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@@ -0,0 +1,18 @@
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|||||||
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# Dev-only content excluded from the auto-generated "download" zip (Gitea/GitHub
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||||||
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# archive endpoint respects export-ignore). Everything below stays in git history
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||||||
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# and the working copy - it just won't be part of what Foundry downloads/installs.
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||||||
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# Foundry only ever loads what module.json points to (esmodules/styles/languages/packs);
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||||||
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# none of this is referenced at runtime.
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||||||
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||||||
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scripts/ export-ignore
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||||||
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reference_scripts/ export-ignore
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||||||
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tools/ export-ignore
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||||||
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python/ export-ignore
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||||||
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scripts_with_translation.md export-ignore
|
||||||
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scriptPacker.js export-ignore
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||||||
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package.json export-ignore
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||||||
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.gitlab-ci.yml export-ignore
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||||||
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.vscode/ export-ignore
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||||||
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.gitattributes export-ignore
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||||||
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.gitignore export-ignore
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||||||
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.DS_Store export-ignore
|
||||||
@@ -2,5 +2,7 @@
|
|||||||
.idea/
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.idea/
|
||||||
compendium/To Do/Alte Übersetzung/Ganz alt/tmp.html
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compendium/To Do/Alte Übersetzung/Ganz alt/tmp.html
|
||||||
compendium/To Do/GPT/actors_split/
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compendium/To Do/GPT/actors_split/
|
||||||
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compendium/babele-directory-export/
|
||||||
python/working_dir/
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python/working_dir/
|
||||||
python/actors_split/
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python/actors_split/
|
||||||
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ariana-zu-wolfenthal.actor.json
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||||||
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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
|
* 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 @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
|
* 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
|
## License
|
||||||
|
|
||||||
|
|||||||
File diff suppressed because one or more lines are too long
@@ -1,411 +0,0 @@
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|||||||
{
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||||||
"label": "Kritische Treffer",
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||||||
"mapping": {
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||||||
"location": {
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||||||
"path": "data.location.value",
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||||||
"converter": "generic_localization"
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||||||
}
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||||||
},
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||||||
"entries": [
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||||||
{
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"id": "Arterial Damage",
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||||||
"name": "Arterie verletzt",
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||||||
"description": "<p>LP-Verlust: 3.<br>Du erhältst 4 Blutend-Zustände. Bis dir mit Chirurgie geholfen wurde, verursacht jeder weitere Treffer an der Trefferzone Körper zusätzlich 2 Blutend-Zustände. </p>"
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||||||
},
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||||||
{
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"id": "Bad Cut",
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"name": "Böser Schnitt",
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"description": "<p>LP-Verlust: 3.<br>An deinem Schienbein öffnet sich ein tiefer Schnitt. Du erhältst 2 Blutend-Zustände und musst einen herausfordernden (+0) Ausdauer-Wurf bestehen, oder du erhältst den Zustand Niedergestreckt.</p>"
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||||||
},
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||||||
{
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||||||
"id": "Badly Cut Toe",
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||||||
"name": "Übler Schnitt im Zeh",
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||||||
"description": "<p>LP-Verlust: 2.<br>Du erhältst 1 Blutend-Zustand. Nach der Begegnung musst du einen herausfordernden (+0) Ausdauer-Wurf bestehen, oder du verlierst einen Zeh – Amputation (durchschnittlich).</p>"
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},
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||||||
{
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"id": "Badly Jarred Arm",
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||||||
"name": "Böse geprellter Arm",
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||||||
"description": "<p>LP-Verlust: 2.<br>Der Treffer prellt dir den Arm schwer. Du lässt alles fallen, was du in der Hand hältst, die danach für 1W10 – WIB Runden (Minimum 1) nutzlos ist. Während dieser Zeit gilt die Hand als wäre sie verloren (siehe Amputierte Körperteile).</p>"
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||||||
},
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||||||
{
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||||||
"id": "Badly Twisted Knee",
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||||||
"name": "Übel verdrehtes Knie",
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||||||
"description": "<p>LP-Verlust: 3.<br>Im Bemühen, deinem Gegner auszuweichen, verdrehst du dir übel das Knie. Du erleidest die Verletzung Muskelriss (schwer).</p>"
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||||||
},
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||||||
{
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||||||
"id": "Black Eye",
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||||||
"name": "Blaues Auge",
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||||||
"description": "<p>LP-Verlust: 2.<br>Ein übler Treffer trifft dein Auge und hinterlässt Tränen und Schmerzen. Du erhältst 2 Geblendet-Zustände.</p>"
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||||||
},
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||||||
{
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||||||
"id": "Bleeding hand",
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"name": "Blutende Hand",
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||||||
"description": "<p>LP-Verlust: 2.<br>Du hast einen üblen Schnitt in der Hand, der deinen Griff schlüpfrig werden lässt. Du erhältst 1 Blutend-Zustand. Während du unter dem Blutend-Zustand leidest, musst du vor jeder Handlung, die etwas in dieser Hand Gehaltenes erfordert, einen durchschnittlichen (+20) Geschicklichkeits-Wurf bestehen, oder du lässt das fallen, was du in dieser Hand hältst.</p>"
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||||||
},
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||||||
{
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||||||
"id": "Broken Collar Bone",
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||||||
"name": "Gebrochenes Schlüsselbein",
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||||||
"description": "<p>LP-Verlust: 5.<br>Du erhältst 1 Bewusstlos-Zustand, der bis zu medizinischer Versorgung anhält, und erleidest die Verletzung Knochenbruch (schwer).</p>"
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||||||
},
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||||||
{
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||||||
"id": "Broken Jaw",
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||||||
"name": "Gebrochener Kiefer",
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||||||
"description": "<p>LP-Verlust: 4.<br>Das Knacken verdreht einem den Magen, als ein Treffer dein Kinn trifft und es bricht. Du erhältst 3 Betäubt-Zustände. Du musst einen herausfordernden (+0) Ausdauer-Wurf bestehen, oder du erhältst zusätzlich den Zustand Bewusstlos. Du erleidest die Verletzung Knochenbruch (schwer).</p>"
|
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||||||
},
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||||||
{
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||||||
"id": "Broken Knee",
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||||||
"name": "Gebrochenes Knie",
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|
||||||
"description": "<p>LP-Verlust: 4.<br>Der Hieb erwischt deine Kniescheibe und lässt sie zu kleinen Stücken zersplittern. Du erhältst 1 Blutend-, 1 Betäubt- sowie den Niedergestreckt-Zustand und die Verletzung Knochenbruch (leicht), um dann am Boden liegend dein verletztes Bein zu umklammern.</p>"
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|
||||||
},
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||||||
{
|
|
||||||
"id": "Broken Nose",
|
|
||||||
"name": "Gebrochene Nase",
|
|
||||||
"description": "<p>LP-Verlust: 3.<br>Ein satter Treffer trifft dich mitten ins Gesicht und lässt Blut daraus hervorschießen. Du erhältst 2 Blutend-Zustände. Du musst einen herausfordernden (+0) Ausdauer-Wurf bestehen, oder du erhältst zusätzlich den Zustand Betäubt. Nach dem Verheilen erhältst du +/-1 EG bei passenden sozialen Würfen, abhängig vom Kontext, bis Chirurgie angewandt wurde, um die Nase zu richten.</p>"
|
|
||||||
},
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|
||||||
{
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|
||||||
"id": "Bruised Ribs",
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|
||||||
"name": "Angebrochene Rippen",
|
|
||||||
"description": "<p>LP-Verlust: 2.<br>Alle Gewandtheits-Würfe leiden 1W10 Tage lang unter einem Abzug von -10.</p>"
|
|
||||||
},
|
|
||||||
{
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|
||||||
"id": "Brutal Dismemberment",
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|
||||||
"name": "Brutale Verstümmelung",
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|
||||||
"description": "<p>LP-Verlust: Tod.<br>Dein Arm wird abgetrennt und lässt arterielles Blut 1W10 Fuß weit in Zufallsrichtung spritzen (siehe Abweichung), während sich der Treffer bis tief in deinen Oberkörper hineingräbt.</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Carved Shin",
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|
||||||
"name": "Schienbeintreffer",
|
|
||||||
"description": "<p>LP-Verlust: 4.<br>Die Waffe schneidet dicht unter dem Knie tief durch Knochen und Sehnen. Du erhältst 1 Betäubt- und den Niedergestreckt-Zustand. Zusätzlich erleidest du die Verletzungen Knochenbruch (leicht) und Muskelriss (schwer).</p>"
|
|
||||||
},
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|
||||||
{
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|
||||||
"id": "Clean Break",
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|
||||||
"name": "Sauberer Bruch",
|
|
||||||
"description": "<p>LP-Verlust: 3.<br>Ein lautes Knacken ist zu hören, als der Treffer deinen Arm trifft. Du lässt alles fallen, was du in der entsprechenden Hand hältst und erhältst die Verletzung Knochenbruch (leicht). Du musst einen schwierigen (-10) Ausdauer-Wurf bestehen, oder du erhältst zusätzlich einen Betäubt-Zustand.</p>"
|
|
||||||
},
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|
||||||
{
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|
||||||
"id": "Cleft Hand",
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|
||||||
"name": "Gespaltene Hand",
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|
||||||
"description": "<p>LP-Verlust: 5.<br>Der Treffer teilt dir die Hand. Du verlierst einen Finger – Amputation (schwierig). Du erhältst 2 Blutend-Zustände und 1 Betäubt-Zustand. In jeder darauffolgenden Runde, in der du keine medizinische Versorgung erhältst, verlierst du einen weiteren Finger, da die Wunde aufreißt; wenn dir die Finger ausgehen verlierst du die Hand – Amputation (schwierig).</p>"
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|
||||||
},
|
|
||||||
{
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|
||||||
"id": "Concussive Blow",
|
|
||||||
"name": "Gehirnerschütterung",
|
|
||||||
"description": "<p>LP-Verlust: 4.<br>Dein Gehirn wird im Kopf umhergeworfen und Blut spritzt dir aus Nase und Ohren. Du erhältst 1 Ertaubt-Zustand, 2 Blutend-Zustände und 1W10 Betäubt-Zustände. Du erhältst zudem den Zustand Erschöpft, der 1W10 Tage anhält. Wenn du eine weitere Kritische Verletzung am Kopf erleidest, während der Erschöpft-Zustand anhält, muss dir ein durchschnittlicher (+20) Ausdauer-Wurf gelingen, oder du erhältst zudem einen Bewusstlos-Zustand.</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Cracked Ribs",
|
|
||||||
"name": "Rippenbruch",
|
|
||||||
"description": "<p>LP-Verlust: 3.<br>Der Treffer bricht dir eine oder mehrere Rippen. Du erhältst 1 Betäubt-Zustand und die Verletzung Knochenbruch (leicht).</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Crushed Elbow",
|
|
||||||
"name": "Zerschmetterter Ellenbogen",
|
|
||||||
"description": "<p>LP-Verlust: 4.<br>Der Treffer zerschlägt dir den Ellenbogen und lässt Knochensplitter und Blut spritzen. Du lässt alles fallen, was du in der Hand hältst und erleidest die Verletzung Knochenbruch (schwer).</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Crushed Foot",
|
|
||||||
"name": "Zerschmetterter Fuß",
|
|
||||||
"description": "<p>LP-Verlust: 5.<br>Der Treffer zerschmettert deinen Fuß. Du musst einen schweren (-20) Ausdauer-Wurf bestehen oder du erhältst den Zustand Niedergestreckt und verlierst 1 Zeh, plus einen zusätzlichen Zeh für jeden EG unter 0 – Amputation (durchschnittlich). Du erhältst 2 Blutend-Zustände. Wenn du nicht binnen 1W10 Tagen mittels Chirurgie behandelt wirst, verlierst du den Fuß vollständig.</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Cut Tendon",
|
|
||||||
"name": "Zerteilter Muskel",
|
|
||||||
"description": "<p>LP-Verlust: 5.<br>Eine großer Muskelstrang auf der Rückseite deines Oberschenkels wird gekappt und lässt dich aufbrüllen, als das Bein unter dir zusammenbricht. Du erhältst 2 Blutend- und 2 Betäubt-Zustände sowie den Niedergestreckt-Zustand und starrst in blankem Entsetzen auf dein Bein, das dich nie mehr tragen wird – Amputation (sehr schwer).</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Damaged Artery",
|
|
||||||
"name": "Verletzte Arterie",
|
|
||||||
"description": "<p>LP-Verlust: 4.<br>Du erhältst 4 Blutend-Zustände. Bis dir mit Chirurgie geholfen wurde, verursacht jeder weitere Treffer an diesem Arm zusätzlich 2 Blutend-Zustände.</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Decapitated",
|
|
||||||
"name": "Geköpft",
|
|
||||||
"description": "<p>LP-Verlust: Tod.<br>Dein Kopf wird vollständig vom Hals getrennt und fliegt durch die Luft, um 1W10 Fuß weit in Zufallsrichtung zu landen (siehe Abweichung). Dein Körper bricht sofort leblos zusammen.</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Deep Cut",
|
|
||||||
"name": "Tiefer Schnitt",
|
|
||||||
"description": "<p>LP-Verlust: 3.<br>Du erhältst 2 Blutend-Zustände als dein Arm übel zugerichtet wird. Du erhältst 1 Betäubt-Zustand und erleidest die Verletzung Muskelriss (leicht). Du musst einen schweren (-20) Ausdauer-Wurf bestehen, oder du erhältst zusätzlich den Zustand Bewusstlos.</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Devastated Eye",
|
|
||||||
"name": "Zerstörtes Auge",
|
|
||||||
"description": "<p>LP-Verlust: 5.<br>Der Treffer zerschmettert dein Auge vollständig und verursacht rasende Schmerzen. Du erhältst 3 Blutend-, 2 Geblendet-Zustände und 1 Betäubt-Zustand, und du verlierst dein Auge – Amputation (schwierig).</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Disfiguring Blow",
|
|
||||||
"name": "Entstellender Treffer",
|
|
||||||
"description": "<p>LP-Verlust: 5.<br>Der Schlag zerschmettert dein Gesicht und zerstört in einem Regen von Blut ein Auge und deine Nase. Du erhältst 3 Blutend-, 3 Geblendet- und 2 Betäubt-Zustände, und du verlierst ein Auge und die Nase – Amputation (schwer).</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Dislocated Knee",
|
|
||||||
"name": "Ausgerenktes Knie",
|
|
||||||
"description": "<p>LP-Verlust: 4.<br>Dein Knie wird aus dem Gelenk gedreht und das Bein gilt als nutzlos. Du erhältst den Niedergestreckt-Zustand und musst einen schweren (-20) Ausdauer-Wurf bestehen, oder du erhältst zusätzlich den Zustand Betäubt, der bis zu medizinischer Versorgung anhält. Nach der ersten medizinischen Versorgung ist ein Erweiterter durchschnittlicher (+20) Heilen-Wurf nötig, der 6 EG benötigt, um das Knie wieder einzurenken, und es wieder nutzbar zu machen. 1W10 Tage lang ist deine Bewegung halbiert und Würfe, die dieses Bein erfordern, werden mit -10 durchgeführt.</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Dislocated Shoulder",
|
|
||||||
"name": "Ausgerenkte Schulter",
|
|
||||||
"description": "<p>LP-Verlust: 4.<br>Dir wird der Arm ausgekugelt. Du musst einen schweren (-20) Ausdauer-Wurf bestehen, oder du erhältst die Zustände Betäubt und Niedergestreckt. Du lässt alles fallen, was du in der entsprechenden Hand hältst. Der Arm ist danach nutzlos und gilt, als wäre er verloren (siehe Amputierte Körperteile). Du erhältst 1 Betäubt-Zustand, bis dir medizinische Versorgung zuteilwurde. Nach dieser medizinischen Versorgung ist ein Erweiterter durchschnittlicher (+20) Heilen-Wurf nötig, der 6 EG benötigt, um den Arm wieder einzurenken und ihn wieder nutzbar zu machen. Würfe, die diesen Arm erfordern, werden 1W10 Tage lang mit -10 durchgeführt.</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Dramatic Injury",
|
|
||||||
"name": "Schmiss",
|
|
||||||
"description": "<p>LP-Verlust: 1.<br>Eine schmale Wunde über Stirn und Wange. Du erhältst 1 Blutend-Zustand. Sobald die Verletzung geheilt ist, bleibt ein beeindruckender Schmiss zurück, der einen Bonus von +1 EG bei passenden sozialen Würfen bringt. Du kannst diesen bleibenden Bonus nur ein einziges Mal erhalten.</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Ear Bash",
|
|
||||||
"name": "Schlag aufs Ohr",
|
|
||||||
"description": "<p>LP-Verlust: 1.<br>Dein Ohr kassiert einen flachen Treffer und klingelt nun. Du erhältst 1 Ertaubt-Zustand.</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Fractured Hip",
|
|
||||||
"name": "Gebrochene Hüfte",
|
|
||||||
"description": "<p>LP-Verlust: 4.<br>Du erhältst 1 Betäubt-Zustand und die Verletzung Knochenbruch (schwer). Zusätzlich musst einen herausfordernden (+0) Ausdauer-Wurf bestehen, oder du erhältst auch den Zustand Niedergestreckt.</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Fractured Jaw",
|
|
||||||
"name": "Gebrochener Kiefer",
|
|
||||||
"description": "<p>LP-Verlust: 4.<br>Das Knacken verdreht einem den Magen, als ein Treffer dein Kinn trifft und es bricht. Du erhältst 3 Betäubt-Zustände. Du musst einen herausfordernden (+0) Ausdauer-Wurf bestehen, oder du erhältst zusätzlich den Zustand Bewusstlos. Du erleidest die Verletzung Knochenbruch (schwer).</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Gaping Arm Wound",
|
|
||||||
"name": "Klaffende Armwunde",
|
|
||||||
"description": "<p>LP-Verlust: 3.<br>Der Treffer öffnet eine tiefe, klaffende Wunde. Du erhältst 2 Blutend-Zustände. Bis dir mit Chirurgie geholfen werden konnte und der Arm genäht ist, verursacht jeder weitere Treffer dieses Arms zusätzlich 1 Blutend-Zustand, da sich die Wunde wieder öffnet.</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Gaping Chest Wound",
|
|
||||||
"name": "Klaffende Wunde am Körper",
|
|
||||||
"description": "<p>LP-Verlust: 3.<br>Du erhältst 3 Blutend-Zustände. Bis dir mit Chirurgie geholfen wurde, verursacht jeder weitere Treffer an der Trefferzone Körper zusätzlich 1 Blutend-Zustand, da sich die Wunde wieder öffnet.</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Gut Blow",
|
|
||||||
"name": "Magentreffer",
|
|
||||||
"description": "<p>LP-Verlust: 1.<br>Du erhältst 1 Betäubt-Zustand und musst einen einfachen (+40) Ausdauer-Wurf bestehen, oder du erbrichst dich und erhältst zusätzlich einen Niedergestreckt-Zustand.</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Gut Wound",
|
|
||||||
"name": "Bauchwunde",
|
|
||||||
"description": "<p>LP-Verlust: 4.<br>Du erleidest eine Schwärende Wunde (siehe Krankheiten und Infektionen) und erhältst 2 Blutend-Zustände.</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Hacked Leg",
|
|
||||||
"name": "Hieb in das Bein",
|
|
||||||
"description": "<p>LP-Verlust: 3.<br>Der Treffer dringt in Hüfthöhe tief in das Bein ein. Du erhältst 2 Blutend-Zustände, den Zustand Niedergestreckt und erleidest die Verletzung Knochenbruch (leicht). Zudem musst du einen schweren (-20) Ausdauer-Wurf bestehen, oder du erhältst durch die Schmerzen den Zustand Betäubt.</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Internal Bleeding",
|
|
||||||
"name": "Innere Blutungen",
|
|
||||||
"description": "<p>LP-Verlust: 5.<br>Du erhältst 1 Blutend-Zustand, der sich nur mit Chirurgie entfernen lässt, und infizierst dich mit Blutfäule (siehe Krankheiten und Infektionen).</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Jarred Arm",
|
|
||||||
"name": "Geprellter Arm",
|
|
||||||
"description": "<p>LP-Verlust: 1.<br>Der Treffer prellt dir den Arm. Du lässt alles fallen, was du in der Hand hältst.</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Lost Footing",
|
|
||||||
"name": "Aus dem Tritt",
|
|
||||||
"description": "<p>LP-Verlust: 1.<br>Du gerätst im Getümmel aus dem Tritt und ins Taumeln. Du musst einen herausfordernden (+0) Ausdauer-Wurf bestehen, oder du erhältst den Zustand Niedergestreckt.</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Low Blow!",
|
|
||||||
"name": "Tiefschlag!",
|
|
||||||
"description": "<p>LP-Verlust: 1.<br>Du musst einen schweren (-20) Ausdauer-Wurf bestehen, oder du erhältst 3 Betäubt-Zustände.</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Major Chest Wound",
|
|
||||||
"name": "Schwere Brustwunde",
|
|
||||||
"description": "<p>LP-Verlust: 4.<br>Dir wird eine schwere Wunde in der Brust zugefügt, die Haut, Muskeln und Sehnen aufreißt. Du erhältst 4 Blutend-Zustände. Bis dir mit Chirurgie geholfen wurde, verursacht jeder weitere Treffer an der Trefferzone Körper zusätzlich 2 Blutend-Zustände, da sich die Wunde wieder öffnet.</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Major Ear Wound",
|
|
||||||
"name": "Schwere Ohrenverletzung",
|
|
||||||
"description": "<p>LP-Verlust: 3.<br>Der Treffer verletzt dein Ohr und lässt dich mit einem permanenten Gehörverlust dieses Ohres zurück. Du erhältst einen Abzug von -20 auf alle Würfe, die mit dem Hören zu tun haben. Wenn du diesen Treffer ein zweites Mal erhältst, ist dein Gehörverlust vollständig, da auch das zweite Ohr zerstört wird. Nur Magie kann dies heilen.</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Major Eye Wound",
|
|
||||||
"name": "Schwere Augenverletzung",
|
|
||||||
"description": "<p>LP-Verlust: 3.<br>Der Treffer reißt dir die Augenbraue auf. Du erhältst 1 Blutend-Zustand und 1 Geblendet-Zustand, wobei der Geblendet-Zustand nicht ohne medizinische Versorgung beseitigt werden kann.</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Mangled Ear",
|
|
||||||
"name": "Zerschmettertes Ohr",
|
|
||||||
"description": "<p>LP-Verlust: 4.<br>Von deinem Ohr bleibt wenig übrig, nachdem der Treffer es zerfetzt hat. Du erhältst 2 Ertaubt-Zustände und 1 Blutend-Zustand, und du verlierst dein Ohr – Amputation (durchschnittlich).</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Mangled Hand",
|
|
||||||
"name": "Zerfetzte Hand",
|
|
||||||
"description": "<p>LP-Verlust: 5.<br>Deine Hand ist nur noch ein verdrehter, blutiger Klumpen. Du verlierst die Hand–Amputation (schwer) – und erhältst 2 Blutend-Zustände. Du musst einen schweren (-20) Ausdauer-Wurf bestehen, oder du erhältst zusätzlich die Zustände Betäubt und Niedergestreckt.</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Mangled Jaw",
|
|
||||||
"name": "Zerschmetterter Kiefer",
|
|
||||||
"description": "<p>LP-Verlust: 5.<br>Der Treffer reißt dir beinahe den ganzen Kiefer ab, zerfetzt deine Zunge und lässt einen Regen aus Blut und Zähnen fliegen. Du erhältst 4 Blutend- und 3 Betäubt-Zustände. Du musst einen sehr schweren (-30) Ausdauer-Wurf bestehen, oder du erhältst zusätzlich den Zustand Bewusstlos. Du erleidest die Verletzung Knochenbruch (schwer) und verlierst die Zunge und 1W10 Zähne – Amputation (schwer).</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Mauled Bicep",
|
|
||||||
"name": "Zerfleischter Bizeps",
|
|
||||||
"description": "<p>LP-Verlust: 5.<br>Der Treffer legt den Bizeps frei und trennt ihn teilweise vom Knochen ab, wobei aus der grausigen Verwundung Blut über deine Feinde spritzt. Du lässt alles fallen, was du in der entsprechenden Hand hältst, erleidest die Verletzung Muskelriss (schwer) und erhältst 2 Blutend-Zustände und 1 Betäubt-Zustand.</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Minor Arm Cut",
|
|
||||||
"name": "Kleiner Schnitt am Arm",
|
|
||||||
"description": "<p>LP-Verlust: 1.<br>Du erhältst 1 Blutend-Zustand als dein Oberarm einen tiefen Schnitt erleidet.</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Minor Head Cut",
|
|
||||||
"name": "Kleiner Schnitt am Kopf",
|
|
||||||
"description": "<p>LP-Verlust: 1.<br>Der Treffer öffnet deine Wange und lässt überall Blut umherspritzen. Du erhältst 1 Blutend-Zustand.</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Minor Leg Cut",
|
|
||||||
"name": "Kleiner Schnitt am Bein",
|
|
||||||
"description": "<p>LP-Verlust: 1.<br>Du erhältst 1 Blutend-Zustand.</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Painful Cut",
|
|
||||||
"name": "Schmerzhafter Schnitt",
|
|
||||||
"description": "<p>LP-Verlust: 3.<br>Du erhältst 2 Blutend-Zustände und 1 Betäubt-Zustand. Du musst einen schweren (-20) Ausdauer-Wurf bestehen, oder du erhältst zusätzlich den Zustand Bewusstlos, weil dir schwarz vor Augen wird. Sofern dir dabei nicht 4+ EG gelingen, schreist du zudem vor Pein auf.</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Poked Eye",
|
|
||||||
"name": "Angeschlagenes Auge",
|
|
||||||
"description": "<p>LP-Verlust: 1.<br>Der Treffer streift deine Augenhöhle. Du erhältst 1 Geblendet-Zustand.</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Pulled Back",
|
|
||||||
"name": "Gezerrter Rücken",
|
|
||||||
"description": "<p>LP-Verlust: 4.<br>Dein Rücken scheint vor Schmerzen geradezu zu glühen, als du dir dort einen Muskel zerrst. Du erleidest die Verletzung Muskelriss (schwer).</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Ragged Wound",
|
|
||||||
"name": "Aufgerissene Wunde",
|
|
||||||
"description": "<p>LP-Verlust: 3.<br>Du erhältst 2 Blutend-Zustände.</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Rattling Blow",
|
|
||||||
"name": "Krachender Treffer",
|
|
||||||
"description": "<p>LP-Verlust: 2.<br>Der Treffer lässt Sterne und Lichter vor deinen Augen tanzen. Du erhältst 1 Betäubt-Zustand.</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Ruptered Ligament",
|
|
||||||
"name": "Bänderriss",
|
|
||||||
"description": "<p>LP-Verlust: 3.<br>Du lässt alles fallen, was du in der Hand hältst und erleidest die Verletzung Muskelriss (schwer).</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Ruptured Tendon",
|
|
||||||
"name": "Gerissene Sehne",
|
|
||||||
"description": "<p>LP-Verlust: 4.<br>Du erhältst 1 Betäubt- und den Niedergestreckt-Zustand, als eine deiner Sehnen schmerzhaft reißt und musst einen schweren (-20) Ausdauer-Wurf bestehen, oder du erhältst zusätzlich den Zustand Bewusstlos. Dein Bein ist nutzlos (siehe Amputierte Körperteile) und du erleidest die Verletzung Muskelriss (schwer).</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Severed Finger",
|
|
||||||
"name": "Abgetrennter Finger",
|
|
||||||
"description": "<p>LP-Verlust: 4.<br>Du erstarrst vor Schreck, als plötzlich einer deiner Finger davonfliegt. Du erhältst 1 Blutend-Zustand – Amputation (durchschnittlich).</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Severed Foot",
|
|
||||||
"name": "Abgetrennter Fuß",
|
|
||||||
"description": "<p>LP-Verlust: 5.<br>Dein Fuß wird am Knöchel abgetrennt und landet 1W10 Fuß weit in Zufallsrichtung (siehe Abweichung) – Amputation (schwer). Du erhältst 3 Blutend- und 2 Betäubt-Zustände und den Niedergestreckt-Zustand.</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Shattered Pelvis",
|
|
||||||
"name": "Zerschlagenes Becken",
|
|
||||||
"description": "<p>LP-Verlust: Tod.<br>Der Schlag schmettert durch dein Becken, trennt ein Bein ab und schlägt bis tief in das zweite. Du stirbst sofort durch das Wundtrauma.</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Sliced Ear",
|
|
||||||
"name": "Zerschnittenes Ohr",
|
|
||||||
"description": "<p>LP-Verlust: 2.<br>Die Seite deines Kopfes kassiert einen bösen Treffer, der dir das Ohr zerschneidet. Du erhältst 2 Ertaubt-Zustände und 1 Blutend-Zustand.</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Sliced Tendons",
|
|
||||||
"name": "Gekappte Sehnen",
|
|
||||||
"description": "<p>LP-Verlust: 5.<br>Der Treffer durchtrennt deine Sehnen und lässt den Arm nutzlos herabhängen Amputation (sehr schwer). Du erhältst 3 Blutend-Zustände, 1 Betäubt- und den Niedergestreckt-Zustand und musst einen schweren (-20) Ausdauer-Wurf bestehen, oder du erhältst zusätzlich den Zustand Bewusstlos.</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Smashed Mouth",
|
|
||||||
"name": "Eingeschlagener Mund",
|
|
||||||
"description": "<p>LP-Verlust: 4.<br>Ein grausames Knirschen ertönt und plötzlich ist dein Mund mit Blut und ausgeschlagenen Zähnen gefüllt. Du erhältst 2 Blutend-Zustände und verlierst 1W10 Zähne –Amputation (einfach).</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Smashed Rib Cage",
|
|
||||||
"name": "Eingeschlagener Brustkorb",
|
|
||||||
"description": "<p>LP-Verlust: 5.<br>Du erhältst 1 Betäubt-Zustand, der sich nur mit medizinischer Versorgung entfernen lässt, und erleidest die Verletzung Knochenbruch (schwer).</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Sprain",
|
|
||||||
"name": "Stauchung",
|
|
||||||
"description": "<p>LP-Verlust: 1.<br>Dein Arm wird gestaucht und du erleidest die Verletzung Muskelriss (leicht).</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Sprained Ankle",
|
|
||||||
"name": "Verstauchter Knöchel",
|
|
||||||
"description": "<p>LP-Verlust: 2.<br>Du verstauchst dir den Knöchel und erleidest die Verletzung Muskelriss (leicht).</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Struck Forehead",
|
|
||||||
"name": "Stirntreffer",
|
|
||||||
"description": "<p>LP-Verlust: 2.<br>Dich trifft ein harter Schlag mitten auf die Stirn. Du erhältst 2 Blutend-Zustände und 1 Geblendet-Zustand, wobei der Geblendet-Zustand nicht beseitigt werden kann, ehe nicht alle Blutend-Zustände beseitigt wurden.</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Stubbed Toe",
|
|
||||||
"name": "Verstauchter Zeh",
|
|
||||||
"description": "<p>LP-Verlust: 1.<br>Im Getümmel wird dir der Zeh angeschlagen. Du musst einen durchschnittlichen (+20) Ausdauer-Wurf bestehen, oder du erhältst bis zum Ende der nächsten Runde -10 auf Gewandtheits-Würfe.</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Thigh Strike",
|
|
||||||
"name": "Oberschenkeltreffer",
|
|
||||||
"description": "<p>LP-Verlust: 2.<br>Ein schmerzhafter Treffer erwischt deinen Oberschenkel. Du erhältst 1 Blutend-Zustand und musst einen durchschnittlichen (+20) Ausdauer-Wurf bestehen, oder du stolperst und erhältst den Zustand Niedergestreckt.</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Tis But A Scratch!",
|
|
||||||
"name": "Das ist nur ein Kratzer!",
|
|
||||||
"description": "<p>LP-Verlust: 1.<br>Du erhältst 1 Blutend-Zustand.</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Torn Apart",
|
|
||||||
"name": "In Stücke gerissen",
|
|
||||||
"description": "<p>LP-Verlust: Tod.<br>Du wirst entzweigehackt. Deine obere Hälfte landet in Zufallsrichtung neben dir (siehe Abweichung) und alle Charaktere innerhalb von 2 Schritt werden geradezu in Blut getaucht.</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Torn Muscles",
|
|
||||||
"name": "Muskelriss",
|
|
||||||
"description": "<p>LP-Verlust: 2.<br>Der Treffer schmettert in deinen Unterarm. Du erhältst 1 Blutend-Zustand und die Verletzung Muskelriss (leicht).</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Torn Thigh",
|
|
||||||
"name": "Aufgerissener Oberschenkel",
|
|
||||||
"description": "<p>LP-Verlust: 3.<br>Die Waffe schlitzt dir den Oberschenkel auf. Du erhältst 3 Blutend-Zustände und musst einen herausfordernden (+0) Ausdauer-Wurf bestehen, oder du erhältst zusätzlich den Zustand Niedergestreckt. Bis die Wunde mit Chirurgie genäht wurde, verursacht jeder weitere Treffer an diesem Bein zusätzlich 1 Blutend-Zustand.</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Twisted Ankle",
|
|
||||||
"name": "Verdrehter Knöchel",
|
|
||||||
"description": "<p>LP-Verlust: 1.<br>Du stolperst und vertrittst dir schmerzhaft den Knöchel. Du erhältst für 1W10 Runden -10 auf Gewandtheits-Würfe.</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Twisted Back",
|
|
||||||
"name": "Rücken verdreht",
|
|
||||||
"description": "<p>LP-Verlust: 1.<br>Du erleidest die Verletzung Muskelriss (leicht).</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Twisted Knee",
|
|
||||||
"name": "Verdrehtes Knie",
|
|
||||||
"description": "<p>LP-Verlust: 2.<br>Du verdrehst das Knie deutlich zu weit und erhältst für 1W10 Runden -20 auf Gewandtheits-Würfe.</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Winded",
|
|
||||||
"name": "Solarplexus geprellt",
|
|
||||||
"description": "<p>LP-Verlust: 2.<br>Du erhältst 1 Betäubt-Zustand und musst einen durchschnittlichen (+20) Ausdauer-Wurf bestehen, oder du erhältst zusätzlich den Niedergestreckt-Zustand. Deine Bewegung ist für 1W10 Runden halbiert, da du erst wieder zu Atem kommen musst.</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Wrenched Arm",
|
|
||||||
"name": "Verdrehter Arm",
|
|
||||||
"description": "<p>LP-Verlust: 2.<br>Dir wird beinahe der Arm aus der Schulter gehebelt. Du lässt alles fallen, was du in der entsprechenden Hand hältst. Der Arm ist danach für 1W10 Runden nutzlos. Während dieser Zeit gilt der Arm als wäre er verloren (siehe Amputierte Körperteile).</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Wrenched Collar Bone",
|
|
||||||
"name": "Verdrehtes Schlüsselbein",
|
|
||||||
"description": "<p>LP-Verlust: 2.<br>Wähle zufällig einen Arm aus. Du lässt alles fallen, was du in der entsprechenden Hand hältst und der Arm ist danach für 1W10 Runden nutzlos. Während dieser Zeit gilt der Arm, als wäre er verloren (siehe Amputierte Körperteile).</p>"
|
|
||||||
}
|
|
||||||
]
|
|
||||||
}
|
|
||||||
@@ -1,97 +0,0 @@
|
|||||||
{
|
|
||||||
"label": "Krankheiten",
|
|
||||||
"mapping": {
|
|
||||||
"duration": "data.duration.value",
|
|
||||||
"contraction": "data.contraction.value",
|
|
||||||
"incubation": "data.incubation.value",
|
|
||||||
"symptoms": "data.symptoms.value",
|
|
||||||
"permanent": "data.permanent.value",
|
|
||||||
"effects": {
|
|
||||||
"path": "effects",
|
|
||||||
"converter": "diseases_effects"
|
|
||||||
}
|
|
||||||
},
|
|
||||||
"entries": [
|
|
||||||
{
|
|
||||||
"permanent": "",
|
|
||||||
"symptoms": "Fieber (schwerwiegend), Siechtum, Unwohlsein",
|
|
||||||
"id": "Blood Rot",
|
|
||||||
"contraction": "Als Folge einer anderen Krankheit oder einer Kritischen Verletzung",
|
|
||||||
"incubation": "Sofort",
|
|
||||||
"name": "Blutfäule",
|
|
||||||
"description": "<p>Dein Blut selbst ist erkrankt und so pumpt dein Herz nun schwärende Pestilenz durch den Körper. Blutegel sind eine weithin akzeptierte Behandlungsmethode, doch es gibt auch Ärzte, die hier einen Aderlass in Halsnähe durchführen, um das kränkliche Blut ausfließen zu lassen, und vom Patienten verlangen, große Mengen gesunden Blutes zu trinken, um den Verlust auszugleichen. Egal ob der Patient sich darauf einlässt oder nicht, die Blutfäule ist tödlich und wird höchstwahrscheinlich mit Besuch der Gilde der Klager und dem Kult des Morr enden.</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"permanent": "",
|
|
||||||
"symptoms": "Fiber, Langanhaltend (Leicht), Unwohlsein, Übelkeit",
|
|
||||||
"id": "Bronze Fever",
|
|
||||||
"contraction": "Wenn dir ein Durchschnittlicher (+20) Ausdauer-Wurf misslingt, nachdem du von einer infizierten Mücke gestochen wurdest. Wenn infiziertes Blut injiziert oder eingeflößt wird erkrankst du automatisch an Bronze Fiber",
|
|
||||||
"name": "Bronze Fieber",
|
|
||||||
"description": "<p>Bronze Fiber findet man gewöhnlich nur im Süden der Alten Welt, in wärmeren und feuchteren Klimagebieten, wo es sich über Insektenbisse verbreitet. Die meisten Erkrankten erholen sich binnen Tagen, in seltenen Fällen kann die Erkrankung aber zu Komplikationen führen, und sogar dem Tod.</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"permanent": "",
|
|
||||||
"symptoms": "Fieber, Langanhaltend (herausfordernd), Offene Wunde, Unwohlsein",
|
|
||||||
"id": "Festering Wound",
|
|
||||||
"contraction": "Wenn dir ein leichter (+40) Ausdauer-Wurf misslingt, nachdem du mit einer Kreatur gekämpft hast, die die Eigenschaft Infiziert hatte (siehe Bestiarium). Du kannst eine Schwärende Wunde auch als Folge einer Leichten Infektion bekommen.",
|
|
||||||
"name": "Schwärende Wunde",
|
|
||||||
"description": "<p>Infizierte Schnitte und Schürfwunden sind weit verbreitet, was bedeutet, dass es viel Aberglauben bezüglich ihrer Behandlung gibt. Umschläge aus Blättern und Kot, Krötenhäute und Taubenfedern sind ebenso verbreitet wie das Einreiben mit Sigmar-geweihter Erde. Die meisten Medicusse lehnen Derartiges ab und bevorzugen solch wissenschaftliche Methoden wie eine Mischung aus der Galle eines schwarzen Ochsen, drei Löffeln Urin des Patienten und einem halben Löffel Meersalz, um dies dann in die schwärende, eitrige Wunde zu reiben. Die Schreie des Patienten werden hierbei als Hinweis auf die Wirksamkeit gedeutet.</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"permanent": "",
|
|
||||||
"symptoms": "Durchfall (moderat), Übelkeit, Unwohlsein",
|
|
||||||
"id": "Galloping Trots",
|
|
||||||
"contraction": "Wenn dir ein leichter (+40) Widerstands-Wurf misslingt, nachdem etwas Infiziertes in deinen Mund gelangte.",
|
|
||||||
"name": "Galoppierender Durchfall",
|
|
||||||
"description": "<p>Man sagt, dass der Verzehr von Halbling-Speisen zum Galoppierenden Durchfall führen kann, einer unerfreulichen Krankheit, die im Imperium nur allzu verbreitet ist, was nicht zuletzt an der eher sorglosen Weise liegt, in der in den Küchen gearbeitet wird. Doch selbst jene, die sich durch die billige Halbling-Pasteten, die überall in Altdorf von fliegenden Händlern verkauft werden, „Rumsters Rache“ eingefangen haben, werden sich eher Gedanken darüber machen, wie lang sie wohl noch den Donnerbalken bewohnen werden.</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"permanent": "Sobald man diese Krankheit einmal durchgemacht hat, ist man dagegen immun sich erneut anzustecken.",
|
|
||||||
"symptoms": "Husten und Niesen, Pocken",
|
|
||||||
"id": "Itching Pox",
|
|
||||||
"contraction": "Wenn dir ein durchschnittlicher (+20) Ausdauer-Wurf misslang, nachdem du Kontakt mit einer infizierten Person hattest oder falls eine infizierte Person in deiner unmittelbaren Umgebung hustet oder niest (mit einer Rate von einem Wurf pro Stunde in entsprechender Umgebung).",
|
|
||||||
"name": "Juckende Pocken",
|
|
||||||
"description": "<p>Ausbrüche der Juckenden Pocken sind in den Städten und Dörfern des Imperiums eine nahezu jährlich wiederkehrende Angelegenheit. Diese Krankheit verursacht überall auf dem Körper stark juckende Pusteln, verläuft harmlos und hinterlässt nur selten dauerhafte Folgen, sodass sich höchstens Eltern und Adelige Sorgen machen, wenn das Jucken umgeht. Die Krankheit ist so verbreitet, dass in den meisten Tempeln der Shallya stets Tiegel mit weißer Paste bereitstehen, um den Betroffenen Linderung zu verschaffen.</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"permanent": "",
|
|
||||||
"symptoms": "Langanhaltend (leicht), Offene Wunde, Unwohlsein",
|
|
||||||
"id": "Minor Infection",
|
|
||||||
"contraction": "Wenn dir ein sehr leichter (+60) Ausdauer-Wurf nach einem Kampf misslang, indem du eine Kritische Verletzung erlitten hast.",
|
|
||||||
"name": "Leichte Infektion",
|
|
||||||
"description": "<p>Leichte Infektionen sind langsam abheilende Wunden, die etwas anschwellen und dabei warm werden. Sie sind extrem häufig. Meist heilen sie von allein wieder ab, wenn man ihnen Zeit lässt, also machen sich die meisten Leute keine Sorgen, bis es zu spät ist und sich Morrs Portal öffnet.</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"permanent": "",
|
|
||||||
"symptoms": "Langanhaltend (herausfordernd), Pocken",
|
|
||||||
"id": "Packer's Pox",
|
|
||||||
"contraction": "Wenn dir ein leichter (+40) Ausdauer-Wurf misslang, nachdem du Kontakt mit infizierten Tieren, Häuten, Wolle oder Körpern hattest.",
|
|
||||||
"name": "Treiberpocken",
|
|
||||||
"description": "<p>Eine recht häufige Krankheit unter Jägern, Kürschnern, Hirten und Händlern, die von befallenen Kühen und Schafen übertragen wird, ebenso wie von ihren Häuten und ihrer Wolle, sowie von allen, die durch die Krankheit starben. Sie beginnt als kleine juckende Stelle, doch dann breiten sich rasch rosafarbene und leicht eingesunkene Flecken am ganzen Körper aus, die sich auf Arme und Torso konzentrieren. Dies ist bei Weitem nicht die schwerste der vielen Pocken-Formen im Imperium, doch eine, die sich sehr lange hinziehen kann und manchmal tödlich verläuft.</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"permanent": "",
|
|
||||||
"symptoms": "Fieber, Krämpfe, Langanhaltend (durchschnittlich), Offene Wunde, Pocken, Unwohlsein",
|
|
||||||
"id": "Ratte Fever",
|
|
||||||
"contraction": "Wenn dir ein durchschnittlicher (+20) Ausdauer-Wurf misslang, nachdem du im Kampf mit Nagern (inklusive Skaven) mit der Eigenschaft Infiziert verwundet wurdest, oder wenn dir ein leichter (+40) Ausdauer-Wurf misslang, nachdem etwas Infiziertes in deinen Mund gelangte.",
|
|
||||||
"name": "Rattenfieber",
|
|
||||||
"description": "<p>Das gefürchtete Rattenfieber wird von infizierten Nagern übertragen und beginnt mit entzündeten, eitrigen Ausschlägen, ehe das Fieber steigt und die Krämpfe beginnen. Die Krankheit verläuft selten tödlich, ist aber sehr zehrend und es dauert sehr lange, sie auszukurieren, weshalb die meisten Kranken irgendwann beinahe alles auf sich nehmen, um die Symptome zu lindern. Verbreitete Behandlungsmethoden sind zum Beispiel in Altdorf die Selbstgeißelung, die bei den Entzündungen der Haut helfen soll, und in Talabheim das Einreiben mit einer Mischung aus Ziegenkäse und importiertem kislevitischem Eispfeffer. In den größeren Städten ist das Rattenfieber auch als Pastetenfieber bekannt, denn in manch einer Pastete wird statt teurerem Fleisch Ratte verarbeitet.</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"permanent": "",
|
|
||||||
"symptoms": "Beulen, Fieber, Unwohlsein, Siechtum (moderat), Wundbrand",
|
|
||||||
"id": "The Black Plague",
|
|
||||||
"contraction": "Führe einen durchschnittlichen (+20) Ausdauer-Wurf für jede ganze oder angefangene Stunde durch, die du dich in einem von infizierten Flöhen befallenen Gebiet aufhältst, oder wenn du infizierten Flüssigkeiten ausgesetzt bist.",
|
|
||||||
"name": "Schwarze Pest",
|
|
||||||
"description": "<p>Historiker berichten, dass vor Jahrhunderten Ratten das Imperium überfluteten und dass ihnen die Schwarze Pest folgte und neun von zehn Seelen auslöschte. Auch heute noch kommt es immer wieder zu einem unerklärlichen Aufflackern dieser schrecklichen Krankheit. Wenn sie irgendwo ausbricht, erscheinen beinahe sofort die weißen Nonnen. Der Kult der Shallya hat geschworen, alles zu tun, um diese üble Pestilenz auszulöschen. Sie berufen sich auf uralte Gesetze und Rechte, die ihnen einst eingeräumt wurden, und errichten mit weißen Seilen markierte Quarantänezonen, wo auch immer sie der Seuche begegnen. Diese darf niemand betreten oder verlassen, ehe der Ausbruch nicht eingedämmt wurde und alle Leichen ordnungsgemäß bestattet wurden.</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"permanent": "",
|
|
||||||
"symptoms": "Durchfall (schwerwiegend), Fieber, Langanhaltend (herausfordernd), Übelkeit, Unwohlsein",
|
|
||||||
"id": "The Bloody Flux",
|
|
||||||
"contraction": "Wenn dir ein leichter (+40) Widerstands-Wurf misslingt, nachdem etwas Infiziertes in deinen Mund gelangte.",
|
|
||||||
"name": "Blutschiss",
|
|
||||||
"description": "<p>Der Blutschiss ist ein ewiges Problem im Imperium und wird gemeinhin als Fluch gesehen, den die Götter über jene bringen, die nicht fromm genug waren. Diese üble Krankheit zwingt ihr unglückliches Opfer dazu, seine Gedärme ebenso unsanft wie ständig zu entleeren. Besonders in den Feldlagern der Heere ist der Blutschiss berüchtigt, und man sagt, dass er üblicherweise mehr Soldaten tötet als der Feind. Typische Behandlungen umfassen das Essen von Blutwurst zum Ausgleich des Blutverlustes, das berüchtigte „Verkorken“ und das Einreiben des überanspruchten Körperteils mit Fett, um zumindest die Schmerzen zu lindern.</p>"
|
|
||||||
}
|
|
||||||
]
|
|
||||||
}
|
|
||||||
@@ -1,287 +0,0 @@
|
|||||||
{
|
|
||||||
"label": "Verletzungen",
|
|
||||||
"mapping": {
|
|
||||||
"penalty": "data.penalty.value",
|
|
||||||
"location": {
|
|
||||||
"path": "data.location.value",
|
|
||||||
"converter": "generic_localization"
|
|
||||||
},
|
|
||||||
"effects": {
|
|
||||||
"path": "effects",
|
|
||||||
"converter": "effects"
|
|
||||||
}
|
|
||||||
},
|
|
||||||
"entries": [
|
|
||||||
{
|
|
||||||
"id": "8piWcBKFlQ2J1E3A",
|
|
||||||
"name": "Amputiertes Ohr",
|
|
||||||
"description": "<p>Ein Ohr zu verlieren ist schmerzhaft, aber du wirst rasch lernen, ohne es zu leben. Solltest du das große Pech haben, beide Ohren zu verlieren, erhältst du einen permanenten Abzug von -20 auf alle auf das Hören basierenden Wahrnehmungs-Würfe. Des Weiteren erhältst du pro fehlendem Ohr einen Abzug von -5 auf Charisma-Würfe, wenn andere deinen ohrlosen Zustand sehen können.</p>",
|
|
||||||
"penalty": "-5 auf Charisma-Würfe, wenn andere deinen ohrlosen Zustand sehen können.",
|
|
||||||
"effects": {
|
|
||||||
"label0": "Amputiertes Ohr",
|
|
||||||
"label1": "Beide Ohren verloren",
|
|
||||||
"description1": "Wahrnehmungswürfe die mit dem Gehör zusammenhängen"
|
|
||||||
}
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "fBcZhOBn8IpoVqQ1",
|
|
||||||
"name": "Verlorener Zahn",
|
|
||||||
"description": "<p>Der Verlust von Zähnen macht unansehnlich und kann zu Schwierigkeiten beim Essen führen. Für je zwei Zähne, die du verlierst, sinkt dein Charisma permanent um 1.</p><p>Außerdem gilt, dass du es nach dem Verlust von mehr als der Hälfte deiner Zähne (Menschen 16, Elfen 18, Halblinge und Zwerge 29) deutlich schwerer als deine Kameraden empfinden wirst, feste Nahrung zu dir zu nehmen. Deine Essenszeiten verdoppeln sich und manche Nahrungsmittel sind schlicht nicht mehr essbar, was aber größtenteils erzählerisch ins Rollenspiel einfließen dürfte.</p>",
|
|
||||||
"penalty": ""
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "zyocWSzEZEC826NS",
|
|
||||||
"name": "Amputierte Hand",
|
|
||||||
"description": "<p>Du erhältst einen Abzug von -20 auf alle Würfe, die den Einsatz beider Hände erfordern und kannst keine zweihändigen Waffen mehr führen, allerdings kann ein Schild an den handlosen Arm geschnallt werden. Solltest du deine dominante Hand verloren haben, dann leidest du unter dem üblichen Abzug von -20 bei Nahkampf-Würfen mit der falschen Hand. Für je 100 EP kannst du diesen Abzug um 5 reduzieren, da du dich an den Kampf mit der anderen Hand gewöhnst. Wenn du beide Hände verlierst, ist es vielleicht an der Zeit den Kampf mit Haken zu lernen.</p>",
|
|
||||||
"penalty": "-20 auf alle Würfe, die den Einsatz beider Hände erfordern und kannst keine zweihändigen Waffen mehr führen",
|
|
||||||
"effects": {
|
|
||||||
"label0": "Amputierte Hand",
|
|
||||||
"description0": "Tests die beide Hände benötigen"
|
|
||||||
}
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "gz2xy41OSVZ8YBgI",
|
|
||||||
"name": "Amputierter Fuß",
|
|
||||||
"description": "<p>Du reduzierst deine Bewegung permanent um die Hälfte und erleidest einen Abzug von -20 bei allen Würfen, bei denen es um die Mobilität geht, zum Beispiel Ausweichen. Beide Füße zu verlieren macht es schwer zu gehen. Vielleicht solltest du jemanden anheuern, der dich trägt.</p>",
|
|
||||||
"penalty": "-20 bei allen Würfen, bei denen es um die Mobilität geht, zum Beispiel Ausweichen",
|
|
||||||
"effects": {
|
|
||||||
"label0": "Bewegung halbiert",
|
|
||||||
"label1": "Amputierter Fuß",
|
|
||||||
"description1": "Würfe die Bewegung benötigen"
|
|
||||||
}
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "ZhMADOqoo0y8Q9bx",
|
|
||||||
"name": "Amputierter Zeh",
|
|
||||||
"description": "<p>Zehen zu verlieren kann deine Balance empfindlich stören. Für jeden verlorenen Zeh erleidest du einen permanenten Abzug von -1 auf dein Kampfgeschick und deine Gewandtheit.</p>",
|
|
||||||
"penalty": "",
|
|
||||||
"effects": {
|
|
||||||
"label0": "Amputierter Zeh"
|
|
||||||
}
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "rkJA1DlK51QuRlJy",
|
|
||||||
"name": "Amputierte Zunge",
|
|
||||||
"description": "<p>Der Verlust der Zunge sorgt dafür, dass du nur noch brummeln und grunzen kannst, weshalb du dich bei der Kommunikation auf Handzeichen verlagern solltest. Dir misslingen automatisch alle Sprache-Würfe, bei denen du sprechen musst.</p>",
|
|
||||||
"penalty": "",
|
|
||||||
"effects": {
|
|
||||||
"label0": "Amputierte Zunge"
|
|
||||||
}
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "SpPRZZRHxly7uo2G",
|
|
||||||
"name": "Amputierte Nase",
|
|
||||||
"description": "<p>Mit verlorener Nase hat man ein sehr verstörendes Antlitz. Du erleidest einen permanenten Abzug von -20 auf dein Charisma und erhältst einen permanenten Abzug von -30 auf alle Würfe, bei denen es um das Riechen geht.</p>",
|
|
||||||
"penalty": "-20 auf dein Charisma und erhältst einen permanenten Abzug von -30 auf alle Würfe, bei denen es um das Riechen geht.",
|
|
||||||
"effects": {
|
|
||||||
"label0": "Amputierte Nase",
|
|
||||||
"description0": "Wahrnehmungswürfe die mit dem Geruch zusammenhängen"
|
|
||||||
}
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "MnMZv7ZXoRqoH9dS",
|
|
||||||
"name": "Amputierter Arm",
|
|
||||||
"description": "<p>Verwende die Regeln für eine verlorene Hand. Du kannst keinen Schild am Arm befestigen, denn du hast ja keinen mehr</p>",
|
|
||||||
"penalty": "-20 auf alle Würfe, die den Einsatz beider Hände erfordern und kannst keine zweihändigen Waffen mehr führen",
|
|
||||||
"effects": {
|
|
||||||
"label0": "Amputierter Arm",
|
|
||||||
"description0": "Tests die beide Hände benötigen"
|
|
||||||
}
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "SYjWiKDzMS6CtROJ",
|
|
||||||
"name": "Amputierter Finger",
|
|
||||||
"description": "<p>Finger zu verlieren sorgt dafür, dass der Griff schwächer wird und das Risiko auf Patzer steigt. Nach dem Verlust des ersten Fingers zählt jeder misslungene, relevante Wurf, bei dem der Würfel für die Einerstelle eine 1 zeigt, als Patzer. Fehlen zwei Finger ist es schon jeder misslungene, relevante Wurf, bei dem der Würfel für die Einerstelle eine 1 oder 2 zeigt, und so weiter. Des Weiteren erhältst du einen Abzug von -5 pro verlorenem Finger auf jeden Wurf, bei dem die entsprechende Hand verwendet wird. Sobald vier oder mehr Finger verloren wurden, kommen die Regeln für eine abgetrennte Hand zum Tragen. </p>",
|
|
||||||
"penalty": "-5 pro verlorenem Finger auf jeden Wurf, bei dem die entsprechende Hand verwendet wird.",
|
|
||||||
"effects": {
|
|
||||||
"label0": "Amputierter Finger",
|
|
||||||
"description0": "Verlorene Finger"
|
|
||||||
}
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "weczkAMPlTjX7lqU",
|
|
||||||
"name": "Verlorenes Auge",
|
|
||||||
"description": "<p>Ein Auge zu verlieren ist furchtbar, aber du wirst rasch lernen, dies zu kompensieren. Solltest du das Pech haben, beide Augen zu verlieren, erhältst du einen permanenten Abzug von -30 auf alle Sicht erfordernden Würfe, also Trefferwürfe, Ausweichen, Reiten und so weiter. Des Weiteren erhältst du pro fehlendem Auge einen Abzug von -5 auf Charisma-Würfe, wenn andere deine leeren und vernarbten Augenhöhlen sehen können.</p>",
|
|
||||||
"penalty": "-5 auf Charisma-Würfe, wenn andere deine leeren und vernarbten Augenhöhlen sehen können",
|
|
||||||
"effects": {
|
|
||||||
"label0": "Beide Augen verloren",
|
|
||||||
"description0": "Würfe die Augenlicht benötigen",
|
|
||||||
"label1": "Auge verloren"
|
|
||||||
}
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "k00PimCWkff11IA0",
|
|
||||||
"name": "Amputiertes Bein",
|
|
||||||
"description": "<p>Behandle dies als verlorenen Fuß, nur dass du Ausweichen gar nicht mehr einsetzen kannst.</p>",
|
|
||||||
"penalty": "",
|
|
||||||
"effects": {
|
|
||||||
"label0": "Bewegung halbiert",
|
|
||||||
"label1": "Amputiertes Bein",
|
|
||||||
"description1": "Würfe die Bewegung benötigen"
|
|
||||||
}
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "rlDZZTj5PXjuRXa2",
|
|
||||||
"name": "Gebrochener Arm (Schwer)",
|
|
||||||
"description": "<p>Einer deiner Knochen ist wirklich schlimm gebrochen und liegt jetzt entweder in einem völlig falschen Winkel oder ist sogar durch die Haut gedrungen. Ohne medizinische Hilfe wird das so nicht wieder richtig heilen.Die Trefferzone ist effektiv nicht zu benutzen, ehe der Bruch nicht geheilt ist. Verwende die gleichen Regeln wie bei Knochenbruch (Leicht). </p><p>Heilung: Das Ausheilen dauert 10 Tage länger. Alle zugehörigen Würfe sind herausfordernd (+0). Jeder Abzug für misslungene Würfe wird um –10 verschlechtert.</p>",
|
|
||||||
"penalty": "-20 auf alle Würfe, die den Einsatz beider Hände erfordern und kannst keine zweihändigen Waffen mehr führen",
|
|
||||||
"effects": {
|
|
||||||
"label0": "Gebrochener Arm (Schwer)",
|
|
||||||
"description0": "Tests die beide Hände benötigen"
|
|
||||||
}
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "2iult41Jehz0F1O8",
|
|
||||||
"name": "Gebrochenes Bein (Schwer)",
|
|
||||||
"description": "<p>Einer deiner Knochen ist wirklich schlimm gebrochen und liegt jetzt entweder in einem völlig falschen Winkel oder ist sogar durch die Haut gedrungen. Ohne medizinische Hilfe wird das so nicht wieder richtig heilen.Die Trefferzone ist effektiv nicht zu benutzen, ehe der Bruch nicht geheilt ist. Verwende die gleichen Regeln wie bei Knochenbruch (Leicht). </p><p>Heilung: Das Ausheilen dauert 10 Tage länger. Alle zugehörigen Würfe sind herausfordernd (+0). Jeder Abzug für misslungene Würfe wird um –10 verschlechtert.</p>",
|
|
||||||
"penalty": "-20 bei allen Würfen, bei denen es um die Mobilität geht, Ausweichen ist nicht mehr möglich, Bewegung halbiert",
|
|
||||||
"effects": {
|
|
||||||
"label0": "Bewegung halbiert",
|
|
||||||
"label1": "Gebrochenes Bein",
|
|
||||||
"description1": "Würfe die Bewegung benötigen"
|
|
||||||
}
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "hCadFsTRvLN9faaY",
|
|
||||||
"name": "Schädelfraktur (Schwer)",
|
|
||||||
"description": "<p>Einer deiner Knochen ist wirklich schlimm gebrochen und liegt jetzt entweder in einem völlig falschen Winkel oder ist sogar durch die Haut gedrungen. Ohne medizinische Hilfe wird das so nicht wieder richtig heilen.Die Trefferzone ist effektiv nicht zu benutzen, ehe der Bruch nicht geheilt ist. Verwende die gleichen Regeln wie bei Knochenbruch (Leicht). </p><p>Heilung: Das Ausheilen dauert 10 Tage länger. Alle zugehörigen Würfe sind herausfordernd (+0). Jeder Abzug für misslungene Würfe wird um –10 verschlechtert.</p>",
|
|
||||||
"penalty": "",
|
|
||||||
"effects": {
|
|
||||||
"label0": "Schädelfraktur (Schwer)"
|
|
||||||
}
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "EaqlLRQigwnsEAXX",
|
|
||||||
"name": "Knochenbruch Torso (Schwer)",
|
|
||||||
"description": "<p>Einer deiner Knochen ist wirklich schlimm gebrochen und liegt jetzt entweder in einem völlig falschen Winkel oder ist sogar durch die Haut gedrungen. Ohne medizinische Hilfe wird das so nicht wieder richtig heilen.Die Trefferzone ist effektiv nicht zu benutzen, ehe der Bruch nicht geheilt ist. Verwende die gleichen Regeln wie bei Knochenbruch (Leicht). </p><p>Heilung: Das Ausheilen dauert 10 Tage länger. Alle zugehörigen Würfe sind herausfordernd (+0). Jeder Abzug für misslungene Würfe wird um –10 verschlechtert.</p>",
|
|
||||||
"penalty": "",
|
|
||||||
"effects": {
|
|
||||||
"label0": "Bewegung halbiert",
|
|
||||||
"label1": "Knochenbruch Torso (Schwer)"
|
|
||||||
}
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "7mCcI3q7hgWcmbBU",
|
|
||||||
"name": "Gebrochenes Bein (Leicht)",
|
|
||||||
"description": "<p>Du hast dir einen Knochen gebrochen, doch der Bruch hat sich nicht verschoben, weshalb er auch ohne medizinische Behandlung heilen wird. Die Trefferzone ist nicht benutzbar, bis der Bruch ausgeheilt ist. Bezüglich Armen und Beinen heißt dies, dass das entsprechende Glied wegen zu großer Schmerzen nutzlos ist und ruhiggestellt werden sollte. Verwende die Regeln für Abgetrennte Arme und Abgetrennte Beine, um dies darzustellen (siehe Amputierte Körperteile).</p>",
|
|
||||||
"penalty": "-20 bei allen Würfen, bei denen es um die Mobilität geht, Ausweichen ist nicht mehr möglich, Bewegung halbiert",
|
|
||||||
"effects": {
|
|
||||||
"label0": "Gebrochenes Bein (Leicht)",
|
|
||||||
"description0": "Würfe die Bewegung benötigen",
|
|
||||||
"label1": "Bewegung halbiert"
|
|
||||||
}
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "4lj1ik958mbgAlaF",
|
|
||||||
"name": "Gebrochener Arm (Leicht)",
|
|
||||||
"description": "<p>Du hast dir einen Knochen gebrochen, doch der Bruch hat sich nicht verschoben, weshalb er auch ohne medizinische Behandlung heilen wird. Die Trefferzone ist nicht benutzbar, bis der Bruch ausgeheilt ist. Bezüglich Armen und Beinen heißt dies, dass das entsprechende Glied wegen zu großer Schmerzen nutzlos ist und ruhiggestellt werden sollte. Verwende die Regeln für Abgetrennte Arme und Abgetrennte Beine, um dies darzustellen (siehe Amputierte Körperteile).</p>",
|
|
||||||
"penalty": "-20 auf alle Würfe, die den Einsatz beider Hände erfordern",
|
|
||||||
"effects": {
|
|
||||||
"label0": "Gebrochener Arm (Leicht)",
|
|
||||||
"description0": "Tests die beide Hände benötigen"
|
|
||||||
}
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "QluSTTTq3viHJJUh",
|
|
||||||
"name": "Knochenbruch Torso (Leicht)",
|
|
||||||
"description": "<p>Du hast dir einen Knochen gebrochen, doch der Bruch hat sich nicht verschoben, weshalb er auch ohne medizinische Behandlung heilen wird. Die Trefferzone ist nicht benutzbar, bis der Bruch ausgeheilt ist. Bezüglich Armen und Beinen heißt dies, dass das entsprechende Glied wegen zu großer Schmerzen nutzlos ist und ruhiggestellt werden sollte. Verwende die Regeln für Abgetrennte Arme und Abgetrennte Beine, um dies darzustellen (siehe Amputierte Körperteile).</p>",
|
|
||||||
"penalty": "",
|
|
||||||
"effects": {
|
|
||||||
"label0": "Knochenbruch Torso (Leicht)",
|
|
||||||
"label1": "Bewegung halbiert"
|
|
||||||
}
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "nbhn2wX35b7Jrcbg",
|
|
||||||
"name": "Schädelfraktur (Leicht)",
|
|
||||||
"description": "<p>Du hast dir einen Knochen gebrochen, doch der Bruch hat sich nicht verschoben, weshalb er auch ohne medizinische Behandlung heilen wird. Die Trefferzone ist nicht benutzbar, bis der Bruch ausgeheilt ist. Bezüglich Armen und Beinen heißt dies, dass das entsprechende Glied wegen zu großer Schmerzen nutzlos ist und ruhiggestellt werden sollte. Verwende die Regeln für Abgetrennte Arme und Abgetrennte Beine, um dies darzustellen (siehe Amputierte Körperteile).</p>",
|
|
||||||
"penalty": "",
|
|
||||||
"effects": {
|
|
||||||
"label0": "Schädelfraktur (Leicht)"
|
|
||||||
}
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "3S4OYOZLauXctmev",
|
|
||||||
"name": "Muskelriss Bein (Schwer)",
|
|
||||||
"description": "<p>Einer deiner Muskeln oder eine wichtige Sehne wurde ernstlich verletzt, was enorm schmerzhaft ist und das entsprechende Körperteil stark einschränkt. Du erleidest die gleichen Folgen wie beim Muskelriss (leicht), allerdings mit -20 auf alle Würfe.</p><p><strong>Heilung:</strong> Der Muskel wird in (30 - Widerstands-Bonus) Tagen wieder teilweise heilen, wodurch sich der Abzug bei allen relevanten Würfen auf -10 reduziert. Ausgeheilt ist der Muskel dann in weiteren (30 - Widerstands-Bonus) Tagen. Heilen hilft hier nicht viel, außer dich mit dem Ratschlag zu versorgen, dass du die betreffende Körperstelle besser schonen solltest.</p>",
|
|
||||||
"penalty": "-20 bei allen Würfen, bei denen es um die Mobilität geht, Bewegung halbiert",
|
|
||||||
"effects": {
|
|
||||||
"label0": "Muskelriss Bein (Schwer)",
|
|
||||||
"description0": "Würfe die das verletzte Bein betreffen",
|
|
||||||
"label1": "Bewegung halbiert"
|
|
||||||
}
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "qn4ZpvTQIX4rcJDl",
|
|
||||||
"name": "Muskelriss Arm (Schwer)",
|
|
||||||
"description": "<p>Einer deiner Muskeln oder eine wichtige Sehne wurde ernstlich verletzt, was enorm schmerzhaft ist und das entsprechende Körperteil stark einschränkt. Du erleidest die gleichen Folgen wie beim Muskelriss (leicht), allerdings mit -20 auf alle Würfe.</p><p><strong>Heilung:</strong> Der Muskel wird in (30 - Widerstands-Bonus) Tagen wieder teilweise heilen, wodurch sich der Abzug bei allen relevanten Würfen auf -10 reduziert. Ausgeheilt ist der Muskel dann in weiteren (30 - Widerstands-Bonus) Tagen. Heilen hilft hier nicht viel, außer dich mit dem Ratschlag zu versorgen, dass du die betreffende Körperstelle besser schonen solltest.</p>",
|
|
||||||
"penalty": "-20 auf alle Würfte die den entsprechenden Arm betreffen",
|
|
||||||
"effects": {
|
|
||||||
"label0": "Muskelriss Arm (Schwer)"
|
|
||||||
}
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "eWPN3CV2Eddwz8aM",
|
|
||||||
"name": "Muskelriss Torso (Schwer)",
|
|
||||||
"description": "<p>Einer deiner Muskeln oder eine wichtige Sehne wurde ernstlich verletzt, was enorm schmerzhaft ist und das entsprechende Körperteil stark einschränkt. Du erleidest die gleichen Folgen wie beim Muskelriss (leicht), allerdings mit -20 auf alle Würfe.</p><p><strong>Heilung:</strong> Der Muskel wird in (30 - Widerstands-Bonus) Tagen wieder teilweise heilen, wodurch sich der Abzug bei allen relevanten Würfen auf -10 reduziert. Ausgeheilt ist der Muskel dann in weiteren (30 - Widerstands-Bonus) Tagen. Heilen hilft hier nicht viel, außer dich mit dem Ratschlag zu versorgen, dass du die betreffende Körperstelle besser schonen solltest.</p>",
|
|
||||||
"penalty": "",
|
|
||||||
"effects": {
|
|
||||||
"label0": "Muskelriss Torso (Schwer)",
|
|
||||||
"description0": "Würfe die den Körper betreffen"
|
|
||||||
}
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "RB2sN09lX3m7dkOg",
|
|
||||||
"name": "Muskelriss Kopf (Schwer)",
|
|
||||||
"description": "<p>Einer deiner Muskeln oder eine wichtige Sehne wurde ernstlich verletzt, was enorm schmerzhaft ist und das entsprechende Körperteil stark einschränkt. Du erleidest die gleichen Folgen wie beim Muskelriss (leicht), allerdings mit -20 auf alle Würfe.</p><p><strong>Heilung:</strong> Der Muskel wird in (30 - Widerstands-Bonus) Tagen wieder teilweise heilen, wodurch sich der Abzug bei allen relevanten Würfen auf -10 reduziert. Ausgeheilt ist der Muskel dann in weiteren (30 - Widerstands-Bonus) Tagen. Heilen hilft hier nicht viel, außer dich mit dem Ratschlag zu versorgen, dass du die betreffende Körperstelle besser schonen solltest.</p>",
|
|
||||||
"penalty": "",
|
|
||||||
"effects": {
|
|
||||||
"label0": "Muskelriss Kopf (Schwer)",
|
|
||||||
"description0": "Würfe die den Kopf betreffen"
|
|
||||||
}
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "nF5z1OEhpi4t6a6S",
|
|
||||||
"name": "Muskelriss Bein (Leicht)",
|
|
||||||
"description": "<p>Einer deiner Muskeln ist gezerrt oder hat einen Faserriss, was dich körperlich einschränkt und starke Schmerzen verursacht. Du erleidest einen Abzug von -10 auf alle Würfe, bei denen Bewegungen der fraglichen Trefferzone nötig sind. Ist diese eines deiner Beine, ist zudem deine Bewegung halbiert.</p><p><strong>Heilung:</strong> Der Muskel wird in (30 - Widerstands-Bonus) Tagen wieder soweit heilen. Die gelungene Anwendung von Heilung reduziert diese Zeit um 1 Tag, plus einen weiteren Tag pro EG (du kannst nur einmal davon profitieren).</p>",
|
|
||||||
"penalty": "-10 auf alle Würfe die Bewegung des entsprechenden Beins benötigen",
|
|
||||||
"effects": {
|
|
||||||
"label0": "Bewegung halbiert",
|
|
||||||
"label1": "Muskelriss Bein (Leicht)",
|
|
||||||
"description0": "Würfe die das verletzte Bein betreffen"
|
|
||||||
}
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "GlShFJF2TpsNh1FX",
|
|
||||||
"name": "Muskelriss Arm (Leicht)",
|
|
||||||
"description": "<p>Einer deiner Muskeln ist gezerrt oder hat einen Faserriss, was dich körperlich einschränkt und starke Schmerzen verursacht. Du erleidest einen Abzug von -10 auf alle Würfe, bei denen Bewegungen der fraglichen Trefferzone nötig sind. Ist diese eines deiner Beine, ist zudem deine Bewegung halbiert.</p><p><strong>Heilung:</strong> Der Muskel wird in (30 - Widerstands-Bonus) Tagen wieder soweit heilen. Die gelungene Anwendung von Heilung reduziert diese Zeit um 1 Tag, plus einen weiteren Tag pro EG (du kannst nur einmal davon profitieren).</p>",
|
|
||||||
"penalty": "-10 auf alle Würfte die den entsprechenden Arm betreffen",
|
|
||||||
"effects": {
|
|
||||||
"label0": "Muskelriss Arm (Leicht)",
|
|
||||||
"description0": "Würfe die den verletzten Arm betreffen"
|
|
||||||
}
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "UytN3fDREi3JuKST",
|
|
||||||
"name": "Muskelriss Kopf (Leicht)",
|
|
||||||
"description": "<p>Einer deiner Muskeln ist gezerrt oder hat einen Faserriss, was dich körperlich einschränkt und starke Schmerzen verursacht. Du erleidest einen Abzug von -10 auf alle Würfe, bei denen Bewegungen der fraglichen Trefferzone nötig sind. Ist diese eines deiner Beine, ist zudem deine Bewegung halbiert.</p><p><strong>Heilung:</strong> Der Muskel wird in (30 - Widerstands-Bonus) Tagen wieder soweit heilen. Die gelungene Anwendung von Heilung reduziert diese Zeit um 1 Tag, plus einen weiteren Tag pro EG (du kannst nur einmal davon profitieren).</p>",
|
|
||||||
"penalty": "",
|
|
||||||
"effects": {
|
|
||||||
"label0": "Muskelriss Kopf (Leicht)",
|
|
||||||
"description0": "Würfe die den Kopf betreffen"
|
|
||||||
}
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "7rBhIRo96Mydo0Cv",
|
|
||||||
"name": "Muskelriss Torso (Leicht)",
|
|
||||||
"description": "<p>Einer deiner Muskeln oder eine wichtige Sehne wurde ernstlich verletzt, was enorm schmerzhaft ist und das entsprechende Körperteil stark einschränkt. Du erleidest die gleichen Folgen wie beim Muskelriss (leicht), allerdings mit -20 auf alle Würfe.</p><p><strong>Heilung:</strong> Der Muskel wird in (30 - Widerstands-Bonus) Tagen wieder teilweise heilen, wodurch sich der Abzug bei allen relevanten Würfen auf -10 reduziert. Ausgeheilt ist der Muskel dann in weiteren (30 - Widerstands-Bonus) Tagen. Heilen hilft hier nicht viel, außer dich mit dem Ratschlag zu versorgen, dass du die betreffende Körperstelle besser schonen solltest.</p>",
|
|
||||||
"penalty": "",
|
|
||||||
"effects": {
|
|
||||||
"label0": "Muskelriss Torso (Leicht)",
|
|
||||||
"description0": "Würfe die den Körper betreffen"
|
|
||||||
}
|
|
||||||
}
|
|
||||||
]
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
File diff suppressed because one or more lines are too long
@@ -1,214 +0,0 @@
|
|||||||
{
|
|
||||||
"label": "Mutationen",
|
|
||||||
"mapping": {
|
|
||||||
"modifier": {
|
|
||||||
"path": "data.modifier.value",
|
|
||||||
"converter": "mutations_modifier"
|
|
||||||
},
|
|
||||||
"mutationType": {
|
|
||||||
"path": "data.mutationType.value",
|
|
||||||
"converter": "generic_localization"
|
|
||||||
},
|
|
||||||
"effects": {
|
|
||||||
"path": "effects",
|
|
||||||
"converter": "effects"
|
|
||||||
}
|
|
||||||
},
|
|
||||||
"entries": [
|
|
||||||
{
|
|
||||||
"id": "Animalistic Legs",
|
|
||||||
"name": "Tierbeine",
|
|
||||||
"description": "+1 Bewegung"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Awful Cravings",
|
|
||||||
"name": "Grässliche Gelüste",
|
|
||||||
"description": "–5 Charisma, –5 Willenskraft"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Beast Within'",
|
|
||||||
"name": "Inneres Tier",
|
|
||||||
"description": "+10 Willenskraft, –5 Charisma, –5 Intelligenz"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Chaotic Dreams",
|
|
||||||
"name": "Chaotische Träume",
|
|
||||||
"description": "Du erhältst für die ersten beiden Stunden jeden Tages den Zustand Erschöpft."
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Corpulent",
|
|
||||||
"name": "Korpulent",
|
|
||||||
"description": "-1 Bewegung, +5 Stärke, +5 Widerstand"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Crawling Skin",
|
|
||||||
"name": "Krabbelnde Haut",
|
|
||||||
"description": "–5 Initiative, –5 Geschicklichkeit"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Distended Digits",
|
|
||||||
"name": "Verlängerte Finger",
|
|
||||||
"description": "+10 Geschicklichkeit"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Emaciated",
|
|
||||||
"name": "Ausgezehrt",
|
|
||||||
"description": "-10 Stärke, +5 Gewandtheit"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Enormous Eye",
|
|
||||||
"name": "Enormes Auge",
|
|
||||||
"description": "+10 bei Wahrnehmungs-Würfen, bei denen es um die Sicht geht"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Erratic Fantasist",
|
|
||||||
"name": "Erratischer Phantast",
|
|
||||||
"description": "–5 Initiative, –5 Willenskraft"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Extra Leg Joints",
|
|
||||||
"name": "Zusätzliche Kniegelenke",
|
|
||||||
"description": "+5 Gewandtheit"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Extra Mouth",
|
|
||||||
"name": "Zusätzlicher Mund",
|
|
||||||
"description": "Würfle die Stelle auf der Trefferzonen-Tabelle aus."
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Fearful Concern",
|
|
||||||
"name": "Ängstliche Bedenken",
|
|
||||||
"description": "–10 Willenskraft"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Fleshy Tentacle",
|
|
||||||
"name": "Fleischige Tentakel",
|
|
||||||
"description": "Du erhältst die Kreaturen-Eigenschaft Tentakel (siehe Seite 343)."
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Glowing Skin",
|
|
||||||
"name": "Glühende Haut",
|
|
||||||
"description": "So hell wie das Licht einer Kerze."
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Hateful Impulses",
|
|
||||||
"name": "Hasserfüllte Impulse",
|
|
||||||
"description": "Du unterliegst Feindseligkeit (siehe Psychologie) gegenüber allen, die nicht zu deinemVolk gehören."
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Hollow Heart",
|
|
||||||
"name": "Leeres Herz",
|
|
||||||
"description": "+10 Willenskraft, –10 Charisma"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Inhuman Beauty",
|
|
||||||
"name": "Unmenschliche Schönheit",
|
|
||||||
"description": "+10 Charisma; du bildest keine Narben"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Inverted Face",
|
|
||||||
"name": "Invertiertes Gesicht",
|
|
||||||
"description": "–20 Charisma"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Iron Skin",
|
|
||||||
"name": "Eisenhaut",
|
|
||||||
"description": "+2 Rüstungspunkte an allen Trefferzonen, –10 Gewandtheit"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Jealous Thoughts",
|
|
||||||
"name": "Neidvolle Gedanken",
|
|
||||||
"description": "–10 Charisma"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Lolling Tongue",
|
|
||||||
"name": "Züngelnde Zunge",
|
|
||||||
"description": "–10 auf alle Sprache-Würfe beim Sprechen"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Lonely Spirit",
|
|
||||||
"name": "Einsame Seele",
|
|
||||||
"description": "–10 auf jeden Wurf, wenn du allein bist"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Mental Blocks",
|
|
||||||
"name": "Mentale Blockade",
|
|
||||||
"description": "–10 Intelligenz"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Patchy Feathers",
|
|
||||||
"name": "Flecken mit Federn",
|
|
||||||
"description": "Würfle zwei Stellen auf der Trefferzonen-Tabelle aus."
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Profane Urgency",
|
|
||||||
"name": "Unheilige Unruhe",
|
|
||||||
"description": "–10 Willenskraft, +10 Gewandtheit"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Shaky Morale",
|
|
||||||
"name": "Wankende Moral",
|
|
||||||
"description": "Du erhältst jedes Mal, wenn dir irgendein Wurf misslingt, der auf deiner Willenskraft beruht, den Zustand Demoralisiert."
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Short Legs",
|
|
||||||
"name": "Kurze Beine",
|
|
||||||
"description": "–1 Bewegung"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Suspicious Mind",
|
|
||||||
"name": "Argwöhnischer Geist",
|
|
||||||
"description": "–5 Initiative, –5 Intelligenz"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Thorny Scales",
|
|
||||||
"name": "Dornige Schuppen",
|
|
||||||
"description": "+1 Rüstungspunkt an allen Trefferzonen"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Thrill Hunter",
|
|
||||||
"name": "Süchtig nach Aufregung",
|
|
||||||
"description": "+10 Willenskraft, –10 Initiative"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Tortured Visions",
|
|
||||||
"name": "Marternde Visionen",
|
|
||||||
"description": "–10 Initiative"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Totally Unhinged",
|
|
||||||
"name": "Völlig verstört",
|
|
||||||
"description": "–20 Charisma, +10 Willenskraft"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Unending Malice",
|
|
||||||
"name": "Unendliche Bosheit",
|
|
||||||
"description": "–10 auf jeden Wurf, anderen keine Schmerzen zuzufügen; +10 auf jeden Wurf, anderen Schmerzen zuzufügen."
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Uneven Horns",
|
|
||||||
"name": "Ungleiche Hörner",
|
|
||||||
"description": "+1 Rüstungspunkt am Kopf; gilt als Kreaturen-Waffe, mit einem Schaden in Höhe deines STB (siehe Seite 343)."
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Unholy Rage",
|
|
||||||
"name": "Unheiliger Zorn",
|
|
||||||
"description": "Du unterliegst Raserei (siehe Psychologie), +10 Kampfgeschick"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Weeping Pus",
|
|
||||||
"name": "Triefender Eiter",
|
|
||||||
"description": "Würfle die Stelle auf der Trefferzonen-Tabelle aus."
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Whiskered Snout",
|
|
||||||
"name": "Haarige Schnauze",
|
|
||||||
"description": "+10 Spurenlesen"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Worried Jitters",
|
|
||||||
"name": "Schreckhafte Ängste",
|
|
||||||
"description": "+5 Gewandtheit, –5 Charisma"
|
|
||||||
}
|
|
||||||
]
|
|
||||||
}
|
|
||||||
@@ -1,422 +0,0 @@
|
|||||||
{
|
|
||||||
"label": "Gebete",
|
|
||||||
"mapping": {
|
|
||||||
"pduration": {
|
|
||||||
"path": "data.duration.value",
|
|
||||||
"converter": "spells_duration_range_target_damage"
|
|
||||||
},
|
|
||||||
"prange": {
|
|
||||||
"path": "data.range.value",
|
|
||||||
"converter": "spells_duration_range_target_damage"
|
|
||||||
},
|
|
||||||
"ptarget": {
|
|
||||||
"path": "data.target.value",
|
|
||||||
"converter": "spells_duration_range_target_damage"
|
|
||||||
},
|
|
||||||
"pdamage": {
|
|
||||||
"path": "data.damage.value",
|
|
||||||
"converter": "spells_duration_range_target_damage"
|
|
||||||
},
|
|
||||||
"effects": {
|
|
||||||
"path": "effects",
|
|
||||||
"converter": "effects"
|
|
||||||
}
|
|
||||||
},
|
|
||||||
"entries": [
|
|
||||||
{
|
|
||||||
"id": "An Invitation",
|
|
||||||
"name": "Einladung",
|
|
||||||
"description": "<p>Reichweite: 1 Schritt<br> Ziel: 1<br> Dauer: Sofort<br> Du rezitierst eines von Ranalds Rätseln über Durchgänge und ob diese überhaupt existieren, wenn sie geschlossen sind. Bei einer Tür, einem Fenster oder einer Luke, abhängig von deinem Ziel, löst sich eine Art auf, in der es oder sie gesichert ist – ein Schloss springt auf, ein Riegel schiebt sich beiseite oder ein haltender Knoten löst sich. Für je +2 EG kannst du eine andere Methode auflösen, in der die Tür, das Fenster oder die Luke gesichert ist.</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Anchorite's Endurance",
|
|
||||||
"name": "Einsiedlers Kraft",
|
|
||||||
"description": "<p>Reichweite: Charisma in Fuß<br> Ziel: 1<br> Dauer: Charisma-Bonus in Runden<br> Dein nachdrückliches Beten erreicht Shallya und sie gewährt dem Ziel die Kraft, zu erdulden. Das Ziel spürt keine Schmerzen und erleidet keine Abzüge durch Zustände.</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Animal Instincts",
|
|
||||||
"name": "Tierische Instinkte",
|
|
||||||
"description": "<p>Reichweite: Berührung<br> Ziel: 1<br> Dauer: Charisma-Bonus in Stunden<br> Du intonierst Gesänge, die Taals außerordentliche Sinne preisen, und flehst ihn um Unterstützung an. Während dieses Wunder wirkt, erhältst du das Talent Scharfer Sinn (einer nach Wahl), beziehungsweise +1 Stufe in Scharfer Sinn, wenn du das Talent für diesen Sinn schon besitzt. Solltest du schlafen, wachst du automatisch auf falls irgendeine Gefahr bis auf Initiative-Bonus in Schritt an dich herankommt.</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "As Verena is My Witness",
|
|
||||||
"name": "Verena, sei meine Zeugin",
|
|
||||||
"description": "<p>Reichweite: Du selbst<br> Ziel: Du selbst<br> Dauer: Charisma-Bonus in Runden<br> Du rufst Verena als deine Zeugin an und die Wahrheit deiner Worte wird für jeden offensichtlich. Für die Dauer des Wunders und vorausgesetzt, dass du die Wahrheit sagst, werden dir alle Zuhörer das glauben, was du sagst. Das bedeutet natürlich nicht, dass sie zwingend zu den gleichen Schlüssen wie du kommen.</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Balm to a Wounded Mind",
|
|
||||||
"name": "Balsam des verwundeten Geistes",
|
|
||||||
"description": "<p>Reichweite: Berührung<br> Ziel: 1<br> Dauer: Charisma-Bonus in Minuten<br> Du bittest Shallya, den aufgewühlten Geist des Zieles zu besänftigen. Für die Dauer werden alle Psychologischen Eigenschaften entfernt und danach sinkt das Ziel bis zum nächsten Morgen in tiefen, erholsamen Schlaf, sofern dieser nicht unterbrochen wird. Unwillige Ziele müssen einen herausfordernden (+0) Besonnenheits-Wurf bestehen, um dem Einschlafen zu widerstehen.</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Beacon of Righteous Virtue",
|
|
||||||
"name": "Leuchtfeuer der rechtschaffenen Tugend",
|
|
||||||
"description": "<p>Reichweite: Du selbst<br> Ziel: Wirkungsbereich<br> Dauer: Charisma-Bonus in Runden<br>Als du in Sigmars Namen betest, wirst du vom heiligen Feuer der Rechtschaffenheit erfüllt. Bei allen Verbündeten, die eine Sichtlinie zu dir haben, wird sofort jeder Demoralisiert-Zustand entfernt und sie erhalten das Talent Furchtlosigkeit, solange das Wunder wirkt und sie weiter Sichtlinie zu dir haben. Für alle Grünhäute, die Sichtlinie zu dir haben, verursachst du zudem Angst (1).</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Becalm",
|
|
||||||
"name": "Besänftigen",
|
|
||||||
"description": "<p>Reichweite: Initiative-Bonus in Meilen<br> Ziel: 1 Segelschiff in Sichtlinie<br> Dauer: 1 Stunde<br> Du stiehlst den Wind aus den Segeln eines Schiffes oder Bootes. Er wird vollkommen besänftigt. Selbst inmitten eines Sturmes gibt es einen Bereich mit geisterhafter Windstille und ruhigem Wasser um das Schiff herum, während ringsum der Regen peitscht und die sich auftürmenden Wellen brechen. Dieser Bereich reicht deine Initiative in Schritt weit um das Schiff herum und falls das Schiff auf irgendeine andere Weise bewegt werden kann, zum Beispiel mit Rudern, dann bewegt sich die besänftigte Zone mit ihm.</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Bitter Catharsis",
|
|
||||||
"name": "Bittere Katharsis",
|
|
||||||
"description": "<p>Reichweite: Berührung<br> Ziel: 1<br> Dauer: Sofort<br> Als Antwort auf dein herzerwärmendes Gebet, zieht Shallya ein Gift oder eine Krankheit vollständig aus dem Körper deines Zieles in den deinen, und löscht es oder sie aus. Für je +2 EG kannst du ein weiteres Gift oder eine andere Krankheit auslöschen. Für jedes und jede auf diese Weise ausgelöschte Gift oder Krankheit verlierst du 1W10 - Charisma-Bonus LP, die nicht durch den Widerstandsbonus oder RP modifiziert werden.</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Blazing Sun",
|
|
||||||
"name": "Brennende Sonne",
|
|
||||||
"description": "<p>Reichweite: Du selbst<br> Ziel: Wirkungsbereich<br> Dauer: Sofort<br> Du bittest Myrmidia, das Schlachtfeld von ehrlosen Feinden zu säubern und ein blendender Blitz goldenen Lichts bricht hervor. Alle, die keine Myrmidianer sind und in deine Richtung blicken, erhalten 1 Geblendet-Zustand. Für je +2 EG erhalten sie +1 Geblendet-Zustand.</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Blessing of Battle",
|
|
||||||
"name": "Segnung der Schlacht",
|
|
||||||
"description": "<p>Reichweite: 6 Schritt<br> Ziel: 1<br> Dauer: 6 Runden<br> Dein Ziel erhält +10 KG.</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Blessing of Breath",
|
|
||||||
"name": "Segnung des Atems",
|
|
||||||
"description": "<p>Reichweite: 6 Schritt<br> Ziel: 1<br> Dauer: 6 Runden<br> Dein Ziel muss nicht atmen und ignoriert die Regeln für Erstickung.</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Blessing of Charisma",
|
|
||||||
"name": "Segnung der Ausstrahlung",
|
|
||||||
"description": "<p>Reichweite: 6 Schritt<br> Ziel: 1<br> Dauer: 6 Runden<br> Dein Ziel erhält +10 CH.</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Blessing of Conscience",
|
|
||||||
"name": "Segnung des Gewissens",
|
|
||||||
"description": "<p>Reichweite: 6 Schritt<br> Ziel: 1<br> Dauer: 6 Runden<br> Dein Ziel muss immer dann, wenn es ein Gebot deiner Gottheit brechen will, erst einen durchschnittlichen (+20) Willenskraft-Wurf bestehen. Wenn dieser misslingt, wird es von Scham übermannt und kann die Handlung nicht durchführen.</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Blessing of Courage",
|
|
||||||
"name": "Segnung der Tapferkeit",
|
|
||||||
"description": "<p>Reichweite: 6 Schritt<br> Ziel: 1<br> Dauer: 6 Runden<br> Dein Ziel erhält +10 WK.</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Blessing of Finesse",
|
|
||||||
"name": "Segnung der Finesse",
|
|
||||||
"description": "<p>Reichweite: 6 Schritt<br> Ziel: 1<br> Dauer: 6 Runden<br> Dein Ziel erhält +10 GE.</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Blessing of Fortune",
|
|
||||||
"name": "Segnung des Glücks",
|
|
||||||
"description": "<p>Reichweite: 6 Schritt<br> Ziel: 1<br> Dauer: 6 Runden<br> Der nächste misslungene Wurf des Zieles darf wiederholt werden. Das Ergebnis des Wiederholungswurfs gilt.</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Blessing of Grace",
|
|
||||||
"name": "Segnung der Grazie",
|
|
||||||
"description": "<p>Reichweite: 6 Schritt<br> Ziel: 1<br> Dauer: 6 Runden<br> Dein Ziel erhält +10 GW.</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Blessing of Hardiness",
|
|
||||||
"name": "Segnung der Zähigkeit",
|
|
||||||
"description": "<p>Reichweite: 6 Schritt<br> Ziel: 1<br> Dauer: 6 Runden<br> Dein Ziel erhält +10 WI.</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Blessing of Healing",
|
|
||||||
"name": "Segnung der Heilung",
|
|
||||||
"description": "<p>Reichweite: Berührung<br> Ziel: 1<br> Dauer: Sofort<br> Dein Ziel heilt 1 LP.</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Blessing of Might",
|
|
||||||
"name": "Segnung der Macht",
|
|
||||||
"description": "<p>Reichweite: 6 Schritt<br> Ziel: 1<br> Dauer: 6 Runden<br> Dein Ziel erhält +10 ST.</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Blessing of Protection",
|
|
||||||
"name": "Segnung des Schutzes",
|
|
||||||
"description": "<p>Reichweite: 6 Schritt<br> Ziel: 1<br> Dauer: 6 Runden<br> Gegner müssen immer erst einen durchschnittlichen(+20) Willenskraft-Wurf bestehen, um dein Ziel attackieren zu können. Wenn dieser misslingt, übermannt sie Scham darüber diese Attacke überhaupt zu erwägen und sie müssen ein anderes Ziel oder eine andere Handlung wählen.</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Blessing of Recuperation",
|
|
||||||
"name": "Segnung der Genesung",
|
|
||||||
"description": "<p>Reichweite: Berührung<br> Ziel: 1<br> Dauer: Sofort<br> Dein Ziel darf die Dauer einer Krankheit, mit der es infiziert ist um 1 Tag reduzieren. Diese Segnung darf nur einmal pro Krankheit und Person gewirkt werden.</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Blessing of Righteousness",
|
|
||||||
"name": "Segnung der Rechtschaffenheit",
|
|
||||||
"description": "<p>Reichweite: 6 Schritt<br> Ziel: 1<br> Dauer: 6 Runden<br> Die Waffe deines Ziels gilt als magisch.</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Blessing of Savagery",
|
|
||||||
"name": "Segnung der Wildheit",
|
|
||||||
"description": "<p>Reichweite: 6 Schritt<br> Ziel: 1<br> Dauer: 6 Runden<br> Wenn dein Ziel das nächste Mal einen Kritischen Treffer verursacht, würfelt es zweimal für die Verletzung und wählt die bessere aus.</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Blessing of Tenacity",
|
|
||||||
"name": "Segnung der Beharrlichkeit",
|
|
||||||
"description": "<p>Reichweite: 6 Schritt<br> Ziel: 1<br> Dauer: Sofort<br> Dein Ziel darf 1 Zustand entfernen.</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Blessing of The Hunt",
|
|
||||||
"name": "Segnung der Jagd",
|
|
||||||
"description": "<p>Reichweite: 6 Schritt<br> Ziel: 1<br> Dauer: 6 Runden<br> Dein Ziel erhält +10 BF.</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Blessing of Wisdom",
|
|
||||||
"name": "Segnung der Weisheit",
|
|
||||||
"description": "<p>Reichweite: 6 Schritt<br> Ziel: 1<br> Dauer: 6 Runden<br> Dein Ziel erhält +10 IN.</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Blessing of Wit",
|
|
||||||
"name": "Segnung der Gewitztheit",
|
|
||||||
"description": "<p>Reichweite: 6 Schritt<br> Ziel: 1<br> Dauer: 6 Runden<br> Dein Ziel erhält +10 I.</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Blind Justice",
|
|
||||||
"name": "Blinde Gerechtigkeit",
|
|
||||||
"description": "<p>Reichweite: Du selbst<br> Ziel: Du selbst<br> Dauer: Charisma-Bonus in Runden<br> Du formulierst Gebete, die Verenas präzise Wahrnehmung und ihre Fähigkeit betreffen, bis zur Wahrheit hinter allen Dingen zu blicken. Wenn dir während der Wirkdauer ein herausfordernder (+0) Wahrnehmungs-Wurf gelingt, kannst du alle Zauber und Wunder durchschauen, die Illusion und Täuschung umfassen. Du darfst außerdem mit einem durchschnittlichen (+20) Intuitions- Wurf versuchen zu erkennen, ob jemand lügt, der mit dir spricht. Anmerkung: Dies verrät dir nur, ob der Charakter selbst glaubt, die Wahrheit zu sagen und verrät dir nicht, ob dieser getäuscht wurde.</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Cat's Eyes",
|
|
||||||
"name": "Katzenaugen",
|
|
||||||
"description": "<p>Reichweite: Charisma in Schritt<br> Ziel: Du selbst<br> Dauer: Charisma-Bonus in Runden<br> Existieren Dinge, die man nicht sehen kann? Du stellst Ranald ein Rätsel, der daraufhin einen Göttlichen Diener in Form einer Katze entsendet. Die Katze sieht wie eine normale Katze aus und hat deren Fähigkeiten, kann jedoch nicht physisch mit der Welt interagieren oder auf irgendeine Weise verletzt werden. Während das Wunder wirkt, kannst du die Sinne der Katze verwenden – Sicht, Gehör und Tastsinn – und deren Bewegungen kontrollieren. Diese Sinne sind so scharf wie die einer echten Katze, du hast jedoch keinen Zugriff auf deine eigenen, die Sicht verbessernden Talente, wie zum Beispiel Nachtsicht. Während du die Sinne der Katze benutzt, kannst du nicht die eigenen verwenden, was dich möglicherweise verletzlich macht.</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Death Mask",
|
|
||||||
"name": "Todesmaske",
|
|
||||||
"description": "<p>Reichweite: Du selbst<br> Ziel: Du selbst<br> Dauer: Charisma-Bonus in Runden<br> Morr wirkt durch dich und dringt durch das Portal, um den Feind seine Präsenz spüren zu lassen. Dein Gesicht wird zu einer kadaverhaften Fratze und du erhältst Angst (1).</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Destroy Undead",
|
|
||||||
"name": "Untote zerstören",
|
|
||||||
"description": "<p>Reichweite: Du selbst<br> Ziel: Wirkungsbereich<br> Dauer: Sofort<br> Du erflehst die Macht des Morr, um alle Untoten zu zerschmettern. Schwarzes Feuer bricht aus deinem Körper und breitet sich in einem perfekten Kreis deinen Charisma-Bonus in Schritt weit aus. Alle potentiellen Ziele mit der Kreaturen-Eigenschaft Untot verlieren 1W10 LP, wobei der Widerstands-Bonus und die RP ignoriert werden. Alle Untoten, die durch dieses Wunder zerstört werden, können unter normalen Umständen nie wieder durch Nekromantie erhoben werden. Für je +2 EG kannst du den Wirkungsbereich um eine Anzahl von Schritt erweitern, die deinem Charisma-Bonus entspricht.</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Dooming",
|
|
||||||
"name": "Unkenruf",
|
|
||||||
"description": "<p>Reichweite: Berührung<br> Ziel: 1<br> Dauer: Sofort<br> Du blickst tief in die Augen des Zieles, während du eine Threnodie des Morr anstimmst und den Unkenruf des Zieles erblickst, einen kurzen Blick auf das, was seine Zukunft bereithält. Das Gesehene ist fast immer auf den Tod des Zieles bezogen. Dieses Wunder kann auf jeden Charakter nur einmal gewirkt werden und dieser darf danach das Talent Unkenruf mit EP erwerben, ganz so, als sei es Teil der Karriere.</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Drowned Man's Face",
|
|
||||||
"name": "Antlitz des Ertrunkenen",
|
|
||||||
"description": "<p>Reichweite: Charisma in Schritt<br> Ziel: 1<br> Dauer: Charisma-Bonus in Runden<br> Du bittest Manann darum, deine Feinde zu ertränken. Während das Wunder wirkt, füllen sich die Lungen deiner Ziele kontinuierlich mit Salzwasser und ihr Haar treibt um den Kopf herum als wären sie unter Wasser. Die Ziele erhalten 1 Erschöpft-Zustand und unterliegen den Regeln für Ertrinken und Ersticken (siehe Seite 181), solange das Wunder wirkt. Wenn das Wunder endet, müssen die Ziele einen schweren (-20) Ausdauer-Wurf durchführen. Misslingt dieser, erhalten sie zudem den Zustand Niedergestreckt.</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Eagle's Eye",
|
|
||||||
"name": "Adlerblick",
|
|
||||||
"description": "<p>Reichweite: Charisma in Schritt<br> Ziel: Du selbst<br> Dauer: Charisma-Bonus in Runden<br> Du bittest Myrmidia um die Entsendung eines Göttlichen Dieners, der dir Wissen über den Feind offenbart. Ein geisterhafter Adler erscheint, der hoch oben durch den Himmel gleitet. Der Adler sieht wie ein normaler Adler aus und hat dessen Fähigkeiten, kann jedoch nicht physisch mit der Welt interagieren oder auf irgendeine Weise verletzt werden. Während das Wunder wirkt, kannst du durch die Augen des Adlers blicken und dessen Flug kontrollieren, um das Schlachtfeld zu überblicken und deine Feinde auszuspähen. Diese Sicht ist sehr genau, du hast jedoch keinen Zugriff auf deine eigenen, die Sicht verbessernden Talente, wie zum Beispiel Nachtsicht. Während du durch die Augen des Adlers blickst, kannst du deine eigenen Augen nicht benutzen, was dich möglicherweise verletzlich macht.</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Fair Winds",
|
|
||||||
"name": "Günstiger Wind",
|
|
||||||
"description": "<p>Reichweite: Initiative-Bonus in Meilen<br> Ziel: 1 Segelschiff in Sichtlinie<br> Dauer: 1 Stunde<br> Reichweite: Initiative-Bonus in Meilen, Ziel: 1 Segelschiff in Sichtlinie, Dauer: 1 Stunde. Die Segel des Schiffes füllen sich mit günstigem Wind und tragen es sicher seinem Ziel entgegen. Während dieses Wunder wirkt, bewegt sich das Segelschiff mit Höchstgeschwindigkeit, unabhängig vom eigentlichen Wind, Strömungen oder Gezeiten, und alle Würfe für das Steuern des Schiffes erhalten einen Bonus von +10.</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Fury's Call",
|
|
||||||
"name": "Ruf der Furie",
|
|
||||||
"description": "<p>Reichweite: Charisma in Schritt<br> Ziel: Intelligenz-Bonus in Verbündeten<br> Dauer: Charisma-Bonus in Runden<br> Deine leidenschaftlichen Gebete erfüllen die Verbündeten mit tiefer Abscheu gegenüber dem Feind. Alle betroffenen Verbündeten erhalten die Psychologische Eigenschaft Hass gegenüber allen, mit denen sie im Kampf sind.</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Heed Not the Witch",
|
|
||||||
"name": "Trotzet dem Hexer!",
|
|
||||||
"description": "<p>Reichweite: Du selbst<br> Ziel: Wirkungsbereich<br> Dauer: Charisma-Bonus in Runden<br> Du flehst Sigmar an, jene in deiner Nähe vor dem verderbten Einfluss des Chaos zu bewahren. Bei jedem Zauber, der irgendwen oder irgendetwas innerhalb einer Anzahl von Schritt zum Ziel hat, die deinem Charisma-Bonus entspricht, erleidet der Zaubernde einen Abzug von -20 auf seinen Sprache-(Magick)-Wurf, zusätzlich zu etwaigen anderen Abzügen. Für je +2 EG kannst du den Wirkungsbereich um eine Anzahl von Schritt erweitern, die deinem Charisma-Bonus entspricht.</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Hoarfrost's Chill",
|
|
||||||
"name": "Raureifs Schaudern",
|
|
||||||
"description": "<p>Reichweite: Du selbst<br> Ziel: Wirkungsbereich<br> Dauer: Charisma-Bonus in Runden<br> Du brüllst wütende Gebete und der kalte Ulric antwortet. Deine Augen beginnen stahlblau zu glitzern und die Luft ringsum wird unnatürlich kalt. Du verursachst Angst (1) (siehe Seite 190) bei allen Feinden und jeder in einer Entfernung zu dir, die deinem Charisma in Schritt entspricht, verliert am Anfang jeder Runde -1 Vorteil, durch die zehrende Kälte.</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Howl of the Wolf",
|
|
||||||
"name": "Wolfsgeheul",
|
|
||||||
"description": "<p>Reichweite: Charisma in Schritt<br> Ziel: Speziell<br> Dauer: Charisma-Bonus in Runden<br> Du rufst heulend Ulrics Unterstützung herbei und er schickt einen geringeren Göttlichen Diener in Form eines Weißen Wolfes. Der Wolf bekämpft deine Gegner für die Dauer des Wunders, ehe er mit geisterhaftem, das Blut gefrieren lassendem Heulen in Ulrics Jagdgründe zurückkehrt. Der Weiße Wolf hat die Werte eines Wolfes (siehe Seite 317) mit den Kreaturen-Eigenschaften Raserei, Magisch und Größe (groß).</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Inspiring",
|
|
||||||
"name": "Inspirierende Führung",
|
|
||||||
"description": "<p>Reichweite: Charisma in Schritt<br> Ziel: Intelligenz-Bonus in Verbündeten<br> Dauer: Charisma-Bonus in Runden<br> Deine begeisternden Gebete inspirieren die Schlachtreihe zu höherer Disziplin und Koordination. Die Ziele erhalten das Talent Gedrillt (beziehungsweise +1 Stufe in Gedrillt, wenn sie das Talent schon besitzen).</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "King of the Wild",
|
|
||||||
"name": "König der Wildnis",
|
|
||||||
"description": "<p>Reichweite: Charisma in Schritt<br> Ziel: 1<br> Dauer: Charisma-Bonus in Runden<br> Du singst ein leises Gebet und Taal beantwortet es mit wilden Tieren, die in dieser Umgebung typisch sind, die sich für die Dauer des Wunders gemäß deiner Wünsche verhalten. Unter Tiere des Reiklandes auf Seite 314 findest du Beispiele für Tiere, die so gerufen werden könnten.</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Last Rites",
|
|
||||||
"name": "Letzte Riten",
|
|
||||||
"description": "<p>Reichweite: 1 Schritt<br> Ziel: 1<br> Dauer: Sofort<br> Du intonierst ein feierliches Requiem über einem Leichnam. Das Wunder stellt sicher, dass die Seele durch das Portal in Morrs Reich geschickt wird und garantiert, dass der Leichnam nicht zum Ziel irgendwelcher nekromantischen Zauber werden kann. Wenn das Wunder gegen ein Ziel gewirkt wird, welches die Kreaturen-Eigenschaften Untot und Konstrukt besitzt, dann wird dieses zerstört.</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Leaping Stag",
|
|
||||||
"name": "Hirschsprung",
|
|
||||||
"description": "<p>Reichweite: Du selbst<br> Ziel: Du selbst<br> Dauer: Charisma-Bonus in Runden<br> Du singst ein Lied für Vater Taal und er schenkt dir seine Gunst, indem er dich mit Geschwindigkeit und Wendigkeit erfüllt. Während dieses Wunder wirkt, erhältst +1 Bewegung und das Talent Starke Beine (beziehungsweise +1 Stufe in Starke Beine, wenn du das Talent schon besitzt). Des Weiteren bestehst du jeden Athletik-Wurf für Sprünge mit mindestens +0 EG; solltest du weniger erwürfeln, erhöhst du die EG auf 0.</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Lord of the Hunt",
|
|
||||||
"name": "Herr der Jagd",
|
|
||||||
"description": "<p>Reichweite: Du selbst<br> Ziel: Du selbst<br> Dauer: Charisma-Bonus in Stunden<br> Du flehst zu Taal, auf dass er dich bei der Jagd deiner Beute führen möge, bei der es sich entweder um ein Tier handeln muss, das du gesehen hast, oder ein Individuum, das du kennst (wobei der SL hier Beschränkungen festlegen kann). Während dieses Wunder wirkt, kannst du die Spur deiner Beute nicht verlieren, außer durch übernatürliche Einflüsse. Sollte die Beute eine Siedlung betreten, endet die Spur dort. Solange das Wunder wirkt, erhältst du zudem einen Bonus von +10 bei allen die Beute betreffenden Würfen.</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Manann's Bounty",
|
|
||||||
"name": "Mananns Überfluss",
|
|
||||||
"description": "<p>Reichweite: Berührung<br> Ziel: 1<br> Dauer: Sofort<br> Du flehst Manann an, dich mit Nahrung zu versorgen. Indem du in ein Gewässer greifst, kannst du genug Fisch fangen, um 1 Person zu ernähren. Wenn du in das Meer greifst, ist es genug Fisch für 2 Personen. Pro +2 EG fängst du genug Fisch für eine weitere Portion.</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Martyr",
|
|
||||||
"name": "Märtyrer",
|
|
||||||
"description": "<p>Reichweite: Charisma in Schritt<br> Ziel: 1<br> Dauer: Charisma-Bonus in Runden<br> Du intonierst Gebete an Shallyas Streben, den Schmerz der Welt von ihr zu nehmen. Jeder Schaden, den deine Ziele erleiden, wird stattdessen von dir erlitten. Wenn du aufgrund dieses Wunders irgendwelchen Schaden erleidest, wird dein Widerstands-Bonus zur Berechnung der LP, die du durch den Schaden erleidest, verdoppelt.</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Pelt of the Winter Wolf",
|
|
||||||
"name": "Pelz des Winterwolfs",
|
|
||||||
"description": "<p>Reichweite: Berührung<br> Ziel: 1<br> Dauer: Charisma-Bonus in Stunden<br> Du brüllst Gebete, die Ulrics Aufmerksamkeit wecken und es deinen Zielen erlauben, in der Kälte seines Reiches zu überleben. Die Ziele spüren noch immer, wie schmerzhaft und unbequem die Winterkälte ist, erleiden aber keine regelmechanischen Abzüge durch sie.</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Portal's Threshold",
|
|
||||||
"name": "Todesschwelle",
|
|
||||||
"description": "<p>Reichweite: Berührung<br> Ziel: Wirkungsbereich<br> Dauer: Speziell<br> Du ziehst eine bis zu acht Schritt lange Linie über den Boden, während du ein Klagelied an Morr richtest. Wenn du das Wunder wirkst, manifestiert sich ein undeutliches, schattenhaftes Portal, begleitet vom Gekrächze von Raben. Wesen mit der Kreaturen-Eigenschaft Untot müssen einen herausfordernden (+0) Willenskraft-Wurf bestehen, um die Linie überschreiten zu können. Wesen mit den Kreaturen-Eigenschaften Untot und Konstrukt können die Linie gar nicht überqueren. Das Wunder bleibt bis zum Morgengrauen erhalten.</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Ranald's Grace",
|
|
||||||
"name": "Ranalds Eleganz",
|
|
||||||
"description": "<p>Reichweite: Berührung<br> Ziel: 1<br> Dauer: Gewandtheits-Bonus in Runden<br> Du bittest Ranald, die Rätsel der Realität mit dem Ziel nachzuverhandeln. Dein Ziel erhält +10 Gewandtheit, +10 Schleichen und das Talent Katzenfüßig (beziehungsweise +1 Stufe in Katzenfüßig, wenn es das Talent schon besitzt).</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Rhya's Children",
|
|
||||||
"name": "Rhyas Kinder",
|
|
||||||
"description": "<p>Reichweite: Du selbst<br> Ziel: Wirkungsbereich<br> Dauer: Charisma-Bonus in Runden<br> Du legst die Hände auf den Boden und singst ein Gebet zu Rhya, in dem du um ihre Hilfe beim Erkennen ihres Reiches bittest. Dieses Wunder kann nur im Freien gewirkt werden, außerhalb von Siedlungen. Du spürst die Gegenwart und die Bewegungen aller empfindungsfähigen Wesen innerhalb einer Reichweite in Schritt, die deinem Charisma entspricht. Für je +2 EG kannst du den Wirkungsbereich um eine Anzahl von Schritt erweitern, die deinem Charisma entspricht.</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Rhya's Harvest",
|
|
||||||
"name": "Récolte de Rhya",
|
|
||||||
"description": "<p>Reichweite: Du selbst<br> Ziel: Wirkungsbereich<br> Dauer: Charisma-Bonus in Runden<br> Du legst die Hände auf den Boden und singst ein Gebet zu Rhya, in dem du um ihre Hilfe beim Erkennen ihres Reiches bittest. Dieses Wunder kann nur im Freien gewirkt werden, außerhalb von Siedlungen. Du spürst die Gegenwart und die Bewegungen aller empfindungsfähigen Wesen innerhalb einer Reichweite in Schritt, die deinem Charisma entspricht. Für je +2 EG kannst du den Wirkungsbereich um eine Anzahl von Schritt erweitern, die deinem Charisma entspricht.</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Rhya's Shelter",
|
|
||||||
"name": "Rhyas Zuflucht",
|
|
||||||
"description": "<p>Reichweite: Du selbst<br> Ziel: Du selbst<br> Dauer: Speziell<br> Du singst eine von Rhyas Hymnen über Zuflucht und Geborgenheit. Dieses Wunder kann nur im Freien gewirkt werden, außerhalb von Siedlungen. Du findest eine perfekte natürliche Zuflucht. Irgendeine Kombination aus Bodenstruktur und Bäumen hat einen perfekten Ort erschaffen, um an ihm das Nachtlager aufzuschlagen. Der Ort ist vor jedem natürlichen Wind oder Regen geschützt und besteht so lange, wie du dort lagerst. Die Zuflucht ist groß genug für 1 Person. Für je +2 EG reicht sie auch noch für eine weitere Person. Wenn du das Lager verlässt, ist es danach nicht mehr auffindbar, denn es existierte nur durch den Willen der Göttin.</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Rhya's Succour",
|
|
||||||
"name": "Rhyas Trost",
|
|
||||||
"description": "<p>Reichweite: Charisma in Schritt<br> Ziel: Charisma-Bonus in Verbündeten<br> Dauer: Sofort<br> Du singst Rhyas Lied der neuen Lebenskraft. Bei allen betroffenen Zielen wird 1 Zustand entfernt. Sollte dies alle erlittenen Zustände beseitigen, fühlen sich die Ziele so erfrischt, als wären sie gerade aus einem gesunden Nachtschlaf erwacht und erhalten einen Bonus von +10 auf alle Würfe in der nächsten Runde.</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Rhya's Touch",
|
|
||||||
"name": "Rhyas Berührung",
|
|
||||||
"description": "<p>Reichweite: Berührung<br> Ziel: 1<br> Dauer: Speziell<br> Du legst die Hände auf ein verletztes oder krankes Ziel und singst dein Gebet. Wähle einen der folgenden Effekte: 1. Heile eine deinem Charisma-Bonus entsprechende Anzahl von LP. 2. Heile 1 natürlich verursachte Krankheit. Für je +2 EG kannst du einen weiteren Effekt wählen, auch den gleichen mehrfach. Dieses Wunder wirkt langsam; die Effekte brauchen wenigstens 10 Minuten, um sich zu manifestieren. Wenn es unterbrochen wird, dann muss das Wunder neu gewirkt werden.</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Rhya's Union",
|
|
||||||
"name": "Rhyas Vereinigung",
|
|
||||||
"description": "<p>Reichweite: Berührung<br> Ziel: Speziell<br> Dauer: Charisma-Bonus in Stunden<br> Du segnest und weihst die Vereinigung zweier Seelen. Während das Wunder wirkt, wird das Paar ein Kind zeugen, sofern dies biologisch möglich ist.</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Rich Man, Poor Man, Beggar Man, Thief",
|
|
||||||
"name": "Reicher, Armer, Bettler, Dieb",
|
|
||||||
"description": "<p>Reichweite: 1 Schritt<br> Ziel: 1 Schritt<br> Dauer: Charisma-Bonus in Minuten<br> Du lächelst Ranald an, während du jemanden frech fragst, was genau eigentlich Reichtum sei? Für jedes betroffene Ziel wählst du eine der folgenden Optionen: 1. Die Börse des Zieles sieht leer aus. 2. Die Börse des Zieles sieht voll aus. 3. Die Gewandung des Zieles sieht billig und nicht bemerkenswert aus. 4. Die Gewandung des Zieles sieht reich und nach bester Machart aus. 5. Ein einzelner wertvoller Gegenstand ist unmöglich zu entdecken. Pro +2 EG darfst du einen zusätzlichen Effekt für ein einzelnes deiner Ziele wählen.</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Sea Legs",
|
|
||||||
"name": "Matrosengang",
|
|
||||||
"description": "<p>Reichweite: Charisma in Schritt<br> Ziel: 1<br> Dauer: Charisma-Bonus in Runden<br> Deine Ziele sind sofort von Salzwasser durchtränkt und schwanken, als würden sie über das Deck eines im Sturm hin und her rollenden Schiffes taumeln. Ihr Haar wird von geisterhaften Winden gepeitscht und die Gischt spritzt ihnen ins Gesicht. Sie erhalten je 1 Geblendet-, Ertaubt und Erschöpft-Zustand und müssen einen durchschnittlichen (+20) Gewandtheits-Wurf bestehen, um ihre Bewegungsaktion durchführen zu können. Wenn der Wurf misslingt, erhalten sie zudem den Zustand Niedergestreckt.</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Shackles of Truth",
|
|
||||||
"name": "Fesseln der Wahrheit",
|
|
||||||
"description": "<p>Reichweite: Charisma in Schritt<br> Ziel: 1<br> Dauer: Charisma-Bonus in Runden<br> Du appellierst an Verena und erbittest ihr Urteil im Falle eines Beschuldigten. Wenn das Ziel ein Verbrechen begangen hat und behauptet, dies nicht getan zu haben, während dieses Wunder andauert, dann erhält es 1 Gefesselt-Zustand, der während der Dauer nicht entfernt werden kann. Wenn du das Ziel fälschlich beschuldigt hast, reagiert Verena unerfreut auf deinen Mangel an Weisheit; du erhältst 1 Sündenpunkt und musst sofort auf die Tabelle für den Zorn der Götter würfeln.</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Shallya's Tears",
|
|
||||||
"name": "Shallyas Tränen",
|
|
||||||
"description": "<p>Reichweite: Berührung<br> Ziel: 1<br> Dauer: Speziell<br> Deine leidenschaftlichen Gebete bringen Shallya dazu, einer armen, verwundeten Seele beizustehen und die Tränen rinnen dir in Strömen über die Wangen. Du betest für 10 - Charisma-Bonus Runden, nach denen 1 Kritische Verletzung des Zieles geheilt ist. Für je +2 EG kannst du eine weitere Kritische Verletzung heilen. Wenn dein Gebet unterbrochen wird, profitiert das Ziel nicht von ihm. Dieses Wunder kann keine amputierten Körperteile zurückbringen.</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Shield of Myrmidia",
|
|
||||||
"name": "Myrmidias Schild",
|
|
||||||
"description": "<p>Reichweite: Charisma in Schritt<br> Ziel: Intelligenz-Bonus in Verbündeten<br> Dauer: Charisma-Bonus in Runden<br> Dein unerschütterliches Beten bringt Myrmidia dazu, deine Verbündeten mit leuchtenden, hauchfeinen Bändern aus Licht zu umhüllen, die gegnerische Treffer ablenken. Alle Ziele erhalten +1 RP an allen Trefferzonen.</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Sigmar's Fiery Hammer",
|
|
||||||
"name": "Sigmars flammender Hammer",
|
|
||||||
"description": "<p>Reichweite: Du selbst<br> Ziel: Du selbst<br> Dauer: Charisma-Bonus in Runden<br> Du intonierst Weihegesänge an Sigmars Macht. Wenn du einen Kriegshammer führst, gilt dieser als magisch, verursacht + Charisma-Bonus Schaden und jedes getroffene Ziel erhält die 1 Brennend-Zustand und den Zustand Niedergestreckt.</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Soulfire",
|
|
||||||
"name": "Seelenfeuer",
|
|
||||||
"description": "<p>Reichweite: Du selbst<br> Ziel: Wirkungsbereich<br> Dauer: Sofort<br> Du rufst die Macht Sigmars herab, um die Feinde des Imperiums zu vernichten. Ein heiliges Feuer bricht aus deinem Leib hervor und breitet sich deinen Charisma-Bonus in Schritt weit aus. Alle Ziele innerhalb dieser Reichweite verlieren 1W10 LP, wobei Widerstands-Bonus und RP ignoriert werden. Ziele mit den Kreaturen-Eigenschaften Untot und Dämon erhalten zudem 1 Brennend-Zustand. Für je +2 EG kannst du das Feuer sich entweder weitere Charisma-Bonus in Schritt weit ausbreiten lassen oder zusätzliche +2 Schaden gegen alle Grünhäute, Untoten oder Diener der Mächte der Verderbnis anrichten lassen.</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Spear of Myrmidia",
|
|
||||||
"name": "Myrmidias Speer",
|
|
||||||
"description": "<p>Reichweite: Du selbst<br> Ziel: Du selbst<br> Dauer: Charisma-Bonus in Runden<br> Wenn du einen Speer führst, erhält dieser die Qualität Wuchtig und gilt als magisch.</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Stay Lucky",
|
|
||||||
"name": "Viel Glück!",
|
|
||||||
"description": "<p>Reichweite: Du selbst<br> Ziel: Du selbst<br> Dauer: Speziell<br> Indem du die Finger kreuzt, gibst du Ranalds Rätsel auf und fragst, was genau Glück ist. Du erhältst +1 Glückspunkt. Pro +2 EG erhältst du einen zusätzlichen +1 Glückspunkt. Dies darf dein gewöhnliches Maximum übersteigen. Du darfst dieses Wunder nicht erneut wirken, ehe du nicht 0 Glückspunkte erreicht hast.</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Stay Morr's Hand",
|
|
||||||
"name": "Morrs behütende Hand",
|
|
||||||
"description": "<p>Reichweite: Berührung<br> Ziel: 1<br> Dauer: Charisma-Bonus in Stunden (speziell)<br> Du berührst die Augen von jemandem, der kurz vor dem Sterben ist und bittest Morr, die Seele zu behüten, aber noch nicht zu nehmen. Das Ziel muss 0 LP haben und zustimmen. Für die Dauer des Wunders erhält das Ziel den Zustand Bewusstlos und seine Lage wird sich nicht verschlechtern, ehe das Wunder nicht endet, weder durch Krankheiten noch durch Kritische Verletzungen, Gifte oder Ähnliches. Das Wunder endet, sobald wirksame Heilung begonnen wird oder du die letzten Riten vollziehst, woraufhin die Seele durch Morrs Portal schreitet und der zurückbleibende Leichnam nicht mehr zum Ziel irgendwelcher nekromantischen Zauber werden kann.</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Sword of Justice",
|
|
||||||
"name": "Schwert der Gerechtigkeit",
|
|
||||||
"description": "<p>Reichweite: Du selbst<br> Ziel: Du selbst<br> Dauer: Charisma-Bonus in Runden<br> Du betest zu Verena, auf dass sie deine Klinge führen und die Unredlichen niederstrecken möge. Wenn du ein Schwert führst, dann ignoriert es RP und gilt als magisch. Wenn die getroffenen Gegner Kriminelle sind (nach Entscheidung des SL), dann müssen sie einen durchschnittlichen (+20) Ausdauer-Wurf bestehen, oder sie erhalten den Status Bewusstlos, der Charisma-Bonus in Runden lang anhält. Wenn an dem bewusstlosen Gegner irgendein Verbrechen verübt wird, dann erhältst du 1 Sündenpunkt.</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Tanglefoot",
|
|
||||||
"name": "Verstricken",
|
|
||||||
"description": "<p>Reichweite: Charisma in Schritt<br> Ziel: Wirkungsbereich<br> Dauer: Sofort<br> Du rufst zu Taal und bittest ihn, seine wilden Orte zu beschützen. Wurzeln, Ranken und Insekten winden sich um deine Feinde. Alle Ziele innerhalb einer Anzahl von Schritt, die deinem Charisma-Bonus entspricht, erhalten 1 Gefesselt-Zustand. Für je +2 EG kannst du entweder den Wirkungsbereich um eine Anzahl von Schritt vergrößern, die deinem Charisma-Bonus entspricht, oder 1 zusätzlichen Gefesselt-Zustand verursachen. Bezüglich der Versuche sich zu befreien, hat Verstricken eine Stärke, die dieser Willenskraft entspricht.</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "The Snow King's Judgement",
|
|
||||||
"name": "Schneekönigs Richtspruch",
|
|
||||||
"description": "<p>Reichweite: Charisma in Schritt<br> Ziel: 1<br> Dauer: Sofort<br> Du rufst zu Ulric, um dessen Verachtung für die Schwachen, Feigen und Heimtückischen manifestieren zu lassen. Das Ziel verliert 1W10 LP, wobei Widerstands-Bonus und RP ignoriert werden. Sollte der SL entscheiden, dass das Ziel weder schwach, noch feige oder heimtückisch ist, erleidest stattdessen du den Effekt.</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Tooth and Claw",
|
|
||||||
"name": "Fang und Klaue",
|
|
||||||
"description": "<p>Reichweite: Du selbst<br> Ziel: Du selbst<br> Dauer: Charisma-Bonus in Runden<br> Du bittest Taal, dir die wilde Macht seines Königreiches zu gewähren. Du erhältst die Kreaturen-Eigenschaften Biss (STB+3) und Waffe (STB+4). Diese Attacken sind magisch.</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Truth Will Out",
|
|
||||||
"name": "Wahrheit will ans Licht",
|
|
||||||
"description": "<p>Reichweite: Charisma in Schritt<br> Ziel: 1<br> Dauer: Sofort<br> Du intonierst Gebete an Verenas Fähigkeit, die Wahrheit zu erkennen. Du kannst den Zielen eine einfache Frage stellen. Diese wird sofort wahrheitsgemäß und vollständig beantwortet. Wenn sie es wollen, können Ziele versuchen, dem zu widerstehen, indem sie mit einem durchschnittlichen (+20) Besonnenheits-Wurf gegen deine EG würfeln. Wenn der Wurf gelingt, können sie sich stur weigern Auskunft zu geben. Wenn sie +2 EG erreichen, können sie eine kleinere Information zurückhalten, bei +4 EG können sie eine signifikante Information zurückhalten und bei +6 EG können sie ungebremst lügen. Du erfährst, wenn sie dem Wunder erfolgreich widerstehen, doch du bekommst keine genaueren Informationen zu dem, was sie verschweigen und auch keinen Beweis für ihre Unehrlichkeit.</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Twin-tailed Comet",
|
|
||||||
"name": "Zweischweifiger Komet",
|
|
||||||
"description": "<p>Reichweite: Charisma in Schritt<br> Ziel: Wirkungsbereich<br> Dauer: Sofort<br> Du intonierst Litaneien Sigmars und bittest ihn, seine Feinde zu zerschmettern. Ein Komet mit zwei brennenden Schweifen bricht aus dem Himmel hervor und schlägt an einem Punkt in deiner Sichtlinie und innerhalb der Reichweite ein. Alles innerhalb einer Distanz zum Einschlagsort, die deinem Charisma-Bonus in Schritt entspricht, erleidet 1W10+EG Schaden, der Widerstands-Bonus und RP ignoriert, und erhält zudem 1 Brennend-Zustand. Der Zielort muss sich unter freiem Himmel befinden und es können nur Ziele anvisiert werden, die Sigmar als Feind erachten würde.</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Ulric's Fury",
|
|
||||||
"name": "Ulrics Wut",
|
|
||||||
"description": "<p>Reichweite: Charisma in Schritt<br> Ziel: 1<br> Dauer: Charisma-Bonus in Runden<br> Du rufst wutschnaubende Gebete und Ulrics Wut breitet sich aus. Das Ziel erhält die Psychologische Eigenschaft Raserei.</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Unblemished Innocence",
|
|
||||||
"name": "Unbefleckte Unschuld",
|
|
||||||
"description": "<p>Reichweite: Berührung<br> Ziel: 1<br> Dauer: Sofort<br> Du legst deine Hände auf den Betroffenen und bittest Shallya, ihn von der kürzlich erhaltenen Korrumpierung zu befreien. Das Ziel verliert 1 Korrumpierungspunkt und kannst pro +2 EG einen weiteren verlieren. Die Chaosgötter mögen es jedoch nicht, wenn man ihr Tun auf diese Weise vereitelt. Solltest du beim Versuch dieses Wunder zu wirken einen Patzer würfeln, dann erhalten sowohl du als auch dein Ziel je 1W10 Korrumpierungspunkte, zusätzlich zu allen weiteren Effekten. Das Wunder muss binnen einer Stunde durchgeführt werden, nachdem das Ziel den oder die Korrumpierungspunkte erhielt.</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Vanquish the Unrighteous",
|
|
||||||
"name": "Zerschmettert die Unreinen!",
|
|
||||||
"description": "<p>Reichweite: Charisma in Schritt<br> Ziel: Charisma-Bonus in Verbündeten<br> Dauer: Charisma-Bonus in Runden<br> Deine Gebete erfüllen die Verbündeten mit tiefer Abscheu gegenüber den Feinden Sigmars. Alle betroffenen Verbündeten erhalten die Psychologische Eigenschaft Hass gegenüber Grünhäuten, Untoten und jenen, die mit dem Chaos im Bunde sind.</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Waterwalk",
|
|
||||||
"name": "Wasserwandeln",
|
|
||||||
"description": "<p>Reichweite: Du selbst<br> Ziel: Du selbst<br> Dauer: Charisma-Bonus in Minuten<br> Du bittest Manann darum, dich über eine offene Wasserfläche schreiten zu lassen, als wäre es fester Boden. Dies funktioniert nur bei größeren Gewässern, die mindestens 10 Schritt breit sind. Alles was kleiner ist, ist zu weit von Mananns Einflusssphäre entfernt, um von ihm bemerkt zu werden.</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Winter's Bite",
|
|
||||||
"name": "Winterbiss",
|
|
||||||
"description": "<p>Reichweite: Du selbst<br> Ziel: Du selbst<br> Dauer: Charisma-Bonus in Runden<br> Deine geröhrten Gebete preisen Blitzbeil, Ulrics stets nach Blut dürstende Axt. Wenn du eine Axt führst, zählt diese als magisch, verursacht + EG Schaden und jedes getroffene Ziel muss einen herausfordernden (+0) Ausdauer-Wurf bestehen, oder es erhält 1 Betäubt-Zustand. Des Weiteren verlieren getroffene Ziele jeden Blutend-Zustand, da das Blut in der Wunde gefriert und Attacken mit dieser Axt können keine Blutend-Zustände verursachen.</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Wisdom of the Owl",
|
|
||||||
"name": "Weisheit der Eule",
|
|
||||||
"description": "<p>Reichweite: Du selbst<br> Ziel: Du selbst<br> Dauer: Charisma-Bonus in Runden<br> Du bittest Verena, dir mit ihrer Weisheit und ihrem Wissen beizustehen. Während dieses Wunder wirkt, erhältst du +20 auf alle Intelligenz-Würfe. Außerdem öffnen sich deine Pupillen und dein Starren wird durchdringend und beunruhigend. Du erhältst die Talente Bedrohlich und Scharfe Sinne (Sicht), beziehungsweise +1 Stufe in diesen, wenn du das jeweilige Talent schon besitzt.</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "You Ain’t Seen Me, Right?",
|
|
||||||
"name": "Du kannst mich nicht sehen, oder?",
|
|
||||||
"description": "<p>Reichweite: Charisma in Schritt<br> Ziel: 1<br> Dauer: Charisma-Bonus in Runden<br> Du stellst ein komplexes Rätsel über die Realität dessen, was nicht gesehen werden kann. Ziele, die von diesem Wunder beeinflusst werden, werden weder bemerkt noch bleiben sie im Gedächtnis, sofern sie nichts tun, das Aufmerksamkeit auf sie lenkt, wie berühren, attackieren, jemanden ansprechen, zaubern oder laute Geräusche machen. Du kannst diesesWunder nur wirken, wenn dich niemand direkt ansieht.</p>"
|
|
||||||
}
|
|
||||||
]
|
|
||||||
}
|
|
||||||
@@ -1,70 +0,0 @@
|
|||||||
{
|
|
||||||
"label": "Psychologische Eigenschaften",
|
|
||||||
"mapping": {
|
|
||||||
"effects": {
|
|
||||||
"path": "effects",
|
|
||||||
"converter": "effects"
|
|
||||||
}
|
|
||||||
},
|
|
||||||
"entries": [
|
|
||||||
{
|
|
||||||
"id": "Animosity (Target)",
|
|
||||||
"name": "Feindseligkeit (Ziel)",
|
|
||||||
"description": "<p>Du hegst tiefe Ressentiments gegenüber dem Ziel, bei dem es sich normalerweise um eine Gruppe von Leuten oder Kreaturen handelt, zum Beispiel „Nordländer“, „Tiermenschen“ oder „Adelige“. Du musst einen Psychologie-Wurf durchführen, wann immer du auf Vertreter der entsprechenden Gruppe stößt. Wenn dieser gelingt, dann wirst du vielleicht fluchen und ausspeien, unterliegst danach aber nur einem Abzug von -20 bei allen Charisma-Würfen gegenüber dieser Gruppe. Sollte der Wurf aber scheitern, dann unterliegst du Feindseligkeit.</p><p>Am Ende jeder folgenden Runde kannst du versuchen, die Feindseligkeit mit einem weiteren Psychologie-Wurf zu beenden. Wenn du dies nicht tust, endet die Feindseligkeit automatisch, sobald alle Mitglieder der betreffenden Gruppe in deinem Sichtbereich entweder beschwichtigt oder verschwunden sind, du die Zustände <a class='condition-chat'>Betäubt</a> oder <a class='condition-chat'>Bewusstlos</a> erhältst oder einer anderen Psychologischen Eigenschaft unterliegst.</p><p>Wenn du der Feindseligkeit unterliegst, musst du die fraglichen Vertreter dieser Gruppe sofort angehen, entweder sozial (durch Beleidigungen,Spott oder Ähnliches) oder körperlich (in aller Regel mit den Fäusten), je nachdem, was angemessen ist. Du erhältst dabei zudem einen Bonus von +1 EG bei allen Versuchen die Gruppe sozial oder geistig anzugreifen. Feindseligkeit wird von @Compendium[wfrp4e.psychologies.Ib2YQYChktDFN93y]{Angst} und @Compendium[wfrp4e.psychologies.meMkLEwdJIDLxM0B]{Entsetzen} stets nichtig gemacht.</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Camaraderie (Group)",
|
|
||||||
"name": "Kameradschaft (Gruppe)",
|
|
||||||
"description": "<p>Kameradschaft stellt positive Empfindungen und Vertrauen innerhalb einer Gruppe von Individuen dar. Du musst zur Hilfe eilen, wenn irgendwer in der Gruppe körperlich oder sozial bedroht ist und du bekommst einen Bonus von +1 EG bei allen Würfen zur Verteidigung oder zum Beistand von jemandem aus deiner Gruppe.</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Fear (Rating)",
|
|
||||||
"name": "Angst (Wert)",
|
|
||||||
"description": "<p>Die Angst repräsentiert extreme Aversion oder Furcht vor etwas. Kreaturen die Angst verursachen, haben einen Angst-Wert; dieser Wert nennt die EG, die du bei einem Erweiterten Besonnenheits-Wurf erreichen musst, um deine Angst zu überwinden. Du kannst diesen Wurf am Ende jeder Runde fortsetzen, bis deine EG den Angst-Wert der Kreatur erreichen oder übertreffen. Bis dir dies gelungen ist, unterliegst du der Angst.</p><p>Solange du der Angst unterliegst, erleidest du -1 EG bei allen Würfen gegen die Quelle dieser Angst. Du darfst dich nur näher an das heranbewegen, was die Angst verursacht, wenn dir dazu zuvor ein herausfordernder (+0) Besonnenheits-Wurf gelingt. Wenn die Quelle der Angst näher an dich herankommt, musst du einen herausfordernden (+0) Besonnenheits-Wurf schaffen, oder du erhältst 1 Demoralisiert-Zustand.</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Fear",
|
|
||||||
"name": "Angst (Wert)",
|
|
||||||
"description": "<p>Die Angst repräsentiert extreme Aversion oder Furcht vor etwas. Kreaturen die Angst verursachen, haben einen Angst-Wert; dieser Wert nennt die EG, die du bei einem Erweiterten Besonnenheits-Wurf erreichen musst, um deine Angst zu überwinden. Du kannst diesen Wurf am Ende jeder Runde fortsetzen, bis deine EG den Angst-Wert der Kreatur erreichen oder übertreffen. Bis dir dies gelungen ist, unterliegst du der Angst.</p><p>Solange du der Angst unterliegst, erleidest du -1 EG bei allen Würfen gegen die Quelle dieser Angst. Du darfst dich nur näher an das heranbewegen, was die Angst verursacht, wenn dir dazu zuvor ein herausfordernder (+0) Besonnenheits-Wurf gelingt. Wenn die Quelle der Angst näher an dich herankommt, musst du einen herausfordernden (+0) Besonnenheits-Wurf schaffen, oder du erhältst 1 Demoralisiert-Zustand.</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Frenzy",
|
|
||||||
"name": "Raserei",
|
|
||||||
"description": "<p>Mit einem Willenskraft-Wurf kannst du dich selbst in einen Zustand der Raserei versetzen, indem du dich selbst mental aufpeitschst, heulst, in deinen Schild beißt oder Ähnliches tust. Wenn du Erfolg hast, unterliegst du Raserei.</p><p>Solange du der Raserei unterliegst, bist du gegen alle anderen Effekte von Psychologie immun und wirst weder fliehen noch dich zurückziehen, egal was geschieht. Tatsächlich musst du dich stets so schnell wie möglich auf den nächsten Gegner zubewegen, um ihn attackieren zu können. Generell sind die einzigen Handlungen, die du wählen kannst, Kampfgeschick-Würfe oder Athletik-Würfe zum möglichst schnellen Erreichen des Feindes. Des Weiteren darfst du in jeder Runde als Freie Handlung einen Nahkampf-Wurf durchführen, da du dich mit allem, was du hast, in deine Attacken stürzt. Zudem bekommst du auch noch +1 auf deinen Stärke-Bonus, so groß ist deine Wildheit. Du bleibst in Raserei, bis entweder alle Feinde in deinem Sichtbereich erledigt sind oder du den Zustand Betäubt oder Bewusstlos erhältst. Wenn deine Raserei vorbei ist, erhältst du automatisch 1 Ermüdet-Zustand.</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Hatred (Target)",
|
|
||||||
"name": "Hass (Ziel)",
|
|
||||||
"description": "<p>Du hegst tiefe Hassgefühle gegenüber dem Ziel, bei dem es sich normalerweise um eine Gruppe von Leuten oder Kreaturen handelt, zum Beispiel „Hochländer“, „Sumpfoktopusse“ oder „Sklavenhändler“. Du wirst niemals sozial mit irgendjemandem oder irgendetwas interagieren, das du hasst. Du musst einen Psychologie-Wurf durchführen, wann immer du auf Vertreter der entsprechenden Gruppe stößt. Wenn dieser misslingt, unterliegst du Hass. Am Ende jeder folgenden Runde kannst du versuchen, deinen Hass mit einem weiteren Psychologie-Wurf zu beenden. Wenn du dies nicht tust, endet der Hass automatisch, sobald alle Mitglieder der betreffenden Gruppe in deinem Sichtbereich entweder tot oder verschwunden sind oder du den Zustand Bewusstlos erhältst. Solange du Hass unterliegst, musst du sofort versuchen, die Mitglieder der verhassten Gruppe auf die schnellste und tödlichste Weise zu vernichten. Du bekommst +1 EG auf alle Würfe, die du im Kampf gegen die spezifische Gruppe durchführst und bist immun gegen Angst und Einschüchtern (nicht jedoch gegen Entsetzen), sofern es von deinem verhassten Gegner verursacht wird.</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Hatred",
|
|
||||||
"name": "Hass (Ziel)",
|
|
||||||
"description": "<p>Du hegst tiefe Hassgefühle gegenüber dem Ziel, bei dem es sich normalerweise um eine Gruppe von Leuten oder Kreaturen handelt, zum Beispiel „Hochländer“, „Sumpfoktopusse“ oder „Sklavenhändler“. Du wirst niemals sozial mit irgendjemandem oder irgendetwas interagieren, das du hasst. Du musst einen Psychologie-Wurf durchführen, wann immer du auf Vertreter der entsprechenden Gruppe stößt. Wenn dieser misslingt, unterliegst du Hass. Am Ende jeder folgenden Runde kannst du versuchen, deinen Hass mit einem weiteren Psychologie-Wurf zu beenden. Wenn du dies nicht tust, endet der Hass automatisch, sobald alle Mitglieder der betreffenden Gruppe in deinem Sichtbereich entweder tot oder verschwunden sind oder du den Zustand Bewusstlos erhältst. Solange du Hass unterliegst, musst du sofort versuchen, die Mitglieder der verhassten Gruppe auf die schnellste und tödlichste Weise zu vernichten. Du bekommst +1 EG auf alle Würfe, die du im Kampf gegen die spezifische Gruppe durchführst und bist immun gegen Angst und Einschüchtern (nicht jedoch gegen Entsetzen), sofern es von deinem verhassten Gegner verursacht wird.</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Phobia (Target)",
|
|
||||||
"name": "Phobie (Ziel)",
|
|
||||||
"description": "<p>Eine Phobie stellt eine besondere Furcht dar; diese kann sich auf bestimmte Kreaturen, bestimmte Objekte oder bestimmte Umstände beziehen, zum Beispiel Phobie (Insekten), Phobie (Bücher) oder Phobie (enge Räume). Behandle das Objekt deiner Phobie als würde es Angst 1 verursachen. Du kannst den Angst-Wert auch erhöhen, wenn die Phobie besonders stark ist.</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Prejudice",
|
|
||||||
"name": "Vorurteil (Ziel)",
|
|
||||||
"description": "<p>Du magst das Ziel in keiner Weise. Bei diesem handelt es sich normalerweise um eine Gruppe von Leuten oder Kreaturen, zum Beispiel „Ostländer“, „Elfen“ oder „Zauberer“. Du musst einen Psychologie-Wurf durchführen, wann immer du auf Vertreter der entsprechenden Gruppe stößt. Wenn dieser gelingt, dann wirst du vielleicht finster dreinblicken, verhältst dich ansonsten aber normal, abgesehen von einem Abzug von -10 bei allen Charisma-Würfen gegenüber dieser Gruppe. Sollte der Wurf aber scheitern, dann unterliegst du dem Vorurteil. Am Ende jeder folgenden Runde kannst du versuchen, das Vorurteil mit einem weiteren Psychologie-Wurf zu beenden. Wenn du dies nicht tust, endet das Vorurteil automatisch, sobald alle Mitglieder der betreffenden Gruppe aus deinem Sichtbereich verschwunden sind, du den Zustand Betäubt oder Bewusstlos erhältst oder einer anderen Psychologischen Eigenschaft unterliegst.</p><p>Wenn du dem Vorurteil unterliegst, musst du die fraglichen Vertreter dieser Gruppe sofort beleidigen. Lautstark.</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Terror (Rating)",
|
|
||||||
"name": "Entsetzen (Wert)",
|
|
||||||
"description": "<p>Einige Kreaturen sind so tief verstörend und beunruhigend, dass sie grauenhaftes, markerschütterndes Entsetzen verbreiten. Wenn du einer Kreatur das erste Mal begegnest, die Entsetzen verbreitet, führst du einen Besonnenheits-Wurf durch. Wenn dir dieser gelingt, hat das Entsetzen keinen weiteren Effekt auf dich. Wenn er misslingt, erhältst du eine Anzahl von Demoralisiert-Zuständen, die dem Entsetzen-Wert der Kreatur entspricht, zusätzlich der EG unter 0.</p><p>Nachdem der Psychologie-Wurf abgehandelt ist, verbreitet die Kreatur Angst, wobei der Angst-Wert ihrem Entsetzen-Wert entspricht.</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Terror",
|
|
||||||
"name": "Entsetzen (Wert)",
|
|
||||||
"description": "<p>Einige Kreaturen sind so tief verstörend und beunruhigend, dass sie grauenhaftes, markerschütterndes Entsetzen verbreiten. Wenn du einer Kreatur das erste Mal begegnest, die Entsetzen verbreitet, führst du einen Besonnenheits-Wurf durch. Wenn dir dieser gelingt, hat das Entsetzen keinen weiteren Effekt auf dich. Wenn er misslingt, erhältst du eine Anzahl von Demoralisiert-Zuständen, die dem Entsetzen-Wert der Kreatur entspricht, zusätzlich der EG unter 0.</p><p>Nachdem der Psychologie-Wurf abgehandelt ist, verbreitet die Kreatur Angst, wobei der Angst-Wert ihrem Entsetzen-Wert entspricht.</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Trauma",
|
|
||||||
"name": "Trauma",
|
|
||||||
"description": "<p>Das Leben eines Reikländers ist rau, brutal und kurz. Das gilt doppelt für Abenteurer, die im Leben oft traumatische Erfahrungen gemacht haben. Jedes Trauma ist auf seine Weise einzigartig und daher solltest du etwas aussuchen, dass dieser breiten Spanne Rechnung trägt: Albträume, Missbrauch von Alkohol oder Drogen, blitzartige Rückerinnerungen, Feindseligkeit oder Hass gegenüber einer bestimmten Gruppe, oder eine Phobie. Ein Charakter, der eine traumatische Erfahrung gemacht hat, kann durch diese über die Zeit auf verschiedene Weisen beeinflusst werden.</p>"
|
|
||||||
}]
|
|
||||||
}
|
|
||||||
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Load Diff
-392
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-13
File diff suppressed because one or more lines are too long
@@ -1,309 +0,0 @@
|
|||||||
{
|
|
||||||
"label": "Bestiarium",
|
|
||||||
"mapping": {
|
|
||||||
"items": {
|
|
||||||
"path": "items",
|
|
||||||
"converter": "bestiary_traits"
|
|
||||||
},
|
|
||||||
"characteristics": {
|
|
||||||
"path": "system.characteristics",
|
|
||||||
"converter": "npc_characteristics"
|
|
||||||
}
|
|
||||||
},
|
|
||||||
"entries": [
|
|
||||||
{
|
|
||||||
"description": "<p>Diese achtbeinigen Reptilienkreaturen sind einzelgängerisch und schwer zu finden. Laut der Legenden sollen Basilisken zu den ältesten der Kreaturen des Chaos gehören und mit so viel Bosheit und Gift gefüllt sein, dass sie sogar den Boden vergiften, über den sie laufen. Auch ihr Biss ist giftig, doch noch gefürchteter ist ihr versteinernder Blick. Basilisken sind heutzutage schwer zu finden und äußerst gefährliche Gegner. Ihre Drüsen und Organe werden von Zauberern und Alchemisten hochgeschätzt, weshalb tollkühne Jäger gern Gerüchte über Basilisken folgend in die Wildnis des Vorberglandes aufbrechen. Nur wenige kehren zurück.</p>",
|
|
||||||
"name": "Basilisk",
|
|
||||||
"id": "Basilisk"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"description": "<p>Die Bären, die die wilden Gegenden des Reiklandes durchwandern, sind Einzelgänger und gehen den Menschen für gewöhnlich aus dem Weg. Sie werden meist nur dann aggressiv, wenn Eindringlinge ihre Jungen bedrohen oder wenn sie verwundet wurden. Sollte die Nahrung knapp werden, pirschen sie sich jedoch auch gelegentlich an ungeschützte Siedlungen und Reisende heran, vor allem an die- jenigen, die nachlässig mit ihren Vorräten umgehen.</p>",
|
|
||||||
"name": "Bär",
|
|
||||||
"id": "Bear"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"description": "<p>Die Zerfleischer, Khornes erwählte Krieger, gehen auf den Schlachtfeldern der Alten Welt um und nehmen Schädel zu Ehren des Blutgottes. Aus ihren monströsen, gehörnten Köpfen ragen scharfe, nadelartige Zähne hervor. Ihre blutrote Haut ist hart wie Messing, das auf dem Amboss des unaufhörlichen Krieges geschmiedet wurde. Jeder Zerfleischer trägt eine Höllenklinge, eine bösartig scharfe Waffe, die nahezu ständig vor Blut trieft und die er mit rücksichtsloser Hingabe schwingt, während er sich dem süßen Gefühl des sinnlosen Gemetzels hingibt.</p>",
|
|
||||||
"name": "Zerfleischer des Khorne",
|
|
||||||
"id": "Bloodletter of Khorne"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"description": "<p>Die Wildschweine in den Wäldern sind eher zurückgezogen lebende Kreaturen, doch wenn sie in die Enge getrieben werden, dann kämpfen sie mit ihren scharfen Hauern und einer Zähigkeit, die Unwissende oft böse überrascht. Meist sind sie 5 bis 6 Fuß lang, doch einige wachsen zu bis zu wahrlich bemerkenswerten Ausmaßen. Es sind diese großen Tiere, die von den Orks geschätzt und als überaus gefährliche Reittiere eingesetzt werden.</p>",
|
|
||||||
"name": "Wildschwein",
|
|
||||||
"id": "Boar"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"description": "<p>Sumpfoktopusse lauern in flachen Gewässern, meist in Sumpf und Marschland. Dort warten sie völlig bewegungslos auf Beute. Wenn sie im Wasser die Schwingungen einer sich nähernden Kreatur spüren, brechen sie aus dem schlammigen Wasser empor und versuchen, diese mit ihren starken Tentakeln zu umschlingen und zu ertränken. Normalerweise sind Sumpfoktopusse grün und braun gesprenkelt und damit perfekt für sumpfige Umgebungen getarnt. Ihre großen, klaren Augen sind oft der einzige Hinweis auf ihre Anwesenheit. Die meisten haben Tentakel von etwa 20 Schritt Länge und einen etwa 6 Schritt langen Körper, aber es gibt auch Geschichten über Exemplare, die ein Vielfaches dieser Größe erreichen, insbesondere, wenn sie regelmäßig Fleisch gefunden haben.</p>",
|
|
||||||
"name": "Sumpfoktopuss",
|
|
||||||
"id": "Bog Octopus"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"description": "<p>Tiermenschen-Schamanen werden mit der instinktiven Fähigkeit geboren, die Kräfte des Chaos zu nutzen, und sie setzen diese mit furchterregender Wirkung ein. Sie müssen sich nie gegen andere Mitglieder ihrer Herde wehren, was unter den Tiermenschen einzigartig ist; niemand würde es wagen, einem Tiermenschen-Schamanen Schaden zuzufügen, da sie den Willen der Dunklen Götter selbst sprechen.</p>",
|
|
||||||
"name": "Tiermenschen-Schamane",
|
|
||||||
"id": "Bray-Shaman"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"description": "<p>Gespenster sind besonders starke Geister. Häufig sind sie die spektralen Überreste ehrgeiziger Nekromanten, die ihr Leben durch dunkle Magie verlängern wollten. Im Leben waren sie willensstark und im Tod treibt ihr boshafter Wille sie nun dazu, grausame Rache an den lodernden Seelen der Lebenden zu nehmen. Viele dieser Gespenster gehen bei den nebelverhangenen Hügelgräbern um, die die Landschaft der abgelegenen Regionen des Reiches prägen, zum Beispiel in den düsteren Hagerbergen.</p>",
|
|
||||||
"name": "Gespenst",
|
|
||||||
"id": "Cairn Wraith"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"description": "<p>Squigs sind große, meist runde Kreaturen, die tief in der Erde hausen, in den feuchtesten und dunkelsten Höhlen. Sie besitzen einen klaffenden Schlund und große, scharfe Zähne und werden von Goblins wegen ihres Fleisches und ihrer Häute geschätzt, fungieren aber auch gelegentlich als ihre Wächter und Begleiter.</p>",
|
|
||||||
"name": "Höhlensquig",
|
|
||||||
"id": "Cave Squig"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"description": "<p>Die schwer gepanzerten Kolosse, die reich mit Stacheln verzierte Rüstungen tragen, auf denen die in den Augen brennenden Symbole ihrer Götter prangen, sind längst und auch völlig eindeutig keine Menschen mehr. Nichts ist von ihrem früheren Leben mehr übrig, denn sie existieren nur noch, um ihrem dunklen Herrn zu dienen. Die meisten Chaos-Krieger entstammen den Rängen der Barbaren aus den Landen im hohen Norden, doch einige sind auch von den Dunklen Göttern erwählte Kultisten, denen eine der mächtigen Chaosrüstungen geschenkt wurde. Diese verleiht ihnen zwar große Macht, doch können sie die Rüstung nie mehr ablegen, so lange sie leben. Da ihnen nur wenige Krieger ebenbürtig und selbst Ritter nicht besser geschützt sind, ist ihr Leben allerdings oft sehr, sehr lang.</p>",
|
|
||||||
"name": "Chaoskrieger",
|
|
||||||
"id": "Chaos Warrior"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"description": "<p>Die meisten Skaven sind Klanratten, die zu einem der vielen Skavenklane gehören, die ständig verfehdet sind, einander in Ränke verstricken und immer wieder offen bekriegen. Sie handeln im Allgemeinen auf Befehl von Skaven mit höherem Status, suchen jedoch immer nach einem Weg, um sich eine bessere Position zu sichern, meist durch Verrat. Normalerweise kleiden sie sich in schimmliges Leder oder schmutziges Tuch, wobei rostige und angelaufene Metallreste als provisorische Rüstung dienen. Klanratten werden oft als Kundschafter oder Plünderer ausgesandt, um Beute zu sichern, nach Warpstein zu suchen oder Sklaven zu erbeuten.</p>",
|
|
||||||
"name": "Klanratte",
|
|
||||||
"id": "Clanrat"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"description": "<p>Gruftghule gehören zu den erbärmlichsten Kreaturen der Alten Welt; sie sind hässliche, bucklige Wesen mit fahler, schmutziger Haut und scharfen, gelben Zähnen, mit denen sich trefflich das Fleisch ihrer Opfer herunterreißen lässt. Gruftghule werden von den magischen Energien des Shyish und des Dhar angezogen, was bedeutet, dass sie sich bevorzugt auf Friedhöfen, in Krypten und in der Nähe von Schlachtfeldern aufhalten.</p>",
|
|
||||||
"name": "Gruftghul",
|
|
||||||
"id": "Crypt Ghoul"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"description": "<p>Für diejenigen, die nicht vom Chaos berührt wurden, scheint schon der Gedanke ihm zu dienen auf bizarrste Weise befremdlich, aber für diejenigen die ihm verfallen sind, scheint jede abgründige Idee und jeder Schritt in Richtung Verdammnis nicht nur logisch, sondern unvermeidlich zu sein. Einige besonders fromme Anhänger der verbotenen Kulte erhalten von ihren Göttern „Gaben“, üble Mutationen, die den sicheren Tod bedeuten, sollten die Hexenjäger ihrer je ansichtig werden.</p>",
|
|
||||||
"name": "Kultist",
|
|
||||||
"id": "Cultist"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"description": "<p>Wie alle Kreaturen des Prinzen des Schmerzes und der Lust sind die Dämonetten des Slaanesh ebenso schön wie schrecklich. Sie lösen eine unheimliche Faszination aus, die allen Sinnen und jeder Vernunft spottet. Sie nehmen ihren Feinden, durch ihre unheilige Sinnlichkeit und ihr furchtbares Antlitz, jede Kraft zum Widerstand. Sie haben samtige, blasse Haut und große tiefschwarze Augen. Wildes, unnatürlich gefärbtes Haar ziert ihre zarten Häupter. Anstelle von Händen, enden ihre schlanken Arme in gewundenen, krabbenartigen Klauen.</p>",
|
|
||||||
"name": "Dämonette des Slaanesh",
|
|
||||||
"id": "Daemonette of Slaanesh"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"description": "<p>Demigreifen haben den Kopf des Adlers und dem Körper einer Raubkatze, was sie zu mächtige Kreaturen mit einer edlen Ausstrahlung macht. Sie durchstreifen die Wälder und Graslande des Imperiums, meist weit entfernt von Menschen, und jagen als Einzelgänger. Gefangene Demigreifen werden von den mächtigsten Ritterorden des Imperiums als Reittiere eingesetzt. Im Gegensatz zu größeren monströsen Reittieren, die in der Regel jung gefangen oder in Gefangenschaft gezüchtet werden, werden Demigreifen meist als erwachsene Tiere gefangen, was bei einigen Orden Teil ihres Initiationsritus ist.</p>",
|
|
||||||
"name": "Demigreif",
|
|
||||||
"id": "Demigryph"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"description": "<p>Wenn der Boden die Toten entlässt, dann erheben sich nicht nur Menschen, sondern auch Todeswölfe, makabre Parodien von Riesenwölfen, die mit glühenden Augen und Fleischstücken, die aus ihren verrottenden, schwärenden Kadavern fallen, die für ihre nekromantischen Herren durch die Nacht streifen. Im Reikland sagt man, dass sie in den verwunschenen Wäldern der Hagerberge umgehen, wenn Morrslieb voll ist. Dann jagen sie in wilden Rudeln nach Beute, um ihren unersättlichen Hunger nach lebendem Fleisch zu stillen und sich dabei ganz von ihrem Instinkt und dem Geruch von Blut leiten zu lassen.</p>",
|
|
||||||
"name": "Todeswolf",
|
|
||||||
"id": "Dire Wolf"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"description": "<p>Hunde werden in der ganzen Alten Welt für unzählige Zwecke gezüchtet. Während die verwöhnten Schoßhündchen der Altdorfer Höflinge höchstens die Würde eines Abenteurers bedrohen, können die größeren Rassen, besonders die speziell für den Krieg und den Hundekampf gezüchteten Tiere, eine ernsthafte Bedrohung für Leib und Leben darstellen.</p>",
|
|
||||||
"name": "Hund",
|
|
||||||
"id": "Dog"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"description": "<p>Drachen beherrschten den Himmel schon lange bevor die älteren Völker die bekannte Welt zu durchwandern begannen. Die Drachen der Gegenwart mögen nur noch ein blasser Schatten ihrer uralten Brüder aus der Vergangenheit sein, doch gehören sie dennoch zu den mächtigsten Kreaturen, die im Imperium bekannt sind. Die wenigen überlebenden älteren Drachen sind von erschreckender Größe und werden nur noch selten aus ihrem Schlummer geweckt. Sollte ein Drache auf eine kleine Gruppe von Abenteurern aufmerksam werden, ist es an der Zeit, Reißaus zu nehmen.</p>",
|
|
||||||
"name": "Drache",
|
|
||||||
"id": "Dragon"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"description": "<p>Moorbestien werden von Zauberern aus dem Dreck der Sümpfe und Mooren emporgehoben und sind scheinbar geistlose Konstrukte, die nur von Magie zusammengehalten werden. Ihre Gestalt ist vage humanoid und besteht aus Schlamm, Knochen, Ästen und Schleim. Es erfordert erhebliche Mengen an Magie sie zusammenzuhalten. Gelegentlich werden sie von Zauberern emporgerufen, die in der Jademagie kundig sind, um als ihre Leibwächter zu fungieren oder eine bestimmte Aufgabe zu erfüllen, die brutale Stärke oder gedankenloses Töten erfordert. Manchmal erheben sie sich auch ohne Zauberer und tauchen an Orten auf, an denen die Magie stagniert und korrumpierend wirkt, weil ihr Fluss gestört wurde. Man sagt, dass es an der Akademie des Jadeordens zu Altdorf einige dieser Kreaturen gibt, die von mächtigen Magistern heraufbeschworen wurden und deren Erhalt ein ununterbrochenes Kanalisieren von Magie durch Dutzende von Lehrlingen erfordert.</p>",
|
|
||||||
"name": "Moorbestie",
|
|
||||||
"id": "Fenbeast"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"description": "<p>Die Fimir sind geheimnisvolle, einäugige Reptilienkreaturen, die in den dunkelsten Tiefen der feuchten Sümpfe und Moorlandschaften des westlichen Reiklandes leben. Sie meiden das Sonnenlicht und erscheinen normalerweise nur im Morgengrauen, in der Abenddämmerung oder im Schutze dichten Nebels, um die Opfer für ihre mysteriösen, mutmaßlich abscheulichen Zwecke zu jagen. Menschliche Hexer, die verrückt oder verzweifelt genug sind sich mit Dämonen einzulassen, suchen gelegentlich nach den Fimir, um deren dunkle Geheimnisse zu ergründen, denn es heißt, dass diese solche Wesenheiten beschwören und kontrollieren können. Ob das größere Risiko dabei im Handel mit den Mächten der Verderbnis oder im Paktieren mit den Fimir liegt, vermag niemand zu sagen. Die Fimir haben eine matriarchalische Gesellschaft. Die Anführerin eines jeden Klans ist eine mächtige Hexe mit dem Titel Meargh, die von einem Kader geringerer Zauberer unterstützt wird, die man Dirach nennt. Die Mehrheit der Klanmitglieder sind einfache Shearl, die von einer Kriegerkaste geschützt werden, den Fimm. Diese haben knochige Stacheln und Keulenenden an ihren Schwänzen, mit denen sie die Knochen unachtsamer Gegner brechen können.</p>",
|
|
||||||
"name": "Fimir",
|
|
||||||
"id": "Fimir"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"name": "Fr'hough Trauerhauch",
|
|
||||||
"id": "Fr'hough Mournbreath"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"description": "<p>Geister sind die spektralen Überreste von gequälten Seelen, die mit unerledigten Angelegenheiten starben. Ähnlich wie bei Skeletten und Zombies können Geister von Vampiren oder Nekromanten beschworen werden oder an mit Dhar erfüllten Orten entstehen. Unter außergewöhnlichen Umständen können sich besonders getriebene Geister ihren Weg aus dem Reich des Morr suchen, um ihre Angelegenheiten zu einem Ende zu bringen, wobei solche Vorkommnisse rasch die Aufmerksamkeit des Morr-Kultes oder der Magister des Amethystordens auf sich ziehen. Wenn sie durch die nekromantischen Künste beschworen wurden, dann sammeln sich Geister häufig und bilden große Geisterschwärme, die sich auf ihre Feinde stürzen und Angst und Verwirrung über diese bringen.</p>",
|
|
||||||
"name": "Geist",
|
|
||||||
"id": "Ghost"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"description": "<p>Riesen sind Einzelgänger, die die Zivilisation normalerweise meiden. Die meisten leben an abgelegenen und erhöhten Orten rund um das Imperium. Dort hausen sie in Höhlen und vergessene Ruinen fernab der kleineren Völker, obwohl sie manchmal auf der Suche nach Nahrung in die Randbereiche der Zivilisation eindringen. Sie sind für ihre Gefährlichkeit und ihre Grausamkeit bekannt, was nicht nur ihrer eindrucksvollen Größe und ihrer Vorliebe für Rindfleisch zuzuschreiben ist, sondern auch besonders dem Umstand, dass sie häufig in Verbindung mit mordbrennenden Grünhaut-Armeen auftauchen, die sie versklavt haben. In Wahrheit sind viele Riesen sanfte Seelen, die zu wütenden Wutanfällen neigen und ihre Privatsphäre zur Not auch mit Gewalt schützen, aber nicht notwendigerweise feindlich gegenüber anderen sind. Aufgrund ihrer Langlebigkeit gibt es Gerüchte, dass sie uralte Überlieferungen bewahren, obwohl die meisten weniger gebildet erscheinen und sicherlich mehr an Alkohol interessiert sind als an Debatten über die Geschichte.</p>",
|
|
||||||
"name": "Riese",
|
|
||||||
"id": "Giant"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"description": "<p>Ratten kommen überall hin und sind besonders in den Städten verbreitet. Je dichter Menschen zusammenleben, desto dichter tun dies auch die Ratten, was besonders dann schlimm ist, wenn die Tiere Krankheiten in sich tragen. Obwohl sie normalerweise klein sind, können Ratten zu ungeheuren Ausmaßen anwachsen. Es gibt Berichte über Ratten unter Altdorf, die die Größe eines Menschen erreichen oder gar noch größer werden. Darum setzt man Rattenfänger ein, um sie in Schach zu halten.</p>",
|
|
||||||
"name": "Riesenratte",
|
|
||||||
"id": "Giant Rat"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"description": "<p>Riesenspinnen lauern tief in den Wäldern und Höhlen des Imperiums, können aber überall leben, selbst auf staubigen Dachböden und in dunklen Kellern. Die meisten fangen ihre Beute mit starken Netzen, bevor sie Gift injizieren. Viele erreichen nur die Größe einer großen Ratte, doch einige Riesenspinnenarten werden erschreckend groß. Waldgoblins fangen sich größere Exemplare gern, um sie als Reittiere abzurichten.</p>",
|
|
||||||
"name": "Riesenspinne",
|
|
||||||
"id": "Giant Spider"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"description": "<p>Man sollte niemals die Heimtücke, Bosheit, Flinkheit und den Scharfsinn eines Goblins unterschätzen, ebenso wenig wie seinen Selbsterhaltungstrieb. Obwohl sie im Grunde feige sind, scharen sich Goblins gern zusammen und entwickeln erstaunlichen Mut, wenn sie in der Überzahl sind. Goblins schließen sich häufig Ork-Armeen an – nicht immer freiwillig – und bedienen sich großzügig an der Kriegsbeute, während andere den Großteil des Kämpfens übernehmen.</p>",
|
|
||||||
"name": "Goblin",
|
|
||||||
"id": "Goblin"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"description": "<p>Die Gor sind die zahlreichsten Vertreter der Tiermenschen und hausen in fast jedem Wald der Alten Welt. Ihr Aussehen variiert stark, aber sie alle kombinieren tierische und menschliche Merkmale, oft mit den Köpfen und Beinen von Ziegen und mit dem Torso und den Armen von Menschen. Das einzige Merkmal, das wirklich alle Gor besitzen, ist ein großes Hörnerpaar – je größer, desto besser, denn das Gehörn bestimmt den Status unter den Tiermenschen – ein Merkmal, das sie von Ungor und Balgwandlern unterscheidet. Die größten Gor sind als Bestigor bekannt.</p>",
|
|
||||||
"name": "Gor",
|
|
||||||
"id": "Gor"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"description": "<p>Mit einem Vorderkörper und Flügeln, die einem Adler gleichen, und einer hinteren Körperhälfte, die einer Großkatze gleicht, sind Greifen elegante Tiere, die von Natur aus stolz und majestätisch sind. Sie nisten hoch in den Bergen, die das Imperium umgeben, und sind schnelle, effiziente Jäger, die nicht zu der wahllosen Zerstörung neigen, die Kreaturen wie Mantikore oder Hippogreifen anrichten. Es mag an diesem scheinbaren Edelmut liegen, dass das Motiv des Greifen im Imperium außerordentlich populär ist; es wird in Heraldiken, religiöser Ikonographie und auch als Symbol des Imperiums selbst verwendet. Greifen gehören auch zu den intelligentesten Bestien. Wenn sie relativ jung gefangen und richtig ausgebildet werden, dann können sie unglaublich loyal sein und eine Vielzahl von Befehlen erlernen und befolgen. Sie sind so begehrt, dass regelmäßig Jäger bei dem Versuch sterben, Greifeneier für den Verkauf zu ergattern. Der berühmteste Greif im Reikland ist vermutlich Todesklaue. Todesklaue ist in der Imperialen Menagerie zu Altdorf untergebracht und befindet sich im Privatbesitz des Großfürsten des Reiklandes. Er wurde angeblich von Imperator Karl-Franz persönlich ausgebrütet, eine Geschichte, die zu einigen unzüchtigen Karikaturen auf geschmacklosen Flugblättern führte.</p>",
|
|
||||||
"name": "Greif",
|
|
||||||
"id": "Griffon"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"description": "<p>Hippogreifen sind extrem aggressive und territoriale Kreaturen mit dem Kopf, den Flügeln und der vorderen Körperhälfte eines Adlers und der hinteren Körperhälfte eines Pferdes. Sie stammen am häufigsten aus dem Grauen Gebirge und greifen ohne Provokation an, geradezu waghalsig in ihrem Zorn, um ihre blutige Beute dann zum späteren Fressen fortzuschleppen. Ihre Wut ist so rasend, dass schon ganze Viehherden von einem einzigen Hippogreif ausgelöscht wurden, um nach dessen Aufbruch mit Teilen eines Rindes zum Schmaus der Krähen zu werden. Hippogreifen sind nicht sehr intelligent und neigen bei der Jagd auch dazu, alles in Sichtweite zu töten, und dabei zu glauben, dass alles, was sie nicht mehr sehen können, für immer fort ist. Das bedeutet, dass man sich eigentlich recht gut vor Hippogreifen schützen kann, denn alles was man braucht, ist ein gutes Versteck.</p>",
|
|
||||||
"name": "Hippogreif",
|
|
||||||
"id": "Hippogryph"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"description": "<p>Pferde werden für viele Verwendungen gezüchtet, darunter als schnelles Reittier für Boten, robustes Schlachtross für Ritter und stämmiges Kaltblut für Bauern. Sie sind so nützlich und verbreitet, dass der Pferdehandel im Reikland geradezu ein Sport ist. Skrupellose Pferdehändler sind Meister darin, unerfahrene Käufer übers Ohr zu hauen. Sie bemalen und feilen die Zähne älterer Pferde zurecht oder stopfen ihnen Lumpenstücke in die Nase, um das Tropfen von Schleim zu verhindern, weshalb man sich als Käufer vorsehen sollte.</p>",
|
|
||||||
"name": "Pferd",
|
|
||||||
"id": "Horse"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"description": "<p>Die echsenartigen, vielköpfigen Hydren haben einen massigen Körper, der ein wahres Knäul aus Hälsen und Köpfen trägt, die rauchiges Feuer speien und wild um sich beißen. Hydren sind zähe und überraschend verstohlene Kreaturen, die Beute meilenweit nachschleichen können. Allzu oft verlieren sie jedoch irgendwann die Geduld und werfen sich mit brüllenden Köpfen auf ihre Beute.</p>",
|
|
||||||
"name": "Hydra",
|
|
||||||
"id": "Hydra"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"description": "<p>Der Grinderlak ist eine uralte Kreatur des Chaos, die unter den schattigen Kronen der tiefsten, dunkelsten Wälder umgeht. Ein Grinderlak ist eine verrückte Kreatur, eine Mischung aus Kröte, Schnecke, Drache und Insekt, deren Leib mit ätzendem, schwarzen Blut gefüllt ist, das schon bei kleinsten Wunden herausspritzt. Schlimmer ist jedoch, dass schon sein Anblick reicht, um den Verstand zu verlieren, sich zu erbrechen, wie im Wahn zu reimen, sich die Augen auszukratzen und manisch zu lachen und zu schreien, so dass man leichte Beute des Grinderlaks wird. Eine besondere Überraschung ist oft die klebrige Zunge des Grinderlaks, die herausschnellen und die nächste Mahlzeit in den klaffenden Schlund zerren kann. Bei all dem scheint es seltsam angemessen zu sein, dass sich die Kreatur auf unbeholfene und taumelnde Weise bewegt und Flügel besitzt, die viel zu klein sind, um ihren aufgeblähten Leib in die Luft zu heben.</p>",
|
|
||||||
"name": "Grinderlak",
|
|
||||||
"id": "Jabberslythe"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"description": "<p>Mantikore sind äußerst selten, was ein großes Glück ist, wenn man bedenkt mit welch unerbittlicher Grausamkeit und außergewöhnlicher Brutalität sie ihr Territorium von räuberischen Rivalen reinigen. Dieses Verhalten hat den Vorteil, dass man es in der Regel frühzeitig bemerkt, wenn man in das Gebiet eines Mantikors eindringt, denn die Kadaver anderer sind an hohen Stellen drapiert und geradezu ausgestellt. Die Kreatur hat den Kopf und den Körper einer verdrehten Raubkatze (obwohl ihr Gesicht manchmal geradezu menschlich erscheint), die Flügel einer Fledermaus und einen mit bösartigen Stacheln besetzten Peitschenschwanz.</p>",
|
|
||||||
"name": "Mantikor",
|
|
||||||
"id": "Manticore"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"description": "<p>Die massigen, stierköpfigen Minotauren überragen sogar die größten Bestigor. Herden mit einem großen Kontingent von Minotauren halten sich für besonders von den Dunklen Göttern gesegnet. Tiermenschenherden versammeln sich um die Minotauren, da deren imposante Präsenz den kleineren Bestien zusätzlichen Mut verleiht.</p>",
|
|
||||||
"name": "Minotaurus",
|
|
||||||
"id": "Minotaur"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"description": "<p>Eines der tragischsten Schicksale das einen Menschen ereilen kann, besteht darin, dem mutierenden Einfluss des Chaos zu erliegen. Es kann ohne Schuld oder Grund passieren; sogar Babys werden mitunter mutiert geboren. Wenn dies geschieht, stellen viele Eltern fest, dass sie es nicht über das Herz bringen, ihre Kinder zu töten, wie das Gesetz es verlangt. Stattdessen setzen sie ihren Nachwuchs am Waldrand aus, damit er dort entweder stirbt oder von anderen Mutanten oder Tiermenschen aufgenommen wird. Egal wie unschuldig sie auch sein mögen, alle Mutanten sind für die einfachen Leute Schreckgestalten, weshalb die meisten irgendwann einsam und verbittert den Dunklen Göttern verfallen oder ihrem Leben selbst ein Ende setzen, ehe es zu spät ist.</p>",
|
|
||||||
"name": "Mutant",
|
|
||||||
"id": "Mutant"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"description": "<p>Die großen, lauten, brutalen und extrem gewalttätigen Oger werden stets von dem Bedürfnis getrieben, ihre prachtvollen, muskulösen Bäuche zu füllen. Ihnen fehlen der Scharfsinn und die Intelligenz dies auf kluge Weise zu tun oder zumindest zu verstehen, was gerade ein der Situation angemessenes Verhalten wäre. Oger kommen aus dem fernen Osten und sind ein alltäglicher Anblick in der Alten Welt, da sie gern umherwandern und immer auf der Suche nach neuem Fleisch sind, das sich ja gleich hinter dem Horizont verbergen könnte. Während ihrer jahrzehntelange Essenssuche arbeiten sie hart daran, sich einzufügen, tragen örtliche Kleidung und befolgen die lokalen Gepflogenheiten, sofern sie diese verstehen, da dies gemeinhin der beste Weg zur nächsten Mahlzeit ist. Im Imperium dienen sie häufig bei den Staatstruppen und sind in den größeren Städten immer dort ein alltäglicher Anblick, wo pure Muskelkraft gebraucht wird. Die Halbling-Vorarbeitergilde (Bauarbeiter) hat in vielen Städten des Imperiums geradezu ein Monopol auf billige Oger-Arbeitskräfte, sehr zum Verdruss ihrer Rivalen.</p>",
|
|
||||||
"name": "Oger",
|
|
||||||
"id": "Ogre"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"description": "<p>Orks sind lästig, brutal, kriegerisch und nahezu immun gegen Schmerzen. Sie haben muskulöse, kräftige Körper, breite Schultern und lassen sich von so einer Kleinigkeit wie einem verlorenen Arm keinen guten Kampf entgehen. Sie sind für den Kampf gebaut und lieben nichts mehr als das zu tun, für das sie geboren wurden. Wenn es keine Feinde zu bekämpfen gibt, dann treten sie gegen rivalisierende Grünhaut-Gruppen an. Wenn es keine gegnerischen Gruppen mehr gibt, beginnen sie, untereinander zu kämpfen. Sie sind zwar nicht so zahlreich wie Goblins, aber sie sind größer und härter – und sie lassen sie es bei jeder Gelegenheit spüren. Orks können eine erstaunliche Größe erreichen, wobei größere Orks stärker, härter und aggressiver werden und daher mehr Ansehen besitzen. In ihrer kriegerischen Gesellschaft hat der Stärkere immer recht. Einige Orks reiten auf gewaltigen Wildschweinen in die Schlacht, ein Anblick, der selbst die Hartgesottenen erschüttert.</p>",
|
|
||||||
"name": "Ork",
|
|
||||||
"id": "Orc"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"description": "<p>Pegasi sind wunderschöne weiße Pferde mit großen Flügeln, die an Schwäne oder Raubvögel erinnern. Sie sind gute und ausdauernde Flieger, die in großen Herden im Hochgebirge leben und scheinbar große Freude daran finden, in den Aufwinden zu kreisen. Sie sind als Reittiere geradezu offensichtliche Kandidaten und viele Krieger oder Kundschafter haben schon versucht, sich einen eigenen Pegasus zu fangen. Allerdings sind sie auch sehr intelligent, und manche glauben, dass sie sich nur dann einfangen lassen, wenn sie es wollen, was zu allerlei fantasievollen und romantischen Legenden geführt hat, die davon berichten, dass nur die Würdigen oder Tugendhaften ausgewählt werden.</p>",
|
|
||||||
"name": "Pegasus",
|
|
||||||
"id": "Pegasus"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"description": "<p>Überall im Reikland werden Tauben gezüchtet, um als Brieftauben Botschaften aller Art zu überbringen. In letzter Zeit sind sie zudem dafür berüchtigt, gelegentlich tödliche Sendungen zu bringen, da der leicht verfügbare Vogel unter Technicussen beliebt wurde, um sogenannte „Taubenbomben“ zu transportieren – mit eher durchwachsenem Erfolg.</p>",
|
|
||||||
"name": "Taube",
|
|
||||||
"id": "Pigeon"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"description": "<p>Rattenoger sind gewaltige Bestien, die in den dunklen Höhlen des Tiefenreich von den bösartigen Meutenbändigern des Züchterklans trainiert werden. Sie sind dumm, aber wenn sie von ihren Skaven-Meistern geführt werden, sind sie furchtlos und unnachgiebig im Kampf. Man trifft sie nur selten allein, und wenn sie nicht in getriebenen Meuten unterwegs sind, fungieren sie meist als Leibwächter für Graue Propheten oder andere hochrangige Skaven.</p>",
|
|
||||||
"name": "Rattenoger",
|
|
||||||
"id": "Rat Ogre"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"description": "<p>Skelette sind die fleischlosen Knochen lang verblichener Toter, die durch Schwarze Magie wiederbelebt wurden, um zur Verhöhnung der Lebenden auf der Erde zu wandeln. Diejenigen, die gestorben sind und nicht gemäß der Rituale des Morr, des Todesgottes, zur ewigen Ruhe geführt wurden, können von einem ausreichend mächtigen Nekromanten in dieser Form wiederbelebt werden. Die Skelette kämpfen völlig geistlos, bis ihre Knochen in Stücke geschlagen wurden. Sie brauchen keinen Mut, weil sie keine Angst kennen. Sie können nicht getötet werden, weil sie nicht leben.</p>",
|
|
||||||
"name": "Skelett",
|
|
||||||
"id": "Skeleton"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"description": "<p>Das ultimative Ziel aller Champions des Chaos ist die Apotheose; sie streben danach, in den Dämonenstand erhoben zu werden und ihrem Meister auf ewig als Dämonenprinz im Reich des Chaos dienen zu dürfen. Dämonenprinzen sind schreckliche Gegner, denen zu trotzen selbst die mächtigsten Helden des Imperiums schwerfällt.</p>",
|
|
||||||
"id": "Slenderthigh Whiptongue",
|
|
||||||
"name": "Slanderhaih Peitschzung"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"description": "<p>Schlangen sind im ganzen Reich zu finden, besonders tief in den Wäldern. Die meisten sind harmlos, doch einige besitzen tödliches Gift oder umschlingen ihre Opfer, bis diese ersticken. Wie so viele Kreaturen der Alten Welt können auch sie gigantische Ausmaße annehmen, wie zum Beispiel der enorme Fenwurm, der selbst für den kräftigsten Söldner eine echte Gefahr darstellt.</p>",
|
|
||||||
"name": "Schlange",
|
|
||||||
"id": "Snake"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"description": "<p>Snotlinge sind Kreaturen mit erbsengroßen Gehirnen, die an begeisterte, unkontrollierbare Welpen erinnern. Sie sind Aasfresser und natürliche Nachahmer, die überall Knochen und glänzende Dinge mitnehmen, wo auch immer sie sind, und die Handlungen von jedem kopieren den sie sehen. Wenn sie von Goblins oder Orks in den Kampf getrieben werden, dann kämpfen sie in wimmelnden Schwärmen und versuchen ihre Feinde durch schiere Masse zu überwältigen. Dazu setzen sie alle möglichen abscheulichen und schädlichen Substanzen ein, zum Beispiel giftige Pilze oder Körperausscheidungen, um sie auf ihre Feinde zu werfen.</p>",
|
|
||||||
"name": "Snotling",
|
|
||||||
"id": "Snotling"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"description": "<p>Die Elitekämpfer der Skaven sind die Sturmratten, die größer, stärker, zäher und disziplinierter als Klanratten sind. Sie dienen als Kern jedes größeren Angriffs und fungieren als Leibwache wichtiger Skaven. Sturmratten sind in der Regel gut bewaffnet und gepanzert, wobei die genaue Bewaffnung von Klan zu Klan variiert.</p>",
|
|
||||||
"name": "Sturmratte",
|
|
||||||
"id": "Stormvermin"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"description": "<p>Banshees sind die spektralen Überreste einst mächtiger Hexen, deren Seelen von den rohen Energien des Dhar ergriffen wurden. Ihr ruheloses Leben nach dem Tod wird von Verlust und Verbitterung geprägt, einer gähnenden Leere in ihren Seelen, die sie dazu bringt, ein grausiges, in der Seele widerhallendes Heulen von sich zu geben, das so stark ist, dass es Hörer in den Wahnsinn treiben oder sogar ihr Herz zum Stillstand bringen kann.</p>",
|
|
||||||
"name": "Banshee",
|
|
||||||
"id": "Tomb Banshee"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"description": "<p>Trolle sind schmutzige Kreaturen, die in allen Winkeln der Alten Welt hausen. Sie können sich schnell an ihre Umgebung anpassen und kommen in verschiedensten Formen vor, die aber allesamt riesig und beeindruckend sind. Sie sind eher dümmlich und werden hauptsächlich von ihrem Hunger auf Fleisch geleitet, aber sie horten auch gern, weshalb ihre Höhlen einen ganzen Fundus nützlicher und wertvoller Schätze enthalten können … und natürlich die grausigen Überreste ihrer Mahlzeiten. Es gibt viele Trollarten, die jedoch alle eine Gemeinsamkeit haben: Sie sind in der Regel extrem dumm, was bedeutet, dass jeder gewitzte Feind einen Vorteil hat. Zudem können sie sich regenerieren, was es extrem schwer macht, sie zu töten. Außerdem sind sie in der Lage ihre letzte schon halbverdaute Mahlzeit nach Belieben hochzuwürgen und in einem Strahl ätzender Magensäure eine gleichermaßen erschreckende wie beeindruckende Distanz weit zu erbrechen – wobei sie dies nur sehr ungern tun, da sie stets äußerst hungrig sind.</p>",
|
|
||||||
"name": "Troll",
|
|
||||||
"id": "Troll"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"description": "<p>Ungor haben nur rudimentäre oder sehr kurze Hörner und werden daher vom Rest der Herde kaum als „Gor“ bezeichnet. Manche haben sogar menschliche Gesichter, was sie zwar zu geeigneten Infiltratoren macht, aber auch zum Ziel von Spott und Hohn. Ungor werden von den Gor sehr schlecht behandelt und sind im Vergleich zu ihren Brüdern mit größeren Hörnern oft verkümmert oder unterernährt, was sie zu verbitterten Kreaturen voller Neid macht, die ihre Eifersucht gern an anderen auslassen.</p>",
|
|
||||||
"name": "Ungor",
|
|
||||||
"id": "Ungor"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"description": "<p>Vampire verstehen sich als die Herrscher der Nacht. Viele können als Menschen durchgehen und manche leben sogar seit langer Zeit mitten unter den Lebenden. Trotz ihres menschlichen Aussehens schlägt das Herz unter ihrer blassen Haut nicht mehr, und statt des Hungers der Sterblichen, besitzen sie nur noch einen ständigen Durst nach Blut. Alle Vampire der Alten Welt stammen ursprünglich von uralten Blutlinien ab, die vor Jahrtausenden weit im Süden entstanden sind. Viele sind sehr stolz auf ihr Erbe und die Merkmale und Traditionen, die die ihre von den anderen Linien unterscheiden. Die Vampire der verschiedenen Blutlinien sind oft erbitterte Rivalen, aber sie sind klug genug sich miteinander zu verbünden, falls es notwendig werden sollte, sich größeren Feinden zu stellen.</p>",
|
|
||||||
"name": "Vampir",
|
|
||||||
"id": "Vampire"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"description": "<p>Die meisten Vampire versuchen eine gewisse Balance zwischen ihrem untoten Bedürfnis nach Blut und dem Anschein von zivilisiertem Verhalten und Blaublütig zu wahren, ganz ihrem Selbstbild als Aristokratie der Untoten entsprechend. Einige geben die Fassade der Menschlichkeit jedoch irgendwann auf und nehmen die Bestie in sich voll und ganz an. Diese Varghulfs sind blutrünstig und wild, Kreaturen, die keinerlei Zurückhaltung mehr kennen und sich ganz der animalischen Befriedigung ihrer Bedürfnisse hingeben. Sie manifestieren sich als große, aufgedunsene, fledermausartige Bestie, die ungehemmt in ihrem Blutdurst schwelgt.</p>",
|
|
||||||
"name": "Varghulf",
|
|
||||||
"id": "Varghulf"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"description": "<p>Wölfe jagen in der Regel in Rudeln und haben den Ruf, hartnäckige Jäger zu sein, die ihre Beute über Dutzende von Meilen hinweg zu Tode hetzen, ohne Chance auf eine Atempause. Im Reikland gehen gleich mehrere Arten um, darunter die wilden Riesenwölfe, die von Goblins gefangen und gezüchtet werden, um sie als Wächter und Reittiere zu verwenden.</p>",
|
|
||||||
"name": "Wolf",
|
|
||||||
"id": "Wolf"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"description": "<p>Obwohl die Unwissenden sie oft mit Drachen verwechseln, haben Lindwürmer, von oberflächlichen Ähnlichkeiten abgesehen, nichts mit diesen edlen Wesen gemein. Sie sind feige Aasfresser mit schwacher Sehkraft, die dazu neigen, ihren räuberischen Appetit dadurch zu stillen, dass sie sich auf wehrlose Kreaturen stürzen, meist Schafe oder Ziegen, und direkte Kämpfe nach Möglichkeit vermeiden. Im Gegensatz zu anderen Monstern der Berge sind Lindwürmer nicht besonders territorial und neigen dazu weiterzuziehen, wenn ihnen in ihren Jagdgebieten Konkurrenz erwächst.</p>",
|
|
||||||
"name": "Lindwurm",
|
|
||||||
"id": "Wyvern"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"description": "<p>Wie Skelette sind auch Zombies untote Kreaturen, die von verdorbener Magie wiederbelebt und zusammengehalten werden. Im Gegensatz zu den Skeletten, sind ihre Leiber erst kürzlich gestorben, sodass noch ein Großteil des Körpers vorhanden ist und verfaultes und verwesendes Fleisch über ihren vor Maden wimmelnden Organen herabhängt. Im Kampf lösen sich gelegentlich Fleisch und Organe von den Knochen und verströmen einen übelriechenden, widerwärtigen Gestank, der stark genug ist, um selbst den Magen des hartnäckigsten Soldaten zum Krampfen zu bringen.</p>",
|
|
||||||
"name": "Zombie",
|
|
||||||
"id": "Zombie"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"description": "<p>Dark and dangerous are the paths of @UUID[JournalEntry.ozE2DMCMK64eE5pD.JournalEntryPage.UqeZNqbpV8uocCUN]{the Reikwald} Forest. Few venture beneath the forest’s boughs lightly and those who do are often of iron will, or complete and total lack of imagination. Imagination is dangerous, for it leads to populating the deep places of the forest with bugaboos and horrors beyond counting. Unfortunately for Kastor, he’s quite an imaginative soul. Erichson quiets his many fears with fervently whispered prayers to Taal and when his nerves start to get the best of him, he seeks courage in a leather flask.</p><p>Despite the many dangers of the forest, both real and imagined, Kastor often prefers it to spending too much time midst other people. In Erichson’s mind, his ‘enemies’ in the forest are quite clear: bandits, Beastmen, and ‘demons’. In town, he faces a far more insidious foe: witches. Witches, as Kastor will readily tell others when drunk, are everywhere. Few witches go about ‘looking’ like witches, though, and that’s the real problem.</p><p>They hide among normal Gods-fearing folk to better work their clandestine evils. Keeping an eye out for witches in town is exhausting, Erichson reckons it is far better to stay in the forest where the enemies are clear. His beliefs have driven him to perfect his craft and he is an absolutely deadly shot.</p><h4>Vigilant Eyes</h4><p>After an event involving the Characters where magic of any kind was used, Erichson becomes convinced that one or more of the Characters is an ally of the ‘hidden witches’ even (especially!) if one of them is an Imperial Wizard. While he may seem to be merely a crazed hunter, his intense speeches on the ‘true perils’ of the world have their adherents, and if the Characters have done anything suspicious, he could very well get others to heed his rantings, especially those of the intolerant Witch Hunter strain.</p><p>Word gets around that Kastor managed to survive in a fight against a terrible Beastman @Compendium[wfrp4e-core.bestiary.cHVOdcEkuatqjYV1]{Bray-Shaman} because the creature’s spells ‘bounced’ right off him. Erichson holds to a great many odd superstitions and bears many strange charms, including small leather sacks holding mixtures of pine resin, rare berries, and herbs, blessed by a priest of Taal. Could one or more of his strange practices actually work and what would it take to convince him to share what he knows with the Characters?</p>",
|
|
||||||
"name": "Kastor Erichson",
|
|
||||||
"id": "Kastor Erichson"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Dieter Käsegeier",
|
|
||||||
"name": "Dieter Käsegeier",
|
|
||||||
"description": "<p>His many customers think of him as a peerless cheesemaker, but Dieter prefers to think of himself as a visionary. His father and his father before him (and so on for at least seven generations) were all involved in the making and selling of cheeses, but not particularly noteworthy ones. Dieter was not content to craft merely ‘adequate’ cheese, and experimented with different methods of preparation and unique ingredients, many of which he acquired himself while on adventurous holidays. His persistent trials and ongoing research eventually lead to great successes.</p><p>Folks who get to know Dieter soon discover that he is not so much a patient cheesemaker as an obsessive one. Dieter talks of barely anything else and every anecdote-filled conversation with him inevitable returns to cheese. He has added many unusual things to his cheeses over the years from hearty spices to various beers and ales. He’s running out of conventional new ingredients to try, so he’s decided to seek further afield, using materials such as ash, ground up insects, animal blood, bark shavings, goblin snot, excrement, and light doses of poison — ‘<em>this cheese tingles</em>!’.</p><h4>Where There’s a Will, There’s a Whey</h4><p>Dieter wants to hire some able sorts to help him retrieve a peculiar, rare breed of mushroom from deep in @UUID[JournalEntry.ozE2DMCMK64eE5pD.JournalEntryPage.UqeZNqbpV8uocCUN]{the Reikwald}, which he’ll pay well for in silver and truly delectable cheese. Unfortunately, his widespread fame brings thugs seeking to murder him and steal his secrets, not to mention the rather aggressive @UUID[Compendium.wfrp4e-core.bestiary.zzdOpKqBC28J66Mn]{Goblin} tribe who consider the mushrooms theirs.</p><p>Various folk have disappeared, or spontaneously mutated, and they all frequented Dieter’s shop. Has the eccentric cheese crafter finally turned to the Old Ones for new inspiration, using powdered wyrdstone in his latest batch, or has a rival set him up?</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Dwarf",
|
|
||||||
"name": "Zwerg",
|
|
||||||
"description": ""
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Halfling",
|
|
||||||
"name": "Halbling",
|
|
||||||
"description": ""
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "High Elf",
|
|
||||||
"name": "Hochelf",
|
|
||||||
"description": ""
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Human",
|
|
||||||
"name": "Mensch",
|
|
||||||
"description": ""
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Wood Elf",
|
|
||||||
"name": "Waldelf",
|
|
||||||
"description": ""
|
|
||||||
}
|
|
||||||
]
|
|
||||||
}
|
|
||||||
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|
|||||||
{
|
|
||||||
"mapping": {
|
|
||||||
"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",
|
|
||||||
"effects": "effects"
|
|
||||||
},
|
|
||||||
"label": "Krankheiten",
|
|
||||||
"entries": [
|
|
||||||
{
|
|
||||||
"permanent": "",
|
|
||||||
"symptoms": "Fieber, Langanhaltend (herausfordernd), Offene Wunde, Unwohlsein",
|
|
||||||
"id": "Festering Wound",
|
|
||||||
"contraction": "Wenn dir ein leichter (+40) Ausdauer-Wurf misslingt, nachdem du mit einer Kreatur gekämpft hast, die die Eigenschaft Infiziert hatte (siehe Bestiarium). Du kannst eine Schwärende Wunde auch als Folge einer Leichten Infektion bekommen.",
|
|
||||||
"name": "Schwärende Wunde",
|
|
||||||
"description": "<p>Infizierte Schnitte und Schürfwunden sind weit verbreitet, was bedeutet, dass es viel Aberglauben bezüglich ihrer Behandlung gibt. Umschläge aus Blättern und Kot, Krötenhäute und Taubenfedern sind ebenso verbreitet wie das Einreiben mit Sigmar-geweihter Erde. Die meisten Medicusse lehnen Derartiges ab und bevorzugen solch wissenschaftliche Methoden wie eine Mischung aus der Galle eines schwarzen Ochsen, drei Löffeln Urin des Patienten und einem halben Löffel Meersalz, um dies dann in die schwärende, eitrige Wunde zu reiben. Die Schreie des Patienten werden hierbei als Hinweis auf die Wirksamkeit gedeutet.</p>",
|
|
||||||
"durationValue": "1d10",
|
|
||||||
"durationUnit": "Tage",
|
|
||||||
"incubationValue": "1d10",
|
|
||||||
"incubationUnit": "Tage",
|
|
||||||
"effects": [
|
|
||||||
{
|
|
||||||
"_id": "InNO9elKVbhdUMyB",
|
|
||||||
"changes": [],
|
|
||||||
"disabled": false,
|
|
||||||
"duration": {
|
|
||||||
"startTime": null
|
|
||||||
},
|
|
||||||
"icon": "modules/wfrp4e-core/icons/diseases/disease.png",
|
|
||||||
"label": "Fieber",
|
|
||||||
"transfer": true,
|
|
||||||
"flags": {
|
|
||||||
"wfrp4e": {
|
|
||||||
"effectApplication": "actor",
|
|
||||||
"effectTrigger": "prefillDialog",
|
|
||||||
"symptom": true,
|
|
||||||
"script": "let applicableCharacteristics = [\"ws\", \"bs\", \"s\", \"fel\", \"ag\", \"t\", \"dex\"]\n if (args.type == \"weapon\")\n args.prefillModifiers.modifier -= 10\n else if (args.type == \"characteristic\")\n {\n if (applicableCharacteristics.includes(args.item))\n args.prefillModifiers.modifier -= 10\n }\n else if (args.type == \"skill\")\n {\n if (applicableCharacteristics.includes(args.item.characteristic.key))\n args.prefillModifiers.modifier -= 10\n }",
|
|
||||||
"otherEffects": [
|
|
||||||
"blight",
|
|
||||||
"wounded"
|
|
||||||
]
|
|
||||||
}
|
|
||||||
}
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"_id": "nKPv1wHQXwUsBdf7",
|
|
||||||
"changes": [],
|
|
||||||
"disabled": false,
|
|
||||||
"duration": {
|
|
||||||
"startTime": null
|
|
||||||
},
|
|
||||||
"icon": "modules/wfrp4e-core/icons/diseases/disease.png",
|
|
||||||
"label": "Langanhaltend (herausfordernd)",
|
|
||||||
"transfer": true,
|
|
||||||
"flags": {
|
|
||||||
"wfrp4e": {
|
|
||||||
"symptom": true
|
|
||||||
}
|
|
||||||
}
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"_id": "2cuvlgkALYIx6KCh",
|
|
||||||
"changes": [],
|
|
||||||
"disabled": false,
|
|
||||||
"duration": {
|
|
||||||
"startTime": null
|
|
||||||
},
|
|
||||||
"icon": "modules/wfrp4e-core/icons/diseases/disease.png",
|
|
||||||
"label": "Unwohlsein",
|
|
||||||
"transfer": true,
|
|
||||||
"flags": {
|
|
||||||
"wfrp4e": {
|
|
||||||
"effectApplication": "actor",
|
|
||||||
"effectTrigger": "prepareData",
|
|
||||||
"symptom": true,
|
|
||||||
"script": "if (game.user.isUniqueGM)\n {\n let fatigued = args.actor.hasCondition(\"fatigued\")\n if (!fatigued)\n {\n args.actor.addCondition(\"fatigued\")\n ui.notifications.notify(\"Erschöpft Zustand zu \" + args.actor.name + \" die nicht entfernt werden kann, solange Unwohlsein vor.\")\n }\n }\n "
|
|
||||||
}
|
|
||||||
}
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"_id": "Bhn6hjQFNCEMU6et",
|
|
||||||
"changes": [],
|
|
||||||
"disabled": false,
|
|
||||||
"duration": {
|
|
||||||
"startTime": null
|
|
||||||
},
|
|
||||||
"icon": "modules/wfrp4e-core/icons/diseases/disease.png",
|
|
||||||
"label": "Offene Wunde",
|
|
||||||
"transfer": true,
|
|
||||||
"flags": {
|
|
||||||
"wfrp4e": {
|
|
||||||
"effectApplication": "actor",
|
|
||||||
"effectTrigger": "invoke",
|
|
||||||
"symptom": true,
|
|
||||||
"script": "if (this.actor.isOwner)\n {\n args.actor.setupSkill(\"Ausdauer\", {absolute: {difficulty : \"average\"}}).then(setupData => {\n args.actor.basicTest(setupData).then(test => \n {\n if (test.result.outcome == \"failure\")\n fromUuid(\"Compendium.wfrp4e-core.diseases.kKccDTGzWzSXCBOb\").then(disease => {\n args.actor.createEmbeddedDocuments(\"Item\", [disease.toObject()])\n })\n })\n })\n }"
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
]
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"permanent": "",
|
|
||||||
"symptoms": "Durchfall (moderat), Übelkeit, Unwohlsein",
|
|
||||||
"id": "Galloping Trots",
|
|
||||||
"contraction": "Wenn dir ein leichter (+40) Widerstands-Wurf misslingt, nachdem etwas Infiziertes in deinen Mund gelangte.",
|
|
||||||
"name": "Galoppierender Durchfall",
|
|
||||||
"description": "<p>Man sagt, dass der Verzehr von Halbling-Speisen zum Galoppierenden Durchfall führen kann, einer unerfreulichen Krankheit, die im Imperium nur allzu verbreitet ist, was nicht zuletzt an der eher sorglosen Weise liegt, in der in den Küchen gearbeitet wird. Doch selbst jene, die sich durch die billige Halbling-Pasteten, die überall in Altdorf von fliegenden Händlern verkauft werden, „Rumsters Rache“ eingefangen haben, werden sich eher Gedanken darüber machen, wie lang sie wohl noch den Donnerbalken bewohnen werden.</p>",
|
|
||||||
"durationValue": "1d10",
|
|
||||||
"durationUnit": "Tage",
|
|
||||||
"incubationValue": "1d10",
|
|
||||||
"incubationUnit": "Heures",
|
|
||||||
"effects": [
|
|
||||||
{
|
|
||||||
"_id": "Sp93ZiJ4eq26v8UO",
|
|
||||||
"changes": [],
|
|
||||||
"disabled": false,
|
|
||||||
"duration": {
|
|
||||||
"startTime": null
|
|
||||||
},
|
|
||||||
"icon": "modules/wfrp4e-core/icons/diseases/disease.png",
|
|
||||||
"label": "Durchfall (moderat)",
|
|
||||||
"transfer": true,
|
|
||||||
"flags": {
|
|
||||||
"wfrp4e": {
|
|
||||||
"symptom": true
|
|
||||||
}
|
|
||||||
}
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"_id": "fquDNK6fxIYlnWX1",
|
|
||||||
"changes": [],
|
|
||||||
"disabled": false,
|
|
||||||
"duration": {
|
|
||||||
"startTime": null
|
|
||||||
},
|
|
||||||
"icon": "modules/wfrp4e-core/icons/diseases/disease.png",
|
|
||||||
"label": "Unwohlsein",
|
|
||||||
"transfer": true,
|
|
||||||
"flags": {
|
|
||||||
"wfrp4e": {
|
|
||||||
"effectApplication": "actor",
|
|
||||||
"effectTrigger": "prepareData",
|
|
||||||
"symptom": true,
|
|
||||||
"script": "if (game.user.isUniqueGM)\n {\n let fatigued = args.actor.hasCondition(\"fatigued\")\n if (!fatigued)\n {\n args.actor.addCondition(\"fatigued\")\n ui.notifications.notify(\"Erschöpft Zustand zu \" + args.actor.name + \" die nicht entfernt werden kann, solange Unwohlsein vorhanden ist.\")\n }\n }\n "
|
|
||||||
}
|
|
||||||
}
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"_id": "heL1cJFCuElfQoeS",
|
|
||||||
"changes": [],
|
|
||||||
"disabled": false,
|
|
||||||
"duration": {
|
|
||||||
"startTime": null
|
|
||||||
},
|
|
||||||
"icon": "modules/wfrp4e-core/icons/diseases/disease.png",
|
|
||||||
"label": "Übelkeit",
|
|
||||||
"transfer": true,
|
|
||||||
"flags": {
|
|
||||||
"wfrp4e": {
|
|
||||||
"effectApplication": "actor",
|
|
||||||
"effectTrigger": "rollTest",
|
|
||||||
"symptom": true,
|
|
||||||
"script": "\nif (this.actor.isOwner && args.test.result.outcome == \"failure\")\n {\n let applicableCharacteristics = [\"ws\", \"bs\", \"s\", \"fel\", \"ag\", \"t\", \"dex\"]\n if (applicableCharacteristics.includes(args.test.characteristicKey))\n this.actor.addCondition(\"stunned\")\n \n }\n "
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
]
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"permanent": "",
|
|
||||||
"symptoms": "Fieber, Krämpfe, Langanhaltend (durchschnittlich), Offene Wunde, Pocken, Unwohlsein",
|
|
||||||
"id": "Ratte Fever",
|
|
||||||
"contraction": "Wenn dir ein durchschnittlicher (+20) Ausdauer-Wurf misslang, nachdem du im Kampf mit Nagern (inklusive Skaven) mit der Eigenschaft Infiziert verwundet wurdest, oder wenn dir ein leichter (+40) Ausdauer-Wurf misslang, nachdem etwas Infiziertes in deinen Mund gelangte.",
|
|
||||||
"name": "Rattenfieber",
|
|
||||||
"description": "<p>Das gefürchtete Rattenfieber wird von infizierten Nagern übertragen und beginnt mit entzündeten, eitrigen Ausschlägen, ehe das Fieber steigt und die Krämpfe beginnen. Die Krankheit verläuft selten tödlich, ist aber sehr zehrend und es dauert sehr lange, sie auszukurieren, weshalb die meisten Kranken irgendwann beinahe alles auf sich nehmen, um die Symptome zu lindern. Verbreitete Behandlungsmethoden sind zum Beispiel in Altdorf die Selbstgeißelung, die bei den Entzündungen der Haut helfen soll, und in Talabheim das Einreiben mit einer Mischung aus Ziegenkäse und importiertem kislevitischem Eispfeffer. In den größeren Städten ist das Rattenfieber auch als Pastetenfieber bekannt, denn in manch einer Pastete wird statt teurerem Fleisch Ratte verarbeitet.</p>",
|
|
||||||
"durationValue": "3d10+10",
|
|
||||||
"durationUnit": "Tage",
|
|
||||||
"incubationValue": "3d10+5",
|
|
||||||
"incubationUnit": "Tage",
|
|
||||||
"effects": [
|
|
||||||
{
|
|
||||||
"_id": "NZTzhqDUMfcFyOK2",
|
|
||||||
"changes": [],
|
|
||||||
"disabled": false,
|
|
||||||
"duration": {
|
|
||||||
"startTime": null
|
|
||||||
},
|
|
||||||
"icon": "modules/wfrp4e-core/icons/diseases/disease.png",
|
|
||||||
"label": "Krämpfe",
|
|
||||||
"transfer": true,
|
|
||||||
"flags": {
|
|
||||||
"wfrp4e": {
|
|
||||||
"effectApplication": "actor",
|
|
||||||
"effectTrigger": "prefillDialog",
|
|
||||||
"symptom": true,
|
|
||||||
"script": "\nlet modifier = 0\n if (this.effect.label.includes(\"moderat\"))\n modifier = -20\n else\n modifier = -10\n \n let applicableCharacteristics = [\"ws\", \"bs\", \"s\", \"ag\", \"t\", \"dex\"]\n if (args.type == \"weapon\")\n args.prefillModifiers.modifier += modifier\n else if (args.type == \"characteristic\")\n {\n if (applicableCharacteristics.includes(args.item))\n args.prefillModifiers.modifier += modifier\n }\n else if (args.type == \"skill\")\n {\n if (applicableCharacteristics.includes(args.item.characteristic.key))\n args.prefillModifiers.modifier += modifier\n }"
|
|
||||||
}
|
|
||||||
}
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"_id": "0Tr1JZZBjSXaP6Sa",
|
|
||||||
"changes": [],
|
|
||||||
"disabled": false,
|
|
||||||
"duration": {
|
|
||||||
"startTime": null
|
|
||||||
},
|
|
||||||
"icon": "modules/wfrp4e-core/icons/diseases/disease.png",
|
|
||||||
"label": "Fieber",
|
|
||||||
"transfer": true,
|
|
||||||
"flags": {
|
|
||||||
"wfrp4e": {
|
|
||||||
"effectApplication": "actor",
|
|
||||||
"effectTrigger": "prefillDialog",
|
|
||||||
"symptom": true,
|
|
||||||
"script": "let applicableCharacteristics = [\"ws\", \"bs\", \"s\", \"fel\", \"ag\", \"t\", \"dex\"]\n if (args.type == \"weapon\")\n args.prefillModifiers.modifier -= 10\n else if (args.type == \"characteristic\")\n {\n if (applicableCharacteristics.includes(args.item))\n args.prefillModifiers.modifier -= 10\n }\n else if (args.type == \"skill\")\n {\n if (applicableCharacteristics.includes(args.item.characteristic.key))\n args.prefillModifiers.modifier -= 10\n }",
|
|
||||||
"otherEffects": [
|
|
||||||
"blight",
|
|
||||||
"wounded"
|
|
||||||
]
|
|
||||||
}
|
|
||||||
}
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"_id": "PfGvYCS6yUbrcpYr",
|
|
||||||
"changes": [],
|
|
||||||
"disabled": false,
|
|
||||||
"duration": {
|
|
||||||
"startTime": null
|
|
||||||
},
|
|
||||||
"icon": "modules/wfrp4e-core/icons/diseases/disease.png",
|
|
||||||
"label": "Langanhaltend (durchschnittlich)",
|
|
||||||
"transfer": true,
|
|
||||||
"flags": {
|
|
||||||
"wfrp4e": {
|
|
||||||
"symptom": true
|
|
||||||
}
|
|
||||||
}
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"_id": "QdZZlcWkKdwev0VI",
|
|
||||||
"changes": [],
|
|
||||||
"disabled": false,
|
|
||||||
"duration": {
|
|
||||||
"startTime": null
|
|
||||||
},
|
|
||||||
"icon": "modules/wfrp4e-core/icons/diseases/disease.png",
|
|
||||||
"label": "Unwohlsein",
|
|
||||||
"transfer": true,
|
|
||||||
"flags": {
|
|
||||||
"wfrp4e": {
|
|
||||||
"effectApplication": "actor",
|
|
||||||
"effectTrigger": "prepareData",
|
|
||||||
"symptom": true,
|
|
||||||
"script": "if (game.user.isUniqueGM)\n {\n let fatigued = args.actor.hasCondition(\"fatigued\")\n if (!fatigued)\n {\n args.actor.addCondition(\"fatigued\")\n ui.notifications.notify(\"Erschöpft Zustand zu \" + args.actor.name + \" die nicht entfernt werden kann, solange Unwohlsein vorhanden ist.\")\n }\n }\n "
|
|
||||||
}
|
|
||||||
}
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"_id": "i4ivBVyls07XXZ8h",
|
|
||||||
"changes": [],
|
|
||||||
"disabled": false,
|
|
||||||
"duration": {
|
|
||||||
"startTime": null
|
|
||||||
},
|
|
||||||
"icon": "modules/wfrp4e-core/icons/diseases/disease.png",
|
|
||||||
"label": "Pocken",
|
|
||||||
"transfer": true,
|
|
||||||
"flags": {
|
|
||||||
"wfrp4e": {
|
|
||||||
"effectApplication": "actor",
|
|
||||||
"effectTrigger": "prefillDialog",
|
|
||||||
"symptom": true,
|
|
||||||
"script": "\n\nif (args.type == \"characteristic\" && args.item == \"fel\")\n args.prefillModifiers.modifier -= 10\n else if (args.type == \"skill\")\n {\n if (args.item.characteristic.key == \"fel\")\n args.prefillModifiers.modifier -= 10\n }"
|
|
||||||
}
|
|
||||||
}
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"_id": "hUAPgI4Gb09zd1ut",
|
|
||||||
"changes": [],
|
|
||||||
"disabled": false,
|
|
||||||
"duration": {
|
|
||||||
"startTime": null
|
|
||||||
},
|
|
||||||
"icon": "modules/wfrp4e-core/icons/diseases/disease.png",
|
|
||||||
"label": "Offene Wunde",
|
|
||||||
"transfer": true,
|
|
||||||
"flags": {
|
|
||||||
"wfrp4e": {
|
|
||||||
"effectApplication": "actor",
|
|
||||||
"effectTrigger": "invoke",
|
|
||||||
"symptom": true,
|
|
||||||
"script": "if (this.actor.isOwner)\n {\n args.actor.setupSkill(\"Ausdauer\", {absolute: {difficulty : \"average\"}}).then(setupData => {\n args.actor.basicTest(setupData).then(test => \n {\n if (test.result.outcome == \"failure\")\n fromUuid(\"Compendium.wfrp4e-core.diseases.kKccDTGzWzSXCBOb\").then(disease => {\n args.actor.createEmbeddedDocuments(\"Item\", [disease.toObject()])\n })\n })\n })\n }"
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
]
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"permanent": "",
|
|
||||||
"symptoms": "Durchfall (schwerwiegend), Fieber, Langanhaltend (herausfordernd), Übelkeit, Unwohlsein",
|
|
||||||
"id": "The Bloody Flux",
|
|
||||||
"contraction": "Wenn dir ein leichter (+40) Widerstands-Wurf misslingt, nachdem etwas Infiziertes in deinen Mund gelangte.",
|
|
||||||
"name": "Blutschiss",
|
|
||||||
"description": "<p>Der Blutschiss ist ein ewiges Problem im Imperium und wird gemeinhin als Fluch gesehen, den die Götter über jene bringen, die nicht fromm genug waren. Diese üble Krankheit zwingt ihr unglückliches Opfer dazu, seine Gedärme ebenso unsanft wie ständig zu entleeren. Besonders in den Feldlagern der Heere ist der Blutschiss berüchtigt, und man sagt, dass er üblicherweise mehr Soldaten tötet als der Feind. Typische Behandlungen umfassen das Essen von Blutwurst zum Ausgleich des Blutverlustes, das berüchtigte „Verkorken“ und das Einreiben des überanspruchten Körperteils mit Fett, um zumindest die Schmerzen zu lindern.</p>",
|
|
||||||
"durationValue": "1d10",
|
|
||||||
"durationUnit": "Tage",
|
|
||||||
"incubationValue": "2d10",
|
|
||||||
"incubationUnit": "Tage",
|
|
||||||
"effects": [
|
|
||||||
{
|
|
||||||
"_id": "Sc30lmNSCIJ0DGab",
|
|
||||||
"changes": [],
|
|
||||||
"disabled": false,
|
|
||||||
"duration": {
|
|
||||||
"startTime": null
|
|
||||||
},
|
|
||||||
"icon": "modules/wfrp4e-core/icons/diseases/disease.png",
|
|
||||||
"label": "Durchfall (schwerwiegend)",
|
|
||||||
"transfer": true,
|
|
||||||
"flags": {
|
|
||||||
"wfrp4e": {
|
|
||||||
"symptom": true
|
|
||||||
}
|
|
||||||
}
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"_id": "DjYLhjvUbllWMrKk",
|
|
||||||
"changes": [],
|
|
||||||
"disabled": false,
|
|
||||||
"duration": {
|
|
||||||
"startTime": null
|
|
||||||
},
|
|
||||||
"icon": "modules/wfrp4e-core/icons/diseases/disease.png",
|
|
||||||
"label": "Langanhaltend (herausfordernd)",
|
|
||||||
"transfer": true,
|
|
||||||
"flags": {
|
|
||||||
"wfrp4e": {
|
|
||||||
"symptom": true
|
|
||||||
}
|
|
||||||
}
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"_id": "KnlIy1IoRQ4KsvuV",
|
|
||||||
"changes": [],
|
|
||||||
"disabled": false,
|
|
||||||
"duration": {
|
|
||||||
"startTime": null
|
|
||||||
},
|
|
||||||
"icon": "modules/wfrp4e-core/icons/diseases/disease.png",
|
|
||||||
"label": "Fieber",
|
|
||||||
"transfer": true,
|
|
||||||
"flags": {
|
|
||||||
"wfrp4e": {
|
|
||||||
"effectApplication": "actor",
|
|
||||||
"effectTrigger": "prefillDialog",
|
|
||||||
"symptom": true,
|
|
||||||
"script": "let applicableCharacteristics = [\"ws\", \"bs\", \"s\", \"fel\", \"ag\", \"t\", \"dex\"]\n if (args.type == \"weapon\")\n args.prefillModifiers.modifier -= 10\n else if (args.type == \"characteristic\")\n {\n if (applicableCharacteristics.includes(args.item))\n args.prefillModifiers.modifier -= 10\n }\n else if (args.type == \"skill\")\n {\n if (applicableCharacteristics.includes(args.item.characteristic.key))\n args.prefillModifiers.modifier -= 10\n }",
|
|
||||||
"otherEffects": [
|
|
||||||
"blight",
|
|
||||||
"wounded"
|
|
||||||
]
|
|
||||||
}
|
|
||||||
}
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"_id": "VBP4fo86uuFd6YiW",
|
|
||||||
"changes": [],
|
|
||||||
"disabled": false,
|
|
||||||
"duration": {
|
|
||||||
"startTime": null
|
|
||||||
},
|
|
||||||
"icon": "modules/wfrp4e-core/icons/diseases/disease.png",
|
|
||||||
"label": "Unwohlsein",
|
|
||||||
"transfer": true,
|
|
||||||
"flags": {
|
|
||||||
"wfrp4e": {
|
|
||||||
"effectApplication": "actor",
|
|
||||||
"effectTrigger": "prepareData",
|
|
||||||
"symptom": true,
|
|
||||||
"script": "if (game.user.isUniqueGM)\n {\n let fatigued = args.actor.hasCondition(\"fatigued\")\n if (!fatigued)\n {\n args.actor.addCondition(\"fatigued\")\n ui.notifications.notify(\"Erschöpft Zustand zu \" + args.actor.name + \" die nicht entfernt werden kann, solange Unwohlsein vorhanden ist.\")\n }\n }\n "
|
|
||||||
}
|
|
||||||
}
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"_id": "55OiJcxPalh86HH8",
|
|
||||||
"changes": [],
|
|
||||||
"disabled": false,
|
|
||||||
"duration": {
|
|
||||||
"startTime": null
|
|
||||||
},
|
|
||||||
"icon": "modules/wfrp4e-core/icons/diseases/disease.png",
|
|
||||||
"label": "Übelkeit",
|
|
||||||
"transfer": true,
|
|
||||||
"flags": {
|
|
||||||
"wfrp4e": {
|
|
||||||
"effectApplication": "actor",
|
|
||||||
"effectTrigger": "rollTest",
|
|
||||||
"symptom": true,
|
|
||||||
"script": "\nif (this.actor.isOwner && args.test.result.outcome == \"failure\")\n {\n let applicableCharacteristics = [\"ws\", \"bs\", \"s\", \"fel\", \"ag\", \"t\", \"dex\"]\n if (applicableCharacteristics.includes(args.test.characteristicKey))\n this.actor.addCondition(\"stunned\")\n \n }\n "
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
]
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"symptoms": "Fieber (schwerwiegend), Siechtum, Unwohlsein",
|
|
||||||
"id": "Blood Rot",
|
|
||||||
"contraction": "Als Folge einer anderen Krankheit oder einer Kritischen Verletzung",
|
|
||||||
"incubation": "Sofort",
|
|
||||||
"name": "Blutfäule",
|
|
||||||
"description": "<p>Dein Blut selbst ist erkrankt und so pumpt dein Herz nun schwärende Pestilenz durch den Körper. Blutegel sind eine weithin akzeptierte Behandlungsmethode, doch es gibt auch Ärzte, die hier einen Aderlass in Halsnähe durchführen, um das kränkliche Blut ausfließen zu lassen, und vom Patienten verlangen, große Mengen gesunden Blutes zu trinken, um den Verlust auszugleichen. Egal ob der Patient sich darauf einlässt oder nicht, die Blutfäule ist tödlich und wird höchstwahrscheinlich mit Besuch der Gilde der Klager und dem Kult des Morr enden.</p>",
|
|
||||||
"durationValue": "1d10",
|
|
||||||
"durationUnit": "Tage",
|
|
||||||
"incubationValue": "0",
|
|
||||||
"incubationUnit": "Tage",
|
|
||||||
"permanent": "",
|
|
||||||
"effects": [
|
|
||||||
{
|
|
||||||
"_id": "TH7hPoURLnjdJSSl",
|
|
||||||
"changes": [],
|
|
||||||
"disabled": false,
|
|
||||||
"duration": {
|
|
||||||
"startTime": null
|
|
||||||
},
|
|
||||||
"icon": "modules/wfrp4e-core/icons/diseases/disease.png",
|
|
||||||
"label": "Siechtum",
|
|
||||||
"transfer": true,
|
|
||||||
"flags": {
|
|
||||||
"wfrp4e": {
|
|
||||||
"effectApplication": "actor",
|
|
||||||
"effectTrigger": "invoke",
|
|
||||||
"symptom": true,
|
|
||||||
"script": "\n let difficulty = \"\"\n if (this.effect.label.includes(\"moderat\"))\n difficulty = \"easy\"\n else if (this.effect.label.includes(\"Grave\"))\n difficulty = \"average\"\n else\n difficulty = \"veasy\"\n \n if (this.actor.isOwner)\n {\n args.actor.setupSkill(\"Ausdauer\", {context : {failure : args.actor.name + \" meurt de la Toxine\"}, absolute: {difficulty}, appendTitle : \" - Toxine\"}).then(setupData => {\n args.actor.basicTest(setupData).then(test => \n {\n if (test.result.outcome == \"failure\")\n args.actor.addCondition(\"dead\")\n })\n })\n }"
|
|
||||||
}
|
|
||||||
}
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"_id": "V2oU1zPnQR94HCJQ",
|
|
||||||
"changes": [],
|
|
||||||
"disabled": false,
|
|
||||||
"duration": {
|
|
||||||
"startTime": null
|
|
||||||
},
|
|
||||||
"icon": "modules/wfrp4e-core/icons/diseases/disease.png",
|
|
||||||
"label": "Fieber (schwerwiegend)",
|
|
||||||
"transfer": true,
|
|
||||||
"flags": {
|
|
||||||
"wfrp4e": {
|
|
||||||
"effectApplication": "actor",
|
|
||||||
"effectTrigger": "prefillDialog",
|
|
||||||
"symptom": true,
|
|
||||||
"script": "let applicableCharacteristics = [\"ws\", \"bs\", \"s\", \"fel\", \"ag\", \"t\", \"dex\"]\n if (args.type == \"weapon\")\n args.prefillModifiers.modifier -= 10\n else if (args.type == \"characteristic\")\n {\n if (applicableCharacteristics.includes(args.item))\n args.prefillModifiers.modifier -= 10\n }\n else if (args.type == \"skill\")\n {\n if (applicableCharacteristics.includes(args.item.characteristic.key))\n args.prefillModifiers.modifier -= 10\n }",
|
|
||||||
"otherEffects": [
|
|
||||||
"blight",
|
|
||||||
"wounded"
|
|
||||||
]
|
|
||||||
}
|
|
||||||
}
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"_id": "NHyxRtRt9rsjjz4r",
|
|
||||||
"changes": [],
|
|
||||||
"disabled": false,
|
|
||||||
"duration": {
|
|
||||||
"startTime": null
|
|
||||||
},
|
|
||||||
"icon": "modules/wfrp4e-core/icons/diseases/disease.png",
|
|
||||||
"label": "Unwohlsein",
|
|
||||||
"transfer": true,
|
|
||||||
"flags": {
|
|
||||||
"wfrp4e": {
|
|
||||||
"effectApplication": "actor",
|
|
||||||
"effectTrigger": "prepareData",
|
|
||||||
"symptom": true,
|
|
||||||
"script": "if (game.user.isUniqueGM)\n {\n let fatigued = args.actor.hasCondition(\"fatigued\")\n if (!fatigued)\n {\n args.actor.addCondition(\"fatigued\")\n ui.notifications.notify(\"Erschöpft Zustand zu \" + args.actor.name + \" die nicht entfernt werden kann, solange Unwohlsein vorhanden ist.\")\n }\n }\n "
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
]
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"permanent": "",
|
|
||||||
"symptoms": "Langanhaltend (leicht), Offene Wunde, Unwohlsein",
|
|
||||||
"id": "Minor Infection",
|
|
||||||
"contraction": "Wenn dir ein sehr leichter (+60) Ausdauer-Wurf nach einem Kampf misslang, indem du eine Kritische Verletzung erlitten hast.",
|
|
||||||
"name": "Leichte Infektion",
|
|
||||||
"description": "<p>Leichte Infektionen sind langsam abheilende Wunden, die etwas anschwellen und dabei warm werden. Sie sind extrem häufig. Meist heilen sie von allein wieder ab, wenn man ihnen Zeit lässt, also machen sich die meisten Leute keine Sorgen, bis es zu spät ist und sich Morrs Portal öffnet.</p>",
|
|
||||||
"durationValue": "1d10",
|
|
||||||
"durationUnit": "Tage",
|
|
||||||
"incubationValue": "1d10",
|
|
||||||
"incubationUnit": "Tage",
|
|
||||||
"effects": [
|
|
||||||
{
|
|
||||||
"_id": "FLB8zGutyEQWgRlb",
|
|
||||||
"changes": [],
|
|
||||||
"disabled": false,
|
|
||||||
"duration": {
|
|
||||||
"startTime": null
|
|
||||||
},
|
|
||||||
"icon": "modules/wfrp4e-core/icons/diseases/disease.png",
|
|
||||||
"label": "Langanhaltend (leicht)",
|
|
||||||
"transfer": true,
|
|
||||||
"flags": {
|
|
||||||
"wfrp4e": {
|
|
||||||
"symptom": true
|
|
||||||
}
|
|
||||||
}
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"_id": "tf4IaDGr6PVsHl7w",
|
|
||||||
"changes": [],
|
|
||||||
"disabled": false,
|
|
||||||
"duration": {
|
|
||||||
"startTime": null
|
|
||||||
},
|
|
||||||
"icon": "modules/wfrp4e-core/icons/diseases/disease.png",
|
|
||||||
"label": "Unwohlsein",
|
|
||||||
"transfer": true,
|
|
||||||
"flags": {
|
|
||||||
"wfrp4e": {
|
|
||||||
"effectApplication": "actor",
|
|
||||||
"effectTrigger": "prepareData",
|
|
||||||
"symptom": true,
|
|
||||||
"script": "if (game.user.isUniqueGM)\n {\n let fatigued = args.actor.hasCondition(\"fatigued\")\n if (!fatigued)\n {\n args.actor.addCondition(\"fatigued\")\n ui.notifications.notify(\"Erschöpft Zustand zu \" + args.actor.name + \" die nicht entfernt werden kann, solange Unwohlsein vorhanden ist.\")\n }\n }\n "
|
|
||||||
}
|
|
||||||
}
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"_id": "TbXenWmw4yRg7qlf",
|
|
||||||
"changes": [],
|
|
||||||
"disabled": false,
|
|
||||||
"duration": {
|
|
||||||
"startTime": null
|
|
||||||
},
|
|
||||||
"icon": "modules/wfrp4e-core/icons/diseases/disease.png",
|
|
||||||
"label": "Offene Wunde",
|
|
||||||
"transfer": true,
|
|
||||||
"flags": {
|
|
||||||
"wfrp4e": {
|
|
||||||
"effectApplication": "actor",
|
|
||||||
"effectTrigger": "invoke",
|
|
||||||
"symptom": true,
|
|
||||||
"script": "if (this.actor.isOwner)\n {\n args.actor.setupSkill(\"Ausdauer\", {absolute: {difficulty : \"average\"}}).then(setupData => {\n args.actor.basicTest(setupData).then(test => \n {\n if (test.result.outcome == \"failure\")\n fromUuid(\"Compendium.wfrp4e-core.diseases.kKccDTGzWzSXCBOb\").then(disease => {\n args.actor.createEmbeddedDocuments(\"Item\", [disease.toObject()])\n })\n })\n })\n }"
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
]
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"permanent": "",
|
|
||||||
"symptoms": "Beulen, Fieber, Unwohlsein, Siechtum (moderat), Wundbrand",
|
|
||||||
"id": "The Black Plague",
|
|
||||||
"contraction": "Führe einen durchschnittlichen (+20) Ausdauer-Wurf für jede ganze oder angefangene Stunde durch, die du dich in einem von infizierten Flöhen befallenen Gebiet aufhältst, oder wenn du infizierten Flüssigkeiten ausgesetzt bist.",
|
|
||||||
"name": "Schwarze Pest",
|
|
||||||
"description": "<p>Historiker berichten, dass vor Jahrhunderten Ratten das Imperium überfluteten und dass ihnen die Schwarze Pest folgte und neun von zehn Seelen auslöschte. Auch heute noch kommt es immer wieder zu einem unerklärlichen Aufflackern dieser schrecklichen Krankheit. Wenn sie irgendwo ausbricht, erscheinen beinahe sofort die weißen Nonnen. Der Kult der Shallya hat geschworen, alles zu tun, um diese üble Pestilenz auszulöschen. Sie berufen sich auf uralte Gesetze und Rechte, die ihnen einst eingeräumt wurden, und errichten mit weißen Seilen markierte Quarantänezonen, wo auch immer sie der Seuche begegnen. Diese darf niemand betreten oder verlassen, ehe der Ausbruch nicht eingedämmt wurde und alle Leichen ordnungsgemäß bestattet wurden.</p>",
|
|
||||||
"durationValue": "3d10",
|
|
||||||
"durationUnit": "Tage",
|
|
||||||
"incubationValue": "1d10",
|
|
||||||
"incubationUnit": "Minuten",
|
|
||||||
"effects": [
|
|
||||||
{
|
|
||||||
"_id": "NKiIPNQehPO9eaxm",
|
|
||||||
"changes": [],
|
|
||||||
"disabled": false,
|
|
||||||
"duration": {
|
|
||||||
"startTime": null
|
|
||||||
},
|
|
||||||
"icon": "modules/wfrp4e-core/icons/diseases/disease.png",
|
|
||||||
"label": "Siechtum (moderat)",
|
|
||||||
"transfer": true,
|
|
||||||
"flags": {
|
|
||||||
"wfrp4e": {
|
|
||||||
"effectApplication": "actor",
|
|
||||||
"effectTrigger": "invoke",
|
|
||||||
"symptom": true,
|
|
||||||
"script": "\n let difficulty = \"\"\n if (this.effect.label.includes(\"moderat\"))\n difficulty = \"easy\"\n else if (this.effect.label.includes(\"Grave\"))\n difficulty = \"average\"\n else\n difficulty = \"veasy\"\n \n if (this.actor.isOwner)\n {\n args.actor.setupSkill(\"Ausdauer\", {context : {failure : args.actor.name + \" meurt de la Toxine\"}, absolute: {difficulty}, appendTitle : \" - Toxine\"}).then(setupData => {\n args.actor.basicTest(setupData).then(test => \n {\n if (test.result.outcome == \"failure\")\n args.actor.addCondition(\"dead\")\n })\n })\n }"
|
|
||||||
}
|
|
||||||
}
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"_id": "NcJoF1DR82jScspx",
|
|
||||||
"changes": [],
|
|
||||||
"disabled": false,
|
|
||||||
"duration": {
|
|
||||||
"startTime": null
|
|
||||||
},
|
|
||||||
"icon": "modules/wfrp4e-core/icons/diseases/disease.png",
|
|
||||||
"label": "Beulen",
|
|
||||||
"transfer": true,
|
|
||||||
"flags": {
|
|
||||||
"wfrp4e": {
|
|
||||||
"effectApplication": "actor",
|
|
||||||
"effectTrigger": "prefillDialog",
|
|
||||||
"symptom": true,
|
|
||||||
"script": "\n let applicableCharacteristics = [\"ws\", \"bs\", \"s\", \"fel\", \"ag\", \"t\", \"dex\"]\n if (args.type == \"weapon\")\n args.prefillModifiers.modifier -= 10\n else if (args.type == \"characteristic\")\n {\n if (applicableCharacteristics.includes(args.item.key))\n args.prefillModifiers.modifier -= 10\n }\n else if (args.type == \"skill\")\n {\n if (applicableCharacteristics.includes(args.item.characteristic.key))\n args.prefillModifiers.modifier -= 10\n }\n "
|
|
||||||
}
|
|
||||||
}
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"_id": "BdDKgmnnXyID5l9r",
|
|
||||||
"changes": [],
|
|
||||||
"disabled": false,
|
|
||||||
"duration": {
|
|
||||||
"startTime": null
|
|
||||||
},
|
|
||||||
"icon": "modules/wfrp4e-core/icons/diseases/disease.png",
|
|
||||||
"label": "Fieber",
|
|
||||||
"transfer": true,
|
|
||||||
"flags": {
|
|
||||||
"wfrp4e": {
|
|
||||||
"effectApplication": "actor",
|
|
||||||
"effectTrigger": "prefillDialog",
|
|
||||||
"symptom": true,
|
|
||||||
"script": "let applicableCharacteristics = [\"ws\", \"bs\", \"s\", \"fel\", \"ag\", \"t\", \"dex\"]\n if (args.type == \"weapon\")\n args.prefillModifiers.modifier -= 10\n else if (args.type == \"characteristic\")\n {\n if (applicableCharacteristics.includes(args.item))\n args.prefillModifiers.modifier -= 10\n }\n else if (args.type == \"skill\")\n {\n if (applicableCharacteristics.includes(args.item.characteristic.key))\n args.prefillModifiers.modifier -= 10\n }",
|
|
||||||
"otherEffects": [
|
|
||||||
"blight",
|
|
||||||
"wounded"
|
|
||||||
]
|
|
||||||
}
|
|
||||||
}
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"_id": "qNWBcG8TYO5QGmLk",
|
|
||||||
"changes": [],
|
|
||||||
"disabled": false,
|
|
||||||
"duration": {
|
|
||||||
"startTime": null
|
|
||||||
},
|
|
||||||
"icon": "modules/wfrp4e-core/icons/diseases/disease.png",
|
|
||||||
"label": "Wundbrand",
|
|
||||||
"transfer": true,
|
|
||||||
"flags": {
|
|
||||||
"wfrp4e": {
|
|
||||||
"effectApplication": "actor",
|
|
||||||
"effectTrigger": "prefillDialog",
|
|
||||||
"symptom": true,
|
|
||||||
"script": "\n if (args.type == \"characteristic\" && args.item == \"fel\")\n {\n if (args.item == \"fel\")\n args.prefillModifiers.modifier -= 10\n }\n else if (args.type == \"skill\")\n {\n if (args.item.characteristic.key == \"fel\")\n args.prefillModifiers.modifier -= 10\n }\n }"
|
|
||||||
}
|
|
||||||
}
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"_id": "1J3ape1RdCwgziZe",
|
|
||||||
"changes": [],
|
|
||||||
"disabled": false,
|
|
||||||
"duration": {
|
|
||||||
"startTime": null
|
|
||||||
},
|
|
||||||
"icon": "modules/wfrp4e-core/icons/diseases/disease.png",
|
|
||||||
"label": "Unwohlsein",
|
|
||||||
"transfer": true,
|
|
||||||
"flags": {
|
|
||||||
"wfrp4e": {
|
|
||||||
"effectApplication": "actor",
|
|
||||||
"effectTrigger": "prepareData",
|
|
||||||
"symptom": true,
|
|
||||||
"script": "if (game.user.isUniqueGM)\n {\n let fatigued = args.actor.hasCondition(\"fatigued\")\n if (!fatigued)\n {\n args.actor.addCondition(\"fatigued\")\n ui.notifications.notify(\"Erschöpft Zustand zu \" + args.actor.name + \" die nicht entfernt werden kann, solange Unwohlsein vorhanden ist.\")\n }\n }\n "
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
]
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"permanent": "",
|
|
||||||
"symptoms": "Langanhaltend (herausfordernd), Pocken",
|
|
||||||
"id": "Packer's Pox",
|
|
||||||
"contraction": "Wenn dir ein leichter (+40) Ausdauer-Wurf misslang, nachdem du Kontakt mit infizierten Tieren, Häuten, Wolle oder Körpern hattest.",
|
|
||||||
"name": "Treiberpocken",
|
|
||||||
"description": "<p>Eine recht häufige Krankheit unter Jägern, Kürschnern, Hirten und Händlern, die von befallenen Kühen und Schafen übertragen wird, ebenso wie von ihren Häuten und ihrer Wolle, sowie von allen, die durch die Krankheit starben. Sie beginnt als kleine juckende Stelle, doch dann breiten sich rasch rosafarbene und leicht eingesunkene Flecken am ganzen Körper aus, die sich auf Arme und Torso konzentrieren. Dies ist bei Weitem nicht die schwerste der vielen Pocken-Formen im Imperium, doch eine, die sich sehr lange hinziehen kann und manchmal tödlich verläuft.</p>",
|
|
||||||
"durationValue": "5d10",
|
|
||||||
"durationUnit": "Tage",
|
|
||||||
"incubationValue": "1d10",
|
|
||||||
"incubationUnit": "Tage",
|
|
||||||
"effects": [
|
|
||||||
{
|
|
||||||
"_id": "1PIxT3ieQbomnHR5",
|
|
||||||
"changes": [],
|
|
||||||
"disabled": false,
|
|
||||||
"duration": {
|
|
||||||
"startTime": null
|
|
||||||
},
|
|
||||||
"icon": "modules/wfrp4e-core/icons/diseases/disease.png",
|
|
||||||
"label": "Langanhaltend (herausfordernd)",
|
|
||||||
"transfer": true,
|
|
||||||
"flags": {
|
|
||||||
"wfrp4e": {
|
|
||||||
"symptom": true
|
|
||||||
}
|
|
||||||
}
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"_id": "aHhqh3ReDbl1CC33",
|
|
||||||
"changes": [],
|
|
||||||
"disabled": false,
|
|
||||||
"duration": {
|
|
||||||
"startTime": null
|
|
||||||
},
|
|
||||||
"icon": "modules/wfrp4e-core/icons/diseases/disease.png",
|
|
||||||
"label": "Pocken",
|
|
||||||
"transfer": true,
|
|
||||||
"flags": {
|
|
||||||
"wfrp4e": {
|
|
||||||
"effectApplication": "actor",
|
|
||||||
"effectTrigger": "prefillDialog",
|
|
||||||
"symptom": true,
|
|
||||||
"script": "\n\nif (args.type == \"characteristic\" && args.item == \"fel\")\n args.prefillModifiers.modifier -= 10\n else if (args.type == \"skill\")\n {\n if (args.item.characteristic.key == \"fel\")\n args.prefillModifiers.modifier -= 10\n }"
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
]
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"permanent": "Sobald man diese Krankheit einmal durchgemacht hat, ist man dagegen immun sich erneut anzustecken.",
|
|
||||||
"symptoms": "Husten und Niesen, Pocken",
|
|
||||||
"id": "Itching Pox",
|
|
||||||
"contraction": "Wenn dir ein durchschnittlicher (+20) Ausdauer-Wurf misslang, nachdem du Kontakt mit einer infizierten Person hattest oder falls eine infizierte Person in deiner unmittelbaren Umgebung hustet oder niest (mit einer Rate von einem Wurf pro Stunde in entsprechender Umgebung).",
|
|
||||||
"name": "Juckende Pocken",
|
|
||||||
"description": "<p>Ausbrüche der Juckenden Pocken sind in den Städten und Dörfern des Imperiums eine nahezu jährlich wiederkehrende Angelegenheit. Diese Krankheit verursacht überall auf dem Körper stark juckende Pusteln, verläuft harmlos und hinterlässt nur selten dauerhafte Folgen, sodass sich höchstens Eltern und Adelige Sorgen machen, wenn das Jucken umgeht. Die Krankheit ist so verbreitet, dass in den meisten Tempeln der Shallya stets Tiegel mit weißer Paste bereitstehen, um den Betroffenen Linderung zu verschaffen.</p>",
|
|
||||||
"durationValue": "1d10+7",
|
|
||||||
"durationUnit": "Tage",
|
|
||||||
"incubationValue": "1d10",
|
|
||||||
"incubationUnit": "Tage",
|
|
||||||
"effects": [
|
|
||||||
{
|
|
||||||
"_id": "vgz3aqUkKvksDs7X",
|
|
||||||
"changes": [],
|
|
||||||
"disabled": false,
|
|
||||||
"duration": {
|
|
||||||
"startTime": null
|
|
||||||
},
|
|
||||||
"icon": "modules/wfrp4e-core/icons/diseases/disease.png",
|
|
||||||
"label": "Husten und Niesen",
|
|
||||||
"transfer": true,
|
|
||||||
"flags": {
|
|
||||||
"wfrp4e": {
|
|
||||||
"symptom": true
|
|
||||||
}
|
|
||||||
}
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"_id": "c9ty7yoIpDJfwDqo",
|
|
||||||
"changes": [],
|
|
||||||
"disabled": false,
|
|
||||||
"duration": {
|
|
||||||
"startTime": null
|
|
||||||
},
|
|
||||||
"icon": "modules/wfrp4e-core/icons/diseases/disease.png",
|
|
||||||
"label": "Pocken",
|
|
||||||
"transfer": true,
|
|
||||||
"flags": {
|
|
||||||
"wfrp4e": {
|
|
||||||
"effectApplication": "actor",
|
|
||||||
"effectTrigger": "prefillDialog",
|
|
||||||
"symptom": true,
|
|
||||||
"script": "\n\nif (args.type == \"characteristic\" && args.item == \"fel\")\n args.prefillModifiers.modifier -= 10\n else if (args.type == \"skill\")\n {\n if (args.item.characteristic.key == \"fel\")\n args.prefillModifiers.modifier -= 10\n }"
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
]
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"permanent": "",
|
|
||||||
"symptoms": "Fiber, Langanhaltend (Leicht), Unwohlsein, Übelkeit",
|
|
||||||
"id": "Bronze Fever",
|
|
||||||
"contraction": "Wenn dir ein Durchschnittlicher (+20) Ausdauer-Wurf misslingt, nachdem du von einer infizierten Mücke gestochen wurdest. Wenn infiziertes Blut injiziert oder eingeflößt wird erkrankst du automatisch an Bronze Fiber",
|
|
||||||
"name": "Bronze Fieber",
|
|
||||||
"description": "<p>Bronze Fiber findet man gewöhnlich nur im Süden der Alten Welt, in wärmeren und feuchteren Klimagebieten, wo es sich über Insektenbisse verbreitet. Die meisten Erkrankten erholen sich binnen Tagen, in seltenen Fällen kann die Erkrankung aber zu Komplikationen führen, und sogar dem Tod.</p>",
|
|
||||||
"durationValue": "1d10",
|
|
||||||
"durationUnit": "Tage",
|
|
||||||
"incubationValue": "1d10",
|
|
||||||
"incubationUnit": "Tage",
|
|
||||||
"effects": []
|
|
||||||
}
|
|
||||||
]
|
|
||||||
}
|
|
||||||
File diff suppressed because it is too large
Load Diff
File diff suppressed because one or more lines are too long
File diff suppressed because one or more lines are too long
File diff suppressed because one or more lines are too long
@@ -1,214 +0,0 @@
|
|||||||
{
|
|
||||||
"label": "Mutationen",
|
|
||||||
"mapping": {
|
|
||||||
"modifier": {
|
|
||||||
"path": "system.modifier.value",
|
|
||||||
"converter": "mutations_modifier"
|
|
||||||
},
|
|
||||||
"mutationType": {
|
|
||||||
"path": "system.mutationType.value",
|
|
||||||
"converter": "generic_localization"
|
|
||||||
},
|
|
||||||
"effects": {
|
|
||||||
"path": "effects",
|
|
||||||
"converter": "effects"
|
|
||||||
}
|
|
||||||
},
|
|
||||||
"entries": [
|
|
||||||
{
|
|
||||||
"id": "Animalistic Legs",
|
|
||||||
"name": "Tierbeine",
|
|
||||||
"description": "+1 Bewegung"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Awful Cravings",
|
|
||||||
"name": "Grässliche Gelüste",
|
|
||||||
"description": "–5 Charisma, –5 Willenskraft"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Beast Within'",
|
|
||||||
"name": "Inneres Tier",
|
|
||||||
"description": "+10 Willenskraft, –5 Charisma, –5 Intelligenz"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Chaotic Dreams",
|
|
||||||
"name": "Chaotische Träume",
|
|
||||||
"description": "Du erhältst für die ersten beiden Stunden jeden Tages den Zustand Erschöpft."
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Corpulent",
|
|
||||||
"name": "Korpulent",
|
|
||||||
"description": "-1 Bewegung, +5 Stärke, +5 Widerstand"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Crawling Skin",
|
|
||||||
"name": "Krabbelnde Haut",
|
|
||||||
"description": "–5 Initiative, –5 Geschicklichkeit"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Distended Digits",
|
|
||||||
"name": "Verlängerte Finger",
|
|
||||||
"description": "+10 Geschicklichkeit"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Emaciated",
|
|
||||||
"name": "Ausgezehrt",
|
|
||||||
"description": "-10 Stärke, +5 Gewandtheit"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Enormous Eye",
|
|
||||||
"name": "Enormes Auge",
|
|
||||||
"description": "+10 bei Wahrnehmungs-Würfen, bei denen es um die Sicht geht"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Erratic Fantasist",
|
|
||||||
"name": "Erratischer Phantast",
|
|
||||||
"description": "–5 Initiative, –5 Willenskraft"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Extra Leg Joints",
|
|
||||||
"name": "Zusätzliche Kniegelenke",
|
|
||||||
"description": "+5 Gewandtheit"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Extra Mouth",
|
|
||||||
"name": "Zusätzlicher Mund",
|
|
||||||
"description": "Würfle die Stelle auf der Trefferzonen-Tabelle aus."
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Fearful Concern",
|
|
||||||
"name": "Ängstliche Bedenken",
|
|
||||||
"description": "–10 Willenskraft"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Fleshy Tentacle",
|
|
||||||
"name": "Fleischige Tentakel",
|
|
||||||
"description": "Du erhältst die Kreaturen-Eigenschaft Tentakel (siehe Seite 343)."
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Glowing Skin",
|
|
||||||
"name": "Glühende Haut",
|
|
||||||
"description": "So hell wie das Licht einer Kerze."
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Hateful Impulses",
|
|
||||||
"name": "Hasserfüllte Impulse",
|
|
||||||
"description": "Du unterliegst Feindseligkeit (siehe Psychologie) gegenüber allen, die nicht zu deinemVolk gehören."
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Hollow Heart",
|
|
||||||
"name": "Leeres Herz",
|
|
||||||
"description": "+10 Willenskraft, –10 Charisma"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Inhuman Beauty",
|
|
||||||
"name": "Unmenschliche Schönheit",
|
|
||||||
"description": "+10 Charisma; du bildest keine Narben"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Inverted Face",
|
|
||||||
"name": "Invertiertes Gesicht",
|
|
||||||
"description": "–20 Charisma"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Iron Skin",
|
|
||||||
"name": "Eisenhaut",
|
|
||||||
"description": "+2 Rüstungspunkte an allen Trefferzonen, –10 Gewandtheit"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Jealous Thoughts",
|
|
||||||
"name": "Neidvolle Gedanken",
|
|
||||||
"description": "–10 Charisma"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Lolling Tongue",
|
|
||||||
"name": "Züngelnde Zunge",
|
|
||||||
"description": "–10 auf alle Sprache-Würfe beim Sprechen"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Lonely Spirit",
|
|
||||||
"name": "Einsame Seele",
|
|
||||||
"description": "–10 auf jeden Wurf, wenn du allein bist"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Mental Blocks",
|
|
||||||
"name": "Mentale Blockade",
|
|
||||||
"description": "–10 Intelligenz"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Patchy Feathers",
|
|
||||||
"name": "Flecken mit Federn",
|
|
||||||
"description": "Würfle zwei Stellen auf der Trefferzonen-Tabelle aus."
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Profane Urgency",
|
|
||||||
"name": "Unheilige Unruhe",
|
|
||||||
"description": "–10 Willenskraft, +10 Gewandtheit"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Shaky Morale",
|
|
||||||
"name": "Wankende Moral",
|
|
||||||
"description": "Du erhältst jedes Mal, wenn dir irgendein Wurf misslingt, der auf deiner Willenskraft beruht, den Zustand Demoralisiert."
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Short Legs",
|
|
||||||
"name": "Kurze Beine",
|
|
||||||
"description": "–1 Bewegung"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Suspicious Mind",
|
|
||||||
"name": "Argwöhnischer Geist",
|
|
||||||
"description": "–5 Initiative, –5 Intelligenz"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Thorny Scales",
|
|
||||||
"name": "Dornige Schuppen",
|
|
||||||
"description": "+1 Rüstungspunkt an allen Trefferzonen"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Thrill Hunter",
|
|
||||||
"name": "Süchtig nach Aufregung",
|
|
||||||
"description": "+10 Willenskraft, –10 Initiative"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Tortured Visions",
|
|
||||||
"name": "Marternde Visionen",
|
|
||||||
"description": "–10 Initiative"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Totally Unhinged",
|
|
||||||
"name": "Völlig verstört",
|
|
||||||
"description": "–20 Charisma, +10 Willenskraft"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Unending Malice",
|
|
||||||
"name": "Unendliche Bosheit",
|
|
||||||
"description": "–10 auf jeden Wurf, anderen keine Schmerzen zuzufügen; +10 auf jeden Wurf, anderen Schmerzen zuzufügen."
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Uneven Horns",
|
|
||||||
"name": "Ungleiche Hörner",
|
|
||||||
"description": "+1 Rüstungspunkt am Kopf; gilt als Kreaturen-Waffe, mit einem Schaden in Höhe deines STB (siehe Seite 343)."
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Unholy Rage",
|
|
||||||
"name": "Unheiliger Zorn",
|
|
||||||
"description": "Du unterliegst Raserei (siehe Psychologie), +10 Kampfgeschick"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Weeping Pus",
|
|
||||||
"name": "Triefender Eiter",
|
|
||||||
"description": "Würfle die Stelle auf der Trefferzonen-Tabelle aus."
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Whiskered Snout",
|
|
||||||
"name": "Haarige Schnauze",
|
|
||||||
"description": "+10 Spurenlesen"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Worried Jitters",
|
|
||||||
"name": "Schreckhafte Ängste",
|
|
||||||
"description": "+5 Gewandtheit, –5 Charisma"
|
|
||||||
}
|
|
||||||
]
|
|
||||||
}
|
|
||||||
File diff suppressed because it is too large
Load Diff
@@ -1,73 +0,0 @@
|
|||||||
{
|
|
||||||
"label": "Psychologische Eigenschaften",
|
|
||||||
"mapping": {
|
|
||||||
"effects": {
|
|
||||||
"path": "effects",
|
|
||||||
"converter": "effects"
|
|
||||||
}
|
|
||||||
},
|
|
||||||
"entries": [
|
|
||||||
{
|
|
||||||
"id": "Animosity (Target)",
|
|
||||||
"name": "Feindseligkeit (Ziel)",
|
|
||||||
"description": "<p>Du hegst tiefe Ressentiments gegenüber dem Ziel, bei dem es sich normalerweise um eine Gruppe von Leuten oder Kreaturen handelt, zum Beispiel „Nordländer“, „Tiermenschen“ oder „Adelige“. Du musst einen Psychologie-Wurf durchführen, wann immer du auf Vertreter der entsprechenden Gruppe stößt. Wenn dieser gelingt, dann wirst du vielleicht fluchen und ausspeien, unterliegst danach aber nur einem Abzug von -20 bei allen Charisma-Würfen gegenüber dieser Gruppe. Sollte der Wurf aber scheitern, dann unterliegst du Feindseligkeit.</p><p>Am Ende jeder folgenden Runde kannst du versuchen, die Feindseligkeit mit einem weiteren Psychologie-Wurf zu beenden. Wenn du dies nicht tust, endet die Feindseligkeit automatisch, sobald alle Mitglieder der betreffenden Gruppe in deinem Sichtbereich entweder beschwichtigt oder verschwunden sind, du die Zustände <a class='condition-chat'>Betäubt</a> oder <a class='condition-chat'>Bewusstlos</a> erhältst oder einer anderen Psychologischen Eigenschaft unterliegst.</p><p>Wenn du der Feindseligkeit unterliegst, musst du die fraglichen Vertreter dieser Gruppe sofort angehen, entweder sozial (durch Beleidigungen,Spott oder Ähnliches) oder körperlich (in aller Regel mit den Fäusten), je nachdem, was angemessen ist. Du erhältst dabei zudem einen Bonus von +1 EG bei allen Versuchen die Gruppe sozial oder geistig anzugreifen. Feindseligkeit wird von @Compendium[wfrp4e.psychologies.Ib2YQYChktDFN93y]{Angst} und @Compendium[wfrp4e.psychologies.meMkLEwdJIDLxM0B]{Entsetzen} stets nichtig gemacht.</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Camaraderie (Group)",
|
|
||||||
"name": "Kameradschaft (Gruppe)",
|
|
||||||
"description": "<p>Kameradschaft stellt positive Empfindungen und Vertrauen innerhalb einer Gruppe von Individuen dar. Du musst zur Hilfe eilen, wenn irgendwer in der Gruppe körperlich oder sozial bedroht ist und du bekommst einen Bonus von +1 EG bei allen Würfen zur Verteidigung oder zum Beistand von jemandem aus deiner Gruppe.</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Fear (Rating)",
|
|
||||||
"name": "Angst (Wert)",
|
|
||||||
"description": "<p>Die Angst repräsentiert extreme Aversion oder Furcht vor etwas. Kreaturen die Angst verursachen, haben einen Angst-Wert; dieser Wert nennt die EG, die du bei einem Erweiterten Besonnenheits-Wurf erreichen musst, um deine Angst zu überwinden. Du kannst diesen Wurf am Ende jeder Runde fortsetzen, bis deine EG den Angst-Wert der Kreatur erreichen oder übertreffen. Bis dir dies gelungen ist, unterliegst du der Angst.</p><p>Solange du der Angst unterliegst, erleidest du -1 EG bei allen Würfen gegen die Quelle dieser Angst. Du darfst dich nur näher an das heranbewegen, was die Angst verursacht, wenn dir dazu zuvor ein herausfordernder (+0) Besonnenheits-Wurf gelingt. Wenn die Quelle der Angst näher an dich herankommt, musst du einen herausfordernden (+0) Besonnenheits-Wurf schaffen, oder du erhältst 1 Demoralisiert-Zustand.</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Fear",
|
|
||||||
"name": "Angst (Wert)",
|
|
||||||
"description": "<p>Die Angst repräsentiert extreme Aversion oder Furcht vor etwas. Kreaturen die Angst verursachen, haben einen Angst-Wert; dieser Wert nennt die EG, die du bei einem Erweiterten Besonnenheits-Wurf erreichen musst, um deine Angst zu überwinden. Du kannst diesen Wurf am Ende jeder Runde fortsetzen, bis deine EG den Angst-Wert der Kreatur erreichen oder übertreffen. Bis dir dies gelungen ist, unterliegst du der Angst.</p><p>Solange du der Angst unterliegst, erleidest du -1 EG bei allen Würfen gegen die Quelle dieser Angst. Du darfst dich nur näher an das heranbewegen, was die Angst verursacht, wenn dir dazu zuvor ein herausfordernder (+0) Besonnenheits-Wurf gelingt. Wenn die Quelle der Angst näher an dich herankommt, musst du einen herausfordernden (+0) Besonnenheits-Wurf schaffen, oder du erhältst 1 Demoralisiert-Zustand.</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Frenzy",
|
|
||||||
"name": "Raserei",
|
|
||||||
"effects": {
|
|
||||||
"label0": "Raserei"
|
|
||||||
},
|
|
||||||
"description": "<p>Mit einem Willenskraft-Wurf kannst du dich selbst in einen Zustand der Raserei versetzen, indem du dich selbst mental aufpeitschst, heulst, in deinen Schild beißt oder Ähnliches tust. Wenn du Erfolg hast, unterliegst du Raserei.</p><p>Solange du der Raserei unterliegst, bist du gegen alle anderen Effekte von Psychologie immun und wirst weder fliehen noch dich zurückziehen, egal was geschieht. Tatsächlich musst du dich stets so schnell wie möglich auf den nächsten Gegner zubewegen, um ihn attackieren zu können. Generell sind die einzigen Handlungen, die du wählen kannst, Kampfgeschick-Würfe oder Athletik-Würfe zum möglichst schnellen Erreichen des Feindes. Des Weiteren darfst du in jeder Runde als Freie Handlung einen Nahkampf-Wurf durchführen, da du dich mit allem, was du hast, in deine Attacken stürzt. Zudem bekommst du auch noch +1 auf deinen Stärke-Bonus, so groß ist deine Wildheit. Du bleibst in Raserei, bis entweder alle Feinde in deinem Sichtbereich erledigt sind oder du den Zustand Betäubt oder Bewusstlos erhältst. Wenn deine Raserei vorbei ist, erhältst du automatisch 1 Ermüdet-Zustand.</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Hatred (Target)",
|
|
||||||
"name": "Hass (Ziel)",
|
|
||||||
"description": "<p>Du hegst tiefe Hassgefühle gegenüber dem Ziel, bei dem es sich normalerweise um eine Gruppe von Leuten oder Kreaturen handelt, zum Beispiel „Hochländer“, „Sumpfoktopusse“ oder „Sklavenhändler“. Du wirst niemals sozial mit irgendjemandem oder irgendetwas interagieren, das du hasst. Du musst einen Psychologie-Wurf durchführen, wann immer du auf Vertreter der entsprechenden Gruppe stößt. Wenn dieser misslingt, unterliegst du Hass. Am Ende jeder folgenden Runde kannst du versuchen, deinen Hass mit einem weiteren Psychologie-Wurf zu beenden. Wenn du dies nicht tust, endet der Hass automatisch, sobald alle Mitglieder der betreffenden Gruppe in deinem Sichtbereich entweder tot oder verschwunden sind oder du den Zustand Bewusstlos erhältst. Solange du Hass unterliegst, musst du sofort versuchen, die Mitglieder der verhassten Gruppe auf die schnellste und tödlichste Weise zu vernichten. Du bekommst +1 EG auf alle Würfe, die du im Kampf gegen die spezifische Gruppe durchführst und bist immun gegen Angst und Einschüchtern (nicht jedoch gegen Entsetzen), sofern es von deinem verhassten Gegner verursacht wird.</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Hatred",
|
|
||||||
"name": "Hass (Ziel)",
|
|
||||||
"description": "<p>Du hegst tiefe Hassgefühle gegenüber dem Ziel, bei dem es sich normalerweise um eine Gruppe von Leuten oder Kreaturen handelt, zum Beispiel „Hochländer“, „Sumpfoktopusse“ oder „Sklavenhändler“. Du wirst niemals sozial mit irgendjemandem oder irgendetwas interagieren, das du hasst. Du musst einen Psychologie-Wurf durchführen, wann immer du auf Vertreter der entsprechenden Gruppe stößt. Wenn dieser misslingt, unterliegst du Hass. Am Ende jeder folgenden Runde kannst du versuchen, deinen Hass mit einem weiteren Psychologie-Wurf zu beenden. Wenn du dies nicht tust, endet der Hass automatisch, sobald alle Mitglieder der betreffenden Gruppe in deinem Sichtbereich entweder tot oder verschwunden sind oder du den Zustand Bewusstlos erhältst. Solange du Hass unterliegst, musst du sofort versuchen, die Mitglieder der verhassten Gruppe auf die schnellste und tödlichste Weise zu vernichten. Du bekommst +1 EG auf alle Würfe, die du im Kampf gegen die spezifische Gruppe durchführst und bist immun gegen Angst und Einschüchtern (nicht jedoch gegen Entsetzen), sofern es von deinem verhassten Gegner verursacht wird.</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Phobia (Target)",
|
|
||||||
"name": "Phobie (Ziel)",
|
|
||||||
"description": "<p>Eine Phobie stellt eine besondere Furcht dar; diese kann sich auf bestimmte Kreaturen, bestimmte Objekte oder bestimmte Umstände beziehen, zum Beispiel Phobie (Insekten), Phobie (Bücher) oder Phobie (enge Räume). Behandle das Objekt deiner Phobie als würde es Angst 1 verursachen. Du kannst den Angst-Wert auch erhöhen, wenn die Phobie besonders stark ist.</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Prejudice",
|
|
||||||
"name": "Vorurteil (Ziel)",
|
|
||||||
"description": "<p>Du magst das Ziel in keiner Weise. Bei diesem handelt es sich normalerweise um eine Gruppe von Leuten oder Kreaturen, zum Beispiel „Ostländer“, „Elfen“ oder „Zauberer“. Du musst einen Psychologie-Wurf durchführen, wann immer du auf Vertreter der entsprechenden Gruppe stößt. Wenn dieser gelingt, dann wirst du vielleicht finster dreinblicken, verhältst dich ansonsten aber normal, abgesehen von einem Abzug von -10 bei allen Charisma-Würfen gegenüber dieser Gruppe. Sollte der Wurf aber scheitern, dann unterliegst du dem Vorurteil. Am Ende jeder folgenden Runde kannst du versuchen, das Vorurteil mit einem weiteren Psychologie-Wurf zu beenden. Wenn du dies nicht tust, endet das Vorurteil automatisch, sobald alle Mitglieder der betreffenden Gruppe aus deinem Sichtbereich verschwunden sind, du den Zustand Betäubt oder Bewusstlos erhältst oder einer anderen Psychologischen Eigenschaft unterliegst.</p><p>Wenn du dem Vorurteil unterliegst, musst du die fraglichen Vertreter dieser Gruppe sofort beleidigen. Lautstark.</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Terror (Rating)",
|
|
||||||
"name": "Entsetzen (Wert)",
|
|
||||||
"description": "<p>Einige Kreaturen sind so tief verstörend und beunruhigend, dass sie grauenhaftes, markerschütterndes Entsetzen verbreiten. Wenn du einer Kreatur das erste Mal begegnest, die Entsetzen verbreitet, führst du einen Besonnenheits-Wurf durch. Wenn dir dieser gelingt, hat das Entsetzen keinen weiteren Effekt auf dich. Wenn er misslingt, erhältst du eine Anzahl von Demoralisiert-Zuständen, die dem Entsetzen-Wert der Kreatur entspricht, zusätzlich der EG unter 0.</p><p>Nachdem der Psychologie-Wurf abgehandelt ist, verbreitet die Kreatur Angst, wobei der Angst-Wert ihrem Entsetzen-Wert entspricht.</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Terror",
|
|
||||||
"name": "Entsetzen (Wert)",
|
|
||||||
"description": "<p>Einige Kreaturen sind so tief verstörend und beunruhigend, dass sie grauenhaftes, markerschütterndes Entsetzen verbreiten. Wenn du einer Kreatur das erste Mal begegnest, die Entsetzen verbreitet, führst du einen Besonnenheits-Wurf durch. Wenn dir dieser gelingt, hat das Entsetzen keinen weiteren Effekt auf dich. Wenn er misslingt, erhältst du eine Anzahl von Demoralisiert-Zuständen, die dem Entsetzen-Wert der Kreatur entspricht, zusätzlich der EG unter 0.</p><p>Nachdem der Psychologie-Wurf abgehandelt ist, verbreitet die Kreatur Angst, wobei der Angst-Wert ihrem Entsetzen-Wert entspricht.</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Trauma",
|
|
||||||
"name": "Trauma",
|
|
||||||
"description": "<p>Das Leben eines Reikländers ist rau, brutal und kurz. Das gilt doppelt für Abenteurer, die im Leben oft traumatische Erfahrungen gemacht haben. Jedes Trauma ist auf seine Weise einzigartig und daher solltest du etwas aussuchen, dass dieser breiten Spanne Rechnung trägt: Albträume, Missbrauch von Alkohol oder Drogen, blitzartige Rückerinnerungen, Feindseligkeit oder Hass gegenüber einer bestimmten Gruppe, oder eine Phobie. Ein Charakter, der eine traumatische Erfahrung gemacht hat, kann durch diese über die Zeit auf verschiedene Weisen beeinflusst werden.</p>"
|
|
||||||
}]
|
|
||||||
}
|
|
||||||
File diff suppressed because one or more lines are too long
@@ -1,424 +0,0 @@
|
|||||||
{
|
|
||||||
"label": "Tables (Core)",
|
|
||||||
"mapping": {
|
|
||||||
"results": {
|
|
||||||
"path": "results",
|
|
||||||
"converter": "resultConverter"
|
|
||||||
}
|
|
||||||
},
|
|
||||||
"entries": [
|
|
||||||
{
|
|
||||||
"id": "Career - Dwarf",
|
|
||||||
"name": "Karrieren - Zwerg"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Career - Halfling",
|
|
||||||
"name": "Karrieren - Halbling"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Career - High Elf",
|
|
||||||
"name": "Karrieren - Hochelf"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Career - Human (Reiklander)",
|
|
||||||
"name": "Karrieren - Mensch (Reikländer)"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Career - Wood Elf",
|
|
||||||
"name": "Karrieren - Waldelf"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Catastrophic Miscast Table (Moo)",
|
|
||||||
"name": "Katastrophale Kontrollverluste (Moo)"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Critical Hits - Arm",
|
|
||||||
"name": "Kritische Treffer - Arme"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Critical Hits - Body",
|
|
||||||
"name": "Kritische Treffer - Körper"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Critical Hits - Head",
|
|
||||||
"name": "Kritische Treffer - Kopf"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Critical Hits - Leg",
|
|
||||||
"name": "Kritische Treffer - Beine"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Dissolution of Body and Mind - Dwarf",
|
|
||||||
"name": "Auflösung von Körper und Geist - Zwerg",
|
|
||||||
"results": {
|
|
||||||
"1-5": "Physisch : @Table[mutatephys]",
|
|
||||||
"6-100": "Mental : @Table[mutatemental]"
|
|
||||||
}
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Dissolution of Body and Mind - Halfling",
|
|
||||||
"name": "Auflösung von Körper und Geist - Halbling",
|
|
||||||
"results": {
|
|
||||||
"1-10": "Physisch : @Table[mutatephys]",
|
|
||||||
"11-100": "Mental : @Table[mutatemental]"
|
|
||||||
}
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Dissolution of Body and Mind - High Elf",
|
|
||||||
"name": "Auflösung von Körper und Geist - Hochelf",
|
|
||||||
"results": {
|
|
||||||
"1-100": "Mental : @Table[mutatemental]"
|
|
||||||
}
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Dissolution of Body and Mind - Human",
|
|
||||||
"name": "Auflösung von Körper und Geist - Mensch",
|
|
||||||
"results": {
|
|
||||||
"1-50": "Physisch : @Table[mutatephys]",
|
|
||||||
"51-100": "Mental : @Table[mutatemental]"
|
|
||||||
}
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Dissolution of Body and Mind - Wood Elf",
|
|
||||||
"name": "Auflösung von Körper und Geist - Waldelf",
|
|
||||||
"results": {
|
|
||||||
"1-100": "Mental : @Table[mutatemental]"
|
|
||||||
}
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Dooming (Alternate)",
|
|
||||||
"name": "Unkenruf (Alternative)",
|
|
||||||
"results": {
|
|
||||||
"1-1": "Dein Ende soll klebrig sein",
|
|
||||||
"2-2": "Salzwasser ist Gift für deine Zunge",
|
|
||||||
"3-3": "Wenn verlassen und allein, soll Morr sich mit dir anfreunden",
|
|
||||||
"4-4": "Tiere des Feldes haben Augen für dich",
|
|
||||||
"5-5": "Die Arbeit des Hexensterns ist dein Untergang",
|
|
||||||
"6-6": "Eine blockierte Klinge bringt ein scharfes Ende",
|
|
||||||
"7-7": "Das geschriebene Wort soll dein Schicksal bedeuten",
|
|
||||||
"8-8": "Dein Körper soll brechen, nachdem dein Geist niedergeschlagen ist",
|
|
||||||
"9-9": "Sei nicht neugierig, nur in Unwissenheit bist du in Sicherheit",
|
|
||||||
"10-10": "Atemnot erfüllt deine letzten Momente",
|
|
||||||
"11-11": "Binden Sie weder das Band noch die Federabnutzung; Ja, der Pfau ist dein Feind",
|
|
||||||
"12-12": "Sei nicht wie Gnuthus, denn dein Meister zählt deine Tage",
|
|
||||||
"13-13": "Drei ist deine Nummer!","14-14": "Ein Tier aus Messingbalg für dich!",
|
|
||||||
"15-15": "Ulrics kalte Hand soll dich zu Morr führen",
|
|
||||||
"16-16": "Achte auf den gespaltenen Huf, er ist dein Feind",
|
|
||||||
"17-17": "Iss weder die Chitterlings noch das Fleisch mit Tuben",
|
|
||||||
"18-18": "Wie du begonnen hast, so sollst du enden",
|
|
||||||
"19-19": "Wenn die Sonne aufgeht, wirst du fallen",
|
|
||||||
"20-20": "Dein Untergang kennt dich bereits, obwohl du es nicht weißt",
|
|
||||||
"21-21": "Ein Fremder soll dir mehr bringen als ein Geschenk",
|
|
||||||
"22-22": "Passen Sie auf die Jungen, das Kind, ja, sogar das Baby auf",
|
|
||||||
"23-23": "Pass auf Mammit und Mummit auf, denn beide versuchen dich niederzulegen",
|
|
||||||
"24-24": "Passen Sie auf die Geldbörse, den Sack und die Samttasche auf",
|
|
||||||
"25-25": "Der Rabe antwortet auf Verenas Anruf, ja, aber ihre Waage ist gewichtet",
|
|
||||||
"26-26": "Das kleinste Kind von Taal soll sich an deinem Bauch weiden",
|
|
||||||
"27-27": "Die Linie des Limners soll falsch sein",
|
|
||||||
"28-28": "Der heilige Tag soll dein letzter Tag sein",
|
|
||||||
"29-29": "Du sollst im Bett sterben, aber nicht dein eigenes!",
|
|
||||||
"30-30": "Du sollst den kargen Boden mit deinem Blut füttern",
|
|
||||||
"31-31": "Wenn dein Bedürfnis am größten ist, soll Shallya dir den Rücken kehren",
|
|
||||||
"32-32": "Die Sense wird dein Fleisch ernten",
|
|
||||||
"33-33": "Deine vom Zorn verzehrte Seele wird für den unsichtbaren Feind blind sein. Roll The Prophet Speaketh","34-34": "Ein bedürftiger Freund bringt deinen Tod mit Geschwindigkeit",
|
|
||||||
"35-35": "Dein letzter Atemzug wird von Morrsleibs Licht gezogen",
|
|
||||||
"36-36": "Ratten, die die Hörner von Taal tragen, sollen dir auf die Fersen beißen",
|
|
||||||
"37-37": "Das Schwert soll keine Gerechtigkeit bringen, nur Leiden",
|
|
||||||
"38-38": "Der zweischwänzige Komet steigt auf, wenn du fällst",
|
|
||||||
"39-39": "Wasser aller Art ist deine Nemesis",
|
|
||||||
"40-40": "Dein Ende liegt verborgen in der Dämmerung",
|
|
||||||
"41-41": "Hohe Plätze versprechen ein niedriges Ende",
|
|
||||||
"42-42": "Dein letzter Ausruf ist Liebe",
|
|
||||||
"43-43": "Hüte dich vor dem Mann, der kein Mann ist!",
|
|
||||||
"44-44": "Hüte dich vor der blinden Jungfrau, denn ihre Waage soll deine Seele wiegen",
|
|
||||||
"45-45": "Dein zerbrochener Karren soll dein Ende ankündigen",
|
|
||||||
"46-46": "Das Brötchen, das Gebäck und der Kuchen, ja, sie sind Morrs Gerichte!",
|
|
||||||
"47-47": "Wenn die Glocke läutet, läutet sie für dich",
|
|
||||||
"48-48": "Der Lorbeerkranz verbirgt einen vergifteten Dorn",
|
|
||||||
"49-49": "Verweilen Sie nicht auf dem Privileg, noch auf dem langen Tropfen",
|
|
||||||
"50-50": "Cacklefax greift fest nach Münzen deines Untergangs",
|
|
||||||
"51-51": "Die Sanduhr zerbricht, bevor dein letztes Korn fällt",
|
|
||||||
"52-52": "Aus der Dunkelheit kommt der Rabe",
|
|
||||||
"53-53": "Hochgeborenes Blut soll dein eigenes vergießen",
|
|
||||||
"54-54": "Von oben kommt dein Tod",
|
|
||||||
"55-55": "Pest und dunkle Krankheit sollen dich auf deine Knie bringen",
|
|
||||||
"56-56": "Hüte dich vor grüner Haut, sie wird dich treffen",
|
|
||||||
"57-57": "Hüte dich vor den grünen Tiefen, in denen sich eine Katastrophe befindet",
|
|
||||||
"58-58": "Sei wie der Tänzer, denn unhöfliche Worte bringen Morr an deine Seite",
|
|
||||||
"59-59": "Die dunkelste Fäule soll dich von innen essen",
|
|
||||||
"60-60": "Die Götter wachen über dein Ende",
|
|
||||||
"61-61": "Achte nicht auf den Schmied, in seinem Kunstgriff liegt dein Untergang",
|
|
||||||
"62-62": "Trage nicht Grugnis Glatze, denn sie wird deinen Tod tragen",
|
|
||||||
"63-63": "Bereiten Sie Ihre Münzen am dreizehnten Glockenspiel vor",
|
|
||||||
"64-64": "Der Schlagzeuger schlägt dein Ende aus",
|
|
||||||
"65-65": "Katyas Auge und Eitelkeit werden dich zu Tode beschleunigen",
|
|
||||||
"66-66": "Dein Ende brennt mit unsichtbaren Flammen",
|
|
||||||
"67-67": "Ein schlechter Ruf soll ein kranker Mann machen",
|
|
||||||
"68-68": "Morr findet dich nackt wie am Tag deiner Geburt. Roll The Prophet Speaketh",
|
|
||||||
"69-69": "Ein Ochse ist sicher; Zwei Ochsen bringen den Raben",
|
|
||||||
"70-70": "Durst nicht nach Blut, denn es dürstet nach dir",
|
|
||||||
"71-71": "In deinem sichersten Moment wirst du scheitern",
|
|
||||||
"72-72": "Passen Sie das Tier im Wald auf, es ist Morrs Bote",
|
|
||||||
"73-73": "Du sollst aus dem Kelch der Verderbnis kommen",
|
|
||||||
"74-74": "Fürchte das Funktionieren der Knochensäge, sie sind die Quelle deines Todes",
|
|
||||||
"75-75": "Deine Großzügigkeit bringt Tuppence und ein Schwert zurück",
|
|
||||||
"76-76": "Das welkende Auge ist dein Lohn und dein Ende",
|
|
||||||
"77-77": "Folter und Schmerz hallten in deinem Ende wider",
|
|
||||||
"78-78": "Folgen Sie nicht den Schritten von Dragomas",
|
|
||||||
"79-79": "Dein Untergang wird durch Gewalt verursacht",
|
|
||||||
"80-80": "Diejenigen, die aus Rhyas Kessel geboren wurden, sollen dir einen Rabenstein bauen",
|
|
||||||
"81-81": "Abwesenheit lässt dein Herz schwächer werden",
|
|
||||||
"82-82": "Die Myrmidianquelle ist dein Gift",
|
|
||||||
"83-83": "Hüte dich vor der Krähe, ehre den Raben",
|
|
||||||
"84-84": "Eine gefettete Ziege ist sicherer als Geheimnisse zu bewahren",
|
|
||||||
"85-85": "Mananns Volk soll dich nicht lieben",
|
|
||||||
"86-86": "Wenn du dreimal verfolgt wirst, bringt Morr Frieden",
|
|
||||||
"87-87": "Wandle mit Vobist, denn die Gewissheit wird dir den Atem rauben",
|
|
||||||
"88-88": "Hüte dich vor dem Barb'it des Lord of Murder, der darauf wartet, dich aus der Dunkelheit anzugreifen",
|
|
||||||
"89-89": "Die blinkende Klinge soll dein Ende schnitzen",
|
|
||||||
"90-90": "Furchterregende Motoren stoßen Feuer deiner Zerstörung aus!",
|
|
||||||
"91-91": "Dein Ende ist nicht das Ende!",
|
|
||||||
"92-92": "Wenn der Pfeifer seine Melodie spielt, wird dein Herz brechen",
|
|
||||||
"93-93": "Grün soll dich rückgängig machen",
|
|
||||||
"94-94": "Als die dunklen Nachrichten klopfen, wird Morr sicherlich folgen",
|
|
||||||
"95-95": "Du sollst wie Wymund stehen, bis Shallya deine Feinde umwirbt",
|
|
||||||
"96-96": "Ranald soll dich verlassen",
|
|
||||||
"97-97": "Denken Sie nicht über Ihre Station hinaus, denn Veränderung ist der Herold von Morr",
|
|
||||||
"98-98": "Morr schickt eine Jungfrau",
|
|
||||||
"99-99": "Ohne das große Kreuz sollst du die falsche Entscheidung treffen",
|
|
||||||
"100-100": "Kurz bevor er dein Schicksal aussprach, starb der Weltuntergangsjäger, sein Gesicht in einer Maske des Grauens gefroren."
|
|
||||||
}
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Dooming",
|
|
||||||
"name": "Unkenruf",
|
|
||||||
"results": {
|
|
||||||
"1-1": "Das Hexenwort soll dein Schicksal schreiben",
|
|
||||||
"2-2": "Die Wärme des Getränks soll Blut sein, das aus der Wunde quillt",
|
|
||||||
"3-3": "Süßigkeiten und Honig sind für dich wie Blut und Furunkel",
|
|
||||||
"4-4": "Achten Sie darauf, was sich in Falten und Rüschen verbirgt",
|
|
||||||
"5-5": "Ein sicherer Fuß ist ein Leben, das fortgesetzt wird",
|
|
||||||
"6-6": "Du bleibst im Land der Träume überlang",
|
|
||||||
"7-7": "Vergiss weder das Wort deiner Mutter noch das Gesicht deines Vaters",
|
|
||||||
"8-8": "Der Dunkelheit soll eine leichte Seele ausgeliefert werden",
|
|
||||||
"9-9": "Kneife deine Nase zu, damit der Gestank des Todes nicht seine Heimat findet",
|
|
||||||
"10-10": "Der Tod sammelt sich unter dunklen Wolken",
|
|
||||||
"11-11": "Öffnen Sie nicht die Tür geklopft, sondern einmal",
|
|
||||||
"12-12": "Treten Sie nicht auf die Wurzeln von Bäumen",
|
|
||||||
"13-13": "Es klingelt einmal: Frieden. Es klingelt zweimal: Vergnügen. Es klingelt dreimal: Verdammnis",
|
|
||||||
"14-14": "Fürchte dich nicht vor der Hexe, sondern ducke dich vor dem Hexenjäger",
|
|
||||||
"15-15": "Wenn Eis brennt und Feuer gefriert, wird die Stunde deines Todes sein",
|
|
||||||
"16-16": "Leide nicht die Waage im Gleichgewicht",
|
|
||||||
"17-17": "Passen Sie auf Dachrinnen und Abflüsse auf, denn sie sind der Rand zwischen den Welten",
|
|
||||||
"18-18": "Wenn neues Leben schreit, wird Pater Morr dich willkommen heißen",
|
|
||||||
"19-19": "Passen Sie auf den Raben auf, der überlang verweilt",
|
|
||||||
"20-20": "Kannst du die Hunde beim Klirren von Messingmünzen nicht hören?",
|
|
||||||
"21-21": "Wenn das Tier seinen Kopf neigt, wird der Tod dicht dahinter sein",
|
|
||||||
"22-22": "Wirf das Fleisch des Huftiers weg - es wird immer Asche in deinem Mund sein!",
|
|
||||||
"23-23": "Vertraue nicht den Zeichen von Ranald",
|
|
||||||
"24-24": "Schauen Sie doch einmal in den Rahmen des Spiegels, denn was als zweites herausschaut, wird sich behaupten",
|
|
||||||
"25-25": "Dein Tod soll in einem eiternden Gewirr gefunden werden",
|
|
||||||
"26-26": "Hüte dich vor den Männern, die als Bestien wandeln. Hüte dich vor den Tieren, die als Männer wandeln",
|
|
||||||
"27-27": "Tritt nicht in die Häuser der Götter, denn sie kennen deinen Namen und heißen dich nicht willkommen",
|
|
||||||
"28-28": "Passen Sie auf das Bett auf, das keinen Besitzer hat",
|
|
||||||
"29-29": "Alle Freuden des Fleisches sollen wie Messer in deinem Rücken sein",
|
|
||||||
"30-30": "Lass dich von niemandem wecken, aus Angst vor dem, was folgen könnte",
|
|
||||||
"31-31": "Trauer kommt von verschmutzten Reithosen",
|
|
||||||
"32-32": "Dein Tod wird hässlich sein und aus Hässlichkeit geboren werden",
|
|
||||||
"33-33": "Beachten Sie nicht den Ingenieur, denn ihr Kunstgriff bringt nur Leiden",
|
|
||||||
"34-34": "Vertraue nicht der Frau, die keinen Namen gibt, denn sie versteckt sich viel schlimmer in ihrem Herzen",
|
|
||||||
"35-35": "Halte deinen Atem unter Morrsleibs Licht an, damit die Dunkelheit nicht in deiner Seele Wurzeln schlägt",
|
|
||||||
"36-36": "Du erster Schluck Bier soll dein letzter sein",
|
|
||||||
"37-37": "Passen Sie auf die Geldbörse auf, die überfließt",
|
|
||||||
"38-38": "Morr wird eine falsche Flagge hissen und dich in seinem Schatten zur Ruhe bringen",
|
|
||||||
"39-39": "Auf hellem Sand ist sowohl Versprechen als auch Blut",
|
|
||||||
"40-40": "Fürchte das Land ohne den Schrei der Möwe",
|
|
||||||
"41-41": "Wenn sich deine Augen mit der Kenntnis der Ungerechten schließen, werden sie sich nie wieder öffnen",
|
|
||||||
"42-42": "Dein Tod wird ungetrauert, unvergessen und unbemerkt bleiben",
|
|
||||||
"43-43": "Vertraue nicht auf Purpurtöne",
|
|
||||||
"44-44": "Nie zuvor gab es jemanden wie dich, der an Land und nicht auf See ertrank",
|
|
||||||
"45-45": "Du sollst nur leben, solange du Freunden verpflichtet bist",
|
|
||||||
"46-46": "Ein müßiger Geist ist ein Fest für den Ruin",
|
|
||||||
"47-47": "Du kannst mit Sicherheit an so einer kleinen Sache sterben",
|
|
||||||
"48-48": "Hüte dich vor deinem eigenen Verstand, denn er spricht die Seele der Unbesiegbarkeit an",
|
|
||||||
"49-49": "Lache nicht angesichts der Blähungen, damit du dich nicht verdrehst",
|
|
||||||
"50-50": "Die Pferde wissen mehr, als sie sich entgehen lassen, aber ihr Moment der Wahrheit wird dein Untergang sein",
|
|
||||||
"51-51": "Verweilen Sie nicht im Geheimen und schließen Sie auch nicht Ihre Augen in der Wanne",
|
|
||||||
"52-52": "Wenn die Nacht hereinbricht, bewegen sich die Messer lautlos aus ihren Scheiden",
|
|
||||||
"53-53": "Lass den Bauch deines Nachbarn nicht knurren, denn zu schnell wird Hunger zum Mord",
|
|
||||||
"54-54": "Im eiskalten Nebel sollst du verschluckt werden",
|
|
||||||
"55-55": "Vertraue nicht dem geschriebenen Wort, denn die Feder schneidet tiefer als jede Klinge",
|
|
||||||
"56-56": "Du sollst verdursten, wenn du von Getränken umgeben bist, Hunger, während du von Essen umgeben bist",
|
|
||||||
"57-57": "Hüte dich vor dem Waschen, denn die Mangel wird ihrem Namen gerecht",
|
|
||||||
"58-58": "Wenn die Schatten über uns hinweggehen, schauen Sie nicht aus Angst vor dem Tod auf",
|
|
||||||
"59-59": "Die Nummer drei wird dich beenden",
|
|
||||||
"60-60": "Du sollst in einem Blutschaum schweben, bevor die Wellen dich nehmen",
|
|
||||||
"61-61": "Schlafen Sie nicht unter den Zwillingsmonden, denn ihre Schatten sind lang und tief",
|
|
||||||
"62-62": "Vermeiden Sie Fäulnis, Schimmel und jeglichen Verfall, denn er kennt Ihren Namen und nennt Sie Verwandte",
|
|
||||||
"63-63": "An keinem Bäckerherd sollt ihr sitzen",
|
|
||||||
"64-64": "Du sollst gefesselt an einen vertrauten Freund sterben",
|
|
||||||
"65-65": "Wenn die Freiheit gekauft wird, ist dein Ende gewirkt",
|
|
||||||
"66-66": "Deine Knochen sollen ein fremdes Land verunreinigen",
|
|
||||||
"67-67": "Kein Speer wird dich beenden, aber du wirst es dir wünschen",
|
|
||||||
"68-68": "Hüten Sie sich vor dem Bellen von Hunden, insbesondere deren Quelle Sie nicht sehen können",
|
|
||||||
"69-69": "Morr kommt zu dir, wenn du nur Blau siehst",
|
|
||||||
"70-70": "Blick nicht nach hinten, denn das Schicksal nähert sich von vorne",
|
|
||||||
"71-71": "Verstecke nicht den Makel, damit er nicht außer Sichtweite eitert",
|
|
||||||
"72-72": "Deine Ohren sollen vor den Schreien mit Lachen erfüllt sein",
|
|
||||||
"73-73": "Lass die Hexe nicht leben, denn sie werden dich nicht leiden",
|
|
||||||
"74-74": "Halte deine Tasse in beiden Händen, damit die Ruinous Powers nicht von dir aufgreifen",
|
|
||||||
"75-75": "Der Tod soll nur Blut am Weinstock sein",
|
|
||||||
"76-76": "Kein sterblicher Krieger soll dein Ende sein",
|
|
||||||
"77-77": "Vertraue nicht der Stärke von Brücken",
|
|
||||||
"78-78": "Wische nicht die Träne von deinem Auge, denn es wird die letzte sein",
|
|
||||||
"79-79": "Die Lieder der Vögel sollen das Letzte sein, was Sie hören",
|
|
||||||
"80-80": "Die neuesten Moden bergen die neuesten Bedrohungen",
|
|
||||||
"81-81": "Du denkst, die einkantige Klinge kann den Träger nicht schneiden, aber du liegst falsch",
|
|
||||||
"82-82": "Gewalt erzeugt Gewalt, aber Frieden erzeugt den Tod",
|
|
||||||
"83-83": "Das Trommeln der Füße wird dich zu Morrs Umarmung führen",
|
|
||||||
"84-84": "Eine Nacht ohne Lied geht einem Morgen ohne Erwachen voraus",
|
|
||||||
"85-85": "Zupfe kein Wasser aus dem Brunnen, damit es dich nicht von der Erde reißt",
|
|
||||||
"86-86": "Vertraue nicht der schreienden Eule, denn du kannst sie nicht hören und hört so etwas anderes",
|
|
||||||
"87-87": "Wenn deine Füße im Schlamm begraben sind, wird dein Tod dicht dahinter sein",
|
|
||||||
"88-88": "Ein wahrer Spuk kommt zu dritt",
|
|
||||||
"89-89": "Keine Glocken läuten, wenn die Tür angelehnt ist, aber Geiger sollen auf deinem Grab tanzen",
|
|
||||||
"90-90": "Du Leben ungeschehen gemacht durch den kleinsten Floh",
|
|
||||||
"91-91": "Wenn der Bauer triumphiert, wird sich dein Kopf von deinen Schultern trennen",
|
|
||||||
"92-92": "Vertraue nicht der Unschuld von Kindern, denn ihre Pläne sind alles andere als vernünftig",
|
|
||||||
"93-93": "Betrachten Sie nicht das grüne Tuch",
|
|
||||||
"94-94": "Passen Sie auf alles auf, was im Meer schwimmt",
|
|
||||||
"95-95": "Erhebe dich nicht vor dem Vormittag, denn dein Tod ist in der Tat früh",
|
|
||||||
"96-96": "Außer den Bedürftigen, denn sie sollen deine Schlinge tragen",
|
|
||||||
"97-97": "Falscher Mut bedeutet sicheres Schicksal",
|
|
||||||
"98-98": "Es soll keine Raben geben, die du auf deinen Knochen pflücken kannst",
|
|
||||||
"99-99": "Morr schickt eine Jungfrau"
|
|
||||||
}
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Events Table",
|
|
||||||
"name": "Tables d'Evenements",
|
|
||||||
"results": {
|
|
||||||
"57-60": "<b>Complications monstrueuses<\/b>:Un monstre (choisi par le MJ dans le <b>Chapitre 12 : Bestiaire<\/b> page 310) sème la panique dans la région. L'Activité <i>Revenus<\/i> ne founit aucun fonds jusqu'à ce que le problème de la bête soit réglé. Les Personnages peuvent décider chacun de sacrifier une Activité pour régler la menace (et cette rencontre doit être interprétée en jeu). S'ils réussissent, ils gagnent une Activité <i>Revenus<\/i> gratuite pour représenter leurs récompenses individuelles, et une fête est donnée en leur honneur S'ils échouent, ou si le groupe préfère ignorer la créature, elle s'en ira ou sera tuée par un rival local.",
|
|
||||||
"98-100": "<b>Mercenaires particuliers<\/b>:Un ou plusieurs mercenaires peu communs se présentent dans un village voisin à la recherche de travail : un Duelliste tiléen de grande renommée, les soi-disant Hommes Oiseaux de Catrazza, des ogres sans emploi sous le commandement d'un capitaine Halfling, ou autres groupes douteux. Les mercenaires entraîneront volontiers n'importe quel Personnage dans n'importe quelle Compétence ou n'importe quel Talent martial, avec une réduction de 20% des coûts, si les Personnages entreprennent une Activité <i>Entraînement<\/i> ou <i>Apprentissage particulier<\/i>. De plus, les Personnages entreprenant une Activité <i>Entraînement au Combat<\/i> gagnent un bonus de +20% à tout Test adapté.",
|
|
||||||
"1-3": "<b>Allié inculpé<\/b>:L'un de vos alliés (au choix du MJ) est impliqué dans un horrible crime. Un personnage avec une Licence de la Guilde de Droit peut dépenser une Activité pour libérer l'allié en réussissant un <b>Test de Savoir (Loi) Accessible (+20)<\/b>. A défaut, trois Activités dépensées par le groupe le disculperont (ou, s'il est coupable, lui fourniront un alibi). Si l'allié est libéré, gagnez une Faveur Majeure (voir l'Activité <i>Faites-moi une Faveur<\/i> page 198) pour une utilisation future. Dans le cas contraire, l'allié sera pendu!",
|
|
||||||
"95-97": "<b>Considération inattendue<\/b>:Quelqu'un que vous avez aidé par le passé a l'opportunité de vous rendre la pareille. La nature précise du dédommagement devrait être à l'aune de vos actes passés et de la part des PNJ que vous avez soutenus auparavant pendant le jeu. Les marques de reconnaissance peuvent varier d'un simple objet de grande qualité à une bourse d'argent (disponible au début de la prochaine aventure). Evidemment, tout ce qui brille n'est pas or, et tous les cadeaux ne sont pas ce qu'ils semblent être...",
|
|
||||||
"4-6": "<b>Enchères ésotériques<\/b>:Les biens d'un voisin récemment décédé sont mis aux enchères, notamment un vieux livre poussiéreux d'origine inconnue. Si vous êtes capable de payer le prix demandé de 10 CO, le livre est à vous ! Au-delà de tout autre avantage que le livre peut vous apporter, décidé par le MJ, les Personnages Lettrés qui tentent une Activité <i>Recherche de Savoir<\/i> gagnent +20 à leur Test.",
|
|
||||||
"92-94": "<b>Rien à signaler<\/b>:Peu de choses se passent, vous commencez la prochaine aventure avec un appêtit pour le risque inspiré par l'ennui.",
|
|
||||||
"7-10": "<b>Trahison!<\/b>:Un ami, un parent ou un allié se retourne contre vous, et les répercussions auront une influence sur votre prochaine aventure. Si vous n'avez pas d'amis, de famille ou d'alliés, votre temps libre est alors merveilleusement calme, bien qu'un peu ennuyeux.",
|
|
||||||
"89-91": "<b>Suspect<\/b>:Les déplacements irréguliers et la soudaine richesse du groupe ont attiré les soupçons. Tous les Personnages doivent renoncer à une Activité pour faire profil bas ou prouver leur innocence. Les Personnages Roublards ne peuvent pas utiliser l'Activité <i>Revenus<\/i> jusqu'à leur prochaine aventure.",
|
|
||||||
"11-14": "<b>Imprévu<\/b>:Un palefrenier paresseux n'a pas fermé la porte de l'écurie, et votre monture s'est enfuie ! Si vous réussissez un <b>Test de Dressage (Cheval) Accessible (+20)<\/b>, votre animal bien entraîné revient vers la main qui le nourrit. Si vous échouez, votre destrier est parti, et il est peu probable de le revoir un jour. Si vous n'avez pas de monture, vous souffrez d'une ampoule douloureuse à l'un de vos pieds.",
|
|
||||||
"86-88": "<b>Soupçonné d'hérésie<\/b>:Vous tombez sur un Répurgateur qui vous soupçonne d'avoir comploté avec des mutants, des cultistes ou pis encore, durant vos soi-disant 'aventures'. Il faut un <b>Test de Charme Très Difficile (-30)<\/b> pour le convaincre de votre innocence. Sinon, cela signifie que vous avez gagné une némésis qui vous causera, c'est sûr, des soucis dans le futur...",
|
|
||||||
"15-18": "<b>Eh! Tu as renversé ma pinte!<\/b>:Un petit différent dans les environs a tourné au conflit - le MJ décide qui vous avez offensé et comment. Cette personne ne laissera pas passer une occasion de se venger.",
|
|
||||||
"83-85": "<b>Kleptomane<\/b>:Votre sacoche est entaillée Vous perdez la moitié de l'argent avec lequel vous avez terminé votre dernière aventure.",
|
|
||||||
"19-21": "<b>Répression du Crime<\/b>:La Garde veut une augmentation de salaire ! Tous les 'coups' sont en suspens jusqu'à ce que la tension redescende. Les Voleurs ne peuvent obtenir aucune liquidité avec l'Activité <i>Revenus<\/i>, et si les Voleurs entreprennent l'Activité <i>Opérations Bancaires<\/i>, ils ne peuvent choisir qu'un dépôt à <i>Haut Risque<\/i>, puisque les banques officielles ne voudront pas gérer de l'argent sale.",
|
|
||||||
"80-82": "<b>Emeutes<\/b>:Les gens du peuple sont furieux contre les grands et les puissants. Les Personnages Courtisans ne peuvent entreprendre l'Activité <i>Revenus<\/i>, car quel que soit le nombre de gardes du corps qu'ils emploient, il est risqué pour eux de sortir de chez eux pour s'occuper de leurs affaires. De plus, tous les dépôts des banques réputées (voir l'Activité <i>Opérations bancaires<\/i> ci-dessous) doivent vérifier immédiatement si la violence et le désordre ont causé la faillite de leur banque. Cependant, les Personnages qui tentent une Activité <i>Semer la dissension<\/i> reçoivent un bonus de +10 à tous les Tests associés.",
|
|
||||||
"22-25": "<b>Le Prévôt arrive<\/b>:Le collecteur d'impôts (avec plusieurs soldats pour escorte) sillonne votre communauté locale lors d'une visite inattendue. Tous les Personnages perdent 30% de leur argent avant de pouvoir en dépenser dans les Activités.",
|
|
||||||
"77-79": "<b>Mise à sac<\/b>:Avant que vous ne puissiez entreprendre une Activité <i>Opérations bancaires<\/i>, votre planque est dévalisée et tout votre argent a disparu. Si vos économies s'élèvent à moins d'1 CO, les voleurs ont aussi pris votre équipement le plus précieux.",
|
|
||||||
"26-29": "<b>Fausse Monnaie<\/b>:Au grand dam des marchands, un trafic de pièces contrefaites sévit dans la région où habitent les Personnages. Un cinquième de toutes les pièces est concerné. Les Personnages qui entreprennent l'Activité <i>Opérations Bancaires<\/i> perdront 20% de l'argent placé, et ceux entreprenant l'Activité <i>Revenus<\/i> réduiront de la même manière l'argent gagné de 20%.",
|
|
||||||
"74-76": "<b>Animal domestique malade<\/b>:L'un de vos animaux tombe malade. Faites un <b>Test de Soin aux animaux Intermédiaire (+0)<\/b>. Sur un succès, votre animal s'en sort. Sinon, la malheureuse créature meurt. Si vous n'avez pas d'animal, vous êtes tourmenté par le mauvais présage d'un nuage menaçant.",
|
|
||||||
"30-33": "<b>Profits abondants<\/b>:Les affaires sont particulièrement bonnes pour les gens impliqués dans le commerce fluvial. Les Riverains gagnent 50% de plus pour toute Activité <i>Revenus<\/i> effectuée lors de la prochaine série d'Activités.",
|
|
||||||
"72-73": "<b>Colporteur<\/b>:Un colporteur ratatiné ayant beaucoup voyage et friand de ragots arrive. Pour le prix d'un pichet de bière - 3 SC - vous recevez un bonus de +10 pour toutes les Activités <i>Dernières nouvelles<\/i> que vous tentez.",
|
|
||||||
"34-36": "<b>Un homme averti en vaut deux<\/b>:Vous avez reçu un présage cryptique en rêve, d'un mystique strigany ou d'un Magister céleste rencontré dans la rue. Lors de votre prochaine aventure, votre montant maximum de Points de Chance augmente de 1.",
|
|
||||||
"70-71": "<b>Paix et sérénité<\/b>:Le genre de moments qui vous rappelle ce qu'est la vie : un sommeil paisible après un bon fromage. Vous serez en pleine forme au début de vore prochaine aventure.",
|
|
||||||
"37-40": "<b>Festivités<\/b>:Une fête est annoncée ! Décidez de la nature de l'événement avec le MJ. Il peut s'agir d'un mariage local, d'une récolte généreuse ou d'une exécution publique ! Vous êtes entraîné dans l'événement (et ses conséquences) et perdez une Activité.",
|
|
||||||
"68-69": "<b>Opportunité de passage<\/b>:Des soldats de passage, de riches marchands ou des nobles en villégiature traversent la région, et des Personnages prêts à leur lécher les bottes en récupèrent les bénéfices. Les Personnages Citadins et Ruraux gagnent +50% d'argent avec l'Activité <i>Revenus<\/i>.",
|
|
||||||
"41-44": "<b>Météo défavorable<\/b>:Des conditions météorologiques particulièrement détestables sont annoncées. Pour la prochaine aventure, tous les Tests de Compétences sociales subissent une pénalité de -10 (tout le monde est de mauvaise humeur) et le prix des aliments augmente de 20% (en raison de la dégradation des denrées entreposées).",
|
|
||||||
"66-67": "<b>Vieilles dettes<\/b>:Vous avez fait appel à une <i>Faveur Importante<\/i> ou <i>Majeure<\/i>. Les tenants et aboutissants de la faveur feront partie de vore prochaine Aventure et vous perdez une Activité en préparation de ce qui va se produire.",
|
|
||||||
"45-48": "<b>Météo radieuse<\/b>:Les magnifiques conditions météorologiques vous inspirent et vous réjouissent. Vous pouvez ajouter une nouvelle Ambition à Court terme. Une fois achevée, vous ne la remplacez pas par une nouvelle.",
|
|
||||||
"64-65": "<b>Nouvelle lune<\/b>:Les nuits sont particulièrement noires. Les Personnages Voleurs qui entreprennent l'Activité <i>Revenus<\/i> reçoivent un bonus de +20% sur les sommes gagnées.",
|
|
||||||
"49-52": "<b>Mauvaise récolte<\/b>:La nourriture devient extrêmement rare et beaucoup de gens en souffrent terriblement. Les Personnages Ruraux ne peuvent pas entreprendre l'Activité <i>Revenus<\/i>, et le prix des aliments est doublé dans la région pour la durée de la prochaine aventure.",
|
|
||||||
"61-63": "<b>L'Etreinte de Morr<\/b>:L'un des parents, amis ou alliés du Personnage meurt. Il pourrait s'agir de causes naturelles, d'un accident ou du début de quelque chose de plus sinistre...",
|
|
||||||
"53-56": "<b>Maladie pernicieuse<\/b>:Le Flux Sanglant sévit en ville. Faites un <b>Test d'Endurance Facile (+40)<\/b>. Sur un succès, la maladie vous épargne. Sur un échec, vous allez passer pas mal de temps avec la Guilde des Purificateurs. Contractez le Flux Sanglant (voir page 187)."
|
|
||||||
}
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Hit Location",
|
|
||||||
"name": "Trefferzone",
|
|
||||||
"results": {
|
|
||||||
"1-9": "Kopf",
|
|
||||||
"10-24": "Linker Arm",
|
|
||||||
"25-44": "Rechter Arm",
|
|
||||||
"45-79": "Körper",
|
|
||||||
"80-89": "Linkes Bein",
|
|
||||||
"90-100": "Rechtes Bein"
|
|
||||||
}
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Hit Location - Snake",
|
|
||||||
"name": "Trefferzone - Schlange",
|
|
||||||
"results": {
|
|
||||||
"1-19": "Kopf",
|
|
||||||
"20-100": "Körper"
|
|
||||||
}
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Hit Location - Spider",
|
|
||||||
"name": "Trefferzone - Spinne",
|
|
||||||
"results": {
|
|
||||||
"10-44": "Linke Beine",
|
|
||||||
"45-79": "Rechte Beine",
|
|
||||||
"80-100": "Kopf",
|
|
||||||
"1-9": "Körper"
|
|
||||||
}
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Major Miscast Table (Moo)",
|
|
||||||
"name": "Schwere Kontrollverluste (Moo)"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Mental Corruption",
|
|
||||||
"name": "Mentale Korrumpierung"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Minor Miscast Table (Moo)",
|
|
||||||
"name": "Leichte Kontrollverluste (Moo)"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Oops! Table",
|
|
||||||
"name": "Ups!-Tabelle",
|
|
||||||
"results": {
|
|
||||||
"1-20": "Du triffst einen Teil der eigenen Anatomie (wir empfehlen, dies auf amüsante Weise auszuspielen). Du verlierst 1 LP, wobei Widerstands- Bonus und Rüstungspunkte ignoriert werden.",
|
|
||||||
"21-40": "Deine Nahkampfwaffe verkantet sich unglücklich oder deine Fernkampfwaffe hat eine Fehlfunktion und irgendetwas bricht ab. Deine Waffe erleidet 1 Punkt Schaden. In der nächsten Runde bist du als Letzter dran, unabhängig von der Initiative-Reihenfolge, Talenten oder Sonderregeln, da du dich erholen musst.",
|
|
||||||
"41-60": "Dein Manöver lief ins Leere und bringt dich aus dem Tritt oder du verlierst den Halt an deiner Fernkampfwaffe. In der nächsten Runde hast du bei deiner Handlung einen Abzug von –10.",
|
|
||||||
"61-70": "Du stolperst und brauchst einen Moment, um wieder richtig in Position zu kommen. Du verlierst deine nächste Bewegungsaktion.",
|
|
||||||
"71-80": "Du greifst deine Waffe falsch oder verlierst deine Munition. Du verlierst deine nächste Handlung.",
|
|
||||||
"81-90": "Du überstreckst dich oder stolperst und verdrehst deinen Knöchel. Du erleidest einen @Compendium[wfrp4e-core.injuries.nF5z1OEhpi4t6a6S]{Muskelriss (leicht)}. Dies gilt als Kritische Verletzung.",
|
|
||||||
"91-100": "Du verhaust es komplett und triffst einen zufälligen Verbündeten in Reichweite, wobei dein geworfener Würfel für die Einerstelle über die EG des Treffers entscheidet. Wenn das nicht möglich ist, schlägst du dir irgendwie selbst ins Gesicht und erhältst einen @Condition[Betäubt] Zustand."
|
|
||||||
}
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Physical Mutation",
|
|
||||||
"name": "Physische Mutation"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Species",
|
|
||||||
"name": "Volk",
|
|
||||||
"results": {
|
|
||||||
"99-99": "Hochelf",
|
|
||||||
"100-100": "Waldelf",
|
|
||||||
"1-90": "Mensch",
|
|
||||||
"91-94": "Halbling",
|
|
||||||
"95-98": "Zwerg"
|
|
||||||
}
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Talents - Character Creation",
|
|
||||||
"name": "Talente - Charaktererstellung"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "The Swirling Winds",
|
|
||||||
"name": "Effekte der Winde der Magie",
|
|
||||||
"results": {
|
|
||||||
"8-9": "+10",
|
|
||||||
"10-10": "+30",
|
|
||||||
"1-1": "-30",
|
|
||||||
"2-3": "-10",
|
|
||||||
"4-7": "0"
|
|
||||||
}
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "You Find Yourself In A Tavern - What Happens Next?",
|
|
||||||
"name": "You Find Yourself In A Tavern - What Happens Next?"
|
|
||||||
}
|
|
||||||
]
|
|
||||||
}
|
|
||||||
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|
|||||||
{
|
|
||||||
"label": "Kneipenspiele (Raue Nächte & Harte Tage)",
|
|
||||||
"mapping": {
|
|
||||||
"journal-entries": {
|
|
||||||
"path": "system.pubgames"
|
|
||||||
}
|
|
||||||
},
|
|
||||||
"entries": [
|
|
||||||
{
|
|
||||||
"id": "26eniaIg7bz1VF5F",
|
|
||||||
"name": "Armdrücken",
|
|
||||||
"description": "<p>Armdrücken ist eine der einfachsten Kneipensportarten. Dafür braucht es zwei Gegner, die sich an einem Tisch gegenüberstehen und die Hände greifen, wobei ihre Ellbogen auf dem Tisch aufgestützt werden. Das Ziel ist es, die gepackte Hand des Gegners am Tisch ‚festzunageln‘, indem man sie nach unten auf die Tischplatte drückt.</p><p>Die Sportart ist sehr kompetitiv und es ist üblich, dass jede Taverne, in der Armdrücken beliebt ist, einen Champion hat. Diese Champions fordern sich oft gegenseitig heraus, um die besten Armdrücker in der Stadt oder Provinz zu ermitteln.</p><p><strong>Spielregeln</strong>: Man führt einen <strong>herausfordernden (+0) Erweiterten Vergleichenden </strong><em><strong>Stärke</strong></em><strong>-Wurf</strong> durch und addiert in jeder Runde seinen Stärkebonus auf seinen EG, bevor der Gewinner ermittelt wird. Der Gewinner jeder Runde erhält +1 Vorteil, der gemäß den normalen Regeln im Wettkampf eingesetzt werden kann. Der erste Charakter, der 10+ EG erreicht, ist der Sieger. Für jede Runde je Widerstandsbonus, die ohne Sieger vergeht, erhält man +1@Condition[Erschöpft] Zustand (den man nach 5 Minuten Pause wieder entfernen darf).</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "3QF1dFkMYS7EMf2m",
|
|
||||||
"name": "Halma",
|
|
||||||
"description": "<p>Halma ist unter vielen Namen bekannt und eines der am häufigsten gespielten Brettspiele in der Alten Welt und darüber hinaus.</p><p>Es spielen 2 bis 4 Spieler, entweder einzeln oder in Paaren, auf einem achteckigen Brett mit aufgemalten Feldern, wobei jeder Spieler vier größere ‚Steine‘ und sechs kleinere ‚Kiesel‘ kontrolliert. Steine können sich um 1 Feld bewegen oder eine benachbarte gegnerische Figur nehmen, indem sie darüber hüpfen. Kiesel können sich 1 Feld bewegen oder in einer geraden Linie über alle angrenzenden Spielsteine springen. Wenn man darüber hinaus einen Spielstein auf das gegenüberliegende Ende des Brettes bringt, wird er ‚gerettet‘. Das Spiel endet, sobald ein Spieler keine Spielsteine mehr auf dem Spielbrett hat. Anschließend werden die Punkte zusammengezählt: 1 Punkt pro gerettetem Spielstein, 1 Punkt pro genommenem Spielstein, 1 Punkt für das Beenden des Spiels. Der höchste Punktestand gewinnt.</p><p>Es gibt viele Versionen von Halma. Die üblichen sind größere Spielbretter für bis zu 8 Spieler (dies ist der Standard in Ulthuan, wo das Spiel Daroirui’uthal heißt), welche für zwei Spieler (wie Mel’nitzy in Kislev) und Versionen, die Würfel verwenden (wie Pedres aus Estalia).</p><p><strong>Spielregeln</strong>: Das Spiel erfordert einen <strong>Erweiterten Vergleichenden durchschnittlichen (+20) </strong><em><strong>Intelligenz</strong></em><strong>-Wurf</strong>. Der erste Spieler, der 10+ EG erreicht, ist der Gewinner. Geschieht dies nicht innerhalb von 10 Runden, endet das Spiel unentschieden.</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "EoEqBNREqJKPAY5W",
|
|
||||||
"name": "Biest unter Schneidern",
|
|
||||||
"description": "<p><span class=\"fontstyle0\">Ein Biest unter Schneidern, oder einfach nur ‚Biest‘, ist ein beliebtes Kegelspiel in Nordland, Ostland und Middenland. Es geht darum, eine Metallkugel an einer 1 Schritt langen Kette zu schwingen, um weit auseinander liegende Kegel, die in einem Quadrat von 4x4 angeordnet ist, niederzuschlagen.</span></p><p><span class=\"fontstyle0\">Das Spiel verdankt seinen Namen dem Tuchhändleraufstand von Middenheim im Jahr 1805 i.K., bei dem die Schneider der Stadt zutiefst Anstoß daran nahmen, wie ihr Handwerk in dem beliebten Stück Die Zehn Schneider von Todenheim verspottet wurde. Die Unruhen wurden schließlich von Truppen niedergeschlagen, die vom ‚Biest von Mohl‘, Fürst Heinrich von Thuggenheim, angeführt wurden. Er soll wie ein ‚Bulle durch Halblinge‘ durch die Schneider gepflügt sein.</span></p><p><span class=\"fontstyle0\"><strong>Spielregeln</strong>: Man hat drei Schwünge, um alle 16 Kegel umzuwerfen. Führe für jeden Schwung einen <strong>sehr einfachen (+60) </strong><em><strong>Ballistische Fertigkeits</strong></em><strong>-Wurf</strong> durch und addiere deinen EG zu deinem Ballistische Fertigkeits-Bonus hinzu. Die Summe gibt an, wie viele Kegel man umwirft. Wenn man einen Kritischen Treffer erzielt, wirft man alle Kegel um. Die Schwierigkeit der folgenden Würfe hängt davon ab, wie viele Kegel noch gelegt werden müssen:</span></p><p style=\"text-align:center\"></p><table style=\"box-sizing:border-box;user-select:text;width:220px;font-family:CaslonPro;height:119px\" border=\"1\"><tbody style=\"box-sizing:border-box;user-select:text\"><tr><td style=\"box-sizing:border-box;user-select:text;width:59px\"><span style=\"font-family:CaslonPro\"><strong>Kegel</strong></span></td><td style=\"box-sizing:border-box;user-select:text;width:109px\"><span style=\"font-family:CaslonPro\"><strong style=\"box-sizing:border-box;user-select:text\">Wurf</strong></span></td></tr><tr style=\"box-sizing:border-box;user-select:text;height:17px\"><td style=\"box-sizing:border-box;user-select:text;height:17px;width:59px\"><span style=\"font-family:CaslonPro\">12-15</span></td><td style=\"box-sizing:border-box;user-select:text;height:17px;width:109px\"><span style=\"font-family:CaslonPro\"><strong style=\"box-sizing:border-box;user-select:text\">Sehr einfach (+60)</strong></span></td></tr><tr style=\"box-sizing:border-box;user-select:text;height:17px\"><td style=\"box-sizing:border-box;user-select:text;height:17px;width:59px\"><span style=\"font-family:CaslonPro\">10-11</span></td><td style=\"box-sizing:border-box;user-select:text;height:17px;width:109px\"><span style=\"font-family:CaslonPro\"><strong style=\"box-sizing:border-box;user-select:text\">einfach(+40)</strong></span></td></tr><tr style=\"box-sizing:border-box;user-select:text;height:17px\"><td style=\"box-sizing:border-box;user-select:text;height:17px;width:59px\"><span style=\"font-family:CaslonPro\">8-9</span></td><td style=\"box-sizing:border-box;user-select:text;height:17px;width:109px\"><span style=\"font-family:CaslonPro\"><strong style=\"box-sizing:border-box;user-select:text\">durchschnittlich(+20)</strong></span></td></tr><tr style=\"box-sizing:border-box;user-select:text;height:17px\"><td style=\"box-sizing:border-box;user-select:text;height:17px;width:59px\"><span style=\"font-family:CaslonPro\">6-7 oder 1</span></td><td style=\"box-sizing:border-box;user-select:text;height:17px;width:109px\"><span style=\"font-family:CaslonPro\"><strong style=\"box-sizing:border-box;user-select:text\">herausvordernd(+0)</strong></span></td></tr><tr style=\"box-sizing:border-box;user-select:text;height:17px\"><td style=\"box-sizing:border-box;user-select:text;height:17px;width:59px\"><span style=\"font-family:CaslonPro\">3-5</span></td><td style=\"box-sizing:border-box;user-select:text;height:17px;width:109px\"><span style=\"font-family:CaslonPro\"><strong style=\"box-sizing:border-box;user-select:text\">schwierig(-10)</strong></span></td></tr><tr style=\"box-sizing:border-box;user-select:text;height:17px\"><td style=\"box-sizing:border-box;user-select:text;height:17px;width:59px\"><span style=\"font-family:CaslonPro\">2</span></td><td style=\"box-sizing:border-box;user-select:text;height:17px;width:109px\"><span style=\"font-family:CaslonPro\"><strong style=\"box-sizing:border-box;user-select:text\">schwer(-20)</strong></span></td></tr></tbody></table>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "IGBafUJ8icCMYZCK",
|
|
||||||
"name": "Options: Schnelle Kneipenspiele",
|
|
||||||
"description": "<p>Für einige Gruppen könnte umfangreiches Würfeln unterhaltsamem Rollenspiel im Weg stehen. Wenn du möchtest, dass deine Kneipenspiele schnell abgehandelt werden, führe einen geeigneten <strong>herausfordernden (+0) Vergleichenden Fähigkeits</strong>-Wurf für Gegner durch, wobei die im Abschnitt <em>Spielregeln</em> des Kneipenspiels, das du spielst, angegebene Fähigkeit verwendet wird. Wenn keine Fähigkeit angegeben ist (z. B. bei @UUID[JournalEntry.opqK7slOrVV50XBR]{Al-Zahr}), führe stattdessen einen <em><strong>herausfordernden (+0) Vergleichenden Glücksspiel-</strong></em>Wurf durch. Derjenige mit dem höheren EG gewinnt das Spiel.</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "MyloIzgp0EnMi2rg",
|
|
||||||
"name": "Kegeln",
|
|
||||||
"description": "<p>In der Regel wird Kegeln in einem Kneipenhof oder Biergarten gespielt, indem beschwerte Kugeln auf eine Zielkugel oder -stock geworfen oder gerollt werden. Der Sport ist so beliebt, dass in einigen Kneipen spezielle Rasenflächen zum Spielen vorhanden sind. Obwohl das Spiel im ganzen Imperium verbreitet ist, ist es am häufigsten im Stirland, Averland und Mootland anzutreffen.</p><p><strong>Spielregeln</strong>: Jeder Spieler hat drei Kugeln. Sobald man am Zug ist, führt man einen <strong>herausfordernden (+0) </strong><em><strong>Fernkampf</strong></em><strong> (</strong><em><strong>Werfen</strong></em><strong>)-Wurf</strong> durch und notiert sich seinen EG, wenn es ein Erfolg ist. Ein Wurf von mehr als +6 EG wird lediglich als +6 EG notiert (man berührt Zielkugel oder -stock). Ein Misserfolg bedeutet, dass die Kugel außerhalb der Bahngrenzen landet. Wenn man den gleichen oder einen höheren EG als ein bereits notierter gegnerischer Wurf erzielt, kann man den notierten EG dieses Wurfs um -1 pro EG, den man ausgibt, reduzieren. Dies stellt dar, dass man die Kugel dieses Spielers beiseitestößt. Sein EG kann dadurch auf ein Minimum von 0 gesenkt werden (wodurch die gegnerische Kugel außerhalb der Bahngrenzen landet). Sobald alle Spieler je 3 Kugeln geworfen haben, gewinnt der Spieler mit dem höchsten notierten EG. Ein Unentschieden bleibt ein Unentschieden. Wenn man um Punkte spielt, erhält jede eigene Kugel mit einem höheren EG als die der Gegner einen Punkt für dieses Spiel. Normalerweise gewinnt derjenige Spieler, der nach 3 Spielen die meisten Punkte erzielt hat.</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "VeRaC5W8Z2tG0cRw",
|
|
||||||
"name": "Sidebar: Karten der Alten WElt",
|
|
||||||
"description": "<p>Die Zusammenstellung der Kartenspiele in der Alten Welt ist unterschiedlich, und selbst wenn die meisten vier Standardfarben und eine Trumpffarbe enthalten, ist ihre Zusammensetzung selten dieselbe.</p><p>Zum Beispiel verwendet das Reikländer Tarock, eines der beliebtesten Kartenspiele im Imperium, 82 Karten mit vier Standardfarben – Kelche, Klauen, Hämmer und Blätter – und eine Trumpffarbe. Eine Farbe umfasst zehn Punktekarten von Ass bis 10 und fünf Bildkarten: Ritter, Baronin, Graf, Herzogin und Prinz. Die Trumpffarbe besteht aus 22 von 0 bis 21 nummerierte Karten, wobei die Karten 1 bis 20 jeweils mit einem der 20 Zeichen des imperialen Tierkreises verbunden sind. Karte 22 ist Sigmar und die Karte 0 zeigt Ranald.</p><p>Verglichen damit besteht das Wissen Trionki wiederum aus 42 Karten. Es ist ein Spiel, das fast ausschließlich in Nuln und seiner unmittelbaren Umgebung verwendet wird. Es verwendet vier Standardfarben – Greifen, Herzen, Eulen und Schwerter –, enthält jedoch nur fünf Punktekarten mit den Zahlen 6 bis 10 sowie drei Bildkarten – Ritter, Baronin und Gräfin. Die Trumpffarbe umfasst nur acht nummerierte Karten mit Namen: 1: Söll, 2: Dyrath, 3: Sigmar, 4: Shallya, 5: Morr, 6: Taal, 7: Verena, 8: Ulric. Das Deck enthält auch ‚die Zwillinge‘, zwei Karten ohne Wert. Die eine zeigt Ranald als Mann, die andere zeigt Ranald als Frau.</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "YX5uyjxeY3GVJ2OE",
|
|
||||||
"name": "Cerevis",
|
|
||||||
"description": "<p><span class=\"fontstyle0\">Cerevis, benannt nach den kleinen runden Hüten, die Akademiker an der Universität von Nuln tragen, ist ein beliebtes Trinkspiel unter Studenten, das mit Karten gespielt wird. Die Regeln verlangen alberne Beschreibungen jeder gespielten Karte, typischerweise mit Bezug auf aktuelle Vorlesungen, verhasste Professoren oder lokale Politik. Wenn eine Spielerin also eine Herzoginkarte spielt, könnte sie etwas sagen wie: „Das ist Professorin Dullich und ihre langweiligen Vorlesungen!“. Wenn eine Gegnerin die Herzogin dann etwa mit einer Hammer-Sieben schlägt, folgt beispielsweise „Dullich, zu schlau, als gut für sie wäre, kommt unter den Hammer, weil sie eine Ketzerin ist!“</span></p><p><span class=\"fontstyle0\">Zur allgemeinen Verwirrung kommt hinzu, dass für alles im Spiel ein anderer Name verwendet wird: Die Karten sind „Kanonen“, Asse sind „Oblaten“, Zweien sind „Kometen“, Dreien sind „Schubkarren“ und so weiter. Spieler, die die normalen Namen für die Karten verwenden, müssen sofort einen tiefen Zug Bier nehmen oder aufgeben. Die Verlierer jeder Runde malen mit Kreide Eulen auf den Tisch neben sich – jede Eule wird weggewischt, wenn der Spieler einen halben Krug Bier trinkt. Da Cerevis-Partien selbst die erfahrensten Trinker das Schwanken lehren können, haben viele Universitäten und Schulen das Spiel vollständig verboten. Dies hat aber kaum mehr bewirkt, als seine Popularität zu steigern.</span></p><p><span class=\"fontstyle0\"><strong>Spielregeln</strong>: Eine Runde Cerevis erfordert von allen Spielern einen <strong>Kombinierten durchschnittlichen (+20) </strong><em><strong>Glücksspiel</strong></em><strong>- und </strong><em><strong>Initiative</strong></em><strong>-Wurf.</strong> Der niedrigste EG beim <em><strong>Glücksspiel</strong></em><strong>-Wurf</strong> verliert die Runde und muss eine Eule verzeichnen. Wenn der <em><strong>Initiative</strong></em><strong>-Wurf</strong> misslingt, verwendet der entsprechende Spieler versehentlich den korrekten Namen für eine der Karten und muss etwas trinken. Für je 3 misslungene <em><strong>Initiative</strong></em><strong>- Würfe</strong> und für je 2 weggewischte Eulen führt man einen <strong>herausfordernden (+0) </strong><em><strong>Zechen</strong></em><strong>-Wurf</strong> durch. Die Ergebnisse dieses Wurfes und seine Auswirkungen auf die @Compendium[wfrp4e-core.skills.R2ytluHiEFF2KQ5e]{Besoffen-Tabelle}.</span></p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "c9Aw04MKZi0BLRwU",
|
|
||||||
"name": "Mühle",
|
|
||||||
"description": "<p><span class=\"fontstyle0\">Dieses beliebte 2-Spieler-Spiel aus dem Reikland und Middenland wird auf einem Spielbrett mit 24 Kreuzungen gespielt, die als ‚Oghams‘ bezeichnet werden. Die neun Spielsteine eines jeden Spielers werden ausgelegt und entlang dieser Oghams bewegt, um aus drei Steinen in einer Reihe ‚Mühlen‘ zu bilden, durch die man einen gegnerischen Stein aus dem Spiel entfernen kann. Das Spiel wird fortgesetzt, bis ein Spieler nur noch zwei Spielsteine hat. Es existieren viele Variationen des Spiels mit größeren und kleineren Brettern und mehr oder weniger Spielsteinen.</span></p><p><span class=\"fontstyle0\"><strong>Spielregeln</strong>: Man führt einen <strong>Erweiterten einfachen (+40) </strong><em><strong>Intelligenz</strong></em><strong>-Wurf</strong> durch und addiert jede Runde seinen Intelligenzbonus auf seine erwürfelten EG. Der erste Spieler, der 9+ EG erreicht, gewinnt. Wenn beide Spieler in derselben Runde 9+ EG erzielen, endet das Spiel unentschieden.</span></p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "eZ53YTeuuGY0ZRDO",
|
|
||||||
"name": "Bierwatschen",
|
|
||||||
"description": "<p>Ursprünglich war die Tavernen-Sommersportart Bierwatschen ein Spiel aus dem Mootland, erlangte dann aber eine breitere Akzeptanz und ist besonders im Stirland und Reikland beliebt. Es verwendet zwei Mannschaften zu je 12 Spielern, und zwei Kreise zu je 11 Spielern müssen Hand in Hand um einen einzelnen Gegner tanzen, der sich in die entgegengesetzte Richtung dreht. Nachdem bis drei gezählt wurde, ‚watscht‘ der Spieler in der Mitte jeder Mannschaft mit seinem ‚Driveller‘, d.h. er schleudert einen mit Bier getränkten Lappen auf die umliegenden Tänzer und versucht, einen zu treffen, vorzugsweise ins Gesicht. Bei einem Treffer erhält der ‚Watscher‘ Punkte für seine Mannschaft. Bei einem Fehlwurf, der als ‚Klatsch‘ bezeichnet wird, muss der Watscher eine Pinte Bier aus einem ‚Gazunder‘ genannten Nachttopf austrinken, bevor der Driveller von der gegnerischen Mannschaft eingesammelt und von allen elf Tänzern weitergereicht wird, während sie „Pott, Pott, Pott!“ skandieren.</p><p><strong>Spielregeln</strong>: Als Watscher führt man einen Vergleichenden Fernkampf (Werfen)-/Ausweichen-Wurf gegen einen zufälligen Spieler unter den 11 Tänzern durch. Bei Erfolg erzielt man einen ‚Reißer‘ (Beintreffer), der 1 Punkt wert ist. Mit 3+ EG erzielt man stattdessen einen ‚Morther‘ (Körpertreffer) für 2 Punkte. Mit 6+ EG erzielt man einen ‚Üppigen‘ (Kopftreffer) für 3 Punkte. Bei einem Fehlschlag muss man eine Pinte Bier trinken und einen herausfordernden (+0) Zechen-Wurf durchführen. Bei einem Fehlschlag gelingt es einem nicht, das ganze Bier aus dem Gazunder zu trinken, bevor der Driveller das Ende der gegnerischen Spielerreihe erreicht und die eigene Mannschaft verliert 1 Punkt. Das Spiel endet, wenn alle Spieler einmal Watscher waren. Zu diesem Zeitpunkt wird jeder Spieler, der bis dahin nicht auf der @Compendium[wfrp4e-core.skills.R2ytluHiEFF2KQ5e]{Besoffen}-Tabelle (siehe WFRS, Seite 131) gewürfelt hat, als zu nüchtern betrachtet und verliert 1 Punkt für seine Mannschaft. Die Mannschaft mit den meisten Punkten gewinnt.</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "lwfwMv1wRYlmRq7V",
|
|
||||||
"name": "Stierkampf",
|
|
||||||
"description": "<p><span class=\"fontstyle0\">Normalerweise wird Stierkampf im Freien gespielt, wo mehr Platz für lange Würfe vorhanden ist. Dabei werden Ringe über eine festgelegte Distanz auf Hörner oder Stöcke geworfen, die in den Schädel eines Stiers gesteckt wurden. Stierkampf ist in Ostland, in der Ostermark und im Stirland und Mootland besonders beliebt, ist aber in Tavernen im gesamten Imperium zu finden. In Nordland ist es üblich, dass ländliche Gemeinden Stierkampf mit abgetrennten Tiermenschenköpfen spielen, eine Praxis, die in den meisten Provinzen des Imperiums als etwas ketzerisch angesehen wird.</span></p><p><span class=\"fontstyle0\"><strong>Spielregeln</strong>: Bevor du einen Ring wirfst, wähle ein Ziel und versuche einen <em><strong>Fernkampf (Werfen)</strong></em><strong>-Wurf</strong> mit dem entsprechenden Schwierigkeitsgrad. Ein Erfolg zählt die angegebenen Punkte. Ein Kritischer Treffer führt stattdessen direkt zum nächsten Ziel in der Tabelle und erzielt so mehr Punkte. Der Spieler mit den höchsten Punkten nach 5 Würfen gewinnt.</span></p><table style=\"height:119px;width:320px\" border=\"1\"><tbody><tr style=\"height:17px\"><td style=\"height:17px;width:50px\"><strong>Punkte</strong></td><td style=\"height:17px;width:74px\"><strong>Ziel</strong></td><td style=\"height:17px;width:113px\"><strong>Schwierigkeit</strong></td></tr><tr style=\"height:17px\"><td style=\"height:17px;width:34px\">10</td><td style=\"height:17px;width:74px\">Nase</td><td style=\"height:17px;width:113px\"><strong>sehr einfach (+60)</strong></td></tr><tr style=\"height:17px\"><td style=\"height:17px;width:34px\">20</td><td style=\"height:17px;width:74px\">Stirn</td><td style=\"height:17px;width:113px\"><strong>einfach (+40)</strong></td></tr><tr style=\"height:17px\"><td style=\"height:17px;width:34px\">30</td><td style=\"height:17px;width:74px\">Hörner</td><td style=\"height:17px;width:113px\"><strong>durchschnittlich (+20)</strong></td></tr><tr style=\"height:17px\"><td style=\"height:17px;width:34px\">40</td><td style=\"height:17px;width:74px\">Ohren</td><td style=\"height:17px;width:113px\"><strong>herausfordernd (+0)</strong></td></tr><tr style=\"height:17px\"><td style=\"height:17px;width:34px\">50</td><td style=\"height:17px;width:74px\">Backen</td><td style=\"height:17px;width:113px\"><strong>schwierig (-10)</strong></td></tr><tr style=\"height:17px\"><td style=\"height:17px;width:34px\">75</td><td style=\"height:17px;width:74px\">Bart</td><td style=\"height:17px;width:113px\"><strong>schwer (-20)</strong></td></tr><tr style=\"height:17px\"><td style=\"height:17px;width:34px\">100</td><td style=\"height:17px;width:74px\">Rachen</td><td style=\"height:17px;width:113px\"><strong>sehr schwer (-30)</strong></td></tr></tbody></table><p><strong>Besonderheit</strong>: Wenn man das Talent @Compendium[wfrp4e-core.talents.jrYW2OyDHd1Md2my]{Scharfschütze} besitzt, kann man alle Würfe als eine Schwierigkeit geringer behandeln. Ein Wurf, um die Hörner zu treffen und 30 Punkte zu erzielen, erfordert demnach einen <strong>einfachen (+40) </strong><em><strong>Fernkampf (Werfen)</strong></em><strong>-Wurf</strong>.</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "mjryJtBRbzgbCOXY",
|
|
||||||
"name": "Middenball",
|
|
||||||
"description": "<p>Middenball ist vielleicht der größte Mannschaftssport im Imperium und in den meisten Provinzen werden informellen Ligen zwischen Kneipen gespielt. Angeblich ist seine Geschichte ebenso alt wie Sigmar und es soll seinen Ursprung beim Stamm der Teutogen in Middenland haben, wo ‚Muddibal‘-Spiele gespielt wurden, um wichtige Kampffertigkeiten zu verbessern. Die Brutalität dieses uralten Spiels ist in der modernen Version noch immer zu spüren, wird aber durch relativ strenge Regeln kodifiziert, nach denen Waffen oder die Verwendung eines Lebewesens als ‚Ball‘ nicht mehr gestattet sind.</p><p>Es spielen zwei Mannschaften zu je 11 Spielern gegeneinander. Das Ziel ist es, einen Ball mit allen Mitteln in das gegnerische Tor zu befördern. </p><p>Middenball ist wahnsinnig beliebt in Middenheim, wo es häufig als ‚Snotball‘ bezeichnet wird, da einige Mannschaften immer noch illegalerweise zusammengeschnürte Snotlinge als Bälle verwenden.</p><p><strong>Spielregeln</strong>: @UUID[JournalEntry.XTJCq97IZ0pRoq13]{Middenball}.</p><p>Für diese schnelle Variante des Spiels müssen alle Spieler in jeder Runde einen <strong>durchschnittlichen (+20) </strong><em><strong>Nahkampf (Waffenlos)</strong></em><strong>- Wurf</strong> oder einen <strong>herausfordernden (+0) </strong><em><strong>Athletik</strong></em><strong>-Wurf</strong> durchführen und die EG-Gesamtsumme für jede Mannschaft addieren. Die Mannschaft mit der höheren Gesamtsumme gewinnt +1 Vorteil für die nächste Runde (unter Verwendung der normalen Regeln für Vorteil) und erzielt ein Tor, wenn die Gesamtsumme +25 oder höher ist. Ein Spiel dauert 2 Halbzeiten von je 3 Runden (wobei jede Runde 10 Minuten dauert).</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "opqK7slOrVV50XBR",
|
|
||||||
"name": "Al-Zahr",
|
|
||||||
"description": "<p><span class=\"fontstyle0\">Von den vielen Würfelspielen, die im Imperium gespielt werden, ist keines so weit verbreitet wie Al-Zahr. Al-Zahr stammt ursprünglich aus Arabia und ist in der ganzen Alten Welt unter verschiedenen Namen bekannt, darunter Azar in Estalia und Hasard in Bretonia. Seine Regeln sind einfach und erfordern wenig mehr als zwei Würfel, um eine Zielzahl zu erreichen. Der erste Spieler, der den Zielwert würfelt, gewinnt die Runde. Es ist üblich, dass Zuschauer (und Spieler) auf die Ergebnisse jedes Wurfs setzen, und in einigen Kneipen sind Tische mit üblichen Einsätzen in die Tischplatte eingraviert.</span></p><p><span class=\"fontstyle3\"><strong>Spielregeln</strong>: Jeder Spieler gibt den gleichen Einsatz in den Topf. Der erste Spieler wählt dann eine Zahl zwischen 7 und 15 als Ziel. Das Spiel wird beginnend mit dem ersten Spieler im Uhrzeigersinn fortgesetzt, wobei jeder Spieler einen einzelnen Wurf durchführt. In seinem Zug wirft man [[/r 2d10]] und addiert diese, um ein Ergebnis zwischen 2 und 20 zu erhalten. Wenn der Wurf dem Zielwert entspricht oder eine 20 ist, gewinnt man die Runde und erhält den gesamten Topf. Mit einem Wurf von 16 bis 19 darf man sich einen Einsatz aus dem Topf nehmen. Ein Wurf von 7-15, der nicht dem Zielwert entspricht, wird zum neuen Zielwert für den nächsten Spieler. Ein Wurf zwischen 3 und 6 zwingt einen, einen weiteren Einsatz in den Topf zu legen oder aus der Runde auszusteigen. Zu guter Letzt scheidet man mit einem Wurf von 2 aus der Runde aus. Das Spiel wird fortgesetzt, bis der Topf geleert ist oder bis nur noch ein Spieler im Spiel ist, der dann den verbleibenden Topf gewinnt. Ein vollständiges Spiel dauert in der Regel so viele Runden, wie es Mitspieler gibt, und bietet jedem Spieler die Gelegenheit, als erstes zu würfeln.</span></p><p><span class=\"fontstyle3\"><strong>Special</strong>: Man kann im eigenen Zug Glückspunkte einsetzen, um seine Würfe zu wiederholen. Mit dem Talent </span><span class=\"fontstyle0\">@Compendium[wfrp4e-core.talents.cAxNctMFWIAjDgV3]{Würfelkünstler} </span>kann man außerdem 1 zusätzlichen Würfel pro Stufe in<span class=\"fontstyle0\"> @Compendium[wfrp4e-core.talents.cAxNctMFWIAjDgV3]{Würfelkünstler} werfen — man entscheidet sich dann für zwei der Würfel, um sein Ergebnis in seinem Zug aufzubauen.</span></p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "pWlAzCU8HjElHsqC",
|
|
||||||
"name": "Scharlachkaiserin",
|
|
||||||
"description": "<p><span class=\"fontstyle0\">Im Jahre 1923 i.K. behauptete Graf Primus von Bildhofen, dass Scharlachkaiserin, jenes Kartenspiel, das nach seiner Großmutter, Kaiserin Molrella III., benannt wurde, populärer war als Sigmar. Obgleich es ihn das Leben gekostet hat – nur vier Monate später wurde er wegen Ketzerei verbrannt –, glauben einige, dass er nicht ganz Unrecht hatte, da Scharlachkaiserin heute allgemein als das beliebteste Kartenspiel der Alten Welt gilt.</span></p><p><span class=\"fontstyle0\">Das Spiel wird normalerweise mit 2 bis 6 Spielern gespielt und dreht sich darum, sich über 2 Runden durch Kartentausch und Ziehen neuer Karten die bestmögliche Hand zu sichern, und gleichzeitig zu versuchen, die Karte der Scharlachkaiserin zu vermeiden.</span></p><p><span class=\"fontstyle0\"><strong>Spielregeln</strong>: Jeder Spieler gibt einen Einsatz in den Topf und führt dann einen <strong>durchschnittlichen (+20) </strong><em><strong>Glücksspiel</strong></em><strong>-Wurf</strong> durch. Wenn es zu einem Unentschieden kommt, machen entweder alle Spieler einen weiteren Einsatz oder steigen aus. Dies geht so lange weiter, bis ein klarer Gewinner feststeht, der den gesamten Topf gewinnt.</span></p><p><span class=\"fontstyle0\"><strong>Besonderheit</strong>: Wenn man das Talent Turm der Erinnerungen besitzt, mit dem man Karten zählen und auswendig lernen kann, ist der Glücksspiel-Wurf zum Spielen von Scharlachkaiserin stattdessen <strong>einfach (+40)</strong>.</span></p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "rOFawLqmhsLbMsSc",
|
|
||||||
"name": "Pfeilwerfen",
|
|
||||||
"description": "<p>Als ständiger Favorit in Flusstavernen und bei den Soldaten geht es beim Pfeilwerfen darum, kleine Wurfpfeile auf eine Zielscheibe zu werfen, die normalerweise aus dem Querschnitt eines Baumes besteht und in Segmente unterteilt ist, wobei jedes Segment eine unterschiedliche Punktzahl wert ist. Obwohl dies von den meisten Völkern des Imperiums vehement bestritten wird, glauben Historiker, dass das Spiel seine Wurzeln bei den Bauern von Bretonia hat, wo es Fléchettes genannt wird.</p><p><strong>Spielregeln</strong>: Es wird eine Münze geworfen, um festzustellen, wer zuerst an der Reihe ist. Wenn man an der Reihe ist, wirft man 3 Pfeile. Für jeden Pfeil wird ein herausfordernder (+0) Fernkampf (Werfen)-Wurf durchgeführt. Wenn man erfolgreich ist, erzielt man entweder die Zahl auf dem Einer- oder Zehnerwürfel in Punkten oder aber dem Einer- oder Zehnerwürfel × 10 in Punkten. Ein erfolgreicher Wurf von 26 könnte also entweder 2, 6, 20 oder 60 Punkte wert sein. Wenn der Wurf misslingt, erzielt man seinen Einerwürfel in Punkten – bei einem misslungenen Wurf von 73 erhält man also 3 Punkte. Wenn man einen Kritischen Treffer erzielt, erhält man ein beliebiges Ergebnis zwischen 1 und 100 Punkten. Wenn man einen Patzer würfelt, verfehlt man die Scheibe vollständig. Ziel ist es, insgesamt genau 501 Punkte zu erzielen. Wenn man mehr Punkte erzielt, endet der Zug sofort und die Punkte, die man mit seinem letzten Pfeil erzielt hat, werden ignoriert.</p><p><strong>Besonderheit</strong>: Wenn man das Talent @Compendium[wfrp4e-core.talents.jrYW2OyDHd1Md2my]{Scharfschütze } besitzt, kann man das Ergebnis seines Einerwürfels um 1 verändern, maximal auf 10 und minimal auf 1.</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "tsgbgDFQlDSc7sRN",
|
|
||||||
"name": "Kneipenquiz",
|
|
||||||
"description": "<p><span class=\"fontstyle0\">Beliebt in den vielen Universitätsbezirken und Städten des Imperiums, und wo insbesondere Verena verehrt wird, stehen sich beim Kneipenquiz Mannschaften gegenüber, die Fragen zu Allgemeinwissen beantworten müssen, um Punkte zu sammeln. Normalerweise beginnen die Fragen einfach und werden immer schwieriger. Das Team mit den meisten Punkten am Ende des Quiz‘ gewinnt.</span></p><p><span class=\"fontstyle0\"><br /><strong>Spielregeln</strong>: Jeder Teilnehmer führt über 7 Runden <em><strong>Intelligenz-Würfe</strong></em> durch, wobei die Schwierigkeit normalerweise bei Sehr einfach beginnt und in der letzten Runde bei Sehr schwer endet. Wenn mindestens 1 Teilnehmer in der eigenen Gruppe den Wurf für diese Runde besteht, erhält die Mannschaft 1 Punkt. Die Mannschaft mit den meisten Punkten am Ende der 7. Runde gewinnt. Gleichstände werden mit Stichfragen gelöst, bei denen es sich normalerweise um eine weitere Runde <strong>sehr schwieriger</strong> Fragen handelt. Es ist üblich, dass in den jeweiligen Runden bestimmte Themen behandelt werden. Wenn man über relevantes Wissen für dieses Thema verfügt (wie durch den SL festgelegt – <em>Wissen (Geschichte)</em> für eine Runde mit Fragen zur Vergangenheit des Imperiums, zum Beispiel), kann für diese Runde diese Fähigkeit anstelle von Intelligenz verwendet werden.</span></p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "uNthkonWIRQYyDZl",
|
|
||||||
"name": "Domino",
|
|
||||||
"description": "<p>Angeblich entlang der Seidenstraße von Ind und Cathay nach Tilea und darüber hinaus importiert, verwendet Domino 28 Plättchen, die auf zwei Enden mit Augen zwischen 0 und 6 gekennzeichnet sind. Die Spieler beginnen mit sieben zufällig gezogenen Plättchen und spielen diese reihum aus. Dabei werden die Plättchen mit den gleichen Augenzahlen in einer fortlaufenden Reihe aneinander angelegt, wobei man sich ein zusätzliches Plättchen nehmen muss, wenn man in ihrem Zug nicht spielen kann. Der Spieler, der alle seine Steine zuerst abgelegt hat, gewinnt. Wenn dies nicht möglich ist, ist der Sieger derjenige, der die wenigsten Augen auf seinen Plättchen hat.</p><p><strong>Spielregeln</strong>: Um zu spielen, macht jeder Spieler einen <strong>Vergleichenden durchschnittlichen (+20) </strong><em><strong>Glückspiel</strong></em><strong>-Wurf</strong>. Bei einem Unentschieden vergleichen die jeweiligen Spieler den Einerwürfel ihrer Würfe miteinander. Die niedrigste Zahl gewinnt.</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "wXi6Aw6shJtHFg4p",
|
|
||||||
"name": "Alvatafl",
|
|
||||||
"description": "<p><span class=\"fontstyle0\">Alvatafl ist ein Brettspiel aus dem Norden, das auf einem quadratischen Raster mit 15x15 Feldern gespielt wird. Es verwendet Spielsteine für eine Armee aus 48 Zwergen, die eine zentral platzierte Armee aus 12 Elfen mit einem Elfenprinzen in seiner Burg in der Mitte umringen. Alvatafl soll so alt sein wie der Groll zwischen diesen beiden alten Völkern. Die Zwerge bewegen sich sehr langsam mit einem einzigen Feld pro Zug, und die Elfen bewegen sich schnell in geraden Linien. Die Zwerge versuchen, den Prinzen zu töten oder sein Schloss zu erobern, bevor er dem Brett entkommt. Alvatafl ist in Nordland und Ostland sehr beliebt und in den meisten Tavernen und Gasthöfen im Norden findet man kunstvoll geschnitzte Spielsteine für Alvatafl. Größere Versionen des Spiels sind auch in Kislev verbreitet – dort heißt das Spiel Zasada und verwendet stattdessen 15 zentral platzierte Flügelulane der Gospodari mit einer von 60 Trollen umstellten Eishexe.</span></p><p><span class=\"fontstyle0\"><br /></span><span class=\"fontstyle3\"><strong>Spielregeln</strong>: In jeder Runde führt man einen <strong>herausfordernden (+0) </strong><em><strong>Intelligenz</strong></em><strong>- oder </strong><em><strong>Wissen (Kriegsführung)-</strong></em><strong>Wurf</strong> durch und addiert seinen Intelligenzbonus auf seinen EG. Das Gesamtergebnis des Elfenspielers gibt an, wie viele Zwergenspielsteine in dieser Runde genommen werden. Das vom Zwergenspieler erzielte Gesamtergebnis wird geviertelt und aufgerundet, um zu zeigen, wie viele Elfenspielsteine in dieser Runde genommen werden. Wenn man einen Kritischen Treffer erzielt, ist das Spiel automatisch gewonnen, sofern man der Zwerg ist und die gewürfelte Zahl auf seinem Einerwürfel der Anzahl der genommenen Elfenspielsteine oder weniger entspricht oder man der Elfenspieler ist und die gewürfelte Zahl auf seinem Einerwürfel vervierfacht (ein erfolgreicher Wurf von 33 würde als 12 gewertet, da 4 × 3 = 12) der Anzahl der genommenen Zwergenspielsteine oder weniger entspricht. Andernfalls gewinnt die erste Seite, die mehr als die Hälfte der gegnerischen Spielsteine nimmt. Erreichen beide Seiten die Siegbedingung in derselben Runde, endet das Spiel unentschieden.</span></p>"
|
|
||||||
}
|
|
||||||
]
|
|
||||||
}
|
|
||||||
File diff suppressed because one or more lines are too long
@@ -1,39 +0,0 @@
|
|||||||
{
|
|
||||||
"label": "Gegenstände (Raue Nächte & Harte Tage)",
|
|
||||||
"mapping": {
|
|
||||||
"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"
|
|
||||||
},
|
|
||||||
"tests": "system.tests.value"
|
|
||||||
},
|
|
||||||
"entries": [
|
|
||||||
{
|
|
||||||
"id":"Playing Card and Note",
|
|
||||||
"name":"Spielkarten und Notiz"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Suffused with Ulgu",
|
|
||||||
"name": "Erfüllt von Ulgu",
|
|
||||||
"tests": "Fähigkeit Kanalisieren (Ulgu) anstelle der Fähigkeit Heimlichkeit; Im Umkreis von 8 Schritt um dicherhält jeder erfolgreiche Versuch, Zauber aus der Lehre der Schatten zu wirken, +1 EG",
|
|
||||||
"description": "<p>Du bist durchdrungen vom Grauen Wind der Magie, den jene mit dem Zweiten Gesicht als einen schattenhaften, wogenden Nebel wahrnehmen, der sich um deinen Körper legt. Du kannst deine Fähigkeit Kanalisieren (Ulgu) anstelle der Fähigkeit Heimlichkeit bei allen relevanten Würfen verwenden. Außerdem erhält in einem Umkreis von 8 Schritt um dich jeder erfolgreiche Versuch, Zauber aus der Lehre der Schatten zu wirken, +1 EG. Dieser Bonus kann nur einmal in Anspruch genommen werden, egal wie viele Charaktere in der Nähe eines Zaubernden Erfüllt von Ulgu besitzen.</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Reveal the Inner Beauty",
|
|
||||||
"name": "Enthülle die innere Schönheit",
|
|
||||||
"description": "Du lässt ein Objekt oder eine Person, die du berührst, rasch verfaulen. Wenn das Ziel nicht organisch ist, sorgt der Zauber dafür, dass das Objekt spröde wird und nicht mehr verwendet werden kann. Wenn das Ziel organisch ist, reift es schnell, bis es zu verderben beginnt, aufbricht und seinen stinkenden Inhalt überall verteilt. Einer lebenden Kreatur muss ein herausfordernder (+0) Widerstands-Wurf gelingen, um diesem Zauber zu widerstehen. Bei einem Misserfolg altert das Ziel um [[2d10]] Jahre und verliert dauerhaft -[[1d10]]% seiner Werte in Kampfgeschick, Ballistische Fertigkeit, Stärke, Widerstand, Gewandtheit und Geschicklichkeit.</p>"
|
|
||||||
}
|
|
||||||
]
|
|
||||||
}
|
|
||||||
@@ -1,54 +0,0 @@
|
|||||||
{
|
|
||||||
"label": "Tabellen (Raue Nächte & Harte Tage)",
|
|
||||||
"entries": [
|
|
||||||
{
|
|
||||||
"id": "Career - Gnome",
|
|
||||||
"name": "Karriere - Gnom"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Eye Colour - Gnome",
|
|
||||||
"name": "Augenfarbe - Gnom",
|
|
||||||
"results": {
|
|
||||||
"1-1": "Schwarz",
|
|
||||||
"2-2": "Blassblau",
|
|
||||||
"3-3": "Blau",
|
|
||||||
"4-4": "Erdbraune",
|
|
||||||
"5-7": "Türkis",
|
|
||||||
"8-11": "Blassgrün",
|
|
||||||
"12-14": "Haselnuss",
|
|
||||||
"15-17": "Blassbraun",
|
|
||||||
"18-18": "Braun",
|
|
||||||
"19-19": "Dunkelbraun",
|
|
||||||
"20-20": "Violett"
|
|
||||||
}
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Hair Colour - Gnome",
|
|
||||||
"name": "Haarfarbe - Gnom",
|
|
||||||
"results": {
|
|
||||||
"2-2": "Schwarz",
|
|
||||||
"3-3": "Dunkelbraun",
|
|
||||||
"4-4": "Rotbraun",
|
|
||||||
"5-7": "Braun",
|
|
||||||
"8-11": "Hellbraun",
|
|
||||||
"12-14": "Rot",
|
|
||||||
"15-17": "Rotblond",
|
|
||||||
"18-18": "Dunkelblond",
|
|
||||||
"19-19": "Hellblond",
|
|
||||||
"20-20": "Weiß"
|
|
||||||
}
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Species Table",
|
|
||||||
"name": "Völker",
|
|
||||||
"results": {
|
|
||||||
"1-89": "Mensch",
|
|
||||||
"90-93":"Halbling",
|
|
||||||
"94-97": "Zwerg",
|
|
||||||
"98-98": "Gnom",
|
|
||||||
"99-99": "Hochelf",
|
|
||||||
"100-100": "Waldelf"
|
|
||||||
}
|
|
||||||
}
|
|
||||||
]
|
|
||||||
}
|
|
||||||
@@ -1,241 +0,0 @@
|
|||||||
{
|
|
||||||
"label": "Gegenstände 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": "Emendierendes Elexier",
|
|
||||||
"description": "",
|
|
||||||
"gmdescription": "<p><span>Mit Hexenwurzel als Zutat bringt dieser erdige, dickflüssige Trank ein gefühl von Euphorie und angenehme Halluzinationen. Der Trank gibt einen +10 Bonus auf Willenskraft-Würfe, aber einen -10 Abzug auf Gewandheit, Initiative und Intelligenz.</span></p><p><span><strong>Dauer: </strong>[[/r 1d10 * 10]] Minuten.</span></p>",
|
|
||||||
"duration": "undefined ",
|
|
||||||
"sduration": "undefined ",
|
|
||||||
"srange": "undefined ",
|
|
||||||
"starget": "undefined ",
|
|
||||||
"sdamage": "undefined "
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Basilisk's Baleful Bile",
|
|
||||||
"name": "Unheilvolles Gallensekret des Basilisken",
|
|
||||||
"description": "<p>Dieses Gift wird durch die Kombination der Flüssigkeiten aus den Augen und den Giftsäcken eines frisch erlegten Basilisken hergestellt. Es ist ein faulig schmeckendes Gift und jeder, der mit dem Unheilvollen Gallensekret des Basilisken vergiftetes Essen oder Getränke zu sich nimmt, führt einen <strong>Einfachen (+40) Wahrnehmen</strong> Wurf durch. Bei Erfolg merkt man, dass etwas nicht stimmt, bevor die Galle ihre Wirkung entfaltet. Man erleidet dedoch eine Runde einen @Condition[Betäubt] Zustand, während man alles erbricht. Wenn das Gebräu zu sich genommen wird, verursacht es 2 @Condition[Vergiftet] Zustände, denen mit einem <strong>Schwierigen (-10) Ausdauer</strong> Wurf widerstanden werden kann. Wenn das Ziel den @Condition[Vergiftet] Zuständen nicht widersteht, wird es für immer zu Stein.</p>",
|
|
||||||
"sdamage": "undefined "
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Bronze Fever",
|
|
||||||
"name": "Bronze Fieber",
|
|
||||||
"description": "<p>Bronze Fieber tritt häufig in der südlichen Alten Welt auf, wo es sich im warmen und feuchten Klima über Insektenstiche verbreitet. Die meisten Infizierten erholen sich in wenigen Tagen, aber in seltenen Fällen führt es zu Komplikationen oder sogar zum Tod. </p>",
|
|
||||||
"gmdescription": "",
|
|
||||||
"duration": "1d10 Tage",
|
|
||||||
"contraction": "If you fail an Average (+20) Endurance Test after being bitten by an infected mosquito. If infected blood is injected or imbibed, you contract Bronze Fever automatically.",
|
|
||||||
"incubation": "1d10 Tage",
|
|
||||||
"symptoms": "Fieber, Langanhaltend (Einfach), Unwohlsein, Übelkeit",
|
|
||||||
"permanent": "",
|
|
||||||
"sduration": "1d10 Tage",
|
|
||||||
"srange": "undefined ",
|
|
||||||
"starget": "undefined ",
|
|
||||||
"sdamage": "undefined "
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Clutch of Eyes",
|
|
||||||
"name": "Auswuchernde Augen",
|
|
||||||
"description": "<p>Zuckende Zysten wallen unter der Haut, dann durchfährt dich Schmerz, wenn die blutigen Pusteln aufblühen, sich öffnen und eine Auswucherung neuer, angstgeweiteter Augen entblößt.</p><p>Wirf einen @Table[hitloc] Wurf, um zu bestimmen, wo deine neuen Augen herauswachsen. Du kannst nun auch von dort sehen. Steigere deine Initiative um +[[/r 1d10]]. Wenn du keinen Initiativewert hast, erhalte zusätzlich +[[/r 2d10]]. Alle Treffer auf die Stelle mit deinen ausgewucherten Augen verursachen zusätzlich einen @Condition[Geblendet] Zustand.</p>",
|
|
||||||
"gmdescription": "",
|
|
||||||
"duration": "undefined ",
|
|
||||||
"sduration": "undefined ",
|
|
||||||
"srange": "undefined ",
|
|
||||||
"starget": "undefined ",
|
|
||||||
"sdamage": "undefined "
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Doppelganger",
|
|
||||||
"name": "Doppelgänger",
|
|
||||||
"description": "<p>Der NPC kann die Gestalt einer jeden menschenähnlichen Kreatur mittlerer Größe annehmen. Er muss 5 Erfolgsgrade in einer <strong>erweiterten Wahrnehmungs</strong>-Probe schaffen, während er sein Ziel observiert. Danach dauert es 2 Runden, die Gestalt des Ziels anzunehmen. Die Kleidung und kleine Gegenstände des Ziels werden auch kopiert; sie sind Teil der Kreatur und können nicht entfernt werden. Größere Gegenstände, wie Schwerter oder Rucksäcke, werden nicht kopiert. Wenn dijenigen, die das Opfer kennen, die Kreatur treffen, führen sie einen <strong>Schweren (−20%) einfachen Intuitions</strong>-Wurf durch. Wenn sie ihn schaffen, wissen sie, dass etwas faul ist. Sollte der Wurf misslingen, sind sie überzeugt, die Kreatur sei ihr Bekannter.</p>",
|
|
||||||
"gmdescription": "",
|
|
||||||
"duration": "undefined ",
|
|
||||||
"sduration": "undefined ",
|
|
||||||
"srange": "undefined ",
|
|
||||||
"starget": "undefined ",
|
|
||||||
"sdamage": "undefined "
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Einauge's Heavy Crossbow",
|
|
||||||
"name": "Einauges schwere Armbrust",
|
|
||||||
"description": "<p>Einauge Spaltmanns aufwendige schwere Armbrust - modifiziert mit einem doppelten Paar Sehnen, das es erlaubt, zwei Schüsse abzugeben, bevor sie nachgeladen werden muss.</p>",
|
|
||||||
"gmdescription": "",
|
|
||||||
"duration": "undefined ",
|
|
||||||
"special": "",
|
|
||||||
"qualities": "Verwundend, Repetierend 2",
|
|
||||||
"flaws": "Nachladen 4",
|
|
||||||
"sduration": "undefined ",
|
|
||||||
"srange": "100 ",
|
|
||||||
"starget": "undefined ",
|
|
||||||
"sdamage": "+9 "
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Focusing Philtre",
|
|
||||||
"name": "Fokussierungstrank",
|
|
||||||
"description": "",
|
|
||||||
"gmdescription": "<p><span >Ein dunkler, bitterer Trank, der den Geist fokussiert und der Konzentration hilft. Er gibt einen +20 Bonus auf Intelligenz- und Ausdauerwürfe. Wenn seine Wirkung schwindet, erhalte 1 @Condition[Erschöpft] Zustand, der mindestens einen Tag anhält. </span></p><p><span><strong>Dauer: </strong></span>[[/r 1d10]]<span > Stunden. </span></p>",
|
|
||||||
"duration": "undefined ",
|
|
||||||
"sduration": "undefined ",
|
|
||||||
"srange": "undefined ",
|
|
||||||
"starget": "undefined ",
|
|
||||||
"sdamage": "undefined "
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Itchy Nuisance",
|
|
||||||
"name": "Krätzige Plage",
|
|
||||||
"description": "<p>Du wedelst mit den Fingern und kleine juckende Pilzsporen schießen aus deren Händen, die sich in die empfindlichen Bereiche des Ziels einnisten. Die Sporen wachsen schnell und verursachen unerträgliches Jucken. Das Ziel erleidet für die Dauer einen -10% Malus auf alle Proben und halbiert die Bewegungsrate.</p>",
|
|
||||||
"gmdescription": "",
|
|
||||||
"duration": "Willenskraftbonus Runden",
|
|
||||||
"sduration": "Willenskraftbonus Runden",
|
|
||||||
"srange": "Willenskraft Meter",
|
|
||||||
"starget": "1 ",
|
|
||||||
"sdamage": ""
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Katya's Cordial",
|
|
||||||
"name": "Katyas Digestif",
|
|
||||||
"description": "",
|
|
||||||
"gmdescription": "<p>Eine süßlich duftende Lösung mit einem glitzernd pinken perlmuttlganz, und einem feurigen Geschmack. Dieser Trank steigert subtil die Attraktivität des Trinkers - aber nicht umsonst. Unter seinem Einfluss erhält der Trinker die Boni des @Compendium[wfrp4e-core.talents.6l3jvIAvrKxt0lA9]{Attraktiv}-Talents. Wenn die Wirkung jedoch nachlässt, erleidet der Trinker einen -20 Malus auf alle Charisma-Proben für [[/r 1d10]] Tage, da seine Haut und seine Augen langsam ein faulig richendes, gelbliches Sekret absondern. </p><p>Dauer: [[/r 1d10]] Stunden </p>",
|
|
||||||
"duration": "undefined ",
|
|
||||||
"sduration": "undefined ",
|
|
||||||
"srange": "undefined ",
|
|
||||||
"starget": "undefined ",
|
|
||||||
"sdamage": "undefined "
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Liquor of Luck",
|
|
||||||
"name": "Flüssiges Glück",
|
|
||||||
"description": "",
|
|
||||||
"gmdescription": "<p>Eine hellblaue Flüssigkeit mit einem leichten geruch nach Lakritz. Der Konsum gewährt +1 Glückspunkt. Wenn du unter seiner Wirkung stehst und einen Glückspunkt einsetzt, würfle zusätzlich [[/r 1d100]]. Wenn du einen Pasch würfelst, erhälst du einen Glückspunkt zurück. Wenn die Wirkung nachlässt, verlierst du alle Glückspunkte und erhälst 1 @Condition[Erschöpft] Zustand, der mindestens einen Tag anhält. </p><p>Dauer: [[/r 1d10]] Minuten.</p>",
|
|
||||||
"duration": "undefined ",
|
|
||||||
"sduration": "undefined ",
|
|
||||||
"srange": "undefined ",
|
|
||||||
"starget": "undefined ",
|
|
||||||
"sdamage": "undefined "
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Massive Intellect",
|
|
||||||
"name": "Gewaltiger Intellekt",
|
|
||||||
"description": "<p>Helles Blut, gesplitterte Knochen und gefoltertes Fleisch quillt aus deinen Gesichtsöffnungen, während dein altes Gehirn ausgestoßen wird. Langsam, über Wochen, wächst dort ein neuer Intellekt, der deinen Kopf schmerzhaft dehnt, in breiten, durchscheinenden Falten um dein geschwollendes, glühendes Gehirn.</p><p>Deine Intelligenz erhöht sich um +[[/r 2d10]]. Wenn du keinen Charismawert hast, erhalte +[[/r 2d10]]. Alle Treffer an Kopf sind automatisch eine @Table[crithead]{Kritische Verletzung}, wenn nicht eh eine verursacht wird.</p>",
|
|
||||||
"gmdescription": "",
|
|
||||||
"duration": "undefined ",
|
|
||||||
"sduration": "undefined ",
|
|
||||||
"srange": "undefined ",
|
|
||||||
"starget": "undefined ",
|
|
||||||
"sdamage": "undefined "
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Reactionary Restorative",
|
|
||||||
"name": "Reaktives Stärkungsmittel",
|
|
||||||
"description": "",
|
|
||||||
"gmdescription": "<p>Eine dickflüssige, blutrote Flüssigkeit. Dieses faulig schmeckende Gebräu erhöht die Reaktion des Trinkenden auf Gefahr. Wenn du unter seiner wirkung stehst, erhälst du nie einen Überrascht-Zustand. Wenn die Wirkung nachlässt, erhälst du 1 @Condition[Erschöpft] Zustand, der mindestens einen Tag anhält. </p><p><strong>Dauer</strong>: [[/r 1d10]] Stunden.</p>",
|
|
||||||
"duration": "undefined ",
|
|
||||||
"sduration": "undefined ",
|
|
||||||
"srange": "undefined ",
|
|
||||||
"starget": "undefined ",
|
|
||||||
"sdamage": "undefined "
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Saif al-Janub",
|
|
||||||
"name": "Saif al-Janub",
|
|
||||||
"description": "<p>Ein Geschenk an Lohner dafür, dass er eine entscheidende Rolle während der Verteidigung Sudenburgs gegen unsterbliche Wirte 2498 IC. Diese geschwungene Klinge wurde vom berühmten Philosophen und Handwerker Hataq al-Kundi in 1445 IC hergestellt. Diese Exzellente Klinge ist in Araby das zehnfache ihres Listenpreises wert.</p>",
|
|
||||||
"gmdescription": "",
|
|
||||||
"duration": "undefined ",
|
|
||||||
"special": "",
|
|
||||||
"qualities": "Defensiv, Edel 4, Unzerbrechlich",
|
|
||||||
"flaws": "",
|
|
||||||
"sduration": "undefined ",
|
|
||||||
"srange": "",
|
|
||||||
"starget": "undefined ",
|
|
||||||
"sdamage": "SB+5 "
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Slippery Skin",
|
|
||||||
"name": "Glitschige Haut",
|
|
||||||
"description": "<p>Du schwitzt permanent, deine Haut sondert einen dünnen, schmierigen Schleim aus, ähnlich wie den eines Schleimaales. Er ist unangenehm zu berühren, durchtränkt in einer oder zwei Stunden deine Kleidung und sorgt für ein unsicheres Greifen.</p><p> </p><p>Alle Proben, bei denen du etwas in der Hand halten musst (etwa Waffen) erleiden einen -20 Malus und du erleidest außerdem einen -20 Malus auf entsprechende Charisma-Würfe. Wenn du versuchts einem Griff zu entkommen, kannst du bei Erfolg entweder deine gewürfelten EG oder die gewürfelte Einerstelle verwenden. Ein erfolgreicher Wurf von 28 kann also für +8 EG verwendet werden.</p>",
|
|
||||||
"gmdescription": "",
|
|
||||||
"duration": "undefined ",
|
|
||||||
"sduration": "undefined ",
|
|
||||||
"srange": "undefined ",
|
|
||||||
"starget": "undefined ",
|
|
||||||
"sdamage": "undefined "
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Sneaky Stabbin'",
|
|
||||||
"name": "Gewiefte Stecherei",
|
|
||||||
"description": "<p>Du verhext die Klingen deiner Verbündeten, damit sie die Schwachpunkte in der Rüstung der Feinde suchen. Deine Ziele erhalten +1 Vorteil und die Angriffe erhalten die Waffenqualität Durchdringend, die so lange anhält, wie sie Vorteile besitzen.</p>",
|
|
||||||
"gmdescription": "",
|
|
||||||
"duration": "Special ",
|
|
||||||
"sduration": "Special ",
|
|
||||||
"srange": "Willenskraft Meter",
|
|
||||||
"starget": "Charismabonus Goblins",
|
|
||||||
"sdamage": ""
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Telepathy",
|
|
||||||
"name": "Telepathie",
|
|
||||||
"description": "<p>Dein Geist befreit sich von seinen materiellen Ketten, brabbelt in Entzücken während er neue Wege entdeckt, sich anderen aufzuerlegen.</p><p> </p><p>Mit einem <strong>Einfachen Willenskraft</strong>Wurf kannst du mit jeder Kreatur mit Bewusstsein innerhalb deiner Willenskraft in Metern und in Sichtlinie kommunizieren. Dies kannst du für Initiative Minuten. Du kannst außerdem die oberflächlichen Gedanken jeder Kreatur lesen, mit der du telepathisch kommunizierst, wenn du eine weitere <strong>Vergleichenden Willenskraft</strong> Probe schaffst. Wenn dir der Wurf mislingt, kannst du die Gedanken des Ziels für die kommenden [[/r 1d10]] Tage nicht lesen. Wenn du Telepathie benutzt, glühen deine Augen unheimlich. Jedes mal, sich diese Mutation entwickelt, verdoppelt sich deine Reichweite für diese Kraft.</p>",
|
|
||||||
"gmdescription": "",
|
|
||||||
"duration": "undefined ",
|
|
||||||
"sduration": "undefined ",
|
|
||||||
"srange": "undefined ",
|
|
||||||
"starget": "undefined ",
|
|
||||||
"sdamage": "undefined "
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "The Marvelous Medicinal Mixture",
|
|
||||||
"name": "Die mirakulöse medizinale Mischung",
|
|
||||||
"description": "",
|
|
||||||
"gmdescription": "<p>Eine extremsüße, fischig riechende Flüssigkeit. Jeder der diesen Trank zu sich nehmen möchte muss erst eine <strong>durchschnittliche (+20) Besonnenheits</strong> Probe bestehen. Ist das geschafft, erhält der trinkende einen @Condition[Erschöpft] Zustand, der erst nach einer Nacht erholsamen Schafes entfernt werden kann. Der Trank bietet keine andere Wirkung. Jedoch schmeckt er so schlecht, dass von Holzenhauers Kunden überzeugt von dessen Fähigkeit sind, so gut wie jedes Leiden zu heilen.</p>",
|
|
||||||
"duration": "undefined ",
|
|
||||||
"sduration": "undefined ",
|
|
||||||
"srange": "undefined ",
|
|
||||||
"starget": "undefined ",
|
|
||||||
"sdamage": "undefined "
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Tonic of Sight Beyond Sight",
|
|
||||||
"name": "Elixier der Sicht jenseits des Sehens",
|
|
||||||
"description": "",
|
|
||||||
"gmdescription": "<p>Eine dunkelgrüne Flüssigkeit, dessen Etikett mit einem großen, roten Augapfel bebildert ist und die verspricht, die Sicht des Trinkenden zu verbessern. Das trinken des Tranks gewährt dir die Boni eines oder mehrerer Talente, wie folgt ([[/r 1d10]]):</p><p>1-2: @Compendium[wfrp4e-core.talents.9h82z72XGo9tfgQS]{Scharfer Sinn (Sicht)};</p><p>3-4: @Compendium[wfrp4e-core.talents.Nj3tC8A5fZ3zEdMR]{Heilige Visionen};</p><p>5-6: @Compendium[wfrp4e-core.talents.6w30u0VPsAicrqb5]{Magiegespür};</p><p>7-8: @Compendium[wfrp4e-core.talents.OEjUvJKi0xmBwbS2]{Zweites Gesicht};</p><p>9-10: Alle davon. </p><p>Dauer: [[/r 1d10]] Minuten.</p>",
|
|
||||||
"duration": "undefined ",
|
|
||||||
"sduration": "undefined ",
|
|
||||||
"srange": "undefined ",
|
|
||||||
"starget": "undefined ",
|
|
||||||
"sdamage": "undefined "
|
|
||||||
}
|
|
||||||
]
|
|
||||||
}
|
|
||||||
File diff suppressed because one or more lines are too long
@@ -1,57 +0,0 @@
|
|||||||
{
|
|
||||||
"label": "Gegenstände (Übersreik Adventures I)",
|
|
||||||
"mapping": {
|
|
||||||
"gmdescription": "system.gmdescription.value",
|
|
||||||
"qualities": {
|
|
||||||
"path": "system.qualities.value",
|
|
||||||
"converter": "trapping_qualities_flaws"
|
|
||||||
},
|
|
||||||
"flaws": {
|
|
||||||
"path": "system.flaws.value",
|
|
||||||
"converter": "trapping_qualities_flaws"
|
|
||||||
}
|
|
||||||
},
|
|
||||||
"entries": [
|
|
||||||
{
|
|
||||||
"id": "Cantor",
|
|
||||||
"name": "Kantor",
|
|
||||||
"description": "<p>Du wurdest zum Kantor der Magischen Orden ausgebildet und bist dazu in der Lage, die Winde der Magie um dich zu sammeln, um Anwesende bei ihren Zaubern zu unterstützen. Du kannst Unterhalten (Singen) anstelle von Kanalisieren verwenden, wenn du einen Kanalisieren-Wurf WFRS, Seite 237) durchführst. Allerdings können pro Runde alle Zauberkundigen innerhalb deines Charisma-Werts in Schritt um dich einen einzelnen EG aus deinem Erweiterten Kanalisieren-Wurf für sich nutzen, solange sie ihren eigenen Kanalisieren-Wurf durchführen. Mit diesem Talent kann ein Charakter einen Erweiterten Unterhalten (Singen)-Wurf durchführen, um den Kanalisieren-Wurf eines anderen Zauberers zu unterstützen, selbst wenn er selbst keine sonstigen magischen Fähigkeiten besitzt.</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Cordelia's Enhanced Restorative Tonic",
|
|
||||||
"name": "Cordelias verbessertes Erholungstonikum",
|
|
||||||
"description": "<p>Stellt bei jedem, der es einnimmt, den doppelten Widerstands-Bonus an Lebenspunkten wieder her.</p>",
|
|
||||||
"gmdescription":"<p>erfordert jedoch das Bestehen eines schwierigen (–10) Ausdauer-Wurfes, oder ein Nebeneffekt tritt für eine Anzahl von Minuten auf, die der Anzahl der Erfolgsgrade entspricht, um die der Wurf misslungen ist. Wirf 1W10, um den als Nebeneffekt auftretenden Zustand zu bestimmen: 1-3: @Condition[Geblendet] (3), 4-6: @Condition[Demoralisiert] (1), 7-9: @Condition[Betäubt] (1), 10: @Condition[Bewusstlos].</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Maddening Aura",
|
|
||||||
"name": "Aura des Wahnsinns",
|
|
||||||
"description": "<p>Zu Beginn jeder Runde muss jeder Charakter innerhalb von 20 Metern um die Kreatur einen <strong>durchschnittlichen (+20) Besonnenheits</strong>-Wurf ablegen. Wenn dieser Wurf misslingt, wird auf der Tabelle für schleichende Unvernunft gewürfelt. Ist der Wurf ein Patzer, erhält der Charakter zusätzlich +1 Korrumpierungspunkt. Sollte der Charakter korrumpiert werden, führt dies automatisch zu einer mentalen Korrumpierung. Wo anwendbar, sind alle Effekte der Aura des Wahnsinns kumulativ.</p> <p> </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;\"><strong>[[/r 1d10]]</strong></td> <td style=\"text-align: center; width: 90.1763%; height: 16px;\"><strong>Schleichende Unvernunft</strong></td> </tr><tr style=\"height: 16px;\"> <td style=\"width: 9.09487%; height: 16px; text-align: center;\">1-2</td> <td style=\"width: 90.1763%; height: 16px;\"><strong>Jetzt aber Vorsicht:</strong> In deinem nächsten Zug kannst du entweder eine Bewegung oder eine Handlung ausführen, aber nicht beides. Danach klingt der Effekt ab.</td> </tr> <tr style=\"height: 16px;\"> <td style=\"width: 9.09487%; height: 16px; text-align: center;\">3-4</td> <td style=\"width: 90.1763%; height: 16px;\"><strong>Was passiert hier?</strong> Du erhältst den Zustand @Condition[Überrascht].</td> </tr> <tr style=\"height: 16px;\"> <td style=\"width: 9.09487%; height: 16px; text-align: center;\">5-6</td> <td style=\"width: 90.1763%; height: 16px;\"><strong>Mein Plan funktioniert!</strong> In deinem Zug musst du die gleichen Handlungen ausführen, die du in der vorherigen Runde ausgeführt hast. Wenn du dies aus irgendeinem Grund nicht tun kannst, musst du alle Vorbereitungen treffen, um diese Handlungen in deiner nächsten Runde ausführen zu können. <strong>Dauer</strong>: 1d10 Runden.</td> </tr> <tr style=\"height: 16px;\"> <td style=\"width: 9.09487%; height: 16px; text-align: center;\">7</td> <td style=\"width: 90.1763%; height: 16px;\"><strong>Wer hat gesagt, ich sei paranoid?</strong> Du entwickelst Feindseligkeit gegenüber einem zufälligen Charakter. <strong>Dauer</strong>: Andauernd.</td> </tr> <tr style=\"height: 16px;\"> <td style=\"width: 9.09487%; height: 16px; text-align: center;\">8</td> <td style=\"width: 90.1763%; height: 16px;\"><strong>Are Meinst du mich?</strong> Du entwickelst Hass auf einen zufälligen Charakter. <strong>Dauer</strong>: Andauernd.</td> </tr> <tr style=\"height: 16px;\"> <td style=\"width: 9.09487%; height: 16px; text-align: center;\">9</td> <td style=\"width: 90.1763%; height: 16px;\"><strong>Töte es! Töte es! Töte es!</strong> Du verfällst in Raserei. <strong>Dauer</strong>: Andauernd.</td> </tr> <tr style=\"height: 16px;\"> <td style=\"width: 9.09487%; height: 16px; text-align: center;\">10</td> <td style=\"width: 90.1763%; height: 16px;\"><strong>Zuck, Zuck</strong>: Du erleidest eine @Table[mutatemental]{mentale Korrumpierung}. <strong>Dauer</strong>: Andauernd.</td> </tr> </tbody> </table> <p> </p> <p><strong>Andauernd</strong>: Diese Effekte dauern [[/r 1d10]] – Willenskraft-Bonus Stunden (mindestens 1 Stunde). Lege anschließend einen <strong>durchschnittlichen (+20) Besonnenheits</strong> -Wurf ab. Wenn dieser misslingt, ist der Effekt permanent. Die Schwierigkeit des Wurfes kann variieren, je nachdem, ob der Charakter der Aura nur kurz oder für längere Zeit ausgesetzt war, nach Entscheidung des SL. Ein Spieler kann einen Zähigkeitspunkt ausgeben, um die Langzeiteffekte der Aura des Wahnsinns zu verlieren, obwohl die Erinnerungen an die schreckliche Kreatur niemals verschwinden werden. Ein Charakter kann 1 Mutpunkt verbrauchen, um die negativen Folgen der Aura des Wahnsinns für 1 Runde zu ignorieren.</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Spiky Bracers",
|
|
||||||
"name": "Stachelige Plattenarme",
|
|
||||||
"description": null
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Spiky Breastplate",
|
|
||||||
"name": "Stachelige brustplatte",
|
|
||||||
"description": null
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Spiky Helm",
|
|
||||||
"name": "Stachelhelm",
|
|
||||||
"description": null
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Spiky Plate Leggings",
|
|
||||||
"name": "Stachelige Plattenbeine",
|
|
||||||
"description": null
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "The Nineteenth Palm of Volans",
|
|
||||||
"name": "Die neunzehnte Handfläche des Volans",
|
|
||||||
"description": "<p>Als einer von 24 solcher Talismane, die vom ersten Patriarchen der Magischen Orden erschaffen wurden, schöpft die Handfläche aus der inneren Kraft ihres Trägers, um diesen vor Magie zu schützen. Seit ihrer Herstellung wurden die Talismane Magiern geschenkt, die besonders gefährliche Aufgaben erfüllen, die außerhalb der Aufsicht ihrer Orden liegen.</p><p>Solange ein Charakter die Neunzehnte Handfläche des Volans trägt, kann er Zauber bannen, gemäß den @JournalEntry[hGeXud7E91sHnz0w]{Magie Regeln} unter Gegenzauber wirken. Der Charakter kann jedoch keine persistenten Zauber bannen, sobald diese gewirkt wurden. Fehlt dem Charakter die Fähigkeit <strong>Sprache (Magick)</strong>, kann er stattdessen seinen Willenskraft- Wert verwenden.</p>"
|
|
||||||
}
|
|
||||||
]
|
|
||||||
}
|
|
||||||
File diff suppressed because one or more lines are too long
File diff suppressed because one or more lines are too long
@@ -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"
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -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 Tarradasch’s 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 won’t 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 you’re in. Today’s 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 won’t 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 he’ll 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. He’s 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 One’s 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 you’re poor, you take your culture where you can get it cheap or free.",
|
|
||||||
"results": {
|
|
||||||
"1-10": {
|
|
||||||
"description": "<b>Tarnhusse’s 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. It’s unsubtle and religiously devout, with plenty of Sigmarite verse. The crowd most enjoys a fight between Magnus and a ‘Beastman’ who obviously can’t 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 Sven’s crew finally come together is thrilling."
|
|
||||||
},
|
|
||||||
"26-30": {
|
|
||||||
"description": "<b>Watching Pit Fights on the @UUID[JournalEntry.85UN6bKPTfGEBtBb.JournalEntryPage.Yj7HPgoSG57Ji6CO]{Isle of Eels}</b>: It’s a big day at the pits. Gorm the Naglfarling is taking on Big Wim the Mountain. Then there’s 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} — there’s 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 you’re 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 can’t escape the headsman."
|
|
||||||
},
|
|
||||||
"91-100": {
|
|
||||||
"description": "<b>Ideas Above One’s 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 Tarradasch’s famous tragedy. While Baron Trister languishes in the Slayer King’s 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 noble’s 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 daughter’s 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 Sierck’s} early masterpiece, directed by the playwright himself. It’s 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 Burgrave’s 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>: It’s a good selection today — two murderers, a pickpocket who stole from a judge, and a notorious agitator. Wealthy citizens enjoy a good hanging, but it’s 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
@@ -1,291 +0,0 @@
|
|||||||
{
|
|
||||||
"label": "Items (Archives Vol. I)",
|
|
||||||
"mapping": {
|
|
||||||
"skills": {
|
|
||||||
"path": "system.skills",
|
|
||||||
"converter": "career_skills"
|
|
||||||
},
|
|
||||||
"talents": {
|
|
||||||
"path": "system.talents",
|
|
||||||
"converter": "career_talents"
|
|
||||||
},
|
|
||||||
"class": {
|
|
||||||
"path": "system.class.value",
|
|
||||||
"converter": "generic_localization"
|
|
||||||
},
|
|
||||||
"career_careergroup": "system.careergroup.value",
|
|
||||||
"trappings": "system.trappings"
|
|
||||||
},
|
|
||||||
"entries": [
|
|
||||||
{
|
|
||||||
"id": "Dwarf Crossbow",
|
|
||||||
"name": "Arbalète naine",
|
|
||||||
"description": "<p>Bien que les différences entre les arbalètes naines et impériales soient moins prononcées que celles entre leurs armes à poudre noire, les arbalètes naines fabriquées avec une minutie qu'aucun artisan humain ne saurait égaler, et sont donc plus précises.</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Karak Mountain Strider",
|
|
||||||
"name": "Arpenteur des karak",
|
|
||||||
"description": "<p>@Compendium[wfrp4e-archives1.archives1-journals.GBhO6rb28jKbYfEk]{Patrouilleur des Karak}</p>",
|
|
||||||
"career_careergroup": "Patrouilleur des karak",
|
|
||||||
"trappings": [
|
|
||||||
"4 apprentis Coureurs des forts",
|
|
||||||
"cartes",
|
|
||||||
"souvenirs de nombreux voyages"
|
|
||||||
]
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Dwarf Handgun",
|
|
||||||
"name": "Arquebuse naine",
|
|
||||||
"description": "<p>Les armes à poudre sorties des forges humaines désespèrent souvent les nains, car elles sont souvent aussi dangereuses pour leur porteur que pour sa cible. Les armes à poudre noire des nains sont soigneusement fabriquées et renforcées, les rendant moins susceptibles de râtés et conférant aux projectiles une force supplémentaire.</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Cinderblast Bomb",
|
|
||||||
"name": "Bombe calcinante",
|
|
||||||
"description": "<p>Ces armes mortelles sont indispensables pour le combat dans les tunnels qui s'enfoncent profondément sous le Vieux Monde, alors que les nains repoussent désespérément les attaques des skavens, des gobelins, et bien pire encore. Ces bombes sont généralement lancées au beau milieu des forces ennemies, explosant en souffles enflammés et éclats, terrifiants à comtempler.</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Field Warden Captain",
|
|
||||||
"name": "Capitaine Gardechamps",
|
|
||||||
"description": "<p>@Compendium[wfrp4e-archives1.archives1-journals.vnLLLPnNYS97hJVe]{Gardechamps}</p>",
|
|
||||||
"career_careergroup": "Gardechamps",
|
|
||||||
"trappings": [
|
|
||||||
"garnison de Sergent Gardechamps",
|
|
||||||
"respect de la communauté"
|
|
||||||
]
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Drakefire Shot",
|
|
||||||
"name": "Cartouche Drac de feu",
|
|
||||||
"description": "<p>Cette munition incendiaire pouvant être utilisée avec les pistolets Drac de feu, est à la fois dangereuse et rare. Elle ne convient vraiment qu'à cette arme spécifique. Néanmoins, elle peut être chargée dans n'importe quelle arme à poudre noire, qui pourra fonctionner ainsi une seule fois avant d'exploser entre les mains de l'utilisateur. Cela se résout comme si un Échec critique avait été obtenu à chaque coup.</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Precision Shot and Powder",
|
|
||||||
"name": "Cartouche et poudre de précision",
|
|
||||||
"description": "<p>Une poudre préparée par des mains expertes et des balles soigneusement arrondies et lissées peuvent être combinées pour permettre des coups plus précis, plus fiables avec toute arme à poudre noire qui convient.</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Badger Rider",
|
|
||||||
"name": "Chevaucheur de blaireau",
|
|
||||||
"description": "<p>@Compendium[wfrp4e-archives1.archives1-journals.AKNVB3Of7B82YFT1]{Chevaucheur de blaireau}</p>",
|
|
||||||
"career_careergroup": "Chevaucheur de blaireau",
|
|
||||||
"trappings": [
|
|
||||||
"fontes de selle",
|
|
||||||
"plastron de cuir",
|
|
||||||
"arme de lancer ou d'entraves"
|
|
||||||
]
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Hold Runner",
|
|
||||||
"name": "Coureur des forts",
|
|
||||||
"description": "<p>@Compendium[wfrp4e-archives1.archives1-journals.GBhO6rb28jKbYfEk]{Patrouilleur des Karak}</p>",
|
|
||||||
"career_careergroup": "Patrouilleur des karak",
|
|
||||||
"trappings": [
|
|
||||||
"sac à dos",
|
|
||||||
"arme simple",
|
|
||||||
"veste en cuir",
|
|
||||||
"outils professionnels (Cartographe)"
|
|
||||||
]
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Forest's Wrath",
|
|
||||||
"name": "Courrouxde de la forêt",
|
|
||||||
"description": "<p>@Compendium[wfrp4e-archives1.archives1-journals.J4o6g4sjXQ8OXjIj]{Rôdeur Fantôme}</p>",
|
|
||||||
"career_careergroup": "Rôdeur fantôme",
|
|
||||||
"trappings": [
|
|
||||||
"trophée d'un ennemi légendaire",
|
|
||||||
"flèche elfique antique (pour proie spéciale)",
|
|
||||||
"réputation effrayante"
|
|
||||||
]
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Wildwood Sword",
|
|
||||||
"name": "Épée du Bois sauvage",
|
|
||||||
"description": "<p>Lames à deux mains dotées d'une poignée de bois vivant, ces armes semblent se mouvoir de leur propre chef, frappant plus rapidement que leur taille ne semble leur permettre.</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Windwraith",
|
|
||||||
"name": "Esprit du vent",
|
|
||||||
"description": "<p>@Compendium[wfrp4e-archives1.archives1-journals.J4o6g4sjXQ8OXjIj]{Rôdeur Fantôme}</p>",
|
|
||||||
"career_careergroup": "Rôdeur fantôme",
|
|
||||||
"trappings": [
|
|
||||||
"arc elfique et armure de cuir avec au moins 1 Atout chacun",
|
|
||||||
"10 flèches elfiques"
|
|
||||||
]
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Starfire Shafts",
|
|
||||||
"name": "Flèches Lumière des astres",
|
|
||||||
"description": "<p>Le bois des arbres Lumière des astres est un anathème pour la corruption, et les flèches qui en sont tirées sont imprégnées d'un esprit féroce et flamboyant. Ceux qui sont atteints par ces flèches prennent souvent feu et leur usage massif en temps de guerre est terrifiant à contempler.</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Swiftshiver Shafts",
|
|
||||||
"name": "Flèches Vif Frisson",
|
|
||||||
"description": "<p>Faites d'un bois si léger et résistant qu'elles semblent jaillir du carquois de leur propre chef, il est aisé pour un archer compétent d'encocher et de tirer plus d'une flèche de ce type à la fois.</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Forest Ranger",
|
|
||||||
"name": "Garde forestier",
|
|
||||||
"description": "<p>@Compendium[wfrp4e-archives1.archives1-journals.J4o6g4sjXQ8OXjIj]{Rôdeur Fantôme}</p>",
|
|
||||||
"career_careergroup": "Rôdeur fantôme",
|
|
||||||
"trappings": [
|
|
||||||
"sac à dos",
|
|
||||||
"cape à capuche",
|
|
||||||
"arc long et 10 flèches",
|
|
||||||
"outils professionnels (Fabricant d'arcs)"
|
|
||||||
]
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Novice Warden",
|
|
||||||
"name": "Garde novice",
|
|
||||||
"description": "<p>@Compendium[wfrp4e-archives1.archives1-journals.vnLLLPnNYS97hJVe]{Gardechamps}</p>",
|
|
||||||
"career_careergroup": "Gardechamps",
|
|
||||||
"trappings": [
|
|
||||||
"sac à dos",
|
|
||||||
"tente",
|
|
||||||
"carte de la région",
|
|
||||||
"fronde avec 10 pierres",
|
|
||||||
"outils professionnels (même spécialisation que Métier)"
|
|
||||||
]
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Field Warden",
|
|
||||||
"name": "Gardechamps",
|
|
||||||
"description": "<p>@Compendium[wfrp4e-archives1.archives1-journals.vnLLLPnNYS97hJVe]{Gardechamps}</p>",
|
|
||||||
"career_careergroup": "Gardechamps",
|
|
||||||
"trappings": [
|
|
||||||
"veste en cuir",
|
|
||||||
"arme simple",
|
|
||||||
"lanterne et huile"
|
|
||||||
]
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Karak Pathkeeper",
|
|
||||||
"name": "Gardien des routes des karak",
|
|
||||||
"description": "<p>@Compendium[wfrp4e-archives1.archives1-journals.GBhO6rb28jKbYfEk]{Patrouilleur des Karak}</p>",
|
|
||||||
"career_careergroup": "Patrouilleur des karak",
|
|
||||||
"trappings": [
|
|
||||||
"outils (Maçonnerie)"
|
|
||||||
]
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Bearded Axe",
|
|
||||||
"name": "Hache à barbe",
|
|
||||||
"description": "<p>Prisée par beaucoup de nains durant les combats, la tête de ces haches s'incurve vers le manche, ce qui créé un espace entre le manche et la lame, parfait pour arracher leurs armes aux ennemis peu méfiants.</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Slayer's Axe",
|
|
||||||
"name": "Hache de Tueur",
|
|
||||||
"description": "<p>Les Tueurs sont extrêmement fiers de leur arme, les affûtant de manière presque rituelle à toute occasion. Les plus célèbres d'entre elles ont gagné une réputation de puissance presque aussi importante que leurs porteurs. Ce sont des armes dévastatrices, et les Tueurs qui les manient ne semblent pas être gênés par leur taille.</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Nan's Cleaver",
|
|
||||||
"name": "Hachoir de Mamie",
|
|
||||||
"description": "<p>Les cuisiniers halflings sont aussi soigneux avec leurs ustensiles de cuisine que le plus méticuleux des guerriers avec son épée. Il n'est donc pas étonnant que ces armes soient utiles en temps de guerre, et que plus d'un gobelin soit tombé sous les coups d'un hachoir qui avait, juste avant, été utilisé pour préparer un généreux ragoût à déguster après la bataille.</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Blackbriar Javelin",
|
|
||||||
"name": "Javelot Noireronce",
|
|
||||||
"description": "<p>Taillées dans le bois des arbres dont les esprits ont été tordus et rendus néfastes, ces armes vivantes distillent un poison létal. On prétend qu'elles apportent la malchance, et c'est sûrement le cas pour ceux qui doivent les affronter en combat.</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Eonir War Blade",
|
|
||||||
"name": "Lame de guerre éonir",
|
|
||||||
"description": "<p>Les lames finement ouvragées des Éonirs sont fabriquées pour être plus légères que les armes types de l'Empire et leur équilibre parfait permet des coups rapides et précis.</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Eonir Spear",
|
|
||||||
"name": "Lance éonir",
|
|
||||||
"description": "<p>Fléau des forces montées, ces lances à la pointe acérée sont plus légères que les armes types de l'Empire. Leur extrémité est trempée et affûtée par des méthodes connues uniquement des elfes sylvains. Elles transpercent les armures avec aisance.</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Badger Master",
|
|
||||||
"name": "Maître blaireau",
|
|
||||||
"description": "<p>@Compendium[wfrp4e-archives1.archives1-journals.AKNVB3Of7B82YFT1]{Chevaucheur de blaireau}</p>",
|
|
||||||
"career_careergroup": "Chevaucheur de blaireau",
|
|
||||||
"trappings": [
|
|
||||||
"gros blaireau apprivoisé (blaireau-poney tacheté du Moot)",
|
|
||||||
"1 écuyer (Taquineur de blaireau)",
|
|
||||||
"armure de plates",
|
|
||||||
"sens de l'humour"
|
|
||||||
]
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Dwarf Hammer",
|
|
||||||
"name": "Marteau nain",
|
|
||||||
"description": "<p>Les nains, de notoriété publique, utilisent les mêmes marteaux dans la forge en temps de paix et sur le champ de bataille en temps de guerre. Ces outils si lourds sont parfaits pour fracasser même le plus dur des crânes orcs.</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Karak Ranger",
|
|
||||||
"name": "Patrouilleur des karak",
|
|
||||||
"description": "<p>@Compendium[wfrp4e-archives1.archives1-journals.GBhO6rb28jKbYfEk]{Patrouilleur des Karak}</p>",
|
|
||||||
"career_careergroup": "Patrouilleur des karak",
|
|
||||||
"trappings": [
|
|
||||||
"arme à poudre noire avec munitions",
|
|
||||||
"grappin et corde"
|
|
||||||
]
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Drakefire Pistol",
|
|
||||||
"name": "Pistolet Drac de feu",
|
|
||||||
"description": "<p>Exemple de l'ingéniosité des nains, ce pistolet Drac de feu balaye les cibles de coups incendiaires, les enflammant souvent. Les particularités de sa conception sont un secret bien gardé des nains et il est peu probable que d'autres races puissent en copier les subtilités, même si le concept venait à en être compris. Elles constituent les armes favorites de tout nain qui tiendrait tête à des skavens, loin sous terre, car voir brûler leur fourrure puante est en soi très satisfaisant.</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Dwarf Pistol",
|
|
||||||
"name": "Pistolet nain",
|
|
||||||
"description": "<p>Les armes à poudre sorties des forges humaines désespèrent souvent les nains, car elles sont souvent aussi dangereuses pour leur porteur que pour sa cible. Les armes à poudre noire des nains sont soigneusement fabriquées et renforcées, les rendant moins susceptibles de râtés et conférant aux projectiles une force supplémentaire.</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Iron Skillet",
|
|
||||||
"name": "Poêle de fer",
|
|
||||||
"description": "<p>En dépit de leur petite taille, ces pots, casseroles et poêles à frire des halflings sont fabriqués pour être plus lourds qu'on ne le pense. On pourrait en rire, mais plus d'une lame a été détournée d'un coup fatal par la poêle d'un halfling. Ces ustensiles, grêlés et éraflés, font toujours la fierté des foyers de ce peuple.</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Ghost Strider",
|
|
||||||
"name": "Rôdeur fantôme",
|
|
||||||
"description": "<p>@Compendium[wfrp4e-archives1.archives1-journals.J4o6g4sjXQ8OXjIj]{Rôdeur Fantôme}</p>",
|
|
||||||
"career_careergroup": "Rôdeur fantôme",
|
|
||||||
"trappings": [
|
|
||||||
"arc elfique et 10 flèches fabriquées par le Personnage",
|
|
||||||
"assortiment de pièges",
|
|
||||||
"veste en cuir"
|
|
||||||
]
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Youngblood",
|
|
||||||
"name": "Sang neuf",
|
|
||||||
"description": "<p>Votre famille est vue comme une nouvelle venue dans la Laurelorn, et est traitée avec condescendance par les Éonirs des autres lignages. Votre Statut est toujours considéré comme plus bas que celui des autres Éonirs, à moins qu'ils aient, eux aussi, le Talent Sang neuf. Un membre du jeune lignage de deuxième génération peut perdre ce Talent s'il réussit une série d'épreuves pour rejoindre 1 lignée des Enfants de la forêt.</p>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Badger Sergeant",
|
|
||||||
"name": "Sergent blaireau",
|
|
||||||
"description": "<p>@Compendium[wfrp4e-archives1.archives1-journals.AKNVB3Of7B82YFT1]{Chevaucheur de blaireau}</p>",
|
|
||||||
"career_careergroup": "Chevaucheur de blaireau",
|
|
||||||
"trappings": [
|
|
||||||
"caparaçon pour blaireau (2 PA sur la tête et le torse)",
|
|
||||||
"arme de corps à corps (base ou cavalerie)"
|
|
||||||
]
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Field Warden Sergeant",
|
|
||||||
"name": "Sergent Gardechamps",
|
|
||||||
"description": "<p>@Compendium[wfrp4e-archives1.archives1-journals.vnLLLPnNYS97hJVe]{Gardechamps}</p>",
|
|
||||||
"career_careergroup": "Gardechamps",
|
|
||||||
"trappings": [
|
|
||||||
"chemise de mailles de bonne qualité",
|
|
||||||
"escouade de Gardes novices"
|
|
||||||
]
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"id": "Badger Botherer",
|
|
||||||
"name": "Taquineur de blaireau",
|
|
||||||
"description": "<p>@Compendium[wfrp4e-archives1.archives1-journals.AKNVB3Of7B82YFT1]{Chevaucheur de blaireau}</p>",
|
|
||||||
"career_careergroup": "Chevaucheur de blaireau",
|
|
||||||
"trappings": [
|
|
||||||
"sac à dos",
|
|
||||||
"veste de cuir",
|
|
||||||
"fronde",
|
|
||||||
"blaireau apprivoisé avec selle et harnais"
|
|
||||||
]
|
|
||||||
}
|
|
||||||
]
|
|
||||||
}
|
|
||||||
@@ -1,176 +0,0 @@
|
|||||||
{
|
|
||||||
"label": "Items (Archives Vol. I)",
|
|
||||||
"folders": {
|
|
||||||
"Weapons": "Weapons",
|
|
||||||
"Talents": "Talents",
|
|
||||||
"Ammunition": "Ammunition",
|
|
||||||
"Careers": "Careers"
|
|
||||||
},
|
|
||||||
"entries": {
|
|
||||||
"Eonir War Blade": {
|
|
||||||
"name": "Eonir War Blade",
|
|
||||||
"description": "<p>The finely made blades of the Eonir are crafted to be somewhat lighter than a typical Empire weapon, but their perfect balance lends itself to swift, precise strikes.</p>"
|
|
||||||
},
|
|
||||||
"Slayer's Axe": {
|
|
||||||
"name": "Slayer's Axe",
|
|
||||||
"description": "<p>Slayers take great pride in their weapons, sharpening them almost ritualistically at every opportunity. The most famous of these have gained reputations almost as formidable as those who bear them. They are devastating weapons, and Slayers who wield them seem able to do so tirelessly despite their size.</p>"
|
|
||||||
},
|
|
||||||
"Wildwood Sword": {
|
|
||||||
"name": "Wildwood Sword",
|
|
||||||
"description": "<p>A two-handed blade with a haft of living wood, these weapons seem to move with a will of their own, striking more quickly than such a sizable weapon would seem capable of.</p>"
|
|
||||||
},
|
|
||||||
"Ghost Strider": {
|
|
||||||
"name": "Ghost Strider",
|
|
||||||
"description": "<p>@UUID[Compendium.wfrp4e-archives1.journals.q6lCSarhMecgeiD8.JournalEntryPage.zcIpfDRNoyIl6d9e]{Ghost Strider}</p><p></p>"
|
|
||||||
},
|
|
||||||
"Dwarf Handgun": {
|
|
||||||
"name": "Dwarf Handgun",
|
|
||||||
"description": "<p>Dwarfs often despair at what passes for gun smithing among the humans, whose weapons are often as dangerous to the bearer as their target. Dwarf blackpowder weapons are finely made and carefully reinforced, making them less prone to misfire and imbuing their projectiles with additional punch.</p>"
|
|
||||||
},
|
|
||||||
"Badger Sergeant": {
|
|
||||||
"name": "Badger Sergeant",
|
|
||||||
"description": "<p>@UUID[Compendium.wfrp4e-archives1.journals.q6lCSarhMecgeiD8.JournalEntryPage.W9OXP7I8Y9CX5gvG]{Badger Rider}</p>"
|
|
||||||
},
|
|
||||||
"Dwarf Hammer": {
|
|
||||||
"name": "Dwarf Hammer",
|
|
||||||
"description": "<p>Dwarfs are known for using the same hammers in the forge during peacetime and on the battlefield in times of war. These heavy tools are perfect for cracking even the thickest Orc skull.</p>"
|
|
||||||
},
|
|
||||||
"Forest Ranger": {
|
|
||||||
"name": "Forest Ranger",
|
|
||||||
"description": "<p>@UUID[Compendium.wfrp4e-archives1.journals.q6lCSarhMecgeiD8.JournalEntryPage.zcIpfDRNoyIl6d9e]{Ghost Strider}</p><p></p>"
|
|
||||||
},
|
|
||||||
"Precision Shot and Powder": {
|
|
||||||
"name": "Precision Shot and Powder",
|
|
||||||
"description": "<p>Expertly prepared powder and carefully smoothed and rounded bullets can be combined to allow for more reliable, precise shots with any suitable Blackpowder weapon.</p>"
|
|
||||||
},
|
|
||||||
"Eonir Spear": {
|
|
||||||
"name": "Eonir Spear",
|
|
||||||
"description": "<p>The bane of mounted forces, these wickedly tipped spears are somewhat lighter than those used in the Empire. Their points are tempered and sharpened by methods known only to the Wood Elves, and they punch through armour with ease.</p>"
|
|
||||||
},
|
|
||||||
"Badger Master": {
|
|
||||||
"name": "Badger Master",
|
|
||||||
"description": "<p>@UUID[Compendium.wfrp4e-archives1.journals.q6lCSarhMecgeiD8.JournalEntryPage.W9OXP7I8Y9CX5gvG]{Badger Rider}</p>"
|
|
||||||
},
|
|
||||||
"Windwraith": {
|
|
||||||
"name": "Windwraith",
|
|
||||||
"description": "<p>@UUID[Compendium.wfrp4e-archives1.journals.q6lCSarhMecgeiD8.JournalEntryPage.zcIpfDRNoyIl6d9e]{Ghost Strider}</p><p></p>"
|
|
||||||
},
|
|
||||||
"Forest's Wrath": {
|
|
||||||
"name": "Forest's Wrath",
|
|
||||||
"description": "<p>@UUID[Compendium.wfrp4e-archives1.journals.q6lCSarhMecgeiD8.JournalEntryPage.zcIpfDRNoyIl6d9e]{Ghost Strider}</p>"
|
|
||||||
},
|
|
||||||
"Swiftshiver Shafts": {
|
|
||||||
"name": "Swiftshiver Shafts",
|
|
||||||
"description": "<p>Cut from a wood so light and strong that they seem to leap from the bow of their own accord, it is a surprisingly easy thing for a skilled archer to knock and shoot more than one of these arrows at once.</p>"
|
|
||||||
},
|
|
||||||
"Karak Mountain Strider": {
|
|
||||||
"name": "Karak Mountain Strider",
|
|
||||||
"description": "<p>@UUID[Compendium.wfrp4e-archives1.journals.q6lCSarhMecgeiD8.JournalEntryPage.GIoxmaazR63VSdBw]{Karak Ranger}</p>"
|
|
||||||
},
|
|
||||||
"Nan's Cleaver": {
|
|
||||||
"name": "Nan's Cleaver",
|
|
||||||
"description": "<p>Halfling Cooks care for their kitchenware as carefully as the most diligent warrior cares for their blade. No wonder then that many of these weapons see use in times of war, and more than one Goblin has fallen to a cleaver that was later used to prepare a hearty post-battle stew.</p>"
|
|
||||||
},
|
|
||||||
"Drakefire Pistol": {
|
|
||||||
"name": "Drakefire Pistol",
|
|
||||||
"description": "<p>A cunning example of Dwarf artifice, a Drakefire Pistol blasts targets with incendiary shot, often setting them ablaze. The particulars of its design are a carefully guarded secret of the Dwarfs, but it is doubtful if any other species could replicate their intricacies even if the design was understood. They are a favourite of Dwarf 's who face down the Skaven deep beneath the earth, as their foul fur burns very satisfactorily indeed.</p>",
|
|
||||||
"effects": {
|
|
||||||
"Drakefire Pistol": {
|
|
||||||
"name": "Drakefire Pistol"
|
|
||||||
}
|
|
||||||
}
|
|
||||||
},
|
|
||||||
"Iron Skillet": {
|
|
||||||
"name": "Iron Skillet",
|
|
||||||
"description": "<p>Despite their smaller stature, the cast iron pots, pans and skillets of the Halflings are fashioned to be heavier than one might think. Some may laugh, but more than one blade has been turned from a fatal blow by a Halfling pan. Such scratched and pitted skillets are always given pride of place in Halfling homes.</p>"
|
|
||||||
},
|
|
||||||
"Dwarf Crossbow": {
|
|
||||||
"name": "Dwarf Crossbow",
|
|
||||||
"description": "<p>Though the difference between Dwarf and Imperial crossbows is less pronounced that that between their Blackpowder weapons, Dwarf Crossbows are nevertheless built to much tighter tolerances than any human smith could match. As a result, they are more precise weapons.</p>"
|
|
||||||
},
|
|
||||||
"Field Warden": {
|
|
||||||
"name": "Field Warden",
|
|
||||||
"description": "<p>@UUID[Compendium.wfrp4e-archives1.journals.q6lCSarhMecgeiD8.JournalEntryPage.qFs945qryMKHavCn]{Fieldwarden}</p>"
|
|
||||||
},
|
|
||||||
"Novice Warden": {
|
|
||||||
"name": "Novice Warden",
|
|
||||||
"description": "<p>@UUID[Compendium.wfrp4e-archives1.journals.q6lCSarhMecgeiD8.JournalEntryPage.qFs945qryMKHavCn]{Fieldwarden}</p>"
|
|
||||||
},
|
|
||||||
"Hold Runner": {
|
|
||||||
"name": "Hold Runner",
|
|
||||||
"description": "<p>@UUID[Compendium.wfrp4e-archives1.journals.q6lCSarhMecgeiD8.JournalEntryPage.GIoxmaazR63VSdBw]{Karak Ranger}</p>"
|
|
||||||
},
|
|
||||||
"Karak Ranger": {
|
|
||||||
"name": "Karak Ranger",
|
|
||||||
"description": "<p>@UUID[Compendium.wfrp4e-archives1.journals.q6lCSarhMecgeiD8.JournalEntryPage.GIoxmaazR63VSdBw]{Karak Ranger}</p>"
|
|
||||||
},
|
|
||||||
"Badger Botherer": {
|
|
||||||
"name": "Badger Botherer",
|
|
||||||
"description": "<p>@UUID[Compendium.wfrp4e-archives1.journals.q6lCSarhMecgeiD8.JournalEntryPage.W9OXP7I8Y9CX5gvG]{Badger Rider}</p>"
|
|
||||||
},
|
|
||||||
"Drakefire Shot": {
|
|
||||||
"name": "Drakefire Shot",
|
|
||||||
"description": "<p>The incendiary ammunition used in Drakefire pistols is both dangerous and rare, and truly only suited for use in the those weapons. However, it may be loaded in to any Blackpowder weapon, which will function exactly once before exploding in the users hands. Resolve this as though a Fumble was rolled on every shot.</p>",
|
|
||||||
"effects": {
|
|
||||||
"Drakefire Shot": {
|
|
||||||
"name": "Drakefire Shot"
|
|
||||||
}
|
|
||||||
}
|
|
||||||
},
|
|
||||||
"Youngblood": {
|
|
||||||
"name": "Youngblood",
|
|
||||||
"description": "<p>Your family are considered newcomers to the Laurelorn and are treated with condescension by Eonir of the older birth kindreds. You are always considered of lower Status than other Eonir, unless they also have the Youngblood Talent. Second generation Youngbloods can lose this Talent by passing a trial to join the Forestborn Kindred.</p>",
|
|
||||||
"effects": {
|
|
||||||
"Youngblood": {
|
|
||||||
"name": "Youngblood"
|
|
||||||
}
|
|
||||||
}
|
|
||||||
},
|
|
||||||
"Karak Pathkeeper": {
|
|
||||||
"name": "Karak Pathkeeper",
|
|
||||||
"description": "<p>@UUID[Compendium.wfrp4e-archives1.journals.q6lCSarhMecgeiD8.JournalEntryPage.GIoxmaazR63VSdBw]{Karak Ranger}</p>"
|
|
||||||
},
|
|
||||||
"Bearded Axe": {
|
|
||||||
"name": "Bearded Axe",
|
|
||||||
"description": "<p>Favoured by many Dwarfs for use in war, the heads of these axes curve downward toward the haft. This creates a gap between the blade and the haft that is perfect for ripping weapons from unwary enemies.</p>"
|
|
||||||
},
|
|
||||||
"Field Warden Captain": {
|
|
||||||
"name": "Field Warden Captain",
|
|
||||||
"description": "<p>@UUID[Compendium.wfrp4e-archives1.journals.q6lCSarhMecgeiD8.JournalEntryPage.qFs945qryMKHavCn]{Fieldwarden}</p>"
|
|
||||||
},
|
|
||||||
"Field Warden Sergeant": {
|
|
||||||
"name": "Field Warden Sergeant",
|
|
||||||
"description": "<p>@UUID[Compendium.wfrp4e-archives1.journals.q6lCSarhMecgeiD8.JournalEntryPage.qFs945qryMKHavCn]{Fieldwarden}</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>"
|
|
||||||
},
|
|
||||||
"Badger Rider": {
|
|
||||||
"name": "Badger Rider",
|
|
||||||
"description": "<p>@UUID[Compendium.wfrp4e-archives1.journals.q6lCSarhMecgeiD8.JournalEntryPage.W9OXP7I8Y9CX5gvG]{Badger Rider}</p>"
|
|
||||||
},
|
|
||||||
"Blackbriar Javelin": {
|
|
||||||
"name": "Blackbriar Javelin",
|
|
||||||
"description": "<p>Fashioned from the wood of trees whose spirits have become twisted and malign, these living weapons slowly drip a lethal poison. They are said to bring ill fortune, and this is certainly the case for those who must face them in battle.</p>",
|
|
||||||
"effects": {
|
|
||||||
"Poison": {
|
|
||||||
"name": "Poison"
|
|
||||||
}
|
|
||||||
}
|
|
||||||
},
|
|
||||||
"Starfire Shafts": {
|
|
||||||
"name": "Starfire Shafts",
|
|
||||||
"description": "<p>Wood hewn from the Starfire tree is anathema to corruption, and arrows created from it are imbued with a fierce and blazing spirit. Those struck by arrows are often set ablaze, and their use massed use in warfare is a terrible thing to behold.</p>",
|
|
||||||
"effects": {
|
|
||||||
"Starfire Shafts": {
|
|
||||||
"name": "Starfire Shafts"
|
|
||||||
}
|
|
||||||
}
|
|
||||||
},
|
|
||||||
"Dwarf Pistol": {
|
|
||||||
"name": "Dwarf Pistol",
|
|
||||||
"description": "<p>Dwarfs often despair at what passes for gun smithing among the humans, whose weapons are often as dangerous to the bearer as their target. Dwarf blackpowder weapons are finely made and carefully reinforced, making them less prone to misfire and imbuing their projectiles with additional punch.</p>"
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -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"
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -1,220 +0,0 @@
|
|||||||
{
|
|
||||||
"label": "Tables (Archives Vol. I)",
|
|
||||||
"entries": {
|
|
||||||
"Random Euphemisms - Noun": {
|
|
||||||
"name": "Random Euphemisms - Noun",
|
|
||||||
"results": {
|
|
||||||
"1-1": {
|
|
||||||
"description": "...the Sheep"
|
|
||||||
},
|
|
||||||
"2-2": {
|
|
||||||
"description": "...the Broomhandle"
|
|
||||||
},
|
|
||||||
"3-3": {
|
|
||||||
"description": "...the Blunderbuss"
|
|
||||||
},
|
|
||||||
"4-4": {
|
|
||||||
"description": "...Old Quinsberry"
|
|
||||||
},
|
|
||||||
"5-5": {
|
|
||||||
"description": "...the Chaos Realms"
|
|
||||||
},
|
|
||||||
"6-6": {
|
|
||||||
"description": "...Sigmar's Sausage"
|
|
||||||
},
|
|
||||||
"7-7": {
|
|
||||||
"description": "...the Piecrusts"
|
|
||||||
},
|
|
||||||
"8-8": {
|
|
||||||
"description": "...the Dingleberries"
|
|
||||||
},
|
|
||||||
"9-9": {
|
|
||||||
"description": "...the Snotlings"
|
|
||||||
},
|
|
||||||
"10-10": {
|
|
||||||
"description": "...the Wizard's Tower"
|
|
||||||
}
|
|
||||||
}
|
|
||||||
},
|
|
||||||
"Career - Wood Elf (Toriour)": {
|
|
||||||
"name": "Career - Wood Elf (Toriour)",
|
|
||||||
"results": {
|
|
||||||
"1-2": {
|
|
||||||
"name": "Apothecary",
|
|
||||||
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.86gkaanqt19xYCRa]{Apothecary}</p>"
|
|
||||||
},
|
|
||||||
"3-6": {
|
|
||||||
"name": "Lawyer",
|
|
||||||
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.uIKbkjQpNUCGIQRv]{Lawyer}</p>"
|
|
||||||
},
|
|
||||||
"7-8": {
|
|
||||||
"name": "Physician",
|
|
||||||
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.Mn7w0SSGfN7cu7gQ]{Physician}</p>"
|
|
||||||
},
|
|
||||||
"9-12": {
|
|
||||||
"name": "Scholar",
|
|
||||||
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.CmiCNv8YlslFqRqy]{Scholar}</p>"
|
|
||||||
},
|
|
||||||
"13-16": {
|
|
||||||
"name": "Wizard",
|
|
||||||
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.PKm1L6yjZ4PH0JJG]{Wizard}</p>"
|
|
||||||
},
|
|
||||||
"17-19": {
|
|
||||||
"name": "Artisan",
|
|
||||||
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.GWrZq3xoRSsDnQe0]{Artisan}</p>"
|
|
||||||
},
|
|
||||||
"20-21": {
|
|
||||||
"name": "Investigator",
|
|
||||||
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.zLWmjUbUdAOfiV3F]{Investigator}</p>"
|
|
||||||
},
|
|
||||||
"22-26": {
|
|
||||||
"name": "Merchant",
|
|
||||||
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.h7GdfctKdjWL0Ejp]{Merchant}</p>"
|
|
||||||
},
|
|
||||||
"27-28": {
|
|
||||||
"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>"
|
|
||||||
},
|
|
||||||
"30-31": {
|
|
||||||
"name": "Advisor",
|
|
||||||
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.pwth0cd20Vdp0B9G]{Advisor}</p>"
|
|
||||||
},
|
|
||||||
"32-32": {
|
|
||||||
"name": "Artist",
|
|
||||||
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.u9sso2ox8BNznmy4]{Artist}</p>"
|
|
||||||
},
|
|
||||||
"33-34": {
|
|
||||||
"name": "Duellist",
|
|
||||||
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.3r4A1DOiF3laRWvq]{Duellist}</p>"
|
|
||||||
},
|
|
||||||
"35-37": {
|
|
||||||
"name": "Envoy",
|
|
||||||
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.0t9wtjQIoOofh8nO]{Envoy}</p>"
|
|
||||||
},
|
|
||||||
"38-40": {
|
|
||||||
"name": "Noble",
|
|
||||||
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.t41abSTLeMAdLiWS]{Noble}</p>"
|
|
||||||
},
|
|
||||||
"41-43": {
|
|
||||||
"name": "Spy",
|
|
||||||
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.ssJHG82vEHHRoAUF]{Spy}</p>"
|
|
||||||
},
|
|
||||||
"44-45": {
|
|
||||||
"name": "Warden",
|
|
||||||
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.wbqpqbFoSnvoZ53j]{Warden}</p>"
|
|
||||||
},
|
|
||||||
"46-47": {
|
|
||||||
"name": "Herbalist",
|
|
||||||
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.fTqkgehpmxk7kVT6]{Herbalist}</p>"
|
|
||||||
},
|
|
||||||
"48-50": {
|
|
||||||
"name": "Hunter",
|
|
||||||
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.T6c9MttfG0Fj4nDm]{Hunter}</p>"
|
|
||||||
},
|
|
||||||
"51-56": {
|
|
||||||
"name": "Scout",
|
|
||||||
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.HSoeyY2cbQAndBFk]{Scout}</p>"
|
|
||||||
},
|
|
||||||
"57-59": {
|
|
||||||
"name": "Bounty Hunter",
|
|
||||||
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.orZTfdJCm6OnUktl]{Bounty Hunter}</p>"
|
|
||||||
},
|
|
||||||
"60-62": {
|
|
||||||
"name": "Entertainer",
|
|
||||||
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.5nIDu8oyFVShLqne]{Entertainer}</p>"
|
|
||||||
},
|
|
||||||
"63-63": {
|
|
||||||
"name": "Messenger",
|
|
||||||
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.9XoJinyH6CsOcJ1h]{Messenger}</p>"
|
|
||||||
},
|
|
||||||
"64-64": {
|
|
||||||
"name": "Boatman",
|
|
||||||
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.Rk1V9EvtZ0p5Qhwr]{Boatman}</p>"
|
|
||||||
},
|
|
||||||
"65-79": {
|
|
||||||
"name": "Seaman",
|
|
||||||
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.XyM54Ue5w1WuCaBD]{Seaman}</p>"
|
|
||||||
},
|
|
||||||
"80-80": {
|
|
||||||
"name": "Smuggler",
|
|
||||||
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.FqhOxcvai4ROvhXB]{Smuggler}</p>"
|
|
||||||
},
|
|
||||||
"81-82": {
|
|
||||||
"name": "Bawd",
|
|
||||||
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.WmXiUhsOHIJia8OM]{Bawd}</p>"
|
|
||||||
},
|
|
||||||
"83-85": {
|
|
||||||
"name": "Charlatan",
|
|
||||||
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.Eg5D2UI3U4SAHnuU]{Charlatan}</p>"
|
|
||||||
},
|
|
||||||
"86-88": {
|
|
||||||
"name": "Outlaw",
|
|
||||||
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.SrqxyWytyki4WYgC]{Outlaw}</p>"
|
|
||||||
},
|
|
||||||
"89-92": {
|
|
||||||
"name": "Cavalryman",
|
|
||||||
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.ArFOfnzJkToXBJBF]{Cavalryman}</p>"
|
|
||||||
},
|
|
||||||
"93-94": {
|
|
||||||
"name": "Guard",
|
|
||||||
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.HndWncfaHb0nzNUq]{Guard}</p>"
|
|
||||||
},
|
|
||||||
"95-95": {
|
|
||||||
"name": "Knight",
|
|
||||||
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.L3YNSsFKnqrqcmTn]{Knight}</p>"
|
|
||||||
},
|
|
||||||
"96-97": {
|
|
||||||
"name": "Pit Fighter",
|
|
||||||
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.EELJsJuoDVxiRu9e]{Pit Fighter}</p>"
|
|
||||||
},
|
|
||||||
"98-98": {
|
|
||||||
"name": "Protagonist",
|
|
||||||
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.cXOl6phkTrPcUmwC]{Protagonist}</p>"
|
|
||||||
},
|
|
||||||
"99-100": {
|
|
||||||
"name": "Soldier",
|
|
||||||
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.1OTZ386bMWJ6wfzX]{Soldier}</p>"
|
|
||||||
}
|
|
||||||
}
|
|
||||||
},
|
|
||||||
"Random Euphemisms - Participle": {
|
|
||||||
"name": "Random Euphemisms - Participle",
|
|
||||||
"results": {
|
|
||||||
"1-1": {
|
|
||||||
"description": "Polishing"
|
|
||||||
},
|
|
||||||
"2-2": {
|
|
||||||
"description": "Visiting"
|
|
||||||
},
|
|
||||||
"3-3": {
|
|
||||||
"description": "Aggravating"
|
|
||||||
},
|
|
||||||
"4-4": {
|
|
||||||
"description": "Baking"
|
|
||||||
},
|
|
||||||
"5-5": {
|
|
||||||
"description": "Shaking"
|
|
||||||
},
|
|
||||||
"6-6": {
|
|
||||||
"description": "Noshing"
|
|
||||||
},
|
|
||||||
"7-7": {
|
|
||||||
"description": "Magicking"
|
|
||||||
},
|
|
||||||
"8-8": {
|
|
||||||
"description": "Mutating"
|
|
||||||
},
|
|
||||||
"9-9": {
|
|
||||||
"description": "Shooting"
|
|
||||||
},
|
|
||||||
"10-10": {
|
|
||||||
"description": "Looting"
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -1,501 +0,0 @@
|
|||||||
{
|
|
||||||
"label": "Items (Archives Vol. II)",
|
|
||||||
"folders": {
|
|
||||||
"Careers": "Carrières",
|
|
||||||
"Criticals": "Critiques",
|
|
||||||
"Diseases": "Maladies",
|
|
||||||
"Injuries": "Blessures",
|
|
||||||
"Prayers": "Prières",
|
|
||||||
"Blessings": "Bénédictions",
|
|
||||||
"Skills": "Compétences",
|
|
||||||
"Star Signs": "Signes des Etoiles",
|
|
||||||
"Spells": "Sorts",
|
|
||||||
"Trappings": "Possessions",
|
|
||||||
"Ammunition": "Munitions",
|
|
||||||
"Armour": "Armures",
|
|
||||||
"Weapons": "Armes"
|
|
||||||
},
|
|
||||||
"mapping": {
|
|
||||||
"skills": {
|
|
||||||
"path": "system.skills",
|
|
||||||
"converter": "career_skills"
|
|
||||||
},
|
|
||||||
"talents": {
|
|
||||||
"path": "system.talents",
|
|
||||||
"converter": "career_talents"
|
|
||||||
},
|
|
||||||
"class": {
|
|
||||||
"path": "system.class.value",
|
|
||||||
"converter": "generic_localization"
|
|
||||||
},
|
|
||||||
"career_careergroup": "system.careergroup.value",
|
|
||||||
"trappings": "system.trappings",
|
|
||||||
"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"
|
|
||||||
},
|
|
||||||
"penalty": "system.penalty.value",
|
|
||||||
"location": {
|
|
||||||
"path": "system.location.value",
|
|
||||||
"converter": "generic_localization"
|
|
||||||
},
|
|
||||||
"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",
|
|
||||||
"special": "system.special.value",
|
|
||||||
"qualities": {
|
|
||||||
"path": "system.qualities.value",
|
|
||||||
"converter": "trapping_qualities_flaws"
|
|
||||||
},
|
|
||||||
"flaws": {
|
|
||||||
"path": "system.flaws.value",
|
|
||||||
"converter": "trapping_qualities_flaws"
|
|
||||||
}
|
|
||||||
},
|
|
||||||
"entries": {
|
|
||||||
"All-Seeing Mirror": {
|
|
||||||
"name": "All-Seeing Mirror",
|
|
||||||
"description": "<p>These mirrors are made in pairs. Instead of seeing their reflection in the mirror, a Character sees whatever is presented to the sister mirror. The effect is broken if the mirrors are parted by a distance of more than 500 miles.If the Characters find an All-Seeing Mirror, there is a 70% chance the sister mirror is in someone else’s possession.</p>"
|
|
||||||
},
|
|
||||||
"Amulet of Righteous Silver": {
|
|
||||||
"name": "Amulet of Righteous Silver",
|
|
||||||
"description": "<p>The wearer of this amulet does not suffer from the effects of Fear, and gains a +2SL bonus on Tests to resist Terror.</p>"
|
|
||||||
},
|
|
||||||
"Amulet of Thrice-Blessed Copper": {
|
|
||||||
"name": "Amulet of Thrice-Blessed Copper",
|
|
||||||
"description": "<p>This amulet reduces the Damage of all attacks made against the wearer by -1. The wearer of such an amulet also receives a +30 bonus to Endurance Tests made to remove @Condition[Poisoned] Conditions. The amulet also turns green in the presence of poisons.</p>"
|
|
||||||
},
|
|
||||||
"Arrow of Potency": {
|
|
||||||
"name": "Arrow of Potency",
|
|
||||||
"description": "<p>If a hit from an Arrow of Potency deals Damage, it inflicts an additional [[/r 1d10]] Damage which ignores Armour and Toughness.</p>"
|
|
||||||
},
|
|
||||||
"Arrow of True Flight": {
|
|
||||||
"name": "Arrow of True Flight",
|
|
||||||
"description": "<p>These arrows grant +30 Ballistic Skill when fired.</p>"
|
|
||||||
},
|
|
||||||
"Ballista": {
|
|
||||||
"name": "Ballista",
|
|
||||||
"description": "<p><strong>Crew: </strong>4</p><p>Similar to a crossbow, but much larger, a Ballista can fire large bolts across great distances. It’s far too heavy to be carried, so it’s usually attached to a fixed surface or uses wheels to move around the battlefield.</p><p>*Cannot be used at Point Blank.</p>"
|
|
||||||
},
|
|
||||||
"Battering Ram": {
|
|
||||||
"name": "Battering Ram",
|
|
||||||
"description": "<p><strong>Crew</strong>: 6</p><p>Used for tearing down doors and gates, a Battering Ram consists of a heavy tree trunk suspended by chains or ropes on a wooden frame with wheels. Some have a spiked metal end, while others have it forged to resemble a ram’s head.</p><p>*Battering Rams only deal damage to doors and gates. They are otherwise considered an Improvised Weapon.</p>"
|
|
||||||
},
|
|
||||||
"Bellicose Cup": {
|
|
||||||
"name": "Bellicose Cup",
|
|
||||||
"description": "<p>Several grim drinking vessals hail from Norsca, with a handful making their way to the Empire. They take many forms — some are simply carved from wood, others are human skulls sealed with pitch and clay. They were typically used at the start or end of ritual combat, and many who lost their lives in such bouts subsequently donated their skulls towards the creation of another cup.</p><p>One person may drink from the cup once each day. Drinking water from the cup lets the user ignore the first @Condition[Bleeding] Condition they acquire that day. Drinking strong alcohol from the cup lets the user ignore the first Critical Wound they suffer that day. Drinking the fresh blood of a fallen enemy from the cup grants the user @Exp[100, Drank the blood of a fallen enemy]{100 XP} and a single Corruption point.</p>"
|
|
||||||
},
|
|
||||||
"Big Ogre Club": {
|
|
||||||
"name": "Big Ogre Club",
|
|
||||||
"description": "<p>Ogres love their clubs. They are the simplest sort of weapon, which appeals to the Ogre mindset greatly. Ogres scour battlefields, forests, and boneyards to find a good solid club and materials to customise it to their liking. If you wish you may customise an Ogre Club or Big Club to add one of the following options.</p><p>@UUID[Compendium.wfrp4e-archives2.items.n1fVud1csGlzM9fI]{Metal Plates}: The weapon gains the @UUID[JournalEntry.sLomXnc8R8518cWN.JournalEntryPage.wdXywmb7FBVipOw8#pummel]{Pummel} Quality.</p><p>@UUID[Compendium.wfrp4e-archives2.items.6jnKkzFvQKrI7iCo]{Rusty Spikes}: The weapon gains the @UUID[JournalEntry.sLomXnc8R8518cWN.JournalEntryPage.wdXywmb7FBVipOw8#penetrating]{Penetrating} Quality.</p><p>@UUID[Compendium.wfrp4e-archives2.items.gnDvFsTIenXj9TBP]{Scavenged Blades}: The weapon gains the @UUID[JournalEntry.sLomXnc8R8518cWN.JournalEntryPage.wdXywmb7FBVipOw8#hack]{Hack} Quality.</p><p>* Availability is given for the Empire, where some weapons are rarer than they would be in the Mountains of Mourne.</p>"
|
|
||||||
},
|
|
||||||
"Big Ogre Club (Metal Plates)": {
|
|
||||||
"name": "Big Ogre Club (Metal Plates)",
|
|
||||||
"description": "<p>Ogres love their clubs. They are the simplest sort of weapon, which appeals to the Ogre mindset greatly. Ogres scour battlefields, forests, and boneyards to find a good solid club and materials to customise it to their liking. If you wish you may customise an Ogre Club or Big Club to add one of the following options.</p><p><strong>Metal Plates</strong>: The weapon gains the @UUID[JournalEntry.sLomXnc8R8518cWN.JournalEntryPage.wdXywmb7FBVipOw8#pummel]{Pummel} Quality.</p><p>* Availability is given for the Empire, where some weapons are rarer than they would be in the Mountains of Mourne.</p>"
|
|
||||||
},
|
|
||||||
"Big Ogre Club (Rusty Spikes)": {
|
|
||||||
"name": "Big Ogre Club (Rusty Spikes)",
|
|
||||||
"description": "<p>Ogres love their clubs. They are the simplest sort of weapon, which appeals to the Ogre mindset greatly. Ogres scour battlefields, forests, and boneyards to find a good solid club and materials to customise it to their liking. If you wish you may customise an Ogre Club or Big Club to add one of the following options.</p><p><strong>Rusty Spikes</strong>: The weapon gains the @UUID[JournalEntry.sLomXnc8R8518cWN.JournalEntryPage.wdXywmb7FBVipOw8#penetrating]{Penetrating} Quality.</p><p>* Availability is given for the Empire, where some weapons are rarer than they would be in the Mountains of Mourne.</p>"
|
|
||||||
},
|
|
||||||
"Big Ogre Club (Scavenged Blades)": {
|
|
||||||
"name": "Big Ogre Club (Scavenged Blades)",
|
|
||||||
"description": "<p>Ogres love their clubs. They are the simplest sort of weapon, which appeals to the Ogre mindset greatly. Ogres scour battlefields, forests, and boneyards to find a good solid club and materials to customise it to their liking. If you wish you may customise an Ogre Club or Big Club to add one of the following options.</p><p><strong>Scavenged Blades</strong>: The weapon gains the @UUID[JournalEntry.sLomXnc8R8518cWN.JournalEntryPage.wdXywmb7FBVipOw8#hack]{Hack} Quality.</p><p>* Availability is given for the Empire, where some weapons are rarer than they would be in the Mountains of Mourne.</p>"
|
|
||||||
},
|
|
||||||
"Bonecrusher": {
|
|
||||||
"name": "Bonecrusher",
|
|
||||||
"description": "<p>You crunch loudly on a mouthful of bones while snarling a curse at a nearby foe. <em>Bonecrusher</em> is a <em>magic missile</em> with a Damage of +4 which ignores your target’s Armour Points but not their Toughness Bonus. Additionally, if your attack inflicts a Critical Wound, add +20 to the roll on the appropriate Critical Wound table to determine its severity.</p><p>\n\n <b>Lore:</b> Whenever an Ogre Butcher successfully casts a spell from the Lore of The Great Maw, the offering they consume may restore their own health. Roll [[/r 1d10]]. If the result is a 10, or if it is equal to or higher than the CN of the spell being cast, the Butcher recovers Wounds equal to the CN of the spell.<p><p>\n\n <b>Domaine:</b> Whenever an Ogre Butcher successfully casts a spell from the Lore of The Great Maw, the offering they consume may restore their own health. Roll [[/r 1d10]]. If the result is a 10, or if it is equal to or higher than the CN of the spell being cast, the Butcher recovers Wounds equal to the CN of the spell.<p>"
|
|
||||||
},
|
|
||||||
"Braingobbler": {
|
|
||||||
"name": "Braingobbler",
|
|
||||||
"description": "<p>You devour an entire head, brains and all. Your prodigious gut distils the essence of nightmares from within the unfortunate skull and projects them in a wave of nauseating horror about you. You gain the @UUID[Compendium.wfrp4e-core.items.pTorrE0l3VybAbtn]{Fear 2} Creature Trait. If the late owner of the devoured head had a close relationship to someone who is affected by your <em>Fear</em> Trait, they make any Cool Tests to resist the Fear at a – 20 penalty.</p><p>\n\n <b>Lore:</b> Whenever an Ogre Butcher successfully casts a spell from the Lore of The Great Maw, the offering they consume may restore their own health. Roll [[/r 1d10]]. If the result is a 10, or if it is equal to or higher than the CN of the spell being cast, the Butcher recovers Wounds equal to the CN of the spell.<p><p>\n\n <b>Domaine:</b> Whenever an Ogre Butcher successfully casts a spell from the Lore of The Great Maw, the offering they consume may restore their own health. Roll [[/r 1d10]]. If the result is a 10, or if it is equal to or higher than the CN of the spell being cast, the Butcher recovers Wounds equal to the CN of the spell.<p>"
|
|
||||||
},
|
|
||||||
"Bullgorger": {
|
|
||||||
"name": "Bullgorger",
|
|
||||||
"description": "<p>You devour the heart of a mighty beast, projecting its strength and power onto a nearby creature. For the spell’s duration, your target adds +2 to their Strength Bonus for the purposes of Damage they inflict or for other appropriate feats of Strength. However, when the spell ends, they find themselves consumed by an immense hunger and must immediately gorge themselves on a substantial meal or gain a @Condition[Fatigued] Condition.</p><p>If the target wishes to reject your gift, they may attempt a <strong>Difficult (+20) Cool</strong> Test to ignore its effects.</p><p>\n\n <b>Lore:</b> Whenever an Ogre Butcher successfully casts a spell from the Lore of The Great Maw, the offering they consume may restore their own health. Roll [[/r 1d10]]. If the result is a 10, or if it is equal to or higher than the CN of the spell being cast, the Butcher recovers Wounds equal to the CN of the spell.<p><p>\n\n <b>Domaine:</b> Whenever an Ogre Butcher successfully casts a spell from the Lore of The Great Maw, the offering they consume may restore their own health. Roll [[/r 1d10]]. If the result is a 10, or if it is equal to or higher than the CN of the spell being cast, the Butcher recovers Wounds equal to the CN of the spell.<p>"
|
|
||||||
},
|
|
||||||
"Butcher": {
|
|
||||||
"name": "Butcher",
|
|
||||||
"description": "<p>@UUID[Compendium.wfrp4e-archives2.journals.S7vMviNshIrqOuRq.JournalEntryPage.oHnxmjA1CtIhumiz]{Ogre Butcher}</p>"
|
|
||||||
},
|
|
||||||
"Cacklefax the Cockerel": {
|
|
||||||
"name": "Cacklefax the Cockerel",
|
|
||||||
"description": "<h4>Sign of Money and Merchants</h4><p><strong>Classical Name</strong>: Kakeros</p><p><strong>Ascendant</strong>: Winter</p><p><strong>Calendar Dates</strong>: Ulriczeit 1st – Ulriczeit 16th</p><p><strong>Associated God</strong>: Kakarol (Horses (Ostland))</p><p><strong>Appearance</strong>: Two coins</p><p><strong>Bonus</strong>: Gain one level of the @UUID[Compendium.wfrp4e-core.items.epPBu7x6BRWp2PHG]{Dealmaker} Talent</p><p><strong>Penalty</strong>: −3 Fellowship</p><p>Those born under Cackelfax the Cockerel have lofty goals and their eyes towards the future. You’ll rarely find a spendthrift Cockerel. They go about achieving their goals in the most direct way possible, and that means acquisition — of connections, favors, property, skill, and most of all, money: scads of money. As they rise, they take care of those who took care of them. Many established and aspiring political figures in the Old World were born under the sign of the Cockerel, or claim they were. Other signs may find the Cockerel greedy or ruthless, but they know their truth: in this world, success isn’t earned by the most meritorious. It is bought — with money or with blood. </p>"
|
|
||||||
},
|
|
||||||
"Cannon": {
|
|
||||||
"name": "Cannon",
|
|
||||||
"description": "<p><strong>Crew</strong>: 4</p><p>Using the same principles as Blackpowder weapons, cannons are loaded with powder and a large cannonball in the front, and ignited from the back. The force with which a cannonball strikes is enough to knock down most walls and tear apart troops on the field.</p><p>*Cannot be used at Point Blank.</p>"
|
|
||||||
},
|
|
||||||
"Chain Trap": {
|
|
||||||
"name": "Chain Trap",
|
|
||||||
"description": "<p>A set of spring-loaded metal jaws on a length of stout chain, the Chain Trap is a tool used by Ogre Hunters. Originally designed to be chained to a rock or tree and left set in the hopes of catching prey, most Ogres lack the patience for this sort of approach and found it more expedient simply to fling the trap at a target and reel in the meat.</p><p>* Availability is given for the Empire, where some weapons are rarer than they would be in the Mountains of Mourne.</p>"
|
|
||||||
},
|
|
||||||
"Crown of Command": {
|
|
||||||
"name": "Crown of Command",
|
|
||||||
"description": "<p>These golden circlets were made by Wizards to assist military commanders when inspiring their soldiers. The wearer of the Crown of Command benefits from a +20 bonus to Leadership Tests.</p>"
|
|
||||||
},
|
|
||||||
"Dawnstone": {
|
|
||||||
"name": "Dawnstone",
|
|
||||||
"description": "<p>A Dawnstone is often attached to a piece of armour, imbuing it with a degree of extra protection. If the piece of armour is damaged, the Dawnstone breaks, ignoring the damage.</p>"
|
|
||||||
},
|
|
||||||
"Dazh’s Flint": {
|
|
||||||
"name": "Dazh’s Flint",
|
|
||||||
"description": "<p>These small pieces of flint are said to be blessed by a Kislevite god of fire. When this item is pressed to a flammable source, it automatically catches on fire.</p>"
|
|
||||||
},
|
|
||||||
"Dragomas the Drake": {
|
|
||||||
"name": "Dragomas the Drake",
|
|
||||||
"description": "<h4>Sign of Courage</h4><p><strong>Classical Name</strong>: Drakonos</p><p><strong>Ascendant</strong>: Spring</p><p><strong>Calendar Dates</strong>: Jarhdrung 17th – Pflugzeit 7th</p><p><strong>Associated God</strong>: Khaine</p><p><strong>Appearance</strong>: A rearing dragon</p><p><strong>Bonus</strong>: +2 Willpower, +2 Fellowship</p><p><strong>Penalty</strong>: −3 Dexterity</p><p>Bold, assertive, and strong, people born under Dragomas the Drake are instinctive leaders. They project confidence and assurance into the world, and people simply want to follow them. This charisma can quickly cross the line into an inflexible arrogance, and what begins with gentle leadership and guidance may end in tyranny. Being a leader comes with responsibility to one’s followers, and those born under the Drake are wise to remember this.</p>"
|
|
||||||
},
|
|
||||||
"Dwarf Flame Cannon": {
|
|
||||||
"name": "Dwarf Flame Cannon",
|
|
||||||
"description": "<p><strong>Crew</strong>: 4</p><p>Armed with alchemical concoction within the cannon’s barrel, this weapon uses pressure to release a spray of flesh-searing oil that spreads throughout the enemy ranks. Dwarf Flame Cannons give every affected target 2 + SL Ablaze Conditions.</p><p>*Cannot be used at Point Blank.</p>"
|
|
||||||
},
|
|
||||||
"Earthing Rod": {
|
|
||||||
"name": "Earthing Rod",
|
|
||||||
"description": "<p>The wand helps control the dispersion of magical energies. When using the wand, a spellcaster may ignore one Minor Miscast when making a Casting or Channelling Test. The rampant magic is trapped in the wand, and slowly discharged into the earth over the following 24 hours. During this time, the wand cannot be used to ignore another Minor Miscast.</p>"
|
|
||||||
},
|
|
||||||
"Elven Cloak": {
|
|
||||||
"name": "Elven Cloak",
|
|
||||||
"description": "<p>These cloaks are created by Wood Elf mages and provide the wearer with excellent camouflage in rural environments. Any sight-based Perception or Ballistic Skill Tests made against the wearer suffer from a –20 penalty.</p>"
|
|
||||||
},
|
|
||||||
"Feast of the Fallen": {
|
|
||||||
"name": "Feast of the Fallen",
|
|
||||||
"description": "<p>You bathe your favourite blade in the blood of a freshly fallen foe, drawing power to you and awakening a thirst for blood in your allies. Any creatures of your choosing in the area of effect gain the @UUID[Compendium.wfrp4e-core.items.3MDwUi7BVxwWVI2V]{Vampiric} Creature Trait for the duration of this spell. The target does not need to bite their opponents to enjoy the benefits of this Trait, merely wound them in melee combat. Additionally, they may continue to benefit from healing from other sources. If a creature wishes to resist this spell, they may attempt a <strong>Difficult (+20) Endurance</strong> Test to ignore its effects.</p><p>For the duration of this spell, the blood of foes gushes towards those affected, seeping across their blades, up their arms, and into their mouths. Ogres are not bothered by this effect, and in fact most revel in it, but other creatures typically find being made subject to this spell extremely unsettling. When the spell ends, non-Ogres who wounded at least one opponent in melee while under its effects must make a <strong>Challenging (+0) Cool</strong> Test or gain a @Condition[Stunned] Condition. Additionally, if they wounded an opponent who had the @UUID[Compendium.wfrp4e-core.items.V0c3qBU1CMm8bmsW]{Infected} or @UUID[Compendium.wfrp4e-core.items.PaW8i6JOxWyzAZCz]{Diseased} Creature Traits, any Test made to avoid the negative effects of those Traits suffers a –30 penalty.</p><p>\n\n <b>Lore:</b> Whenever an Ogre Butcher successfully casts a spell from the Lore of The Great Maw, the offering they consume may restore their own health. Roll [[/r 1d10]]. If the result is a 10, or if it is equal to or higher than the CN of the spell being cast, the Butcher recovers Wounds equal to the CN of the spell.<p><p>\n\n <b>Domaine:</b> Whenever an Ogre Butcher successfully casts a spell from the Lore of The Great Maw, the offering they consume may restore their own health. Roll [[/r 1d10]]. If the result is a 10, or if it is equal to or higher than the CN of the spell being cast, the Butcher recovers Wounds equal to the CN of the spell.<p>"
|
|
||||||
},
|
|
||||||
"Forbidden Rod": {
|
|
||||||
"name": "Forbidden Rod",
|
|
||||||
"description": "<p>This dangerous magical artefact assists channelling the Winds of Magic by leeching the vitality of the wielder. If a spellcaster is attempting to cast a spell but fails, they may choose to lose up to three Wounds, adding +1 SL to the Casting Test for each Wound. After using this ability, the Forbidden Rod cannot be used for 24 hours.</p>"
|
|
||||||
},
|
|
||||||
"Fresh Meat": {
|
|
||||||
"name": "Fresh Meat",
|
|
||||||
"description": "<p>@UUID[Compendium.wfrp4e-archives2.journals.S7vMviNshIrqOuRq.JournalEntryPage.kxcmiebXRV7PPs8Y]{Maneater}</p>"
|
|
||||||
},
|
|
||||||
"Gnuthus the Ox": {
|
|
||||||
"name": "Gnuthus the Ox",
|
|
||||||
"description": "<h4>Sign of Dutiful Service </h4><p><strong>Classical Name</strong>: Nuthlos</p><p><strong>Ascendant</strong>: Early Spring</p><p><strong>Calendar Dates</strong>: Nachhexen 29th – Jahrdrung 16th </p><p><strong>Associated God</strong>: Guvaur (Bulls (Ostland))</p><p><strong>Appearance</strong>: An ox</p><p><strong>Bonus</strong>: +2 Toughness, +2 Willpower</p><p><strong>Penalty</strong>: − 3 Intelligence</p><p>Those born under the sign of the Ox are devoted allies and fast friends. When they pledge themselves to a person, an ideal, or a cause, they cannot be moved. If they make a promise, they honor it. If they owe someone a debt, they find a way to pay it, no matter the cost to themselves. Their honesty is just as often naiveté, and they must be on guard lest others take advantage. In addition, they pledge themselves to the wrong causes and losing sides just as often as they find themselves on the side of righteousness.</p>"
|
|
||||||
},
|
|
||||||
"Great Throwing Spear": {
|
|
||||||
"name": "Great Throwing Spear",
|
|
||||||
"description": "<p>Used by Ogre Hunters in their pursuit of the great beasts of the Mountains of Mourne, these are large, crude, and terribly effective javelins.</p><p>* Availability is given for the Empire, where some weapons are rarer than they would be in the Mountains of Mourne.</p>"
|
|
||||||
},
|
|
||||||
"Grungni's Baldric": {
|
|
||||||
"name": "Grungni's Baldric",
|
|
||||||
"description": "<h4>Sign of Martial Pursuits</h4><p><strong>Classical Name</strong>: Gileon</p><p><strong>Ascendant</strong>: Late Spring/Early Summer</p><p><strong>Calendar Dates</strong>: Pflugzeit 32nd – Sigmarzeit 22nd </p><p><strong>Associated God</strong>: Grungni (Dwarfs, the Forge (Stirland)), Margileo (Honour (Averland))</p><p><strong>Appearance</strong>: A dwarf with a baldric</p><p><strong>Bonus</strong>: +2 Weapon Skill, +2 Willpower</p><p><strong>Penalty</strong>: −3 Fellowship</p><p>Grungni’s Baldric is sacred to soldiers and Dwarfs, and as such, those born under its light are honorable, disciplined, and naturally disposed to the soldiering life. Even those who are not soldiers tend to approach their personal lives with a martial rigor. It is difficult for people born under the Baldric to relax and enjoy the finer things in life. People born under more tranquil signs may find them single-minded and humorless.</p>"
|
|
||||||
},
|
|
||||||
"Hail of Doom Arrow": {
|
|
||||||
"name": "Hail of Doom Arrow",
|
|
||||||
"description": "<p>After firing a Hail of Doom Arrow, it splits into [[/r 1d10]] arrows in flight. Roll to hit and damage with each arrow. These arrows can all hit the same target, or may hit secondary targets provided they are within 5 feet of the primary target and that the shooter has a clear line of sight to them.</p>"
|
|
||||||
},
|
|
||||||
"Harpoon": {
|
|
||||||
"name": "Harpoon",
|
|
||||||
"description": ""
|
|
||||||
},
|
|
||||||
"Harpoon Launcher": {
|
|
||||||
"name": "Harpoon Launcher",
|
|
||||||
"description": "<p>Used to hunt prey, a Harpoon Launcher fires a massive bolt the size of a spear, attached to a long length of rope. There is no mechanism to pull the rope back in automatically — the Ogre simply grabs the rope and reels in their prey by hand. Harpoon Launchers can be used with either the Ranged (Crossbow) or Ranged (Entangling) Skills at no penalty. If the rope is removed from the bolt, the range increases to 60 and no longer has the <em>Entangle</em> Quality.</p><blockquote><p>Remember to unselect \"Consumes Ammo\" in the Item Details if the rope is removed, reflecting that the user cannot reel in the harpoon anymore.</p></blockquote><p>* Availability is given for the Empire, where some weapons are rarer than they would be in the Mountains of Mourne.</p>"
|
|
||||||
},
|
|
||||||
"Hellblaster Volley Cannon": {
|
|
||||||
"name": "Hellblaster Volley Cannon",
|
|
||||||
"description": "<p><strong>Crew</strong>: 4</p><p>A Helblaster Volley Cannon has nine barrels divided into groups of three, built around a shaft. The cannon can fire each group separately, or all three of them in quick succession, rapidly laying waste to most enemy troops.</p><p>*Cannot be used at Point Blank</p>"
|
|
||||||
},
|
|
||||||
"Helstorm Rocket Battery": {
|
|
||||||
"name": "Helstorm Rocket Battery",
|
|
||||||
"description": "<p><strong>Crew</strong>: 4</p><p>Based on fireworks, the @UUID[Compendium.wfrp4e-altdorf.journals.85UN6bKPTfGEBtBb.JournalEntryPage.HYkHeQZtD2AML3oG]{Imperial School of Engineers} created these extremely dangerous and inaccurate missiles. Known for the piercing sound they make as they fly wildly through the air, and the devastating result of their explosions.</p><p>*Cannot be used at Point Blank.</p>"
|
|
||||||
},
|
|
||||||
"Illusory Weapon": {
|
|
||||||
"name": "Illusory Weapon",
|
|
||||||
"description": "<p>Sometimes created for rogues or thespians, these weapons look like the real deal but inflict no damage. Illusory weapons are usually daggers, but larger illusory weapons are known and there have even been illusory quivers of arrows.</p>"
|
|
||||||
},
|
|
||||||
"Ironfist": {
|
|
||||||
"name": "Ironfist",
|
|
||||||
"description": "<p>A tribute to the sacred art of pit fighting, an Ironfist is a massive gauntlet Ogres use to bash aside blows and crack heads. Ironfists are secured tight to the Ogre’s fist — an Ogre can never be disarmed of an Ironfist. They may use the hand wearing the Ironfist to hold a weapon or perform simple actions.</p><p>* Availability is given for the Empire, where some weapons are rarer than they would be in the Mountains of Mourne.</p>"
|
|
||||||
},
|
|
||||||
"Large": {
|
|
||||||
"name": "Large",
|
|
||||||
"description": "<p>You are much bigger than most folk in the Old World. The full rules for different Sizes are found in @UUID[Compendium.wfrp4e-core.items.8slW8CJ2oVTxeQ6q]{Size}.</p>"
|
|
||||||
},
|
|
||||||
"Leadbelcher Ball": {
|
|
||||||
"name": "Leadbelcher Ball",
|
|
||||||
"description": "<p>Essentially a cannon ball, the price given for a Leadbelcher Ball includes 2/– for enough powder to fire a single shot. The ball can often be recovered, and may be fired again for just the price of the powder.</p>"
|
|
||||||
},
|
|
||||||
"Leadbelcher Gun": {
|
|
||||||
"name": "Leadbelcher Gun",
|
|
||||||
"description": "<p>Essentially a cannon, the Leadbelcher Gun is the height of Ogre engineering. Breech loaded, extremely hard wearing (it would have to be) and fired by lighting a simple fuse, the Leadbelcher Gun is usually loaded with whatever the Ogre has to hand — lengths of chain, bricks, lead shot, stones, rusted nails, and the like. Occasionally they may be loaded with actual cannonballs, which Ogres typically reclaim from the battlefield after use. Lucky cannonballs are often named and carried about as a valued comrade.</p><p>* Availability is given for the Empire, where some weapons are rarer than they would be in the Mountains of Mourne.</p>"
|
|
||||||
},
|
|
||||||
"Leadbelcher Shot": {
|
|
||||||
"name": "Leadbelcher Shot",
|
|
||||||
"description": ""
|
|
||||||
},
|
|
||||||
"Magical Arrow": {
|
|
||||||
"name": "Magical Arrow",
|
|
||||||
"description": "<p>The arrow is capable of damaging creatures that are immune to non-magical attacks and inflicts +1 Damage, but has no particular ability.</p>"
|
|
||||||
},
|
|
||||||
"Mammit the Wise": {
|
|
||||||
"name": "Mammit the Wise",
|
|
||||||
"description": "<h4>Sign of Wisdom</h4><p><strong>Classical Name</strong>: Mammius</p><p><strong>Ascendant</strong>: Early Summer</p><p><strong>Calendar Dates</strong>: Sigmarzeit 23rd – Sommerzeit 11th </p><p><strong>Associated God</strong>: Verena</p><p><strong>Appearance</strong>: An owl</p><p><strong>Bonus</strong>: +2 Initiative, +2 Intelligence</p><p><strong>Penalty</strong>: −3 Fellowship</p><p>To the person born under Mammit the Wise, everything is an opportunity for learning. This introspective bent makes them clever, fair, and kind — but it can lead them to view the misfortunes of others as simply another subject for study. This allows them to act with detachment when they must, but taken too far, their detachment can become indifference and cruelty.</p>"
|
|
||||||
},
|
|
||||||
"Maneater": {
|
|
||||||
"name": "Maneater",
|
|
||||||
"description": "<p>@UUID[Compendium.wfrp4e-archives2.journals.S7vMviNshIrqOuRq.JournalEntryPage.kxcmiebXRV7PPs8Y]{Maneater}</p>"
|
|
||||||
},
|
|
||||||
"Maneater Captain": {
|
|
||||||
"name": "Maneater Captain",
|
|
||||||
"description": "<p>@UUID[Compendium.wfrp4e-archives2.journals.S7vMviNshIrqOuRq.JournalEntryPage.kxcmiebXRV7PPs8Y]{Maneater}</p>"
|
|
||||||
},
|
|
||||||
"Maneater Crusher": {
|
|
||||||
"name": "Maneater Crusher",
|
|
||||||
"description": "<p>@UUID[Compendium.wfrp4e-archives2.journals.S7vMviNshIrqOuRq.JournalEntryPage.kxcmiebXRV7PPs8Y]{Maneater}</p>"
|
|
||||||
},
|
|
||||||
"Mangonel Catapult": {
|
|
||||||
"name": "Mangonel Catapult",
|
|
||||||
"description": "<p><strong>Crew</strong>: 6</p><p>A Mangonel Catapult holds large projectiles like rock or debris in a large bucket. It flings them by bending the arm holding the bucket backwards and then releasing it.</p><p>*Cannot be used at Point Blank.</p>"
|
|
||||||
},
|
|
||||||
"Mawsage": {
|
|
||||||
"name": "Mawsage",
|
|
||||||
"description": "<p>@UUID[Compendium.wfrp4e-archives2.journals.S7vMviNshIrqOuRq.JournalEntryPage.oHnxmjA1CtIhumiz]{Ogre Butcher}</p>"
|
|
||||||
},
|
|
||||||
"Mortar": {
|
|
||||||
"name": "Mortar",
|
|
||||||
"description": "<p><strong>Crew</strong>: 6</p><p>Specifically designed with indirect fire in mind, Mortars are used for arcing shots that go over castle walls to hit the troops inside with an exploding shell of shrapnel.</p><p>*Cannot be used if the distance to the target is less than Short Range.</p><p>*Cannot be used at Point Blank.</p>"
|
|
||||||
},
|
|
||||||
"Mummit the Fool": {
|
|
||||||
"name": "Mummit the Fool",
|
|
||||||
"description": "<h4>Sign of the Indistinct</h4><p><strong>Classical Name</strong>: The Fool</p><p><strong>Ascendant</strong>: Summer</p><p><strong>Calendar Dates</strong>: Sommerzeit 12th – Sommerzeit 29th</p><p><strong>Associated God</strong>: Ranald</p><p><strong>Appearance</strong>: A smiling face</p><p><strong>Bonus</strong>: Gain one level of the @UUID[Compendium.wfrp4e-core.items.u0CFf3xwiyidD9T5]{Luck} Talent</p><p><strong>Penalty</strong>: −4 Willpower</p><p>Mummit the Fool smiles down at the world from the night sky and heralds a time of new beginnings. People born under Mummit the Fool are sensible, intuitive, and above all, improbably lucky. Things simply work out for them, or seem to. As such, they are known to struggle with impulsivity and wanderlust — a desire to leave it all behind and avoid responsibility for as long as they can.</p>"
|
|
||||||
},
|
|
||||||
"Obsidian Lodestone": {
|
|
||||||
"name": "Obsidian Lodestone",
|
|
||||||
"description": "<p>These amulets are enchanted to disrupt hostile magics targeting the wearer. The wearer may make an attempt to dispel any spell that targets them (count the bearer as possessing a Language (Magick) of 30 for the purpose of dispelling spells).</p>"
|
|
||||||
},
|
|
||||||
"Ogre Club": {
|
|
||||||
"name": "Ogre Club",
|
|
||||||
"description": "<p>Ogres love their clubs. They are the simplest sort of weapon, which appeals to the Ogre mindset greatly. Ogres scour battlefields, forests, and boneyards to find a good solid club and materials to customise it to their liking. If you wish you may customise an Ogre Club or Big Club to add one of the following options.</p><p>@UUID[Compendium.wfrp4e-archives2.items.IhyZAbMf1XdQoEqN]{Metal Plates}: The weapon gains the @UUID[JournalEntry.sLomXnc8R8518cWN.JournalEntryPage.wdXywmb7FBVipOw8#pummel]{Pummel} Quality.</p><p>@UUID[Compendium.wfrp4e-archives2.items.nAOj5eE2ZiNVjnZu]{Rusty Spikes}: The weapon gains the @UUID[JournalEntry.sLomXnc8R8518cWN.JournalEntryPage.wdXywmb7FBVipOw8#penetrating]{Penetrating} Quality.</p><p>@UUID[Compendium.wfrp4e-archives2.items.IpzDjA8XwnMq09yw]{Scavenged Blades}: The weapon gains the @UUID[JournalEntry.sLomXnc8R8518cWN.JournalEntryPage.wdXywmb7FBVipOw8#hack]{Hack} Quality.</p><p>* Availability is given for the Empire, where some weapons are rarer than they would be in the Mountains of Mourne.</p>"
|
|
||||||
},
|
|
||||||
"Ogre Club (Metal Plates)": {
|
|
||||||
"name": "Ogre Club (Metal Plates)",
|
|
||||||
"description": "<p>Ogres love their clubs. They are the simplest sort of weapon, which appeals to the Ogre mindset greatly. Ogres scour battlefields, forests, and boneyards to find a good solid club and materials to customise it to their liking. If you wish you may customise an Ogre Club or Big Club to add one of the following options.</p><p><strong>Metal Plates</strong>: The weapon gains the @UUID[JournalEntry.sLomXnc8R8518cWN.JournalEntryPage.wdXywmb7FBVipOw8#pummel]{Pummel} Quality.</p><p>* Availability is given for the Empire, where some weapons are rarer than they would be in the Mountains of Mourne.</p>"
|
|
||||||
},
|
|
||||||
"Ogre Club (Rusty Spikes)": {
|
|
||||||
"name": "Ogre Club (Rusty Spikes)",
|
|
||||||
"description": "<p>Ogres love their clubs. They are the simplest sort of weapon, which appeals to the Ogre mindset greatly. Ogres scour battlefields, forests, and boneyards to find a good solid club and materials to customise it to their liking. If you wish you may customise an Ogre Club or Big Club to add one of the following options.</p><p><strong>Rusty Spikes</strong>: The weapon gains the @UUID[JournalEntry.sLomXnc8R8518cWN.JournalEntryPage.wdXywmb7FBVipOw8#penetrating]{Penetrating} Quality.</p><p>* Availability is given for the Empire, where some weapons are rarer than they would be in the Mountains of Mourne.</p>"
|
|
||||||
},
|
|
||||||
"Ogre Club (Scavenged Blades)": {
|
|
||||||
"name": "Ogre Club (Scavenged Blades)",
|
|
||||||
"description": "<p>Ogres love their clubs. They are the simplest sort of weapon, which appeals to the Ogre mindset greatly. Ogres scour battlefields, forests, and boneyards to find a good solid club and materials to customise it to their liking. If you wish you may customise an @UUID[Compendium.wfrp4e-archives2.items.2MpNIjAFXnRnZZdL]{Ogre Club} or Big Club to add one of the following options.</p><p><strong>Scavenged Blades</strong>: The weapon gains the @UUID[JournalEntry.sLomXnc8R8518cWN.JournalEntryPage.wdXywmb7FBVipOw8#hack]{Hack} Quality.</p><p>* Availability is given for the Empire, where some weapons are rarer than they would be in the Mountains of Mourne.</p>"
|
|
||||||
},
|
|
||||||
"Ogre Gutplate": {
|
|
||||||
"name": "Ogre Gutplate",
|
|
||||||
"description": "<p>A massive slab of metal, hardwood, bone or leather, an Ogre's gutplate is prized above even the most well-worn club. The plate protects the Ogre's belly, where most of their vital organs reside, and acts as both a source of protection and a canvas for military or religious markings. Many gutplates carry the symbol of the Great Maw, a ring of jagged teeth that represent both the Ogre's hungry god and their own ravenous appetite.</p><p>* Ogre Gutplates are uniquely suited to Ogre anatomy, and indeed even if scaled down would provide incomplete protection to members of species who do not keep most of their vital organs in their gut.</p><p></p>"
|
|
||||||
},
|
|
||||||
"Ogre Pistol": {
|
|
||||||
"name": "Ogre Pistol",
|
|
||||||
"description": "<p>An Ogre Pistol is a reinforced Empire weapon and can use all the same shot and powder as a typical blackpowder weapon. However, they are strong enough to also serve as a Hand Weapon, only breaking on a Fumbled attack.</p><p>* Availability is given for the Empire, where some weapons are rarer than they would be in the Mountains of Mourne.</p>"
|
|
||||||
},
|
|
||||||
"Onager Catapult": {
|
|
||||||
"name": "Onager Catapult",
|
|
||||||
"description": "<p><strong>Crew</strong>:<strong> </strong>6</p><p>Similar to the @UUID[Compendium.wfrp4e-archives2.items.YBNeaZ0Wt30jTWrD]{Mangonel Catapult}, this siege weapon uses a sling to increase its effective range.</p><p>*Cannot be used at Point Blank.</p>"
|
|
||||||
},
|
|
||||||
"Opal Amulet": {
|
|
||||||
"name": "Opal Amulet",
|
|
||||||
"description": "<p>The Opal Amulet contains a powerful healing enchantment. Remove [[/r 1d10]] Wounds from the first attack the wearer suffers. The amulet can only be used once every 24-hour period.</p><blockquote class=\"foundry-note\"><p>The Opal Amulet will automatically roll and reduce incoming Damage from Opposed Tests, then automatically disable itself. It must then be re-enabled manually.</p></blockquote>"
|
|
||||||
},
|
|
||||||
"Protection Ring": {
|
|
||||||
"name": "Protection Ring",
|
|
||||||
"description": "<p>These rings are enchanted to protect the wearer from a particular sort of Creature. In order to determine what sort of Creature this is, roll on the @Table[random-creature]{Random Creature Table}. The wearer halves any Wounds taken from a Creature of this type.</p>"
|
|
||||||
},
|
|
||||||
"Quietened Mail Chausses": {
|
|
||||||
"name": "Quietened Mail Chausses",
|
|
||||||
"description": "<p>First commissioned by a late Duke of Carroburg for the same skillful assassin who would ultimately kill him, these full suits of mail (Chausses, @UUID[Compendium.wfrp4e-archives2.items.BDbQ70J9MM8mdxxo]{Coat} and a @UUID[Compendium.wfrp4e-archives2.items.3dQNE54s7ojwwqWG]{Coif}) have been enchanted to remove the rattle of metal rings that mail armour normally makes. The usual -10 Penalty to Stealth associated with items of Mail armour does not apply. However, the spells used to create this armour were never perfected, and those wearing the Coif can speak no louder than a whisper.</p>"
|
|
||||||
},
|
|
||||||
"Quietened Mail Coat": {
|
|
||||||
"name": "Quietened Mail Coat",
|
|
||||||
"description": "<p>First commissioned by a late Duke of Carroburg for the same skillful assassin who would ultimately kill him, these full suits of mail (@UUID[Compendium.wfrp4e-archives2.items.Cya63L5XXQQgphhR]{Chausses}, Coat and a @UUID[Compendium.wfrp4e-archives2.items.3dQNE54s7ojwwqWG]{Coif}) have been enchanted to remove the rattle of metal rings that mail armour normally makes. The usual -10 Penalty to Stealth associated with items of Mail armour does not apply. However, the spells used to create this armour were never perfected, and those wearing the Coif can speak no louder than a whisper.</p>"
|
|
||||||
},
|
|
||||||
"Quietened Mail Coif": {
|
|
||||||
"name": "Quietened Mail Coif",
|
|
||||||
"description": "<p>First commissioned by a late Duke of Carroburg for the same skillful assassin who would ultimately kill him, these full suits of mail (@UUID[Compendium.wfrp4e-archives2.items.Cya63L5XXQQgphhR]{Chausses}, @UUID[Compendium.wfrp4e-archives2.items.BDbQ70J9MM8mdxxo]{Coat} and a Coif) have been enchanted to remove the rattle of metal rings that mail armour normally makes. The usual -10 Penalty to Stealth associated with items of Mail armour does not apply. However, the spells used to create this armour were never perfected, and those wearing the Coif can speak no louder than a whisper.</p>"
|
|
||||||
},
|
|
||||||
"Rhinox Breaker": {
|
|
||||||
"name": "Rhinox Breaker",
|
|
||||||
"description": "<p>@UUID[Compendium.wfrp4e-archives2.journals.S7vMviNshIrqOuRq.JournalEntryPage.VG6hzml2D3Oe7PYX]{Rhinox Herder}</p>"
|
|
||||||
},
|
|
||||||
"Rhinox Herder": {
|
|
||||||
"name": "Rhinox Herder",
|
|
||||||
"description": "<p>@UUID[Compendium.wfrp4e-archives2.journals.S7vMviNshIrqOuRq.JournalEntryPage.VG6hzml2D3Oe7PYX]</p>"
|
|
||||||
},
|
|
||||||
"Rhinox Master": {
|
|
||||||
"name": "Rhinox Master",
|
|
||||||
"description": "<p>@UUID[Compendium.wfrp4e-archives2.journals.S7vMviNshIrqOuRq.JournalEntryPage.VG6hzml2D3Oe7PYX]{Rhinox Herder}</p>"
|
|
||||||
},
|
|
||||||
"Rhinox Rustler": {
|
|
||||||
"name": "Rhinox Rustler",
|
|
||||||
"description": "<p>@UUID[Compendium.wfrp4e-archives2.journals.S7vMviNshIrqOuRq.JournalEntryPage.VG6hzml2D3Oe7PYX]{Rhinox Herder}</p>"
|
|
||||||
},
|
|
||||||
"Rhya's Cauldron": {
|
|
||||||
"name": "Rhya's Cauldron",
|
|
||||||
"description": "<h4>Sign of Mercy, Death, and Creation</h4><p><strong>Classical Name</strong>: Rionyes</p><p><strong>Ascendant</strong>: Early Winter</p><p><strong>Calendar Dates</strong>: Kaldezeit 18th – Kaldezeit 33rd</p><p><strong>Associated God</strong>: Rhya</p><p><strong>Appearance</strong>: A cauldron</p><p><strong>Bonus</strong>: Gain one level of the @UUID[Compendium.wfrp4e-core.items.mgeiaDZXei7JBEgo]{Iron Will} Talent</p><p><strong>Penalty</strong>: −3 Agility</p><p>Rhya’s Cauldron is revered by Astromancers, Wizards of the Jade and Amethyst orders, and astrologers alike. It is associated with the budding of new things in nature, and also their inevitable death. People born under its light are known to be righteous in their ideals and merciful towards the innocent. No matter what their station in life, they are relentless in their pursuit of justice. This relentlessness, if unchecked, can make them careless and even callous towards the lives and well-being of others.</p>"
|
|
||||||
},
|
|
||||||
"Ruby Ring of Ruin": {
|
|
||||||
"name": "Ruby Ring of Ruin",
|
|
||||||
"description": "<p>The Ruby Ring of Ruin is a type of Spell Ring which can be used to cast the @UUID[Compendium.wfrp4e-core.items.HpFkVJ2lYPAWumUL]{Great Fires of U’Zhul} spell from the Lore of Fire. Unlike normal Spell Rings, a Ruby Ring of Ruin can be used three times during any 24-hour period.</p>"
|
|
||||||
},
|
|
||||||
"Sand of Flinging": {
|
|
||||||
"name": "Sand of Flinging",
|
|
||||||
"description": "<p>This fine but abrasive substance is said to have been made in Ind. It comes in small pouches containing enough sand for four uses. The sand may be thrown in exactly the same way as a dart. The sand does not inflict any damage, but if the target is hit in the head, they suffer one @Condition[Blinded] Condition.</p>"
|
|
||||||
},
|
|
||||||
"Screaming Stone": {
|
|
||||||
"name": "Screaming Stone",
|
|
||||||
"description": "<p>An unusual item, even by the standards of such magical oddities, the Screaming Stone is a small skull hewn of polished white granite. Whenever a living creature of size Small or larger is in view of the Stone, it begins screaming loudly. This screaming ends once the skull can no longer see a living creature, for example if it moves out of sight or the skull's eyes are covered. If someone attempts to sneak past the skull, treat it as though it has a Perception of 75.</p>"
|
|
||||||
},
|
|
||||||
"Seed of Rebirth": {
|
|
||||||
"name": "Seed of Rebirth",
|
|
||||||
"description": "<p>These amulets look like simple wooden carvings but are powerful artefacts. The wearer of a Seed of Rebirth counts as having the @UUID[Compendium.wfrp4e-core.items.SfUUdOGjdYpr3KSR]{Regenerate} Creature Trait.</p>"
|
|
||||||
},
|
|
||||||
"Self-Cleaning Commode": {
|
|
||||||
"name": "Self-Cleaning Commode",
|
|
||||||
"description": "<p>These light ceramic pieces of pottery are associated with the city of Marienburg, where the Elven community present them as gifts to their Human neighbours. A Character who makes regular use of such a device gains a +10 bonus to Endurance Tests made to resist contracting a disease.</p>"
|
|
||||||
},
|
|
||||||
"Self-Tuning Lute": {
|
|
||||||
"name": "Self-Tuning Lute",
|
|
||||||
"description": "<p>Musical purists may quibble, but a minstrel in possession of one of these lutes is able to concentrate on their performances without worrying about their instruments being off-key. A musician equipped with a Self-Tuning Lute benefits from a +10 bonus to Play (Lute) Tests.</p>"
|
|
||||||
},
|
|
||||||
"Shinsmasher's Club": {
|
|
||||||
"name": "Shinsmasher's Club",
|
|
||||||
"description": "<p>The providence of this brutal looking club is unknown. It turned up in @UUID[Compendium.wfrp4e-core.journals.ozE2DMCMK64eE5pD.JournalEntryPage.V6tkgQ9A2skppjyl]{Altdorf} in the hands of a @UUID[Compendium.wfrp4e-altdorf.journals.rSRadYoaNXkEq8gs.JournalEntryPage.jisr4ys6obOel7r1#the-hooks]{Hook} enforcer, but has since changed hands a dozen times. Any Critical Wound inflicted by this hammer on an opponent’s legs enjoys a bonus of +20 to the severity roll. The club otherwise functions as a normal @UUID[Compendium.wfrp4e-core.items.1zaqojk0Oq1m8vYv]{Hand Weapon}.</p>"
|
|
||||||
},
|
|
||||||
"Slaughtermaster": {
|
|
||||||
"name": "Slaughtermaster",
|
|
||||||
"description": "<p>@UUID[Compendium.wfrp4e-archives2.journals.S7vMviNshIrqOuRq.JournalEntryPage.oHnxmjA1CtIhumiz]{Ogre Butcher}</p>"
|
|
||||||
},
|
|
||||||
"Slopscooper": {
|
|
||||||
"name": "Slopscooper",
|
|
||||||
"description": "<p>@UUID[Compendium.wfrp4e-archives2.journals.S7vMviNshIrqOuRq.JournalEntryPage.oHnxmjA1CtIhumiz]{Ogre Butcher}</p>"
|
|
||||||
},
|
|
||||||
"Spell Ring": {
|
|
||||||
"name": "Spell Ring",
|
|
||||||
"description": "<p>A Spell Ring works in a similar way as a scroll, allowing the wearer to cast a single spell. Unlike a scroll, the ring is not destroyed after casting the spell and the wearer does not need to make a Language Test. Determine the spell within a Spell Ring using the same method for a scroll. When the wearer casts the spell, the ring may not be used for a period of 24 hours. Spell Rings are rare in the Empire, and to the frustration of Wizards who know better, all are inevitably called ‘The’ Ring of Volans, as the techniques required for Human Wizards to manufacture these artefacts were first taught under his supervision.</p>"
|
|
||||||
},
|
|
||||||
"Striking Ring": {
|
|
||||||
"name": "Striking Ring",
|
|
||||||
"description": "<p>The wearer of this ring may use each of its powers one at a time for one turn in each 24-hour period. The power duplicates the effects of one of the following Talents: @UUID[Compendium.wfrp4e-core.items.4MJJCiOKPkBByYwW]{Strike Mighty Blow}, @UUID[Compendium.wfrp4e-core.items.RWJrupj9seau0w31]{Strike to Injure}, @UUID[Compendium.wfrp4e-core.items.jt0DmVK9IiF6Sd2h]{Strike to Stun}</p>"
|
|
||||||
},
|
|
||||||
"Taste Death": {
|
|
||||||
"name": "Taste Death",
|
|
||||||
"description": "<p>By consuming part of a corpse you learn about when and how the creature died. You learn if the victim was stabbed, poisoned, killed by magic, died of natural causes, and so on. The information you gain is general. For example, you may learn that the victim was stabbed to death with a sword, but not what kind of sword. You also do not learn anything about who may have been responsible, save the method they used. If the target suffered a ‘clean’ death — that is, did not die of poison or disease — it is considered proper to consume the remainder of the corpse.</p><p>\n\n <b>Lore:</b> Whenever an Ogre Butcher successfully casts a spell from the Lore of The Great Maw, the offering they consume may restore their own health. Roll [[/r 1d10]]. If the result is a 10, or if it is equal to or higher than the CN of the spell being cast, the Butcher recovers Wounds equal to the CN of the spell.<p><p>\n\n <b>Domaine:</b> Whenever an Ogre Butcher successfully casts a spell from the Lore of The Great Maw, the offering they consume may restore their own health. Roll [[/r 1d10]]. If the result is a 10, or if it is equal to or higher than the CN of the spell being cast, the Butcher recovers Wounds equal to the CN of the spell.<p>"
|
|
||||||
},
|
|
||||||
"The Big Cross": {
|
|
||||||
"name": "The Big Cross",
|
|
||||||
"description": "<h4>Sign of Clarity</h4><p><strong>Classical Name</strong>: Azurios</p><p><strong>Ascendant</strong>: Midwinter</p><p><strong>Calendar Dates</strong>: Vorxehen 28th – Nachhexen 8th</p><p><strong>Associated</strong> <strong>God</strong>: Ulric</p><p><strong>Appearance</strong>: An X</p><p><strong>Bonus</strong>: +2 Strength, +2 Willpower</p><p><strong>Penalty</strong>: −3 Initiative</p><p>There is no uncertainty in the hearts of those born under the Big Cross. The path they must take through the world seems obvious to them, and they make sensible choices to keep on it. But this rationality can lead to a predictable passivity and detachment from the world around them.</p><p>If their path is already made, why deviate from it? It is vital that they find something to fight for, rather than simply allowing the tides of fate to sweep them away.</p>"
|
|
||||||
},
|
|
||||||
"The Bonesaw": {
|
|
||||||
"name": "The Bonesaw",
|
|
||||||
"description": "<h4>Sign of Skill and Learning</h4><p><strong>Classical Name</strong>: Alyoi</p><p><strong>Ascendant</strong>: Winter</p><p><strong>Calendar Dates</strong>: Ulriczeit 17th – Ulriczeit 31st</p><p><strong>Associated God</strong>: Shallya</p><p><strong>Appearance</strong>: A knife</p><p><strong>Bonus</strong>: +2 Intelligence, +2 Fellowship</p><p><strong>Penalty</strong>: −3 Weapon Skill</p><p>The Bonesaw is the sign of the philosopher — above all else, they crave knowledge. They live to explore and experiment. Unlike other inquisitive signs, however, they do not want to hoard what they know for its own sake, and they do not withdraw into themselves. One born under the Bonesaw wants to disseminate what they know as widely as possible. This can, however, make them seem like overbearing know-it-alls, rather than passionate scholars of the world.</p>"
|
|
||||||
},
|
|
||||||
"The Broken Cart": {
|
|
||||||
"name": "The Broken Cart",
|
|
||||||
"description": "<h4>Sign of Pride</h4><p><strong>Classical Name</strong>: Kharnos</p><p><strong>Ascendant</strong>: Autumn</p><p><strong>Calendar Dates</strong>: Brauzeit 7th – Brauzeit 27th</p><p><strong>Associated God</strong>: Nurgle</p><p><strong>Appearance</strong>: A cart with a broken wheel</p><p><strong>Bonus</strong>: Gain one level of the @UUID[Compendium.wfrp4e-core.items.vMYEkrWj0ip6ZOdv]{Resistance (Disease)} Talent </p><p><strong>Penalty</strong>: −3 Willpower</p><p>At times, people born under the Broken Cart can be prideful and over-concerned with appearances. They might spend their last coin in pursuit of the finer things in life, or dash themselves on the rocks looking for the approval of their betters. When this tendency is curbed — when they come to peace with the fundamental insecurities that cause them to spend their lives searching for things to fulfill them — their pride becomes confidence, and their conceit mellows into likeability. </p><p>The Broken Cart’s association with Nurgle is rarely acknowledged, as worship of any Ruinous Power is grounds for a short trip to a tall pyre in most parts of the world. All know that there is something dark and primal about the sign, however, and its associations with disease are common across many cultures. Many folk know that the Father of Plagues is a force in the world, and when disease scours the land, the desperate often recall old tales and forbidden rites, and make offerings just the same.</p>"
|
|
||||||
},
|
|
||||||
"The Dancer": {
|
|
||||||
"name": "The Dancer",
|
|
||||||
"description": "<h4>Sign of Love and Attraction</h4><p><strong>Classical Name</strong>: Adamnos</p><p><strong>Ascendant</strong>: Late Summer</p><p><strong>Calendar Dates</strong>: Vorgeheim 14th – Nachgeheim 2nd </p><p><strong>Associated God</strong>: Millavog (Dancing (Wissenland)) Appearance: A whirling dancer</p><p><strong>Bonus</strong>: Gain one level of the @UUID[Compendium.wfrp4e-core.items.oGbDwnLOn3isPJpO]{Impassioned Zeal} Talent. (You do not need to choose the focus of your zeal during Character creation, but may instead discover it during gameplay.)</p><p><strong>Penalty</strong>: −3 Initiative</p><p>The Dancer is the sign of passion — and of obsession. What those born under the sign choose to pursue they chase with a single-minded devotion. Whether their focus is a lover or a mystery to solve, the world falls away in the face of their determination. When they are scorned, they take it poorly, and may react violently. </p>"
|
|
||||||
},
|
|
||||||
"The Drummer": {
|
|
||||||
"name": "The Drummer",
|
|
||||||
"description": "<h4>Sign of Excess and Hedonism</h4><p><strong>Classical Name</strong>: Lupios</p><p><strong>Ascendant</strong>: Late Summer/Early Autumn</p><p><strong>Calendar Dates</strong>: Nachgeheim 3rd – Nachgeheim 24th</p><p><strong>Associated God</strong>: Lupos (Predators (Hochland))</p><p><strong>Appearance</strong>: A drum</p><p><strong>Bonus</strong>: Gain one level of the @UUID[Compendium.wfrp4e-core.items.hTgrGkWnmIR4xhVe]{Carouser} Talent</p><p><strong>Penalty</strong>: −3 Willpower</p><p>A person born under the Drummer is distinguishable by their expansive, generous spirit. They do nothing in moderation, and when they give, they give everything. A Drummer never fails to give alms to the poor or take care of ailing family members. They also never turn down an invitation to a tavern or a party. They are a joy to be around, but this joy can swiftly turn to ruinous excess and hedonism if left unchecked.</p>"
|
|
||||||
},
|
|
||||||
"The Gloaming": {
|
|
||||||
"name": "The Gloaming",
|
|
||||||
"description": "<h4>Sign of Illusion and Mystery</h4><p><strong>Classical Name</strong>: Tartotes</p><p><strong>Ascendant</strong>: Spring</p><p><strong>Calendar Dates</strong>: Pflugzeit 8th – Pflugzeit 31st</p><p><strong>Associated God</strong>: Morr</p><p><strong>Appearance</strong>: A collection of red and blue stars that appears only at twilight</p><p><strong>Bonus</strong>: +2 Intelligence, +2 Initiative</p><p><strong>Penalty</strong>: −3 Willpower</p><p>The stars that make up the Gloaming appear only under specific conditions, at twilight. People born under the Gloaming are doubters and skeptics. This skepticism can morph into paranoia and unreasonable suspicion of anything they cannot see or touch. The metaphysical, the theoretical—none of it is trustworthy. Only the hard, physical reality of the world is reliable. At their best, natives of the Gloaming are brilliant investigators and scholars. They are often inclined toward sorcery despite their distrust of the mystical.</p>"
|
|
||||||
},
|
|
||||||
"The Greased Goat": {
|
|
||||||
"name": "The Greased Goat",
|
|
||||||
"description": "<h4>Sign of Denied Passion</h4><p><strong>Classical Name</strong>: Talios</p><p><strong>Ascendant</strong>: Late Autumn</p><p><strong>Calendar Dates</strong>: Brauzeit 28th – Kaldezeit 17th </p><p><strong>Associated God</strong>: Taal</p><p><strong>Appearance</strong>: A goat</p><p><strong>Bonus</strong>: Gain one level of the @UUID[Compendium.wfrp4e-core.items.9fq6p9Q6H02LjaSi]{Animal Affinity} Talent </p><p><strong>Penalty</strong>: −3 Toughness</p><p>A person born under the Greased Goat refuses to let anyone get too near. They can seem aloof and apathetic, but this is an attempt to make sure they are not hurt by the disappointments that are assuredly coming their way. When they are knocked down, they wallow in their pain. On the rare occasions they allow themselves to feel joy, their joy is infectious. </p><p>Children born under the Greased Goat who have an aptitude for magic often find themselves drawn towards the Amber wind of Ghur. Those born under the Greased Goat would be wise to remember that the world is not there to victimize them. Everyone has a run of bad luck sometimes, but it does not define them.</p>"
|
|
||||||
},
|
|
||||||
"The Limner's Line": {
|
|
||||||
"name": "The Limner's Line",
|
|
||||||
"description": "<h4>Sign of Precision</h4><p><strong>Classical Name</strong>: Verros</p><p><strong>Ascendant</strong>: Late Winter/Early Spring</p><p><strong>Calendar Dates</strong>: Nachhexen 9th – Nachhexen 28th </p><p><strong>Associated God</strong>: Vallich (Smithing and Ship Building (Nordland))</p><p><strong>Appearance</strong>: An archer with a drawn bow</p><p><strong>Bonus</strong>: +2 Ballistic Skill, +2 Agility</p><p><strong>Penalty</strong>: −3 Weapon Skill</p><p>Natives of the Limner’s Line were born to be poets, painters, sculptors — artists of all kinds. They create beauty wherever they go, and even those who by circumstance do not find themselves in an artistic field still find a way to make their life’s work into a kind of art. If they are doktors, they are surgeons. If they are soldiers, they become master tacticians. People born under the Limner’s Line must take care not to become too critical of themselves or their work. </p>"
|
|
||||||
},
|
|
||||||
"The Maw": {
|
|
||||||
"name": "The Maw",
|
|
||||||
"description": "<p>You devour the better part of a large beast, drawing out the Great Maw itself, causing a sliver of it to manifest. The ground splits apart, a thousand gnashing teeth waiting hungrily in the chasm. The pit is bottomless, its hunger endless, its teeth shards of razor, and the sound of its roiling jaws like the grinding of glass on stone.</p><p>Anyone in the affected area must make an immediate <strong>Challenging (+0) Dodge</strong> Test to scramble clear. If they succeed, targets take a Damage +8 hit as they pull themselves out of the Maw, with the Damage reduced by 1 for each SL achieved on the Dodge Test. </p><p>Anyone who fails the Test plunges into the Maw, which begins the methodical work of swallowing them alive. They immediately suffer a Damage +10 hit to a randomly chosen location, and gain 3 @Condition[Entangled] Conditions. Attempts to remove these Conditions are resisted by the Maw’s Strength of 60. The victim may not escape the Maw until all 3 @Condition[Entangled] conditions are removed. At the end of each of their turns, creatures inside the Maw suffer another Damage +10 hit to a randomly chosen location. </p><p>The Maw’s teeth are sharp, and it does not give up prey easily. As soon as the spell ends, the Maw vanishes, but attempts to keep any limbs that remain inside it as it goes. If a creature is inside the Maw when it vanishes, they immediately suffer a Critical Wound to a randomly chosen hit location.</p><p>\n\n <b>Lore:</b> Whenever an Ogre Butcher successfully casts a spell from the Lore of The Great Maw, the offering they consume may restore their own health. Roll [[/r 1d10]]. If the result is a 10, or if it is equal to or higher than the CN of the spell being cast, the Butcher recovers Wounds equal to the CN of the spell.<p><p>\n\n <b>Domaine:</b> Whenever an Ogre Butcher successfully casts a spell from the Lore of The Great Maw, the offering they consume may restore their own health. Roll [[/r 1d10]]. If the result is a 10, or if it is equal to or higher than the CN of the spell being cast, the Butcher recovers Wounds equal to the CN of the spell.<p>"
|
|
||||||
},
|
|
||||||
"The Piper": {
|
|
||||||
"name": "The Piper",
|
|
||||||
"description": "<h4>Sign of the Trickster</h4><p><strong>Classical Name</strong>: Sangist</p><p><strong>Ascendant</strong>: Autumn</p><p><strong>Calendar Dates</strong>: Nachgheim 25th – Erntezeit 16th </p><p><strong>Associated God</strong>: Ranald, Katya (Disarming Beauty (Reikland)) </p><p><strong>Appearance</strong>: A capering piper</p><p><strong>Bonus</strong>: +2 Fellowship, +2 Dexterity</p><p><strong>Penalty</strong>: −3 Weapon Skill</p><p>The best diplomats are born under the Piper’s rule, and so are the best thieves. They are cunning, slick, and very tactful when they need to be. In a negotiation, there is none better to have one’s back. However, they do not hesitate to play both sides to their advantage — or take advantage of allies, if they think they’ll come out the better for it. Theologians disagree as to the correct deity to associate with the Piper. In Marienburg it is considered a particularly fortuitous sign, and some families attempt to conceive nine months before it rises ascendant.</p>"
|
|
||||||
},
|
|
||||||
"The Two Bullocks": {
|
|
||||||
"name": "The Two Bullocks",
|
|
||||||
"description": "<h4>Sign of Fertility and Craftsmanship</h4><p><strong>Classical Name</strong>: Hashoor</p><p><strong>Ascendant</strong>: Midsummer</p><p><strong>Calendar Dates</strong>: Sommerzeit 30th – Vorgeheim 13th </p><p><strong>Associated God</strong>: Ahalt (Hunting, Fertility, and Sacrifice (Wissenland))</p><p><strong>Appearance</strong>: Two oxen</p><p><strong>Bonus</strong>: Gain one level of the @UUID[Compendium.wfrp4e-core.items.GRRN3XAKIpEVCY7z]{Craftsman} Talent. (You need not choose the associated Trade at this time, but should do so after determining your starting Career.)</p><p><strong>Penalty</strong>: −3 Intelligence</p><p>People born under the Two Bullocks are innovators; they are diligent, creative, and can create nearly anything they put their minds to. Fortunately for the world, what they most want to do is help others, whether that means making improvements to a printing press or designing a better plow for their family’s fields. Unfortunately, the projects they throw themselves into can be fanciful and impractical, and malefactors might bend their idealism to dangerous or unrighteous causes.</p>"
|
|
||||||
},
|
|
||||||
"The Witchling Star": {
|
|
||||||
"name": "The Witchling Star",
|
|
||||||
"description": "<h4>Sign of Magic</h4><p><strong>Classical Name</strong>: Solkios</p><p><strong>Ascendant</strong>: Winter</p><p><strong>Calendar Dates</strong>: Urliczeit 32nd – Vorhexen 11th </p><p><strong>Associated God</strong>: Soll</p><p><strong>Appearance</strong>: A single bright star</p><p><strong>Bonus: </strong>Gain the @UUID[Compendium.wfrp4e-core.items.mdPGZsn2396dEpOf]{Petty Magic} Talent</p><p><strong>Penalty</strong>: −3 Strength</p><p>Magical and mysterious, the Witchling Star is considered an ominous sign by most astrologers. Those under its rule have great courage. They possess a sort of mercuriality that stops just short of dishonesty or inconstancy, but which occasionally causes problems for those around them. Whatever scrapes they get themselves into, they can generally get out of. Their charm can seem nearly mystical at times, almost as though they were blessed by the winds of magic themselves. </p>"
|
|
||||||
},
|
|
||||||
"Throatseeker's Blade": {
|
|
||||||
"name": "Throatseeker's Blade",
|
|
||||||
"description": "<p>These magical Rapiers are created with an innate blood lust all of their own, guiding the tip past even the best defence. A Throatseeker’s Blade ignores any AP provided by armour that has the @UUID[JournalEntry.sLomXnc8R8518cWN.JournalEntryPage.yYXaAw24i93B4vzk#weakpoints]{Weakpoints} Flaw. This weapon otherwise functions as a normal Rapier.</p>"
|
|
||||||
},
|
|
||||||
"Trackless Boots": {
|
|
||||||
"name": "Trackless Boots",
|
|
||||||
"description": "<p>These boots leave no prints behind them, making tracking a Character who wears them very challenging. All Track Tests made against the Character suffer a –20 penalty.</p>"
|
|
||||||
},
|
|
||||||
"Trebuchet": {
|
|
||||||
"name": "Trebuchet",
|
|
||||||
"description": "<p><strong>Crew:</strong> 8</p><p>An improvement from the @UUID[Compendium.wfrp4e-archives2.items.y7ki6uSBiFKkooV9]{Onager Catapult}, the Bretonnian Trebuchet uses a counterweight instead of torsion to release its sling, giving it a much larger range.</p><p>*Cannot be used if the distance to the target is less than Short Range.</p><p>*Cannot be used at Point Blank.</p>"
|
|
||||||
},
|
|
||||||
"Trollguts": {
|
|
||||||
"name": "Trollguts",
|
|
||||||
"description": "<p>You swallow a tiny amount of Troll Bile or similar, imbibing and distilling that creature’s immense regenerative powers and gifting them to another. Your target gains the @UUID[Compendium.wfrp4e-core.items.SfUUdOGjdYpr3KSR]{Regenerate} Creature Trait. Ogres suffer no additional effects from this spell, but other Species may be less lucky. Anyone other than an Ogre who recovers Wounds from the effects of this spell must make an <strong>Average (+20) Endurance</strong> Test. If they fail, new flesh growing over their wounds takes on a mottled green or blue appearance, not at all unlike the skin of a Troll. This effect is particularly prominent if the spell happens to be responsible for a limb growing back. Though this effect is not a mutation, it is likely to be mistaken for one by anyone who sees it, with all the potential unpleasant consequences that may ensue.</p><p>\n\n <b>Lore:</b> Whenever an Ogre Butcher successfully casts a spell from the Lore of The Great Maw, the offering they consume may restore their own health. Roll [[/r 1d10]]. If the result is a 10, or if it is equal to or higher than the CN of the spell being cast, the Butcher recovers Wounds equal to the CN of the spell.<p><p>\n\n <b>Domaine:</b> Whenever an Ogre Butcher successfully casts a spell from the Lore of The Great Maw, the offering they consume may restore their own health. Roll [[/r 1d10]]. If the result is a 10, or if it is equal to or higher than the CN of the spell being cast, the Butcher recovers Wounds equal to the CN of the spell.<p>"
|
|
||||||
},
|
|
||||||
"Vice": {
|
|
||||||
"name": "Vice",
|
|
||||||
"description": "<p>You are plagued by a need to indulge in your Vice constantly, with your thoughts always straying towards them. Indulging in your Vice must be to an unhealthy extent — indulging in food doesn’t mean having a meal, but being a glutton and eating everything you can until you are bloated and made sick. Whenever you are confronted by the Target of your Vice, you must attempt a @UUID[JournalEntry.NS3YGlJQxwTggjRX.JournalEntryPage.5w5YLPNd6AaU4f85#psychology-test]{Psychology Test}. If you fail, you must immediately indulge in your Vice, forsaking all other actions and duties. You indulge until you are insensible, gaining one @Condition[Fatigued] Condition. At the end of every subsequent Round, you may attempt another Psychology Test to bring this state to an end. You suffer –20 to all Fellowship Tests towards any Characters who have witnessed your gluttony, as they are repulsed by your behaviour. For each full day you spend having not indulged in your Vice, you gain a cumulative –20 to all Psychology Tests until you do so.</p>"
|
|
||||||
},
|
|
||||||
"Vice (Target)": {
|
|
||||||
"name": "Vice (Target)",
|
|
||||||
"description": "<p>You are consumed with a need to indulge in a particular vice, suffering from the @UUID[Compendium.wfrp4e-archives2.items.anIlqJXFOIEzIOo1]{Vice} Psychology. Each time you take this Talent you develop a new vice. Examples you could take include: Alcohol, Food, Narcotics, Pleasure.</p>"
|
|
||||||
},
|
|
||||||
"Vobist the Faint": {
|
|
||||||
"name": "Vobist the Faint",
|
|
||||||
"description": "<h4>Sign of Darkness and Uncertainty</h4><p><strong>Classical Name</strong>: Vobist</p><p><strong>Ascendant</strong>: Autumn</p><p><strong>Calendar Dates</strong>: Erntezeit 17 th – Brauzeit 6th</p><p><strong>Associated God</strong>: Ranald</p><p><strong>Appearance</strong>: No stars</p><p><strong>Bonus</strong>: Gain one level of the @UUID[Compendium.wfrp4e-core.items.mNoCuaVbFBflfO6X]{Sixth Sense} Talent</p><p><strong>Penalty</strong>: −3 Initiative</p><p>A void of stars. An empty spot in the heavens. Someone born under Vobist the Faint seems erratic and uncertain at times; after all, they were born under pure darkness. They can be overcautious at times, but they can also be bold and courageous when others least expect it, leaping into the fray before even their bravest friends. What seems to be a fundamental uncertainty is also a keen sense of which battles to fight, and how. For Morrslieb, the Chaos Moon, to rise full while Vobist the Faint is ascendent is a particularly bad omen.</p>"
|
|
||||||
},
|
|
||||||
"Wand of Jade": {
|
|
||||||
"name": "Wand of Jade",
|
|
||||||
"description": "<p>This wand increases the range of spells. Double the range of any spells cast while holding a Wand of Jade.</p>"
|
|
||||||
},
|
|
||||||
"Wand of Jet": {
|
|
||||||
"name": "Wand of Jet",
|
|
||||||
"description": "<p>This wand is used by spellcasters to increase the duration of their spells. A spell cast with the aid of a Wand of Jet has its duration doubled.</p>"
|
|
||||||
},
|
|
||||||
"Wand of the Winds": {
|
|
||||||
"name": "Wand of the Winds",
|
|
||||||
"description": "<p>The wand is constructed in such a way that compensates for those times when the Winds of Magic blow weakly. If a spellcaster is in a situation where they receive negative modifiers as a result of the @Table[wintds]{Swirling Winds}, they may ignore these modifiers for [[/r 1d10]] Rounds. After this period the wand is depleted. It takes the wand 24 hours to replenish its own store of magical energy.</p>"
|
|
||||||
},
|
|
||||||
"Wanderer’s Charm": {
|
|
||||||
"name": "Wanderer’s Charm",
|
|
||||||
"description": "<p>These amulets are often crafted by Hedge Wizards, and are beloved by wanderers, pedlars, soldiers and vagabonds. Those who carry them may ignore the first @Condition[Fatigued] Condition they receive each day.</p>"
|
|
||||||
},
|
|
||||||
"Writ of the Fifth Lore": {
|
|
||||||
"name": "Writ of the Fifth Lore",
|
|
||||||
"description": "<p>When this small scroll is presented to someone with an explanation of what it is, be that a license, a charter, or a letter of introduction, the perceiver must make a <strong>Very Difficult (–30) Perception</strong> Test. If they fail, the scroll seems to be exactly what the bearer claimed it was.</p>"
|
|
||||||
},
|
|
||||||
"Wymund the Anchorite": {
|
|
||||||
"name": "Wymund the Anchorite",
|
|
||||||
"description": "<h4>Sign of Enduring</h4><p><strong>Classical Name</strong>: Wymenos</p><p><strong>Ascendant</strong>: Midwinter</p><p><strong>Calendar Dates</strong>: Vorhexen 12th – Vorhexen 27th </p><p><strong>Associated God</strong>: Manaan</p><p><strong>Appearance</strong>: A stern face</p><p><strong>Bonus</strong>: +2 Fellowship, +2 Initiative</p><p><strong>Penalty</strong>: −3 Intelligence</p><p>People born under the light of Wymund the Anchorite are patient and methodical. They prefer to scrutinize every detail of a situation before deciding how to proceed.</p><p>Their slowness to pass judgment and tolerance of the foibles of others makes them kind, loyal friends — sometimes to a fault. Often, they forgive others the unforgivable, to their detriment. But when they decide that a person is no longer worthy of their grace, they are harsh, implacable foes.</p>"
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -1,91 +0,0 @@
|
|||||||
{
|
|
||||||
"label": "Items (Archives Vol. III)",
|
|
||||||
"folders": {
|
|
||||||
"Armour": "Armures",
|
|
||||||
"Careers": "Carrières",
|
|
||||||
"Skills": "Compétences",
|
|
||||||
"Spells": "Sorts"
|
|
||||||
},
|
|
||||||
"mapping": {
|
|
||||||
"description": "system.description.value",
|
|
||||||
"trappings": "system.trappings",
|
|
||||||
"class": {
|
|
||||||
"path": "system.class.value",
|
|
||||||
"converter": "generic_localization"
|
|
||||||
},
|
|
||||||
"skills": {
|
|
||||||
"path": "system.skills",
|
|
||||||
"converter": "career_skills"
|
|
||||||
},
|
|
||||||
"careergroup": {
|
|
||||||
"path": "system.careergroup.value",
|
|
||||||
"converter": "career_careergroup"
|
|
||||||
},
|
|
||||||
"talents": {
|
|
||||||
"path": "system.talents",
|
|
||||||
"converter": "career_talents"
|
|
||||||
},
|
|
||||||
"pduration": {
|
|
||||||
"path": "system.duration.value",
|
|
||||||
"converter": "spells_duration_range_target_damage"
|
|
||||||
},
|
|
||||||
"prange": {
|
|
||||||
"path": "system.range.value",
|
|
||||||
"converter": "spells_duration_range_target_damage"
|
|
||||||
},
|
|
||||||
"ptarget": {
|
|
||||||
"path": "system.target.value",
|
|
||||||
"converter": "spells_duration_range_target_damage"
|
|
||||||
},
|
|
||||||
"pdamage": {
|
|
||||||
"path": "system.damage.value",
|
|
||||||
"converter": "spells_duration_range_target_damage"
|
|
||||||
},
|
|
||||||
"test": {
|
|
||||||
"path": "system.test",
|
|
||||||
"converter": "role_skills"
|
|
||||||
},
|
|
||||||
"tests": "system.tests.value",
|
|
||||||
"maxcost": {
|
|
||||||
"path": "system.cost.max",
|
|
||||||
"converter": "spells_duration_range_target_damage"
|
|
||||||
},
|
|
||||||
"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"
|
|
||||||
},
|
|
||||||
"penalty": "system.penalty.value",
|
|
||||||
"location": {
|
|
||||||
"path": "system.location.value",
|
|
||||||
"converter": "generic_localization"
|
|
||||||
},
|
|
||||||
"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",
|
|
||||||
"special": "system.special.value",
|
|
||||||
"qualities": {
|
|
||||||
"path": "system.qualities.value",
|
|
||||||
"converter": "trapping_qualities_flaws"
|
|
||||||
},
|
|
||||||
"flaws": {
|
|
||||||
"path": "system.flaws.value",
|
|
||||||
"converter": "trapping_qualities_flaws"
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
File diff suppressed because one or more lines are too long
@@ -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: </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 d’une infusion d’agurk provoque de légers tremblements (Dextérité –20) pendant trois heures, sauf si le Personnage réussit un Test de <strong>Résistance Intermédiaire (+0)</strong> ou s’il est immunisé au poison.</p>\n<p>Sous forme de potion, l’agurk 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 ‘Bonewort’; 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: </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]]. 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 s’agit sans aucun doute de la création d’un forgeron des runes d’une grande compétence. Lorsqu’elle est maniée au combat, la lame brille, visible un instant et disparaissant l’instant d’après, et seule la lueur rouge de ses runes est constante. Les armures magiques sont inutiles contre cette lame, vous pouvez donc ignorer les PA des armures ou boucliers non magiques. Elle la qualité Incassable, mais gagne le défaut Inoffensive si elle est brandie contre un nain."
|
|
||||||
},
|
|
||||||
"Bension of Tzeentch": {
|
|
||||||
"name": "Bénédiction de Tzeentch",
|
|
||||||
"description": "<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 l’Empire aiment voyager confortablement, et les cabines que l’on peut trouver sur le bateau d’un noble sont très différentes de celles d’un navire de commerce ou d’un navire à passagers. Pour le prix indiqué ci-dessus et à condition de disposer d’un espace équivalent à celui occupé par deux cabines ordinaires, vous pourrez naviguer sur les rivières de l’Empire confortablement et avec classe. À la discrétion du MJ, tous les <strong>Tests de Sociabilité</strong> réalisés par le propriétaire d’une cabine de luxe bénéficient d’un bonus de +10, à condition qu’ils soient réalisés à l’intérieur de la cabine en question.</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: </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: </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 qu’elle n’a propriété médicinale. Cependant, ses effets magiques sont assez connus pour que je mentionne ses différents noms à travers les régions, cela évitera à mes lecteurs de croire qu’il existe plusieurs plantes avec les mêmes propriétés. Les elfes l’appellent daionillyseiwyn, ce qui, si j’en crois mes recherches, veut dire « la bonne plante ». En Norsca, elle s’appelle troldblat, en Bretonnie la feuille sorcière, en Tilée folimaggi (une version abâtardie de l’appellation classique folia magii) et enfin, draodill en Albion, ce qu’on pourrait traduire par « La feuille des Druides ».</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 d’Incantation, mais pour chaque nouvelle dose prise, il faut lancer [[/r 1d10]]. Si le résultat est inférieur ou égal au nombre de doses déjà prises ce jour-là, la plante ne fait pas effet.</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 ‘Bonne Santé’ 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 ‘Soigne Tout’.</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: </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’s Finger, Ghostbane and Morr’s Root, Graveroot is attracted to shady, sheltered locations with slightly damp soil. It flourishes especially in graveyards, which, together with its well-known magical properties, has led some people to theorise that it somehow feeds on the magical energies of the bodies buried beneath it. The root, when dried and grated, may be used in a number of preparations and magical spells concerning the Undead, and it actually seems to affect them as poison would affect a living creature. An infusion of the root seems to have no particular effect on a living patient, except to cause vomiting at higher concentrations. Less well known is the fact that a hot poultice made from both the leaves and root of this plant speeds the healing of infected wounds caused by undead creatures.</p>",
|
|
||||||
"gmdescription": "<p><strong>Emplacement: </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’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’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’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’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 — boiled until it reached the consistency of hot custard — as a treatment for frostbite, and was able to restore feeling to a foot which otherwise might have had to be amputated. Because of the itching it causes, you may sometimes need to administer a mild sedative to the patient, especially if you use Juck repeatedly, or over a large area such as an entire leg.</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 plant’s 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’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 — 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’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’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’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 — a <strong>Difficult (–10) Trade (Boatbuilding </strong>or<strong> Carpentry)</strong> Test — the surviving oar can be fixed to the rear of the boat and used to stern-scull at half the normal speed. Steering while stern-sculling requires a successful <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’s Toughness bonus.</p>",
|
|
||||||
"gmdescription": ""
|
|
||||||
},
|
|
||||||
"Lice": {
|
|
||||||
"name": "Poux",
|
|
||||||
"description": "<p>Bien qu’il s’agisse d’un problème très courant et relativement bénin dans le Vieux Monde, les infestations de poux peuvent être très perturbantes. Ces petits insectes, qui vivent dans et autour des cheveux, provoquent des démangeaisons et des irritations de la peau au niveau de la tête et du haut du ou. Si les mêmes vêtements sont portés pendant plusieurs semaines, les poux de corps peuvent également devenir problématiques. Parmi les traitements efficaces, on trouve l’utilisation d’un peigne très fin pour enlever les poux et leurs lentes, le rasage de la tête ou encore l’utilisation d’un savon de soude caustique très rugueux.</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 (−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>\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: </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 — 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>\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 −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 — 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>\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 −10 to all <strong>Boat Handling</strong> 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 — 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>\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 −10 to all <strong>Boat Handling</strong> 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 — 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>\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 −10 to all <strong>Boat Handling</strong> 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’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’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’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’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 –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 –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>\n<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>\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’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’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 ill effects, but Characters who fail must repeat the test each time they 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’s uncovered face or body must make a Fear Test or be rooted to the spot. In addition, they all stink of decay and uncleanliness: the stench requires anyone within 2 yds to make a successful <strong>Challenging (+0) Endurance</strong> 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 — 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’s chances of being woken by noise are halved. A patient who is woken within this time must make a successful <strong>Challenging (+0) Endurance </strong>Test or gain three @Condition[Fatigued] Condition. After four hours the herb’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 the first two hours of sleep.</p>\n<p>A Character may resist falling asleep due to Schlafenkraut on a successful <strong>Challenging (+0) Cool</strong> 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’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 (–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’s temperature and breathing are constantly watched, I believe there is no significant risk. The root of this plant, which grows in marshy areas and is often found together with water-lilies, is first soaked in salt water for three days and nights to leach out any impurities, then dried on a pan in front of the fire for two days, or until it sounds woody when tapped with a fork. Then, it is finely grated — mixed with a little nutmeg if available — tied in a cloth bag and hung in the chimney to smoke for two weeks. The powder is then boiled for two days in water with a little vinegar, strained and added in small quantities to a sweet tea or mulled wine.</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 (–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 –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 — 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. </p>"
|
|
||||||
},
|
|
||||||
"Smoothing": {
|
|
||||||
"name": "Smoothing",
|
|
||||||
"description": "<p>Less radical than a racing hull is the process of smoothing a boat’s hull with sand and abrasive rocks, to remove any irregularities that might cause unnecessary drag. Initial smoothing of a hull takes at least a week at a boatyard and gives the boat M +1.</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: </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’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’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. </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’s Bane</em>, <em>Feuille Contraire</em> and Witch-Hunter’s Friend. It is similar in appearance to Mage-Leaf, and someone without the proper herbal training may easily mistake the two. Made into a tea, the dried leaves can help a patient resist any kind of ailment that comes from a magical cause. It is as well to store dried Spellwort away from ingredients such as @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 — mostly Human — in remote areas who wrap the leaves in cobwebs before applying them to a wound, thinking that some magical sympathy between the spider-shaped plant and the webs of an actual spider will make the treatment more effective. It does not seem to do so.</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 — 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’s Movement for that round.</p>",
|
|
||||||
"gmdescription": ""
|
|
||||||
},
|
|
||||||
"Steam": {
|
|
||||||
"name": "Steam",
|
|
||||||
"description": "<p>The Dwarf Engineers’ Guild and the Imperial Engineers’ School have both been developing steam engines, and one could be adapted to drive a boat. Of course, a steam engine is large and heavy, and will take up a considerable amount of space that could otherwise be devoted to cargo and/or passengers: about half of a boat’s carrying capacity seems about right. This includes storage for enough coal to keep the boat running for a week, or enough wood to keep it running for two days.</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 (–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’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 (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>Thé de Médecin</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’t believe this myself, since it is also known by this name in Norsca and Kislev, where Ulric is far more commonly worshipped than Verena. It grows on the south side of chalk hills, where there is plenty of sun and not too much wind. The leaves are picked, cleaned, soaked in salt water for two weeks, and then boiled and served like spinach. A little butter and black pepper helps their flavour enormously. I personally don’t use it for convalescents, because the headache that occurs when the herb wears off can often undo any good that the patient received from the herb’s stimulant effect. However, I will prescribe it for those on watch, or required to search all night for missing travellers, or anyone else who needs to stay awake when they should be asleep, and who doesn’t mind paying the price later.</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 Character’s 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"
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
File diff suppressed because one or more lines are too long
@@ -1,891 +0,0 @@
|
|||||||
{
|
|
||||||
"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 host’s 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 parasite’s 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’s area of effect gain a +20 bonus to resist Fear and Terror. No Undead or Daemonic creatures may enter the zone, nor may they attack those inside it. Such creatures within the Range of this Miracle when it is invoked must attempt to leave it. This miracle is centred on the Character who invoked it, who for its duration may not Move or take any Action other than to vigorously condemn the wicked in Sigmar’s name. </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 — 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 ‘good health’ in Reikspiel, and such a simple name leads me to believe that the knowledge of this plant is very ancient. The Elves call it <em>Leoleghas</em>, and in Bretonnia it is known as <em>Feuille de Blessure</em>. In the Moot, we call it ‘Heal-All’.</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 1–2 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’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’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 — 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’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 2–3 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 1–2 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 — 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’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’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 ‘the good plant’. In Norsca it is known as <em>Troldblat</em>, in Bretonnia as <em>Feuille Sorceiere</em>, in Tilea as <em>Folimaggi </em>— a corruption of the Classical <em>Folia Magii</em> — and in Albion as <em>Draodill</em>, meaning ‘the leaf of the Druids.’</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 ‘Bonewort’; 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 begins to show cracks, seal the jar with 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’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’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 (–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 — boiled until it reached the consistency of hot custard — as a treatment for frostbite, and was able to restore feeling to a foot which otherwise might have had to be amputated. Because of the itching it causes, you may sometimes need to administer a mild sedative to the patient, especially if you use Juck repeatedly, or over a large area such as an entire leg.</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 1–2 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’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’s bites cause no pain, which allows it to attach to sleeping victims undetected. This effect wears off 10 – Toughness Bonus Rounds after the creature detaches.</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 worm’s 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 victim’s mouth, the Cavity Worm feeds on breath: the essence of the spirit. For as long as this parasite remains, the host suffers a –10 penalty to all Tests.</p><p>After a week, the parasite begins its route to the victim’s 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 Worm’s eggs hatch [[/r 1d10]] days after being laid, oozing out of the victim’s nostrils to find a new host. For those who survive the process, all penalties are permanent, and can only be restored by magical or miraculous means.</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’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 drinker’s 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’s uncovered face or body must make a Fear Test or be rooted to the spot. In addition, they all stink of decay and uncleanliness: the stench requires anyone within 2 yds to make a successful <strong>Challenging (+0) Endurance</strong> 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 subject’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 (–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 and discard the stalks, and hang up to dry beside the fireplace for at least a week. This herb is useful for improving the circulation, and also for helping a patient sweat out a heavy cold. Never use it for a fever, since it can cause the patient’s temperature to rise. To use the herb, add the leaves to a dish of boiling water, let stand for a minute or two until the water begins to take on a little colour, and then let the patient inhale the fumes for three or four minutes. After this time, the patient should start to shake — make them comfortable and keep an eye on them for three or four hours. If the trembling has not subsided by this time, you may safely administer a mild sedative. Dispose of the infusion carefully, and never let it be drunk — it can cause fatal convulsions if taken internally.</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 1–2 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 1–2 Armour Points to a boat’s hull, but it increases a boat’s weight and needs regular maintenance, which involves hauling the boat completely out of the water and scraping the hull.</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. </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>Thé de Médecin</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’s wealthy like to travel in comfort and the kind of cabin that one finds on a noble’s barge is very different from one on a trading or passenger vessel. For the indicated cost, and taking the space of two normal cabins, a traveller can ply the rivers in comfort and style. At your discretion, any <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 — 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 — 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>Wizard’s Bane</em>, <em>Feuille Contraire</em> and Witch-Hunter’s Friend. It is similar in appearance to Mage-Leaf, and someone without the proper herbal training may easily mistake the two. Made into a tea, the dried leaves can help a patient resist any kind of ailment that comes from a magical cause. It is as well to store dried Spellwort away from ingredients such as @UUID[Compendium.wfrp4e-dotr.items.tWLwV2bXuyr3sV4R]{Graveroot} and @UUID[Compendium.wfrp4e-dotr.items.GYkqqFzrDLaBvKux]{Mage-Leaf}, since I have found that their magical properties are sometimes diminished by sitting too close to Spellwort for a time.</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’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 1–2 Armour Points to a boat’s hull, but it increases a boat’s weight and needs regular maintenance, which involves hauling the boat completely out of the water and scraping the hull.</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’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’ Guild and the Imperial Engineers’ School have both been developing steam engines, and one could be adapted to drive a boat. Of course, a steam engine is large and heavy, and will take up a considerable amount of space that could otherwise be devoted to cargo and/or passengers: about half of a boat’s carrying capacity seems about right. This includes storage for enough coal to keep the boat running for a week, or enough wood to keep it running for two days.</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’t believe this myself, since it is also known by this name in Norsca and Kislev, where Ulric is far more commonly worshipped than Verena. It grows on the south side of chalk hills, where there is plenty of sun and not too much wind. The leaves are picked, cleaned, soaked in salt water for two weeks, and then boiled and served like spinach. A little butter and black pepper helps their flavour enormously. I personally don’t use it for convalescents, because the headache that occurs when the herb wears off can often undo any good that the patient received from the herb’s stimulant effect. However, I will prescribe it for those on watch, or required to search all night for missing travellers, or anyone else who needs to stay awake when they should be asleep, and who doesn’t mind paying the price later.</p>"
|
|
||||||
},
|
|
||||||
"Ball (Cannon)": {
|
|
||||||
"name": "Ball (Cannon)"
|
|
||||||
},
|
|
||||||
"Capricious": {
|
|
||||||
"name": "Capricious",
|
|
||||||
"description": "<p>The creature’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 World’s 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’s temperature and breathing are constantly watched, I believe there is no significant risk. The root of this plant, which grows in marshy areas and is often found together with water-lilies, is first soaked in salt water for three days and nights to leach out any impurities, then dried on a pan in front of the fire for two days, or until it sounds woody when tapped with a fork. Then, it is finely grated — mixed with a little nutmeg if available — tied in a cloth bag and hung in the chimney to smoke for two weeks. The powder is then boiled for two days in water with a little vinegar, strained and added in small quantities to a sweet tea or mulled wine.</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 boat’s hull with sand and abrasive rocks, to remove any irregularities that might cause unnecessary drag. Initial smoothing of a hull takes at least a week at a boatyard and gives the boat M +1.</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’s Movement score by –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 boat’s rail support the barrel of a blackpowder longarm, such as a blunderbuss, a Hochland long rifle, a repeater handgun, or a volley gun. This makes the weapon easier to aim (+10 to hit) but requires an action to place the weapon in the rest after reloading.</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 (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’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’s Movement score by –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 — a <strong>Difficult (–10) Trade (Boatbuilding </strong>or<strong> Carpentry)</strong> Test — the surviving oar can be fixed to the rear of the boat and used to stern-scull at half the normal speed. Steering while stern-sculling requires a successful <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’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’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’s Movement score by –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’s Finger, Ghostbane and Morr’s Root, Graveroot is attracted to shady, sheltered locations with slightly damp soil. It flourishes especially in graveyards, which, together with its well-known magical properties, has led some people to theorise that it somehow feeds on the magical energies of the bodies buried beneath it. The root, when dried and grated, may be used in a number of preparations and magical spells concerning the Undead, and it actually seems to affect them as poison would affect a living creature. An infusion of the root seems to have no particular effect on a living patient, except to cause vomiting at higher concentrations. Less well known is the fact that a hot poultice made from both the leaves and root of this plant speeds the healing of infected wounds caused by undead creatures.</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’s Movement score by –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 — mostly Human — in remote areas who wrap the leaves in cobwebs before applying them to a wound, thinking that some magical sympathy between the spider-shaped plant and the webs of an actual spider will make the treatment more effective. It does not seem to do so.</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 2–3 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 boat’s Toughness (see @UUID[Compendium.wfrp4e-dotr.journals.WR8ZAD6yw9lYgzeY.JournalEntryPage.8RsPoCyE5UELCb1s#holed]{Holed}). The water may ruin the cargo, if any.</p>"
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -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"
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -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": "That’s some wedding they have planned, wot? The snootiest folk in Reikland set to attend, but they say the ‘appy couple ain’t ever even met! Nobles are weird, eh?"
|
|
||||||
},
|
|
||||||
"6-10": {
|
|
||||||
"description": "They say some noble has been having awful trouble with a rival - showed up one day with a sworn affidavit of royal birth and a dozen witnesses to boot! Probably nothing will come of it, but I hear some the troops are drilling just the same..."
|
|
||||||
},
|
|
||||||
"11-15": {
|
|
||||||
"description": "Apparently there was a fire at a grain store. Bushels and bushels burned to ash. Going to be a hungry season out that way..."
|
|
||||||
},
|
|
||||||
"16-20": {
|
|
||||||
"description": "Did you hear? A new temple to Sigmar was just commissioned. Lots of Imperial money for that, though they say the locals aren’t all pleased about it..."
|
|
||||||
},
|
|
||||||
"21-25": {
|
|
||||||
"description": "The Blue Pox took whole herds of cattle last season. The herdsmen are only just getting back on their feet now."
|
|
||||||
},
|
|
||||||
"26-30": {
|
|
||||||
"description": "Did you hear? There’s going to be a pie eating contest organised by some local Halfling. Sounds like it’s going to be a laugh, especially for the bakers!"
|
|
||||||
},
|
|
||||||
"31-35": {
|
|
||||||
"description": "Apparently some fanatic is encouraging the locals to donate every bit of metal they have to the Engineer’s Guild. Claims Morrslieb is going to fall and the Empire’ll need a big old cannon to shoot it back up! Funny, but the locals don’t even have a pan left to cook on..."
|
|
||||||
},
|
|
||||||
"36-40": {
|
|
||||||
"description": "Did you hear? A Wizard ‘as gone and moved in up the river! From a college in Altdorf, they say. Weird sort, but they ‘ave some gold. Paying half the town to build a big old tower. Makes sense, don’t it? Wizards gotta have a tower."
|
|
||||||
},
|
|
||||||
"41-45": {
|
|
||||||
"description": "There’s bandits at work, they say, rustling every animal wot aint nailed down. The ‘torities don’t give a wet pickeral. The locals are up in arms - or they would be, if they ‘ad any..."
|
|
||||||
},
|
|
||||||
"46-50": {
|
|
||||||
"description": "You know, they say that woods are haunted over that way.. don’t laugh! There ain’t a single forester working as they should be, and even the poachers ain’t going after deer in them forests."
|
|
||||||
},
|
|
||||||
"51-55": {
|
|
||||||
"description": "There’s a strange lot settling down there. Unusual names, unusual tastes. Dancing naked under Morrsleib they say! Still, plenty of crowns to pay folk to look the other way. One good Witch Hunter’d put them right though..."
|
|
||||||
},
|
|
||||||
"56-60": {
|
|
||||||
"description": "Did you hear about the Elf over the way? Came from Ulthuan they say, looking to find some old Elf bones, or ruins, they say, and paying good money to anyone with a strong back to dig it out. Can’t see why there’d be anything there to find though. This is the Empire, not some Elf forest!"
|
|
||||||
},
|
|
||||||
"61-65": {
|
|
||||||
"description": "Did you hear there’s a Witch Hunter abroad? They burned half the town down trying to set a pyre to burn some goat that predicted the future, only it turned out the goat got it wrong so everything was alright."
|
|
||||||
},
|
|
||||||
"66-70": {
|
|
||||||
"description": "They say there’s famine brewing beyond. Bad harvests and some kind of big rats got into the stores… They had to call in some gang of Ratcatcher from three towns over to deal with ‘em. Must have been big rats, eh?"
|
|
||||||
},
|
|
||||||
"71-75": {
|
|
||||||
"description": "Some ‘artist’ has apparently set up a ‘retreat’ up the river. Going to host a big display of their art, and invited half the province! Still, they say the art has an odd effect on folk who lay eyes on it, so lucky for me I’ve only the one eye anyway!"
|
|
||||||
},
|
|
||||||
"76-80": {
|
|
||||||
"description": "A gang of Dwarfs fresh from the mountains has moved in just down the river. They say they got into some scuffle in the bar on their first night, and now owe the proprietor some kind of life debt! Anyway, they’re remodelling the whole inn for her by way of apology - be nice when it’s done."
|
|
||||||
},
|
|
||||||
"81-85": {
|
|
||||||
"description": "There’s trouble brewing over that way! I heard Beastmen have been spotted but the militia have been disbanded on account of a bad harvest last year! Bad news, I say."
|
|
||||||
},
|
|
||||||
"86-90": {
|
|
||||||
"description": "Did you hear that the watch there has hired an Ogre! I know. Can barely keep the thing fed, and an honest criminal can’t hardly make a living for fear of being eaten..."
|
|
||||||
},
|
|
||||||
"91-95": {
|
|
||||||
"description": "Some Dwarf smith has moved in - no idea why she chose there. Been smithing like crazy ever since, and selling all she makes for next to nothing. Some says those pots are cursed, but I got one and it only leaks a little bit!"
|
|
||||||
},
|
|
||||||
"96-100": {
|
|
||||||
"description": "Did you hear? Some pack of second sons and disinherited wastrels are preparing for a trip out to the Border Princes. Packing their carts sky high with goods, it’s said."
|
|
||||||
}
|
|
||||||
}
|
|
||||||
},
|
|
||||||
"Castle Room Contents": {
|
|
||||||
"name": "Castle Room Contents",
|
|
||||||
"results": {
|
|
||||||
"1-5": {
|
|
||||||
"description": "Armour/weapons (broken/rusted)"
|
|
||||||
},
|
|
||||||
"6-10": {
|
|
||||||
"description": "Barrel – beer, flour, brandy, oil, salt, etc."
|
|
||||||
},
|
|
||||||
"11-15": {
|
|
||||||
"description": "Bedding – rugs, sheets, blankets, straw, etc."
|
|
||||||
},
|
|
||||||
"16-20": {
|
|
||||||
"description": "Box – crockery, cutlery, pots & pans, tools, etc."
|
|
||||||
},
|
|
||||||
"21-25": {
|
|
||||||
"description": "Broom"
|
|
||||||
},
|
|
||||||
"26-30": {
|
|
||||||
"description": "Bucket – water, milk, sand, acid, etc."
|
|
||||||
},
|
|
||||||
"31-35": {
|
|
||||||
"description": "Candles/lamps"
|
|
||||||
},
|
|
||||||
"36-40": {
|
|
||||||
"description": "Chair – armchair, chaise longue, sofa, stool, etc."
|
|
||||||
},
|
|
||||||
"41-45": {
|
|
||||||
"description": "Chamber pot"
|
|
||||||
},
|
|
||||||
"46-50": {
|
|
||||||
"description": "Chest of Clothes"
|
|
||||||
},
|
|
||||||
"51-55": {
|
|
||||||
"description": "Cressets (torch-holders)"
|
|
||||||
},
|
|
||||||
"56-60": {
|
|
||||||
"description": "Firewood/rushes"
|
|
||||||
},
|
|
||||||
"61-65": {
|
|
||||||
"description": "Musical instrument – drums, pipes, etc."
|
|
||||||
},
|
|
||||||
"66-70": {
|
|
||||||
"description": "Painting – historic scenes, castle views, portraits, landscapes, etc."
|
|
||||||
},
|
|
||||||
"71-75": {
|
|
||||||
"description": "Sacks – flour, grain, etc."
|
|
||||||
},
|
|
||||||
"76-80": {
|
|
||||||
"description": "Shelves – books, ornaments, etc."
|
|
||||||
},
|
|
||||||
"81-85": {
|
|
||||||
"description": "Statue"
|
|
||||||
},
|
|
||||||
"86-90": {
|
|
||||||
"description": "Table – dining, writing, bedside, card, workbench, bloodstained, broken, etc."
|
|
||||||
},
|
|
||||||
"91-95": {
|
|
||||||
"description": "Tapestry – see Painting"
|
|
||||||
},
|
|
||||||
"96-100": {
|
|
||||||
"description": "Wardrobe – with clothes, shoes, underwear, etc."
|
|
||||||
}
|
|
||||||
}
|
|
||||||
},
|
|
||||||
"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 engine’s fire-box, putting it out and preventing the engine from working. It takes [[2d4]] rounds to rake out the sodden coals and replace them with dry fuel; then a successful <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 engine’s workings springs, releasing all the steam. The engine cannot be repaired until it has cooled, which requires raking out the coals (see above) and a wait of [[20 + d10]] minutes. Then, a successful <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>"
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -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 Character’s 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]{Drexol’s} 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>Smednir’s 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"
|
|
||||||
},
|
|
||||||
"Smednir’s Master Rune of Head-Wrecking": {
|
|
||||||
"name": "Smednir’s 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"
|
|
||||||
},
|
|
||||||
"Gork’ll Fix It": {
|
|
||||||
"name": "Gork’ll 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": {
|
|
||||||
"Gork’ll Fix It": {
|
|
||||||
"name": "Gork’ll 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 Sigmar’s 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 Cacklespit’s 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]{Teugen’s} ritual. They know what’s about to happen, but they can’t 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 AIN’T 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 they’re 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>Tzeentch’s 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 66–75: 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 (–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’s animal intelligence.</p>\n<p><strong>Lore:</strong> None</p>\n<p> </p>"
|
|
||||||
},
|
|
||||||
"Snare-Net": {
|
|
||||||
"name": "Snare-Net",
|
|
||||||
"description": "<p><strong>Availability:</strong> 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 (–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 (–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’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> 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’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> 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’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 wielder’s hand, destroying itself in a Blast 1 explosion dealing the same Damage as a successful shot. On a result of 2–10, 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’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’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’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’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 — 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 — 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 — 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 — 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. Nurgle’s 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 Lord’s name, the disease itself epitomises the ethos of Nurgle’s 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>: Nurgle’s 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 Nurgle’s Rot may spend a Fate Point to avoid contracting it. However, once infected, it is impossible to rid oneself of Nurgle’s Rot. Fate Points spent after the victim is infected merely delay the onset of new symptoms by a month. Should a victim of Nurgle’s 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 Nurgle’s 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> 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’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’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’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> 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’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’s lower leg causing severe injury, and can only be opened on a successful <strong>Difficult (–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 </p>\n<p>* The trap is not wielded and can only attack someone who steps on it. There is no roll to hit — this is resolved using a Set Trap Test above.</p>\n<p>† Leg hits only: equal chance of either leg unless circumstances dictate otherwise.</p>\n<p>‡ 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’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’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 — and might be again — their comrade.</em></p>\n<p><em>Regardless, a canny GM will pay close attention to their Characters’ 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 (–10) Toughness</strong> Test or suffer an additional 3 Damage and gain one @Condition[Poisoned]{Poisoned} Condition as the weapon’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 (–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 –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> </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’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 wielder’s hand, destroying itself in a Blast 1 explosion dealing the same Damage as a successful shot. On a result of 2–10, 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 Warlock’s 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 — 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 — 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’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 — 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 — 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 clan’s 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’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> ‘my other, better sword’</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’ 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 1d10–1 # Rounds]] rounds (a roll of 1 indicating that there is a draught or breeze strong enough to disperse it instantly). Every Character within the cloud must make a <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 Character’s 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 (–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 –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 (–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’ reach must succeed at a <strong>Difficult (–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’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’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 — and might be again — their comrade.</em></p>\n<p><em>Regardless, a canny GM will pay close attention to their Characters’ 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> 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> 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’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’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> 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’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’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 — and might be again — their comrade.</em></p>\n<p><em>Regardless, a canny GM will pay close attention to their Characters’ 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 Skryre’s} 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 (–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 rifle’s 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 wielder’s hand, destroying itself in a Blast 1 explosion dealing the same Damage as a successful shot. On a result of 2–10, roll on the @Table[oops]{‘Oops!’} Table.</p>",
|
|
||||||
"effects": {
|
|
||||||
"Warplock Jezzail": {
|
|
||||||
"name": "Warplock Jezzail"
|
|
||||||
}
|
|
||||||
}
|
|
||||||
},
|
|
||||||
"Gas Mask": {
|
|
||||||
"name": "Gas Mask",
|
|
||||||
"description": "<p><strong>Availability:</strong> Skyre and allied clans only</p>\n<p>Clan Skryre’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’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’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 (–10) Endurance</strong> Test.</p>",
|
|
||||||
"effects": {
|
|
||||||
"Blade of Nurglitch": {
|
|
||||||
"name": "Blade of Nurglitch"
|
|
||||||
}
|
|
||||||
}
|
|
||||||
},
|
|
||||||
"Crack’s Call": {
|
|
||||||
"name": "Crack’s 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": {
|
|
||||||
"Crack’s Call": {
|
|
||||||
"name": "Crack’s 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. </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 (–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’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’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’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 — and might be again — their comrade.</em></p>\n<p><em>Regardless, a canny GM will pay close attention to their Characters’ 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’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 –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’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 (–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’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> 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’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 Warlock’s 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 –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> </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 Skaven’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></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 +<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 3–6 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 drinker’s 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 doesn’t 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 (1–5 left; 6–10 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 1–3 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. They’ll 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 cult’s 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>‘Speak and be known to me’</em>. For the next hour they understand the following languages as if they were a native speaker: Classical, Bretonnian, Tilean, Elthárin, 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 ‘Grace is beyond style’, 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 player’s 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 Team’s A and B scores by 1 each."
|
|
||||||
},
|
|
||||||
"11-20": {
|
|
||||||
"description": "A Home Team player is rattled. Reduce the Team’s 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 Team’s A and B scores by 1 each for 1 turn."
|
|
||||||
},
|
|
||||||
"91-98": {
|
|
||||||
"description": "An Away Team player is badly hurt. Reduce the Team’s 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 player’s 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",
|
|
||||||
"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>"
|
|
||||||
},
|
|
||||||
"18-19": {
|
|
||||||
"name": "Beggar",
|
|
||||||
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.1l2m7D1LHIz2q9qv]{Beggar}</p>"
|
|
||||||
},
|
|
||||||
"20-20": {
|
|
||||||
"name": "Investigator",
|
|
||||||
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.zLWmjUbUdAOfiV3F]{Investigator}</p>"
|
|
||||||
},
|
|
||||||
"21-21": {
|
|
||||||
"name": "Merchant",
|
|
||||||
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.h7GdfctKdjWL0Ejp]{Merchant}</p>"
|
|
||||||
},
|
|
||||||
"22-23": {
|
|
||||||
"name": "Rat Catcher",
|
|
||||||
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.mKvUxzJyQmhgjDE0]{Rat Catcher}</p>"
|
|
||||||
},
|
|
||||||
"24-26": {
|
|
||||||
"name": "Townsman",
|
|
||||||
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.XHYgf5oEwIeCEVNM]{Townsman}</p>"
|
|
||||||
},
|
|
||||||
"27-27": {
|
|
||||||
"name": "Watchman",
|
|
||||||
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.N02cjJdNWPdc4PUS]{Watchman}</p>"
|
|
||||||
},
|
|
||||||
"28-28": {
|
|
||||||
"name": "Advisor",
|
|
||||||
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.pwth0cd20Vdp0B9G]{Advisor}</p>"
|
|
||||||
},
|
|
||||||
"29-29": {
|
|
||||||
"name": "Artist",
|
|
||||||
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.u9sso2ox8BNznmy4]{Artist}</p>"
|
|
||||||
},
|
|
||||||
"31-31": {
|
|
||||||
"name": "Envoy",
|
|
||||||
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.0t9wtjQIoOofh8nO]{Envoy}</p>"
|
|
||||||
},
|
|
||||||
"32-32": {
|
|
||||||
"name": "Noble",
|
|
||||||
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.t41abSTLeMAdLiWS]{Noble}</p>"
|
|
||||||
},
|
|
||||||
"33-35": {
|
|
||||||
"name": "Servant",
|
|
||||||
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.iYnopOFkz5L6hljq]{Servant}</p>"
|
|
||||||
},
|
|
||||||
"36-36": {
|
|
||||||
"name": "Spy",
|
|
||||||
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.ssJHG82vEHHRoAUF]{Spy}</p>"
|
|
||||||
},
|
|
||||||
"37-37": {
|
|
||||||
"name": "Warden",
|
|
||||||
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.wbqpqbFoSnvoZ53j]{Warden}</p>"
|
|
||||||
},
|
|
||||||
"38-38": {
|
|
||||||
"name": "Bailiff",
|
|
||||||
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.UhdhIWaofKgwFKEr]{Bailiff}</p>"
|
|
||||||
},
|
|
||||||
"39-39": {
|
|
||||||
"name": "Hedge Witch",
|
|
||||||
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.03Nnub5GHNRCU9kg]{Hedge Witch}</p>"
|
|
||||||
},
|
|
||||||
"40-40": {
|
|
||||||
"name": "Herbalist",
|
|
||||||
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.fTqkgehpmxk7kVT6]{Herbalist}</p>"
|
|
||||||
},
|
|
||||||
"41-42": {
|
|
||||||
"name": "Hunter",
|
|
||||||
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.T6c9MttfG0Fj4nDm]{Hunter}</p>"
|
|
||||||
},
|
|
||||||
"43-43": {
|
|
||||||
"name": "Miner",
|
|
||||||
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.Nu2diwbUfo786wYt]{Miner}</p>"
|
|
||||||
},
|
|
||||||
"44-44": {
|
|
||||||
"name": "Mystic",
|
|
||||||
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.CzebTXk5dirMAZ6p]{Mystic}</p>"
|
|
||||||
},
|
|
||||||
"45-45": {
|
|
||||||
"name": "Scout",
|
|
||||||
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.HSoeyY2cbQAndBFk]{Scout}</p>"
|
|
||||||
},
|
|
||||||
"46-50": {
|
|
||||||
"name": "Villager",
|
|
||||||
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.EYkvtokq0FXlFaPa]{Villager}</p>"
|
|
||||||
},
|
|
||||||
"51-51": {
|
|
||||||
"name": "Bounty Hunter",
|
|
||||||
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.orZTfdJCm6OnUktl]{Bounty Hunter}</p>"
|
|
||||||
},
|
|
||||||
"52-52": {
|
|
||||||
"name": "Coachman",
|
|
||||||
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.tvJAKXB7R0EOr4oE]{Coachman}</p>"
|
|
||||||
},
|
|
||||||
"53-54": {
|
|
||||||
"name": "Entertainer",
|
|
||||||
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.5nIDu8oyFVShLqne]{Entertainer}</p>"
|
|
||||||
},
|
|
||||||
"55-55": {
|
|
||||||
"name": "Messenger",
|
|
||||||
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.9XoJinyH6CsOcJ1h]{Messenger}</p>"
|
|
||||||
},
|
|
||||||
"56-56": {
|
|
||||||
"name": "Pedlar",
|
|
||||||
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.FdlybSv02jjXG1qW]{Pedlar}</p>"
|
|
||||||
},
|
|
||||||
"58-58": {
|
|
||||||
"name": "Witch Hunter",
|
|
||||||
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.ADYQOtpsk5n1EHen]{Witch Hunter}</p>"
|
|
||||||
},
|
|
||||||
"61-62": {
|
|
||||||
"name": "Boatman",
|
|
||||||
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.Rk1V9EvtZ0p5Qhwr]{Boatman}</p>"
|
|
||||||
},
|
|
||||||
"63-63": {
|
|
||||||
"name": "Huffer",
|
|
||||||
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.TkF2ld3b72RlH2AR]{Huffer}</p>"
|
|
||||||
},
|
|
||||||
"64-65": {
|
|
||||||
"name": "Riverwarden",
|
|
||||||
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.ADHp81MC8050ngjm]{Riverwarden}</p>"
|
|
||||||
},
|
|
||||||
"66-68": {
|
|
||||||
"name": "Riverwoman",
|
|
||||||
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.c8JYF7Lvaaezt9RS]{Riverwoman}</p>"
|
|
||||||
},
|
|
||||||
"69-70": {
|
|
||||||
"name": "Seaman",
|
|
||||||
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.XyM54Ue5w1WuCaBD]{Seaman}</p>"
|
|
||||||
},
|
|
||||||
"71-71": {
|
|
||||||
"name": "Smuggler",
|
|
||||||
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.FqhOxcvai4ROvhXB]{Smuggler}</p>"
|
|
||||||
},
|
|
||||||
"72-73": {
|
|
||||||
"name": "Stevedore",
|
|
||||||
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.KslqDlYmY4trmf6S]{Stevedore}</p>"
|
|
||||||
},
|
|
||||||
"74-74": {
|
|
||||||
"name": "Wrecker",
|
|
||||||
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.37EZqecGmYFb0fdW]{Wrecker}</p>"
|
|
||||||
},
|
|
||||||
"75-76": {
|
|
||||||
"name": "Bawd",
|
|
||||||
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.WmXiUhsOHIJia8OM]{Bawd}</p>"
|
|
||||||
},
|
|
||||||
"77-77": {
|
|
||||||
"name": "Charlatan",
|
|
||||||
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.Eg5D2UI3U4SAHnuU]{Charlatan}</p>"
|
|
||||||
},
|
|
||||||
"78-78": {
|
|
||||||
"name": "Fence",
|
|
||||||
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.VzMDRJtha7epNzuX]{Fence}</p>"
|
|
||||||
},
|
|
||||||
"79-79": {
|
|
||||||
"name": "Grave Robber",
|
|
||||||
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.bDoNOzzUiMdKqpps]{Grave Robber}</p>"
|
|
||||||
},
|
|
||||||
"80-83": {
|
|
||||||
"name": "Outlaw",
|
|
||||||
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.SrqxyWytyki4WYgC]{Outlaw}</p>"
|
|
||||||
},
|
|
||||||
"84-84": {
|
|
||||||
"name": "Racketeer",
|
|
||||||
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.Z5QPZbUR3h422ozo]{Racketeer}</p>"
|
|
||||||
},
|
|
||||||
"85-87": {
|
|
||||||
"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>"
|
|
||||||
},
|
|
||||||
"30-30": {
|
|
||||||
"name": "Duellist",
|
|
||||||
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.3r4A1DOiF3laRWvq]{Duellist}</p>"
|
|
||||||
},
|
|
||||||
"59-60": {
|
|
||||||
"name": "Wolf Kin",
|
|
||||||
"description": "<p>@UUID[Compendium.wfrp4e-middenheim.journals.nzsWxG9db2fdGjZM.JournalEntryPage.0sKLAqTMd6KMG9zw]{Wolf Kin}</p>"
|
|
||||||
},
|
|
||||||
"57-57": {
|
|
||||||
"name": "Road warden",
|
|
||||||
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.dN2K3ZBMu4rvGGpW]{Road warden}</p>"
|
|
||||||
}
|
|
||||||
}
|
|
||||||
},
|
|
||||||
"Career - Human (Nordlander)": {
|
|
||||||
"name": "Career - Human (Nordlander)",
|
|
||||||
"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>"
|
|
||||||
},
|
|
||||||
"7-10": {
|
|
||||||
"name": "Priest",
|
|
||||||
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.h1l9jvaIxsb92wtM]{Priest}</p>"
|
|
||||||
},
|
|
||||||
"11-12": {
|
|
||||||
"name": "Scholar",
|
|
||||||
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.CmiCNv8YlslFqRqy]{Scholar}</p>"
|
|
||||||
},
|
|
||||||
"13-13": {
|
|
||||||
"name": "Wizard",
|
|
||||||
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.PKm1L6yjZ4PH0JJG]{Wizard}</p>"
|
|
||||||
},
|
|
||||||
"14-14": {
|
|
||||||
"name": "Agitator",
|
|
||||||
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.X6OBFMR8ywipAPOo]{Agitator}</p>"
|
|
||||||
},
|
|
||||||
"15-16": {
|
|
||||||
"name": "Artisan",
|
|
||||||
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.GWrZq3xoRSsDnQe0]{Artisan}</p>"
|
|
||||||
},
|
|
||||||
"17-18": {
|
|
||||||
"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>"
|
|
||||||
},
|
|
||||||
"20-20": {
|
|
||||||
"name": "Merchant",
|
|
||||||
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.h7GdfctKdjWL0Ejp]{Merchant}</p>"
|
|
||||||
},
|
|
||||||
"21-22": {
|
|
||||||
"name": "Rat Catcher",
|
|
||||||
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.mKvUxzJyQmhgjDE0]{Rat Catcher}</p>"
|
|
||||||
},
|
|
||||||
"23-24": {
|
|
||||||
"name": "Townsman",
|
|
||||||
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.XHYgf5oEwIeCEVNM]{Townsman}</p>"
|
|
||||||
},
|
|
||||||
"25-25": {
|
|
||||||
"name": "Watchman",
|
|
||||||
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.N02cjJdNWPdc4PUS]{Watchman}</p>"
|
|
||||||
},
|
|
||||||
"26-26": {
|
|
||||||
"name": "Advisor",
|
|
||||||
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.pwth0cd20Vdp0B9G]{Advisor}</p>"
|
|
||||||
},
|
|
||||||
"27-27": {
|
|
||||||
"name": "Artist",
|
|
||||||
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.u9sso2ox8BNznmy4]{Artist}</p>"
|
|
||||||
},
|
|
||||||
"29-29": {
|
|
||||||
"name": "Envoy",
|
|
||||||
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.0t9wtjQIoOofh8nO]{Envoy}</p>"
|
|
||||||
},
|
|
||||||
"30-30": {
|
|
||||||
"name": "Noble",
|
|
||||||
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.t41abSTLeMAdLiWS]{Noble}</p>"
|
|
||||||
},
|
|
||||||
"31-33": {
|
|
||||||
"name": "Servant",
|
|
||||||
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.iYnopOFkz5L6hljq]{Servant}</p>"
|
|
||||||
},
|
|
||||||
"34-34": {
|
|
||||||
"name": "Spy",
|
|
||||||
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.ssJHG82vEHHRoAUF]{Spy}</p>"
|
|
||||||
},
|
|
||||||
"35-35": {
|
|
||||||
"name": "Warden",
|
|
||||||
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.wbqpqbFoSnvoZ53j]{Warden}</p>"
|
|
||||||
},
|
|
||||||
"36-36": {
|
|
||||||
"name": "Bailiff",
|
|
||||||
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.UhdhIWaofKgwFKEr]{Bailiff}</p>"
|
|
||||||
},
|
|
||||||
"37-37": {
|
|
||||||
"name": "Hedge Witch",
|
|
||||||
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.03Nnub5GHNRCU9kg]{Hedge Witch}</p>"
|
|
||||||
},
|
|
||||||
"38-38": {
|
|
||||||
"name": "Herbalist",
|
|
||||||
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.fTqkgehpmxk7kVT6]{Herbalist}</p>"
|
|
||||||
},
|
|
||||||
"39-40": {
|
|
||||||
"name": "Hunter",
|
|
||||||
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.T6c9MttfG0Fj4nDm]{Hunter}</p>"
|
|
||||||
},
|
|
||||||
"41-41": {
|
|
||||||
"name": "Miner",
|
|
||||||
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.Nu2diwbUfo786wYt]{Miner}</p>"
|
|
||||||
},
|
|
||||||
"42-42": {
|
|
||||||
"name": "Mystic",
|
|
||||||
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.CzebTXk5dirMAZ6p]{Mystic}</p>"
|
|
||||||
},
|
|
||||||
"43-43": {
|
|
||||||
"name": "Scout",
|
|
||||||
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.HSoeyY2cbQAndBFk]{Scout}</p>"
|
|
||||||
},
|
|
||||||
"44-48": {
|
|
||||||
"name": "Villager",
|
|
||||||
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.EYkvtokq0FXlFaPa]{Villager}</p>"
|
|
||||||
},
|
|
||||||
"49-49": {
|
|
||||||
"name": "Bounty Hunter",
|
|
||||||
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.orZTfdJCm6OnUktl]{Bounty Hunter}</p>"
|
|
||||||
},
|
|
||||||
"50-50": {
|
|
||||||
"name": "Coachman",
|
|
||||||
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.tvJAKXB7R0EOr4oE]{Coachman}</p>"
|
|
||||||
},
|
|
||||||
"51-52": {
|
|
||||||
"name": "Entertainer",
|
|
||||||
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.5nIDu8oyFVShLqne]{Entertainer}</p>"
|
|
||||||
},
|
|
||||||
"53-53": {
|
|
||||||
"name": "Messenger",
|
|
||||||
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.9XoJinyH6CsOcJ1h]{Messenger}</p>"
|
|
||||||
},
|
|
||||||
"54-54": {
|
|
||||||
"name": "Pedlar",
|
|
||||||
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.FdlybSv02jjXG1qW]{Pedlar}</p>"
|
|
||||||
},
|
|
||||||
"56-56": {
|
|
||||||
"name": "Witch Hunter",
|
|
||||||
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.ADYQOtpsk5n1EHen]{Witch Hunter}</p>"
|
|
||||||
},
|
|
||||||
"59-60": {
|
|
||||||
"name": "Boatman",
|
|
||||||
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.Rk1V9EvtZ0p5Qhwr]{Boatman}</p>"
|
|
||||||
},
|
|
||||||
"61-61": {
|
|
||||||
"name": "Huffer",
|
|
||||||
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.TkF2ld3b72RlH2AR]{Huffer}</p>"
|
|
||||||
},
|
|
||||||
"62-63": {
|
|
||||||
"name": "Riverwarden",
|
|
||||||
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.ADHp81MC8050ngjm]{Riverwarden}</p>"
|
|
||||||
},
|
|
||||||
"64-66": {
|
|
||||||
"name": "Riverwoman",
|
|
||||||
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.c8JYF7Lvaaezt9RS]{Riverwoman}</p>"
|
|
||||||
},
|
|
||||||
"67-70": {
|
|
||||||
"name": "Seaman",
|
|
||||||
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.XyM54Ue5w1WuCaBD]{Seaman}</p>"
|
|
||||||
},
|
|
||||||
"71-72": {
|
|
||||||
"name": "Smuggler",
|
|
||||||
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.FqhOxcvai4ROvhXB]{Smuggler}</p>"
|
|
||||||
},
|
|
||||||
"73-74": {
|
|
||||||
"name": "Stevedore",
|
|
||||||
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.KslqDlYmY4trmf6S]{Stevedore}</p>"
|
|
||||||
},
|
|
||||||
"75-75": {
|
|
||||||
"name": "Wrecker",
|
|
||||||
"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."
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
File diff suppressed because one or more lines are too long
@@ -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’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’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 (–30) Toughness</strong> Test, gaining the @Condition[Unconscious] Condition for a number of hours equal to twice –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 (–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"
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -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"
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -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> </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’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 target’s 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 spell’s 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 target’s 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 (–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’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’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’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’s lower leg causing severe injury, and can only be opened on a successful <strong>Difficult (–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 </p>\n<p>* The trap is not wielded and can only attack someone who steps on it. There is no roll to hit — this is resolved using a Set Trap Test above.</p>\n<p>† Leg hits only: equal chance of either leg unless circumstances dictate otherwise.</p>\n<p>‡ 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’s range and disappears when the spell’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’s Initiative Characteristic drops to 10, if it was not already lower, as the mind turns inwards. On the target’s Turn, all movement is 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’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’s range and disappear when the spell’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’s duration.</p>"
|
|
||||||
},
|
|
||||||
"Mask of Desire": {
|
|
||||||
"name": "Mask of Desire",
|
|
||||||
"description": "<p>You sprinkle swirling pink motes that descend on the target’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> </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> </p>",
|
|
||||||
"effects": {
|
|
||||||
"Sense Vice": {
|
|
||||||
"name": "Sense Vice"
|
|
||||||
}
|
|
||||||
}
|
|
||||||
},
|
|
||||||
"Succubus’s Caress": {
|
|
||||||
"name": "Succubus’s Caress",
|
|
||||||
"description": "<p>Your spirit reaches out into the aethyr, caressing the spirit of your target. Every hour of the spell’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": {
|
|
||||||
"Succubus’s Caress": {
|
|
||||||
"name": "Succubus’s Caress"
|
|
||||||
}
|
|
||||||
}
|
|
||||||
},
|
|
||||||
"Frostbite": {
|
|
||||||
"name": "Frostbite",
|
|
||||||
"description": "<p>Ulric’s cold fury freezes your enemy’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 spell’s 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’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’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 — 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’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>"
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -1,170 +0,0 @@
|
|||||||
{
|
|
||||||
"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",
|
|
||||||
"Gräber’s Camp": "Gräber’s 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"
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -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 cultist’s main priority."
|
|
||||||
},
|
|
||||||
"5-6": {
|
|
||||||
"description": "A patrol of 2–4 @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 2–4 @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
@@ -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 spellcaster’s 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"
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -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"
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -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 subject’s 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. </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 unit’s 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 target’s form. The target’s 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’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’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: </span><span style=\"box-sizing: border-box; user-select: text; color: #231f20; font-family: Calibri; font-size: 14.6667px;\">[[/r 1d10 * 10]] </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. C’est 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 l’attractivité 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 qu’elles 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
@@ -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’s Channelling Test, even if they lack any other magical ability themselves. </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’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>What’s 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"
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -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 — further, should the Character become corrupted, this automatically results in a Mental Corruption. Where relevant, any Maddening Aura effects are cumulative.</p>\n<p> </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’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> </p>\n<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>"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"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. </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>"
|
|
||||||
}
|
|
||||||
]
|
|
||||||
}
|
|
||||||
@@ -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 – WP Bonus @Condition[Fatigued] 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 – 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. </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. </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 d’une réaction neutre ou amicale de tous les animaux rencontrés de l’espèce 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 <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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|
|||||||
|
{
|
||||||
|
"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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Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user