If this happens, the mature Reikworm emerges and spits forth a new batch of young as a sickly yellowish fluid, which soon disperse in the water, ready to infect new hosts. After this, the worm dies.</p>\n<h4>Effects of Reikworms</h4>\n<p>For every full 30 days of infection, the Character suffers a &ndash;5 penalty to all Endurance Tests to resist disease. This penalty is reduced by 1 point per day after the worm dies.</p>\n<p>To determine where the worm surfaces, roll for @Table[hitloc]{Hit Location} as in normal combat. When the blister forms, the patient suffers a &ndash;5% penalty to all Agility Tests due to the constant irritation; further, if the blister is in a visible location, the Character also suffers a &ndash;10 penalty to Fellowship Tests.</p>\n<p>On the seventh day after the blister appears, the sufferer must make an Endurance Test every hour. On the first failure &mdash; or on the last hour of the day if all Tests are passed &mdash; the blister bursts wetly, inflicting 1 Wound and causing one @Condition[Stunned] Condition owing to the almost unbearable burning sensation that results. This persists until the wound receives medical attention but may be allayed temporarily if the site of the blister is immersed in water.</p>\n<p>There is no known treatment for infestation with Reikworms, other than to let the cycle run its course. Some physicians have tried to cut it out of a patient once the blister forms and the parasite&rsquo;s location becomes apparent, but this approach usually does more harm than good, and the patient takes longer to recover from it.</p>",
"gmdescription": "",
"durationValue": "8 ",
"durationUnit": "days",
"contraction": "Exposure to dirty water; Test as in description.",
"incubationValue": "85 + 1d10",
"incubationUnit": "days",
"symptoms": "Special (see description)",
"permanent": ""
},
"Rigging": {
"name": "Rigging",
"description": "<p>The sail is brought down, dragging ropes and tackle with it. All personnel on deck must make an <strong>Initiative </strong>Test or suffer one hit for +5 Damage and gain one @Condition[Entangled] Condition. Until the rigging is repaired, the boat can only drift.</p>",
"gmdescription": ""
},
"Ring of Protection against Undead": {
"name": "Ring of Protection against Undead",
"description": "<p>The wearer of the Ring of Protection against Undead takes half normal damage from all attacks by enemies with the @Compendium[wfrp4e-core.items.PFTD9gDvRWW9uh5g]{Undead} Creature Trait that do not also have the @Compendium[wfrp4e-core.items.tNWrJUOArwfWXsPw]{Ethereal} Creature Trait, and gains a bonus of + 10 to all tests for all spells, Skills, and Traits pertaining to such creatures.</p>",
"gmdescription": ""
},
"Ring of Protection from Fire": {
"name": "Ring of Protection from Fire",
"description": "",
"gmdescription": ""
},
"Rotgut": {
"name": "Rotgut",
"description": null,
"gmdescription": "<p>Jean Rousseaux&rsquo;s rotgut liquor contains warpstone dust suspended in a mixture of alcohol and fermented juniper berries. He sells the mixture for @Pay[6bp]{6 brass pennies} per bottle. Even a small amount causes painful stomach cramps for five minutes (-30 to all Tests) unless the drinker makes a successful <strong>Challenging (+0) Endurance</strong> Test. Any success ensures no further&nbsp;ill effects, but Characters who fail&nbsp;must repeat the test each time they&nbsp;drink rotgut, until successful.</p>\n<p>Each drink constitutes @Corruption[minor]{Minor Exposure to Corruption}. A bottle holds 16 drinks.</p>"
},
"Rotting Flesh": {
"name": "Rotting Flesh",
"description": "<p>Anyone viewing a guard&rsquo;s uncovered face or body must&nbsp;make a Fear Test or be rooted to the spot. In addition, they&nbsp;all stink of decay and uncleanliness: the stench requires anyone&nbsp;within 2 yds to make a successful <strong>Challenging (+0) Endurance</strong>&nbsp;Test, or fight with a penalty of -10 to WS.</p>",
"gmdescription": ""
},
"Analgesic Saliva": {
"name": "Salive Analgésique",
"description": "<p>La morsure de la créature ne fait pas souffrir, ce qui lui permet d'enlacer ses victimes endormies sans se faire remarquer. Cet effet disparait 10-Bonus d'Endurance rounds après que la créature se soit détachée.</p>",
"gmdescription": ""
},
"Anticoagulant Saliva": {
"name": "Salive Anticoagulante",
"description": "<p>La victime mordue par la créature gagne une condition @Condition[Hémorragique].</p>",
"gmdescription": ""
},
"Schlafenkraut": {
"name": "Schlafenkraut",
"description": "<h3>A Restful Concoction</h3>\n<p>Known in the Moot as Dreamleaf, in Tilea as <em>Dormifolio</em>, and to the Elves as <em>Paraudiel</em>, this plant grows in open grasslands, and is especially prolific when the last snows of winter are melting. It also grows well in open marshy areas and beside streams whose banks are not too high. It is a very good sedative and sleeping-draught, and may combine with other preparations, with no fear of ill effects. The dried leaves are steeped in water which has boiled and been left to stand for a minute or so &mdash; if the water is boiling when the leaves are put in, they will scald and the resulting infusion will be unpleasantly bitter as well as less effective. The leaves can also be added to tea or mulled wine; a little honey will soften any sharpness that it adds to their flavour.</p>",
"gmdescription": "<p><strong>Locality</strong>: Prairies</p>\n<p><strong>Saison</strong>: Spring</p>\n<p><strong>Preparations</strong>: @UUID[Compendium.wfrp4e-dotr.journals.JhZ4qkEf569rEcsY.JournalEntryPage.uxIVUGe1gSkqbo8m#infusions]{Infusion}, @UUID[Compendium.wfrp4e-dotr.journals.JhZ4qkEf569rEcsY.JournalEntryPage.uxIVUGe1gSkqbo8m#draughts]{Potion}</p>\n<p>An infusion of Schlafenkraut takes effect [[/r 2d10 + 10]] minutes after drinking, bringing on a normal sleep; for the first four hours of this sleep, the patient&rsquo;s chances of being woken by noise are halved. A patient who is woken within this time must make a successful&nbsp;<strong>Challenging (+0) Endurance&nbsp;</strong>Test or gain three @Condition[Fatigued] Condition. After four hours the herb&rsquo;s effect wears off, and the patient sleeps normally.</p>\n<p>A draught of Schlafenkraut works in much the same way, but the effects come on a little faster but do not typically last as long. A draught of Schlafenkraut will bring on normal sleep in [[/r 1d10]] minutes, but the chances of waking are halved for only&nbsp; the first two hours of sleep.</p>\n<p>A Character may resist falling asleep due to Schlafenkraut on a successful&nbsp;<strong>Challenging (+0) Cool</strong>&nbsp;Test. If successful, the Endurance Test is still required to avoid becoming Fatigued. The @UUID[Compendium.wfrp4e-core.items.3wCtgMDNnu8MFmyk]{Immunity (Poison)} Trait renders Schlafenkraut completely ineffective.</p>"
},
"Sign of the Beast": {
"name": "Sign of the Beast",
"description": "<p>Your face shifts subtly, displaying the mark of Tzeentch and the signs of bestial nature; Beastmen of Tzeentch know you as a friend and ally. Gain +20 to all <strong>Fellowship </strong>Tests when dealing with such creatures. Any followers or creatures of Khorne or Slaanesh suffer @Compendium[wfrp4e-core.items.0VpT5yubw4UL7j6f]{Animosity} toward you, while those of Nurgle regard you with @Compendium[wfrp4e-core.items.aE3pyW20Orvdjzj0]{Hatred}.</p><p>\n\n <b>Domaine:</b> Aucun<p>",
"gmdescription": "",
"durationValue": "Bonus de Force Mentale Rounds"
},
"Slave to Chaos": {
"name": "Slave to Chaos",
"description": "<p>You send your consciousness into another living creature, which can attempt a <strong>Willpower </strong>Test to resist your intrusion. On a failed Test, you take control of the subject&rsquo;s actions for the duration of the spell. If you command the subject to act in a suicidal way, the target receives another <strong>Willpower </strong>Test to break the effect. While in possession of another body, your own body lies in a deep sleep. When the spell ends, the subject must make a <strong>Challenging (&ndash;10%) Willpower</strong> Test or gain one mutation from the Tzeentch column of the @Table[expandedmutatephys]</p><p>\n\n <b>Domaine:</b> 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.<p>",
"gmdescription": "",
"durationValue": "Bonus de Force Mentale Rounds"
},
"Slowmind": {
"name": "Slowmind",
"description": "<h3>Slowmind</h3>\n<p>I know that there are those who regard this plant as nothing more than a poison, but I have found it useful in extreme cases of nervous hysteria where the patient must be kept still to avoid self-inflicted injuries, and also in cases where the pain of a wound or infection makes it impossible for the patient to fall into a healing sleep. Provided the dosage is strictly controlled and the patient&rsquo;s temperature and breathing are constantly watched, I believe there is no significant risk. The root of this plant, which grows in marshy areas and is often found together with water-lilies, is first soaked in salt water for three days and nights to leach out any impurities, then dried on a pan in front of the fire for two days, or until it sounds woody when tapped with a fork. Then, it is finely grated &mdash; mixed with a little nutmeg if available &mdash; tied in a cloth bag and hung in the chimney to smoke for two weeks. The powder is then boiled for two days in water with a little vinegar, strained and added in small quantities to a sweet tea or mulled wine.</p>",
"gmdescription": "<p><strong>Locality</strong>: Marsh</p>\n<p><strong>Saison</strong>: Automne</p>\n<p><strong>Preparations</strong>: @UUID[Compendium.wfrp4e-dotr.journals.JhZ4qkEf569rEcsY.JournalEntryPage.uxIVUGe1gSkqbo8m#infusions]{Infusion}, @UUID[Compendium.wfrp4e-dotr.journals.JhZ4qkEf569rEcsY.JournalEntryPage.uxIVUGe1gSkqbo8m#poultices]{Poultice}</p>\n<p>Slowmind is a very mild nerve toxin. The infusion has a bitter taste, and if added to a drink, a Character may detect that something is amiss with a <strong>Difficult (&ndash;10) Perception</strong> Test. A Character who drinks an infusion of Slowmind must make a successful <strong>Challenging (+0) Endurance</strong> Test or suffer a &ndash;10 penalty to both Intelligence and Willpower for [[/r 2d10 + 4]] hours. Only one dose may be administered at a time - additional doses have no effect. The @UUID[Compendium.wfrp4e-core.items.3wCtgMDNnu8MFmyk]{Immunity (Poison)} Trait renders this effect of Slowmind completely ineffective.</p>\n<p>A poultice made from this plant has an entirely separate effect &mdash; slathered on a fresh wound each dose immediately removes one @Condition[Bleeding] Condition. However, any more than one dose will require a <strong>Challenging (+0) Endurance</strong> Test to avoid the same negative effects caused by drinking an infusion of Slowmind, as above.&nbsp;</p>"
},
"Smoothing": {
"name": "Smoothing",
"description": "<p>Less radical than a racing hull is the process of smoothing a boat&rsquo;s hull with sand and abrasive rocks, to remove any irregularities that might cause unnecessary drag. Initial smoothing of a hull takes at least a week at a boatyard and gives the boat M +1.</p>\n<p>@JournalEntry[Repairing Boats]{Repairing} a smoothed hull costs 50% more than normal; cheaper repairs lose all the benefits of the smoothing.</p>\n<blockquote>\n<p><strong>Foundry Note:&nbsp;</strong><em>Encumbrance and Price reflects 10 ft. of length. Modify this item according to the ship it's being applied to.</em></p>\n</blockquote>",
"gmdescription": ""
},
"Speckled Rustwort": {
"name": "Speckled Rustwort",
"description": "<h3>A Poxy Treatment</h3>\n<p>This herb is unusual among those used to treat poxes, in that it must be eaten; most are applied to the rash in a salve or poultice. Many have tried to do the same with Speckled Restwort, but it has no effect at all when applied externally.</p>\n<p>Some find the taste of the leaves bitter, and it is permissible to add a spoonful of honey to a dose, especially in the case of children. Avoid overdosing, though, as it can lead to constipation.</p>",
"gmdescription": "<p><strong>Locality</strong>: Hills</p>\n<p><strong>Saison</strong>: Spring</p>\n<p><strong>Preparations</strong>: @UUID[Compendium.wfrp4e-dotr.journals.JhZ4qkEf569rEcsY.JournalEntryPage.uxIVUGe1gSkqbo8m#raw]{Raw}, @UUID[Compendium.wfrp4e-dotr.journals.JhZ4qkEf569rEcsY.JournalEntryPage.uxIVUGe1gSkqbo8m#draughts]{Potion}</p>\n<p>This herb is ingested to combat the effects of @UUID[Compendium.wfrp4e-core.items.BC4QyBeYAiw8cRuM]{Packer&rsquo;s Pox}. If one dose of Speckled Rustwort is taken every day, all Tests connected with the disease gain a +10 bonus.</p>\n<p>A draught of Rustworth does not provide this protection, but can be used to treat an active case of Packer&rsquo;s Pox. Each dose reduces the duration of the disease by [[/r 1d10]] days. Taking more than one dose in a single day, however, causes Nausea for the following [[/r 1d10]] hours.&nbsp;</p>"
},
"Spellwort": {
"name": "Spellwort",
"description": "<h3>The Witch-Hunter's Friend</h3>\n<p>Spellwort is the name by which this plant is known in the Moot. Other names include <em>Unzauber</em>, <em>Wizard&rsquo;s Bane</em>, <em>Feuille Contraire</em> and Witch-Hunter&rsquo;s Friend. It is similar in appearance to Mage-Leaf, and someone without the proper herbal training may easily mistake the two. Made into a tea, the dried leaves can help a patient resist any kind of ailment that comes from a magical cause. It is as well to store dried Spellwort away from ingredients such as @Item[Graveroot]{Graveroot} and @Item[Mage-Leaf]{Mage-Leaf}, since I have found that their magical properties are sometimes diminished by sitting too close to Spellwort for a time.</p>",
"gmdescription": "<p><strong>Locality</strong>: Forest</p><p><strong>Saison</strong>: Summer</p><p><strong>Preparations</strong>: @UUID[Compendium.wfrp4e-dotr.journals.JhZ4qkEf569rEcsY.JournalEntryPage.uxIVUGe1gSkqbo8m#infusions]{Infusion}, @UUID[Compendium.wfrp4e-dotr.journals.JhZ4qkEf569rEcsY.JournalEntryPage.uxIVUGe1gSkqbo8m#draughts]{Potion}</p><p>Spellwort is related to @UUID[Compendium.wfrp4e-dotr.items.GYkqqFzrDLaBvKux]{Mage-Leaf}, but has a slightly different effect. Instead of increasing magical energy, it interferes with it. A spellcaster who drinks an infusion of Spellwort suffers a 10 penalty to all Tests related to spellcasting for a number of hours equal to 10 minus their Toughness Bonus — but enjoys a+10 bonus to all Tests made to resist the effects of magic during that time.</p><p>A draught of Spellwort provides much the same drawback and benefit as an infusion, but the effects last for only one hour. However, during that hour,  anyone who imbibes a draught of Spellwort will appear completly mundane to @UUID[Compendium.wfrp4e-core.items.OEjUvJKi0xmBwbS2]{Second Sight}, and all traces of lingering magic about their person will be removed. This effect is lost if the subject uses any magic at all during this time, however. Witch-Hunters across the Empire have attempted to suppress any knowledge of this application of the herb, with mixed success.</p>"
},
"Spiderleaf": {
"name": "Spiderleaf",
"description": "<h3>Spiderleaf</h3>\n<p>This herb gets its name from the shape and arrangement of its long, narrow leaves, which look as though a spider has been impaled on the main stem with its legs in the air. All across the Old World, it is known by the same name in the local language. There are even some healers &mdash; mostly Human &mdash; in remote areas who wrap the leaves in cobwebs before applying them to a wound, thinking that some magical sympathy between the spider-shaped plant and the webs of an&nbsp;actual spider will make the treatment more&nbsp;effective. It does not seem to do so.</p>",
"gmdescription": "<p><strong>Locality</strong>: Coniferous forest</p><p><strong>Saison</strong>: Automne</p><p><strong>Preparations</strong>: @UUID[Compendium.wfrp4e-dotr.journals.JhZ4qkEf569rEcsY.JournalEntryPage.uxIVUGe1gSkqbo8m#poultices]{Poultice}, @UUID[Compendium.wfrp4e-dotr.journals.JhZ4qkEf569rEcsY.JournalEntryPage.uxIVUGe1gSkqbo8m#raw]{Raw}</p><p>Bound to a wound with a tight bandage, a poultice of Spiderleaf removes one additional @Condition[Bleeding] Condition per SL achieved by the Character who made a Heal Test to apply the bandage.</p><p>In its raw form, Spiderleaf is somewhat less effective. On a successful Heal Test to apply the bandage, a wad of Spiderleaf removes a single additional @Condition[Bleeding] Condition.</p>"
},
"Spoons": {
"name": "Spoons",
"description": "<p>Standard oars have long, narrow blades, which are good for most purposes. Spoons, as their name suggests, have a shorter, wider, curved blade that can exert more pressure on the water &mdash; but they require strength to operate properly. When using spoons, a rower may make a <strong>Strength </strong>Test when speed is required, and if successful may add his or her Strength Bonus in yards to the boat&rsquo;s Movement for that round.</p>",
"gmdescription": ""
},
"Steam": {
"name": "Steam",
"description": "<p>The Dwarf Engineers&rsquo; Guild and the Imperial Engineers&rsquo; School have both been developing steam engines, and one could be adapted to drive a boat. Of course, a steam engine is large and heavy, and will take up a considerable amount of space that could otherwise be devoted to cargo and/or passengers: about half of a boat&rsquo;s carrying capacity seems about right. This includes storage for enough coal to keep the boat running for a week, or enough wood to keep it running for two days.</p>\n<p>A boat powered by a steam engine can maintain its standard Movement rate for as long as the fuel holds out, regardless of wind direction. It requires tending by a qualified engineer, with <strong>Trade (Engineer) </strong>Tests made in place of <strong>Boat Handling</strong> Tests. Steam engines can be unreliable, though, and despite their size and bulk their mechanisms are easily upset. Whenever a double is rolled on a failed <strong>Trade (Engineer)</strong> Test, or the result is an Astounding Failure, or the boat takes a Critical Hull Hit, roll on the @Table[steam-engine] table</p>",
"gmdescription": ""
},
"Steering": {
"name": "Steering",
"description": "<p>The rudder is splintered, and the helmsman takes one hit for +5 Damage from flying splinters. Until the rudder is repaired, all Tests to steer the boat are <strong>Very Hard (&ndash;30)</strong>.</p>",
"gmdescription": ""
},
"Stripped (Fishing Skiff)": {
"name": "Stripped (Fishing Skiff)",
"description": "<p>A boat can be stripped of all cabins and superstructures, either to lighten it or to maximize cargo space. Stripping a standard boat costs the indicated amount; building a stripped boat costs 75% of the normal price. Weight is reduced as shown above, and cargo space is increased by 75% over the normal capacity.</p>",
"gmdescription": ""
},
"Stripped (Large Barge)": {
"name": "Stripped (Large Barge)",
"description": "<p>A boat can be stripped of all cabins and superstructures, either to lighten it or to maximize cargo space. Stripping a standard boat costs the indicated amount; building a stripped boat costs 75% of the normal price. Weight is reduced as shown above, and cargo space is increased by 75% over the normal capacity.</p>",
"gmdescription": ""
},
"Stripped (Row Boat)": {
"name": "Stripped (Row Boat)",
"description": "<p>A boat can be stripped of all cabins and superstructures, either to lighten it or to maximize cargo space. Stripping a standard boat costs the indicated amount; building a stripped boat costs 75% of the normal price. Weight is reduced as shown above, and cargo space is increased by 75% over the normal capacity.</p>",
"gmdescription": ""
},
"Stripped (Typical Barge or Patrol Boat)": {
"name": "Stripped (Typical Barge or Patrol Boat)",
"description": "<p>A boat can be stripped of all cabins and superstructures, either to lighten it or to maximize cargo space. Stripping a standard boat costs the indicated amount; building a stripped boat costs 75% of the normal price. Weight is reduced as shown above, and cargo space is increased by 75% over the normal capacity.</p>",
"gmdescription": ""
},
"Subvert Strength": {
"name": "Subvert Strength",
"description": "<p>Your hand glows with queer blue spots. The next non-magical, inanimate object you touch loses its hardness, becoming soft and malleable. Steel bends; glass folds; rock becomes putty. If you cast this spell on a weapon, it bends or even breaks if used in combat. Armour affected by this spell ceases to offer protection, losing all armour points in the affected location (and if it takes a hit, armour there is destroyed). You may only affect an object of up to two cubic yards. You can shape this material as you like, though the GM may require an appropriate <strong>Trade </strong>Test.</p><p>\n\n <b>Domaine:</b> 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.<p>",
"gmdescription": "",
"durationValue": "Bonus de Force Mentale Rounds"
},
"Superstructure": {
"name": "Superstructure",
"description": "<p>The cabin, if any, is hit, and all characters inside must make an <strong>Initiative</strong> Test or take one hit for +5 Damage from flying splinters. The boat is not affected otherwise.</p>",
"gmdescription": ""
},
"Swivel Gun": {
"name": "Swivel Gun",
"description": "<p>A swivel gun is similar to a blunderbuss, but larger. Because of its weight, it is normally mounted on a swivel or tripod, although some Ogre mercenaries have been known to use them hand-held.</p>",
"gmdescription": ""
},
"Tarrabeth": {
"name": "Tarrabeth",
"description": "<h3>Tarrabeth</h3>\n<p>Tarrabeth is an elven name, and the herb is found mostly in the deep forests where the Wood Elves live. There are few other names for the herb, although I have heard it called Emperor&rsquo;s Wort in some cities, often by Humans who came by the herb dishonestly and use a Human name in order to avoid the wrath of the authorities. For the best effect, the leaves should be boiled until they completely disintegrate; the mixture is then strained, boiled down to the consistency of melted cheese, and left to cool.</p>",
"gmdescription": "<p><strong>Locality</strong>: Mixed forest</p><p><strong>Saison</strong>: Summer</p><p><strong>Preparations</strong>: @UUID[Compendium.wfrp4e-dotr.journals.JhZ4qkEf569rEcsY.JournalEntryPage.uxIVUGe1gSkqbo8m#poultices]{Poultice}</p><p>Smeared on a wound, a poultice of Tarrabeth sends the patient into a deep sleep lasting for 24 hours. The Endurance Test made to @UUID[Compendium.wfrp4e-core.journals.NS3YGlJQxwTggjRX.JournalEntryPage.WCivInLZrqEtZzF4#healing]{recover Wounds} that day is <strong>Very Easy (+60).</strong></p><p>Applied to a blade, or more commonly an arrow head, too little of the Herb will be introduced to cause the deep sleep for which Tarrabeth is known. However, those wounded by such a weapon will still find themselves becoming terribly tired, and must make a <strong>Challenging (+0) Endurance</strong> Test or suffer one @Condition[Fatigued] Condition. A single dose of Tarrabeth can treat one weapon, or three arrows or bolts.</p>"
},
"The Gripe": {
"name": "The Gripe",
"description": "<p>The patient is seized by the sharp abdominal pains that give the disease its name. They strike without pattern or warning, and may be accompanied by Fever, Flux, and Vomiting.</p>\n<p>Almost every herbalist and rural crone in the Empire claims to have an infallible cure; they all take the form of a broth or tea, and while ingredients vary, none seems to be more effective than any other. The only real treatment for this disease is liquids to replace those lost, and time.</p>",
"gmdescription": "",
"durationValue": "2d10 ",
"durationUnit": "days",
"contraction": "Exposure to dirty water; Test as in description",
"incubationValue": "2",
"incubationUnit": "hours",
"symptoms": "Gripes",
"permanent": ""
},
"Transformation of the Beast": {
"name": "Transformation of the Beast",
"description": "<p>You channel the power of Tzeentch, and your body transforms into that of a @Compendium[wfrp4e-core.bestiary.R37OtN5gmPWCYOP3]{Gor}. You gain the following temporary benefits:</p>\n<p><strong>Characteristics</strong>: use your own characteristic or that of a Gor, whichever is better.</p>\n<p><strong>Traits</strong>: gain @Compendium[wfrp4e-core.items.VUJUZVN3VYhOaPjj]{Armour 1}, @Compendium[wfrp4e-core.items.fjd1u9VAgiYzhBRp]{Fury}, and @Compendium[wfrp4e-core.items.BqPZn6q3VHn9HUrW]{Horns +6}</p>\n<p><strong>Skills</strong>: gain Beast Tongue but lose the ability to speak intelligibly in any other language.</p><p>\n\n <b>Domaine:</b> 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.<p>",
"gmdescription": "",
"durationValue": "Bonus de Force Mentale Rounds"
},
"Tremor": {
"name": "Tremor",
"description": "<p>Your foot transforms briefly into a great hoof wreathed in purple flame. The ground shakes as you stamp; all creatures within a radius equal to your Willpower Bonus in yards&nbsp;(except you) must make an <strong>Agility </strong>Test or fall down, gaining a @Condition[Prone] Condition.</p><p>\n\n <b>Domaine:</b> 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.<p>",
"gmdescription": "",
"durationValue": "Instantané"
},
"Trinkwort": {
"name": "Trinkwort",
"description": "<h3>Trinkwort</h3>\n<p>According to Halfling tradition, the knowledge of this plant was given to us by the goddess Esmeralda herself, after her first husband Bibogenitus brought the knowledge of brewing and winemaking to the Moot. We know it as Sober-root, and the Elves call it <em>Corrylliamid</em>. It is found in the deepest forest, often growing between the roots of the lornalim tree, or next to ancient oaks. The root is peeled and roasted in a slow oven until it is as soft as a well-cooked parsnip, and then eaten.</p>",
"gmdescription": "<p><strong>Locality</strong>: Forest</p>\n<p><strong>Saison</strong>: Automne</p>\n<p><strong>Preparations</strong>: @UUID[Compendium.wfrp4e-dotr.journals.JhZ4qkEf569rEcsY.JournalEntryPage.uxIVUGe1gSkqbo8m#raw]{Raw}</p>\n<p>Trinkwort is a bitter-tasting tuber that has the strange property of neutralising the effects of alcohol. A Character who eats one tuber gains a +20 bonus to all <strong>Consume Alcohol</strong> Tests for the next 24 hours.</p>"
},
"Valerian": {
"name": "Valerian",
"description": "<h3>Strong Tea</h3>\n<p>Valerian is called Strong Tea in the Moot; this confuses some outside visitors, but any Halfling knows from the context of the conversation whether this or some other kind of tea is meant. The Elves call it <em>Taillegas </em>and the Bretonnians <em>Th&eacute; de M&eacute;decin</em>.</p>\n<p>It is important to air-dry the leaves in a cool, dry place. Before brewing, they should be inspected carefully for any trace of limp-rot, a fungus which is particularly attracted to these leaves. Even a slight infestation can make the tea ineffective; a serious amount can turn it poisonous.</p>",
"gmdescription": "<p><strong>Locality</strong>: Mixed forest</p><p><strong>Saison</strong>: Spring</p><p><strong>Preparations</strong>: @UUID[Compendium.wfrp4e-dotr.journals.JhZ4qkEf569rEcsY.JournalEntryPage.uxIVUGe1gSkqbo8m#infusion]{Infusion}</p><p>Prepared as an infusion, a cup of Valerian tea restores 1 Wound to the drinker. The dose may be repeated once per day, but Valerian has no effect on Critical Wounds.</p>"
},
"Vanera": {
"name": "Vanera",
"description": "<h3>The Goddess' Gift</h3>\n<p>Some herbalists in the Empire and Tilea believe that the name of this plant comes from the Human goddess Verena. I don&rsquo;t believe this myself, since it is also known by this name in Norsca and Kislev, where Ulric is far more commonly worshipped than Verena. It grows on the south side of chalk hills, where there is plenty of sun and not too much wind. The leaves are picked, cleaned, soaked in salt water for two weeks, and then boiled and served like spinach. A little butter and black pepper helps their flavour enormously. I personally don&rsquo;t use it for convalescents, because the headache that occurs when the herb wears off can often undo any good that the patient received from the herb&rsquo;s stimulant effect. However, I will prescribe it for those on watch, or required to search all night for missing travellers, or anyone else who needs to stay awake when they should be asleep, and who doesn&rsquo;t mind paying the price later.</p>",
"gmdescription": "<p><strong>Locality</strong>: Hills</p>\n<p><strong>Saison</strong>: Spring</p>\n<p><strong>Preparations</strong>: @UUID[Compendium.wfrp4e-dotr.journals.JhZ4qkEf569rEcsY.JournalEntryPage.uxIVUGe1gSkqbo8m#raw]{Raw}</p>\n<p>Vanera is a stimulant which removes the need for rest. It is most commonly used for convalescence, where the patient cannot rest for some reason. For [[/r 1d10]] hours after the dose is taken, the Character is treated as resting, but may undertake any kind of activity. If the Character rests, the benefits of rest are doubled. When the dose wears off, the user suffers a splitting headache, gaining one @Condition[Fatigued] Condition which lasts for an hour.</p>"
},
"Cavity Worms": {
"name": "Vers des Creux",
"description": "<p>Le vers des creux est un dangereux parasite qui infeste l'eau sale et les denrées alimentaires avariées. D'une longueur d'environ un 2cm et de quelques millimètres large, le vers a une peau marbrée vert-brun qui forme un étrange motif de crâne près de sa tête. Les mères racontent des contes de vers des creux pour effrayer leurs enfants et les inciter à se laver la bouche. C'est pourquoi la plupart des habitants du Vieux Monde considère ces créatures comme une simple légende. Ils ont tort de le croire.</p>\n<h4>Effet du Vers des Creux</h4>\n<p>Une fois ingéré, le Vers de Creux s'enfonce dans les tissus mous de la bouche ou de la gorge. Il sécrète un liquide anesthésiant qui engourdit instantanément la zone affectée. Chaque jour, la victime peut effectuer un <strong>Test de Perception</strong> pour remarquer la présence du ver. Un Médecin ou un autre Personnage qualifié peut faire un <strong>Test de Guérison Accessible (+10)</strong> pour éliminer le vers; les Personnages non qualifiés font un Test de Dextérité standard. Les Personnages qui essaient de se soigner eux-même ont besoin d'un miroir et souffrent d'une pénalité de -10%. En cas d'échec au Test, le personnage obtient un @Condition[Hémorragique]. Une fois installé dans la bouche de la victime, le Vers de creux se nourrit de la respiration de sa victime : l'essence de son esprit. Tant que ce parasite reste, l'hôte est soumis à une pénalité de -10% à tous ses Tests.</p>\n<p>Au bout d'une semaine, le parasite commence son chemin vers le cerveau de la victime. Chaque jour, la victime peut effectuer un <strong>Test de Perception Accessible (+20)</strong> pour remarquer une petite quantité de sang s'écoulant de sa bouche. L'élimination du Vers de Creux à ce stade, nécessite un <strong>Test de Chirurgie Complexe (-10)</strong>.</p>\n<p>Si le Vers de Creux n'est pas enlevé dans les trois jours suivants, il n'est plus possible de l'enlever sans tuer l'hôte. Alors que le vers s'enfonce dans le cerveau et se prépare à pondre ses oeufs, la victime doit effectuer un <strong>Test de Résistance</strong> chaque jour. Chaque jour où le Test échoue, lancez 1d10, ajoutez le nombre de degrés d'échec, et consultez le tableau @Table[cavityworms]</p>\n<p>Les oeufs du Vers de Creux éclosent 1d10 jours après avoir été pondus, sortant des narines de la victime pour trouver un nouvel hôte. Pour ceux qui survivent à ce processus, toutes les pénalités sont permanentes et ne peuvent enlevées que par des moyens magiques ou miraculeux.</p>",
"gmdescription": "",
"durationValue": "8 ",
"durationUnit": "days",
"contraction": "Exposure to dirty water or spoiled food; Test as in description.",
"incubationValue": "5 + 1d10",
"incubationUnit": "days",
"symptoms": "Special (see description)",
"permanent": ""
},
"Vigwort": {
"name": "Vigwort",
"description": "<h3>Ma Favorite</h3>\n<p>Aussi connue sous le nome de Fidget, Jumpweed, et <em>Folia Vitae</em>, cette plante poursse dans les zones ensoleillées, surtout dans les jachères après des pâturages. La racine est séchée, rapée, et laissée marinée dans du vinaigre dilué pendant 10 jours. La mixtures est alors bouillie, filtrée et laissée à reposer dans une pièce froide et sombre pendant 4 autres jours. Adoucie avec du miel et ajoutée à du thé ou du vin chaud, cette préparation permet de soulager temporairement les maux de têtes, somnolence ou léthargie. Elle doit cependant être utilisée que pour des résultats à courts-termes, car lorsque les effets prennent fin, le patient peut se retrouver dans un état pire qu'avant.</p>",
"gmdescription": "<p><strong>Locality</strong>: Prairies</p><p><strong>Saison</strong>: Summer</p><p><strong>Preparations</strong>: @UUID[Compendium.wfrp4e-dotr.journals.JhZ4qkEf569rEcsY.JournalEntryPage.uxIVUGe1gSkqbo8m#infusions]{Infusion}</p><p>This herb is a mild stimulant, and a cup of Vigwort tea increases a Characters Initiative score by +10 for [[/r 1d10 +4]] minutes. After this time, the Character must make an <strong>Average (+20) Endurance </strong>Test or gain one @Condition[Fatigued] Condition for each level of failure. Those with the @UUID[Compendium.wfrp4e-core.items.3wCtgMDNnu8MFmyk]{Immunity (Poison)} Trait may gain the benefit of Vigwort, but never become Fatigued from taking it.</p>"
},
"Volley Gun": {
"name": "Volley Gun",
"description": "<p>The volley gun looks similar to a repeating handgun, but all the barrels are set to fire at once. There are normally seven barrels: one in the middle, with six more clustered around it in a hexagonal shape. While deadly to those in front of it, a volley gun can also be dangerous to an inexperienced user. Every time it is fired, the user must make an <strong>Average (+20) Endurance</strong> Test, suffering 1 Wound for each level of Failure as the weapon kicks violently against the shoulder. On an Astounding Failure, the user takes a Critical Hit to the shoulder: use the @Table[critarm]{Arm Critical Wound Table}, adjusting details as necessary to reflect a shoulder hit.</p>",
"gmdescription": ""
},
"Zone of Sanctuary": {
"name": "Zone de Sanctuaire",
"description": "<p>Vous appelez la grâce divine de Sigmar pour juger les corrompus afin de les bannir hors de votre vue. Les personnages dans l'aire d'effet du Miracle gagnent un bonus de +20 pour résister à la Peur et à la Terreur. Aucune créature mort-vivante ou Démoniaque ne peut entrer dans cette zone ou ne peut attaquer quelqu'un dans la zone. Ces créatures dans la portée du Miracle lorsqu'il est incanté doivent quitter la zone. Ce Miracle est centré sur le Personnage qui l'a invoqué, qui ne peut rien faire aucune autre action que déclamer des litanies contres la corruption pendant la durée du Miracle.</p>",
"gmdescription": "",
"durationValue": "Bonus de Sociabilité Rounds"
}
}
}
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{
"label": "Items (Death on the Reik)",
"folders": {
"Herbs": "Herbs",
"Vehicle": "Vehicle",
"Weapons": "Weapons",
"Diseases": "Diseases",
"Criticals": "Criticals",
"Traits": "Traits",
"Trappings": "Trappings",
"Modifications": "Modifications",
"Ammunition": "Ammunition",
"Spells": "Spells",
"Careers": "Careers",
"Prayers": "Prayers",
"Mutations": "Mutations",
"Talents": "Talents"
},
"entries": {
"Reikworms": {
"name": "Reikworms",
"description": "<p>Any body of water can carry the Reikworm, and different healers have all kinds of bizarre methods that supposedly keep them at bay, including swirling water around the mouth six times before swallowing it (a common superstition in Ostermark), or never drinking untested water when Morrsleib is visible (Nordland).</p><p>When the tiny larva of the Reikworm enters the body, it burrows deep into the guts of its host, where it feeds and grows. Soon, the hosts immune system is diminished, decreasing resistance to other diseases.</p><p>After three months, the worm has grown to four feet in length and is ready to start the next phase of its life cycle. The first visible sign of the parasite is a massive blister that forms on the surface of the skin. After a week, the blister bursts, causing an intense burning pain. Commonly, sufferers plunge their hot wounds into cooling water for relief. If this happens, the mature Reikworm emerges and spits forth a new batch of young as a sickly yellowish fluid, which soon disperse in the water, ready to infect new hosts. After this, the worm dies.</p><h4>Effects of Reikworms</h4><p>For every full 30 days of infection, the Character suffers a 5 penalty to all Endurance Tests to resist disease. This penalty is reduced by 1 point per day after the worm dies.</p><p>To determine where the worm surfaces, roll for @Table[hitloc]{Hit Location} as in normal combat. When the blister forms, the patient suffers a 5% penalty to all Agility Tests due to the constant irritation; further, if the blister is in a visible location, the Character also suffers a 10 penalty to Fellowship Tests.</p><p>On the seventh day after the blister appears, the sufferer must make an Endurance Test every hour. On the first failure — or on the last hour of the day if all Tests are passed — the blister bursts wetly, inflicting 1 Wound and causing one @Condition[Stunned] Condition owing to the almost unbearable burning sensation that results. This persists until the wound receives medical attention but may be allayed temporarily if the site of the blister is immersed in water.</p><p>There is no known treatment for infestation with Reikworms, other than to let the cycle run its course. Some physicians have tried to cut it out of a patient once the blister forms and the parasites location becomes apparent, but this approach usually does more harm than good, and the patient takes longer to recover from it.</p>",
"effects": {
"Agility Penalty": {
"name": "Agility Penalty"
}
}
},
"Engulf": {
"name": "Engulf",
"description": "<p>If the creature is of sufficient size, any successful attacks it makes engulfs a victim, even if they cause no Damage, inflicting one @Condition[Entangled] Condition with a Strength equal to that of the creature. At the beginning of each Round, engulfed victims gain one more @Condition[Entangled] Condition, and automatically lose 1 Wound as powerful enzymes begin digestion. If the creature is not of sufficient size to fully engulf a victim, it may still be large enough to immobilise a struck location. The creature can make no more attacks against fully engulfed victims, but it can still attack others if they are close enough.</p>",
"effects": {
"Engulfed": {
"name": "Engulfed"
},
"Engulf": {
"name": "Engulf"
}
}
},
"Speckled Rustwort": {
"name": "Speckled Rustwort",
"description": "<h3>A Poxy Treatment</h3>\n<p>This herb is unusual among those used to treat poxes, in that it must be eaten; most are applied to the rash in a salve or poultice. Many have tried to do the same with Speckled Restwort, but it has no effect at all when applied externally.</p>\n<p>Some find the taste of the leaves bitter, and it is permissible to add a spoonful of honey to a dose, especially in the case of children. Avoid overdosing, though, as it can lead to constipation.</p>"
},
"Stripped (Typical Barge or Patrol Boat)": {
"name": "Stripped (Typical Barge or Patrol Boat)",
"description": "<p>A boat can be stripped of all cabins and superstructures, either to lighten it or to maximize cargo space. Stripping a standard boat costs the indicated amount; building a stripped boat costs 75% of the normal price. Weight is reduced as shown above, and cargo space is increased by 75% over the normal capacity.</p>",
"effects": {
"Stripped": {
"name": "Stripped"
}
}
},
"Broad Rudder (Typical Barge or Patrol Boat)": {
"name": "Broad Rudder (Typical Barge or Patrol Boat)",
"description": "<p>A larger rudder improves steering, but requires a stronger helmsman because of increased water resistance. Every <strong>Boat Handling</strong> Test must also be accompanied by a <strong>Strength </strong>Test; if the <strong>Strength </strong>Test is successful, its SLs may be added to those of the Boat Handling Test. There is no penalty for an ordinary failure on this additional <strong>Strength </strong>Test. However, an Astounding Failure or Fumble results a sudden swing of the runner sending the unfortunate Character head first into the water!</p>"
},
"Bestial Rage": {
"name": "Bestial Rage",
"description": "<p>You summon up the fury of the beast, temporarily gaining the @UUID[Compendium.wfrp4e-core.items.fjd1u9VAgiYzhBRp]{Fury} Trait.</p><p>\n\n <b>Lore:</b> 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.<p>",
"effects": {
"Bestial Rage": {
"name": "Bestial Rage"
}
}
},
"Flying Jib (Fishing Skiff)": {
"name": "Flying Jib (Fishing Skiff)",
"description": "<p>A flying jib is an extra foresail and requires a bowsprit to be added to the boat; this increases length by 10%. Unfurled in a tailwind, the flying jib gives the boat an extra +5% Movement over the amount given in the @Table[wind]{wind table}. It has no effect in sidewinds, and doubles the Movement penalty for a headwind.</p>",
"effects": {
"Flying Jib": {
"name": "Flying Jib",
"changes": {
"system.details.length.value": 1.1
}
}
}
},
"Raised Gunwales (Row Boat)": {
"name": "Raised Gunwales (Row Boat)",
"description": "<p>The hull extends upward to about waist height on a Human character. As well as blocking high waves from washing onto the deck and potentially swamping the boat, gunwales offer @UUID[Compendium.wfrp4e-core.journals.NS3YGlJQxwTggjRX.JournalEntryPage.wmA76Q2zJJ9HrkvA#combat-difficulty]{medium cover} to anyone crouching on the deck; ranged attacks against them are Hard.</p>"
},
"Warrior of Tzeentch": {
"name": "Warrior of Tzeentch",
"description": "<p>@UUID[Compendium.wfrp4e-dotr.journals.uHClvCto8icrUp9P.JournalEntryPage.m3m8NR3fUQjVyGOJ]{Warrior of Tzeentch}</p>"
},
"Superstructure": {
"name": "Superstructure",
"description": "<p>The cabin, if any, is hit, and all characters inside must make an <strong>Initiative</strong> Test or take one hit for +5 Damage from flying splinters. The boat is not affected otherwise.</p>"
},
"Sign of the Beast": {
"name": "Sign of the Beast",
"description": "<p>Your face shifts subtly, displaying the mark of Tzeentch and the signs of bestial nature; Beastmen of Tzeentch know you as a friend and ally. Gain +20 to all <strong>Fellowship </strong>Tests when dealing with such creatures. Any followers or creatures of Khorne or Slaanesh suffer @UUID[Compendium.wfrp4e-core.items.0VpT5yubw4UL7j6f]{Animosity} toward you, while those of Nurgle regard you with @UUID[Compendium.wfrp4e-core.items.aE3pyW20Orvdjzj0]{Hatred}.</p><p>\n\n <b>Lore:</b> None<p>",
"effects": {
"Sign of the Beast": {
"name": "Sign of the Beast"
}
}
},
"Racing Rig (Typical Barge or Patrol Boat)": {
"name": "Racing Rig (Typical Barge or Patrol Boat)",
"description": "<p>As well as developing racing hulls (see above), the wealthy boat-owners of the Empire — or rather, the talented boat-builders in their employ — have developed a system of sails and rigging designed for speed, at the expense of some sturdiness. A racing rig allows a boat an extra +10% Movement over the amount given in the @Table[wind]{wind table}, but only in a tailwind or a sidewind. In a headwind, the Movement penalty is reduced by -5%</p><p>A racing rig includes a @UUID[Compendium.wfrp4e-dotr.items.tzzrt9PB8SD2MATV]{flying jib}, and the advantages of the two do not stack.</p><p>This speed comes at a cost, though. The complex racing rig requires an expert crew, imposing a penalty of 10 to all <strong>Boat Handling</strong> Tests. In addition, all hits to the rigging cause double normal Damage.</p>",
"effects": {
"Racing Rig": {
"name": "Racing Rig"
}
}
},
"Vigwort": {
"name": "Vigwort",
"description": "<h3>A Personal Favourite</h3>\n<p>Also known as Fidget, Jumpweed, and <em>Folia Vitae</em>, this plant grows in sunny open areas, especially those that are being left fallow after grazing last year. The root is dried, grated, and left to steep in diluted vinegar for ten days. The mixture is then boiled, strained, and left to stand in a cool, dark room for another four days. Sweetened with honey and added to a hot tea or mulled wine, this preparation gives temporary relief to patients who are suffering from headaches, drowsiness, or lethargy, although it should only be used for short-term results; when it wears off, the patient can often be worse off than they were to start with.</p>",
"effects": {
"Vigwort Infusion": {
"name": "Vigwort Infusion",
"changes": {
"system.characteristics.i.modifier": 10
}
},
"Apply Infusion": {
"name": "Apply Infusion"
}
}
},
"Zone of Sanctuary": {
"name": "Zone of Sanctuary",
"description": "<p>You appeal to the righteous might of Sigmar to judge the wicked and keep them from your presence. Characters within the Miracle&rsquo;s area of effect gain a +20 bonus to resist Fear and Terror. No Undead or Daemonic creatures may enter the zone, nor may they attack those inside it. Such creatures within the Range of this Miracle when it is invoked must attempt to leave it. This miracle is centred on the Character who invoked it, who for its duration may not Move or take any Action other than to vigorously condemn the wicked in Sigmar&rsquo;s name.&nbsp;</p>",
"effects": {
"Zone of Sanctuary": {
"name": "Zone of Sanctuary"
}
}
},
"Eyes of the Beast": {
"name": "Eyes of the Beast",
"description": "<p>Your eyes glow with an unholy green light, enabling you to see as if you had the @UUID[Compendium.wfrp4e-core.items.FmHDbCOy3pH8yKhm]{Night Vision} Trait. If you already have @UUID[Compendium.wfrp4e-core.items.FmHDbCOy3pH8yKhm]{Night Vision}, the range of your vision doubles.You can speak and understand the Beast Tongue of Beastmen, even without having the corresponding Skill.</p><p>\n\n <b>Lore:</b> None<p>",
"effects": {
"Eyes of the Beast": {
"name": "Eyes of the Beast"
}
}
},
"Cannon (Small)": {
"name": "Cannon (Small)",
"description": "<p>Cannon are hard to come by, dangerous to use &mdash; and terrifying to anyone looking down their barrels. The largest cannon are restricted to fortresses, but small and medium weapons can be mounted on boats. The River Patrol tends to take a dim view of cannon-armed vessels that are not clearly attached to some kind of military force, and adventurers found in possession of cannon will have to work quite hard in order to prove that they are not pirates.</p>\n<p>Cannon can take three different kinds of load:</p>\n<p>@UUID[Compendium.wfrp4e-dotr.items.i2ypssXrNcphXgDr]{Ball}</p>\n<p>@UUID[Compendium.wfrp4e-dotr.items.Cz7jdAngs0CLwDJ9]{Chain Shot}</p>\n<p>@UUID[Compendium.wfrp4e-dotr.items.QlTA200PdF52ZDJL]{Grapeshot}</p>\n<p>Cannon may be mounted in the prow of a boat, or the stern, or on one or both sides. Unlike a @UUID[Compendium.wfrp4e-dotr.items.pzvq6nN3KquVqZki]{ballista}, a cannon cannot swivel and may only fire straight ahead, astern, or abeam, depending on its location.</p>"
},
"Stripped (Fishing Skiff)": {
"name": "Stripped (Fishing Skiff)",
"description": "<p>A boat can be stripped of all cabins and superstructures, either to lighten it or to maximize cargo space. Stripping a standard boat costs the indicated amount; building a stripped boat costs 75% of the normal price. Weight is reduced as shown above, and cargo space is increased by 75% over the normal capacity.</p>",
"effects": {
"Stripped": {
"name": "Stripped"
}
}
},
"Gesundheit": {
"name": "Gesundheit",
"description": "<h3>A Festering Treatment</h3>\n<p>Gesundheit, as everyone knows, means &lsquo;good health&rsquo; in Reikspiel, and such a simple name leads me to believe that the knowledge of this plant is very ancient. The Elves call it <em>Leoleghas</em>, and in Bretonnia it is known as <em>Feuille de Blessure</em>. In the Moot, we call it &lsquo;Heal-All&rsquo;.</p>\n<p>It is a very simple herb to use: simply bruise the leaves to release their sap, and create a poultice. There are some who like to add various other healing herbs, according to the nature of the wound or the source of the infection, but I have never found this necessary.</p>",
"effects": {
"Gesundheit Poultice": {
"name": "Gesundheit Poultice"
},
"Apply Poultice": {
"name": "Apply Poultice"
}
}
},
"Water Brakes (Row Boat)": {
"name": "Water Brakes (Row Boat)",
"description": "<p>This apparatus consists of two broad wooden flaps that can be unfolded from the sides of the boat. When going upstream, opening the brakes increases drag and reduces Movement by 1&ndash;2 points, depending on whether they are opened halfway or fully. Going downstream, they catch the current and increase Movement by a similar amount.</p>"
},
"Closed Rowlock": {
"name": "Closed Rowlock",
"description": "<p>A rowlock is a kind of bracket that holds an oar on a rowing vessel. Most are either C-shaped wooden stops built into the gunwale or U-shaped iron fittings that swivel with the oar&rsquo;s movement. In either case, an oar can come out of its rowlock if a <strong>Row </strong>Test is failed, taking one action to replace it before rowing can resume. Closed rowlocks solve this problem. The oar may be threaded through a hole in the gunwale, or lashed to a standard rowlock with leather straps, but in either case it physically cannot come out.</p>"
},
"Magical": {
"name": "Magical",
"description": "<p>For a price, some Wizards will enchant a boat so that a wind blows constantly into its sails, or the water moves constantly under its hull, increasing its M score by up to 3 points and/or making it immune to weather and other factors that normally impede a boat&rsquo;s Movement. These enchantments are normally temporary and always fantastically expensive, and it is left up to you to decide whether or not the Characters can have access to them at any time.</p>\n<p>On very rare occasions, normally tied to the main plot of an adventure, a group of Characters might be loaned a magical boat by an Elf or Dwarf ruler, or perhaps by the head of one of the Colleges of Magic &mdash; but they will never be sold or given one outright.</p>\n<p>That said, though, it can be fun for Players to experiment with spells and see how they can use them to improve their vessel&rsquo;s performance, sturdiness, and other features, and this should be encouraged, especially between adventures. Success can bring some small temporary benefits, and failure should be entertaining as well as frustrating.</p>"
},
"Catapult (Medium)": {
"name": "Catapult (Medium)",
"description": "<p>Catapults are indirect-fire weapons that throw rocks, bombs, or incendiaries in a high arc, bringing them crashing down on the heads of the targets. They are simple to build but tricky to aim, especially against a moving target. Catapults are not easy to aim, requiring 2&ndash;3 actions to move them, according to their size.</p>"
},
"Raised Gunwales (Fishing Skiff)": {
"name": "Raised Gunwales (Fishing Skiff)",
"description": "<p>The hull extends upward to about waist height on a Human character. As well as blocking high waves from washing onto the deck and potentially swamping the boat, gunwales offer @UUID[Compendium.wfrp4e-core.journals.NS3YGlJQxwTggjRX.JournalEntryPage.wmA76Q2zJJ9HrkvA#combat-difficulty]{medium cover} to anyone crouching on the deck; ranged attacks against them are Hard.</p>"
},
"Chain Shot (Cannon)": {
"name": "Chain Shot (Cannon)"
},
"Chosen of Tzeentch": {
"name": "Chosen of Tzeentch",
"description": "<p>@UUID[Compendium.wfrp4e-dotr.journals.uHClvCto8icrUp9P.JournalEntryPage.m3m8NR3fUQjVyGOJ]{Warrior of Tzeentch}</p>"
},
"Water Brakes (Large Barge)": {
"name": "Water Brakes (Large Barge)",
"description": "<p>This apparatus consists of two broad wooden flaps that can be unfolded from the sides of the boat. When going upstream, opening the brakes increases drag and reduces Movement by 1&ndash;2 points, depending on whether they are opened halfway or fully. Going downstream, they catch the current and increase Movement by a similar amount.</p>"
},
"Armoured Walls (Row Boat)": {
"name": "Armoured Walls (Row Boat)",
"description": "<p>The walls of any cabin or other superstructure are reinforced with iron plates. Any Character or NPC behind an armoured wall counts as being in @UUID[Compendium.wfrp4e-core.journals.NS3YGlJQxwTggjRX.JournalEntryPage.wmA76Q2zJJ9HrkvA#combat-difficulty]{Hard cover} and ranged attacks against them are Very Hard.</p>"
},
"Spoons": {
"name": "Spoons",
"description": "<p>Standard oars have long, narrow blades, which are good for most purposes. Spoons, as their name suggests, have a shorter, wider, curved blade that can exert more pressure on the water &mdash; but they require strength to operate properly. When using spoons, a rower may make a <strong>Strength </strong>Test when speed is required, and if successful may add his or her Strength Bonus in yards to the boat&rsquo;s Movement for that round.</p>"
},
"Raised Gunwales (Typical Barge or Patrol Boat)": {
"name": "Raised Gunwales (Typical Barge or Patrol Boat)",
"description": "<p>The hull extends upward to about waist height on a Human character. As well as blocking high waves from washing onto the deck and potentially swamping the boat, gunwales offer @UUID[Compendium.wfrp4e-core.journals.NS3YGlJQxwTggjRX.JournalEntryPage.wmA76Q2zJJ9HrkvA#combat-difficulty]{medium cover} to anyone crouching on the deck; ranged attacks against them are Hard.</p>"
},
"Armoured Walls (Large Barge)": {
"name": "Armoured Walls (Large Barge)",
"description": "<p>The walls of any cabin or other superstructure are reinforced with iron plates. Any Character or NPC behind an armoured wall counts as being in @UUID[Compendium.wfrp4e-core.journals.NS3YGlJQxwTggjRX.JournalEntryPage.wmA76Q2zJJ9HrkvA#combat-difficulty]{Hard cover} and ranged attacks against them are Very Hard.</p>"
},
"Creeping": {
"name": "Creeping",
"description": "<p>This creature is relentless, but slow. They cannot take any Run actions.</p>",
"effects": {
"Creeping": {
"name": "Creeping"
}
}
},
"Lice": {
"name": "Lice",
"description": "<p>Though a very common and not terribly serious malady in The Old World, infestations of lice can be quite distracting. These small insects live in and around human hair, causing itching and irritation of the skin on the head and upper neck. If the same clothing is worn for weeks on end, body lice can also become a problem. Effective treatments include the use of a very fine comb to remove the lice and their eggs, shaving one&rsquo;s head, or the use of very harsh lye soap.</p>"
},
"Mage-Leaf": {
"name": "Mage-Leaf",
"description": "<h3>Wizard's Boon</h3>\n<p>I was unsure at first as to whether to include this herb, since it has no known medicinal value. However, its magical properties are sufficiently well-known that I thought it might be useful at least to mention the different names by which this plant is known, to avoid any mistaken impression that there are several different plants with similar properties. The elven name for Mage-Leaf is <em>Daionillyseiwyn</em>, which I am told means &lsquo;the good plant&rsquo;. In Norsca it is known as <em>Troldblat</em>, in Bretonnia as <em>Feuille Sorceiere</em>, in Tilea as <em>Folimaggi </em>&mdash; a corruption of the Classical <em>Folia Magii</em> &mdash; and in Albion as <em>Draodill</em>, meaning &lsquo;the leaf of the Druids.&rsquo;</p>",
"effects": {
"Raw Mage-Leaf": {
"name": "Raw Mage-Leaf"
},
"Apply Raw": {
"name": "Apply Raw"
}
}
},
"Alfunas": {
"name": "Alfunas",
"description": "<h3>Bonesetters Delight</h3>\n<p><em>Alfunas </em>is the elven name for this plant, and has become its most common name throughout the Empire because the Wood Elves have a near monopoly over the supply. In the Moot we call it &lsquo;Bonewort&rsquo;; the Bretonnians call it <em>Ossefeuille </em>and the Tielans call it <em>Ossoripa</em>; some scholars call it <em>Folium Emendata</em>.</p>\n<p>In order for the paste to reach its full potency, it is advisable to let it sit in a covered jar in a cool, dry place such as a root cellar for at least two weeks. Do not let it dry out too much, though: when the surface of the paste&nbsp;begins to show cracks, seal the jar with&nbsp;wax or a cork stopper.</p>"
},
"Broad Rudder (Fishing Skiff)": {
"name": "Broad Rudder (Fishing Skiff)",
"description": "<p>A larger rudder improves steering, but requires a stronger helmsman because of increased water resistance. Every <strong>Boat Handling</strong> Test must also be accompanied by a <strong>Strength </strong>Test; if the <strong>Strength </strong>Test is successful, its SLs may be added to those of the Boat Handling Test. There is no penalty for an ordinary failure on this additional <strong>Strength </strong>Test. However, an Astounding Failure or Fumble results a sudden swing of the runner sending the unfortunate Character head first into the water!</p>"
},
"Ram (Small River Boat)": {
"name": "Ram (Small River Boat)",
"description": "<p>A metal ram can be fitted to the front of a boat, ensuring that in any head-on collision, the other vessel takes all the damage. It also gives the boat 5 AP at the front. Possession of a ram is taken by the River Patrol and other authorities as evidence of the crew&rsquo;s intent to ram and sink other vessels, and anyone with a ram on their boat had better be able to produce a letter of authorization from a local noble or some other power unless they want to be taken for pirates.</p>"
},
"Racing Rig (Row Boat)": {
"name": "Racing Rig (Row Boat)",
"description": "<p>As well as developing racing hulls (see above), the wealthy boat-owners of the Empire — or rather, the talented boat-builders in their employ — have developed a system of sails and rigging designed for speed, at the expense of some sturdiness. A racing rig allows a boat an extra +10% Movement over the amount given in the @Table[wind]{wind table}, but only in a tailwind or a sidewind. In a headwind, the Movement penalty is reduced by -5%</p><p>A racing rig includes a @UUID[Compendium.wfrp4e-dotr.items.gDpv99107lzypFi9]{flying jib}, and the advantages of the two do not stack.</p><p>This speed comes at a cost, though. The complex racing rig requires an expert crew, imposing a penalty of 10 to all <strong>Boat Handling</strong> Tests. In addition, all hits to the rigging cause double normal Damage.</p>",
"effects": {
"Racing Rig": {
"name": "Racing Rig"
}
}
},
"Gun Ports (Small)": {
"name": "Gun Ports (Small)",
"description": "<p>Cut into a boat&rsquo;s @UUID[Compendium.wfrp4e-dotr.items.CrXHlfit3BGhcMzf]{Raised Gunwales (Fishing Skiff)} or the walls of a superstructure, gun ports are closable hatches that allow a missile weapon to be fired from behind cover. Large gun ports can accommodate cannon, ballistae, and other crew-served weapons, while small gun ports are intended for single-user guns, bows, and crossbows.</p>\n<p>Opening or closing a gun port counts as a single action.</p>"
},
"Wand of Onyx": {
"name": "Wand of Onyx",
"description": "<p>This wand of polished, black mineral acts as a well of power. Once per day the bearer of the wand, when casting a spell of up to CN 5, can consider that spell to have been Critically Cast with @UUID[Compendium.wfrp4e-core.journals.YBVrpUHEjohB1H4f.JournalEntryPage.BU7yhLmMdEyvbfkR#critical-casting]{Total Power}. On doing so, roll [[/r 1d100]].  If the result is less than or equal to the CN of the spell, the wand shatters and is destroyed, dealing [[/r 1d10]] Wounds to each Character within 2 yards.</p>"
},
"Ring of Protection from Fire": {
"name": "Ring of Protection from Fire",
"description": "<p>+10 to all tests involving fire, half normal damage from all kinds of fire</p>",
"effects": {
"Ring of Protection from Fire": {
"name": "Ring of Protection from Fire"
}
}
},
"Swivel Gun": {
"name": "Swivel Gun",
"description": "<p>A swivel gun is similar to a blunderbuss, but larger. Because of its weight, it is normally mounted on a swivel or tripod, although some Ogre mercenaries have been known to use them hand-held.</p>"
},
"Steering": {
"name": "Steering",
"description": "<p>The rudder is splintered, and the helmsman takes one hit for +5 Damage from flying splinters. Until the rudder is repaired, all Tests to steer the boat are <strong>Very Hard (&ndash;30)</strong>.</p>"
},
"Juck": {
"name": "Juck",
"description": "<h3>Juck's The Thing</h3>\n<p>Also known as Nettlesap, Klosaft, Itching Weed and by several other names with the same meaning, this plant is well-known to children who live in rural areas, and use it for all kinds of practical jokes. Growing in woodlands and flowering before the trees put on enough leaf to block sunlight from the forest floor, the sap of this plant can also be used to help restore feeling to the skin in cases of numbness caused by cold or injury. On one occasion, I used it in a concentrated form &mdash; boiled until it reached the consistency of hot custard &mdash; as a treatment for frostbite, and was able to restore feeling to a foot which otherwise might have had to be amputated. Because of the itching it causes, you may sometimes need to administer a mild sedative to the patient, especially if you use Juck repeatedly, or over a large area such as an entire leg.</p>",
"effects": {
"Raw Juck": {
"name": "Raw Juck"
},
"Apply Raw": {
"name": "Apply Raw"
}
}
},
"Water Brakes (Fishing Skiff)": {
"name": "Water Brakes (Fishing Skiff)",
"description": "<p>This apparatus consists of two broad wooden flaps that can be unfolded from the sides of the boat. When going upstream, opening the brakes increases drag and reduces Movement by 1&ndash;2 points, depending on whether they are opened halfway or fully. Going downstream, they catch the current and increase Movement by a similar amount.</p>"
},
"Gun Ports (Large)": {
"name": "Gun Ports (Large)",
"description": "<p>Cut into a boat&rsquo;s @UUID[Compendium.wfrp4e-dotr.items.cgUYHI62x0m2iPFH]{Raised Gunwales (Large Barge)} or the walls of a superstructure, gun ports are closable hatches that allow a missile weapon to be fired from behind cover. Large gun ports can accommodate cannon, ballistae, and other crew-served weapons, while small gun ports are intended for single-user guns, bows, and crossbows.</p>\n<p>Opening or closing a gun port counts as a single action.</p>"
},
"Initiate of the Mysteries": {
"name": "Initiate of the Mysteries",
"description": "<p>@UUID[Compendium.wfrp4e-dotr.journals.uHClvCto8icrUp9P.JournalEntryPage.m3m8NR3fUQjVyGOJ]{Warrior of Tzeentch}</p>"
},
"Analgesic Saliva": {
"name": "Analgesic Saliva",
"description": "<p>The creature&rsquo;s bites cause no pain, which allows it to attach to sleeping victims undetected. This effect wears off 10 &ndash; Toughness Bonus Rounds after the creature detaches.</p>"
},
"Cavity Worms": {
"name": "Cavity Worms",
"description": "<p>The Cavity Worm is a disturbing parasite that infests dirty water and spoilt foodstuffs. About an inch long, and a quarter of an inch wide, the worm has a mottled green-brown hide that forms a strange pattern of a skull near its head. Mothers tell stories of Cavity Worms to frighten their children into keeping their mouths clean, so most Old Worlders dismiss these creatures as nothing more than cautionary tales. They are quite wrong to do so.</p><h4>Effects of Cavity Worms</h4><p>Once ingested, a Cavity Worm burrows into the soft tissues of the mouth or throat. It secretes an anaesthetic fluid that instantly numbs the affected area. Each day, the victim may make a <strong>Challenging (+0) Perception</strong> Test to notice the worm growing. On a success, the worms presence is noticed. A Physician or other skilled Character can make an <strong>Average (+10) Heal</strong> Test to remove the worm; unskilled Characters make a standard <strong>Dexterity </strong>Test. Characters trying to treat themselves need a mirror and suffer a 10 penalty. On a failed Test, the sufferer gains one @Condition[Bleeding] Condition.</p><p>Once ensconced in the victims mouth, the Cavity Worm feeds on breath: the essence of the spirit. For as long as this parasite remains, the host suffers a 10 penalty to all Tests.</p><p>After a week, the parasite begins its route to the victims brain. Each day, the victim may make an <strong>Average (+20) Perception</strong> Test to notice a small quantity of blood leaking from their mouth. Removing of the Cavity Worm at this stage requires a <strong>Difficult (10) Surgery</strong> Test.</p><p>If the Cavity Worm is not removed within three more days, it is no longer possible to remove it without killing the host. As the worm burrows into the brain and prepares to lay its eggs, the victim must make a <strong>Toughness </strong>Test each day. Each day the Test is failed, roll [[/r 1d10]], add the number of levels of failure, and consult the @Table[cavityworms]{Cavity Worms} Table</p><p>The Cavity Worms eggs hatch [[/r 1d10]] days after being laid, oozing out of the victims nostrils to find a new host. For those who survive the process, all penalties are permanent, and can only be restored by magical or miraculous means.</p>"
},
"Armoured Walls (Typical Barge or Patrol Boat)": {
"name": "Armoured Walls (Typical Barge or Patrol Boat)",
"description": "<p>The walls of any cabin or other superstructure are reinforced with iron plates. Any Character or NPC behind an armoured wall counts as being in @UUID[Compendium.wfrp4e-core.journals.NS3YGlJQxwTggjRX.JournalEntryPage.wmA76Q2zJJ9HrkvA#combat-difficulty]{Hard cover} and ranged attacks against them are Very Hard.</p>"
},
"Ram (Medium River Boat)": {
"name": "Ram (Medium River Boat)",
"description": "<p>A metal ram can be fitted to the front of a boat, ensuring that in any head-on collision, the other vessel takes all the damage. It also gives the boat 5 AP at the front. Possession of a ram is taken by the River Patrol and other authorities as evidence of the crew&rsquo;s intent to ram and sink other vessels, and anyone with a ram on their boat had better be able to produce a letter of authorization from a local noble or some other power unless they want to be taken for pirates.</p>"
},
"Potion of Flight": {
"name": "Potion of Flight",
"description": "<p>When drunk, this potion affects the drinker as a <a class=\"entity-link content-link\" draggable=\"true\" data-pack=\"wfrp4e-core.items\" data-id=\"9wmmln3DunIqGXM2\"><i class=\"fas fa-suitcase\"></i> Flight</a> Spell. The effect lasts for 20 Rounds, minus the drinkers Toughness bonus.</p>",
"effects": {
"Potion of Flight": {
"name": "Potion of Flight"
},
"Apply Potion of Flight": {
"name": "Apply Potion of Flight"
}
}
},
"Stripped (Large Barge)": {
"name": "Stripped (Large Barge)",
"description": "<p>A boat can be stripped of all cabins and superstructures, either to lighten it or to maximize cargo space. Stripping a standard boat costs the indicated amount; building a stripped boat costs 75% of the normal price. Weight is reduced as shown above, and cargo space is increased by 75% over the normal capacity.</p>",
"effects": {
"Stripped": {
"name": "Stripped"
}
}
},
"Rotting Flesh": {
"name": "Rotting Flesh",
"description": "<p>Anyone viewing a guard&rsquo;s uncovered face or body must&nbsp;make a Fear Test or be rooted to the spot. In addition, they&nbsp;all stink of decay and uncleanliness: the stench requires anyone&nbsp;within 2 yds to make a successful <strong>Challenging (+0) Endurance</strong>&nbsp;Test, or fight with a penalty of -10 to WS.</p>",
"effects": {
"WS Penalty": {
"name": "WS Penalty",
"changes": {
"system.characteristics.ws.modifier": -10
}
}
}
},
"Slave to Chaos": {
"name": "Slave to Chaos",
"description": "<p>You send your consciousness into another living creature, which can attempt a <strong>Willpower </strong>Test to resist your intrusion. On a failed Test, you take control of the subjects actions for the duration of the spell. If you command the subject to act in a suicidal way, the target receives another <strong>Willpower </strong>Test to break the effect. While in possession of another body, your own body lies in a deep sleep. When the spell ends, the subject must make a <strong>Challenging (10%) Willpower</strong> Test or gain one mutation from the Tzeentch column of the @Table[mutatephys]</p><p><strong>Lore:</strong> 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.</p><p></p>",
"effects": {
"Slave to Chaos": {
"name": "Slave to Chaos"
}
}
},
"Grapeshot (Cannon)": {
"name": "Grapeshot (Cannon)"
},
"Agurk": {
"name": "Agurk",
"description": "<h3>The Elf Balm</h3>\n<p>Though commonly called Agurk, in the Moot we call this herb <em>Shiverweed</em>. It is also known as <em>Zitterwort </em>in the Empire, <em>Trema </em>in Tilea and <em>Gysenblat </em>in Norsca. The Elves call it <em>Echryddeillen</em>. It grows in open grasslands where the soil is well-drained but not too sandy. To prepare it, pick the leaves, strip&nbsp; and discard the stalks, and hang up to dry beside the fireplace for at least a week. This herb is useful for improving the circulation, and also for helping a patient sweat out a heavy cold. Never use it for a fever, since it can cause the patient&rsquo;s temperature to rise. To use the herb, add the leaves to a dish of boiling water, let stand for a minute or two until the water begins to take on a little colour, and then let the patient inhale the fumes for three or four minutes. After this time, the patient should start to shake &mdash; make them comfortable and keep an eye on them for three or four hours. If the trembling has not subsided by this time, you may safely administer a mild sedative. Dispose of the infusion carefully, and never let it be drunk &mdash; it can cause fatal convulsions if taken internally.</p>",
"effects": {
"Agurk Infusion": {
"name": "Agurk Infusion",
"changes": {
"system.characteristics.dex.modifier": -20
}
},
"Agurk Draught": {
"name": "Agurk Draught"
},
"Apply Infusion": {
"name": "Apply Infusion"
},
"Apply Draught": {
"name": "Apply Draught"
}
}
},
"Beast Tongue": {
"name": "Beast Tongue",
"description": "<p>You can speak and understand the Beast Tongue of Beastmen, even without having the corresponding Skill.</p><p>\n\n <b>Lore:</b> None<p>"
},
"Rigging": {
"name": "Rigging",
"description": "<p>The sail is brought down, dragging ropes and tackle with it. All personnel on deck must make an <strong>Initiative </strong>Test or suffer one hit for +5 Damage and gain one @Condition[Entangled] Condition. Until the rigging is repaired, the boat can only drift.</p>"
},
"Invisible": {
"name": "Invisible",
"description": "<p>A Character with the @UUID[Compendium.wfrp4e-core.items.OEjUvJKi0xmBwbS2]{Second Sight} Talent can see the ghost as a faint, smoke-like swirl in the air, and may attack with no penalties to hit. Attacks by other Characters suffer a -40 penalty to hit, reduced to -30 if a Character with Second Sight is directing the attacks.</p>",
"effects": {
"Invisible": {
"name": "Invisible"
}
}
},
"Water Brakes (Typical Barge or Patrol Boat)": {
"name": "Water Brakes (Typical Barge or Patrol Boat)",
"description": "<p>This apparatus consists of two broad wooden flaps that can be unfolded from the sides of the boat. When going upstream, opening the brakes increases drag and reduces Movement by 1&ndash;2 points, depending on whether they are opened halfway or fully. Going downstream, they catch the current and increase Movement by a similar amount.</p>"
},
"Volley Gun": {
"name": "Volley Gun",
"description": "<p>The volley gun looks similar to a repeating handgun, but all the barrels are set to fire at once. There are normally seven barrels: one in the middle, with six more clustered around it in a hexagonal shape. While deadly to those in front of it, a volley gun can also be dangerous to an inexperienced user. Every time it is fired, the user must make an <strong>Average (+20) Endurance</strong> Test, suffering 1 Wound for each level of Failure as the weapon kicks violently against the shoulder. On an Astounding Failure, the user takes a Critical Hit to the shoulder: use the @Table[critarm]{Arm Critical Wound Table}, adjusting details as necessary to reflect a shoulder hit.</p>"
},
"Attach and Feed": {
"name": "Attach and Feed",
"description": "<p>If the creature makes a successful Bite attack, it becomes attached to the victim, clamping tight with surprising force. It then extracts blood, causing the automatic loss of 1 Wound every Round it is attached. Victims reduced to zero Wounds gain an @Condition[Unconscious] Condition as they pass out from blood loss.</p>\n<p>The creature will only free itself when full, which happens after it has extracted its TB in Wounds; it then retreats to digest the meal.</p>\n<p>The creature can be pulled off with an <strong>Opposed Strength</strong> Test, but doing so inflicts 1 Wound on the victim. If the creature has the appropriate Trait, anything it fears makes it release its hold immediately.</p>",
"effects": {
"Attach and Feed": {
"name": "Attach and Feed"
},
"Attached": {
"name": "Attached"
}
}
},
"Armour Plating (Iron)": {
"name": "Armour Plating (Iron)",
"description": "<p>A thin sheet of bronze or iron adds 12 Armour Points to a boats hull, but it increases a boats weight and needs regular maintenance, which involves hauling the boat completely out of the water and scraping the hull.</p><p><strong>Iron: </strong>2 AP; must be scraped at least once per month or blooms of rust erupt, increasing drag and reducing manoeuvrability (M -1, <strong>Boat Handling</strong> Tests 10). Failure indicates that the iron plates have rusted, losing all armour value.</p><blockquote class=\"foundry-note\"><p>This represents 10 feet of length of armour. Please modify this item's price and encumbrance according to how many 10 ft. lengths used.</p></blockquote>",
"effects": {
"Iron Armour Plating": {
"name": "Iron Armour Plating"
}
}
},
"Bension of Tzeentch": {
"name": "Bension of Tzeentch",
"description": "<p>You call upon the favour of Tzeentch and gain a temporary +10 bonus to one of the following Characteristics: Weapon Skill, Toughness, Agility, or Willpower.&nbsp;</p><p>\n\n <b>Lore:</b> 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.<p>",
"effects": {
"Bension of Tzeentch": {
"name": "Bension of Tzeentch"
}
}
},
"Valerian": {
"name": "Valerian",
"description": "<h3>Strong Tea</h3>\n<p>Valerian is called Strong Tea in the Moot; this confuses some outside visitors, but any Halfling knows from the context of the conversation whether this or some other kind of tea is meant. The Elves call it <em>Taillegas </em>and the Bretonnians <em>Th&eacute; de M&eacute;decin</em>.</p>\n<p>It is important to air-dry the leaves in a cool, dry place. Before brewing, they should be inspected carefully for any trace of limp-rot, a fungus which is particularly attracted to these leaves. Even a slight infestation can make the tea ineffective; a serious amount can turn it poisonous.</p>",
"effects": {
"Valerian Infusion": {
"name": "Valerian Infusion"
},
"Apply Infusion": {
"name": "Apply Infusion"
}
}
},
"Ring of Protection against Undead": {
"name": "Ring of Protection against Undead",
"description": "<p>The wearer of the Ring of Protection against Undead takes half normal damage from all attacks by enemies with the @UUID[Compendium.wfrp4e-core.items.PFTD9gDvRWW9uh5g]{Undead} Creature Trait that do not also have the @UUID[Compendium.wfrp4e-core.items.tNWrJUOArwfWXsPw]{Ethereal} Creature Trait, and gains a bonus of + 10 to all tests for all spells, Skills, and Traits pertaining to such creatures.</p>",
"effects": {
"Protection Against Undead": {
"name": "Protection Against Undead"
}
}
},
"Carapace": {
"name": "Carapace",
"description": "<p>+1 Armour Point on two random Hit Locations; this mutation can only be hidden by clothing</p>",
"effects": {
"Carapace": {
"name": "Carapace"
}
}
},
"Luxury Cabin": {
"name": "Luxury Cabin",
"description": "<p>The Empire&rsquo;s wealthy like to travel in comfort and the kind of cabin that one finds on a noble&rsquo;s barge is very different from one on a trading or passenger vessel. For the indicated cost, and taking the space of two normal cabins, a traveller can ply the rivers in comfort and style. At your discretion, any <strong>Fellowship </strong>Tests made by the owner of a luxury cabin gain a +10 bonus, provided they are made within the cabin itself.</p>"
},
"Cannon (Medium)": {
"name": "Cannon (Medium)",
"description": "<p>Cannon are hard to come by, dangerous to use &mdash; and terrifying to anyone looking down their barrels. The largest cannon are restricted to fortresses, but small and medium weapons can be mounted on boats. The River Patrol tends to take a dim view of cannon-armed vessels that are not clearly attached to some kind of military force, and adventurers found in possession of cannon will have to work quite hard in order to prove that they are not pirates.</p>\n<p>Cannon can take three different kinds of load:</p>\n<p>@UUID[Compendium.wfrp4e-dotr.items.i2ypssXrNcphXgDr]{Ball}</p>\n<p>@UUID[Compendium.wfrp4e-dotr.items.Cz7jdAngs0CLwDJ9]{Chain Shot}</p>\n<p>@UUID[Compendium.wfrp4e-dotr.items.QlTA200PdF52ZDJL]{Grapeshot}</p>\n<p>Cannon may be mounted in the prow of a boat, or the stern, or on one or both sides. Unlike a @UUID[Compendium.wfrp4e-dotr.items.pzvq6nN3KquVqZki]{ballista}, a cannon cannot swivel and may only fire straight ahead, astern, or abeam, depending on its location.</p>"
},
"Racing Rig (Large Barge)": {
"name": "Racing Rig (Large Barge)",
"description": "<p>As well as developing racing hulls (see above), the wealthy boat-owners of the Empire — or rather, the talented boat-builders in their employ — have developed a system of sails and rigging designed for speed, at the expense of some sturdiness. A racing rig allows a boat an extra +10% Movement over the amount given in the @Table[wind]{wind table}, but only in a tailwind or a sidewind. In a headwind, the Movement penalty is reduced by -5%</p><p>A racing rig includes a @UUID[Compendium.wfrp4e-dotr.items.rT9rbkHt09kxr2cR]{flying jib}, and the advantages of the two do not stack.</p><p>This speed comes at a cost, though. The complex racing rig requires an expert crew, imposing a penalty of 10 to all <strong>Boat Handling</strong> Tests. In addition, all hits to the rigging cause double normal Damage.</p>",
"effects": {
"Racing Rig": {
"name": "Racing Rig"
}
}
},
"Wand of Jet": {
"name": "Wand of Jet",
"description": "<p>Reduces the CN of any spell cast using it by 2, to a minimum of 0.</p>",
"effects": {
"Wand of Jet": {
"name": "Wand of Jet"
}
}
},
"Schlafenkraut": {
"name": "Schlafenkraut",
"description": "<h3>A Restful Concoction</h3>\n<p>Known in the Moot as Dreamleaf, in Tilea as <em>Dormifolio</em>, and to the Elves as <em>Paraudiel</em>, this plant grows in open grasslands, and is especially prolific when the last snows of winter are melting. It also grows well in open marshy areas and beside streams whose banks are not too high. It is a very good sedative and sleeping-draught, and may combine with other preparations, with no fear of ill effects. The dried leaves are steeped in water which has boiled and been left to stand for a minute or so &mdash; if the water is boiling when the leaves are put in, they will scald and the resulting infusion will be unpleasantly bitter as well as less effective. The leaves can also be added to tea or mulled wine; a little honey will soften any sharpness that it adds to their flavour.</p>"
},
"Spellwort": {
"name": "Spellwort",
"description": "<h3>The Witch-Hunter's Friend</h3><p>Spellwort is the name by which this plant is known in the Moot. Other names include <em>Unzauber</em>, <em>Wizards Bane</em>, <em>Feuille Contraire</em> and Witch-Hunters Friend. It is similar in appearance to Mage-Leaf, and someone without the proper herbal training may easily mistake the two. Made into a tea, the dried leaves can help a patient resist any kind of ailment that comes from a magical cause. It is as well to store dried Spellwort away from ingredients such as @UUID[Compendium.wfrp4e-dotr.items.tWLwV2bXuyr3sV4R]{Graveroot} and @UUID[Compendium.wfrp4e-dotr.items.GYkqqFzrDLaBvKux]{Mage-Leaf}, since I have found that their magical properties are sometimes diminished by sitting too close to Spellwort for a time.</p>",
"effects": {
"Spellwort": {
"name": "Spellwort"
},
"Apply Spellwort": {
"name": "Apply Spellwort"
}
}
},
"Blood Drain": {
"name": "Blood Drain",
"description": "<p>If the leech scores a wounding blow it becomes attached to its victim, inflicting 1 @Condition[Bleeding] condition until killed or gorged. To see whether it is gorged, roll a [[/r 1d10]] each Round: if the result is a 9 or 10 it drops off, otherwise it keeps feeding. Fire or some irritants (salt, acid, etc.) will cause it to release its hold and try to flee. Simply pulling it off inflicts 1 @Condition[Bleeding] condition.</p>",
"effects": {
"Blood Drain": {
"name": "Blood Drain"
}
}
},
"Ram (Large River Boat)": {
"name": "Ram (Large River Boat)",
"description": "<p>A metal ram can be fitted to the front of a boat, ensuring that in any head-on collision, the other vessel takes all the damage. It also gives the boat 5 AP at the front. Possession of a ram is taken by the River Patrol and other authorities as evidence of the crew&rsquo;s intent to ram and sink other vessels, and anyone with a ram on their boat had better be able to produce a letter of authorization from a local noble or some other power unless they want to be taken for pirates.</p>"
},
"Broad Rudder (Large Barge)": {
"name": "Broad Rudder (Large Barge)",
"description": "<p>A larger rudder improves steering, but requires a stronger helmsman because of increased water resistance. Every <strong>Boat Handling</strong> Test must also be accompanied by a <strong>Strength </strong>Test; if the <strong>Strength </strong>Test is successful, its SLs may be added to those of the Boat Handling Test. There is no penalty for an ordinary failure on this additional <strong>Strength </strong>Test. However, an Astounding Failure or Fumble results a sudden swing of the runner sending the unfortunate Character head first into the water!</p>"
},
"Raised Gunwales (Large Barge)": {
"name": "Raised Gunwales (Large Barge)",
"description": "<p>The hull extends upward to about waist height on a Human character. As well as blocking high waves from washing onto the deck and potentially swamping the boat, gunwales offer @UUID[Compendium.wfrp4e-core.journals.NS3YGlJQxwTggjRX.JournalEntryPage.wmA76Q2zJJ9HrkvA#combat-difficulty]{medium cover} to anyone crouching on the deck; ranged attacks against them are Hard.</p>"
},
"Armour Plating (Bronze)": {
"name": "Armour Plating (Bronze)",
"description": "<p>A thin sheet of bronze or iron adds 12 Armour Points to a boats hull, but it increases a boats weight and needs regular maintenance, which involves hauling the boat completely out of the water and scraping the hull.</p><p><strong>Bronze</strong>: 1 AP; must be scraped at least once every three months or oxidation reaches a point where the surface becomes pitted and riddled with river weed, increasing drag and reducing manoeuvrability (M 1, <strong>Boat Handling</strong> Tests 10). This does not affect armour value.</p><blockquote class=\"foundry-note\"><p>This represents 10 feet of length of armour. Please modify this item's price and encumbrance according to how many 10 ft. lengths used.</p></blockquote>",
"effects": {
"Bronze Armour Plating": {
"name": "Bronze Armour Plating"
}
}
},
"Anticoagulant Saliva": {
"name": "Anticoagulant Saliva",
"description": "<p>The victim of the creature&rsquo;s bite gains one @Condition[Bleeding] Condition.</p>",
"effects": {
"Anticoagulant Saliva": {
"name": "Anticoagulant Saliva"
}
}
},
"Racing Rig (Fishing Skiff)": {
"name": "Racing Rig (Fishing Skiff)",
"description": "<p>As well as developing racing hulls (see above), the wealthy boat-owners of the Empire — or rather, the talented boat-builders in their employ — have developed a system of sails and rigging designed for speed, at the expense of some sturdiness. A racing rig allows a boat an extra +10% Movement over the amount given in the @Table[wind]{wind table}, but only in a tailwind or a sidewind. In a headwind, the Movement penalty is reduced by -5%</p><p>A racing rig includes a @UUID[Compendium.wfrp4e-dotr.items.50lomqxMkIIx5jZm]{flying jib}, and the advantages of the two do not stack.</p><p>This speed comes at a cost, though. The complex racing rig requires an expert crew, imposing a penalty of 10 to all <strong>Boat Handling</strong> Tests. In addition, all hits to the rigging cause double normal Damage.</p>",
"effects": {
"Racing Rig": {
"name": "Racing Rig"
}
}
},
"The Gripe": {
"name": "The Gripe",
"description": "<p>The patient is seized by the sharp abdominal pains that give the disease its name. They strike without pattern or warning, and may be accompanied by Fever, Flux, and Vomiting.</p>\n<p>Almost every herbalist and rural crone in the Empire claims to have an infallible cure; they all take the form of a broth or tea, and while ingredients vary, none seems to be more effective than any other. The only real treatment for this disease is liquids to replace those lost, and time.</p>",
"effects": {
"Gripes": {
"name": "Gripes"
},
"BeIbaZVrl1HD4miH": {
"name": "Gripes"
}
}
},
"Stripped (Row Boat)": {
"name": "Stripped (Row Boat)",
"description": "<p>A boat can be stripped of all cabins and superstructures, either to lighten it or to maximize cargo space. Stripping a standard boat costs the indicated amount; building a stripped boat costs 75% of the normal price. Weight is reduced as shown above, and cargo space is increased by 75% over the normal capacity.</p>",
"effects": {
"Stripped": {
"name": "Stripped"
}
}
},
"Flying Jib (Row Boat)": {
"name": "Flying Jib (Row Boat)",
"description": "<p>A flying jib is an extra foresail and requires a bowsprit to be added to the boat; this increases length by 10%. Unfurled in a tailwind, the flying jib gives the boat an extra +5% Movement over the amount given in the @Table[wind]{wind table}. It has no effect in sidewinds, and doubles the Movement penalty for a headwind.</p>",
"effects": {
"Flying Jib": {
"name": "Flying Jib",
"changes": {
"system.details.length.value": 1.1
}
}
}
},
"Steam": {
"name": "Steam",
"description": "<p>The Dwarf Engineers&rsquo; Guild and the Imperial Engineers&rsquo; School have both been developing steam engines, and one could be adapted to drive a boat. Of course, a steam engine is large and heavy, and will take up a considerable amount of space that could otherwise be devoted to cargo and/or passengers: about half of a boat&rsquo;s carrying capacity seems about right. This includes storage for enough coal to keep the boat running for a week, or enough wood to keep it running for two days.</p>\n<p>A boat powered by a steam engine can maintain its standard Movement rate for as long as the fuel holds out, regardless of wind direction. It requires tending by a qualified engineer, with <strong>Trade (Engineer) </strong>Tests made in place of <strong>Boat Handling</strong> Tests. Steam engines can be unreliable, though, and despite their size and bulk their mechanisms are easily upset. Whenever a double is rolled on a failed <strong>Trade (Engineer)</strong> Test, or the result is an Astounding Failure, or the boat takes a Critical Hull Hit, roll on the @Table[steam-engine] table</p>"
},
"Favoured of Tzeentch": {
"name": "Favoured of Tzeentch",
"description": "<p>@UUID[Compendium.wfrp4e-dotr.journals.uHClvCto8icrUp9P.JournalEntryPage.m3m8NR3fUQjVyGOJ]{Warrior of Tzeentch}</p>"
},
"Vanera": {
"name": "Vanera",
"description": "<h3>The Goddess' Gift</h3>\n<p>Some herbalists in the Empire and Tilea believe that the name of this plant comes from the Human goddess Verena. I don&rsquo;t believe this myself, since it is also known by this name in Norsca and Kislev, where Ulric is far more commonly worshipped than Verena. It grows on the south side of chalk hills, where there is plenty of sun and not too much wind. The leaves are picked, cleaned, soaked in salt water for two weeks, and then boiled and served like spinach. A little butter and black pepper helps their flavour enormously. I personally don&rsquo;t use it for convalescents, because the headache that occurs when the herb wears off can often undo any good that the patient received from the herb&rsquo;s stimulant effect. However, I will prescribe it for those on watch, or required to search all night for missing travellers, or anyone else who needs to stay awake when they should be asleep, and who doesn&rsquo;t mind paying the price later.</p>"
},
"Ball (Cannon)": {
"name": "Ball (Cannon)"
},
"Capricious": {
"name": "Capricious",
"description": "<p>The creature&rsquo;s temper swings from one extreme to the other. When any creature makes a <strong>Fellowship </strong>Test in dealing with the creature, roll on the following table:</p>\n<table style=\"width: 77.0354%; height: 95px;\" border=\"1\">\n<tbody>\n<tr style=\"height: 16px;\">\n<td style=\"width: 14.1285%; text-align: center; height: 15px;\"><strong>[[/r 1d10]]</strong></td>\n<td style=\"width: 84.5762%; text-align: center; height: 15px;\"><strong>Result</strong></td>\n</tr>\n<tr style=\"height: 16px;\">\n<td style=\"width: 14.1285%; height: 16px;\">1</td>\n<td style=\"width: 84.5762%; height: 16px;\">Subtract 2 from SL</td>\n</tr>\n<tr style=\"height: 16px;\">\n<td style=\"width: 14.1285%; height: 16px;\">2-3</td>\n<td style=\"width: 84.5762%; height: 16px;\">Subtract 1 from SL</td>\n</tr>\n<tr style=\"height: 16px;\">\n<td style=\"width: 14.1285%; height: 16px;\">4-7</td>\n<td style=\"width: 84.5762%; height: 16px;\">Use indicated SL</td>\n</tr>\n<tr style=\"height: 16px;\">\n<td style=\"width: 14.1285%; height: 16px;\">8-9</td>\n<td style=\"width: 84.5762%; height: 16px;\">Add 1 to SL</td>\n</tr>\n<tr style=\"height: 16px;\">\n<td style=\"width: 14.1285%; height: 16px;\">10</td>\n<td style=\"width: 84.5762%; height: 16px;\">Add 2 to SL</td>\n</tr>\n</tbody>\n</table>"
},
"Mortar": {
"name": "Mortar",
"description": "<p>A mortar is the blackpowder equivalent of a catapult, firing a heavy ball or a bomb in a high arc. On the battlefield, they are used mainly in sieges, throwing explosives over castle walls to wreak damage in the courtyard. They are rarely seen on boats, except those employed as floating siege batteries by the navies of the Old Worlds wealthier nations. As with cannon, possession of a mortar is sufficient to arouse deep suspicions on the part of the authorities.</p><p>Like @UUID[Compendium.wfrp4e-dotr.items.Cglbo7THNwrPHnuD]{medium catapults}, mortars require 3 actions to move them, making them awkward to aim precisely.</p>"
},
"Aquatic": {
"name": "Aquatic",
"description": "<p>The creature can breathe underwater and moves at its full Movement rate in water. It cannot move on land.</p>"
},
"Slowmind": {
"name": "Slowmind",
"description": "<h3>Slowmind</h3>\n<p>I know that there are those who regard this plant as nothing more than a poison, but I have found it useful in extreme cases of nervous hysteria where the patient must be kept still to avoid self-inflicted injuries, and also in cases where the pain of a wound or infection makes it impossible for the patient to fall into a healing sleep. Provided the dosage is strictly controlled and the patient&rsquo;s temperature and breathing are constantly watched, I believe there is no significant risk. The root of this plant, which grows in marshy areas and is often found together with water-lilies, is first soaked in salt water for three days and nights to leach out any impurities, then dried on a pan in front of the fire for two days, or until it sounds woody when tapped with a fork. Then, it is finely grated &mdash; mixed with a little nutmeg if available &mdash; tied in a cloth bag and hung in the chimney to smoke for two weeks. The powder is then boiled for two days in water with a little vinegar, strained and added in small quantities to a sweet tea or mulled wine.</p>",
"effects": {
"Slowmind Infusion": {
"name": "Slowmind Infusion",
"changes": {
"system.characteristics.int.modifier": -10,
"system.characteristics.wp.modifier": -10
}
},
"Slowmind Poultice": {
"name": "Slowmind Poultice"
},
"Apply Infusion": {
"name": "Apply Infusion"
},
"Apply Poultice": {
"name": "Apply Poultice"
}
}
},
"Enrage Beast": {
"name": "Enrage Beast",
"description": "<p>Your eyes flash with unwholesome light as you inspire fear in a single ordinary animal within 12 yards (6 squares). The target animal is entitled to a <strong>Willpower </strong>Test to resist this spell. On a failed Test, it acts strangely. Roll [[/r 1d10]] on the @UUID[Compendium.wfrp4e-dotr.tables.VQTQb4Qlapf7Upuz]{Enrage Beast} Table to see what it does.</p><p><strong>Lore:</strong> 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.</p><p></p>",
"effects": {
"Enrage Beast": {
"name": "Enrage Beast"
}
}
},
"Wilful Corruption": {
"name": "Wilful Corruption",
"description": "<p>The favoured of Tzeentch are masters of magic, and gain a small measure of insight and control over the horrific gifts their patron bestows. When you gain a mutation, you roll any dice twice and pick the preferred result.</p>"
},
"Broad Rudder (Row Boat)": {
"name": "Broad Rudder (Row Boat)",
"description": "<p>A larger rudder improves steering, but requires a stronger helmsman because of increased water resistance. Every <strong>Boat Handling</strong> Test must also be accompanied by a <strong>Strength </strong>Test; if the <strong>Strength </strong>Test is successful, its SLs may be added to those of the Boat Handling Test. There is no penalty for an ordinary failure on this additional <strong>Strength </strong>Test. However, an Astounding Failure or Fumble results a sudden swing of the runner sending the unfortunate Character head first into the water!</p>"
},
"Smoothing": {
"name": "Smoothing",
"description": "<p>Less radical than a racing hull is the process of smoothing a boats hull with sand and abrasive rocks, to remove any irregularities that might cause unnecessary drag. Initial smoothing of a hull takes at least a week at a boatyard and gives the boat M +1.</p><p>@UUID[Compendium.wfrp4e-dotr.journals.WR8ZAD6yw9lYgzeY.JournalEntryPage.qpdadmEFPBzFcklt]{Repairing} a smoothed hull costs 50% more than normal; cheaper repairs lose all the benefits of the smoothing.</p><blockquote class=\"foundry-note\"><p>Encumbrance and Price reflects 10 ft. of length. Modify this item according to the ship it's being applied to.</p></blockquote>",
"effects": {
"Smoothing": {
"name": "Smoothing",
"changes": {
"system.details.move.value": 1
}
}
}
},
"Climb": {
"name": "Climb",
"description": "<p>Your fingernails and toenails become short claws, not long enough to serve as weapons but sufficient to make climbing much easier. When barefoot and without gloves, you gain the @UUID[Compendium.wfrp4e-core.items.MGEPI4jNhymNIRVz]{Scale Sheer Surface} Talent for the duration of the spell.</p><p>\n\n <b>Lore:</b> 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.<p>",
"effects": {
"Climb": {
"name": "Climb"
}
}
},
"Fore-and-Aft Rudder (Typical Barge or Patrol Boat)": {
"name": "Fore-and-Aft Rudder (Typical Barge or Patrol Boat)",
"description": "<p>For maximum manoeuvrability, a second rudder may be added to the bow of the boat. This reduces the boat&rsquo;s Movement score by &ndash;1, but given a trained crewmember at both rudders, all <strong>Boat Handling</strong> Tests involving steering receive a +20 bonus.</p>",
"effects": {
"Fore-and-Aft Rudder": {
"name": "Fore-and-Aft Rudder",
"changes": {
"system.details.move.value": -1
}
}
}
},
"Musket Rests": {
"name": "Musket Rests",
"description": "<p>Forked poles set up along a boats rail support the barrel of a blackpowder longarm, such as a blunderbuss, a Hochland long rifle, a repeater handgun, or a volley gun. This makes the weapon easier to aim (+10 to hit) but requires an action to place the weapon in the rest after reloading.</p><blockquote class=\"foundry-note\"><p>In the book these are classified as Weapons, but since they do not act as weapons themselves, they are classified here as Superstructure</p></blockquote>"
},
"Tremor": {
"name": "Tremor",
"description": "<p>Your foot transforms briefly into a great hoof wreathed in purple flame. The ground shakes as you stamp; all creatures within a radius equal to your Willpower Bonus in yards&nbsp;(except you) must make an <strong>Agility </strong>Test or fall down, gaining a @Condition[Prone] Condition.</p><p>\n\n <b>Lore:</b> 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.<p>",
"effects": {
"Tremor": {
"name": "Tremor"
}
}
},
"Racing Hull": {
"name": "Racing Hull",
"description": "<p>Wealthy nobles are addicted to contests and wagering, as everyone knows. In an effort to outdo their fellows, some wealthy boat owners have sunk immense sums into research and craftsmanship, in search of the perfect hull shape for speed. A racing hull is as smooth as glass and cunningly shaped to reduce drag to a bare minimum, allowing the boat to travel at up to twice its normal Movement rate.</p><p>A boat with a racing hull is tricky to control, though, and requires a <strong>Difficult (10) Boat Handling</strong> Test every hour. On a Marginal (1 SL) or Normal Failure, Movement cannot exceed the normal rate; on an Impressive Failure (4 SL), Movement is half normal; and on an Astounding Failure (6 SL or less), the hull is damaged and the boat cannot exceed half normal Movement until it is repaired at a cost equal to half the cost of the hull, as above.</p><p>Normal @UUID[Compendium.wfrp4e-dotr.journals.WR8ZAD6yw9lYgzeY.JournalEntryPage.qpdadmEFPBzFcklt]{repairs} to a racing hull cost twice the normal rate given, and require finer craftsmanship: all relevant Tests are one step more difficult than usual.</p><blockquote class=\"foundry-note\"><p>Encumbrance and Price reflects 10 ft. of length. Modify this item according to the ship it's being applied to.</p></blockquote>",
"effects": {
"Racing Hull": {
"name": "Racing Hull",
"changes": {
"system.details.move.value": 2
}
}
}
},
"Ballista": {
"name": "Ballista",
"description": "<p>Ballistae are giant crossbows that fire iron-capped bolts the size of fence posts. They can spit a person or creature like a chicken, or punch a nice, neat hole in a boat&rsquo;s hull. Ballistae are normally mounted on swivels, allowing them a wide arc of fire.</p>"
},
"Fore-and-Aft Rudder (Large Barge)": {
"name": "Fore-and-Aft Rudder (Large Barge)",
"description": "<p>For maximum manoeuvrability, a second rudder may be added to the bow of the boat. This reduces the boat&rsquo;s Movement score by &ndash;1, but given a trained crewmember at both rudders, all <strong>Boat Handling</strong> Tests involving steering receive a +20 bonus.</p>",
"effects": {
"Fore-and-Aft Rudder": {
"name": "Fore-and-Aft Rudder",
"changes": {
"system.details.move.value": -1
}
}
}
},
"Subvert Strength": {
"name": "Subvert Strength",
"description": "<p>Your hand glows with queer blue spots. The next non-magical, inanimate object you touch loses its hardness, becoming soft and malleable. Steel bends; glass folds; rock becomes putty. If you cast this spell on a weapon, it bends or even breaks if used in combat. Armour affected by this spell ceases to offer protection, losing all armour points in the affected location (and if it takes a hit, armour there is destroyed). You may only affect an object of up to two cubic yards. You can shape this material as you like, though the GM may require an appropriate <strong>Trade </strong>Test.</p><p>\n\n <b>Lore:</b> 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.<p>"
},
"Oars": {
"name": "Oars",
"description": "<p>The oars are splintered, and rowers take one hit for +5 Damage from flying splinters. Until the oars are replaced, the boat can only drift. Optionally, an oar Critical Hit only destroys one oar, according to the direction from which the attack came. Given a couple of turns to improvise a mount &mdash; a <strong>Difficult (&ndash;10) Trade (Boatbuilding </strong>or<strong> Carpentry)</strong> Test &mdash; the surviving oar can be fixed to the rear of the boat and used to stern-scull at half the normal speed. Steering while stern-sculling requires a successful <strong>Challenging (+0) Boat Handling</strong> Test.</p>"
},
"Tarrabeth": {
"name": "Tarrabeth",
"description": "<h3>Tarrabeth</h3>\n<p>Tarrabeth is an elven name, and the herb is found mostly in the deep forests where the Wood Elves live. There are few other names for the herb, although I have heard it called Emperor&rsquo;s Wort in some cities, often by Humans who came by the herb dishonestly and use a Human name in order to avoid the wrath of the authorities. For the best effect, the leaves should be boiled until they completely disintegrate; the mixture is then strained, boiled down to the consistency of melted cheese, and left to cool.</p>",
"effects": {
"Apply Tarrabath (to Weapon)": {
"name": "Apply Tarrabath (to Weapon)"
},
"Tarrabeth": {
"name": "Tarrabeth"
}
}
},
"Flying Jib (Large Barge)": {
"name": "Flying Jib (Large Barge)",
"description": "<p>A flying jib is an extra foresail and requires a bowsprit to be added to the boat; this increases length by 10%. Unfurled in a tailwind, the flying jib gives the boat an extra +5% Movement over the amount given in the @Table[wind]{wind table}. It has no effect in sidewinds, and doubles the Movement penalty for a headwind.</p>",
"effects": {
"Flying Jib": {
"name": "Flying Jib",
"changes": {
"system.details.length.value": 1.1
}
}
}
},
"Hallucinogen": {
"name": "Hallucinogen",
"description": "<p>The creature exudes a hallucinogenic musk. Victims within 2 yards (more, at the GM&rsquo;s discretion, if the victim is downwind) must pass an <strong>Average (+20) Willpower</strong> Test or succumb, gaining one @Condition[Stunned] Condition for each level of failure.</p>",
"effects": {
"Hallucinogen": {
"name": "Hallucinogen"
}
}
},
"Fore-and-Aft Rudder (Fishing Skiff)": {
"name": "Fore-and-Aft Rudder (Fishing Skiff)",
"description": "<p>For maximum manoeuvrability, a second rudder may be added to the bow of the boat. This reduces the boat&rsquo;s Movement score by &ndash;1, but given a trained crewmember at both rudders, all <strong>Boat Handling</strong> Tests involving steering receive a +20 bonus.</p>",
"effects": {
"Fore-and-Aft Rudder": {
"name": "Fore-and-Aft Rudder",
"changes": {
"system.details.move.value": -1
}
}
}
},
"Graveroot": {
"name": "Graveroot",
"description": "<h3>Grave Matters</h3>\n<p>Also known as Grabwort, Dead Man&rsquo;s Finger, Ghostbane and Morr&rsquo;s Root, Graveroot is attracted to shady, sheltered locations with slightly damp soil. It flourishes especially in graveyards, which, together with its well-known magical properties, has led some people to theorise that it somehow feeds on the magical energies of the bodies buried beneath it. The root, when dried and grated, may be used in a number of preparations and magical spells concerning the Undead, and it actually seems to affect them as poison would affect a living creature. An infusion of the root seems to have no particular effect on a living patient, except to cause vomiting at higher concentrations. Less well known is the fact that a hot poultice made from both the leaves and root of this plant speeds the healing of infected wounds caused by undead creatures.</p>"
},
"Armoured Walls (Fishing Skiff)": {
"name": "Armoured Walls (Fishing Skiff)",
"description": "<p>The walls of any cabin or other superstructure are reinforced with iron plates. Any Character or NPC behind an armoured wall counts as being in @UUID[Compendium.wfrp4e-core.journals.NS3YGlJQxwTggjRX.JournalEntryPage.wmA76Q2zJJ9HrkvA#combat-difficulty]{Hard cover} and ranged attacks against them are Very Hard.</p>"
},
"Gift of the Beast": {
"name": "Gift of the Beast",
"description": "<p>You call upon the favour of Tzeentch and gain a temporary mutation: consult the @Table[giftofthebeast] Table.</p><p>\n\n <b>Lore:</b> 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.<p>",
"effects": {
"Gift of the Beast": {
"name": "Gift of the Beast"
}
}
},
"Flying Jib (Typical Barge or Patrol Boat)": {
"name": "Flying Jib (Typical Barge or Patrol Boat)",
"description": "<p>A flying jib is an extra foresail and requires a bowsprit to be added to the boat; this increases length by 10%. Unfurled in a tailwind, the flying jib gives the boat an extra +5% Movement over the amount given in the @Table[wind]{wind table}. It has no effect in sidewinds, and doubles the Movement penalty for a headwind.</p>",
"effects": {
"Flying Jib": {
"name": "Flying Jib",
"changes": {
"system.details.length.value": 1.1
}
}
}
},
"Transformation of the Beast": {
"name": "Transformation of the Beast",
"description": "<p>You channel the power of Tzeentch, and your body transforms into that of a @UUID[Compendium.wfrp4e-core.actors.R37OtN5gmPWCYOP3]{Gor}. You gain the following temporary benefits:</p>\n<p><strong>Characteristics</strong>: use your own characteristic or that of a Gor, whichever is better.</p>\n<p><strong>Traits</strong>: gain @UUID[Compendium.wfrp4e-core.items.VUJUZVN3VYhOaPjj]{Armour 1}, @UUID[Compendium.wfrp4e-core.items.fjd1u9VAgiYzhBRp]{Fury}, and @UUID[Compendium.wfrp4e-core.items.BqPZn6q3VHn9HUrW]{Horns +6}</p>\n<p><strong>Skills</strong>: gain Beast Tongue but lose the ability to speak intelligibly in any other language.</p><p>\n\n <b>Lore:</b> 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.<p>",
"effects": {
"Transformation of the Beast": {
"name": "Transformation of the Beast"
}
}
},
"Trinkwort": {
"name": "Trinkwort",
"description": "<h3>Trinkwort</h3>\n<p>According to Halfling tradition, the knowledge of this plant was given to us by the goddess Esmeralda herself, after her first husband Bibogenitus brought the knowledge of brewing and winemaking to the Moot. We know it as Sober-root, and the Elves call it <em>Corrylliamid</em>. It is found in the deepest forest, often growing between the roots of the lornalim tree, or next to ancient oaks. The root is peeled and roasted in a slow oven until it is as soft as a well-cooked parsnip, and then eaten.</p>",
"effects": {
"Raw Trinkwort": {
"name": "Raw Trinkwort"
},
"Apply Raw": {
"name": "Apply Raw"
}
}
},
"Ammo": {
"name": "Ammo",
"description": "<p>Represents the default ammunition for a vehicle weapon</p>"
},
"Fore-and-Aft Rudder (Row Boat)": {
"name": "Fore-and-Aft Rudder (Row Boat)",
"description": "<p>For maximum manoeuvrability, a second rudder may be added to the bow of the boat. This reduces the boat&rsquo;s Movement score by &ndash;1, but given a trained crewmember at both rudders, all <strong>Boat Handling</strong> Tests involving steering receive a +20 bonus.</p>",
"effects": {
"Fore-and-Aft Rudder": {
"name": "Fore-and-Aft Rudder",
"changes": {
"system.details.move.value": -1
}
}
}
},
"Spiderleaf": {
"name": "Spiderleaf",
"description": "<h3>Spiderleaf</h3>\n<p>This herb gets its name from the shape and arrangement of its long, narrow leaves, which look as though a spider has been impaled on the main stem with its legs in the air. All across the Old World, it is known by the same name in the local language. There are even some healers &mdash; mostly Human &mdash; in remote areas who wrap the leaves in cobwebs before applying them to a wound, thinking that some magical sympathy between the spider-shaped plant and the webs of an&nbsp;actual spider will make the treatment more&nbsp;effective. It does not seem to do so.</p>"
},
"Catapult (Small)": {
"name": "Catapult (Small)",
"description": "<p>Catapults are indirect-fire weapons that throw rocks, bombs, or incendiaries in a high arc, bringing them crashing down on the heads of the targets. They are simple to build but tricky to aim, especially against a moving target. Catapults are not easy to aim, requiring 2&ndash;3 actions to move them, according to their size.</p>"
},
"Barrakul": {
"name": "Barrakul",
"description": "<p><img style=\"border: none;\" src=\"modules/wfrp4e-dotr/assets/items/barrakul.webp\" alt=\"\" width=\"119\" height=\"368\" /></p>",
"effects": {
"Barrakul": {
"name": "Barrakul"
}
}
},
"Rotgut": {
"name": "Rotgut",
"effects": {
"Apply Rotgut": {
"name": "Apply Rotgut"
},
"Rotgut": {
"name": "Rotgut"
}
}
},
"Hull": {
"name": "Hull",
"description": "<p>The boat is holed and begins to ship water. It sinks in a number of minutes equal to the boats Toughness (see @UUID[Compendium.wfrp4e-dotr.journals.WR8ZAD6yw9lYgzeY.JournalEntryPage.8RsPoCyE5UELCb1s#holed]{Holed}). The water may ruin the cargo, if any.</p>"
}
}
}
-264
View File
@@ -1,264 +0,0 @@
{
"label": "Scenes (Death on the Reik)",
"folders": {
"Death on the Reik": "Death on the Reik",
"Companion": "Companion",
"Castle Wittgenstein": "Castle Wittgenstein"
},
"entries": {
"Unterbaum and Surrounds": {
"name": "Unterbaum and Surrounds"
},
"Typical River Lock & Lock Keeper's House": {
"name": "Typical River Lock & Lock Keeper's House",
"drawings": {
"1": "1",
"2": "2",
"3": "3",
"4": "4",
"5": "5",
"6": "6",
"7": "7",
"8": "8",
"9": "9",
"First Floor": "First Floor",
"Ground Floor": "Ground Floor",
"Lock Gate": "Lock Gate",
"River": "River",
"Office": "Office",
"Living Room": "Living Room",
"Strong Room": "Strong Room",
"Kitchen": "Kitchen",
"Stores": "Stores",
"Bedroom": "Bedroom",
"Yard": "Yard"
}
},
"The Signal Tower": {
"name": "The Signal Tower",
"drawings": {
"1": "1",
"2": "2",
"3": "3",
"A": "A",
"E": "E",
"G": "G",
"F": "F",
"B": "B",
"C": "C",
"D": "D",
"H": "H",
"Iron Shutter": "Iron Shutter",
"Ladder Up": "Ladder Up",
"Signal Mirror": "Signal Mirror",
"Stone Hearth": "Stone Hearth",
"Dwarf Scaffolding": "Dwarf Scaffolding",
"Trapdoor": "Trapdoor"
},
"notes": {
"The Signal Tower": "The Signal Tower",
"Entrance Hall": "Entrance Hall",
"Alchemist's Laboratory": "Alchemist's Laboratory",
"Secret Accessway": "Secret Accessway",
"Library": "Library",
"Study": "Study",
"Inner Corridor": "Inner Corridor",
"Secret Library": "Secret Library"
}
},
"Etelka's Tower": {
"name": "Etelka's Tower",
"drawings": {
"1": "1",
"2": "2",
"3": "3",
"4": "4",
"5": "5",
"6": "6",
"7": "7",
"8": "8",
"9": "9",
"10": "10",
"11": "11",
"12": "12",
"13": "13",
"14": "14",
"15": "15",
"Up To Mirrors": "Up To Mirrors",
"Down to Ground Floor": "Down to Ground Floor"
}
},
"On The Trail of the Red Crown": {
"name": "On The Trail of the Red Crown"
},
"The Physician's House": {
"name": "The Physician's House",
"drawings": {
"B": "B",
"A": "A",
"C": "C",
"D": "D",
"E": "E",
"F": "F",
"H": "H",
"G": "G",
"I": "I",
"J": "J"
},
"notes": {
"The Hallway": "The Hallway",
"Dining Room": "Dining Room",
"Kitchens": "Kitchens",
"Surgery": "Surgery",
"Study": "Study",
"Cellar": "Cellar",
"Bedroom": "Bedroom",
"Yard": "Yard",
"Brew House": "Brew House"
}
},
"Grissenwald Farmhouse": {
"name": "Grissenwald Farmhouse"
},
"Wittgendorf Village": {
"name": "Wittgendorf Village",
"notes": {
"Wharf": "Wharf",
"Ferry House": "Ferry House",
"The Physicians' House": "The Physicians' House",
"The Mill": "The Mill",
"The Shooting Star Inn": "The Shooting Star Inn",
"The Shop": "The Shop",
"The Temple of Sigmar": "The Temple of Sigmar"
}
},
"Castle Dungeons": {
"name": "Castle Dungeons",
"drawings": {
"c": "c",
"b": "b",
"a": "a",
"d": "d",
"To The Temple": "To The Temple",
"To The Great Hall": "To The Great Hall"
}
},
"Elvyra's House": {
"name": "Elvyra's House",
"drawings": {
"A": "A",
"B": "B",
"C": "C",
"D": "D",
"E": "E",
"Parlour": "Parlour",
"Kitchen/Storeroom": "Kitchen/Storeroom",
"Cellar": "Cellar",
"Bedrooms": "Bedrooms"
}
},
"Temple of Sigmar": {
"name": "Temple of Sigmar",
"drawings": {
"B": "B",
"A": "A",
"F": "F",
"G": "G",
"E": "E",
"C": "C",
"D": "D",
"H": "H",
"I": "I",
"Altar": "Altar",
"Mechanism for lowering & raising the altar": "Mechanism for lowering & raising the altar",
"Tunnel Network": "Tunnel Network",
"Sealed Niche": "Sealed Niche",
"Books containing the clues": "Books containing the clues"
},
"notes": {
"Temple": "Temple",
"Priest's Room": "Priest's Room",
"Room of Records": "Room of Records",
"Kitchen": "Kitchen",
"Stores": "Stores",
"Receiving Room": "Receiving Room",
"Graveyard and Mausoleum": "Graveyard and Mausoleum",
"Crypts": "Crypts",
"Foyer": "Foyer"
}
},
"Emperor Luitpold": {
"name": "Emperor Luitpold"
},
"The Red Barn": {
"name": "The Red Barn"
},
"Grissenwald Surrounds": {
"name": "Grissenwald Surrounds"
},
"Under The Castle": {
"name": "Under The Castle",
"drawings": {
"Half a mile": "Half a mile",
"Undergound tunnel From the Dark Woods": "Undergound tunnel From the Dark Woods",
"The River Reik": "The River Reik"
}
},
"The Old Mine": {
"name": "The Old Mine",
"drawings": {
"Spoil Heaps": "Spoil Heaps",
"Buggy": "Buggy",
"Tracks": "Tracks",
"Rock Fall": "Rock Fall",
"C": "C",
"A": "A",
"B": "B"
}
},
"Grissenwald": {
"name": "Grissenwald"
},
"Castle Wittgenstein": {
"name": "Castle Wittgenstein",
"drawings": {
"a": "a",
"c": "c",
"d": "d",
"b": "b",
"f": "f",
"e": "e",
"g": "g",
"S": "S"
},
"notes": {
"5a. Ruins": "5a. Ruins",
"5b. Ruins": "5b. Ruins",
"5c. Ruins": "5c. Ruins"
}
},
"The Devil's Bowl": {
"name": "The Devil's Bowl",
"drawings": {
"1": "1",
"2": "2",
"3": "3",
"4": "4",
"5": "5",
"6": "6",
"7": "7",
"8": "8",
"Cave": "Cave",
"A": "A",
"Lake": "Lake",
"Crater Rim": "Crater Rim",
"Waterfall": "Waterfall",
"B": "B",
"Ancient Skeletons": "Ancient Skeletons",
"Rockfall": "Rockfall",
"Grave": "Grave",
"Stream": "Stream"
}
}
}
}
-384
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@@ -1,384 +0,0 @@
{
"label": "Tables (Death on the Reik)",
"entries": {
"Waterborne Diseases": {
"name": "Waterborne Diseases",
"results": {
"1-40": {
"description": "@UUID[Compendium.wfrp4e-core.items.txeLd7R13qxSvmsr]{Galloping Trots}"
},
"41-60": {
"description": "@UUID[Compendium.wfrp4e-dotr.items.fUYD3itr7AlZwQDI]{The Gripe}"
},
"61-70": {
"description": "<b>@UUID[Compendium.wfrp4e-core.items.1hQuVFZt9QnnbWzg]{Minor Infection}</b>: Re-roll if the Character is unwounded"
},
"71-75": {
"description": "<b>@UUID[Compendium.wfrp4e-core.items.kKccDTGzWzSXCBOb]{Festering Wound}</b>: Re-roll if the Character is unwounded"
},
"76-80": {
"description": "@UUID[Compendium.wfrp4e-dotr.items.PIqixe4OQgrVQpFc]{Cavity Worms}"
},
"81-90": {
"description": "@UUID[Compendium.wfrp4e-dotr.items.0JMqXbCFSYGvBLnE]{Reikworms}"
},
"91-100": {
"description": "@UUID[Compendium.wfrp4e-core.items.herUmN51D9TiL2Vn]{The Bloody Flux}"
}
}
},
"Hit Location - Rowing Boat": {
"name": "Hit Location - Rowing Boat",
"results": {
"1-30": {
"description": "Crew"
},
"31-50": {
"description": "Crew"
},
"51-60": {
"description": "Oars"
},
"61-80": {
"description": "Hull"
},
"81-90": {
"description": "Hull"
},
"91-100": {
"description": "Hull"
}
}
},
"Poisoned Wind": {
"name": "Poisoned Wind",
"results": {
"1-4": {
"description": "-10 to Initiative for the following hour"
},
"5-5": {
"description": "Victim hallucinates millions of small spiders, and may only stamp, scream, and scratch for [[1d10]] Rounds."
},
"6-6": {
"description": "Victim believes the nearest rock is an animated and hostile piece of warpstone,and must attack it for [[1d10]] Rounds."
},
"7-7": {
"description": "Victim must flee for [[1d10]] Rounds."
},
"8-8": {
"description": "Victim believes they are a bird, drops all weapons and equipment, and attempts to fly for [[1d10]] Rounds."
},
"9-10": {
"description": "Victim suffers acute paranoia and attacks nearest Character for [[1d10]] Rounds."
}
}
},
"Trade Rumour": {
"name": "Trade Rumour",
"results": {
"1-5": {
"description": "Thats some wedding they have planned, wot? The snootiest folk in Reikland set to attend, but they say the appy couple aint ever even met! Nobles are weird, eh?"
},
"6-10": {
"description": "They say some noble has been having awful trouble with a rival - showed up one day with a sworn affidavit of royal birth and a dozen witnesses to boot! Probably nothing will come of it, but I hear some the troops are drilling just the same..."
},
"11-15": {
"description": "Apparently there was a fire at a grain store. Bushels and bushels burned to ash. Going to be a hungry season out that way..."
},
"16-20": {
"description": "Did you hear? A new temple to Sigmar was just commissioned. Lots of Imperial money for that, though they say the locals arent all pleased about it..."
},
"21-25": {
"description": "The Blue Pox took whole herds of cattle last season. The herdsmen are only just getting back on their feet now."
},
"26-30": {
"description": "Did you hear? Theres going to be a pie eating contest organised by some local Halfling. Sounds like its going to be a laugh, especially for the bakers!"
},
"31-35": {
"description": "Apparently some fanatic is encouraging the locals to donate every bit of metal they have to the Engineers Guild. Claims Morrslieb is going to fall and the Empirell need a big old cannon to shoot it back up! Funny, but the locals dont even have a pan left to cook on..."
},
"36-40": {
"description": "Did you hear? A Wizard as gone and moved in up the river! From a college in Altdorf, they say. Weird sort, but they ave some gold. Paying half the town to build a big old tower. Makes sense, dont it? Wizards gotta have a tower."
},
"41-45": {
"description": "Theres bandits at work, they say, rustling every animal wot aint nailed down. The torities dont give a wet pickeral. The locals are up in arms - or they would be, if they ad any..."
},
"46-50": {
"description": "You know, they say that woods are haunted over that way.. dont laugh! There aint a single forester working as they should be, and even the poachers aint going after deer in them forests."
},
"51-55": {
"description": "Theres a strange lot settling down there. Unusual names, unusual tastes. Dancing naked under Morrsleib they say! Still, plenty of crowns to pay folk to look the other way. One good Witch Hunterd put them right though..."
},
"56-60": {
"description": "Did you hear about the Elf over the way? Came from Ulthuan they say, looking to find some old Elf bones, or ruins, they say, and paying good money to anyone with a strong back to dig it out. Cant see why thered be anything there to find though. This is the Empire, not some Elf forest!"
},
"61-65": {
"description": "Did you hear theres a Witch Hunter abroad? They burned half the town down trying to set a pyre to burn some goat that predicted the future, only it turned out the goat got it wrong so everything was alright."
},
"66-70": {
"description": "They say theres famine brewing beyond. Bad harvests and some kind of big rats got into the stores… They had to call in some gang of Ratcatcher from three towns over to deal with em. Must have been big rats, eh?"
},
"71-75": {
"description": "Some artist has apparently set up a retreat up the river. Going to host a big display of their art, and invited half the province! Still, they say the art has an odd effect on folk who lay eyes on it, so lucky for me Ive only the one eye anyway!"
},
"76-80": {
"description": "A gang of Dwarfs fresh from the mountains has moved in just down the river. They say they got into some scuffle in the bar on their first night, and now owe the proprietor some kind of life debt! Anyway, theyre remodelling the whole inn for her by way of apology - be nice when its done."
},
"81-85": {
"description": "Theres trouble brewing over that way! I heard Beastmen have been spotted but the militia have been disbanded on account of a bad harvest last year! Bad news, I say."
},
"86-90": {
"description": "Did you hear that the watch there has hired an Ogre! I know. Can barely keep the thing fed, and an honest criminal cant hardly make a living for fear of being eaten..."
},
"91-95": {
"description": "Some Dwarf smith has moved in - no idea why she chose there. Been smithing like crazy ever since, and selling all she makes for next to nothing. Some says those pots are cursed, but I got one and it only leaks a little bit!"
},
"96-100": {
"description": "Did you hear? Some pack of second sons and disinherited wastrels are preparing for a trip out to the Border Princes. Packing their carts sky high with goods, its said."
}
}
},
"Castle Room Contents": {
"name": "Castle Room Contents",
"results": {
"1-5": {
"description": "Armour/weapons (broken/rusted)"
},
"6-10": {
"description": "Barrel beer, flour, brandy, oil, salt, etc."
},
"11-15": {
"description": "Bedding rugs, sheets, blankets, straw, etc."
},
"16-20": {
"description": "Box crockery, cutlery, pots &amp; pans, tools, etc."
},
"21-25": {
"description": "Broom"
},
"26-30": {
"description": "Bucket water, milk, sand, acid, etc."
},
"31-35": {
"description": "Candles/lamps"
},
"36-40": {
"description": "Chair armchair, chaise longue, sofa, stool, etc."
},
"41-45": {
"description": "Chamber pot"
},
"46-50": {
"description": "Chest of Clothes"
},
"51-55": {
"description": "Cressets (torch-holders)"
},
"56-60": {
"description": "Firewood/rushes"
},
"61-65": {
"description": "Musical instrument drums, pipes, etc."
},
"66-70": {
"description": "Painting historic scenes, castle views, portraits, landscapes, etc."
},
"71-75": {
"description": "Sacks flour, grain, etc."
},
"76-80": {
"description": "Shelves books, ornaments, etc."
},
"81-85": {
"description": "Statue"
},
"86-90": {
"description": "Table dining, writing, bedside, card, workbench, bloodstained, broken, etc."
},
"91-95": {
"description": "Tapestry see Painting"
},
"96-100": {
"description": "Wardrobe with clothes, shoes, underwear, etc."
}
}
},
"Gift of the Beast": {
"name": "Gift of the Beast",
"results": {
"1-1": {
"description": "<b>Animalistic Legs</b><br /><b>Effect</b>: @UUID[Compendium.wfrp4e-core.items.op4GKikIQee7JMXw]{+1 <b>M</b>}"
},
"2-2": {
"description": "<b>Beaked Face</b><br /><b>Effect</b>: @UUID[Compendium.wfrp4e-core.items.pLW9SVX0TVTYPiPv]{Bite +3}"
},
"3-3": {
"description": "<b>Claws</b><br /><b>Effect</b>: @UUID[Compendium.wfrp4e-core.items.AtpAudHA4ybXVlWM]{Claw +3}"
},
"4-4": {
"description": "<b>Fur</b><br /><b>Effect</b>: @UUID[Compendium.wfrp4e-core.items.VUJUZVN3VYhOaPjj]{Armour 1}"
},
"5-5": {
"description": "<b>Horns</b><br /><b>Effect</b>: @UUID[Compendium.wfrp4e-core.items.BqPZn6q3VHn9HUrW]{Horns +4}"
},
"6-6": {
"description": "<b>Tail</b><br /><b>Effect</b>: @UUID[Compendium.wfrp4e-core.items.UnJ25lL8aUzem5JO]{Tail-lash +3}"
},
"7-7": {
"description": "<b>Webbed Feet</b><br /><b>Effect</b>: @UUID[Compendium.wfrp4e-core.items.sJ3yX1kvzu2hgNq5]{Amphibious}"
},
"8-8": {
"description": "<b>Wings</b><br /><b>Effect</b>: @UUID[Compendium.wfrp4e-core.items.EO05HX7jql0g605A]{Flight 60}"
},
"9-10": {
"description": "<b>Roll Twice</b>@Table[giftofthebeast]"
}
}
},
"Wind Table": {
"name": "Wind Table",
"results": {
"1-3": {
"description": "<b>Calm Tailwind</b>: The boat drifts downstream at 25% of its normal movement rate; <b>Boat Handling</b> Tests are made with a penalty of -10."
},
"4-7": {
"description": "<b>Calm Sidewind</b>: The boat drifts downstream at 25% of its normal movement rate; <b>Boat Handling</b> Tests are made with a penalty of -10."
},
"8-10": {
"description": "<b>Calm Headwind</b>: The boat drifts downstream at 25% of its normal movement rate; <b>Boat Handling</b> Tests are made with a penalty of -10."
},
"11-13": {
"description": "<b>Light Tailwind</b>: Movement Speed: +5%"
},
"14-17": {
"description": "<b>Light Sidewind</b>: No Modifiers"
},
"18-20": {
"description": "<b>Light Headwind</b>: Movement Speed: -5%"
},
"21-23": {
"description": "<b>Bracing Tailwind</b>: Movement Speed: +10%"
},
"24-27": {
"description": "<b>Bracing Sidewind</b>: Movement Speed: +5%<b>The movement increase shown can only be achieved by tacking, which requires a successful <b>Boat Handling</b> Test.</b>"
},
"28-30": {
"description": "<b>Bracing Headwind</b>: Movement Speed: -10%"
},
"31-33": {
"description": "<b>Strong Tailwind</b>: Movement Speed: +20%"
},
"34-37": {
"description": "<b>Strong Sidewind</b>: Movement Speed: +10%<b>The movement increase shown can only be achieved by tacking, which requires a successful <b>Boat Handling</b> Test.</b>"
},
"38-40": {
"description": "<b>Strong Headwind</b>: Movement Speed: -20%"
},
"41-43": {
"description": "<b>Very Strong Tailwind</b>: Movement Speed: +25%"
},
"44-47": {
"description": "<b>Very Strong Sidewind</b>: A successful <b>Boat Handling</b> Test must be made in order to take the sail down before the boat keels over. If the Test is failed, the sail and rigging is torn down as above, and the boat begins to take on water. A <b>Boat Handling</b> Test may be attempted every turn in order to right the boat; there is a cumulative -5 penalty for each failed Test. The boat sinks in a number of rounds equal to its Toughness Bonus unless righted in time."
},
"48-50": {
"description": "<b>Very Strong Headwind</b>: Movement Speed: -25%<br />A successful <b>Boat Handling</b> Test is required to avoid damage to the sail and rigging. If the Test is failed, treat the result as a Critical Hit to the rigging (see below). The boat drifts out of control at 25% of its normal movement rate, modified according to the strength and direction of the wind; <b>Boat Handling</b> Tests to steer the boat are made at -20."
}
}
},
"Enrage Beast": {
"name": "Enrage Beast",
"results": {
"1-2": {
"description": "The animal gains a number of @Condition[Broken] Conditions equal to the number of Success Levels on the Casting Test."
},
"3-4": {
"description": "The animal gains the @Condition[Unconscious] Condition."
},
"5-6": {
"description": "The animal enters @UUID[Compendium.wfrp4e-core.items.yRhhOlt18COq4e1q]{Frenzy} and attacks the nearest other creature."
},
"7-8": {
"description": "The animal releases a tremendous burst of flatulence. All characters within 4 yards must succeed on <b>Toughness</b> Tests or take a 10% penalty to all Tests for as long as they remain in the area. The cloud disperses in [[1d5]] rounds. Roll again on the following round."
},
"9-10": {
"description": "The poor beast becomes so terrified that its heart explodes in its chest, and it dies."
}
}
},
"Hit Location - Sailing Boat": {
"name": "Hit Location - Sailing Boat",
"results": {
"1-30": {
"description": "Crew"
},
"31-50": {
"description": "Rigging"
},
"51-60": {
"description": "Steering"
},
"61-80": {
"description": "Hull"
},
"81-90": {
"description": "Superstructure"
},
"91-100": {
"description": "Superstructure"
}
}
},
"Cavity Worms Effect": {
"name": "Cavity Worms Effect",
"results": {
"1-2": {
"description": "-[[1d10]] Initiative"
},
"3-4": {
"description": "-[[1d10]] Intelligence"
},
"5-6": {
"description": "-[[1d10]] Willpower"
},
"7-8": {
"description": "-[[1d10]] Fellowship"
},
"13-13": {
"description": "Death"
},
"9-9": {
"name": "Skittish"
},
"10-10": {
"name": "Stupid"
},
"11-12": {
"name": "Bestial"
}
}
},
"Steam Engine Malfunctions": {
"name": "Steam Engine Malfunctions",
"results": {
"1-40": {
"description": "<p><strong>Stutter</strong>: The engine judders a little and loses steam. For the next [[1d10]] rounds, the boat drifts downstream at 25% of its normal Movement rate.</p>"
},
"41-60": {
"description": "<p><strong>Steam Leak</strong>: A jet of steam shoots out from the boiler. Whoever is tending the engine must make an Initiative Test or be scalded for [[{1d10 - 5, 1}kh]] Wounds (minimum of 1), regardless of armour.</p>"
},
"61-80": {
"description": "<p><strong>Pressure Loss</strong>: The engine stops working. The boat drifts downstream at 25% of its normal Movement rate until a successful <strong>Challenging (+0) Trade (Engineering)</strong> Test is made to re-start the engine. After the engine is restarted, it takes 5 SL rounds until the steam pressure builds back up sufficiently to propel the boat.</p>"
},
"81-90": {
"description": "<p><strong>Fire Out</strong>: Water somehow gets into the engines fire-box, putting it out and preventing the engine from working. It takes [[2d4]] rounds to rake out the sodden coals and replace them with dry fuel; then a successful <strong>Trade (Engineering)</strong> Test is made to re-start the engine. After the engine is restarted, it takes 5 SL rounds until the steam pressure builds back up sufficiently to propel the boat.</p>"
},
"91-95": {
"description": "<p><strong>Tank Rupture</strong>: An important plate in the engines workings springs, releasing all the steam. The engine cannot be repaired until it has cooled, which requires raking out the coals (see above) and a wait of [[20 + d10]] minutes. Then, a successful <strong>Difficult (10) Trade (Engineering)</strong> Test must be made to repair the engine, and another, <strong>Challenging (+0)</strong> Test to restart it. After the engine is restarted, it takes 5 SL rounds until the steam pressure builds back up sufficiently to propel the boat.</p>"
},
"96-100": {
"description": "<p><strong>Explosion</strong>: The boiler explodes, destroying the engine and causing Critical Hits to both @UUID[Compendium.wfrp4e-dotr.items.zaGFH3FVJGcFTRfM]{hull} and @UUID[Compendium.wfrp4e-dotr.items.6QkWKBguXzpwd9Ac]{superstructure}. Anyone in the same compartment as the engine suffers [[/r 12]] points of Blast and Impact Damage.</p>"
}
}
}
}
}
-234
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@@ -1,234 +0,0 @@
{
"label": "Scenes (Enemy In Shadows)",
"folders": {
"Bögenhafen": "Bögenhafen",
"Companion": "Companion",
"Enemy In Shadows": "Enemy In Shadows"
},
"entries": {
"Altdorf to Bögenhafen": {
"name": "Altdorf to Bögenhafen"
},
"Pandemonium Carnival": {
"name": "Pandemonium Carnival",
"drawings": {
"Urzo's Cage": "Urzo's Cage",
"Rassarak's Cage": "Rassarak's Cage",
"Khornate Beastmen": "Khornate Beastmen",
"The Twins & Imperial Beast": "The Twins & Imperial Beast",
"Farmyard Beasts": "Farmyard Beasts",
"Baggage Cart": "Baggage Cart",
"Wolfgang's Cart": "Wolfgang's Cart",
"Sleeping Caravan": "Sleeping Caravan"
}
},
"Bögenhafen": {
"name": "Bögenhafen"
},
"Black Arrow Keep": {
"name": "Black Arrow Keep",
"drawings": {
"Upper Tower Exterior": "Upper Tower Exterior",
"Upper Tower Interior": "Upper Tower Interior",
"Fourth Floor": "Fourth Floor",
"Third Floor": "Third Floor",
"First Floor": "First Floor",
"Second Floor": "Second Floor",
"Ground Floor": "Ground Floor"
},
"notes": {
"10. The Battlement Patrols": "10. The Battlement Patrols"
}
},
"Altdorf": {
"name": "Altdorf",
"drawings": {
"1. Königsplatz": "1. Königsplatz",
"2. Emperor's Palace": "2. Emperor's Palace",
"3. Holy Temple of Sigmar": "3. Holy Temple of Sigmar",
"4. Lower Class Area": "4. Lower Class Area",
"5. Mercantile Area": "5. Mercantile Area",
"6. Docks": "6. Docks",
"7. University of Altdorf & The Colleges of Magic": "7. University of Altdorf & The Colleges of Magic"
}
},
"The Coach and Horses": {
"name": "The Coach and Horses",
"drawings": {
"1": "1",
"2": "2",
"3": "3",
"4": "4",
"5": "5",
"6": "6",
"7": "7",
"8": "8",
"9": "9",
"10": "10",
"11": "11",
"12": "12",
"13": "13",
"14": "14",
"15": "15",
"16": "16",
"17": "17",
"18": "18",
"19": "19",
"20": "20",
"21": "21",
"22": "22",
"23": "23"
},
"notes": {
"5. Coach House": "5. Coach House",
"5. Stables": "5. Stables"
}
},
"Steinhäger Offices": {
"name": "Steinhäger Offices",
"drawings": {
"Kaufmannstrasse": "Kaufmannstrasse",
"Kurz Strasse": "Kurz Strasse",
"Trefferstrasse": "Trefferstrasse",
"Courtyard": "Courtyard",
"Heinrich's Room": "Heinrich's Room",
"Albrecht's Room": "Albrecht's Room",
"Safe": "Safe",
"Franz's Room": "Franz's Room",
"Doorkeeper": "Doorkeeper",
"Reception 1": "Reception 1",
"Reception 2": "Reception 2",
"Clerks Rooms": "Clerks Rooms",
"Chief Clerk's Room": "Chief Clerk's Room",
"Store": "Store"
}
},
"The Crossed Lances": {
"name": "The Crossed Lances",
"drawings": {
"1": "1",
"2": "2",
"3": "3",
"4": "4",
"5": "5",
"6": "6",
"7": "7",
"8": "8",
"9": "9",
"10": "10",
"11": "11",
"12": "12",
"13": "13",
"14": "14",
"15": "15",
"16": "16",
"17": "17",
"1. Bar Room": "1. Bar Room",
"2. Snug": "2. Snug",
"3. Kellermann's Office": "3. Kellermann's Office",
"4. Cellar Access": "4. Cellar Access",
"5. Stables": "5. Stables",
"6. Smithy": "6. Smithy",
"7. Brew House": "7. Brew House",
"8. Courtyard": "8. Courtyard",
"9. Coach House": "9. Coach House",
"10. Entrance Hall": "10. Entrance Hall",
"11. Kitchen": "11. Kitchen",
"12. Count's Room": "12. Count's Room",
"13. Men at Arms": "13. Men at Arms",
"14. Dormitory": "14. Dormitory",
"15. Character's Room": "15. Character's Room",
"16. Hay Loft": "16. Hay Loft",
"17. Servants Quarters": "17. Servants Quarters"
}
},
"Warehouse 13": {
"name": "Warehouse 13",
"drawings": {
"Loading Area": "Loading Area",
"Store Rooms": "Store Rooms"
}
},
"The Berebeli": {
"name": "The Berebeli"
},
"The Crossed Pikes": {
"name": "The Crossed Pikes",
"drawings": {
"1": "1",
"2": "2",
"3": "3",
"4": "4",
"5": "5",
"6": "6",
"7": "7",
"8": "8",
"9": "9",
"10": "10",
"11": "11",
"12": "12",
"13": "13",
"14": "14",
"15": "15",
"16": "16",
"17": "17"
}
},
"Bögenhafen Sewers": {
"name": "Bögenhafen Sewers",
"notes": {
"Goblin Entry Point": "Goblin Entry Point",
"Door to the Crossed Pikes": "Door to the Crossed Pikes",
"Entry Manhole": "Entry Manhole",
"Gottri's Corpse": "Gottri's Corpse",
"Discharge Pipes": "Discharge Pipes",
"Open System": "Open System",
"Hidden Temple": "Hidden Temple"
}
},
"The Golden Trout": {
"name": "The Golden Trout",
"drawings": {
"1": "1",
"2": "2",
"3": "3",
"4": "4",
"5": "5",
"6": "6",
"7": "7",
"8": "8",
"9": "9",
"10": "10"
}
},
"Teugen Houshold": {
"name": "Teugen Houshold",
"drawings": {
"Hedge": "Hedge",
"Pond": "Pond",
"Gazebo": "Gazebo",
"Garden": "Garden"
}
},
"Weissbruck": {
"name": "Weissbruck",
"drawings": {
"The Berebelli": "The Berebelli",
"Black Gold Inn": "Black Gold Inn",
"The Happy Man": "The Happy Man",
"Trumpet Inn": "Trumpet Inn"
}
},
"Hidden Temple": {
"name": "Hidden Temple",
"drawings": {
"Temple": "Temple",
"Walkway": "Walkway",
"Channel": "Channel"
}
},
"Duchy of Saponatheim": {
"name": "Duchy of Saponatheim"
}
}
}
@@ -1,147 +0,0 @@
{
"label": "Items (Empire in Ruins)",
"folders": {
"Spells": "Spells",
"Traits": "Traits",
"Trappings": "Trappings"
},
"entries": {
"Vindictive Glare": {
"name": "Vindictive Glare",
"description": "<p>You concentrate your vitriol, sending green bolts of purest spite to fizz and explode amidst the foe. This is a magic missile with Damage +4 that targets everyone in the Area of Effect. A target who takes damage from the Spell must make a successful <strong>Challenging (+0) Cool</strong> Test or suffer from a @Condition[Stunned] Condition.</p>",
"effects": {
"Vindictive Glare": {
"name": "Vindictive Glare"
}
}
},
"Helstorm Rocket Battery": {
"name": "Helstorm Rocket Battery"
},
"Predator-Prey Pendant": {
"name": "Predator-Prey Pendant",
"description": "<p>Provides a <strong>+20 bonus</strong> to the next three tests the Character makes with one of the following skills: Stealth (Rural), Track, Outdoor Survival, Swim, Perception, Intuition.</p>",
"effects": {
"Predator-Prey Amulet": {
"name": "Predator-Prey Amulet"
}
}
},
"Elthrai Cadaith": {
"name": "Elthrai Cadaith"
},
"Induce Frenzy": {
"name": "Induce Frenzy",
"description": "<p>If Marsie touches anyone and takes an Action to will it, the target must make a <strong>Hard (20) Willpower</strong> Test or enter @UUID[Compendium.wfrp4e-core.items.DrNUTPeodEgpWTnT]{Frenzy}. She can pick the Frenzied Characters first target from any creature within 4 yards, but she has no further control over the course of the Frenzy. The Frenzy ends when the Character falls to 1 or fewer Wounds.</p>",
"effects": {
"Induce Frenzy": {
"name": "Induce Frenzy"
}
}
},
"Cunnin' Words": {
"name": "Cunnin' Words",
"description": "<p>You call on Mork to trick a listener into hearing cogent, civilised discourse, rather than the mad babble you usually utter.</p>"
},
"Pure Fire": {
"name": "Pure Fire",
"description": "<p>A short sword forged by a master Craftsmen with the words Pure Fire engraved around its pommel. It was blessed many years ago by a group of wizards and clerics. It was impaled into @UUID[Actor.wEfKKDY6sZgbjEIC]{Drexols} chest by a Witch Hunter and he has been unable to remove it ever since.</p><p><strong>Magical Weapon</strong>: Pure Fire is magical and can injure creatures noted as immune to non-magical attacks.</p><p><strong>Bane of the Corrupt</strong>: Against followers of Chaos the sword has a Damage of SB+5.</p>",
"effects": {
"Pure Fire": {
"name": "Pure Fire"
}
}
},
"Spell Syphon": {
"name": "Spell Syphon",
"description": "<p>Whenever an enemy successfully casts a spell in their presence, the Blue Scribes can make an <strong>Opposed Willpower</strong> Test with the caster. If they prevail, roll 1d10 and consult the following table:</p><p>@Table[spell-syphon]</p><p></p>"
},
"Ghal Maraz": {
"name": "Ghal Maraz",
"description": "<p>The Hammer is a mighty artefact, a masterwork of long-forgotten Dwarf skill wrought in a mysterious alloy, a beautiful golden copper that is somehow harder than expertly forged steel. Several runes glow with vibrant blue magical power. A Character passing a <strong>Hard (20) Language (Khazalid)</strong> Test can tell that they are intricate and archaic, but can only guess at their effect. They do not all glow brightly. Several have dimmed, exhausted by their long proximity to the malefic energies of Sheerargetru. Until Ghal Maraz is bathed in holy fire (as described in the following chapter) the runes marked with an * do not function. Still, it is a magnificent weapon worthy of a god.</p><p><strong>Magical Weapon</strong>: Ghal Maraz is magical and can injure creatures noted as immune to non-magical attacks.</p><p><strong>Radiant Nimbus</strong>: The Hammer glows with holy power. Creatures with the Unstable Trait engaged with the bearer lose 3 Wounds at the end of each turn.</p><p><strong>Smednirs Master Rune of Head-Wrecking</strong>: Add 40 to the score of any Critical Hits you make to the head.</p><p><strong>Rune of Goblin Bane</strong>: Add the Impact quality to the weapon if the target is an Orc, Goblin, Snotling, or Hobgoblin. Goblins treat the bearer as having the Fear 1 Creature Trait.</p><p><strong>* Rune of Fire</strong>: Any target struck receives an Ablaze <br>Condition.</p><p><strong>* Rune of Stalwart</strong>: The bearer of the weapon adds +2 SL to Cool Tests to resist Fear and Terror.</p><p><strong>* Rune of Spell-Breaking</strong>: Any harmful spell that targets the bearer of Ghal Maraz, or includes them in its area of effect, suffers a penalty of 2 SL on its Casting Test.</p>",
"effects": {
"Rune of Fire (Disabled)": {
"name": "Rune of Fire (Disabled)"
},
"Rune of Goblin Bane": {
"name": "Rune of Goblin Bane"
},
"Smednirs Master Rune of Head-Wrecking": {
"name": "Smednirs Master Rune of Head-Wrecking"
},
"Rune of Stalwart & Spell-Breaking (Disabled)": {
"name": "Rune of Stalwart & Spell-Breaking (Disabled)"
}
}
},
"Night Shroud": {
"name": "Night Shroud",
"description": "<p>You toss a black-capped nightshade mushroom into the air, which bursts to form a cloud of pitch darkness. Anyone within the cloud who does not have the @UUID[Compendium.wfrp4e-core.items.x0WMGwuQzReXcQrs]{Night Vision} Talent or Trait suffers from a @Condition[Blinded] Condition. Anyone attempting to move within the cloud who does not have the Night Vision Talent or Trait must pass a <strong>Challenging (+0) Perception</strong> Test or gain the @Condition[Prone] Condition.</p>",
"effects": {
"Night Shroud": {
"name": "Night Shroud"
}
}
},
"The Silver Seal": {
"name": "The Silver Seal",
"description": "<p>The warrior mage Fredrik von Tarnus crafted this artefact for Magnus the Pious following the Great War against Chaos. The wearer of the seal benefits from the following Creature Traits: @UUID[Compendium.wfrp4e-core.items.Bvd2aZ0gQUXHfCTh]{Ward 8+} and @UUID[Compendium.wfrp4e-core.items.yrkI7ATjqLPDTFmZ]{Magic Resistance 2}.</p>",
"effects": {
"The Silver Seal": {
"name": "The Silver Seal"
}
}
},
"Spirit Walk": {
"name": "Spirit Walk",
"description": "<p>You draw Dhar into your body, becoming one with its power. For the duration of the spell, you gain the @UUID[Compendium.wfrp4e-core.items.Item.tNWrJUOArwfWXsPw]{Ethereal} Trait</p>",
"effects": {
"Spirit Walk": {
"name": "Spirit Walk"
}
}
},
"Ball and Chain": {
"name": "Ball and Chain"
},
"Gorkll Fix It": {
"name": "Gorkll Fix It",
"description": "<p>You point a bony finger at a nearby enemy, and curse them in the name of Gork. For the duration of the spell, your target suffers from a @Condition[Fatigued] Condition +1 <em>Fatigued</em> Condition for every additional SL you scored on the spellcasting test.</p>",
"effects": {
"Gorkll Fix It": {
"name": "Gorkll Fix It"
}
}
},
"Sneaky Stabbin'": {
"name": "Sneaky Stabbin'",
"description": "<p>You focus mischievous energies to ensure blows from allies are blessed by this spell to find their enemies weak spots. All blows struck by affected targets benefit from the <em>Impale</em> and <em>Penetrating</em> Qualities.</p>",
"effects": {
"Sneaky Stabbin'": {
"name": "Sneaky Stabbin'"
}
}
},
"Imitation Ghal Maraz": {
"name": "Imitation Ghal Maraz",
"description": "<p>A once-potent magical artefact combining Dwarf Runesmithery and Sigmarite blessings, the imitation Ghal Maraz has diminished in power over recent years. As Sigmars Empire weakens from within, his divine presence grows faint.</p><p><strong>Magical Weapon</strong>: The imitation Ghal Maraz is magical and can injure creatures noted as immune to non-magical attacks.</p><p><strong>Radiant Nimbus</strong>: The hammer gives off a faint glow of holy power. Creatures with the Unstable Trait engaged with the bearer lose 1 wound at the end of each turn.</p><p><strong>Rune of Goblin Bane</strong>: Add the Impact quality to the weapon if the target is an Orc, Goblin, Snotling, or Hobgoblin.</p><p><strong>Rune of Fire</strong>: Targets struck receive an @Condition[Ablaze] Condition.</p>",
"effects": {
"Rune of Goblin Bane": {
"name": "Rune of Goblin Bane"
},
"Rune of Fire": {
"name": "Rune of Fire"
}
}
},
"Random Caster": {
"name": "Random Caster",
"description": "<p>The Blue Scribes can cast spells at random, as described above. When they are attacked, roll on the following table once per round to determine which kind of spell they cast. Having chosen the lore randomly, either choose the spell or generate randomly. More spells from the Lore of Tzeentch can be found in the <strong>Enemy in Shadows Companion</strong> and the <strong>Death on the Reik Companion</strong>; spells from the Lore of Slaanesh are in the <strong>Power Behind the Throne Companion</strong>.</p><p>@Table[random-caster]</p><p></p>",
"effects": {
"Random Caster": {
"name": "Random Caster"
}
}
}
}
}
@@ -1,121 +0,0 @@
{
"label": "Scenes (Empire in Ruins)",
"entries": {
"Shining Rock": {
"name": "Shining Rock",
"drawings": {
"Altdorf-Middenheim Road": "Altdorf-Middenheim Road",
"Shrine Marker": "Shrine Marker",
"Shrine": "Shrine",
"Priest Quarters": "Priest Quarters",
"The Hall": "The Hall",
"Kitchen and Stores": "Kitchen and Stores",
"Ulrican Dormitory": "Ulrican Dormitory",
"Sigmarite Dormitory": "Sigmarite Dormitory"
}
},
"Volkshalle": {
"name": "Volkshalle",
"drawings": {
"COURTYARD": "COURTYARD",
"VOLKSHALLE": "VOLKSHALLE",
"THE CELLAR": "THE CELLAR",
"Main Hall": "Main Hall",
"Viewing Hall": "Viewing Hall",
"Emperor's Throne": "Emperor's Throne",
"Reliquary": "Reliquary",
"Main Entrance": "Main Entrance",
"Guard Posts": "Guard Posts",
"Shrine to Sigmar": "Shrine to Sigmar",
"Stairs to Cellar": "Stairs to Cellar",
"Under Reliquary": "Under Reliquary",
"Wine Racks": "Wine Racks",
"Beer Kegs": "Beer Kegs",
"Anteroom": "Anteroom",
"Stairs Up": "Stairs Up"
}
},
"The Lost Gorge": {
"name": "The Lost Gorge",
"drawings": {
"Ancient Rockfall": "Ancient Rockfall",
"Black Fire Pass": "Black Fire Pass",
"Traps": "Traps",
"Boulder Cluster": "Boulder Cluster",
"Pinch Point": "Pinch Point",
"Entrance Hole": "Entrance Hole",
"Snotrom and Mushlings": "Snotrom and Mushlings",
"Fallen Rock - End of Madcraw Territory": "Fallen Rock - End of Madcraw Territory",
"Abandoned Camp": "Abandoned Camp",
"Purple Cap Colonies": "Purple Cap Colonies",
"Bridge over Ravine": "Bridge over Ravine",
"Cacklespit's Cave": "Cacklespit's Cave",
"Skargobbo Cave": "Skargobbo Cave",
"Main Cavern": "Main Cavern",
"Runt Caves": "Runt Caves",
"The Drop": "The Drop",
"To Birthshroom Caves and Beyond": "To Birthshroom Caves and Beyond"
}
},
"Black Fire Pass": {
"name": "Black Fire Pass",
"drawings": {
"Grenztadt": "Grenztadt",
"Old Dwarf Road": "Old Dwarf Road",
"Bloodmoss Plain": "Bloodmoss Plain",
"Battleground": "Battleground",
"Dog Peak Pass": "Dog Peak Pass",
"Lost Gorge": "Lost Gorge",
"Shrine": "Shrine",
"Black Fire Keep": "Black Fire Keep",
"Dok A Dum": "Dok A Dum",
"Temple of Sigmar": "Temple of Sigmar",
"Vithang Dum": "Vithang Dum",
"Shrine of the Divine Comet": "Shrine of the Divine Comet",
"Three Mothers": "Three Mothers",
"Zan Mingol": "Zan Mingol",
"Mine": "Mine"
}
},
"Wolfshügal Shrine": {
"name": "Wolfshügal Shrine",
"drawings": {
"1": "1",
"2": "2",
"3": "3",
"4": "4",
"5": "5",
"WOLFSHÙGAL SHRINE": "WOLFSHÙGAL SHRINE",
"1. Sacred Crag": "1. Sacred Crag",
"2. Overhanging Tree": "2. Overhanging Tree",
"3. The Blocked Tunnel": "3. The Blocked Tunnel",
"4. Destroyed Huts": "4. Destroyed Huts",
"5. Brother Adric's Hut": "5. Brother Adric's Hut"
}
},
"Diesdorf": {
"name": "Diesdorf",
"drawings": {
"The Down": "The Down",
"Artillery Field": "Artillery Field",
"The Military College": "The Military College",
"Gunpowder Magazine": "Gunpowder Magazine",
"Dwarf Hall": "Dwarf Hall",
"Fortified Gate": "Fortified Gate",
"South Gate": "South Gate",
"The Triangle": "The Triangle",
"Magnus Platz": "Magnus Platz",
"West Watch": "West Watch",
"Sinkel Theatre": "Sinkel Theatre",
"Shallyan Temlpe": "Shallyan Temlpe",
"Temple to Sigmar": "Temple to Sigmar",
"Docks": "Docks",
"Dock Gate": "Dock Gate",
"North Gate": "North Gate"
}
},
"Caves of Chaos": {
"name": "Caves of Chaos"
}
}
}
@@ -1,425 +0,0 @@
{
"label": "Tables (Empire in Ruins)",
"entries": {
"Complications During the Second Attack": {
"name": "Complications During the Second Attack",
"results": {
"1-42": {
"description": "A Son of Ulric charges into combat with a randomly selected Character in the area. The Son of Ulric derives the benefits from charging and may also benefit from outnumbering the Character if they are already engaged."
},
"88-92": {
"description": "@UUID[Actor.0Z49f8xUPns5OkTA]{Baron Heinrich} receives a critical hit that requires him to retire from the fight and seek medical attention."
},
"93-97": {
"description": "@UUID[Actor.RSmsdG8PqbyKnxlL]{High Capitular Volkmar} receives a critical hit that requires him to retire from the fight and seek medical attention."
},
"98-100": {
"description": "Weregardt Schlupmann charges into combat with a randomly selected Character in the area. Weregardt derives the benefits from charging and may also benefit from outnumbering the Character if they are already engaged. If Weregardt is dead the attacker is a regular Son of Ulric."
},
"43-67": {
"description": "A Knight of the Fiery Heart is slain."
},
"68-82": {
"description": "A Knight of the White Wolf is slain."
},
"83-87": {
"description": "@UUID[Actor.LzkGSosXU59kwBIV]{Veiran Thugenheim} receives a critical hit that requires him to retire from the fight and seek medical attention."
}
}
},
"Random Caster": {
"name": "Random Caster",
"results": {
"1-5": {
"description": "<p>@UUID[JournalEntry.YBVrpUHEjohB1H4f.JournalEntryPage.SCijiCw628GLE2pT#petty-spells]{Petty}</p>"
},
"6-10": {
"description": "<p>@UUID[JournalEntry.YBVrpUHEjohB1H4f.JournalEntryPage.SCijiCw628GLE2pT#arcane-spells]{Arcane}</p>"
},
"11-15": {
"description": "<p>@UUID[JournalEntry.YBVrpUHEjohB1H4f.JournalEntryPage.SCijiCw628GLE2pT#the-lore-of-beasts]{Beasts}</p>"
},
"16-20": {
"description": "<p>@UUID[JournalEntry.YBVrpUHEjohB1H4f.JournalEntryPage.SCijiCw628GLE2pT#the-lore-of-death]{Death}</p>"
},
"21-25": {
"description": "<p>@UUID[JournalEntry.YBVrpUHEjohB1H4f.JournalEntryPage.SCijiCw628GLE2pT#the-lore-of-fire]{Fire}</p>"
},
"26-30": {
"description": "<p>@UUID[JournalEntry.YBVrpUHEjohB1H4f.JournalEntryPage.SCijiCw628GLE2pT#the-lore-of-heavens]{Heavens}</p>"
},
"31-35": {
"description": "<p>@UUID[JournalEntry.YBVrpUHEjohB1H4f.JournalEntryPage.SCijiCw628GLE2pT#the-lore-of-metal]{Metal}</p>"
},
"36-40": {
"description": "<p>@UUID[JournalEntry.YBVrpUHEjohB1H4f.JournalEntryPage.SCijiCw628GLE2pT#the-lore-of-life]{Life}</p>"
},
"41-45": {
"description": "<p>@UUID[JournalEntry.YBVrpUHEjohB1H4f.JournalEntryPage.SCijiCw628GLE2pT#the-lore-of-light]{Light}</p>"
},
"46-50": {
"description": "<p>@UUID[JournalEntry.YBVrpUHEjohB1H4f.JournalEntryPage.SCijiCw628GLE2pT#the-lore-of-shadow]{Shadow}</p>"
},
"51-55": {
"description": "<p>@UUID[JournalEntry.YBVrpUHEjohB1H4f.JournalEntryPage.SCijiCw628GLE2pT#the-lore-of-hedgecraft]{Hedgecraft}</p>"
},
"56-60": {
"description": "<p>@UUID[JournalEntry.YBVrpUHEjohB1H4f.JournalEntryPage.SCijiCw628GLE2pT#the-lore-of-witchcraft]{Witchcraft}</p>"
},
"61-65": {
"description": "<p>@UUID[JournalEntry.YBVrpUHEjohB1H4f.JournalEntryPage.SCijiCw628GLE2pT#the-lore-of-daemonology]{Daemonology}</p>"
},
"66-70": {
"description": "<p>@UUID[JournalEntry.YBVrpUHEjohB1H4f.JournalEntryPage.SCijiCw628GLE2pT#the-lore-of-necromancy]{Necromancy}</p>"
},
"71-79": {
"description": "<p>@UUID[JournalEntry.gX4TCKy0TPwS68ba.JournalEntryPage.MOIADJ2A0ZOzDGEp]{Slaanesh}</p>"
},
"80-95": {
"description": "<p>@UUID[JournalEntry.IZVgB7zmTm4rK2yJ.JournalEntryPage.6aHizetwTRbkMZ7W#the-lore-of-tzeentch]{Lore of Tzeentch}</p>"
},
"96-100": {
"description": "GM's Choice"
}
}
},
"Dirigible Locations - Rear": {
"name": "Dirigible Locations - Rear",
"results": {
"1-50": {
"description": "Engine"
},
"51-60": {
"description": "Dcek"
},
"61-70": {
"description": "Hull"
},
"71-100": {
"description": "Balloon"
}
}
},
"Complications During the Third Attack": {
"name": "Complications During the Third Attack",
"results": {
"1-42": {
"description": "A Son of Ulric charges into combat with a randomly selected Character in the area. The Son of Ulric derives the benefits from charging and may also benefit from outnumbering the Character if they are already engaged."
},
"43-67": {
"description": "A Knight of the Fiery Heart is slain."
},
"68-82": {
"description": "A Knight of the White Wolf is slain."
},
"83-89": {
"description": "Ar-Ulric is grappled to the ground, his white wolf pelt is ripped from him and flung into the mud outside the temple."
},
"88-95": {
"description": "Grand Theogonist Yorri XV receives a randomly generated critical hit."
},
"96-100": {
"description": "Beate Moser charges into combat with a randomly selected Character in the area. Beate derives the benefits from charging and may also benefit from outnumbering the Character if they are already engaged. If Beate is dead the attacker is a regular Son of Ulric."
}
}
},
"Eating Purple Caps": {
"name": "Eating Purple Caps",
"description": "These mushrooms are tainted by the magic emanating from the cave and eating them grants powerful visions of the past and future. Within d10 turns of consuming a Purple Cap the Character needs to make a test as if they had consumed a Piece or Weirdroot. If they succumb their eyesight dims and they see colourful patterns swirling through the air around them, reminiscent of Cacklespits paintings. Vague shapes, almost like lifeforms, swim through the air. Gradually, the Character begins to experience vivid visions.",
"results": {
"1-10": {
"description": "<p><strong>The First Ones.</strong> The world is ice. Glowing figures of light descend into the gorge and everything begins to melt.</p>"
},
"11-20": {
"description": "<p><strong>Weary wanderers.</strong> An endless line of Dwarfs troops through the gorge towards the Character, clad in golden armour. They are tired and as they march, they slowly sink into the ground. There is an overwhelming air of melancholy.</p>"
},
"21-30": {
"description": "<p><strong>The Final Battle Begins.</strong> Sigmar strides wearily through the Lower Gorge accompanied by a wolf and a boar. A winged figure looms above him and he raises his hammer. The Character feels hot and agitated.</p>"
},
"31-40": {
"description": "<p><strong>Shadows Return.</strong> The Character is back in @UUID[Compendium.wfrp4e-eis.journals.ro7SIltM899Ogrk8]{Bogenhafen}, part of @UUID[Compendium.wfrp4e-eis.actors.LG5qATEIFPE9bezB]{Teugens} ritual. They know whats about to happen, but they cant stop it. Everything happens as it did before, but the ritual is prevented by the Character chanting a prayer to Sigmar. Teugen dies in a holy light. (<em>note, if the Character did not participate in Enemy In Shadows, reroll this vision</em>)</p>"
},
"41-50": {
"description": "<p><strong>The Great Green</strong>. The Character finds themselves transported to an endless rocky plain, filled with orcs and goblins fighting. Above these greenskins, two huge orcs loom in the sky, having their own fist fight. One of the figures (Mork… or perhaps Gork) notices the Character, leans down and flicks them away with a massive finger. ZOG OFF HUMIE. DIS AINT FER YOU, he bellows.</p>"
},
"51-60": {
"description": "<p><strong>Taking flight</strong>. Hordes of Madcraw Goblins surge up the gorge like a green tide which washes over the Character. As they pass, each one grows a pair of black greasy wings and flies south.</p>"
},
"61-70": {
"description": "<p><strong>The Return</strong>. The Character looks up the gorge towards the waterfall and sees themselves and the rest of the party returning from the cave. They look haunted and slightly hysterical.</p>"
},
"71-80": {
"description": "<p><strong>The Watchers</strong>. Nine inhuman eyes appear burning in the sky, each one distinct from the others. They spin in a circle and the Character becomes dizzy and ecstatic.</p>"
},
"81-90": {
"description": "<p><strong>The Folded World</strong>. The Character stands still as his compatriots fold into themselves like paper. The gorge folds up, the sky folds up and they are left alone in a void. A voice speaks to them from nothingness, It is in balance.</p>"
},
"91-100": {
"description": "<p><strong>Altdorf Aflame</strong>. The Character feels themselves shoot up into the air and hover over Altdorf. Purple and pink tentacles spread across the city, originating in the @UUID[Compendium.wfrp4e-altdorf.journals.cDOlXEpTvnuaOJ0P.JournalEntryPage.TwV8JKaTUnfo3ipT]{Cathedral of Sigmar}.</p>"
}
}
},
"Footsteps": {
"name": "Footsteps",
"results": {
"1-45": {
"description": "Junior Servant"
},
"46-60": {
"description": "Senior Servant"
},
"61-80": {
"description": "Patrolling Knight"
},
"81-96": {
"description": "Pair of Patrolling Knights"
},
"97-99": {
"description": "One of the resident Nine Eyes"
},
"100-100": {
"name": "Wolfgang Holswig-Abenhauer"
}
}
},
"Spell Syphon": {
"name": "Spell Syphon",
"results": {
"1-2": {
"description": "<b>No Effect</b>: The magical energies boil off in a harmless but spectacular flare of energy."
},
"3-7": {
"description": "<b>Spell Syphoned</b>: The Blue Scribes cast the spell instead of the caster. This is in addition to any spell they might cast this round."
},
"8-9": {
"description": "<b>Spell Mirrored</b>: Both the caster and the Blue Scribes cast the spell. The Blue Scribes may cast an additional spell this round."
},
"10-10": {
"description": "<b>Power Spill</b>: The spells energies are fatally disrupted. Both the caster and the Blue Scribes find themselves at the centre of a Blast 5, Damage 6 explosion."
}
}
},
"Escaping Streissen": {
"name": "Escaping Streissen",
"results": {
"1-25": {
"description": "A woman opens her front door and sees the Characters. <i>“Ere Larrs, these are the criminals theyre looking for.</i> She is not minded to help Leitdorf s troops and closes the door if they do not insult her in any way."
},
"26-50": {
"description": "The Characters see a young Priest of Morr using ashes on his thumb to draw a raven on the forehead of a dead body. He nods to them and does not shout any warning."
},
"51-75": {
"description": "Town Criers start to declare that if the Characters do not surrender by the stroke on the next hour then a townsperson will be executed for each of them."
},
"76-100": {
"description": "Firewood is taken on to the battlements and small fires are lit to illuminate the walls and make it more difficult for the Characters to escape that way."
}
}
},
"Wind Table (Empire in Ruins)": {
"name": "Wind Table (Empire in Ruins)",
"results": {
"1-3": {
"description": "<b>Calm Tailwind</b>"
},
"4-7": {
"description": "<b>Calm Sidewind</b>"
},
"8-10": {
"description": "<b>Calm Headwind</b>"
},
"11-13": {
"description": "<b>Light Tailwind</b>: Movement Speed: +5%"
},
"14-17": {
"description": "<b>Light Sidewind</b>: No Modifiers"
},
"18-20": {
"description": "<b>Light Headwind</b>: Movement Speed: -5%"
},
"21-23": {
"description": "<b>Bracing Tailwind</b>: Movement Speed: +10%"
},
"24-27": {
"description": "<b>Bracing Sidewind</b>: Movement Speed: +5%<br />The movement increase shown can only be achieved through tacking, which requires a successful <b>Sail</b> Test."
},
"28-30": {
"description": "<b>Bracing Headwind</b>: Movement Speed: -10%"
},
"31-33": {
"description": "<b>Strong Tailwind</b>: Movement Speed: +20%"
},
"34-37": {
"description": "<b>Strong Sidewind</b>: Movement Speed: +10%<br />The movement increase shown can only be achieved through tacking, which requires a successful <b>Sail</b> Test."
},
"38-40": {
"description": "<b>Strong Headwind</b>: Movement Speed: -20%"
},
"41-43": {
"description": "<b>Very Strong Tailwind</b>: Movement Speed: +25%"
},
"44-47": {
"description": "<b>Very Strong Sidewind</b>: A successful Sail Test must be taken in order to land the balloon and disassemble its more fragile components before it is damaged by the high winds. If the balloon cannot land a successful <b>Difficult (10) Sail</b> Test must be attempted to steer the balloon in such a way that it does not suffer damage. If the test is failed, roll on the @Table[dirigible-locations-side]{Balloon Hit Location} Chart and apply a Critical Hit to the location in question. The dirigible also loses [[/r 2d10 # Feet of Altidute Loss]] feet of altitude. This problem can be mitigated by turning the dirigible so that the wind is behind it, but this will mean the dirigible speeds off in that direction until the winds die down."
},
"48-50": {
"description": "<b>Very Strong Headwind</b>: A successful Sail Test must be taken in order to land the balloon and disassemble its more fragile components before it is damaged by the high winds. If the balloon cannot land a successful <b>Difficult (10) Sail</b> Test must be attempted to steer the balloon in such a way that it does not suffer damage. If the test is failed, roll on the @Table[dirigible-locations-front]{Balloon Hit Location} Chart and apply a Critical Hit to the location in question. The dirigible also loses [[/r 2d10 # Feet of Altitude Loss]] feet of altitude. This problem can be mitigated by turning the dirigible so that the wind is behind it, but this will mean the dirigible speeds off in that direction until the winds die down."
}
}
},
"Random Undead": {
"name": "Random Undead",
"results": {
"1-30": {
"description": "[[1d10]] @UUID[Compendium.wfrp4e-core.actors.Mt5JAoOSaEH1PdcP]{Skeletons}"
},
"31-35": {
"description": "[[2d10]] @UUID[Compendium.wfrp4e-core.actors.Mt5JAoOSaEH1PdcP]{Skeletons}"
},
"36-40": {
"description": "[[1d10]] @UUID[Compendium.wfrp4e-horned-rat.actors.FRS2PzhU3H98XfTX]{Flying Death Skulls}"
},
"41-45": {
"description": "3 @UUID[Compendium.wfrp4e-horned-rat.actors.KE2xU8UltLaCnulO]{The Carrion}"
},
"46-80": {
"description": "[[1d10 + 5]] @UUID[Compendium.wfrp4e-core.actors.T79RqnDOAQLn3I1s]{Zombies}"
},
"81-90": {
"description": "[[1d10]] @UUID[Compendium.wfrp4e-core.actors.6B7LMdYtunAftsFN]{Crypt Ghouls}"
},
"91-92": {
"description": "[[1d10]] @UUID[Compendium.wfrp4e-core.actors.hMbcLVjk7eUdxtqC]{Cairn Wraiths}"
},
"93-94": {
"description": "1 Spirit Host (@UUID[Compendium.wfrp4e-core.actors.GgSxlomoV220kd3G]{Ghost} with @UUID[Compendium.wfrp4e-core.items.E2Es82TvBKa7CoDG]{Swarm} Trait)"
},
"95-100": {
"description": "Roll Twice"
}
}
},
"Dirigible Locations - Front": {
"name": "Dirigible Locations - Front",
"results": {
"1-50": {
"description": "Hull"
},
"51-60": {
"description": "Deck"
},
"61-70": {
"description": "Engine"
},
"71-100": {
"description": "Balloon"
}
}
},
"Wild Magic": {
"name": "Wild Magic",
"results": {
"1-20": {
"description": "<p><strong>The Winds Recede</strong>: The Winds of Magic die down around you, ceasing to feed Daemonic creatures. All creatures within [[2d10]] yards that have both the @UUID[Compendium.wfrp4e-core.items.v3uzEthcq0JRar0J]{Daemonic} and @UUID[Compendium.wfrp4e-core.items.D0ImWEIMSDgElsnl]{Unstable} Traits must make a <strong>Challenging (+0) Leadership</strong> Test. Those that fail immediately dissolve back into the Realm of Chaos.</p>"
},
"21-35": {
"description": "<p><strong>Tzeentchs Caprice</strong>: Randomly select one NPC or monster within [[1d10]] yards of the caster. This creature must take a <strong>Difficult (10) Leadership</strong> Test. If they fail, the creature takes one Wound for each level of failure. On a Critical fumble, the creature takes [[1d10]] Wounds for each level of failure. Nothing can reduce these Wounds, including Armour, Talents, or spells.</p>"
},
"36-45": {
"description": "<p><strong>Chaotic Ebb</strong>: All creatures within [[2d10]] yards that have the @UUID[Compendium.wfrp4e-core.items.v3uzEthcq0JRar0J]{Daemonic} Trait have their Target number reduced by [[1d10]] for this round only.</p>"
},
"46-55": {
"description": "<p><strong>Storm of Pink Fire</strong>: Anyone attempting to cast a spell within [[2d10]] yards automatically produces a gout of pink flame instead of the intended spell effect. This is a <em>magic missile</em> causing +6 Damage which ignores Armour.</p>"
},
"56-65": {
"description": "<p><strong>Precarious Balance</strong>: The Winds of Magic are temporarily in equilibrium with the power of Chaos. Roll on the Miscast Tables as normal.</p>"
},
"66-75": {
"description": "<p><strong>The Eye of the Storm</strong>: The Winds of Magic are untroubled, and nothing happens — this time.</p>"
},
"76-85": {
"description": "<p><strong>Swell of Magic</strong>: The Winds of Magic experience a sudden, unexpected surge. Roll on the Miscast Tables twice.</p>"
},
"86-90": {
"description": "<p><strong>A Pink Fit</strong>: All creatures within [[1d10]] yards that have the @UUID[Compendium.wfrp4e-core.items.v3uzEthcq0JRar0J]{Daemonic} Trait can neither move nor take an Action this round. Instead, their flesh boils and quivers, and a @UUID[Actor.iDy8SDTwJSlCzZMl]{Pink Horror} pops out of their skin at the end of the round, landing beside them. The creatures themselves are unharmed.</p>"
},
"91-94": {
"description": "<p><strong>Chaotic Surge</strong>: All creatures within [[1d10]] yards that have the @UUID[Compendium.wfrp4e-core.items.v3uzEthcq0JRar0J]{Daemonic} Trait gain a + 1 bonus to their Target number for this round only.</p>"
},
"95-99": {
"description": "<p><strong>Daemonic Possession</strong>: Randomly select one enemy spellcaster within [[2d10]] yards. The selected NPC or monster must make a <strong>Difficult (10) Willpower</strong> Test or spend the round writhing in agony as their body twists and contorts. At the end of the round, the spellcaster peels their own flesh off, and a Daemon comes forth from the ruins of the corpse. If there is no eligible spellcaster within range, treat this as a result of 6675: The Eye of the Storm.</p>"
},
"100-100": {
"description": "<p><strong>Summoned from Beyond</strong>: More Daemons wink into existence beside the caster. [[1d10]] appropriate Daemonic entities appear.</p>"
}
}
},
"Dirigible Locations - Side": {
"name": "Dirigible Locations - Side",
"results": {
"1-50": {
"description": "Balloon"
},
"51-60": {
"description": "Dcek"
},
"61-70": {
"description": "Engine"
},
"71-100": {
"description": "Hull"
}
}
},
"Body Thief": {
"name": "Body Thief",
"results": {
"1-30": {
"name": "Blue Horror"
},
"31-60": {
"name": "Pink Horror"
},
"61-90": {
"name": "Flamer of Tzeentch"
},
"91-100": {
"description": "GM's Choice"
}
}
},
"Exploring Castle Reikguard": {
"name": "Exploring Castle Reikguard",
"results": {
"1-50": {
"description": "<b>Nothing</b>. The Characters search can continue unimpeded."
},
"51-61": {
"description": "<b>Just the Place!</b> The Characters feel that if they were eccentric tutors they would want access to a related place they have stumbled across, such as a bookshelf or study. One of them can make a <b>Challenging (+0) Intuition Test, and any SL resulting from that test added or subtracted from their current total.</b>"
},
"62-66": {
"description": "<b>A Clue!</b> Those scuff marks might be made by a shuffling old tutor. That torn bit of parchment looks like it came from an academic treatise. One Character can make an <b>Average (+20) Track</b> Test, and any SL resulting from that test can be added or subtracted from their current total."
},
"67-100": {
"description": "<b>Footsteps!</b> The Characters hear footsteps approaching. They have two Rounds to prepare. If they wish to hide, there are many convenient alcoves, arrow slits, suits of armour, and arrases throughout the castle. Whoever is making the noise will spot a Character on an opposed <b>Perception/Stealth (Urban)</b> Test. Roll d100 to determine who made the footsteps: @Table[footsteps]{Footsteps}"
}
}
},
"Fire Intensity": {
"name": "Fire Intensity",
"results": {
"1-1": {
"description": "<b>Dies Down</b>: Roll [[/r D10]] and subtract the result from the intensity of the blaze. This is the number of @Condition[Ablaze] Conditions to be applied from the next turn onwards."
},
"2-2": {
"description": "<b>Steady Burn</b>: The intensity of the blaze is maintained."
},
"3-3": {
"description": "<b>Intense Burn</b>: Roll [[/r D10]] and add the result to the intensity of the blaze. This is the number of @Condition[Ablaze] Conditions to be applied from the next turn onwards."
},
"4-4": {
"description": "<b>Fire Spreads</b>: The intensity of the blaze is maintained, but the fire also spreads to the deck, breaking out there with [[/r d10]] @Condition[Ablaze] Conditions."
}
}
}
}
}
@@ -1,779 +0,0 @@
{
"label": "Items (The Horned Rat)",
"folders": {
"Lore of Plague": "Lore of Plague",
"Diseases": "Diseases",
"Petty": "Petty",
"Spells": "Spells",
"Talents": "Talents",
"Lore of Stealth": "Lore of Stealth",
"Careers": "Careers",
"Lore of Ruin": "Lore of Ruin",
"Trappings": "Trappings",
"Weapons": "Weapons",
"Ammunition": "Ammunition"
},
"entries": {
"Warp-grinder": {
"name": "Warp-grinder",
"description": "<p><strong>Availability:</strong> Skyre and allied clans only</p><p>The Warp-grinder is an experimental Skaven device for speedy excavation. It can cut through the hardest rock formations in a matter of moments. It is powered by Warpstone, and thus potentially very unstable. The Warp-grinder is a @Corruption[Major]{Major Corrupting Influence}.</p><p>The Warp-grinder projects a flickering arc of green-black dark magic that rips through everything it touches. It consists of a Warpstone-tipped staff connected to a brass-jacketed Warpstone condenser by a tangle of hoses and wires.</p><p>It requires a crew of two: one to carry the condenser and one to operate the staff. The Warp-grinder can cut a 5 ft diameter tunnel through most kinds of rock at a Movement rate of 2. While it was not designed as a weapon, it can be deadly at short range. Of a two-Skaven crew, the one with the staff can attack with the Warp-grinder, and the Skaven with the condenser uses a hand weapon. Enc is shared between the crew.</p>",
"effects": {
"Warp-grinder": {
"name": "Warp-grinder"
}
}
},
"Skitterleap (Plague)": {
"name": "Skitterleap (Plague)",
"description": "<p>With a sound of inrushing air and a puff of brimstone-scented smoke, you teleport yourself or one ally you can touch to any location within Willpower yards. If targeting an unwilling target, resolve the touch attempt using the rules for casting a touch spell in combat (see @UUID[Compendium.wfrp4e-core.journals.YBVrpUHEjohB1H4f.JournalEntryPage.BU7yhLmMdEyvbfkR]{Magic Rules}), and the victim may make a <strong>Difficult (&ndash;10) Cool</strong> Test to change their destination by +SL yards. The target must be Average size or smaller. You must be able to see the destination, and this location must be free of objects and creatures or the spell fails.</p><p>\n\n <b>Lore:</b> <p>The Lore of Plague draws its power from rot and decay, focusing raw <em>Dhar </em>into more refined forms of disease and corruption. Its spells corrupt all that they touch, and indeed few become proficient in the Lore of Plague without bearing some of its marks. Most Plague-Priests are covered in sores and pustules: glorious stigmata and a sign of their mastery over the forces of entropy.</p><p>The Lore of Plague infuses the wielder with the essence of rot. Whenever you successfully cast a spell from the Lore of Plague, you may gain the @UUID[Compendium.wfrp4e-core.items.MVI0lXcg6vvtooAF]{Distracting} Creature Trait for the next [[/br 1d10]] rounds.</p><p>Ingredients: Plague-Priests use all manner of vile excreta, odious emissions, and corrupted objects as spell ingredients. Most are squirted into the air and ritually inhaled, or burned inside a Plague Censer.</p><p>"
},
"Rat Thrall": {
"name": "Rat Thrall",
"description": "<p>You summon an ordinary brown rat. For the next [[/br 1d10]] hours, you may communicate with the rat as if you shared a common language, and it must obey all of your commands even if they would cause its own death. Rat thralls can fetch small objects, gnaw through ropes, and other simple tasks that an ordinary rat could perform, but such requests are limited by the rat&rsquo;s animal intelligence.</p>\n<p><strong>Lore:</strong> None</p>\n<p>&nbsp;</p>"
},
"Snare-Net": {
"name": "Snare-Net",
"description": "<p><strong>Availability:</strong>&nbsp;Eshin and allied clans only</p>\n<p>Snare-nets are strong but lightweight nets covered in hooks, used by Gutter Runners to capture prisoners alive or to entangle and slow opponents.</p>\n<p>A Snare-net causes twice the normal number of @Condition[Entangled] Conditions.</p>",
"effects": {
"Snare-Net": {
"name": "Snare-Net"
}
}
},
"Pavise": {
"name": "Pavise",
"description": "<p>This large shield is designed to protect the @UUID[Compendium.wfrp4e-horned-rat.items.lP0b4ATxULZBpIvD]{Warplock Jezzail} crews and other small-crewed weapons from enemy fire. It has an Encumbrance of 4, and instead of acting like a normal Shield it makes all ranged attacks targeting the crew <strong>Hard (&ndash;20)</strong>.</p>",
"effects": {
"Pavise": {
"name": "Pavise"
}
}
},
"Death Globe": {
"name": "Death Globe",
"description": "<p><strong>Availability:</strong> Skyre and allied clans only</p><p>This is a Poisoned Wind Globe of an even more potent variety, able to release great volumes of deadly gas. It is identical to a @UUID[Compendium.wfrp4e-horned-rat.items.YnFYheNBrpDmDtZ3]{Poisoned Wind Globe} except that its cloud is twice as big, targets must pass a <strong>Hard (20) Toughness </strong>Test to resist its effects, and those who fail lose [[/r 1d10 # Wounds]] Wounds, modified by Toughness Bonus but not by Armour.</p>",
"effects": {
"Death Globe": {
"name": "Death Globe"
},
"Death Globe - Miss": {
"name": "Death Globe - Miss"
}
}
},
"Warp Star Infusion": {
"name": "Warp Star Infusion",
"description": "<p>You enchant a number of Throwing Stars equal to your Willpower Bonus, imbuing them with the foul essence of the warp. A target wounded by one of these Stars must make a <strong>Hard (&ndash;20) Toughness</strong> Test or suffer additional Wounds equal to your Willpower Bonus, ignoring armour and Toughness Bonus.</p><p>\n\n <b>Lore:</b> <p>The Lore of Stealth draws on the power of <em>Dhar</em>, infused with a particularly large portion of <em>Ulgu</em>, to confuse and conceal. It is unclear whether this lore remains similar to how it is practised in Cathay, or if the Sorcerers of Clan Eshin have corrupted a more noble form of stealthy magic. Regardless, spells of this lore specialise in concealing the sorcerer from prying eyes, using magic to distract or diminish signs of the Skaven&rsquo;s presence.</p><p>The Lore of Stealth wreathes the wielder in threads of magic that obfuscate their presence. Whenever you successfully cast a spell from the Lore of Stealth, you gain the @UUID[Compendium.wfrp4e-core.items.OzwDT6kzoLYeeR2d]{Stealthy} Creature Trait for [[/br 1d10]] rounds.</p><p>Ingredients: Clan Eshin Sorcerers use small scraps of paper with assorted runes inscribed on them, which are then coated in powdered Warpstone. When used as an ingredient, the Warpstone powder is consumed, but the scraps of paper remain and can be coated again and reused. The characters used are of no known form of written Queekish, and the Sorcerers of Clan Eshin are in no rush to explain either their meaning or providence.</p><p>",
"effects": {
"Warp Star Infusion": {
"name": "Warp Star Infusion"
}
}
},
"Favour of the Horned Rat": {
"name": "Favour of the Horned Rat",
"description": "<p>You gain an additional Fortune Point for the duration of the spell. You may only benefit from this spell once for every 13 hour period. Attempting to use this spell again before the full 13 hours have passed draws the disfavour of the Horned Rat — the effects of this remain up to the GM.</p><p>\n\n <b>Lore:</b> None<p>",
"effects": {
"Favour of the Horned Rat": {
"name": "Favour of the Horned Rat"
}
}
},
"Warp-Power Accumuluator": {
"name": "Warp-Power Accumuluator",
"description": "<p><strong>Availability:</strong>&nbsp;Skyre and allied clans only</p>\n<p>A @UUID[Actor.KAB3UZ20z9m8fUQ3]{Warlock-Engineer} equipped with a supercharged Warp-power Accumulator increases the amount of Warp energy funnelled into any Warp Lightning spells he casts. When calculating Success Levels for the spell, you may reverse the dice used for the Casting Test if this result would be better.</p>\n<p>However, if you miscast Warp Lightning when using a Warp-Power Accumulator, the device begins to overload in addition to the usual effects of the miscast. Unless the Warlock Engineer can shut the accumulator down on the next turn, which requires a <strong>Hard (-30) Dexterity </strong>Test to access the poorly placed emergency shut off, it explodes dealing [[/r 3d10 #Damage]] Damage, reduced by Toughness Bonus and armour, to everyone within 3 yards, and counts as a @Corruption[moderate]{Moderate Exposure to Corruption} to everyone within 5 yards.</p>",
"effects": {
"Warp-Power Accumuluator": {
"name": "Warp-Power Accumuluator"
}
}
},
"Beast-Prod": {
"name": "Beast-Prod",
"description": "<p><strong>Availability:</strong> Moulder and allied clans only</p><p>This barbed prod is used primarily for herding @UUID[Compendium.wfrp4e-core.actors.VfJgGmCTWqb0IDSW]{Rat Ogres} and other @UUID[JournalEntry.oXly0RXc3Z3vnVrH.JournalEntryPage.qvft4GKy7q56yHgN]{Clan Moulder} creations, but at need a @UUID[Actor.vqKiWF0OuVwTnARC]{Packmaster} will turn its magical energy upon an enemy. It requires two hands and does damage as a Halberd, but ignores all armour.</p>",
"effects": {
"Beast-Prod": {
"name": "Beast-Prod"
}
}
},
"Death Frenzy (Ruin)": {
"name": "Death Frenzy (Ruin)",
"description": "<p>You fill a Skaven with a horrible ravenous hunger, causing foam to fleck their mouth and their eyes to roll madly in their head. Your target becomes subject to @UUID[Compendium.wfrp4e-core.items.yRhhOlt18COq4e1q]{Frenzy} for the duration of the spell. Unwilling targets may attempt to resist these effects by making a <strong>Challenging (+0) Cool</strong> Test. Those that succeed suffer 1 Wound as they gnaw on their own extremities to distract from the spell&rsquo;s call to violence.</p><p>\n\n <b>Lore:</b> <p>The Lore of Ruin channels the terrible power of Warpstone to lash out at targets, often incinerating them whole. It is focused on destruction and disintegration, and is feared throughout Skavendom and beyond.</p> <p>This terrible power is highly invigorating and the sensation of barely restrained energy is almost addictive. Whenever you successfully cast a spell from the Lore of Ruin, you may add +1 SL to any Initiative- or Agility-based Tests for the next [[/br 1d10]] rounds.</p> <p>Ingredients: Grey Seers use various scraps of fur, hide, bones, and crystalline Warpstone when casting spells from the Lore of Ruin.</p><p>",
"effects": {
"Death Frenzy": {
"name": "Death Frenzy"
}
}
},
"Poisoned Wind Mortar": {
"name": "Poisoned Wind Mortar",
"description": "<p><strong>Availability:</strong>&nbsp;Skyre and allied clans only</p>\n<p>The Poisoned Wind Mortar allows a weapons team to fire a weightier @UUID[Compendium.wfrp4e-horned-rat.items.YnFYheNBrpDmDtZ3]{Poisoned Wind Globe} to a range greater than a lone Globadier could hope to achieve. Hurting the enemy without risking one&rsquo;s own fur is always an appealing idea to Skaven. This weapon requires a crew of two: a trained Bombardier to fire it supported by a Crewvermin loader.</p>"
},
"Old Guard": {
"name": "Old Guard",
"description": "<p>@UUID[Compendium.wfrp4e-horned-rat.journals.bmuHnv7PgHJ54BML.JournalEntryPage.DHz1ZX3hPihLzJOf]{Ironbreaker}</p>"
},
"Ghostly Flame": {
"name": "Ghostly Flame",
"description": "<p>You conjure a small blob of glowing green fire out of thin air, dripping viscous fluid as it burns. On subsequent turns, you may end this spell by using your action to hurl the fiery mess at an opponent. Use Ranged (Throwing) and treat the projectile as having Damage equal to your Strength Bonus plus Willpower Bonus. Otherwise, this petty spell generates light equivalent to a torch and remains for one hour before sputtering out. </p><p>\n\n <b>Lore:</b> None<p>",
"effects": {
"Ghostly Flame": {
"name": "Ghostly Flame"
}
}
},
"Veil of Flies": {
"name": "Veil of Flies",
"description": "<p>With a curse and a flailing of your arms, you summon a cloud of gnats and biting flies. They swarm about you, filling the air in every direction for a distance equal to your Willpower Bonus in yards. The swarm moves with you for as long as the spell is in effect. Creatures other than yourself within the swarm suffer a 20 penalty to all Tests from the distraction. In addition, the cloud makes it hard for enemies to see you, imposing a further 20 penalty to all ranged attacks against you.</p><p>\n\n <b>Lore:</b> <p>The Lore of Plague draws its power from rot and decay, focusing raw <em>Dhar </em>into more refined forms of disease and corruption. Its spells corrupt all that they touch, and indeed few become proficient in the Lore of Plague without bearing some of its marks. Most Plague-Priests are covered in sores and pustules: glorious stigmata and a sign of their mastery over the forces of entropy.</p><p>The Lore of Plague infuses the wielder with the essence of rot. Whenever you successfully cast a spell from the Lore of Plague, you may gain the @UUID[Compendium.wfrp4e-core.items.MVI0lXcg6vvtooAF]{Distracting} Creature Trait for the next [[/br 1d10]] rounds.</p><p>Ingredients: Plague-Priests use all manner of vile excreta, odious emissions, and corrupted objects as spell ingredients. Most are squirted into the air and ritually inhaled, or burned inside a Plague Censer.</p><p>",
"effects": {
"Veil of Flies": {
"name": "Veil of Flies"
}
}
},
"Warplock Pistol": {
"name": "Warplock Pistol",
"description": "<p><strong>Availability:</strong> Skyre and allied clans only</p><p>The Warplock Pistol fires pellets of Warpstone, with a longer range than a blackpowder pistol. If a Warplock Pistol attack results in a Fumble, roll [[/br 1d10 #Fumble]]. On a result of 1, the pistol blows up in the wielders hand, destroying itself in a Blast 1 explosion dealing the same Damage as a successful shot. On a result of 210, roll on the @Table[oops]{Oops!} Table.</p>",
"effects": {
"Warplock Pistol": {
"name": "Warplock Pistol"
}
}
},
"Flensing Ruin": {
"name": "Flensing Ruin",
"description": "<p>Green ribbons of warp-energy tear the flesh from the target&rsquo;s bones. This is a <em>magic missile</em> with a Damage of +4 which ignores both armour and Toughness Bonus.</p><p>\n\n <b>Lore:</b> <p>The Lore of Ruin channels the terrible power of Warpstone to lash out at targets, often incinerating them whole. It is focused on destruction and disintegration, and is feared throughout Skavendom and beyond.</p> <p>This terrible power is highly invigorating and the sensation of barely restrained energy is almost addictive. Whenever you successfully cast a spell from the Lore of Ruin, you may add +1 SL to any Initiative- or Agility-based Tests for the next [[/br 1d10]] rounds.</p> <p>Ingredients: Grey Seers use various scraps of fur, hide, bones, and crystalline Warpstone when casting spells from the Lore of Ruin.</p><p>",
"effects": {
"Flensing Ruin": {
"name": "Flensing Ruin"
}
}
},
"Musk of Terror (Ruin)": {
"name": "Musk of Terror (Ruin)",
"description": "<p>You summon a large cloud of choking musk. Any creature within the cloud is exposed to a @Terror[1]{Terror (1)} effect or @Terror[2]{Terror (2)} for Skaven as the deadly musk fills their minds with thoughts of fear. Victims perceive the caster as the source of this Terror.</p><p><strong>Lore:</strong></p><p>The Lore of Ruin channels the terrible power of Warpstone to lash out at targets, often incinerating them whole. It is focused on destruction and disintegration, and is feared throughout Skavendom and beyond.</p><p>This terrible power is highly invigorating and the sensation of barely restrained energy is almost addictive. Whenever you successfully cast a spell from the Lore of Ruin, you may add +1 SL to any Initiative- or Agility-based Tests for the next [[/br 1d10]] rounds.</p><p>Ingredients: Grey Seers use various scraps of fur, hide, bones, and crystalline Warpstone when casting spells from the Lore of Ruin.</p><p></p>",
"effects": {
"Musk of Terror": {
"name": "Musk of Terror"
}
}
},
"Death Frenzy (Stealth)": {
"name": "Death Frenzy (Stealth)",
"description": "<p>You fill a Skaven with a horrible ravenous hunger, causing foam to fleck their mouth and their eyes to roll madly in their head. Your target becomes subject to @UUID[Compendium.wfrp4e-core.items.yRhhOlt18COq4e1q]{Frenzy} for the duration of the spell. Unwilling targets may attempt to resist these effects by making a <strong>Challenging (+0) Cool</strong> Test. Those that succeed suffer 1 Wound as they gnaw on their own extremities to distract from the spell&rsquo;s call to violence.</p><p>\n\n <b>Lore:</b> <p>The Lore of Stealth draws on the power of <em>Dhar</em>, infused with a particularly large portion of <em>Ulgu</em>, to confuse and conceal. It is unclear whether this lore remains similar to how it is practised in Cathay, or if the Sorcerers of Clan Eshin have corrupted a more noble form of stealthy magic. Regardless, spells of this lore specialise in concealing the sorcerer from prying eyes, using magic to distract or diminish signs of the Skaven&rsquo;s presence.</p><p>The Lore of Stealth wreathes the wielder in threads of magic that obfuscate their presence. Whenever you successfully cast a spell from the Lore of Stealth, you gain the @UUID[Compendium.wfrp4e-core.items.OzwDT6kzoLYeeR2d]{Stealthy} Creature Trait for [[/br 1d10]] rounds.</p><p>Ingredients: Clan Eshin Sorcerers use small scraps of paper with assorted runes inscribed on them, which are then coated in powdered Warpstone. When used as an ingredient, the Warpstone powder is consumed, but the scraps of paper remain and can be coated again and reused. The characters used are of no known form of written Queekish, and the Sorcerers of Clan Eshin are in no rush to explain either their meaning or providence.</p><p>",
"effects": {
"Death Frenzy": {
"name": "Death Frenzy"
}
}
},
"Armour of Darkness": {
"name": "Armour of Darkness",
"description": "<p>You solidify the shadows around your body. In addition to making you harder to see in low-light conditions, this shadow armour also protects you from harm. You gain an additional 1 AP to each location, and a +20 bonus to any Stealth Tests you make in dim light. </p><p>\n\n <b>Lore:</b> <p>The Lore of Stealth draws on the power of <em>Dhar</em>, infused with a particularly large portion of <em>Ulgu</em>, to confuse and conceal. It is unclear whether this lore remains similar to how it is practised in Cathay, or if the Sorcerers of Clan Eshin have corrupted a more noble form of stealthy magic. Regardless, spells of this lore specialise in concealing the sorcerer from prying eyes, using magic to distract or diminish signs of the Skaven&rsquo;s presence.</p><p>The Lore of Stealth wreathes the wielder in threads of magic that obfuscate their presence. Whenever you successfully cast a spell from the Lore of Stealth, you gain the @UUID[Compendium.wfrp4e-core.items.OzwDT6kzoLYeeR2d]{Stealthy} Creature Trait for [[/br 1d10]] rounds.</p><p>Ingredients: Clan Eshin Sorcerers use small scraps of paper with assorted runes inscribed on them, which are then coated in powdered Warpstone. When used as an ingredient, the Warpstone powder is consumed, but the scraps of paper remain and can be coated again and reused. The characters used are of no known form of written Queekish, and the Sorcerers of Clan Eshin are in no rush to explain either their meaning or providence.</p><p>",
"effects": {
"Armour of Darkness": {
"name": "Armour of Darkness"
}
}
},
"Howling Warpgale": {
"name": "Howling Warpgale",
"description": "<p>You gesture twitchingly to the skies and fierce hurricane gales begin to swirl around you, filling a radius equal to your Willpower in yards. Enemies cannot fly in the howling winds, and ranged attacks into or out of the affected area suffer a 10 penalty. Your allies are unaffected by either effect as you divert the unnatural winds around them.</p><p>\n\n <b>Lore:</b> <p>The Lore of Ruin channels the terrible power of Warpstone to lash out at targets, often incinerating them whole. It is focused on destruction and disintegration, and is feared throughout Skavendom and beyond.</p> <p>This terrible power is highly invigorating and the sensation of barely restrained energy is almost addictive. Whenever you successfully cast a spell from the Lore of Ruin, you may add +1 SL to any Initiative- or Agility-based Tests for the next [[/br 1d10]] rounds.</p> <p>Ingredients: Grey Seers use various scraps of fur, hide, bones, and crystalline Warpstone when casting spells from the Lore of Ruin.</p><p>",
"effects": {
"Howling Warpgale": {
"name": "Howling Warpgale"
}
}
},
"Vermintide (Plague)": {
"name": "Vermintide (Plague)",
"description": "<p>You summon a swarm of rats that appear next to you and move as you direct, attacking any creature (except you) they encounter. You do not need to spend your action directing the swarm &mdash; it responds to any squeaked command readily. However, after Willpower Bonus rounds have elapsed, you lose control of the swarm. Thereafter, it moves about at random, attacking any creature it encounters.</p>\n<p>If the rat swarm encounters a creature, the rats scurry across its lower extremities biting and scratching furiously, inflicting [[/r 1d10 #Wounds]] Wounds to each non-prosthetic leg a creature has. This Damage is reduced by Toughness Bonus, but not armour (the rats scuttle inside of clothing and armour with alarming skill). The rats climb over any object less than 1 yard tall to reach their victims.</p>\n<p>The swarm can be destroyed by any area of effect attack, but is immune to regular attacks &mdash; a sword blow or stomped boot will kill a rat or two, but more emerge to take their place. While not under the direct control of the caster, the swarm will not attack victims wielding a torch or other sizable open flame if another target is available, and will avoid targets inflicted with an @Condition[Ablaze] Condition entirely.</p>\n<p>After the spell ends, the rats disperse.</p><p>\n\n <b>Lore:</b> <p>The Lore of Plague draws its power from rot and decay, focusing raw <em>Dhar </em>into more refined forms of disease and corruption. Its spells corrupt all that they touch, and indeed few become proficient in the Lore of Plague without bearing some of its marks. Most Plague-Priests are covered in sores and pustules: glorious stigmata and a sign of their mastery over the forces of entropy.</p><p>The Lore of Plague infuses the wielder with the essence of rot. Whenever you successfully cast a spell from the Lore of Plague, you may gain the @UUID[Compendium.wfrp4e-core.items.MVI0lXcg6vvtooAF]{Distracting} Creature Trait for the next [[/br 1d10]] rounds.</p><p>Ingredients: Plague-Priests use all manner of vile excreta, odious emissions, and corrupted objects as spell ingredients. Most are squirted into the air and ritually inhaled, or burned inside a Plague Censer.</p><p>"
},
"Vermintide": {
"name": "Vermintide",
"description": "<p>You summon a swarm of rats that appear next to you and move as you direct, attacking any creature (except you) they encounter. You do not need to spend your action directing the swarm &mdash; it responds to any squeaked command readily. However, after Willpower Bonus rounds have elapsed, you lose control of the swarm. Thereafter, it moves about at random, attacking any creature it encounters.</p>\n<p>If the rat swarm encounters a creature, the rats scurry across its lower extremities biting and scratching furiously, inflicting [[/r 1d10 #Wounds]] Wounds to each non-prosthetic leg a creature has. This Damage is reduced by Toughness Bonus, but not armour (the rats scuttle inside of clothing and armour with alarming skill). The rats climb over any object less than 1 yard tall to reach their victims.</p>\n<p>The swarm can be destroyed by any area of effect attack, but is immune to regular attacks &mdash; a sword blow or stomped boot will kill a rat or two, but more emerge to take their place. While not under the direct control of the caster, the swarm will not attack victims wielding a torch or other sizable open flame if another target is available, and will avoid targets inflicted with an @Condition[Ablaze] Condition entirely.</p>\n<p>After the spell ends, the rats disperse.</p>"
},
"Musk of Terror (Plague)": {
"name": "Musk of Terror (Plague)",
"description": "<p>You summon a large cloud of choking musk. Any creature within the cloud is exposed to a @Terror[1]{Terror (1)} effect or @Terror[2]{Terror (2)} for Skaven as the deadly musk fills their minds with thoughts of fear. Victims perceive the caster as the source of this Terror.</p><p><strong>Lore:</strong></p><p>The Lore of Plague draws its power from rot and decay, focusing raw <em>Dhar </em>into more refined forms of disease and corruption. Its spells corrupt all that they touch, and indeed few become proficient in the Lore of Plague without bearing some of its marks. Most Plague-Priests are covered in sores and pustules: glorious stigmata and a sign of their mastery over the forces of entropy.</p><p>The Lore of Plague infuses the wielder with the essence of rot. Whenever you successfully cast a spell from the Lore of Plague, you may gain the @UUID[Compendium.wfrp4e-core.items.MVI0lXcg6vvtooAF]{Distracting} Creature Trait for the next [[/br 1d10]] rounds.</p><p>Ingredients: Plague-Priests use all manner of vile excreta, odious emissions, and corrupted objects as spell ingredients. Most are squirted into the air and ritually inhaled, or burned inside a Plague Censer.</p><p></p>",
"effects": {
"Musk of Terror": {
"name": "Musk of Terror"
}
}
},
"Warpstone Tokens": {
"name": "Warpstone Tokens",
"description": "<p>The Skaven use Warpstone as both fuel and currency. To most non-Skaven, these are simply odd coins tainted by Warpstone, and are treated as any other sort of Warpstone for the purposes of spellcasting, corruption, and so on. However, Skaven spellcasters possess a metabolism attuned to the terrible power of Warpstone and are affected differently (see @UUID[JournalEntry.yGkrRqB7Cf0aiuCA]{Skaven Magic}).</p>"
},
"Skavenbrew": {
"name": "Skavenbrew",
"description": "<p>This concoction is made of Warpstone and the blood of many creatures. Skaven drink it to make themselves more ferocious in battle, but its effects are unpredictable. After consuming a dose, consult the @Table[skavenbrew]{Skavenbrew Table}.</p><p>The effects of Skavenbrew persist for [[/br 2d10 #Duration]] Toughness Bonus rounds, to a minimum of 1 round. Non-Skaven who consume Skavenbrew are affected as normal, but once the effect ends they must immediately make a <strong>Challenging (+0) Endurance</strong> Test. If they fail, they suffer one @Condition[Poisoned] and one @Condition[Bleeding] Condition. On an Astounding Failure (6 SL or worse) they also suffer one @Condition[Ablaze] Condition.</p>",
"effects": {
"Rabid - Damage Increase": {
"name": "Rabid - Damage Increase"
},
"Rabid - Wound Loss": {
"name": "Rabid - Wound Loss"
},
"Apply Skavenbrew": {
"name": "Apply Skavenbrew"
},
"Skavenbrew": {
"name": "Skavenbrew"
}
}
},
"Bless with Filth": {
"name": "Bless with Filth",
"description": "<p>A foul mist wraps around one melee weapon you touch, or up to three items of ammunition for ranged or throwing weapons. The infused objects immediately begin to drip with toxic fluid. While the spell is in effect, all damaging hits with the weapon cause a @Condition[Poisoned] Condition in addition to normal damage.</p><p>\n\n <b>Lore:</b> <p>The Lore of Plague draws its power from rot and decay, focusing raw <em>Dhar </em>into more refined forms of disease and corruption. Its spells corrupt all that they touch, and indeed few become proficient in the Lore of Plague without bearing some of its marks. Most Plague-Priests are covered in sores and pustules: glorious stigmata and a sign of their mastery over the forces of entropy.</p><p>The Lore of Plague infuses the wielder with the essence of rot. Whenever you successfully cast a spell from the Lore of Plague, you may gain the @UUID[Compendium.wfrp4e-core.items.MVI0lXcg6vvtooAF]{Distracting} Creature Trait for the next [[/br 1d10]] rounds.</p><p>Ingredients: Plague-Priests use all manner of vile excreta, odious emissions, and corrupted objects as spell ingredients. Most are squirted into the air and ritually inhaled, or burned inside a Plague Censer.</p><p>",
"effects": {
"Bless with Filth": {
"name": "Bless with Filth"
}
}
},
"Nurgle's Rot": {
"name": "Nurgle's Rot",
"description": "<p>The Plague Father has lent his name to only one disease, and it is the crowning glory of all his fetid works. Nurgles Rot is a terrible and contagious ailment which wracks the body, mind and even the soul of those who suffer from it. It is most commonly caught during encounters with powerful servants of Nurgle, though it has on occasion spread like wildfire through a village, town, or entire region, before vanishing. While those who suffer from it can only curse the Plague Lords name, the disease itself epitomises the ethos of Nurgles followers — that of enduring terrible suffering and emerging stronger for it. </p><table style=\"width: 100%; height: 85px;\" border=\"1\"><tbody><tr style=\"height: 17px;\"><td style=\"width: 66.4153%; height: 17px; text-align: center;\"><strong>Source of Infection</strong></td><td style=\"width: 32.8621%; height: 17px; text-align: center;\"><strong>Difficulty</strong></td></tr><tr style=\"height: 17px;\"><td style=\"width: 66.4153%; height: 17px;\">Mortal sufferer with at least two symptoms</td><td style=\"width: 32.8621%; height: 17px;\">Easy (+40)</td></tr><tr style=\"height: 17px;\"><td style=\"width: 66.4153%; height: 17px;\">Nurgling, pool of Daemon bile</td><td style=\"width: 32.8621%; height: 17px;\">Average (+20)</td></tr><tr style=\"height: 17px;\"><td style=\"width: 66.4153%; height: 17px;\">Plaguebearer, Blightking</td><td style=\"width: 32.8621%; height: 17px;\">Challenging (+0)</td></tr><tr style=\"height: 17px;\"><td style=\"width: 66.4153%; height: 17px;\">Great Unclean One</td><td style=\"width: 32.8621%; height: 17px;\"><p>Difficult (-10)</p></td></tr></tbody></table><p><strong>Symptoms</strong>: Nurgles Rot presents differently in all who suffer from it. After incubation, the sufferer will appear jaundiced, with blotchy skin and yellow eyes. This has no negative effects, beyond marking them as ill in some way. One week after this occurs, and at the end of each week thereafter, the victim makes a <strong>Challenging (+0) Endurance</strong> Test. If they fail they develop a new symptom, as below. Where two options are given, the GM may choose whichever they prefer.</p><blockquote class=\"foundry-note\"><p>Add the symptoms chosen manually via the <strong>System Effects</strong> dropdown in the Effects tab of an Actor</p></blockquote><p><strong>First Failure</strong>: @Symptom[Coughs and Sneezes] or a @Symptom[Fever].</p><p><strong>Second Failure</strong>: @Symptom[Pox] or @Symptom[Malaise].</p><p><strong>Third Failure</strong>: @Symptom[Flux] or @Symptom[Nausea].</p><p><strong>Fourth Failure</strong>: @Symptom[Buboes] or @Symptom[Gangrene].</p><p><strong>Fifth Failure</strong>: @Symptom[Convulsions] or @Symptom[Wounded].</p><p><strong>Sixth Failure</strong>: @Symptom[Blight].</p><p><strong>Seventh Failure</strong>: Death. A new Plaguebearer is born.</p><p>A potential victim of Nurgles Rot may spend a Fate Point to avoid contracting it. However, once infected, it is impossible to rid oneself of Nurgles Rot. Fate Points spent after the victim is infected merely delay the onset of new symptoms by a month. Should a victim of Nurgles Rot die from the disease, a new Plaguebearer is created in the Realm of Chaos, emerging from a pustule of filth on a tree in Nurgles Garden. If the GM prefers, then a Plague Bearer might instead erupt forth from the body of the victim, should that prove the more dramatic option. </p>"
},
"Warp Scroll": {
"name": "Warp Scroll",
"description": "<p><strong>Availability:</strong> Pestilens and allied clans only</p><p>Plague Priests going to war often bring along copies of key passages from the great Liber Bubonicus, written in Warpstone-infused ink on the cured hides of defeated enemies. Each scroll contains one spell from the @UUID[JournalEntry.yGkrRqB7Cf0aiuCA.JournalEntryPage.Mn2r16uO3nJRhOzy#the-lore-of-plague]{Lore of Plague}, which may be cast once by reading the scroll out loud. No Casting Test is necessary, and there is no chance of a miscast or a critical.</p>"
},
"Doomrocket": {
"name": "Doomrocket",
"description": "<p><strong>Availability:</strong>&nbsp;Skyre and allied clans only</p>\n<p>This handheld rocket launcher is said to be based on designs stolen from Ind and sold to the Warlock Engineers by @UUID[JournalEntry.oXly0RXc3Z3vnVrH.JournalEntryPage.nMGc3gSeO4HsP3sU]{Clan Eshin}. They are quite unreliable even by Clan Skryre&rsquo;s standards, but unmistakably terrifying.</p>\n<p>If a Doomrocket attack results in a Fumble, roll on the @Table[doomrocket-fumble] table and apply the result.</p>",
"effects": {
"Doomrocket": {
"name": "Doomrocket"
}
}
},
"Wrack": {
"name": "Wrack",
"description": "<p>You cause a spark of warp-energy to fly from your outstretched fingers, striking a single target with a jolt of searing pain. The target must make a <strong>Challenging (+0) Endurance</strong> Test or gain one @Condition[Stunned] Condition.</p><p>\n\n <b>Lore:</b> None<p>",
"effects": {
"Wrack": {
"name": "Wrack"
}
}
},
"Swiftscamper": {
"name": "Swiftscamper",
"description": "<p>You increase your Movement Characteristic by an amount equal to your Willpower Bonus. For every +2 SL, you may increase your Movement Characteristic by an additional point.</p><p>\n\n <b>Lore:</b> <p>The Lore of Stealth draws on the power of <em>Dhar</em>, infused with a particularly large portion of <em>Ulgu</em>, to confuse and conceal. It is unclear whether this lore remains similar to how it is practised in Cathay, or if the Sorcerers of Clan Eshin have corrupted a more noble form of stealthy magic. Regardless, spells of this lore specialise in concealing the sorcerer from prying eyes, using magic to distract or diminish signs of the Skaven&rsquo;s presence.</p><p>The Lore of Stealth wreathes the wielder in threads of magic that obfuscate their presence. Whenever you successfully cast a spell from the Lore of Stealth, you gain the @UUID[Compendium.wfrp4e-core.items.OzwDT6kzoLYeeR2d]{Stealthy} Creature Trait for [[/br 1d10]] rounds.</p><p>Ingredients: Clan Eshin Sorcerers use small scraps of paper with assorted runes inscribed on them, which are then coated in powdered Warpstone. When used as an ingredient, the Warpstone powder is consumed, but the scraps of paper remain and can be coated again and reused. The characters used are of no known form of written Queekish, and the Sorcerers of Clan Eshin are in no rush to explain either their meaning or providence.</p><p>",
"effects": {
"Swiftscamper": {
"name": "Swiftscamper"
}
}
},
"Putrefy": {
"name": "Putrefy",
"description": "<p>With a flourish and a curse, you cause all food within the area of effect to rot and decay, rendering it totally inedible. Any creature that eats the infected food is automatically exposed to the @UUID[Compendium.wfrp4e-core.items.txeLd7R13qxSvmsr]{Galloping Trots}. This spell has been used with great effect to induce famine in surface populations.</p><p>\n\n <b>Lore:</b> <p>The Lore of Plague draws its power from rot and decay, focusing raw <em>Dhar </em>into more refined forms of disease and corruption. Its spells corrupt all that they touch, and indeed few become proficient in the Lore of Plague without bearing some of its marks. Most Plague-Priests are covered in sores and pustules: glorious stigmata and a sign of their mastery over the forces of entropy.</p><p>The Lore of Plague infuses the wielder with the essence of rot. Whenever you successfully cast a spell from the Lore of Plague, you may gain the @UUID[Compendium.wfrp4e-core.items.MVI0lXcg6vvtooAF]{Distracting} Creature Trait for the next [[/br 1d10]] rounds.</p><p>Ingredients: Plague-Priests use all manner of vile excreta, odious emissions, and corrupted objects as spell ingredients. Most are squirted into the air and ritually inhaled, or burned inside a Plague Censer.</p><p>"
},
"Infernal Bomb": {
"name": "Infernal Bomb",
"description": "<p><strong>Availability:</strong> Eshin and allied clans only</p>\n<p>These iron-clad devices use cogs and gears to delay a blast of hellish energy. It is a Blast 5 explosive with +12 Damage, which can be set to detonate up to 10 rounds after it is dropped or thrown. They are commonly used to create new doors in buildings or to cover a hasty retreat.</p>"
},
"Traceless Demise": {
"name": "Traceless Demise",
"description": "<p>The body of any creature that dies while under the effects of this spell dissolves instantly into a foul-smelling black slime. The slime is briefly highly acidic, and most equipment is rendered barely recognisable as well. Eshin Sorcerers commonly cast Traceless Demise upon assassins before they embark on a mission, ensuring that no Skaven corpses are left behind.</p><p>Limbs struck from a body before death do not dissolve, even if the victim ultimately dies while under the effects of this spell. Decapitation typically destroys the body but leaves the head intact.</p><p>\n\n <b>Lore:</b> <p>The Lore of Stealth draws on the power of <em>Dhar</em>, infused with a particularly large portion of <em>Ulgu</em>, to confuse and conceal. It is unclear whether this lore remains similar to how it is practised in Cathay, or if the Sorcerers of Clan Eshin have corrupted a more noble form of stealthy magic. Regardless, spells of this lore specialise in concealing the sorcerer from prying eyes, using magic to distract or diminish signs of the Skaven&rsquo;s presence.</p><p>The Lore of Stealth wreathes the wielder in threads of magic that obfuscate their presence. Whenever you successfully cast a spell from the Lore of Stealth, you gain the @UUID[Compendium.wfrp4e-core.items.OzwDT6kzoLYeeR2d]{Stealthy} Creature Trait for [[/br 1d10]] rounds.</p><p>Ingredients: Clan Eshin Sorcerers use small scraps of paper with assorted runes inscribed on them, which are then coated in powdered Warpstone. When used as an ingredient, the Warpstone powder is consumed, but the scraps of paper remain and can be coated again and reused. The characters used are of no known form of written Queekish, and the Sorcerers of Clan Eshin are in no rush to explain either their meaning or providence.</p><p>"
},
"Rat Claws": {
"name": "Rat Claws",
"description": "<p><strong>Availability:</strong>&nbsp;Eshin and allied clans only</p>\n<p>Tied to the paw with a leather strap, a Rat Claw consists of three to five steel claws extending outward. The claws enhance unarmed attacks and are useful climbing tools, providing a +10 bonus to all Climb Tests.</p>",
"effects": {
"Rat Claws": {
"name": "Rat Claws"
}
}
},
"Warpstone Star": {
"name": "Warpstone Star",
"description": "<p><strong>Availability:</strong> Eshin and allied clans only</p><p>A favourite weapon of @UUID[JournalEntry.oXly0RXc3Z3vnVrH.JournalEntryPage.nMGc3gSeO4HsP3sU]{Clan Eshin}, this throwing star is coated with a Warpstone paste that increases its damage considerably. Some Warpstone Stars are @UUID[JournalEntry.26U30SwguwHqxwjU.JournalEntryPage.PrNdIdqhEdwz6eC3#skaven-blades]{Weeping weapons}</p>"
},
"Death Frenzy": {
"name": "Death Frenzy",
"description": "<p>You fill a Skaven with a horrible ravenous hunger, causing foam to fleck their mouth and their eyes to roll madly in their head. Your target becomes subject to @UUID[Compendium.wfrp4e-core.items.yRhhOlt18COq4e1q]{Frenzy} for the duration of the spell. Unwilling targets may attempt to resist these effects by making a <strong>Challenging (+0) Cool</strong> Test. Those that succeed suffer 1 Wound as they gnaw on their own extremities to distract from the spell&rsquo;s call to violence.</p>",
"effects": {
"Death Frenzy": {
"name": "Death Frenzy"
}
}
},
"Man-trap": {
"name": "Man-trap",
"description": "<p>A man-trap consists of two spiked, semi-circular jaws that spring up when a victim steps on a pressure plate between them; they bite into the victim&rsquo;s lower leg causing severe injury, and can only be opened on a successful <strong>Difficult (&ndash;10) Strength</strong> Test. The trap is chained to a stake, driven into the ground nearby, so that its victim is effectively captured as well as wounded.</p>\n<p>When it is placed, the GM should note the result of the <strong>Set Trap</strong> Test, and use it to oppose the Perception Tests of any potential&nbsp;</p>\n<p>* The trap is not wielded and can only attack someone who steps on it. There is no roll to hit &mdash; this is resolved using a Set Trap Test above.</p>\n<p>&dagger; Leg hits only: equal chance of either leg unless circumstances dictate otherwise.</p>\n<p>&Dagger; If the trap was chained down, the victim is held in place until freed. If not, a hit causes one @Condition[Entangled] Condition because of its weight. This Condition can only be removed by freeing the victim from the trap.</p>"
},
"Curse of the Horned Rat (Plague)": {
"name": "Curse of the Horned Rat (Plague)",
"description": "<p>With a sickening lurch, the fabric of reality is torn by the twisting power of the Great Horned One. The target creature, and any others within a number of yards equal to your Willpower Bonus, must make a <strong>Challenging (+0) Endurance</strong> Test or be transformed into Skaven of size appropriate to the original victim, nominally under your command. Most become @UUID[Compendium.wfrp4e-core.actors.F1vAZZcmVKkRw8xn]{Clanrats} or @UUID[Compendium.wfrp4e-core.actors.kl4qHg0mqWOApBqH]{Stormvermin}, but Ogres typically become @UUID[Compendium.wfrp4e-core.actors.VfJgGmCTWqb0IDSW]{Rat Ogres}. They are as loyal as any Skaven, with vague memories of tunnels, betrayal, and the dark of the Under-Empire replacing those of their old life. Their nature is like that of any Skaven, and victims are unlikely to follow commands that would result in their death unless failing to follow those commands appears likely to be just as fatal.</p>\n<p>The forms of most humanoids were never intended to become as the Skaven, who despite being known colloquially as ratmen are far more rat than man. In most cases the spell&rsquo;s victims will revert to their true forms after the spell has ended, though all will bear some mark of what was done to them. This often takes the form of a patch of fur, a malformed tail or yellowed, pointed teeth. The victim may spend a Fate point to resist the effects of this spell, or to revert to their true form if already under its effect.</p>\n<blockquote class=\"sidebar\">\n<h3 style=\"text-align: center;\"><em>Is It Fun To Be A Rat?</em></h3>\n<p><em>It could be! Note that this is the sort of spell that could effectively end a Character&rsquo;s career, as they scuttle off with their Skaven allies only to wake up in the Under-Empire, enslaved to the very creatures they briefly thought were their kin. However, it could also be an excellent way to start an interesting adventure, with Characters plunging into the underdark to track down a Skaven who was once &mdash; and might be again &mdash; their comrade.</em></p>\n<p><em>Regardless, a canny GM will pay close attention to their Characters&rsquo; Fate Points before unleashing this particular horror upon them.</em></p>\n</blockquote><p>\n\n <b>Lore:</b> <p>The Lore of Plague draws its power from rot and decay, focusing raw <em>Dhar </em>into more refined forms of disease and corruption. Its spells corrupt all that they touch, and indeed few become proficient in the Lore of Plague without bearing some of its marks. Most Plague-Priests are covered in sores and pustules: glorious stigmata and a sign of their mastery over the forces of entropy.</p><p>The Lore of Plague infuses the wielder with the essence of rot. Whenever you successfully cast a spell from the Lore of Plague, you may gain the @UUID[Compendium.wfrp4e-core.items.MVI0lXcg6vvtooAF]{Distracting} Creature Trait for the next [[/br 1d10]] rounds.</p><p>Ingredients: Plague-Priests use all manner of vile excreta, odious emissions, and corrupted objects as spell ingredients. Most are squirted into the air and ritually inhaled, or burned inside a Plague Censer.</p><p>"
},
"Blade of Corruption": {
"name": "Blade of Corruption",
"description": "<p>The Blade of Corruption has long been a treasured artefact from the days when Clan Pestilens haunted the lands of Lustria. A vile weapon, it has a long, wavy edge and drips a foul green fluid from its tip. The Skaven whisper that the weapon was forged in the earliest days of Skaven history, and was cooled in the blood of Slann.</p>\n<p>The Blade of Corruption counts as a Hand Weapon. Any creature wounded by it must immediately make a <strong>Difficult (&ndash;10) Toughness</strong> Test or suffer an additional 3 Damage and gain one @Condition[Poisoned]{Poisoned} Condition as the weapon&rsquo;s venom courses through their veins.</p>\n<p>If used by a non-Skaven, the Blade of Corruption slowly poisons its wielder. The victim must succeed on a <strong>Difficult (&ndash;10) Toughness</strong> Test each time it is used in combat. Each failed Test permanently drains the wielder of [[/r 1d10]] Toughness. A Character reduced to 0 Toughness dissolves into a sticky mess of pestilential slime.</p>",
"effects": {
"Blade of Corruption": {
"name": "Blade of Corruption"
}
}
},
"Vector": {
"name": "Vector",
"description": "<p>The target must succeed on a <strong>Challenging (+0) Endurance</strong> Test or suffer a &ndash;20 penalty to all Tests made to resist disease for 24 hours. Targets with @UUID[Compendium.wfrp4e-core.items.vMYEkrWj0ip6ZOdv]{Resistance (Disease)} may use that Talent to resist this spell.</p>\n<p><strong>Lore:</strong> None</p>\n<p>&nbsp;</p>",
"effects": {
"Vector": {
"name": "Vector"
}
}
},
"Warp Shield": {
"name": "Warp Shield",
"description": "<p>You summon a flare of Warp-energy, shaping it around yourself as a protective shield. While the spell is in effect, all hit locations gain +5 AP. In addition, any creature that touches you — including successfully attacking you with their bare hands or with a hand-held weapon made of metal — takes a hit with Damage equal to 5 + your Willpower Bonus. This hit strikes whichever limb was used to attack you and ignores AP from metal armour.</p><p>\n\n <b>Lore:</b> <p>The Lore of Ruin channels the terrible power of Warpstone to lash out at targets, often incinerating them whole. It is focused on destruction and disintegration, and is feared throughout Skavendom and beyond.</p> <p>This terrible power is highly invigorating and the sensation of barely restrained energy is almost addictive. Whenever you successfully cast a spell from the Lore of Ruin, you may add +1 SL to any Initiative- or Agility-based Tests for the next [[/br 1d10]] rounds.</p> <p>Ingredients: Grey Seers use various scraps of fur, hide, bones, and crystalline Warpstone when casting spells from the Lore of Ruin.</p><p>",
"effects": {
"Warp Shield": {
"name": "Warp Shield"
}
}
},
"Stickypaws": {
"name": "Stickypaws",
"description": "<p>You gain the @UUID[Compendium.wfrp4e-core.items.KII1gWnxIZ8HzmU5]{Wallcrawler} Trait for the duration of the spell. Objects you carry or wear are still affected by gravity and fall to the ground if dropped.</p><p>\n\n <b>Lore:</b> <p>The Lore of Stealth draws on the power of <em>Dhar</em>, infused with a particularly large portion of <em>Ulgu</em>, to confuse and conceal. It is unclear whether this lore remains similar to how it is practised in Cathay, or if the Sorcerers of Clan Eshin have corrupted a more noble form of stealthy magic. Regardless, spells of this lore specialise in concealing the sorcerer from prying eyes, using magic to distract or diminish signs of the Skaven&rsquo;s presence.</p><p>The Lore of Stealth wreathes the wielder in threads of magic that obfuscate their presence. Whenever you successfully cast a spell from the Lore of Stealth, you gain the @UUID[Compendium.wfrp4e-core.items.OzwDT6kzoLYeeR2d]{Stealthy} Creature Trait for [[/br 1d10]] rounds.</p><p>Ingredients: Clan Eshin Sorcerers use small scraps of paper with assorted runes inscribed on them, which are then coated in powdered Warpstone. When used as an ingredient, the Warpstone powder is consumed, but the scraps of paper remain and can be coated again and reused. The characters used are of no known form of written Queekish, and the Sorcerers of Clan Eshin are in no rush to explain either their meaning or providence.</p><p>",
"effects": {
"Stickypaws": {
"name": "Stickypaws"
}
}
},
"Warpmusket": {
"name": "Warpmusket",
"description": "<p><strong>Availability:</strong> Skyre and allied clans only</p><p>Shorter than the dreaded @UUID[Compendium.wfrp4e-horned-rat.items.lP0b4ATxULZBpIvD]{Warplock Jezzail}, Warpmuskets are easier to use but less effective. They may be loaded with either a regular @UUID[Compendium.wfrp4e-horned-rat.items.w7gss205dMp5iJlu]{Warpstone Bullet}, or with @UUID[Compendium.wfrp4e-horned-rat.items.ZuU6IKm2rSJgAV0m]{Warpstone Buckshot}.</p><p>If a Warpmusket attack results in a Fumble, roll [[/br 1d10 #Fumble]]. On a result of 1, the weapon blows up in the wielders hand, destroying itself in a Blast 1 explosion dealing the same Damage as a successful shot. On a result of 210, roll on the @Table[oops]{Oops!} Table.</p>",
"effects": {
"Warpmusket": {
"name": "Warpmusket"
}
}
},
"Warp-Blade (Halberd)": {
"name": "Warp-Blade (Halberd)",
"description": "<p>Warp-blades are unique to Clan Skryre. They are commonly attached to poles, creating halberd-like weapons, or are directly implanted into the arms of Warlock Engineers. A tangle of wires feeds the blades, which hum with barely contained Warp energy. When used in hand-to-hand combat, Warp-blades are treated as either Halberds (in the case of those mounted on poles), or @UUID[Compendium.wfrp4e-core.items.CXg7XOFJwu4LZ9LM]{Hand Weapons} (when they are implanted into a Warlocks arms), both with a +1 bonus to Damage and the ZZAP! Quality.</p>"
},
"Vermintide (Stealth)": {
"name": "Vermintide (Stealth)",
"description": "<p>You summon a swarm of rats that appear next to you and move as you direct, attacking any creature (except you) they encounter. You do not need to spend your action directing the swarm &mdash; it responds to any squeaked command readily. However, after Willpower Bonus rounds have elapsed, you lose control of the swarm. Thereafter, it moves about at random, attacking any creature it encounters.</p>\n<p>If the rat swarm encounters a creature, the rats scurry across its lower extremities biting and scratching furiously, inflicting [[/r 1d10 #Wounds]] Wounds to each non-prosthetic leg a creature has. This Damage is reduced by Toughness Bonus, but not armour (the rats scuttle inside of clothing and armour with alarming skill). The rats climb over any object less than 1 yard tall to reach their victims.</p>\n<p>The swarm can be destroyed by any area of effect attack, but is immune to regular attacks &mdash; a sword blow or stomped boot will kill a rat or two, but more emerge to take their place. While not under the direct control of the caster, the swarm will not attack victims wielding a torch or other sizable open flame if another target is available, and will avoid targets inflicted with an @Condition[Ablaze] Condition entirely.</p>\n<p>After the spell ends, the rats disperse.</p><p>\n\n <b>Lore:</b> <p>The Lore of Stealth draws on the power of <em>Dhar</em>, infused with a particularly large portion of <em>Ulgu</em>, to confuse and conceal. It is unclear whether this lore remains similar to how it is practised in Cathay, or if the Sorcerers of Clan Eshin have corrupted a more noble form of stealthy magic. Regardless, spells of this lore specialise in concealing the sorcerer from prying eyes, using magic to distract or diminish signs of the Skaven&rsquo;s presence.</p><p>The Lore of Stealth wreathes the wielder in threads of magic that obfuscate their presence. Whenever you successfully cast a spell from the Lore of Stealth, you gain the @UUID[Compendium.wfrp4e-core.items.OzwDT6kzoLYeeR2d]{Stealthy} Creature Trait for [[/br 1d10]] rounds.</p><p>Ingredients: Clan Eshin Sorcerers use small scraps of paper with assorted runes inscribed on them, which are then coated in powdered Warpstone. When used as an ingredient, the Warpstone powder is consumed, but the scraps of paper remain and can be coated again and reused. The characters used are of no known form of written Queekish, and the Sorcerers of Clan Eshin are in no rush to explain either their meaning or providence.</p><p>"
},
"Crackling Doom": {
"name": "Crackling Doom",
"description": "<p>You send a single crackling arc of green energy at the target. Crackling Doom is a <em>magic missile</em> with a Damage of +4. In addition, anyone damaged by this spell must make a successful <strong>Challenging (+0) Endurance</strong> Test or gain one @Condition[Stunned] Condition for every SL on the Casting Test.</p><p>\n\n <b>Lore:</b> <p>The Lore of Ruin channels the terrible power of Warpstone to lash out at targets, often incinerating them whole. It is focused on destruction and disintegration, and is feared throughout Skavendom and beyond.</p> <p>This terrible power is highly invigorating and the sensation of barely restrained energy is almost addictive. Whenever you successfully cast a spell from the Lore of Ruin, you may add +1 SL to any Initiative- or Agility-based Tests for the next [[/br 1d10]] rounds.</p> <p>Ingredients: Grey Seers use various scraps of fur, hide, bones, and crystalline Warpstone when casting spells from the Lore of Ruin.</p><p>",
"effects": {
"Crackling Doom": {
"name": "Crackling Doom"
}
}
},
"Tunnel Fighter": {
"name": "Tunnel Fighter",
"description": "<p>@UUID[Compendium.wfrp4e-horned-rat.journals.bmuHnv7PgHJ54BML.JournalEntryPage.DHz1ZX3hPihLzJOf]{Ironbreaker}</p>"
},
"Vermintide (Ruin)": {
"name": "Vermintide (Ruin)",
"description": "<p>You summon a swarm of rats that appear next to you and move as you direct, attacking any creature (except you) they encounter. You do not need to spend your action directing the swarm &mdash; it responds to any squeaked command readily. However, after Willpower Bonus rounds have elapsed, you lose control of the swarm. Thereafter, it moves about at random, attacking any creature it encounters.</p>\n<p>If the rat swarm encounters a creature, the rats scurry across its lower extremities biting and scratching furiously, inflicting [[/r 1d10 #Wounds]] Wounds to each non-prosthetic leg a creature has. This Damage is reduced by Toughness Bonus, but not armour (the rats scuttle inside of clothing and armour with alarming skill). The rats climb over any object less than 1 yard tall to reach their victims.</p>\n<p>The swarm can be destroyed by any area of effect attack, but is immune to regular attacks &mdash; a sword blow or stomped boot will kill a rat or two, but more emerge to take their place. While not under the direct control of the caster, the swarm will not attack victims wielding a torch or other sizable open flame if another target is available, and will avoid targets inflicted with an @Condition[Ablaze] Condition entirely.</p>\n<p>After the spell ends, the rats disperse.</p><p>\n\n <b>Lore:</b> <p>The Lore of Ruin channels the terrible power of Warpstone to lash out at targets, often incinerating them whole. It is focused on destruction and disintegration, and is feared throughout Skavendom and beyond.</p> <p>This terrible power is highly invigorating and the sensation of barely restrained energy is almost addictive. Whenever you successfully cast a spell from the Lore of Ruin, you may add +1 SL to any Initiative- or Agility-based Tests for the next [[/br 1d10]] rounds.</p> <p>Ingredients: Grey Seers use various scraps of fur, hide, bones, and crystalline Warpstone when casting spells from the Lore of Ruin.</p><p>"
},
"Liber Bubonicus": {
"name": "Liber Bubonicus",
"description": "<p><strong>Availability:</strong> Pestilens and allied clans only</p><p>Also known as the Book of Woe, the <em>Liber Bubonicus</em> contains the collected wisdom of Clan Pestilens: a chronicle of every corruption and plague since the clans emergence. Every disease created and every foul experiment is marked down and tracked, both their composition and their effect on the living.</p><p>Each of the different orders of Plague Monks keeps its own copy, updated daily by a Plague Priest. A Skaven who loses a copy of this sacred tome is cursed by the Horned Rat, and must roll on the @Table[wrath]{Wrath of the Gods} table every day until the book is recovered and those who stole it have been punished in a grisly ritual sacrifice.</p><p>By reading from a copy of the <em>Liber Bubonicus</em>, a Plague Priest or Plague Lord can cast any spell from the @UUID[JournalEntry.yGkrRqB7Cf0aiuCA.JournalEntryPage.Mn2r16uO3nJRhOzy#the-lore-of-plague]{Lore of Plague} as if from a @UUID[Compendium.wfrp4e-horned-rat.items.HM1PLaF1y7ZfOPU5]{Warp Scroll}, with no Casting Test and no chance of a miscast or a critical. Each spell may be cast once per day.</p>"
},
"Von Haffenhof's Sword": {
"name": "Von Haffenhof's Sword",
"description": "<p>@UUID[JournalEntry.bmuHnv7PgHJ54BML.JournalEntryPage.iu6sP6Mpwc3MOCSN]{Gromril}</p>\n<p>A rare gift to a human soldier who saved a caravan full of Dwarf children from a Troll, Von Haffenhof&rsquo;s Sword was forged from Gromril and created specifically for the confused Ostlander. Despite not understanding quite how significantly he was being honoured, the name of Von Haffenhof is still recounted by those Dwarfs whose ancestors were part of the caravan. The blade is Unbreakable, counts as a Hand Weapon, and bears a Rune of Cleaving, granting it +5 damage instead of the usual +4, and allowing it to ignore all AP from armour that is not made from Gromril.</p>\n<p>For the rest of his life, Von Haffenhof referred to the blade as<em> &lsquo;my other, better sword&rsquo;</em>, and drew it only in the most dire of circumstances. After his death it was returned to the Dwarfs of Karak Skygg, who kept it in anticipation of another worthy manling coming along. They remained disappointed until the hold was eventually abandoned, and the blade all but forgotten.</p>",
"effects": {
"von Haffenhof's Sword": {
"name": "von Haffenhof's Sword"
}
}
},
"Tail Fighting": {
"name": "Tail Fighting",
"description": "<p>You possess a tail, and are adept at using it for fine manipulation. You may use your tail for any task that would normally require a hand. Additionally, you may make one additional attack with a suitably designed Tail Weapon on your turn.</p>"
},
"Warp Storm": {
"name": "Warp Storm",
"description": "<p>You summon a storm of Warp lightning covering a radius equal to your Willpower Bonus in yards. Each round while the spell is in effect, all creatures within the storm suffer a Damage +10 hit to the highest point of their body (usually their head) that ignores AP from metal armour.</p><p>If the caster wishes, they may use their action to move the ongoing storm to any location within Willpower yards.</p><p>\n\n <b>Lore:</b> <p>The Lore of Ruin channels the terrible power of Warpstone to lash out at targets, often incinerating them whole. It is focused on destruction and disintegration, and is feared throughout Skavendom and beyond.</p> <p>This terrible power is highly invigorating and the sensation of barely restrained energy is almost addictive. Whenever you successfully cast a spell from the Lore of Ruin, you may add +1 SL to any Initiative- or Agility-based Tests for the next [[/br 1d10]] rounds.</p> <p>Ingredients: Grey Seers use various scraps of fur, hide, bones, and crystalline Warpstone when casting spells from the Lore of Ruin.</p><p>",
"effects": {
"Warp Storm": {
"name": "Warp Storm"
}
}
},
"Altitude Sickness": {
"name": "Altitude Sickness",
"description": "<p>At the end of the initial duration, if the Character insists on exerting themselves, they must pass another <strong>Difficult (-10) Endurance</strong> Test or suffer a further 2 days of worsened symptoms. Add another @Condition[Fatigued] Condition to @Symptom[Malaise], and @Symptom[Nausea] becomes so severe that in addition to gaining a @Condition[Stunned] Condition upon failing a roll involving physical movement, the character also loses 1 Wound as their lungs fill with fluid.</p>\n<p>Treatment is quite simple. Most Characters acclimatise to the air, if they spend the duration of sickness resting, and returning to lower altitudes likewise cures it. Remember that the Characters&rsquo; journey across the mountains goes downwards as well as up, so they should be given opportunities to recover.</p>",
"effects": {
"Malaise": {
"name": "Malaise"
},
"Nausea": {
"name": "Nausea"
}
}
},
"Smoke Bomb": {
"name": "Smoke Bomb",
"description": "<p><strong>Availability:</strong> Eshin and allied clans only</p>\n<p>When thrown or dropped, a Smoke Bomb creates a dense cloud of smoke in a 2 yard radius, lasting for [[/br 1d10 # Rounds]] rounds (halve the duration if there is a strong wind). The smoke cloud completely obscures anything in its area, preventing ranged weapon attacks, magic missiles, and other effects that rely on sight.</p>"
},
"Things-Catcher": {
"name": "Things-Catcher",
"description": "<p><strong>Availability:</strong> Moulder and allied clans only</p><p>This two-handed polearm has a large, fork-like head lined on the inside with spikes. Designed to be thrust around the torsos and extremities of foes, these weapons can immobilise creatures of nearly any size. @UUID[JournalEntry.oXly0RXc3Z3vnVrH.JournalEntryPage.qvft4GKy7q56yHgN]{Clan Moulder} is the only clan to use Things-Catchers on a regular basis, though they are sometimes employed by warbands sent to fetch prisoners.</p>"
},
"Warp Energy Condenser": {
"name": "Warp Energy Condenser",
"description": "<p><strong>Availability:</strong> Skyre and allied clans only</p><p>The Warp Energy Condenser enhances @UUID[Compendium.wfrp4e-horned-rat.items.wlfcelDmY2pgIymx]{Warp-blades}. When used alongside a Warp-blade, the weapon deals an additional +1 Damage.</p>",
"effects": {
"Warp Energy Condenser": {
"name": "Warp Energy Condenser"
}
}
},
"Poisoned Wind Globe": {
"name": "Poisoned Wind Globe",
"description": "<p><strong>Availability:</strong> Skyre and allied clans only</p><p>A @UUID[JournalEntry.oXly0RXc3Z3vnVrH.JournalEntryPage.SJRe53QCz0UDC1Dn]{Clan Skryre} innovation, these small hollow glass spheres contain a noxious gas. When thrown, the sphere shatters, dispersing the poison. If the globe fails to hit its target, consult the following table: @Table[poisoned-wind-globe]{Poisoned Wind Globe}</p><p>When the globe shatters, it releases a cloud of poisonous gas 3 yards in diameter and 3 yards high. The cloud persists for [[/br 1d101 # Rounds]] rounds (a roll of 1 indicating that there is a draught or breeze strong enough to disperse it instantly). Every Character within the cloud must make a <strong>Challenging (+0) Toughness</strong> Test, modified by @UUID[Compendium.wfrp4e-core.items.vMYEkrWj0ip6ZOdv]{Resistance (Poison)} and similar Talents or Traits, or suffer a +4 Damage hit that ignores armour and Toughness. A target must repeat the Test every round they remain in the cloud. </p><p>Poisoned Wind Globes are sometimes deployed as traps, using a simple tripwire. If a Character fails to spot the tripwire — <strong>Challenging (+0) Perception</strong> Test — the trap is sprung, and the globe shatters at the Characters feet. Treat these as any other attack with this weapon, centred on the triggering Character.</p>",
"effects": {
"Poisoned Wind Globe": {
"name": "Poisoned Wind Globe"
},
"Poisoned Wind Globe - Miss": {
"name": "Poisoned Wind Globe - Miss"
}
}
},
"Wither": {
"name": "Wither",
"description": "<p>Chanting passages from the Liber Bubonicus, you point a scabrous paw at the target, who must make a successful <strong>Challenging (+0) Endurance</strong> Test or lose 1 point of Toughness for each SL on your Casting Test. Creatures whose Toughness is reduced to 0 are killed. Characters can spend a Fate Point to be reduced to 1 Toughness and 0 Wounds instead. Characters who lose enough Toughness for their Toughness Bonus to drop must reduce their Wounds total appropriately.</p>\n<p>Victims who survive regain 1 point of Toughness per day of complete rest. If treated with any form of healing capable of removing a Critical Wound, the victim recovers another [[/r 1d10 #Recovered Toughness]] lost Toughness.</p><p>\n\n <b>Lore:</b> <p>The Lore of Plague draws its power from rot and decay, focusing raw <em>Dhar </em>into more refined forms of disease and corruption. Its spells corrupt all that they touch, and indeed few become proficient in the Lore of Plague without bearing some of its marks. Most Plague-Priests are covered in sores and pustules: glorious stigmata and a sign of their mastery over the forces of entropy.</p><p>The Lore of Plague infuses the wielder with the essence of rot. Whenever you successfully cast a spell from the Lore of Plague, you may gain the @UUID[Compendium.wfrp4e-core.items.MVI0lXcg6vvtooAF]{Distracting} Creature Trait for the next [[/br 1d10]] rounds.</p><p>Ingredients: Plague-Priests use all manner of vile excreta, odious emissions, and corrupted objects as spell ingredients. Most are squirted into the air and ritually inhaled, or burned inside a Plague Censer.</p><p>",
"effects": {
"Wither": {
"name": "Wither"
}
}
},
"Skitterleap": {
"name": "Skitterleap",
"description": "<p>With a sound of inrushing air and a puff of brimstone-scented smoke, you teleport yourself or one ally you can touch to any location within Willpower yards. If targeting an unwilling target, resolve the touch attempt using the rules for casting a touch spell in combat (see @UUID[Compendium.wfrp4e-core.journals.YBVrpUHEjohB1H4f.JournalEntryPage.BU7yhLmMdEyvbfkR]{Magic Rules}), and the victim may make a <strong>Difficult (&ndash;10) Cool</strong> Test to change their destination by +SL yards. The target must be Average size or smaller. You must be able to see the destination, and this location must be free of objects and creatures or the spell fails.</p>"
},
"Weeping Wound": {
"name": "Weeping Wound",
"description": "<p>While the spell is in effect, every Wound suffered by the target counts as a @UUID[Compendium.wfrp4e-core.items.1hQuVFZt9QnnbWzg]{Minor Infection}. All Endurance Tests to avoid <em>Festering Wounds </em>suffer a &ndash;10 penalty for each SL on your Casting Test. Additionally, if the target would gain a @Condition[Bleeding] Condition, they gain two instead.</p><p>\n\n <b>Lore:</b> <p>The Lore of Plague draws its power from rot and decay, focusing raw <em>Dhar </em>into more refined forms of disease and corruption. Its spells corrupt all that they touch, and indeed few become proficient in the Lore of Plague without bearing some of its marks. Most Plague-Priests are covered in sores and pustules: glorious stigmata and a sign of their mastery over the forces of entropy.</p><p>The Lore of Plague infuses the wielder with the essence of rot. Whenever you successfully cast a spell from the Lore of Plague, you may gain the @UUID[Compendium.wfrp4e-core.items.MVI0lXcg6vvtooAF]{Distracting} Creature Trait for the next [[/br 1d10]] rounds.</p><p>Ingredients: Plague-Priests use all manner of vile excreta, odious emissions, and corrupted objects as spell ingredients. Most are squirted into the air and ritually inhaled, or burned inside a Plague Censer.</p><p>",
"effects": {
"Weeping Wound": {
"name": "Weeping Wound"
}
}
},
"Warpstone Buckshot": {
"name": "Warpstone Buckshot"
},
"Skitterleap (Ruin)": {
"name": "Skitterleap (Ruin)",
"description": "<p>With a sound of inrushing air and a puff of brimstone-scented smoke, you teleport yourself or one ally you can touch to any location within Willpower yards. If targeting an unwilling target, resolve the touch attempt using the rules for casting a touch spell in combat (see @UUID[Compendium.wfrp4e-core.journals.YBVrpUHEjohB1H4f.JournalEntryPage.BU7yhLmMdEyvbfkR]{Magic Rules}), and the victim may make a <strong>Difficult (&ndash;10) Cool</strong> Test to change their destination by +SL yards. The target must be Average size or smaller. You must be able to see the destination, and this location must be free of objects and creatures or the spell fails.</p><p>\n\n <b>Lore:</b> <p>The Lore of Ruin channels the terrible power of Warpstone to lash out at targets, often incinerating them whole. It is focused on destruction and disintegration, and is feared throughout Skavendom and beyond.</p> <p>This terrible power is highly invigorating and the sensation of barely restrained energy is almost addictive. Whenever you successfully cast a spell from the Lore of Ruin, you may add +1 SL to any Initiative- or Agility-based Tests for the next [[/br 1d10]] rounds.</p> <p>Ingredients: Grey Seers use various scraps of fur, hide, bones, and crystalline Warpstone when casting spells from the Lore of Ruin.</p><p>"
},
"Pestilent Breath": {
"name": "Pestilent Breath",
"description": "<p>You exhale a pestilent, poisonous cloud in a line 2 yards wide up to the range of the spell. Anyone within the noxious fumes&rsquo; reach must succeed at a <strong>Difficult (&ndash;10) Endurance</strong> Test or suffer a hit with Damage equal to your Willpower Bonus, which ignores armour and Toughness Bonus.</p>\n<p>For each additional +2 SL, you may extend the width of the line by 1 yard.</p><p>\n\n <b>Lore:</b> <p>The Lore of Plague draws its power from rot and decay, focusing raw <em>Dhar </em>into more refined forms of disease and corruption. Its spells corrupt all that they touch, and indeed few become proficient in the Lore of Plague without bearing some of its marks. Most Plague-Priests are covered in sores and pustules: glorious stigmata and a sign of their mastery over the forces of entropy.</p><p>The Lore of Plague infuses the wielder with the essence of rot. Whenever you successfully cast a spell from the Lore of Plague, you may gain the @UUID[Compendium.wfrp4e-core.items.MVI0lXcg6vvtooAF]{Distracting} Creature Trait for the next [[/br 1d10]] rounds.</p><p>Ingredients: Plague-Priests use all manner of vile excreta, odious emissions, and corrupted objects as spell ingredients. Most are squirted into the air and ritually inhaled, or burned inside a Plague Censer.</p><p>",
"effects": {
"Pestilent Breath": {
"name": "Pestilent Breath"
}
}
},
"Curse of the Horned Rat (Ruin)": {
"name": "Curse of the Horned Rat (Ruin)",
"description": "<p>With a sickening lurch, the fabric of reality is torn by the twisting power of the Great Horned One. The target creature, and any others within a number of yards equal to your Willpower Bonus, must make a <strong>Challenging (+0) Endurance</strong> Test or be transformed into Skaven of size appropriate to the original victim, nominally under your command. Most become @UUID[Compendium.wfrp4e-core.actors.F1vAZZcmVKkRw8xn]{Clanrats} or @UUID[Compendium.wfrp4e-core.actors.kl4qHg0mqWOApBqH]{Stormvermin}, but Ogres typically become @UUID[Compendium.wfrp4e-core.actors.VfJgGmCTWqb0IDSW]{Rat Ogres}. They are as loyal as any Skaven, with vague memories of tunnels, betrayal, and the dark of the Under-Empire replacing those of their old life. Their nature is like that of any Skaven, and victims are unlikely to follow commands that would result in their death unless failing to follow those commands appears likely to be just as fatal.</p>\n<p>The forms of most humanoids were never intended to become as the Skaven, who despite being known colloquially as ratmen are far more rat than man. In most cases the spell&rsquo;s victims will revert to their true forms after the spell has ended, though all will bear some mark of what was done to them. This often takes the form of a patch of fur, a malformed tail or yellowed, pointed teeth. The victim may spend a Fate point to resist the effects of this spell, or to revert to their true form if already under its effect.</p>\n<blockquote class=\"sidebar\">\n<h3 style=\"text-align: center;\"><em>Is It Fun To Be A Rat?</em></h3>\n<p><em>It could be! Note that this is the sort of spell that could effectively end a Character&rsquo;s career, as they scuttle off with their Skaven allies only to wake up in the Under-Empire, enslaved to the very creatures they briefly thought were their kin. However, it could also be an excellent way to start an interesting adventure, with Characters plunging into the underdark to track down a Skaven who was once &mdash; and might be again &mdash; their comrade.</em></p>\n<p><em>Regardless, a canny GM will pay close attention to their Characters&rsquo; Fate Points before unleashing this particular horror upon them.</em></p>\n</blockquote><p>\n\n <b>Lore:</b> <p>The Lore of Ruin channels the terrible power of Warpstone to lash out at targets, often incinerating them whole. It is focused on destruction and disintegration, and is feared throughout Skavendom and beyond.</p> <p>This terrible power is highly invigorating and the sensation of barely restrained energy is almost addictive. Whenever you successfully cast a spell from the Lore of Ruin, you may add +1 SL to any Initiative- or Agility-based Tests for the next [[/br 1d10]] rounds.</p> <p>Ingredients: Grey Seers use various scraps of fur, hide, bones, and crystalline Warpstone when casting spells from the Lore of Ruin.</p><p>"
},
"Jezzail Bullet and Powder": {
"name": "Jezzail Bullet and Powder"
},
"Warlock Optics": {
"name": "Warlock Optics",
"description": "<p><strong>Availability:</strong>&nbsp;Skyre and allied clans only</p>\n<p>This Warp-enhanced optical device allows a Warlock Engineer to focus on a foe clearly, even those partially hidden in cover. When fitted to a ranged weapon, it negates all difficulty modifiers for shooting at a target in cover.</p>"
},
"Ratling Gun Belt": {
"name": "Ratling Gun Belt",
"effects": {
"Ratling Gun Belt": {
"name": "Ratling Gun Belt"
}
}
},
"Punch Dagger": {
"name": "Punch Dagger",
"description": "<p><strong>Availability:</strong>&nbsp;Eshin and allied clans only</p>\n<p>Skaven of @UUID[JournalEntry.oXly0RXc3Z3vnVrH.JournalEntryPage.nMGc3gSeO4HsP3sU]{Clan Eshin} use Punch Daggers, a type of weapon from Ind with one or two blades that jut out from between the fingers. Some variations require the wielder to strap the weapon to the wrist. A skilled Punch Dagger user makes quick stabbing motions or fast slashes.</p>"
},
"Ironbeard": {
"name": "Ironbeard",
"description": "<p>@UUID[Compendium.wfrp4e-horned-rat.journals.bmuHnv7PgHJ54BML.JournalEntryPage.DHz1ZX3hPihLzJOf]{Ironbreaker}</p>"
},
"Buoyant Passage": {
"name": "Buoyant Passage",
"description": "<p>You become as buoyant as a piece of balsa wood, allowing you to tread over liquid surfaces like water, sewage, or oil as if they were solid ground. This spell also prevents tracks from forming in soft earth, snow, mud, or similar and any attempt to track you using such signs automatically fails.</p><p>\n\n <b>Lore:</b> <p>The Lore of Stealth draws on the power of <em>Dhar</em>, infused with a particularly large portion of <em>Ulgu</em>, to confuse and conceal. It is unclear whether this lore remains similar to how it is practised in Cathay, or if the Sorcerers of Clan Eshin have corrupted a more noble form of stealthy magic. Regardless, spells of this lore specialise in concealing the sorcerer from prying eyes, using magic to distract or diminish signs of the Skaven&rsquo;s presence.</p><p>The Lore of Stealth wreathes the wielder in threads of magic that obfuscate their presence. Whenever you successfully cast a spell from the Lore of Stealth, you gain the @UUID[Compendium.wfrp4e-core.items.OzwDT6kzoLYeeR2d]{Stealthy} Creature Trait for [[/br 1d10]] rounds.</p><p>Ingredients: Clan Eshin Sorcerers use small scraps of paper with assorted runes inscribed on them, which are then coated in powdered Warpstone. When used as an ingredient, the Warpstone powder is consumed, but the scraps of paper remain and can be coated again and reused. The characters used are of no known form of written Queekish, and the Sorcerers of Clan Eshin are in no rush to explain either their meaning or providence.</p><p>"
},
"Death Frenzy (Plague)": {
"name": "Death Frenzy (Plague)",
"description": "<p>You fill a Skaven with a horrible ravenous hunger, causing foam to fleck their mouth and their eyes to roll madly in their head. Your target becomes subject to @UUID[Compendium.wfrp4e-core.items.yRhhOlt18COq4e1q]{Frenzy} for the duration of the spell. Unwilling targets may attempt to resist these effects by making a <strong>Challenging (+0) Cool</strong> Test. Those that succeed suffer 1 Wound as they gnaw on their own extremities to distract from the spell&rsquo;s call to violence.</p><p>\n\n <b>Lore:</b> <p>The Lore of Plague draws its power from rot and decay, focusing raw <em>Dhar </em>into more refined forms of disease and corruption. Its spells corrupt all that they touch, and indeed few become proficient in the Lore of Plague without bearing some of its marks. Most Plague-Priests are covered in sores and pustules: glorious stigmata and a sign of their mastery over the forces of entropy.</p><p>The Lore of Plague infuses the wielder with the essence of rot. Whenever you successfully cast a spell from the Lore of Plague, you may gain the @UUID[Compendium.wfrp4e-core.items.MVI0lXcg6vvtooAF]{Distracting} Creature Trait for the next [[/br 1d10]] rounds.</p><p>Ingredients: Plague-Priests use all manner of vile excreta, odious emissions, and corrupted objects as spell ingredients. Most are squirted into the air and ritually inhaled, or burned inside a Plague Censer.</p><p>",
"effects": {
"Death Frenzy": {
"name": "Death Frenzy"
}
}
},
"Electro-Whip": {
"name": "Electro-Whip",
"description": "<p><strong>Availability:</strong>&nbsp;Moulder and allied clans only</p>\n<p>Crackling with bright green energy from a chunk of Warpstone in the handle, this whip inflicts terrible pain on its victims. Terrible scarring, and possibly mutation, often follow.</p>"
},
"Plague Censer": {
"name": "Plague Censer",
"description": "<p><strong>Availability:</strong> Pestilens and allied clans only</p><p>This large, incense-filled flail disperses Warpstone incense smoke. All living creatures close to a burning Plague Censer suffer exposure to Corruption — see the table.</p><table style=\"width: 100%;\" border=\"1\"><tbody><tr><td style=\"width: 17.5439%;\">Distance (yards)</td><td style=\"width: 82.4561%;\">Exposure</td></tr><tr><td style=\"width: 17.5439%;\">2</td><td style=\"width: 82.4561%;\">@Corruption[Major]</td></tr><tr><td style=\"width: 17.5439%;\">4</td><td style=\"width: 82.4561%;\">@Corruption[Moderate]</td></tr><tr><td style=\"width: 17.5439%;\">8</td><td style=\"width: 82.4561%;\">@Corruption[Minor]</td></tr></tbody></table>"
},
"Warpfire Fuel Vat": {
"name": "Warpfire Fuel Vat"
},
"Curse of the Horned Rat": {
"name": "Curse of the Horned Rat",
"description": "<p>With a sickening lurch, the fabric of reality is torn by the twisting power of the Great Horned One. The target creature, and any others within a number of yards equal to your Willpower Bonus, must make a <strong>Challenging (+0) Endurance</strong> Test or be transformed into Skaven of size appropriate to the original victim, nominally under your command. Most become @UUID[Compendium.wfrp4e-core.actors.F1vAZZcmVKkRw8xn]{Clanrats} or @UUID[Compendium.wfrp4e-core.actors.kl4qHg0mqWOApBqH]{Stormvermin}, but Ogres typically become @UUID[Compendium.wfrp4e-core.actors.VfJgGmCTWqb0IDSW]{Rat Ogres}. They are as loyal as any Skaven, with vague memories of tunnels, betrayal, and the dark of the Under-Empire replacing those of their old life. Their nature is like that of any Skaven, and victims are unlikely to follow commands that would result in their death unless failing to follow those commands appears likely to be just as fatal.</p>\n<p>The forms of most humanoids were never intended to become as the Skaven, who despite being known colloquially as ratmen are far more rat than man. In most cases the spell&rsquo;s victims will revert to their true forms after the spell has ended, though all will bear some mark of what was done to them. This often takes the form of a patch of fur, a malformed tail or yellowed, pointed teeth. The victim may spend a Fate point to resist the effects of this spell, or to revert to their true form if already under its effect.</p>\n<blockquote class=\"sidebar\">\n<h3 style=\"text-align: center;\"><em>Is It Fun To Be A Rat?</em></h3>\n<p><em>It could be! Note that this is the sort of spell that could effectively end a Character&rsquo;s career, as they scuttle off with their Skaven allies only to wake up in the Under-Empire, enslaved to the very creatures they briefly thought were their kin. However, it could also be an excellent way to start an interesting adventure, with Characters plunging into the underdark to track down a Skaven who was once &mdash; and might be again &mdash; their comrade.</em></p>\n<p><em>Regardless, a canny GM will pay close attention to their Characters&rsquo; Fate Points before unleashing this particular horror upon them.</em></p>\n</blockquote>"
},
"Ratling Gun": {
"name": "Ratling Gun",
"description": "<p><strong>Availability:</strong> Skyre and allied clans only</p><p>One of @UUID[JournalEntry.oXly0RXc3Z3vnVrH.JournalEntryPage.SJRe53QCz0UDC1Dn]{Clan Skryres} newer innovations, the Ratling Gun is a large, multi-barrelled repeating firearm. One squeeze of the trigger fires a barrage of Warpstone bullets, perforating a wide area.</p>"
},
"Poisonous Pustule": {
"name": "Poisonous Pustule",
"description": "<p>You create a pulsing, seeping pustule on one of your extremities. When lanced and drained (which inflicts 1 Wound upon you, regardless of Toughness Bonus and armour), you can spread the pus on to a melee weapon. If a weapon coated with this toxic secretion inflicts at least 1 Wound, it deals an additional number of Wounds equal to your Willpower Bonus unless the target succeeds at a <strong>Hard (&ndash;20) Endurance</strong> Test.</p>\n<p>The pustule forms in a matter of seconds, and may be left in place for any length of time before it is drained. Once drained, the duration indicates how long the toxic pus remains effective. You may have a number of active pustules equal to your Toughness Bonus.</p><p>\n\n <b>Lore:</b> <p>The Lore of Plague draws its power from rot and decay, focusing raw <em>Dhar </em>into more refined forms of disease and corruption. Its spells corrupt all that they touch, and indeed few become proficient in the Lore of Plague without bearing some of its marks. Most Plague-Priests are covered in sores and pustules: glorious stigmata and a sign of their mastery over the forces of entropy.</p><p>The Lore of Plague infuses the wielder with the essence of rot. Whenever you successfully cast a spell from the Lore of Plague, you may gain the @UUID[Compendium.wfrp4e-core.items.MVI0lXcg6vvtooAF]{Distracting} Creature Trait for the next [[/br 1d10]] rounds.</p><p>Ingredients: Plague-Priests use all manner of vile excreta, odious emissions, and corrupted objects as spell ingredients. Most are squirted into the air and ritually inhaled, or burned inside a Plague Censer.</p><p>",
"effects": {
"Poisonous Pustule": {
"name": "Poisonous Pustule"
}
}
},
"Warplock Jezzail": {
"name": "Warplock Jezzail",
"description": "<p><strong>Availability:</strong> Skyre and allied clans only</p><p>Similar in some respects to the jezzails of Araby, Warplock Jezzails have small amounts of Warpstone worked into the weapon and its ammunition. Warplock Jezzails can utilise mundane blackpowder and shot, but this reduces their Range to 72 and reduces the Damage to +5.</p><p>Warplock Jezzails are heavy, but one Skaven is usually enough to carry the device. However, bracing and aiming the weapon is difficult and a second Skaven is usually assigned to hold up the rifles barrel.</p><p>If a Warplock Jezzail attack results in a Fumble, roll [[/br 1d10 #Fumble]]. On a result of 1, the Jezzail blows up in the wielders hand, destroying itself in a Blast 1 explosion dealing the same Damage as a successful shot. On a result of 210, roll on the @Table[oops]{Oops!} Table.</p>",
"effects": {
"Warplock Jezzail": {
"name": "Warplock Jezzail"
}
}
},
"Gas Mask": {
"name": "Gas Mask",
"description": "<p><strong>Availability:</strong>&nbsp;Skyre and allied clans only</p>\n<p>Clan Skryre&rsquo;s Poison Globadiers wear complicated contraptions upon their backs that consist of metal tubes and bellows, all of which connect to their gas masks. These masks, designed solely for the use of Skaven, grant the Globadiers a +40 bonus to any Endurance Tests made to resist the effects of inhaled poisons or gasses.</p>",
"effects": {
"Gas Mask": {
"name": "Gas Mask"
}
}
},
"Pelt of the Assassin": {
"name": "Pelt of the Assassin",
"description": "<p>By mimicking the ever-changing nature of raw Warpstone, you alter the structure of your fur so that it changes colour to match your surroundings. When perfectly still, you gain a +40 bonus to all Stealth Tests.</p><p>\n\n <b>Lore:</b> <p>The Lore of Stealth draws on the power of <em>Dhar</em>, infused with a particularly large portion of <em>Ulgu</em>, to confuse and conceal. It is unclear whether this lore remains similar to how it is practised in Cathay, or if the Sorcerers of Clan Eshin have corrupted a more noble form of stealthy magic. Regardless, spells of this lore specialise in concealing the sorcerer from prying eyes, using magic to distract or diminish signs of the Skaven&rsquo;s presence.</p><p>The Lore of Stealth wreathes the wielder in threads of magic that obfuscate their presence. Whenever you successfully cast a spell from the Lore of Stealth, you gain the @UUID[Compendium.wfrp4e-core.items.OzwDT6kzoLYeeR2d]{Stealthy} Creature Trait for [[/br 1d10]] rounds.</p><p>Ingredients: Clan Eshin Sorcerers use small scraps of paper with assorted runes inscribed on them, which are then coated in powdered Warpstone. When used as an ingredient, the Warpstone powder is consumed, but the scraps of paper remain and can be coated again and reused. The characters used are of no known form of written Queekish, and the Sorcerers of Clan Eshin are in no rush to explain either their meaning or providence.</p><p>",
"effects": {
"Pelt of the Assassin": {
"name": "Pelt of the Assassin"
}
}
},
"Flash-Bang": {
"name": "Flash-Bang",
"description": "<p>You gesture with one paw and create a bright, loud explosion. Every creature (not including yourself ) within the area of effect must make a successful <strong>Challenging (+0) Endurance</strong> Test or gain one @Condition[Blinded] and one @Condition[Stunned] Condition for each level of failure. On a Critical failure, the victim gains one additional @Condition[Stunned] Condition. This spell does not affect anyone with the @UUID[Compendium.wfrp4e-core.items.3O9clK7LGyuLTHPW]{Arcane Magic (Stealth)} Talent.</p><p>\n\n <b>Lore:</b> <p>The Lore of Stealth draws on the power of <em>Dhar</em>, infused with a particularly large portion of <em>Ulgu</em>, to confuse and conceal. It is unclear whether this lore remains similar to how it is practised in Cathay, or if the Sorcerers of Clan Eshin have corrupted a more noble form of stealthy magic. Regardless, spells of this lore specialise in concealing the sorcerer from prying eyes, using magic to distract or diminish signs of the Skaven&rsquo;s presence.</p><p>The Lore of Stealth wreathes the wielder in threads of magic that obfuscate their presence. Whenever you successfully cast a spell from the Lore of Stealth, you gain the @UUID[Compendium.wfrp4e-core.items.OzwDT6kzoLYeeR2d]{Stealthy} Creature Trait for [[/br 1d10]] rounds.</p><p>Ingredients: Clan Eshin Sorcerers use small scraps of paper with assorted runes inscribed on them, which are then coated in powdered Warpstone. When used as an ingredient, the Warpstone powder is consumed, but the scraps of paper remain and can be coated again and reused. The characters used are of no known form of written Queekish, and the Sorcerers of Clan Eshin are in no rush to explain either their meaning or providence.</p><p>",
"effects": {
"Flash-Bang": {
"name": "Flash-Bang"
}
}
},
"Blade of Nurglitch": {
"name": "Blade of Nurglitch",
"description": "<p>This Hand Weapon is blessed by the special ointments of the Plaguelords. These filth-encrusted blades carry a stronger version of the @UUID[Compendium.wfrp4e-core.items.V0c3qBU1CMm8bmsW]{Infected} monster trait. In order to avoid a @UUID[Compendium.wfrp4e-core.items.kKccDTGzWzSXCBOb]{Festering Wound}, any creature wounded by one of these blades must pass a <strong>Difficult (&ndash;10) Endurance</strong> Test.</p>",
"effects": {
"Blade of Nurglitch": {
"name": "Blade of Nurglitch"
}
}
},
"Cracks Call": {
"name": "Cracks Call",
"description": "<p>With an arcane incantation, you stamp your paw and the very ground splits asunder. A 1-yard-wide crack appears at your feet and runs a number of yards equal to your Willpower in a straight line in any direction within your line of sight.</p>\n<p>Any creatures of size Average or smaller in its path must make an <strong>Average (+20) Dodge</strong> Test to leap out of the way. Those who fail fall a number of yards equal to your Willpower Bonus plus the SL of your Casting Test, and can do nothing except try to climb out. Targets who fall into the crack are @Condition[Prone]. Walls undermined by this spell likely collapse, and unfortified buildings are damaged severely.</p>\n<p>If you score +4 SL or higher, you may increase the width of the crack to 2 yards. Large creatures can now fall into the crack, even the sturdiest walls collapse, unfortified buildings tumble down, and fortified structures are severely damaged.</p><p>\n\n <b>Lore:</b> <p>The Lore of Ruin channels the terrible power of Warpstone to lash out at targets, often incinerating them whole. It is focused on destruction and disintegration, and is feared throughout Skavendom and beyond.</p> <p>This terrible power is highly invigorating and the sensation of barely restrained energy is almost addictive. Whenever you successfully cast a spell from the Lore of Ruin, you may add +1 SL to any Initiative- or Agility-based Tests for the next [[/br 1d10]] rounds.</p> <p>Ingredients: Grey Seers use various scraps of fur, hide, bones, and crystalline Warpstone when casting spells from the Lore of Ruin.</p><p>",
"effects": {
"Cracks Call": {
"name": "Cracks Call"
}
}
},
"Tail Weapon": {
"name": "Tail Weapon",
"description": "<p>Skaven with the @UUID[Compendium.wfrp4e-horned-rat.items.UIoRIYI4w0BHU5Yw]{Tail Fighting} Talent can use small blades or maces attached to their tails. This gives them an additional melee attack each round.</p>"
},
"Cinderblast Bomb": {
"name": "Cinderblast Bomb",
"description": "<p>These lethal weapons are indispensable in the tunnel fighting that goes on deep beneath the Old World as the Dwarfs desperately stave off attacks by Skaven, Goblins, and worse. These bombs are typically tossed into the midst of packed enemy forces, exploding in a blast of flame and shrapnel that is terrifying to behold.</p>"
},
"Mantle of Contagion": {
"name": "Mantle of Contagion",
"description": "<p>You taint a piece of food or clothing with the @UUID[Compendium.wfrp4e-core.items.aKiuGzlVO51JvsjV]{Black Plague}, which remains infectious for the duration of the spell. Anyone who consumes the tainted food or wears the piece of clothing for a minute or more is exposed to the disease.</p><p>\n\n <b>Lore:</b> <p>The Lore of Plague draws its power from rot and decay, focusing raw <em>Dhar </em>into more refined forms of disease and corruption. Its spells corrupt all that they touch, and indeed few become proficient in the Lore of Plague without bearing some of its marks. Most Plague-Priests are covered in sores and pustules: glorious stigmata and a sign of their mastery over the forces of entropy.</p><p>The Lore of Plague infuses the wielder with the essence of rot. Whenever you successfully cast a spell from the Lore of Plague, you may gain the @UUID[Compendium.wfrp4e-core.items.MVI0lXcg6vvtooAF]{Distracting} Creature Trait for the next [[/br 1d10]] rounds.</p><p>Ingredients: Plague-Priests use all manner of vile excreta, odious emissions, and corrupted objects as spell ingredients. Most are squirted into the air and ritually inhaled, or burned inside a Plague Censer.</p><p>"
},
"Warpstone Charm": {
"name": "Warpstone Charm",
"description": "<p>Talismans and charms incorporating a small chunk of Warpstone are often carried by important Skaven and are thought to attract the protection of the Horned Rat. A Skaven with a Warpstone Charm can reroll a single Test once every 13 hours.&nbsp;</p>"
},
"Skitterleap (Stealth)": {
"name": "Skitterleap (Stealth)",
"description": "<p>With a sound of inrushing air and a puff of brimstone-scented smoke, you teleport yourself or one ally you can touch to any location within Willpower yards. If targeting an unwilling target, resolve the touch attempt using the rules for casting a touch spell in combat (see @UUID[Compendium.wfrp4e-core.journals.YBVrpUHEjohB1H4f.JournalEntryPage.BU7yhLmMdEyvbfkR]{Magic Rules}), and the victim may make a <strong>Difficult (&ndash;10) Cool</strong> Test to change their destination by +SL yards. The target must be Average size or smaller. You must be able to see the destination, and this location must be free of objects and creatures or the spell fails.</p><p>\n\n <b>Lore:</b> <p>The Lore of Stealth draws on the power of <em>Dhar</em>, infused with a particularly large portion of <em>Ulgu</em>, to confuse and conceal. It is unclear whether this lore remains similar to how it is practised in Cathay, or if the Sorcerers of Clan Eshin have corrupted a more noble form of stealthy magic. Regardless, spells of this lore specialise in concealing the sorcerer from prying eyes, using magic to distract or diminish signs of the Skaven&rsquo;s presence.</p><p>The Lore of Stealth wreathes the wielder in threads of magic that obfuscate their presence. Whenever you successfully cast a spell from the Lore of Stealth, you gain the @UUID[Compendium.wfrp4e-core.items.OzwDT6kzoLYeeR2d]{Stealthy} Creature Trait for [[/br 1d10]] rounds.</p><p>Ingredients: Clan Eshin Sorcerers use small scraps of paper with assorted runes inscribed on them, which are then coated in powdered Warpstone. When used as an ingredient, the Warpstone powder is consumed, but the scraps of paper remain and can be coated again and reused. The characters used are of no known form of written Queekish, and the Sorcerers of Clan Eshin are in no rush to explain either their meaning or providence.</p><p>"
},
"Cloud of Corruption": {
"name": "Cloud of Corruption",
"description": "<p>You release a stinking blast of diseased fury. Every creature within 5 yards of you must make a <strong>Challenging (+0) Endurance</strong> Test or gain 1 @Condition[Poisoned] Condition. In addition, each attack you make for the next Willpower Bonus rounds gains the @UUID[Compendium.wfrp4e-core.items.V0c3qBU1CMm8bmsW]{Infected} Trait.</p><p>\n\n <b>Lore:</b> <p>The Lore of Plague draws its power from rot and decay, focusing raw <em>Dhar </em>into more refined forms of disease and corruption. Its spells corrupt all that they touch, and indeed few become proficient in the Lore of Plague without bearing some of its marks. Most Plague-Priests are covered in sores and pustules: glorious stigmata and a sign of their mastery over the forces of entropy.</p><p>The Lore of Plague infuses the wielder with the essence of rot. Whenever you successfully cast a spell from the Lore of Plague, you may gain the @UUID[Compendium.wfrp4e-core.items.MVI0lXcg6vvtooAF]{Distracting} Creature Trait for the next [[/br 1d10]] rounds.</p><p>Ingredients: Plague-Priests use all manner of vile excreta, odious emissions, and corrupted objects as spell ingredients. Most are squirted into the air and ritually inhaled, or burned inside a Plague Censer.</p><p>",
"effects": {
"Cloud of Corruption": {
"name": "Cloud of Corruption"
},
"g9G6DILqtcsVpW3y": {
"name": "Cloud of Corruption"
}
}
},
"Skalm": {
"name": "Skalm",
"description": "<p>This foul-smelling ointment instantly cures [[/r 1d10 + 1 #Wounds Cured]] lost Wounds per application, causing the flesh around a wound to twist and fuse in a disturbing manner. Each use counts as @Corruption[moderate]{Moderate Exposure to Corruption}.</p>",
"effects": {
"Skalm": {
"name": "Skalm"
},
"Apply Skalm": {
"name": "Apply Skalm"
}
}
},
"Curse of the Horned Rat (Stealth)": {
"name": "Curse of the Horned Rat (Stealth)",
"description": "<p>With a sickening lurch, the fabric of reality is torn by the twisting power of the Great Horned One. The target creature, and any others within a number of yards equal to your Willpower Bonus, must make a <strong>Challenging (+0) Endurance</strong> Test or be transformed into Skaven of size appropriate to the original victim, nominally under your command. Most become @UUID[Compendium.wfrp4e-core.actors.F1vAZZcmVKkRw8xn]{Clanrats} or @UUID[Compendium.wfrp4e-core.actors.kl4qHg0mqWOApBqH]{Stormvermin}, but Ogres typically become @UUID[Compendium.wfrp4e-core.actors.VfJgGmCTWqb0IDSW]{Rat Ogres}. They are as loyal as any Skaven, with vague memories of tunnels, betrayal, and the dark of the Under-Empire replacing those of their old life. Their nature is like that of any Skaven, and victims are unlikely to follow commands that would result in their death unless failing to follow those commands appears likely to be just as fatal.</p>\n<p>The forms of most humanoids were never intended to become as the Skaven, who despite being known colloquially as ratmen are far more rat than man. In most cases the spell&rsquo;s victims will revert to their true forms after the spell has ended, though all will bear some mark of what was done to them. This often takes the form of a patch of fur, a malformed tail or yellowed, pointed teeth. The victim may spend a Fate point to resist the effects of this spell, or to revert to their true form if already under its effect.</p>\n<blockquote class=\"sidebar\">\n<h3 style=\"text-align: center;\"><em>Is It Fun To Be A Rat?</em></h3>\n<p><em>It could be! Note that this is the sort of spell that could effectively end a Character&rsquo;s career, as they scuttle off with their Skaven allies only to wake up in the Under-Empire, enslaved to the very creatures they briefly thought were their kin. However, it could also be an excellent way to start an interesting adventure, with Characters plunging into the underdark to track down a Skaven who was once &mdash; and might be again &mdash; their comrade.</em></p>\n<p><em>Regardless, a canny GM will pay close attention to their Characters&rsquo; Fate Points before unleashing this particular horror upon them.</em></p>\n</blockquote><p>\n\n <b>Lore:</b> <p>The Lore of Stealth draws on the power of <em>Dhar</em>, infused with a particularly large portion of <em>Ulgu</em>, to confuse and conceal. It is unclear whether this lore remains similar to how it is practised in Cathay, or if the Sorcerers of Clan Eshin have corrupted a more noble form of stealthy magic. Regardless, spells of this lore specialise in concealing the sorcerer from prying eyes, using magic to distract or diminish signs of the Skaven&rsquo;s presence.</p><p>The Lore of Stealth wreathes the wielder in threads of magic that obfuscate their presence. Whenever you successfully cast a spell from the Lore of Stealth, you gain the @UUID[Compendium.wfrp4e-core.items.OzwDT6kzoLYeeR2d]{Stealthy} Creature Trait for [[/br 1d10]] rounds.</p><p>Ingredients: Clan Eshin Sorcerers use small scraps of paper with assorted runes inscribed on them, which are then coated in powdered Warpstone. When used as an ingredient, the Warpstone powder is consumed, but the scraps of paper remain and can be coated again and reused. The characters used are of no known form of written Queekish, and the Sorcerers of Clan Eshin are in no rush to explain either their meaning or providence.</p><p>"
},
"Black Whirlwind": {
"name": "Black Whirlwind",
"description": "<p>You summon a putrid whirlwind of vile smoke and stinging ash. The whirlwind moves up to 10 yards per round in any direction you wish. This does not require any action on your part beyond a few whispered squeals. Those affected by the whirlwind must succeed on a <strong>Challenging (+0) Endurance</strong> Test or suffer a &ndash;20 penalty on all Weapon Skill, Ballistic Skill, and Agility Tests, and to any Perception Tests involving sight, for the next [[/br 1d10]] minutes.</p><p>\n\n <b>Lore:</b> <p>The Lore of Stealth draws on the power of <em>Dhar</em>, infused with a particularly large portion of <em>Ulgu</em>, to confuse and conceal. It is unclear whether this lore remains similar to how it is practised in Cathay, or if the Sorcerers of Clan Eshin have corrupted a more noble form of stealthy magic. Regardless, spells of this lore specialise in concealing the sorcerer from prying eyes, using magic to distract or diminish signs of the Skaven&rsquo;s presence.</p><p>The Lore of Stealth wreathes the wielder in threads of magic that obfuscate their presence. Whenever you successfully cast a spell from the Lore of Stealth, you gain the @UUID[Compendium.wfrp4e-core.items.OzwDT6kzoLYeeR2d]{Stealthy} Creature Trait for [[/br 1d10]] rounds.</p><p>Ingredients: Clan Eshin Sorcerers use small scraps of paper with assorted runes inscribed on them, which are then coated in powdered Warpstone. When used as an ingredient, the Warpstone powder is consumed, but the scraps of paper remain and can be coated again and reused. The characters used are of no known form of written Queekish, and the Sorcerers of Clan Eshin are in no rush to explain either their meaning or providence.</p><p>",
"effects": {
"Black Whirlwind": {
"name": "Black Whirlwind"
}
}
},
"Scorch": {
"name": "Scorch",
"description": "<p>You thrust your paws into the ground while chittering the necessary incantations, and a gout of green flame bursts out of the earth at a spot you designate. This is a <em>magic missile</em> with a Damage of +10. Anyone damaged by the flame suffers one @Condition[Ablaze] Condition. Being set ablaze by the hideous Warpfire is a @Corruption[minor]{Minor Exposure to Corruption}.</p><p>\n\n <b>Lore:</b> <p>The Lore of Ruin channels the terrible power of Warpstone to lash out at targets, often incinerating them whole. It is focused on destruction and disintegration, and is feared throughout Skavendom and beyond.</p> <p>This terrible power is highly invigorating and the sensation of barely restrained energy is almost addictive. Whenever you successfully cast a spell from the Lore of Ruin, you may add +1 SL to any Initiative- or Agility-based Tests for the next [[/br 1d10]] rounds.</p> <p>Ingredients: Grey Seers use various scraps of fur, hide, bones, and crystalline Warpstone when casting spells from the Lore of Ruin.</p><p>",
"effects": {
"Scorch": {
"name": "Scorch"
}
}
},
"Bleeding Eyerot": {
"name": "Bleeding Eyerot",
"description": "<p>Bleeding Eyerot is a horrific waterborne disease that attacks the eyes and tear ducts. The sufferer weeps a steady stream of bloody tears and finds it increasingly difficult to see. Whilst the disease is rarely deadly, it leaves its victims weakened and disabled.</p>",
"effects": {
"Lingering (Challenging)": {
"name": "Lingering (Challenging)"
},
"Organ Failure (Eyes)": {
"name": "Organ Failure (Eyes)"
},
"Wounded": {
"name": "Wounded"
}
}
},
"Toxic Rain": {
"name": "Toxic Rain",
"description": "<p>You conjure a poisonous cloud of toxic smoke and moisture. It drifts a dozen feet or more above the ground. On the round after the spell is cast, the cloud rains a lethal downpour. All creatures in the area of effect must succeed on a <strong>Difficult (&ndash;10) Toughness</strong> Test each round or loose 3 Wounds, ignoring armour and Toughness Bonus. If a Character loses 6 or more Wounds to this spell in a single encounter, they also gain an @Condition[Unconscious] Condition.</p>\n<p>As an action, the caster may move the area of effect of this spell to any point within Willpower yards of their location.</p><p>\n\n <b>Lore:</b> <p>The Lore of Plague draws its power from rot and decay, focusing raw <em>Dhar </em>into more refined forms of disease and corruption. Its spells corrupt all that they touch, and indeed few become proficient in the Lore of Plague without bearing some of its marks. Most Plague-Priests are covered in sores and pustules: glorious stigmata and a sign of their mastery over the forces of entropy.</p><p>The Lore of Plague infuses the wielder with the essence of rot. Whenever you successfully cast a spell from the Lore of Plague, you may gain the @UUID[Compendium.wfrp4e-core.items.MVI0lXcg6vvtooAF]{Distracting} Creature Trait for the next [[/br 1d10]] rounds.</p><p>Ingredients: Plague-Priests use all manner of vile excreta, odious emissions, and corrupted objects as spell ingredients. Most are squirted into the air and ritually inhaled, or burned inside a Plague Censer.</p><p>",
"effects": {
"Toxic Rain": {
"name": "Toxic Rain"
}
}
},
"Warp Lightning": {
"name": "Warp Lightning",
"description": "<p>You send a powerful, sizzling bolt of Warp lightning at a foe. This is a <em>magic missile</em> with a Damage of +11. If the target hit location was covered in metal armour, ignore the armour&rsquo;s AP and instead add it to the damage inflicted. If you roll a Critical Success on your Casting Test, the Warp-energy overpowers you briefly. In addition to any other effects of the critical casting, you suffer a Damage +1 hit.</p><p>\n\n <b>Lore:</b> <p>The Lore of Ruin channels the terrible power of Warpstone to lash out at targets, often incinerating them whole. It is focused on destruction and disintegration, and is feared throughout Skavendom and beyond.</p> <p>This terrible power is highly invigorating and the sensation of barely restrained energy is almost addictive. Whenever you successfully cast a spell from the Lore of Ruin, you may add +1 SL to any Initiative- or Agility-based Tests for the next [[/br 1d10]] rounds.</p> <p>Ingredients: Grey Seers use various scraps of fur, hide, bones, and crystalline Warpstone when casting spells from the Lore of Ruin.</p><p>",
"effects": {
"Warp Lightning": {
"name": "Warp Lightning"
}
}
},
"Warpfire Thrower": {
"name": "Warpfire Thrower",
"description": "<p><strong>Availability:</strong>&nbsp;Skyre and allied clans only</p>\n<p>The Warpfire Thrower hurls a blast of unnatural flame. It requires a crew of two: one Skaven carries a fuel vat and the other aims the nozzle. With a flip of a switch, powdered Warpstone mixes with onrushing chemicals, bursting into unholy flame. The hellish gout can turn multiple enemies into a twitching pile of smouldering goo.</p>\n<p>Like almost all of Clan Skryre&rsquo;s creations, the Warpfire Thrower is unreliable. If a Warpfire Thrower attack results in a Fumble, roll on the table and apply the result.@Table[warpfire-thrower-fumble]</p>",
"effects": {
"Warpfire Thrower": {
"name": "Warpfire Thrower"
}
}
},
"Ironbreaker": {
"name": "Ironbreaker",
"description": "<p>@UUID[Compendium.wfrp4e-horned-rat.journals.bmuHnv7PgHJ54BML.JournalEntryPage.DHz1ZX3hPihLzJOf]{Ironbreaker}</p>"
},
"Musk of Terror": {
"name": "Musk of Terror",
"description": "<p>You summon a large cloud of choking musk. Any creature within the cloud is exposed to a @Terror[1]{Terror (1)} effect or @Terror[2]{Terror (2)} for Skaven as the deadly musk fills their minds with thoughts of fear. Victims perceive the caster as the source of this Terror.</p>",
"effects": {
"Musk of Terror": {
"name": "Musk of Terror"
}
}
},
"Warpstone Bullet and Powder": {
"name": "Warpstone Bullet and Powder"
},
"Warp-Blade (Hand Weapon)": {
"name": "Warp-Blade (Hand Weapon)",
"description": "<p>Warp-blades are unique to Clan Skryre. They are commonly attached to poles, creating halberd-like weapons, or are directly implanted into the arms of Warlock Engineers. A tangle of wires feeds the blades, which hum with barely contained Warp energy. When used in hand-to-hand combat, Warp-blades are treated as either @UUID[Compendium.wfrp4e-core.items.CXg7XOFJwu4LZ9LM]{Halberds} (in the case of those mounted on poles), or @UUID[Compendium.wfrp4e-core.items.1zaqojk0Oq1m8vYv]{Hand Weapons} (when they are implanted into a Warlocks arms), both with a +1 bonus to Damage and the ZZAP! Quality.</p>"
},
"Gudii's Shield": {
"name": "Gudii's Shield",
"description": "<p>@UUID[JournalEntry.bmuHnv7PgHJ54BML.JournalEntryPage.iu6sP6Mpwc3MOCSN]{Gromril}</p>\n<p>Once forged for a Dwarf Prince and later stolen, this Shield is decorated with various ostentatious runes, as well as a single Rune of Power. As it is Gromril, the shield gains the Ubreakable quality, and attacks opposed by the shield may never inflict a critical hit except when the Character is already at 0 Wounds. In addition, a <em>Master Rune of Adamant</em> graces the shield, granting its bearer +10 Toughness for as long as it is in their possession.</p>",
"effects": {
"Master Rune of Adamant": {
"name": "Master Rune of Adamant",
"changes": {
"system.characteristics.t.modifier": 10
}
}
}
},
"Mark of the Horned Rat": {
"name": "Mark of the Horned Rat",
"description": "<p>The target must succeed on a <strong>Challenging (+0) Cool</strong> Test or gain an unsightly, weeping sore on their forehead or the back of their hand. The blemish remains for [[/br 1d10]] hours and imposes a &ndash;10 penalty on all Fellowship Tests for the duration.</p>\n<p>Grey Seers use this spell to mark their messengers. Despite the Fellowship penalty, those Skaven bearing it are usually allowed to pass relatively freely through Skaven tunnels and settlements.</p>\n<p><strong>Lore:</strong> None</p>\n<p>&nbsp;</p>",
"effects": {
"Mark of the Horned Rat": {
"name": "Mark of the Horned Rat"
}
}
},
"Musk of Terror (Stealth)": {
"name": "Musk of Terror (Stealth)",
"description": "<p>You summon a large cloud of choking musk. Any creature within the cloud is exposed to a @Terror[1]{Terror (1)} effect or @Terror[2]{Terror (2)} for Skaven as the deadly musk fills their minds with thoughts of fear. Victims perceive the caster as the source of this Terror.</p><p><strong>Lore:</strong></p><p>The Lore of Stealth draws on the power of <em>Dhar</em>, infused with a particularly large portion of <em>Ulgu</em>, to confuse and conceal. It is unclear whether this lore remains similar to how it is practised in Cathay, or if the Sorcerers of Clan Eshin have corrupted a more noble form of stealthy magic. Regardless, spells of this lore specialise in concealing the sorcerer from prying eyes, using magic to distract or diminish signs of the Skavens presence.</p><p>The Lore of Stealth wreathes the wielder in threads of magic that obfuscate their presence. Whenever you successfully cast a spell from the Lore of Stealth, you gain the @UUID[Compendium.wfrp4e-core.items.OzwDT6kzoLYeeR2d]{Stealthy} Creature Trait for [[/br 1d10]] rounds.</p><p>Ingredients: Clan Eshin Sorcerers use small scraps of paper with assorted runes inscribed on them, which are then coated in powdered Warpstone. When used as an ingredient, the Warpstone powder is consumed, but the scraps of paper remain and can be coated again and reused. The characters used are of no known form of written Queekish, and the Sorcerers of Clan Eshin are in no rush to explain either their meaning or providence.</p><p></p>",
"effects": {
"Musk of Terror": {
"name": "Musk of Terror"
}
}
},
"Warpstone Snuff": {
"name": "Warpstone Snuff",
"description": "<p>Skaven magic users often carry about preparations of Warpstone dust in order to acquire more magical power just when they need it. A Skaven magic user may imbibe a dose of the snuff when making a Channelling Test. The snuff grants them an additional&nbsp;+<span style=\"white-space: pre;\"> </span>1 SL to the Test, but if they suffer a miscast, they must add +[[/r 1d10]] to any rolls they make on the miscast table.</p>",
"effects": {
"Warpstone Snuff": {
"name": "Warpstone Snuff"
}
}
}
}
}
@@ -1,113 +0,0 @@
{
"label": "Scenes (The Horned Rat)",
"folders": {
"The Horned Rat": "The Horned Rat",
"Oberholzbek Mines": "Oberholzbek Mines",
"Karak Skygg": "Karak Skygg"
},
"entries": {
"Karak Skygg - Below Earth": {
"name": "Karak Skygg - Below Earth"
},
"Karak Skygg - Fourth Stratum": {
"name": "Karak Skygg - Fourth Stratum"
},
"Street": {
"name": "Street",
"drawings": {
"View from telescope": "View from telescope"
}
},
"Unterfraus": {
"name": "Unterfraus",
"drawings": {
"Miners' Cottages": "Miners' Cottages",
"Turnips & Cabbages": "Turnips & Cabbages",
"Farm": "Farm",
"Cattle Enclosure": "Cattle Enclosure",
"Skaven Scout": "Skaven Scout",
"Skaven Ambusher": "Skaven Ambusher",
"Warlock-Engineer Brakit and Demolition Crew": "Warlock-Engineer Brakit and Demolition Crew"
},
"notes": {
"The Temple to Ulric": "The Temple to Ulric",
"The Barn": "The Barn",
"The Pick and Shovel": "The Pick and Shovel",
"The Foundry": "The Foundry",
"The Stone": "The Stone"
}
},
"Karak Skygg - Third Stratum": {
"name": "Karak Skygg - Third Stratum"
},
"Oberholzbek Mines - Upper Levels": {
"name": "Oberholzbek Mines - Upper Levels",
"drawings": {
"AC": "AC",
"S": "S",
"N": "N",
"WORKFACE": "WORKFACE",
"MINOR WORKFACE": "MINOR WORKFACE"
}
},
"Oberholzbek Mines - Lower Levels": {
"name": "Oberholzbek Mines - Lower Levels",
"drawings": {
"WORKFACE": "WORKFACE",
"ABANDONED WORKFACE": "ABANDONED WORKFACE",
"S": "S",
"K": "K",
"A": "A",
"N": "N",
"AC": "AC"
}
},
"Karak Skygg - First Stratum": {
"name": "Karak Skygg - First Stratum"
},
"Middenland": {
"name": "Middenland"
},
"Wendenbahn Warehouse": {
"name": "Wendenbahn Warehouse",
"drawings": {
"trapdoor": "trapdoor",
"Bedroom 1": "Bedroom 1",
"Bedroom 2": "Bedroom 2",
"Bedroom 3": "Bedroom 3",
"Box Room": "Box Room",
"Linen Room": "Linen Room",
"Kitchen": "Kitchen",
"up": "up",
"to basement": "to basement",
"Living Room": "Living Room",
"Dining Room": "Dining Room",
"Hall": "Hall",
"Lounge": "Lounge",
"Trapdoor": "Trapdoor",
"Skylight": "Skylight"
}
},
"Shrine of the Holy Companion": {
"name": "Shrine of the Holy Companion",
"drawings": {
"Shrine": "Shrine",
"Bricked Up Entrance": "Bricked Up Entrance",
"Store Room": "Store Room",
"Concealed Entrance": "Concealed Entrance",
"Antechamber": "Antechamber",
"Pendrag": "Pendrag",
"Sigmar": "Sigmar"
}
},
"Oberholzbek Mines - Lower Tunnels": {
"name": "Oberholzbek Mines - Lower Tunnels"
},
"Warehouse": {
"name": "Warehouse"
},
"Karak Skygg - Second Stratum": {
"name": "Karak Skygg - Second Stratum"
}
}
}
@@ -1,635 +0,0 @@
{
"label": "Tables (The Horned Rat)",
"entries": {
"Warpfire Thrower Fumble Table": {
"name": "Warpfire Thrower Fumble Table",
"results": {
"1-1": {
"description": "<i>Whompf!</i> The device explodes, dealing [[2d10+5]] Damage to everyone within 5 yards of the device."
},
"2-9": {
"description": "<i>Fuel Leak</i>: Highly explosive fuel leaks out and ignites. Everyone within 3 yards of the device, including the crew, gains two @Condition[Ablaze] Conditions; those 36 yards away gain one @Condition[Ablaze] Condition."
},
"10-10": {
"description": "<i>Phut!</i> The Warpfire Thrower fails to activate, but can be fired again the next round."
}
}
},
"Wandering Beast - Disposition": {
"name": "Wandering Beast - Disposition",
"results": {
"1-1": {
"description": "Recently fought — reduce wounds by 50%"
},
"2-2": {
"description": "Intimidated — slinks off unless engaged first"
},
"3-5": {
"description": "Territorial — stands ground but lets Characters retreat"
},
"6-7": {
"description": "Dozing — Characters may sneak round or surprise"
},
"8-8": {
"description": "Diseased — suffers from 1 @Condition[Fatigued] Condition"
},
"9-9": {
"description": "Hungry — ceases attack if given food"
},
"10-10": {
"description": "Lurking — attacks from hiding if not spotted on <b>Hard (-20) Perception</b> Test"
}
}
},
"Skavenbrew": {
"name": "Skavenbrew",
"results": {
"1-29": {
"description": "<i>Gone Bad</i>. Gain 2 @Condition[Poisoned] Conditions. The Skavenbrew has no additional effect."
},
"30-59": {
"description": "<i>Inspired Hatred</i>. The drinker gains @UUID[Compendium.wfrp4e-core.items.5hH73j2NgPdsLCZN]{Hatred} of all enemies."
},
"60-89": {
"description": "<i>Frenzied</i>. The drinker becomes subject to @UUID[Compendium.wfrp4e-core.items.DrNUTPeodEgpWTnT]{Frenzy}."
},
"90-100": {
"description": "<i>Rabid</i>. The drinkers metabolism is driven to a hyperactive, feverish pitch. The drinker is subject to @UUID[Compendium.wfrp4e-core.items.DrNUTPeodEgpWTnT]{Frenzy}, with the following changes.<ul><li><p>Add +2 to Strength Bonus for the purposes of calculating Damage on all attacks.</p></li><li><p>The physical strain causes 1 automatic Wound each round.</p></li></ul>"
}
}
},
"Poisoned Wind Globe": {
"name": "Poisoned Wind Globe",
"results": {
"1-1": {
"description": "You drop the globe at your feet, but somehow it doesnt break."
},
"2-9": {
"description": "The globe falls [[1d10]] yards short of the target. This may cause it to land behind the thrower, indicating a particularly poor attempt."
},
"10-10": {
"description": "You drop the globe at your feet and it shatters."
}
}
},
"Lower Tunnel Get Help — Max 1": {
"name": "Lower Tunnel Get Help — Max 1",
"results": {
"1-3": {
"description": "Nothing"
},
"4-5": {
"description": "Nothing"
},
"6-6": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#skavenslave-gang]{Skavenslave Gang (20)}"
},
"7-7": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#skavenslave-gang]{Skavenslave Gang (15)}"
},
"8-8": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#clanrat-patrol]{Clanrat Patrol (25)}"
},
"9-9": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#clanrat-patrol]{Clanrat Patrol (15)}"
},
"10-10": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#clanrat-patrol]{Clanrat Patrol (10)}"
}
}
},
"Undercity Hazards - Under-Empire": {
"name": "Undercity Hazards - Under-Empire",
"results": {
"1-4": {
"description": "Roll on @Table[undercity-hazards]{Lower Tunnels}"
},
"5-8": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#rat-swarm]{Rat Swarm}"
},
"9-12": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#giant-rat-nest]{Giant Rat Nest}"
},
"13-16": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#giant-rat-nest]{Giant Rat Nest}"
},
"17-20": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#skavenslave-gang]{Skavenslave Gang}"
},
"21-24": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#skavenslave-gang]{Skavenslave Gang}"
},
"25-28": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#skavenslave-gang]{Skavenslave Gang}"
},
"29-32": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#skavenslave-gang]{Skavenslave Gang}"
},
"33-36": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#skavenslave-gang]{Skavenslave Gang}"
},
"37-40": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#clanrat-patrol]{Clanrat Patrol}"
},
"41-44": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#clanrat-patrol]{Clanrat Patrol}"
},
"45-48": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#clanrat-patrol]{Clanrat Patrol}"
},
"49-52": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#clanrat-patrol]{Clanrat Patrol}"
},
"53-56": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#clanrat-patrol]{Clanrat Patrol}"
},
"57-60": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#clanrat-patrol]{Clanrat Patrol}"
},
"61-64": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#clanrat-patrol]{Clanrat Patrol}"
},
"65-68": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#clanrat-patrol]{Clanrat Patrol}"
},
"69-72": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#clanrat-patrol]{Clanrat Patrol}"
},
"73-76": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#clanrat-patrol]{Clanrat Patrol}"
},
"77-80": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#clanrat-patrol]{Clanrat Patrol}"
},
"81-84": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#clanrat-patrol]{Clanrat Patrol}"
},
"85-88": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#stormvermin-patrol]{Stormvermin Patrol}"
},
"89-92": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#stormvermin-patrol]{Stormvermin Patrol}"
},
"93-96": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#stormvermin-patrol]{Stormvermin Patrol}"
},
"97-100": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#stormvermin-bodyguard]{Stormvermin Bodyguard}"
}
}
},
"Doomrocket Fumble Table": {
"name": "Doomrocket Fumble Table",
"results": {
"1-33": {
"description": "<i>Dud</i>: The Doomrocket hits the target but fails to explode. Its Damage is decreased to +6 and loses the Blast Quality."
},
"34-89": {
"description": "<i>Off Course</i>: Something has come loose, and the Doomrocket veers from its intended course. It strikes [[2d10]] yards away from its intended target. Roll [[1d10]] to determine its direction (15 left; 610 right)."
},
"90-100": {
"description": "<i>Explosion!</i> The Doomrocket explodes prematurely, dealing [[2d10+5]] Damage to every creature within 5 yards of the user."
}
}
},
"It Gets Worse": {
"name": "It Gets Worse",
"results": {
"1-5": {
"description": "No Attack"
},
"6-7": {
"description": "Skeletons"
},
"8-8": {
"description": "Flying Death Skull"
},
"10-10": {
"description": "Spell: [[1d10]]<br />1-3: @UUID[Compendium.wfrp4e-core.items.HqInHmOviuLqymdm]{Screaming Skull}<br />4-6: @UUID[Compendium.wfrp4e-core.items.Bx5CC17pRNITWhg8]{Chain Attack}<br />7-10: @UUID[Compendium.wfrp4e-core.items.ifjDVtgGEh787p20]{Steal Life}"
},
"9-9": {
"description": "Carrion"
}
}
},
"Undercity Hazards - Lower Tunnels": {
"name": "Undercity Hazards - Lower Tunnels",
"results": {
"1-4": {
"description": "Roll on @Table[undercity-hazards]{Upper Tunnels}"
},
"5-8": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#confusing-junction]{Confusing Junction}"
},
"9-12": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#confusing-junction]{Confusing Junction}"
},
"13-16": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#slippery-surface]{Slippery Surface}"
},
"17-20": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#unseen-obstacle]{Unseen Obstacle}"
},
"21-24": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#narrow-fissure]{Narrow Fissure}"
},
"25-28": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#narrow-fissure}]{Narrow Fissure (2)}"
},
"29-32": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#wide-cavern]{Wide Cavern}"
},
"33-36": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#low-ceiling]{Low Ceiling}"
},
"37-40": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#rockfall]{Rockfall}"
},
"41-44": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#stinkdamp]{Stinkdamp}"
},
"45-48": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#giant-rat-nest]{Giant Rat Nest}"
},
"49-52": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#yellow-mould]{Yellow Mould}"
},
"53-56": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#blue-mould]{Blue Mould}"
},
"57-60": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#lurking-spider]{Lurking Spider}"
},
"61-64": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#rat-swarm]{Rat Swarm}"
},
"65-68": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#dangerous-artefact]{Dangerous Artefact}"
},
"69-72": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#wellspring-of-ghur]{Wellspring of Ghur}"
},
"73-76": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#ghost]{Ghost}"
},
"77-80": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#yellow-fang-agent]{Yellow Fang Agent}"
},
"81-84": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#beast]{Wandering Beast}"
},
"85-88": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#skaven-scout]{Skaven Scout}"
},
"89-92": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#skavenslave-gang]{Skavenslave Gang}"
},
"93-96": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#clanrat-patrol]{Clanrat Patrol}"
},
"97-100": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#stormvermin-patrol]{Stormvermin Patrol}"
}
}
},
"Under-Empire Tunnel Alarm Call — Max 5": {
"name": "Under-Empire Tunnel Alarm Call — Max 5",
"results": {
"1-3": {
"description": "Nothing"
},
"4-5": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#skavenslave-gang]{Skavenslave Gang (10)}"
},
"6-6": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#skavenslave-gang]{Skavenslave Gang (5)}"
},
"7-7": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#clanrat-patrol]{Clanrat Patrol (20)}"
},
"8-8": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#clanrat-patrol]{Clanrat Patrol (10)}"
},
"9-9": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#clanrat-patrol]{Clanrat Patrol (5)}"
},
"10-10": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#stormvermin-patrol]{Stormvermin Patrol (10)}"
}
}
},
"Under-Empire Tunnel Get Help — Max 10": {
"name": "Under-Empire Tunnel Get Help — Max 10",
"results": {
"1-3": {
"description": "Nothing"
},
"4-5": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#clanrat-patrol]{Clanrat Patrol (25)}"
},
"6-6": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#clanrat-patrol]{Clanrat Patrol (15)}"
},
"7-7": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#clanrat-patrol]{Clanrat Patrol (10)}"
},
"8-8": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#stormvermin-patrol]{Stormvermin Patrol (20)}"
},
"9-9": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#stormvermin-patrol]{Stormvermin Patrol (10)}"
},
"10-10": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#stormvermin-bodyguard]{Stormvermin Bodyguard (20)}"
}
}
},
"Warp-Grinder Fumble": {
"name": "Warp-Grinder Fumble",
"results": {
"1-1": {
"description": "<i>Cave-in!</i> If fighting underground the tunnel collapses, burying the Warp-grinder and its crew. They suffer [[d10]] damage and gain a number of @Condition[Entangled] conditions equal to the number rolled on the dice. Everyone else within 5 yd suffers [[d10-3]] damage from falling debris. The tunnel is blocked and impassable. If above ground, ignore this result."
},
"2-6": {
"description": "<i>Click… click…</i> Something has come loose inside the Warp-grinder, and it will not operate until it is repaired by passing a <b>Very Hard (30) Trade (Engineering)</b> Test."
},
"7-8": {
"description": "<i>Overheat</i>. The condenser is running dangerously hot. The Warp-grinder cuts rock at twice the normal rate, or does +16 damage if used as a weapon. However, if used for a further two turns the Warp-grinder explodes as described below."
},
"9-10": {
"description": "<i>Explosion!</i> The Warp-grinder explodes with Damage +12 and Blast 5."
}
}
},
"Wandering Beast - Creature": {
"name": "Wandering Beast - Creature",
"results": {
"1-1": {
"description": "@UUID[Compendium.wfrp4e-core.actors.VMceSpLje0J7lfP0]{Cave Squig}"
},
"2-2": {
"description": "[[d10]] @UUID[Compendium.wfrp4e-core.actors.wdnXbjtKK7MtsZzc]{Snotlings}"
},
"3-5": {
"description": "@UUID[Compendium.wfrp4e-core.actors.KtYgLHcSLpHmnGI2]{Bear}"
},
"6-7": {
"description": "@UUID[Compendium.wfrp4e-core.actors.6B7LMdYtunAftsFN]{4 Ghouls}"
},
"8-8": {
"description": "@UUID[Compendium.wfrp4e-core.actors.VPVnyae6VHeD9cEP]{Giant Spider (Size: Large)}"
},
"9-9": {
"description": "[[d10]] @UUID[Compendium.wfrp4e-core.actors.P0GkA7DPaLbeOTkf]{Mutants}"
},
"10-10": {
"description": "@UUID[Compendium.wfrp4e-core.actors.FmEDHnfAe2iIugpt]{Bog Octopus}"
}
}
},
"Undercity Hazards - Sewers": {
"name": "Undercity Hazards - Sewers",
"results": {
"1-4": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#confusing-junction]{Confusing Junction}"
},
"5-8": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#discharge-pipe]{Discharge Pipe}"
},
"9-12": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#discharge-pipe]{Discharge Pipe}"
},
"13-16": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#discharge-pipe]{Discharge Pipe}"
},
"17-20": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#slippery-surface]{Slippery Surface}"
},
"21-24": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#slippery-surface]{Slippery Surface}"
},
"25-28": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#slippery-surface]{Slippery Surface}"
},
"29-32": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#unseen-obstacle]{Unseen Obstacle}"
},
"33-36": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#unseen-obstacle]{Unseen Obstacle}"
},
"37-40": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#narrow-fissure]{Narrow Fissure}"
},
"41-44": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#low-ceiling]{Low Ceiling}"
},
"45-48": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#low-ceiling]{Low Ceiling}"
},
"49-52": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#rockfall]{Rockfall}"
},
"53-56": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#blackdamp]{Blackdamp}"
},
"57-60": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#firedamp]{Firedamp}"
},
"61-64": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#firedamp]{Firedamp}"
},
"65-68": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#whitedamp]{Whitedamp}"
},
"69-72": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#stinkdamp]{Stinkdamp}"
},
"73-76": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#giant-rat-nest]{Giant Rat Nest}"
},
"77-80": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#yellow-mould]{Yellow Mould}"
},
"81-84": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#lurking-spider]{Lurking Spider}"
},
"85-88": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#rat-swarm]{Rat Swarm}"
},
"89-92": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#sewer-jack-patrol]{Sewer Jack Patrol}"
},
"93-96": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#rainas-sewer-jacks]{Raina's Sewer Jacks}"
},
"97-100": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#rainas-sewer-jacks]{Raina's Sewer Jacks}"
}
}
},
"Dangerous Artifact": {
"name": "Dangerous Artifact",
"results": {
"1-4": {
"description": "<b>Alarum Bell</b>: A buried bell gives off a deep and sonorous clang. This may summon <b>Skaven Reinforcements</b>."
},
"5-6": {
"description": "<b>Shuriken</b>: The Character is struck on the leg and loses [[1d10]] Wounds modified by Armour Points and Toughness. Roll an additional [[/r 1d10]]: on a roll of 13 the shuriken is also coated with 1 dose of @UUID[Compendium.wfrp4e-core.items.qfd01sggD9xbCuJY]{Black Lotus}."
},
"7-8": {
"description": "<b>Trap</b>: See @UUID[Compendium.wfrp4e-horned-rat.items.NTK53nLy10bZrjgQ]{Man-trap}"
},
"9-10": {
"description": "<b>Poisoned Wind Globe</b>: A globe of green glass that shatters releasing poisonous gas tinged with Warpstone. Count as a 7-yd cloud of <b>Stinkdamp</b>, but anyone caught in the cloud also suffers from @Corruption[minor]{minor exposure to Corruption}."
}
}
},
"Undercity Hazards - Upper Tunnels": {
"name": "Undercity Hazards - Upper Tunnels",
"results": {
"1-4": {
"description": "Roll on @Table[undercity-hazards]{Sewers}"
},
"5-8": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#confusing-junction]{Confusing Junction}"
},
"9-12": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#slippery-surface]{Slippery Surface}"
},
"13-16": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#slippery-surface]{Slippery Surface}"
},
"17-20": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#unseen-obstacle]{Unseen Obstacle}"
},
"21-24": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#unseen-obstacle]{Unseen Obstacle}"
},
"25-28": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#narrow-fissure]{Narrow Fissure}"
},
"29-32": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#narrow-fissure]{Narrow Fissure (2)}"
},
"33-36": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#wide-cavern]{Wide Cavern}"
},
"37-40": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#wide-cavern]{Wide Cavern}"
},
"41-44": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#low-ceiling]{Low Ceiling}"
},
"45-48": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#low-ceiling]{Low Ceiling}"
},
"49-52": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#rockfall]{Rockfall}"
},
"53-56": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#blackdamp]{Blackdamp}"
},
"57-60": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#stinkdamp]{Stinkdamp}"
},
"61-64": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#giant-rat-nest]{Giant Rat Nest}"
},
"65-68": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#yellow-mould]{Yellow Mould}"
},
"69-72": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#yellow-mould]{Yellow Mould}"
},
"73-76": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#lurking-spider]{Lurking Spider}"
},
"77-80": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#lurking-spider]{Lurking Spider}"
},
"81-84": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#rat-swarm]{Rat Swarm}"
},
"85-88": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#rat-swarm]{Rat Swarm}"
},
"89-92": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#dangerous-artefact]{Dangerous Artefact}"
},
"93-96": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#yellow-fang-agent]{Yellow Fang Agent}"
},
"97-100": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#skaven-scout]{Skaven Scout}"
}
}
},
"Karak Skygg Encounters": {
"name": "Karak Skygg Encounters",
"results": {
"1-5": {
"description": "<b>Worked to death</b>: An emaciated Skaven with piebald fur bursts from the shadows, looks around frantically and collapses. Moments later a @UUID[Actor.vqKiWF0OuVwTnARC]{Packmaster} follows, kicks the corpse and forces two more @UUID[Actor.E7pge5rgT241TLyD]{Skavenslave} to drag it to the Pit."
},
"6-10": {
"description": "<b>Rat swarm</b>: A wave of rats rush down the corridor, some with two heads or several extra eyes. Theyll sweep past the party — use the @UUID[Compendium.wfrp4e-horned-rat.journals.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#rat-swarm]{Rat Swarm} encounter on @UUID[Compendium.wfrp4e-horned-rat.journals.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx]{List of Hazards}."
},
"11-16": {
"description": "<b>Careful now!</b> Two masked Clan Skyre Skaven walk past carrying a sealed cask very carefully as if it might explode. If surprised, they will drop the cask and it will explode, inflicting +8 Damage with the Blast (3) quality."
},
"17-30": {
"description": "<b>Guards</b>: Six Clan Skryre @UUID[Actor.DcBGKJTI6xFzE4PK]{Stormvermin} going to or from the Barracks. They are carrying halberds and @UUID[Compendium.wfrp4e-horned-rat.items.YnFYheNBrpDmDtZ3]{poisoned wind globes} and wear goggles"
},
"31-45": {
"description": "<b>Skavenslaves</b>: Five @UUID[Actor.E7pge5rgT241TLyD]{skavenslaves} driven by a @UUID[Actor.vqKiWF0OuVwTnARC]{Packmaster}. They are carrying heavy buckets of broken ore and struggle under the weight."
},
"46-50": {
"description": "<b>Ominous boom</b>: A loud noise comes from above, reverberating through the Hold. A cracked Dwarf carving falls from the wall and smashes on the ground."
},
"51-65": {
"description": "<b>Slaves</b>: A group of five wretched Humans and possibly a Dwarf or Halfling stumble along, carrying metal components. They are tied together by the neck. One @UUID[Actor.vqKiWF0OuVwTnARC]{Packmaster} pulls them along while the other whips them from behind, chittering with mirth."
},
"66-75": {
"description": "<b>Warlock Engineers</b>: A Clan Skryre @UUID[Actor.KAB3UZ20z9m8fUQ3]{Warlock Engineer}, light armour (1 AP) and hand weapon, plus a [[/r 1d100]{25%} chance of a @UUID[Compendium.wfrp4e-horned-rat.items.9umJu52U1cvrYn5z]{warplock pistol}. It hustles the Characters out of the way before cuffing a smaller Skaven around the head and squealing angrily in Queekish."
},
"76-85": {
"description": "<b>Health and safety incident</b>: A Skaven swaddled in heavy rags pushes a cart with several dead slaves piled on it, their mouths drool glowing green saliva and hideous fleshy growths sprout from their bodies."
},
"86-90": {
"description": "<b>Clan Mange slaves</b>: A pack of six @UUID[Actor.E7pge5rgT241TLyD]{Skavenslaves} with piebald fur stalk past, grumbling in Queekish and shooting murderous glances at the Clan Skryre @UUID[Actor.vqKiWF0OuVwTnARC]{Packmaster} who holds their chains."
},
"91-95": {
"description": "<b>Get out of the way!</b> A small crowd of 3 Skaven @UUID[Actor.CegfesYJax9LhoYz]{Clanrats} rush past, chittering nervously."
},
"96-100": {
"description": "<b>Cultists</b>: Four Yellow Fang cultists, unarmoured, with daggers. The cults emblem is painted on their clothing. They are carrying boxes of miscellaneous components that look like junk to anyone but a @UUID[Actor.KAB3UZ20z9m8fUQ3]{Warlock Engineer}. They look pleased to be working for the masters."
}
}
},
"Lower Tunnel Alarm Call — Max 1": {
"name": "Lower Tunnel Alarm Call — Max 1",
"results": {
"1-3": {
"description": "Nothing"
},
"4-5": {
"description": "Nothing"
},
"6-6": {
"description": "Nothing"
},
"7-7": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#skavenslave-gang]{Skavenslave Gang (20)}"
},
"8-8": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#skavenslave-gang]{Skavenslave Gang (10)}"
},
"9-9": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#clanrat-patrol]{Clanrat Patrol (20)}"
},
"10-10": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#clanrat-patrol]{Clanrat Patrol (10)}"
}
}
}
}
}
File diff suppressed because one or more lines are too long
@@ -1,120 +0,0 @@
{
"label": "Items (Middenheim)",
"folders": {
"Careers": "Careers",
"Weapons": "Weapons",
"Spells": "Spells",
"Armour": "Armour",
"Diseases": "Diseases",
"Traits": "Traits",
"Trappings": "Trappings"
},
"entries": {
"Wolf Kin": {
"name": "Wolf Kin",
"description": "<p>@UUID[JournalEntry.nzsWxG9db2fdGjZM.JournalEntryPage.0sKLAqTMd6KMG9zw]{Wolf Kin}</p>"
},
"Survivor": {
"name": "Survivor",
"description": "<p>@UUID[JournalEntry.nzsWxG9db2fdGjZM.JournalEntryPage.0sKLAqTMd6KMG9zw]{Wolf Kin}</p>"
},
"Child of Ulric": {
"name": "Child of Ulric",
"description": "<p>@UUID[Compendium.wfrp4e-middenheim.journals.JournalEntry.dgJ2PAhvo8uyrL93.JournalEntryPage.2T9C48vGkZRgm9V2#child-of-ulric]{Child of Ulric}</p><h4>Traits</h4><p>@UUID[Compendium.wfrp4e-core.items.VUJUZVN3VYhOaPjj]{Armour}</p><p>@UUID[Compendium.wfrp4e-core.items.pLW9SVX0TVTYPiPv]{Bite}</p><p>@UUID[Compendium.wfrp4e-core.items.pTorrE0l3VybAbtn]{Fear}</p><p>@UUID[Compendium.wfrp4e-core.items.FmHDbCOy3pH8yKhm]{Night Vision}</p><p>@UUID[Compendium.wfrp4e-core.items.ClOlztW6hH8rslbp]{Tracker}</p><p>@UUID[Compendium.wfrp4e-core.items.AtpAudHA4ybXVlWM]{Weapon}</p><h4>Optional</h4><p>@UUID[Compendium.wfrp4e-core.items.GbDyBCu8ZjDp6dkj]{Belligerent}</p><p>@UUID[Compendium.wfrp4e-core.items.AGcJl5rHjkyIQBPP]{Bestial}</p><p>@UUID[Compendium.wfrp4e-core.items.a8MC97PLzl10WocT]{Big}</p><p>@UUID[Compendium.wfrp4e-core.items.5muSFXd6oc760uVj]{Blessed (Ulric)}</p><p>@UUID[Compendium.wfrp4e-core.items.4mF5Sp3t09kZhBYc]{Champion}</p><p>@UUID[Compendium.wfrp4e-core.items.UsJ2uIOOtHA7JqD5]{Die Hard}</p><p>@UUID[Compendium.wfrp4e-core.items.9MjH4xyVrd3Inzak]{Fast}</p><p>@UUID[Compendium.wfrp4e-core.items.yRhhOlt18COq4e1q]{Frenzy}</p><p>@UUID[Compendium.wfrp4e-core.items.IAWyzDfC286a9MPz]{Immunity to Psychology}</p><p>@UUID[Compendium.wfrp4e-core.items.SfUUdOGjdYpr3KSR]{Regenerate}</p><p>@UUID[Compendium.wfrp4e-core.items.8slW8CJ2oVTxeQ6q]{Size (Large)}</p>",
"effects": {
"Child of Ulric": {
"name": "Child of Ulric",
"changes": {
"system.characteristics.ws.modifier": 10,
"system.characteristics.s.modifier": 10,
"system.characteristics.t.modifier": 10,
"system.characteristics.i.modifier": 10,
"system.characteristics.ag.modifier": 10,
"system.characteristics.dex.modifier": -10,
"system.characteristics.int.modifier": -10,
"system.characteristics.fel.modifier": -20,
"system.details.move.value": 1
}
}
}
},
"Ring of Tongues": {
"name": "Ring of Tongues",
"description": "<p>The wearer of the ring activates it by stating the words <em>&lsquo;Speak and be known to me&rsquo;</em>. For the next hour they understand the following languages as if they were a native speaker: Classical, Bretonnian, Tilean, Elth&aacute;rin, Gospodarinyi, and Khazalid.</p>",
"effects": {
"Ring of Tongues": {
"name": "Ring of Tongues"
}
}
},
"Sword of Fear": {
"name": "Sword of Fear",
"description": "<p>The wielder of the sword may invoke its power by stating Yield or die! gaining the @UUID[Compendium.wfrp4e-core.items.pTorrE0l3VybAbtn]{Fear (2)}for [[/r 2d10]] rounds. The sword also causes damage to creatures normally immune to nonmagical attacks and benefits from the <em>Fine </em>and <em>Durable </em>Item Qualities</p>",
"effects": {
"Sword of Fear": {
"name": "Sword of Fear"
}
}
},
"Spotted Green Brain Pox": {
"name": "Spotted Green Brain Pox",
"description": "<p>This terrible disease turns those who suffer from it into raving maniacs, driven to bite, scratch, and dismember anyone who crosses their path. The disease itself is spread through the infliction of injury, so as more violence is unleashed as the result of the disease, the more people succumb to it.</p>",
"effects": {
"Buboes": {
"name": "Buboes"
},
"Convulsions": {
"name": "Convulsions"
},
"Homicidal Raging": {
"name": "Homicidal Raging"
},
"Lingering (Average)": {
"name": "Lingering (Average)"
},
"Pox": {
"name": "Pox"
}
}
},
"Magical Dagger": {
"name": "Magical Dagger",
"description": "<p>The dagger causes damage to creatures normally immune to non-magical attacks and benefits from the <em>Fine</em> and <em>Durable </em>Item Qualities.</p>"
},
"Boots of Gucci": {
"name": "Boots of Gucci",
"description": "<p>When activated with the phrase &lsquo;Grace is beyond style&rsquo;, the wearer gains the benefits of the @UUID[Compendium.wfrp4e-core.items.sYbgpSnRqSZWgwFP]{Etiquette (Nobles, Guilders, or Servants)} Talent for as long as the boots remain on their feet. If they wish, they may speak the phrase again to change which version of the Talent they recieve the benefit of.</p>",
"effects": {
"Boots of Gucci": {
"name": "Boots of Gucci"
}
}
},
"Wolf Brother": {
"name": "Wolf Brother",
"description": "<p>@UUID[JournalEntry.nzsWxG9db2fdGjZM.JournalEntryPage.0sKLAqTMd6KMG9zw]{Wolf Kin}</p>"
},
"Gromril Helm": {
"name": "Gromril Helm",
"description": "<p>This helm easily fits a Dwarf. It is a normal Plate Helm in all respects but provides 3 AP and benefits from the <em>Fine </em>and <em>Unbreakable</em> Item Qualities. Lukas would find it rather dishonourable to sell the helm unless the customer was a Dwarf.</p>",
"effects": {
"Gromril Helm": {
"name": "Gromril Helm"
}
}
},
"Wolf Club": {
"name": "Wolf Club",
"description": "<p>@UUID[JournalEntry.nzsWxG9db2fdGjZM.JournalEntryPage.0sKLAqTMd6KMG9zw]{Wolf Kin}</p>"
},
"Bless With Filth": {
"name": "Bless With Filth",
"description": "<p>You curse the blades, claws and teeth of those around you to cause septic wounds. For the duration of the spell every character within the area of effect counts as possessing the @UUID[Compendium.wfrp4e-core.items.V0c3qBU1CMm8bmsW]{Infected} creature trait.</p>",
"effects": {
"Bless With Filth": {
"name": "Bless With Filth"
}
}
}
}
}
@@ -1,56 +0,0 @@
{
"label": "Scenes (Middenheim)",
"entries": {
"Middenheim": {
"name": "Middenheim",
"drawings": {
"Hedge Maze": "Hedge Maze"
},
"notes": {
"Dragon Ales Brewhouse": "Dragon Ales Brewhouse",
"Pfandleiher's Pawnbrokers": "Pfandleiher's Pawnbrokers",
"Physicians' Guild": "Physicians' Guild"
}
},
"Grand Duchy of Middenheim": {
"name": "Grand Duchy of Middenheim",
"drawings": {
"The Drakwald Forest": "The Drakwald Forest",
"Territory of the Blackweb Forest Goblins": "Territory of the Blackweb Forest Goblins",
"Territory of the Red Tusk Orcs": "Territory of the Red Tusk Orcs",
"River Taub": "River Taub",
"Kleiflusch River": "Kleiflusch River"
},
"notes": {
"Ruins of the Lonely Tower": "Ruins of the Lonely Tower",
"Ruins of Palace Fahndorf": "Ruins of Palace Fahndorf",
"Ruins of Wolf Watch": "Ruins of Wolf Watch",
"Ruins of Solzheimschloss": "Ruins of Solzheimschloss",
"Norderingen": "Norderingen",
"Upper Spite": "Upper Spite",
"Tomb of Kazron Gorespite": "Tomb of Kazron Gorespite",
"Gladbeich": "Gladbeich",
"Oberholzbek Mine": "Oberholzbek Mine",
"Ruins of the Two Fingers": "Ruins of the Two Fingers",
"Dunfurter Castle": "Dunfurter Castle",
"Ruins of Karak Khazarak": "Ruins of Karak Khazarak",
"Ruins of Mittler Castle": "Ruins of Mittler Castle",
"Brass Keep": "Brass Keep",
"Hope Square": "Hope Square",
"Sohk": "Sohk",
"The Teutogen Brotherhood Temple": "The Teutogen Brotherhood Temple",
"The Fox and Crown Coaching Inn": "The Fox and Crown Coaching Inn",
"Solzheim": "Solzheim",
"Linz": "Linz",
"Thugenheim": "Thugenheim",
"Jager Keep": "Jager Keep",
"Immelscheid": "Immelscheid",
"Fort Immelscheid": "Fort Immelscheid",
"The Howling Stones": "The Howling Stones"
}
},
"Middenball": {
"name": "Middenball"
}
}
}
@@ -1,866 +0,0 @@
{
"label": "Tables (Middenheim)",
"entries": {
"Athletics - Middenball": {
"name": "Athletics - Middenball",
"results": {
"1-2": {
"description": "An Away Team player is positioned in the Full Back area of the pitch. If passed to this turn, they can shoot."
},
"3-10": {
"description": "An Away Team player is positioned in the Half Back area of the pitch. If passed to this turn, they can shoot."
},
"11-20": {
"description": "An Away Team player is positioned in the Home Midfield area of the pitch. If passed to this turn, they can shoot."
},
"21-35": {
"description": "An Away Team player is positioned in the Away Midfield area of the pitch. If passed to this turn, they can shoot."
},
"36-46": {
"description": "The Away Team show slight dominance. Add 5 to their A score next turn."
},
"47-54": {
"description": "There is no effect this turn."
},
"55-65": {
"description": "The Home Team show slight dominance. Add 5 to their A score next turn."
},
"66-80": {
"description": "A Home Team player is positioned in the Home Midfield area of the pitch. If passed to this turn, they can shoot."
},
"81-90": {
"description": "A Home Team player is positioned in the Away Midfield area of the pitch. If passed to this turn, they can shoot."
},
"91-98": {
"description": "A Home Team player is positioned in the Half Forward area of the pitch. If passed to this turn, they can shoot."
},
"99-100": {
"description": "A Home Team player is positioned in the Forward area of the pitch. If passed to this turn, they can shoot."
}
}
},
"Brutality - Middenball": {
"name": "Brutality - Middenball",
"results": {
"1-2": {
"description": "A Home Team player suffers a critical injury and is removed from play. Subtract that players A and B score from the team total. If there are no sub-stitutes available, one of the Away Team players becomes a Free Player."
},
"3-10": {
"description": "A Home Team player is badly hurt. Reduce the Teams A and B scores by 1 each."
},
"11-20": {
"description": "A Home Team player is rattled. Reduce the Teams A and B scores by 1 each for 1 turn."
},
"21-35": {
"description": "An Away Team player interposes themselves between the player in possession and the goal. This either counts as Guarding, or could be used to cancel out the effects of an existing Guard (whatever most benefits the Away Team)."
},
"36-46": {
"description": "The Away Team show more aggression. Add 5 to their B score next turn."
},
"47-54": {
"description": "There is no effect this turn."
},
"55-65": {
"description": "The Home Team show more aggression. Add 5 to their B score next turn."
},
"66-80": {
"description": "A Home Team player interposes themselves between the player in possession and the goal. This either counts as Guarding, or could be used to cancel out the effects of an existing Guard (whatever most benefits the Home Team)."
},
"81-90": {
"description": "An Away Team player is rattled. Reduce the Teams A and B scores by 1 each for 1 turn."
},
"91-98": {
"description": "An Away Team player is badly hurt. Reduce the Teams A and B scores by 1 each."
},
"99-100": {
"description": "An Away Team player suffers a critical injury and is removed from play. Subtract that players A and B score from the team total. If there are no sub-stitutes available, one of the Home Team players becomes a Free Player."
}
}
},
"Career - Human (Middenlander)": {
"name": "Career - Human (Middenlander)",
"results": {
"1-1": {
"name": "Apothecary",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.86gkaanqt19xYCRa]{Apothecary}</p>"
},
"2-2": {
"name": "Engineer",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.hVKMI3xwuUpO3P6c]{Engineer}</p>"
},
"3-3": {
"name": "Lawyer",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.uIKbkjQpNUCGIQRv]{Lawyer}</p>"
},
"4-5": {
"name": "Nun",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.f5m7s9K2y1zQNmej]{Nun}</p>"
},
"6-6": {
"name": "Physician",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.Mn7w0SSGfN7cu7gQ]{Physician}</p>"
},
"7-11": {
"name": "Priest",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.h1l9jvaIxsb92wtM]{Priest}</p>"
},
"12-13": {
"name": "Scholar",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.CmiCNv8YlslFqRqy]{Scholar}</p>"
},
"14-14": {
"name": "Wizard",
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"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.37EZqecGmYFb0fdW]{Wrecker}</p>"
},
"76-77": {
"name": "Bawd",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.WmXiUhsOHIJia8OM]{Bawd}</p>"
},
"78-78": {
"name": "Charlatan",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.Eg5D2UI3U4SAHnuU]{Charlatan}</p>"
},
"79-79": {
"name": "Fence",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.VzMDRJtha7epNzuX]{Fence}</p>"
},
"80-80": {
"name": "Grave Robber",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.bDoNOzzUiMdKqpps]{Grave Robber}</p>"
},
"81-84": {
"name": "Outlaw",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.SrqxyWytyki4WYgC]{Outlaw}</p>"
},
"85-85": {
"name": "Racketeer",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.Z5QPZbUR3h422ozo]{Racketeer}</p>"
},
"86-87": {
"name": "Thief",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.mBtIPoWNpXwAS5Yl]{Thief}</p>"
},
"88-88": {
"name": "Witch",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.7lNzR0hDPl98NrcX]{Witch}</p>"
},
"89-90": {
"name": "Cavalryman",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.ArFOfnzJkToXBJBF]{Cavalryman}</p>"
},
"91-92": {
"name": "Guard",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.HndWncfaHb0nzNUq]{Guard}</p>"
},
"93-93": {
"name": "Knight",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.L3YNSsFKnqrqcmTn]{Knight}</p>"
},
"94-94": {
"name": "Pit Fighter",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.EELJsJuoDVxiRu9e]{Pit Fighter}</p>"
},
"95-95": {
"name": "Protagonist",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.cXOl6phkTrPcUmwC]{Protagonist}</p>"
},
"96-99": {
"name": "Soldier",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.1OTZ386bMWJ6wfzX]{Soldier}</p>"
},
"100-100": {
"name": "Warrior Priest",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.iYVpqJ6bz8fokdmf]{Warrior Priest}</p>"
},
"55-55": {
"name": "Road warden",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.dN2K3ZBMu4rvGGpW]{Road warden}</p>"
},
"57-58": {
"name": "Wolf Kin",
"description": "<p>@UUID[Compendium.wfrp4e-middenheim.journals.nzsWxG9db2fdGjZM.JournalEntryPage.0sKLAqTMd6KMG9zw]{Wolf Kin}</p>"
},
"28-28": {
"name": "Duellist",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.3r4A1DOiF3laRWvq]{Duellist}</p>"
}
}
},
"Career - Human (Middenheimer)": {
"name": "Career - Human (Middenheimer)",
"results": {
"1-1": {
"name": "Apothecary",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.86gkaanqt19xYCRa]{Apothecary}</p>"
},
"2-2": {
"name": "Engineer",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.hVKMI3xwuUpO3P6c]{Engineer}</p>"
},
"3-3": {
"name": "Lawyer",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.uIKbkjQpNUCGIQRv]{Lawyer}</p>"
},
"4-5": {
"name": "Nun",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.f5m7s9K2y1zQNmej]{Nun}</p>"
},
"6-6": {
"name": "Physician",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.Mn7w0SSGfN7cu7gQ]{Physician}</p>"
},
"7-11": {
"name": "Priest",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.h1l9jvaIxsb92wtM]{Priest}</p>"
},
"12-13": {
"name": "Scholar",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.CmiCNv8YlslFqRqy]{Scholar}</p>"
},
"14-14": {
"name": "Wizard",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.PKm1L6yjZ4PH0JJG]{Wizard}</p>"
},
"15-15": {
"name": "Agitator",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.X6OBFMR8ywipAPOo]{Agitator}</p>"
},
"16-18": {
"name": "Artisan",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.GWrZq3xoRSsDnQe0]{Artisan}</p>"
},
"19-21": {
"name": "Beggar",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.1l2m7D1LHIz2q9qv]{Beggar}</p>"
},
"22-22": {
"name": "Investigator",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.zLWmjUbUdAOfiV3F]{Investigator}</p>"
},
"23-24": {
"name": "Merchant",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.h7GdfctKdjWL0Ejp]{Merchant}</p>"
},
"25-26": {
"name": "Rat Catcher",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.mKvUxzJyQmhgjDE0]{Rat Catcher}</p>"
},
"27-28": {
"name": "Townsman",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.XHYgf5oEwIeCEVNM]{Townsman}</p>"
},
"29-31": {
"name": "Watchman",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.N02cjJdNWPdc4PUS]{Watchman}</p>"
},
"32-32": {
"name": "Advisor",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.pwth0cd20Vdp0B9G]{Advisor}</p>"
},
"33-33": {
"name": "Artist",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.u9sso2ox8BNznmy4]{Artist}</p>"
},
"35-35": {
"name": "Envoy",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.0t9wtjQIoOofh8nO]{Envoy}</p>"
},
"36-36": {
"name": "Noble",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.t41abSTLeMAdLiWS]{Noble}</p>"
},
"37-39": {
"name": "Servant",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.iYnopOFkz5L6hljq]{Servant}</p>"
},
"40-40": {
"name": "Spy",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.ssJHG82vEHHRoAUF]{Spy}</p>"
},
"41-41": {
"name": "Warden",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.wbqpqbFoSnvoZ53j]{Warden}</p>"
},
"42-42": {
"name": "Bailiff",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.UhdhIWaofKgwFKEr]{Bailiff}</p>"
},
"43-43": {
"name": "Hedge Witch",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.03Nnub5GHNRCU9kg]{Hedge Witch}</p>"
},
"44-44": {
"name": "Herbalist",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.fTqkgehpmxk7kVT6]{Herbalist}</p>"
},
"45-45": {
"name": "Hunter",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.T6c9MttfG0Fj4nDm]{Hunter}</p>"
},
"46-47": {
"name": "Miner",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.Nu2diwbUfo786wYt]{Miner}</p>"
},
"48-48": {
"name": "Mystic",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.CzebTXk5dirMAZ6p]{Mystic}</p>"
},
"49-49": {
"name": "Scout",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.HSoeyY2cbQAndBFk]{Scout}</p>"
},
"50-54": {
"name": "Villager",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.EYkvtokq0FXlFaPa]{Villager}</p>"
},
"55-55": {
"name": "Bounty Hunter",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.orZTfdJCm6OnUktl]{Bounty Hunter}</p>"
},
"56-57": {
"name": "Coachman",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.tvJAKXB7R0EOr4oE]{Coachman}</p>"
},
"58-60": {
"name": "Entertainer",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.5nIDu8oyFVShLqne]{Entertainer}</p>"
},
"61-61": {
"name": "Messenger",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.9XoJinyH6CsOcJ1h]{Messenger}</p>"
},
"62-63": {
"name": "Pedlar",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.FdlybSv02jjXG1qW]{Pedlar}</p>"
},
"65-65": {
"name": "Witch Hunter",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.ADYQOtpsk5n1EHen]{Witch Hunter}</p>"
},
"69-69": {
"name": "Smuggler",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.FqhOxcvai4ROvhXB]{Smuggler}</p>"
},
"70-71": {
"name": "Stevedore",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.KslqDlYmY4trmf6S]{Stevedore}</p>"
},
"72-73": {
"name": "Bawd",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.WmXiUhsOHIJia8OM]{Bawd}</p>"
},
"74-74": {
"name": "Charlatan",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.Eg5D2UI3U4SAHnuU]{Charlatan}</p>"
},
"75-76": {
"name": "Fence",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.VzMDRJtha7epNzuX]{Fence}</p>"
},
"77-77": {
"name": "Grave Robber",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.bDoNOzzUiMdKqpps]{Grave Robber}</p>"
},
"78-79": {
"name": "Outlaw",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.SrqxyWytyki4WYgC]{Outlaw}</p>"
},
"80-82": {
"name": "Racketeer",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.Z5QPZbUR3h422ozo]{Racketeer}</p>"
},
"83-86": {
"name": "Thief",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.mBtIPoWNpXwAS5Yl]{Thief}</p>"
},
"87-87": {
"name": "Witch",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.7lNzR0hDPl98NrcX]{Witch}</p>"
},
"88-89": {
"name": "Cavalryman",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.ArFOfnzJkToXBJBF]{Cavalryman}</p>"
},
"90-92": {
"name": "Guard",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.HndWncfaHb0nzNUq]{Guard}</p>"
},
"93-93": {
"name": "Knight",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.L3YNSsFKnqrqcmTn]{Knight}</p>"
},
"94-94": {
"name": "Pit Fighter",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.EELJsJuoDVxiRu9e]{Pit Fighter}</p>"
},
"95-95": {
"name": "Protagonist",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.cXOl6phkTrPcUmwC]{Protagonist}</p>"
},
"96-99": {
"name": "Soldier",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.1OTZ386bMWJ6wfzX]{Soldier}</p>"
},
"100-100": {
"name": "Warrior Priest",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.iYVpqJ6bz8fokdmf]{Warrior Priest}</p>"
},
"66-68": {
"name": "Wolf Kin",
"description": "<p>@UUID[Compendium.wfrp4e-middenheim.journals.nzsWxG9db2fdGjZM.JournalEntryPage.0sKLAqTMd6KMG9zw]{Wolf Kin}</p>"
},
"64-64": {
"name": "Road warden",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.dN2K3ZBMu4rvGGpW]{Road warden}</p>"
},
"34-34": {
"name": "Duellist",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.3r4A1DOiF3laRWvq]{Duellist}</p>"
}
}
},
"Middenball Random Events": {
"name": "Middenball Random Events",
"results": {
"1-33": {
"description": "Nothing particularly unusual occurs this turn."
},
"34-34": {
"description": "The ball splits open, sending feathers cascading all around. If a Snotling is being used, the creature breaks free from its bonds and may either attack its tormentors or attempt to escape. The game is paused whilst finding a replacement."
},
"35-40": {
"description": "A fan throws a punch at a nearby player. Work out 3 rounds of unarmed combat between a randomly selected player and a standard @UUID[Compendium.wfrp4e-core.actors.7ihBjcHcewZ2Obul]{Human}."
},
"41-60": {
"description": "The weather turns inclement. Cold and/or wet conditions incur a 10 penalty to all Athletics and Ballistic Skill Tests next turn."
},
"61-75": {
"description": "If the teams are uneven, the Keeper on the team with fewer players abandons the goal."
},
"76-79": {
"description": "A fan throws an object at a randomly selected player. The player must pass an <b>Easy (+40) Endurance</b> Test or suffer a @Condition[Stunned]"
},
"80-83": {
"description": "A randomly selected player (not a Player Character or the player in possession of the ball) slips in the mud, twists their ankle, and is forced to retire."
},
"84-86": {
"description": "A randomly selected player (not a Player Character or the player in possession of the ball) has been sipping from a hip flask. Determine the player and make a <b>Hard (20) Consume Alcohol</b> Test for them."
},
"87-89": {
"description": "A randomly selected player (not a Player Character or the player in possession of the ball) has been taking a performance enhancing stimulant. They start to benefit (and then later suffer) from the effects of @UUID[Compendium.wfrp4e-core.items.jTFOrokjEHbi12rT]{Ranald's Delight}."
},
"90-95": {
"description": "Home team fans commence a rousing chant. The Home Team benefits from +5 B next turn."
},
"96-100": {
"description": "Away team fans are in fine voice. The Away Team benefits from +5 B next turn."
}
}
}
}
}
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-102
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@@ -1,102 +0,0 @@
{
"label": "Items (Old World Bundle I)",
"folders": {
"Templates": "Templates",
"Ammunition": "Ammunition",
"Traits": "Traits",
"Trappings": "Trappings"
},
"entries": {
"Warlord": {
"name": "Warlord",
"description": "<p>The Warlord may rule over a single tribe in a particular vicinity, or may command a coalition of allied or vassalised bands over a wider region.</p>",
"effects": {
"Warlord": {
"name": "Warlord"
}
}
},
"Censer-Flail": {
"name": "Censer-Flail",
"description": "<p>A censer-flail is a military flail with a hollowed-out head filled with burning coals and incense, used by many religious fanatics along the northern borders of the Empire. The flails are frowned upon by many within the Cult of Sigmar for their propensity to hurt their wielders, and cause unintended fires, but they remain in use because of the terror they cause on the battlefield. A censer-flail gives a struck target +SL @Condition[Ablaze] Conditions.</p>",
"effects": {
"Censer-Flail": {
"name": "Censer-Flail"
}
}
},
"Soldier": {
"name": "Soldier",
"description": "<p>Soldiers are the mainstay of most warbands. The generic creature from the Bestiary can represent soldiers in many cases, but many are more experienced fighters.</p>"
},
"Null": {
"name": "Null",
"description": "<p>Like a blackhole in the Aethyr, the Winds of Magic are made void by this creature&rsquo;s presence. This creature may not cast Spells under any circumstances, and may not be the target of any Spell. Spells within 30 ft of this creature have their CN doubled or increased to 4, whichever is worse.</p>",
"effects": {
"Null": {
"name": "Null"
}
}
},
"Incorporeal": {
"name": "Incorporeal",
"description": "<p>Josef is unable to manifest to the degree that ghosts summoned through necromancy are. For most of the adventure he is invisible, silent, and unable to interact with the world unless noted as part of the plot. Characters with Magical Awareness may be able to see faint traces of <em>Dhar </em>and <em>Shyish </em>at Josef&rsquo;s location. If you wish, Josef may pass a Willpower Test in order to be able to strike out with his Paralysing Chill.</p>"
},
"Shaman Lord": {
"name": "Shaman Lord",
"description": "<p>Petty magicians and mystics, a Shaman acts as the spiritual advisor of the warband, guiding their Chiefs and assisting in warfare with their crude but powerful spells.</p>",
"effects": {
"Shaman": {
"name": "Shaman"
}
}
},
"Skirmisher": {
"name": "Skirmisher",
"description": "<p>Most tribes include a caste of warriors practised in sneak attacks, harassing enemies with missile fire, and providing skilled lookouts</p>"
},
"Spider Venom Arrows": {
"name": "Spider Venom Arrows",
"description": "<p>The Goblins of the Drakwald, especially the Forest Goblins who make alliance with the many terrible Spiders of that place, quickly learn to put their allies venom to work. Most arrows are dipped in Spider Venom, which quickly weakens most targets, or even renders most targets unconcious.</p>\n<p>Targets wounded by these arrows dipped in Spider Venom must make a <strong>Challenging (+0) Endurance</strong> Test. If they fail, they are inflicted with 1 @Condition[Poisoned] condition. Spider venom is tailored not to kill victims but to render them unconcious. Targets reduced to 0 wounds while suffering a Poisoned condition from these arrows become Unconcious, but are not at risk of death from any remaining Poisoned conditions as wuold normally be the case.</p>",
"effects": {
"Spider Venom Arrows": {
"name": "Spider Venom Arrows"
}
}
},
"Chief": {
"name": "Chief",
"description": "<p>A Chief may lead a small warband, or be subordinate to the warlord in a larger one. They are experienced warriors who rule mostly by their intimidating reputation.</p>",
"effects": {
"Chief": {
"name": "Chief"
}
}
},
"Skitter": {
"name": "Skitter",
"description": "<p>A new mixture of obscure origin, Skitter has hit the streets of Nuln hard and is spreading fast. Those who consume it find themselves in a potent, blissful trance that can sometimes last days. You must pass a <strong>Very Hard (&ndash;30) Toughness</strong> Test, gaining the @Condition[Unconscious] Condition for a number of hours equal to twice &ndash;SL, to a minimum of 4. A dose counts as @Corruption[minor]{Minor Corruption}, but if the slumber caused lasts for more than 8 hours it becomes Moderate Corruption. After waking, you must pass a <strong>Hard (&ndash;20) Toughness</strong> Test or gain a @Condition[Fatigued] Condition that lasts 3 days or until another dose is taken.</p>",
"effects": {
"Skitter": {
"name": "Skitter"
},
"Apply Skitter": {
"name": "Apply Skitter"
}
}
},
"Elite": {
"name": "Elite",
"description": "<p>Warbands often include small coteries of elite warriors who guard important individuals or lead less-experienced warriors (Skaven Stormvermin and Beastman Bestigors usually fulfil this role in their respective warbands).</p>"
},
"Shaman": {
"name": "Shaman",
"description": "<p>Petty magicians and mystics, a Shaman acts as the spiritual advisor of the warband, guiding their Chiefs and assisting in warfare with their crude but powerful spells.</p>",
"effects": {
"Shaman": {
"name": "Shaman"
}
}
}
}
}
-37
View File
@@ -1,37 +0,0 @@
{
"label": "Scenes (Old World Bundle I)",
"entries": {
"Lurchen House": {
"name": "Lurchen House",
"drawings": {
"Cellar": "Cellar",
"A": "A",
"C": "C",
"B": "B",
"D": "D",
"F": "F",
"E": "E",
"G": "G"
},
"notes": {
"1. Lounge & Dining": "1. Lounge & Dining",
"3. Larder": "3. Larder",
"2. Kitchen": "2. Kitchen",
"6. Garden": "6. Garden",
"7. Goats": "7. Goats",
"8. Horses": "8. Horses"
}
},
"Island": {
"name": "Island",
"drawings": {
"Chapel of Khaine": "Chapel of Khaine",
"Garden of Morr": "Garden of Morr",
"Lock-up": "Lock-up",
"Stores": "Stores",
"Goat Pen": "Goat Pen",
"Vegetable Patch": "Vegetable Patch"
}
}
}
}
-415
View File
@@ -1,415 +0,0 @@
{
"label": "Items (Power Behind the Throne)",
"folders": {
"Skills": "Skills",
"Prayers": "Prayers",
"Trappings": "Trappings",
"Spells": "Spells",
"Traits": "Traits"
},
"entries": {
"Cursed Caress": {
"name": "Cursed Caress",
"description": "<p>You touch one subject, who is instantly overcome by such overwhelming ecstasy that their overloaded brain leaks blood from the eyes, ears, and mouth. The target must roll once on the @Table[crithead]{Head Critical Wounds} table. The results are as indicated, except that there are no broken bones. The descriptions should be amended to reflect the fact that no physical blow has landed.</p>",
"effects": {
"Cursed Caress": {
"name": "Cursed Caress"
}
}
},
"Cutting Wit": {
"name": "Cutting Wit",
"description": "<p>You flick out a long, writhing tongue that counts as a magic missile with a Damage of +3 that ignores Armour, delivering a pulse of pure agony wherever it strikes.</p>",
"effects": {
"Cutting Wit": {
"name": "Cutting Wit"
}
}
},
"Rathewer": {
"name": "Rathewer",
"effects": {
"Rathewer": {
"name": "Rathewer"
}
}
},
"Brass Neck Tincture": {
"name": "Brass Neck Tincture"
},
"Befuddle": {
"name": "Befuddle",
"description": "<p>Your touch causes one opponent to make a Willpower Test or gain one @Condition[Stunned] Condition.</p>\n<p><strong>Lore:</strong> None</p>\n<p>&nbsp;</p>",
"effects": {
"Befuddle": {
"name": "Befuddle"
}
}
},
"Breath of Inspiration": {
"name": "Breath of Inspiration",
"description": "<p>You blow a stream of scented air into the face or ear of an adjacent living creature, filling its head with glorious visions of capability and skill while simultaneously sullying the target&rsquo;s soul with an unending burden of shame. The target of this spell gains a bonus to any one Test equal to your Willpower, after which the effect ends.</p>",
"effects": {
"Breath of Inspiration": {
"name": "Breath of Inspiration"
}
}
},
"Flesh Puppet": {
"name": "Flesh Puppet",
"description": "<p>You weave strands of dark magic, entangling your targets limbs in your manipulative web of deceit. On successfully casting the spell, make an <strong>Extended Opposed Cool</strong> Test, with 6 required SLs. Should you win, you take control of the target for the spells duration. You control all of their movements and actions, and can even speak through their voice, though you cannot cast spells through them, even if they could normally cast spells themselves. While in effect, the targets skin is flushed, and their eyes periodically change colour to a deep purple. When the spell ends, the target feels violated, and they are aware that they have been controlled. If they pass a <strong>Challenging (+0) Intuition</strong> Test, they intuitively know who controlled them (though proving it may not be easy).</p>"
},
"Blissful Throes": {
"name": "Blissful Throes",
"description": "<p>A long whip of pure Chaos energy lashes out at the enemy with a delightful crack, leaving its victim wracked with pain, to the envy of the caster. This is a magic missile with Damage +6. If this attack struck the head hit location, the caster may choose to inflict an @Condition[Entangled] Condition on the target, if they wish. The caster can maintain this Condition for up to Willpower Bonus Rounds. The caster uses their Willpower in place of Strength for Opposed Tests made to remove the Condition.</p>",
"effects": {
"Blissful Throes": {
"name": "Blissful Throes"
}
}
},
"Controlled Corruption": {
"name": "Controlled Corruption",
"description": "<p>Endurance Tests to avoid gaining a mutation are <strong>Difficult (&ndash;10)</strong> rather than <strong>Challenging (+0)</strong>. When you gain a mutation, roll twice and choose from the two results.</p>",
"effects": {
"Controlled Corruption": {
"name": "Controlled Corruption"
}
}
},
"Bonds of Slaanesh": {
"name": "Bonds of Slaanesh",
"description": "<p>The target is enveloped by glowing threads of magic force, gaining one @Condition[Entangled] Condition for each SL on the Casting Test.</p>",
"effects": {
"Bonds of Slaanesh": {
"name": "Bonds of Slaanesh"
}
}
},
"Hoartfrost Thews": {
"name": "Hoartfrost Thews",
"description": "<p>Ulric cools your body, and frost forms on your flesh. You become immune to cold from any source.</p>"
},
"Howl of Battle": {
"name": "Howl of Battle",
"description": "<p>Ulric&rsquo;s spirit fills you, unleashing your bloodlust. You gain the @UUID[Compendium.wfrp4e-core.items.oRx92ByVNEBN6YkK]{Berserk Charge} Talent. If you already have it, you gain it again, ignoring the normal maximum if necessary.</p>",
"effects": {
"Howl of Battle": {
"name": "Howl of Battle"
}
}
},
"Delicious Excruciation": {
"name": "Delicious Excruciation",
"description": "<p>A ray of coruscating pinkish light strikes one friendly creature within range and line of sight, filling them with an overpowering mixture of pain and pleasure that leaves them elated. The target loses any @Condition[Broken] Conditions immediately, and cannot gain any more @Condition[Broken] Conditions for the duration of the spell.</p>",
"effects": {
"Delicious Excruciation": {
"name": "Delicious Excruciation"
}
}
},
"Unnatural Musk": {
"name": "Unnatural Musk",
"description": "<p>You move with the grace and speed of Slaanesh, gaining +10 Initiative and +10 Agility for each SL on the Casting Test. </p>",
"effects": {
"Unnatural Musk": {
"name": "Unnatural Musk"
}
}
},
"Blessing of Slaanesh": {
"name": "Blessing of Slaanesh",
"description": "<p>Increase your Intelligence or Fellowship by +10.</p><p>\n\n <b>Lore:</b> None<p>",
"effects": {
"Blessing of Slaanesh": {
"name": "Blessing of Slaanesh"
}
}
},
"Careless Whispers": {
"name": "Careless Whispers",
"description": "<p>You call on Slaanesh to unlock the secrets in your target&rsquo;s heart. On successfully casting the spell, make an <strong>Extended Opposed Cool</strong> Test, with 6 required SLs. The winner may choose to hear the loser&rsquo;s current Ambition, and know it to be true. The winner must also pass a <strong>Cool </strong>Test or gain 1 Corruption.</p>"
},
"Man-trap": {
"name": "Man-trap",
"description": "<p>A man-trap consists of two spiked, semi-circular jaws that spring up when a victim steps on a pressure plate between them; they bite into the victim&rsquo;s lower leg causing severe injury, and can only be opened on a successful <strong>Difficult (&ndash;10) Strength</strong> Test. The trap is chained to a stake, driven into the ground nearby, so that its victim is effectively captured as well as wounded.</p>\n<p>When it is placed, the GM should note the result of the <strong>Set Trap</strong> Test, and use it to oppose the Perception Tests of any potential&nbsp;</p>\n<p>* The trap is not wielded and can only attack someone who steps on it. There is no roll to hit &mdash; this is resolved using a Set Trap Test above.</p>\n<p>&dagger; Leg hits only: equal chance of either leg unless circumstances dictate otherwise.</p>\n<p>&Dagger; If the trap was chained down, the victim is held in place until freed. If not, a hit causes one @Condition[Entangled] Condition because of its weight. This Condition can only be removed by freeing the victim from the trap.</p>"
},
"Entrancing Aura": {
"name": "Entrancing Aura",
"description": "<p>The Dark Prince endows you with an unearthly radiance. Everyone in hand-to-hand combat with you must make a successful <strong>Challenging (+0) Willpower</strong> Test each Round, or spend that Round lost in rapt contemplation of your beauty, unable to attack or defend themselves.</p>",
"effects": {
"Entrancing Aura": {
"name": "Entrancing Aura"
}
}
},
"Summon Daemonette": {
"name": "Summon Daemonette",
"description": "<p>You summon one @UUID[Compendium.wfrp4e-core.actors.8gG2Wim6wAlJWRax]{Daemonette}, which appears in any unoccupied spot within the spell&rsquo;s range and disappears when the spell&rsquo;s duration expires. It is not under your control, but may be persuaded to do as you ask.</p>"
},
"Acquiescence": {
"name": "Acquiescence",
"description": "<p>Your magic pierces deep within your target, flooding the soul with an acute awareness of their broken dreams. The target&rsquo;s Initiative Characteristic drops to 10, if it was not already lower, as the mind turns inwards. On the target&rsquo;s Turn, all movement is randomised as determined by the GM as the target bemoans life, loudly telling all what should have been as hands are flung in the air. Further, the target can only perform an Action if they pass a <strong>Challenging (+0) Cool</strong> Test. If failed, the target is far too busy bemoaning what could have been to do anything else.</p>",
"effects": {
"Acquiescence": {
"name": "Acquiescence"
}
}
},
"Phantasmagoria": {
"name": "Phantasmagoria",
"description": "<p>In response to your invocation, unearthly visions of lustful and fearsome creatures fill the area of effect, giving you and all allies the @UUID[Compendium.wfrp4e-core.items.MVI0lXcg6vvtooAF]{Distracting} Creature Trait for the duration of the spell.</p>",
"effects": {
"Phantasmagoria": {
"name": "Phantasmagoria"
}
}
},
"Wolf's Bite": {
"name": "Wolf's Bite",
"description": "<p>Your harsh words and roared prayer bless you with Ulric&rsquo;s savagery, adding +20 to the severity roll for any Critical Wounds you inflict.</p>",
"effects": {
"Wolf's Bite": {
"name": "Wolf's Bite"
}
}
},
"Extra Spell": {
"name": "Extra Spell",
"description": "<p>Your deeper studies into the Lore of Slaanesh give you the ability to cast a spell not on your spell list. Each Extra Spell Talent gives you access to a single spell, noted in parenthesis, such as <em>Extra Spell (Gift of Slaanesh)</em>. This spell must come from @UUID[Compendium.wfrp4e-pbtt.journals.gX4TCKy0TPwS68ba.JournalEntryPage.MOIADJ2A0ZOzDGEp]{The Lore of Slaanesh}, so you must have that Lore before you can gain this Talent.</p>",
"effects": {
"Extra Spell": {
"name": "Extra Spell"
}
}
},
"Estalian Mosca": {
"name": "Estalian Mosca",
"effects": {
"Apply Estalian Mosca": {
"name": "Apply Estalian Mosca"
},
"Estalian Mosca": {
"name": "Estalian Mosca",
"changes": {
"system.characteristics.t.modifier": 10,
"system.characteristics.ag.modifier": 10,
"system.characteristics.wp.calculationBonusModifier": 1,
"system.characteristics.wp.modifier": -10,
"system.characteristics.int.modifier": -10,
"system.characteristics.t.calculationBonusModifier": -1
}
}
}
},
"Titillating Delusions": {
"name": "Titillating Delusions",
"description": "<p>You create an illusion of your enemy's deepest desire, and they cannot resist its allure. This may be cast on any unoccupied spot within range and line of sight. An irresistible illusion appears at that spot, and all enemies who can see the illusion must make a <strong>Challenging (+0) Willpower</strong> Test each Round or be forced to spend the entire Round making their way towards the illusion as quickly as possible. Those who have already reached the illusion must make a <strong>Challenging (+0) Willpower</strong> Test each Round, or spend the whole round clutching and grasping fruitlessly at it.</p>"
},
"Aura of Acquiescence": {
"name": "Aura of Acquiescence",
"description": "<p>This more powerful version of the Acquiescence spell affects multiple targets, but it is identical to @UUID[Compendium.wfrp4e-pbtt.items.Item.MvoXzwfGUjHZi0Va]{Acquiescence} in all other aspects.</p>",
"effects": {
"Aura of Acquiescence": {
"name": "Aura of Acquiescence"
}
}
},
"Daemonic Aspect": {
"name": "Daemonic Aspect",
"description": "<p>Your features shift into the beautiful yet frightening face of a Daemonette, and you gain the @UUID[Compendium.wfrp4e-core.items.pTorrE0l3VybAbtn]{Fear (2)} Creature Trait..</p>",
"effects": {
"Add Fear": {
"name": "Add Fear"
}
}
},
"Summon Daemonette Pack": {
"name": "Summon Daemonette Pack",
"description": "<p>You summon a number of @UUID[Compendium.wfrp4e-core.actors.8gG2Wim6wAlJWRax]{Daemonettes} equal to your Willpower Bonus. They appear in any unoccupied spot within the spell&rsquo;s range and disappear when the spell&rsquo;s duration expires.</p>"
},
"Dark Seduction": {
"name": "Dark Seduction",
"description": "<p>Your will overpowers any enemy engaged in hand-to-hand combat with you, and you can force them to attack any creature within Willpower Bonus yards. The spell is broken if your victim moves further away from you.</p>"
},
"Siren Song": {
"name": "Siren Song",
"description": "<p>You call to one enemy within Willpower Bonus yards and line of sight. This enemy must either move toward you at their maximum rate or gain one @Condition[Broken] Condition. The effect ends if you are attacked, regardless of the spell&rsquo;s duration.</p>"
},
"Mask of Desire": {
"name": "Mask of Desire",
"description": "<p>You sprinkle swirling pink motes that descend on the target&rsquo;s flesh, eliciting excitement and intense pleasure. All Conditions are removed immediately, and for the duration of the spell any outwardly visible wounds are masked (although lost Wounds points are not healed). Additionally, the target gains a +10 bonus to all <strong>Fellowship </strong>Tests.</p>",
"effects": {
"Mask of Desire": {
"name": "Mask of Desire"
}
}
},
"Endure Excess": {
"name": "Endure Excess",
"description": "<p>You allow dark energy to permeate your body, fueling your desires and casting fatigue aside. You may ignore all of your @Condition[Fatigued] conditions for as long as you are indulging in an activity you truly enjoy. However, as soon as you cease to do so these conditions return and you lose 1 Wound, ignoring your Toughness Bonus and any armour.</p>\n<p><strong>Lore:</strong> None</p>\n<p>&nbsp;</p>",
"effects": {
"Endure Excess": {
"name": "Endure Excess"
}
}
},
"Chaos Spawn": {
"name": "Chaos Spawn",
"description": "<p>A beam of bright green corruption shoots from your outstretched fingers, striking one visible target within range. For every SL on the Casting Test, the target must roll once on the @Table[mutatephys]{Physical} or @Table[mutatemental]{Mental} Corruption Tables.</p>",
"effects": {
"Chaos Spawn": {
"name": "Chaos Spawn"
}
}
},
"Sense Vice": {
"name": "Sense Vice",
"description": "<p>You lock eyes with another person and read their desires. Make an opposed <strong>Intuition/Cool</strong> Test. If you succeed, you learn one thing which the target enjoys. This is sometimes a hidden vice, but more often this spell simply informs the caster of a type of food, beverage, or activity enjoyed by the target. This is useful information to cultists of Slaanesh, who often exploit such information to great effect.</p>\n<p><strong>Lore:</strong> None</p>\n<p>&nbsp;</p>",
"effects": {
"Sense Vice": {
"name": "Sense Vice"
}
}
},
"Succubuss Caress": {
"name": "Succubuss Caress",
"description": "<p>Your spirit reaches out into the aethyr, caressing the spirit of your target. Every hour of the spell&rsquo;s duration, your target must pass an <strong>Average (+20) Cool</strong> Test or be overcome by pleasure. The first time they fail this test, they gain 1 @Condition[Fatigued] Condition. Thereafter, each failed test gives them 1 @Condition[Blinded] and 1 @Condition[Deafened] Condition, as their senses grow numb to the mundane world, intoxicated by the aethyric stimulation. When their total number of Blinded and Deafened Conditions is equal to or greater than their Initiative Bonus, they are overwhelmed and gain the @Condition[Unconscious] Condition. When the spell ends, all Conditions other than the @Condition[Fatigued] Condition are removed.</p>",
"effects": {
"Succubuss Caress": {
"name": "Succubuss Caress"
}
}
},
"Frostbite": {
"name": "Frostbite",
"description": "<p>Ulric&rsquo;s cold fury freezes your enemy&rsquo;s body and blood. One opponent within range loses [[/r 1d10]] Wounds, ignoring Armour and Toughness Bonus. Furthermore, the target must pass a <strong>Challenging (+0) Endurance</strong> Test or be unable to take any actions next turn, apart from defensive actions such as using <strong>Dodge</strong> or <strong>Melee </strong>to avoid an attack.</p>",
"effects": {
"Frostbite": {
"name": "Frostbite"
}
}
},
"Lure": {
"name": "Lure",
"description": "<p>You touch and object and draw upon your power, imbuing the object with the essence of desire. Anyone who normally enjoys objects of this sort will find the imbued item to be extremely desireable. </p><p>Often cast on a mug of ale or a bloody steak, this does nothing to improve the actual quality or value of the object — it simply becomes much more appealing in that moment. Cultists often use this simple spell to entice others to excess.</p><p>\n\n <b>Lore:</b> None<p>"
},
"Daemonette Claw": {
"name": "Daemonette Claw",
"description": "<p>Your dominant arm turns into the long and wickedly barbed claw of a Daemonette. You cannot hold anything in that hand, but you have a <em>Magical </em>Weapon +9 that cannot be disarmed. The claw uses the Melee (Brawling) Skill.</p>"
},
"Leer": {
"name": "Leer",
"description": "<p>You gaze at a target in a deeply uncomfortable way. You may make one Called Shot against the target without taking the usual -20 penalty. This spell ends once you have attacked the target or if you lose sight of them.</p><p>\n\n <b>Lore:</b> None<p>"
},
"Luxurious Torment": {
"name": "Luxurious Torment",
"description": "<p>The targets are engulfed by a wave of ecstatic hysteria, clawing at themselves and flailing with weapons or bare hands at whomever is nearby. They enter a state of @UUID[Compendium.wfrp4e-core.items.yRhhOlt18COq4e1q]{Frenzy} for the duration of the spell, each attacking the nearest creature, friend, or foe.</p>",
"effects": {
"Luxurious Torment": {
"name": "Luxurious Torment"
}
}
},
"Lash of Slaanesh": {
"name": "Lash of Slaanesh",
"description": "<p>A quivering lash uncoils from your outstretched hand and strikes one target, causing one Damage +5 hit and requiring the victim to make a <strong>Challenging (+0) Willpower</strong> Test (with difficulty increased by one step per SL on the casting roll) or gain a @Condition[Stunned] Condition from the excruciating (some would say delicious) pain of the lash.</p>",
"effects": {
"Lash of Slaanesh": {
"name": "Lash of Slaanesh"
}
}
},
"Heart of the Wolf": {
"name": "Heart of the Wolf",
"description": "<p>Your allies are inspired with the martial spirit of Ulric. Any allies within range automatically lose all @Condition[Broken] Conditions. For the duration of the Miracle, they are immune to Fear, Terror, and the effects of Skills and Talents such as Intimidate and @Compendium[wfrp4e-core.items.mqo51ORnxijcqNNu]{Frightening}.</p>",
"effects": {
"Heart of the Wolf": {
"name": "Heart of the Wolf"
}
}
},
"Gift of Slaanesh": {
"name": "Gift of Slaanesh",
"description": "<p>You call upon the Dark Prince to aid you against your foes, and receive one of the following gifts. Roll 1d10 and consult the @Table[gift-of-slaanesh] Table. All gifts vanish at the end of the spells duration.</p>",
"effects": {
"Gift of Slaanesh": {
"name": "Gift of Slaanesh"
}
}
},
"Preen": {
"name": "Preen",
"description": "<p>Your hair, body and clothing are instantly cleaned and made presentable. However, those who pay close attention notice small details that are slightly off — not necessarily magical, simply disgusting. Your hair may be a little too greasy, your hands clammy, or your scent somewhat sickly sweet. These effects remain until you next wash yourself properly.</p><p>\n\n <b>Lore:</b> None<p>"
},
"Pavane of Slaanesh": {
"name": "Pavane of Slaanesh",
"description": "<p>An unholy music, pulsating and sensual, pervades the air, overwhelming the senses of all living creatures within range. Anyone within the area of effect must make a <strong>Challenging (+0) Cool</strong> Test or be unable to do anything but dance lewdly. If attacked, they are @Condition[Surprised] for the first round of combat, but this casting of the spell has no further effect on them.</p>",
"effects": {
"Pavane of Slaanesh": {
"name": "Pavane of Slaanesh"
}
}
},
"Soporific Mask": {
"name": "Soporific Mask",
"description": "<p>Your skin exudes an entrancing perfume that affects everyone within 1 yard of you, causing their heads to swim and their eyes to lose focus. You gain the @UUID[Compendium.wfrp4e-core.items.MVI0lXcg6vvtooAF]{Distracting} Creature Trait.</p>",
"effects": {
"Soporific Mask": {
"name": "Soporific Mask"
}
}
},
"Crush the Weak": {
"name": "Crush the Weak",
"description": "<p>You are filled with Ulric&rsquo;s scorn for the weak and cowardly. Once per Round, you may re-roll one missed attack.</p>"
},
"Cacophonic Caress": {
"name": "Cacophonic Caress",
"description": "<p>You throw back your head and emit a ululating scream filled with obscene promises, tormenting the ears and the minds of those who hear it in equal measure. All enemies within range suffer one Damage +3 hit per SL, which ignores Armour.</p>",
"effects": {
"Cacophonic Caress": {
"name": "Cacophonic Caress"
},
"bE43SguChkFjwLOw": {
"name": "Cacophonic Caress"
}
}
},
"Snitch": {
"name": "Snitch",
"description": "<p><em>Snitch is an Arcane spell used by Wizards and other practitioners of magic to protect vulnerable locations and personal belongings.</em></p>\n<p>You weave subtle webs of magical power, tying them to a single object. This web spreads out Willpower Bonus Yards from the object. Any time a living creature of size Small or larger enters the spell&rsquo;s area of effect you become aware of their presence. This effect works as long as you are within a mile of the object, and persists even while you are sleeping, though you must fail a <strong>Hard (-20) Endurance</strong> Test to awake. The object this spell is cast on can be moved, bringing the area of effect with it. This spell is subtle and hard to spot &mdash; those with Magical Sense must pass a <strong>Hard (-20) Intuition</strong> Test to notice it. You may cast this spell on multiple objects if you wish, but if a creature enters the area of effect you cannot tell which instance of Snitch has been triggered.</p>"
},
"From Pain, Pleasure": {
"name": "From Pain, Pleasure",
"description": "<p>You confound the target&rsquo;s senses, transforming pain to pleasure. The target gains the @UUID[Compendium.wfrp4e-core.items.wMwSRDmgiF2IdCJr]{Painless} Creature Trait for the duration of the spell. As they endure injuries, they moan ecstatically in pleasure. Should they suffer a Critical Wound, they must pass an <strong>Average (+20) Cool</strong> Test or drop their weapons, standing helplessly as their enemies rain blows down upon them, lost in the ecstatic rending of their own flesh.</p>",
"effects": {
"From Pain, Pleasure": {
"name": "From Pain, Pleasure"
}
}
},
"Ice Storm": {
"name": "Ice Storm",
"description": "<p>Ulric sends a fierce storm of slashing ice-shards to punish your foes. Anyone affected takes a Damage +5 hit and must make a successful <strong>Challenging (+0) Willpower </strong>Test or gain one @Condition[Stunned] Condition.</p>",
"effects": {
"Ice Storm": {
"name": "Ice Storm"
}
}
},
"Fleshy Curse": {
"name": "Fleshy Curse",
"description": "<p>You cause a single creature within range and line of sight to sprout horrible, uncontrollable growths. The target can resist this spell when it is first cast, and at the beginning of each subsequent round, by succeeding on a <strong>Hard (20) Cool</strong> Test. Each Round after you cast the spell, roll 1d10 and consult the @UUID[RollTable.FYf4jjhtOOSoM9Re]{Fleshy Curse Effect} Table to determine the effects for the Round.</p><p>While affected by this spell, the victim writhes in agony, and can take no action and is considered helpless. Even once the spell ends, the effects of Fleshy Curse remain and are permanent without drastic action such as amputation or the application of even more dangerous magic (or the expenditure of a Fate point). Cultists often attempt to recruit victims of this curse who are no longer capable of participating in Empire society.</p>",
"effects": {
"Fleshy Curse": {
"name": "Fleshy Curse"
}
}
},
"Hypnotism": {
"name": "Hypnotism",
"description": "<p>@Embed[Compendium.wfrp4e-pbtt.journals.PkTZGuhuMoy1xLWa.JournalEntryPage.A9mqDyify4cM6L4U caption=false]{Hypnotism}</p>"
}
}
}
-170
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{
"label": "Scenes (Power Behind the Throne)",
"entries": {
"Pritzstock": {
"name": "Pritzstock",
"drawings": {
"Aschaffenberg": "Aschaffenberg",
"Baldurich": "Baldurich",
"Bleurer*": "Bleurer*",
"Fleiss*": "Fleiss*",
"Guderain": "Guderain",
"Kallman*": "Kallman*",
"Klop*": "Klop*",
"Rueter": "Rueter",
"Rocheteau": "Rocheteau",
"Semmelweiss": "Semmelweiss",
"Surhardt": "Surhardt",
"Uderlast*": "Uderlast*",
"Well": "Well",
"PRITZSTOCK": "PRITZSTOCK",
"* = one of Rocheteau's tenant farmers": "* = one of Rocheteau's tenant farmers"
}
},
"Middnheim Surrounds": {
"name": "Middnheim Surrounds",
"drawings": {
"LEICHLINBERG": "LEICHLINBERG",
"PRITZSTOCK": "PRITZSTOCK",
"GRUBENTREICH": "GRUBENTREICH"
}
},
"The Templar's Arms": {
"name": "The Templar's Arms",
"drawings": {
"a": "a",
"b": "b",
"c": "c",
"d": "d",
"e": "e",
"f": "f",
"g": "g",
"h": "h",
"i": "i",
"l": "l",
"m": "m",
"n": "n",
"o": "o"
}
},
"The Sewers": {
"name": "The Sewers",
"drawings": {
"1": "1",
"2": "2",
"3": "3",
"4": "4",
"5": "5",
"6": "6",
"7": "7",
"8": "8",
"9": "9",
"10": "10",
"11": "11",
"12": "12",
"-7 yds": "-7 yds"
}
},
"Wasmeier's Town House": {
"name": "Wasmeier's Town House",
"drawings": {
"a": "a",
"b": "b",
"c": "c",
"d": "d",
"e": "e",
"f": "f",
"g": "g",
"j": "j",
"h": "h",
"i": "i",
"k": "k",
"l": "l",
"m": "m",
"n": "n"
}
},
"The Lair of the Gravelord": {
"name": "The Lair of the Gravelord",
"drawings": {
"THE LAIR OF THE GRAVELORD": "THE LAIR OF THE GRAVELORD",
"Entrance": "Entrance",
"Bend": "Bend",
"Stone": "Stone",
"Bone Cave": "Bone Cave",
"Curtain": "Curtain",
"Gräbers Camp": "Gräbers Camp"
}
},
"Lair of the Pawns": {
"name": "Lair of the Pawns",
"drawings": {
"a": "a",
"c": "c",
"g": "g",
"h": "h",
"i": "i",
"f": "f",
"e": "e",
"d": "d",
"b": "b"
}
},
"Web of Influence": {
"name": "Web of Influence"
},
"The House": {
"name": "The House",
"drawings": {
"1": "1",
"2": "2",
"3": "3",
"4": "4",
"5": "5",
"6": "6",
"7": "7",
"8": "8",
"9": "9",
"10": "10",
"11": "11",
"12": "12",
"13": "13"
}
},
"The Palace": {
"name": "The Palace",
"drawings": {
"a": "a",
"b": "b",
"c": "c",
"d": "d",
"e": "e",
"f": "f",
"g": "g",
"h": "h",
"i": "i",
"j": "j",
"k": "k",
"l": "l",
"m": "m",
"n": "n",
"o": "o",
"p": "p"
}
},
"Altdorf to Middenheim": {
"name": "Altdorf to Middenheim"
},
"Pritzstock Sightings": {
"name": "Pritzstock Sightings",
"drawings": {
"2": "2",
"3": "3",
"4": "4",
"1a": "1a",
"1b": "1b",
"PRITZSTOCK": "PRITZSTOCK"
}
}
}
}
-103
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@@ -1,103 +0,0 @@
{
"label": "Tables (Power Behind the Throne)",
"entries": {
"Fleshy Curse": {
"name": "Fleshy Curse",
"results": {
"1-3": {
"description": "Growths of fat, sinew, and muscle spurt from the victim, spilling forth 2 yards in a random direction. Any creature in its path must succeed on a <b>Challenging (+0) Agility</b> Test or be buried beneath the mess, requiring a <b>Difficult (10) Agility</b> Test to wriggle free. The Test may be repeated each round until successful; after one minute, the victim risks suffocation."
},
"4-6": {
"description": "A tentacle shoots out [[1d10 * 2]] yards in a random direction. Any creature in its path must succeed on a <b>Challenging (+0) Agility</b> Test or take a [[1d10 + 3]] Damage."
},
"7-8": {
"description": "Nothing happens this Round."
},
"9-10": {
"description": "The victim and all growths move [[2d10]] yards in a random direction."
}
}
},
"Gift of Slaanesh": {
"name": "Gift of Slaanesh",
"results": {
"8-10": {
"description": "Roll Twice"
},
"1-1": {
"name": "Daemonette Claw"
},
"2-2": {
"name": "Daemonic Aspect"
},
"3-3": {
"name": "Dark Seduction"
},
"4-4": {
"name": "Entrancing Aura"
},
"5-5": {
"name": "Siren Song"
},
"6-6": {
"name": "Soporific Mask"
},
"7-7": {
"name": "Unnatural Musk"
}
}
},
"Purple Hand Clothing": {
"name": "Purple Hand Clothing",
"results": {
"1-10": {
"description": "A distinguished purple hat"
},
"11-20": {
"description": "An amulet with an inset stone the colour and shape of a plum"
},
"21-30": {
"description": "A shirt or blouse with periwinkle trim"
},
"31-40": {
"description": "A hose or skirt with mulberry stitching"
},
"41-50": {
"description": "A bold magenta ruff, scarf, or steinkirk"
},
"51-60": {
"description": "A violet patch on their elbow"
},
"61-70": {
"description": "A bracelet displaying a puce twin-tailed comet"
},
"71-80": {
"description": "An earring with a burgundy stone"
},
"81-90": {
"description": "A green vest or blouse, with a motif of heather blossom"
},
"91-100": {
"description": "Deep-red socks with lavender embroidery"
}
}
},
"Dark, Damp, and Deadly Locations": {
"name": "Dark, Damp, and Deadly Locations",
"results": {
"1-4": {
"description": "A lone @UUID[Actor.DfOuLQkGzWUZPTXI]{cultist} on a routine errand for the Skaven. Use the Yellow Fang Cultist profile if a fight develops, but remember that raising the alarm is the cultists main priority."
},
"5-6": {
"description": "A patrol of 24 @UUID[Actor.DfOuLQkGzWUZPTXI]{cultists} armed with swords. Use the standard Yellow Fang Cultist profile. Unlike a lone cultist, these are more likely to attack, only thinking of raising the alarm if the fight turns against them."
},
"7-8": {
"description": "A single @UUID[Compendium.wfrp4e-core.actors.F1vAZZcmVKkRw8xn]{Clanrat} going about its business. Although determined to keep the Skaven presence beneath the city a secret, Skaven are mostly cowards, and its first instinct is to flee."
},
"9-10": {
"description": "A small band of 24 @UUID[Compendium.wfrp4e-core.actors.F1vAZZcmVKkRw8xn]{Clanrats} led by a @UUID[Compendium.wfrp4e-core.actors.kl4qHg0mqWOApBqH]{Stormvermin}, returning from a routine reconnaissance patrol elsewhere in the sewers. They want to keep the presence of Skaven in the sewers secret, and attack in earnest, though they flee if faced with determined opposition."
}
}
}
}
}
File diff suppressed because one or more lines are too long
-23
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@@ -1,23 +0,0 @@
{
"label": "Items (Rough Nights & Hard Days)",
"entries": {
"Suffused with Ulgu": {
"name": "Suffused with Ulgu",
"description": "<p>You are suffused with the Grey Wind of Magic, which those with Second Sight perceive as a shadowy, shifting mist wreathed about your body.</p>\n<p>You can use your Channelling (<em>Ulgu</em>) Skill in place of the Stealth Skill for all relevant Tests.</p>\n<p>Further, any successful attempts to cast spells from the Lore of Shadow within 8 yards of you gain +1 SL. This bonus may only be claimed once, no matter how many Characters are <em>Suffused with Ulgu</em> in a spellcasters vicinity.</p>",
"effects": {
"Suffused with Ulgu": {
"name": "Suffused with Ulgu"
}
}
},
"Reveal the Inner Beauty": {
"name": "Reveal the Inner Beauty",
"description": "<p>You cause an object or individual you touch to decay rapidly. If inorganic, this Spell causes the object to become brittle, and unsuitable for use. If organic, the subject ripens rapidly until it begins to spoil, splitting open and spilling its stinking contents everywhere. A living creature must perform a <strong>Challenging (+0) Toughness</strong> Test to resist this Spell. On a failure, the target ages [[/r 2d10]] years and permanently loses -[[/r 1d10]]% from their Weapon Skill, Ballistic Skill, Strength, Toughness, Agility, and Dexterity Characteristics.</p>",
"effects": {
"Reveal the Inner Beauty": {
"name": "Reveal the Inner Beauty"
}
}
}
}
}
-171
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@@ -1,171 +0,0 @@
{
"label": "Scenes (Rough Nights & Hard Days)",
"entries": {
"The Courthouse": {
"name": "The Courthouse",
"drawings": {
"1": "1",
"2": "2",
"3": "3",
"4": "4",
"5": "5",
"6": "6",
"7": "7",
"9": "9",
"10": "10",
"11": "11",
"12": "12",
"13": "13",
"14": "14",
"15": "15",
"16": "16"
}
},
"The Arena": {
"name": "The Arena",
"drawings": {
"1": "1",
"2": "2",
"3": "3",
"4": "4",
"5": "5",
"6": "6"
}
},
"Castle Grauenberg": {
"name": "Castle Grauenberg",
"drawings": {
"1": "1",
"2": "2",
"3": "3",
"4": "4",
"5": "5",
"6": "6",
"7": "7",
"8": "8",
"9": "9",
"10": "10",
"11": "11",
"12": "12",
"13": "13",
"14": "14",
"15": "15",
"16": "16",
"17": "17",
"18": "18",
"19": "19",
"20": "20",
"21": "21",
"22": "22"
}
},
"Staatsoper Theatre": {
"name": "Staatsoper Theatre",
"drawings": {
"1": "1",
"2": "2",
"3": "3",
"5": "5",
"6": "6",
"7": "7",
"8": "8",
"9": "9",
"10": "10",
"12": "12",
"13": "13",
"14": "14",
"15": "15",
"16": "16",
"17": "17",
"18": "18",
"19": "19",
"20": "20",
"21": "21",
"22": "22",
"23": "23",
"24": "24",
"25": "25",
"26": "26",
"27": "27",
"28": "28",
"29": "29",
"30": "30",
"31": "31",
"32": "32",
"33": "33",
"34": "34",
"35": "35",
"36": "36",
"37": "37",
"38": "38",
"39": "39"
}
},
"The Three Feathers": {
"name": "The Three Feathers",
"drawings": {
"1": "1",
"2": "2",
"3": "3",
"4": "4",
"5": "5",
"6": "6",
"7": "7",
"8": "8",
"9": "9",
"10": "10",
"11": "11",
"12": "12",
"13": "13",
"14": "14",
"15": "15",
"16": "16",
"17": "17",
"18": "18",
"19": "19",
"20": "20",
"21": "21",
"22": "22",
"23": "23",
"24": "24",
"25": "25",
"26": "26",
"27": "27",
"30": "30",
"b": "b",
"c": "c",
"e": "e",
"a": "a",
"f": "f"
}
},
"Niederstadt Haus": {
"name": "Niederstadt Haus",
"drawings": {
"1": "1",
"2": "2",
"3": "3",
"4": "4",
"5": "5",
"6": "6",
"7": "7",
"8": "8",
"9": "9",
"10": "10",
"11": "11",
"12": "12",
"13": "13",
"14": "14",
"15": "15",
"16": "16",
"17": "17",
"18": "18",
"19": "19",
"20": "20",
"21": "21",
"22": "22",
"23": "23"
}
}
}
}
-284
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@@ -1,284 +0,0 @@
{
"label": "Tables (Rough Nights & Hard Days)",
"entries": {
"Career - Gnome": {
"name": "Career - Gnome",
"results": {
"1-1": {
"name": "Apothecary",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.86gkaanqt19xYCRa]{Apothecary}</p>"
},
"2-2": {
"name": "Lawyer",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.uIKbkjQpNUCGIQRv]{Lawyer}</p>"
},
"3-4": {
"name": "Physician",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.Mn7w0SSGfN7cu7gQ]{Physician}</p>"
},
"5-5": {
"name": "Priest",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.h1l9jvaIxsb92wtM]{Priest}</p>"
},
"6-7": {
"name": "Scholar",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.CmiCNv8YlslFqRqy]{Scholar}</p>"
},
"8-14": {
"name": "Wizard",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.PKm1L6yjZ4PH0JJG]{Wizard}</p>"
},
"15-15": {
"name": "Agitator",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.X6OBFMR8ywipAPOo]{Agitator}</p>"
},
"16-17": {
"name": "Artisan",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.GWrZq3xoRSsDnQe0]{Artisan}</p>"
},
"18-18": {
"name": "Beggar",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.1l2m7D1LHIz2q9qv]{Beggar}</p>"
},
"19-19": {
"name": "Investigator",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.zLWmjUbUdAOfiV3F]{Investigator}</p>"
},
"20-21": {
"name": "Merchant",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.h7GdfctKdjWL0Ejp]{Merchant}</p>"
},
"22-22": {
"name": "Rat Catcher",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.mKvUxzJyQmhgjDE0]{Rat Catcher}</p>"
},
"23-28": {
"name": "Townsman",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.XHYgf5oEwIeCEVNM]{Townsman}</p>"
},
"29-29": {
"name": "Watchman",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.N02cjJdNWPdc4PUS]{Watchman}</p>"
},
"30-30": {
"name": "Advisor",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.pwth0cd20Vdp0B9G]{Advisor}</p>"
},
"31-31": {
"name": "Artist",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.u9sso2ox8BNznmy4]{Artist}</p>"
},
"32-32": {
"name": "Envoy",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.0t9wtjQIoOofh8nO]{Envoy}</p>"
},
"33-33": {
"name": "Noble",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.t41abSTLeMAdLiWS]{Noble}</p>"
},
"34-35": {
"name": "Servant",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.iYnopOFkz5L6hljq]{Servant}</p>"
},
"36-40": {
"name": "Spy",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.ssJHG82vEHHRoAUF]{Spy}</p>"
},
"41-42": {
"name": "Warden",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.wbqpqbFoSnvoZ53j]{Warden}</p>"
},
"43-43": {
"name": "Bailiff",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.UhdhIWaofKgwFKEr]{Bailiff}</p>"
},
"44-44": {
"name": "Herbalist",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.fTqkgehpmxk7kVT6]{Herbalist}</p>"
},
"45-46": {
"name": "Hunter",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.T6c9MttfG0Fj4nDm]{Hunter}</p>"
},
"47-54": {
"name": "Miner",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.Nu2diwbUfo786wYt]{Miner}</p>"
},
"55-58": {
"name": "Scout",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.HSoeyY2cbQAndBFk]{Scout}</p>"
},
"59-62": {
"name": "Villager",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.EYkvtokq0FXlFaPa]{Villager}</p>"
},
"63-63": {
"name": "Bounty Hunter",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.orZTfdJCm6OnUktl]{Bounty Hunter}</p>"
},
"64-68": {
"name": "Entertainer",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.5nIDu8oyFVShLqne]{Entertainer}</p>"
},
"69-69": {
"name": "Messenger",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.9XoJinyH6CsOcJ1h]{Messenger}</p>"
},
"70-75": {
"name": "Pedlar",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.FdlybSv02jjXG1qW]{Pedlar}</p>"
},
"76-76": {
"name": "Boatman",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.Rk1V9EvtZ0p5Qhwr]{Boatman}</p>"
},
"77-80": {
"name": "Riverwarden",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.ADHp81MC8050ngjm]{Riverwarden}</p>"
},
"81-83": {
"name": "Smuggler",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.FqhOxcvai4ROvhXB]{Smuggler}</p>"
},
"84-85": {
"name": "Bawd",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.WmXiUhsOHIJia8OM]{Bawd}</p>"
},
"86-90": {
"name": "Charlatan",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.Eg5D2UI3U4SAHnuU]{Charlatan}</p>"
},
"91-91": {
"name": "Fence",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.VzMDRJtha7epNzuX]{Fence}</p>"
},
"92-92": {
"name": "Outlaw",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.SrqxyWytyki4WYgC]{Outlaw}</p>"
},
"93-94": {
"name": "Racketeer",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.Z5QPZbUR3h422ozo]{Racketeer}</p>"
},
"95-97": {
"name": "Thief",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.mBtIPoWNpXwAS5Yl]{Thief}</p>"
},
"98-98": {
"name": "Guard",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.HndWncfaHb0nzNUq]{Guard}</p>"
},
"99-99": {
"name": "Soldier",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.1OTZ386bMWJ6wfzX]{Soldier}</p>"
},
"100-100": {
"name": "Warrior Priest",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.iYVpqJ6bz8fokdmf]{Warrior Priest}</p>"
}
}
},
"Eye Colour - Gnome": {
"name": "Eye Colour - Gnome",
"results": {
"2-2": {
"description": "Black"
},
"3-3": {
"description": "Blue"
},
"18-18": {
"description": "Brown"
},
"19-19": {
"description": "Dark Brown"
},
"4-4": {
"description": "Earth Brown"
},
"12-14": {
"description": "Hazel"
},
"6srFKMqcPpkcMcP4": {
"description": "Pale Blue"
},
"15-17": {
"description": "Pale Brown"
},
"8-11": {
"description": "Pale Green"
},
"5-7": {
"description": "Turquoise"
},
"20-20": {
"description": "Violet"
}
}
},
"Species (Rough Nights & Hard Days)": {
"name": "Species (Rough Nights & Hard Days)",
"results": {
"1-89": {
"name": "Human",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.JournalEntry.IQ0PgoJihQltCBUU.JournalEntryPage.l0f11ypRjH9sR48Q#humans-(reiklander)]{Human}</p>"
},
"90-93": {
"name": "Halfling",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.JournalEntry.IQ0PgoJihQltCBUU.JournalEntryPage.l0f11ypRjH9sR48Q#halflings]{Halfling}</p>"
},
"94-97": {
"name": "Dwarf",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.JournalEntry.IQ0PgoJihQltCBUU.JournalEntryPage.l0f11ypRjH9sR48Q#dwarfs]{Dwarf}</p>"
},
"98-98": {
"name": "Gnome",
"description": "<p>@UUID[Compendium.wfrp4e-rnhd.journals.JournalEntry.Hd6J761opHoj2QRG.JournalEntryPage.i06rwUkQyvRIB7f6]{Gnome}</p>"
},
"99-99": {
"name": "High Elf",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.JournalEntry.IQ0PgoJihQltCBUU.JournalEntryPage.l0f11ypRjH9sR48Q#high-elves]{High Elf}</p>"
},
"100-100": {
"name": "Wood Elf",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.JournalEntry.IQ0PgoJihQltCBUU.JournalEntryPage.l0f11ypRjH9sR48Q#wood-elves]{Wood Elf}</p>"
}
}
},
"Hair Colour - Gnome": {
"name": "Hair Colour - Gnome",
"results": {
"4-4": {
"description": "Auburn"
},
"2-2": {
"description": "Black"
},
"5-7": {
"description": "Brown"
},
"3-3": {
"description": "Dark Brown"
},
"12-14": {
"description": "Ginger"
},
"18-18": {
"description": "Golden Blond"
},
"8-11": {
"description": "Light Brown"
},
"15-17": {
"description": "Red Blond"
},
"20-20": {
"description": "White"
},
"19-19": {
"description": "White Blond"
}
}
}
}
}
File diff suppressed because one or more lines are too long
@@ -1,348 +0,0 @@
{
"label": "Items (Starter Set)",
"folders": {
"Mutations": "Mutations",
"Traits": "Traits",
"Criticals": "Criticals",
"Spells": "Spells",
"Diseases": "Diseases",
"Trappings": "Trappings"
},
"entries": {
"Telepathy": {
"name": "Telepathy",
"description": "<p>Your mind leaps free from its material shackles, gibbering in delight as it finds new ways to impose upon others.</p><p>With a <strong>Simple Willpower</strong> test you can communicate with any sentient creature within your Willpower in yards and line-of-sight. this last for Initiative minutes. You can also read the surface thoughts of any creature with which you are telepathically communicating with a further <strong>Opposed Willpower</strong> test. If you fail the test, you cannot read the subjects mind for the next [[/r 1d10]] days. When using telepathy, your eyes glow eerily. Each time this Mutation is developed, your range for using the power doubles.</p><p> </p><p> </p>",
"effects": {
"Telepathy": {
"name": "Telepathy"
}
}
},
"Gash": {
"name": "Gash",
"description": "<p>Gain 1 @Condition[Bleeding] Condition</p>",
"effects": {
"Bleeding": {
"name": "Bleeding"
}
}
},
"Torn Flesh": {
"name": "Torn Flesh",
"description": "<p>Gain 2 @Condition[Bleeding] Conditions.</p>",
"effects": {
"Bleeding": {
"name": "Bleeding"
}
}
},
"Shattered Bone": {
"name": "Shattered Bone",
"description": "<p>Gain a @Condition[Stunned] Condition that can only be removed with a successful <strong>Challenging (+0) Heal</strong> Test. All Tests suffer a 20 penalty until you receive this medical attention, and spend at least a week resting.</p>",
"effects": {
"Stunned": {
"name": "Stunned"
},
"Shattered Bone": {
"name": "Shattered Bone"
}
}
},
"The Marvelous Medicinal Mixture": {
"name": "The Marvelous Medicinal Mixture",
"effects": {
"The Marvelous Medicinal Mixture": {
"name": "The Marvelous Medicinal Mixture"
},
"Apply the Marvelous Medicinal Mixture": {
"name": "Apply the Marvelous Medicinal Mixture"
}
}
},
"Tonic of Sight Beyond Sight": {
"name": "Tonic of Sight Beyond Sight",
"effects": {
"Tonic of Sight Beyond Sight": {
"name": "Tonic of Sight Beyond Sight"
},
"Apply Tonic of Sight Beyond Sight": {
"name": "Apply Tonic of Sight Beyond Sight"
}
}
},
"Bronze Fever": {
"name": "Bronze Fever",
"description": "<p>Bronze Fever is more commonly found in the southern Old World, in more warm and humid climes, where it is spread via insect bites. Most afflicted will recover in a matter of days, but on rare occasions it can lead to complications, and even death.&nbsp;</p>",
"effects": {
"Fever": {
"name": "Fever"
},
"Lingering (Easy)": {
"name": "Lingering (Easy)"
},
"Malaise": {
"name": "Malaise"
},
"Nausea": {
"name": "Nausea"
}
}
},
"Flensed Muscle": {
"name": "Flensed Muscle",
"description": "<p>4 @Condition[Bleeding] Conditions. Any Wounds you receive to the affected Hit Location will also inflict 2 Bleeding Conditions as the tears reopen for the next 4 weeks.</p>",
"effects": {
"Bleeding": {
"name": "Bleeding"
},
"Flensed Muscle": {
"name": "Flensed Muscle"
}
}
},
"Katya's Cordial": {
"name": "Katya's Cordial",
"effects": {
"Katya's Cordial": {
"name": "Katya's Cordial"
},
"Apply Katya's Cordial": {
"name": "Apply Katya's Cordial"
},
"Katya's Cordial After Effects": {
"name": "Katya's Cordial After Effects"
}
}
},
"Low Blow!": {
"name": "Low Blow!",
"description": "<p>Gain 1 @Condition[Stunned] Condition. Pass a <strong>Hard (-20) Endurance</strong> Test or gain another 2 Stunned Condition.</p>",
"effects": {
"Stunned": {
"name": "Stunned"
},
"Low Blow!": {
"name": "Low Blow!"
}
}
},
"Slippery Skin": {
"name": "Slippery Skin",
"description": "<p>You sweat constantly, your skin exuding a thin, slimy mucous much like that produced by hagfish. This is unpleasant to the touch, soaking through your clothes within an hour or two, and rendering your grip uncertain.</p><p>Any tests that require you to hold anything in your hands (such as a weapon) suffer a -20 penalty, and you also suffer a -20 penalty on appropriate Fellowship tests. When trying to escape a grapple, if you succeed 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.</p>",
"effects": {
"Slippery Skin": {
"name": "Slippery Skin"
}
}
},
"Winded": {
"name": "Winded",
"description": "<p>Gain 2 @Condition[Stunned] Conditions. Pass an <strong>Average (+20) Endurance</strong> Test, or gain the @Condition[Prone] Condition. Movement is halved for [[/r 1d10]] Rounds as you get your breath back.</p>",
"effects": {
"Stunned": {
"name": "Stunned"
},
"Winded": {
"name": "Winded"
}
}
},
"Ruined": {
"name": "Ruined",
"description": "<p>Gain the @Condition[Unconscious] Condition that can only be removed with a successful <strong>Challenging (+0) Heal</strong> Test. The affected Hit Location is useless until you spend a month on bed rest.</p>",
"effects": {
"Unconscious": {
"name": "Unconscious"
},
"Ruined": {
"name": "Ruined"
}
}
},
"Sneaky Stabbin'": {
"name": "Sneaky Stabbin'",
"description": "<p>You bewitch the blades of your allies, so that they seek out the weakest points in their enemies armour. Your targets gain +1 Advantage, and their attacks gain the Penetrating Weapon Quality which lasts for as long as they have Advantage.</p>",
"effects": {
"Sneaky Stabbin'": {
"name": "Sneaky Stabbin'"
}
}
},
"Fractured Bone": {
"name": "Fractured Bone",
"description": "<p>Gain a @Condition[Stunned] Condition. Take a <strong>Challenging (+0) Endurance</strong> Test or also gain the @Condition[Prone] Condition. All Tests suffer a 10 penalty for the next 4 weeks.</p>",
"effects": {
"Stunned": {
"name": "Stunned"
},
"Fractured Bone": {
"name": "Fractured Bone"
}
}
},
"Doppelganger": {
"name": "Doppelganger",
"description": "<p>The NPC can assume the form of any Human-like creature of Average Size. It must achieve +5 SLs on an <strong>Extended Perception</strong> Test as it observes its target. It then takes 2 Rounds to assume the targets form. The targets clothes and smaller trappings are also replicated; they become part of the creature and cannot be removed. Larger trappings, such as swords and backpacks, are not copied. When those who know the victim meet the transformed creature, they make a <strong>Hard (20%) Simple Intuition</strong> Test. If they pass, they know something is up. If they fail, they are convinced the creature is their acquaintance.</p>"
},
"Torn Apart": {
"name": "Torn Apart",
"description": "<p>You are hacked in two. Your top half lands [[/r 1d10]] feet in a random direction and all nearby Characters are showered in blood.</p>",
"effects": {
"Torn Apart": {
"name": "Torn Apart"
}
}
},
"Painful Cut": {
"name": "Painful Cut",
"description": "<p>Gain 2 @Condition[Bleeding] Conditions and a @Condition[Stunned] Condition. Pass a <strong>Hard (20) Endurance</strong> Test or gain the @Condition[Unconscious] Condition as you blackout from the pain.</p>",
"effects": {
"Stunned": {
"name": "Stunned"
},
"Bleeding": {
"name": "Bleeding"
},
"Painful Cut": {
"name": "Painful Cut"
}
}
},
"Liquor of Luck": {
"name": "Liquor of Luck"
},
"Basilisk's Baleful Bile": {
"name": "Basilisk's Baleful Bile",
"description": "<p>This poison is created from combining fluids from the eyes and poison sacks of a freshly slain Basilisk. It is a foul tasting poison, and anyone ingesting food or drink laced with Basilisk&rsquo;s Baleful Bile will be called to take an<strong> Easy (+40) Perception</strong> Test. Success indicates they detect the taint of something wrong before suffering the bile&rsquo;s effects, but gain the @Condition[Stunned] Condition for one Round whilst they vomit it up. If ingested, the concoction inflicts 2 @Condition[Poisoned] Conditions, resisted with a <strong>Difficult (-10) Endurance</strong> Test. If the target fails to resist the @Condition[Poisoned] Conditions, they are permanently turned to stone.</p>",
"effects": {
"Basilisk's Baleful Bile": {
"name": "Basilisk's Baleful Bile"
},
"Apply Basilisk's Baleful Bile": {
"name": "Apply Basilisk's Baleful Bile"
}
}
},
"Bruised": {
"name": "Bruised",
"description": "<p>All Agility-based Tests suffer a 10 penalty for [[/r 1d10]] days.</p>",
"effects": {
"Bruised": {
"name": "Bruised"
}
}
},
"Clutch of Eyes": {
"name": "Clutch of Eyes",
"description": "<p>Twitching cysts bubble beneath flesh, then pain tears through you as bloody pustules blossom, open, then reveal a clutch of new, horrified eyes.</p><p>Roll a @Table[hitloc]{Hit Location} to determine a hit location where your new eyes push out. You can now see from that hit location. Increase your Initiative characteristic by +[[/r 1d10]]. If you have no Initiative characteristic, also gain +[[/r 2d10]]. All hits to the location with your Clutch of Eyes also inflict a @Condition[Blinded] condition.</p>",
"effects": {
"Clutch of Eyes": {
"name": "Clutch of Eyes"
}
}
},
"Itchy Nuisance": {
"name": "Itchy Nuisance",
"description": "<p>You wave your fingers and small itchy fungal spores shoot out of their ends, embedding themselves in the sensitive areas of the target. These spores grow rapidly, causing unbearable itching. The target suffers a 10% to all Tests, and halves their Movement for the Duration.</p>",
"effects": {
"Itchy Nuisance": {
"name": "Itchy Nuisance",
"changes": {
"system.details.move.value": 0.5
}
}
}
},
"Focusing Philtre": {
"name": "Focusing Philtre",
"effects": {
"Focusing Philtre": {
"name": "Focusing Philtre"
},
"Apply Focusing Philtre": {
"name": "Apply Focusing Philtre"
}
}
},
"Reactionary Restorative": {
"name": "Reactionary Restorative",
"effects": {
"Reactionary Restorative": {
"name": "Reactionary Restorative"
},
"Apply Reactionary Restorative": {
"name": "Apply Reactionary Restorative"
}
}
},
"Massive Intellect": {
"name": "Massive Intellect",
"description": "<p>Bright blood, shattered bone, and tortured flesh pour from your orifices as your old brain is evacuated. Slowly, over weeks, a new intellect grows in its place, causing your head to stretch painfully in wide translucent folds around your swollen, glowing brain.</p><p>Increase your Intelligence characteristic by +[[/r 2d10]]. If you have no Fellowship characteristic, also gain +[[/r 2d10]]. All head hits automatically cause a @Table[crithead]{Critical Wound} if one was not caused already.</p>",
"effects": {
"Massive Intellect": {
"name": "Massive Intellect"
}
}
},
"Gaping Wound": {
"name": "Gaping Wound",
"description": "<p>Gain 3 @Condition[Bleeding] Conditions. Any Wounds you receive to the affected Hit Location will inflict an additional Bleeding Condition for the next week as the cut reopens.</p>",
"effects": {
"Bleeding": {
"name": "Bleeding"
},
"Gaping Wound": {
"name": "Gaping Wound"
}
}
},
"Saif al-Janub": {
"name": "Saif al-Janub",
"description": "<p>Gifted to Lohner for taking decisive action during the defense of Sudenburg against undying hosts in 2498 IC, this curved blade was crafted by famed Philosopher-Artisan Hataq al-Kundi in 1445 IC. This exquisite blade is worth ten times its listed price in Araby.</p>"
},
"Ameliorative Elixir": {
"name": "Ameliorative Elixir",
"effects": {
"Ameliorative Elixir": {
"name": "Ameliorative Elixir"
},
"Apply Ameliorative Elixir": {
"name": "Apply Ameliorative Elixir"
}
}
},
"Cracked Bone": {
"name": "Cracked Bone",
"description": "<p>Gain a @Condition[Stunned] Condition. All Tests suffer a 10 penalty until you receive a successful Heal Test.</p>",
"effects": {
"Stunned": {
"name": "Stunned"
},
"Cracked Bone": {
"name": "Cracked Bone"
}
}
},
"Gut Blow": {
"name": "Gut Blow",
"description": "<p>Gain 1 @Condition[Stunned] Condition</p>",
"effects": {
"Stunned": {
"name": "Stunned"
}
}
},
"Crippling Wound": {
"name": "Crippling Wound",
"description": "<p>Gain a @Condition[Prone] Condition that can only be removed with a successful <strong>Challenging (+0) Heal</strong> Test. All Tests suffer a 20 penalty until you receive this medical treatment and spend at least a week resting.</p>",
"effects": {
"Prone": {
"name": "Prone"
},
"Crippling Wounds": {
"name": "Crippling Wounds"
}
}
}
}
}
File diff suppressed because one or more lines are too long
@@ -1,20 +0,0 @@
{
"label": "Scenes (Starter Set)",
"entries": {
"Ubersreik Duchy": {
"name": "Ubersreik Duchy",
"notes": {
"Duchy of Karstadt": "Duchy of Karstadt",
"Duchy of Graustadt": "Duchy of Graustadt",
"Duchy of Grauwerk": "Duchy of Grauwerk",
"Duchy of Black Rock": "Duchy of Black Rock"
}
},
"Ubersreik Surrounds": {
"name": "Ubersreik Surrounds"
},
"Ubersreik City": {
"name": "Ubersreik City"
}
}
}
@@ -1,241 +0,0 @@
{
"label": "Items Starter Set",
"mapping": {
"gmdescription": "system.gmdescription.value",
"duration": "system.duration.value",
"contraction": "system.contraction.value",
"incubation": "system.incubation.value",
"symptoms": "system.symptoms.value",
"permanent": "system.permanent.value",
"special": "system.special.value",
"qualities": {
"path": "system.qualities.value",
"converter": "trapping_qualities_flaws"
},
"flaws": {
"path": "system.flaws.value",
"converter": "trapping_qualities_flaws"
},
"sduration": {
"path": "system.duration.value",
"converter": "spells_duration_range_target_damage"
},
"srange": {
"path": "system.range.value",
"converter": "spells_duration_range_target_damage"
},
"starget": {
"path": "system.target.value",
"converter": "spells_duration_range_target_damage"
},
"sdamage": {
"path": "system.damage.value",
"converter": "spells_duration_range_target_damage"
}
},
"entries": [
{
"id": "Ameliorative Elixir",
"name": "Elixir d'Amélioration",
"description": "",
"gmdescription": "<p><span style=\"color: #231f20; font-family: Calibri; font-size: 14.6667px;\">Contenant de la Mystracine, cette potion terreuse et épaisse apporte une sensation d'euphorie et d'agréables hallucinations. La potion donne un bonus de +10 aux tests de Force Mentale, mais une pénalité de 10 aux tests d'Agilité, d'Initiative et d'Intelligence.</span></p>\n<p><span style=\"box-sizing: border-box; user-select: text; color: #231f20; font-family: Calibri; font-size: 14.6667px; font-weight: bold;\">Durée:&nbsp;</span><span style=\"box-sizing: border-box; user-select: text; color: #231f20; font-family: Calibri; font-size: 14.6667px;\">[[/r 1d10 * 10]]&nbsp;</span><span style=\"color: #231f20; font-family: Calibri; font-size: 14.6667px;\">minutes.</span></p>",
"duration": "undefined ",
"sduration": "undefined ",
"srange": "undefined ",
"starget": "undefined ",
"sdamage": "undefined "
},
{
"id": "Basilisk's Baleful Bile",
"name": "Bile Funeste de Basilic",
"description": "<p>Ce poison est créé en combinant des liquides oculaires et les glandes de poison d'un basilic recemment tué. Cest un poison nauséabond, et quiconque ingère de la nourriture ou une boisson contenant cette bile devra passer un test de <strong> Perception Facile (+40) </strong>. Le succès indique que la souillure est detectée et que quelque chose qui ne va pas. La victime subit des effets digestifs, et gagne l'état Sonné pendant un round, alors que la victime vomit. S'il le poison est ingéré, le mélange inflige 2 états @Condition[Empoisonné]. Il est possible d'y résister avec un Test Difficile (-10) de Résistance</strong>. Si la victime échoue à son Test de Résistance, elle est définitivement changée en pierre.</strong>",
"sdamage": "undefined "
},
{
"id": "Bronze Fever",
"name": "Fièvre Jaune",
"description": "<p>La Fièvre Jaune est commune dans le Sud du Vieux Monde, dans les climats chauds et humides, où elle est diffusée par les piqures d'insectes. La plupart des malades se rétabliront en quelques jours, mais en de rares occasions cela peut conduire à des complications, voir à la mort.</p>",
"gmdescription": "",
"duration": "10 jours",
"contraction": "Si vous échouez un test Accessible (+20) de Résistance après une piqûre de moustique. Si du sang infecté est injecté ou absorbé, a Fièvre Jaune est contractée naturellement.",
"incubation": "1d10 jours",
"symptoms": "Fièvre, Malaise (Facile), Malaise, Nausée",
"permanent": "",
"sduration": "10 jours",
"srange": "undefined ",
"starget": "undefined ",
"sdamage": "undefined "
},
{
"id": "Clutch of Eyes",
"name": "Etreinte des Yeux",
"description": "<p>Des kystes tremblants bouillonnent sous la chair, puis des pustules sanglantes sortent, fleurissent, s'ouvrent et révèlent une poignée d'horribles nouveaux yeux. </p> <p> & nbsp; </p> <p > Lancez sur @Table[hitloc] pour déterminer l'endroit où vos nouveaux yeux poussent. Vous pouvez maintenant voir à partir de cet zone corporelle. Augmentez votre caractéristique d'Initiative de +[[/r 1d10]]. Si vous 'avez pas de caractéristique Initiative, gagnez tout de même +[[/r 2d10]]. Tous les coups sur l'emplacement de vos nouveaux yeux infligent également un état @Condition[Aveuglé]{Aveuglé}. </p>",
"gmdescription": "",
"duration": "undefined ",
"sduration": "undefined ",
"srange": "undefined ",
"starget": "undefined ",
"sdamage": "undefined "
},
{
"id": "Doppelganger",
"name": "Doppelganger",
"description": "<p>Le PNJ peut prendre la forme de n'importe quelle créature ressemblant à un humain de taille moyenne. Il doit atteindre +5 SL sur un test de <strong> Perception étendue </strong> en observant sa cible. Il faut ensuite 2 rounds pour prendre la forme de la cible. Les vêtements et les petits objets de la cible sont également reproduits; ils font partie de la créature et ne peuvent pas être supprimés. Les ornements plus grands, tels que les épées et les sacs à dos, ne sont pas copiés. Lorsque ceux qui connaissent la victime rencontrent la créature transformée, ils effectuent un test d '<strong> Intuition difficile (20%) </strong>. S'ils réussissent, ils savent que quelque chose se passe. S'ils échouent, ils sont convaincus que la créature est leur connaissance. </p>",
"gmdescription": "",
"duration": "undefined ",
"sduration": "undefined ",
"srange": "undefined ",
"starget": "undefined ",
"sdamage": "undefined "
},
{
"id": "Einauge's Heavy Crossbow",
"name": "Arbalète Lourde d'Einauge",
"description": "<p> L'arbalète lourde et sophistiquée d'Einauge Splatmann, modifiée avec un double jeu de cordes, lui permet de tirer deux fois avant de recharger. </p>",
"gmdescription": "",
"duration": "undefined ",
"special": "",
"qualities": "Dévastatrice,Répétition 2",
"flaws": "Recharge 4",
"sduration": "undefined ",
"srange": "100 ",
"starget": "undefined ",
"sdamage": "+9 "
},
{
"id": "Focusing Philtre",
"name": "Philtre de Concentration",
"description": "",
"gmdescription": "<p> <span style = \"box-sizing: border-box; user-select: text; font-family: Calibri; font-size: 14.6667px; color: # 231f20; \">Ayant l'apparence d'un bouillon sombre et amer, ce philtre concentre l'esprit et facilite la concentration. Il donne un bonus de +20 aux tests d'Intelligence et d'Endurance. Lorsque ses effets s'atténuent, gagnez 1 état @Condition[Extenué] & nbsp; </span> <span style = \"box-sizing: border-box; user-select: text; font-family: Calibri; font-size: 14.6667 px; color: # 231f20; \"> état qui dure au moins un jour. & nbsp; </span> </p> <p> <span style = \" box-sizing: border-box; user- select: text; font-family: Calibri; font-size: 14.6667px; font-weight: bold; color: # 231f20; \"> Durée: & nbsp; </span> [[/r 1d10]] <span style = \"box-sizing: border-box; user-select: text; font-family: Calibri; font-size: 14.6667px; color: # 231f20; \"> & nbsp; heures. & nbsp; </span> </ p >",
"duration": "undefined ",
"sduration": "undefined ",
"srange": "undefined ",
"starget": "undefined ",
"sdamage": "undefined "
},
{
"id": "Itchy Nuisance",
"name": "Nuisance Démangeuse",
"description": "<p> Vous agitez vos doigts et de petites spores fongiques qui démangent jaillissent de leurs extrémités, s'enfonçant dans les zones sensibles de la cible. Ces spores se développent rapidement, provoquant des démangeaisons insupportables. La cible subit -10% à tous ses Tests et divise par deux son mouvement pendant la durée du Sort. </p>",
"gmdescription": "",
"duration": "Bonus de Force Mentale Rounds",
"sduration": "Bonus de Force Mentale Rounds",
"srange": "Force Mentale mètres",
"starget": "1 ",
"sdamage": ""
},
{
"id": "Katya's Cordial",
"name": "Cordial de Katya",
"description": "",
"gmdescription": "<p> <span style = \"color: # 231f20; font-family: Calibri; font-size: 14.6667px; \">Une suspension parfumée avec une couleur rose nacre et un goût sauvage. Cette potion renforce subtilement lattractivité du buveur, avec une contrepartie. Sous son influence, le buveur bénéficie du talent Attractif. Cependant, après la fin de l'effet, le buveur subit une pénalité de -20 à tous les tests de Sociabilité pour & nbsp; <span style = \"font-size: 14.6667px; \"> [[/r 1d10]] & nbsp; </span> jours, pendant lesquels la peau et les yeux excrètent lentement un liquide jaunâtre nauséabonde. & nbsp; </span> </p> <p> <span style = \"box-sizing: border-box; user-select: text; color: # 231f20; font-family: Calibri; font-size: 14.6667px; font-weight: bold; \"> Durée: & nbsp; </span> <span style = \" color: # 231f20; font-family: Calibri; font-size: 14,6667px; \"> [[/r 1d10]] heures & nbsp; </span> </p>",
"duration": "undefined ",
"sduration": "undefined ",
"srange": "undefined ",
"starget": "undefined ",
"sdamage": "undefined "
},
{
"id": "Liquor of Luck",
"name": "Liqueur de Chance",
"description": "",
"gmdescription": "<p> <span style = \"box-sizing: border-box; user-select: text; font-family: Calibri; font-size: 14.6667px; color: # 231f20; \">Ce liquide est bleu vif avec un léger parfum de liqueur. Le consommer donne +1 Point de Chance. De plus, sous son influence, lorsque vous dépensez un point de Chance, lancez & nbsp; <span style = \"font-size: 14.6667px; \"> [[/r 1d100]] </span>. Si vous obtenez un double, vous récupérez un Point de Chance. Lorsque l'effet disparaît, perdez tous vos Points de Chance et gagnez 1 état & nbsp; <em style = \"box-sizing: border-box; user-select: text; \"> @Condition [Extenué] & nbsp; </em> </ span> <span style = \"box-sizing: border-box; user-select: text; font-family: Calibri; font-size: 14.6667px; color: # 231f20; \">, etat qui dure au moins un jour. & nbsp; </span> </p> <p> <span style = \"box-sizing: border-box; user-select: text; font-family: Calibri; font-size: 14,6667px; font-weight: bold; color: # 231f20; \"> Durée: & nbsp; </span> <span style = \" box-sizing: border-box; user-select: text; font-family: Calibri; font- size: 14,6667px; color: # 231f20; \"> <span style = \" font-size: 14,6667px; \"> [[/r 1d10]] </span> minutes. </span> </p>",
"duration": "undefined ",
"sduration": "undefined ",
"srange": "undefined ",
"starget": "undefined ",
"sdamage": "undefined "
},
{
"id": "Massive Intellect",
"name": "Intellligence Massive",
"description": "<p> Du sang, des os broyés et de la chair torturée coulent de vos orifices alors que votre cerveau est extirpé. Lentement, au fil des semaines, un nouvel intellect se développe à sa place, provoquant un étirement douloureux de votre tête en de larges plis translucides autour de votre tête.</p> <p> & nbsp; </p> <p> Augmentez votre caractéristique d'Intelligence de +[[/r 2d10]]. Si vous n'avez aucune caractéristique d'Intelligence, gagnez tout de même +[[/r 2d10]]. Tous les coups à la tête provoquent automatiquement un @Table[crithead]{Coup Critique}, sauf si le jet en produit un naturellement. </p>",
"gmdescription": "",
"duration": "undefined ",
"sduration": "undefined ",
"srange": "undefined ",
"starget": "undefined ",
"sdamage": "undefined "
},
{
"id": "Reactionary Restorative",
"name": "Infusion de Réactivité",
"description": "",
"gmdescription": "<p>Cette infusion épaisse et de couleur rouge sang, au goût désagréable, renforce les réactions du buveur face au danger. Sous son effet, vous ne gagnez jamais l'état Surpris. Lorsque l'effet se dissipe, gagnez +1 état Exténué qui dure au moins un jour. & Nbsp; </p> <p> <strong> Durée </strong>: [[/r 1d10]] heures.",
"duration": "undefined ",
"sduration": "undefined ",
"srange": "undefined ",
"starget": "undefined ",
"sdamage": "undefined "
},
{
"id": "Saif al-Janub",
"name": "Saif al-Janub",
"description": "<p>Offerte à Lohner pour avoir pris des mesures décisives lors de la défense de Sudenburg contre des morts-vivnts en 2498 IC, cette lame incurvée a été fabriquée par le célèbre philosophe-artisan Hataq al-Kundi en 1445 IC. Cette lame exquise vaut dix fois son prix en Arabie. </p>",
"gmdescription": "",
"duration": "undefined ",
"special": "",
"qualities": "Défensive,Fine 4,Incassable",
"flaws": "",
"sduration": "undefined ",
"srange": "",
"starget": "undefined ",
"sdamage": "SB+5 "
},
{
"id": "Slippery Skin",
"name": "Peau Glissante",
"description": "<p> Vous transpirez constamment, votre peau exsudant un mucus fin et visqueux semblable à celui produit par la myxine. Ce suintement est désagréable au toucher, et pénétre dans vos vêtements en une heure ou deux et rend vos prises en main incertaines. </p> <p> & nbsp; </p> <p> Tous les tests qui vous obligent à tenir ce qui est entre vos mains (comme une arme) subissent une pénalité de -20, et vous souffrez également d'une pénalité de -20 sur les tests de Sociabilité appropriés. Lorsque vous essayez d'échapper à une empoignande ou une tentative d'immobilisation, si vous réussissez votre Test Opposé, vous pouvez choisir d'utiliser votre DR obtenu ou le nombre obtenu sur le dé de votre unité. Ainsi, un résultat réussi de 28 pourrait être utilisé pour +8 DR.</p>",
"gmdescription": "",
"duration": "undefined ",
"sduration": "undefined ",
"srange": "undefined ",
"starget": "undefined ",
"sdamage": "undefined "
},
{
"id": "Sneaky Stabbin'",
"name": "Attak Sournoize",
"description": "<p>Vous ensorcelez les lames de vos alliés pour quelles recherchent les points faibles des armures de leurs ennemis. Vos cibles gagnent un Avantage de +1, et leurs attaques gagnent la qualité d'arme Pénétrante, qui dure aussi longtemps qu'elles ont l'avantage.</p>",
"gmdescription": "",
"duration": "Special ",
"sduration": "Special ",
"srange": "Force Mentale mètres",
"starget": "Bonus de Sociabilité Goblins",
"sdamage": ""
},
{
"id": "Telepathy",
"name": "Télépathie",
"description": "<p>Votre esprit se libère de ses chaînes matérielles, s'emplissant de satisfaction à mesure qu'il s'imposer aux autres êtres alentours. </p><p> & nbsp; </p> <p> Avec un <strong> Test de Force Mentale </strong> vous pouvez communiquer avec n'importe quelle créature sensible dans un rayon de Force Mentale mètres et en ligne de vue. La durée est égale à votre Initiative en minutes. Vous pouvez également lire les pensées de surface de toute créature avec laquelle vous communiquez par télépathie, avec un autre Test Opposé de <strong> Force Mentale</strong>. Si vous échouez au test, vous ne pourrez pas lire dans les pensées du sujet pendant les [[/r 1d10]] prochains jours. Lorsque vous utilisez la télépathie, vos yeux brillent étrangement. Chaque fois que cette mutation est développée, la portée est doublée. </p> <p> & nbsp; </p> <p> & nbsp; </p>",
"gmdescription": "",
"duration": "undefined ",
"sduration": "undefined ",
"srange": "undefined ",
"starget": "undefined ",
"sdamage": "undefined "
},
{
"id": "The Marvelous Medicinal Mixture",
"name": "Le Merveilleux Mélange Médecinal",
"description": "",
"gmdescription": "<p>Un liquide écoeurant parfumé au poisson, qui oblige toute personne souhaitant prendre cette concoction à devoir d'abord réussir un Test de <strong>Calme Accessible (+20)</strong>. Ceci fait, le buveur reçoit 1 état @Condition[Extenué], qui ne peut être retiré qu'après une bonne nuit de repos. La potion n'offre aucun autre effet. Cependant, elle a si mauvais goût que les clients de Von Holzenauer restent convaincus de son efficacité pour guérir presque tous les malaises. </p>",
"duration": "undefined ",
"sduration": "undefined ",
"srange": "undefined ",
"starget": "undefined ",
"sdamage": "undefined "
},
{
"id": "Tonic of Sight Beyond Sight",
"name": "Tonique d'Outre-Vision",
"description": "",
"gmdescription": "<p>Cette potion vert foncée, présentée avec une étiquette montrant un grand globe oculaire rouge, promet d'améliorer la vision du buveur. Boire la potion vous procurera les avantages d'un ou plusieurs Talents comme suit ([[/r 1d10]]): </p> <p> 1-2: @Compendium[wfrp4e-core.talents.9h82z72XGo9tfgQS]{Sens Aiguisé (Vue)}; </p> <p> 3-4: @Compendium [wfrp4e-core.talents.Nj3tC8A5fZ3zEdMR]{Vision Sacrée}; </p> <p> 5-6:@Compendium [wfrp4e-core.talents.6w30u0VPsAicrqb5]{Sens de la Magie}; </p> <p> 7-8: @Compendium[wfrp4e-core.talents.OEjUvJKi0xmBwbS2]{Seconde Vue}; </p> <p> 9-10: Tout les Talents ci-dessus. & nbsp; </p> <p> Durée: & nbsp; [[/r 1d10]] minutes. </p>",
"duration": "undefined ",
"sduration": "undefined ",
"srange": "undefined ",
"starget": "undefined ",
"sdamage": "undefined "
}
]
}
@@ -1,55 +0,0 @@
{
"label": "Tables (Starter Set)",
"entries": {
"Critical Wounds (Starter Set)": {
"name": "Critical Wounds (Starter Set)",
"results": {
"1-10": {
"name": "Gash"
},
"11-20": {
"name": "Gut Blow"
},
"21-30": {
"name": "Low Blow!"
},
"31-40": {
"name": "Winded"
},
"41-50": {
"name": "Bruised"
},
"51-60": {
"name": "Torn Flesh"
},
"61-65": {
"name": "Cracked Bone"
},
"66-70": {
"name": "Gaping Wound"
},
"71-75": {
"name": "Painful Cut"
},
"76-80": {
"name": "Fractured Bone"
},
"81-85": {
"name": "Flensed Muscle"
},
"86-90": {
"name": "Crippling Wound"
},
"91-95": {
"name": "Shattered Bone"
},
"96-99": {
"name": "Ruined"
},
"100-100": {
"name": "Torn Apart"
}
}
}
}
}
File diff suppressed because one or more lines are too long
-67
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@@ -1,67 +0,0 @@
{
"label": "Items (Ubersreik Adventures I)",
"folders": {
"Armour": "Armour",
"Trappings": "Trappings",
"Traits": "Traits",
"Talents": "Talents"
},
"entries": {
"Cantor": {
"name": "Cantor",
"description": "<p>You are trained as a cantor of the Colleges of Magic, and are able to gather the Winds of Magic to you to aid spells being cast by anyone present. You may use Entertain (Singing) in place of Channelling when performing a Channelling Test, however all magic users within Fellowship yards of you are able to siphon off a single SL from your Extended Channelling Test per round so long as they are performing their own Channelling Test. With this Talent, a Character can perform an Extended Entertain (Singing) Test specifically to aid another wizard&rsquo;s Channelling Test, even if they lack any other magical ability themselves.&nbsp;</p>",
"effects": {
"Cantor": {
"name": "Cantor"
}
}
},
"The Nineteenth Palm of Volans": {
"name": "The Nineteenth Palm of Volans",
"description": "<p>One of 24 such talismans created by the first Patriarch of the Colleges of Magic, the Palm draws on the inner strength of its wearer to ward them from magic. Since their forging, these talismans have been gifted to Wizard Lords who are performing particularly dangerous tasks beyond the supervision of their Colleges. </p><p>Whilst wearing the Nineteenth Palm of Volans, a Character may @UUID[Compendium.wfrp4e-core.journals.JournalEntry.YBVrpUHEjohB1H4f.JournalEntryPage.BU7yhLmMdEyvbfkR#dispelling]{dispel spells}. However, the Character may not dispel persistent spells once cast. If the Character lacks the <strong>Language (Magick) </strong>Skill, they may use their Willpower Characteristic instead.</p>"
},
"Spiky Helm": {
"name": "Spiky Helm",
"effects": {
"Spiky Helm": {
"name": "Spiky Helm"
}
}
},
"Spiky Breastplate": {
"name": "Spiky Breastplate"
},
"Spiky Bracers": {
"name": "Spiky Bracers"
},
"Cordelia's Enhanced Restorative Tonic": {
"name": "Cordelia's Enhanced Restorative Tonic",
"description": "<p>Restores twice the imbiber&rsquo;s Toughness Bonus in Wounds.</p>",
"effects": {
"Restorative Tonic": {
"name": "Restorative Tonic"
},
"Apply Restorative Tonic": {
"name": "Apply Restorative Tonic"
}
}
},
"Maddening Aura": {
"name": "Maddening Aura",
"description": "<p>At the start of every Round, every Character within 20 yards of the creature must make an <strong>Average (+20) Cool</strong> Test. If failed, roll on the Creeping Irrationality table. If Fumbled, the Character also gains +1 Corruption Point — further, should the Character become corrupted, this automatically results in a Mental Corruption. Where relevant, any Maddening Aura effects are cumulative.</p><table style=\"width: 99.1329%; height: 128px;\" border=\"1\"><tbody><tr style=\"height: 16px;\"><td style=\"text-align: center; width: 9.09487%; height: 16px;\"><p><strong>[[/r 1d10]]</strong></p></td><td style=\"text-align: center; width: 90.1763%; height: 16px;\"><p><strong>Creeping Irrationality</strong></p></td></tr><tr style=\"height: 16px;\"><td style=\"width: 9.09487%; height: 16px; text-align: center;\"><p>1-2</p></td><td style=\"width: 90.1763%; height: 16px;\"><p><strong>Careful Now:</strong> On your next Turn, you can either take a Move or an Action, not both. You then shake it off.</p></td></tr><tr style=\"height: 16px;\"><td style=\"width: 9.09487%; height: 16px; text-align: center;\"><p>3-4</p></td><td style=\"width: 90.1763%; height: 16px;\"><p><strong>Whats Going On? </strong>You suffer the @Condition[Surprised] Condition.</p></td></tr><tr style=\"height: 16px;\"><td style=\"width: 9.09487%; height: 16px; text-align: center;\"><p>5-6</p></td><td style=\"width: 90.1763%; height: 16px;\"><p><strong>My Plan is Working!</strong> On your Turn, you must take the same actions you took on the previous Round. If, for some reason, you cannot do this, you must do what you can to prepare for those actions on your next Turn. <strong>Duration</strong>: 1d10 Rounds.</p></td></tr><tr style=\"height: 16px;\"><td style=\"width: 9.09487%; height: 16px; text-align: center;\"><p>7</p></td><td style=\"width: 90.1763%; height: 16px;\"><p><strong>Who said I was Paranoid?</strong> You become subject to Animosity toward a random Character. <strong>Duration</strong>: Lasting.</p></td></tr><tr style=\"height: 16px;\"><td style=\"width: 9.09487%; height: 16px; text-align: center;\"><p>8</p></td><td style=\"width: 90.1763%; height: 16px;\"><p><strong>Are You Talking to Me?</strong> You become subject to Hatred toward a random Character. <strong>Duration</strong>: Lasting.</p></td></tr><tr style=\"height: 16px;\"><td style=\"width: 9.09487%; height: 16px; text-align: center;\"><p>9</p></td><td style=\"width: 90.1763%; height: 16px;\"><p><strong>Kill it! Kill it! Kill it!</strong> You become subject to Frenzy. <strong>Duration</strong>: Lasting.</p></td></tr><tr style=\"height: 16px;\"><td style=\"width: 9.09487%; height: 16px; text-align: center;\"><p>10</p></td><td style=\"width: 90.1763%; height: 16px;\"><p><strong>Twitch, Twitch</strong>: Suffer one @Table[mutatemental]{Mental Corruption}. <strong>Duration</strong>: Lasting.</p></td></tr></tbody></table><p><strong>Lasting</strong>: These last for [[/r 1d10]] Willpower Bonus hours (to a minimum of 1 hour). After which, perform an Ave<strong>rage (+20) Cool</strong> Test. If failed, the effect is permanent. The Difficulty of the Test may vary if the Character has limited or prolonged exposure, as determined by the GM. A Player may spend a Resilience point to permanently lose the long-term effects of Maddening Aura, though the memories of the horrific creature never diminish. A Character may expend 1 Resolve point to ignore the negative consequences of the Maddening Aura for 1 Round.</p>",
"effects": {
"Maddening Aura": {
"name": "Maddening Aura"
}
}
},
"Spiky Plate Leggings": {
"name": "Spiky Plate Leggings",
"effects": {
"Spiky Plate Leggings": {
"name": "Spiky Plate Leggings"
}
}
}
}
}
-119
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@@ -1,119 +0,0 @@
{
"label": "Scenes (Ubersreik Adventures I)",
"entries": {
"Gotheim": {
"name": "Gotheim",
"drawings": {
"1": "1",
"2": "2",
"3": "3",
"4": "4",
"5": "5",
"6": "6",
"7": "7",
"8": "8",
"9": "9",
"10": "10"
},
"notes": {
"The Levee": "The Levee",
"The Lake": "The Lake",
"The Brook": "The Brook",
"The Cool House": "The Cool House",
"Stone Circle": "Stone Circle",
"Gates": "Gates"
}
},
"Rugger's Boarding House": {
"name": "Rugger's Boarding House",
"drawings": {
"1": "1",
"2": "2",
"3": "3",
"4": "4",
"5": "5",
"6": "6",
"7": "7",
"8": "8"
}
},
"The Crashed Coach": {
"name": "The Crashed Coach",
"drawings": {
"1": "1",
"2": "2",
"3": "3",
"4": "4",
"5": "5",
"To Bruchthin": "To Bruchthin",
"To Blutroch": "To Blutroch"
}
},
"Guilty Party Route": {
"name": "Guilty Party Route",
"drawings": {
"X Coach Crash Site": "X Coach Crash Site"
}
},
"Spittlefeld": {
"name": "Spittlefeld",
"drawings": {
"1": "1",
"2": "2",
"3": "3",
"4": "4",
"5": "5",
"6": "6",
"7": "7",
"8": "8",
"9": "9",
"Maze": "Maze",
"Melone's Lair": "Melone's Lair",
"Front Desk": "Front Desk",
"Flophouse": "Flophouse",
"Common Room": "Common Room",
"Stairwell": "Stairwell",
"Empty Wing": "Empty Wing",
"Passerine's Orphanage": "Passerine's Orphanage",
"Sreluc & Srulem's Apartment": "Sreluc & Srulem's Apartment",
"Eluharath's Penthouse": "Eluharath's Penthouse"
}
},
"Whistlebone Alley": {
"name": "Whistlebone Alley",
"drawings": {
"1": "1",
"2": "2",
"3": "3",
"4": "4",
"5": "5",
"6": "6",
"7": "7"
}
},
"Road to the Tower of Vane": {
"name": "Road to the Tower of Vane",
"drawings": {
"Messingen": "Messingen",
"Halheim": "Halheim",
"Flussberg": "Flussberg",
"Ubersreik": "Ubersreik",
"Grausee": "Grausee",
"Grauner": "Grauner",
"Traisburg": "Traisburg",
"Bamenz": "Bamenz",
"Grunwächt": "Grunwächt",
"Elssen": "Elssen",
"The Tower of Vane": "The Tower of Vane",
"Tallerhoff": "Tallerhoff",
"Hugeldal": "Hugeldal"
}
},
"Camp": {
"name": "Camp"
},
"Grausee Environs": {
"name": "Grausee Environs"
}
}
}
@@ -1,45 +0,0 @@
{
"label": "Items (Ubersreik Adventures I)",
"entries": [
{
"id": "Cantor",
"name": "Cantor",
"description": "<p>Vous avez été formé comme Cantor des Collèges de Magie, et vous êtes capable de collecter les Vents de Magie pour aider les personnes présentes à incanter. Vous pouvez utiliser Divertissement (Chant) au lien de Focalisation lorsque vous faites un Test de Focalisation, et les mages présents dans un rayon de Socialibité mètres autour de vous peuvent vous prendre 1 DR de votre Focalisation Etendue par round, tant qu'ils font eux-mêmes leur propres Tests de Focalisation. Avec ce Talent, un personnage peut réaliser un Test Etendue de Divertissement (Chant) spécialement pour aider la Focalisation d'un autre Sorcier, même si ils n'ont eux-mêmes pas d'autres capacités magiques</p>"
},
{
"id": "Cordelia's Enhanced Restorative Tonic",
"name": "Tonique Réparateur Amélioré de Cordelia",
"description": "<p>Redonne 2 fois le Bonus d'Endurance en Blessures au buveur.</p>"
},
{
"id": "Maddening Aura",
"name": "Maddening Aura",
"description": "<p>At the start of every Round, every Character within 20 yards of the creature must make an <strong>Average (+20) Cool</strong> Test. If failed, roll on the Creeping Irrationality table. If Fumbled, the Character also gains +1 Corruption Point &mdash; further, should the Character become corrupted, this automatically results in a Mental Corruption. Where relevant, any Maddening Aura effects are cumulative.</p>\n<p>&nbsp;</p>\n<table style=\"width: 99.1329%; height: 128px;\" border=\"1\">\n<tbody>\n<tr style=\"height: 16px;\">\n<td style=\"text-align: center; width: 9.09487%; height: 16px;\"><strong>[[/r 1d10]]</strong></td>\n<td style=\"text-align: center; width: 90.1763%; height: 16px;\"><strong>Creeping Irrationality</strong></td>\n</tr>\n<tr style=\"height: 16px;\">\n<td style=\"width: 9.09487%; height: 16px; text-align: center;\">1-2</td>\n<td style=\"width: 90.1763%; height: 16px;\"><strong>Careful Now:</strong> On your next Turn, you can either take a Move or an Action, not both. You then shake it off.</td>\n</tr>\n<tr style=\"height: 16px;\">\n<td style=\"width: 9.09487%; height: 16px; text-align: center;\">3-4</td>\n<td style=\"width: 90.1763%; height: 16px;\"><strong>What&rsquo;s Going On? </strong>You suffer the @Condition[Surprised] Condition.</td>\n</tr>\n<tr style=\"height: 16px;\">\n<td style=\"width: 9.09487%; height: 16px; text-align: center;\">5-6</td>\n<td style=\"width: 90.1763%; height: 16px;\"><strong>My Plan is Working!</strong> On your Turn, you must take the same actions you took on the previous Round. If, for some reason, you cannot do this, you must do what you can to prepare for those actions on your next Turn. <strong>Duration</strong>: 1d10 Rounds.</td>\n</tr>\n<tr style=\"height: 16px;\">\n<td style=\"width: 9.09487%; height: 16px; text-align: center;\">7</td>\n<td style=\"width: 90.1763%; height: 16px;\"><strong>Who said I was Paranoid?</strong> You become subject to Animosity toward a random Character. <strong>Duration</strong>: Lasting.</td>\n</tr>\n<tr style=\"height: 16px;\">\n<td style=\"width: 9.09487%; height: 16px; text-align: center;\">8</td>\n<td style=\"width: 90.1763%; height: 16px;\"><strong>Are You Talking to Me?</strong> You become subject to Hatred toward a random Character. <strong>Duration</strong>: Lasting.</td>\n</tr>\n<tr style=\"height: 16px;\">\n<td style=\"width: 9.09487%; height: 16px; text-align: center;\">9</td>\n<td style=\"width: 90.1763%; height: 16px;\"><strong>Kill it! Kill it! Kill it!</strong> You become subject to Frenzy. <strong>Duration</strong>: Lasting.</td>\n</tr>\n<tr style=\"height: 16px;\">\n<td style=\"width: 9.09487%; height: 16px; text-align: center;\">10</td>\n<td style=\"width: 90.1763%; height: 16px;\"><strong>Twitch</strong>, Twitch: Suffer one @Table[mutatemental]{Mental Corruption}. <strong>Duration</strong>: Lasting.</td>\n</tr>\n</tbody>\n</table>\n<p>&nbsp;</p>\n<p><strong>Lasting</strong>: These last for [[/r 1d10]] &minus; Willpower Bonus hours (to a minimum of 1 hour). After which, perform an Ave<strong>rage (+20) Cool</strong> Test. If failed, the effect is permanent. The Difficulty of the Test may vary if the Character has limited or prolonged exposure, as determined by the GM. A Player may spend a Resilience point to permanently lose the long-term effects of Maddening Aura, though the memories of the horrific creature never diminish. A Character may expend 1 Resolve point to ignore the negative consequences of the Maddening Aura for 1 Round.</p>"
},
{
"id": "Spiky Bracers",
"name": "Spiky Bracers",
"description": null
},
{
"id": "Spiky Breastplate",
"name": "Spiky Breastplate",
"description": null
},
{
"id": "Spiky Helm",
"name": "Spiky Helm",
"description": null
},
{
"id": "Spiky Plate Leggings",
"name": "Spiky Plate Leggings",
"description": null
},
{
"id": "The Nineteenth Palm of Volans",
"name": "The Nineteenth Palm of Volans",
"description": "<p>One of 24 such talismans created by the first Patriarch of the Colleges of Magic, the Palm draws on the inner strength of its wearer to ward them from magic. Since their forging, these talismans have been gifted to Wizard Lords who are performing particularly dangerous tasks beyond the supervision of their Colleges.&nbsp;</p>\n<p>Whilst wearing the Nineteenth Palm of Volans, a Character may dispel spells as per the rules in @JournalEntry[Magic Rules]. However, the Character may not dispel persistent spells once cast. If the Character lacks the <strong>Language (Magick) </strong>Skill, they may use their Willpower Characteristic instead.</p>"
}
]
}
-25
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@@ -1,25 +0,0 @@
{
"label": "Items (Ubersreik Adventures II)",
"entries": {
"Sporoific Lull": {
"name": "Sporoific Lull",
"description": "<p>The target of this spell is filled with weariness and desire to sleep. The target receives d10 &ndash; WP Bonus @Condition[Fatigued]&nbsp; Conditions. If the number of Fatigued Conditions the Target receives as a result of the spell is greater than their WP Bonus they fall asleep as if affected by the @Compendium[wfrp4e-core.items.4ePe5oNQakA8nJlk]{Sleep} spell.</p>"
},
"The Jackal Urn": {
"name": "The Jackal Urn",
"description": "<p>The Nehekharan urn preserves organs, after a fashion, imbuing them with dark energy. It can act as a powerful focus for spells drawing from the various Dark Magic lists. Additionally, if @UUID[Compendium.wfrp4e-ua2.actors.HWnfxg0fYjkzU55F]{Leidtragende} recovers the urn, he can pull the heart from within and crush it as he casts a Necromancy spell — allowing him to instantly make a successful cast with +4 SL.</p>"
},
"The Nameless Blade": {
"name": "The Nameless Blade",
"description": ""
},
"Uncontrollable Corporal Expulsion": {
"name": "Uncontrollable Corporal Expulsion",
"description": "<p>The target of this spell suffers a sudden bodily venting. The target receives d10 &ndash; WP Bonus Disease Symptoms taken from the following list: @Symptom[Convulsions], @Symptom[Coughs and Sneezes], @Symptom[Fever], @Symptom[Flux], and @Symptom[Nausea]. The GM can choose which symptoms to apply and the degree to which their effects cumulate. In the case of the Coughs and Sneezes symptom no contagion is spread, the effect is mess and noise. Once the duration is up the target recovers from any conditions resulting from symptoms, but may need to clean up.</p>"
},
"Vanhel's Invitation to the Dance Macabre": {
"name": "Vanhel's Invitation to the Dance Macabre",
"description": "<p>Found only in the pages of the terrible Liber Mortis, this spell is among the greatest and most terrible achievements of the necromancer Vanhel. You channel a writhing miasma of dhar, storing up a great mass of the foul magic before releasing it across the lands. The magic infests all nearby fresh corpses that have not been properly prepared and sanctified for burial. All corpses in a radius up to your Willpower Bonus x 100 yards are raised as Skeletons or Zombies, as you prefer. You may choose to have the spell affect a smaller area if you wish. For each 100 yards of radius, rounded up, gain one point of Corruption.&nbsp;</p>\n<p>The summoned Undead are entirely under your control and may perform simple orders as you command. If you are killed or gain the @Condition[Unconscious] Condition, the spell comes to an end and the summoned Undead collapse.&nbsp;</p>"
}
}
}
@@ -1,316 +0,0 @@
{
"label": "UG - Carrières",
"mapping": {
"skills": {
"path": "system.skills",
"converter": "career_skills"
},
"talents": {
"path": "system.talents",
"converter": "career_talents"
},
"class": {
"path": "system.class.value",
"converter": "generic_localization"
},
"careergroup": "system.careergroup.value",
"trappings": "system.trappings"
},
"entries": [
{
"id": "Apprentice",
"name": "Apprenti Elementaliste",
"description": "",
"skills": [
"Focalisation",
"Ragot",
"Langue (Magick)",
"Savoir (Nature)",
"Corps à corps (Base)",
"Navigation",
"Survie en extérieur",
"Natation"
],
"talents": [
"Harmonisation Aethyrique",
"Magie Mineure",
"Lire/Ecrire",
"Seconde Vue"
],
"class": "Itinérants",
"careergroup": "Elementaliste",
"trappings": [
"Grimoire",
"Arme à 1 main"
]
},
{
"id": "Druidic Elder",
"name": "Ancien Druide",
"description": "",
"skills": [
"Soins aux animaux",
"Focalisation",
"Emprise sur les animaux",
"Guérison",
"Savoir (Foi Antique)",
"Navigation",
"Survie en extérieur",
"Piégeage",
"Dressage",
"Résistance",
"Langue (Magick)",
"Savoir (Herbes)",
"Corps à corps (Basic or Polearm)",
"Métier (Herboriste)",
"Divertissement (Narration)",
"Intuition",
"Savoir (Woodland)",
"Discrétion (Rurale)",
"Charme",
"Cool or Swim"
],
"talents": [
"Harmonisation Aethyrique",
"Imperturbable",
"Magical Sense or Read/Write",
"Ame pure"
],
"class": "Ruraux",
"careergroup": "Druide",
"trappings": [
"Fidèles",
"Robes d'Ancien",
"Ovate"
]
},
{
"id": "Druidic Initiate",
"name": "Ovate",
"description": "",
"skills": [
"Soins aux animaux",
"Focalisation",
"Emprise sur les animaux",
"Guérison",
"Savoir (Foi Antique)",
"Navigation",
"Survie en extérieur",
"Piégeage"
],
"talents": [
"Affinité avec les animaux",
"Orientation",
"Seconde Vue",
"Esprit Familier"
],
"class": "Ruraux",
"careergroup": "Druide",
"trappings": [
"Bottes",
"Dague",
"Robe faite maison",
"Bouse avec des noies et des baies",
"Symbole de la Mère"
]
},
{
"id": "Druidic Master",
"name": "Maître Druide",
"description": "",
"skills": [
"Soins aux animaux",
"Focalisation",
"Emprise sur les animaux",
"Guérison",
"Savoir (Foi Antique)",
"Navigation",
"Survie en extérieur",
"Piégeage",
"Dressage",
"Résistance",
"Langue (Magick)",
"Savoir (Herbes)",
"Corps à corps (Base ou Armes d'hast)",
"Métier (Herboriste)",
"Divertissement (Narration)",
"Intuition",
"Savoir (Forêts)",
"Discrétion (Rurale)"
],
"talents": [
"Magie des Arcanes(Druidisme)",
"Hardy or Trapper",
"Insctinctive Diction",
"Sharp or Savvy"
],
"class": "Ruraux",
"careergroup": "Druide",
"trappings": [
"Sac à dos",
"Hutte isolée"
]
},
{
"id": "Druidic Priest",
"name": "Druide",
"description": "",
"skills": [
"Soins aux animaux",
"Focalisation",
"Emprise sur les animaux",
"Guérison",
"Savoir (Foi Antique)",
"Navigation",
"Survie en extérieur",
"Piégeage",
"Dressage",
"Résistance",
"Langue (Magick)",
"Savoir (Herbes)",
"Corps à corps (Base ou Armes d'hast)",
"Métier (Herboriste)"
],
"talents": [
"Magie Mineure(Druid)",
"Resistant(Corruption)",
"Nomade",
"Bon marcheur(Forêts)"
],
"class": "Ruraux",
"careergroup": "Druide",
"trappings": [
"Potion de Soins",
"Arme à 1 main ou Bâton de Combat",
"Sacoche",
"Outils d'Herboriste"
]
},
{
"id": "Elemental Construct",
"name": "Construct Elementaire",
"description": "<p>Un élémentaire est un être fabriqué, formé à partir d'éléments naturels lié par magie. Un élémentaire n'a aucune caractéristique d'Intelligence, de Force Mentale ou de Sociabilité et n'a jamais besoin de les tester. Pour le calcul des Points de Blessures, utilisez le bonus de Force à la place du bonus de Force Mentale. Par défaut, les élémentaires provoquent Peur(2) à moins que leur taille n'augmente cet effet. Les attaques élémentaires sont magiques. Les attaques banales (non magiques) qui frappent un élémentaire ignorent leurs qualités et ne causent pas un minimum de 1 dégât.</p>"
},
{
"id": "Elementalist",
"name": "Elementaliste",
"description": "",
"skills": [
"Focalisation",
"Ragot",
"Langue (Magick)",
"Savoir (Nature)",
"Corps à corps (Base)",
"Navigation",
"Survie en extérieur",
"Natation",
"Soins aux animaux or Guérison",
"Esquive",
"Résistance",
"Intuition",
"Savoir (Herbes)",
"Discrétion (Au choix)"
],
"talents": [
"Insignifiant ou Sixième Sens",
"Magie des Arcanes(Elementalism)",
"Resistant(Corruption)",
"Trade (Herboriste)"
],
"class": "Itinérants",
"careergroup": "Elementaliste",
"trappings": [
"Potion de Soins",
"Outils de métier (Herboriste)"
]
},
{
"id": "Elementalist Lord",
"name": "Seigneur Elementaliste",
"description": "",
"skills": [
"Focalisation",
"Ragot",
"Langue (Magick)",
"Savoir (Nature)",
"Corps à corps (Base)",
"Navigation",
"Survie en extérieur",
"Natation",
"Soins aux animaux or Guérison",
"Esquive",
"Résistance",
"Intuition",
"Savoir (Herbes)",
"Discrétion (Au choix)",
"Charme",
"Escalade",
"Perception",
"Ride or Row",
"Savoir (Au choix)",
"Recherche"
],
"talents": [
"Détection d'Artefact",
"Sociable",
"Perception de la magie",
"Nageur endurant"
],
"class": "Itinérants",
"careergroup": "Elementaliste",
"trappings": [
"Apprenti",
"Bibliothèque (Magie)",
"Atelier (Magie)"
]
},
{
"id": "Master Shaper",
"name": "Maitre des Formes",
"description": "",
"skills": [
"Focalisation",
"Ragot",
"Langue (Magick)",
"Savoir (Nature)",
"Corps à corps (Base)",
"Navigation",
"Survie en extérieur",
"Natation",
"Soins aux animaux or Guérison",
"Esquive",
"Résistance",
"Intuition",
"Savoir (Herbes)",
"Discrétion (Au choix)",
"Charme",
"Escalade",
"Perception",
"Ride or Row"
],
"talents": [
"Sens Aiguisé(Au choix)",
"Souplesse féline",
"Mains agiles",
"Diction Instinctive"
],
"class": "Itinérants",
"careergroup": "Elementaliste",
"trappings": [
"Demeure isolée",
"Cheval ou petit bateau",
"Objet magique"
]
},
{
"id": "Reducible",
"name": "Reductible",
"description": "<p>Les élémentaires ne sont pas blessés puis tués de manière habituelle. Au lieu de cela, chaque fois que les blessures d'un élémentaire sont réduites à un nombre égal ou inférieur à la catégorie de taille plus petite, sa taille et toutes ses caractéristiques sont réduites. Par exemple, si un élémentaire énorme est réduit à 40 blessures, sa taille sera réduite à grande.</p>"
},
{
"id": "Spirit Familiar",
"name": "Esprit Familier",
"description": "<p>L'animal spirituel de vos visions devient votre familier. Un familier vous suit partout où vous allez et vous confère certains avantages pour sceller votre pacte. En retour vous êtes tenu de respecter certaines règles strictes. Vous êtes assuré dune réaction neutre ou amicale de tous les animaux rencontrés de lespèce du familier. De plus, vous gagnez le pouvoir de faire d'un autre druide un Apostat</p>"
}
]
}
@@ -1,115 +0,0 @@
{
"label": "UG - Créatures",
"mapping": {
"items": {
"path": "items",
"converter": "bestiary_traits"
},
"characteristics": {
"path": "system.characteristics",
"converter": "npc_characteristics"
}
},
"entries": [
{
"id": "Bat (Familiar)",
"name": "Chauve-Souris (Familier)",
"description": "<p>Car. : Initiative<br>Compétences & Talents : Sens Aiguisé (Ouïe), Vision Nocturne<br>Régime : Carnivoe<br>Environnement : Grottes, Forêts, Prairies</p>"
},
{
"id": "Bear (Familiar)",
"name": "Ours (Familier)",
"description": "<p>Carac. : Force<br>Compétences & Talents : Résistance, Coup Puissant<br>Régime : Omnivore<br>Environnement : Grottes, Forêts, Prairies boisées</p>"
},
{
"id": "Bison (Familiar)",
"name": "Bison (Familier)",
"description": "<p>Carac:Endurance<br>Compétences & Talents : Très résistant, Très fort<br>Régime : Herbivore<br>Environnement: Prairies, Plaines, Prairies boisées</p>"
},
{
"id": "Boar (Familiar)",
"name": "Sanglier (Familier)",
"description": "<p>Carac : Capacité de Combat<br>Compétences & Talents : Frénésie, Coeur vaillant<br>Régime : Omnivore<br>Environnement : Forêts, Prairies boisées<br></p>"
},
{
"id": "Cat (Familiar)",
"name": "Chat (Familier)",
"description": "<p>Carac : Force Mentale<br>Compétences & Talents : Souplesse féline, Sixième Sens<br>Régime : Carnivore<br>Environnement : Forêts, Montagnes, Prairies boisées</p>"
},
{
"id": "Dog (Familiar)",
"name": "Chien (Familier)",
"description": "<p>Carac : Sociabilité<br>Compétences & Talents : Sens Aiguisé (Odorat), Sociable<br>Régime : Omnivore<br>Environnement : Prairies, Prairies boisées, Urbain</p>"
},
{
"id": "Eagle (Familiar)",
"name": "Aigle (Familier)",
"description": "<p>Carac : Capacité de Combat<br>Compétences & Talents : Sens Aiguisé (Vue), Navigation<br>Régime : Carnivore<br>Environnement : Prairies, Montagnes</p>"
},
{
"id": "Elk (Familiar)",
"name": "Cerf (Familier)",
"description": "<p>Carac: Initiative<br>Compétences & Talents : Sixième Sens, Sprinter<br>Régime : Herbivore<br>Environnement : Forêts, Prairies, Plaines</p>"
},
{
"id": "Fox (Familiar)",
"name": "Renard (Familier)",
"description": "<p>Carac: Sociabilté<br>Compétences & Talents : Menteur, Trappeur<br>Régime : Omnivore<br>Environnement : Rural, Urbanin</p>"
},
{
"id": "Frog (Familiar)",
"name": "Grenouille (Familier)",
"description": "<p>Carac : Agilité<br>Compétences & Talents : Jambs Puissantes, Natation<br>Régime : Insectes<br>Environnement : Cotiers, Aquatique</p>"
},
{
"id": "Horse (Familiar)",
"name": "Cheval (Familier)",
"description": "<p>Carac: Force<br>Compétences & Talents : Chevaucher (Horse), Cavalier émérite<br>Régime : Herbivore<br>Environnement : Prairies, Plaines<br></p>"
},
{
"id": "Otter (Familiar)",
"name": "Loutre (Familier)",
"description": "<p>Carac : Initiative<br>Compétences & Talents : Pas de Côté, Natation<br>Régime : Poisson<br>Environnement : Aquatique</p>"
},
{
"id": "Owl (Familiar)",
"name": "Hibou (Familier)",
"description": "<p>Carac : Intelligence<br>Compétences & Talents : Vision Nocturne, Seconde Vue<br>Régime : Carnivore<br>Environnement : Forêts, Prairies, Prairies boisées</p>"
},
{
"id": "Rabbit (Familiar)",
"name": "Lapin (Familier)",
"description": "<p>Carac : Initiative<br>Compétences & Talents : Esquive, Fuite!<br>Régime : Herbivore<br>Environnement : Prairies, Souterrains</p>"
},
{
"id": "Rat (Familiar)",
"name": "Rat (Familier)",
"description": "<p>Carac: Agilité<br>Compétences & Talents : Résistance (Maladie), Grimpeur<br>Régime : Omnivore&nbsp;<br>Environnement : Souterrains, Urbain</p>"
},
{
"id": "Raven (Familiar)",
"name": "Corbeau (Familier)",
"description": "<p>Carac : Force Mentale<br>Compétences & Talents : Sens Aiguisé (Vue), Intuition<br>Régime : Omnivore<br>Environnement : Champs de bataille, Forêts</p>"
},
{
"id": "Snake (Familiar)",
"name": "Serpent (Familier)",
"description": "<p>Carac: Capacité de Combat<br>Compétences & Talents : Résistance (Poison), Frappe Blessante<br>Régime : Carnivore<br>Environnement : Côtier, Rural</p>"
},
{
"id": "Squirrel (Familiar)",
"name": "Ecureuil (Familier)",
"description": "<p>Carac : Agilité<br>Compétences & Talents : Athlétisme, Grimpeur<br>Régime : Herbivore<br>Environnement : Forêts, Urbain</p>"
},
{
"id": "Stoat (Familiar)",
"name": "Hermine (Familier)",
"description": "<p>Carac: Capacité de Combat<br>Compétences & Talents : Athlétisme, Grimpeure<br>Régime : Carnivore<br>Environnement : Forêts, Souterrains</p>"
},
{
"id": "Wolf (Familiar)",
"name": "Loup (Familier)",
"description": "<p>Carac: Initiative<br>Compétences & Talents : Nomade, Pistage<br>Régime : Omnivore<br>Environnement: Prairies, Rural<br><br><br></p>"
}
]
}
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{
"label": "Scenes (Imperial Zoo)",
"entries": {
"Empire": {
"name": "Empire"
},
"Expedition Crew": {
"name": "Expedition Crew"
},
"Second Expedition": {
"name": "Second Expedition"
},
"Third Expdition": {
"name": "Third Expdition"
},
"First Expedition": {
"name": "First Expedition"
}
}
}
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@@ -0,0 +1,9 @@
{
"label": "Macros (Mutationen)",
"entries": {
"Generate Mutation": {
"name": "Mutation erzeugen",
"command": "if (!game.wfrp4eMutationRoll) {\n ui.notifications.error(\"Mutations-Wurf-Funktion nicht gefunden. Stelle sicher, dass das Weltskript geladen ist.\");\n return;\n}\n\nconst actors = game.actors.contents;\nconst folders = game.folders.filter(f => f.type === \"Actor\");\n\nif (!actors.length) {\n ui.notifications.warn(\"Keine Akteure zur Auswahl verfügbar.\");\n return;\n}\n\nconst folderOptions = folders.reduce((html, folder) => {\n return html + `<option value='${folder.id}'>${folder.name}</option>`;\n}, \"<option value='all'>Alle Akteure</option>\");\n\nfunction getActorsByFolder(folderId) {\n return actors.filter(actor => folderId === \"all\" || actor.folder?.id === folderId);\n}\n\nfunction updateActorDropdown(html, folderId) {\n const actorSelect = html.find(\"#actor-select\");\n const filteredActors = getActorsByFolder(folderId);\n actorSelect.html(filteredActors.map(actor => `<option value='${actor.id}'>${actor.name}</option>`).join(\"\"));\n}\n\nnew Dialog({\n title: \"Auflösung von Körper und Geist\",\n content: `\n <form>\n <div class=\"form-group\">\n <label for=\"folder-select\">Ordner auswählen:</label>\n <select id=\"folder-select\" name=\"folder\">\n ${folderOptions}\n </select>\n </div>\n <div class=\"form-group\">\n <label for=\"actor-select\">Akteur auswählen:</label>\n <select id=\"actor-select\" name=\"actor\">\n ${actors.map(actor => `<option value='${actor.id}'>${actor.name}</option>`).join(\"\")}\n </select>\n </div>\n <div class=\"form-group\">\n <label>Mutationsart</label>\n <div class=\"form-fields\">\n <select id=\"mutation-type\" name=\"mutation-type\">\n <option value=\"all\">Alle</option>\n <option value=\"khorne\">Khorne</option>\n <option value=\"tzeentch\">Tzeentch</option>\n <option value=\"slaanesh\">Slaanesh</option>\n <option value=\"nurgle\">Nurgle</option>\n <option value=\"necromancy\">Nekromantie</option>\n </select>\n </div>\n </div>\n </form>\n `,\n render: (html) => {\n html.find(\"#folder-select\").change(event => {\n updateActorDropdown(html, event.target.value);\n });\n },\n buttons: {\n roll: {\n label: \"Mutation würfeln\",\n callback: (html) => {\n const selectedActor = game.actors.get(html.find(\"#actor-select\").val());\n const selectedMutationSource = html.find(\"#mutation-type\").val();\n if (selectedActor) {\n game.wfrp4eMutationRoll(selectedActor, selectedMutationSource);\n } else {\n ui.notifications.error(\"Ungültige Akteursauswahl.\");\n }\n }\n },\n cancel: { label: \"Abbrechen\" }\n },\n default: \"roll\"\n}).render(true);"
}
}
}
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+9
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{
"label": "Items (Altdorf: Crown of the Empire)",
"entries": {
"Psychometry": {
"name": "Psychometrie",
"description": "<p>@Embed[Compendium.wfrp4e-altdorf.journals.6TQJhPM0O7GgIPw9.JournalEntryPage.bQrbH68VAfG7oFyn caption=false]{Psychometrie}</p>"
}
}
}
+23
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{
"label": "Szenen (Altdorf: Crown of the Empire)",
"entries": {
"Altdorf": {
"name": "Altdorf",
"notes": {
"The Griffon Bridge": "Die Greifenbrücke",
"Volans Crossing": "Volans Übergang",
"Reik Bridge": "Reikbrücke",
"The Old Bridge": "Die Alte Brücke",
"Unterwald Bridge": "Unterwaldbrücke",
"State Bridge": "Staatsbrücke",
"Reaper's Crossing": "Der Übergang des Schnitters",
"The South Gate": "Das Südtor",
"The East Gate": "Das Osttor",
"The West Gate": "Das Westtor",
"The North Gate": "Das Nordtor",
"Nordwald Citadel": "Zitadelle Nordwald",
"Greywatch Tower": "Turm Grauwacht"
}
}
}
}
+266
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{
"label": "Tables (Altdorf: Crown of the Empire)",
"entries": {
"Fog Type": {
"name": "Nebelart",
"results": {
"1-35": {
"description": "<b>Leichter Dunst</b>: Ballistische-Fertigkeit-Würfe und sichtbasierte Wahrnehmungs-Würfe erleiden einen Malus von 10, wenn das Ziel mehr als 15 Meter entfernt ist."
},
"36-51": {
"description": "<b>Mäßiger Dunst</b>: Ballistische-Fertigkeit-Würfe und sichtbasierte Wahrnehmungs-Würfe erleiden einen Malus von 10, wenn das Ziel mehr als 6 Meter entfernt ist."
},
"52-85": {
"description": "<b>Nebel</b>: Ballistische-Fertigkeit-Würfe und sichtbasierte Wahrnehmungs-Würfe erleiden einen Malus von 20, wenn das Ziel mehr als 3 Meter entfernt ist."
},
"86-99": {
"description": "<b>Erbsensuppe</b>: Ballistische-Fertigkeit-Würfe und sichtbasierte Wahrnehmungs-Würfe erleiden einen Malus von 30, wenn das Ziel mehr als 1,5 Meter entfernt ist."
},
"100-100": {
"description": "<b>Miasmatischer Sud</b>: Ballistische-Fertigkeit-Würfe und sichtbasierte Wahrnehmungs-Würfe erleiden einen Malus von 30, wenn das Ziel mehr als 1,5 Meter entfernt ist.<br />Legt ein Charakter in einem Miasmatischen Sud einen Wurf ab, um die Ansteckung mit einer Krankheit zu vermeiden, erleidet er einen Malus von 10 auf den Wurf."
}
},
"description": "Um die Schwere des Nebels zu bestimmen, würfle auf der folgenden Tabelle."
},
"Daily Entertainment - Silver": {
"name": "Tägliche Unterhaltung - Silber",
"results": {
"1-5": {
"description": "<b>Der Tempel des Dramas</b>: <i>Hexennachtabend</i> - Die Geschichte ist eine Tragödie zum Scheitern verurteilter Liebe, in der Violetta und ihr Zwillingsbruder Bastian in der Hexennacht die Plätze tauschen, um die Objekte ihrer Zuneigung zu umwerben, aber beide als Hexen verbrannt werden. Diese Inszenierung ist eine mutige Neuinterpretation von Tarradaschs Stück, die beide Zwillinge als echte Hexen darstellt, die ihr Schicksal verdient haben."
},
"6-10": {
"description": "<b>Kaiserliches Großmuseum, Großgrundbesitz</b>: Ein Museumsbesuch zur „Selbstverbesserung“. Wer der Silber-Schicht angehört, kleidet sich für den Anlass fein heraus, denn die Wachen lassen kein Gesindel durch die Türen."
},
"11-15": {
"description": "<b>Das Geheimnisstraße-Theater</b>: <i>Die unruhige Regentschaft Boris des Unfähigen</i> - Ein historisches Stück, gewählt, um vermeintliche Parallelen zwischen dem heutigen Imperium und der korrupten Herrschaft Boris Goldsammlers aufzuzeigen. Der arrogante Imperator wird als wahrer Schurke dargestellt, mit Großtheogonist Thorgrad als seinem Widerpart. Durch und durch deprimierend."
},
"16-19": {
"description": "<b>Gesang im Gildenhaus</b>: Viele Gilden organisieren Gruppenaktivitäten, darunter Chöre, die Reikland-Volkslieder singen. Die Gilden der Krämer, Schießpulvermacher sowie der Maurer und Zimmerleute sind besonders versiert — und wetteifern gerne miteinander."
},
"20-24": {
"description": "<b>Das Vargr-Breughel-Gedächtnistheater</b>: <i>Der Wortgewandte Bevollmächtigte</i> - Ein kaiserlicher Bevollmächtigter wurde ins ferne Stirland entsandt, um mit einem groben und ungebildeten örtlichen Baron kaiserliche Geschäfte zu führen. Ein Großteil des Humors entsteht aus schnellen Dialogen und witzigen Spitznamen."
},
"25-29": {
"description": "<b>Rattenkämpfe im @UUID[JournalEntry.EmhvOkkzAir6pzCB.JournalEntryPage.R2oAJdWuCyH65oYJ]{Grandmarkt}</b>: Wetten auf Kämpfe zwischen Riesenratten sind in Altdorf ein überraschend respektabler Zeitvertreib. Erfolgreiche Kaufleute sponsern ihre eigenen Kampfgruben, und berühmte Ratten wie Killer Klaus ziehen eine ansehnliche Gefolgschaft an."
},
"30-33": {
"description": "<b>Tanzbär im @UUID[JournalEntry.EmhvOkkzAir6pzCB.JournalEntryPage.i0sJdZxtstUELNuY]{Fischmarkt}</b>: Ein kislevitischer Bärenführer hat seinen Starkünstler mitgebracht, der vor der Menge herumtapst. Der Bär trägt die Farben Ostlands und wirkt elend. Ein kleiner Junge schlägt eine Trommel, ein kleines Mädchen spielt eine Pfeife, und ein Halbling stiehlt der Menge die Taschen."
},
"34-38": {
"description": "<b>@UUID[Compendium.wfrp4e-middenheim.journals.nzsWxG9db2fdGjZM.JournalEntryPage.ZjpHnYBdxk7gxJ7R]{Middenball} für die Gilde spielen</b>: Mannschaften der Gilden haben eine kleine, aber wachsende Middenball-Liga gegründet. Die Messerschmiedegilde und die Waffenschmiedegilde sind derzeit die besten Mannschaften."
},
"39-45": {
"description": "<b>Glücksspiel in der Taverne Zur Schwarzen Katze (Tempel des Ranald) in Wolftor</b>: Ein leises Passwort ins Ohr der Türsteher, und man ist drin. Die heutigen Kartenspiele sind @UUID[Compendium.wfrp4e-rnhd.journals.OnhGK8IE9SCGAlRT.JournalEntryPage.vSnJs2wpgPfHzSaZ]{Scharlachrote Kaiserin} und Sau-Jigger — ein kleinerer Adliger verliert bei Letzterem gewaltig und will nicht aufgeben. In der Ecke läuft eine sehr ernste Partie Domino."
},
"46-49": {
"description": "<b>Anatomische Vorführung im @UUID[JournalEntry.cDOlXEpTvnuaOJ0P.JournalEntryPage.HxMG6yLQjASPMAJ7]{Krankenfeld}</b>: Doktor Wilden seziert heute einen Nordmann — wer weiß, welche Geheimnisse er darin findet?"
},
"50-53": {
"description": "<b>Die Fatzken am @UUID[JournalEntry.cDOlXEpTvnuaOJ0P]{Südufer} beobachten</b>: Reiche junge Adlige spazieren gerne in ihrer modischen Kleidung die vornehmen Straßen auf und ab. Für die Mittelschicht ist dies eine beliebte Zuschauerbelustigung, die sich ein unterdrücktes Lachen über ihre Besseren gönnt."
},
"54-59": {
"description": "<b>Erbitterte Debatte über einem Heißgetränkeladen, @UUID[JournalEntry.cDOlXEpTvnuaOJ0P.JournalEntryPage.In978rogTiaSWMQW]{Markt an der Wand}</b>: In einem Raum über einem kleinen Laden debattiert eine Gruppe leidenschaftlicher Kaufleute über die Angelegenheiten des Tages. Das Gespräch dreht sich um die Lage in Übersreik und die Auswirkungen auf den Handel. Die Gruppe vertritt gegensätzliche Ansichten."
},
"60-64": {
"description": "<b>Aufwiegler auf dem @UUID[JournalEntry.EmhvOkkzAir6pzCB.JournalEntryPage.c4jnHFGihvRaqHA1]{Königsplatz}</b>: Ein Kloszowski-Anhänger verkündet radikale Dichtung vor einer amüsierten Menge und versucht, sie zur Revolution aufzustacheln. Er ist nicht sehr überzeugend, aber sehr gutaussehend."
},
"65-68": {
"description": "<b>Die Kaiserlichen Ingenieure auf den @UUID[JournalEntry.M2FsYF7rleu1ngDD.JournalEntryPage.fNyj5CDYhOASbYZe]{Artilleriefeldern} beobachten</b>: Die Ingenieure testen Geschütze und die Dampfpanzer. Eine Gruppe jugendlicher „Kanonenbeobachter“ steht mit Pergament da und notiert, welche Geschütze heute vorgeführt werden."
},
"69-73": {
"description": "<b>Einen Militärdrill im @UUID[JournalEntry.cDOlXEpTvnuaOJ0P.JournalEntryPage.Sk2zs5EOYGYzywSq]{Hammerpfad} beobachten</b>: Die 8. Altdorfer Hellebardiere trainieren mit dem Weißbrück-Armbrustregiment „Die Sicheren Schützen“. Zuschauer beobachten aus sicherer Entfernung."
},
"74-77": {
"description": "<b>Besuch eines Badehauses im @UUID[JournalEntry.EmhvOkkzAir6pzCB.JournalEntryPage.LqyTrO7VNeMDukKY]{Hexxerbezirk}</b>: In Dampf und Heißbädern eines kislevitischen Badehauses schließen Kaufleute Geschäfte ab und waschen den Gestank der Stadtstraßen von sich ab."
},
"78-82": {
"description": "<b>Hinrichtung durch Verbrennen auf dem @UUID[JournalEntry.M2FsYF7rleu1ngDD.JournalEntryPage.ipXxAmjlS5lkIJTy]{Knisterhügel}</b>: Der Orden Sigmars stellt heute eine Hexe an den Pranger des Feuers. Der Hexenjäger verliest eine sehr lange Liste an Anklagepunkten, bevor er den Scheiterhaufen entzündet. (Die Hexe ist unschuldig und wurde von Kultisten hereingelegt, die aus der johlenden Menge zusehen.)"
},
"83-91": {
"description": "<b>Höhenflüge</b>: Würfle auf der @Table[entertainment-gold]{Gold-Tabelle}."
},
"92-100": {
"description": "<b>Abgestiegen</b>: Würfle auf der @Table[entertainment-brass]{Messing-Tabelle}."
}
},
"description": "Charaktere der Silber-Schicht sind die Berufstätigen, deren kulturelles Leben sich um ihre Gilde oder kulturell anspruchsvollere Unternehmungen dreht."
},
"Fog Table - Autumn": {
"name": "Nebeltabelle - Herbst",
"results": {
"1-35": {
"description": "Neblig"
},
"36-100": {
"description": "Klar"
}
},
"description": "Die Nebel Altdorfs können so dicht und überwältigend sein, dass sie erhebliche Auswirkungen auf Charaktere im Spiel haben können. Um zu bestimmen, ob zum Zeitpunkt des Spiels Nebel herrscht, würfle auf der folgenden Tabelle und ziehe 10 ab, wenn es vor Mittag ist."
},
"Daily Entertainment - Brass": {
"name": "Tägliche Unterhaltung - Messing",
"results": {
"1-10": {
"description": "<b>Tarnhusses Spielhaus (Hof der Taverne Zum Blinden Hahn, in der @UUID[JournalEntry.cDOlXEpTvnuaOJ0P.JournalEntryPage.UeiaAdwsLjJvtf2n]{Ogasse})</b>: <i>Eine Mauleselin heiraten</i> - Eine derbe Posse, aufgeführt von reisenden Spielern, mit viel Verkleidung und anzüglichen Andeutungen. Ein wohlhabender Bauer erklärt, sein Sohn müsse innerhalb eines Jahres heiraten oder verliere sein Erbe. Im Finale greift der Sohn dazu, seinen Maulesel zu heiraten. Die Schauspieler sehen sich einer lärmenden, spöttischen Menge gegenüber, geben aber genauso viel zurück, wie sie bekommen."
},
"11-20": {
"description": "<b>Mummenschanz-Aufführung auf provisorischer Bühne im @UUID[JournalEntry.EmhvOkkzAir6pzCB.JournalEntryPage.i0sJdZxtstUELNuY]{Fischmarkt}</b>: <i>Die Geschichte von Magnus</i> - Amateure führen ein wenig raffiniertes Stück über Magnus den Frommen auf. Es ist unverblümt und religiös inbrünstig, mit reichlich sigmaritischen Versen. Der Menge gefällt am meisten ein Kampf zwischen Magnus und einem „Bestienmenschen“, dem man offensichtlich ansieht, dass er durch seine Maske nichts sehen kann."
},
"21-25": {
"description": "<b>Die Volksoper Altdorf</b>: <i>Der Prächtige Sven</i> - Ein großer Abend für die Ärmsten Altdorfs, aber jeden Schilling wert. Dieses Musical ist eine fantastisch unterhaltsame Geschichte aus exotischen Gefilden mit einem Ensemble beliebter Darsteller. Das Finale, in dem Svens Mannschaft endlich zusammenfindet, ist mitreißend."
},
"26-30": {
"description": "<b>Grubenkämpfe auf der @UUID[JournalEntry.85UN6bKPTfGEBtBb.JournalEntryPage.Yj7HPgoSG57Ji6CO]{Insel der Aale} beobachten</b>: Es ist ein großer Tag in den Gruben. Gorm der Naglfarling tritt gegen Big Wim den Berg an. Danach gibt es eine wilde Rauferei mit zwei örtlichen Jungen und einem halben Dutzend Goblins."
},
"31-35": {
"description": "<b>Aalkämpfe in @UUID[JournalEntry.85UN6bKPTfGEBtBb.JournalEntryPage.0WCmjjMurLxKqavV]{Schlecht Laden}</b>: Aalkämpfe in der Taverne @UUID[JournalEntry.85UN6bKPTfGEBtBb.JournalEntryPage.hz3jSj4IQwkCqhKw]{Zum Schwarzen Hecht} sind immer unterhaltsam. Gerücht besagt, Ranald lächle heute Nacht auf die Wettenden herab."
},
"36-40": {
"description": "<b>Hundekämpfe bei @UUID[JournalEntry.85UN6bKPTfGEBtBb.JournalEntryPage.7f3Mruf0jqXzXK0a]{Boscos Knochen} in der @UUID[JournalEntry.85UN6bKPTfGEBtBb.JournalEntryPage.zH91GyRZYb536WSK]{Reikerbahn}</b>: Bosco hat einen Wurf Höllenhund-Welpen von einem ostländischen Händler an den Alten Docks erworben."
},
"41-45": {
"description": "<b>Taubenrennen von einem Mietshaus im @UUID[JournalEntry.85UN6bKPTfGEBtBb.JournalEntryPage.CAWSFJw7qEBQLixe]{Fleischmarkt}</b>: Selbst der ärmste Bürger kann sich eine schmutzige Altdorfer Taube besorgen und sie trainieren, nach Hause zurückzukehren. Taubenrennen machen mehr Spaß, wenn die Tauben über den @UUID[JournalEntry.85UN6bKPTfGEBtBb.JournalEntryPage.zctsGcxDxgeqQx80]{Dampfplatz} fliegen — dort besteht eine gute Chance, abgeschossen zu werden."
},
"46-55": {
"description": "<b>Würfeln auf der Straße im @UUID[JournalEntry.EmhvOkkzAir6pzCB.JournalEntryPage.R2oAJdWuCyH65oYJ]{Grandmarkt}</b>: Ein spontanes Würfelspiel hat sich bei einer Statue Dieters IV. entwickelt. Nur die Hälfte der Spieler betrügt."
},
"56-60": {
"description": "<b>Geschichtenerzählen auf dem @UUID[JournalEntry.EmhvOkkzAir6pzCB.JournalEntryPage.c4jnHFGihvRaqHA1]{Königsplatz}</b>: Ein exzentrischer alter Mann sitzt auf einem Fass und singt Geschichten von einem reinen, hellen Imperium, in dem Adlige ehrenhaft sind und die Verderbenden Mächte auf dem Rückzug."
},
"61-65": {
"description": "<b>Aufwiegler in einem Hinterzimmer auf der @UUID[JournalEntry.85UN6bKPTfGEBtBb.JournalEntryPage.Yj7HPgoSG57Ji6CO]{Insel der Aale}</b>: Eine wütende Yefimowitin versucht, zur Revolution aufzuhetzen, und zählt zahlreiche Übergriffe der herrschenden Klassen auf. Niemand pöbelt dazwischen, wegen der Fischhändler, die sie umgeben."
},
"66-75": {
"description": "<b>Angeln vom @UUID[JournalEntry.85UN6bKPTfGEBtBb.JournalEntryPage.FUS9iEUYVaAwNwfn]{Südwand}-Ufer</b>: Die Fische beißen heute gut. Für Arme ist dies eine günstige Art, sich zu entspannen und eine Mahlzeit zu bekommen."
},
"76-85": {
"description": "<b>Straßenmusik in der @UUID[JournalEntry.85UN6bKPTfGEBtBb.JournalEntryPage.zH91GyRZYb536WSK]{Reikerbahn}</b>: Eine bunt zusammengewürfelte Musikantenbande spielt derbe Volkslieder auf Pfeifen, Trommeln und Saiteninstrumenten. Manche tanzen fröhlich."
},
"86-90": {
"description": "<b>Enthauptung auf dem @UUID[JournalEntry.cDOlXEpTvnuaOJ0P.JournalEntryPage.fGmKnCMbDFwBAQPa]{Galgenhügel}</b>: Heute eine große Menschenmenge. Matilda Ehlers, die „Wolftor-Metzgerin“, steht auf dem Block. Nachdem sie all diese unschuldigen Reisenden getötet hat, kann selbst eine wohlhabende Gastwirtin dem Henker nicht entkommen."
},
"91-100": {
"description": "<b>Höhenflüge</b>: Würfle auf der @Table[entertainment-silvel]{Silber-Tabelle}."
}
},
"description": "Wenn man arm ist, nimmt man seine Kultur, wo man sie billig oder umsonst bekommt."
},
"Daily Entertainment - Gold": {
"name": "Tägliche Unterhaltung - Gold",
"results": {
"1-5": {
"description": "<b>Das Altdorfer Theater</b>: <i>Der verlassene Gefangene von Karak Kadrin</i> - Eine wenig gewagte, aber hochglanzpolierte Inszenierung von Tarradaschs berühmter Tragödie. Während Baron Trister im Kerker des Slayerkönigs dahinsiecht, muss er sich mit denen auseinandersetzen, denen er in der Vergangenheit Unrecht getan hat."
},
"6-10": {
"description": "<b>Private Besichtigung in Großgrundbesitz</b>: Ein Besuch in der Villa einer Adligen, um auf persönliche Einladung ihre kostbare Kunstsammlung zu betrachten. Darunter elfische Skulpturen und Werke tilearischer Meister."
},
"11-15": {
"description": "<b>Die Große Oper</b>: <i>Die Rückkehr Rutgars</i> - Eine epische Oper, die die Geschichte von Graf Rutgar von Wissenland erzählt, einer historischen Figur, die Kampf und Abenteuer in den Grenzlanden fand. Der Schauspieler, der den Ork-Häuptling Grotfang spielt, hat eine wunderschöne Tenorstimme."
},
"16-20": {
"description": "<b>Konzert im Von-Hardenburg-Anwesen, @UUID[JournalEntry.cDOlXEpTvnuaOJ0P.JournalEntryPage.boUvnaXQ5oXd3Ek9]{Zoogarten}</b>: Graf Johann von Hardenburg veranstaltet ein Konzert — er liest seine eigene, trostlose Dichtung vor und präsentiert das ungeschickte Cembalospiel seiner Tochter. Es zieht sich sehr lange hin, doch die Etikette verlangt, dass niemand vorzeitig geht."
},
"21-25": {
"description": "<b>@UUID[JournalEntry.EmhvOkkzAir6pzCB.JournalEntryPage.SrW3m5IOVZ9PEIwf]{Das Vargr-Breughel-Gedächtnistheater}</b>: <i>Die Geschichte Sigmars</i> - @UUID[Compendium.wfrp4e-rnhd.actors.HVtHpEXhGGMOmGzy]{Detlef Siercks} frühes Meisterwerk, inszeniert vom Dramatiker selbst. Es ist eine exzellente, über viele Jahre von Sierck verfeinerte Aufführung mit beeindruckender Inszenierung. König Marbad der Endalen wird als komisches Klischee eines Wastelanders dargestellt."
},
"26-30": {
"description": "<b>Falknerei an den @UUID[JournalEntry.rSRadYoaNXkEq8gs.JournalEntryPage.w0RHFZXRoT3JePHe]{Stadtmauern}</b>: Das Abrichten und Halten eines Falken oder Habichts ist teuer, aber eine beliebte Beschäftigung für Bürger von Rang, die jagen wollen, ohne die Stadt zu verlassen. Die südlichen Mauern eignen sich am besten, da sie in Sichtweite des Zwillingsgrab-Viertels liegen, wo sich viele Vögel scharen."
},
"31-35": {
"description": "<b>Eberhetze im @UUID[JournalEntry.EmhvOkkzAir6pzCB.JournalEntryPage.VaH9ojBt0X4jMps1]{Schulergegend}</b>: Ein grausamer Blutsport der Oberschicht, beliebt bei adligen Universitätsstudenten. Der Eber wird mit brennenden Fackeln in Angst versetzt, bevor der junge Kämpfer die Grube betritt und ihn mit einem Speer tötet. Zuschauer und Kämpfer braten und verzehren den Eber anschließend."
},
"36-40": {
"description": "<b>Spielen in einem Privatclub in der @UUID[JournalEntry.cDOlXEpTvnuaOJ0P.JournalEntryPage.hDydHT9TaP8pJA2L]{Fundgrube}</b>: Exklusive Mitgliederclubs verfügen über Spielzimmer, in denen man Würfel, Karten oder Strategiespiele wie Mühlen oder Issus genießen kann, bei denen Spieler mit Figuren gegeneinander antreten, die Magister der Magieakademien darstellen."
},
"41-45": {
"description": "<b>Glücksspiel in den Tinzberg-Sälen</b>: Ein exklusives Spielhaus, benannt nach einer Adelsfamilie, die dafür berühmt ist, beim Würfelspiel Vermögen zu gewinnen und zu verlieren. Zu den angebotenen Spielen gehören die Kartenspiele Fareo und Laggard, die Geschick mit Glück verbinden. Es wechseln große Geldsummen den Besitzer."
},
"46-50": {
"description": "<b>Fechten im @UUID[JournalEntry.cDOlXEpTvnuaOJ0P.JournalEntryPage.Sk2zs5EOYGYzywSq]{Hammerpfad}</b>: Hochrangige Offiziere der Altdorfer und Reikland-Regimenter genießen es, in der Regimentskaserne mit einander und gutbetuchten Gästen zu fechten."
},
"51-55": {
"description": "<b>Besuch der @UUID[JournalEntry.EmhvOkkzAir6pzCB.JournalEntryPage.u8JoSnN43hTwFNBa]{Altdorfer Stadtirrenanstalt} im @UUID[JournalEntry.EmhvOkkzAir6pzCB.JournalEntryPage.i0sJdZxtstUELNuY]{Fischmarkt}</b>: Der Besuch der Irrenanstalt ist bei grausamen Adligen beliebt, die sich am Treiben der hoffnungslos Wahnsinnigen erfreuen. Besonders bösartige Menschen zahlen extra, um die Insassen zu verspotten."
},
"56-60": {
"description": "<b>Debatte an der @UUID[JournalEntry.EmhvOkkzAir6pzCB.JournalEntryPage.OiAVm63T9JEFsVfR]{Universität}</b>: Heute stehen zwei Themen zur Debatte — für das erste („Was ist die Natur des Äthers?“) erscheinen nur wenige, doch das zweite zieht ein ansehnliches Publikum an („Wer würde in einem Kampf zwischen einer Wyvern und einer Krabbe gleicher Größe gewinnen?“)."
},
"61-65": {
"description": "<b>Intellektuelles Gespräch im Burgraf-Anwesen im @UUID[JournalEntry.cDOlXEpTvnuaOJ0P.JournalEntryPage.boUvnaXQ5oXd3Ek9]{Zoogarten}</b>: Sophia Burgraves Salon ist nur auf Einladung zugänglich. Wer das Privileg der Teilnahme genießt, kann an einer fundierten Diskussion über Politik, Kultur, die Altdorfer Gesellschaft und darüber teilnehmen, ob eine Wyvern eine gleich große Krabbe im Kampf besiegen könnte."
},
"66-70": {
"description": "<b>Kavallerie-Drill vor den @UUID[JournalEntry.rSRadYoaNXkEq8gs.JournalEntryPage.w0RHFZXRoT3JePHe]{Stadtmauern}</b>: Die meisten Bürger sehen gerne zu, wie Ritterorden und andere Kavallerie vor den Südmauern trainieren und fechten. Personen von Rang beobachten lieber vom Pferd aus oder von einem Aussichtspunkt in einem der Türme."
},
"71-75": {
"description": "<b>Promenade im @UUID[JournalEntry.cDOlXEpTvnuaOJ0P.JournalEntryPage.8gwKODxI8KUYJl5r]{Karl-Franz-Park}</b>: Tag oder Nacht, ein Spaziergang im Park ist eine hervorragende Möglichkeit, etwas frische Luft zu schnappen und andere Leute zu beobachten. Eine kleine Gruppe kleinerer Adliger zeigt Nuln-inspirierte feine Kleidung."
},
"76-80": {
"description": "<b>Öffentliche Hinrichtung durch Erhängen auf dem @UUID[JournalEntry.cDOlXEpTvnuaOJ0P.JournalEntryPage.fGmKnCMbDFwBAQPa]{Galgenhügel}</b>: Heute eine gute Auswahl — zwei Mörder, ein Taschendieb, der einen Richter bestohlen hat, und ein berüchtigter Aufwiegler. Wohlhabende Bürger genießen eine gute Hinrichtung, doch es schickt sich nicht, in das Jubeln und Necken einzustimmen, das die niederen Schichten bevorzugen."
},
"81-90": {
"description": "<b>Höhenflüge nach unten</b>: Würfle auf der @Table[entertainment-silvel]{Silber-Tabelle}."
},
"91-100": {
"description": "<b>Richtig weit unten</b>: Würfle auf der @Table[entertainment-brass]{Messing-Tabelle}."
}
},
"description": "Charaktere der Gold-Schicht in Altdorf haben tendenziell mehr Freizeit als andere, die sie lieber mit Unternehmungen verbringen, die für die unteren Schichten zu teuer oder exklusiv sind."
},
"Fog Table - Spring": {
"name": "Nebeltabelle - Frühling",
"results": {
"1-35": {
"description": "Neblig"
},
"36-100": {
"description": "Klar"
}
},
"description": "Die Nebel Altdorfs können so dicht und überwältigend sein, dass sie erhebliche Auswirkungen auf Charaktere im Spiel haben können. Um zu bestimmen, ob zum Zeitpunkt des Spiels Nebel herrscht, würfle auf der folgenden Tabelle und ziehe 10 ab, wenn es vor Mittag ist."
},
"Fog Table - Winter": {
"name": "Nebeltabelle - Winter",
"results": {
"1-20": {
"description": "Neblig"
},
"21-100": {
"description": "Klar"
}
},
"description": "Die Nebel Altdorfs können so dicht und überwältigend sein, dass sie erhebliche Auswirkungen auf Charaktere im Spiel haben können. Um zu bestimmen, ob zum Zeitpunkt des Spiels Nebel herrscht, würfle auf der folgenden Tabelle und ziehe 10 ab, wenn es vor Mittag ist."
},
"Fog Table - Summer": {
"name": "Nebeltabelle - Sommer",
"results": {
"1-10": {
"description": "Neblig"
},
"11-100": {
"description": "Klar"
}
},
"description": "Die Nebel Altdorfs können so dicht und überwältigend sein, dass sie erhebliche Auswirkungen auf Charaktere im Spiel haben können. Um zu bestimmen, ob zum Zeitpunkt des Spiels Nebel herrscht, würfle auf der folgenden Tabelle und ziehe 10 ab, wenn es vor Mittag ist."
},
"Fog Extent": {
"name": "Nebelausdehnung",
"results": {
"1-35": {
"description": "<h3>Raue Stadtteile</h3> <ul> <li>@UUID[JournalEntry.85UN6bKPTfGEBtBb.JournalEntryPage.zctsGcxDxgeqQx80]{Dampfplatz}</li> <li>@UUID[JournalEntry.EmhvOkkzAir6pzCB.JournalEntryPage.CmXd0fr5bgHLuksH]{Dockland}</li> <li>@UUID[JournalEntry.cDOlXEpTvnuaOJ0P.JournalEntryPage.kKxpSj8RNKZfdVXw]{Flottenliegeplatz}</li> <li>@UUID[JournalEntry.85UN6bKPTfGEBtBb.JournalEntryPage.Yj7HPgoSG57Ji6CO]{Insel der Aale}</li> <li>@UUID[JournalEntry.cDOlXEpTvnuaOJ0P.JournalEntryPage.UeiaAdwsLjJvtf2n]{Ogasse}</li> <li>@UUID[JournalEntry.85UN6bKPTfGEBtBb.JournalEntryPage.zH91GyRZYb536WSK]{Reikerbahn}</li> <li>@UUID[JournalEntry.85UN6bKPTfGEBtBb.JournalEntryPage.0WCmjjMurLxKqavV]{Schlecht Laden}</li> <li>@UUID[JournalEntry.85UN6bKPTfGEBtBb.JournalEntryPage.FUS9iEUYVaAwNwfn]{Südwand}</li> </ul>"
},
"36-55": {
"description": "<h3>Unheimliche Stadtteile</h3> <ul> <li>@UUID[JournalEntry.85UN6bKPTfGEBtBb.JournalEntryPage.zctsGcxDxgeqQx80]{Dampfplatz}</li> <li>@UUID[JournalEntry.cDOlXEpTvnuaOJ0P.JournalEntryPage.fHres2ABl60BBnJn]{Friedhofkreuzung}</li> <li>@UUID[JournalEntry.EmhvOkkzAir6pzCB.JournalEntryPage.AfzQ6AePwQ8bFljF]{Großvaters Zuhause}</li> <li>@UUID[JournalEntry.EmhvOkkzAir6pzCB.JournalEntryPage.LqyTrO7VNeMDukKY]{Hexxerbezirk}</li> <li>@UUID[JournalEntry.cDOlXEpTvnuaOJ0P.JournalEntryPage.UeiaAdwsLjJvtf2n]{Ogasse}</li> <li>@UUID[JournalEntry.EmhvOkkzAir6pzCB.JournalEntryPage.PEUx0QjywedTcBiJ]{Toteninsel}</li> <li>@UUID[JournalEntry.cDOlXEpTvnuaOJ0P.JournalEntryPage.vAaOO6oeV2wrtLsL]{Zwillingsgrab}</li> </ul>"
},
"56-75": {
"description": "<h3>Rund um den Zusammenfluss</h3><ul><li>@UUID[JournalEntry.EmhvOkkzAir6pzCB.JournalEntryPage.CmXd0fr5bgHLuksH]{Dockland}</li><li>@UUID[JournalEntry.cDOlXEpTvnuaOJ0P.JournalEntryPage.kKxpSj8RNKZfdVXw]{Flottenliegeplatz}</li><li>@UUID[JournalEntry.EmhvOkkzAir6pzCB.JournalEntryPage.AfzQ6AePwQ8bFljF]{Großvaters Zuhause}</li><li>@UUID[JournalEntry.85UN6bKPTfGEBtBb.JournalEntryPage.Yj7HPgoSG57Ji6CO]{Insel der Aale}</li><li>@UUID[JournalEntry.85UN6bKPTfGEBtBb.JournalEntryPage.zH91GyRZYb536WSK]{Reikerbahn}</li><li>@UUID[JournalEntry.EmhvOkkzAir6pzCB.JournalEntryPage.VaH9ojBt0X4jMps1]{Schulergegend}</li><li>@UUID[JournalEntry.cDOlXEpTvnuaOJ0P.JournalEntryPage.yzdsV4Rsd0zcvDT2]{Südküste}</li><li>@UUID[JournalEntry.EmhvOkkzAir6pzCB.JournalEntryPage.PEUx0QjywedTcBiJ]{Toteninsel}</li></ul>"
},
"76-95": {
"description": "<h3>Entlang der Ufer</h3><ul><li>@UUID[JournalEntry.85UN6bKPTfGEBtBb.JournalEntryPage.zctsGcxDxgeqQx80]{Dampfplatz}</li><li>@UUID[JournalEntry.EmhvOkkzAir6pzCB.JournalEntryPage.CmXd0fr5bgHLuksH]{Dockland}</li><li>@UUID[JournalEntry.cDOlXEpTvnuaOJ0P.JournalEntryPage.kKxpSj8RNKZfdVXw]{Flottenliegeplatz}</li><li>@UUID[JournalEntry.cDOlXEpTvnuaOJ0P.JournalEntryPage.fHres2ABl60BBnJn]{Friedhofkreuzung}</li><li>@UUID[JournalEntry.EmhvOkkzAir6pzCB.JournalEntryPage.R2oAJdWuCyH65oYJ]{Grandmarkt}</li><li>@UUID[JournalEntry.EmhvOkkzAir6pzCB.JournalEntryPage.AfzQ6AePwQ8bFljF]{Großvaters Zuhause}</li><li>@UUID[JournalEntry.EmhvOkkzAir6pzCB.JournalEntryPage.LqyTrO7VNeMDukKY]{Hexxerbezirk}</li><li>@UUID[JournalEntry.85UN6bKPTfGEBtBb.JournalEntryPage.Yj7HPgoSG57Ji6CO]{Insel der Aale}</li><li>@UUID[JournalEntry.cDOlXEpTvnuaOJ0P.JournalEntryPage.8gwKODxI8KUYJl5r]{Karl-Franz-Park}</li><li>@UUID[JournalEntry.cDOlXEpTvnuaOJ0P.JournalEntryPage.dpP0XoxaUyQHtse1]{Karnevalsplatz}</li><li>@UUID[JournalEntry.cDOlXEpTvnuaOJ0P.JournalEntryPage.UeiaAdwsLjJvtf2n]{Ogasse}</li><li>@UUID[JournalEntry.85UN6bKPTfGEBtBb.JournalEntryPage.zH91GyRZYb536WSK]{Reikerbahn}</li><li>@UUID[JournalEntry.85UN6bKPTfGEBtBb.JournalEntryPage.0WCmjjMurLxKqavV]{Schlecht Laden}</li><li>@UUID[JournalEntry.EmhvOkkzAir6pzCB.JournalEntryPage.VaH9ojBt0X4jMps1]{Schulergegend}</li><li>@UUID[JournalEntry.cDOlXEpTvnuaOJ0P.JournalEntryPage.yzdsV4Rsd0zcvDT2]{Südküste}</li><li>@UUID[JournalEntry.85UN6bKPTfGEBtBb.JournalEntryPage.FUS9iEUYVaAwNwfn]{Südwand}</li><li>@UUID[JournalEntry.EmhvOkkzAir6pzCB.JournalEntryPage.PEUx0QjywedTcBiJ]{Toteninsel}</li></ul>"
},
"96-100": {
"description": "Die gesamte Stadt."
}
},
"description": "Würfle dann auf der folgenden Tabelle, um die Ausdehnung des Nebels zu bestimmen."
}
}
}
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+69
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{
"label": "Szenen (Archives Vol. I)",
"entries": {
"The Mootland": {
"name": "Das Mootland",
"notes": {
"Wailing Woods": "Klagender Wald",
"Birnbaum": "Birnbaum",
"Gipfel": "Gipfel"
}
},
"The Laurelorn": {
"name": "Der Laurelorn",
"drawings": {
"Diever": "Diever",
"Harskamp": "Harskamp",
"Loenen": "Loenen",
"Oostwald": "Oostwald",
"The Old North Road": "Die Alte Nordstraße",
"The Wasteland": "Das Ödland",
"The Hidden Range": "Die Verborgene Bergkette",
"Ruined Bridge": "Zerstörte Brücke",
"Forstfast": "Forstfast",
"Kronven": "Kronven",
"Skogholm": "Skogholm",
"Vorbegwerk": "Vorbegwerk",
"The Hobbled Orc": "Der Lahme Ork",
"The Schadensumpf": "Der Schadensumpf",
"Kammendun": "Kammendun",
"Middenheim": "Middenheim",
"Nordland": "Nordland",
"Broken Wheel Inn": "Gasthaus Zum Zerbrochenen Rad",
"BEECKERHOVEN": "BEECKERHOVEN",
"SALZENMUND": "SALZENMUND",
"GRAFENRICH": "GRAFENRICH",
"OLDENLITZ": "OLDENLITZ",
"The Ruins of Kor Immarmor": "Die Ruinen von Kor Immarmor",
"Beilen": "Beilen",
"Schlaghugel": "Schlaghügel",
"Ueblingen": "Ueblingen",
"Hargendorf": "Hargendorf",
"DIETERSHAFEN": "DIETERSHAFEN",
"NEUES EMSKRANK": "NEUES EMSKRANK",
"Heiligdorf": "Heiligdorf",
"Leifhafen": "Leifhafen",
"Dunkelkiefer": "Dunkelkiefer",
"Wulfhafen": "Wulfhafen",
"Manann's Teeth": "Mananns Zähne",
"Sunken Woods": "Versunkener Wald"
},
"notes": {
"Laurelorn Forest": "Wald von Laurelorn",
"Tor Lithanel": "Tor Lithanel",
"Silver Wood": "Silberwald",
"Wishing Woods": "Wunschwald",
"Rainbow Falls": "Regenbogenfälle",
"Vale of Khaine": "Tal des Khaine",
"Pass of Stone": "Steinpass",
"Tarn of Tears": "Tränensee",
"Drachenhohle": "Drachenhöhle",
"Golden Wood": "Goldener Wald",
"The Silver Hills": "Die Silberhügel",
"Tower of Se-Athil": "Turm von Se-Athil",
"Fountain of Lebin": "Brunnen von Lebin",
"Farinar's Rock": "Farinars Fels"
}
}
}
}
+1 -1
View File
@@ -7417,7 +7417,7 @@
"effects": []
},
"Champion": {
"description": "<p>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.</p>",
"description": "<p>Die Kreatur ist eine außergewöhnlich geschickte Kämpferin. Gewinnt sie eine vergleichende Probe, während sie sich im Nahkampf verteidigt, kann sie Schaden verursachen, als wäre sie die Angreiferin.</p>",
"id": "Champion",
"name": "Champion",
"effects": []
+21
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{
"label": "Szenen (Grundregelwerk)",
"entries": {
"Barony of Böhrn": {
"name": "Baronie Böhrn"
},
"GM Screen": {
"name": "Spielleiterschirm"
},
"Reikland": {
"name": "Reikland",
"notes": {
"Th Schïlder": "Th Schïlder",
"The Mos": "The Mos",
"Barony of Böhrn": "Baronie Böhrn",
"The Tranig": "The Tranig",
"The Ober": "The Ober"
}
}
}
}
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{
"label": "Tables (Death on the Reik)",
"entries": [
{
"id": "Castle Room Contents",
"name": "Burgraum-Inhalt",
"results": {
"1-5": "Rüstung/Waffen (zerbrochen/verrostet)",
"6-10": "Fass Bier, Mehl, Weinbrand, Öl, Salz, usw.",
"11-15": "Bettzeug Teppiche, Laken, Decken, Stroh, usw.",
"16-20": "Kiste Geschirr, Besteck, Töpfe &amp; Pfannen, Werkzeug, usw.",
"21-25": "Besen",
"26-30": "Eimer Wasser, Milch, Sand, Säure, usw.",
"31-35": "Kerzen/Lampen",
"36-40": "Stuhl Sessel, Chaiselongue, Sofa, Hocker, usw.",
"41-45": "Nachttopf",
"46-50": "Kleidertruhe",
"51-55": "Fackelhalter",
"56-60": "Feuerholz/Binsen",
"61-65": "Musikinstrument Trommeln, Pfeifen, usw.",
"66-70": "Gemälde historische Szenen, Burgansichten, Porträts, Landschaften, usw.",
"71-75": "Säcke Mehl, Getreide, usw.",
"76-80": "Regale Bücher, Ziergegenstände, usw.",
"81-85": "Statue",
"86-90": "Tisch Ess-, Schreib-, Nacht-, Spiel-, Werktisch, blutbefleckt, zerbrochen, usw.",
"91-95": "Wandteppich siehe Gemälde",
"96-100": "Kleiderschrank mit Kleidung, Schuhen, Unterwäsche, usw."
}
},
{
"id": "Cavity Worms Effect",
"name": "Zahnwürmer-Effekt",
"results": {
"1-2": "-[[1d10]] Initiative",
"3-4": "-[[1d10]] Intelligenz",
"5-6": "-[[1d10]] Willenskraft",
"7-8": "-[[1d10]] Charisma",
"13-13": "Tod",
"9-9": "Scheu",
"10-10": "Dumm",
"11-12": "Bestialisch"
}
},
{
"id": "Enrage Beast",
"name": "Bestie erzürnen",
"results": {
"1-2": "Das Tier erhält eine Anzahl Zustände @Condition[Broken] gleich der Anzahl der Erfolgsgrade auf dem Wirken-Wurf.",
"3-4": "Das Tier erhält den Zustand @Condition[Unconscious].",
"5-6": "Das Tier verfällt in @Compendium[wfrp4e-core.items.yRhhOlt18COq4e1q]{Raserei} und greift die nächste andere Kreatur an.",
"7-8": "Das Tier lässt einen gewaltigen Schwall Blähungen los. Alle Charaktere im Umkreis von 4 Metern müssen einen erfolgreichen <b>Widerstands</b>-Wurf bestehen, oder sie erleiden einen Malus von 10 % auf alle Würfe, solange sie sich im Bereich aufhalten. Die Wolke löst sich in [[1d5]] Runden auf. Würfle in der folgenden Runde erneut.",
"9-10": "Das arme Tier gerät in solche Panik, dass ihm das Herz in der Brust zerplatzt, und es stirbt."
}
},
{
"id": "Gift of the Beast",
"name": "Gabe der Bestie",
"results": {
"1-1": "<b>Tierische Beine</b><br /><b>Effekt</b>: @Compendium[wfrp4e-core.items.op4GKikIQee7JMXw]{+1 <b>B</b>}",
"2-2": "<b>Schnabelgesicht</b><br /><b>Effekt</b>: @Compendium[wfrp4e-core.items.pLW9SVX0TVTYPiPv]{Biss +3}",
"3-3": "<b>Klauen</b><br /><b>Effekt</b>: @Compendium[wfrp4e-core.items.AtpAudHA4ybXVlWM]{Klaue +3}",
"4-4": "<b>Fell</b><br /><b>Effekt</b>: @Compendium[wfrp4e-core.items.VUJUZVN3VYhOaPjj]{Rüstung 1}",
"5-5": "<b>Hörner</b><br /><b>Effekt</b>: @Compendium[wfrp4e-core.items.BqPZn6q3VHn9HUrW]{Hörner +4}",
"6-6": "<b>Schwanz</b><br /><b>Effekt</b>: @Compendium[wfrp4e-core.items.UnJ25lL8aUzem5JO]{Schwanzhieb +3}",
"7-7": "<b>Schwimmhäute</b><br /><b>Effekt</b>: @Compendium[wfrp4e-core.items.sJ3yX1kvzu2hgNq5]{Amphibisch}",
"8-8": "<b>Flügel</b><br /><b>Effekt</b>: @Compendium[wfrp4e-core.items.EO05HX7jql0g605A]{Fliegen 60}",
"9-10": "<b>Zweimal würfeln</b>@Table[giftofthebeast]"
}
},
{
"id": "Hit Location - Rowing Boat",
"name": "Trefferzone - Ruderboot",
"results": {
"1-30": "Besatzung",
"31-50": "Besatzung",
"51-60": "Riemen",
"61-80": "Rumpf",
"81-90": "Rumpf",
"91-100": "Rumpf"
}
},
{
"id": "Hit Location - Sailing Boat",
"name": "Trefferzone - Segelboot",
"results": {
"1-30": "Besatzung",
"31-50": "Takelage",
"51-60": "Steuerung",
"61-80": "Rumpf",
"81-90": "Aufbauten",
"91-100": "Aufbauten"
}
},
{
"id": "Poisoned Wind",
"name": "Giftwind",
"results": {
"1-4": "-10 auf Initiative für die folgende Stunde",
"5-5": "Das Opfer halluziniert Millionen kleiner Spinnen und kann für [[1d10]] Runden nur stampfen, schreien und sich kratzen.",
"6-6": "Das Opfer glaubt, der nächste Stein sei ein belebtes, feindseliges Stück Warpstein, und muss ihn für [[1d10]] Runden angreifen.",
"7-7": "Das Opfer muss für [[1d10]] Runden fliehen.",
"8-8": "Das Opfer glaubt, ein Vogel zu sein, lässt alle Waffen und Ausrüstung fallen und versucht für [[1d10]] Runden zu fliegen.",
"9-10": "Das Opfer leidet an akuter Paranoia und greift für [[1d10]] Runden den nächsten Charakter an."
}
},
{
"id": "Steam Engine Malfunctions",
"name": "Dampfmaschinen-Fehlfunktionen",
"results": {
"1-40": "<p><strong>Stottern</strong>: Die Maschine ruckelt ein wenig und verliert Dampf. Für die nächsten [[1d10]] Runden treibt das Boot mit 25 % seiner normalen Bewegungsrate stromabwärts.</p>",
"41-60": "<p><strong>Dampfleck</strong>: Ein Dampfstrahl schießt aus dem Kessel. Wer auch immer die Maschine bedient, muss einen Initiative-Wurf ablegen oder erleidet [[{1d10 - 5, 1}kh]] Lebenspunkte Schaden durch Verbrühung (mindestens 1), unabhängig von Rüstung.</p>",
"61-80": "<p><strong>Druckverlust</strong>: Die Maschine hört auf zu arbeiten. Das Boot treibt mit 25 % seiner normalen Bewegungsrate stromabwärts, bis ein erfolgreicher <strong>Herausfordernder (+0) Beruf (Technicus)</strong>-Wurf abgelegt wird, um die Maschine neu zu starten. Nachdem die Maschine neu gestartet wurde, dauert es 5 EG Runden, bis sich der Dampfdruck ausreichend aufgebaut hat, um das Boot anzutreiben.</p>",
"81-90": "<p><strong>Feuer erloschen</strong>: Irgendwie gelangt Wasser in die Feuerbüchse der Maschine, löscht sie und verhindert, dass die Maschine funktioniert. Es dauert [[2d4]] Runden, die durchnässten Kohlen herauszuharken und durch trockenen Brennstoff zu ersetzen; dann wird ein erfolgreicher <strong>Beruf (Technicus)</strong>-Wurf abgelegt, um die Maschine neu zu starten. Nachdem die Maschine neu gestartet wurde, dauert es 5 EG Runden, bis sich der Dampfdruck ausreichend aufgebaut hat, um das Boot anzutreiben.</p>",
"91-95": "<p><strong>Tankriss</strong>: Eine wichtige Platte im Innenwerk der Maschine springt auf und lässt den gesamten Dampf entweichen. Die Maschine kann erst repariert werden, wenn sie abgekühlt ist, was das Herausharken der Kohlen (siehe oben) und eine Wartezeit von [[20 + d10]] Minuten erfordert. Dann muss ein erfolgreicher <strong>Schwieriger (10) Beruf (Technicus)</strong>-Wurf abgelegt werden, um die Maschine zu reparieren, und ein weiterer, <strong>Herausfordernder (+0)</strong> Wurf, um sie neu zu starten. Nachdem die Maschine neu gestartet wurde, dauert es 5 EG Runden, bis sich der Dampfdruck ausreichend aufgebaut hat, um das Boot anzutreiben.</p>",
"96-100": "<p><strong>Explosion</strong>: Der Kessel explodiert, zerstört die Maschine und verursacht Kritische Treffer sowohl auf @Compendium[wfrp4e-dotr.items.zaGFH3FVJGcFTRfM]{Rumpf} als auch auf @Compendium[wfrp4e-dotr.items.6QkWKBguXzpwd9Ac]{Aufbauten}. Jeder in derselben Kammer wie die Maschine erleidet [[/r 12]] Punkte Wucht- und Explosionsschaden.</p>"
}
},
{
"id": "Trade Rumour",
"name": "Handelsgerücht",
"results": {
"1-5": "Das wird vielleicht eine Hochzeit, was? Die vornehmsten Leute im Reikland sollen da sein, dabei hat sich das glückliche Paar angeblich noch nie getroffen! Adlige sind schon seltsam, was?",
"6-10": "Man sagt, ein Adliger hätte schrecklichen Ärger mit einem Rivalen gehabt — tauchte eines Tages mit einer eidesstattlichen Erklärung königlicher Abstammung auf, dazu ein Dutzend Zeugen! Wird wahrscheinlich nichts draus, aber ich hör, manche Truppen üben trotzdem schon...",
"11-15": "Angeblich gab's einen Brand in einem Getreidespeicher. Scheffel um Scheffel zu Asche verbrannt. Wird eine hungrige Jahreszeit dort drüben...",
"16-20": "Habt ihr gehört? Ein neuer Tempel für Sigmar wurde gerade in Auftrag gegeben. Jede Menge kaiserliches Geld dafür, obwohl man sagt, die Einheimischen sind nicht alle begeistert davon...",
"21-25": "Die Blaue Pocke hat letzte Saison ganze Viehherden dahingerafft. Die Hirten kommen erst jetzt wieder auf die Beine.",
"26-30": "Habt ihr gehört? Es soll einen Pastetenessen-Wettbewerb geben, organisiert von irgendeinem Halbling. Klingt nach einem Spaß, besonders für die Bäcker!",
"31-35": "Angeblich ermutigt irgendein Fanatiker die Einheimischen, jedes Stück Metall, das sie haben, der Ingenieursgilde zu spenden. Behauptet, Morrsleib würde bald herabstürzen, und das Imperium bräuchte eine dicke alte Kanone, um ihn zurückzuschießen! Lustig, aber die Leute haben nicht mal mehr eine Pfanne zum Kochen übrig...",
"36-40": "Habt ihr gehört? Ein Zauberer ist flussaufwärts eingezogen! Von einer Akademie aus Altdorf, sagt man. Seltsamer Kauz, aber der hat Gold. Bezahlt die halbe Stadt dafür, einen dicken alten Turm zu bauen. Macht ja auch Sinn, oder? Zauberer brauchen nun mal einen Turm.",
"41-45": "Da treiben sich Banditen rum, heißt es, klauen jedes Tier, das nicht niet- und nagelfest ist. Die Obrigkeit schert sich einen feuchten Kehricht drum. Die Leute wären in heller Aufruhr — wenn sie überhaupt was hätten...",
"46-50": "Wisst ihr, die sagen, die Wälder dort drüben sind verhext... lacht nicht! Kein einziger Förster arbeitet mehr richtig, und nicht mal die Wilddiebe gehen noch in die Wälder, um Rotwild zu jagen.",
"51-55": "Da siedelt sich eine merkwürdige Truppe an. Ungewöhnliche Namen, ungewöhnliche Vorlieben. Tanzen nackt unter Morrsleib, heißt es! Trotzdem, genug Kronen, um Leute zum Wegschauen zu bewegen. Ein guter Hexenjäger würde da schon aufräumen...",
"56-60": "Habt ihr von dem Elf drüben gehört? Aus Ulthuan gekommen, sagt man, sucht nach alten Elfenknochen oder Ruinen, heißt es, und zahlt gutes Geld an jeden mit starkem Rücken zum Graben. Kann aber nicht verstehen, was es da zu finden gäbe. Das ist das Imperium, kein Elfenwald!",
"61-65": "Habt ihr gehört, dass ein Hexenjäger unterwegs ist? Die haben halb die Stadt niedergebrannt beim Versuch, einen Scheiterhaufen für eine Ziege zu errichten, die angeblich die Zukunft vorhersagte, nur stellte sich raus, die Ziege hatte unrecht, also war alles in Ordnung.",
"66-70": "Man sagt, dort drüben braut sich eine Hungersnot zusammen. Schlechte Ernten, und irgendwelche großen Ratten sind in die Vorratsspeicher eingedrungen... Mussten eine Bande Rattenfänger aus drei Städten weiter holen, um sich drum zu kümmern. Müssen große Ratten gewesen sein, was?",
"71-75": "Irgendein „Künstler“ hat sich anscheinend flussaufwärts ein „Refugium“ eingerichtet. Will eine große Ausstellung seiner Kunst veranstalten und hat die halbe Provinz eingeladen! Trotzdem, man sagt, die Kunst hätte eine seltsame Wirkung auf jeden, der sie ansieht, also Glück für mich, dass ich sowieso nur ein Auge hab!",
"76-80": "Eine Bande Zwerge, frisch aus den Bergen, ist flussabwärts eingezogen. Man sagt, sie hätten am ersten Abend eine Rauferei in der Kneipe angefangen und schulden der Wirtin jetzt eine Art Lebensschuld! Jedenfalls bauen sie ihr als Entschuldigung das ganze Gasthaus um — wird bestimmt schön, wenn's fertig ist.",
"81-85": "Da drüben braut sich Ärger zusammen! Ich hab gehört, Bestienmenschen wurden gesichtet, aber die Miliz wurde wegen der schlechten Ernte letztes Jahr aufgelöst! Schlechte Nachrichten, sag ich.",
"86-90": "Habt ihr gehört, dass die Wache dort einen Oger angeheuert hat! Ich weiß. Können das Ding kaum satt kriegen, und ein ehrlicher Verbrecher kann sich kaum noch was verdienen aus Angst, gefressen zu werden...",
"91-95": "Eine Zwergenschmiedin ist dort eingezogen — keine Ahnung, warum ausgerechnet dort. Schmiedet seitdem wie verrückt und verkauft alles, was sie macht, für einen Spottpreis. Manche sagen, diese Töpfe sind verflucht, aber meiner leckt nur ein kleines bisschen!",
"96-100": "Habt ihr gehört? Eine Truppe zweitgeborener Söhne und enterbter Tunichtgute macht sich fertig für einen Trip in die Grenzlande. Packen ihre Karren angeblich bis obenhin voll mit Waren."
}
},
{
"id": "Waterborne Diseases",
"name": "Wasserübertragene Krankheiten",
"results": {
"1-40": "@Compendium[wfrp4e-core.items.txeLd7R13qxSvmsr]{Galoppierender Durchfall}",
"41-60": "@Compendium[wfrp4e-dotr.items.fUYD3itr7AlZwQDI]{Die Kolik}",
"61-70": "<b>@Compendium[wfrp4e-core.items.1hQuVFZt9QnnbWzg]{Leichte Infektion}</b>: Erneut würfeln, wenn der Charakter unverwundet ist",
"71-75": "<b>@Compendium[wfrp4e-core.items.kKccDTGzWzSXCBOb]{Schwärende Wunde}</b>: Erneut würfeln, wenn der Charakter unverwundet ist",
"76-80": "@Compendium[wfrp4e-dotr.items.PIqixe4OQgrVQpFc]{Zahnwürmer}",
"81-90": "@Compendium[wfrp4e-dotr.items.0JMqXbCFSYGvBLnE]{Reikwürmer}",
"91-100": "@Compendium[wfrp4e-core.items.herUmN51D9TiL2Vn]{Blutschiss}"
}
},
{
"id": "Wind Table",
"name": "Windtabelle",
"results": {
"1-3": "<b>Ruhiger Rückenwind</b>: Das Boot treibt mit 25 % seiner normalen Bewegungsrate stromabwärts; <b>Bootsführung</b>-Würfe werden mit einem Malus von -10 abgelegt.",
"4-7": "<b>Ruhiger Seitenwind</b>: Das Boot treibt mit 25 % seiner normalen Bewegungsrate stromabwärts; <b>Bootsführung</b>-Würfe werden mit einem Malus von -10 abgelegt.",
"8-10": "<b>Ruhiger Gegenwind</b>: Das Boot treibt mit 25 % seiner normalen Bewegungsrate stromabwärts; <b>Bootsführung</b>-Würfe werden mit einem Malus von -10 abgelegt.",
"11-13": "<b>Leichter Rückenwind</b>: Bewegungsgeschwindigkeit: +5 %",
"14-17": "<b>Leichter Seitenwind</b>: Keine Modifikatoren",
"18-20": "<b>Leichter Gegenwind</b>: Bewegungsgeschwindigkeit: -5 %",
"21-23": "<b>Auffrischender Rückenwind</b>: Bewegungsgeschwindigkeit: +10 %",
"24-27": "<b>Auffrischender Seitenwind</b>: Bewegungsgeschwindigkeit: +5 %<b>Die gezeigte Bewegungssteigerung kann nur durch Kreuzen erreicht werden, was einen erfolgreichen <b>Bootsführung</b>-Wurf erfordert.</b>",
"28-30": "<b>Auffrischender Gegenwind</b>: Bewegungsgeschwindigkeit: -10 %",
"31-33": "<b>Starker Rückenwind</b>: Bewegungsgeschwindigkeit: +20 %",
"34-37": "<b>Starker Seitenwind</b>: Bewegungsgeschwindigkeit: +10 %<b>Die gezeigte Bewegungssteigerung kann nur durch Kreuzen erreicht werden, was einen erfolgreichen <b>Bootsführung</b>-Wurf erfordert.</b>",
"38-40": "<b>Starker Gegenwind</b>: Bewegungsgeschwindigkeit: -20 %",
"41-43": "<b>Sehr starker Rückenwind</b>: Bewegungsgeschwindigkeit: +25 %",
"44-47": "<b>Sehr starker Seitenwind</b>: Ein erfolgreicher <b>Bootsführung</b>-Wurf muss abgelegt werden, um das Segel einzuholen, bevor das Boot kentert. Bei einem Fehlschlag werden Segel und Takelage wie oben zerrissen, und das Boot beginnt, Wasser aufzunehmen. Ein <b>Bootsführung</b>-Wurf kann jede Runde versucht werden, um das Boot wieder aufzurichten; es gibt einen kumulativen Malus von -5 für jeden fehlgeschlagenen Wurf. Das Boot sinkt in einer Anzahl von Runden gleich seinem Widerstands-Bonus, sofern es nicht rechtzeitig aufgerichtet wird.",
"48-50": "<b>Sehr starker Gegenwind</b>: Bewegungsgeschwindigkeit: -25 %<br />Ein erfolgreicher <b>Bootsführung</b>-Wurf ist erforderlich, um Schäden an Segel und Takelage zu vermeiden. Bei einem Fehlschlag behandle das Ergebnis wie einen Kritischen Treffer auf die Takelage (siehe unten). Das Boot treibt unkontrolliert mit 25 % seiner normalen Bewegungsrate, modifiziert nach Stärke und Richtung des Windes; <b>Bootsführung</b>-Würfe zum Steuern des Boots werden mit -20 abgelegt."
}
}
]
}
+264
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@@ -0,0 +1,264 @@
{
"label": "Szenen (Death on the Reik)",
"folders": {
"Death on the Reik": "Death on the Reik",
"Companion": "Begleiter",
"Castle Wittgenstein": "Burg Wittgenstein"
},
"entries": {
"Unterbaum and Surrounds": {
"name": "Unterbaum und Umgebung"
},
"Typical River Lock & Lock Keeper's House": {
"name": "Typische Flussschleuse & Haus des Schleusenwärters",
"drawings": {
"1": "1",
"2": "2",
"3": "3",
"4": "4",
"5": "5",
"6": "6",
"7": "7",
"8": "8",
"9": "9",
"First Floor": "Erstes Stockwerk",
"Ground Floor": "Erdgeschoss",
"Lock Gate": "Schleusentor",
"River": "Fluss",
"Office": "Büro",
"Living Room": "Wohnzimmer",
"Strong Room": "Tresorraum",
"Kitchen": "Küche",
"Stores": "Vorratskammer",
"Bedroom": "Schlafzimmer",
"Yard": "Hof"
}
},
"The Signal Tower": {
"name": "Der Signalturm",
"drawings": {
"1": "1",
"2": "2",
"3": "3",
"A": "A",
"E": "E",
"G": "G",
"F": "F",
"B": "B",
"C": "C",
"D": "D",
"H": "H",
"Iron Shutter": "Eiserner Laden",
"Ladder Up": "Leiter nach oben",
"Signal Mirror": "Signalspiegel",
"Stone Hearth": "Steinerne Feuerstelle",
"Dwarf Scaffolding": "Zwergisches Gerüst",
"Trapdoor": "Falltür"
},
"notes": {
"The Signal Tower": "Der Signalturm",
"Entrance Hall": "Eingangshalle",
"Alchemist's Laboratory": "Alchemistenlabor",
"Secret Accessway": "Geheimer Zugang",
"Library": "Bibliothek",
"Study": "Arbeitszimmer",
"Inner Corridor": "Innerer Korridor",
"Secret Library": "Geheime Bibliothek"
}
},
"Etelka's Tower": {
"name": "Etelkas Turm",
"drawings": {
"1": "1",
"2": "2",
"3": "3",
"4": "4",
"5": "5",
"6": "6",
"7": "7",
"8": "8",
"9": "9",
"10": "10",
"11": "11",
"12": "12",
"13": "13",
"14": "14",
"15": "15",
"Up To Mirrors": "Hoch zu den Spiegeln",
"Down to Ground Floor": "Runter zum Erdgeschoss"
}
},
"On The Trail of the Red Crown": {
"name": "Auf der Spur der Roten Krone"
},
"The Physician's House": {
"name": "Das Haus des Medicus",
"drawings": {
"B": "B",
"A": "A",
"C": "C",
"D": "D",
"E": "E",
"F": "F",
"H": "H",
"G": "G",
"I": "I",
"J": "J"
},
"notes": {
"The Hallway": "Der Flur",
"Dining Room": "Esszimmer",
"Kitchens": "Küchen",
"Surgery": "Behandlungszimmer",
"Study": "Arbeitszimmer",
"Cellar": "Keller",
"Bedroom": "Schlafzimmer",
"Yard": "Hof",
"Brew House": "Brauhaus"
}
},
"Grissenwald Farmhouse": {
"name": "Bauernhaus von Grissenwald"
},
"Wittgendorf Village": {
"name": "Dorf Wittgendorf",
"notes": {
"Wharf": "Kai",
"Ferry House": "Fährhaus",
"The Physicians' House": "Das Haus des Medicus",
"The Mill": "Die Mühle",
"The Shooting Star Inn": "Gasthaus Zur Sternschnuppe",
"The Shop": "Der Laden",
"The Temple of Sigmar": "Der Tempel Sigmars"
}
},
"Castle Dungeons": {
"name": "Burgverliese",
"drawings": {
"c": "c",
"b": "b",
"a": "a",
"d": "d",
"To The Temple": "Zum Tempel",
"To The Great Hall": "Zur Großen Halle"
}
},
"Elvyra's House": {
"name": "Elvyras Haus",
"drawings": {
"A": "A",
"B": "B",
"C": "C",
"D": "D",
"E": "E",
"Parlour": "Salon",
"Kitchen/Storeroom": "Küche/Vorratsraum",
"Cellar": "Keller",
"Bedrooms": "Schlafzimmer"
}
},
"Temple of Sigmar": {
"name": "Tempel Sigmars",
"drawings": {
"B": "B",
"A": "A",
"F": "F",
"G": "G",
"E": "E",
"C": "C",
"D": "D",
"H": "H",
"I": "I",
"Altar": "Altar",
"Mechanism for lowering & raising the altar": "Mechanismus zum Senken und Heben des Altars",
"Tunnel Network": "Tunnelnetzwerk",
"Sealed Niche": "Versiegelte Nische",
"Books containing the clues": "Bücher mit den Hinweisen"
},
"notes": {
"Temple": "Tempel",
"Priest's Room": "Zimmer des Priesters",
"Room of Records": "Archivraum",
"Kitchen": "Küche",
"Stores": "Vorratskammer",
"Receiving Room": "Empfangszimmer",
"Graveyard and Mausoleum": "Friedhof und Mausoleum",
"Crypts": "Krypten",
"Foyer": "Foyer"
}
},
"Emperor Luitpold": {
"name": "Imperator Luitpold"
},
"The Red Barn": {
"name": "Die Rote Scheune"
},
"Grissenwald Surrounds": {
"name": "Umgebung von Grissenwald"
},
"Under The Castle": {
"name": "Unter der Burg",
"drawings": {
"Half a mile": "Eine halbe Meile",
"Undergound tunnel From the Dark Woods": "Unterirdischer Tunnel aus dem Dunklen Wald",
"The River Reik": "Der Fluss Reik"
}
},
"The Old Mine": {
"name": "Die Alte Mine",
"drawings": {
"Spoil Heaps": "Abraumhalden",
"Buggy": "Lore",
"Tracks": "Gleise",
"Rock Fall": "Felssturz",
"C": "C",
"A": "A",
"B": "B"
}
},
"Grissenwald": {
"name": "Grissenwald"
},
"Castle Wittgenstein": {
"name": "Burg Wittgenstein",
"drawings": {
"a": "a",
"c": "c",
"d": "d",
"b": "b",
"f": "f",
"e": "e",
"g": "g",
"S": "S"
},
"notes": {
"5a. Ruins": "5a. Ruinen",
"5b. Ruins": "5b. Ruinen",
"5c. Ruins": "5c. Ruinen"
}
},
"The Devil's Bowl": {
"name": "Die Teufelsschale",
"drawings": {
"1": "1",
"2": "2",
"3": "3",
"4": "4",
"5": "5",
"6": "6",
"7": "7",
"8": "8",
"Cave": "Höhle",
"A": "A",
"Lake": "See",
"Crater Rim": "Kraterrand",
"Waterfall": "Wasserfall",
"B": "B",
"Ancient Skeletons": "Uralte Skelette",
"Rockfall": "Felssturz",
"Grave": "Grab",
"Stream": "Bach"
}
}
}
}
+384
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@@ -0,0 +1,384 @@
{
"label": "Tables (Death on the Reik)",
"entries": {
"Waterborne Diseases": {
"name": "Wasserübertragene Krankheiten",
"results": {
"1-40": {
"description": "@UUID[Compendium.wfrp4e-core.items.txeLd7R13qxSvmsr]{Galoppierender Durchfall}"
},
"41-60": {
"description": "@UUID[Compendium.wfrp4e-dotr.items.fUYD3itr7AlZwQDI]{Die Kolik}"
},
"61-70": {
"description": "<b>@UUID[Compendium.wfrp4e-core.items.1hQuVFZt9QnnbWzg]{Leichte Infektion}</b>: Erneut würfeln, wenn der Charakter unverwundet ist"
},
"71-75": {
"description": "<b>@UUID[Compendium.wfrp4e-core.items.kKccDTGzWzSXCBOb]{Schwärende Wunde}</b>: Erneut würfeln, wenn der Charakter unverwundet ist"
},
"76-80": {
"description": "@UUID[Compendium.wfrp4e-dotr.items.PIqixe4OQgrVQpFc]{Zahnwürmer}"
},
"81-90": {
"description": "@UUID[Compendium.wfrp4e-dotr.items.0JMqXbCFSYGvBLnE]{Reikwürmer}"
},
"91-100": {
"description": "@UUID[Compendium.wfrp4e-core.items.herUmN51D9TiL2Vn]{Blutschiss}"
}
}
},
"Hit Location - Rowing Boat": {
"name": "Trefferzone - Ruderboot",
"results": {
"1-30": {
"description": "Besatzung"
},
"31-50": {
"description": "Besatzung"
},
"51-60": {
"description": "Riemen"
},
"61-80": {
"description": "Rumpf"
},
"81-90": {
"description": "Rumpf"
},
"91-100": {
"description": "Rumpf"
}
}
},
"Poisoned Wind": {
"name": "Giftwind",
"results": {
"1-4": {
"description": "-10 auf Initiative für die folgende Stunde"
},
"5-5": {
"description": "Das Opfer halluziniert Millionen kleiner Spinnen und kann für [[1d10]] Runden nur stampfen, schreien und sich kratzen."
},
"6-6": {
"description": "Das Opfer glaubt, der nächste Stein sei ein belebtes, feindseliges Stück Warpstein, und muss ihn für [[1d10]] Runden angreifen."
},
"7-7": {
"description": "Das Opfer muss für [[1d10]] Runden fliehen."
},
"8-8": {
"description": "Das Opfer glaubt, ein Vogel zu sein, lässt alle Waffen und Ausrüstung fallen und versucht für [[1d10]] Runden zu fliegen."
},
"9-10": {
"description": "Das Opfer leidet an akuter Paranoia und greift für [[1d10]] Runden den nächsten Charakter an."
}
}
},
"Trade Rumour": {
"name": "Handelsgerücht",
"results": {
"1-5": {
"description": "Das wird vielleicht eine Hochzeit, was? Die vornehmsten Leute im Reikland sollen da sein, dabei hat sich das glückliche Paar angeblich noch nie getroffen! Adlige sind schon seltsam, was?"
},
"6-10": {
"description": "Man sagt, ein Adliger hätte schrecklichen Ärger mit einem Rivalen gehabt — tauchte eines Tages mit einer eidesstattlichen Erklärung königlicher Abstammung auf, dazu ein Dutzend Zeugen! Wird wahrscheinlich nichts draus, aber ich hör, manche Truppen üben trotzdem schon..."
},
"11-15": {
"description": "Angeblich gab's einen Brand in einem Getreidespeicher. Scheffel um Scheffel zu Asche verbrannt. Wird eine hungrige Jahreszeit dort drüben..."
},
"16-20": {
"description": "Habt ihr gehört? Ein neuer Tempel für Sigmar wurde gerade in Auftrag gegeben. Jede Menge kaiserliches Geld dafür, obwohl man sagt, die Einheimischen sind nicht alle begeistert davon..."
},
"21-25": {
"description": "Die Blaue Pocke hat letzte Saison ganze Viehherden dahingerafft. Die Hirten kommen erst jetzt wieder auf die Beine."
},
"26-30": {
"description": "Habt ihr gehört? Es soll einen Pastetenessen-Wettbewerb geben, organisiert von irgendeinem Halbling. Klingt nach einem Spaß, besonders für die Bäcker!"
},
"31-35": {
"description": "Angeblich ermutigt irgendein Fanatiker die Einheimischen, jedes Stück Metall, das sie haben, der Ingenieursgilde zu spenden. Behauptet, Morrsleib würde bald herabstürzen, und das Imperium bräuchte eine dicke alte Kanone, um ihn zurückzuschießen! Lustig, aber die Leute haben nicht mal mehr eine Pfanne zum Kochen übrig..."
},
"36-40": {
"description": "Habt ihr gehört? Ein Zauberer ist flussaufwärts eingezogen! Von einer Akademie aus Altdorf, sagt man. Seltsamer Kauz, aber der hat Gold. Bezahlt die halbe Stadt dafür, einen dicken alten Turm zu bauen. Macht ja auch Sinn, oder? Zauberer brauchen nun mal einen Turm."
},
"41-45": {
"description": "Da treiben sich Banditen rum, heißt es, klauen jedes Tier, das nicht niet- und nagelfest ist. Die Obrigkeit schert sich einen feuchten Kehricht drum. Die Leute wären in heller Aufruhr — wenn sie überhaupt was hätten..."
},
"46-50": {
"description": "Wisst ihr, die sagen, die Wälder dort drüben sind verhext... lacht nicht! Kein einziger Förster arbeitet mehr richtig, und nicht mal die Wilddiebe gehen noch in die Wälder, um Rotwild zu jagen."
},
"51-55": {
"description": "Da siedelt sich eine merkwürdige Truppe an. Ungewöhnliche Namen, ungewöhnliche Vorlieben. Tanzen nackt unter Morrsleib, heißt es! Trotzdem, genug Kronen, um Leute zum Wegschauen zu bewegen. Ein guter Hexenjäger würde da schon aufräumen..."
},
"56-60": {
"description": "Habt ihr von dem Elf drüben gehört? Aus Ulthuan gekommen, sagt man, sucht nach alten Elfenknochen oder Ruinen, heißt es, und zahlt gutes Geld an jeden mit starkem Rücken zum Graben. Kann aber nicht verstehen, was es da zu finden gäbe. Das ist das Imperium, kein Elfenwald!"
},
"61-65": {
"description": "Habt ihr gehört, dass ein Hexenjäger unterwegs ist? Die haben halb die Stadt niedergebrannt beim Versuch, einen Scheiterhaufen für eine Ziege zu errichten, die angeblich die Zukunft vorhersagte, nur stellte sich raus, die Ziege hatte unrecht, also war alles in Ordnung."
},
"66-70": {
"description": "Man sagt, dort drüben braut sich eine Hungersnot zusammen. Schlechte Ernten, und irgendwelche großen Ratten sind in die Vorratsspeicher eingedrungen... Mussten eine Bande Rattenfänger aus drei Städten weiter holen, um sich drum zu kümmern. Müssen große Ratten gewesen sein, was?"
},
"71-75": {
"description": "Irgendein „Künstler“ hat sich anscheinend flussaufwärts ein „Refugium“ eingerichtet. Will eine große Ausstellung seiner Kunst veranstalten und hat die halbe Provinz eingeladen! Trotzdem, man sagt, die Kunst hätte eine seltsame Wirkung auf jeden, der sie ansieht, also Glück für mich, dass ich sowieso nur ein Auge hab!"
},
"76-80": {
"description": "Eine Bande Zwerge, frisch aus den Bergen, ist flussabwärts eingezogen. Man sagt, sie hätten am ersten Abend eine Rauferei in der Kneipe angefangen und schulden der Wirtin jetzt eine Art Lebensschuld! Jedenfalls bauen sie ihr als Entschuldigung das ganze Gasthaus um — wird bestimmt schön, wenn's fertig ist."
},
"81-85": {
"description": "Da drüben braut sich Ärger zusammen! Ich hab gehört, Bestienmenschen wurden gesichtet, aber die Miliz wurde wegen der schlechten Ernte letztes Jahr aufgelöst! Schlechte Nachrichten, sag ich."
},
"86-90": {
"description": "Habt ihr gehört, dass die Wache dort einen Oger angeheuert hat! Ich weiß. Können das Ding kaum satt kriegen, und ein ehrlicher Verbrecher kann sich kaum noch was verdienen aus Angst, gefressen zu werden..."
},
"91-95": {
"description": "Eine Zwergenschmiedin ist dort eingezogen — keine Ahnung, warum ausgerechnet dort. Schmiedet seitdem wie verrückt und verkauft alles, was sie macht, für einen Spottpreis. Manche sagen, diese Töpfe sind verflucht, aber meiner leckt nur ein kleines bisschen!"
},
"96-100": {
"description": "Habt ihr gehört? Eine Truppe zweitgeborener Söhne und enterbter Tunichtgute macht sich fertig für einen Trip in die Grenzlande. Packen ihre Karren angeblich bis obenhin voll mit Waren."
}
}
},
"Castle Room Contents": {
"name": "Burgraum-Inhalt",
"results": {
"1-5": {
"description": "Rüstung/Waffen (zerbrochen/verrostet)"
},
"6-10": {
"description": "Fass Bier, Mehl, Weinbrand, Öl, Salz, usw."
},
"11-15": {
"description": "Bettzeug Teppiche, Laken, Decken, Stroh, usw."
},
"16-20": {
"description": "Kiste Geschirr, Besteck, Töpfe &amp; Pfannen, Werkzeug, usw."
},
"21-25": {
"description": "Besen"
},
"26-30": {
"description": "Eimer Wasser, Milch, Sand, Säure, usw."
},
"31-35": {
"description": "Kerzen/Lampen"
},
"36-40": {
"description": "Stuhl Sessel, Chaiselongue, Sofa, Hocker, usw."
},
"41-45": {
"description": "Nachttopf"
},
"46-50": {
"description": "Kleidertruhe"
},
"51-55": {
"description": "Fackelhalter"
},
"56-60": {
"description": "Feuerholz/Binsen"
},
"61-65": {
"description": "Musikinstrument Trommeln, Pfeifen, usw."
},
"66-70": {
"description": "Gemälde historische Szenen, Burgansichten, Porträts, Landschaften, usw."
},
"71-75": {
"description": "Säcke Mehl, Getreide, usw."
},
"76-80": {
"description": "Regale Bücher, Ziergegenstände, usw."
},
"81-85": {
"description": "Statue"
},
"86-90": {
"description": "Tisch Ess-, Schreib-, Nacht-, Spiel-, Werktisch, blutbefleckt, zerbrochen, usw."
},
"91-95": {
"description": "Wandteppich siehe Gemälde"
},
"96-100": {
"description": "Kleiderschrank mit Kleidung, Schuhen, Unterwäsche, usw."
}
}
},
"Gift of the Beast": {
"name": "Gabe der Bestie",
"results": {
"1-1": {
"description": "<b>Tierische Beine</b><br /><b>Effekt</b>: @UUID[Compendium.wfrp4e-core.items.op4GKikIQee7JMXw]{+1 <b>B</b>}"
},
"2-2": {
"description": "<b>Schnabelgesicht</b><br /><b>Effekt</b>: @UUID[Compendium.wfrp4e-core.items.pLW9SVX0TVTYPiPv]{Biss +3}"
},
"3-3": {
"description": "<b>Klauen</b><br /><b>Effekt</b>: @UUID[Compendium.wfrp4e-core.items.AtpAudHA4ybXVlWM]{Klaue +3}"
},
"4-4": {
"description": "<b>Fell</b><br /><b>Effekt</b>: @UUID[Compendium.wfrp4e-core.items.VUJUZVN3VYhOaPjj]{Rüstung 1}"
},
"5-5": {
"description": "<b>Hörner</b><br /><b>Effekt</b>: @UUID[Compendium.wfrp4e-core.items.BqPZn6q3VHn9HUrW]{Hörner +4}"
},
"6-6": {
"description": "<b>Schwanz</b><br /><b>Effekt</b>: @UUID[Compendium.wfrp4e-core.items.UnJ25lL8aUzem5JO]{Schwanzhieb +3}"
},
"7-7": {
"description": "<b>Schwimmhäute</b><br /><b>Effekt</b>: @UUID[Compendium.wfrp4e-core.items.sJ3yX1kvzu2hgNq5]{Amphibisch}"
},
"8-8": {
"description": "<b>Flügel</b><br /><b>Effekt</b>: @UUID[Compendium.wfrp4e-core.items.EO05HX7jql0g605A]{Fliegen 60}"
},
"9-10": {
"description": "<b>Zweimal würfeln</b>@Table[giftofthebeast]"
}
}
},
"Wind Table": {
"name": "Windtabelle",
"results": {
"1-3": {
"description": "<b>Ruhiger Rückenwind</b>: Das Boot treibt mit 25 % seiner normalen Bewegungsrate stromabwärts; <b>Bootsführung</b>-Würfe werden mit einem Malus von -10 abgelegt."
},
"4-7": {
"description": "<b>Ruhiger Seitenwind</b>: Das Boot treibt mit 25 % seiner normalen Bewegungsrate stromabwärts; <b>Bootsführung</b>-Würfe werden mit einem Malus von -10 abgelegt."
},
"8-10": {
"description": "<b>Ruhiger Gegenwind</b>: Das Boot treibt mit 25 % seiner normalen Bewegungsrate stromabwärts; <b>Bootsführung</b>-Würfe werden mit einem Malus von -10 abgelegt."
},
"11-13": {
"description": "<b>Leichter Rückenwind</b>: Bewegungsgeschwindigkeit: +5 %"
},
"14-17": {
"description": "<b>Leichter Seitenwind</b>: Keine Modifikatoren"
},
"18-20": {
"description": "<b>Leichter Gegenwind</b>: Bewegungsgeschwindigkeit: -5 %"
},
"21-23": {
"description": "<b>Auffrischender Rückenwind</b>: Bewegungsgeschwindigkeit: +10 %"
},
"24-27": {
"description": "<b>Auffrischender Seitenwind</b>: Bewegungsgeschwindigkeit: +5 %<b>Die gezeigte Bewegungssteigerung kann nur durch Kreuzen erreicht werden, was einen erfolgreichen <b>Bootsführung</b>-Wurf erfordert.</b>"
},
"28-30": {
"description": "<b>Auffrischender Gegenwind</b>: Bewegungsgeschwindigkeit: -10 %"
},
"31-33": {
"description": "<b>Starker Rückenwind</b>: Bewegungsgeschwindigkeit: +20 %"
},
"34-37": {
"description": "<b>Starker Seitenwind</b>: Bewegungsgeschwindigkeit: +10 %<b>Die gezeigte Bewegungssteigerung kann nur durch Kreuzen erreicht werden, was einen erfolgreichen <b>Bootsführung</b>-Wurf erfordert.</b>"
},
"38-40": {
"description": "<b>Starker Gegenwind</b>: Bewegungsgeschwindigkeit: -20 %"
},
"41-43": {
"description": "<b>Sehr starker Rückenwind</b>: Bewegungsgeschwindigkeit: +25 %"
},
"44-47": {
"description": "<b>Sehr starker Seitenwind</b>: Ein erfolgreicher <b>Bootsführung</b>-Wurf muss abgelegt werden, um das Segel einzuholen, bevor das Boot kentert. Bei einem Fehlschlag werden Segel und Takelage wie oben zerrissen, und das Boot beginnt, Wasser aufzunehmen. Ein <b>Bootsführung</b>-Wurf kann jede Runde versucht werden, um das Boot wieder aufzurichten; es gibt einen kumulativen Malus von -5 für jeden fehlgeschlagenen Wurf. Das Boot sinkt in einer Anzahl von Runden gleich seinem Widerstands-Bonus, sofern es nicht rechtzeitig aufgerichtet wird."
},
"48-50": {
"description": "<b>Sehr starker Gegenwind</b>: Bewegungsgeschwindigkeit: -25 %<br />Ein erfolgreicher <b>Bootsführung</b>-Wurf ist erforderlich, um Schäden an Segel und Takelage zu vermeiden. Bei einem Fehlschlag behandle das Ergebnis wie einen Kritischen Treffer auf die Takelage (siehe unten). Das Boot treibt unkontrolliert mit 25 % seiner normalen Bewegungsrate, modifiziert nach Stärke und Richtung des Windes; <b>Bootsführung</b>-Würfe zum Steuern des Boots werden mit -20 abgelegt."
}
}
},
"Enrage Beast": {
"name": "Bestie erzürnen",
"results": {
"1-2": {
"description": "Das Tier erhält eine Anzahl Zustände @Condition[Broken] gleich der Anzahl der Erfolgsgrade auf dem Wirken-Wurf."
},
"3-4": {
"description": "Das Tier erhält den Zustand @Condition[Unconscious]."
},
"5-6": {
"description": "Das Tier verfällt in @UUID[Compendium.wfrp4e-core.items.yRhhOlt18COq4e1q]{Raserei} und greift die nächste andere Kreatur an."
},
"7-8": {
"description": "Das Tier lässt einen gewaltigen Schwall Blähungen los. Alle Charaktere im Umkreis von 4 Metern müssen einen erfolgreichen <b>Widerstands</b>-Wurf bestehen, oder sie erleiden einen Malus von 10 % auf alle Würfe, solange sie sich im Bereich aufhalten. Die Wolke löst sich in [[1d5]] Runden auf. Würfle in der folgenden Runde erneut."
},
"9-10": {
"description": "Das arme Tier gerät in solche Panik, dass ihm das Herz in der Brust zerplatzt, und es stirbt."
}
}
},
"Hit Location - Sailing Boat": {
"name": "Trefferzone - Segelboot",
"results": {
"1-30": {
"description": "Besatzung"
},
"31-50": {
"description": "Takelage"
},
"51-60": {
"description": "Steuerung"
},
"61-80": {
"description": "Rumpf"
},
"81-90": {
"description": "Aufbauten"
},
"91-100": {
"description": "Aufbauten"
}
}
},
"Cavity Worms Effect": {
"name": "Zahnwürmer-Effekt",
"results": {
"1-2": {
"description": "-[[1d10]] Initiative"
},
"3-4": {
"description": "-[[1d10]] Intelligenz"
},
"5-6": {
"description": "-[[1d10]] Willenskraft"
},
"7-8": {
"description": "-[[1d10]] Charisma"
},
"13-13": {
"description": "Tod"
},
"9-9": {
"name": "Scheu"
},
"10-10": {
"name": "Dumm"
},
"11-12": {
"name": "Bestialisch"
}
}
},
"Steam Engine Malfunctions": {
"name": "Dampfmaschinen-Fehlfunktionen",
"results": {
"1-40": {
"description": "<p><strong>Stottern</strong>: Die Maschine ruckelt ein wenig und verliert Dampf. Für die nächsten [[1d10]] Runden treibt das Boot mit 25 % seiner normalen Bewegungsrate stromabwärts.</p>"
},
"41-60": {
"description": "<p><strong>Dampfleck</strong>: Ein Dampfstrahl schießt aus dem Kessel. Wer auch immer die Maschine bedient, muss einen Initiative-Wurf ablegen oder erleidet [[{1d10 - 5, 1}kh]] Lebenspunkte Schaden durch Verbrühung (mindestens 1), unabhängig von Rüstung.</p>"
},
"61-80": {
"description": "<p><strong>Druckverlust</strong>: Die Maschine hört auf zu arbeiten. Das Boot treibt mit 25 % seiner normalen Bewegungsrate stromabwärts, bis ein erfolgreicher <strong>Herausfordernder (+0) Beruf (Technicus)</strong>-Wurf abgelegt wird, um die Maschine neu zu starten. Nachdem die Maschine neu gestartet wurde, dauert es 5 EG Runden, bis sich der Dampfdruck ausreichend aufgebaut hat, um das Boot anzutreiben.</p>"
},
"81-90": {
"description": "<p><strong>Feuer erloschen</strong>: Irgendwie gelangt Wasser in die Feuerbüchse der Maschine, löscht sie und verhindert, dass die Maschine funktioniert. Es dauert [[2d4]] Runden, die durchnässten Kohlen herauszuharken und durch trockenen Brennstoff zu ersetzen; dann wird ein erfolgreicher <strong>Beruf (Technicus)</strong>-Wurf abgelegt, um die Maschine neu zu starten. Nachdem die Maschine neu gestartet wurde, dauert es 5 EG Runden, bis sich der Dampfdruck ausreichend aufgebaut hat, um das Boot anzutreiben.</p>"
},
"91-95": {
"description": "<p><strong>Tankriss</strong>: Eine wichtige Platte im Innenwerk der Maschine springt auf und lässt den gesamten Dampf entweichen. Die Maschine kann erst repariert werden, wenn sie abgekühlt ist, was das Herausharken der Kohlen (siehe oben) und eine Wartezeit von [[20 + d10]] Minuten erfordert. Dann muss ein erfolgreicher <strong>Schwieriger (10) Beruf (Technicus)</strong>-Wurf abgelegt werden, um die Maschine zu reparieren, und ein weiterer, <strong>Herausfordernder (+0)</strong> Wurf, um sie neu zu starten. Nachdem die Maschine neu gestartet wurde, dauert es 5 EG Runden, bis sich der Dampfdruck ausreichend aufgebaut hat, um das Boot anzutreiben.</p>"
},
"96-100": {
"description": "<p><strong>Explosion</strong>: Der Kessel explodiert, zerstört die Maschine und verursacht Kritische Treffer sowohl auf @UUID[Compendium.wfrp4e-dotr.items.zaGFH3FVJGcFTRfM]{Rumpf} als auch auf @UUID[Compendium.wfrp4e-dotr.items.6QkWKBguXzpwd9Ac]{Aufbauten}. Jeder in derselben Kammer wie die Maschine erleidet [[/r 12]] Punkte Wucht- und Explosionsschaden.</p>"
}
}
}
}
}
+234
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{
"label": "Szenen (Enemy In Shadows)",
"folders": {
"Bögenhafen": "Bögenhafen",
"Companion": "Begleiter",
"Enemy In Shadows": "Enemy In Shadows"
},
"entries": {
"Altdorf to Bögenhafen": {
"name": "Altdorf nach Bögenhafen"
},
"Pandemonium Carnival": {
"name": "Pandämonium-Jahrmarkt",
"drawings": {
"Urzo's Cage": "Urzos Käfig",
"Rassarak's Cage": "Rassaraks Käfig",
"Khornate Beastmen": "Bestienmenschen des Khorne",
"The Twins & Imperial Beast": "Die Zwillinge & das Imperiale Biest",
"Farmyard Beasts": "Hoftiere",
"Baggage Cart": "Gepäckwagen",
"Wolfgang's Cart": "Wolfgangs Wagen",
"Sleeping Caravan": "Schlafwagen"
}
},
"Bögenhafen": {
"name": "Bögenhafen"
},
"Black Arrow Keep": {
"name": "Festung Schwarzpfeil",
"drawings": {
"Upper Tower Exterior": "Oberer Turm (Außen)",
"Upper Tower Interior": "Oberer Turm (Innen)",
"Fourth Floor": "Viertes Stockwerk",
"Third Floor": "Drittes Stockwerk",
"First Floor": "Erstes Stockwerk",
"Second Floor": "Zweites Stockwerk",
"Ground Floor": "Erdgeschoss"
},
"notes": {
"10. The Battlement Patrols": "10. Die Wachpatrouillen der Zinnen"
}
},
"Altdorf": {
"name": "Altdorf",
"drawings": {
"1. Königsplatz": "1. Königsplatz",
"2. Emperor's Palace": "2. Palast des Imperators",
"3. Holy Temple of Sigmar": "3. Heiliger Tempel Sigmars",
"4. Lower Class Area": "4. Armenviertel",
"5. Mercantile Area": "5. Handelsviertel",
"6. Docks": "6. Hafen",
"7. University of Altdorf & The Colleges of Magic": "7. Universität von Altdorf & die Magiekollegien"
}
},
"The Coach and Horses": {
"name": "Kutsche und Pferde",
"drawings": {
"1": "1",
"2": "2",
"3": "3",
"4": "4",
"5": "5",
"6": "6",
"7": "7",
"8": "8",
"9": "9",
"10": "10",
"11": "11",
"12": "12",
"13": "13",
"14": "14",
"15": "15",
"16": "16",
"17": "17",
"18": "18",
"19": "19",
"20": "20",
"21": "21",
"22": "22",
"23": "23"
},
"notes": {
"5. Coach House": "5. Remise",
"5. Stables": "5. Ställe"
}
},
"Steinhäger Offices": {
"name": "Büros der Steinhäger",
"drawings": {
"Kaufmannstrasse": "Kaufmannstrasse",
"Kurz Strasse": "Kurz Strasse",
"Trefferstrasse": "Trefferstrasse",
"Courtyard": "Hof",
"Heinrich's Room": "Heinrichs Zimmer",
"Albrecht's Room": "Albrechts Zimmer",
"Safe": "Safe",
"Franz's Room": "Franz Zimmer",
"Doorkeeper": "Pförtner",
"Reception 1": "Empfang 1",
"Reception 2": "Empfang 2",
"Clerks Rooms": "Schreiberstuben",
"Chief Clerk's Room": "Zimmer des Chefschreibers",
"Store": "Lager"
}
},
"The Crossed Lances": {
"name": "Die Gekreuzten Lanzen",
"drawings": {
"1": "1",
"2": "2",
"3": "3",
"4": "4",
"5": "5",
"6": "6",
"7": "7",
"8": "8",
"9": "9",
"10": "10",
"11": "11",
"12": "12",
"13": "13",
"14": "14",
"15": "15",
"16": "16",
"17": "17",
"1. Bar Room": "1. Schankraum",
"2. Snug": "2. Séparée",
"3. Kellermann's Office": "3. Kellermanns Büro",
"4. Cellar Access": "4. Kellerzugang",
"5. Stables": "5. Ställe",
"6. Smithy": "6. Schmiede",
"7. Brew House": "7. Brauhaus",
"8. Courtyard": "8. Hof",
"9. Coach House": "9. Remise",
"10. Entrance Hall": "10. Eingangshalle",
"11. Kitchen": "11. Küche",
"12. Count's Room": "12. Zimmer des Grafen",
"13. Men at Arms": "13. Bewaffnete",
"14. Dormitory": "14. Schlafsaal",
"15. Character's Room": "15. Zimmer der Charaktere",
"16. Hay Loft": "16. Heuboden",
"17. Servants Quarters": "17. Gesindequartier"
}
},
"Warehouse 13": {
"name": "Lagerhaus 13",
"drawings": {
"Loading Area": "Verladebereich",
"Store Rooms": "Lagerräume"
}
},
"The Berebeli": {
"name": "Die Berebeli"
},
"The Crossed Pikes": {
"name": "Die Gekreuzten Piken",
"drawings": {
"1": "1",
"2": "2",
"3": "3",
"4": "4",
"5": "5",
"6": "6",
"7": "7",
"8": "8",
"9": "9",
"10": "10",
"11": "11",
"12": "12",
"13": "13",
"14": "14",
"15": "15",
"16": "16",
"17": "17"
}
},
"Bögenhafen Sewers": {
"name": "Kanalisation von Bögenhafen",
"notes": {
"Goblin Entry Point": "Eingangspunkt der Goblins",
"Door to the Crossed Pikes": "Tür zu den Gekreuzten Piken",
"Entry Manhole": "Einstiegsschacht",
"Gottri's Corpse": "Gottris Leiche",
"Discharge Pipes": "Abflussrohre",
"Open System": "Offenes System",
"Hidden Temple": "Verborgener Tempel"
}
},
"The Golden Trout": {
"name": "Die Goldene Forelle",
"drawings": {
"1": "1",
"2": "2",
"3": "3",
"4": "4",
"5": "5",
"6": "6",
"7": "7",
"8": "8",
"9": "9",
"10": "10"
}
},
"Teugen Houshold": {
"name": "Haushalt der Teugens",
"drawings": {
"Hedge": "Hecke",
"Pond": "Teich",
"Gazebo": "Pavillon",
"Garden": "Garten"
}
},
"Weissbruck": {
"name": "Weissbruck",
"drawings": {
"The Berebelli": "Die Berebeli",
"Black Gold Inn": "Gasthaus Schwarzgold",
"The Happy Man": "Der Fröhliche Mann",
"Trumpet Inn": "Gasthaus Zur Trompete"
}
},
"Hidden Temple": {
"name": "Verborgener Tempel",
"drawings": {
"Temple": "Tempel",
"Walkway": "Steg",
"Channel": "Kanal"
}
},
"Duchy of Saponatheim": {
"name": "Herzogtum Saponatheim"
}
}
}
+2 -1
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@@ -170,7 +170,8 @@
"1-2": "@Compendium[wfrp4e-core.items.v3uzEthcq0JRar0J]{Dämonisch (8)}",
"3-3": "@Compendium[wfrp4e-core.items.9NROryHer1uXAKwY]{Elite}",
"4-4": "@Compendium[wfrp4e-core.items.9MjH4xyVrd3Inzak]{Schnell}",
"6-6": "@Compendium[wfrp4e-core.items.EO05HX7jql0g605A]{Fliegen (8)}"
"6-6": "@Compendium[wfrp4e-core.items.EO05HX7jql0g605A]{Fliegen (8)}",
"7-7": "@Compendium[wfrp4e-core.items.fjd1u9VAgiYzhBRp]{Zorn}"
}
},
"Expanded Mental Mutations - Khorne": {
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{
"label": "Szenen (Empire in Ruins)",
"entries": {
"Shining Rock": {
"name": "Leuchtender Fels",
"drawings": {
"Altdorf-Middenheim Road": "Straße Altdorf-Middenheim",
"Shrine Marker": "Schreinmarkierung",
"Shrine": "Schrein",
"Priest Quarters": "Priesterquartier",
"The Hall": "Die Halle",
"Kitchen and Stores": "Küche und Vorräte",
"Ulrican Dormitory": "Ulrischer Schlafsaal",
"Sigmarite Dormitory": "Sigmarischer Schlafsaal"
}
},
"Volkshalle": {
"name": "Volkshalle",
"drawings": {
"COURTYARD": "HOF",
"VOLKSHALLE": "VOLKSHALLE",
"THE CELLAR": "DER KELLER",
"Main Hall": "Haupthalle",
"Viewing Hall": "Aussichtshalle",
"Emperor's Throne": "Thron des Imperators",
"Reliquary": "Reliquienschrein",
"Main Entrance": "Haupteingang",
"Guard Posts": "Wachposten",
"Shrine to Sigmar": "Schrein Sigmars",
"Stairs to Cellar": "Treppe zum Keller",
"Under Reliquary": "Unter dem Reliquienschrein",
"Wine Racks": "Weinregale",
"Beer Kegs": "Bierfässer",
"Anteroom": "Vorzimmer",
"Stairs Up": "Treppe nach oben"
}
},
"The Lost Gorge": {
"name": "Die Verlorene Schlucht",
"drawings": {
"Ancient Rockfall": "Uralter Felssturz",
"Black Fire Pass": "Schwarzfeuerpass",
"Traps": "Fallen",
"Boulder Cluster": "Felsbrockenhaufen",
"Pinch Point": "Engstelle",
"Entrance Hole": "Eingangsloch",
"Snotrom and Mushlings": "Snotrom und Mushlings",
"Fallen Rock - End of Madcraw Territory": "Gefallener Fels - Ende des Territoriums von Madcraw",
"Abandoned Camp": "Verlassenes Lager",
"Purple Cap Colonies": "Purpurkappen-Kolonien",
"Bridge over Ravine": "Brücke über die Schlucht",
"Cacklespit's Cave": "Cacklespits Höhle",
"Skargobbo Cave": "Skargobbo-Höhle",
"Main Cavern": "Haupthöhle",
"Runt Caves": "Wichtlingshöhlen",
"The Drop": "Der Abgrund",
"To Birthshroom Caves and Beyond": "Zu den Geburtspilz-Höhlen und darüber hinaus"
}
},
"Black Fire Pass": {
"name": "Schwarzfeuerpass",
"drawings": {
"Grenztadt": "Grenztadt",
"Old Dwarf Road": "Alte Zwergenstraße",
"Bloodmoss Plain": "Blutmoos-Ebene",
"Battleground": "Schlachtfeld",
"Dog Peak Pass": "Hundegipfelpass",
"Lost Gorge": "Verlorene Schlucht",
"Shrine": "Schrein",
"Black Fire Keep": "Festung Schwarzfeuer",
"Dok A Dum": "Dok A Dum",
"Temple of Sigmar": "Tempel Sigmars",
"Vithang Dum": "Vithang Dum",
"Shrine of the Divine Comet": "Schrein des Göttlichen Kometen",
"Three Mothers": "Drei Mütter",
"Zan Mingol": "Zan Mingol",
"Mine": "Mine"
}
},
"Wolfshügal Shrine": {
"name": "Wolfshügal-Schrein",
"drawings": {
"1": "1",
"2": "2",
"3": "3",
"4": "4",
"5": "5",
"WOLFSHÙGAL SHRINE": "WOLFSHÙGAL-SCHREIN",
"1. Sacred Crag": "1. Heiliger Fels",
"2. Overhanging Tree": "2. Überhängender Baum",
"3. The Blocked Tunnel": "3. Der Blockierte Tunnel",
"4. Destroyed Huts": "4. Zerstörte Hütten",
"5. Brother Adric's Hut": "5. Hütte von Bruder Adric"
}
},
"Diesdorf": {
"name": "Diesdorf",
"drawings": {
"The Down": "Die Hochebene",
"Artillery Field": "Artilleriefeld",
"The Military College": "Die Militärakademie",
"Gunpowder Magazine": "Pulvermagazin",
"Dwarf Hall": "Zwergenhalle",
"Fortified Gate": "Befestigtes Tor",
"South Gate": "Südtor",
"The Triangle": "Das Dreieck",
"Magnus Platz": "Magnus Platz",
"West Watch": "Westwache",
"Sinkel Theatre": "Sinkel-Theater",
"Shallyan Temlpe": "Shallyanischer Tempel",
"Temple to Sigmar": "Tempel Sigmars",
"Docks": "Hafen",
"Dock Gate": "Hafentor",
"North Gate": "Nordtor"
}
},
"Caves of Chaos": {
"name": "Höhlen des Chaos"
}
}
}
+425
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@@ -0,0 +1,425 @@
{
"label": "Tables (Empire in Ruins)",
"entries": {
"Complications During the Second Attack": {
"name": "Komplikationen beim Zweiten Angriff",
"results": {
"1-42": {
"description": "Ein Sohn des Ulric stürmt in den Kampf gegen einen zufällig gewählten Charakter in der Umgebung. Der Sohn des Ulric erhält die Vorteile des Sturmangriffs und kann zudem von zahlenmäßiger Überlegenheit profitieren, sollte der Charakter bereits gebunden sein."
},
"88-92": {
"description": "@UUID[Actor.0Z49f8xUPns5OkTA]{Baron Heinrich} erleidet einen kritischen Treffer, der ihn zwingt, sich aus dem Kampf zurückzuziehen und medizinische Hilfe zu suchen."
},
"93-97": {
"description": "@UUID[Actor.RSmsdG8PqbyKnxlL]{Hochkapitular Volkmar} erleidet einen kritischen Treffer, der ihn zwingt, sich aus dem Kampf zurückzuziehen und medizinische Hilfe zu suchen."
},
"98-100": {
"description": "Weregardt Schlupmann stürmt in den Kampf gegen einen zufällig gewählten Charakter in der Umgebung. Weregardt erhält die Vorteile des Sturmangriffs und kann zudem von zahlenmäßiger Überlegenheit profitieren, sollte der Charakter bereits gebunden sein. Ist Weregardt tot, ist der Angreifer stattdessen ein gewöhnlicher Sohn des Ulric."
},
"43-67": {
"description": "Ein Ritter des Feurigen Herzens wird erschlagen."
},
"68-82": {
"description": "Ein Ritter des Weißen Wolfs wird erschlagen."
},
"83-87": {
"description": "@UUID[Actor.LzkGSosXU59kwBIV]{Veiran Thugenheim} erleidet einen kritischen Treffer, der ihn zwingt, sich aus dem Kampf zurückzuziehen und medizinische Hilfe zu suchen."
}
}
},
"Random Caster": {
"name": "Zufallszauberer",
"results": {
"1-5": {
"description": "<p>@UUID[JournalEntry.YBVrpUHEjohB1H4f.JournalEntryPage.SCijiCw628GLE2pT#petty-spells]{Kleine Zauber}</p>"
},
"6-10": {
"description": "<p>@UUID[JournalEntry.YBVrpUHEjohB1H4f.JournalEntryPage.SCijiCw628GLE2pT#arcane-spells]{Arkan}</p>"
},
"11-15": {
"description": "<p>@UUID[JournalEntry.YBVrpUHEjohB1H4f.JournalEntryPage.SCijiCw628GLE2pT#the-lore-of-beasts]{Tiere}</p>"
},
"16-20": {
"description": "<p>@UUID[JournalEntry.YBVrpUHEjohB1H4f.JournalEntryPage.SCijiCw628GLE2pT#the-lore-of-death]{Tod}</p>"
},
"21-25": {
"description": "<p>@UUID[JournalEntry.YBVrpUHEjohB1H4f.JournalEntryPage.SCijiCw628GLE2pT#the-lore-of-fire]{Feuer}</p>"
},
"26-30": {
"description": "<p>@UUID[JournalEntry.YBVrpUHEjohB1H4f.JournalEntryPage.SCijiCw628GLE2pT#the-lore-of-heavens]{Himmel}</p>"
},
"31-35": {
"description": "<p>@UUID[JournalEntry.YBVrpUHEjohB1H4f.JournalEntryPage.SCijiCw628GLE2pT#the-lore-of-metal]{Metall}</p>"
},
"36-40": {
"description": "<p>@UUID[JournalEntry.YBVrpUHEjohB1H4f.JournalEntryPage.SCijiCw628GLE2pT#the-lore-of-life]{Leben}</p>"
},
"41-45": {
"description": "<p>@UUID[JournalEntry.YBVrpUHEjohB1H4f.JournalEntryPage.SCijiCw628GLE2pT#the-lore-of-light]{Licht}</p>"
},
"46-50": {
"description": "<p>@UUID[JournalEntry.YBVrpUHEjohB1H4f.JournalEntryPage.SCijiCw628GLE2pT#the-lore-of-shadow]{Schatten}</p>"
},
"51-55": {
"description": "<p>@UUID[JournalEntry.YBVrpUHEjohB1H4f.JournalEntryPage.SCijiCw628GLE2pT#the-lore-of-hedgecraft]{Heckenmagie}</p>"
},
"56-60": {
"description": "<p>@UUID[JournalEntry.YBVrpUHEjohB1H4f.JournalEntryPage.SCijiCw628GLE2pT#the-lore-of-witchcraft]{Hexerei}</p>"
},
"61-65": {
"description": "<p>@UUID[JournalEntry.YBVrpUHEjohB1H4f.JournalEntryPage.SCijiCw628GLE2pT#the-lore-of-daemonology]{Dämonologie}</p>"
},
"66-70": {
"description": "<p>@UUID[JournalEntry.YBVrpUHEjohB1H4f.JournalEntryPage.SCijiCw628GLE2pT#the-lore-of-necromancy]{Nekromantie}</p>"
},
"71-79": {
"description": "<p>@UUID[JournalEntry.gX4TCKy0TPwS68ba.JournalEntryPage.MOIADJ2A0ZOzDGEp]{Slaanesh}</p>"
},
"80-95": {
"description": "<p>@UUID[JournalEntry.IZVgB7zmTm4rK2yJ.JournalEntryPage.6aHizetwTRbkMZ7W#the-lore-of-tzeentch]{Lehre des Tzeentch}</p>"
},
"96-100": {
"description": "Wahl des SL"
}
}
},
"Dirigible Locations - Rear": {
"name": "Luftschiff-Trefferzonen - Heck",
"results": {
"1-50": {
"description": "Triebwerk"
},
"51-60": {
"description": "Deck"
},
"61-70": {
"description": "Rumpf"
},
"71-100": {
"description": "Ballon"
}
}
},
"Complications During the Third Attack": {
"name": "Komplikationen beim Dritten Angriff",
"results": {
"1-42": {
"description": "Ein Sohn des Ulric stürmt in den Kampf gegen einen zufällig gewählten Charakter in der Umgebung. Der Sohn des Ulric erhält die Vorteile des Sturmangriffs und kann zudem von zahlenmäßiger Überlegenheit profitieren, sollte der Charakter bereits gebunden sein."
},
"43-67": {
"description": "Ein Ritter des Feurigen Herzens wird erschlagen."
},
"68-82": {
"description": "Ein Ritter des Weißen Wolfs wird erschlagen."
},
"83-89": {
"description": "Ar-Ulric wird zu Boden gerungen, sein weißer Wolfspelz wird ihm entrissen und vor den Tempel in den Schlamm geworfen."
},
"88-95": {
"description": "Großtheogonist Yorri XV. erleidet einen zufällig bestimmten kritischen Treffer."
},
"96-100": {
"description": "Beate Moser stürmt in den Kampf gegen einen zufällig gewählten Charakter in der Umgebung. Beate erhält die Vorteile des Sturmangriffs und kann zudem von zahlenmäßiger Überlegenheit profitieren, sollte der Charakter bereits gebunden sein. Ist Beate tot, ist der Angreifer stattdessen ein gewöhnlicher Sohn des Ulric."
}
}
},
"Eating Purple Caps": {
"name": "Purpurkappen essen",
"results": {
"1-10": {
"description": "<p><strong>Die Ersten.</strong> Die Welt ist Eis. Leuchtende Lichtgestalten steigen in die Schlucht herab, und alles beginnt zu schmelzen.</p>"
},
"11-20": {
"description": "<p><strong>Erschöpfte Wanderer.</strong> Eine endlose Reihe von Zwergen zieht in goldener Rüstung durch die Schlucht auf den Charakter zu. Sie sind erschöpft, und während sie marschieren, sinken sie langsam in den Boden. Eine überwältigende Melancholie liegt in der Luft.</p>"
},
"21-30": {
"description": "<p><strong>Die letzte Schlacht beginnt.</strong> Sigmar schreitet erschöpft durch die Untere Schlucht, begleitet von einem Wolf und einem Eber. Eine geflügelte Gestalt ragt über ihm auf, und er hebt seinen Hammer. Dem Charakter wird heiß und unruhig zumute.</p>"
},
"31-40": {
"description": "<p><strong>Die Schatten kehren zurück.</strong> Der Charakter befindet sich wieder in @UUID[Compendium.wfrp4e-eis.journals.ro7SIltM899Ogrk8]{Bögenhafen}, Teil von @UUID[Compendium.wfrp4e-eis.actors.LG5qATEIFPE9bezB]{Teugens} Ritual. Er weiß, was gleich geschehen wird, kann es aber nicht verhindern. Alles geschieht wie zuvor, doch das Ritual wird durch den Charakter verhindert, der ein Gebet an Sigmar spricht. Teugen stirbt in heiligem Licht. (<em>Hinweis: Hat der Charakter nicht an Enemy In Shadows teilgenommen, würfle diese Vision erneut</em>)</p>"
},
"41-50": {
"description": "<p><strong>Das Große Grün</strong>. Der Charakter findet sich auf eine endlose, felsige Ebene versetzt, erfüllt von kämpfenden Orks und Goblins. Über diesen Grünhäuten ragen zwei gewaltige Orks am Himmel auf, die sich eine eigene Faustkampf liefern. Eine der Gestalten (Mork… oder vielleicht Gork) bemerkt den Charakter, beugt sich herab und schnippt ihn mit einem gewaltigen Finger davon. „VERPISS DICH, MENSCHLING. DAS IS' NIX FÜR DICH“, brüllt er.</p>"
},
"51-60": {
"description": "<p><strong>Der Abflug</strong>. Horden von Wahnkrallen-Goblins strömen wie eine grüne Flut die Schlucht empor und branden über den Charakter hinweg. Während sie vorbeiziehen, erhält jeder von ihnen ein Paar schwarzer, öliger Flügel und fliegt nach Süden davon.</p>"
},
"61-70": {
"description": "<p><strong>Die Rückkehr</strong>. Der Charakter blickt die Schlucht hinauf zum Wasserfall und sieht sich selbst sowie den Rest der Gruppe aus der Höhle zurückkehren. Sie wirken heimgesucht und leicht hysterisch.</p>"
},
"71-80": {
"description": "<p><strong>Die Beobachter</strong>. Neun unmenschliche Augen erscheinen brennend am Himmel, jedes für sich einzigartig. Sie drehen sich im Kreis, und dem Charakter wird schwindlig und ekstatisch zumute.</p>"
},
"81-90": {
"description": "<p><strong>Die gefaltete Welt</strong>. Der Charakter steht still, während sich seine Gefährten wie Papier in sich selbst falten. Die Schlucht faltet sich zusammen, der Himmel faltet sich zusammen, und sie bleiben allein in einer Leere zurück. Eine Stimme spricht aus dem Nichts zu ihnen: „Es ist im Gleichgewicht.“</p>"
},
"91-100": {
"description": "<p><strong>Altdorf in Flammen</strong>. Der Charakter fühlt, wie er in die Luft emporschießt und über Altdorf schwebt. Purpurne und rosafarbene Tentakel breiten sich über die Stadt aus, ihren Ursprung in der @UUID[Compendium.wfrp4e-altdorf.journals.cDOlXEpTvnuaOJ0P.JournalEntryPage.TwV8JKaTUnfo3ipT]{Kathedrale Sigmars}.</p>"
}
},
"description": "Diese Pilze sind von der aus der Höhle strömenden Magie durchdrungen, und ihr Verzehr gewährt kraftvolle Visionen der Vergangenheit und Zukunft. Innerhalb von 1W10 Zügen nach dem Verzehr einer Purpurkappe muss der Charakter einen Wurf ablegen, als hätte er ein Stück Hexenwurzel eingenommen. Erliegt er, trübt sich seine Sicht, und er sieht bunte Muster durch die Luft um ihn herum wirbeln, die an Cacklespits Gemälde erinnern. Vage Formen, fast wie Lebewesen, schwimmen durch die Luft. Allmählich beginnt der Charakter, lebhafte Visionen zu erleben."
},
"Footsteps": {
"name": "Schritte",
"results": {
"1-45": {
"description": "Junger Diener"
},
"46-60": {
"description": "Ranghoher Diener"
},
"61-80": {
"description": "Patrouillierender Ritter"
},
"81-96": {
"description": "Paar patrouillierender Ritter"
},
"97-99": {
"description": "Eines der ansässigen Neun Augen"
},
"100-100": {
"name": "Wolfgang Holswig-Abenhauer"
}
}
},
"Spell Syphon": {
"name": "Zauberabsauger",
"results": {
"1-2": {
"description": "<b>Keine Wirkung</b>: Die magischen Energien verpuffen in einem harmlosen, aber spektakulären Energieblitz."
},
"3-7": {
"description": "<b>Zauber abgesaugt</b>: Die Blauen Schreiber wirken den Zauber anstelle des Zaubernden. Dies geschieht zusätzlich zu jedem Zauber, den sie diese Runde ohnehin wirken könnten."
},
"8-9": {
"description": "<b>Zauber gespiegelt</b>: Sowohl der Zaubernde als auch die Blauen Schreiber wirken den Zauber. Die Blauen Schreiber können diese Runde einen zusätzlichen Zauber wirken."
},
"10-10": {
"description": "<b>Kraftüberschlag</b>: Die Energien des Zaubers werden fatal gestört. Sowohl der Zaubernde als auch die Blauen Schreiber befinden sich im Zentrum einer Explosion der Klasse Detonation 5, Schaden 6."
}
}
},
"Escaping Streissen": {
"name": "Flucht aus Streissen",
"results": {
"1-25": {
"description": "Eine Frau öffnet ihre Haustür und erblickt die Charaktere. <i>„Larrs, hier sind die Verbrecher, nach denen sie suchen.“</i> Sie ist nicht geneigt, Leitdorfs Truppen zu helfen, und schließt die Tür, sofern sie sie nicht in irgendeiner Weise beleidigen."
},
"26-50": {
"description": "Die Charaktere sehen einen jungen Priester des Morr, der mit Asche an seinem Daumen einen Raben auf die Stirn einer Leiche zeichnet. Er nickt ihnen zu und schlägt keinen Alarm."
},
"51-75": {
"description": "Stadtausrufer beginnen zu verkünden, dass, sollten sich die Charaktere nicht bis zum Schlag der nächsten Stunde ergeben, für jeden von ihnen ein Stadtbewohner hingerichtet wird."
},
"76-100": {
"description": "Feuerholz wird auf die Zinnen gebracht, und kleine Feuer werden entzündet, um die Mauern zu erleuchten und es den Charakteren zu erschweren, auf diesem Weg zu entkommen."
}
}
},
"Wind Table (Empire in Ruins)": {
"name": "Windtabelle (Empire in Ruins)",
"results": {
"1-3": {
"description": "<b>Ruhiger Rückenwind</b>"
},
"4-7": {
"description": "<b>Ruhiger Seitenwind</b>"
},
"8-10": {
"description": "<b>Ruhiger Gegenwind</b>"
},
"11-13": {
"description": "<b>Leichter Rückenwind</b>: Bewegungsgeschwindigkeit: +5 %"
},
"14-17": {
"description": "<b>Leichter Seitenwind</b>: Keine Modifikatoren"
},
"18-20": {
"description": "<b>Leichter Gegenwind</b>: Bewegungsgeschwindigkeit: -5 %"
},
"21-23": {
"description": "<b>Auffrischender Rückenwind</b>: Bewegungsgeschwindigkeit: +10 %"
},
"24-27": {
"description": "<b>Auffrischender Seitenwind</b>: Bewegungsgeschwindigkeit: +5 %<br />Die gezeigte Bewegungssteigerung kann nur durch Kreuzen erreicht werden, was einen erfolgreichen <b>Segeln</b>-Wurf erfordert."
},
"28-30": {
"description": "<b>Auffrischender Gegenwind</b>: Bewegungsgeschwindigkeit: -10 %"
},
"31-33": {
"description": "<b>Starker Rückenwind</b>: Bewegungsgeschwindigkeit: +20 %"
},
"34-37": {
"description": "<b>Starker Seitenwind</b>: Bewegungsgeschwindigkeit: +10 %<br />Die gezeigte Bewegungssteigerung kann nur durch Kreuzen erreicht werden, was einen erfolgreichen <b>Segeln</b>-Wurf erfordert."
},
"38-40": {
"description": "<b>Starker Gegenwind</b>: Bewegungsgeschwindigkeit: -20 %"
},
"41-43": {
"description": "<b>Sehr starker Rückenwind</b>: Bewegungsgeschwindigkeit: +25 %"
},
"44-47": {
"description": "<b>Sehr starker Seitenwind</b>: Ein erfolgreicher Segeln-Wurf muss abgelegt werden, um den Ballon zu landen und seine empfindlicheren Bauteile zu demontieren, bevor er durch die starken Winde beschädigt wird. Kann der Ballon nicht landen, muss ein erfolgreicher <b>Schwieriger (10) Segeln</b>-Wurf versucht werden, um den Ballon so zu steuern, dass er keinen Schaden nimmt. Bei einem Fehlschlag würfle auf der @Table[dirigible-locations-side]{Trefferzonen-Tabelle des Ballons} und wende einen Kritischen Treffer auf die betreffende Stelle an. Das Luftschiff verliert zudem [[/r 2d10 # Feet of Altidute Loss]] Fuß an Höhe. Dieses Problem kann gemildert werden, indem das Luftschiff so gedreht wird, dass der Wind von hinten kommt, was jedoch bedeutet, dass das Luftschiff in diese Richtung davonrast, bis der Wind nachlässt."
},
"48-50": {
"description": "<b>Sehr starker Gegenwind</b>: Ein erfolgreicher Segeln-Wurf muss abgelegt werden, um den Ballon zu landen und seine empfindlicheren Bauteile zu demontieren, bevor er durch die starken Winde beschädigt wird. Kann der Ballon nicht landen, muss ein erfolgreicher <b>Schwieriger (10) Segeln</b>-Wurf versucht werden, um den Ballon so zu steuern, dass er keinen Schaden nimmt. Bei einem Fehlschlag würfle auf der @Table[dirigible-locations-front]{Trefferzonen-Tabelle des Ballons} und wende einen Kritischen Treffer auf die betreffende Stelle an. Das Luftschiff verliert zudem [[/r 2d10 # Feet of Altitude Loss]] Fuß an Höhe. Dieses Problem kann gemildert werden, indem das Luftschiff so gedreht wird, dass der Wind von hinten kommt, was jedoch bedeutet, dass das Luftschiff in diese Richtung davonrast, bis der Wind nachlässt."
}
}
},
"Random Undead": {
"name": "Zufällige Untote",
"results": {
"1-30": {
"description": "[[1d10]] @UUID[Compendium.wfrp4e-core.actors.Mt5JAoOSaEH1PdcP]{Skelette}"
},
"31-35": {
"description": "[[2d10]] @UUID[Compendium.wfrp4e-core.actors.Mt5JAoOSaEH1PdcP]{Skelette}"
},
"36-40": {
"description": "[[1d10]] @UUID[Compendium.wfrp4e-horned-rat.actors.FRS2PzhU3H98XfTX]{Fliegende Todesschädel}"
},
"41-45": {
"description": "3 @UUID[Compendium.wfrp4e-horned-rat.actors.KE2xU8UltLaCnulO]{Das Aas}"
},
"46-80": {
"description": "[[1d10 + 5]] @UUID[Compendium.wfrp4e-core.actors.T79RqnDOAQLn3I1s]{Zombies}"
},
"81-90": {
"description": "[[1d10]] @UUID[Compendium.wfrp4e-core.actors.6B7LMdYtunAftsFN]{Gruftghule}"
},
"91-92": {
"description": "[[1d10]] @UUID[Compendium.wfrp4e-core.actors.hMbcLVjk7eUdxtqC]{Gespenster}"
},
"93-94": {
"description": "1 Geisterhorde (@UUID[Compendium.wfrp4e-core.actors.GgSxlomoV220kd3G]{Geist} mit der Eigenschaft @UUID[Compendium.wfrp4e-core.items.E2Es82TvBKa7CoDG]{Schwarm})"
},
"95-100": {
"description": "Zweimal würfeln"
}
}
},
"Dirigible Locations - Front": {
"name": "Luftschiff-Trefferzonen - Bug",
"results": {
"1-50": {
"description": "Rumpf"
},
"51-60": {
"description": "Deck"
},
"61-70": {
"description": "Triebwerk"
},
"71-100": {
"description": "Ballon"
}
}
},
"Wild Magic": {
"name": "Wilde Magie",
"results": {
"1-20": {
"description": "<p><strong>Die Winde ebben ab</strong>: Die Winde der Magie legen sich um dich herum und hören auf, dämonische Kreaturen zu nähren. Alle Kreaturen im Umkreis von [[2d10]] Metern, die sowohl die Eigenschaft @UUID[Compendium.wfrp4e-core.items.v3uzEthcq0JRar0J]{Dämonisch} als auch @UUID[Compendium.wfrp4e-core.items.D0ImWEIMSDgElsnl]{Instabil} besitzen, müssen einen <strong>Herausfordernden (+0) Anführen</strong>-Wurf bestehen. Wer scheitert, löst sich augenblicklich zurück in das Reich des Chaos auf.</p>"
},
"21-35": {
"description": "<p><strong>Tzeentchs Laune</strong>: Wähle zufällig einen NSC oder ein Monster im Umkreis von [[1d10]] Metern um den Zaubernden. Diese Kreatur muss einen <strong>Schwierigen (10) Anführen</strong>-Wurf ablegen. Scheitert sie, erleidet die Kreatur für jeden Fehlschlagsgrad 1 Lebenspunkt Schaden. Bei einem Kritischen Patzer erleidet die Kreatur für jeden Fehlschlagsgrad [[1d10]] Lebenspunkte Schaden. Nichts kann diesen Schaden verringern, weder Rüstung, Talente noch Zauber.</p>"
},
"36-45": {
"description": "<p><strong>Chaotische Ebbe</strong>: Bei allen Kreaturen im Umkreis von [[2d10]] Metern mit der Eigenschaft @UUID[Compendium.wfrp4e-core.items.v3uzEthcq0JRar0J]{Dämonisch} wird die Zielzahl für diese Runde um [[1d10]] verringert.</p>"
},
"46-55": {
"description": "<p><strong>Sturm aus rosa Feuer</strong>: Jeder, der im Umkreis von [[2d10]] Metern versucht, einen Zauber zu wirken, erzeugt automatisch einen Schwall rosafarbener Flammen anstelle des beabsichtigten Zaubereffekts. Dies ist ein <em>magisches Geschoss</em> mit +6 Schaden, das Rüstung ignoriert.</p>"
},
"56-65": {
"description": "<p><strong>Prekäres Gleichgewicht</strong>: Die Winde der Magie befinden sich vorübergehend im Gleichgewicht mit der Macht des Chaos. Würfle wie gewohnt auf den Verpatzertabellen.</p>"
},
"66-75": {
"description": "<p><strong>Das Auge des Sturms</strong>: Die Winde der Magie sind ungestört, und es geschieht nichts — diesmal.</p>"
},
"76-85": {
"description": "<p><strong>Anschwellen der Magie</strong>: Die Winde der Magie erfahren einen plötzlichen, unerwarteten Anstieg. Würfle zweimal auf den Verpatzertabellen.</p>"
},
"86-90": {
"description": "<p><strong>Ein rosafarbener Anfall</strong>: Alle Kreaturen im Umkreis von [[1d10]] Metern mit der Eigenschaft @UUID[Compendium.wfrp4e-core.items.v3uzEthcq0JRar0J]{Dämonisch} können sich diese Runde weder bewegen noch eine Handlung ausführen. Stattdessen brodelt und bebt ihr Fleisch, und am Ende der Runde platzt ein @UUID[Actor.iDy8SDTwJSlCzZMl]{Rosa Horror} aus ihrer Haut und landet neben ihnen. Die Kreaturen selbst bleiben unverletzt.</p>"
},
"91-94": {
"description": "<p><strong>Chaotischer Anstieg</strong>: Alle Kreaturen im Umkreis von [[1d10]] Metern mit der Eigenschaft @UUID[Compendium.wfrp4e-core.items.v3uzEthcq0JRar0J]{Dämonisch} erhalten für diese Runde einen Bonus von +1 auf ihre Zielzahl.</p>"
},
"95-99": {
"description": "<p><strong>Dämonische Besessenheit</strong>: Wähle zufällig einen feindlichen Zauberwirker im Umkreis von [[2d10]] Metern. Der gewählte NSC oder das Monster muss einen <strong>Schwierigen (10) Willenskraft</strong>-Wurf bestehen, oder er verbringt die Runde sich vor Qual windend, während sich sein Körper verdreht und verrenkt. Am Ende der Runde reißt sich der Zauberwirker das eigene Fleisch ab, und ein Dämon entsteigt den Überresten der Leiche. Gibt es keinen geeigneten Zauberwirker in Reichweite, behandle dies als Ergebnis 6675: Das Auge des Sturms.</p>"
},
"100-100": {
"description": "<p><strong>Aus dem Jenseits beschworen</strong>: Weitere Dämonen blitzen neben dem Zaubernden ins Dasein. [[1d10]] passende dämonische Wesenheiten erscheinen.</p>"
}
}
},
"Dirigible Locations - Side": {
"name": "Luftschiff-Trefferzonen - Seite",
"results": {
"1-50": {
"description": "Ballon"
},
"51-60": {
"description": "Deck"
},
"61-70": {
"description": "Triebwerk"
},
"71-100": {
"description": "Rumpf"
}
}
},
"Body Thief": {
"name": "Körperdieb",
"results": {
"1-30": {
"name": "Blauer Horror"
},
"31-60": {
"name": "Rosa Horror"
},
"61-90": {
"name": "Flamer des Tzeentch"
},
"91-100": {
"description": "Wahl des SL"
}
}
},
"Exploring Castle Reikguard": {
"name": "Burg Reikguard erkunden",
"results": {
"1-50": {
"description": "<b>Nichts</b>. Die Suche der Charaktere kann ungehindert fortgesetzt werden."
},
"51-61": {
"description": "<b>Genau der richtige Ort!</b> Die Charaktere spüren, dass sie, wären sie exzentrische Hauslehrer, Zugang zu einem verwandten Ort wünschen würden, auf den sie gestoßen sind, etwa ein Bücherregal oder ein Arbeitszimmer. Einer von ihnen kann einen <b>Herausfordernden (+0) Intuitions</b>-Wurf ablegen, und jeder daraus resultierende EG wird zu ihrem aktuellen Gesamtwert addiert oder davon abgezogen."
},
"62-66": {
"description": "<b>Eine Spur!</b> Diese Schleifspuren könnten von einem schlurfenden alten Hauslehrer stammen. Dieses zerrissene Stück Pergament sieht aus, als stamme es aus einer wissenschaftlichen Abhandlung. Ein Charakter kann einen <b>Durchschnittlichen (+20) Spurenlesen</b>-Wurf ablegen, und jeder daraus resultierende EG kann zu ihrem aktuellen Gesamtwert addiert oder davon abgezogen werden."
},
"67-100": {
"description": "<b>Schritte!</b> Die Charaktere hören sich nähernde Schritte. Sie haben zwei Runden, um sich vorzubereiten. Möchten sie sich verstecken, gibt es überall in der Burg viele praktische Nischen, Schießscharten, Rüstungen und Wandteppiche. Wer auch immer das Geräusch verursacht, entdeckt einen Charakter bei einem vergleichenden <b>Wahrnehmungs/Schleichen (Urban)</b>-Wurf. Würfle 1W100, um zu bestimmen, wer die Schritte verursacht hat: @Table[footsteps]{Schritte}"
}
}
},
"Fire Intensity": {
"name": "Feuerintensität",
"results": {
"1-1": {
"description": "<b>Lässt nach</b>: Würfle [[/r D10]] und ziehe das Ergebnis von der Intensität des Feuers ab. Dies ist die Anzahl der Zustände @Condition[Ablaze], die ab dem nächsten Zug angewendet werden."
},
"2-2": {
"description": "<b>Gleichmäßiges Brennen</b>: Die Intensität des Feuers bleibt unverändert."
},
"3-3": {
"description": "<b>Intensives Brennen</b>: Würfle [[/r D10]] und addiere das Ergebnis zur Intensität des Feuers. Dies ist die Anzahl der Zustände @Condition[Ablaze], die ab dem nächsten Zug angewendet werden."
},
"4-4": {
"description": "<b>Feuer breitet sich aus</b>: Die Intensität des Feuers bleibt unverändert, doch das Feuer breitet sich auch auf das Deck aus und bricht dort mit [[/r d10]] Zuständen @Condition[Ablaze] aus."
}
}
}
}
}
File diff suppressed because one or more lines are too long
+113
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{
"label": "Szenen (The Horned Rat)",
"folders": {
"The Horned Rat": "The Horned Rat",
"Oberholzbek Mines": "Oberholzbek-Minen",
"Karak Skygg": "Karak Skygg"
},
"entries": {
"Karak Skygg - Below Earth": {
"name": "Karak Skygg - Unter der Erde"
},
"Karak Skygg - Fourth Stratum": {
"name": "Karak Skygg - Vierte Ebene"
},
"Street": {
"name": "Straße",
"drawings": {
"View from telescope": "Blick durch das Teleskop"
}
},
"Unterfraus": {
"name": "Unterfraus",
"drawings": {
"Miners' Cottages": "Bergarbeiterhütten",
"Turnips & Cabbages": "Rüben & Kohl",
"Farm": "Bauernhof",
"Cattle Enclosure": "Viehgehege",
"Skaven Scout": "Skaven-Kundschafter",
"Skaven Ambusher": "Skaven im Hinterhalt",
"Warlock-Engineer Brakit and Demolition Crew": "Warpschloss-Ingenieur Brakit und Sprengkommando"
},
"notes": {
"The Temple to Ulric": "Der Tempel Ulrics",
"The Barn": "Die Scheune",
"The Pick and Shovel": "Zu Pickel und Schaufel",
"The Foundry": "Die Gießerei",
"The Stone": "Der Stein"
}
},
"Karak Skygg - Third Stratum": {
"name": "Karak Skygg - Dritte Ebene"
},
"Oberholzbek Mines - Upper Levels": {
"name": "Oberholzbek-Minen - Obere Ebenen",
"drawings": {
"AC": "AC",
"S": "S",
"N": "N",
"WORKFACE": "Abbaufront",
"MINOR WORKFACE": "Kleinere Abbaufront"
}
},
"Oberholzbek Mines - Lower Levels": {
"name": "Oberholzbek-Minen - Untere Ebenen",
"drawings": {
"WORKFACE": "Abbaufront",
"ABANDONED WORKFACE": "Aufgegebene Abbaufront",
"S": "S",
"K": "K",
"A": "A",
"N": "N",
"AC": "AC"
}
},
"Karak Skygg - First Stratum": {
"name": "Karak Skygg - Erste Ebene"
},
"Middenland": {
"name": "Middenland"
},
"Wendenbahn Warehouse": {
"name": "Lagerhaus Wendenbahn",
"drawings": {
"trapdoor": "Falltür",
"Bedroom 1": "Schlafzimmer 1",
"Bedroom 2": "Schlafzimmer 2",
"Bedroom 3": "Schlafzimmer 3",
"Box Room": "Abstellraum",
"Linen Room": "Wäscheraum",
"Kitchen": "Küche",
"up": "hoch",
"to basement": "zum Keller",
"Living Room": "Wohnzimmer",
"Dining Room": "Esszimmer",
"Hall": "Flur",
"Lounge": "Salon",
"Trapdoor": "Falltür",
"Skylight": "Oberlicht"
}
},
"Shrine of the Holy Companion": {
"name": "Schrein des Heiligen Gefährten",
"drawings": {
"Shrine": "Schrein",
"Bricked Up Entrance": "Zugemauerter Eingang",
"Store Room": "Lagerraum",
"Concealed Entrance": "Verborgener Eingang",
"Antechamber": "Vorkammer",
"Pendrag": "Pendrag",
"Sigmar": "Sigmar"
}
},
"Oberholzbek Mines - Lower Tunnels": {
"name": "Oberholzbek-Minen - Untere Tunnel"
},
"Warehouse": {
"name": "Lagerhaus"
},
"Karak Skygg - Second Stratum": {
"name": "Karak Skygg - Zweite Ebene"
}
}
}
+635
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{
"label": "Tables (The Horned Rat)",
"entries": {
"Warpfire Thrower Fumble Table": {
"name": "Warpfeuerwerfer-Patzertabelle",
"results": {
"1-1": {
"description": "<i>Wumm!</i> Das Gerät explodiert und verursacht [[2d10+5]] Schaden bei jedem im Umkreis von 5 Metern um das Gerät."
},
"2-9": {
"description": "<i>Treibstoffleck</i>: Hochexplosiver Treibstoff tritt aus und entzündet sich. Jeder im Umkreis von 3 Metern um das Gerät, einschließlich der Besatzung, erhält zwei Zustände @Condition[Ablaze]; wer 36 Meter entfernt ist, erhält einen Zustand @Condition[Ablaze]."
},
"10-10": {
"description": "<i>Pfft!</i> Der Warpfeuerwerfer aktiviert sich nicht, kann aber in der nächsten Runde erneut abgefeuert werden."
}
}
},
"Wandering Beast - Disposition": {
"name": "Umherziehende Bestie - Verhalten",
"results": {
"1-1": {
"description": "Vor Kurzem gekämpft — Lebenspunkte um 50 % verringern"
},
"2-2": {
"description": "Eingeschüchtert — schleicht sich davon, außer sie wird zuerst angegriffen"
},
"3-5": {
"description": "Revierverteidigend — hält Stand, lässt die Charaktere aber zurückweichen"
},
"6-7": {
"description": "Döst — Charaktere können sich anschleichen oder überraschen"
},
"8-8": {
"description": "Krank — leidet unter 1 Zustand @Condition[Fatigued]"
},
"9-9": {
"description": "Hungrig — stellt den Angriff ein, wenn ihr Futter gegeben wird"
},
"10-10": {
"description": "Lauernd — greift aus dem Hinterhalt an, sofern sie nicht bei einem <b>Schweren (-20) Wahrnehmungs</b>-Wurf entdeckt wird"
}
}
},
"Skavenbrew": {
"name": "Skaven-Gebräu",
"results": {
"1-29": {
"description": "<i>Verdorben</i>. Erhalte 2 Zustände @Condition[Poisoned]. Das Skaven-Gebräu hat keine weitere Wirkung."
},
"30-59": {
"description": "<i>Geschürter Hass</i>. Der Trinkende erhält @UUID[Compendium.wfrp4e-core.items.5hH73j2NgPdsLCZN]{Hass} auf alle Feinde."
},
"60-89": {
"description": "<i>Rasend</i>. Der Trinkende verfällt der @UUID[Compendium.wfrp4e-core.items.DrNUTPeodEgpWTnT]{Raserei}."
},
"90-100": {
"description": "<i>Tollwütig</i>. Der Stoffwechsel des Trinkenden wird auf ein hyperaktives, fieberhaftes Niveau getrieben. Der Trinkende verfällt der @UUID[Compendium.wfrp4e-core.items.DrNUTPeodEgpWTnT]{Raserei}, mit folgenden Änderungen.<ul><li><p>Addiere +2 zum Stärke-Bonus zur Berechnung des Schadens bei allen Angriffen.</p></li><li><p>Die körperliche Belastung verursacht jede Runde 1 automatischen Lebenspunkt Schaden.</p></li></ul>"
}
}
},
"Poisoned Wind Globe": {
"name": "Giftwindkugel",
"results": {
"1-1": {
"description": "Du lässt die Kugel vor deinen Füßen fallen, aber irgendwie zerbricht sie nicht."
},
"2-9": {
"description": "Die Kugel fällt [[1d10]] Meter vor dem Ziel zu Boden. Dies kann dazu führen, dass sie hinter dem Werfer landet, ein Zeichen für einen besonders schlechten Versuch."
},
"10-10": {
"description": "Du lässt die Kugel vor deinen Füßen fallen, und sie zerbirst."
}
}
},
"Lower Tunnel Get Help — Max 1": {
"name": "Untere Tunnel Hilfe holen — Max 1",
"results": {
"1-3": {
"description": "Nichts"
},
"4-5": {
"description": "Nichts"
},
"6-6": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#skavenslave-gang]{Skavensklaven-Bande (20)}"
},
"7-7": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#skavenslave-gang]{Skavensklaven-Bande (15)}"
},
"8-8": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#clanrat-patrol]{Klanratten-Patrouille (25)}"
},
"9-9": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#clanrat-patrol]{Klanratten-Patrouille (15)}"
},
"10-10": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#clanrat-patrol]{Klanratten-Patrouille (10)}"
}
}
},
"Undercity Hazards - Under-Empire": {
"name": "Gefahren der Unterstadt - Unter-Imperium",
"results": {
"1-4": {
"description": "Würfle auf @Table[undercity-hazards]{Untere Tunnel}"
},
"5-8": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#rat-swarm]{Rattenschwarm}"
},
"9-12": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#giant-rat-nest]{Riesenratten-Nest}"
},
"13-16": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#giant-rat-nest]{Riesenratten-Nest}"
},
"17-20": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#skavenslave-gang]{Skavensklaven-Bande}"
},
"21-24": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#skavenslave-gang]{Skavensklaven-Bande}"
},
"25-28": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#skavenslave-gang]{Skavensklaven-Bande}"
},
"29-32": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#skavenslave-gang]{Skavensklaven-Bande}"
},
"33-36": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#skavenslave-gang]{Skavensklaven-Bande}"
},
"37-40": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#clanrat-patrol]{Klanratten-Patrouille}"
},
"41-44": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#clanrat-patrol]{Klanratten-Patrouille}"
},
"45-48": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#clanrat-patrol]{Klanratten-Patrouille}"
},
"49-52": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#clanrat-patrol]{Klanratten-Patrouille}"
},
"53-56": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#clanrat-patrol]{Klanratten-Patrouille}"
},
"57-60": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#clanrat-patrol]{Klanratten-Patrouille}"
},
"61-64": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#clanrat-patrol]{Klanratten-Patrouille}"
},
"65-68": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#clanrat-patrol]{Klanratten-Patrouille}"
},
"69-72": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#clanrat-patrol]{Klanratten-Patrouille}"
},
"73-76": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#clanrat-patrol]{Klanratten-Patrouille}"
},
"77-80": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#clanrat-patrol]{Klanratten-Patrouille}"
},
"81-84": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#clanrat-patrol]{Klanratten-Patrouille}"
},
"85-88": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#stormvermin-patrol]{Sturmratten-Patrouille}"
},
"89-92": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#stormvermin-patrol]{Sturmratten-Patrouille}"
},
"93-96": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#stormvermin-patrol]{Sturmratten-Patrouille}"
},
"97-100": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#stormvermin-bodyguard]{Sturmratten-Leibwache}"
}
}
},
"Doomrocket Fumble Table": {
"name": "Verderbensraketen-Patzertabelle",
"results": {
"1-33": {
"description": "<i>Blindgänger</i>: Die Verderbensrakete trifft das Ziel, explodiert aber nicht. Ihr Schaden verringert sich auf +6, und sie verliert die Eigenschaft Detonation."
},
"34-89": {
"description": "<i>Vom Kurs abgekommen</i>: Etwas hat sich gelöst, und die Verderbensrakete weicht von ihrem vorgesehenen Kurs ab. Sie schlägt [[2d10]] Meter vom vorgesehenen Ziel entfernt ein. Würfle [[1d10]], um die Richtung zu bestimmen (15 links; 610 rechts)."
},
"90-100": {
"description": "<i>Explosion!</i> Die Verderbensrakete explodiert vorzeitig und verursacht [[2d10+5]] Schaden bei jeder Kreatur im Umkreis von 5 Metern um den Benutzer."
}
}
},
"It Gets Worse": {
"name": "Es wird schlimmer",
"results": {
"1-5": {
"description": "Kein Angriff"
},
"6-7": {
"description": "Skelette"
},
"8-8": {
"description": "Fliegender Todesschädel"
},
"10-10": {
"description": "Zauber: [[1d10]]<br />1-3: @UUID[Compendium.wfrp4e-core.items.HqInHmOviuLqymdm]{Schreiender Schädel}<br />4-6: @UUID[Compendium.wfrp4e-core.items.Bx5CC17pRNITWhg8]{Kettenangriff}<br />7-10: @UUID[Compendium.wfrp4e-core.items.ifjDVtgGEh787p20]{Leben stehlen}"
},
"9-9": {
"description": "Aas"
}
}
},
"Undercity Hazards - Lower Tunnels": {
"name": "Gefahren der Unterstadt - Untere Tunnel",
"results": {
"1-4": {
"description": "Würfle auf @Table[undercity-hazards]{Obere Tunnel}"
},
"5-8": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#confusing-junction]{Verwirrende Kreuzung}"
},
"9-12": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#confusing-junction]{Verwirrende Kreuzung}"
},
"13-16": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#slippery-surface]{Rutschige Oberfläche}"
},
"17-20": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#unseen-obstacle]{Unsichtbares Hindernis}"
},
"21-24": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#narrow-fissure]{Enge Spalte}"
},
"25-28": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#narrow-fissure]{Enge Spalte (2)}"
},
"29-32": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#wide-cavern]{Weite Höhle}"
},
"33-36": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#low-ceiling]{Niedrige Decke}"
},
"37-40": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#rockfall]{Steinschlag}"
},
"41-44": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#stinkdamp]{Stinkwetter}"
},
"45-48": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#giant-rat-nest]{Riesenratten-Nest}"
},
"49-52": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#yellow-mould]{Gelber Schimmel}"
},
"53-56": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#blue-mould]{Blauer Schimmel}"
},
"57-60": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#lurking-spider]{Lauernde Spinne}"
},
"61-64": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#rat-swarm]{Rattenschwarm}"
},
"65-68": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#dangerous-artefact]{Gefährliches Artefakt}"
},
"69-72": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#wellspring-of-ghur]{Quelle des Ghur}"
},
"73-76": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#ghost]{Geist}"
},
"77-80": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#yellow-fang-agent]{Gelbzahn-Agent}"
},
"81-84": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#beast]{Umherziehende Bestie}"
},
"85-88": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#skaven-scout]{Skaven-Kundschafter}"
},
"89-92": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#skavenslave-gang]{Skavensklaven-Bande}"
},
"93-96": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#clanrat-patrol]{Klanratten-Patrouille}"
},
"97-100": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#stormvermin-patrol]{Sturmratten-Patrouille}"
}
}
},
"Under-Empire Tunnel Alarm Call — Max 5": {
"name": "Unter-Imperium Tunnel Alarmruf — Max 5",
"results": {
"1-3": {
"description": "Nichts"
},
"4-5": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#skavenslave-gang]{Skavensklaven-Bande (10)}"
},
"6-6": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#skavenslave-gang]{Skavensklaven-Bande (5)}"
},
"7-7": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#clanrat-patrol]{Klanratten-Patrouille (20)}"
},
"8-8": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#clanrat-patrol]{Klanratten-Patrouille (10)}"
},
"9-9": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#clanrat-patrol]{Klanratten-Patrouille (5)}"
},
"10-10": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#stormvermin-patrol]{Sturmratten-Patrouille (10)}"
}
}
},
"Under-Empire Tunnel Get Help — Max 10": {
"name": "Unter-Imperium Tunnel Hilfe holen — Max 10",
"results": {
"1-3": {
"description": "Nichts"
},
"4-5": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#clanrat-patrol]{Klanratten-Patrouille (25)}"
},
"6-6": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#clanrat-patrol]{Klanratten-Patrouille (15)}"
},
"7-7": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#clanrat-patrol]{Klanratten-Patrouille (10)}"
},
"8-8": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#stormvermin-patrol]{Sturmratten-Patrouille (20)}"
},
"9-9": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#stormvermin-patrol]{Sturmratten-Patrouille (10)}"
},
"10-10": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#stormvermin-bodyguard]{Sturmratten-Leibwache (20)}"
}
}
},
"Warp-Grinder Fumble": {
"name": "Warp-Bohrer-Patzer",
"results": {
"1-1": {
"description": "<i>Einsturz!</i> Wird unterirdisch gekämpft, stürzt der Tunnel ein und begräbt den Warp-Bohrer und seine Besatzung. Sie erleiden [[d10]] Schaden und erhalten eine Anzahl Zustände @Condition[Entangled] gleich der gewürfelten Zahl. Jeder andere im Umkreis von 5 Metern erleidet [[d10-3]] Schaden durch herabfallende Trümmer. Der Tunnel ist blockiert und unpassierbar. Über Tage wird dieses Ergebnis ignoriert."
},
"2-6": {
"description": "<i>Klick… klick…</i> Etwas hat sich im Warp-Bohrer gelöst, und er funktioniert erst wieder, wenn er durch einen bestandenen <b>Sehr Schweren (30) Beruf (Technicus)</b>-Wurf repariert wurde."
},
"7-8": {
"description": "<i>Überhitzung</i>. Der Kondensator läuft gefährlich heiß. Der Warp-Bohrer schneidet Gestein mit doppelter normaler Rate oder verursacht +16 Schaden, wenn er als Waffe eingesetzt wird. Wird er jedoch zwei weitere Züge lang verwendet, explodiert der Warp-Bohrer wie unten beschrieben."
},
"9-10": {
"description": "<i>Explosion!</i> Der Warp-Bohrer explodiert mit Schaden +12 und Detonation 5."
}
}
},
"Wandering Beast - Creature": {
"name": "Umherziehende Bestie - Kreatur",
"results": {
"1-1": {
"description": "@UUID[Compendium.wfrp4e-core.actors.VMceSpLje0J7lfP0]{Höhlensquig}"
},
"2-2": {
"description": "[[d10]] @UUID[Compendium.wfrp4e-core.actors.wdnXbjtKK7MtsZzc]{Snotlinge}"
},
"3-5": {
"description": "@UUID[Compendium.wfrp4e-core.actors.KtYgLHcSLpHmnGI2]{Bär}"
},
"6-7": {
"description": "@UUID[Compendium.wfrp4e-core.actors.6B7LMdYtunAftsFN]{4 Ghule}"
},
"8-8": {
"description": "@UUID[Compendium.wfrp4e-core.actors.VPVnyae6VHeD9cEP]{Riesenspinne (Größe: Groß)}"
},
"9-9": {
"description": "[[d10]] @UUID[Compendium.wfrp4e-core.actors.P0GkA7DPaLbeOTkf]{Mutanten}"
},
"10-10": {
"description": "@UUID[Compendium.wfrp4e-core.actors.FmEDHnfAe2iIugpt]{Sumpfoktopuss}"
}
}
},
"Undercity Hazards - Sewers": {
"name": "Gefahren der Unterstadt - Kanalisation",
"results": {
"1-4": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#confusing-junction]{Verwirrende Kreuzung}"
},
"5-8": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#discharge-pipe]{Abwasserrohr}"
},
"9-12": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#discharge-pipe]{Abwasserrohr}"
},
"13-16": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#discharge-pipe]{Abwasserrohr}"
},
"17-20": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#slippery-surface]{Rutschige Oberfläche}"
},
"21-24": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#slippery-surface]{Rutschige Oberfläche}"
},
"25-28": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#slippery-surface]{Rutschige Oberfläche}"
},
"29-32": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#unseen-obstacle]{Unsichtbares Hindernis}"
},
"33-36": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#unseen-obstacle]{Unsichtbares Hindernis}"
},
"37-40": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#narrow-fissure]{Enge Spalte}"
},
"41-44": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#low-ceiling]{Niedrige Decke}"
},
"45-48": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#low-ceiling]{Niedrige Decke}"
},
"49-52": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#rockfall]{Steinschlag}"
},
"53-56": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#blackdamp]{Mattwetter}"
},
"57-60": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#firedamp]{Schlagwetter}"
},
"61-64": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#firedamp]{Schlagwetter}"
},
"65-68": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#whitedamp]{Weißwetter}"
},
"69-72": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#stinkdamp]{Stinkwetter}"
},
"73-76": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#giant-rat-nest]{Riesenratten-Nest}"
},
"77-80": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#yellow-mould]{Gelber Schimmel}"
},
"81-84": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#lurking-spider]{Lauernde Spinne}"
},
"85-88": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#rat-swarm]{Rattenschwarm}"
},
"89-92": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#sewer-jack-patrol]{Kanalarbeiter-Patrouille}"
},
"93-96": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#rainas-sewer-jacks]{Rainas Kanalarbeiter}"
},
"97-100": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#rainas-sewer-jacks]{Rainas Kanalarbeiter}"
}
}
},
"Dangerous Artifact": {
"name": "Gefährliches Artefakt",
"results": {
"1-4": {
"description": "<b>Alarmglocke</b>: Eine vergrabene Glocke gibt einen tiefen, dröhnenden Klang von sich. Dies kann <b>Skaven-Verstärkung</b> herbeirufen."
},
"5-6": {
"description": "<b>Shuriken</b>: Der Charakter wird am Bein getroffen und verliert [[1d10]] Lebenspunkte, modifiziert durch Rüstungspunkte und Widerstand. Würfle zusätzlich [[/r 1d10]]: bei einer 13 ist der Shuriken zudem mit 1 Dosis @UUID[Compendium.wfrp4e-core.items.qfd01sggD9xbCuJY]{Schwarzer Lotus} beschichtet."
},
"7-8": {
"description": "<b>Falle</b>: Siehe @UUID[Compendium.wfrp4e-horned-rat.items.NTK53nLy10bZrjgQ]{Fangeisen}"
},
"9-10": {
"description": "<b>Giftwindkugel</b>: Eine Kugel aus grünem Glas, die beim Zerbersten giftiges, mit Warpstein durchsetztes Gas freisetzt. Zählt als 6-Meter-Wolke aus <b>Stinkwetter</b>, doch wer von der Wolke erfasst wird, erleidet zudem eine @Corruption[minor]{geringe Korruptionsbelastung}."
}
}
},
"Undercity Hazards - Upper Tunnels": {
"name": "Gefahren der Unterstadt - Obere Tunnel",
"results": {
"1-4": {
"description": "Würfle auf @Table[undercity-hazards]{Kanalisation}"
},
"5-8": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#confusing-junction]{Verwirrende Kreuzung}"
},
"9-12": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#slippery-surface]{Rutschige Oberfläche}"
},
"13-16": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#slippery-surface]{Rutschige Oberfläche}"
},
"17-20": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#unseen-obstacle]{Unsichtbares Hindernis}"
},
"21-24": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#unseen-obstacle]{Unsichtbares Hindernis}"
},
"25-28": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#narrow-fissure]{Enge Spalte}"
},
"29-32": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#narrow-fissure]{Enge Spalte (2)}"
},
"33-36": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#wide-cavern]{Weite Höhle}"
},
"37-40": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#wide-cavern]{Weite Höhle}"
},
"41-44": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#low-ceiling]{Niedrige Decke}"
},
"45-48": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#low-ceiling]{Niedrige Decke}"
},
"49-52": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#rockfall]{Steinschlag}"
},
"53-56": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#blackdamp]{Mattwetter}"
},
"57-60": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#stinkdamp]{Stinkwetter}"
},
"61-64": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#giant-rat-nest]{Riesenratten-Nest}"
},
"65-68": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#yellow-mould]{Gelber Schimmel}"
},
"69-72": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#yellow-mould]{Gelber Schimmel}"
},
"73-76": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#lurking-spider]{Lauernde Spinne}"
},
"77-80": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#lurking-spider]{Lauernde Spinne}"
},
"81-84": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#rat-swarm]{Rattenschwarm}"
},
"85-88": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#rat-swarm]{Rattenschwarm}"
},
"89-92": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#dangerous-artefact]{Gefährliches Artefakt}"
},
"93-96": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#yellow-fang-agent]{Gelbzahn-Agent}"
},
"97-100": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#skaven-scout]{Skaven-Kundschafter}"
}
}
},
"Karak Skygg Encounters": {
"name": "Karak-Skygg-Begegnungen",
"results": {
"1-5": {
"description": "<b>Zu Tode geschuftet</b>: Ein abgemagerter Skaven mit gescheckten Fell bricht aus den Schatten hervor, schaut sich hektisch um und bricht zusammen. Augenblicke später folgt ein @UUID[Actor.vqKiWF0OuVwTnARC]{Rudelmeister}, tritt gegen die Leiche und zwingt zwei weitere @UUID[Actor.E7pge5rgT241TLyD]{Skavensklaven}, sie zur Grube zu schleifen."
},
"6-10": {
"description": "<b>Rattenschwarm</b>: Eine Welle Ratten stürmt den Korridor herab, manche mit zwei Köpfen oder mehreren zusätzlichen Augen. Sie fegen an der Gruppe vorbei — verwende die Begegnung @UUID[Compendium.wfrp4e-horned-rat.journals.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#rat-swarm]{Rattenschwarm} aus der @UUID[Compendium.wfrp4e-horned-rat.journals.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx]{Liste der Gefahren}."
},
"11-16": {
"description": "<b>Vorsicht jetzt!</b> Zwei maskierte Skaven des Clans Skryre gehen vorbei und tragen sehr vorsichtig ein versiegeltes Fass, als könnte es explodieren. Werden sie überrascht, lassen sie das Fass fallen, und es explodiert mit +8 Schaden und der Eigenschaft Detonation (3)."
},
"17-30": {
"description": "<b>Wachen</b>: Sechs @UUID[Actor.DcBGKJTI6xFzE4PK]{Sturmratten} des Clans Skryre, die zur oder von der Kaserne unterwegs sind. Sie tragen Hellebarden und @UUID[Compendium.wfrp4e-horned-rat.items.YnFYheNBrpDmDtZ3]{Giftwindkugeln} und tragen Schutzbrillen"
},
"31-45": {
"description": "<b>Skavensklaven</b>: Fünf @UUID[Actor.E7pge5rgT241TLyD]{Skavensklaven}, angetrieben von einem @UUID[Actor.vqKiWF0OuVwTnARC]{Rudelmeister}. Sie tragen schwere Eimer voll gebrochenem Erz und mühen sich unter dem Gewicht ab."
},
"46-50": {
"description": "<b>Unheilvolles Dröhnen</b>: Ein lautes Geräusch kommt von oben und hallt durch die Halle. Eine gesprungene Zwergenschnitzerei fällt von der Wand und zerschellt am Boden."
},
"51-65": {
"description": "<b>Sklaven</b>: Eine Gruppe von fünf elenden Menschen und möglicherweise einem Zwerg oder Halbling stolpert vorbei und trägt Metallteile. Sie sind am Hals aneinandergebunden. Ein @UUID[Actor.vqKiWF0OuVwTnARC]{Rudelmeister} zieht sie voran, während ein anderer sie von hinten mit der Peitsche antreibt und dabei vergnügt kichert."
},
"66-75": {
"description": "<b>Warpschloss-Ingenieure</b>: Ein @UUID[Actor.KAB3UZ20z9m8fUQ3]{Warpschloss-Ingenieur} des Clans Skryre, leichte Rüstung (1 RP) und Nahkampfwaffe, sowie eine [[/r 1d100]{25 %}ige Chance auf eine @UUID[Compendium.wfrp4e-horned-rat.items.9umJu52U1cvrYn5z]{Warpschloss-Pistole}. Er scheucht die Charaktere aus dem Weg, bevor er einem kleineren Skaven eine Kopfnuss verpasst und wütend auf Queekisch quiekt."
},
"76-85": {
"description": "<b>Arbeitsschutz-Vorfall</b>: Ein in schwere Lumpen gehüllter Skaven schiebt einen Karren mit mehreren toten Sklaven darauf, deren Münder glühend grünen Speichel tropfen lassen, während abscheuliche, fleischige Wucherungen aus ihren Körpern sprießen."
},
"86-90": {
"description": "<b>Sklaven des Clan Mange</b>: Ein Rudel von sechs @UUID[Actor.E7pge5rgT241TLyD]{Skavensklaven} mit gescheckten Fell zieht vorbei, murrt auf Queekisch und wirft dem @UUID[Actor.vqKiWF0OuVwTnARC]{Rudelmeister} des Clans Skryre, der ihre Ketten hält, mörderische Blicke zu."
},
"91-95": {
"description": "<b>Aus dem Weg!</b> Eine kleine Menge von 3 Skaven-@UUID[Actor.CegfesYJax9LhoYz]{Klanratten} eilt vorbei und quiekt nervös."
},
"96-100": {
"description": "<b>Kultisten</b>: Vier Gelbzahn-Kultisten, ungepanzert, mit Dolchen. Das Emblem des Kults ist auf ihre Kleidung gemalt. Sie tragen Kisten mit verschiedenen Bauteilen, die für jeden außer einem @UUID[Actor.KAB3UZ20z9m8fUQ3]{Warpschloss-Ingenieur} wie Schrott aussehen. Sie wirken zufrieden damit, für die Herren zu arbeiten."
}
}
},
"Lower Tunnel Alarm Call — Max 1": {
"name": "Untere Tunnel Alarmruf — Max 1",
"results": {
"1-3": {
"description": "Nichts"
},
"4-5": {
"description": "Nichts"
},
"6-6": {
"description": "Nichts"
},
"7-7": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#skavenslave-gang]{Skavensklaven-Bande (20)}"
},
"8-8": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#skavenslave-gang]{Skavensklaven-Bande (10)}"
},
"9-9": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#clanrat-patrol]{Klanratten-Patrouille (20)}"
},
"10-10": {
"description": "@UUID[JournalEntry.wmrC7XgaeNOAYiSt.JournalEntryPage.lKq5SXOPDj1nJbIx#clanrat-patrol]{Klanratten-Patrouille (10)}"
}
}
}
}
}
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+111
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{
"label": "Items (Middenheim)",
"entries": {
"Wolf Kin": {
"name": "Wolfsverwandter",
"description": "<p>@UUID[JournalEntry.nzsWxG9db2fdGjZM.JournalEntryPage.0sKLAqTMd6KMG9zw]{Wolfsverwandter}</p>"
},
"Survivor": {
"name": "Überlebender",
"description": "<p>@UUID[JournalEntry.nzsWxG9db2fdGjZM.JournalEntryPage.0sKLAqTMd6KMG9zw]{Wolfsverwandter}</p>"
},
"Child of Ulric": {
"name": "Kind des Ulric",
"description": "<p>@UUID[Compendium.wfrp4e-middenheim.journals.JournalEntry.dgJ2PAhvo8uyrL93.JournalEntryPage.2T9C48vGkZRgm9V2#child-of-ulric]{Kind des Ulric}</p><h4>Eigenschaften</h4><p>@UUID[Compendium.wfrp4e-core.items.VUJUZVN3VYhOaPjj]{Rüstung}</p><p>@UUID[Compendium.wfrp4e-core.items.pLW9SVX0TVTYPiPv]{Biss}</p><p>@UUID[Compendium.wfrp4e-core.items.pTorrE0l3VybAbtn]{Furcht}</p><p>@UUID[Compendium.wfrp4e-core.items.FmHDbCOy3pH8yKhm]{Nachtsicht}</p><p>@UUID[Compendium.wfrp4e-core.items.ClOlztW6hH8rslbp]{Fährtenleser}</p><p>@UUID[Compendium.wfrp4e-core.items.AtpAudHA4ybXVlWM]{Waffe}</p><h4>Optional</h4><p>@UUID[Compendium.wfrp4e-core.items.GbDyBCu8ZjDp6dkj]{Streitlustig}</p><p>@UUID[Compendium.wfrp4e-core.items.AGcJl5rHjkyIQBPP]{Bestialisch}</p><p>@UUID[Compendium.wfrp4e-core.items.a8MC97PLzl10WocT]{Groß}</p><p>@UUID[Compendium.wfrp4e-core.items.5muSFXd6oc760uVj]{Gesegnet (Ulric)}</p><p>@UUID[Compendium.wfrp4e-core.items.4mF5Sp3t09kZhBYc]{Champion}</p><p>@UUID[Compendium.wfrp4e-core.items.UsJ2uIOOtHA7JqD5]{Unbeugsam}</p><p>@UUID[Compendium.wfrp4e-core.items.9MjH4xyVrd3Inzak]{Schnell}</p><p>@UUID[Compendium.wfrp4e-core.items.yRhhOlt18COq4e1q]{Raserei}</p><p>@UUID[Compendium.wfrp4e-core.items.IAWyzDfC286a9MPz]{Immunität gegen Psychologie}</p><p>@UUID[Compendium.wfrp4e-core.items.SfUUdOGjdYpr3KSR]{Regeneration}</p><p>@UUID[Compendium.wfrp4e-core.items.8slW8CJ2oVTxeQ6q]{Größe (Groß)}</p>",
"effects": {
"Child of Ulric": {
"name": "Kind des Ulric",
"changes": {
"system.characteristics.ws.modifier": 10,
"system.characteristics.s.modifier": 10,
"system.characteristics.t.modifier": 10,
"system.characteristics.i.modifier": 10,
"system.characteristics.ag.modifier": 10,
"system.characteristics.dex.modifier": -10,
"system.characteristics.int.modifier": -10,
"system.characteristics.fel.modifier": -20,
"system.details.move.value": 1
}
}
}
},
"Ring of Tongues": {
"name": "Ring der Zungen",
"description": "<p>Der Träger des Rings aktiviert ihn, indem er die Worte <em>„Sprich, und offenbare dich mir“</em> ausspricht. Für die nächste Stunde versteht er die folgenden Sprachen, als wäre er ein Muttersprachler: Classical, Bretonisch, Tilearisch, Eltharin, Gospodarinisch und Khazalid.</p>",
"effects": {
"Ring of Tongues": {
"name": "Ring der Zungen"
}
}
},
"Sword of Fear": {
"name": "Schwert der Furcht",
"description": "<p>Der Träger des Schwerts kann seine Macht anrufen, indem er ruft: „Ergib dich oder stirb!“, und erhält dadurch für [[/r 2d10]] Runden die Eigenschaft @UUID[Compendium.wfrp4e-core.items.pTorrE0l3VybAbtn]{Furcht (2)}. Das Schwert verursacht zudem Schaden bei Kreaturen, die normalerweise immun gegen nichtmagische Angriffe sind, und profitiert von den Gegenstandseigenschaften <em>Edel</em> und <em>Haltbar</em>.</p>",
"effects": {
"Sword of Fear": {
"name": "Schwert der Furcht"
}
}
},
"Spotted Green Brain Pox": {
"name": "Gesprenkelte Grüne Hirnpocken",
"description": "<p>Diese schreckliche Krankheit verwandelt ihre Opfer in rasende Wahnsinnige, die jeden auf ihrem Weg beißen, zerkratzen und zerstückeln. Die Krankheit selbst wird durch das Zufügen von Verletzungen übertragen, sodass mit zunehmender, durch die Krankheit ausgelöster Gewalt immer mehr Menschen ihr erliegen.</p>",
"effects": {
"Buboes": {
"name": "Beulen"
},
"Convulsions": {
"name": "Krämpfe"
},
"Homicidal Raging": {
"name": "Mörderische Raserei"
},
"Lingering (Average)": {
"name": "Andauernd (Durchschnittlich)"
},
"Pox": {
"name": "Pocken"
}
}
},
"Magical Dagger": {
"name": "Magischer Dolch",
"description": "<p>Der Dolch verursacht Schaden bei Kreaturen, die normalerweise immun gegen nichtmagische Angriffe sind, und profitiert von den Gegenstandseigenschaften <em>Edel</em> und <em>Haltbar</em>.</p>"
},
"Boots of Gucci": {
"name": "Stiefel von Gucci",
"description": "<p>Werden sie mit dem Satz „Anmut steht über Stil“ aktiviert, erhält der Träger die Vorteile des Talents @UUID[Compendium.wfrp4e-core.items.sYbgpSnRqSZWgwFP]{Etikette (Adel, Gildenmitglieder oder Dienerschaft)}, solange die Stiefel an seinen Füßen bleiben. Wenn er möchte, kann er den Satz erneut sprechen, um zu ändern, welche Version des Talents er als Vorteil erhält.</p>",
"effects": {
"Boots of Gucci": {
"name": "Stiefel von Gucci"
}
}
},
"Wolf Brother": {
"name": "Wolfsbruder",
"description": "<p>@UUID[JournalEntry.nzsWxG9db2fdGjZM.JournalEntryPage.0sKLAqTMd6KMG9zw]{Wolfsverwandter}</p>"
},
"Gromril Helm": {
"name": "Gromril-Helm",
"description": "<p>Dieser Helm passt einem Zwerg mühelos. In jeder Hinsicht ist er ein normaler Plattenhelm, bietet jedoch 3 Rüstungspunkte und profitiert von den Gegenstandseigenschaften <em>Edel</em> und <em>Unzerbrechlich</em>. Lukas würde es für ziemlich unehrenhaft halten, den Helm zu verkaufen, es sei denn, der Kunde wäre ein Zwerg.</p>",
"effects": {
"Gromril Helm": {
"name": "Gromril-Helm"
}
}
},
"Wolf Club": {
"name": "Wolfsknüppel",
"description": "<p>@UUID[JournalEntry.nzsWxG9db2fdGjZM.JournalEntryPage.0sKLAqTMd6KMG9zw]{Wolfsverwandter}</p>"
},
"Bless With Filth": {
"name": "Mit Unrat segnen",
"description": "<p>Du verfluchst die Klingen, Krallen und Zähne derer um dich herum, sodass sie septische Wunden verursachen. Für die Dauer des Zaubers gilt jeder Charakter im Wirkungsbereich als im Besitz der Kreatureneigenschaft @UUID[Compendium.wfrp4e-core.items.V0c3qBU1CMm8bmsW]{Infiziert}.</p>",
"effects": {
"Bless With Filth": {
"name": "Mit Unrat segnen"
}
}
}
}
}
+56
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{
"label": "Szenen (Middenheim)",
"entries": {
"Middenheim": {
"name": "Middenheim",
"drawings": {
"Hedge Maze": "Heckenlabyrinth"
},
"notes": {
"Dragon Ales Brewhouse": "Brauhaus Drachenbräu",
"Pfandleiher's Pawnbrokers": "Pfandleihers Pfandhaus",
"Physicians' Guild": "Gilde der Medici"
}
},
"Grand Duchy of Middenheim": {
"name": "Großherzogtum Middenheim",
"drawings": {
"The Drakwald Forest": "Der Drakwald",
"Territory of the Blackweb Forest Goblins": "Gebiet der Schwarznetz-Waldgoblins",
"Territory of the Red Tusk Orcs": "Gebiet der Rothauer-Orks",
"River Taub": "Fluss Taub",
"Kleiflusch River": "Fluss Kleiflusch"
},
"notes": {
"Ruins of the Lonely Tower": "Ruinen des Einsamen Turms",
"Ruins of Palace Fahndorf": "Ruinen des Palasts Fahndorf",
"Ruins of Wolf Watch": "Ruinen von Wolfswacht",
"Ruins of Solzheimschloss": "Ruinen von Solzheimschloss",
"Norderingen": "Norderingen",
"Upper Spite": "Oberer Groll",
"Tomb of Kazron Gorespite": "Grabmal von Kazron Blutgroll",
"Gladbeich": "Gladbeich",
"Oberholzbek Mine": "Oberholzbek-Mine",
"Ruins of the Two Fingers": "Ruinen der Zwei Finger",
"Dunfurter Castle": "Burg Dunfurt",
"Ruins of Karak Khazarak": "Ruinen von Karak Khazarak",
"Ruins of Mittler Castle": "Ruinen der Burg Mittler",
"Brass Keep": "Messingfeste",
"Hope Square": "Platz der Hoffnung",
"Sohk": "Sohk",
"The Teutogen Brotherhood Temple": "Der Tempel der Teutogenbruderschaft",
"The Fox and Crown Coaching Inn": "Gasthaus Zum Fuchs und Krone",
"Solzheim": "Solzheim",
"Linz": "Linz",
"Thugenheim": "Thugenheim",
"Jager Keep": "Festung Jäger",
"Immelscheid": "Immelscheid",
"Fort Immelscheid": "Fort Immelscheid",
"The Howling Stones": "Die Heulenden Steine"
}
},
"Middenball": {
"name": "Middenball"
}
}
}
+866
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{
"label": "Tabellen (Middenheim)",
"entries": {
"Athletics - Middenball": {
"name": "Athletik - Middenball",
"results": {
"1-2": {
"description": "Ein Spieler des Gastteams befindet sich im Abwehrbereich (Full Back) des Spielfelds. Wird ihm in dieser Runde zugespielt, kann er aufs Tor schießen."
},
"3-10": {
"description": "Ein Spieler des Gastteams befindet sich im hinteren Mittelfeld (Half Back) des Spielfelds. Wird ihm in dieser Runde zugespielt, kann er aufs Tor schießen."
},
"11-20": {
"description": "Ein Spieler des Gastteams befindet sich im eigenen Mittelfeld (Home Midfield) des Spielfelds. Wird ihm in dieser Runde zugespielt, kann er aufs Tor schießen."
},
"21-35": {
"description": "Ein Spieler des Gastteams befindet sich im gegnerischen Mittelfeld (Away Midfield) des Spielfelds. Wird ihm in dieser Runde zugespielt, kann er aufs Tor schießen."
},
"36-46": {
"description": "Das Gastteam zeigt sich leicht überlegen. Addiere 5 zu seinem A-Wert in der nächsten Runde."
},
"47-54": {
"description": "Diese Runde hat keine Auswirkung."
},
"55-65": {
"description": "Das Heimteam zeigt sich leicht überlegen. Addiere 5 zu seinem A-Wert in der nächsten Runde."
},
"66-80": {
"description": "Ein Spieler des Heimteams befindet sich im eigenen Mittelfeld (Home Midfield) des Spielfelds. Wird ihm in dieser Runde zugespielt, kann er aufs Tor schießen."
},
"81-90": {
"description": "Ein Spieler des Heimteams befindet sich im gegnerischen Mittelfeld (Away Midfield) des Spielfelds. Wird ihm in dieser Runde zugespielt, kann er aufs Tor schießen."
},
"91-98": {
"description": "Ein Spieler des Heimteams befindet sich im vorderen Mittelfeld (Half Forward) des Spielfelds. Wird ihm in dieser Runde zugespielt, kann er aufs Tor schießen."
},
"99-100": {
"description": "Ein Spieler des Heimteams befindet sich im Sturm (Forward) des Spielfelds. Wird ihm in dieser Runde zugespielt, kann er aufs Tor schießen."
}
}
},
"Brutality - Middenball": {
"name": "Brutalität - Middenball",
"results": {
"1-2": {
"description": "Ein Spieler des Heimteams erleidet eine kritische Verletzung und scheidet aus dem Spiel aus. Ziehe A- und B-Wert dieses Spielers vom Teamgesamtwert ab. Sind keine Ersatzspieler verfügbar, wird einer der Spieler des Gastteams zum freien Spieler."
},
"3-10": {
"description": "Ein Spieler des Heimteams wird schwer verletzt. Verringere A- und B-Wert des Teams um je 1."
},
"11-20": {
"description": "Ein Spieler des Heimteams wird durchgeschüttelt. Verringere A- und B-Wert des Teams für 1 Runde um je 1."
},
"21-35": {
"description": "Ein Spieler des Gastteams stellt sich zwischen den ballführenden Spieler und das Tor. Dies zählt entweder als Decken oder kann genutzt werden, um die Auswirkungen eines bestehenden Deckens aufzuheben (je nachdem, was für das Gastteam vorteilhafter ist)."
},
"36-46": {
"description": "Das Gastteam zeigt mehr Aggressivität. Addiere 5 zu seinem B-Wert in der nächsten Runde."
},
"47-54": {
"description": "Diese Runde hat keine Auswirkung."
},
"55-65": {
"description": "Das Heimteam zeigt mehr Aggressivität. Addiere 5 zu seinem B-Wert in der nächsten Runde."
},
"66-80": {
"description": "Ein Spieler des Heimteams stellt sich zwischen den ballführenden Spieler und das Tor. Dies zählt entweder als Decken oder kann genutzt werden, um die Auswirkungen eines bestehenden Deckens aufzuheben (je nachdem, was für das Heimteam vorteilhafter ist)."
},
"81-90": {
"description": "Ein Spieler des Gastteams wird durchgeschüttelt. Verringere A- und B-Wert des Teams für 1 Runde um je 1."
},
"91-98": {
"description": "Ein Spieler des Gastteams wird schwer verletzt. Verringere A- und B-Wert des Teams um je 1."
},
"99-100": {
"description": "Ein Spieler des Gastteams erleidet eine kritische Verletzung und scheidet aus dem Spiel aus. Ziehe A- und B-Wert dieses Spielers vom Teamgesamtwert ab. Sind keine Ersatzspieler verfügbar, wird einer der Spieler des Heimteams zum freien Spieler."
}
}
},
"Career - Human (Middenlander)": {
"name": "Karriere - Mensch (Middenländer)",
"results": {
"1-1": {
"name": "Apotheker",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.86gkaanqt19xYCRa]{Apotheker}</p>"
},
"2-2": {
"name": "Technicus",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.hVKMI3xwuUpO3P6c]{Technicus}</p>"
},
"3-3": {
"name": "Advokat",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.uIKbkjQpNUCGIQRv]{Advokat}</p>"
},
"4-5": {
"name": "Mönch",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.f5m7s9K2y1zQNmej]{Mönch}</p>"
},
"6-6": {
"name": "Medicus",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.Mn7w0SSGfN7cu7gQ]{Medicus}</p>"
},
"7-11": {
"name": "Priester",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.h1l9jvaIxsb92wtM]{Priester}</p>"
},
"12-13": {
"name": "Gelehrter",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.CmiCNv8YlslFqRqy]{Gelehrter}</p>"
},
"14-14": {
"name": "Zauberer",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.PKm1L6yjZ4PH0JJG]{Zauberer}</p>"
},
"15-15": {
"name": "Agitator",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.X6OBFMR8ywipAPOo]{Agitator}</p>"
},
"16-17": {
"name": "Handwerker",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.GWrZq3xoRSsDnQe0]{Handwerker}</p>"
},
"18-19": {
"name": "Bettler",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.1l2m7D1LHIz2q9qv]{Bettler}</p>"
},
"20-20": {
"name": "Ermittler",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.zLWmjUbUdAOfiV3F]{Ermittler}</p>"
},
"21-21": {
"name": "Kaufmann",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.h7GdfctKdjWL0Ejp]{Kaufmann}</p>"
},
"22-23": {
"name": "Rattenfänger",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.mKvUxzJyQmhgjDE0]{Rattenfänger}</p>"
},
"24-26": {
"name": "Städter",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.XHYgf5oEwIeCEVNM]{Städter}</p>"
},
"27-27": {
"name": "Wachmann",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.N02cjJdNWPdc4PUS]{Wachmann}</p>"
},
"28-28": {
"name": "Berater",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.pwth0cd20Vdp0B9G]{Berater}</p>"
},
"29-29": {
"name": "Künstler",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.u9sso2ox8BNznmy4]{Künstler}</p>"
},
"31-31": {
"name": "Gesandter",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.0t9wtjQIoOofh8nO]{Gesandter}</p>"
},
"32-32": {
"name": "Adeliger",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.t41abSTLeMAdLiWS]{Adeliger}</p>"
},
"33-35": {
"name": "Diener",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.iYnopOFkz5L6hljq]{Diener}</p>"
},
"36-36": {
"name": "Spion",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.ssJHG82vEHHRoAUF]{Spion}</p>"
},
"37-37": {
"name": "Meier",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.wbqpqbFoSnvoZ53j]{Meier}</p>"
},
"38-38": {
"name": "Büttel",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.UhdhIWaofKgwFKEr]{Büttel}</p>"
},
"39-39": {
"name": "Heckenhexer",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.03Nnub5GHNRCU9kg]{Heckenhexer}</p>"
},
"40-40": {
"name": "Kräuterkundiger",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.fTqkgehpmxk7kVT6]{Kräuterkundiger}</p>"
},
"41-42": {
"name": "Jäger",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.T6c9MttfG0Fj4nDm]{Jäger}</p>"
},
"43-43": {
"name": "Bergmann",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.Nu2diwbUfo786wYt]{Bergmann}</p>"
},
"44-44": {
"name": "Mystiker",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.CzebTXk5dirMAZ6p]{Mystiker}</p>"
},
"45-45": {
"name": "Kundschafter",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.HSoeyY2cbQAndBFk]{Kundschafter}</p>"
},
"46-50": {
"name": "Dörfler",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.EYkvtokq0FXlFaPa]{Dörfler}</p>"
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"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.uIKbkjQpNUCGIQRv]{Advokat}</p>"
},
"4-5": {
"name": "Mönch",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.f5m7s9K2y1zQNmej]{Mönch}</p>"
},
"6-6": {
"name": "Medicus",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.Mn7w0SSGfN7cu7gQ]{Medicus}</p>"
},
"7-11": {
"name": "Priester",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.h1l9jvaIxsb92wtM]{Priester}</p>"
},
"12-13": {
"name": "Gelehrter",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.CmiCNv8YlslFqRqy]{Gelehrter}</p>"
},
"14-14": {
"name": "Zauberer",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.PKm1L6yjZ4PH0JJG]{Zauberer}</p>"
},
"15-15": {
"name": "Agitator",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.X6OBFMR8ywipAPOo]{Agitator}</p>"
},
"16-18": {
"name": "Handwerker",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.GWrZq3xoRSsDnQe0]{Handwerker}</p>"
},
"19-21": {
"name": "Bettler",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.1l2m7D1LHIz2q9qv]{Bettler}</p>"
},
"22-22": {
"name": "Ermittler",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.zLWmjUbUdAOfiV3F]{Ermittler}</p>"
},
"23-24": {
"name": "Kaufmann",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.h7GdfctKdjWL0Ejp]{Kaufmann}</p>"
},
"25-26": {
"name": "Rattenfänger",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.mKvUxzJyQmhgjDE0]{Rattenfänger}</p>"
},
"27-28": {
"name": "Städter",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.XHYgf5oEwIeCEVNM]{Städter}</p>"
},
"29-31": {
"name": "Wachmann",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.N02cjJdNWPdc4PUS]{Wachmann}</p>"
},
"32-32": {
"name": "Berater",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.pwth0cd20Vdp0B9G]{Berater}</p>"
},
"33-33": {
"name": "Künstler",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.u9sso2ox8BNznmy4]{Künstler}</p>"
},
"35-35": {
"name": "Gesandter",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.0t9wtjQIoOofh8nO]{Gesandter}</p>"
},
"36-36": {
"name": "Adeliger",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.t41abSTLeMAdLiWS]{Adeliger}</p>"
},
"37-39": {
"name": "Diener",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.iYnopOFkz5L6hljq]{Diener}</p>"
},
"40-40": {
"name": "Spion",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.ssJHG82vEHHRoAUF]{Spion}</p>"
},
"41-41": {
"name": "Meier",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.wbqpqbFoSnvoZ53j]{Meier}</p>"
},
"42-42": {
"name": "Büttel",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.UhdhIWaofKgwFKEr]{Büttel}</p>"
},
"43-43": {
"name": "Heckenhexer",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.03Nnub5GHNRCU9kg]{Heckenhexer}</p>"
},
"44-44": {
"name": "Kräuterkundiger",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.fTqkgehpmxk7kVT6]{Kräuterkundiger}</p>"
},
"45-45": {
"name": "Jäger",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.T6c9MttfG0Fj4nDm]{Jäger}</p>"
},
"46-47": {
"name": "Bergmann",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.Nu2diwbUfo786wYt]{Bergmann}</p>"
},
"48-48": {
"name": "Mystiker",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.CzebTXk5dirMAZ6p]{Mystiker}</p>"
},
"49-49": {
"name": "Kundschafter",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.HSoeyY2cbQAndBFk]{Kundschafter}</p>"
},
"50-54": {
"name": "Dörfler",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.EYkvtokq0FXlFaPa]{Dörfler}</p>"
},
"55-55": {
"name": "Kopfgeldjäger",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.orZTfdJCm6OnUktl]{Kopfgeldjäger}</p>"
},
"56-57": {
"name": "Kutscher",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.tvJAKXB7R0EOr4oE]{Kutscher}</p>"
},
"58-60": {
"name": "Schausteller",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.5nIDu8oyFVShLqne]{Schausteller}</p>"
},
"61-61": {
"name": "Bote",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.9XoJinyH6CsOcJ1h]{Bote}</p>"
},
"62-63": {
"name": "Hausierer",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.FdlybSv02jjXG1qW]{Hausierer}</p>"
},
"65-65": {
"name": "Hexenjäger",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.ADYQOtpsk5n1EHen]{Hexenjäger}</p>"
},
"69-69": {
"name": "Schmuggler",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.FqhOxcvai4ROvhXB]{Schmuggler}</p>"
},
"70-71": {
"name": "Stauer",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.KslqDlYmY4trmf6S]{Stauer}</p>"
},
"72-73": {
"name": "Kuppler",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.WmXiUhsOHIJia8OM]{Kuppler}</p>"
},
"74-74": {
"name": "Scharlatan",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.Eg5D2UI3U4SAHnuU]{Scharlatan}</p>"
},
"75-76": {
"name": "Hehler",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.VzMDRJtha7epNzuX]{Hehler}</p>"
},
"77-77": {
"name": "Grabräuber",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.bDoNOzzUiMdKqpps]{Grabräuber}</p>"
},
"78-79": {
"name": "Bandit",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.SrqxyWytyki4WYgC]{Bandit}</p>"
},
"80-82": {
"name": "Halunke",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.Z5QPZbUR3h422ozo]{Halunke}</p>"
},
"83-86": {
"name": "Dieb",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.mBtIPoWNpXwAS5Yl]{Dieb}</p>"
},
"87-87": {
"name": "Hexer",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.7lNzR0hDPl98NrcX]{Hexer}</p>"
},
"88-89": {
"name": "Kavallerist",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.ArFOfnzJkToXBJBF]{Kavallerist}</p>"
},
"90-92": {
"name": "Wächter",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.HndWncfaHb0nzNUq]{Wächter}</p>"
},
"93-93": {
"name": "Ritter",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.L3YNSsFKnqrqcmTn]{Ritter}</p>"
},
"94-94": {
"name": "Grubenkämpfer",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.EELJsJuoDVxiRu9e]{Grubenkämpfer}</p>"
},
"95-95": {
"name": "Gedungener",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.cXOl6phkTrPcUmwC]{Gedungener}</p>"
},
"96-99": {
"name": "Soldat",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.1OTZ386bMWJ6wfzX]{Soldat}</p>"
},
"100-100": {
"name": "Kriegerpriester",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.iYVpqJ6bz8fokdmf]{Kriegerpriester}</p>"
},
"66-68": {
"name": "Wolfsverwandter",
"description": "<p>@UUID[Compendium.wfrp4e-middenheim.journals.nzsWxG9db2fdGjZM.JournalEntryPage.0sKLAqTMd6KMG9zw]{Wolfsverwandter}</p>"
},
"64-64": {
"name": "Straßenwächter",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.dN2K3ZBMu4rvGGpW]{Straßenwächter}</p>"
},
"34-34": {
"name": "Duellist",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.3r4A1DOiF3laRWvq]{Duellist}</p>"
}
}
},
"Middenball Random Events": {
"name": "Middenball Zufallsereignisse",
"results": {
"1-33": {
"description": "Diese Runde geschieht nichts Ungewöhnliches."
},
"34-34": {
"description": "Der Ball platzt auf und Federn wirbeln umher. Wird ein Snotling verwendet, befreit sich die Kreatur aus ihren Fesseln und kann entweder ihre Peiniger angreifen oder zu fliehen versuchen. Das Spiel wird unterbrochen, bis ein Ersatz gefunden ist."
},
"35-40": {
"description": "Ein Fan schlägt nach einem nahestehenden Spieler. Spiele 3 Runden unbewaffneten Kampf zwischen einem zufällig bestimmten Spieler und einem gewöhnlichen @UUID[Compendium.wfrp4e-core.actors.7ihBjcHcewZ2Obul]{Menschen} aus."
},
"41-60": {
"description": "Das Wetter schlägt um. Kalte und/oder nasse Bedingungen verursachen in der nächsten Runde einen Abzug von -10 auf alle Athletik- und Fernkampfgeschick-Proben."
},
"61-75": {
"description": "Sind die Teams ungleich groß, verlässt der Torhüter des Teams mit weniger Spielern das Tor."
},
"76-79": {
"description": "Ein Fan wirft einen Gegenstand nach einem zufällig bestimmten Spieler. Der Spieler muss eine <b>Leichte (+40) Widerstand-Probe</b> bestehen oder erleidet @Condition[Stunned]"
},
"80-83": {
"description": "Ein zufällig bestimmter Spieler (kein Spielercharakter oder ballführender Spieler) rutscht im Schlamm aus, verstaucht sich den Knöchel und muss sich zurückziehen."
},
"84-86": {
"description": "Ein zufällig bestimmter Spieler (kein Spielercharakter oder ballführender Spieler) hat aus einem Flachmann genippt. Bestimme den Spieler und lege für ihn eine <b>Schwere (-20) Alkohol-vertragen-Probe</b> ab."
},
"87-89": {
"description": "Ein zufällig bestimmter Spieler (kein Spielercharakter oder ballführender Spieler) hat ein leistungssteigerndes Stimulans zu sich genommen. Er profitiert (und leidet später) von den Auswirkungen von @UUID[Compendium.wfrp4e-core.items.jTFOrokjEHbi12rT]{Ranalds Entzücken}."
},
"90-95": {
"description": "Die Fans des Heimteams stimmen einen mitreißenden Gesang an. Das Heimteam profitiert in der nächsten Runde von +5 B."
},
"96-100": {
"description": "Die Fans des Gastteams sind bestens bei Stimme. Das Gastteam profitiert in der nächsten Runde von +5 B."
}
}
}
}
}
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+96
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{
"label": "Items (Old World Bundle I)",
"entries": {
"Warlord": {
"name": "Kriegsherr",
"description": "<p>Der Kriegsherr kann über einen einzelnen Stamm in einer bestimmten Gegend herrschen, oder er befehligt über eine weitere Region hinweg eine Koalition verbündeter oder unterworfener Banden.</p>",
"effects": {
"Warlord": {
"name": "Kriegsherr"
}
}
},
"Censer-Flail": {
"name": "Räucherfass-Flegel",
"description": "<p>Ein Räucherfass-Flegel ist ein Kriegsflegel mit einem ausgehöhlten Kopf, gefüllt mit glühenden Kohlen und Weihrauch, verwendet von vielen religiösen Fanatikern entlang der nördlichen Grenzen des Imperiums. Diese Flegel werden von vielen im Sigmarskult missbilligt, da sie dazu neigen, ihre Träger zu verletzen und unbeabsichtigte Brände zu verursachen, doch sie bleiben wegen des Schreckens, den sie auf dem Schlachtfeld verbreiten, weiterhin im Einsatz. Ein Räucherfass-Flegel verleiht einem getroffenen Ziel +EG Zustände @Condition[Ablaze].</p>",
"effects": {
"Censer-Flail": {
"name": "Räucherfass-Flegel"
}
}
},
"Soldier": {
"name": "Soldat",
"description": "<p>Soldaten bilden das Rückgrat der meisten Kriegertrupps. Die generische Kreatur aus dem Bestiarium kann in vielen Fällen Soldaten darstellen, doch viele sind erfahrenere Kämpfer.</p>"
},
"Null": {
"name": "Null",
"description": "<p>Wie ein Schwarzes Loch im Aethyr werden die Winde der Magie durch die Anwesenheit dieser Kreatur zunichtegemacht. Diese Kreatur kann unter keinen Umständen Zauber wirken und kann nicht Ziel eines Zaubers sein. Zauber innerhalb von 9 Metern dieser Kreatur haben ihre Zauberstufe verdoppelt oder auf 4 erhöht, je nachdem, was ungünstiger ist.</p>",
"effects": {
"Null": {
"name": "Null"
}
}
},
"Incorporeal": {
"name": "Körperlos",
"description": "<p>Josef ist nicht in der Lage, sich in dem Maße zu manifestieren, wie es durch Nekromantie beschworene Geister können. Für den größten Teil des Abenteuers ist er unsichtbar, lautlos und unfähig, mit der Welt zu interagieren, sofern nicht als Teil der Handlung anders vermerkt. Charaktere mit Magischem Gespür können an Josefs Standort schwache Spuren von <em>Dhar</em> und <em>Shyish</em> wahrnehmen. Wenn du möchtest, kann Josef einen Willenskraft-Wurf bestehen, um mit seiner Lähmenden Kälte zuschlagen zu können.</p>"
},
"Shaman Lord": {
"name": "Schamanenfürst",
"description": "<p>Als kleine Magier und Mystiker fungiert ein Schamane als geistlicher Berater des Kriegertrupps, berät seine Häuptlinge und unterstützt sie in der Schlacht mit seinen rohen, aber mächtigen Zaubern.</p>",
"effects": {
"Shaman": {
"name": "Schamane"
}
}
},
"Skirmisher": {
"name": "Plänkler",
"description": "<p>Die meisten Stämme verfügen über eine Kaste von Kriegern, die in Überraschungsangriffen geübt sind, Feinde mit Fernwaffen belästigen und als geschickte Späher dienen.</p>"
},
"Spider Venom Arrows": {
"name": "Spinnengift-Pfeile",
"description": "<p>Die Goblins des Drakwalds, besonders die Waldgoblins, die ein Bündnis mit den vielen schrecklichen Spinnen jener Gegend eingehen, lernen schnell, das Gift ihrer Verbündeten zu nutzen. Die meisten Pfeile werden in Spinnengift getaucht, das die meisten Ziele rasch schwächt oder sie sogar bewusstlos werden lässt.</p>\n<p>Ziele, die durch diese in Spinnengift getauchten Pfeile verwundet werden, müssen einen <strong>Herausfordernden (+0) Ausdauer</strong>-Wurf bestehen. Scheitern sie, erhalten sie 1 Zustand @Condition[Poisoned]. Spinnengift ist nicht darauf ausgelegt, Opfer zu töten, sondern sie bewusstlos zu machen. Ziele, die auf 0 Lebenspunkte fallen, während sie an einem Zustand Vergiftet durch diese Pfeile leiden, werden bewusstlos, laufen jedoch nicht Gefahr, durch verbleibende Zustände Vergiftet zu sterben, wie es normalerweise der Fall wäre.</p>",
"effects": {
"Spider Venom Arrows": {
"name": "Spinnengift-Pfeile"
}
}
},
"Chief": {
"name": "Häuptling",
"description": "<p>Ein Häuptling kann einen kleinen Kriegertrupp anführen oder in einem größeren dem Kriegsherrn unterstellt sein. Sie sind erfahrene Krieger, die hauptsächlich durch ihren einschüchternden Ruf herrschen.</p>",
"effects": {
"Chief": {
"name": "Häuptling"
}
}
},
"Skitter": {
"name": "Skitter",
"description": "<p>Eine neue Mischung obskuren Ursprungs, Skitter, hat die Straßen von Nuln hart getroffen und verbreitet sich schnell. Wer es konsumiert, findet sich in einer intensiven, glückseligen Trance wieder, die manchmal tagelang anhalten kann. Du musst einen <strong>Sehr Schweren (30) Widerstands</strong>-Wurf bestehen und erhältst den Zustand @Condition[Unconscious] für eine Anzahl von Stunden gleich dem Doppelten von EG, mindestens jedoch 4. Eine Dosis zählt als @Corruption[minor]{Geringe Korruption}, doch dauert der dadurch verursachte Schlaf länger als 8 Stunden, wird sie zu einer Mittleren Korruption. Nach dem Erwachen musst du einen <strong>Schweren (20) Widerstands</strong>-Wurf bestehen, oder du erhältst einen Zustand @Condition[Fatigued], der 3 Tage anhält oder bis eine weitere Dosis eingenommen wird.</p>",
"effects": {
"Skitter": {
"name": "Skitter"
},
"Apply Skitter": {
"name": "Skitter anwenden"
}
}
},
"Elite": {
"name": "Elite",
"description": "<p>Kriegertrupps umfassen oft kleine Zirkel von Elitekriegern, die wichtige Persönlichkeiten bewachen oder weniger erfahrene Krieger anführen (Skaven-Sturmratten und Bestienmenschen-Bestigore erfüllen diese Rolle üblicherweise in ihren jeweiligen Kriegertrupps).</p>"
},
"Shaman": {
"name": "Schamane",
"description": "<p>Als kleine Magier und Mystiker fungiert ein Schamane als geistlicher Berater des Kriegertrupps, berät seine Häuptlinge und unterstützt sie in der Schlacht mit seinen rohen, aber mächtigen Zaubern.</p>",
"effects": {
"Shaman": {
"name": "Schamane"
}
}
}
}
}
+37
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{
"label": "Szenen (Old World Bundle I)",
"entries": {
"Lurchen House": {
"name": "Haus Lurchen",
"drawings": {
"Cellar": "Keller",
"A": "A",
"C": "C",
"B": "B",
"D": "D",
"F": "F",
"E": "E",
"G": "G"
},
"notes": {
"1. Lounge & Dining": "1. Salon & Esszimmer",
"3. Larder": "3. Speisekammer",
"2. Kitchen": "2. Küche",
"6. Garden": "6. Garten",
"7. Goats": "7. Ziegen",
"8. Horses": "8. Pferde"
}
},
"Island": {
"name": "Insel",
"drawings": {
"Chapel of Khaine": "Kapelle des Khaine",
"Garden of Morr": "Garten des Morr",
"Lock-up": "Arrestzelle",
"Stores": "Vorräte",
"Goat Pen": "Ziegenpferch",
"Vegetable Patch": "Gemüsebeet"
}
}
}
}
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+170
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{
"label": "Szenen (Power Behind the Throne)",
"entries": {
"Pritzstock": {
"name": "Pritzstock",
"drawings": {
"Aschaffenberg": "Aschaffenberg",
"Baldurich": "Baldurich",
"Bleurer*": "Bleurer*",
"Fleiss*": "Fleiss*",
"Guderain": "Guderain",
"Kallman*": "Kallman*",
"Klop*": "Klop*",
"Rueter": "Rueter",
"Rocheteau": "Rocheteau",
"Semmelweiss": "Semmelweiss",
"Surhardt": "Surhardt",
"Uderlast*": "Uderlast*",
"Well": "Brunnen",
"PRITZSTOCK": "PRITZSTOCK",
"* = one of Rocheteau's tenant farmers": "* = einer von Rocheteaus Pachtbauern"
}
},
"Middnheim Surrounds": {
"name": "Umgebung von Middenheim",
"drawings": {
"LEICHLINBERG": "LEICHLINBERG",
"PRITZSTOCK": "PRITZSTOCK",
"GRUBENTREICH": "GRUBENTREICH"
}
},
"The Templar's Arms": {
"name": "Zum Wappen des Templers",
"drawings": {
"a": "a",
"b": "b",
"c": "c",
"d": "d",
"e": "e",
"f": "f",
"g": "g",
"h": "h",
"i": "i",
"l": "l",
"m": "m",
"n": "n",
"o": "o"
}
},
"The Sewers": {
"name": "Die Kanalisation",
"drawings": {
"1": "1",
"2": "2",
"3": "3",
"4": "4",
"5": "5",
"6": "6",
"7": "7",
"8": "8",
"9": "9",
"10": "10",
"11": "11",
"12": "12",
"-7 yds": "-7 yds"
}
},
"Wasmeier's Town House": {
"name": "Wasmeiers Stadthaus",
"drawings": {
"a": "a",
"b": "b",
"c": "c",
"d": "d",
"e": "e",
"f": "f",
"g": "g",
"j": "j",
"h": "h",
"i": "i",
"k": "k",
"l": "l",
"m": "m",
"n": "n"
}
},
"The Lair of the Gravelord": {
"name": "Das Versteck des Grabfürsten",
"drawings": {
"THE LAIR OF THE GRAVELORD": "DAS VERSTECK DES GRABFÜRSTEN",
"Entrance": "Eingang",
"Bend": "Kurve",
"Stone": "Stein",
"Bone Cave": "Knochenhöhle",
"Curtain": "Höhlenvorhang",
"Gräbers Camp": "Gräbers Lager"
}
},
"Lair of the Pawns": {
"name": "Versteck der Marionetten",
"drawings": {
"a": "a",
"c": "c",
"g": "g",
"h": "h",
"i": "i",
"f": "f",
"e": "e",
"d": "d",
"b": "b"
}
},
"Web of Influence": {
"name": "Netz des Einflusses"
},
"The House": {
"name": "Das Haus",
"drawings": {
"1": "1",
"2": "2",
"3": "3",
"4": "4",
"5": "5",
"6": "6",
"7": "7",
"8": "8",
"9": "9",
"10": "10",
"11": "11",
"12": "12",
"13": "13"
}
},
"The Palace": {
"name": "Der Palast",
"drawings": {
"a": "a",
"b": "b",
"c": "c",
"d": "d",
"e": "e",
"f": "f",
"g": "g",
"h": "h",
"i": "i",
"j": "j",
"k": "k",
"l": "l",
"m": "m",
"n": "n",
"o": "o",
"p": "p"
}
},
"Altdorf to Middenheim": {
"name": "Altdorf nach Middenheim"
},
"Pritzstock Sightings": {
"name": "Sichtungen bei Pritzstock",
"drawings": {
"2": "2",
"3": "3",
"4": "4",
"1a": "1a",
"1b": "1b",
"PRITZSTOCK": "PRITZSTOCK"
}
}
}
}
+103
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{
"label": "Tables (Power Behind the Throne)",
"entries": {
"Fleshy Curse": {
"name": "Fleischlicher Fluch",
"results": {
"1-3": {
"description": "Wucherungen aus Fett, Sehnen und Muskeln schießen aus dem Opfer hervor und ergießen sich 2 Meter in eine zufällige Richtung. Jede Kreatur in ihrem Weg muss einen <b>Herausfordernden (+0) Gewandtheits</b>-Wurf bestehen, oder sie wird unter dem Durcheinander begraben und benötigt einen <b>Schwierigen (10) Gewandtheits</b>-Wurf, um sich herauszuwinden. Der Wurf kann jede Runde wiederholt werden, bis er gelingt; nach einer Minute droht dem Opfer der Erstickungstod."
},
"4-6": {
"description": "Ein Tentakel schießt [[1d10 * 2]] Meter in eine zufällige Richtung. Jede Kreatur in seinem Weg muss einen <b>Herausfordernden (+0) Gewandtheits</b>-Wurf bestehen, oder sie erleidet [[1d10 + 3]] Schaden."
},
"7-8": {
"description": "In dieser Runde geschieht nichts."
},
"9-10": {
"description": "Das Opfer und alle Wucherungen bewegen sich [[2d10]] Meter in eine zufällige Richtung."
}
}
},
"Gift of Slaanesh": {
"name": "Gabe des Slaanesh",
"results": {
"8-10": {
"description": "Zweimal würfeln"
},
"1-1": {
"name": "Daemonette-Klaue"
},
"2-2": {
"name": "Dämonisches Antlitz"
},
"3-3": {
"name": "Dunkle Verführung"
},
"4-4": {
"name": "Betörende Aura"
},
"5-5": {
"name": "Sirenengesang"
},
"6-6": {
"name": "Einschläfernde Maske"
},
"7-7": {
"name": "Widernatürlicher Moschus"
}
}
},
"Purple Hand Clothing": {
"name": "Kleidung der Purpurnen Hand",
"results": {
"1-10": {
"description": "Ein vornehmer purpurner Hut"
},
"11-20": {
"description": "Ein Amulett mit einem eingefassten Stein in Farbe und Form einer Pflaume"
},
"21-30": {
"description": "Ein Hemd oder eine Bluse mit periwinkelblauer Borte"
},
"31-40": {
"description": "Eine Hose oder ein Rock mit maulbeerfarbener Stickerei"
},
"41-50": {
"description": "Eine auffällige magentafarbene Halskrause, ein Schal oder ein Steinkirk"
},
"51-60": {
"description": "Ein violetter Flicken am Ellbogen"
},
"61-70": {
"description": "Ein Armband mit einem bräunlich-violetten zweischwänzigen Kometen"
},
"71-80": {
"description": "Ein Ohrring mit einem weinroten Stein"
},
"81-90": {
"description": "Eine grüne Weste oder Bluse mit einem Heidekraut-Motiv"
},
"91-100": {
"description": "Tiefrote Socken mit lavendelfarbener Stickerei"
}
}
},
"Dark, Damp, and Deadly Locations": {
"name": "Dunkle, feuchte und tödliche Orte",
"results": {
"1-4": {
"description": "Ein einzelner @UUID[Actor.DfOuLQkGzWUZPTXI]{Kultist} auf einem Routine-Botengang für die Skaven. Verwende das Profil des Gelbzahn-Kultisten, falls es zum Kampf kommt, doch bedenke, dass das Auslösen des Alarms die Hauptpriorität des Kultisten ist."
},
"5-6": {
"description": "Eine Patrouille aus 24 mit Schwertern bewaffneten @UUID[Actor.DfOuLQkGzWUZPTXI]{Kultisten}. Verwende das Standardprofil des Gelbzahn-Kultisten. Anders als ein einzelner Kultist greifen diese eher an und denken nur dann ans Alarmschlagen, wenn sich der Kampf gegen sie wendet."
},
"7-8": {
"description": "Eine einzelne @UUID[Compendium.wfrp4e-core.actors.F1vAZZcmVKkRw8xn]{Klanratte}, die ihren Geschäften nachgeht. Obwohl entschlossen, die Anwesenheit der Skaven unter der Stadt geheim zu halten, sind Skaven größtenteils Feiglinge, und ihr erster Instinkt ist die Flucht."
},
"9-10": {
"description": "Eine kleine Bande aus 24 @UUID[Compendium.wfrp4e-core.actors.F1vAZZcmVKkRw8xn]{Klanratten}, angeführt von einer @UUID[Compendium.wfrp4e-core.actors.kl4qHg0mqWOApBqH]{Sturmratte}, die von einer routinemäßigen Aufklärungspatrouille anderswo in der Kanalisation zurückkehrt. Sie wollen die Anwesenheit der Skaven in der Kanalisation geheim halten und greifen ernsthaft an, fliehen jedoch bei entschlossenem Widerstand."
}
}
}
}
}
File diff suppressed because one or more lines are too long
+23
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{
"label": "Items (Rough Nights & Hard Days)",
"entries": {
"Suffused with Ulgu": {
"name": "Von Ulgu durchdrungen",
"description": "<p>Du bist vom Grauen Wind der Magie durchdrungen, den jene mit Zweitem Gesicht als schattenhaften, wogenden Nebel wahrnehmen, der deinen Körper umhüllt.</p>\n<p>Du kannst deine Fertigkeit Kanalisieren (<em>Ulgu</em>) anstelle der Fertigkeit Schleichen für alle relevanten Würfe verwenden.</p>\n<p>Zudem erhalten alle erfolgreichen Versuche, Zauber aus der Lehre der Schatten im Umkreis von 8 Metern um dich zu wirken, +1 EG. Dieser Bonus kann nur einmal beansprucht werden, egal wie viele Charaktere <em>Von Ulgu durchdrungen</em> sich in der Nähe eines Zaubernden befinden.</p>",
"effects": {
"Suffused with Ulgu": {
"name": "Von Ulgu durchdrungen"
}
}
},
"Reveal the Inner Beauty": {
"name": "Die innere Schönheit enthüllen",
"description": "<p>Du lässt ein Objekt oder eine Person, die du berührst, rasch verfallen. Ist es unbelebt, wird das Objekt durch diesen Zauber brüchig und unbrauchbar. Ist es organisch, reift das Ziel rasch heran, bis es zu verderben beginnt, aufplatzt und seinen stinkenden Inhalt überall verteilt. Eine lebende Kreatur muss einen <strong>Herausfordernden (+0) Widerstands</strong>-Wurf bestehen, um diesem Zauber zu widerstehen. Bei einem Fehlschlag altert das Ziel um [[/r 2d10]] Jahre und verliert dauerhaft -[[/r 1d10]] % von seinen Attributen Kampfgeschick, Ballistische Fertigkeit, Stärke, Widerstand, Gewandtheit und Geschicklichkeit.</p>",
"effects": {
"Reveal the Inner Beauty": {
"name": "Die innere Schönheit enthüllen"
}
}
}
}
}
+171
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{
"label": "Szenen (Rough Nights & Hard Days)",
"entries": {
"The Courthouse": {
"name": "Das Gerichtsgebäude",
"drawings": {
"1": "1",
"2": "2",
"3": "3",
"4": "4",
"5": "5",
"6": "6",
"7": "7",
"9": "9",
"10": "10",
"11": "11",
"12": "12",
"13": "13",
"14": "14",
"15": "15",
"16": "16"
}
},
"The Arena": {
"name": "Die Arena",
"drawings": {
"1": "1",
"2": "2",
"3": "3",
"4": "4",
"5": "5",
"6": "6"
}
},
"Castle Grauenberg": {
"name": "Burg Grauenberg",
"drawings": {
"1": "1",
"2": "2",
"3": "3",
"4": "4",
"5": "5",
"6": "6",
"7": "7",
"8": "8",
"9": "9",
"10": "10",
"11": "11",
"12": "12",
"13": "13",
"14": "14",
"15": "15",
"16": "16",
"17": "17",
"18": "18",
"19": "19",
"20": "20",
"21": "21",
"22": "22"
}
},
"Staatsoper Theatre": {
"name": "Staatsoper",
"drawings": {
"1": "1",
"2": "2",
"3": "3",
"5": "5",
"6": "6",
"7": "7",
"8": "8",
"9": "9",
"10": "10",
"12": "12",
"13": "13",
"14": "14",
"15": "15",
"16": "16",
"17": "17",
"18": "18",
"19": "19",
"20": "20",
"21": "21",
"22": "22",
"23": "23",
"24": "24",
"25": "25",
"26": "26",
"27": "27",
"28": "28",
"29": "29",
"30": "30",
"31": "31",
"32": "32",
"33": "33",
"34": "34",
"35": "35",
"36": "36",
"37": "37",
"38": "38",
"39": "39"
}
},
"The Three Feathers": {
"name": "Die Drei Federn",
"drawings": {
"1": "1",
"2": "2",
"3": "3",
"4": "4",
"5": "5",
"6": "6",
"7": "7",
"8": "8",
"9": "9",
"10": "10",
"11": "11",
"12": "12",
"13": "13",
"14": "14",
"15": "15",
"16": "16",
"17": "17",
"18": "18",
"19": "19",
"20": "20",
"21": "21",
"22": "22",
"23": "23",
"24": "24",
"25": "25",
"26": "26",
"27": "27",
"30": "30",
"b": "b",
"c": "c",
"e": "e",
"a": "a",
"f": "f"
}
},
"Niederstadt Haus": {
"name": "Niederstadthaus",
"drawings": {
"1": "1",
"2": "2",
"3": "3",
"4": "4",
"5": "5",
"6": "6",
"7": "7",
"8": "8",
"9": "9",
"10": "10",
"11": "11",
"12": "12",
"13": "13",
"14": "14",
"15": "15",
"16": "16",
"17": "17",
"18": "18",
"19": "19",
"20": "20",
"21": "21",
"22": "22",
"23": "23"
}
}
}
}
+284
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{
"label": "Tables (Rough Nights & Hard Days)",
"entries": {
"Career - Gnome": {
"name": "Karriere - Gnom",
"results": {
"1-1": {
"name": "Apotheker",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.86gkaanqt19xYCRa]{Apotheker}</p>"
},
"2-2": {
"name": "Advokat",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.uIKbkjQpNUCGIQRv]{Advokat}</p>"
},
"3-4": {
"name": "Medicus",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.Mn7w0SSGfN7cu7gQ]{Medicus}</p>"
},
"5-5": {
"name": "Priester",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.h1l9jvaIxsb92wtM]{Priester}</p>"
},
"6-7": {
"name": "Gelehrter",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.CmiCNv8YlslFqRqy]{Gelehrter}</p>"
},
"8-14": {
"name": "Zauberer",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.PKm1L6yjZ4PH0JJG]{Zauberer}</p>"
},
"15-15": {
"name": "Agitator",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.X6OBFMR8ywipAPOo]{Agitator}</p>"
},
"16-17": {
"name": "Handwerker",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.GWrZq3xoRSsDnQe0]{Handwerker}</p>"
},
"18-18": {
"name": "Bettler",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.1l2m7D1LHIz2q9qv]{Bettler}</p>"
},
"19-19": {
"name": "Ermittler",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.zLWmjUbUdAOfiV3F]{Ermittler}</p>"
},
"20-21": {
"name": "Kaufmann",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.h7GdfctKdjWL0Ejp]{Kaufmann}</p>"
},
"22-22": {
"name": "Rattenfänger",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.mKvUxzJyQmhgjDE0]{Rattenfänger}</p>"
},
"23-28": {
"name": "Städter",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.XHYgf5oEwIeCEVNM]{Städter}</p>"
},
"29-29": {
"name": "Wachmann",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.N02cjJdNWPdc4PUS]{Wachmann}</p>"
},
"30-30": {
"name": "Berater",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.pwth0cd20Vdp0B9G]{Berater}</p>"
},
"31-31": {
"name": "Künstler",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.u9sso2ox8BNznmy4]{Künstler}</p>"
},
"32-32": {
"name": "Gesandter",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.0t9wtjQIoOofh8nO]{Gesandter}</p>"
},
"33-33": {
"name": "Adeliger",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.t41abSTLeMAdLiWS]{Adeliger}</p>"
},
"34-35": {
"name": "Diener",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.iYnopOFkz5L6hljq]{Diener}</p>"
},
"36-40": {
"name": "Spion",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.ssJHG82vEHHRoAUF]{Spion}</p>"
},
"41-42": {
"name": "Meier",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.wbqpqbFoSnvoZ53j]{Meier}</p>"
},
"43-43": {
"name": "Büttel",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.UhdhIWaofKgwFKEr]{Büttel}</p>"
},
"44-44": {
"name": "Kräuterkundiger",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.fTqkgehpmxk7kVT6]{Kräuterkundiger}</p>"
},
"45-46": {
"name": "Jäger",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.T6c9MttfG0Fj4nDm]{Jäger}</p>"
},
"47-54": {
"name": "Bergmann",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.Nu2diwbUfo786wYt]{Bergmann}</p>"
},
"55-58": {
"name": "Kundschafter",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.HSoeyY2cbQAndBFk]{Kundschafter}</p>"
},
"59-62": {
"name": "Dörfler",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.EYkvtokq0FXlFaPa]{Dörfler}</p>"
},
"63-63": {
"name": "Kopfgeldjäger",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.orZTfdJCm6OnUktl]{Kopfgeldjäger}</p>"
},
"64-68": {
"name": "Schausteller",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.5nIDu8oyFVShLqne]{Schausteller}</p>"
},
"69-69": {
"name": "Bote",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.9XoJinyH6CsOcJ1h]{Bote}</p>"
},
"70-75": {
"name": "Hausierer",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.FdlybSv02jjXG1qW]{Hausierer}</p>"
},
"76-76": {
"name": "Flussschiffer",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.Rk1V9EvtZ0p5Qhwr]{Flussschiffer}</p>"
},
"77-80": {
"name": "Flusswächter",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.ADHp81MC8050ngjm]{Flusswächter}</p>"
},
"81-83": {
"name": "Schmuggler",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.FqhOxcvai4ROvhXB]{Schmuggler}</p>"
},
"84-85": {
"name": "Kuppler",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.WmXiUhsOHIJia8OM]{Kuppler}</p>"
},
"86-90": {
"name": "Scharlatan",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.Eg5D2UI3U4SAHnuU]{Scharlatan}</p>"
},
"91-91": {
"name": "Hehler",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.VzMDRJtha7epNzuX]{Hehler}</p>"
},
"92-92": {
"name": "Bandit",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.SrqxyWytyki4WYgC]{Bandit}</p>"
},
"93-94": {
"name": "Halunke",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.Z5QPZbUR3h422ozo]{Halunke}</p>"
},
"95-97": {
"name": "Dieb",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.mBtIPoWNpXwAS5Yl]{Dieb}</p>"
},
"98-98": {
"name": "Wächter",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.HndWncfaHb0nzNUq]{Wächter}</p>"
},
"99-99": {
"name": "Soldat",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.1OTZ386bMWJ6wfzX]{Soldat}</p>"
},
"100-100": {
"name": "Kriegerpriester",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.iYVpqJ6bz8fokdmf]{Kriegerpriester}</p>"
}
}
},
"Eye Colour - Gnome": {
"name": "Augenfarbe - Gnom",
"results": {
"2-2": {
"description": "Schwarz"
},
"3-3": {
"description": "Blau"
},
"18-18": {
"description": "Braun"
},
"19-19": {
"description": "Dunkelbraun"
},
"4-4": {
"description": "Erdiges Braun"
},
"12-14": {
"description": "Haselnussbraun"
},
"1-1": {
"description": "Hellblau"
},
"15-17": {
"description": "Hellbraun"
},
"8-11": {
"description": "Hellgrün"
},
"5-7": {
"description": "Türkis"
},
"20-20": {
"description": "Violett"
}
}
},
"Species (Rough Nights & Hard Days)": {
"name": "Spezies (Rough Nights & Hard Days)",
"results": {
"1-89": {
"name": "Menschen (Reikländer)",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.JournalEntry.IQ0PgoJihQltCBUU.JournalEntryPage.l0f11ypRjH9sR48Q#humans-(reiklander)]{Menschen (Reikländer)}</p>"
},
"90-93": {
"name": "Halblinge",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.JournalEntry.IQ0PgoJihQltCBUU.JournalEntryPage.l0f11ypRjH9sR48Q#halflings]{Halblinge}</p>"
},
"94-97": {
"name": "Zwerge",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.JournalEntry.IQ0PgoJihQltCBUU.JournalEntryPage.l0f11ypRjH9sR48Q#dwarfs]{Zwerge}</p>"
},
"98-98": {
"name": "Gnom",
"description": "<p>@UUID[Compendium.wfrp4e-rnhd.journals.JournalEntry.Hd6J761opHoj2QRG.JournalEntryPage.i06rwUkQyvRIB7f6]{Gnom}</p>"
},
"99-99": {
"name": "Hochelfen",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.JournalEntry.IQ0PgoJihQltCBUU.JournalEntryPage.l0f11ypRjH9sR48Q#high-elves]{Hochelfen}</p>"
},
"100-100": {
"name": "Waldelfen",
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.JournalEntry.IQ0PgoJihQltCBUU.JournalEntryPage.l0f11ypRjH9sR48Q#wood-elves]{Waldelfen}</p>"
}
}
},
"Hair Colour - Gnome": {
"name": "Haarfarbe - Gnom",
"results": {
"4-4": {
"description": "Auburn"
},
"2-2": {
"description": "Schwarz"
},
"5-7": {
"description": "Braun"
},
"3-3": {
"description": "Dunkelbraun"
},
"12-14": {
"description": "Ingwerrot"
},
"18-18": {
"description": "Goldblond"
},
"8-11": {
"description": "Hellbraun"
},
"15-17": {
"description": "Rotblond"
},
"20-20": {
"description": "Weiß"
},
"19-19": {
"description": "Weißblond"
}
}
}
}
}
File diff suppressed because one or more lines are too long
+20
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{
"label": "Szenen (Starter Set)",
"entries": {
"Ubersreik Duchy": {
"name": "Herzogtum Übersreik",
"notes": {
"Duchy of Karstadt": "Herzogtum Karstadt",
"Duchy of Graustadt": "Herzogtum Graustadt",
"Duchy of Grauwerk": "Herzogtum Grauwerk",
"Duchy of Black Rock": "Herzogtum Schwarzfels"
}
},
"Ubersreik Surrounds": {
"name": "Umgebung von Übersreik"
},
"Ubersreik City": {
"name": "Stadt Übersreik"
}
}
}
@@ -0,0 +1,223 @@
{
"label": "Items Starter Set",
"mapping": {
"gmdescription": "system.gmdescription.value",
"duration": "system.duration.value",
"contraction": "system.contraction.value",
"incubation": "system.incubation.value",
"symptoms": "system.symptoms.value",
"permanent": "system.permanent.value",
"special": "system.special.value",
"qualities": {
"path": "system.qualities.value",
"converter": "trapping_qualities_flaws"
},
"flaws": {
"path": "system.flaws.value",
"converter": "trapping_qualities_flaws"
},
"sduration": {
"path": "system.duration.value",
"converter": "spells_duration_range_target_damage"
},
"srange": {
"path": "system.range.value",
"converter": "spells_duration_range_target_damage"
},
"starget": {
"path": "system.target.value",
"converter": "spells_duration_range_target_damage"
},
"sdamage": {
"path": "system.damage.value",
"converter": "spells_duration_range_target_damage"
}
},
"entries": {
"0": {
"name": "Lindernder Trank",
"description": "",
"gmdescription": "<p>Diese erdige, dickflüssige Tinktur enthält Mystracin und verschafft ein Gefühl der Euphorie sowie angenehme Halluzinationen. Der Trank verleiht einen Bonus von +10 auf Willenskraft-Würfe, jedoch einen Malus von 10 auf Gewandtheits-, Initiative- und Intelligenz-Würfe.</p><p><strong>Dauer: </strong>[[/r 1d10 * 10]] Minuten.</p>",
"duration": "undefined ",
"sduration": "undefined ",
"srange": "undefined ",
"starget": "undefined ",
"sdamage": "undefined "
},
"1": {
"name": "Basiliskengalle des Verderbens",
"description": "<p>Dieses Gift entsteht durch das Vermischen von Flüssigkeiten aus den Augen und Giftsäcken eines frisch erlegten Basilisken. Es ist ein widerlich schmeckendes Gift, und jeder, der Nahrung oder Getränke zu sich nimmt, die es enthalten, muss einen <strong>Leichten (+40) Wahrnehmungs</strong>-Wurf ablegen. Bei Erfolg wird die Verunreinigung bemerkt und dass etwas nicht stimmt. Das Opfer erleidet Verdauungsbeschwerden und erhält für eine Runde den Zustand Betäubt, während es sich übergibt. Wird das Gift eingenommen, verursacht das Gebräu 2 Zustände @Condition[Poisoned]. Diesen kann mit einem <strong>Schwierigen (-10) Ausdauer</strong>-Wurf widerstanden werden. Scheitert das Opfer an diesem Ausdauer-Wurf, wird es dauerhaft in Stein verwandelt.</p>",
"sdamage": "undefined "
},
"2": {
"name": "Bronzefieber",
"description": "<p>Bronzefieber tritt häufiger in den südlichen Regionen der Alten Welt auf, in wärmeren und feuchteren Klimazonen, wo es durch Insektenstiche übertragen wird. Die meisten Betroffenen erholen sich innerhalb weniger Tage, doch in seltenen Fällen kann es zu Komplikationen und sogar zum Tod führen.</p>",
"gmdescription": "",
"duration": "10 Tage",
"contraction": "Wenn du nach einem Mückenstich einen Durchschnittlichen (+20) Ausdauer-Wurf nicht bestehst. Wird infiziertes Blut injiziert oder aufgenommen, wird Bronzefieber automatisch übertragen.",
"incubation": "1W10 Tage",
"symptoms": "Fieber, Andauernd (Leicht), Unwohlsein, Übelkeit",
"permanent": "",
"sduration": "10 Tage",
"srange": "undefined ",
"starget": "undefined ",
"sdamage": "undefined "
},
"3": {
"name": "Augengelege",
"description": "<p>Zuckende Zysten sprudeln unter dem Fleisch hervor, dann brechen blutige Pusteln hervor, erblühen, öffnen sich und enthüllen ein Gelege entsetzlicher neuer Augen.</p><p>&nbsp;</p><p>Würfle auf @Table[hitloc], um zu bestimmen, an welcher Körperstelle deine neuen Augen hervorbrechen. Du kannst nun von dieser Körperstelle aus sehen. Erhöhe dein Initiative-Attribut um +[[/r 1d10]]. Besitzt du kein Initiative-Attribut, erhältst du trotzdem +[[/r 2d10]]. Alle Treffer auf die Stelle deiner neuen Augen verursachen zudem einen Zustand @Condition[Blinded]{Geblendet}.</p>",
"gmdescription": "",
"duration": "undefined ",
"sduration": "undefined ",
"srange": "undefined ",
"starget": "undefined ",
"sdamage": "undefined "
},
"4": {
"name": "Doppelgänger",
"description": "<p>Der NSC kann die Gestalt jeder menschenähnlichen Kreatur von durchschnittlicher Größe annehmen. Er muss beim Beobachten seines Ziels +5 EG bei einem <strong>Erweiterten Wahrnehmungs</strong>-Wurf erzielen. Anschließend benötigt er 2 Runden, um die Gestalt des Ziels anzunehmen. Die Kleidung und kleinere Gegenstände des Ziels werden ebenfalls nachgebildet; sie werden Teil der Kreatur und können nicht entfernt werden. Größere Ausrüstung, wie Schwerter und Rucksäcke, wird nicht kopiert. Wenn Personen, die das Opfer kennen, der verwandelten Kreatur begegnen, legen sie einen <strong>Schweren (20 %) Intuitions</strong>-Wurf ab. Bestehen sie ihn, wissen sie, dass etwas nicht stimmt. Scheitern sie, sind sie überzeugt, die Kreatur sei ihr Bekannter.</p>",
"gmdescription": "",
"duration": "undefined ",
"sduration": "undefined ",
"srange": "undefined ",
"starget": "undefined ",
"sdamage": "undefined "
},
"5": {
"name": "Einauges schwere Armbrust",
"description": "<p>Einauge Spaltmanns schwere und ausgeklügelte Armbrust wurde mit einem doppelten Sehnensatz modifiziert, wodurch sie zweimal feuern kann, bevor sie nachgeladen werden muss.</p>",
"gmdescription": "",
"duration": "undefined ",
"special": "",
"qualities": "Verheerend,Repetierend 2",
"flaws": "Nachladen 4",
"sduration": "undefined ",
"srange": "100 ",
"starget": "undefined ",
"sdamage": "+9 "
},
"6": {
"name": "Fokussierungstrank",
"description": "",
"gmdescription": "<p>Dieser dunkle, bitter schmeckende Sud wirkt wie eine dunkle, bittere Brühe und schärft den Geist, wodurch die Konzentration erleichtert wird. Er verleiht einen Bonus von +20 auf Intelligenz- und Ausdauer-Würfe. Lässt die Wirkung nach, erhältst du 1 Zustand @Condition[Fatigued]{Erschöpft}, der mindestens einen Tag anhält.</p><p><strong>Dauer: </strong>[[/r 1d10]] Stunden.</p>",
"duration": "undefined ",
"sduration": "undefined ",
"srange": "undefined ",
"starget": "undefined ",
"sdamage": "undefined "
},
"7": {
"name": "Juckende Plage",
"description": "<p>Du wedelst mit den Fingern, und kleine, juckende Pilzsporen schießen aus deren Spitzen hervor und setzen sich in den empfindlichen Bereichen des Ziels fest. Diese Sporen wachsen rasch und verursachen unerträglichen Juckreiz. Das Ziel erleidet für die Dauer des Zaubers einen Malus von 10 % auf alle Würfe und halbiert seine Bewegung.</p>",
"gmdescription": "",
"duration": "Willenskraft-Bonus Runden",
"sduration": "Willenskraft-Bonus Runden",
"srange": "Willenskraft Meter",
"starget": "1 ",
"sdamage": ""
},
"8": {
"name": "Katyas Likör",
"description": "",
"gmdescription": "<p>Eine duftende Suspension von perlmuttrosa Farbe mit einem wilden Geschmack. Dieser Trank steigert subtil die Attraktivität des Trinkenden, hat jedoch seinen Preis. Unter seinem Einfluss profitiert der Trinkende vom Talent Attraktiv. Nach Ende der Wirkung erleidet der Trinkende jedoch für [[/r 1d10]] Tage einen Malus von -20 auf alle Charisma-Würfe, während seine Haut und Augen langsam eine übelriechende, gelbliche Flüssigkeit absondern.</p><p><strong>Dauer: </strong>[[/r 1d10]] Stunden</p>",
"duration": "undefined ",
"sduration": "undefined ",
"srange": "undefined ",
"starget": "undefined ",
"sdamage": "undefined "
},
"9": {
"name": "Likör des Glücks",
"description": "",
"gmdescription": "<p>Diese Flüssigkeit ist leuchtend blau mit einem leichten Likörduft. Der Genuss verleiht +1 Glückspunkt. Zudem würfelst du unter seinem Einfluss, wann immer du einen Glückspunkt ausgibst, [[/r 1d100]]. Würfelst du einen Pasch, erhältst du den Glückspunkt zurück. Lässt die Wirkung nach, verlierst du alle deine Glückspunkte und erhältst 1 Zustand @Condition[Fatigued]{Erschöpft}, der mindestens einen Tag anhält.</p><p><strong>Dauer: </strong>[[/r 1d10]] Minuten.</p>",
"duration": "undefined ",
"sduration": "undefined ",
"srange": "undefined ",
"starget": "undefined ",
"sdamage": "undefined "
},
"10": {
"name": "Gewaltiger Intellekt",
"description": "<p>Blut, zermalmte Knochen und gequältes Fleisch strömen aus deinen Körperöffnungen, während dein Gehirn herausgerissen wird. Langsam, über Wochen hinweg, wächst an seiner Stelle ein neuer Intellekt heran, wodurch sich dein Kopf schmerzhaft in weiten, durchscheinenden Falten dehnt.</p><p>&nbsp;</p><p>Erhöhe dein Intelligenz-Attribut um +[[/r 2d10]]. Besitzt du kein Intelligenz-Attribut, erhältst du trotzdem +[[/r 2d10]]. Alle Kopftreffer verursachen automatisch einen @Table[crithead]{Kritischen Treffer}, sofern der Wurf nicht bereits natürlich einen ergibt.</p>",
"gmdescription": "",
"duration": "undefined ",
"sduration": "undefined ",
"srange": "undefined ",
"starget": "undefined ",
"sdamage": "undefined "
},
"11": {
"name": "Reaktionsstärkendes Stärkungsmittel",
"description": "",
"gmdescription": "<p>Dieser dickflüssige, blutrote Aufguss von unangenehmem Geschmack schärft die Reaktionen des Trinkenden auf Gefahr. Unter seiner Wirkung erhältst du niemals den Zustand Überrascht. Lässt die Wirkung nach, erhältst du +1 Zustand Erschöpft, der mindestens einen Tag anhält.</p><p><strong>Dauer</strong>: [[/r 1d10]] Stunden.</p>",
"duration": "undefined ",
"sduration": "undefined ",
"srange": "undefined ",
"starget": "undefined ",
"sdamage": "undefined "
},
"12": {
"name": "Saif al-Janub",
"description": "<p>Lohner für sein entschlossenes Handeln bei der Verteidigung von Sudenburg gegen untote Heerscharen im Jahr 2498 i.K. verliehen, wurde diese gekrümmte Klinge 1445 i.K. vom berühmten Philosophen und Kunsthandwerker Hataq al-Kundi geschmiedet. Diese exquisite Klinge ist in Araby das Zehnfache ihres angegebenen Preises wert.</p>",
"gmdescription": "",
"duration": "undefined ",
"special": "",
"qualities": "Defensiv,Edel 4,Unzerbrechlich",
"flaws": "",
"sduration": "undefined ",
"srange": "",
"starget": "undefined ",
"sdamage": "SB+5 "
},
"13": {
"name": "Schlüpfrige Haut",
"description": "<p>Du schwitzt unaufhörlich, und deine Haut sondert einen dünnen, schleimigen Schleim ab, ähnlich dem eines Schleimaals. Dies ist unangenehm bei Berührung, durchnässt innerhalb von ein bis zwei Stunden deine Kleidung und lässt deinen Griff unsicher werden.</p><p>&nbsp;</p><p>Alle Würfe, die erfordern, dass du etwas in den Händen hältst (etwa eine Waffe), erleiden einen Malus von -20, und du erleidest zudem einen Malus von -20 auf entsprechende Charisma-Würfe. Versuchst du, einem Klammer- oder Fesselungsversuch zu entkommen, kannst du bei einem erfolgreichen Vergleichenden Wurf entweder deinen erzielten EG oder die auf deinem Einerwürfel gewürfelte Zahl verwenden. So könnte ein erfolgreicher Wurf von 28 für +8 EG verwendet werden.</p>",
"gmdescription": "",
"duration": "undefined ",
"sduration": "undefined ",
"srange": "undefined ",
"starget": "undefined ",
"sdamage": "undefined "
},
"14": {
"name": "Fieses Gestech",
"description": "<p>Du verzauberst die Klingen deiner Verbündeten, sodass sie die Schwachstellen in der Rüstung ihrer Feinde finden. Deine Ziele erhalten +1 Vorteil, und ihre Angriffe erhalten die Waffeneigenschaft Rüstungsbrechend, solange sie Vorteil besitzen.</p>",
"gmdescription": "",
"duration": "Speziell ",
"sduration": "Speziell ",
"srange": "Willenskraft Meter",
"starget": "Charisma-Bonus Goblins",
"sdamage": ""
},
"15": {
"name": "Telepathie",
"description": "<p>Dein Geist reißt sich von seinen materiellen Fesseln los und quiekt vor Freude, während er sich anderen Wesen ringsum aufzwingt.</p><p>&nbsp;</p><p>Mit einem <strong>Willenskraft-Wurf</strong> kannst du mit jeder empfindungsfähigen Kreatur innerhalb von Willenskraft Metern und Sichtlinie kommunizieren. Die Dauer entspricht deiner Initiative in Minuten. Du kannst zudem mit einem weiteren <strong>Vergleichenden Willenskraft</strong>-Wurf die oberflächlichen Gedanken jeder Kreatur lesen, mit der du telepathisch kommunizierst. Scheiterst du an diesem Wurf, kannst du die Gedanken des Ziels für die nächsten [[/r 1d10]] Tage nicht lesen. Bei der Nutzung der Telepathie glühen deine Augen unheimlich. Jedes Mal, wenn diese Mutation weiterentwickelt wird, verdoppelt sich die Reichweite.</p><p>&nbsp;</p><p>&nbsp;</p>",
"gmdescription": "",
"duration": "undefined ",
"sduration": "undefined ",
"srange": "undefined ",
"starget": "undefined ",
"sdamage": "undefined "
},
"16": {
"name": "Die Wundersame Medizinische Mixtur",
"description": "",
"gmdescription": "<p>Eine widerliche, nach Fisch riechende Flüssigkeit, die jeden, der dieses Gebräu einnehmen möchte, zwingt, zunächst einen <strong>Durchschnittlichen (+20) Besonnenheits</strong>-Wurf zu bestehen. Ist dies geschafft, erhält der Trinkende 1 Zustand @Condition[Fatigued]{Erschöpft}, der erst nach einer guten Nacht Schlaf entfernt werden kann. Der Trank hat keinerlei andere Wirkung. Er schmeckt jedoch so schrecklich, dass Von Holzenauers Kunden fest davon überzeugt bleiben, er heile fast jedes Leiden.</p>",
"duration": "undefined ",
"sduration": "undefined ",
"srange": "undefined ",
"starget": "undefined ",
"sdamage": "undefined "
},
"17": {
"name": "Tonikum des Sehens jenseits des Sehens",
"description": "",
"gmdescription": "<p>Dieser dunkelgrüne Trank, versehen mit einem Etikett, das einen großen roten Augapfel zeigt, verspricht, die Sehkraft des Trinkenden zu verbessern. Der Trank verschafft dir die Vorteile eines oder mehrerer Talente wie folgt ([[/r 1d10]]):</p><p>1-2: @Compendium[wfrp4e-core.talents.9h82z72XGo9tfgQS]{Geschärfte Sinne (Sehen)};</p><p>3-4: @Compendium[wfrp4e-core.talents.Nj3tC8A5fZ3zEdMR]{Heilige Vision};</p><p>5-6: @Compendium[wfrp4e-core.talents.6w30u0VPsAicrqb5]{Magisches Gespür};</p><p>7-8: @Compendium[wfrp4e-core.talents.OEjUvJKi0xmBwbS2]{Zweites Gesicht};</p><p>9-10: Alle oben genannten Talente.</p><p>Dauer: [[/r 1d10]] Minuten.</p>",
"duration": "undefined ",
"sduration": "undefined ",
"srange": "undefined ",
"starget": "undefined ",
"sdamage": "undefined "
}
}
}
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{
"label": "Tables (Starter Set)",
"entries": {
"Critical Wounds (Starter Set)": {
"name": "Kritische Wunden (Starter Set)",
"results": {
"1-10": {
"name": "Schnittwunde"
},
"11-20": {
"name": "Magenschlag"
},
"21-30": {
"name": "Tiefschlag!"
},
"31-40": {
"name": "Außer Atem"
},
"41-50": {
"name": "Geprellt"
},
"51-60": {
"name": "Aufgerissenes Fleisch"
},
"61-65": {
"name": "Angeknackster Knochen"
},
"66-70": {
"name": "Klaffende Wunde"
},
"71-75": {
"name": "Schmerzhafter Schnitt"
},
"76-80": {
"name": "Angebrochener Knochen"
},
"81-85": {
"name": "Geschundene Muskeln"
},
"86-90": {
"name": "Verkrüppelnde Wunde"
},
"91-95": {
"name": "Zersplitterter Knochen"
},
"96-99": {
"name": "Zugrunde gerichtet"
},
"100-100": {
"name": "Zerrissen"
}
}
}
}
}
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{
"label": "Items (Ubersreik Adventures I)",
"folders": {
"Armour": "Rüstung",
"Trappings": "Ausrüstung",
"Traits": "Eigenschaften",
"Talents": "Talente"
},
"entries": {
"Cantor": {
"name": "Kantor",
"description": "<p>Du bist als Kantor der Magieakademien ausgebildet und kannst die Winde der Magie zu dir lenken, um Zauber zu unterstützen, die von Anwesenden gewirkt werden. Du kannst Unterhalten (Singen) anstelle von Kanalisieren verwenden, wenn du einen Kanalisieren-Wurf ablegst; allerdings können alle Magiebegabten innerhalb von Charisma Metern um dich herum pro Runde einen einzelnen EG von deinem Erweiterten Kanalisieren-Wurf abzweigen, solange sie ihren eigenen Kanalisieren-Wurf ablegen. Mit diesem Talent kann ein Charakter einen Erweiterten Unterhalten (Singen)-Wurf speziell zur Unterstützung des Kanalisieren-Wurfs eines anderen Zauberers ablegen, selbst wenn er selbst über keinerlei magische Fähigkeiten verfügt.</p>",
"effects": {
"Cantor": {
"name": "Kantor"
}
}
},
"The Nineteenth Palm of Volans": {
"name": "Die Neunzehnte Handfläche des Volans",
"description": "<p>Eines von 24 solchen Talismanen, geschaffen vom ersten Patriarchen der Magieakademien, schöpft die Handfläche aus der inneren Stärke ihres Trägers, um ihn vor Magie zu schützen. Seit ihrer Schmiedung wurden diese Talismane an Zaubermeister verschenkt, die besonders gefährliche Aufgaben jenseits der Aufsicht ihrer Akademien ausführen.</p><p>Während er die Neunzehnte Handfläche des Volans trägt, kann ein Charakter @UUID[Compendium.wfrp4e-core.journals.JournalEntry.YBVrpUHEjohB1H4f.JournalEntryPage.BU7yhLmMdEyvbfkR#dispelling]{Zauber bannen}. Der Charakter kann jedoch keine anhaltenden Zauber bannen, sobald diese gewirkt wurden. Fehlt dem Charakter die Fertigkeit <strong>Sprache (Magick)</strong>, kann er stattdessen sein Willenskraft-Attribut verwenden.</p>"
},
"Spiky Helm": {
"name": "Stachelhelm",
"effects": {
"Spiky Helm": {
"name": "Stachelhelm"
}
}
},
"Spiky Breastplate": {
"name": "Stachelbrustpanzer"
},
"Spiky Bracers": {
"name": "Stachelarmschienen"
},
"Cordelia's Enhanced Restorative Tonic": {
"name": "Cordelias Verbessertes Stärkungstonikum",
"description": "<p>Heilt das Doppelte des Widerstands-Bonus des Trinkenden in Lebenspunkten.</p>",
"effects": {
"Restorative Tonic": {
"name": "Stärkungstonikum"
},
"Apply Restorative Tonic": {
"name": "Stärkungstonikum anwenden"
}
}
},
"Maddening Aura": {
"name": "Wahnwitzige Aura",
"description": "<p>Zu Beginn jeder Runde muss jeder Charakter innerhalb von 18 Metern um die Kreatur einen <strong>Durchschnittlichen (+20) Besonnenheits</strong>-Wurf ablegen. Bei einem Fehlschlag würfle auf der Tabelle des Schleichenden Irrsinns. Bei einem Patzer erhält der Charakter zudem +1 Korrumpierungspunkt — wird der Charakter dadurch korrumpiert, resultiert dies zudem automatisch in einer Geistigen Korruption. Sofern relevant, sind die Effekte der Wahnwitzigen Aura kumulativ.</p><table style=\"width: 99.1329%; height: 128px;\" border=\"1\"><tbody><tr style=\"height: 16px;\"><td style=\"text-align: center; width: 9.09487%; height: 16px;\"><p><strong>[[/r 1d10]]</strong></p></td><td style=\"text-align: center; width: 90.1763%; height: 16px;\"><p><strong>Schleichender Irrsinn</strong></p></td></tr><tr style=\"height: 16px;\"><td style=\"width: 9.09487%; height: 16px; text-align: center;\"><p>1-2</p></td><td style=\"width: 90.1763%; height: 16px;\"><p><strong>Vorsicht jetzt:</strong> In deinem nächsten Zug kannst du entweder eine Bewegung oder eine Handlung ausführen, nicht beides. Danach schüttelst du es ab.</p></td></tr><tr style=\"height: 16px;\"><td style=\"width: 9.09487%; height: 16px; text-align: center;\"><p>3-4</p></td><td style=\"width: 90.1763%; height: 16px;\"><p><strong>Was geht hier vor?</strong> Du erleidest den Zustand @Condition[Surprised].</p></td></tr><tr style=\"height: 16px;\"><td style=\"width: 9.09487%; height: 16px; text-align: center;\"><p>5-6</p></td><td style=\"width: 90.1763%; height: 16px;\"><p><strong>Mein Plan geht auf!</strong> In deinem Zug musst du dieselben Handlungen ausführen, die du in der vorherigen Runde ausgeführt hast. Kannst du dies aus irgendeinem Grund nicht, musst du tun, was du kannst, um dich in deinem nächsten Zug auf diese Handlungen vorzubereiten. <strong>Dauer</strong>: 1W10 Runden.</p></td></tr><tr style=\"height: 16px;\"><td style=\"width: 9.09487%; height: 16px; text-align: center;\"><p>7</p></td><td style=\"width: 90.1763%; height: 16px;\"><p><strong>Wer sagt, ich sei paranoid?</strong> Du entwickelst Feindseligkeit gegenüber einem zufälligen Charakter. <strong>Dauer</strong>: Andauernd.</p></td></tr><tr style=\"height: 16px;\"><td style=\"width: 9.09487%; height: 16px; text-align: center;\"><p>8</p></td><td style=\"width: 90.1763%; height: 16px;\"><p><strong>Redest du mit mir?</strong> Du entwickelst Hass gegenüber einem zufälligen Charakter. <strong>Dauer</strong>: Andauernd.</p></td></tr><tr style=\"height: 16px;\"><td style=\"width: 9.09487%; height: 16px; text-align: center;\"><p>9</p></td><td style=\"width: 90.1763%; height: 16px;\"><p><strong>Töte es! Töte es! Töte es!</strong> Du verfällst der Raserei. <strong>Dauer</strong>: Andauernd.</p></td></tr><tr style=\"height: 16px;\"><td style=\"width: 9.09487%; height: 16px; text-align: center;\"><p>10</p></td><td style=\"width: 90.1763%; height: 16px;\"><p><strong>Zuck, Zuck</strong>: Erleide eine @Table[mutatemental]{Geistige Korruption}. <strong>Dauer</strong>: Andauernd.</p></td></tr></tbody></table><p><strong>Andauernd</strong>: Diese halten [[/r 1d10]] Willenskraft-Bonus Stunden an (mindestens jedoch 1 Stunde). Danach legst du einen <strong>Durchschnittlichen (+20) Besonnenheits</strong>-Wurf ab. Scheiterst du, ist der Effekt dauerhaft. Die Schwierigkeit des Wurfs kann variieren, wenn der Charakter begrenzt oder anhaltend ausgesetzt war, wie vom SL bestimmt. Ein Spieler kann einen Punkt Zähigkeit ausgeben, um die langfristigen Effekte der Wahnwitzigen Aura dauerhaft loszuwerden, wobei die Erinnerungen an die entsetzliche Kreatur jedoch nie verblassen. Ein Charakter kann 1 Mutpunkt ausgeben, um die negativen Folgen der Wahnwitzigen Aura für 1 Runde zu ignorieren.</p>",
"effects": {
"Maddening Aura": {
"name": "Wahnwitzige Aura"
}
}
},
"Spiky Plate Leggings": {
"name": "Stachel-Plattenbeinschienen",
"effects": {
"Spiky Plate Leggings": {
"name": "Stachel-Plattenbeinschienen"
}
}
}
}
}
+119
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{
"label": "Szenen (Ubersreik Adventures I)",
"entries": {
"Gotheim": {
"name": "Gotheim",
"drawings": {
"1": "1",
"2": "2",
"3": "3",
"4": "4",
"5": "5",
"6": "6",
"7": "7",
"8": "8",
"9": "9",
"10": "10"
},
"notes": {
"The Levee": "Der Deich",
"The Lake": "Der See",
"The Brook": "Der Bach",
"The Cool House": "Das Kühlhaus",
"Stone Circle": "Steinkreis",
"Gates": "Tore"
}
},
"Rugger's Boarding House": {
"name": "Ruggers Pension",
"drawings": {
"1": "1",
"2": "2",
"3": "3",
"4": "4",
"5": "5",
"6": "6",
"7": "7",
"8": "8"
}
},
"The Crashed Coach": {
"name": "Die Verunglückte Kutsche",
"drawings": {
"1": "1",
"2": "2",
"3": "3",
"4": "4",
"5": "5",
"To Bruchthin": "Nach Bruchthin",
"To Blutroch": "Nach Blutroch"
}
},
"Guilty Party Route": {
"name": "Route der Schuldigen",
"drawings": {
"X Coach Crash Site": "X Unfallstelle der Kutsche"
}
},
"Spittlefeld": {
"name": "Spittlefeld",
"drawings": {
"1": "1",
"2": "2",
"3": "3",
"4": "4",
"5": "5",
"6": "6",
"7": "7",
"8": "8",
"9": "9",
"Maze": "Labyrinth",
"Melone's Lair": "Melones Versteck",
"Front Desk": "Empfang",
"Flophouse": "Absteige",
"Common Room": "Gemeinschaftsraum",
"Stairwell": "Treppenhaus",
"Empty Wing": "Leerer Flügel",
"Passerine's Orphanage": "Passerines Waisenhaus",
"Sreluc & Srulem's Apartment": "Wohnung von Sreluc & Srulem",
"Eluharath's Penthouse": "Eluharaths Penthouse"
}
},
"Whistlebone Alley": {
"name": "Pfeifknochengasse",
"drawings": {
"1": "1",
"2": "2",
"3": "3",
"4": "4",
"5": "5",
"6": "6",
"7": "7"
}
},
"Road to the Tower of Vane": {
"name": "Straße zum Turm von Vane",
"drawings": {
"Messingen": "Messingen",
"Halheim": "Halheim",
"Flussberg": "Flussberg",
"Ubersreik": "Übersreik",
"Grausee": "Grausee",
"Grauner": "Grauner",
"Traisburg": "Traisburg",
"Bamenz": "Bamenz",
"Grunwächt": "Grunwächt",
"Elssen": "Elssen",
"The Tower of Vane": "Der Turm von Vane",
"Tallerhoff": "Tallerhoff",
"Hugeldal": "Hugeldal"
}
},
"Camp": {
"name": "Lager"
},
"Grausee Environs": {
"name": "Umgebung von Grausee"
}
}
}

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