{ "label": "Actors (The Horned Rat)", "folders": { "Companion": "Companion", "Introduction": "Introduction", "History of the Skaven": "History of the Skaven", "Skaven": "Skaven", "The Multitudinous Clans": "The Multitudinous Clans", "Undercity Encounters": "Undercity Encounters", "Purrsecution": "Purrsecution", "Bestiary": "Bestiary", "The Apprentice": "The Apprentice", "Instigating Events": "Instigating Events", "The Ordo Impedimentae": "The Ordo Impedimentae", "The Yellow Fang": "The Yellow Fang", "A Guide to the Middle Mountains": "A Guide to the Middle Mountains", "The Great Defector": "The Great Defector", "Brass Keep": "Brass Keep", "Ordo Terribilis Resurgens": "Ordo Terribilis Resurgens", "Chance Acquaintances": "Chance Acquaintances", "The Missing Convenor": "The Missing Convenor", "A Little Help From My (New) Friends": "A Little Help From My (New) Friends", "The Cover Up": "The Cover Up", "Assassinations": "Assassinations", "Horror in the Darkness": "Horror in the Darkness", "Mysterious Thefts": "Mysterious Thefts", "The Return of the Gravelord": "The Return of the Gravelord", "Proponents of Controversy": "Proponents of Controversy", "Encounters": "Encounters", "The Black Hunger": "The Black Hunger", "Griffon Down": "Griffon Down", "The Road East": "The Road East", "The Picket": "The Picket", "Into the Middle Mountains": "Into the Middle Mountains", "Karak Skygg": "Karak Skygg", "Adventure": "Adventure" }, "entries": { "Blanca Emrich": { "name": "Blanca Emrich", "description": "

 Senior Jade Sceptre Cultist

\n

Blanca is a 20-something @UUID[Compendium.wfrp4e-core.items.b6tGqvNe1jYBdeN5]{weirdroot} addict with unpredictable moods and unusual desires. She is the daughter of a wealthy Knight Panther. Her clothes are fashionable and well-cut. 

", "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}" }, "Intimidate": { "name": "Intimidate", "description": "

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

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

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

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.X2FppoPGuEwJKssM caption=false]{Secret Signs}" }, "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" } } }, "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" } } }, "Flail": { "name": "Flail" }, "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}" }, "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}" }, "Fashionable Green Leather Jack": { "name": "Fashionable Green Leather Jack" }, "Jade Sceptre Amulet": { "name": "Jade Sceptre Amulet" }, "Weirdroot": { "name": "Weirdroot", "description": "

One of the most common street-drugs in the Empire, Weirdroot is chewed, bringing a sense of euphoria and pleasant hallucinations, which some suggest may be connected to the Winds of Magic. The drug gives a +10 bonus to Toughness and Willpower Tests, but a penalty of –10 to Agility, Initiative, and Intelligence Tests. Duration: Active when chewed plus an additional [[/r 1d10 * 10]] minutes.

", "effects": { "Weirdroot": { "name": "Weirdroot" }, "Take Weirdroot": { "name": "Take Weirdroot" } } } } }, "Animated Flames": { "name": "Animated Flames", "description": "

These fluctuate in height and colour, cycling between pink, blue and yellow. Eyes and mouths appear and disappear spontaneously. As the flames lick across the floor and lap around their enemies they gibber and giggle ceaselessly in strange, high pitched voices. They repeat their opponents words in mocking voices, 

The Animated Flames can be harmed with normal weapons. They are very vulnerable to water. A cup of water would have the same effect on an Animated Flame as a @UUID[Compendium.wfrp4e-core.items.vI0oorwbZdlszudf]{Incendiary} would have on a living creature.

", "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" } } }, "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" } } }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Brass Penny": { "name": "Brass Penny" }, "Weapon (Fiery Attack)": { "name": "Weapon (Fiery Attack)", "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)

" } } }, "Bors Sirk": { "name": "Bors Sirk", "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}" }, "Cool": { "name": "Cool", "description": "

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

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

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

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

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

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

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

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

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

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

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.EWHNXyzDLPBpoVxK caption=false]{Track}" }, "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.

undefined" }, "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 } } } }, "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 } } } }, "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" } } }, "Criminal": { "name": "Criminal", "description": "

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

\n

 

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

Career Level

\n
\n

Bonus Money per time the Talent is taken

\n
\n

1

\n
\n

+2d10 brass pennies

\n
\n

2

\n
\n

+1d10 silver shillings

\n
\n

\n
\n

+2d10 silver shillings

\n
\n

4

\n
\n

+1 gold crown

\n
\n
\n

 

\n

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

", "effects": { "Criminal": { "name": "Criminal" } } }, "Flee!": { "name": "Flee!", "description": "When your life is on the line you are capable of impressive bursts of speed. Your Movement Attribute counts as 1 higher when Fleeing.", "effects": { "Flee!": { "name": "Flee!" } } }, "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" } } }, "Break and Enter": { "name": "Break and Enter", "description": "You are an expert at quickly breaking down doors and forcing entry. You may add +1 Damage for each level in this Talent when determining damage against inanimate objects such as windows, chests, doors, and similar.", "effects": { "Break and Enter": { "name": "Break and Enter" } } }, "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" } } }, "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" } } }, "Bless (Ranald)": { "name": "Bless (Ranald)", "description": "You are watched over by one of the Gods and can empower simple prayers. You can now deploy the Blessings of your deity as listed in @UUID[JournalEntry.NcH9OhleJFfaUdon]{Religion and Belief}. Under normal circumstances, you may only ever know one Divine Lore for the Bless Talent.", "effects": { "Bless": { "name": "Bless" } } }, "Holy Visions": { "name": "Holy Visions", "description": "You clearly see the great works of the Gods all around you. You automatically know when you enter Holy Ground, and may take an Intuition Test to receive visions (often obscure, and seen through the paradigm of your cult or individual belief-system) regarding the local area if significant events have occurred there in the past.", "effects": { "Holy Visions": { "name": "Holy Visions" } } }, "Read/Write": { "name": "Read/Write", "description": "You are one of the rare literate individuals in the Old World. You are assumed to be able to read and write (if appropriate) all of the Languages you can speak." }, "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 } } } }, "Blather": { "name": "Blather", "description": "

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

\n

 

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

" }, "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 } } } }, "Crossbow Pistol": { "name": "Crossbow Pistol" }, "Bolt": { "name": "Bolt", "description": "

" }, "Leather Jerkin": { "name": "Leather Jerkin" }, "Dagger": { "name": "Dagger" }, "Lock Picks": { "name": "Lock Picks", "description": "

An assortment of small, variously-shaped tools needed to use the Pick Lock Skill without penalty. 

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

@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.mBtIPoWNpXwAS5Yl]{Thief}

" }, "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}" }, "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}" }, "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}" }, "An Invitation": { "name": "An Invitation", "description": "

You spin one of Ranald’s riddles concerning portals, and whether they exist if closed. A door, window, or hatch you target has one method of securing it undone — a lock unlocks, a latch unlatches, a rope unties. For every +2 SL you may target another method of securing the door, window, or hatch.

" }, "Cat's Eyes": { "name": "Cat's Eyes", "description": "

Does anything exist that cannot be seen? You riddle with Ranald, who sends a Divine Servant in the form of a cat as an answer. The cat looks like and has the capabilities of a normal cat, but cannot be harmed in any way. While the Miracle is in effect, you perceive everything the cat perceives — sight, sound, touch — and control its movement. Your senses are as sharp as a cat’s, but you do not have access to any of your own sense-enhancing Talents such as Night Vision. While the Miracle is in effect, you cannot perceive anything through your own senses, leaving you vulnerable.

" }, "You Ain’t Seen Me, Right?": { "name": "You Ain’t Seen Me, Right?", "description": "

You spin a complex conundrum concerning the reality of that which is unperceived. Targets affected by this Miracle may pass unnoticed and remarked, providing they do nothing to draw attention to themselves, such as touching, attacking, calling out to someone, casting a spell, or making a loud noise. You may only invoke this Miracle if no-one is looking directly at you.

", "effects": { "You Ain’t Seen Me, Right?": { "name": "You Ain’t Seen Me, Right?" } } } } }, "Diseased Clanrat": { "name": "Diseased Clanrat", "description": "

The Clanrats of Blightskab’s Plaguepack are not true devotees of plague, and whilst they are led into battle by a Plague Priest, they are not themselves Plague Monks. Nevertheless, Blightskab’s infectious example has spread to the lesser rats, and they fight with more ferocity and tenacity than regular Clanrats.

", "items": { "Light Armour": { "name": "Light Armour" }, "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}" }, "Combat Reflexes": { "name": "Combat Reflexes", "description": "

You react like a flash of lightning. Add 10 to your Initiative for each level in this Talent when determining Combat Initiative.

", "effects": { "Combat Reflexes": { "name": "Combat Reflexes" } } }, "Resolute": { "name": "Resolute", "description": "You launch into attacks with grim determination. Add your level of Resolute to your Strength Bonus when you Charge.", "effects": { "Resolute": { "name": "Resolute" } } }, "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" } } }, "Disease": { "name": "Disease", "description": "

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

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

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

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

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

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

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

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

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

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" }, "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}" } } }, "Ingrid Sasslewort": { "name": "Ingrid Sasslewort", "items": { "Walking Stick": { "name": "Walking Stick" }, "Dried Goblin Meat": { "name": "Dried Goblin Meat" }, "Athletics": { "name": "Athletics", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" }, "Lore (Middle Mountains)": { "name": "Lore (Middle Mountains)", "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}" }, "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" } } }, "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!" } } }, "Blanket": { "name": "Blanket", "description": "

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

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

@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.EYkvtokq0FXlFaPa]{Villager}

" }, "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}" }, "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}" }, "Club": { "name": "Club" }, "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" } } }, "qj7VtcP8LWWstDm2": { "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" } } } } }, "Bartog The Naff": { "name": "Bartog The Naff", "items": { "Dodge": { "name": "Dodge", "description": "

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

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

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" }, "Tunnel Rat": { "name": "Tunnel Rat", "description": "You are at home in tunnels, sewers, and other underground environments. When using Stealth in an underground 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 others.", "effects": { "Tunnel Rat": { "name": "Tunnel Rat" } } }, "Enclosed Fighter": { "name": "Enclosed Fighter", "description": "You have learned to make the most benefit out of fighting in enclosed spaces. You ignore penalties to Melee caused by confined spaces such as tunnels, the frontline, small fighting pits, and similar, and can use the Dodge Skill, even if it would normally be disallowed due to lack of space.", "effects": { "Enclosed Fighter": { "name": "Enclosed Fighter" } } }, "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.

" }, "Sword": { "name": "Sword" }, "Shield": { "name": "Shield" }, "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" } } }, "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}" } } }, "Warlord Kratz": { "name": "Warlord Kratz", "description": "

Kratz is a burly Skaven with grizzled piebald fur, a scarred snout and a beaten expression. He has been stripped down to rags. He is fastened to the throne with a barbed chain, but he stands out as more powerful than most other Skaven in Karak Skygg. His eyes remain alert and intense. Although he flatters and complements the Warlock Engineers on the platform above, he does not look especially subservient. 

", "items": { "Ragged loincloth": { "name": "Ragged loincloth" }, "Language (Reikspiel)": { "name": "Language (Reikspiel)", "description": "

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

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

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

" }, "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 } } } }, "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 } } } }, "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" } } }, "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" } } }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Brass Penny": { "name": "Brass Penny" }, "Barbed Chain": { "name": "Barbed Chain" } } }, "Weapon Crew": { "name": "Weapon Crew", "description": "

Many of Clan Skryre’s Clanrats are trained in the use of their inventive and frightening machineries of destruction. They typically benefit from some extra training, and crudely forged heavy armour. Most of the Weapon Crews encountered in The Horned Rat are either equipped with 3 @Item[YnFYheNBrpDmDtZ3]{Poisoned Wind Globe}, or formed into teams of two, equipped with a @Item[lP0b4ATxULZBpIvD]{Warplock Jezzail} and a @Item[3IRcfokn2qQtZEST]{Pavise}.

", "items": { "Helmet": { "name": "Helmet" }, "Heavy Armour": { "name": "Heavy Armour" }, "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}" }, "Melee (grinder)": { "name": "Melee (grinder)", "description": "

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

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

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

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

" }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Brass Penny": { "name": "Brass Penny" }, "Sword": { "name": "Sword" } } }, "Degni Rulsson": { "name": "Degni Rulsson", "items": { "Pouches filled with blackpowder": { "name": "Pouches filled with blackpowder" }, "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}" }, "Language (Classical, Khazalid)": { "name": "Language (Classical, Khazalid)", "description": "

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

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

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

", "effects": { "Night Vision": { "name": "Night Vision" } } }, "Read/Write": { "name": "Read/Write", "description": "You are one of the rare literate individuals in the Old World. You are assumed to be able to read and write (if appropriate) all of the Languages you can speak." }, "Resolute": { "name": "Resolute", "description": "You launch into attacks with grim determination. Add your level of Resolute to your Strength Bonus when you Charge.", "effects": { "Resolute": { "name": "Resolute" } } }, "Sturdy": { "name": "Sturdy", "description": "You have a brawny physique, or are very used to carrying things. Increase the number of Encumbrance Points you can carry by your Sturdy level x 2", "effects": { "Sturdy": { "name": "Sturdy" } } }, "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" } } }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Brass Penny": { "name": "Brass Penny" }, "Master Engineer": { "name": "Master Engineer", "description": "

@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.hVKMI3xwuUpO3P6c]{Engineer}

" }, "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}" }, "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}" }, "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" }, "Hammer": { "name": "Hammer" }, "Guild License": { "name": "Guild License", "description": "

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

" }, "Trade Tools": { "name": "Trade Tools", "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. 

" }, "LdBctiiewbrFLkf8": { "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" } } }, "IIUpIMIjDBxqvE7X": { "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" } } }, "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" } } } } }, "Malnourished Night Goblin": { "name": "Malnourished Night Goblin", "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}" }, "Stealth (Underground)": { "name": "Stealth (Underground)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" }, "Tunnel Rat": { "name": "Tunnel Rat", "description": "You are at home in tunnels, sewers, and other underground environments. When using Stealth in an underground 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 others.", "effects": { "Tunnel Rat": { "name": "Tunnel Rat" } } }, "Enclosed Fighter": { "name": "Enclosed Fighter", "description": "You have learned to make the most benefit out of fighting in enclosed spaces. You ignore penalties to Melee caused by confined spaces such as tunnels, the frontline, small fighting pits, and similar, and can use the Dodge Skill, even if it would normally be disallowed due to lack of space.", "effects": { "Enclosed Fighter": { "name": "Enclosed Fighter" } } }, "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" } } }, "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" } } }, "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.

" }, "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" }, "Shield": { "name": "Shield" }, "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}" } } }, "Gotthard Wallenstein": { "name": "Gotthard Wallenstein", "items": { "Ginger Fig": { "name": "Ginger Fig" }, "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}" }, "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}" }, "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 (Slaanesh)": { "name": "Lore (Slaanesh)", "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}" }, "Play (Harpsichord)": { "name": "Play (Harpsichord)", "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}" }, "Sleight of Hand": { "name": "Sleight of Hand", "description": "

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

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

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

\n

 

\n

The apparent threat obsesses you, the hidden one possesses you

" }, "Embezzle": { "name": "Embezzle", "description": "

You are skilled at skimming money from your employers without being detected. Whenever you secure money when Earning (during play or performing an Income Endeavour), you may attempt an Opposed Intelligence Test with your employer (assuming you have one). If you win, you skim 2d10 + SL brass pennies, 1d10 + SL silver shillings, or 1 + SL gold crowns (depending upon the size of the business in question, as determined by the GM) without being detected. If your employer wins by 6+ SL, you gain the money, but your embezzling is detected; what then happens is left to the GM. Any other result means you have failed to embezzle any money.

", "effects": { "Embezzle": { "name": "Embezzle" } } }, "Etiquette (Criminals, Guilders, Nobles)": { "name": "Etiquette (Criminals, Guilders, 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" } } }, "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." }, "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" } } }, "Mental Corruption": { "name": "Mental Corruption", "description": "

The creature has Chaos on the mind. Roll on the @Table[mutatemental]{Mental Corruption Table}

", "effects": { "Mental Corruption": { "name": "Mental Corruption" } } }, "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.

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}" }, "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}" }, "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}" }, "d10 Candles": { "name": "d10 Candles", "description": "

Provides illumination for 10 yards when lit.

" }, "Moonflower": { "name": "Moonflower", "description": "

This tranquilizer is a dried moss which grows only on leaves in the Laurelorn forest. Elves use Moonflower to treat Black Plague, granting a bonus of +30 to any associated Tests for Elves to resist the disease, otherwise it has no effect on their species. Others can inhale vapors from boiling the moss and if they fail a Very Hard (–30) Willpower Test will gain an Unconscious Condition; if passed, they receive a bonus of +20 to Cool Tests and gain a Fatigued Condition. Moonflower is used by the most expensive Physicians as an anesthetic. Duration: 1d10+5 hours.

" }, "Weirdroot": { "name": "Weirdroot", "description": "

One of the most common street-drugs in the Empire, Weirdroot is chewed, bringing a sense of euphoria and pleasant hallucinations, which some suggest may be connected to the Winds of Magic. The drug gives a +10 bonus to Toughness and Willpower Tests, but a penalty of –10 to Agility, Initiative, and Intelligence Tests. Duration: Active when chewed plus an additional [[/r 1d10 * 10]] minutes.

", "effects": { "Weirdroot": { "name": "Weirdroot" }, "Take Weirdroot": { "name": "Take Weirdroot" } } }, "Disguise Kit": { "name": "Disguise Kit", "description": "

Contains enough props for four disguises (e.g. wigs and make-up) and also materials for changing your appearance used by those with the Entertain (Acting) Skill (e.g. wax, fake blood, and prosthetics).

" }, "Fine or Shabby Clothing, depending on context": { "name": "Fine or Shabby Clothing, depending on context" }, "Merchant": { "name": "Merchant", "description": "

@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.h7GdfctKdjWL0Ejp]{Merchant}

" }, "Rapier": { "name": "Rapier" }, "1d10 Ranald's Delight": { "name": "1d10 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" } } } } }, "Valeria Roth": { "name": "Valeria Roth", "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}" }, "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}" }, "Evaluate": { "name": "Evaluate", "description": "

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

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

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

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

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

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

\n

 

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

Career Level

\n
\n

Bonus Money per time the Talent is taken

\n
\n

1

\n
\n

+2d10 brass pennies

\n
\n

2

\n
\n

+1d10 silver shillings

\n
\n

\n
\n

+2d10 silver shillings

\n
\n

4

\n
\n

+1 gold crown

\n
\n
\n

 

\n

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

", "effects": { "Criminal": { "name": "Criminal" } } }, "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 wishes granted in the most horrible way" }, "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" } } }, "Savvy": { "name": "Savvy", "description": "You gain a permanent +5 bonus to your starting Intelligence Characteristic (this does not count towards your Advances).", "effects": { "Savvy": { "name": "Savvy", "changes": { "system.characteristics.int.initial": 5 } } } }, "Suave": { "name": "Suave", "description": "You gain a permanent +5 bonus to your starting Fellowship Characteristic (this does not count towards your Advances).", "effects": { "Suave": { "name": "Suave", "changes": { "system.characteristics.fel.initial": 5 } } } }, "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" } } }, "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)

" }, "Tinderbox": { "name": "Tinderbox" }, "Storm Lantern": { "name": "Storm Lantern", "description": "

Shutters protect the flame from wind, and also enable the light to be directed in a 90° arc or darkened altogether. Provides illumination for 20 yards, or 30 when targeted.

", "effects": { "Storm Lantern": { "name": "Storm Lantern" } } }, "Gold Crown": { "name": "Gold Crown" }, "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}" }, "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}" }, "Smuggler": { "name": "Smuggler", "description": "

@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.FqhOxcvai4ROvhXB]{Smuggler}

" }, "Cart": { "name": "Cart", "description": "

One driver and one draft animal required.

" }, "38 Barrels of poor quality ale": { "name": "38 Barrels of poor quality ale", "description": "

Capacity: 32 gallons of liquid.

\n

 

" }, "2 Barrels of gunpowder": { "name": "2 Barrels of gunpowder", "description": "

Capacity: 32 gallons of liquid.

\n

 

" }, "Leather Jack": { "name": "Leather Jack" }, "Sword": { "name": "Sword" }, "Mule": { "name": "Mule", "description": "

Horse trained for war.

" } } }, "Tiktik the Tally Rat": { "name": "Tiktik the Tally Rat", "items": { "Animal Care": { "name": "Animal Care", "description": "

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

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

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

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

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

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

", "effects": { "Surgery": { "name": "Surgery" } } }, "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" } } }, "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.

" }, "Disease": { "name": "Disease", "description": "

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

", "effects": { "Disease": { "name": "Disease" } } }, "Infected": { "name": "Infected", "description": "

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

", "effects": { "Infected": { "name": "Infected" } } }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Brass Penny": { "name": "Brass Penny" }, "Corrupted": { "name": "Corrupted", "description": "

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

", "effects": { "Corruption": { "name": "Corruption" } } }, "Sword": { "name": "Sword" }, "Man Catcher": { "name": "Man Catcher" }, "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}" }, "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}" } } }, "Palanquin Guards": { "name": "Palanquin Guards", "description": "

@Actor[KFH0AfMtMRGNUU3b]{Skrittar’s} palanquin guards are among the most loyal Skaven in the Under-Empire, which admittedly is not saying much. Still, they know that their continued privileges and good fortune rely on Skrittar remaining alive, and so take their duty seriously.

", "items": { "Heavy Armour": { "name": "Heavy Armour" }, "Melee (Basic)": { "name": "Melee (Basic)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "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" } } }, "Enclosed Fighter": { "name": "Enclosed Fighter", "description": "You have learned to make the most benefit out of fighting in enclosed spaces. You ignore penalties to Melee caused by confined spaces such as tunnels, the frontline, small fighting pits, and similar, and can use the Dodge Skill, even if it would normally be disallowed due to lack of space.", "effects": { "Enclosed Fighter": { "name": "Enclosed Fighter" } } }, "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" } } }, "Tunnel Rat": { "name": "Tunnel Rat", "description": "You are at home in tunnels, sewers, and other underground environments. When using Stealth in an underground 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 others.", "effects": { "Tunnel Rat": { "name": "Tunnel Rat" } } }, "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" } } }, "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" } } }, "Infected": { "name": "Infected", "description": "

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

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

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

" }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Brass Penny": { "name": "Brass Penny" }, "Warp-Cursed Blade": { "name": "Warp-Cursed Blade", "description": "

The swords carried by Skrittar’s bodyguards have been ensorcelled by his malign magics and give off a lambent green fire. They count as Hand Weapons, but they also possess the Damaging and Impale Qualities.

" }, "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}" } } }, "Max the Racketeer": { "name": "Max the Racketeer", "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}" }, "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 (Brawling)": { "name": "Melee (Brawling)", "description": "

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

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

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

So close, yet so far" }, "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" } } }, "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[Compendium.wfrp4e-core.journals.sLomXnc8R8518cWN.JournalEntryPage.oAPLajkv4l9IlRzO]{Encumbrance}) equal to your level of Strong Back.

", "effects": { "Strong Back": { "name": "Strong Back" } } }, "Very Strong": { "name": "Very Strong", "description": "You gain a permanent +5 bonus to your starting Strength Characteristic (this does not count towards your Advances).", "effects": { "Very Strong": { "name": "Very Strong", "changes": { "system.characteristics.s.initial": 5 } } } }, "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 } } } }, "Leather Jack": { "name": "Leather Jack" }, "Dagger": { "name": "Dagger" }, "Knuckledusters": { "name": "Knuckledusters" }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Brass Penny": { "name": "Brass Penny" }, "Racketeer": { "name": "Racketeer", "description": "

@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.Z5QPZbUR3h422ozo]{Racketeer}

" }, "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}" }, "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}" }, "Crossbow": { "name": "Crossbow" }, "Sword": { "name": "Sword" }, "Bolt": { "name": "Bolt" } } }, "Siegfried Prunkvoll": { "name": "Siegfried Prunkvoll", "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}" }, "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}" }, "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}" }, "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}" }, "Play (Harpsichord)": { "name": "Play (Harpsichord)", "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}" }, "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.

\n

 

\n

A misadventure in plain sight of Wolfenburg’s walls

" }, "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." }, "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" } } }, "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 } } } }, "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.

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}" }, "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}" }, "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}" }, "Leather Jack": { "name": "Leather Jack" }, "Leather Leggings": { "name": "Leather Leggings" }, "Leather Skullcap": { "name": "Leather Skullcap" }, "Mail Coat": { "name": "Mail Coat" }, "Mail Coif": { "name": "Mail Coif", "effects": { "Mail Coif": { "name": "Mail Coif" } } }, "Mail Chausses": { "name": "Mail Chausses" }, "Magical Plate Breastplate": { "name": "Magical Plate Breastplate" }, "Magical Plate Helm": { "name": "Magical Plate Helm", "effects": { "Plate Helm": { "name": "Plate Helm" } } }, "Magical Plate Leggings": { "name": "Magical Plate Leggings", "effects": { "Plate Leggings": { "name": "Plate Leggings" } } }, "Magical Plate Bracers": { "name": "Magical Plate Bracers" }, "First Knight": { "name": "First Knight", "description": "

@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.L3YNSsFKnqrqcmTn]{Knight}

" }, "uPTrrZAACyzhuQfc": { "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" } } } } }, "Clan Mange Slave Master": { "name": "Clan Mange Slave Master", "items": { "Mantrap": { "name": "Mantrap" }, "Athletics": { "name": "Athletics", "description": "

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

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.fmMkUHUwOPwex8mj caption=false]{Set Trap}" }, "Track": { "name": "Track", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.EWHNXyzDLPBpoVxK caption=false]{Track}" }, "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 } } } }, "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 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" } } }, "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.

" }, "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" } } }, "Hand Weapon": { "name": "Hand Weapon" }, "Leather Jerkin": { "name": "Leather Jerkin" }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Brass Penny": { "name": "Brass Penny" }, "Sling": { "name": "Sling" }, "Lead Bullet": { "name": "Lead Bullet" }, "Rope": { "name": "Rope" }, "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}" }, "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}" }, "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}" }, "Man-trap": { "name": "Man-trap", "description": "

A man-trap consists of two spiked, semi-circular jaws that spring up when a victim steps on a pressure plate between them; they bite into the victim’s lower leg causing severe injury, and can only be opened on a successful Difficult (–10) Strength Test. The trap is chained to a stake, driven into the ground nearby, so that its victim is effectively captured as well as wounded.

\n

When it is placed, the GM should note the result of the Set Trap Test, and use it to oppose the Perception Tests of any potential 

\n

* The trap is not wielded and can only attack someone who steps on it. There is no roll to hit — this is resolved using a Set Trap Test above.

\n

† Leg hits only: equal chance of either leg unless circumstances dictate otherwise.

\n

‡ If the trap was chained down, the victim is held in place until freed. If not, a hit causes one @Condition[Entangled] Condition because of its weight. This Condition can only be removed by freeing the victim from the trap.

" } } }, "The Akoustikk Ratty": { "name": "The Akoustikk Ratty", "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" } } }, "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": { "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" } } }, "Ungol Horse Archers": { "name": "Ungol Horse Archers", "description": "

Scarred, weatherbeaten mercenaries, their bristling moustaches and fierce countenances make them intimidating, but @Actor[lRSRPvsV4jJlJua5]{Tylik’s} men are quite friendly. They are also bored, and eager for anything to distract them from the monotony of the picket.

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

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" }, "Melee (Basic, Cavalry)": { "name": "Melee (Basic, 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 (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}" }, "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" } } }, "Trick Riding": { "name": "Trick Riding", "description": "You are capable of amazing feats of agility on horseback. You can use any of your Performer Skills and unmodified Dodge skill when on horseback. Further, when mounted, you can make your Move at the start of the Round instead of on your Turn.", "effects": { "Trick Riding": { "name": "Trick Riding" } } }, "Dagger": { "name": "Dagger" }, "Lance": { "name": "Lance" }, "Light Warhorse": { "name": "Light Warhorse" }, "Sword": { "name": "Sword" }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Brass Penny": { "name": "Brass Penny" }, "Arrow": { "name": "Arrow", "description": "

" }, "Bow": { "name": "Bow" }, "Plate Breastplate": { "name": "Plate Breastplate" }, "Leather Jack": { "name": "Leather Jack" }, "Saddle and Tack": { "name": "Saddle and Tack" } }, "effects": { "Encumbrance 1": { "name": "Encumbrance 1" } } }, "Willus Habicht": { "name": "Willus Habicht", "items": { "Picket Accounts": { "name": "Picket Accounts" }, "Animal Care": { "name": "Animal Care", "description": "

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

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

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

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

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

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

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

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

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

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

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

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

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

Either a rich servant or a poor thief" }, "Embezzle": { "name": "Embezzle", "description": "

You are skilled at skimming money from your employers without being detected. Whenever you secure money when Earning (during play or performing an Income Endeavour), you may attempt an Opposed Intelligence Test with your employer (assuming you have one). If you win, you skim 2d10 + SL brass pennies, 1d10 + SL silver shillings, or 1 + SL gold crowns (depending upon the size of the business in question, as determined by the GM) without being detected. If your employer wins by 6+ SL, you gain the money, but your embezzling is detected; what then happens is left to the GM. Any other result means you have failed to embezzle any money.

", "effects": { "Embezzle": { "name": "Embezzle" } } }, "Etiquette (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" } } }, "Flee!": { "name": "Flee!", "description": "When your life is on the line you are capable of impressive bursts of speed. Your Movement Attribute counts as 1 higher when Fleeing.", "effects": { "Flee!": { "name": "Flee!" } } }, "Read/Write": { "name": "Read/Write", "description": "You are one of the rare literate individuals in the Old World. You are assumed to be able to read and write (if appropriate) all of the Languages you can speak." }, "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" } } }, "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" } } }, "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}" }, "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}" }, "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}" }, "Attendant": { "name": "Attendant", "description": "

@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.iYnopOFkz5L6hljq]{Servant}

" }, "House Kärzburdger Livery": { "name": "House Kärzburdger Livery" }, "Pouch": { "name": "Pouch" }, "Hidden Stash": { "name": "Hidden Stash" }, "G9OZ5LncE50zkJs3": { "name": "Gold Crown" }, "UWegobgI9ZmrZb9O": { "name": "Silver Shilling" }, "YlJBU35Ckj8tKmxC": { "name": "Brass Penny" } } }, "Felix von Rosam": { "name": "Felix von Rosam", "description": "

 Senior Jade Sceptre Cultist

\n

Felix has a cherubic, friendly expression and no hair on his head or face — he could be anywhere between 30 and 50. He is a gourmand who spends excessive amounts on the finest delicacies.

\n

The scroll allows Felix to cast @UUID[Compendium.wfrp4e-core.items.2fBaYkBsPZzxNSNj]{Aquiesecence} on anyone within 6 yd, before it burns up in a pale-blue flame.

", "items": { "Magical Scroll (Aura of Acquiescence)": { "name": "Magical Scroll (Aura of Acquiescence)", "description": "

The scroll allows Felix to cast @UUID[Compendium.wfrp4e-core.items.2fBaYkBsPZzxNSNj]{Aquiesecence} on anyone within 6 yd, before it burns up in a pale-blue flame.

" }, "small tin of honeyed lark’s tongues": { "name": "small tin of honeyed lark’s tongues" }, "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}" }, "Intimidate": { "name": "Intimidate", "description": "

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

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

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.X2FppoPGuEwJKssM caption=false]{Secret Signs}" }, "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" } } }, "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.

" }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Brass Penny": { "name": "Brass Penny" }, "Sword": { "name": "Sword" }, "Jade Sceptre Amulet": { "name": "Jade Sceptre Amulet" }, "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}" }, "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}" }, "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}" } } }, "Scourge Rider": { "name": "Scourge Rider", "items": { "Animal Care": { "name": "Animal Care", "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" }, "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}" }, "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}" }, "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}" }, "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" } } }, "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": { "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" } } }, "Hand Weapon": { "name": "Hand Weapon" }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Brass Penny": { "name": "Brass Penny" }, "Mail Coat": { "name": "Mail Coat" }, "Riding Horse": { "name": "Riding Horse", "description": "

@UUID[Compendium.wfrp4e-eis.actors.QhEFgUrPzF2NNWoS]{Light Warhorse} (aka Hobby)

Carrying Capacity: 18

" }, "Saddle and Tack": { "name": "Saddle and Tack" }, "Pistol": { "name": "Pistol" }, "Bullet and Powder": { "name": "Bullet and Powder" }, "Entertain": { "name": "Entertain", "description": "

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Great Eagles are the largest birds of prey in the Empire. With razor-sharp talons and a wingspan that measures over 30 ft, these birds are alarming predators. They are an ancient race, and have dwelled in the mountains of the Old World since long before the coming of Humans. Most of them nest in the Grey Mountains, though a few live along the Worlds Edge range and a handful in the Middle Mountains.

\n

They are exceedingly intelligent, and a few of their elders are even rumoured to be capable of speaking the Elvish tongue. In any case, they are well-disposed to Wood Elves in particular. Their vision is so acute they can clearly see the movements of ground animals from up to 3 miles away. They have been known to stoop from great heights, striking a hapless victim like a thunderbolt before they are even aware of the danger.

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

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

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

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

\n

 

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

Size

\n
\n

 Examples

\n
\n

Tiny

\n
\n

Butterfly, Mouse, Pigeon

\n
\n

Little

\n
\n

Cat, Hawk, Human Baby

\n
\n

Small

\n
\n

Giant Rat, Halfling, Human Child

\n
\n

Average

\n
\n

Dwarf, Elf, Human

\n
\n

Large

\n
\n

Horse, Ogre, Troll

\n
\n

Enormous

\n
\n

Griffon, Wyvern, Manticore

\n
\n

Monstrous

\n
\n

Dragon, Giant, Greater Daemon

\n
\n
\n

 

\n

Using Size

\n

 

\n

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

\n

 

\n

 

\n

Size Combat Modifers

\n

If larger:

\n\n\n

 

\n

If smaller:

\n

• It gains a bonus of +10 to hit.

\n

 

\n

Defending Against Big Creatures

\n

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

\n

 

\n\n

Fear and Terror

\n

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

\n

 

\n

Moving in Combat

\n

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

\n

 

\n

Opposed Strength

\n

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

\n

 

\n

Stomp

\n

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

\n

 

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

Size

\n
\n

Wounds

\n
\n

Tiny

\n
\n

1

\n
\n

Little

\n
\n

Toughness Bonus

\n
\n

Small

\n
\n

(2×Toughness Bonus) + Willpower Bonus

\n
\n

Average

\n
\n

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

\n
\n

Large

\n
\n

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

\n
\n

Enormous

\n
\n

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

\n
\n

Monstrous

\n
\n

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

\n
\n
", "effects": { "Size": { "name": "Size" } } }, "RhPl3VmQTVKbdQGS": { "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" } } }, "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 } } } }, "Territorial": { "name": "Territorial", "description": "

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

" }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Brass Penny": { "name": "Brass Penny" }, "2 x Claws": { "name": "2 x 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)

" }, "Beak": { "name": "Beak", "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)

" }, "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" } } }, "Fearless": { "name": "Fearless", "description": "

You are either brave enough or crazy enough that fear of certain enemies has become a distant memory. With a single Average (+20) Cool Test, you may ignore any Intimidate, Fear, or Terror effects from the specified enemy when encountered. Typical enemies include Beastmen, Greenskins, Outlaws, Vampires, Watchmen, and Witches.

", "effects": { "Fearless": { "name": "Fearless" } } } } }, "Sister Anais Nuhn": { "name": "Sister Anais Nuhn", "items": { "Animal Care": { "name": "Animal Care", "description": "

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

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

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

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

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

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

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

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

Trust is thy fever" }, "Fast Hands": { "name": "Fast Hands", "description": "You can move your hands with surprising dexterity. Bystanders get no passive Perception Tests to spot your use of the Sleight of Hand Skill, instead they only get to Oppose your Sleight of Hand Tests if they actively suspect and are looking for your movements. Further, attempts to use Melee (Brawling) to simply touch an opponent gain a bonus of +10 ' your level in Fast Hands.", "effects": { "Fast Hands": { "name": "Fast Hands" } } }, "Flee!": { "name": "Flee!", "description": "When your life is on the line you are capable of impressive bursts of speed. Your Movement Attribute counts as 1 higher when Fleeing.", "effects": { "Flee!": { "name": "Flee!" } } }, "Read/Write (Reikspiel)": { "name": "Read/Write (Reikspiel)", "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" }, "Stealth (Urban)": { "name": "Stealth (Urban)", "description": "

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

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

" }, "Thief": { "name": "Thief", "description": "

@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.mBtIPoWNpXwAS5Yl]{Thief}

" }, "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}" }, "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}" }, "Navigation": { "name": "Navigation", "description": "

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

Von Talg is the very model of an eccentric Imperial Engineer, with monocle and moustaches in place. But there’s something off about him — his clothes are  tattered and he wears a Yellow Fang patch stitched to his doublet. In conversation, he twitches and sniffs, as if he’s emulating the Skaven he admires so much.  Hermann von Talg was dismissed from the @UUID[Compendium.wfrp4e-altdorf.journals.85UN6bKPTfGEBtBb.JournalEntryPage.HYkHeQZtD2AML3oG]{Imperial Engineer’s School} in Altdorf for his dangerous experiments with pressurised steam. After a series of failed employments, he became aware of Clan Skryre and fell in love. He’s completely devoted to the innovative, no-holds-barred inventiveness of the Skaven, and thinks @Actor[UUYKmNFjiMe4hw4j]{Maliss} is the greatest genius in history.

", "items": { "Worn burgher finery": { "name": "Worn burgher finery" }, "Leather apron": { "name": "Leather apron" }, "Goggles": { "name": "Goggles" }, "Tools": { "name": "Tools" }, "Moonbreaker schematic": { "name": "Moonbreaker schematic" }, "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 (Classical)": { "name": "Language (Classical)", "description": "

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

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

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.jmFSm7UvmHEq52iu caption=false]{Trade}" }, "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" } } }, "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." }, "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" } } }, "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" } } }, "Orientation": { "name": "Orientation", "description": "You have an instinctual feel for direction. You automatically know which direction is north with a glimpse at the stars, trees, or whatever other signs you are familiar with.", "effects": { "Orientation": { "name": "Orientation" } } }, "Very 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 } } } }, "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" }, "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}" }, "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}" } } }, "Dricht Skuttlespite": { "name": "Dricht Skuttlespite", "items": { "Dizzying Array of Lethal Substances": { "name": "Dizzying Array of Lethal Substances", "description": "

Dricht makes extensive use of poisons with his crossbow bolts. The following are two of his favourites — the first of which he will certainly try to use to coax the truth out of one or more of the Characters.

@UUID[.5qqHSiTKxslfsOll]{Foolmaker}

@UUID[.XVxydxOICm7SbC2V]{Dark Kiss}

" }, "Wounded Entitlement": { "name": "Wounded Entitlement" }, "Foolmaker": { "name": "Foolmaker", "description": "

A rare substance made by combining various chemical extracts, scorpion venom, and hallucinogenic mushroom spores. Anyone that takes damage from a bolt treated with Foolmaker must make a Hard (–20) Endurance Test or immediately roll on the @Table[stinking-drunk]{Stinking Drunk} chart and apply the resulting effect. Additionally, any time they are asked a question, they must make a Difficult (–10) Willpower Test or uncontrollably blurt out an honest answer. Both effects last a number of rounds equal to 10 – Toughness Bonus. Further doses force them to roll again on the chart and extend the duration.

" }, "Dark Kiss": { "name": "Dark Kiss", "description": "

A poison made from the spittle of a sea serpent. Anyone that takes damage from a bolt coated in Dark Kiss must make a Difficult (–10) Endurance Test or suffer 3 more Wounds that ignore Armour and Toughness.

" }, "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}" }, "Ranged (Crossbow)": { "name": "Ranged (Crossbow)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.jJYOiSQNgC9v7cM5 caption=false]{Ranged}" }, "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" } } }, "PdnWWJLQlloeZ94t": { "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" } } }, "Combat Master": { "name": "Combat Master", "description": "

Your accumulated years of combat experience allow you to keep lesser fighters at bay. For each level in this Talent, you count as one more person for the purposes of determining if one side out numbers the other. This Talent only comes into play when you are out-numbered.

" }, "Combat Reflexes": { "name": "Combat Reflexes", "description": "

You react like a flash of lightning. Add 10 to your Initiative for each level in this Talent when determining Combat Initiative.

", "effects": { "Combat Reflexes": { "name": "Combat Reflexes" } } }, "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" } } }, "Sure Shot": { "name": "Sure Shot", "description": "

You know how to find the weak spots in a target’s armor. When you hit a target with a Ranged weapon, you may ignore Armor Points equal to your Sure Shot level.

", "effects": { "Sure Shot": { "name": "Sure Shot" } } }, "tEtUYNkaKmDoQwX7": { "name": "Sure Shot", "description": "

You know how to find the weak spots in a target’s armor. When you hit a target with a Ranged weapon, you may ignore Armor Points equal to your Sure Shot level.

", "effects": { "Sure Shot": { "name": "Sure Shot" } } }, "Tunnel Rat": { "name": "Tunnel Rat", "description": "You are at home in tunnels, sewers, and other underground environments. When using Stealth in an underground 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 others.", "effects": { "Tunnel Rat": { "name": "Tunnel Rat" } } }, "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.

" }, "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" } } }, "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" } } }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Brass Penny": { "name": "Brass Penny" }, "Crossbow Pistol": { "name": "Crossbow Pistol" }, "jkIknWmYQxCCBG66": { "name": "Crossbow Pistol" } } }, "Red Shield Mercenary": { "name": "Red Shield Mercenary", "description": "

These mercenaries spend most of their time robbing prospectors and unwary travellers in the foothills of the Middle Mountains. Their leader, Jurgen Muntz, has pulled together a loose assembly of former soldiers who are reasonably competent with sword and bow. The Company is based in Bergsburg. There are only nine men in Middenheim, hired by @Actor[WkrLGgu5qPHzUFiB]{Kalzbad} to act as lookouts, bodyguards and protection on the road east.

\n

None of the mercenaries are cultists. If they discover that @Actor[WkrLGgu5qPHzUFiB]{Kalzbad} is a follower of the Ruinous Powers, they leave him.

", "items": { "Athletics": { "name": "Athletics", "description": "

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

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

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

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

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" }, "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}" }, "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}" }, "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}" }, "Sword": { "name": "Sword" }, "Plate Open Helm": { "name": "Plate Open Helm", "effects": { "Plate Open Helm": { "name": "Plate Open Helm" } } }, "Bow": { "name": "Bow" }, "Arrow": { "name": "Arrow", "description": "

" }, "Grey and black clothing with Red Shield badge": { "name": "Grey and black clothing with Red Shield badge" } } }, "Brokenclaw": { "name": "Brokenclaw", "description": "

Brokenclaw, as a member of @UUID[JournalEntry.oXly0RXc3Z3vnVrH.JournalEntryPage.SJRe53QCz0UDC1Dn]{Clan Skryre}, carries and wears items made with the Skaven’s twisted form of science and alchemy. It has complex goggles, many tools, and devices designed to pick locks, or open contraptions. Brokenclaw’s fur is slick and seems always wet or oiled, and his left paw is mutated so that his over-large thumb is on the wrong side. Brokenclaw is an engineer, but also a master spy for the Grand Skreeductor, Zingetail. 

Brokenclaw is here to steal @Actor[UUYKmNFjiMe4hw4j]{Maliss’s} research and prevent the Moonbreaker from firing. Zingetail will not tolerate his rival’s success. For this reason, Brokenclaw is not above making a deal with the adventurers, if it means he can achieve his own goals without risking his own life.

", "items": { "Various tools, solvents and devices befitting a master spy": { "name": "Various tools, solvents and devices befitting a master spy" }, "Dodge": { "name": "Dodge", "description": "

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

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

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

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

You always hit an opponent right between the eyes… or wherever else you intended to hit. Instead of reversing the dice to determine which Hit Location is struck with your ranged weapons, you may pick a location.

", "effects": { "Deadeye Shot": { "name": "Deadeye Shot" } } }, "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" } } }, "Well-prepared": { "name": "Well-prepared", "description": "

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

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

The creature can see in the dark as daylight.

" }, "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" }, "Hand Weapon": { "name": "Hand Weapon" }, "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}" }, "Ranged (Dart Ejector)": { "name": "Ranged (Dart Ejector)", "description": "

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

" } } }, "Long-haired White Fancy Rat": { "name": "Long-haired White Fancy Rat", "items": { "Fancy": { "name": "Fancy", "description": "

" }, "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

" }, "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.

" }, "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 (Entertain, War)": { "name": "Trained (Entertain, War)" } } }, "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" } } }, "Britta": { "name": "Britta", "description": "

These toughs are freelance legbreakers, hired via @Actor[comd8h9fa4Kl0D4P]{Claudia’s} contacts with @UUID[Compendium.wfrp4e-middenheim.journals.Liw9HcyJnHbLZevz.JournalEntryPage.hPDxL1zqTubGKiVH]{Edam Gouda}. None are particularly innovative, and none would risk their neck to save another. Britta is 5’9” and has brown hair;

", "items": { "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}" }, "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" } } }, "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" } } }, "Leather Jack": { "name": "Leather Jack" }, "Knuckledusters": { "name": "Knuckledusters" }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Brass Penny": { "name": "Brass Penny" }, "Sword": { "name": "Sword" }, "Pouch": { "name": "Pouch" }, "2d10 Brass Penny": { "name": "2d10 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}" }, "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}" } } }, "Cliff Spider": { "name": "Cliff Spider", "description": "

This subspecies of @UUID[Compendium.wfrp4e-core.actors.VPVnyae6VHeD9cEP]{Giant Spider} lurks on steep mountainsides, relying on immobility and the camouflage of its mottled grey-black colouring to remain unseen. To the casual eye, the spider does not look very different from the boulders and scree among which it hunts its prey.

\n

The spider can sense prey within 40 yd, using a mixture of eyesight and ground vibration. Anything rabbit-sized or larger counts as prey. The spider moves with blinding speed, extruding a filament of sticky silk and flinging it with a hind leg almost like a lasso. If the blur of movement is seen, the target is permitted a Challenging (+0) Dodge Test to dodge the sticky missile: failure results in one @Condition[Entangled] Condition for each level of failure. The spider can reel a victim in from any distance in a single round. Other Characters may try to cut the silk, which requires a slashing blow from an edged weapon causing more than 5 points of Damage.

\n

Once the victim is reeled in, it will be dispatched with a venomous bite and the spider will take the body back to its cave lair for consumption. It will also retreat to its lair if its silk ‘lasso’ is cut.

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

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

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

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

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

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

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

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

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

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

\n

 

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

Size

\n
\n

 Examples

\n
\n

Tiny

\n
\n

Butterfly, Mouse, Pigeon

\n
\n

Little

\n
\n

Cat, Hawk, Human Baby

\n
\n

Small

\n
\n

Giant Rat, Halfling, Human Child

\n
\n

Average

\n
\n

Dwarf, Elf, Human

\n
\n

Large

\n
\n

Horse, Ogre, Troll

\n
\n

Enormous

\n
\n

Griffon, Wyvern, Manticore

\n
\n

Monstrous

\n
\n

Dragon, Giant, Greater Daemon

\n
\n
\n

 

\n

Using Size

\n

 

\n

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

\n

 

\n

 

\n

Size Combat Modifers

\n

If larger:

\n\n\n

 

\n

If smaller:

\n

• It gains a bonus of +10 to hit.

\n

 

\n

Defending Against Big Creatures

\n

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

\n

 

\n\n

Fear and Terror

\n

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

\n

 

\n

Moving in Combat

\n

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

\n

 

\n

Opposed Strength

\n

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

\n

 

\n

Stomp

\n

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

\n

 

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

Size

\n
\n

Wounds

\n
\n

Tiny

\n
\n

1

\n
\n

Little

\n
\n

Toughness Bonus

\n
\n

Small

\n
\n

(2×Toughness Bonus) + Willpower Bonus

\n
\n

Average

\n
\n

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

\n
\n

Large

\n
\n

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

\n
\n

Enormous

\n
\n

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

\n
\n

Monstrous

\n
\n

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

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

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

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

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

", "effects": { "Stride": { "name": "Stride" } } }, "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" } } }, "8D7DYPMLpiGNzHTo": { "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" } } }, "VBJV2h9O8qSSjOZw": { "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" } } }, "Clanrat": { "name": "Clanrat", "description": "

Skaven @Actor[CegfesYJax9LhoYz]{Clanrats} are poor warriors. They avoid direct combat whenever possible, and prefer to attack from hiding with as many of their kin as they can muster — to Skaven there is no such thing as a fair fight. After an attack, they may slink away at the earliest opportunity. In order to keep the Clanrats in line, they are sometimes led into battle by @Actor[rstpLmH4aSOfEAtb]{Clawleaders}, who happily kill any Skaven that refuse to fight. 

", "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}" }, "Melee (Polearm)": { "name": "Melee (Polearm)", "description": "

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

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

" }, "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}" }, "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}" }, "Spear": { "name": "Spear" }, "Leather Jack": { "name": "Leather Jack" }, "Leather Leggings": { "name": "Leather Leggings" }, "Leather Skullcap": { "name": "Leather Skullcap" }, "Sword": { "name": "Sword" } } }, "Mountain Cat": { "name": "Mountain Cat", "description": "

The Old World Wild Cat looks very much like the puma of our own world, with markings similar to those of a European wildcat: brown and black stripes on the body and face, with black tail rings. They stand 1.5 to 2 ft at the shoulder, and measure almost 6 ft from nose to tail. Mountain Cats are abundant in the Old World, living in forest and mountain areas away from Humans. They prey on@UUID[Compendium.wfrp4e-core.actors.oenbbB0PitRWUBfZ]{Giant Rats}, deer, and livestock from remote hill farms.

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

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

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

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

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

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

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

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

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

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

\n

 

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

Size

\n
\n

 Examples

\n
\n

Tiny

\n
\n

Butterfly, Mouse, Pigeon

\n
\n

Little

\n
\n

Cat, Hawk, Human Baby

\n
\n

Small

\n
\n

Giant Rat, Halfling, Human Child

\n
\n

Average

\n
\n

Dwarf, Elf, Human

\n
\n

Large

\n
\n

Horse, Ogre, Troll

\n
\n

Enormous

\n
\n

Griffon, Wyvern, Manticore

\n
\n

Monstrous

\n
\n

Dragon, Giant, Greater Daemon

\n
\n
\n

 

\n

Using Size

\n

 

\n

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

\n

 

\n

 

\n

Size Combat Modifers

\n

If larger:

\n\n\n

 

\n

If smaller:

\n

• It gains a bonus of +10 to hit.

\n

 

\n

Defending Against Big Creatures

\n

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

\n

 

\n\n

Fear and Terror

\n

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

\n

 

\n

Moving in Combat

\n

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

\n

 

\n

Opposed Strength

\n

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

\n

 

\n

Stomp

\n

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

\n

 

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

Size

\n
\n

Wounds

\n
\n

Tiny

\n
\n

1

\n
\n

Little

\n
\n

Toughness Bonus

\n
\n

Small

\n
\n

(2×Toughness Bonus) + Willpower Bonus

\n
\n

Average

\n
\n

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

\n
\n

Large

\n
\n

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

\n
\n

Enormous

\n
\n

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

\n
\n

Monstrous

\n
\n

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

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

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

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

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

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

" }, "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" } } }, "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" } } }, "C3o0nlLYwGfCFCCL": { "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.

" } } }, "Alfric ‘Half-Nose’ Anvilbreaker": { "name": "Alfric ‘Half-Nose’ Anvilbreaker", "items": { "Sharp Ears": { "name": "Sharp Ears" }, "Consume Alcohol": { "name": "Consume Alcohol", "description": "

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

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

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

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

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

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

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

\n

 

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

Career Level

\n
\n

Bonus Money per time the Talent is taken

\n
\n

1

\n
\n

+2d10 brass pennies

\n
\n

2

\n
\n

+1d10 silver shillings

\n
\n

\n
\n

+2d10 silver shillings

\n
\n

4

\n
\n

+1 gold crown

\n
\n
\n

 

\n

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

", "effects": { "Criminal": { "name": "Criminal" } } }, "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" } } }, "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" } } }, "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" } } }, "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" } } }, "Animosity": { "name": "Animosity", "description": "

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

\n

 

\n

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

\n

 

\n

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

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

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

", "effects": { "Hatred": { "name": "Hatred" } } }, "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.

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

" }, "Dagger": { "name": "Dagger" }, "Writing Kit": { "name": "Writing Kit" }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Brass Penny": { "name": "Brass Penny" }, "Art": { "name": "Art", "description": "

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

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

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

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

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

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

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

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

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

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

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

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

@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.VzMDRJtha7epNzuX]{Fence}

" }, "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" } } } } }, "Bhar’s Blue Horror": { "name": "Bhar’s Blue Horror", "description": "

The daemon is a surly creature with a dull, long suffering voice. It is not terribly pleased to be under the control of a human wizard, but in fact wouldn’t be any happier anywhere else. The daemon will attack all living beings, save @Actor[DXEQ6kiKpNGVcj4W]{Bhar} and @Actor[jgxJGa2BF4yyh1p7]{Theodor}.

", "items": { "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}" }, "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" } } }, "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)

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

" }, "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.

" } } }, "Stormvermin": { "name": "Stormvermin", "description": "

Stormvermin are stronger, better trained and equipped than @Actor[CegfesYJax9LhoYz]{Clanrats}, and their @Actor[nKWtxt0MYkFVVWG4]{Fangleaders} can be frightening opponents.

", "items": { "Athletics": { "name": "Athletics", "description": "

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

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

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

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" }, "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}" }, "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}" }, "Leather Jerkin": { "name": "Leather Jerkin" } } }, "Skavenslave": { "name": "Skavenslave", "items": { "Melee (Basic)": { "name": "Melee (Basic)", "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" } } }, "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.

" }, "Rags": { "name": "Rags" }, "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}" }, "Sword": { "name": "Sword" } } }, "Daemonic Wolf": { "name": "Daemonic Wolf", "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" } } }, "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" } } }, "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" } } }, "Breath (Blue Fire)": { "name": "Breath (Blue Fire)", "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" } } }, "Dark Vision": { "name": "Dark Vision", "description": "

The creature can see in the dark as daylight.

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

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

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

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

\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" } } }, "Ghostly Howl": { "name": "Ghostly Howl", "description": "

The creature can emit a chilling howl, capable of killing those who hear it. On its turn the creature can spend all its Advantage (minimum of 2), to unleash a hideous scream as a Free Attack.\r\rAll living targets within a number of yards equal to the creature’s Initiative immediately gain 3 Deafened Conditions and suffer 1d10 Wounds ignoring Toughness Bonus and Armor Points. Those affected must also pass an Average (+20) Endurance test or gain a Broken Condition.

", "effects": { "Ghostly Howl": { "name": "Ghostly Howl" } } }, "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" } } }, "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 } } } }, "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" } } }, "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 (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" } } }, "Flying Death Skull": { "name": "Flying Death Skull", "description": "

The skulls vary in appearance: some are bestial, some are merely distorted, and a few look entirely Human. They have no innate intelligence, but can be used to carry out the commands of a controlling spellcaster. 

\n

While still pleased with his creations, @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" } } } } }, "Young Wyvern": { "name": "Young Wyvern", "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

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

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

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

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

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\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" } } }, "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" }, "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" } } }, "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).

" } } }, "Mikhail": { "name": "Mikhail", "description": "

These toughs are freelance legbreakers, hired via @Actor[comd8h9fa4Kl0D4P]{Claudia’s} contacts with @UUID[Compendium.wfrp4e-middenheim.journals.Liw9HcyJnHbLZevz.JournalEntryPage.hPDxL1zqTubGKiVH]{Edam Gouda}. None are particularly innovative, and none would risk their neck to save another. Mikhail is 6’2”, both with black hair.

", "items": { "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}" }, "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" } } }, "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" } } }, "Leather Jack": { "name": "Leather Jack" }, "Knuckledusters": { "name": "Knuckledusters" }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Brass Penny": { "name": "Brass Penny" }, "Sword": { "name": "Sword" }, "Pouch": { "name": "Pouch" }, "2d10 Brass Penny": { "name": "2d10 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}" }, "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}" } } }, "Yellow Fang Cultist": { "name": "Yellow Fang Cultist", "description": "

@UUID[JournalEntry.VQnLCPCECyNBqnOL]{The Yellow Fang}

", "items": { "Vial of Skaven Musk": { "name": "Vial of Skaven Musk" }, "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}" }, "MsNgZjTTUF5Ytsr5": { "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}" }, "Lore (Skaven)": { "name": "Lore (Skaven)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" }, "Leather Jack": { "name": "Leather Jack" }, "Dagger": { "name": "Dagger" }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Brass Penny": { "name": "Brass Penny" } } }, "Blightskab": { "name": "Blightskab", "description": "

@UUID[JournalEntry.oXly0RXc3Z3vnVrH.JournalEntryPage.GQQbb7KIhgkHDNn7]{The Pestilent Brotherhood}

Blightskab is a Plague Priest, initiated in infection, well versed in the Liber Bubonicus. In battle, he chants from the Liturgus Infectus in his phlegm-filled voice. 

", "items": { "Green and Beige Rags": { "name": "Green and Beige Rags" }, "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}" }, "Lore (Warfare)": { "name": "Lore (Warfare)", "description": "

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

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

", "effects": { "Disease": { "name": "Disease" } } }, "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.

" }, "Military Flail": { "name": "Military Flail" }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Brass Penny": { "name": "Brass Penny" }, "War Leader": { "name": "War Leader", "description": "

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

", "effects": { "War Leader": { "name": "War Leader" } } }, "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}" } } }, "Paolo Gentile": { "name": "Paolo Gentile", "items": { "Implements of Torture": { "name": "Implements of Torture" }, "1d10 Silver Shilling": { "name": "1d10 Silver Shilling" }, "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}" }, "Intimidate": { "name": "Intimidate", "description": "

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

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

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

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

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

\n

 

\n
\n\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" } } }, "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" } } }, "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" } } }, "Leather Jack": { "name": "Leather Jack" }, "Gold Crown": { "name": "Gold Crown" }, "Brass Penny": { "name": "Brass Penny" }, "Entertain": { "name": "Entertain", "description": "

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

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

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

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

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" }, "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}" }, "Sword": { "name": "Sword" }, "Blunderbuss": { "name": "Blunderbuss" }, "Small shot and Powder": { "name": "Small shot and Powder" } } }, "Brood Horror": { "name": "Brood Horror", "description": "

When the beast masters of @UUID[JournalEntry.oXly0RXc3Z3vnVrH.JournalEntryPage.qvft4GKy7q56yHgN]{Clan Moulder} spawn a brood of @Actor[VByGbXhrzcABHOS8]{Giant Pox Rats}, there is occasionally one among them that will brutally devour the rest, growing fat and bloated in both strength and savagery, the twisted forms of its kin still visible as they writhe and claw at their fleshy prison. The so-called Brood Horrors are highly prized by the Master Moulders and traded with the wealthier Skaven clans for many thousands of Warptokens. Brood Horrors are used as mounts by especially powerful or ostentatious Skaven Warlords, or goaded into battle to flail and crush the foe beneath their clawed limbs, biting and savaging anything that gets within reach of their razor-sharp claws.

", "items": { "Digger": { "name": "Digger", "description": "

The Brood Horror can tunnel through the earth, including solid rock, at a quarter of its movement rate.

" }, "Foul Ichor": { "name": "Foul Ichor", "description": "

When a Brood Horror dies, whatever force of will and muscle that was keeping the beast intact falters and it explodes in a mess of blood, bile, and the remains of its consumed kin. Anyone within 4 yards of the creature must immediately make a Challenging (+0) Dodge Test or take [[/r 2d10]] Damage, reduced by Toughness Bonus and Armour. Those struck by the foul mixture must also make a Challenging (+0) Endurance Test or gain two @Condition[Poisoned] Conditions.

", "effects": { "Foul Ichor": { "name": "Foul Ichor" } } }, "Enclosed Fighter": { "name": "Enclosed Fighter", "description": "You have learned to make the most benefit out of fighting in enclosed spaces. You ignore penalties to Melee caused by confined spaces such as tunnels, the frontline, small fighting pits, and similar, and can use the Dodge Skill, even if it would normally be disallowed due to lack of space.", "effects": { "Enclosed Fighter": { "name": "Enclosed Fighter" } } }, "Tunnel Rat": { "name": "Tunnel Rat", "description": "You are at home in tunnels, sewers, and other underground environments. When using Stealth in an underground 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 others.", "effects": { "Tunnel Rat": { "name": "Tunnel Rat" } } }, "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" } } }, "Disease": { "name": "Disease", "description": "

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

", "effects": { "Disease": { "name": "Disease" } } }, "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.

" }, "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" } } }, "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" } } }, "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 (Mount, War)": { "name": "Trained (Mount, War)" } } }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Brass Penny": { "name": "Brass Penny" }, "Weapon": { "name": "Weapon", "description": "

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

" }, "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" } } }, "Corrosive Blood": { "name": "Corrosive Blood", "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" } } }, "Acute Sense (Smell, Hearing)": { "name": "Acute Sense (Smell, Hearing)", "description": "

One of your primary five senses is highly developed, allowing you to spot what others miss. You may take Perception Tests to detect normally imperceptible details with the associated sense, as dictated by the GM. This could include: seeing an eagle beyond everyone else's eyeshot, smelling an almost odorless poison, hearing the breath of an unmoving mouse within a wall, feeling a worn away letter in a carving, or tasting that two beers from the same brewer have been drawn from two different barrels.

", "effects": { "Acute Sense": { "name": "Acute Sense" } } } } }, "Three-Eyes": { "name": "Three-Eyes", "description": "

Three-Eyes is a hulking Rat Ogre with three eyes and a small brain. He is @Actor[UUYKmNFjiMe4hw4j]{Maliss’s} bodyguard, bought at no small expense from @UUID[JournalEntry.oXly0RXc3Z3vnVrH.JournalEntryPage.qvft4GKy7q56yHgN]{Clan Moulder}. He is utterly loyal and completely deaf.

", "items": { "Big Mallet (Warhammer)": { "name": "Big Mallet (Warhammer)" }, "Tiny Loincloth": { "name": "Tiny Loincloth" }, "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" } } }, "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.

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

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

", "effects": { "Stupid": { "name": "Stupid" } } }, "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" } } }, "Warlock-Engineer": { "name": "Warlock-Engineer", "description": "

Warlock-Engineers are the technicians and laboratory assistants of Clan Skryre. They can be equipped with a @Item[9umJu52U1cvrYn5z]{Warplock Pistol}, @Item[RWHMvXhqJ5xBeS28]{Warpmusket}, or 3 @Item[YnFYheNBrpDmDtZ3]{Poisoned Wind Globe}.

", "items": { "Engineer’s Toolkit": { "name": "Engineer’s Toolkit" }, "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}" }, "Ranged (Skaven Ranged Weapons)": { "name": "Ranged (Skaven Ranged Weapons)", "description": "

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

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.jmFSm7UvmHEq52iu caption=false]{Trade}" }, "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)": { "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" }, "Sword": { "name": "Sword" }, "Plate Open Helm": { "name": "Plate Open Helm", "effects": { "Plate Open Helm": { "name": "Plate Open Helm" } } }, "Plate Breastplate": { "name": "Plate Breastplate" }, "Plate Bracers": { "name": "Plate Bracers" }, "Leather Jack": { "name": "Leather Jack" }, "Leather Leggings": { "name": "Leather Leggings" }, "Leather Skullcap": { "name": "Leather Skullcap" } } }, "The Carrion": { "name": "The Carrion", "description": "

Carrion are seldom seen in the Old World, although some accompanied the armies of Nekehara in their ancient campaigns of conquest and a few can be found in the remoter parts of the Worlds Edge Mountains. These great undead birds are powerful fighters, even though they are too small to carry a human-sized rider.

", "items": { "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.

" }, "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.

" }, "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" } } }, "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.

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

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

\n

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

\n

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

\n

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

\n

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

\n

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

\n

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

\n

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

\n

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

\n

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

", "effects": { "Trained": { "name": "Trained" } } }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Brass Penny": { "name": "Brass Penny" }, "Fast": { "name": "Fast", "description": "

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

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

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

\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" } } }, "Beak": { "name": "Beak", "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)

" }, "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)

" }, "QBX1aLbDKJCTJHcg": { "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 (War)": { "name": "Trained (War)" } } } } }, "Otfried Brantner": { "name": "Otfried Brantner", "items": { "Animal Care": { "name": "Animal Care", "description": "

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

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

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

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

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.X2FppoPGuEwJKssM caption=false]{Secret Signs}" }, "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 crooked tongue will bite itself" }, "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" } } }, "Menacing": { "name": "Menacing", "description": "You have an imposing presence. When using the Intimidate Skill, gain a SL bonus equal to your levels of Menacing.", "effects": { "Menacing": { "name": "Menacing" } } }, "Night Vision": { "name": "Night Vision", "description": "

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

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

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

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

" }, "Plate Open Helm": { "name": "Plate Open Helm", "effects": { "Plate Open Helm": { "name": "Plate Open Helm" } } }, "Sword": { "name": "Sword" }, "Plate Breastplate": { "name": "Plate Breastplate" }, "Pouch": { "name": "Pouch" }, "Diceman": { "name": "Diceman", "description": "

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

", "effects": { "Diceman": { "name": "Diceman" } } } } }, "Grey Seer Skrittar": { "name": "Grey Seer Skrittar", "description": "

@UUID[JournalEntry.FgeoIDH3AwddLLFH.JournalEntryPage.2rGrpvPYmr4kWXCb]{They Grey Seers}

Skrittar’s Motivations

", "items": { "Bribery": { "name": "Bribery", "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tXu8Hrd4desq1Rja caption=false]{Channelling}" }, "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}" }, "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}" }, "Lore (Magic)": { "name": "Lore (Magic)", "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}" }, "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}" }, "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}" }, "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 (Warp)": { "name": "Arcane Magic (Warp)", "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.

" }, "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" } } }, "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" } } }, "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" } } }, "c6SZLdsnvDAXlnDW": { "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" } } }, "Menacing": { "name": "Menacing", "description": "You have an imposing presence. When using the Intimidate Skill, gain a SL bonus equal to your levels of Menacing.", "effects": { "Menacing": { "name": "Menacing" } } }, "Petty Magic": { "name": "Petty Magic", "description": "

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

\n

 

\n
\n \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’.

" }, "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" } } }, "Savvy": { "name": "Savvy", "description": "You gain a permanent +5 bonus to your starting Intelligence Characteristic (this does not count towards your Advances).", "effects": { "Savvy": { "name": "Savvy", "changes": { "system.characteristics.int.initial": 5 } } } }, "Sixth Sense": { "name": "Sixth Sense", "description": "You get a strange feeling when you are threatened, and can react accordingly. The GM may warn you if you are walking into danger; this will normally come after a secret Intuition Test on your behalf. Further, you may ignore Surprise if you pass an Intuition Test", "effects": { "Sixth Sense": { "name": "Sixth Sense" } } }, "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." }, "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" }, "Quarterstaff": { "name": "Quarterstaff" }, "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" } } }, "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}" }, "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}" }, "Warpstone Snuff": { "name": "Warpstone Snuff", "description": "

Skaven magic users often carry about preparations of Warpstone dust in order to acquire more magical power just when they need it. A Skaven magic user may imbibe a dose of the snuff when making a Channelling Test. The snuff grants them an additional + 1 SL to the Test, but if they suffer a miscast, they must add +[[/r 1d10]] to any rolls they make on the miscast table.

", "effects": { "Warpstone Snuff": { "name": "Warpstone Snuff" } } }, "Warpstone Charm": { "name": "Warpstone Charm", "description": "

Talismans and charms incorporating a small chunk of Warpstone are often carried by important Skaven and are thought to attract the protection of the Horned Rat. A Skaven with a Warpstone Charm can reroll a single Test once every 13 hours. 

" }, "Favour of the Horned Rat": { "name": "Favour of the Horned Rat", "description": "

You gain an additional Fortune Point for the duration of the spell. You may only benefit from this spell once for every 13 hour period. Attempting to use this spell again before the full 13 hours have passed draws the disfavour of the Horned Rat — the effects of this remain up to the GM.

\n\n Lore: None

", "effects": { "Favour of the Horned Rat": { "name": "Favour of the Horned Rat" } } }, "Ghostly Flame": { "name": "Ghostly Flame", "description": "

You conjure a small blob of glowing green fire out of thin air, dripping viscous fluid as it burns. On subsequent turns, you may end this spell by using your action to hurl the fiery mess at an opponent. Use Ranged (Throwing) and treat the projectile as having Damage equal to your Strength Bonus plus Willpower Bonus. Otherwise, this petty spell generates light equivalent to a torch and remains for one hour before sputtering out.

\n\n Lore: None

", "effects": { "Ghostly Flame": { "name": "Ghostly Flame" } } }, "Mark of the Horned Rat": { "name": "Mark of the Horned Rat", "description": "

The target must succeed on a Challenging (+0) Cool Test or gain an unsightly, weeping sore on their forehead or the back of their hand. The blemish remains for [[/br 1d10]] hours and imposes a –10 penalty on all Fellowship Tests for the duration.

\n

Grey Seers use this spell to mark their messengers. Despite the Fellowship penalty, those Skaven bearing it are usually allowed to pass relatively freely through Skaven tunnels and settlements.

\n

Lore: None

\n

 

", "effects": { "Mark of the Horned Rat": { "name": "Mark of the Horned Rat" } } }, "Rat Thrall": { "name": "Rat Thrall", "description": "

You summon an ordinary brown rat. For the next [[/br 1d10]] hours, you may communicate with the rat as if you shared a common language, and it must obey all of your commands even if they would cause its own death. Rat thralls can fetch small objects, gnaw through ropes, and other simple tasks that an ordinary rat could perform, but such requests are limited by the rat’s animal intelligence.

\n

Lore: None

\n

 

" }, "Vector": { "name": "Vector", "description": "

The target must succeed on a Challenging (+0) Endurance Test or suffer a –20 penalty to all Tests made to resist disease for 24 hours. Targets with @UUID[Compendium.wfrp4e-core.items.vMYEkrWj0ip6ZOdv]{Resistance (Disease)} may use that Talent to resist this spell.

\n

Lore: None

\n

 

", "effects": { "Vector": { "name": "Vector" } } }, "Wrack": { "name": "Wrack", "description": "

You cause a spark of warp-energy to fly from your outstretched fingers, striking a single target with a jolt of searing pain. The target must make a Challenging (+0) Endurance Test or gain one @Condition[Stunned] Condition.

\n\n Lore: None

", "effects": { "Wrack": { "name": "Wrack" } } }, "Crackling Doom": { "name": "Crackling Doom", "description": "

You send a single crackling arc of green energy at the target. Crackling Doom is a magic missile with a Damage of +4. In addition, anyone damaged by this spell must make a successful Challenging (+0) Endurance Test or gain one @Condition[Stunned] Condition for every SL on the Casting Test.

\n\n Lore:

The Lore of Ruin channels the terrible power of Warpstone to lash out at targets, often incinerating them whole. It is focused on destruction and disintegration, and is feared throughout Skavendom and beyond.

This terrible power is highly invigorating and the sensation of barely restrained energy is almost addictive. Whenever you successfully cast a spell from the Lore of Ruin, you may add +1 SL to any Initiative- or Agility-based Tests for the next [[/br 1d10]] rounds.

Ingredients: Grey Seers use various scraps of fur, hide, bones, and crystalline Warpstone when casting spells from the Lore of Ruin.

", "effects": { "Crackling Doom": { "name": "Crackling Doom" } } }, "Crack’s Call": { "name": "Crack’s Call", "description": "

With an arcane incantation, you stamp your paw and the very ground splits asunder. A 1-yard-wide crack appears at your feet and runs a number of yards equal to your Willpower in a straight line in any direction within your line of sight.

\n

Any creatures of size Average or smaller in its path must make an Average (+20) Dodge Test to leap out of the way. Those who fail fall a number of yards equal to your Willpower Bonus plus the SL of your Casting Test, and can do nothing except try to climb out. Targets who fall into the crack are @Condition[Prone]. Walls undermined by this spell likely collapse, and unfortified buildings are damaged severely.

\n

If you score +4 SL or higher, you may increase the width of the crack to 2 yards. Large creatures can now fall into the crack, even the sturdiest walls collapse, unfortified buildings tumble down, and fortified structures are severely damaged.

\n\n Lore:

The Lore of Ruin channels the terrible power of Warpstone to lash out at targets, often incinerating them whole. It is focused on destruction and disintegration, and is feared throughout Skavendom and beyond.

This terrible power is highly invigorating and the sensation of barely restrained energy is almost addictive. Whenever you successfully cast a spell from the Lore of Ruin, you may add +1 SL to any Initiative- or Agility-based Tests for the next [[/br 1d10]] rounds.

Ingredients: Grey Seers use various scraps of fur, hide, bones, and crystalline Warpstone when casting spells from the Lore of Ruin.

", "effects": { "Crack’s Call": { "name": "Crack’s Call" } } }, "Flensing Ruin": { "name": "Flensing Ruin", "description": "

Green ribbons of warp-energy tear the flesh from the target’s bones. This is a magic missile with a Damage of +4 which ignores both armour and Toughness Bonus.

\n\n Lore:

The Lore of Ruin channels the terrible power of Warpstone to lash out at targets, often incinerating them whole. It is focused on destruction and disintegration, and is feared throughout Skavendom and beyond.

This terrible power is highly invigorating and the sensation of barely restrained energy is almost addictive. Whenever you successfully cast a spell from the Lore of Ruin, you may add +1 SL to any Initiative- or Agility-based Tests for the next [[/br 1d10]] rounds.

Ingredients: Grey Seers use various scraps of fur, hide, bones, and crystalline Warpstone when casting spells from the Lore of Ruin.

", "effects": { "Flensing Ruin": { "name": "Flensing Ruin" } } }, "Howling Warpgale": { "name": "Howling Warpgale", "description": "

You gesture twitchingly to the skies and fierce hurricane gales begin to swirl around you, filling a radius equal to your Willpower in yards. Enemies cannot fly in the howling winds, and ranged attacks into or out of the affected area suffer a –10 penalty. Your allies are unaffected by either effect as you divert the unnatural winds around them.

\n\n Lore:

The Lore of Ruin channels the terrible power of Warpstone to lash out at targets, often incinerating them whole. It is focused on destruction and disintegration, and is feared throughout Skavendom and beyond.

This terrible power is highly invigorating and the sensation of barely restrained energy is almost addictive. Whenever you successfully cast a spell from the Lore of Ruin, you may add +1 SL to any Initiative- or Agility-based Tests for the next [[/br 1d10]] rounds.

Ingredients: Grey Seers use various scraps of fur, hide, bones, and crystalline Warpstone when casting spells from the Lore of Ruin.

", "effects": { "Howling Warpgale": { "name": "Howling Warpgale" } } }, "Scorch": { "name": "Scorch", "description": "

You thrust your paws into the ground while chittering the necessary incantations, and a gout of green flame bursts out of the earth at a spot you designate. This is a magic missile with a Damage of +10. Anyone damaged by the flame suffers one @Condition[Ablaze] Condition. Being set ablaze by the hideous Warpfire is a @Corruption[minor]{Minor Exposure to Corruption}.

\n\n Lore:

The Lore of Ruin channels the terrible power of Warpstone to lash out at targets, often incinerating them whole. It is focused on destruction and disintegration, and is feared throughout Skavendom and beyond.

This terrible power is highly invigorating and the sensation of barely restrained energy is almost addictive. Whenever you successfully cast a spell from the Lore of Ruin, you may add +1 SL to any Initiative- or Agility-based Tests for the next [[/br 1d10]] rounds.

Ingredients: Grey Seers use various scraps of fur, hide, bones, and crystalline Warpstone when casting spells from the Lore of Ruin.

", "effects": { "Scorch": { "name": "Scorch" } } }, "Warp Lightning": { "name": "Warp Lightning", "description": "

You send a powerful, sizzling bolt of Warp lightning at a foe. This is a magic missile with a Damage of +11. If the target hit location was covered in metal armour, ignore the armour’s AP and instead add it to the damage inflicted. If you roll a Critical Success on your Casting Test, the Warp-energy overpowers you briefly. In addition to any other effects of the critical casting, you suffer a Damage +1 hit.

\n\n Lore:

The Lore of Ruin channels the terrible power of Warpstone to lash out at targets, often incinerating them whole. It is focused on destruction and disintegration, and is feared throughout Skavendom and beyond.

This terrible power is highly invigorating and the sensation of barely restrained energy is almost addictive. Whenever you successfully cast a spell from the Lore of Ruin, you may add +1 SL to any Initiative- or Agility-based Tests for the next [[/br 1d10]] rounds.

Ingredients: Grey Seers use various scraps of fur, hide, bones, and crystalline Warpstone when casting spells from the Lore of Ruin.

", "effects": { "Warp Lightning": { "name": "Warp Lightning" } } }, "Warp Shield": { "name": "Warp Shield", "description": "

You summon a flare of Warp-energy, shaping it around yourself as a protective shield. While the spell is in effect, all hit locations gain +5 AP. In addition, any creature that touches you — including successfully attacking you with their bare hands or with a hand-held weapon made of metal — takes a hit with Damage equal to 5 + your Willpower Bonus. This hit strikes whichever limb was used to attack you and ignores AP from metal armour.

\n\n Lore:

The Lore of Ruin channels the terrible power of Warpstone to lash out at targets, often incinerating them whole. It is focused on destruction and disintegration, and is feared throughout Skavendom and beyond.

This terrible power is highly invigorating and the sensation of barely restrained energy is almost addictive. Whenever you successfully cast a spell from the Lore of Ruin, you may add +1 SL to any Initiative- or Agility-based Tests for the next [[/br 1d10]] rounds.

Ingredients: Grey Seers use various scraps of fur, hide, bones, and crystalline Warpstone when casting spells from the Lore of Ruin.

", "effects": { "Warp Shield": { "name": "Warp Shield" } } }, "Warp Storm": { "name": "Warp Storm", "description": "

You summon a storm of Warp lightning covering a radius equal to your Willpower Bonus in yards. Each round while the spell is in effect, all creatures within the storm suffer a Damage +10 hit to the highest point of their body (usually their head) that ignores AP from metal armour.

If the caster wishes, they may use their action to move the ongoing storm to any location within Willpower yards.

\n\n Lore:

The Lore of Ruin channels the terrible power of Warpstone to lash out at targets, often incinerating them whole. It is focused on destruction and disintegration, and is feared throughout Skavendom and beyond.

This terrible power is highly invigorating and the sensation of barely restrained energy is almost addictive. Whenever you successfully cast a spell from the Lore of Ruin, you may add +1 SL to any Initiative- or Agility-based Tests for the next [[/br 1d10]] rounds.

Ingredients: Grey Seers use various scraps of fur, hide, bones, and crystalline Warpstone when casting spells from the Lore of Ruin.

", "effects": { "Warp Storm": { "name": "Warp Storm" } } } } }, "Wolf Rat": { "name": "Wolf Rat", "description": "

Long ago, @UUID[JournalEntry.oXly0RXc3Z3vnVrH.JournalEntryPage.qvft4GKy7q56yHgN]{Clan Moulder} bred @UUID[Compendium.wfrp4e-core.actors.oenbbB0PitRWUBfZ]{Giant Rats} as long-legged hunting beasts, combining their blood with that of the great Wolves of Kislev. The result was a bloodthirsty monster of such foul temperament that the Master Moulders could hardly contain it, much less train it for war. They managed to wipe out nearly all of the creatures, but despite their best efforts a few escaped into the tunnels of the Under-Empire. In the intervening years, some escaped altogether, but a few remained behind to hunt their Skaven creators. It is rumoured that one or two exceptionally talented Master Moulders have managed to tame a handful of the creatures, but very few Skaven believe it.

Wolf Rat are distinctive creatures, blending the appearance of both Rats and Wolves. Covered in a thick pelt of grey fur flecked with white, they have shorter legs than their Wolf ancestors, keeping them low to the ground and suggesting that they are always ready to pounce. Their tails are long, pale, and naked, and they have broad, rat-like heads with sharp, yellow canine teeth.

Wolf Rat are normally encountered in packs of 3–10 individuals, but large packs can number as many as 20.

", "items": { "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" } } }, "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

" }, "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.

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

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

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

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

", "effects": { "Stride": { "name": "Stride" } } }, "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.

" }, "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.

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

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

\n

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

\n

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

\n

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

\n

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

\n

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

\n

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

\n

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

\n

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

\n

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

", "effects": { "Trained": { "name": "Trained" } } }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Brass Penny": { "name": "Brass Penny" }, "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" } } }, "Disease": { "name": "Disease", "description": "

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

", "effects": { "Disease": { "name": "Disease" } } } } }, "Vengeful Ghost": { "name": "Vengeful 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" } } }, "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" } } }, "Territorial": { "name": "Territorial", "description": "

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

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

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

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" } } }, "Blight-King": { "name": "Blight-King", "description": "

The Blightkings are the current masters of @UUID[JournalEntry.rqrR6qIIFQPB9GD8]{Brass Keep}, holding out in hope that the forces of Chaos will again swarm them Empire. On that day the gates of Brass Keep will be thrown open, and a plague erupt forth that will surely end the Empire at last.

", "items": { "Cursed Plate Bedecked with Tributes to Nurgle": { "name": "Cursed Plate Bedecked with Tributes to Nurgle" }, "A Thirst for Battle and the Diseased End of All Things": { "name": "A Thirst for Battle and the Diseased End of All Things" }, "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}" }, "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}" }, "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" } } }, "hqGlGXgJgiVQ2qOn": { "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" } } }, "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" } } }, "DG6djN0RKCRxGyTo": { "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" } } }, "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" } } }, "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" } } }, "Disease": { "name": "Disease", "description": "

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

", "effects": { "Disease": { "name": "Disease" } } }, "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}" }, "Intuition": { "name": "Intuition", "description": "

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

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

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

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

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

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

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

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

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

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

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

", "effects": { "Armour": { "name": "Armour" } } }, "A Pair of Swords that Occassionaly Laugh": { "name": "A Pair of Swords that Occassionaly Laugh" }, "Putrid Great Axe": { "name": "Putrid Great Axe" }, "Shield Bearing the Skulls of a Dozen Slain Warriors": { "name": "Shield Bearing the Skulls of a Dozen Slain Warriors" } } }, "The Rat": { "name": "The Rat", "description": "

@Actor[KFH0AfMtMRGNUU3b]{Skrittar’s} two-headed rat is a little smarter than your average rodent — after all, two heads are better than one. Despite this, it remains little more than a wild beast, quiet only in its master’s lap — mostly because it understands that it will be fed. Away from its master, or if it gets too hungry, the thing quickly starts nipping at anyone that comes near. It associates the smell of Humans and Dwarfs with food.

", "items": { "Claws": { "name": "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)

" }, "qo5PwHsWktbtale9": { "name": "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)

" }, "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" } } }, "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

" }, "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 } } } }, "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.

" }, "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.

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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.

\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).

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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
\n

Size

\n
\n

Wounds

\n
\n

Tiny

\n
\n

1

\n
\n

Little

\n
\n

Toughness Bonus

\n
\n

Small

\n
\n

(2×Toughness Bonus) + Willpower Bonus

\n
\n

Average

\n
\n

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

\n
\n

Large

\n
\n

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

\n
\n

Enormous

\n
\n

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

\n
\n

Monstrous

\n
\n

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

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

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

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

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

", "effects": { "Stride": { "name": "Stride" } } }, "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" }, "2cZjy7OOZhv2ERdQ": { "name": "Claws", "description": "

Hands count as a Creature @UUID[Compendium.wfrp4e-core.items.AtpAudHA4ybXVlWM]{Weapon} of Damage equal to your SB; this mutation cannot be hidden

", "effects": { "Claws": { "name": "Claws" } } }, "Two Heads": { "name": "Two Heads", "description": "

Gain the @UUID[Compendium.wfrp4e-core.items.IFKWu98qmWpaSfUi]{Ambidextrous} Talent; this mutation cannot be hidden

", "effects": { "Two Heads": { "name": "Two Heads" } } }, "KhPZp4KdF8dQstBO": { "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" } } } } }, "Mila Raast": { "name": "Mila Raast", "items": { "Coach and Team of Horses": { "name": "Coach and Team of Horses" }, "Letters of Introduction to Petra Liebkosen and Kirsten Jung": { "name": "Letters of Introduction to Petra Liebkosen and Kirsten Jung", "description": "

@UUID[Compendium.wfrp4e-pbtt.actors.RhXJwUjrYOIqcTk4]{Petra Liebkosen}

\n

@UUID[Compendium.wfrp4e-pbtt.actors.431EWVoIAsdZFHPU]{Kirsten Jung}

" }, "A Dwindling Fortune (approximate 200 GC in property and holdings excluding those listed here)": { "name": "A Dwindling Fortune (approximate 200 GC in property and holdings excluding those listed here)" }, "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}" }, "Lore (Heraldry)": { "name": "Lore (Heraldry)", "description": "

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

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.X2FppoPGuEwJKssM caption=false]{Secret Signs}" }, "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" } } }, "8mlky99434XJB7bt": { "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" } } }, "Etiquette (Nobles, Yellow Fang)": { "name": "Etiquette (Nobles, Yellow Fang)", "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.

" }, "HWF4UPCJCbWe7yWg": { "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.

" }, "bpObh0Udy4TqUZjh": { "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." }, "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}" }, "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}" }, "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}" }, "Gem Encrusted Dagger": { "name": "Gem Encrusted Dagger" } } }, "Heimrad Gaffel": { "name": "Heimrad Gaffel", "items": { "Symbol of Rank": { "name": "Symbol of Rank" }, "Athletics": { "name": "Athletics", "description": "

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

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

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

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

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

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

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

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

Lies do you in" }, "Hardy": { "name": "Hardy", "description": "You gain a permanent addition to your Wounds, equal to your Toughness Bonus. If your Toughness Bonus should increase, then the number of Wounds Hardy provides also increases.", "effects": { "Hardy": { "name": "Hardy" } } }, "Menacing": { "name": "Menacing", "description": "You have an imposing presence. When using the Intimidate Skill, gain a SL bonus equal to your levels of Menacing.", "effects": { "Menacing": { "name": "Menacing" } } }, "Savvy": { "name": "Savvy", "description": "You gain a permanent +5 bonus to your starting Intelligence Characteristic (this does not count towards your Advances).", "effects": { "Savvy": { "name": "Savvy", "changes": { "system.characteristics.int.initial": 5 } } } }, "Strike to Stun": { "name": "Strike to Stun", "description": "

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

", "effects": { "Strike to Stun": { "name": "Strike to Stun" } } }, "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 } } } }, "Leather Jack": { "name": "Leather Jack" }, "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}" }, "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}" }, "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}" }, "Watch Captain": { "name": "Watch Captain", "description": "

@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.N02cjJdNWPdc4PUS]{Watchman}

" }, "Plate Breastplate": { "name": "Plate Breastplate" }, "Fine Quality Sword": { "name": "Fine Quality Sword" }, "Plate Open Helm": { "name": "Plate Open Helm", "effects": { "Plate Open Helm": { "name": "Plate Open Helm" } } }, "Diceman": { "name": "Diceman", "description": "

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

", "effects": { "Diceman": { "name": "Diceman" } } } } }, "Scrak Fangsnapper": { "name": "Scrak Fangsnapper", "description": "

@UUID[JournalEntry.oXly0RXc3Z3vnVrH.JournalEntryPage.0D5Zl9iEtMZYKEnK]{Clans Mors}

Scrak Fangsnapper is a much more accomplished Skaven warrior than his position at the head of a pack of Clanrats might first suggest. Two key aspects led to Scrak’s apparently humble position. Firstly the Fangsnappers, like many of Clan Mors’s soldier Skaven, are rather more accomplished and tenacious than their peers. Secondly, Fangsnapper, whilst fierce, is canny enough to know that if he keeps his head down and underplays his hand, he will likely escape the jealous, beady eyes of accomplished chieftains in the City of Pillars, in particular Warlord Queek Headtaker, who is famously intolerant of anyone who might prove a rival.

", "items": { "Mix of Steel and Leather Armour": { "name": "Mix of Steel and Leather Armour" }, "Cool": { "name": "Cool", "description": "

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

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

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

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

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

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

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

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

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

" }, "Spear": { "name": "Spear" }, "Shield": { "name": "Shield" }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Brass Penny": { "name": "Brass Penny" }, "War Leader": { "name": "War Leader", "description": "

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

", "effects": { "War Leader": { "name": "War Leader" } } }, "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}" }, "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}" } } }, "Starved Clanrats": { "name": "Starved Clanrats", "description": "

These are wretched creatures, weakened by hunger and weaponless. Each one has the characteristic piebald fur of Clan Mange, under all the blood and excrement. They have eaten their leather armour and chewed at their weaponry into uselessness. 

", "items": { "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.

" }, "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.

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

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

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

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

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

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

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

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

One of your primary five senses is highly developed, allowing you to spot what others miss. You may take Perception Tests to detect normally imperceptible details with the associated sense, as dictated by the GM. This could include: seeing an eagle beyond everyone else's eyeshot, smelling an almost odorless poison, hearing the breath of an unmoving mouse within a wall, feeling a worn away letter in a carving, or tasting that two beers from the same brewer have been drawn from two different barrels.

" }, "Bless (Myrmidia)": { "name": "Bless (Myrmidia)", "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" } } }, "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.

The blade cannot parry all weapons" }, "Invoke (Myrmidia)": { "name": "Invoke (Myrmidia)", "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 } } } }, "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" } } }, "Light Warhorse": { "name": "Light Warhorse" }, "Spear": { "name": "Spear" }, "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." }, "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" } } }, "Priestess Sergeant": { "name": "Priestess Sergeant", "description": "

@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.iYVpqJ6bz8fokdmf]{Warrior Priest}

" }, "Melee (Basic)": { "name": "Melee (Basic)", "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}" }, "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}" }, "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}" }, "Pouch": { "name": "Pouch" }, "Religious Symbol of Myrmidia": { "name": "Religious Symbol of Myrmidia" }, "qG8Og6AokKJfOec6": { "name": "Silver Shilling" }, "rlqcVpLIoczLfFZR": { "name": "Brass Penny" }, "Sword": { "name": "Sword" }, "Leather Jack": { "name": "Leather Jack" }, "Leather Skullcap": { "name": "Leather Skullcap" }, "Plate Breastplate": { "name": "Plate Breastplate" }, "Blessing of Battle": { "name": "Blessing of Battle", "description": "

Your target gains +10 WS.

", "effects": { "Blessing of Battle": { "name": "Blessing of Battle", "changes": { "system.characteristics.ws.modifier": 10 } } } }, "Blessing of Courage": { "name": "Blessing of Courage", "description": "

Your target gains +10 Willpower.

", "effects": { "Blessing of Courage": { "name": "Blessing of Courage", "changes": { "system.characteristics.wp.modifier": 10, "system.characteristics.wp.calculationBonusModifier": -1 } } } }, "Blessing of Finesse": { "name": "Blessing of Finesse", "description": "

Your target gains +10 Dexterity.

", "effects": { "Blessing of Finesse": { "name": "Blessing of Finesse", "changes": { "system.characteristics.dex.modifier": 10 } } } }, "Fury's Call": { "name": "Fury's Call", "description": "

Your passionate prayers instill your allies with a furious disdain for their foes. All allies affected receive the @UUID[Compendium.wfrp4e-core.items.5hH73j2NgPdsLCZN]{Hatred} Psychology towards any engaging them in combat.

", "effects": { "Fury's Call": { "name": "Fury's Call" } } }, "Inspiring": { "name": "Inspiring", "description": "

Your rousing prayers inspire discipline and coordination within the ranks. Affected targets gain the +1 @UUID[Compendium.wfrp4e-core.items.J9MK0AIaTbvd5oF6]{Drilled} Talent.

", "effects": { "Inspiring": { "name": "Inspiring" } } }, "Shield of Myrmidia": { "name": "Shield of Myrmidia", "description": "

Your stalwart prayers incite Myrmidia to shield your allies in glittering, gossamer strands of light, warding enemy blows. All those affected gain +1 AP on all locations.

", "effects": { "Shield of Myrmidia": { "name": "Shield of Myrmidia" } } }, "Spear of Myrmidia": { "name": "Spear of Myrmidia", "description": "

If wielding a spear, it gains the Impact Quality, and counts as Magical.

", "effects": { "Spear of Myrmidia": { "name": "Spear of Myrmidia" } } } } }, "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. 

" }, "Jewellry": { "name": "Jewellry", "description": "

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

" }, "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}

" } } }, "Clan Mange Stragglers": { "name": "Clan Mange Stragglers", "items": { "Disease": { "name": "Disease", "description": "

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

", "effects": { "Disease": { "name": "Disease" } } }, "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.

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

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

" }, "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" } } }, "Sword": { "name": "Sword" }, "Shield": { "name": "Shield" }, "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" }, "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 (Basic)": { "name": "Melee (Basic)", "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}" } } }, "Giuseppe the Dog": { "name": "Giuseppe the Dog", "description": "

Giuseppe is a Tilean Manhound, a vicious terrier-like brute bred for mayhem. He is completely loyal to @Actor[comd8h9fa4Kl0D4P]{Claudia} and attacks in a frenzy when given a verbal or hand signal. Giuseppe is midnight black, wears a spiked collar, and has ugly scars on his back gained from many previous combats.

", "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

" }, "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" } } }, "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.

" }, "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" } } }, "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" } } }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Brass Penny": { "name": "Brass Penny" } } }, "Bahr’s Enhanced Zombies": { "name": "Bahr’s Enhanced Zombies", "items": { "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 } } } }, "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.

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

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

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

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

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" }, "Club": { "name": "Club" } } }, "Clan Eshin Infiltrator": { "name": "Clan Eshin Infiltrator", "description": "

@UUID[JournalEntry.oXly0RXc3Z3vnVrH.JournalEntryPage.nMGc3gSeO4HsP3sU]{Clan Eshin}

The Skurry Stabbers, and Clan Treecherik more generally, provide a useful and unknowing service to Clan Eshin. Their reputation for infighting and endless internal intrigue provides the perfect smokescreen for Clan Eshin’s assassins to infiltrate Treecherik’s ranks to move about Skavendom unnoticed. Alliances shift within Clan Treecherik so quickly and fluidly that few notice one more or one less warm body in their midst, and so these agents of Clan Eshin are rarely remarked upon by @Actor[u66iYrXRTW15bkTI]{Clan Treecherik’s Clanrats}. These assassins bide their time, awaiting the perfect moment to leap from the ranks and bury their blade in whatever enemy target, Skaven or otherwise, the clan has marked for death.

", "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}" }, "Ranged (Throwing)": { "name": "Ranged (Throwing)", "description": "

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

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

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

" }, "5ifGizn0yz7FAjjl": { "name": "Combat Master", "description": "

Your accumulated years of combat experience allow you to keep lesser fighters at bay. For each level in this Talent, you count as one more person for the purposes of determining if one side out numbers the other. This Talent only comes into play when you are out-numbered.

" }, "Combat Reflexes": { "name": "Combat Reflexes", "description": "

You react like a flash of lightning. Add 10 to your Initiative for each level in this Talent when determining Combat Initiative.

", "effects": { "Combat Reflexes": { "name": "Combat Reflexes" } } }, "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" } } }, "Kprn7xrBtNCkriCW": { "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" } } }, "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 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" } } }, "zFBiF6snx4G9gj3o": { "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" } } }, "Tunnel Rat": { "name": "Tunnel Rat", "description": "You are at home in tunnels, sewers, and other underground environments. When using Stealth in an underground 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 others.", "effects": { "Tunnel Rat": { "name": "Tunnel Rat" } } }, "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.

" }, "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" }, "Fighting Claws": { "name": "Fighting Claws" }, "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" } } }, "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}" }, "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}" }, "Smoke Bomb": { "name": "Smoke Bomb", "description": "

Availability: Eshin and allied clans only

\n

When thrown or dropped, a Smoke Bomb creates a dense cloud of smoke in a 2 yard radius, lasting for [[/br 1d10 # Rounds]] rounds (halve the duration if there is a strong wind). The smoke cloud completely obscures anything in its area, preventing ranged weapon attacks, magic missiles, and other effects that rely on sight.

" }, "Death Globe": { "name": "Death Globe", "description": "

Availability: Skyre and allied clans only

This is a Poisoned Wind Globe of an even more potent variety, able to release great volumes of deadly gas. It is identical to a @UUID[Compendium.wfrp4e-horned-rat.items.YnFYheNBrpDmDtZ3]{Poisoned Wind Globe} except that its cloud is twice as big, targets must pass a Hard (–20) Toughness Test to resist its effects, and those who fail lose [[/r 1d10 # Wounds]] Wounds, modified by Toughness Bonus but not by Armour.

", "effects": { "Death Globe": { "name": "Death Globe" }, "Death Globe - Miss": { "name": "Death Globe - Miss" } } }, "Warpstone Star": { "name": "Warpstone Star", "description": "

Availability: Eshin and allied clans only

A favourite weapon of @UUID[JournalEntry.oXly0RXc3Z3vnVrH.JournalEntryPage.nMGc3gSeO4HsP3sU]{Clan Eshin}, this throwing star is coated with a Warpstone paste that increases its damage considerably. Some Warpstone Stars are @UUID[JournalEntry.26U30SwguwHqxwjU.JournalEntryPage.PrNdIdqhEdwz6eC3#skaven-blades]{Weeping weapons}

" }, "1d10 Warpstone Tokens": { "name": "1d10 Warpstone Tokens", "description": "

The Skaven use Warpstone as both fuel and currency. To most non-Skaven, these are simply odd coins tainted by Warpstone, and are treated as any other sort of Warpstone for the purposes of spellcasting, corruption, and so on. However, Skaven spellcasters possess a metabolism attuned to the terrible power of Warpstone and are affected differently (see @UUID[JournalEntry.yGkrRqB7Cf0aiuCA]{Skaven Magic}).

" } } }, "Grand Vizier Bhar": { "name": "Grand Vizier Bhar", "items": { "Sleight of Hand": { "name": "Sleight of Hand", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.bGqmHCju8VZ8q2Pv caption=false]{Sleight of Hand}" }, "Detect Artifact": { "name": "Detect Artifact", "description": "You are able to sense when magic lies within an artefact. You may attempt an Intuition Test for any magical artefact touched. If successful, you sense the item is magical; further, each SL also provides a specific special rule the item uses, if it has any. Normally, you may only attempt this Test once per artefact touched.", "effects": { "Detect Artefact": { "name": "Detect Artefact" } } }, "Bribery": { "name": "Bribery", "description": "

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

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

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

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

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

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

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

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

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

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

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

Your experience, talent or training lets you more safely manipulate the Winds of Magic. You do not suffer a Miscast if you roll a double on a successful Channel Test.

", "effects": { "Aethyric Attunement": { "name": "Aethyric Attunement" } } }, "Animal Affinity": { "name": "Animal Affinity", "description": "Wild animals feel comfortable in your presence, and often follow your lead. All creatures with the Bestial Trait not trained to be belligerent will automatically be calm in your presence unless they have a reason not to be, such as pain, an attack, being naturally hyper-aggressive, or having nearby young.", "effects": { "Animal Affinity": { "name": "Animal Affinity" } } }, "Arcane Magic (Daemonology, Necromancy, Tzeentch, Witchery)": { "name": "Arcane Magic (Daemonology, Necromancy, Tzeentch, Witchery)", "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" } } }, "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" } } }, "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" } } }, "Etiquette (Criminals, Cultists)": { "name": "Etiquette (Criminals, 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" } } }, "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" } } }, "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" } } }, "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" } } }, "Luck": { "name": "Luck", "description": "

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

" }, "Magical Sense": { "name": "Magical Sense", "description": "

You are able to sense the Winds of Magic in others. You may attempt an Average (+20) Intuition Test whenever you encounter a spellcaster. If you pass, you sense the target is a witch. Further, if you score an Astounding Success (+6), can also determine the target’s highest Channeling Specialization.

", "effects": { "Magical Sense": { "name": "Magical Sense" } } }, "Menacing": { "name": "Menacing", "description": "You have an imposing presence. When using the Intimidate Skill, gain a SL bonus equal to your levels of Menacing.", "effects": { "Menacing": { "name": "Menacing" } } }, "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 (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" } } }, "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

" }, "V9N0LMnXf1WYseCb": { "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

" }, "V9N0LMnXf1WYseCc": { "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

" }, "V9N0LMnXf1WYseCL": { "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

" }, "Witch!": { "name": "Witch!", "description": "You have learned magic through trial and error. Add Language (Magick) to any Career you enter; if it is already in your Career, you may purchase the Skill for 5 XP fewer per Advance. Further, you may spend 1 Resilience point to immediately cast any spell as if it were one of your Arcane Lore spells; you also instantly memorise that spell as one of your Arcane Lore spells for 0 XP. You can do this a number of times equal to your level in this Talent." }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Brass Penny": { "name": "Brass Penny" }, "Art": { "name": "Art", "description": "

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

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

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

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

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

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

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

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

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

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

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

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

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" }, "Strong-minded": { "name": "Strong-minded", "description": "You are the epitome of determination and resolve. Add your level in Strong Minded to your maximum Resolve pool." }, "Necromancer": { "name": "Necromancer", "description": "

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

" }, "yycBOqwuPxRY0jsz": { "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

" }, "8VQJ6yqbdC0RO8HQ": { "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

" }, "j7u5iSkwBTjd5uAf": { "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

" }, "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." }, "laG8UCOXpAbOYaDs": { "name": "Lore (Daemonology)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" }, "TBnip89C7UjIA97a": { "name": "Lore (Dark Magic)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" }, "kytOjno4fgCYGtar": { "name": "Lore (Necromancy)", "description": "

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

" }, "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

" }, "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" } } }, "Aethyric Armour (Necromancy)": { "name": "Aethyric Armour (Necromancy)", "description": "

You gain +1 Armor Point to all Hit Locations as you wrap yourself in a protective swathe of magic.

", "effects": { "Aethyric Armour (Necromancy)": { "name": "Aethyric Armour (Necromancy)" } } }, "Bolt (Necromancy)": { "name": "Bolt (Necromancy)", "description": "

You channel magic into a damaging bolt. Bolt is a Magic Missile with a Damage of +4.

" }, "Breath (Necromancy)": { "name": "Breath (Necromancy)", "description": "

You immediately make a Breath attack, as if you had spent 2 Advantage to activate the @UUID[Compendium.wfrp4e-core.items.uqGxFOEqeurwkAO3]{Breath} Creature Trait. Breath is a Magic Missile with a Damage equal to your Toughness Bonus. The GM decides which type of Breath attack best suits your Arcane Magic Talent.

" }, "Dark Vision (Necromancy)": { "name": "Dark Vision (Necromancy)", "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 (Necromancy)": { "name": "Dark Vision (Necromancy)" } } }, "Fearsome (Necromancy)": { "name": "Fearsome (Necromancy)", "description": "

Shrouding yourself in magic, you become fearsome and intimidating. Gain @UUID[Compendium.wfrp4e-core.items.pTorrE0l3VybAbtn]{Fear 1}. For every +3 SL, you may increase your Fear value by one.

", "effects": { "Fearsome (Necromancy)": { "name": "Fearsome (Necromancy)" } } }, "Magic Shield (Necromancy)": { "name": "Magic Shield (Necromancy)", "description": "

You encase yourself in bands of protective magic. While the spell is active, add +Willpower Bonus SL to any dispel attempts you make.

", "effects": { "Magic Shield (Necromancy)": { "name": "Magic Shield (Necromancy)" } } }, "Ward (Necromancy)": { "name": "Ward (Necromancy)", "description": "

You wrap yourself in protective magic, gaining the @UUID[Compendium.wfrp4e-core.items.Bvd2aZ0gQUXHfCTh]{Ward (9+)} Creature Trait.

", "effects": { "Ward (Necromancy)": { "name": "Ward (Necromancy)" } } }, "Raise Dead": { "name": "Raise Dead", "description": "

You channel a heavy flow of Dhar into bare earth, causing old bones to gather and rise. SL+1 Skeletons will claw upwards into the affected area at the end of the Round, which are organized as you prefer within the area of effect. They start with the @Condition[Prone] Condition. The summoned undead are entirely under your control and can perform simple orders as you command. If you are killed or gain an @Condition[Unconscious] Condition, the spell comes to an end and the summoned Undead collapse. For each +2 SL you score, you may summon an extra SL Skeletons.

" }, "Reanimate": { "name": "Reanimate", "description": "

You channel worming strands of thick Dhar before you, sinking it into corpses, reanimating that which was once dead. Reanimate Willpower Bonus + SL dead bodies (as Zombies) or skeletons (as Skeletons) within range. They start with the @Condition[Prone] Condition. The summoned Undead are entirely under your control and can perform simple orders as you command. If you die or gain an @Condition[Unconscious] Condition, the spell comes to an end and the reanimated corpses fall dead again. For each +2 SL you score, you may reanimate an extra Willpower Bonus +SL Skeletons or Zombies.

" }, "Screaming Skull": { "name": "Screaming Skull", "description": "

You shriek the high-pitched words of the spell and a large, black skull wreathed with greenish-purple fire forms before you, then flies forwards, screaming and cackling as it goes. The skull moves in a straight line for the spell range, following the contours of the land, passing through any obstacles in its way. Screaming Skull is a Magic Missile that only affects targets without the @UUID[Compendium.wfrp4e-core.items.PFTD9gDvRWW9uh5g]{Undead} Creature Trait, and has a Damage equal to your Willpower Bonus. Any suffering Wounds from the spell must pass a Challenging (+0) Cool Test or also take a @Condition[Broken] Condition.

", "effects": { "Screaming Skull": { "name": "Screaming Skull" } } }, "Destroy Lesser Demon": { "name": "Destroy Lesser Demon", "description": "

Your spell disrupts the Dhar holding a target Daemon together, and draws it back to you. A target with the Daemonic Creature Trait and a lower Willpower than you loses Wounds equal to your Willpower Bonus, ignoring Toughness Bonus or Armor Points. In turn, you may increase one of your Characteristic by +10 for the duration as you siphon profane energies.

To gain the bonus, you must manually fill out the Characteristic Bonus effect.

Example

Attribute Key: system.characteristics.ws.modifier

Effect Value: 10

", "effects": { "Characteristic Bonus": { "name": "Characteristic Bonus" }, "Destroy Lesser Demon": { "name": "Destroy Lesser Demon" } } }, "Detect Daemon": { "name": "Detect Daemon", "description": "

Your spell homes in on the daemonic influences in the surrounding area. You automatically know if there is a manifested Daemon within range, be it summoned, bound into an artefact, possessing another, or similar.

" }, "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.

" }, "Blight": { "name": "Blight", "description": "

You may target either a well, a field, or a domestic animal. If you successfully cast the spell, the target suffers from a blight:

\n

\n\n Lore: Each time practitioners of Witchcraft roll on a Miscast table, they also gain 1 Corruption point. Further, you may inflict one @Condition[Bleeding] Condition on anyone targeted by spells from the Lore of Witchcraft. Lastly, channeling or casting spells from this Lore automatically require a roll on the @Table[minormis]{Minor Miscast table} unless cast with an ingredient, where the ingredient provides no further protection should you roll a Miscast. Fortunately, ingredients for the Lore of Witchcraft are cheap and readily available: body parts of small animals for the most part. Ingredients cost a spell’s CN in brass pennies, instead of silver shillings, to purchase. Alternatively, a Witch may forage for parts, using the Outdoor Survival skill: a successful foraging roll receives 1 + SL ingredients, as described under Gathering Food and Herbs

" }, "Curse of Ill-Fortune": { "name": "Curse of Ill-Fortune", "description": "

The ingredient for this spell is something belonging to the target, either a personal possession or a strand of hair. For the duration, your target suffers bad luck. Laces snap, chairs break, and other minor narrative effects inconvenience them. The target suffers a penalty of –10 to all Tests, in addition to any other modifiers, and may not spend Fortune points.

\n\n Lore: Each time practitioners of Witchcraft roll on a Miscast table, they also gain 1 Corruption point. Further, you may inflict one @Condition[Bleeding] Condition on anyone targeted by spells from the Lore of Witchcraft. Lastly, channeling or casting spells from this Lore automatically require a roll on the @Table[minormis]{Minor Miscast table} unless cast with an ingredient, where the ingredient provides no further protection should you roll a Miscast. Fortunately, ingredients for the Lore of Witchcraft are cheap and readily available: body parts of small animals for the most part. Ingredients cost a spell’s CN in brass pennies, instead of silver shillings, to purchase. Alternatively, a Witch may forage for parts, using the Outdoor Survival skill: a successful foraging roll receives 1 + SL ingredients, as described under Gathering Food and Herbs

", "effects": { "Curse of Ill–Fortune": { "name": "Curse of Ill–Fortune" } } }, "The Evil Eye": { "name": "The Evil Eye", "description": "

You lock eyes with a single target, who must be looking at you. Perform an Opposed Intimidate/Cool Test, adding any SL from your casting roll to your result. Your opponent gains 1 @Condition[Fatigued] Condition per +2 SL by which you win. If you win by 6+ SL, your opponent gains the @Condition[Broken] Condition.

\n\n Lore: Each time practitioners of Witchcraft roll on a Miscast table, they also gain 1 Corruption point. Further, you may inflict one @Condition[Bleeding] Condition on anyone targeted by spells from the Lore of Witchcraft. Lastly, channeling or casting spells from this Lore automatically require a roll on the @Table[minormis]{Minor Miscast table} unless cast with an ingredient, where the ingredient provides no further protection should you roll a Miscast. Fortunately, ingredients for the Lore of Witchcraft are cheap and readily available: body parts of small animals for the most part. Ingredients cost a spell’s CN in brass pennies, instead of silver shillings, to purchase. Alternatively, a Witch may forage for parts, using the Outdoor Survival skill: a successful foraging roll receives 1 + SL ingredients, as described under Gathering Food and Herbs

", "effects": { "The Evil Eye": { "name": "The Evil Eye" } } }, "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" } } } } }, "Hissing Heinrich": { "name": "Hissing Heinrich", "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}" }, "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}" }, "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}" }, "Perception": { "name": "Perception", "description": "

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

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.X2FppoPGuEwJKssM caption=false]{Secret Signs}" }, "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}" }, "Alley Cat": { "name": "Alley Cat", "description": "You are at home in shadowy backstreets. When using Stealth (Urban), you may reverse the dice of any failed Test if this will score a Success.", "effects": { "Alley Cat": { "name": "Alley Cat" } } }, "Break and Enter": { "name": "Break and Enter", "description": "You are an expert at quickly breaking down doors and forcing entry. You may add +1 Damage for each level in this Talent when determining damage against inanimate objects such as windows, chests, doors, and similar.", "effects": { "Break and Enter": { "name": "Break and Enter" } } }, "Catfall": { "name": "Catfall", "description": "You are nimble and balanced like a cat, and are able to fall much greater distances unharmed than others might. Whenever you fall, you attempt an Athletics Test. If successful, reduce the distance fallen by 1 yard, +1 extra yard per +1 SL scored, for the purposes of calculating Damage.", "effects": { "Catfall": { "name": "Catfall" } } }, "Criminal": { "name": "Criminal", "description": "

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

\n

 

\n
\n\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.

Quickly as thou goes, fortune deserts the slow" }, "Fast Hands": { "name": "Fast Hands", "description": "You can move your hands with surprising dexterity. Bystanders get no passive Perception Tests to spot your use of the Sleight of Hand Skill, instead they only get to Oppose your Sleight of Hand Tests if they actively suspect and are looking for your movements. Further, attempts to use Melee (Brawling) to simply touch an opponent gain a bonus of +10 ' your level in Fast Hands.", "effects": { "Fast Hands": { "name": "Fast Hands" } } }, "Flee!": { "name": "Flee!", "description": "When your life is on the line you are capable of impressive bursts of speed. Your Movement Attribute counts as 1 higher when Fleeing.", "effects": { "Flee!": { "name": "Flee!" } } }, "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.

" }, "ZIUYszI2EVSozZoX": { "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.

" }, "zX2mlSoJoWurOss7": { "name": "Luck", "description": "

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

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

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

", "effects": { "Night Vision": { "name": "Night Vision" } } }, "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 } } } }, "Scale Sheer Surface": { "name": "Scale Sheer Surface", "description": "You are an exceptional climber. You can attempt to climb even seemingly impossible surfaces such as sheer fortifications, ice shelves, plastered walls, and similar, and you ignore any penalties to Climb Tests derived from the difficulty of the surface climbed.", "effects": { "Scale Sheer Surface": { "name": "Scale Sheer Surface" } } }, "Shadow": { "name": "Shadow", "description": "

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

", "effects": { "Shadow": { "name": "Shadow" } } }, "Step Aside": { "name": "Step Aside", "description": "You are skilled at being where enemy weapons are not. If you use Dodge to defend against an incoming attack and win the Opposed Test, you may move up to 2 yards as you dive away, and no longer count as Engaged. None of your opponents will gain a Free Attack when you do this.", "effects": { "Step Aside": { "name": "Step Aside" } } }, "Dagger": { "name": "Dagger" }, "Hood": { "name": "Hood" }, "Sack": { "name": "Sack", "description": "

Requires 1 hand to carry.

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

@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.mBtIPoWNpXwAS5Yl]{Thief}

" }, "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}" }, "Drive": { "name": "Drive", "description": "

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

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

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" }, "Black Clothing": { "name": "Black Clothing" }, "Rope": { "name": "Rope" } } }, "Scuttlescree": { "name": "Scuttlescree", "items": { "Cool": { "name": "Cool", "description": "

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

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

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

You react like a flash of lightning. Add 10 to your Initiative for each level in this Talent when determining Combat Initiative.

", "effects": { "Combat Reflexes": { "name": "Combat Reflexes" } } }, "Resolute": { "name": "Resolute", "description": "You launch into attacks with grim determination. Add your level of Resolute to your Strength Bonus when you Charge.", "effects": { "Resolute": { "name": "Resolute" } } }, "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" } } }, "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.

" }, "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.

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

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

", "effects": { "Infected": { "name": "Infected" } } }, "Magic Resistance": { "name": "Magic Resistance", "description": "

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

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

", "effects": { "Stupid": { "name": "Stupid" } } }, "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 } } } }, "Vomit": { "name": "Vomit", "description": "

The creature can spew a stream of corrosive corruption, dowsing its opponents in foul, semi-digested filth.

\n", "effects": { "Vomit": { "name": "Vomit" } } }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Brass Penny": { "name": "Brass Penny" }, "Big Wooden Maul": { "name": "Big Wooden Maul" } } }, "Maliss Manrack": { "name": "Maliss Manrack", "description": "

Maliss Manrack, Bronze-Finger

\n

Maliss has replaced several parts of his body with Warpstone-powered prosthetics. His left leg is a clanking iron contraption which vents green steam from time to time, and patches of fur are covered with metal plates. Most notable is the prosthetic finger on his right hand, earning him the name, Bronze-Finger. His face is scarred, with one milky-white eye, which Maliss idly scratches. He speaks in the third person.

\n

Maliss is a calculating and cruel taskmaster, eager to see his plans acted upon, and will not suffer excuses or fools. His megalomania makes him prone to outbursts, rants, and bouts of destructive depression if his plans are hindered in any way. If the Moonbreaker scheme works, he believes that no Skaven in the Under-Empire will deny his right to ruling the Council of Thirteen. Success is so close that he can almost taste it…

", "items": { "Engineer’s Toolkit": { "name": "Engineer’s Toolkit" }, "Helmet": { "name": "Helmet" }, "Heavy Armour": { "name": "Heavy Armour" }, "Warpsmoke Generator": { "name": "Warpsmoke Generator", "effects": { "Warpsmoke Generator": { "name": "Warpsmoke Generator" } } }, "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}" }, "Language (Khazalid)": { "name": "Language (Khazalid)", "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}" }, "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 (Magick)": { "name": "Lore (Magick)", "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}" }, "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}" }, "Ranged (Skaven Ranged Weapons)": { "name": "Ranged (Skaven Ranged Weapons)", "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}" }, "Stealth": { "name": "Stealth", "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.jmFSm7UvmHEq52iu caption=false]{Trade}" }, "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" } } }, "Marksman": { "name": "Marksman", "description": "You gain a permanent +5 bonus to your starting Ballistic Skill (this does not count towards your Advances).", "effects": { "Marksman": { "name": "Marksman", "changes": { "system.characteristics.bs.initial": 5 } } } }, "Rapid Reload": { "name": "Rapid Reload", "description": "You can reload ranged weapons with practiced ease. You add SL equal to your level in Rapid Reload to any Test to reload a ranged weapon.", "effects": { "Rapid Reload": { "name": "Rapid Reload" } } }, "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" } } }, "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" } } }, "Armour (Heavy Armour)": { "name": "Armour (Heavy 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.

" }, "Hand Weapon": { "name": "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}" }, "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}" }, "Jezzail Bullet and Powder": { "name": "Jezzail Bullet and Powder" }, "Warplock Pistol": { "name": "Warplock Pistol", "description": "

Availability: Skyre and allied clans only

\n

The Warplock Pistol fires pellets of Warpstone, with a longer range than a blackpowder pistol. If a Warplock Pistol attack results in a Fumble, roll [[/br 1d10 #Fumble]]. On a result of 1, the pistol blows up in the wielder’s hand, destroying itself in a Blast 1 explosion dealing the same Damage as a successful shot. On a result of 2–10, roll on the @Table[oops]{‘Oops!’} Table.

", "effects": { "Warplock Pistol": { "name": "Warplock Pistol" } } }, "Warpblade Halberd": { "name": "Warpblade Halberd", "description": "

Warp-blades are unique to Clan Skryre. They are commonly attached to poles, creating halberd-like weapons, or are directly implanted into the arms of Warlock Engineers. A tangle of wires feeds the blades, which hum with barely contained Warp energy. When used in hand-to-hand combat, Warp-blades are treated as either Halberds (in the case of those mounted on poles), or @UUID[Compendium.wfrp4e-core.items.1zaqojk0Oq1m8vYv]{Hand Weapons} (when they are implanted into a Warlock’s arms), both with a +1 bonus to Damage and the ZZAP! Quality.

", "effects": { "Warpblade Halberd": { "name": "Warpblade Halberd" } } } } }, "Treecherik Clanrat": { "name": "Treecherik Clanrat", "description": "

@UUID[JournalEntry.oXly0RXc3Z3vnVrH.JournalEntryPage.nMGc3gSeO4HsP3sU]{Clan Eshin}

Clan Treecherik’s Clanrats are more prone to infighting than most Skaven, which is to say they are very prone to it indeed. They are also particularly stealthy by Skaven standards, preferring to keep to the shadows and strike only when their foe is at a disadvantage. The brutal nature of life in Clan Treecherik means that by necessity most are more observant and quicker to react then their kin. Almost any extended fight they become involved in results in at least one fatal tussle between supposed comrades as one grudge or another is put to rest in the heat of battle.

", "items": { "Shield": { "name": "Shield", "description": "

The Clan habit of wearing shields strapped across their backs means that they do not gain the usual benefit for using a shield, but instead gain 2 AP against all attacks from behind.

", "effects": { "Ablaze": { "name": "Ablaze" } } }, "Melee (Basic)": { "name": "Melee (Basic)", "description": "

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

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

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

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

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

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

To engorge a Giant Rat to even further mass and obesity requires a Master Moulder of extraordinary talents, and the right blend of growth agents and hide-grafts. Great Pox Rats are abhorrent, bloated vermin the size of a large pony, only much wider. They are covered with mangy fur overtaken by patches of poxes and dripping lesions. A Great Pox Rat’s filth-encrusted mouth is filled with needle-sharp teeth, sabre-like incisors, and yet-to-be-discovered diseases. Once astride the heavily bloated Great Pox Rat, a Warlord can rightfully twitch his tail in pride, for surely none would be so foolish as to challenge such a mighty personage.

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

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

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

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

\n

 

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

Size

\n
\n

 Examples

\n
\n

Tiny

\n
\n

Butterfly, Mouse, Pigeon

\n
\n

Little

\n
\n

Cat, Hawk, Human Baby

\n
\n

Small

\n
\n

Giant Rat, Halfling, Human Child

\n
\n

Average

\n
\n

Dwarf, Elf, Human

\n
\n

Large

\n
\n

Horse, Ogre, Troll

\n
\n

Enormous

\n
\n

Griffon, Wyvern, Manticore

\n
\n

Monstrous

\n
\n

Dragon, Giant, Greater Daemon

\n
\n
\n

 

\n

Using Size

\n

 

\n

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

\n

 

\n

 

\n

Size Combat Modifers

\n

If larger:

\n\n\n

 

\n

If smaller:

\n

• It gains a bonus of +10 to hit.

\n

 

\n

Defending Against Big Creatures

\n

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

\n

 

\n\n

Fear and Terror

\n

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

\n

 

\n

Moving in Combat

\n

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

\n

 

\n

Opposed Strength

\n

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

\n

 

\n

Stomp

\n

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

\n

 

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

Size

\n
\n

Wounds

\n
\n

Tiny

\n
\n

1

\n
\n

Little

\n
\n

Toughness Bonus

\n
\n

Small

\n
\n

(2×Toughness Bonus) + Willpower Bonus

\n
\n

Average

\n
\n

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

\n
\n

Large

\n
\n

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

\n
\n

Enormous

\n
\n

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

\n
\n

Monstrous

\n
\n

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

\n
\n
", "effects": { "Size": { "name": "Size" } } }, "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)" } } }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Brass Penny": { "name": "Brass Penny" } } }, "Turntail Clanrat": { "name": "Turntail Clanrat", "description": "

@UUID[JournalEntry.oXly0RXc3Z3vnVrH.JournalEntryPage.SJRe53QCz0UDC1Dn]{Clan Skyre}

The Turntails have an undeserved reputation for competence among their fellows, which lends them something approximating respect amongst the Skaven. In fact, the average Turntail Clanrat is constantly on the lookout for someone else who might serve to fail or perish in their place. They think nothing of shoving their fellows into the path of danger if it means they might survive, and have been known to set fire to entire buildings rather than clear out a single enemy soldier. This propensity for terribly disproportionate responses to perceived threats ironically makes the Turntails rather more dangerous than the average Clanrat.

The Turntails have been equipped with a variety of Clan Skryre weapons, and for every five Clanrats there will be one weapon crew with a @Item[HQM0iMWhDmw62ggb]{Doomrocket} or @Item[ubrhmYFH3bNl31Qi]{Warpfire thrower}.

", "items": { "Leather Armour": { "name": "Leather Armour" }, "50% chance of having a functioning Gas Mask": { "name": "50% chance of having a functioning Gas Mask" }, "Dodge": { "name": "Dodge", "description": "

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

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

" }, "Hand Weapon": { "name": "Hand Weapon" }, "Shield": { "name": "Shield" }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Brass Penny": { "name": "Brass Penny" } } }, "Erich Kalzbad": { "name": "Erich Kalzbad", "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}" }, "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}" }, "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}" }, "Leadership": { "name": "Leadership", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" }, "Lore (Law)": { "name": "Lore (Law)", "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 (Chaos)": { "name": "Lore (Chaos)", "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}" }, "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}" }, "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" } } }, "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 } } } }, "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" } } }, "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." }, "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." }, "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" } } }, "Breath (Multicoloured Fire)": { "name": "Breath (Multicoloured Fire)", "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" } } }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Brass Penny": { "name": "Brass Penny" }, "Counsellor": { "name": "Counsellor", "description": "

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

" }, "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}" }, "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}" }, "Sword": { "name": "Sword" }, "Cape": { "name": "Cape" }, "Silver-topped cane": { "name": "Silver-topped cane", "description": "

Polished wooden canes with metal caps are status symbols amongst wealthier townsfolk.

" }, "Secret Documents": { "name": "Secret Documents" }, "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

" }, "Move Object": { "name": "Move Object", "description": "

Using magic, you grab hold of an non-sentient object no larger than you, moving it with the sheer force of your will, which is considered to have a Strength equal to your Willpower. You may move the object up to Willpower Bonus yards. If anyone attempts to impede the object’s movement, make a Contested Willpower/Strength Test. For every +2 SL you may increase the distance the object is moved by Willpower Bonus yards.

" }, "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" } } }, "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" } } }, "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.

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.

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" } } }, "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" } } } } }, "Janna Eberhauer": { "name": "Janna Eberhauer", "items": { "GM’s discretion. Like Helseher, she has some magical items of her own and can requisition others from the Guild.": { "name": "GM’s discretion. Like Helseher, she has some magical items of her own and can requisition others from the Guild." }, "Channelling (Azyr)": { "name": "Channelling (Azyr)", "description": "

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

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

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

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

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

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

" }, "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

An Ogre’s feast, a six-legged beast, a hope at least, then a film of yeast

" }, "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" } } }, "Instinctive Diction": { "name": "Instinctive Diction", "description": "

You instinctively understand the language of Magick, and are capable of articulating the most complex phrases rapidly without error. You do not suffer a Miscast if you roll a double on a successful Language (Magick) Test.

", "effects": { "Instinctive Diction": { "name": "Instinctive Diction" } } }, "Magical Sense": { "name": "Magical Sense", "description": "

You are able to sense the Winds of Magic in others. You may attempt an Average (+20) Intuition Test whenever you encounter a spellcaster. If you pass, you sense the target is a witch. Further, if you score an Astounding Success (+6), can also determine the target’s highest Channeling Specialization.

", "effects": { "Magical Sense": { "name": "Magical Sense" } } }, "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’.

" }, "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" } } }, "Savvy": { "name": "Savvy", "description": "You gain a permanent +5 bonus to your starting Intelligence Characteristic (this does not count towards your Advances).", "effects": { "Savvy": { "name": "Savvy", "changes": { "system.characteristics.int.initial": 5 } } } }, "Second Sight": { "name": "Second Sight", "description": "You can perceive the shifting Winds of Magic that course from the Chaos Gates at the poles of the world. You now have the Sight", "effects": { "Second Sight": { "name": "Second Sight" } } }, "Sixth Sense": { "name": "Sixth Sense", "description": "You get a strange feeling when you are threatened, and can react accordingly. The GM may warn you if you are walking into danger; this will normally come after a secret Intuition Test on your behalf. Further, you may ignore Surprise if you pass an Intuition Test", "effects": { "Sixth Sense": { "name": "Sixth Sense" } } }, "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}" }, "Charm Animal": { "name": "Charm Animal", "description": "

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

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

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

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

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

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

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

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

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

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

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

" }, "Detect Artifact": { "name": "Detect Artifact", "description": "You are able to sense when magic lies within an artefact. You may attempt an Intuition Test for any magical artefact touched. If successful, you sense the item is magical; further, each SL also provides a specific special rule the item uses, if it has any. Normally, you may only attempt this Test once per artefact touched.", "effects": { "Detect Artefact": { "name": "Detect Artefact" } } }, "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." }, "Bearing": { "name": "Bearing", "description": "

You sense the influx of the Winds of Magic from their source. You know which direction North is.

\n\n Lore: None

" }, "Dart": { "name": "Dart", "description": "

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

\n\n Lore: None

" }, "Dazzle": { "name": "Dazzle", "description": "

The target gains 1 @Condition[Blinded] Condition, and gains 1 Blinded Condition at the start of each round for the duration of the spell.

\n\n Lore: None

", "effects": { "Dazzle": { "name": "Dazzle" } } }, "Gust": { "name": "Gust", "description": "

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

\n\n Lore: None

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

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

\n\n Lore: None

" }, "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

" }, "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" } } }, "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 (Heavens)": { "name": "Aethyric Armour (Heavens)", "description": "

You gain +1 Armor Point to all Hit Locations as you wrap yourself in a protective swathe of magic.

\n\n Lore: Spells causing Damage ignore Armour Points from metal armour, and will arc to all other targets within 2 yards, except those with the Arcane Magic (Heavens) Talent, inflicting hits with a Damage equal to your Willpower Bonus, handled like a magical missile.

", "effects": { "Aethyric Armour (Heavens)": { "name": "Aethyric Armour (Heavens)" } } }, "Aethyric Arms (Heavens)": { "name": "Aethyric Arms (Heavens)", "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.

\n\n Lore: Spells causing Damage ignore Armour Points from metal armour, and will arc to all other targets within 2 yards, except those with the Arcane Magic (Heavens) Talent, inflicting hits with a Damage equal to your Willpower Bonus, handled like a magical missile.

", "effects": { "Aethyric Arms (Heavens)": { "name": "Aethyric Arms (Heavens)" } } }, "Arrow Shield (Heavens)": { "name": "Arrow Shield (Heavens)", "description": "

Any missiles containing organic matter, such as arrows with wooden shafts, are automatically destroyed if they pass within the Area of Effect, causing no damage to their target. Missiles comprising only inorganic matter, such as throwing knives or pistol shots, are unaffected.

\n\n Lore: Spells causing Damage ignore Armour Points from metal armour, and will arc to all other targets within 2 yards, except those with the Arcane Magic (Heavens) Talent, inflicting hits with a Damage equal to your Willpower Bonus, handled like a magical missile.", "effects": { "Arrow Shield (Heavens)": { "name": "Arrow Shield (Heavens)" } } }, "Chain Attack (Heavens)": { "name": "Chain Attack (Heavens)", "description": "

You channel a twisting spur of rupturing magic into your target. This is a Magic Missile with a Damage of +4. If Chain Attack reduces a target to 0 Wounds, it leaps to another target within the spell’s initial range, and within Willpower Bonus yards of the previous target, inflicting the same Damage again. It may leap a maximum number of times equal to your Willpower Bonus. For every +2 SL achieved, it may chain to an additional target.

\n\n Lore: Spells causing Damage ignore Armour Points from metal armour, and will arc to all other targets within 2 yards, except those with the Arcane Magic (Heavens) Talent, inflicting hits with a Damage equal to your Willpower Bonus, handled like a magical missile.

" }, "Flight (Heavens)": { "name": "Flight (Heavens)", "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: Spells causing Damage ignore Armour Points from metal armour, and will arc to all other targets within 2 yards, except those with the Arcane Magic (Heavens) Talent, inflicting hits with a Damage equal to your Willpower Bonus, handled like a magical missile.

", "effects": { "Flight (Heavens)": { "name": "Flight (Heavens)" } } }, "Teleport (Heavens)": { "name": "Teleport (Heavens)", "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: Spells causing Damage ignore Armour Points from metal armour, and will arc to all other targets within 2 yards, except those with the Arcane Magic (Heavens) Talent, inflicting hits with a Damage equal to your Willpower Bonus, handled like a magical missile.

" }, "Cerulean Shield": { "name": "Cerulean Shield", "description": "

You encase yourself in a crackling cage of sparking electricity and Azyr. For the spell’s duration, gain +SL Armour Points to all locations against melee attacks. If attacked by metal weapons — such as daggers, swords, and spears with metal tips — your attacker takes +Willpower Bonus Damage.

\n\n Lore: Spells causing Damage ignore Armour Points from metal armour, and will arc to all other targets within 2 yards, except those with the Arcane Magic (Heavens) Talent, inflicting hits with a Damage equal to your Willpower Bonus, handled like a magical missile.

", "effects": { "Cerulean Shield": { "name": "Cerulean Shield" } } }, "Fate’s Fickle Fingers": { "name": "Fate’s Fickle Fingers", "description": "

All allies within the Area of Effect, excluding those with the Arcane Magic (Heavens) Talent, create a single pool for their Fortune Points. All may draw on the pool, first come, first served. When the spell ends, you reallocate any remaining Fortune Points as fairly as possible.

\n\n Lore: Spells causing Damage ignore Armour Points from metal armour, and will arc to all other targets within 2 yards, except those with the Arcane Magic (Heavens) Talent, inflicting hits with a Damage equal to your Willpower Bonus, handled like a magical missile.

" }, "Starcrossed": { "name": "Starcrossed", "description": "

While this spell is active, you can spend Fortune Points to force an opponent to reroll Tests.

\n\n Lore: Spells causing Damage ignore Armour Points from metal armour, and will arc to all other targets within 2 yards, except those with the Arcane Magic (Heavens) Talent, inflicting hits with a Damage equal to your Willpower Bonus, handled like a magical missile.

", "effects": { "Starcrossed": { "name": "Starcrossed" } } }, "T'Essla's Arc": { "name": "T'Essla's Arc", "description": "

A crackling bolt of lightning shoots from your fingertips, striking your target. This is a magic missile with Damage +10 that inflicts +1 @Condition[Blinded] condition.

Lore: Spells causing Damage ignore Armour Points from metal armour, and will arc to all other targets within 2 yards, except those with the Arcane Magic (Heavens) Talent, inflicting hits with a Damage equal to your Willpower Bonus, handled like a magical missile.

", "effects": { "T'Essla's Arc": { "name": "T'Essla's Arc" } } }, "The First Portent of Amul": { "name": "The First Portent of Amul", "description": "

Gain +1 Fortune Point. For every +2 SL, gain +1 more. Any of these points unused at the end of the Duration are lost.

\n\n Lore: Spells causing Damage ignore Armour Points from metal armour, and will arc to all other targets within 2 yards, except those with the Arcane Magic (Heavens) Talent, inflicting hits with a Damage equal to your Willpower Bonus, handled like a magical missile.

", "effects": { "The First Portent of Amul": { "name": "The First Portent of Amul" } } }, "The Second Portent of Amul": { "name": "The Second Portent of Amul", "description": "

Gain +SL Fortune Points. For every +2 SL, gain +1 additional Fortune point. Any unused points at the end of the Duration are lost.

\n\n Lore: Spells causing Damage ignore Armour Points from metal armour, and will arc to all other targets within 2 yards, except those with the Arcane Magic (Heavens) Talent, inflicting hits with a Damage equal to your Willpower Bonus, handled like a magical missile.

", "effects": { "The Second Portent of Amul": { "name": "The Second Portent of Amul" } } } } }, "Klik Rustclaw": { "name": "Klik Rustclaw", "description": "

@UUID[JournalEntry.oXly0RXc3Z3vnVrH.JournalEntryPage.uwpDJeDpMAMVqSaR]{Clan Rictus}

Among the typically skittish and restless Skaven, Klik Rustclaw is something of an anomaly. The sizable Stormvermin remains calm and relatively composed in situations that would send other Skaven into a frenzy of killing, or scurrying to their burrows. Klik has garnered a reputation for long periods of quiet observation punctuated by moments of intense violence. Most of his rivals looking to lead the Deathvermin are aware that Warlord Doomclaw is somehow displeased with their Claw. This has left most happy to await whatever misfortune the clan leadership intends to visit upon Klik before they seize leadership for themselves. For his part, Klik naively believes his service to Skavendom is valued, and the increasingly lethal situations he is sent into to be a sign of the faith Clan Mors puts in the Deathvermin.

", "items": { "3d10 Warptokens": { "name": "3d10 Warptokens" }, "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 (Polearm)": { "name": "Melee (Polearm)", "description": "

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

" }, "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" } } }, "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" } } }, "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" } } }, "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.

" }, "Spear": { "name": "Spear" }, "Shield": { "name": "Shield" }, "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 (Basic)": { "name": "Melee (Basic)", "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}" }, "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}" } } }, "Master Moulder Wrakrennch": { "name": "Master Moulder Wrakrennch", "description": "

@UUID[JournalEntry.oXly0RXc3Z3vnVrH.JournalEntryPage.qvft4GKy7q56yHgN]{Clan Moulder Monstrosities}

The Master Moulders of Clan Moulder inspect the impact of their creations and find inspiration on how to make them even more deadly. Their presence instils a great deal of fear and discipline in their minions, and even the most powerful Rat Ogres shy away from these vicious Skaven, a clear testament to their great skill at inflicting pain.

", "items": { "Black Iron Armour": { "name": "Black Iron Armour" }, "Animal Care": { "name": "Animal Care", "description": "

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "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 } } } }, "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 } } } }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Brass Penny": { "name": "Brass Penny" }, "Sword": { "name": "Sword" }, "Leather Jack": { "name": "Leather Jack" }, "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}" }, "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}" } } }, "Thugs": { "name": "Thugs", "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}" }, "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 (Crossbow)": { "name": "Ranged (Crossbow)", "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" }, "Dagger": { "name": "Dagger" }, "Knuckledusters": { "name": "Knuckledusters" }, "Leather Jack": { "name": "Leather Jack" }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Brass Penny": { "name": "Brass Penny" }, "Crossbow": { "name": "Crossbow" }, "Bolt": { "name": "Bolt" }, "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}" }, "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}" } } }, "Turntail Poisoned Wind Globadiers": { "name": "Turntail Poisoned Wind Globadiers", "description": "

@UUID[JournalEntry.oXly0RXc3Z3vnVrH.JournalEntryPage.SJRe53QCz0UDC1Dn]{Clan Skyre}

The concept of training is very loose amongst the Skaven, and the Poisoned Wind Globadiers of the Turntails are hardly an exception. In fact, most Skaven ‘volunteer’ for the position solely because it is one of the few roles that guarantees access to a precious gas mask. So protected, they are not shy about using their weaponry and think nothing of throwing globes into a crowd of allies and enemies alike.

", "items": { "Leather Armour": { "name": "Leather Armour" }, "Dodge": { "name": "Dodge", "description": "

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

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

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

" }, "Dagger": { "name": "Dagger" }, "Shield": { "name": "Shield" }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Brass Penny": { "name": "Brass Penny" }, "Gas Mask": { "name": "Gas Mask", "description": "

Availability: Skyre and allied clans only

\n

Clan Skryre’s Poison Globadiers wear complicated contraptions upon their backs that consist of metal tubes and bellows, all of which connect to their gas masks. These masks, designed solely for the use of Skaven, grant the Globadiers a +40 bonus to any Endurance Tests made to resist the effects of inhaled poisons or gasses.

", "effects": { "Gas Mask": { "name": "Gas Mask" } } }, "Poisoned Wind Globe": { "name": "Poisoned Wind Globe", "description": "

Availability: Skyre and allied clans only

A @UUID[JournalEntry.oXly0RXc3Z3vnVrH.JournalEntryPage.SJRe53QCz0UDC1Dn]{Clan Skryre} innovation, these small hollow glass spheres contain a noxious gas. When thrown, the sphere shatters, dispersing the poison. If the globe fails to hit its target, consult the following table: @Table[poisoned-wind-globe]{Poisoned Wind Globe}

When the globe shatters, it releases a cloud of poisonous gas 3 yards in diameter and 3 yards high. The cloud persists for [[/br 1d10–1 # Rounds]] rounds (a roll of 1 indicating that there is a draught or breeze strong enough to disperse it instantly). Every Character within the cloud must make a Challenging (+0) Toughness Test, modified by @UUID[Compendium.wfrp4e-core.items.vMYEkrWj0ip6ZOdv]{Resistance (Poison)} and similar Talents or Traits, or suffer a +4 Damage hit that ignores armour and Toughness. A target must repeat the Test every round they remain in the cloud. 

Poisoned Wind Globes are sometimes deployed as traps, using a simple tripwire. If a Character fails to spot the tripwire — Challenging (+0) Perception Test — the trap is sprung, and the globe shatters at the Character’s feet. Treat these as any other attack with this weapon, centred on the triggering Character.

", "effects": { "Poisoned Wind Globe": { "name": "Poisoned Wind Globe" }, "Poisoned Wind Globe - Miss": { "name": "Poisoned Wind Globe - Miss" } } } } }, "Claudia Carbonetti": { "name": "Claudia Carbonetti", "items": { "2d10 Silver Shilling": { "name": "2d10 Silver Shilling" }, "Consume Alcohol": { "name": "Consume Alcohol", "description": "

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

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

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

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

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

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

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

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

\n

 

\n
\n\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" } } }, "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" } } }, "9pXszWlo4aHBYpvR": { "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" } } }, "Etiquette (Criminals)": { "name": "Etiquette (Criminals)", "description": "

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

", "effects": { "Etiquette": { "name": "Etiquette" } } }, "Fearless (Watchmen)": { "name": "Fearless (Watchmen)", "description": "

You are either brave enough or crazy enough that fear of certain enemies has become a distant memory. With a single Average (+20) Cool Test, you may ignore any Intimidate, Fear, or Terror effects from the specified enemy when encountered. Typical enemies include Beastmen, Greenskins, Outlaws, Vampires, Watchmen, and Witches.

", "effects": { "Fearless": { "name": "Fearless" } } }, "Menacing": { "name": "Menacing", "description": "You have an imposing presence. When using the Intimidate Skill, gain a SL bonus equal to your levels of Menacing.", "effects": { "Menacing": { "name": "Menacing" } } }, "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" } } }, "Vo5W5nZwsgzNlUet": { "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" }, "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}" }, "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}" }, "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}" }, "Gang Boss": { "name": "Gang Boss", "description": "

@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.Z5QPZbUR3h422ozo]{Racketeer}

" }, "Crossbow Pistol": { "name": "Crossbow Pistol" }, "Mail Coat": { "name": "Mail Coat" }, "Mail Coif": { "name": "Mail Coif", "effects": { "Mail Coif": { "name": "Mail Coif" } } }, "Mail Chausses": { "name": "Mail Chausses" }, "Bolt": { "name": "Bolt" }, "Knuckledusters": { "name": "Knuckledusters" } } }, "Chieftain": { "name": "Chieftain", "description": "

@Actor[dmJK7e89ck94VrCZ]{Chieftains} are veteran Skaven warriors who are employed by the Warlords to lead larger raiding parties and even small armies. They command the lesser Skaven through strength and fear, rather than inspired leadership. |

", "items": { "Athletics": { "name": "Athletics", "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.jJYOiSQNgC9v7cM5 caption=false]{Ranged}" }, "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 Coat": { "name": "Mail Coat" }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Brass Penny": { "name": "Brass Penny" }, "Sword": { "name": "Sword" }, "Leather Jerkin": { "name": "Leather Jerkin" }, "Plate Open Helm": { "name": "Plate Open Helm", "effects": { "Plate Open Helm": { "name": "Plate Open Helm" } } }, "Entertain": { "name": "Entertain", "description": "

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

Availability: Skyre and allied clans only

\n

The Warplock Pistol fires pellets of Warpstone, with a longer range than a blackpowder pistol. If a Warplock Pistol attack results in a Fumble, roll [[/br 1d10 #Fumble]]. On a result of 1, the pistol blows up in the wielder’s hand, destroying itself in a Blast 1 explosion dealing the same Damage as a successful shot. On a result of 2–10, roll on the @Table[oops]{‘Oops!’} Table.

", "effects": { "Warplock Pistol": { "name": "Warplock Pistol" } } }, "Jezzail Bullet and Powder": { "name": "Jezzail Bullet and Powder" } } }, "Eunice Hasche": { "name": "Eunice Hasche", "items": { "Freiburg house with impressive library": { "name": "Freiburg house with impressive library", "description": "

@UUID[Compendium.wfrp4e-middenheim.journals.PuIrlGBOjxuWpK3P.JournalEntryPage.a1a8YFmSMjGOpBpz]{Freiburg}

" }, "Her own laboratory at the Collegium Theologica": { "name": "Her own laboratory at the Collegium Theologica", "description": "

@UUID[Compendium.wfrp4e-middenheim.journals.PuIrlGBOjxuWpK3P.JournalEntryPage.PJSTe8IXwh6oy78t]{Collegium Theologica}

" }, "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 (Tilean)": { "name": "Language (Tilean)", "description": "

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

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

First thine discharge, then a swift shadow falls over thee" }, "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" } } }, "SJoMucniCjr2vJDi": { "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." }, "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 } } } }, "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" } } }, "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

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

@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.CmiCNv8YlslFqRqy]{Scholar}

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

Contains a quill pen, inkpot, and ink blotter.

" }, "Parchment/sheet": { "name": "Parchment/sheet" }, "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}" } } }, "Jannick Warsteiner": { "name": "Jannick Warsteiner", "items": { "Several Daggers": { "name": "Several Daggers" }, "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}" }, "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}" }, "Leadership": { "name": "Leadership", "description": "

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

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

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

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

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

\n

 

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

Career Level

\n
\n

Bonus Money per time the Talent is taken

\n
\n

1

\n
\n

+2d10 brass pennies

\n
\n

2

\n
\n

+1d10 silver shillings

\n
\n

\n
\n

+2d10 silver shillings

\n
\n

4

\n
\n

+1 gold crown

\n
\n
\n

 

\n

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

", "effects": { "Criminal": { "name": "Criminal" } } }, "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" } } }, "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.

Tangle ye not with Southern folk" }, "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" } } }, "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" } } }, "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 } } } }, "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" } } }, "POBkWXtNUyBS3YTN": { "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}" }, "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}" }, "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}" }, "Dagger": { "name": "Dagger" }, "Dark Clothing": { "name": "Dark Clothing" } } }, "Clawleader Rikkhin": { "name": "Clawleader Rikkhin", "description": "

Rikkhin is dishevelled and scratched, but held onto his leather armour and helmet. He has piebald fur.

", "items": { "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.

" }, "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.

" }, "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" } } }, "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" }, "Plate Open Helm": { "name": "Plate Open Helm", "effects": { "Plate Open Helm": { "name": "Plate Open Helm" } } }, "Rusty Sword": { "name": "Rusty Sword" } } }, "Fleer Twitchkill": { "name": "Fleer Twitchkill", "description": "

The Assassin

Master Assassin Fleer Twitchkill’s destiny was altered long ago when chance (and a Grey Wizard target) led him to acquiring a curious artefact of ‘living’ Ulgu cloth – a literal @UUID[.Item.xnqrwPVhXNZo1YyM]{Shadow Cloak}. With his semi-parasitic cloak enhancing his formidable skills, Fleer is a deadly foe that most never see coming. He is a controlled, dispassionate killer, calculating what move or stratagem is the most effective. If he has a flaw, it is a tendency to underestimate ‘lesser’ species — everyone not Skaven.

Fleer’s throwing blades are tri-bladed. His sword, if looked at from the point, forms the Great Skaven Sigil, hence the triangular blade. He carries a variety of blades, including two coated with Black Lotus – but can only throw one poisoned blade during an attack due to being cautious to not cut himself. All of his blades are made of a warpstone-alloy; targets damaged by them must make a @Corruption[minor]{Minor Corruption Test}.

", "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}" }, "Ranged (Throwing)": { "name": "Ranged (Throwing)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.jJYOiSQNgC9v7cM5 caption=false]{Ranged}" }, "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" } } }, "fBq5eifkdKaj1YeA": { "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" } } }, "ILYSoyzOjHWxC83S": { "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" } } }, "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.

" }, "hvADSLt6eazUo7VQ": { "name": "Combat Master", "description": "

Your accumulated years of combat experience allow you to keep lesser fighters at bay. For each level in this Talent, you count as one more person for the purposes of determining if one side out numbers the other. This Talent only comes into play when you are out-numbered.

" }, "Combat Reflexes": { "name": "Combat Reflexes", "description": "

You react like a flash of lightning. Add 10 to your Initiative for each level in this Talent when determining Combat Initiative.

", "effects": { "Combat Reflexes": { "name": "Combat Reflexes" } } }, "Distract": { "name": "Distract", "description": "

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

", "effects": { "Distract": { "name": "Distract" } } }, "Dual Wielder": { "name": "Dual Wielder", "description": "

When armed with two weapons, you may attack with both for your Action. Roll to hit with the weapon held in your primary hand. If you hit, determine Damage as normal, but remember to keep your dice roll, as you will use it again. If the first strike hits, once it is resolved, the weapon in your secondary hand can then target an available opponent of your choice using the same dice roll for the first strike, but reversed. So, if you rolled 34 to hit with the first weapon, you use 43 to hit with the second. Remember to modify this second roll by your off-hand penalty (–20 unless you have the Ambidextrous Talent). This second attack is Opposed with a new defending roll, and damage for this second strike is calculated as normal. The only exception to this is if you roll a Critical for your first strike. If this happens, use the roll on the Critical Table to also act as the roll for the second attack. So, if you scored a critical to the head and rolled 56 on the Critical table for a Major Eye Wound, your second attack would then strike out with a to-hit value of 56. If you choose to attack with both weapons, all your defensive rolls until the start of your next Turn suffer a penalty of –10. You do not gain an Advantage when you successfully strike or Wound an opponent when Dual Wielding unless both attacks hit.

", "effects": { "Dual Wielder": { "name": "Dual Wielder" } } }, "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" } } }, "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" } } }, "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.

" }, "Qfi03akdaXdILUZj": { "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.

" }, "Relentless": { "name": "Relentless", "description": "When you have your mind set on a target, there is nothing anyone can do to stop you reaching them. If you use Advantage when Disengaging, you may keep a number of Advantage equal to your level of Relentless. Further, you may use Advantage to Disengage even if you have lower Advantage than your opponents." }, "VX6JoiquqGyBX1SA": { "name": "Relentless", "description": "When you have your mind set on a target, there is nothing anyone can do to stop you reaching them. If you use Advantage when Disengaging, you may keep a number of Advantage equal to your level of Relentless. Further, you may use Advantage to Disengage even if you have lower Advantage than your opponents." }, "Step Aside": { "name": "Step Aside", "description": "You are skilled at being where enemy weapons are not. If you use Dodge to defend against an incoming attack and win the Opposed Test, you may move up to 2 yards as you dive away, and no longer count as Engaged. None of your opponents will gain a Free Attack when you do this.", "effects": { "Step Aside": { "name": "Step Aside" } } }, "Strike to Injure": { "name": "Strike to Injure", "description": "

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

", "effects": { "Strike to Injure": { "name": "Strike to Injure" } } }, "feCFurlJhzsNz8aD": { "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" } } }, "Sure Shot": { "name": "Sure Shot", "description": "

You know how to find the weak spots in a target’s armor. When you hit a target with a Ranged weapon, you may ignore Armor Points equal to your Sure Shot level.

", "effects": { "Sure Shot": { "name": "Sure Shot" } } }, "RZRBWx5OK4SOwcJa": { "name": "Sure Shot", "description": "

You know how to find the weak spots in a target’s armor. When you hit a target with a Ranged weapon, you may ignore Armor Points equal to your Sure Shot level.

", "effects": { "Sure Shot": { "name": "Sure Shot" } } }, "bHzCeHZcfr19ADUk": { "name": "Sure Shot", "description": "

You know how to find the weak spots in a target’s armor. When you hit a target with a Ranged weapon, you may ignore Armor Points equal to your Sure Shot level.

", "effects": { "Sure Shot": { "name": "Sure Shot" } } }, "Dark Vision": { "name": "Dark Vision", "description": "

The creature can see in the dark as daylight.

" }, "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.

" }, "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" } } }, "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" } } }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Brass Penny": { "name": "Brass Penny" }, "Sword": { "name": "Sword" }, "Throwing Blade": { "name": "Throwing Blade" }, "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" } } }, "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}" }, "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}" }, "Shadow Cloak": { "name": "Shadow Cloak", "description": "

Fleer wears a cloak woven from greasy human hair, tattered cobwebs, and strands of Ulgu. It grants the assassin his @UUID[Compendium.wfrp4e-core.items.Bvd2aZ0gQUXHfCTh]{Ward} save and @UUID[Compendium.wfrp4e-core.items.OzwDT6kzoLYeeR2d]{Stealthy} Traits. The Cloak clings to its wearer almost with a sense of desperation, and removing the fragile thing carelessly can result in ruining it. This hardly bothers Fleer, however, as since he pried it from the corpse of its prior owner he has never taken it off. 

\n

Wearers of the cloak benefit from @UUID[Compendium.wfrp4e-core.items.Bvd2aZ0gQUXHfCTh]{Ward 8+} and acquire the @UUID[Compendium.wfrp4e-core.items.OzwDT6kzoLYeeR2d]{Stealthy} Trait. However it is clearly an item of arcane manufacture. Witch Hunters and other authorities are highly suspicious of the provenance of the item, and it looks and smells awful. If it is removed the wearer must make a Challenging (+0) Athletics Test. Failure indicates that the frayed and threadbare cloak is torn in the effort to remove it. The Ward save worsens to 9+ the first time this occurs, 10+ the second, and the cloak is torn to shreds and is useless thereafter.

" }, "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" } } }, "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" } } } } }, "Scathe The Tainted": { "name": "Scathe The Tainted", "items": { "Uneven Horns": { "name": "Uneven Horns", "description": "

" }, "GxqKy8MPfNDHE7I0": { "name": "Uneven Horns" }, "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}" }, "A9kt4IO0YT5jYOtn": { "name": "Athletics", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" }, "ZA7Jix9WvvtzsAsB": { "name": "Intimidate", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" }, "cUzDG1cpbLeG45pR": { "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}" }, "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.

" }, "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" } } }, "Mail Coat": { "name": "Mail Coat" }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Brass Penny": { "name": "Brass Penny" }, "nHKmRlwxqWvXW8YQ": { "name": "Uneven Horns", "description": "

+1 Armour Points to the Head; counts as a Creature @UUID[Compendium.wfrp4e-core.items.AtpAudHA4ybXVlWM]{Weapon} of Damage equal to your SB; this mutation cannot be hidden

", "effects": { "Uneven Horns": { "name": "Uneven Horns" } } }, "Plate Breastplate": { "name": "Plate Breastplate" }, "Sword": { "name": "Sword" }, "Plate Open Helm": { "name": "Plate Open Helm", "effects": { "Plate Open Helm": { "name": "Plate Open Helm" } } }, "Ranged (Skaven Ranged Weapons)": { "name": "Ranged (Skaven Ranged Weapons)", "description": "

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

Availability: Skyre and allied clans only

\n

The Warplock Pistol fires pellets of Warpstone, with a longer range than a blackpowder pistol. If a Warplock Pistol attack results in a Fumble, roll [[/br 1d10 #Fumble]]. On a result of 1, the pistol blows up in the wielder’s hand, destroying itself in a Blast 1 explosion dealing the same Damage as a successful shot. On a result of 2–10, roll on the @Table[oops]{‘Oops!’} Table.

", "effects": { "Warplock Pistol": { "name": "Warplock Pistol" } } }, "Jezzail Bullet and Powder": { "name": "Jezzail Bullet and Powder" } } }, "Yellow Fang Spy": { "name": "Yellow Fang Spy", "description": "

@UUID[JournalEntry.VQnLCPCECyNBqnOL]{The Yellow Fang}

", "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}" }, "Gamble": { "name": "Gamble", "description": "

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

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

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" }, "Melee (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 (Yellow Fang)": { "name": "Secret Signs (Yellow Fang)", "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}" }, "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" } } }, "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" } } }, "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" } } }, "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." }, "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" } } }, "Hand Weapon": { "name": "Hand Weapon" }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Brass Penny": { "name": "Brass Penny" }, "Drab Clothing": { "name": "Drab Clothing" }, "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}" }, "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}" }, "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}" } } }, "Middenheim Sewer Jack": { "name": "Middenheim Sewer Jack", "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}" }, "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}" }, "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 (Underground)": { "name": "Stealth (Underground)", "description": "

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

Provides illumination for 20 yards.

" }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Brass Penny": { "name": "Brass Penny" }, "Sword": { "name": "Sword" }, "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}" }, "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}" } } }, "Gottfried Jarmund": { "name": "Gottfried Jarmund", "items": { "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}" }, "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}" }, "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 (Speeches)": { "name": "Entertain (Speeches)", "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 (Guilder)": { "name": "Language (Guilder)", "description": "

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

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

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

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

A pair of safe hands guide you through Morr’s portal" }, "Double Life": { "name": "Double Life", "description": "

So adept are you at maintaining your Secret Identity, that you are able to live two completely separate lives. When you purchase this Talent, you may enter into a second Career alongside your Chaos Career. You now count as belonging to both Careers, and may purchase Advances and Talents in either one, as well as enter and leave new Careers from either. As always, any changes in Career need approval from your GM so they best fit any campaign plans and properly reflect your double life.

", "effects": { "Double Life": { "name": "Double Life" } } }, "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." }, "Etiquette (Scholar)": { "name": "Etiquette (Scholar)", "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" } } }, "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" } } }, "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’.

" }, "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 } } } }, "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" } } }, "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}" }, "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}" }, "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}" }, "Cult Documents": { "name": "Cult Documents" }, "Dishevelled Cult Robes": { "name": "Dishevelled Cult Robes" }, "Fearful Concern": { "name": "Fearful Concern", "effects": { "Fearful Concern": { "name": "Fearful Concern", "changes": { "system.characteristics.wp.modifier": -10 } } } }, "Cult Magus": { "name": "Cult Magus", "description": "

@UUID[Compendium.wfrp4e-eis.journals.IZVgB7zmTm4rK2yJ.JournalEntryPage.okL3l1pH269uRycI]{Cult Magus of Tzeentch}

" }, "Lawyer": { "name": "Lawyer", "description": "

@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.uIKbkjQpNUCGIQRv]{Lawyer}

" }, "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

" }, "Dart": { "name": "Dart", "description": "

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

\n\n Lore: None

" }, "Rot": { "name": "Rot", "description": "

You cause a roughly fist-sized volume of organic material to immediately rot. Food stuffs perish, clothes crumble, leathers shrivel (losing 1 Armor Point on 1 hit location), and similar, as dictated by the GM.

\n\n Lore: None

", "effects": { "Damage Armour": { "name": "Damage Armour" } } }, "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

" }, "Arrow Shield (Daemonology)": { "name": "Arrow Shield (Daemonology)", "description": "

Any missiles containing organic matter, such as arrows with wooden shafts, are automatically destroyed if they pass within the Area of Effect, causing no damage to their target. Missiles comprising only inorganic matter, such as throwing knives or pistol shots, are unaffected.

", "effects": { "Arrow Shield (Daemonology)": { "name": "Arrow Shield (Daemonology)" } } }, "Fearsome (Daemonology)": { "name": "Fearsome (Daemonology)", "description": "

Shrouding yourself in magic, you become fearsome and intimidating. Gain @UUID[Compendium.wfrp4e-core.items.pTorrE0l3VybAbtn]{Fear 1}. For every +3 SL, you may increase your Fear value by one.

", "effects": { "Fearsome (Daemonology)": { "name": "Fearsome (Daemonology)" } } }, "Magic Shield (Daemonology)": { "name": "Magic Shield (Daemonology)", "description": "

You encase yourself in bands of protective magic. While the spell is active, add +Willpower Bonus SL to any dispel attempts you make.

", "effects": { "Magic Shield (Daemonology)": { "name": "Magic Shield (Daemonology)" } } }, "Manifest Lesser Daemon": { "name": "Manifest Lesser Daemon", "description": "

You channel a sickening flow of Dhar, briefly forcing a rent into the fabric of reality. A Lesser Daemon immediately manifests through the rent. Perform an Opposed Channel (Dhar)/Willpower Test with the Daemon. If successful, the Daemon will respond to one command issued by you, quite literally, then vanish (assuming the command is completed before the Duration ends). If failed, the Daemon immediately attacks.

" }, "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. 

" }, "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" } } } } }, "Knud": { "name": "Knud", "description": "

These toughs are freelance legbreakers, hired via @Actor[comd8h9fa4Kl0D4P]{Claudia’s} contacts with @UUID[Compendium.wfrp4e-middenheim.journals.Liw9HcyJnHbLZevz.JournalEntryPage.hPDxL1zqTubGKiVH]{Edam Gouda}. None are particularly innovative, and none would risk their neck to save another. Knud is 5’10” and blond.

", "items": { "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}" }, "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" } } }, "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" } } }, "Leather Jack": { "name": "Leather Jack" }, "Knuckledusters": { "name": "Knuckledusters" }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Brass Penny": { "name": "Brass Penny" }, "Sword": { "name": "Sword" }, "Pouch": { "name": "Pouch" }, "2d10 Brass Penny": { "name": "2d10 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}" }, "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}" } } }, "Snake": { "name": "Snake", "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

" }, "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!

\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" } } }, "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" } } } } }, "Ulrich Schutzmann": { "name": "Ulrich Schutzmann", "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}" }, "Gamble": { "name": "Gamble", "description": "

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

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

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

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

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.EWHNXyzDLPBpoVxK caption=false]{Track}" }, "Break and Enter": { "name": "Break and Enter", "description": "You are an expert at quickly breaking down doors and forcing entry. You may add +1 Damage for each level in this Talent when determining damage against inanimate objects such as windows, chests, doors, and similar.", "effects": { "Break and Enter": { "name": "Break and Enter" } } }, "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

Beware the Man

" }, "Drilled": { "name": "Drilled", "description": "

You have been trained to fight shoulder-to-shoulder with other soldiers. If an enemy causes you to lose Advantage when standing beside an active ally with the Drilled Talent, you may keep 1 lost Advantage for each time you’ve taken the Drilled Talent.

", "effects": { "Drilled": { "name": "Drilled" } } }, "Etiquette (Criminals, Nobles, Soldiers)": { "name": "Etiquette (Criminals, 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" } } }, "Robust": { "name": "Robust", "description": "

You are as tough as old boots and just soak up damage. You reduce all incoming Damage by an extra +1 per time you have taken the Robust Talent, even if the Damage cannot normally be reduced, but still suffer a minimum of 1 Wound from any Damage source.

", "effects": { "Robust": { "name": "Robust" } } }, "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 } } } }, "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" } } }, "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" } } }, "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" }, "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." }, "Watch Captain": { "name": "Watch Captain", "description": "

@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.N02cjJdNWPdc4PUS]{Watchman}

" }, "Ceremonial Uniform": { "name": "Ceremonial Uniform", "description": "

Consisting of a deep-blue tunic beneath a breastplate of chased and engraved silver, knee-length black boots polished to a mirror finish, an open helmet of silver with elaborate niello-work, topped by a deep-blue plume, and a ceremonial sword in a gorgeously-bejewelled scabbard.

" } } }, "Theodor": { "name": "Theodor", "description": "

Theodor’s job is to run the warehouse and get @Actor[Sy0829M1A3fxm57R]{Bhar} what he wants. He corrals the @Actor[Qqb8P2q29vGNUMQt]{Yard Zombies} in the basement cold storage during the day, bringing them out after hours.

", "items": { "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}" }, "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}" }, "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" } } }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Brass Penny": { "name": "Brass Penny" }, "Axe": { "name": "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}" }, "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}" } } }, "Snikkit": { "name": "Snikkit", "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}" }, "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}" }, "Stealth (Urban)": { "name": "Stealth (Urban)", "description": "

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

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

", "effects": { "Infected": { "name": "Infected" } } }, "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.

" }, "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" } } }, "Dagger": { "name": "Dagger" }, "Mail Coat": { "name": "Mail Coat" }, "Shield": { "name": "Shield" }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Brass Penny": { "name": "Brass Penny" }, "Mail Chausses": { "name": "Mail Chausses" }, "Mail Coif": { "name": "Mail Coif", "effects": { "Mail Coif": { "name": "Mail Coif" } } }, "Short Spear": { "name": "Short Spear" }, "Leather Jack": { "name": "Leather Jack" }, "Leather Leggings": { "name": "Leather Leggings" }, "Leather Skullcap": { "name": "Leather Skullcap" } }, "effects": { "Encumbrance 1": { "name": "Encumbrance 1" } } }, "Brute, Force, And Bettë": { "name": "Brute, Force, And Bettë", "items": { "Big": { "name": "Big", "description": "

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

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

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

", "effects": { "Bite": { "name": "Bite" } } }, "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 } } } }, "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 } } } }, "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.

" }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Brass Penny": { "name": "Brass Penny" } } }, "The Hellbeast of Seep-Gore": { "name": "The Hellbeast of Seep-Gore", "description": "

@UUID[JournalEntry.oXly0RXc3Z3vnVrH.JournalEntryPage.qvft4GKy7q56yHgN]{Clan Moulder Monstrosities}

Clan Gritus have become so successful preying on weakling clans that, in recent years, they have amassed a large surplus of wealth. The clan’s chieftains have traded chests filled with Warpstone and commissioned the Master Moulders of Hell Pit to create a hideous creature of unparallelled size and ferocity — the Hellbeast of Seep-Gore. With it Clan Gritus plan to attack and slaughter their former masters, @UUID[JournalEntry.oXly0RXc3Z3vnVrH.JournalEntryPage.0D5Zl9iEtMZYKEnK]{Clan Mors}; the time is almost at hand. 

", "items": { "Corrosive Blood": { "name": "Corrosive Blood", "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" } } }, "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" } } }, "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" } } }, "Melee (Basic)": { "name": "Melee (Basic)", "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" } } }, "r2NfYlzFISzh0GtP": { "name": "Corrosive Blood", "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" } } }, "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.

" }, "7UmlKu2iRXW1wwWb": { "name": "Fear", "description": "

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

\n

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

\n

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

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

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

", "effects": { "Infected": { "name": "Infected" } } }, "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" } } }, "Stupid": { "name": "Stupid", "description": "

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

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

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

\n

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

\n

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

\n

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

\n

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

\n

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

\n

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

\n

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

\n

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

\n

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

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

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

" }, "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}" }, "Acid Blood": { "name": "Acid Blood", "description": "

Gain the @UUID[Compendium.wfrp4e-core.items.M5QSWOYt2Rbv2yxW]{Corrosive Blood} Creature Trait

", "effects": { "Acid Blood": { "name": "Acid Blood" } } }, "k0kyscQXk7YXW9yp": { "name": "Corrosive Blood", "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" } } }, "Beweaponed Extremities": { "name": "Beweaponed Extremities", "description": "Permanently reduce Dexterity to 0. You cannot be disarmed; this mutation cannot be hidden", "effects": { "Beweaponed Extremities": { "name": "Beweaponed Extremities" } } }, "Skull Face": { "name": "Skull Face", "description": "

Gain the @UUID[Compendium.wfrp4e-core.items.pTorrE0l3VybAbtn]{Fear} 2 Creature Trait; this mutation can only be hidden by clothing

", "effects": { "Skull Face": { "name": "Skull Face" } } }, "Two Heads": { "name": "Two Heads", "description": "

Gain the @UUID[Compendium.wfrp4e-core.items.IFKWu98qmWpaSfUi]{Ambidextrous} Talent; this mutation cannot be hidden

", "effects": { "Two Heads": { "name": "Two Heads" } } }, "qcdiukJbEpBFjIMS": { "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" } } } } }, "Abyssal Terror": { "name": "Abyssal Terror", "description": "

Created from the skin, bones and putrid flesh of an assortment of creatures, @Actor[r4AUsjsfOL9HW8lO]{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" } } }, "Bite": { "name": "Bite", "description": "

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

", "effects": { "Bite": { "name": "Bite" } } }, "Weapon (Claws)": { "name": "Weapon (Claws)", "description": "

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

" }, "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.

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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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", "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.

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

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

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

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

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

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

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

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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.

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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" } } }, "Horse Captain Tylik": { "name": "Horse Captain Tylik", "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}" }, "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 (Battle, Kislevarin, Reikspiel)": { "name": "Language (Battle, Kislevarin, 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}" }, "Lore (Kislev)": { "name": "Lore (Kislev)", "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.jJYOiSQNgC9v7cM5 caption=false]{Ranged}" }, "Ride": { "name": "Ride", "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" } } }, "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" } } }, "Fast Shot": { "name": "Fast Shot", "description": "If you have a loaded ranged weapon, you can fire it outside the normal Initiative Order before any other combatant reacts in the following Round. You roll to hit using all the normal modifiers. Employing Fast Shot requires both your Action and Move for your upcoming turn, and these will count as having been spent when your next turn arrives. If two or more characters use Fast Shot, the character who has taken this Talent most goes first. If any characters have taken Fast Shot an equal number of times, both shots are fired simultaneously, and should both be handled at the same time", "effects": { "Fast Shot": { "name": "Fast Shot" } } }, "Hardy": { "name": "Hardy", "description": "You gain a permanent addition to your Wounds, equal to your Toughness Bonus. If your Toughness Bonus should increase, then the number of Wounds Hardy provides also increases.", "effects": { "Hardy": { "name": "Hardy" } } }, "Roughrider": { "name": "Roughrider", "description": "

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

", "effects": { "Roughrider": { "name": "Roughrider" } } }, "Seasoned Traveller": { "name": "Seasoned Traveller", "description": "

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

", "effects": { "Seasoned Traveller": { "name": "Seasoned Traveller" } } }, "Trick Riding": { "name": "Trick Riding", "description": "You are capable of amazing feats of agility on horseback. You can use any of your Performer Skills and unmodified Dodge skill when on horseback. Further, when mounted, you can make your Move at the start of the Round instead of on your Turn.", "effects": { "Trick Riding": { "name": "Trick Riding" } } }, "Dagger": { "name": "Dagger" }, "Lance": { "name": "Lance" }, "Light Warhorse": { "name": "Light Warhorse" }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Brass Penny": { "name": "Brass Penny" }, "Melee (Basic)": { "name": "Melee (Basic)", "description": "

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

" }, "Leather Jack": { "name": "Leather Jack" }, "Plate Breastplate": { "name": "Plate Breastplate" }, "Saddle and Tack": { "name": "Saddle and Tack" }, "Sword": { "name": "Sword" }, "Pouch": { "name": "Pouch" }, "gUg2sF2x5UsyTqYv": { "name": "Silver Shilling" }, "Es3T8f2F3yv8VlU6": { "name": "Brass Penny" }, "Light Cavalry Sergeant": { "name": "Light Cavalry Sergeant", "description": "

@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.ArFOfnzJkToXBJBF]{Cavalryman}

" }, "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}" }, "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}" } }, "effects": { "Encumbrance 1": { "name": "Encumbrance 1" } } }, "Plague Rat": { "name": "Plague Rat", "description": "

The Skaven of @UUID[JournalEntry.oXly0RXc3Z3vnVrH.JournalEntryPage.GQQbb7KIhgkHDNn7]{Clan Pestilens}, knowing that rats are carriers of disease, bred a special type of rat specifically to spread their most virulent plagues. These warped and mutated rats have a ravenous appetite, reproduce at a horrific rate, and carry all manner of plagues. Plague Rats are thankfully rare, and once a food source is exhausted, they turn on each other until none remain.

Plague Rats look like large rats with patchy brown fur and diseased skin. Their snouts drip orange filth, spilling contagion wherever they go. Worse, most of these creatures suffer from the ravages of whatever disease they carry, and may be missing legs, paws, and more.

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

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

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

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

", "effects": { "Bite": { "name": "Bite" } } }, "Disease": { "name": "Disease", "description": "

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

", "effects": { "Disease": { "name": "Disease" } } }, "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.

" }, "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.

" }, "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.

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Size

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 Examples

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Tiny

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Butterfly, Mouse, Pigeon

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Little

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Cat, Hawk, Human Baby

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Small

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Giant Rat, Halfling, Human Child

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Average

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Dwarf, Elf, Human

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Large

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Horse, Ogre, Troll

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Enormous

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Griffon, Wyvern, Manticore

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Monstrous

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Dragon, Giant, Greater Daemon

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Using Size

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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 

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Size Combat Modifers

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If larger:

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If smaller:

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• It gains a bonus of +10 to hit.

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Defending Against Big Creatures

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

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

" }, "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 } } } }, "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.

" }, "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.

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While subject to Frenzy

\n\n

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

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

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

", "effects": { "Infestation": { "name": "Infestation" } } }, "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" }, "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" } } }, "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" } } }, "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 } } } } } }, "Veronika Troger": { "name": "Veronika Troger", "items": { "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}" }, "Lore (Beasts)": { "name": "Lore (Beasts)", "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}" }, "Melee (Basic)": { "name": "Melee (Basic)", "description": "

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

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

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

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

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

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" }, "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" } } }, "usDRRz5ezEeTYxme": { "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" } } }, "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.

Water shall bring thy salvation and thy end" }, "Hardy": { "name": "Hardy", "description": "You gain a permanent addition to your Wounds, equal to your Toughness Bonus. If your Toughness Bonus should increase, then the number of Wounds Hardy provides also increases.", "effects": { "Hardy": { "name": "Hardy" } } }, "Marksman": { "name": "Marksman", "description": "You gain a permanent +5 bonus to your starting Ballistic Skill (this does not count towards your Advances).", "effects": { "Marksman": { "name": "Marksman", "changes": { "system.characteristics.bs.initial": 5 } } } }, "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" } } }, "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" } } }, "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 } } } }, "Cloak": { "name": "Cloak", "description": "

Protects wearer against the elements. 

" }, "Clothing": { "name": "Clothing" }, "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}" }, "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}" }, "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}" }, "Navigation": { "name": "Navigation", "description": "

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

" }, "Hunter": { "name": "Hunter", "description": "

@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.T6c9MttfG0Fj4nDm]{Hunter}

" } } }, "Stormvermin Fangleader": { "name": "Stormvermin Fangleader", "description": "

@Actor[DcBGKJTI6xFzE4PK]{Stormvermin} are stronger, better trained and equipped than Clanrats, and their Fangleaders can be frightening opponents.

", "items": { "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}" }, "Gamble": { "name": "Gamble", "description": "

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

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

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

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

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

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

" }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Brass Penny": { "name": "Brass Penny" }, "Mail Coat": { "name": "Mail Coat" }, "Mail Chausses": { "name": "Mail Chausses" }, "Mail Coif": { "name": "Mail Coif", "effects": { "Mail Coif": { "name": "Mail Coif" } } }, "Sword": { "name": "Sword" }, "Leather Jack": { "name": "Leather Jack" }, "Leather Leggings": { "name": "Leather Leggings" }, "Leather Skullcap": { "name": "Leather Skullcap" }, "Jezzail Bullet and Powder": { "name": "Jezzail Bullet and Powder" }, "Warplock Pistol": { "name": "Warplock Pistol", "description": "

Availability: Skyre and allied clans only

\n

The Warplock Pistol fires pellets of Warpstone, with a longer range than a blackpowder pistol. If a Warplock Pistol attack results in a Fumble, roll [[/br 1d10 #Fumble]]. On a result of 1, the pistol blows up in the wielder’s hand, destroying itself in a Blast 1 explosion dealing the same Damage as a successful shot. On a result of 2–10, roll on the @Table[oops]{‘Oops!’} Table.

", "effects": { "Warplock Pistol": { "name": "Warplock Pistol" } } } }, "effects": { "Encumbrance 1": { "name": "Encumbrance 1" } } }, "Purple Hand Cultist": { "name": "Purple Hand Cultist", "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}" }, "Ranged (Crossbow)": { "name": "Ranged (Crossbow)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.jJYOiSQNgC9v7cM5 caption=false]{Ranged}" }, "Dagger": { "name": "Dagger" }, "Knuckledusters": { "name": "Knuckledusters" }, "Leather Jack": { "name": "Leather Jack" }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Brass Penny": { "name": "Brass Penny" }, "Bolt": { "name": "Bolt" }, "Crossbow": { "name": "Crossbow" }, "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}" }, "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}" } } }, "Dierk Vormann": { "name": "Dierk Vormann", "items": { "2d10 Silver Shilling": { "name": "2d10 Silver Shilling" }, "Dodge": { "name": "Dodge", "description": "

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

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

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

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

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

Though you know not mercy, on mercy’s doorstep thou perish" }, "Petty Magic": { "name": "Petty Magic", "description": "

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

\n

 

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

No. of Petty Spells Currently Known

\n
\n

 XP Cost for a new spell

\n
\n

Up to Willpower Bonus × 1

\n
\n

50 XP

\n
\n

Up to Willpower Bonus × 2

\n
\n

100 XP

\n
\n

Up to Willpower Bonus × 3

\n
\n

150 XP

\n
\n

Up to Willpower Bonus × 4

\n
\n

200 XP

\n
\n
\n

...and so on.

\n

 

\n

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

" }, "Savvy": { "name": "Savvy", "description": "You gain a permanent +5 bonus to your starting Intelligence Characteristic (this does not count towards your Advances).", "effects": { "Savvy": { "name": "Savvy", "changes": { "system.characteristics.int.initial": 5 } } } }, "Dagger": { "name": "Dagger" }, "Gold Crown": { "name": "Gold Crown" }, "Brass Penny": { "name": "Brass Penny" }, "Entertain": { "name": "Entertain", "description": "

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

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

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

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

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

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

@UUID[Compendium.wfrp4e-eis.journals.IZVgB7zmTm4rK2yJ.JournalEntryPage.okL3l1pH269uRycI]{Cult Magus of Tzeentch}

" }, "Merchant's Clothing": { "name": "Merchant's Clothing" }, "Purple Cap": { "name": "Purple Cap", "description": "

Fine quality hats are status symbols in the Empire’s towns and cities. The more flamboyant the hat, the better.

" }, "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" } } }, "Shock": { "name": "Shock", "description": "

Your target receives 1 @Condition[Stunned] Condition.

\n\n Lore: None

", "effects": { "Shock": { "name": "Shock" } } } } }, "Jan Guterwass": { "name": "Jan Guterwass", "items": { "1d10 Silver Shilling": { "name": "1d10 Silver Shilling" }, "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}" }, "Ranged (Crossbow)": { "name": "Ranged (Crossbow)", "description": "

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

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.X2FppoPGuEwJKssM caption=false]{Secret Signs}" }, "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.

Find Thy Path and Stray Not" }, "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!" } } }, "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" }, "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}" }, "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}" }, "Middenheim City Watch Uniform": { "name": "Middenheim City Watch Uniform" }, "Sword": { "name": "Sword" }, "Mail Coat": { "name": "Mail Coat" }, "Mail Chausses": { "name": "Mail Chausses" }, "Mail Shirt": { "name": "Mail Shirt" }, "Heavy Crossbow": { "name": "Heavy Crossbow" }, "Bolt": { "name": "Bolt" } }, "effects": { "Encumbrance 1": { "name": "Encumbrance 1" } } }, "Deathvermin Stormvermin": { "name": "Deathvermin Stormvermin", "description": "

@UUID[JournalEntry.oXly0RXc3Z3vnVrH.JournalEntryPage.uwpDJeDpMAMVqSaR]{Clan Rictus}

Black-furred and heavier and stronger than the average Clanrat, Stormvermin are the core of any sizable Skaven force. Clan Rictus’s Stormvermin are the envy of most other clans. They are disciplined, loyal (up to a point), and vicious when backed into a corner. Their armour is the bane of those who oppose them, and the Deathvermin’s many victories have allowed @Actor[ZXDEMbc4zpo2QeBA]{Klik} to outfit them in the finest leathers, mail, and plate armour that Skavendom can produce.

", "items": { "Slightly less rusty mail armour": { "name": "Slightly less rusty mail armour" }, "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 (Polearm)": { "name": "Melee (Polearm)", "description": "

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

" }, "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.

" }, "Spear": { "name": "Spear" }, "Shield": { "name": "Shield" }, "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 (Basic)": { "name": "Melee (Basic)", "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}" }, "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}" } } }, "Alphonse Hercules de Gasgoigne": { "name": "Alphonse Hercules de Gasgoigne", "items": { "Ring of Subduction": { "name": "Ring of Subduction", "description": "

Believed to have been made by the College of Light on the command of Magnus the Pious, this ring was given to Witch Hunter Helmuth Klausner as a gift to aid him in his perilous work. The ring was lost during service and has been sought after by the Temple of Sigmar ever since. Quite how it came into @Actor[qvHgWQ8HF3rn003M]{Alphonse’s} possession is something of a mystery, though what the temple of Sigmar would do to him if they found out is far less obscure.

\n

The ring is tuned to react to objects and people who attract or bend the Winds of Magic. Whenever the wearer is within 3 yards of a magic item, magical creature, or a spellcaster, the wearer feels a slight tingle in their hand. This does not tell them who or what in the vicinity is magical, only that something nearby is. The ring is exquisitely and ingeniously made, and functions even in the raging torrents of Ghur that wash over Middenheim. Its value is difficult to calculate, but it is surely worth several hundred crowns to the right person.

" }, "Magnifying Glass": { "name": "Magnifying Glass" }, "Poisoned Dagger in Sheath": { "name": "Poisoned Dagger in Sheath" }, "1d10 Gold Crown": { "name": "1d10 Gold Crown" }, "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}" }, "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 (Reikspiel)": { "name": "Language (Reikspiel)", "description": "

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

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.XexqYWmxO5dy2us3 caption=false]{Pick Lock}" }, "Sleight of Hand": { "name": "Sleight of Hand", "description": "

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

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.EWHNXyzDLPBpoVxK caption=false]{Track}" }, "Acute Sense (Hearing, Sight, Smell)": { "name": "Acute Sense (Hearing, Sight, 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.

" }, "Alley Cat": { "name": "Alley Cat", "description": "You are at home in shadowy backstreets. When using Stealth (Urban), you may reverse the dice of any failed Test if this will score a Success.", "effects": { "Alley Cat": { "name": "Alley Cat" } } }, "Break and Enter": { "name": "Break and Enter", "description": "You are an expert at quickly breaking down doors and forcing entry. You may add +1 Damage for each level in this Talent when determining damage against inanimate objects such as windows, chests, doors, and similar.", "effects": { "Break and Enter": { "name": "Break and Enter" } } }, "Etiquette (Criminals, Nobles)": { "name": "Etiquette (Criminals, 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." }, "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" } } }, "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

" }, "Leather Jack": { "name": "Leather Jack" }, "Silver Shilling": { "name": "Silver Shilling" }, "Brass Penny": { "name": "Brass Penny" }, "Small": { "name": "Small", "description": "

You are much shorter than most folk in the Old World. The full rules for different Sizes are found in @UUID[Compendium.wfrp4e-core.items.8slW8CJ2oVTxeQ6q]{in the Size Trait}

", "effects": { "Small": { "name": "Small" } } }, "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" } } }, "Fine Clothes": { "name": "Fine Clothes" }, "Dirty Clothes": { "name": "Dirty Clothes" }, "Lock Pick": { "name": "Lock Pick", "description": "

An assortment of small, variously-shaped tools needed to use the Pick Lock Skill without penalty. 

" }, "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}" }, "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}" }, "Navigation": { "name": "Navigation", "description": "

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

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.

" } } }, "Emmiline von Kärzburdger": { "name": "Emmiline von Kärzburdger", "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}" }, "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}" }, "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, Middenland)": { "name": "Lore (Heraldry, Middenland)", "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 (Fencing)": { "name": "Melee (Fencing)", "description": "

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

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

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

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

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

" }, "Bullet and Powder": { "name": "Bullet and Powder" }, "Pouch": { "name": "Pouch" }, "x1jOl87uLJvzyvnF": { "name": "Gold Crown" }, "Leather Jack": { "name": "Leather Jack" }, "Leather Leggings": { "name": "Leather Leggings" }, "Leather Skullcap": { "name": "Leather Skullcap" }, "Mail Chausses": { "name": "Mail Chausses" }, "Mail Coat": { "name": "Mail Coat" }, "Mail Coif": { "name": "Mail Coif", "effects": { "Mail Coif": { "name": "Mail Coif" } } }, "Plate Bracers": { "name": "Plate Bracers" }, "Plate Breastplate": { "name": "Plate Breastplate" }, "Plate Helm": { "name": "Plate Helm", "effects": { "Plate Helm": { "name": "Plate Helm" } } }, "Plate Leggings": { "name": "Plate Leggings", "effects": { "Plate Leggings": { "name": "Plate Leggings" } } } }, "effects": { "Encumbrance 2": { "name": "Encumbrance 2" } } }, "Wilhelm Koch": { "name": "Wilhelm Koch", "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}" }, "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 (Middle Mountains)": { "name": "Lore (Middle Mountains)", "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 (Handed)": { "name": "Melee (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}" }, "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.

Lose thyself slowly, piece by piece" }, "Dagger": { "name": "Dagger" }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Brass Penny": { "name": "Brass Penny" }, "Pick": { "name": "Pick" }, "Leather Jack": { "name": "Leather Jack" }, "Roughspun Robes": { "name": "Roughspun Robes" }, "Suspicious Mind": { "name": "Suspicious Mind", "effects": { "Suspicious Mind": { "name": "Suspicious Mind", "changes": { "system.characteristics.i.modifier": -5, "system.characteristics.int.modifier": -5 } } } }, "Erratic Fantasist": { "name": "Erratic Fantasist", "effects": { "Erratic Fantasist": { "name": "Erratic Fantasist", "changes": { "system.characteristics.i.modifier": -5, "system.characteristics.wp.modifier": -5 } } } }, "Prospector": { "name": "Prospector", "description": "

@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.Nu2diwbUfo786wYt]{Miner}

" }, "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}" }, "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}" } } }, "Clanrat Clawleader": { "name": "Clanrat Clawleader", "description": "

Skaven @Actor[CegfesYJax9LhoYz]{Clanrats} are poor warriors. They avoid direct combat whenever possible, and prefer to attack from hiding with as many of their kin as they can muster — to Skaven there is no such thing as a fair fight. After an attack, they may slink away at the earliest opportunity. In order to keep the Clanrats in line, they are sometimes led into battle by Clawleaders, who happily kill any Skaven that refuse to fight. 

", "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}" }, "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}" }, "Stealth": { "name": "Stealth", "description": "

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

" }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Brass Penny": { "name": "Brass Penny" }, "Leather Leggings": { "name": "Leather Leggings" }, "Plate Open Helm": { "name": "Plate Open Helm", "effects": { "Plate Open Helm": { "name": "Plate Open Helm" } } }, "Entertain": { "name": "Entertain", "description": "

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

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

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

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

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" }, "Sword": { "name": "Sword" }, "Leather Jack": { "name": "Leather Jack" } } }, "Stabb-Stabb": { "name": "Stabb-Stabb", "items": { "Melee (Basic)": { "name": "Melee (Basic)", "description": "

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

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

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

", "effects": { "Disease": { "name": "Disease" } } }, "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.

" }, "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" }, "Sword": { "name": "Sword" }, "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" } } } } }, "Hetri Bittercrag": { "name": "Hetri Bittercrag", "description": "

If Hetri was in better health, her shoulder-length brown curls and rosy cheeks would be full of life. Only her hazel eyes betray a sense of who she was before becoming a prisoner. She has missing teeth, scratches and scabs on her skin, cracked lips, and her hands are worn and peeling. She is dressed in nothing more than a rag, offering her some modesty, but little warmth. As she speaks she wheezes, becoming breathless and tired. 

", "items": { "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}" }, "Secret Signs": { "name": "Secret Signs", "description": "

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

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

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

\n

 

\n

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

\n

 

\n

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

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

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

", "effects": { "Hatred": { "name": "Hatred" } } }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Brass Penny": { "name": "Brass Penny" }, "Rags": { "name": "Rags" }, "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" } } }, "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" } } } } }, "Rat Ogre Bonebreaker": { "name": "Rat Ogre Bonebreaker", "description": "

The Rat Ogre Bonebreaker is one of @UUID[JournalEntry.oXly0RXc3Z3vnVrH.JournalEntryPage.qvft4GKy7q56yHgN]{Clan Moulder’s} specially engineered variant breeds. The Bonebreaker strain is created by taking an augmented Rat Ogre and submerging the stitched monstrosity in a vat of growth agents for months. It takes thousands of slaves dying horrible deaths to produce enough growing juices to fill the vat, but the cost is easily offset by the asking price for the muscle-bound behemoths. 

When it emerges from its forced chemical immersion, the Bonebreaker is a prodigiously proportioned @UUID[Compendium.wfrp4e-core.actors.VfJgGmCTWqb0IDSW]{Rat Ogre}, so bulked out that its upper body is hunched over, straining to contain such massed brawn. A braced platform, strapped or bolted on to the creature’s back, allows a Warlord to ride atop the beast, becoming as pride-swollen as the Bonebreaker is musclebound.

", "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}" }, "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" } } }, "eJzH2pCPngwB7Aeu": { "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" } } }, "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" } } }, "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" } } }, "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.

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

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

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

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

\n

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

\n

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

\n

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

\n

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

\n

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

\n

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

\n

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

\n

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

\n

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

", "effects": { "Trained (Mount, War)": { "name": "Trained (Mount, War)" } } }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Brass Penny": { "name": "Brass Penny" }, "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" } } }, "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" } } }, "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}" }, "Razor-Sharp Claws": { "name": "Razor-Sharp Claws" }, "Warpstone Shard": { "name": "Warpstone Shard", "description": "

The process of creating a Bonebreaker consumes a sizable quantity of Warpstone, not least of which is in the form of huge impure shards grafted to the creatures for use as weaponry. Attacks made with this weapon enjoy both the Warpstone and Penetrating Qualities.

" } } }, "Martina Kurtz": { "name": "Martina Kurtz", "items": { "Whistle": { "name": "Whistle" }, "Leather Hipflask": { "name": "Leather Hipflask" }, "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}" }, "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}" }, "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 (Middle Mountains)": { "name": "Lore (Middle Mountains)", "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 (Handed)": { "name": "Melee (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}" }, "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.

Secrets return to haunt thee, friends return to taunt thee" }, "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." }, "Strider (Rocky)": { "name": "Strider (Rocky)", "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" } } }, "Tunnel Rat": { "name": "Tunnel Rat", "description": "You are at home in tunnels, sewers, and other underground environments. When using Stealth in an underground 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 others.", "effects": { "Tunnel Rat": { "name": "Tunnel Rat" } } }, "Very Strong": { "name": "Very Strong", "description": "You gain a permanent +5 bonus to your starting Strength Characteristic (this does not count towards your Advances).", "effects": { "Very Strong": { "name": "Very Strong", "changes": { "system.characteristics.s.initial": 5 } } } }, "Leather Jack": { "name": "Leather Jack" }, "Spade": { "name": "Spade" }, "Davrich Lamp": { "name": "Davrich Lamp", "description": "

A safety lamp emitting the light of a candle, first developed for Reikland’s mines by Master Engineer Davrich Stephansson. It flares brightly in ‘firedamp’ (explosive gasses); after [[/r 1d10]] Rounds of exposure to the lamp the firedamp will explode. It is wise to withdraw before this happens.

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

@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.Nu2diwbUfo786wYt]{Miner}

" }, "Pick": { "name": "Pick" }, "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}" }, "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}" }, "Navigation": { "name": "Navigation", "description": "

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

@UUID[JournalEntry.oXly0RXc3Z3vnVrH.JournalEntryPage.0D5Zl9iEtMZYKEnK]{Clans Mors}

Fangsnapper’s Clanrats are battle-hardened veterans of countless engagements in the Undercity of the City of Pillars. They are practised in the use of their spears and watch one another’s backs with a diligence that is rarely found in Clanrat regiments. They have drilled extensively together, and unwary foes who are used to the more haphazard form of combat practiced by most Skaven are often taken unawares by a carefully timed spear-thrust.

", "items": { "Cool": { "name": "Cool", "description": "

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

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" }, "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" } } }, "cPUKEwDRfww6l260": { "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" } } }, "Combat Reflexes": { "name": "Combat Reflexes", "description": "

You react like a flash of lightning. Add 10 to your Initiative for each level in this Talent when determining Combat Initiative.

", "effects": { "Combat Reflexes": { "name": "Combat Reflexes" } } }, "Resolute": { "name": "Resolute", "description": "You launch into attacks with grim determination. Add your level of Resolute to your Strength Bonus when you Charge.", "effects": { "Resolute": { "name": "Resolute" } } }, "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.

" }, "Spear": { "name": "Spear" }, "Shield": { "name": "Shield" }, "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" }, "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 (Basic)": { "name": "Melee (Basic)", "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}" }, "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}" } } }, "Ilona": { "name": "Ilona", "description": "

These toughs are freelance legbreakers, hired via @Actor[comd8h9fa4Kl0D4P]{Claudia’s} contacts with @UUID[Compendium.wfrp4e-middenheim.journals.Liw9HcyJnHbLZevz.JournalEntryPage.hPDxL1zqTubGKiVH]{Edam Gouda}. None are particularly innovative, and none would risk their neck to save another. Ilona is 5’5”.

", "items": { "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}" }, "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" } } }, "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" } } }, "Leather Jack": { "name": "Leather Jack" }, "Knuckledusters": { "name": "Knuckledusters" }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Brass Penny": { "name": "Brass Penny" }, "Sword": { "name": "Sword" }, "Pouch": { "name": "Pouch" }, "2d10 Brass Penny": { "name": "2d10 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}" }, "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}" } } }, "Gaius Stummzunge": { "name": "Gaius Stummzunge", "items": { "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}" }, "Gamble": { "name": "Gamble", "description": "

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

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

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

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

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

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

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

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

", "effects": { "Beneath Notice": { "name": "Beneath Notice" } } }, "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" } } }, "x2t4ITi0iq2mqD8h": { "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" } } }, "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.

That of thou cannot speak, thereof thou must be silent" }, "Hardy": { "name": "Hardy", "description": "You gain a permanent addition to your Wounds, equal to your Toughness Bonus. If your Toughness Bonus should increase, then the number of Wounds Hardy provides also increases.", "effects": { "Hardy": { "name": "Hardy" } } }, "Night Vision": { "name": "Night Vision", "description": "

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

", "effects": { "Night Vision": { "name": "Night Vision" } } }, "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" } } }, "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 } } } }, "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" } } }, "Very Strong": { "name": "Very Strong", "description": "You gain a permanent +5 bonus to your starting Strength Characteristic (this does not count towards your Advances).", "effects": { "Very Strong": { "name": "Very Strong", "changes": { "system.characteristics.s.initial": 5 } } } }, "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 } } } }, "Dagger": { "name": "Dagger" }, "Lantern": { "name": "Lantern", "description": "

Provides illumination for 20 yards.

" }, "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}" }, "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}" }, "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}" }, "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}" }, "Practical Leather Clothing": { "name": "Practical Leather Clothing" }, "Knuckledusters": { "name": "Knuckledusters" }, "Big Boots": { "name": "Big Boots" }, "Pipe": { "name": "Pipe" }, "Flask of Lamp Oil": { "name": "Flask of Lamp Oil", "description": "

Contains enough fuel for 4 hours of standard use, or 8 hours of low flame equivalent to a candle.

" }, "Pouch of Mootland Tobacco": { "name": "Pouch of Mootland Tobacco" }, "Yellow Fang Spy": { "name": "Yellow Fang Spy", "description": "

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

" } } }, "Raina Müs": { "name": "Raina Müs", "items": { "Athletics": { "name": "Athletics", "description": "

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

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

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

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

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

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

Violence begets violence, peace begets death" }, "Flee!": { "name": "Flee!", "description": "When your life is on the line you are capable of impressive bursts of speed. Your Movement Attribute counts as 1 higher when Fleeing.", "effects": { "Flee!": { "name": "Flee!" } } }, "Hardy": { "name": "Hardy", "description": "You gain a permanent addition to your Wounds, equal to your Toughness Bonus. If your Toughness Bonus should increase, then the number of Wounds Hardy provides also increases.", "effects": { "Hardy": { "name": "Hardy" } } }, "Petty Magic": { "name": "Petty Magic", "description": "

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

\n

 

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

No. of Petty Spells Currently Known

\n
\n

 XP Cost for a new spell

\n
\n

Up to Willpower Bonus × 1

\n
\n

50 XP

\n
\n

Up to Willpower Bonus × 2

\n
\n

100 XP

\n
\n

Up to Willpower Bonus × 3

\n
\n

150 XP

\n
\n

Up to Willpower Bonus × 4

\n
\n

200 XP

\n
\n
\n

...and so on.

\n

 

\n

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

" }, "Savvy": { "name": "Savvy", "description": "You gain a permanent +5 bonus to your starting Intelligence Characteristic (this does not count towards your Advances).", "effects": { "Savvy": { "name": "Savvy", "changes": { "system.characteristics.int.initial": 5 } } } }, "Strider (Sewers)": { "name": "Strider (Sewers)", "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" } } }, "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" } } }, "Tunnel Rat": { "name": "Tunnel Rat", "description": "You are at home in tunnels, sewers, and other underground environments. When using Stealth in an underground 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 others.", "effects": { "Tunnel Rat": { "name": "Tunnel Rat" } } }, "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 } } } }, "Spear": { "name": "Spear" }, "Dagger": { "name": "Dagger" }, "Lantern": { "name": "Lantern", "description": "

Provides illumination for 20 yards.

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

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

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

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

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

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

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

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

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

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

@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.mKvUxzJyQmhgjDE0]{Rat Catcher}

" }, "Sword": { "name": "Sword" }, "Mail Coat": { "name": "Mail Coat" }, "Mail Coif": { "name": "Mail Coif", "effects": { "Mail Coif": { "name": "Mail Coif" } } }, "Mail Chausses": { "name": "Mail Chausses" }, "Leather Jack": { "name": "Leather Jack" }, "Leather Skullcap": { "name": "Leather Skullcap" }, "Leather Leggings": { "name": "Leather Leggings" }, "Eavesdrop": { "name": "Eavesdrop", "description": "

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

\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" } } }, "Blight": { "name": "Blight", "description": "

You may target either a well, a field, or a domestic animal. If you successfully cast the spell, the target suffers from a blight:

\n

\n\n Lore: Each time practitioners of Witchcraft roll on a Miscast table, they also gain 1 Corruption point. Further, you may inflict one @Condition[Bleeding] Condition on anyone targeted by spells from the Lore of Witchcraft. Lastly, channeling or casting spells from this Lore automatically require a roll on the @Table[minormis]{Minor Miscast table} unless cast with an ingredient, where the ingredient provides no further protection should you roll a Miscast. Fortunately, ingredients for the Lore of Witchcraft are cheap and readily available: body parts of small animals for the most part. Ingredients cost a spell’s CN in brass pennies, instead of silver shillings, to purchase. Alternatively, a Witch may forage for parts, using the Outdoor Survival skill: a successful foraging roll receives 1 + SL ingredients, as described under Gathering Food and Herbs

" }, "Creeping Menace": { "name": "Creeping Menace", "description": "

You summon a swarm of creeping, slithering creatures to harass your foes. Each target affected is immediately engaged by a swarm of Giant Rats, Giant Spiders, or Snakes. Use the standard profiles for the relevant creature type, adding the Swarm Trait. For your Action you may make a Challenging (+0) Charm Animal Test to direct 1 or more swarms to attack a different target. When the spell ends, any remaining swarms disappear into the shadows.

\n\n Lore: Each time practitioners of Witchcraft roll on a Miscast table, they also gain 1 Corruption point. Further, you may inflict one @Condition[Bleeding] Condition on anyone targeted by spells from the Lore of Witchcraft. Lastly, channeling or casting spells from this Lore automatically require a roll on the @Table[minormis]{Minor Miscast table} unless cast with an ingredient, where the ingredient provides no further protection should you roll a Miscast. Fortunately, ingredients for the Lore of Witchcraft are cheap and readily available: body parts of small animals for the most part. Ingredients cost a spell’s CN in brass pennies, instead of silver shillings, to purchase. Alternatively, a Witch may forage for parts, using the Outdoor Survival skill: a successful foraging roll receives 1 + SL ingredients, as described under Gathering Food and Herbs

" }, "Distracting (Witchcraft)": { "name": "Distracting (Witchcraft)", "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: Each time practitioners of Witchcraft roll on a Miscast table, they also gain 1 Corruption point. Further, you may inflict one @Condition[Bleeding] Condition on anyone targeted by spells from the Lore of Witchcraft. Lastly, channeling or casting spells from this Lore automatically require a roll on the @Table[minormis]{Minor Miscast table} unless cast with an ingredient, where the ingredient provides no further protection should you roll a Miscast. Fortunately, ingredients for the Lore of Witchcraft are cheap and readily available: body parts of small animals for the most part. Ingredients cost a spell's CN in brass pennies, instead of silver shillings, to purchase. Alternatively, a Witch may forage for parts, using the Outdoor Survival skill: a successful foraging roll receives 1 + SL ingredients, as described under Gathering Food and Herbs

", "effects": { "Distracting": { "name": "Distracting" } } }, "The Evil Eye": { "name": "The Evil Eye", "description": "

You lock eyes with a single target, who must be looking at you. Perform an Opposed Intimidate/Cool Test, adding any SL from your casting roll to your result. Your opponent gains 1 @Condition[Fatigued] Condition per +2 SL by which you win. If you win by 6+ SL, your opponent gains the @Condition[Broken] Condition.

\n\n Lore: Each time practitioners of Witchcraft roll on a Miscast table, they also gain 1 Corruption point. Further, you may inflict one @Condition[Bleeding] Condition on anyone targeted by spells from the Lore of Witchcraft. Lastly, channeling or casting spells from this Lore automatically require a roll on the @Table[minormis]{Minor Miscast table} unless cast with an ingredient, where the ingredient provides no further protection should you roll a Miscast. Fortunately, ingredients for the Lore of Witchcraft are cheap and readily available: body parts of small animals for the most part. Ingredients cost a spell’s CN in brass pennies, instead of silver shillings, to purchase. Alternatively, a Witch may forage for parts, using the Outdoor Survival skill: a successful foraging roll receives 1 + SL ingredients, as described under Gathering Food and Herbs

", "effects": { "The Evil Eye": { "name": "The Evil Eye" } } } } }, "Gimbrin Flintbeard": { "name": "Gimbrin Flintbeard", "description": "

Gimbrin Flintbeard, a long-dead Dwarf king, has been roused from his slumber by the outrage visited upon his hold by the invading Skaven — and perhaps (although he would take the suggestion very ill) by the magical energies of the Warpstone they brought with them. This magical influence might explain why, in contrast to the kind of @UUID[Compendium.wfrp4e-core.actors.GgSxlomoV220kd3G]{Ghost} described in the WFRP rulebook, Gimbrin retains all his mental faculties and memories from life. If not, then perhaps Dwarf stubborness is to blame.

\n

He wanders the less-populated parts of the hold, preying upon lone Skaven and small packs, occasionally popping out of a wall to scare the nearby ratmen. But — much to his chagrin — Gimbrin knows better than to expose himself to spells or enchanted weapons by fighting openly. In fact, his translucent cloak sports a large, ragged hole from an early encounter where overconfidence nearly led to his ruin.

\n

Despite this, or perhaps because of it, Gimbrin is obsessed with ridding his hold of the Skaven. If he happens across the Characters, he attaches himself to them, lecturing constantly on the outrage done to his hold and the need to exterminate the Skaven to the last. If handled badly, he sulks, grumbles, and plays tricks, hampering everything the Characters try to do that — in his opinion — is not directly related to purging the Skaven from his home. This might include attempts to use cowardly stealth instead of headstrong valour.

\n

Apart from the fact that he is a pale, translucent blue-green, Gimbrin looks very much like a stout but elderly Dwarf with a fine braided beard. He is richly dressed, wears a crown on his head, and carries a rune-carved great axe of the finest make. Like the king himself, his magnificent wargear is ethereal, nothing more than his memories of those possessions that still lie in his tomb along with his crumbling bones, many levels below the floor of the hold.

", "items": { "Crown and Great Axe (ethereal)": { "name": "Crown and Great Axe (ethereal)" }, "Dwarfen Outrage": { "name": "Dwarfen Outrage" }, "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}" }, "Leadership": { "name": "Leadership", "description": "

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

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

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.EWHNXyzDLPBpoVxK caption=false]{Track}" }, "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" } } }, "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" } } }, "Enclosed Fighter": { "name": "Enclosed Fighter", "description": "You have learned to make the most benefit out of fighting in enclosed spaces. You ignore penalties to Melee caused by confined spaces such as tunnels, the frontline, small fighting pits, and similar, and can use the Dodge Skill, even if it would normally be disallowed due to lack of space.", "effects": { "Enclosed Fighter": { "name": "Enclosed Fighter" } } }, "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" } } }, "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" } } }, "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" } } }, "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.

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

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

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

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

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

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" } } }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Brass Penny": { "name": "Brass Penny" }, "Great Axe (Ethereal)": { "name": "Great Axe (Ethereal)" }, "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}" }, "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}" } } }, "Packmaster": { "name": "Packmaster", "description": "

@UUID[JournalEntry.oXly0RXc3Z3vnVrH.JournalEntryPage.qvft4GKy7q56yHgN]{Clan Moulder Monstrosities}

Packmasters goad packs of Clan Moulder war-beasts into enemy ranks. They are notorious for their skill with the whip, a weapon that they learn to use with unparallelled ability. The Packmasters’ intelligence coupled with their creatures’ ferocity is a dangerous combination.

", "items": { "Leather Armour": { "name": "Leather Armour" }, "Animal Care": { "name": "Animal Care", "description": "

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

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

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

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

" }, "Whip": { "name": "Whip" }, "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}" }, "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}" }, "Sword": { "name": "Sword" } } }, "Behram Gundarson": { "name": "Behram Gundarson", "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}" }, "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}" }, "Leadership": { "name": "Leadership", "description": "

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

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.EWHNXyzDLPBpoVxK caption=false]{Track}" }, "Enclosed Fighter": { "name": "Enclosed Fighter", "description": "You have learned to make the most benefit out of fighting in enclosed spaces. You ignore penalties to Melee caused by confined spaces such as tunnels, the frontline, small fighting pits, and similar, and can use the Dodge Skill, even if it would normally be disallowed due to lack of space.", "effects": { "Enclosed Fighter": { "name": "Enclosed Fighter" } } }, "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" } } }, "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" } } }, "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" } } }, "Animosity": { "name": "Animosity", "description": "

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

\n

 

\n

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

\n

 

\n

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

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

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

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

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

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

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

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

" }, "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 } } } }, "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" } } }, "Shield": { "name": "Shield" }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Brass Penny": { "name": "Brass Penny" }, "Tunnel Rat": { "name": "Tunnel Rat", "description": "You are at home in tunnels, sewers, and other underground environments. When using Stealth in an underground 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 others.", "effects": { "Tunnel Rat": { "name": "Tunnel Rat" } } }, "6hG4nEiLAECZyfsR": { "name": "Slayer", "description": "

@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.5leTOZ6Wj35bS1IV]{Slayer}

" }, "Axe": { "name": "Axe" }, "Plate Open Helm": { "name": "Plate Open Helm", "effects": { "Plate Open Helm": { "name": "Plate Open Helm" } } }, "Crossbow": { "name": "Crossbow" }, "Bolt": { "name": "Bolt" }, "Entertain": { "name": "Entertain", "description": "

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

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

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

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

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

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

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

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

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

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

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

@UUID[JournalEntry.bmuHnv7PgHJ54BML.JournalEntryPage.DHz1ZX3hPihLzJOf]{Ironbreaker}

" } } }, "The Beast": { "name": "The Beast", "description": "

The Beast’s hindquarters are coloured like the skin of a leopard. Its left wing has been seared in half, with a spur of charred bone exposed. A charred, gaping hole is clearly visible in its side, just beneath where the wing joint connects to the body. About the hole are a ring of flailing tendrils, gleaming eyes, and jutting teeth. Mottled scaly skin, like  that of a snake, creeps far out across its flanks like a spreading stain from the burned hole. Whenever the Beast screams the wound also moans in unison, causing cracks to appear in the burnt flesh that weep clear fluid. As opponents draw near, a snake-like tongue covered with sharp tiny barbed-fangs shoots out of the Beast’s wound to ensnare prey and drag them to it.

\n

Should the Characters succeed in killing the beast, if they study the mutated wound, they can clearly see that it is surrounded by heavily burned flesh that glistens with a greenish tinge. 

", "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 (Hooked Beak)": { "name": "Bite (Hooked 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" } } }, "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" } } }, "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.

" }, "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 (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" }, "Razor-Tooth Tongue Attack (10)": { "name": "Razor-Tooth Tongue Attack (10)", "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)" } } } } }, "Karl Zeigenalter": { "name": "Karl Zeigenalter", "items": { "Animal Care": { "name": "Animal Care", "description": "

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

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

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

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

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

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

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

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

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

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

\n

 

", "effects": { "Blather": { "name": "Blather" } } }, "orTdnaP11U5gfO39": { "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" } } }, "BfOCsJinnExCqT4Q": { "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" } } }, "buzmVknyInGTxIE9": { "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" } } }, "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.

Fail to learn innocuousness at thine peril" }, "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" } } }, "aH5Q6fzoajdr7lUw": { "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" } } }, "ZHuQ8Pusa8PK3g40": { "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" } } }, "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." }, "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 } } } }, "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" } } }, "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" }, "Yellow Fang Spy": { "name": "Yellow Fang Spy", "description": "

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

" }, "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}" }, "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}" }, "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}" }, "Practical Clothing": { "name": "Practical Clothing" }, "Notepaper": { "name": "Notepaper" }, "Stick of Charcoal": { "name": "Stick of Charcoal" } } }, "Acolyte": { "name": "Acolyte", "description": "

Acolytes — Four Dilettante Ruffians

\n

These cultists are getting their kicks tonight by playing the part of street thugs.

", "items": { "Posh Accents": { "name": "Posh Accents" }, "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}" }, "Lore (Chaos)": { "name": "Lore (Chaos)", "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.X2FppoPGuEwJKssM caption=false]{Secret Signs}" }, "Leather Jerkin": { "name": "Leather Jerkin" }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Brass Penny": { "name": "Brass Penny" }, "Sword": { "name": "Sword" }, "Jade Sceptre Amulet": { "name": "Jade Sceptre Amulet" }, "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}" }, "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}" } } }, "Krat Snagglefang": { "name": "Krat Snagglefang", "description": "

Snagglefang is a Skaven with a bone to pick with Skavendom at large. The bone is a sharpened femur taken from the last of @Actor[UUYKmNFjiMe4hw4j]{Manrack’s} apprentices, whose untimely death quite conveniently opened a more senior position for Krat. The Engineer is determined to prove his worth to Mallis, whom he views with a mixture of admiration and outright jealously. @Actor[wTnmaQSzzxrGKUUu]{The Griffon}, he knows, is just the start of something so much bigger.

", "items": { "Esoteric Callipers": { "name": "Esoteric Callipers" }, "Skaven Warp-counter": { "name": "Skaven Warp-counter" }, "Ranged (Skaven Ranged Weapons)": { "name": "Ranged (Skaven Ranged Weapons)", "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" } } }, "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" }, "Sharpened Femur": { "name": "Sharpened Femur" }, "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}" }, "Jezzail Bullet and Powder": { "name": "Jezzail Bullet and Powder" }, "Warplock Pistol": { "name": "Warplock Pistol", "description": "

Availability: Skyre and allied clans only

\n

The Warplock Pistol fires pellets of Warpstone, with a longer range than a blackpowder pistol. If a Warplock Pistol attack results in a Fumble, roll [[/br 1d10 #Fumble]]. On a result of 1, the pistol blows up in the wielder’s hand, destroying itself in a Blast 1 explosion dealing the same Damage as a successful shot. On a result of 2–10, roll on the @Table[oops]{‘Oops!’} Table.

", "effects": { "Warplock Pistol": { "name": "Warplock Pistol" } } } } }, "Garrison Soldiers": { "name": "Garrison Soldiers", "description": "

The soldiers of the picket garrison are irritable and unmotivated at the best of times, and the Characters’ arrival has left them grumpier than usual. That said, they are good stolid Middenlander folk. Though they are both Sigmarites and Ulricans, there has been little tension between the followers of the two gods, as they are united in their desire to defy the dark forces in Brass Keep. 

", "items": { "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}" }, "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}" }, "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}" }, "Ranged (Crossbow)": { "name": "Ranged (Crossbow)", "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.jJYOiSQNgC9v7cM5 caption=false]{Ranged}" }, "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" } } }, "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" } } }, "Uniform": { "name": "Uniform" }, "Gold Crown": { "name": "Gold Crown" }, "Silver Shilling": { "name": "Silver Shilling" }, "Brass Penny": { "name": "Brass Penny" }, "Crossbow": { "name": "Crossbow" }, "Halberd": { "name": "Halberd" }, "Leather Jack": { "name": "Leather Jack" }, "Leather Leggings": { "name": "Leather Leggings" }, "Leather Skullcap": { "name": "Leather Skullcap" }, "Plate Breastplate": { "name": "Plate Breastplate" }, "Sword": { "name": "Sword" }, "Bolt": { "name": "Bolt" }, "Melee (Basic)": { "name": "Melee (Basic)", "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}" }, "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}" }, "Stealth": { "name": "Stealth", "description": "

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

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

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

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

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

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

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

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" }, "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 1": { "name": "Encumbrance 1" } } }, "Gristl Twitchslice": { "name": "Gristl Twitchslice", "description": "

@UUID[JournalEntry.oXly0RXc3Z3vnVrH.JournalEntryPage.uwpDJeDpMAMVqSaR]{Clan Eshin}

Being the leader of the Skurry Stabbers is an unwelcome position in most ways, but Gristl intends to use it to his benefit. If he can prove himself for a little longer — say, perhaps a week — then he may impress his betters, perhaps even those in Clan Eshin proper. Once he has gained their favour, Gristl intends to take their place in the traditional Skaven manner — stabbing them in the back and moving in to their lair.

", "items": { "Shield": { "name": "Shield", "description": "

The Clan habit of wearing shields strapped across their backs means that they do not gain the usual benefit for using a shield, but instead gain 2 AP against all attacks from behind.

", "effects": { "Ablaze": { "name": "Ablaze" } } }, "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}" }, "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}" }, "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" } } }, "Robust": { "name": "Robust", "description": "

You are as tough as old boots and just soak up damage. You reduce all incoming Damage by an extra +1 per time you have taken the Robust Talent, even if the Damage cannot normally be reduced, but still suffer a minimum of 1 Wound from any Damage source.

", "effects": { "Robust": { "name": "Robust" } } }, "le1qhxHKNjY8v490": { "name": "Robust", "description": "

You are as tough as old boots and just soak up damage. You reduce all incoming Damage by an extra +1 per time you have taken the Robust Talent, even if the Damage cannot normally be reduced, but still suffer a minimum of 1 Wound from any Damage source.

", "effects": { "Robust": { "name": "Robust" } } }, "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" } } }, "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.

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

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

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

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

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

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

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

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

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