- 17 bestehende ToDo-Dateien mit frischeren Export-Versionen ersetzt (altdorf/archives1/middenheim/pbtt/rnhd/starter-set/ua1 Actors/Items/Tables) - 36 neue Dateien ergaenzt, die im Export erstmals auftauchen: komplett neue Packs (horned-rat, empire-ruins, owb1) sowie bisher nicht exportierte Scenes/Effects-Kompendien fuer bereits vorhandene Buecher - Vor dem Ersetzen geprueft, dass keine der betroffenen ToDo-Dateien bereits handuebersetzte Inhalte enthielt (nur zufaellige Umlaute in Eigennamen wie Boegenhafen, keine echte deutsche Grammatik)
7778 lines
474 KiB
JSON
7778 lines
474 KiB
JSON
{
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"label": "Actors (Middenheim)",
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"entries": {
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"Jacopo Schmidt": {
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"name": "Jacopo Schmidt",
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"items": {
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"Bribery": {
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"name": "Bribery",
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"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}"
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},
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"Charm": {
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"name": "Charm",
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"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}"
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},
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"Climb": {
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"name": "Climb",
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"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}"
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},
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"Cool": {
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"name": "Cool",
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"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}"
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},
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"Gamble": {
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"name": "Gamble",
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"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}"
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},
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"Gossip": {
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"name": "Gossip",
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"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}"
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},
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"Intuition": {
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"name": "Intuition",
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"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}"
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},
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"Melee (Basic)": {
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"name": "Melee (Basic)",
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"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}"
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},
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"Outdoor Survival": {
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"name": "Outdoor Survival",
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"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}"
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},
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"Perception": {
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"name": "Perception",
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"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}"
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},
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"Stealth (Rural)": {
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"name": "Stealth (Rural)",
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"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}"
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},
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"Stealth (Urban)": {
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"name": "Stealth (Urban)",
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"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}"
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},
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"Alley Cat": {
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"name": "Alley Cat",
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"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.",
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"effects": {
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"Alley Cat": {
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"name": "Alley Cat"
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}
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}
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},
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"Blather": {
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"name": "Blather",
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"description": "<p>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 <strong>Opposed Charm/Intelligence</strong> 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.</p>\n<p> </p>",
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"effects": {
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"Blather": {
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"name": "Blather"
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}
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}
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},
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"Break and Enter": {
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"name": "Break and Enter",
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"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.",
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"effects": {
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"Break and Enter": {
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"name": "Break and Enter"
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}
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}
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},
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"Criminal": {
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"name": "Criminal",
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"description": "<p>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:</p>\n<p> </p>\n<div>\n<table title=\"\" border=\"1\" summary=\"\" cellspacing=\"0\" cellpadding=\"0\">\n<tbody>\n<tr>\n<td>\n<p>Career Level</p>\n</td>\n<td>\n<p>Bonus Money per time the Talent is taken</p>\n</td>\n</tr>\n<tr>\n<td>\n<p>1</p>\n</td>\n<td>\n<p>+2d10 brass pennies</p>\n</td>\n</tr>\n<tr>\n<td>\n<p>2</p>\n</td>\n<td>\n<p>+1d10 silver shillings</p>\n</td>\n</tr>\n<tr>\n<td>\n<p>3 </p>\n</td>\n<td>\n<p>+2d10 silver shillings</p>\n</td>\n</tr>\n<tr>\n<td>\n<p>4</p>\n</td>\n<td>\n<p>+1 gold crown</p>\n</td>\n</tr>\n</tbody>\n</table>\n</div>\n<p> </p>\n<p>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.</p>",
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"effects": {
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"Criminal": {
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"name": "Criminal"
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}
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}
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},
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"Doomed": {
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"name": "Doomed",
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"description": "<p>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.</p><p><em>Katya’s eye and vanity shalt speed thee to death</em></p>"
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},
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"Flee!": {
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"name": "Flee!",
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"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.",
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"effects": {
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"Flee!": {
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"name": "Flee!"
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}
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}
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},
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"Gregarious": {
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"name": "Gregarious",
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"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.",
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"effects": {
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"Gregarious": {
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"name": "Gregarious"
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}
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}
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},
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"Shadow": {
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"name": "Shadow",
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"description": "<p>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.</p>",
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"effects": {
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"Shadow": {
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"name": "Shadow"
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}
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}
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},
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"Strong Back": {
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"name": "Strong Back",
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"description": "<p>You have a strong back that is used to hard work. You may add your levels in Strong Back to your SL in any Opposed Strength Tests, and can carry additional Encumbrance points of trappings (see @UUID[JournalEntry.sLomXnc8R8518cWN.JournalEntryPage.oAPLajkv4l9IlRzO]{Encumbrance}) equal to your level of Strong Back.</p>",
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"effects": {
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"Strong Back": {
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"name": "Strong Back"
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}
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}
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},
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"Gold Crown": {
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"name": "Gold Crown"
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},
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"Silver Shilling": {
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"name": "Silver Shilling"
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},
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"Brass Penny": {
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"name": "Brass Penny"
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},
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"Art": {
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"name": "Art",
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"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}"
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},
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"Athletics": {
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"name": "Athletics",
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"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}"
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},
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"Charm Animal": {
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"name": "Charm Animal",
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"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}"
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},
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"Consume Alcohol": {
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"name": "Consume Alcohol",
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"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}"
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},
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"Dodge": {
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"name": "Dodge",
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"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}"
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},
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"Drive": {
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"name": "Drive",
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"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}"
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},
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"Endurance": {
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"name": "Endurance",
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"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}"
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},
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"Entertain": {
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"name": "Entertain",
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"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}"
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},
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"Haggle": {
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"name": "Haggle",
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"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}"
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},
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"Intimidate": {
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"name": "Intimidate",
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"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}"
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},
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"Leadership": {
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"name": "Leadership",
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"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}"
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},
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"Melee": {
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"name": "Melee",
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"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}"
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},
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"Navigation": {
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"name": "Navigation",
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"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}"
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},
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"Ride": {
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"name": "Ride",
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"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}"
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},
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"Row": {
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"name": "Row",
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"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}"
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},
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"Stealth": {
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"name": "Stealth",
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"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}"
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},
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"Procurer": {
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"name": "Procurer",
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"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.WmXiUhsOHIJia8OM]{Bawd}</p>"
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}
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}
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},
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"The Bloody Hidesman": {
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"name": "The Bloody Hidesman",
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"description": "<section id=\"secret-pGDPN6qawvR2vwjf\" class=\"secret\"><p>Incarnate Elementals of <em>Ghur </em>are normally created as the result of powerful and complicated rituals enacted by practitioners of Amber magic. Piles of beast skulls and freshly flensed pelts are required to power these rituals, leading to it being known as The Bloody Hidesman to Amber magicians. The Elementals occasionally manifest close to the @UUID[JournalEntry.byZKtyJGHGTfIyqD]{Wellspring of Ghur} purely as a result of the extreme concentration of the Amber Wind there.</p>\n<p>The Elemental is a gigantic humanoid figure swollen with powerful muscles and crisscrossed with sinews like whipcords. Its head is fleshless, a skull armed with tusks like sabres and sweeping antlers. Its foreclaws are an eagle’s talons and it rears up on hind legs like those of a lion. It contains within it the fierce drives of nature’s most savage predators. It merely seeks to run down anything that encroachs upon its territory, maul them until they cease to struggle, then gorge upon their flesh.</p></section>",
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"items": {
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"Manifestations of Ghur": {
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"name": "Manifestations of Ghur",
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"description": "<p>Spells from the Lore of Beasts do not have any harmful effect on an Incarnate Elemental of Ghur. Magical effects that cause extra harm to Daemons and Undead affect Elementals to the same degree unless they are the result of spells from the Lore of Beasts. </p>",
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"effects": {
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"Manifestations of Ghur": {
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"name": "Manifestations of Ghur"
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}
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}
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},
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"Eternal Guardian": {
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"name": "Eternal Guardian",
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"description": "<p>Should something slay the Incarnate Elemental guarding the Wellspring of Ghur, it reconstitutes in [[/r D10]] days unless appropriate precautions are taken (such as extensive taming rituals, magical syphoning, or corruption of the wellspring).</p>"
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},
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"Howl of the Great Beast": {
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"name": "Howl of the Great Beast",
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"description": "<p>The howling of the Bloody Hidesman strikes fear into all those who hear it. On its turn, it can spend 1 Advantage to howl at its enemies as a free attack. All living targets within a number of yards equal to the creature’s Initiative immediately gain 3 @Condition[Deafened] Conditions and must pass a <strong>Difficult (–10) Cool </strong>Test or receive 3 @Condition[Broken] Conditions. A Character who passes such a test once does not need to test again for the remainder of the encounter.</p>",
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"effects": {
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"Howl of the Great Beast": {
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"name": "Howl of the Great Beast"
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}
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}
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},
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"Armour (Hide)": {
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"name": "Armour (Hide)",
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"description": "<p>The creature is protected by armor or thick hide. It has Rating Armor Points on all Hit Locations</p>",
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"effects": {
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"Armour": {
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"name": "Armour"
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}
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}
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},
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"Construct": {
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"name": "Construct",
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"description": "<div>\n<div>\n<div>\n<p>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.</p>\n<p> </p>\n<p>For the purposes of calculating its Wounds, it uses its Strength Bonus whenever Willpower Bonus is required. All its attacks are Magical.</p>\n</div>\n</div>\n</div>",
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"effects": {
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"Construct": {
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"name": "Construct"
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}
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}
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},
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"Size": {
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"name": "Size",
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||
"description": "<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\">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.</p>\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\"> </p>\n<div style=\"direction: ltr;\">\n<table style=\"direction: ltr; border-color: #a3a3a3; border-width: 1pt;\" title=\"\" border=\"1\" summary=\"\" cellspacing=\"0\" cellpadding=\"0\">\n<tbody>\n<tr>\n<td style=\"vertical-align: top; width: .868in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\"><span style=\"font-weight: bold;\">Size</span></p>\n</td>\n<td style=\"vertical-align: top; width: 2.0819in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\"><span style=\"font-weight: bold;\"> Examples</span></p>\n</td>\n</tr>\n<tr>\n<td style=\"vertical-align: top; width: .868in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\">Tiny</p>\n</td>\n<td style=\"vertical-align: top; width: 2.0819in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\">Butterfly, Mouse, Pigeon</p>\n</td>\n</tr>\n<tr>\n<td style=\"vertical-align: top; width: .868in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\">Little</p>\n</td>\n<td style=\"vertical-align: top; width: 2.0819in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\">Cat, Hawk, Human Baby</p>\n</td>\n</tr>\n<tr>\n<td style=\"vertical-align: top; width: .868in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\">Small</p>\n</td>\n<td style=\"vertical-align: top; width: 2.1513in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\">Giant Rat, Halfling, Human Child</p>\n</td>\n</tr>\n<tr>\n<td style=\"vertical-align: top; width: .868in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\">Average</p>\n</td>\n<td style=\"vertical-align: top; width: 2.0819in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\">Dwarf, Elf, Human</p>\n</td>\n</tr>\n<tr>\n<td style=\"vertical-align: top; width: .868in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\">Large</p>\n</td>\n<td style=\"vertical-align: top; width: 2.0819in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\">Horse, Ogre, Troll</p>\n</td>\n</tr>\n<tr>\n<td style=\"vertical-align: top; width: .8875in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\">Enormous</p>\n</td>\n<td style=\"vertical-align: top; width: 2.0625in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\">Griffon, Wyvern, Manticore</p>\n</td>\n</tr>\n<tr>\n<td style=\"vertical-align: top; width: .8875in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\">Monstrous</p>\n</td>\n<td style=\"vertical-align: top; width: 2.1319in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\">Dragon, Giant, Greater Daemon</p>\n</td>\n</tr>\n</tbody>\n</table>\n</div>\n<p> </p>\n<h3>Using Size</h3>\n<p> </p>\n<p>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 </p>\n<p> </p>\n<p> </p>\n<h3>Size Combat Modifers</h3>\n<p>If larger:</p>\n<ul type=\"disc\">\n<li>Its weapons gain the Damaging Quality if the creature is one step larger, and Impact if two steps or more larger.</li>\n<li>It multiplies any Damage caused by the number of steps larger it is (so, 2 steps=×2, 3 steps =×3, and so on); this multiplication is calculated after all modifiers are applied.</li>\n<li>All successful strikes against smaller targets activate the Deathblow rule, even if the target survives.</li>\n</ul>\n<ul type=\"disc\">\n\n</ul>\n<p> </p>\n<p>If smaller:</p>\n<p>• It gains a bonus of +10 to hit.</p>\n<p> </p>\n<h3>Defending Against Big Creatures</h3>\n<p>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!</p>\n<p> </p>\n\n<h3>Fear and Terror</h3>\n<p>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.</p>\n<p> </p>\n<h3>Moving in Combat</h3>\n<p>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.</p>\n<p> </p>\n<h3>Opposed Strength</h3>\n<p>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.</p>\n<p> </p>\n<h3>Stomp</h3>\n<p>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).</p>\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\"> </p>\n<div style=\"direction: ltr;\">\n<table style=\"direction: ltr; border-collapse: collapse; border: 1pt solid #A3A3A3;\" title=\"\" border=\"1\" summary=\"\" cellspacing=\"0\" cellpadding=\"0\">\n<tbody>\n<tr>\n<td style=\"vertical-align: top; width: .8472in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\"><span style=\"font-weight: bold;\">Size </span></p>\n</td>\n<td style=\"vertical-align: top; width: 3.9312in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\"><span style=\"font-weight: bold;\">Wounds</span></p>\n</td>\n</tr>\n<tr>\n<td style=\"vertical-align: top; width: .8472in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\">Tiny</p>\n</td>\n<td style=\"vertical-align: top; width: 3.9312in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\">1</p>\n</td>\n</tr>\n<tr>\n<td style=\"vertical-align: top; width: .8472in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\">Little</p>\n</td>\n<td style=\"vertical-align: top; width: 3.9312in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\">Toughness Bonus</p>\n</td>\n</tr>\n<tr>\n<td style=\"vertical-align: top; width: .8472in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\">Small</p>\n</td>\n<td style=\"vertical-align: top; width: 3.9312in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\">(2×Toughness Bonus) + Willpower Bonus</p>\n</td>\n</tr>\n<tr>\n<td style=\"vertical-align: top; width: .8472in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\">Average</p>\n</td>\n<td style=\"vertical-align: top; width: 3.9312in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\">Strength Bonus+(2×Toughness Bonus) + Willpower Bonus</p>\n</td>\n</tr>\n<tr>\n<td style=\"vertical-align: top; width: .8472in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\">Large</p>\n</td>\n<td style=\"vertical-align: top; width: 4.0in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\">(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×2</p>\n</td>\n</tr>\n<tr>\n<td style=\"vertical-align: top; width: .8666in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\">Enormous</p>\n</td>\n<td style=\"vertical-align: top; width: 3.9812in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\">(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×4</p>\n</td>\n</tr>\n<tr>\n<td style=\"vertical-align: top; width: .8666in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\">Monstrous</p>\n</td>\n<td style=\"vertical-align: top; width: 3.9812in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\">(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×8</p>\n</td>\n</tr>\n</tbody>\n</table>\n</div>",
|
||
"effects": {
|
||
"Size": {
|
||
"name": "Size"
|
||
}
|
||
}
|
||
},
|
||
"Stride": {
|
||
"name": "Stride",
|
||
"description": "<p>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. </p>",
|
||
"effects": {
|
||
"Stride": {
|
||
"name": "Stride"
|
||
}
|
||
}
|
||
},
|
||
"Territorial": {
|
||
"name": "Territorial",
|
||
"description": "<p>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.</p>"
|
||
},
|
||
"Unstable": {
|
||
"name": "Unstable",
|
||
"description": "<p>The creature’s corpus is maintained by foul magics that are inherently unstable in the material realm.</p>\n<p>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.</p>\n<p>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’.</p>",
|
||
"effects": {
|
||
"Unstable": {
|
||
"name": "Unstable"
|
||
}
|
||
}
|
||
},
|
||
"Gold Crown": {
|
||
"name": "Gold Crown"
|
||
},
|
||
"Silver Shilling": {
|
||
"name": "Silver Shilling"
|
||
},
|
||
"Brass Penny": {
|
||
"name": "Brass Penny"
|
||
},
|
||
"Weapon": {
|
||
"name": "Weapon",
|
||
"description": "<p>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)</p>"
|
||
},
|
||
"Terror": {
|
||
"name": "Terror",
|
||
"description": "<p>Some creatures are so profoundly unsettling as to provoke a dire, bone-chilling terror in their foes. When you first encounter a creature causing Terror, make a Cool Test. If you pass, you suffer no further effects of Terror; if you fail, you receive a number of Broken conditions equal to the creature’s Terror Rating, plus the number of SL below 0.</p>\n<p>After resolving the Psychology Test, the creature causes @UUID[Compendium.wfrp4e-core.items.pTorrE0l3VybAbtn]{Fear}, with a Fear Rating equal to its Terror Rating.</p>",
|
||
"effects": {
|
||
"Terror": {
|
||
"name": "Terror"
|
||
}
|
||
}
|
||
},
|
||
"Horns": {
|
||
"name": "Horns",
|
||
"description": "<p>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).</p>"
|
||
}
|
||
}
|
||
},
|
||
"Johen": {
|
||
"name": "Johen",
|
||
"items": {
|
||
"Channelling": {
|
||
"name": "Channelling",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tXu8Hrd4desq1Rja caption=false]{Channelling}"
|
||
},
|
||
"Charm": {
|
||
"name": "Charm",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}"
|
||
},
|
||
"Cool": {
|
||
"name": "Cool",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}"
|
||
},
|
||
"Endurance": {
|
||
"name": "Endurance",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}"
|
||
},
|
||
"Intuition": {
|
||
"name": "Intuition",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}"
|
||
},
|
||
"Lore (Dark Magic)": {
|
||
"name": "Lore (Dark Magic)",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}"
|
||
},
|
||
"Trade (Apothecary)": {
|
||
"name": "Trade (Apothecary)",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.jmFSm7UvmHEq52iu caption=false]{Trade}"
|
||
},
|
||
"Arcane Magic (Witchcraft)": {
|
||
"name": "Arcane Magic (Witchcraft)",
|
||
"description": "<p>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.</p>\n<div>\n<table title=\"\" border=\"1\" summary=\"\" cellspacing=\"0\" cellpadding=\"0\">\n<tbody>\n<tr>\n<td>\n<p>Number of Spells Currently Known</p>\n</td>\n<td>\n<p>XP Cost for a new spell</p>\n</td>\n</tr>\n<tr>\n<td>\n<p>Intelligence Bonus × 1 </p>\n</td>\n<td>\n<p>100 XP</p>\n</td>\n</tr>\n<tr>\n<td>\n<p>Intelligence Bonus × 2</p>\n</td>\n<td>\n<p>200 XP</p>\n</td>\n</tr>\n<tr>\n<td>\n<p>Intelligence Bonus × 3</p>\n</td>\n<td>\n<p>300 XP</p>\n</td>\n</tr>\n<tr>\n<td>\n<p>Intelligence Bonus × 4</p>\n</td>\n<td>\n<p>400 XP</p>\n</td>\n</tr>\n</tbody>\n</table>\n</div>\n<p> ...and so on.</p>\n<p>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.</p>"
|
||
},
|
||
"Criminal": {
|
||
"name": "Criminal",
|
||
"description": "<p>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:</p>\n<p> </p>\n<div>\n<table title=\"\" border=\"1\" summary=\"\" cellspacing=\"0\" cellpadding=\"0\">\n<tbody>\n<tr>\n<td>\n<p>Career Level</p>\n</td>\n<td>\n<p>Bonus Money per time the Talent is taken</p>\n</td>\n</tr>\n<tr>\n<td>\n<p>1</p>\n</td>\n<td>\n<p>+2d10 brass pennies</p>\n</td>\n</tr>\n<tr>\n<td>\n<p>2</p>\n</td>\n<td>\n<p>+1d10 silver shillings</p>\n</td>\n</tr>\n<tr>\n<td>\n<p>3 </p>\n</td>\n<td>\n<p>+2d10 silver shillings</p>\n</td>\n</tr>\n<tr>\n<td>\n<p>4</p>\n</td>\n<td>\n<p>+1 gold crown</p>\n</td>\n</tr>\n</tbody>\n</table>\n</div>\n<p> </p>\n<p>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.</p>",
|
||
"effects": {
|
||
"Criminal": {
|
||
"name": "Criminal"
|
||
}
|
||
}
|
||
},
|
||
"Doomed": {
|
||
"name": "Doomed",
|
||
"description": "<p>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.</p><p><em>As the piper plays his tune, thy heart shall break</em></p>"
|
||
},
|
||
"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"
|
||
}
|
||
}
|
||
},
|
||
"Instinctive Diction": {
|
||
"name": "Instinctive Diction",
|
||
"description": "<p>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.</p>",
|
||
"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": "<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt;\">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.</p>\n <p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt;\"> </p>\n <div style=\"direction: ltr;\">\n <table style=\"direction: ltr; border-collapse: collapse; border: 1pt solid #A3A3A3;\" title=\"\" border=\"1\" summary=\"\" cellspacing=\"0\" cellpadding=\"0\">\n <tbody>\n <tr>\n <td style=\"vertical-align: top; width: 2.4312in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n <p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt;\">No. of Petty Spells Currently Known</p>\n </td>\n <td style=\"vertical-align: top; width: 1.5833in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n <p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt;\"><span style=\"mso-spacerun: yes;\"> </span>XP Cost for a new spell</p>\n </td>\n </tr>\n <tr>\n <td style=\"vertical-align: top; width: 2.4125in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n <p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt;\">Up to Willpower Bonus × 1</p>\n </td>\n <td style=\"vertical-align: top; width: 1.5333in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n <p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt;\">50 XP</p>\n </td>\n </tr>\n <tr>\n <td style=\"vertical-align: top; width: 2.4125in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n <p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt;\">Up to Willpower Bonus × 2</p>\n </td>\n <td style=\"vertical-align: top; width: 1.5333in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n <p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt;\">100 XP</p>\n </td>\n </tr>\n <tr>\n <td style=\"vertical-align: top; width: 2.4125in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n <p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt;\">Up to Willpower Bonus × 3</p>\n </td>\n <td style=\"vertical-align: top; width: 1.5333in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n <p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt;\">150 XP</p>\n </td>\n </tr>\n <tr>\n <td style=\"vertical-align: top; width: 2.4125in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n <p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt;\">Up to Willpower Bonus × 4</p>\n </td>\n <td style=\"vertical-align: top; width: 1.5333in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n <p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt;\">200 XP</p>\n </td>\n </tr>\n </tbody>\n </table>\n </div>\n <p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt;\">...and so on.</p>\n <p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt;\"> </p>\n <p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt;\">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’.</p>"
|
||
},
|
||
"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"
|
||
}
|
||
}
|
||
},
|
||
"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"
|
||
},
|
||
"Witch": {
|
||
"name": "Witch",
|
||
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.7lNzR0hDPl98NrcX]{Witch}</p>"
|
||
},
|
||
"Art": {
|
||
"name": "Art",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}"
|
||
},
|
||
"Athletics": {
|
||
"name": "Athletics",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}"
|
||
},
|
||
"Bribery": {
|
||
"name": "Bribery",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}"
|
||
},
|
||
"Charm Animal": {
|
||
"name": "Charm Animal",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}"
|
||
},
|
||
"Climb": {
|
||
"name": "Climb",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}"
|
||
},
|
||
"Consume Alcohol": {
|
||
"name": "Consume Alcohol",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}"
|
||
},
|
||
"Dodge": {
|
||
"name": "Dodge",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}"
|
||
},
|
||
"Drive": {
|
||
"name": "Drive",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}"
|
||
},
|
||
"Entertain": {
|
||
"name": "Entertain",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}"
|
||
},
|
||
"Gamble": {
|
||
"name": "Gamble",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}"
|
||
},
|
||
"Gossip": {
|
||
"name": "Gossip",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}"
|
||
},
|
||
"Haggle": {
|
||
"name": "Haggle",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}"
|
||
},
|
||
"Intimidate": {
|
||
"name": "Intimidate",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}"
|
||
},
|
||
"Leadership": {
|
||
"name": "Leadership",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}"
|
||
},
|
||
"Melee": {
|
||
"name": "Melee",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}"
|
||
},
|
||
"Navigation": {
|
||
"name": "Navigation",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}"
|
||
},
|
||
"Outdoor Survival": {
|
||
"name": "Outdoor Survival",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}"
|
||
},
|
||
"Perception": {
|
||
"name": "Perception",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}"
|
||
},
|
||
"Ride": {
|
||
"name": "Ride",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}"
|
||
},
|
||
"Row": {
|
||
"name": "Row",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}"
|
||
},
|
||
"Stealth": {
|
||
"name": "Stealth",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}"
|
||
},
|
||
"Creeping Menace": {
|
||
"name": "Creeping Menace",
|
||
"description": "<p>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 <strong>Challenging (+0) Charm Animal</strong> Test to direct 1 or more swarms to attack a different target. When the spell ends, any remaining swarms disappear into the shadows.</p><p>\n\n <b>Lore:</b> 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<p>"
|
||
},
|
||
"Curse of Crippling Pain": {
|
||
"name": "Curse of Crippling Pain",
|
||
"description": "<p>Stabbing a crude representation of your target — a doll or puppet — you inflict crippling pain. When successfully cast, choose which hit location to stab:</p>\n<ul type=\"disc\">\n<li>Leg – Leg becomes useless, as if it was Amputated. If running, the target also gains the Prone Condition and takes falling Damage.</li>\n</ul>\n<ul type=\"disc\">\n<li>Arm – Arm becomes useless, as if it was Amputated. If target was holding anything in that hand, it is automatically dropped.</li>\n</ul>\n<ul type=\"disc\">\n<li>Body – Target doubles up in agony, gaining +1 <em>Fatigued </em>Condition, and must pass a Hard (–20) Endurance Test or gain the <em>Prone</em> Condition.</li>\n<li>Head – Target gains the <em>Stunned</em> Condition, and must pass an Average (+20) Endurance Test or gain the <em>Unconscious </em>Condition for the Duration.</li>\n</ul>\n<p>While the spell is in effect, for your Action you may make a Channeling Test, stabbing the doll again, to affect a different location.</p><p>\n\n <b>Lore:</b> 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<p>",
|
||
"effects": {
|
||
"Curse of Crippling Pain": {
|
||
"name": "Curse of Crippling Pain"
|
||
}
|
||
}
|
||
},
|
||
"Haunting Horror": {
|
||
"name": "Haunting Horror",
|
||
"description": "<p>You target a single location, such as a house or clearing, and inflict haunting dreams and waking nightmares on any who enter there. Those entering while the spell is in effect are unnerved by eerie sensations, flitting shadows, and whispered voices lurking on the threshold of hearing. Unless they possess the <em>Arcane Magic (Witchcraft)</em> Talent, they gain +1 @Condition[Fatigued] Condition. Then, unless they pass an <strong>Average (+0) Cool </strong>Test, they gain another +1 @Condition[Fatigued] Condition and the @Condition[Broken] Condition, both of which are only removed upon leaving the location.</p><p>\n\n <b>Lore:</b> 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<p>",
|
||
"effects": {
|
||
"Haunting Horror": {
|
||
"name": "Haunting Horror"
|
||
}
|
||
}
|
||
},
|
||
"The Evil Eye": {
|
||
"name": "The Evil Eye",
|
||
"description": "<p>You lock eyes with a single target, who must be looking at you. Perform an <strong>Opposed Intimidate/Cool</strong> 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.</p><p>\n\n <b>Lore:</b> 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<p>",
|
||
"effects": {
|
||
"The Evil Eye": {
|
||
"name": "The Evil Eye"
|
||
}
|
||
}
|
||
}
|
||
}
|
||
},
|
||
"Agna Lottrisdottir": {
|
||
"name": "Agna Lottrisdottir",
|
||
"items": {
|
||
"Old Missives": {
|
||
"name": "Old Missives"
|
||
},
|
||
"Charm": {
|
||
"name": "Charm",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}"
|
||
},
|
||
"Consume Alcohol": {
|
||
"name": "Consume Alcohol",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}"
|
||
},
|
||
"Endurance": {
|
||
"name": "Endurance",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}"
|
||
},
|
||
"Gossip": {
|
||
"name": "Gossip",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}"
|
||
},
|
||
"Haggle": {
|
||
"name": "Haggle",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}"
|
||
},
|
||
"Intuition": {
|
||
"name": "Intuition",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}"
|
||
},
|
||
"Language (Khazalid)": {
|
||
"name": "Language (Khazalid)",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.xo5U0kL08xCPe6kl caption=false]{Language}"
|
||
},
|
||
"Melee (Basic)": {
|
||
"name": "Melee (Basic)",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}"
|
||
},
|
||
"Blather": {
|
||
"name": "Blather",
|
||
"description": "<p>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 <strong>Opposed Charm/Intelligence</strong> 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.</p>\n<p> </p>",
|
||
"effects": {
|
||
"Blather": {
|
||
"name": "Blather"
|
||
}
|
||
}
|
||
},
|
||
"Night Vision": {
|
||
"name": "Night Vision",
|
||
"description": "<p>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. </p>",
|
||
"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."
|
||
},
|
||
"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."
|
||
},
|
||
"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"
|
||
}
|
||
}
|
||
},
|
||
"Seasoned Traveller": {
|
||
"name": "Seasoned Traveller",
|
||
"description": "<p>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.</p>",
|
||
"effects": {
|
||
"Seasoned Traveller": {
|
||
"name": "Seasoned Traveller"
|
||
}
|
||
}
|
||
},
|
||
"Animosity": {
|
||
"name": "Animosity",
|
||
"description": "<p>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.</p>\n<p> </p>\n<p>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.</p>\n<p> </p>\n<p>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.</p>",
|
||
"effects": {
|
||
"Animosity": {
|
||
"name": "Animosity"
|
||
}
|
||
}
|
||
},
|
||
"Hatred": {
|
||
"name": "Hatred",
|
||
"description": "<p>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.</p>",
|
||
"effects": {
|
||
"Hatred": {
|
||
"name": "Hatred"
|
||
}
|
||
}
|
||
},
|
||
"Prejudice": {
|
||
"name": "Prejudice",
|
||
"description": "<p>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.</p><p>When subject to Prejudice, you must immediately insult the target of your prejudice. Loudly.</p>"
|
||
},
|
||
"Leather Jack": {
|
||
"name": "Leather Jack"
|
||
},
|
||
"Gold Crown": {
|
||
"name": "Gold Crown"
|
||
},
|
||
"Silver Shilling": {
|
||
"name": "Silver Shilling"
|
||
},
|
||
"Brass Penny": {
|
||
"name": "Brass Penny"
|
||
},
|
||
"Art": {
|
||
"name": "Art",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}"
|
||
},
|
||
"Athletics": {
|
||
"name": "Athletics",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}"
|
||
},
|
||
"Bribery": {
|
||
"name": "Bribery",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}"
|
||
},
|
||
"Charm Animal": {
|
||
"name": "Charm Animal",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}"
|
||
},
|
||
"Climb": {
|
||
"name": "Climb",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}"
|
||
},
|
||
"Cool": {
|
||
"name": "Cool",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}"
|
||
},
|
||
"Dodge": {
|
||
"name": "Dodge",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}"
|
||
},
|
||
"Drive": {
|
||
"name": "Drive",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}"
|
||
},
|
||
"Entertain": {
|
||
"name": "Entertain",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}"
|
||
},
|
||
"Gamble": {
|
||
"name": "Gamble",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}"
|
||
},
|
||
"Intimidate": {
|
||
"name": "Intimidate",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}"
|
||
},
|
||
"Leadership": {
|
||
"name": "Leadership",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}"
|
||
},
|
||
"Melee": {
|
||
"name": "Melee",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}"
|
||
},
|
||
"Navigation": {
|
||
"name": "Navigation",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}"
|
||
},
|
||
"Outdoor Survival": {
|
||
"name": "Outdoor Survival",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}"
|
||
},
|
||
"Perception": {
|
||
"name": "Perception",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}"
|
||
},
|
||
"Ride": {
|
||
"name": "Ride",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}"
|
||
},
|
||
"Row": {
|
||
"name": "Row",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}"
|
||
},
|
||
"Stealth": {
|
||
"name": "Stealth",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}"
|
||
},
|
||
"Envoy": {
|
||
"name": "Envoy",
|
||
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.0t9wtjQIoOofh8nO]{Envoy}</p>"
|
||
},
|
||
"Dagger": {
|
||
"name": "Dagger"
|
||
},
|
||
"Magic Resistance": {
|
||
"name": "Magic Resistance",
|
||
"description": "<p>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 <em>Arcane Magic</em>, <em>Bless</em>, <em>Invoke</em>, <em>Petty Magic</em>, or <em>Witch!</em> Talents.</p>",
|
||
"effects": {
|
||
"Magic Resistance": {
|
||
"name": "Magic Resistance"
|
||
}
|
||
}
|
||
}
|
||
}
|
||
},
|
||
"Arch-Prelate Kanker Flett": {
|
||
"name": "Arch-Prelate Kanker Flett",
|
||
"description": "<section id=\"secret-tkDh3WyfFHmkKg6z\" class=\"secret\"><p>Kanker Flett of Clan Pestilens is prelate to @UUID[JournalEntry.YVXiBNy42vmgHsI5]{Under-Middenheim}, the rank of those tasked with establishing a Pestilens presence in an area where the clan has not previously been active (Kanker added the ‘arch’ himself and no one seems to mind).</p>\n<p>Kanker and a coterie of attendant Plague Monks are only recently established in @UUID[JournalEntry.YVXiBNy42vmgHsI5]{Under-Middenheim}. The Arch-Prelate’s bickering attendants carry him from place to place on a wooden bier, for his legs have withered away and his emaciated form, hidden under his green tattered raiment, is a palsied and maggoty ruin. Kanker and his entourage keep a low profile, muttering litanies of devotions to the Horned One to those with ears to hear. Whilst they offer service to the @UUID[Compendium.wfrp4e-middenheim.actors.unVj7oRQCYswID6V]{Castellan-Warlord}, he isn’t sure how to employ them. @UUID[Compendium.wfrp4e-middenheim.actors.unVj7oRQCYswID6V]{Gnawretch} and Kanker hold conferences in which Kanker promises to unleash a plague in Middenheim once @UUID[Compendium.wfrp4e-middenheim.actors.unVj7oRQCYswID6V]{Gnawretch} discovers a source of water. </p>\n<p>Kanker would dearly love to spread plague in the city above, but he would also love to unleash it amongst the Skaven below. The Horned God he worships is Nurgle, and if he lays either Middenheim or @UUID[JournalEntry.YVXiBNy42vmgHsI5]{Under-Middenheim} low with an epidemic, his divine patron will be delighted.</p></section>",
|
||
"items": {
|
||
"Spell Ingredients": {
|
||
"name": "Spell Ingredients"
|
||
},
|
||
"Channelling": {
|
||
"name": "Channelling",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tXu8Hrd4desq1Rja caption=false]{Channelling}"
|
||
},
|
||
"Sword": {
|
||
"name": "Sword"
|
||
},
|
||
"Stream of Corruption": {
|
||
"name": "Stream of Corruption",
|
||
"description": "<p>Your maw distends horrifically before you vomit forth a foul stream of diseased filth and horror. Immediately make a Breath attack as if you had spent 2 Advantage to activate the @UUID[Compendium.wfrp4e-core.items.uqGxFOEqeurwkAO3]{Breath} Creature Trait. It counts as a Magic Missile with a Damage equal to your Toughness Bonus, and it ignores Armor Points. The attack also has the <em>Corrosive</em> and <em>Poison</em> Traits listed under the Breath Creature Trait. Further, should any targets take more than their Toughness Bonus in Wounds, they must pass a <strong>Challenging (+0) Endurance</strong> Test or contract @UUID[Compendium.wfrp4e-core.items.M8XyRs9DN12XsFTQ]{Blood Rot}. For every +2 SL achieved, you may also increase Damage by +2.</p>",
|
||
"effects": {
|
||
"Stream of Corruption": {
|
||
"name": "Stream of Corruption"
|
||
}
|
||
}
|
||
},
|
||
"Dodge": {
|
||
"name": "Dodge",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}"
|
||
},
|
||
"Intuition": {
|
||
"name": "Intuition",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}"
|
||
},
|
||
"Language (Magick)": {
|
||
"name": "Language (Magick)",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.xo5U0kL08xCPe6kl caption=false]{Language}"
|
||
},
|
||
"Lore (Magic)": {
|
||
"name": "Lore (Magic)",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}"
|
||
},
|
||
"Melee (Basic)": {
|
||
"name": "Melee (Basic)",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}"
|
||
},
|
||
"Bless With Filth": {
|
||
"name": "Bless With Filth",
|
||
"description": "<p>You curse the blades, claws and teeth of those around you to cause septic wounds. For the duration of the spell every character within the area of effect counts as possessing the @UUID[Compendium.wfrp4e-core.items.V0c3qBU1CMm8bmsW]{Infected} creature trait.</p>",
|
||
"effects": {
|
||
"Bless With Filth": {
|
||
"name": "Bless With Filth"
|
||
}
|
||
}
|
||
},
|
||
"Perception": {
|
||
"name": "Perception",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}"
|
||
},
|
||
"Arcane Magic": {
|
||
"name": "Arcane Magic",
|
||
"description": "<p>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.</p>\n<div>\n<table title=\"\" border=\"1\" summary=\"\" cellspacing=\"0\" cellpadding=\"0\">\n<tbody>\n<tr>\n<td>\n<p>Number of Spells Currently Known</p>\n</td>\n<td>\n<p>XP Cost for a new spell</p>\n</td>\n</tr>\n<tr>\n<td>\n<p>Intelligence Bonus × 1 </p>\n</td>\n<td>\n<p>100 XP</p>\n</td>\n</tr>\n<tr>\n<td>\n<p>Intelligence Bonus × 2</p>\n</td>\n<td>\n<p>200 XP</p>\n</td>\n</tr>\n<tr>\n<td>\n<p>Intelligence Bonus × 3</p>\n</td>\n<td>\n<p>300 XP</p>\n</td>\n</tr>\n<tr>\n<td>\n<p>Intelligence Bonus × 4</p>\n</td>\n<td>\n<p>400 XP</p>\n</td>\n</tr>\n</tbody>\n</table>\n</div>\n<p> ...and so on.</p>\n<p>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.</p>"
|
||
},
|
||
"Night Vision": {
|
||
"name": "Night Vision",
|
||
"description": "<p>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. </p>",
|
||
"effects": {
|
||
"Night Vision": {
|
||
"name": "Night Vision"
|
||
}
|
||
}
|
||
},
|
||
"Instinctive Diction": {
|
||
"name": "Instinctive Diction",
|
||
"description": "<p>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.</p>",
|
||
"effects": {
|
||
"Instinctive Diction": {
|
||
"name": "Instinctive Diction"
|
||
}
|
||
}
|
||
},
|
||
"Disease": {
|
||
"name": "Disease",
|
||
"description": "<p>The creature carries the disease listed. Others will have to Test as appropriate for Contraction</p>",
|
||
"effects": {
|
||
"Disease": {
|
||
"name": "Disease"
|
||
}
|
||
}
|
||
},
|
||
"Infected": {
|
||
"name": "Infected",
|
||
"description": "<p>The creature, or its weapon, carries a nasty infection. If it causes a living opponent to lose Wounds, it must pass an<strong> Easy (+40) Endurance </strong>Test or contract a @UUID[Compendium.wfrp4e-core.items.kKccDTGzWzSXCBOb]{Festering Wound}</p>",
|
||
"effects": {
|
||
"Infected": {
|
||
"name": "Infected"
|
||
}
|
||
}
|
||
},
|
||
"Gold Crown": {
|
||
"name": "Gold Crown"
|
||
},
|
||
"Silver Shilling": {
|
||
"name": "Silver Shilling"
|
||
},
|
||
"Brass Penny": {
|
||
"name": "Brass Penny"
|
||
},
|
||
"Corruption": {
|
||
"name": "Corruption",
|
||
"description": "<p>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}).</p>",
|
||
"effects": {
|
||
"Corruption": {
|
||
"name": "Corruption"
|
||
}
|
||
}
|
||
},
|
||
"Crutches": {
|
||
"name": "Crutches"
|
||
},
|
||
"Drain": {
|
||
"name": "Drain",
|
||
"description": "<p>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.</p><p>\n\n <b>Lore:</b> None<p>",
|
||
"effects": {
|
||
"Drain": {
|
||
"name": "Drain"
|
||
}
|
||
}
|
||
},
|
||
"Produce Small Animal": {
|
||
"name": "Produce Small Animal",
|
||
"description": "<p>You reach into a bag, pocket, or hat, or under a rock, bush or burrow, producing a small animal of a type you would expect to find in the vicinity, such as a rabbit, dove, or rat. If there are no appropriate local animals, the spell does nothing. The temperament of the animal is not guaranteed.</p><p>\n\n <b>Lore:</b> None<p>"
|
||
},
|
||
"Rot": {
|
||
"name": "Rot",
|
||
"description": "<p>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.</p><p>\n\n <b>Lore:</b> None<p>",
|
||
"effects": {
|
||
"Damage Armour": {
|
||
"name": "Damage Armour"
|
||
}
|
||
}
|
||
},
|
||
"Art": {
|
||
"name": "Art",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}"
|
||
},
|
||
"Athletics": {
|
||
"name": "Athletics",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}"
|
||
},
|
||
"Bribery": {
|
||
"name": "Bribery",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}"
|
||
},
|
||
"Charm": {
|
||
"name": "Charm",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}"
|
||
},
|
||
"Charm Animal": {
|
||
"name": "Charm Animal",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}"
|
||
},
|
||
"Climb": {
|
||
"name": "Climb",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}"
|
||
},
|
||
"Consume Alcohol": {
|
||
"name": "Consume Alcohol",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}"
|
||
},
|
||
"Cool": {
|
||
"name": "Cool",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}"
|
||
},
|
||
"Drive": {
|
||
"name": "Drive",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}"
|
||
},
|
||
"Endurance": {
|
||
"name": "Endurance",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}"
|
||
},
|
||
"Entertain": {
|
||
"name": "Entertain",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}"
|
||
},
|
||
"Gamble": {
|
||
"name": "Gamble",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}"
|
||
},
|
||
"Gossip": {
|
||
"name": "Gossip",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}"
|
||
},
|
||
"Haggle": {
|
||
"name": "Haggle",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}"
|
||
},
|
||
"Intimidate": {
|
||
"name": "Intimidate",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}"
|
||
},
|
||
"Leadership": {
|
||
"name": "Leadership",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}"
|
||
},
|
||
"Melee": {
|
||
"name": "Melee",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}"
|
||
},
|
||
"Navigation": {
|
||
"name": "Navigation",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}"
|
||
},
|
||
"Outdoor Survival": {
|
||
"name": "Outdoor Survival",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}"
|
||
},
|
||
"Ride": {
|
||
"name": "Ride",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}"
|
||
},
|
||
"Row": {
|
||
"name": "Row",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}"
|
||
},
|
||
"Stealth": {
|
||
"name": "Stealth",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}"
|
||
},
|
||
"Creeping Menace": {
|
||
"name": "Creeping Menace",
|
||
"description": "<p>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 <strong>Challenging (+0) Charm Animal</strong> Test to direct 1 or more swarms to attack a different target. When the spell ends, any remaining swarms disappear into the shadows.</p><p>\n\n <b>Lore:</b> 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<p>"
|
||
},
|
||
"Curse of Crippling Pain": {
|
||
"name": "Curse of Crippling Pain",
|
||
"description": "<p>Stabbing a crude representation of your target — a doll or puppet — you inflict crippling pain. When successfully cast, choose which hit location to stab:</p>\n<ul type=\"disc\">\n<li>Leg – Leg becomes useless, as if it was Amputated. If running, the target also gains the Prone Condition and takes falling Damage.</li>\n</ul>\n<ul type=\"disc\">\n<li>Arm – Arm becomes useless, as if it was Amputated. If target was holding anything in that hand, it is automatically dropped.</li>\n</ul>\n<ul type=\"disc\">\n<li>Body – Target doubles up in agony, gaining +1 <em>Fatigued </em>Condition, and must pass a Hard (–20) Endurance Test or gain the <em>Prone</em> Condition.</li>\n<li>Head – Target gains the <em>Stunned</em> Condition, and must pass an Average (+20) Endurance Test or gain the <em>Unconscious </em>Condition for the Duration.</li>\n</ul>\n<p>While the spell is in effect, for your Action you may make a Channeling Test, stabbing the doll again, to affect a different location.</p><p>\n\n <b>Lore:</b> 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<p>",
|
||
"effects": {
|
||
"Curse of Crippling Pain": {
|
||
"name": "Curse of Crippling Pain"
|
||
}
|
||
}
|
||
}
|
||
}
|
||
},
|
||
"Pestilential Liche-thing Babrakkos": {
|
||
"name": "Pestilential Liche-thing Babrakkos",
|
||
"description": "<section id=\"secret-BiUrYfwO5GBMb6hm\" class=\"secret\"><p>The First Threat to Middenheim is a powerful undead monstrosity, with aspects similar to both an insubstantial ghost and a vampiric entity. The origin of Babrakkos is uncertain, but scholars suggest that the lack of sites devoted to the Old Faith in the area, as well as the strange necromantic properties of the Brass Keep, suggests that before the Teutogens came to the area a powerful Necromancer may have reigned here. Perhaps Babrakkos may have been a servant, friend, or rival of Morath, the Necromancer who once inhabited the @UUID[JournalEntry.uJx5tYgwGRWxYJrT.JournalEntryPage.VoK7pa3VHjqpTkmx]{Kärzburdger Estate}{Brass Keep}. </p><p>Babrakkos has spent over 2000 years gathering strength to a point where it can manifest in the world once more. At first the Liche-Thing can only embody itself as a weak ghostly form, but as its servants achieve more in its name, it grows into a deadly undead entity indeed. @UUID[JournalEntry.Z4vImEgqDM5OcViY]{The Eaters of the World} keep a shrine to Babrakkos in the cellars of a building in @UUID[JournalEntry.2w06sbgxCxV745oJ]{Altmarkt}. It is here that they store any artefacts they manage to steal. Babrakkos manifests in this area and remains there until the disease and mayhem reaches such a fever pitch that it feels secure to wander the mortal world once more. </p><p>If @UUID[Compendium.wfrp4e-middenheim.actors.AGyoIt9stdSin46x]{Babrakkos} is encountered prior to reaching its full power, use the profile given for a @UUID[Compendium.wfrp4e-core.actors.GgSxlomoV220kd3G]{Ghost}. If it reaches full strength, use the normal profile.</p></section>",
|
||
"items": {
|
||
"Channelling (Shyish)": {
|
||
"name": "Channelling (Shyish)",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tXu8Hrd4desq1Rja caption=false]{Channelling}"
|
||
},
|
||
"Intimidate": {
|
||
"name": "Intimidate",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}"
|
||
},
|
||
"Language (Magick)": {
|
||
"name": "Language (Magick)",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.xo5U0kL08xCPe6kl caption=false]{Language}"
|
||
},
|
||
"Melee (Polearm)": {
|
||
"name": "Melee (Polearm)",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}"
|
||
},
|
||
"Aethyric Attunement": {
|
||
"name": "Aethyric Attunement",
|
||
"description": "<p>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.</p>",
|
||
"effects": {
|
||
"Aethyric Attunement": {
|
||
"name": "Aethyric Attunement"
|
||
}
|
||
}
|
||
},
|
||
"Arcane Magic (Death, Necromancy)": {
|
||
"name": "Arcane Magic (Death, Necromancy)",
|
||
"description": "<p>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.</p>\n<div>\n<table title=\"\" border=\"1\" summary=\"\" cellspacing=\"0\" cellpadding=\"0\">\n<tbody>\n<tr>\n<td>\n<p>Number of Spells Currently Known</p>\n</td>\n<td>\n<p>XP Cost for a new spell</p>\n</td>\n</tr>\n<tr>\n<td>\n<p>Intelligence Bonus × 1 </p>\n</td>\n<td>\n<p>100 XP</p>\n</td>\n</tr>\n<tr>\n<td>\n<p>Intelligence Bonus × 2</p>\n</td>\n<td>\n<p>200 XP</p>\n</td>\n</tr>\n<tr>\n<td>\n<p>Intelligence Bonus × 3</p>\n</td>\n<td>\n<p>300 XP</p>\n</td>\n</tr>\n<tr>\n<td>\n<p>Intelligence Bonus × 4</p>\n</td>\n<td>\n<p>400 XP</p>\n</td>\n</tr>\n</tbody>\n</table>\n</div>\n<p> ...and so on.</p>\n<p>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.</p>"
|
||
},
|
||
"Instinctive Diction": {
|
||
"name": "Instinctive Diction",
|
||
"description": "<p>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.</p>",
|
||
"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"
|
||
}
|
||
}
|
||
},
|
||
"Perfect Pitch": {
|
||
"name": "Perfect Pitch",
|
||
"description": "You have perfect pitch, able to replicate notes perfectly and identify them without even making a Test. Further, add Entertain (Singing) to any Career you enter; if it is already in your Career, you may instead purchase the Skill for 5 XP fewer per Advance.",
|
||
"effects": {
|
||
"Perfect Pitch": {
|
||
"name": "Perfect Pitch"
|
||
}
|
||
}
|
||
},
|
||
"Second Sight": {
|
||
"name": "Second Sight",
|
||
"description": "You can perceive the shifting Winds of Magic that course from the Chaos Gates at the poles of the world. You now have the Sight",
|
||
"effects": {
|
||
"Second Sight": {
|
||
"name": "Second Sight"
|
||
}
|
||
}
|
||
},
|
||
"Corruption": {
|
||
"name": "Corruption",
|
||
"description": "<p>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}).</p>",
|
||
"effects": {
|
||
"Corruption": {
|
||
"name": "Corruption"
|
||
}
|
||
}
|
||
},
|
||
"Die Hard": {
|
||
"name": "Die Hard",
|
||
"description": "<p>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.</p>"
|
||
},
|
||
"Disease": {
|
||
"name": "Disease",
|
||
"description": "<p>The creature carries the disease listed. Others will have to Test as appropriate for Contraction</p>",
|
||
"effects": {
|
||
"Disease": {
|
||
"name": "Disease"
|
||
}
|
||
}
|
||
},
|
||
"Ethereal": {
|
||
"name": "Ethereal",
|
||
"description": "<p>The creature’s form is insubstantial, allowing it to pass through solid objects. It can only be harmed by Magical attacks.</p>",
|
||
"effects": {
|
||
"Ethereal": {
|
||
"name": "Ethereal"
|
||
}
|
||
}
|
||
},
|
||
"Hatred": {
|
||
"name": "Hatred",
|
||
"description": "<p>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.</p>",
|
||
"effects": {
|
||
"Hatred": {
|
||
"name": "Hatred"
|
||
}
|
||
}
|
||
},
|
||
"Infected": {
|
||
"name": "Infected",
|
||
"description": "<p>The creature, or its weapon, carries a nasty infection. If it causes a living opponent to lose Wounds, it must pass an<strong> Easy (+40) Endurance </strong>Test or contract a @UUID[Compendium.wfrp4e-core.items.kKccDTGzWzSXCBOb]{Festering Wound}</p>",
|
||
"effects": {
|
||
"Infected": {
|
||
"name": "Infected"
|
||
}
|
||
}
|
||
},
|
||
"Undead": {
|
||
"name": "Undead",
|
||
"description": "<p>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.</p><blockquote class=\"sidebar\"><h3 style=\"text-align: center;\"><em>UNQUIET DEAD</em></h3><p><em>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.</em></p></blockquote>"
|
||
},
|
||
"Raise Dead": {
|
||
"name": "Raise Dead",
|
||
"description": "<p>You channel a heavy flow of <em>Dhar </em>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.</p>"
|
||
},
|
||
"Unstable": {
|
||
"name": "Unstable",
|
||
"description": "<p>The creature’s corpus is maintained by foul magics that are inherently unstable in the material realm.</p>\n<p>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.</p>\n<p>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’.</p>",
|
||
"effects": {
|
||
"Unstable": {
|
||
"name": "Unstable"
|
||
}
|
||
}
|
||
},
|
||
"Reanimate": {
|
||
"name": "Reanimate",
|
||
"description": "<p>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.</p>"
|
||
},
|
||
"Gold Crown": {
|
||
"name": "Gold Crown"
|
||
},
|
||
"Silver Shilling": {
|
||
"name": "Silver Shilling"
|
||
},
|
||
"Brass Penny": {
|
||
"name": "Brass Penny"
|
||
},
|
||
"Regenerate": {
|
||
"name": "Regenerate",
|
||
"description": "<p>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.</p>",
|
||
"effects": {
|
||
"Regenerate": {
|
||
"name": "Regenerate"
|
||
}
|
||
}
|
||
},
|
||
"Spellcaster": {
|
||
"name": "Spellcaster",
|
||
"description": "<p>The creature can cast spells; the specific Lore of Magic will be indicated in brackets.</p>"
|
||
},
|
||
"Terror": {
|
||
"name": "Terror",
|
||
"description": "<p>Some creatures are so profoundly unsettling as to provoke a dire, bone-chilling terror in their foes. When you first encounter a creature causing Terror, make a Cool Test. If you pass, you suffer no further effects of Terror; if you fail, you receive a number of Broken conditions equal to the creature’s Terror Rating, plus the number of SL below 0.</p>\n<p>After resolving the Psychology Test, the creature causes @UUID[Compendium.wfrp4e-core.items.pTorrE0l3VybAbtn]{Fear}, with a Fear Rating equal to its Terror Rating.</p>",
|
||
"effects": {
|
||
"Terror": {
|
||
"name": "Terror"
|
||
}
|
||
}
|
||
},
|
||
"Caress of Laniph": {
|
||
"name": "Caress of Laniph",
|
||
"description": "<p>As you reach out your hand, it appears withered, even skeletal, drawing Shyish from your target’s corpus. This counts as a <em>Magic Missile</em> with a Damage of +6 that ignores Toughness Bonus and Armor Points. For every 2 Wounds inflicted, you may recover 1 Wound.</p><p><strong>Lore:</strong> Targets afflicted by spells from the Lore of Death are drained of life, enervated, and listless. You may assign +1 @Condition[Fatigued] Condition to any living target affected by a spell from this lore. A target may only ever have a single Fatigued Condition gained in this manner at any one time.</p><p></p>",
|
||
"effects": {
|
||
"Caress of Laniph": {
|
||
"name": "Caress of Laniph"
|
||
}
|
||
}
|
||
},
|
||
"Purple Pall of Shyish": {
|
||
"name": "Purple Pall of Shyish",
|
||
"description": "<p>You pull about you a pall fashioned from fine strands of purple magic. Gain +Willpower Bonus Armor Points on all locations, and the @UUID[Compendium.wfrp4e-core.items.pTorrE0l3VybAbtn]{Fear (1)} Creature Trait. For every +2 SL you may increase your Fear rating by 1.</p><p>\n\n <b>Lore:</b> Targets afflicted by spells from the Lore of Death are drained of life, enervated, and listless. You may assign +1 @Condition[Fatigued] Condition to any living target affected by a spell from this lore. A target may only ever have a single Fatigued Condition gained in this manner at any one time.<p>",
|
||
"effects": {
|
||
"Purple Pall of Shyish": {
|
||
"name": "Purple Pall of Shyish"
|
||
}
|
||
}
|
||
},
|
||
"Scythe of Shyish": {
|
||
"name": "Scythe of Shyish",
|
||
"description": "<p>You conjure a magical scythe, which can be wielded in combat, using the Melee (Polearm) Skill. It acts like a normal scythe with a Damage equal to your Willpower Bonus+3. Enemies with the @UUID[Compendium.wfrp4e-core.items.PFTD9gDvRWW9uh5g]{Undead} Creature Trait do not receive Advantage when Engaged in combat with you.</p><p>\n\n <b>Lore:</b> Targets afflicted by spells from the Lore of Death are drained of life, enervated, and listless. You may assign +1 @Condition[Fatigued] Condition to any living target affected by a spell from this lore. A target may only ever have a single Fatigued Condition gained in this manner at any one time.<p>",
|
||
"effects": {
|
||
"Scythe of Shyish": {
|
||
"name": "Scythe of Shyish"
|
||
}
|
||
}
|
||
},
|
||
"Steal Life": {
|
||
"name": "Steal Life",
|
||
"description": "<p>Thin strands of purple mist connect you briefly to your target, who wastes away before your very eyes. This counts as a Magic Missile with a Damage of +6 that ignores Armor Points and inflicts +1 @Condition[Fatigued] Condition. Further, you remove all <em>Fatigued</em> Conditions you currently suffer, and may heal yourself up to half the Wounds the target suffers, rounding up.</p><p><strong>Lore:</strong> Targets afflicted by spells from the Lore of Death are drained of life, enervated, and listless. You may assign +1 @Condition[Fatigued] Condition to any living target affected by a spell from this lore. A target may only ever have a single Fatigued Condition gained in this manner at any one time.</p><p></p>",
|
||
"effects": {
|
||
"Steal Life": {
|
||
"name": "Steal Life"
|
||
}
|
||
}
|
||
}
|
||
}
|
||
},
|
||
"Moritz Valgeir": {
|
||
"name": "Moritz Valgeir",
|
||
"items": {
|
||
"Well-worn Sword": {
|
||
"name": "Well-worn Sword"
|
||
},
|
||
"Commanding Voice": {
|
||
"name": "Commanding Voice"
|
||
},
|
||
"Pvlh2AnoV7p9xj4j": {
|
||
"name": "Well-worn Sword"
|
||
},
|
||
"Athletics": {
|
||
"name": "Athletics",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}"
|
||
},
|
||
"Animal Care": {
|
||
"name": "Animal Care",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QZx9CbhGkIaDMQD3 caption=false]{Animal Care}"
|
||
},
|
||
"Bribery": {
|
||
"name": "Bribery",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}"
|
||
},
|
||
"Charm": {
|
||
"name": "Charm",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}"
|
||
},
|
||
"Consume Alcohol": {
|
||
"name": "Consume Alcohol",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}"
|
||
},
|
||
"Cool": {
|
||
"name": "Cool",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}"
|
||
},
|
||
"Dodge": {
|
||
"name": "Dodge",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}"
|
||
},
|
||
"Endurance": {
|
||
"name": "Endurance",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}"
|
||
},
|
||
"Gamble": {
|
||
"name": "Gamble",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}"
|
||
},
|
||
"Gossip": {
|
||
"name": "Gossip",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}"
|
||
},
|
||
"Intimidate": {
|
||
"name": "Intimidate",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}"
|
||
},
|
||
"Language (Battle)": {
|
||
"name": "Language (Battle)",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.xo5U0kL08xCPe6kl caption=false]{Language}"
|
||
},
|
||
"Leadership": {
|
||
"name": "Leadership",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}"
|
||
},
|
||
"Lore (Heraldry)": {
|
||
"name": "Lore (Heraldry)",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}"
|
||
},
|
||
"Melee (Basic)": {
|
||
"name": "Melee (Basic)",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}"
|
||
},
|
||
"Melee (Cavalry)": {
|
||
"name": "Melee (Cavalry)",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}"
|
||
},
|
||
"Melee (Fencing)": {
|
||
"name": "Melee (Fencing)",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}"
|
||
},
|
||
"Melee (Parry)": {
|
||
"name": "Melee (Parry)",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}"
|
||
},
|
||
"Ride (Horse)": {
|
||
"name": "Ride (Horse)",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}"
|
||
},
|
||
"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"
|
||
}
|
||
}
|
||
},
|
||
"Doomed": {
|
||
"name": "Doomed",
|
||
"description": "<p>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.</p><p><em>Thou shalt stand like Ottokar until Myrmidia courts thy enemies</em></p>"
|
||
},
|
||
"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"
|
||
}
|
||
}
|
||
},
|
||
"Luck": {
|
||
"name": "Luck",
|
||
"description": "<p>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.</p>"
|
||
},
|
||
"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
|
||
}
|
||
}
|
||
}
|
||
},
|
||
"Noble Blood": {
|
||
"name": "Noble Blood",
|
||
"description": "You are either born into the nobility, or otherwise elevated to it by in-game events. Assuming you are dressed appropriately, you are always considered of higher Status than others unless they also have the Noble Blood Talent, where Status is compared as normal.",
|
||
"effects": {
|
||
"Noble Blood": {
|
||
"name": "Noble Blood"
|
||
}
|
||
}
|
||
},
|
||
"Read/Write": {
|
||
"name": "Read/Write",
|
||
"description": "You are one of the rare literate individuals in the Old World. You are assumed to be able to read and write (if appropriate) all of the Languages you can speak."
|
||
},
|
||
"Shieldsman": {
|
||
"name": "Shieldsman",
|
||
"description": "You are skilled at using your shield to maneuver others in combat so you can take advantage of a desperate situation. When using a Shield to defend, you gain Advantage equal to the number of levels you have in Shieldsman if you lose the Opposed Test.",
|
||
"effects": {
|
||
"Shieldsman": {
|
||
"name": "Shieldsman"
|
||
}
|
||
}
|
||
},
|
||
"Strong Back": {
|
||
"name": "Strong Back",
|
||
"description": "<p>You have a strong back that is used to hard work. You may add your levels in Strong Back to your SL in any Opposed Strength Tests, and can carry additional Encumbrance points of trappings (see @UUID[JournalEntry.sLomXnc8R8518cWN.JournalEntryPage.oAPLajkv4l9IlRzO]{Encumbrance}) equal to your level of Strong Back.</p>",
|
||
"effects": {
|
||
"Strong Back": {
|
||
"name": "Strong Back"
|
||
}
|
||
}
|
||
},
|
||
"FF41XPboORgyDNsv": {
|
||
"name": "Strong Back",
|
||
"description": "<p>You have a strong back that is used to hard work. You may add your levels in Strong Back to your SL in any Opposed Strength Tests, and can carry additional Encumbrance points of trappings (see @UUID[JournalEntry.sLomXnc8R8518cWN.JournalEntryPage.oAPLajkv4l9IlRzO]{Encumbrance}) equal to your level of Strong Back.</p>",
|
||
"effects": {
|
||
"Strong Back": {
|
||
"name": "Strong Back"
|
||
}
|
||
}
|
||
},
|
||
"Cavalry Hammer": {
|
||
"name": "Cavalry Hammer"
|
||
},
|
||
"Lance": {
|
||
"name": "Lance"
|
||
},
|
||
"Gold Crown": {
|
||
"name": "Gold Crown"
|
||
},
|
||
"Silver Shilling": {
|
||
"name": "Silver Shilling"
|
||
},
|
||
"Brass Penny": {
|
||
"name": "Brass Penny"
|
||
},
|
||
"Art": {
|
||
"name": "Art",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}"
|
||
},
|
||
"Charm Animal": {
|
||
"name": "Charm Animal",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}"
|
||
},
|
||
"Climb": {
|
||
"name": "Climb",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}"
|
||
},
|
||
"Drive": {
|
||
"name": "Drive",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}"
|
||
},
|
||
"Entertain": {
|
||
"name": "Entertain",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}"
|
||
},
|
||
"Haggle": {
|
||
"name": "Haggle",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}"
|
||
},
|
||
"Intuition": {
|
||
"name": "Intuition",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}"
|
||
},
|
||
"Melee": {
|
||
"name": "Melee",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}"
|
||
},
|
||
"Navigation": {
|
||
"name": "Navigation",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}"
|
||
},
|
||
"Outdoor Survival": {
|
||
"name": "Outdoor Survival",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}"
|
||
},
|
||
"Perception": {
|
||
"name": "Perception",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}"
|
||
},
|
||
"Ride": {
|
||
"name": "Ride",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}"
|
||
},
|
||
"Row": {
|
||
"name": "Row",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}"
|
||
},
|
||
"Stealth": {
|
||
"name": "Stealth",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}"
|
||
},
|
||
"Etiquette (Soldiers)": {
|
||
"name": "Etiquette (Soldiers)",
|
||
"description": "<p>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.</p>",
|
||
"effects": {
|
||
"Etiquette": {
|
||
"name": "Etiquette"
|
||
}
|
||
}
|
||
},
|
||
"Etiquette (Nobles)": {
|
||
"name": "Etiquette (Nobles)",
|
||
"description": "<p>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.</p>",
|
||
"effects": {
|
||
"Etiquette": {
|
||
"name": "Etiquette"
|
||
}
|
||
}
|
||
},
|
||
"Sergeant": {
|
||
"name": "Sergeant",
|
||
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.1OTZ386bMWJ6wfzX]{Soldier}</p>"
|
||
},
|
||
"Knight": {
|
||
"name": "Knight",
|
||
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.L3YNSsFKnqrqcmTn]{Knight}</p><p></p><p></p>"
|
||
},
|
||
"Antique Plate Armor": {
|
||
"name": "Antique Plate Armor"
|
||
},
|
||
"Plate Helm": {
|
||
"name": "Plate Helm",
|
||
"description": "<p>Why does Moritz have this disgraceful object? I'm not sure</p>",
|
||
"effects": {
|
||
"Plate Helm": {
|
||
"name": "Plate Helm"
|
||
}
|
||
}
|
||
},
|
||
"Plate Open Helm": {
|
||
"name": "Plate Open Helm",
|
||
"description": "<p></p>",
|
||
"effects": {
|
||
"Plate Open Helm": {
|
||
"name": "Plate Open Helm"
|
||
}
|
||
}
|
||
}
|
||
},
|
||
"effects": {
|
||
"Encumbrance 1": {
|
||
"name": "Encumbrance 1"
|
||
}
|
||
}
|
||
},
|
||
"Yanni Weber": {
|
||
"name": "Yanni Weber",
|
||
"items": {
|
||
"Magical License": {
|
||
"name": "Magical License"
|
||
},
|
||
"Morg the Talking Rat Skull": {
|
||
"name": "Morg the Talking Rat Skull"
|
||
},
|
||
"Animal Care": {
|
||
"name": "Animal Care",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QZx9CbhGkIaDMQD3 caption=false]{Animal Care}"
|
||
},
|
||
"Channelling (Ghur)": {
|
||
"name": "Channelling (Ghur)",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tXu8Hrd4desq1Rja caption=false]{Channelling}"
|
||
},
|
||
"Cool": {
|
||
"name": "Cool",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}"
|
||
},
|
||
"Dodge": {
|
||
"name": "Dodge",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}"
|
||
},
|
||
"Intuition": {
|
||
"name": "Intuition",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}"
|
||
},
|
||
"Language (Magick)": {
|
||
"name": "Language (Magick)",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.xo5U0kL08xCPe6kl caption=false]{Language}"
|
||
},
|
||
"Lore (Magic)": {
|
||
"name": "Lore (Magic)",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}"
|
||
},
|
||
"Melee (Basic)": {
|
||
"name": "Melee (Basic)",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}"
|
||
},
|
||
"Melee (Polearm)": {
|
||
"name": "Melee (Polearm)",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}"
|
||
},
|
||
"Perception": {
|
||
"name": "Perception",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}"
|
||
},
|
||
"Arcane Magic (Beasts)": {
|
||
"name": "Arcane Magic (Beasts)",
|
||
"description": "<p>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.</p>\n<div>\n<table title=\"\" border=\"1\" summary=\"\" cellspacing=\"0\" cellpadding=\"0\">\n<tbody>\n<tr>\n<td>\n<p>Number of Spells Currently Known</p>\n</td>\n<td>\n<p>XP Cost for a new spell</p>\n</td>\n</tr>\n<tr>\n<td>\n<p>Intelligence Bonus × 1 </p>\n</td>\n<td>\n<p>100 XP</p>\n</td>\n</tr>\n<tr>\n<td>\n<p>Intelligence Bonus × 2</p>\n</td>\n<td>\n<p>200 XP</p>\n</td>\n</tr>\n<tr>\n<td>\n<p>Intelligence Bonus × 3</p>\n</td>\n<td>\n<p>300 XP</p>\n</td>\n</tr>\n<tr>\n<td>\n<p>Intelligence Bonus × 4</p>\n</td>\n<td>\n<p>400 XP</p>\n</td>\n</tr>\n</tbody>\n</table>\n</div>\n<p> ...and so on.</p>\n<p>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.</p>"
|
||
},
|
||
"Aethyric Attunement": {
|
||
"name": "Aethyric Attunement",
|
||
"description": "<p>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.</p>",
|
||
"effects": {
|
||
"Aethyric Attunement": {
|
||
"name": "Aethyric Attunement"
|
||
}
|
||
}
|
||
},
|
||
"Doomed": {
|
||
"name": "Doomed",
|
||
"description": "<p>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.</p><p><em>Thy last exclamation is love</em></p>"
|
||
},
|
||
"Instinctive Diction": {
|
||
"name": "Instinctive Diction",
|
||
"description": "<p>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.</p>",
|
||
"effects": {
|
||
"Instinctive Diction": {
|
||
"name": "Instinctive Diction"
|
||
}
|
||
}
|
||
},
|
||
"Magical Sense": {
|
||
"name": "Magical Sense",
|
||
"description": "<p>You are able to sense the Winds of Magic in others. You may attempt an <strong>Average (+20) Intuition</strong> 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.</p>",
|
||
"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": "<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt;\">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.</p>\n <p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt;\"> </p>\n <div style=\"direction: ltr;\">\n <table style=\"direction: ltr; border-collapse: collapse; border: 1pt solid #A3A3A3;\" title=\"\" border=\"1\" summary=\"\" cellspacing=\"0\" cellpadding=\"0\">\n <tbody>\n <tr>\n <td style=\"vertical-align: top; width: 2.4312in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n <p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt;\">No. of Petty Spells Currently Known</p>\n </td>\n <td style=\"vertical-align: top; width: 1.5833in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n <p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt;\"><span style=\"mso-spacerun: yes;\"> </span>XP Cost for a new spell</p>\n </td>\n </tr>\n <tr>\n <td style=\"vertical-align: top; width: 2.4125in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n <p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt;\">Up to Willpower Bonus × 1</p>\n </td>\n <td style=\"vertical-align: top; width: 1.5333in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n <p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt;\">50 XP</p>\n </td>\n </tr>\n <tr>\n <td style=\"vertical-align: top; width: 2.4125in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n <p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt;\">Up to Willpower Bonus × 2</p>\n </td>\n <td style=\"vertical-align: top; width: 1.5333in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n <p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt;\">100 XP</p>\n </td>\n </tr>\n <tr>\n <td style=\"vertical-align: top; width: 2.4125in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n <p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt;\">Up to Willpower Bonus × 3</p>\n </td>\n <td style=\"vertical-align: top; width: 1.5333in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n <p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt;\">150 XP</p>\n </td>\n </tr>\n <tr>\n <td style=\"vertical-align: top; width: 2.4125in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n <p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt;\">Up to Willpower Bonus × 4</p>\n </td>\n <td style=\"vertical-align: top; width: 1.5333in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n <p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt;\">200 XP</p>\n </td>\n </tr>\n </tbody>\n </table>\n </div>\n <p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt;\">...and so on.</p>\n <p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt;\"> </p>\n <p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt;\">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’.</p>"
|
||
},
|
||
"Read/Write": {
|
||
"name": "Read/Write",
|
||
"description": "You are one of the rare literate individuals in the Old World. You are assumed to be able to read and write (if appropriate) all of the Languages you can speak."
|
||
},
|
||
"Second Sight": {
|
||
"name": "Second Sight",
|
||
"description": "You can perceive the shifting Winds of Magic that course from the Chaos Gates at the poles of the world. You now have the Sight",
|
||
"effects": {
|
||
"Second Sight": {
|
||
"name": "Second Sight"
|
||
}
|
||
}
|
||
},
|
||
"Quarterstaff": {
|
||
"name": "Quarterstaff"
|
||
},
|
||
"Gold Crown": {
|
||
"name": "Gold Crown"
|
||
},
|
||
"Silver Shilling": {
|
||
"name": "Silver Shilling"
|
||
},
|
||
"Brass Penny": {
|
||
"name": "Brass Penny"
|
||
},
|
||
"Art": {
|
||
"name": "Art",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}"
|
||
},
|
||
"Athletics": {
|
||
"name": "Athletics",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}"
|
||
},
|
||
"Bribery": {
|
||
"name": "Bribery",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}"
|
||
},
|
||
"Charm": {
|
||
"name": "Charm",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}"
|
||
},
|
||
"Charm Animal": {
|
||
"name": "Charm Animal",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}"
|
||
},
|
||
"Climb": {
|
||
"name": "Climb",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}"
|
||
},
|
||
"Consume Alcohol": {
|
||
"name": "Consume Alcohol",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}"
|
||
},
|
||
"Drive": {
|
||
"name": "Drive",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}"
|
||
},
|
||
"Endurance": {
|
||
"name": "Endurance",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}"
|
||
},
|
||
"Entertain": {
|
||
"name": "Entertain",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}"
|
||
},
|
||
"Gamble": {
|
||
"name": "Gamble",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}"
|
||
},
|
||
"Gossip": {
|
||
"name": "Gossip",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}"
|
||
},
|
||
"Haggle": {
|
||
"name": "Haggle",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}"
|
||
},
|
||
"Intimidate": {
|
||
"name": "Intimidate",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}"
|
||
},
|
||
"Leadership": {
|
||
"name": "Leadership",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}"
|
||
},
|
||
"Melee": {
|
||
"name": "Melee",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}"
|
||
},
|
||
"Navigation": {
|
||
"name": "Navigation",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}"
|
||
},
|
||
"Outdoor Survival": {
|
||
"name": "Outdoor Survival",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}"
|
||
},
|
||
"Ride": {
|
||
"name": "Ride",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}"
|
||
},
|
||
"Row": {
|
||
"name": "Row",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}"
|
||
},
|
||
"Stealth": {
|
||
"name": "Stealth",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}"
|
||
},
|
||
"Master Wizard": {
|
||
"name": "Master Wizard",
|
||
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.PKm1L6yjZ4PH0JJG]{Wizard}</p>"
|
||
},
|
||
"Grimoire": {
|
||
"name": "Grimoire",
|
||
"description": "<p>Spell grimoires are usually scribed by wizards, and their covers are often secured with locks. Sometimes grimoires are even protected by magical alarms or wards. Carrying a spell grimoire is punishable as heresy unless the owning wizard is licensed by the Colleges of Magic.</p>"
|
||
}
|
||
}
|
||
},
|
||
"Alfric ‘Half-Nose’ Anvilbreaker": {
|
||
"name": "Alfric ‘Half-Nose’ Anvilbreaker",
|
||
"items": {
|
||
"Sharp Ears": {
|
||
"name": "Sharp Ears"
|
||
},
|
||
"Consume Alcohol": {
|
||
"name": "Consume Alcohol",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}"
|
||
},
|
||
"Evaluate": {
|
||
"name": "Evaluate",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.NtJ85TY8yY3WOGHN caption=false]{Evaluate}"
|
||
},
|
||
"Gossip": {
|
||
"name": "Gossip",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}"
|
||
},
|
||
"Haggle": {
|
||
"name": "Haggle",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}"
|
||
},
|
||
"Intuition": {
|
||
"name": "Intuition",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}"
|
||
},
|
||
"Language (Khazalid)": {
|
||
"name": "Language (Khazalid)",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.xo5U0kL08xCPe6kl caption=false]{Language}"
|
||
},
|
||
"Melee (Basic)": {
|
||
"name": "Melee (Basic)",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}"
|
||
},
|
||
"Perception": {
|
||
"name": "Perception",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}"
|
||
},
|
||
"Secret Signs (Thief)": {
|
||
"name": "Secret Signs (Thief)",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.X2FppoPGuEwJKssM caption=false]{Secret Signs}"
|
||
},
|
||
"Trade (Mason)": {
|
||
"name": "Trade (Mason)",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.jmFSm7UvmHEq52iu caption=false]{Trade}"
|
||
},
|
||
"Criminal": {
|
||
"name": "Criminal",
|
||
"description": "<p>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:</p>\n<p> </p>\n<div>\n<table title=\"\" border=\"1\" summary=\"\" cellspacing=\"0\" cellpadding=\"0\">\n<tbody>\n<tr>\n<td>\n<p>Career Level</p>\n</td>\n<td>\n<p>Bonus Money per time the Talent is taken</p>\n</td>\n</tr>\n<tr>\n<td>\n<p>1</p>\n</td>\n<td>\n<p>+2d10 brass pennies</p>\n</td>\n</tr>\n<tr>\n<td>\n<p>2</p>\n</td>\n<td>\n<p>+1d10 silver shillings</p>\n</td>\n</tr>\n<tr>\n<td>\n<p>3 </p>\n</td>\n<td>\n<p>+2d10 silver shillings</p>\n</td>\n</tr>\n<tr>\n<td>\n<p>4</p>\n</td>\n<td>\n<p>+1 gold crown</p>\n</td>\n</tr>\n</tbody>\n</table>\n</div>\n<p> </p>\n<p>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.</p>",
|
||
"effects": {
|
||
"Criminal": {
|
||
"name": "Criminal"
|
||
}
|
||
}
|
||
},
|
||
"Dealmaker": {
|
||
"name": "Dealmaker",
|
||
"description": "<p>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%.</p>\n<p> </p>\n<p>Note: The GM may put a lower limit on prices here to show a seller refusing to sell below cost.</p>",
|
||
"effects": {
|
||
"Dealmaker": {
|
||
"name": "Dealmaker"
|
||
}
|
||
}
|
||
},
|
||
"Etiquette (Criminals)": {
|
||
"name": "Etiquette (Criminals)",
|
||
"description": "<p>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.</p>",
|
||
"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": "<p>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. </p>",
|
||
"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": "<p>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.</p>\n<p> </p>\n<p>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.</p>\n<p> </p>\n<p>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.</p>",
|
||
"effects": {
|
||
"Animosity": {
|
||
"name": "Animosity"
|
||
}
|
||
}
|
||
},
|
||
"Hatred": {
|
||
"name": "Hatred",
|
||
"description": "<p>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.</p>",
|
||
"effects": {
|
||
"Hatred": {
|
||
"name": "Hatred"
|
||
}
|
||
}
|
||
},
|
||
"Prejudice": {
|
||
"name": "Prejudice",
|
||
"description": "<p>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.</p><p>When subject to Prejudice, you must immediately insult the target of your prejudice. Loudly.</p>"
|
||
},
|
||
"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": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}"
|
||
},
|
||
"Athletics": {
|
||
"name": "Athletics",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}"
|
||
},
|
||
"Bribery": {
|
||
"name": "Bribery",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}"
|
||
},
|
||
"Charm": {
|
||
"name": "Charm",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}"
|
||
},
|
||
"Charm Animal": {
|
||
"name": "Charm Animal",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}"
|
||
},
|
||
"Climb": {
|
||
"name": "Climb",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}"
|
||
},
|
||
"Cool": {
|
||
"name": "Cool",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}"
|
||
},
|
||
"Dodge": {
|
||
"name": "Dodge",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}"
|
||
},
|
||
"Drive": {
|
||
"name": "Drive",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}"
|
||
},
|
||
"Endurance": {
|
||
"name": "Endurance",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}"
|
||
},
|
||
"Entertain": {
|
||
"name": "Entertain",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}"
|
||
},
|
||
"Gamble": {
|
||
"name": "Gamble",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}"
|
||
},
|
||
"Intimidate": {
|
||
"name": "Intimidate",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}"
|
||
},
|
||
"Leadership": {
|
||
"name": "Leadership",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}"
|
||
},
|
||
"Melee": {
|
||
"name": "Melee",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}"
|
||
},
|
||
"Navigation": {
|
||
"name": "Navigation",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}"
|
||
},
|
||
"Outdoor Survival": {
|
||
"name": "Outdoor Survival",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}"
|
||
},
|
||
"Ride": {
|
||
"name": "Ride",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}"
|
||
},
|
||
"Row": {
|
||
"name": "Row",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}"
|
||
},
|
||
"Stealth": {
|
||
"name": "Stealth",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}"
|
||
},
|
||
"Fence": {
|
||
"name": "Fence",
|
||
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.VzMDRJtha7epNzuX]{Fence}</p>"
|
||
},
|
||
"Magic Resistance": {
|
||
"name": "Magic Resistance",
|
||
"description": "<p>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 <em>Arcane Magic</em>, <em>Bless</em>, <em>Invoke</em>, <em>Petty Magic</em>, or <em>Witch!</em> Talents.</p>",
|
||
"effects": {
|
||
"Magic Resistance": {
|
||
"name": "Magic Resistance"
|
||
}
|
||
}
|
||
}
|
||
}
|
||
},
|
||
"Wereburga Krotpreffer": {
|
||
"name": "Wereburga Krotpreffer",
|
||
"items": {
|
||
"A Grim Outlook": {
|
||
"name": "A Grim Outlook"
|
||
},
|
||
"Discerning Gaze": {
|
||
"name": "Discerning Gaze"
|
||
},
|
||
"Unit of Uneasy Guards": {
|
||
"name": "Unit of Uneasy Guards"
|
||
},
|
||
"Cool": {
|
||
"name": "Cool",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}"
|
||
},
|
||
"Sword": {
|
||
"name": "Sword"
|
||
},
|
||
"Dodge": {
|
||
"name": "Dodge",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}"
|
||
},
|
||
"Intimidate": {
|
||
"name": "Intimidate",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}"
|
||
},
|
||
"Intuition": {
|
||
"name": "Intuition",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}"
|
||
},
|
||
"Melee (Basic)": {
|
||
"name": "Melee (Basic)",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}"
|
||
},
|
||
"Melee (Two-Handed)": {
|
||
"name": "Melee (Two-Handed)",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}"
|
||
},
|
||
"Perception": {
|
||
"name": "Perception",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}"
|
||
},
|
||
"Ranged (Bow)": {
|
||
"name": "Ranged (Bow)",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.jJYOiSQNgC9v7cM5 caption=false]{Ranged}"
|
||
},
|
||
"Doomed": {
|
||
"name": "Doomed",
|
||
"description": "<p>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.</p><p><em>The written word shall spell thy doom</em></p>"
|
||
},
|
||
"Reversal": {
|
||
"name": "Reversal",
|
||
"description": "<p>You are used to desperate combats, able to turn even the direst circumstances to your Advantage. If you win an <strong>Opposed Melee</strong> Test, instead of gaining +1 Advantage, you may take all your opponent’s Current Advantage. If you do this, you do not cause any Damage, even if it is your Turn in the Round.</p>",
|
||
"effects": {
|
||
"Reversal": {
|
||
"name": "Reversal"
|
||
}
|
||
}
|
||
},
|
||
"Shieldsman": {
|
||
"name": "Shieldsman",
|
||
"description": "You are skilled at using your shield to maneuver others in combat so you can take advantage of a desperate situation. When using a Shield to defend, you gain Advantage equal to the number of levels you have in Shieldsman if you lose the Opposed Test.",
|
||
"effects": {
|
||
"Shieldsman": {
|
||
"name": "Shieldsman"
|
||
}
|
||
}
|
||
},
|
||
"Strike to Stun": {
|
||
"name": "Strike to Stun",
|
||
"description": "<p>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 <em>Pummel</em> Quality. Further, you count all improvised weapons as having the <em>Pummel</em> Quality</p>",
|
||
"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"
|
||
}
|
||
}
|
||
},
|
||
"Animosity": {
|
||
"name": "Animosity",
|
||
"description": "<p>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.</p>\n<p> </p>\n<p>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.</p>\n<p> </p>\n<p>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.</p>",
|
||
"effects": {
|
||
"Animosity": {
|
||
"name": "Animosity"
|
||
}
|
||
}
|
||
},
|
||
"Prejudice": {
|
||
"name": "Prejudice",
|
||
"description": "<p>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.</p><p>When subject to Prejudice, you must immediately insult the target of your prejudice. Loudly.</p>"
|
||
},
|
||
"Warhammer": {
|
||
"name": "Warhammer"
|
||
},
|
||
"Gold Crown": {
|
||
"name": "Gold Crown"
|
||
},
|
||
"Silver Shilling": {
|
||
"name": "Silver Shilling"
|
||
},
|
||
"Brass Penny": {
|
||
"name": "Brass Penny"
|
||
},
|
||
"Art": {
|
||
"name": "Art",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}"
|
||
},
|
||
"Athletics": {
|
||
"name": "Athletics",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}"
|
||
},
|
||
"Bribery": {
|
||
"name": "Bribery",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}"
|
||
},
|
||
"Charm": {
|
||
"name": "Charm",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}"
|
||
},
|
||
"Charm Animal": {
|
||
"name": "Charm Animal",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}"
|
||
},
|
||
"Climb": {
|
||
"name": "Climb",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}"
|
||
},
|
||
"Consume Alcohol": {
|
||
"name": "Consume Alcohol",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}"
|
||
},
|
||
"Drive": {
|
||
"name": "Drive",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}"
|
||
},
|
||
"Endurance": {
|
||
"name": "Endurance",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}"
|
||
},
|
||
"Entertain": {
|
||
"name": "Entertain",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}"
|
||
},
|
||
"Gamble": {
|
||
"name": "Gamble",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}"
|
||
},
|
||
"Gossip": {
|
||
"name": "Gossip",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}"
|
||
},
|
||
"Haggle": {
|
||
"name": "Haggle",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}"
|
||
},
|
||
"Leadership": {
|
||
"name": "Leadership",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}"
|
||
},
|
||
"Melee": {
|
||
"name": "Melee",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}"
|
||
},
|
||
"Navigation": {
|
||
"name": "Navigation",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}"
|
||
},
|
||
"Outdoor Survival": {
|
||
"name": "Outdoor Survival",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}"
|
||
},
|
||
"Ride": {
|
||
"name": "Ride",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}"
|
||
},
|
||
"Row": {
|
||
"name": "Row",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}"
|
||
},
|
||
"Stealth": {
|
||
"name": "Stealth",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}"
|
||
},
|
||
"Polished Breastplate": {
|
||
"name": "Polished Breastplate"
|
||
},
|
||
"Plate Open Helm": {
|
||
"name": "Plate Open Helm",
|
||
"effects": {
|
||
"Plate Open Helm": {
|
||
"name": "Plate Open Helm"
|
||
}
|
||
}
|
||
},
|
||
"Honour Guard": {
|
||
"name": "Honour Guard",
|
||
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.HndWncfaHb0nzNUq]{Guard}</p>"
|
||
}
|
||
}
|
||
},
|
||
"Wulfrum Viert": {
|
||
"name": "Wulfrum Viert",
|
||
"items": {
|
||
"Bribery": {
|
||
"name": "Bribery",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}"
|
||
},
|
||
"Charm": {
|
||
"name": "Charm",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}"
|
||
},
|
||
"Charm Animal": {
|
||
"name": "Charm Animal",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}"
|
||
},
|
||
"Steward": {
|
||
"name": "Steward",
|
||
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.iYnopOFkz5L6hljq]{Servant}</p>"
|
||
},
|
||
"Cool": {
|
||
"name": "Cool",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}"
|
||
},
|
||
"Endurance": {
|
||
"name": "Endurance",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}"
|
||
},
|
||
"Gossip": {
|
||
"name": "Gossip",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}"
|
||
},
|
||
"Intuition": {
|
||
"name": "Intuition",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}"
|
||
},
|
||
"Leadership": {
|
||
"name": "Leadership",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}"
|
||
},
|
||
"Lore (Local)": {
|
||
"name": "Lore (Local)",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}"
|
||
},
|
||
"Melee (Basic)": {
|
||
"name": "Melee (Basic)",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}"
|
||
},
|
||
"Outdoor Survival": {
|
||
"name": "Outdoor Survival",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}"
|
||
},
|
||
"Perception": {
|
||
"name": "Perception",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}"
|
||
},
|
||
"Ride (Horse)": {
|
||
"name": "Ride (Horse)",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}"
|
||
},
|
||
"Swim": {
|
||
"name": "Swim",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QoWDfx8SIhpCiIX5 caption=false]{Swim}"
|
||
},
|
||
"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"
|
||
}
|
||
}
|
||
},
|
||
"Doomed": {
|
||
"name": "Doomed",
|
||
"description": "<p>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.</p><p><em>Thy soul, consumed with anger, shall be blinded to the unseen enemy</em></p>"
|
||
},
|
||
"Etiquette (Servants)": {
|
||
"name": "Etiquette (Servants)",
|
||
"description": "<p>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.</p>",
|
||
"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": "<p>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. </p>",
|
||
"effects": {
|
||
"Night Vision": {
|
||
"name": "Night Vision"
|
||
}
|
||
}
|
||
},
|
||
"Numismatics": {
|
||
"name": "Numismatics",
|
||
"description": "<p>You are well versed with the different coinage of the Old World, and are adept at determining their value. You can judge the true value of a coin by experience alone, not even requiring a Test. Further, you can identify forged coins with a Simple Evaluate Test; it is never Opposed by the SL of the Forger.</p>",
|
||
"effects": {
|
||
"Numismatics": {
|
||
"name": "Numismatics"
|
||
}
|
||
}
|
||
},
|
||
"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."
|
||
},
|
||
"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 to Stun": {
|
||
"name": "Strike to Stun",
|
||
"description": "<p>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 <em>Pummel</em> Quality. Further, you count all improvised weapons as having the <em>Pummel</em> Quality</p>",
|
||
"effects": {
|
||
"Strike to Stun": {
|
||
"name": "Strike to Stun"
|
||
}
|
||
}
|
||
},
|
||
"Supportive": {
|
||
"name": "Supportive",
|
||
"description": "<p>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.</p>",
|
||
"effects": {
|
||
"Supportive": {
|
||
"name": "Supportive"
|
||
}
|
||
}
|
||
},
|
||
"Gold Crown": {
|
||
"name": "Gold Crown"
|
||
},
|
||
"Silver Shilling": {
|
||
"name": "Silver Shilling"
|
||
},
|
||
"Brass Penny": {
|
||
"name": "Brass Penny"
|
||
},
|
||
"Art": {
|
||
"name": "Art",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}"
|
||
},
|
||
"Athletics": {
|
||
"name": "Athletics",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}"
|
||
},
|
||
"Climb": {
|
||
"name": "Climb",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}"
|
||
},
|
||
"Consume Alcohol": {
|
||
"name": "Consume Alcohol",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}"
|
||
},
|
||
"Dodge": {
|
||
"name": "Dodge",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}"
|
||
},
|
||
"Drive": {
|
||
"name": "Drive",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}"
|
||
},
|
||
"Entertain": {
|
||
"name": "Entertain",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}"
|
||
},
|
||
"Gamble": {
|
||
"name": "Gamble",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}"
|
||
},
|
||
"Haggle": {
|
||
"name": "Haggle",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}"
|
||
},
|
||
"Intimidate": {
|
||
"name": "Intimidate",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}"
|
||
},
|
||
"Melee": {
|
||
"name": "Melee",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}"
|
||
},
|
||
"Navigation": {
|
||
"name": "Navigation",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}"
|
||
},
|
||
"Ride": {
|
||
"name": "Ride",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}"
|
||
},
|
||
"Row": {
|
||
"name": "Row",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}"
|
||
},
|
||
"Stealth": {
|
||
"name": "Stealth",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}"
|
||
}
|
||
}
|
||
},
|
||
"Spectre": {
|
||
"name": "Spectre",
|
||
"description": "<section id=\"secret-rd9KJZVj6qzIhwP9\" class=\"secret\"><p>To anyone ignorant of Necromantic lore, there is nothing to distinguish Spectres from @UUID[Compendium.wfrp4e-core.actors.GgSxlomoV220kd3G]{Ghosts}. They are similar in nature and appearance, being ethereal undead shades with insubstantial bodies. They are also created through similar means: Necromantic rites, high concentrations of <em>Dhar</em>, and unusual acts of will on behalf of a departed soul.</p>\n<p>Experts in Necromancy suggest that Spectres often result from vows made in life that the spirit seeks to fulfil in death. However, what truly delineates the Spectre from other undead spirits is its ability to subject its victims to a form of paralysis.</p></section>",
|
||
"items": {
|
||
"Paralyzing Chill": {
|
||
"name": "Paralyzing Chill",
|
||
"description": "<p>Spectres do not deal damage in combat. Instead their opponents may be struck with a supernatural chill that leaves them shocked stiff. </p>\n<p>If a Spectre lands a blow in combat, it inflicts 1 Stunned Condition for each SL.</p>",
|
||
"effects": {
|
||
"Paralyzing Chill": {
|
||
"name": "Paralyzing Chill"
|
||
}
|
||
}
|
||
},
|
||
"Dark Vision": {
|
||
"name": "Dark Vision",
|
||
"description": "<p>The creature can see in the dark as daylight.</p>"
|
||
},
|
||
"Ethereal": {
|
||
"name": "Ethereal",
|
||
"description": "<p>The creature’s form is insubstantial, allowing it to pass through solid objects. It can only be harmed by Magical attacks.</p>",
|
||
"effects": {
|
||
"Ethereal": {
|
||
"name": "Ethereal"
|
||
}
|
||
}
|
||
},
|
||
"Undead": {
|
||
"name": "Undead",
|
||
"description": "<p>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.</p><blockquote class=\"sidebar\"><h3 style=\"text-align: center;\"><em>UNQUIET DEAD</em></h3><p><em>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.</em></p></blockquote>"
|
||
},
|
||
"Unstable": {
|
||
"name": "Unstable",
|
||
"description": "<p>The creature’s corpus is maintained by foul magics that are inherently unstable in the material realm.</p>\n<p>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.</p>\n<p>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’.</p>",
|
||
"effects": {
|
||
"Unstable": {
|
||
"name": "Unstable"
|
||
}
|
||
}
|
||
},
|
||
"Gold Crown": {
|
||
"name": "Gold Crown"
|
||
},
|
||
"Silver Shilling": {
|
||
"name": "Silver Shilling"
|
||
},
|
||
"Brass Penny": {
|
||
"name": "Brass Penny"
|
||
},
|
||
"Fear": {
|
||
"name": "Fear",
|
||
"description": "<p>The creature causes supernatural Fear in other creatures, with a rating equal to its Rating.</p>\n<p>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.</p>\n<p>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 <strong>Challenging (+0) Cool</strong> Test. If it comes closer to you, you must pass a <strong>Challenging (+0) Cool</strong> Test, or gain a @Condition[Broken] Condition.</p>",
|
||
"effects": {
|
||
"Fear": {
|
||
"name": "Fear"
|
||
}
|
||
}
|
||
}
|
||
}
|
||
},
|
||
"Ritta": {
|
||
"name": "Ritta",
|
||
"items": {
|
||
"Tears On Demand": {
|
||
"name": "Tears On Demand"
|
||
},
|
||
"3d10 Pilfered Shilling": {
|
||
"name": "3d10 Pilfered Shilling"
|
||
},
|
||
"Sleight of Hand": {
|
||
"name": "Sleight of Hand",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.bGqmHCju8VZ8q2Pv caption=false]{Sleight of Hand}"
|
||
},
|
||
"Bribery": {
|
||
"name": "Bribery",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}"
|
||
},
|
||
"Charm": {
|
||
"name": "Charm",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}"
|
||
},
|
||
"Dodge": {
|
||
"name": "Dodge",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}"
|
||
},
|
||
"Entertain (Storytelling)": {
|
||
"name": "Entertain (Storytelling)",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}"
|
||
},
|
||
"Evaluate": {
|
||
"name": "Evaluate",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.NtJ85TY8yY3WOGHN caption=false]{Evaluate}"
|
||
},
|
||
"Gossip": {
|
||
"name": "Gossip",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}"
|
||
},
|
||
"Haggle": {
|
||
"name": "Haggle",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}"
|
||
},
|
||
"Perception": {
|
||
"name": "Perception",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}"
|
||
},
|
||
"Blather": {
|
||
"name": "Blather",
|
||
"description": "<p>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 <strong>Opposed Charm/Intelligence</strong> 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.</p>\n<p> </p>",
|
||
"effects": {
|
||
"Blather": {
|
||
"name": "Blather"
|
||
}
|
||
}
|
||
},
|
||
"Criminal": {
|
||
"name": "Criminal",
|
||
"description": "<p>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:</p>\n<p> </p>\n<div>\n<table title=\"\" border=\"1\" summary=\"\" cellspacing=\"0\" cellpadding=\"0\">\n<tbody>\n<tr>\n<td>\n<p>Career Level</p>\n</td>\n<td>\n<p>Bonus Money per time the Talent is taken</p>\n</td>\n</tr>\n<tr>\n<td>\n<p>1</p>\n</td>\n<td>\n<p>+2d10 brass pennies</p>\n</td>\n</tr>\n<tr>\n<td>\n<p>2</p>\n</td>\n<td>\n<p>+1d10 silver shillings</p>\n</td>\n</tr>\n<tr>\n<td>\n<p>3 </p>\n</td>\n<td>\n<p>+2d10 silver shillings</p>\n</td>\n</tr>\n<tr>\n<td>\n<p>4</p>\n</td>\n<td>\n<p>+1 gold crown</p>\n</td>\n</tr>\n</tbody>\n</table>\n</div>\n<p> </p>\n<p>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.</p>",
|
||
"effects": {
|
||
"Criminal": {
|
||
"name": "Criminal"
|
||
}
|
||
}
|
||
},
|
||
"Dealmaker": {
|
||
"name": "Dealmaker",
|
||
"description": "<p>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%.</p>\n<p> </p>\n<p>Note: The GM may put a lower limit on prices here to show a seller refusing to sell below cost.</p>",
|
||
"effects": {
|
||
"Dealmaker": {
|
||
"name": "Dealmaker"
|
||
}
|
||
}
|
||
},
|
||
"Etiquette (Criminals)": {
|
||
"name": "Etiquette (Criminals)",
|
||
"description": "<p>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.</p>",
|
||
"effects": {
|
||
"Etiquette": {
|
||
"name": "Etiquette"
|
||
}
|
||
}
|
||
},
|
||
"Doomed": {
|
||
"name": "Doomed",
|
||
"description": "<p>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.</p><p><em>A friend in need brings thy death with speed</em></p>"
|
||
},
|
||
"Luck": {
|
||
"name": "Luck",
|
||
"description": "<p>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.</p>"
|
||
},
|
||
"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"
|
||
}
|
||
}
|
||
},
|
||
"Disguise Kit": {
|
||
"name": "Disguise Kit",
|
||
"description": "<p>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).</p>"
|
||
},
|
||
"Gold Crown": {
|
||
"name": "Gold Crown"
|
||
},
|
||
"Brass Penny": {
|
||
"name": "Brass Penny"
|
||
},
|
||
"Con Artist": {
|
||
"name": "Con Artist",
|
||
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.Eg5D2UI3U4SAHnuU]{Charlatan}</p>"
|
||
},
|
||
"Art": {
|
||
"name": "Art",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}"
|
||
},
|
||
"Athletics": {
|
||
"name": "Athletics",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}"
|
||
},
|
||
"Charm Animal": {
|
||
"name": "Charm Animal",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}"
|
||
},
|
||
"Climb": {
|
||
"name": "Climb",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}"
|
||
},
|
||
"Consume Alcohol": {
|
||
"name": "Consume Alcohol",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}"
|
||
},
|
||
"Cool": {
|
||
"name": "Cool",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}"
|
||
},
|
||
"Drive": {
|
||
"name": "Drive",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}"
|
||
},
|
||
"Endurance": {
|
||
"name": "Endurance",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}"
|
||
},
|
||
"Entertain": {
|
||
"name": "Entertain",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}"
|
||
},
|
||
"Gamble": {
|
||
"name": "Gamble",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}"
|
||
},
|
||
"Intimidate": {
|
||
"name": "Intimidate",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}"
|
||
},
|
||
"Intuition": {
|
||
"name": "Intuition",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}"
|
||
},
|
||
"Leadership": {
|
||
"name": "Leadership",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}"
|
||
},
|
||
"Melee": {
|
||
"name": "Melee",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}"
|
||
},
|
||
"Navigation": {
|
||
"name": "Navigation",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}"
|
||
},
|
||
"Outdoor Survival": {
|
||
"name": "Outdoor Survival",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}"
|
||
},
|
||
"Ride": {
|
||
"name": "Ride",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}"
|
||
},
|
||
"Row": {
|
||
"name": "Row",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}"
|
||
},
|
||
"Stealth": {
|
||
"name": "Stealth",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}"
|
||
}
|
||
}
|
||
},
|
||
"Bridgitte Schleigel": {
|
||
"name": "Bridgitte Schleigel",
|
||
"items": {
|
||
"Art (Writing)": {
|
||
"name": "Art (Writing)",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}"
|
||
},
|
||
"Bribery": {
|
||
"name": "Bribery",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}"
|
||
},
|
||
"Charm": {
|
||
"name": "Charm",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}"
|
||
},
|
||
"Consume Alcohol": {
|
||
"name": "Consume Alcohol",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}"
|
||
},
|
||
"Entertain (Storytelling)": {
|
||
"name": "Entertain (Storytelling)",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}"
|
||
},
|
||
"Gossip": {
|
||
"name": "Gossip",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}"
|
||
},
|
||
"Haggle": {
|
||
"name": "Haggle",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}"
|
||
},
|
||
"Intuition": {
|
||
"name": "Intuition",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}"
|
||
},
|
||
"Lore (Politics)": {
|
||
"name": "Lore (Politics)",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}"
|
||
},
|
||
"Trade (Printing)": {
|
||
"name": "Trade (Printing)",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.jmFSm7UvmHEq52iu caption=false]{Trade}"
|
||
},
|
||
"Argumentative": {
|
||
"name": "Argumentative",
|
||
"description": "You are used to arguing your points and winning. If you roll a successful Charm Test to debate with an opponent, you can choose to either use your rolled SL, or the number rolled on your units die. So, a successful roll of 24 could be used for +4 SL",
|
||
"effects": {
|
||
"Argumentative": {
|
||
"name": "Argumentative"
|
||
}
|
||
}
|
||
},
|
||
"Doomed": {
|
||
"name": "Doomed",
|
||
"description": "<p>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.</p><p><em>Thy end lieth hidden in the gloaming</em></p>"
|
||
},
|
||
"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
|
||
}
|
||
}
|
||
}
|
||
},
|
||
"Prejudice": {
|
||
"name": "Prejudice",
|
||
"description": "<p>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.</p><p>When subject to Prejudice, you must immediately insult the target of your prejudice. Loudly.</p>"
|
||
},
|
||
"Afraid": {
|
||
"name": "Afraid",
|
||
"description": "<p>The creature is afraid of the Target as if the Target has Fear (0). </p>\n<p>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.</p>\n<p> </p>\n<p>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.</p>",
|
||
"effects": {
|
||
"Afraid": {
|
||
"name": "Afraid"
|
||
}
|
||
}
|
||
},
|
||
"Gold Crown": {
|
||
"name": "Gold Crown"
|
||
},
|
||
"Silver Shilling": {
|
||
"name": "Silver Shilling"
|
||
},
|
||
"Brass Penny": {
|
||
"name": "Brass Penny"
|
||
},
|
||
"Art": {
|
||
"name": "Art",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}"
|
||
},
|
||
"Athletics": {
|
||
"name": "Athletics",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}"
|
||
},
|
||
"Charm Animal": {
|
||
"name": "Charm Animal",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}"
|
||
},
|
||
"Climb": {
|
||
"name": "Climb",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}"
|
||
},
|
||
"Cool": {
|
||
"name": "Cool",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}"
|
||
},
|
||
"Dodge": {
|
||
"name": "Dodge",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}"
|
||
},
|
||
"Drive": {
|
||
"name": "Drive",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}"
|
||
},
|
||
"Endurance": {
|
||
"name": "Endurance",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}"
|
||
},
|
||
"Entertain": {
|
||
"name": "Entertain",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}"
|
||
},
|
||
"Gamble": {
|
||
"name": "Gamble",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}"
|
||
},
|
||
"Intimidate": {
|
||
"name": "Intimidate",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}"
|
||
},
|
||
"Leadership": {
|
||
"name": "Leadership",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}"
|
||
},
|
||
"Melee": {
|
||
"name": "Melee",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}"
|
||
},
|
||
"Navigation": {
|
||
"name": "Navigation",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}"
|
||
},
|
||
"Outdoor Survival": {
|
||
"name": "Outdoor Survival",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}"
|
||
},
|
||
"Perception": {
|
||
"name": "Perception",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}"
|
||
},
|
||
"Ride": {
|
||
"name": "Ride",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}"
|
||
},
|
||
"Row": {
|
||
"name": "Row",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}"
|
||
},
|
||
"Stealth": {
|
||
"name": "Stealth",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}"
|
||
}
|
||
}
|
||
},
|
||
"Middenball Dwarf": {
|
||
"name": "Middenball Dwarf",
|
||
"items": {
|
||
"Athletics": {
|
||
"name": "Athletics",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}"
|
||
},
|
||
"Dodge": {
|
||
"name": "Dodge",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}"
|
||
},
|
||
"Melee (Brawling)": {
|
||
"name": "Melee (Brawling)",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}"
|
||
},
|
||
"Armour (Leather)": {
|
||
"name": "Armour (Leather)",
|
||
"description": "<p>The creature is protected by armor or thick hide. It has Rating Armor Points on all Hit Locations</p>",
|
||
"effects": {
|
||
"Armour": {
|
||
"name": "Armour"
|
||
}
|
||
}
|
||
},
|
||
"Gold Crown": {
|
||
"name": "Gold Crown"
|
||
},
|
||
"Silver Shilling": {
|
||
"name": "Silver Shilling"
|
||
},
|
||
"Brass Penny": {
|
||
"name": "Brass Penny"
|
||
}
|
||
}
|
||
},
|
||
"Stefan Hochen": {
|
||
"name": "Stefan Hochen",
|
||
"items": {
|
||
"Controversial Opinions on Mutants": {
|
||
"name": "Controversial Opinions on Mutants"
|
||
},
|
||
"Sleight of Hand": {
|
||
"name": "Sleight of Hand",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.bGqmHCju8VZ8q2Pv caption=false]{Sleight of Hand}"
|
||
},
|
||
"Surgery": {
|
||
"name": "Surgery",
|
||
"description": "<p>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 <em>Bleeding </em>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.</p>",
|
||
"effects": {
|
||
"Surgery": {
|
||
"name": "Surgery"
|
||
}
|
||
}
|
||
},
|
||
"Bribery": {
|
||
"name": "Bribery",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}"
|
||
},
|
||
"Charm": {
|
||
"name": "Charm",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}"
|
||
},
|
||
"Cool": {
|
||
"name": "Cool",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}"
|
||
},
|
||
"Drive": {
|
||
"name": "Drive",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}"
|
||
},
|
||
"Endurance": {
|
||
"name": "Endurance",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}"
|
||
},
|
||
"Gossip": {
|
||
"name": "Gossip",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}"
|
||
},
|
||
"Heal": {
|
||
"name": "Heal",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dSf8QWBvN6mlpHBF caption=false]{Heal}",
|
||
"effects": {
|
||
"Heal": {
|
||
"name": "Heal"
|
||
}
|
||
}
|
||
},
|
||
"Language (Guilder)": {
|
||
"name": "Language (Guilder)",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.xo5U0kL08xCPe6kl caption=false]{Language}"
|
||
},
|
||
"Lore (Anatomy)": {
|
||
"name": "Lore (Anatomy)",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}"
|
||
},
|
||
"Lore (Medicine)": {
|
||
"name": "Lore (Medicine)",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}"
|
||
},
|
||
"Perception": {
|
||
"name": "Perception",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}"
|
||
},
|
||
"Research": {
|
||
"name": "Research",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Nv0jexKy05qTOnuN caption=false]{Research}"
|
||
},
|
||
"Bookish": {
|
||
"name": "Bookish",
|
||
"description": "You are as at home in a library as a seaman at sea or a farmer a-farming. When using Research, you may reverse the dice of any failed Test if this will score a success.",
|
||
"effects": {
|
||
"Bookish": {
|
||
"name": "Bookish"
|
||
}
|
||
}
|
||
},
|
||
"Etiquette (Guilder)": {
|
||
"name": "Etiquette (Guilder)",
|
||
"description": "<p>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.</p>",
|
||
"effects": {
|
||
"Etiquette": {
|
||
"name": "Etiquette"
|
||
}
|
||
}
|
||
},
|
||
"Field Dressing": {
|
||
"name": "Field Dressing",
|
||
"description": "You are used to treating wounds quickly. If you fail a Heal Test when using Bandages, you may reverse the result if this will score a success; however, if you do so, you may not score more than +1 SL as you focus on speed over accuracy",
|
||
"effects": {
|
||
"Field Dressing": {
|
||
"name": "Field Dressing"
|
||
}
|
||
}
|
||
},
|
||
"Read/Write": {
|
||
"name": "Read/Write",
|
||
"description": "You are one of the rare literate individuals in the Old World. You are assumed to be able to read and write (if appropriate) all of the Languages you can speak."
|
||
},
|
||
"Strike to Stun": {
|
||
"name": "Strike to Stun",
|
||
"description": "<p>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 <em>Pummel</em> Quality. Further, you count all improvised weapons as having the <em>Pummel</em> Quality</p>",
|
||
"effects": {
|
||
"Strike to Stun": {
|
||
"name": "Strike to Stun"
|
||
}
|
||
}
|
||
},
|
||
"Gold Crown": {
|
||
"name": "Gold Crown"
|
||
},
|
||
"Silver Shilling": {
|
||
"name": "Silver Shilling"
|
||
},
|
||
"Brass Penny": {
|
||
"name": "Brass Penny"
|
||
},
|
||
"Doktor": {
|
||
"name": "Doktor",
|
||
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.Mn7w0SSGfN7cu7gQ]{Physician}</p>"
|
||
},
|
||
"Inherited Guild License": {
|
||
"name": "Inherited Guild License",
|
||
"description": "<p>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.</p>"
|
||
},
|
||
"Trade Tools (Medicine)": {
|
||
"name": "Trade Tools (Medicine)",
|
||
"description": "<p><strong>Apothecary</strong>: Tools include pestle and mortar, spoons, jars, and weights and scales. Workshops also include oil burners and shelves full of ingredients.</p>\n<p> </p>\n<p><strong>Artisan</strong>: The potential range of tools used by Artisans is wide.</p>\n<p>Sample packages include:</p>\n<ul type=\"disc\">\n<li><strong>Carpenter</strong>: Hammer and nails, saw, measuring rod, chalk, and plumb lines. Workshops also include lathes, planes, clamps, and a supply of lumber.</li>\n</ul>\n<ul type=\"disc\">\n<li><strong>Engraver</strong>: Gravers, punches, wax, acid, hammer, and chisels. Workshops also include dies and presses.</li>\n</ul>\n<ul type=\"disc\">\n<li><strong>Smith</strong>: Hammer, tongs, punches, swages, bits, and augers. Workshops also include an anvil, furnace, swage block, sledgehammers, and metal ingots.</li>\n</ul>\n<p> </p>\n<p>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.</p>\n<p> </p>\n<p><strong>Artist</strong>: 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.</p>\n<p><strong>Engineer</strong>: Hourglass, measuring rod, fuse cord, drafting compass, and T-square. Workshops also include pulleys, ropes, and drafting tables.</p>\n<p><strong>Herbalist</strong>: Pestle and mortar, small knives, pruning shears, and gloves. Workshops also include drying racks, strainers, funnels, bowls, and jars.</p>\n<p><strong>Navigator</strong>: Quadrant, astrolabe, charts and compasses, hourglass, and sounding line.</p>\n<p><strong>Physician</strong>: Needles and sutures, bandages, scalpel, vinegar, forceps, and a speculum. Workshops also include anatomical drawings, assorted implements, and a surgery table. </p>"
|
||
},
|
||
"Art": {
|
||
"name": "Art",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}"
|
||
},
|
||
"Athletics": {
|
||
"name": "Athletics",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}"
|
||
},
|
||
"Charm Animal": {
|
||
"name": "Charm Animal",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}"
|
||
},
|
||
"Climb": {
|
||
"name": "Climb",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}"
|
||
},
|
||
"Consume Alcohol": {
|
||
"name": "Consume Alcohol",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}"
|
||
},
|
||
"Dodge": {
|
||
"name": "Dodge",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}"
|
||
},
|
||
"Entertain": {
|
||
"name": "Entertain",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}"
|
||
},
|
||
"Gamble": {
|
||
"name": "Gamble",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}"
|
||
},
|
||
"Haggle": {
|
||
"name": "Haggle",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}"
|
||
},
|
||
"Intimidate": {
|
||
"name": "Intimidate",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}"
|
||
},
|
||
"Intuition": {
|
||
"name": "Intuition",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}"
|
||
},
|
||
"Leadership": {
|
||
"name": "Leadership",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}"
|
||
},
|
||
"Melee": {
|
||
"name": "Melee",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}"
|
||
},
|
||
"Navigation": {
|
||
"name": "Navigation",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}"
|
||
},
|
||
"Outdoor Survival": {
|
||
"name": "Outdoor Survival",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}"
|
||
},
|
||
"Ride": {
|
||
"name": "Ride",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}"
|
||
},
|
||
"Row": {
|
||
"name": "Row",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}"
|
||
},
|
||
"Stealth": {
|
||
"name": "Stealth",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}"
|
||
},
|
||
"Healing Draught": {
|
||
"name": "Healing Draught",
|
||
"description": "<p>If you have more than 0 Wounds, recover Toughness Bonus Wounds immediately. <strong>Dose</strong>: 1 per encounter.</p>",
|
||
"effects": {
|
||
"Healing Draught": {
|
||
"name": "Healing Draught"
|
||
},
|
||
"Apply Healing Draught": {
|
||
"name": "Apply Healing Draught"
|
||
}
|
||
}
|
||
}
|
||
}
|
||
},
|
||
"Grand Vizier Bhar": {
|
||
"name": "Grand Vizier Bhar",
|
||
"items": {
|
||
"Sleight of Hand": {
|
||
"name": "Sleight of Hand",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.bGqmHCju8VZ8q2Pv caption=false]{Sleight of Hand}"
|
||
},
|
||
"Detect Artefact": {
|
||
"name": "Detect Artefact",
|
||
"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": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}"
|
||
},
|
||
"Channelling": {
|
||
"name": "Channelling",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tXu8Hrd4desq1Rja caption=false]{Channelling}"
|
||
},
|
||
"Charm": {
|
||
"name": "Charm",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}"
|
||
},
|
||
"Charm Animal": {
|
||
"name": "Charm Animal",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}"
|
||
},
|
||
"Cool": {
|
||
"name": "Cool",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}"
|
||
},
|
||
"Dodge": {
|
||
"name": "Dodge",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}"
|
||
},
|
||
"Endurance": {
|
||
"name": "Endurance",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}"
|
||
},
|
||
"Gossip": {
|
||
"name": "Gossip",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}"
|
||
},
|
||
"Haggle": {
|
||
"name": "Haggle",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}"
|
||
},
|
||
"Intimidate": {
|
||
"name": "Intimidate",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}"
|
||
},
|
||
"Intuition": {
|
||
"name": "Intuition",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}"
|
||
},
|
||
"Language (Arabyan)": {
|
||
"name": "Language (Arabyan)",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.xo5U0kL08xCPe6kl caption=false]{Language}"
|
||
},
|
||
"Language (Classical)": {
|
||
"name": "Language (Classical)",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.xo5U0kL08xCPe6kl caption=false]{Language}"
|
||
},
|
||
"Language (Magick)": {
|
||
"name": "Language (Magick)",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.xo5U0kL08xCPe6kl caption=false]{Language}"
|
||
},
|
||
"Lore (Daemonology)": {
|
||
"name": "Lore (Daemonology)",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}"
|
||
},
|
||
"Lore (Dark Magic)": {
|
||
"name": "Lore (Dark Magic)",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}"
|
||
},
|
||
"Lore (Necromancy)": {
|
||
"name": "Lore (Necromancy)",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}"
|
||
},
|
||
"Lore (Tzeentch)": {
|
||
"name": "Lore (Tzeentch)",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}"
|
||
},
|
||
"Perception": {
|
||
"name": "Perception",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}"
|
||
},
|
||
"Research": {
|
||
"name": "Research",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Nv0jexKy05qTOnuN caption=false]{Research}"
|
||
},
|
||
"Stealth (Rural)": {
|
||
"name": "Stealth (Rural)",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}"
|
||
},
|
||
"Trade (Herbalist)": {
|
||
"name": "Trade (Herbalist)",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.jmFSm7UvmHEq52iu caption=false]{Trade}"
|
||
},
|
||
"Aethyric Attunement": {
|
||
"name": "Aethyric Attunement",
|
||
"description": "<p>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.</p>",
|
||
"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": "<p>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.</p>\n<div>\n<table title=\"\" border=\"1\" summary=\"\" cellspacing=\"0\" cellpadding=\"0\">\n<tbody>\n<tr>\n<td>\n<p>Number of Spells Currently Known</p>\n</td>\n<td>\n<p>XP Cost for a new spell</p>\n</td>\n</tr>\n<tr>\n<td>\n<p>Intelligence Bonus × 1 </p>\n</td>\n<td>\n<p>100 XP</p>\n</td>\n</tr>\n<tr>\n<td>\n<p>Intelligence Bonus × 2</p>\n</td>\n<td>\n<p>200 XP</p>\n</td>\n</tr>\n<tr>\n<td>\n<p>Intelligence Bonus × 3</p>\n</td>\n<td>\n<p>300 XP</p>\n</td>\n</tr>\n<tr>\n<td>\n<p>Intelligence Bonus × 4</p>\n</td>\n<td>\n<p>400 XP</p>\n</td>\n</tr>\n</tbody>\n</table>\n</div>\n<p> ...and so on.</p>\n<p>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.</p>"
|
||
},
|
||
"Attractive": {
|
||
"name": "Attractive",
|
||
"description": "<p>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.</p>",
|
||
"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": "<p>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:</p>\n<p> </p>\n<div>\n<table title=\"\" border=\"1\" summary=\"\" cellspacing=\"0\" cellpadding=\"0\">\n<tbody>\n<tr>\n<td>\n<p>Career Level</p>\n</td>\n<td>\n<p>Bonus Money per time the Talent is taken</p>\n</td>\n</tr>\n<tr>\n<td>\n<p>1</p>\n</td>\n<td>\n<p>+2d10 brass pennies</p>\n</td>\n</tr>\n<tr>\n<td>\n<p>2</p>\n</td>\n<td>\n<p>+1d10 silver shillings</p>\n</td>\n</tr>\n<tr>\n<td>\n<p>3 </p>\n</td>\n<td>\n<p>+2d10 silver shillings</p>\n</td>\n</tr>\n<tr>\n<td>\n<p>4</p>\n</td>\n<td>\n<p>+1 gold crown</p>\n</td>\n</tr>\n</tbody>\n</table>\n</div>\n<p> </p>\n<p>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.</p>",
|
||
"effects": {
|
||
"Criminal": {
|
||
"name": "Criminal"
|
||
}
|
||
}
|
||
},
|
||
"Etiquette (Criminals, Cultists)": {
|
||
"name": "Etiquette (Criminals, Cultists)",
|
||
"description": "<p>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.</p>",
|
||
"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": "<p>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.</p>",
|
||
"effects": {
|
||
"Instinctive Diction": {
|
||
"name": "Instinctive Diction"
|
||
}
|
||
}
|
||
},
|
||
"Luck": {
|
||
"name": "Luck",
|
||
"description": "<p>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.</p>"
|
||
},
|
||
"Magical Sense": {
|
||
"name": "Magical Sense",
|
||
"description": "<p>You are able to sense the Winds of Magic in others. You may attempt an <strong>Average (+20) Intuition</strong> 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.</p>",
|
||
"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": "<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt;\">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.</p>\n <p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt;\"> </p>\n <div style=\"direction: ltr;\">\n <table style=\"direction: ltr; border-collapse: collapse; border: 1pt solid #A3A3A3;\" title=\"\" border=\"1\" summary=\"\" cellspacing=\"0\" cellpadding=\"0\">\n <tbody>\n <tr>\n <td style=\"vertical-align: top; width: 2.4312in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n <p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt;\">No. of Petty Spells Currently Known</p>\n </td>\n <td style=\"vertical-align: top; width: 1.5833in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n <p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt;\"><span style=\"mso-spacerun: yes;\"> </span>XP Cost for a new spell</p>\n </td>\n </tr>\n <tr>\n <td style=\"vertical-align: top; width: 2.4125in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n <p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt;\">Up to Willpower Bonus × 1</p>\n </td>\n <td style=\"vertical-align: top; width: 1.5333in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n <p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt;\">50 XP</p>\n </td>\n </tr>\n <tr>\n <td style=\"vertical-align: top; width: 2.4125in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n <p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt;\">Up to Willpower Bonus × 2</p>\n </td>\n <td style=\"vertical-align: top; width: 1.5333in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n <p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt;\">100 XP</p>\n </td>\n </tr>\n <tr>\n <td style=\"vertical-align: top; width: 2.4125in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n <p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt;\">Up to Willpower Bonus × 3</p>\n </td>\n <td style=\"vertical-align: top; width: 1.5333in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n <p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt;\">150 XP</p>\n </td>\n </tr>\n <tr>\n <td style=\"vertical-align: top; width: 2.4125in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n <p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt;\">Up to Willpower Bonus × 4</p>\n </td>\n <td style=\"vertical-align: top; width: 1.5333in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n <p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt;\">200 XP</p>\n </td>\n </tr>\n </tbody>\n </table>\n </div>\n <p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt;\">...and so on.</p>\n <p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt;\"> </p>\n <p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt;\">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’.</p>"
|
||
},
|
||
"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": "<p>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 <strong>Very Easy (+60)</strong> for +10, <strong>Easy (+40)</strong> for +20, <strong>Average (+20)</strong> 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</p>"
|
||
},
|
||
"V9N0LMnXf1WYseCb": {
|
||
"name": "Tower of Memories",
|
||
"description": "<p>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 <strong>Very Easy (+60)</strong> for +10, <strong>Easy (+40)</strong> for +20, <strong>Average (+20)</strong> 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</p>"
|
||
},
|
||
"V9N0LMnXf1WYseCc": {
|
||
"name": "Tower of Memories",
|
||
"description": "<p>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 <strong>Very Easy (+60)</strong> for +10, <strong>Easy (+40)</strong> for +20, <strong>Average (+20)</strong> 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</p>"
|
||
},
|
||
"V9N0LMnXf1WYseCL": {
|
||
"name": "Tower of Memories",
|
||
"description": "<p>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 <strong>Very Easy (+60)</strong> for +10, <strong>Easy (+40)</strong> for +20, <strong>Average (+20)</strong> 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</p>"
|
||
},
|
||
"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": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}"
|
||
},
|
||
"Athletics": {
|
||
"name": "Athletics",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}"
|
||
},
|
||
"Climb": {
|
||
"name": "Climb",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}"
|
||
},
|
||
"Consume Alcohol": {
|
||
"name": "Consume Alcohol",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}"
|
||
},
|
||
"Drive": {
|
||
"name": "Drive",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}"
|
||
},
|
||
"Entertain": {
|
||
"name": "Entertain",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}"
|
||
},
|
||
"Gamble": {
|
||
"name": "Gamble",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}"
|
||
},
|
||
"Leadership": {
|
||
"name": "Leadership",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}"
|
||
},
|
||
"Melee": {
|
||
"name": "Melee",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}"
|
||
},
|
||
"Navigation": {
|
||
"name": "Navigation",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}"
|
||
},
|
||
"Outdoor Survival": {
|
||
"name": "Outdoor Survival",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}"
|
||
},
|
||
"Ride": {
|
||
"name": "Ride",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}"
|
||
},
|
||
"Row": {
|
||
"name": "Row",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}"
|
||
},
|
||
"Stealth": {
|
||
"name": "Stealth",
|
||
"description": "<p>@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": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.PKm1L6yjZ4PH0JJG]{Wizard}</p>"
|
||
}
|
||
}
|
||
},
|
||
"Theresia Kleist": {
|
||
"name": "Theresia Kleist",
|
||
"items": {
|
||
"Climb": {
|
||
"name": "Climb",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}"
|
||
},
|
||
"Consume Alcohol": {
|
||
"name": "Consume Alcohol",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}"
|
||
},
|
||
"Gossip": {
|
||
"name": "Gossip",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}"
|
||
},
|
||
"Language (Norse)": {
|
||
"name": "Language (Norse)",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.xo5U0kL08xCPe6kl caption=false]{Language}"
|
||
},
|
||
"Melee (Basic)": {
|
||
"name": "Melee (Basic)",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}"
|
||
},
|
||
"Ranged (Bow)": {
|
||
"name": "Ranged (Bow)",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.jJYOiSQNgC9v7cM5 caption=false]{Ranged}"
|
||
},
|
||
"Row": {
|
||
"name": "Row",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}"
|
||
},
|
||
"Sail": {
|
||
"name": "Sail",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.DLrOPZtVMLgSyxaj caption=false]{Sail}"
|
||
},
|
||
"Swim": {
|
||
"name": "Swim",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QoWDfx8SIhpCiIX5 caption=false]{Swim}"
|
||
},
|
||
"Fisherman": {
|
||
"name": "Fisherman",
|
||
"description": "<p>You are a very capable fisherman and know all the best ways to land fish yourself and a number of others equal to your level in Fisherman, assuming you choose to spend at least an hour or so with a line and bait. You may secure more fish in addition to this using the normal rules for foraging</p>",
|
||
"effects": {
|
||
"Fisherman": {
|
||
"name": "Fisherman"
|
||
}
|
||
}
|
||
},
|
||
"Resistance (Disease)": {
|
||
"name": "Resistance (Disease)",
|
||
"description": "Your strong constitution allows you to more readily survive a specific threat. You may automatically pass the first Test to resist the specified threat, such as Magic, Poison, Disease, Mutation, every session. If SL is important, use your Toughness Bonus as SL for the Test.",
|
||
"effects": {
|
||
"Resistance (Disease)": {
|
||
"name": "Resistance (Disease)"
|
||
}
|
||
}
|
||
},
|
||
"Strong Legs": {
|
||
"name": "Strong Legs",
|
||
"description": "You have strong legs able to carry you great distances when you jump. Add your Strong Legs level to your SL in any Athletics Tests involving Leaping",
|
||
"effects": {
|
||
"Strong Legs": {
|
||
"name": "Strong Legs"
|
||
}
|
||
}
|
||
},
|
||
"Strong Swimmer": {
|
||
"name": "Strong Swimmer",
|
||
"description": "You are an especially strong swimmer and used to holding your breath for a long time underwater. Gain a bonus of your level in Strong Swimmer to your Toughness Bonus for the purposes of holding your breath. Drowning and Suffocation",
|
||
"effects": {
|
||
"Strong Swimmer": {
|
||
"name": "Strong Swimmer"
|
||
}
|
||
}
|
||
},
|
||
"Super Numerate": {
|
||
"name": "Super Numerate",
|
||
"description": "<p>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.</p>",
|
||
"effects": {
|
||
"Super Numerate": {
|
||
"name": "Super Numerate"
|
||
}
|
||
}
|
||
},
|
||
"Very Resilient": {
|
||
"name": "Very Resilient",
|
||
"description": "You gain a permanent +5 bonus to your starting Toughness Characteristic (this does not count towards your Advances).",
|
||
"effects": {
|
||
"Very Resilient": {
|
||
"name": "Very Resilient",
|
||
"changes": {
|
||
"system.characteristics.t.initial": 5
|
||
}
|
||
}
|
||
}
|
||
},
|
||
"Bucket": {
|
||
"name": "Bucket"
|
||
},
|
||
"Mop": {
|
||
"name": "Mop"
|
||
},
|
||
"Cloak": {
|
||
"name": "Cloak",
|
||
"description": "<p>Protects wearer against the elements. </p>"
|
||
},
|
||
"Clothing": {
|
||
"name": "Clothing"
|
||
},
|
||
"Dagger": {
|
||
"name": "Dagger"
|
||
},
|
||
"Gold Crown": {
|
||
"name": "Gold Crown"
|
||
},
|
||
"Silver Shilling": {
|
||
"name": "Silver Shilling"
|
||
},
|
||
"Brass Penny": {
|
||
"name": "Brass Penny"
|
||
},
|
||
"Art": {
|
||
"name": "Art",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}"
|
||
},
|
||
"Athletics": {
|
||
"name": "Athletics",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}"
|
||
},
|
||
"Bribery": {
|
||
"name": "Bribery",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}"
|
||
},
|
||
"Charm": {
|
||
"name": "Charm",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}"
|
||
},
|
||
"Charm Animal": {
|
||
"name": "Charm Animal",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}"
|
||
},
|
||
"Cool": {
|
||
"name": "Cool",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}"
|
||
},
|
||
"Dodge": {
|
||
"name": "Dodge",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}"
|
||
},
|
||
"Drive": {
|
||
"name": "Drive",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}"
|
||
},
|
||
"Endurance": {
|
||
"name": "Endurance",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}"
|
||
},
|
||
"Entertain": {
|
||
"name": "Entertain",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}"
|
||
},
|
||
"Gamble": {
|
||
"name": "Gamble",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}"
|
||
},
|
||
"Haggle": {
|
||
"name": "Haggle",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}"
|
||
},
|
||
"Intimidate": {
|
||
"name": "Intimidate",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}"
|
||
},
|
||
"Intuition": {
|
||
"name": "Intuition",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}"
|
||
},
|
||
"Leadership": {
|
||
"name": "Leadership",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}"
|
||
},
|
||
"Melee": {
|
||
"name": "Melee",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}"
|
||
},
|
||
"Navigation": {
|
||
"name": "Navigation",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}"
|
||
},
|
||
"Outdoor Survival": {
|
||
"name": "Outdoor Survival",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}"
|
||
},
|
||
"Perception": {
|
||
"name": "Perception",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}"
|
||
},
|
||
"Ride": {
|
||
"name": "Ride",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}"
|
||
},
|
||
"Stealth": {
|
||
"name": "Stealth",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}"
|
||
},
|
||
"Seawoman": {
|
||
"name": "Seawoman",
|
||
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.XyM54Ue5w1WuCaBD]{Seaman}</p>"
|
||
},
|
||
"Brush": {
|
||
"name": "Brush"
|
||
},
|
||
"Pouch": {
|
||
"name": "Pouch"
|
||
},
|
||
"Sling Bag": {
|
||
"name": "Sling Bag",
|
||
"description": "<p>Counts as ‘worn’ when slung over your shoulder.</p>"
|
||
},
|
||
"Flask of Spirits": {
|
||
"name": "Flask of Spirits"
|
||
}
|
||
}
|
||
},
|
||
"Waldtraud Blass": {
|
||
"name": "Waldtraud Blass",
|
||
"items": {
|
||
"Gossip": {
|
||
"name": "Gossip",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}"
|
||
},
|
||
"Lore (Chemistry)": {
|
||
"name": "Lore (Chemistry)",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}"
|
||
},
|
||
"Lore (Medicine)": {
|
||
"name": "Lore (Medicine)",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}"
|
||
},
|
||
"Lore (Science)": {
|
||
"name": "Lore (Science)",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}"
|
||
},
|
||
"Perception": {
|
||
"name": "Perception",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}"
|
||
},
|
||
"Trade (Apothecary)": {
|
||
"name": "Trade (Apothecary)",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.jmFSm7UvmHEq52iu caption=false]{Trade}"
|
||
},
|
||
"Research": {
|
||
"name": "Research",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Nv0jexKy05qTOnuN caption=false]{Research}"
|
||
},
|
||
"Doomed": {
|
||
"name": "Doomed",
|
||
"description": "<p>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.</p><p><em>Caught within the trap you set</em></p>"
|
||
},
|
||
"Concoct": {
|
||
"name": "Concoct",
|
||
"description": "You are skilled at making potions, philters, and draughts on the go. You may take one free Crafting Endeavour to use Trade (Apothecary) without need of a Workshop. Other Crafting Endeavors use the normal rules.",
|
||
"effects": {
|
||
"Concoct": {
|
||
"name": "Concoct"
|
||
}
|
||
}
|
||
},
|
||
"Craftsman (Apothecary)": {
|
||
"name": "Craftsman (Apothecary)",
|
||
"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"
|
||
}
|
||
}
|
||
},
|
||
"Criminal": {
|
||
"name": "Criminal",
|
||
"description": "<p>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:</p>\n<p> </p>\n<div>\n<table title=\"\" border=\"1\" summary=\"\" cellspacing=\"0\" cellpadding=\"0\">\n<tbody>\n<tr>\n<td>\n<p>Career Level</p>\n</td>\n<td>\n<p>Bonus Money per time the Talent is taken</p>\n</td>\n</tr>\n<tr>\n<td>\n<p>1</p>\n</td>\n<td>\n<p>+2d10 brass pennies</p>\n</td>\n</tr>\n<tr>\n<td>\n<p>2</p>\n</td>\n<td>\n<p>+1d10 silver shillings</p>\n</td>\n</tr>\n<tr>\n<td>\n<p>3 </p>\n</td>\n<td>\n<p>+2d10 silver shillings</p>\n</td>\n</tr>\n<tr>\n<td>\n<p>4</p>\n</td>\n<td>\n<p>+1 gold crown</p>\n</td>\n</tr>\n</tbody>\n</table>\n</div>\n<p> </p>\n<p>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.</p>",
|
||
"effects": {
|
||
"Criminal": {
|
||
"name": "Criminal"
|
||
}
|
||
}
|
||
},
|
||
"Master Tradesman (Apothecary)": {
|
||
"name": "Master Tradesman (Apothecary)",
|
||
"description": "You are exceptionally skilled at your specified Trade skill. You reduce the required SL of any Extended Test using your Trade Skill by the level of your Master Tradesman Talent",
|
||
"effects": {
|
||
"Master Tradesman": {
|
||
"name": "Master Tradesman"
|
||
}
|
||
}
|
||
},
|
||
"Pharmacist": {
|
||
"name": "Pharmacist",
|
||
"description": "You are highly skilled at pharmacy, better able than most to make pills, ointments, unguents, oils, creams, and more. You may reverse any failed Trade (Apothecary) test if this allows the Test to succeed",
|
||
"effects": {
|
||
"Pharmacist": {
|
||
"name": "Pharmacist"
|
||
}
|
||
}
|
||
},
|
||
"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."
|
||
},
|
||
"Strong Back": {
|
||
"name": "Strong Back",
|
||
"description": "<p>You have a strong back that is used to hard work. You may add your levels in Strong Back to your SL in any Opposed Strength Tests, and can carry additional Encumbrance points of trappings (see @UUID[JournalEntry.sLomXnc8R8518cWN.JournalEntryPage.oAPLajkv4l9IlRzO]{Encumbrance}) equal to your level of Strong Back.</p>",
|
||
"effects": {
|
||
"Strong Back": {
|
||
"name": "Strong Back"
|
||
}
|
||
}
|
||
},
|
||
"Gold Crown": {
|
||
"name": "Gold Crown"
|
||
},
|
||
"Silver Shilling": {
|
||
"name": "Silver Shilling"
|
||
},
|
||
"Brass Penny": {
|
||
"name": "Brass Penny"
|
||
},
|
||
"Art": {
|
||
"name": "Art",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}"
|
||
},
|
||
"Athletics": {
|
||
"name": "Athletics",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}"
|
||
},
|
||
"Bribery": {
|
||
"name": "Bribery",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}"
|
||
},
|
||
"Charm": {
|
||
"name": "Charm",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}"
|
||
},
|
||
"Charm Animal": {
|
||
"name": "Charm Animal",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}"
|
||
},
|
||
"Climb": {
|
||
"name": "Climb",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}"
|
||
},
|
||
"Consume Alcohol": {
|
||
"name": "Consume Alcohol",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}"
|
||
},
|
||
"Cool": {
|
||
"name": "Cool",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}"
|
||
},
|
||
"Dodge": {
|
||
"name": "Dodge",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}"
|
||
},
|
||
"Drive": {
|
||
"name": "Drive",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}"
|
||
},
|
||
"Endurance": {
|
||
"name": "Endurance",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}"
|
||
},
|
||
"Entertain": {
|
||
"name": "Entertain",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}"
|
||
},
|
||
"Gamble": {
|
||
"name": "Gamble",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}"
|
||
},
|
||
"Haggle": {
|
||
"name": "Haggle",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}"
|
||
},
|
||
"Intimidate": {
|
||
"name": "Intimidate",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}"
|
||
},
|
||
"Intuition": {
|
||
"name": "Intuition",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}"
|
||
},
|
||
"Leadership": {
|
||
"name": "Leadership",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}"
|
||
},
|
||
"Melee": {
|
||
"name": "Melee",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}"
|
||
},
|
||
"Navigation": {
|
||
"name": "Navigation",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}"
|
||
},
|
||
"Outdoor Survival": {
|
||
"name": "Outdoor Survival",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}"
|
||
},
|
||
"Ride": {
|
||
"name": "Ride",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}"
|
||
},
|
||
"Row": {
|
||
"name": "Row",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}"
|
||
},
|
||
"Stealth": {
|
||
"name": "Stealth",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}"
|
||
},
|
||
"Apprentice Artisan": {
|
||
"name": "Apprentice Artisan",
|
||
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.GWrZq3xoRSsDnQe0]{Artisan}</p><p></p>"
|
||
},
|
||
"Master Apothecary": {
|
||
"name": "Master Apothecary",
|
||
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.86gkaanqt19xYCRa]{Apothecary}</p>"
|
||
},
|
||
"Trade Tools (Apothecary)": {
|
||
"name": "Trade Tools (Apothecary)",
|
||
"description": "<p><strong>Apothecary</strong>: Tools include pestle and mortar, spoons, jars, and weights and scales. Workshops also include oil burners and shelves full of ingredients.</p>\n<p> </p>\n<p><strong>Artisan</strong>: The potential range of tools used by Artisans is wide.</p>\n<p>Sample packages include:</p>\n<ul type=\"disc\">\n<li><strong>Carpenter</strong>: Hammer and nails, saw, measuring rod, chalk, and plumb lines. Workshops also include lathes, planes, clamps, and a supply of lumber.</li>\n</ul>\n<ul type=\"disc\">\n<li><strong>Engraver</strong>: Gravers, punches, wax, acid, hammer, and chisels. Workshops also include dies and presses.</li>\n</ul>\n<ul type=\"disc\">\n<li><strong>Smith</strong>: Hammer, tongs, punches, swages, bits, and augers. Workshops also include an anvil, furnace, swage block, sledgehammers, and metal ingots.</li>\n</ul>\n<p> </p>\n<p>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.</p>\n<p> </p>\n<p><strong>Artist</strong>: 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.</p>\n<p><strong>Engineer</strong>: Hourglass, measuring rod, fuse cord, drafting compass, and T-square. Workshops also include pulleys, ropes, and drafting tables.</p>\n<p><strong>Herbalist</strong>: Pestle and mortar, small knives, pruning shears, and gloves. Workshops also include drying racks, strainers, funnels, bowls, and jars.</p>\n<p><strong>Navigator</strong>: Quadrant, astrolabe, charts and compasses, hourglass, and sounding line.</p>\n<p><strong>Physician</strong>: Needles and sutures, bandages, scalpel, vinegar, forceps, and a speculum. Workshops also include anatomical drawings, assorted implements, and a surgery table. </p>"
|
||
},
|
||
"Healing Draught": {
|
||
"name": "Healing Draught",
|
||
"description": "<p>If you have more than 0 Wounds, recover Toughness Bonus Wounds immediately. <strong>Dose</strong>: 1 per encounter.</p>",
|
||
"effects": {
|
||
"Healing Draught": {
|
||
"name": "Healing Draught"
|
||
},
|
||
"Apply Healing Draught": {
|
||
"name": "Apply Healing Draught"
|
||
}
|
||
}
|
||
},
|
||
"Dose of Ranald's Delight": {
|
||
"name": "Dose of Ranald's Delight",
|
||
"description": "<p>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. <strong>Duration</strong>: 1 day.</p>",
|
||
"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"
|
||
}
|
||
}
|
||
}
|
||
}
|
||
},
|
||
"Hugo Greendale": {
|
||
"name": "Hugo Greendale",
|
||
"items": {
|
||
"Sleight of Hand": {
|
||
"name": "Sleight of Hand",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.bGqmHCju8VZ8q2Pv caption=false]{Sleight of Hand}"
|
||
},
|
||
"Charm": {
|
||
"name": "Charm",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}"
|
||
},
|
||
"Endurance": {
|
||
"name": "Endurance",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}"
|
||
},
|
||
"Evaluate": {
|
||
"name": "Evaluate",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.NtJ85TY8yY3WOGHN caption=false]{Evaluate}"
|
||
},
|
||
"Haggle": {
|
||
"name": "Haggle",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}"
|
||
},
|
||
"Language (Mootish)": {
|
||
"name": "Language (Mootish)",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.xo5U0kL08xCPe6kl caption=false]{Language}"
|
||
},
|
||
"Perception": {
|
||
"name": "Perception",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}"
|
||
},
|
||
"Lore (Local)": {
|
||
"name": "Lore (Local)",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}"
|
||
},
|
||
"Lore (Magic)": {
|
||
"name": "Lore (Magic)",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}"
|
||
},
|
||
"Lore (Politics)": {
|
||
"name": "Lore (Politics)",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}"
|
||
},
|
||
"Stealth": {
|
||
"name": "Stealth",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}"
|
||
},
|
||
"Trade (Carpenter)": {
|
||
"name": "Trade (Carpenter)",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.jmFSm7UvmHEq52iu caption=false]{Trade}"
|
||
},
|
||
"Acute Sense (Taste)": {
|
||
"name": "Acute Sense (Taste)",
|
||
"description": "<p>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.</p>"
|
||
},
|
||
"Beneath Notice": {
|
||
"name": "Beneath Notice",
|
||
"description": "<p>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.</p>",
|
||
"effects": {
|
||
"Beneath Notice": {
|
||
"name": "Beneath Notice"
|
||
}
|
||
}
|
||
},
|
||
"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": "<p>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. </p>",
|
||
"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."
|
||
},
|
||
"Resistance (Chaos)": {
|
||
"name": "Resistance (Chaos)",
|
||
"description": "Your strong constitution allows you to more readily survive a specific threat. You may automatically pass the first Test to resist the specified threat, such as Magic, Poison, Disease, Mutation, every session. If SL is important, use your Toughness Bonus as SL for the Test.",
|
||
"effects": {
|
||
"Resistance (Chaos)": {
|
||
"name": "Resistance (Chaos)"
|
||
}
|
||
}
|
||
},
|
||
"Schemer": {
|
||
"name": "Schemer",
|
||
"description": "You are a master of politics and see conspiracy around every corner. Once per session, you may ask the GM one question regarding a political situation or entangled web of social connections; the GM will perform a secret Intelligence Test and provide you some observations regarding the situation based upon your SL.",
|
||
"effects": {
|
||
"Schemer": {
|
||
"name": "Schemer"
|
||
}
|
||
}
|
||
},
|
||
"Small": {
|
||
"name": "Small",
|
||
"description": "<p>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}</p>",
|
||
"effects": {
|
||
"Small": {
|
||
"name": "Small"
|
||
}
|
||
}
|
||
},
|
||
"Supportive": {
|
||
"name": "Supportive",
|
||
"description": "<p>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.</p>",
|
||
"effects": {
|
||
"Supportive": {
|
||
"name": "Supportive"
|
||
}
|
||
}
|
||
},
|
||
"Gold Crown": {
|
||
"name": "Gold Crown"
|
||
},
|
||
"Silver Shilling": {
|
||
"name": "Silver Shilling"
|
||
},
|
||
"Brass Penny": {
|
||
"name": "Brass Penny"
|
||
},
|
||
"Art": {
|
||
"name": "Art",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}"
|
||
},
|
||
"Athletics": {
|
||
"name": "Athletics",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}"
|
||
},
|
||
"Bribery": {
|
||
"name": "Bribery",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}"
|
||
},
|
||
"Charm Animal": {
|
||
"name": "Charm Animal",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}"
|
||
},
|
||
"Climb": {
|
||
"name": "Climb",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}"
|
||
},
|
||
"Consume Alcohol": {
|
||
"name": "Consume Alcohol",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}"
|
||
},
|
||
"Cool": {
|
||
"name": "Cool",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}"
|
||
},
|
||
"Dodge": {
|
||
"name": "Dodge",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}"
|
||
},
|
||
"Drive": {
|
||
"name": "Drive",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}"
|
||
},
|
||
"Entertain": {
|
||
"name": "Entertain",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}"
|
||
},
|
||
"Gamble": {
|
||
"name": "Gamble",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}"
|
||
},
|
||
"Gossip": {
|
||
"name": "Gossip",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}"
|
||
},
|
||
"Intimidate": {
|
||
"name": "Intimidate",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}"
|
||
},
|
||
"Intuition": {
|
||
"name": "Intuition",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}"
|
||
},
|
||
"Leadership": {
|
||
"name": "Leadership",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}"
|
||
},
|
||
"Melee": {
|
||
"name": "Melee",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}"
|
||
},
|
||
"Navigation": {
|
||
"name": "Navigation",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}"
|
||
},
|
||
"Outdoor Survival": {
|
||
"name": "Outdoor Survival",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}"
|
||
},
|
||
"Ride": {
|
||
"name": "Ride",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}"
|
||
},
|
||
"Row": {
|
||
"name": "Row",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}"
|
||
},
|
||
"Amputated Finger": {
|
||
"name": "Amputated Finger",
|
||
"description": "<p>Whenever you suffer a Critical Wound marked Amputation (Difficulty) you must pass an Endurance test of the corresponding difficulty or gain a @Condition[Prone] Condition. On a Failure (-2) or worse, you gain a @Condition[Stunned] Condition; on an impressive Failure (-4 or worse), gain an @Condition[Unconscious] condition</p><p>All amputations require Surgery to heal properly, meaning 1 Wound cannot be healed until you visit a surgeon. See @UUID[JournalEntry.NS3YGlJQxwTggjRX.JournalEntryPage.WCivInLZrqEtZzF4#surgery]{Surgery}</p><p><strong>Finger</strong>: Further, you suffer a penalty of –5 to all Tests using the hand in question per finger lost. Once 4 or more fingers are lost on a hand, use the rules for a severed hand.</p>",
|
||
"effects": {
|
||
"Lost Fingers": {
|
||
"name": "Lost Fingers"
|
||
}
|
||
}
|
||
},
|
||
"sLWclV3Ltxsk6NI6": {
|
||
"name": "Amputated Finger",
|
||
"description": "<p>Whenever you suffer a Critical Wound marked Amputation (Difficulty) you must pass an Endurance test of the corresponding difficulty or gain a @Condition[Prone] Condition. On a Failure (-2) or worse, you gain a @Condition[Stunned] Condition; on an impressive Failure (-4 or worse), gain an @Condition[Unconscious] condition</p><p>All amputations require Surgery to heal properly, meaning 1 Wound cannot be healed until you visit a surgeon. See @UUID[JournalEntry.NS3YGlJQxwTggjRX.JournalEntryPage.WCivInLZrqEtZzF4#surgery]{Surgery}</p><p><strong>Finger</strong>: Further, you suffer a penalty of –5 to all Tests using the hand in question per finger lost. Once 4 or more fingers are lost on a hand, use the rules for a severed hand.</p>",
|
||
"effects": {
|
||
"Lost Fingers": {
|
||
"name": "Lost Fingers"
|
||
}
|
||
}
|
||
},
|
||
"D30hfjyda41CToeW": {
|
||
"name": "Amputated Finger",
|
||
"description": "<p>Whenever you suffer a Critical Wound marked Amputation (Difficulty) you must pass an Endurance test of the corresponding difficulty or gain a @Condition[Prone] Condition. On a Failure (-2) or worse, you gain a @Condition[Stunned] Condition; on an impressive Failure (-4 or worse), gain an @Condition[Unconscious] condition</p><p>All amputations require Surgery to heal properly, meaning 1 Wound cannot be healed until you visit a surgeon. See @UUID[JournalEntry.NS3YGlJQxwTggjRX.JournalEntryPage.WCivInLZrqEtZzF4#surgery]{Surgery}</p><p><strong>Finger</strong>: Further, you suffer a penalty of –5 to all Tests using the hand in question per finger lost. Once 4 or more fingers are lost on a hand, use the rules for a severed hand.</p>",
|
||
"effects": {
|
||
"Lost Fingers": {
|
||
"name": "Lost Fingers"
|
||
}
|
||
}
|
||
}
|
||
}
|
||
},
|
||
"Mote Yarrow The Fetchling": {
|
||
"name": "Mote Yarrow The Fetchling",
|
||
"description": "<section id=\"secret-YEE8TYeEYVGalTyV\" class=\"secret\"><p>A tiny creature standing less than a foot in height, wrapped in luminous gossamer threads that sprout from all over its body, Mote Yarrow remains hidden and secret, yet it is responsible for more heartache in Middenheim than Grom the Paunch or Vlad von Carstein. Mote is a Fetchling, meagre in physical form but copious in magical power and malicious mistrust of mortals.</p>\n<p>Centuries ago Mote found its way through, disgusted to find itself amongst the teeming life and industry of temporal humanity. It remained unseen and secretive within the @UUID[JournalEntry.B3jixtnstE0DkhsL]{Dreaming Wood}, and only on moonless nights did it flit about Middenheim to find out more about the dirty and wretched place it had discovered.</p>\n<p>Drawn to mischief through boredom and caprice, Mote made it a self-appointed task to torment the citizens. Secretly it leeched the fertility of several important Middenheimers, cursing them and their dwindling batches of descendants to withered lineages. From @UUID[JournalEntry.RTu5HVkESXJFlF7f]{Boris Todbringer} to @UUID[JournalEntry.CjgruxP6bLU7tW1y]{‘“The Man’},” a swathe of Middenheim’s most powerful people have been bereft of their appetite for love and intimacy as the result of Mote’s jinxing.</p></section>",
|
||
"items": {
|
||
"Athletics": {
|
||
"name": "Athletics",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}"
|
||
},
|
||
"Channelling": {
|
||
"name": "Channelling",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tXu8Hrd4desq1Rja caption=false]{Channelling}"
|
||
},
|
||
"Charm": {
|
||
"name": "Charm",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}"
|
||
},
|
||
"Charm Animal": {
|
||
"name": "Charm Animal",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}"
|
||
},
|
||
"Intimidate": {
|
||
"name": "Intimidate",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}"
|
||
},
|
||
"Intuition": {
|
||
"name": "Intuition",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}"
|
||
},
|
||
"Language (Magick)": {
|
||
"name": "Language (Magick)",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.xo5U0kL08xCPe6kl caption=false]{Language}"
|
||
},
|
||
"Perception": {
|
||
"name": "Perception",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}"
|
||
},
|
||
"Stealth (Urban)": {
|
||
"name": "Stealth (Urban)",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}"
|
||
},
|
||
"Acute Sense (Sight)": {
|
||
"name": "Acute Sense (Sight)",
|
||
"description": "<p>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.</p>"
|
||
},
|
||
"Acute Sense (Smell)": {
|
||
"name": "Acute Sense (Smell)",
|
||
"description": "<p>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.</p>",
|
||
"effects": {
|
||
"Acute Sense": {
|
||
"name": "Acute Sense"
|
||
}
|
||
}
|
||
},
|
||
"Acute Sense (Hearing)": {
|
||
"name": "Acute Sense (Hearing)",
|
||
"description": "<p>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.</p>",
|
||
"effects": {
|
||
"Acute Sense": {
|
||
"name": "Acute Sense"
|
||
}
|
||
}
|
||
},
|
||
"Arcane Magic (Beasts)": {
|
||
"name": "Arcane Magic (Beasts)",
|
||
"description": "<p>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.</p>\n<div>\n<table title=\"\" border=\"1\" summary=\"\" cellspacing=\"0\" cellpadding=\"0\">\n<tbody>\n<tr>\n<td>\n<p>Number of Spells Currently Known</p>\n</td>\n<td>\n<p>XP Cost for a new spell</p>\n</td>\n</tr>\n<tr>\n<td>\n<p>Intelligence Bonus × 1 </p>\n</td>\n<td>\n<p>100 XP</p>\n</td>\n</tr>\n<tr>\n<td>\n<p>Intelligence Bonus × 2</p>\n</td>\n<td>\n<p>200 XP</p>\n</td>\n</tr>\n<tr>\n<td>\n<p>Intelligence Bonus × 3</p>\n</td>\n<td>\n<p>300 XP</p>\n</td>\n</tr>\n<tr>\n<td>\n<p>Intelligence Bonus × 4</p>\n</td>\n<td>\n<p>400 XP</p>\n</td>\n</tr>\n</tbody>\n</table>\n</div>\n<p> ...and so on.</p>\n<p>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.</p>"
|
||
},
|
||
"Arcane Magic (Hedgecraft)": {
|
||
"name": "Arcane Magic (Hedgecraft)",
|
||
"description": "<p>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.</p>\n<div>\n<table title=\"\" border=\"1\" summary=\"\" cellspacing=\"0\" cellpadding=\"0\">\n<tbody>\n<tr>\n<td>\n<p>Number of Spells Currently Known</p>\n</td>\n<td>\n<p>XP Cost for a new spell</p>\n</td>\n</tr>\n<tr>\n<td>\n<p>Intelligence Bonus × 1 </p>\n</td>\n<td>\n<p>100 XP</p>\n</td>\n</tr>\n<tr>\n<td>\n<p>Intelligence Bonus × 2</p>\n</td>\n<td>\n<p>200 XP</p>\n</td>\n</tr>\n<tr>\n<td>\n<p>Intelligence Bonus × 3</p>\n</td>\n<td>\n<p>300 XP</p>\n</td>\n</tr>\n<tr>\n<td>\n<p>Intelligence Bonus × 4</p>\n</td>\n<td>\n<p>400 XP</p>\n</td>\n</tr>\n</tbody>\n</table>\n</div>\n<p> ...and so on.</p>\n<p>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.</p>"
|
||
},
|
||
"Arcane Magic (Life)": {
|
||
"name": "Arcane Magic (Life)",
|
||
"description": "<p>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.</p>\n<div>\n<table title=\"\" border=\"1\" summary=\"\" cellspacing=\"0\" cellpadding=\"0\">\n<tbody>\n<tr>\n<td>\n<p>Number of Spells Currently Known</p>\n</td>\n<td>\n<p>XP Cost for a new spell</p>\n</td>\n</tr>\n<tr>\n<td>\n<p>Intelligence Bonus × 1 </p>\n</td>\n<td>\n<p>100 XP</p>\n</td>\n</tr>\n<tr>\n<td>\n<p>Intelligence Bonus × 2</p>\n</td>\n<td>\n<p>200 XP</p>\n</td>\n</tr>\n<tr>\n<td>\n<p>Intelligence Bonus × 3</p>\n</td>\n<td>\n<p>300 XP</p>\n</td>\n</tr>\n<tr>\n<td>\n<p>Intelligence Bonus × 4</p>\n</td>\n<td>\n<p>400 XP</p>\n</td>\n</tr>\n</tbody>\n</table>\n</div>\n<p> ...and so on.</p>\n<p>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.</p>"
|
||
},
|
||
"Arcane Magic (Witchcraft)": {
|
||
"name": "Arcane Magic (Witchcraft)",
|
||
"description": "<p>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.</p>\n<div>\n<table title=\"\" border=\"1\" summary=\"\" cellspacing=\"0\" cellpadding=\"0\">\n<tbody>\n<tr>\n<td>\n<p>Number of Spells Currently Known</p>\n</td>\n<td>\n<p>XP Cost for a new spell</p>\n</td>\n</tr>\n<tr>\n<td>\n<p>Intelligence Bonus × 1 </p>\n</td>\n<td>\n<p>100 XP</p>\n</td>\n</tr>\n<tr>\n<td>\n<p>Intelligence Bonus × 2</p>\n</td>\n<td>\n<p>200 XP</p>\n</td>\n</tr>\n<tr>\n<td>\n<p>Intelligence Bonus × 3</p>\n</td>\n<td>\n<p>300 XP</p>\n</td>\n</tr>\n<tr>\n<td>\n<p>Intelligence Bonus × 4</p>\n</td>\n<td>\n<p>400 XP</p>\n</td>\n</tr>\n</tbody>\n</table>\n</div>\n<p> ...and so on.</p>\n<p>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.</p>"
|
||
},
|
||
"Aethyric Attunement": {
|
||
"name": "Aethyric Attunement",
|
||
"description": "<p>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.</p>",
|
||
"effects": {
|
||
"Aethyric Attunement": {
|
||
"name": "Aethyric Attunement"
|
||
}
|
||
}
|
||
},
|
||
"Beneath Notice": {
|
||
"name": "Beneath Notice",
|
||
"description": "<p>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.</p>",
|
||
"effects": {
|
||
"Beneath Notice": {
|
||
"name": "Beneath Notice"
|
||
}
|
||
}
|
||
},
|
||
"Instinctive Diction": {
|
||
"name": "Instinctive Diction",
|
||
"description": "<p>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.</p>",
|
||
"effects": {
|
||
"Instinctive Diction": {
|
||
"name": "Instinctive Diction"
|
||
}
|
||
}
|
||
},
|
||
"Magical Sense": {
|
||
"name": "Magical Sense",
|
||
"description": "<p>You are able to sense the Winds of Magic in others. You may attempt an <strong>Average (+20) Intuition</strong> 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.</p>",
|
||
"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"
|
||
}
|
||
}
|
||
},
|
||
"Night Vision": {
|
||
"name": "Night Vision",
|
||
"description": "<p>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. </p>",
|
||
"effects": {
|
||
"Night Vision": {
|
||
"name": "Night Vision"
|
||
}
|
||
}
|
||
},
|
||
"Petty Magic": {
|
||
"name": "Petty Magic",
|
||
"description": "<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt;\">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.</p>\n <p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt;\"> </p>\n <div style=\"direction: ltr;\">\n <table style=\"direction: ltr; border-collapse: collapse; border: 1pt solid #A3A3A3;\" title=\"\" border=\"1\" summary=\"\" cellspacing=\"0\" cellpadding=\"0\">\n <tbody>\n <tr>\n <td style=\"vertical-align: top; width: 2.4312in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n <p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt;\">No. of Petty Spells Currently Known</p>\n </td>\n <td style=\"vertical-align: top; width: 1.5833in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n <p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt;\"><span style=\"mso-spacerun: yes;\"> </span>XP Cost for a new spell</p>\n </td>\n </tr>\n <tr>\n <td style=\"vertical-align: top; width: 2.4125in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n <p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt;\">Up to Willpower Bonus × 1</p>\n </td>\n <td style=\"vertical-align: top; width: 1.5333in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n <p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt;\">50 XP</p>\n </td>\n </tr>\n <tr>\n <td style=\"vertical-align: top; width: 2.4125in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n <p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt;\">Up to Willpower Bonus × 2</p>\n </td>\n <td style=\"vertical-align: top; width: 1.5333in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n <p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt;\">100 XP</p>\n </td>\n </tr>\n <tr>\n <td style=\"vertical-align: top; width: 2.4125in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n <p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt;\">Up to Willpower Bonus × 3</p>\n </td>\n <td style=\"vertical-align: top; width: 1.5333in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n <p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt;\">150 XP</p>\n </td>\n </tr>\n <tr>\n <td style=\"vertical-align: top; width: 2.4125in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n <p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt;\">Up to Willpower Bonus × 4</p>\n </td>\n <td style=\"vertical-align: top; width: 1.5333in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n <p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt;\">200 XP</p>\n </td>\n </tr>\n </tbody>\n </table>\n </div>\n <p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt;\">...and so on.</p>\n <p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt;\"> </p>\n <p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt;\">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’.</p>"
|
||
},
|
||
"Read/Write": {
|
||
"name": "Read/Write",
|
||
"description": "You are one of the rare literate individuals in the Old World. You are assumed to be able to read and write (if appropriate) all of the Languages you can speak."
|
||
},
|
||
"Second Sight": {
|
||
"name": "Second Sight",
|
||
"description": "You can perceive the shifting Winds of Magic that course from the Chaos Gates at the poles of the world. You now have the Sight",
|
||
"effects": {
|
||
"Second Sight": {
|
||
"name": "Second Sight"
|
||
}
|
||
}
|
||
},
|
||
"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"
|
||
}
|
||
}
|
||
},
|
||
"Strider (Woodlands)": {
|
||
"name": "Strider (Woodlands)",
|
||
"description": "You are experienced in traversing difficult ground. You ignore all movement penalties when crossing over or through a specified terrain. Typical specialties include: Coastal, Deserts, Marshes, Rocky, Tundra, Woodlands.",
|
||
"effects": {
|
||
"Strider": {
|
||
"name": "Strider"
|
||
}
|
||
}
|
||
},
|
||
"Strong-minded": {
|
||
"name": "Strong-minded",
|
||
"description": "You are the epitome of determination and resolve. Add your level in Strong Minded to your maximum Resolve pool."
|
||
},
|
||
"Ywo6fZNPC4zbHHSQ": {
|
||
"name": "Strong-minded",
|
||
"description": "You are the epitome of determination and resolve. Add your level in Strong Minded to your maximum Resolve pool."
|
||
},
|
||
"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."
|
||
},
|
||
"qdMbxW09FUoYBzmB": {
|
||
"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."
|
||
},
|
||
"Ethereal": {
|
||
"name": "Ethereal",
|
||
"description": "<p>The creature’s form is insubstantial, allowing it to pass through solid objects. It can only be harmed by Magical attacks.</p>",
|
||
"effects": {
|
||
"Ethereal": {
|
||
"name": "Ethereal"
|
||
}
|
||
}
|
||
},
|
||
"Prejudice": {
|
||
"name": "Prejudice",
|
||
"description": "<p>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.</p><p>When subject to Prejudice, you must immediately insult the target of your prejudice. Loudly.</p>"
|
||
},
|
||
"Gold Crown": {
|
||
"name": "Gold Crown"
|
||
},
|
||
"Silver Shilling": {
|
||
"name": "Silver Shilling"
|
||
},
|
||
"Brass Penny": {
|
||
"name": "Brass Penny"
|
||
},
|
||
"Art": {
|
||
"name": "Art",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}"
|
||
},
|
||
"Bribery": {
|
||
"name": "Bribery",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}"
|
||
},
|
||
"Climb": {
|
||
"name": "Climb",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}"
|
||
},
|
||
"Consume Alcohol": {
|
||
"name": "Consume Alcohol",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}"
|
||
},
|
||
"Cool": {
|
||
"name": "Cool",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}"
|
||
},
|
||
"Dodge": {
|
||
"name": "Dodge",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}"
|
||
},
|
||
"Drive": {
|
||
"name": "Drive",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}"
|
||
},
|
||
"Endurance": {
|
||
"name": "Endurance",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}"
|
||
},
|
||
"Entertain": {
|
||
"name": "Entertain",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}"
|
||
},
|
||
"Gamble": {
|
||
"name": "Gamble",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}"
|
||
},
|
||
"Gossip": {
|
||
"name": "Gossip",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}"
|
||
},
|
||
"Haggle": {
|
||
"name": "Haggle",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}"
|
||
},
|
||
"Leadership": {
|
||
"name": "Leadership",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}"
|
||
},
|
||
"Melee": {
|
||
"name": "Melee",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}"
|
||
},
|
||
"Navigation": {
|
||
"name": "Navigation",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}"
|
||
},
|
||
"Outdoor Survival": {
|
||
"name": "Outdoor Survival",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}"
|
||
},
|
||
"Ride": {
|
||
"name": "Ride",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}"
|
||
},
|
||
"Row": {
|
||
"name": "Row",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}"
|
||
},
|
||
"Stealth": {
|
||
"name": "Stealth",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}"
|
||
},
|
||
"Size": {
|
||
"name": "Size",
|
||
"description": "<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\">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.</p>\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\"> </p>\n<div style=\"direction: ltr;\">\n<table style=\"direction: ltr; border-color: #a3a3a3; border-width: 1pt;\" title=\"\" border=\"1\" summary=\"\" cellspacing=\"0\" cellpadding=\"0\">\n<tbody>\n<tr>\n<td style=\"vertical-align: top; width: .868in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\"><span style=\"font-weight: bold;\">Size</span></p>\n</td>\n<td style=\"vertical-align: top; width: 2.0819in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\"><span style=\"font-weight: bold;\"> Examples</span></p>\n</td>\n</tr>\n<tr>\n<td style=\"vertical-align: top; width: .868in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\">Tiny</p>\n</td>\n<td style=\"vertical-align: top; width: 2.0819in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\">Butterfly, Mouse, Pigeon</p>\n</td>\n</tr>\n<tr>\n<td style=\"vertical-align: top; width: .868in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\">Little</p>\n</td>\n<td style=\"vertical-align: top; width: 2.0819in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\">Cat, Hawk, Human Baby</p>\n</td>\n</tr>\n<tr>\n<td style=\"vertical-align: top; width: .868in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\">Small</p>\n</td>\n<td style=\"vertical-align: top; width: 2.1513in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\">Giant Rat, Halfling, Human Child</p>\n</td>\n</tr>\n<tr>\n<td style=\"vertical-align: top; width: .868in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\">Average</p>\n</td>\n<td style=\"vertical-align: top; width: 2.0819in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\">Dwarf, Elf, Human</p>\n</td>\n</tr>\n<tr>\n<td style=\"vertical-align: top; width: .868in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\">Large</p>\n</td>\n<td style=\"vertical-align: top; width: 2.0819in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\">Horse, Ogre, Troll</p>\n</td>\n</tr>\n<tr>\n<td style=\"vertical-align: top; width: .8875in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\">Enormous</p>\n</td>\n<td style=\"vertical-align: top; width: 2.0625in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\">Griffon, Wyvern, Manticore</p>\n</td>\n</tr>\n<tr>\n<td style=\"vertical-align: top; width: .8875in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\">Monstrous</p>\n</td>\n<td style=\"vertical-align: top; width: 2.1319in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\">Dragon, Giant, Greater Daemon</p>\n</td>\n</tr>\n</tbody>\n</table>\n</div>\n<p> </p>\n<h3>Using Size</h3>\n<p> </p>\n<p>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 </p>\n<p> </p>\n<p> </p>\n<h3>Size Combat Modifers</h3>\n<p>If larger:</p>\n<ul type=\"disc\">\n<li>Its weapons gain the Damaging Quality if the creature is one step larger, and Impact if two steps or more larger.</li>\n<li>It multiplies any Damage caused by the number of steps larger it is (so, 2 steps=×2, 3 steps =×3, and so on); this multiplication is calculated after all modifiers are applied.</li>\n<li>All successful strikes against smaller targets activate the Deathblow rule, even if the target survives.</li>\n</ul>\n<ul type=\"disc\">\n\n</ul>\n<p> </p>\n<p>If smaller:</p>\n<p>• It gains a bonus of +10 to hit.</p>\n<p> </p>\n<h3>Defending Against Big Creatures</h3>\n<p>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!</p>\n<p> </p>\n\n<h3>Fear and Terror</h3>\n<p>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.</p>\n<p> </p>\n<h3>Moving in Combat</h3>\n<p>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.</p>\n<p> </p>\n<h3>Opposed Strength</h3>\n<p>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.</p>\n<p> </p>\n<h3>Stomp</h3>\n<p>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).</p>\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\"> </p>\n<div style=\"direction: ltr;\">\n<table style=\"direction: ltr; border-collapse: collapse; border: 1pt solid #A3A3A3;\" title=\"\" border=\"1\" summary=\"\" cellspacing=\"0\" cellpadding=\"0\">\n<tbody>\n<tr>\n<td style=\"vertical-align: top; width: .8472in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\"><span style=\"font-weight: bold;\">Size </span></p>\n</td>\n<td style=\"vertical-align: top; width: 3.9312in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\"><span style=\"font-weight: bold;\">Wounds</span></p>\n</td>\n</tr>\n<tr>\n<td style=\"vertical-align: top; width: .8472in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\">Tiny</p>\n</td>\n<td style=\"vertical-align: top; width: 3.9312in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\">1</p>\n</td>\n</tr>\n<tr>\n<td style=\"vertical-align: top; width: .8472in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\">Little</p>\n</td>\n<td style=\"vertical-align: top; width: 3.9312in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\">Toughness Bonus</p>\n</td>\n</tr>\n<tr>\n<td style=\"vertical-align: top; width: .8472in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\">Small</p>\n</td>\n<td style=\"vertical-align: top; width: 3.9312in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\">(2×Toughness Bonus) + Willpower Bonus</p>\n</td>\n</tr>\n<tr>\n<td style=\"vertical-align: top; width: .8472in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\">Average</p>\n</td>\n<td style=\"vertical-align: top; width: 3.9312in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\">Strength Bonus+(2×Toughness Bonus) + Willpower Bonus</p>\n</td>\n</tr>\n<tr>\n<td style=\"vertical-align: top; width: .8472in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\">Large</p>\n</td>\n<td style=\"vertical-align: top; width: 4.0in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\">(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×2</p>\n</td>\n</tr>\n<tr>\n<td style=\"vertical-align: top; width: .8666in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\">Enormous</p>\n</td>\n<td style=\"vertical-align: top; width: 3.9812in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\">(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×4</p>\n</td>\n</tr>\n<tr>\n<td style=\"vertical-align: top; width: .8666in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\">Monstrous</p>\n</td>\n<td style=\"vertical-align: top; width: 3.9812in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\">(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×8</p>\n</td>\n</tr>\n</tbody>\n</table>\n</div>",
|
||
"effects": {
|
||
"Size": {
|
||
"name": "Size"
|
||
}
|
||
}
|
||
}
|
||
}
|
||
},
|
||
"Middenball Athlete": {
|
||
"name": "Middenball Athlete",
|
||
"items": {
|
||
"Athletics": {
|
||
"name": "Athletics",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}"
|
||
},
|
||
"Dodge": {
|
||
"name": "Dodge",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}"
|
||
},
|
||
"Melee (Brawling)": {
|
||
"name": "Melee (Brawling)",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}"
|
||
},
|
||
"Armour (Leather)": {
|
||
"name": "Armour (Leather)",
|
||
"description": "<p>The creature is protected by armor or thick hide. It has Rating Armor Points on all Hit Locations</p>",
|
||
"effects": {
|
||
"Armour": {
|
||
"name": "Armour"
|
||
}
|
||
}
|
||
},
|
||
"Gold Crown": {
|
||
"name": "Gold Crown"
|
||
},
|
||
"Silver Shilling": {
|
||
"name": "Silver Shilling"
|
||
},
|
||
"Brass Penny": {
|
||
"name": "Brass Penny"
|
||
}
|
||
}
|
||
},
|
||
"Middenball Brute": {
|
||
"name": "Middenball Brute",
|
||
"items": {
|
||
"Athletics": {
|
||
"name": "Athletics",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}"
|
||
},
|
||
"Dodge": {
|
||
"name": "Dodge",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}"
|
||
},
|
||
"Melee (Brawling)": {
|
||
"name": "Melee (Brawling)",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}"
|
||
},
|
||
"Armour (Leather)": {
|
||
"name": "Armour (Leather)",
|
||
"description": "<p>The creature is protected by armor or thick hide. It has Rating Armor Points on all Hit Locations</p>",
|
||
"effects": {
|
||
"Armour": {
|
||
"name": "Armour"
|
||
}
|
||
}
|
||
},
|
||
"Gold Crown": {
|
||
"name": "Gold Crown"
|
||
},
|
||
"Silver Shilling": {
|
||
"name": "Silver Shilling"
|
||
},
|
||
"Brass Penny": {
|
||
"name": "Brass Penny"
|
||
}
|
||
}
|
||
},
|
||
"Marta Gerbenshreiber": {
|
||
"name": "Marta Gerbenshreiber",
|
||
"items": {
|
||
"Lofty Ambitions": {
|
||
"name": "Lofty Ambitions"
|
||
},
|
||
"Bribery": {
|
||
"name": "Bribery",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}"
|
||
},
|
||
"Charm": {
|
||
"name": "Charm",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}"
|
||
},
|
||
"Club": {
|
||
"name": "Club"
|
||
},
|
||
"Cool": {
|
||
"name": "Cool",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}"
|
||
},
|
||
"Dodge": {
|
||
"name": "Dodge",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}"
|
||
},
|
||
"Endurance": {
|
||
"name": "Endurance",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}"
|
||
},
|
||
"Evaluate": {
|
||
"name": "Evaluate",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.NtJ85TY8yY3WOGHN caption=false]{Evaluate}"
|
||
},
|
||
"Gossip": {
|
||
"name": "Gossip",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}"
|
||
},
|
||
"Haggle": {
|
||
"name": "Haggle",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}"
|
||
},
|
||
"Intimidate": {
|
||
"name": "Intimidate",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}"
|
||
},
|
||
"Lore (Local)": {
|
||
"name": "Lore (Local)",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}"
|
||
},
|
||
"Melee (Basic)": {
|
||
"name": "Melee (Basic)",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}"
|
||
},
|
||
"Perception": {
|
||
"name": "Perception",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}"
|
||
},
|
||
"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"
|
||
}
|
||
}
|
||
},
|
||
"Criminal": {
|
||
"name": "Criminal",
|
||
"description": "<p>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:</p>\n<p> </p>\n<div>\n<table title=\"\" border=\"1\" summary=\"\" cellspacing=\"0\" cellpadding=\"0\">\n<tbody>\n<tr>\n<td>\n<p>Career Level</p>\n</td>\n<td>\n<p>Bonus Money per time the Talent is taken</p>\n</td>\n</tr>\n<tr>\n<td>\n<p>1</p>\n</td>\n<td>\n<p>+2d10 brass pennies</p>\n</td>\n</tr>\n<tr>\n<td>\n<p>2</p>\n</td>\n<td>\n<p>+1d10 silver shillings</p>\n</td>\n</tr>\n<tr>\n<td>\n<p>3 </p>\n</td>\n<td>\n<p>+2d10 silver shillings</p>\n</td>\n</tr>\n<tr>\n<td>\n<p>4</p>\n</td>\n<td>\n<p>+1 gold crown</p>\n</td>\n</tr>\n</tbody>\n</table>\n</div>\n<p> </p>\n<p>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.</p>",
|
||
"effects": {
|
||
"Criminal": {
|
||
"name": "Criminal"
|
||
}
|
||
}
|
||
},
|
||
"Embezzle": {
|
||
"name": "Embezzle",
|
||
"description": "<p>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 <strong>Opposed Intelligence</strong> 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.</p>",
|
||
"effects": {
|
||
"Embezzle": {
|
||
"name": "Embezzle"
|
||
}
|
||
}
|
||
},
|
||
"Numismatics": {
|
||
"name": "Numismatics",
|
||
"description": "<p>You are well versed with the different coinage of the Old World, and are adept at determining their value. You can judge the true value of a coin by experience alone, not even requiring a Test. Further, you can identify forged coins with a Simple Evaluate Test; it is never Opposed by the SL of the Forger.</p>",
|
||
"effects": {
|
||
"Numismatics": {
|
||
"name": "Numismatics"
|
||
}
|
||
}
|
||
},
|
||
"Strong Back": {
|
||
"name": "Strong Back",
|
||
"description": "<p>You have a strong back that is used to hard work. You may add your levels in Strong Back to your SL in any Opposed Strength Tests, and can carry additional Encumbrance points of trappings (see @UUID[JournalEntry.sLomXnc8R8518cWN.JournalEntryPage.oAPLajkv4l9IlRzO]{Encumbrance}) equal to your level of Strong Back.</p>",
|
||
"effects": {
|
||
"Strong Back": {
|
||
"name": "Strong Back"
|
||
}
|
||
}
|
||
},
|
||
"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"
|
||
}
|
||
}
|
||
},
|
||
"Prejudice": {
|
||
"name": "Prejudice",
|
||
"description": "<p>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.</p><p>When subject to Prejudice, you must immediately insult the target of your prejudice. Loudly.</p>"
|
||
},
|
||
"Leather Jack": {
|
||
"name": "Leather Jack"
|
||
},
|
||
"Gold Crown": {
|
||
"name": "Gold Crown"
|
||
},
|
||
"Silver Shilling": {
|
||
"name": "Silver Shilling"
|
||
},
|
||
"Brass Penny": {
|
||
"name": "Brass Penny"
|
||
},
|
||
"Art": {
|
||
"name": "Art",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}"
|
||
},
|
||
"Athletics": {
|
||
"name": "Athletics",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}"
|
||
},
|
||
"Charm Animal": {
|
||
"name": "Charm Animal",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}"
|
||
},
|
||
"Climb": {
|
||
"name": "Climb",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}"
|
||
},
|
||
"Consume Alcohol": {
|
||
"name": "Consume Alcohol",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}"
|
||
},
|
||
"Drive": {
|
||
"name": "Drive",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}"
|
||
},
|
||
"Entertain": {
|
||
"name": "Entertain",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}"
|
||
},
|
||
"Gamble": {
|
||
"name": "Gamble",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}"
|
||
},
|
||
"Intuition": {
|
||
"name": "Intuition",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}"
|
||
},
|
||
"Leadership": {
|
||
"name": "Leadership",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}"
|
||
},
|
||
"Melee": {
|
||
"name": "Melee",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}"
|
||
},
|
||
"Navigation": {
|
||
"name": "Navigation",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}"
|
||
},
|
||
"Outdoor Survival": {
|
||
"name": "Outdoor Survival",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}"
|
||
},
|
||
"Ride": {
|
||
"name": "Ride",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}"
|
||
},
|
||
"Row": {
|
||
"name": "Row",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}"
|
||
},
|
||
"Stealth": {
|
||
"name": "Stealth",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}"
|
||
},
|
||
"Bailiff": {
|
||
"name": "Bailiff",
|
||
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.UhdhIWaofKgwFKEr]{Bailiff}</p>"
|
||
}
|
||
}
|
||
},
|
||
"Master-Moulder Skree": {
|
||
"name": "Master-Moulder Skree",
|
||
"description": "<section id=\"secret-UO9o1cGqPKYgXjG4\" class=\"secret\"><p>Skree himself does not remember which of his malformations are due to mutation or surgery. He appears more like a scaled warthog than a rat. Each of his hands bears six fingers and two thumbs. His hulking form is clothed in thick leather aprons with all manner of buckles and straps, pierced through by rows of sharp horns that rise from his hunched back. </p>\n<p>Skree heads a group of Clan Moulder Skaven who have been despatched to @UUID[JournalEntry.YVXiBNy42vmgHsI5]{Under-Middenheim} from Hell Pit, a Skaven stronghold in the northern Worlds Edge Mountains. Ostensibly, the Moulder crew are here to aid @UUID[Compendium.wfrp4e-middenheim.actors.unVj7oRQCYswID6V]{Castellan-Warlord} Gnawretch in his scouting expeditions by providing him with trained tracker rats in exchange for stipends of warpstone.</p>\n<p>The masters of Hell Pit have ulterior motives. Man-things associate Middenheim with legends such as terrible white wolves and humans who change into animals and back again. Capture and study of such specimens is imperative to Hell Pit. The degree to which the Human body succumbs to warpstone is also of interest; Skree has been asked to acquire subjects for experimentation. Negotiations with @UUID[Compendium.wfrp4e-middenheim.actors.unVj7oRQCYswID6V]{Gnawretch} have gone nowhere, the Castellan-Warlord is too cautious to show his hand by openly abducting Middenheimers. </p></section>",
|
||
"items": {
|
||
"Surgery": {
|
||
"name": "Surgery",
|
||
"description": "<p>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 <em>Bleeding </em>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.</p>",
|
||
"effects": {
|
||
"Surgery": {
|
||
"name": "Surgery"
|
||
}
|
||
}
|
||
},
|
||
"Sword": {
|
||
"name": "Sword"
|
||
},
|
||
"Animal Care": {
|
||
"name": "Animal Care",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QZx9CbhGkIaDMQD3 caption=false]{Animal Care}"
|
||
},
|
||
"Animal Training": {
|
||
"name": "Animal Training",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.vbOc3JVfG2nfK1P0 caption=false]{Animal Training}"
|
||
},
|
||
"Climb": {
|
||
"name": "Climb",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}"
|
||
},
|
||
"Endurance": {
|
||
"name": "Endurance",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}"
|
||
},
|
||
"Heal": {
|
||
"name": "Heal",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dSf8QWBvN6mlpHBF caption=false]{Heal}",
|
||
"effects": {
|
||
"Heal": {
|
||
"name": "Heal"
|
||
}
|
||
}
|
||
},
|
||
"Lore (Beasts)": {
|
||
"name": "Lore (Beasts)",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}"
|
||
},
|
||
"Melee (Basic)": {
|
||
"name": "Melee (Basic)",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}"
|
||
},
|
||
"Melee (Polearm)": {
|
||
"name": "Melee (Polearm)",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}"
|
||
},
|
||
"Perception": {
|
||
"name": "Perception",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}"
|
||
},
|
||
"Set Trap": {
|
||
"name": "Set Trap",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.fmMkUHUwOPwex8mj caption=false]{Set Trap}"
|
||
},
|
||
"Acute Sense (Smell)": {
|
||
"name": "Acute Sense (Smell)",
|
||
"description": "<p>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.</p>"
|
||
},
|
||
"Night Vision": {
|
||
"name": "Night Vision",
|
||
"description": "<p>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. </p>",
|
||
"effects": {
|
||
"Night Vision": {
|
||
"name": "Night Vision"
|
||
}
|
||
}
|
||
},
|
||
"Trapper": {
|
||
"name": "Trapper",
|
||
"description": "You are skilled at spotting and using traps. You may take a Perception Test to spot traps automatically without having to tell the GM of your intention; the GM may prefer to make some of these Tests on your behalf in private.",
|
||
"effects": {
|
||
"Trapper": {
|
||
"name": "Trapper"
|
||
}
|
||
}
|
||
},
|
||
"Armour (Hide)": {
|
||
"name": "Armour (Hide)",
|
||
"description": "<p>The creature is protected by armor or thick hide. It has Rating Armor Points on all Hit Locations</p>",
|
||
"effects": {
|
||
"Armour": {
|
||
"name": "Armour"
|
||
}
|
||
}
|
||
},
|
||
"Die Hard": {
|
||
"name": "Die Hard",
|
||
"description": "<p>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.</p>"
|
||
},
|
||
"Infected": {
|
||
"name": "Infected",
|
||
"description": "<p>The creature, or its weapon, carries a nasty infection. If it causes a living opponent to lose Wounds, it must pass an<strong> Easy (+40) Endurance </strong>Test or contract a @UUID[Compendium.wfrp4e-core.items.kKccDTGzWzSXCBOb]{Festering Wound}</p>",
|
||
"effects": {
|
||
"Infected": {
|
||
"name": "Infected"
|
||
}
|
||
}
|
||
},
|
||
"Regenerate": {
|
||
"name": "Regenerate",
|
||
"description": "<p>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.</p>",
|
||
"effects": {
|
||
"Regenerate": {
|
||
"name": "Regenerate"
|
||
}
|
||
}
|
||
},
|
||
"Gold Crown": {
|
||
"name": "Gold Crown"
|
||
},
|
||
"Silver Shilling": {
|
||
"name": "Silver Shilling"
|
||
},
|
||
"Brass Penny": {
|
||
"name": "Brass Penny"
|
||
},
|
||
"Bite": {
|
||
"name": "Bite",
|
||
"description": "<p>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</p>",
|
||
"effects": {
|
||
"Bite": {
|
||
"name": "Bite"
|
||
}
|
||
}
|
||
},
|
||
"Man Catcher": {
|
||
"name": "Man Catcher"
|
||
},
|
||
"Art": {
|
||
"name": "Art",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}"
|
||
},
|
||
"Athletics": {
|
||
"name": "Athletics",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}"
|
||
},
|
||
"Bribery": {
|
||
"name": "Bribery",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}"
|
||
},
|
||
"Charm": {
|
||
"name": "Charm",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}"
|
||
},
|
||
"Charm Animal": {
|
||
"name": "Charm Animal",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}"
|
||
},
|
||
"Consume Alcohol": {
|
||
"name": "Consume Alcohol",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}"
|
||
},
|
||
"Cool": {
|
||
"name": "Cool",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}"
|
||
},
|
||
"Dodge": {
|
||
"name": "Dodge",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}"
|
||
},
|
||
"Drive": {
|
||
"name": "Drive",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}"
|
||
},
|
||
"Entertain": {
|
||
"name": "Entertain",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}"
|
||
},
|
||
"Gamble": {
|
||
"name": "Gamble",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}"
|
||
},
|
||
"Gossip": {
|
||
"name": "Gossip",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}"
|
||
},
|
||
"Haggle": {
|
||
"name": "Haggle",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}"
|
||
},
|
||
"Intimidate": {
|
||
"name": "Intimidate",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}"
|
||
},
|
||
"Intuition": {
|
||
"name": "Intuition",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}"
|
||
},
|
||
"Leadership": {
|
||
"name": "Leadership",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}"
|
||
},
|
||
"Melee": {
|
||
"name": "Melee",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}"
|
||
},
|
||
"Navigation": {
|
||
"name": "Navigation",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}"
|
||
},
|
||
"Outdoor Survival": {
|
||
"name": "Outdoor Survival",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}"
|
||
},
|
||
"Ride": {
|
||
"name": "Ride",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}"
|
||
},
|
||
"Row": {
|
||
"name": "Row",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}"
|
||
},
|
||
"Stealth": {
|
||
"name": "Stealth",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}"
|
||
}
|
||
}
|
||
},
|
||
"Old Otto": {
|
||
"name": "Old Otto",
|
||
"items": {
|
||
"Art (Writing)": {
|
||
"name": "Art (Writing)",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}"
|
||
},
|
||
"Charm": {
|
||
"name": "Charm",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}"
|
||
},
|
||
"Consume Alcohol": {
|
||
"name": "Consume Alcohol",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}"
|
||
},
|
||
"Cool": {
|
||
"name": "Cool",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}"
|
||
},
|
||
"Endurance": {
|
||
"name": "Endurance",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}"
|
||
},
|
||
"Evaluate": {
|
||
"name": "Evaluate",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.NtJ85TY8yY3WOGHN caption=false]{Evaluate}"
|
||
},
|
||
"Gossip": {
|
||
"name": "Gossip",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}"
|
||
},
|
||
"Haggle": {
|
||
"name": "Haggle",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}"
|
||
},
|
||
"Intuition": {
|
||
"name": "Intuition",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}"
|
||
},
|
||
"Leadership": {
|
||
"name": "Leadership",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}"
|
||
},
|
||
"Lore (Politics)": {
|
||
"name": "Lore (Politics)",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}"
|
||
},
|
||
"DRO5DLF6UcfkvNSh": {
|
||
"name": "Lore (Politics)",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}"
|
||
},
|
||
"Perception": {
|
||
"name": "Perception",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}"
|
||
},
|
||
"Research": {
|
||
"name": "Research",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Nv0jexKy05qTOnuN caption=false]{Research}"
|
||
},
|
||
"Stealth (Urban)": {
|
||
"name": "Stealth (Urban)",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}"
|
||
},
|
||
"Trade (Printing)": {
|
||
"name": "Trade (Printing)",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.jmFSm7UvmHEq52iu caption=false]{Trade}"
|
||
},
|
||
"Argumentative": {
|
||
"name": "Argumentative",
|
||
"description": "You are used to arguing your points and winning. If you roll a successful Charm Test to debate with an opponent, you can choose to either use your rolled SL, or the number rolled on your units die. So, a successful roll of 24 could be used for +4 SL",
|
||
"effects": {
|
||
"Argumentative": {
|
||
"name": "Argumentative"
|
||
}
|
||
}
|
||
},
|
||
"Artistic": {
|
||
"name": "Artistic",
|
||
"description": "You have a natural talent for art, able to produce precise sketches with nothing but time and appropriate media. This ability has several in-game uses, ranging from creating Wanted Posters to sketching accurate journals, and has spot benefits as determined by the GM. Further to this, add Art (Any) to any Career you enter; if it is already in Career, you may instead purchase the Skill for 5 XP fewer per Advance.",
|
||
"effects": {
|
||
"Artistic": {
|
||
"name": "Artistic"
|
||
}
|
||
}
|
||
},
|
||
"Dealmaker": {
|
||
"name": "Dealmaker",
|
||
"description": "<p>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%.</p>\n<p> </p>\n<p>Note: The GM may put a lower limit on prices here to show a seller refusing to sell below cost.</p>",
|
||
"effects": {
|
||
"Dealmaker": {
|
||
"name": "Dealmaker"
|
||
}
|
||
}
|
||
},
|
||
"Doomed": {
|
||
"name": "Doomed",
|
||
"description": "<p>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.</p><p><em>Eaten by thine very own offspring</em></p>"
|
||
},
|
||
"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
|
||
}
|
||
}
|
||
}
|
||
},
|
||
"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."
|
||
},
|
||
"Strong Back": {
|
||
"name": "Strong Back",
|
||
"description": "<p>You have a strong back that is used to hard work. You may add your levels in Strong Back to your SL in any Opposed Strength Tests, and can carry additional Encumbrance points of trappings (see @UUID[JournalEntry.sLomXnc8R8518cWN.JournalEntryPage.oAPLajkv4l9IlRzO]{Encumbrance}) equal to your level of Strong Back.</p>",
|
||
"effects": {
|
||
"Strong Back": {
|
||
"name": "Strong Back"
|
||
}
|
||
}
|
||
},
|
||
"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"
|
||
}
|
||
}
|
||
},
|
||
"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
|
||
}
|
||
}
|
||
}
|
||
},
|
||
"Gold Crown": {
|
||
"name": "Gold Crown"
|
||
},
|
||
"Silver Shilling": {
|
||
"name": "Silver Shilling"
|
||
},
|
||
"Brass Penny": {
|
||
"name": "Brass Penny"
|
||
},
|
||
"Art": {
|
||
"name": "Art",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}"
|
||
},
|
||
"Athletics": {
|
||
"name": "Athletics",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}"
|
||
},
|
||
"Bribery": {
|
||
"name": "Bribery",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}"
|
||
},
|
||
"Charm Animal": {
|
||
"name": "Charm Animal",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}"
|
||
},
|
||
"Climb": {
|
||
"name": "Climb",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}"
|
||
},
|
||
"Dodge": {
|
||
"name": "Dodge",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}"
|
||
},
|
||
"Drive": {
|
||
"name": "Drive",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}"
|
||
},
|
||
"Entertain": {
|
||
"name": "Entertain",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}"
|
||
},
|
||
"Gamble": {
|
||
"name": "Gamble",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}"
|
||
},
|
||
"Intimidate": {
|
||
"name": "Intimidate",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}"
|
||
},
|
||
"Melee": {
|
||
"name": "Melee",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}"
|
||
},
|
||
"Navigation": {
|
||
"name": "Navigation",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}"
|
||
},
|
||
"Outdoor Survival": {
|
||
"name": "Outdoor Survival",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}"
|
||
},
|
||
"Ride": {
|
||
"name": "Ride",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}"
|
||
},
|
||
"Row": {
|
||
"name": "Row",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}"
|
||
},
|
||
"Stealth": {
|
||
"name": "Stealth",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}"
|
||
}
|
||
}
|
||
},
|
||
"Wulfric Tore": {
|
||
"name": "Wulfric Tore",
|
||
"items": {
|
||
"Animal Care": {
|
||
"name": "Animal Care",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QZx9CbhGkIaDMQD3 caption=false]{Animal Care}"
|
||
},
|
||
"Bribery": {
|
||
"name": "Bribery",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}"
|
||
},
|
||
"Charm": {
|
||
"name": "Charm",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}"
|
||
},
|
||
"Drive": {
|
||
"name": "Drive",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}"
|
||
},
|
||
"Gossip": {
|
||
"name": "Gossip",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}"
|
||
},
|
||
"Haggle": {
|
||
"name": "Haggle",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}"
|
||
},
|
||
"Blather": {
|
||
"name": "Blather",
|
||
"description": "<p>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 <strong>Opposed Charm/Intelligence</strong> 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.</p>\n<p> </p>",
|
||
"effects": {
|
||
"Blather": {
|
||
"name": "Blather"
|
||
}
|
||
}
|
||
},
|
||
"Dealmaker": {
|
||
"name": "Dealmaker",
|
||
"description": "<p>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%.</p>\n<p> </p>\n<p>Note: The GM may put a lower limit on prices here to show a seller refusing to sell below cost.</p>",
|
||
"effects": {
|
||
"Dealmaker": {
|
||
"name": "Dealmaker"
|
||
}
|
||
}
|
||
},
|
||
"Doomed": {
|
||
"name": "Doomed",
|
||
"description": "<p>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.</p><p><em>From above comes thy death</em></p>"
|
||
},
|
||
"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"
|
||
},
|
||
"Merchant": {
|
||
"name": "Merchant",
|
||
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.h7GdfctKdjWL0Ejp]{Merchant}</p>"
|
||
},
|
||
"Art": {
|
||
"name": "Art",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}"
|
||
},
|
||
"Athletics": {
|
||
"name": "Athletics",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}"
|
||
},
|
||
"Charm Animal": {
|
||
"name": "Charm Animal",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}"
|
||
},
|
||
"Climb": {
|
||
"name": "Climb",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}"
|
||
},
|
||
"Consume Alcohol": {
|
||
"name": "Consume Alcohol",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}"
|
||
},
|
||
"Cool": {
|
||
"name": "Cool",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}"
|
||
},
|
||
"Dodge": {
|
||
"name": "Dodge",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}"
|
||
},
|
||
"Endurance": {
|
||
"name": "Endurance",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}"
|
||
},
|
||
"Entertain": {
|
||
"name": "Entertain",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}"
|
||
},
|
||
"Gamble": {
|
||
"name": "Gamble",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}"
|
||
},
|
||
"Intimidate": {
|
||
"name": "Intimidate",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}"
|
||
},
|
||
"Intuition": {
|
||
"name": "Intuition",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}"
|
||
},
|
||
"Leadership": {
|
||
"name": "Leadership",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}"
|
||
},
|
||
"Melee": {
|
||
"name": "Melee",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}"
|
||
},
|
||
"Navigation": {
|
||
"name": "Navigation",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}"
|
||
},
|
||
"Outdoor Survival": {
|
||
"name": "Outdoor Survival",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}"
|
||
},
|
||
"Perception": {
|
||
"name": "Perception",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}"
|
||
},
|
||
"Ride": {
|
||
"name": "Ride",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}"
|
||
},
|
||
"Row": {
|
||
"name": "Row",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}"
|
||
},
|
||
"Stealth": {
|
||
"name": "Stealth",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}"
|
||
}
|
||
}
|
||
},
|
||
"Kat Sperber": {
|
||
"name": "Kat Sperber",
|
||
"items": {
|
||
"Wooden Clothes Pegs": {
|
||
"name": "Wooden Clothes Pegs"
|
||
},
|
||
"Animal Care": {
|
||
"name": "Animal Care",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QZx9CbhGkIaDMQD3 caption=false]{Animal Care}"
|
||
},
|
||
"Charm": {
|
||
"name": "Charm",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}"
|
||
},
|
||
"Endurance": {
|
||
"name": "Endurance",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}"
|
||
},
|
||
"Evaluate": {
|
||
"name": "Evaluate",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.NtJ85TY8yY3WOGHN caption=false]{Evaluate}"
|
||
},
|
||
"Gossip": {
|
||
"name": "Gossip",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}"
|
||
},
|
||
"Haggle": {
|
||
"name": "Haggle",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}"
|
||
},
|
||
"Intuition": {
|
||
"name": "Intuition",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}"
|
||
},
|
||
"Melee (Basic)": {
|
||
"name": "Melee (Basic)",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}"
|
||
},
|
||
"Outdoor Survival": {
|
||
"name": "Outdoor Survival",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}"
|
||
},
|
||
"Ambidextrous": {
|
||
"name": "Ambidextrous",
|
||
"description": "<p>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.</p>",
|
||
"effects": {
|
||
"Ambidextrous": {
|
||
"name": "Ambidextrous"
|
||
}
|
||
}
|
||
},
|
||
"Attractive": {
|
||
"name": "Attractive",
|
||
"description": "<p>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.</p>",
|
||
"effects": {
|
||
"Attractive": {
|
||
"name": "Attractive"
|
||
}
|
||
}
|
||
},
|
||
"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!"
|
||
}
|
||
}
|
||
},
|
||
"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 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": "<p>You gain a permanent +5 bonus to your starting Weapon Skill Characteristic (doesn't count as Advances).</p>",
|
||
"effects": {
|
||
"Warrior Born": {
|
||
"name": "Warrior Born",
|
||
"changes": {
|
||
"system.characteristics.ws.initial": 5
|
||
}
|
||
}
|
||
}
|
||
},
|
||
"Cloak": {
|
||
"name": "Cloak",
|
||
"description": "<p>Protects wearer against the elements. </p>"
|
||
},
|
||
"Clothing": {
|
||
"name": "Clothing"
|
||
},
|
||
"Dagger": {
|
||
"name": "Dagger"
|
||
},
|
||
"Blanket": {
|
||
"name": "Blanket",
|
||
"description": "<p>Endurance Tests rolled to resist Cold Exposure gain a bonus of +20 when resting.</p>"
|
||
},
|
||
"Tent": {
|
||
"name": "Tent"
|
||
},
|
||
"Gold Crown": {
|
||
"name": "Gold Crown"
|
||
},
|
||
"Silver Shilling": {
|
||
"name": "Silver Shilling"
|
||
},
|
||
"Brass Penny": {
|
||
"name": "Brass Penny"
|
||
},
|
||
"Pedlar": {
|
||
"name": "Pedlar",
|
||
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.FdlybSv02jjXG1qW]{Pedlar}</p>"
|
||
},
|
||
"Rations, 1 day": {
|
||
"name": "Rations, 1 day"
|
||
},
|
||
"Pouch": {
|
||
"name": "Pouch"
|
||
},
|
||
"Backpack": {
|
||
"name": "Backpack",
|
||
"description": "<p>Counts as ‘worn’ when strapped to your back. </p>"
|
||
},
|
||
"Tinderbox": {
|
||
"name": "Tinderbox"
|
||
},
|
||
"Art": {
|
||
"name": "Art",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}"
|
||
},
|
||
"Athletics": {
|
||
"name": "Athletics",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}"
|
||
},
|
||
"Bribery": {
|
||
"name": "Bribery",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}"
|
||
},
|
||
"Charm Animal": {
|
||
"name": "Charm Animal",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}"
|
||
},
|
||
"Climb": {
|
||
"name": "Climb",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}"
|
||
},
|
||
"Consume Alcohol": {
|
||
"name": "Consume Alcohol",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}"
|
||
},
|
||
"Cool": {
|
||
"name": "Cool",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}"
|
||
},
|
||
"Dodge": {
|
||
"name": "Dodge",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}"
|
||
},
|
||
"Drive": {
|
||
"name": "Drive",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}"
|
||
},
|
||
"Entertain": {
|
||
"name": "Entertain",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}"
|
||
},
|
||
"Gamble": {
|
||
"name": "Gamble",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}"
|
||
},
|
||
"Intimidate": {
|
||
"name": "Intimidate",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}"
|
||
},
|
||
"Leadership": {
|
||
"name": "Leadership",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}"
|
||
},
|
||
"Melee": {
|
||
"name": "Melee",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}"
|
||
},
|
||
"Navigation": {
|
||
"name": "Navigation",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}"
|
||
},
|
||
"Perception": {
|
||
"name": "Perception",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}"
|
||
},
|
||
"Ride": {
|
||
"name": "Ride",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}"
|
||
},
|
||
"Row": {
|
||
"name": "Row",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}"
|
||
},
|
||
"Stealth": {
|
||
"name": "Stealth",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}"
|
||
}
|
||
}
|
||
},
|
||
"Hasso Schroeter": {
|
||
"name": "Hasso Schroeter",
|
||
"items": {
|
||
"Sleight of Hand": {
|
||
"name": "Sleight of Hand",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.bGqmHCju8VZ8q2Pv caption=false]{Sleight of Hand}"
|
||
},
|
||
"Charm": {
|
||
"name": "Charm",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}"
|
||
},
|
||
"Entertain (Singing)": {
|
||
"name": "Entertain (Singing)",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}"
|
||
},
|
||
"Evaluate": {
|
||
"name": "Evaluate",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.NtJ85TY8yY3WOGHN caption=false]{Evaluate}"
|
||
},
|
||
"Gossip": {
|
||
"name": "Gossip",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}"
|
||
},
|
||
"Haggle": {
|
||
"name": "Haggle",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}"
|
||
},
|
||
"Melee (Basic)": {
|
||
"name": "Melee (Basic)",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}"
|
||
},
|
||
"Play (Lute)": {
|
||
"name": "Play (Lute)",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.N63wZOWw6ZLYnePN caption=false]{Play}"
|
||
},
|
||
"Attractive": {
|
||
"name": "Attractive",
|
||
"description": "<p>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.</p>",
|
||
"effects": {
|
||
"Attractive": {
|
||
"name": "Attractive"
|
||
}
|
||
}
|
||
},
|
||
"Doomed": {
|
||
"name": "Doomed",
|
||
"description": "<p>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.</p><p><em>One last hole to creep into when you are weary and aged</em></p>"
|
||
},
|
||
"Etiquette (Guilders)": {
|
||
"name": "Etiquette (Guilders)",
|
||
"description": "<p>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.</p>",
|
||
"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!"
|
||
}
|
||
}
|
||
},
|
||
"Luck": {
|
||
"name": "Luck",
|
||
"description": "<p>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.</p>"
|
||
},
|
||
"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
|
||
}
|
||
}
|
||
}
|
||
},
|
||
"Cloak": {
|
||
"name": "Cloak",
|
||
"description": "<p>Protects wearer against the elements. </p>"
|
||
},
|
||
"Clothing": {
|
||
"name": "Clothing"
|
||
},
|
||
"Dagger": {
|
||
"name": "Dagger"
|
||
},
|
||
"Tinderbox": {
|
||
"name": "Tinderbox"
|
||
},
|
||
"Blanket": {
|
||
"name": "Blanket",
|
||
"description": "<p>Endurance Tests rolled to resist Cold Exposure gain a bonus of +20 when resting.</p>"
|
||
},
|
||
"Gold Crown": {
|
||
"name": "Gold Crown"
|
||
},
|
||
"Silver Shilling": {
|
||
"name": "Silver Shilling"
|
||
},
|
||
"Brass Penny": {
|
||
"name": "Brass Penny"
|
||
},
|
||
"Art": {
|
||
"name": "Art",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}"
|
||
},
|
||
"Athletics": {
|
||
"name": "Athletics",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}"
|
||
},
|
||
"Bribery": {
|
||
"name": "Bribery",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}"
|
||
},
|
||
"Charm Animal": {
|
||
"name": "Charm Animal",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}"
|
||
},
|
||
"Climb": {
|
||
"name": "Climb",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}"
|
||
},
|
||
"Consume Alcohol": {
|
||
"name": "Consume Alcohol",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}"
|
||
},
|
||
"Cool": {
|
||
"name": "Cool",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}"
|
||
},
|
||
"Dodge": {
|
||
"name": "Dodge",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}"
|
||
},
|
||
"Drive": {
|
||
"name": "Drive",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}"
|
||
},
|
||
"Endurance": {
|
||
"name": "Endurance",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}"
|
||
},
|
||
"Entertain": {
|
||
"name": "Entertain",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}"
|
||
},
|
||
"Gamble": {
|
||
"name": "Gamble",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}"
|
||
},
|
||
"Intimidate": {
|
||
"name": "Intimidate",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}"
|
||
},
|
||
"Intuition": {
|
||
"name": "Intuition",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}"
|
||
},
|
||
"Leadership": {
|
||
"name": "Leadership",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}"
|
||
},
|
||
"Melee": {
|
||
"name": "Melee",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}"
|
||
},
|
||
"Navigation": {
|
||
"name": "Navigation",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}"
|
||
},
|
||
"Outdoor Survival": {
|
||
"name": "Outdoor Survival",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}"
|
||
},
|
||
"Perception": {
|
||
"name": "Perception",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}"
|
||
},
|
||
"Ride": {
|
||
"name": "Ride",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}"
|
||
},
|
||
"Row": {
|
||
"name": "Row",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}"
|
||
},
|
||
"Stealth": {
|
||
"name": "Stealth",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}"
|
||
},
|
||
"Entertainer": {
|
||
"name": "Entertainer",
|
||
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.5nIDu8oyFVShLqne]{Entertainer}</p>"
|
||
},
|
||
"Rations, 1 day": {
|
||
"name": "Rations, 1 day"
|
||
},
|
||
"Backpack": {
|
||
"name": "Backpack",
|
||
"description": "<p>Counts as ‘worn’ when strapped to your back. </p>"
|
||
},
|
||
"Bowl": {
|
||
"name": "Bowl"
|
||
},
|
||
"Lute": {
|
||
"name": "Lute",
|
||
"description": "<p>Various instruments are included in this category. The standard price and encumbrance reflects medium-sized instruments (e.g. mandolin, coach horn, small drum). Small instruments are half the price and 0 Encumbrance points (e.g. flute, recorder, tambourine). Larger instruments are double the price and 2 Encumbrance points (e.g. harp, lute, large drum).</p>"
|
||
},
|
||
"Pouch": {
|
||
"name": "Pouch"
|
||
}
|
||
}
|
||
},
|
||
"Andrea Bruhn": {
|
||
"name": "Andrea Bruhn",
|
||
"items": {
|
||
"Bored Servant": {
|
||
"name": "Bored Servant"
|
||
},
|
||
"Coach and Driver": {
|
||
"name": "Coach and Driver"
|
||
},
|
||
"Eye for Talent": {
|
||
"name": "Eye for Talent"
|
||
},
|
||
"Heart of Stone": {
|
||
"name": "Heart of Stone"
|
||
},
|
||
"Bribery": {
|
||
"name": "Bribery",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}"
|
||
},
|
||
"Charm": {
|
||
"name": "Charm",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}"
|
||
},
|
||
"Dodge": {
|
||
"name": "Dodge",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}"
|
||
},
|
||
"Evaluate": {
|
||
"name": "Evaluate",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.NtJ85TY8yY3WOGHN caption=false]{Evaluate}"
|
||
},
|
||
"Gamble": {
|
||
"name": "Gamble",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}"
|
||
},
|
||
"Gossip": {
|
||
"name": "Gossip",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}"
|
||
},
|
||
"Haggle": {
|
||
"name": "Haggle",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}"
|
||
},
|
||
"Intuition": {
|
||
"name": "Intuition",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}"
|
||
},
|
||
"Lore (Law)": {
|
||
"name": "Lore (Law)",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}"
|
||
},
|
||
"Lore (Local)": {
|
||
"name": "Lore (Local)",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}"
|
||
},
|
||
"Perception": {
|
||
"name": "Perception",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}"
|
||
},
|
||
"Research": {
|
||
"name": "Research",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Nv0jexKy05qTOnuN caption=false]{Research}"
|
||
},
|
||
"Dealmaker": {
|
||
"name": "Dealmaker",
|
||
"description": "<p>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%.</p>\n<p> </p>\n<p>Note: The GM may put a lower limit on prices here to show a seller refusing to sell below cost.</p>",
|
||
"effects": {
|
||
"Dealmaker": {
|
||
"name": "Dealmaker"
|
||
}
|
||
}
|
||
},
|
||
"Doomed": {
|
||
"name": "Doomed",
|
||
"description": "<p>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.</p><p><em>Thou wilt seem pretty in ribbons</em></p>"
|
||
},
|
||
"Etiquette (Servants, Guilders, Nobles)": {
|
||
"name": "Etiquette (Servants, Guilders, Nobles)",
|
||
"description": "<p>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.</p>",
|
||
"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"
|
||
}
|
||
}
|
||
},
|
||
"Public Speaker": {
|
||
"name": "Public Speaker",
|
||
"description": "<p>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.</p>\n<p> </p>\n<div>\n<table title=\"\" border=\"1\" summary=\"\" cellspacing=\"0\" cellpadding=\"0\">\n<tbody>\n<tr>\n<td>\n<p>Talent Taken</p>\n</td>\n<td>\n<p>Number of soldiers influenced</p>\n</td>\n</tr>\n<tr>\n<td>\n<p>1</p>\n</td>\n<td>\n<p>As normal × 5</p>\n</td>\n</tr>\n<tr>\n<td>\n<p>2</p>\n</td>\n<td>\n<p>As normal × 10</p>\n</td>\n</tr>\n<tr>\n<td>\n<p>3</p>\n</td>\n<td>\n<p> As normal × 20</p>\n</td>\n</tr>\n<tr>\n<td>\n<p>4</p>\n</td>\n<td>\n<p> As normal × 50</p>\n</td>\n</tr>\n<tr>\n<td>\n<p>5</p>\n</td>\n<td>\n<p> As normal × 100</p>\n</td>\n</tr>\n<tr>\n<td>\n<p>6</p>\n</td>\n<td>\n<p> As normal × 200</p>\n</td>\n</tr>\n<tr>\n<td>\n<p>7</p>\n</td>\n<td>\n<p> As normal × 500</p>\n</td>\n</tr>\n<tr>\n<td>\n<p>8</p>\n</td>\n<td>\n<p> As normal × 1000</p>\n</td>\n</tr>\n<tr>\n<td>\n<p>9</p>\n</td>\n<td>\n<p> All who can hear your inspiring voice</p>\n</td>\n</tr>\n</tbody>\n</table>\n</div>"
|
||
},
|
||
"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"
|
||
}
|
||
}
|
||
},
|
||
"Supportive": {
|
||
"name": "Supportive",
|
||
"description": "<p>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.</p>",
|
||
"effects": {
|
||
"Supportive": {
|
||
"name": "Supportive"
|
||
}
|
||
}
|
||
},
|
||
"Prejudice": {
|
||
"name": "Prejudice",
|
||
"description": "<p>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.</p><p>When subject to Prejudice, you must immediately insult the target of your prejudice. Loudly.</p>"
|
||
},
|
||
"Gold Crown": {
|
||
"name": "Gold Crown"
|
||
},
|
||
"Silver Shilling": {
|
||
"name": "Silver Shilling"
|
||
},
|
||
"Brass Penny": {
|
||
"name": "Brass Penny"
|
||
},
|
||
"Art": {
|
||
"name": "Art",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}"
|
||
},
|
||
"Athletics": {
|
||
"name": "Athletics",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}"
|
||
},
|
||
"Charm Animal": {
|
||
"name": "Charm Animal",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}"
|
||
},
|
||
"Climb": {
|
||
"name": "Climb",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}"
|
||
},
|
||
"Consume Alcohol": {
|
||
"name": "Consume Alcohol",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}"
|
||
},
|
||
"Cool": {
|
||
"name": "Cool",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}"
|
||
},
|
||
"Drive": {
|
||
"name": "Drive",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}"
|
||
},
|
||
"Endurance": {
|
||
"name": "Endurance",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}"
|
||
},
|
||
"Entertain": {
|
||
"name": "Entertain",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}"
|
||
},
|
||
"Intimidate": {
|
||
"name": "Intimidate",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}"
|
||
},
|
||
"Leadership": {
|
||
"name": "Leadership",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}"
|
||
},
|
||
"Melee": {
|
||
"name": "Melee",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}"
|
||
},
|
||
"Navigation": {
|
||
"name": "Navigation",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}"
|
||
},
|
||
"Outdoor Survival": {
|
||
"name": "Outdoor Survival",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}"
|
||
},
|
||
"Ride": {
|
||
"name": "Ride",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}"
|
||
},
|
||
"Row": {
|
||
"name": "Row",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}"
|
||
},
|
||
"Stealth": {
|
||
"name": "Stealth",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}"
|
||
},
|
||
"Town Councilor": {
|
||
"name": "Town Councilor",
|
||
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.XHYgf5oEwIeCEVNM]{Townsman}</p>"
|
||
}
|
||
}
|
||
},
|
||
"Wolfgard Hohmann": {
|
||
"name": "Wolfgard Hohmann",
|
||
"items": {
|
||
"Sharp Remarks": {
|
||
"name": "Sharp Remarks"
|
||
},
|
||
"Unit of Guards": {
|
||
"name": "Unit of Guards"
|
||
},
|
||
"Endurance": {
|
||
"name": "Endurance",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}"
|
||
},
|
||
"Sword": {
|
||
"name": "Sword"
|
||
},
|
||
"Evaluate": {
|
||
"name": "Evaluate",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.NtJ85TY8yY3WOGHN caption=false]{Evaluate}"
|
||
},
|
||
"Gossip": {
|
||
"name": "Gossip",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}"
|
||
},
|
||
"Intuition": {
|
||
"name": "Intuition",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}"
|
||
},
|
||
"Melee (Basic)": {
|
||
"name": "Melee (Basic)",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}"
|
||
},
|
||
"Melee (Polearm)": {
|
||
"name": "Melee (Polearm)",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}"
|
||
},
|
||
"Perception": {
|
||
"name": "Perception",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}"
|
||
},
|
||
"Doomed": {
|
||
"name": "Doomed",
|
||
"description": "<p>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.</p><p><em>The scythe shall reap thy flesh</em></p>"
|
||
},
|
||
"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."
|
||
},
|
||
"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"
|
||
}
|
||
}
|
||
},
|
||
"Strike to Stun": {
|
||
"name": "Strike to Stun",
|
||
"description": "<p>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 <em>Pummel</em> Quality. Further, you count all improvised weapons as having the <em>Pummel</em> Quality</p>",
|
||
"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"
|
||
}
|
||
}
|
||
},
|
||
"Halberd": {
|
||
"name": "Halberd"
|
||
},
|
||
"Gold Crown": {
|
||
"name": "Gold Crown"
|
||
},
|
||
"Silver Shilling": {
|
||
"name": "Silver Shilling"
|
||
},
|
||
"Brass Penny": {
|
||
"name": "Brass Penny"
|
||
},
|
||
"Art": {
|
||
"name": "Art",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}"
|
||
},
|
||
"Athletics": {
|
||
"name": "Athletics",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}"
|
||
},
|
||
"Bribery": {
|
||
"name": "Bribery",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}"
|
||
},
|
||
"Charm": {
|
||
"name": "Charm",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}"
|
||
},
|
||
"Charm Animal": {
|
||
"name": "Charm Animal",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}"
|
||
},
|
||
"Climb": {
|
||
"name": "Climb",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}"
|
||
},
|
||
"Consume Alcohol": {
|
||
"name": "Consume Alcohol",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}"
|
||
},
|
||
"Cool": {
|
||
"name": "Cool",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}"
|
||
},
|
||
"Dodge": {
|
||
"name": "Dodge",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}"
|
||
},
|
||
"Drive": {
|
||
"name": "Drive",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}"
|
||
},
|
||
"Entertain": {
|
||
"name": "Entertain",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}"
|
||
},
|
||
"Gamble": {
|
||
"name": "Gamble",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}"
|
||
},
|
||
"Haggle": {
|
||
"name": "Haggle",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}"
|
||
},
|
||
"Intimidate": {
|
||
"name": "Intimidate",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}"
|
||
},
|
||
"Leadership": {
|
||
"name": "Leadership",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}"
|
||
},
|
||
"Melee": {
|
||
"name": "Melee",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}"
|
||
},
|
||
"Navigation": {
|
||
"name": "Navigation",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}"
|
||
},
|
||
"Outdoor Survival": {
|
||
"name": "Outdoor Survival",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}"
|
||
},
|
||
"Ride": {
|
||
"name": "Ride",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}"
|
||
},
|
||
"Row": {
|
||
"name": "Row",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}"
|
||
},
|
||
"Stealth": {
|
||
"name": "Stealth",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}"
|
||
},
|
||
"Polished Breastplate": {
|
||
"name": "Polished Breastplate"
|
||
},
|
||
"Well-Pressed Uniform": {
|
||
"name": "Well-Pressed Uniform"
|
||
},
|
||
"Plate Open Helm": {
|
||
"name": "Plate Open Helm",
|
||
"effects": {
|
||
"Plate Open Helm": {
|
||
"name": "Plate Open Helm"
|
||
}
|
||
}
|
||
},
|
||
"Honour Guard": {
|
||
"name": "Honour Guard",
|
||
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.HndWncfaHb0nzNUq]{Guard}</p>"
|
||
}
|
||
}
|
||
},
|
||
"Brother Bengt": {
|
||
"name": "Brother Bengt",
|
||
"items": {
|
||
"Charm": {
|
||
"name": "Charm",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}"
|
||
},
|
||
"Priest": {
|
||
"name": "Priest",
|
||
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.h1l9jvaIxsb92wtM]{Priest}</p>"
|
||
},
|
||
"Cool": {
|
||
"name": "Cool",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}"
|
||
},
|
||
"Endurance": {
|
||
"name": "Endurance",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}"
|
||
},
|
||
"Entertain (Storytelling)": {
|
||
"name": "Entertain (Storytelling)",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}"
|
||
},
|
||
"Gossip": {
|
||
"name": "Gossip",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}"
|
||
},
|
||
"Intuition": {
|
||
"name": "Intuition",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}"
|
||
},
|
||
"Lore (Theology)": {
|
||
"name": "Lore (Theology)",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}"
|
||
},
|
||
"Pray": {
|
||
"name": "Pray",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.NRfh04q1bZBIND0A caption=false]{Pray}"
|
||
},
|
||
"Blather": {
|
||
"name": "Blather",
|
||
"description": "<p>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 <strong>Opposed Charm/Intelligence</strong> 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.</p>\n<p> </p>",
|
||
"effects": {
|
||
"Blather": {
|
||
"name": "Blather"
|
||
}
|
||
}
|
||
},
|
||
"Bless (Ulric)": {
|
||
"name": "Bless (Ulric)",
|
||
"description": "You are watched over by one of the Gods and can empower simple prayers. You can now deploy the Blessings of your deity as listed in @UUID[JournalEntry.NcH9OhleJFfaUdon]{Religion and Belief}. Under normal circumstances, you may only ever know one Divine Lore for the Bless Talent.",
|
||
"effects": {
|
||
"Bless": {
|
||
"name": "Bless"
|
||
}
|
||
}
|
||
},
|
||
"Bookish": {
|
||
"name": "Bookish",
|
||
"description": "You are as at home in a library as a seaman at sea or a farmer a-farming. When using Research, you may reverse the dice of any failed Test if this will score a success.",
|
||
"effects": {
|
||
"Bookish": {
|
||
"name": "Bookish"
|
||
}
|
||
}
|
||
},
|
||
"Doomed": {
|
||
"name": "Doomed",
|
||
"description": "<p>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.</p><p><em>Proof against water and proof against fire, but not so stone</em></p>"
|
||
},
|
||
"Invoke (Ulric)": {
|
||
"name": "Invoke (Ulric)",
|
||
"description": "<p>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 <em>Invoke (Divine Lore)</em> 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</p>"
|
||
},
|
||
"Read/Write": {
|
||
"name": "Read/Write",
|
||
"description": "You are one of the rare literate individuals in the Old World. You are assumed to be able to read and write (if appropriate) all of the Languages you can speak."
|
||
},
|
||
"Prejudice": {
|
||
"name": "Prejudice",
|
||
"description": "<p>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.</p><p>When subject to Prejudice, you must immediately insult the target of your prejudice. Loudly.</p>"
|
||
},
|
||
"Gold Crown": {
|
||
"name": "Gold Crown"
|
||
},
|
||
"Silver Shilling": {
|
||
"name": "Silver Shilling"
|
||
},
|
||
"Brass Penny": {
|
||
"name": "Brass Penny"
|
||
},
|
||
"Art": {
|
||
"name": "Art",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}"
|
||
},
|
||
"Athletics": {
|
||
"name": "Athletics",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}"
|
||
},
|
||
"Bribery": {
|
||
"name": "Bribery",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}"
|
||
},
|
||
"Charm Animal": {
|
||
"name": "Charm Animal",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}"
|
||
},
|
||
"Climb": {
|
||
"name": "Climb",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}"
|
||
},
|
||
"Consume Alcohol": {
|
||
"name": "Consume Alcohol",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}"
|
||
},
|
||
"Dodge": {
|
||
"name": "Dodge",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}"
|
||
},
|
||
"Drive": {
|
||
"name": "Drive",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}"
|
||
},
|
||
"Entertain": {
|
||
"name": "Entertain",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}"
|
||
},
|
||
"Gamble": {
|
||
"name": "Gamble",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}"
|
||
},
|
||
"Haggle": {
|
||
"name": "Haggle",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}"
|
||
},
|
||
"Intimidate": {
|
||
"name": "Intimidate",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}"
|
||
},
|
||
"Leadership": {
|
||
"name": "Leadership",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}"
|
||
},
|
||
"Melee": {
|
||
"name": "Melee",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}"
|
||
},
|
||
"Navigation": {
|
||
"name": "Navigation",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}"
|
||
},
|
||
"Outdoor Survival": {
|
||
"name": "Outdoor Survival",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}"
|
||
},
|
||
"Perception": {
|
||
"name": "Perception",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}"
|
||
},
|
||
"Ride": {
|
||
"name": "Ride",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}"
|
||
},
|
||
"Row": {
|
||
"name": "Row",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}"
|
||
},
|
||
"Stealth": {
|
||
"name": "Stealth",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}"
|
||
}
|
||
}
|
||
},
|
||
"Helmut Beckenbauer": {
|
||
"name": "Helmut Beckenbauer",
|
||
"items": {
|
||
"Charm": {
|
||
"name": "Charm",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}"
|
||
},
|
||
"Evaluate": {
|
||
"name": "Evaluate",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.NtJ85TY8yY3WOGHN caption=false]{Evaluate}"
|
||
},
|
||
"Gossip": {
|
||
"name": "Gossip",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}"
|
||
},
|
||
"Intimidate": {
|
||
"name": "Intimidate",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}"
|
||
},
|
||
"Lore (Local)": {
|
||
"name": "Lore (Local)",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}"
|
||
},
|
||
"Melee (Basic)": {
|
||
"name": "Melee (Basic)",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}"
|
||
},
|
||
"Melee (Brawling)": {
|
||
"name": "Melee (Brawling)",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}"
|
||
},
|
||
"Stealth (Urban)": {
|
||
"name": "Stealth (Urban)",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}"
|
||
},
|
||
"Criminal": {
|
||
"name": "Criminal",
|
||
"description": "<p>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:</p>\n<p> </p>\n<div>\n<table title=\"\" border=\"1\" summary=\"\" cellspacing=\"0\" cellpadding=\"0\">\n<tbody>\n<tr>\n<td>\n<p>Career Level</p>\n</td>\n<td>\n<p>Bonus Money per time the Talent is taken</p>\n</td>\n</tr>\n<tr>\n<td>\n<p>1</p>\n</td>\n<td>\n<p>+2d10 brass pennies</p>\n</td>\n</tr>\n<tr>\n<td>\n<p>2</p>\n</td>\n<td>\n<p>+1d10 silver shillings</p>\n</td>\n</tr>\n<tr>\n<td>\n<p>3 </p>\n</td>\n<td>\n<p>+2d10 silver shillings</p>\n</td>\n</tr>\n<tr>\n<td>\n<p>4</p>\n</td>\n<td>\n<p>+1 gold crown</p>\n</td>\n</tr>\n</tbody>\n</table>\n</div>\n<p> </p>\n<p>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.</p>",
|
||
"effects": {
|
||
"Criminal": {
|
||
"name": "Criminal"
|
||
}
|
||
}
|
||
},
|
||
"Doomed": {
|
||
"name": "Doomed",
|
||
"description": "<p>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.</p><p><em>Bloody rest shake thy bones to paste</em></p>"
|
||
},
|
||
"Etiquette (Criminals)": {
|
||
"name": "Etiquette (Criminals)",
|
||
"description": "<p>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.</p>",
|
||
"effects": {
|
||
"Etiquette": {
|
||
"name": "Etiquette"
|
||
}
|
||
}
|
||
},
|
||
"Fearless (Watchmen)": {
|
||
"name": "Fearless (Watchmen)",
|
||
"description": "<p>You are either brave enough or crazy enough that fear of certain enemies has become a distant memory. With a single <strong>Average (+20) Cool</strong> 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.</p>",
|
||
"effects": {
|
||
"Fearless": {
|
||
"name": "Fearless"
|
||
}
|
||
}
|
||
},
|
||
"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"
|
||
}
|
||
}
|
||
},
|
||
"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"
|
||
}
|
||
}
|
||
},
|
||
"Robust": {
|
||
"name": "Robust",
|
||
"description": "<p>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.</p>",
|
||
"effects": {
|
||
"Robust": {
|
||
"name": "Robust"
|
||
}
|
||
}
|
||
},
|
||
"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"
|
||
}
|
||
}
|
||
},
|
||
"Strike to Stun": {
|
||
"name": "Strike to Stun",
|
||
"description": "<p>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 <em>Pummel</em> Quality. Further, you count all improvised weapons as having the <em>Pummel</em> Quality</p>",
|
||
"effects": {
|
||
"Strike to Stun": {
|
||
"name": "Strike to Stun"
|
||
}
|
||
}
|
||
},
|
||
"Prejudice": {
|
||
"name": "Prejudice",
|
||
"description": "<p>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.</p><p>When subject to Prejudice, you must immediately insult the target of your prejudice. Loudly.</p>"
|
||
},
|
||
"Gold Crown": {
|
||
"name": "Gold Crown"
|
||
},
|
||
"Silver Shilling": {
|
||
"name": "Silver Shilling"
|
||
},
|
||
"Brass Penny": {
|
||
"name": "Brass Penny"
|
||
},
|
||
"Art": {
|
||
"name": "Art",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}"
|
||
},
|
||
"Athletics": {
|
||
"name": "Athletics",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}"
|
||
},
|
||
"Bribery": {
|
||
"name": "Bribery",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}"
|
||
},
|
||
"Charm Animal": {
|
||
"name": "Charm Animal",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}"
|
||
},
|
||
"Climb": {
|
||
"name": "Climb",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}"
|
||
},
|
||
"Consume Alcohol": {
|
||
"name": "Consume Alcohol",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}"
|
||
},
|
||
"Cool": {
|
||
"name": "Cool",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}"
|
||
},
|
||
"Dodge": {
|
||
"name": "Dodge",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}"
|
||
},
|
||
"Drive": {
|
||
"name": "Drive",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}"
|
||
},
|
||
"Endurance": {
|
||
"name": "Endurance",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}"
|
||
},
|
||
"Entertain": {
|
||
"name": "Entertain",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}"
|
||
},
|
||
"Gamble": {
|
||
"name": "Gamble",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}"
|
||
},
|
||
"Haggle": {
|
||
"name": "Haggle",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}"
|
||
},
|
||
"Intuition": {
|
||
"name": "Intuition",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}"
|
||
},
|
||
"Leadership": {
|
||
"name": "Leadership",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}"
|
||
},
|
||
"Melee": {
|
||
"name": "Melee",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}"
|
||
},
|
||
"Navigation": {
|
||
"name": "Navigation",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}"
|
||
},
|
||
"Outdoor Survival": {
|
||
"name": "Outdoor Survival",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}"
|
||
},
|
||
"Perception": {
|
||
"name": "Perception",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}"
|
||
},
|
||
"Ride": {
|
||
"name": "Ride",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}"
|
||
},
|
||
"Row": {
|
||
"name": "Row",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}"
|
||
},
|
||
"Stealth": {
|
||
"name": "Stealth",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}"
|
||
},
|
||
"Gang Boss": {
|
||
"name": "Gang Boss",
|
||
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.Z5QPZbUR3h422ozo]{Racketeer}</p>"
|
||
},
|
||
"Mail Shirt": {
|
||
"name": "Mail Shirt"
|
||
},
|
||
"Dagger": {
|
||
"name": "Dagger"
|
||
},
|
||
"Knuckledusters": {
|
||
"name": "Knuckledusters"
|
||
},
|
||
"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.",
|
||
"effects": {
|
||
"Dirty Fighting": {
|
||
"name": "Dirty Fighting"
|
||
}
|
||
}
|
||
}
|
||
}
|
||
},
|
||
"Beate Moser": {
|
||
"name": "Beate Moser",
|
||
"items": {
|
||
"Athletics": {
|
||
"name": "Athletics",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}"
|
||
},
|
||
"Charm": {
|
||
"name": "Charm",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}"
|
||
},
|
||
"Climb": {
|
||
"name": "Climb",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}"
|
||
},
|
||
"Cool": {
|
||
"name": "Cool",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}"
|
||
},
|
||
"Consume Alcohol": {
|
||
"name": "Consume Alcohol",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}"
|
||
},
|
||
"Dodge": {
|
||
"name": "Dodge",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}"
|
||
},
|
||
"Endurance": {
|
||
"name": "Endurance",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}"
|
||
},
|
||
"Entertain (Storytelling)": {
|
||
"name": "Entertain (Storytelling)",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}"
|
||
},
|
||
"Gossip": {
|
||
"name": "Gossip",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}"
|
||
},
|
||
"Haggle": {
|
||
"name": "Haggle",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}"
|
||
},
|
||
"Intuition": {
|
||
"name": "Intuition",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}"
|
||
},
|
||
"Leadership": {
|
||
"name": "Leadership",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}"
|
||
},
|
||
"Lore (Beasts)": {
|
||
"name": "Lore (Beasts)",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}"
|
||
},
|
||
"Lore (Politics)": {
|
||
"name": "Lore (Politics)",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}"
|
||
},
|
||
"Lore (Theology)": {
|
||
"name": "Lore (Theology)",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}"
|
||
},
|
||
"Outdoor Survival": {
|
||
"name": "Outdoor Survival",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}"
|
||
},
|
||
"Perception": {
|
||
"name": "Perception",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}"
|
||
},
|
||
"Pray": {
|
||
"name": "Pray",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.NRfh04q1bZBIND0A caption=false]{Pray}"
|
||
},
|
||
"Alley Cat": {
|
||
"name": "Alley Cat",
|
||
"description": "You are at home in shadowy backstreets. When using Stealth (Urban), you may reverse the dice of any failed Test if this will score a Success.",
|
||
"effects": {
|
||
"Alley Cat": {
|
||
"name": "Alley Cat"
|
||
}
|
||
}
|
||
},
|
||
"Argumentative": {
|
||
"name": "Argumentative",
|
||
"description": "You are used to arguing your points and winning. If you roll a successful Charm Test to debate with an opponent, you can choose to either use your rolled SL, or the number rolled on your units die. So, a successful roll of 24 could be used for +4 SL",
|
||
"effects": {
|
||
"Argumentative": {
|
||
"name": "Argumentative"
|
||
}
|
||
}
|
||
},
|
||
"Blather": {
|
||
"name": "Blather",
|
||
"description": "<p>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 <strong>Opposed Charm/Intelligence</strong> 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.</p>\n<p> </p>",
|
||
"effects": {
|
||
"Blather": {
|
||
"name": "Blather"
|
||
}
|
||
}
|
||
},
|
||
"Bless (Ulric)": {
|
||
"name": "Bless (Ulric)",
|
||
"description": "You are watched over by one of the Gods and can empower simple prayers. You can now deploy the Blessings of your deity as listed in @UUID[JournalEntry.NcH9OhleJFfaUdon]{Religion and Belief}. Under normal circumstances, you may only ever know one Divine Lore for the Bless Talent.",
|
||
"effects": {
|
||
"Bless": {
|
||
"name": "Bless"
|
||
}
|
||
}
|
||
},
|
||
"Doomed": {
|
||
"name": "Doomed",
|
||
"description": "<p>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.</p><p><em>When abandoned and alone, Morr shalt befriend thee</em></p>"
|
||
},
|
||
"Gregarious": {
|
||
"name": "Gregarious",
|
||
"description": "You just like talking to other folk and it seems they like talking to you. You may reverse any failed Gossip Test if this allows the Test to succeed.",
|
||
"effects": {
|
||
"Gregarious": {
|
||
"name": "Gregarious"
|
||
}
|
||
}
|
||
},
|
||
"Hardy": {
|
||
"name": "Hardy",
|
||
"description": "You gain a permanent addition to your Wounds, equal to your Toughness Bonus. If your Toughness Bonus should increase, then the number of Wounds Hardy provides also increases.",
|
||
"effects": {
|
||
"Hardy": {
|
||
"name": "Hardy"
|
||
}
|
||
}
|
||
},
|
||
"Holy Visions": {
|
||
"name": "Holy Visions",
|
||
"description": "You clearly see the great works of the Gods all around you. You automatically know when you enter Holy Ground, and may take an Intuition Test to receive visions (often obscure, and seen through the paradigm of your cult or individual belief-system) regarding the local area if significant events have occurred there in the past.",
|
||
"effects": {
|
||
"Holy Visions": {
|
||
"name": "Holy Visions"
|
||
}
|
||
}
|
||
},
|
||
"Impassioned Zeal": {
|
||
"name": "Impassioned Zeal",
|
||
"description": "<p>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.</p>",
|
||
"effects": {
|
||
"Impassioned Zeal": {
|
||
"name": "Impassioned Zeal"
|
||
}
|
||
}
|
||
},
|
||
"Public Speaker": {
|
||
"name": "Public Speaker",
|
||
"description": "<p>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.</p>\n<p> </p>\n<div>\n<table title=\"\" border=\"1\" summary=\"\" cellspacing=\"0\" cellpadding=\"0\">\n<tbody>\n<tr>\n<td>\n<p>Talent Taken</p>\n</td>\n<td>\n<p>Number of soldiers influenced</p>\n</td>\n</tr>\n<tr>\n<td>\n<p>1</p>\n</td>\n<td>\n<p>As normal × 5</p>\n</td>\n</tr>\n<tr>\n<td>\n<p>2</p>\n</td>\n<td>\n<p>As normal × 10</p>\n</td>\n</tr>\n<tr>\n<td>\n<p>3</p>\n</td>\n<td>\n<p> As normal × 20</p>\n</td>\n</tr>\n<tr>\n<td>\n<p>4</p>\n</td>\n<td>\n<p> As normal × 50</p>\n</td>\n</tr>\n<tr>\n<td>\n<p>5</p>\n</td>\n<td>\n<p> As normal × 100</p>\n</td>\n</tr>\n<tr>\n<td>\n<p>6</p>\n</td>\n<td>\n<p> As normal × 200</p>\n</td>\n</tr>\n<tr>\n<td>\n<p>7</p>\n</td>\n<td>\n<p> As normal × 500</p>\n</td>\n</tr>\n<tr>\n<td>\n<p>8</p>\n</td>\n<td>\n<p> As normal × 1000</p>\n</td>\n</tr>\n<tr>\n<td>\n<p>9</p>\n</td>\n<td>\n<p> All who can hear your inspiring voice</p>\n</td>\n</tr>\n</tbody>\n</table>\n</div>"
|
||
},
|
||
"Read/Write": {
|
||
"name": "Read/Write",
|
||
"description": "You are one of the rare literate individuals in the Old World. You are assumed to be able to read and write (if appropriate) all of the Languages you can speak."
|
||
},
|
||
"Rover": {
|
||
"name": "Rover",
|
||
"description": "You are at home roaming the wild places. When using Stealth in a rural environment, bystanders do not get passive Perception Tests to detect you; they can only spot you if they are specifically on look-out, or watching for hidden spies.",
|
||
"effects": {
|
||
"Rover": {
|
||
"name": "Rover"
|
||
}
|
||
}
|
||
},
|
||
"Gold Crown": {
|
||
"name": "Gold Crown"
|
||
},
|
||
"Silver Shilling": {
|
||
"name": "Silver Shilling"
|
||
},
|
||
"Brass Penny": {
|
||
"name": "Brass Penny"
|
||
},
|
||
"Art": {
|
||
"name": "Art",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}"
|
||
},
|
||
"Bribery": {
|
||
"name": "Bribery",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}"
|
||
},
|
||
"Charm Animal": {
|
||
"name": "Charm Animal",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}"
|
||
},
|
||
"Drive": {
|
||
"name": "Drive",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}"
|
||
},
|
||
"Entertain": {
|
||
"name": "Entertain",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}"
|
||
},
|
||
"Gamble": {
|
||
"name": "Gamble",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}"
|
||
},
|
||
"Intimidate": {
|
||
"name": "Intimidate",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}"
|
||
},
|
||
"Melee": {
|
||
"name": "Melee",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}"
|
||
},
|
||
"Navigation": {
|
||
"name": "Navigation",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}"
|
||
},
|
||
"Ride": {
|
||
"name": "Ride",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}"
|
||
},
|
||
"Row": {
|
||
"name": "Row",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}"
|
||
},
|
||
"Stealth": {
|
||
"name": "Stealth",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}"
|
||
}
|
||
}
|
||
},
|
||
"Traudl Bauer": {
|
||
"name": "Traudl Bauer",
|
||
"items": {
|
||
"Cool": {
|
||
"name": "Cool",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}"
|
||
},
|
||
"Dodge": {
|
||
"name": "Dodge",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}"
|
||
},
|
||
"Endurance": {
|
||
"name": "Endurance",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}"
|
||
},
|
||
"Melee (Basic)": {
|
||
"name": "Melee (Basic)",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}"
|
||
},
|
||
"Outdoor Survival": {
|
||
"name": "Outdoor Survival",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}"
|
||
},
|
||
"Ranged (Sling)": {
|
||
"name": "Ranged (Sling)",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.jJYOiSQNgC9v7cM5 caption=false]{Ranged}"
|
||
},
|
||
"Doomed": {
|
||
"name": "Doomed",
|
||
"description": "<p>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.</p><p><em>Perseverance, fortitude, thine end rushes still, soon</em></p>"
|
||
},
|
||
"Field Dressing": {
|
||
"name": "Field Dressing",
|
||
"description": "You are used to treating wounds quickly. If you fail a Heal Test when using Bandages, you may reverse the result if this will score a success; however, if you do so, you may not score more than +1 SL as you focus on speed over accuracy",
|
||
"effects": {
|
||
"Field Dressing": {
|
||
"name": "Field Dressing"
|
||
}
|
||
}
|
||
},
|
||
"Frenzy": {
|
||
"name": "Frenzy",
|
||
"description": "<p style=\"user-select: text; color: #111111;\">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.</p>\n<p style=\"user-select: text; color: #111111;\">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]<em> </em>condition.</p>",
|
||
"effects": {
|
||
"Frenzy": {
|
||
"name": "Frenzy"
|
||
}
|
||
}
|
||
},
|
||
"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"
|
||
}
|
||
}
|
||
},
|
||
"Implacable": {
|
||
"name": "Implacable",
|
||
"description": "<p>It takes a lot to finish you off. You can ignore the Wound loss from a Bleeding Condition. Each level in this Talent lets you ignore the Wound loss from an extra Bleeding Condition</p>",
|
||
"effects": {
|
||
"Implacable": {
|
||
"name": "Implacable"
|
||
}
|
||
}
|
||
},
|
||
"Seasoned Traveller": {
|
||
"name": "Seasoned Traveller",
|
||
"description": "<p>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.</p>",
|
||
"effects": {
|
||
"Seasoned Traveller": {
|
||
"name": "Seasoned Traveller"
|
||
}
|
||
}
|
||
},
|
||
"Stone Soup": {
|
||
"name": "Stone Soup",
|
||
"description": "You are used to getting by with less, and know how to survive lean times. You can subsist on half the amount of food required without any negative penalties (bar feeling really hungry), and need only test for Starvation every 3 days, not 2",
|
||
"effects": {
|
||
"Stone Soup": {
|
||
"name": "Stone Soup"
|
||
}
|
||
}
|
||
},
|
||
"Animosity": {
|
||
"name": "Animosity",
|
||
"description": "<p>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.</p>\n<p> </p>\n<p>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.</p>\n<p> </p>\n<p>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.</p>",
|
||
"effects": {
|
||
"Animosity": {
|
||
"name": "Animosity"
|
||
}
|
||
}
|
||
},
|
||
"Hatred": {
|
||
"name": "Hatred",
|
||
"description": "<p>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.</p>",
|
||
"effects": {
|
||
"Hatred": {
|
||
"name": "Hatred"
|
||
}
|
||
}
|
||
},
|
||
"Prejudice": {
|
||
"name": "Prejudice",
|
||
"description": "<p>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.</p><p>When subject to Prejudice, you must immediately insult the target of your prejudice. Loudly.</p>"
|
||
},
|
||
"Gold Crown": {
|
||
"name": "Gold Crown"
|
||
},
|
||
"Silver Shilling": {
|
||
"name": "Silver Shilling"
|
||
},
|
||
"Brass Penny": {
|
||
"name": "Brass Penny"
|
||
},
|
||
"Axe": {
|
||
"name": "Axe"
|
||
},
|
||
"Art": {
|
||
"name": "Art",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}"
|
||
},
|
||
"Athletics": {
|
||
"name": "Athletics",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}"
|
||
},
|
||
"Bribery": {
|
||
"name": "Bribery",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}"
|
||
},
|
||
"Charm": {
|
||
"name": "Charm",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}"
|
||
},
|
||
"Charm Animal": {
|
||
"name": "Charm Animal",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}"
|
||
},
|
||
"Climb": {
|
||
"name": "Climb",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}"
|
||
},
|
||
"Consume Alcohol": {
|
||
"name": "Consume Alcohol",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}"
|
||
},
|
||
"Drive": {
|
||
"name": "Drive",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}"
|
||
},
|
||
"Entertain": {
|
||
"name": "Entertain",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}"
|
||
},
|
||
"Gamble": {
|
||
"name": "Gamble",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}"
|
||
},
|
||
"Gossip": {
|
||
"name": "Gossip",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}"
|
||
},
|
||
"Haggle": {
|
||
"name": "Haggle",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}"
|
||
},
|
||
"Intimidate": {
|
||
"name": "Intimidate",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}"
|
||
},
|
||
"Intuition": {
|
||
"name": "Intuition",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}"
|
||
},
|
||
"Leadership": {
|
||
"name": "Leadership",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}"
|
||
},
|
||
"Melee": {
|
||
"name": "Melee",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}"
|
||
},
|
||
"Navigation": {
|
||
"name": "Navigation",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}"
|
||
},
|
||
"Perception": {
|
||
"name": "Perception",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}"
|
||
},
|
||
"Ride": {
|
||
"name": "Ride",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}"
|
||
},
|
||
"Row": {
|
||
"name": "Row",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}"
|
||
},
|
||
"Stealth": {
|
||
"name": "Stealth",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}"
|
||
}
|
||
}
|
||
},
|
||
"Walpurga Wurklich": {
|
||
"name": "Walpurga Wurklich",
|
||
"items": {
|
||
"Symbol of Verena": {
|
||
"name": "Symbol of Verena"
|
||
},
|
||
"Accusatory Glare": {
|
||
"name": "Accusatory Glare"
|
||
},
|
||
"Sanctimony to Spare": {
|
||
"name": "Sanctimony to Spare"
|
||
},
|
||
"Gossip": {
|
||
"name": "Gossip",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}"
|
||
},
|
||
"Haggle": {
|
||
"name": "Haggle",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}"
|
||
},
|
||
"Lore (Theology)": {
|
||
"name": "Lore (Theology)",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}"
|
||
},
|
||
"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"
|
||
}
|
||
}
|
||
},
|
||
"Doomed": {
|
||
"name": "Doomed",
|
||
"description": "<p>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.</p><p><em>When you’ve stood for all you can stand, a canker</em></p>"
|
||
},
|
||
"Impassioned Zeal": {
|
||
"name": "Impassioned Zeal",
|
||
"description": "<p>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.</p>",
|
||
"effects": {
|
||
"Impassioned Zeal": {
|
||
"name": "Impassioned Zeal"
|
||
}
|
||
}
|
||
},
|
||
"Public Speaker": {
|
||
"name": "Public Speaker",
|
||
"description": "<p>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.</p>\n<p> </p>\n<div>\n<table title=\"\" border=\"1\" summary=\"\" cellspacing=\"0\" cellpadding=\"0\">\n<tbody>\n<tr>\n<td>\n<p>Talent Taken</p>\n</td>\n<td>\n<p>Number of soldiers influenced</p>\n</td>\n</tr>\n<tr>\n<td>\n<p>1</p>\n</td>\n<td>\n<p>As normal × 5</p>\n</td>\n</tr>\n<tr>\n<td>\n<p>2</p>\n</td>\n<td>\n<p>As normal × 10</p>\n</td>\n</tr>\n<tr>\n<td>\n<p>3</p>\n</td>\n<td>\n<p> As normal × 20</p>\n</td>\n</tr>\n<tr>\n<td>\n<p>4</p>\n</td>\n<td>\n<p> As normal × 50</p>\n</td>\n</tr>\n<tr>\n<td>\n<p>5</p>\n</td>\n<td>\n<p> As normal × 100</p>\n</td>\n</tr>\n<tr>\n<td>\n<p>6</p>\n</td>\n<td>\n<p> As normal × 200</p>\n</td>\n</tr>\n<tr>\n<td>\n<p>7</p>\n</td>\n<td>\n<p> As normal × 500</p>\n</td>\n</tr>\n<tr>\n<td>\n<p>8</p>\n</td>\n<td>\n<p> As normal × 1000</p>\n</td>\n</tr>\n<tr>\n<td>\n<p>9</p>\n</td>\n<td>\n<p> All who can hear your inspiring voice</p>\n</td>\n</tr>\n</tbody>\n</table>\n</div>"
|
||
},
|
||
"Animosity": {
|
||
"name": "Animosity",
|
||
"description": "<p>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.</p>\n<p> </p>\n<p>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.</p>\n<p> </p>\n<p>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.</p>",
|
||
"effects": {
|
||
"Animosity": {
|
||
"name": "Animosity"
|
||
}
|
||
}
|
||
},
|
||
"Prejudice": {
|
||
"name": "Prejudice",
|
||
"description": "<p>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.</p><p>When subject to Prejudice, you must immediately insult the target of your prejudice. Loudly.</p>"
|
||
},
|
||
"Gold Crown": {
|
||
"name": "Gold Crown"
|
||
},
|
||
"Silver Shilling": {
|
||
"name": "Silver Shilling"
|
||
},
|
||
"Brass Penny": {
|
||
"name": "Brass Penny"
|
||
},
|
||
"Art": {
|
||
"name": "Art",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}"
|
||
},
|
||
"Athletics": {
|
||
"name": "Athletics",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}"
|
||
},
|
||
"Bribery": {
|
||
"name": "Bribery",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}"
|
||
},
|
||
"Charm": {
|
||
"name": "Charm",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}"
|
||
},
|
||
"Charm Animal": {
|
||
"name": "Charm Animal",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}"
|
||
},
|
||
"Climb": {
|
||
"name": "Climb",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}"
|
||
},
|
||
"Consume Alcohol": {
|
||
"name": "Consume Alcohol",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}"
|
||
},
|
||
"Cool": {
|
||
"name": "Cool",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}"
|
||
},
|
||
"Dodge": {
|
||
"name": "Dodge",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}"
|
||
},
|
||
"Drive": {
|
||
"name": "Drive",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}"
|
||
},
|
||
"Endurance": {
|
||
"name": "Endurance",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}"
|
||
},
|
||
"Entertain": {
|
||
"name": "Entertain",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}"
|
||
},
|
||
"Gamble": {
|
||
"name": "Gamble",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}"
|
||
},
|
||
"Intimidate": {
|
||
"name": "Intimidate",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}"
|
||
},
|
||
"Intuition": {
|
||
"name": "Intuition",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}"
|
||
},
|
||
"Leadership": {
|
||
"name": "Leadership",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}"
|
||
},
|
||
"Melee": {
|
||
"name": "Melee",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}"
|
||
},
|
||
"Navigation": {
|
||
"name": "Navigation",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}"
|
||
},
|
||
"Outdoor Survival": {
|
||
"name": "Outdoor Survival",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}"
|
||
},
|
||
"Perception": {
|
||
"name": "Perception",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}"
|
||
},
|
||
"Ride": {
|
||
"name": "Ride",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}"
|
||
},
|
||
"Row": {
|
||
"name": "Row",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}"
|
||
},
|
||
"Stealth": {
|
||
"name": "Stealth",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}"
|
||
},
|
||
"Agitator": {
|
||
"name": "Agitator",
|
||
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.X6OBFMR8ywipAPOo]{Agitator}</p>"
|
||
}
|
||
}
|
||
},
|
||
"Castellan-Warlord Gnawretch Skrray": {
|
||
"name": "Castellan-Warlord Gnawretch Skrray",
|
||
"description": "<section id=\"secret-7dXW90PwbWR7REO1\" class=\"secret\"><p>The Castellan-Warlord of @UUID[JournalEntry.YVXiBNy42vmgHsI5]{Under-Middenheim} is an ancient and malign Skaven, personally appointed by a Lord of Decay called Warlord-General Paskrit the Vast. It is Gnawretch Skrray’s duty to whip purpose and efficiency into Under-Middenheim. He stalks the burrows dressed in the rusted steel of an elite Skaven warrior, and should any tarry in his path, they suffer a jab from his hook hand or the searing agony of his sting.</p>\n<p>Gnawretch was once the model of a Skaven Warrior: tall, muscular, with a thick, dark pelt. Renowned for his ruthless resilience, on campaign in the World’s Edge Mountains he suffered pangs of black hunger and consumed his own tail and left hand. A dark perseverance alone let him survive the injuries and earned him the respect of lesser Skaven. Warlord-General Paskrit brought Gnawretch into his service, severing his clan ties and extending his life through warpstone elixirs. Gnawretch grew a new tail, tipped with a lurid-yellow sting. He hasn’t been so fortunate regarding his hand, a wears a cruel prosthetic hook.</p>\n<p>Like all the best tyrants, Gnawretch is a consummate bureaucrat and an enthusiastic enforcer of quotas and schedules. Should a Scrutens foraging party arrive back late, or Moulder researchers requisition more warpstone than their due, he logs the discrepancy and delivers swift punishment. He is uncommonly fond of inflicting blindness. An underling who offends him once loses his left eye, and those who fail him twice are left sightlessly groping around the warrens, doomed to be killed and eaten by former comrades.</p>\n<p>Gnawretch focuses on winning glory through efficient management of @UUID[JournalEntry.YVXiBNy42vmgHsI5]{Under-Middenheim}. He hopes that through strict rationing he can increase its population. He sends Scrutens scouting parties out to the surrounding area to search for shards of warpstone. Much of this he consumes himself, but he stores the remainder as gifts to Clan Skryre in the hope that they will lend support to the project. He also continually petitions the council to allow him to dig breeding pits and a temple to the Horned Rat, all in the hope of improving the prospect and reputation of the lair.</p>\n<p>But the council demand results first. They want Gnawretch to discover the sources of Middenheim’s water supply and whatever it is that fuels the Eternal Flame. Gnawretch sends scouting parties up into the tunnels above for this purpose, but with no success. Those exploring the areas Gnawretch suspects will yield results are assailed by a gigantic adversary, the nature of which is not clear to the Skaven. Reports of ‘a big-big goat-head thing’ are made by the few who survive such encounters.</p></section>",
|
||
"items": {
|
||
"Athletics": {
|
||
"name": "Athletics",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}"
|
||
},
|
||
"Sword": {
|
||
"name": "Sword"
|
||
},
|
||
"Climb": {
|
||
"name": "Climb",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}"
|
||
},
|
||
"Cool": {
|
||
"name": "Cool",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}"
|
||
},
|
||
"Dodge": {
|
||
"name": "Dodge",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}"
|
||
},
|
||
"Intimidate": {
|
||
"name": "Intimidate",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}"
|
||
},
|
||
"Leadership": {
|
||
"name": "Leadership",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}"
|
||
},
|
||
"Melee (Basic)": {
|
||
"name": "Melee (Basic)",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}"
|
||
},
|
||
"Combat Aware": {
|
||
"name": "Combat Aware",
|
||
"description": "<p>You are used to scanning the battlefield to make snap decisions informed by the shifting tides of war. You may take a <strong>Challenging (+0) Perception</strong> Test to ignore Surprise, which is modified by circumstance as normal.</p>",
|
||
"effects": {
|
||
"Combat Aware": {
|
||
"name": "Combat Aware"
|
||
}
|
||
}
|
||
},
|
||
"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"
|
||
}
|
||
}
|
||
},
|
||
"Night Vision": {
|
||
"name": "Night Vision",
|
||
"description": "<p>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. </p>",
|
||
"effects": {
|
||
"Night Vision": {
|
||
"name": "Night Vision"
|
||
}
|
||
}
|
||
},
|
||
"Infected": {
|
||
"name": "Infected",
|
||
"description": "<p>The creature, or its weapon, carries a nasty infection. If it causes a living opponent to lose Wounds, it must pass an<strong> Easy (+40) Endurance </strong>Test or contract a @UUID[Compendium.wfrp4e-core.items.kKccDTGzWzSXCBOb]{Festering Wound}</p>",
|
||
"effects": {
|
||
"Infected": {
|
||
"name": "Infected"
|
||
}
|
||
}
|
||
},
|
||
"Mutation": {
|
||
"name": "Mutation",
|
||
"description": "<p>The creature is ‘blessed’ with a Mutation. Roll on the @Table[mutatephys]{Physical Corruption Table}</p>",
|
||
"effects": {
|
||
"Mutation": {
|
||
"name": "Mutation"
|
||
}
|
||
}
|
||
},
|
||
"Gold Crown": {
|
||
"name": "Gold Crown"
|
||
},
|
||
"Silver Shilling": {
|
||
"name": "Silver Shilling"
|
||
},
|
||
"Brass Penny": {
|
||
"name": "Brass Penny"
|
||
},
|
||
"Armour": {
|
||
"name": "Armour",
|
||
"description": "<p>The creature is protected by armor or thick hide. It has Rating Armor Points on all Hit Locations</p>",
|
||
"effects": {
|
||
"Armour": {
|
||
"name": "Armour"
|
||
}
|
||
}
|
||
},
|
||
"Acute Sense (Smell)": {
|
||
"name": "Acute Sense (Smell)",
|
||
"description": "<p>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.</p>",
|
||
"effects": {
|
||
"Acute Sense": {
|
||
"name": "Acute Sense"
|
||
}
|
||
}
|
||
},
|
||
"Stinging Tail": {
|
||
"name": "Stinging Tail",
|
||
"description": "<p>Gnawretch may make a free attack by spending 1 Advantage. This is a @UUID[Compendium.wfrp4e-core.items.UnJ25lL8aUzem5JO]{Tail} attack. </p>\n<p>Anyone who takes damage from the attack also suffers a @Condition[Poisoned] Condition. </p>",
|
||
"effects": {
|
||
"Tail Attack": {
|
||
"name": "Tail Attack"
|
||
}
|
||
}
|
||
},
|
||
"Prosthetic Hand": {
|
||
"name": "Prosthetic Hand",
|
||
"description": "<p>Gnawretch always counts as carrying a knife in his left hand. He may not use weapons that require two hands. </p>",
|
||
"effects": {
|
||
"Ward": {
|
||
"name": "Ward"
|
||
}
|
||
}
|
||
},
|
||
"Art": {
|
||
"name": "Art",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}"
|
||
},
|
||
"Bribery": {
|
||
"name": "Bribery",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}"
|
||
},
|
||
"Charm": {
|
||
"name": "Charm",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}"
|
||
},
|
||
"Charm Animal": {
|
||
"name": "Charm Animal",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}"
|
||
},
|
||
"Consume Alcohol": {
|
||
"name": "Consume Alcohol",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}"
|
||
},
|
||
"Drive": {
|
||
"name": "Drive",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}"
|
||
},
|
||
"Endurance": {
|
||
"name": "Endurance",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}"
|
||
},
|
||
"Entertain": {
|
||
"name": "Entertain",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}"
|
||
},
|
||
"Gamble": {
|
||
"name": "Gamble",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}"
|
||
},
|
||
"Gossip": {
|
||
"name": "Gossip",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}"
|
||
},
|
||
"Haggle": {
|
||
"name": "Haggle",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}"
|
||
},
|
||
"Intuition": {
|
||
"name": "Intuition",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}"
|
||
},
|
||
"Melee": {
|
||
"name": "Melee",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}"
|
||
},
|
||
"Navigation": {
|
||
"name": "Navigation",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}"
|
||
},
|
||
"Outdoor Survival": {
|
||
"name": "Outdoor Survival",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}"
|
||
},
|
||
"Perception": {
|
||
"name": "Perception",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}"
|
||
},
|
||
"Ride": {
|
||
"name": "Ride",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}"
|
||
},
|
||
"Row": {
|
||
"name": "Row",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}"
|
||
},
|
||
"Stealth": {
|
||
"name": "Stealth",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}"
|
||
},
|
||
"Knife (Prosthetic Hand)": {
|
||
"name": "Knife (Prosthetic Hand)"
|
||
}
|
||
}
|
||
},
|
||
"Gerdon Salzwed": {
|
||
"name": "Gerdon Salzwed",
|
||
"items": {
|
||
"Stolen Goods": {
|
||
"name": "Stolen Goods"
|
||
},
|
||
"Bribery": {
|
||
"name": "Bribery",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}"
|
||
},
|
||
"Sword": {
|
||
"name": "Sword"
|
||
},
|
||
"Charm": {
|
||
"name": "Charm",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}"
|
||
},
|
||
"Cool": {
|
||
"name": "Cool",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}"
|
||
},
|
||
"Dodge": {
|
||
"name": "Dodge",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}"
|
||
},
|
||
"Evaluate": {
|
||
"name": "Evaluate",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.NtJ85TY8yY3WOGHN caption=false]{Evaluate}"
|
||
},
|
||
"Gamble": {
|
||
"name": "Gamble",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}"
|
||
},
|
||
"Gossip": {
|
||
"name": "Gossip",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}"
|
||
},
|
||
"Haggle": {
|
||
"name": "Haggle",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}"
|
||
},
|
||
"Melee (Basic)": {
|
||
"name": "Melee (Basic)",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}"
|
||
},
|
||
"Ambidextrous": {
|
||
"name": "Ambidextrous",
|
||
"description": "<p>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.</p>",
|
||
"effects": {
|
||
"Ambidextrous": {
|
||
"name": "Ambidextrous"
|
||
}
|
||
}
|
||
},
|
||
"Dealmaker": {
|
||
"name": "Dealmaker",
|
||
"description": "<p>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%.</p>\n<p> </p>\n<p>Note: The GM may put a lower limit on prices here to show a seller refusing to sell below cost.</p>",
|
||
"effects": {
|
||
"Dealmaker": {
|
||
"name": "Dealmaker"
|
||
}
|
||
}
|
||
},
|
||
"Doomed": {
|
||
"name": "Doomed",
|
||
"description": "<p>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.</p><p><em>Tarry not about the mouth of primed artillery</em></p>"
|
||
},
|
||
"Etiquette (Criminals)": {
|
||
"name": "Etiquette (Criminals)",
|
||
"description": "<p>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.</p>",
|
||
"effects": {
|
||
"Etiquette": {
|
||
"name": "Etiquette"
|
||
}
|
||
}
|
||
},
|
||
"Marksman": {
|
||
"name": "Marksman",
|
||
"description": "You gain a permanent +5 bonus to your starting Ballistic Skill (this does not count towards your Advances).",
|
||
"effects": {
|
||
"Marksman": {
|
||
"name": "Marksman",
|
||
"changes": {
|
||
"system.characteristics.bs.initial": 5
|
||
}
|
||
}
|
||
}
|
||
},
|
||
"Pure Soul": {
|
||
"name": "Pure Soul",
|
||
"description": "Your soul is pure, quite resistant to the depredations of Chaos. You may gain extra Corruption points equal to your level of Pure Soul before having to Test to see if you become corrupt.",
|
||
"effects": {
|
||
"Pure Soul": {
|
||
"name": "Pure Soul"
|
||
}
|
||
}
|
||
},
|
||
"Clothing": {
|
||
"name": "Clothing"
|
||
},
|
||
"Dagger": {
|
||
"name": "Dagger"
|
||
},
|
||
"Hood": {
|
||
"name": "Hood"
|
||
},
|
||
"Gold Crown": {
|
||
"name": "Gold Crown"
|
||
},
|
||
"Silver Shilling": {
|
||
"name": "Silver Shilling"
|
||
},
|
||
"Brass Penny": {
|
||
"name": "Brass Penny"
|
||
},
|
||
"Art": {
|
||
"name": "Art",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}"
|
||
},
|
||
"Athletics": {
|
||
"name": "Athletics",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}"
|
||
},
|
||
"Charm Animal": {
|
||
"name": "Charm Animal",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}"
|
||
},
|
||
"Climb": {
|
||
"name": "Climb",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}"
|
||
},
|
||
"Consume Alcohol": {
|
||
"name": "Consume Alcohol",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}"
|
||
},
|
||
"Drive": {
|
||
"name": "Drive",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}"
|
||
},
|
||
"Endurance": {
|
||
"name": "Endurance",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}"
|
||
},
|
||
"Entertain": {
|
||
"name": "Entertain",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}"
|
||
},
|
||
"Intimidate": {
|
||
"name": "Intimidate",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}"
|
||
},
|
||
"Intuition": {
|
||
"name": "Intuition",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}"
|
||
},
|
||
"Leadership": {
|
||
"name": "Leadership",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}"
|
||
},
|
||
"Melee": {
|
||
"name": "Melee",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}"
|
||
},
|
||
"Navigation": {
|
||
"name": "Navigation",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}"
|
||
},
|
||
"Outdoor Survival": {
|
||
"name": "Outdoor Survival",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}"
|
||
},
|
||
"Perception": {
|
||
"name": "Perception",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}"
|
||
},
|
||
"Ride": {
|
||
"name": "Ride",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}"
|
||
},
|
||
"Row": {
|
||
"name": "Row",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}"
|
||
},
|
||
"Stealth": {
|
||
"name": "Stealth",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}"
|
||
},
|
||
"Fence": {
|
||
"name": "Fence",
|
||
"description": "<p>@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.VzMDRJtha7epNzuX]{Fence}</p>"
|
||
},
|
||
"Pouch": {
|
||
"name": "Pouch"
|
||
},
|
||
"Sling Bag": {
|
||
"name": "Sling Bag",
|
||
"description": "<p>Counts as ‘worn’ when slung over your shoulder.</p>"
|
||
},
|
||
"Match": {
|
||
"name": "Match"
|
||
},
|
||
"Candle": {
|
||
"name": "Candle",
|
||
"description": "<p>Provides illumination for 10 yards when lit.</p>"
|
||
}
|
||
}
|
||
},
|
||
"White Wolf": {
|
||
"name": "White Wolf",
|
||
"description": "<section id=\"secret-N2ZlEqAlaqqkShAQ\" class=\"secret\"><p>The mythical White Wolves are prominent figures in popular folklore. At times they have posed terrible danger, whilst sometimes they take on the role of benign protectors. The provenance of these beasts is not clear. Tavern wags suggest that just as tales are told of Ulric siring children with Teutogen women, the White Wolves are the descendants of she-wolves who caught his roving eye. It is true that the White Wolves are rare beasts, but that each one is large and coated in thick silver-white fur. They are fiercer and more intelligent than other species of wolf.</p>\n<p>The cult of Ulric reveres the White Wolf as the embodiment of the challenges associated with their god. The cult’s leaders regard it as a rite of passage to embark on a quest to find a White Wolf, slay it, and take its pelt. Only a select few have ever accomplished this feat.</p></section>",
|
||
"items": {
|
||
"Armour": {
|
||
"name": "Armour",
|
||
"description": "<p>The creature is protected by armor or thick hide. It has Rating Armor Points on all Hit Locations</p>",
|
||
"effects": {
|
||
"Armour": {
|
||
"name": "Armour"
|
||
}
|
||
}
|
||
},
|
||
"Night Vision": {
|
||
"name": "Night Vision",
|
||
"description": "<p>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.</p>"
|
||
},
|
||
"Size": {
|
||
"name": "Size",
|
||
"description": "<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\">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.</p>\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\"> </p>\n<div style=\"direction: ltr;\">\n<table style=\"direction: ltr; border-color: #a3a3a3; border-width: 1pt;\" title=\"\" border=\"1\" summary=\"\" cellspacing=\"0\" cellpadding=\"0\">\n<tbody>\n<tr>\n<td style=\"vertical-align: top; width: .868in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\"><span style=\"font-weight: bold;\">Size</span></p>\n</td>\n<td style=\"vertical-align: top; width: 2.0819in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\"><span style=\"font-weight: bold;\"> Examples</span></p>\n</td>\n</tr>\n<tr>\n<td style=\"vertical-align: top; width: .868in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\">Tiny</p>\n</td>\n<td style=\"vertical-align: top; width: 2.0819in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\">Butterfly, Mouse, Pigeon</p>\n</td>\n</tr>\n<tr>\n<td style=\"vertical-align: top; width: .868in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\">Little</p>\n</td>\n<td style=\"vertical-align: top; width: 2.0819in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\">Cat, Hawk, Human Baby</p>\n</td>\n</tr>\n<tr>\n<td style=\"vertical-align: top; width: .868in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\">Small</p>\n</td>\n<td style=\"vertical-align: top; width: 2.1513in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\">Giant Rat, Halfling, Human Child</p>\n</td>\n</tr>\n<tr>\n<td style=\"vertical-align: top; width: .868in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\">Average</p>\n</td>\n<td style=\"vertical-align: top; width: 2.0819in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\">Dwarf, Elf, Human</p>\n</td>\n</tr>\n<tr>\n<td style=\"vertical-align: top; width: .868in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\">Large</p>\n</td>\n<td style=\"vertical-align: top; width: 2.0819in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\">Horse, Ogre, Troll</p>\n</td>\n</tr>\n<tr>\n<td style=\"vertical-align: top; width: .8875in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\">Enormous</p>\n</td>\n<td style=\"vertical-align: top; width: 2.0625in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\">Griffon, Wyvern, Manticore</p>\n</td>\n</tr>\n<tr>\n<td style=\"vertical-align: top; width: .8875in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\">Monstrous</p>\n</td>\n<td style=\"vertical-align: top; width: 2.1319in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\">Dragon, Giant, Greater Daemon</p>\n</td>\n</tr>\n</tbody>\n</table>\n</div>\n<p> </p>\n<h3>Using Size</h3>\n<p> </p>\n<p>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 </p>\n<p> </p>\n<p> </p>\n<h3>Size Combat Modifers</h3>\n<p>If larger:</p>\n<ul type=\"disc\">\n<li>Its weapons gain the Damaging Quality if the creature is one step larger, and Impact if two steps or more larger.</li>\n<li>It multiplies any Damage caused by the number of steps larger it is (so, 2 steps=×2, 3 steps =×3, and so on); this multiplication is calculated after all modifiers are applied.</li>\n<li>All successful strikes against smaller targets activate the Deathblow rule, even if the target survives.</li>\n</ul>\n<ul type=\"disc\">\n\n</ul>\n<p> </p>\n<p>If smaller:</p>\n<p>• It gains a bonus of +10 to hit.</p>\n<p> </p>\n<h3>Defending Against Big Creatures</h3>\n<p>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!</p>\n<p> </p>\n\n<h3>Fear and Terror</h3>\n<p>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.</p>\n<p> </p>\n<h3>Moving in Combat</h3>\n<p>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.</p>\n<p> </p>\n<h3>Opposed Strength</h3>\n<p>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.</p>\n<p> </p>\n<h3>Stomp</h3>\n<p>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).</p>\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\"> </p>\n<div style=\"direction: ltr;\">\n<table style=\"direction: ltr; border-collapse: collapse; border: 1pt solid #A3A3A3;\" title=\"\" border=\"1\" summary=\"\" cellspacing=\"0\" cellpadding=\"0\">\n<tbody>\n<tr>\n<td style=\"vertical-align: top; width: .8472in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\"><span style=\"font-weight: bold;\">Size </span></p>\n</td>\n<td style=\"vertical-align: top; width: 3.9312in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\"><span style=\"font-weight: bold;\">Wounds</span></p>\n</td>\n</tr>\n<tr>\n<td style=\"vertical-align: top; width: .8472in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\">Tiny</p>\n</td>\n<td style=\"vertical-align: top; width: 3.9312in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\">1</p>\n</td>\n</tr>\n<tr>\n<td style=\"vertical-align: top; width: .8472in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\">Little</p>\n</td>\n<td style=\"vertical-align: top; width: 3.9312in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\">Toughness Bonus</p>\n</td>\n</tr>\n<tr>\n<td style=\"vertical-align: top; width: .8472in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\">Small</p>\n</td>\n<td style=\"vertical-align: top; width: 3.9312in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\">(2×Toughness Bonus) + Willpower Bonus</p>\n</td>\n</tr>\n<tr>\n<td style=\"vertical-align: top; width: .8472in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\">Average</p>\n</td>\n<td style=\"vertical-align: top; width: 3.9312in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\">Strength Bonus+(2×Toughness Bonus) + Willpower Bonus</p>\n</td>\n</tr>\n<tr>\n<td style=\"vertical-align: top; width: .8472in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\">Large</p>\n</td>\n<td style=\"vertical-align: top; width: 4.0in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\">(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×2</p>\n</td>\n</tr>\n<tr>\n<td style=\"vertical-align: top; width: .8666in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\">Enormous</p>\n</td>\n<td style=\"vertical-align: top; width: 3.9812in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\">(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×4</p>\n</td>\n</tr>\n<tr>\n<td style=\"vertical-align: top; width: .8666in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\">Monstrous</p>\n</td>\n<td style=\"vertical-align: top; width: 3.9812in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\">(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×8</p>\n</td>\n</tr>\n</tbody>\n</table>\n</div>",
|
||
"effects": {
|
||
"Size": {
|
||
"name": "Size"
|
||
}
|
||
}
|
||
},
|
||
"Stride": {
|
||
"name": "Stride",
|
||
"description": "<p>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. </p>",
|
||
"effects": {
|
||
"Stride": {
|
||
"name": "Stride"
|
||
}
|
||
}
|
||
},
|
||
"Tracker": {
|
||
"name": "Tracker",
|
||
"description": "<p>Trackers are adept at following their prey, generally through scent or hearing. They add SL equal to their Initiative Bonus to all Track Tests.</p>",
|
||
"effects": {
|
||
"Tracker": {
|
||
"name": "Tracker"
|
||
}
|
||
}
|
||
},
|
||
"Bestial": {
|
||
"name": "Bestial",
|
||
"description": "<p>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</p>"
|
||
},
|
||
"Blessed": {
|
||
"name": "Blessed",
|
||
"description": "<p>The creature is Blessed and can enact Blessings; the relevant deity is indicated in brackets.</p>"
|
||
},
|
||
"Die Hard": {
|
||
"name": "Die Hard",
|
||
"description": "<p>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.</p>"
|
||
},
|
||
"Fast": {
|
||
"name": "Fast",
|
||
"description": "<p>The creature moves unexpectedly fast. It receives +1 Movement and +10 Agility.</p>",
|
||
"effects": {
|
||
"Fast": {
|
||
"name": "Fast",
|
||
"changes": {
|
||
"system.details.move.value": 1,
|
||
"system.characteristics.ag.initial": 10
|
||
}
|
||
}
|
||
}
|
||
},
|
||
"Frenzy": {
|
||
"name": "Frenzy",
|
||
"description": "<p>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.</p>\n<p>While subject to Frenzy</p>\n<ul>\n<li>You are immune to all other psychology, and will not flee or retreat for any reason;</li>\n<li>Indeed you must always move at full rate towards the closest enemy you can see in order to attack.</li>\n<li>Generally, the only Action you may take is a Weapon Skill Test or an Athletics Test to reach an enemy more quickly.</li>\n<li>Further, you may take a Free Action Melee Test each Round as you are throwing everything you have into your attacks.</li>\n<li>Lastly, you gain a bonus of +1 Strength Bonus, such is your ferocity.</li>\n</ul>\n<p>You remain in Frenzy until all enemies in your line of sight are pacified, or you receive the <em>@Condition[Stunned]</em> or <em>@Condition[Unconscious]</em> condition. After your Frenzy is over you immediately receive a <em>@Condition[Fatigued]</em> condition.</p>",
|
||
"effects": {
|
||
"Frenzy": {
|
||
"name": "Frenzy"
|
||
}
|
||
}
|
||
},
|
||
"Stealthy": {
|
||
"name": "Stealthy",
|
||
"description": "<p>The creature is especially stealthy. It adds a number equal to its Agility Bonus to the SL of all Stealth Tests.</p>",
|
||
"effects": {
|
||
"Stealthy": {
|
||
"name": "Stealthy"
|
||
}
|
||
}
|
||
},
|
||
"Gold Crown": {
|
||
"name": "Gold Crown"
|
||
},
|
||
"Silver Shilling": {
|
||
"name": "Silver Shilling"
|
||
},
|
||
"Brass Penny": {
|
||
"name": "Brass Penny"
|
||
},
|
||
"Weapon": {
|
||
"name": "Weapon",
|
||
"description": "<p>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)</p>"
|
||
},
|
||
"Bite": {
|
||
"name": "Bite",
|
||
"description": "<p>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</p>",
|
||
"effects": {
|
||
"Bite": {
|
||
"name": "Bite"
|
||
}
|
||
}
|
||
},
|
||
"Belligerent": {
|
||
"name": "Belligerent",
|
||
"description": "<p>The creature loves to win a fight. As long as it has more Advantage than its opponent, it is Immune to Psychology</p>"
|
||
}
|
||
}
|
||
},
|
||
"Emmille Münzstätter": {
|
||
"name": "Emmille Münzstätter",
|
||
"items": {
|
||
"Endurance": {
|
||
"name": "Endurance",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}"
|
||
},
|
||
"Evaluate": {
|
||
"name": "Evaluate",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.NtJ85TY8yY3WOGHN caption=false]{Evaluate}"
|
||
},
|
||
"Haggle": {
|
||
"name": "Haggle",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}"
|
||
},
|
||
"Lore (Local)": {
|
||
"name": "Lore (Local)",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}"
|
||
},
|
||
"Stealth (Urban)": {
|
||
"name": "Stealth (Urban)",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}"
|
||
},
|
||
"Trade (Coin Stamping)": {
|
||
"name": "Trade (Coin Stamping)",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.jmFSm7UvmHEq52iu caption=false]{Trade}"
|
||
},
|
||
"Artistic": {
|
||
"name": "Artistic",
|
||
"description": "You have a natural talent for art, able to produce precise sketches with nothing but time and appropriate media. This ability has several in-game uses, ranging from creating Wanted Posters to sketching accurate journals, and has spot benefits as determined by the GM. Further to this, add Art (Any) to any Career you enter; if it is already in Career, you may instead purchase the Skill for 5 XP fewer per Advance.",
|
||
"effects": {
|
||
"Artistic": {
|
||
"name": "Artistic"
|
||
}
|
||
}
|
||
},
|
||
"Doomed": {
|
||
"name": "Doomed",
|
||
"description": "<p>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.</p><p><em>Be not curious, only in ignorance art thou safe</em></p>"
|
||
},
|
||
"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
|
||
}
|
||
}
|
||
}
|
||
},
|
||
"Prejudice": {
|
||
"name": "Prejudice",
|
||
"description": "<p>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.</p><p>When subject to Prejudice, you must immediately insult the target of your prejudice. Loudly.</p>"
|
||
},
|
||
"Gold Crown": {
|
||
"name": "Gold Crown"
|
||
},
|
||
"Silver Shilling": {
|
||
"name": "Silver Shilling"
|
||
},
|
||
"Brass Penny": {
|
||
"name": "Brass Penny"
|
||
},
|
||
"Art": {
|
||
"name": "Art",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}"
|
||
},
|
||
"Athletics": {
|
||
"name": "Athletics",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}"
|
||
},
|
||
"Bribery": {
|
||
"name": "Bribery",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}"
|
||
},
|
||
"Charm": {
|
||
"name": "Charm",
|
||
"description": "<p>@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}"
|
||
},
|
||
"Charm Animal": {
|
||
"name": "Charm Animal",
|
||
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