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{
"label": "Items (Death on the Reik)",
"folders": {
"Herbs": "Herbs",
"Vehicle": "Vehicle",
"Weapons": "Weapons",
"Diseases": "Diseases",
"Criticals": "Criticals",
"Traits": "Traits",
"Trappings": "Trappings",
"Modifications": "Modifications",
"Ammunition": "Ammunition",
"Spells": "Spells",
"Careers": "Careers",
"Prayers": "Prayers",
"Mutations": "Mutations",
"Talents": "Talents"
},
"entries": {
"Reikworms": {
"name": "Reikworms",
"description": "<p>Any body of water can carry the Reikworm, and different healers have all kinds of bizarre methods that supposedly keep them at bay, including swirling water around the mouth six times before swallowing it (a common superstition in Ostermark), or never drinking untested water when Morrsleib is visible (Nordland).</p><p>When the tiny larva of the Reikworm enters the body, it burrows deep into the guts of its host, where it feeds and grows. Soon, the hosts immune system is diminished, decreasing resistance to other diseases.</p><p>After three months, the worm has grown to four feet in length and is ready to start the next phase of its life cycle. The first visible sign of the parasite is a massive blister that forms on the surface of the skin. After a week, the blister bursts, causing an intense burning pain. Commonly, sufferers plunge their hot wounds into cooling water for relief. If this happens, the mature Reikworm emerges and spits forth a new batch of young as a sickly yellowish fluid, which soon disperse in the water, ready to infect new hosts. After this, the worm dies.</p><h4>Effects of Reikworms</h4><p>For every full 30 days of infection, the Character suffers a 5 penalty to all Endurance Tests to resist disease. This penalty is reduced by 1 point per day after the worm dies.</p><p>To determine where the worm surfaces, roll for @Table[hitloc]{Hit Location} as in normal combat. When the blister forms, the patient suffers a 5% penalty to all Agility Tests due to the constant irritation; further, if the blister is in a visible location, the Character also suffers a 10 penalty to Fellowship Tests.</p><p>On the seventh day after the blister appears, the sufferer must make an Endurance Test every hour. On the first failure — or on the last hour of the day if all Tests are passed — the blister bursts wetly, inflicting 1 Wound and causing one @Condition[Stunned] Condition owing to the almost unbearable burning sensation that results. This persists until the wound receives medical attention but may be allayed temporarily if the site of the blister is immersed in water.</p><p>There is no known treatment for infestation with Reikworms, other than to let the cycle run its course. Some physicians have tried to cut it out of a patient once the blister forms and the parasites location becomes apparent, but this approach usually does more harm than good, and the patient takes longer to recover from it.</p>",
"effects": {
"Agility Penalty": {
"name": "Agility Penalty"
}
}
},
"Engulf": {
"name": "Engulf",
"description": "<p>If the creature is of sufficient size, any successful attacks it makes engulfs a victim, even if they cause no Damage, inflicting one @Condition[Entangled] Condition with a Strength equal to that of the creature. At the beginning of each Round, engulfed victims gain one more @Condition[Entangled] Condition, and automatically lose 1 Wound as powerful enzymes begin digestion. If the creature is not of sufficient size to fully engulf a victim, it may still be large enough to immobilise a struck location. The creature can make no more attacks against fully engulfed victims, but it can still attack others if they are close enough.</p>",
"effects": {
"Engulfed": {
"name": "Engulfed"
},
"Engulf": {
"name": "Engulf"
}
}
},
"Speckled Rustwort": {
"name": "Speckled Rustwort",
"description": "<h3>A Poxy Treatment</h3>\n<p>This herb is unusual among those used to treat poxes, in that it must be eaten; most are applied to the rash in a salve or poultice. Many have tried to do the same with Speckled Restwort, but it has no effect at all when applied externally.</p>\n<p>Some find the taste of the leaves bitter, and it is permissible to add a spoonful of honey to a dose, especially in the case of children. Avoid overdosing, though, as it can lead to constipation.</p>"
},
"Stripped (Typical Barge or Patrol Boat)": {
"name": "Stripped (Typical Barge or Patrol Boat)",
"description": "<p>A boat can be stripped of all cabins and superstructures, either to lighten it or to maximize cargo space. Stripping a standard boat costs the indicated amount; building a stripped boat costs 75% of the normal price. Weight is reduced as shown above, and cargo space is increased by 75% over the normal capacity.</p>",
"effects": {
"Stripped": {
"name": "Stripped"
}
}
},
"Broad Rudder (Typical Barge or Patrol Boat)": {
"name": "Broad Rudder (Typical Barge or Patrol Boat)",
"description": "<p>A larger rudder improves steering, but requires a stronger helmsman because of increased water resistance. Every <strong>Boat Handling</strong> Test must also be accompanied by a <strong>Strength </strong>Test; if the <strong>Strength </strong>Test is successful, its SLs may be added to those of the Boat Handling Test. There is no penalty for an ordinary failure on this additional <strong>Strength </strong>Test. However, an Astounding Failure or Fumble results a sudden swing of the runner sending the unfortunate Character head first into the water!</p>"
},
"Bestial Rage": {
"name": "Bestial Rage",
"description": "<p>You summon up the fury of the beast, temporarily gaining the @UUID[Compendium.wfrp4e-core.items.fjd1u9VAgiYzhBRp]{Fury} Trait.</p><p>\n\n <b>Lore:</b> Targets of Spells from the Lore of Tzeentch are riven by the transformative magic of Chaos. Targets affected by a Spell from the Lore of Tzeentch must pass a Challenging (+0) Endurance Test, or gain +1 Corruption Point. Should they pass their Test, they instead gain +1 Fortune Point, which can be used as normal. Such are the whims of Tzeentch.<p>",
"effects": {
"Bestial Rage": {
"name": "Bestial Rage"
}
}
},
"Flying Jib (Fishing Skiff)": {
"name": "Flying Jib (Fishing Skiff)",
"description": "<p>A flying jib is an extra foresail and requires a bowsprit to be added to the boat; this increases length by 10%. Unfurled in a tailwind, the flying jib gives the boat an extra +5% Movement over the amount given in the @Table[wind]{wind table}. It has no effect in sidewinds, and doubles the Movement penalty for a headwind.</p>",
"effects": {
"Flying Jib": {
"name": "Flying Jib",
"changes": {
"system.details.length.value": 1.1
}
}
}
},
"Raised Gunwales (Row Boat)": {
"name": "Raised Gunwales (Row Boat)",
"description": "<p>The hull extends upward to about waist height on a Human character. As well as blocking high waves from washing onto the deck and potentially swamping the boat, gunwales offer @UUID[Compendium.wfrp4e-core.journals.NS3YGlJQxwTggjRX.JournalEntryPage.wmA76Q2zJJ9HrkvA#combat-difficulty]{medium cover} to anyone crouching on the deck; ranged attacks against them are Hard.</p>"
},
"Warrior of Tzeentch": {
"name": "Warrior of Tzeentch",
"description": "<p>@UUID[Compendium.wfrp4e-dotr.journals.uHClvCto8icrUp9P.JournalEntryPage.m3m8NR3fUQjVyGOJ]{Warrior of Tzeentch}</p>"
},
"Superstructure": {
"name": "Superstructure",
"description": "<p>The cabin, if any, is hit, and all characters inside must make an <strong>Initiative</strong> Test or take one hit for +5 Damage from flying splinters. The boat is not affected otherwise.</p>"
},
"Sign of the Beast": {
"name": "Sign of the Beast",
"description": "<p>Your face shifts subtly, displaying the mark of Tzeentch and the signs of bestial nature; Beastmen of Tzeentch know you as a friend and ally. Gain +20 to all <strong>Fellowship </strong>Tests when dealing with such creatures. Any followers or creatures of Khorne or Slaanesh suffer @UUID[Compendium.wfrp4e-core.items.0VpT5yubw4UL7j6f]{Animosity} toward you, while those of Nurgle regard you with @UUID[Compendium.wfrp4e-core.items.aE3pyW20Orvdjzj0]{Hatred}.</p><p>\n\n <b>Lore:</b> None<p>",
"effects": {
"Sign of the Beast": {
"name": "Sign of the Beast"
}
}
},
"Racing Rig (Typical Barge or Patrol Boat)": {
"name": "Racing Rig (Typical Barge or Patrol Boat)",
"description": "<p>As well as developing racing hulls (see above), the wealthy boat-owners of the Empire — or rather, the talented boat-builders in their employ — have developed a system of sails and rigging designed for speed, at the expense of some sturdiness. A racing rig allows a boat an extra +10% Movement over the amount given in the @Table[wind]{wind table}, but only in a tailwind or a sidewind. In a headwind, the Movement penalty is reduced by -5%</p><p>A racing rig includes a @UUID[Compendium.wfrp4e-dotr.items.tzzrt9PB8SD2MATV]{flying jib}, and the advantages of the two do not stack.</p><p>This speed comes at a cost, though. The complex racing rig requires an expert crew, imposing a penalty of 10 to all <strong>Boat Handling</strong> Tests. In addition, all hits to the rigging cause double normal Damage.</p>",
"effects": {
"Racing Rig": {
"name": "Racing Rig"
}
}
},
"Vigwort": {
"name": "Vigwort",
"description": "<h3>A Personal Favourite</h3>\n<p>Also known as Fidget, Jumpweed, and <em>Folia Vitae</em>, this plant grows in sunny open areas, especially those that are being left fallow after grazing last year. The root is dried, grated, and left to steep in diluted vinegar for ten days. The mixture is then boiled, strained, and left to stand in a cool, dark room for another four days. Sweetened with honey and added to a hot tea or mulled wine, this preparation gives temporary relief to patients who are suffering from headaches, drowsiness, or lethargy, although it should only be used for short-term results; when it wears off, the patient can often be worse off than they were to start with.</p>",
"effects": {
"Vigwort Infusion": {
"name": "Vigwort Infusion",
"changes": {
"system.characteristics.i.modifier": 10
}
},
"Apply Infusion": {
"name": "Apply Infusion"
}
}
},
"Zone of Sanctuary": {
"name": "Zone of Sanctuary",
"description": "<p>You appeal to the righteous might of Sigmar to judge the wicked and keep them from your presence. Characters within the Miracle&rsquo;s area of effect gain a +20 bonus to resist Fear and Terror. No Undead or Daemonic creatures may enter the zone, nor may they attack those inside it. Such creatures within the Range of this Miracle when it is invoked must attempt to leave it. This miracle is centred on the Character who invoked it, who for its duration may not Move or take any Action other than to vigorously condemn the wicked in Sigmar&rsquo;s name.&nbsp;</p>",
"effects": {
"Zone of Sanctuary": {
"name": "Zone of Sanctuary"
}
}
},
"Eyes of the Beast": {
"name": "Eyes of the Beast",
"description": "<p>Your eyes glow with an unholy green light, enabling you to see as if you had the @UUID[Compendium.wfrp4e-core.items.FmHDbCOy3pH8yKhm]{Night Vision} Trait. If you already have @UUID[Compendium.wfrp4e-core.items.FmHDbCOy3pH8yKhm]{Night Vision}, the range of your vision doubles.You can speak and understand the Beast Tongue of Beastmen, even without having the corresponding Skill.</p><p>\n\n <b>Lore:</b> None<p>",
"effects": {
"Eyes of the Beast": {
"name": "Eyes of the Beast"
}
}
},
"Cannon (Small)": {
"name": "Cannon (Small)",
"description": "<p>Cannon are hard to come by, dangerous to use &mdash; and terrifying to anyone looking down their barrels. The largest cannon are restricted to fortresses, but small and medium weapons can be mounted on boats. The River Patrol tends to take a dim view of cannon-armed vessels that are not clearly attached to some kind of military force, and adventurers found in possession of cannon will have to work quite hard in order to prove that they are not pirates.</p>\n<p>Cannon can take three different kinds of load:</p>\n<p>@UUID[Compendium.wfrp4e-dotr.items.i2ypssXrNcphXgDr]{Ball}</p>\n<p>@UUID[Compendium.wfrp4e-dotr.items.Cz7jdAngs0CLwDJ9]{Chain Shot}</p>\n<p>@UUID[Compendium.wfrp4e-dotr.items.QlTA200PdF52ZDJL]{Grapeshot}</p>\n<p>Cannon may be mounted in the prow of a boat, or the stern, or on one or both sides. Unlike a @UUID[Compendium.wfrp4e-dotr.items.pzvq6nN3KquVqZki]{ballista}, a cannon cannot swivel and may only fire straight ahead, astern, or abeam, depending on its location.</p>"
},
"Stripped (Fishing Skiff)": {
"name": "Stripped (Fishing Skiff)",
"description": "<p>A boat can be stripped of all cabins and superstructures, either to lighten it or to maximize cargo space. Stripping a standard boat costs the indicated amount; building a stripped boat costs 75% of the normal price. Weight is reduced as shown above, and cargo space is increased by 75% over the normal capacity.</p>",
"effects": {
"Stripped": {
"name": "Stripped"
}
}
},
"Gesundheit": {
"name": "Gesundheit",
"description": "<h3>A Festering Treatment</h3>\n<p>Gesundheit, as everyone knows, means &lsquo;good health&rsquo; in Reikspiel, and such a simple name leads me to believe that the knowledge of this plant is very ancient. The Elves call it <em>Leoleghas</em>, and in Bretonnia it is known as <em>Feuille de Blessure</em>. In the Moot, we call it &lsquo;Heal-All&rsquo;.</p>\n<p>It is a very simple herb to use: simply bruise the leaves to release their sap, and create a poultice. There are some who like to add various other healing herbs, according to the nature of the wound or the source of the infection, but I have never found this necessary.</p>",
"effects": {
"Gesundheit Poultice": {
"name": "Gesundheit Poultice"
},
"Apply Poultice": {
"name": "Apply Poultice"
}
}
},
"Water Brakes (Row Boat)": {
"name": "Water Brakes (Row Boat)",
"description": "<p>This apparatus consists of two broad wooden flaps that can be unfolded from the sides of the boat. When going upstream, opening the brakes increases drag and reduces Movement by 1&ndash;2 points, depending on whether they are opened halfway or fully. Going downstream, they catch the current and increase Movement by a similar amount.</p>"
},
"Closed Rowlock": {
"name": "Closed Rowlock",
"description": "<p>A rowlock is a kind of bracket that holds an oar on a rowing vessel. Most are either C-shaped wooden stops built into the gunwale or U-shaped iron fittings that swivel with the oar&rsquo;s movement. In either case, an oar can come out of its rowlock if a <strong>Row </strong>Test is failed, taking one action to replace it before rowing can resume. Closed rowlocks solve this problem. The oar may be threaded through a hole in the gunwale, or lashed to a standard rowlock with leather straps, but in either case it physically cannot come out.</p>"
},
"Magical": {
"name": "Magical",
"description": "<p>For a price, some Wizards will enchant a boat so that a wind blows constantly into its sails, or the water moves constantly under its hull, increasing its M score by up to 3 points and/or making it immune to weather and other factors that normally impede a boat&rsquo;s Movement. These enchantments are normally temporary and always fantastically expensive, and it is left up to you to decide whether or not the Characters can have access to them at any time.</p>\n<p>On very rare occasions, normally tied to the main plot of an adventure, a group of Characters might be loaned a magical boat by an Elf or Dwarf ruler, or perhaps by the head of one of the Colleges of Magic &mdash; but they will never be sold or given one outright.</p>\n<p>That said, though, it can be fun for Players to experiment with spells and see how they can use them to improve their vessel&rsquo;s performance, sturdiness, and other features, and this should be encouraged, especially between adventures. Success can bring some small temporary benefits, and failure should be entertaining as well as frustrating.</p>"
},
"Catapult (Medium)": {
"name": "Catapult (Medium)",
"description": "<p>Catapults are indirect-fire weapons that throw rocks, bombs, or incendiaries in a high arc, bringing them crashing down on the heads of the targets. They are simple to build but tricky to aim, especially against a moving target. Catapults are not easy to aim, requiring 2&ndash;3 actions to move them, according to their size.</p>"
},
"Raised Gunwales (Fishing Skiff)": {
"name": "Raised Gunwales (Fishing Skiff)",
"description": "<p>The hull extends upward to about waist height on a Human character. As well as blocking high waves from washing onto the deck and potentially swamping the boat, gunwales offer @UUID[Compendium.wfrp4e-core.journals.NS3YGlJQxwTggjRX.JournalEntryPage.wmA76Q2zJJ9HrkvA#combat-difficulty]{medium cover} to anyone crouching on the deck; ranged attacks against them are Hard.</p>"
},
"Chain Shot (Cannon)": {
"name": "Chain Shot (Cannon)"
},
"Chosen of Tzeentch": {
"name": "Chosen of Tzeentch",
"description": "<p>@UUID[Compendium.wfrp4e-dotr.journals.uHClvCto8icrUp9P.JournalEntryPage.m3m8NR3fUQjVyGOJ]{Warrior of Tzeentch}</p>"
},
"Water Brakes (Large Barge)": {
"name": "Water Brakes (Large Barge)",
"description": "<p>This apparatus consists of two broad wooden flaps that can be unfolded from the sides of the boat. When going upstream, opening the brakes increases drag and reduces Movement by 1&ndash;2 points, depending on whether they are opened halfway or fully. Going downstream, they catch the current and increase Movement by a similar amount.</p>"
},
"Armoured Walls (Row Boat)": {
"name": "Armoured Walls (Row Boat)",
"description": "<p>The walls of any cabin or other superstructure are reinforced with iron plates. Any Character or NPC behind an armoured wall counts as being in @UUID[Compendium.wfrp4e-core.journals.NS3YGlJQxwTggjRX.JournalEntryPage.wmA76Q2zJJ9HrkvA#combat-difficulty]{Hard cover} and ranged attacks against them are Very Hard.</p>"
},
"Spoons": {
"name": "Spoons",
"description": "<p>Standard oars have long, narrow blades, which are good for most purposes. Spoons, as their name suggests, have a shorter, wider, curved blade that can exert more pressure on the water &mdash; but they require strength to operate properly. When using spoons, a rower may make a <strong>Strength </strong>Test when speed is required, and if successful may add his or her Strength Bonus in yards to the boat&rsquo;s Movement for that round.</p>"
},
"Raised Gunwales (Typical Barge or Patrol Boat)": {
"name": "Raised Gunwales (Typical Barge or Patrol Boat)",
"description": "<p>The hull extends upward to about waist height on a Human character. As well as blocking high waves from washing onto the deck and potentially swamping the boat, gunwales offer @UUID[Compendium.wfrp4e-core.journals.NS3YGlJQxwTggjRX.JournalEntryPage.wmA76Q2zJJ9HrkvA#combat-difficulty]{medium cover} to anyone crouching on the deck; ranged attacks against them are Hard.</p>"
},
"Armoured Walls (Large Barge)": {
"name": "Armoured Walls (Large Barge)",
"description": "<p>The walls of any cabin or other superstructure are reinforced with iron plates. Any Character or NPC behind an armoured wall counts as being in @UUID[Compendium.wfrp4e-core.journals.NS3YGlJQxwTggjRX.JournalEntryPage.wmA76Q2zJJ9HrkvA#combat-difficulty]{Hard cover} and ranged attacks against them are Very Hard.</p>"
},
"Creeping": {
"name": "Creeping",
"description": "<p>This creature is relentless, but slow. They cannot take any Run actions.</p>",
"effects": {
"Creeping": {
"name": "Creeping"
}
}
},
"Lice": {
"name": "Lice",
"description": "<p>Though a very common and not terribly serious malady in The Old World, infestations of lice can be quite distracting. These small insects live in and around human hair, causing itching and irritation of the skin on the head and upper neck. If the same clothing is worn for weeks on end, body lice can also become a problem. Effective treatments include the use of a very fine comb to remove the lice and their eggs, shaving one&rsquo;s head, or the use of very harsh lye soap.</p>"
},
"Mage-Leaf": {
"name": "Mage-Leaf",
"description": "<h3>Wizard's Boon</h3>\n<p>I was unsure at first as to whether to include this herb, since it has no known medicinal value. However, its magical properties are sufficiently well-known that I thought it might be useful at least to mention the different names by which this plant is known, to avoid any mistaken impression that there are several different plants with similar properties. The elven name for Mage-Leaf is <em>Daionillyseiwyn</em>, which I am told means &lsquo;the good plant&rsquo;. In Norsca it is known as <em>Troldblat</em>, in Bretonnia as <em>Feuille Sorceiere</em>, in Tilea as <em>Folimaggi </em>&mdash; a corruption of the Classical <em>Folia Magii</em> &mdash; and in Albion as <em>Draodill</em>, meaning &lsquo;the leaf of the Druids.&rsquo;</p>",
"effects": {
"Raw Mage-Leaf": {
"name": "Raw Mage-Leaf"
},
"Apply Raw": {
"name": "Apply Raw"
}
}
},
"Alfunas": {
"name": "Alfunas",
"description": "<h3>Bonesetters Delight</h3>\n<p><em>Alfunas </em>is the elven name for this plant, and has become its most common name throughout the Empire because the Wood Elves have a near monopoly over the supply. In the Moot we call it &lsquo;Bonewort&rsquo;; the Bretonnians call it <em>Ossefeuille </em>and the Tielans call it <em>Ossoripa</em>; some scholars call it <em>Folium Emendata</em>.</p>\n<p>In order for the paste to reach its full potency, it is advisable to let it sit in a covered jar in a cool, dry place such as a root cellar for at least two weeks. Do not let it dry out too much, though: when the surface of the paste&nbsp;begins to show cracks, seal the jar with&nbsp;wax or a cork stopper.</p>"
},
"Broad Rudder (Fishing Skiff)": {
"name": "Broad Rudder (Fishing Skiff)",
"description": "<p>A larger rudder improves steering, but requires a stronger helmsman because of increased water resistance. Every <strong>Boat Handling</strong> Test must also be accompanied by a <strong>Strength </strong>Test; if the <strong>Strength </strong>Test is successful, its SLs may be added to those of the Boat Handling Test. There is no penalty for an ordinary failure on this additional <strong>Strength </strong>Test. However, an Astounding Failure or Fumble results a sudden swing of the runner sending the unfortunate Character head first into the water!</p>"
},
"Ram (Small River Boat)": {
"name": "Ram (Small River Boat)",
"description": "<p>A metal ram can be fitted to the front of a boat, ensuring that in any head-on collision, the other vessel takes all the damage. It also gives the boat 5 AP at the front. Possession of a ram is taken by the River Patrol and other authorities as evidence of the crew&rsquo;s intent to ram and sink other vessels, and anyone with a ram on their boat had better be able to produce a letter of authorization from a local noble or some other power unless they want to be taken for pirates.</p>"
},
"Racing Rig (Row Boat)": {
"name": "Racing Rig (Row Boat)",
"description": "<p>As well as developing racing hulls (see above), the wealthy boat-owners of the Empire — or rather, the talented boat-builders in their employ — have developed a system of sails and rigging designed for speed, at the expense of some sturdiness. A racing rig allows a boat an extra +10% Movement over the amount given in the @Table[wind]{wind table}, but only in a tailwind or a sidewind. In a headwind, the Movement penalty is reduced by -5%</p><p>A racing rig includes a @UUID[Compendium.wfrp4e-dotr.items.gDpv99107lzypFi9]{flying jib}, and the advantages of the two do not stack.</p><p>This speed comes at a cost, though. The complex racing rig requires an expert crew, imposing a penalty of 10 to all <strong>Boat Handling</strong> Tests. In addition, all hits to the rigging cause double normal Damage.</p>",
"effects": {
"Racing Rig": {
"name": "Racing Rig"
}
}
},
"Gun Ports (Small)": {
"name": "Gun Ports (Small)",
"description": "<p>Cut into a boat&rsquo;s @UUID[Compendium.wfrp4e-dotr.items.CrXHlfit3BGhcMzf]{Raised Gunwales (Fishing Skiff)} or the walls of a superstructure, gun ports are closable hatches that allow a missile weapon to be fired from behind cover. Large gun ports can accommodate cannon, ballistae, and other crew-served weapons, while small gun ports are intended for single-user guns, bows, and crossbows.</p>\n<p>Opening or closing a gun port counts as a single action.</p>"
},
"Wand of Onyx": {
"name": "Wand of Onyx",
"description": "<p>This wand of polished, black mineral acts as a well of power. Once per day the bearer of the wand, when casting a spell of up to CN 5, can consider that spell to have been Critically Cast with @UUID[Compendium.wfrp4e-core.journals.YBVrpUHEjohB1H4f.JournalEntryPage.BU7yhLmMdEyvbfkR#critical-casting]{Total Power}. On doing so, roll [[/r 1d100]].  If the result is less than or equal to the CN of the spell, the wand shatters and is destroyed, dealing [[/r 1d10]] Wounds to each Character within 2 yards.</p>"
},
"Ring of Protection from Fire": {
"name": "Ring of Protection from Fire",
"description": "<p>+10 to all tests involving fire, half normal damage from all kinds of fire</p>",
"effects": {
"Ring of Protection from Fire": {
"name": "Ring of Protection from Fire"
}
}
},
"Swivel Gun": {
"name": "Swivel Gun",
"description": "<p>A swivel gun is similar to a blunderbuss, but larger. Because of its weight, it is normally mounted on a swivel or tripod, although some Ogre mercenaries have been known to use them hand-held.</p>"
},
"Steering": {
"name": "Steering",
"description": "<p>The rudder is splintered, and the helmsman takes one hit for +5 Damage from flying splinters. Until the rudder is repaired, all Tests to steer the boat are <strong>Very Hard (&ndash;30)</strong>.</p>"
},
"Juck": {
"name": "Juck",
"description": "<h3>Juck's The Thing</h3>\n<p>Also known as Nettlesap, Klosaft, Itching Weed and by several other names with the same meaning, this plant is well-known to children who live in rural areas, and use it for all kinds of practical jokes. Growing in woodlands and flowering before the trees put on enough leaf to block sunlight from the forest floor, the sap of this plant can also be used to help restore feeling to the skin in cases of numbness caused by cold or injury. On one occasion, I used it in a concentrated form &mdash; boiled until it reached the consistency of hot custard &mdash; as a treatment for frostbite, and was able to restore feeling to a foot which otherwise might have had to be amputated. Because of the itching it causes, you may sometimes need to administer a mild sedative to the patient, especially if you use Juck repeatedly, or over a large area such as an entire leg.</p>",
"effects": {
"Raw Juck": {
"name": "Raw Juck"
},
"Apply Raw": {
"name": "Apply Raw"
}
}
},
"Water Brakes (Fishing Skiff)": {
"name": "Water Brakes (Fishing Skiff)",
"description": "<p>This apparatus consists of two broad wooden flaps that can be unfolded from the sides of the boat. When going upstream, opening the brakes increases drag and reduces Movement by 1&ndash;2 points, depending on whether they are opened halfway or fully. Going downstream, they catch the current and increase Movement by a similar amount.</p>"
},
"Gun Ports (Large)": {
"name": "Gun Ports (Large)",
"description": "<p>Cut into a boat&rsquo;s @UUID[Compendium.wfrp4e-dotr.items.cgUYHI62x0m2iPFH]{Raised Gunwales (Large Barge)} or the walls of a superstructure, gun ports are closable hatches that allow a missile weapon to be fired from behind cover. Large gun ports can accommodate cannon, ballistae, and other crew-served weapons, while small gun ports are intended for single-user guns, bows, and crossbows.</p>\n<p>Opening or closing a gun port counts as a single action.</p>"
},
"Initiate of the Mysteries": {
"name": "Initiate of the Mysteries",
"description": "<p>@UUID[Compendium.wfrp4e-dotr.journals.uHClvCto8icrUp9P.JournalEntryPage.m3m8NR3fUQjVyGOJ]{Warrior of Tzeentch}</p>"
},
"Analgesic Saliva": {
"name": "Analgesic Saliva",
"description": "<p>The creature&rsquo;s bites cause no pain, which allows it to attach to sleeping victims undetected. This effect wears off 10 &ndash; Toughness Bonus Rounds after the creature detaches.</p>"
},
"Cavity Worms": {
"name": "Cavity Worms",
"description": "<p>The Cavity Worm is a disturbing parasite that infests dirty water and spoilt foodstuffs. About an inch long, and a quarter of an inch wide, the worm has a mottled green-brown hide that forms a strange pattern of a skull near its head. Mothers tell stories of Cavity Worms to frighten their children into keeping their mouths clean, so most Old Worlders dismiss these creatures as nothing more than cautionary tales. They are quite wrong to do so.</p><h4>Effects of Cavity Worms</h4><p>Once ingested, a Cavity Worm burrows into the soft tissues of the mouth or throat. It secretes an anaesthetic fluid that instantly numbs the affected area. Each day, the victim may make a <strong>Challenging (+0) Perception</strong> Test to notice the worm growing. On a success, the worms presence is noticed. A Physician or other skilled Character can make an <strong>Average (+10) Heal</strong> Test to remove the worm; unskilled Characters make a standard <strong>Dexterity </strong>Test. Characters trying to treat themselves need a mirror and suffer a 10 penalty. On a failed Test, the sufferer gains one @Condition[Bleeding] Condition.</p><p>Once ensconced in the victims mouth, the Cavity Worm feeds on breath: the essence of the spirit. For as long as this parasite remains, the host suffers a 10 penalty to all Tests.</p><p>After a week, the parasite begins its route to the victims brain. Each day, the victim may make an <strong>Average (+20) Perception</strong> Test to notice a small quantity of blood leaking from their mouth. Removing of the Cavity Worm at this stage requires a <strong>Difficult (10) Surgery</strong> Test.</p><p>If the Cavity Worm is not removed within three more days, it is no longer possible to remove it without killing the host. As the worm burrows into the brain and prepares to lay its eggs, the victim must make a <strong>Toughness </strong>Test each day. Each day the Test is failed, roll [[/r 1d10]], add the number of levels of failure, and consult the @Table[cavityworms]{Cavity Worms} Table</p><p>The Cavity Worms eggs hatch [[/r 1d10]] days after being laid, oozing out of the victims nostrils to find a new host. For those who survive the process, all penalties are permanent, and can only be restored by magical or miraculous means.</p>"
},
"Armoured Walls (Typical Barge or Patrol Boat)": {
"name": "Armoured Walls (Typical Barge or Patrol Boat)",
"description": "<p>The walls of any cabin or other superstructure are reinforced with iron plates. Any Character or NPC behind an armoured wall counts as being in @UUID[Compendium.wfrp4e-core.journals.NS3YGlJQxwTggjRX.JournalEntryPage.wmA76Q2zJJ9HrkvA#combat-difficulty]{Hard cover} and ranged attacks against them are Very Hard.</p>"
},
"Ram (Medium River Boat)": {
"name": "Ram (Medium River Boat)",
"description": "<p>A metal ram can be fitted to the front of a boat, ensuring that in any head-on collision, the other vessel takes all the damage. It also gives the boat 5 AP at the front. Possession of a ram is taken by the River Patrol and other authorities as evidence of the crew&rsquo;s intent to ram and sink other vessels, and anyone with a ram on their boat had better be able to produce a letter of authorization from a local noble or some other power unless they want to be taken for pirates.</p>"
},
"Potion of Flight": {
"name": "Potion of Flight",
"description": "<p>When drunk, this potion affects the drinker as a <a class=\"entity-link content-link\" draggable=\"true\" data-pack=\"wfrp4e-core.items\" data-id=\"9wmmln3DunIqGXM2\"><i class=\"fas fa-suitcase\"></i> Flight</a> Spell. The effect lasts for 20 Rounds, minus the drinkers Toughness bonus.</p>",
"effects": {
"Potion of Flight": {
"name": "Potion of Flight"
},
"Apply Potion of Flight": {
"name": "Apply Potion of Flight"
}
}
},
"Stripped (Large Barge)": {
"name": "Stripped (Large Barge)",
"description": "<p>A boat can be stripped of all cabins and superstructures, either to lighten it or to maximize cargo space. Stripping a standard boat costs the indicated amount; building a stripped boat costs 75% of the normal price. Weight is reduced as shown above, and cargo space is increased by 75% over the normal capacity.</p>",
"effects": {
"Stripped": {
"name": "Stripped"
}
}
},
"Rotting Flesh": {
"name": "Rotting Flesh",
"description": "<p>Anyone viewing a guard&rsquo;s uncovered face or body must&nbsp;make a Fear Test or be rooted to the spot. In addition, they&nbsp;all stink of decay and uncleanliness: the stench requires anyone&nbsp;within 2 yds to make a successful <strong>Challenging (+0) Endurance</strong>&nbsp;Test, or fight with a penalty of -10 to WS.</p>",
"effects": {
"WS Penalty": {
"name": "WS Penalty",
"changes": {
"system.characteristics.ws.modifier": -10
}
}
}
},
"Slave to Chaos": {
"name": "Slave to Chaos",
"description": "<p>You send your consciousness into another living creature, which can attempt a <strong>Willpower </strong>Test to resist your intrusion. On a failed Test, you take control of the subjects actions for the duration of the spell. If you command the subject to act in a suicidal way, the target receives another <strong>Willpower </strong>Test to break the effect. While in possession of another body, your own body lies in a deep sleep. When the spell ends, the subject must make a <strong>Challenging (10%) Willpower</strong> Test or gain one mutation from the Tzeentch column of the @Table[mutatephys]</p><p><strong>Lore:</strong> Targets of Spells from the Lore of Tzeentch are riven by the transformative magic of Chaos. Targets affected by a Spell from the Lore of Tzeentch must pass a Challenging (+0) Endurance Test, or gain +1 Corruption Point. Should they pass their Test, they instead gain +1 Fortune Point, which can be used as normal. Such are the whims of Tzeentch.</p><p></p>",
"effects": {
"Slave to Chaos": {
"name": "Slave to Chaos"
}
}
},
"Grapeshot (Cannon)": {
"name": "Grapeshot (Cannon)"
},
"Agurk": {
"name": "Agurk",
"description": "<h3>The Elf Balm</h3>\n<p>Though commonly called Agurk, in the Moot we call this herb <em>Shiverweed</em>. It is also known as <em>Zitterwort </em>in the Empire, <em>Trema </em>in Tilea and <em>Gysenblat </em>in Norsca. The Elves call it <em>Echryddeillen</em>. It grows in open grasslands where the soil is well-drained but not too sandy. To prepare it, pick the leaves, strip&nbsp; and discard the stalks, and hang up to dry beside the fireplace for at least a week. This herb is useful for improving the circulation, and also for helping a patient sweat out a heavy cold. Never use it for a fever, since it can cause the patient&rsquo;s temperature to rise. To use the herb, add the leaves to a dish of boiling water, let stand for a minute or two until the water begins to take on a little colour, and then let the patient inhale the fumes for three or four minutes. After this time, the patient should start to shake &mdash; make them comfortable and keep an eye on them for three or four hours. If the trembling has not subsided by this time, you may safely administer a mild sedative. Dispose of the infusion carefully, and never let it be drunk &mdash; it can cause fatal convulsions if taken internally.</p>",
"effects": {
"Agurk Infusion": {
"name": "Agurk Infusion",
"changes": {
"system.characteristics.dex.modifier": -20
}
},
"Agurk Draught": {
"name": "Agurk Draught"
},
"Apply Infusion": {
"name": "Apply Infusion"
},
"Apply Draught": {
"name": "Apply Draught"
}
}
},
"Beast Tongue": {
"name": "Beast Tongue",
"description": "<p>You can speak and understand the Beast Tongue of Beastmen, even without having the corresponding Skill.</p><p>\n\n <b>Lore:</b> None<p>"
},
"Rigging": {
"name": "Rigging",
"description": "<p>The sail is brought down, dragging ropes and tackle with it. All personnel on deck must make an <strong>Initiative </strong>Test or suffer one hit for +5 Damage and gain one @Condition[Entangled] Condition. Until the rigging is repaired, the boat can only drift.</p>"
},
"Invisible": {
"name": "Invisible",
"description": "<p>A Character with the @UUID[Compendium.wfrp4e-core.items.OEjUvJKi0xmBwbS2]{Second Sight} Talent can see the ghost as a faint, smoke-like swirl in the air, and may attack with no penalties to hit. Attacks by other Characters suffer a -40 penalty to hit, reduced to -30 if a Character with Second Sight is directing the attacks.</p>",
"effects": {
"Invisible": {
"name": "Invisible"
}
}
},
"Water Brakes (Typical Barge or Patrol Boat)": {
"name": "Water Brakes (Typical Barge or Patrol Boat)",
"description": "<p>This apparatus consists of two broad wooden flaps that can be unfolded from the sides of the boat. When going upstream, opening the brakes increases drag and reduces Movement by 1&ndash;2 points, depending on whether they are opened halfway or fully. Going downstream, they catch the current and increase Movement by a similar amount.</p>"
},
"Volley Gun": {
"name": "Volley Gun",
"description": "<p>The volley gun looks similar to a repeating handgun, but all the barrels are set to fire at once. There are normally seven barrels: one in the middle, with six more clustered around it in a hexagonal shape. While deadly to those in front of it, a volley gun can also be dangerous to an inexperienced user. Every time it is fired, the user must make an <strong>Average (+20) Endurance</strong> Test, suffering 1 Wound for each level of Failure as the weapon kicks violently against the shoulder. On an Astounding Failure, the user takes a Critical Hit to the shoulder: use the @Table[critarm]{Arm Critical Wound Table}, adjusting details as necessary to reflect a shoulder hit.</p>"
},
"Attach and Feed": {
"name": "Attach and Feed",
"description": "<p>If the creature makes a successful Bite attack, it becomes attached to the victim, clamping tight with surprising force. It then extracts blood, causing the automatic loss of 1 Wound every Round it is attached. Victims reduced to zero Wounds gain an @Condition[Unconscious] Condition as they pass out from blood loss.</p>\n<p>The creature will only free itself when full, which happens after it has extracted its TB in Wounds; it then retreats to digest the meal.</p>\n<p>The creature can be pulled off with an <strong>Opposed Strength</strong> Test, but doing so inflicts 1 Wound on the victim. If the creature has the appropriate Trait, anything it fears makes it release its hold immediately.</p>",
"effects": {
"Attach and Feed": {
"name": "Attach and Feed"
},
"Attached": {
"name": "Attached"
}
}
},
"Armour Plating (Iron)": {
"name": "Armour Plating (Iron)",
"description": "<p>A thin sheet of bronze or iron adds 12 Armour Points to a boats hull, but it increases a boats weight and needs regular maintenance, which involves hauling the boat completely out of the water and scraping the hull.</p><p><strong>Iron: </strong>2 AP; must be scraped at least once per month or blooms of rust erupt, increasing drag and reducing manoeuvrability (M -1, <strong>Boat Handling</strong> Tests 10). Failure indicates that the iron plates have rusted, losing all armour value.</p><blockquote class=\"foundry-note\"><p>This represents 10 feet of length of armour. Please modify this item's price and encumbrance according to how many 10 ft. lengths used.</p></blockquote>",
"effects": {
"Iron Armour Plating": {
"name": "Iron Armour Plating"
}
}
},
"Bension of Tzeentch": {
"name": "Bension of Tzeentch",
"description": "<p>You call upon the favour of Tzeentch and gain a temporary +10 bonus to one of the following Characteristics: Weapon Skill, Toughness, Agility, or Willpower.&nbsp;</p><p>\n\n <b>Lore:</b> Targets of Spells from the Lore of Tzeentch are riven by the transformative magic of Chaos. Targets affected by a Spell from the Lore of Tzeentch must pass a Challenging (+0) Endurance Test, or gain +1 Corruption Point. Should they pass their Test, they instead gain +1 Fortune Point, which can be used as normal. Such are the whims of Tzeentch.<p>",
"effects": {
"Bension of Tzeentch": {
"name": "Bension of Tzeentch"
}
}
},
"Valerian": {
"name": "Valerian",
"description": "<h3>Strong Tea</h3>\n<p>Valerian is called Strong Tea in the Moot; this confuses some outside visitors, but any Halfling knows from the context of the conversation whether this or some other kind of tea is meant. The Elves call it <em>Taillegas </em>and the Bretonnians <em>Th&eacute; de M&eacute;decin</em>.</p>\n<p>It is important to air-dry the leaves in a cool, dry place. Before brewing, they should be inspected carefully for any trace of limp-rot, a fungus which is particularly attracted to these leaves. Even a slight infestation can make the tea ineffective; a serious amount can turn it poisonous.</p>",
"effects": {
"Valerian Infusion": {
"name": "Valerian Infusion"
},
"Apply Infusion": {
"name": "Apply Infusion"
}
}
},
"Ring of Protection against Undead": {
"name": "Ring of Protection against Undead",
"description": "<p>The wearer of the Ring of Protection against Undead takes half normal damage from all attacks by enemies with the @UUID[Compendium.wfrp4e-core.items.PFTD9gDvRWW9uh5g]{Undead} Creature Trait that do not also have the @UUID[Compendium.wfrp4e-core.items.tNWrJUOArwfWXsPw]{Ethereal} Creature Trait, and gains a bonus of + 10 to all tests for all spells, Skills, and Traits pertaining to such creatures.</p>",
"effects": {
"Protection Against Undead": {
"name": "Protection Against Undead"
}
}
},
"Carapace": {
"name": "Carapace",
"description": "<p>+1 Armour Point on two random Hit Locations; this mutation can only be hidden by clothing</p>",
"effects": {
"Carapace": {
"name": "Carapace"
}
}
},
"Luxury Cabin": {
"name": "Luxury Cabin",
"description": "<p>The Empire&rsquo;s wealthy like to travel in comfort and the kind of cabin that one finds on a noble&rsquo;s barge is very different from one on a trading or passenger vessel. For the indicated cost, and taking the space of two normal cabins, a traveller can ply the rivers in comfort and style. At your discretion, any <strong>Fellowship </strong>Tests made by the owner of a luxury cabin gain a +10 bonus, provided they are made within the cabin itself.</p>"
},
"Cannon (Medium)": {
"name": "Cannon (Medium)",
"description": "<p>Cannon are hard to come by, dangerous to use &mdash; and terrifying to anyone looking down their barrels. The largest cannon are restricted to fortresses, but small and medium weapons can be mounted on boats. The River Patrol tends to take a dim view of cannon-armed vessels that are not clearly attached to some kind of military force, and adventurers found in possession of cannon will have to work quite hard in order to prove that they are not pirates.</p>\n<p>Cannon can take three different kinds of load:</p>\n<p>@UUID[Compendium.wfrp4e-dotr.items.i2ypssXrNcphXgDr]{Ball}</p>\n<p>@UUID[Compendium.wfrp4e-dotr.items.Cz7jdAngs0CLwDJ9]{Chain Shot}</p>\n<p>@UUID[Compendium.wfrp4e-dotr.items.QlTA200PdF52ZDJL]{Grapeshot}</p>\n<p>Cannon may be mounted in the prow of a boat, or the stern, or on one or both sides. Unlike a @UUID[Compendium.wfrp4e-dotr.items.pzvq6nN3KquVqZki]{ballista}, a cannon cannot swivel and may only fire straight ahead, astern, or abeam, depending on its location.</p>"
},
"Racing Rig (Large Barge)": {
"name": "Racing Rig (Large Barge)",
"description": "<p>As well as developing racing hulls (see above), the wealthy boat-owners of the Empire — or rather, the talented boat-builders in their employ — have developed a system of sails and rigging designed for speed, at the expense of some sturdiness. A racing rig allows a boat an extra +10% Movement over the amount given in the @Table[wind]{wind table}, but only in a tailwind or a sidewind. In a headwind, the Movement penalty is reduced by -5%</p><p>A racing rig includes a @UUID[Compendium.wfrp4e-dotr.items.rT9rbkHt09kxr2cR]{flying jib}, and the advantages of the two do not stack.</p><p>This speed comes at a cost, though. The complex racing rig requires an expert crew, imposing a penalty of 10 to all <strong>Boat Handling</strong> Tests. In addition, all hits to the rigging cause double normal Damage.</p>",
"effects": {
"Racing Rig": {
"name": "Racing Rig"
}
}
},
"Wand of Jet": {
"name": "Wand of Jet",
"description": "<p>Reduces the CN of any spell cast using it by 2, to a minimum of 0.</p>",
"effects": {
"Wand of Jet": {
"name": "Wand of Jet"
}
}
},
"Schlafenkraut": {
"name": "Schlafenkraut",
"description": "<h3>A Restful Concoction</h3>\n<p>Known in the Moot as Dreamleaf, in Tilea as <em>Dormifolio</em>, and to the Elves as <em>Paraudiel</em>, this plant grows in open grasslands, and is especially prolific when the last snows of winter are melting. It also grows well in open marshy areas and beside streams whose banks are not too high. It is a very good sedative and sleeping-draught, and may combine with other preparations, with no fear of ill effects. The dried leaves are steeped in water which has boiled and been left to stand for a minute or so &mdash; if the water is boiling when the leaves are put in, they will scald and the resulting infusion will be unpleasantly bitter as well as less effective. The leaves can also be added to tea or mulled wine; a little honey will soften any sharpness that it adds to their flavour.</p>"
},
"Spellwort": {
"name": "Spellwort",
"description": "<h3>The Witch-Hunter's Friend</h3><p>Spellwort is the name by which this plant is known in the Moot. Other names include <em>Unzauber</em>, <em>Wizards Bane</em>, <em>Feuille Contraire</em> and Witch-Hunters Friend. It is similar in appearance to Mage-Leaf, and someone without the proper herbal training may easily mistake the two. Made into a tea, the dried leaves can help a patient resist any kind of ailment that comes from a magical cause. It is as well to store dried Spellwort away from ingredients such as @UUID[Compendium.wfrp4e-dotr.items.tWLwV2bXuyr3sV4R]{Graveroot} and @UUID[Compendium.wfrp4e-dotr.items.GYkqqFzrDLaBvKux]{Mage-Leaf}, since I have found that their magical properties are sometimes diminished by sitting too close to Spellwort for a time.</p>",
"effects": {
"Spellwort": {
"name": "Spellwort"
},
"Apply Spellwort": {
"name": "Apply Spellwort"
}
}
},
"Blood Drain": {
"name": "Blood Drain",
"description": "<p>If the leech scores a wounding blow it becomes attached to its victim, inflicting 1 @Condition[Bleeding] condition until killed or gorged. To see whether it is gorged, roll a [[/r 1d10]] each Round: if the result is a 9 or 10 it drops off, otherwise it keeps feeding. Fire or some irritants (salt, acid, etc.) will cause it to release its hold and try to flee. Simply pulling it off inflicts 1 @Condition[Bleeding] condition.</p>",
"effects": {
"Blood Drain": {
"name": "Blood Drain"
}
}
},
"Ram (Large River Boat)": {
"name": "Ram (Large River Boat)",
"description": "<p>A metal ram can be fitted to the front of a boat, ensuring that in any head-on collision, the other vessel takes all the damage. It also gives the boat 5 AP at the front. Possession of a ram is taken by the River Patrol and other authorities as evidence of the crew&rsquo;s intent to ram and sink other vessels, and anyone with a ram on their boat had better be able to produce a letter of authorization from a local noble or some other power unless they want to be taken for pirates.</p>"
},
"Broad Rudder (Large Barge)": {
"name": "Broad Rudder (Large Barge)",
"description": "<p>A larger rudder improves steering, but requires a stronger helmsman because of increased water resistance. Every <strong>Boat Handling</strong> Test must also be accompanied by a <strong>Strength </strong>Test; if the <strong>Strength </strong>Test is successful, its SLs may be added to those of the Boat Handling Test. There is no penalty for an ordinary failure on this additional <strong>Strength </strong>Test. However, an Astounding Failure or Fumble results a sudden swing of the runner sending the unfortunate Character head first into the water!</p>"
},
"Raised Gunwales (Large Barge)": {
"name": "Raised Gunwales (Large Barge)",
"description": "<p>The hull extends upward to about waist height on a Human character. As well as blocking high waves from washing onto the deck and potentially swamping the boat, gunwales offer @UUID[Compendium.wfrp4e-core.journals.NS3YGlJQxwTggjRX.JournalEntryPage.wmA76Q2zJJ9HrkvA#combat-difficulty]{medium cover} to anyone crouching on the deck; ranged attacks against them are Hard.</p>"
},
"Armour Plating (Bronze)": {
"name": "Armour Plating (Bronze)",
"description": "<p>A thin sheet of bronze or iron adds 12 Armour Points to a boats hull, but it increases a boats weight and needs regular maintenance, which involves hauling the boat completely out of the water and scraping the hull.</p><p><strong>Bronze</strong>: 1 AP; must be scraped at least once every three months or oxidation reaches a point where the surface becomes pitted and riddled with river weed, increasing drag and reducing manoeuvrability (M 1, <strong>Boat Handling</strong> Tests 10). This does not affect armour value.</p><blockquote class=\"foundry-note\"><p>This represents 10 feet of length of armour. Please modify this item's price and encumbrance according to how many 10 ft. lengths used.</p></blockquote>",
"effects": {
"Bronze Armour Plating": {
"name": "Bronze Armour Plating"
}
}
},
"Anticoagulant Saliva": {
"name": "Anticoagulant Saliva",
"description": "<p>The victim of the creature&rsquo;s bite gains one @Condition[Bleeding] Condition.</p>",
"effects": {
"Anticoagulant Saliva": {
"name": "Anticoagulant Saliva"
}
}
},
"Racing Rig (Fishing Skiff)": {
"name": "Racing Rig (Fishing Skiff)",
"description": "<p>As well as developing racing hulls (see above), the wealthy boat-owners of the Empire — or rather, the talented boat-builders in their employ — have developed a system of sails and rigging designed for speed, at the expense of some sturdiness. A racing rig allows a boat an extra +10% Movement over the amount given in the @Table[wind]{wind table}, but only in a tailwind or a sidewind. In a headwind, the Movement penalty is reduced by -5%</p><p>A racing rig includes a @UUID[Compendium.wfrp4e-dotr.items.50lomqxMkIIx5jZm]{flying jib}, and the advantages of the two do not stack.</p><p>This speed comes at a cost, though. The complex racing rig requires an expert crew, imposing a penalty of 10 to all <strong>Boat Handling</strong> Tests. In addition, all hits to the rigging cause double normal Damage.</p>",
"effects": {
"Racing Rig": {
"name": "Racing Rig"
}
}
},
"The Gripe": {
"name": "The Gripe",
"description": "<p>The patient is seized by the sharp abdominal pains that give the disease its name. They strike without pattern or warning, and may be accompanied by Fever, Flux, and Vomiting.</p>\n<p>Almost every herbalist and rural crone in the Empire claims to have an infallible cure; they all take the form of a broth or tea, and while ingredients vary, none seems to be more effective than any other. The only real treatment for this disease is liquids to replace those lost, and time.</p>",
"effects": {
"Gripes": {
"name": "Gripes"
},
"BeIbaZVrl1HD4miH": {
"name": "Gripes"
}
}
},
"Stripped (Row Boat)": {
"name": "Stripped (Row Boat)",
"description": "<p>A boat can be stripped of all cabins and superstructures, either to lighten it or to maximize cargo space. Stripping a standard boat costs the indicated amount; building a stripped boat costs 75% of the normal price. Weight is reduced as shown above, and cargo space is increased by 75% over the normal capacity.</p>",
"effects": {
"Stripped": {
"name": "Stripped"
}
}
},
"Flying Jib (Row Boat)": {
"name": "Flying Jib (Row Boat)",
"description": "<p>A flying jib is an extra foresail and requires a bowsprit to be added to the boat; this increases length by 10%. Unfurled in a tailwind, the flying jib gives the boat an extra +5% Movement over the amount given in the @Table[wind]{wind table}. It has no effect in sidewinds, and doubles the Movement penalty for a headwind.</p>",
"effects": {
"Flying Jib": {
"name": "Flying Jib",
"changes": {
"system.details.length.value": 1.1
}
}
}
},
"Steam": {
"name": "Steam",
"description": "<p>The Dwarf Engineers&rsquo; Guild and the Imperial Engineers&rsquo; School have both been developing steam engines, and one could be adapted to drive a boat. Of course, a steam engine is large and heavy, and will take up a considerable amount of space that could otherwise be devoted to cargo and/or passengers: about half of a boat&rsquo;s carrying capacity seems about right. This includes storage for enough coal to keep the boat running for a week, or enough wood to keep it running for two days.</p>\n<p>A boat powered by a steam engine can maintain its standard Movement rate for as long as the fuel holds out, regardless of wind direction. It requires tending by a qualified engineer, with <strong>Trade (Engineer) </strong>Tests made in place of <strong>Boat Handling</strong> Tests. Steam engines can be unreliable, though, and despite their size and bulk their mechanisms are easily upset. Whenever a double is rolled on a failed <strong>Trade (Engineer)</strong> Test, or the result is an Astounding Failure, or the boat takes a Critical Hull Hit, roll on the @Table[steam-engine] table</p>"
},
"Favoured of Tzeentch": {
"name": "Favoured of Tzeentch",
"description": "<p>@UUID[Compendium.wfrp4e-dotr.journals.uHClvCto8icrUp9P.JournalEntryPage.m3m8NR3fUQjVyGOJ]{Warrior of Tzeentch}</p>"
},
"Vanera": {
"name": "Vanera",
"description": "<h3>The Goddess' Gift</h3>\n<p>Some herbalists in the Empire and Tilea believe that the name of this plant comes from the Human goddess Verena. I don&rsquo;t believe this myself, since it is also known by this name in Norsca and Kislev, where Ulric is far more commonly worshipped than Verena. It grows on the south side of chalk hills, where there is plenty of sun and not too much wind. The leaves are picked, cleaned, soaked in salt water for two weeks, and then boiled and served like spinach. A little butter and black pepper helps their flavour enormously. I personally don&rsquo;t use it for convalescents, because the headache that occurs when the herb wears off can often undo any good that the patient received from the herb&rsquo;s stimulant effect. However, I will prescribe it for those on watch, or required to search all night for missing travellers, or anyone else who needs to stay awake when they should be asleep, and who doesn&rsquo;t mind paying the price later.</p>"
},
"Ball (Cannon)": {
"name": "Ball (Cannon)"
},
"Capricious": {
"name": "Capricious",
"description": "<p>The creature&rsquo;s temper swings from one extreme to the other. When any creature makes a <strong>Fellowship </strong>Test in dealing with the creature, roll on the following table:</p>\n<table style=\"width: 77.0354%; height: 95px;\" border=\"1\">\n<tbody>\n<tr style=\"height: 16px;\">\n<td style=\"width: 14.1285%; text-align: center; height: 15px;\"><strong>[[/r 1d10]]</strong></td>\n<td style=\"width: 84.5762%; text-align: center; height: 15px;\"><strong>Result</strong></td>\n</tr>\n<tr style=\"height: 16px;\">\n<td style=\"width: 14.1285%; height: 16px;\">1</td>\n<td style=\"width: 84.5762%; height: 16px;\">Subtract 2 from SL</td>\n</tr>\n<tr style=\"height: 16px;\">\n<td style=\"width: 14.1285%; height: 16px;\">2-3</td>\n<td style=\"width: 84.5762%; height: 16px;\">Subtract 1 from SL</td>\n</tr>\n<tr style=\"height: 16px;\">\n<td style=\"width: 14.1285%; height: 16px;\">4-7</td>\n<td style=\"width: 84.5762%; height: 16px;\">Use indicated SL</td>\n</tr>\n<tr style=\"height: 16px;\">\n<td style=\"width: 14.1285%; height: 16px;\">8-9</td>\n<td style=\"width: 84.5762%; height: 16px;\">Add 1 to SL</td>\n</tr>\n<tr style=\"height: 16px;\">\n<td style=\"width: 14.1285%; height: 16px;\">10</td>\n<td style=\"width: 84.5762%; height: 16px;\">Add 2 to SL</td>\n</tr>\n</tbody>\n</table>"
},
"Mortar": {
"name": "Mortar",
"description": "<p>A mortar is the blackpowder equivalent of a catapult, firing a heavy ball or a bomb in a high arc. On the battlefield, they are used mainly in sieges, throwing explosives over castle walls to wreak damage in the courtyard. They are rarely seen on boats, except those employed as floating siege batteries by the navies of the Old Worlds wealthier nations. As with cannon, possession of a mortar is sufficient to arouse deep suspicions on the part of the authorities.</p><p>Like @UUID[Compendium.wfrp4e-dotr.items.Cglbo7THNwrPHnuD]{medium catapults}, mortars require 3 actions to move them, making them awkward to aim precisely.</p>"
},
"Aquatic": {
"name": "Aquatic",
"description": "<p>The creature can breathe underwater and moves at its full Movement rate in water. It cannot move on land.</p>"
},
"Slowmind": {
"name": "Slowmind",
"description": "<h3>Slowmind</h3>\n<p>I know that there are those who regard this plant as nothing more than a poison, but I have found it useful in extreme cases of nervous hysteria where the patient must be kept still to avoid self-inflicted injuries, and also in cases where the pain of a wound or infection makes it impossible for the patient to fall into a healing sleep. Provided the dosage is strictly controlled and the patient&rsquo;s temperature and breathing are constantly watched, I believe there is no significant risk. The root of this plant, which grows in marshy areas and is often found together with water-lilies, is first soaked in salt water for three days and nights to leach out any impurities, then dried on a pan in front of the fire for two days, or until it sounds woody when tapped with a fork. Then, it is finely grated &mdash; mixed with a little nutmeg if available &mdash; tied in a cloth bag and hung in the chimney to smoke for two weeks. The powder is then boiled for two days in water with a little vinegar, strained and added in small quantities to a sweet tea or mulled wine.</p>",
"effects": {
"Slowmind Infusion": {
"name": "Slowmind Infusion",
"changes": {
"system.characteristics.int.modifier": -10,
"system.characteristics.wp.modifier": -10
}
},
"Slowmind Poultice": {
"name": "Slowmind Poultice"
},
"Apply Infusion": {
"name": "Apply Infusion"
},
"Apply Poultice": {
"name": "Apply Poultice"
}
}
},
"Enrage Beast": {
"name": "Enrage Beast",
"description": "<p>Your eyes flash with unwholesome light as you inspire fear in a single ordinary animal within 12 yards (6 squares). The target animal is entitled to a <strong>Willpower </strong>Test to resist this spell. On a failed Test, it acts strangely. Roll [[/r 1d10]] on the @UUID[Compendium.wfrp4e-dotr.tables.VQTQb4Qlapf7Upuz]{Enrage Beast} Table to see what it does.</p><p><strong>Lore:</strong> Targets of Spells from the Lore of Tzeentch are riven by the transformative magic of Chaos. Targets affected by a Spell from the Lore of Tzeentch must pass a Challenging (+0) Endurance Test, or gain +1 Corruption Point. Should they pass their Test, they instead gain +1 Fortune Point, which can be used as normal. Such are the whims of Tzeentch.</p><p></p>",
"effects": {
"Enrage Beast": {
"name": "Enrage Beast"
}
}
},
"Wilful Corruption": {
"name": "Wilful Corruption",
"description": "<p>The favoured of Tzeentch are masters of magic, and gain a small measure of insight and control over the horrific gifts their patron bestows. When you gain a mutation, you roll any dice twice and pick the preferred result.</p>"
},
"Broad Rudder (Row Boat)": {
"name": "Broad Rudder (Row Boat)",
"description": "<p>A larger rudder improves steering, but requires a stronger helmsman because of increased water resistance. Every <strong>Boat Handling</strong> Test must also be accompanied by a <strong>Strength </strong>Test; if the <strong>Strength </strong>Test is successful, its SLs may be added to those of the Boat Handling Test. There is no penalty for an ordinary failure on this additional <strong>Strength </strong>Test. However, an Astounding Failure or Fumble results a sudden swing of the runner sending the unfortunate Character head first into the water!</p>"
},
"Smoothing": {
"name": "Smoothing",
"description": "<p>Less radical than a racing hull is the process of smoothing a boats hull with sand and abrasive rocks, to remove any irregularities that might cause unnecessary drag. Initial smoothing of a hull takes at least a week at a boatyard and gives the boat M +1.</p><p>@UUID[Compendium.wfrp4e-dotr.journals.WR8ZAD6yw9lYgzeY.JournalEntryPage.qpdadmEFPBzFcklt]{Repairing} a smoothed hull costs 50% more than normal; cheaper repairs lose all the benefits of the smoothing.</p><blockquote class=\"foundry-note\"><p>Encumbrance and Price reflects 10 ft. of length. Modify this item according to the ship it's being applied to.</p></blockquote>",
"effects": {
"Smoothing": {
"name": "Smoothing",
"changes": {
"system.details.move.value": 1
}
}
}
},
"Climb": {
"name": "Climb",
"description": "<p>Your fingernails and toenails become short claws, not long enough to serve as weapons but sufficient to make climbing much easier. When barefoot and without gloves, you gain the @UUID[Compendium.wfrp4e-core.items.MGEPI4jNhymNIRVz]{Scale Sheer Surface} Talent for the duration of the spell.</p><p>\n\n <b>Lore:</b> Targets of Spells from the Lore of Tzeentch are riven by the transformative magic of Chaos. Targets affected by a Spell from the Lore of Tzeentch must pass a Challenging (+0) Endurance Test, or gain +1 Corruption Point. Should they pass their Test, they instead gain +1 Fortune Point, which can be used as normal. Such are the whims of Tzeentch.<p>",
"effects": {
"Climb": {
"name": "Climb"
}
}
},
"Fore-and-Aft Rudder (Typical Barge or Patrol Boat)": {
"name": "Fore-and-Aft Rudder (Typical Barge or Patrol Boat)",
"description": "<p>For maximum manoeuvrability, a second rudder may be added to the bow of the boat. This reduces the boat&rsquo;s Movement score by &ndash;1, but given a trained crewmember at both rudders, all <strong>Boat Handling</strong> Tests involving steering receive a +20 bonus.</p>",
"effects": {
"Fore-and-Aft Rudder": {
"name": "Fore-and-Aft Rudder",
"changes": {
"system.details.move.value": -1
}
}
}
},
"Musket Rests": {
"name": "Musket Rests",
"description": "<p>Forked poles set up along a boats rail support the barrel of a blackpowder longarm, such as a blunderbuss, a Hochland long rifle, a repeater handgun, or a volley gun. This makes the weapon easier to aim (+10 to hit) but requires an action to place the weapon in the rest after reloading.</p><blockquote class=\"foundry-note\"><p>In the book these are classified as Weapons, but since they do not act as weapons themselves, they are classified here as Superstructure</p></blockquote>"
},
"Tremor": {
"name": "Tremor",
"description": "<p>Your foot transforms briefly into a great hoof wreathed in purple flame. The ground shakes as you stamp; all creatures within a radius equal to your Willpower Bonus in yards&nbsp;(except you) must make an <strong>Agility </strong>Test or fall down, gaining a @Condition[Prone] Condition.</p><p>\n\n <b>Lore:</b> Targets of Spells from the Lore of Tzeentch are riven by the transformative magic of Chaos. Targets affected by a Spell from the Lore of Tzeentch must pass a Challenging (+0) Endurance Test, or gain +1 Corruption Point. Should they pass their Test, they instead gain +1 Fortune Point, which can be used as normal. Such are the whims of Tzeentch.<p>",
"effects": {
"Tremor": {
"name": "Tremor"
}
}
},
"Racing Hull": {
"name": "Racing Hull",
"description": "<p>Wealthy nobles are addicted to contests and wagering, as everyone knows. In an effort to outdo their fellows, some wealthy boat owners have sunk immense sums into research and craftsmanship, in search of the perfect hull shape for speed. A racing hull is as smooth as glass and cunningly shaped to reduce drag to a bare minimum, allowing the boat to travel at up to twice its normal Movement rate.</p><p>A boat with a racing hull is tricky to control, though, and requires a <strong>Difficult (10) Boat Handling</strong> Test every hour. On a Marginal (1 SL) or Normal Failure, Movement cannot exceed the normal rate; on an Impressive Failure (4 SL), Movement is half normal; and on an Astounding Failure (6 SL or less), the hull is damaged and the boat cannot exceed half normal Movement until it is repaired at a cost equal to half the cost of the hull, as above.</p><p>Normal @UUID[Compendium.wfrp4e-dotr.journals.WR8ZAD6yw9lYgzeY.JournalEntryPage.qpdadmEFPBzFcklt]{repairs} to a racing hull cost twice the normal rate given, and require finer craftsmanship: all relevant Tests are one step more difficult than usual.</p><blockquote class=\"foundry-note\"><p>Encumbrance and Price reflects 10 ft. of length. Modify this item according to the ship it's being applied to.</p></blockquote>",
"effects": {
"Racing Hull": {
"name": "Racing Hull",
"changes": {
"system.details.move.value": 2
}
}
}
},
"Ballista": {
"name": "Ballista",
"description": "<p>Ballistae are giant crossbows that fire iron-capped bolts the size of fence posts. They can spit a person or creature like a chicken, or punch a nice, neat hole in a boat&rsquo;s hull. Ballistae are normally mounted on swivels, allowing them a wide arc of fire.</p>"
},
"Fore-and-Aft Rudder (Large Barge)": {
"name": "Fore-and-Aft Rudder (Large Barge)",
"description": "<p>For maximum manoeuvrability, a second rudder may be added to the bow of the boat. This reduces the boat&rsquo;s Movement score by &ndash;1, but given a trained crewmember at both rudders, all <strong>Boat Handling</strong> Tests involving steering receive a +20 bonus.</p>",
"effects": {
"Fore-and-Aft Rudder": {
"name": "Fore-and-Aft Rudder",
"changes": {
"system.details.move.value": -1
}
}
}
},
"Subvert Strength": {
"name": "Subvert Strength",
"description": "<p>Your hand glows with queer blue spots. The next non-magical, inanimate object you touch loses its hardness, becoming soft and malleable. Steel bends; glass folds; rock becomes putty. If you cast this spell on a weapon, it bends or even breaks if used in combat. Armour affected by this spell ceases to offer protection, losing all armour points in the affected location (and if it takes a hit, armour there is destroyed). You may only affect an object of up to two cubic yards. You can shape this material as you like, though the GM may require an appropriate <strong>Trade </strong>Test.</p><p>\n\n <b>Lore:</b> Targets of Spells from the Lore of Tzeentch are riven by the transformative magic of Chaos. Targets affected by a Spell from the Lore of Tzeentch must pass a Challenging (+0) Endurance Test, or gain +1 Corruption Point. Should they pass their Test, they instead gain +1 Fortune Point, which can be used as normal. Such are the whims of Tzeentch.<p>"
},
"Oars": {
"name": "Oars",
"description": "<p>The oars are splintered, and rowers take one hit for +5 Damage from flying splinters. Until the oars are replaced, the boat can only drift. Optionally, an oar Critical Hit only destroys one oar, according to the direction from which the attack came. Given a couple of turns to improvise a mount &mdash; a <strong>Difficult (&ndash;10) Trade (Boatbuilding </strong>or<strong> Carpentry)</strong> Test &mdash; the surviving oar can be fixed to the rear of the boat and used to stern-scull at half the normal speed. Steering while stern-sculling requires a successful <strong>Challenging (+0) Boat Handling</strong> Test.</p>"
},
"Tarrabeth": {
"name": "Tarrabeth",
"description": "<h3>Tarrabeth</h3>\n<p>Tarrabeth is an elven name, and the herb is found mostly in the deep forests where the Wood Elves live. There are few other names for the herb, although I have heard it called Emperor&rsquo;s Wort in some cities, often by Humans who came by the herb dishonestly and use a Human name in order to avoid the wrath of the authorities. For the best effect, the leaves should be boiled until they completely disintegrate; the mixture is then strained, boiled down to the consistency of melted cheese, and left to cool.</p>",
"effects": {
"Apply Tarrabath (to Weapon)": {
"name": "Apply Tarrabath (to Weapon)"
},
"Tarrabeth": {
"name": "Tarrabeth"
}
}
},
"Flying Jib (Large Barge)": {
"name": "Flying Jib (Large Barge)",
"description": "<p>A flying jib is an extra foresail and requires a bowsprit to be added to the boat; this increases length by 10%. Unfurled in a tailwind, the flying jib gives the boat an extra +5% Movement over the amount given in the @Table[wind]{wind table}. It has no effect in sidewinds, and doubles the Movement penalty for a headwind.</p>",
"effects": {
"Flying Jib": {
"name": "Flying Jib",
"changes": {
"system.details.length.value": 1.1
}
}
}
},
"Hallucinogen": {
"name": "Hallucinogen",
"description": "<p>The creature exudes a hallucinogenic musk. Victims within 2 yards (more, at the GM&rsquo;s discretion, if the victim is downwind) must pass an <strong>Average (+20) Willpower</strong> Test or succumb, gaining one @Condition[Stunned] Condition for each level of failure.</p>",
"effects": {
"Hallucinogen": {
"name": "Hallucinogen"
}
}
},
"Fore-and-Aft Rudder (Fishing Skiff)": {
"name": "Fore-and-Aft Rudder (Fishing Skiff)",
"description": "<p>For maximum manoeuvrability, a second rudder may be added to the bow of the boat. This reduces the boat&rsquo;s Movement score by &ndash;1, but given a trained crewmember at both rudders, all <strong>Boat Handling</strong> Tests involving steering receive a +20 bonus.</p>",
"effects": {
"Fore-and-Aft Rudder": {
"name": "Fore-and-Aft Rudder",
"changes": {
"system.details.move.value": -1
}
}
}
},
"Graveroot": {
"name": "Graveroot",
"description": "<h3>Grave Matters</h3>\n<p>Also known as Grabwort, Dead Man&rsquo;s Finger, Ghostbane and Morr&rsquo;s Root, Graveroot is attracted to shady, sheltered locations with slightly damp soil. It flourishes especially in graveyards, which, together with its well-known magical properties, has led some people to theorise that it somehow feeds on the magical energies of the bodies buried beneath it. The root, when dried and grated, may be used in a number of preparations and magical spells concerning the Undead, and it actually seems to affect them as poison would affect a living creature. An infusion of the root seems to have no particular effect on a living patient, except to cause vomiting at higher concentrations. Less well known is the fact that a hot poultice made from both the leaves and root of this plant speeds the healing of infected wounds caused by undead creatures.</p>"
},
"Armoured Walls (Fishing Skiff)": {
"name": "Armoured Walls (Fishing Skiff)",
"description": "<p>The walls of any cabin or other superstructure are reinforced with iron plates. Any Character or NPC behind an armoured wall counts as being in @UUID[Compendium.wfrp4e-core.journals.NS3YGlJQxwTggjRX.JournalEntryPage.wmA76Q2zJJ9HrkvA#combat-difficulty]{Hard cover} and ranged attacks against them are Very Hard.</p>"
},
"Gift of the Beast": {
"name": "Gift of the Beast",
"description": "<p>You call upon the favour of Tzeentch and gain a temporary mutation: consult the @Table[giftofthebeast] Table.</p><p>\n\n <b>Lore:</b> Targets of Spells from the Lore of Tzeentch are riven by the transformative magic of Chaos. Targets affected by a Spell from the Lore of Tzeentch must pass a Challenging (+0) Endurance Test, or gain +1 Corruption Point. Should they pass their Test, they instead gain +1 Fortune Point, which can be used as normal. Such are the whims of Tzeentch.<p>",
"effects": {
"Gift of the Beast": {
"name": "Gift of the Beast"
}
}
},
"Flying Jib (Typical Barge or Patrol Boat)": {
"name": "Flying Jib (Typical Barge or Patrol Boat)",
"description": "<p>A flying jib is an extra foresail and requires a bowsprit to be added to the boat; this increases length by 10%. Unfurled in a tailwind, the flying jib gives the boat an extra +5% Movement over the amount given in the @Table[wind]{wind table}. It has no effect in sidewinds, and doubles the Movement penalty for a headwind.</p>",
"effects": {
"Flying Jib": {
"name": "Flying Jib",
"changes": {
"system.details.length.value": 1.1
}
}
}
},
"Transformation of the Beast": {
"name": "Transformation of the Beast",
"description": "<p>You channel the power of Tzeentch, and your body transforms into that of a @UUID[Compendium.wfrp4e-core.actors.R37OtN5gmPWCYOP3]{Gor}. You gain the following temporary benefits:</p>\n<p><strong>Characteristics</strong>: use your own characteristic or that of a Gor, whichever is better.</p>\n<p><strong>Traits</strong>: gain @UUID[Compendium.wfrp4e-core.items.VUJUZVN3VYhOaPjj]{Armour 1}, @UUID[Compendium.wfrp4e-core.items.fjd1u9VAgiYzhBRp]{Fury}, and @UUID[Compendium.wfrp4e-core.items.BqPZn6q3VHn9HUrW]{Horns +6}</p>\n<p><strong>Skills</strong>: gain Beast Tongue but lose the ability to speak intelligibly in any other language.</p><p>\n\n <b>Lore:</b> Targets of Spells from the Lore of Tzeentch are riven by the transformative magic of Chaos. Targets affected by a Spell from the Lore of Tzeentch must pass a Challenging (+0) Endurance Test, or gain +1 Corruption Point. Should they pass their Test, they instead gain +1 Fortune Point, which can be used as normal. Such are the whims of Tzeentch.<p>",
"effects": {
"Transformation of the Beast": {
"name": "Transformation of the Beast"
}
}
},
"Trinkwort": {
"name": "Trinkwort",
"description": "<h3>Trinkwort</h3>\n<p>According to Halfling tradition, the knowledge of this plant was given to us by the goddess Esmeralda herself, after her first husband Bibogenitus brought the knowledge of brewing and winemaking to the Moot. We know it as Sober-root, and the Elves call it <em>Corrylliamid</em>. It is found in the deepest forest, often growing between the roots of the lornalim tree, or next to ancient oaks. The root is peeled and roasted in a slow oven until it is as soft as a well-cooked parsnip, and then eaten.</p>",
"effects": {
"Raw Trinkwort": {
"name": "Raw Trinkwort"
},
"Apply Raw": {
"name": "Apply Raw"
}
}
},
"Ammo": {
"name": "Ammo",
"description": "<p>Represents the default ammunition for a vehicle weapon</p>"
},
"Fore-and-Aft Rudder (Row Boat)": {
"name": "Fore-and-Aft Rudder (Row Boat)",
"description": "<p>For maximum manoeuvrability, a second rudder may be added to the bow of the boat. This reduces the boat&rsquo;s Movement score by &ndash;1, but given a trained crewmember at both rudders, all <strong>Boat Handling</strong> Tests involving steering receive a +20 bonus.</p>",
"effects": {
"Fore-and-Aft Rudder": {
"name": "Fore-and-Aft Rudder",
"changes": {
"system.details.move.value": -1
}
}
}
},
"Spiderleaf": {
"name": "Spiderleaf",
"description": "<h3>Spiderleaf</h3>\n<p>This herb gets its name from the shape and arrangement of its long, narrow leaves, which look as though a spider has been impaled on the main stem with its legs in the air. All across the Old World, it is known by the same name in the local language. There are even some healers &mdash; mostly Human &mdash; in remote areas who wrap the leaves in cobwebs before applying them to a wound, thinking that some magical sympathy between the spider-shaped plant and the webs of an&nbsp;actual spider will make the treatment more&nbsp;effective. It does not seem to do so.</p>"
},
"Catapult (Small)": {
"name": "Catapult (Small)",
"description": "<p>Catapults are indirect-fire weapons that throw rocks, bombs, or incendiaries in a high arc, bringing them crashing down on the heads of the targets. They are simple to build but tricky to aim, especially against a moving target. Catapults are not easy to aim, requiring 2&ndash;3 actions to move them, according to their size.</p>"
},
"Barrakul": {
"name": "Barrakul",
"description": "<p><img style=\"border: none;\" src=\"modules/wfrp4e-dotr/assets/items/barrakul.webp\" alt=\"\" width=\"119\" height=\"368\" /></p>",
"effects": {
"Barrakul": {
"name": "Barrakul"
}
}
},
"Rotgut": {
"name": "Rotgut",
"effects": {
"Apply Rotgut": {
"name": "Apply Rotgut"
},
"Rotgut": {
"name": "Rotgut"
}
}
},
"Hull": {
"name": "Hull",
"description": "<p>The boat is holed and begins to ship water. It sinks in a number of minutes equal to the boats Toughness (see @UUID[Compendium.wfrp4e-dotr.journals.WR8ZAD6yw9lYgzeY.JournalEntryPage.8RsPoCyE5UELCb1s#holed]{Holed}). The water may ruin the cargo, if any.</p>"
}
}
}