{ "label": "Actors (Empire in Ruins)", "folders": { "Dramatis Personae": "Dramatis Personae", "The Place of Shining Rock": "The Place of Shining Rock", "Altdorf in Chaos": "Altdorf in Chaos", "Dirigible in Danger": "Dirigible in Danger", "Journey to Shining Rock": "Journey to Shining Rock", "The Madcraw Clan": "The Madcraw Clan", "An Audience with Crown Prince Wolfgang": "An Audience with Crown Prince Wolfgang", "The Imperial Ostlanders": "The Imperial Ostlanders", "The March of Unity": "The March of Unity", "Alternative Empires": "Alternative Empires", "The Changeling": "The Changeling", "The Emergencey Conclave": "The Emergencey Conclave", "Altdorf to Black Fire Pass": "Altdorf to Black Fire Pass", "Ominious Threats": "Ominious Threats", "Companion": "Companion", "In Sigmar's Footsteps": "In Sigmar's Footsteps", "The Road to Blackfire Pass": "The Road to Blackfire Pass", "Caves of Chaos": "Caves of Chaos", "The Bigger They Are": "The Bigger They Are", "Black Fire Pass to Altdorf": "Black Fire Pass to Altdorf", "The Siege of Diesdorf": "The Siege of Diesdorf", "Triumph of the Gravelord": "Triumph of the Gravelord", "The Empire Saved": "The Empire Saved", "Adventure": "Adventure" }, "entries": { "Martin Schmidt": { "name": "Martin Schmidt", "items": { "Athletics": { "name": "Athletics", "description": "

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

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

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

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

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

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.jJYOiSQNgC9v7cM5 caption=false]{Ranged}" }, "Fast Shot": { "name": "Fast Shot", "description": "If you have a loaded ranged weapon, you can fire it outside the normal Initiative Order before any other combatant reacts in the following Round. You roll to hit using all the normal modifiers. Employing Fast Shot requires both your Action and Move for your upcoming turn, and these will count as having been spent when your next turn arrives. If two or more characters use Fast Shot, the character who has taken this Talent most goes first. If any characters have taken Fast Shot an equal number of times, both shots are fired simultaneously, and should both be handled at the same time", "effects": { "Fast Shot": { "name": "Fast Shot" } } }, "Holy Visions": { "name": "Holy Visions", "description": "You clearly see the great works of the Gods all around you. You automatically know when you enter Holy Ground, and may take an Intuition Test to receive visions (often obscure, and seen through the paradigm of your cult or individual belief-system) regarding the local area if significant events have occurred there in the past.", "effects": { "Holy Visions": { "name": "Holy Visions" } } }, "Animosity": { "name": "Animosity", "description": "

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

\n

 

\n

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

\n

 

\n

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

", "effects": { "Animosity": { "name": "Animosity" } } }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Brass Penny": { "name": "Brass Penny" }, "Entertain": { "name": "Entertain", "description": "

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" }, "Leather Jacket": { "name": "Leather Jacket" }, "Blunderbuss": { "name": "Blunderbuss" }, "Small shot and Powder": { "name": "Small shot and Powder" }, "Incendiary": { "name": "Incendiary", "effects": { "Incendiary": { "name": "Incendiary" } } }, "Pouch": { "name": "Pouch" }, "4d10 Silver Shilling": { "name": "4d10 Silver Shilling" } } }, "Heinrich Todbringer": { "name": "Heinrich Todbringer", "items": { "Bundle of Diplomatic Papers": { "name": "Bundle of Diplomatic Papers" }, "Ring of Spies throughout Middenheim": { "name": "Ring of Spies throughout Middenheim" }, "Athletics": { "name": "Athletics", "description": "

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

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

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

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

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

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

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

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

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

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

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

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

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" }, "Secret Signs (Middenheim Spy Network)": { "name": "Secret Signs (Middenheim Spy Network)", "description": "

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

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

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

You can blend in socially with the chosen group so long as you are dressed and acting appropriately. Example social groups for this Talent are: Criminals, Cultists, Guilders, Nobles, Scholars, Servants, and Soldiers. If you do not have the Talent, those with it will note your discomfort in the unfamiliar environment. This is primarily a matter for roleplaying, but may confer a bonus to Fellowship Tests at the GM’s discretion.

", "effects": { "Etiquette": { "name": "Etiquette" } } }, "Night Vision": { "name": "Night Vision", "description": "

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

", "effects": { "Night Vision": { "name": "Night Vision" } } }, "Seasoned Traveller": { "name": "Seasoned Traveller", "description": "

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

", "effects": { "Seasoned Traveller": { "name": "Seasoned Traveller" } } }, "Strike to Stun": { "name": "Strike to Stun", "description": "

You know where to hit an opponent to bring him down fast. You ignore the ‘Called Shot’ penalty to strike the Head Hit Location when using a melee weapon with the Pummel Quality. Further, you count all improvised weapons as having the Pummel Quality

", "effects": { "Strike to Stun": { "name": "Strike to Stun" } } }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Brass Penny": { "name": "Brass Penny" }, "Entertain": { "name": "Entertain", "description": "

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

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

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

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

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

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

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

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

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

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

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

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

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" }, "Read/Write": { "name": "Read/Write", "description": "You are one of the rare literate individuals in the Old World. You are assumed to be able to read and write (if appropriate) all of the Languages you can speak." }, "Warden": { "name": "Warden", "description": "

@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.wbqpqbFoSnvoZ53j]{Warden}

" }, "Advisor": { "name": "Advisor", "description": "

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

" }, "Envoy": { "name": "Envoy", "description": "

@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.0t9wtjQIoOofh8nO]{Envoy}

" }, "Courtly Dress (Fine but Sensible)": { "name": "Courtly Dress (Fine but Sensible)", "description": "

Nobles’ garb features embellishments such as lace cuffs & collars, excessive high-quality fabric and pointed shoes. Servants also wear courtly garb to banquets and ceremonies, although their surcoats and corsets are less ostentatious than the nobles’ fashions and can therefore be purchased at half price. 

" }, "Rathewer": { "name": "Rathewer" }, "BwPmHr8AXVdqQ75A": { "name": "Rathewer" }, "b2oGCFE9aLAzJrid": { "name": "Rathewer" }, "dh6h2Ec74N1tQETT": { "name": "Rathewer" }, "s2C5VjtERisIvL7H": { "name": "Rathewer" } }, "effects": { "Encumbrance 1": { "name": "Encumbrance 1" } } }, "Ghost": { "name": "Ghost", "items": { "Dark Vision": { "name": "Dark Vision", "description": "

The creature can see in the dark as daylight.

" }, "Ethereal": { "name": "Ethereal", "description": "

The creature’s form is insubstantial, allowing it to pass through solid objects. It can only be harmed by Magical attacks.

", "effects": { "Ethereal": { "name": "Ethereal" } } }, "Fear": { "name": "Fear", "description": "

The creature causes supernatural Fear in other creatures, with a rating equal to its Rating.

\n

The Fear trait represents an extreme aversion to something. Creatures that cause Fear have a Fear Rating; this value reflects the SL you are required to pass on an Extended Cool Test to overcome your Fear. You may continue to Test at the end of every round until your SL equals or surpasses the creature’s Fear rating. Until you do this, you are subject to Fear.

\n

When subject to Fear, you suffer –1 SL on all Tests to affect the source of your fear. You may not move closer to whatever is causing Fear without passing a Challenging (+0) Cool Test. If it comes closer to you, you must pass a Challenging (+0) Cool Test, or gain a @Condition[Broken] Condition.

", "effects": { "Fear": { "name": "Fear" } } }, "Undead": { "name": "Undead", "description": "

The Undead are neither living, nor dead, meaning they are not reliant on the usual prerequisites for life: air, food, water… This Trait most commonly come into use when spells, miracles, or other abilities affect Undead only.

UNQUIET DEAD

Any Undead creature with the Construct trait is magically bound together with sinews of dark magics. They are either mindless automatons reanimated by a necromancer, or those who came to unlife in a place where Shyish, the magical wind of death, or Dhar, vile black magic, gathers and stagnates, twisting death into something new.

" }, "Unstable": { "name": "Unstable", "description": "

The creature’s corpus is maintained by foul magics that are inherently unstable in the material realm.

\n

Whenever it ends a round engaged with any opponent with higher Advantage, the creature is driven back, and the magics holding it together weaken. It loses as many Wounds as the difference between its Advantage, and the highest Advantage engaged with it.

\n

So, if the creature had 1 Advantage, and its opponent had 3, the creature would lose 2 Wounds. If the creature ever reach 0 Wounds, the magics holding it in place collapse, and it ‘dies’.

", "effects": { "Unstable": { "name": "Unstable" } } }, "Weapon": { "name": "Weapon", "description": "

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

" }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Brass Penny": { "name": "Brass Penny" } } }, "Immanuel-Ferrand Holswig-Schliestein": { "name": "Immanuel-Ferrand Holswig-Schliestein", "items": { "Athletics": { "name": "Athletics", "description": "

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" }, "Secret Signs (Black Chamber)": { "name": "Secret Signs (Black Chamber)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.X2FppoPGuEwJKssM caption=false]{Secret Signs}" }, "Sleight of Hand": { "name": "Sleight of Hand", "description": "

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

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

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.jmFSm7UvmHEq52iu caption=false]{Trade}" }, "Arcane Magic (Lore of Shadows)": { "name": "Arcane Magic (Lore of Shadows)", "description": "

You either study one of the 8 Arcane Lores of Magic — Beasts, Death, Fire, Heavens, Metal, Shadow, Light, or Life — or practice a lesser known Lore, such as Hedgecraft or Necromancy. You may now memorize spells from your chosen Lore for the following cost in XP.

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

Number of Spells Currently Known

\n
\n

XP Cost for a new spell

\n
\n

Intelligence Bonus × 1 

\n
\n

100 XP

\n
\n

Intelligence Bonus × 2

\n
\n

200 XP

\n
\n

Intelligence Bonus × 3

\n
\n

300 XP

\n
\n

Intelligence Bonus × 4

\n
\n

400 XP

\n
\n
\n

 ...and so on.

\n

So, if your Intelligence Bonus is 4, it will cost you 100 XP for the first spell, and the next 4, then 200 XP for the next 4, and so on. Full rules for learning new spells are provided in @UUID[Compendium.wfrp4e-core.journals.YBVrpUHEjohB1H4f]{Magic}. Under normal circumstances, you may not learn more than one Arcane Magic (Lore) Talent. Further, you may not learn the @UUID[Compendium.wfrp4e-core.items.QyjWtSdnVMT04l5Y]{Bless} or @UUID[Compendium.wfrp4e-core.items.voV0C2ar1bKpcpnH]{Invoke} Talents when you have the Arcane Magic Talent. You can unlearn this Talent for 100 XP, but will immediately lose all of your spells if you do so.

" }, "Blather": { "name": "Blather", "description": "

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

\n

 

", "effects": { "Blather": { "name": "Blather" } } }, "Carouser": { "name": "Carouser", "description": "You are a seasoned drinker and know how to party hard. You may reverse the dice of any failed Consume Alcohol Test if this will score a Success.", "effects": { "Carouser": { "name": "Carouser" } } }, "Commanding Presence": { "name": "Commanding Presence", "description": "Your presence fills others with hushed awe and admiration. Such is your aura of authority, those with a lower Status may not resist your Leadership tests with their Willpower. Of course, enemies are still no more likely to respect or obey you, but the common folk rarely stand against you.", "effects": { "Commanding Presence": { "name": "Commanding Presence" } } }, "Doomed": { "name": "Doomed", "description": "At the age of 10, a Priest of Morr called a Doomsayer took you aside to foretell your death in an incense-laden, coming-of-age ritual called the Dooming. In conjunction with your GM, come up with a suitable Dooming. Should your character die in a fashion that matches your Dooming, your next character gains a bonus of half the total XP your dead character accrued during play.

All the shades ye seek to bend o’ercome thee in the end" }, "Etiquette (Nobles, Servants, Soldiers)": { "name": "Etiquette (Nobles, Servants, Soldiers)", "description": "

You can blend in socially with the chosen group so long as you are dressed and acting appropriately. Example social groups for this Talent are: Criminals, Cultists, Guilders, Nobles, Scholars, Servants, and Soldiers. If you do not have the Talent, those with it will note your discomfort in the unfamiliar environment. This is primarily a matter for roleplaying, but may confer a bonus to Fellowship Tests at the GM’s discretion.

", "effects": { "Etiquette": { "name": "Etiquette" } } }, "Gregarious": { "name": "Gregarious", "description": "You just like talking to other folk and it seems they like talking to you. You may reverse any failed Gossip Test if this allows the Test to succeed.", "effects": { "Gregarious": { "name": "Gregarious" } } }, "Luck": { "name": "Luck", "description": "

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

" }, "Noble Blood": { "name": "Noble Blood", "description": "You are either born into the nobility, or otherwise elevated to it by in-game events. Assuming you are dressed appropriately, you are always considered of higher Status than others unless they also have the Noble Blood Talent, where Status is compared as normal.", "effects": { "Noble Blood": { "name": "Noble Blood" } } }, "Petty Magic": { "name": "Petty Magic", "description": "

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

\n

 

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

No. of Petty Spells Currently Known

\n
\n

 XP Cost for a new spell

\n
\n

Up to Willpower Bonus × 1

\n
\n

50 XP

\n
\n

Up to Willpower Bonus × 2

\n
\n

100 XP

\n
\n

Up to Willpower Bonus × 3

\n
\n

150 XP

\n
\n

Up to Willpower Bonus × 4

\n
\n

200 XP

\n
\n
\n

...and so on.

\n

 

\n

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

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

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

", "effects": { "Roughrider": { "name": "Roughrider" } } }, "Schemer": { "name": "Schemer", "description": "You are a master of politics and see conspiracy around every corner. Once per session, you may ask the GM one question regarding a political situation or entangled web of social connections; the GM will perform a secret Intelligence Test and provide you some observations regarding the situation based upon your SL.", "effects": { "Schemer": { "name": "Schemer" } } }, "Strike Mighty Blow": { "name": "Strike Mighty Blow", "description": "You know how to hit hard! You deal your level of Strike Mighty Blow in extra Damage with melee weapons.", "effects": { "Strike Mighty Blow": { "name": "Strike Mighty Blow" } } }, "XMPpCzZ0h3lMRzkw": { "name": "Strike Mighty Blow", "description": "You know how to hit hard! You deal your level of Strike Mighty Blow in extra Damage with melee weapons.", "effects": { "Strike Mighty Blow": { "name": "Strike Mighty Blow" } } }, "Wealthy": { "name": "Wealthy", "description": "

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

" }, "zZMGEKYw7kfTNjN7": { "name": "Wealthy", "description": "

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

" }, "ul35UOtQtzHtIlUs": { "name": "Wealthy", "description": "

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

" }, "zj7YQg6H2N3riEHs": { "name": "Wealthy", "description": "

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

" }, "KJXaSrQ1BsHLKdCi": { "name": "Wealthy", "description": "

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

" }, "Ggcj7srzRFzE27Ch": { "name": "Wealthy", "description": "

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

" }, "pH64ZLKv6FOb5ssq": { "name": "Wealthy", "description": "

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

" }, "Sword": { "name": "Sword" }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Brass Penny": { "name": "Brass Penny" }, "Entertain": { "name": "Entertain", "description": "

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

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

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

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

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

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

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

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

" }, "Fine Set of Grey Clothing decorated with Holswig-Schliestein Family Crest": { "name": "Fine Set of Grey Clothing decorated with Holswig-Schliestein Family Crest", "description": "

Nobles’ garb features embellishments such as lace cuffs & collars, excessive high-quality fabric and pointed shoes. Servants also wear courtly garb to banquets and ceremonies, although their surcoats and corsets are less ostentatious than the nobles’ fashions and can therefore be purchased at half price. 

" }, "Quill and Ink": { "name": "Quill and Ink" }, "Hooded Green Velvet Cloak": { "name": "Hooded Green Velvet Cloak", "description": "

Protects wearer against the elements. 

" }, "Sheet of Parchment": { "name": "Sheet of Parchment" }, "Pouch": { "name": "Pouch" }, "zs0fAuzsoEv3kCmI": { "name": "Gold Crown" }, "Dart": { "name": "Dart", "description": "

You cause a small dart of magical energy to fly from your fingers. This is a Magic Missile with a Damage of +0.

\n\n Lore: None

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

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

\n\n Lore: None

" }, "Magic Flame": { "name": "Magic Flame", "description": "

You kindle a small flame that flickers to life in the palm of your hand. It will not burn you, but will emit heat and set flammable objects alight, like a natural flame.

\n\n Lore: None

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

One non-magical lock you touch opens.

\n\n Lore: None

" }, "Sounds": { "name": "Sounds", "description": "

You create small noises nearby. You can create quiet, indistinct noises that sound as if they come from a specific location within range, regardless of line of sight. The noises can evoke something specific, such as footsteps, whispers or the howl of an animal, but nothing so distinct that it might convey a message. While the spell is active, you may control the sounds by passing a Average (+20) Channeling Test. A success allows you to move the sounds to another point within range, or to increase or decrease their volume.

\n\n Lore: None

" }, "Twitch": { "name": "Twitch", "description": "

You cause a small object to move, slightly. Something may fall from a shelf, or a book may slam its pages shut. If the object is held, the holder must pass an Average (+20) Dexterity Test or drop the object.

\n\n Lore: None

", "effects": { "Twitch": { "name": "Twitch" } } }, "Choking Shadows": { "name": "Choking Shadows", "description": "

You wrap shadowy tendrils of Ulgu around your foes’ necks. Assuming they need to breathe, they gain +1 @Condition[Fatigued] Condition, cannot talk, and are subject to rules for @UUID[Compendium.wfrp4e-core.journals.NS3YGlJQxwTggjRX.JournalEntryPage.WCivInLZrqEtZzF4#drowning-and-suffocation]{Suffocation}.

Lore: All spells cast from the Lore of Shadows inflicting Damage ignore all non-magical Armor Points.

", "effects": { "Choking Shadows": { "name": "Choking Shadows" } } }, "Entangle (Shadow)": { "name": "Entangle (Shadow)", "description": "

Using magic, you entrap your target, wrapping them in whatever suits your Lore: vines, shadows, their own clothing… Your target gains one @Condition[Entangled] Condition with a Strength equal to your Intelligence. For every +2 SL, you may give the target +1 additional Entangled Condition. The spell lasts until all Entangled Conditions are removed.

\n\n Lore: All spells cast from the Lore of Shadows inflicting Damage ignore all non-magical Armor Points.

", "effects": { "Entangle (Shadow)": { "name": "Entangle (Shadow)" } } }, "Illusion": { "name": "Illusion", "description": "

You spin a web of intricate strands of Ulgu, obfuscating the Area of Effect with an illusory image of your choosing. You will automatically fool anyone without the @UUID[Compendium.wfrp4e-core.items.OEjUvJKi0xmBwbS2]{Second Sight} Talent. Those with that Talent must pass a Difficult (–10) Perception Test to notice the illusion. This does not let them see through the spell. They must dispel it to do so. The illusion is, by default, static. For your Action, you may make a Hard (–20) Channeling Test to make the illusion move for that Round.

\n\n Lore: All spells cast from the Lore of Shadows inflicting Damage ignore all non-magical Armor Points.

" }, "Mystifying Miasma": { "name": "Mystifying Miasma", "description": "

You conjure forth a swirling mass of mist shot through with roiling shadow that flits and confounds the senses. Anyone within the mist who does not possess the Arcane Magic (Shadows) Talent is affected by the Miasma, gaining +1 @Condition[Blinded], @Condition[Deafened], and @Condition[Fatigued] Condition, which remain for the spell’s duration. Anyone affected attempting to move must pass a Challenging (+0) Perception Test, or gain the @Condition[Prone] Condition. If the spell is dispelled once in play, anyone affected by the spell must make a Routine (+40) Initiative Test, or gain the @Condition[Stunned] Condition.

\n\n Lore: All spells cast from the Lore of Shadows inflicting Damage ignore all non-magical Armor Points.

", "effects": { "Mystifying Miasma": { "name": "Mystifying Miasma" } } }, "Terrifying (Shadow)": { "name": "Terrifying (Shadow)", "description": "

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

\n\n Lore: All spells cast from the Lore of Shadows inflicting Damage ignore all non-magical Armor Points.

", "effects": { "Terrifying (Shadow)": { "name": "Terrifying (Shadow)" } } } } }, "Chaos Cultist": { "name": "Chaos Cultist", "items": { "Athletics": { "name": "Athletics", "description": "

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

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

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

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

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

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

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

\n

 

\n

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

\n

 

\n

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

", "effects": { "Animosity": { "name": "Animosity" } } }, "Sword": { "name": "Sword" }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Brass Penny": { "name": "Brass Penny" }, "Entertain": { "name": "Entertain", "description": "

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" }, "Leather Jack": { "name": "Leather Jack" }, "Crossbow": { "name": "Crossbow" }, "Bolt": { "name": "Bolt" }, "Purse": { "name": "Purse" }, "2d10 Silver Shilling": { "name": "2d10 Silver Shilling" } } }, "Religious Fanatic (Flagellant)": { "name": "Religious Fanatic (Flagellant)", "items": { "Athletics": { "name": "Athletics", "description": "

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

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

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

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

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

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

\n

While subject to Frenzy you are immune to all other psychology, and will not flee or retreat for any reason; indeed you must always move at full rate towards the closest enemy you can see in order to attack. Generally, the only Action you may take is a Weapon Skill Test or an Athletics Test to reach an enemy more quickly. Further, you may take a Free Action Melee Test each Round as you are throwing everything you have into your attacks. Lastly, you gain a bonus of +1 Strength Bonus, such is your ferocity. You remain in Frenzy until all enemies in your line of sight are pacified, or you receive the @Condition[Stunned] or @Condition[Unconscious] condition. After your Frenzy is over you immediately receive a @Condition[Fatigued] condition.

", "effects": { "Frenzy": { "name": "Frenzy" } } }, "Implacable": { "name": "Implacable", "description": "

It takes a lot to finish you off. You can ignore the Wound loss from a Bleeding Condition. Each level in this Talent lets you ignore the Wound loss from an extra Bleeding Condition

", "effects": { "Implacable": { "name": "Implacable" } } }, "Hatred": { "name": "Hatred", "description": "

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

", "effects": { "Hatred": { "name": "Hatred" } } }, "Prejudice": { "name": "Prejudice", "description": "

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

\n

 

\n

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

" }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Brass Penny": { "name": "Brass Penny" }, "Berserk Charge": { "name": "Berserk Charge", "description": "You hurl yourself at your enemies with reckless abandon, using the force of your charge to add weight to your strikes. When you Charge, you gain +1 Damage to all Melee attacks per level in this Talent.", "effects": { "Berserk Charge": { "name": "Berserk Charge" } } }, "Flail": { "name": "Flail" }, "Entertain": { "name": "Entertain", "description": "

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" } } }, "Sindri Suttrisdottir": { "name": "Sindri Suttrisdottir", "items": { "Leather Armour": { "name": "Leather Armour" }, "Engineer’s Kit": { "name": "Engineer’s Kit" }, "Consume Alcohol": { "name": "Consume Alcohol", "description": "

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

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

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

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

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

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

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

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

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

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

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

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

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

", "effects": { "Night Vision": { "name": "Night Vision" } } }, "Read/Write": { "name": "Read/Write", "description": "You are one of the rare literate individuals in the Old World. You are assumed to be able to read and write (if appropriate) all of the Languages you can speak." }, "Sturdy": { "name": "Sturdy", "description": "You have a brawny physique, or are very used to carrying things. Increase the number of Encumbrance Points you can carry by your Sturdy level x 2", "effects": { "Sturdy": { "name": "Sturdy" } } }, "Tinker": { "name": "Tinker", "description": "You are somewhat of a Johann-of-all-trades, able to repair almost anything. You count all non-magical Trade Skills as Basic when repairing broken items.", "effects": { "Tinker": { "name": "Tinker" } } }, "Hand Weapon": { "name": "Hand Weapon" }, "Telescope": { "name": "Telescope" }, "Brass Penny": { "name": "Brass Penny" }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Entertain": { "name": "Entertain", "description": "

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}" }, "Strong-minded": { "name": "Strong-minded", "description": "You are the epitome of determination and resolve. Add your level in Strong Minded to your maximum Resolve pool." }, "Leather Jack": { "name": "Leather Jack" }, "Leather Leggings": { "name": "Leather Leggings" }, "Leather Skullcap": { "name": "Leather Skullcap" }, "Magic Resistance": { "name": "Magic Resistance", "description": "

You are resistant to magic. The SL of any spell affecting you is reduced by 2 per point you have in this Talent. The SL of a spell is only modified by the highest Magic Resistance Talent within its target area. Further, you may never learn the Arcane Magic, Bless, Invoke, Petty Magic, or Witch! Talents.

", "effects": { "Magic Resistance": { "name": "Magic Resistance" } } } } }, "Senior Servant": { "name": "Senior Servant", "items": { "Athletics": { "name": "Athletics", "description": "

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

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

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

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

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

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

You know where to hit an opponent to bring him down fast. You ignore the ‘Called Shot’ penalty to strike the Head Hit Location when using a melee weapon with the Pummel Quality. Further, you count all improvised weapons as having the Pummel Quality

", "effects": { "Strike to Stun": { "name": "Strike to Stun" } } }, "Leather Jack": { "name": "Leather Jack" }, "Sword": { "name": "Sword" }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Brass Penny": { "name": "Brass Penny" }, "Entertain": { "name": "Entertain", "description": "

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.DLrOPZtVMLgSyxaj caption=false]{Sail}" }, "Swim": { "name": "Swim", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QoWDfx8SIhpCiIX5 caption=false]{Swim}" }, "Doomed": { "name": "Doomed", "description": "At the age of 10, a Priest of Morr called a Doomsayer took you aside to foretell your death in an incense-laden, coming-of-age ritual called the Dooming. In conjunction with your GM, come up with a suitable Dooming. Should your character die in a fashion that matches your Dooming, your next character gains a bonus of half the total XP your dead character accrued during play.

A beat upon the drum, thy doom doth come" }, "Etiquette (Soldiers)": { "name": "Etiquette (Soldiers)", "description": "

You can blend in socially with the chosen group so long as you are dressed and acting appropriately. Example social groups for this Talent are: Criminals, Cultists, Guilders, Nobles, Scholars, Servants, and Soldiers. If you do not have the Talent, those with it will note your discomfort in the unfamiliar environment. This is primarily a matter for roleplaying, but may confer a bonus to Fellowship Tests at the GM’s discretion.

", "effects": { "Etiquette": { "name": "Etiquette" } } }, "Fisherman": { "name": "Fisherman", "description": "

You are a very capable fisherman and know all the best ways to land fish yourself and a number of others equal to your level in Fisherman, assuming you choose to spend at least an hour or so with a line and bait. You may secure more fish in addition to this using the normal rules for foraging

", "effects": { "Fisherman": { "name": "Fisherman" } } }, "Resistance (Disease)": { "name": "Resistance (Disease)", "description": "Your strong constitution allows you to more readily survive a specific threat. You may automatically pass the first Test to resist the specified threat, such as Magic, Poison, Disease, Mutation, every session. If SL is important, use your Toughness Bonus as SL for the Test.", "effects": { "Resistance (Disease)": { "name": "Resistance (Disease)" } } }, "Strong Legs": { "name": "Strong Legs", "description": "You have strong legs able to carry you great distances when you jump. Add your Strong Legs level to your SL in any Athletics Tests involving Leaping", "effects": { "Strong Legs": { "name": "Strong Legs" } } }, "Strong Swimmer": { "name": "Strong Swimmer", "description": "You are an especially strong swimmer and used to holding your breath for a long time underwater. Gain a bonus of your level in Strong Swimmer to your Toughness Bonus for the purposes of holding your breath. Drowning and Suffocation", "effects": { "Strong Swimmer": { "name": "Strong Swimmer" } } }, "Super Numerate": { "name": "Super Numerate", "description": "

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

", "effects": { "Super Numerate": { "name": "Super Numerate" } } }, "Very Resilient": { "name": "Very Resilient", "description": "You gain a permanent +5 bonus to your starting Toughness Characteristic (this does not count towards your Advances).", "effects": { "Very Resilient": { "name": "Very Resilient", "changes": { "system.characteristics.t.initial": 5 } } } }, "War Leader": { "name": "War Leader", "description": "

Your stern gaze and inspiring words motivate your soldiers to fight on to the end. All subordinates able to see you may add your level in War Leader to their SL in one Willpower Test per Round. This bonus does not stack.

", "effects": { "War Leader": { "name": "War Leader" } } }, "Cloak": { "name": "Cloak", "description": "

Protects wearer against the elements. 

" }, "Clothing": { "name": "Clothing" }, "Sword": { "name": "Sword" }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Brass Penny": { "name": "Brass Penny" }, "Entertain": { "name": "Entertain", "description": "

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

" }, "Plate Breastplate": { "name": "Plate Breastplate" }, "Plate Open Helm": { "name": "Plate Open Helm", "effects": { "Plate Open Helm": { "name": "Plate Open Helm" } } }, "Arrow": { "name": "Arrow", "description": "

" }, "Bow": { "name": "Bow" }, "Sling Bag": { "name": "Sling Bag", "description": "

Counts as ‘worn’ when slung over your shoulder.

" }, "Flask of Spirits": { "name": "Flask of Spirits" }, "Pouch": { "name": "Pouch" }, "Mc9rMexJZI0W7dPh": { "name": "Silver Shilling" } } }, "Emil Baecker": { "name": "Emil Baecker", "items": { "Illustration of the Characters": { "name": "Illustration of the Characters" }, "Animal Care": { "name": "Animal Care", "description": "

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.X2FppoPGuEwJKssM caption=false]{Secret Signs}" }, "Sleight of Hand": { "name": "Sleight of Hand", "description": "

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

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

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

", "effects": { "Attractive": { "name": "Attractive" } } }, "Blather": { "name": "Blather", "description": "

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

\n

 

", "effects": { "Blather": { "name": "Blather" } } }, "Carouser": { "name": "Carouser", "description": "You are a seasoned drinker and know how to party hard. You may reverse the dice of any failed Consume Alcohol Test if this will score a Success.", "effects": { "Carouser": { "name": "Carouser" } } }, "Cat-tongued": { "name": "Cat-tongued", "description": "

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

", "effects": { "Cat-tongued": { "name": "Cat-tongued" } } }, "Etiquette (Nobles)": { "name": "Etiquette (Nobles)", "description": "

You can blend in socially with the chosen group so long as you are dressed and acting appropriately. Example social groups for this Talent are: Criminals, Cultists, Guilders, Nobles, Scholars, Servants, and Soldiers. If you do not have the Talent, those with it will note your discomfort in the unfamiliar environment. This is primarily a matter for roleplaying, but may confer a bonus to Fellowship Tests at the GM’s discretion.

", "effects": { "Etiquette": { "name": "Etiquette" } } }, "Gregarious": { "name": "Gregarious", "description": "You just like talking to other folk and it seems they like talking to you. You may reverse any failed Gossip Test if this allows the Test to succeed.", "effects": { "Gregarious": { "name": "Gregarious" } } }, "Lip Reading": { "name": "Lip Reading", "description": "

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

", "effects": { "Lip Reading": { "name": "Lip Reading" } } }, "Master of Disguise": { "name": "Master of Disguise", "description": "You are an expert at taking on the appearance and mannerisms of others. With nothing but posture changes, face twisting, and careful use of appropriate clothing, you no longer look like yourself without having to use a Disguise Kit.", "effects": { "Master of Disguise": { "name": "Master of Disguise" } } }, "Mimic": { "name": "Mimic", "description": "You have a good ear for accents and dialects, and can reproduce them accurately. You may replicate any accent you are exposed to for at least a day with an Initiative Test; this Test may be attempted once per day. Once passed, you may always mimic the accent, and locals will believe you to be one of their own", "effects": { "Mimic": { "name": "Mimic" } } }, "Read/Write": { "name": "Read/Write", "description": "You are one of the rare literate individuals in the Old World. You are assumed to be able to read and write (if appropriate) all of the Languages you can speak." }, "Secret Identity": { "name": "Secret Identity", "description": "You maintain a secret identity that allows you to appear richer, or perhaps poorer, than you actually are. With GM permission, choose any one Career. As long as you are dressed appropriately, you may use the Social Status of the chosen Career you masquerade as rather than your own for modifying Fellowship Tests, and can even ignore the Criminal Talent. However, maintaining this identity will require Entertain (Acting) rolls when you encounter those who may recognize your falsehood. You may create a new Secret Identity for each level you have in this Talent.", "effects": { "Secret Identity": { "name": "Secret Identity" } } }, "Shadow": { "name": "Shadow", "description": "

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

", "effects": { "Shadow": { "name": "Shadow" } } }, "Strike to Injure": { "name": "Strike to Injure", "description": "

You are an expert at striking your enemies most vulnerable areas. You inflict your level of Strike to Injure in additional Wounds when you cause a Critical Wound.

", "effects": { "Strike to Injure": { "name": "Strike to Injure" } } }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Brass Penny": { "name": "Brass Penny" }, "Entertain": { "name": "Entertain", "description": "

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

" }, "Plate Breastplate": { "name": "Plate Breastplate" }, "Plate Open Helm": { "name": "Plate Open Helm", "effects": { "Plate Open Helm": { "name": "Plate Open Helm" } } }, "Sword": { "name": "Sword" }, "Leather Jack": { "name": "Leather Jack" }, "Leather Skullcap": { "name": "Leather Skullcap" } } }, "Ulfhednar the Destroyer": { "name": "Ulfhednar the Destroyer", "description": "

Ulfhednar leads a band of mutants and Beastmen in the Great Forest. Having heard of the family’s reputation, he has journeyed to @UUID[Compendium.wfrp4e-dotr.journals.musGjY0nSDY6gPY4]{Castle Wittgenstein} to gain @UUID[Compendium.wfrp4e-dotr.actors.ySbdLyidudlMwGhU]{Lady Ingrid’s} support. Ulfhednar hopes to use the castle as a training ground for Chaos troops, and as a base from which his forces could strike at the Empire’s heartlands. So far, Lady Ingrid has not shown much interest in his scheme, but if she were removed, Ulfhednar thinks @UUID[Compendium.wfrp4e-dotr.actors.fmUd7AtbJckbiWo6]{Lady Margritte}} may be more amenable. A follower of Tzeentch, Ulfhednar does not understand why a castle full of mutants would not willingly join his cause.

", "items": { "Melee (Basic)": { "name": "Melee (Basic)", "description": "

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

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

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

The creature is an extraordinarily skilled warrior. If it wins an Opposed Test when defending in melee combat, it can cause Damage just as if it was the attacker.

", "effects": { "Champion": { "name": "Champion" } } }, "Fast": { "name": "Fast", "description": "

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

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

The creature is ‘blessed’ with a Mutation. Roll on the Physical Corruption Table

\n

@Table[mutatephys]

\n

@Table[expandedmutatephys] (if EiS Module installed)

", "effects": { "Mutation": { "name": "Mutation" } } }, "Tough": { "name": "Tough", "description": "

The creature is more resistant to damage than normal, and unlikely to back down. It receives +10 Toughness and Willpower.

", "effects": { "Tough": { "name": "Tough", "changes": { "system.characteristics.t.initial": 10, "system.characteristics.wp.initial": 10 } } } }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Brass Penny": { "name": "Brass Penny" }, "Chaos Armour": { "name": "Chaos Armour", "description": "

Cannot be removed, decorated with the skin of a dire wolf

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Your blows follow one another in quick succession, raining down on your opponents with the fury of Ulric. Once per Round, if you hit an opponent in close combat, you may immediately spend an Advantage or your Move to make an extra attack (assuming you have your Move remaining).

", "effects": { "Furious Assault": { "name": "Furious Assault" } } }, "Menacing": { "name": "Menacing", "description": "

You have an imposing presence. When using the Intimidate Skill, gain a SL bonus equal to your levels of Menacing.

", "effects": { "Menacing": { "name": "Menacing" } } }, "Strike Mighty Blow": { "name": "Strike Mighty Blow", "description": "

You know how to hit hard! You deal your level of Strike Mighty Blow in extra Damage with melee weapons.

", "effects": { "Strike Mighty Blow": { "name": "Strike Mighty Blow" } } }, "Hand Axe": { "name": "Hand Axe" } } }, "Krukan": { "name": "Krukan", "description": "

Should a Verenan scholar ever come to study Krukan they would not be able to easily categorise her. She shows characteristics of both Beastman and mutant. @UUID[Actor.wEfKKDY6sZgbjEIC]{Drexol} recognised her power and that her lack of horns meant she would never be a threat to his authority as other Beastmen would never follow her. Despite her fighting prowess, it’s her cunning that has been most valuable to Drexol.

\n

Krukan’s humanoid torso stands atop an arachnoid body and legs, raising her to over 15-ft tall. Her body is covered in a thick skin and her attacks are poisonous. 

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

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

", "effects": { "Armour": { "name": "Armour" } } }, "Big": { "name": "Big", "description": "

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

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

The creature is exceptionally cunning. It receives +10 Fellowship, Intelligence, and Initiative.

", "effects": { "Cunning": { "name": "Cunning", "changes": { "system.characteristics.fel.initial": 10, "system.characteristics.int.initial": 10, "system.characteristics.i.initial": 10 } } } }, "Fast": { "name": "Fast", "description": "

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

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

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

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

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

\n

 

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

Size

\n
\n

 Examples

\n
\n

Tiny

\n
\n

Butterfly, Mouse, Pigeon

\n
\n

Little

\n
\n

Cat, Hawk, Human Baby

\n
\n

Small

\n
\n

Giant Rat, Halfling, Human Child

\n
\n

Average

\n
\n

Dwarf, Elf, Human

\n
\n

Large

\n
\n

Horse, Ogre, Troll

\n
\n

Enormous

\n
\n

Griffon, Wyvern, Manticore

\n
\n

Monstrous

\n
\n

Dragon, Giant, Greater Daemon

\n
\n
\n

 

\n

Using Size

\n

 

\n

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

\n

 

\n

 

\n

Size Combat Modifers

\n

If larger:

\n\n\n

 

\n

If smaller:

\n

• It gains a bonus of +10 to hit.

\n

 

\n

Defending Against Big Creatures

\n

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

\n

 

\n\n

Fear and Terror

\n

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

\n

 

\n

Moving in Combat

\n

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

\n

 

\n

Opposed Strength

\n

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

\n

 

\n

Stomp

\n

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

\n

 

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

Size

\n
\n

Wounds

\n
\n

Tiny

\n
\n

1

\n
\n

Little

\n
\n

Toughness Bonus

\n
\n

Small

\n
\n

(2×Toughness Bonus) + Willpower Bonus

\n
\n

Average

\n
\n

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

\n
\n

Large

\n
\n

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

\n
\n

Enormous

\n
\n

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

\n
\n

Monstrous

\n
\n

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

\n
\n
", "effects": { "Size": { "name": "Size" } } }, "Stealthy": { "name": "Stealthy", "description": "

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

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

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

", "effects": { "Stride": { "name": "Stride" } } }, "Venom": { "name": "Venom", "description": "

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

", "effects": { "Venom": { "name": "Venom" } } }, "Wallcrawler": { "name": "Wallcrawler", "description": "

The creature can effortlessly scale vertical surfaces and even traverse ceilings, ready to drop on unwary prey. It moves at full Movement across any appropriate surface and automatically passes all Climb tests.

", "effects": { "Wallcrawler": { "name": "Wallcrawler" } } }, "Weapon (Legs and Bite)": { "name": "Weapon (Legs and Bite)", "description": "

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

" }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Brass Penny": { "name": "Brass Penny" } } }, "Olgog Gristlefang": { "name": "Olgog Gristlefang", "description": "

@UUID[JournalEntry.p6ttZVxrPdkr0BLl.JournalEntryPage.qeh3wFA7jEYQ3Xq3]{Madcraw Characters}

\n

Olgog thinks he is deep in the jungle, tormented by blue-striped elephants and bejewelled tigers. From time to time, a skinny Goblin swims into view and provides a much needed meal. The Ogre can’t leave the jungle — whenever he reaches the edge of the trees, he finds himself back where he started.

\n

Several months ago, the Madcraw Goblins launched an unsuccessful attack on a trade caravan. An Ogre guard pursued the fleeing Goblins into the mountains, where their fellows bombed him with toxic puffballs until he fell unconscious. Now Olgog is imprisoned in a cavern, permanently drugged by the hallucinogenic fungus growing from the walls. @UUID[Actor.XuZtsncLRagDpswg]{Cacklespit} occasionally sends undesirable Goblins for Olgog’s meals — the shaman knows there’s a use for the ogre, but the visions have yet to reveal it to him.

\n

 

", "items": { "Filthy loincloth": { "name": "Filthy loincloth" }, "Cool": { "name": "Cool", "description": "

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

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

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

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

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

" }, "Hungry": { "name": "Hungry", "description": "

The creature is always hungry for fresh meat. If it kills or incapacitates a living opponent (or encounters a fresh body), it must pass a Average (+20) Willpower Test or feast, losing its next Action and Move.

" }, "Immunity to Psychology": { "name": "Immunity to Psychology", "description": "

Whether brave, exceedingly stupid, or just caught up in the moment, the creature is utterly fearless. It ignores the Psychology rules.

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

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

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

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

\n

 

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

Size

\n
\n

 Examples

\n
\n

Tiny

\n
\n

Butterfly, Mouse, Pigeon

\n
\n

Little

\n
\n

Cat, Hawk, Human Baby

\n
\n

Small

\n
\n

Giant Rat, Halfling, Human Child

\n
\n

Average

\n
\n

Dwarf, Elf, Human

\n
\n

Large

\n
\n

Horse, Ogre, Troll

\n
\n

Enormous

\n
\n

Griffon, Wyvern, Manticore

\n
\n

Monstrous

\n
\n

Dragon, Giant, Greater Daemon

\n
\n
\n

 

\n

Using Size

\n

 

\n

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

\n

 

\n

 

\n

Size Combat Modifers

\n

If larger:

\n\n\n

 

\n

If smaller:

\n

• It gains a bonus of +10 to hit.

\n

 

\n

Defending Against Big Creatures

\n

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

\n

 

\n\n

Fear and Terror

\n

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

\n

 

\n

Moving in Combat

\n

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

\n

 

\n

Opposed Strength

\n

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

\n

 

\n

Stomp

\n

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

\n

 

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

Size

\n
\n

Wounds

\n
\n

Tiny

\n
\n

1

\n
\n

Little

\n
\n

Toughness Bonus

\n
\n

Small

\n
\n

(2×Toughness Bonus) + Willpower Bonus

\n
\n

Average

\n
\n

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

\n
\n

Large

\n
\n

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

\n
\n

Enormous

\n
\n

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

\n
\n

Monstrous

\n
\n

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

\n
\n
", "effects": { "Size": { "name": "Size" } } }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Brass Penny": { "name": "Brass Penny" }, "Large Bone Club": { "name": "Large Bone Club" }, "Entertain": { "name": "Entertain", "description": "

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" } } }, "Knight (Knights Panther)": { "name": "Knight (Knights Panther)", "items": { "Athletics": { "name": "Athletics", "description": "

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

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

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

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

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

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

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

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

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

", "effects": { "Roughrider": { "name": "Roughrider" } } }, "Strike Mighty Blow": { "name": "Strike Mighty Blow", "description": "You know how to hit hard! You deal your level of Strike Mighty Blow in extra Damage with melee weapons.", "effects": { "Strike Mighty Blow": { "name": "Strike Mighty Blow" } } }, "Lance": { "name": "Lance" }, "Sword": { "name": "Sword" }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Brass Penny": { "name": "Brass Penny" }, "Entertain": { "name": "Entertain", "description": "

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Horse trained for war.

" }, "Plate Bracers": { "name": "Plate Bracers" }, "Plate Breastplate": { "name": "Plate Breastplate" }, "Plate Helm": { "name": "Plate Helm", "effects": { "Plate Helm": { "name": "Plate Helm" } } }, "Plate Leggings": { "name": "Plate Leggings", "effects": { "Plate Leggings": { "name": "Plate Leggings" } } }, "Mail Chausses": { "name": "Mail Chausses" }, "Mail Coat": { "name": "Mail Coat" }, "Mail Coif": { "name": "Mail Coif", "effects": { "Mail Coif": { "name": "Mail Coif" } } }, "Purse": { "name": "Purse" }, "5d10 Silver Shilling": { "name": "5d10 Silver Shilling" }, "Supportive": { "name": "Supportive", "description": "

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

", "effects": { "Supportive": { "name": "Supportive" } } }, "Implacable": { "name": "Implacable", "description": "

It takes a lot to finish you off. You can ignore the Wound loss from a Bleeding Condition. Each level in this Talent lets you ignore the Wound loss from an extra Bleeding Condition

", "effects": { "Implacable": { "name": "Implacable" } } } }, "effects": { "Encumbrance 1": { "name": "Encumbrance 1" } } }, "Wolfgang Holswig-Abenhauer": { "name": "Wolfgang Holswig-Abenhauer", "items": { "Amulet of Jade": { "name": "Amulet of Jade", "description": "

Grants the wearer the @UUID[Compendium.wfrp4e-core.items.SfUUdOGjdYpr3KSR]{Regenerate} Creature Trait

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Nv0jexKy05qTOnuN caption=false]{Research}" }, "Ride (Horse)": { "name": "Ride (Horse)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" }, "Argumentative": { "name": "Argumentative", "description": "You are used to arguing your points and winning. If you roll a successful Charm Test to debate with an opponent, you can choose to either use your rolled SL, or the number rolled on your units die. So, a successful roll of 24 could be used for +4 SL", "effects": { "Argumentative": { "name": "Argumentative" } } }, "Attractive": { "name": "Attractive", "description": "

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

", "effects": { "Attractive": { "name": "Attractive" } } }, "Blather": { "name": "Blather", "description": "

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

\n

 

", "effects": { "Blather": { "name": "Blather" } } }, "w2HajyzQUOwwHh4r": { "name": "Blather", "description": "

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

\n

 

", "effects": { "Blather": { "name": "Blather" } } }, "8uP0hbMjlGom7VUV": { "name": "Blather", "description": "

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

\n

 

", "effects": { "Blather": { "name": "Blather" } } }, "Bookish": { "name": "Bookish", "description": "You are as at home in a library as a seaman at sea or a farmer a-farming. When using Research, you may reverse the dice of any failed Test if this will score a success.", "effects": { "Bookish": { "name": "Bookish" } } }, "KntnKFxV88E13iB4": { "name": "Bookish", "description": "You are as at home in a library as a seaman at sea or a farmer a-farming. When using Research, you may reverse the dice of any failed Test if this will score a success.", "effects": { "Bookish": { "name": "Bookish" } } }, "Cat-tongued": { "name": "Cat-tongued", "description": "

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

", "effects": { "Cat-tongued": { "name": "Cat-tongued" } } }, "Commanding Presence": { "name": "Commanding Presence", "description": "Your presence fills others with hushed awe and admiration. Such is your aura of authority, those with a lower Status may not resist your Leadership tests with their Willpower. Of course, enemies are still no more likely to respect or obey you, but the common folk rarely stand against you.", "effects": { "Commanding Presence": { "name": "Commanding Presence" } } }, "t2TJttfxpk8mklBF": { "name": "Commanding Presence", "description": "Your presence fills others with hushed awe and admiration. Such is your aura of authority, those with a lower Status may not resist your Leadership tests with their Willpower. Of course, enemies are still no more likely to respect or obey you, but the common folk rarely stand against you.", "effects": { "Commanding Presence": { "name": "Commanding Presence" } } }, "8hYvQvViHSPN2NXe": { "name": "Commanding Presence", "description": "Your presence fills others with hushed awe and admiration. Such is your aura of authority, those with a lower Status may not resist your Leadership tests with their Willpower. Of course, enemies are still no more likely to respect or obey you, but the common folk rarely stand against you.", "effects": { "Commanding Presence": { "name": "Commanding Presence" } } }, "Dealmaker": { "name": "Dealmaker", "description": "

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

\n

 

\n

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

", "effects": { "Dealmaker": { "name": "Dealmaker" } } }, "Distract": { "name": "Distract", "description": "

You are trained in simple movements to distract or startle your opponent, drawing eyes from your true intent. You may use your Move to perform a Distraction. This is resolved by an Opposed Athletics/Cool Test. If you win, your opponent can gain no Advantage until the end of the next Round.

", "effects": { "Distract": { "name": "Distract" } } }, "Doomed": { "name": "Doomed", "description": "At the age of 10, a Priest of Morr called a Doomsayer took you aside to foretell your death in an incense-laden, coming-of-age ritual called the Dooming. In conjunction with your GM, come up with a suitable Dooming. Should your character die in a fashion that matches your Dooming, your next character gains a bonus of half the total XP your dead character accrued during play.

Shell harbouring embryonic entity, released amid rite, gaining entry through repeated utterances" }, "Feint": { "name": "Feint", "description": "You have trained how to make false attacks in close combat to fool your opponent. You may now make a Feint for your Action against any opponent using a weapon. This is resolved with an Opposed Melee (Fencing)/Melee Test. If you win, and you attack the same opponent before the end of the next Round, you may add the SL of your Feint to your attack roll.", "effects": { "Feint": { "name": "Feint" } } }, "Gregarious": { "name": "Gregarious", "description": "You just like talking to other folk and it seems they like talking to you. You may reverse any failed Gossip Test if this allows the Test to succeed.", "effects": { "Gregarious": { "name": "Gregarious" } } }, "Inspiring": { "name": "Inspiring", "description": "

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

\n

 

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

Talent Taken

\n
\n

Number of soldiers influenced

\n
\n

1

\n
\n

As normal × 5

\n
\n

2

\n
\n

As normal × 10

\n
\n

3

\n
\n

 As normal × 20

\n
\n

4

\n
\n

 As normal × 50

\n
\n

5

\n
\n

 As normal × 100

\n
\n

6

\n
\n

 As normal × 200

\n
\n

7

\n
\n

 As normal × 500

\n
\n

8

\n
\n

 As normal × 1000

\n
\n

9

\n
\n

 All who can hear your inspiring voice

\n
\n
", "effects": { "Inspiring": { "name": "Inspiring" } } }, "Iron Will": { "name": "Iron Will", "description": "You have an indomitable will of iron, and will never willingly bow down before another. Use of the Intimidate skill does not cause Fear in you, and will not stop you speaking out against the intimidating party.", "effects": { "Iron Will": { "name": "Iron Will" } } }, "Linguistics": { "name": "Linguistics", "description": "

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

", "effects": { "Linguistics": { "name": "Linguistics" } } }, "Luck": { "name": "Luck", "description": "

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

" }, "4Aw4eeBt8vZiuJ7l": { "name": "Luck", "description": "

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

" }, "Nimble Fingered": { "name": "Nimble Fingered", "description": "You gain a permanent +5 bonus to your starting Dexterity (this does not count towards your Advances).", "effects": { "Nimble Fingered": { "name": "Nimble Fingered", "changes": { "system.characteristics.dex.initial": 5 } } } }, "Noble Blood": { "name": "Noble Blood", "description": "You are either born into the nobility, or otherwise elevated to it by in-game events. Assuming you are dressed appropriately, you are always considered of higher Status than others unless they also have the Noble Blood Talent, where Status is compared as normal.", "effects": { "Noble Blood": { "name": "Noble Blood" } } }, "Public Speaker": { "name": "Public Speaker", "description": "

You are a skilled orator and know how to work large groups of people. Refer to the following table to see how many people you can now influence with your Charm Skill when Public Speaking.

\n

 

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

Talent Taken

\n
\n

Number of soldiers influenced

\n
\n

1

\n
\n

As normal × 5

\n
\n

2

\n
\n

As normal × 10

\n
\n

3

\n
\n

 As normal × 20

\n
\n

4

\n
\n

 As normal × 50

\n
\n

5

\n
\n

 As normal × 100

\n
\n

6

\n
\n

 As normal × 200

\n
\n

7

\n
\n

 As normal × 500

\n
\n

8

\n
\n

 As normal × 1000

\n
\n

9

\n
\n

 All who can hear your inspiring voice

\n
\n
" }, "Resistance (Disease)": { "name": "Resistance (Disease)", "description": "Your strong constitution allows you to more readily survive a specific threat. You may automatically pass the first Test to resist the specified threat, such as Magic, Poison, Disease, Mutation, every session. If SL is important, use your Toughness Bonus as SL for the Test.", "effects": { "Resistance (Disease)": { "name": "Resistance (Disease)" } } }, "Schemer": { "name": "Schemer", "description": "You are a master of politics and see conspiracy around every corner. Once per session, you may ask the GM one question regarding a political situation or entangled web of social connections; the GM will perform a secret Intelligence Test and provide you some observations regarding the situation based upon your SL.", "effects": { "Schemer": { "name": "Schemer" } } }, "Speedreader": { "name": "Speedreader", "description": "You read books at a voracious pace. You may reverse a failed Research Test if this will grant success. If the speed at which you read is important during combat, a successful Language Test lets you read and fully comprehend a number of pages per Round equal to your SL plus Speedreader level (minimum of 1, even if you fail the Test).", "effects": { "Speedreader": { "name": "Speedreader" } } }, "Tenacious": { "name": "Tenacious", "description": "You never give up, no matter how impossible your travails appear. You can double the length of time successful Endurance Tests allow you to endure a hardship. This includes enduring prolonged riding, exposure, rituals, and similar adversities", "effects": { "Tenacious": { "name": "Tenacious" } } }, "Tower of Memories": { "name": "Tower of Memories", "description": "

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

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

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

" }, "rczN7OLBIGNtp7nK": { "name": "Wealthy", "description": "

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

" }, "cRyTc7et7NgsdqLH": { "name": "Wealthy", "description": "

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

" }, "ejvugqpupHKycrbK": { "name": "Wealthy", "description": "

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

" }, "Cjrtj1GrhnlbzxiM": { "name": "Wealthy", "description": "

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

" }, "ezvn1XZb6AFYFYMu": { "name": "Wealthy", "description": "

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

" }, "A2uu6yVjJ2ej7Gcp": { "name": "Wealthy", "description": "

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

" }, "onmndZ2cjrK3VgGq": { "name": "Wealthy", "description": "

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

" }, "6eexiEDgrjqrEccu": { "name": "Wealthy", "description": "

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

" }, "OSqiL5pynwTYHHXg": { "name": "Wealthy", "description": "

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

" }, "Regenerate": { "name": "Regenerate", "description": "

The creature is capable of healing at an extraordinary rate, even regrowing severed parts. At the start of each round, if it has more than 0 Wounds remaining, it will automatically regenerate 1d10 Wounds. If it has 0 Wounds remaining, it will regenerate a single Wound on a 1d10 roll of 8+. If it ever rolls a 10 for regenerating, it also fully regenerates a Critical Wound, losing all penalties and Conditions associated with it. Any Critical Wounds or Wounds caused by Fire may not be regenerated and should be recorded separately.

", "effects": { "Regenerate": { "name": "Regenerate" } } }, "Rapier": { "name": "Rapier" }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Brass Penny": { "name": "Brass Penny" }, "Entertain": { "name": "Entertain", "description": "

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

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

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

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

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

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

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

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

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

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

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

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" }, "Clothing (Best Quality)": { "name": "Clothing (Best Quality)" }, "Jewellery worth no less than 150 GC": { "name": "Jewellery worth no less than 150 GC", "description": "

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

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

Contains a quill pen, inkpot, and ink blotter.

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

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

", "effects": { "Master Orator": { "name": "Master Orator" } } }, "Etiquette (Nobles)": { "name": "Etiquette (Nobles)", "description": "

You can blend in socially with the chosen group so long as you are dressed and acting appropriately. Example social groups for this Talent are: Criminals, Cultists, Guilders, Nobles, Scholars, Servants, and Soldiers. If you do not have the Talent, those with it will note your discomfort in the unfamiliar environment. This is primarily a matter for roleplaying, but may confer a bonus to Fellowship Tests at the GM’s discretion.

", "effects": { "Etiquette": { "name": "Etiquette" } } }, "bMkBTNdfhLCXzEOF": { "name": "Etiquette (Nobles)", "description": "

You can blend in socially with the chosen group so long as you are dressed and acting appropriately. Example social groups for this Talent are: Criminals, Cultists, Guilders, Nobles, Scholars, Servants, and Soldiers. If you do not have the Talent, those with it will note your discomfort in the unfamiliar environment. This is primarily a matter for roleplaying, but may confer a bonus to Fellowship Tests at the GM’s discretion.

", "effects": { "Etiquette": { "name": "Etiquette" } } }, "Etiquette (Scholars)": { "name": "Etiquette (Scholars)", "description": "

You can blend in socially with the chosen group so long as you are dressed and acting appropriately. Example social groups for this Talent are: Criminals, Cultists, Guilders, Nobles, Scholars, Servants, and Soldiers. If you do not have the Talent, those with it will note your discomfort in the unfamiliar environment. This is primarily a matter for roleplaying, but may confer a bonus to Fellowship Tests at the GM’s discretion.

", "effects": { "Etiquette": { "name": "Etiquette" } } }, "Etiquette (Soldiers)": { "name": "Etiquette (Soldiers)", "description": "

You can blend in socially with the chosen group so long as you are dressed and acting appropriately. Example social groups for this Talent are: Criminals, Cultists, Guilders, Nobles, Scholars, Servants, and Soldiers. If you do not have the Talent, those with it will note your discomfort in the unfamiliar environment. This is primarily a matter for roleplaying, but may confer a bonus to Fellowship Tests at the GM’s discretion.

", "effects": { "Etiquette": { "name": "Etiquette" } } }, "Etiquette (Servants)": { "name": "Etiquette (Servants)", "description": "

You can blend in socially with the chosen group so long as you are dressed and acting appropriately. Example social groups for this Talent are: Criminals, Cultists, Guilders, Nobles, Scholars, Servants, and Soldiers. If you do not have the Talent, those with it will note your discomfort in the unfamiliar environment. This is primarily a matter for roleplaying, but may confer a bonus to Fellowship Tests at the GM’s discretion.

", "effects": { "Etiquette": { "name": "Etiquette" } } }, "gdVDNFgJfyttmdvN": { "name": "Etiquette (Servants)", "description": "

You can blend in socially with the chosen group so long as you are dressed and acting appropriately. Example social groups for this Talent are: Criminals, Cultists, Guilders, Nobles, Scholars, Servants, and Soldiers. If you do not have the Talent, those with it will note your discomfort in the unfamiliar environment. This is primarily a matter for roleplaying, but may confer a bonus to Fellowship Tests at the GM’s discretion.

", "effects": { "Etiquette": { "name": "Etiquette" } } } } }, "Silvie Unterfaut": { "name": "Silvie Unterfaut", "items": { "Lore (Theology)": { "name": "Lore (Theology)", "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.NRfh04q1bZBIND0A caption=false]{Pray}" }, "Bless (Sigmar)": { "name": "Bless (Sigmar)", "description": "You are watched over by one of the Gods and can empower simple prayers. You can now deploy the Blessings of your deity as listed in @UUID[JournalEntry.NcH9OhleJFfaUdon]{Religion and Belief}. Under normal circumstances, you may only ever know one Divine Lore for the Bless Talent.", "effects": { "Bless": { "name": "Bless" } } }, "Etiquette (Cultists)": { "name": "Etiquette (Cultists)", "description": "

You can blend in socially with the chosen group so long as you are dressed and acting appropriately. Example social groups for this Talent are: Criminals, Cultists, Guilders, Nobles, Scholars, Servants, and Soldiers. If you do not have the Talent, those with it will note your discomfort in the unfamiliar environment. This is primarily a matter for roleplaying, but may confer a bonus to Fellowship Tests at the GM’s discretion.

", "effects": { "Etiquette": { "name": "Etiquette" } } }, "Read/Write": { "name": "Read/Write", "description": "You are one of the rare literate individuals in the Old World. You are assumed to be able to read and write (if appropriate) all of the Languages you can speak." }, "Savant (Theology)": { "name": "Savant (Theology)", "description": "You are exceptionally learned, and have a significant degree of specialized knowledge in a single field of study. You automatically know a number of pieces of correct information equal to you Savant (Lore) level about a relevant issue without having to test your Lore Skill. Testing, as always, will provide yet more information as normal as determined by the GM.", "effects": { "Savant": { "name": "Savant" } } }, "Prejudice": { "name": "Prejudice", "description": "

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

\n

 

\n

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" }, "Unarmed": { "name": "Unarmed" }, "Priestly Robes": { "name": "Priestly Robes" }, "Hammer Amulet": { "name": "Hammer Amulet" }, "Sigmarite Priest": { "name": "Sigmarite Priest", "description": "

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

" } } }, "Ottilie Grissen": { "name": "Ottilie Grissen", "items": { "Athletics": { "name": "Athletics", "description": "

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.DLrOPZtVMLgSyxaj caption=false]{Sail}" }, "Swim": { "name": "Swim", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QoWDfx8SIhpCiIX5 caption=false]{Swim}" }, "Trade (Carpenter)": { "name": "Trade (Carpenter)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.jmFSm7UvmHEq52iu caption=false]{Trade}" }, "Catfall": { "name": "Catfall", "description": "You are nimble and balanced like a cat, and are able to fall much greater distances unharmed than others might. Whenever you fall, you attempt an Athletics Test. If successful, reduce the distance fallen by 1 yard, +1 extra yard per +1 SL scored, for the purposes of calculating Damage.", "effects": { "Catfall": { "name": "Catfall" } } }, "Doomed": { "name": "Doomed", "description": "At the age of 10, a Priest of Morr called a Doomsayer took you aside to foretell your death in an incense-laden, coming-of-age ritual called the Dooming. In conjunction with your GM, come up with a suitable Dooming. Should your character die in a fashion that matches your Dooming, your next character gains a bonus of half the total XP your dead character accrued during play.

Thine own instrument carries thee off" }, "Fisherman": { "name": "Fisherman", "description": "

You are a very capable fisherman and know all the best ways to land fish yourself and a number of others equal to your level in Fisherman, assuming you choose to spend at least an hour or so with a line and bait. You may secure more fish in addition to this using the normal rules for foraging

", "effects": { "Fisherman": { "name": "Fisherman" } } }, "Orientation": { "name": "Orientation", "description": "You have an instinctual feel for direction. You automatically know which direction is north with a glimpse at the stars, trees, or whatever other signs you are familiar with.", "effects": { "Orientation": { "name": "Orientation" } } }, "Resistance (Disease)": { "name": "Resistance (Disease)", "description": "Your strong constitution allows you to more readily survive a specific threat. You may automatically pass the first Test to resist the specified threat, such as Magic, Poison, Disease, Mutation, every session. If SL is important, use your Toughness Bonus as SL for the Test.", "effects": { "Resistance (Disease)": { "name": "Resistance (Disease)" } } }, "River Guide": { "name": "River Guide", "description": "

You know all the tricks for navigating dangerous rivers. You don’t need to Test for passing through dangerous stretches of water until the Difficulty for doing so is –10 or lower — you automatically pass all Tests easier than this. Further, if you have the appropriate Lore (Local) Skill, you need never Test for navigating dangerous waters — you are assumed to know the route through.

", "effects": { "River Guide": { "name": "River Guide" } } }, "Strong Legs": { "name": "Strong Legs", "description": "You have strong legs able to carry you great distances when you jump. Add your Strong Legs level to your SL in any Athletics Tests involving Leaping", "effects": { "Strong Legs": { "name": "Strong Legs" } } }, "Strong Swimmer": { "name": "Strong Swimmer", "description": "You are an especially strong swimmer and used to holding your breath for a long time underwater. Gain a bonus of your level in Strong Swimmer to your Toughness Bonus for the purposes of holding your breath. Drowning and Suffocation", "effects": { "Strong Swimmer": { "name": "Strong Swimmer" } } }, "Super Numerate": { "name": "Super Numerate", "description": "

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

", "effects": { "Super Numerate": { "name": "Super Numerate" } } }, "Cloak": { "name": "Cloak", "description": "

Protects wearer against the elements. 

" }, "Clothing": { "name": "Clothing" }, "Sword": { "name": "Sword" }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Brass Penny": { "name": "Brass Penny" }, "Entertain": { "name": "Entertain", "description": "

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

" }, "Pouch": { "name": "Pouch" }, "3dQfkk9VF6OPzOnF": { "name": "Gold Crown" }, "SBAsuuqk4eWuxxP1": { "name": "Silver Shilling" }, "Sling Bag": { "name": "Sling Bag", "description": "

Counts as ‘worn’ when slung over your shoulder.

" }, "Flask of Spirits": { "name": "Flask of Spirits" }, "Bow": { "name": "Bow" }, "Arrow": { "name": "Arrow", "description": "

" } } }, "Borys Zielin": { "name": "Borys Zielin", "items": { "Regimental Banner": { "name": "Regimental Banner" }, "Athletics": { "name": "Athletics", "description": "

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

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

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

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

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

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

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

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

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

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

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

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

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.EWHNXyzDLPBpoVxK caption=false]{Track}" }, "Doomed": { "name": "Doomed", "description": "At the age of 10, a Priest of Morr called a Doomsayer took you aside to foretell your death in an incense-laden, coming-of-age ritual called the Dooming. In conjunction with your GM, come up with a suitable Dooming. Should your character die in a fashion that matches your Dooming, your next character gains a bonus of half the total XP your dead character accrued during play.

A second blast and a vertiginous fate" }, "Acute Sense (Sight)": { "name": "Acute Sense (Sight)", "description": "

One of your primary five senses is highly developed, allowing you to spot what others miss. You may take Perception Tests to detect normally imperceptible details with the associated sense, as dictated by the GM. This could include: seeing an eagle beyond everyone else's eyeshot, smelling an almost odorless poison, hearing the breath of an unmoving mouse within a wall, feeling a worn away letter in a carving, or tasting that two beers from the same brewer have been drawn from two different barrels.

" }, "Inspiring": { "name": "Inspiring", "description": "

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

\n

 

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

Talent Taken

\n
\n

Number of soldiers influenced

\n
\n

1

\n
\n

As normal × 5

\n
\n

2

\n
\n

As normal × 10

\n
\n

3

\n
\n

 As normal × 20

\n
\n

4

\n
\n

 As normal × 50

\n
\n

5

\n
\n

 As normal × 100

\n
\n

6

\n
\n

 As normal × 200

\n
\n

7

\n
\n

 As normal × 500

\n
\n

8

\n
\n

 As normal × 1000

\n
\n

9

\n
\n

 All who can hear your inspiring voice

\n
\n
", "effects": { "Inspiring": { "name": "Inspiring" } } }, "Strider (Highlands)": { "name": "Strider (Highlands)", "description": "You are experienced in traversing difficult ground. You ignore all movement penalties when crossing over or through a specified terrain. Typical specialties include: Coastal, Deserts, Marshes, Rocky, Tundra, Woodlands.", "effects": { "Strider": { "name": "Strider" } } }, "Night Vision": { "name": "Night Vision", "description": "

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

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

Protects wearer against the elements. 

" }, "Uniform": { "name": "Uniform" }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Brass Penny": { "name": "Brass Penny" }, "Entertain": { "name": "Entertain", "description": "

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.HSoeyY2cbQAndBFk]{Scout}

" }, "Halberd": { "name": "Halberd" }, "Mail Shirt": { "name": "Mail Shirt" }, "Grey Surcoat": { "name": "Grey Surcoat", "description": "

Protects wearer against the elements and extreme cold; without a good coat or similar, you will receive penalties to resist Cold Exposure

" }, "Rope": { "name": "Rope" }, "Maps": { "name": "Maps" }, "Arrow": { "name": "Arrow", "description": "

" } }, "effects": { "Encumbrance 1": { "name": "Encumbrance 1" } } }, "Thirteen": { "name": "Thirteen", "items": { "Bad Attitude": { "name": "Bad Attitude" }, "Consume Alcohol": { "name": "Consume Alcohol", "description": "

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

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

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

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

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

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

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

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

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

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

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

You are either brave enough or crazy enough that fear of certain enemies has become a distant memory. With a single Average (+20) Cool Test, you may ignore any Intimidate, Fear, or Terror effects from the specified enemy when encountered. Typical enemies include Beastmen, Greenskins, Outlaws, Vampires, Watchmen, and Witches.

", "effects": { "Fearless": { "name": "Fearless" } } }, "Frenzy": { "name": "Frenzy", "description": "

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

\n

While subject to Frenzy you are immune to all other psychology, and will not flee or retreat for any reason; indeed you must always move at full rate towards the closest enemy you can see in order to attack. Generally, the only Action you may take is a Weapon Skill Test or an Athletics Test to reach an enemy more quickly. Further, you may take a Free Action Melee Test each Round as you are throwing everything you have into your attacks. Lastly, you gain a bonus of +1 Strength Bonus, such is your ferocity. You remain in Frenzy until all enemies in your line of sight are pacified, or you receive the @Condition[Stunned] or @Condition[Unconscious] condition. After your Frenzy is over you immediately receive a @Condition[Fatigued] condition.

", "effects": { "Frenzy": { "name": "Frenzy" } } }, "Read/Write": { "name": "Read/Write", "description": "You are one of the rare literate individuals in the Old World. You are assumed to be able to read and write (if appropriate) all of the Languages you can speak." }, "Resolute": { "name": "Resolute", "description": "You launch into attacks with grim determination. Add your level of Resolute to your Strength Bonus when you Charge.", "effects": { "Resolute": { "name": "Resolute" } } }, "Slayer": { "name": "Slayer", "description": "

When determining Damage use your opponent’s Toughness Bonus as your Strength Bonus if it is higher; always determine this before any other rules modify your Strength or Strength Bonus. Further, if your target is larger than you, and your score a Critical, multiply all melee Damage you cause by the number of steps larger your target is (so, 2 steps = ×2, 3 steps = ×3, and so on); this multiplication is calculated after all modifiers are applied. See Size.

", "effects": { "Slayer": { "name": "Slayer" } } }, "Sturdy": { "name": "Sturdy", "description": "You have a brawny physique, or are very used to carrying things. Increase the number of Encumbrance Points you can carry by your Sturdy level x 2", "effects": { "Sturdy": { "name": "Sturdy" } } }, "Hatred": { "name": "Hatred", "description": "

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

", "effects": { "Hatred": { "name": "Hatred" } } }, "Night Vision": { "name": "Night Vision", "description": "

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

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

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

\n

 

\n

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

" }, "Flask of Spirits": { "name": "Flask of Spirits" }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Brass Penny": { "name": "Brass Penny" }, "Entertain": { "name": "Entertain", "description": "

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.5leTOZ6Wj35bS1IV]{Slayer}

" }, "Wicked Axe": { "name": "Wicked Axe" }, "Elaborate Tattoos": { "name": "Elaborate Tattoos" }, "Magic Resistance": { "name": "Magic Resistance", "description": "

You are resistant to magic. The SL of any spell affecting you is reduced by 2 per point you have in this Talent. The SL of a spell is only modified by the highest Magic Resistance Talent within its target area. Further, you may never learn the Arcane Magic, Bless, Invoke, Petty Magic, or Witch! Talents.

", "effects": { "Magic Resistance": { "name": "Magic Resistance" } } } } }, "Olaf Sievers": { "name": "Olaf Sievers", "items": { "Athletics": { "name": "Athletics", "description": "

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

", "effects": { "Combat Aware": { "name": "Combat Aware" } } }, "Doomed": { "name": "Doomed", "description": "At the age of 10, a Priest of Morr called a Doomsayer took you aside to foretell your death in an incense-laden, coming-of-age ritual called the Dooming. In conjunction with your GM, come up with a suitable Dooming. Should your character die in a fashion that matches your Dooming, your next character gains a bonus of half the total XP your dead character accrued during play.

Seekest thou not what others have forgot" }, "Etiquette (Soldiers)": { "name": "Etiquette (Soldiers)", "description": "

You can blend in socially with the chosen group so long as you are dressed and acting appropriately. Example social groups for this Talent are: Criminals, Cultists, Guilders, Nobles, Scholars, Servants, and Soldiers. If you do not have the Talent, those with it will note your discomfort in the unfamiliar environment. This is primarily a matter for roleplaying, but may confer a bonus to Fellowship Tests at the GM’s discretion.

", "effects": { "Etiquette": { "name": "Etiquette" } } }, "War Leader": { "name": "War Leader", "description": "

Your stern gaze and inspiring words motivate your soldiers to fight on to the end. All subordinates able to see you may add your level in War Leader to their SL in one Willpower Test per Round. This bonus does not stack.

", "effects": { "War Leader": { "name": "War Leader" } } }, "Sword": { "name": "Sword" }, "Bow": { "name": "Bow" }, "Halberd": { "name": "Halberd" }, "Uniform": { "name": "Uniform" }, "Cloak": { "name": "Cloak", "description": "

Protects wearer against the elements. 

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

", "effects": { "Stout-hearted": { "name": "Stout-hearted" } } }, "Officer": { "name": "Officer", "description": "

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

" }, "Grey Surcoat": { "name": "Grey Surcoat", "description": "

Protects wearer against the elements and extreme cold; without a good coat or similar, you will receive penalties to resist Cold Exposure

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

" }, "Mail Shirt": { "name": "Mail Shirt" } } }, "Yorri XV": { "name": "Yorri XV", "items": { "The Jade Griffon": { "name": "The Jade Griffon", "description": "

This amulet is a wide carving of deep-green stone affixed to the Grand Theogonist’s breastplate. It is reputed to have been blessed by Magnus the Pious, and grants its wearer the @UUID[Compendium.wfrp4e-core.items.SfUUdOGjdYpr3KSR]{Regenerate} Creature Trait.

" }, "Staff of Command": { "name": "Staff of Command", "effects": { "Blessing of Might": { "name": "Blessing of Might", "changes": { "system.characteristics.s.modifier": 10 } } } }, "Athletics": { "name": "Athletics", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}

" }, "Art (Writing)": { "name": "Art (Writing)", "description": "

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.NRfh04q1bZBIND0A caption=false]{Pray}" }, "Research": { "name": "Research", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Nv0jexKy05qTOnuN caption=false]{Research}" }, "Bless (Sigmar)": { "name": "Bless (Sigmar)", "description": "You are watched over by one of the Gods and can empower simple prayers. You can now deploy the Blessings of your deity as listed in @UUID[JournalEntry.NcH9OhleJFfaUdon]{Religion and Belief}. Under normal circumstances, you may only ever know one Divine Lore for the Bless Talent.", "effects": { "Bless": { "name": "Bless" } } }, "Bookish": { "name": "Bookish", "description": "You are as at home in a library as a seaman at sea or a farmer a-farming. When using Research, you may reverse the dice of any failed Test if this will score a success.", "effects": { "Bookish": { "name": "Bookish" } } }, "Doomed": { "name": "Doomed", "description": "At the age of 10, a Priest of Morr called a Doomsayer took you aside to foretell your death in an incense-laden, coming-of-age ritual called the Dooming. In conjunction with your GM, come up with a suitable Dooming. Should your character die in a fashion that matches your Dooming, your next character gains a bonus of half the total XP your dead character accrued during play.

Sigmar harried exalted entity, raging arcane riotous gigantic entity, traitors repetitive utterances" }, "Holy Visions": { "name": "Holy Visions", "description": "You clearly see the great works of the Gods all around you. You automatically know when you enter Holy Ground, and may take an Intuition Test to receive visions (often obscure, and seen through the paradigm of your cult or individual belief-system) regarding the local area if significant events have occurred there in the past.", "effects": { "Holy Visions": { "name": "Holy Visions" } } }, "Impassioned Zeal": { "name": "Impassioned Zeal", "description": "

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

", "effects": { "Impassioned Zeal": { "name": "Impassioned Zeal" } } }, "Inspiring": { "name": "Inspiring", "description": "

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

\n

 

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

Talent Taken

\n
\n

Number of soldiers influenced

\n
\n

1

\n
\n

As normal × 5

\n
\n

2

\n
\n

As normal × 10

\n
\n

3

\n
\n

 As normal × 20

\n
\n

4

\n
\n

 As normal × 50

\n
\n

5

\n
\n

 As normal × 100

\n
\n

6

\n
\n

 As normal × 200

\n
\n

7

\n
\n

 As normal × 500

\n
\n

8

\n
\n

 As normal × 1000

\n
\n

9

\n
\n

 All who can hear your inspiring voice

\n
\n
", "effects": { "Inspiring": { "name": "Inspiring" } } }, "Invoke (Sigmar)": { "name": "Invoke (Sigmar)", "description": "

You are blessed by one of the Gods and can empower one of your Cult’s Miracles. Further, you may purchase extra miracles for 100 XP per miracle you currently know. So, if you already know 3 miracles, your next miracle costs 300 XP to purchase. Full rules for learning new miracles are provided in @UUID[JournalEntry.NcH9OhleJFfaUdon]{Religion and Belief}. Under normal circumstances, you may not learn more than one Invoke (Divine Lore) Talent. Further, @UUID[Compendium.wfrp4e-core.items.mdPGZsn2396dEpOf]{Petty Magic} or @UUID[Compendium.wfrp4e-core.items.3O9clK7LGyuLTHPW]{Arcane Magic} Talents when you have the Invoke Talent. You can unlearn this Talent for 100 XP, but will lose all of your miracles if you do so, and will also garner the extreme disfavor of your God, with effects determined by your GM

" }, "Read/Write": { "name": "Read/Write", "description": "You are one of the rare literate individuals in the Old World. You are assumed to be able to read and write (if appropriate) all of the Languages you can speak." }, "Savant (Theology)": { "name": "Savant (Theology)", "description": "You are exceptionally learned, and have a significant degree of specialized knowledge in a single field of study. You automatically know a number of pieces of correct information equal to you Savant (Lore) level about a relevant issue without having to test your Lore Skill. Testing, as always, will provide yet more information as normal as determined by the GM.", "effects": { "Savant": { "name": "Savant" } } }, "Regenerate": { "name": "Regenerate", "description": "

The creature is capable of healing at an extraordinary rate, even regrowing severed parts. At the start of each round, if it has more than 0 Wounds remaining, it will automatically regenerate 1d10 Wounds. If it has 0 Wounds remaining, it will regenerate a single Wound on a 1d10 roll of 8+. If it ever rolls a 10 for regenerating, it also fully regenerates a Critical Wound, losing all penalties and Conditions associated with it. Any Critical Wounds or Wounds caused by Fire may not be regenerated and should be recorded separately.

", "effects": { "Regenerate": { "name": "Regenerate" } } }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Brass Penny": { "name": "Brass Penny" }, "Entertain": { "name": "Entertain", "description": "

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

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

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

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

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

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

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

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

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

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

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

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

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

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" }, "Strong-minded": { "name": "Strong-minded", "description": "You are the epitome of determination and resolve. Add your level in Strong Minded to your maximum Resolve pool." }, "Stout-hearted": { "name": "Stout-hearted", "description": "

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

", "effects": { "Stout-hearted": { "name": "Stout-hearted" } } }, "Warhammer": { "name": "Warhammer" }, "Plate Bracers": { "name": "Plate Bracers" }, "Plate Breastplate": { "name": "Plate Breastplate" }, "Plate Helm": { "name": "Plate Helm", "effects": { "Plate Helm": { "name": "Plate Helm" } } }, "Plate Leggings": { "name": "Plate Leggings", "effects": { "Plate Leggings": { "name": "Plate Leggings" } } }, "Mail Coat": { "name": "Mail Coat" }, "Mail Coif": { "name": "Mail Coif", "effects": { "Mail Coif": { "name": "Mail Coif" } } }, "Mail Chausses": { "name": "Mail Chausses" } }, "effects": { "Encumbrance 1": { "name": "Encumbrance 1" } } }, "Hexwraith": { "name": "Hexwraith", "description": "

Hexwraiths are powerful Undead warriors, similar to @UUID[Compendium.wfrp4e-core.actors.hMbcLVjk7eUdxtqC]{Cairn Wraiths} but bound to the service of a master rather than to a place of burial. On the battlefield, they often ride skeletal mounts that can pass through solid walls along with their riders, but those entering the library with @UUID[.r4AUsjsfOL9HW8lO]{Gräber} are unmounted. Their fondness for great, two-handed scythes has earned them the nickname ‘Reaper Knights’. It is said that the Necrarch Vampires were the first to bind Hexwraiths to their service, and these foul creatures have been seen in the service of the Vampire Counts of Sylvania — and, less often, following mortal necromancers — since before the time of Sigmar.

", "items": { "Champion": { "name": "Champion", "description": "

The creature is an extraordinarily skilled warrior. If it wins an Opposed Test when defending in melee combat, it can cause Damage just as if it was the attacker.

", "effects": { "Champion": { "name": "Champion" } } }, "Chill Grasp": { "name": "Chill Grasp", "description": "

The creature’s touch chills its enemy’s souls. For the cost of 2 Advantage and its Action, it can attempt an Opposed Weapon Skill/Melee or Dodge Test. If it wins, its target loses 1d10 + SL Wounds with no modification for Toughness Bonus or Armor Points. This attack is Magical.

", "effects": { "Chill Grasp": { "name": "Chill Grasp" } } }, "Dark Vision": { "name": "Dark Vision", "description": "

The creature can see in the dark as daylight.

" }, "Ethereal": { "name": "Ethereal", "description": "

The creature’s form is insubstantial, allowing it to pass through solid objects. It can only be harmed by Magical attacks.

", "effects": { "Ethereal": { "name": "Ethereal" } } }, "Magical": { "name": "Magical", "description": "

The creature is wreathed in magic. All its attacks count as Magical, meaning it can harm creatures only susceptible to magical attacks.

", "effects": { "Magical": { "name": "Magical" } } }, "Terror": { "name": "Terror", "description": "

Some creatures are so profoundly unsettling as to provoke a dire, bone-chilling terror in their foes. When you first encounter a creature causing Terror, make a Cool Test. If you pass, you suffer no further effects of Terror; if you fail, you receive a number of Broken conditions equal to the creature’s Terror Rating, plus the number of SL below 0.

\n

After resolving the Psychology Test, the creature causes @UUID[Compendium.wfrp4e-core.items.pTorrE0l3VybAbtn]{Fear}, with a Fear Rating equal to its Terror Rating.

", "effects": { "Terror": { "name": "Terror" } } }, "Undead": { "name": "Undead", "description": "

The Undead are neither living, nor dead, meaning they are not reliant on the usual prerequisites for life: air, food, water… This Trait most commonly come into use when spells, miracles, or other abilities affect Undead only.

UNQUIET DEAD

Any Undead creature with the Construct trait is magically bound together with sinews of dark magics. They are either mindless automatons reanimated by a necromancer, or those who came to unlife in a place where Shyish, the magical wind of death, or Dhar, vile black magic, gathers and stagnates, twisting death into something new.

" }, "Unstable": { "name": "Unstable", "description": "

The creature’s corpus is maintained by foul magics that are inherently unstable in the material realm.

\n

Whenever it ends a round engaged with any opponent with higher Advantage, the creature is driven back, and the magics holding it together weaken. It loses as many Wounds as the difference between its Advantage, and the highest Advantage engaged with it.

\n

So, if the creature had 1 Advantage, and its opponent had 3, the creature would lose 2 Wounds. If the creature ever reach 0 Wounds, the magics holding it in place collapse, and it ‘dies’.

", "effects": { "Unstable": { "name": "Unstable" } } }, "Weapon": { "name": "Weapon", "description": "

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

" }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Brass Penny": { "name": "Brass Penny" } } }, "Rauf Wasserburg": { "name": "Rauf Wasserburg", "items": { "Athletics": { "name": "Athletics", "description": "

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.NRfh04q1bZBIND0A caption=false]{Pray}" }, "Ranged (Crossbow)": { "name": "Ranged (Crossbow)", "description": "

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

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

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

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

\n

 

", "effects": { "Blather": { "name": "Blather" } } }, "Bless (Sigmar)": { "name": "Bless (Sigmar)", "description": "You are watched over by one of the Gods and can empower simple prayers. You can now deploy the Blessings of your deity as listed in @UUID[JournalEntry.NcH9OhleJFfaUdon]{Religion and Belief}. Under normal circumstances, you may only ever know one Divine Lore for the Bless Talent.", "effects": { "Bless": { "name": "Bless" } } }, "Carouser": { "name": "Carouser", "description": "You are a seasoned drinker and know how to party hard. You may reverse the dice of any failed Consume Alcohol Test if this will score a Success.", "effects": { "Carouser": { "name": "Carouser" } } }, "Combat Reflexes": { "name": "Combat Reflexes", "description": "

You react like a flash of lightning. Add 10 to your Initiative for each level in this Talent when determining Combat Initiative.

", "effects": { "Combat Reflexes": { "name": "Combat Reflexes" } } }, "Disarm": { "name": "Disarm", "description": "

You are able to disarm an opponent with a careful flick of the wrist or a well-aimed blow to the hand. For your Action, you may attempt an Opposed Melee/Melee test. If you win, your opponent loses a held weapon, which flies 1d10 feet in a random direction (with further effects as determined by the GM). If you win by 2 SL, you can determine how far the weapon is flung instead of rolling randomly; if you win by 4 SL, you can also choose the direction the weapon goes in; if you win by 6 SL or more, you can take your opponent’s weapon if you have a free hand, plucking it from the air with a flourish. Tis Talent is of no use if your opponent has no weapon, or is a larger Size than you.

", "effects": { "Disarm": { "name": "Disarm" } } }, "Doomed": { "name": "Doomed", "description": "At the age of 10, a Priest of Morr called a Doomsayer took you aside to foretell your death in an incense-laden, coming-of-age ritual called the Dooming. In conjunction with your GM, come up with a suitable Dooming. Should your character die in a fashion that matches your Dooming, your next character gains a bonus of half the total XP your dead character accrued during play.

So here every evil rogue accumulates, reaving god, eventually treasure rustlers undo" }, "Furious Assault": { "name": "Furious Assault", "description": "Your blows follow one another in quick succession, raining down on your opponents with the fury of Ulric. Once per Round, if you hit an opponent in close combat, you may immediately spend an Advantage or your Move to make an extra attack (assuming you have your Move remaining).", "effects": { "Furious Assault": { "name": "Furious Assault" } } }, "Gregarious": { "name": "Gregarious", "description": "You just like talking to other folk and it seems they like talking to you. You may reverse any failed Gossip Test if this allows the Test to succeed.", "effects": { "Gregarious": { "name": "Gregarious" } } }, "Hardy": { "name": "Hardy", "description": "You gain a permanent addition to your Wounds, equal to your Toughness Bonus. If your Toughness Bonus should increase, then the number of Wounds Hardy provides also increases.", "effects": { "Hardy": { "name": "Hardy" } } }, "Holy Visions": { "name": "Holy Visions", "description": "You clearly see the great works of the Gods all around you. You automatically know when you enter Holy Ground, and may take an Intuition Test to receive visions (often obscure, and seen through the paradigm of your cult or individual belief-system) regarding the local area if significant events have occurred there in the past.", "effects": { "Holy Visions": { "name": "Holy Visions" } } }, "Invoke (Sigmar)": { "name": "Invoke (Sigmar)", "description": "

You are blessed by one of the Gods and can empower one of your Cult’s Miracles. Further, you may purchase extra miracles for 100 XP per miracle you currently know. So, if you already know 3 miracles, your next miracle costs 300 XP to purchase. Full rules for learning new miracles are provided in @UUID[JournalEntry.NcH9OhleJFfaUdon]{Religion and Belief}. Under normal circumstances, you may not learn more than one Invoke (Divine Lore) Talent. Further, @UUID[Compendium.wfrp4e-core.items.mdPGZsn2396dEpOf]{Petty Magic} or @UUID[Compendium.wfrp4e-core.items.3O9clK7LGyuLTHPW]{Arcane Magic} Talents when you have the Invoke Talent. You can unlearn this Talent for 100 XP, but will lose all of your miracles if you do so, and will also garner the extreme disfavor of your God, with effects determined by your GM

" }, "Lightning Reflexes": { "name": "Lightning Reflexes", "description": "You gain a permanent +5 bonus to your starting Agility Characteristic (this does not count towards your Advances).", "effects": { "Lightning Reflexes": { "name": "Lightning Reflexes", "changes": { "system.characteristics.ag.initial": 5 } } } }, "Shadow": { "name": "Shadow", "description": "

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

", "effects": { "Shadow": { "name": "Shadow" } } }, "Sixth Sense": { "name": "Sixth Sense", "description": "You get a strange feeling when you are threatened, and can react accordingly. The GM may warn you if you are walking into danger; this will normally come after a secret Intuition Test on your behalf. Further, you may ignore Surprise if you pass an Intuition Test", "effects": { "Sixth Sense": { "name": "Sixth Sense" } } }, "Strike to Stun": { "name": "Strike to Stun", "description": "

You know where to hit an opponent to bring him down fast. You ignore the ‘Called Shot’ penalty to strike the Head Hit Location when using a melee weapon with the Pummel Quality. Further, you count all improvised weapons as having the Pummel Quality

", "effects": { "Strike to Stun": { "name": "Strike to Stun" } } }, "Robes": { "name": "Robes" }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Brass Penny": { "name": "Brass Penny" }, "Entertain": { "name": "Entertain", "description": "

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

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

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

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

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

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

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

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

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

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

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" }, "Read/Write": { "name": "Read/Write", "description": "You are one of the rare literate individuals in the Old World. You are assumed to be able to read and write (if appropriate) all of the Languages you can speak." }, "Heavy Crossbow": { "name": "Heavy Crossbow" }, "Bolt": { "name": "Bolt" }, "Maul": { "name": "Maul" }, "Amulet of a Golden Hammer": { "name": "Amulet of a Golden Hammer" }, "Assassin": { "name": "Assassin", "description": "

@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.cXOl6phkTrPcUmwC]{Protagonist}

" }, "Blessing of Battle": { "name": "Blessing of Battle", "description": "

Your target gains +10 WS.

", "effects": { "Blessing of Battle": { "name": "Blessing of Battle", "changes": { "system.characteristics.ws.modifier": 10 } } } }, "Blessing of Courage": { "name": "Blessing of Courage", "description": "

Your target gains +10 Willpower.

", "effects": { "Blessing of Courage": { "name": "Blessing of Courage", "changes": { "system.characteristics.wp.modifier": 10, "system.characteristics.wp.calculationBonusModifier": -1 } } } }, "Blessing of Might": { "name": "Blessing of Might", "description": "

Your target gains +10 Strength.

", "effects": { "Blessing of Might": { "name": "Blessing of Might", "changes": { "system.characteristics.s.modifier": 10, "system.characteristics.s.calculationBonusModifier": -1 } } } }, "Blessing of Tenacity": { "name": "Blessing of Tenacity", "description": "

Your target may remove 1 condition.

", "effects": { "Blessing of Tenacity": { "name": "Blessing of Tenacity" } } }, "Heed Not the Witch": { "name": "Heed Not the Witch", "description": "

You call on Sigmar to protect those close to you from the fell influence of Chaos. Any spells that target anyone or anywhere within Fellowship Bonus yards suffer a penalty of –20 to Language (Magick) Tests, in addition to any other penalties. For every +2 SL, you may increase the area of effect by your Fellowship Bonus in yards.

", "effects": { "Heed Not the Witch": { "name": "Heed Not the Witch" } } }, "Twin-tailed Comet": { "name": "Twin-tailed Comet", "description": "

You invoke litanies to Sigmar, calling on him to smite his foes. A twin-tailed comet, blazing a trail of fire in its wake, plummets from the heavens to strike a point within Line of Sight and range. Everything within Fellowship Bonus yards of the point of impact suffers 1d10 + SL Damage, ignoring Toughness Bonus and Armor Points, and gains the @Condition[Ablaze] condition. The target location must be outdoors, and may only target those Sigmar would deem an enemy.

", "effects": { "Twin-tailed Comet": { "name": "Twin-tailed Comet" } } }, "Soulfire": { "name": "Soulfire", "description": "

You call the power of Sigmar to smite the enemies of the Empire. A holy fire explodes from your body blasting outwards for Fellowship Bonus yards. All targets within range take 1d10 Wounds ignoring Toughness Bonus and APs. Targets with the Undead and Daemon Creature Traits also gain the Ablaze Condition. For every +2 SL, you may increase the area of effect by +Fellowship Bonus yards, or cause an extra +2 Damage to any Greenskins, Undead, or servants of the Ruinous Powers affected.

", "effects": { "Soulfire": { "name": "Soulfire" } } }, "Sigmar's Fiery Hammer": { "name": "Sigmar's Fiery Hammer", "description": "

You chant benedictions of Sigmar’s might. If wielding a warhammer, it counts as Magical, deals +Fellowship Bonus Damage, and any target struck receives the @Condition[Ablaze] and @Condition[Prone] Conditions.

", "effects": { "Sigmar's Fiery Hammer": { "name": "Sigmar's Fiery Hammer" } } } } }, "Eduard von Tunz": { "name": "Eduard von Tunz", "items": { "Athletics": { "name": "Athletics", "description": "

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.NRfh04q1bZBIND0A caption=false]{Pray}" }, "Stealth (Rural)": { "name": "Stealth (Rural)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" }, "Bless (Sigmar)": { "name": "Bless (Sigmar)", "description": "You are watched over by one of the Gods and can empower simple prayers. You can now deploy the Blessings of your deity as listed in @UUID[JournalEntry.NcH9OhleJFfaUdon]{Religion and Belief}. Under normal circumstances, you may only ever know one Divine Lore for the Bless Talent.", "effects": { "Bless": { "name": "Bless" } } }, "Doomed": { "name": "Doomed", "description": "At the age of 10, a Priest of Morr called a Doomsayer took you aside to foretell your death in an incense-laden, coming-of-age ritual called the Dooming. In conjunction with your GM, come up with a suitable Dooming. Should your character die in a fashion that matches your Dooming, your next character gains a bonus of half the total XP your dead character accrued during play.

Doubt sows a seed, the child of Krakenrok reaps the harvest" }, "Etiquette (Cultists)": { "name": "Etiquette (Cultists)", "description": "

You can blend in socially with the chosen group so long as you are dressed and acting appropriately. Example social groups for this Talent are: Criminals, Cultists, Guilders, Nobles, Scholars, Servants, and Soldiers. If you do not have the Talent, those with it will note your discomfort in the unfamiliar environment. This is primarily a matter for roleplaying, but may confer a bonus to Fellowship Tests at the GM’s discretion.

", "effects": { "Etiquette": { "name": "Etiquette" } } }, "Holy Hatred": { "name": "Holy Hatred", "description": "Your prayers drip with the hatred you feel for your blasphemous enemies. You deal +1 Damage with Miracles for each level in this Talent.", "effects": { "Holy Hatred": { "name": "Holy Hatred" } } }, "Inspiring": { "name": "Inspiring", "description": "

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

\n

 

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

Talent Taken

\n
\n

Number of soldiers influenced

\n
\n

1

\n
\n

As normal × 5

\n
\n

2

\n
\n

As normal × 10

\n
\n

3

\n
\n

 As normal × 20

\n
\n

4

\n
\n

 As normal × 50

\n
\n

5

\n
\n

 As normal × 100

\n
\n

6

\n
\n

 As normal × 200

\n
\n

7

\n
\n

 As normal × 500

\n
\n

8

\n
\n

 As normal × 1000

\n
\n

9

\n
\n

 All who can hear your inspiring voice

\n
\n
", "effects": { "Inspiring": { "name": "Inspiring" } } }, "Invoke (Sigmar)": { "name": "Invoke (Sigmar)", "description": "

You are blessed by one of the Gods and can empower one of your Cult’s Miracles. Further, you may purchase extra miracles for 100 XP per miracle you currently know. So, if you already know 3 miracles, your next miracle costs 300 XP to purchase. Full rules for learning new miracles are provided in @UUID[JournalEntry.NcH9OhleJFfaUdon]{Religion and Belief}. Under normal circumstances, you may not learn more than one Invoke (Divine Lore) Talent. Further, @UUID[Compendium.wfrp4e-core.items.mdPGZsn2396dEpOf]{Petty Magic} or @UUID[Compendium.wfrp4e-core.items.3O9clK7LGyuLTHPW]{Arcane Magic} Talents when you have the Invoke Talent. You can unlearn this Talent for 100 XP, but will lose all of your miracles if you do so, and will also garner the extreme disfavor of your God, with effects determined by your GM

" }, "Read/Write": { "name": "Read/Write", "description": "You are one of the rare literate individuals in the Old World. You are assumed to be able to read and write (if appropriate) all of the Languages you can speak." }, "Rover": { "name": "Rover", "description": "You are at home roaming the wild places. When using Stealth in a rural environment, bystanders do not get passive Perception Tests to detect you; they can only spot you if they are specifically on look-out, or watching for hidden spies.", "effects": { "Rover": { "name": "Rover" } } }, "Warhammer": { "name": "Warhammer" }, "Cloak": { "name": "Cloak", "description": "

Protects wearer against the elements. 

" }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Brass Penny": { "name": "Brass Penny" }, "Entertain (Speeches)": { "name": "Entertain (Speeches)", "description": "

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

" }, "Plate Breastplate": { "name": "Plate Breastplate" }, "Prayer Book": { "name": "Prayer Book", "description": "

Religions books come in all forms in the Empire, a realm renowned for its religious observances. There is an eager market for the most popular texts, most of which are cheaply produced by printing presses.

" }, "Symbol of Sigmar": { "name": "Symbol of Sigmar" } } }, "Harpy": { "name": "Harpy", "items": { "Dodge": { "name": "Dodge", "description": "

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

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

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

", "effects": { "Infected": { "name": "Infected" } } }, "Skittish": { "name": "Skittish", "description": "

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

" }, "Weapon (Claws)": { "name": "Weapon (Claws)", "description": "

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

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

The creature is at home in the forests. In the woodlands, it adds its Agility Bonus to the SL of all Climb and Stealth Tests.

", "effects": { "Arboreal": { "name": "Arboreal" } } }, "Flight": { "name": "Flight", "description": "

As the creature’s Move, it can fly up to Rating yards. When flying, it ignores all intervening terrain, obstacles, or characters. At the end of the move, it decides whether it has landed or is still flying. It can use this move to Charge. If it starts its turn flying, it must choose to Fly for its Move. If it cannot do this, the GM decides how far the creature falls.

\n

When targeting it, measure horizontal distance as normal, then increase range by 1 step. So, a Long Range shot would become Extreme Range, and if it was at Extreme Range it could not be shot at all.

\n

When flying, it suffers a penalty of –20 to all ranged combat attempts as it swoops and wheels in the sky

", "effects": { "Flying": { "name": "Flying" } } }, "Athletics": { "name": "Athletics", "description": "

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

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" }, "Sword": { "name": "Sword" }, "Endurance": { "name": "Endurance", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" }, "Intuition": { "name": "Intuition", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" }, "Lore (Theology)": { "name": "Lore (Theology)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" }, "Melee (Basic)": { "name": "Melee (Basic)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Perception": { "name": "Perception", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" }, "Pray": { "name": "Pray", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.NRfh04q1bZBIND0A caption=false]{Pray}" }, "Research": { "name": "Research", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Nv0jexKy05qTOnuN caption=false]{Research}" }, "Doomed": { "name": "Doomed", "description": "

Thou Art Thy Brother’s Keeper

\n

At the age of 10, a Priest of Morr called a Doomsayer took you aside to foretell your death in an incense-laden, coming-of-age ritual called the Dooming. In conjunction with your GM, come up with a suitable Dooming. Should your character die in a fashion that matches your Dooming, your next character gains a bonus of half the total XP your dead character accrued during play.

" }, "Read/Write": { "name": "Read/Write", "description": "You are one of the rare literate individuals in the Old World. You are assumed to be able to read and write (if appropriate) all of the Languages you can speak." }, "Prejudice": { "name": "Prejudice", "description": "

You really dislike the Target, which is normally a group of people or creatures such as ‘Ostlanders’, ‘Elves’, or ‘Wizards’. You must attempt a Psychology Test whenever you encounter the group against which you are prejudiced. If you pass, you may frown a lot, but will otherwise act normally, only suffering a penalty of –10 to all Fellowship Tests towards that group. Should you fail you are subject to Prejudice. At the end of every subsequent Round, you may attempt another Psychology test to bring the Prejudice to an end. If you do not, the effects of Prejudice naturally come to an end when all members of the specified group in your line of sight are gone, or you gain the Stunned or Unconscious Condition, or you become subject to another Psychology.

\n

 

\n

When subject to Prejudice, you must immediately insult the target of your prejudice. Loudly.

" }, "Robes": { "name": "Robes" }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Brass Penny": { "name": "Brass Penny" }, "Art": { "name": "Art", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" }, "Bribery": { "name": "Bribery", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" }, "Charm": { "name": "Charm", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" }, "Charm Animal": { "name": "Charm Animal", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" }, "Climb": { "name": "Climb", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}" }, "Consume Alcohol": { "name": "Consume Alcohol", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" }, "Dodge": { "name": "Dodge", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" }, "Drive": { "name": "Drive", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" }, "Entertain": { "name": "Entertain", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" }, "Gamble": { "name": "Gamble", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}" }, "Gossip": { "name": "Gossip", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" }, "Haggle": { "name": "Haggle", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" }, "Intimidate": { "name": "Intimidate", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" }, "Leadership": { "name": "Leadership", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" }, "Melee": { "name": "Melee", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Navigation": { "name": "Navigation", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" }, "Outdoor Survival": { "name": "Outdoor Survival", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" }, "Ride": { "name": "Ride", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" }, "Row": { "name": "Row", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" }, "Stealth": { "name": "Stealth", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" }, "Hammer Pendant": { "name": "Hammer Pendant" }, "Food": { "name": "Food" }, "Backpack": { "name": "Backpack", "description": "

Counts as ‘worn’ when strapped to your back. 

" }, "Formal Robes": { "name": "Formal Robes" } } }, "Drunken Heraldic Pigs": { "name": "Drunken Heraldic Pigs", "items": { "Bestial": { "name": "Bestial", "description": "

The creature has no rational thought or language. It shies away from fire and gains a @Condition[Broken] Condition if struck by it. In defense, it only uses the Dodge Skill. If it loses more than half its Wounds, it will attempt to Flee unless protecting its young or cornered, or unless it has the Territorial Trait. If so, it enters Frenzy. Bestial creatures have no Fellowship characteristic

" }, "Skittish": { "name": "Skittish", "description": "

The creature is easily scared by magic or loud noises. If such occurs, it receives +3 Broken Conditions

" }, "Frenzy": { "name": "Frenzy", "description": "

With a Willpower Test, you can work yourself into a state of frenzy by psyching yourself up, howling, biting your shield, or similar. If you succeed, you become subject to Frenzy.

\n

While subject to Frenzy

\n\n

You remain in Frenzy until all enemies in your line of sight are pacified, or you receive the @Condition[Stunned] or @Condition[Unconscious] condition. After your Frenzy is over you immediately receive a @Condition[Fatigued] condition.

", "effects": { "Frenzy": { "name": "Frenzy" } } }, "Weapon (Bite)": { "name": "Weapon (Bite)", "description": "

The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)

" }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Brass Penny": { "name": "Brass Penny" } } }, "Sepp Wurnhauser": { "name": "Sepp Wurnhauser", "items": { "Engineer’s Kit": { "name": "Engineer’s Kit" }, "Athletics": { "name": "Athletics", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" }, "Charm": { "name": "Charm", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" }, "Climb": { "name": "Climb", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}" }, "Consume Alcohol": { "name": "Consume Alcohol", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" }, "Lore (Nordland)": { "name": "Lore (Nordland)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" }, "Lore (Engineer)": { "name": "Lore (Engineer)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" }, "Dodge": { "name": "Dodge", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" }, "Endurance": { "name": "Endurance", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" }, "Entertain (Singing)": { "name": "Entertain (Singing)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" }, "Evaluate": { "name": "Evaluate", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.NtJ85TY8yY3WOGHN caption=false]{Evaluate}" }, "Gamble": { "name": "Gamble", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}" }, "Gossip": { "name": "Gossip", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" }, "Language (Norse)": { "name": "Language (Norse)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.xo5U0kL08xCPe6kl caption=false]{Language}" }, "Melee (Basic)": { "name": "Melee (Basic)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Melee (Brawling)": { "name": "Melee (Brawling)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Ranged (Blackpowder)": { "name": "Ranged (Blackpowder)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.jJYOiSQNgC9v7cM5 caption=false]{Ranged}" }, "Ranged (Engineering)": { "name": "Ranged (Engineering)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.jJYOiSQNgC9v7cM5 caption=false]{Ranged}" }, "Row": { "name": "Row", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" }, "Sail": { "name": "Sail", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.DLrOPZtVMLgSyxaj caption=false]{Sail}" }, "Swim": { "name": "Swim", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QoWDfx8SIhpCiIX5 caption=false]{Swim}" }, "Read/Write": { "name": "Read/Write", "description": "You are one of the rare literate individuals in the Old World. You are assumed to be able to read and write (if appropriate) all of the Languages you can speak." }, "Sea Legs": { "name": "Sea Legs", "description": "You are used to the rolling motion of the oceans, and are very unlikely to get sea sick, even in the worst storms. Under normal conditions at sea, you need never Test to see if you become Sea Sick. At other times (such as a storm, or a magically induced bout of Sea Sickness), you can ignore any penalties to Tests to avoid Sea Sickness.", "effects": { "Sea Legs": { "name": "Sea Legs" } } }, "Fisherman": { "name": "Fisherman", "description": "

You are a very capable fisherman and know all the best ways to land fish yourself and a number of others equal to your level in Fisherman, assuming you choose to spend at least an hour or so with a line and bait. You may secure more fish in addition to this using the normal rules for foraging

", "effects": { "Fisherman": { "name": "Fisherman" } } }, "Animosity": { "name": "Animosity", "description": "

You harbor an enmity for the Target, which will normally be a group of people or creatures, such as ‘Nordlanders’, ‘Beastmen’, or ‘Nobles’. You must attempt a Psychology Test whenever you encounter the group. If you pass, you may grumble and spit, but only suffer a penalty of –20 to all Fellowship Tests towards that group. Should you fail you are subject to Animosity.

\n

 

\n

At the end of every subsequent Round, you may attempt another Psychology test to bring the Animosity to an end. If you do not, the effects of Animosity naturally come to an end when all members of the specified group in your line of sight are utterly pacified or gone, or you gain the Stunned or Unconscious Condition, or you become subject to another Psychology.

\n

 

\n

When subject to Animosity, you must immediately attack the disagreeable creatures, either socially (insults, jibes, and similar) or physically (most commonly with fists), as appropriate. You also gain a bonus of +1 SL on any attempts to socially or mentally attack the group. Animosity is over-ridden by Fear and Terror.

", "effects": { "Animosity": { "name": "Animosity" } } }, "Telescope": { "name": "Telescope" }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Brass Penny": { "name": "Brass Penny" }, "Nimble Fingered": { "name": "Nimble Fingered", "description": "You gain a permanent +5 bonus to your starting Dexterity (this does not count towards your Advances).", "effects": { "Nimble Fingered": { "name": "Nimble Fingered", "changes": { "system.characteristics.dex.initial": 5 } } } }, "Entertain": { "name": "Entertain", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" }, "Charm Animal": { "name": "Charm Animal", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" }, "Melee": { "name": "Melee", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Art": { "name": "Art", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" }, "Perception": { "name": "Perception", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" }, "Intimidate": { "name": "Intimidate", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" }, "Stealth": { "name": "Stealth", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" }, "Ride": { "name": "Ride", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" }, "Intuition": { "name": "Intuition", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" }, "Bribery": { "name": "Bribery", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" }, "Drive": { "name": "Drive", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" }, "Leadership": { "name": "Leadership", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" }, "Outdoor Survival": { "name": "Outdoor Survival", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" }, "Haggle": { "name": "Haggle", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" }, "Cool": { "name": "Cool", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" }, "Navigation": { "name": "Navigation", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" }, "Leather Jack": { "name": "Leather Jack" }, "Leather Leggings": { "name": "Leather Leggings" }, "Leather Skullcap": { "name": "Leather Skullcap" }, "Cutlass": { "name": "Cutlass" }, "Pistol": { "name": "Pistol" }, "Bullet and Powder": { "name": "Bullet and Powder" } } }, "Colossal Squig": { "name": "Colossal Squig", "description": "

@UUID[JournalEntry.pOqNoS1k8bkxKzpd.JournalEntryPage.X4LddqnWJs21lSZz]{Colossal Squig}

Mindless beasts with simple desires, Colossal Squigs are nevertheless difficult creatures to control. Most serve briefly as the favoured pet of an ambitious @UUID[.F5N8ALxUlnpPkerX]{Goblins Shaman} before escaping, some after devouring their erstwhile master. They are very much like their smaller cousins, beyond the obvious fact that they are much, much larger.

", "items": { "Messy Demise": { "name": "Messy Demise", "description": "

On death, the sinew and general muscle tension that holds a Colossal Squig together collapses, and so does the creature. Anyone within 3 yards of a Colossal Squig when it expires must make a Challenging (+0) Dodge Test or take [[/r 2d10 # Damage]] wounds, modified by Toughness and Armour Poins to a minimum of 1.

", "effects": { "Hammer Hand": { "name": "Hammer Hand" } } }, "Bestial": { "name": "Bestial", "description": "

The creature has no rational thought or language. It shies away from fire and gains a @Condition[Broken] Condition if struck by it. In defense, it only uses the Dodge Skill. If it loses more than half its Wounds, it will attempt to Flee unless protecting its young or cornered, or unless it has the Territorial Trait. If so, it enters Frenzy. Bestial creatures have no Fellowship characteristic

" }, "Bounce": { "name": "Bounce", "description": "

The creature can bounce high, perhaps with powerful limbs, magic, or stubby wings. When Charging or Running, it doubles its Movement Characteristic, and can ignore all intervening terrain and characters as it leap over them.

", "effects": { "Bounce": { "name": "Bounce" } } }, "Night Vision": { "name": "Night Vision", "description": "

You can see very well in natural darkness. Assuming you have at least a faint source of light (such as starlight, moonlight, or bioluminescence) you can see clearly for 20 yards per level of Night Vision. Further, you can extend the effective illumination distance of any light sources by 20 yards per level of Night Vision.

" }, "Size": { "name": "Size", "description": "

This trait represents creatures whose size differ from the game standard (i.e. roughly human sized). There are seven steps of Size, ranging from Tiny to Monstrous.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

 Examples

\n
\n

Tiny

\n
\n

Butterfly, Mouse, Pigeon

\n
\n

Little

\n
\n

Cat, Hawk, Human Baby

\n
\n

Small

\n
\n

Giant Rat, Halfling, Human Child

\n
\n

Average

\n
\n

Dwarf, Elf, Human

\n
\n

Large

\n
\n

Horse, Ogre, Troll

\n
\n

Enormous

\n
\n

Griffon, Wyvern, Manticore

\n
\n

Monstrous

\n
\n

Dragon, Giant, Greater Daemon

\n
\n
\n

 

\n

Using Size

\n

 

\n

if you wish to use size to make a creature bigger — for example converting a giant spider to a gigantic spider — then increase Strength and Toughness by +10 and reduce Agility by –5 per step of size you increase the creature. Reverse this if you wish to make a creature smaller 

\n

 

\n

 

\n

Size Combat Modifers

\n

If larger:

\n\n\n

 

\n

If smaller:

\n

• It gains a bonus of +10 to hit.

\n

 

\n

Defending Against Big Creatures

\n

You suffer a penalty of –2 SL for each step larger your opponent is when using Melee to defend an Opposed Test. It is recommended to dodge a Giant swinging a tree, not parry it!

\n

 

\n\n

Fear and Terror

\n

If the creature is perceived to be aggressive, it causes Fear in any creature smaller than it, and Terror in any creature two or more steps smaller. The rating of the Fear or Terror equals the Size step difference. So, if the creature is Large, and its opponent is Small, it will cause Terror 2.

\n

 

\n

Moving in Combat

\n

A creature that is larger ignores the need to Disengage if it wishes to leave melee combat; instead, it brushes smaller combatants out of the way, moving where it wishes.

\n

 

\n

Opposed Strength

\n

During Opposed Strength Tests (and similar), if one creature is 2 or more size steps larger, it wins automatically. If one creature is 1 size step larger, the smaller creature must roll a Critical to contest the roll. If it does, SL are compared as normal. All other results mean the larger creature wins.

\n

 

\n

Stomp

\n

Creatures that are larger than their opponents may make one Stomp as a Free Attack, by spending 1 Advantage, as they kick downwards or otherwise bash smaller opponents out of the way. This attack has a Damage equal to their Strength Bonus +0, and uses Melee(Brawling).

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

Wounds

\n
\n

Tiny

\n
\n

1

\n
\n

Little

\n
\n

Toughness Bonus

\n
\n

Small

\n
\n

(2×Toughness Bonus) + Willpower Bonus

\n
\n

Average

\n
\n

Strength Bonus+(2×Toughness Bonus) + Willpower Bonus

\n
\n

Large

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×2

\n
\n

Enormous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×4

\n
\n

Monstrous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×8

\n
\n
", "effects": { "Size": { "name": "Size" } } }, "Weapon (Slobbering Mouth)": { "name": "Weapon (Slobbering Mouth)", "description": "

The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)

" }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Brass Penny": { "name": "Brass Penny" } } }, "Sheerargetru - Exalted": { "name": "Sheerargetru - Exalted", "description": "

Fate Points: 3

\n

Has All Arcane, Daemonology, and Tzeentch Spells

", "items": { "Channelling": { "name": "Channelling", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tXu8Hrd4desq1Rja caption=false]{Channelling}" }, "Cool": { "name": "Cool", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" }, "Intuition": { "name": "Intuition", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" }, "Language (Magick)": { "name": "Language (Magick)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.xo5U0kL08xCPe6kl caption=false]{Language}" }, "Perception": { "name": "Perception", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" }, "Bite (Beak)": { "name": "Bite (Beak)", "description": "

On its turn, the creature may make a Free Attack by spending 1 Advantage. The Damage of the attack equals Rating and includes the creature’s Strength Bonus already

", "effects": { "Bite": { "name": "Bite" } } }, "Corruption": { "name": "Corruption", "description": "

The creature is tainted by Chaos, or perhaps suffused with Dark Magics. The Strength of the Corruption is marked in brackets (@Corruption[minor]{Minor}, @Corruption[moderate]{Moderate}, or @Corruption[major]{Major}).

", "effects": { "Corruption": { "name": "Corruption" } } }, "Daemonic": { "name": "Daemonic", "description": "

The creature’s essence is raw magic, and unholy ichor pumps through what passes for its veins. Daemonic creatures do not require the normal prerequisites for life: food, water, air…

\n

All its attacks are Magical. Roll [[/r 1d10]] after any blow is received, if the creature rolls the Target number or higher, the blow is ignored, even if it is a critical. Should the creature be reduced to 0 Wounds, its soul returns to the Realms of Chaos immediately, removing it from play.

", "effects": { "Daemonic": { "name": "Daemonic" } } }, "Distracting": { "name": "Distracting", "description": "

The creature distracts or confuse foes, possibly exuding a soporific musk or nauseating reek, or maybe its appearance is bizarrely horrifying. All living targets within a number of yards equal to its Toughness Bonus suffer a penalty of –20 to all Tests. A target can only suffer this penalty once, no matter how many Distracting foes there are.

", "effects": { "Distracting": { "name": "Distracting" } } }, "Night Vision": { "name": "Night Vision", "description": "

You can see very well in natural darkness. Assuming you have at least a faint source of light (such as starlight, moonlight, or bioluminescence) you can see clearly for 20 yards per level of Night Vision. Further, you can extend the effective illumination distance of any light sources by 20 yards per level of Night Vision.

" }, "Rear": { "name": "Rear", "description": "

For its Move, the creature may make a Stomp attack if it is larger than its opponent (see Size).

", "effects": { "Rear": { "name": "Rear" } } }, "Size": { "name": "Size", "description": "

This trait represents creatures whose size differ from the game standard (i.e. roughly human sized). There are seven steps of Size, ranging from Tiny to Monstrous.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

 Examples

\n
\n

Tiny

\n
\n

Butterfly, Mouse, Pigeon

\n
\n

Little

\n
\n

Cat, Hawk, Human Baby

\n
\n

Small

\n
\n

Giant Rat, Halfling, Human Child

\n
\n

Average

\n
\n

Dwarf, Elf, Human

\n
\n

Large

\n
\n

Horse, Ogre, Troll

\n
\n

Enormous

\n
\n

Griffon, Wyvern, Manticore

\n
\n

Monstrous

\n
\n

Dragon, Giant, Greater Daemon

\n
\n
\n

 

\n

Using Size

\n

 

\n

if you wish to use size to make a creature bigger — for example converting a giant spider to a gigantic spider — then increase Strength and Toughness by +10 and reduce Agility by –5 per step of size you increase the creature. Reverse this if you wish to make a creature smaller 

\n

 

\n

 

\n

Size Combat Modifers

\n

If larger:

\n\n\n

 

\n

If smaller:

\n

• It gains a bonus of +10 to hit.

\n

 

\n

Defending Against Big Creatures

\n

You suffer a penalty of –2 SL for each step larger your opponent is when using Melee to defend an Opposed Test. It is recommended to dodge a Giant swinging a tree, not parry it!

\n

 

\n\n

Fear and Terror

\n

If the creature is perceived to be aggressive, it causes Fear in any creature smaller than it, and Terror in any creature two or more steps smaller. The rating of the Fear or Terror equals the Size step difference. So, if the creature is Large, and its opponent is Small, it will cause Terror 2.

\n

 

\n

Moving in Combat

\n

A creature that is larger ignores the need to Disengage if it wishes to leave melee combat; instead, it brushes smaller combatants out of the way, moving where it wishes.

\n

 

\n

Opposed Strength

\n

During Opposed Strength Tests (and similar), if one creature is 2 or more size steps larger, it wins automatically. If one creature is 1 size step larger, the smaller creature must roll a Critical to contest the roll. If it does, SL are compared as normal. All other results mean the larger creature wins.

\n

 

\n

Stomp

\n

Creatures that are larger than their opponents may make one Stomp as a Free Attack, by spending 1 Advantage, as they kick downwards or otherwise bash smaller opponents out of the way. This attack has a Damage equal to their Strength Bonus +0, and uses Melee(Brawling).

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

Wounds

\n
\n

Tiny

\n
\n

1

\n
\n

Little

\n
\n

Toughness Bonus

\n
\n

Small

\n
\n

(2×Toughness Bonus) + Willpower Bonus

\n
\n

Average

\n
\n

Strength Bonus+(2×Toughness Bonus) + Willpower Bonus

\n
\n

Large

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×2

\n
\n

Enormous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×4

\n
\n

Monstrous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×8

\n
\n
", "effects": { "Size": { "name": "Size" } } }, "Spellcaster": { "name": "Spellcaster", "description": "

The creature can cast spells; the specific Lore of Magic will be indicated in brackets.

" }, "Terror": { "name": "Terror", "description": "

Some creatures are so profoundly unsettling as to provoke a dire, bone-chilling terror in their foes. When you first encounter a creature causing Terror, make a Cool Test. If you pass, you suffer no further effects of Terror; if you fail, you receive a number of Broken conditions equal to the creature’s Terror Rating, plus the number of SL below 0.

\n

After resolving the Psychology Test, the creature causes @UUID[Compendium.wfrp4e-core.items.pTorrE0l3VybAbtn]{Fear}, with a Fear Rating equal to its Terror Rating.

", "effects": { "Terror": { "name": "Terror" } } }, "Unstable": { "name": "Unstable", "description": "

The creature’s corpus is maintained by foul magics that are inherently unstable in the material realm.

\n

Whenever it ends a round engaged with any opponent with higher Advantage, the creature is driven back, and the magics holding it together weaken. It loses as many Wounds as the difference between its Advantage, and the highest Advantage engaged with it.

\n

So, if the creature had 1 Advantage, and its opponent had 3, the creature would lose 2 Wounds. If the creature ever reach 0 Wounds, the magics holding it in place collapse, and it ‘dies’.

", "effects": { "Unstable": { "name": "Unstable" } } }, "Weapon (Massive Staff)": { "name": "Weapon (Massive Staff)", "description": "

The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)

" }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Brass Penny": { "name": "Brass Penny" }, "Entertain": { "name": "Entertain", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" }, "Dodge": { "name": "Dodge", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" }, "Charm Animal": { "name": "Charm Animal", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" }, "Melee": { "name": "Melee", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Gamble": { "name": "Gamble", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}" }, "Art": { "name": "Art", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" }, "Endurance": { "name": "Endurance", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" }, "Intimidate": { "name": "Intimidate", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" }, "Row": { "name": "Row", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" }, "Athletics": { "name": "Athletics", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" }, "Stealth": { "name": "Stealth", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" }, "Ride": { "name": "Ride", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" }, "Consume Alcohol": { "name": "Consume Alcohol", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" }, "Gossip": { "name": "Gossip", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" }, "Bribery": { "name": "Bribery", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" }, "Charm": { "name": "Charm", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" }, "Drive": { "name": "Drive", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" }, "Leadership": { "name": "Leadership", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" }, "Outdoor Survival": { "name": "Outdoor Survival", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" }, "Haggle": { "name": "Haggle", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" }, "Climb": { "name": "Climb", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}" }, "Navigation": { "name": "Navigation", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" }, "Living Gate": { "name": "Living Gate", "description": "

Sheerargetru may spend its action to summon more servants of Tzeentch to enter the material world. The Daemon should make a Challenging (+0) Willpower Test. On a success, [[/r 1d10]] lesser daemons appropriate to its god spring forth from its immense claw tips.

If the Exalted Daemons takes any wounds during the round, it must pass an Average (+20) Cool Test or it may not summon any Daemons and must roll again the next round to do so. On an Impressive Failure, the Exalted Daemon has lost the favour of his god, who shuts the gate down for the remainder of the encounter.

" } } }, "Liepmund Holzkrug": { "name": "Liepmund Holzkrug", "items": { "Purse containing 10 GCs": { "name": "Purse containing 10 GCs" }, "Athletics": { "name": "Athletics", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" }, "Bribery": { "name": "Bribery", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" }, "Charm": { "name": "Charm", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" }, "Charm Animal": { "name": "Charm Animal", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" }, "Climb": { "name": "Climb", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}" }, "Cool": { "name": "Cool", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" }, "Consume Alcohol": { "name": "Consume Alcohol", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" }, "Dodge": { "name": "Dodge", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" }, "Endurance": { "name": "Endurance", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" }, "Entertain (Act)": { "name": "Entertain (Act)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" }, "Gamble": { "name": "Gamble", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}" }, "Gossip": { "name": "Gossip", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" }, "Haggle": { "name": "Haggle", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" }, "Intimidate": { "name": "Intimidate", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" }, "Intuition": { "name": "Intuition", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" }, "Language (Bretonnian)": { "name": "Language (Bretonnian)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.xo5U0kL08xCPe6kl caption=false]{Language}" }, "Language (Classical)": { "name": "Language (Classical)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.xo5U0kL08xCPe6kl caption=false]{Language}" }, "Language (Wastelander)": { "name": "Language (Wastelander)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.xo5U0kL08xCPe6kl caption=false]{Language}" }, "Leadership": { "name": "Leadership", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" }, "Lore (Altdorf)": { "name": "Lore (Altdorf)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" }, "Lore (Beasts)": { "name": "Lore (Beasts)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" }, "Lore (Heraldry)": { "name": "Lore (Heraldry)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" }, "Lore (History)": { "name": "Lore (History)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" }, "Lore (Politics)": { "name": "Lore (Politics)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" }, "Lore (Reikland)": { "name": "Lore (Reikland)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" }, "Melee (Basic)": { "name": "Melee (Basic)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Melee (Fencing)": { "name": "Melee (Fencing)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Outdoor Survival": { "name": "Outdoor Survival", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" }, "Perception": { "name": "Perception", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" }, "Ranged (Bow)": { "name": "Ranged (Bow)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.jJYOiSQNgC9v7cM5 caption=false]{Ranged}" }, "Ranged (Blackpowder)": { "name": "Ranged (Blackpowder)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.jJYOiSQNgC9v7cM5 caption=false]{Ranged}" }, "Ride (Horse)": { "name": "Ride (Horse)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" }, "Secret Signs (Black Chamber)": { "name": "Secret Signs (Black Chamber)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.X2FppoPGuEwJKssM caption=false]{Secret Signs}" }, "Secret Signs (Hunter)": { "name": "Secret Signs (Hunter)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.X2FppoPGuEwJKssM caption=false]{Secret Signs}" }, "Set Trap": { "name": "Set Trap", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.fmMkUHUwOPwex8mj caption=false]{Set Trap}" }, "Sleight of Hand": { "name": "Sleight of Hand", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.bGqmHCju8VZ8q2Pv caption=false]{Sleight of Hand}" }, "Stealth (Rural)": { "name": "Stealth (Rural)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" }, "Stealth (Urban)": { "name": "Stealth (Urban)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" }, "Track": { "name": "Track", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.EWHNXyzDLPBpoVxK caption=false]{Track}" }, "Accurate Shot": { "name": "Accurate Shot", "description": "

You are an exceptional shot and know where to shoot an enemy in order to inflict maximum damage. You deal your Accurate Shot level in extra Damage with all ranged weapons.

", "effects": { "Accurate Shot": { "name": "Accurate Shot" } } }, "t3UhLOLbnD42OZih": { "name": "Accurate Shot", "description": "

You are an exceptional shot and know where to shoot an enemy in order to inflict maximum damage. You deal your Accurate Shot level in extra Damage with all ranged weapons.

", "effects": { "Accurate Shot": { "name": "Accurate Shot" } } }, "Blather": { "name": "Blather", "description": "

Called ‘opening your mouth and letting your belly rumble’ in Nordland, or simply ‘bullshitting’ in Ostland, blathering involves talking rapidly and incessantly, or talking volubly and at-length, about inconsequential or nonsense matters, and is used to verbally confuse and confound a target. You use your Charm Skill to Blather. Attempt an Opposed Charm/Intelligence Test. Success gives your opponent a Stunned Condition. Further, for each level you have in Blather, your opponent gains another Stunned Condition. Targets Stunned by Blather may do nothing other than stare at you dumbfounded as they try to catch-up with or understand what you are saying. Once the last Stunned Condition comes to an end, the target finally gets a word in, and may not be best pleased with you — after all, you have been talking about nothing or nonsense for some time. Should you stop talking, your opponent immediately loses all Stunned Conditions caused by your Blather. Generally, you can only attempt to Blather at a character once per scene, or perhaps longer as determined by the GM, as the target soon wises up to your antics.

\n

 

", "effects": { "Blather": { "name": "Blather" } } }, "Briber": { "name": "Briber", "description": "You are an exceedingly skilled briber. The GM should reduce the base cost of any required bribe by 10% per level you have in Briber, to a minimum of 10% of the original amount.", "effects": { "Briber": { "name": "Briber" } } }, "Carouser": { "name": "Carouser", "description": "You are a seasoned drinker and know how to party hard. You may reverse the dice of any failed Consume Alcohol Test if this will score a Success.", "effects": { "Carouser": { "name": "Carouser" } } }, "Doomed": { "name": "Doomed", "description": "

At the age of 10, a Priest of Morr called a Doomsayer took you aside to foretell your death in an incense-laden, coming-of-age ritual called the Dooming. In conjunction with your GM, come up with a suitable Dooming. Should your character die in a fashion that matches your Dooming, your next character gains a bonus of half the total XP your dead character accrued during play.

" }, "Etiquette (Nobles)": { "name": "Etiquette (Nobles)", "description": "

You can blend in socially with the chosen group so long as you are dressed and acting appropriately. Example social groups for this Talent are: Criminals, Cultists, Guilders, Nobles, Scholars, Servants, and Soldiers. If you do not have the Talent, those with it will note your discomfort in the unfamiliar environment. This is primarily a matter for roleplaying, but may confer a bonus to Fellowship Tests at the GM’s discretion.

", "effects": { "Etiquette": { "name": "Etiquette" } } }, "Feint": { "name": "Feint", "description": "You have trained how to make false attacks in close combat to fool your opponent. You may now make a Feint for your Action against any opponent using a weapon. This is resolved with an Opposed Melee (Fencing)/Melee Test. If you win, and you attack the same opponent before the end of the next Round, you may add the SL of your Feint to your attack roll.", "effects": { "Feint": { "name": "Feint" } } }, "Gregarious": { "name": "Gregarious", "description": "You just like talking to other folk and it seems they like talking to you. You may reverse any failed Gossip Test if this allows the Test to succeed.", "effects": { "Gregarious": { "name": "Gregarious" } } }, "Luck": { "name": "Luck", "description": "

They say when you were born, Ranald smiled. Your maximum Fortune Points now equal your current Fate points plus the number of times you’ve taken Luck.

" }, "Noble Blood": { "name": "Noble Blood", "description": "You are either born into the nobility, or otherwise elevated to it by in-game events. Assuming you are dressed appropriately, you are always considered of higher Status than others unless they also have the Noble Blood Talent, where Status is compared as normal.", "effects": { "Noble Blood": { "name": "Noble Blood" } } }, "Read/Write": { "name": "Read/Write", "description": "You are one of the rare literate individuals in the Old World. You are assumed to be able to read and write (if appropriate) all of the Languages you can speak." }, "Riposte": { "name": "Riposte", "description": "

Conforming to ‘the best defense is offence’, you respond to an incoming attack with a lightning-fast counterstrike of your own. If your weapon has the Fast quality, you may cause Damage when you are attacked, just as if it was your Action. You can Riposte a number of attacks per round equal to your Riposte level.

", "effects": { "Riposte": { "name": "Riposte" } } }, "Schemer": { "name": "Schemer", "description": "You are a master of politics and see conspiracy around every corner. Once per session, you may ask the GM one question regarding a political situation or entangled web of social connections; the GM will perform a secret Intelligence Test and provide you some observations regarding the situation based upon your SL.", "effects": { "Schemer": { "name": "Schemer" } } }, "Shadow": { "name": "Shadow", "description": "

You are skilled at following people without being spotted. You may use the @UUID[Compendium.wfrp4e-core.items.McTtmZu3Ac8Lh48W]{Shadowing} rules without doing a Combined Test. Instead you test against just your Perception or your Stealth Skill, whichever is higher.

", "effects": { "Shadow": { "name": "Shadow" } } }, "Trapper": { "name": "Trapper", "description": "You are skilled at spotting and using traps. You may take a Perception Test to spot traps automatically without having to tell the GM of your intention; the GM may prefer to make some of these Tests on your behalf in private.", "effects": { "Trapper": { "name": "Trapper" } } }, "Wealthy": { "name": "Wealthy", "description": "

You are fabulously wealthy, and are rarely ever short of coin. When Earning (including Income Endeavor) you secure +1 GC per time you have this Talent.

" }, "9Zt17jptRktugV3y": { "name": "Wealthy", "description": "

You are fabulously wealthy, and are rarely ever short of coin. When Earning (including Income Endeavor) you secure +1 GC per time you have this Talent.

" }, "Z50ZruFJKxl4bCKe": { "name": "Wealthy", "description": "

You are fabulously wealthy, and are rarely ever short of coin. When Earning (including Income Endeavor) you secure +1 GC per time you have this Talent.

" }, "rtSRRi2KcZ5c7o8k": { "name": "Wealthy", "description": "

You are fabulously wealthy, and are rarely ever short of coin. When Earning (including Income Endeavor) you secure +1 GC per time you have this Talent.

" }, "3mvOdCYODTm943t0": { "name": "Wealthy", "description": "

You are fabulously wealthy, and are rarely ever short of coin. When Earning (including Income Endeavor) you secure +1 GC per time you have this Talent.

" }, "Rapier": { "name": "Rapier" }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Brass Penny": { "name": "Brass Penny" }, "Entertain": { "name": "Entertain", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" }, "Melee": { "name": "Melee", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Art": { "name": "Art", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" }, "Row": { "name": "Row", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" }, "Stealth": { "name": "Stealth", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" }, "Ride": { "name": "Ride", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" }, "Drive": { "name": "Drive", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" }, "Navigation": { "name": "Navigation", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" }, "Spymaster": { "name": "Spymaster", "description": "

@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.ssJHG82vEHHRoAUF]{Spy}

" }, "Brace of Pistols": { "name": "Brace of Pistols" }, "Bullet and Powder": { "name": "Bullet and Powder" }, "Fine Set of Blue and Red Clothing decorated with Holzkrug Family Crest": { "name": "Fine Set of Blue and Red Clothing decorated with Holzkrug Family Crest", "description": "

Nobles’ garb features embellishments such as lace cuffs & collars, excessive high-quality fabric and pointed shoes. Servants also wear courtly garb to banquets and ceremonies, although their surcoats and corsets are less ostentatious than the nobles’ fashions and can therefore be purchased at half price. 

" }, "Quill and Ink": { "name": "Quill and Ink" }, "Sheet of Parchment": { "name": "Sheet of Parchment" }, "Pouch": { "name": "Pouch" }, "ITvaPpdR050IogqS": { "name": "Gold Crown" } } }, "Malthe Barthelm": { "name": "Malthe Barthelm", "items": { "Animal Care": { "name": "Animal Care", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QZx9CbhGkIaDMQD3 caption=false]{Animal Care}" }, "Charm": { "name": "Charm", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" }, "Charm Animal": { "name": "Charm Animal", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" }, "Consume Alcohol": { "name": "Consume Alcohol", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" }, "Cool": { "name": "Cool", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" }, "Endurance": { "name": "Endurance", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" }, "Evaluate": { "name": "Evaluate", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.NtJ85TY8yY3WOGHN caption=false]{Evaluate}" }, "Gossip": { "name": "Gossip", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" }, "Intimidate": { "name": "Intimidate", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" }, "Intuition": { "name": "Intuition", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" }, "Language (Battle Tongue)": { "name": "Language (Battle Tongue)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.xo5U0kL08xCPe6kl caption=false]{Language}" }, "Leadership": { "name": "Leadership", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" }, "Lore (Nordland)": { "name": "Lore (Nordland)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" }, "Lore (Reikland)": { "name": "Lore (Reikland)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" }, "Melee (Basic)": { "name": "Melee (Basic)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Melee (Cavalry)": { "name": "Melee (Cavalry)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Outdoor Survival": { "name": "Outdoor Survival", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" }, "Perception": { "name": "Perception", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" }, "Ranged (Blackpowder)": { "name": "Ranged (Blackpowder)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.jJYOiSQNgC9v7cM5 caption=false]{Ranged}" }, "Ride (Horse)": { "name": "Ride (Horse)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" }, "Combat Aware": { "name": "Combat Aware", "description": "

You are used to scanning the battlefield to make snap decisions informed by the shifting tides of war. You may take a Challenging (+0) Perception Test to ignore Surprise, which is modified by circumstance as normal.

", "effects": { "Combat Aware": { "name": "Combat Aware" } } }, "Combat Reflexes": { "name": "Combat Reflexes", "description": "

You react like a flash of lightning. Add 10 to your Initiative for each level in this Talent when determining Combat Initiative.

", "effects": { "Combat Reflexes": { "name": "Combat Reflexes" } } }, "Doomed": { "name": "Doomed", "description": "At the age of 10, a Priest of Morr called a Doomsayer took you aside to foretell your death in an incense-laden, coming-of-age ritual called the Dooming. In conjunction with your GM, come up with a suitable Dooming. Should your character die in a fashion that matches your Dooming, your next character gains a bonus of half the total XP your dead character accrued during play.

To bring death to the death bringers shall bring about thine own" }, "Etiquette (Soldiers)": { "name": "Etiquette (Soldiers)", "description": "

You can blend in socially with the chosen group so long as you are dressed and acting appropriately. Example social groups for this Talent are: Criminals, Cultists, Guilders, Nobles, Scholars, Servants, and Soldiers. If you do not have the Talent, those with it will note your discomfort in the unfamiliar environment. This is primarily a matter for roleplaying, but may confer a bonus to Fellowship Tests at the GM’s discretion.

", "effects": { "Etiquette": { "name": "Etiquette" } } }, "Fast Shot": { "name": "Fast Shot", "description": "If you have a loaded ranged weapon, you can fire it outside the normal Initiative Order before any other combatant reacts in the following Round. You roll to hit using all the normal modifiers. Employing Fast Shot requires both your Action and Move for your upcoming turn, and these will count as having been spent when your next turn arrives. If two or more characters use Fast Shot, the character who has taken this Talent most goes first. If any characters have taken Fast Shot an equal number of times, both shots are fired simultaneously, and should both be handled at the same time", "effects": { "Fast Shot": { "name": "Fast Shot" } } }, "Gunner": { "name": "Gunner", "description": "You can reload blackpowder weapons with practiced ease. Add SL equal to your level in Gunner to any Extended Test to reload a Blackpowder weapon.", "effects": { "Gunner": { "name": "Gunner" } } }, "Noble Blood": { "name": "Noble Blood", "description": "You are either born into the nobility, or otherwise elevated to it by in-game events. Assuming you are dressed appropriately, you are always considered of higher Status than others unless they also have the Noble Blood Talent, where Status is compared as normal.", "effects": { "Noble Blood": { "name": "Noble Blood" } } }, "Read/Write": { "name": "Read/Write", "description": "You are one of the rare literate individuals in the Old World. You are assumed to be able to read and write (if appropriate) all of the Languages you can speak." }, "Suave": { "name": "Suave", "description": "You gain a permanent +5 bonus to your starting Fellowship Characteristic (this does not count towards your Advances).", "effects": { "Suave": { "name": "Suave", "changes": { "system.characteristics.fel.initial": 5 } } } }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Brass Penny": { "name": "Brass Penny" }, "Entertain": { "name": "Entertain", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" }, "Dodge": { "name": "Dodge", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" }, "Melee": { "name": "Melee", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Gamble": { "name": "Gamble", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}" }, "Art": { "name": "Art", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" }, "Row": { "name": "Row", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" }, "Athletics": { "name": "Athletics", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" }, "Stealth": { "name": "Stealth", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" }, "Ride": { "name": "Ride", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" }, "Bribery": { "name": "Bribery", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" }, "Drive": { "name": "Drive", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" }, "Haggle": { "name": "Haggle", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" }, "Climb": { "name": "Climb", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}" }, "Navigation": { "name": "Navigation", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" }, "Crack the Whip": { "name": "Crack the Whip", "description": "You know how to get the most out of your animals. When an animal you control is Fleeing or Running, it gains +1 Movement if you are using a whip.", "effects": { "Crack the Whip": { "name": "Crack the Whip" } } }, "Expensive Sword": { "name": "Expensive Sword" }, "Pistol": { "name": "Pistol" }, "Bullet and Powder": { "name": "Bullet and Powder" }, "Cavalry uniform incorporating breastplate": { "name": "Cavalry uniform incorporating breastplate" }, "D9uW2RqvY6lA2w8o": { "name": "Pistol" }, "PbXVmzjTCddWBnlt": { "name": "Pistol" }, "Badge depicting an hourglass symbol": { "name": "Badge depicting an hourglass symbol" }, "Pendant decorated with the twin-tailed comet": { "name": "Pendant decorated with the twin-tailed comet" } } }, "The Doom Divers": { "name": "The Doom Divers", "description": "

@UUID[JournalEntry.p6ttZVxrPdkr0BLl.JournalEntryPage.qeh3wFA7jEYQ3Xq3]{Madcraw Characters}

The Madcraw Clan has many fanatics, driven half-crazed by Mad Cap mushrooms and the lurid imagery of @UUID[Actor.XuZtsncLRagDpswg]{Cacklespit’s} prophecies. Most fling themselves about with heavy iron balls on chains, but some believe they are destined to fly, powered by Mork’s will.

The Doom Divers fashion themselves wings from skins and feathers. Their favourite hobby is throwing themselves from the heights of the gorge, screeching an ear-piercing pitch, whilst trying to fly. The survivors learn to glide and have even built a catapult, powered by bird guts strung over a wooden frame. If the tribe goes to battle, the Doom Divers try to fire one another at the enemy.

", "items": { "Pointy stick under hood": { "name": "Pointy stick under hood" }, "Ramshackle wings": { "name": "Ramshackle wings" }, "Athletics": { "name": "Athletics", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" }, "Cool": { "name": "Cool", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" }, "Endurance": { "name": "Endurance", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" }, "Melee": { "name": "Melee", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Animosity": { "name": "Animosity", "description": "

You harbor an enmity for the Target, which will normally be a group of people or creatures, such as ‘Nordlanders’, ‘Beastmen’, or ‘Nobles’. You must attempt a Psychology Test whenever you encounter the group. If you pass, you may grumble and spit, but only suffer a penalty of –20 to all Fellowship Tests towards that group. Should you fail you are subject to Animosity.

\n

 

\n

At the end of every subsequent Round, you may attempt another Psychology test to bring the Animosity to an end. If you do not, the effects of Animosity naturally come to an end when all members of the specified group in your line of sight are utterly pacified or gone, or you gain the Stunned or Unconscious Condition, or you become subject to another Psychology.

\n

 

\n

When subject to Animosity, you must immediately attack the disagreeable creatures, either socially (insults, jibes, and similar) or physically (most commonly with fists), as appropriate. You also gain a bonus of +1 SL on any attempts to socially or mentally attack the group. Animosity is over-ridden by Fear and Terror.

", "effects": { "Animosity": { "name": "Animosity" } } }, "Night Vision": { "name": "Night Vision", "description": "

You can see very well in natural darkness. Assuming you have at least a faint source of light (such as starlight, moonlight, or bioluminescence) you can see clearly for 20 yards per level of Night Vision. Further, you can extend the effective illumination distance of any light sources by 20 yards per level of Night Vision.

" }, "Knife": { "name": "Knife" }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Brass Penny": { "name": "Brass Penny" }, "Ball and Chain": { "name": "Ball and Chain" } } }, "Mutant (Type 4)": { "name": "Mutant (Type 4)", "items": { "Mutation": { "name": "Mutation", "description": "

Skin ablaze with pink fire, carries heated iron poker. Weapon (Searing Poker) 8 + targets that take damage must make an Athletics Test or gain 1 @Condition[Ablaze] Condition.

" }, "Corruption": { "name": "Corruption", "description": "

The creature is tainted by Chaos, or perhaps suffused with Dark Magics. The Strength of the Corruption is marked in brackets (@Corruption[minor]{Minor}, @Corruption[moderate]{Moderate}, or @Corruption[major]{Major}).

", "effects": { "Corruption": { "name": "Corruption" } } }, "WpTAabF8LvXvA2u2": { "name": "Mutation", "description": "

The creature is ‘blessed’ with a Mutation. Roll on the Physical Corruption Table

\n

@Table[mutatephys]

\n

@Table[expandedmutatephys] (if EiS Module installed)

", "effects": { "Mutation": { "name": "Mutation" } } }, "Weapon (Swords and Clubs)": { "name": "Weapon (Swords and Clubs)", "description": "

The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)

" }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Brass Penny": { "name": "Brass Penny" }, "Weapon (Searing Poker)": { "name": "Weapon (Searing Poker)", "description": "

The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)

" } } }, "Emmanuelle von Liebwitz": { "name": "Emmanuelle von Liebwitz", "items": { "Best Quality Courtly Garb": { "name": "Best Quality Courtly Garb", "description": "

Nobles’ garb features embellishments such as lace cuffs & collars, excessive high-quality fabric and pointed shoes. Servants also wear courtly garb to banquets and ceremonies, although their surcoats and corsets are less ostentatious than the nobles’ fashions and can therefore be purchased at half price. 

" }, "Jewellery worth no less than 300 GC": { "name": "Jewellery worth no less than 300 GC", "description": "

Prices vary by craftsmanship, metal type, and gem value. As a general guideline, common rings without any gemstones cost 10 coins equal to their metal type (i.e. brass, silver or gold) whereas necklaces cost 20 coins of the same metal type

" }, "Trappings": { "name": "Trappings", "description": "

Emmanuelle could conceivably equip herself with anything the treasury of Nuln could afford. In public she typically restrains herself to Best Quality Royal Garb, including Jewellery worth no less than 300 GC, and a small but exquisite Dagger (Every wounding hit inflicts 1 Bleeding Condition).

" }, "Art (Calligraphy)": { "name": "Art (Calligraphy)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" }, "Sleight of Hand": { "name": "Sleight of Hand", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.bGqmHCju8VZ8q2Pv caption=false]{Sleight of Hand}" }, "Cat-tongued": { "name": "Cat-tongued", "description": "

Like Ranald the Trickster God, you blend truth and lies as if there were no difference. When using Charm to lie, listeners do not get to oppose your Charm with their Intuition to detect if there is something fishy in what you say.

", "effects": { "Cat-tongued": { "name": "Cat-tongued" } } }, "Wcn1bdF9SsY91gq0": { "name": "Cat-tongued", "description": "

Like Ranald the Trickster God, you blend truth and lies as if there were no difference. When using Charm to lie, listeners do not get to oppose your Charm with their Intuition to detect if there is something fishy in what you say.

", "effects": { "Cat-tongued": { "name": "Cat-tongued" } } }, "Entertain (Singing)": { "name": "Entertain (Singing)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" }, "Evaluate": { "name": "Evaluate", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.NtJ85TY8yY3WOGHN caption=false]{Evaluate}" }, "Language (Classical)": { "name": "Language (Classical)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.xo5U0kL08xCPe6kl caption=false]{Language}" }, "Language (Merogen)": { "name": "Language (Merogen)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.xo5U0kL08xCPe6kl caption=false]{Language}" }, "Language (Tilean)": { "name": "Language (Tilean)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.xo5U0kL08xCPe6kl caption=false]{Language}" }, "Lore (the Arts)": { "name": "Lore (the Arts)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" }, "Lore (the Empire)": { "name": "Lore (the Empire)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" }, "Lore (History)": { "name": "Lore (History)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" }, "Lore (Heraldry)": { "name": "Lore (Heraldry)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" }, "Lore (Law)": { "name": "Lore (Law)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" }, "Lore (Nuln)": { "name": "Lore (Nuln)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" }, "Lore (Politics)": { "name": "Lore (Politics)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" }, "Lore (Wissenland)": { "name": "Lore (Wissenland)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" }, "Melee (Fencing)": { "name": "Melee (Fencing)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Perform (Dancing)": { "name": "Perform (Dancing)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6MQIGorN3WgXWfJB caption=false]{Perform}" }, "Play (Harpsichord)": { "name": "Play (Harpsichord)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.N63wZOWw6ZLYnePN caption=false]{Play}" }, "Play (Virginal)": { "name": "Play (Virginal)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.N63wZOWw6ZLYnePN caption=false]{Play}" }, "Play (Violin)": { "name": "Play (Violin)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.N63wZOWw6ZLYnePN caption=false]{Play}" }, "Ride (Horse)": { "name": "Ride (Horse)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" }, "Ride (Pegasus)": { "name": "Ride (Pegasus)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" }, "Alley Cat": { "name": "Alley Cat", "description": "You are at home in shadowy backstreets. When using Stealth (Urban), you may reverse the dice of any failed Test if this will score a Success.", "effects": { "Alley Cat": { "name": "Alley Cat" } } }, "Argumentative": { "name": "Argumentative", "description": "You are used to arguing your points and winning. If you roll a successful Charm Test to debate with an opponent, you can choose to either use your rolled SL, or the number rolled on your units die. So, a successful roll of 24 could be used for +4 SL", "effects": { "Argumentative": { "name": "Argumentative" } } }, "Blather": { "name": "Blather", "description": "

Called ‘opening your mouth and letting your belly rumble’ in Nordland, or simply ‘bullshitting’ in Ostland, blathering involves talking rapidly and incessantly, or talking volubly and at-length, about inconsequential or nonsense matters, and is used to verbally confuse and confound a target. You use your Charm Skill to Blather. Attempt an Opposed Charm/Intelligence Test. Success gives your opponent a Stunned Condition. Further, for each level you have in Blather, your opponent gains another Stunned Condition. Targets Stunned by Blather may do nothing other than stare at you dumbfounded as they try to catch-up with or understand what you are saying. Once the last Stunned Condition comes to an end, the target finally gets a word in, and may not be best pleased with you — after all, you have been talking about nothing or nonsense for some time. Should you stop talking, your opponent immediately loses all Stunned Conditions caused by your Blather. Generally, you can only attempt to Blather at a character once per scene, or perhaps longer as determined by the GM, as the target soon wises up to your antics.

\n

 

", "effects": { "Blather": { "name": "Blather" } } }, "TxpZsYPB4QGccLvl": { "name": "Blather", "description": "

Called ‘opening your mouth and letting your belly rumble’ in Nordland, or simply ‘bullshitting’ in Ostland, blathering involves talking rapidly and incessantly, or talking volubly and at-length, about inconsequential or nonsense matters, and is used to verbally confuse and confound a target. You use your Charm Skill to Blather. Attempt an Opposed Charm/Intelligence Test. Success gives your opponent a Stunned Condition. Further, for each level you have in Blather, your opponent gains another Stunned Condition. Targets Stunned by Blather may do nothing other than stare at you dumbfounded as they try to catch-up with or understand what you are saying. Once the last Stunned Condition comes to an end, the target finally gets a word in, and may not be best pleased with you — after all, you have been talking about nothing or nonsense for some time. Should you stop talking, your opponent immediately loses all Stunned Conditions caused by your Blather. Generally, you can only attempt to Blather at a character once per scene, or perhaps longer as determined by the GM, as the target soon wises up to your antics.

\n

 

", "effects": { "Blather": { "name": "Blather" } } }, "ACvuDwstDLJD39yU": { "name": "Blather", "description": "

Called ‘opening your mouth and letting your belly rumble’ in Nordland, or simply ‘bullshitting’ in Ostland, blathering involves talking rapidly and incessantly, or talking volubly and at-length, about inconsequential or nonsense matters, and is used to verbally confuse and confound a target. You use your Charm Skill to Blather. Attempt an Opposed Charm/Intelligence Test. Success gives your opponent a Stunned Condition. Further, for each level you have in Blather, your opponent gains another Stunned Condition. Targets Stunned by Blather may do nothing other than stare at you dumbfounded as they try to catch-up with or understand what you are saying. Once the last Stunned Condition comes to an end, the target finally gets a word in, and may not be best pleased with you — after all, you have been talking about nothing or nonsense for some time. Should you stop talking, your opponent immediately loses all Stunned Conditions caused by your Blather. Generally, you can only attempt to Blather at a character once per scene, or perhaps longer as determined by the GM, as the target soon wises up to your antics.

\n

 

", "effects": { "Blather": { "name": "Blather" } } }, "SuGYjGZg9V98FHN9": { "name": "Blather", "description": "

Called ‘opening your mouth and letting your belly rumble’ in Nordland, or simply ‘bullshitting’ in Ostland, blathering involves talking rapidly and incessantly, or talking volubly and at-length, about inconsequential or nonsense matters, and is used to verbally confuse and confound a target. You use your Charm Skill to Blather. Attempt an Opposed Charm/Intelligence Test. Success gives your opponent a Stunned Condition. Further, for each level you have in Blather, your opponent gains another Stunned Condition. Targets Stunned by Blather may do nothing other than stare at you dumbfounded as they try to catch-up with or understand what you are saying. Once the last Stunned Condition comes to an end, the target finally gets a word in, and may not be best pleased with you — after all, you have been talking about nothing or nonsense for some time. Should you stop talking, your opponent immediately loses all Stunned Conditions caused by your Blather. Generally, you can only attempt to Blather at a character once per scene, or perhaps longer as determined by the GM, as the target soon wises up to your antics.

\n

 

", "effects": { "Blather": { "name": "Blather" } } }, "IfdG8ej5GLn5EmID": { "name": "Blather", "description": "

Called ‘opening your mouth and letting your belly rumble’ in Nordland, or simply ‘bullshitting’ in Ostland, blathering involves talking rapidly and incessantly, or talking volubly and at-length, about inconsequential or nonsense matters, and is used to verbally confuse and confound a target. You use your Charm Skill to Blather. Attempt an Opposed Charm/Intelligence Test. Success gives your opponent a Stunned Condition. Further, for each level you have in Blather, your opponent gains another Stunned Condition. Targets Stunned by Blather may do nothing other than stare at you dumbfounded as they try to catch-up with or understand what you are saying. Once the last Stunned Condition comes to an end, the target finally gets a word in, and may not be best pleased with you — after all, you have been talking about nothing or nonsense for some time. Should you stop talking, your opponent immediately loses all Stunned Conditions caused by your Blather. Generally, you can only attempt to Blather at a character once per scene, or perhaps longer as determined by the GM, as the target soon wises up to your antics.

\n

 

", "effects": { "Blather": { "name": "Blather" } } }, "Briber": { "name": "Briber", "description": "You are an exceedingly skilled briber. The GM should reduce the base cost of any required bribe by 10% per level you have in Briber, to a minimum of 10% of the original amount.", "effects": { "Briber": { "name": "Briber" } } }, "Carouser": { "name": "Carouser", "description": "You are a seasoned drinker and know how to party hard. You may reverse the dice of any failed Consume Alcohol Test if this will score a Success.", "effects": { "Carouser": { "name": "Carouser" } } }, "7F2dbVQcf5ep6FmJ": { "name": "Carouser", "description": "You are a seasoned drinker and know how to party hard. You may reverse the dice of any failed Consume Alcohol Test if this will score a Success.", "effects": { "Carouser": { "name": "Carouser" } } }, "o91o1pPo3K05wbLQ": { "name": "Carouser", "description": "You are a seasoned drinker and know how to party hard. You may reverse the dice of any failed Consume Alcohol Test if this will score a Success.", "effects": { "Carouser": { "name": "Carouser" } } }, "Commanding Presence": { "name": "Commanding Presence", "description": "Your presence fills others with hushed awe and admiration. Such is your aura of authority, those with a lower Status may not resist your Leadership tests with their Willpower. Of course, enemies are still no more likely to respect or obey you, but the common folk rarely stand against you.", "effects": { "Commanding Presence": { "name": "Commanding Presence" } } }, "zFqE0R77ehc9u4TT": { "name": "Commanding Presence", "description": "Your presence fills others with hushed awe and admiration. Such is your aura of authority, those with a lower Status may not resist your Leadership tests with their Willpower. Of course, enemies are still no more likely to respect or obey you, but the common folk rarely stand against you.", "effects": { "Commanding Presence": { "name": "Commanding Presence" } } }, "NMdMhuifbGmrm5Go": { "name": "Commanding Presence", "description": "Your presence fills others with hushed awe and admiration. Such is your aura of authority, those with a lower Status may not resist your Leadership tests with their Willpower. Of course, enemies are still no more likely to respect or obey you, but the common folk rarely stand against you.", "effects": { "Commanding Presence": { "name": "Commanding Presence" } } }, "KZV8rBQDNnEVkjQL": { "name": "Commanding Presence", "description": "Your presence fills others with hushed awe and admiration. Such is your aura of authority, those with a lower Status may not resist your Leadership tests with their Willpower. Of course, enemies are still no more likely to respect or obey you, but the common folk rarely stand against you.", "effects": { "Commanding Presence": { "name": "Commanding Presence" } } }, "O0ryXjluc2G6WzaS": { "name": "Commanding Presence", "description": "Your presence fills others with hushed awe and admiration. Such is your aura of authority, those with a lower Status may not resist your Leadership tests with their Willpower. Of course, enemies are still no more likely to respect or obey you, but the common folk rarely stand against you.", "effects": { "Commanding Presence": { "name": "Commanding Presence" } } }, "vrJViiIWi0rk61km": { "name": "Commanding Presence", "description": "Your presence fills others with hushed awe and admiration. Such is your aura of authority, those with a lower Status may not resist your Leadership tests with their Willpower. Of course, enemies are still no more likely to respect or obey you, but the common folk rarely stand against you.", "effects": { "Commanding Presence": { "name": "Commanding Presence" } } }, "Coolheaded": { "name": "Coolheaded", "description": "You gain a permanent +5 bonus to your starting Willpower Characteristic this does not count towards your Advances.", "effects": { "Coolheaded": { "name": "Coolheaded", "changes": { "system.characteristics.wp.initial": 5 } } } }, "Dealmaker": { "name": "Dealmaker", "description": "

You are a skilled businessman who knows how to close a deal. When using the Haggle skill, you reduce or increase the price of the products by an extra 10%.

\n

 

\n

Note: The GM may put a lower limit on prices here to show a seller refusing to sell below cost.

", "effects": { "Dealmaker": { "name": "Dealmaker" } } }, "Doomed": { "name": "Doomed", "description": "At the age of 10, a Priest of Morr called a Doomsayer took you aside to foretell your death in an incense-laden, coming-of-age ritual called the Dooming. In conjunction with your GM, come up with a suitable Dooming. Should your character die in a fashion that matches your Dooming, your next character gains a bonus of half the total XP your dead character accrued during play." }, "Etiquette (Nobles)": { "name": "Etiquette (Nobles)", "description": "

You can blend in socially with the chosen group so long as you are dressed and acting appropriately. Example social groups for this Talent are: Criminals, Cultists, Guilders, Nobles, Scholars, Servants, and Soldiers. If you do not have the Talent, those with it will note your discomfort in the unfamiliar environment. This is primarily a matter for roleplaying, but may confer a bonus to Fellowship Tests at the GM’s discretion.

", "effects": { "Etiquette": { "name": "Etiquette" } } }, "N4JAtQL3TrrZm39q": { "name": "Etiquette (Nobles)", "description": "

You can blend in socially with the chosen group so long as you are dressed and acting appropriately. Example social groups for this Talent are: Criminals, Cultists, Guilders, Nobles, Scholars, Servants, and Soldiers. If you do not have the Talent, those with it will note your discomfort in the unfamiliar environment. This is primarily a matter for roleplaying, but may confer a bonus to Fellowship Tests at the GM’s discretion.

", "effects": { "Etiquette": { "name": "Etiquette" } } }, "8tmYr0Fzd1AENa4Z": { "name": "Etiquette (Nobles)", "description": "

You can blend in socially with the chosen group so long as you are dressed and acting appropriately. Example social groups for this Talent are: Criminals, Cultists, Guilders, Nobles, Scholars, Servants, and Soldiers. If you do not have the Talent, those with it will note your discomfort in the unfamiliar environment. This is primarily a matter for roleplaying, but may confer a bonus to Fellowship Tests at the GM’s discretion.

", "effects": { "Etiquette": { "name": "Etiquette" } } }, "gYi68thwLAVFfTos": { "name": "Etiquette (Nobles)", "description": "

You can blend in socially with the chosen group so long as you are dressed and acting appropriately. Example social groups for this Talent are: Criminals, Cultists, Guilders, Nobles, Scholars, Servants, and Soldiers. If you do not have the Talent, those with it will note your discomfort in the unfamiliar environment. This is primarily a matter for roleplaying, but may confer a bonus to Fellowship Tests at the GM’s discretion.

", "effects": { "Etiquette": { "name": "Etiquette" } } }, "I8Tnx93a0fqOGeHx": { "name": "Etiquette (Nobles)", "description": "

You can blend in socially with the chosen group so long as you are dressed and acting appropriately. Example social groups for this Talent are: Criminals, Cultists, Guilders, Nobles, Scholars, Servants, and Soldiers. If you do not have the Talent, those with it will note your discomfort in the unfamiliar environment. This is primarily a matter for roleplaying, but may confer a bonus to Fellowship Tests at the GM’s discretion.

", "effects": { "Etiquette": { "name": "Etiquette" } } }, "uX5So6DPzjbeHBGc": { "name": "Etiquette (Nobles)", "description": "

You can blend in socially with the chosen group so long as you are dressed and acting appropriately. Example social groups for this Talent are: Criminals, Cultists, Guilders, Nobles, Scholars, Servants, and Soldiers. If you do not have the Talent, those with it will note your discomfort in the unfamiliar environment. This is primarily a matter for roleplaying, but may confer a bonus to Fellowship Tests at the GM’s discretion.

", "effects": { "Etiquette": { "name": "Etiquette" } } }, "geaVkMIFfBxxhsZA": { "name": "Etiquette (Nobles)", "description": "

You can blend in socially with the chosen group so long as you are dressed and acting appropriately. Example social groups for this Talent are: Criminals, Cultists, Guilders, Nobles, Scholars, Servants, and Soldiers. If you do not have the Talent, those with it will note your discomfort in the unfamiliar environment. This is primarily a matter for roleplaying, but may confer a bonus to Fellowship Tests at the GM’s discretion.

", "effects": { "Etiquette": { "name": "Etiquette" } } }, "yNrgtU4aCdHxHH7J": { "name": "Etiquette (Nobles)", "description": "

You can blend in socially with the chosen group so long as you are dressed and acting appropriately. Example social groups for this Talent are: Criminals, Cultists, Guilders, Nobles, Scholars, Servants, and Soldiers. If you do not have the Talent, those with it will note your discomfort in the unfamiliar environment. This is primarily a matter for roleplaying, but may confer a bonus to Fellowship Tests at the GM’s discretion.

", "effects": { "Etiquette": { "name": "Etiquette" } } }, "Frightening": { "name": "Frightening", "description": "Anyone sane thinks twice before approaching you. If you wish, you have a Fear Rating of 1 . Add +1 to this number per extra time you have this Talent.", "effects": { "Frightening": { "name": "Frightening" } } }, "np4L0stQfvMvSoCk": { "name": "Frightening", "description": "Anyone sane thinks twice before approaching you. If you wish, you have a Fear Rating of 1 . Add +1 to this number per extra time you have this Talent.", "effects": { "Frightening": { "name": "Frightening" } } }, "Gregarious": { "name": "Gregarious", "description": "You just like talking to other folk and it seems they like talking to you. You may reverse any failed Gossip Test if this allows the Test to succeed.", "effects": { "Gregarious": { "name": "Gregarious" } } }, "hQRngGlQc2mbWISJ": { "name": "Gregarious", "description": "You just like talking to other folk and it seems they like talking to you. You may reverse any failed Gossip Test if this allows the Test to succeed.", "effects": { "Gregarious": { "name": "Gregarious" } } }, "0TOx5bS1dsCPjgVU": { "name": "Gregarious", "description": "You just like talking to other folk and it seems they like talking to you. You may reverse any failed Gossip Test if this allows the Test to succeed.", "effects": { "Gregarious": { "name": "Gregarious" } } }, "f7PyCr4itWFZmv2C": { "name": "Gregarious", "description": "You just like talking to other folk and it seems they like talking to you. You may reverse any failed Gossip Test if this allows the Test to succeed.", "effects": { "Gregarious": { "name": "Gregarious" } } }, "Inspiring": { "name": "Inspiring", "description": "

Your rousing words and pleas can turn the tide of a battle. Refer to the following table to see how many people you can now influence with your Leadership Skill when at war.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Talent Taken

\n
\n

Number of soldiers influenced

\n
\n

1

\n
\n

As normal × 5

\n
\n

2

\n
\n

As normal × 10

\n
\n

3

\n
\n

 As normal × 20

\n
\n

4

\n
\n

 As normal × 50

\n
\n

5

\n
\n

 As normal × 100

\n
\n

6

\n
\n

 As normal × 200

\n
\n

7

\n
\n

 As normal × 500

\n
\n

8

\n
\n

 As normal × 1000

\n
\n

9

\n
\n

 All who can hear your inspiring voice

\n
\n
", "effects": { "Inspiring": { "name": "Inspiring" } } }, "mgyTpfsMljNLZEap": { "name": "Inspiring", "description": "

Your rousing words and pleas can turn the tide of a battle. Refer to the following table to see how many people you can now influence with your Leadership Skill when at war.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Talent Taken

\n
\n

Number of soldiers influenced

\n
\n

1

\n
\n

As normal × 5

\n
\n

2

\n
\n

As normal × 10

\n
\n

3

\n
\n

 As normal × 20

\n
\n

4

\n
\n

 As normal × 50

\n
\n

5

\n
\n

 As normal × 100

\n
\n

6

\n
\n

 As normal × 200

\n
\n

7

\n
\n

 As normal × 500

\n
\n

8

\n
\n

 As normal × 1000

\n
\n

9

\n
\n

 All who can hear your inspiring voice

\n
\n
", "effects": { "Inspiring": { "name": "Inspiring" } } }, "UnkJoZJLsbJ7KEI0": { "name": "Inspiring", "description": "

Your rousing words and pleas can turn the tide of a battle. Refer to the following table to see how many people you can now influence with your Leadership Skill when at war.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Talent Taken

\n
\n

Number of soldiers influenced

\n
\n

1

\n
\n

As normal × 5

\n
\n

2

\n
\n

As normal × 10

\n
\n

3

\n
\n

 As normal × 20

\n
\n

4

\n
\n

 As normal × 50

\n
\n

5

\n
\n

 As normal × 100

\n
\n

6

\n
\n

 As normal × 200

\n
\n

7

\n
\n

 As normal × 500

\n
\n

8

\n
\n

 As normal × 1000

\n
\n

9

\n
\n

 All who can hear your inspiring voice

\n
\n
", "effects": { "Inspiring": { "name": "Inspiring" } } }, "rRF9zp9kzAiy9hUn": { "name": "Inspiring", "description": "

Your rousing words and pleas can turn the tide of a battle. Refer to the following table to see how many people you can now influence with your Leadership Skill when at war.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Talent Taken

\n
\n

Number of soldiers influenced

\n
\n

1

\n
\n

As normal × 5

\n
\n

2

\n
\n

As normal × 10

\n
\n

3

\n
\n

 As normal × 20

\n
\n

4

\n
\n

 As normal × 50

\n
\n

5

\n
\n

 As normal × 100

\n
\n

6

\n
\n

 As normal × 200

\n
\n

7

\n
\n

 As normal × 500

\n
\n

8

\n
\n

 As normal × 1000

\n
\n

9

\n
\n

 All who can hear your inspiring voice

\n
\n
", "effects": { "Inspiring": { "name": "Inspiring" } } }, "Iron Will": { "name": "Iron Will", "description": "You have an indomitable will of iron, and will never willingly bow down before another. Use of the Intimidate skill does not cause Fear in you, and will not stop you speaking out against the intimidating party.", "effects": { "Iron Will": { "name": "Iron Will" } } }, "Lip Reading": { "name": "Lip Reading", "description": "

You can tell what people are saying by simply watching their lips; you do not need to hear what they are saying. If you have an unobstructed view of the speaker’s lower face, you can attempt a Perception Test to understand what they are saying.

", "effects": { "Lip Reading": { "name": "Lip Reading" } } }, "Luck": { "name": "Luck", "description": "

They say when you were born, Ranald smiled. Your maximum Fortune Points now equal your current Fate points plus the number of times you’ve taken Luck.

" }, "wkSkIZr3O2NBvkWy": { "name": "Luck", "description": "

They say when you were born, Ranald smiled. Your maximum Fortune Points now equal your current Fate points plus the number of times you’ve taken Luck.

" }, "CwFhuxznb4g2wffZ": { "name": "Luck", "description": "

They say when you were born, Ranald smiled. Your maximum Fortune Points now equal your current Fate points plus the number of times you’ve taken Luck.

" }, "oQRbYRHfZvMg0Rpo": { "name": "Luck", "description": "

They say when you were born, Ranald smiled. Your maximum Fortune Points now equal your current Fate points plus the number of times you’ve taken Luck.

" }, "Nimble Fingered": { "name": "Nimble Fingered", "description": "You gain a permanent +5 bonus to your starting Dexterity (this does not count towards your Advances).", "effects": { "Nimble Fingered": { "name": "Nimble Fingered", "changes": { "system.characteristics.dex.initial": 5 } } } }, "Noble Blood": { "name": "Noble Blood", "description": "You are either born into the nobility, or otherwise elevated to it by in-game events. Assuming you are dressed appropriately, you are always considered of higher Status than others unless they also have the Noble Blood Talent, where Status is compared as normal.", "effects": { "Noble Blood": { "name": "Noble Blood" } } }, "Public Speaker": { "name": "Public Speaker", "description": "

You are a skilled orator and know how to work large groups of people. Refer to the following table to see how many people you can now influence with your Charm Skill when Public Speaking.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Talent Taken

\n
\n

Number of soldiers influenced

\n
\n

1

\n
\n

As normal × 5

\n
\n

2

\n
\n

As normal × 10

\n
\n

3

\n
\n

 As normal × 20

\n
\n

4

\n
\n

 As normal × 50

\n
\n

5

\n
\n

 As normal × 100

\n
\n

6

\n
\n

 As normal × 200

\n
\n

7

\n
\n

 As normal × 500

\n
\n

8

\n
\n

 As normal × 1000

\n
\n

9

\n
\n

 All who can hear your inspiring voice

\n
\n
" }, "5Wa2ONQp0HHDi0T1": { "name": "Public Speaker", "description": "

You are a skilled orator and know how to work large groups of people. Refer to the following table to see how many people you can now influence with your Charm Skill when Public Speaking.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Talent Taken

\n
\n

Number of soldiers influenced

\n
\n

1

\n
\n

As normal × 5

\n
\n

2

\n
\n

As normal × 10

\n
\n

3

\n
\n

 As normal × 20

\n
\n

4

\n
\n

 As normal × 50

\n
\n

5

\n
\n

 As normal × 100

\n
\n

6

\n
\n

 As normal × 200

\n
\n

7

\n
\n

 As normal × 500

\n
\n

8

\n
\n

 As normal × 1000

\n
\n

9

\n
\n

 All who can hear your inspiring voice

\n
\n
" }, "8GJeL9Khtw9FtMhK": { "name": "Public Speaker", "description": "

You are a skilled orator and know how to work large groups of people. Refer to the following table to see how many people you can now influence with your Charm Skill when Public Speaking.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Talent Taken

\n
\n

Number of soldiers influenced

\n
\n

1

\n
\n

As normal × 5

\n
\n

2

\n
\n

As normal × 10

\n
\n

3

\n
\n

 As normal × 20

\n
\n

4

\n
\n

 As normal × 50

\n
\n

5

\n
\n

 As normal × 100

\n
\n

6

\n
\n

 As normal × 200

\n
\n

7

\n
\n

 As normal × 500

\n
\n

8

\n
\n

 As normal × 1000

\n
\n

9

\n
\n

 All who can hear your inspiring voice

\n
\n
" }, "yd4D2Re80VEij7Qj": { "name": "Public Speaker", "description": "

You are a skilled orator and know how to work large groups of people. Refer to the following table to see how many people you can now influence with your Charm Skill when Public Speaking.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Talent Taken

\n
\n

Number of soldiers influenced

\n
\n

1

\n
\n

As normal × 5

\n
\n

2

\n
\n

As normal × 10

\n
\n

3

\n
\n

 As normal × 20

\n
\n

4

\n
\n

 As normal × 50

\n
\n

5

\n
\n

 As normal × 100

\n
\n

6

\n
\n

 As normal × 200

\n
\n

7

\n
\n

 As normal × 500

\n
\n

8

\n
\n

 As normal × 1000

\n
\n

9

\n
\n

 All who can hear your inspiring voice

\n
\n
" }, "8ar7RP4x2ehl0xHz": { "name": "Public Speaker", "description": "

You are a skilled orator and know how to work large groups of people. Refer to the following table to see how many people you can now influence with your Charm Skill when Public Speaking.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Talent Taken

\n
\n

Number of soldiers influenced

\n
\n

1

\n
\n

As normal × 5

\n
\n

2

\n
\n

As normal × 10

\n
\n

3

\n
\n

 As normal × 20

\n
\n

4

\n
\n

 As normal × 50

\n
\n

5

\n
\n

 As normal × 100

\n
\n

6

\n
\n

 As normal × 200

\n
\n

7

\n
\n

 As normal × 500

\n
\n

8

\n
\n

 As normal × 1000

\n
\n

9

\n
\n

 All who can hear your inspiring voice

\n
\n
" }, "MhN6sEmZok1WeOlr": { "name": "Public Speaker", "description": "

You are a skilled orator and know how to work large groups of people. Refer to the following table to see how many people you can now influence with your Charm Skill when Public Speaking.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Talent Taken

\n
\n

Number of soldiers influenced

\n
\n

1

\n
\n

As normal × 5

\n
\n

2

\n
\n

As normal × 10

\n
\n

3

\n
\n

 As normal × 20

\n
\n

4

\n
\n

 As normal × 50

\n
\n

5

\n
\n

 As normal × 100

\n
\n

6

\n
\n

 As normal × 200

\n
\n

7

\n
\n

 As normal × 500

\n
\n

8

\n
\n

 As normal × 1000

\n
\n

9

\n
\n

 All who can hear your inspiring voice

\n
\n
" }, "CbG4bVHxcCRHlzmr": { "name": "Public Speaker", "description": "

You are a skilled orator and know how to work large groups of people. Refer to the following table to see how many people you can now influence with your Charm Skill when Public Speaking.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Talent Taken

\n
\n

Number of soldiers influenced

\n
\n

1

\n
\n

As normal × 5

\n
\n

2

\n
\n

As normal × 10

\n
\n

3

\n
\n

 As normal × 20

\n
\n

4

\n
\n

 As normal × 50

\n
\n

5

\n
\n

 As normal × 100

\n
\n

6

\n
\n

 As normal × 200

\n
\n

7

\n
\n

 As normal × 500

\n
\n

8

\n
\n

 As normal × 1000

\n
\n

9

\n
\n

 All who can hear your inspiring voice

\n
\n
" }, "X5HyM2a5ncqhBo2N": { "name": "Public Speaker", "description": "

You are a skilled orator and know how to work large groups of people. Refer to the following table to see how many people you can now influence with your Charm Skill when Public Speaking.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Talent Taken

\n
\n

Number of soldiers influenced

\n
\n

1

\n
\n

As normal × 5

\n
\n

2

\n
\n

As normal × 10

\n
\n

3

\n
\n

 As normal × 20

\n
\n

4

\n
\n

 As normal × 50

\n
\n

5

\n
\n

 As normal × 100

\n
\n

6

\n
\n

 As normal × 200

\n
\n

7

\n
\n

 As normal × 500

\n
\n

8

\n
\n

 As normal × 1000

\n
\n

9

\n
\n

 All who can hear your inspiring voice

\n
\n
" }, "Read/Write": { "name": "Read/Write", "description": "You are one of the rare literate individuals in the Old World. You are assumed to be able to read and write (if appropriate) all of the Languages you can speak." }, "Resistance (Disease)": { "name": "Resistance (Disease)", "description": "Your strong constitution allows you to more readily survive a specific threat. You may automatically pass the first Test to resist the specified threat, such as Magic, Poison, Disease, Mutation, every session. If SL is important, use your Toughness Bonus as SL for the Test.", "effects": { "Resistance (Disease)": { "name": "Resistance (Disease)" } } }, "Savvy": { "name": "Savvy", "description": "You gain a permanent +5 bonus to your starting Intelligence Characteristic (this does not count towards your Advances).", "effects": { "Savvy": { "name": "Savvy", "changes": { "system.characteristics.int.initial": 5 } } } }, "Schemer": { "name": "Schemer", "description": "You are a master of politics and see conspiracy around every corner. Once per session, you may ask the GM one question regarding a political situation or entangled web of social connections; the GM will perform a secret Intelligence Test and provide you some observations regarding the situation based upon your SL.", "effects": { "Schemer": { "name": "Schemer" } } }, "VmWadGBtcTNEt10J": { "name": "Schemer", "description": "You are a master of politics and see conspiracy around every corner. Once per session, you may ask the GM one question regarding a political situation or entangled web of social connections; the GM will perform a secret Intelligence Test and provide you some observations regarding the situation based upon your SL.", "effects": { "Schemer": { "name": "Schemer" } } }, "RugreXr3LO0kyXzZ": { "name": "Schemer", "description": "You are a master of politics and see conspiracy around every corner. Once per session, you may ask the GM one question regarding a political situation or entangled web of social connections; the GM will perform a secret Intelligence Test and provide you some observations regarding the situation based upon your SL.", "effects": { "Schemer": { "name": "Schemer" } } }, "bFGzkkP33OBa8t4N": { "name": "Schemer", "description": "You are a master of politics and see conspiracy around every corner. Once per session, you may ask the GM one question regarding a political situation or entangled web of social connections; the GM will perform a secret Intelligence Test and provide you some observations regarding the situation based upon your SL.", "effects": { "Schemer": { "name": "Schemer" } } }, "rmqsxuQmJ4kz490D": { "name": "Schemer", "description": "You are a master of politics and see conspiracy around every corner. Once per session, you may ask the GM one question regarding a political situation or entangled web of social connections; the GM will perform a secret Intelligence Test and provide you some observations regarding the situation based upon your SL.", "effects": { "Schemer": { "name": "Schemer" } } }, "Sharp": { "name": "Sharp", "description": "You gain a permanent +5 bonus to your starting Initiative Characteristic (this does not count towards your Advances).", "effects": { "Sharp": { "name": "Sharp", "changes": { "system.characteristics.i.initial": 5 } } } }, "Suave": { "name": "Suave", "description": "You gain a permanent +5 bonus to your starting Fellowship Characteristic (this does not count towards your Advances).", "effects": { "Suave": { "name": "Suave", "changes": { "system.characteristics.fel.initial": 5 } } } }, "Tenacious": { "name": "Tenacious", "description": "You never give up, no matter how impossible your travails appear. You can double the length of time successful Endurance Tests allow you to endure a hardship. This includes enduring prolonged riding, exposure, rituals, and similar adversities", "effects": { "Tenacious": { "name": "Tenacious" } } }, "3TUVWPFkr9NVLNKV": { "name": "Tenacious", "description": "You never give up, no matter how impossible your travails appear. You can double the length of time successful Endurance Tests allow you to endure a hardship. This includes enduring prolonged riding, exposure, rituals, and similar adversities", "effects": { "Tenacious": { "name": "Tenacious" } } }, "War Leader": { "name": "War Leader", "description": "

Your stern gaze and inspiring words motivate your soldiers to fight on to the end. All subordinates able to see you may add your level in War Leader to their SL in one Willpower Test per Round. This bonus does not stack.

", "effects": { "War Leader": { "name": "War Leader" } } }, "Wealthy": { "name": "Wealthy", "description": "

You are fabulously wealthy, and are rarely ever short of coin. When Earning (including Income Endeavor) you secure +1 GC per time you have this Talent.

" }, "JW53EWIoQDXzIYG5": { "name": "Wealthy", "description": "

You are fabulously wealthy, and are rarely ever short of coin. When Earning (including Income Endeavor) you secure +1 GC per time you have this Talent.

" }, "HdeUVNLAtKC59GMt": { "name": "Wealthy", "description": "

You are fabulously wealthy, and are rarely ever short of coin. When Earning (including Income Endeavor) you secure +1 GC per time you have this Talent.

" }, "BxPNATGXU0xoP5xg": { "name": "Wealthy", "description": "

You are fabulously wealthy, and are rarely ever short of coin. When Earning (including Income Endeavor) you secure +1 GC per time you have this Talent.

" }, "tDGGCxImDmj8Vh8C": { "name": "Wealthy", "description": "

You are fabulously wealthy, and are rarely ever short of coin. When Earning (including Income Endeavor) you secure +1 GC per time you have this Talent.

" }, "KCIwmGjntnspNy4S": { "name": "Wealthy", "description": "

You are fabulously wealthy, and are rarely ever short of coin. When Earning (including Income Endeavor) you secure +1 GC per time you have this Talent.

" }, "Nbw9zbKUHqcLPGxM": { "name": "Wealthy", "description": "

You are fabulously wealthy, and are rarely ever short of coin. When Earning (including Income Endeavor) you secure +1 GC per time you have this Talent.

" }, "Q1TdqgHLOtbmUDRG": { "name": "Wealthy", "description": "

You are fabulously wealthy, and are rarely ever short of coin. When Earning (including Income Endeavor) you secure +1 GC per time you have this Talent.

" }, "RR61yk5HiYMtxOFv": { "name": "Wealthy", "description": "

You are fabulously wealthy, and are rarely ever short of coin. When Earning (including Income Endeavor) you secure +1 GC per time you have this Talent.

" }, "8waXrwM5atsLk2vA": { "name": "Wealthy", "description": "

You are fabulously wealthy, and are rarely ever short of coin. When Earning (including Income Endeavor) you secure +1 GC per time you have this Talent.

" }, "6saUJrYoQruKj3bb": { "name": "Wealthy", "description": "

You are fabulously wealthy, and are rarely ever short of coin. When Earning (including Income Endeavor) you secure +1 GC per time you have this Talent.

" }, "1bxx9wj3yVWsZmbM": { "name": "Wealthy", "description": "

You are fabulously wealthy, and are rarely ever short of coin. When Earning (including Income Endeavor) you secure +1 GC per time you have this Talent.

" }, "CAxIOMF5hPJ0atEq": { "name": "Wealthy", "description": "

You are fabulously wealthy, and are rarely ever short of coin. When Earning (including Income Endeavor) you secure +1 GC per time you have this Talent.

" }, "5X0ysGViwv3ZGukv": { "name": "Wealthy", "description": "

You are fabulously wealthy, and are rarely ever short of coin. When Earning (including Income Endeavor) you secure +1 GC per time you have this Talent.

" }, "9DIjUG7dL8frjnwh": { "name": "Wealthy", "description": "

You are fabulously wealthy, and are rarely ever short of coin. When Earning (including Income Endeavor) you secure +1 GC per time you have this Talent.

" }, "0iLcfZPB7lQ7YmFg": { "name": "Wealthy", "description": "

You are fabulously wealthy, and are rarely ever short of coin. When Earning (including Income Endeavor) you secure +1 GC per time you have this Talent.

" }, "m1M3pkBBOoaFJwqc": { "name": "Wealthy", "description": "

You are fabulously wealthy, and are rarely ever short of coin. When Earning (including Income Endeavor) you secure +1 GC per time you have this Talent.

" }, "BcUFtMRCwGxHjmUv": { "name": "Wealthy", "description": "

You are fabulously wealthy, and are rarely ever short of coin. When Earning (including Income Endeavor) you secure +1 GC per time you have this Talent.

" }, "QmHBkXKjmOkdVkRy": { "name": "Wealthy", "description": "

You are fabulously wealthy, and are rarely ever short of coin. When Earning (including Income Endeavor) you secure +1 GC per time you have this Talent.

" }, "YgITGBY2P4yTz8IX": { "name": "Wealthy", "description": "

You are fabulously wealthy, and are rarely ever short of coin. When Earning (including Income Endeavor) you secure +1 GC per time you have this Talent.

" }, "E53oMYcSuinchPAA": { "name": "Wealthy", "description": "

You are fabulously wealthy, and are rarely ever short of coin. When Earning (including Income Endeavor) you secure +1 GC per time you have this Talent.

" }, "JUG5uz3qygi5NIo0": { "name": "Wealthy", "description": "

You are fabulously wealthy, and are rarely ever short of coin. When Earning (including Income Endeavor) you secure +1 GC per time you have this Talent.

" }, "Art": { "name": "Art", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" }, "Athletics": { "name": "Athletics", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" }, "Bribery": { "name": "Bribery", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" }, "Charm": { "name": "Charm", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" }, "Charm Animal": { "name": "Charm Animal", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" }, "Climb": { "name": "Climb", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}" }, "Consume Alcohol": { "name": "Consume Alcohol", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" }, "Cool": { "name": "Cool", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" }, "Dodge": { "name": "Dodge", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" }, "Drive": { "name": "Drive", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" }, "Endurance": { "name": "Endurance", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" }, "Entertain": { "name": "Entertain", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" }, "Gamble": { "name": "Gamble", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}" }, "Gossip": { "name": "Gossip", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" }, "Haggle": { "name": "Haggle", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" }, "Intimidate": { "name": "Intimidate", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" }, "Intuition": { "name": "Intuition", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" }, "Leadership": { "name": "Leadership", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" }, "Melee": { "name": "Melee", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Navigation": { "name": "Navigation", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" }, "Outdoor Survival": { "name": "Outdoor Survival", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" }, "Perception": { "name": "Perception", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" }, "Ride": { "name": "Ride", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" }, "Row": { "name": "Row", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" }, "Stealth": { "name": "Stealth", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Brass Penny": { "name": "Brass Penny" }, "avLfNoJFXv3VoVuW": { "name": "Wealthy", "description": "

You are fabulously wealthy, and are rarely ever short of coin. When Earning (including Income Endeavor) you secure +1 GC per time you have this Talent.

" }, "IH2Ed3BxFfPZqk9b": { "name": "Wealthy", "description": "

You are fabulously wealthy, and are rarely ever short of coin. When Earning (including Income Endeavor) you secure +1 GC per time you have this Talent.

" }, "j8srcjyfMPvrswhh": { "name": "Wealthy", "description": "

You are fabulously wealthy, and are rarely ever short of coin. When Earning (including Income Endeavor) you secure +1 GC per time you have this Talent.

" }, "Attractive": { "name": "Attractive", "description": "

Whether it’s your piercing eyes, your strong frame, or maybe the way you flash your perfect teeth, you know how to make the best use of what the gods gave you. When you successfully use Charm to influence those attracted to you, you can choose to either use your rolled SL, or the number rolled on your units die. So, a successful roll of 38 could be used for +8 SL.

", "effects": { "Attractive": { "name": "Attractive" } } }, "XOSBdkQEkIKXUrVI": { "name": "Attractive", "description": "

Whether it’s your piercing eyes, your strong frame, or maybe the way you flash your perfect teeth, you know how to make the best use of what the gods gave you. When you successfully use Charm to influence those attracted to you, you can choose to either use your rolled SL, or the number rolled on your units die. So, a successful roll of 38 could be used for +8 SL.

", "effects": { "Attractive": { "name": "Attractive" } } }, "neI9NesKtAKG7Lae": { "name": "Attractive", "description": "

Whether it’s your piercing eyes, your strong frame, or maybe the way you flash your perfect teeth, you know how to make the best use of what the gods gave you. When you successfully use Charm to influence those attracted to you, you can choose to either use your rolled SL, or the number rolled on your units die. So, a successful roll of 38 could be used for +8 SL.

", "effects": { "Attractive": { "name": "Attractive" } } }, "Nqn8U0BUyV9i42ng": { "name": "Attractive", "description": "

Whether it’s your piercing eyes, your strong frame, or maybe the way you flash your perfect teeth, you know how to make the best use of what the gods gave you. When you successfully use Charm to influence those attracted to you, you can choose to either use your rolled SL, or the number rolled on your units die. So, a successful roll of 38 could be used for +8 SL.

", "effects": { "Attractive": { "name": "Attractive" } } }, "U5KSVTDNssBW4Jse": { "name": "Attractive", "description": "

Whether it’s your piercing eyes, your strong frame, or maybe the way you flash your perfect teeth, you know how to make the best use of what the gods gave you. When you successfully use Charm to influence those attracted to you, you can choose to either use your rolled SL, or the number rolled on your units die. So, a successful roll of 38 could be used for +8 SL.

", "effects": { "Attractive": { "name": "Attractive" } } }, "9Sw73lHCzN2hGQ6a": { "name": "Attractive", "description": "

Whether it’s your piercing eyes, your strong frame, or maybe the way you flash your perfect teeth, you know how to make the best use of what the gods gave you. When you successfully use Charm to influence those attracted to you, you can choose to either use your rolled SL, or the number rolled on your units die. So, a successful roll of 38 could be used for +8 SL.

", "effects": { "Attractive": { "name": "Attractive" } } }, "hCIyX1nn2Chx740n": { "name": "Attractive", "description": "

Whether it’s your piercing eyes, your strong frame, or maybe the way you flash your perfect teeth, you know how to make the best use of what the gods gave you. When you successfully use Charm to influence those attracted to you, you can choose to either use your rolled SL, or the number rolled on your units die. So, a successful roll of 38 could be used for +8 SL.

", "effects": { "Attractive": { "name": "Attractive" } } }, "gYgFrnJw0oNU8Czv": { "name": "Attractive", "description": "

Whether it’s your piercing eyes, your strong frame, or maybe the way you flash your perfect teeth, you know how to make the best use of what the gods gave you. When you successfully use Charm to influence those attracted to you, you can choose to either use your rolled SL, or the number rolled on your units die. So, a successful roll of 38 could be used for +8 SL.

", "effects": { "Attractive": { "name": "Attractive" } } }, "Ambidextrous": { "name": "Ambidextrous", "description": "

You can use your off-hand far better than most folk, either by training or innate talent. You only suffer a penalty of -10 to Tests relying solely on your secondary hand, not -20. If you have this Talent twice, you suffer no penalty at all.

", "effects": { "Ambidextrous": { "name": "Ambidextrous" } } }, "1aYejtBzjRdzzr4L": { "name": "Ambidextrous", "description": "

You can use your off-hand far better than most folk, either by training or innate talent. You only suffer a penalty of -10 to Tests relying solely on your secondary hand, not -20. If you have this Talent twice, you suffer no penalty at all.

", "effects": { "Ambidextrous": { "name": "Ambidextrous" } } }, "Magical Dagger": { "name": "Magical Dagger" }, "Master Orator": { "name": "Master Orator", "description": "

You are skilled at firing up crowds. You gain a gain a SL bonus equal to your levels of Master Orator to any Charm Test when Public Speaking before a crowd.

", "effects": { "Master Orator": { "name": "Master Orator" } } }, "O2OmeZD6o5NVSCBU": { "name": "Master Orator", "description": "

You are skilled at firing up crowds. You gain a gain a SL bonus equal to your levels of Master Orator to any Charm Test when Public Speaking before a crowd.

", "effects": { "Master Orator": { "name": "Master Orator" } } }, "NrmWs7UKgKIW6tAc": { "name": "Master Orator", "description": "

You are skilled at firing up crowds. You gain a gain a SL bonus equal to your levels of Master Orator to any Charm Test when Public Speaking before a crowd.

", "effects": { "Master Orator": { "name": "Master Orator" } } }, "VXcguA2GRnlHhacX": { "name": "Master Orator", "description": "

You are skilled at firing up crowds. You gain a gain a SL bonus equal to your levels of Master Orator to any Charm Test when Public Speaking before a crowd.

", "effects": { "Master Orator": { "name": "Master Orator" } } }, "jEu51Ppw9xEnhHUG": { "name": "Master Orator", "description": "

You are skilled at firing up crowds. You gain a gain a SL bonus equal to your levels of Master Orator to any Charm Test when Public Speaking before a crowd.

", "effects": { "Master Orator": { "name": "Master Orator" } } } } }, "Knight (Knights of the Fiery Heart)": { "name": "Knight (Knights of the Fiery Heart)", "items": { "Athletics": { "name": "Athletics", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" }, "Cool": { "name": "Cool", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" }, "Dodge": { "name": "Dodge", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" }, "Heal": { "name": "Heal", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dSf8QWBvN6mlpHBF caption=false]{Heal}", "effects": { "Heal": { "name": "Heal" } } }, "Intimidate": { "name": "Intimidate", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" }, "Melee (Basic)": { "name": "Melee (Basic)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Melee (Cavalry)": { "name": "Melee (Cavalry)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Ride (Horse)": { "name": "Ride (Horse)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" }, "Roughrider": { "name": "Roughrider", "description": "

You are at home in the saddle in even the most difficult of circumstances, and know how to get the best out of your mount during conflict. Assuming you have the Ride skill, you can direct your mount to take an Action, not just a Move, without a Ride test.

", "effects": { "Roughrider": { "name": "Roughrider" } } }, "Strike Mighty Blow": { "name": "Strike Mighty Blow", "description": "You know how to hit hard! You deal your level of Strike Mighty Blow in extra Damage with melee weapons.", "effects": { "Strike Mighty Blow": { "name": "Strike Mighty Blow" } } }, "Lance": { "name": "Lance" }, "Sword": { "name": "Sword" }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Brass Penny": { "name": "Brass Penny" }, "Entertain": { "name": "Entertain", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" }, "Charm Animal": { "name": "Charm Animal", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" }, "Melee": { "name": "Melee", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Gamble": { "name": "Gamble", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}" }, "Art": { "name": "Art", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" }, "Endurance": { "name": "Endurance", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" }, "Perception": { "name": "Perception", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" }, "Row": { "name": "Row", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" }, "Stealth": { "name": "Stealth", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" }, "Ride": { "name": "Ride", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" }, "Consume Alcohol": { "name": "Consume Alcohol", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" }, "Gossip": { "name": "Gossip", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" }, "Intuition": { "name": "Intuition", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" }, "Bribery": { "name": "Bribery", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" }, "Charm": { "name": "Charm", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" }, "Drive": { "name": "Drive", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" }, "Leadership": { "name": "Leadership", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" }, "Outdoor Survival": { "name": "Outdoor Survival", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" }, "Haggle": { "name": "Haggle", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" }, "Climb": { "name": "Climb", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}" }, "Navigation": { "name": "Navigation", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" }, "Destrier": { "name": "Destrier", "description": "

Horse trained for war.

" }, "Plate Bracers": { "name": "Plate Bracers" }, "Plate Breastplate": { "name": "Plate Breastplate" }, "Plate Helm": { "name": "Plate Helm", "effects": { "Plate Helm": { "name": "Plate Helm" } } }, "Plate Leggings": { "name": "Plate Leggings", "effects": { "Plate Leggings": { "name": "Plate Leggings" } } }, "Mail Chausses": { "name": "Mail Chausses" }, "Mail Coat": { "name": "Mail Coat" }, "Mail Coif": { "name": "Mail Coif", "effects": { "Mail Coif": { "name": "Mail Coif" } } }, "Purse": { "name": "Purse" }, "5d10 Silver Shilling": { "name": "5d10 Silver Shilling" }, "Miracles": { "name": "Miracles", "description": "

The creature can enact Miracles; the relevant deity is indicated in brackets.

" }, "Beacon of Righteous Virtue": { "name": "Beacon of Righteous Virtue", "description": "

As you bellow prayers in Sigmar’s name, you become infused with holy fire of righteousness. All allies with Line of Sight to you instantaneously remove all Broken Conditions, and gain the @UUID[Compendium.wfrp4e-core.items.8pVzgPkgWpTJvfhG]{Fearless} Talent while the Miracle is in effect and they remain in your Line of Sight. Any Greenskins with Line of Sight to you are subject to @UUID[Compendium.wfrp4e-core.items.pTorrE0l3VybAbtn]{Fear 1}.

", "effects": { "Beacon of Righteous Virtue": { "name": "Beacon of Righteous Virtue" } } }, "Soulfire": { "name": "Soulfire", "description": "

You call the power of Sigmar to smite the enemies of the Empire. A holy fire explodes from your body blasting outwards for Fellowship Bonus yards. All targets within range take 1d10 Wounds ignoring Toughness Bonus and APs. Targets with the Undead and Daemon Creature Traits also gain the Ablaze Condition. For every +2 SL, you may increase the area of effect by +Fellowship Bonus yards, or cause an extra +2 Damage to any Greenskins, Undead, or servants of the Ruinous Powers affected.

", "effects": { "Soulfire": { "name": "Soulfire" } } }, "Sigmar's Fiery Hammer": { "name": "Sigmar's Fiery Hammer", "description": "

You chant benedictions of Sigmar’s might. If wielding a warhammer, it counts as Magical, deals +Fellowship Bonus Damage, and any target struck receives the @Condition[Ablaze] and @Condition[Prone] Conditions.

", "effects": { "Sigmar's Fiery Hammer": { "name": "Sigmar's Fiery Hammer" } } } }, "effects": { "Encumbrance 2": { "name": "Encumbrance 2" } } }, "Renia Grünewald": { "name": "Renia Grünewald", "items": { "Athletics": { "name": "Athletics", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" }, "Bribery": { "name": "Bribery", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" }, "Charm": { "name": "Charm", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" }, "Cool": { "name": "Cool", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" }, "Dodge": { "name": "Dodge", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" }, "Endurance": { "name": "Endurance", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" }, "Gossip": { "name": "Gossip", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" }, "Haggle": { "name": "Haggle", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" }, "Intuition": { "name": "Intuition", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" }, "Language (Wastelander)": { "name": "Language (Wastelander)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.xo5U0kL08xCPe6kl caption=false]{Language}" }, "Language (Khazalid)": { "name": "Language (Khazalid)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.xo5U0kL08xCPe6kl caption=false]{Language}" }, "Language (Tilean)": { "name": "Language (Tilean)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.xo5U0kL08xCPe6kl caption=false]{Language}" }, "Language (Grumbarth)": { "name": "Language (Grumbarth)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.xo5U0kL08xCPe6kl caption=false]{Language}" }, "Language (Battle Tongue)": { "name": "Language (Battle Tongue)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.xo5U0kL08xCPe6kl caption=false]{Language}" }, "Lore (Politics)": { "name": "Lore (Politics)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" }, "Lore (Reikland)": { "name": "Lore (Reikland)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" }, "Lore (Ostland)": { "name": "Lore (Ostland)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" }, "Lore (Dwarfs)": { "name": "Lore (Dwarfs)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" }, "Melee (Basic)": { "name": "Melee (Basic)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Outdoor Survival": { "name": "Outdoor Survival", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" }, "Perception": { "name": "Perception", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" }, "Attractive": { "name": "Attractive", "description": "

Whether it’s your piercing eyes, your strong frame, or maybe the way you flash your perfect teeth, you know how to make the best use of what the gods gave you. When you successfully use Charm to influence those attracted to you, you can choose to either use your rolled SL, or the number rolled on your units die. So, a successful roll of 38 could be used for +8 SL.

", "effects": { "Attractive": { "name": "Attractive" } } }, "Blather": { "name": "Blather", "description": "

Called ‘opening your mouth and letting your belly rumble’ in Nordland, or simply ‘bullshitting’ in Ostland, blathering involves talking rapidly and incessantly, or talking volubly and at-length, about inconsequential or nonsense matters, and is used to verbally confuse and confound a target. You use your Charm Skill to Blather. Attempt an Opposed Charm/Intelligence Test. Success gives your opponent a Stunned Condition. Further, for each level you have in Blather, your opponent gains another Stunned Condition. Targets Stunned by Blather may do nothing other than stare at you dumbfounded as they try to catch-up with or understand what you are saying. Once the last Stunned Condition comes to an end, the target finally gets a word in, and may not be best pleased with you — after all, you have been talking about nothing or nonsense for some time. Should you stop talking, your opponent immediately loses all Stunned Conditions caused by your Blather. Generally, you can only attempt to Blather at a character once per scene, or perhaps longer as determined by the GM, as the target soon wises up to your antics.

\n

 

", "effects": { "Blather": { "name": "Blather" } } }, "Doomed": { "name": "Doomed", "description": "At the age of 10, a Priest of Morr called a Doomsayer took you aside to foretell your death in an incense-laden, coming-of-age ritual called the Dooming. In conjunction with your GM, come up with a suitable Dooming. Should your character die in a fashion that matches your Dooming, your next character gains a bonus of half the total XP your dead character accrued during play.

It starts with a trickle" }, "Etiquette (Noble)": { "name": "Etiquette (Noble)", "description": "

You can blend in socially with the chosen group so long as you are dressed and acting appropriately. Example social groups for this Talent are: Criminals, Cultists, Guilders, Nobles, Scholars, Servants, and Soldiers. If you do not have the Talent, those with it will note your discomfort in the unfamiliar environment. This is primarily a matter for roleplaying, but may confer a bonus to Fellowship Tests at the GM’s discretion.

", "effects": { "Etiquette": { "name": "Etiquette" } } }, "Etiquette (Dwarf)": { "name": "Etiquette (Dwarf)", "description": "

You can blend in socially with the chosen group so long as you are dressed and acting appropriately. Example social groups for this Talent are: Criminals, Cultists, Guilders, Nobles, Scholars, Servants, and Soldiers. If you do not have the Talent, those with it will note your discomfort in the unfamiliar environment. This is primarily a matter for roleplaying, but may confer a bonus to Fellowship Tests at the GM’s discretion.

", "effects": { "Etiquette": { "name": "Etiquette" } } }, "Etiquette (Soldiers)": { "name": "Etiquette (Soldiers)", "description": "

You can blend in socially with the chosen group so long as you are dressed and acting appropriately. Example social groups for this Talent are: Criminals, Cultists, Guilders, Nobles, Scholars, Servants, and Soldiers. If you do not have the Talent, those with it will note your discomfort in the unfamiliar environment. This is primarily a matter for roleplaying, but may confer a bonus to Fellowship Tests at the GM’s discretion.

", "effects": { "Etiquette": { "name": "Etiquette" } } }, "Read/Write": { "name": "Read/Write", "description": "You are one of the rare literate individuals in the Old World. You are assumed to be able to read and write (if appropriate) all of the Languages you can speak." }, "Super Numerate": { "name": "Super Numerate", "description": "

You have a gift for calculation and can work out the solution to most mathematical problems with ease. You may use a simple calculator to represent what your PC is capable of mentally computing.

", "effects": { "Super Numerate": { "name": "Super Numerate" } } }, "Sword": { "name": "Sword" }, "Cloak": { "name": "Cloak", "description": "

Protects wearer against the elements. 

" }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Brass Penny": { "name": "Brass Penny" }, "Entertain": { "name": "Entertain", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" }, "Charm Animal": { "name": "Charm Animal", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" }, "Melee": { "name": "Melee", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Gamble": { "name": "Gamble", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}" }, "Art": { "name": "Art", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" }, "Intimidate": { "name": "Intimidate", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" }, "Row": { "name": "Row", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" }, "Stealth": { "name": "Stealth", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" }, "Ride (Horse)": { "name": "Ride (Horse)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" }, "Consume Alcohol": { "name": "Consume Alcohol", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" }, "Drive": { "name": "Drive", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" }, "Leadership": { "name": "Leadership", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" }, "Climb": { "name": "Climb", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}" }, "Navigation": { "name": "Navigation", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" }, "Envoy": { "name": "Envoy", "description": "

@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.0t9wtjQIoOofh8nO]{Envoy}

" }, "Travel Clothing": { "name": "Travel Clothing" }, "Fine Clothing (in pack)": { "name": "Fine Clothing (in pack)" }, "Resistance (Chaos)": { "name": "Resistance (Chaos)", "description": "Your strong constitution allows you to more readily survive a specific threat. You may automatically pass the first Test to resist the specified threat, such as Magic, Poison, Disease, Mutation, every session. If SL is important, use your Toughness Bonus as SL for the Test.", "effects": { "Resistance (Chaos)": { "name": "Resistance (Chaos)" } } } } }, "The Wanderer, Sadikur Of Numas": { "name": "The Wanderer, Sadikur Of Numas", "items": { "Painted Mask": { "name": "Painted Mask" }, "Rubied Scarab worth 100 GC": { "name": "Rubied Scarab worth 100 GC" }, "Research Materials": { "name": "Research Materials" }, "15GC 5/12": { "name": "15GC 5/12" }, "Lore (Khemri)": { "name": "Lore (Khemri)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" }, "Lore (Nehekhara)": { "name": "Lore (Nehekhara)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" }, "Lore (Sheerargetru)": { "name": "Lore (Sheerargetru)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" }, "Lore (Tzeentch)": { "name": "Lore (Tzeentch)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" }, "Language (Classical)": { "name": "Language (Classical)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.xo5U0kL08xCPe6kl caption=false]{Language}" }, "Language (Reikspeil)": { "name": "Language (Reikspeil)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.xo5U0kL08xCPe6kl caption=false]{Language}" }, "Melee (Basic)": { "name": "Melee (Basic)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Etiquette (Living Humans)": { "name": "Etiquette (Living Humans)", "description": "

You can blend in socially with the chosen group so long as you are dressed and acting appropriately. Example social groups for this Talent are: Criminals, Cultists, Guilders, Nobles, Scholars, Servants, and Soldiers. If you do not have the Talent, those with it will note your discomfort in the unfamiliar environment. This is primarily a matter for roleplaying, but may confer a bonus to Fellowship Tests at the GM’s discretion.

", "effects": { "Etiquette": { "name": "Etiquette" } } }, "Read/Write": { "name": "Read/Write", "description": "You are one of the rare literate individuals in the Old World. You are assumed to be able to read and write (if appropriate) all of the Languages you can speak." }, "Strike Mighty Blow": { "name": "Strike Mighty Blow", "description": "You know how to hit hard! You deal your level of Strike Mighty Blow in extra Damage with melee weapons.", "effects": { "Strike Mighty Blow": { "name": "Strike Mighty Blow" } } }, "KdaGHscmJ6E9bOKW": { "name": "Strike Mighty Blow", "description": "You know how to hit hard! You deal your level of Strike Mighty Blow in extra Damage with melee weapons.", "effects": { "Strike Mighty Blow": { "name": "Strike Mighty Blow" } } }, "Armour": { "name": "Armour", "description": "

The creature is protected by armor or thick hide. It has Rating Armor Points on all Hit Locations

", "effects": { "Armour": { "name": "Armour" } } }, "Dark Vision": { "name": "Dark Vision", "description": "

The creature can see in the dark as daylight.

" }, "Champion": { "name": "Champion", "description": "

The creature is an extraordinarily skilled warrior. If it wins an Opposed Test when defending in melee combat, it can cause Damage just as if it was the attacker.

", "effects": { "Champion": { "name": "Champion" } } }, "Undead": { "name": "Undead", "description": "

The Undead are neither living, nor dead, meaning they are not reliant on the usual prerequisites for life: air, food, water… This Trait most commonly come into use when spells, miracles, or other abilities affect Undead only.

UNQUIET DEAD

Any Undead creature with the Construct trait is magically bound together with sinews of dark magics. They are either mindless automatons reanimated by a necromancer, or those who came to unlife in a place where Shyish, the magical wind of death, or Dhar, vile black magic, gathers and stagnates, twisting death into something new.

" }, "Weapon (Sword)": { "name": "Weapon (Sword)", "description": "

The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)

" }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Brass Penny": { "name": "Brass Penny" }, "Fear": { "name": "Fear", "description": "

The creature causes supernatural Fear in other creatures, with a rating equal to its Rating.

\n

The Fear trait represents an extreme aversion to something. Creatures that cause Fear have a Fear Rating; this value reflects the SL you are required to pass on an Extended Cool Test to overcome your Fear. You may continue to Test at the end of every round until your SL equals or surpasses the creature’s Fear rating. Until you do this, you are subject to Fear.

\n

When subject to Fear, you suffer –1 SL on all Tests to affect the source of your fear. You may not move closer to whatever is causing Fear without passing a Challenging (+0) Cool Test. If it comes closer to you, you must pass a Challenging (+0) Cool Test, or gain a @Condition[Broken] Condition.

", "effects": { "Fear": { "name": "Fear" } } } } }, "Ungor of the Red Crown": { "name": "Ungor of the Red Crown", "items": { "Splintered Spear": { "name": "Splintered Spear" }, "Questionable Meat": { "name": "Questionable Meat" }, "Melee (Polearm)": { "name": "Melee (Polearm)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Ranged (Bow)": { "name": "Ranged (Bow)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.jJYOiSQNgC9v7cM5 caption=false]{Ranged}" }, "Arboreal": { "name": "Arboreal", "description": "

The creature is at home in the forests. In the woodlands, it adds its Agility Bonus to the SL of all Climb and Stealth Tests.

", "effects": { "Arboreal": { "name": "Arboreal" } } }, "Armour": { "name": "Armour", "description": "

The creature is protected by armor or thick hide. It has Rating Armor Points on all Hit Locations

", "effects": { "Armour": { "name": "Armour" } } }, "Night Vision": { "name": "Night Vision", "description": "

You can see very well in natural darkness. Assuming you have at least a faint source of light (such as starlight, moonlight, or bioluminescence) you can see clearly for 20 yards per level of Night Vision. Further, you can extend the effective illumination distance of any light sources by 20 yards per level of Night Vision.

" }, "Weapon (Crude Spear)": { "name": "Weapon (Crude Spear)", "description": "

The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)

" }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Brass Penny": { "name": "Brass Penny" }, "Bow": { "name": "Bow" }, "Arrow": { "name": "Arrow", "description": "

" }, "Entertain": { "name": "Entertain", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" }, "Dodge": { "name": "Dodge", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" }, "Charm Animal": { "name": "Charm Animal", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" }, "Melee": { "name": "Melee", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Gamble": { "name": "Gamble", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}" }, "Art": { "name": "Art", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" }, "Endurance": { "name": "Endurance", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" }, "Perception": { "name": "Perception", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" }, "Intimidate": { "name": "Intimidate", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" }, "Row": { "name": "Row", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" }, "Athletics": { "name": "Athletics", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" }, "Stealth": { "name": "Stealth", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" }, "Ride": { "name": "Ride", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" }, "Consume Alcohol": { "name": "Consume Alcohol", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" }, "Gossip": { "name": "Gossip", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" }, "Intuition": { "name": "Intuition", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" }, "Bribery": { "name": "Bribery", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" }, "Charm": { "name": "Charm", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" }, "Drive": { "name": "Drive", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" }, "Leadership": { "name": "Leadership", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" }, "Outdoor Survival": { "name": "Outdoor Survival", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" }, "Haggle": { "name": "Haggle", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" }, "Cool": { "name": "Cool", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" }, "Climb": { "name": "Climb", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}" }, "Navigation": { "name": "Navigation", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" } } }, "Animated Furniture, Small": { "name": "Animated Furniture, Small", "description": "

This profile can be used for side tables, stools, footstools, and other pieces of similar size. Shorter-legged pieces, such as footstools, lose 1 point of Movement and the @UUID[Actor.ZLRDoZmP0bOlvEVw.Item.4bgfeLARrir5KKqd]{Stride} Trait.

", "items": { "Armour": { "name": "Armour", "description": "

The creature is protected by armor or thick hide. It has Rating Armor Points on all Hit Locations

", "effects": { "Armour": { "name": "Armour" } } }, "Construct": { "name": "Construct", "description": "
\n
\n
\n

The creature is a construct of magic, quite mindless, bound together with magical sinews. It has no Intelligence, Willpower, or Fellowship Characteristics, and need never Test them. If it has no wizard controlling it, or does not possess the Territorial Trait, it meanders mindlessly, following flows of ambient magic.

\n

 

\n

For the purposes of calculating its Wounds, it uses its Strength Bonus whenever Willpower Bonus is required. All its attacks are Magical.

\n
\n
\n
", "effects": { "Construct": { "name": "Construct" } } }, "Immunity to Psychology": { "name": "Immunity to Psychology", "description": "

Whether brave, exceedingly stupid, or just caught up in the moment, the creature is utterly fearless. It ignores the Psychology rules.

" }, "Painless": { "name": "Painless", "description": "

The creature feels no pain or can ignore it. All non-amputation penalties suffered from Critical Wounds are ignored, although Conditions are suffered as normal.

" }, "Weapon": { "name": "Weapon", "description": "

The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)

" }, "Stride": { "name": "Stride", "description": "

The creature has a long stride, perhaps because it is a quadruped or has especially long legs. Multiply Run Movement by 1.5 when Running. 

", "effects": { "Stride": { "name": "Stride" } } }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Brass Penny": { "name": "Brass Penny" } } }, "Shaman": { "name": "Shaman", "description": "

There are two other Shamans in Cacklespit’s coven, Oddblat and Grikkle. The former brews potions from mould and cave water and the latter’s head glows from within, charged with a strange luminescent energy. Both hang out in @UUID[Actor.XuZtsncLRagDpswg]{Cacklspit’s} throne cave most of the time.

", "items": { "Channelling": { "name": "Channelling", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tXu8Hrd4desq1Rja caption=false]{Channelling}" }, "Cool": { "name": "Cool", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" }, "Endurance": { "name": "Endurance", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" }, "Sleight of Hand": { "name": "Sleight of Hand", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.bGqmHCju8VZ8q2Pv caption=false]{Sleight of Hand}" }, "Stealth (Underground)": { "name": "Stealth (Underground)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" }, "Arcane Magic (Little Waaagh!)": { "name": "Arcane Magic (Little Waaagh!)", "description": "

You either study one of the 8 Arcane Lores of Magic — Beasts, Death, Fire, Heavens, Metal, Shadow, Light, or Life — or practice a lesser known Lore, such as Hedgecraft or Necromancy. You may now memorize spells from your chosen Lore for the following cost in XP.

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Number of Spells Currently Known

\n
\n

XP Cost for a new spell

\n
\n

Intelligence Bonus × 1 

\n
\n

100 XP

\n
\n

Intelligence Bonus × 2

\n
\n

200 XP

\n
\n

Intelligence Bonus × 3

\n
\n

300 XP

\n
\n

Intelligence Bonus × 4

\n
\n

400 XP

\n
\n
\n

 ...and so on.

\n

So, if your Intelligence Bonus is 4, it will cost you 100 XP for the first spell, and the next 4, then 200 XP for the next 4, and so on. Full rules for learning new spells are provided in @UUID[Compendium.wfrp4e-core.journals.YBVrpUHEjohB1H4f]{Magic}. Under normal circumstances, you may not learn more than one Arcane Magic (Lore) Talent. Further, you may not learn the @UUID[Compendium.wfrp4e-core.items.QyjWtSdnVMT04l5Y]{Bless} or @UUID[Compendium.wfrp4e-core.items.voV0C2ar1bKpcpnH]{Invoke} Talents when you have the Arcane Magic Talent. You can unlearn this Talent for 100 XP, but will immediately lose all of your spells if you do so.

" }, "Animosity": { "name": "Animosity", "description": "

You harbor an enmity for the Target, which will normally be a group of people or creatures, such as ‘Nordlanders’, ‘Beastmen’, or ‘Nobles’. You must attempt a Psychology Test whenever you encounter the group. If you pass, you may grumble and spit, but only suffer a penalty of –20 to all Fellowship Tests towards that group. Should you fail you are subject to Animosity.

\n

 

\n

At the end of every subsequent Round, you may attempt another Psychology test to bring the Animosity to an end. If you do not, the effects of Animosity naturally come to an end when all members of the specified group in your line of sight are utterly pacified or gone, or you gain the Stunned or Unconscious Condition, or you become subject to another Psychology.

\n

 

\n

When subject to Animosity, you must immediately attack the disagreeable creatures, either socially (insults, jibes, and similar) or physically (most commonly with fists), as appropriate. You also gain a bonus of +1 SL on any attempts to socially or mentally attack the group. Animosity is over-ridden by Fear and Terror.

", "effects": { "Animosity": { "name": "Animosity" } } }, "Afraid": { "name": "Afraid", "description": "

The creature is afraid of the Target as if the Target has Fear (0). 

\n

The Fear trait represents an extreme aversion to something. Creatures that cause Fear have a Fear Rating; this value reflects the SL you are required to pass on an Extended Cool Test to overcome your Fear. You may continue to Test at the end of every round until your SL equals or surpasses the creature’s Fear rating. Until you do this, you are subject to Fear.

\n

 

\n

When subject to Fear, you suffer –1 SL on all Tests to affect the source of your fear. You may not move closer to whatever is causing Fear without passing a Challenging (+0) Cool Test. If it comes closer to you, you must pass a Challenging (+0) Cool Test, or gain a Broken Condition.

", "effects": { "Afraid": { "name": "Afraid" } } }, "Infected": { "name": "Infected", "description": "

The creature, or its weapon, carries a nasty infection. If it causes a living opponent to lose Wounds, it must pass an Easy (+40) Endurance Test or contract a @UUID[Compendium.wfrp4e-core.items.kKccDTGzWzSXCBOb]{Festering Wound}

", "effects": { "Infected": { "name": "Infected" } } }, "Night Vision": { "name": "Night Vision", "description": "

You can see very well in natural darkness. Assuming you have at least a faint source of light (such as starlight, moonlight, or bioluminescence) you can see clearly for 20 yards per level of Night Vision. Further, you can extend the effective illumination distance of any light sources by 20 yards per level of Night Vision.

" }, "Robes": { "name": "Robes" }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Brass Penny": { "name": "Brass Penny" }, "Staff": { "name": "Staff" }, "Entertain": { "name": "Entertain", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" }, "Dodge": { "name": "Dodge", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" }, "Charm Animal": { "name": "Charm Animal", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" }, "Melee": { "name": "Melee", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Gamble": { "name": "Gamble", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}" }, "Art": { "name": "Art", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" }, "Perception": { "name": "Perception", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" }, "Intimidate": { "name": "Intimidate", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" }, "Row": { "name": "Row", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" }, "Athletics": { "name": "Athletics", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" }, "Stealth": { "name": "Stealth", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" }, "Ride": { "name": "Ride", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" }, "Consume Alcohol": { "name": "Consume Alcohol", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" }, "Gossip": { "name": "Gossip", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" }, "Intuition": { "name": "Intuition", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" }, "Bribery": { "name": "Bribery", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" }, "Charm": { "name": "Charm", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" }, "Drive": { "name": "Drive", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" }, "Leadership": { "name": "Leadership", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" }, "Outdoor Survival": { "name": "Outdoor Survival", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" }, "Haggle": { "name": "Haggle", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" }, "Climb": { "name": "Climb", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}" }, "Navigation": { "name": "Navigation", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" }, "Gork’ll Fix It": { "name": "Gork’ll Fix It", "description": "

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 Fatigued Condition for every additional SL you scored on the spellcasting test.

", "effects": { "Gork’ll Fix It": { "name": "Gork’ll Fix It" } } }, "Vindictive Glare": { "name": "Vindictive Glare", "description": "

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 Challenging (+0) Cool Test or suffer from a @Condition[Stunned] Condition.

", "effects": { "Vindictive Glare": { "name": "Vindictive Glare" } } } } }, "Soldier": { "name": "Soldier", "items": { "Athletics": { "name": "Athletics", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" }, "Cool": { "name": "Cool", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" }, "Dodge": { "name": "Dodge", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" }, "Melee (Basic)": { "name": "Melee (Basic)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Melee (Polearm)": { "name": "Melee (Polearm)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Ranged (Crossbow)": { "name": "Ranged (Crossbow)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.jJYOiSQNgC9v7cM5 caption=false]{Ranged}" }, "Mail Shirt": { "name": "Mail Shirt" }, "Sword": { "name": "Sword" }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Brass Penny": { "name": "Brass Penny" }, "Crossbow": { "name": "Crossbow" }, "Bolt": { "name": "Bolt" }, "Halberd": { "name": "Halberd" }, "Pouch": { "name": "Pouch" }, "3d10 Silver Shilling": { "name": "3d10 Silver Shilling" }, "Entertain": { "name": "Entertain", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" }, "Charm Animal": { "name": "Charm Animal", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" }, "Melee": { "name": "Melee", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Gamble": { "name": "Gamble", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}" }, "Art": { "name": "Art", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" }, "Endurance": { "name": "Endurance", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" }, "Perception": { "name": "Perception", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" }, "Intimidate": { "name": "Intimidate", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" }, "Row": { "name": "Row", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" }, "Stealth": { "name": "Stealth", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" }, "Ride": { "name": "Ride", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" }, "Consume Alcohol": { "name": "Consume Alcohol", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" }, "Gossip": { "name": "Gossip", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" }, "Intuition": { "name": "Intuition", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" }, "Bribery": { "name": "Bribery", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" }, "Charm": { "name": "Charm", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" }, "Drive": { "name": "Drive", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" }, "Leadership": { "name": "Leadership", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" }, "Outdoor Survival": { "name": "Outdoor Survival", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" }, "Haggle": { "name": "Haggle", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" }, "Climb": { "name": "Climb", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}" }, "Navigation": { "name": "Navigation", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" } } }, "Flying Death Skull": { "name": "Flying Death Skull", "description": "

While still pleased with his creations, @UUID[Actor.r4AUsjsfOL9HW8lO]{Gräber} has become less enchanted by these monstrosities since his last encounter with the Characters. Created using by an obscure ritual, a Flying Death Skull looks identical to a normal, dead skull until it becomes active under the control of the spellcaster. Its eyes glow and eerie red and it moves under the control of its master, who can see through its empty eye-sockets (but not hear through its nonexistent ears). It remains under Gräber’s control until it is reduced to zero Wounds, or until he is distracted, by being attacked, for example

", "items": { "Construct": { "name": "Construct", "description": "
\n
\n
\n

The creature is a construct of magic, quite mindless, bound together with magical sinews. It has no Intelligence, Willpower, or Fellowship Characteristics, and need never Test them. If it has no wizard controlling it, or does not possess the Territorial Trait, it meanders mindlessly, following flows of ambient magic.

\n

 

\n

For the purposes of calculating its Wounds, it uses its Strength Bonus whenever Willpower Bonus is required. All its attacks are Magical.

\n
\n
\n
", "effects": { "Construct": { "name": "Construct" } } }, "Night Vision": { "name": "Night Vision", "description": "

You can see very well in natural darkness. Assuming you have at least a faint source of light (such as starlight, moonlight, or bioluminescence) you can see clearly for 20 yards per level of Night Vision. Further, you can extend the effective illumination distance of any light sources by 20 yards per level of Night Vision.

" }, "Size": { "name": "Size", "description": "

This trait represents creatures whose size differ from the game standard (i.e. roughly human sized). There are seven steps of Size, ranging from Tiny to Monstrous.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

 Examples

\n
\n

Tiny

\n
\n

Butterfly, Mouse, Pigeon

\n
\n

Little

\n
\n

Cat, Hawk, Human Baby

\n
\n

Small

\n
\n

Giant Rat, Halfling, Human Child

\n
\n

Average

\n
\n

Dwarf, Elf, Human

\n
\n

Large

\n
\n

Horse, Ogre, Troll

\n
\n

Enormous

\n
\n

Griffon, Wyvern, Manticore

\n
\n

Monstrous

\n
\n

Dragon, Giant, Greater Daemon

\n
\n
\n

 

\n

Using Size

\n

 

\n

if you wish to use size to make a creature bigger — for example converting a giant spider to a gigantic spider — then increase Strength and Toughness by +10 and reduce Agility by –5 per step of size you increase the creature. Reverse this if you wish to make a creature smaller 

\n

 

\n

 

\n

Size Combat Modifers

\n

If larger:

\n\n\n

 

\n

If smaller:

\n

• It gains a bonus of +10 to hit.

\n

 

\n

Defending Against Big Creatures

\n

You suffer a penalty of –2 SL for each step larger your opponent is when using Melee to defend an Opposed Test. It is recommended to dodge a Giant swinging a tree, not parry it!

\n

 

\n\n

Fear and Terror

\n

If the creature is perceived to be aggressive, it causes Fear in any creature smaller than it, and Terror in any creature two or more steps smaller. The rating of the Fear or Terror equals the Size step difference. So, if the creature is Large, and its opponent is Small, it will cause Terror 2.

\n

 

\n

Moving in Combat

\n

A creature that is larger ignores the need to Disengage if it wishes to leave melee combat; instead, it brushes smaller combatants out of the way, moving where it wishes.

\n

 

\n

Opposed Strength

\n

During Opposed Strength Tests (and similar), if one creature is 2 or more size steps larger, it wins automatically. If one creature is 1 size step larger, the smaller creature must roll a Critical to contest the roll. If it does, SL are compared as normal. All other results mean the larger creature wins.

\n

 

\n

Stomp

\n

Creatures that are larger than their opponents may make one Stomp as a Free Attack, by spending 1 Advantage, as they kick downwards or otherwise bash smaller opponents out of the way. This attack has a Damage equal to their Strength Bonus +0, and uses Melee(Brawling).

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

Wounds

\n
\n

Tiny

\n
\n

1

\n
\n

Little

\n
\n

Toughness Bonus

\n
\n

Small

\n
\n

(2×Toughness Bonus) + Willpower Bonus

\n
\n

Average

\n
\n

Strength Bonus+(2×Toughness Bonus) + Willpower Bonus

\n
\n

Large

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×2

\n
\n

Enormous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×4

\n
\n

Monstrous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×8

\n
\n
", "effects": { "Size": { "name": "Size" } } }, "Undead": { "name": "Undead", "description": "

The Undead are neither living, nor dead, meaning they are not reliant on the usual prerequisites for life: air, food, water… This Trait most commonly come into use when spells, miracles, or other abilities affect Undead only.

UNQUIET DEAD

Any Undead creature with the Construct trait is magically bound together with sinews of dark magics. They are either mindless automatons reanimated by a necromancer, or those who came to unlife in a place where Shyish, the magical wind of death, or Dhar, vile black magic, gathers and stagnates, twisting death into something new.

" }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Brass Penny": { "name": "Brass Penny" }, "Flight": { "name": "Flight", "description": "

As the creature’s Move, it can fly up to Rating yards. When flying, it ignores all intervening terrain, obstacles, or characters. At the end of the move, it decides whether it has landed or is still flying. It can use this move to Charge. If it starts its turn flying, it must choose to Fly for its Move. If it cannot do this, the GM decides how far the creature falls.

\n

When targeting it, measure horizontal distance as normal, then increase range by 1 step. So, a Long Range shot would become Extreme Range, and if it was at Extreme Range it could not be shot at all.

\n

When flying, it suffers a penalty of –20 to all ranged combat attempts as it swoops and wheels in the sky

", "effects": { "Flying": { "name": "Flying" } } }, "Fear": { "name": "Fear", "description": "

The creature causes supernatural Fear in other creatures, with a rating equal to its Rating.

\n

The Fear trait represents an extreme aversion to something. Creatures that cause Fear have a Fear Rating; this value reflects the SL you are required to pass on an Extended Cool Test to overcome your Fear. You may continue to Test at the end of every round until your SL equals or surpasses the creature’s Fear rating. Until you do this, you are subject to Fear.

\n

When subject to Fear, you suffer –1 SL on all Tests to affect the source of your fear. You may not move closer to whatever is causing Fear without passing a Challenging (+0) Cool Test. If it comes closer to you, you must pass a Challenging (+0) Cool Test, or gain a @Condition[Broken] Condition.

", "effects": { "Fear": { "name": "Fear" } } }, "Bite": { "name": "Bite", "description": "

On its turn, the creature may make a Free Attack by spending 1 Advantage. The Damage of the attack equals Rating and includes the creature’s Strength Bonus already

", "effects": { "Bite": { "name": "Bite" } } }, "Weapon": { "name": "Weapon", "description": "

The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)

" }, "Infected": { "name": "Infected", "description": "

The creature, or its weapon, carries a nasty infection. If it causes a living opponent to lose Wounds, it must pass an Easy (+40) Endurance Test or contract a @UUID[Compendium.wfrp4e-core.items.kKccDTGzWzSXCBOb]{Festering Wound}

", "effects": { "Infected": { "name": "Infected" } } }, "Unstable": { "name": "Unstable", "description": "

The creature’s corpus is maintained by foul magics that are inherently unstable in the material realm.

\n

Whenever it ends a round engaged with any opponent with higher Advantage, the creature is driven back, and the magics holding it together weaken. It loses as many Wounds as the difference between its Advantage, and the highest Advantage engaged with it.

\n

So, if the creature had 1 Advantage, and its opponent had 3, the creature would lose 2 Wounds. If the creature ever reach 0 Wounds, the magics holding it in place collapse, and it ‘dies’.

", "effects": { "Unstable": { "name": "Unstable" } } } } }, "Sheep Carcass": { "name": "Sheep Carcass", "description": "

Trailing wool and entrails, the partially butchered remains of a sheep bleats with a desperation that is truly unsettling. The creature’s neck sits at an odd angle, and this skewed perspective sends it barelling into crowds and running in broad circles as it goes. Runaway sheep are not uncommon in the streets of Altdorf, and many citizens initially attempt to capture the animal for their own dinner table. Their shrieks of horror as they get a closer look at the beast echo through the city.

", "items": { "Construct": { "name": "Construct", "description": "
\n
\n
\n

The creature is a construct of magic, quite mindless, bound together with magical sinews. It has no Intelligence, Willpower, or Fellowship Characteristics, and need never Test them. If it has no wizard controlling it, or does not possess the Territorial Trait, it meanders mindlessly, following flows of ambient magic.

\n

 

\n

For the purposes of calculating its Wounds, it uses its Strength Bonus whenever Willpower Bonus is required. All its attacks are Magical.

\n
\n
\n
", "effects": { "Construct": { "name": "Construct" } } }, "Corruption": { "name": "Corruption", "description": "

The creature is tainted by Chaos, or perhaps suffused with Dark Magics. The Strength of the Corruption is marked in brackets (@Corruption[minor]{Minor}, @Corruption[moderate]{Moderate}, or @Corruption[major]{Major}).

", "effects": { "Corruption": { "name": "Corruption" } } }, "Immunity": { "name": "Immunity", "description": "

The creature is completely immune to a certain type of Damage, such as poison, magic, or electricity. All Damage of that type, including from a Critical Wound, is ignored.

" }, "Immunity to Psychology": { "name": "Immunity to Psychology", "description": "

Whether brave, exceedingly stupid, or just caught up in the moment, the creature is utterly fearless. It ignores the Psychology rules.

" }, "Size": { "name": "Size", "description": "

This trait represents creatures whose size differ from the game standard (i.e. roughly human sized). There are seven steps of Size, ranging from Tiny to Monstrous.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

 Examples

\n
\n

Tiny

\n
\n

Butterfly, Mouse, Pigeon

\n
\n

Little

\n
\n

Cat, Hawk, Human Baby

\n
\n

Small

\n
\n

Giant Rat, Halfling, Human Child

\n
\n

Average

\n
\n

Dwarf, Elf, Human

\n
\n

Large

\n
\n

Horse, Ogre, Troll

\n
\n

Enormous

\n
\n

Griffon, Wyvern, Manticore

\n
\n

Monstrous

\n
\n

Dragon, Giant, Greater Daemon

\n
\n
\n

 

\n

Using Size

\n

 

\n

if you wish to use size to make a creature bigger — for example converting a giant spider to a gigantic spider — then increase Strength and Toughness by +10 and reduce Agility by –5 per step of size you increase the creature. Reverse this if you wish to make a creature smaller 

\n

 

\n

 

\n

Size Combat Modifers

\n

If larger:

\n\n\n

 

\n

If smaller:

\n

• It gains a bonus of +10 to hit.

\n

 

\n

Defending Against Big Creatures

\n

You suffer a penalty of –2 SL for each step larger your opponent is when using Melee to defend an Opposed Test. It is recommended to dodge a Giant swinging a tree, not parry it!

\n

 

\n\n

Fear and Terror

\n

If the creature is perceived to be aggressive, it causes Fear in any creature smaller than it, and Terror in any creature two or more steps smaller. The rating of the Fear or Terror equals the Size step difference. So, if the creature is Large, and its opponent is Small, it will cause Terror 2.

\n

 

\n

Moving in Combat

\n

A creature that is larger ignores the need to Disengage if it wishes to leave melee combat; instead, it brushes smaller combatants out of the way, moving where it wishes.

\n

 

\n

Opposed Strength

\n

During Opposed Strength Tests (and similar), if one creature is 2 or more size steps larger, it wins automatically. If one creature is 1 size step larger, the smaller creature must roll a Critical to contest the roll. If it does, SL are compared as normal. All other results mean the larger creature wins.

\n

 

\n

Stomp

\n

Creatures that are larger than their opponents may make one Stomp as a Free Attack, by spending 1 Advantage, as they kick downwards or otherwise bash smaller opponents out of the way. This attack has a Damage equal to their Strength Bonus +0, and uses Melee(Brawling).

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

Wounds

\n
\n

Tiny

\n
\n

1

\n
\n

Little

\n
\n

Toughness Bonus

\n
\n

Small

\n
\n

(2×Toughness Bonus) + Willpower Bonus

\n
\n

Average

\n
\n

Strength Bonus+(2×Toughness Bonus) + Willpower Bonus

\n
\n

Large

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×2

\n
\n

Enormous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×4

\n
\n

Monstrous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×8

\n
\n
", "effects": { "Size": { "name": "Size" } } }, "Stride": { "name": "Stride", "description": "

The creature has a long stride, perhaps because it is a quadruped or has especially long legs. Multiply Run Movement by 1.5 when Running. 

", "effects": { "Stride": { "name": "Stride" } } }, "Infected": { "name": "Infected", "description": "

The creature, or its weapon, carries a nasty infection. If it causes a living opponent to lose Wounds, it must pass an Easy (+40) Endurance Test or contract a @UUID[Compendium.wfrp4e-core.items.kKccDTGzWzSXCBOb]{Festering Wound}

", "effects": { "Infected": { "name": "Infected" } } }, "Magical": { "name": "Magical", "description": "

The creature is wreathed in magic. All its attacks count as Magical, meaning it can harm creatures only susceptible to magical attacks.

", "effects": { "Magical": { "name": "Magical" } } }, "Regenerate": { "name": "Regenerate", "description": "

The creature is capable of healing at an extraordinary rate, even regrowing severed parts. At the start of each round, if it has more than 0 Wounds remaining, it will automatically regenerate 1d10 Wounds. If it has 0 Wounds remaining, it will regenerate a single Wound on a 1d10 roll of 8+. If it ever rolls a 10 for regenerating, it also fully regenerates a Critical Wound, losing all penalties and Conditions associated with it. Any Critical Wounds or Wounds caused by Fire may not be regenerated and should be recorded separately.

", "effects": { "Regenerate": { "name": "Regenerate" } } }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Brass Penny": { "name": "Brass Penny" }, "Slam": { "name": "Slam", "description": "

The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)

" }, "Unstable": { "name": "Unstable", "description": "

The creature’s corpus is maintained by foul magics that are inherently unstable in the material realm.

\n

Whenever it ends a round engaged with any opponent with higher Advantage, the creature is driven back, and the magics holding it together weaken. It loses as many Wounds as the difference between its Advantage, and the highest Advantage engaged with it.

\n

So, if the creature had 1 Advantage, and its opponent had 3, the creature would lose 2 Wounds. If the creature ever reach 0 Wounds, the magics holding it in place collapse, and it ‘dies’.

", "effects": { "Unstable": { "name": "Unstable" } } }, "Die Hard": { "name": "Die Hard", "description": "

No matter how hard the creature is hit, it gets back up. All Critical Wounds not resulting in death can be healed; just attach the requisite body parts to the correct places, perhaps with staples or large spikes to hold them in place, and it’s good to go. Even ‘death’ may be ‘healed’ if the appropriate parts, such as a lost head, are attached to the body. If death occurs and all parts are in place, it may attempt a Challenging (+0) Endurance Test requiring an SL of 6 at the start of every round for Toughness Bonus Rounds after death. If a Test is successful, the creature chokes back to life with 1 Wound.

" }, "hKvOR1aTs9Y3wZ5Z": { "name": "Infected", "description": "

The creature, or its weapon, carries a nasty infection. If it causes a living opponent to lose Wounds, it must pass an Easy (+40) Endurance Test or contract a @UUID[Compendium.wfrp4e-core.items.kKccDTGzWzSXCBOb]{Festering Wound}

", "effects": { "Infected": { "name": "Infected" } } }, "R1FbxQJj9ogCefoi": { "name": "Magical", "description": "

The creature is wreathed in magic. All its attacks count as Magical, meaning it can harm creatures only susceptible to magical attacks.

", "effects": { "Magical": { "name": "Magical" } } }, "96aWYXJ3BBABZwHF": { "name": "Regenerate", "description": "

The creature is capable of healing at an extraordinary rate, even regrowing severed parts. At the start of each round, if it has more than 0 Wounds remaining, it will automatically regenerate 1d10 Wounds. If it has 0 Wounds remaining, it will regenerate a single Wound on a 1d10 roll of 8+. If it ever rolls a 10 for regenerating, it also fully regenerates a Critical Wound, losing all penalties and Conditions associated with it. Any Critical Wounds or Wounds caused by Fire may not be regenerated and should be recorded separately.

", "effects": { "Regenerate": { "name": "Regenerate" } } } } }, "Reikhardt Mathis Sievers": { "name": "Reikhardt Mathis Sievers", "items": { "Athletics": { "name": "Athletics", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" }, "Climb": { "name": "Climb", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}" }, "Consume Alcohol": { "name": "Consume Alcohol", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" }, "Cool": { "name": "Cool", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" }, "Dodge": { "name": "Dodge", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" }, "Endurance": { "name": "Endurance", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" }, "Gamble": { "name": "Gamble", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}" }, "Gossip": { "name": "Gossip", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" }, "Haggle": { "name": "Haggle", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" }, "Heal": { "name": "Heal", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dSf8QWBvN6mlpHBF caption=false]{Heal}", "effects": { "Heal": { "name": "Heal" } } }, "Language (Battle Tongue)": { "name": "Language (Battle Tongue)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.xo5U0kL08xCPe6kl caption=false]{Language}" }, "Lore (Ostland)": { "name": "Lore (Ostland)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" }, "Lore (Warfare)": { "name": "Lore (Warfare)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" }, "Melee (Basic)": { "name": "Melee (Basic)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Melee (Polearm)": { "name": "Melee (Polearm)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Outdoor Survival": { "name": "Outdoor Survival", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" }, "Navigation": { "name": "Navigation", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" }, "Perception": { "name": "Perception", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" }, "Ranged (Bow)": { "name": "Ranged (Bow)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.jJYOiSQNgC9v7cM5 caption=false]{Ranged}" }, "Stealth (Rural)": { "name": "Stealth (Rural)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" }, "Combat Aware": { "name": "Combat Aware", "description": "

You are used to scanning the battlefield to make snap decisions informed by the shifting tides of war. You may take a Challenging (+0) Perception Test to ignore Surprise, which is modified by circumstance as normal.

", "effects": { "Combat Aware": { "name": "Combat Aware" } } }, "Doomed": { "name": "Doomed", "description": "At the age of 10, a Priest of Morr called a Doomsayer took you aside to foretell your death in an incense-laden, coming-of-age ritual called the Dooming. In conjunction with your GM, come up with a suitable Dooming. Should your character die in a fashion that matches your Dooming, your next character gains a bonus of half the total XP your dead character accrued during play.

Seekest thou not what others have forgot" }, "Etiquette (Soldiers)": { "name": "Etiquette (Soldiers)", "description": "

You can blend in socially with the chosen group so long as you are dressed and acting appropriately. Example social groups for this Talent are: Criminals, Cultists, Guilders, Nobles, Scholars, Servants, and Soldiers. If you do not have the Talent, those with it will note your discomfort in the unfamiliar environment. This is primarily a matter for roleplaying, but may confer a bonus to Fellowship Tests at the GM’s discretion.

", "effects": { "Etiquette": { "name": "Etiquette" } } }, "War Leader": { "name": "War Leader", "description": "

Your stern gaze and inspiring words motivate your soldiers to fight on to the end. All subordinates able to see you may add your level in War Leader to their SL in one Willpower Test per Round. This bonus does not stack.

", "effects": { "War Leader": { "name": "War Leader" } } }, "Sword": { "name": "Sword" }, "Bow": { "name": "Bow" }, "Halberd": { "name": "Halberd" }, "Uniform": { "name": "Uniform" }, "Cloak": { "name": "Cloak", "description": "

Protects wearer against the elements. 

" }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Brass Penny": { "name": "Brass Penny" }, "Entertain": { "name": "Entertain", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" }, "Charm Animal": { "name": "Charm Animal", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" }, "Melee": { "name": "Melee", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Art": { "name": "Art", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" }, "Intimidate": { "name": "Intimidate", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" }, "Row": { "name": "Row", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" }, "Stealth": { "name": "Stealth", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" }, "Ride": { "name": "Ride", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" }, "Intuition": { "name": "Intuition", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" }, "Bribery": { "name": "Bribery", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" }, "Charm": { "name": "Charm", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" }, "Drive": { "name": "Drive", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" }, "Leadership": { "name": "Leadership", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" }, "Stout-hearted": { "name": "Stout-hearted", "description": "

No matter how bad things get, you always seem to come back for more. You may attempt a Cool Test to remove a Broken Condition at the end of each of your Turns as well as at the end of the Round (168).

", "effects": { "Stout-hearted": { "name": "Stout-hearted" } } }, "Officer": { "name": "Officer", "description": "

@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.1OTZ386bMWJ6wfzX]{Soldier}

" }, "Grey Surcoat": { "name": "Grey Surcoat", "description": "

Protects wearer against the elements and extreme cold; without a good coat or similar, you will receive penalties to resist Cold Exposure

" }, "Arrow": { "name": "Arrow", "description": "

" }, "Mail Shirt": { "name": "Mail Shirt" } } }, "Runt": { "name": "Runt", "description": "

Runts are youngest and weakest Goblins, freshly emerged from the deep, damp caves where the Madcraw Clan are born. They are treated as slaves, beaten and abused by their older kin until they’re big enough to fight back. 

", "items": { "Afraid": { "name": "Afraid", "description": "

The creature is afraid of the Target as if the Target has Fear (0). 

\n

The Fear trait represents an extreme aversion to something. Creatures that cause Fear have a Fear Rating; this value reflects the SL you are required to pass on an Extended Cool Test to overcome your Fear. You may continue to Test at the end of every round until your SL equals or surpasses the creature’s Fear rating. Until you do this, you are subject to Fear.

\n

 

\n

When subject to Fear, you suffer –1 SL on all Tests to affect the source of your fear. You may not move closer to whatever is causing Fear without passing a Challenging (+0) Cool Test. If it comes closer to you, you must pass a Challenging (+0) Cool Test, or gain a Broken Condition.

", "effects": { "Afraid": { "name": "Afraid" } } }, "Animosity": { "name": "Animosity", "description": "

You harbor an enmity for the Target, which will normally be a group of people or creatures, such as ‘Nordlanders’, ‘Beastmen’, or ‘Nobles’. You must attempt a Psychology Test whenever you encounter the group. If you pass, you may grumble and spit, but only suffer a penalty of –20 to all Fellowship Tests towards that group. Should you fail you are subject to Animosity.

\n

 

\n

At the end of every subsequent Round, you may attempt another Psychology test to bring the Animosity to an end. If you do not, the effects of Animosity naturally come to an end when all members of the specified group in your line of sight are utterly pacified or gone, or you gain the Stunned or Unconscious Condition, or you become subject to another Psychology.

\n

 

\n

When subject to Animosity, you must immediately attack the disagreeable creatures, either socially (insults, jibes, and similar) or physically (most commonly with fists), as appropriate. You also gain a bonus of +1 SL on any attempts to socially or mentally attack the group. Animosity is over-ridden by Fear and Terror.

", "effects": { "Animosity": { "name": "Animosity" } } }, "Infected": { "name": "Infected", "description": "

The creature, or its weapon, carries a nasty infection. If it causes a living opponent to lose Wounds, it must pass an Easy (+40) Endurance Test or contract a @UUID[Compendium.wfrp4e-core.items.kKccDTGzWzSXCBOb]{Festering Wound}

", "effects": { "Infected": { "name": "Infected" } } }, "Size": { "name": "Size", "description": "

This trait represents creatures whose size differ from the game standard (i.e. roughly human sized). There are seven steps of Size, ranging from Tiny to Monstrous.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

 Examples

\n
\n

Tiny

\n
\n

Butterfly, Mouse, Pigeon

\n
\n

Little

\n
\n

Cat, Hawk, Human Baby

\n
\n

Small

\n
\n

Giant Rat, Halfling, Human Child

\n
\n

Average

\n
\n

Dwarf, Elf, Human

\n
\n

Large

\n
\n

Horse, Ogre, Troll

\n
\n

Enormous

\n
\n

Griffon, Wyvern, Manticore

\n
\n

Monstrous

\n
\n

Dragon, Giant, Greater Daemon

\n
\n
\n

 

\n

Using Size

\n

 

\n

if you wish to use size to make a creature bigger — for example converting a giant spider to a gigantic spider — then increase Strength and Toughness by +10 and reduce Agility by –5 per step of size you increase the creature. Reverse this if you wish to make a creature smaller 

\n

 

\n

 

\n

Size Combat Modifers

\n

If larger:

\n\n\n

 

\n

If smaller:

\n

• It gains a bonus of +10 to hit.

\n

 

\n

Defending Against Big Creatures

\n

You suffer a penalty of –2 SL for each step larger your opponent is when using Melee to defend an Opposed Test. It is recommended to dodge a Giant swinging a tree, not parry it!

\n

 

\n\n

Fear and Terror

\n

If the creature is perceived to be aggressive, it causes Fear in any creature smaller than it, and Terror in any creature two or more steps smaller. The rating of the Fear or Terror equals the Size step difference. So, if the creature is Large, and its opponent is Small, it will cause Terror 2.

\n

 

\n

Moving in Combat

\n

A creature that is larger ignores the need to Disengage if it wishes to leave melee combat; instead, it brushes smaller combatants out of the way, moving where it wishes.

\n

 

\n

Opposed Strength

\n

During Opposed Strength Tests (and similar), if one creature is 2 or more size steps larger, it wins automatically. If one creature is 1 size step larger, the smaller creature must roll a Critical to contest the roll. If it does, SL are compared as normal. All other results mean the larger creature wins.

\n

 

\n

Stomp

\n

Creatures that are larger than their opponents may make one Stomp as a Free Attack, by spending 1 Advantage, as they kick downwards or otherwise bash smaller opponents out of the way. This attack has a Damage equal to their Strength Bonus +0, and uses Melee(Brawling).

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

Wounds

\n
\n

Tiny

\n
\n

1

\n
\n

Little

\n
\n

Toughness Bonus

\n
\n

Small

\n
\n

(2×Toughness Bonus) + Willpower Bonus

\n
\n

Average

\n
\n

Strength Bonus+(2×Toughness Bonus) + Willpower Bonus

\n
\n

Large

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×2

\n
\n

Enormous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×4

\n
\n

Monstrous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×8

\n
\n
", "effects": { "Size": { "name": "Size" } } }, "Night Vision": { "name": "Night Vision", "description": "

You can see very well in natural darkness. Assuming you have at least a faint source of light (such as starlight, moonlight, or bioluminescence) you can see clearly for 20 yards per level of Night Vision. Further, you can extend the effective illumination distance of any light sources by 20 yards per level of Night Vision.

" }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Brass Penny": { "name": "Brass Penny" }, "Knife or Sharp Bit of Rock": { "name": "Knife or Sharp Bit of Rock" }, "Entertain": { "name": "Entertain", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" }, "Dodge": { "name": "Dodge", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" }, "Charm Animal": { "name": "Charm Animal", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" }, "Melee": { "name": "Melee", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Gamble": { "name": "Gamble", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}" }, "Art": { "name": "Art", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" }, "Endurance": { "name": "Endurance", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" }, "Perception": { "name": "Perception", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" }, "Intimidate": { "name": "Intimidate", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" }, "Row": { "name": "Row", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" }, "Athletics": { "name": "Athletics", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" }, "Stealth": { "name": "Stealth", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" }, "Ride": { "name": "Ride", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" }, "Consume Alcohol": { "name": "Consume Alcohol", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" }, "Gossip": { "name": "Gossip", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" }, "Intuition": { "name": "Intuition", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" }, "Bribery": { "name": "Bribery", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" }, "Charm": { "name": "Charm", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" }, "Drive": { "name": "Drive", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" }, "Leadership": { "name": "Leadership", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" }, "Outdoor Survival": { "name": "Outdoor Survival", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" }, "Haggle": { "name": "Haggle", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" }, "Cool": { "name": "Cool", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" }, "Climb": { "name": "Climb", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}" }, "Navigation": { "name": "Navigation", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" } } }, "Hans Knees": { "name": "Hans Knees", "items": { "Athletics": { "name": "Athletics", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" }, "Bribery": { "name": "Bribery", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" }, "Charm": { "name": "Charm", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" }, "Cool": { "name": "Cool", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" }, "Endurance": { "name": "Endurance", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" }, "Entertain (Act)": { "name": "Entertain (Act)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" }, "Entertain (Storytelling)": { "name": "Entertain (Storytelling)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" }, "Gamble": { "name": "Gamble", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}" }, "Gossip": { "name": "Gossip", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" }, "Haggle": { "name": "Haggle", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" }, "Heal": { "name": "Heal", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dSf8QWBvN6mlpHBF caption=false]{Heal}", "effects": { "Heal": { "name": "Heal" } } }, "Intimidate": { "name": "Intimidate", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" }, "Intuition": { "name": "Intuition", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" }, "Leadership": { "name": "Leadership", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" }, "Lore (Reikland)": { "name": "Lore (Reikland)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" }, "Lore (Wissenland)": { "name": "Lore (Wissenland)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" }, "Melee (Basic)": { "name": "Melee (Basic)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Perception": { "name": "Perception", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" }, "Sleight of Hand": { "name": "Sleight of Hand", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.bGqmHCju8VZ8q2Pv caption=false]{Sleight of Hand}" }, "Blather": { "name": "Blather", "description": "

Called ‘opening your mouth and letting your belly rumble’ in Nordland, or simply ‘bullshitting’ in Ostland, blathering involves talking rapidly and incessantly, or talking volubly and at-length, about inconsequential or nonsense matters, and is used to verbally confuse and confound a target. You use your Charm Skill to Blather. Attempt an Opposed Charm/Intelligence Test. Success gives your opponent a Stunned Condition. Further, for each level you have in Blather, your opponent gains another Stunned Condition. Targets Stunned by Blather may do nothing other than stare at you dumbfounded as they try to catch-up with or understand what you are saying. Once the last Stunned Condition comes to an end, the target finally gets a word in, and may not be best pleased with you — after all, you have been talking about nothing or nonsense for some time. Should you stop talking, your opponent immediately loses all Stunned Conditions caused by your Blather. Generally, you can only attempt to Blather at a character once per scene, or perhaps longer as determined by the GM, as the target soon wises up to your antics.

\n

 

", "effects": { "Blather": { "name": "Blather" } } }, "Carouser": { "name": "Carouser", "description": "You are a seasoned drinker and know how to party hard. You may reverse the dice of any failed Consume Alcohol Test if this will score a Success.", "effects": { "Carouser": { "name": "Carouser" } } }, "Doomed": { "name": "Doomed", "description": "At the age of 10, a Priest of Morr called a Doomsayer took you aside to foretell your death in an incense-laden, coming-of-age ritual called the Dooming. In conjunction with your GM, come up with a suitable Dooming. Should your character die in a fashion that matches your Dooming, your next character gains a bonus of half the total XP your dead character accrued during play.

Sold her egregiously, even rats appalled, repulsed, gotten even, trusted rigour untied" }, "Gregarious": { "name": "Gregarious", "description": "You just like talking to other folk and it seems they like talking to you. You may reverse any failed Gossip Test if this allows the Test to succeed.", "effects": { "Gregarious": { "name": "Gregarious" } } }, "Lightning Reflexes": { "name": "Lightning Reflexes", "description": "You gain a permanent +5 bonus to your starting Agility Characteristic (this does not count towards your Advances).", "effects": { "Lightning Reflexes": { "name": "Lightning Reflexes", "changes": { "system.characteristics.ag.initial": 5 } } } }, "Read/Write": { "name": "Read/Write", "description": "You are one of the rare literate individuals in the Old World. You are assumed to be able to read and write (if appropriate) all of the Languages you can speak." }, "Shadow": { "name": "Shadow", "description": "

You are skilled at following people without being spotted. You may use the @UUID[Compendium.wfrp4e-core.items.McTtmZu3Ac8Lh48W]{Shadowing} rules without doing a Combined Test. Instead you test against just your Perception or your Stealth Skill, whichever is higher.

", "effects": { "Shadow": { "name": "Shadow" } } }, "Sixth Sense": { "name": "Sixth Sense", "description": "You get a strange feeling when you are threatened, and can react accordingly. The GM may warn you if you are walking into danger; this will normally come after a secret Intuition Test on your behalf. Further, you may ignore Surprise if you pass an Intuition Test", "effects": { "Sixth Sense": { "name": "Sixth Sense" } } }, "Armour": { "name": "Armour", "description": "

The creature is protected by armor or thick hide. It has Rating Armor Points on all Hit Locations

", "effects": { "Armour": { "name": "Armour" } } }, "Weapon (Sword)": { "name": "Weapon (Sword)", "description": "

The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)

" }, "Leather Jerkin": { "name": "Leather Jerkin" }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Brass Penny": { "name": "Brass Penny" }, "Entertain": { "name": "Entertain", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" }, "Dodge": { "name": "Dodge", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" }, "Charm Animal": { "name": "Charm Animal", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" }, "Melee": { "name": "Melee", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Art": { "name": "Art", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" }, "Row": { "name": "Row", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" }, "Stealth": { "name": "Stealth", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" }, "Ride": { "name": "Ride", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" }, "Consume Alcohol": { "name": "Consume Alcohol", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" }, "Drive": { "name": "Drive", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" }, "Outdoor Survival": { "name": "Outdoor Survival", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" }, "Climb": { "name": "Climb", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}" }, "Navigation": { "name": "Navigation", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" }, "Spy": { "name": "Spy", "description": "

@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.ssJHG82vEHHRoAUF]{Spy}

" }, "Harbourmaster's Hat": { "name": "Harbourmaster's Hat", "description": "

Fine quality hats are status symbols in the Empire’s towns and cities. The more flamboyant the hat, the better.

" }, "Harbourmaster's Documents": { "name": "Harbourmaster's Documents" }, "Fine Clothing": { "name": "Fine Clothing" }, "Sword": { "name": "Sword" } } }, "Gerta Faernmaus": { "name": "Gerta Faernmaus", "items": { "Athletics": { "name": "Athletics", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" }, "Climb": { "name": "Climb", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}" }, "Consume Alcohol": { "name": "Consume Alcohol", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" }, "Cool": { "name": "Cool", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" }, "Dodge": { "name": "Dodge", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" }, "Endurance": { "name": "Endurance", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" }, "Intuition": { "name": "Intuition", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" }, "Language (Estalian)": { "name": "Language (Estalian)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.xo5U0kL08xCPe6kl caption=false]{Language}" }, "Language (Tilean)": { "name": "Language (Tilean)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.xo5U0kL08xCPe6kl caption=false]{Language}" }, "Melee (Basic)": { "name": "Melee (Basic)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Melee (Flail)": { "name": "Melee (Flail)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Perception": { "name": "Perception", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" }, "Hardy": { "name": "Hardy", "description": "You gain a permanent addition to your Wounds, equal to your Toughness Bonus. If your Toughness Bonus should increase, then the number of Wounds Hardy provides also increases.", "effects": { "Hardy": { "name": "Hardy" } } }, "Step Aside": { "name": "Step Aside", "description": "You are skilled at being where enemy weapons are not. If you use Dodge to defend against an incoming attack and win the Opposed Test, you may move up to 2 yards as you dive away, and no longer count as Engaged. None of your opponents will gain a Free Attack when you do this.", "effects": { "Step Aside": { "name": "Step Aside" } } }, "Strong Back": { "name": "Strong Back", "description": "

You have a strong back that is used to hard work. You may add your levels in Strong Back to your SL in any Opposed Strength Tests, and can carry additional Encumbrance points of trappings (see @UUID[JournalEntry.sLomXnc8R8518cWN.JournalEntryPage.oAPLajkv4l9IlRzO]{Encumbrance}) equal to your level of Strong Back.

", "effects": { "Strong Back": { "name": "Strong Back" } } }, "Warrior Born": { "name": "Warrior Born", "description": "

You gain a permanent +5 bonus to your starting Weapon Skill Characteristic (doesn't count as Advances).

", "effects": { "Warrior Born": { "name": "Warrior Born", "changes": { "system.characteristics.ws.initial": 5 } } } }, "Armour (leathers, chain, breastplate)": { "name": "Armour (leathers, chain, breastplate)", "description": "

The creature is protected by armor or thick hide. It has Rating Armor Points on all Hit Locations

", "effects": { "Armour": { "name": "Armour" } } }, "Weapon (Flail)": { "name": "Weapon (Flail)", "description": "

The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)

" }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Brass Penny": { "name": "Brass Penny" }, "Entertain": { "name": "Entertain", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" }, "Charm Animal": { "name": "Charm Animal", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" }, "Melee": { "name": "Melee", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Gamble": { "name": "Gamble", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}" }, "Art": { "name": "Art", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" }, "Intimidate": { "name": "Intimidate", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" }, "Row": { "name": "Row", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" }, "Stealth": { "name": "Stealth", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" }, "Ride": { "name": "Ride", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" }, "Gossip": { "name": "Gossip", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" }, "Bribery": { "name": "Bribery", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" }, "Charm": { "name": "Charm", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" }, "Drive": { "name": "Drive", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" }, "Leadership": { "name": "Leadership", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" }, "Outdoor Survival": { "name": "Outdoor Survival", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" }, "Haggle": { "name": "Haggle", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" }, "Navigation": { "name": "Navigation", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" }, "Bottle of Spirits": { "name": "Bottle of Spirits" }, "Book of Pressed Flowers taken from every battlefield she has ever fought on": { "name": "Book of Pressed Flowers taken from every battlefield she has ever fought on", "description": "

Worth 5 GC to someone interested in botany

" }, "Dagger": { "name": "Dagger" }, "D4KCZnhsIUxvI7EX": { "name": "Dagger" }, "shEtdZOKtHOvhLMV": { "name": "Dagger" }, "Military Flail": { "name": "Military Flail" }, "Sword": { "name": "Sword" } } }, "Mutant (Type 1)": { "name": "Mutant (Type 1)", "items": { "Mutation": { "name": "Mutation", "description": "

Brilliant mottled electric-blue, scintillant, golden skin, Massive Torso (+30 Strength), and bony oversized hands. Weapon (Fists) 12 (Damaging, Pummel)

", "effects": { "Massive Torso": { "name": "Massive Torso", "changes": { "system.characteristics.s.modifier": 30 } } } }, "Corruption": { "name": "Corruption", "description": "

The creature is tainted by Chaos, or perhaps suffused with Dark Magics. The Strength of the Corruption is marked in brackets (@Corruption[minor]{Minor}, @Corruption[moderate]{Moderate}, or @Corruption[major]{Major}).

", "effects": { "Corruption": { "name": "Corruption" } } }, "WpTAabF8LvXvA2u2": { "name": "Mutation", "description": "

The creature is ‘blessed’ with a Mutation. Roll on the Physical Corruption Table

\n

@Table[mutatephys]

\n

@Table[expandedmutatephys] (if EiS Module installed)

", "effects": { "Mutation": { "name": "Mutation" } } }, "Weapon (Swords and Clubs)": { "name": "Weapon (Swords and Clubs)", "description": "

The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)

" }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Brass Penny": { "name": "Brass Penny" }, "Fist": { "name": "Fist" }, "Melee (Brawling)": { "name": "Melee (Brawling)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" } } }, "Gideon": { "name": "Gideon", "items": { "Channelling (Ulgu)": { "name": "Channelling (Ulgu)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tXu8Hrd4desq1Rja caption=false]{Channelling}" }, "Channelling (Tzeentch)": { "name": "Channelling (Tzeentch)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tXu8Hrd4desq1Rja caption=false]{Channelling}" }, "Dodge": { "name": "Dodge", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" }, "Intuition": { "name": "Intuition", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" }, "Language (Magick)": { "name": "Language (Magick)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.xo5U0kL08xCPe6kl caption=false]{Language}" }, "Perception": { "name": "Perception", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" }, "Instinctive Diction": { "name": "Instinctive Diction", "description": "

You instinctively understand the language of Magick, and are capable of articulating the most complex phrases rapidly without error. You do not suffer a Miscast if you roll a double on a successful Language (Magick) Test.

", "effects": { "Instinctive Diction": { "name": "Instinctive Diction" } } }, "52N2ck2ogZAOrT9R": { "name": "Instinctive Diction", "description": "

You instinctively understand the language of Magick, and are capable of articulating the most complex phrases rapidly without error. You do not suffer a Miscast if you roll a double on a successful Language (Magick) Test.

", "effects": { "Instinctive Diction": { "name": "Instinctive Diction" } } }, "Corruption": { "name": "Corruption", "description": "

The creature is tainted by Chaos, or perhaps suffused with Dark Magics. The Strength of the Corruption is marked in brackets (@Corruption[minor]{Minor}, @Corruption[moderate]{Moderate}, or @Corruption[major]{Major}).

", "effects": { "Corruption": { "name": "Corruption" } } }, "Daemonic": { "name": "Daemonic", "description": "

The creature’s essence is raw magic, and unholy ichor pumps through what passes for its veins. Daemonic creatures do not require the normal prerequisites for life: food, water, air…

\n

All its attacks are Magical. Roll [[/r 1d10]] after any blow is received, if the creature rolls the Target number or higher, the blow is ignored, even if it is a critical. Should the creature be reduced to 0 Wounds, its soul returns to the Realms of Chaos immediately, removing it from play.

", "effects": { "Daemonic": { "name": "Daemonic" } } }, "Fear": { "name": "Fear", "description": "

The creature causes supernatural Fear in other creatures, with a rating equal to its Rating.

\n

The Fear trait represents an extreme aversion to something. Creatures that cause Fear have a Fear Rating; this value reflects the SL you are required to pass on an Extended Cool Test to overcome your Fear. You may continue to Test at the end of every round until your SL equals or surpasses the creature’s Fear rating. Until you do this, you are subject to Fear.

\n

When subject to Fear, you suffer –1 SL on all Tests to affect the source of your fear. You may not move closer to whatever is causing Fear without passing a Challenging (+0) Cool Test. If it comes closer to you, you must pass a Challenging (+0) Cool Test, or gain a @Condition[Broken] Condition.

", "effects": { "Fear": { "name": "Fear" } } }, "Fleshthief": { "name": "Fleshthief", "description": "

The creature, which must have the @UUID[Compendium.wfrp4e-core.items.v3uzEthcq0JRar0J]{Daemonic} Trait, can wear the flesh of any Human it kills. Further, it can impersonate the Character of the worn flesh perfectly, able to mimic voices and mannerisms with an uncanny ability. Preparing the flesh takes [[/r 1d10]] Rounds, after which it can be worn or removed at will, which takes 1 Round. Once prepared, the flesh only rots should the creature die, but it can be damaged by normal means. If the creature wishes, it can burst free from a worn flesh suit in a horrific fashion, granting the @UUID[Compendium.wfrp4e-core.items.kJNAY1YRaCy9IgmT]{Terror} Trait for 1 Round, but also ruining the flesh, meaning it cannot be used again.

\n


Those who know the Character being impersonated may attempt a
Futile (-40) Intuition Test to detect that there is something wrong, though they will not know exactly what .

" }, "Hardy": { "name": "Hardy", "description": "

The creature can sustain more damage than most. Increase its Wounds by a number equal to its Toughness Bonus (applied before any Size modifers).

", "effects": { "Hardy": { "name": "Hardy" } } }, "Night Vision": { "name": "Night Vision", "description": "

You can see very well in natural darkness. Assuming you have at least a faint source of light (such as starlight, moonlight, or bioluminescence) you can see clearly for 20 yards per level of Night Vision. Further, you can extend the effective illumination distance of any light sources by 20 yards per level of Night Vision.

" }, "Spellcaster": { "name": "Spellcaster", "description": "

The creature can cast spells; the specific Lore of Magic will be indicated in brackets.

" }, "Unstable": { "name": "Unstable", "description": "

The creature’s corpus is maintained by foul magics that are inherently unstable in the material realm.

\n

Whenever it ends a round engaged with any opponent with higher Advantage, the creature is driven back, and the magics holding it together weaken. It loses as many Wounds as the difference between its Advantage, and the highest Advantage engaged with it.

\n

So, if the creature had 1 Advantage, and its opponent had 3, the creature would lose 2 Wounds. If the creature ever reach 0 Wounds, the magics holding it in place collapse, and it ‘dies’.

", "effects": { "Unstable": { "name": "Unstable" } } }, "Weapon": { "name": "Weapon", "description": "

The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)

" }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Brass Penny": { "name": "Brass Penny" }, "Aethyric Attunement": { "name": "Aethyric Attunement", "description": "

Your experience, talent or training lets you more safely manipulate the Winds of Magic. You do not suffer a Miscast if you roll a double on a successful Channel Test.

", "effects": { "Aethyric Attunement": { "name": "Aethyric Attunement" } } }, "ocYx11y2MK8fFKBP": { "name": "Aethyric Attunement", "description": "

Your experience, talent or training lets you more safely manipulate the Winds of Magic. You do not suffer a Miscast if you roll a double on a successful Channel Test.

", "effects": { "Aethyric Attunement": { "name": "Aethyric Attunement" } } }, "Blighted": { "name": "Blighted", "description": "

The creature harbours the disease listed, and it can pass it on with a touch. If touched, the victim must check for Contraction, but the Test is 2 steps more Difficult than normal. If the disease is contracted, its Incubation is changed to ‘Instant’.

" }, "Entertain": { "name": "Entertain", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" }, "Charm Animal": { "name": "Charm Animal", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" }, "Melee": { "name": "Melee", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Gamble": { "name": "Gamble", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}" }, "Art": { "name": "Art", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" }, "Endurance": { "name": "Endurance", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" }, "Intimidate": { "name": "Intimidate", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" }, "Row": { "name": "Row", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" }, "Athletics": { "name": "Athletics", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" }, "Stealth": { "name": "Stealth", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" }, "Ride": { "name": "Ride", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" }, "Consume Alcohol": { "name": "Consume Alcohol", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" }, "Gossip": { "name": "Gossip", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" }, "Bribery": { "name": "Bribery", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" }, "Charm": { "name": "Charm", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" }, "Drive": { "name": "Drive", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" }, "Leadership": { "name": "Leadership", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" }, "Outdoor Survival": { "name": "Outdoor Survival", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" }, "Haggle": { "name": "Haggle", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" }, "Cool": { "name": "Cool", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" }, "Climb": { "name": "Climb", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}" }, "Navigation": { "name": "Navigation", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" }, "Dazzle": { "name": "Dazzle", "description": "

The target gains 1 @Condition[Blinded] Condition, and gains 1 Blinded Condition at the start of each round for the duration of the spell.

\n\n Lore: None

", "effects": { "Dazzle": { "name": "Dazzle" } } }, "Careful Step": { "name": "Careful Step", "description": "

The magic flowing through your feet ensures any organic matter you tread upon remains undamaged: twigs do not break, grass springs back to its original position, and even delicate flowers are unharmed. Those seeking to use the Track skill to pursue you through rural terrain suffer a –30 penalty to their Tests.

\n\n Lore: None

" }, "Drain": { "name": "Drain", "description": "

You touch your targets, draining their life. This counts as a Magic Missile with Damage +0 that ignores Armor Points. You then Heal 1 Wound.

\n\n Lore: None

", "effects": { "Drain": { "name": "Drain" } } }, "Eavesdrop": { "name": "Eavesdrop", "description": "

You can hear what your targets say as if you were standing right next to them.

\n\n Lore: None

" }, "Marsh Lights": { "name": "Marsh Lights", "description": "

You create a number of flickering magical lights up to your Intelligence Bonus. They resemble torches or hooded lanterns. Providing they remain within line of sight, for your Action you may control the lights by passing an Average (+20) Channeling Test; a success allows you to send the lights moving in any direction. They will move at walking pace in a straight line, passing through any objects (or witnesses) in their path, unless you test again to change their direction.

\n\n Lore: None

" }, "Open Lock": { "name": "Open Lock", "description": "

One non-magical lock you touch opens.

\n\n Lore: None

" }, "Rot": { "name": "Rot", "description": "

You cause a roughly fist-sized volume of organic material to immediately rot. Food stuffs perish, clothes crumble, leathers shrivel (losing 1 Armor Point on 1 hit location), and similar, as dictated by the GM.

\n\n Lore: None

", "effects": { "Damage Armour": { "name": "Damage Armour" } } }, "Sleep": { "name": "Sleep", "description": "

You touch your opponent, sending them into a deep sleep. If the target has the @Condition[Prone] Condition, they gain the @Condition[Unconscious] Condition as they fall asleep. They remain unconscious for the duration, although loud noises or being moved or jostled will awaken them instantly. If your targets are standing or sitting when affected, they start themselves awake as they hit the ground, gaining the Prone Condition, but remaining conscious. If your targets are not resisting, and are suitably tired, they will, at the spell’s end, pass into a deep and restful sleep.

\n\n Lore: None

", "effects": { "Sleep": { "name": "Sleep" } } }, "Shock": { "name": "Shock", "description": "

Your target receives 1 @Condition[Stunned] Condition.

\n\n Lore: None

", "effects": { "Shock": { "name": "Shock" } } }, "Warning": { "name": "Warning", "description": "

You channel magic into an object, noticing immediately if it has been poisoned or trapped.

\n\n Lore: None

" }, "Doppelganger": { "name": "Doppelganger", "description": "

You weave a mask and cloak of Ulgu around your form, assuming the likeness of another humanoid creature with whom you are familiar (as determined by the GM). Your appearance will automatically fool anyone without the @UUID[Compendium.wfrp4e-core.items.OEjUvJKi0xmBwbS2]{Second Sight} Talent, though some may note if any of your mannerisms are incorrect. Those with that Talent must pass a Difficult (–10) Perception Test to notice you are disguising your form. This does not let them see through the spell. They must dispel it to do so.

\n\n Lore: All spells cast from the Lore of Shadows inflicting Damage ignore all non-magical Armor Points.

" }, "Illusion": { "name": "Illusion", "description": "

You spin a web of intricate strands of Ulgu, obfuscating the Area of Effect with an illusory image of your choosing. You will automatically fool anyone without the @UUID[Compendium.wfrp4e-core.items.OEjUvJKi0xmBwbS2]{Second Sight} Talent. Those with that Talent must pass a Difficult (–10) Perception Test to notice the illusion. This does not let them see through the spell. They must dispel it to do so. The illusion is, by default, static. For your Action, you may make a Hard (–20) Channeling Test to make the illusion move for that Round.

\n\n Lore: All spells cast from the Lore of Shadows inflicting Damage ignore all non-magical Armor Points.

" }, "Mindslip": { "name": "Mindslip", "description": "

You conjure delicate threads of Ulgu in your Target’s mind, causing all prior memory of you to disappear for the spell’s duration. Once the spell is over, the Target must pass an Average (+20) Intelligence Test, or the memory loss becomes permanent until dispelled.

\n\n Lore: All spells cast from the Lore of Shadows inflicting Damage ignore all non-magical Armor Points.

" }, "Shadowsteed": { "name": "Shadowsteed", "description": "

You summon forth a shadowy steed. The creature’s unnatural flesh is black as midnight, and at times it appears to be both solid and insubstantial. Use the rules for a riding horse. When the Shadowsteed is out of sunlight, it also gains the following Creature Traits: @UUID[Compendium.wfrp4e-core.items.JQa5DLnTs2SEzRrc]{Dark Vision}, @UUID[Compendium.wfrp4e-core.items.tNWrJUOArwfWXsPw]{Ethereal}, @UUID[Compendium.wfrp4e-core.items.mDgEMOoJpi8DkRYb]{Magical}, @UUID[Compendium.wfrp4e-core.items.wMwSRDmgiF2IdCJr]{Painless}, @UUID[Compendium.wfrp4e-core.items.OzwDT6kzoLYeeR2d]{Stealthy}, @UUID[Compendium.wfrp4e-core.items.UmxGZRV0Lw3TZ0Kx]{Stride}, @UUID[Compendium.wfrp4e-core.items.pTorrE0l3VybAbtn]{Fear (1)} and @UUID[Compendium.wfrp4e-core.items.Bvd2aZ0gQUXHfCTh]{Ward (9+)}.

Even when insubstantial, Shadowsteeds may be ridden. Riders with the @UUID[Compendium.wfrp4e-core.items.3O9clK7LGyuLTHPW]{Arcane Magic (Shadow)} Talent do so with a bonus of +20 to Ride Tests. Those without suffer a penalty of –20 to Ride Tests. Shadowsteeds are tireless, so need no rest (though their unsettled riders might!). As the first rays of dawn break over the horizon the steeds melt into insubstantial mist. If still being ridden when the spell ends, or when dispelled, the rider will suffer Falling Damage.

Lore: All spells cast from the Lore of Shadows inflicting Damage ignore all non-magical Armor Points.

" }, "Shroud of Invisibility": { "name": "Shroud of Invisibility", "description": "

You wrap the target in a shroud of Ulgu. The Target becomes invisible and cannot be perceived by mundane senses. The spell will automatically fool anyone without the @UUID[Compendium.wfrp4e-core.items.OEjUvJKi0xmBwbS2]{Second Sight} Talent. Those with the Talent must pass a Challenging (+0) Perception Test to notice that someone is nearby, though they will not be able to pin down the precise location. They must dispel the Shroud of Invisibility to do so . You are still perceptible to the other senses, and the spell will come to an end if you bring attention to yourself by making large noises or attacking someone.

\n\n Lore: All spells cast from the Lore of Shadows inflicting Damage ignore all non-magical Armor Points.

" }, "Blast": { "name": "Blast", "description": "

You channel magic into an explosive blast. This is a Magic Missile with Damage +3 that targets everyone in the Area of Effect.

" }, "Treason of Tzeentch": { "name": "Treason of Tzeentch", "description": "

You channel fine strands of traitorous mergings of the Winds of Magic directly into your target’s mind, twisting motivations, undermining desires, and fanning fires of discontent. The target can no longer use Talents, and doesn’t add Skill Advances when making Skill Tests, meaning the target only Tests against unmodified Characteristics.

\n

 

\n\n Lore: Targets of Spells from the Lore of Tzeentch are riven by the transformative magic of Chaos. Targets affected by a Spell from the Lore of Tzeentch must pass a Challenging (+0) Endurance Test, or gain +1 Corruption Point. Should they pass their Test, they instead gain +1 Fortune Point, which can be used as normal. Such are the whims of Tzeentch.

", "effects": { "Treason of Tzeentch": { "name": "Treason of Tzeentch" } } }, "Bolt": { "name": "Bolt", "description": "

You channel magic into a damaging bolt. Bolt is a Magic Missile with a Damage of +4.

" } } }, "Madcraw Skargobbos": { "name": "Madcraw Skargobbos", "description": "

These are the toughest Goblins in the Madcraw Clan and they know it. They wear tighter robes than the rest of the tribe and wield clubs or short spears and carry shields. The Skargobbos are bored like their boss, but intimidated by the weird and unpredictable @UUID[Actor.XuZtsncLRagDpswg]{Cacklespit}.

", "items": { "Athletics": { "name": "Athletics", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" }, "Climb": { "name": "Climb", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}" }, "Cool": { "name": "Cool", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" }, "Dodge": { "name": "Dodge", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" }, "Endurance": { "name": "Endurance", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" }, "Intimidate": { "name": "Intimidate", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" }, "Intuition": { "name": "Intuition", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" }, "Melee (Basic)": { "name": "Melee (Basic)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Melee (Polearm)": { "name": "Melee (Polearm)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Perception": { "name": "Perception", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" }, "Tenacious": { "name": "Tenacious", "description": "You never give up, no matter how impossible your travails appear. You can double the length of time successful Endurance Tests allow you to endure a hardship. This includes enduring prolonged riding, exposure, rituals, and similar adversities", "effects": { "Tenacious": { "name": "Tenacious" } } }, "Strike Mighty Blow": { "name": "Strike Mighty Blow", "description": "You know how to hit hard! You deal your level of Strike Mighty Blow in extra Damage with melee weapons.", "effects": { "Strike Mighty Blow": { "name": "Strike Mighty Blow" } } }, "Afraid": { "name": "Afraid", "description": "

The creature is afraid of the Target as if the Target has Fear (0). 

\n

The Fear trait represents an extreme aversion to something. Creatures that cause Fear have a Fear Rating; this value reflects the SL you are required to pass on an Extended Cool Test to overcome your Fear. You may continue to Test at the end of every round until your SL equals or surpasses the creature’s Fear rating. Until you do this, you are subject to Fear.

\n

 

\n

When subject to Fear, you suffer –1 SL on all Tests to affect the source of your fear. You may not move closer to whatever is causing Fear without passing a Challenging (+0) Cool Test. If it comes closer to you, you must pass a Challenging (+0) Cool Test, or gain a Broken Condition.

", "effects": { "Afraid": { "name": "Afraid" } } }, "Animosity": { "name": "Animosity", "description": "

You harbor an enmity for the Target, which will normally be a group of people or creatures, such as ‘Nordlanders’, ‘Beastmen’, or ‘Nobles’. You must attempt a Psychology Test whenever you encounter the group. If you pass, you may grumble and spit, but only suffer a penalty of –20 to all Fellowship Tests towards that group. Should you fail you are subject to Animosity.

\n

 

\n

At the end of every subsequent Round, you may attempt another Psychology test to bring the Animosity to an end. If you do not, the effects of Animosity naturally come to an end when all members of the specified group in your line of sight are utterly pacified or gone, or you gain the Stunned or Unconscious Condition, or you become subject to another Psychology.

\n

 

\n

When subject to Animosity, you must immediately attack the disagreeable creatures, either socially (insults, jibes, and similar) or physically (most commonly with fists), as appropriate. You also gain a bonus of +1 SL on any attempts to socially or mentally attack the group. Animosity is over-ridden by Fear and Terror.

", "effects": { "Animosity": { "name": "Animosity" } } }, "Armour": { "name": "Armour", "description": "

The creature is protected by armor or thick hide. It has Rating Armor Points on all Hit Locations

", "effects": { "Armour": { "name": "Armour" } } }, "Infected": { "name": "Infected", "description": "

The creature, or its weapon, carries a nasty infection. If it causes a living opponent to lose Wounds, it must pass an Easy (+40) Endurance Test or contract a @UUID[Compendium.wfrp4e-core.items.kKccDTGzWzSXCBOb]{Festering Wound}

", "effects": { "Infected": { "name": "Infected" } } }, "Night Vision": { "name": "Night Vision", "description": "

You can see very well in natural darkness. Assuming you have at least a faint source of light (such as starlight, moonlight, or bioluminescence) you can see clearly for 20 yards per level of Night Vision. Further, you can extend the effective illumination distance of any light sources by 20 yards per level of Night Vision.

" }, "Weapon (Sword or Spear)": { "name": "Weapon (Sword or Spear)", "description": "

The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)

" }, "Shield": { "name": "Shield" }, "Robes": { "name": "Robes" }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Brass Penny": { "name": "Brass Penny" }, "Spear": { "name": "Spear" }, "Plate Open Helm": { "name": "Plate Open Helm", "effects": { "Plate Open Helm": { "name": "Plate Open Helm" } } }, "Club": { "name": "Club" }, "Entertain": { "name": "Entertain", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" }, "Charm Animal": { "name": "Charm Animal", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" }, "Melee": { "name": "Melee", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Gamble": { "name": "Gamble", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}" }, "Art": { "name": "Art", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" }, "Row": { "name": "Row", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" }, "Stealth": { "name": "Stealth", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" }, "Ride": { "name": "Ride", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" }, "Consume Alcohol": { "name": "Consume Alcohol", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" }, "Gossip": { "name": "Gossip", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" }, "Bribery": { "name": "Bribery", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" }, "Charm": { "name": "Charm", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" }, "Drive": { "name": "Drive", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" }, "Leadership": { "name": "Leadership", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" }, "Outdoor Survival": { "name": "Outdoor Survival", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" }, "Haggle": { "name": "Haggle", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" }, "Navigation": { "name": "Navigation", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" } } }, "Mentag the Undefeated": { "name": "Mentag the Undefeated", "items": { "Athletics": { "name": "Athletics", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" }, "Cool": { "name": "Cool", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" }, "Dodge": { "name": "Dodge", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" }, "Endurance": { "name": "Endurance", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" }, "Intimidate": { "name": "Intimidate", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" }, "Melee (Basic)": { "name": "Melee (Basic)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Melee (Brawling)": { "name": "Melee (Brawling)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Ranged (Throwing)": { "name": "Ranged (Throwing)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.jJYOiSQNgC9v7cM5 caption=false]{Ranged}" }, "Combat Master": { "name": "Combat Master", "description": "

Your accumulated years of combat experience allow you to keep lesser fighters at bay. For each level in this Talent, you count as one more person for the purposes of determining if one side out numbers the other. This Talent only comes into play when you are out-numbered.

" }, "Belligerent": { "name": "Belligerent", "description": "

The creature loves to win a fight. As long as it has more Advantage than its opponent, it is Immune to Psychology

" }, "Champion": { "name": "Champion", "description": "

The creature is an extraordinarily skilled warrior. If it wins an Opposed Test when defending in melee combat, it can cause Damage just as if it was the attacker.

", "effects": { "Champion": { "name": "Champion" } } }, "Prejudice": { "name": "Prejudice", "description": "

You really dislike the Target, which is normally a group of people or creatures such as ‘Ostlanders’, ‘Elves’, or ‘Wizards’. You must attempt a Psychology Test whenever you encounter the group against which you are prejudiced. If you pass, you may frown a lot, but will otherwise act normally, only suffering a penalty of –10 to all Fellowship Tests towards that group. Should you fail you are subject to Prejudice. At the end of every subsequent Round, you may attempt another Psychology test to bring the Prejudice to an end. If you do not, the effects of Prejudice naturally come to an end when all members of the specified group in your line of sight are gone, or you gain the Stunned or Unconscious Condition, or you become subject to another Psychology.

\n

 

\n

When subject to Prejudice, you must immediately insult the target of your prejudice. Loudly.

" }, "Night Vision": { "name": "Night Vision", "description": "

You can see very well in natural darkness. Assuming you have at least a faint source of light (such as starlight, moonlight, or bioluminescence) you can see clearly for 20 yards per level of Night Vision. Further, you can extend the effective illumination distance of any light sources by 20 yards per level of Night Vision.

" }, "Size": { "name": "Size", "description": "

This trait represents creatures whose size differ from the game standard (i.e. roughly human sized). There are seven steps of Size, ranging from Tiny to Monstrous.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

 Examples

\n
\n

Tiny

\n
\n

Butterfly, Mouse, Pigeon

\n
\n

Little

\n
\n

Cat, Hawk, Human Baby

\n
\n

Small

\n
\n

Giant Rat, Halfling, Human Child

\n
\n

Average

\n
\n

Dwarf, Elf, Human

\n
\n

Large

\n
\n

Horse, Ogre, Troll

\n
\n

Enormous

\n
\n

Griffon, Wyvern, Manticore

\n
\n

Monstrous

\n
\n

Dragon, Giant, Greater Daemon

\n
\n
\n

 

\n

Using Size

\n

 

\n

if you wish to use size to make a creature bigger — for example converting a giant spider to a gigantic spider — then increase Strength and Toughness by +10 and reduce Agility by –5 per step of size you increase the creature. Reverse this if you wish to make a creature smaller 

\n

 

\n

 

\n

Size Combat Modifers

\n

If larger:

\n\n\n

 

\n

If smaller:

\n

• It gains a bonus of +10 to hit.

\n

 

\n

Defending Against Big Creatures

\n

You suffer a penalty of –2 SL for each step larger your opponent is when using Melee to defend an Opposed Test. It is recommended to dodge a Giant swinging a tree, not parry it!

\n

 

\n\n

Fear and Terror

\n

If the creature is perceived to be aggressive, it causes Fear in any creature smaller than it, and Terror in any creature two or more steps smaller. The rating of the Fear or Terror equals the Size step difference. So, if the creature is Large, and its opponent is Small, it will cause Terror 2.

\n

 

\n

Moving in Combat

\n

A creature that is larger ignores the need to Disengage if it wishes to leave melee combat; instead, it brushes smaller combatants out of the way, moving where it wishes.

\n

 

\n

Opposed Strength

\n

During Opposed Strength Tests (and similar), if one creature is 2 or more size steps larger, it wins automatically. If one creature is 1 size step larger, the smaller creature must roll a Critical to contest the roll. If it does, SL are compared as normal. All other results mean the larger creature wins.

\n

 

\n

Stomp

\n

Creatures that are larger than their opponents may make one Stomp as a Free Attack, by spending 1 Advantage, as they kick downwards or otherwise bash smaller opponents out of the way. This attack has a Damage equal to their Strength Bonus +0, and uses Melee(Brawling).

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

Wounds

\n
\n

Tiny

\n
\n

1

\n
\n

Little

\n
\n

Toughness Bonus

\n
\n

Small

\n
\n

(2×Toughness Bonus) + Willpower Bonus

\n
\n

Average

\n
\n

Strength Bonus+(2×Toughness Bonus) + Willpower Bonus

\n
\n

Large

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×2

\n
\n

Enormous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×4

\n
\n

Monstrous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×8

\n
\n
", "effects": { "Size": { "name": "Size" } } }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Brass Penny": { "name": "Brass Penny" }, "Entertain": { "name": "Entertain", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" }, "Charm Animal": { "name": "Charm Animal", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" }, "Melee": { "name": "Melee", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Gamble": { "name": "Gamble", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}" }, "Art": { "name": "Art", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" }, "Perception": { "name": "Perception", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" }, "Row": { "name": "Row", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" }, "Stealth": { "name": "Stealth", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" }, "Ride": { "name": "Ride", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" }, "Consume Alcohol": { "name": "Consume Alcohol", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" }, "Gossip": { "name": "Gossip", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" }, "Intuition": { "name": "Intuition", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" }, "Bribery": { "name": "Bribery", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" }, "Charm": { "name": "Charm", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" }, "Drive": { "name": "Drive", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" }, "Leadership": { "name": "Leadership", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" }, "Outdoor Survival": { "name": "Outdoor Survival", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" }, "Haggle": { "name": "Haggle", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" }, "Climb": { "name": "Climb", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}" }, "Navigation": { "name": "Navigation", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" }, "Hand Axe": { "name": "Hand Axe" }, "Throwing Axe": { "name": "Throwing Axe" }, "Stabbing Knife": { "name": "Stabbing Knife" }, "Eating Knife": { "name": "Eating Knife" }, "Spare Knife": { "name": "Spare Knife" }, "Pit Champion": { "name": "Pit Champion", "description": "

@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.EELJsJuoDVxiRu9e]{Pit Fighter}

" }, "Leather Jack": { "name": "Leather Jack" }, "Leather Leggings": { "name": "Leather Leggings" }, "Mail Coat": { "name": "Mail Coat" }, "Mail Chausses": { "name": "Mail Chausses" } } }, "Brother Adric": { "name": "Brother Adric", "items": { "Athletics": { "name": "Athletics", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" }, "Charm": { "name": "Charm", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" }, "Cool": { "name": "Cool", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" }, "Endurance": { "name": "Endurance", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" }, "Haggle": { "name": "Haggle", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" }, "Intuition": { "name": "Intuition", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" }, "Lore (Reikland)": { "name": "Lore (Reikland)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" }, "Lore (Theology)": { "name": "Lore (Theology)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" }, "Melee (Basic)": { "name": "Melee (Basic)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Perception": { "name": "Perception", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" }, "Pray": { "name": "Pray", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.NRfh04q1bZBIND0A caption=false]{Pray}" }, "Ranged (Bow)": { "name": "Ranged (Bow)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.jJYOiSQNgC9v7cM5 caption=false]{Ranged}" }, "Research": { "name": "Research", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Nv0jexKy05qTOnuN caption=false]{Research}" }, "Doomed": { "name": "Doomed", "description": "At the age of 10, a Priest of Morr called a Doomsayer took you aside to foretell your death in an incense-laden, coming-of-age ritual called the Dooming. In conjunction with your GM, come up with a suitable Dooming. Should your character die in a fashion that matches your Dooming, your next character gains a bonus of half the total XP your dead character accrued during play.

Tis the willow’s wood" }, "Savvy": { "name": "Savvy", "description": "You gain a permanent +5 bonus to your starting Intelligence Characteristic (this does not count towards your Advances).", "effects": { "Savvy": { "name": "Savvy", "changes": { "system.characteristics.int.initial": 5 } } } }, "Flee!": { "name": "Flee!", "description": "When your life is on the line you are capable of impressive bursts of speed. Your Movement Attribute counts as 1 higher when Fleeing.", "effects": { "Flee!": { "name": "Flee!" } } }, "Animal Affinity": { "name": "Animal Affinity", "description": "Wild animals feel comfortable in your presence, and often follow your lead. All creatures with the Bestial Trait not trained to be belligerent will automatically be calm in your presence unless they have a reason not to be, such as pain, an attack, being naturally hyper-aggressive, or having nearby young.", "effects": { "Animal Affinity": { "name": "Animal Affinity" } } }, "Craftsman (Goldsmith)": { "name": "Craftsman (Goldsmith)", "description": "You have true creative talent. Add the associated Trade Skill to any Career you enter. If the Trade Skill is already in your Career, you may instead purchase the Skill for 5 XP fewer per Advance.", "effects": { "Craftsman": { "name": "Craftsman" } } }, "Bless (Taal)": { "name": "Bless (Taal)", "description": "You are watched over by one of the Gods and can empower simple prayers. You can now deploy the Blessings of your deity as listed in @UUID[JournalEntry.NcH9OhleJFfaUdon]{Religion and Belief}. Under normal circumstances, you may only ever know one Divine Lore for the Bless Talent.", "effects": { "Bless": { "name": "Bless" } } }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Brass Penny": { "name": "Brass Penny" }, "Entertain": { "name": "Entertain", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" }, "Dodge": { "name": "Dodge", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" }, "Charm Animal": { "name": "Charm Animal", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" }, "Melee": { "name": "Melee", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Gamble": { "name": "Gamble", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}" }, "Art": { "name": "Art", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" }, "Intimidate": { "name": "Intimidate", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" }, "Row": { "name": "Row", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" }, "Stealth": { "name": "Stealth", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" }, "Ride": { "name": "Ride", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" }, "Consume Alcohol": { "name": "Consume Alcohol", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" }, "Gossip": { "name": "Gossip", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" }, "Bribery": { "name": "Bribery", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" }, "Drive": { "name": "Drive", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" }, "Leadership": { "name": "Leadership", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" }, "Outdoor Survival": { "name": "Outdoor Survival", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" }, "Climb": { "name": "Climb", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}" }, "Navigation": { "name": "Navigation", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" }, "Axe": { "name": "Axe" }, "Initiate of Taal": { "name": "Initiate of Taal", "description": "

@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.h1l9jvaIxsb92wtM]{Priest}

" }, "Silver Antlers Symbol": { "name": "Silver Antlers Symbol" }, "Robes": { "name": "Robes" }, "Blessing of Hardiness": { "name": "Blessing of Hardiness", "description": "

Your target gains +10 Toughness.

", "effects": { "Blessing of Hardiness": { "name": "Blessing of Hardiness", "changes": { "system.characteristics.t.modifier": 10, "system.characteristics.t.calculationBonusModifier": -1 } } } }, "Blessing of Grace": { "name": "Blessing of Grace", "description": "

Your target gains +10 Agility.

", "effects": { "Blessing of Grace": { "name": "Blessing of Grace", "changes": { "system.characteristics.ag.modifier": 10 } } } }, "Blessing of Healing": { "name": "Blessing of Healing", "description": "

Your target heals +1 Wound.

", "effects": { "Blessing of Healing": { "name": "Blessing of Healing" } } }, "Blessing of The Hunt": { "name": "Blessing of The Hunt", "description": "

Your target gains +10 Ballistic Skill.

", "effects": { "Blessing of The Hunt": { "name": "Blessing of The Hunt", "changes": { "system.characteristics.bs.modifier": 10 } } } } } }, "Slik Moongobba": { "name": "Slik Moongobba", "description": "

His Master’s Right Claw

Moongobba is a tall, skinny shaman. He carries a puffball as if it were an orb and speaks in a quiet, raspy voice. Moongobba is @UUID[Actor.XuZtsncLRagDpswg]{Cacklespit’s} right-hand gobbo, who enjoys meting out discipline both on his boss’ behalf and for his own amusement.

Moongobba wants a chance to stab @UUID[Actor.XuZtsncLRagDpswg]{Cacklespit} in the back, or possibly the front. If the Characters present him with an opportunity and the risks are small, he’ll take it. He’s desperate to eat the Purple Cap mushrooms himself and assert spiritual authority over the clan.

Moongobba may lead an ambush. If the Characters beat the @UUID[Actor.h8wKFlUj66XvHHkf]{Night Goblins}, he’ll hold up his hand to talk. Moongobba casts @UUID[Compendium.wfrp4e-empire-ruins.items.Q51ta8R25ghqLUIp]{Cunnin’ Words}, which magically translates his harsh Greenskin utterances into surprisingly cultured Reikspiel.

A CONVERSATION WITH MOONGOBBA

‘Hold yourselves, Humans. Let us cease hostilities to parley and perhaps come to an arrangement.

We’ll not negotiate with goblins!

‘Let’s be realistic, if we can? You want to traverse this gorge for some reason best known to you. I want a certain obstacle removed, and you’re best placed to assist me in that. Do you see?’

We don’t need your help!

‘Ah, that’s where you’re much mistaken. There are hundreds of my Goblin brethren hereabouts, and they would delight in seeing your pale bodies roasting over a fire. You can’t possibly pass through by force or subterfuge.’

We’re listening…

‘Excellent. Our lord is the shaman Cacklespit. He consumes Purple Cap mushrooms which bring on visions. He claims they reveal the distant past, the future, and the destiny of our Madcraw Clan. I’d very much like to sample these mushrooms and then perhaps I would lead us to a greater, brighter future. If you slaughter Cacklespit, I shall ensure you can pass.’

How can we trust you?

‘You can’t. I am, after all, a Goblin. But what else do you have? So, shall we expectorate onto our hands and clasp them together?’

", "items": { "‘Mystic’ puffball": { "name": "‘Mystic’ puffball" }, "Channelling": { "name": "Channelling", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tXu8Hrd4desq1Rja caption=false]{Channelling}" }, "Charm": { "name": "Charm", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" }, "Cool": { "name": "Cool", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" }, "Dodge": { "name": "Dodge", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" }, "Endurance": { "name": "Endurance", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" }, "Intimidate": { "name": "Intimidate", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" }, "Intuition": { "name": "Intuition", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" }, "Language (Magick)": { "name": "Language (Magick)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.xo5U0kL08xCPe6kl caption=false]{Language}" }, "Stealth (Underground)": { "name": "Stealth (Underground)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" }, "Arcane Magic (Little Waaagh!)": { "name": "Arcane Magic (Little Waaagh!)", "description": "

You either study one of the 8 Arcane Lores of Magic — Beasts, Death, Fire, Heavens, Metal, Shadow, Light, or Life — or practice a lesser known Lore, such as Hedgecraft or Necromancy. You may now memorize spells from your chosen Lore for the following cost in XP.

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Number of Spells Currently Known

\n
\n

XP Cost for a new spell

\n
\n

Intelligence Bonus × 1 

\n
\n

100 XP

\n
\n

Intelligence Bonus × 2

\n
\n

200 XP

\n
\n

Intelligence Bonus × 3

\n
\n

300 XP

\n
\n

Intelligence Bonus × 4

\n
\n

400 XP

\n
\n
\n

 ...and so on.

\n

So, if your Intelligence Bonus is 4, it will cost you 100 XP for the first spell, and the next 4, then 200 XP for the next 4, and so on. Full rules for learning new spells are provided in @UUID[Compendium.wfrp4e-core.journals.YBVrpUHEjohB1H4f]{Magic}. Under normal circumstances, you may not learn more than one Arcane Magic (Lore) Talent. Further, you may not learn the @UUID[Compendium.wfrp4e-core.items.QyjWtSdnVMT04l5Y]{Bless} or @UUID[Compendium.wfrp4e-core.items.voV0C2ar1bKpcpnH]{Invoke} Talents when you have the Arcane Magic Talent. You can unlearn this Talent for 100 XP, but will immediately lose all of your spells if you do so.

" }, "Second Sight": { "name": "Second Sight", "description": "You can perceive the shifting Winds of Magic that course from the Chaos Gates at the poles of the world. You now have the Sight", "effects": { "Second Sight": { "name": "Second Sight" } } }, "Afraid": { "name": "Afraid", "description": "

The creature is afraid of the Target as if the Target has Fear (0). 

\n

The Fear trait represents an extreme aversion to something. Creatures that cause Fear have a Fear Rating; this value reflects the SL you are required to pass on an Extended Cool Test to overcome your Fear. You may continue to Test at the end of every round until your SL equals or surpasses the creature’s Fear rating. Until you do this, you are subject to Fear.

\n

 

\n

When subject to Fear, you suffer –1 SL on all Tests to affect the source of your fear. You may not move closer to whatever is causing Fear without passing a Challenging (+0) Cool Test. If it comes closer to you, you must pass a Challenging (+0) Cool Test, or gain a Broken Condition.

", "effects": { "Afraid": { "name": "Afraid" } } }, "Animosity": { "name": "Animosity", "description": "

You harbor an enmity for the Target, which will normally be a group of people or creatures, such as ‘Nordlanders’, ‘Beastmen’, or ‘Nobles’. You must attempt a Psychology Test whenever you encounter the group. If you pass, you may grumble and spit, but only suffer a penalty of –20 to all Fellowship Tests towards that group. Should you fail you are subject to Animosity.

\n

 

\n

At the end of every subsequent Round, you may attempt another Psychology test to bring the Animosity to an end. If you do not, the effects of Animosity naturally come to an end when all members of the specified group in your line of sight are utterly pacified or gone, or you gain the Stunned or Unconscious Condition, or you become subject to another Psychology.

\n

 

\n

When subject to Animosity, you must immediately attack the disagreeable creatures, either socially (insults, jibes, and similar) or physically (most commonly with fists), as appropriate. You also gain a bonus of +1 SL on any attempts to socially or mentally attack the group. Animosity is over-ridden by Fear and Terror.

", "effects": { "Animosity": { "name": "Animosity" } } }, "Infected": { "name": "Infected", "description": "

The creature, or its weapon, carries a nasty infection. If it causes a living opponent to lose Wounds, it must pass an Easy (+40) Endurance Test or contract a @UUID[Compendium.wfrp4e-core.items.kKccDTGzWzSXCBOb]{Festering Wound}

", "effects": { "Infected": { "name": "Infected" } } }, "Night Vision": { "name": "Night Vision", "description": "

You can see very well in natural darkness. Assuming you have at least a faint source of light (such as starlight, moonlight, or bioluminescence) you can see clearly for 20 yards per level of Night Vision. Further, you can extend the effective illumination distance of any light sources by 20 yards per level of Night Vision.

" }, "Sword": { "name": "Sword" }, "Robes": { "name": "Robes" }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Brass Penny": { "name": "Brass Penny" }, "Entertain": { "name": "Entertain", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" }, "Charm Animal": { "name": "Charm Animal", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" }, "Melee": { "name": "Melee", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Gamble": { "name": "Gamble", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}" }, "Art": { "name": "Art", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" }, "Perception": { "name": "Perception", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" }, "Row": { "name": "Row", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" }, "Athletics": { "name": "Athletics", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" }, "Stealth": { "name": "Stealth", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" }, "Ride": { "name": "Ride", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" }, "Consume Alcohol": { "name": "Consume Alcohol", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" }, "Gossip": { "name": "Gossip", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" }, "Bribery": { "name": "Bribery", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" }, "Drive": { "name": "Drive", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" }, "Leadership": { "name": "Leadership", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" }, "Outdoor Survival": { "name": "Outdoor Survival", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" }, "Haggle": { "name": "Haggle", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" }, "Climb": { "name": "Climb", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}" }, "Navigation": { "name": "Navigation", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" }, "Gnarled Staff": { "name": "Gnarled Staff" }, "Cunnin' Words": { "name": "Cunnin' Words", "description": "

You call on Mork to trick a listener into hearing cogent, civilised discourse, rather than the mad babble you usually utter.

" }, "Vindictive Glare": { "name": "Vindictive Glare", "description": "

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 Challenging (+0) Cool Test or suffer from a @Condition[Stunned] Condition.

", "effects": { "Vindictive Glare": { "name": "Vindictive Glare" } } }, "Gork’ll Fix It": { "name": "Gork’ll Fix It", "description": "

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 Fatigued Condition for every additional SL you scored on the spellcasting test.

", "effects": { "Gork’ll Fix It": { "name": "Gork’ll Fix It" } } }, "Sneaky Stabbin'": { "name": "Sneaky Stabbin'", "description": "

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 Impale and Penetrating Qualities.

", "effects": { "Sneaky Stabbin'": { "name": "Sneaky Stabbin'" } } } } }, "Orla Feder": { "name": "Orla Feder", "items": { "Dodge": { "name": "Dodge", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" }, "Melee (Brawling)": { "name": "Melee (Brawling)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Armour": { "name": "Armour", "description": "

The creature is protected by armor or thick hide. It has Rating Armor Points on all Hit Locations

", "effects": { "Armour": { "name": "Armour" } } }, "Distracting": { "name": "Distracting", "description": "

The creature distracts or confuse foes, possibly exuding a soporific musk or nauseating reek, or maybe its appearance is bizarrely horrifying. All living targets within a number of yards equal to its Toughness Bonus suffer a penalty of –20 to all Tests. A target can only suffer this penalty once, no matter how many Distracting foes there are.

", "effects": { "Distracting": { "name": "Distracting" } } }, "Flight": { "name": "Flight", "description": "

As the creature’s Move, it can fly up to Rating yards. When flying, it ignores all intervening terrain, obstacles, or characters. At the end of the move, it decides whether it has landed or is still flying. It can use this move to Charge. If it starts its turn flying, it must choose to Fly for its Move. If it cannot do this, the GM decides how far the creature falls.

\n

When targeting it, measure horizontal distance as normal, then increase range by 1 step. So, a Long Range shot would become Extreme Range, and if it was at Extreme Range it could not be shot at all.

\n

When flying, it suffers a penalty of –20 to all ranged combat attempts as it swoops and wheels in the sky

", "effects": { "Flying": { "name": "Flying" } } }, "Night Vision": { "name": "Night Vision", "description": "

You can see very well in natural darkness. Assuming you have at least a faint source of light (such as starlight, moonlight, or bioluminescence) you can see clearly for 20 yards per level of Night Vision. Further, you can extend the effective illumination distance of any light sources by 20 yards per level of Night Vision.

" }, "Spellcaster": { "name": "Spellcaster", "description": "

The creature can cast spells; the specific Lore of Magic will be indicated in brackets.

" }, "Stealthy": { "name": "Stealthy", "description": "

The creature is especially stealthy. It adds a number equal to its Agility Bonus to the SL of all Stealth Tests.

", "effects": { "Stealthy": { "name": "Stealthy" } } }, "Venom": { "name": "Venom", "description": "

The creature’s attacks are poisoned or envenomed. When it causes Wounds, its opponent gains a @Condition[Poisoned] Condition. If no Difficulty is marked to resist the Venom, it is assumed to be Challenging

", "effects": { "Venom": { "name": "Venom" } } }, "Weapon (Talons)": { "name": "Weapon (Talons)", "description": "

The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)

" }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Brass Penny": { "name": "Brass Penny" }, "Entertain": { "name": "Entertain", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" }, "Charm Animal": { "name": "Charm Animal", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" }, "Melee": { "name": "Melee", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Gamble": { "name": "Gamble", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}" }, "Art": { "name": "Art", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" }, "Endurance": { "name": "Endurance", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" }, "Perception": { "name": "Perception", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" }, "Intimidate": { "name": "Intimidate", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" }, "Row": { "name": "Row", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" }, "Athletics": { "name": "Athletics", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" }, "Stealth": { "name": "Stealth", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" }, "Ride": { "name": "Ride", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" }, "Consume Alcohol": { "name": "Consume Alcohol", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" }, "Gossip": { "name": "Gossip", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" }, "Intuition": { "name": "Intuition", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" }, "Bribery": { "name": "Bribery", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" }, "Charm": { "name": "Charm", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" }, "Drive": { "name": "Drive", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" }, "Leadership": { "name": "Leadership", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" }, "Outdoor Survival": { "name": "Outdoor Survival", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" }, "Haggle": { "name": "Haggle", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" }, "Cool": { "name": "Cool", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" }, "Climb": { "name": "Climb", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}" }, "Navigation": { "name": "Navigation", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" }, "Fearful Concern (when indoors)": { "name": "Fearful Concern (when indoors)", "effects": { "Fearful Concern": { "name": "Fearful Concern", "changes": { "system.characteristics.wp.modifier": -10 } } } }, "Treason of Tzeentch": { "name": "Treason of Tzeentch", "description": "

You channel fine strands of traitorous mergings of the Winds of Magic directly into your target’s mind, twisting motivations, undermining desires, and fanning fires of discontent. The target can no longer use Talents, and doesn’t add Skill Advances when making Skill Tests, meaning the target only Tests against unmodified Characteristics.

\n

 

\n\n Lore: Targets of Spells from the Lore of Tzeentch are riven by the transformative magic of Chaos. Targets affected by a Spell from the Lore of Tzeentch must pass a Challenging (+0) Endurance Test, or gain +1 Corruption Point. Should they pass their Test, they instead gain +1 Fortune Point, which can be used as normal. Such are the whims of Tzeentch.

", "effects": { "Treason of Tzeentch": { "name": "Treason of Tzeentch" } } }, "Teleport": { "name": "Teleport", "description": "

Using magic, you can teleport up to your Willpower Bonus in yards. This movement allows you to traverse gaps, avoid perils and pitfalls, and ignore obstacles. For every +2 SL you may increase the distance travelled by your Willpower Bonus in yards.

" }, "Blast": { "name": "Blast", "description": "

You channel magic into an explosive blast. This is a Magic Missile with Damage +3 that targets everyone in the Area of Effect.

" }, "Corrosive Blood": { "name": "Corrosive Blood", "description": "

You infuse yourself with magic, lending your blood a fearsome potency. You gain the @UUID[Compendium.wfrp4e-core.items.M5QSWOYt2Rbv2yxW]{Corrosive Blood} Creature Trait

", "effects": { "Corrosive Blood": { "name": "Corrosive Blood" } } } } }, "Snotlings": { "name": "Snotlings", "description": "

Scurrying around the Madcraw territory and living off scraps, Snotlings are the lowest in the Greenskin hierarchy. For more details, see @UUID[Compendium.wfrp4e-core.actors.wdnXbjtKK7MtsZzc]{Snotling}

", "items": { "Poisonous Mushrooms": { "name": "Poisonous Mushrooms" }, "Bestial": { "name": "Bestial", "description": "

The creature has no rational thought or language. It shies away from fire and gains a @Condition[Broken] Condition if struck by it. In defense, it only uses the Dodge Skill. If it loses more than half its Wounds, it will attempt to Flee unless protecting its young or cornered, or unless it has the Territorial Trait. If so, it enters Frenzy. Bestial creatures have no Fellowship characteristic

" }, "Dark Vision": { "name": "Dark Vision", "description": "

The creature can see in the dark as daylight.

" }, "Infected": { "name": "Infected", "description": "

The creature, or its weapon, carries a nasty infection. If it causes a living opponent to lose Wounds, it must pass an Easy (+40) Endurance Test or contract a @UUID[Compendium.wfrp4e-core.items.kKccDTGzWzSXCBOb]{Festering Wound}

", "effects": { "Infected": { "name": "Infected" } } }, "Size": { "name": "Size", "description": "

This trait represents creatures whose size differ from the game standard (i.e. roughly human sized). There are seven steps of Size, ranging from Tiny to Monstrous.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

 Examples

\n
\n

Tiny

\n
\n

Butterfly, Mouse, Pigeon

\n
\n

Little

\n
\n

Cat, Hawk, Human Baby

\n
\n

Small

\n
\n

Giant Rat, Halfling, Human Child

\n
\n

Average

\n
\n

Dwarf, Elf, Human

\n
\n

Large

\n
\n

Horse, Ogre, Troll

\n
\n

Enormous

\n
\n

Griffon, Wyvern, Manticore

\n
\n

Monstrous

\n
\n

Dragon, Giant, Greater Daemon

\n
\n
\n

 

\n

Using Size

\n

 

\n

if you wish to use size to make a creature bigger — for example converting a giant spider to a gigantic spider — then increase Strength and Toughness by +10 and reduce Agility by –5 per step of size you increase the creature. Reverse this if you wish to make a creature smaller 

\n

 

\n

 

\n

Size Combat Modifers

\n

If larger:

\n\n\n

 

\n

If smaller:

\n

• It gains a bonus of +10 to hit.

\n

 

\n

Defending Against Big Creatures

\n

You suffer a penalty of –2 SL for each step larger your opponent is when using Melee to defend an Opposed Test. It is recommended to dodge a Giant swinging a tree, not parry it!

\n

 

\n\n

Fear and Terror

\n

If the creature is perceived to be aggressive, it causes Fear in any creature smaller than it, and Terror in any creature two or more steps smaller. The rating of the Fear or Terror equals the Size step difference. So, if the creature is Large, and its opponent is Small, it will cause Terror 2.

\n

 

\n

Moving in Combat

\n

A creature that is larger ignores the need to Disengage if it wishes to leave melee combat; instead, it brushes smaller combatants out of the way, moving where it wishes.

\n

 

\n

Opposed Strength

\n

During Opposed Strength Tests (and similar), if one creature is 2 or more size steps larger, it wins automatically. If one creature is 1 size step larger, the smaller creature must roll a Critical to contest the roll. If it does, SL are compared as normal. All other results mean the larger creature wins.

\n

 

\n

Stomp

\n

Creatures that are larger than their opponents may make one Stomp as a Free Attack, by spending 1 Advantage, as they kick downwards or otherwise bash smaller opponents out of the way. This attack has a Damage equal to their Strength Bonus +0, and uses Melee(Brawling).

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

Wounds

\n
\n

Tiny

\n
\n

1

\n
\n

Little

\n
\n

Toughness Bonus

\n
\n

Small

\n
\n

(2×Toughness Bonus) + Willpower Bonus

\n
\n

Average

\n
\n

Strength Bonus+(2×Toughness Bonus) + Willpower Bonus

\n
\n

Large

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×2

\n
\n

Enormous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×4

\n
\n

Monstrous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×8

\n
\n
", "effects": { "Size": { "name": "Size" } } }, "Venom": { "name": "Venom", "description": "

The creature’s attacks are poisoned or envenomed. When it causes Wounds, its opponent gains a @Condition[Poisoned] Condition. If no Difficulty is marked to resist the Venom, it is assumed to be Challenging

", "effects": { "Venom": { "name": "Venom" } } }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Brass Penny": { "name": "Brass Penny" }, "Knife or Sharp Bit of Rock": { "name": "Knife or Sharp Bit of Rock" } } }, "Elvyra Kleinestun": { "name": "Elvyra Kleinestun", "items": { "Chest": { "name": "Chest" }, "Collapsible Market Stall": { "name": "Collapsible Market Stall" }, "Drugs and Herbs": { "name": "Drugs and Herbs", "description": "

Availability as a City

" }, "Bribery": { "name": "Bribery", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" }, "Sleight of Hand": { "name": "Sleight of Hand", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.bGqmHCju8VZ8q2Pv caption=false]{Sleight of Hand}" }, "Charm": { "name": "Charm", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" }, "Dodge": { "name": "Dodge", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" }, "Drive": { "name": "Drive", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" }, "Consume Alcohol": { "name": "Consume Alcohol", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" }, "Cool": { "name": "Cool", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" }, "Endurance": { "name": "Endurance", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" }, "Entertain (Storytelling)": { "name": "Entertain (Storytelling)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" }, "Entertain (Acting)": { "name": "Entertain (Acting)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" }, "Evaluate": { "name": "Evaluate", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.NtJ85TY8yY3WOGHN caption=false]{Evaluate}" }, "Gamble": { "name": "Gamble", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}" }, "Gossip": { "name": "Gossip", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" }, "Haggle": { "name": "Haggle", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" }, "Heal": { "name": "Heal", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dSf8QWBvN6mlpHBF caption=false]{Heal}", "effects": { "Heal": { "name": "Heal" } } }, "Intuition": { "name": "Intuition", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" }, "Language (Classical)": { "name": "Language (Classical)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.xo5U0kL08xCPe6kl caption=false]{Language}" }, "Language (Guilder)": { "name": "Language (Guilder)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.xo5U0kL08xCPe6kl caption=false]{Language}" }, "Leadership": { "name": "Leadership", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" }, "Lore (Medicine)": { "name": "Lore (Medicine)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" }, "Lore (Plants)": { "name": "Lore (Plants)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" }, "Lore (Reikland)": { "name": "Lore (Reikland)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" }, "Melee (Basic)": { "name": "Melee (Basic)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Perception": { "name": "Perception", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" }, "Secret Signs (Guilder)": { "name": "Secret Signs (Guilder)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.X2FppoPGuEwJKssM caption=false]{Secret Signs}" }, "Blather": { "name": "Blather", "description": "

Called ‘opening your mouth and letting your belly rumble’ in Nordland, or simply ‘bullshitting’ in Ostland, blathering involves talking rapidly and incessantly, or talking volubly and at-length, about inconsequential or nonsense matters, and is used to verbally confuse and confound a target. You use your Charm Skill to Blather. Attempt an Opposed Charm/Intelligence Test. Success gives your opponent a Stunned Condition. Further, for each level you have in Blather, your opponent gains another Stunned Condition. Targets Stunned by Blather may do nothing other than stare at you dumbfounded as they try to catch-up with or understand what you are saying. Once the last Stunned Condition comes to an end, the target finally gets a word in, and may not be best pleased with you — after all, you have been talking about nothing or nonsense for some time. Should you stop talking, your opponent immediately loses all Stunned Conditions caused by your Blather. Generally, you can only attempt to Blather at a character once per scene, or perhaps longer as determined by the GM, as the target soon wises up to your antics.

\n

 

", "effects": { "Blather": { "name": "Blather" } } }, "Coolheaded": { "name": "Coolheaded", "description": "You gain a permanent +5 bonus to your starting Willpower Characteristic this does not count towards your Advances.", "effects": { "Coolheaded": { "name": "Coolheaded", "changes": { "system.characteristics.wp.initial": 5 } } } }, "Concoct": { "name": "Concoct", "description": "You are skilled at making potions, philters, and draughts on the go. You may take one free Crafting Endeavour to use Trade (Apothecary) without need of a Workshop. Other Crafting Endeavors use the normal rules.", "effects": { "Concoct": { "name": "Concoct" } } }, "Criminal": { "name": "Criminal", "description": "

You are an active criminal making money from illegal sources, and you’re not always quiet about it. For the purposes of securing money, either when Earning during play or performing an Income Endeavour, refer to the following table:

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Career Level

\n
\n

Bonus Money per time the Talent is taken

\n
\n

1

\n
\n

+2d10 brass pennies

\n
\n

2

\n
\n

+1d10 silver shillings

\n
\n

\n
\n

+2d10 silver shillings

\n
\n

4

\n
\n

+1 gold crown

\n
\n
\n

 

\n

Because of your obvious criminal nature, others consider you lower Status than them unless they also have the Criminal Talent, where Status is compared as normal — perhaps you have gang tattoos, look shifty, or are just rough around the edges, it’s your choice. Because of this, local law enforcers are always suspicious of you and suspect your motivations, which only gets worse the more times you have this Talent, with the exact implications determined by the GM. Lawbreakers without the Criminal Talent earn significantly less coin but are not obviously the sort to be breaking the law, so maintain their Status. With GM consent, you may spend XP to remove levels of the Criminal Talent for the same XP it cost to buy.

", "effects": { "Criminal": { "name": "Criminal" } } }, "uye8ZUHe1gIZNfrD": { "name": "Criminal", "description": "

You are an active criminal making money from illegal sources, and you’re not always quiet about it. For the purposes of securing money, either when Earning during play or performing an Income Endeavour, refer to the following table:

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Career Level

\n
\n

Bonus Money per time the Talent is taken

\n
\n

1

\n
\n

+2d10 brass pennies

\n
\n

2

\n
\n

+1d10 silver shillings

\n
\n

\n
\n

+2d10 silver shillings

\n
\n

4

\n
\n

+1 gold crown

\n
\n
\n

 

\n

Because of your obvious criminal nature, others consider you lower Status than them unless they also have the Criminal Talent, where Status is compared as normal — perhaps you have gang tattoos, look shifty, or are just rough around the edges, it’s your choice. Because of this, local law enforcers are always suspicious of you and suspect your motivations, which only gets worse the more times you have this Talent, with the exact implications determined by the GM. Lawbreakers without the Criminal Talent earn significantly less coin but are not obviously the sort to be breaking the law, so maintain their Status. With GM consent, you may spend XP to remove levels of the Criminal Talent for the same XP it cost to buy.

", "effects": { "Criminal": { "name": "Criminal" } } }, "Doomed": { "name": "Doomed", "description": "At the age of 10, a Priest of Morr called a Doomsayer took you aside to foretell your death in an incense-laden, coming-of-age ritual called the Dooming. In conjunction with your GM, come up with a suitable Dooming. Should your character die in a fashion that matches your Dooming, your next character gains a bonus of half the total XP your dead character accrued during play." }, "Etiquette": { "name": "Etiquette", "description": "

You can blend in socially with the chosen group so long as you are dressed and acting appropriately. Example social groups for this Talent are: Criminals, Cultists, Guilders, Nobles, Scholars, Servants, and Soldiers. If you do not have the Talent, those with it will note your discomfort in the unfamiliar environment. This is primarily a matter for roleplaying, but may confer a bonus to Fellowship Tests at the GM’s discretion.

", "effects": { "Etiquette": { "name": "Etiquette" } } }, "Fast Hands": { "name": "Fast Hands", "description": "You can move your hands with surprising dexterity. Bystanders get no passive Perception Tests to spot your use of the Sleight of Hand Skill, instead they only get to Oppose your Sleight of Hand Tests if they actively suspect and are looking for your movements. Further, attempts to use Melee (Brawling) to simply touch an opponent gain a bonus of +10 ' your level in Fast Hands.", "effects": { "Fast Hands": { "name": "Fast Hands" } } }, "Field Dressing": { "name": "Field Dressing", "description": "You are used to treating wounds quickly. If you fail a Heal Test when using Bandages, you may reverse the result if this will score a success; however, if you do so, you may not score more than +1 SL as you focus on speed over accuracy", "effects": { "Field Dressing": { "name": "Field Dressing" } } }, "Master Tradesman": { "name": "Master Tradesman", "description": "You are exceptionally skilled at your specified Trade skill. You reduce the required SL of any Extended Test using your Trade Skill by the level of your Master Tradesman Talent", "effects": { "Master Tradesman": { "name": "Master Tradesman" } } }, "Luck": { "name": "Luck", "description": "

They say when you were born, Ranald smiled. Your maximum Fortune Points now equal your current Fate points plus the number of times you’ve taken Luck.

" }, "Gold Crown": { "name": "Gold Crown" }, "l6s4tnJphUP4FKKB": { "name": "Luck", "description": "

They say when you were born, Ranald smiled. Your maximum Fortune Points now equal your current Fate points plus the number of times you’ve taken Luck.

" }, "Silver Shilling": { "name": "Silver Shilling" }, "Pharmacist": { "name": "Pharmacist", "description": "You are highly skilled at pharmacy, better able than most to make pills, ointments, unguents, oils, creams, and more. You may reverse any failed Trade (Apothecary) test if this allows the Test to succeed", "effects": { "Pharmacist": { "name": "Pharmacist" } } }, "Brass Penny": { "name": "Brass Penny" }, "Read/Write": { "name": "Read/Write", "description": "You are one of the rare literate individuals in the Old World. You are assumed to be able to read and write (if appropriate) all of the Languages you can speak." }, "Resistance (Disease)": { "name": "Resistance (Disease)", "description": "Your strong constitution allows you to more readily survive a specific threat. You may automatically pass the first Test to resist the specified threat, such as Magic, Poison, Disease, Mutation, every session. If SL is important, use your Toughness Bonus as SL for the Test.", "effects": { "Resistance (Disease)": { "name": "Resistance (Disease)" } } }, "Savvy": { "name": "Savvy", "description": "You gain a permanent +5 bonus to your starting Intelligence Characteristic (this does not count towards your Advances).", "effects": { "Savvy": { "name": "Savvy", "changes": { "system.characteristics.int.initial": 5 } } } }, "Sharp": { "name": "Sharp", "description": "You gain a permanent +5 bonus to your starting Initiative Characteristic (this does not count towards your Advances).", "effects": { "Sharp": { "name": "Sharp", "changes": { "system.characteristics.i.initial": 5 } } } }, "Trade (Poisoner)": { "name": "Trade (Poisoner)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.jmFSm7UvmHEq52iu caption=false]{Trade}" }, "Trade (Apothecary)": { "name": "Trade (Apothecary)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.jmFSm7UvmHEq52iu caption=false]{Trade}" }, "Prejudice": { "name": "Prejudice", "description": "

You really dislike the Target, which is normally a group of people or creatures such as ‘Ostlanders’, ‘Elves’, or ‘Wizards’. You must attempt a Psychology Test whenever you encounter the group against which you are prejudiced. If you pass, you may frown a lot, but will otherwise act normally, only suffering a penalty of –10 to all Fellowship Tests towards that group. Should you fail you are subject to Prejudice. At the end of every subsequent Round, you may attempt another Psychology test to bring the Prejudice to an end. If you do not, the effects of Prejudice naturally come to an end when all members of the specified group in your line of sight are gone, or you gain the Stunned or Unconscious Condition, or you become subject to another Psychology.

\n

 

\n

When subject to Prejudice, you must immediately insult the target of your prejudice. Loudly.

" }, "Bandage": { "name": "Bandage", "description": "

A successful Heal or Dexterity Test removes +1 extra Bleeding Status.

" }, "Dagger": { "name": "Dagger" }, "Key": { "name": "Key", "description": "

For chest

" }, "Trade Tools (Apothecary)": { "name": "Trade Tools (Apothecary)", "description": "

Apothecary: Tools include pestle and mortar, spoons, jars, and weights and scales. Workshops also include oil burners and shelves full of ingredients.

\n

 

\n

Artisan: The potential range of tools used by Artisans is wide.

\n

Sample packages include:

\n\n\n\n

 

\n

Other Artisans include: Armorer, Bowyer, Brewer, Candlemaker, Calligrapher, Cartographer, Cobbler, Cook, Cooper, Embalmer, Gem Cutter, Glassblower, Goldsmith, Gunsmith, Jeweler, Leatherworker, Mason, Painter, Potter, Shipwright, Stoneworker, Tailor, Tanner, Vintner, Weaver, Weaponsmith and Woodcarver.

\n

 

\n

Artist: Brushes and paints, hammer and chisels, rasps and files, and scrapers. Workshops also include easels or pedestals and supplies of canvas, parchment, vellum, wood, clay or uncut stone.

\n

Engineer: Hourglass, measuring rod, fuse cord, drafting compass, and T-square. Workshops also include pulleys, ropes, and drafting tables.

\n

Herbalist: Pestle and mortar, small knives, pruning shears, and gloves. Workshops also include drying racks, strainers, funnels, bowls, and jars.

\n

Navigator: Quadrant, astrolabe, charts and compasses, hourglass, and sounding line.

\n

Physician: Needles and sutures, bandages, scalpel, vinegar, forceps, and a speculum. Workshops also include anatomical drawings, assorted implements, and a surgery table. 

" }, "Art": { "name": "Art", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" }, "Athletics": { "name": "Athletics", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" }, "Charm Animal": { "name": "Charm Animal", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" }, "Climb": { "name": "Climb", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}" }, "Entertain": { "name": "Entertain", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" }, "Intimidate": { "name": "Intimidate", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" }, "Melee": { "name": "Melee", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Navigation": { "name": "Navigation", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" }, "Outdoor Survival": { "name": "Outdoor Survival", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" }, "Ride": { "name": "Ride", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" }, "Row": { "name": "Row", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" }, "Stealth": { "name": "Stealth", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" }, "Guild License": { "name": "Guild License", "description": "

Guild licenses are usually printed on single sheets of parchment, stamped with an official seal, and signed by the local guild master. Guild licenses are not purchased; instead, they are granted to guild members according to each guild’s traditions and laws.

" }, "Master Apothecary": { "name": "Master Apothecary", "description": "

@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.86gkaanqt19xYCRa]{Apothecary}

" }, "Healing Draught": { "name": "Healing Draught", "description": "

If you have more than 0 Wounds, recover Toughness Bonus Wounds immediately. Dose: 1 per encounter.

", "effects": { "Healing Draught": { "name": "Healing Draught" }, "Apply Healing Draught": { "name": "Apply Healing Draught" } } } } }, "Murderous Altdorfer": { "name": "Murderous Altdorfer", "description": "

The Altdorfers have no relevant Skills or Talents and do not wear armour. They are Frenzied, and they attack with improvised weapons doing SB – 4 damage.

", "items": { "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Brass Penny": { "name": "Brass Penny" } } }, "Wolfgang Holswig-Aberauer": { "name": "Wolfgang Holswig-Aberauer", "items": { "Chaos Armour": { "name": "Chaos Armour" }, "The Amber Spear": { "name": "The Amber Spear", "description": "

You hurl a great spear of pure Ghur in a straight line. This is a Magic Missile with a Damage of +12. It strikes the first creature in its path, ignoring APs from armor made of leather and furs. If the target suffers any Wounds, also inflict +1 Bleeding Condition, after which the spear continues on its path, striking each target in the same manner, but at –1 Damage each time. If the spear fails to inflict any Wounds, its progress is stopped and the spell comes to an end. The Amber Spear only inflicts the minimum 1 Wound on the first target it strikes.

Lore: Whenever you successfully cast a spell from the Lore of Beasts, you may also gain the @UUID[Compendium.wfrp4e-core.items.pTorrE0l3VybAbtn]{Fear (1)} Creature Trait for the next [[/r 1d10]] Rounds.

", "effects": { "The Amber Spear": { "name": "The Amber Spear" } } }, "Distracting": { "name": "Distracting", "description": "

The creature distracts or confuse foes, possibly exuding a soporific musk or nauseating reek, or maybe its appearance is bizarrely horrifying. All living targets within a number of yards equal to its Toughness Bonus suffer a penalty of –20 to all Tests. A target can only suffer this penalty once, no matter how many Distracting foes there are.

", "effects": { "Distracting": { "name": "Distracting" } } }, "Fear": { "name": "Fear", "description": "

The creature causes supernatural Fear in other creatures, with a rating equal to its Rating.

\n

The Fear trait represents an extreme aversion to something. Creatures that cause Fear have a Fear Rating; this value reflects the SL you are required to pass on an Extended Cool Test to overcome your Fear. You may continue to Test at the end of every round until your SL equals or surpasses the creature’s Fear rating. Until you do this, you are subject to Fear.

\n

When subject to Fear, you suffer –1 SL on all Tests to affect the source of your fear. You may not move closer to whatever is causing Fear without passing a Challenging (+0) Cool Test. If it comes closer to you, you must pass a Challenging (+0) Cool Test, or gain a @Condition[Broken] Condition.

", "effects": { "Fear": { "name": "Fear" } } }, "Tail Attack": { "name": "Tail Attack", "description": "

The creature’s tail is capable of sweeping foes from their feet. \n \n On its turn, it may make a Free Attack by spending 1 Advantage. The Tail does Rating Damage, which includes its Strength Bonus already. Opponents with a smaller Size than the creature, that suffer any Wounds from the attack, also gain the Prone Condition.

", "effects": { "Tail Attack": { "name": "Tail Attack" } } }, "Athletics": { "name": "Athletics", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" }, "Bribery": { "name": "Bribery", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" }, "Channelling (Dhar)": { "name": "Channelling (Dhar)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tXu8Hrd4desq1Rja caption=false]{Channelling}" }, "Charm": { "name": "Charm", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" }, "Consume Alcohol": { "name": "Consume Alcohol", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" }, "Cool": { "name": "Cool", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" }, "Dodge": { "name": "Dodge", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" }, "Endurance": { "name": "Endurance", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" }, "Entertain (Acting)": { "name": "Entertain (Acting)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" }, "Entertain (Storytelling)": { "name": "Entertain (Storytelling)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" }, "Gamble": { "name": "Gamble", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}" }, "Gossip": { "name": "Gossip", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" }, "Haggle": { "name": "Haggle", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" }, "Heal": { "name": "Heal", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dSf8QWBvN6mlpHBF caption=false]{Heal}", "effects": { "Heal": { "name": "Heal" } } }, "Intimidate": { "name": "Intimidate", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" }, "Intuition": { "name": "Intuition", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" }, "Language (Bretonnian)": { "name": "Language (Bretonnian)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.xo5U0kL08xCPe6kl caption=false]{Language}" }, "Language (Classical)": { "name": "Language (Classical)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.xo5U0kL08xCPe6kl caption=false]{Language}" }, "Language (Dark Tongue)": { "name": "Language (Dark Tongue)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.xo5U0kL08xCPe6kl caption=false]{Language}" }, "Language (Khazalid)": { "name": "Language (Khazalid)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.xo5U0kL08xCPe6kl caption=false]{Language}" }, "Language (Magick)": { "name": "Language (Magick)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.xo5U0kL08xCPe6kl caption=false]{Language}" }, "Leadership": { "name": "Leadership", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" }, "Lore (Engineering)": { "name": "Lore (Engineering)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" }, "Lore (Geology)": { "name": "Lore (Geology)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" }, "Lore (Heraldry)": { "name": "Lore (Heraldry)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" }, "Lore (History)": { "name": "Lore (History)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" }, "Lore (Law)": { "name": "Lore (Law)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" }, "Lore (Magick)": { "name": "Lore (Magick)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" }, "Lore (Politics)": { "name": "Lore (Politics)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" }, "Lore (Reikland)": { "name": "Lore (Reikland)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" }, "Lore (Science)": { "name": "Lore (Science)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" }, "Lore (Theology)": { "name": "Lore (Theology)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" }, "Lore (Tzeentch)": { "name": "Lore (Tzeentch)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" }, "Melee (Basic)": { "name": "Melee (Basic)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Melee (Fencing)": { "name": "Melee (Fencing)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Perception": { "name": "Perception", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" }, "Research": { "name": "Research", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Nv0jexKy05qTOnuN caption=false]{Research}" }, "Ride (Horse)": { "name": "Ride (Horse)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" }, "Sleight of Hand": { "name": "Sleight of Hand", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.bGqmHCju8VZ8q2Pv caption=false]{Sleight of Hand}" }, "Stealth (Rural)": { "name": "Stealth (Rural)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" }, "Stealth (Urban)": { "name": "Stealth (Urban)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" }, "Argumentative": { "name": "Argumentative", "description": "You are used to arguing your points and winning. If you roll a successful Charm Test to debate with an opponent, you can choose to either use your rolled SL, or the number rolled on your units die. So, a successful roll of 24 could be used for +4 SL", "effects": { "Argumentative": { "name": "Argumentative" } } }, "Attractive": { "name": "Attractive", "description": "

Whether it’s your piercing eyes, your strong frame, or maybe the way you flash your perfect teeth, you know how to make the best use of what the gods gave you. When you successfully use Charm to influence those attracted to you, you can choose to either use your rolled SL, or the number rolled on your units die. So, a successful roll of 38 could be used for +8 SL.

", "effects": { "Attractive": { "name": "Attractive" } } }, "Blather": { "name": "Blather", "description": "

Called ‘opening your mouth and letting your belly rumble’ in Nordland, or simply ‘bullshitting’ in Ostland, blathering involves talking rapidly and incessantly, or talking volubly and at-length, about inconsequential or nonsense matters, and is used to verbally confuse and confound a target. You use your Charm Skill to Blather. Attempt an Opposed Charm/Intelligence Test. Success gives your opponent a Stunned Condition. Further, for each level you have in Blather, your opponent gains another Stunned Condition. Targets Stunned by Blather may do nothing other than stare at you dumbfounded as they try to catch-up with or understand what you are saying. Once the last Stunned Condition comes to an end, the target finally gets a word in, and may not be best pleased with you — after all, you have been talking about nothing or nonsense for some time. Should you stop talking, your opponent immediately loses all Stunned Conditions caused by your Blather. Generally, you can only attempt to Blather at a character once per scene, or perhaps longer as determined by the GM, as the target soon wises up to your antics.

\n

 

", "effects": { "Blather": { "name": "Blather" } } }, "ofG0x09qtqXr5tRb": { "name": "Blather", "description": "

Called ‘opening your mouth and letting your belly rumble’ in Nordland, or simply ‘bullshitting’ in Ostland, blathering involves talking rapidly and incessantly, or talking volubly and at-length, about inconsequential or nonsense matters, and is used to verbally confuse and confound a target. You use your Charm Skill to Blather. Attempt an Opposed Charm/Intelligence Test. Success gives your opponent a Stunned Condition. Further, for each level you have in Blather, your opponent gains another Stunned Condition. Targets Stunned by Blather may do nothing other than stare at you dumbfounded as they try to catch-up with or understand what you are saying. Once the last Stunned Condition comes to an end, the target finally gets a word in, and may not be best pleased with you — after all, you have been talking about nothing or nonsense for some time. Should you stop talking, your opponent immediately loses all Stunned Conditions caused by your Blather. Generally, you can only attempt to Blather at a character once per scene, or perhaps longer as determined by the GM, as the target soon wises up to your antics.

\n

 

", "effects": { "Blather": { "name": "Blather" } } }, "aMsns2XJ2ZkOXAdh": { "name": "Blather", "description": "

Called ‘opening your mouth and letting your belly rumble’ in Nordland, or simply ‘bullshitting’ in Ostland, blathering involves talking rapidly and incessantly, or talking volubly and at-length, about inconsequential or nonsense matters, and is used to verbally confuse and confound a target. You use your Charm Skill to Blather. Attempt an Opposed Charm/Intelligence Test. Success gives your opponent a Stunned Condition. Further, for each level you have in Blather, your opponent gains another Stunned Condition. Targets Stunned by Blather may do nothing other than stare at you dumbfounded as they try to catch-up with or understand what you are saying. Once the last Stunned Condition comes to an end, the target finally gets a word in, and may not be best pleased with you — after all, you have been talking about nothing or nonsense for some time. Should you stop talking, your opponent immediately loses all Stunned Conditions caused by your Blather. Generally, you can only attempt to Blather at a character once per scene, or perhaps longer as determined by the GM, as the target soon wises up to your antics.

\n

 

", "effects": { "Blather": { "name": "Blather" } } }, "Bookish": { "name": "Bookish", "description": "You are as at home in a library as a seaman at sea or a farmer a-farming. When using Research, you may reverse the dice of any failed Test if this will score a success.", "effects": { "Bookish": { "name": "Bookish" } } }, "OmbK0b2zLpqphO3R": { "name": "Bookish", "description": "You are as at home in a library as a seaman at sea or a farmer a-farming. When using Research, you may reverse the dice of any failed Test if this will score a success.", "effects": { "Bookish": { "name": "Bookish" } } }, "Cat-tongued": { "name": "Cat-tongued", "description": "

Like Ranald the Trickster God, you blend truth and lies as if there were no difference. When using Charm to lie, listeners do not get to oppose your Charm with their Intuition to detect if there is something fishy in what you say.

", "effects": { "Cat-tongued": { "name": "Cat-tongued" } } }, "Commanding Presence": { "name": "Commanding Presence", "description": "Your presence fills others with hushed awe and admiration. Such is your aura of authority, those with a lower Status may not resist your Leadership tests with their Willpower. Of course, enemies are still no more likely to respect or obey you, but the common folk rarely stand against you.", "effects": { "Commanding Presence": { "name": "Commanding Presence" } } }, "n39REGd9kbuaATgz": { "name": "Commanding Presence", "description": "Your presence fills others with hushed awe and admiration. Such is your aura of authority, those with a lower Status may not resist your Leadership tests with their Willpower. Of course, enemies are still no more likely to respect or obey you, but the common folk rarely stand against you.", "effects": { "Commanding Presence": { "name": "Commanding Presence" } } }, "uXBL6JBS9lBrDtiu": { "name": "Commanding Presence", "description": "Your presence fills others with hushed awe and admiration. Such is your aura of authority, those with a lower Status may not resist your Leadership tests with their Willpower. Of course, enemies are still no more likely to respect or obey you, but the common folk rarely stand against you.", "effects": { "Commanding Presence": { "name": "Commanding Presence" } } }, "E6ccw1hKUFEUfouK": { "name": "Commanding Presence", "description": "Your presence fills others with hushed awe and admiration. Such is your aura of authority, those with a lower Status may not resist your Leadership tests with their Willpower. Of course, enemies are still no more likely to respect or obey you, but the common folk rarely stand against you.", "effects": { "Commanding Presence": { "name": "Commanding Presence" } } }, "OkG5dbYJT2H4Zkrr": { "name": "Commanding Presence", "description": "Your presence fills others with hushed awe and admiration. Such is your aura of authority, those with a lower Status may not resist your Leadership tests with their Willpower. Of course, enemies are still no more likely to respect or obey you, but the common folk rarely stand against you.", "effects": { "Commanding Presence": { "name": "Commanding Presence" } } }, "Dealmaker": { "name": "Dealmaker", "description": "

You are a skilled businessman who knows how to close a deal. When using the Haggle skill, you reduce or increase the price of the products by an extra 10%.

\n

 

\n

Note: The GM may put a lower limit on prices here to show a seller refusing to sell below cost.

", "effects": { "Dealmaker": { "name": "Dealmaker" } } }, "Distract": { "name": "Distract", "description": "

You are trained in simple movements to distract or startle your opponent, drawing eyes from your true intent. You may use your Move to perform a Distraction. This is resolved by an Opposed Athletics/Cool Test. If you win, your opponent can gain no Advantage until the end of the next Round.

", "effects": { "Distract": { "name": "Distract" } } }, "Doomed": { "name": "Doomed", "description": "At the age of 10, a Priest of Morr called a Doomsayer took you aside to foretell your death in an incense-laden, coming-of-age ritual called the Dooming. In conjunction with your GM, come up with a suitable Dooming. Should your character die in a fashion that matches your Dooming, your next character gains a bonus of half the total XP your dead character accrued during play.

Shell harbouring embryonic entity, released amid rite, gaining entry through repeated utterances" }, "Etiquette (Beastmen, Cultists, Daemons, Nobles 2, Scholars, Servants 2, Soldiers)": { "name": "Etiquette (Beastmen, Cultists, Daemons, Nobles 2, Scholars, Servants 2, Soldiers)", "description": "

You can blend in socially with the chosen group so long as you are dressed and acting appropriately. Example social groups for this Talent are: Criminals, Cultists, Guilders, Nobles, Scholars, Servants, and Soldiers. If you do not have the Talent, those with it will note your discomfort in the unfamiliar environment. This is primarily a matter for roleplaying, but may confer a bonus to Fellowship Tests at the GM’s discretion.

", "effects": { "Etiquette": { "name": "Etiquette" } } }, "Feint": { "name": "Feint", "description": "You have trained how to make false attacks in close combat to fool your opponent. You may now make a Feint for your Action against any opponent using a weapon. This is resolved with an Opposed Melee (Fencing)/Melee Test. If you win, and you attack the same opponent before the end of the next Round, you may add the SL of your Feint to your attack roll.", "effects": { "Feint": { "name": "Feint" } } }, "Frightening": { "name": "Frightening", "description": "Anyone sane thinks twice before approaching you. If you wish, you have a Fear Rating of 1 . Add +1 to this number per extra time you have this Talent.", "effects": { "Frightening": { "name": "Frightening" } } }, "Furious Assault": { "name": "Furious Assault", "description": "Your blows follow one another in quick succession, raining down on your opponents with the fury of Ulric. Once per Round, if you hit an opponent in close combat, you may immediately spend an Advantage or your Move to make an extra attack (assuming you have your Move remaining).", "effects": { "Furious Assault": { "name": "Furious Assault" } } }, "Gregarious": { "name": "Gregarious", "description": "You just like talking to other folk and it seems they like talking to you. You may reverse any failed Gossip Test if this allows the Test to succeed.", "effects": { "Gregarious": { "name": "Gregarious" } } }, "Impassioned Zeal": { "name": "Impassioned Zeal", "description": "

When you talk about your cause, case, or religion, your words fill with passion and fervent zeal. You may double your Fellowship for the purposes of determining the number of people influenced by your Public Speaking when talking about your cause.

", "effects": { "Impassioned Zeal": { "name": "Impassioned Zeal" } } }, "Inspiring": { "name": "Inspiring", "description": "

Your rousing words and pleas can turn the tide of a battle. Refer to the following table to see how many people you can now influence with your Leadership Skill when at war.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Talent Taken

\n
\n

Number of soldiers influenced

\n
\n

1

\n
\n

As normal × 5

\n
\n

2

\n
\n

As normal × 10

\n
\n

3

\n
\n

 As normal × 20

\n
\n

4

\n
\n

 As normal × 50

\n
\n

5

\n
\n

 As normal × 100

\n
\n

6

\n
\n

 As normal × 200

\n
\n

7

\n
\n

 As normal × 500

\n
\n

8

\n
\n

 As normal × 1000

\n
\n

9

\n
\n

 All who can hear your inspiring voice

\n
\n
", "effects": { "Inspiring": { "name": "Inspiring" } } }, "Instinctive Diction": { "name": "Instinctive Diction", "description": "

You instinctively understand the language of Magick, and are capable of articulating the most complex phrases rapidly without error. You do not suffer a Miscast if you roll a double on a successful Language (Magick) Test.

", "effects": { "Instinctive Diction": { "name": "Instinctive Diction" } } }, "IpiQOADdPPkNyrbf": { "name": "Instinctive Diction", "description": "

You instinctively understand the language of Magick, and are capable of articulating the most complex phrases rapidly without error. You do not suffer a Miscast if you roll a double on a successful Language (Magick) Test.

", "effects": { "Instinctive Diction": { "name": "Instinctive Diction" } } }, "byt6Kf6v1F7vQdUw": { "name": "Instinctive Diction", "description": "

You instinctively understand the language of Magick, and are capable of articulating the most complex phrases rapidly without error. You do not suffer a Miscast if you roll a double on a successful Language (Magick) Test.

", "effects": { "Instinctive Diction": { "name": "Instinctive Diction" } } }, "a67Lw9qP48TbxOL1": { "name": "Instinctive Diction", "description": "

You instinctively understand the language of Magick, and are capable of articulating the most complex phrases rapidly without error. You do not suffer a Miscast if you roll a double on a successful Language (Magick) Test.

", "effects": { "Instinctive Diction": { "name": "Instinctive Diction" } } }, "Iron Will": { "name": "Iron Will", "description": "You have an indomitable will of iron, and will never willingly bow down before another. Use of the Intimidate skill does not cause Fear in you, and will not stop you speaking out against the intimidating party.", "effects": { "Iron Will": { "name": "Iron Will" } } }, "Linguistics": { "name": "Linguistics", "description": "

You have a natural affinity for languages. Given a month’s exposure to any Language, you count the associated Language Skill as a Basic Skill with a successful Intelligence Test (which can be attempted once per month). Note: Linguistics only works for languages used to frequently communicate with others, so does not work with Language (Magick).

", "effects": { "Linguistics": { "name": "Linguistics" } } }, "Luck": { "name": "Luck", "description": "

They say when you were born, Ranald smiled. Your maximum Fortune Points now equal your current Fate points plus the number of times you’ve taken Luck.

" }, "tkEn3WFx3eEq3scp": { "name": "Luck", "description": "

They say when you were born, Ranald smiled. Your maximum Fortune Points now equal your current Fate points plus the number of times you’ve taken Luck.

" }, "Magical Sense": { "name": "Magical Sense", "description": "

You are able to sense the Winds of Magic in others. You may attempt an Average (+20) Intuition Test whenever you encounter a spellcaster. If you pass, you sense the target is a witch. Further, if you score an Astounding Success (+6), can also determine the target’s highest Channeling Specialization.

", "effects": { "Magical Sense": { "name": "Magical Sense" } } }, "Master of Disguise": { "name": "Master of Disguise", "description": "You are an expert at taking on the appearance and mannerisms of others. With nothing but posture changes, face twisting, and careful use of appropriate clothing, you no longer look like yourself without having to use a Disguise Kit.", "effects": { "Master of Disguise": { "name": "Master of Disguise" } } }, "Master Orator": { "name": "Master Orator", "description": "You are skilled at firing up crowds. You gain a gain a SL bonus equal to your levels of Master Orator to any Charm Test when Public Speaking before a crowd.", "effects": { "Master Orator": { "name": "Master Orator" } } }, "Menacing": { "name": "Menacing", "description": "You have an imposing presence. When using the Intimidate Skill, gain a SL bonus equal to your levels of Menacing.", "effects": { "Menacing": { "name": "Menacing" } } }, "Nimble Fingered": { "name": "Nimble Fingered", "description": "You gain a permanent +5 bonus to your starting Dexterity (this does not count towards your Advances).", "effects": { "Nimble Fingered": { "name": "Nimble Fingered", "changes": { "system.characteristics.dex.initial": 5 } } } }, "Noble Blood": { "name": "Noble Blood", "description": "You are either born into the nobility, or otherwise elevated to it by in-game events. Assuming you are dressed appropriately, you are always considered of higher Status than others unless they also have the Noble Blood Talent, where Status is compared as normal.", "effects": { "Noble Blood": { "name": "Noble Blood" } } }, "Petty Magic": { "name": "Petty Magic", "description": "

You have the spark to cast magic within you and have mastered techniques to control it at a basic level. When you take this Talent, you manifest, and permanently memorise, a number of spells equal to your Willpower Bonus. You can learn extra Petty spells for the following cost in XP.

\n

 

\n
\n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n
\n

No. of Petty Spells Currently Known

\n
\n

 XP Cost for a new spell

\n
\n

Up to Willpower Bonus × 1

\n
\n

50 XP

\n
\n

Up to Willpower Bonus × 2

\n
\n

100 XP

\n
\n

Up to Willpower Bonus × 3

\n
\n

150 XP

\n
\n

Up to Willpower Bonus × 4

\n
\n

200 XP

\n
\n
\n

...and so on.

\n

 

\n

So, if your Willpower Bonus is 3 and you had 3 Petty spells, it will cost you 50XP for the first learned spell, then 100 XP for the next three, and so on’.

" }, "Public Speaker": { "name": "Public Speaker", "description": "

You are a skilled orator and know how to work large groups of people. Refer to the following table to see how many people you can now influence with your Charm Skill when Public Speaking.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Talent Taken

\n
\n

Number of soldiers influenced

\n
\n

1

\n
\n

As normal × 5

\n
\n

2

\n
\n

As normal × 10

\n
\n

3

\n
\n

 As normal × 20

\n
\n

4

\n
\n

 As normal × 50

\n
\n

5

\n
\n

 As normal × 100

\n
\n

6

\n
\n

 As normal × 200

\n
\n

7

\n
\n

 As normal × 500

\n
\n

8

\n
\n

 As normal × 1000

\n
\n

9

\n
\n

 All who can hear your inspiring voice

\n
\n
" }, "Resistance (Disease)": { "name": "Resistance (Disease)", "description": "Your strong constitution allows you to more readily survive a specific threat. You may automatically pass the first Test to resist the specified threat, such as Magic, Poison, Disease, Mutation, every session. If SL is important, use your Toughness Bonus as SL for the Test.", "effects": { "Resistance (Disease)": { "name": "Resistance (Disease)" } } }, "Reversal": { "name": "Reversal", "description": "

You are used to desperate combats, able to turn even the direst circumstances to your Advantage. If you win an Opposed Melee Test, instead of gaining +1 Advantage, you may take all your opponent’s Current Advantage. If you do this, you do not cause any Damage, even if it is your Turn in the Round.

", "effects": { "Reversal": { "name": "Reversal" } } }, "Savant (Tzeentch)": { "name": "Savant (Tzeentch)", "description": "You are exceptionally learned, and have a significant degree of specialized knowledge in a single field of study. You automatically know a number of pieces of correct information equal to you Savant (Lore) level about a relevant issue without having to test your Lore Skill. Testing, as always, will provide yet more information as normal as determined by the GM.", "effects": { "Savant": { "name": "Savant" } } }, "Schemer": { "name": "Schemer", "description": "You are a master of politics and see conspiracy around every corner. Once per session, you may ask the GM one question regarding a political situation or entangled web of social connections; the GM will perform a secret Intelligence Test and provide you some observations regarding the situation based upon your SL.", "effects": { "Schemer": { "name": "Schemer" } } }, "Slayer": { "name": "Slayer", "description": "

When determining Damage use your opponent’s Toughness Bonus as your Strength Bonus if it is higher; always determine this before any other rules modify your Strength or Strength Bonus. Further, if your target is larger than you, and your score a Critical, multiply all melee Damage you cause by the number of steps larger your target is (so, 2 steps = ×2, 3 steps = ×3, and so on); this multiplication is calculated after all modifiers are applied. See Size.

", "effects": { "Slayer": { "name": "Slayer" } } }, "Speedreader": { "name": "Speedreader", "description": "You read books at a voracious pace. You may reverse a failed Research Test if this will grant success. If the speed at which you read is important during combat, a successful Language Test lets you read and fully comprehend a number of pages per Round equal to your SL plus Speedreader level (minimum of 1, even if you fail the Test).", "effects": { "Speedreader": { "name": "Speedreader" } } }, "Strike Mighty Blow": { "name": "Strike Mighty Blow", "description": "You know how to hit hard! You deal your level of Strike Mighty Blow in extra Damage with melee weapons.", "effects": { "Strike Mighty Blow": { "name": "Strike Mighty Blow" } } }, "o4Fs7tSSflnDixLq": { "name": "Strike Mighty Blow", "description": "You know how to hit hard! You deal your level of Strike Mighty Blow in extra Damage with melee weapons.", "effects": { "Strike Mighty Blow": { "name": "Strike Mighty Blow" } } }, "Strike to Injure": { "name": "Strike to Injure", "description": "

You are an expert at striking your enemies most vulnerable areas. You inflict your level of Strike to Injure in additional Wounds when you cause a Critical Wound.

", "effects": { "Strike to Injure": { "name": "Strike to Injure" } } }, "Tenacious": { "name": "Tenacious", "description": "You never give up, no matter how impossible your travails appear. You can double the length of time successful Endurance Tests allow you to endure a hardship. This includes enduring prolonged riding, exposure, rituals, and similar adversities", "effects": { "Tenacious": { "name": "Tenacious" } } }, "Tower of Memories": { "name": "Tower of Memories", "description": "

A recollection technique first instigated by the Cult of Verena, reputedly from Elven practices taught by the Loremasters of Hoeth, Tower of Memories allows you to perfectly recall a sequence of facts by storing them in an imaginary spire. You can recall a sequence as long as your Intelligence without having to make a Test. For every 10 more items you attempt to memorize, you must make an increasingly difficult Intelligence Test to recall the list correctly, starting at Very Easy (+60) for +10, Easy (+40) for +20, Average (+20) for +30, and so on. Beyond it’s obvious utility for Gamble Tests, where having this Talent adds a bonus of +20 to +60 depending upon how useful recalling sequences is to the game at hand, the GM can apply bonuses to other Tests as appropriate. Each time you take this Talent you may recall an extra sequence without having to forget a previously stored one

" }, "War Wizard": { "name": "War Wizard", "description": "You are trained to cast magic while in the thick of combat. On your Turn, you may cast one Spell with a Casting Number of 5 or less for free without using your Action. However, if you do this, you may not cast another spell this Turn." }, "Armour": { "name": "Armour", "description": "

The creature is protected by armor or thick hide. It has Rating Armor Points on all Hit Locations

", "effects": { "Armour": { "name": "Armour" } } }, "h2OU3NImn41MDjYM": { "name": "Distracting", "description": "

The creature distracts or confuse foes, possibly exuding a soporific musk or nauseating reek, or maybe its appearance is bizarrely horrifying. All living targets within a number of yards equal to its Toughness Bonus suffer a penalty of –20 to all Tests. A target can only suffer this penalty once, no matter how many Distracting foes there are.

", "effects": { "Distracting": { "name": "Distracting" } } }, "bYFFKR59cOrHhSa2": { "name": "Fear", "description": "

The creature causes supernatural Fear in other creatures, with a rating equal to its Rating.

\n

The Fear trait represents an extreme aversion to something. Creatures that cause Fear have a Fear Rating; this value reflects the SL you are required to pass on an Extended Cool Test to overcome your Fear. You may continue to Test at the end of every round until your SL equals or surpasses the creature’s Fear rating. Until you do this, you are subject to Fear.

\n

When subject to Fear, you suffer –1 SL on all Tests to affect the source of your fear. You may not move closer to whatever is causing Fear without passing a Challenging (+0) Cool Test. If it comes closer to you, you must pass a Challenging (+0) Cool Test, or gain a @Condition[Broken] Condition.

", "effects": { "Fear": { "name": "Fear" } } }, "wEgn0qX8TKY7Cz2Y": { "name": "Tail Attack", "description": "

The creature’s tail is capable of sweeping foes from their feet. \n \n On its turn, it may make a Free Attack by spending 1 Advantage. The Tail does Rating Damage, which includes its Strength Bonus already. Opponents with a smaller Size than the creature, that suffer any Wounds from the attack, also gain the Prone Condition.

", "effects": { "Tail Attack": { "name": "Tail Attack" } } }, "Regenerate": { "name": "Regenerate", "description": "

The creature is capable of healing at an extraordinary rate, even regrowing severed parts. At the start of each round, if it has more than 0 Wounds remaining, it will automatically regenerate 1d10 Wounds. If it has 0 Wounds remaining, it will regenerate a single Wound on a 1d10 roll of 8+. If it ever rolls a 10 for regenerating, it also fully regenerates a Critical Wound, losing all penalties and Conditions associated with it. Any Critical Wounds or Wounds caused by Fire may not be regenerated and should be recorded separately.

", "effects": { "Regenerate": { "name": "Regenerate" } } }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Brass Penny": { "name": "Brass Penny" }, "Read/Write": { "name": "Read/Write", "description": "You are one of the rare literate individuals in the Old World. You are assumed to be able to read and write (if appropriate) all of the Languages you can speak." }, "Arcane Magic (Tzeentch)": { "name": "Arcane Magic (Tzeentch)", "description": "

You either study one of the 8 Arcane Lores of Magic — Beasts, Death, Fire, Heavens, Metal, Shadow, Light, or Life — or practice a lesser known Lore, such as Hedgecraft or Necromancy. You may now memorize spells from your chosen Lore for the following cost in XP.

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Number of Spells Currently Known

\n
\n

XP Cost for a new spell

\n
\n

Intelligence Bonus × 1 

\n
\n

100 XP

\n
\n

Intelligence Bonus × 2

\n
\n

200 XP

\n
\n

Intelligence Bonus × 3

\n
\n

300 XP

\n
\n

Intelligence Bonus × 4

\n
\n

400 XP

\n
\n
\n

 ...and so on.

\n

So, if your Intelligence Bonus is 4, it will cost you 100 XP for the first spell, and the next 4, then 200 XP for the next 4, and so on. Full rules for learning new spells are provided in @UUID[Compendium.wfrp4e-core.journals.YBVrpUHEjohB1H4f]{Magic}. Under normal circumstances, you may not learn more than one Arcane Magic (Lore) Talent. Further, you may not learn the @UUID[Compendium.wfrp4e-core.items.QyjWtSdnVMT04l5Y]{Bless} or @UUID[Compendium.wfrp4e-core.items.voV0C2ar1bKpcpnH]{Invoke} Talents when you have the Arcane Magic Talent. You can unlearn this Talent for 100 XP, but will immediately lose all of your spells if you do so.

" }, "Tzeentch's Blessing": { "name": "Tzeentch's Blessing", "description": "

Tzeentch, the Chaos God of Magic, has gifted you with a worming parasite within your mind. When you purchase this Talent, a single Spell wriggles free into your head where it takes residence, occasionally whispering to you as you sleep. The Spell can be chosen from any Colour Magic lore.

\n


After this, you may purchase one more Colour Magic spell for 100 XP for every spell you have memorised from the Lore of Tzeentch.

", "effects": { "Tzeentch's Blessing": { "name": "Tzeentch's Blessing" } } }, "Wilful Corruption": { "name": "Wilful Corruption", "description": "

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.

" }, "War Leader": { "name": "War Leader", "description": "

Your stern gaze and inspiring words motivate your soldiers to fight on to the end. All subordinates able to see you may add your level in War Leader to their SL in one Willpower Test per Round. This bonus does not stack.

", "effects": { "War Leader": { "name": "War Leader" } } }, "Beaked Face": { "name": "Beaked Face", "description": "

Gain the @UUID[Compendium.wfrp4e-core.items.pLW9SVX0TVTYPiPv]{Bite} +3 Creature Trait; this mutation cannot be hidden

", "effects": { "Beaked Face": { "name": "Beaked Face" } } }, "Bite": { "name": "Bite", "description": "

On its turn, the creature may make a Free Attack by spending 1 Advantage. The Damage of the attack equals Rating and includes the creature’s Strength Bonus already

", "effects": { "Bite": { "name": "Bite" } } }, "Bulging Eyes": { "name": "Bulging Eyes", "description": "+10 Initiative; this mutation can only be hidden by clothing", "effects": { "Bulging Eyes": { "name": "Bulging Eyes", "changes": { "system.characteristics.i.modifier": 10 } } } }, "Deafening Cry": { "name": "Deafening Cry", "description": "

Gain the @UUID[Compendium.wfrp4e-core.items.MVI0lXcg6vvtooAF]{Distracting} Creature Trait

", "effects": { "Deafening Cry": { "name": "Deafening Cry" } } }, "Patchy Feathers (Head and Body) (Body, Left Leg)": { "name": "Patchy Feathers (Head and Body) (Body, Left Leg)", "description": "

Roll on the @Table[hitloc]{Hit Location} table twice to see where

", "effects": { "Patchy Feathers": { "name": "Patchy Feathers" } } }, "Rearranged Face": { "name": "Rearranged Face", "description": "

Gain the @UUID[Compendium.wfrp4e-core.items.pTorrE0l3VybAbtn]{Fear} 1 Creature Trait; Characters trying to determine if you are lying suffer a -20 penalty to Intuition; this mutation can only be hidden by clothing

", "effects": { "Rearranged Face": { "name": "Rearranged Face" } } }, "Tail": { "name": "Tail", "description": "

Gain the @UUID[Compendium.wfrp4e-core.items.UnJ25lL8aUzem5JO]{Tail Attack} +3 Creature Trait; this mutation can only be hidden by clothing.

", "effects": { "Tail": { "name": "Tail" } } }, "Entertain": { "name": "Entertain", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" }, "Charm Animal": { "name": "Charm Animal", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" }, "Melee": { "name": "Melee", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Art": { "name": "Art", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" }, "Row": { "name": "Row", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" }, "Stealth": { "name": "Stealth", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" }, "Ride": { "name": "Ride", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" }, "Drive": { "name": "Drive", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" }, "Outdoor Survival": { "name": "Outdoor Survival", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" }, "Climb": { "name": "Climb", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}" }, "Navigation": { "name": "Navigation", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" }, "Amulet of Jade": { "name": "Amulet of Jade", "description": "

Grants the wearer the @UUID[Compendium.wfrp4e-core.items.SfUUdOGjdYpr3KSR]{Regenerate} Creature Trait

" }, "Blade of Corruption": { "name": "Blade of Corruption", "description": "

Any target taking damage from this weapon should test as if exposed to a @Corruption[moderate]{moderate source of corruption}

" }, "Dart": { "name": "Dart", "description": "

You cause a small dart of magical energy to fly from your fingers. This is a Magic Missile with a Damage of +0.

\n\n Lore: None

" }, "Drain": { "name": "Drain", "description": "

You touch your targets, draining their life. This counts as a Magic Missile with Damage +0 that ignores Armor Points. You then Heal 1 Wound.

\n\n Lore: None

", "effects": { "Drain": { "name": "Drain" } } }, "Eavesdrop": { "name": "Eavesdrop", "description": "

You can hear what your targets say as if you were standing right next to them.

\n\n Lore: None

" }, "Open Lock": { "name": "Open Lock", "description": "

One non-magical lock you touch opens.

\n\n Lore: None

" }, "Sounds": { "name": "Sounds", "description": "

You create small noises nearby. You can create quiet, indistinct noises that sound as if they come from a specific location within range, regardless of line of sight. The noises can evoke something specific, such as footsteps, whispers or the howl of an animal, but nothing so distinct that it might convey a message. While the spell is active, you may control the sounds by passing a Average (+20) Channeling Test. A success allows you to move the sounds to another point within range, or to increase or decrease their volume.

\n\n Lore: None

" }, "Warning": { "name": "Warning", "description": "

You channel magic into an object, noticing immediately if it has been poisoned or trapped.

\n\n Lore: None

" }, "Bolt (Shadow)": { "name": "Bolt (Shadow)", "description": "

You channel magic into a damaging bolt. Bolt is a Magic Missile with a Damage of +4.

\n\n Lore: All spells cast from the Lore of Shadows inflicting Damage ignore all non-magical Armor Points.

" }, "Blast (Shadow)": { "name": "Blast (Shadow)", "description": "

You channel magic into an explosive blast. This is a Magic Missile with Damage +3 that targets everyone in the Area of Effect.

\n\n Lore: All spells cast from the Lore of Shadows inflicting Damage ignore all non-magical Armor Points.

" }, "Corrosive Blood (Shadow)": { "name": "Corrosive Blood (Shadow)", "description": "

You infuse yourself with magic, lending your blood a fearsome potency. You gain the @UUID[Compendium.wfrp4e-core.items.M5QSWOYt2Rbv2yxW]{Corrosive Blood} Creature Trait

\n\n Lore: All spells cast from the Lore of Shadows inflicting Damage ignore all non-magical Armor Points.

", "effects": { "Corrosive Blood (Shadow)": { "name": "Corrosive Blood (Shadow)" } } }, "Distracting (Shadow)": { "name": "Distracting (Shadow)", "description": "

You wreathe yourself in magic, which swirls around you, distracting your foes. While the spell is active, gain the @UUID[Compendium.wfrp4e-core.items.MVI0lXcg6vvtooAF]{Distracting} Creature Trait.

\n

 

\n\n Lore: All spells cast from the Lore of Shadows inflicting Damage ignore all non-magical Armor Points.

", "effects": { "Distracting (Shadow)": { "name": "Distracting (Shadow)" } } }, "Entangle (Shadow)": { "name": "Entangle (Shadow)", "description": "

Using magic, you entrap your target, wrapping them in whatever suits your Lore: vines, shadows, their own clothing… Your target gains one @Condition[Entangled] Condition with a Strength equal to your Intelligence. For every +2 SL, you may give the target +1 additional Entangled Condition. The spell lasts until all Entangled Conditions are removed.

\n\n Lore: All spells cast from the Lore of Shadows inflicting Damage ignore all non-magical Armor Points.

", "effects": { "Entangle (Shadow)": { "name": "Entangle (Shadow)" } } }, "Flight (Shadow)": { "name": "Flight (Shadow)", "description": "

You can fly, whether by sprouting wings, ascending on a pillar of magical light, or some other method. Gain the @UUID[Compendium.wfrp4e-core.items.EO05HX7jql0g605A]{Flight (Agility)} Creature Trait.

\n\n Lore: All spells cast from the Lore of Shadows inflicting Damage ignore all non-magical Armor Points.

", "effects": { "Flight (Shadow)": { "name": "Flight (Shadow)" } } }, "Teleport (Shadow)": { "name": "Teleport (Shadow)", "description": "

Using magic, you can teleport up to your Willpower Bonus in yards. This movement allows you to traverse gaps, avoid perils and pitfalls, and ignore obstacles. For every +2 SL you may increase the distance travelled by your Willpower Bonus in yards.

\n\n Lore: All spells cast from the Lore of Shadows inflicting Damage ignore all non-magical Armor Points.

" }, "Ward (Shadow)": { "name": "Ward (Shadow)", "description": "

You wrap yourself in protective magic, gaining the @UUID[Compendium.wfrp4e-core.items.Bvd2aZ0gQUXHfCTh]{Ward (9+)} Creature Trait.

\n\n Lore: All spells cast from the Lore of Shadows inflicting Damage ignore all non-magical Armor Points.

", "effects": { "Ward (Shadow)": { "name": "Ward (Shadow)" } } }, "Octagram": { "name": "Octagram", "description": "

Daubing an octagram to the floor, and marking it with unholy symbols, you ward against all daemonic influence. Those with the @UUID[Compendium.wfrp4e-core.items.v3uzEthcq0JRar0J]{Daemonic} Creature Trait cannot enter or leave the octagram unless their Willpower is more than twice yours. 

" }, "Manifest Lesser Daemon": { "name": "Manifest Lesser Daemon", "description": "

You channel a sickening flow of Dhar, briefly forcing a rent into the fabric of reality. A Lesser Daemon immediately manifests through the rent. Perform an Opposed Channel (Dhar)/Willpower Test with the Daemon. If successful, the Daemon will respond to one command issued by you, quite literally, then vanish (assuming the command is completed before the Duration ends). If failed, the Daemon immediately attacks.

" }, "Illusion": { "name": "Illusion", "description": "

You spin a web of intricate strands of Ulgu, obfuscating the Area of Effect with an illusory image of your choosing. You will automatically fool anyone without the @UUID[Compendium.wfrp4e-core.items.OEjUvJKi0xmBwbS2]{Second Sight} Talent. Those with that Talent must pass a Difficult (–10) Perception Test to notice the illusion. This does not let them see through the spell. They must dispel it to do so. The illusion is, by default, static. For your Action, you may make a Hard (–20) Channeling Test to make the illusion move for that Round.

\n\n Lore: All spells cast from the Lore of Shadows inflicting Damage ignore all non-magical Armor Points.

" }, "Bolt of Change": { "name": "Bolt of Change", "description": "

A pulsating bolt of scintillating Chaotic energy rends the air. Bolt of Change is a magic missile, and targets suffer a +7 Damage hit. Further, targets must make a Challenging (+0) Endurance Test. A target that fails gains +1 Corruption Point. On a fumble, the target immediately rolls for a Mutation (@Table[expandedmutatemental]{Mental} or @Table[expandedmutatephys]{Physical}), and gains the @UUID[Compendium.wfrp4e-core.items.hiU7vhBOVpVI8c7C]{Chaos Magic (Tzeentch)}  Talent. A Character affected by this spell may resist a mutation by spending a point of Resolve. 

\n\n Lore: Targets of Spells from the Lore of Tzeentch are riven by the transformative magic of Chaos. Targets affected by a Spell from the Lore of Tzeentch must pass a Challenging (+0) Endurance Test, or gain +1 Corruption Point. Should they pass their Test, they instead gain +1 Fortune Point, which can be used as normal. Such are the whims of Tzeentch.

", "effects": { "Bolt of Change": { "name": "Bolt of Change" } } }, "Boon of Tzeentch": { "name": "Boon of Tzeentch", "description": "

Your words, imbued with the labyrinthine prescience of the Changer of the Ways, twist your mind, granting you access to new arcane knowledge. Choose one Spell from any Lore (to ensure swift play, the GM may impose a nine second time limit). While Boon of Tzeentch is in effect, you may cast your new Spell as if you had memorised it, but may not record it in a Grimoire, Scroll, or similar. If you channel to cast the new Spell, you may use either Channelling (Dhar) or the Channelling Skill appropriate to the Lore the spell normally requires, should you possess it.

\n

If you suffer a miscast when channelling or casting this new Spell, the Boon of Tzeentch Spell quits your mind in disgust, and also erases itself from your grimoire should it have allowed itself to be recorded there.

\n\n Lore: Targets of Spells from the Lore of Tzeentch are riven by the transformative magic of Chaos. Targets affected by a Spell from the Lore of Tzeentch must pass a Challenging (+0) Endurance Test, or gain +1 Corruption Point. Should they pass their Test, they instead gain +1 Fortune Point, which can be used as normal. Such are the whims of Tzeentch.

", "effects": { "Boon of Tzeentch": { "name": "Boon of Tzeentch" } } }, "Blue Fire of Tzeentch": { "name": "Blue Fire of Tzeentch", "description": "

Your words conjure a writhing ball of coruscating blue fire that engulfs your foes. Blue Fire of Tzeentch is a magic missile. Anyone within your Initiative Bonus yards of the target suffers a +3 Damage hit, and gains +1 @Condition[Ablaze] Condition.

\n

Should a Character of size small or larger be reduced to 0 Wounds by this spell, or while suffering from an Ablaze Condition from Blue Fire of Tzeentch, roll a [[/r 1d10]]. On a roll of 9, two @UUID[Compendium.wfrp4e-eis.actors.cLOGeMqUty61nYB9]{Blue Horror of Tzeentch} claw their way out of the Character’s screaming flesh, killing them in the process.

\n\n Lore: Targets of Spells from the Lore of Tzeentch are riven by the transformative magic of Chaos. Targets affected by a Spell from the Lore of Tzeentch must pass a Challenging (+0) Endurance Test, or gain +1 Corruption Point. Should they pass their Test, they instead gain +1 Fortune Point, which can be used as normal. Such are the whims of Tzeentch.

", "effects": { "Blue Fire of Tzeentch": { "name": "Blue Fire of Tzeentch" } } }, "Curse of Tzeentch": { "name": "Curse of Tzeentch", "description": "

Tzeentchian Lore has it that all spells ultimately derive from the God’s will, and so belong to him. Using this spell, a Tzeentch sorcerer can cause another wizard to lose the knowledge and ability to cast a spell they previously had mastery of.

\n

Should the curse of Tzeentch be successfully cast, the caster must then make an opposed Willpower Test against the target. If the caster wins, the target loses access to a randomly selected spell. The effects of the spell lasts for one day for every level of success scored by the caster during the opposed test.

\n\n Lore: Targets of Spells from the Lore of Tzeentch are riven by the transformative magic of Chaos. Targets affected by a Spell from the Lore of Tzeentch must pass a Challenging (+0) Endurance Test, or gain +1 Corruption Point. Should they pass their Test, they instead gain +1 Fortune Point, which can be used as normal. Such are the whims of Tzeentch.

", "effects": { "Curse of Tzeentch": { "name": "Curse of Tzeentch" } } }, "The Flickering Flames of Fickle Fate": { "name": "The Flickering Flames of Fickle Fate", "description": "

You conjure forth a torrent of magical fire, which spits, crackles and burns without material fuel. The fire has no physical properties and does not burn, damage, or emit heat. All living creatures and Daemons who can see the fire may choose to reroll every Test once, as if they had spent a Fortune Point, even if they passed the Test. Each time they do so, they must then pass a Challenging (+0) Endurance Test or gain +1 Corruption Point (@Corruption[minor]{Minor}). Characters bearing the Mark of Tzeentch are immune to this Corruption. The Test to resist gaining Corruption may not be rerolled using this Spell’s effect.

\n\n Lore: Targets of Spells from the Lore of Tzeentch are riven by the transformative magic of Chaos. Targets affected by a Spell from the Lore of Tzeentch must pass a Challenging (+0) Endurance Test, or gain +1 Corruption Point. Should they pass their Test, they instead gain +1 Fortune Point, which can be used as normal. Such are the whims of Tzeentch.

" }, "Mindfire": { "name": "Mindfire", "description": "

The air warps around your fingertips, forming a bolt of shimmering, hazy magical energy that can be hurled at your target. Anyone affected by Mindfire must make a Challenging (+0) Cool Test, or gain 1 Corruption Point. For every +2 SL, you may make one target gain an additional Corruption Point if the Cool Test is failed. Should a Mutation occur as a result of this Spell, the target automatically rolls on the @Table[expandedmutatemental] table, and gains +1 @Condition[Ablaze] Condition as unnatural fire spills from every orifice in their head.

\n\n Lore: Targets of Spells from the Lore of Tzeentch are riven by the transformative magic of Chaos. Targets affected by a Spell from the Lore of Tzeentch must pass a Challenging (+0) Endurance Test, or gain +1 Corruption Point. Should they pass their Test, they instead gain +1 Fortune Point, which can be used as normal. Such are the whims of Tzeentch.

", "effects": { "Mindfire": { "name": "Mindfire" } } }, "Pink Fire of Tzeentch": { "name": "Pink Fire of Tzeentch", "description": "

Swirling bolts of pink fire arc from your outstretched fingertips, causing reality to scream in anguish. Pink Fire of Tzeentch is a magic missile. Targets affected suffer a +6 Damage hit, and gain +1 @Condition[Ablaze] Condition.

Should a Character of size Small or larger be reduced to 0 Wounds by this spell, or while suffering from an Ablaze Condition caused by Pink Fire of Tzeentch, roll a [[/r 1d10]]. On a roll of 9, a @UUID[Compendium.wfrp4e-eis.actors.iDy8SDTwJSlCzZMl]{Pink Horror} claws its way out of the target’s writhing corpse, killing the individual.

Lore: Targets of Spells from the Lore of Tzeentch are riven by the transformative magic of Chaos. Targets affected by a Spell from the Lore of Tzeentch must pass a Challenging (+0) Endurance Test, or gain +1 Corruption Point. Should they pass their Test, they instead gain +1 Fortune Point, which can be used as normal. Such are the whims of Tzeentch.

", "effects": { "Pink Fire of Tzeentch": { "name": "Pink Fire of Tzeentch" } } }, "The Purple Hand": { "name": "The Purple Hand", "description": "

This spell is a petty curse used by Purple Hand sorcerers  to intimidate and cajole truculent co-conspirators. Of all the non-verbal codes used by the Purple Hand the meaning of this curse is clear: mend your ways immediately or face punishment.

\n

In order to cast the spell the sorcerer must first acquire a small amount of matter from their target: a loose hair or toenail clipping will serve. Should this item be acquired and the spell successfully cast, the palms of the target’s hands turn a deep purple. The spell’s effects last for one hour for every level of success scored by the caster while casting the spell.

\n\n Lore: Targets of Spells from the Lore of Tzeentch are riven by the transformative magic of Chaos. Targets affected by a Spell from the Lore of Tzeentch must pass a Challenging (+0) Endurance Test, or gain +1 Corruption Point. Should they pass their Test, they instead gain +1 Fortune Point, which can be used as normal. Such are the whims of Tzeentch.

" }, "Transformation of Tzeentch": { "name": "Transformation of Tzeentch", "description": "

At your command, bonds of aethyric fire coil from the earth, enshrouding your target in a cocoon of magical energy. Targets affected gain the @Condition[Prone] Condition, and are considered Helpless for the duration of the Spell. When Transformation of Tzeentch ends, the target must make a Challenging (+0) Endurance Test, opposed by your Language (Magick) Skill. If they lose, they gain +1 Corruption Point, +1 extra Point for every SL by which they lost.

\n\n Lore: Targets of Spells from the Lore of Tzeentch are riven by the transformative magic of Chaos. Targets affected by a Spell from the Lore of Tzeentch must pass a Challenging (+0) Endurance Test, or gain +1 Corruption Point. Should they pass their Test, they instead gain +1 Fortune Point, which can be used as normal. Such are the whims of Tzeentch.

" }, "Treason of Tzeentch": { "name": "Treason of Tzeentch", "description": "

You channel fine strands of traitorous mergings of the Winds of Magic directly into your target’s mind, twisting motivations, undermining desires, and fanning fires of discontent. The target can no longer use Talents, and doesn’t add Skill Advances when making Skill Tests, meaning the target only Tests against unmodified Characteristics.

\n

 

\n\n Lore: Targets of Spells from the Lore of Tzeentch are riven by the transformative magic of Chaos. Targets affected by a Spell from the Lore of Tzeentch must pass a Challenging (+0) Endurance Test, or gain +1 Corruption Point. Should they pass their Test, they instead gain +1 Fortune Point, which can be used as normal. Such are the whims of Tzeentch.

", "effects": { "Treason of Tzeentch": { "name": "Treason of Tzeentch" } } }, "Tzeentch's Firestorm": { "name": "Tzeentch's Firestorm", "description": "

A swirling storm of purple arcane fire bursts forth, summoned by your profane cackling. Tzeentch’s Firestorm is a magic missile. Everyone within Initiative Bonus yards of the target suffers a +9 Damage hit, and gains +1 @Condition[Ablaze] Condition.

\n


Should a Character of size small or larger be reduced to 0 Wounds by this Spell, or while suffering from an Ablaze Condition caused by
Tzeentch’s Firestorm, roll a [[/r 1d10]]. On a roll of 9, two @UUID[Compendium.wfrp4e-eis.actors.iDy8SDTwJSlCzZMl]{Pink Horrors} claw their way out of the target’s magically burning corpse, killing the poor unfortunate.

\n

Lore: Targets of Spells from the Lore of Tzeentch are riven by the transformative magic of Chaos. Targets affected by a Spell from the Lore of Tzeentch must pass a Challenging (+0) Endurance Test, or gain +1 Corruption Point. Should they pass their Test, they instead gain +1 Fortune Point, which can be used as normal. Such are the whims of Tzeentch.

\n

 

", "effects": { "Tzeentch's Firestorm": { "name": "Tzeentch's Firestorm" } } }, "Tzeentch's Golden Aura": { "name": "Tzeentch's Golden Aura", "description": "

This is one of the most straightforward and practical spells in a Tzeentch sorcerer’s arsenal. A swirling vortex of yellow fire is summoned out of the aethyr and wraps about the caster’s body, shielding them from incoming blows and missiles. Whilst the spell is in effect, the caster benefits from the Creature Trait @UUID[Compendium.wfrp4e-core.items.Bvd2aZ0gQUXHfCTh]{Ward 9+} .

\n\n Lore: Targets of Spells from the Lore of Tzeentch are riven by the transformative magic of Chaos. Targets affected by a Spell from the Lore of Tzeentch must pass a Challenging (+0) Endurance Test, or gain +1 Corruption Point. Should they pass their Test, they instead gain +1 Fortune Point, which can be used as normal. Such are the whims of Tzeentch.

", "effects": { "Tzeentch's Golden Aura": { "name": "Tzeentch's Golden Aura" } } }, "Sense the Skein": { "name": "Sense the Skein", "description": "

Your eyes glow pink and blue as you speak forbidden words of power. The scales fall from your eyes and you see, for a few fleeting moments, the interconnected fate of all things. You may choose one target you can see, and the GM must reveal the target’s Motivation, Short-Term Ambition, and Long-Term Ambition.

\n\n Lore: Targets of Spells from the Lore of Tzeentch are riven by the transformative magic of Chaos. Targets affected by a Spell from the Lore of Tzeentch must pass a Challenging (+0) Endurance Test, or gain +1 Corruption Point. Should they pass their Test, they instead gain +1 Fortune Point, which can be used as normal. Such are the whims of Tzeentch.

" }, "Word of Tzeentch": { "name": "Word of Tzeentch", "description": "

As your tongue forms the twisted sound-patterns of this blasphemous Spell, two voices seem to utter from your throat, in unholy and unnatural harmony with each other. Your words carry extra meaning for those affected by the Spell, though targets can never remember what was said. They are left with a haunting sense of foreboding, as if they have forgotten something very important about their own future.

\n


Living targets affected by the Spell must make an
Opposed Intelligence Test with you. If the target loses, they gain 1 @Condition[Stunned] Condition, +1 additional Stunned Condition for each SL by which they lost. If they Fumble, they gain the @Condition[Unconscious] Condition, and +1 Corruption.

\n

Once all Conditions have been removed, targets affected must pass an Average (+20) Endurance Test, or gain +1 Corruption. Should they Fumble, they immediately gain 1 @Table[expandedmutatemental]{Mental Mutation}, and may not take a Short-term Ambition for the next [[/r 1d10]] weeks.

\n\n Lore: Targets of Spells from the Lore of Tzeentch are riven by the transformative magic of Chaos. Targets affected by a Spell from the Lore of Tzeentch must pass a Challenging (+0) Endurance Test, or gain +1 Corruption Point. Should they pass their Test, they instead gain +1 Fortune Point, which can be used as normal. Such are the whims of Tzeentch.

", "effects": { "Word of Tzeentch": { "name": "Word of Tzeentch" } } }, "5eQt5sDgnGO5Ez7n": { "name": "Bite", "description": "

On its turn, the creature may make a Free Attack by spending 1 Advantage. The Damage of the attack equals Rating and includes the creature’s Strength Bonus already

", "effects": { "Bite": { "name": "Bite" } } } } }, "Old Gruntlob": { "name": "Old Gruntlob", "description": "

Elderly Runtherd

\n

Gruntlob is an elderly Goblin who oversees the runts. The youngest Goblins and Snotlings are treated like slaves, harvesting mushrooms, fetching and carrying and doing all the work the large Goblins can’t be bothered to do. Gruntlob has a wizened face and rheumy eyes.

\n

He leans on a long runtpole that resembles a shepherd’s crook — an invaluable tool for encouraging his charges and breaking the necks of any that act up or eat his tobacco.

\n

Gruntlob has a kind of twisted affection for his runts. While he’s happy to knock them about himself, he resents any of the other Goblins eating or killing them.

", "items": { "Cool": { "name": "Cool", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" }, "Endurance": { "name": "Endurance", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" }, "Intuition": { "name": "Intuition", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" }, "Perception": { "name": "Perception", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" }, "Outdoor Survival": { "name": "Outdoor Survival", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" }, "Leadership": { "name": "Leadership", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" }, "Melee (Polearm)": { "name": "Melee (Polearm)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Stealth (Underground)": { "name": "Stealth (Underground)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" }, "Strike to Stun": { "name": "Strike to Stun", "description": "

You know where to hit an opponent to bring him down fast. You ignore the ‘Called Shot’ penalty to strike the Head Hit Location when using a melee weapon with the Pummel Quality. Further, you count all improvised weapons as having the Pummel Quality

", "effects": { "Strike to Stun": { "name": "Strike to Stun" } } }, "Afraid": { "name": "Afraid", "description": "

The creature is afraid of the Target as if the Target has Fear (0). 

\n

The Fear trait represents an extreme aversion to something. Creatures that cause Fear have a Fear Rating; this value reflects the SL you are required to pass on an Extended Cool Test to overcome your Fear. You may continue to Test at the end of every round until your SL equals or surpasses the creature’s Fear rating. Until you do this, you are subject to Fear.

\n

 

\n

When subject to Fear, you suffer –1 SL on all Tests to affect the source of your fear. You may not move closer to whatever is causing Fear without passing a Challenging (+0) Cool Test. If it comes closer to you, you must pass a Challenging (+0) Cool Test, or gain a Broken Condition.

", "effects": { "Afraid": { "name": "Afraid" } } }, "Animosity": { "name": "Animosity", "description": "

You harbor an enmity for the Target, which will normally be a group of people or creatures, such as ‘Nordlanders’, ‘Beastmen’, or ‘Nobles’. You must attempt a Psychology Test whenever you encounter the group. If you pass, you may grumble and spit, but only suffer a penalty of –20 to all Fellowship Tests towards that group. Should you fail you are subject to Animosity.

\n

 

\n

At the end of every subsequent Round, you may attempt another Psychology test to bring the Animosity to an end. If you do not, the effects of Animosity naturally come to an end when all members of the specified group in your line of sight are utterly pacified or gone, or you gain the Stunned or Unconscious Condition, or you become subject to another Psychology.

\n

 

\n

When subject to Animosity, you must immediately attack the disagreeable creatures, either socially (insults, jibes, and similar) or physically (most commonly with fists), as appropriate. You also gain a bonus of +1 SL on any attempts to socially or mentally attack the group. Animosity is over-ridden by Fear and Terror.

", "effects": { "Animosity": { "name": "Animosity" } } }, "Infected": { "name": "Infected", "description": "

The creature, or its weapon, carries a nasty infection. If it causes a living opponent to lose Wounds, it must pass an Easy (+40) Endurance Test or contract a @UUID[Compendium.wfrp4e-core.items.kKccDTGzWzSXCBOb]{Festering Wound}

", "effects": { "Infected": { "name": "Infected" } } }, "Night Vision": { "name": "Night Vision", "description": "

You can see very well in natural darkness. Assuming you have at least a faint source of light (such as starlight, moonlight, or bioluminescence) you can see clearly for 20 yards per level of Night Vision. Further, you can extend the effective illumination distance of any light sources by 20 yards per level of Night Vision.

" }, "Pipe and Tobacco": { "name": "Pipe and Tobacco" }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Brass Penny": { "name": "Brass Penny" }, "Runtpole": { "name": "Runtpole" }, "Faded Robes": { "name": "Faded Robes" }, "Entertain": { "name": "Entertain", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" }, "Dodge": { "name": "Dodge", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" }, "Charm Animal": { "name": "Charm Animal", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" }, "Melee": { "name": "Melee", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Gamble": { "name": "Gamble", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}" }, "Art": { "name": "Art", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" }, "Intimidate": { "name": "Intimidate", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" }, "Row": { "name": "Row", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" }, "Athletics": { "name": "Athletics", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" }, "Stealth": { "name": "Stealth", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" }, "Ride": { "name": "Ride", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" }, "Consume Alcohol": { "name": "Consume Alcohol", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" }, "Gossip": { "name": "Gossip", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" }, "Bribery": { "name": "Bribery", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" }, "Charm": { "name": "Charm", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" }, "Drive": { "name": "Drive", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" }, "Haggle": { "name": "Haggle", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" }, "Climb": { "name": "Climb", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}" }, "Navigation": { "name": "Navigation", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" } } }, "Knight (White Wolves)": { "name": "Knight (White Wolves)", "items": { "Athletics": { "name": "Athletics", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" }, "Cool": { "name": "Cool", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" }, "Dodge": { "name": "Dodge", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" }, "Heal": { "name": "Heal", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dSf8QWBvN6mlpHBF caption=false]{Heal}", "effects": { "Heal": { "name": "Heal" } } }, "Intimidate": { "name": "Intimidate", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" }, "Melee (Basic)": { "name": "Melee (Basic)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Melee (Cavalry)": { "name": "Melee (Cavalry)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Ride (Horse)": { "name": "Ride (Horse)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" }, "Roughrider": { "name": "Roughrider", "description": "

You are at home in the saddle in even the most difficult of circumstances, and know how to get the best out of your mount during conflict. Assuming you have the Ride skill, you can direct your mount to take an Action, not just a Move, without a Ride test.

", "effects": { "Roughrider": { "name": "Roughrider" } } }, "Strike Mighty Blow": { "name": "Strike Mighty Blow", "description": "You know how to hit hard! You deal your level of Strike Mighty Blow in extra Damage with melee weapons.", "effects": { "Strike Mighty Blow": { "name": "Strike Mighty Blow" } } }, "Sword": { "name": "Sword" }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Brass Penny": { "name": "Brass Penny" }, "Entertain": { "name": "Entertain", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" }, "Charm Animal": { "name": "Charm Animal", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" }, "Melee": { "name": "Melee", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Gamble": { "name": "Gamble", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}" }, "Art": { "name": "Art", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" }, "Endurance": { "name": "Endurance", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" }, "Perception": { "name": "Perception", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" }, "Row": { "name": "Row", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" }, "Stealth": { "name": "Stealth", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" }, "Ride": { "name": "Ride", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" }, "Consume Alcohol": { "name": "Consume Alcohol", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" }, "Gossip": { "name": "Gossip", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" }, "Intuition": { "name": "Intuition", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" }, "Bribery": { "name": "Bribery", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" }, "Charm": { "name": "Charm", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" }, "Drive": { "name": "Drive", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" }, "Leadership": { "name": "Leadership", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" }, "Outdoor Survival": { "name": "Outdoor Survival", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" }, "Haggle": { "name": "Haggle", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" }, "Climb": { "name": "Climb", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}" }, "Navigation": { "name": "Navigation", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" }, "Destrier": { "name": "Destrier", "description": "

Horse trained for war.

" }, "Plate Bracers": { "name": "Plate Bracers" }, "Plate Breastplate": { "name": "Plate Breastplate" }, "Plate Leggings": { "name": "Plate Leggings", "effects": { "Plate Leggings": { "name": "Plate Leggings" } } }, "Mail Chausses": { "name": "Mail Chausses" }, "Mail Coat": { "name": "Mail Coat" }, "Purse": { "name": "Purse" }, "5d10 Silver Shilling": { "name": "5d10 Silver Shilling" }, "Melee (Two-Handed)": { "name": "Melee (Two-Handed)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Warhammer": { "name": "Warhammer" } }, "effects": { "Encumbrance 1": { "name": "Encumbrance 1" } } }, "Veiran Thugenheim": { "name": "Veiran Thugenheim", "items": { "Athletics": { "name": "Athletics", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" }, "Animal Care": { "name": "Animal Care", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QZx9CbhGkIaDMQD3 caption=false]{Animal Care}" }, "Charm": { "name": "Charm", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" }, "Charm Animal": { "name": "Charm Animal", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" }, "Consume Alcohol": { "name": "Consume Alcohol", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" }, "Cool": { "name": "Cool", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" }, "Dodge": { "name": "Dodge", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" }, "Endurance": { "name": "Endurance", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" }, "Heal": { "name": "Heal", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dSf8QWBvN6mlpHBF caption=false]{Heal}", "effects": { "Heal": { "name": "Heal" } } }, "Intimidate": { "name": "Intimidate", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" }, "Language (Battle)": { "name": "Language (Battle)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.xo5U0kL08xCPe6kl caption=false]{Language}" }, "Leadership": { "name": "Leadership", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" }, "Lore (Heraldry)": { "name": "Lore (Heraldry)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" }, "Melee (Basic)": { "name": "Melee (Basic)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Melee (Cavalry)": { "name": "Melee (Cavalry)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Ride (Horse)": { "name": "Ride (Horse)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" }, "Trade (Farrier)": { "name": "Trade (Farrier)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.jmFSm7UvmHEq52iu caption=false]{Trade}" }, "Carouser": { "name": "Carouser", "description": "You are a seasoned drinker and know how to party hard. You may reverse the dice of any failed Consume Alcohol Test if this will score a Success.", "effects": { "Carouser": { "name": "Carouser" } } }, "Doomed": { "name": "Doomed", "description": "At the age of 10, a Priest of Morr called a Doomsayer took you aside to foretell your death in an incense-laden, coming-of-age ritual called the Dooming. In conjunction with your GM, come up with a suitable Dooming. Should your character die in a fashion that matches your Dooming, your next character gains a bonus of half the total XP your dead character accrued during play.

Duty’s proof underhoof, to die for an eye" }, "Etiquette (Nobles)": { "name": "Etiquette (Nobles)", "description": "

You can blend in socially with the chosen group so long as you are dressed and acting appropriately. Example social groups for this Talent are: Criminals, Cultists, Guilders, Nobles, Scholars, Servants, and Soldiers. If you do not have the Talent, those with it will note your discomfort in the unfamiliar environment. This is primarily a matter for roleplaying, but may confer a bonus to Fellowship Tests at the GM’s discretion.

", "effects": { "Etiquette": { "name": "Etiquette" } } }, "Luck": { "name": "Luck", "description": "

They say when you were born, Ranald smiled. Your maximum Fortune Points now equal your current Fate points plus the number of times you’ve taken Luck.

" }, "Menacing": { "name": "Menacing", "description": "You have an imposing presence. When using the Intimidate Skill, gain a SL bonus equal to your levels of Menacing.", "effects": { "Menacing": { "name": "Menacing" } } }, "Noble Blood": { "name": "Noble Blood", "description": "You are either born into the nobility, or otherwise elevated to it by in-game events. Assuming you are dressed appropriately, you are always considered of higher Status than others unless they also have the Noble Blood Talent, where Status is compared as normal.", "effects": { "Noble Blood": { "name": "Noble Blood" } } }, "Read/Write": { "name": "Read/Write", "description": "You are one of the rare literate individuals in the Old World. You are assumed to be able to read and write (if appropriate) all of the Languages you can speak." }, "Savvy": { "name": "Savvy", "description": "You gain a permanent +5 bonus to your starting Intelligence Characteristic (this does not count towards your Advances).", "effects": { "Savvy": { "name": "Savvy", "changes": { "system.characteristics.int.initial": 5 } } } }, "Shieldsman": { "name": "Shieldsman", "description": "You are skilled at using your shield to maneuver others in combat so you can take advantage of a desperate situation. When using a Shield to defend, you gain Advantage equal to the number of levels you have in Shieldsman if you lose the Opposed Test.", "effects": { "Shieldsman": { "name": "Shieldsman" } } }, "Strike Mighty Blow": { "name": "Strike Mighty Blow", "description": "You know how to hit hard! You deal your level of Strike Mighty Blow in extra Damage with melee weapons.", "effects": { "Strike Mighty Blow": { "name": "Strike Mighty Blow" } } }, "Warrior Born": { "name": "Warrior Born", "description": "

You gain a permanent +5 bonus to your starting Weapon Skill Characteristic (doesn't count as Advances).

", "effects": { "Warrior Born": { "name": "Warrior Born", "changes": { "system.characteristics.ws.initial": 5 } } } }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Brass Penny": { "name": "Brass Penny" }, "Entertain": { "name": "Entertain", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" }, "Melee": { "name": "Melee", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Gamble": { "name": "Gamble", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}" }, "Art": { "name": "Art", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" }, "Perception": { "name": "Perception", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" }, "Row": { "name": "Row", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" }, "Stealth": { "name": "Stealth", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" }, "Ride": { "name": "Ride", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" }, "Gossip": { "name": "Gossip", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" }, "Intuition": { "name": "Intuition", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" }, "Bribery": { "name": "Bribery", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" }, "Drive": { "name": "Drive", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" }, "Outdoor Survival": { "name": "Outdoor Survival", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" }, "Haggle": { "name": "Haggle", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" }, "Climb": { "name": "Climb", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}" }, "Navigation": { "name": "Navigation", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" }, "First Knight": { "name": "First Knight", "description": "

@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.L3YNSsFKnqrqcmTn]{Knight}

" }, "Plate Bracers": { "name": "Plate Bracers" }, "Plate Breastplate": { "name": "Plate Breastplate" }, "Plate Helm": { "name": "Plate Helm", "effects": { "Plate Helm": { "name": "Plate Helm" } } }, "Plate Leggings": { "name": "Plate Leggings", "effects": { "Plate Leggings": { "name": "Plate Leggings" } } }, "Mail Chausses": { "name": "Mail Chausses" }, "Mail Coat": { "name": "Mail Coat" }, "Mail Coif": { "name": "Mail Coif", "effects": { "Mail Coif": { "name": "Mail Coif" } } }, "The Fang of Horros": { "name": "The Fang of Horros", "description": "

This enchanted blade is a beautiful cold-blue steel, enticing to all that behold it. As well as counting as magical and inflicting extra damage, it has the fine, unbreakable and damaging qualities.

" } }, "effects": { "Encumbrance 1": { "name": "Encumbrance 1" } } }, "Sheerargetru - Barely Exalted": { "name": "Sheerargetru - Barely Exalted", "description": "

Fate Points: 2

\n

Has All Arcane, Daemonology, and Tzeentch Spells

", "items": { "Channelling": { "name": "Channelling", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tXu8Hrd4desq1Rja caption=false]{Channelling}" }, "Cool": { "name": "Cool", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" }, "Intuition": { "name": "Intuition", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" }, "Language (Magick)": { "name": "Language (Magick)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.xo5U0kL08xCPe6kl caption=false]{Language}" }, "Perception": { "name": "Perception", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" }, "Bite (Beak)": { "name": "Bite (Beak)", "description": "

On its turn, the creature may make a Free Attack by spending 1 Advantage. The Damage of the attack equals Rating and includes the creature’s Strength Bonus already

", "effects": { "Bite": { "name": "Bite" } } }, "Corruption": { "name": "Corruption", "description": "

The creature is tainted by Chaos, or perhaps suffused with Dark Magics. The Strength of the Corruption is marked in brackets (@Corruption[minor]{Minor}, @Corruption[moderate]{Moderate}, or @Corruption[major]{Major}).

", "effects": { "Corruption": { "name": "Corruption" } } }, "Daemonic": { "name": "Daemonic", "description": "

The creature’s essence is raw magic, and unholy ichor pumps through what passes for its veins. Daemonic creatures do not require the normal prerequisites for life: food, water, air…

\n

All its attacks are Magical. Roll [[/r 1d10]] after any blow is received, if the creature rolls the Target number or higher, the blow is ignored, even if it is a critical. Should the creature be reduced to 0 Wounds, its soul returns to the Realms of Chaos immediately, removing it from play.

", "effects": { "Daemonic": { "name": "Daemonic" } } }, "Distracting": { "name": "Distracting", "description": "

The creature distracts or confuse foes, possibly exuding a soporific musk or nauseating reek, or maybe its appearance is bizarrely horrifying. All living targets within a number of yards equal to its Toughness Bonus suffer a penalty of –20 to all Tests. A target can only suffer this penalty once, no matter how many Distracting foes there are.

", "effects": { "Distracting": { "name": "Distracting" } } }, "Night Vision": { "name": "Night Vision", "description": "

You can see very well in natural darkness. Assuming you have at least a faint source of light (such as starlight, moonlight, or bioluminescence) you can see clearly for 20 yards per level of Night Vision. Further, you can extend the effective illumination distance of any light sources by 20 yards per level of Night Vision.

" }, "Rear": { "name": "Rear", "description": "

For its Move, the creature may make a Stomp attack if it is larger than its opponent (see Size).

", "effects": { "Rear": { "name": "Rear" } } }, "Size": { "name": "Size", "description": "

This trait represents creatures whose size differ from the game standard (i.e. roughly human sized). There are seven steps of Size, ranging from Tiny to Monstrous.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

 Examples

\n
\n

Tiny

\n
\n

Butterfly, Mouse, Pigeon

\n
\n

Little

\n
\n

Cat, Hawk, Human Baby

\n
\n

Small

\n
\n

Giant Rat, Halfling, Human Child

\n
\n

Average

\n
\n

Dwarf, Elf, Human

\n
\n

Large

\n
\n

Horse, Ogre, Troll

\n
\n

Enormous

\n
\n

Griffon, Wyvern, Manticore

\n
\n

Monstrous

\n
\n

Dragon, Giant, Greater Daemon

\n
\n
\n

 

\n

Using Size

\n

 

\n

if you wish to use size to make a creature bigger — for example converting a giant spider to a gigantic spider — then increase Strength and Toughness by +10 and reduce Agility by –5 per step of size you increase the creature. Reverse this if you wish to make a creature smaller 

\n

 

\n

 

\n

Size Combat Modifers

\n

If larger:

\n\n\n

 

\n

If smaller:

\n

• It gains a bonus of +10 to hit.

\n

 

\n

Defending Against Big Creatures

\n

You suffer a penalty of –2 SL for each step larger your opponent is when using Melee to defend an Opposed Test. It is recommended to dodge a Giant swinging a tree, not parry it!

\n

 

\n\n

Fear and Terror

\n

If the creature is perceived to be aggressive, it causes Fear in any creature smaller than it, and Terror in any creature two or more steps smaller. The rating of the Fear or Terror equals the Size step difference. So, if the creature is Large, and its opponent is Small, it will cause Terror 2.

\n

 

\n

Moving in Combat

\n

A creature that is larger ignores the need to Disengage if it wishes to leave melee combat; instead, it brushes smaller combatants out of the way, moving where it wishes.

\n

 

\n

Opposed Strength

\n

During Opposed Strength Tests (and similar), if one creature is 2 or more size steps larger, it wins automatically. If one creature is 1 size step larger, the smaller creature must roll a Critical to contest the roll. If it does, SL are compared as normal. All other results mean the larger creature wins.

\n

 

\n

Stomp

\n

Creatures that are larger than their opponents may make one Stomp as a Free Attack, by spending 1 Advantage, as they kick downwards or otherwise bash smaller opponents out of the way. This attack has a Damage equal to their Strength Bonus +0, and uses Melee(Brawling).

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

Wounds

\n
\n

Tiny

\n
\n

1

\n
\n

Little

\n
\n

Toughness Bonus

\n
\n

Small

\n
\n

(2×Toughness Bonus) + Willpower Bonus

\n
\n

Average

\n
\n

Strength Bonus+(2×Toughness Bonus) + Willpower Bonus

\n
\n

Large

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×2

\n
\n

Enormous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×4

\n
\n

Monstrous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×8

\n
\n
", "effects": { "Size": { "name": "Size" } } }, "Spellcaster": { "name": "Spellcaster", "description": "

The creature can cast spells; the specific Lore of Magic will be indicated in brackets.

" }, "Terror": { "name": "Terror", "description": "

Some creatures are so profoundly unsettling as to provoke a dire, bone-chilling terror in their foes. When you first encounter a creature causing Terror, make a Cool Test. If you pass, you suffer no further effects of Terror; if you fail, you receive a number of Broken conditions equal to the creature’s Terror Rating, plus the number of SL below 0.

\n

After resolving the Psychology Test, the creature causes @UUID[Compendium.wfrp4e-core.items.pTorrE0l3VybAbtn]{Fear}, with a Fear Rating equal to its Terror Rating.

", "effects": { "Terror": { "name": "Terror" } } }, "Unstable": { "name": "Unstable", "description": "

The creature’s corpus is maintained by foul magics that are inherently unstable in the material realm.

\n

Whenever it ends a round engaged with any opponent with higher Advantage, the creature is driven back, and the magics holding it together weaken. It loses as many Wounds as the difference between its Advantage, and the highest Advantage engaged with it.

\n

So, if the creature had 1 Advantage, and its opponent had 3, the creature would lose 2 Wounds. If the creature ever reach 0 Wounds, the magics holding it in place collapse, and it ‘dies’.

", "effects": { "Unstable": { "name": "Unstable" } } }, "Weapon (Massive Staff)": { "name": "Weapon (Massive Staff)", "description": "

The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)

" }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Brass Penny": { "name": "Brass Penny" }, "Entertain": { "name": "Entertain", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" }, "Dodge": { "name": "Dodge", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" }, "Charm Animal": { "name": "Charm Animal", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" }, "Melee": { "name": "Melee", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Gamble": { "name": "Gamble", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}" }, "Art": { "name": "Art", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" }, "Endurance": { "name": "Endurance", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" }, "Intimidate": { "name": "Intimidate", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" }, "Row": { "name": "Row", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" }, "Athletics": { "name": "Athletics", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" }, "Stealth": { "name": "Stealth", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" }, "Ride": { "name": "Ride", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" }, "Consume Alcohol": { "name": "Consume Alcohol", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" }, "Gossip": { "name": "Gossip", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" }, "Bribery": { "name": "Bribery", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" }, "Charm": { "name": "Charm", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" }, "Drive": { "name": "Drive", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" }, "Leadership": { "name": "Leadership", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" }, "Outdoor Survival": { "name": "Outdoor Survival", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" }, "Haggle": { "name": "Haggle", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" }, "Climb": { "name": "Climb", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}" }, "Navigation": { "name": "Navigation", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" } } }, "Alicja Bohun": { "name": "Alicja Bohun", "items": { "Warhorn": { "name": "Warhorn" }, "Animal Care": { "name": "Animal Care", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QZx9CbhGkIaDMQD3 caption=false]{Animal Care}" }, "Athletics": { "name": "Athletics", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" }, "Climb": { "name": "Climb", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}" }, "Cool": { "name": "Cool", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" }, "Dodge": { "name": "Dodge", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" }, "Endurance": { "name": "Endurance", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" }, "Gossip": { "name": "Gossip", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" }, "Haggle": { "name": "Haggle", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" }, "Heal": { "name": "Heal", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dSf8QWBvN6mlpHBF caption=false]{Heal}", "effects": { "Heal": { "name": "Heal" } } }, "Intuition": { "name": "Intuition", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" }, "Leadership": { "name": "Leadership", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" }, "Lore (Ostland)": { "name": "Lore (Ostland)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" }, "Melee (Basic)": { "name": "Melee (Basic)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Navigation": { "name": "Navigation", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" }, "Outdoor Survival": { "name": "Outdoor Survival", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" }, "Perception": { "name": "Perception", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" }, "Play (Warhorn)": { "name": "Play (Warhorn)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.N63wZOWw6ZLYnePN caption=false]{Play}" }, "Ranged (Bow)": { "name": "Ranged (Bow)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.jJYOiSQNgC9v7cM5 caption=false]{Ranged}" }, "Secret Signs (Scout)": { "name": "Secret Signs (Scout)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.X2FppoPGuEwJKssM caption=false]{Secret Signs}" }, "Stealth (Rural)": { "name": "Stealth (Rural)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" }, "Swim": { "name": "Swim", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QoWDfx8SIhpCiIX5 caption=false]{Swim}" }, "Track": { "name": "Track", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.EWHNXyzDLPBpoVxK caption=false]{Track}" }, "Doomed": { "name": "Doomed", "description": "At the age of 10, a Priest of Morr called a Doomsayer took you aside to foretell your death in an incense-laden, coming-of-age ritual called the Dooming. In conjunction with your GM, come up with a suitable Dooming. Should your character die in a fashion that matches your Dooming, your next character gains a bonus of half the total XP your dead character accrued during play.

As the sun sets, the body withers and returns to earth" }, "Combat Aware": { "name": "Combat Aware", "description": "

You are used to scanning the battlefield to make snap decisions informed by the shifting tides of war. You may take a Challenging (+0) Perception Test to ignore Surprise, which is modified by circumstance as normal.

", "effects": { "Combat Aware": { "name": "Combat Aware" } } }, "Etiquette (Soldiers)": { "name": "Etiquette (Soldiers)", "description": "

You can blend in socially with the chosen group so long as you are dressed and acting appropriately. Example social groups for this Talent are: Criminals, Cultists, Guilders, Nobles, Scholars, Servants, and Soldiers. If you do not have the Talent, those with it will note your discomfort in the unfamiliar environment. This is primarily a matter for roleplaying, but may confer a bonus to Fellowship Tests at the GM’s discretion.

", "effects": { "Etiquette": { "name": "Etiquette" } } }, "Rapid Reload": { "name": "Rapid Reload", "description": "You can reload ranged weapons with practiced ease. You add SL equal to your level in Rapid Reload to any Test to reload a ranged weapon.", "effects": { "Rapid Reload": { "name": "Rapid Reload" } } }, "Strider (Highlands)": { "name": "Strider (Highlands)", "description": "You are experienced in traversing difficult ground. You ignore all movement penalties when crossing over or through a specified terrain. Typical specialties include: Coastal, Deserts, Marshes, Rocky, Tundra, Woodlands.", "effects": { "Strider": { "name": "Strider" } } }, "Marksman": { "name": "Marksman", "description": "You gain a permanent +5 bonus to your starting Ballistic Skill (this does not count towards your Advances).", "effects": { "Marksman": { "name": "Marksman", "changes": { "system.characteristics.bs.initial": 5 } } } }, "Uniform": { "name": "Uniform" }, "Cloak": { "name": "Cloak", "description": "

Protects wearer against the elements. 

" }, "Bow": { "name": "Bow" }, "Sword": { "name": "Sword" }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Brass Penny": { "name": "Brass Penny" }, "Entertain": { "name": "Entertain", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" }, "Charm Animal": { "name": "Charm Animal", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" }, "Melee": { "name": "Melee", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Gamble": { "name": "Gamble", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}" }, "Art": { "name": "Art", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" }, "Intimidate": { "name": "Intimidate", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" }, "Row": { "name": "Row", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" }, "Stealth": { "name": "Stealth", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" }, "Ride": { "name": "Ride", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" }, "Consume Alcohol": { "name": "Consume Alcohol", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" }, "Bribery": { "name": "Bribery", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" }, "Charm": { "name": "Charm", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" }, "Drive": { "name": "Drive", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" }, "Rope": { "name": "Rope" }, "Grey Surcoat": { "name": "Grey Surcoat", "description": "

Protects wearer against the elements and extreme cold; without a good coat or similar, you will receive penalties to resist Cold Exposure

" }, "Maps": { "name": "Maps" }, "Leather Jack": { "name": "Leather Jack" }, "Leather Leggings": { "name": "Leather Leggings" }, "Leather Skullcap": { "name": "Leather Skullcap" }, "Hatred (Greenskins)": { "name": "Hatred (Greenskins)", "description": "

You are consumed with hatred for something in the Old World, as described in @UUID[Compendium.wfrp4e-core.journals.JournalEntry.NS3YGlJQxwTggjRX.JournalEntryPage.5w5YLPNd6AaU4f85]{Psychology}. Each time you take this Talent you develop hatred for a new group. Examples you could take include: Beastmen, Greenskins, Monsters, Outlaws, Sigmarites, Undead, Witches.

", "effects": { "Hatred (Greenskins)": { "name": "Hatred (Greenskins)" } } } } }, "Ernst Heidlemann": { "name": "Ernst Heidlemann", "items": { "Vial of Red Liquid": { "name": "Vial of Red Liquid" }, "Charm": { "name": "Charm", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" }, "Traveling Case": { "name": "Traveling Case" }, "Dodge": { "name": "Dodge", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" }, "Evaluate": { "name": "Evaluate", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.NtJ85TY8yY3WOGHN caption=false]{Evaluate}" }, "Gossip": { "name": "Gossip", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" }, "Intuition": { "name": "Intuition", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" }, "Language (Magick)": { "name": "Language (Magick)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.xo5U0kL08xCPe6kl caption=false]{Language}" }, "Language (Wastelander)": { "name": "Language (Wastelander)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.xo5U0kL08xCPe6kl caption=false]{Language}" }, "Leadership": { "name": "Leadership", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" }, "Lore (Magick": { "name": "Lore (Magick", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" }, "Melee (Basic)": { "name": "Melee (Basic)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Perception": { "name": "Perception", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" }, "Sword": { "name": "Sword" }, "Acute Sense (Smell)": { "name": "Acute Sense (Smell)", "description": "

One of your primary five senses is highly developed, allowing you to spot what others miss. You may take Perception Tests to detect normally imperceptible details with the associated sense, as dictated by the GM. This could include: seeing an eagle beyond everyone else's eyeshot, smelling an almost odorless poison, hearing the breath of an unmoving mouse within a wall, feeling a worn away letter in a carving, or tasting that two beers from the same brewer have been drawn from two different barrels.

" }, "Doomed": { "name": "Doomed", "description": "

At the age of 10, a Priest of Morr called a Doomsayer took you aside to foretell your death in an incense-laden, coming-of-age ritual called the Dooming. In conjunction with your GM, come up with a suitable Dooming. Should your character die in a fashion that matches your Dooming, your next character gains a bonus of half the total XP your dead character accrued during play.

\n

Thy Death Shall Go Unwitnessed

" }, "Flee!": { "name": "Flee!", "description": "When your life is on the line you are capable of impressive bursts of speed. Your Movement Attribute counts as 1 higher when Fleeing.", "effects": { "Flee!": { "name": "Flee!" } } }, "Petty Magic": { "name": "Petty Magic", "description": "

You have the spark to cast magic within you and have mastered techniques to control it at a basic level. When you take this Talent, you manifest, and permanently memorise, a number of spells equal to your Willpower Bonus. You can learn extra Petty spells for the following cost in XP.

\n

 

\n
\n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n
\n

No. of Petty Spells Currently Known

\n
\n

 XP Cost for a new spell

\n
\n

Up to Willpower Bonus × 1

\n
\n

50 XP

\n
\n

Up to Willpower Bonus × 2

\n
\n

100 XP

\n
\n

Up to Willpower Bonus × 3

\n
\n

150 XP

\n
\n

Up to Willpower Bonus × 4

\n
\n

200 XP

\n
\n
\n

...and so on.

\n

 

\n

So, if your Willpower Bonus is 3 and you had 3 Petty spells, it will cost you 50XP for the first learned spell, then 100 XP for the next three, and so on’.

" }, "Read/Write": { "name": "Read/Write", "description": "You are one of the rare literate individuals in the Old World. You are assumed to be able to read and write (if appropriate) all of the Languages you can speak." }, "Savvy": { "name": "Savvy", "description": "You gain a permanent +5 bonus to your starting Intelligence Characteristic (this does not count towards your Advances).", "effects": { "Savvy": { "name": "Savvy", "changes": { "system.characteristics.int.initial": 5 } } } }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Brass Penny": { "name": "Brass Penny" }, "Lore (Reikland)": { "name": "Lore (Reikland)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" }, "Melee (Polearm)": { "name": "Melee (Polearm)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Art": { "name": "Art", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" }, "Athletics": { "name": "Athletics", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" }, "Bribery": { "name": "Bribery", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" }, "Charm Animal": { "name": "Charm Animal", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" }, "Climb": { "name": "Climb", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}" }, "Consume Alcohol": { "name": "Consume Alcohol", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" }, "Cool": { "name": "Cool", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" }, "Drive": { "name": "Drive", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" }, "Endurance": { "name": "Endurance", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" }, "Entertain": { "name": "Entertain", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" }, "Gamble": { "name": "Gamble", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}" }, "Haggle": { "name": "Haggle", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" }, "Intimidate": { "name": "Intimidate", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" }, "Melee": { "name": "Melee", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Navigation": { "name": "Navigation", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" }, "Outdoor Survival": { "name": "Outdoor Survival", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" }, "Ride": { "name": "Ride", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" }, "Row": { "name": "Row", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" }, "Stealth": { "name": "Stealth", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" }, "Channelling (Tzeentch)": { "name": "Channelling (Tzeentch)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tXu8Hrd4desq1Rja caption=false]{Channelling}" }, "Aethyric Attunement": { "name": "Aethyric Attunement", "description": "

Your experience, talent or training lets you more safely manipulate the Winds of Magic. You do not suffer a Miscast if you roll a double on a successful Channel Test.

", "effects": { "Aethyric Attunement": { "name": "Aethyric Attunement" } } }, "Dart": { "name": "Dart", "description": "

You cause a small dart of magical energy to fly from your fingers. This is a Magic Missile with a Damage of +0.

\n\n Lore: None

" }, "Drain": { "name": "Drain", "description": "

You touch your targets, draining their life. This counts as a Magic Missile with Damage +0 that ignores Armor Points. You then Heal 1 Wound.

\n\n Lore: None

", "effects": { "Drain": { "name": "Drain" } } }, "Magic Flame": { "name": "Magic Flame", "description": "

You kindle a small flame that flickers to life in the palm of your hand. It will not burn you, but will emit heat and set flammable objects alight, like a natural flame.

\n\n Lore: None

" }, "Purify Water": { "name": "Purify Water", "description": "

You purify all water within a receptacle, such as a water flask, stein, or jug. All non-magical impurities, such as poison or contaminants are removed, leaving crisp, clear, potable water. If the vessel contained another liquid that is predominantly water – such as ale, or wine – this is also purified, turning into delicious, pure, non-alcoholic water.

\n\n Lore: None

" }, "Shock": { "name": "Shock", "description": "

Your target receives 1 @Condition[Stunned] Condition.

\n\n Lore: None

", "effects": { "Shock": { "name": "Shock" } } }, "Warning": { "name": "Warning", "description": "

You channel magic into an object, noticing immediately if it has been poisoned or trapped.

\n\n Lore: None

" }, "Blast": { "name": "Blast", "description": "

You channel magic into an explosive blast. This is a Magic Missile with Damage +3 that targets everyone in the Area of Effect.

" }, "Chain Attack": { "name": "Chain Attack", "description": "

You channel a twisting spur of rupturing magic into your target. This is a Magic Missile with a Damage of +4. If Chain Attack reduces a target to 0 Wounds, it leaps to another target within the spell’s initial range, and within Willpower Bonus yards of the previous target, inflicting the same Damage again. It may leap a maximum number of times equal to your Willpower Bonus. For every +2 SL achieved, it may chain to an additional target.

" }, "Dark Vision": { "name": "Dark Vision", "description": "

You boost your Second Sight to assist your mundane senses. While the spell is active, gain the @UUID[Compendium.wfrp4e-core.items.JQa5DLnTs2SEzRrc]{Dark Vision} Creature Trait

", "effects": { "Dark Vision": { "name": "Dark Vision" } } }, "Mundane Aura": { "name": "Mundane Aura", "description": "

You drain all the Winds of Magic from within your body and your possessions, removing any magical aura. For the duration of the spell you appear mundane to the Magical Sense Talent and similar. You effectively have no magical ability and your magical nature cannot be detected by any means. While this spell is in effect, you cannot cast any other spells. Mundane Aura is immediately dispelled if you make a Channeling Test.

" }, "Treason of Tzeentch": { "name": "Treason of Tzeentch", "description": "

You channel fine strands of traitorous mergings of the Winds of Magic directly into your target’s mind, twisting motivations, undermining desires, and fanning fires of discontent. The target can no longer use Talents, and doesn’t add Skill Advances when making Skill Tests, meaning the target only Tests against unmodified Characteristics.

\n

 

\n\n Lore: Targets of Spells from the Lore of Tzeentch are riven by the transformative magic of Chaos. Targets affected by a Spell from the Lore of Tzeentch must pass a Challenging (+0) Endurance Test, or gain +1 Corruption Point. Should they pass their Test, they instead gain +1 Fortune Point, which can be used as normal. Such are the whims of Tzeentch.

", "effects": { "Treason of Tzeentch": { "name": "Treason of Tzeentch" } } } } }, "The Sky Wolf": { "name": "The Sky Wolf" }, "Fox-head Beastman": { "name": "Fox-head Beastman", "description": "

Chosen for his speed and cunning, this Beastman was sent to seek news of the hammer and report back what he learned; however, he was overconfident in grabbing a stray soldier. He attempts to flee once he feels the battle cannot be won.

", "items": { "Arboreal": { "name": "Arboreal", "description": "

The creature is at home in the forests. In the woodlands, it adds its Agility Bonus to the SL of all Climb and Stealth Tests.

", "effects": { "Arboreal": { "name": "Arboreal" } } }, "Armour": { "name": "Armour", "description": "

The creature is protected by armor or thick hide. It has Rating Armor Points on all Hit Locations

", "effects": { "Armour": { "name": "Armour" } } }, "Cunning": { "name": "Cunning", "description": "

The creature is exceptionally cunning. It receives +10 Fellowship, Intelligence, and Initiative.

", "effects": { "Cunning": { "name": "Cunning", "changes": { "system.characteristics.fel.initial": 10, "system.characteristics.int.initial": 10, "system.characteristics.i.initial": 10 } } } }, "Night Vision": { "name": "Night Vision", "description": "

You can see very well in natural darkness. Assuming you have at least a faint source of light (such as starlight, moonlight, or bioluminescence) you can see clearly for 20 yards per level of Night Vision. Further, you can extend the effective illumination distance of any light sources by 20 yards per level of Night Vision.

" }, "Leader": { "name": "Leader", "description": "

The creature is a practiced leader. It receives a bonus of +10 to Fellowship and Willpower. \r\rNote: this Trait cannot be taken by creatures with the Bestial Trait.

", "effects": { "Leader": { "name": "Leader", "changes": { "system.characteristics.fel.initial": 10, "system.characteristics.wp.initial": 10 } } } }, "Stride": { "name": "Stride", "description": "

The creature has a long stride, perhaps because it is a quadruped or has especially long legs. Multiply Run Movement by 1.5 when Running. 

", "effects": { "Stride": { "name": "Stride" } } }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Brass Penny": { "name": "Brass Penny" }, "Axe": { "name": "Axe" }, "Horns": { "name": "Horns", "description": "

The creature has horns or some other sharp appendage (if its Horns Trait represents a different feature it will be noted in brackets). When the creature gains an Advantage for Charging, it may make a Free Attack with its Horns, performed as normal, using Rating to calculate Damage (its Strength Bonus is already included).

" } } }, "Cow Carcass": { "name": "Cow Carcass", "description": "

Once a prime piece of expensive beef, this carcass now careens down the street like a cow possessed, which in all fairness it very likely is. 

", "items": { "Construct": { "name": "Construct", "description": "
\n
\n
\n

The creature is a construct of magic, quite mindless, bound together with magical sinews. It has no Intelligence, Willpower, or Fellowship Characteristics, and need never Test them. If it has no wizard controlling it, or does not possess the Territorial Trait, it meanders mindlessly, following flows of ambient magic.

\n

 

\n

For the purposes of calculating its Wounds, it uses its Strength Bonus whenever Willpower Bonus is required. All its attacks are Magical.

\n
\n
\n
", "effects": { "Construct": { "name": "Construct" } } }, "Corruption": { "name": "Corruption", "description": "

The creature is tainted by Chaos, or perhaps suffused with Dark Magics. The Strength of the Corruption is marked in brackets (@Corruption[minor]{Minor}, @Corruption[moderate]{Moderate}, or @Corruption[major]{Major}).

", "effects": { "Corruption": { "name": "Corruption" } } }, "Immunity": { "name": "Immunity", "description": "

The creature is completely immune to a certain type of Damage, such as poison, magic, or electricity. All Damage of that type, including from a Critical Wound, is ignored.

" }, "Immunity to Psychology": { "name": "Immunity to Psychology", "description": "

Whether brave, exceedingly stupid, or just caught up in the moment, the creature is utterly fearless. It ignores the Psychology rules.

" }, "Stride": { "name": "Stride", "description": "

The creature has a long stride, perhaps because it is a quadruped or has especially long legs. Multiply Run Movement by 1.5 when Running. 

", "effects": { "Stride": { "name": "Stride" } } }, "Unstable": { "name": "Unstable", "description": "

The creature’s corpus is maintained by foul magics that are inherently unstable in the material realm.

\n

Whenever it ends a round engaged with any opponent with higher Advantage, the creature is driven back, and the magics holding it together weaken. It loses as many Wounds as the difference between its Advantage, and the highest Advantage engaged with it.

\n

So, if the creature had 1 Advantage, and its opponent had 3, the creature would lose 2 Wounds. If the creature ever reach 0 Wounds, the magics holding it in place collapse, and it ‘dies’.

", "effects": { "Unstable": { "name": "Unstable" } } }, "Die Hard": { "name": "Die Hard", "description": "

No matter how hard the creature is hit, it gets back up. All Critical Wounds not resulting in death can be healed; just attach the requisite body parts to the correct places, perhaps with staples or large spikes to hold them in place, and it’s good to go. Even ‘death’ may be ‘healed’ if the appropriate parts, such as a lost head, are attached to the body. If death occurs and all parts are in place, it may attempt a Challenging (+0) Endurance Test requiring an SL of 6 at the start of every round for Toughness Bonus Rounds after death. If a Test is successful, the creature chokes back to life with 1 Wound.

" }, "Infected": { "name": "Infected", "description": "

The creature, or its weapon, carries a nasty infection. If it causes a living opponent to lose Wounds, it must pass an Easy (+40) Endurance Test or contract a @UUID[Compendium.wfrp4e-core.items.kKccDTGzWzSXCBOb]{Festering Wound}

", "effects": { "Infected": { "name": "Infected" } } }, "Magical": { "name": "Magical", "description": "

The creature is wreathed in magic. All its attacks count as Magical, meaning it can harm creatures only susceptible to magical attacks.

", "effects": { "Magical": { "name": "Magical" } } }, "Regenerate": { "name": "Regenerate", "description": "

The creature is capable of healing at an extraordinary rate, even regrowing severed parts. At the start of each round, if it has more than 0 Wounds remaining, it will automatically regenerate 1d10 Wounds. If it has 0 Wounds remaining, it will regenerate a single Wound on a 1d10 roll of 8+. If it ever rolls a 10 for regenerating, it also fully regenerates a Critical Wound, losing all penalties and Conditions associated with it. Any Critical Wounds or Wounds caused by Fire may not be regenerated and should be recorded separately.

", "effects": { "Regenerate": { "name": "Regenerate" } } }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Brass Penny": { "name": "Brass Penny" }, "Slam": { "name": "Slam", "description": "

The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)

" } } }, "Necrofex Colossus": { "name": "Necrofex Colossus", "description": "

@UUID[JournalEntry.pOqNoS1k8bkxKzpd.JournalEntryPage.7Hja20MhReP0Hj9x]{Necrofex Colossus}

The pinacle of Necromantic reanimation, the Necrofex colossus is a towering construction of bone, muscle, sinew, and blasphemous power. Few are the Necromancers capable of creating one, and fewer still are those who can retain control one once it has been unleashed.

", "items": { "Suffused with Death": { "name": "Suffused with Death", "description": "

The necromantic magics that sustain the colossus warp the winds of magic within 80 yards of the creature. Any successful attempts to cast spells from the lores of Death or Necromancy gain +1 SL. Such is the power of this vortex of Death that attempts to cast spells or of the Lores of Ghyran, Hysh or Azyr suffer a -10 penalty within 80 yards of the creature.

", "effects": { "Suffused with Death": { "name": "Suffused with Death" } } }, "Garden of Corpses": { "name": "Garden of Corpses", "description": "

Should the Colossus be defeated, [[/r 3d10]] @UUID[Compendium.wfrp4e-core.actors.T79RqnDOAQLn3I1s]{zombies} spring forth from its remains, attacking any living thing nearby.

", "effects": { "Garden of Corpses": { "name": "Garden of Corpses" } } }, "Construct": { "name": "Construct", "description": "
\n
\n
\n

The creature is a construct of magic, quite mindless, bound together with magical sinews. It has no Intelligence, Willpower, or Fellowship Characteristics, and need never Test them. If it has no wizard controlling it, or does not possess the Territorial Trait, it meanders mindlessly, following flows of ambient magic.

\n

 

\n

For the purposes of calculating its Wounds, it uses its Strength Bonus whenever Willpower Bonus is required. All its attacks are Magical.

\n
\n
\n
", "effects": { "Construct": { "name": "Construct" } } }, "Distracting": { "name": "Distracting", "description": "

The creature distracts or confuse foes, possibly exuding a soporific musk or nauseating reek, or maybe its appearance is bizarrely horrifying. All living targets within a number of yards equal to its Toughness Bonus suffer a penalty of –20 to all Tests. A target can only suffer this penalty once, no matter how many Distracting foes there are.

", "effects": { "Distracting": { "name": "Distracting" } } }, "Dark Vision": { "name": "Dark Vision", "description": "

The creature can see in the dark as daylight.

" }, "Magical": { "name": "Magical", "description": "

The creature is wreathed in magic. All its attacks count as Magical, meaning it can harm creatures only susceptible to magical attacks.

", "effects": { "Magical": { "name": "Magical" } } }, "Size": { "name": "Size", "description": "

This trait represents creatures whose size differ from the game standard (i.e. roughly human sized). There are seven steps of Size, ranging from Tiny to Monstrous.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

 Examples

\n
\n

Tiny

\n
\n

Butterfly, Mouse, Pigeon

\n
\n

Little

\n
\n

Cat, Hawk, Human Baby

\n
\n

Small

\n
\n

Giant Rat, Halfling, Human Child

\n
\n

Average

\n
\n

Dwarf, Elf, Human

\n
\n

Large

\n
\n

Horse, Ogre, Troll

\n
\n

Enormous

\n
\n

Griffon, Wyvern, Manticore

\n
\n

Monstrous

\n
\n

Dragon, Giant, Greater Daemon

\n
\n
\n

 

\n

Using Size

\n

 

\n

if you wish to use size to make a creature bigger — for example converting a giant spider to a gigantic spider — then increase Strength and Toughness by +10 and reduce Agility by –5 per step of size you increase the creature. Reverse this if you wish to make a creature smaller 

\n

 

\n

 

\n

Size Combat Modifers

\n

If larger:

\n\n\n

 

\n

If smaller:

\n

• It gains a bonus of +10 to hit.

\n

 

\n

Defending Against Big Creatures

\n

You suffer a penalty of –2 SL for each step larger your opponent is when using Melee to defend an Opposed Test. It is recommended to dodge a Giant swinging a tree, not parry it!

\n

 

\n\n

Fear and Terror

\n

If the creature is perceived to be aggressive, it causes Fear in any creature smaller than it, and Terror in any creature two or more steps smaller. The rating of the Fear or Terror equals the Size step difference. So, if the creature is Large, and its opponent is Small, it will cause Terror 2.

\n

 

\n

Moving in Combat

\n

A creature that is larger ignores the need to Disengage if it wishes to leave melee combat; instead, it brushes smaller combatants out of the way, moving where it wishes.

\n

 

\n

Opposed Strength

\n

During Opposed Strength Tests (and similar), if one creature is 2 or more size steps larger, it wins automatically. If one creature is 1 size step larger, the smaller creature must roll a Critical to contest the roll. If it does, SL are compared as normal. All other results mean the larger creature wins.

\n

 

\n

Stomp

\n

Creatures that are larger than their opponents may make one Stomp as a Free Attack, by spending 1 Advantage, as they kick downwards or otherwise bash smaller opponents out of the way. This attack has a Damage equal to their Strength Bonus +0, and uses Melee(Brawling).

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

Wounds

\n
\n

Tiny

\n
\n

1

\n
\n

Little

\n
\n

Toughness Bonus

\n
\n

Small

\n
\n

(2×Toughness Bonus) + Willpower Bonus

\n
\n

Average

\n
\n

Strength Bonus+(2×Toughness Bonus) + Willpower Bonus

\n
\n

Large

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×2

\n
\n

Enormous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×4

\n
\n

Monstrous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×8

\n
\n
", "effects": { "Size": { "name": "Size" } } }, "Terror": { "name": "Terror", "description": "

Some creatures are so profoundly unsettling as to provoke a dire, bone-chilling terror in their foes. When you first encounter a creature causing Terror, make a Cool Test. If you pass, you suffer no further effects of Terror; if you fail, you receive a number of Broken conditions equal to the creature’s Terror Rating, plus the number of SL below 0.

\n

After resolving the Psychology Test, the creature causes @UUID[Compendium.wfrp4e-core.items.pTorrE0l3VybAbtn]{Fear}, with a Fear Rating equal to its Terror Rating.

", "effects": { "Terror": { "name": "Terror" } } }, "Undead": { "name": "Undead", "description": "

The Undead are neither living, nor dead, meaning they are not reliant on the usual prerequisites for life: air, food, water… This Trait most commonly come into use when spells, miracles, or other abilities affect Undead only.

UNQUIET DEAD

Any Undead creature with the Construct trait is magically bound together with sinews of dark magics. They are either mindless automatons reanimated by a necromancer, or those who came to unlife in a place where Shyish, the magical wind of death, or Dhar, vile black magic, gathers and stagnates, twisting death into something new.

" }, "Weapon": { "name": "Weapon", "description": "

The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)

" }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Brass Penny": { "name": "Brass Penny" }, "Spellcaster": { "name": "Spellcaster", "description": "

The creature can cast spells; the specific Lore of Magic will be indicated in brackets.

" } } }, "Sebastian": { "name": "Sebastian", "items": { "Athletics": { "name": "Athletics", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" }, "Climb": { "name": "Climb", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}" }, "Consume Alcohol": { "name": "Consume Alcohol", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" }, "Cool": { "name": "Cool", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" }, "Charm (Sebastian only)": { "name": "Charm (Sebastian only)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" }, "Dodge": { "name": "Dodge", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" }, "Endurance": { "name": "Endurance", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" }, "Gamble": { "name": "Gamble", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}" }, "Gossip": { "name": "Gossip", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" }, "Haggle": { "name": "Haggle", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" }, "Heal": { "name": "Heal", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dSf8QWBvN6mlpHBF caption=false]{Heal}", "effects": { "Heal": { "name": "Heal" } } }, "Intuition": { "name": "Intuition", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" }, "Language (Battle Tongue)": { "name": "Language (Battle Tongue)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.xo5U0kL08xCPe6kl caption=false]{Language}" }, "Leadership": { "name": "Leadership", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" }, "Lore (Ostland)": { "name": "Lore (Ostland)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" }, "Melee (Basic)": { "name": "Melee (Basic)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Melee (Pole-arm)": { "name": "Melee (Pole-arm)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Outdoor Survival": { "name": "Outdoor Survival", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" }, "Perception": { "name": "Perception", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" }, "Ranged (Bow)": { "name": "Ranged (Bow)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.jJYOiSQNgC9v7cM5 caption=false]{Ranged}" }, "Stealth (Rural)": { "name": "Stealth (Rural)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" }, "Combat Aware": { "name": "Combat Aware", "description": "

You are used to scanning the battlefield to make snap decisions informed by the shifting tides of war. You may take a Challenging (+0) Perception Test to ignore Surprise, which is modified by circumstance as normal.

", "effects": { "Combat Aware": { "name": "Combat Aware" } } }, "Etiquette (Soldiers)": { "name": "Etiquette (Soldiers)", "description": "

You can blend in socially with the chosen group so long as you are dressed and acting appropriately. Example social groups for this Talent are: Criminals, Cultists, Guilders, Nobles, Scholars, Servants, and Soldiers. If you do not have the Talent, those with it will note your discomfort in the unfamiliar environment. This is primarily a matter for roleplaying, but may confer a bonus to Fellowship Tests at the GM’s discretion.

", "effects": { "Etiquette": { "name": "Etiquette" } } }, "Sword": { "name": "Sword" }, "Halberd": { "name": "Halberd" }, "Bow": { "name": "Bow" }, "Uniform": { "name": "Uniform" }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Brass Penny": { "name": "Brass Penny" }, "Entertain": { "name": "Entertain", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" }, "Charm Animal": { "name": "Charm Animal", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" }, "Melee": { "name": "Melee", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Art": { "name": "Art", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" }, "Intimidate": { "name": "Intimidate", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" }, "Row": { "name": "Row", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" }, "Stealth": { "name": "Stealth", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" }, "Ride": { "name": "Ride", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" }, "Bribery": { "name": "Bribery", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" }, "Charm": { "name": "Charm", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" }, "Drive": { "name": "Drive", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" }, "Navigation": { "name": "Navigation", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" }, "Mail Shirt": { "name": "Mail Shirt" }, "Arrow": { "name": "Arrow", "description": "

" }, "Grey Surcoat": { "name": "Grey Surcoat", "description": "

Protects wearer against the elements and extreme cold; without a good coat or similar, you will receive penalties to resist Cold Exposure

" }, "Hat with sergeant badge": { "name": "Hat with sergeant badge", "description": "

Fine quality hats are status symbols in the Empire’s towns and cities. The more flamboyant the hat, the better.

" }, "War Leader": { "name": "War Leader", "description": "

Your stern gaze and inspiring words motivate your soldiers to fight on to the end. All subordinates able to see you may add your level in War Leader to their SL in one Willpower Test per Round. This bonus does not stack.

", "effects": { "War Leader": { "name": "War Leader" } } } } }, "Katarina Todbringer": { "name": "Katarina Todbringer", "items": { "Katarina is escorted by a detachment of 20 Knights Panther whenever she appears in public.": { "name": "Katarina is escorted by a detachment of 20 Knights Panther whenever she appears in public." }, "Bribery": { "name": "Bribery", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" }, "Charm": { "name": "Charm", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" }, "Consume Alcohol": { "name": "Consume Alcohol", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" }, "Cool": { "name": "Cool", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" }, "Evaluate": { "name": "Evaluate", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.NtJ85TY8yY3WOGHN caption=false]{Evaluate}" }, "Gamble": { "name": "Gamble", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}" }, "Gossip": { "name": "Gossip", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" }, "Intimidate": { "name": "Intimidate", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" }, "Language (Classical)": { "name": "Language (Classical)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.xo5U0kL08xCPe6kl caption=false]{Language}" }, "Leadership": { "name": "Leadership", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" }, "Lore (Heraldry)": { "name": "Lore (Heraldry)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" }, "Lore (Middenheim)": { "name": "Lore (Middenheim)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" }, "Melee (Fencing)": { "name": "Melee (Fencing)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Play (Lute)": { "name": "Play (Lute)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.N63wZOWw6ZLYnePN caption=false]{Play}" }, "Ride (Horse)": { "name": "Ride (Horse)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" }, "Attractive": { "name": "Attractive", "description": "

Whether it’s your piercing eyes, your strong frame, or maybe the way you flash your perfect teeth, you know how to make the best use of what the gods gave you. When you successfully use Charm to influence those attracted to you, you can choose to either use your rolled SL, or the number rolled on your units die. So, a successful roll of 38 could be used for +8 SL.

", "effects": { "Attractive": { "name": "Attractive" } } }, "Coolheaded": { "name": "Coolheaded", "description": "You gain a permanent +5 bonus to your starting Willpower Characteristic this does not count towards your Advances.", "effects": { "Coolheaded": { "name": "Coolheaded", "changes": { "system.characteristics.wp.initial": 5 } } } }, "Doomed": { "name": "Doomed", "description": "

At the age of 10, a Priest of Morr called a Doomsayer took you aside to foretell your death in an incense-laden, coming-of-age ritual called the Dooming. In conjunction with your GM, come up with a suitable Dooming. Should your character die in a fashion that matches your Dooming, your next character gains a bonus of half the total XP your dead character accrued during play.

\n

A whistling wind from the North bites deep

" }, "Etiquette (Nobles)": { "name": "Etiquette (Nobles)", "description": "

You can blend in socially with the chosen group so long as you are dressed and acting appropriately. Example social groups for this Talent are: Criminals, Cultists, Guilders, Nobles, Scholars, Servants, and Soldiers. If you do not have the Talent, those with it will note your discomfort in the unfamiliar environment. This is primarily a matter for roleplaying, but may confer a bonus to Fellowship Tests at the GM’s discretion.

", "effects": { "Etiquette": { "name": "Etiquette" } } }, "Noble Blood": { "name": "Noble Blood", "description": "You are either born into the nobility, or otherwise elevated to it by in-game events. Assuming you are dressed appropriately, you are always considered of higher Status than others unless they also have the Noble Blood Talent, where Status is compared as normal.", "effects": { "Noble Blood": { "name": "Noble Blood" } } }, "Read/Write": { "name": "Read/Write", "description": "You are one of the rare literate individuals in the Old World. You are assumed to be able to read and write (if appropriate) all of the Languages you can speak." }, "Suave": { "name": "Suave", "description": "You gain a permanent +5 bonus to your starting Fellowship Characteristic (this does not count towards your Advances).", "effects": { "Suave": { "name": "Suave", "changes": { "system.characteristics.fel.initial": 5 } } } }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Brass Penny": { "name": "Brass Penny" }, "Entertain": { "name": "Entertain", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" }, "Dodge": { "name": "Dodge", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" }, "Charm Animal": { "name": "Charm Animal", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" }, "Melee": { "name": "Melee", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Art": { "name": "Art", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" }, "Endurance": { "name": "Endurance", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" }, "Perception": { "name": "Perception", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" }, "Row": { "name": "Row", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" }, "Athletics": { "name": "Athletics", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" }, "Stealth": { "name": "Stealth", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" }, "Ride": { "name": "Ride", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" }, "Intuition": { "name": "Intuition", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" }, "Drive": { "name": "Drive", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" }, "Outdoor Survival": { "name": "Outdoor Survival", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" }, "Haggle": { "name": "Haggle", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" }, "Climb": { "name": "Climb", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}" }, "Navigation": { "name": "Navigation", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" }, "Fine Courtly Garb": { "name": "Fine Courtly Garb", "description": "

Nobles’ garb features embellishments such as lace cuffs & collars, excessive high-quality fabric and pointed shoes. Servants also wear courtly garb to banquets and ceremonies, although their surcoats and corsets are less ostentatious than the nobles’ fashions and can therefore be purchased at half price. 

" }, "Jewellery": { "name": "Jewellery", "description": "

Prices vary by craftsmanship, metal type, and gem value. As a general guideline, common rings without any gemstones cost 10 coins equal to their metal type (i.e. brass, silver or gold) whereas necklaces cost 20 coins of the same metal type

" }, "Magical Necklace": { "name": "Magical Necklace", "description": "

She wears a magical golden necklace depicting the Todbringer coat of arms. It gives her the equivalent of 3 AP on all locations and gives her the Trait Magic Resistance 3 (this necklace would be worth at least 25 Gold Crows to those who didn’t realise its properties and at least 250 crowns to those who did).

" }, "Magic Resistance": { "name": "Magic Resistance", "description": "

Magic has a reduced effect on the creature. The SL of any spell affecting it is reduced by the Rating given. So, Magic Resistance 2 would reduce the SL by 2.

", "effects": { "Magic Resistance": { "name": "Magic Resistance" } } }, "Noble": { "name": "Noble", "description": "

@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.t41abSTLeMAdLiWS]{Noble}

" } } }, "Knight Preceptor": { "name": "Knight Preceptor", "items": { "Athletics": { "name": "Athletics", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" }, "Cool": { "name": "Cool", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" }, "Dodge": { "name": "Dodge", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" }, "Heal": { "name": "Heal", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dSf8QWBvN6mlpHBF caption=false]{Heal}", "effects": { "Heal": { "name": "Heal" } } }, "Intimidate": { "name": "Intimidate", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" }, "Leadership": { "name": "Leadership", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" }, "Melee (Basic)": { "name": "Melee (Basic)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Melee (Cavalry)": { "name": "Melee (Cavalry)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Ride (Horse)": { "name": "Ride (Horse)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" }, "Roughrider": { "name": "Roughrider", "description": "

You are at home in the saddle in even the most difficult of circumstances, and know how to get the best out of your mount during conflict. Assuming you have the Ride skill, you can direct your mount to take an Action, not just a Move, without a Ride test.

", "effects": { "Roughrider": { "name": "Roughrider" } } }, "Strike Mighty Blow": { "name": "Strike Mighty Blow", "description": "You know how to hit hard! You deal your level of Strike Mighty Blow in extra Damage with melee weapons.", "effects": { "Strike Mighty Blow": { "name": "Strike Mighty Blow" } } }, "Unshakable": { "name": "Unshakable", "description": "

You are a jaded veteran who has survived more than one hail of shots from Blackpowder weapons. You need only take a Cool Test to resist a Broken Condition if you are successfully wounded by a Blackpowder weapon, not just if you are shot at 

", "effects": { "Unshakable": { "name": "Unshakable" } } }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Brass Penny": { "name": "Brass Penny" }, "Entertain": { "name": "Entertain", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" }, "Charm Animal": { "name": "Charm Animal", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" }, "Melee": { "name": "Melee", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Gamble": { "name": "Gamble", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}" }, "Art": { "name": "Art", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" }, "Endurance": { "name": "Endurance", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" }, "Perception": { "name": "Perception", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" }, "Row": { "name": "Row", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" }, "Stealth": { "name": "Stealth", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" }, "Ride": { "name": "Ride", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" }, "Consume Alcohol": { "name": "Consume Alcohol", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" }, "Gossip": { "name": "Gossip", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" }, "Intuition": { "name": "Intuition", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" }, "Bribery": { "name": "Bribery", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" }, "Charm": { "name": "Charm", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" }, "Drive": { "name": "Drive", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" }, "Outdoor Survival": { "name": "Outdoor Survival", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" }, "Haggle": { "name": "Haggle", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" }, "Climb": { "name": "Climb", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}" }, "Navigation": { "name": "Navigation", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" }, "Plate Bracers": { "name": "Plate Bracers" }, "Plate Breastplate": { "name": "Plate Breastplate" }, "Plate Helm": { "name": "Plate Helm", "effects": { "Plate Helm": { "name": "Plate Helm" } } }, "Plate Leggings": { "name": "Plate Leggings", "effects": { "Plate Leggings": { "name": "Plate Leggings" } } }, "Mail Chausses": { "name": "Mail Chausses" }, "Mail Coat": { "name": "Mail Coat" }, "Mail Coif": { "name": "Mail Coif", "effects": { "Mail Coif": { "name": "Mail Coif" } } }, "Sword": { "name": "Sword" }, "Lance": { "name": "Lance" } }, "effects": { "Encumbrance 1": { "name": "Encumbrance 1" } } }, "Agitator": { "name": "Agitator", "items": { "1d10 Brass Penny": { "name": "1d10 Brass Penny" }, "Cool*": { "name": "Cool*", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}

*While leading a sizable mob, and with daemonic whispers lurking in their mind, the Agitators leading these groups benefit from an unusually high Cool skill.

" }, "Charm": { "name": "Charm", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" }, "Dodge": { "name": "Dodge", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" }, "Leadership": { "name": "Leadership", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" }, "Alley Cat": { "name": "Alley Cat", "description": "You are at home in shadowy backstreets. When using Stealth (Urban), you may reverse the dice of any failed Test if this will score a Success.", "effects": { "Alley Cat": { "name": "Alley Cat" } } }, "Argumentative": { "name": "Argumentative", "description": "You are used to arguing your points and winning. If you roll a successful Charm Test to debate with an opponent, you can choose to either use your rolled SL, or the number rolled on your units die. So, a successful roll of 24 could be used for +4 SL", "effects": { "Argumentative": { "name": "Argumentative" } } }, "Blather": { "name": "Blather", "description": "

Called ‘opening your mouth and letting your belly rumble’ in Nordland, or simply ‘bullshitting’ in Ostland, blathering involves talking rapidly and incessantly, or talking volubly and at-length, about inconsequential or nonsense matters, and is used to verbally confuse and confound a target. You use your Charm Skill to Blather. Attempt an Opposed Charm/Intelligence Test. Success gives your opponent a Stunned Condition. Further, for each level you have in Blather, your opponent gains another Stunned Condition. Targets Stunned by Blather may do nothing other than stare at you dumbfounded as they try to catch-up with or understand what you are saying. Once the last Stunned Condition comes to an end, the target finally gets a word in, and may not be best pleased with you — after all, you have been talking about nothing or nonsense for some time. Should you stop talking, your opponent immediately loses all Stunned Conditions caused by your Blather. Generally, you can only attempt to Blather at a character once per scene, or perhaps longer as determined by the GM, as the target soon wises up to your antics.

\n

 

", "effects": { "Blather": { "name": "Blather" } } }, "Impassioned Zeal": { "name": "Impassioned Zeal", "description": "

When you talk about your cause, case, or religion, your words fill with passion and fervent zeal. You may double your Fellowship for the purposes of determining the number of people influenced by your Public Speaking when talking about your cause.

", "effects": { "Impassioned Zeal": { "name": "Impassioned Zeal" } } }, "Public Speaker": { "name": "Public Speaker", "description": "

You are a skilled orator and know how to work large groups of people. Refer to the following table to see how many people you can now influence with your Charm Skill when Public Speaking.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Talent Taken

\n
\n

Number of soldiers influenced

\n
\n

1

\n
\n

As normal × 5

\n
\n

2

\n
\n

As normal × 10

\n
\n

3

\n
\n

 As normal × 20

\n
\n

4

\n
\n

 As normal × 50

\n
\n

5

\n
\n

 As normal × 100

\n
\n

6

\n
\n

 As normal × 200

\n
\n

7

\n
\n

 As normal × 500

\n
\n

8

\n
\n

 As normal × 1000

\n
\n

9

\n
\n

 All who can hear your inspiring voice

\n
\n
" }, "Armour": { "name": "Armour", "description": "

The creature is protected by armor or thick hide. It has Rating Armor Points on all Hit Locations

", "effects": { "Armour": { "name": "Armour" } } }, "Weapon (Club)": { "name": "Weapon (Club)", "description": "

The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)

" }, "Leather Jerkin": { "name": "Leather Jerkin" }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Entertain": { "name": "Entertain", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" }, "Charm Animal": { "name": "Charm Animal", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" }, "Melee": { "name": "Melee", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Gamble": { "name": "Gamble", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}" }, "Art": { "name": "Art", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" }, "Endurance": { "name": "Endurance", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" }, "Perception": { "name": "Perception", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" }, "Intimidate": { "name": "Intimidate", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" }, "Row": { "name": "Row", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" }, "Athletics": { "name": "Athletics", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" }, "Stealth": { "name": "Stealth", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" }, "Ride": { "name": "Ride", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" }, "Consume Alcohol": { "name": "Consume Alcohol", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" }, "Gossip": { "name": "Gossip", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" }, "Intuition": { "name": "Intuition", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" }, "Bribery": { "name": "Bribery", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" }, "Drive": { "name": "Drive", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" }, "Outdoor Survival": { "name": "Outdoor Survival", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" }, "Haggle": { "name": "Haggle", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" }, "Climb": { "name": "Climb", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}" }, "Navigation": { "name": "Navigation", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" }, "Flyer Decrying a proposed tax on Stirland Cheeses": { "name": "Flyer Decrying a proposed tax on Stirland Cheeses" }, "Club": { "name": "Club" } } }, "Volkmar ‘the Grim’ von Hindenstern": { "name": "Volkmar ‘the Grim’ von Hindenstern", "items": { "Athletics": { "name": "Athletics", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" }, "Art (Writing)": { "name": "Art (Writing)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" }, "Charm": { "name": "Charm", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" }, "Cool": { "name": "Cool", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" }, "Endurance": { "name": "Endurance", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" }, "Entertain (Speeches)": { "name": "Entertain (Speeches)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" }, "Entertain (Storytelling)": { "name": "Entertain (Storytelling)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" }, "Gossip": { "name": "Gossip", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" }, "Heal": { "name": "Heal", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dSf8QWBvN6mlpHBF caption=false]{Heal}", "effects": { "Heal": { "name": "Heal" } } }, "Intimidate": { "name": "Intimidate", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" }, "Intuition": { "name": "Intuition", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" }, "Language (Battle)": { "name": "Language (Battle)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.xo5U0kL08xCPe6kl caption=false]{Language}" }, "Language (Classical)": { "name": "Language (Classical)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.xo5U0kL08xCPe6kl caption=false]{Language}" }, "Language (Khazalid)": { "name": "Language (Khazalid)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.xo5U0kL08xCPe6kl caption=false]{Language}" }, "Leadership": { "name": "Leadership", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" }, "Lore (Heraldry)": { "name": "Lore (Heraldry)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" }, "Lore (History)": { "name": "Lore (History)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" }, "Lore (Politics)": { "name": "Lore (Politics)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" }, "Lore (Reikland)": { "name": "Lore (Reikland)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" }, "Lore (Theology)": { "name": "Lore (Theology)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" }, "Lore (Warfare)": { "name": "Lore (Warfare)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" }, "Melee (Basic)": { "name": "Melee (Basic)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Melee (Two-Handed)": { "name": "Melee (Two-Handed)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Perception": { "name": "Perception", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" }, "Pray": { "name": "Pray", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.NRfh04q1bZBIND0A caption=false]{Pray}" }, "Research": { "name": "Research", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Nv0jexKy05qTOnuN caption=false]{Research}" }, "Bless (Sigmar)": { "name": "Bless (Sigmar)", "description": "You are watched over by one of the Gods and can empower simple prayers. You can now deploy the Blessings of your deity as listed in @UUID[JournalEntry.NcH9OhleJFfaUdon]{Religion and Belief}. Under normal circumstances, you may only ever know one Divine Lore for the Bless Talent.", "effects": { "Bless": { "name": "Bless" } } }, "Bookish": { "name": "Bookish", "description": "You are as at home in a library as a seaman at sea or a farmer a-farming. When using Research, you may reverse the dice of any failed Test if this will score a success.", "effects": { "Bookish": { "name": "Bookish" } } }, "Combat Aware": { "name": "Combat Aware", "description": "

You are used to scanning the battlefield to make snap decisions informed by the shifting tides of war. You may take a Challenging (+0) Perception Test to ignore Surprise, which is modified by circumstance as normal.

", "effects": { "Combat Aware": { "name": "Combat Aware" } } }, "Doomed": { "name": "Doomed", "description": "At the age of 10, a Priest of Morr called a Doomsayer took you aside to foretell your death in an incense-laden, coming-of-age ritual called the Dooming. In conjunction with your GM, come up with a suitable Dooming. Should your character die in a fashion that matches your Dooming, your next character gains a bonus of half the total XP your dead character accrued during play.

Thy end is not thy end, would thee though it were" }, "Holy Hatred": { "name": "Holy Hatred", "description": "Your prayers drip with the hatred you feel for your blasphemous enemies. You deal +1 Damage with Miracles for each level in this Talent.", "effects": { "Holy Hatred": { "name": "Holy Hatred" } } }, "Holy Visions": { "name": "Holy Visions", "description": "You clearly see the great works of the Gods all around you. You automatically know when you enter Holy Ground, and may take an Intuition Test to receive visions (often obscure, and seen through the paradigm of your cult or individual belief-system) regarding the local area if significant events have occurred there in the past.", "effects": { "Holy Visions": { "name": "Holy Visions" } } }, "Impassioned Zeal": { "name": "Impassioned Zeal", "description": "

When you talk about your cause, case, or religion, your words fill with passion and fervent zeal. You may double your Fellowship for the purposes of determining the number of people influenced by your Public Speaking when talking about your cause.

", "effects": { "Impassioned Zeal": { "name": "Impassioned Zeal" } } }, "Inspiring": { "name": "Inspiring", "description": "

Your rousing words and pleas can turn the tide of a battle. Refer to the following table to see how many people you can now influence with your Leadership Skill when at war.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Talent Taken

\n
\n

Number of soldiers influenced

\n
\n

1

\n
\n

As normal × 5

\n
\n

2

\n
\n

As normal × 10

\n
\n

3

\n
\n

 As normal × 20

\n
\n

4

\n
\n

 As normal × 50

\n
\n

5

\n
\n

 As normal × 100

\n
\n

6

\n
\n

 As normal × 200

\n
\n

7

\n
\n

 As normal × 500

\n
\n

8

\n
\n

 As normal × 1000

\n
\n

9

\n
\n

 All who can hear your inspiring voice

\n
\n
", "effects": { "Inspiring": { "name": "Inspiring" } } }, "Invoke (Sigmar)": { "name": "Invoke (Sigmar)", "description": "

You are blessed by one of the Gods and can empower one of your Cult’s Miracles. Further, you may purchase extra miracles for 100 XP per miracle you currently know. So, if you already know 3 miracles, your next miracle costs 300 XP to purchase. Full rules for learning new miracles are provided in @UUID[JournalEntry.NcH9OhleJFfaUdon]{Religion and Belief}. Under normal circumstances, you may not learn more than one Invoke (Divine Lore) Talent. Further, @UUID[Compendium.wfrp4e-core.items.mdPGZsn2396dEpOf]{Petty Magic} or @UUID[Compendium.wfrp4e-core.items.3O9clK7LGyuLTHPW]{Arcane Magic} Talents when you have the Invoke Talent. You can unlearn this Talent for 100 XP, but will lose all of your miracles if you do so, and will also garner the extreme disfavor of your God, with effects determined by your GM

" }, "Pure Soul": { "name": "Pure Soul", "description": "Your soul is pure, quite resistant to the depredations of Chaos. You may gain extra Corruption points equal to your level of Pure Soul before having to Test to see if you become corrupt.", "effects": { "Pure Soul": { "name": "Pure Soul" } } }, "Read/Write": { "name": "Read/Write", "description": "You are one of the rare literate individuals in the Old World. You are assumed to be able to read and write (if appropriate) all of the Languages you can speak." }, "Savant (Theology)": { "name": "Savant (Theology)", "description": "You are exceptionally learned, and have a significant degree of specialized knowledge in a single field of study. You automatically know a number of pieces of correct information equal to you Savant (Lore) level about a relevant issue without having to test your Lore Skill. Testing, as always, will provide yet more information as normal as determined by the GM.", "effects": { "Savant": { "name": "Savant" } } }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Brass Penny": { "name": "Brass Penny" }, "Entertain": { "name": "Entertain", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" }, "Dodge": { "name": "Dodge", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" }, "Charm Animal": { "name": "Charm Animal", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" }, "Melee": { "name": "Melee", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Gamble": { "name": "Gamble", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}" }, "Art": { "name": "Art", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" }, "Row": { "name": "Row", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" }, "Stealth": { "name": "Stealth", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" }, "Ride": { "name": "Ride", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" }, "Consume Alcohol": { "name": "Consume Alcohol", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" }, "Bribery": { "name": "Bribery", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" }, "Drive": { "name": "Drive", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" }, "Outdoor Survival": { "name": "Outdoor Survival", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" }, "Haggle": { "name": "Haggle", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" }, "Climb": { "name": "Climb", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}" }, "Navigation": { "name": "Navigation", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" }, "War Leader": { "name": "War Leader", "description": "

Your stern gaze and inspiring words motivate your soldiers to fight on to the end. All subordinates able to see you may add your level in War Leader to their SL in one Willpower Test per Round. This bonus does not stack.

", "effects": { "War Leader": { "name": "War Leader" } } }, "Two-Handed Warhammer": { "name": "Two-Handed Warhammer" }, "Plate Bracers": { "name": "Plate Bracers" }, "Plate Breastplate": { "name": "Plate Breastplate" }, "Plate Helm": { "name": "Plate Helm", "effects": { "Plate Helm": { "name": "Plate Helm" } } }, "Plate Leggings": { "name": "Plate Leggings", "effects": { "Plate Leggings": { "name": "Plate Leggings" } } }, "Mail Chausses": { "name": "Mail Chausses" }, "Mail Coat": { "name": "Mail Coat" }, "Mail Coif": { "name": "Mail Coif", "effects": { "Mail Coif": { "name": "Mail Coif" } } }, "Lector": { "name": "Lector", "description": "

@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.h1l9jvaIxsb92wtM]{Priest}

" }, "Blessing of Battle": { "name": "Blessing of Battle", "description": "

Your target gains +10 WS.

", "effects": { "Blessing of Battle": { "name": "Blessing of Battle", "changes": { "system.characteristics.ws.modifier": 10 } } } }, "Blessing of Courage": { "name": "Blessing of Courage", "description": "

Your target gains +10 Willpower.

", "effects": { "Blessing of Courage": { "name": "Blessing of Courage", "changes": { "system.characteristics.wp.modifier": 10, "system.characteristics.wp.calculationBonusModifier": -1 } } } }, "Blessing of Might": { "name": "Blessing of Might", "description": "

Your target gains +10 Strength.

", "effects": { "Blessing of Might": { "name": "Blessing of Might", "changes": { "system.characteristics.s.modifier": 10, "system.characteristics.s.calculationBonusModifier": -1 } } } }, "Blessing of Recuperation": { "name": "Blessing of Recuperation", "description": "

Your target may reduce the duration of 1 disease with which they are afflicted by 1 day. This prayer may only be attempted once per instance of a disease per person.

" }, "Blessing of Righteousness": { "name": "Blessing of Righteousness", "description": "

Your target’s weapon counts as Magical.

", "effects": { "Blessing of Righteousness": { "name": "Blessing of Righteousness" } } }, "Blessing of Tenacity": { "name": "Blessing of Tenacity", "description": "

Your target may remove 1 condition.

", "effects": { "Blessing of Tenacity": { "name": "Blessing of Tenacity" } } }, "Beacon of Righteous Virtue": { "name": "Beacon of Righteous Virtue", "description": "

As you bellow prayers in Sigmar’s name, you become infused with holy fire of righteousness. All allies with Line of Sight to you instantaneously remove all Broken Conditions, and gain the @UUID[Compendium.wfrp4e-core.items.8pVzgPkgWpTJvfhG]{Fearless} Talent while the Miracle is in effect and they remain in your Line of Sight. Any Greenskins with Line of Sight to you are subject to @UUID[Compendium.wfrp4e-core.items.pTorrE0l3VybAbtn]{Fear 1}.

", "effects": { "Beacon of Righteous Virtue": { "name": "Beacon of Righteous Virtue" } } }, "Twin-tailed Comet": { "name": "Twin-tailed Comet", "description": "

You invoke litanies to Sigmar, calling on him to smite his foes. A twin-tailed comet, blazing a trail of fire in its wake, plummets from the heavens to strike a point within Line of Sight and range. Everything within Fellowship Bonus yards of the point of impact suffers 1d10 + SL Damage, ignoring Toughness Bonus and Armor Points, and gains the @Condition[Ablaze] condition. The target location must be outdoors, and may only target those Sigmar would deem an enemy.

", "effects": { "Twin-tailed Comet": { "name": "Twin-tailed Comet" } } }, "Vanquish the Unrighteous": { "name": "Vanquish the Unrighteous", "description": "

Your prayers instill your chosen allies with a furious disdain for the enemies of Sigmar. All allies affected receive the @UUID[Compendium.wfrp4e-core.items.5hH73j2NgPdsLCZN]{Hatred} Psychology towards Greenskins, Undead, and any associated with Chaos

", "effects": { "Vanquish the Unrighteous": { "name": "Vanquish the Unrighteous" } } }, "Sigmar's Fiery Hammer": { "name": "Sigmar's Fiery Hammer", "description": "

You chant benedictions of Sigmar’s might. If wielding a warhammer, it counts as Magical, deals +Fellowship Bonus Damage, and any target struck receives the @Condition[Ablaze] and @Condition[Prone] Conditions.

", "effects": { "Sigmar's Fiery Hammer": { "name": "Sigmar's Fiery Hammer" } } } }, "effects": { "Encumbrance 1": { "name": "Encumbrance 1" } } }, "Fernand Wagner": { "name": "Fernand Wagner", "items": { "Pelt of a White Wolf": { "name": "Pelt of a White Wolf" }, "Lore (Law)": { "name": "Lore (Law)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" }, "Melee (Basic)": { "name": "Melee (Basic)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Pray": { "name": "Pray", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.NRfh04q1bZBIND0A caption=false]{Pray}" }, "Etiquette (Cultists, Soldiers)": { "name": "Etiquette (Cultists, Soldiers)", "description": "

You can blend in socially with the chosen group so long as you are dressed and acting appropriately. Example social groups for this Talent are: Criminals, Cultists, Guilders, Nobles, Scholars, Servants, and Soldiers. If you do not have the Talent, those with it will note your discomfort in the unfamiliar environment. This is primarily a matter for roleplaying, but may confer a bonus to Fellowship Tests at the GM’s discretion.

", "effects": { "Etiquette": { "name": "Etiquette" } } }, "Savant (The Empire)": { "name": "Savant (The Empire)", "description": "You are exceptionally learned, and have a significant degree of specialized knowledge in a single field of study. You automatically know a number of pieces of correct information equal to you Savant (Lore) level about a relevant issue without having to test your Lore Skill. Testing, as always, will provide yet more information as normal as determined by the GM.", "effects": { "Savant": { "name": "Savant" } } }, "Savant (Warfare)": { "name": "Savant (Warfare)", "description": "You are exceptionally learned, and have a significant degree of specialized knowledge in a single field of study. You automatically know a number of pieces of correct information equal to you Savant (Lore) level about a relevant issue without having to test your Lore Skill. Testing, as always, will provide yet more information as normal as determined by the GM.", "effects": { "Savant": { "name": "Savant" } } }, "Blessed": { "name": "Blessed", "description": "

The creature is Blessed and can enact Blessings; the relevant deity is indicated in brackets.

" }, "Miracles": { "name": "Miracles", "description": "

The creature can enact Miracles; the relevant deity is indicated in brackets.

" }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Brass Penny": { "name": "Brass Penny" }, "Entertain": { "name": "Entertain", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" }, "Dodge": { "name": "Dodge", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" }, "Charm Animal": { "name": "Charm Animal", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" }, "Melee": { "name": "Melee", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Gamble": { "name": "Gamble", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}" }, "Art": { "name": "Art", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" }, "Endurance": { "name": "Endurance", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" }, "Perception": { "name": "Perception", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" }, "Intimidate": { "name": "Intimidate", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" }, "Row": { "name": "Row", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" }, "Athletics": { "name": "Athletics", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" }, "Stealth": { "name": "Stealth", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" }, "Ride": { "name": "Ride", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" }, "Consume Alcohol": { "name": "Consume Alcohol", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" }, "Gossip": { "name": "Gossip", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" }, "Intuition": { "name": "Intuition", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" }, "Bribery": { "name": "Bribery", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" }, "Charm": { "name": "Charm", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" }, "Drive": { "name": "Drive", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" }, "Leadership": { "name": "Leadership", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" }, "Outdoor Survival": { "name": "Outdoor Survival", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" }, "Haggle": { "name": "Haggle", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" }, "Cool": { "name": "Cool", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" }, "Climb": { "name": "Climb", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}" }, "Navigation": { "name": "Navigation", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" }, "Axe": { "name": "Axe" }, "Simple Robes": { "name": "Simple Robes" }, "High Priest": { "name": "High Priest", "description": "

@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.h1l9jvaIxsb92wtM]{Priest}

" } } }, "Flamer of Tzeentch": { "name": "Flamer of Tzeentch", "description": "

@UUID[JournalEntry.1GYCVeIbI3TODaph.JournalEntryPage.S0dQVpAioVj4M6El]{Flamers of Tzeentch}

\n

Fungoid entities of strange and shifting form, the Flamers of Tzeentch are named for their main means of attack — emitting great gouts of flame that burn or change all that they touch. They are a feared foe, and even those who survive an encounter with them are left changed by the experience.

", "items": { "Font of Flame": { "name": "Font of Flame", "description": "

If, at the beginning of its turn, a Flamer of Tzeentch does not have enough Advantage to use its Breath Trait, roll a d10. On a roll of 8 or more it may do so anyway.

", "effects": { "Font of Flame": { "name": "Font of Flame" } } }, "Armour": { "name": "Armour", "description": "

The creature is protected by armor or thick hide. It has Rating Armor Points on all Hit Locations

", "effects": { "Armour": { "name": "Armour" } } }, "Breath (Warpfire)": { "name": "Breath (Warpfire)", "description": "

The creature’s breath is a powerful weapon. On its turn, for the cost of 2 Advantage, it can activate its Breath as a Free Attack. Choose 1 target it can see within 20+Toughness Bonus yards. All characters within Strength Bonus yards of that target are struck, as are all characters between the creature and the target. Perform an Opposed Ballistic Skill/Dodge Test against all affected targets (the creature’s single roll opposed by each individual target). All targets that fail take Damage equal to the attack’s Rating. Further, if the Trait is marked with any of the following types in brackets, apply the associated rules.

Warpfire: Warpfire is the stuff of raw Chaos, and infused with the fickle power of Tzeentch. If a creature fails to dodge this attack, they must immediately make a Challenging (+0) Endurance Test. Pass or fail, this counts as a @Corruption[moderate]{Moderate Exposure to Corruption}

If a creature fails this Test, they take damage from the attack as normal, and additionally gain 1 @Condition[Ablaze] condition. As long as they have this condition, they must test for a @Corruption[minor]{Minor Exposure to Corruption} each round.

If the creature passes the Endurance Test, they take no damage. Instead, the fickle powers of Chaos grant that creature the @UUID[Compendium.wfrp4e-core.items.Item.SfUUdOGjdYpr3KSR]{Regenerate} Trait for [[/r 1d10]] rounds. However, wounds healed by this Regenerate Trait do not heal differently. Wounds seal shut, but the new flesh looks different, with birth marks or tattoos that were never there before. Ruined eyes return a different colour, and restored limbs appear longer, shorter, or more muscular than before. These changes have no game effect, but should serve to unsettle the Character and underline the warping power of Chaos.

", "effects": { "Breath": { "name": "Breath" }, "Warpfire": { "name": "Warpfire" } } }, "Corruption": { "name": "Corruption", "description": "

The creature is tainted by Chaos, or perhaps suffused with Dark Magics. The Strength of the Corruption is marked in brackets (@Corruption[minor]{Minor}, @Corruption[moderate]{Moderate}, or @Corruption[major]{Major}).

", "effects": { "Corruption": { "name": "Corruption" } } }, "Daemonic": { "name": "Daemonic", "description": "

The creature’s essence is raw magic, and unholy ichor pumps through what passes for its veins. Daemonic creatures do not require the normal prerequisites for life: food, water, air…

\n

All its attacks are Magical. Roll [[/r 1d10]] after any blow is received, if the creature rolls the Target number or higher, the blow is ignored, even if it is a critical. Should the creature be reduced to 0 Wounds, its soul returns to the Realms of Chaos immediately, removing it from play.

", "effects": { "Daemonic": { "name": "Daemonic" } } }, "Fear": { "name": "Fear", "description": "

The creature causes supernatural Fear in other creatures, with a rating equal to its Rating.

\n

The Fear trait represents an extreme aversion to something. Creatures that cause Fear have a Fear Rating; this value reflects the SL you are required to pass on an Extended Cool Test to overcome your Fear. You may continue to Test at the end of every round until your SL equals or surpasses the creature’s Fear rating. Until you do this, you are subject to Fear.

\n

When subject to Fear, you suffer –1 SL on all Tests to affect the source of your fear. You may not move closer to whatever is causing Fear without passing a Challenging (+0) Cool Test. If it comes closer to you, you must pass a Challenging (+0) Cool Test, or gain a @Condition[Broken] Condition.

", "effects": { "Fear": { "name": "Fear" } } }, "Distracting": { "name": "Distracting", "description": "

The creature distracts or confuse foes, possibly exuding a soporific musk or nauseating reek, or maybe its appearance is bizarrely horrifying. All living targets within a number of yards equal to its Toughness Bonus suffer a penalty of –20 to all Tests. A target can only suffer this penalty once, no matter how many Distracting foes there are.

", "effects": { "Distracting": { "name": "Distracting" } } }, "Night Vision": { "name": "Night Vision", "description": "

You can see very well in natural darkness. Assuming you have at least a faint source of light (such as starlight, moonlight, or bioluminescence) you can see clearly for 20 yards per level of Night Vision. Further, you can extend the effective illumination distance of any light sources by 20 yards per level of Night Vision.

" }, "Unstable": { "name": "Unstable", "description": "

The creature’s corpus is maintained by foul magics that are inherently unstable in the material realm.

\n

Whenever it ends a round engaged with any opponent with higher Advantage, the creature is driven back, and the magics holding it together weaken. It loses as many Wounds as the difference between its Advantage, and the highest Advantage engaged with it.

\n

So, if the creature had 1 Advantage, and its opponent had 3, the creature would lose 2 Wounds. If the creature ever reach 0 Wounds, the magics holding it in place collapse, and it ‘dies’.

", "effects": { "Unstable": { "name": "Unstable" } } }, "Weapon": { "name": "Weapon", "description": "

The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)

" }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Brass Penny": { "name": "Brass Penny" } } }, "Mourngul": { "name": "Mourngul", "description": "

@UUID[JournalEntry.pOqNoS1k8bkxKzpd.JournalEntryPage.DDY7ShXXdLyshQB2]{Mournguls}

Horrific, half-living creatures that haunt the fright heights and wildernesses of the world, Mournguls are a fearful sight. In place of legs, a cavernous wound lies open like a gaping maw. Condemned to an eternity of insatiable hunger and bitter cold, they are a foe without mercy.

", "items": { "Armour": { "name": "Armour", "description": "

The creature is protected by armor or thick hide. It has Rating Armor Points on all Hit Locations

", "effects": { "Armour": { "name": "Armour" } } }, "Bite": { "name": "Bite", "description": "

On its turn, the creature may make a Free Attack by spending 1 Advantage. The Damage of the attack equals Rating and includes the creature’s Strength Bonus already

", "effects": { "Bite": { "name": "Bite" } } }, "Champion": { "name": "Champion", "description": "

The creature is an extraordinarily skilled warrior. If it wins an Opposed Test when defending in melee combat, it can cause Damage just as if it was the attacker.

", "effects": { "Champion": { "name": "Champion" } } }, "Chill Grasp": { "name": "Chill Grasp", "description": "

The creature’s touch chills its enemy’s souls. For the cost of 2 Advantage and its Action, it can attempt an Opposed Weapon Skill/Melee or Dodge Test. If it wins, its target loses 1d10 + SL Wounds with no modification for Toughness Bonus or Armor Points. This attack is Magical.

", "effects": { "Chill Grasp": { "name": "Chill Grasp" } } }, "Dark Vision": { "name": "Dark Vision", "description": "

The creature can see in the dark as daylight.

" }, "Immunity": { "name": "Immunity", "description": "

The creature is completely immune to a certain type of Damage, such as poison, magic, or electricity. All Damage of that type, including from a Critical Wound, is ignored.

" }, "Immunity to Psychology": { "name": "Immunity to Psychology", "description": "

Whether brave, exceedingly stupid, or just caught up in the moment, the creature is utterly fearless. It ignores the Psychology rules.

" }, "Magical": { "name": "Magical", "description": "

The creature is wreathed in magic. All its attacks count as Magical, meaning it can harm creatures only susceptible to magical attacks.

", "effects": { "Magical": { "name": "Magical" } } }, "Stealthy": { "name": "Stealthy", "description": "

The creature is especially stealthy. It adds a number equal to its Agility Bonus to the SL of all Stealth Tests.

", "effects": { "Stealthy": { "name": "Stealthy" } } }, "Terror": { "name": "Terror", "description": "

Some creatures are so profoundly unsettling as to provoke a dire, bone-chilling terror in their foes. When you first encounter a creature causing Terror, make a Cool Test. If you pass, you suffer no further effects of Terror; if you fail, you receive a number of Broken conditions equal to the creature’s Terror Rating, plus the number of SL below 0.

\n

After resolving the Psychology Test, the creature causes @UUID[Compendium.wfrp4e-core.items.pTorrE0l3VybAbtn]{Fear}, with a Fear Rating equal to its Terror Rating.

", "effects": { "Terror": { "name": "Terror" } } }, "Vampiric": { "name": "Vampiric", "description": "

The creature feeds on blood and draws great physical strength from this act. Whenever it performs a successful Bite attack against an appropriate opponent, it heals as many Wounds as its opponent loses. Drinking blood in this way is the only way it can heal.

", "effects": { "Vampiric": { "name": "Vampiric" } } }, "Ward": { "name": "Ward", "description": "

Perhaps because they are magical, wear a special talisman, or are just plain lucky, some blows just seem to miss. Roll [[/r 1d10]] after any blow is received, if the creature rolls Rating or higher, the blow is ignored, even if it is a critical.

", "effects": { "Ward": { "name": "Ward" } } }, "Size": { "name": "Size", "description": "

This trait represents creatures whose size differ from the game standard (i.e. roughly human sized). There are seven steps of Size, ranging from Tiny to Monstrous.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

 Examples

\n
\n

Tiny

\n
\n

Butterfly, Mouse, Pigeon

\n
\n

Little

\n
\n

Cat, Hawk, Human Baby

\n
\n

Small

\n
\n

Giant Rat, Halfling, Human Child

\n
\n

Average

\n
\n

Dwarf, Elf, Human

\n
\n

Large

\n
\n

Horse, Ogre, Troll

\n
\n

Enormous

\n
\n

Griffon, Wyvern, Manticore

\n
\n

Monstrous

\n
\n

Dragon, Giant, Greater Daemon

\n
\n
\n

 

\n

Using Size

\n

 

\n

if you wish to use size to make a creature bigger — for example converting a giant spider to a gigantic spider — then increase Strength and Toughness by +10 and reduce Agility by –5 per step of size you increase the creature. Reverse this if you wish to make a creature smaller 

\n

 

\n

 

\n

Size Combat Modifers

\n

If larger:

\n\n\n

 

\n

If smaller:

\n

• It gains a bonus of +10 to hit.

\n

 

\n

Defending Against Big Creatures

\n

You suffer a penalty of –2 SL for each step larger your opponent is when using Melee to defend an Opposed Test. It is recommended to dodge a Giant swinging a tree, not parry it!

\n

 

\n\n

Fear and Terror

\n

If the creature is perceived to be aggressive, it causes Fear in any creature smaller than it, and Terror in any creature two or more steps smaller. The rating of the Fear or Terror equals the Size step difference. So, if the creature is Large, and its opponent is Small, it will cause Terror 2.

\n

 

\n

Moving in Combat

\n

A creature that is larger ignores the need to Disengage if it wishes to leave melee combat; instead, it brushes smaller combatants out of the way, moving where it wishes.

\n

 

\n

Opposed Strength

\n

During Opposed Strength Tests (and similar), if one creature is 2 or more size steps larger, it wins automatically. If one creature is 1 size step larger, the smaller creature must roll a Critical to contest the roll. If it does, SL are compared as normal. All other results mean the larger creature wins.

\n

 

\n

Stomp

\n

Creatures that are larger than their opponents may make one Stomp as a Free Attack, by spending 1 Advantage, as they kick downwards or otherwise bash smaller opponents out of the way. This attack has a Damage equal to their Strength Bonus +0, and uses Melee(Brawling).

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

Wounds

\n
\n

Tiny

\n
\n

1

\n
\n

Little

\n
\n

Toughness Bonus

\n
\n

Small

\n
\n

(2×Toughness Bonus) + Willpower Bonus

\n
\n

Average

\n
\n

Strength Bonus+(2×Toughness Bonus) + Willpower Bonus

\n
\n

Large

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×2

\n
\n

Enormous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×4

\n
\n

Monstrous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×8

\n
\n
", "effects": { "Size": { "name": "Size" } } }, "Weapon (Frigid Claws)": { "name": "Weapon (Frigid Claws)", "description": "

The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)

" }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Brass Penny": { "name": "Brass Penny" } } }, "Hanne, Boris, Niklas, Mikhal": { "name": "Hanne, Boris, Niklas, Mikhal", "description": "

The other separatists are easily influenced: an assemblage of various discontents from Neues Emskrank who blame their misfortune on Middenheim rule. They were incensed by @UUID[Actor.kCcuaK12SHsq5qNR]{Nielsa’s} quayside rhetoric and gladly went along with her plan.

", "items": { "Climb": { "name": "Climb", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}" }, "Consume Alcohol": { "name": "Consume Alcohol", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" }, "Dodge": { "name": "Dodge", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" }, "Endurance": { "name": "Endurance", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" }, "Row": { "name": "Row", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" }, "Melee (Basic)": { "name": "Melee (Basic)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Outdoor Survival": { "name": "Outdoor Survival", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" }, "Swim": { "name": "Swim", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QoWDfx8SIhpCiIX5 caption=false]{Swim}" }, "Dirty Fighting": { "name": "Dirty Fighting", "description": "

You have been taught all the dirty tricks of unarmed combat. You may choose to cause an extra +1 Damage for each level in Dirty Fighting with any successful Melee (Brawling) hit.

\n

Note: using this Talent will be seen as cheating in any formal bout.

", "effects": { "Dirty Fighting": { "name": "Dirty Fighting" } } }, "Sea Legs": { "name": "Sea Legs", "description": "You are used to the rolling motion of the oceans, and are very unlikely to get sea sick, even in the worst storms. Under normal conditions at sea, you need never Test to see if you become Sea Sick. At other times (such as a storm, or a magically induced bout of Sea Sickness), you can ignore any penalties to Tests to avoid Sea Sickness.", "effects": { "Sea Legs": { "name": "Sea Legs" } } }, "Fisherman": { "name": "Fisherman", "description": "

You are a very capable fisherman and know all the best ways to land fish yourself and a number of others equal to your level in Fisherman, assuming you choose to spend at least an hour or so with a line and bait. You may secure more fish in addition to this using the normal rules for foraging

", "effects": { "Fisherman": { "name": "Fisherman" } } }, "Prejudice": { "name": "Prejudice", "description": "

You really dislike the Target, which is normally a group of people or creatures such as ‘Ostlanders’, ‘Elves’, or ‘Wizards’. You must attempt a Psychology Test whenever you encounter the group against which you are prejudiced. If you pass, you may frown a lot, but will otherwise act normally, only suffering a penalty of –10 to all Fellowship Tests towards that group. Should you fail you are subject to Prejudice. At the end of every subsequent Round, you may attempt another Psychology test to bring the Prejudice to an end. If you do not, the effects of Prejudice naturally come to an end when all members of the specified group in your line of sight are gone, or you gain the Stunned or Unconscious Condition, or you become subject to another Psychology.

\n

 

\n

When subject to Prejudice, you must immediately insult the target of your prejudice. Loudly.

" }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Brass Penny": { "name": "Brass Penny" }, "Leather Jack": { "name": "Leather Jack" }, "Leather Leggings": { "name": "Leather Leggings" }, "Leather Skullcap": { "name": "Leather Skullcap" }, "Entertain": { "name": "Entertain", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" }, "Charm Animal": { "name": "Charm Animal", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" }, "Melee": { "name": "Melee", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Gamble": { "name": "Gamble", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}" }, "Art": { "name": "Art", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" }, "Perception": { "name": "Perception", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" }, "Intimidate": { "name": "Intimidate", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" }, "Athletics": { "name": "Athletics", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" }, "Stealth": { "name": "Stealth", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" }, "Ride": { "name": "Ride", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" }, "Gossip": { "name": "Gossip", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" }, "Intuition": { "name": "Intuition", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" }, "Bribery": { "name": "Bribery", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" }, "Charm": { "name": "Charm", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" }, "Drive": { "name": "Drive", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" }, "Leadership": { "name": "Leadership", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" }, "Haggle": { "name": "Haggle", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" }, "Cool": { "name": "Cool", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" }, "Navigation": { "name": "Navigation", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" }, "Hand Axe": { "name": "Hand Axe" } } }, "Winged Nightmare": { "name": "Winged Nightmare", "description": "

Abyssal Terror

Created from the skin, bones and putrid flesh of an assortment of creatures, Gräber’s Abyssal Terror is his most prized creation. It shrieks dreadfully as it carries him aloft, and mounted on it the necromancer feels even more invulnerable than usual.

", "items": { "Armour": { "name": "Armour", "description": "

The creature is protected by armor or thick hide. It has Rating Armor Points on all Hit Locations

", "effects": { "Armour": { "name": "Armour" } } }, "Bestial": { "name": "Bestial", "description": "

The creature has no rational thought or language. It shies away from fire and gains a @Condition[Broken] Condition if struck by it. In defense, it only uses the Dodge Skill. If it loses more than half its Wounds, it will attempt to Flee unless protecting its young or cornered, or unless it has the Territorial Trait. If so, it enters Frenzy. Bestial creatures have no Fellowship characteristic

" }, "Bite": { "name": "Bite", "description": "

On its turn, the creature may make a Free Attack by spending 1 Advantage. The Damage of the attack equals Rating and includes the creature’s Strength Bonus already

", "effects": { "Bite": { "name": "Bite" } } }, "Fear": { "name": "Fear", "description": "

The creature causes supernatural Fear in other creatures, with a rating equal to its Rating.

\n

The Fear trait represents an extreme aversion to something. Creatures that cause Fear have a Fear Rating; this value reflects the SL you are required to pass on an Extended Cool Test to overcome your Fear. You may continue to Test at the end of every round until your SL equals or surpasses the creature’s Fear rating. Until you do this, you are subject to Fear.

\n

When subject to Fear, you suffer –1 SL on all Tests to affect the source of your fear. You may not move closer to whatever is causing Fear without passing a Challenging (+0) Cool Test. If it comes closer to you, you must pass a Challenging (+0) Cool Test, or gain a @Condition[Broken] Condition.

", "effects": { "Fear": { "name": "Fear" } } }, "Flight": { "name": "Flight", "description": "

As the creature’s Move, it can fly up to Rating yards. When flying, it ignores all intervening terrain, obstacles, or characters. At the end of the move, it decides whether it has landed or is still flying. It can use this move to Charge. If it starts its turn flying, it must choose to Fly for its Move. If it cannot do this, the GM decides how far the creature falls.

\n

When targeting it, measure horizontal distance as normal, then increase range by 1 step. So, a Long Range shot would become Extreme Range, and if it was at Extreme Range it could not be shot at all.

\n

When flying, it suffers a penalty of –20 to all ranged combat attempts as it swoops and wheels in the sky

", "effects": { "Flying": { "name": "Flying" } } }, "Size": { "name": "Size", "description": "

This trait represents creatures whose size differ from the game standard (i.e. roughly human sized). There are seven steps of Size, ranging from Tiny to Monstrous.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

 Examples

\n
\n

Tiny

\n
\n

Butterfly, Mouse, Pigeon

\n
\n

Little

\n
\n

Cat, Hawk, Human Baby

\n
\n

Small

\n
\n

Giant Rat, Halfling, Human Child

\n
\n

Average

\n
\n

Dwarf, Elf, Human

\n
\n

Large

\n
\n

Horse, Ogre, Troll

\n
\n

Enormous

\n
\n

Griffon, Wyvern, Manticore

\n
\n

Monstrous

\n
\n

Dragon, Giant, Greater Daemon

\n
\n
\n

 

\n

Using Size

\n

 

\n

if you wish to use size to make a creature bigger — for example converting a giant spider to a gigantic spider — then increase Strength and Toughness by +10 and reduce Agility by –5 per step of size you increase the creature. Reverse this if you wish to make a creature smaller 

\n

 

\n

 

\n

Size Combat Modifers

\n

If larger:

\n\n\n

 

\n

If smaller:

\n

• It gains a bonus of +10 to hit.

\n

 

\n

Defending Against Big Creatures

\n

You suffer a penalty of –2 SL for each step larger your opponent is when using Melee to defend an Opposed Test. It is recommended to dodge a Giant swinging a tree, not parry it!

\n

 

\n\n

Fear and Terror

\n

If the creature is perceived to be aggressive, it causes Fear in any creature smaller than it, and Terror in any creature two or more steps smaller. The rating of the Fear or Terror equals the Size step difference. So, if the creature is Large, and its opponent is Small, it will cause Terror 2.

\n

 

\n

Moving in Combat

\n

A creature that is larger ignores the need to Disengage if it wishes to leave melee combat; instead, it brushes smaller combatants out of the way, moving where it wishes.

\n

 

\n

Opposed Strength

\n

During Opposed Strength Tests (and similar), if one creature is 2 or more size steps larger, it wins automatically. If one creature is 1 size step larger, the smaller creature must roll a Critical to contest the roll. If it does, SL are compared as normal. All other results mean the larger creature wins.

\n

 

\n

Stomp

\n

Creatures that are larger than their opponents may make one Stomp as a Free Attack, by spending 1 Advantage, as they kick downwards or otherwise bash smaller opponents out of the way. This attack has a Damage equal to their Strength Bonus +0, and uses Melee(Brawling).

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

Wounds

\n
\n

Tiny

\n
\n

1

\n
\n

Little

\n
\n

Toughness Bonus

\n
\n

Small

\n
\n

(2×Toughness Bonus) + Willpower Bonus

\n
\n

Average

\n
\n

Strength Bonus+(2×Toughness Bonus) + Willpower Bonus

\n
\n

Large

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×2

\n
\n

Enormous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×4

\n
\n

Monstrous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×8

\n
\n
", "effects": { "Size": { "name": "Size" } } }, "Trained": { "name": "Trained", "description": "

This trait represents animals that have been trained through the Animal Training Skill. The skills the animal knows is marked in the brackets. Feel free to create your own trained skills.

\n

Broken: The animal is trained to ignore its Bestial trait. it receives [[/r 2d10]] Fellowship.

\n

Drive: The animal is trained to pull a coach, cart, plough, buggy, or similar.

\n

Entertain: The animal is trained to entertain others. It adds a +10 bonus to appropriate Entertain, Perform, or Play Tests.

\n

Fetch: The animal is trained to fetch. This is normal reserved for Dogs and similar.

\n

Guard: The animal is trained to stay in one place or prowl around as a guard, granting it the Territorial Trait.

\n

Home: The animal is trained to return home if it is released or lost.

\n

Magic: The animal is trained to ignore Skittish when it comes to magic, which is required for most horses used by Wizards.

\n

Mount: The animal will accept a rider. Some creatures are especially belligerent, and will not accept a rider without the correct skill. So, to ride a Griffon, you need the Ride (Griffon) skill.

\n

War: The animal is trained for war, gaining +10 Weapon Skill. It can also ignore Skittish for loud noises.

", "effects": { "Trained (Broken, Mount, War)": { "name": "Trained (Broken, Mount, War)" } } }, "Undead": { "name": "Undead", "description": "

The Undead are neither living, nor dead, meaning they are not reliant on the usual prerequisites for life: air, food, water… This Trait most commonly come into use when spells, miracles, or other abilities affect Undead only.

UNQUIET DEAD

Any Undead creature with the Construct trait is magically bound together with sinews of dark magics. They are either mindless automatons reanimated by a necromancer, or those who came to unlife in a place where Shyish, the magical wind of death, or Dhar, vile black magic, gathers and stagnates, twisting death into something new.

" }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Brass Penny": { "name": "Brass Penny" }, "2 Claws": { "name": "2 Claws", "description": "

The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)

" } } }, "Globnak Mansplatta": { "name": "Globnak Mansplatta", "description": "

Impatient Thug

\n

Mansplatta is boss of the Skargobbos, the toughest in the clan. He is a hulking Goblin who wears sleeveless robes to show off his impressive biceps. Mansplatta has a permanently disgruntled expression, a broken nose, and wields a serious-looking ‘choppa’.

\n

Mansplatta is tired of @UUID[Actor.XuZtsncLRagDpswg]{Cacklespit’s} mystical claptrap and he’s desperate for a decent fight. He’s bored of bullying smaller lads and wants tougher prey. If he can kill Cacklespit and take over the clan, he leads them to a proper scrap.

\n

If the Characters beat back his @UUID[Actor.JiJByOt9CiO0vfxl]{Skargobbos}, or defeat many Boyz, Mansplatta shouts to them. He has a small Reikspiel vocabulary, but can make himself understood with hand gestures and a few words.

\n
\n

A ‘CONVERSATION’ WITH MANSPLATTA

\n

‘‘Oy! You. Stop bash.’ (He makes a ‘talking’ sign with his hand.)

\n

What are you doing?

\n

‘Shut. Mansplatta want go.’ (He points over the mountains.)

\n

What’s that got to do with us?

\n

You. Kill Big Boss. You go. (He points up the gorge.) ‘Mansplatta not kill.’

\n

Who is the ‘big boss’?

\n

‘Loon. On ’shroom. Kill now.’ (He points towards Cacklespit’s caverns.)

\n
", "items": { "Athletics": { "name": "Athletics", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" }, "Cool": { "name": "Cool", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" }, "Dodge": { "name": "Dodge", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" }, "Endurance": { "name": "Endurance", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" }, "Intimidate": { "name": "Intimidate", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" }, "Intuition": { "name": "Intuition", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" }, "Leadership": { "name": "Leadership", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" }, "Melee (Basic)": { "name": "Melee (Basic)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Perception": { "name": "Perception", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" }, "Furious Assault": { "name": "Furious Assault", "description": "Your blows follow one another in quick succession, raining down on your opponents with the fury of Ulric. Once per Round, if you hit an opponent in close combat, you may immediately spend an Advantage or your Move to make an extra attack (assuming you have your Move remaining).", "effects": { "Furious Assault": { "name": "Furious Assault" } } }, "Riposte": { "name": "Riposte", "description": "

Conforming to ‘the best defense is offence’, you respond to an incoming attack with a lightning-fast counterstrike of your own. If your weapon has the Fast quality, you may cause Damage when you are attacked, just as if it was your Action. You can Riposte a number of attacks per round equal to your Riposte level.

", "effects": { "Riposte": { "name": "Riposte" } } }, "Strike Mighty Blow": { "name": "Strike Mighty Blow", "description": "You know how to hit hard! You deal your level of Strike Mighty Blow in extra Damage with melee weapons.", "effects": { "Strike Mighty Blow": { "name": "Strike Mighty Blow" } } }, "kYtkPGfklHYVGdpC": { "name": "Strike Mighty Blow", "description": "You know how to hit hard! You deal your level of Strike Mighty Blow in extra Damage with melee weapons.", "effects": { "Strike Mighty Blow": { "name": "Strike Mighty Blow" } } }, "Afraid": { "name": "Afraid", "description": "

The creature is afraid of the Target as if the Target has Fear (0). 

\n

The Fear trait represents an extreme aversion to something. Creatures that cause Fear have a Fear Rating; this value reflects the SL you are required to pass on an Extended Cool Test to overcome your Fear. You may continue to Test at the end of every round until your SL equals or surpasses the creature’s Fear rating. Until you do this, you are subject to Fear.

\n

 

\n

When subject to Fear, you suffer –1 SL on all Tests to affect the source of your fear. You may not move closer to whatever is causing Fear without passing a Challenging (+0) Cool Test. If it comes closer to you, you must pass a Challenging (+0) Cool Test, or gain a Broken Condition.

", "effects": { "Afraid": { "name": "Afraid" } } }, "Animosity": { "name": "Animosity", "description": "

You harbor an enmity for the Target, which will normally be a group of people or creatures, such as ‘Nordlanders’, ‘Beastmen’, or ‘Nobles’. You must attempt a Psychology Test whenever you encounter the group. If you pass, you may grumble and spit, but only suffer a penalty of –20 to all Fellowship Tests towards that group. Should you fail you are subject to Animosity.

\n

 

\n

At the end of every subsequent Round, you may attempt another Psychology test to bring the Animosity to an end. If you do not, the effects of Animosity naturally come to an end when all members of the specified group in your line of sight are utterly pacified or gone, or you gain the Stunned or Unconscious Condition, or you become subject to another Psychology.

\n

 

\n

When subject to Animosity, you must immediately attack the disagreeable creatures, either socially (insults, jibes, and similar) or physically (most commonly with fists), as appropriate. You also gain a bonus of +1 SL on any attempts to socially or mentally attack the group. Animosity is over-ridden by Fear and Terror.

", "effects": { "Animosity": { "name": "Animosity" } } }, "Armour": { "name": "Armour", "description": "

The creature is protected by armor or thick hide. It has Rating Armor Points on all Hit Locations

", "effects": { "Armour": { "name": "Armour" } } }, "Hatred": { "name": "Hatred", "description": "

You are consumed with Hatred for the Target, which is normally a group of people or creatures, such as ‘Hochlanders’, ‘Bog Octopuses’, or ‘Slavers’. You will never socially interact with someone or something you hate in this manner. On encountering the object of your Hatred, you must attempt a Psychology Test. If failed, you are subject to Hatred. At the end of every subsequent Round, you may attempt another Psychology Test to bring the Hatred to an end. If you do or not, the effects of Hatred naturally come to an end when all members of the specified group in your line of sight are dead or gone, or you gain the Unconscious condition. While subject to Hatred, you must immediately attempt to destroy the hated group by the fastest and most deadly means possible. You gain a bonus of +1 SL on all combat Tests against the specified group, and are immune to Fear and Intimidate (but not Terror) caused by your hated foe.

", "effects": { "Hatred": { "name": "Hatred" } } }, "Infected": { "name": "Infected", "description": "

The creature, or its weapon, carries a nasty infection. If it causes a living opponent to lose Wounds, it must pass an Easy (+40) Endurance Test or contract a @UUID[Compendium.wfrp4e-core.items.kKccDTGzWzSXCBOb]{Festering Wound}

", "effects": { "Infected": { "name": "Infected" } } }, "Night Vision": { "name": "Night Vision", "description": "

You can see very well in natural darkness. Assuming you have at least a faint source of light (such as starlight, moonlight, or bioluminescence) you can see clearly for 20 yards per level of Night Vision. Further, you can extend the effective illumination distance of any light sources by 20 yards per level of Night Vision.

" }, "Mail Shirt": { "name": "Mail Shirt" }, "Shield": { "name": "Shield" }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Brass Penny": { "name": "Brass Penny" }, "Choppa": { "name": "Choppa" }, "Sleeveless Robes": { "name": "Sleeveless Robes" }, "Entertain": { "name": "Entertain", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" }, "Charm Animal": { "name": "Charm Animal", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" }, "Melee": { "name": "Melee", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Gamble": { "name": "Gamble", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}" }, "Art": { "name": "Art", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" }, "Row": { "name": "Row", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" }, "Stealth": { "name": "Stealth", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" }, "Ride": { "name": "Ride", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" }, "Consume Alcohol": { "name": "Consume Alcohol", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" }, "Gossip": { "name": "Gossip", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" }, "Bribery": { "name": "Bribery", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" }, "Charm": { "name": "Charm", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" }, "Drive": { "name": "Drive", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" }, "Outdoor Survival": { "name": "Outdoor Survival", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" }, "Haggle": { "name": "Haggle", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" }, "Climb": { "name": "Climb", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}" }, "Navigation": { "name": "Navigation", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" } } }, "Peasants": { "name": "Peasants", "items": { "Athletics": { "name": "Athletics", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" }, "Haggle": { "name": "Haggle", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" }, "Melee (Basic)": { "name": "Melee (Basic)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Leather Jerkin": { "name": "Leather Jerkin" }, "Axe": { "name": "Axe" }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Brass Penny": { "name": "Brass Penny" }, "Entertain": { "name": "Entertain", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" }, "Dodge": { "name": "Dodge", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" }, "Charm Animal": { "name": "Charm Animal", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" }, "Melee": { "name": "Melee", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Gamble": { "name": "Gamble", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}" }, "Art": { "name": "Art", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" }, "Endurance": { "name": "Endurance", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" }, "Perception": { "name": "Perception", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" }, "Intimidate": { "name": "Intimidate", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" }, "Row": { "name": "Row", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" }, "Stealth": { "name": "Stealth", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" }, "Ride": { "name": "Ride", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" }, "Consume Alcohol": { "name": "Consume Alcohol", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" }, "Gossip": { "name": "Gossip", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" }, "Intuition": { "name": "Intuition", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" }, "Bribery": { "name": "Bribery", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" }, "Charm": { "name": "Charm", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" }, "Drive": { "name": "Drive", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" }, "Leadership": { "name": "Leadership", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" }, "Outdoor Survival": { "name": "Outdoor Survival", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" }, "Cool": { "name": "Cool", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" }, "Climb": { "name": "Climb", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}" }, "Navigation": { "name": "Navigation", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" }, "Pouch": { "name": "Pouch" }, "2d10 Brass Penny": { "name": "2d10 Brass Penny" } } }, "Treacherous Herald": { "name": "Treacherous Herald", "items": { "Bite (Beak)": { "name": "Bite (Beak)", "description": "

On its turn, the creature may make a Free Attack by spending 1 Advantage. The Damage of the attack equals Rating and includes the creature’s Strength Bonus already

", "effects": { "Bite": { "name": "Bite" } } }, "Corruption": { "name": "Corruption", "description": "

The creature is tainted by Chaos, or perhaps suffused with Dark Magics. The Strength of the Corruption is marked in brackets (@Corruption[minor]{Minor}, @Corruption[moderate]{Moderate}, or @Corruption[major]{Major}).

", "effects": { "Corruption": { "name": "Corruption" } } }, "Daemonic": { "name": "Daemonic", "description": "

The creature’s essence is raw magic, and unholy ichor pumps through what passes for its veins. Daemonic creatures do not require the normal prerequisites for life: food, water, air…

\n

All its attacks are Magical. Roll [[/r 1d10]] after any blow is received, if the creature rolls the Target number or higher, the blow is ignored, even if it is a critical. Should the creature be reduced to 0 Wounds, its soul returns to the Realms of Chaos immediately, removing it from play.

", "effects": { "Daemonic": { "name": "Daemonic" } } }, "Fear": { "name": "Fear", "description": "

The creature causes supernatural Fear in other creatures, with a rating equal to its Rating.

\n

The Fear trait represents an extreme aversion to something. Creatures that cause Fear have a Fear Rating; this value reflects the SL you are required to pass on an Extended Cool Test to overcome your Fear. You may continue to Test at the end of every round until your SL equals or surpasses the creature’s Fear rating. Until you do this, you are subject to Fear.

\n

When subject to Fear, you suffer –1 SL on all Tests to affect the source of your fear. You may not move closer to whatever is causing Fear without passing a Challenging (+0) Cool Test. If it comes closer to you, you must pass a Challenging (+0) Cool Test, or gain a @Condition[Broken] Condition.

", "effects": { "Fear": { "name": "Fear" } } }, "Painless": { "name": "Painless", "description": "

The creature feels no pain or can ignore it. All non-amputation penalties suffered from Critical Wounds are ignored, although Conditions are suffered as normal.

" }, "Territorial": { "name": "Territorial", "description": "

This creature is protective of a particular area or location. It will fight to the death to protect it and will not normally pursue enemies if they flee this area.

" }, "Unstable": { "name": "Unstable", "description": "

The creature’s corpus is maintained by foul magics that are inherently unstable in the material realm.

\n

Whenever it ends a round engaged with any opponent with higher Advantage, the creature is driven back, and the magics holding it together weaken. It loses as many Wounds as the difference between its Advantage, and the highest Advantage engaged with it.

\n

So, if the creature had 1 Advantage, and its opponent had 3, the creature would lose 2 Wounds. If the creature ever reach 0 Wounds, the magics holding it in place collapse, and it ‘dies’.

", "effects": { "Unstable": { "name": "Unstable" } } }, "Spellcaster": { "name": "Spellcaster", "description": "

The creature can cast spells; the specific Lore of Magic will be indicated in brackets.

" }, "Weapon": { "name": "Weapon", "description": "

The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)

" }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Brass Penny": { "name": "Brass Penny" }, "Blue Fire of Tzeentch": { "name": "Blue Fire of Tzeentch", "description": "

Your words conjure a writhing ball of coruscating blue fire that engulfs your foes. Blue Fire of Tzeentch is a magic missile. Anyone within your Initiative Bonus yards of the target suffers a +3 Damage hit, and gains +1 @Condition[Ablaze] Condition.

\n

Should a Character of size small or larger be reduced to 0 Wounds by this spell, or while suffering from an Ablaze Condition from Blue Fire of Tzeentch, roll a [[/r 1d10]]. On a roll of 9, two @UUID[Compendium.wfrp4e-eis.actors.cLOGeMqUty61nYB9]{Blue Horror of Tzeentch} claw their way out of the Character’s screaming flesh, killing them in the process.

\n\n Lore: Targets of Spells from the Lore of Tzeentch are riven by the transformative magic of Chaos. Targets affected by a Spell from the Lore of Tzeentch must pass a Challenging (+0) Endurance Test, or gain +1 Corruption Point. Should they pass their Test, they instead gain +1 Fortune Point, which can be used as normal. Such are the whims of Tzeentch.

", "effects": { "Blue Fire of Tzeentch": { "name": "Blue Fire of Tzeentch" } } }, "Pink Fire of Tzeentch": { "name": "Pink Fire of Tzeentch", "description": "

Swirling bolts of pink fire arc from your outstretched fingertips, causing reality to scream in anguish. Pink Fire of Tzeentch is a magic missile. Targets affected suffer a +6 Damage hit, and gain +1 @Condition[Ablaze] Condition.

Should a Character of size Small or larger be reduced to 0 Wounds by this spell, or while suffering from an Ablaze Condition caused by Pink Fire of Tzeentch, roll a [[/r 1d10]]. On a roll of 9, a @UUID[Compendium.wfrp4e-eis.actors.iDy8SDTwJSlCzZMl]{Pink Horror} claws its way out of the target’s writhing corpse, killing the individual.

Lore: Targets of Spells from the Lore of Tzeentch are riven by the transformative magic of Chaos. Targets affected by a Spell from the Lore of Tzeentch must pass a Challenging (+0) Endurance Test, or gain +1 Corruption Point. Should they pass their Test, they instead gain +1 Fortune Point, which can be used as normal. Such are the whims of Tzeentch.

", "effects": { "Pink Fire of Tzeentch": { "name": "Pink Fire of Tzeentch" } } }, "Tzeentch's Firestorm": { "name": "Tzeentch's Firestorm", "description": "

A swirling storm of purple arcane fire bursts forth, summoned by your profane cackling. Tzeentch’s Firestorm is a magic missile. Everyone within Initiative Bonus yards of the target suffers a +9 Damage hit, and gains +1 @Condition[Ablaze] Condition.

\n


Should a Character of size small or larger be reduced to 0 Wounds by this Spell, or while suffering from an Ablaze Condition caused by
Tzeentch’s Firestorm, roll a [[/r 1d10]]. On a roll of 9, two @UUID[Compendium.wfrp4e-eis.actors.iDy8SDTwJSlCzZMl]{Pink Horrors} claw their way out of the target’s magically burning corpse, killing the poor unfortunate.

\n

Lore: Targets of Spells from the Lore of Tzeentch are riven by the transformative magic of Chaos. Targets affected by a Spell from the Lore of Tzeentch must pass a Challenging (+0) Endurance Test, or gain +1 Corruption Point. Should they pass their Test, they instead gain +1 Fortune Point, which can be used as normal. Such are the whims of Tzeentch.

\n

 

", "effects": { "Tzeentch's Firestorm": { "name": "Tzeentch's Firestorm" } } }, "Word of Tzeentch": { "name": "Word of Tzeentch", "description": "

As your tongue forms the twisted sound-patterns of this blasphemous Spell, two voices seem to utter from your throat, in unholy and unnatural harmony with each other. Your words carry extra meaning for those affected by the Spell, though targets can never remember what was said. They are left with a haunting sense of foreboding, as if they have forgotten something very important about their own future.

\n


Living targets affected by the Spell must make an
Opposed Intelligence Test with you. If the target loses, they gain 1 @Condition[Stunned] Condition, +1 additional Stunned Condition for each SL by which they lost. If they Fumble, they gain the @Condition[Unconscious] Condition, and +1 Corruption.

\n

Once all Conditions have been removed, targets affected must pass an Average (+20) Endurance Test, or gain +1 Corruption. Should they Fumble, they immediately gain 1 @Table[expandedmutatemental]{Mental Mutation}, and may not take a Short-term Ambition for the next [[/r 1d10]] weeks.

\n\n Lore: Targets of Spells from the Lore of Tzeentch are riven by the transformative magic of Chaos. Targets affected by a Spell from the Lore of Tzeentch must pass a Challenging (+0) Endurance Test, or gain +1 Corruption Point. Should they pass their Test, they instead gain +1 Fortune Point, which can be used as normal. Such are the whims of Tzeentch.

", "effects": { "Word of Tzeentch": { "name": "Word of Tzeentch" } } } } }, "Ruprecht Etzburger": { "name": "Ruprecht Etzburger", "items": { "Chain of Office": { "name": "Chain of Office", "description": "

Tacky gold necklace worth 5 GC

" }, "Athletics": { "name": "Athletics", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" }, "Consume Alcohol": { "name": "Consume Alcohol", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" }, "Cool": { "name": "Cool", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" }, "Endurance": { "name": "Endurance", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" }, "Intuition": { "name": "Intuition", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" }, "Lore (Kenselheim)": { "name": "Lore (Kenselheim)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" }, "Melee (Basic)": { "name": "Melee (Basic)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Perception": { "name": "Perception", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" }, "Doomed": { "name": "Doomed", "description": "At the age of 10, a Priest of Morr called a Doomsayer took you aside to foretell your death in an incense-laden, coming-of-age ritual called the Dooming. In conjunction with your GM, come up with a suitable Dooming. Should your character die in a fashion that matches your Dooming, your next character gains a bonus of half the total XP your dead character accrued during play.

Respect what is due" }, "Etiquette (Servants)": { "name": "Etiquette (Servants)", "description": "

You can blend in socially with the chosen group so long as you are dressed and acting appropriately. Example social groups for this Talent are: Criminals, Cultists, Guilders, Nobles, Scholars, Servants, and Soldiers. If you do not have the Talent, those with it will note your discomfort in the unfamiliar environment. This is primarily a matter for roleplaying, but may confer a bonus to Fellowship Tests at the GM’s discretion.

", "effects": { "Etiquette": { "name": "Etiquette" } } }, "Menacing": { "name": "Menacing", "description": "You have an imposing presence. When using the Intimidate Skill, gain a SL bonus equal to your levels of Menacing.", "effects": { "Menacing": { "name": "Menacing" } } }, "Read/Write": { "name": "Read/Write", "description": "You are one of the rare literate individuals in the Old World. You are assumed to be able to read and write (if appropriate) all of the Languages you can speak." }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Brass Penny": { "name": "Brass Penny" }, "Entertain": { "name": "Entertain", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" }, "Dodge": { "name": "Dodge", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" }, "Charm Animal": { "name": "Charm Animal", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" }, "Melee": { "name": "Melee", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Gamble": { "name": "Gamble", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}" }, "Art": { "name": "Art", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" }, "Intimidate": { "name": "Intimidate", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" }, "Row": { "name": "Row", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" }, "Stealth": { "name": "Stealth", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" }, "Ride": { "name": "Ride", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" }, "Gossip": { "name": "Gossip", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" }, "Bribery": { "name": "Bribery", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" }, "Charm": { "name": "Charm", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" }, "Drive": { "name": "Drive", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" }, "Leadership": { "name": "Leadership", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" }, "Outdoor Survival": { "name": "Outdoor Survival", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" }, "Haggle": { "name": "Haggle", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" }, "Climb": { "name": "Climb", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}" }, "Navigation": { "name": "Navigation", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" }, "Seneschal": { "name": "Seneschal", "description": "

@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.wbqpqbFoSnvoZ53j]{Warden}

" }, "Kenselheim Magistrate Livery": { "name": "Kenselheim Magistrate Livery", "description": "

Fine Quality Clothing in black and green

" }, "Dagger": { "name": "Dagger" } } }, "Cerdic Linden": { "name": "Cerdic Linden", "items": { "Art (Writing)": { "name": "Art (Writing)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" }, "Athletics": { "name": "Athletics", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" }, "Charm": { "name": "Charm", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" }, "Cool": { "name": "Cool", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" }, "Endurance": { "name": "Endurance", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" }, "Entertain (Speeches)": { "name": "Entertain (Speeches)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" }, "Entertain (Storytelling)": { "name": "Entertain (Storytelling)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" }, "Gossip": { "name": "Gossip", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" }, "Heal": { "name": "Heal", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dSf8QWBvN6mlpHBF caption=false]{Heal}", "effects": { "Heal": { "name": "Heal" } } }, "Intimidate": { "name": "Intimidate", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" }, "Intuition": { "name": "Intuition", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" }, "Leadership": { "name": "Leadership", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" }, "Lore (Plants)": { "name": "Lore (Plants)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" }, "Lore (Theology)": { "name": "Lore (Theology)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" }, "Melee (Basic)": { "name": "Melee (Basic)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Perception": { "name": "Perception", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" }, "Pray": { "name": "Pray", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.NRfh04q1bZBIND0A caption=false]{Pray}" }, "Research": { "name": "Research", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Nv0jexKy05qTOnuN caption=false]{Research}" }, "Bless (Rhya)": { "name": "Bless (Rhya)", "description": "You are watched over by one of the Gods and can empower simple prayers. You can now deploy the Blessings of your deity as listed in @UUID[JournalEntry.NcH9OhleJFfaUdon]{Religion and Belief}. Under normal circumstances, you may only ever know one Divine Lore for the Bless Talent.", "effects": { "Bless": { "name": "Bless" } } }, "Doomed": { "name": "Doomed", "description": "At the age of 10, a Priest of Morr called a Doomsayer took you aside to foretell your death in an incense-laden, coming-of-age ritual called the Dooming. In conjunction with your GM, come up with a suitable Dooming. Should your character die in a fashion that matches your Dooming, your next character gains a bonus of half the total XP your dead character accrued during play.

Move with the times or face extinction" }, "Holy Visions": { "name": "Holy Visions", "description": "You clearly see the great works of the Gods all around you. You automatically know when you enter Holy Ground, and may take an Intuition Test to receive visions (often obscure, and seen through the paradigm of your cult or individual belief-system) regarding the local area if significant events have occurred there in the past.", "effects": { "Holy Visions": { "name": "Holy Visions" } } }, "Impassioned Zeal": { "name": "Impassioned Zeal", "description": "

When you talk about your cause, case, or religion, your words fill with passion and fervent zeal. You may double your Fellowship for the purposes of determining the number of people influenced by your Public Speaking when talking about your cause.

", "effects": { "Impassioned Zeal": { "name": "Impassioned Zeal" } } }, "Read/Write": { "name": "Read/Write", "description": "You are one of the rare literate individuals in the Old World. You are assumed to be able to read and write (if appropriate) all of the Languages you can speak." }, "Super Numerate": { "name": "Super Numerate", "description": "

You have a gift for calculation and can work out the solution to most mathematical problems with ease. You may use a simple calculator to represent what your PC is capable of mentally computing.

", "effects": { "Super Numerate": { "name": "Super Numerate" } } }, "Quarterstaff": { "name": "Quarterstaff" }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Brass Penny": { "name": "Brass Penny" }, "Invoke (Rhya)": { "name": "Invoke (Rhya)", "description": "

You are blessed by one of the Gods and can empower one of your Cult’s Miracles. Further, you may purchase extra miracles for 100 XP per miracle you currently know. So, if you already know 3 miracles, your next miracle costs 300 XP to purchase. Full rules for learning new miracles are provided in @UUID[JournalEntry.NcH9OhleJFfaUdon]{Religion and Belief}. Under normal circumstances, you may not learn more than one Invoke (Divine Lore) Talent. Further, @UUID[Compendium.wfrp4e-core.items.mdPGZsn2396dEpOf]{Petty Magic} or @UUID[Compendium.wfrp4e-core.items.3O9clK7LGyuLTHPW]{Arcane Magic} Talents when you have the Invoke Talent. You can unlearn this Talent for 100 XP, but will lose all of your miracles if you do so, and will also garner the extreme disfavor of your God, with effects determined by your GM

" }, "Green Robes": { "name": "Green Robes" }, "Predator-Prey Pendant": { "name": "Predator-Prey Pendant" }, "Blessing of Conscience": { "name": "Blessing of Conscience", "description": "

Your target must pass a Average (+20) Willpower Test to break any of the Strictures of your deity. If they fail, they are overcome with Shame and do not take the action.

", "effects": { "Blessing of Conscience": { "name": "Blessing of Conscience" } } }, "Blessing of Courage": { "name": "Blessing of Courage", "description": "

Your target gains +10 Willpower.

", "effects": { "Blessing of Courage": { "name": "Blessing of Courage", "changes": { "system.characteristics.wp.modifier": 10, "system.characteristics.wp.calculationBonusModifier": -1 } } } }, "Blessing of Fortune": { "name": "Blessing of Fortune", "description": "

Your target’s next failed test may be rerolled. The reroll must stand.

", "effects": { "Blessing of Fortune": { "name": "Blessing of Fortune" } } }, "Blessing of Protection": { "name": "Blessing of Protection", "description": "

Enemies must make an Average (+20) Willpower Test to attack your target as shame wells within for considering violence. If they fail, they must choose a different target, or a different Action

", "effects": { "Blessing of Protection": { "name": "Blessing of Protection" } } }, "Rhya's Children": { "name": "Rhya's Children", "description": "

Laying hands on the earth, you chant a prayer to Rhya appealing for her aid in understanding her Realm. This Miracle may only be invoked outdoors, outside settlements. You sense the presence and passing of all sentient creatures within Fellowship yards. Each +2 SL extents the area of effect by +Fellowship yards.

" }, "Rhya's Harvest": { "name": "Rhya's Harvest", "description": "

You chant to Rhya, and life springs forth. Edible fruit, vegetables, and fungi grow at the point where you touch. For each round in which the Miracle is in effect, you cause enough food to feed 1 person to grow. The type of food depends on your location: in a cavern you may grow mushrooms, while outdoors you may cause many different fruits and vegetables to spring forth.

" }, "Rhya's Shelter": { "name": "Rhya's Shelter", "description": "

You sing one of Rhya’s hymns concerning shelter and safety. You may only invoke this Miracle outdoors and outside settlements. You discover a perfect natural shelter. Some combination of earth, and trees has formed a perfect location to camp for the night. The spot is protected from all naturally occurring wind and rain, and lasts as long as you remain camped there. The shelter is large enough for 1 person. For every +2 SL it fts another individual. When you break camp, the shelter cannot be rediscovered, as though it only existed through your goddess’s will.

" }, "Rhya's Touch": { "name": "Rhya's Touch", "description": "

You lay hands upon an injured or diseased target as you sing your prayers. Choose one of the following effects:

\n

• Heal Fellowship Bonus wounds

\n

• Cure 1 naturally occurring disease

\n

For every + 2 SL, you may choose another effect, and may choose the same effect repeatedly. This Miracle is slow, with the effects taking at least 10 minutes to manifest. If interrupted, the Miracle will need to be attempted again.

", "effects": { "Heal": { "name": "Heal" }, "Cure Disease": { "name": "Cure Disease" } } }, "Unorthodox Priest": { "name": "Unorthodox Priest", "description": "

@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.h1l9jvaIxsb92wtM]{Priest}

" }, "Entertain": { "name": "Entertain", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" }, "Dodge": { "name": "Dodge", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" }, "Charm Animal": { "name": "Charm Animal", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" }, "Melee": { "name": "Melee", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Gamble": { "name": "Gamble", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}" }, "Art": { "name": "Art", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" }, "Row": { "name": "Row", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" }, "Stealth": { "name": "Stealth", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" }, "Ride": { "name": "Ride", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" }, "Consume Alcohol": { "name": "Consume Alcohol", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" }, "Bribery": { "name": "Bribery", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" }, "Drive": { "name": "Drive", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" }, "Outdoor Survival": { "name": "Outdoor Survival", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" }, "Haggle": { "name": "Haggle", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" }, "Climb": { "name": "Climb", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}" }, "Navigation": { "name": "Navigation", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" } } }, "Nabbi Nodrisson": { "name": "Nabbi Nodrisson", "items": { "Leather Armour": { "name": "Leather Armour" }, "Engineer’s Kit": { "name": "Engineer’s Kit" }, "Consume Alcohol": { "name": "Consume Alcohol", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" }, "Cool": { "name": "Cool", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" }, "Endurance": { "name": "Endurance", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" }, "Evaluate": { "name": "Evaluate", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.NtJ85TY8yY3WOGHN caption=false]{Evaluate}" }, "Intimidate": { "name": "Intimidate", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" }, "Language (Guilder)": { "name": "Language (Guilder)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.xo5U0kL08xCPe6kl caption=false]{Language}" }, "Lore (Engineer)": { "name": "Lore (Engineer)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" }, "Navigation": { "name": "Navigation", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" }, "Perception": { "name": "Perception", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" }, "Melee (Basic)": { "name": "Melee (Basic)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Sail": { "name": "Sail", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.DLrOPZtVMLgSyxaj caption=false]{Sail}" }, "Trade (Engineer)": { "name": "Trade (Engineer)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.jmFSm7UvmHEq52iu caption=false]{Trade}" }, "Night Vision": { "name": "Night Vision", "description": "

You can see very well in natural darkness. Assuming you have at least a faint source of light (such as starlight, moonlight, or bioluminescence) you can see clearly for 20 yards per level of Night Vision. Further, you can extend the effective illumination distance of any light sources by 20 yards per level of Night Vision. 

", "effects": { "Night Vision": { "name": "Night Vision" } } }, "Read/Write": { "name": "Read/Write", "description": "You are one of the rare literate individuals in the Old World. You are assumed to be able to read and write (if appropriate) all of the Languages you can speak." }, "Sturdy": { "name": "Sturdy", "description": "You have a brawny physique, or are very used to carrying things. Increase the number of Encumbrance Points you can carry by your Sturdy level x 2", "effects": { "Sturdy": { "name": "Sturdy" } } }, "Tinker": { "name": "Tinker", "description": "You are somewhat of a Johann-of-all-trades, able to repair almost anything. You count all non-magical Trade Skills as Basic when repairing broken items.", "effects": { "Tinker": { "name": "Tinker" } } }, "Hand Weapon": { "name": "Hand Weapon" }, "Telescope": { "name": "Telescope" }, "Brass Penny": { "name": "Brass Penny" }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Entertain": { "name": "Entertain", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" }, "Dodge": { "name": "Dodge", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" }, "Charm Animal": { "name": "Charm Animal", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" }, "Melee": { "name": "Melee", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Gamble": { "name": "Gamble", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}" }, "Art": { "name": "Art", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" }, "Row": { "name": "Row", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" }, "Athletics": { "name": "Athletics", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" }, "Stealth": { "name": "Stealth", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" }, "Ride": { "name": "Ride", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" }, "Gossip": { "name": "Gossip", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" }, "Intuition": { "name": "Intuition", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" }, "Bribery": { "name": "Bribery", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" }, "Charm": { "name": "Charm", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" }, "Drive": { "name": "Drive", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" }, "Leadership": { "name": "Leadership", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" }, "Outdoor Survival": { "name": "Outdoor Survival", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" }, "Haggle": { "name": "Haggle", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" }, "Climb": { "name": "Climb", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}" }, "Strong-minded": { "name": "Strong-minded", "description": "You are the epitome of determination and resolve. Add your level in Strong Minded to your maximum Resolve pool." }, "Leather Jack": { "name": "Leather Jack" }, "Leather Leggings": { "name": "Leather Leggings" }, "Leather Skullcap": { "name": "Leather Skullcap" }, "Magic Resistance": { "name": "Magic Resistance", "description": "

You are resistant to magic. The SL of any spell affecting you is reduced by 2 per point you have in this Talent. The SL of a spell is only modified by the highest Magic Resistance Talent within its target area. Further, you may never learn the Arcane Magic, Bless, Invoke, Petty Magic, or Witch! Talents.

", "effects": { "Magic Resistance": { "name": "Magic Resistance" } } } } }, "Bengt Livmatz": { "name": "Bengt Livmatz", "items": { "Athletics": { "name": "Athletics", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" }, "Climb": { "name": "Climb", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}" }, "Consume Alcohol": { "name": "Consume Alcohol", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" }, "Cool": { "name": "Cool", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" }, "Dodge": { "name": "Dodge", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" }, "Endurance": { "name": "Endurance", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" }, "Evaluate": { "name": "Evaluate", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.NtJ85TY8yY3WOGHN caption=false]{Evaluate}" }, "Gossip": { "name": "Gossip", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" }, "Haggle": { "name": "Haggle", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" }, "Language (Artisan Guilder)": { "name": "Language (Artisan Guilder)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.xo5U0kL08xCPe6kl caption=false]{Language}" }, "Language (Khazalid)": { "name": "Language (Khazalid)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.xo5U0kL08xCPe6kl caption=false]{Language}" }, "Lore (Geography)": { "name": "Lore (Geography)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" }, "Lore (Reikland)": { "name": "Lore (Reikland)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" }, "Melee (Basic)": { "name": "Melee (Basic)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Navigation": { "name": "Navigation", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" }, "Outdoor Survival": { "name": "Outdoor Survival", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" }, "Perception": { "name": "Perception", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" }, "Ranged (Bow)": { "name": "Ranged (Bow)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.jJYOiSQNgC9v7cM5 caption=false]{Ranged}" }, "Trade (Cartographer)": { "name": "Trade (Cartographer)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.jmFSm7UvmHEq52iu caption=false]{Trade}" }, "Ambidextrous": { "name": "Ambidextrous", "description": "

You can use your off-hand far better than most folk, either by training or innate talent. You only suffer a penalty of -10 to Tests relying solely on your secondary hand, not -20. If you have this Talent twice, you suffer no penalty at all.

", "effects": { "Ambidextrous": { "name": "Ambidextrous" } } }, "Artistic": { "name": "Artistic", "description": "You have a natural talent for art, able to produce precise sketches with nothing but time and appropriate media. This ability has several in-game uses, ranging from creating Wanted Posters to sketching accurate journals, and has spot benefits as determined by the GM. Further to this, add Art (Any) to any Career you enter; if it is already in Career, you may instead purchase the Skill for 5 XP fewer per Advance.", "effects": { "Artistic": { "name": "Artistic" } } }, "Dealmaker": { "name": "Dealmaker", "description": "

You are a skilled businessman who knows how to close a deal. When using the Haggle skill, you reduce or increase the price of the products by an extra 10%.

\n

 

\n

Note: The GM may put a lower limit on prices here to show a seller refusing to sell below cost.

", "effects": { "Dealmaker": { "name": "Dealmaker" } } }, "Doomed": { "name": "Doomed", "description": "At the age of 10, a Priest of Morr called a Doomsayer took you aside to foretell your death in an incense-laden, coming-of-age ritual called the Dooming. In conjunction with your GM, come up with a suitable Dooming. Should your character die in a fashion that matches your Dooming, your next character gains a bonus of half the total XP your dead character accrued during play.

The great fish swims against the tide in different climes" }, "Orientation": { "name": "Orientation", "description": "You have an instinctual feel for direction. You automatically know which direction is north with a glimpse at the stars, trees, or whatever other signs you are familiar with.", "effects": { "Orientation": { "name": "Orientation" } } }, "Read/Write": { "name": "Read/Write", "description": "You are one of the rare literate individuals in the Old World. You are assumed to be able to read and write (if appropriate) all of the Languages you can speak." }, "Trade Tools (Cartographer)": { "name": "Trade Tools (Cartographer)" }, "Uniform": { "name": "Uniform" }, "Sword": { "name": "Sword" }, "Bow": { "name": "Bow" }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Brass Penny": { "name": "Brass Penny" }, "Grey Surcoat": { "name": "Grey Surcoat", "description": "

Protects wearer against the elements and extreme cold; without a good coat or similar, you will receive penalties to resist Cold Exposure

" }, "Leather Jack": { "name": "Leather Jack" }, "Leather Leggings": { "name": "Leather Leggings" }, "Leather Skullcap": { "name": "Leather Skullcap" } } }, "Cruzzik Cacklespit": { "name": "Cruzzik Cacklespit", "description": "

Shamanic Visionary

\n

Cacklespit is the Goblin shaman who leads the Madcraw Clan. The exotic fabric of his robes was looted from a caravan returning from Ind, and there are vaguely discernible swirled patterns in the weave. Cacklespit wears an otherworldly expression which in a Human could be mistaken for holy piety, but in a Night Goblin shows he’s intoxicated. He carries a gnarled wooden staff with sprouting fungus.

\n

Cacklespit spends much of his time in his lair, perched on an immense ‘throneshroom’ and communing with the past and future. When the inspiration takes him, he ventures out into the Gorge to scrawl his visions onto the rocks. If there’s a dire threat to his authority or the tribe, he steps up to sort it out with his magic.

\n

In part, the shaman holds power over the Madcraw Clan because of his visions. He eats the Purple Cap mushrooms which only grow in the northern gorge. These are infused with magic from the cave and align the shaman’s mind with all points in time, presenting events that have happened and will one day happen. The vast swirling murals across the rockfaces are Cacklespit’s attempt to capture these visions.

\n

Beneath his mystical air, Cacklespit is a ruthless operator — no Greenskin gets to lead a tribe without a streak of viciousness. Any Goblin who questions his visions, interrupts his contemplation ,or threatens his leadership is dead. A favoured punishment is to feed them a cocktail of poisonous mushrooms and then throw them into the drop as mulch.

\n

He also takes credit for any Goblin who dies anywhere in the Gorge — claiming he used his powers to ensure they had an accident. He keeps his most vicious treatment for any who eat the Purple Cap mushrooms: he skins the wrongdoer’s face, strips them naked, and ties them up to be exposed to the sun at its brightest. It takes days for a Goblin to die like this.

\n

The Characters may choose to negotiate with the Madcraw Clan in exchange for safe passage. If so, they’re escorted to Cacklespit for a chat — he learned Reikspiel from an academic he later fed to the runts. Cacklespit is a sinister conversationalist, pausing every so often to sniff the fumes from his cauldron.

\n

Cacklespit wants rid of Mansplatta because he knows the Skargobbo Boss wants to take over — and he had a prophecy of Mansplatta leading the clan out of the mountains to join a huge Orc Waaagh!. But the shaman knows the rest of the clan could mutiny, so he can’t just kill Mansplatta himself.

\n
\n

A CONVERSATION WITH CACKLESPIT

\n

‘Seen you Humies. Seen you in me shroom-dreams, innit? Dere’s nuffin’ dat ever happened round ’ere I ain’t seen. Nor nuffin’ dat will happen.’

\n

What did you see?

\n

‘Da lot. I eats the Purple Cap, boils it up in me cauldron and da whole ev’rythin’ just goes big an’ I see da colours and … all da fings. Big humie fighting gribbly bird, it’s ’im wiv ‘is ‘ammer. Fat froggy fellas from da sky. Stunties when dey fort dey owned da place. More Humies, like you lot, going behind the water and nevva comin’ back.’

\n

Why are you telling us this?

\n

‘Cos all Humies is doomed. I seen dat too. An’ I wants you to know that it’s gobbos like me wot’s smarter dan you. Also I got a job for ya. Dat’s why you ain’t dead.’

\n

A job?

\n

‘One of da lads wants me throne. Big bastard calls ’imself Mansplatta. Waves ’is axe, bosses ’is Skargobbos about, and struts up and down ’cos ’e wants to go and smash ’eads before time is ripe. If you sort ’im out fer me, I’ll let yer past — just like I seen in me shroom-dreams.’

\n

Why don’t you do it?

\n

‘’Cos I wants ta blame you! Zoggin’ ’eck, you humies is fick.’

\n
", "items": { "5 Black-Capped Nightshade Mushrooms": { "name": "5 Black-Capped Nightshade Mushrooms" }, "Cauldron full of Purple Cap Mushroom Stew": { "name": "Cauldron full of Purple Cap Mushroom Stew" }, "Channelling": { "name": "Channelling", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tXu8Hrd4desq1Rja caption=false]{Channelling}" }, "Cool": { "name": "Cool", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" }, "Dodge": { "name": "Dodge", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" }, "Endurance": { "name": "Endurance", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" }, "Entertain (Storytelling)": { "name": "Entertain (Storytelling)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" }, "Intimidate": { "name": "Intimidate", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" }, "Intuition": { "name": "Intuition", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" }, "Perception": { "name": "Perception", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" }, "Language (Magick)": { "name": "Language (Magick)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.xo5U0kL08xCPe6kl caption=false]{Language}" }, "Language (Reikspiel)": { "name": "Language (Reikspiel)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.xo5U0kL08xCPe6kl caption=false]{Language}" }, "Leadership": { "name": "Leadership", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" }, "Sleight of Hand": { "name": "Sleight of Hand", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.bGqmHCju8VZ8q2Pv caption=false]{Sleight of Hand}" }, "Stealth (Underground)": { "name": "Stealth (Underground)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" }, "Arcane Magic (Little Waaagh!)": { "name": "Arcane Magic (Little Waaagh!)", "description": "

You either study one of the 8 Arcane Lores of Magic — Beasts, Death, Fire, Heavens, Metal, Shadow, Light, or Life — or practice a lesser known Lore, such as Hedgecraft or Necromancy. You may now memorize spells from your chosen Lore for the following cost in XP.

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Number of Spells Currently Known

\n
\n

XP Cost for a new spell

\n
\n

Intelligence Bonus × 1 

\n
\n

100 XP

\n
\n

Intelligence Bonus × 2

\n
\n

200 XP

\n
\n

Intelligence Bonus × 3

\n
\n

300 XP

\n
\n

Intelligence Bonus × 4

\n
\n

400 XP

\n
\n
\n

 ...and so on.

\n

So, if your Intelligence Bonus is 4, it will cost you 100 XP for the first spell, and the next 4, then 200 XP for the next 4, and so on. Full rules for learning new spells are provided in @UUID[Compendium.wfrp4e-core.journals.YBVrpUHEjohB1H4f]{Magic}. Under normal circumstances, you may not learn more than one Arcane Magic (Lore) Talent. Further, you may not learn the @UUID[Compendium.wfrp4e-core.items.QyjWtSdnVMT04l5Y]{Bless} or @UUID[Compendium.wfrp4e-core.items.voV0C2ar1bKpcpnH]{Invoke} Talents when you have the Arcane Magic Talent. You can unlearn this Talent for 100 XP, but will immediately lose all of your spells if you do so.

" }, "Luck": { "name": "Luck", "description": "

They say when you were born, Ranald smiled. Your maximum Fortune Points now equal your current Fate points plus the number of times you’ve taken Luck.

" }, "1Q2C30wb3rvielCn": { "name": "Luck", "description": "

They say when you were born, Ranald smiled. Your maximum Fortune Points now equal your current Fate points plus the number of times you’ve taken Luck.

" }, "yTgvPY4nONm5BkDO": { "name": "Luck", "description": "

They say when you were born, Ranald smiled. Your maximum Fortune Points now equal your current Fate points plus the number of times you’ve taken Luck.

" }, "Nose for Trouble": { "name": "Nose for Trouble", "description": "

You are used to getting into, and preferably out of, trouble. You may attempt an Intuition Test to spot those seeking to cause trouble or seeking to cause you harm, even if normally you would not be allowed a Test (because of Talents or a Spell, for example). This Test will likely be Opposed if others are hiding, and the GM may prefer to take this Test on your behalf in secret so you do not know the results should you fail. If any troublemakers you spot start combat, you may ignore any Surprised Condition they would normally inflict.

", "effects": { "Nose for Trouble": { "name": "Nose for Trouble" } } }, "Second Sight": { "name": "Second Sight", "description": "You can perceive the shifting Winds of Magic that course from the Chaos Gates at the poles of the world. You now have the Sight", "effects": { "Second Sight": { "name": "Second Sight" } } }, "Sixth Sense": { "name": "Sixth Sense", "description": "You get a strange feeling when you are threatened, and can react accordingly. The GM may warn you if you are walking into danger; this will normally come after a secret Intuition Test on your behalf. Further, you may ignore Surprise if you pass an Intuition Test", "effects": { "Sixth Sense": { "name": "Sixth Sense" } } }, "Animosity": { "name": "Animosity", "description": "

You harbor an enmity for the Target, which will normally be a group of people or creatures, such as ‘Nordlanders’, ‘Beastmen’, or ‘Nobles’. You must attempt a Psychology Test whenever you encounter the group. If you pass, you may grumble and spit, but only suffer a penalty of –20 to all Fellowship Tests towards that group. Should you fail you are subject to Animosity.

\n

 

\n

At the end of every subsequent Round, you may attempt another Psychology test to bring the Animosity to an end. If you do not, the effects of Animosity naturally come to an end when all members of the specified group in your line of sight are utterly pacified or gone, or you gain the Stunned or Unconscious Condition, or you become subject to another Psychology.

\n

 

\n

When subject to Animosity, you must immediately attack the disagreeable creatures, either socially (insults, jibes, and similar) or physically (most commonly with fists), as appropriate. You also gain a bonus of +1 SL on any attempts to socially or mentally attack the group. Animosity is over-ridden by Fear and Terror.

", "effects": { "Animosity": { "name": "Animosity" } } }, "Infected": { "name": "Infected", "description": "

The creature, or its weapon, carries a nasty infection. If it causes a living opponent to lose Wounds, it must pass an Easy (+40) Endurance Test or contract a @UUID[Compendium.wfrp4e-core.items.kKccDTGzWzSXCBOb]{Festering Wound}

", "effects": { "Infected": { "name": "Infected" } } }, "Night Vision": { "name": "Night Vision", "description": "

You can see very well in natural darkness. Assuming you have at least a faint source of light (such as starlight, moonlight, or bioluminescence) you can see clearly for 20 yards per level of Night Vision. Further, you can extend the effective illumination distance of any light sources by 20 yards per level of Night Vision.

" }, "Sword": { "name": "Sword" }, "Robes": { "name": "Robes" }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Brass Penny": { "name": "Brass Penny" }, "Afraid": { "name": "Afraid", "description": "

The creature is afraid of the Target as if the Target has Fear (0). 

\n

The Fear trait represents an extreme aversion to something. Creatures that cause Fear have a Fear Rating; this value reflects the SL you are required to pass on an Extended Cool Test to overcome your Fear. You may continue to Test at the end of every round until your SL equals or surpasses the creature’s Fear rating. Until you do this, you are subject to Fear.

\n

 

\n

When subject to Fear, you suffer –1 SL on all Tests to affect the source of your fear. You may not move closer to whatever is causing Fear without passing a Challenging (+0) Cool Test. If it comes closer to you, you must pass a Challenging (+0) Cool Test, or gain a Broken Condition.

", "effects": { "Afraid": { "name": "Afraid" } } }, "Gnarled Staff": { "name": "Gnarled Staff" }, "Entertain": { "name": "Entertain", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" }, "Charm Animal": { "name": "Charm Animal", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" }, "Melee": { "name": "Melee", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Gamble": { "name": "Gamble", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}" }, "Art": { "name": "Art", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" }, "Row": { "name": "Row", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" }, "Athletics": { "name": "Athletics", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" }, "Stealth": { "name": "Stealth", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" }, "Ride": { "name": "Ride", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" }, "Consume Alcohol": { "name": "Consume Alcohol", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" }, "Gossip": { "name": "Gossip", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" }, "Bribery": { "name": "Bribery", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" }, "Charm": { "name": "Charm", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" }, "Drive": { "name": "Drive", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" }, "Outdoor Survival": { "name": "Outdoor Survival", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" }, "Haggle": { "name": "Haggle", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" }, "Climb": { "name": "Climb", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}" }, "Navigation": { "name": "Navigation", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" }, "Sneaky Stabbin'": { "name": "Sneaky Stabbin'", "description": "

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 Impale and Penetrating Qualities.

", "effects": { "Sneaky Stabbin'": { "name": "Sneaky Stabbin'" } } }, "Vindictive Glare": { "name": "Vindictive Glare", "description": "

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 Challenging (+0) Cool Test or suffer from a @Condition[Stunned] Condition.

", "effects": { "Vindictive Glare": { "name": "Vindictive Glare" } } }, "Gork’ll Fix It": { "name": "Gork’ll Fix It", "description": "

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 Fatigued Condition for every additional SL you scored on the spellcasting test.

", "effects": { "Gork’ll Fix It": { "name": "Gork’ll Fix It" } } }, "Night Shroud": { "name": "Night Shroud", "description": "

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 Challenging (+0) Perception Test or gain the @Condition[Prone] Condition.

", "effects": { "Night Shroud": { "name": "Night Shroud" } } } } }, "Brunhilde von Flamme": { "name": "Brunhilde von Flamme", "items": { "Athletics": { "name": "Athletics", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" }, "Bribery": { "name": "Bribery", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" }, "Charm": { "name": "Charm", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" }, "Climb": { "name": "Climb", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}" }, "Consume Alcohol": { "name": "Consume Alcohol", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" }, "Cool": { "name": "Cool", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" }, "Dodge": { "name": "Dodge", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" }, "Endurance": { "name": "Endurance", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" }, "Evaluate": { "name": "Evaluate", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.NtJ85TY8yY3WOGHN caption=false]{Evaluate}" }, "Gamble": { "name": "Gamble", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}" }, "Gossip": { "name": "Gossip", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" }, "Intimidate": { "name": "Intimidate", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" }, "Language (Wastelander)": { "name": "Language (Wastelander)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.xo5U0kL08xCPe6kl caption=false]{Language}" }, "Leadership": { "name": "Leadership", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" }, "Lore (Heraldry)": { "name": "Lore (Heraldry)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" }, "Melee (Basic)": { "name": "Melee (Basic)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Melee (Brawling)": { "name": "Melee (Brawling)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Perception": { "name": "Perception", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" }, "Row": { "name": "Row", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" }, "Sail": { "name": "Sail", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.DLrOPZtVMLgSyxaj caption=false]{Sail}" }, "Swim": { "name": "Swim", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QoWDfx8SIhpCiIX5 caption=false]{Swim}" }, "Attractive": { "name": "Attractive", "description": "

Whether it’s your piercing eyes, your strong frame, or maybe the way you flash your perfect teeth, you know how to make the best use of what the gods gave you. When you successfully use Charm to influence those attracted to you, you can choose to either use your rolled SL, or the number rolled on your units die. So, a successful roll of 38 could be used for +8 SL.

", "effects": { "Attractive": { "name": "Attractive" } } }, "Doomed": { "name": "Doomed", "description": "At the age of 10, a Priest of Morr called a Doomsayer took you aside to foretell your death in an incense-laden, coming-of-age ritual called the Dooming. In conjunction with your GM, come up with a suitable Dooming. Should your character die in a fashion that matches your Dooming, your next character gains a bonus of half the total XP your dead character accrued during play.

Slippery harbourside evening, eels ravenous and riotous, gudgeon eat toes rotting underwater" }, "Etiquette (Nobles)": { "name": "Etiquette (Nobles)", "description": "

You can blend in socially with the chosen group so long as you are dressed and acting appropriately. Example social groups for this Talent are: Criminals, Cultists, Guilders, Nobles, Scholars, Servants, and Soldiers. If you do not have the Talent, those with it will note your discomfort in the unfamiliar environment. This is primarily a matter for roleplaying, but may confer a bonus to Fellowship Tests at the GM’s discretion.

", "effects": { "Etiquette": { "name": "Etiquette" } } }, "Noble Blood": { "name": "Noble Blood", "description": "You are either born into the nobility, or otherwise elevated to it by in-game events. Assuming you are dressed appropriately, you are always considered of higher Status than others unless they also have the Noble Blood Talent, where Status is compared as normal.", "effects": { "Noble Blood": { "name": "Noble Blood" } } }, "Orientation": { "name": "Orientation", "description": "You have an instinctual feel for direction. You automatically know which direction is north with a glimpse at the stars, trees, or whatever other signs you are familiar with.", "effects": { "Orientation": { "name": "Orientation" } } }, "Read/Write": { "name": "Read/Write", "description": "You are one of the rare literate individuals in the Old World. You are assumed to be able to read and write (if appropriate) all of the Languages you can speak." }, "Sea Legs": { "name": "Sea Legs", "description": "You are used to the rolling motion of the oceans, and are very unlikely to get sea sick, even in the worst storms. Under normal conditions at sea, you need never Test to see if you become Sea Sick. At other times (such as a storm, or a magically induced bout of Sea Sickness), you can ignore any penalties to Tests to avoid Sea Sickness.", "effects": { "Sea Legs": { "name": "Sea Legs" } } }, "Strider (Coastal)": { "name": "Strider (Coastal)", "description": "You are experienced in traversing difficult ground. You ignore all movement penalties when crossing over or through a specified terrain. Typical specialties include: Coastal, Deserts, Marshes, Rocky, Tundra, Woodlands.", "effects": { "Strider": { "name": "Strider" } } }, "Strong Swimmer": { "name": "Strong Swimmer", "description": "You are an especially strong swimmer and used to holding your breath for a long time underwater. Gain a bonus of your level in Strong Swimmer to your Toughness Bonus for the purposes of holding your breath. Drowning and Suffocation", "effects": { "Strong Swimmer": { "name": "Strong Swimmer" } } }, "Telescope": { "name": "Telescope" }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Brass Penny": { "name": "Brass Penny" }, "Entertain": { "name": "Entertain", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" }, "Charm Animal": { "name": "Charm Animal", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" }, "Melee": { "name": "Melee", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Art": { "name": "Art", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" }, "Stealth": { "name": "Stealth", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" }, "Ride": { "name": "Ride", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" }, "Intuition": { "name": "Intuition", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" }, "Drive": { "name": "Drive", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" }, "Outdoor Survival": { "name": "Outdoor Survival", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" }, "Haggle": { "name": "Haggle", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" }, "Navigation": { "name": "Navigation", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" }, "Very Ostentatious Captain’s Uniform": { "name": "Very Ostentatious Captain’s Uniform" }, "Preposterous Hat": { "name": "Preposterous Hat", "description": "

Fine quality hats are status symbols in the Empire’s towns and cities. The more flamboyant the hat, the better.

" }, "Brace of Pistols": { "name": "Brace of Pistols" }, "Bullet and Powder": { "name": "Bullet and Powder" }, "Pouch": { "name": "Pouch" }, "hcc1t4Bxh6p5513r": { "name": "Gold Crown" }, "TA6lAJjuOPMVzvSn": { "name": "Silver Shilling" }, "Cutlass": { "name": "Cutlass" }, "Boatswain": { "name": "Boatswain", "description": "

@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.XyM54Ue5w1WuCaBD]{Seaman}

" } } }, "Maria-Luise von Walfen": { "name": "Maria-Luise von Walfen", "items": { "Bribery": { "name": "Bribery", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" }, "Charm": { "name": "Charm", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" }, "Consume Alcohol": { "name": "Consume Alcohol", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" }, "Gamble": { "name": "Gamble", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}" }, "Gossip": { "name": "Gossip", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" }, "Intimidate": { "name": "Intimidate", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" }, "Intuition": { "name": "Intuition", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" }, "Language (Bretonnian)": { "name": "Language (Bretonnian)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.xo5U0kL08xCPe6kl caption=false]{Language}" }, "Language (Classical)": { "name": "Language (Classical)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.xo5U0kL08xCPe6kl caption=false]{Language}" }, "Leadership": { "name": "Leadership", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" }, "Lore (Heraldry)": { "name": "Lore (Heraldry)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" }, "Lore (the Palace)": { "name": "Lore (the Palace)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" }, "Lore (Politics)": { "name": "Lore (Politics)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" }, "Melee (Basic)": { "name": "Melee (Basic)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Melee (Fencing)": { "name": "Melee (Fencing)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Melee (Parry)": { "name": "Melee (Parry)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Perception": { "name": "Perception", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" }, "Play (Harpsicord)": { "name": "Play (Harpsicord)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.N63wZOWw6ZLYnePN caption=false]{Play}" }, "Ride (Horse)": { "name": "Ride (Horse)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" }, "Attractive": { "name": "Attractive", "description": "

Whether it’s your piercing eyes, your strong frame, or maybe the way you flash your perfect teeth, you know how to make the best use of what the gods gave you. When you successfully use Charm to influence those attracted to you, you can choose to either use your rolled SL, or the number rolled on your units die. So, a successful roll of 38 could be used for +8 SL.

", "effects": { "Attractive": { "name": "Attractive" } } }, "Briber": { "name": "Briber", "description": "You are an exceedingly skilled briber. The GM should reduce the base cost of any required bribe by 10% per level you have in Briber, to a minimum of 10% of the original amount.", "effects": { "Briber": { "name": "Briber" } } }, "Carouser": { "name": "Carouser", "description": "You are a seasoned drinker and know how to party hard. You may reverse the dice of any failed Consume Alcohol Test if this will score a Success.", "effects": { "Carouser": { "name": "Carouser" } } }, "Coolheaded": { "name": "Coolheaded", "description": "You gain a permanent +5 bonus to your starting Willpower Characteristic this does not count towards your Advances.", "effects": { "Coolheaded": { "name": "Coolheaded", "changes": { "system.characteristics.wp.initial": 5 } } } }, "Dealmaker": { "name": "Dealmaker", "description": "

You are a skilled businessman who knows how to close a deal. When using the Haggle skill, you reduce or increase the price of the products by an extra 10%.

\n

 

\n

Note: The GM may put a lower limit on prices here to show a seller refusing to sell below cost.

", "effects": { "Dealmaker": { "name": "Dealmaker" } } }, "Doomed": { "name": "Doomed", "description": "At the age of 10, a Priest of Morr called a Doomsayer took you aside to foretell your death in an incense-laden, coming-of-age ritual called the Dooming. In conjunction with your GM, come up with a suitable Dooming. Should your character die in a fashion that matches your Dooming, your next character gains a bonus of half the total XP your dead character accrued during play.

An End alongside your loved ones" }, "Etiquette (Nobles)": { "name": "Etiquette (Nobles)", "description": "

You can blend in socially with the chosen group so long as you are dressed and acting appropriately. Example social groups for this Talent are: Criminals, Cultists, Guilders, Nobles, Scholars, Servants, and Soldiers. If you do not have the Talent, those with it will note your discomfort in the unfamiliar environment. This is primarily a matter for roleplaying, but may confer a bonus to Fellowship Tests at the GM’s discretion.

", "effects": { "Etiquette": { "name": "Etiquette" } } }, "Luck": { "name": "Luck", "description": "

They say when you were born, Ranald smiled. Your maximum Fortune Points now equal your current Fate points plus the number of times you’ve taken Luck.

" }, "Noble Blood": { "name": "Noble Blood", "description": "You are either born into the nobility, or otherwise elevated to it by in-game events. Assuming you are dressed appropriately, you are always considered of higher Status than others unless they also have the Noble Blood Talent, where Status is compared as normal.", "effects": { "Noble Blood": { "name": "Noble Blood" } } }, "Public Speaker": { "name": "Public Speaker", "description": "

You are a skilled orator and know how to work large groups of people. Refer to the following table to see how many people you can now influence with your Charm Skill when Public Speaking.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Talent Taken

\n
\n

Number of soldiers influenced

\n
\n

1

\n
\n

As normal × 5

\n
\n

2

\n
\n

As normal × 10

\n
\n

3

\n
\n

 As normal × 20

\n
\n

4

\n
\n

 As normal × 50

\n
\n

5

\n
\n

 As normal × 100

\n
\n

6

\n
\n

 As normal × 200

\n
\n

7

\n
\n

 As normal × 500

\n
\n

8

\n
\n

 As normal × 1000

\n
\n

9

\n
\n

 All who can hear your inspiring voice

\n
\n
" }, "Read/Write": { "name": "Read/Write", "description": "You are one of the rare literate individuals in the Old World. You are assumed to be able to read and write (if appropriate) all of the Languages you can speak." }, "Schemer": { "name": "Schemer", "description": "You are a master of politics and see conspiracy around every corner. Once per session, you may ask the GM one question regarding a political situation or entangled web of social connections; the GM will perform a secret Intelligence Test and provide you some observations regarding the situation based upon your SL.", "effects": { "Schemer": { "name": "Schemer" } } }, "Suave": { "name": "Suave", "description": "You gain a permanent +5 bonus to your starting Fellowship Characteristic (this does not count towards your Advances).", "effects": { "Suave": { "name": "Suave", "changes": { "system.characteristics.fel.initial": 5 } } } }, "Dagger": { "name": "Dagger" }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Brass Penny": { "name": "Brass Penny" }, "Entertain": { "name": "Entertain", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" }, "Dodge": { "name": "Dodge", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" }, "Charm Animal": { "name": "Charm Animal", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" }, "Melee": { "name": "Melee", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Art": { "name": "Art", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" }, "Endurance": { "name": "Endurance", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" }, "Row": { "name": "Row", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" }, "Athletics": { "name": "Athletics", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" }, "Stealth": { "name": "Stealth", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" }, "Ride": { "name": "Ride", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" }, "Drive": { "name": "Drive", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" }, "Outdoor Survival": { "name": "Outdoor Survival", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" }, "Haggle": { "name": "Haggle", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" }, "Cool": { "name": "Cool", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" }, "Climb": { "name": "Climb", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}" }, "Navigation": { "name": "Navigation", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" }, "Noble": { "name": "Noble", "description": "

@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.t41abSTLeMAdLiWS]{Noble}

" }, "Expensive yet tasteful clothes": { "name": "Expensive yet tasteful clothes", "description": "

Nobles’ garb features embellishments such as lace cuffs & collars, excessive high-quality fabric and pointed shoes. Servants also wear courtly garb to banquets and ceremonies, although their surcoats and corsets are less ostentatious than the nobles’ fashions and can therefore be purchased at half price. 

" }, "Jewellery": { "name": "Jewellery", "description": "

Prices vary by craftsmanship, metal type, and gem value. As a general guideline, common rings without any gemstones cost 10 coins equal to their metal type (i.e. brass, silver or gold) whereas necklaces cost 20 coins of the same metal type

" } } }, "Yann Zuntermein": { "name": "Yann Zuntermein", "items": { "Bribery": { "name": "Bribery", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" }, "Channelling (Dhar)": { "name": "Channelling (Dhar)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tXu8Hrd4desq1Rja caption=false]{Channelling}" }, "Charm": { "name": "Charm", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" }, "Climb": { "name": "Climb", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}" }, "Consume Alcohol": { "name": "Consume Alcohol", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" }, "Cool": { "name": "Cool", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" }, "Dodge": { "name": "Dodge", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" }, "Entertain (Act)": { "name": "Entertain (Act)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" }, "Evaluate": { "name": "Evaluate", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.NtJ85TY8yY3WOGHN caption=false]{Evaluate}" }, "Gamble": { "name": "Gamble", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}" }, "Gossip": { "name": "Gossip", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" }, "Haggle": { "name": "Haggle", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" }, "Intimidate": { "name": "Intimidate", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" }, "Intuition": { "name": "Intuition", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" }, "Language (Bretonnian)": { "name": "Language (Bretonnian)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.xo5U0kL08xCPe6kl caption=false]{Language}" }, "Language (Dark Tongue)": { "name": "Language (Dark Tongue)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.xo5U0kL08xCPe6kl caption=false]{Language}" }, "Language (Magick)": { "name": "Language (Magick)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.xo5U0kL08xCPe6kl caption=false]{Language}" }, "Leadership": { "name": "Leadership", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" }, "Lore (Altdorf)": { "name": "Lore (Altdorf)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" }, "Lore (Averland)": { "name": "Lore (Averland)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" }, "Lore (Bretonnia)": { "name": "Lore (Bretonnia)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" }, "Lore (Law)": { "name": "Lore (Law)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" }, "Lore (Middenland)": { "name": "Lore (Middenland)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" }, "Lore (Middenheim)": { "name": "Lore (Middenheim)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" }, "Lore (Nuln)": { "name": "Lore (Nuln)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" }, "Lore (Ostland)": { "name": "Lore (Ostland)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" }, "Lore (Nordland)": { "name": "Lore (Nordland)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" }, "Lore (Politics)": { "name": "Lore (Politics)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" }, "Lore (Stirland)": { "name": "Lore (Stirland)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" }, "Lore (Talabheim)": { "name": "Lore (Talabheim)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" }, "Lore (Talabecland)": { "name": "Lore (Talabecland)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" }, "Lore (Tilea)": { "name": "Lore (Tilea)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" }, "Lore (Theology)": { "name": "Lore (Theology)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" }, "Lore (Tzeentch)": { "name": "Lore (Tzeentch)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" }, "Lore (Wasteland)": { "name": "Lore (Wasteland)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" }, "Melee (Basic)": { "name": "Melee (Basic)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Perception": { "name": "Perception", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" }, "Research": { "name": "Research", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Nv0jexKy05qTOnuN caption=false]{Research}" }, "Secret Signs (Black Chamber)": { "name": "Secret Signs (Black Chamber)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.X2FppoPGuEwJKssM caption=false]{Secret Signs}" }, "Secret Signs (Purple Hand)": { "name": "Secret Signs (Purple Hand)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.X2FppoPGuEwJKssM caption=false]{Secret Signs}" }, "Sleight of Hand": { "name": "Sleight of Hand", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.bGqmHCju8VZ8q2Pv caption=false]{Sleight of Hand}" }, "Stealth (Urban)": { "name": "Stealth (Urban)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" }, "Stealth (Rural)": { "name": "Stealth (Rural)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" }, "Beneath Notice": { "name": "Beneath Notice", "description": "

The high and mighty pay no attention to your presence, knowing you are well beneath their notice. Assuming you are properly attired and not in an incongruous position, those of a higher Status Tier will normally ignore you unless your presence becomes inappropriate, which can make it very easy to listen into conversations you perhaps shouldn’t. Further, characters with a higher Status Tier than you gain no Advantage for striking or wounding you in combat, as there is nothing to be gained for defeating such a lowly cur.

", "effects": { "Beneath Notice": { "name": "Beneath Notice" } } }, "Blather": { "name": "Blather", "description": "

Called ‘opening your mouth and letting your belly rumble’ in Nordland, or simply ‘bullshitting’ in Ostland, blathering involves talking rapidly and incessantly, or talking volubly and at-length, about inconsequential or nonsense matters, and is used to verbally confuse and confound a target. You use your Charm Skill to Blather. Attempt an Opposed Charm/Intelligence Test. Success gives your opponent a Stunned Condition. Further, for each level you have in Blather, your opponent gains another Stunned Condition. Targets Stunned by Blather may do nothing other than stare at you dumbfounded as they try to catch-up with or understand what you are saying. Once the last Stunned Condition comes to an end, the target finally gets a word in, and may not be best pleased with you — after all, you have been talking about nothing or nonsense for some time. Should you stop talking, your opponent immediately loses all Stunned Conditions caused by your Blather. Generally, you can only attempt to Blather at a character once per scene, or perhaps longer as determined by the GM, as the target soon wises up to your antics.

\n

 

", "effects": { "Blather": { "name": "Blather" } } }, "Bookish": { "name": "Bookish", "description": "You are as at home in a library as a seaman at sea or a farmer a-farming. When using Research, you may reverse the dice of any failed Test if this will score a success.", "effects": { "Bookish": { "name": "Bookish" } } }, "Carouser": { "name": "Carouser", "description": "You are a seasoned drinker and know how to party hard. You may reverse the dice of any failed Consume Alcohol Test if this will score a Success.", "effects": { "Carouser": { "name": "Carouser" } } }, "Chaos Magic (Tzeentch)": { "name": "Chaos Magic (Tzeentch)", "description": "By accident or design you have lost a portion of your soul to one of the Dark Gods, and can now practice the foul magics of Chaos. Your ruinous patron immediately grants you access to a single spell from the chosen Lore (most commonly the Nurgle, Slaanesh, or Tzeentch Lores) and you gain a Corruption point as the spell infiltrates your mind, never to be forgotten." }, "Commanding Presence": { "name": "Commanding Presence", "description": "Your presence fills others with hushed awe and admiration. Such is your aura of authority, those with a lower Status may not resist your Leadership tests with their Willpower. Of course, enemies are still no more likely to respect or obey you, but the common folk rarely stand against you.", "effects": { "Commanding Presence": { "name": "Commanding Presence" } } }, "Criminal": { "name": "Criminal", "description": "

You are an active criminal making money from illegal sources, and you’re not always quiet about it. For the purposes of securing money, either when Earning during play or performing an Income Endeavour, refer to the following table:

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Career Level

\n
\n

Bonus Money per time the Talent is taken

\n
\n

1

\n
\n

+2d10 brass pennies

\n
\n

2

\n
\n

+1d10 silver shillings

\n
\n

\n
\n

+2d10 silver shillings

\n
\n

4

\n
\n

+1 gold crown

\n
\n
\n

 

\n

Because of your obvious criminal nature, others consider you lower Status than them unless they also have the Criminal Talent, where Status is compared as normal — perhaps you have gang tattoos, look shifty, or are just rough around the edges, it’s your choice. Because of this, local law enforcers are always suspicious of you and suspect your motivations, which only gets worse the more times you have this Talent, with the exact implications determined by the GM. Lawbreakers without the Criminal Talent earn significantly less coin but are not obviously the sort to be breaking the law, so maintain their Status. With GM consent, you may spend XP to remove levels of the Criminal Talent for the same XP it cost to buy.

", "effects": { "Criminal": { "name": "Criminal" } } }, "Doomed": { "name": "Doomed", "description": "At the age of 10, a Priest of Morr called a Doomsayer took you aside to foretell your death in an incense-laden, coming-of-age ritual called the Dooming. In conjunction with your GM, come up with a suitable Dooming. Should your character die in a fashion that matches your Dooming, your next character gains a bonus of half the total XP your dead character accrued during play.

Severed heads, eroding eyes rupture asunder, roaring gullet erupts, terrible ravaging unnatural" }, "Etiquette (Nobles, Scholars)": { "name": "Etiquette (Nobles, Scholars)", "description": "

You can blend in socially with the chosen group so long as you are dressed and acting appropriately. Example social groups for this Talent are: Criminals, Cultists, Guilders, Nobles, Scholars, Servants, and Soldiers. If you do not have the Talent, those with it will note your discomfort in the unfamiliar environment. This is primarily a matter for roleplaying, but may confer a bonus to Fellowship Tests at the GM’s discretion.

", "effects": { "Etiquette": { "name": "Etiquette" } } }, "Frightening": { "name": "Frightening", "description": "Anyone sane thinks twice before approaching you. If you wish, you have a Fear Rating of 1 . Add +1 to this number per extra time you have this Talent.", "effects": { "Frightening": { "name": "Frightening" } } }, "Gregarious": { "name": "Gregarious", "description": "You just like talking to other folk and it seems they like talking to you. You may reverse any failed Gossip Test if this allows the Test to succeed.", "effects": { "Gregarious": { "name": "Gregarious" } } }, "Read/Write": { "name": "Read/Write", "description": "You are one of the rare literate individuals in the Old World. You are assumed to be able to read and write (if appropriate) all of the Languages you can speak." }, "Lip Reading": { "name": "Lip Reading", "description": "

You can tell what people are saying by simply watching their lips; you do not need to hear what they are saying. If you have an unobstructed view of the speaker’s lower face, you can attempt a Perception Test to understand what they are saying.

", "effects": { "Lip Reading": { "name": "Lip Reading" } } }, "Magical Sense": { "name": "Magical Sense", "description": "

You are able to sense the Winds of Magic in others. You may attempt an Average (+20) Intuition Test whenever you encounter a spellcaster. If you pass, you sense the target is a witch. Further, if you score an Astounding Success (+6), can also determine the target’s highest Channeling Specialization.

", "effects": { "Magical Sense": { "name": "Magical Sense" } } }, "Master of Disguise": { "name": "Master of Disguise", "description": "You are an expert at taking on the appearance and mannerisms of others. With nothing but posture changes, face twisting, and careful use of appropriate clothing, you no longer look like yourself without having to use a Disguise Kit.", "effects": { "Master of Disguise": { "name": "Master of Disguise" } } }, "Petty Magic": { "name": "Petty Magic", "description": "

You have the spark to cast magic within you and have mastered techniques to control it at a basic level. When you take this Talent, you manifest, and permanently memorise, a number of spells equal to your Willpower Bonus. You can learn extra Petty spells for the following cost in XP.

\n

 

\n
\n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n
\n

No. of Petty Spells Currently Known

\n
\n

 XP Cost for a new spell

\n
\n

Up to Willpower Bonus × 1

\n
\n

50 XP

\n
\n

Up to Willpower Bonus × 2

\n
\n

100 XP

\n
\n

Up to Willpower Bonus × 3

\n
\n

150 XP

\n
\n

Up to Willpower Bonus × 4

\n
\n

200 XP

\n
\n
\n

...and so on.

\n

 

\n

So, if your Willpower Bonus is 3 and you had 3 Petty spells, it will cost you 50XP for the first learned spell, then 100 XP for the next three, and so on’.

" }, "Savant (Law)": { "name": "Savant (Law)", "description": "You are exceptionally learned, and have a significant degree of specialized knowledge in a single field of study. You automatically know a number of pieces of correct information equal to you Savant (Lore) level about a relevant issue without having to test your Lore Skill. Testing, as always, will provide yet more information as normal as determined by the GM.", "effects": { "Savant": { "name": "Savant" } } }, "Secret Identity": { "name": "Secret Identity", "description": "You maintain a secret identity that allows you to appear richer, or perhaps poorer, than you actually are. With GM permission, choose any one Career. As long as you are dressed appropriately, you may use the Social Status of the chosen Career you masquerade as rather than your own for modifying Fellowship Tests, and can even ignore the Criminal Talent. However, maintaining this identity will require Entertain (Acting) rolls when you encounter those who may recognize your falsehood. You may create a new Secret Identity for each level you have in this Talent.", "effects": { "Secret Identity": { "name": "Secret Identity" } } }, "Shadow": { "name": "Shadow", "description": "

You are skilled at following people without being spotted. You may use the @UUID[Compendium.wfrp4e-core.items.McTtmZu3Ac8Lh48W]{Shadowing} rules without doing a Combined Test. Instead you test against just your Perception or your Stealth Skill, whichever is higher.

", "effects": { "Shadow": { "name": "Shadow" } } }, "Super Numerate": { "name": "Super Numerate", "description": "

You have a gift for calculation and can work out the solution to most mathematical problems with ease. You may use a simple calculator to represent what your PC is capable of mentally computing.

", "effects": { "Super Numerate": { "name": "Super Numerate" } } }, "Sword": { "name": "Sword" }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Brass Penny": { "name": "Brass Penny" }, "Respectable but Cheap Clothing": { "name": "Respectable but Cheap Clothing" }, "Sigmarite Icons": { "name": "Sigmarite Icons" }, "Purse": { "name": "Purse" }, "Black Lotus": { "name": "Black Lotus", "description": "

This deadly plant grows in Southland jungles and is used for blade venom. Victims who suffer at least 1 Wound from a sap-coated blade immediately take 2 Poisoned Conditions. Resisted with a Difficult (–10) Endurance Test.

", "effects": { "Apply Black Lotus": { "name": "Apply Black Lotus" }, "Black Lotus": { "name": "Black Lotus" } } }, "Heartkill (a slow-acting variant, takes 2d10 hours to take effect)": { "name": "Heartkill (a slow-acting variant, takes 2d10 hours to take effect)", "description": "

Combining the venoms from an Amphisbaena (a rare, two-headed serpent) and a Jabberslythe produces an odorless, colorless poison. When ingested, the deadly mixture inflicts 4 Poisoned Conditions. Resisted with a Difficult (–10) Endurance Test.

", "effects": { "Apply Heartkill": { "name": "Apply Heartkill" }, "Heartkill": { "name": "Heartkill" } } }, "EpoSaCPvoidXr6QT": { "name": "Gold Crown" }, "Arcane Magic (Daemonology)": { "name": "Arcane Magic (Daemonology)", "description": "

You either study one of the 8 Arcane Lores of Magic — Beasts, Death, Fire, Heavens, Metal, Shadow, Light, or Life — or practice a lesser known Lore, such as Hedgecraft or Necromancy. You may now memorize spells from your chosen Lore for the following cost in XP.

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Number of Spells Currently Known

\n
\n

XP Cost for a new spell

\n
\n

Intelligence Bonus × 1 

\n
\n

100 XP

\n
\n

Intelligence Bonus × 2

\n
\n

200 XP

\n
\n

Intelligence Bonus × 3

\n
\n

300 XP

\n
\n

Intelligence Bonus × 4

\n
\n

400 XP

\n
\n
\n

 ...and so on.

\n

So, if your Intelligence Bonus is 4, it will cost you 100 XP for the first spell, and the next 4, then 200 XP for the next 4, and so on. Full rules for learning new spells are provided in @UUID[Compendium.wfrp4e-core.journals.YBVrpUHEjohB1H4f]{Magic}. Under normal circumstances, you may not learn more than one Arcane Magic (Lore) Talent. Further, you may not learn the @UUID[Compendium.wfrp4e-core.items.QyjWtSdnVMT04l5Y]{Bless} or @UUID[Compendium.wfrp4e-core.items.voV0C2ar1bKpcpnH]{Invoke} Talents when you have the Arcane Magic Talent. You can unlearn this Talent for 100 XP, but will immediately lose all of your spells if you do so.

" }, "Entertain": { "name": "Entertain", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" }, "Charm Animal": { "name": "Charm Animal", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" }, "Melee": { "name": "Melee", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Art": { "name": "Art", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" }, "Endurance": { "name": "Endurance", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" }, "Row": { "name": "Row", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" }, "Athletics": { "name": "Athletics", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" }, "Stealth": { "name": "Stealth", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" }, "Ride": { "name": "Ride", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" }, "Drive": { "name": "Drive", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" }, "Outdoor Survival": { "name": "Outdoor Survival", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" }, "Navigation": { "name": "Navigation", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" }, "Agent": { "name": "Agent", "description": "

@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.ssJHG82vEHHRoAUF]{Spy}

" }, "Drain": { "name": "Drain", "description": "

You touch your targets, draining their life. This counts as a Magic Missile with Damage +0 that ignores Armor Points. You then Heal 1 Wound.

\n\n Lore: None

", "effects": { "Drain": { "name": "Drain" } } }, "Eavesdrop": { "name": "Eavesdrop", "description": "

You can hear what your targets say as if you were standing right next to them.

\n\n Lore: None

" }, "Magic Flame": { "name": "Magic Flame", "description": "

You kindle a small flame that flickers to life in the palm of your hand. It will not burn you, but will emit heat and set flammable objects alight, like a natural flame.

\n\n Lore: None

" }, "Open Lock": { "name": "Open Lock", "description": "

One non-magical lock you touch opens.

\n\n Lore: None

" }, "Sounds": { "name": "Sounds", "description": "

You create small noises nearby. You can create quiet, indistinct noises that sound as if they come from a specific location within range, regardless of line of sight. The noises can evoke something specific, such as footsteps, whispers or the howl of an animal, but nothing so distinct that it might convey a message. While the spell is active, you may control the sounds by passing a Average (+20) Channeling Test. A success allows you to move the sounds to another point within range, or to increase or decrease their volume.

\n\n Lore: None

" }, "Warning": { "name": "Warning", "description": "

You channel magic into an object, noticing immediately if it has been poisoned or trapped.

\n\n Lore: None

" }, "Corrosive Blood (Daemonology)": { "name": "Corrosive Blood (Daemonology)", "description": "

You infuse yourself with magic, lending your blood a fearsome potency. You gain the @UUID[Compendium.wfrp4e-core.items.M5QSWOYt2Rbv2yxW]{Corrosive Blood} Creature Trait

", "effects": { "Corrosive Blood (Daemonology)": { "name": "Corrosive Blood (Daemonology)" } } }, "Distracting (Daemonology)": { "name": "Distracting (Daemonology)", "description": "

You wreathe yourself in magic, which swirls around you, distracting your foes. While the spell is active, gain the @UUID[Compendium.wfrp4e-core.items.MVI0lXcg6vvtooAF]{Distracting} Creature Trait.

\n

 

", "effects": { "Distracting (Daemonology)": { "name": "Distracting (Daemonology)" } } }, "Entangle (Daemonology)": { "name": "Entangle (Daemonology)", "description": "

Using magic, you entrap your target, wrapping them in whatever suits your Lore: vines, shadows, their own clothing… Your target gains one @Condition[Entangled] Condition with a Strength equal to your Intelligence. For every +2 SL, you may give the target +1 additional Entangled Condition. The spell lasts until all Entangled Conditions are removed.

", "effects": { "Entangle (Daemonology)": { "name": "Entangle (Daemonology)" } } }, "Manifest Lesser Daemon": { "name": "Manifest Lesser Daemon", "description": "

You channel a sickening flow of Dhar, briefly forcing a rent into the fabric of reality. A Lesser Daemon immediately manifests through the rent. Perform an Opposed Channel (Dhar)/Willpower Test with the Daemon. If successful, the Daemon will respond to one command issued by you, quite literally, then vanish (assuming the command is completed before the Duration ends). If failed, the Daemon immediately attacks.

" }, "Octagram": { "name": "Octagram", "description": "

Daubing an octagram to the floor, and marking it with unholy symbols, you ward against all daemonic influence. Those with the @UUID[Compendium.wfrp4e-core.items.v3uzEthcq0JRar0J]{Daemonic} Creature Trait cannot enter or leave the octagram unless their Willpower is more than twice yours. 

" }, "Teleport (Daemonology)": { "name": "Teleport (Daemonology)", "description": "

Using magic, you can teleport up to your Willpower Bonus in yards. This movement allows you to traverse gaps, avoid perils and pitfalls, and ignore obstacles. For every +2 SL you may increase the distance travelled by your Willpower Bonus in yards.

" }, "Ward (Daemonology)": { "name": "Ward (Daemonology)", "description": "

You wrap yourself in protective magic, gaining the @UUID[Compendium.wfrp4e-core.items.Bvd2aZ0gQUXHfCTh]{Ward (9+)} Creature Trait.

", "effects": { "Ward (Daemonology)": { "name": "Ward (Daemonology)" } } }, "Bolt of Change": { "name": "Bolt of Change", "description": "

A pulsating bolt of scintillating Chaotic energy rends the air. Bolt of Change is a magic missile, and targets suffer a +7 Damage hit. Further, targets must make a Challenging (+0) Endurance Test. A target that fails gains +1 Corruption Point. On a fumble, the target immediately rolls for a Mutation (@Table[expandedmutatemental]{Mental} or @Table[expandedmutatephys]{Physical}), and gains the @UUID[Compendium.wfrp4e-core.items.hiU7vhBOVpVI8c7C]{Chaos Magic (Tzeentch)}  Talent. A Character affected by this spell may resist a mutation by spending a point of Resolve. 

\n\n Lore: Targets of Spells from the Lore of Tzeentch are riven by the transformative magic of Chaos. Targets affected by a Spell from the Lore of Tzeentch must pass a Challenging (+0) Endurance Test, or gain +1 Corruption Point. Should they pass their Test, they instead gain +1 Fortune Point, which can be used as normal. Such are the whims of Tzeentch.

", "effects": { "Bolt of Change": { "name": "Bolt of Change" } } }, "Boon of Tzeentch": { "name": "Boon of Tzeentch", "description": "

Your words, imbued with the labyrinthine prescience of the Changer of the Ways, twist your mind, granting you access to new arcane knowledge. Choose one Spell from any Lore (to ensure swift play, the GM may impose a nine second time limit). While Boon of Tzeentch is in effect, you may cast your new Spell as if you had memorised it, but may not record it in a Grimoire, Scroll, or similar. If you channel to cast the new Spell, you may use either Channelling (Dhar) or the Channelling Skill appropriate to the Lore the spell normally requires, should you possess it.

\n

If you suffer a miscast when channelling or casting this new Spell, the Boon of Tzeentch Spell quits your mind in disgust, and also erases itself from your grimoire should it have allowed itself to be recorded there.

\n\n Lore: Targets of Spells from the Lore of Tzeentch are riven by the transformative magic of Chaos. Targets affected by a Spell from the Lore of Tzeentch must pass a Challenging (+0) Endurance Test, or gain +1 Corruption Point. Should they pass their Test, they instead gain +1 Fortune Point, which can be used as normal. Such are the whims of Tzeentch.

", "effects": { "Boon of Tzeentch": { "name": "Boon of Tzeentch" } } }, "Blue Fire of Tzeentch": { "name": "Blue Fire of Tzeentch", "description": "

Your words conjure a writhing ball of coruscating blue fire that engulfs your foes. Blue Fire of Tzeentch is a magic missile. Anyone within your Initiative Bonus yards of the target suffers a +3 Damage hit, and gains +1 @Condition[Ablaze] Condition.

\n

Should a Character of size small or larger be reduced to 0 Wounds by this spell, or while suffering from an Ablaze Condition from Blue Fire of Tzeentch, roll a [[/r 1d10]]. On a roll of 9, two @UUID[Compendium.wfrp4e-eis.actors.cLOGeMqUty61nYB9]{Blue Horror of Tzeentch} claw their way out of the Character’s screaming flesh, killing them in the process.

\n\n Lore: Targets of Spells from the Lore of Tzeentch are riven by the transformative magic of Chaos. Targets affected by a Spell from the Lore of Tzeentch must pass a Challenging (+0) Endurance Test, or gain +1 Corruption Point. Should they pass their Test, they instead gain +1 Fortune Point, which can be used as normal. Such are the whims of Tzeentch.

", "effects": { "Blue Fire of Tzeentch": { "name": "Blue Fire of Tzeentch" } } }, "Curse of Tzeentch": { "name": "Curse of Tzeentch", "description": "

Tzeentchian Lore has it that all spells ultimately derive from the God’s will, and so belong to him. Using this spell, a Tzeentch sorcerer can cause another wizard to lose the knowledge and ability to cast a spell they previously had mastery of.

\n

Should the curse of Tzeentch be successfully cast, the caster must then make an opposed Willpower Test against the target. If the caster wins, the target loses access to a randomly selected spell. The effects of the spell lasts for one day for every level of success scored by the caster during the opposed test.

\n\n Lore: Targets of Spells from the Lore of Tzeentch are riven by the transformative magic of Chaos. Targets affected by a Spell from the Lore of Tzeentch must pass a Challenging (+0) Endurance Test, or gain +1 Corruption Point. Should they pass their Test, they instead gain +1 Fortune Point, which can be used as normal. Such are the whims of Tzeentch.

", "effects": { "Curse of Tzeentch": { "name": "Curse of Tzeentch" } } }, "The Flickering Flames of Fickle Fate": { "name": "The Flickering Flames of Fickle Fate", "description": "

You conjure forth a torrent of magical fire, which spits, crackles and burns without material fuel. The fire has no physical properties and does not burn, damage, or emit heat. All living creatures and Daemons who can see the fire may choose to reroll every Test once, as if they had spent a Fortune Point, even if they passed the Test. Each time they do so, they must then pass a Challenging (+0) Endurance Test or gain +1 Corruption Point (@Corruption[minor]{Minor}). Characters bearing the Mark of Tzeentch are immune to this Corruption. The Test to resist gaining Corruption may not be rerolled using this Spell’s effect.

\n\n Lore: Targets of Spells from the Lore of Tzeentch are riven by the transformative magic of Chaos. Targets affected by a Spell from the Lore of Tzeentch must pass a Challenging (+0) Endurance Test, or gain +1 Corruption Point. Should they pass their Test, they instead gain +1 Fortune Point, which can be used as normal. Such are the whims of Tzeentch.

" }, "Pink Fire of Tzeentch": { "name": "Pink Fire of Tzeentch", "description": "

Swirling bolts of pink fire arc from your outstretched fingertips, causing reality to scream in anguish. Pink Fire of Tzeentch is a magic missile. Targets affected suffer a +6 Damage hit, and gain +1 @Condition[Ablaze] Condition.

Should a Character of size Small or larger be reduced to 0 Wounds by this spell, or while suffering from an Ablaze Condition caused by Pink Fire of Tzeentch, roll a [[/r 1d10]]. On a roll of 9, a @UUID[Compendium.wfrp4e-eis.actors.iDy8SDTwJSlCzZMl]{Pink Horror} claws its way out of the target’s writhing corpse, killing the individual.

Lore: Targets of Spells from the Lore of Tzeentch are riven by the transformative magic of Chaos. Targets affected by a Spell from the Lore of Tzeentch must pass a Challenging (+0) Endurance Test, or gain +1 Corruption Point. Should they pass their Test, they instead gain +1 Fortune Point, which can be used as normal. Such are the whims of Tzeentch.

", "effects": { "Pink Fire of Tzeentch": { "name": "Pink Fire of Tzeentch" } } }, "The Purple Hand": { "name": "The Purple Hand", "description": "

This spell is a petty curse used by Purple Hand sorcerers  to intimidate and cajole truculent co-conspirators. Of all the non-verbal codes used by the Purple Hand the meaning of this curse is clear: mend your ways immediately or face punishment.

\n

In order to cast the spell the sorcerer must first acquire a small amount of matter from their target: a loose hair or toenail clipping will serve. Should this item be acquired and the spell successfully cast, the palms of the target’s hands turn a deep purple. The spell’s effects last for one hour for every level of success scored by the caster while casting the spell.

\n\n Lore: Targets of Spells from the Lore of Tzeentch are riven by the transformative magic of Chaos. Targets affected by a Spell from the Lore of Tzeentch must pass a Challenging (+0) Endurance Test, or gain +1 Corruption Point. Should they pass their Test, they instead gain +1 Fortune Point, which can be used as normal. Such are the whims of Tzeentch.

" }, "Treason of Tzeentch": { "name": "Treason of Tzeentch", "description": "

You channel fine strands of traitorous mergings of the Winds of Magic directly into your target’s mind, twisting motivations, undermining desires, and fanning fires of discontent. The target can no longer use Talents, and doesn’t add Skill Advances when making Skill Tests, meaning the target only Tests against unmodified Characteristics.

\n

 

\n\n Lore: Targets of Spells from the Lore of Tzeentch are riven by the transformative magic of Chaos. Targets affected by a Spell from the Lore of Tzeentch must pass a Challenging (+0) Endurance Test, or gain +1 Corruption Point. Should they pass their Test, they instead gain +1 Fortune Point, which can be used as normal. Such are the whims of Tzeentch.

", "effects": { "Treason of Tzeentch": { "name": "Treason of Tzeentch" } } }, "Tzeentch's Firestorm": { "name": "Tzeentch's Firestorm", "description": "

A swirling storm of purple arcane fire bursts forth, summoned by your profane cackling. Tzeentch’s Firestorm is a magic missile. Everyone within Initiative Bonus yards of the target suffers a +9 Damage hit, and gains +1 @Condition[Ablaze] Condition.

\n


Should a Character of size small or larger be reduced to 0 Wounds by this Spell, or while suffering from an Ablaze Condition caused by
Tzeentch’s Firestorm, roll a [[/r 1d10]]. On a roll of 9, two @UUID[Compendium.wfrp4e-eis.actors.iDy8SDTwJSlCzZMl]{Pink Horrors} claw their way out of the target’s magically burning corpse, killing the poor unfortunate.

\n

Lore: Targets of Spells from the Lore of Tzeentch are riven by the transformative magic of Chaos. Targets affected by a Spell from the Lore of Tzeentch must pass a Challenging (+0) Endurance Test, or gain +1 Corruption Point. Should they pass their Test, they instead gain +1 Fortune Point, which can be used as normal. Such are the whims of Tzeentch.

\n

 

", "effects": { "Tzeentch's Firestorm": { "name": "Tzeentch's Firestorm" } } }, "Tzeentch's Golden Aura": { "name": "Tzeentch's Golden Aura", "description": "

This is one of the most straightforward and practical spells in a Tzeentch sorcerer’s arsenal. A swirling vortex of yellow fire is summoned out of the aethyr and wraps about the caster’s body, shielding them from incoming blows and missiles. Whilst the spell is in effect, the caster benefits from the Creature Trait @UUID[Compendium.wfrp4e-core.items.Bvd2aZ0gQUXHfCTh]{Ward 9+} .

\n\n Lore: Targets of Spells from the Lore of Tzeentch are riven by the transformative magic of Chaos. Targets affected by a Spell from the Lore of Tzeentch must pass a Challenging (+0) Endurance Test, or gain +1 Corruption Point. Should they pass their Test, they instead gain +1 Fortune Point, which can be used as normal. Such are the whims of Tzeentch.

", "effects": { "Tzeentch's Golden Aura": { "name": "Tzeentch's Golden Aura" } } }, "Sense the Skein": { "name": "Sense the Skein", "description": "

Your eyes glow pink and blue as you speak forbidden words of power. The scales fall from your eyes and you see, for a few fleeting moments, the interconnected fate of all things. You may choose one target you can see, and the GM must reveal the target’s Motivation, Short-Term Ambition, and Long-Term Ambition.

\n\n Lore: Targets of Spells from the Lore of Tzeentch are riven by the transformative magic of Chaos. Targets affected by a Spell from the Lore of Tzeentch must pass a Challenging (+0) Endurance Test, or gain +1 Corruption Point. Should they pass their Test, they instead gain +1 Fortune Point, which can be used as normal. Such are the whims of Tzeentch.

" }, "Word of Tzeentch": { "name": "Word of Tzeentch", "description": "

As your tongue forms the twisted sound-patterns of this blasphemous Spell, two voices seem to utter from your throat, in unholy and unnatural harmony with each other. Your words carry extra meaning for those affected by the Spell, though targets can never remember what was said. They are left with a haunting sense of foreboding, as if they have forgotten something very important about their own future.

\n


Living targets affected by the Spell must make an
Opposed Intelligence Test with you. If the target loses, they gain 1 @Condition[Stunned] Condition, +1 additional Stunned Condition for each SL by which they lost. If they Fumble, they gain the @Condition[Unconscious] Condition, and +1 Corruption.

\n

Once all Conditions have been removed, targets affected must pass an Average (+20) Endurance Test, or gain +1 Corruption. Should they Fumble, they immediately gain 1 @Table[expandedmutatemental]{Mental Mutation}, and may not take a Short-term Ambition for the next [[/r 1d10]] weeks.

\n\n Lore: Targets of Spells from the Lore of Tzeentch are riven by the transformative magic of Chaos. Targets affected by a Spell from the Lore of Tzeentch must pass a Challenging (+0) Endurance Test, or gain +1 Corruption Point. Should they pass their Test, they instead gain +1 Fortune Point, which can be used as normal. Such are the whims of Tzeentch.

", "effects": { "Word of Tzeentch": { "name": "Word of Tzeentch" } } } } }, "The Green Racket": { "name": "The Green Racket", "description": "

@UUID[JournalEntry.p6ttZVxrPdkr0BLl.JournalEntryPage.qeh3wFA7jEYQ3Xq3]{Madcraw Characters}

\n

The Green Racket’s ‘music’ inflicts a @Condition[Deafened] Condition on anyone within 10 yd, unless they pass a Difficult (–10) Toughness Test.

\n

The Green Racket

\n

The Green Racket are five Night Goblin musicians who act as @UUID[Actor.XuZtsncLRagDpswg]{Cacklespit’s} heralds and minstrels. They accompany him on his travels and sometimes play in the throne cavern for his entertainment. They make a horrible noise.

\n

The Green Racket play an assortment of crude, discordant instruments — brass gongs made from looted shields, a battered iron horn, bagpipes fashioned from an inflated eagle’s corpse, and Dwarf skull drums. Urk Bleezug is the ugliest Goblin, who simply howls and bellows. The resulting wall of discordant noise excites the Goblins and helps @UUID[Actor.XuZtsncLRagDpswg]{Cacklespit} focus his visions.

", "items": { "‘Musical’ instrument": { "name": "‘Musical’ instrument" }, "Athletics": { "name": "Athletics", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" }, "Climb": { "name": "Climb", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}" }, "Cool": { "name": "Cool", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" }, "Dodge": { "name": "Dodge", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" }, "Endurance": { "name": "Endurance", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" }, "Melee": { "name": "Melee", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Play (Instrument)": { "name": "Play (Instrument)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.N63wZOWw6ZLYnePN caption=false]{Play}" }, "Animosity": { "name": "Animosity", "description": "

You harbor an enmity for the Target, which will normally be a group of people or creatures, such as ‘Nordlanders’, ‘Beastmen’, or ‘Nobles’. You must attempt a Psychology Test whenever you encounter the group. If you pass, you may grumble and spit, but only suffer a penalty of –20 to all Fellowship Tests towards that group. Should you fail you are subject to Animosity.

\n

 

\n

At the end of every subsequent Round, you may attempt another Psychology test to bring the Animosity to an end. If you do not, the effects of Animosity naturally come to an end when all members of the specified group in your line of sight are utterly pacified or gone, or you gain the Stunned or Unconscious Condition, or you become subject to another Psychology.

\n

 

\n

When subject to Animosity, you must immediately attack the disagreeable creatures, either socially (insults, jibes, and similar) or physically (most commonly with fists), as appropriate. You also gain a bonus of +1 SL on any attempts to socially or mentally attack the group. Animosity is over-ridden by Fear and Terror.

", "effects": { "Animosity": { "name": "Animosity" } } }, "Afraid": { "name": "Afraid", "description": "

The creature is afraid of the Target as if the Target has Fear (0). 

\n

The Fear trait represents an extreme aversion to something. Creatures that cause Fear have a Fear Rating; this value reflects the SL you are required to pass on an Extended Cool Test to overcome your Fear. You may continue to Test at the end of every round until your SL equals or surpasses the creature’s Fear rating. Until you do this, you are subject to Fear.

\n

 

\n

When subject to Fear, you suffer –1 SL on all Tests to affect the source of your fear. You may not move closer to whatever is causing Fear without passing a Challenging (+0) Cool Test. If it comes closer to you, you must pass a Challenging (+0) Cool Test, or gain a Broken Condition.

", "effects": { "Afraid": { "name": "Afraid" } } }, "Infected": { "name": "Infected", "description": "

The creature, or its weapon, carries a nasty infection. If it causes a living opponent to lose Wounds, it must pass an Easy (+40) Endurance Test or contract a @UUID[Compendium.wfrp4e-core.items.kKccDTGzWzSXCBOb]{Festering Wound}

", "effects": { "Infected": { "name": "Infected" } } }, "Night Vision": { "name": "Night Vision", "description": "

You can see very well in natural darkness. Assuming you have at least a faint source of light (such as starlight, moonlight, or bioluminescence) you can see clearly for 20 yards per level of Night Vision. Further, you can extend the effective illumination distance of any light sources by 20 yards per level of Night Vision.

" }, "Robes": { "name": "Robes" }, "Sword": { "name": "Sword" }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Brass Penny": { "name": "Brass Penny" }, "Entertain": { "name": "Entertain", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" }, "Charm Animal": { "name": "Charm Animal", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" }, "Gamble": { "name": "Gamble", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}" }, "Art": { "name": "Art", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" }, "Perception": { "name": "Perception", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" }, "Intimidate": { "name": "Intimidate", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" }, "Row": { "name": "Row", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" }, "Stealth": { "name": "Stealth", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" }, "Ride": { "name": "Ride", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" }, "Consume Alcohol": { "name": "Consume Alcohol", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" }, "Gossip": { "name": "Gossip", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" }, "Intuition": { "name": "Intuition", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" }, "Bribery": { "name": "Bribery", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" }, "Charm": { "name": "Charm", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" }, "Drive": { "name": "Drive", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" }, "Leadership": { "name": "Leadership", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" }, "Outdoor Survival": { "name": "Outdoor Survival", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" }, "Haggle": { "name": "Haggle", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" }, "Navigation": { "name": "Navigation", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" } } }, "Animated Furniture, Medium": { "name": "Animated Furniture, Medium", "description": "

This profile can be used for smaller tables and desks, chairs, and other pieces of similar size. Shorter-legged pieces, such as solid desks with heavy drawers, lose 1 point of Movement and the @UUID[Actor.ZLRDoZmP0bOlvEVw.Item.4bgfeLARrir5KKqd]{Stride} Trait.

", "items": { "Armour": { "name": "Armour", "description": "

The creature is protected by armor or thick hide. It has Rating Armor Points on all Hit Locations

", "effects": { "Armour": { "name": "Armour" } } }, "Construct": { "name": "Construct", "description": "
\n
\n
\n

The creature is a construct of magic, quite mindless, bound together with magical sinews. It has no Intelligence, Willpower, or Fellowship Characteristics, and need never Test them. If it has no wizard controlling it, or does not possess the Territorial Trait, it meanders mindlessly, following flows of ambient magic.

\n

 

\n

For the purposes of calculating its Wounds, it uses its Strength Bonus whenever Willpower Bonus is required. All its attacks are Magical.

\n
\n
\n
", "effects": { "Construct": { "name": "Construct" } } }, "Immunity to Psychology": { "name": "Immunity to Psychology", "description": "

Whether brave, exceedingly stupid, or just caught up in the moment, the creature is utterly fearless. It ignores the Psychology rules.

" }, "Painless": { "name": "Painless", "description": "

The creature feels no pain or can ignore it. All non-amputation penalties suffered from Critical Wounds are ignored, although Conditions are suffered as normal.

" }, "Weapon": { "name": "Weapon", "description": "

The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)

" }, "Stride": { "name": "Stride", "description": "

The creature has a long stride, perhaps because it is a quadruped or has especially long legs. Multiply Run Movement by 1.5 when Running. 

", "effects": { "Stride": { "name": "Stride" } } }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Brass Penny": { "name": "Brass Penny" } } }, "Three-headed Chaos Hound": { "name": "Three-headed Chaos Hound", "items": { "Dodge": { "name": "Dodge", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" }, "Melee (Basic)": { "name": "Melee (Basic)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Ambidextrous": { "name": "Ambidextrous", "description": "

You can use your off-hand far better than most folk, either by training or innate talent. You only suffer a penalty of -10 to Tests relying solely on your secondary hand, not -20. If you have this Talent twice, you suffer no penalty at all.

", "effects": { "Ambidextrous": { "name": "Ambidextrous" } } }, "Armour": { "name": "Armour", "description": "

The creature is protected by armor or thick hide. It has Rating Armor Points on all Hit Locations

", "effects": { "Armour": { "name": "Armour" } } }, "Bestial": { "name": "Bestial", "description": "

The creature has no rational thought or language. It shies away from fire and gains a @Condition[Broken] Condition if struck by it. In defense, it only uses the Dodge Skill. If it loses more than half its Wounds, it will attempt to Flee unless protecting its young or cornered, or unless it has the Territorial Trait. If so, it enters Frenzy. Bestial creatures have no Fellowship characteristic

" }, "Champion": { "name": "Champion", "description": "

The creature is an extraordinarily skilled warrior. If it wins an Opposed Test when defending in melee combat, it can cause Damage just as if it was the attacker.

", "effects": { "Champion": { "name": "Champion" } } }, "Frenzy": { "name": "Frenzy", "description": "

With a Willpower Test, you can work yourself into a state of frenzy by psyching yourself up, howling, biting your shield, or similar. If you succeed, you become subject to Frenzy.

\n

While subject to Frenzy

\n\n

You remain in Frenzy until all enemies in your line of sight are pacified, or you receive the @Condition[Stunned] or @Condition[Unconscious] condition. After your Frenzy is over you immediately receive a @Condition[Fatigued] condition.

", "effects": { "Frenzy": { "name": "Frenzy" } } }, "Hungry": { "name": "Hungry", "description": "

The creature is always hungry for fresh meat. If it kills or incapacitates a living opponent (or encounters a fresh body), it must pass a Average (+20) Willpower Test or feast, losing its next Action and Move.

" }, "Night Vision": { "name": "Night Vision", "description": "

You can see very well in natural darkness. Assuming you have at least a faint source of light (such as starlight, moonlight, or bioluminescence) you can see clearly for 20 yards per level of Night Vision. Further, you can extend the effective illumination distance of any light sources by 20 yards per level of Night Vision.

" }, "Rear": { "name": "Rear", "description": "

For its Move, the creature may make a Stomp attack if it is larger than its opponent (see Size).

", "effects": { "Rear": { "name": "Rear" } } }, "Size": { "name": "Size", "description": "

This trait represents creatures whose size differ from the game standard (i.e. roughly human sized). There are seven steps of Size, ranging from Tiny to Monstrous.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

 Examples

\n
\n

Tiny

\n
\n

Butterfly, Mouse, Pigeon

\n
\n

Little

\n
\n

Cat, Hawk, Human Baby

\n
\n

Small

\n
\n

Giant Rat, Halfling, Human Child

\n
\n

Average

\n
\n

Dwarf, Elf, Human

\n
\n

Large

\n
\n

Horse, Ogre, Troll

\n
\n

Enormous

\n
\n

Griffon, Wyvern, Manticore

\n
\n

Monstrous

\n
\n

Dragon, Giant, Greater Daemon

\n
\n
\n

 

\n

Using Size

\n

 

\n

if you wish to use size to make a creature bigger — for example converting a giant spider to a gigantic spider — then increase Strength and Toughness by +10 and reduce Agility by –5 per step of size you increase the creature. Reverse this if you wish to make a creature smaller 

\n

 

\n

 

\n

Size Combat Modifers

\n

If larger:

\n\n\n

 

\n

If smaller:

\n

• It gains a bonus of +10 to hit.

\n

 

\n

Defending Against Big Creatures

\n

You suffer a penalty of –2 SL for each step larger your opponent is when using Melee to defend an Opposed Test. It is recommended to dodge a Giant swinging a tree, not parry it!

\n

 

\n\n

Fear and Terror

\n

If the creature is perceived to be aggressive, it causes Fear in any creature smaller than it, and Terror in any creature two or more steps smaller. The rating of the Fear or Terror equals the Size step difference. So, if the creature is Large, and its opponent is Small, it will cause Terror 2.

\n

 

\n

Moving in Combat

\n

A creature that is larger ignores the need to Disengage if it wishes to leave melee combat; instead, it brushes smaller combatants out of the way, moving where it wishes.

\n

 

\n

Opposed Strength

\n

During Opposed Strength Tests (and similar), if one creature is 2 or more size steps larger, it wins automatically. If one creature is 1 size step larger, the smaller creature must roll a Critical to contest the roll. If it does, SL are compared as normal. All other results mean the larger creature wins.

\n

 

\n

Stomp

\n

Creatures that are larger than their opponents may make one Stomp as a Free Attack, by spending 1 Advantage, as they kick downwards or otherwise bash smaller opponents out of the way. This attack has a Damage equal to their Strength Bonus +0, and uses Melee(Brawling).

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

Wounds

\n
\n

Tiny

\n
\n

1

\n
\n

Little

\n
\n

Toughness Bonus

\n
\n

Small

\n
\n

(2×Toughness Bonus) + Willpower Bonus

\n
\n

Average

\n
\n

Strength Bonus+(2×Toughness Bonus) + Willpower Bonus

\n
\n

Large

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×2

\n
\n

Enormous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×4

\n
\n

Monstrous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×8

\n
\n
", "effects": { "Size": { "name": "Size" } } }, "Stride": { "name": "Stride", "description": "

The creature has a long stride, perhaps because it is a quadruped or has especially long legs. Multiply Run Movement by 1.5 when Running. 

", "effects": { "Stride": { "name": "Stride" } } }, "Tracker": { "name": "Tracker", "description": "

Trackers are adept at following their prey, generally through scent or hearing. They add SL equal to their Initiative Bonus to all Track Tests.

", "effects": { "Tracker": { "name": "Tracker" } } }, "Venom": { "name": "Venom", "description": "

The creature’s attacks are poisoned or envenomed. When it causes Wounds, its opponent gains a @Condition[Poisoned] Condition. If no Difficulty is marked to resist the Venom, it is assumed to be Challenging

", "effects": { "Venom": { "name": "Venom" } } }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Brass Penny": { "name": "Brass Penny" }, "Tail": { "name": "Tail", "description": "

The creature’s tail is capable of sweeping foes from their feet. \n \n On its turn, it may make a Free Attack by spending 1 Advantage. The Tail does Rating Damage, which includes its Strength Bonus already. Opponents with a smaller Size than the creature, that suffer any Wounds from the attack, also gain the Prone Condition.

", "effects": { "Tail Attack": { "name": "Tail Attack" } } } } }, "Mutant (Type 3)": { "name": "Mutant (Type 3)", "items": { "Mutation": { "name": "Mutation", "description": "

Suit of Armour fused to body (Armour 3), no discernible features on helmet, for example, smooth face plate, but perceives all within 30’, spiked club.

" }, "Corruption": { "name": "Corruption", "description": "

The creature is tainted by Chaos, or perhaps suffused with Dark Magics. The Strength of the Corruption is marked in brackets (@Corruption[minor]{Minor}, @Corruption[moderate]{Moderate}, or @Corruption[major]{Major}).

", "effects": { "Corruption": { "name": "Corruption" } } }, "WpTAabF8LvXvA2u2": { "name": "Mutation", "description": "

The creature is ‘blessed’ with a Mutation. Roll on the Physical Corruption Table

\n

@Table[mutatephys]

\n

@Table[expandedmutatephys] (if EiS Module installed)

", "effects": { "Mutation": { "name": "Mutation" } } }, "Weapon (Swords and Clubs)": { "name": "Weapon (Swords and Clubs)", "description": "

The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)

" }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Brass Penny": { "name": "Brass Penny" }, "Armour": { "name": "Armour", "description": "

The creature is protected by armor or thick hide. It has Rating Armor Points on all Hit Locations

", "effects": { "Armour": { "name": "Armour" } } } } }, "Member of the Nine Eyes": { "name": "Member of the Nine Eyes", "items": { "Art (Writing)": { "name": "Art (Writing)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" }, "Athletics": { "name": "Athletics", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" }, "Bribery": { "name": "Bribery", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" }, "Charm": { "name": "Charm", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" }, "Climb": { "name": "Climb", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}" }, "Cool": { "name": "Cool", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" }, "Consume Alcohol": { "name": "Consume Alcohol", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" }, "Dodge": { "name": "Dodge", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" }, "Entertain (Lecture)": { "name": "Entertain (Lecture)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" }, "Entertain (Rhetoric)": { "name": "Entertain (Rhetoric)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" }, "Entertain (Storytelling)": { "name": "Entertain (Storytelling)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" }, "Endurance": { "name": "Endurance", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" }, "Evaluate": { "name": "Evaluate", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.NtJ85TY8yY3WOGHN caption=false]{Evaluate}" }, "Gamble": { "name": "Gamble", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}" }, "Gossip": { "name": "Gossip", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" }, "Haggle": { "name": "Haggle", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" }, "Intimidate": { "name": "Intimidate", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" }, "Intuition": { "name": "Intuition", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" }, "Language (Classical)": { "name": "Language (Classical)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.xo5U0kL08xCPe6kl caption=false]{Language}" }, "Leadership": { "name": "Leadership", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" }, "Lore (Tzeentch)": { "name": "Lore (Tzeentch)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" }, "Lore": { "name": "Lore", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" }, "Melee (Basic)": { "name": "Melee (Basic)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Navigation": { "name": "Navigation", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" }, "Perception": { "name": "Perception", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" }, "Research": { "name": "Research", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Nv0jexKy05qTOnuN caption=false]{Research}" }, "Trade (Printing)": { "name": "Trade (Printing)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.jmFSm7UvmHEq52iu caption=false]{Trade}" }, "Argumentative": { "name": "Argumentative", "description": "You are used to arguing your points and winning. If you roll a successful Charm Test to debate with an opponent, you can choose to either use your rolled SL, or the number rolled on your units die. So, a successful roll of 24 could be used for +4 SL", "effects": { "Argumentative": { "name": "Argumentative" } } }, "Blather": { "name": "Blather", "description": "

Called ‘opening your mouth and letting your belly rumble’ in Nordland, or simply ‘bullshitting’ in Ostland, blathering involves talking rapidly and incessantly, or talking volubly and at-length, about inconsequential or nonsense matters, and is used to verbally confuse and confound a target. You use your Charm Skill to Blather. Attempt an Opposed Charm/Intelligence Test. Success gives your opponent a Stunned Condition. Further, for each level you have in Blather, your opponent gains another Stunned Condition. Targets Stunned by Blather may do nothing other than stare at you dumbfounded as they try to catch-up with or understand what you are saying. Once the last Stunned Condition comes to an end, the target finally gets a word in, and may not be best pleased with you — after all, you have been talking about nothing or nonsense for some time. Should you stop talking, your opponent immediately loses all Stunned Conditions caused by your Blather. Generally, you can only attempt to Blather at a character once per scene, or perhaps longer as determined by the GM, as the target soon wises up to your antics.

\n

 

", "effects": { "Blather": { "name": "Blather" } } }, "Bookish": { "name": "Bookish", "description": "You are as at home in a library as a seaman at sea or a farmer a-farming. When using Research, you may reverse the dice of any failed Test if this will score a success.", "effects": { "Bookish": { "name": "Bookish" } } }, "ae66coScusj0rUAo": { "name": "Bookish", "description": "You are as at home in a library as a seaman at sea or a farmer a-farming. When using Research, you may reverse the dice of any failed Test if this will score a success.", "effects": { "Bookish": { "name": "Bookish" } } }, "nd9aC5qFliX6idvv": { "name": "Bookish", "description": "You are as at home in a library as a seaman at sea or a farmer a-farming. When using Research, you may reverse the dice of any failed Test if this will score a success.", "effects": { "Bookish": { "name": "Bookish" } } }, "Carouser": { "name": "Carouser", "description": "You are a seasoned drinker and know how to party hard. You may reverse the dice of any failed Consume Alcohol Test if this will score a Success.", "effects": { "Carouser": { "name": "Carouser" } } }, "Doomed": { "name": "Doomed", "description": "At the age of 10, a Priest of Morr called a Doomsayer took you aside to foretell your death in an incense-laden, coming-of-age ritual called the Dooming. In conjunction with your GM, come up with a suitable Dooming. Should your character die in a fashion that matches your Dooming, your next character gains a bonus of half the total XP your dead character accrued during play.

So here every ending reached, arcane rite gathers experts to render unreality" }, "Etiquette (Nobles, Scholars)": { "name": "Etiquette (Nobles, Scholars)", "description": "

You can blend in socially with the chosen group so long as you are dressed and acting appropriately. Example social groups for this Talent are: Criminals, Cultists, Guilders, Nobles, Scholars, Servants, and Soldiers. If you do not have the Talent, those with it will note your discomfort in the unfamiliar environment. This is primarily a matter for roleplaying, but may confer a bonus to Fellowship Tests at the GM’s discretion.

", "effects": { "Etiquette": { "name": "Etiquette" } } }, "Gregarious": { "name": "Gregarious", "description": "You just like talking to other folk and it seems they like talking to you. You may reverse any failed Gossip Test if this allows the Test to succeed.", "effects": { "Gregarious": { "name": "Gregarious" } } }, "Linguistics": { "name": "Linguistics", "description": "

You have a natural affinity for languages. Given a month’s exposure to any Language, you count the associated Language Skill as a Basic Skill with a successful Intelligence Test (which can be attempted once per month). Note: Linguistics only works for languages used to frequently communicate with others, so does not work with Language (Magick).

", "effects": { "Linguistics": { "name": "Linguistics" } } }, "Panhandle": { "name": "Panhandle", "description": "

You are a skilled beggar, able to get even the most jaded individual to contribute to your cause. You can perform a Charm Test every half hour when Begging, not every hour.

", "effects": { "Panhandle": { "name": "Panhandle" } } }, "Public Speaker": { "name": "Public Speaker", "description": "

You are a skilled orator and know how to work large groups of people. Refer to the following table to see how many people you can now influence with your Charm Skill when Public Speaking.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Talent Taken

\n
\n

Number of soldiers influenced

\n
\n

1

\n
\n

As normal × 5

\n
\n

2

\n
\n

As normal × 10

\n
\n

3

\n
\n

 As normal × 20

\n
\n

4

\n
\n

 As normal × 50

\n
\n

5

\n
\n

 As normal × 100

\n
\n

6

\n
\n

 As normal × 200

\n
\n

7

\n
\n

 As normal × 500

\n
\n

8

\n
\n

 As normal × 1000

\n
\n

9

\n
\n

 All who can hear your inspiring voice

\n
\n
" }, "Savant (Any*)": { "name": "Savant (Any*)", "description": "

You are exceptionally learned, and have a significant degree of specialized knowledge in a single field of study. You automatically know a number of pieces of correct information equal to you Savant (Lore) level about a relevant issue without having to test your Lore Skill. Testing, as always, will provide yet more information as normal as determined by the GM.

*When it comes to the Lore Skill, Language Skill and Savant Talent, each of the Nine Eyes has whatever is appropriate for their specialist area of expertise (see @UUID[JournalEntry.fgrD3J7lhVYdc7VF.JournalEntryPage.Ip4gsNUFocBJQGmk#the-nine-eyes]{The Nine Eyes})

", "effects": { "Savant": { "name": "Savant" } } }, "4ktVjD8jgw4abIvk": { "name": "Savant (Any*)", "description": "You are exceptionally learned, and have a significant degree of specialized knowledge in a single field of study. You automatically know a number of pieces of correct information equal to you Savant (Lore) level about a relevant issue without having to test your Lore Skill. Testing, as always, will provide yet more information as normal as determined by the GM.", "effects": { "Savant": { "name": "Savant" } } }, "NvtMDIAbNGtMd7wi": { "name": "Savant (Any*)", "description": "You are exceptionally learned, and have a significant degree of specialized knowledge in a single field of study. You automatically know a number of pieces of correct information equal to you Savant (Lore) level about a relevant issue without having to test your Lore Skill. Testing, as always, will provide yet more information as normal as determined by the GM.", "effects": { "Savant": { "name": "Savant" } } }, "Read/Write": { "name": "Read/Write", "description": "You are one of the rare literate individuals in the Old World. You are assumed to be able to read and write (if appropriate) all of the Languages you can speak." }, "Speedreader": { "name": "Speedreader", "description": "You read books at a voracious pace. You may reverse a failed Research Test if this will grant success. If the speed at which you read is important during combat, a successful Language Test lets you read and fully comprehend a number of pages per Round equal to your SL plus Speedreader level (minimum of 1, even if you fail the Test).", "effects": { "Speedreader": { "name": "Speedreader" } } }, "Super Numerate": { "name": "Super Numerate", "description": "

You have a gift for calculation and can work out the solution to most mathematical problems with ease. You may use a simple calculator to represent what your PC is capable of mentally computing.

", "effects": { "Super Numerate": { "name": "Super Numerate" } } }, "Tower of Memories": { "name": "Tower of Memories", "description": "

A recollection technique first instigated by the Cult of Verena, reputedly from Elven practices taught by the Loremasters of Hoeth, Tower of Memories allows you to perfectly recall a sequence of facts by storing them in an imaginary spire. You can recall a sequence as long as your Intelligence without having to make a Test. For every 10 more items you attempt to memorize, you must make an increasingly difficult Intelligence Test to recall the list correctly, starting at Very Easy (+60) for +10, Easy (+40) for +20, Average (+20) for +30, and so on. Beyond it’s obvious utility for Gamble Tests, where having this Talent adds a bonus of +20 to +60 depending upon how useful recalling sequences is to the game at hand, the GM can apply bonuses to other Tests as appropriate. Each time you take this Talent you may recall an extra sequence without having to forget a previously stored one

" }, "6DZkceinbx5tx0Vh": { "name": "Tower of Memories", "description": "

A recollection technique first instigated by the Cult of Verena, reputedly from Elven practices taught by the Loremasters of Hoeth, Tower of Memories allows you to perfectly recall a sequence of facts by storing them in an imaginary spire. You can recall a sequence as long as your Intelligence without having to make a Test. For every 10 more items you attempt to memorize, you must make an increasingly difficult Intelligence Test to recall the list correctly, starting at Very Easy (+60) for +10, Easy (+40) for +20, Average (+20) for +30, and so on. Beyond it’s obvious utility for Gamble Tests, where having this Talent adds a bonus of +20 to +60 depending upon how useful recalling sequences is to the game at hand, the GM can apply bonuses to other Tests as appropriate. Each time you take this Talent you may recall an extra sequence without having to forget a previously stored one

" }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Brass Penny": { "name": "Brass Penny" }, "Professor": { "name": "Professor", "description": "

@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.CmiCNv8YlslFqRqy]{Scholar}

" } } }, "Swarm of Rainbow Snakes": { "name": "Swarm of Rainbow Snakes", "items": { "Armour": { "name": "Armour", "description": "

The creature is protected by armor or thick hide. It has Rating Armor Points on all Hit Locations

", "effects": { "Armour": { "name": "Armour" } } }, "Fast": { "name": "Fast", "description": "

The creature moves unexpectedly fast. It receives +1 Movement and +10 Agility.

", "effects": { "Fast": { "name": "Fast", "changes": { "system.details.move.value": 1, "system.characteristics.ag.initial": 10 } } } }, "Size": { "name": "Size", "description": "

This trait represents creatures whose size differ from the game standard (i.e. roughly human sized). There are seven steps of Size, ranging from Tiny to Monstrous.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

 Examples

\n
\n

Tiny

\n
\n

Butterfly, Mouse, Pigeon

\n
\n

Little

\n
\n

Cat, Hawk, Human Baby

\n
\n

Small

\n
\n

Giant Rat, Halfling, Human Child

\n
\n

Average

\n
\n

Dwarf, Elf, Human

\n
\n

Large

\n
\n

Horse, Ogre, Troll

\n
\n

Enormous

\n
\n

Griffon, Wyvern, Manticore

\n
\n

Monstrous

\n
\n

Dragon, Giant, Greater Daemon

\n
\n
\n

 

\n

Using Size

\n

 

\n

if you wish to use size to make a creature bigger — for example converting a giant spider to a gigantic spider — then increase Strength and Toughness by +10 and reduce Agility by –5 per step of size you increase the creature. Reverse this if you wish to make a creature smaller 

\n

 

\n

 

\n

Size Combat Modifers

\n

If larger:

\n\n\n

 

\n

If smaller:

\n

• It gains a bonus of +10 to hit.

\n

 

\n

Defending Against Big Creatures

\n

You suffer a penalty of –2 SL for each step larger your opponent is when using Melee to defend an Opposed Test. It is recommended to dodge a Giant swinging a tree, not parry it!

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Fear and Terror

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If the creature is perceived to be aggressive, it causes Fear in any creature smaller than it, and Terror in any creature two or more steps smaller. The rating of the Fear or Terror equals the Size step difference. So, if the creature is Large, and its opponent is Small, it will cause Terror 2.

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Moving in Combat

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A creature that is larger ignores the need to Disengage if it wishes to leave melee combat; instead, it brushes smaller combatants out of the way, moving where it wishes.

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Opposed Strength

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During Opposed Strength Tests (and similar), if one creature is 2 or more size steps larger, it wins automatically. If one creature is 1 size step larger, the smaller creature must roll a Critical to contest the roll. If it does, SL are compared as normal. All other results mean the larger creature wins.

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Stomp

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Creatures that are larger than their opponents may make one Stomp as a Free Attack, by spending 1 Advantage, as they kick downwards or otherwise bash smaller opponents out of the way. This attack has a Damage equal to their Strength Bonus +0, and uses Melee(Brawling).

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\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
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Size

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Wounds

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Tiny

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1

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Little

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Toughness Bonus

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Small

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(2×Toughness Bonus) + Willpower Bonus

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Average

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Strength Bonus+(2×Toughness Bonus) + Willpower Bonus

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Large

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(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×2

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Enormous

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(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×4

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Monstrous

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(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×8

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\n
", "effects": { "Size": { "name": "Size" } } }, "Swarm": { "name": "Swarm", "description": "

Swarms are large numbers of the same creature acting as one. The swarm counts as a single Creature that ignores the Psychology rules, and can ignore the Engaged rules when using its Move. If the Swarm successfully strikes an opponent it activates the Deathblow rule (even if it has not killed its opponent). All opponents Engaged with a Swarm automatically lose 1 Wound at the end of every Round as the Swarm overwhelms anything close. The Swarm has five times the Wounds of a normal example of the creature and gains +10 Weapon Skill. Any attempts to shoot the Swarm gain a bonus of +40 to hit. Swarms ignore all the Size Creature Trait rules

", "effects": { "Swarm": { "name": "Swarm", "changes": { "system.characteristics.ws.initial": 10 } } } }, "Venom": { "name": "Venom", "description": "

The creature’s attacks are poisoned or envenomed. When it causes Wounds, its opponent gains a @Condition[Poisoned] Condition. If no Difficulty is marked to resist the Venom, it is assumed to be Challenging

", "effects": { "Venom": { "name": "Venom" } } }, "Weapon": { "name": "Weapon", "description": "

The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)

" }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Brass Penny": { "name": "Brass Penny" }, "Cold Blooded": { "name": "Cold Blooded", "description": "

The creature is cold-blooded and slow to react. It can reverse all failed Willpower Tests.

", "effects": { "Cold Blooded": { "name": "Cold Blooded" } } } } }, "Hermann von Feilbach": { "name": "Hermann von Feilbach", "items": { "Athletics": { "name": "Athletics", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" }, "Animal Care": { "name": "Animal Care", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QZx9CbhGkIaDMQD3 caption=false]{Animal Care}" }, "Bribery": { "name": "Bribery", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" }, "Charm": { "name": "Charm", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" }, "Charm Animal": { "name": "Charm Animal", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" }, "Consume Alcohol": { "name": "Consume Alcohol", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" }, "Cool": { "name": "Cool", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" }, "Dodge": { "name": "Dodge", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" }, "Endurance": { "name": "Endurance", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" }, "Entertain (Acting)": { "name": "Entertain (Acting)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" }, "Gossip": { "name": "Gossip", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" }, "Heal": { "name": "Heal", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dSf8QWBvN6mlpHBF caption=false]{Heal}", "effects": { "Heal": { "name": "Heal" } } }, "Intimidate": { "name": "Intimidate", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" }, "Language (Battle)": { "name": "Language (Battle)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.xo5U0kL08xCPe6kl caption=false]{Language}" }, "Leadership": { "name": "Leadership", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" }, "Lore (Heraldry)": { "name": "Lore (Heraldry)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" }, "Melee (Basic)": { "name": "Melee (Basic)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Melee (Fencing)": { "name": "Melee (Fencing)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Melee (Two-Handed)": { "name": "Melee (Two-Handed)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Perception": { "name": "Perception", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" }, "Ride (Horse)": { "name": "Ride (Horse)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" }, "Stealth (Urban)": { "name": "Stealth (Urban)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" }, "Trade (Farrier)": { "name": "Trade (Farrier)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.jmFSm7UvmHEq52iu caption=false]{Trade}" }, "Carouser": { "name": "Carouser", "description": "You are a seasoned drinker and know how to party hard. You may reverse the dice of any failed Consume Alcohol Test if this will score a Success.", "effects": { "Carouser": { "name": "Carouser" } } }, "Doomed": { "name": "Doomed", "description": "At the age of 10, a Priest of Morr called a Doomsayer took you aside to foretell your death in an incense-laden, coming-of-age ritual called the Dooming. In conjunction with your GM, come up with a suitable Dooming. Should your character die in a fashion that matches your Dooming, your next character gains a bonus of half the total XP your dead character accrued during play.

Morr sends a maiden" }, "Etiquette (Nobles)": { "name": "Etiquette (Nobles)", "description": "

You can blend in socially with the chosen group so long as you are dressed and acting appropriately. Example social groups for this Talent are: Criminals, Cultists, Guilders, Nobles, Scholars, Servants, and Soldiers. If you do not have the Talent, those with it will note your discomfort in the unfamiliar environment. This is primarily a matter for roleplaying, but may confer a bonus to Fellowship Tests at the GM’s discretion.

", "effects": { "Etiquette": { "name": "Etiquette" } } }, "Menacing": { "name": "Menacing", "description": "You have an imposing presence. When using the Intimidate Skill, gain a SL bonus equal to your levels of Menacing.", "effects": { "Menacing": { "name": "Menacing" } } }, "Noble Blood": { "name": "Noble Blood", "description": "You are either born into the nobility, or otherwise elevated to it by in-game events. Assuming you are dressed appropriately, you are always considered of higher Status than others unless they also have the Noble Blood Talent, where Status is compared as normal.", "effects": { "Noble Blood": { "name": "Noble Blood" } } }, "Read/Write": { "name": "Read/Write", "description": "You are one of the rare literate individuals in the Old World. You are assumed to be able to read and write (if appropriate) all of the Languages you can speak." }, "Secret Identity": { "name": "Secret Identity", "description": "You maintain a secret identity that allows you to appear richer, or perhaps poorer, than you actually are. With GM permission, choose any one Career. As long as you are dressed appropriately, you may use the Social Status of the chosen Career you masquerade as rather than your own for modifying Fellowship Tests, and can even ignore the Criminal Talent. However, maintaining this identity will require Entertain (Acting) rolls when you encounter those who may recognize your falsehood. You may create a new Secret Identity for each level you have in this Talent.", "effects": { "Secret Identity": { "name": "Secret Identity" } } }, "Shadow": { "name": "Shadow", "description": "

You are skilled at following people without being spotted. You may use the @UUID[Compendium.wfrp4e-core.items.McTtmZu3Ac8Lh48W]{Shadowing} rules without doing a Combined Test. Instead you test against just your Perception or your Stealth Skill, whichever is higher.

", "effects": { "Shadow": { "name": "Shadow" } } }, "Shieldsman": { "name": "Shieldsman", "description": "You are skilled at using your shield to maneuver others in combat so you can take advantage of a desperate situation. When using a Shield to defend, you gain Advantage equal to the number of levels you have in Shieldsman if you lose the Opposed Test.", "effects": { "Shieldsman": { "name": "Shieldsman" } } }, "Strike Mighty Blow": { "name": "Strike Mighty Blow", "description": "You know how to hit hard! You deal your level of Strike Mighty Blow in extra Damage with melee weapons.", "effects": { "Strike Mighty Blow": { "name": "Strike Mighty Blow" } } }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Brass Penny": { "name": "Brass Penny" }, "Entertain": { "name": "Entertain", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" }, "Melee": { "name": "Melee", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Gamble": { "name": "Gamble", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}" }, "Art": { "name": "Art", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" }, "Row": { "name": "Row", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" }, "Stealth": { "name": "Stealth", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" }, "Ride": { "name": "Ride", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" }, "Intuition": { "name": "Intuition", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" }, "Drive": { "name": "Drive", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" }, "Outdoor Survival": { "name": "Outdoor Survival", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" }, "Haggle": { "name": "Haggle", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" }, "Climb": { "name": "Climb", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}" }, "Navigation": { "name": "Navigation", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" }, "Plate Bracers": { "name": "Plate Bracers" }, "Plate Leggings": { "name": "Plate Leggings", "effects": { "Plate Leggings": { "name": "Plate Leggings" } } }, "Plate Helm": { "name": "Plate Helm", "effects": { "Plate Helm": { "name": "Plate Helm" } } }, "Plate Breastplate": { "name": "Plate Breastplate" }, "Mail Coat": { "name": "Mail Coat" }, "Mail Coif": { "name": "Mail Coif", "effects": { "Mail Coif": { "name": "Mail Coif" } } }, "Mail Chausses": { "name": "Mail Chausses" }, "The Silver Seal": { "name": "The Silver Seal", "description": "

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}.

", "effects": { "The Silver Seal": { "name": "The Silver Seal" } } }, "Ward": { "name": "Ward", "description": "

Perhaps because they are magical, wear a special talisman, or are just plain lucky, some blows just seem to miss. Roll [[/r 1d10]] after any blow is received, if the creature rolls Rating or higher, the blow is ignored, even if it is a critical.

", "effects": { "Ward": { "name": "Ward" } } }, "Magic Resistance": { "name": "Magic Resistance", "description": "

Magic has a reduced effect on the creature. The SL of any spell affecting it is reduced by the Rating given. So, Magic Resistance 2 would reduce the SL by 2.

", "effects": { "Magic Resistance": { "name": "Magic Resistance" } } }, "Ghal Maraz": { "name": "Ghal Maraz", "description": "

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.

Magical Weapon: The imitation Ghal Maraz is magical and can injure creatures noted as immune to non-magical attacks.

Radiant Nimbus: 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.

Rune of Goblin Bane: Add the Impact quality to the weapon if the target is an Orc, Goblin, Snotling, or Hobgoblin.

Rune of Fire: Targets struck receive an @Condition[Ablaze] Condition.

", "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)" } } } }, "effects": { "Encumbrance 1": { "name": "Encumbrance 1" } } }, "Quintus Fassbinder": { "name": "Quintus Fassbinder", "items": { "Notebook": { "name": "Notebook" }, "Art (Writing)": { "name": "Art (Writing)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" }, "Charm": { "name": "Charm", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" }, "Cool": { "name": "Cool", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" }, "Consume Alcohol": { "name": "Consume Alcohol", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" }, "Entertain (Lecture)": { "name": "Entertain (Lecture)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" }, "Entertain (Storytelling)": { "name": "Entertain (Storytelling)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" }, "Evaluate": { "name": "Evaluate", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.NtJ85TY8yY3WOGHN caption=false]{Evaluate}" }, "Gamble": { "name": "Gamble", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}" }, "Gossip": { "name": "Gossip", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" }, "Haggle": { "name": "Haggle", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" }, "Intimidate": { "name": "Intimidate", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" }, "Intuition": { "name": "Intuition", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" }, "Language (Classical)": { "name": "Language (Classical)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.xo5U0kL08xCPe6kl caption=false]{Language}" }, "Language (Khazalid)": { "name": "Language (Khazalid)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.xo5U0kL08xCPe6kl caption=false]{Language}" }, "Leadership": { "name": "Leadership", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" }, "Lore (Chaos)": { "name": "Lore (Chaos)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" }, "Lore (Cults)": { "name": "Lore (Cults)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" }, "Lore (Heraldry)": { "name": "Lore (Heraldry)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" }, "Lore (History)": { "name": "Lore (History)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" }, "Lore (Theology)": { "name": "Lore (Theology)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" }, "Melee (Basic)": { "name": "Melee (Basic)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Perception": { "name": "Perception", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" }, "Research": { "name": "Research", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Nv0jexKy05qTOnuN caption=false]{Research}" }, "Trade (Calligrapher)": { "name": "Trade (Calligrapher)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.jmFSm7UvmHEq52iu caption=false]{Trade}" }, "Blather": { "name": "Blather", "description": "

Called ‘opening your mouth and letting your belly rumble’ in Nordland, or simply ‘bullshitting’ in Ostland, blathering involves talking rapidly and incessantly, or talking volubly and at-length, about inconsequential or nonsense matters, and is used to verbally confuse and confound a target. You use your Charm Skill to Blather. Attempt an Opposed Charm/Intelligence Test. Success gives your opponent a Stunned Condition. Further, for each level you have in Blather, your opponent gains another Stunned Condition. Targets Stunned by Blather may do nothing other than stare at you dumbfounded as they try to catch-up with or understand what you are saying. Once the last Stunned Condition comes to an end, the target finally gets a word in, and may not be best pleased with you — after all, you have been talking about nothing or nonsense for some time. Should you stop talking, your opponent immediately loses all Stunned Conditions caused by your Blather. Generally, you can only attempt to Blather at a character once per scene, or perhaps longer as determined by the GM, as the target soon wises up to your antics.

\n

 

", "effects": { "Blather": { "name": "Blather" } } }, "Bookish": { "name": "Bookish", "description": "You are as at home in a library as a seaman at sea or a farmer a-farming. When using Research, you may reverse the dice of any failed Test if this will score a success.", "effects": { "Bookish": { "name": "Bookish" } } }, "Carouser": { "name": "Carouser", "description": "You are a seasoned drinker and know how to party hard. You may reverse the dice of any failed Consume Alcohol Test if this will score a Success.", "effects": { "Carouser": { "name": "Carouser" } } }, "Doomed": { "name": "Doomed", "description": "At the age of 10, a Priest of Morr called a Doomsayer took you aside to foretell your death in an incense-laden, coming-of-age ritual called the Dooming. In conjunction with your GM, come up with a suitable Dooming. Should your character die in a fashion that matches your Dooming, your next character gains a bonus of half the total XP your dead character accrued during play.

Sheer hubris everlasting envy rashness and resentment gnashes enfeebled torso rendered undone" }, "Etiquette (Scholars)": { "name": "Etiquette (Scholars)", "description": "

You can blend in socially with the chosen group so long as you are dressed and acting appropriately. Example social groups for this Talent are: Criminals, Cultists, Guilders, Nobles, Scholars, Servants, and Soldiers. If you do not have the Talent, those with it will note your discomfort in the unfamiliar environment. This is primarily a matter for roleplaying, but may confer a bonus to Fellowship Tests at the GM’s discretion.

", "effects": { "Etiquette": { "name": "Etiquette" } } }, "Linguistics": { "name": "Linguistics", "description": "

You have a natural affinity for languages. Given a month’s exposure to any Language, you count the associated Language Skill as a Basic Skill with a successful Intelligence Test (which can be attempted once per month). Note: Linguistics only works for languages used to frequently communicate with others, so does not work with Language (Magick).

", "effects": { "Linguistics": { "name": "Linguistics" } } }, "Public Speaker": { "name": "Public Speaker", "description": "

You are a skilled orator and know how to work large groups of people. Refer to the following table to see how many people you can now influence with your Charm Skill when Public Speaking.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Talent Taken

\n
\n

Number of soldiers influenced

\n
\n

1

\n
\n

As normal × 5

\n
\n

2

\n
\n

As normal × 10

\n
\n

3

\n
\n

 As normal × 20

\n
\n

4

\n
\n

 As normal × 50

\n
\n

5

\n
\n

 As normal × 100

\n
\n

6

\n
\n

 As normal × 200

\n
\n

7

\n
\n

 As normal × 500

\n
\n

8

\n
\n

 As normal × 1000

\n
\n

9

\n
\n

 All who can hear your inspiring voice

\n
\n
" }, "Savant (Theology)": { "name": "Savant (Theology)", "description": "You are exceptionally learned, and have a significant degree of specialized knowledge in a single field of study. You automatically know a number of pieces of correct information equal to you Savant (Lore) level about a relevant issue without having to test your Lore Skill. Testing, as always, will provide yet more information as normal as determined by the GM.", "effects": { "Savant": { "name": "Savant" } } }, "A3hk7MijKspMjwEr": { "name": "Savant (Theology)", "description": "You are exceptionally learned, and have a significant degree of specialized knowledge in a single field of study. You automatically know a number of pieces of correct information equal to you Savant (Lore) level about a relevant issue without having to test your Lore Skill. Testing, as always, will provide yet more information as normal as determined by the GM.", "effects": { "Savant": { "name": "Savant" } } }, "Read/Write": { "name": "Read/Write", "description": "You are one of the rare literate individuals in the Old World. You are assumed to be able to read and write (if appropriate) all of the Languages you can speak." }, "Speedreader": { "name": "Speedreader", "description": "You read books at a voracious pace. You may reverse a failed Research Test if this will grant success. If the speed at which you read is important during combat, a successful Language Test lets you read and fully comprehend a number of pages per Round equal to your SL plus Speedreader level (minimum of 1, even if you fail the Test).", "effects": { "Speedreader": { "name": "Speedreader" } } }, "Super Numerate": { "name": "Super Numerate", "description": "

You have a gift for calculation and can work out the solution to most mathematical problems with ease. You may use a simple calculator to represent what your PC is capable of mentally computing.

", "effects": { "Super Numerate": { "name": "Super Numerate" } } }, "Writing Kit": { "name": "Writing Kit", "description": "

Contains a quill pen, inkpot, and ink blotter.

" }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Brass Penny": { "name": "Brass Penny" }, "Entertain": { "name": "Entertain", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" }, "Dodge": { "name": "Dodge", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" }, "Charm Animal": { "name": "Charm Animal", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" }, "Melee": { "name": "Melee", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Art": { "name": "Art", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" }, "Endurance": { "name": "Endurance", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" }, "Row": { "name": "Row", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" }, "Athletics": { "name": "Athletics", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" }, "Stealth": { "name": "Stealth", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" }, "Ride": { "name": "Ride", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" }, "Bribery": { "name": "Bribery", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" }, "Drive": { "name": "Drive", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" }, "Outdoor Survival": { "name": "Outdoor Survival", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" }, "Climb": { "name": "Climb", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}" }, "Navigation": { "name": "Navigation", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" }, "Jewellery": { "name": "Jewellery", "description": "

Prices vary by craftsmanship, metal type, and gem value. As a general guideline, common rings without any gemstones cost 10 coins equal to their metal type (i.e. brass, silver or gold) whereas necklaces cost 20 coins of the same metal type

" }, "Fine Clothing": { "name": "Fine Clothing" } } }, "Ungor": { "name": "Ungor", "items": { "Arboreal": { "name": "Arboreal", "description": "

The creature is at home in the forests. In the woodlands, it adds its Agility Bonus to the SL of all Climb and Stealth Tests.

", "effects": { "Arboreal": { "name": "Arboreal" } } }, "Armour": { "name": "Armour", "description": "

The creature is protected by armor or thick hide. It has Rating Armor Points on all Hit Locations

", "effects": { "Armour": { "name": "Armour" } } }, "Night Vision": { "name": "Night Vision", "description": "

You can see very well in natural darkness. Assuming you have at least a faint source of light (such as starlight, moonlight, or bioluminescence) you can see clearly for 20 yards per level of Night Vision. Further, you can extend the effective illumination distance of any light sources by 20 yards per level of Night Vision.

" }, "Weapon": { "name": "Weapon", "description": "

The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)

" }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Brass Penny": { "name": "Brass Penny" } } }, "Blue Horror": { "name": "Blue Horror", "description": "

Horrors of Tzeentch are the gibbering, mutable scions of the Changer of Ways. Many-limbed monstrosities, their form seems to writhe and change as arms, legs, and tentacles burst forth, snaking through the air, seeking prey to drag into their gaping maws. Creatures of pure magic, the air around them crackles and warps with unholy arcane energies.

\n

Pink Horrors revel in change and in magic. When summoned, they giggle and gambol their way through the world, frolicking and capering with glee. Their cheerfully antic disposition means they are often known as ‘Squealers’ or ‘Whirling Destroyers’. As creatures of raw Chaos, they are drawn to one another, amplifying one another’s power, and conjuring fearsome bolts of magical flame to wreak havoc on those foolish enough to draw close.

\n

Should a Pink Horror receive a blow sufficient enough to destroy its material manifestation, it explosively splits into two Blue Horrors, rather than being banished to the Realms of Chaos. In stark contrast to their giggling pink precursor, Blue Horrors appear sullen and malicious, their faces distorted into grimaces and sneers. Instead of laughter, their eldritch throats spew grumbling, muttered curses.

\n

If a group of nine, or a multiple of nine, creatures have the trait, then all the creatures pool their resources  together and instead cast the Spell. Nine, of course, is Tzeentch’s sacred number.

", "items": { "Corruption": { "name": "Corruption", "description": "

The creature is tainted by Chaos, or perhaps suffused with Dark Magics. The Strength of the Corruption is marked in brackets (@Corruption[minor]{Minor}, @Corruption[moderate]{Moderate}, or @Corruption[major]{Major}).

", "effects": { "Corruption": { "name": "Corruption" } } }, "Fear": { "name": "Fear", "description": "

The creature causes supernatural Fear in other creatures, with a rating equal to its Rating.

\n

The Fear trait represents an extreme aversion to something. Creatures that cause Fear have a Fear Rating; this value reflects the SL you are required to pass on an Extended Cool Test to overcome your Fear. You may continue to Test at the end of every round until your SL equals or surpasses the creature’s Fear rating. Until you do this, you are subject to Fear.

\n

When subject to Fear, you suffer –1 SL on all Tests to affect the source of your fear. You may not move closer to whatever is causing Fear without passing a Challenging (+0) Cool Test. If it comes closer to you, you must pass a Challenging (+0) Cool Test, or gain a @Condition[Broken] Condition.

", "effects": { "Fear": { "name": "Fear" } } }, "Tzeentch's Fire": { "name": "Tzeentch's Fire", "description": "

The creature is wreathed with Tzeentchs fire that frequently flies forth from fingertips, mouths, or burning eyes. All creatures of the same type (e.g. all Pink Horrors, or all Blue Horrors) in the vicinity pool their power. One Horror is chosen to be the focus (caster), and may cast 1 Tzeentch Spell: Pink Horrors cast the @UUID[Compendium.wfrp4e-eis.items.sklbZU3K8ogeu3mC]{Pink Fire of Tzeentch} Spell; other creatures cast the @UUID[Compendium.wfrp4e-eis.items.wY6JAt76eArBroYC]{Blue Fire of Tzeentch} Spell. Each additional contributing creature adds +1 SL, to a maximum of +9 SL, as a Free Action.

" }, "Weapon (Claws)": { "name": "Weapon (Claws)", "description": "

The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)

" }, "Channelling": { "name": "Channelling", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tXu8Hrd4desq1Rja caption=false]{Channelling}" }, "Language (Magick)": { "name": "Language (Magick)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.xo5U0kL08xCPe6kl caption=false]{Language}" }, "Distracting": { "name": "Distracting", "description": "

The creature distracts or confuse foes, possibly exuding a soporific musk or nauseating reek, or maybe its appearance is bizarrely horrifying. All living targets within a number of yards equal to its Toughness Bonus suffer a penalty of –20 to all Tests. A target can only suffer this penalty once, no matter how many Distracting foes there are.

", "effects": { "Distracting": { "name": "Distracting" } } }, "Mutation": { "name": "Mutation", "description": "

The creature is ‘blessed’ with a Mutation. Roll on the Physical Corruption Table

\n

@Table[mutatephys]

\n

@Table[expandedmutatephys] (if EiS Module installed)

", "effects": { "Mutation": { "name": "Mutation" } } }, "Spellcaster": { "name": "Spellcaster", "description": "

The creature can cast spells; the specific Lore of Magic will be indicated in brackets.

" }, "Tongue Attack (3 yards)": { "name": "Tongue Attack (3 yards)", "description": "

The creature’s prehensile tongue can wrap itself around prey, dragging it to a grisly end.

\n ", "effects": { "Tongue Attack (Range)": { "name": "Tongue Attack (Range)" } } }, "Daemonic": { "name": "Daemonic", "description": "

The creature’s essence is raw magic, and unholy ichor pumps through what passes for its veins. Daemonic creatures do not require the normal prerequisites for life: food, water, air…

\n

All its attacks are Magical. Roll [[/r 1d10]] after any blow is received, if the creature rolls the Target number or higher, the blow is ignored, even if it is a critical. Should the creature be reduced to 0 Wounds, its soul returns to the Realms of Chaos immediately, removing it from play.

", "effects": { "Daemonic": { "name": "Daemonic" } } }, "Unstable": { "name": "Unstable", "description": "

The creature’s corpus is maintained by foul magics that are inherently unstable in the material realm.

\n

Whenever it ends a round engaged with any opponent with higher Advantage, the creature is driven back, and the magics holding it together weaken. It loses as many Wounds as the difference between its Advantage, and the highest Advantage engaged with it.

\n

So, if the creature had 1 Advantage, and its opponent had 3, the creature would lose 2 Wounds. If the creature ever reach 0 Wounds, the magics holding it in place collapse, and it ‘dies’.

", "effects": { "Unstable": { "name": "Unstable" } } } } }, "Boris Todbringer": { "name": "Boris Todbringer", "items": { "The Middenland Runefang (Peak Leveller)": { "name": "The Middenland Runefang (Peak Leveller)" }, "Grand Duchy of Middenheim": { "name": "Grand Duchy of Middenheim" }, "Wardenship of the Barony of Nordland": { "name": "Wardenship of the Barony of Nordland" }, "The Middenheim City Coffers and Crown Jewels": { "name": "The Middenheim City Coffers and Crown Jewels" }, "Various Lands and Estates throughout the Empire": { "name": "Various Lands and Estates throughout the Empire" }, "Art (Calligraphy)": { "name": "Art (Calligraphy)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" }, "Athletics": { "name": "Athletics", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" }, "Bribery": { "name": "Bribery", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" }, "Charm": { "name": "Charm", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" }, "Consume Alcohol": { "name": "Consume Alcohol", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" }, "Cool": { "name": "Cool", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" }, "Dodge": { "name": "Dodge", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" }, "Drive": { "name": "Drive", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" }, "Endurance": { "name": "Endurance", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" }, "Entertain (Speeches)": { "name": "Entertain (Speeches)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" }, "Entertain (Storytelling)": { "name": "Entertain (Storytelling)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" }, "Evaluate": { "name": "Evaluate", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.NtJ85TY8yY3WOGHN caption=false]{Evaluate}" }, "Gamble": { "name": "Gamble", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}" }, "Gossip": { "name": "Gossip", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" }, "Haggle": { "name": "Haggle", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" }, "Heal": { "name": "Heal", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dSf8QWBvN6mlpHBF caption=false]{Heal}", "effects": { "Heal": { "name": "Heal" } } }, "Intimidate": { "name": "Intimidate", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" }, "Intuition": { "name": "Intuition", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" }, "Language (Battle)": { "name": "Language (Battle)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.xo5U0kL08xCPe6kl caption=false]{Language}" }, "Language (Classical)": { "name": "Language (Classical)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.xo5U0kL08xCPe6kl caption=false]{Language}" }, "Language (Khazalid)": { "name": "Language (Khazalid)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.xo5U0kL08xCPe6kl caption=false]{Language}" }, "Leadership": { "name": "Leadership", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" }, "Lore (Warfare)": { "name": "Lore (Warfare)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" }, "Lore (History)": { "name": "Lore (History)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" }, "Lore (Law)": { "name": "Lore (Law)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" }, "Melee (Basic)": { "name": "Melee (Basic)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Melee (Cavalry)": { "name": "Melee (Cavalry)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Melee (Fencing)": { "name": "Melee (Fencing)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Navigation": { "name": "Navigation", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" }, "Outdoor Survival": { "name": "Outdoor Survival", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" }, "Perception": { "name": "Perception", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" }, "Perform (Dancing)": { "name": "Perform (Dancing)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6MQIGorN3WgXWfJB caption=false]{Perform}" }, "Play (Harpsichord)": { "name": "Play (Harpsichord)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.N63wZOWw6ZLYnePN caption=false]{Play}" }, "Ranged (Bow)": { "name": "Ranged (Bow)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.jJYOiSQNgC9v7cM5 caption=false]{Ranged}" }, "Ride (Horse)": { "name": "Ride (Horse)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" }, "Beat Blade": { "name": "Beat Blade", "description": "

You are trained to make sharp controlled blows to your opponent’s weapon, creating an opening for an attack or simply impeding an incoming attack. For your Action, you can choose to Beat Blade before rolling. Perform a Melee Test; if successful, your opponent loses –1 Advantage, and loses a further –1 per SL you score. This Test is not Opposed. This Talent is of no use if your opponent has no weapon, or has a larger Size than you.

", "effects": { "Beat Blade": { "name": "Beat Blade" } } }, "Blather": { "name": "Blather", "description": "

Called ‘opening your mouth and letting your belly rumble’ in Nordland, or simply ‘bullshitting’ in Ostland, blathering involves talking rapidly and incessantly, or talking volubly and at-length, about inconsequential or nonsense matters, and is used to verbally confuse and confound a target. You use your Charm Skill to Blather. Attempt an Opposed Charm/Intelligence Test. Success gives your opponent a Stunned Condition. Further, for each level you have in Blather, your opponent gains another Stunned Condition. Targets Stunned by Blather may do nothing other than stare at you dumbfounded as they try to catch-up with or understand what you are saying. Once the last Stunned Condition comes to an end, the target finally gets a word in, and may not be best pleased with you — after all, you have been talking about nothing or nonsense for some time. Should you stop talking, your opponent immediately loses all Stunned Conditions caused by your Blather. Generally, you can only attempt to Blather at a character once per scene, or perhaps longer as determined by the GM, as the target soon wises up to your antics.

\n

 

", "effects": { "Blather": { "name": "Blather" } } }, "Carouser": { "name": "Carouser", "description": "You are a seasoned drinker and know how to party hard. You may reverse the dice of any failed Consume Alcohol Test if this will score a Success.", "effects": { "Carouser": { "name": "Carouser" } } }, "Combat Reflexes": { "name": "Combat Reflexes", "description": "

You react like a flash of lightning. Add 10 to your Initiative for each level in this Talent when determining Combat Initiative.

", "effects": { "Combat Reflexes": { "name": "Combat Reflexes" } } }, "Commanding Presence": { "name": "Commanding Presence", "description": "Your presence fills others with hushed awe and admiration. Such is your aura of authority, those with a lower Status may not resist your Leadership tests with their Willpower. Of course, enemies are still no more likely to respect or obey you, but the common folk rarely stand against you.", "effects": { "Commanding Presence": { "name": "Commanding Presence" } } }, "Dealmaker": { "name": "Dealmaker", "description": "

You are a skilled businessman who knows how to close a deal. When using the Haggle skill, you reduce or increase the price of the products by an extra 10%.

\n

 

\n

Note: The GM may put a lower limit on prices here to show a seller refusing to sell below cost.

", "effects": { "Dealmaker": { "name": "Dealmaker" } } }, "Disarm": { "name": "Disarm", "description": "

You are able to disarm an opponent with a careful flick of the wrist or a well-aimed blow to the hand. For your Action, you may attempt an Opposed Melee/Melee test. If you win, your opponent loses a held weapon, which flies 1d10 feet in a random direction (with further effects as determined by the GM). If you win by 2 SL, you can determine how far the weapon is flung instead of rolling randomly; if you win by 4 SL, you can also choose the direction the weapon goes in; if you win by 6 SL or more, you can take your opponent’s weapon if you have a free hand, plucking it from the air with a flourish. Tis Talent is of no use if your opponent has no weapon, or is a larger Size than you.

", "effects": { "Disarm": { "name": "Disarm" } } }, "Distract": { "name": "Distract", "description": "

You are trained in simple movements to distract or startle your opponent, drawing eyes from your true intent. You may use your Move to perform a Distraction. This is resolved by an Opposed Athletics/Cool Test. If you win, your opponent can gain no Advantage until the end of the next Round.

", "effects": { "Distract": { "name": "Distract" } } }, "Doomed": { "name": "Doomed", "description": "

At the age of 10, a Priest of Morr called a Doomsayer took you aside to foretell your death in an incense-laden, coming-of-age ritual called the Dooming. In conjunction with your GM, come up with a suitable Dooming. Should your character die in a fashion that matches your Dooming, your next character gains a bonus of half the total XP your dead character accrued during play.

\n

 

\n

Vengeance made for vengeance repaid be then dragged down, ript and slayd

" }, "Etiquette (Guilders, Nobles, Soldiers)": { "name": "Etiquette (Guilders, Nobles, Soldiers)", "description": "

You can blend in socially with the chosen group so long as you are dressed and acting appropriately. Example social groups for this Talent are: Criminals, Cultists, Guilders, Nobles, Scholars, Servants, and Soldiers. If you do not have the Talent, those with it will note your discomfort in the unfamiliar environment. This is primarily a matter for roleplaying, but may confer a bonus to Fellowship Tests at the GM’s discretion.

", "effects": { "Etiquette": { "name": "Etiquette" } } }, "Feint": { "name": "Feint", "description": "You have trained how to make false attacks in close combat to fool your opponent. You may now make a Feint for your Action against any opponent using a weapon. This is resolved with an Opposed Melee (Fencing)/Melee Test. If you win, and you attack the same opponent before the end of the next Round, you may add the SL of your Feint to your attack roll.", "effects": { "Feint": { "name": "Feint" } } }, "Gregarious": { "name": "Gregarious", "description": "You just like talking to other folk and it seems they like talking to you. You may reverse any failed Gossip Test if this allows the Test to succeed.", "effects": { "Gregarious": { "name": "Gregarious" } } }, "Hardy": { "name": "Hardy", "description": "You gain a permanent addition to your Wounds, equal to your Toughness Bonus. If your Toughness Bonus should increase, then the number of Wounds Hardy provides also increases.", "effects": { "Hardy": { "name": "Hardy" } } }, "Inspiring": { "name": "Inspiring", "description": "

Your rousing words and pleas can turn the tide of a battle. Refer to the following table to see how many people you can now influence with your Leadership Skill when at war.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Talent Taken

\n
\n

Number of soldiers influenced

\n
\n

1

\n
\n

As normal × 5

\n
\n

2

\n
\n

As normal × 10

\n
\n

3

\n
\n

 As normal × 20

\n
\n

4

\n
\n

 As normal × 50

\n
\n

5

\n
\n

 As normal × 100

\n
\n

6

\n
\n

 As normal × 200

\n
\n

7

\n
\n

 As normal × 500

\n
\n

8

\n
\n

 As normal × 1000

\n
\n

9

\n
\n

 All who can hear your inspiring voice

\n
\n
", "effects": { "Inspiring": { "name": "Inspiring" } } }, "Iron Will": { "name": "Iron Will", "description": "You have an indomitable will of iron, and will never willingly bow down before another. Use of the Intimidate skill does not cause Fear in you, and will not stop you speaking out against the intimidating party.", "effects": { "Iron Will": { "name": "Iron Will" } } }, "Luck": { "name": "Luck", "description": "

They say when you were born, Ranald smiled. Your maximum Fortune Points now equal your current Fate points plus the number of times you’ve taken Luck.

" }, "Noble Blood": { "name": "Noble Blood", "description": "You are either born into the nobility, or otherwise elevated to it by in-game events. Assuming you are dressed appropriately, you are always considered of higher Status than others unless they also have the Noble Blood Talent, where Status is compared as normal.", "effects": { "Noble Blood": { "name": "Noble Blood" } } }, "Read/Write": { "name": "Read/Write", "description": "You are one of the rare literate individuals in the Old World. You are assumed to be able to read and write (if appropriate) all of the Languages you can speak." }, "Reversal": { "name": "Reversal", "description": "

You are used to desperate combats, able to turn even the direst circumstances to your Advantage. If you win an Opposed Melee Test, instead of gaining +1 Advantage, you may take all your opponent’s Current Advantage. If you do this, you do not cause any Damage, even if it is your Turn in the Round.

", "effects": { "Reversal": { "name": "Reversal" } } }, "Riposte": { "name": "Riposte", "description": "

Conforming to ‘the best defense is offence’, you respond to an incoming attack with a lightning-fast counterstrike of your own. If your weapon has the Fast quality, you may cause Damage when you are attacked, just as if it was your Action. You can Riposte a number of attacks per round equal to your Riposte level.

", "effects": { "Riposte": { "name": "Riposte" } } }, "Savvy": { "name": "Savvy", "description": "You gain a permanent +5 bonus to your starting Intelligence Characteristic (this does not count towards your Advances).", "effects": { "Savvy": { "name": "Savvy", "changes": { "system.characteristics.int.initial": 5 } } } }, "Step Aside": { "name": "Step Aside", "description": "You are skilled at being where enemy weapons are not. If you use Dodge to defend against an incoming attack and win the Opposed Test, you may move up to 2 yards as you dive away, and no longer count as Engaged. None of your opponents will gain a Free Attack when you do this.", "effects": { "Step Aside": { "name": "Step Aside" } } }, "Stout-hearted": { "name": "Stout-hearted", "description": "

No matter how bad things get, you always seem to come back for more. You may attempt a Cool Test to remove a Broken Condition at the end of each of your Turns as well as at the end of the Round (168).

", "effects": { "Stout-hearted": { "name": "Stout-hearted" } } }, "Suave": { "name": "Suave", "description": "You gain a permanent +5 bonus to your starting Fellowship Characteristic (this does not count towards your Advances).", "effects": { "Suave": { "name": "Suave", "changes": { "system.characteristics.fel.initial": 5 } } } }, "Tenacious": { "name": "Tenacious", "description": "You never give up, no matter how impossible your travails appear. You can double the length of time successful Endurance Tests allow you to endure a hardship. This includes enduring prolonged riding, exposure, rituals, and similar adversities", "effects": { "Tenacious": { "name": "Tenacious" } } }, "Very Resilient": { "name": "Very Resilient", "description": "You gain a permanent +5 bonus to your starting Toughness Characteristic (this does not count towards your Advances).", "effects": { "Very Resilient": { "name": "Very Resilient", "changes": { "system.characteristics.t.initial": 5 } } } }, "Wealthy": { "name": "Wealthy", "description": "

You are fabulously wealthy, and are rarely ever short of coin. When Earning (including Income Endeavor) you secure +1 GC per time you have this Talent.

" }, "Animosity": { "name": "Animosity", "description": "

You harbor an enmity for the Target, which will normally be a group of people or creatures, such as ‘Nordlanders’, ‘Beastmen’, or ‘Nobles’. You must attempt a Psychology Test whenever you encounter the group. If you pass, you may grumble and spit, but only suffer a penalty of –20 to all Fellowship Tests towards that group. Should you fail you are subject to Animosity.

\n

 

\n

At the end of every subsequent Round, you may attempt another Psychology test to bring the Animosity to an end. If you do not, the effects of Animosity naturally come to an end when all members of the specified group in your line of sight are utterly pacified or gone, or you gain the Stunned or Unconscious Condition, or you become subject to another Psychology.

\n

 

\n

When subject to Animosity, you must immediately attack the disagreeable creatures, either socially (insults, jibes, and similar) or physically (most commonly with fists), as appropriate. You also gain a bonus of +1 SL on any attempts to socially or mentally attack the group. Animosity is over-ridden by Fear and Terror.

", "effects": { "Animosity": { "name": "Animosity" } } }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Brass Penny": { "name": "Brass Penny" }, "Entertain": { "name": "Entertain", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" }, "Charm Animal": { "name": "Charm Animal", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" }, "Melee": { "name": "Melee", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Art": { "name": "Art", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" }, "Row": { "name": "Row", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" }, "Stealth": { "name": "Stealth", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" }, "Ride": { "name": "Ride", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" }, "Climb": { "name": "Climb", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}" }, "Public Speaker": { "name": "Public Speaker", "description": "

You are a skilled orator and know how to work large groups of people. Refer to the following table to see how many people you can now influence with your Charm Skill when Public Speaking.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Talent Taken

\n
\n

Number of soldiers influenced

\n
\n

1

\n
\n

As normal × 5

\n
\n

2

\n
\n

As normal × 10

\n
\n

3

\n
\n

 As normal × 20

\n
\n

4

\n
\n

 As normal × 50

\n
\n

5

\n
\n

 As normal × 100

\n
\n

6

\n
\n

 As normal × 200

\n
\n

7

\n
\n

 As normal × 500

\n
\n

8

\n
\n

 As normal × 1000

\n
\n

9

\n
\n

 All who can hear your inspiring voice

\n
\n
" }, "26gifIZBl9AmU4dw": { "name": "Public Speaker", "description": "

You are a skilled orator and know how to work large groups of people. Refer to the following table to see how many people you can now influence with your Charm Skill when Public Speaking.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Talent Taken

\n
\n

Number of soldiers influenced

\n
\n

1

\n
\n

As normal × 5

\n
\n

2

\n
\n

As normal × 10

\n
\n

3

\n
\n

 As normal × 20

\n
\n

4

\n
\n

 As normal × 50

\n
\n

5

\n
\n

 As normal × 100

\n
\n

6

\n
\n

 As normal × 200

\n
\n

7

\n
\n

 As normal × 500

\n
\n

8

\n
\n

 As normal × 1000

\n
\n

9

\n
\n

 All who can hear your inspiring voice

\n
\n
" }, "War Leader": { "name": "War Leader", "description": "

Your stern gaze and inspiring words motivate your soldiers to fight on to the end. All subordinates able to see you may add your level in War Leader to their SL in one Willpower Test per Round. This bonus does not stack.

", "effects": { "War Leader": { "name": "War Leader" } } }, "LozhrS6UMG1XX4x0": { "name": "War Leader", "description": "

Your stern gaze and inspiring words motivate your soldiers to fight on to the end. All subordinates able to see you may add your level in War Leader to their SL in one Willpower Test per Round. This bonus does not stack.

", "effects": { "War Leader": { "name": "War Leader" } } }, "Plate Breastplate (Best Quality)": { "name": "Plate Breastplate (Best Quality)" }, "Plate Bracers (Best Quality)": { "name": "Plate Bracers (Best Quality)" }, "Plate Helm (Best Quality)": { "name": "Plate Helm (Best Quality)", "effects": { "Plate Helm": { "name": "Plate Helm" } } }, "Plate Leggings (Best Quality)": { "name": "Plate Leggings (Best Quality)", "effects": { "Plate Leggings": { "name": "Plate Leggings" } } }, "Royal Garb (Best Quality)": { "name": "Royal Garb (Best Quality)", "description": "

Nobles’ garb features embellishments such as lace cuffs & collars, excessive high-quality fabric and pointed shoes. Servants also wear courtly garb to banquets and ceremonies, although their surcoats and corsets are less ostentatious than the nobles’ fashions and can therefore be purchased at half price. 

" }, "Noble Lord": { "name": "Noble Lord", "description": "

@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.t41abSTLeMAdLiWS]{Noble}

" } } }, "The Carroburg": { "name": "The Carroburg", "items": { "Cannon (Small)": { "name": "Cannon (Small)", "description": "

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.

Cannon can take three different kinds of load:

@UUID[Compendium.wfrp4e-dotr.items.i2ypssXrNcphXgDr]{Ball}

@UUID[Compendium.wfrp4e-dotr.items.Cz7jdAngs0CLwDJ9]{Chain Shot}

@UUID[Compendium.wfrp4e-dotr.items.QlTA200PdF52ZDJL]{Grapeshot}

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.

" }, "Ball (Cannon)": { "name": "Ball (Cannon)" }, "Swivel Gun": { "name": "Swivel Gun", "description": "

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.

" }, "Ammo": { "name": "Ammo", "description": "

Represents the default ammunition for a vehicle weapon

" }, "Captain": { "name": "Captain" }, "Lieutenant": { "name": "Lieutenant" }, "Marine Captain": { "name": "Marine Captain" } } }, "Knight (Reiksguard)": { "name": "Knight (Reiksguard)", "items": { "Athletics": { "name": "Athletics", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" }, "Cool": { "name": "Cool", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" }, "Dodge": { "name": "Dodge", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" }, "Heal": { "name": "Heal", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dSf8QWBvN6mlpHBF caption=false]{Heal}", "effects": { "Heal": { "name": "Heal" } } }, "Intimidate": { "name": "Intimidate", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" }, "Melee (Basic)": { "name": "Melee (Basic)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Melee (Cavalry)": { "name": "Melee (Cavalry)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Ride (Horse)": { "name": "Ride (Horse)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" }, "Roughrider": { "name": "Roughrider", "description": "

You are at home in the saddle in even the most difficult of circumstances, and know how to get the best out of your mount during conflict. Assuming you have the Ride skill, you can direct your mount to take an Action, not just a Move, without a Ride test.

", "effects": { "Roughrider": { "name": "Roughrider" } } }, "Strike Mighty Blow": { "name": "Strike Mighty Blow", "description": "You know how to hit hard! You deal your level of Strike Mighty Blow in extra Damage with melee weapons.", "effects": { "Strike Mighty Blow": { "name": "Strike Mighty Blow" } } }, "Lance": { "name": "Lance" }, "Sword": { "name": "Sword" }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Brass Penny": { "name": "Brass Penny" }, "Entertain": { "name": "Entertain", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" }, "Charm Animal": { "name": "Charm Animal", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" }, "Melee": { "name": "Melee", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Gamble": { "name": "Gamble", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}" }, "Art": { "name": "Art", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" }, "Endurance": { "name": "Endurance", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" }, "Perception": { "name": "Perception", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" }, "Row": { "name": "Row", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" }, "Stealth": { "name": "Stealth", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" }, "Ride": { "name": "Ride", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" }, "Consume Alcohol": { "name": "Consume Alcohol", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" }, "Gossip": { "name": "Gossip", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" }, "Intuition": { "name": "Intuition", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" }, "Bribery": { "name": "Bribery", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" }, "Charm": { "name": "Charm", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" }, "Drive": { "name": "Drive", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" }, "Leadership": { "name": "Leadership", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" }, "Outdoor Survival": { "name": "Outdoor Survival", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" }, "Haggle": { "name": "Haggle", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" }, "Climb": { "name": "Climb", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}" }, "Navigation": { "name": "Navigation", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" }, "Destrier": { "name": "Destrier", "description": "

Horse trained for war.

" }, "Plate Bracers": { "name": "Plate Bracers" }, "Plate Breastplate": { "name": "Plate Breastplate" }, "Plate Helm": { "name": "Plate Helm", "effects": { "Plate Helm": { "name": "Plate Helm" } } }, "Plate Leggings": { "name": "Plate Leggings", "effects": { "Plate Leggings": { "name": "Plate Leggings" } } }, "Mail Chausses": { "name": "Mail Chausses" }, "Mail Coat": { "name": "Mail Coat" }, "Mail Coif": { "name": "Mail Coif", "effects": { "Mail Coif": { "name": "Mail Coif" } } }, "Purse": { "name": "Purse" }, "5d10 Silver Shilling": { "name": "5d10 Silver Shilling" }, "Supportive": { "name": "Supportive", "description": "

You know what to say and when to make the most impact upon your superiors. When you successfully use a social Skill to influence those with a higher Status tier, you can choose to either use your rolled SL, or the number rolled on your units die. So, a successful roll of 46 could be used for +6 SL.

", "effects": { "Supportive": { "name": "Supportive" } } }, "Commanding Presence": { "name": "Commanding Presence", "description": "Your presence fills others with hushed awe and admiration. Such is your aura of authority, those with a lower Status may not resist your Leadership tests with their Willpower. Of course, enemies are still no more likely to respect or obey you, but the common folk rarely stand against you.", "effects": { "Commanding Presence": { "name": "Commanding Presence" } } }, "Iron Will": { "name": "Iron Will", "description": "You have an indomitable will of iron, and will never willingly bow down before another. Use of the Intimidate skill does not cause Fear in you, and will not stop you speaking out against the intimidating party.", "effects": { "Iron Will": { "name": "Iron Will" } } } }, "effects": { "Encumbrance 1": { "name": "Encumbrance 1" } } }, "Mutant": { "name": "Mutant", "items": { "Corruption": { "name": "Corruption", "description": "

The creature is tainted by Chaos, or perhaps suffused with Dark Magics. The Strength of the Corruption is marked in brackets (@Corruption[minor]{Minor}, @Corruption[moderate]{Moderate}, or @Corruption[major]{Major}).

", "effects": { "Corruption": { "name": "Corruption" } } }, "Mutation": { "name": "Mutation", "description": "

The creature is ‘blessed’ with a Mutation. Roll on the Physical Corruption Table

\n

@Table[mutatephys]

\n

@Table[expandedmutatephys] (if EiS Module installed)

", "effects": { "Mutation": { "name": "Mutation" } } }, "Weapon (Swords and Clubs)": { "name": "Weapon (Swords and Clubs)", "description": "

The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)

" }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Brass Penny": { "name": "Brass Penny" } } }, "Gregor Braun": { "name": "Gregor Braun", "items": { "Prayers of the Faithful": { "name": "Prayers of the Faithful" }, "Lore (Law)": { "name": "Lore (Law)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" }, "Melee (Basic)": { "name": "Melee (Basic)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Pray": { "name": "Pray", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.NRfh04q1bZBIND0A caption=false]{Pray}" }, "Etiquette (Cultists, Soldiers)": { "name": "Etiquette (Cultists, Soldiers)", "description": "

You can blend in socially with the chosen group so long as you are dressed and acting appropriately. Example social groups for this Talent are: Criminals, Cultists, Guilders, Nobles, Scholars, Servants, and Soldiers. If you do not have the Talent, those with it will note your discomfort in the unfamiliar environment. This is primarily a matter for roleplaying, but may confer a bonus to Fellowship Tests at the GM’s discretion.

", "effects": { "Etiquette": { "name": "Etiquette" } } }, "Savant (The Empire)": { "name": "Savant (The Empire)", "description": "You are exceptionally learned, and have a significant degree of specialized knowledge in a single field of study. You automatically know a number of pieces of correct information equal to you Savant (Lore) level about a relevant issue without having to test your Lore Skill. Testing, as always, will provide yet more information as normal as determined by the GM.", "effects": { "Savant": { "name": "Savant" } } }, "Savant (Warfare)": { "name": "Savant (Warfare)", "description": "You are exceptionally learned, and have a significant degree of specialized knowledge in a single field of study. You automatically know a number of pieces of correct information equal to you Savant (Lore) level about a relevant issue without having to test your Lore Skill. Testing, as always, will provide yet more information as normal as determined by the GM.", "effects": { "Savant": { "name": "Savant" } } }, "Blessed": { "name": "Blessed", "description": "

The creature is Blessed and can enact Blessings; the relevant deity is indicated in brackets.

" }, "Miracles": { "name": "Miracles", "description": "

The creature can enact Miracles; the relevant deity is indicated in brackets.

" }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Brass Penny": { "name": "Brass Penny" }, "Entertain": { "name": "Entertain", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" }, "Dodge": { "name": "Dodge", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" }, "Charm Animal": { "name": "Charm Animal", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" }, "Melee": { "name": "Melee", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Gamble": { "name": "Gamble", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}" }, "Art": { "name": "Art", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" }, "Endurance": { "name": "Endurance", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" }, "Perception": { "name": "Perception", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" }, "Intimidate": { "name": "Intimidate", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" }, "Row": { "name": "Row", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" }, "Athletics": { "name": "Athletics", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" }, "Stealth": { "name": "Stealth", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" }, "Ride": { "name": "Ride", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" }, "Consume Alcohol": { "name": "Consume Alcohol", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" }, "Gossip": { "name": "Gossip", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" }, "Intuition": { "name": "Intuition", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" }, "Bribery": { "name": "Bribery", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" }, "Charm": { "name": "Charm", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" }, "Drive": { "name": "Drive", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" }, "Leadership": { "name": "Leadership", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" }, "Outdoor Survival": { "name": "Outdoor Survival", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" }, "Haggle": { "name": "Haggle", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" }, "Cool": { "name": "Cool", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" }, "Climb": { "name": "Climb", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}" }, "Navigation": { "name": "Navigation", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" }, "Hammer": { "name": "Hammer" }, "Priestly Robes": { "name": "Priestly Robes" }, "High Priest": { "name": "High Priest", "description": "

@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.h1l9jvaIxsb92wtM]{Priest}

" } } }, "Manfred Ulricson": { "name": "Manfred Ulricson", "items": { "Grey Wolf Pelt": { "name": "Grey Wolf Pelt" }, "Lore (Theology)": { "name": "Lore (Theology)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" }, "Pray": { "name": "Pray", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.NRfh04q1bZBIND0A caption=false]{Pray}" }, "Bless (Ulric)": { "name": "Bless (Ulric)", "description": "You are watched over by one of the Gods and can empower simple prayers. You can now deploy the Blessings of your deity as listed in @UUID[JournalEntry.NcH9OhleJFfaUdon]{Religion and Belief}. Under normal circumstances, you may only ever know one Divine Lore for the Bless Talent.", "effects": { "Bless": { "name": "Bless" } } }, "Etiquette (Cultists)": { "name": "Etiquette (Cultists)", "description": "

You can blend in socially with the chosen group so long as you are dressed and acting appropriately. Example social groups for this Talent are: Criminals, Cultists, Guilders, Nobles, Scholars, Servants, and Soldiers. If you do not have the Talent, those with it will note your discomfort in the unfamiliar environment. This is primarily a matter for roleplaying, but may confer a bonus to Fellowship Tests at the GM’s discretion.

", "effects": { "Etiquette": { "name": "Etiquette" } } }, "Savant (Theology)": { "name": "Savant (Theology)", "description": "You are exceptionally learned, and have a significant degree of specialized knowledge in a single field of study. You automatically know a number of pieces of correct information equal to you Savant (Lore) level about a relevant issue without having to test your Lore Skill. Testing, as always, will provide yet more information as normal as determined by the GM.", "effects": { "Savant": { "name": "Savant" } } }, "Prejudice": { "name": "Prejudice", "description": "

You really dislike the Target, which is normally a group of people or creatures such as ‘Ostlanders’, ‘Elves’, or ‘Wizards’. You must attempt a Psychology Test whenever you encounter the group against which you are prejudiced. If you pass, you may frown a lot, but will otherwise act normally, only suffering a penalty of –10 to all Fellowship Tests towards that group. Should you fail you are subject to Prejudice. At the end of every subsequent Round, you may attempt another Psychology test to bring the Prejudice to an end. If you do not, the effects of Prejudice naturally come to an end when all members of the specified group in your line of sight are gone, or you gain the Stunned or Unconscious Condition, or you become subject to another Psychology.

\n

 

\n

When subject to Prejudice, you must immediately insult the target of your prejudice. Loudly.

" }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Brass Penny": { "name": "Brass Penny" }, "Priest": { "name": "Priest", "description": "

@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.h1l9jvaIxsb92wtM]{Priest}

" }, "Entertain": { "name": "Entertain", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" }, "Dodge": { "name": "Dodge", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" }, "Charm Animal": { "name": "Charm Animal", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" }, "Melee": { "name": "Melee", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Gamble": { "name": "Gamble", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}" }, "Art": { "name": "Art", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" }, "Endurance": { "name": "Endurance", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" }, "Perception": { "name": "Perception", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" }, "Intimidate": { "name": "Intimidate", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" }, "Row": { "name": "Row", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" }, "Athletics": { "name": "Athletics", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" }, "Stealth": { "name": "Stealth", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" }, "Ride": { "name": "Ride", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" }, "Consume Alcohol": { "name": "Consume Alcohol", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" }, "Gossip": { "name": "Gossip", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" }, "Intuition": { "name": "Intuition", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" }, "Bribery": { "name": "Bribery", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" }, "Charm": { "name": "Charm", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" }, "Drive": { "name": "Drive", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" }, "Leadership": { "name": "Leadership", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" }, "Outdoor Survival": { "name": "Outdoor Survival", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" }, "Haggle": { "name": "Haggle", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" }, "Cool": { "name": "Cool", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" }, "Climb": { "name": "Climb", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}" }, "Navigation": { "name": "Navigation", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" }, "Simple Robes": { "name": "Simple Robes" }, "Read/Write": { "name": "Read/Write", "description": "You are one of the rare literate individuals in the Old World. You are assumed to be able to read and write (if appropriate) all of the Languages you can speak." } } }, "Animated Furniture, Large": { "name": "Animated Furniture, Large", "description": "

This profile can be used for large items like beds, wardrobes, dining tables, and other pieces of similar size. The Movement score assumes short legs, like those of a bed or wardrobe: longer-legged pieces add 1–2 points and gain the @UUID[Compendium.wfrp4e-core.items.UmxGZRV0Lw3TZ0Kx]{Stride} Trait.

", "items": { "Armour": { "name": "Armour", "description": "

The creature is protected by armor or thick hide. It has Rating Armor Points on all Hit Locations

", "effects": { "Armour": { "name": "Armour" } } }, "Construct": { "name": "Construct", "description": "
\n
\n
\n

The creature is a construct of magic, quite mindless, bound together with magical sinews. It has no Intelligence, Willpower, or Fellowship Characteristics, and need never Test them. If it has no wizard controlling it, or does not possess the Territorial Trait, it meanders mindlessly, following flows of ambient magic.

\n

 

\n

For the purposes of calculating its Wounds, it uses its Strength Bonus whenever Willpower Bonus is required. All its attacks are Magical.

\n
\n
\n
", "effects": { "Construct": { "name": "Construct" } } }, "Immunity to Psychology": { "name": "Immunity to Psychology", "description": "

Whether brave, exceedingly stupid, or just caught up in the moment, the creature is utterly fearless. It ignores the Psychology rules.

" }, "Painless": { "name": "Painless", "description": "

The creature feels no pain or can ignore it. All non-amputation penalties suffered from Critical Wounds are ignored, although Conditions are suffered as normal.

" }, "Size": { "name": "Size", "description": "

This trait represents creatures whose size differ from the game standard (i.e. roughly human sized). There are seven steps of Size, ranging from Tiny to Monstrous.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

 Examples

\n
\n

Tiny

\n
\n

Butterfly, Mouse, Pigeon

\n
\n

Little

\n
\n

Cat, Hawk, Human Baby

\n
\n

Small

\n
\n

Giant Rat, Halfling, Human Child

\n
\n

Average

\n
\n

Dwarf, Elf, Human

\n
\n

Large

\n
\n

Horse, Ogre, Troll

\n
\n

Enormous

\n
\n

Griffon, Wyvern, Manticore

\n
\n

Monstrous

\n
\n

Dragon, Giant, Greater Daemon

\n
\n
\n

 

\n

Using Size

\n

 

\n

if you wish to use size to make a creature bigger — for example converting a giant spider to a gigantic spider — then increase Strength and Toughness by +10 and reduce Agility by –5 per step of size you increase the creature. Reverse this if you wish to make a creature smaller 

\n

 

\n

 

\n

Size Combat Modifers

\n

If larger:

\n\n\n

 

\n

If smaller:

\n

• It gains a bonus of +10 to hit.

\n

 

\n

Defending Against Big Creatures

\n

You suffer a penalty of –2 SL for each step larger your opponent is when using Melee to defend an Opposed Test. It is recommended to dodge a Giant swinging a tree, not parry it!

\n

 

\n\n

Fear and Terror

\n

If the creature is perceived to be aggressive, it causes Fear in any creature smaller than it, and Terror in any creature two or more steps smaller. The rating of the Fear or Terror equals the Size step difference. So, if the creature is Large, and its opponent is Small, it will cause Terror 2.

\n

 

\n

Moving in Combat

\n

A creature that is larger ignores the need to Disengage if it wishes to leave melee combat; instead, it brushes smaller combatants out of the way, moving where it wishes.

\n

 

\n

Opposed Strength

\n

During Opposed Strength Tests (and similar), if one creature is 2 or more size steps larger, it wins automatically. If one creature is 1 size step larger, the smaller creature must roll a Critical to contest the roll. If it does, SL are compared as normal. All other results mean the larger creature wins.

\n

 

\n

Stomp

\n

Creatures that are larger than their opponents may make one Stomp as a Free Attack, by spending 1 Advantage, as they kick downwards or otherwise bash smaller opponents out of the way. This attack has a Damage equal to their Strength Bonus +0, and uses Melee(Brawling).

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

Wounds

\n
\n

Tiny

\n
\n

1

\n
\n

Little

\n
\n

Toughness Bonus

\n
\n

Small

\n
\n

(2×Toughness Bonus) + Willpower Bonus

\n
\n

Average

\n
\n

Strength Bonus+(2×Toughness Bonus) + Willpower Bonus

\n
\n

Large

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×2

\n
\n

Enormous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×4

\n
\n

Monstrous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×8

\n
\n
", "effects": { "Size": { "name": "Size" } } }, "Weapon": { "name": "Weapon", "description": "

The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)

" }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Brass Penny": { "name": "Brass Penny" } } }, "Madcraw Night Goblins": { "name": "Madcraw Night Goblins", "description": "

The majority of the tribe are typical Goblins — sneaky, cruel, and cowardly. They roam the gorge, use nets to catch birds, goad the runts and wait for Cacklespit’s next baffling pronouncement.

", "items": { "Athletics": { "name": "Athletics", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" }, "Climb": { "name": "Climb", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}" }, "Cool": { "name": "Cool", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" }, "Dodge": { "name": "Dodge", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" }, "Endurance": { "name": "Endurance", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" }, "Melee (Basic)": { "name": "Melee (Basic)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Ranged (Bow)": { "name": "Ranged (Bow)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.jJYOiSQNgC9v7cM5 caption=false]{Ranged}" }, "Afraid": { "name": "Afraid", "description": "

The creature is afraid of the Target as if the Target has Fear (0). 

\n

The Fear trait represents an extreme aversion to something. Creatures that cause Fear have a Fear Rating; this value reflects the SL you are required to pass on an Extended Cool Test to overcome your Fear. You may continue to Test at the end of every round until your SL equals or surpasses the creature’s Fear rating. Until you do this, you are subject to Fear.

\n

 

\n

When subject to Fear, you suffer –1 SL on all Tests to affect the source of your fear. You may not move closer to whatever is causing Fear without passing a Challenging (+0) Cool Test. If it comes closer to you, you must pass a Challenging (+0) Cool Test, or gain a Broken Condition.

", "effects": { "Afraid": { "name": "Afraid" } } }, "Animosity": { "name": "Animosity", "description": "

You harbor an enmity for the Target, which will normally be a group of people or creatures, such as ‘Nordlanders’, ‘Beastmen’, or ‘Nobles’. You must attempt a Psychology Test whenever you encounter the group. If you pass, you may grumble and spit, but only suffer a penalty of –20 to all Fellowship Tests towards that group. Should you fail you are subject to Animosity.

\n

 

\n

At the end of every subsequent Round, you may attempt another Psychology test to bring the Animosity to an end. If you do not, the effects of Animosity naturally come to an end when all members of the specified group in your line of sight are utterly pacified or gone, or you gain the Stunned or Unconscious Condition, or you become subject to another Psychology.

\n

 

\n

When subject to Animosity, you must immediately attack the disagreeable creatures, either socially (insults, jibes, and similar) or physically (most commonly with fists), as appropriate. You also gain a bonus of +1 SL on any attempts to socially or mentally attack the group. Animosity is over-ridden by Fear and Terror.

", "effects": { "Animosity": { "name": "Animosity" } } }, "Infected": { "name": "Infected", "description": "

The creature, or its weapon, carries a nasty infection. If it causes a living opponent to lose Wounds, it must pass an Easy (+40) Endurance Test or contract a @UUID[Compendium.wfrp4e-core.items.kKccDTGzWzSXCBOb]{Festering Wound}

", "effects": { "Infected": { "name": "Infected" } } }, "Night Vision": { "name": "Night Vision", "description": "

You can see very well in natural darkness. Assuming you have at least a faint source of light (such as starlight, moonlight, or bioluminescence) you can see clearly for 20 yards per level of Night Vision. Further, you can extend the effective illumination distance of any light sources by 20 yards per level of Night Vision.

" }, "Sword": { "name": "Sword" }, "Robes": { "name": "Robes" }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Brass Penny": { "name": "Brass Penny" }, "Melee (Polearm)": { "name": "Melee (Polearm)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Entertain": { "name": "Entertain", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" }, "Charm Animal": { "name": "Charm Animal", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" }, "Melee": { "name": "Melee", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Gamble": { "name": "Gamble", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}" }, "Art": { "name": "Art", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" }, "Perception": { "name": "Perception", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" }, "Intimidate": { "name": "Intimidate", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" }, "Row": { "name": "Row", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" }, "Stealth": { "name": "Stealth", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" }, "Ride": { "name": "Ride", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" }, "Consume Alcohol": { "name": "Consume Alcohol", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" }, "Gossip": { "name": "Gossip", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" }, "Intuition": { "name": "Intuition", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" }, "Bribery": { "name": "Bribery", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" }, "Charm": { "name": "Charm", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" }, "Drive": { "name": "Drive", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" }, "Leadership": { "name": "Leadership", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" }, "Outdoor Survival": { "name": "Outdoor Survival", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" }, "Haggle": { "name": "Haggle", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" }, "Navigation": { "name": "Navigation", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" }, "Spear": { "name": "Spear" }, "Shield": { "name": "Shield" }, "Shortbow": { "name": "Shortbow" }, "Arrow": { "name": "Arrow", "description": "

" } } }, "The Gravelord’s Zombies": { "name": "The Gravelord’s Zombies", "description": "

", "items": { "Construct": { "name": "Construct", "description": "
\n
\n
\n

The creature is a construct of magic, quite mindless, bound together with magical sinews. It has no Intelligence, Willpower, or Fellowship Characteristics, and need never Test them. If it has no wizard controlling it, or does not possess the Territorial Trait, it meanders mindlessly, following flows of ambient magic.

\n

 

\n

For the purposes of calculating its Wounds, it uses its Strength Bonus whenever Willpower Bonus is required. All its attacks are Magical.

\n
\n
\n
", "effects": { "Construct": { "name": "Construct" } } }, "Dark Vision": { "name": "Dark Vision", "description": "

The creature can see in the dark as daylight.

" }, "Fear": { "name": "Fear", "description": "

The creature causes supernatural Fear in other creatures, with a rating equal to its Rating.

\n

The Fear trait represents an extreme aversion to something. Creatures that cause Fear have a Fear Rating; this value reflects the SL you are required to pass on an Extended Cool Test to overcome your Fear. You may continue to Test at the end of every round until your SL equals or surpasses the creature’s Fear rating. Until you do this, you are subject to Fear.

\n

When subject to Fear, you suffer –1 SL on all Tests to affect the source of your fear. You may not move closer to whatever is causing Fear without passing a Challenging (+0) Cool Test. If it comes closer to you, you must pass a Challenging (+0) Cool Test, or gain a @Condition[Broken] Condition.

", "effects": { "Fear": { "name": "Fear" } } }, "Painless": { "name": "Painless", "description": "

The creature feels no pain or can ignore it. All non-amputation penalties suffered from Critical Wounds are ignored, although Conditions are suffered as normal.

" }, "Undead": { "name": "Undead", "description": "

The Undead are neither living, nor dead, meaning they are not reliant on the usual prerequisites for life: air, food, water… This Trait most commonly come into use when spells, miracles, or other abilities affect Undead only.

UNQUIET DEAD

Any Undead creature with the Construct trait is magically bound together with sinews of dark magics. They are either mindless automatons reanimated by a necromancer, or those who came to unlife in a place where Shyish, the magical wind of death, or Dhar, vile black magic, gathers and stagnates, twisting death into something new.

" }, "Unstable": { "name": "Unstable", "description": "

The creature’s corpus is maintained by foul magics that are inherently unstable in the material realm.

\n

Whenever it ends a round engaged with any opponent with higher Advantage, the creature is driven back, and the magics holding it together weaken. It loses as many Wounds as the difference between its Advantage, and the highest Advantage engaged with it.

\n

So, if the creature had 1 Advantage, and its opponent had 3, the creature would lose 2 Wounds. If the creature ever reach 0 Wounds, the magics holding it in place collapse, and it ‘dies’.

", "effects": { "Unstable": { "name": "Unstable" } } }, "Weapon": { "name": "Weapon", "description": "

The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)

" }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Brass Penny": { "name": "Brass Penny" } } }, "Vanguard Soldier": { "name": "Vanguard Soldier", "items": { "Athletics": { "name": "Athletics", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" }, "Charm Animal": { "name": "Charm Animal", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" }, "Climb": { "name": "Climb", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}" }, "Cool": { "name": "Cool", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" }, "Endurance": { "name": "Endurance", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" }, "Gossip": { "name": "Gossip", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" }, "Haggle": { "name": "Haggle", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" }, "Lore (Ostland)": { "name": "Lore (Ostland)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" }, "Melee (Basic)": { "name": "Melee (Basic)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Navigation": { "name": "Navigation", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" }, "Outdoor Survival": { "name": "Outdoor Survival", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" }, "Perception": { "name": "Perception", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" }, "Ranged (Bow)": { "name": "Ranged (Bow)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.jJYOiSQNgC9v7cM5 caption=false]{Ranged}" }, "Stealth (Rural)": { "name": "Stealth (Rural)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" }, "Track": { "name": "Track", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.EWHNXyzDLPBpoVxK caption=false]{Track}" }, "Combat Aware": { "name": "Combat Aware", "description": "

You are used to scanning the battlefield to make snap decisions informed by the shifting tides of war. You may take a Challenging (+0) Perception Test to ignore Surprise, which is modified by circumstance as normal.

", "effects": { "Combat Aware": { "name": "Combat Aware" } } }, "Strider (Highlands)": { "name": "Strider (Highlands)", "description": "You are experienced in traversing difficult ground. You ignore all movement penalties when crossing over or through a specified terrain. Typical specialties include: Coastal, Deserts, Marshes, Rocky, Tundra, Woodlands.", "effects": { "Strider": { "name": "Strider" } } }, "Sword": { "name": "Sword" }, "Bow": { "name": "Bow" }, "Uniform": { "name": "Uniform" }, "Cloak": { "name": "Cloak", "description": "

Protects wearer against the elements. 

" }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Brass Penny": { "name": "Brass Penny" }, "Arrow": { "name": "Arrow", "description": "

" }, "Grey Surcoat": { "name": "Grey Surcoat", "description": "

Protects wearer against the elements and extreme cold; without a good coat or similar, you will receive penalties to resist Cold Exposure

" }, "Entertain": { "name": "Entertain", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" }, "Dodge": { "name": "Dodge", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" }, "Melee": { "name": "Melee", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Gamble": { "name": "Gamble", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}" }, "Art": { "name": "Art", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" }, "Intimidate": { "name": "Intimidate", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" }, "Row": { "name": "Row", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" }, "Stealth": { "name": "Stealth", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" }, "Ride": { "name": "Ride", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" }, "Consume Alcohol": { "name": "Consume Alcohol", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" }, "Intuition": { "name": "Intuition", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" }, "Bribery": { "name": "Bribery", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" }, "Charm": { "name": "Charm", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" }, "Drive": { "name": "Drive", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" }, "Leadership": { "name": "Leadership", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" }, "Leather Jack": { "name": "Leather Jack" }, "Leather Leggings": { "name": "Leather Leggings" }, "Leather Skullcap": { "name": "Leather Skullcap" } } }, "Knight": { "name": "Knight", "items": { "Athletics": { "name": "Athletics", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" }, "Cool": { "name": "Cool", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" }, "Dodge": { "name": "Dodge", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" }, "Heal": { "name": "Heal", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dSf8QWBvN6mlpHBF caption=false]{Heal}", "effects": { "Heal": { "name": "Heal" } } }, "Intimidate": { "name": "Intimidate", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" }, "Melee (Basic)": { "name": "Melee (Basic)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Melee (Cavalry)": { "name": "Melee (Cavalry)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Ride (Horse)": { "name": "Ride (Horse)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" }, "Roughrider": { "name": "Roughrider", "description": "

You are at home in the saddle in even the most difficult of circumstances, and know how to get the best out of your mount during conflict. Assuming you have the Ride skill, you can direct your mount to take an Action, not just a Move, without a Ride test.

", "effects": { "Roughrider": { "name": "Roughrider" } } }, "Strike Mighty Blow": { "name": "Strike Mighty Blow", "description": "You know how to hit hard! You deal your level of Strike Mighty Blow in extra Damage with melee weapons.", "effects": { "Strike Mighty Blow": { "name": "Strike Mighty Blow" } } }, "Armour": { "name": "Armour", "description": "

The creature is protected by armor or thick hide. It has Rating Armor Points on all Hit Locations

", "effects": { "Armour": { "name": "Armour" } } }, "Weapon (Sword)": { "name": "Weapon (Sword)", "description": "

The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)

" }, "Weapon (Lance)": { "name": "Weapon (Lance)", "description": "

The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)

" }, "Lance": { "name": "Lance" }, "Sword": { "name": "Sword" }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Brass Penny": { "name": "Brass Penny" }, "Entertain": { "name": "Entertain", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" }, "Charm Animal": { "name": "Charm Animal", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" }, "Melee": { "name": "Melee", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Gamble": { "name": "Gamble", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}" }, "Art": { "name": "Art", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" }, "Endurance": { "name": "Endurance", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" }, "Perception": { "name": "Perception", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" }, "Row": { "name": "Row", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" }, "Stealth": { "name": "Stealth", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" }, "Ride": { "name": "Ride", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" }, "Consume Alcohol": { "name": "Consume Alcohol", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" }, "Gossip": { "name": "Gossip", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" }, "Intuition": { "name": "Intuition", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" }, "Bribery": { "name": "Bribery", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" }, "Charm": { "name": "Charm", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" }, "Drive": { "name": "Drive", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" }, "Leadership": { "name": "Leadership", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" }, "Outdoor Survival": { "name": "Outdoor Survival", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" }, "Haggle": { "name": "Haggle", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" }, "Climb": { "name": "Climb", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}" }, "Navigation": { "name": "Navigation", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" }, "Destrier": { "name": "Destrier", "description": "

Horse trained for war.

" }, "Plate Bracers": { "name": "Plate Bracers" }, "Plate Breastplate": { "name": "Plate Breastplate" }, "Plate Helm": { "name": "Plate Helm", "effects": { "Plate Helm": { "name": "Plate Helm" } } }, "Plate Leggings": { "name": "Plate Leggings", "effects": { "Plate Leggings": { "name": "Plate Leggings" } } }, "Mail Chausses": { "name": "Mail Chausses" }, "Mail Coat": { "name": "Mail Coat" }, "Mail Coif": { "name": "Mail Coif", "effects": { "Mail Coif": { "name": "Mail Coif" } } }, "Purse": { "name": "Purse" }, "5d10 Silver Shilling": { "name": "5d10 Silver Shilling" } }, "effects": { "Encumbrance 1": { "name": "Encumbrance 1" } } }, "Pink Horror": { "name": "Pink Horror", "description": "

Horrors of Tzeentch are the gibbering, mutable scions of the Changer of Ways. Many-limbed monstrosities, their form seems to writhe and change as arms, legs, and tentacles burst forth, snaking through the air, seeking prey to drag into their gaping maws. Creatures of pure magic, the air around them crackles and warps with unholy arcane energies.

\n

Pink Horrors revel in change and in magic. When summoned, they giggle and gambol their way through the world, frolicking and capering with glee. Their cheerfully antic disposition means they are often known as ‘Squealers’ or ‘Whirling Destroyers’. As creatures of raw Chaos, they are drawn to one another, amplifying one another’s power, and conjuring fearsome bolts of magical flame to wreak havoc on those foolish enough to draw close.

\n

Should a Pink Horror receive a blow sufficient enough to destroy its material manifestation, it explosively splits into two Blue Horrors, rather than being banished to the Realms of Chaos. In stark contrast to their giggling pink precursor, Blue Horrors appear sullen and malicious, their faces distorted into grimaces and sneers. Instead of laughter, their eldritch throats spew grumbling, muttered curses.

\n

If a group of nine, or a multiple of nine, creatures have the trait, then all the creatures pool their resources  together and instead cast the Spell. Nine, of course, is Tzeentch’s sacred number.

", "items": { "Corruption": { "name": "Corruption", "description": "

The creature is tainted by Chaos, or perhaps suffused with Dark Magics. The Strength of the Corruption is marked in brackets (@Corruption[minor]{Minor}, @Corruption[moderate]{Moderate}, or @Corruption[major]{Major}).

", "effects": { "Corruption": { "name": "Corruption" } } }, "Daemonic": { "name": "Daemonic", "description": "

The creature’s essence is raw magic, and unholy ichor pumps through what passes for its veins. Daemonic creatures do not require the normal prerequisites for life: food, water, air…

\n

All its attacks are Magical. Roll [[/r 1d10]] after any blow is received, if the creature rolls the Target number or higher, the blow is ignored, even if it is a critical. Should the creature be reduced to 0 Wounds, its soul returns to the Realms of Chaos immediately, removing it from play.

", "effects": { "Daemonic": { "name": "Daemonic" } } }, "Fear": { "name": "Fear", "description": "

The creature causes supernatural Fear in other creatures, with a rating equal to its Rating.

\n

The Fear trait represents an extreme aversion to something. Creatures that cause Fear have a Fear Rating; this value reflects the SL you are required to pass on an Extended Cool Test to overcome your Fear. You may continue to Test at the end of every round until your SL equals or surpasses the creature’s Fear rating. Until you do this, you are subject to Fear.

\n

When subject to Fear, you suffer –1 SL on all Tests to affect the source of your fear. You may not move closer to whatever is causing Fear without passing a Challenging (+0) Cool Test. If it comes closer to you, you must pass a Challenging (+0) Cool Test, or gain a @Condition[Broken] Condition.

", "effects": { "Fear": { "name": "Fear" } } }, "Split": { "name": "Split", "description": "

If the creature suffers a Critical Wound, or loses all its Wounds, it splits in half and is replaced by two @UUID[Compendium.wfrp4e-empire-ruins.actors.cLOGeMqUty61nYB9]{Blue Horrors}, both of which are unwounded.

" }, "Tzeentch's Fire": { "name": "Tzeentch's Fire", "description": "

The creature is wreathed with Tzeentchs fire that frequently flies forth from fingertips, mouths, or burning eyes. All creatures of the same type (e.g. all Pink Horrors, or all Blue Horrors) in the vicinity pool their power. One Horror is chosen to be the focus (caster), and may cast 1 Tzeentch Spell: Pink Horrors cast the @UUID[Compendium.wfrp4e-eis.items.sklbZU3K8ogeu3mC]{Pink Fire of Tzeentch} Spell; other creatures cast the @UUID[Compendium.wfrp4e-eis.items.wY6JAt76eArBroYC]{Blue Fire of Tzeentch} Spell. Each additional contributing creature adds +1 SL, to a maximum of +9 SL, as a Free Action.

" }, "Unstable": { "name": "Unstable", "description": "

The creature’s corpus is maintained by foul magics that are inherently unstable in the material realm.

\n

Whenever it ends a round engaged with any opponent with higher Advantage, the creature is driven back, and the magics holding it together weaken. It loses as many Wounds as the difference between its Advantage, and the highest Advantage engaged with it.

\n

So, if the creature had 1 Advantage, and its opponent had 3, the creature would lose 2 Wounds. If the creature ever reach 0 Wounds, the magics holding it in place collapse, and it ‘dies’.

", "effects": { "Unstable": { "name": "Unstable" } } }, "Weapon (Claws)": { "name": "Weapon (Claws)", "description": "

The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)

" }, "Channelling": { "name": "Channelling", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tXu8Hrd4desq1Rja caption=false]{Channelling}" }, "Language (Magick)": { "name": "Language (Magick)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.xo5U0kL08xCPe6kl caption=false]{Language}" }, "Distracting": { "name": "Distracting", "description": "

The creature distracts or confuse foes, possibly exuding a soporific musk or nauseating reek, or maybe its appearance is bizarrely horrifying. All living targets within a number of yards equal to its Toughness Bonus suffer a penalty of –20 to all Tests. A target can only suffer this penalty once, no matter how many Distracting foes there are.

", "effects": { "Distracting": { "name": "Distracting" } } }, "Mutation": { "name": "Mutation", "description": "

The creature is ‘blessed’ with a Mutation. Roll on the Physical Corruption Table

\n

@Table[mutatephys]

\n

@Table[expandedmutatephys] (if EiS Module installed)

", "effects": { "Mutation": { "name": "Mutation" } } }, "Size": { "name": "Size", "description": "

This trait represents creatures whose size differ from the game standard (i.e. roughly human sized). There are seven steps of Size, ranging from Tiny to Monstrous.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

 Examples

\n
\n

Tiny

\n
\n

Butterfly, Mouse, Pigeon

\n
\n

Little

\n
\n

Cat, Hawk, Human Baby

\n
\n

Small

\n
\n

Giant Rat, Halfling, Human Child

\n
\n

Average

\n
\n

Dwarf, Elf, Human

\n
\n

Large

\n
\n

Horse, Ogre, Troll

\n
\n

Enormous

\n
\n

Griffon, Wyvern, Manticore

\n
\n

Monstrous

\n
\n

Dragon, Giant, Greater Daemon

\n
\n
\n

 

\n

Using Size

\n

 

\n

if you wish to use size to make a creature bigger — for example converting a giant spider to a gigantic spider — then increase Strength and Toughness by +10 and reduce Agility by –5 per step of size you increase the creature. Reverse this if you wish to make a creature smaller 

\n

 

\n

 

\n

Size Combat Modifers

\n

If larger:

\n\n\n

 

\n

If smaller:

\n

• It gains a bonus of +10 to hit.

\n

 

\n

Defending Against Big Creatures

\n

You suffer a penalty of –2 SL for each step larger your opponent is when using Melee to defend an Opposed Test. It is recommended to dodge a Giant swinging a tree, not parry it!

\n

 

\n\n

Fear and Terror

\n

If the creature is perceived to be aggressive, it causes Fear in any creature smaller than it, and Terror in any creature two or more steps smaller. The rating of the Fear or Terror equals the Size step difference. So, if the creature is Large, and its opponent is Small, it will cause Terror 2.

\n

 

\n

Moving in Combat

\n

A creature that is larger ignores the need to Disengage if it wishes to leave melee combat; instead, it brushes smaller combatants out of the way, moving where it wishes.

\n

 

\n

Opposed Strength

\n

During Opposed Strength Tests (and similar), if one creature is 2 or more size steps larger, it wins automatically. If one creature is 1 size step larger, the smaller creature must roll a Critical to contest the roll. If it does, SL are compared as normal. All other results mean the larger creature wins.

\n

 

\n

Stomp

\n

Creatures that are larger than their opponents may make one Stomp as a Free Attack, by spending 1 Advantage, as they kick downwards or otherwise bash smaller opponents out of the way. This attack has a Damage equal to their Strength Bonus +0, and uses Melee(Brawling).

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

Wounds

\n
\n

Tiny

\n
\n

1

\n
\n

Little

\n
\n

Toughness Bonus

\n
\n

Small

\n
\n

(2×Toughness Bonus) + Willpower Bonus

\n
\n

Average

\n
\n

Strength Bonus+(2×Toughness Bonus) + Willpower Bonus

\n
\n

Large

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×2

\n
\n

Enormous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×4

\n
\n

Monstrous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×8

\n
\n
", "effects": { "Size": { "name": "Size" } } }, "Spellcaster": { "name": "Spellcaster", "description": "

The creature can cast spells; the specific Lore of Magic will be indicated in brackets.

" }, "Tongue Attack (6 yards)": { "name": "Tongue Attack (6 yards)", "description": "

The creature’s prehensile tongue can wrap itself around prey, dragging it to a grisly end.

\n ", "effects": { "Tongue Attack (Range)": { "name": "Tongue Attack (Range)" } } } } }, "Marcus Karlssen": { "name": "Marcus Karlssen", "items": { "Pamphlets": { "name": "Pamphlets" }, "Athletics": { "name": "Athletics", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" }, "Art (Writing)": { "name": "Art (Writing)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" }, "Bribery": { "name": "Bribery", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" }, "Charm": { "name": "Charm", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" }, "Climb": { "name": "Climb", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}" }, "Consume Alcohol": { "name": "Consume Alcohol", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" }, "Cool": { "name": "Cool", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" }, "Dodge": { "name": "Dodge", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" }, "Endurance": { "name": "Endurance", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" }, "Entertain (Storytelling)": { "name": "Entertain (Storytelling)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" }, "Gamble": { "name": "Gamble", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}" }, "Gossip": { "name": "Gossip", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" }, "Haggle": { "name": "Haggle", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" }, "Heal": { "name": "Heal", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dSf8QWBvN6mlpHBF caption=false]{Heal}", "effects": { "Heal": { "name": "Heal" } } }, "Intuition": { "name": "Intuition", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" }, "Language (Battle)": { "name": "Language (Battle)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.xo5U0kL08xCPe6kl caption=false]{Language}" }, "Leadership": { "name": "Leadership", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" }, "Lore (Politics)": { "name": "Lore (Politics)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" }, "Lore (Warfare)": { "name": "Lore (Warfare)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" }, "Melee (Basic)": { "name": "Melee (Basic)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Melee (Fencing)": { "name": "Melee (Fencing)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Navigation": { "name": "Navigation", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" }, "Outdoor Survival": { "name": "Outdoor Survival", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" }, "Perception": { "name": "Perception", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" }, "Play (Fife)": { "name": "Play (Fife)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.N63wZOWw6ZLYnePN caption=false]{Play}" }, "Ranged (Blackpowder)": { "name": "Ranged (Blackpowder)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.jJYOiSQNgC9v7cM5 caption=false]{Ranged}" }, "Trade (Printing)": { "name": "Trade (Printing)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.jmFSm7UvmHEq52iu caption=false]{Trade}" }, "Argumentative": { "name": "Argumentative", "description": "You are used to arguing your points and winning. If you roll a successful Charm Test to debate with an opponent, you can choose to either use your rolled SL, or the number rolled on your units die. So, a successful roll of 24 could be used for +4 SL", "effects": { "Argumentative": { "name": "Argumentative" } } }, "Blather": { "name": "Blather", "description": "

Called ‘opening your mouth and letting your belly rumble’ in Nordland, or simply ‘bullshitting’ in Ostland, blathering involves talking rapidly and incessantly, or talking volubly and at-length, about inconsequential or nonsense matters, and is used to verbally confuse and confound a target. You use your Charm Skill to Blather. Attempt an Opposed Charm/Intelligence Test. Success gives your opponent a Stunned Condition. Further, for each level you have in Blather, your opponent gains another Stunned Condition. Targets Stunned by Blather may do nothing other than stare at you dumbfounded as they try to catch-up with or understand what you are saying. Once the last Stunned Condition comes to an end, the target finally gets a word in, and may not be best pleased with you — after all, you have been talking about nothing or nonsense for some time. Should you stop talking, your opponent immediately loses all Stunned Conditions caused by your Blather. Generally, you can only attempt to Blather at a character once per scene, or perhaps longer as determined by the GM, as the target soon wises up to your antics.

\n

 

", "effects": { "Blather": { "name": "Blather" } } }, "Combat Aware": { "name": "Combat Aware", "description": "

You are used to scanning the battlefield to make snap decisions informed by the shifting tides of war. You may take a Challenging (+0) Perception Test to ignore Surprise, which is modified by circumstance as normal.

", "effects": { "Combat Aware": { "name": "Combat Aware" } } }, "Beat Blade": { "name": "Beat Blade", "description": "

You are trained to make sharp controlled blows to your opponent’s weapon, creating an opening for an attack or simply impeding an incoming attack. For your Action, you can choose to Beat Blade before rolling. Perform a Melee Test; if successful, your opponent loses –1 Advantage, and loses a further –1 per SL you score. This Test is not Opposed. This Talent is of no use if your opponent has no weapon, or has a larger Size than you.

", "effects": { "Beat Blade": { "name": "Beat Blade" } } }, "Combat Reflexes": { "name": "Combat Reflexes", "description": "

You react like a flash of lightning. Add 10 to your Initiative for each level in this Talent when determining Combat Initiative.

", "effects": { "Combat Reflexes": { "name": "Combat Reflexes" } } }, "Distract": { "name": "Distract", "description": "

You are trained in simple movements to distract or startle your opponent, drawing eyes from your true intent. You may use your Move to perform a Distraction. This is resolved by an Opposed Athletics/Cool Test. If you win, your opponent can gain no Advantage until the end of the next Round.

", "effects": { "Distract": { "name": "Distract" } } }, "Doomed": { "name": "Doomed", "description": "At the age of 10, a Priest of Morr called a Doomsayer took you aside to foretell your death in an incense-laden, coming-of-age ritual called the Dooming. In conjunction with your GM, come up with a suitable Dooming. Should your character die in a fashion that matches your Dooming, your next character gains a bonus of half the total XP your dead character accrued during play.

Wear the yellow and black, and you’ll face an attack" }, "Etiquette (Military)": { "name": "Etiquette (Military)", "description": "

You can blend in socially with the chosen group so long as you are dressed and acting appropriately. Example social groups for this Talent are: Criminals, Cultists, Guilders, Nobles, Scholars, Servants, and Soldiers. If you do not have the Talent, those with it will note your discomfort in the unfamiliar environment. This is primarily a matter for roleplaying, but may confer a bonus to Fellowship Tests at the GM’s discretion.

", "effects": { "Etiquette": { "name": "Etiquette" } } }, "Fast Shot": { "name": "Fast Shot", "description": "If you have a loaded ranged weapon, you can fire it outside the normal Initiative Order before any other combatant reacts in the following Round. You roll to hit using all the normal modifiers. Employing Fast Shot requires both your Action and Move for your upcoming turn, and these will count as having been spent when your next turn arrives. If two or more characters use Fast Shot, the character who has taken this Talent most goes first. If any characters have taken Fast Shot an equal number of times, both shots are fired simultaneously, and should both be handled at the same time", "effects": { "Fast Shot": { "name": "Fast Shot" } } }, "Feint": { "name": "Feint", "description": "You have trained how to make false attacks in close combat to fool your opponent. You may now make a Feint for your Action against any opponent using a weapon. This is resolved with an Opposed Melee (Fencing)/Melee Test. If you win, and you attack the same opponent before the end of the next Round, you may add the SL of your Feint to your attack roll.", "effects": { "Feint": { "name": "Feint" } } }, "Flee!": { "name": "Flee!", "description": "When your life is on the line you are capable of impressive bursts of speed. Your Movement Attribute counts as 1 higher when Fleeing.", "effects": { "Flee!": { "name": "Flee!" } } }, "Step Aside": { "name": "Step Aside", "description": "You are skilled at being where enemy weapons are not. If you use Dodge to defend against an incoming attack and win the Opposed Test, you may move up to 2 yards as you dive away, and no longer count as Engaged. None of your opponents will gain a Free Attack when you do this.", "effects": { "Step Aside": { "name": "Step Aside" } } }, "Sword": { "name": "Sword" }, "Writing Kit": { "name": "Writing Kit", "description": "

Contains a quill pen, inkpot, and ink blotter.

" }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Brass Penny": { "name": "Brass Penny" }, "Rabble Rouser": { "name": "Rabble Rouser", "description": "

@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.X6OBFMR8ywipAPOo]{Agitator}

" }, "Plate Bracers": { "name": "Plate Bracers" }, "Plate Breastplate": { "name": "Plate Breastplate" }, "Plate Helm": { "name": "Plate Helm", "effects": { "Plate Helm": { "name": "Plate Helm" } } }, "Plate Leggings": { "name": "Plate Leggings", "effects": { "Plate Leggings": { "name": "Plate Leggings" } } }, "Mail Chausses": { "name": "Mail Chausses" }, "Mail Coat": { "name": "Mail Coat" }, "Mail Coif": { "name": "Mail Coif", "effects": { "Mail Coif": { "name": "Mail Coif" } } }, "Entertain": { "name": "Entertain", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" }, "Charm Animal": { "name": "Charm Animal", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" }, "Melee": { "name": "Melee", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Art": { "name": "Art", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" }, "Intimidate": { "name": "Intimidate", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" }, "Row": { "name": "Row", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" }, "Stealth": { "name": "Stealth", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" }, "Ride": { "name": "Ride", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" }, "Drive": { "name": "Drive", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" } }, "effects": { "Encumbrance 1": { "name": "Encumbrance 1" } } }, "Gor of the Red Crown": { "name": "Gor of the Red Crown", "items": { "Unbridled Fury": { "name": "Unbridled Fury" }, "Dodge": { "name": "Dodge", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" }, "Melee (Basic)": { "name": "Melee (Basic)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Arboreal": { "name": "Arboreal", "description": "

The creature is at home in the forests. In the woodlands, it adds its Agility Bonus to the SL of all Climb and Stealth Tests.

", "effects": { "Arboreal": { "name": "Arboreal" } } }, "Armour": { "name": "Armour", "description": "

The creature is protected by armor or thick hide. It has Rating Armor Points on all Hit Locations

", "effects": { "Armour": { "name": "Armour" } } }, "Fury": { "name": "Fury", "description": "

The creature can work itself into an all-consuming rage. It can spend all of its Advantage (minimum of 1) to become subject to Hatred to close combat opponents. If the creature has at least 3 Advantage, it may instead expend all of its Advantage to become subject to Frenzy.

", "effects": { "Fury": { "name": "Fury" } } }, "Night Vision": { "name": "Night Vision", "description": "

You can see very well in natural darkness. Assuming you have at least a faint source of light (such as starlight, moonlight, or bioluminescence) you can see clearly for 20 yards per level of Night Vision. Further, you can extend the effective illumination distance of any light sources by 20 yards per level of Night Vision.

" }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Brass Penny": { "name": "Brass Penny" }, "Crude Axe": { "name": "Crude Axe" }, "Entertain": { "name": "Entertain", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" }, "Charm Animal": { "name": "Charm Animal", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" }, "Melee": { "name": "Melee", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Gamble": { "name": "Gamble", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}" }, "Art": { "name": "Art", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" }, "Endurance": { "name": "Endurance", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" }, "Perception": { "name": "Perception", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" }, "Intimidate": { "name": "Intimidate", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" }, "Row": { "name": "Row", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" }, "Athletics": { "name": "Athletics", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" }, "Stealth": { "name": "Stealth", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" }, "Ride": { "name": "Ride", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" }, "Consume Alcohol": { "name": "Consume Alcohol", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" }, "Gossip": { "name": "Gossip", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" }, "Intuition": { "name": "Intuition", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" }, "Bribery": { "name": "Bribery", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" }, "Charm": { "name": "Charm", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" }, "Drive": { "name": "Drive", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" }, "Leadership": { "name": "Leadership", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" }, "Outdoor Survival": { "name": "Outdoor Survival", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" }, "Haggle": { "name": "Haggle", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" }, "Cool": { "name": "Cool", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" }, "Climb": { "name": "Climb", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}" }, "Navigation": { "name": "Navigation", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" }, "Horns": { "name": "Horns", "description": "

The creature has horns or some other sharp appendage (if its Horns Trait represents a different feature it will be noted in brackets). When the creature gains an Advantage for Charging, it may make a Free Attack with its Horns, performed as normal, using Rating to calculate Damage (its Strength Bonus is already included).

" } } }, "Nielsa Klammer": { "name": "Nielsa Klammer", "items": { "Bribery": { "name": "Bribery", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" }, "Charm": { "name": "Charm", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" }, "Consume Alcohol": { "name": "Consume Alcohol", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" }, "Cool": { "name": "Cool", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" }, "Dodge": { "name": "Dodge", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" }, "Drive": { "name": "Drive", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" }, "Entertain (Storytelling)": { "name": "Entertain (Storytelling)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" }, "Evaluate": { "name": "Evaluate", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.NtJ85TY8yY3WOGHN caption=false]{Evaluate}" }, "Gossip": { "name": "Gossip", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" }, "Haggle": { "name": "Haggle", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" }, "Intuition": { "name": "Intuition", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" }, "Language (Norse)": { "name": "Language (Norse)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.xo5U0kL08xCPe6kl caption=false]{Language}" }, "Leadership": { "name": "Leadership", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" }, "Lore (Nordland)": { "name": "Lore (Nordland)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" }, "Perception": { "name": "Perception", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" }, "Melee (Basic)": { "name": "Melee (Basic)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Doomed": { "name": "Doomed", "description": "At the age of 10, a Priest of Morr called a Doomsayer took you aside to foretell your death in an incense-laden, coming-of-age ritual called the Dooming. In conjunction with your GM, come up with a suitable Dooming. Should your character die in a fashion that matches your Dooming, your next character gains a bonus of half the total XP your dead character accrued during play.

From the clouds, a reckoning" }, "Embezzle": { "name": "Embezzle", "description": "

You are skilled at skimming money from your employers without being detected. Whenever you secure money when Earning (during play or performing an Income Endeavour), you may attempt an Opposed Intelligence Test with your employer (assuming you have one). If you win, you skim 2d10 + SL brass pennies, 1d10 + SL silver shillings, or 1 + SL gold crowns (depending upon the size of the business in question, as determined by the GM) without being detected. If your employer wins by 6+ SL, you gain the money, but your embezzling is detected; what then happens is left to the GM. Any other result means you have failed to embezzle any money.

", "effects": { "Embezzle": { "name": "Embezzle" } } }, "Read/Write": { "name": "Read/Write", "description": "You are one of the rare literate individuals in the Old World. You are assumed to be able to read and write (if appropriate) all of the Languages you can speak." }, "Animosity": { "name": "Animosity", "description": "

You harbor an enmity for the Target, which will normally be a group of people or creatures, such as ‘Nordlanders’, ‘Beastmen’, or ‘Nobles’. You must attempt a Psychology Test whenever you encounter the group. If you pass, you may grumble and spit, but only suffer a penalty of –20 to all Fellowship Tests towards that group. Should you fail you are subject to Animosity.

\n

 

\n

At the end of every subsequent Round, you may attempt another Psychology test to bring the Animosity to an end. If you do not, the effects of Animosity naturally come to an end when all members of the specified group in your line of sight are utterly pacified or gone, or you gain the Stunned or Unconscious Condition, or you become subject to another Psychology.

\n

 

\n

When subject to Animosity, you must immediately attack the disagreeable creatures, either socially (insults, jibes, and similar) or physically (most commonly with fists), as appropriate. You also gain a bonus of +1 SL on any attempts to socially or mentally attack the group. Animosity is over-ridden by Fear and Terror.

", "effects": { "Animosity": { "name": "Animosity" } } }, "Sword": { "name": "Sword" }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Brass Penny": { "name": "Brass Penny" }, "Entertain": { "name": "Entertain", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" }, "Charm Animal": { "name": "Charm Animal", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" }, "Melee": { "name": "Melee", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Gamble": { "name": "Gamble", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}" }, "Art": { "name": "Art", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" }, "Endurance": { "name": "Endurance", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" }, "Intimidate": { "name": "Intimidate", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" }, "Row": { "name": "Row", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" }, "Athletics": { "name": "Athletics", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" }, "Stealth": { "name": "Stealth", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" }, "Ride": { "name": "Ride", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" }, "Outdoor Survival": { "name": "Outdoor Survival", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" }, "Climb": { "name": "Climb", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}" }, "Navigation": { "name": "Navigation", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" }, "Light Armour": { "name": "Light Armour" }, "Sealskin Cloak and Cap": { "name": "Sealskin Cloak and Cap", "description": "

Protects wearer against the elements. 

" }, "Demagogue": { "name": "Demagogue", "description": "

@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.X6OBFMR8ywipAPOo]{Agitator}

" } } }, "Zurn the Bloody Crown": { "name": "Zurn the Bloody Crown", "items": { "Chaos Armour (cannot be removed)": { "name": "Chaos Armour (cannot be removed)" }, "Clever": { "name": "Clever", "description": "

The creature is particularly sharp-minded. It receives +20 Intelligence and +10 Initiative.

", "effects": { "Clever": { "name": "Clever", "changes": { "system.characteristics.int.initial": 20, "system.characteristics.i.initial": 10 } } } }, "Champion": { "name": "Champion", "description": "

The creature is an extraordinarily skilled warrior. If it wins an Opposed Test when defending in melee combat, it can cause Damage just as if it was the attacker.

", "effects": { "Champion": { "name": "Champion" } } }, "Tough": { "name": "Tough", "description": "

The creature is more resistant to damage than normal, and unlikely to back down. It receives +10 Toughness and Willpower.

", "effects": { "Tough": { "name": "Tough", "changes": { "system.characteristics.t.initial": 10, "system.characteristics.wp.initial": 10 } } } }, "Sword": { "name": "Sword" }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Brass Penny": { "name": "Brass Penny" }, "Beaked Face": { "name": "Beaked Face", "description": "

Gain the @UUID[Compendium.wfrp4e-core.items.pLW9SVX0TVTYPiPv]{Bite} +3 Creature Trait; this mutation cannot be hidden

", "effects": { "Beaked Face": { "name": "Beaked Face" } } }, "Bite": { "name": "Bite", "description": "

On its turn, the creature may make a Free Attack by spending 1 Advantage. The Damage of the attack equals Rating and includes the creature’s Strength Bonus already

", "effects": { "Bite": { "name": "Bite" } } }, "Weapon": { "name": "Weapon", "description": "

The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)

" }, "Armour": { "name": "Armour", "description": "

The creature is protected by armor or thick hide. It has Rating Armor Points on all Hit Locations

", "effects": { "Armour": { "name": "Armour" } } }, "TCTPtIumVkxbla9M": { "name": "Bite", "description": "

On its turn, the creature may make a Free Attack by spending 1 Advantage. The Damage of the attack equals Rating and includes the creature’s Strength Bonus already

", "effects": { "Bite": { "name": "Bite" } } } } }, "Sergeant": { "name": "Sergeant", "items": { "Athletics": { "name": "Athletics", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" }, "Cool": { "name": "Cool", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" }, "Dodge": { "name": "Dodge", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" }, "Intuition": { "name": "Intuition", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" }, "Leadership": { "name": "Leadership", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" }, "Melee (Basic)": { "name": "Melee (Basic)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Perception": { "name": "Perception", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" }, "Ranged (Blackpowder)": { "name": "Ranged (Blackpowder)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.jJYOiSQNgC9v7cM5 caption=false]{Ranged}" }, "Mail Shirt": { "name": "Mail Shirt" }, "Sword": { "name": "Sword" }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Brass Penny": { "name": "Brass Penny" }, "Entertain": { "name": "Entertain", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" }, "Charm Animal": { "name": "Charm Animal", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" }, "Melee": { "name": "Melee", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Gamble": { "name": "Gamble", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}" }, "Art": { "name": "Art", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" }, "Endurance": { "name": "Endurance", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" }, "Intimidate": { "name": "Intimidate", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" }, "Row": { "name": "Row", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" }, "Stealth": { "name": "Stealth", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" }, "Ride": { "name": "Ride", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" }, "Consume Alcohol": { "name": "Consume Alcohol", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" }, "Gossip": { "name": "Gossip", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" }, "Bribery": { "name": "Bribery", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" }, "Charm": { "name": "Charm", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" }, "Drive": { "name": "Drive", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" }, "Outdoor Survival": { "name": "Outdoor Survival", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" }, "Haggle": { "name": "Haggle", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" }, "Climb": { "name": "Climb", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}" }, "Navigation": { "name": "Navigation", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" }, "Plate Breastplate": { "name": "Plate Breastplate" }, "Plate Open Helm": { "name": "Plate Open Helm", "effects": { "Plate Open Helm": { "name": "Plate Open Helm" } } }, "Bullet and Powder": { "name": "Bullet and Powder" }, "Pistol": { "name": "Pistol" }, "9UJPeQEo3oLxUrAq": { "name": "Pistol" }, "Symbol of Rank": { "name": "Symbol of Rank" }, "Pouch": { "name": "Pouch" }, "5d10 Silver Shilling": { "name": "5d10 Silver Shilling" } } }, "The Chaos Minotaur Lord": { "name": "The Chaos Minotaur Lord", "description": "

This is a huge, bull-headed monstrosity, twice the height of a man, a terror of rippling muscles. Its horns are twisted into the sigil of Tzeentch, and a golden, daemonic mask of metal obscures its face, with eyes of pure white light shining behind it. Deadly fangs drip saliva. It has a bronze breastplate, engraved with arcane symbols, and hefts a great double-headed axe with a serrated edge. It attacks on sight, maddened with bloodlust.

", "items": { "Melee (Two-Handed)": { "name": "Melee (Two-Handed)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Big": { "name": "Big", "description": "

The creature is a large example of its species. It receives +10 Strength and Toughness, and –5 Agility.

", "effects": { "Big": { "name": "Big", "changes": { "system.characteristics.s.initial": 10, "system.characteristics.t.initial": 10, "system.characteristics.ag.initial": -5 } } } }, "Brute": { "name": "Brute", "description": "

The creature is heavy and brutish. It receives –1 Movement, –10 Agility, and +10 Strength and Toughness.

", "effects": { "Brute": { "name": "Brute", "changes": { "system.details.move.value": -1, "system.characteristics.ag.initial": -10, "system.characteristics.s.initial": 10, "system.characteristics.t.initial": 10 } } } }, "Champion": { "name": "Champion", "description": "

The creature is an extraordinarily skilled warrior. If it wins an Opposed Test when defending in melee combat, it can cause Damage just as if it was the attacker.

", "effects": { "Champion": { "name": "Champion" } } }, "Frenzy": { "name": "Frenzy", "description": "

With a Willpower Test, you can work yourself into a state of frenzy by psyching yourself up, howling, biting your shield, or similar. If you succeed, you become subject to Frenzy.

\n

While subject to Frenzy

\n\n

You remain in Frenzy until all enemies in your line of sight are pacified, or you receive the @Condition[Stunned] or @Condition[Unconscious] condition. After your Frenzy is over you immediately receive a @Condition[Fatigued] condition.

", "effects": { "Frenzy": { "name": "Frenzy" } } }, "Hungry": { "name": "Hungry", "description": "

The creature is always hungry for fresh meat. If it kills or incapacitates a living opponent (or encounters a fresh body), it must pass a Average (+20) Willpower Test or feast, losing its next Action and Move.

" }, "Night Vision": { "name": "Night Vision", "description": "

You can see very well in natural darkness. Assuming you have at least a faint source of light (such as starlight, moonlight, or bioluminescence) you can see clearly for 20 yards per level of Night Vision. Further, you can extend the effective illumination distance of any light sources by 20 yards per level of Night Vision.

" }, "Rear": { "name": "Rear", "description": "

For its Move, the creature may make a Stomp attack if it is larger than its opponent (see Size).

", "effects": { "Rear": { "name": "Rear" } } }, "Size": { "name": "Size", "description": "

This trait represents creatures whose size differ from the game standard (i.e. roughly human sized). There are seven steps of Size, ranging from Tiny to Monstrous.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

 Examples

\n
\n

Tiny

\n
\n

Butterfly, Mouse, Pigeon

\n
\n

Little

\n
\n

Cat, Hawk, Human Baby

\n
\n

Small

\n
\n

Giant Rat, Halfling, Human Child

\n
\n

Average

\n
\n

Dwarf, Elf, Human

\n
\n

Large

\n
\n

Horse, Ogre, Troll

\n
\n

Enormous

\n
\n

Griffon, Wyvern, Manticore

\n
\n

Monstrous

\n
\n

Dragon, Giant, Greater Daemon

\n
\n
\n

 

\n

Using Size

\n

 

\n

if you wish to use size to make a creature bigger — for example converting a giant spider to a gigantic spider — then increase Strength and Toughness by +10 and reduce Agility by –5 per step of size you increase the creature. Reverse this if you wish to make a creature smaller 

\n

 

\n

 

\n

Size Combat Modifers

\n

If larger:

\n\n\n

 

\n

If smaller:

\n

• It gains a bonus of +10 to hit.

\n

 

\n

Defending Against Big Creatures

\n

You suffer a penalty of –2 SL for each step larger your opponent is when using Melee to defend an Opposed Test. It is recommended to dodge a Giant swinging a tree, not parry it!

\n

 

\n\n

Fear and Terror

\n

If the creature is perceived to be aggressive, it causes Fear in any creature smaller than it, and Terror in any creature two or more steps smaller. The rating of the Fear or Terror equals the Size step difference. So, if the creature is Large, and its opponent is Small, it will cause Terror 2.

\n

 

\n

Moving in Combat

\n

A creature that is larger ignores the need to Disengage if it wishes to leave melee combat; instead, it brushes smaller combatants out of the way, moving where it wishes.

\n

 

\n

Opposed Strength

\n

During Opposed Strength Tests (and similar), if one creature is 2 or more size steps larger, it wins automatically. If one creature is 1 size step larger, the smaller creature must roll a Critical to contest the roll. If it does, SL are compared as normal. All other results mean the larger creature wins.

\n

 

\n

Stomp

\n

Creatures that are larger than their opponents may make one Stomp as a Free Attack, by spending 1 Advantage, as they kick downwards or otherwise bash smaller opponents out of the way. This attack has a Damage equal to their Strength Bonus +0, and uses Melee(Brawling).

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

Wounds

\n
\n

Tiny

\n
\n

1

\n
\n

Little

\n
\n

Toughness Bonus

\n
\n

Small

\n
\n

(2×Toughness Bonus) + Willpower Bonus

\n
\n

Average

\n
\n

Strength Bonus+(2×Toughness Bonus) + Willpower Bonus

\n
\n

Large

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×2

\n
\n

Enormous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×4

\n
\n

Monstrous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×8

\n
\n
", "effects": { "Size": { "name": "Size" } } }, "Great Axe": { "name": "Great Axe" }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Brass Penny": { "name": "Brass Penny" }, "Bronze Breastplate": { "name": "Bronze Breastplate" }, "Horns": { "name": "Horns", "description": "

The creature has horns or some other sharp appendage (if its Horns Trait represents a different feature it will be noted in brackets). When the creature gains an Advantage for Charging, it may make a Free Attack with its Horns, performed as normal, using Rating to calculate Damage (its Strength Bonus is already included).

" } } }, "Karl-Heinz Wasmeier": { "name": "Karl-Heinz Wasmeier", "items": { "2d10 Brass Penny": { "name": "2d10 Brass Penny" }, "Seething Rage": { "name": "Seething Rage" }, "Bribery": { "name": "Bribery", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" }, "Charm": { "name": "Charm", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" }, "Consume Alcohol": { "name": "Consume Alcohol", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" }, "Cool": { "name": "Cool", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" }, "Dodge": { "name": "Dodge", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" }, "Endurance": { "name": "Endurance", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" }, "Entertain (Acting)": { "name": "Entertain (Acting)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" }, "Evaluate": { "name": "Evaluate", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.NtJ85TY8yY3WOGHN caption=false]{Evaluate}" }, "Gossip": { "name": "Gossip", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" }, "Haggle": { "name": "Haggle", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" }, "Intimidate": { "name": "Intimidate", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" }, "Intuition": { "name": "Intuition", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" }, "Language (Classical)": { "name": "Language (Classical)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.xo5U0kL08xCPe6kl caption=false]{Language}" }, "Language (Magick)": { "name": "Language (Magick)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.xo5U0kL08xCPe6kl caption=false]{Language}" }, "Leadership": { "name": "Leadership", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" }, "Lore (Tzeentch)": { "name": "Lore (Tzeentch)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" }, "Lore (Law)": { "name": "Lore (Law)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" }, "Lore (Theology)": { "name": "Lore (Theology)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" }, "Melee (Basic)": { "name": "Melee (Basic)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Perception": { "name": "Perception", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" }, "Research": { "name": "Research", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Nv0jexKy05qTOnuN caption=false]{Research}" }, "Sleight of Hand": { "name": "Sleight of Hand", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.bGqmHCju8VZ8q2Pv caption=false]{Sleight of Hand}" }, "Stealth (Urban)": { "name": "Stealth (Urban)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" }, "Argumentative": { "name": "Argumentative", "description": "You are used to arguing your points and winning. If you roll a successful Charm Test to debate with an opponent, you can choose to either use your rolled SL, or the number rolled on your units die. So, a successful roll of 24 could be used for +4 SL", "effects": { "Argumentative": { "name": "Argumentative" } } }, "Beneath Notice": { "name": "Beneath Notice", "description": "

The high and mighty pay no attention to your presence, knowing you are well beneath their notice. Assuming you are properly attired and not in an incongruous position, those of a higher Status Tier will normally ignore you unless your presence becomes inappropriate, which can make it very easy to listen into conversations you perhaps shouldn’t. Further, characters with a higher Status Tier than you gain no Advantage for striking or wounding you in combat, as there is nothing to be gained for defeating such a lowly cur.

", "effects": { "Beneath Notice": { "name": "Beneath Notice" } } }, "Blather": { "name": "Blather", "description": "

Called ‘opening your mouth and letting your belly rumble’ in Nordland, or simply ‘bullshitting’ in Ostland, blathering involves talking rapidly and incessantly, or talking volubly and at-length, about inconsequential or nonsense matters, and is used to verbally confuse and confound a target. You use your Charm Skill to Blather. Attempt an Opposed Charm/Intelligence Test. Success gives your opponent a Stunned Condition. Further, for each level you have in Blather, your opponent gains another Stunned Condition. Targets Stunned by Blather may do nothing other than stare at you dumbfounded as they try to catch-up with or understand what you are saying. Once the last Stunned Condition comes to an end, the target finally gets a word in, and may not be best pleased with you — after all, you have been talking about nothing or nonsense for some time. Should you stop talking, your opponent immediately loses all Stunned Conditions caused by your Blather. Generally, you can only attempt to Blather at a character once per scene, or perhaps longer as determined by the GM, as the target soon wises up to your antics.

\n

 

", "effects": { "Blather": { "name": "Blather" } } }, "Bookish": { "name": "Bookish", "description": "You are as at home in a library as a seaman at sea or a farmer a-farming. When using Research, you may reverse the dice of any failed Test if this will score a success.", "effects": { "Bookish": { "name": "Bookish" } } }, "Cat-tongued": { "name": "Cat-tongued", "description": "

Like Ranald the Trickster God, you blend truth and lies as if there were no difference. When using Charm to lie, listeners do not get to oppose your Charm with their Intuition to detect if there is something fishy in what you say.

", "effects": { "Cat-tongued": { "name": "Cat-tongued" } } }, "Chaos Magic (Tzeentch)": { "name": "Chaos Magic (Tzeentch)", "description": "By accident or design you have lost a portion of your soul to one of the Dark Gods, and can now practice the foul magics of Chaos. Your ruinous patron immediately grants you access to a single spell from the chosen Lore (most commonly the Nurgle, Slaanesh, or Tzeentch Lores) and you gain a Corruption point as the spell infiltrates your mind, never to be forgotten." }, "Commanding Presence": { "name": "Commanding Presence", "description": "Your presence fills others with hushed awe and admiration. Such is your aura of authority, those with a lower Status may not resist your Leadership tests with their Willpower. Of course, enemies are still no more likely to respect or obey you, but the common folk rarely stand against you.", "effects": { "Commanding Presence": { "name": "Commanding Presence" } } }, "Criminal": { "name": "Criminal", "description": "

You are an active criminal making money from illegal sources, and you’re not always quiet about it. For the purposes of securing money, either when Earning during play or performing an Income Endeavour, refer to the following table:

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Career Level

\n
\n

Bonus Money per time the Talent is taken

\n
\n

1

\n
\n

+2d10 brass pennies

\n
\n

2

\n
\n

+1d10 silver shillings

\n
\n

\n
\n

+2d10 silver shillings

\n
\n

4

\n
\n

+1 gold crown

\n
\n
\n

 

\n

Because of your obvious criminal nature, others consider you lower Status than them unless they also have the Criminal Talent, where Status is compared as normal — perhaps you have gang tattoos, look shifty, or are just rough around the edges, it’s your choice. Because of this, local law enforcers are always suspicious of you and suspect your motivations, which only gets worse the more times you have this Talent, with the exact implications determined by the GM. Lawbreakers without the Criminal Talent earn significantly less coin but are not obviously the sort to be breaking the law, so maintain their Status. With GM consent, you may spend XP to remove levels of the Criminal Talent for the same XP it cost to buy.

", "effects": { "Criminal": { "name": "Criminal" } } }, "Disciple of Change": { "name": "Disciple of Change", "description": "

When a mutation is gained, roll twice and choose one of the two results.

" }, "Doomed": { "name": "Doomed", "description": "

At the age of 10, a Priest of Morr called a Doomsayer took you aside to foretell your death in an incense-laden, coming-of-age ritual called the Dooming. In conjunction with your GM, come up with a suitable Dooming. Should your character die in a fashion that matches your Dooming, your next character gains a bonus of half the total XP your dead character accrued during play.

\n

 

\n

No juggler ought to tarry too long afront the hostile crowd

" }, "Etiquette (Guilder, Nobles, Scholars)": { "name": "Etiquette (Guilder, Nobles, Scholars)", "description": "

You can blend in socially with the chosen group so long as you are dressed and acting appropriately. Example social groups for this Talent are: Criminals, Cultists, Guilders, Nobles, Scholars, Servants, and Soldiers. If you do not have the Talent, those with it will note your discomfort in the unfamiliar environment. This is primarily a matter for roleplaying, but may confer a bonus to Fellowship Tests at the GM’s discretion.

", "effects": { "Etiquette": { "name": "Etiquette" } } }, "Gregarious": { "name": "Gregarious", "description": "You just like talking to other folk and it seems they like talking to you. You may reverse any failed Gossip Test if this allows the Test to succeed.", "effects": { "Gregarious": { "name": "Gregarious" } } }, "Read/Write": { "name": "Read/Write", "description": "You are one of the rare literate individuals in the Old World. You are assumed to be able to read and write (if appropriate) all of the Languages you can speak." }, "Magical Sense": { "name": "Magical Sense", "description": "

You are able to sense the Winds of Magic in others. You may attempt an Average (+20) Intuition Test whenever you encounter a spellcaster. If you pass, you sense the target is a witch. Further, if you score an Astounding Success (+6), can also determine the target’s highest Channeling Specialization.

", "effects": { "Magical Sense": { "name": "Magical Sense" } } }, "Master of Disguise": { "name": "Master of Disguise", "description": "You are an expert at taking on the appearance and mannerisms of others. With nothing but posture changes, face twisting, and careful use of appropriate clothing, you no longer look like yourself without having to use a Disguise Kit.", "effects": { "Master of Disguise": { "name": "Master of Disguise" } } }, "Petty Magic": { "name": "Petty Magic", "description": "

You have the spark to cast magic within you and have mastered techniques to control it at a basic level. When you take this Talent, you manifest, and permanently memorise, a number of spells equal to your Willpower Bonus. You can learn extra Petty spells for the following cost in XP.

\n

 

\n
\n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n
\n

No. of Petty Spells Currently Known

\n
\n

 XP Cost for a new spell

\n
\n

Up to Willpower Bonus × 1

\n
\n

50 XP

\n
\n

Up to Willpower Bonus × 2

\n
\n

100 XP

\n
\n

Up to Willpower Bonus × 3

\n
\n

150 XP

\n
\n

Up to Willpower Bonus × 4

\n
\n

200 XP

\n
\n
\n

...and so on.

\n

 

\n

So, if your Willpower Bonus is 3 and you had 3 Petty spells, it will cost you 50XP for the first learned spell, then 100 XP for the next three, and so on’.

" }, "Savant (Law)": { "name": "Savant (Law)", "description": "You are exceptionally learned, and have a significant degree of specialized knowledge in a single field of study. You automatically know a number of pieces of correct information equal to you Savant (Lore) level about a relevant issue without having to test your Lore Skill. Testing, as always, will provide yet more information as normal as determined by the GM.", "effects": { "Savant": { "name": "Savant" } } }, "Savvy": { "name": "Savvy", "description": "You gain a permanent +5 bonus to your starting Intelligence Characteristic (this does not count towards your Advances).", "effects": { "Savvy": { "name": "Savvy", "changes": { "system.characteristics.int.initial": 5 } } } }, "Schemer": { "name": "Schemer", "description": "You are a master of politics and see conspiracy around every corner. Once per session, you may ask the GM one question regarding a political situation or entangled web of social connections; the GM will perform a secret Intelligence Test and provide you some observations regarding the situation based upon your SL.", "effects": { "Schemer": { "name": "Schemer" } } }, "Secret Identity": { "name": "Secret Identity", "description": "You maintain a secret identity that allows you to appear richer, or perhaps poorer, than you actually are. With GM permission, choose any one Career. As long as you are dressed appropriately, you may use the Social Status of the chosen Career you masquerade as rather than your own for modifying Fellowship Tests, and can even ignore the Criminal Talent. However, maintaining this identity will require Entertain (Acting) rolls when you encounter those who may recognize your falsehood. You may create a new Secret Identity for each level you have in this Talent.", "effects": { "Secret Identity": { "name": "Secret Identity" } } }, "Speedreader": { "name": "Speedreader", "description": "You read books at a voracious pace. You may reverse a failed Research Test if this will grant success. If the speed at which you read is important during combat, a successful Language Test lets you read and fully comprehend a number of pages per Round equal to your SL plus Speedreader level (minimum of 1, even if you fail the Test).", "effects": { "Speedreader": { "name": "Speedreader" } } }, "Suave": { "name": "Suave", "description": "You gain a permanent +5 bonus to your starting Fellowship Characteristic (this does not count towards your Advances).", "effects": { "Suave": { "name": "Suave", "changes": { "system.characteristics.fel.initial": 5 } } } }, "Super Numerate": { "name": "Super Numerate", "description": "

You have a gift for calculation and can work out the solution to most mathematical problems with ease. You may use a simple calculator to represent what your PC is capable of mentally computing.

", "effects": { "Super Numerate": { "name": "Super Numerate" } } }, "Supportive": { "name": "Supportive", "description": "

You know what to say and when to make the most impact upon your superiors. When you successfully use a social Skill to influence those with a higher Status tier, you can choose to either use your rolled SL, or the number rolled on your units die. So, a successful roll of 46 could be used for +6 SL.

", "effects": { "Supportive": { "name": "Supportive" } } }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Channelling (Dhar)": { "name": "Channelling (Dhar)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tXu8Hrd4desq1Rja caption=false]{Channelling}" }, "Secret Signs (Wasmeier's Cipher)": { "name": "Secret Signs (Wasmeier's Cipher)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.X2FppoPGuEwJKssM caption=false]{Secret Signs}" }, "Secret Signs (Purple Hand)": { "name": "Secret Signs (Purple Hand)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.X2FppoPGuEwJKssM caption=false]{Secret Signs}" }, "Dagger": { "name": "Dagger" }, "The Clothes on His Back": { "name": "The Clothes on His Back" }, "Dazzle": { "name": "Dazzle", "description": "

The target gains 1 @Condition[Blinded] Condition, and gains 1 Blinded Condition at the start of each round for the duration of the spell.

\n\n Lore: None

", "effects": { "Dazzle": { "name": "Dazzle" } } }, "Dart": { "name": "Dart", "description": "

You cause a small dart of magical energy to fly from your fingers. This is a Magic Missile with a Damage of +0.

\n\n Lore: None

" }, "Eavesdrop": { "name": "Eavesdrop", "description": "

You can hear what your targets say as if you were standing right next to them.

\n\n Lore: None

" }, "Magic Flame": { "name": "Magic Flame", "description": "

You kindle a small flame that flickers to life in the palm of your hand. It will not burn you, but will emit heat and set flammable objects alight, like a natural flame.

\n\n Lore: None

" }, "Warning": { "name": "Warning", "description": "

You channel magic into an object, noticing immediately if it has been poisoned or trapped.

\n\n Lore: None

" }, "Drop": { "name": "Drop", "description": "

You channel magic into an object being held by an opponent. This could be a weapon, a rope, or someone’s hand. Unless a Challenging (+0) Dexterity Test is passed, the item is dropped. For every +2 SL you may impose an additional –10 on the Dexterity Test.

", "effects": { "Drop": { "name": "Drop" } } }, "Aethyric Armour": { "name": "Aethyric Armour", "description": "

You gain +1 Armor Point to all Hit Locations as you wrap yourself in a protective swathe of magic.

", "effects": { "Aethyric Armour": { "name": "Aethyric Armour" } } }, "Aethyric Arms": { "name": "Aethyric Arms", "description": "

You create a melee weapon with a Damage equal to your Willpower Bonus. This may take any form, and so use any Melee Skill you may possess. The weapon counts as Magical.

", "effects": { "Aethyric Arms": { "name": "Aethyric Arms" } } }, "Bridge": { "name": "Bridge", "description": "

You create a bridge of magical energy, with a maximum length and breadth of your Willpower Bonus in yards. For every +2 SL you may increase length or breadth by your Willpower Bonus in yards.

" }, "Flight": { "name": "Flight", "description": "

You can fly, whether by sprouting wings, ascending on a pillar of magical light, or some other method. Gain the @UUID[Compendium.wfrp4e-core.items.EO05HX7jql0g605A]{Flight (Agility)} Creature Trait.

", "effects": { "Flight": { "name": "Flight" } } }, "Push": { "name": "Push", "description": "

All living creatures within Willpower Bonus yards are pushed back your Willpower Bonus in yards and gain the @Condition[Prone] Condition. If this brings them into contact with a wall or other large obstacle, they take Damage equal to the distance travelled in yards. For every +2 SL, you may push creatures back another Willpower Bonus in yards.

", "effects": { "Push": { "name": "Push" } } }, "Bolt of Change": { "name": "Bolt of Change", "description": "

A pulsating bolt of scintillating Chaotic energy rends the air. Bolt of Change is a magic missile, and targets suffer a +7 Damage hit. Further, targets must make a Challenging (+0) Endurance Test. A target that fails gains +1 Corruption Point. On a fumble, the target immediately rolls for a Mutation (@Table[expandedmutatemental]{Mental} or @Table[expandedmutatephys]{Physical}), and gains the @UUID[Compendium.wfrp4e-core.items.hiU7vhBOVpVI8c7C]{Chaos Magic (Tzeentch)}  Talent. A Character affected by this spell may resist a mutation by spending a point of Resolve. 

\n\n Lore: Targets of Spells from the Lore of Tzeentch are riven by the transformative magic of Chaos. Targets affected by a Spell from the Lore of Tzeentch must pass a Challenging (+0) Endurance Test, or gain +1 Corruption Point. Should they pass their Test, they instead gain +1 Fortune Point, which can be used as normal. Such are the whims of Tzeentch.

", "effects": { "Bolt of Change": { "name": "Bolt of Change" } } }, "Boon of Tzeentch": { "name": "Boon of Tzeentch", "description": "

Your words, imbued with the labyrinthine prescience of the Changer of the Ways, twist your mind, granting you access to new arcane knowledge. Choose one Spell from any Lore (to ensure swift play, the GM may impose a nine second time limit). While Boon of Tzeentch is in effect, you may cast your new Spell as if you had memorised it, but may not record it in a Grimoire, Scroll, or similar. If you channel to cast the new Spell, you may use either Channelling (Dhar) or the Channelling Skill appropriate to the Lore the spell normally requires, should you possess it.

\n

If you suffer a miscast when channelling or casting this new Spell, the Boon of Tzeentch Spell quits your mind in disgust, and also erases itself from your grimoire should it have allowed itself to be recorded there.

\n\n Lore: Targets of Spells from the Lore of Tzeentch are riven by the transformative magic of Chaos. Targets affected by a Spell from the Lore of Tzeentch must pass a Challenging (+0) Endurance Test, or gain +1 Corruption Point. Should they pass their Test, they instead gain +1 Fortune Point, which can be used as normal. Such are the whims of Tzeentch.

", "effects": { "Boon of Tzeentch": { "name": "Boon of Tzeentch" } } }, "Blue Fire of Tzeentch": { "name": "Blue Fire of Tzeentch", "description": "

Your words conjure a writhing ball of coruscating blue fire that engulfs your foes. Blue Fire of Tzeentch is a magic missile. Anyone within your Initiative Bonus yards of the target suffers a +3 Damage hit, and gains +1 @Condition[Ablaze] Condition.

\n

Should a Character of size small or larger be reduced to 0 Wounds by this spell, or while suffering from an Ablaze Condition from Blue Fire of Tzeentch, roll a [[/r 1d10]]. On a roll of 9, two @UUID[Compendium.wfrp4e-eis.actors.cLOGeMqUty61nYB9]{Blue Horror of Tzeentch} claw their way out of the Character’s screaming flesh, killing them in the process.

\n\n Lore: Targets of Spells from the Lore of Tzeentch are riven by the transformative magic of Chaos. Targets affected by a Spell from the Lore of Tzeentch must pass a Challenging (+0) Endurance Test, or gain +1 Corruption Point. Should they pass their Test, they instead gain +1 Fortune Point, which can be used as normal. Such are the whims of Tzeentch.

", "effects": { "Blue Fire of Tzeentch": { "name": "Blue Fire of Tzeentch" } } }, "Curse of Tzeentch": { "name": "Curse of Tzeentch", "description": "

Tzeentchian Lore has it that all spells ultimately derive from the God’s will, and so belong to him. Using this spell, a Tzeentch sorcerer can cause another wizard to lose the knowledge and ability to cast a spell they previously had mastery of.

\n

Should the curse of Tzeentch be successfully cast, the caster must then make an opposed Willpower Test against the target. If the caster wins, the target loses access to a randomly selected spell. The effects of the spell lasts for one day for every level of success scored by the caster during the opposed test.

\n\n Lore: Targets of Spells from the Lore of Tzeentch are riven by the transformative magic of Chaos. Targets affected by a Spell from the Lore of Tzeentch must pass a Challenging (+0) Endurance Test, or gain +1 Corruption Point. Should they pass their Test, they instead gain +1 Fortune Point, which can be used as normal. Such are the whims of Tzeentch.

", "effects": { "Curse of Tzeentch": { "name": "Curse of Tzeentch" } } }, "Master of Fortune": { "name": "Master of Fortune", "description": "

Tzeentch sorcerers often bargain with their master to provide them with insights about their potential fate. Scrying in this manner is dangerous, for Tzeentch is a capricious god, even in the case of his own favoured servants. Once the spell is cast it may not be cast again until its duration has run out.

\n

Determine the result of the Language (Magick) Test needed to cast the spell. For every positive SL the caster benefits from an a point of Fortune which they can use as normal for the duration of the spell. However, if the spell fails then for every negative level of success the caster receives a point of Corruption as they receive a dizzying array of disturbing future echoes.

\n\n Lore: Targets of Spells from the Lore of Tzeentch are riven by the transformative magic of Chaos. Targets affected by a Spell from the Lore of Tzeentch must pass a Challenging (+0) Endurance Test, or gain +1 Corruption Point. Should they pass their Test, they instead gain +1 Fortune Point, which can be used as normal. Such are the whims of Tzeentch.

", "effects": { "Master of Fortune": { "name": "Master of Fortune" } } }, "Treason of Tzeentch": { "name": "Treason of Tzeentch", "description": "

You channel fine strands of traitorous mergings of the Winds of Magic directly into your target’s mind, twisting motivations, undermining desires, and fanning fires of discontent. The target can no longer use Talents, and doesn’t add Skill Advances when making Skill Tests, meaning the target only Tests against unmodified Characteristics.

\n

 

\n\n Lore: Targets of Spells from the Lore of Tzeentch are riven by the transformative magic of Chaos. Targets affected by a Spell from the Lore of Tzeentch must pass a Challenging (+0) Endurance Test, or gain +1 Corruption Point. Should they pass their Test, they instead gain +1 Fortune Point, which can be used as normal. Such are the whims of Tzeentch.

", "effects": { "Treason of Tzeentch": { "name": "Treason of Tzeentch" } } }, "Pink Fire of Tzeentch": { "name": "Pink Fire of Tzeentch", "description": "

Swirling bolts of pink fire arc from your outstretched fingertips, causing reality to scream in anguish. Pink Fire of Tzeentch is a magic missile. Targets affected suffer a +6 Damage hit, and gain +1 @Condition[Ablaze] Condition.

Should a Character of size Small or larger be reduced to 0 Wounds by this spell, or while suffering from an Ablaze Condition caused by Pink Fire of Tzeentch, roll a [[/r 1d10]]. On a roll of 9, a @UUID[Compendium.wfrp4e-eis.actors.iDy8SDTwJSlCzZMl]{Pink Horror} claws its way out of the target’s writhing corpse, killing the individual.

Lore: Targets of Spells from the Lore of Tzeentch are riven by the transformative magic of Chaos. Targets affected by a Spell from the Lore of Tzeentch must pass a Challenging (+0) Endurance Test, or gain +1 Corruption Point. Should they pass their Test, they instead gain +1 Fortune Point, which can be used as normal. Such are the whims of Tzeentch.

", "effects": { "Pink Fire of Tzeentch": { "name": "Pink Fire of Tzeentch" } } }, "Tzeentch's Firestorm": { "name": "Tzeentch's Firestorm", "description": "

A swirling storm of purple arcane fire bursts forth, summoned by your profane cackling. Tzeentch’s Firestorm is a magic missile. Everyone within Initiative Bonus yards of the target suffers a +9 Damage hit, and gains +1 @Condition[Ablaze] Condition.

\n


Should a Character of size small or larger be reduced to 0 Wounds by this Spell, or while suffering from an Ablaze Condition caused by
Tzeentch’s Firestorm, roll a [[/r 1d10]]. On a roll of 9, two @UUID[Compendium.wfrp4e-eis.actors.iDy8SDTwJSlCzZMl]{Pink Horrors} claw their way out of the target’s magically burning corpse, killing the poor unfortunate.

\n

Lore: Targets of Spells from the Lore of Tzeentch are riven by the transformative magic of Chaos. Targets affected by a Spell from the Lore of Tzeentch must pass a Challenging (+0) Endurance Test, or gain +1 Corruption Point. Should they pass their Test, they instead gain +1 Fortune Point, which can be used as normal. Such are the whims of Tzeentch.

\n

 

", "effects": { "Tzeentch's Firestorm": { "name": "Tzeentch's Firestorm" } } }, "Tzeentch's Golden Aura": { "name": "Tzeentch's Golden Aura", "description": "

This is one of the most straightforward and practical spells in a Tzeentch sorcerer’s arsenal. A swirling vortex of yellow fire is summoned out of the aethyr and wraps about the caster’s body, shielding them from incoming blows and missiles. Whilst the spell is in effect, the caster benefits from the Creature Trait @UUID[Compendium.wfrp4e-core.items.Bvd2aZ0gQUXHfCTh]{Ward 9+} .

\n\n Lore: Targets of Spells from the Lore of Tzeentch are riven by the transformative magic of Chaos. Targets affected by a Spell from the Lore of Tzeentch must pass a Challenging (+0) Endurance Test, or gain +1 Corruption Point. Should they pass their Test, they instead gain +1 Fortune Point, which can be used as normal. Such are the whims of Tzeentch.

", "effects": { "Tzeentch's Golden Aura": { "name": "Tzeentch's Golden Aura" } } }, "Word of Tzeentch": { "name": "Word of Tzeentch", "description": "

As your tongue forms the twisted sound-patterns of this blasphemous Spell, two voices seem to utter from your throat, in unholy and unnatural harmony with each other. Your words carry extra meaning for those affected by the Spell, though targets can never remember what was said. They are left with a haunting sense of foreboding, as if they have forgotten something very important about their own future.

\n


Living targets affected by the Spell must make an
Opposed Intelligence Test with you. If the target loses, they gain 1 @Condition[Stunned] Condition, +1 additional Stunned Condition for each SL by which they lost. If they Fumble, they gain the @Condition[Unconscious] Condition, and +1 Corruption.

\n

Once all Conditions have been removed, targets affected must pass an Average (+20) Endurance Test, or gain +1 Corruption. Should they Fumble, they immediately gain 1 @Table[expandedmutatemental]{Mental Mutation}, and may not take a Short-term Ambition for the next [[/r 1d10]] weeks.

\n\n Lore: Targets of Spells from the Lore of Tzeentch are riven by the transformative magic of Chaos. Targets affected by a Spell from the Lore of Tzeentch must pass a Challenging (+0) Endurance Test, or gain +1 Corruption Point. Should they pass their Test, they instead gain +1 Fortune Point, which can be used as normal. Such are the whims of Tzeentch.

", "effects": { "Word of Tzeentch": { "name": "Word of Tzeentch" } } } } }, "Erwin von Oberholtzer": { "name": "Erwin von Oberholtzer", "items": { "two household servants": { "name": "two household servants" }, "Gerta": { "name": "Gerta" }, "Bribery": { "name": "Bribery", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" }, "Charm": { "name": "Charm", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" }, "Consume Alcohol": { "name": "Consume Alcohol", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" }, "Intimidate": { "name": "Intimidate", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" }, "Language (Classical)": { "name": "Language (Classical)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.xo5U0kL08xCPe6kl caption=false]{Language}" }, "Melee (Fencing)": { "name": "Melee (Fencing)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Ride (Horse)": { "name": "Ride (Horse)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" }, "Doomed": { "name": "Doomed", "description": "At the age of 10, a Priest of Morr called a Doomsayer took you aside to foretell your death in an incense-laden, coming-of-age ritual called the Dooming. In conjunction with your GM, come up with a suitable Dooming. Should your character die in a fashion that matches your Dooming, your next character gains a bonus of half the total XP your dead character accrued during play.

Thy entitlement will be thy fall" }, "Etiquette (Nobles)": { "name": "Etiquette (Nobles)", "description": "

You can blend in socially with the chosen group so long as you are dressed and acting appropriately. Example social groups for this Talent are: Criminals, Cultists, Guilders, Nobles, Scholars, Servants, and Soldiers. If you do not have the Talent, those with it will note your discomfort in the unfamiliar environment. This is primarily a matter for roleplaying, but may confer a bonus to Fellowship Tests at the GM’s discretion.

", "effects": { "Etiquette": { "name": "Etiquette" } } }, "Read/Write": { "name": "Read/Write", "description": "You are one of the rare literate individuals in the Old World. You are assumed to be able to read and write (if appropriate) all of the Languages you can speak." }, "Rapier": { "name": "Rapier" }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Brass Penny": { "name": "Brass Penny" }, "Entertain": { "name": "Entertain", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" }, "Dodge": { "name": "Dodge", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" }, "Charm Animal": { "name": "Charm Animal", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" }, "Melee": { "name": "Melee", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Gamble": { "name": "Gamble", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}" }, "Art": { "name": "Art", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" }, "Endurance": { "name": "Endurance", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" }, "Perception": { "name": "Perception", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" }, "Row": { "name": "Row", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" }, "Athletics": { "name": "Athletics", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" }, "Stealth": { "name": "Stealth", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" }, "Ride": { "name": "Ride", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" }, "Gossip": { "name": "Gossip", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" }, "Intuition": { "name": "Intuition", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" }, "Drive": { "name": "Drive", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" }, "Leadership": { "name": "Leadership", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" }, "Outdoor Survival": { "name": "Outdoor Survival", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" }, "Haggle": { "name": "Haggle", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" }, "Cool": { "name": "Cool", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" }, "Climb": { "name": "Climb", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}" }, "Navigation": { "name": "Navigation", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" }, "Noble": { "name": "Noble", "description": "

@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.t41abSTLeMAdLiWS]{Noble}

" }, "Trunk": { "name": "Trunk" }, "Courtly Garb": { "name": "Courtly Garb", "description": "

Nobles’ garb features embellishments such as lace cuffs & collars, excessive high-quality fabric and pointed shoes. Servants also wear courtly garb to banquets and ceremonies, although their surcoats and corsets are less ostentatious than the nobles’ fashions and can therefore be purchased at half price. 

" }, "Jewellery": { "name": "Jewellery", "description": "

Prices vary by craftsmanship, metal type, and gem value. As a general guideline, common rings without any gemstones cost 10 coins equal to their metal type (i.e. brass, silver or gold) whereas necklaces cost 20 coins of the same metal type

" } } }, "Fione Brecht": { "name": "Fione Brecht", "items": { "Athletics": { "name": "Athletics", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" }, "Charm": { "name": "Charm", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" }, "Climb": { "name": "Climb", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}" }, "Consume Alcohol": { "name": "Consume Alcohol", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" }, "Cool": { "name": "Cool", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" }, "Dodge": { "name": "Dodge", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" }, "Endurance": { "name": "Endurance", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" }, "Evaluate": { "name": "Evaluate", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.NtJ85TY8yY3WOGHN caption=false]{Evaluate}" }, "Gamble": { "name": "Gamble", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}" }, "Gossip": { "name": "Gossip", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" }, "Haggle": { "name": "Haggle", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" }, "Heal": { "name": "Heal", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dSf8QWBvN6mlpHBF caption=false]{Heal}", "effects": { "Heal": { "name": "Heal" } } }, "Intuition": { "name": "Intuition", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" }, "Language (Battle)": { "name": "Language (Battle)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.xo5U0kL08xCPe6kl caption=false]{Language}" }, "Leadership": { "name": "Leadership", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" }, "Lore (Warfare)": { "name": "Lore (Warfare)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" }, "Melee (Basic)": { "name": "Melee (Basic)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Melee (Polearm)": { "name": "Melee (Polearm)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Navigation": { "name": "Navigation", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" }, "Outdoor Survival": { "name": "Outdoor Survival", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" }, "Perception": { "name": "Perception", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" }, "Play (Fife)": { "name": "Play (Fife)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.N63wZOWw6ZLYnePN caption=false]{Play}" }, "Ranged (Bow)": { "name": "Ranged (Bow)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.jJYOiSQNgC9v7cM5 caption=false]{Ranged}" }, "Combat Aware": { "name": "Combat Aware", "description": "

You are used to scanning the battlefield to make snap decisions informed by the shifting tides of war. You may take a Challenging (+0) Perception Test to ignore Surprise, which is modified by circumstance as normal.

", "effects": { "Combat Aware": { "name": "Combat Aware" } } }, "Commanding Presence": { "name": "Commanding Presence", "description": "Your presence fills others with hushed awe and admiration. Such is your aura of authority, those with a lower Status may not resist your Leadership tests with their Willpower. Of course, enemies are still no more likely to respect or obey you, but the common folk rarely stand against you.", "effects": { "Commanding Presence": { "name": "Commanding Presence" } } }, "Doomed": { "name": "Doomed", "description": "At the age of 10, a Priest of Morr called a Doomsayer took you aside to foretell your death in an incense-laden, coming-of-age ritual called the Dooming. In conjunction with your GM, come up with a suitable Dooming. Should your character die in a fashion that matches your Dooming, your next character gains a bonus of half the total XP your dead character accrued during play.

Your nemesis shall strike from the river" }, "Etiquette (Soldiers)": { "name": "Etiquette (Soldiers)", "description": "

You can blend in socially with the chosen group so long as you are dressed and acting appropriately. Example social groups for this Talent are: Criminals, Cultists, Guilders, Nobles, Scholars, Servants, and Soldiers. If you do not have the Talent, those with it will note your discomfort in the unfamiliar environment. This is primarily a matter for roleplaying, but may confer a bonus to Fellowship Tests at the GM’s discretion.

", "effects": { "Etiquette": { "name": "Etiquette" } } }, "Iron Will": { "name": "Iron Will", "description": "You have an indomitable will of iron, and will never willingly bow down before another. Use of the Intimidate skill does not cause Fear in you, and will not stop you speaking out against the intimidating party.", "effects": { "Iron Will": { "name": "Iron Will" } } }, "Marksman": { "name": "Marksman", "description": "You gain a permanent +5 bonus to your starting Ballistic Skill (this does not count towards your Advances).", "effects": { "Marksman": { "name": "Marksman", "changes": { "system.characteristics.bs.initial": 5 } } } }, "Public Speaker": { "name": "Public Speaker", "description": "

You are a skilled orator and know how to work large groups of people. Refer to the following table to see how many people you can now influence with your Charm Skill when Public Speaking.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Talent Taken

\n
\n

Number of soldiers influenced

\n
\n

1

\n
\n

As normal × 5

\n
\n

2

\n
\n

As normal × 10

\n
\n

3

\n
\n

 As normal × 20

\n
\n

4

\n
\n

 As normal × 50

\n
\n

5

\n
\n

 As normal × 100

\n
\n

6

\n
\n

 As normal × 200

\n
\n

7

\n
\n

 As normal × 500

\n
\n

8

\n
\n

 As normal × 1000

\n
\n

9

\n
\n

 All who can hear your inspiring voice

\n
\n
" }, "Read/Write": { "name": "Read/Write", "description": "You are one of the rare literate individuals in the Old World. You are assumed to be able to read and write (if appropriate) all of the Languages you can speak." }, "Unshakable": { "name": "Unshakable", "description": "

You are a jaded veteran who has survived more than one hail of shots from Blackpowder weapons. You need only take a Cool Test to resist a Broken Condition if you are successfully wounded by a Blackpowder weapon, not just if you are shot at 

", "effects": { "Unshakable": { "name": "Unshakable" } } }, "War Leader": { "name": "War Leader", "description": "

Your stern gaze and inspiring words motivate your soldiers to fight on to the end. All subordinates able to see you may add your level in War Leader to their SL in one Willpower Test per Round. This bonus does not stack.

", "effects": { "War Leader": { "name": "War Leader" } } }, "Mail Shirt": { "name": "Mail Shirt" }, "Shield": { "name": "Shield" }, "Sword": { "name": "Sword" }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Brass Penny": { "name": "Brass Penny" }, "Entertain": { "name": "Entertain", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" }, "Charm Animal": { "name": "Charm Animal", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" }, "Melee": { "name": "Melee", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Art": { "name": "Art", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" }, "Intimidate": { "name": "Intimidate", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" }, "Row": { "name": "Row", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" }, "Stealth": { "name": "Stealth", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" }, "Ride": { "name": "Ride", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" }, "Bribery": { "name": "Bribery", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" }, "Drive": { "name": "Drive", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" }, "Nuln Uniform worn over a Sudenland Uniform": { "name": "Nuln Uniform worn over a Sudenland Uniform" }, "Plate Open Helm": { "name": "Plate Open Helm", "effects": { "Plate Open Helm": { "name": "Plate Open Helm" } } } } }, "Gor": { "name": "Gor", "items": { "Arboreal": { "name": "Arboreal", "description": "

The creature is at home in the forests. In the woodlands, it adds its Agility Bonus to the SL of all Climb and Stealth Tests.

", "effects": { "Arboreal": { "name": "Arboreal" } } }, "Armour": { "name": "Armour", "description": "

The creature is protected by armor or thick hide. It has Rating Armor Points on all Hit Locations

", "effects": { "Armour": { "name": "Armour" } } }, "Fury": { "name": "Fury", "description": "

The creature can work itself into an all-consuming rage. It can spend all of its Advantage (minimum of 1) to become subject to Hatred to close combat opponents. If the creature has at least 3 Advantage, it may instead expend all of its Advantage to become subject to Frenzy.

", "effects": { "Fury": { "name": "Fury" } } }, "Night Vision": { "name": "Night Vision", "description": "

You can see very well in natural darkness. Assuming you have at least a faint source of light (such as starlight, moonlight, or bioluminescence) you can see clearly for 20 yards per level of Night Vision. Further, you can extend the effective illumination distance of any light sources by 20 yards per level of Night Vision.

" }, "Weapon": { "name": "Weapon", "description": "

The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)

" }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Brass Penny": { "name": "Brass Penny" }, "Horns": { "name": "Horns", "description": "

The creature has horns or some other sharp appendage (if its Horns Trait represents a different feature it will be noted in brackets). When the creature gains an Advantage for Charging, it may make a Free Attack with its Horns, performed as normal, using Rating to calculate Damage (its Strength Bonus is already included).

" } } }, "Guard Sergent": { "name": "Guard Sergent", "description": "

Kenselheim’s guards are generally honest and well-meaning, but lacking in motivation, general observation skills or intelligence. They usually avoid getting involved in anything that looks like work unless specifically ordered to, or if someone is watching them.

", "items": { "Melee (Basic)": { "name": "Melee (Basic)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Melee (Arm)": { "name": "Melee (Arm)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Perception": { "name": "Perception", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" }, "Armour": { "name": "Armour", "description": "

The creature is protected by armor or thick hide. It has Rating Armor Points on all Hit Locations

", "effects": { "Armour": { "name": "Armour" } } }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Brass Penny": { "name": "Brass Penny" }, "Sword": { "name": "Sword" } } }, "Adelfried Jarmund": { "name": "Adelfried Jarmund", "items": { "Athletics": { "name": "Athletics", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" }, "Channelling (Dhar)": { "name": "Channelling (Dhar)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tXu8Hrd4desq1Rja caption=false]{Channelling}" }, "Cool": { "name": "Cool", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" }, "Endurance": { "name": "Endurance", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" }, "Gossip": { "name": "Gossip", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" }, "Haggle": { "name": "Haggle", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" }, "Intuition": { "name": "Intuition", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" }, "Language (Magick)": { "name": "Language (Magick)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.xo5U0kL08xCPe6kl caption=false]{Language}" }, "Lore (Theology)": { "name": "Lore (Theology)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" }, "Lore (Tzeentch)": { "name": "Lore (Tzeentch)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" }, "Melee (Basic)": { "name": "Melee (Basic)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Perception": { "name": "Perception", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" }, "Research": { "name": "Research", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Nv0jexKy05qTOnuN caption=false]{Research}" }, "Bookish": { "name": "Bookish", "description": "You are as at home in a library as a seaman at sea or a farmer a-farming. When using Research, you may reverse the dice of any failed Test if this will score a success.", "effects": { "Bookish": { "name": "Bookish" } } }, "Carouser": { "name": "Carouser", "description": "You are a seasoned drinker and know how to party hard. You may reverse the dice of any failed Consume Alcohol Test if this will score a Success.", "effects": { "Carouser": { "name": "Carouser" } } }, "Doomed": { "name": "Doomed", "description": "At the age of 10, a Priest of Morr called a Doomsayer took you aside to foretell your death in an incense-laden, coming-of-age ritual called the Dooming. In conjunction with your GM, come up with a suitable Dooming. Should your character die in a fashion that matches your Dooming, your next character gains a bonus of half the total XP your dead character accrued during play.

Spend hushed eon. Eventually rescued. Agents rapport garnered, explore tunnels, rendered unreal" }, "Etiquette (Scholars)": { "name": "Etiquette (Scholars)", "description": "

You can blend in socially with the chosen group so long as you are dressed and acting appropriately. Example social groups for this Talent are: Criminals, Cultists, Guilders, Nobles, Scholars, Servants, and Soldiers. If you do not have the Talent, those with it will note your discomfort in the unfamiliar environment. This is primarily a matter for roleplaying, but may confer a bonus to Fellowship Tests at the GM’s discretion.

", "effects": { "Etiquette": { "name": "Etiquette" } } }, "Read/Write": { "name": "Read/Write", "description": "You are one of the rare literate individuals in the Old World. You are assumed to be able to read and write (if appropriate) all of the Languages you can speak." }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Brass Penny": { "name": "Brass Penny" }, "Entertain": { "name": "Entertain", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" }, "Dodge": { "name": "Dodge", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" }, "Charm Animal": { "name": "Charm Animal", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" }, "Melee": { "name": "Melee", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Gamble": { "name": "Gamble", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}" }, "Art": { "name": "Art", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" }, "Intimidate": { "name": "Intimidate", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" }, "Row": { "name": "Row", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" }, "Stealth": { "name": "Stealth", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" }, "Ride": { "name": "Ride", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" }, "Consume Alcohol": { "name": "Consume Alcohol", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" }, "Bribery": { "name": "Bribery", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" }, "Charm": { "name": "Charm", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" }, "Drive": { "name": "Drive", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" }, "Leadership": { "name": "Leadership", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" }, "Outdoor Survival": { "name": "Outdoor Survival", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" }, "Climb": { "name": "Climb", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}" }, "Navigation": { "name": "Navigation", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" }, "Plate Bracers": { "name": "Plate Bracers" }, "Plate Breastplate": { "name": "Plate Breastplate" }, "Plate Helm": { "name": "Plate Helm", "effects": { "Plate Helm": { "name": "Plate Helm" } } }, "Plate Leggings": { "name": "Plate Leggings", "effects": { "Plate Leggings": { "name": "Plate Leggings" } } } } }, "Crakatz": { "name": "Crakatz", "items": { "Nothing of value or interest. Crakatz likes to fight unarmed.": { "name": "Nothing of value or interest. Crakatz likes to fight unarmed." }, "Belligerent": { "name": "Belligerent", "description": "

The creature loves to win a fight. As long as it has more Advantage than its opponent, it is Immune to Psychology

" }, "Fury": { "name": "Fury", "description": "

The creature can work itself into an all-consuming rage. It can spend all of its Advantage (minimum of 1) to become subject to Hatred to close combat opponents. If the creature has at least 3 Advantage, it may instead expend all of its Advantage to become subject to Frenzy.

", "effects": { "Fury": { "name": "Fury" } } }, "Hungry": { "name": "Hungry", "description": "

The creature is always hungry for fresh meat. If it kills or incapacitates a living opponent (or encounters a fresh body), it must pass a Average (+20) Willpower Test or feast, losing its next Action and Move.

" }, "Night Vision": { "name": "Night Vision", "description": "

You can see very well in natural darkness. Assuming you have at least a faint source of light (such as starlight, moonlight, or bioluminescence) you can see clearly for 20 yards per level of Night Vision. Further, you can extend the effective illumination distance of any light sources by 20 yards per level of Night Vision.

" }, "Size": { "name": "Size", "description": "

This trait represents creatures whose size differ from the game standard (i.e. roughly human sized). There are seven steps of Size, ranging from Tiny to Monstrous.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

 Examples

\n
\n

Tiny

\n
\n

Butterfly, Mouse, Pigeon

\n
\n

Little

\n
\n

Cat, Hawk, Human Baby

\n
\n

Small

\n
\n

Giant Rat, Halfling, Human Child

\n
\n

Average

\n
\n

Dwarf, Elf, Human

\n
\n

Large

\n
\n

Horse, Ogre, Troll

\n
\n

Enormous

\n
\n

Griffon, Wyvern, Manticore

\n
\n

Monstrous

\n
\n

Dragon, Giant, Greater Daemon

\n
\n
\n

 

\n

Using Size

\n

 

\n

if you wish to use size to make a creature bigger — for example converting a giant spider to a gigantic spider — then increase Strength and Toughness by +10 and reduce Agility by –5 per step of size you increase the creature. Reverse this if you wish to make a creature smaller 

\n

 

\n

 

\n

Size Combat Modifers

\n

If larger:

\n\n\n

 

\n

If smaller:

\n

• It gains a bonus of +10 to hit.

\n

 

\n

Defending Against Big Creatures

\n

You suffer a penalty of –2 SL for each step larger your opponent is when using Melee to defend an Opposed Test. It is recommended to dodge a Giant swinging a tree, not parry it!

\n

 

\n\n

Fear and Terror

\n

If the creature is perceived to be aggressive, it causes Fear in any creature smaller than it, and Terror in any creature two or more steps smaller. The rating of the Fear or Terror equals the Size step difference. So, if the creature is Large, and its opponent is Small, it will cause Terror 2.

\n

 

\n

Moving in Combat

\n

A creature that is larger ignores the need to Disengage if it wishes to leave melee combat; instead, it brushes smaller combatants out of the way, moving where it wishes.

\n

 

\n

Opposed Strength

\n

During Opposed Strength Tests (and similar), if one creature is 2 or more size steps larger, it wins automatically. If one creature is 1 size step larger, the smaller creature must roll a Critical to contest the roll. If it does, SL are compared as normal. All other results mean the larger creature wins.

\n

 

\n

Stomp

\n

Creatures that are larger than their opponents may make one Stomp as a Free Attack, by spending 1 Advantage, as they kick downwards or otherwise bash smaller opponents out of the way. This attack has a Damage equal to their Strength Bonus +0, and uses Melee(Brawling).

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

Wounds

\n
\n

Tiny

\n
\n

1

\n
\n

Little

\n
\n

Toughness Bonus

\n
\n

Small

\n
\n

(2×Toughness Bonus) + Willpower Bonus

\n
\n

Average

\n
\n

Strength Bonus+(2×Toughness Bonus) + Willpower Bonus

\n
\n

Large

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×2

\n
\n

Enormous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×4

\n
\n

Monstrous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×8

\n
\n
", "effects": { "Size": { "name": "Size" } } }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Brass Penny": { "name": "Brass Penny" }, "Horns": { "name": "Horns", "description": "

The creature has horns or some other sharp appendage (if its Horns Trait represents a different feature it will be noted in brackets). When the creature gains an Advantage for Charging, it may make a Free Attack with its Horns, performed as normal, using Rating to calculate Damage (its Strength Bonus is already included).

" }, "Weapon": { "name": "Weapon", "description": "

The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)

" }, "Armour": { "name": "Armour", "description": "

The creature is protected by armor or thick hide. It has Rating Armor Points on all Hit Locations

", "effects": { "Armour": { "name": "Armour" } } } } }, "Servant": { "name": "Servant", "items": { "Athletics": { "name": "Athletics", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" }, "Dodge": { "name": "Dodge", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" }, "Melee (Basic)": { "name": "Melee (Basic)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Perception": { "name": "Perception", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" }, "Stealth (Urban)": { "name": "Stealth (Urban)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Brass Penny": { "name": "Brass Penny" }, "Dagger": { "name": "Dagger" }, "Entertain": { "name": "Entertain", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" }, "Charm Animal": { "name": "Charm Animal", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" }, "Melee": { "name": "Melee", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Gamble": { "name": "Gamble", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}" }, "Art": { "name": "Art", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" }, "Endurance": { "name": "Endurance", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" }, "Intimidate": { "name": "Intimidate", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" }, "Row": { "name": "Row", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" }, "Stealth": { "name": "Stealth", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" }, "Ride": { "name": "Ride", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" }, "Consume Alcohol": { "name": "Consume Alcohol", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" }, "Gossip": { "name": "Gossip", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" }, "Intuition": { "name": "Intuition", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" }, "Bribery": { "name": "Bribery", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" }, "Charm": { "name": "Charm", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" }, "Drive": { "name": "Drive", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" }, "Leadership": { "name": "Leadership", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" }, "Outdoor Survival": { "name": "Outdoor Survival", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" }, "Haggle": { "name": "Haggle", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" }, "Cool": { "name": "Cool", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" }, "Climb": { "name": "Climb", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}" }, "Navigation": { "name": "Navigation", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" } } }, "Religious Fanatic (Sons of Ulric)": { "name": "Religious Fanatic (Sons of Ulric)", "items": { "Athletics": { "name": "Athletics", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" }, "Cool": { "name": "Cool", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" }, "Dodge": { "name": "Dodge", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" }, "Intimidate": { "name": "Intimidate", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" }, "Melee (Basic)": { "name": "Melee (Basic)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Frenzy": { "name": "Frenzy", "description": "

With a Willpower Test, you can work yourself into a state of frenzy by psyching yourself up, howling, biting your shield, or similar. If you succeed, you become subject to Frenzy.

\n

While subject to Frenzy you are immune to all other psychology, and will not flee or retreat for any reason; indeed you must always move at full rate towards the closest enemy you can see in order to attack. Generally, the only Action you may take is a Weapon Skill Test or an Athletics Test to reach an enemy more quickly. Further, you may take a Free Action Melee Test each Round as you are throwing everything you have into your attacks. Lastly, you gain a bonus of +1 Strength Bonus, such is your ferocity. You remain in Frenzy until all enemies in your line of sight are pacified, or you receive the @Condition[Stunned] or @Condition[Unconscious] condition. After your Frenzy is over you immediately receive a @Condition[Fatigued] condition.

", "effects": { "Frenzy": { "name": "Frenzy" } } }, "Implacable": { "name": "Implacable", "description": "

It takes a lot to finish you off. You can ignore the Wound loss from a Bleeding Condition. Each level in this Talent lets you ignore the Wound loss from an extra Bleeding Condition

", "effects": { "Implacable": { "name": "Implacable" } } }, "Hatred": { "name": "Hatred", "description": "

You are consumed with Hatred for the Target, which is normally a group of people or creatures, such as ‘Hochlanders’, ‘Bog Octopuses’, or ‘Slavers’. You will never socially interact with someone or something you hate in this manner. On encountering the object of your Hatred, you must attempt a Psychology Test. If failed, you are subject to Hatred. At the end of every subsequent Round, you may attempt another Psychology Test to bring the Hatred to an end. If you do or not, the effects of Hatred naturally come to an end when all members of the specified group in your line of sight are dead or gone, or you gain the Unconscious condition. While subject to Hatred, you must immediately attempt to destroy the hated group by the fastest and most deadly means possible. You gain a bonus of +1 SL on all combat Tests against the specified group, and are immune to Fear and Intimidate (but not Terror) caused by your hated foe.

", "effects": { "Hatred": { "name": "Hatred" } } }, "Prejudice": { "name": "Prejudice", "description": "

You really dislike the Target, which is normally a group of people or creatures such as ‘Ostlanders’, ‘Elves’, or ‘Wizards’. You must attempt a Psychology Test whenever you encounter the group against which you are prejudiced. If you pass, you may frown a lot, but will otherwise act normally, only suffering a penalty of –10 to all Fellowship Tests towards that group. Should you fail you are subject to Prejudice. At the end of every subsequent Round, you may attempt another Psychology test to bring the Prejudice to an end. If you do not, the effects of Prejudice naturally come to an end when all members of the specified group in your line of sight are gone, or you gain the Stunned or Unconscious Condition, or you become subject to another Psychology.

\n

 

\n

When subject to Prejudice, you must immediately insult the target of your prejudice. Loudly.

" }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Brass Penny": { "name": "Brass Penny" }, "Hand Weapon": { "name": "Hand Weapon" }, "Furious Assault": { "name": "Furious Assault", "description": "Your blows follow one another in quick succession, raining down on your opponents with the fury of Ulric. Once per Round, if you hit an opponent in close combat, you may immediately spend an Advantage or your Move to make an extra attack (assuming you have your Move remaining).", "effects": { "Furious Assault": { "name": "Furious Assault" } } }, "Entertain": { "name": "Entertain", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" }, "Charm Animal": { "name": "Charm Animal", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" }, "Melee": { "name": "Melee", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Gamble": { "name": "Gamble", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}" }, "Art": { "name": "Art", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" }, "Endurance": { "name": "Endurance", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" }, "Perception": { "name": "Perception", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" }, "Row": { "name": "Row", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" }, "Stealth": { "name": "Stealth", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" }, "Ride": { "name": "Ride", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" }, "Consume Alcohol": { "name": "Consume Alcohol", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" }, "Gossip": { "name": "Gossip", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" }, "Intuition": { "name": "Intuition", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" }, "Bribery": { "name": "Bribery", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" }, "Charm": { "name": "Charm", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" }, "Drive": { "name": "Drive", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" }, "Leadership": { "name": "Leadership", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" }, "Outdoor Survival": { "name": "Outdoor Survival", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" }, "Haggle": { "name": "Haggle", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" }, "Climb": { "name": "Climb", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}" }, "Navigation": { "name": "Navigation", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" } } }, "Loonies": { "name": "Loonies", "description": "

Some Madcraw Goblins have become fanatical about @UUID[Actor.XuZtsncLRagDpswg]{Cacklespit’s} prophecies and hang off his every word. They imbibe deadly mushroom concoctions to have visions of their own. Their insanity makes them especially dangerous.

\n

The Loonies roam the caverns, muttering to themselves and howling. Some bang their heads on the walls, some spin around until they’re sick, and others sit stuffing themselves with Mad Cap mushrooms before collapsing. Loonies always attempt to consume @UUID[Compendium.wfrp4e-core.items.CihEl1pzvTiMQswA]{Mad Cap Mushrooms} before entering combat.

\n

After the first turn of combat in which the @UUID[Compendium.wfrp4e-empire-ruins.items.qcuie341J60K0Gr1]{Ball and Chain} is employed, there is a [[/r 1d10]]{20%} chance each round that a Loonie collapses from exhaustion and intoxication.

", "items": { "Ball and Chain": { "name": "Ball and Chain" }, "Athletics": { "name": "Athletics", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" }, "Cool": { "name": "Cool", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" }, "Endurance": { "name": "Endurance", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" }, "Intimidate": { "name": "Intimidate", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" }, "Intuition": { "name": "Intuition", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" }, "Melee (Goblin Loonie)": { "name": "Melee (Goblin Loonie)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Berserk Charge": { "name": "Berserk Charge", "description": "You hurl yourself at your enemies with reckless abandon, using the force of your charge to add weight to your strikes. When you Charge, you gain +1 Damage to all Melee attacks per level in this Talent.", "effects": { "Berserk Charge": { "name": "Berserk Charge" } } }, "Afraid": { "name": "Afraid", "description": "

The creature is afraid of the Target as if the Target has Fear (0). 

\n

The Fear trait represents an extreme aversion to something. Creatures that cause Fear have a Fear Rating; this value reflects the SL you are required to pass on an Extended Cool Test to overcome your Fear. You may continue to Test at the end of every round until your SL equals or surpasses the creature’s Fear rating. Until you do this, you are subject to Fear.

\n

 

\n

When subject to Fear, you suffer –1 SL on all Tests to affect the source of your fear. You may not move closer to whatever is causing Fear without passing a Challenging (+0) Cool Test. If it comes closer to you, you must pass a Challenging (+0) Cool Test, or gain a Broken Condition.

", "effects": { "Afraid": { "name": "Afraid" } } }, "Animosity": { "name": "Animosity", "description": "

You harbor an enmity for the Target, which will normally be a group of people or creatures, such as ‘Nordlanders’, ‘Beastmen’, or ‘Nobles’. You must attempt a Psychology Test whenever you encounter the group. If you pass, you may grumble and spit, but only suffer a penalty of –20 to all Fellowship Tests towards that group. Should you fail you are subject to Animosity.

\n

 

\n

At the end of every subsequent Round, you may attempt another Psychology test to bring the Animosity to an end. If you do not, the effects of Animosity naturally come to an end when all members of the specified group in your line of sight are utterly pacified or gone, or you gain the Stunned or Unconscious Condition, or you become subject to another Psychology.

\n

 

\n

When subject to Animosity, you must immediately attack the disagreeable creatures, either socially (insults, jibes, and similar) or physically (most commonly with fists), as appropriate. You also gain a bonus of +1 SL on any attempts to socially or mentally attack the group. Animosity is over-ridden by Fear and Terror.

", "effects": { "Animosity": { "name": "Animosity" } } }, "Infected": { "name": "Infected", "description": "

The creature, or its weapon, carries a nasty infection. If it causes a living opponent to lose Wounds, it must pass an Easy (+40) Endurance Test or contract a @UUID[Compendium.wfrp4e-core.items.kKccDTGzWzSXCBOb]{Festering Wound}

", "effects": { "Infected": { "name": "Infected" } } }, "Night Vision": { "name": "Night Vision", "description": "

You can see very well in natural darkness. Assuming you have at least a faint source of light (such as starlight, moonlight, or bioluminescence) you can see clearly for 20 yards per level of Night Vision. Further, you can extend the effective illumination distance of any light sources by 20 yards per level of Night Vision.

" }, "Robes": { "name": "Robes" }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Brass Penny": { "name": "Brass Penny" }, "Entertain": { "name": "Entertain", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" }, "Dodge": { "name": "Dodge", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" }, "Charm Animal": { "name": "Charm Animal", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" }, "Melee": { "name": "Melee", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Gamble": { "name": "Gamble", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}" }, "Art": { "name": "Art", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" }, "Perception": { "name": "Perception", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" }, "Row": { "name": "Row", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" }, "Stealth": { "name": "Stealth", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" }, "Ride": { "name": "Ride", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" }, "Consume Alcohol": { "name": "Consume Alcohol", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" }, "Gossip": { "name": "Gossip", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" }, "Bribery": { "name": "Bribery", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" }, "Charm": { "name": "Charm", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" }, "Drive": { "name": "Drive", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" }, "Leadership": { "name": "Leadership", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" }, "Outdoor Survival": { "name": "Outdoor Survival", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" }, "Haggle": { "name": "Haggle", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" }, "Climb": { "name": "Climb", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}" }, "Navigation": { "name": "Navigation", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" }, "Frenzy": { "name": "Frenzy", "description": "

With a Willpower Test, you can work yourself into a state of frenzy by psyching yourself up, howling, biting your shield, or similar. If you succeed, you become subject to Frenzy.

\n

While subject to Frenzy

\n\n

You remain in Frenzy until all enemies in your line of sight are pacified, or you receive the @Condition[Stunned] or @Condition[Unconscious] condition. After your Frenzy is over you immediately receive a @Condition[Fatigued] condition.

", "effects": { "Frenzy": { "name": "Frenzy" } } }, "Mad Cap Mushrooms": { "name": "Mad Cap Mushrooms", "description": "

These hallucinogenic mushrooms are eaten by Goblin fanatics before battle. They induce a berserker rage, adding +10 Strength, +4 Wounds, and the Frenzy Talent. When the effect wears off, the user loses 1d10 Wounds. Non-Greenskins must also pass a Challenging (+0) Endurance Test or contract a Minor Infection. Duration: Active when chewed plus an additional 2d10 minutes.

", "effects": { "Mad Cap Mushrooms": { "name": "Mad Cap Mushrooms", "changes": { "system.characteristics.s.modifier": 10, "system.characteristics.s.calculationBonusModifier": -1 } }, "Apply Mad Cap Mushrooms": { "name": "Apply Mad Cap Mushrooms" } } }, "ceiYrmlRtKhkj30Y": { "name": "Ball and Chain" } } }, "Klaus von Bachmann": { "name": "Klaus von Bachmann", "items": { "Bachmann Castle and all within it": { "name": "Bachmann Castle and all within it" }, "Animal Care": { "name": "Animal Care", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QZx9CbhGkIaDMQD3 caption=false]{Animal Care}" }, "Athletics": { "name": "Athletics", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" }, "Charm Animal": { "name": "Charm Animal", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" }, "Cool": { "name": "Cool", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" }, "Dodge": { "name": "Dodge", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" }, "Endurance": { "name": "Endurance", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" }, "Haggle": { "name": "Haggle", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" }, "Heal": { "name": "Heal", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dSf8QWBvN6mlpHBF caption=false]{Heal}", "effects": { "Heal": { "name": "Heal" } } }, "Intimidate": { "name": "Intimidate", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" }, "Language (Battle)": { "name": "Language (Battle)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.xo5U0kL08xCPe6kl caption=false]{Language}" }, "Leadership": { "name": "Leadership", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" }, "Lore (Heraldry)": { "name": "Lore (Heraldry)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" }, "Melee (Basic)": { "name": "Melee (Basic)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Melee (Cavalry)": { "name": "Melee (Cavalry)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Ranged (Bow)": { "name": "Ranged (Bow)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.jJYOiSQNgC9v7cM5 caption=false]{Ranged}" }, "Ride (Horse)": { "name": "Ride (Horse)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" }, "Trade (Farrier)": { "name": "Trade (Farrier)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.jmFSm7UvmHEq52iu caption=false]{Trade}" }, "Doomed": { "name": "Doomed", "description": "At the age of 10, a Priest of Morr called a Doomsayer took you aside to foretell your death in an incense-laden, coming-of-age ritual called the Dooming. In conjunction with your GM, come up with a suitable Dooming. Should your character die in a fashion that matches your Dooming, your next character gains a bonus of half the total XP your dead character accrued during play.

Burning sands invite the bite of an ancient blade" }, "Etiquette (Nobles)": { "name": "Etiquette (Nobles)", "description": "

You can blend in socially with the chosen group so long as you are dressed and acting appropriately. Example social groups for this Talent are: Criminals, Cultists, Guilders, Nobles, Scholars, Servants, and Soldiers. If you do not have the Talent, those with it will note your discomfort in the unfamiliar environment. This is primarily a matter for roleplaying, but may confer a bonus to Fellowship Tests at the GM’s discretion.

", "effects": { "Etiquette": { "name": "Etiquette" } } }, "Luck": { "name": "Luck", "description": "

They say when you were born, Ranald smiled. Your maximum Fortune Points now equal your current Fate points plus the number of times you’ve taken Luck.

" }, "Noble Blood": { "name": "Noble Blood", "description": "You are either born into the nobility, or otherwise elevated to it by in-game events. Assuming you are dressed appropriately, you are always considered of higher Status than others unless they also have the Noble Blood Talent, where Status is compared as normal.", "effects": { "Noble Blood": { "name": "Noble Blood" } } }, "Read/Write": { "name": "Read/Write", "description": "You are one of the rare literate individuals in the Old World. You are assumed to be able to read and write (if appropriate) all of the Languages you can speak." }, "Shieldsman": { "name": "Shieldsman", "description": "You are skilled at using your shield to maneuver others in combat so you can take advantage of a desperate situation. When using a Shield to defend, you gain Advantage equal to the number of levels you have in Shieldsman if you lose the Opposed Test.", "effects": { "Shieldsman": { "name": "Shieldsman" } } }, "Strike Mighty Blow": { "name": "Strike Mighty Blow", "description": "You know how to hit hard! You deal your level of Strike Mighty Blow in extra Damage with melee weapons.", "effects": { "Strike Mighty Blow": { "name": "Strike Mighty Blow" } } }, "Sword": { "name": "Sword" }, "Lance": { "name": "Lance" }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Brass Penny": { "name": "Brass Penny" }, "Entertain": { "name": "Entertain", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" }, "Melee": { "name": "Melee", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Gamble": { "name": "Gamble", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}" }, "Art": { "name": "Art", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" }, "Perception": { "name": "Perception", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" }, "Row": { "name": "Row", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" }, "Stealth": { "name": "Stealth", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" }, "Ride": { "name": "Ride", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" }, "Consume Alcohol": { "name": "Consume Alcohol", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" }, "Gossip": { "name": "Gossip", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" }, "Intuition": { "name": "Intuition", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" }, "Bribery": { "name": "Bribery", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" }, "Charm": { "name": "Charm", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" }, "Drive": { "name": "Drive", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" }, "Outdoor Survival": { "name": "Outdoor Survival", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" }, "Climb": { "name": "Climb", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}" }, "Navigation": { "name": "Navigation", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" }, "Plate Bracers": { "name": "Plate Bracers" }, "Plate Breastplate": { "name": "Plate Breastplate" }, "Plate Helm": { "name": "Plate Helm", "effects": { "Plate Helm": { "name": "Plate Helm" } } }, "Plate Leggings": { "name": "Plate Leggings", "effects": { "Plate Leggings": { "name": "Plate Leggings" } } }, "Mail Chausses": { "name": "Mail Chausses" }, "Mail Coat": { "name": "Mail Coat" }, "Mail Coif": { "name": "Mail Coif", "effects": { "Mail Coif": { "name": "Mail Coif" } } }, "Longbow": { "name": "Longbow" }, "Arrow": { "name": "Arrow", "description": "

" }, "Warhorse": { "name": "Warhorse", "description": "

Horse trained for war.

" } }, "effects": { "Encumbrance 2": { "name": "Encumbrance 2" } } }, "Savage the dog": { "name": "Savage the dog", "description": "

Savage is a small, annoying dog, with a distrust of strangers, just like @UUID[.sTh2auh5B8jMszlB]{Toddy}. He tends to bark wildly whenever he sees a stranger, especially one in fancy clothes or someone more tastefully dressed than his owner. He occasionally bites the ankles of any Elves he sees.

", "items": { "Perception": { "name": "Perception", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" }, "Night Vision": { "name": "Night Vision", "description": "

You can see very well in natural darkness. Assuming you have at least a faint source of light (such as starlight, moonlight, or bioluminescence) you can see clearly for 20 yards per level of Night Vision. Further, you can extend the effective illumination distance of any light sources by 20 yards per level of Night Vision.

" }, "Size": { "name": "Size", "description": "

This trait represents creatures whose size differ from the game standard (i.e. roughly human sized). There are seven steps of Size, ranging from Tiny to Monstrous.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

 Examples

\n
\n

Tiny

\n
\n

Butterfly, Mouse, Pigeon

\n
\n

Little

\n
\n

Cat, Hawk, Human Baby

\n
\n

Small

\n
\n

Giant Rat, Halfling, Human Child

\n
\n

Average

\n
\n

Dwarf, Elf, Human

\n
\n

Large

\n
\n

Horse, Ogre, Troll

\n
\n

Enormous

\n
\n

Griffon, Wyvern, Manticore

\n
\n

Monstrous

\n
\n

Dragon, Giant, Greater Daemon

\n
\n
\n

 

\n

Using Size

\n

 

\n

if you wish to use size to make a creature bigger — for example converting a giant spider to a gigantic spider — then increase Strength and Toughness by +10 and reduce Agility by –5 per step of size you increase the creature. Reverse this if you wish to make a creature smaller 

\n

 

\n

 

\n

Size Combat Modifers

\n

If larger:

\n\n\n

 

\n

If smaller:

\n

• It gains a bonus of +10 to hit.

\n

 

\n

Defending Against Big Creatures

\n

You suffer a penalty of –2 SL for each step larger your opponent is when using Melee to defend an Opposed Test. It is recommended to dodge a Giant swinging a tree, not parry it!

\n

 

\n\n

Fear and Terror

\n

If the creature is perceived to be aggressive, it causes Fear in any creature smaller than it, and Terror in any creature two or more steps smaller. The rating of the Fear or Terror equals the Size step difference. So, if the creature is Large, and its opponent is Small, it will cause Terror 2.

\n

 

\n

Moving in Combat

\n

A creature that is larger ignores the need to Disengage if it wishes to leave melee combat; instead, it brushes smaller combatants out of the way, moving where it wishes.

\n

 

\n

Opposed Strength

\n

During Opposed Strength Tests (and similar), if one creature is 2 or more size steps larger, it wins automatically. If one creature is 1 size step larger, the smaller creature must roll a Critical to contest the roll. If it does, SL are compared as normal. All other results mean the larger creature wins.

\n

 

\n

Stomp

\n

Creatures that are larger than their opponents may make one Stomp as a Free Attack, by spending 1 Advantage, as they kick downwards or otherwise bash smaller opponents out of the way. This attack has a Damage equal to their Strength Bonus +0, and uses Melee(Brawling).

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

Wounds

\n
\n

Tiny

\n
\n

1

\n
\n

Little

\n
\n

Toughness Bonus

\n
\n

Small

\n
\n

(2×Toughness Bonus) + Willpower Bonus

\n
\n

Average

\n
\n

Strength Bonus+(2×Toughness Bonus) + Willpower Bonus

\n
\n

Large

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×2

\n
\n

Enormous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×4

\n
\n

Monstrous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×8

\n
\n
", "effects": { "Size": { "name": "Size" } } }, "Skittish": { "name": "Skittish", "description": "

The creature is easily scared by magic or loud noises. If such occurs, it receives +3 Broken Conditions

" }, "Trained": { "name": "Trained", "description": "

This trait represents animals that have been trained through the Animal Training Skill. The skills the animal knows is marked in the brackets. Feel free to create your own trained skills.

\n

Broken: The animal is trained to ignore its Bestial trait. it receives [[/r 2d10]] Fellowship.

\n

Drive: The animal is trained to pull a coach, cart, plough, buggy, or similar.

\n

Entertain: The animal is trained to entertain others. It adds a +10 bonus to appropriate Entertain, Perform, or Play Tests.

\n

Fetch: The animal is trained to fetch. This is normal reserved for Dogs and similar.

\n

Guard: The animal is trained to stay in one place or prowl around as a guard, granting it the Territorial Trait.

\n

Home: The animal is trained to return home if it is released or lost.

\n

Magic: The animal is trained to ignore Skittish when it comes to magic, which is required for most horses used by Wizards.

\n

Mount: The animal will accept a rider. Some creatures are especially belligerent, and will not accept a rider without the correct skill. So, to ride a Griffon, you need the Ride (Griffon) skill.

\n

War: The animal is trained for war, gaining +10 Weapon Skill. It can also ignore Skittish for loud noises.

", "effects": { "Trained (Broken)": { "name": "Trained (Broken)" } } }, "Weapon": { "name": "Weapon", "description": "

The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)

" }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Brass Penny": { "name": "Brass Penny" } } }, "Beate Moser": { "name": "Beate Moser", "items": { "Athletics": { "name": "Athletics", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" }, "Charm": { "name": "Charm", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" }, "Climb": { "name": "Climb", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}" }, "Cool": { "name": "Cool", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" }, "Consume Alcohol": { "name": "Consume Alcohol", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" }, "Dodge": { "name": "Dodge", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" }, "Endurance": { "name": "Endurance", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" }, "Entertain (Storytelling)": { "name": "Entertain (Storytelling)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" }, "Gossip": { "name": "Gossip", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" }, "Haggle": { "name": "Haggle", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" }, "Intuition": { "name": "Intuition", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" }, "Leadership": { "name": "Leadership", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" }, "Lore (Beasts)": { "name": "Lore (Beasts)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" }, "Lore (Politics)": { "name": "Lore (Politics)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" }, "Lore (Theology)": { "name": "Lore (Theology)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" }, "Outdoor Survival": { "name": "Outdoor Survival", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" }, "Perception": { "name": "Perception", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" }, "Pray": { "name": "Pray", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.NRfh04q1bZBIND0A caption=false]{Pray}" }, "Alley Cat": { "name": "Alley Cat", "description": "You are at home in shadowy backstreets. When using Stealth (Urban), you may reverse the dice of any failed Test if this will score a Success.", "effects": { "Alley Cat": { "name": "Alley Cat" } } }, "Argumentative": { "name": "Argumentative", "description": "You are used to arguing your points and winning. If you roll a successful Charm Test to debate with an opponent, you can choose to either use your rolled SL, or the number rolled on your units die. So, a successful roll of 24 could be used for +4 SL", "effects": { "Argumentative": { "name": "Argumentative" } } }, "Blather": { "name": "Blather", "description": "

Called ‘opening your mouth and letting your belly rumble’ in Nordland, or simply ‘bullshitting’ in Ostland, blathering involves talking rapidly and incessantly, or talking volubly and at-length, about inconsequential or nonsense matters, and is used to verbally confuse and confound a target. You use your Charm Skill to Blather. Attempt an Opposed Charm/Intelligence Test. Success gives your opponent a Stunned Condition. Further, for each level you have in Blather, your opponent gains another Stunned Condition. Targets Stunned by Blather may do nothing other than stare at you dumbfounded as they try to catch-up with or understand what you are saying. Once the last Stunned Condition comes to an end, the target finally gets a word in, and may not be best pleased with you — after all, you have been talking about nothing or nonsense for some time. Should you stop talking, your opponent immediately loses all Stunned Conditions caused by your Blather. Generally, you can only attempt to Blather at a character once per scene, or perhaps longer as determined by the GM, as the target soon wises up to your antics.

\n

 

", "effects": { "Blather": { "name": "Blather" } } }, "Bless (Ulric)": { "name": "Bless (Ulric)", "description": "You are watched over by one of the Gods and can empower simple prayers. You can now deploy the Blessings of your deity as listed in @UUID[JournalEntry.NcH9OhleJFfaUdon]{Religion and Belief}. Under normal circumstances, you may only ever know one Divine Lore for the Bless Talent.", "effects": { "Bless": { "name": "Bless" } } }, "Doomed": { "name": "Doomed", "description": "

At the age of 10, a Priest of Morr called a Doomsayer took you aside to foretell your death in an incense-laden, coming-of-age ritual called the Dooming. In conjunction with your GM, come up with a suitable Dooming. Should your character die in a fashion that matches your Dooming, your next character gains a bonus of half the total XP your dead character accrued during play.

\n

 

\n

When abandoned and alone, Morr shalt befriend thee

" }, "Gregarious": { "name": "Gregarious", "description": "You just like talking to other folk and it seems they like talking to you. You may reverse any failed Gossip Test if this allows the Test to succeed.", "effects": { "Gregarious": { "name": "Gregarious" } } }, "Hardy": { "name": "Hardy", "description": "You gain a permanent addition to your Wounds, equal to your Toughness Bonus. If your Toughness Bonus should increase, then the number of Wounds Hardy provides also increases.", "effects": { "Hardy": { "name": "Hardy" } } }, "Holy Visions": { "name": "Holy Visions", "description": "You clearly see the great works of the Gods all around you. You automatically know when you enter Holy Ground, and may take an Intuition Test to receive visions (often obscure, and seen through the paradigm of your cult or individual belief-system) regarding the local area if significant events have occurred there in the past.", "effects": { "Holy Visions": { "name": "Holy Visions" } } }, "Impassioned Zeal": { "name": "Impassioned Zeal", "description": "

When you talk about your cause, case, or religion, your words fill with passion and fervent zeal. You may double your Fellowship for the purposes of determining the number of people influenced by your Public Speaking when talking about your cause.

", "effects": { "Impassioned Zeal": { "name": "Impassioned Zeal" } } }, "Public Speaker": { "name": "Public Speaker", "description": "

You are a skilled orator and know how to work large groups of people. Refer to the following table to see how many people you can now influence with your Charm Skill when Public Speaking.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Talent Taken

\n
\n

Number of soldiers influenced

\n
\n

1

\n
\n

As normal × 5

\n
\n

2

\n
\n

As normal × 10

\n
\n

3

\n
\n

 As normal × 20

\n
\n

4

\n
\n

 As normal × 50

\n
\n

5

\n
\n

 As normal × 100

\n
\n

6

\n
\n

 As normal × 200

\n
\n

7

\n
\n

 As normal × 500

\n
\n

8

\n
\n

 As normal × 1000

\n
\n

9

\n
\n

 All who can hear your inspiring voice

\n
\n
" }, "Read/Write": { "name": "Read/Write", "description": "You are one of the rare literate individuals in the Old World. You are assumed to be able to read and write (if appropriate) all of the Languages you can speak." }, "Rover": { "name": "Rover", "description": "You are at home roaming the wild places. When using Stealth in a rural environment, bystanders do not get passive Perception Tests to detect you; they can only spot you if they are specifically on look-out, or watching for hidden spies.", "effects": { "Rover": { "name": "Rover" } } }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Brass Penny": { "name": "Brass Penny" }, "Art": { "name": "Art", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" }, "Bribery": { "name": "Bribery", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" }, "Charm Animal": { "name": "Charm Animal", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" }, "Drive": { "name": "Drive", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" }, "Entertain": { "name": "Entertain", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" }, "Gamble": { "name": "Gamble", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}" }, "Intimidate": { "name": "Intimidate", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" }, "Melee": { "name": "Melee", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Navigation": { "name": "Navigation", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" }, "Ride": { "name": "Ride", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" }, "Row": { "name": "Row", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" }, "Stealth": { "name": "Stealth", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" }, "Blessing of Battle": { "name": "Blessing of Battle", "description": "

Your target gains +10 WS.

", "effects": { "Blessing of Battle": { "name": "Blessing of Battle", "changes": { "system.characteristics.ws.modifier": 10 } } } }, "Blessing of Courage": { "name": "Blessing of Courage", "description": "

Your target gains +10 Willpower.

", "effects": { "Blessing of Courage": { "name": "Blessing of Courage", "changes": { "system.characteristics.wp.modifier": 10, "system.characteristics.wp.calculationBonusModifier": -1 } } } }, "Blessing of Might": { "name": "Blessing of Might", "description": "

Your target gains +10 Strength.

", "effects": { "Blessing of Might": { "name": "Blessing of Might", "changes": { "system.characteristics.s.modifier": 10, "system.characteristics.s.calculationBonusModifier": -1 } } } }, "Blessing of Protection": { "name": "Blessing of Protection", "description": "

Enemies must make an Average (+20) Willpower Test to attack your target as shame wells within for considering violence. If they fail, they must choose a different target, or a different Action

", "effects": { "Blessing of Protection": { "name": "Blessing of Protection" } } }, "Blessing of Recuperation": { "name": "Blessing of Recuperation", "description": "

Your target may reduce the duration of 1 disease with which they are afflicted by 1 day. This prayer may only be attempted once per instance of a disease per person.

" }, "Hoarfrost's Chill": { "name": "Hoarfrost's Chill", "description": "

You scream angry prayers, and cold Ulric answers. Your eyes gain a steely blue glint and the air around you grows unnaturally cold. You cause @UUID[Compendium.wfrp4e-core.items.pTorrE0l3VybAbtn]{Fear 1} in all enemies, and all within your Fellowship yards range lose –1 Advantage at the start of each Round, as they are chilled to the bone.

", "effects": { "Hoarfrost's Chill": { "name": "Hoarfrost's Chill" }, "Hoarfrost's Chill (Fear)": { "name": "Hoarfrost's Chill (Fear)" } } }, "Ulric's Fury": { "name": "Ulric's Fury", "description": "

You chant furious prayers, and Ulric’s ferocity spreads. Targets gain the @UUID[Compendium.wfrp4e-core.items.DrNUTPeodEgpWTnT]{Frenzy} psychology.

", "effects": { "Ulric's Fury": { "name": "Ulric's Fury" } } }, "Winter's Bite": { "name": "Winter's Bite", "description": "

You roar prayers concerning Blitzbeil, Ulric’s ever-thirsty axe. If wielding an axe, it counts as Magical, causes an additional + SL Damage, and any living targets struck must make a Challenging (+0) Endurance Test or gain a @Condition[Stunned] Condition. Further, struck targets lose any @Condition[Bleeding] Conditions as their blood freezes; similarly, attacks from your axe cannot cause any Bleeding Conditions.

", "effects": { "Winter's Bite": { "name": "Winter's Bite" } } } } }, "Great Eagle": { "name": "Great Eagle", "items": { "Fear": { "name": "Fear", "description": "

The creature causes supernatural Fear in other creatures, with a rating equal to its Rating.

\n

The Fear trait represents an extreme aversion to something. Creatures that cause Fear have a Fear Rating; this value reflects the SL you are required to pass on an Extended Cool Test to overcome your Fear. You may continue to Test at the end of every round until your SL equals or surpasses the creature’s Fear rating. Until you do this, you are subject to Fear.

\n

When subject to Fear, you suffer –1 SL on all Tests to affect the source of your fear. You may not move closer to whatever is causing Fear without passing a Challenging (+0) Cool Test. If it comes closer to you, you must pass a Challenging (+0) Cool Test, or gain a @Condition[Broken] Condition.

", "effects": { "Fear": { "name": "Fear" } } }, "Flight": { "name": "Flight", "description": "

As the creature’s Move, it can fly up to Rating yards. When flying, it ignores all intervening terrain, obstacles, or characters. At the end of the move, it decides whether it has landed or is still flying. It can use this move to Charge. If it starts its turn flying, it must choose to Fly for its Move. If it cannot do this, the GM decides how far the creature falls.

\n

When targeting it, measure horizontal distance as normal, then increase range by 1 step. So, a Long Range shot would become Extreme Range, and if it was at Extreme Range it could not be shot at all.

\n

When flying, it suffers a penalty of –20 to all ranged combat attempts as it swoops and wheels in the sky

", "effects": { "Flying": { "name": "Flying" } } }, "Size": { "name": "Size", "description": "

This trait represents creatures whose size differ from the game standard (i.e. roughly human sized). There are seven steps of Size, ranging from Tiny to Monstrous.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

 Examples

\n
\n

Tiny

\n
\n

Butterfly, Mouse, Pigeon

\n
\n

Little

\n
\n

Cat, Hawk, Human Baby

\n
\n

Small

\n
\n

Giant Rat, Halfling, Human Child

\n
\n

Average

\n
\n

Dwarf, Elf, Human

\n
\n

Large

\n
\n

Horse, Ogre, Troll

\n
\n

Enormous

\n
\n

Griffon, Wyvern, Manticore

\n
\n

Monstrous

\n
\n

Dragon, Giant, Greater Daemon

\n
\n
\n

 

\n

Using Size

\n

 

\n

if you wish to use size to make a creature bigger — for example converting a giant spider to a gigantic spider — then increase Strength and Toughness by +10 and reduce Agility by –5 per step of size you increase the creature. Reverse this if you wish to make a creature smaller 

\n

 

\n

 

\n

Size Combat Modifers

\n

If larger:

\n\n\n

 

\n

If smaller:

\n

• It gains a bonus of +10 to hit.

\n

 

\n

Defending Against Big Creatures

\n

You suffer a penalty of –2 SL for each step larger your opponent is when using Melee to defend an Opposed Test. It is recommended to dodge a Giant swinging a tree, not parry it!

\n

 

\n\n

Fear and Terror

\n

If the creature is perceived to be aggressive, it causes Fear in any creature smaller than it, and Terror in any creature two or more steps smaller. The rating of the Fear or Terror equals the Size step difference. So, if the creature is Large, and its opponent is Small, it will cause Terror 2.

\n

 

\n

Moving in Combat

\n

A creature that is larger ignores the need to Disengage if it wishes to leave melee combat; instead, it brushes smaller combatants out of the way, moving where it wishes.

\n

 

\n

Opposed Strength

\n

During Opposed Strength Tests (and similar), if one creature is 2 or more size steps larger, it wins automatically. If one creature is 1 size step larger, the smaller creature must roll a Critical to contest the roll. If it does, SL are compared as normal. All other results mean the larger creature wins.

\n

 

\n

Stomp

\n

Creatures that are larger than their opponents may make one Stomp as a Free Attack, by spending 1 Advantage, as they kick downwards or otherwise bash smaller opponents out of the way. This attack has a Damage equal to their Strength Bonus +0, and uses Melee(Brawling).

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

Wounds

\n
\n

Tiny

\n
\n

1

\n
\n

Little

\n
\n

Toughness Bonus

\n
\n

Small

\n
\n

(2×Toughness Bonus) + Willpower Bonus

\n
\n

Average

\n
\n

Strength Bonus+(2×Toughness Bonus) + Willpower Bonus

\n
\n

Large

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×2

\n
\n

Enormous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×4

\n
\n

Monstrous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×8

\n
\n
", "effects": { "Size": { "name": "Size" } } }, "Skittish": { "name": "Skittish", "description": "

The creature is easily scared by magic or loud noises. If such occurs, it receives +3 Broken Conditions

" }, "Territorial": { "name": "Territorial", "description": "

This creature is protective of a particular area or location. It will fight to the death to protect it and will not normally pursue enemies if they flee this area.

" }, "Weapon (Beak and Claws)": { "name": "Weapon (Beak and Claws)", "description": "

The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)

" }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Brass Penny": { "name": "Brass Penny" }, "Acute Sense (Vision)": { "name": "Acute Sense (Vision)", "description": "

One of your primary five senses is highly developed, allowing you to spot what others miss. You may take Perception Tests to detect normally imperceptible details with the associated sense, as dictated by the GM. This could include: seeing an eagle beyond everyone else's eyeshot, smelling an almost odorless poison, hearing the breath of an unmoving mouse within a wall, feeling a worn away letter in a carving, or tasting that two beers from the same brewer have been drawn from two different barrels.

", "effects": { "Acute Sense": { "name": "Acute Sense" } } } } }, "Hans Gräber": { "name": "Hans Gräber", "items": { "Spell Ingredients": { "name": "Spell Ingredients" }, "Channelling (Necromancy)": { "name": "Channelling (Necromancy)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tXu8Hrd4desq1Rja caption=false]{Channelling}" }, "Cool": { "name": "Cool", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" }, "Intuition": { "name": "Intuition", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" }, "Language (Magick)": { "name": "Language (Magick)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.xo5U0kL08xCPe6kl caption=false]{Language}" }, "Lore (Necromancy)": { "name": "Lore (Necromancy)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" }, "Lore (Theology)": { "name": "Lore (Theology)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" }, "Perception": { "name": "Perception", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" }, "Research": { "name": "Research", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Nv0jexKy05qTOnuN caption=false]{Research}" }, "Stealth": { "name": "Stealth", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" }, "Aethyric Attunement": { "name": "Aethyric Attunement", "description": "

Your experience, talent or training lets you more safely manipulate the Winds of Magic. You do not suffer a Miscast if you roll a double on a successful Channel Test.

", "effects": { "Aethyric Attunement": { "name": "Aethyric Attunement" } } }, "Arcane Magic (Death, Necromancy)": { "name": "Arcane Magic (Death, Necromancy)", "description": "

You either study one of the 8 Arcane Lores of Magic — Beasts, Death, Fire, Heavens, Metal, Shadow, Light, or Life — or practice a lesser known Lore, such as Hedgecraft or Necromancy. You may now memorize spells from your chosen Lore for the following cost in XP.

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Number of Spells Currently Known

\n
\n

XP Cost for a new spell

\n
\n

Intelligence Bonus × 1 

\n
\n

100 XP

\n
\n

Intelligence Bonus × 2

\n
\n

200 XP

\n
\n

Intelligence Bonus × 3

\n
\n

300 XP

\n
\n

Intelligence Bonus × 4

\n
\n

400 XP

\n
\n
\n

 ...and so on.

\n

So, if your Intelligence Bonus is 4, it will cost you 100 XP for the first spell, and the next 4, then 200 XP for the next 4, and so on. Full rules for learning new spells are provided in @UUID[Compendium.wfrp4e-core.journals.YBVrpUHEjohB1H4f]{Magic}. Under normal circumstances, you may not learn more than one Arcane Magic (Lore) Talent. Further, you may not learn the @UUID[Compendium.wfrp4e-core.items.QyjWtSdnVMT04l5Y]{Bless} or @UUID[Compendium.wfrp4e-core.items.voV0C2ar1bKpcpnH]{Invoke} Talents when you have the Arcane Magic Talent. You can unlearn this Talent for 100 XP, but will immediately lose all of your spells if you do so.

" }, "Beneath Notice": { "name": "Beneath Notice", "description": "

The high and mighty pay no attention to your presence, knowing you are well beneath their notice. Assuming you are properly attired and not in an incongruous position, those of a higher Status Tier will normally ignore you unless your presence becomes inappropriate, which can make it very easy to listen into conversations you perhaps shouldn’t. Further, characters with a higher Status Tier than you gain no Advantage for striking or wounding you in combat, as there is nothing to be gained for defeating such a lowly cur.

", "effects": { "Beneath Notice": { "name": "Beneath Notice" } } }, "Bookish": { "name": "Bookish", "description": "You are as at home in a library as a seaman at sea or a farmer a-farming. When using Research, you may reverse the dice of any failed Test if this will score a success.", "effects": { "Bookish": { "name": "Bookish" } } }, "Fearless (mortals)": { "name": "Fearless (mortals)", "description": "

You are either brave enough or crazy enough that fear of certain enemies has become a distant memory. With a single Average (+20) Cool Test, you may ignore any Intimidate, Fear, or Terror effects from the specified enemy when encountered. Typical enemies include Beastmen, Greenskins, Outlaws, Vampires, Watchmen, and Witches.

", "effects": { "Fearless": { "name": "Fearless" } } }, "Instinctive Diction": { "name": "Instinctive Diction", "description": "

You instinctively understand the language of Magick, and are capable of articulating the most complex phrases rapidly without error. You do not suffer a Miscast if you roll a double on a successful Language (Magick) Test.

", "effects": { "Instinctive Diction": { "name": "Instinctive Diction" } } }, "Iron Will": { "name": "Iron Will", "description": "You have an indomitable will of iron, and will never willingly bow down before another. Use of the Intimidate skill does not cause Fear in you, and will not stop you speaking out against the intimidating party.", "effects": { "Iron Will": { "name": "Iron Will" } } }, "Magical Sense": { "name": "Magical Sense", "description": "

You are able to sense the Winds of Magic in others. You may attempt an Average (+20) Intuition Test whenever you encounter a spellcaster. If you pass, you sense the target is a witch. Further, if you score an Astounding Success (+6), can also determine the target’s highest Channeling Specialization.

", "effects": { "Magical Sense": { "name": "Magical Sense" } } }, "Nose for Trouble": { "name": "Nose for Trouble", "description": "

You are used to getting into, and preferably out of, trouble. You may attempt an Intuition Test to spot those seeking to cause trouble or seeking to cause you harm, even if normally you would not be allowed a Test (because of Talents or a Spell, for example). This Test will likely be Opposed if others are hiding, and the GM may prefer to take this Test on your behalf in secret so you do not know the results should you fail. If any troublemakers you spot start combat, you may ignore any Surprised Condition they would normally inflict.

", "effects": { "Nose for Trouble": { "name": "Nose for Trouble" } } }, "Petty Magic": { "name": "Petty Magic", "description": "

You have the spark to cast magic within you and have mastered techniques to control it at a basic level. When you take this Talent, you manifest, and permanently memorise, a number of spells equal to your Willpower Bonus. You can learn extra Petty spells for the following cost in XP.

\n

 

\n
\n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n
\n

No. of Petty Spells Currently Known

\n
\n

 XP Cost for a new spell

\n
\n

Up to Willpower Bonus × 1

\n
\n

50 XP

\n
\n

Up to Willpower Bonus × 2

\n
\n

100 XP

\n
\n

Up to Willpower Bonus × 3

\n
\n

150 XP

\n
\n

Up to Willpower Bonus × 4

\n
\n

200 XP

\n
\n
\n

...and so on.

\n

 

\n

So, if your Willpower Bonus is 3 and you had 3 Petty spells, it will cost you 50XP for the first learned spell, then 100 XP for the next three, and so on’.

" }, "Read/Write": { "name": "Read/Write", "description": "You are one of the rare literate individuals in the Old World. You are assumed to be able to read and write (if appropriate) all of the Languages you can speak." }, "Savant (Necromancy)": { "name": "Savant (Necromancy)", "description": "You are exceptionally learned, and have a significant degree of specialized knowledge in a single field of study. You automatically know a number of pieces of correct information equal to you Savant (Lore) level about a relevant issue without having to test your Lore Skill. Testing, as always, will provide yet more information as normal as determined by the GM.", "effects": { "Savant": { "name": "Savant" } } }, "Sixth Sense": { "name": "Sixth Sense", "description": "You get a strange feeling when you are threatened, and can react accordingly. The GM may warn you if you are walking into danger; this will normally come after a secret Intuition Test on your behalf. Further, you may ignore Surprise if you pass an Intuition Test", "effects": { "Sixth Sense": { "name": "Sixth Sense" } } }, "Clever": { "name": "Clever", "description": "

The creature is particularly sharp-minded. It receives +20 Intelligence and +10 Initiative.

", "effects": { "Clever": { "name": "Clever", "changes": { "system.characteristics.int.initial": 20, "system.characteristics.i.initial": 10 } } } }, "Prejudice": { "name": "Prejudice", "description": "

You really dislike the Target, which is normally a group of people or creatures such as ‘Ostlanders’, ‘Elves’, or ‘Wizards’. You must attempt a Psychology Test whenever you encounter the group against which you are prejudiced. If you pass, you may frown a lot, but will otherwise act normally, only suffering a penalty of –10 to all Fellowship Tests towards that group. Should you fail you are subject to Prejudice. At the end of every subsequent Round, you may attempt another Psychology test to bring the Prejudice to an end. If you do not, the effects of Prejudice naturally come to an end when all members of the specified group in your line of sight are gone, or you gain the Stunned or Unconscious Condition, or you become subject to another Psychology.

\n

 

\n

When subject to Prejudice, you must immediately insult the target of your prejudice. Loudly.

" }, "Stealthy": { "name": "Stealthy", "description": "

The creature is especially stealthy. It adds a number equal to its Agility Bonus to the SL of all Stealth Tests.

", "effects": { "Stealthy": { "name": "Stealthy" } } }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Brass Penny": { "name": "Brass Penny" }, "Strong-minded": { "name": "Strong-minded", "description": "You are the epitome of determination and resolve. Add your level in Strong Minded to your maximum Resolve pool." }, "Perform (Bombastic Speeches)": { "name": "Perform (Bombastic Speeches)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6MQIGorN3WgXWfJB caption=false]{Perform}" }, "Dagger": { "name": "Dagger" }, "Bedroll": { "name": "Bedroll", "description": "

Endurance Tests rolled to resist Cold Exposure gain a bonus of +20 when resting.

", "effects": { "Bedroll": { "name": "Bedroll" } } }, "Weapon": { "name": "Weapon", "description": "

The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)

" }, "Entertain": { "name": "Entertain", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" }, "Dodge": { "name": "Dodge", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" }, "Charm Animal": { "name": "Charm Animal", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" }, "Melee": { "name": "Melee", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Gamble": { "name": "Gamble", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}" }, "Art": { "name": "Art", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" }, "Endurance": { "name": "Endurance", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" }, "Intimidate": { "name": "Intimidate", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" }, "Row": { "name": "Row", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" }, "Athletics": { "name": "Athletics", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" }, "Ride": { "name": "Ride", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" }, "Consume Alcohol": { "name": "Consume Alcohol", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" }, "Gossip": { "name": "Gossip", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" }, "Bribery": { "name": "Bribery", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" }, "Charm": { "name": "Charm", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" }, "Drive": { "name": "Drive", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" }, "Leadership": { "name": "Leadership", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" }, "Outdoor Survival": { "name": "Outdoor Survival", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" }, "Haggle": { "name": "Haggle", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" }, "Climb": { "name": "Climb", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}" }, "Navigation": { "name": "Navigation", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" }, "Quarterstaff": { "name": "Quarterstaff" }, "Necromantic Tomes": { "name": "Necromantic Tomes", "description": "

Note: The GM should decide how many books Gräber has, and which spells, if any, they contain. PCs trying to learn this forbidden magic, or even being found in possession of the tomes, could face serious consequences.

" }, "Spirit Walk": { "name": "Spirit Walk", "description": "

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

", "effects": { "Spirit Walk": { "name": "Spirit Walk" } } } } }, "Cultists - The False Honor Guard": { "name": "Cultists - The False Honor Guard", "items": { "Purple Hand Tattoo": { "name": "Purple Hand Tattoo" }, "Athletics": { "name": "Athletics", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" }, "Cool": { "name": "Cool", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" }, "Dodge": { "name": "Dodge", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" }, "Melee (Basic)": { "name": "Melee (Basic)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Melee (Polearm)": { "name": "Melee (Polearm)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Perception": { "name": "Perception", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" }, "Drilled": { "name": "Drilled", "description": "

You have been trained to fight shoulder-to-shoulder with other soldiers. If an enemy causes you to lose Advantage when standing beside an active ally with the Drilled Talent, you may keep 1 lost Advantage for each time you’ve taken the Drilled Talent.

", "effects": { "Drilled": { "name": "Drilled" } } }, "Riposte": { "name": "Riposte", "description": "

Conforming to ‘the best defense is offence’, you respond to an incoming attack with a lightning-fast counterstrike of your own. If your weapon has the Fast quality, you may cause Damage when you are attacked, just as if it was your Action. You can Riposte a number of attacks per round equal to your Riposte level.

", "effects": { "Riposte": { "name": "Riposte" } } }, "Strike Mighty Blow": { "name": "Strike Mighty Blow", "description": "You know how to hit hard! You deal your level of Strike Mighty Blow in extra Damage with melee weapons.", "effects": { "Strike Mighty Blow": { "name": "Strike Mighty Blow" } } }, "Halberd": { "name": "Halberd" }, "Sword": { "name": "Sword" }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Brass Penny": { "name": "Brass Penny" }, "Plate Bracers": { "name": "Plate Bracers" }, "Plate Breastplate": { "name": "Plate Breastplate" }, "Plate Helm": { "name": "Plate Helm", "effects": { "Plate Helm": { "name": "Plate Helm" } } }, "Plate Leggings": { "name": "Plate Leggings", "effects": { "Plate Leggings": { "name": "Plate Leggings" } } }, "Mail Chausses": { "name": "Mail Chausses" }, "Mail Coat": { "name": "Mail Coat" }, "Mail Coif": { "name": "Mail Coif", "effects": { "Mail Coif": { "name": "Mail Coif" } } }, "Mail Shirt": { "name": "Mail Shirt" }, "Entertain": { "name": "Entertain", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" }, "Charm Animal": { "name": "Charm Animal", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" }, "Melee": { "name": "Melee", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Gamble": { "name": "Gamble", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}" }, "Art": { "name": "Art", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" }, "Endurance": { "name": "Endurance", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" }, "Intimidate": { "name": "Intimidate", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" }, "Row": { "name": "Row", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" }, "Stealth": { "name": "Stealth", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" }, "Ride": { "name": "Ride", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" }, "Consume Alcohol": { "name": "Consume Alcohol", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" }, "Gossip": { "name": "Gossip", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" }, "Intuition": { "name": "Intuition", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" }, "Bribery": { "name": "Bribery", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" }, "Charm": { "name": "Charm", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" }, "Drive": { "name": "Drive", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" }, "Leadership": { "name": "Leadership", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" }, "Outdoor Survival": { "name": "Outdoor Survival", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" }, "Haggle": { "name": "Haggle", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" }, "Climb": { "name": "Climb", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}" }, "Navigation": { "name": "Navigation", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" } }, "effects": { "Encumbrance 2": { "name": "Encumbrance 2" } } }, "Sheerargetru - High Exalted": { "name": "Sheerargetru - High Exalted", "description": "

Fate Points: 4

\n

Has All Arcane, Daemonology, and Tzeentch Spells

", "items": { "Channelling": { "name": "Channelling", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tXu8Hrd4desq1Rja caption=false]{Channelling}" }, "Cool": { "name": "Cool", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" }, "Intuition": { "name": "Intuition", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" }, "Language (Magick)": { "name": "Language (Magick)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.xo5U0kL08xCPe6kl caption=false]{Language}" }, "Perception": { "name": "Perception", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" }, "Bite (Beak)": { "name": "Bite (Beak)", "description": "

On its turn, the creature may make a Free Attack by spending 1 Advantage. The Damage of the attack equals Rating and includes the creature’s Strength Bonus already

", "effects": { "Bite": { "name": "Bite" } } }, "Champion": { "name": "Champion", "description": "

The creature is an extraordinarily skilled warrior. If it wins an Opposed Test when defending in melee combat, it can cause Damage just as if it was the attacker.

", "effects": { "Champion": { "name": "Champion" } } }, "Corruption": { "name": "Corruption", "description": "

The creature is tainted by Chaos, or perhaps suffused with Dark Magics. The Strength of the Corruption is marked in brackets (@Corruption[minor]{Minor}, @Corruption[moderate]{Moderate}, or @Corruption[major]{Major}).

", "effects": { "Corruption": { "name": "Corruption" } } }, "Daemonic": { "name": "Daemonic", "description": "

The creature’s essence is raw magic, and unholy ichor pumps through what passes for its veins. Daemonic creatures do not require the normal prerequisites for life: food, water, air…

\n

All its attacks are Magical. Roll [[/r 1d10]] after any blow is received, if the creature rolls the Target number or higher, the blow is ignored, even if it is a critical. Should the creature be reduced to 0 Wounds, its soul returns to the Realms of Chaos immediately, removing it from play.

", "effects": { "Daemonic": { "name": "Daemonic" } } }, "Distracting": { "name": "Distracting", "description": "

The creature distracts or confuse foes, possibly exuding a soporific musk or nauseating reek, or maybe its appearance is bizarrely horrifying. All living targets within a number of yards equal to its Toughness Bonus suffer a penalty of –20 to all Tests. A target can only suffer this penalty once, no matter how many Distracting foes there are.

", "effects": { "Distracting": { "name": "Distracting" } } }, "Elite": { "name": "Elite", "description": "

The creature is a hard-nosed veteran. It receives +20 to Weapon Skill, Ballistic Skill, and Willpower.

", "effects": { "Elite": { "name": "Elite", "changes": { "system.characteristics.ws.initial": 20, "system.characteristics.bs.initial": 20, "system.characteristics.wp.initial": 20 } } } }, "Night Vision": { "name": "Night Vision", "description": "

You can see very well in natural darkness. Assuming you have at least a faint source of light (such as starlight, moonlight, or bioluminescence) you can see clearly for 20 yards per level of Night Vision. Further, you can extend the effective illumination distance of any light sources by 20 yards per level of Night Vision.

" }, "Rear": { "name": "Rear", "description": "

For its Move, the creature may make a Stomp attack if it is larger than its opponent (see Size).

", "effects": { "Rear": { "name": "Rear" } } }, "Size": { "name": "Size", "description": "

This trait represents creatures whose size differ from the game standard (i.e. roughly human sized). There are seven steps of Size, ranging from Tiny to Monstrous.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

 Examples

\n
\n

Tiny

\n
\n

Butterfly, Mouse, Pigeon

\n
\n

Little

\n
\n

Cat, Hawk, Human Baby

\n
\n

Small

\n
\n

Giant Rat, Halfling, Human Child

\n
\n

Average

\n
\n

Dwarf, Elf, Human

\n
\n

Large

\n
\n

Horse, Ogre, Troll

\n
\n

Enormous

\n
\n

Griffon, Wyvern, Manticore

\n
\n

Monstrous

\n
\n

Dragon, Giant, Greater Daemon

\n
\n
\n

 

\n

Using Size

\n

 

\n

if you wish to use size to make a creature bigger — for example converting a giant spider to a gigantic spider — then increase Strength and Toughness by +10 and reduce Agility by –5 per step of size you increase the creature. Reverse this if you wish to make a creature smaller 

\n

 

\n

 

\n

Size Combat Modifers

\n

If larger:

\n\n\n

 

\n

If smaller:

\n

• It gains a bonus of +10 to hit.

\n

 

\n

Defending Against Big Creatures

\n

You suffer a penalty of –2 SL for each step larger your opponent is when using Melee to defend an Opposed Test. It is recommended to dodge a Giant swinging a tree, not parry it!

\n

 

\n\n

Fear and Terror

\n

If the creature is perceived to be aggressive, it causes Fear in any creature smaller than it, and Terror in any creature two or more steps smaller. The rating of the Fear or Terror equals the Size step difference. So, if the creature is Large, and its opponent is Small, it will cause Terror 2.

\n

 

\n

Moving in Combat

\n

A creature that is larger ignores the need to Disengage if it wishes to leave melee combat; instead, it brushes smaller combatants out of the way, moving where it wishes.

\n

 

\n

Opposed Strength

\n

During Opposed Strength Tests (and similar), if one creature is 2 or more size steps larger, it wins automatically. If one creature is 1 size step larger, the smaller creature must roll a Critical to contest the roll. If it does, SL are compared as normal. All other results mean the larger creature wins.

\n

 

\n

Stomp

\n

Creatures that are larger than their opponents may make one Stomp as a Free Attack, by spending 1 Advantage, as they kick downwards or otherwise bash smaller opponents out of the way. This attack has a Damage equal to their Strength Bonus +0, and uses Melee(Brawling).

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

Wounds

\n
\n

Tiny

\n
\n

1

\n
\n

Little

\n
\n

Toughness Bonus

\n
\n

Small

\n
\n

(2×Toughness Bonus) + Willpower Bonus

\n
\n

Average

\n
\n

Strength Bonus+(2×Toughness Bonus) + Willpower Bonus

\n
\n

Large

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×2

\n
\n

Enormous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×4

\n
\n

Monstrous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×8

\n
\n
", "effects": { "Size": { "name": "Size" } } }, "Spellcaster": { "name": "Spellcaster", "description": "

The creature can cast spells; the specific Lore of Magic will be indicated in brackets.

" }, "Terror": { "name": "Terror", "description": "

Some creatures are so profoundly unsettling as to provoke a dire, bone-chilling terror in their foes. When you first encounter a creature causing Terror, make a Cool Test. If you pass, you suffer no further effects of Terror; if you fail, you receive a number of Broken conditions equal to the creature’s Terror Rating, plus the number of SL below 0.

\n

After resolving the Psychology Test, the creature causes @UUID[Compendium.wfrp4e-core.items.pTorrE0l3VybAbtn]{Fear}, with a Fear Rating equal to its Terror Rating.

", "effects": { "Terror": { "name": "Terror" } } }, "Weapon (Massive Staff)": { "name": "Weapon (Massive Staff)", "description": "

The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)

" }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Brass Penny": { "name": "Brass Penny" }, "Entertain": { "name": "Entertain", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" }, "Dodge": { "name": "Dodge", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" }, "Charm Animal": { "name": "Charm Animal", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" }, "Melee": { "name": "Melee", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Gamble": { "name": "Gamble", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}" }, "Art": { "name": "Art", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" }, "Endurance": { "name": "Endurance", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" }, "Intimidate": { "name": "Intimidate", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" }, "Row": { "name": "Row", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" }, "Athletics": { "name": "Athletics", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" }, "Stealth": { "name": "Stealth", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" }, "Ride": { "name": "Ride", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" }, "Consume Alcohol": { "name": "Consume Alcohol", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" }, "Gossip": { "name": "Gossip", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" }, "Bribery": { "name": "Bribery", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" }, "Charm": { "name": "Charm", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" }, "Drive": { "name": "Drive", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" }, "Leadership": { "name": "Leadership", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" }, "Outdoor Survival": { "name": "Outdoor Survival", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" }, "Haggle": { "name": "Haggle", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" }, "Climb": { "name": "Climb", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}" }, "Navigation": { "name": "Navigation", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" }, "Living Gate": { "name": "Living Gate", "description": "

Sheerargetru may spend its action to summon more servants of Tzeentch to enter the material world. The Daemon should make a Challenging (+0) Willpower Test. On a success, [[/r 1d10]] lesser daemons appropriate to its god spring forth from its immense claw tips.

If the Exalted Daemons takes any wounds during the round, it must pass an Average (+20) Cool Test or it may not summon any Daemons and must roll again the next round to do so. On an Impressive Failure, the Exalted Daemon has lost the favour of his god, who shuts the gate down for the remainder of the encounter.

" } } }, "Pig Carcass": { "name": "Pig Carcass", "description": "

This porcine monstrosity had been fully cut in half lengthwise by the butcher before the strange magics of the day returned it to something approximating life. Though lacking much, it more than makes up for its deficiencies with wild enthusiasm for racing through the streets.

\n

As the creature has been severed in two and is missing its head, any hits to the targets left arm, left leg or head automatically miss. If the creature can be returned to its ‘other’ half in some way (which is likely running amok elsewhere) it will settle down considerably.

", "items": { "Construct": { "name": "Construct", "description": "
\n
\n
\n

The creature is a construct of magic, quite mindless, bound together with magical sinews. It has no Intelligence, Willpower, or Fellowship Characteristics, and need never Test them. If it has no wizard controlling it, or does not possess the Territorial Trait, it meanders mindlessly, following flows of ambient magic.

\n

 

\n

For the purposes of calculating its Wounds, it uses its Strength Bonus whenever Willpower Bonus is required. All its attacks are Magical.

\n
\n
\n
", "effects": { "Construct": { "name": "Construct" } } }, "Corruption": { "name": "Corruption", "description": "

The creature is tainted by Chaos, or perhaps suffused with Dark Magics. The Strength of the Corruption is marked in brackets (@Corruption[minor]{Minor}, @Corruption[moderate]{Moderate}, or @Corruption[major]{Major}).

", "effects": { "Corruption": { "name": "Corruption" } } }, "Immunity": { "name": "Immunity", "description": "

The creature is completely immune to a certain type of Damage, such as poison, magic, or electricity. All Damage of that type, including from a Critical Wound, is ignored.

" }, "Immunity to Psychology": { "name": "Immunity to Psychology", "description": "

Whether brave, exceedingly stupid, or just caught up in the moment, the creature is utterly fearless. It ignores the Psychology rules.

" }, "Size": { "name": "Size", "description": "

This trait represents creatures whose size differ from the game standard (i.e. roughly human sized). There are seven steps of Size, ranging from Tiny to Monstrous.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

 Examples

\n
\n

Tiny

\n
\n

Butterfly, Mouse, Pigeon

\n
\n

Little

\n
\n

Cat, Hawk, Human Baby

\n
\n

Small

\n
\n

Giant Rat, Halfling, Human Child

\n
\n

Average

\n
\n

Dwarf, Elf, Human

\n
\n

Large

\n
\n

Horse, Ogre, Troll

\n
\n

Enormous

\n
\n

Griffon, Wyvern, Manticore

\n
\n

Monstrous

\n
\n

Dragon, Giant, Greater Daemon

\n
\n
\n

 

\n

Using Size

\n

 

\n

if you wish to use size to make a creature bigger — for example converting a giant spider to a gigantic spider — then increase Strength and Toughness by +10 and reduce Agility by –5 per step of size you increase the creature. Reverse this if you wish to make a creature smaller 

\n

 

\n

 

\n

Size Combat Modifers

\n

If larger:

\n\n\n

 

\n

If smaller:

\n

• It gains a bonus of +10 to hit.

\n

 

\n

Defending Against Big Creatures

\n

You suffer a penalty of –2 SL for each step larger your opponent is when using Melee to defend an Opposed Test. It is recommended to dodge a Giant swinging a tree, not parry it!

\n

 

\n\n

Fear and Terror

\n

If the creature is perceived to be aggressive, it causes Fear in any creature smaller than it, and Terror in any creature two or more steps smaller. The rating of the Fear or Terror equals the Size step difference. So, if the creature is Large, and its opponent is Small, it will cause Terror 2.

\n

 

\n

Moving in Combat

\n

A creature that is larger ignores the need to Disengage if it wishes to leave melee combat; instead, it brushes smaller combatants out of the way, moving where it wishes.

\n

 

\n

Opposed Strength

\n

During Opposed Strength Tests (and similar), if one creature is 2 or more size steps larger, it wins automatically. If one creature is 1 size step larger, the smaller creature must roll a Critical to contest the roll. If it does, SL are compared as normal. All other results mean the larger creature wins.

\n

 

\n

Stomp

\n

Creatures that are larger than their opponents may make one Stomp as a Free Attack, by spending 1 Advantage, as they kick downwards or otherwise bash smaller opponents out of the way. This attack has a Damage equal to their Strength Bonus +0, and uses Melee(Brawling).

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

Wounds

\n
\n

Tiny

\n
\n

1

\n
\n

Little

\n
\n

Toughness Bonus

\n
\n

Small

\n
\n

(2×Toughness Bonus) + Willpower Bonus

\n
\n

Average

\n
\n

Strength Bonus+(2×Toughness Bonus) + Willpower Bonus

\n
\n

Large

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×2

\n
\n

Enormous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×4

\n
\n

Monstrous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×8

\n
\n
", "effects": { "Size": { "name": "Size" } } }, "Stride": { "name": "Stride", "description": "

The creature has a long stride, perhaps because it is a quadruped or has especially long legs. Multiply Run Movement by 1.5 when Running. 

", "effects": { "Stride": { "name": "Stride" } } }, "Infected": { "name": "Infected", "description": "

The creature, or its weapon, carries a nasty infection. If it causes a living opponent to lose Wounds, it must pass an Easy (+40) Endurance Test or contract a @UUID[Compendium.wfrp4e-core.items.kKccDTGzWzSXCBOb]{Festering Wound}

", "effects": { "Infected": { "name": "Infected" } } }, "Magical": { "name": "Magical", "description": "

The creature is wreathed in magic. All its attacks count as Magical, meaning it can harm creatures only susceptible to magical attacks.

", "effects": { "Magical": { "name": "Magical" } } }, "Regenerate": { "name": "Regenerate", "description": "

The creature is capable of healing at an extraordinary rate, even regrowing severed parts. At the start of each round, if it has more than 0 Wounds remaining, it will automatically regenerate 1d10 Wounds. If it has 0 Wounds remaining, it will regenerate a single Wound on a 1d10 roll of 8+. If it ever rolls a 10 for regenerating, it also fully regenerates a Critical Wound, losing all penalties and Conditions associated with it. Any Critical Wounds or Wounds caused by Fire may not be regenerated and should be recorded separately.

", "effects": { "Regenerate": { "name": "Regenerate" } } }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Brass Penny": { "name": "Brass Penny" }, "Slam": { "name": "Slam", "description": "

The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)

" }, "Unstable": { "name": "Unstable", "description": "

The creature’s corpus is maintained by foul magics that are inherently unstable in the material realm.

\n

Whenever it ends a round engaged with any opponent with higher Advantage, the creature is driven back, and the magics holding it together weaken. It loses as many Wounds as the difference between its Advantage, and the highest Advantage engaged with it.

\n

So, if the creature had 1 Advantage, and its opponent had 3, the creature would lose 2 Wounds. If the creature ever reach 0 Wounds, the magics holding it in place collapse, and it ‘dies’.

", "effects": { "Unstable": { "name": "Unstable" } } }, "Die Hard": { "name": "Die Hard", "description": "

No matter how hard the creature is hit, it gets back up. All Critical Wounds not resulting in death can be healed; just attach the requisite body parts to the correct places, perhaps with staples or large spikes to hold them in place, and it’s good to go. Even ‘death’ may be ‘healed’ if the appropriate parts, such as a lost head, are attached to the body. If death occurs and all parts are in place, it may attempt a Challenging (+0) Endurance Test requiring an SL of 6 at the start of every round for Toughness Bonus Rounds after death. If a Test is successful, the creature chokes back to life with 1 Wound.

" } } }, "Gitface": { "name": "Gitface", "description": "

@UUID[JournalEntry.p6ttZVxrPdkr0BLl.JournalEntryPage.qeh3wFA7jEYQ3Xq3]{Madcraw Characters}

Night Goblins are spiteful trouble makers, but even they think Gitface is an irritating little sod.

Gitface likes pranks. He concocts a strong acid from bird guano mixed with fungal scrapings. Dumping this on another Goblin will strip its skin to the bone and cause endless howls of laughter from Gitface. Another favourite trick is sneaking up on a Goblin as he defecates and slicing off a part of his body with a wickedly sharp blade.

Only Gitface’s speed and agility keep him alive. He dwells alone in a small cavern high above the gorge, brewing his acid, sharpening his blade and coming up with more pranks. 

", "items": { "Acid Bomb": { "name": "Acid Bomb" }, "Climb": { "name": "Climb", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}" }, "Dodge": { "name": "Dodge", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" }, "Melee": { "name": "Melee", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Ranged": { "name": "Ranged", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.jJYOiSQNgC9v7cM5 caption=false]{Ranged}" }, "Animosity": { "name": "Animosity", "description": "

You harbor an enmity for the Target, which will normally be a group of people or creatures, such as ‘Nordlanders’, ‘Beastmen’, or ‘Nobles’. You must attempt a Psychology Test whenever you encounter the group. If you pass, you may grumble and spit, but only suffer a penalty of –20 to all Fellowship Tests towards that group. Should you fail you are subject to Animosity.

\n

 

\n

At the end of every subsequent Round, you may attempt another Psychology test to bring the Animosity to an end. If you do not, the effects of Animosity naturally come to an end when all members of the specified group in your line of sight are utterly pacified or gone, or you gain the Stunned or Unconscious Condition, or you become subject to another Psychology.

\n

 

\n

When subject to Animosity, you must immediately attack the disagreeable creatures, either socially (insults, jibes, and similar) or physically (most commonly with fists), as appropriate. You also gain a bonus of +1 SL on any attempts to socially or mentally attack the group. Animosity is over-ridden by Fear and Terror.

", "effects": { "Animosity": { "name": "Animosity" } } }, "Size": { "name": "Size", "description": "

This trait represents creatures whose size differ from the game standard (i.e. roughly human sized). There are seven steps of Size, ranging from Tiny to Monstrous.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

 Examples

\n
\n

Tiny

\n
\n

Butterfly, Mouse, Pigeon

\n
\n

Little

\n
\n

Cat, Hawk, Human Baby

\n
\n

Small

\n
\n

Giant Rat, Halfling, Human Child

\n
\n

Average

\n
\n

Dwarf, Elf, Human

\n
\n

Large

\n
\n

Horse, Ogre, Troll

\n
\n

Enormous

\n
\n

Griffon, Wyvern, Manticore

\n
\n

Monstrous

\n
\n

Dragon, Giant, Greater Daemon

\n
\n
\n

 

\n

Using Size

\n

 

\n

if you wish to use size to make a creature bigger — for example converting a giant spider to a gigantic spider — then increase Strength and Toughness by +10 and reduce Agility by –5 per step of size you increase the creature. Reverse this if you wish to make a creature smaller 

\n

 

\n

 

\n

Size Combat Modifers

\n

If larger:

\n\n\n

 

\n

If smaller:

\n

• It gains a bonus of +10 to hit.

\n

 

\n

Defending Against Big Creatures

\n

You suffer a penalty of –2 SL for each step larger your opponent is when using Melee to defend an Opposed Test. It is recommended to dodge a Giant swinging a tree, not parry it!

\n

 

\n\n

Fear and Terror

\n

If the creature is perceived to be aggressive, it causes Fear in any creature smaller than it, and Terror in any creature two or more steps smaller. The rating of the Fear or Terror equals the Size step difference. So, if the creature is Large, and its opponent is Small, it will cause Terror 2.

\n

 

\n

Moving in Combat

\n

A creature that is larger ignores the need to Disengage if it wishes to leave melee combat; instead, it brushes smaller combatants out of the way, moving where it wishes.

\n

 

\n

Opposed Strength

\n

During Opposed Strength Tests (and similar), if one creature is 2 or more size steps larger, it wins automatically. If one creature is 1 size step larger, the smaller creature must roll a Critical to contest the roll. If it does, SL are compared as normal. All other results mean the larger creature wins.

\n

 

\n

Stomp

\n

Creatures that are larger than their opponents may make one Stomp as a Free Attack, by spending 1 Advantage, as they kick downwards or otherwise bash smaller opponents out of the way. This attack has a Damage equal to their Strength Bonus +0, and uses Melee(Brawling).

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

Wounds

\n
\n

Tiny

\n
\n

1

\n
\n

Little

\n
\n

Toughness Bonus

\n
\n

Small

\n
\n

(2×Toughness Bonus) + Willpower Bonus

\n
\n

Average

\n
\n

Strength Bonus+(2×Toughness Bonus) + Willpower Bonus

\n
\n

Large

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×2

\n
\n

Enormous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×4

\n
\n

Monstrous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×8

\n
\n
", "effects": { "Size": { "name": "Size" } } }, "Night Vision": { "name": "Night Vision", "description": "

You can see very well in natural darkness. Assuming you have at least a faint source of light (such as starlight, moonlight, or bioluminescence) you can see clearly for 20 yards per level of Night Vision. Further, you can extend the effective illumination distance of any light sources by 20 yards per level of Night Vision.

" }, "Stealthy": { "name": "Stealthy", "description": "

The creature is especially stealthy. It adds a number equal to its Agility Bonus to the SL of all Stealth Tests.

", "effects": { "Stealthy": { "name": "Stealthy" } } }, "Robes": { "name": "Robes" }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Brass Penny": { "name": "Brass Penny" }, "Poisoned Blade": { "name": "Poisoned Blade", "description": "

Works as @UUID[Compendium.wfrp4e-core.items.qfd01sggD9xbCuJY]{Black Lotus}

" } } }, "Toddy Shufflefoot": { "name": "Toddy Shufflefoot", "items": { "Assorted outfits (jumbled mix of common and best craftsmanship clothes; he tends to pick randomly when dressing)": { "name": "Assorted outfits (jumbled mix of common and best craftsmanship clothes; he tends to pick randomly when dressing)" }, "Athletics": { "name": "Athletics", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" }, "Bribery": { "name": "Bribery", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" }, "Charm": { "name": "Charm", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" }, "Climb": { "name": "Climb", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}" }, "Consume Alcohol": { "name": "Consume Alcohol", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" }, "Dodge": { "name": "Dodge", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" }, "Endurance": { "name": "Endurance", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" }, "Entertain (Storytelling)": { "name": "Entertain (Storytelling)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" }, "Gossip": { "name": "Gossip", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" }, "Haggle": { "name": "Haggle", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" }, "Intuition": { "name": "Intuition", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" }, "Perception": { "name": "Perception", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" }, "Stealth (Urban)": { "name": "Stealth (Urban)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" }, "Flee!": { "name": "Flee!", "description": "When your life is on the line you are capable of impressive bursts of speed. Your Movement Attribute counts as 1 higher when Fleeing.", "effects": { "Flee!": { "name": "Flee!" } } }, "Night Vision": { "name": "Night Vision", "description": "

You can see very well in natural darkness. Assuming you have at least a faint source of light (such as starlight, moonlight, or bioluminescence) you can see clearly for 20 yards per level of Night Vision. Further, you can extend the effective illumination distance of any light sources by 20 yards per level of Night Vision.

" }, "Size": { "name": "Size", "description": "

This trait represents creatures whose size differ from the game standard (i.e. roughly human sized). There are seven steps of Size, ranging from Tiny to Monstrous.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

 Examples

\n
\n

Tiny

\n
\n

Butterfly, Mouse, Pigeon

\n
\n

Little

\n
\n

Cat, Hawk, Human Baby

\n
\n

Small

\n
\n

Giant Rat, Halfling, Human Child

\n
\n

Average

\n
\n

Dwarf, Elf, Human

\n
\n

Large

\n
\n

Horse, Ogre, Troll

\n
\n

Enormous

\n
\n

Griffon, Wyvern, Manticore

\n
\n

Monstrous

\n
\n

Dragon, Giant, Greater Daemon

\n
\n
\n

 

\n

Using Size

\n

 

\n

if you wish to use size to make a creature bigger — for example converting a giant spider to a gigantic spider — then increase Strength and Toughness by +10 and reduce Agility by –5 per step of size you increase the creature. Reverse this if you wish to make a creature smaller 

\n

 

\n

 

\n

Size Combat Modifers

\n

If larger:

\n\n\n

 

\n

If smaller:

\n

• It gains a bonus of +10 to hit.

\n

 

\n

Defending Against Big Creatures

\n

You suffer a penalty of –2 SL for each step larger your opponent is when using Melee to defend an Opposed Test. It is recommended to dodge a Giant swinging a tree, not parry it!

\n

 

\n\n

Fear and Terror

\n

If the creature is perceived to be aggressive, it causes Fear in any creature smaller than it, and Terror in any creature two or more steps smaller. The rating of the Fear or Terror equals the Size step difference. So, if the creature is Large, and its opponent is Small, it will cause Terror 2.

\n

 

\n

Moving in Combat

\n

A creature that is larger ignores the need to Disengage if it wishes to leave melee combat; instead, it brushes smaller combatants out of the way, moving where it wishes.

\n

 

\n

Opposed Strength

\n

During Opposed Strength Tests (and similar), if one creature is 2 or more size steps larger, it wins automatically. If one creature is 1 size step larger, the smaller creature must roll a Critical to contest the roll. If it does, SL are compared as normal. All other results mean the larger creature wins.

\n

 

\n

Stomp

\n

Creatures that are larger than their opponents may make one Stomp as a Free Attack, by spending 1 Advantage, as they kick downwards or otherwise bash smaller opponents out of the way. This attack has a Damage equal to their Strength Bonus +0, and uses Melee(Brawling).

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

Wounds

\n
\n

Tiny

\n
\n

1

\n
\n

Little

\n
\n

Toughness Bonus

\n
\n

Small

\n
\n

(2×Toughness Bonus) + Willpower Bonus

\n
\n

Average

\n
\n

Strength Bonus+(2×Toughness Bonus) + Willpower Bonus

\n
\n

Large

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×2

\n
\n

Enormous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×4

\n
\n

Monstrous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×8

\n
\n
", "effects": { "Size": { "name": "Size" } } }, "Deck of Cards": { "name": "Deck of Cards" }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Brass Penny": { "name": "Brass Penny" }, "Entertain": { "name": "Entertain", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" }, "Charm Animal": { "name": "Charm Animal", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" }, "Melee": { "name": "Melee", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Gamble": { "name": "Gamble", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}" }, "Art": { "name": "Art", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" }, "Intimidate": { "name": "Intimidate", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" }, "Row": { "name": "Row", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" }, "Stealth": { "name": "Stealth", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" }, "Ride": { "name": "Ride", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" }, "Drive": { "name": "Drive", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" }, "Leadership": { "name": "Leadership", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" }, "Outdoor Survival": { "name": "Outdoor Survival", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" }, "Cool": { "name": "Cool", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" }, "Navigation": { "name": "Navigation", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" }, "Bone Dice": { "name": "Bone Dice" }, "Pouch": { "name": "Pouch" }, "yOgEMDC6aptQBas6": { "name": "Silver Shilling" }, "KX2csm66CjxFPfVc": { "name": "Brass Penny" }, "Feathered Cap": { "name": "Feathered Cap", "description": "

Fine quality hats are status symbols in the Empire’s towns and cities. The more flamboyant the hat, the better.

" }, "Wooden Cutlery": { "name": "Wooden Cutlery" }, "Pouches Stiched into Lining": { "name": "Pouches Stiched into Lining" }, "RIw3i1vl1QqIX5OC": { "name": "Gold Crown" }, "Charlatan": { "name": "Charlatan", "description": "

@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.Eg5D2UI3U4SAHnuU]{Charlatan}

" }, "Healing Draught": { "name": "Healing Draught", "description": "

If you have more than 0 Wounds, recover Toughness Bonus Wounds immediately. Dose: 1 per encounter.

", "effects": { "Healing Draught": { "name": "Healing Draught" }, "Apply Healing Draught": { "name": "Apply Healing Draught" } } } } }, "Ar-Ulric Emil Valgeir": { "name": "Ar-Ulric Emil Valgeir", "items": { "Staff of Office": { "name": "Staff of Office" }, "Athletics": { "name": "Athletics", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" }, "Animal Care": { "name": "Animal Care", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QZx9CbhGkIaDMQD3 caption=false]{Animal Care}" }, "Bribery": { "name": "Bribery", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" }, "Charm": { "name": "Charm", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" }, "Charm Animal": { "name": "Charm Animal", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" }, "Consume Alcohol": { "name": "Consume Alcohol", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" }, "Cool": { "name": "Cool", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" }, "Dodge": { "name": "Dodge", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" }, "Endurance": { "name": "Endurance", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" }, "Entertain (Speeches)": { "name": "Entertain (Speeches)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" }, "Entertain (Storytelling)": { "name": "Entertain (Storytelling)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" }, "Gamble": { "name": "Gamble", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}" }, "Gossip": { "name": "Gossip", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" }, "Haggle": { "name": "Haggle", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" }, "Heal": { "name": "Heal", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dSf8QWBvN6mlpHBF caption=false]{Heal}", "effects": { "Heal": { "name": "Heal" } } }, "Intimidate": { "name": "Intimidate", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" }, "Intuition": { "name": "Intuition", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" }, "Language (Battle)": { "name": "Language (Battle)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.xo5U0kL08xCPe6kl caption=false]{Language}" }, "Language (Classical)": { "name": "Language (Classical)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.xo5U0kL08xCPe6kl caption=false]{Language}" }, "Language (Heraldry)": { "name": "Language (Heraldry)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.xo5U0kL08xCPe6kl caption=false]{Language}" }, "Language (Teutogen)": { "name": "Language (Teutogen)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.xo5U0kL08xCPe6kl caption=false]{Language}" }, "Leadership": { "name": "Leadership", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" }, "Lore (Middenheim)": { "name": "Lore (Middenheim)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" }, "Lore (Theology)": { "name": "Lore (Theology)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" }, "Lore (Politics)": { "name": "Lore (Politics)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" }, "Lore (Warfare)": { "name": "Lore (Warfare)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" }, "Melee (Basic)": { "name": "Melee (Basic)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Melee (Cavalry)": { "name": "Melee (Cavalry)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Melee (Handed)": { "name": "Melee (Handed)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Perception": { "name": "Perception", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" }, "Pray": { "name": "Pray", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.NRfh04q1bZBIND0A caption=false]{Pray}" }, "Research": { "name": "Research", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Nv0jexKy05qTOnuN caption=false]{Research}" }, "Ride (Horse)": { "name": "Ride (Horse)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" }, "Trade (Farrier)": { "name": "Trade (Farrier)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.jmFSm7UvmHEq52iu caption=false]{Trade}" }, "Blather": { "name": "Blather", "description": "

Called ‘opening your mouth and letting your belly rumble’ in Nordland, or simply ‘bullshitting’ in Ostland, blathering involves talking rapidly and incessantly, or talking volubly and at-length, about inconsequential or nonsense matters, and is used to verbally confuse and confound a target. You use your Charm Skill to Blather. Attempt an Opposed Charm/Intelligence Test. Success gives your opponent a Stunned Condition. Further, for each level you have in Blather, your opponent gains another Stunned Condition. Targets Stunned by Blather may do nothing other than stare at you dumbfounded as they try to catch-up with or understand what you are saying. Once the last Stunned Condition comes to an end, the target finally gets a word in, and may not be best pleased with you — after all, you have been talking about nothing or nonsense for some time. Should you stop talking, your opponent immediately loses all Stunned Conditions caused by your Blather. Generally, you can only attempt to Blather at a character once per scene, or perhaps longer as determined by the GM, as the target soon wises up to your antics.

\n

 

", "effects": { "Blather": { "name": "Blather" } } }, "Bless (Ulric)": { "name": "Bless (Ulric)", "description": "You are watched over by one of the Gods and can empower simple prayers. You can now deploy the Blessings of your deity as listed in @UUID[JournalEntry.NcH9OhleJFfaUdon]{Religion and Belief}. Under normal circumstances, you may only ever know one Divine Lore for the Bless Talent.", "effects": { "Bless": { "name": "Bless" } } }, "Bookish": { "name": "Bookish", "description": "You are as at home in a library as a seaman at sea or a farmer a-farming. When using Research, you may reverse the dice of any failed Test if this will score a success.", "effects": { "Bookish": { "name": "Bookish" } } }, "Combat Aware": { "name": "Combat Aware", "description": "

You are used to scanning the battlefield to make snap decisions informed by the shifting tides of war. You may take a Challenging (+0) Perception Test to ignore Surprise, which is modified by circumstance as normal.

", "effects": { "Combat Aware": { "name": "Combat Aware" } } }, "Doomed": { "name": "Doomed", "description": "At the age of 10, a Priest of Morr called a Doomsayer took you aside to foretell your death in an incense-laden, coming-of-age ritual called the Dooming. In conjunction with your GM, come up with a suitable Dooming. Should your character die in a fashion that matches your Dooming, your next character gains a bonus of half the total XP your dead character accrued during play.

Raised through the death of one that looks like another, cast down by the raising of one who looks like another" }, "Etiquette (Nobles, Soldiers)": { "name": "Etiquette (Nobles, Soldiers)", "description": "

You can blend in socially with the chosen group so long as you are dressed and acting appropriately. Example social groups for this Talent are: Criminals, Cultists, Guilders, Nobles, Scholars, Servants, and Soldiers. If you do not have the Talent, those with it will note your discomfort in the unfamiliar environment. This is primarily a matter for roleplaying, but may confer a bonus to Fellowship Tests at the GM’s discretion.

", "effects": { "Etiquette": { "name": "Etiquette" } } }, "Fearless (Beastmen, Outlaws)": { "name": "Fearless (Beastmen, Outlaws)", "description": "

You are either brave enough or crazy enough that fear of certain enemies has become a distant memory. With a single Average (+20) Cool Test, you may ignore any Intimidate, Fear, or Terror effects from the specified enemy when encountered. Typical enemies include Beastmen, Greenskins, Outlaws, Vampires, Watchmen, and Witches.

", "effects": { "Fearless": { "name": "Fearless" } } }, "Inspiring": { "name": "Inspiring", "description": "

Your rousing words and pleas can turn the tide of a battle. Refer to the following table to see how many people you can now influence with your Leadership Skill when at war.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Talent Taken

\n
\n

Number of soldiers influenced

\n
\n

1

\n
\n

As normal × 5

\n
\n

2

\n
\n

As normal × 10

\n
\n

3

\n
\n

 As normal × 20

\n
\n

4

\n
\n

 As normal × 50

\n
\n

5

\n
\n

 As normal × 100

\n
\n

6

\n
\n

 As normal × 200

\n
\n

7

\n
\n

 As normal × 500

\n
\n

8

\n
\n

 As normal × 1000

\n
\n

9

\n
\n

 All who can hear your inspiring voice

\n
\n
", "effects": { "Inspiring": { "name": "Inspiring" } } }, "Invoke (Ulric)": { "name": "Invoke (Ulric)", "description": "

You are blessed by one of the Gods and can empower one of your Cult’s Miracles. Further, you may purchase extra miracles for 100 XP per miracle you currently know. So, if you already know 3 miracles, your next miracle costs 300 XP to purchase. Full rules for learning new miracles are provided in @UUID[JournalEntry.NcH9OhleJFfaUdon]{Religion and Belief}. Under normal circumstances, you may not learn more than one Invoke (Divine Lore) Talent. Further, @UUID[Compendium.wfrp4e-core.items.mdPGZsn2396dEpOf]{Petty Magic} or @UUID[Compendium.wfrp4e-core.items.3O9clK7LGyuLTHPW]{Arcane Magic} Talents when you have the Invoke Talent. You can unlearn this Talent for 100 XP, but will lose all of your miracles if you do so, and will also garner the extreme disfavor of your God, with effects determined by your GM

" }, "Read/Write": { "name": "Read/Write", "description": "You are one of the rare literate individuals in the Old World. You are assumed to be able to read and write (if appropriate) all of the Languages you can speak." }, "Roughrider": { "name": "Roughrider", "description": "

You are at home in the saddle in even the most difficult of circumstances, and know how to get the best out of your mount during conflict. Assuming you have the Ride skill, you can direct your mount to take an Action, not just a Move, without a Ride test.

", "effects": { "Roughrider": { "name": "Roughrider" } } }, "Strike Mighty Blow": { "name": "Strike Mighty Blow", "description": "You know how to hit hard! You deal your level of Strike Mighty Blow in extra Damage with melee weapons.", "effects": { "Strike Mighty Blow": { "name": "Strike Mighty Blow" } } }, "Super Numerate": { "name": "Super Numerate", "description": "

You have a gift for calculation and can work out the solution to most mathematical problems with ease. You may use a simple calculator to represent what your PC is capable of mentally computing.

", "effects": { "Super Numerate": { "name": "Super Numerate" } } }, "Supportive": { "name": "Supportive", "description": "

You know what to say and when to make the most impact upon your superiors. When you successfully use a social Skill to influence those with a higher Status tier, you can choose to either use your rolled SL, or the number rolled on your units die. So, a successful roll of 46 could be used for +6 SL.

", "effects": { "Supportive": { "name": "Supportive" } } }, "Immunity": { "name": "Immunity", "description": "

The creature is completely immune to a certain type of Damage, such as poison, magic, or electricity. All Damage of that type, including from a Critical Wound, is ignored.

" }, "Magic Resistance": { "name": "Magic Resistance", "description": "

Magic has a reduced effect on the creature. The SL of any spell affecting it is reduced by the Rating given. So, Magic Resistance 2 would reduce the SL by 2.

", "effects": { "Magic Resistance": { "name": "Magic Resistance" } } }, "Ward": { "name": "Ward", "description": "

Perhaps because they are magical, wear a special talisman, or are just plain lucky, some blows just seem to miss. Roll [[/r 1d10]] after any blow is received, if the creature rolls Rating or higher, the blow is ignored, even if it is a critical.

", "effects": { "Ward": { "name": "Ward" } } }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Brass Penny": { "name": "Brass Penny" }, "Blue and Grey Robes": { "name": "Blue and Grey Robes" }, "Hammer-axe of Skoll": { "name": "Hammer-axe of Skoll", "description": "

He bears the Hammer-axe of Skoll, a legendary two-handed weapon said to have been carried by Ar-Ulrics since the time of Sigmar. The weapon is magical. Furthermore, when it is wielded with intent by a Blessed follower of Ulric they should make a Challenging (+0) Pray Test. For every +SL they achieve they may choose one of the following weapon qualities: Damaging, Impact, Impale, or Penetrating.

" }, "The Wolfplate": { "name": "The Wolfplate", "description": "

Ar-Ulric also has a suit of magical armour, the Wolfplate. When worn it grants 4 AP to all locations and grants the following traits to the wearer: @UUID[Compendium.wfrp4e-core.items.3wCtgMDNnu8MFmyk]{Immunity (Fire)}, @UUID[Compendium.wfrp4e-core.items.yrkI7ATjqLPDTFmZ]{Magic Resistance (2)}, @UUID[Compendium.wfrp4e-core.items.Bvd2aZ0gQUXHfCTh]{Ward (2)}.

" }, "War Leader": { "name": "War Leader", "description": "

Your stern gaze and inspiring words motivate your soldiers to fight on to the end. All subordinates able to see you may add your level in War Leader to their SL in one Willpower Test per Round. This bonus does not stack.

", "effects": { "War Leader": { "name": "War Leader" } } }, "Entertain": { "name": "Entertain", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" }, "Melee": { "name": "Melee", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Art": { "name": "Art", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" }, "Row": { "name": "Row", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" }, "Stealth": { "name": "Stealth", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" }, "Ride": { "name": "Ride", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" }, "Drive": { "name": "Drive", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" }, "Outdoor Survival": { "name": "Outdoor Survival", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" }, "Climb": { "name": "Climb", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}" }, "Navigation": { "name": "Navigation", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" }, "Blessing of Battle": { "name": "Blessing of Battle", "description": "

Your target gains +10 WS.

", "effects": { "Blessing of Battle": { "name": "Blessing of Battle", "changes": { "system.characteristics.ws.modifier": 10 } } } }, "Blessing of Courage": { "name": "Blessing of Courage", "description": "

Your target gains +10 Willpower.

", "effects": { "Blessing of Courage": { "name": "Blessing of Courage", "changes": { "system.characteristics.wp.modifier": 10, "system.characteristics.wp.calculationBonusModifier": -1 } } } }, "Blessing of Might": { "name": "Blessing of Might", "description": "

Your target gains +10 Strength.

", "effects": { "Blessing of Might": { "name": "Blessing of Might", "changes": { "system.characteristics.s.modifier": 10, "system.characteristics.s.calculationBonusModifier": -1 } } } }, "Blessing of Protection": { "name": "Blessing of Protection", "description": "

Enemies must make an Average (+20) Willpower Test to attack your target as shame wells within for considering violence. If they fail, they must choose a different target, or a different Action

", "effects": { "Blessing of Protection": { "name": "Blessing of Protection" } } }, "Blessing of Recuperation": { "name": "Blessing of Recuperation", "description": "

Your target may reduce the duration of 1 disease with which they are afflicted by 1 day. This prayer may only be attempted once per instance of a disease per person.

" }, "Hoarfrost's Chill": { "name": "Hoarfrost's Chill", "description": "

You scream angry prayers, and cold Ulric answers. Your eyes gain a steely blue glint and the air around you grows unnaturally cold. You cause @UUID[Compendium.wfrp4e-core.items.pTorrE0l3VybAbtn]{Fear 1} in all enemies, and all within your Fellowship yards range lose –1 Advantage at the start of each Round, as they are chilled to the bone.

", "effects": { "Hoarfrost's Chill": { "name": "Hoarfrost's Chill" }, "Hoarfrost's Chill (Fear)": { "name": "Hoarfrost's Chill (Fear)" } } }, "Ulric's Fury": { "name": "Ulric's Fury", "description": "

You chant furious prayers, and Ulric’s ferocity spreads. Targets gain the @UUID[Compendium.wfrp4e-core.items.DrNUTPeodEgpWTnT]{Frenzy} psychology.

", "effects": { "Ulric's Fury": { "name": "Ulric's Fury" } } }, "Pelt of the Winter Wolf": { "name": "Pelt of the Winter Wolf", "description": "

Your bellowed prayers bring Ulric’s attention, allowing your targets to survive the bite of his realm. While targets still feel the pain and discomfort caused by cold and wintry weather, they suffer no mechanical penalties.

", "effects": { "Pelt of the Winter Wolf": { "name": "Pelt of the Winter Wolf" } } }, "The Snow King's Judgement": { "name": "The Snow King's Judgement", "description": "

You call on Ulric to make manifest his disdain for the weak, the cowardly and the deceitful. The target suffers [[/r 1d10]] wounds ignoring Toughness Bonus and Armor Points. If the GM rules that the target is neither weak, cowardly, or deceitful, you suffer the effects instead.

", "effects": { "The Snow King's Judgement": { "name": "The Snow King's Judgement" } } }, "Winter's Bite": { "name": "Winter's Bite", "description": "

You roar prayers concerning Blitzbeil, Ulric’s ever-thirsty axe. If wielding an axe, it counts as Magical, causes an additional + SL Damage, and any living targets struck must make a Challenging (+0) Endurance Test or gain a @Condition[Stunned] Condition. Further, struck targets lose any @Condition[Bleeding] Conditions as their blood freezes; similarly, attacks from your axe cannot cause any Bleeding Conditions.

", "effects": { "Winter's Bite": { "name": "Winter's Bite" } } }, "Lector": { "name": "Lector", "description": "

@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.h1l9jvaIxsb92wtM]{Priest}

" } } }, "Marsie Wagnershoff": { "name": "Marsie Wagnershoff", "items": { "Corruption": { "name": "Corruption", "description": "

The creature is tainted by Chaos, or perhaps suffused with Dark Magics. The Strength of the Corruption is marked in brackets (@Corruption[minor]{Minor}, @Corruption[moderate]{Moderate}, or @Corruption[major]{Major}).

", "effects": { "Corruption": { "name": "Corruption" } } }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Brass Penny": { "name": "Brass Penny" }, "Entertain": { "name": "Entertain", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" }, "Dodge": { "name": "Dodge", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" }, "Charm Animal": { "name": "Charm Animal", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" }, "Melee": { "name": "Melee", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Gamble": { "name": "Gamble", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}" }, "Art": { "name": "Art", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" }, "Endurance": { "name": "Endurance", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" }, "Perception": { "name": "Perception", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" }, "Intimidate": { "name": "Intimidate", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" }, "Row": { "name": "Row", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" }, "Athletics": { "name": "Athletics", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" }, "Stealth": { "name": "Stealth", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" }, "Ride": { "name": "Ride", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" }, "Consume Alcohol": { "name": "Consume Alcohol", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" }, "Gossip": { "name": "Gossip", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" }, "Intuition": { "name": "Intuition", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" }, "Bribery": { "name": "Bribery", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" }, "Charm": { "name": "Charm", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" }, "Drive": { "name": "Drive", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" }, "Leadership": { "name": "Leadership", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" }, "Outdoor Survival": { "name": "Outdoor Survival", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" }, "Haggle": { "name": "Haggle", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" }, "Cool": { "name": "Cool", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" }, "Climb": { "name": "Climb", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}" }, "Navigation": { "name": "Navigation", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" }, "Induce Frenzy": { "name": "Induce Frenzy", "description": "

If Marsie touches anyone and takes an Action to will it, the target must make a Hard (–20) Willpower 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.

", "effects": { "Induce Frenzy": { "name": "Induce Frenzy" } } } } }, "Brother Martin": { "name": "Brother Martin", "items": { "Drink": { "name": "Drink" }, "Athletics": { "name": "Athletics", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" }, "Cool": { "name": "Cool", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" }, "Sword": { "name": "Sword" }, "Endurance": { "name": "Endurance", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" }, "Intuition": { "name": "Intuition", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" }, "Lore (Theology)": { "name": "Lore (Theology)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" }, "Melee (Basic)": { "name": "Melee (Basic)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Perception": { "name": "Perception", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" }, "Pray": { "name": "Pray", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.NRfh04q1bZBIND0A caption=false]{Pray}" }, "Research": { "name": "Research", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Nv0jexKy05qTOnuN caption=false]{Research}" }, "Doomed": { "name": "Doomed", "description": "

Another’s Cause Thy Death

\n

At the age of 10, a Priest of Morr called a Doomsayer took you aside to foretell your death in an incense-laden, coming-of-age ritual called the Dooming. In conjunction with your GM, come up with a suitable Dooming. Should your character die in a fashion that matches your Dooming, your next character gains a bonus of half the total XP your dead character accrued during play.

" }, "Read/Write": { "name": "Read/Write", "description": "You are one of the rare literate individuals in the Old World. You are assumed to be able to read and write (if appropriate) all of the Languages you can speak." }, "Prejudice": { "name": "Prejudice", "description": "

You really dislike the Target, which is normally a group of people or creatures such as ‘Ostlanders’, ‘Elves’, or ‘Wizards’. You must attempt a Psychology Test whenever you encounter the group against which you are prejudiced. If you pass, you may frown a lot, but will otherwise act normally, only suffering a penalty of –10 to all Fellowship Tests towards that group. Should you fail you are subject to Prejudice. At the end of every subsequent Round, you may attempt another Psychology test to bring the Prejudice to an end. If you do not, the effects of Prejudice naturally come to an end when all members of the specified group in your line of sight are gone, or you gain the Stunned or Unconscious Condition, or you become subject to another Psychology.

\n

 

\n

When subject to Prejudice, you must immediately insult the target of your prejudice. Loudly.

" }, "Robes": { "name": "Robes" }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Brass Penny": { "name": "Brass Penny" }, "Art": { "name": "Art", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" }, "Bribery": { "name": "Bribery", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" }, "Charm": { "name": "Charm", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" }, "Charm Animal": { "name": "Charm Animal", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" }, "Climb": { "name": "Climb", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}" }, "Consume Alcohol": { "name": "Consume Alcohol", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" }, "Dodge": { "name": "Dodge", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" }, "Drive": { "name": "Drive", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" }, "Entertain": { "name": "Entertain", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" }, "Gamble": { "name": "Gamble", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}" }, "Gossip": { "name": "Gossip", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" }, "Haggle": { "name": "Haggle", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" }, "Intimidate": { "name": "Intimidate", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" }, "Leadership": { "name": "Leadership", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" }, "Melee": { "name": "Melee", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Navigation": { "name": "Navigation", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" }, "Outdoor Survival": { "name": "Outdoor Survival", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" }, "Ride": { "name": "Ride", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" }, "Row": { "name": "Row", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" }, "Stealth": { "name": "Stealth", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" }, "Hammer Pendant": { "name": "Hammer Pendant" }, "Food": { "name": "Food" }, "Backpack": { "name": "Backpack", "description": "

Counts as ‘worn’ when strapped to your back. 

" }, "Formal Robes": { "name": "Formal Robes" } } }, "Mutant (Type 2)": { "name": "Mutant (Type 2)", "items": { "Mutation": { "name": "Mutation", "description": "

Vulture-beaked face, @UUID[Compendium.wfrp4e-core.items.pLW9SVX0TVTYPiPv]{Bite +6}. Porcupine-quilled torso (acts like @UUID[Compendium.wfrp4e-core.items.M5QSWOYt2Rbv2yxW]{Corrosive Blood}), carries a hooked sword.

", "effects": { "Mutation": { "name": "Mutation" } } }, "Corruption": { "name": "Corruption", "description": "

The creature is tainted by Chaos, or perhaps suffused with Dark Magics. The Strength of the Corruption is marked in brackets (@Corruption[minor]{Minor}, @Corruption[moderate]{Moderate}, or @Corruption[major]{Major}).

", "effects": { "Corruption": { "name": "Corruption" } } }, "WpTAabF8LvXvA2u2": { "name": "Mutation", "description": "

The creature is ‘blessed’ with a Mutation. Roll on the Physical Corruption Table

\n

@Table[mutatephys]

\n

@Table[expandedmutatephys] (if EiS Module installed)

", "effects": { "Mutation": { "name": "Mutation" } } }, "Weapon (Swords and Clubs)": { "name": "Weapon (Swords and Clubs)", "description": "

The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)

" }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Brass Penny": { "name": "Brass Penny" }, "Bite": { "name": "Bite", "description": "

On its turn, the creature may make a Free Attack by spending 1 Advantage. The Damage of the attack equals Rating and includes the creature’s Strength Bonus already

", "effects": { "Bite": { "name": "Bite" } } }, "Porcupine-quilled Torso": { "name": "Porcupine-quilled Torso", "description": "

The creature’s blood is corrosive. Every time its is Wounded, blood splashes free, and all targets Engaged with it take [[/r 1d10]] Wounds modified by Toughness Bonus and Armour Points, to a minimum of 1.

", "effects": { "Corrosive Blood": { "name": "Corrosive Blood" } } } } }, "Changeling of Tzeentch": { "name": "Changeling of Tzeentch", "description": "

The Changeling personifies the part of Tzeentch’s psyche that is the trickster. He can take the form of other beings, from tiny insects to Greater Daemons. None save Tzeentch know the shape of the Changeling’s true form, even the Changeling has forgotten it.

The Changeling is a consummate prankster, setting the gods of Chaos upon one another through his japes and schemes. On one occasion he fostered war between Nurgle and Slaanesh by adopting the guise of a Daemonette and stealing the silver apples of knowledge from the Palace of Pleasure. It then morphed into the form of a Plaguebearer and left the fruit to rot in Nurgle’s garden. He sealed the entrance to Khorne’s citadel shut when the Blood God was away campaigning, forcing Khorne to shatter his own proud gates when he returned.

Although Tzeentch loves to take credit for the Changeling’s schemes, very few of the Daemon’s adventures are carried out at his patron’s direction. That many of his pranks have resulted in terrible wars is of no concern to the Changeling. He loves the discord of conflict, for it breeds opportunity to dismay. He impersonates messengers and generals to disrupt strategy wherever possible.

", "items": { "Distracting": { "name": "Distracting", "description": "

The creature distracts or confuse foes, possibly exuding a soporific musk or nauseating reek, or maybe its appearance is bizarrely horrifying. All living targets within a number of yards equal to its Toughness Bonus suffer a penalty of –20 to all Tests. A target can only suffer this penalty once, no matter how many Distracting foes there are.

", "effects": { "Distracting": { "name": "Distracting" } } }, "Dark Vision": { "name": "Dark Vision", "description": "

The creature can see in the dark as daylight.

" }, "Spellcaster": { "name": "Spellcaster", "description": "

The creature can cast spells; the specific Lore of Magic will be indicated in brackets.

" }, "Unstable": { "name": "Unstable", "description": "

The creature’s corpus is maintained by foul magics that are inherently unstable in the material realm.

\n

Whenever it ends a round engaged with any opponent with higher Advantage, the creature is driven back, and the magics holding it together weaken. It loses as many Wounds as the difference between its Advantage, and the highest Advantage engaged with it.

\n

So, if the creature had 1 Advantage, and its opponent had 3, the creature would lose 2 Wounds. If the creature ever reach 0 Wounds, the magics holding it in place collapse, and it ‘dies’.

", "effects": { "Unstable": { "name": "Unstable" } } }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Brass Penny": { "name": "Brass Penny" }, "Corruption": { "name": "Corruption", "description": "

The creature is tainted by Chaos, or perhaps suffused with Dark Magics. The Strength of the Corruption is marked in brackets (@Corruption[minor]{Minor}, @Corruption[moderate]{Moderate}, or @Corruption[major]{Major}).

", "effects": { "Corruption": { "name": "Corruption" } } }, "Daemonic": { "name": "Daemonic", "description": "

The creature’s essence is raw magic, and unholy ichor pumps through what passes for its veins. Daemonic creatures do not require the normal prerequisites for life: food, water, air…

\n

All its attacks are Magical. Roll [[/r 1d10]] after any blow is received, if the creature rolls the Target number or higher, the blow is ignored, even if it is a critical. Should the creature be reduced to 0 Wounds, its soul returns to the Realms of Chaos immediately, removing it from play.

", "effects": { "Daemonic": { "name": "Daemonic" } } }, "Fear": { "name": "Fear", "description": "

The creature causes supernatural Fear in other creatures, with a rating equal to its Rating.

\n

The Fear trait represents an extreme aversion to something. Creatures that cause Fear have a Fear Rating; this value reflects the SL you are required to pass on an Extended Cool Test to overcome your Fear. You may continue to Test at the end of every round until your SL equals or surpasses the creature’s Fear rating. Until you do this, you are subject to Fear.

\n

When subject to Fear, you suffer –1 SL on all Tests to affect the source of your fear. You may not move closer to whatever is causing Fear without passing a Challenging (+0) Cool Test. If it comes closer to you, you must pass a Challenging (+0) Cool Test, or gain a @Condition[Broken] Condition.

", "effects": { "Fear": { "name": "Fear" } } }, "Weapon": { "name": "Weapon", "description": "

The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)

" }, "Formless Horror": { "name": "Formless Horror", "description": "

This Trait is unique to the Changeling: no other being anywhere possesses it, except possibly Tzeentch itself. Once per round, the Changeling may shapechange instantly into an exact copy of another creature: either a typical creature for its species, as presented in the Bestiary of the WFRP rulebook, or a specific individual whom the Changeling has studied for a number of hours equal to the creature’s Intelligence Bonus.

\n

Upon adopting a shape, the Changeling instantly gains all of the standard Traits for that creature. In addition, it may use any of the target creature’s Characteristic scores in place of its own. When impersonating an individual, it has full access to all of the individual’s skills, but not their memories.

" } } }, "Gregor Smiesdorf": { "name": "Gregor Smiesdorf", "items": { "Mouldy Cheese": { "name": "Mouldy Cheese" }, "Climb": { "name": "Climb", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}" }, "Dodge": { "name": "Dodge", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" }, "Endurance": { "name": "Endurance", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" }, "Language (Battle)": { "name": "Language (Battle)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.xo5U0kL08xCPe6kl caption=false]{Language}" }, "Melee (Basic)": { "name": "Melee (Basic)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Play (Drum)": { "name": "Play (Drum)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.N63wZOWw6ZLYnePN caption=false]{Play}" }, "Ranged (Bow)": { "name": "Ranged (Bow)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.jJYOiSQNgC9v7cM5 caption=false]{Ranged}" }, "Doomed": { "name": "Doomed", "description": "At the age of 10, a Priest of Morr called a Doomsayer took you aside to foretell your death in an incense-laden, coming-of-age ritual called the Dooming. In conjunction with your GM, come up with a suitable Dooming. Should your character die in a fashion that matches your Dooming, your next character gains a bonus of half the total XP your dead character accrued during play.

In Service of the Hammer Your Blood is Spilled" }, "Hardy": { "name": "Hardy", "description": "You gain a permanent addition to your Wounds, equal to your Toughness Bonus. If your Toughness Bonus should increase, then the number of Wounds Hardy provides also increases.", "effects": { "Hardy": { "name": "Hardy" } } }, "Read/Write": { "name": "Read/Write", "description": "You are one of the rare literate individuals in the Old World. You are assumed to be able to read and write (if appropriate) all of the Languages you can speak." }, "Armour": { "name": "Armour", "description": "

The creature is protected by armor or thick hide. It has Rating Armor Points on all Hit Locations

", "effects": { "Armour": { "name": "Armour" } } }, "Tent": { "name": "Tent" }, "Blanket": { "name": "Blanket", "description": "

Endurance Tests rolled to resist Cold Exposure gain a bonus of +20 when resting.

" }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Brass Penny": { "name": "Brass Penny" }, "Athletics": { "name": "Athletics", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" }, "Entertain": { "name": "Entertain", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" }, "Charm Animal": { "name": "Charm Animal", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" }, "Melee": { "name": "Melee", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Gamble": { "name": "Gamble", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}" }, "Art": { "name": "Art", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" }, "Perception": { "name": "Perception", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" }, "Intimidate": { "name": "Intimidate", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" }, "Row": { "name": "Row", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" }, "Stealth": { "name": "Stealth", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" }, "Ride": { "name": "Ride", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" }, "Consume Alcohol": { "name": "Consume Alcohol", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" }, "Gossip": { "name": "Gossip", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" }, "Intuition": { "name": "Intuition", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" }, "Bribery": { "name": "Bribery", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" }, "Charm": { "name": "Charm", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" }, "Drive": { "name": "Drive", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" }, "Leadership": { "name": "Leadership", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" }, "Outdoor Survival": { "name": "Outdoor Survival", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" }, "Haggle": { "name": "Haggle", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" }, "Cool": { "name": "Cool", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" }, "Navigation": { "name": "Navigation", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" }, "Notched Sword": { "name": "Notched Sword" }, "Defaced Uniform": { "name": "Defaced Uniform" } } }, "Esmer": { "name": "Esmer", "items": { "Athletics": { "name": "Athletics", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" }, "Climb": { "name": "Climb", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}" }, "Consume Alcohol": { "name": "Consume Alcohol", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" }, "Cool": { "name": "Cool", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" }, "Charm (Sebastian only)": { "name": "Charm (Sebastian only)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" }, "Dodge": { "name": "Dodge", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" }, "Endurance": { "name": "Endurance", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" }, "Gamble": { "name": "Gamble", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}" }, "Gossip": { "name": "Gossip", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" }, "Haggle": { "name": "Haggle", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" }, "Heal": { "name": "Heal", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dSf8QWBvN6mlpHBF caption=false]{Heal}", "effects": { "Heal": { "name": "Heal" } } }, "Intuition": { "name": "Intuition", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" }, "Language (Battle Tongue)": { "name": "Language (Battle Tongue)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.xo5U0kL08xCPe6kl caption=false]{Language}" }, "Leadership": { "name": "Leadership", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" }, "Lore (Ostland)": { "name": "Lore (Ostland)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" }, "Melee (Basic)": { "name": "Melee (Basic)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Melee (Pole-arm)": { "name": "Melee (Pole-arm)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Outdoor Survival": { "name": "Outdoor Survival", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" }, "Perception": { "name": "Perception", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" }, "Ranged (Bow)": { "name": "Ranged (Bow)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.jJYOiSQNgC9v7cM5 caption=false]{Ranged}" }, "Stealth (Rural)": { "name": "Stealth (Rural)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" }, "Combat Aware": { "name": "Combat Aware", "description": "

You are used to scanning the battlefield to make snap decisions informed by the shifting tides of war. You may take a Challenging (+0) Perception Test to ignore Surprise, which is modified by circumstance as normal.

", "effects": { "Combat Aware": { "name": "Combat Aware" } } }, "Etiquette (Soldiers)": { "name": "Etiquette (Soldiers)", "description": "

You can blend in socially with the chosen group so long as you are dressed and acting appropriately. Example social groups for this Talent are: Criminals, Cultists, Guilders, Nobles, Scholars, Servants, and Soldiers. If you do not have the Talent, those with it will note your discomfort in the unfamiliar environment. This is primarily a matter for roleplaying, but may confer a bonus to Fellowship Tests at the GM’s discretion.

", "effects": { "Etiquette": { "name": "Etiquette" } } }, "Sword": { "name": "Sword" }, "Halberd": { "name": "Halberd" }, "Bow": { "name": "Bow" }, "Uniform": { "name": "Uniform" }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Brass Penny": { "name": "Brass Penny" }, "Entertain": { "name": "Entertain", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" }, "Charm Animal": { "name": "Charm Animal", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" }, "Melee": { "name": "Melee", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Art": { "name": "Art", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" }, "Intimidate": { "name": "Intimidate", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" }, "Row": { "name": "Row", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" }, "Stealth": { "name": "Stealth", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" }, "Ride": { "name": "Ride", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" }, "Bribery": { "name": "Bribery", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" }, "Charm": { "name": "Charm", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" }, "Drive": { "name": "Drive", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" }, "Navigation": { "name": "Navigation", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" }, "Mail Shirt": { "name": "Mail Shirt" }, "Arrow": { "name": "Arrow", "description": "

" }, "Grey Surcoat": { "name": "Grey Surcoat", "description": "

Protects wearer against the elements and extreme cold; without a good coat or similar, you will receive penalties to resist Cold Exposure

" }, "Hat with sergeant badge": { "name": "Hat with sergeant badge", "description": "

Fine quality hats are status symbols in the Empire’s towns and cities. The more flamboyant the hat, the better.

" }, "War Leader": { "name": "War Leader", "description": "

Your stern gaze and inspiring words motivate your soldiers to fight on to the end. All subordinates able to see you may add your level in War Leader to their SL in one Willpower Test per Round. This bonus does not stack.

", "effects": { "War Leader": { "name": "War Leader" } } } } }, "Zombie": { "name": "Zombie", "items": { "Armour": { "name": "Armour", "description": "

The creature is protected by armor or thick hide. It has Rating Armor Points on all Hit Locations

", "effects": { "Armour": { "name": "Armour" } } }, "Construct": { "name": "Construct", "description": "
\n
\n
\n

The creature is a construct of magic, quite mindless, bound together with magical sinews. It has no Intelligence, Willpower, or Fellowship Characteristics, and need never Test them. If it has no wizard controlling it, or does not possess the Territorial Trait, it meanders mindlessly, following flows of ambient magic.

\n

 

\n

For the purposes of calculating its Wounds, it uses its Strength Bonus whenever Willpower Bonus is required. All its attacks are Magical.

\n
\n
\n
", "effects": { "Construct": { "name": "Construct" } } }, "Dark Vision": { "name": "Dark Vision", "description": "

The creature can see in the dark as daylight.

" }, "Distracting": { "name": "Distracting", "description": "

The creature distracts or confuse foes, possibly exuding a soporific musk or nauseating reek, or maybe its appearance is bizarrely horrifying. All living targets within a number of yards equal to its Toughness Bonus suffer a penalty of –20 to all Tests. A target can only suffer this penalty once, no matter how many Distracting foes there are.

", "effects": { "Distracting": { "name": "Distracting" } } }, "Fear": { "name": "Fear", "description": "

The creature causes supernatural Fear in other creatures, with a rating equal to its Rating.

\n

The Fear trait represents an extreme aversion to something. Creatures that cause Fear have a Fear Rating; this value reflects the SL you are required to pass on an Extended Cool Test to overcome your Fear. You may continue to Test at the end of every round until your SL equals or surpasses the creature’s Fear rating. Until you do this, you are subject to Fear.

\n

When subject to Fear, you suffer –1 SL on all Tests to affect the source of your fear. You may not move closer to whatever is causing Fear without passing a Challenging (+0) Cool Test. If it comes closer to you, you must pass a Challenging (+0) Cool Test, or gain a @Condition[Broken] Condition.

", "effects": { "Fear": { "name": "Fear" } } }, "Painless": { "name": "Painless", "description": "

The creature feels no pain or can ignore it. All non-amputation penalties suffered from Critical Wounds are ignored, although Conditions are suffered as normal.

" }, "Undead": { "name": "Undead", "description": "

The Undead are neither living, nor dead, meaning they are not reliant on the usual prerequisites for life: air, food, water… This Trait most commonly come into use when spells, miracles, or other abilities affect Undead only.

UNQUIET DEAD

Any Undead creature with the Construct trait is magically bound together with sinews of dark magics. They are either mindless automatons reanimated by a necromancer, or those who came to unlife in a place where Shyish, the magical wind of death, or Dhar, vile black magic, gathers and stagnates, twisting death into something new.

" }, "Unstable": { "name": "Unstable", "description": "

The creature’s corpus is maintained by foul magics that are inherently unstable in the material realm.

\n

Whenever it ends a round engaged with any opponent with higher Advantage, the creature is driven back, and the magics holding it together weaken. It loses as many Wounds as the difference between its Advantage, and the highest Advantage engaged with it.

\n

So, if the creature had 1 Advantage, and its opponent had 3, the creature would lose 2 Wounds. If the creature ever reach 0 Wounds, the magics holding it in place collapse, and it ‘dies’.

", "effects": { "Unstable": { "name": "Unstable" } } }, "Weapon": { "name": "Weapon", "description": "

The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)

" }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Brass Penny": { "name": "Brass Penny" } } }, "Marius Leitdorf": { "name": "Marius Leitdorf", "items": { "County of Streissen": { "name": "County of Streissen" }, "Animal Care": { "name": "Animal Care", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QZx9CbhGkIaDMQD3 caption=false]{Animal Care}" }, "Art (Engraving)": { "name": "Art (Engraving)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" }, "Art (Poetry)": { "name": "Art (Poetry)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" }, "Athletics": { "name": "Athletics", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" }, "Bribery": { "name": "Bribery", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" }, "Charm": { "name": "Charm", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" }, "Consume Alcohol": { "name": "Consume Alcohol", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" }, "Cool": { "name": "Cool", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" }, "Dodge": { "name": "Dodge", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" }, "Drive": { "name": "Drive", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" }, "Endurance": { "name": "Endurance", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" }, "Entertain (Storytelling)": { "name": "Entertain (Storytelling)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" }, "Entertain (Insults)": { "name": "Entertain (Insults)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" }, "Evaluate": { "name": "Evaluate", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.NtJ85TY8yY3WOGHN caption=false]{Evaluate}" }, "Gamble": { "name": "Gamble", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}" }, "Gossip": { "name": "Gossip", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" }, "Haggle": { "name": "Haggle", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" }, "Heal": { "name": "Heal", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dSf8QWBvN6mlpHBF caption=false]{Heal}", "effects": { "Heal": { "name": "Heal" } } }, "Intimidate": { "name": "Intimidate", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" }, "Intuition": { "name": "Intuition", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" }, "Language (Battle)": { "name": "Language (Battle)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.xo5U0kL08xCPe6kl caption=false]{Language}" }, "Language (Brigundian)": { "name": "Language (Brigundian)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.xo5U0kL08xCPe6kl caption=false]{Language}" }, "Language (Classical)": { "name": "Language (Classical)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.xo5U0kL08xCPe6kl caption=false]{Language}" }, "Leadership": { "name": "Leadership", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" }, "Lore (Arts)": { "name": "Lore (Arts)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" }, "Lore (Averheim)": { "name": "Lore (Averheim)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" }, "Lore (Averland)": { "name": "Lore (Averland)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" }, "Lore (Engineering)": { "name": "Lore (Engineering)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" }, "Lore (Empire)": { "name": "Lore (Empire)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" }, "Lore (Heraldry)": { "name": "Lore (Heraldry)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" }, "Lore (History)": { "name": "Lore (History)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" }, "Lore (Warfare)": { "name": "Lore (Warfare)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" }, "Melee (Basic)": { "name": "Melee (Basic)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Melee (Fencing)": { "name": "Melee (Fencing)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Melee (Parry)": { "name": "Melee (Parry)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Navigation": { "name": "Navigation", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" }, "Outdoor Survival": { "name": "Outdoor Survival", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" }, "Perception": { "name": "Perception", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" }, "Perform (Dancing)": { "name": "Perform (Dancing)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6MQIGorN3WgXWfJB caption=false]{Perform}" }, "Play (Lute)": { "name": "Play (Lute)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.N63wZOWw6ZLYnePN caption=false]{Play}" }, "Ranged (Blackpowder)": { "name": "Ranged (Blackpowder)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.jJYOiSQNgC9v7cM5 caption=false]{Ranged}" }, "Ranged (Bow)": { "name": "Ranged (Bow)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.jJYOiSQNgC9v7cM5 caption=false]{Ranged}" }, "Ride (Horse)": { "name": "Ride (Horse)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" }, "Row": { "name": "Row", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" }, "Trade (Engineer)": { "name": "Trade (Engineer)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.jmFSm7UvmHEq52iu caption=false]{Trade}" }, "Ambidextrous": { "name": "Ambidextrous", "description": "

You can use your off-hand far better than most folk, either by training or innate talent. You only suffer a penalty of -10 to Tests relying solely on your secondary hand, not -20. If you have this Talent twice, you suffer no penalty at all.

", "effects": { "Ambidextrous": { "name": "Ambidextrous" } } }, "Beat Blade": { "name": "Beat Blade", "description": "

You are trained to make sharp controlled blows to your opponent’s weapon, creating an opening for an attack or simply impeding an incoming attack. For your Action, you can choose to Beat Blade before rolling. Perform a Melee Test; if successful, your opponent loses –1 Advantage, and loses a further –1 per SL you score. This Test is not Opposed. This Talent is of no use if your opponent has no weapon, or has a larger Size than you.

", "effects": { "Beat Blade": { "name": "Beat Blade" } } }, "Blather": { "name": "Blather", "description": "

Called ‘opening your mouth and letting your belly rumble’ in Nordland, or simply ‘bullshitting’ in Ostland, blathering involves talking rapidly and incessantly, or talking volubly and at-length, about inconsequential or nonsense matters, and is used to verbally confuse and confound a target. You use your Charm Skill to Blather. Attempt an Opposed Charm/Intelligence Test. Success gives your opponent a Stunned Condition. Further, for each level you have in Blather, your opponent gains another Stunned Condition. Targets Stunned by Blather may do nothing other than stare at you dumbfounded as they try to catch-up with or understand what you are saying. Once the last Stunned Condition comes to an end, the target finally gets a word in, and may not be best pleased with you — after all, you have been talking about nothing or nonsense for some time. Should you stop talking, your opponent immediately loses all Stunned Conditions caused by your Blather. Generally, you can only attempt to Blather at a character once per scene, or perhaps longer as determined by the GM, as the target soon wises up to your antics.

\n

 

", "effects": { "Blather": { "name": "Blather" } } }, "Carouser": { "name": "Carouser", "description": "You are a seasoned drinker and know how to party hard. You may reverse the dice of any failed Consume Alcohol Test if this will score a Success.", "effects": { "Carouser": { "name": "Carouser" } } }, "UApn74t36FzK0zhb": { "name": "Carouser", "description": "You are a seasoned drinker and know how to party hard. You may reverse the dice of any failed Consume Alcohol Test if this will score a Success.", "effects": { "Carouser": { "name": "Carouser" } } }, "Combat Reflexes": { "name": "Combat Reflexes", "description": "

You react like a flash of lightning. Add 10 to your Initiative for each level in this Talent when determining Combat Initiative.

", "effects": { "Combat Reflexes": { "name": "Combat Reflexes" } } }, "TuG9H1MBNtRYLa2d": { "name": "Combat Reflexes", "description": "

You react like a flash of lightning. Add 10 to your Initiative for each level in this Talent when determining Combat Initiative.

", "effects": { "Combat Reflexes": { "name": "Combat Reflexes" } } }, "Commanding Presence": { "name": "Commanding Presence", "description": "Your presence fills others with hushed awe and admiration. Such is your aura of authority, those with a lower Status may not resist your Leadership tests with their Willpower. Of course, enemies are still no more likely to respect or obey you, but the common folk rarely stand against you.", "effects": { "Commanding Presence": { "name": "Commanding Presence" } } }, "oxN6550jG9SqPxSu": { "name": "Commanding Presence", "description": "Your presence fills others with hushed awe and admiration. Such is your aura of authority, those with a lower Status may not resist your Leadership tests with their Willpower. Of course, enemies are still no more likely to respect or obey you, but the common folk rarely stand against you.", "effects": { "Commanding Presence": { "name": "Commanding Presence" } } }, "Craftsman (Engineer)": { "name": "Craftsman (Engineer)", "description": "You have true creative talent. Add the associated Trade Skill to any Career you enter. If the Trade Skill is already in your Career, you may instead purchase the Skill for 5 XP fewer per Advance.", "effects": { "Craftsman": { "name": "Craftsman" } } }, "Disarm": { "name": "Disarm", "description": "

You are able to disarm an opponent with a careful flick of the wrist or a well-aimed blow to the hand. For your Action, you may attempt an Opposed Melee/Melee test. If you win, your opponent loses a held weapon, which flies 1d10 feet in a random direction (with further effects as determined by the GM). If you win by 2 SL, you can determine how far the weapon is flung instead of rolling randomly; if you win by 4 SL, you can also choose the direction the weapon goes in; if you win by 6 SL or more, you can take your opponent’s weapon if you have a free hand, plucking it from the air with a flourish. Tis Talent is of no use if your opponent has no weapon, or is a larger Size than you.

", "effects": { "Disarm": { "name": "Disarm" } } }, "qu52F1fBXiLSz4KL": { "name": "Disarm", "description": "

You are able to disarm an opponent with a careful flick of the wrist or a well-aimed blow to the hand. For your Action, you may attempt an Opposed Melee/Melee test. If you win, your opponent loses a held weapon, which flies 1d10 feet in a random direction (with further effects as determined by the GM). If you win by 2 SL, you can determine how far the weapon is flung instead of rolling randomly; if you win by 4 SL, you can also choose the direction the weapon goes in; if you win by 6 SL or more, you can take your opponent’s weapon if you have a free hand, plucking it from the air with a flourish. Tis Talent is of no use if your opponent has no weapon, or is a larger Size than you.

", "effects": { "Disarm": { "name": "Disarm" } } }, "Distract": { "name": "Distract", "description": "

You are trained in simple movements to distract or startle your opponent, drawing eyes from your true intent. You may use your Move to perform a Distraction. This is resolved by an Opposed Athletics/Cool Test. If you win, your opponent can gain no Advantage until the end of the next Round.

", "effects": { "Distract": { "name": "Distract" } } }, "KZCw81jCTLY0b7fq": { "name": "Distract", "description": "

You are trained in simple movements to distract or startle your opponent, drawing eyes from your true intent. You may use your Move to perform a Distraction. This is resolved by an Opposed Athletics/Cool Test. If you win, your opponent can gain no Advantage until the end of the next Round.

", "effects": { "Distract": { "name": "Distract" } } }, "O6RfJz9Vfz747QDx": { "name": "Distract", "description": "

You are trained in simple movements to distract or startle your opponent, drawing eyes from your true intent. You may use your Move to perform a Distraction. This is resolved by an Opposed Athletics/Cool Test. If you win, your opponent can gain no Advantage until the end of the next Round.

", "effects": { "Distract": { "name": "Distract" } } }, "Doomed": { "name": "Doomed", "description": "At the age of 10, a Priest of Morr called a Doomsayer took you aside to foretell your death in an incense-laden, coming-of-age ritual called the Dooming. In conjunction with your GM, come up with a suitable Dooming. Should your character die in a fashion that matches your Dooming, your next character gains a bonus of half the total XP your dead character accrued during play.

First the worst, second the best, third will put you to the test" }, "Dual Wielder": { "name": "Dual Wielder", "description": "

When armed with two weapons, you may attack with both for your Action. Roll to hit with the weapon held in your primary hand. If you hit, determine Damage as normal, but remember to keep your dice roll, as you will use it again. If the first strike hits, once it is resolved, the weapon in your secondary hand can then target an available opponent of your choice using the same dice roll for the first strike, but reversed. So, if you rolled 34 to hit with the first weapon, you use 43 to hit with the second. Remember to modify this second roll by your off-hand penalty (–20 unless you have the Ambidextrous Talent). This second attack is Opposed with a new defending roll, and damage for this second strike is calculated as normal. The only exception to this is if you roll a Critical for your first strike. If this happens, use the roll on the Critical Table to also act as the roll for the second attack. So, if you scored a critical to the head and rolled 56 on the Critical table for a Major Eye Wound, your second attack would then strike out with a to-hit value of 56. If you choose to attack with both weapons, all your defensive rolls until the start of your next Turn suffer a penalty of –10. You do not gain an Advantage when you successfully strike or Wound an opponent when Dual Wielding unless both attacks hit.

", "effects": { "Dual Wielder": { "name": "Dual Wielder" } } }, "VF9FOry5KduigxPB": { "name": "Dual Wielder", "description": "

When armed with two weapons, you may attack with both for your Action. Roll to hit with the weapon held in your primary hand. If you hit, determine Damage as normal, but remember to keep your dice roll, as you will use it again. If the first strike hits, once it is resolved, the weapon in your secondary hand can then target an available opponent of your choice using the same dice roll for the first strike, but reversed. So, if you rolled 34 to hit with the first weapon, you use 43 to hit with the second. Remember to modify this second roll by your off-hand penalty (–20 unless you have the Ambidextrous Talent). This second attack is Opposed with a new defending roll, and damage for this second strike is calculated as normal. The only exception to this is if you roll a Critical for your first strike. If this happens, use the roll on the Critical Table to also act as the roll for the second attack. So, if you scored a critical to the head and rolled 56 on the Critical table for a Major Eye Wound, your second attack would then strike out with a to-hit value of 56. If you choose to attack with both weapons, all your defensive rolls until the start of your next Turn suffer a penalty of –10. You do not gain an Advantage when you successfully strike or Wound an opponent when Dual Wielding unless both attacks hit.

", "effects": { "Dual Wielder": { "name": "Dual Wielder" } } }, "cu03Yo8MHoK4Hy2i": { "name": "Dual Wielder", "description": "

When armed with two weapons, you may attack with both for your Action. Roll to hit with the weapon held in your primary hand. If you hit, determine Damage as normal, but remember to keep your dice roll, as you will use it again. If the first strike hits, once it is resolved, the weapon in your secondary hand can then target an available opponent of your choice using the same dice roll for the first strike, but reversed. So, if you rolled 34 to hit with the first weapon, you use 43 to hit with the second. Remember to modify this second roll by your off-hand penalty (–20 unless you have the Ambidextrous Talent). This second attack is Opposed with a new defending roll, and damage for this second strike is calculated as normal. The only exception to this is if you roll a Critical for your first strike. If this happens, use the roll on the Critical Table to also act as the roll for the second attack. So, if you scored a critical to the head and rolled 56 on the Critical table for a Major Eye Wound, your second attack would then strike out with a to-hit value of 56. If you choose to attack with both weapons, all your defensive rolls until the start of your next Turn suffer a penalty of –10. You do not gain an Advantage when you successfully strike or Wound an opponent when Dual Wielding unless both attacks hit.

", "effects": { "Dual Wielder": { "name": "Dual Wielder" } } }, "Etiquette (Nobles)": { "name": "Etiquette (Nobles)", "description": "

You can blend in socially with the chosen group so long as you are dressed and acting appropriately. Example social groups for this Talent are: Criminals, Cultists, Guilders, Nobles, Scholars, Servants, and Soldiers. If you do not have the Talent, those with it will note your discomfort in the unfamiliar environment. This is primarily a matter for roleplaying, but may confer a bonus to Fellowship Tests at the GM’s discretion.

", "effects": { "Etiquette": { "name": "Etiquette" } } }, "mJrXHYJziDTYmemR": { "name": "Etiquette (Nobles)", "description": "

You can blend in socially with the chosen group so long as you are dressed and acting appropriately. Example social groups for this Talent are: Criminals, Cultists, Guilders, Nobles, Scholars, Servants, and Soldiers. If you do not have the Talent, those with it will note your discomfort in the unfamiliar environment. This is primarily a matter for roleplaying, but may confer a bonus to Fellowship Tests at the GM’s discretion.

", "effects": { "Etiquette": { "name": "Etiquette" } } }, "Feint": { "name": "Feint", "description": "You have trained how to make false attacks in close combat to fool your opponent. You may now make a Feint for your Action against any opponent using a weapon. This is resolved with an Opposed Melee (Fencing)/Melee Test. If you win, and you attack the same opponent before the end of the next Round, you may add the SL of your Feint to your attack roll.", "effects": { "Feint": { "name": "Feint" } } }, "k61KXcG2vE8zZQSO": { "name": "Feint", "description": "You have trained how to make false attacks in close combat to fool your opponent. You may now make a Feint for your Action against any opponent using a weapon. This is resolved with an Opposed Melee (Fencing)/Melee Test. If you win, and you attack the same opponent before the end of the next Round, you may add the SL of your Feint to your attack roll.", "effects": { "Feint": { "name": "Feint" } } }, "XZkXiOxwnOcjnM1R": { "name": "Feint", "description": "You have trained how to make false attacks in close combat to fool your opponent. You may now make a Feint for your Action against any opponent using a weapon. This is resolved with an Opposed Melee (Fencing)/Melee Test. If you win, and you attack the same opponent before the end of the next Round, you may add the SL of your Feint to your attack roll.", "effects": { "Feint": { "name": "Feint" } } }, "Frenzy": { "name": "Frenzy", "description": "

With a Willpower Test, you can work yourself into a state of frenzy by psyching yourself up, howling, biting your shield, or similar. If you succeed, you become subject to Frenzy.

\n

While subject to Frenzy you are immune to all other psychology, and will not flee or retreat for any reason; indeed you must always move at full rate towards the closest enemy you can see in order to attack. Generally, the only Action you may take is a Weapon Skill Test or an Athletics Test to reach an enemy more quickly. Further, you may take a Free Action Melee Test each Round as you are throwing everything you have into your attacks. Lastly, you gain a bonus of +1 Strength Bonus, such is your ferocity. You remain in Frenzy until all enemies in your line of sight are pacified, or you receive the @Condition[Stunned] or @Condition[Unconscious] condition. After your Frenzy is over you immediately receive a @Condition[Fatigued] condition.

", "effects": { "Frenzy": { "name": "Frenzy" } } }, "Inspiring": { "name": "Inspiring", "description": "

Your rousing words and pleas can turn the tide of a battle. Refer to the following table to see how many people you can now influence with your Leadership Skill when at war.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Talent Taken

\n
\n

Number of soldiers influenced

\n
\n

1

\n
\n

As normal × 5

\n
\n

2

\n
\n

As normal × 10

\n
\n

3

\n
\n

 As normal × 20

\n
\n

4

\n
\n

 As normal × 50

\n
\n

5

\n
\n

 As normal × 100

\n
\n

6

\n
\n

 As normal × 200

\n
\n

7

\n
\n

 As normal × 500

\n
\n

8

\n
\n

 As normal × 1000

\n
\n

9

\n
\n

 All who can hear your inspiring voice

\n
\n
", "effects": { "Inspiring": { "name": "Inspiring" } } }, "XpYx7rI1GhMf7cNG": { "name": "Inspiring", "description": "

Your rousing words and pleas can turn the tide of a battle. Refer to the following table to see how many people you can now influence with your Leadership Skill when at war.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Talent Taken

\n
\n

Number of soldiers influenced

\n
\n

1

\n
\n

As normal × 5

\n
\n

2

\n
\n

As normal × 10

\n
\n

3

\n
\n

 As normal × 20

\n
\n

4

\n
\n

 As normal × 50

\n
\n

5

\n
\n

 As normal × 100

\n
\n

6

\n
\n

 As normal × 200

\n
\n

7

\n
\n

 As normal × 500

\n
\n

8

\n
\n

 As normal × 1000

\n
\n

9

\n
\n

 All who can hear your inspiring voice

\n
\n
", "effects": { "Inspiring": { "name": "Inspiring" } } }, "Iron Will": { "name": "Iron Will", "description": "You have an indomitable will of iron, and will never willingly bow down before another. Use of the Intimidate skill does not cause Fear in you, and will not stop you speaking out against the intimidating party.", "effects": { "Iron Will": { "name": "Iron Will" } } }, "h95zSPhHfagVYOgI": { "name": "Iron Will", "description": "You have an indomitable will of iron, and will never willingly bow down before another. Use of the Intimidate skill does not cause Fear in you, and will not stop you speaking out against the intimidating party.", "effects": { "Iron Will": { "name": "Iron Will" } } }, "Luck": { "name": "Luck", "description": "

They say when you were born, Ranald smiled. Your maximum Fortune Points now equal your current Fate points plus the number of times you’ve taken Luck.

" }, "WGsLLNdzd32UaaQF": { "name": "Luck", "description": "

They say when you were born, Ranald smiled. Your maximum Fortune Points now equal your current Fate points plus the number of times you’ve taken Luck.

" }, "Noble Blood": { "name": "Noble Blood", "description": "You are either born into the nobility, or otherwise elevated to it by in-game events. Assuming you are dressed appropriately, you are always considered of higher Status than others unless they also have the Noble Blood Talent, where Status is compared as normal.", "effects": { "Noble Blood": { "name": "Noble Blood" } } }, "Read/Write": { "name": "Read/Write", "description": "You are one of the rare literate individuals in the Old World. You are assumed to be able to read and write (if appropriate) all of the Languages you can speak." }, "Reversal": { "name": "Reversal", "description": "

You are used to desperate combats, able to turn even the direst circumstances to your Advantage. If you win an Opposed Melee Test, instead of gaining +1 Advantage, you may take all your opponent’s Current Advantage. If you do this, you do not cause any Damage, even if it is your Turn in the Round.

", "effects": { "Reversal": { "name": "Reversal" } } }, "c4VbGuWMoQ91AtOp": { "name": "Reversal", "description": "

You are used to desperate combats, able to turn even the direst circumstances to your Advantage. If you win an Opposed Melee Test, instead of gaining +1 Advantage, you may take all your opponent’s Current Advantage. If you do this, you do not cause any Damage, even if it is your Turn in the Round.

", "effects": { "Reversal": { "name": "Reversal" } } }, "i2iVYCIXF1Ryy1Ta": { "name": "Reversal", "description": "

You are used to desperate combats, able to turn even the direst circumstances to your Advantage. If you win an Opposed Melee Test, instead of gaining +1 Advantage, you may take all your opponent’s Current Advantage. If you do this, you do not cause any Damage, even if it is your Turn in the Round.

", "effects": { "Reversal": { "name": "Reversal" } } }, "Riposte": { "name": "Riposte", "description": "

Conforming to ‘the best defense is offence’, you respond to an incoming attack with a lightning-fast counterstrike of your own. If your weapon has the Fast quality, you may cause Damage when you are attacked, just as if it was your Action. You can Riposte a number of attacks per round equal to your Riposte level.

", "effects": { "Riposte": { "name": "Riposte" } } }, "7jJu60wt4VspGCtp": { "name": "Riposte", "description": "

Conforming to ‘the best defense is offence’, you respond to an incoming attack with a lightning-fast counterstrike of your own. If your weapon has the Fast quality, you may cause Damage when you are attacked, just as if it was your Action. You can Riposte a number of attacks per round equal to your Riposte level.

", "effects": { "Riposte": { "name": "Riposte" } } }, "Speedreader": { "name": "Speedreader", "description": "You read books at a voracious pace. You may reverse a failed Research Test if this will grant success. If the speed at which you read is important during combat, a successful Language Test lets you read and fully comprehend a number of pages per Round equal to your SL plus Speedreader level (minimum of 1, even if you fail the Test).", "effects": { "Speedreader": { "name": "Speedreader" } } }, "Step Aside": { "name": "Step Aside", "description": "You are skilled at being where enemy weapons are not. If you use Dodge to defend against an incoming attack and win the Opposed Test, you may move up to 2 yards as you dive away, and no longer count as Engaged. None of your opponents will gain a Free Attack when you do this.", "effects": { "Step Aside": { "name": "Step Aside" } } }, "Stout-hearted": { "name": "Stout-hearted", "description": "

No matter how bad things get, you always seem to come back for more. You may attempt a Cool Test to remove a Broken Condition at the end of each of your Turns as well as at the end of the Round (168).

", "effects": { "Stout-hearted": { "name": "Stout-hearted" } } }, "Tenacious": { "name": "Tenacious", "description": "You never give up, no matter how impossible your travails appear. You can double the length of time successful Endurance Tests allow you to endure a hardship. This includes enduring prolonged riding, exposure, rituals, and similar adversities", "effects": { "Tenacious": { "name": "Tenacious" } } }, "cufc7nsgcwIEplcF": { "name": "Tenacious", "description": "You never give up, no matter how impossible your travails appear. You can double the length of time successful Endurance Tests allow you to endure a hardship. This includes enduring prolonged riding, exposure, rituals, and similar adversities", "effects": { "Tenacious": { "name": "Tenacious" } } }, "Wealthy": { "name": "Wealthy", "description": "

You are fabulously wealthy, and are rarely ever short of coin. When Earning (including Income Endeavor) you secure +1 GC per time you have this Talent.

" }, "AaW5qbDDoUTTF5eU": { "name": "Wealthy", "description": "

You are fabulously wealthy, and are rarely ever short of coin. When Earning (including Income Endeavor) you secure +1 GC per time you have this Talent.

" }, "8DXS3QYodEUvYps7": { "name": "Wealthy", "description": "

You are fabulously wealthy, and are rarely ever short of coin. When Earning (including Income Endeavor) you secure +1 GC per time you have this Talent.

" }, "n9gf3jTl49bRcSyB": { "name": "Wealthy", "description": "

You are fabulously wealthy, and are rarely ever short of coin. When Earning (including Income Endeavor) you secure +1 GC per time you have this Talent.

" }, "RV4TtVyTfasuvupR": { "name": "Wealthy", "description": "

You are fabulously wealthy, and are rarely ever short of coin. When Earning (including Income Endeavor) you secure +1 GC per time you have this Talent.

" }, "CxA5fjakDP8OQqWP": { "name": "Wealthy", "description": "

You are fabulously wealthy, and are rarely ever short of coin. When Earning (including Income Endeavor) you secure +1 GC per time you have this Talent.

" }, "CMzlSo99oCqTQFa1": { "name": "Wealthy", "description": "

You are fabulously wealthy, and are rarely ever short of coin. When Earning (including Income Endeavor) you secure +1 GC per time you have this Talent.

" }, "rQ01FU4VntwxogG8": { "name": "Wealthy", "description": "

You are fabulously wealthy, and are rarely ever short of coin. When Earning (including Income Endeavor) you secure +1 GC per time you have this Talent.

" }, "JXkFv4JTdz0PHVaN": { "name": "Wealthy", "description": "

You are fabulously wealthy, and are rarely ever short of coin. When Earning (including Income Endeavor) you secure +1 GC per time you have this Talent.

" }, "0uVjA5ynm6flLnvd": { "name": "Wealthy", "description": "

You are fabulously wealthy, and are rarely ever short of coin. When Earning (including Income Endeavor) you secure +1 GC per time you have this Talent.

" }, "Main Gauche": { "name": "Main Gauche" }, "Sword": { "name": "Sword" }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Brass Penny": { "name": "Brass Penny" }, "Noble Lord": { "name": "Noble Lord", "description": "

@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.t41abSTLeMAdLiWS]{Noble}

" }, "War Leader": { "name": "War Leader", "description": "

Your stern gaze and inspiring words motivate your soldiers to fight on to the end. All subordinates able to see you may add your level in War Leader to their SL in one Willpower Test per Round. This bonus does not stack.

", "effects": { "War Leader": { "name": "War Leader" } } }, "Public Speaker": { "name": "Public Speaker", "description": "

You are a skilled orator and know how to work large groups of people. Refer to the following table to see how many people you can now influence with your Charm Skill when Public Speaking.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Talent Taken

\n
\n

Number of soldiers influenced

\n
\n

1

\n
\n

As normal × 5

\n
\n

2

\n
\n

As normal × 10

\n
\n

3

\n
\n

 As normal × 20

\n
\n

4

\n
\n

 As normal × 50

\n
\n

5

\n
\n

 As normal × 100

\n
\n

6

\n
\n

 As normal × 200

\n
\n

7

\n
\n

 As normal × 500

\n
\n

8

\n
\n

 As normal × 1000

\n
\n

9

\n
\n

 All who can hear your inspiring voice

\n
\n
" }, "High-Quality Clothing": { "name": "High-Quality Clothing", "description": "

Nobles’ garb features embellishments such as lace cuffs & collars, excessive high-quality fabric and pointed shoes. Servants also wear courtly garb to banquets and ceremonies, although their surcoats and corsets are less ostentatious than the nobles’ fashions and can therefore be purchased at half price. 

" }, "Plate Bracers": { "name": "Plate Bracers" }, "Plate Breastplate": { "name": "Plate Breastplate" }, "Plate Helm": { "name": "Plate Helm", "effects": { "Plate Helm": { "name": "Plate Helm" } } }, "Plate Leggings": { "name": "Plate Leggings", "effects": { "Plate Leggings": { "name": "Plate Leggings" } } }, "Mail Chausses": { "name": "Mail Chausses" }, "Mail Coat": { "name": "Mail Coat" }, "Mail Coif": { "name": "Mail Coif", "effects": { "Mail Coif": { "name": "Mail Coif" } } }, "Entertain": { "name": "Entertain", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" }, "Charm Animal": { "name": "Charm Animal", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" }, "Melee": { "name": "Melee", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Art": { "name": "Art", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" }, "Stealth": { "name": "Stealth", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" }, "Ride": { "name": "Ride", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" }, "Climb": { "name": "Climb", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}" } }, "effects": { "Encumbrance 1": { "name": "Encumbrance 1" } } }, "Henrik Kappelmuller": { "name": "Henrik Kappelmuller", "items": { "Athletics": { "name": "Athletics", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" }, "Bribery": { "name": "Bribery", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" }, "Charm": { "name": "Charm", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" }, "Cool": { "name": "Cool", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" }, "Dodge": { "name": "Dodge", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" }, "Drive": { "name": "Drive", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" }, "Endurance": { "name": "Endurance", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" }, "Entertain (Taunt)": { "name": "Entertain (Taunt)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" }, "Evaluate": { "name": "Evaluate", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.NtJ85TY8yY3WOGHN caption=false]{Evaluate}" }, "Gossip": { "name": "Gossip", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" }, "Haggle": { "name": "Haggle", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" }, "Heal": { "name": "Heal", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dSf8QWBvN6mlpHBF caption=false]{Heal}", "effects": { "Heal": { "name": "Heal" } } }, "Intimidate": { "name": "Intimidate", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" }, "Melee (Basic)": { "name": "Melee (Basic)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Perception": { "name": "Perception", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" }, "Ranged (Thrown)": { "name": "Ranged (Thrown)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.jJYOiSQNgC9v7cM5 caption=false]{Ranged}" }, "Sleight of Hand": { "name": "Sleight of Hand", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.bGqmHCju8VZ8q2Pv caption=false]{Sleight of Hand}" }, "Ambidextrous": { "name": "Ambidextrous", "description": "

You can use your off-hand far better than most folk, either by training or innate talent. You only suffer a penalty of -10 to Tests relying solely on your secondary hand, not -20. If you have this Talent twice, you suffer no penalty at all.

", "effects": { "Ambidextrous": { "name": "Ambidextrous" } } }, "Careful Strike": { "name": "Careful Strike", "description": "

You are skilled at hitting your enemy exactly where you want to, either at range or in melee. You may modify your Hit Location result by up to +/–10 per time you have this Talent. So, if you had this Talent twice and hit location 34, the Right Arm, you could modify this down to 14, the Left Arm, or up to 54, the Body.

", "effects": { "Careful Strike": { "name": "Careful Strike" } } }, "Dealmaker": { "name": "Dealmaker", "description": "

You are a skilled businessman who knows how to close a deal. When using the Haggle skill, you reduce or increase the price of the products by an extra 10%.

\n

 

\n

Note: The GM may put a lower limit on prices here to show a seller refusing to sell below cost.

", "effects": { "Dealmaker": { "name": "Dealmaker" } } }, "Disarm": { "name": "Disarm", "description": "

You are able to disarm an opponent with a careful flick of the wrist or a well-aimed blow to the hand. For your Action, you may attempt an Opposed Melee/Melee test. If you win, your opponent loses a held weapon, which flies 1d10 feet in a random direction (with further effects as determined by the GM). If you win by 2 SL, you can determine how far the weapon is flung instead of rolling randomly; if you win by 4 SL, you can also choose the direction the weapon goes in; if you win by 6 SL or more, you can take your opponent’s weapon if you have a free hand, plucking it from the air with a flourish. Tis Talent is of no use if your opponent has no weapon, or is a larger Size than you.

", "effects": { "Disarm": { "name": "Disarm" } } }, "Doomed": { "name": "Doomed", "description": "At the age of 10, a Priest of Morr called a Doomsayer took you aside to foretell your death in an incense-laden, coming-of-age ritual called the Dooming. In conjunction with your GM, come up with a suitable Dooming. Should your character die in a fashion that matches your Dooming, your next character gains a bonus of half the total XP your dead character accrued during play.

Slide beside a high beside and defied by those taken for a ride" }, "Etiquette (Criminals)": { "name": "Etiquette (Criminals)", "description": "

You can blend in socially with the chosen group so long as you are dressed and acting appropriately. Example social groups for this Talent are: Criminals, Cultists, Guilders, Nobles, Scholars, Servants, and Soldiers. If you do not have the Talent, those with it will note your discomfort in the unfamiliar environment. This is primarily a matter for roleplaying, but may confer a bonus to Fellowship Tests at the GM’s discretion.

", "effects": { "Etiquette": { "name": "Etiquette" } } }, "Marksman": { "name": "Marksman", "description": "You gain a permanent +5 bonus to your starting Ballistic Skill (this does not count towards your Advances).", "effects": { "Marksman": { "name": "Marksman", "changes": { "system.characteristics.bs.initial": 5 } } } }, "Pure Soul": { "name": "Pure Soul", "description": "Your soul is pure, quite resistant to the depredations of Chaos. You may gain extra Corruption points equal to your level of Pure Soul before having to Test to see if you become corrupt.", "effects": { "Pure Soul": { "name": "Pure Soul" } } }, "Read/Write": { "name": "Read/Write", "description": "You are one of the rare literate individuals in the Old World. You are assumed to be able to read and write (if appropriate) all of the Languages you can speak." }, "Strike to Injure": { "name": "Strike to Injure", "description": "

You are an expert at striking your enemies most vulnerable areas. You inflict your level of Strike to Injure in additional Wounds when you cause a Critical Wound.

", "effects": { "Strike to Injure": { "name": "Strike to Injure" } } }, "Strike to Stun": { "name": "Strike to Stun", "description": "

You know where to hit an opponent to bring him down fast. You ignore the ‘Called Shot’ penalty to strike the Head Hit Location when using a melee weapon with the Pummel Quality. Further, you count all improvised weapons as having the Pummel Quality

", "effects": { "Strike to Stun": { "name": "Strike to Stun" } } }, "Clothing": { "name": "Clothing" }, "Guild License": { "name": "Guild License", "description": "

Guild licenses are usually printed on single sheets of parchment, stamped with an official seal, and signed by the local guild master. Guild licenses are not purchased; instead, they are granted to guild members according to each guild’s traditions and laws.

" }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Brass Penny": { "name": "Brass Penny" }, "Entertain": { "name": "Entertain", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" }, "Charm Animal": { "name": "Charm Animal", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" }, "Melee": { "name": "Melee", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Gamble": { "name": "Gamble", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}" }, "Art": { "name": "Art", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" }, "Row": { "name": "Row", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" }, "Stealth": { "name": "Stealth", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" }, "Ride": { "name": "Ride", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" }, "Consume Alcohol": { "name": "Consume Alcohol", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" }, "Intuition": { "name": "Intuition", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" }, "Leadership": { "name": "Leadership", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" }, "Outdoor Survival": { "name": "Outdoor Survival", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" }, "Climb": { "name": "Climb", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}" }, "Navigation": { "name": "Navigation", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" }, "Dagger": { "name": "Dagger" }, "Sword": { "name": "Sword" }, "Throwing Knife": { "name": "Throwing Knife" }, "Pouch": { "name": "Pouch" }, "mTCSUgjkONclwXVw": { "name": "Gold Crown" }, "oAq7HB9hhrS6vsUT": { "name": "Silver Shilling" }, "Sling Bag": { "name": "Sling Bag", "description": "

Counts as ‘worn’ when slung over your shoulder.

" }, "Candle": { "name": "Candle", "description": "

Provides illumination for 10 yards when lit.

" }, "Match": { "name": "Match" }, "Bandages": { "name": "Bandages", "description": "

A successful Heal or Dexterity Test removes +1 extra Bleeding Status.

" }, "Healing Draught": { "name": "Healing Draught", "description": "

If you have more than 0 Wounds, recover Toughness Bonus Wounds immediately. Dose: 1 per encounter.

", "effects": { "Healing Draught": { "name": "Healing Draught" }, "Apply Healing Draught": { "name": "Apply Healing Draught" } } }, "Vitality Draught": { "name": "Vitality Draught", "description": "

Drinking this draught instantly removes all Fatigued Conditions.

", "effects": { "Vitality Draught": { "name": "Vitality Draught" }, "Apply Vitality Draught": { "name": "Apply Vitality Draught" } } }, "Ranald's Delight": { "name": "Ranald's Delight", "description": "

This highly-addictive stimulant is a synthetic compound made from sulphur, mercury and other elements. Inhaling the powder provides a bonus of +1 to Movement, and +10 to WS, S, T, and Agi. This last for 3 hours, after which the user suffers a penalty of –2 Movement and –20 on Weapon Skill, Strength, Toughness, and Agility. Duration: 1 day.

", "effects": { "Ranald's Delight": { "name": "Ranald's Delight", "changes": { "system.details.move.value": 1, "system.characteristics.ws.modifier": 10, "system.characteristics.s.modifier": 10, "system.characteristics.t.modifier": 10, "system.characteristics.ag.modifier": 10, "system.characteristics.s.calculationBonusModifier": -1, "system.characteristics.t.calculationBonusModifier": -1 } }, "Ranald's Delight After Effects": { "name": "Ranald's Delight After Effects", "changes": { "system.details.move.value": -2, "system.characteristics.ws.modifier": -20, "system.characteristics.s.modifier": -20, "system.characteristics.t.modifier": -20, "system.characteristics.ag.modifier": -20, "system.characteristics.s.calculationBonusModifier": 2, "system.characteristics.t.calculationBonusModifier": 2 } }, "Inhale Ranald's Delight": { "name": "Inhale Ranald's Delight" } } } } }, "Curs'd Ettin": { "name": "Curs'd Ettin", "description": "

@UUID[JournalEntry.pOqNoS1k8bkxKzpd.JournalEntryPage.8ivOXOgAZHSkfYRm]{Curs'd Ettins}

Enormous creatures of twisted flesh and hateful soul, Curs'd Ettins are the remanants of a once mighty tribe who lost the favour of the Dark Gods. They now rove the land serving no one master, but seeking to quench their endless rage in a torrent of blood and powdered bone.

", "items": { "Hammer Hand": { "name": "Hammer Hand", "description": "

Curs'd Ettins are quite often possessed of a single, massive arm they use to deliver devestating blows. All Critical Wounds inflicted by a Curs'd Ettin gain +30 to their severity roll.

", "effects": { "Hammer Hand": { "name": "Hammer Hand" } } }, "Melee (Brawl)": { "name": "Melee (Brawl)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Perception": { "name": "Perception", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" }, "Ranged (Throwing)": { "name": "Ranged (Throwing)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.jJYOiSQNgC9v7cM5 caption=false]{Ranged}" }, "Armour": { "name": "Armour", "description": "

The creature is protected by armor or thick hide. It has Rating Armor Points on all Hit Locations

", "effects": { "Armour": { "name": "Armour" } } }, "Dark Vision": { "name": "Dark Vision", "description": "

The creature can see in the dark as daylight.

" }, "Hatred": { "name": "Hatred", "description": "

You are consumed with Hatred for the Target, which is normally a group of people or creatures, such as ‘Hochlanders’, ‘Bog Octopuses’, or ‘Slavers’. You will never socially interact with someone or something you hate in this manner. On encountering the object of your Hatred, you must attempt a Psychology Test. If failed, you are subject to Hatred. At the end of every subsequent Round, you may attempt another Psychology Test to bring the Hatred to an end. If you do or not, the effects of Hatred naturally come to an end when all members of the specified group in your line of sight are dead or gone, or you gain the Unconscious condition. While subject to Hatred, you must immediately attempt to destroy the hated group by the fastest and most deadly means possible. You gain a bonus of +1 SL on all combat Tests against the specified group, and are immune to Fear and Intimidate (but not Terror) caused by your hated foe.

", "effects": { "Hatred": { "name": "Hatred" } } }, "Terror": { "name": "Terror", "description": "

Some creatures are so profoundly unsettling as to provoke a dire, bone-chilling terror in their foes. When you first encounter a creature causing Terror, make a Cool Test. If you pass, you suffer no further effects of Terror; if you fail, you receive a number of Broken conditions equal to the creature’s Terror Rating, plus the number of SL below 0.

\n

After resolving the Psychology Test, the creature causes @UUID[Compendium.wfrp4e-core.items.pTorrE0l3VybAbtn]{Fear}, with a Fear Rating equal to its Terror Rating.

", "effects": { "Terror": { "name": "Terror" } } }, "Regenerate": { "name": "Regenerate", "description": "

The creature is capable of healing at an extraordinary rate, even regrowing severed parts. At the start of each round, if it has more than 0 Wounds remaining, it will automatically regenerate 1d10 Wounds. If it has 0 Wounds remaining, it will regenerate a single Wound on a 1d10 roll of 8+. If it ever rolls a 10 for regenerating, it also fully regenerates a Critical Wound, losing all penalties and Conditions associated with it. Any Critical Wounds or Wounds caused by Fire may not be regenerated and should be recorded separately.

", "effects": { "Regenerate": { "name": "Regenerate" } } }, "Weapon": { "name": "Weapon", "description": "

The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)

" }, "LdDoaa47RjhVQ8JT": { "name": "Armour", "description": "

The creature is protected by armor or thick hide. It has Rating Armor Points on all Hit Locations

", "effects": { "Armour": { "name": "Armour" } } }, "Spellcaster": { "name": "Spellcaster", "description": "

The creature can cast spells; the specific Lore of Magic will be indicated in brackets.

" }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Brass Penny": { "name": "Brass Penny" }, "Distracting (A second gibbering head has sprouted)": { "name": "Distracting (A second gibbering head has sprouted)", "description": "

The creature distracts or confuse foes, possibly exuding a soporific musk or nauseating reek, or maybe its appearance is bizarrely horrifying. All living targets within a number of yards equal to its Toughness Bonus suffer a penalty of –20 to all Tests. A target can only suffer this penalty once, no matter how many Distracting foes there are.

", "effects": { "Distracting": { "name": "Distracting" } } }, "Size": { "name": "Size", "description": "

This trait represents creatures whose size differ from the game standard (i.e. roughly human sized). There are seven steps of Size, ranging from Tiny to Monstrous.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

 Examples

\n
\n

Tiny

\n
\n

Butterfly, Mouse, Pigeon

\n
\n

Little

\n
\n

Cat, Hawk, Human Baby

\n
\n

Small

\n
\n

Giant Rat, Halfling, Human Child

\n
\n

Average

\n
\n

Dwarf, Elf, Human

\n
\n

Large

\n
\n

Horse, Ogre, Troll

\n
\n

Enormous

\n
\n

Griffon, Wyvern, Manticore

\n
\n

Monstrous

\n
\n

Dragon, Giant, Greater Daemon

\n
\n
\n

 

\n

Using Size

\n

 

\n

if you wish to use size to make a creature bigger — for example converting a giant spider to a gigantic spider — then increase Strength and Toughness by +10 and reduce Agility by –5 per step of size you increase the creature. Reverse this if you wish to make a creature smaller 

\n

 

\n

 

\n

Size Combat Modifers

\n

If larger:

\n\n\n

 

\n

If smaller:

\n

• It gains a bonus of +10 to hit.

\n

 

\n

Defending Against Big Creatures

\n

You suffer a penalty of –2 SL for each step larger your opponent is when using Melee to defend an Opposed Test. It is recommended to dodge a Giant swinging a tree, not parry it!

\n

 

\n\n

Fear and Terror

\n

If the creature is perceived to be aggressive, it causes Fear in any creature smaller than it, and Terror in any creature two or more steps smaller. The rating of the Fear or Terror equals the Size step difference. So, if the creature is Large, and its opponent is Small, it will cause Terror 2.

\n

 

\n

Moving in Combat

\n

A creature that is larger ignores the need to Disengage if it wishes to leave melee combat; instead, it brushes smaller combatants out of the way, moving where it wishes.

\n

 

\n

Opposed Strength

\n

During Opposed Strength Tests (and similar), if one creature is 2 or more size steps larger, it wins automatically. If one creature is 1 size step larger, the smaller creature must roll a Critical to contest the roll. If it does, SL are compared as normal. All other results mean the larger creature wins.

\n

 

\n

Stomp

\n

Creatures that are larger than their opponents may make one Stomp as a Free Attack, by spending 1 Advantage, as they kick downwards or otherwise bash smaller opponents out of the way. This attack has a Damage equal to their Strength Bonus +0, and uses Melee(Brawling).

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

Wounds

\n
\n

Tiny

\n
\n

1

\n
\n

Little

\n
\n

Toughness Bonus

\n
\n

Small

\n
\n

(2×Toughness Bonus) + Willpower Bonus

\n
\n

Average

\n
\n

Strength Bonus+(2×Toughness Bonus) + Willpower Bonus

\n
\n

Large

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×2

\n
\n

Enormous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×4

\n
\n

Monstrous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×8

\n
\n
", "effects": { "Size": { "name": "Size" } } } } }, "Spionwerber Agent": { "name": "Spionwerber Agent", "items": { "Bribery": { "name": "Bribery", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" }, "Charm": { "name": "Charm", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" }, "Climb": { "name": "Climb", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}" }, "Cool": { "name": "Cool", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" }, "Entertain (Act)": { "name": "Entertain (Act)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" }, "Gamble": { "name": "Gamble", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}" }, "Gossip": { "name": "Gossip", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" }, "Haggle": { "name": "Haggle", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" }, "Intuition": { "name": "Intuition", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" }, "Perception": { "name": "Perception", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" }, "Melee (Basic)": { "name": "Melee (Basic)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Secret Signs (Spies)": { "name": "Secret Signs (Spies)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.X2FppoPGuEwJKssM caption=false]{Secret Signs}" }, "Sleight of Hand": { "name": "Sleight of Hand", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.bGqmHCju8VZ8q2Pv caption=false]{Sleight of Hand}" }, "Stealth (Urban)": { "name": "Stealth (Urban)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" }, "Blather": { "name": "Blather", "description": "

Called ‘opening your mouth and letting your belly rumble’ in Nordland, or simply ‘bullshitting’ in Ostland, blathering involves talking rapidly and incessantly, or talking volubly and at-length, about inconsequential or nonsense matters, and is used to verbally confuse and confound a target. You use your Charm Skill to Blather. Attempt an Opposed Charm/Intelligence Test. Success gives your opponent a Stunned Condition. Further, for each level you have in Blather, your opponent gains another Stunned Condition. Targets Stunned by Blather may do nothing other than stare at you dumbfounded as they try to catch-up with or understand what you are saying. Once the last Stunned Condition comes to an end, the target finally gets a word in, and may not be best pleased with you — after all, you have been talking about nothing or nonsense for some time. Should you stop talking, your opponent immediately loses all Stunned Conditions caused by your Blather. Generally, you can only attempt to Blather at a character once per scene, or perhaps longer as determined by the GM, as the target soon wises up to your antics.

\n

 

", "effects": { "Blather": { "name": "Blather" } } }, "Carouser": { "name": "Carouser", "description": "You are a seasoned drinker and know how to party hard. You may reverse the dice of any failed Consume Alcohol Test if this will score a Success.", "effects": { "Carouser": { "name": "Carouser" } } }, "Etiquette (Students)": { "name": "Etiquette (Students)", "description": "

You can blend in socially with the chosen group so long as you are dressed and acting appropriately. Example social groups for this Talent are: Criminals, Cultists, Guilders, Nobles, Scholars, Servants, and Soldiers. If you do not have the Talent, those with it will note your discomfort in the unfamiliar environment. This is primarily a matter for roleplaying, but may confer a bonus to Fellowship Tests at the GM’s discretion.

", "effects": { "Etiquette": { "name": "Etiquette" } } }, "Gregarious": { "name": "Gregarious", "description": "You just like talking to other folk and it seems they like talking to you. You may reverse any failed Gossip Test if this allows the Test to succeed.", "effects": { "Gregarious": { "name": "Gregarious" } } }, "Lip Reading": { "name": "Lip Reading", "description": "

You can tell what people are saying by simply watching their lips; you do not need to hear what they are saying. If you have an unobstructed view of the speaker’s lower face, you can attempt a Perception Test to understand what they are saying.

", "effects": { "Lip Reading": { "name": "Lip Reading" } } }, "Secret Identity": { "name": "Secret Identity", "description": "You maintain a secret identity that allows you to appear richer, or perhaps poorer, than you actually are. With GM permission, choose any one Career. As long as you are dressed appropriately, you may use the Social Status of the chosen Career you masquerade as rather than your own for modifying Fellowship Tests, and can even ignore the Criminal Talent. However, maintaining this identity will require Entertain (Acting) rolls when you encounter those who may recognize your falsehood. You may create a new Secret Identity for each level you have in this Talent.", "effects": { "Secret Identity": { "name": "Secret Identity" } } }, "Shadow": { "name": "Shadow", "description": "

You are skilled at following people without being spotted. You may use the @UUID[Compendium.wfrp4e-core.items.McTtmZu3Ac8Lh48W]{Shadowing} rules without doing a Combined Test. Instead you test against just your Perception or your Stealth Skill, whichever is higher.

", "effects": { "Shadow": { "name": "Shadow" } } }, "Mail Shirt": { "name": "Mail Shirt" }, "Leather Jack": { "name": "Leather Jack" }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Brass Penny": { "name": "Brass Penny" }, "Entertain": { "name": "Entertain", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" }, "Dodge": { "name": "Dodge", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" }, "Charm Animal": { "name": "Charm Animal", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" }, "Melee": { "name": "Melee", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Art": { "name": "Art", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" }, "Endurance": { "name": "Endurance", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" }, "Intimidate": { "name": "Intimidate", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" }, "Row": { "name": "Row", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" }, "Athletics": { "name": "Athletics", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" }, "Stealth": { "name": "Stealth", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" }, "Ride": { "name": "Ride", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" }, "Consume Alcohol": { "name": "Consume Alcohol", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" }, "Drive": { "name": "Drive", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" }, "Leadership": { "name": "Leadership", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" }, "Outdoor Survival": { "name": "Outdoor Survival", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" }, "Navigation": { "name": "Navigation", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" }, "Spy": { "name": "Spy", "description": "

@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.ssJHG82vEHHRoAUF]{Spy}

" }, "Plate Open Helm": { "name": "Plate Open Helm", "effects": { "Plate Open Helm": { "name": "Plate Open Helm" } } }, "Sword": { "name": "Sword" }, "Read/Write": { "name": "Read/Write", "description": "You are one of the rare literate individuals in the Old World. You are assumed to be able to read and write (if appropriate) all of the Languages you can speak." } } }, "Skarr": { "name": "Skarr", "items": { "Armour (Hide)": { "name": "Armour (Hide)", "description": "

The creature is protected by armor or thick hide. It has Rating Armor Points on all Hit Locations

", "effects": { "Armour": { "name": "Armour" } } }, "Bite": { "name": "Bite", "description": "

On its turn, the creature may make a Free Attack by spending 1 Advantage. The Damage of the attack equals Rating and includes the creature’s Strength Bonus already

", "effects": { "Bite": { "name": "Bite" } } }, "Blessed": { "name": "Blessed", "description": "

The creature is Blessed and can enact Blessings; the relevant deity is indicated in brackets.

" }, "Die Hard": { "name": "Die Hard", "description": "

No matter how hard the creature is hit, it gets back up. All Critical Wounds not resulting in death can be healed; just attach the requisite body parts to the correct places, perhaps with staples or large spikes to hold them in place, and it’s good to go. Even ‘death’ may be ‘healed’ if the appropriate parts, such as a lost head, are attached to the body. If death occurs and all parts are in place, it may attempt a Challenging (+0) Endurance Test requiring an SL of 6 at the start of every round for Toughness Bonus Rounds after death. If a Test is successful, the creature chokes back to life with 1 Wound.

" }, "Night Vision": { "name": "Night Vision", "description": "

You can see very well in natural darkness. Assuming you have at least a faint source of light (such as starlight, moonlight, or bioluminescence) you can see clearly for 20 yards per level of Night Vision. Further, you can extend the effective illumination distance of any light sources by 20 yards per level of Night Vision.

" }, "Size": { "name": "Size", "description": "

This trait represents creatures whose size differ from the game standard (i.e. roughly human sized). There are seven steps of Size, ranging from Tiny to Monstrous.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

 Examples

\n
\n

Tiny

\n
\n

Butterfly, Mouse, Pigeon

\n
\n

Little

\n
\n

Cat, Hawk, Human Baby

\n
\n

Small

\n
\n

Giant Rat, Halfling, Human Child

\n
\n

Average

\n
\n

Dwarf, Elf, Human

\n
\n

Large

\n
\n

Horse, Ogre, Troll

\n
\n

Enormous

\n
\n

Griffon, Wyvern, Manticore

\n
\n

Monstrous

\n
\n

Dragon, Giant, Greater Daemon

\n
\n
\n

 

\n

Using Size

\n

 

\n

if you wish to use size to make a creature bigger — for example converting a giant spider to a gigantic spider — then increase Strength and Toughness by +10 and reduce Agility by –5 per step of size you increase the creature. Reverse this if you wish to make a creature smaller 

\n

 

\n

 

\n

Size Combat Modifers

\n

If larger:

\n\n\n

 

\n

If smaller:

\n

• It gains a bonus of +10 to hit.

\n

 

\n

Defending Against Big Creatures

\n

You suffer a penalty of –2 SL for each step larger your opponent is when using Melee to defend an Opposed Test. It is recommended to dodge a Giant swinging a tree, not parry it!

\n

 

\n\n

Fear and Terror

\n

If the creature is perceived to be aggressive, it causes Fear in any creature smaller than it, and Terror in any creature two or more steps smaller. The rating of the Fear or Terror equals the Size step difference. So, if the creature is Large, and its opponent is Small, it will cause Terror 2.

\n

 

\n

Moving in Combat

\n

A creature that is larger ignores the need to Disengage if it wishes to leave melee combat; instead, it brushes smaller combatants out of the way, moving where it wishes.

\n

 

\n

Opposed Strength

\n

During Opposed Strength Tests (and similar), if one creature is 2 or more size steps larger, it wins automatically. If one creature is 1 size step larger, the smaller creature must roll a Critical to contest the roll. If it does, SL are compared as normal. All other results mean the larger creature wins.

\n

 

\n

Stomp

\n

Creatures that are larger than their opponents may make one Stomp as a Free Attack, by spending 1 Advantage, as they kick downwards or otherwise bash smaller opponents out of the way. This attack has a Damage equal to their Strength Bonus +0, and uses Melee(Brawling).

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

Wounds

\n
\n

Tiny

\n
\n

1

\n
\n

Little

\n
\n

Toughness Bonus

\n
\n

Small

\n
\n

(2×Toughness Bonus) + Willpower Bonus

\n
\n

Average

\n
\n

Strength Bonus+(2×Toughness Bonus) + Willpower Bonus

\n
\n

Large

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×2

\n
\n

Enormous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×4

\n
\n

Monstrous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×8

\n
\n
", "effects": { "Size": { "name": "Size" } } }, "Stealthy": { "name": "Stealthy", "description": "

The creature is especially stealthy. It adds a number equal to its Agility Bonus to the SL of all Stealth Tests.

", "effects": { "Stealthy": { "name": "Stealthy" } } }, "Stride": { "name": "Stride", "description": "

The creature has a long stride, perhaps because it is a quadruped or has especially long legs. Multiply Run Movement by 1.5 when Running. 

", "effects": { "Stride": { "name": "Stride" } } }, "Tracker": { "name": "Tracker", "description": "

Trackers are adept at following their prey, generally through scent or hearing. They add SL equal to their Initiative Bonus to all Track Tests.

", "effects": { "Tracker": { "name": "Tracker" } } }, "Weapon (Claws)": { "name": "Weapon (Claws)", "description": "

The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)

" }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Brass Penny": { "name": "Brass Penny" } } }, "Drexol the Extinction": { "name": "Drexol the Extinction", "description": "

Drexol is, even for a Gor, large, angry and dangerous. Standing at nearly 10-ft tall, his horns are twisted and chipped, and the end of one has long been lost. His hair is largely grey and his body is covered in scars. Drexol is in constant pain due to the presence of a short sword (@UUID[.Item.UeiuunEOtxtjPzVe]{Pure Fire}) that sticks out of the side of his left breast — the dried, grimacing head of its witch hunter owner is tied to the pommel by his hair. Drexol is also overconfident and does not take his enemy seriously. This can lead him to make mistakes.

Bleeding: Drexol suffers from a @Condition[Bleeding] Condition due to the presence of Pure Fire. His Regeneration Trait keeps it under control under normal circumstances, but during a fight it may take a toll.

", "items": { "Armour": { "name": "Armour", "description": "

The creature is protected by armor or thick hide. It has Rating Armor Points on all Hit Locations

", "effects": { "Armour": { "name": "Armour" } } }, "Big": { "name": "Big", "description": "

The creature is a large example of its species. It receives +10 Strength and Toughness, and –5 Agility.

", "effects": { "Big": { "name": "Big", "changes": { "system.characteristics.s.initial": 10, "system.characteristics.t.initial": 10, "system.characteristics.ag.initial": -5 } } } }, "Champion": { "name": "Champion", "description": "

The creature is an extraordinarily skilled warrior. If it wins an Opposed Test when defending in melee combat, it can cause Damage just as if it was the attacker.

", "effects": { "Champion": { "name": "Champion" } } }, "Elite": { "name": "Elite", "description": "

The creature is a hard-nosed veteran. It receives +20 to Weapon Skill, Ballistic Skill, and Willpower.

", "effects": { "Elite": { "name": "Elite", "changes": { "system.characteristics.ws.initial": 20, "system.characteristics.bs.initial": 20, "system.characteristics.wp.initial": 20 } } } }, "Hardy": { "name": "Hardy", "description": "

The creature can sustain more damage than most. Increase its Wounds by a number equal to its Toughness Bonus (applied before any Size modifers).

", "effects": { "Hardy": { "name": "Hardy" } } }, "Leader": { "name": "Leader", "description": "

The creature is a practiced leader. It receives a bonus of +10 to Fellowship and Willpower. \r\rNote: this Trait cannot be taken by creatures with the Bestial Trait.

", "effects": { "Leader": { "name": "Leader", "changes": { "system.characteristics.fel.initial": 10, "system.characteristics.wp.initial": 10 } } } }, "Night Vision": { "name": "Night Vision", "description": "

You can see very well in natural darkness. Assuming you have at least a faint source of light (such as starlight, moonlight, or bioluminescence) you can see clearly for 20 yards per level of Night Vision. Further, you can extend the effective illumination distance of any light sources by 20 yards per level of Night Vision.

" }, "Regenerate": { "name": "Regenerate", "description": "

The creature is capable of healing at an extraordinary rate, even regrowing severed parts. At the start of each round, if it has more than 0 Wounds remaining, it will automatically regenerate 1d10 Wounds. If it has 0 Wounds remaining, it will regenerate a single Wound on a 1d10 roll of 8+. If it ever rolls a 10 for regenerating, it also fully regenerates a Critical Wound, losing all penalties and Conditions associated with it. Any Critical Wounds or Wounds caused by Fire may not be regenerated and should be recorded separately.

", "effects": { "Regenerate": { "name": "Regenerate" } } }, "Size": { "name": "Size", "description": "

This trait represents creatures whose size differ from the game standard (i.e. roughly human sized). There are seven steps of Size, ranging from Tiny to Monstrous.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

 Examples

\n
\n

Tiny

\n
\n

Butterfly, Mouse, Pigeon

\n
\n

Little

\n
\n

Cat, Hawk, Human Baby

\n
\n

Small

\n
\n

Giant Rat, Halfling, Human Child

\n
\n

Average

\n
\n

Dwarf, Elf, Human

\n
\n

Large

\n
\n

Horse, Ogre, Troll

\n
\n

Enormous

\n
\n

Griffon, Wyvern, Manticore

\n
\n

Monstrous

\n
\n

Dragon, Giant, Greater Daemon

\n
\n
\n

 

\n

Using Size

\n

 

\n

if you wish to use size to make a creature bigger — for example converting a giant spider to a gigantic spider — then increase Strength and Toughness by +10 and reduce Agility by –5 per step of size you increase the creature. Reverse this if you wish to make a creature smaller 

\n

 

\n

 

\n

Size Combat Modifers

\n

If larger:

\n\n\n

 

\n

If smaller:

\n

• It gains a bonus of +10 to hit.

\n

 

\n

Defending Against Big Creatures

\n

You suffer a penalty of –2 SL for each step larger your opponent is when using Melee to defend an Opposed Test. It is recommended to dodge a Giant swinging a tree, not parry it!

\n

 

\n\n

Fear and Terror

\n

If the creature is perceived to be aggressive, it causes Fear in any creature smaller than it, and Terror in any creature two or more steps smaller. The rating of the Fear or Terror equals the Size step difference. So, if the creature is Large, and its opponent is Small, it will cause Terror 2.

\n

 

\n

Moving in Combat

\n

A creature that is larger ignores the need to Disengage if it wishes to leave melee combat; instead, it brushes smaller combatants out of the way, moving where it wishes.

\n

 

\n

Opposed Strength

\n

During Opposed Strength Tests (and similar), if one creature is 2 or more size steps larger, it wins automatically. If one creature is 1 size step larger, the smaller creature must roll a Critical to contest the roll. If it does, SL are compared as normal. All other results mean the larger creature wins.

\n

 

\n

Stomp

\n

Creatures that are larger than their opponents may make one Stomp as a Free Attack, by spending 1 Advantage, as they kick downwards or otherwise bash smaller opponents out of the way. This attack has a Damage equal to their Strength Bonus +0, and uses Melee(Brawling).

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

Wounds

\n
\n

Tiny

\n
\n

1

\n
\n

Little

\n
\n

Toughness Bonus

\n
\n

Small

\n
\n

(2×Toughness Bonus) + Willpower Bonus

\n
\n

Average

\n
\n

Strength Bonus+(2×Toughness Bonus) + Willpower Bonus

\n
\n

Large

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×2

\n
\n

Enormous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×4

\n
\n

Monstrous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×8

\n
\n
", "effects": { "Size": { "name": "Size" } } }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Brass Penny": { "name": "Brass Penny" }, "Breath (Poison)": { "name": "Breath (Poison)", "description": "

The creature’s breath is a powerful weapon. On its turn, for the cost of 2 Advantage, it can activate its Breath as a Free Attack. Choose 1 target it can see within 20+Toughness Bonus yards. All characters within Strength Bonus yards of that target are struck, as are all characters between the creature and the target. Perform an Opposed Ballistic Skill/Dodge Test against all affected targets (the creature’s single roll opposed by each individual target). All targets that fail take Damage equal to the attack’s Rating. Further, if the Trait is marked with any of the following types in brackets, apply the associated rules.

\n

• Cold: Targets gain a Stunned Condition for every full 5 Wounds suffered (minimum of 1).

\n

• Corrosion: All Armor and Weapons carried by affected targets suffer 1 Damage.

\n

• Fire: Any Wounds caused ignore Armor Points. Targets gain an Ablaze Condition.

\n

• Electricity: Any Wounds caused ignore Armor Points. Targets gain a Stunned Condition.

\n

• Poison: Any Wounds caused ignore Armor Points. Targets gain a Poisoned Condition.

\n

• Smoke: The area fills with smoke, blocking Line of Sight for Toughness Bonus Rounds.

\n

The creature is immune to its own Breath. This attack is Magical.

", "effects": { "Breath Type": { "name": "Breath Type" }, "Breath": { "name": "Breath" } } }, "Great Axe": { "name": "Great Axe" }, "Pure Fire": { "name": "Pure Fire", "description": "

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.

Magical Weapon: Pure Fire is magical and can injure creatures noted as immune to non-magical attacks.

Bane of the Corrupt: Against followers of Chaos the sword has a Damage of SB+5.

", "effects": { "Pure Fire": { "name": "Pure Fire" } } } } }, "Etelka Herzen": { "name": "Etelka Herzen", "items": { "Animal Care": { "name": "Animal Care", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QZx9CbhGkIaDMQD3 caption=false]{Animal Care}" }, "Wand of Onyx": { "name": "Wand of Onyx", "description": "

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.

" }, "Channelling (Tzeentch)": { "name": "Channelling (Tzeentch)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tXu8Hrd4desq1Rja caption=false]{Channelling}" }, "Charm": { "name": "Charm", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" }, "Cool": { "name": "Cool", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" }, "Dodge": { "name": "Dodge", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" }, "Evaluate": { "name": "Evaluate", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.NtJ85TY8yY3WOGHN caption=false]{Evaluate}" }, "Gossip": { "name": "Gossip", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" }, "Intimidate": { "name": "Intimidate", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" }, "Intuition": { "name": "Intuition", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" }, "Language (Battle)": { "name": "Language (Battle)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.xo5U0kL08xCPe6kl caption=false]{Language}" }, "Language (Bretonnian)": { "name": "Language (Bretonnian)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.xo5U0kL08xCPe6kl caption=false]{Language}" }, "Leadership": { "name": "Leadership", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" }, "Lore (Magick)": { "name": "Lore (Magick)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" }, "Melee (Basic": { "name": "Melee (Basic", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Perception": { "name": "Perception", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" }, "Ride (Horse)": { "name": "Ride (Horse)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" }, "Aethyric Attunement": { "name": "Aethyric Attunement", "description": "

Your experience, talent or training lets you more safely manipulate the Winds of Magic. You do not suffer a Miscast if you roll a double on a successful Channel Test.

", "effects": { "Aethyric Attunement": { "name": "Aethyric Attunement" } } }, "Arcane Magic (Tzeentch)": { "name": "Arcane Magic (Tzeentch)", "description": "

You either study one of the 8 Arcane Lores of Magic — Beasts, Death, Fire, Heavens, Metal, Shadow, Light, or Life — or practice a lesser known Lore, such as Hedgecraft or Necromancy. You may now memorize spells from your chosen Lore for the following cost in XP.

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Number of Spells Currently Known

\n
\n

XP Cost for a new spell

\n
\n

Intelligence Bonus × 1 

\n
\n

100 XP

\n
\n

Intelligence Bonus × 2

\n
\n

200 XP

\n
\n

Intelligence Bonus × 3

\n
\n

300 XP

\n
\n

Intelligence Bonus × 4

\n
\n

400 XP

\n
\n
\n

 ...and so on.

\n

So, if your Intelligence Bonus is 4, it will cost you 100 XP for the first spell, and the next 4, then 200 XP for the next 4, and so on. Full rules for learning new spells are provided in @UUID[Compendium.wfrp4e-core.journals.YBVrpUHEjohB1H4f]{Magic}. Under normal circumstances, you may not learn more than one Arcane Magic (Lore) Talent. Further, you may not learn the @UUID[Compendium.wfrp4e-core.items.QyjWtSdnVMT04l5Y]{Bless} or @UUID[Compendium.wfrp4e-core.items.voV0C2ar1bKpcpnH]{Invoke} Talents when you have the Arcane Magic Talent. You can unlearn this Talent for 100 XP, but will immediately lose all of your spells if you do so.

" }, "Attractive": { "name": "Attractive", "description": "

Whether it’s your piercing eyes, your strong frame, or maybe the way you flash your perfect teeth, you know how to make the best use of what the gods gave you. When you successfully use Charm to influence those attracted to you, you can choose to either use your rolled SL, or the number rolled on your units die. So, a successful roll of 38 could be used for +8 SL.

", "effects": { "Attractive": { "name": "Attractive" } } }, "Doomed": { "name": "Doomed", "description": "

At the age of 10, a Priest of Morr called a Doomsayer took you aside to foretell your death in an incense-laden, coming-of-age ritual called the Dooming. In conjunction with your GM, come up with a suitable Dooming. Should your character die in a fashion that matches your Dooming, your next character gains a bonus of half the total XP your dead character accrued during play.

\n

Beware the Light!

" }, "Magical Sense": { "name": "Magical Sense", "description": "

You are able to sense the Winds of Magic in others. You may attempt an Average (+20) Intuition Test whenever you encounter a spellcaster. If you pass, you sense the target is a witch. Further, if you score an Astounding Success (+6), can also determine the target’s highest Channeling Specialization.

", "effects": { "Magical Sense": { "name": "Magical Sense" } } }, "Petty Magic": { "name": "Petty Magic", "description": "

You have the spark to cast magic within you and have mastered techniques to control it at a basic level. When you take this Talent, you manifest, and permanently memorise, a number of spells equal to your Willpower Bonus. You can learn extra Petty spells for the following cost in XP.

\n

 

\n
\n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n
\n

No. of Petty Spells Currently Known

\n
\n

 XP Cost for a new spell

\n
\n

Up to Willpower Bonus × 1

\n
\n

50 XP

\n
\n

Up to Willpower Bonus × 2

\n
\n

100 XP

\n
\n

Up to Willpower Bonus × 3

\n
\n

150 XP

\n
\n

Up to Willpower Bonus × 4

\n
\n

200 XP

\n
\n
\n

...and so on.

\n

 

\n

So, if your Willpower Bonus is 3 and you had 3 Petty spells, it will cost you 50XP for the first learned spell, then 100 XP for the next three, and so on’.

" }, "Read/Write": { "name": "Read/Write", "description": "You are one of the rare literate individuals in the Old World. You are assumed to be able to read and write (if appropriate) all of the Languages you can speak." }, "Second Sight": { "name": "Second Sight", "description": "You can perceive the shifting Winds of Magic that course from the Chaos Gates at the poles of the world. You now have the Sight", "effects": { "Second Sight": { "name": "Second Sight" } } }, "Corruption": { "name": "Corruption", "description": "

The creature is tainted by Chaos, or perhaps suffused with Dark Magics. The Strength of the Corruption is marked in brackets (@Corruption[minor]{Minor}, @Corruption[moderate]{Moderate}, or @Corruption[major]{Major}).

", "effects": { "Corruption": { "name": "Corruption" } } }, "Spellcaster": { "name": "Spellcaster", "description": "

The creature can cast spells; the specific Lore of Magic will be indicated in brackets.

" }, "Dagger": { "name": "Dagger" }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Brass Penny": { "name": "Brass Penny" }, "Melee (Polearm)": { "name": "Melee (Polearm)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Language (Classical)": { "name": "Language (Classical)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.xo5U0kL08xCPe6kl caption=false]{Language}" }, "Language (Magick)": { "name": "Language (Magick)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.xo5U0kL08xCPe6kl caption=false]{Language}" }, "Instinctive Diction": { "name": "Instinctive Diction", "description": "

You instinctively understand the language of Magick, and are capable of articulating the most complex phrases rapidly without error. You do not suffer a Miscast if you roll a double on a successful Language (Magick) Test.

", "effects": { "Instinctive Diction": { "name": "Instinctive Diction" } } }, "Art": { "name": "Art", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" }, "Athletics": { "name": "Athletics", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" }, "Bribery": { "name": "Bribery", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" }, "Charm Animal": { "name": "Charm Animal", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" }, "Climb": { "name": "Climb", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}" }, "Consume Alcohol": { "name": "Consume Alcohol", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" }, "Drive": { "name": "Drive", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" }, "Endurance": { "name": "Endurance", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" }, "Entertain": { "name": "Entertain", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" }, "Gamble": { "name": "Gamble", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}" }, "Haggle": { "name": "Haggle", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" }, "Melee": { "name": "Melee", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Navigation": { "name": "Navigation", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" }, "Outdoor Survival": { "name": "Outdoor Survival", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" }, "Ride": { "name": "Ride", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" }, "Row": { "name": "Row", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" }, "Stealth": { "name": "Stealth", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" }, "Wizard Lord": { "name": "Wizard Lord", "description": "

@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.PKm1L6yjZ4PH0JJG]{Wizard}

" }, "LWQ5JtTfNeiXHBbS": { "name": "Aethyric Attunement", "description": "

Your experience, talent or training lets you more safely manipulate the Winds of Magic. You do not suffer a Miscast if you roll a double on a successful Channel Test.

", "effects": { "Aethyric Attunement": { "name": "Aethyric Attunement" } } }, "Dazzle": { "name": "Dazzle", "description": "

The target gains 1 @Condition[Blinded] Condition, and gains 1 Blinded Condition at the start of each round for the duration of the spell.

\n\n Lore: None

", "effects": { "Dazzle": { "name": "Dazzle" } } }, "Drain": { "name": "Drain", "description": "

You touch your targets, draining their life. This counts as a Magic Missile with Damage +0 that ignores Armor Points. You then Heal 1 Wound.

\n\n Lore: None

", "effects": { "Drain": { "name": "Drain" } } }, "Eavesdrop": { "name": "Eavesdrop", "description": "

You can hear what your targets say as if you were standing right next to them.

\n\n Lore: None

" }, "Light": { "name": "Light", "description": "

You create a small light, roughly equivalent to a torch, which glows from your hand, staff or some other part of your person. While the spell is active, you may choose to increase the illumination to that of a lantern, or decrease it to that of a candle, if you pass an Average (+20) Channeling Test.

\n\n Lore: None

" }, "Open Lock": { "name": "Open Lock", "description": "

One non-magical lock you touch opens.

\n\n Lore: None

" }, "Rot": { "name": "Rot", "description": "

You cause a roughly fist-sized volume of organic material to immediately rot. Food stuffs perish, clothes crumble, leathers shrivel (losing 1 Armor Point on 1 hit location), and similar, as dictated by the GM.

\n\n Lore: None

", "effects": { "Damage Armour": { "name": "Damage Armour" } } }, "Sounds": { "name": "Sounds", "description": "

You create small noises nearby. You can create quiet, indistinct noises that sound as if they come from a specific location within range, regardless of line of sight. The noises can evoke something specific, such as footsteps, whispers or the howl of an animal, but nothing so distinct that it might convey a message. While the spell is active, you may control the sounds by passing a Average (+20) Channeling Test. A success allows you to move the sounds to another point within range, or to increase or decrease their volume.

\n\n Lore: None

" }, "Warning": { "name": "Warning", "description": "

You channel magic into an object, noticing immediately if it has been poisoned or trapped.

\n\n Lore: None

" }, "Aethyric Armour": { "name": "Aethyric Armour", "description": "

You gain +1 Armor Point to all Hit Locations as you wrap yourself in a protective swathe of magic.

", "effects": { "Aethyric Armour": { "name": "Aethyric Armour" } } }, "Blast": { "name": "Blast", "description": "

You channel magic into an explosive blast. This is a Magic Missile with Damage +3 that targets everyone in the Area of Effect.

" }, "Chain Attack": { "name": "Chain Attack", "description": "

You channel a twisting spur of rupturing magic into your target. This is a Magic Missile with a Damage of +4. If Chain Attack reduces a target to 0 Wounds, it leaps to another target within the spell’s initial range, and within Willpower Bonus yards of the previous target, inflicting the same Damage again. It may leap a maximum number of times equal to your Willpower Bonus. For every +2 SL achieved, it may chain to an additional target.

" }, "Dark Vision": { "name": "Dark Vision", "description": "

You boost your Second Sight to assist your mundane senses. While the spell is active, gain the @UUID[Compendium.wfrp4e-core.items.JQa5DLnTs2SEzRrc]{Dark Vision} Creature Trait

", "effects": { "Dark Vision": { "name": "Dark Vision" } } }, "Entangle": { "name": "Entangle", "description": "

Using magic, you entrap your target, wrapping them in whatever suits your Lore: vines, shadows, their own clothing… Your target gains one @Condition[Entangled] Condition with a Strength equal to your Intelligence. For every +2 SL, you may give the target +1 additional Entangled Condition. The spell lasts until all Entangled Conditions are removed.

", "effects": { "Entangle": { "name": "Entangle" } } }, "Flight": { "name": "Flight", "description": "

You can fly, whether by sprouting wings, ascending on a pillar of magical light, or some other method. Gain the @UUID[Compendium.wfrp4e-core.items.EO05HX7jql0g605A]{Flight (Agility)} Creature Trait.

", "effects": { "Flight": { "name": "Flight" } } }, "Mundane Aura": { "name": "Mundane Aura", "description": "

You drain all the Winds of Magic from within your body and your possessions, removing any magical aura. For the duration of the spell you appear mundane to the Magical Sense Talent and similar. You effectively have no magical ability and your magical nature cannot be detected by any means. While this spell is in effect, you cannot cast any other spells. Mundane Aura is immediately dispelled if you make a Channeling Test.

" }, "Teleport": { "name": "Teleport", "description": "

Using magic, you can teleport up to your Willpower Bonus in yards. This movement allows you to traverse gaps, avoid perils and pitfalls, and ignore obstacles. For every +2 SL you may increase the distance travelled by your Willpower Bonus in yards.

" }, "Treason of Tzeentch": { "name": "Treason of Tzeentch", "description": "

You channel fine strands of traitorous mergings of the Winds of Magic directly into your target’s mind, twisting motivations, undermining desires, and fanning fires of discontent. The target can no longer use Talents, and doesn’t add Skill Advances when making Skill Tests, meaning the target only Tests against unmodified Characteristics.

\n

 

\n\n Lore: Targets of Spells from the Lore of Tzeentch are riven by the transformative magic of Chaos. Targets affected by a Spell from the Lore of Tzeentch must pass a Challenging (+0) Endurance Test, or gain +1 Corruption Point. Should they pass their Test, they instead gain +1 Fortune Point, which can be used as normal. Such are the whims of Tzeentch.

", "effects": { "Treason of Tzeentch": { "name": "Treason of Tzeentch" } } }, "Gift of the Beast": { "name": "Gift of the Beast", "description": "

You call upon the favour of Tzeentch and gain a temporary mutation: consult the @Table[giftofthebeast] Table.

\n\n Lore: Targets of Spells from the Lore of Tzeentch are riven by the transformative magic of Chaos. Targets affected by a Spell from the Lore of Tzeentch must pass a Challenging (+0) Endurance Test, or gain +1 Corruption Point. Should they pass their Test, they instead gain +1 Fortune Point, which can be used as normal. Such are the whims of Tzeentch.

", "effects": { "Gift of the Beast": { "name": "Gift of the Beast" } } }, "Subvert Strength": { "name": "Subvert Strength", "description": "

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 Trade Test.

\n\n Lore: Targets of Spells from the Lore of Tzeentch are riven by the transformative magic of Chaos. Targets affected by a Spell from the Lore of Tzeentch must pass a Challenging (+0) Endurance Test, or gain +1 Corruption Point. Should they pass their Test, they instead gain +1 Fortune Point, which can be used as normal. Such are the whims of Tzeentch.

" }, "Transformation of the Beast": { "name": "Transformation of the Beast", "description": "

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:

\n

Characteristics: use your own characteristic or that of a Gor, whichever is better.

\n

Traits: 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}

\n

Skills: gain Beast Tongue but lose the ability to speak intelligibly in any other language.

\n\n Lore: Targets of Spells from the Lore of Tzeentch are riven by the transformative magic of Chaos. Targets affected by a Spell from the Lore of Tzeentch must pass a Challenging (+0) Endurance Test, or gain +1 Corruption Point. Should they pass their Test, they instead gain +1 Fortune Point, which can be used as normal. Such are the whims of Tzeentch.

", "effects": { "Transformation of the Beast": { "name": "Transformation of the Beast" } } }, "Tremor": { "name": "Tremor", "description": "

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 Agility Test or fall down, gaining a @Condition[Prone] Condition.

\n\n Lore: Targets of Spells from the Lore of Tzeentch are riven by the transformative magic of Chaos. Targets affected by a Spell from the Lore of Tzeentch must pass a Challenging (+0) Endurance Test, or gain +1 Corruption Point. Should they pass their Test, they instead gain +1 Fortune Point, which can be used as normal. Such are the whims of Tzeentch.

", "effects": { "Tremor": { "name": "Tremor" } } } } }, "Ermine Liebwitz von Decker Und Hanulf": { "name": "Ermine Liebwitz von Decker Und Hanulf", "items": { "Gold Corkscrew worth 2 GC": { "name": "Gold Corkscrew worth 2 GC" }, "Chain of Office": { "name": "Chain of Office" }, "Bribery": { "name": "Bribery", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" }, "Consume Alcohol": { "name": "Consume Alcohol", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" }, "Gamble": { "name": "Gamble", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}" }, "Intimidate": { "name": "Intimidate", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" }, "Leadership": { "name": "Leadership", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" }, "Lore (Heraldry)": { "name": "Lore (Heraldry)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" }, "Lore (Wine)": { "name": "Lore (Wine)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" }, "Melee (Basic)": { "name": "Melee (Basic)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Perception": { "name": "Perception", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" }, "Play (Lute)": { "name": "Play (Lute)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.N63wZOWw6ZLYnePN caption=false]{Play}" }, "Etiquette (Nobles)": { "name": "Etiquette (Nobles)", "description": "

You can blend in socially with the chosen group so long as you are dressed and acting appropriately. Example social groups for this Talent are: Criminals, Cultists, Guilders, Nobles, Scholars, Servants, and Soldiers. If you do not have the Talent, those with it will note your discomfort in the unfamiliar environment. This is primarily a matter for roleplaying, but may confer a bonus to Fellowship Tests at the GM’s discretion.

", "effects": { "Etiquette": { "name": "Etiquette" } } }, "Luck": { "name": "Luck", "description": "

They say when you were born, Ranald smiled. Your maximum Fortune Points now equal your current Fate points plus the number of times you’ve taken Luck.

" }, "Noble Blood": { "name": "Noble Blood", "description": "You are either born into the nobility, or otherwise elevated to it by in-game events. Assuming you are dressed appropriately, you are always considered of higher Status than others unless they also have the Noble Blood Talent, where Status is compared as normal.", "effects": { "Noble Blood": { "name": "Noble Blood" } } }, "Read/Write": { "name": "Read/Write", "description": "You are one of the rare literate individuals in the Old World. You are assumed to be able to read and write (if appropriate) all of the Languages you can speak." }, "Prejudice": { "name": "Prejudice", "description": "

You really dislike the Target, which is normally a group of people or creatures such as ‘Ostlanders’, ‘Elves’, or ‘Wizards’. You must attempt a Psychology Test whenever you encounter the group against which you are prejudiced. If you pass, you may frown a lot, but will otherwise act normally, only suffering a penalty of –10 to all Fellowship Tests towards that group. Should you fail you are subject to Prejudice. At the end of every subsequent Round, you may attempt another Psychology test to bring the Prejudice to an end. If you do not, the effects of Prejudice naturally come to an end when all members of the specified group in your line of sight are gone, or you gain the Stunned or Unconscious Condition, or you become subject to another Psychology.

\n

 

\n

When subject to Prejudice, you must immediately insult the target of your prejudice. Loudly.

" }, "Dagger": { "name": "Dagger" }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Brass Penny": { "name": "Brass Penny" }, "Entertain": { "name": "Entertain", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" }, "Dodge": { "name": "Dodge", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" }, "Charm Animal": { "name": "Charm Animal", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" }, "Melee": { "name": "Melee", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Art": { "name": "Art", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" }, "Endurance": { "name": "Endurance", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" }, "Row": { "name": "Row", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" }, "Athletics": { "name": "Athletics", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" }, "Stealth": { "name": "Stealth", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" }, "Ride": { "name": "Ride", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" }, "Gossip": { "name": "Gossip", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" }, "Intuition": { "name": "Intuition", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" }, "Charm": { "name": "Charm", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" }, "Drive": { "name": "Drive", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" }, "Outdoor Survival": { "name": "Outdoor Survival", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" }, "Haggle": { "name": "Haggle", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" }, "Cool": { "name": "Cool", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" }, "Climb": { "name": "Climb", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}" }, "Navigation": { "name": "Navigation", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" }, "Steward of the Volkshalle Cellars": { "name": "Steward of the Volkshalle Cellars", "description": "

@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.iYnopOFkz5L6hljq]{Servant}

" }, "Expensive but outdated clothes": { "name": "Expensive but outdated clothes", "description": "

Nobles’ garb features embellishments such as lace cuffs & collars, excessive high-quality fabric and pointed shoes. Servants also wear courtly garb to banquets and ceremonies, although their surcoats and corsets are less ostentatious than the nobles’ fashions and can therefore be purchased at half price. 

" }, "Key to the Cellar": { "name": "Key to the Cellar" } } }, "Guard": { "name": "Guard", "description": "

Kenselheim’s guards are generally honest and well-meaning, but lacking in motivation, general observation skills or intelligence. They usually avoid getting involved in anything that looks like work unless specifically ordered to, or if someone is watching them.

", "items": { "Melee (Polearm)": { "name": "Melee (Polearm)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Perception": { "name": "Perception", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" }, "Armour": { "name": "Armour", "description": "

The creature is protected by armor or thick hide. It has Rating Armor Points on all Hit Locations

", "effects": { "Armour": { "name": "Armour" } } }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Brass Penny": { "name": "Brass Penny" }, "Halberd": { "name": "Halberd" }, "Entertain": { "name": "Entertain", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" }, "Dodge": { "name": "Dodge", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" }, "Charm Animal": { "name": "Charm Animal", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" }, "Melee": { "name": "Melee", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Gamble": { "name": "Gamble", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}" }, "Art": { "name": "Art", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" }, "Endurance": { "name": "Endurance", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" }, "Intimidate": { "name": "Intimidate", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" }, "Row": { "name": "Row", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" }, "Athletics": { "name": "Athletics", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" }, "Stealth": { "name": "Stealth", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" }, "Ride": { "name": "Ride", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" }, "Consume Alcohol": { "name": "Consume Alcohol", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" }, "Gossip": { "name": "Gossip", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" }, "Intuition": { "name": "Intuition", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" }, "Bribery": { "name": "Bribery", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" }, "Charm": { "name": "Charm", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" }, "Drive": { "name": "Drive", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" }, "Leadership": { "name": "Leadership", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" }, "Outdoor Survival": { "name": "Outdoor Survival", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" }, "Haggle": { "name": "Haggle", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" }, "Cool": { "name": "Cool", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" }, "Climb": { "name": "Climb", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}" }, "Navigation": { "name": "Navigation", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" } } }, "Religious Fanatic": { "name": "Religious Fanatic", "items": { "Athletics": { "name": "Athletics", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" }, "Cool": { "name": "Cool", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" }, "Dodge": { "name": "Dodge", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" }, "Intimidate": { "name": "Intimidate", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" }, "Melee (Flail)": { "name": "Melee (Flail)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Frenzy": { "name": "Frenzy", "description": "

With a Willpower Test, you can work yourself into a state of frenzy by psyching yourself up, howling, biting your shield, or similar. If you succeed, you become subject to Frenzy.

\n

While subject to Frenzy you are immune to all other psychology, and will not flee or retreat for any reason; indeed you must always move at full rate towards the closest enemy you can see in order to attack. Generally, the only Action you may take is a Weapon Skill Test or an Athletics Test to reach an enemy more quickly. Further, you may take a Free Action Melee Test each Round as you are throwing everything you have into your attacks. Lastly, you gain a bonus of +1 Strength Bonus, such is your ferocity. You remain in Frenzy until all enemies in your line of sight are pacified, or you receive the @Condition[Stunned] or @Condition[Unconscious] condition. After your Frenzy is over you immediately receive a @Condition[Fatigued] condition.

", "effects": { "Frenzy": { "name": "Frenzy" } } }, "Implacable": { "name": "Implacable", "description": "

It takes a lot to finish you off. You can ignore the Wound loss from a Bleeding Condition. Each level in this Talent lets you ignore the Wound loss from an extra Bleeding Condition

", "effects": { "Implacable": { "name": "Implacable" } } }, "Hatred": { "name": "Hatred", "description": "

You are consumed with Hatred for the Target, which is normally a group of people or creatures, such as ‘Hochlanders’, ‘Bog Octopuses’, or ‘Slavers’. You will never socially interact with someone or something you hate in this manner. On encountering the object of your Hatred, you must attempt a Psychology Test. If failed, you are subject to Hatred. At the end of every subsequent Round, you may attempt another Psychology Test to bring the Hatred to an end. If you do or not, the effects of Hatred naturally come to an end when all members of the specified group in your line of sight are dead or gone, or you gain the Unconscious condition. While subject to Hatred, you must immediately attempt to destroy the hated group by the fastest and most deadly means possible. You gain a bonus of +1 SL on all combat Tests against the specified group, and are immune to Fear and Intimidate (but not Terror) caused by your hated foe.

", "effects": { "Hatred": { "name": "Hatred" } } }, "Prejudice": { "name": "Prejudice", "description": "

You really dislike the Target, which is normally a group of people or creatures such as ‘Ostlanders’, ‘Elves’, or ‘Wizards’. You must attempt a Psychology Test whenever you encounter the group against which you are prejudiced. If you pass, you may frown a lot, but will otherwise act normally, only suffering a penalty of –10 to all Fellowship Tests towards that group. Should you fail you are subject to Prejudice. At the end of every subsequent Round, you may attempt another Psychology test to bring the Prejudice to an end. If you do not, the effects of Prejudice naturally come to an end when all members of the specified group in your line of sight are gone, or you gain the Stunned or Unconscious Condition, or you become subject to another Psychology.

\n

 

\n

When subject to Prejudice, you must immediately insult the target of your prejudice. Loudly.

" }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Brass Penny": { "name": "Brass Penny" }, "Berserk Charge": { "name": "Berserk Charge", "description": "You hurl yourself at your enemies with reckless abandon, using the force of your charge to add weight to your strikes. When you Charge, you gain +1 Damage to all Melee attacks per level in this Talent.", "effects": { "Berserk Charge": { "name": "Berserk Charge" } } }, "Flail": { "name": "Flail" }, "Entertain": { "name": "Entertain", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" }, "Charm Animal": { "name": "Charm Animal", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" }, "Melee": { "name": "Melee", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Gamble": { "name": "Gamble", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}" }, "Art": { "name": "Art", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" }, "Endurance": { "name": "Endurance", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" }, "Perception": { "name": "Perception", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" }, "Row": { "name": "Row", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" }, "Stealth": { "name": "Stealth", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" }, "Ride": { "name": "Ride", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" }, "Consume Alcohol": { "name": "Consume Alcohol", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" }, "Gossip": { "name": "Gossip", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" }, "Intuition": { "name": "Intuition", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" }, "Bribery": { "name": "Bribery", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" }, "Charm": { "name": "Charm", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" }, "Drive": { "name": "Drive", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" }, "Leadership": { "name": "Leadership", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" }, "Outdoor Survival": { "name": "Outdoor Survival", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" }, "Haggle": { "name": "Haggle", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" }, "Climb": { "name": "Climb", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}" }, "Navigation": { "name": "Navigation", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" } } }, "Animated Coach": { "name": "Animated Coach", "items": { "Armour": { "name": "Armour", "description": "

The creature is protected by armor or thick hide. It has Rating Armor Points on all Hit Locations

", "effects": { "Armour": { "name": "Armour" } } }, "Construct": { "name": "Construct", "description": "
\n
\n
\n

The creature is a construct of magic, quite mindless, bound together with magical sinews. It has no Intelligence, Willpower, or Fellowship Characteristics, and need never Test them. If it has no wizard controlling it, or does not possess the Territorial Trait, it meanders mindlessly, following flows of ambient magic.

\n

 

\n

For the purposes of calculating its Wounds, it uses its Strength Bonus whenever Willpower Bonus is required. All its attacks are Magical.

\n
\n
\n
", "effects": { "Construct": { "name": "Construct" } } }, "Immunity to Psychology": { "name": "Immunity to Psychology", "description": "

Whether brave, exceedingly stupid, or just caught up in the moment, the creature is utterly fearless. It ignores the Psychology rules.

" }, "Painless": { "name": "Painless", "description": "

The creature feels no pain or can ignore it. All non-amputation penalties suffered from Critical Wounds are ignored, although Conditions are suffered as normal.

" }, "Size": { "name": "Size", "description": "

This trait represents creatures whose size differ from the game standard (i.e. roughly human sized). There are seven steps of Size, ranging from Tiny to Monstrous.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

 Examples

\n
\n

Tiny

\n
\n

Butterfly, Mouse, Pigeon

\n
\n

Little

\n
\n

Cat, Hawk, Human Baby

\n
\n

Small

\n
\n

Giant Rat, Halfling, Human Child

\n
\n

Average

\n
\n

Dwarf, Elf, Human

\n
\n

Large

\n
\n

Horse, Ogre, Troll

\n
\n

Enormous

\n
\n

Griffon, Wyvern, Manticore

\n
\n

Monstrous

\n
\n

Dragon, Giant, Greater Daemon

\n
\n
\n

 

\n

Using Size

\n

 

\n

if you wish to use size to make a creature bigger — for example converting a giant spider to a gigantic spider — then increase Strength and Toughness by +10 and reduce Agility by –5 per step of size you increase the creature. Reverse this if you wish to make a creature smaller 

\n

 

\n

 

\n

Size Combat Modifers

\n

If larger:

\n\n\n

 

\n

If smaller:

\n

• It gains a bonus of +10 to hit.

\n

 

\n

Defending Against Big Creatures

\n

You suffer a penalty of –2 SL for each step larger your opponent is when using Melee to defend an Opposed Test. It is recommended to dodge a Giant swinging a tree, not parry it!

\n

 

\n\n

Fear and Terror

\n

If the creature is perceived to be aggressive, it causes Fear in any creature smaller than it, and Terror in any creature two or more steps smaller. The rating of the Fear or Terror equals the Size step difference. So, if the creature is Large, and its opponent is Small, it will cause Terror 2.

\n

 

\n

Moving in Combat

\n

A creature that is larger ignores the need to Disengage if it wishes to leave melee combat; instead, it brushes smaller combatants out of the way, moving where it wishes.

\n

 

\n

Opposed Strength

\n

During Opposed Strength Tests (and similar), if one creature is 2 or more size steps larger, it wins automatically. If one creature is 1 size step larger, the smaller creature must roll a Critical to contest the roll. If it does, SL are compared as normal. All other results mean the larger creature wins.

\n

 

\n

Stomp

\n

Creatures that are larger than their opponents may make one Stomp as a Free Attack, by spending 1 Advantage, as they kick downwards or otherwise bash smaller opponents out of the way. This attack has a Damage equal to their Strength Bonus +0, and uses Melee(Brawling).

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

Wounds

\n
\n

Tiny

\n
\n

1

\n
\n

Little

\n
\n

Toughness Bonus

\n
\n

Small

\n
\n

(2×Toughness Bonus) + Willpower Bonus

\n
\n

Average

\n
\n

Strength Bonus+(2×Toughness Bonus) + Willpower Bonus

\n
\n

Large

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×2

\n
\n

Enormous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×4

\n
\n

Monstrous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×8

\n
\n
", "effects": { "Size": { "name": "Size" } } }, "Weapon": { "name": "Weapon", "description": "

The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)

" }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Brass Penny": { "name": "Brass Penny" } } }, "Jozef": { "name": "Jozef", "items": { "Athletics": { "name": "Athletics", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" }, "Climb": { "name": "Climb", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}" }, "Consume Alcohol": { "name": "Consume Alcohol", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" }, "Cool": { "name": "Cool", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" }, "Charm (Sebastian only)": { "name": "Charm (Sebastian only)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" }, "Dodge": { "name": "Dodge", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" }, "Endurance": { "name": "Endurance", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" }, "Gamble": { "name": "Gamble", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}" }, "Gossip": { "name": "Gossip", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" }, "Haggle": { "name": "Haggle", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" }, "Heal": { "name": "Heal", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dSf8QWBvN6mlpHBF caption=false]{Heal}", "effects": { "Heal": { "name": "Heal" } } }, "Intuition": { "name": "Intuition", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" }, "Language (Battle Tongue)": { "name": "Language (Battle Tongue)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.xo5U0kL08xCPe6kl caption=false]{Language}" }, "Leadership": { "name": "Leadership", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" }, "Lore (Ostland)": { "name": "Lore (Ostland)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" }, "Melee (Basic)": { "name": "Melee (Basic)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Melee (Pole-arm)": { "name": "Melee (Pole-arm)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Outdoor Survival": { "name": "Outdoor Survival", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" }, "Perception": { "name": "Perception", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" }, "Ranged (Bow)": { "name": "Ranged (Bow)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.jJYOiSQNgC9v7cM5 caption=false]{Ranged}" }, "Stealth (Rural)": { "name": "Stealth (Rural)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" }, "Combat Aware": { "name": "Combat Aware", "description": "

You are used to scanning the battlefield to make snap decisions informed by the shifting tides of war. You may take a Challenging (+0) Perception Test to ignore Surprise, which is modified by circumstance as normal.

", "effects": { "Combat Aware": { "name": "Combat Aware" } } }, "Etiquette (Soldiers)": { "name": "Etiquette (Soldiers)", "description": "

You can blend in socially with the chosen group so long as you are dressed and acting appropriately. Example social groups for this Talent are: Criminals, Cultists, Guilders, Nobles, Scholars, Servants, and Soldiers. If you do not have the Talent, those with it will note your discomfort in the unfamiliar environment. This is primarily a matter for roleplaying, but may confer a bonus to Fellowship Tests at the GM’s discretion.

", "effects": { "Etiquette": { "name": "Etiquette" } } }, "Sword": { "name": "Sword" }, "Halberd": { "name": "Halberd" }, "Bow": { "name": "Bow" }, "Uniform": { "name": "Uniform" }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Brass Penny": { "name": "Brass Penny" }, "Entertain": { "name": "Entertain", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" }, "Charm Animal": { "name": "Charm Animal", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" }, "Melee": { "name": "Melee", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "Art": { "name": "Art", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" }, "Intimidate": { "name": "Intimidate", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" }, "Row": { "name": "Row", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" }, "Stealth": { "name": "Stealth", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" }, "Ride": { "name": "Ride", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" }, "Bribery": { "name": "Bribery", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" }, "Charm": { "name": "Charm", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" }, "Drive": { "name": "Drive", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" }, "Navigation": { "name": "Navigation", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" }, "Mail Shirt": { "name": "Mail Shirt" }, "Arrow": { "name": "Arrow", "description": "

" }, "Grey Surcoat": { "name": "Grey Surcoat", "description": "

Protects wearer against the elements and extreme cold; without a good coat or similar, you will receive penalties to resist Cold Exposure

" }, "Hat with sergeant badge": { "name": "Hat with sergeant badge", "description": "

Fine quality hats are status symbols in the Empire’s towns and cities. The more flamboyant the hat, the better.

" }, "War Leader": { "name": "War Leader", "description": "

Your stern gaze and inspiring words motivate your soldiers to fight on to the end. All subordinates able to see you may add your level in War Leader to their SL in one Willpower Test per Round. This bonus does not stack.

", "effects": { "War Leader": { "name": "War Leader" } } } } } } }