1153 lines
1.5 MiB
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1153 lines
1.5 MiB
Plaintext
{
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"label": "Journals (Core Rulebook)",
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"entries": {
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"Bestiary": {
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"name": "Bestiary",
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"pages": {
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"Bestiary": {
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"name": "Bestiary",
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"text": "<blockquote><p>‘Adversity with the monster makes the man. Prosperity with the man makes the monster.’</p><p style=\"text-align:right\"><em>– Albrecht Zweistein, Middenlander Professor</em></p></blockquote><p>The creatures presented in the Bestiary are generic, typical starter examples of their ilk. You are encouraged to customise them and create your own, using the statistics found here and adding Skills and Talents as you feel are necessary, perhaps even using the full Career system to create terrifying opponents. The quickest way to create fast NPC adversaries is to use Creature Traits; all creatures come with one or more Creature Traits as standard, but additional ones can be added as required, and they can be mixed with @UUID[JournalEntry.6zOdTLv3YeYeJ4hR]{Skills and Talents} as you see fit.</p><blockquote class=\"foundry-note\"><p>Drag and drop careers onto NPC and Creature sheets to automatically apply advances based on that career for quick NPC creation.</p></blockquote><p>The Optional traits listed alongside each creature presents some of the most commonly found variants of the species. However, you may choose to apply any trait to any creature if it fits what you want to represent in your game.</p><blockquote class=\"foundry-note\"><p>You can find <strong>Optional Traits</strong> in the Notes tab of a creature sheet, where they can be toggled on and off.</p></blockquote><p>For Creature Trait rules, refer to @UUID[.vUPuF2ZsWvNKUCWy]{Creature Traits}.</p><blockquote class=\"sidebar\"><h3 style=\"text-align:center;text-transform:uppercase\" class=\"sidebar-title\"><em>Generic Creature Traits</em></h3><p><em>Generic Creature Traits add extra variety to your NPCs. The following traits are appended to the Optional list of all creatures.</em></p><p><em>@UUID[Compendium.wfrp4e-core.items.4CMKeDTDrRQZbPIJ]{Afraid}, @UUID[Compendium.wfrp4e-core.items.0VpT5yubw4UL7j6f]{Animosity}, @UUID[Compendium.wfrp4e-core.items.VUJUZVN3VYhOaPjj]{Armour}, @UUID[Compendium.wfrp4e-core.items.a8MC97PLzl10WocT]{Big}, @UUID[Compendium.wfrp4e-core.items.15ENOMf345S5AL68]{Brute}, @UUID[Compendium.wfrp4e-core.items.Ni4hNAPv3LhTpgMA]{Clever}, @UUID[Compendium.wfrp4e-core.items.3WI8mhTinC8inxyj]{Cunning}, @UUID[Compendium.wfrp4e-core.items.9NROryHer1uXAKwY]{Elite}, @UUID[Compendium.wfrp4e-core.items.9MjH4xyVrd3Inzak]{Fast}, @UUID[Compendium.wfrp4e-core.items.zImcTgEl2XNnbu5W]{Hardy}, @UUID[Compendium.wfrp4e-core.items.E98mVLZgE8bX5vQW]{Hatred}, @UUID[Compendium.wfrp4e-core.items.wGTD2LezlI6Atyy0]{Leader}, @UUID[Compendium.wfrp4e-core.items.GwjvDLZz3PvK6xgs]{Prejudice}, @UUID[Compendium.wfrp4e-core.items.k9539MBTFplxsysT]{Tough}, @UUID[Compendium.wfrp4e-core.items.AtpAudHA4ybXVlWM]{Weapon}</em></p><p><em>Note: Most creatures have a suggested Weapon included, and maybe Armour too, but that doesn’t preclude them from being changed as you see fit.</em></p></blockquote><blockquote class=\"sidebar\"><h3 style=\"text-align:center;text-transform:uppercase\" class=\"sidebar-title no-toc\"><em>Random Creatures and Custom PC Species</em></h3><p><em>The Bestiary presents Characteristics as a round number, such as 20, 25, or 30. Obviously, in practice, the numbers vary significantly from individual to individual. If you wish to randomly create Characteristics, subtract –10, then add 2d10. So, a Characteristic of 30 translates to 2d10+20. If a Characteristic starts at 5, roll just 1d10 to randomise it. This can even be used to create PCs out of traditionally NPC species by using random Characteristics and adding an appropriate career, creating, say, an Ogre soldier, Skaven engineer, or Vampire noble. Obviously, this will take a little bending of the rules to work, but if you are interested in playing characters like this, it’s not difficult to do.</em></p><blockquote class=\"foundry-note\"><p>You can click the <span style=\"font-family:Courier\"><strong>C</strong></span> randomization button at the top of an NPC or Creature sheet to randomize its characteristics.</p></blockquote></blockquote><h2>Creature Hit Locations</h2><p>At some point you may need to determine a Hit Location for a non-Human-shaped creature. Normally, this is simple. For quadrupeds, simply make arm hits foreleg hits, and leg hits rear-leg hits. Or for birds, make arm hits equate to wing hits. However, some require special attention, such as Snakes and Spiders. For those, use Alternative Hit Locations.</p><p>For any creature 2 steps larger than you (see @UUID[Compendium.wfrp4e-core.items.8slW8CJ2oVTxeQ6q]{Size}), choose a location to hit according to what’s closest to you (or in Line-of-Sight for shooting).</p><p>If an animal has a Hit Location without a Critical Table, such as a tentacle, tail, or wing, roll on the Arm table and describe the results in an appropriate way.</p><blockquote class=\"sidebar\"><h3 style=\"text-align:center;text-transform:uppercase\" class=\"sidebar-title no-toc\"><em>Alternative Hit Locations</em></h3><p><em>@UUID[RollTable.YWzuhQN0d9orIm2h]{Hit Location - Snake}</em></p><p><em>@UUID[RollTable.bF4KEpOxadDG0wS7]{Hit Location - Spider}</em></p><blockquote class=\"foundry-note\"><p><em>You can change what Hit Location table an Actor uses in the Actor Configuration menu, accessed by the <strong>Configure</strong> button at the top of an Actor Sheet</em></p></blockquote></blockquote>"
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},
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"Peoples of the Reikland": {
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"name": "Peoples of the Reikland",
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"text": "<p>@UUID[JournalEntry.IQ0PgoJihQltCBUU]{Character} presents the primary peoples of the Reikland. This section explains how to create fast NPC equivalents, and also introduces Ogres. </p><p>For important characters in your campaign, you may want to use the full character creation rules. However, sometimes you just want a fast NPC. To quickly create an NPC, use one of the following standard profiles and apply @UUID[.vUPuF2ZsWvNKUCWy]{Creature Traits} as required, with those listed in @UUID[.UyUu4g8GQRp16paM#generic-creature-traits]{Generic Creature Traits} being the best initial choices.</p><p>@UUID[Compendium.wfrp4e-core.actors.7ihBjcHcewZ2Obul]{Human}</p><p>@UUID[Compendium.wfrp4e-core.actors.ImdVnI8mEiOmKriI]{Dwarf}</p><p>@UUID[Compendium.wfrp4e-core.actors.r70e6JNM3MjWIb7N]{Halfling}</p><p>@UUID[Compendium.wfrp4e-core.actors.QutqbzpxKqsjQ6yN]{High Elf}</p><p>@UUID[Compendium.wfrp4e-core.actors.5wl3KH6hXsGwUcZa]{Wood Elf}</p><p>@UUID[Compendium.wfrp4e-core.actors.nPvDzBcqDGuRaS7x]{Ogre}</p><h3>Examples</h3><p>Below are two examples of Human NPCs created using just Creature Traits and standard random Characteristics.</p><div style=\"display:flex;justify-content:space-evenly\"><img style=\"border:none\" src=\"modules/wfrp4e-core/art/bestiary/black-bella.webp\" width=\"200\" height=\"278\" /><img style=\"border:none\" src=\"modules/wfrp4e-core/art/bestiary/pol-dankels.webp\" width=\"194\" height=\"275\" /></div><div style=\"display:flex;justify-content:space-evenly\"><p style=\"text-align:center\">@UUID[Compendium.wfrp4e-core.actors.2lvE7Ypir9uuRjVT]{Black Bella}</p><p style=\"text-align:center\">@UUID[Compendium.wfrp4e-core.actors.YavXt2NP9N8Puxse]{Pol Dankels}</p></div><p></p>"
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},
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"Creature Traits": {
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"name": "Creature Traits",
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"text": "<p>These are the Creature Traits. Use them to create unique NPCs.</p><p>@UUID[Compendium.wfrp4e-core.items.4xF7M6ylIiGntekh]</p><p>@UUID[Compendium.wfrp4e-core.items.4CMKeDTDrRQZbPIJ]</p><p>@UUID[Compendium.wfrp4e-core.items.sJ3yX1kvzu2hgNq5]</p><p>@UUID[Compendium.wfrp4e-core.items.0VpT5yubw4UL7j6f]</p><p>@UUID[Compendium.wfrp4e-core.items.rOV2s6PQBBrhpMOv]</p><p>@UUID[Compendium.wfrp4e-core.items.VUJUZVN3VYhOaPjj]</p><p>@UUID[Compendium.wfrp4e-core.items.GbDyBCu8ZjDp6dkj]</p><p>@UUID[Compendium.wfrp4e-core.items.AGcJl5rHjkyIQBPP]</p><p>@UUID[Compendium.wfrp4e-core.items.a8MC97PLzl10WocT]</p><p>@UUID[Compendium.wfrp4e-core.items.pLW9SVX0TVTYPiPv]</p><p>@UUID[Compendium.wfrp4e-core.items.5muSFXd6oc760uVj]</p><p>@UUID[Compendium.wfrp4e-core.items.j6v78dnOOdCB6c3d]</p><p>@UUID[Compendium.wfrp4e-core.items.uqGxFOEqeurwkAO3]</p><p>@UUID[Compendium.wfrp4e-core.items.15ENOMf345S5AL68]</p><p>@UUID[Compendium.wfrp4e-core.items.4mF5Sp3t09kZhBYc]</p><p>@UUID[Compendium.wfrp4e-core.items.7HSUM2iPZLX4ueIW]</p><p>@UUID[Compendium.wfrp4e-core.items.Ni4hNAPv3LhTpgMA]</p><p>@UUID[Compendium.wfrp4e-core.items.mCh1KK9jomwFZcLB]</p><p>@UUID[Compendium.wfrp4e-core.items.KynNUYYKzTMeHrKl]</p><p>@UUID[Compendium.wfrp4e-core.items.UB4mDroL6S1F9B4u]</p><p>@UUID[Compendium.wfrp4e-core.items.M5QSWOYt2Rbv2yxW]</p><p>@UUID[Compendium.wfrp4e-core.items.xsGbDFqK2qh7lsIj]</p><p>@UUID[Compendium.wfrp4e-core.items.3WI8mhTinC8inxyj]</p><p>@UUID[Compendium.wfrp4e-core.items.v3uzEthcq0JRar0J]</p><p>@UUID[Compendium.wfrp4e-core.items.JQa5DLnTs2SEzRrc]</p><p>@UUID[Compendium.wfrp4e-core.items.UsJ2uIOOtHA7JqD5]</p><p>@UUID[Compendium.wfrp4e-core.items.PaW8i6JOxWyzAZCz]</p><p>@UUID[Compendium.wfrp4e-core.items.MVI0lXcg6vvtooAF]</p><p>@UUID[Compendium.wfrp4e-core.items.9NROryHer1uXAKwY]</p><p>@UUID[Compendium.wfrp4e-core.items.tNWrJUOArwfWXsPw]</p><p>@UUID[Compendium.wfrp4e-core.items.9MjH4xyVrd3Inzak]</p><p>@UUID[Compendium.wfrp4e-core.items.pTorrE0l3VybAbtn]</p><p>@UUID[Compendium.wfrp4e-core.items.EO05HX7jql0g605A]</p><p>@UUID[Compendium.wfrp4e-core.items.yRhhOlt18COq4e1q]</p><p>@UUID[Compendium.wfrp4e-core.items.fjd1u9VAgiYzhBRp]</p><p>@UUID[Compendium.wfrp4e-core.items.plVyl4vjS2fX16Rv]</p><p>@UUID[Compendium.wfrp4e-core.items.HbrwGhUl0ZXz4kLA]</p><p>@UUID[Compendium.wfrp4e-core.items.aE3pyW20Orvdjzj0]</p><p>@UUID[Compendium.wfrp4e-core.items.BqPZn6q3VHn9HUrW]</p><p>@UUID[Compendium.wfrp4e-core.items.xneBqGOs1QS7kfUr]</p><p>@UUID[Compendium.wfrp4e-core.items.3wCtgMDNnu8MFmyk]</p><p>@UUID[Compendium.wfrp4e-core.items.IAWyzDfC286a9MPz]</p><p>@UUID[Compendium.wfrp4e-core.items.V0c3qBU1CMm8bmsW]</p><p>@UUID[Compendium.wfrp4e-core.items.TBcdTlYSRH8Rd1x0]</p><p>@UUID[Compendium.wfrp4e-core.items.wGTD2LezlI6Atyy0]</p><p>@UUID[Compendium.wfrp4e-core.items.yrkI7ATjqLPDTFmZ]</p><p>@UUID[Compendium.wfrp4e-core.items.mDgEMOoJpi8DkRYb]</p><p>@UUID[Compendium.wfrp4e-core.items.AGreVSdN2jDSenEl]</p><p>@UUID[Compendium.wfrp4e-core.items.c1T7MelXEZLQfpVv]</p><p>@UUID[Compendium.wfrp4e-core.items.lV7Bxi3T3ps4QBlc]</p><p>@UUID[Compendium.wfrp4e-core.items.FmHDbCOy3pH8yKhm]</p><p>@UUID[Compendium.wfrp4e-core.items.wMwSRDmgiF2IdCJr]</p><p>@UUID[Compendium.wfrp4e-core.items.0eEJ280MIC0IbEop]</p><p>@UUID[Compendium.wfrp4e-core.items.GwjvDLZz3PvK6xgs]</p><p>@UUID[Compendium.wfrp4e-core.items.Z1TGphWhic2E3Lfx]</p><p>@UUID[Compendium.wfrp4e-core.items.VFV2dmrfuVJ3RJnD]</p><p>@UUID[Compendium.wfrp4e-core.items.SfUUdOGjdYpr3KSR]</p><p>@UUID[Compendium.wfrp4e-core.items.8slW8CJ2oVTxeQ6q]</p><p>@UUID[Compendium.wfrp4e-core.items.IPKRMGry6WotuS1G]</p><p>@UUID[Compendium.wfrp4e-core.items.vY0CHKsJRV3gYBj3]</p><p>@UUID[Compendium.wfrp4e-core.items.OzwDT6kzoLYeeR2d]</p><p>@UUID[Compendium.wfrp4e-core.items.UmxGZRV0Lw3TZ0Kx]</p><p>@UUID[Compendium.wfrp4e-core.items.9GNpAqgsKzxZKJpp]</p><p>@UUID[Compendium.wfrp4e-core.items.BxAvP2g1KbHPbbbA]</p><p>@UUID[Compendium.wfrp4e-core.items.E2Es82TvBKa7CoDG]</p><p>@UUID[Compendium.wfrp4e-core.items.UnJ25lL8aUzem5JO]</p><p>@UUID[Compendium.wfrp4e-core.items.JIAe7i7dqTQBu4do]</p><p>@UUID[Compendium.wfrp4e-core.items.kJNAY1YRaCy9IgmT]</p><p>@UUID[Compendium.wfrp4e-core.items.xg6z63j6BH5AaqLL]</p><p>@UUID[Compendium.wfrp4e-core.items.k9539MBTFplxsysT]</p><p>@UUID[Compendium.wfrp4e-core.items.ClOlztW6hH8rslbp]</p><p>@UUID[Compendium.wfrp4e-core.items.V0naR1YbYCl0KIxp]</p><p>@UUID[Compendium.wfrp4e-core.items.PFTD9gDvRWW9uh5g]</p><p>@UUID[Compendium.wfrp4e-core.items.D0ImWEIMSDgElsnl]</p><p>@UUID[Compendium.wfrp4e-core.items.3MDwUi7BVxwWVI2V]</p><p>@UUID[Compendium.wfrp4e-core.items.gFkRm9wS65qe18Xv]</p><p>@UUID[Compendium.wfrp4e-core.items.JzeN9MZ0xUDvpE2l]</p><p>@UUID[Compendium.wfrp4e-core.items.KII1gWnxIZ8HzmU5]</p><p>@UUID[Compendium.wfrp4e-core.items.Bvd2aZ0gQUXHfCTh]</p><p>@UUID[Compendium.wfrp4e-core.items.AtpAudHA4ybXVlWM]</p><p>@UUID[Compendium.wfrp4e-core.items.Bw6tQyzOhcl7aQ46]</p>"
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},
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"Beasts of the Reikland": {
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"name": "Beasts of the Reikland",
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"text": "<p>Presented here are a smattering of the common wild and domesticated animals found in the Reikland. </p><div style=\"display:flex;justify-content:space-evenly;flex-wrap:wrap\"><div style=\"display:flex;flex-direction:column;justify-content:space-evenly;align-items:center\"><img style=\"border:none\" src=\"modules/wfrp4e-core/art/bestiary/bear.webp\" width=\"197\" height=\"184\" /><p style=\"text-align:center\">@UUID[Compendium.wfrp4e-core.actors.KtYgLHcSLpHmnGI2]{Bear}</p></div><div style=\"display:flex;flex-direction:column;justify-content:space-evenly;align-items:center\"><img style=\"border:none\" src=\"modules/wfrp4e-core/art/bestiary/boar.webp\" width=\"145\" height=\"187\" /><p style=\"text-align:center\">@UUID[Compendium.wfrp4e-core.actors.7629Eaow3acVS59H]{Boar}</p></div><div style=\"display:flex;flex-direction:column;justify-content:space-evenly;align-items:center\"><img style=\"border:none\" src=\"modules/wfrp4e-core/art/bestiary/dog.webp\" width=\"193\" height=\"178\" /><p style=\"text-align:center\">@UUID[Compendium.wfrp4e-core.actors.R1iWvfV9EvgIc8bJ]{Dog}</p></div><div style=\"display:flex;flex-direction:column;justify-content:space-evenly;align-items:center\"><img style=\"border:none\" src=\"modules/wfrp4e-core/art/bestiary/rat.webp\" width=\"192\" height=\"233\" /><p style=\"text-align:center\">@UUID[Compendium.wfrp4e-core.actors.oenbbB0PitRWUBfZ]{Giant Rat}</p></div><div style=\"display:flex;flex-direction:column;justify-content:space-evenly;align-items:center\"><img style=\"border:none\" src=\"modules/wfrp4e-core/art/bestiary/spider.webp\" width=\"215\" height=\"278\" /><p style=\"text-align:center\">@UUID[Compendium.wfrp4e-core.actors.VPVnyae6VHeD9cEP]{Giant Spider}</p></div><div style=\"display:flex;flex-direction:column;justify-content:space-evenly;align-items:center\"><img style=\"border:none\" src=\"modules/wfrp4e-core/art/bestiary/horse.webp\" width=\"160\" height=\"172\" /><p style=\"text-align:center\">@UUID[Compendium.wfrp4e-core.actors.b1R5sW6lYIViJ2ki]{Horse}</p></div><div style=\"display:flex;flex-direction:column;justify-content:space-evenly;align-items:center\"><img style=\"border:none\" src=\"modules/wfrp4e-core/art/bestiary/pidgeon.webp\" width=\"214\" height=\"140\" /><p style=\"text-align:center\">@UUID[Compendium.wfrp4e-core.actors.ge5zXH2qboxaac7v]{Pigeon}</p></div><div style=\"display:flex;flex-direction:column;justify-content:space-evenly;align-items:center\"><img style=\"border:none\" src=\"modules/wfrp4e-core/art/bestiary/snake.webp\" width=\"221\" height=\"135\" /><p style=\"text-align:center\">@UUID[Compendium.wfrp4e-core.actors.AAiKqD1IoweDpJI7]{Snake}</p></div><div style=\"display:flex;flex-direction:column;justify-content:space-evenly;align-items:center\"><img style=\"border:none\" src=\"modules/wfrp4e-core/art/bestiary/wolf.webp\" width=\"183\" height=\"221\" /><p style=\"text-align:center\">@UUID[Compendium.wfrp4e-core.actors.lSvYEInG8sZ03vqd]{Wolf}</p></div></div>"
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},
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"Monstrous Beasts of the Reikland": {
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"name": "Monstrous Beasts of the Reikland",
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"text": "<p>Throughout the Reikland, all manner of large and dangerous monsters hunt, preying on the unwise and the unwary, dragging them back to their bone-lined lairs to be consumed at leisure.</p><div style=\"display:flex;justify-content:space-evenly;flex-wrap:wrap\"><div style=\"display:flex;flex-direction:column;justify-content:space-evenly;align-items:center\"><img style=\"border:none\" src=\"modules/wfrp4e-core/art/bestiary/basilisk.webp\" width=\"236\" height=\"169\" /><p style=\"text-align:center\">@UUID[Compendium.wfrp4e-core.actors.z8f3vySKIpTxGr62]{Basilisk}</p></div><div style=\"display:flex;flex-direction:column;justify-content:space-evenly;align-items:center\"><img style=\"border:none\" src=\"modules/wfrp4e-core/art/bestiary/bog-octopus.webp\" width=\"263\" height=\"339\" /><p style=\"text-align:center\">@UUID[Compendium.wfrp4e-core.actors.FmEDHnfAe2iIugpt]{Bog Octopus}</p></div><div style=\"display:flex;flex-direction:column;justify-content:space-evenly;align-items:center\"><img style=\"border:none\" src=\"modules/wfrp4e-core/art/bestiary/squig.webp\" width=\"237\" height=\"188\" /><p style=\"text-align:center\">@UUID[Compendium.wfrp4e-core.actors.VMceSpLje0J7lfP0]{Cave Squig}</p></div><div style=\"display:flex;flex-direction:column;justify-content:space-evenly;align-items:center\"><img style=\"border:none\" src=\"modules/wfrp4e-core/art/bestiary/demigryh.webp\" width=\"221\" height=\"278\" /><p style=\"text-align:center\">@UUID[Compendium.wfrp4e-core.actors.MLtDY4bwzGQpaABN]{Demigryph}</p></div><div style=\"display:flex;flex-direction:column;justify-content:space-evenly;align-items:center\"><img style=\"border:none\" src=\"modules/wfrp4e-core/art/bestiary/dragon.webp\" width=\"255\" height=\"188\" /><p style=\"text-align:center\">@UUID[Compendium.wfrp4e-core.actors.LZttdCIxmFr1sGsS]{Dragon}</p></div><div style=\"display:flex;flex-direction:column;justify-content:space-evenly;align-items:center\"><img style=\"border:none\" src=\"modules/wfrp4e-core/art/bestiary/fenbeast.webp\" width=\"257\" height=\"333\" /><p style=\"text-align:center\">@UUID[Compendium.wfrp4e-core.actors.HKSn8iNSS9WcAuJc]{Fenbeast}</p></div><div style=\"display:flex;flex-direction:column;justify-content:space-evenly;align-items:center\"><img style=\"border:none\" src=\"modules/wfrp4e-core/art/bestiary/fimir.webp\" width=\"233\" height=\"277\" /><p style=\"text-align:center\">@UUID[Compendium.wfrp4e-core.actors.kt9ob9BdK6zLDWxn]{Fimir}</p></div><div style=\"display:flex;flex-direction:column;justify-content:space-evenly;align-items:center\"><img style=\"border:none\" src=\"modules/wfrp4e-core/art/bestiary/giant.webp\" width=\"201\" height=\"260\" /><p style=\"text-align:center\">@UUID[Compendium.wfrp4e-core.actors.HZfZaCjdniz5Z4CP]{Giant}</p></div><div style=\"display:flex;flex-direction:column;justify-content:space-evenly;align-items:center\"><img style=\"border:none\" src=\"modules/wfrp4e-core/art/bestiary/griffin.webp\" width=\"250\" height=\"250\" /><p style=\"text-align:center\">@UUID[Compendium.wfrp4e-core.actors.8g9rnHLiZ1pJcPPt]{Griffon}</p></div><div style=\"display:flex;flex-direction:column;justify-content:space-evenly;align-items:center\"><img style=\"border:none\" src=\"modules/wfrp4e-core/art/bestiary/hippogriff.webp\" width=\"291\" height=\"225\" /><p style=\"text-align:center\">@UUID[Compendium.wfrp4e-core.actors.RiXpMLex8SZf6gaQ]{Hippogryph}</p></div><div style=\"display:flex;flex-direction:column;justify-content:space-evenly;align-items:center\"><img style=\"border:none\" src=\"modules/wfrp4e-core/art/bestiary/hydra.webp\" width=\"229\" height=\"230\" /><p style=\"text-align:center\">@UUID[Compendium.wfrp4e-core.actors.A4G4bTYxot3ZygZO]{Hydra}</p></div><div style=\"display:flex;flex-direction:column;justify-content:space-evenly;align-items:center\"><img style=\"border:none\" src=\"modules/wfrp4e-core/art/bestiary/jabberslythe.webp\" width=\"260\" height=\"220\" /><p style=\"text-align:center\">@UUID[Compendium.wfrp4e-core.actors.9q8QzWB4o7aj6ZxL]{Jabberslythe}</p></div><div style=\"display:flex;flex-direction:column;justify-content:space-evenly;align-items:center\"><img style=\"border:none\" src=\"modules/wfrp4e-core/art/bestiary/manticore.webp\" width=\"294\" height=\"230\" /><p style=\"text-align:center\">@UUID[Compendium.wfrp4e-core.actors.XtVkAVgZRIIgrBXb]{Manticore}</p></div><div style=\"display:flex;flex-direction:column;justify-content:space-evenly;align-items:center\"><img style=\"border:none\" src=\"modules/wfrp4e-core/art/bestiary/pegasus.webp\" width=\"211\" height=\"250\" /><p style=\"text-align:center\">@UUID[Compendium.wfrp4e-core.actors.Yee9gwxJUceGbnO2]{Pegasus}</p></div><div style=\"display:flex;flex-direction:column;justify-content:space-evenly;align-items:center\"><img style=\"border:none\" src=\"modules/wfrp4e-core/art/bestiary/troll.webp\" width=\"198\" height=\"264\" /><p style=\"text-align:center\">@UUID[Compendium.wfrp4e-core.actors.7qslmdLa7so3BmFk]{Troll}</p></div><div style=\"display:flex;flex-direction:column;justify-content:space-evenly;align-items:center\"><img style=\"border:none\" src=\"modules/wfrp4e-core/art/bestiary/wyvern.webp\" width=\"237\" height=\"237\" /><p style=\"text-align:center\">@UUID[Compendium.wfrp4e-core.actors.KeB0khEeq462qTJw]{Wyvern}</p></div></div><blockquote class=\"sidebar\"><h3 class=\"sidebar-title no-toc\" style=\"text-align:center;text-transform:uppercase\"><em>Going for a Troll</em></h3><p><em>There are a number of species of Trolls so you should feel free to customise them at will. Some of the Trolls most likely to trouble parties in the Reikland include:</em></p><p><em><strong>Chaos Trolls</strong>: These bear one or more Mutations. These ‘gifts’ from the Dark Gods of Chaos make them especially dangerous and unpredictable. These unfortunate creatures are often pressed into the service of marauding chaos warbands, or Beastman Warherds — the more severely mutated the Troll, the greater the perceived favour of the Ruinous Powers, and the greater the value of the monster to its herd.</em></p><p><em><strong>River Trolls</strong>: Skulking in the stagnant, foetid marshes of @UUID[JournalEntry.ozE2DMCMK64eE5pD.JournalEntryPage.Zhp59VXYiv6dGfhR]{the Reik}, River Trolls are an unfortunately common sight. They are opportunistic hunters, using their weed-like hides as they float like clumps of weed or flotsam, or lie in wait in muddy banks waiting for small boats or unwary travellers.</em></p><p><em><strong>Stone Trolls</strong>: Rarely seen outside of the mountain ranges of the Empire, Stone Trolls have exceedingly tough hides that have ossified into rough, stone-like armoured plates, which both protect the troll from damage and help them blend into their surroundings. They make their lairs in caves and are one of the most common hazards encountered by those crossing @UUID[JournalEntry.ozE2DMCMK64eE5pD.JournalEntryPage.w0YfGxsBuLoODCgc]{the Grey Mountains}.</em></p></blockquote>"
|
||
},
|
||
"The Greenskin Hordes": {
|
||
"name": "The Greenskin Hordes",
|
||
"text": "<p>Orcs and Goblins are the scourge of civilisation. They raid ceaselessly from their crude fortifications, most commonly warring amongst themselves, culling the weak and revering the strong. Inevitably, a Greenskin warlord will eventually arise from these internecine skirmishes and bind the neighbouring tribes under one banner. Then the drums of war sound, and the green tide swells once more, ready to wash over every village and town in its path, leaving nothing but blood and ruin in its wake. </p>\n<div style=\"display:flex;justify-content:space-evenly;flex-wrap:wrap\">\n<div style=\"display:flex;flex-direction:column;justify-content:space-evenly;align-items:center\"><img style=\"border:none\" src=\"modules/wfrp4e-core/art/bestiary/orc-boy.webp\" width=\"199\" height=\"230\" />\n<p style=\"text-align:center\">@UUID[Compendium.wfrp4e-core.actors.E7BiDqsB55BrOQut]{Orc}</p>\n</div>\n<div style=\"display:flex;flex-direction:column;justify-content:space-evenly;align-items:center\"><img style=\"border:none\" src=\"modules/wfrp4e-core/art/bestiary/goblin.webp\" width=\"158\" height=\"201\" />\n<p style=\"text-align:center\">@UUID[Compendium.wfrp4e-core.actors.zzdOpKqBC28J66Mn]{Goblin}</p>\n</div>\n<div style=\"display:flex;flex-direction:column;justify-content:space-evenly;align-items:center\"><img style=\"border:none\" src=\"modules/wfrp4e-core/art/bestiary/snotling.webp\" width=\"168\" height=\"184\" />\n<p style=\"text-align:center\">@UUID[Compendium.wfrp4e-core.actors.wdnXbjtKK7MtsZzc]{Snotling}</p>\n</div>\n</div>"
|
||
},
|
||
"The Restless Dead": {
|
||
"name": "The Restless Dead",
|
||
"text": "<p>Neither living, nor truly dead, the Undead are the animate corpses of once living beings, granted an unholy parody of life through the fell arcane discipline of Necromancy. The shambling hordes of the restless dead come in many forms, from the reanimated corpses of Zombies and Skeletons, to the shrieking, spectral Ghosts and Banshees, to the brooding, manifest evil of the Vampire Lords.</p>\n<div style=\"display:flex;justify-content:space-evenly;flex-wrap:wrap\">\n<div style=\"display:flex;flex-direction:column;justify-content:space-evenly;align-items:center\"><img style=\"border:none\" src=\"modules/wfrp4e-core/art/bestiary/skeleton.webp\" width=\"163\" height=\"217\" />\n<p style=\"text-align:center\">@UUID[Compendium.wfrp4e-core.actors.Mt5JAoOSaEH1PdcP]{Skeleton}</p>\n</div>\n<div style=\"display:flex;flex-direction:column;justify-content:space-evenly;align-items:center\"><img style=\"border:none\" src=\"modules/wfrp4e-core/art/bestiary/zombie.webp\" width=\"173\" height=\"234\" />\n<p style=\"text-align:center\">@UUID[Compendium.wfrp4e-core.actors.T79RqnDOAQLn3I1s]{Zombie}</p>\n</div>\n<div style=\"display:flex;flex-direction:column;justify-content:space-evenly;align-items:center\"><img style=\"border:none\" src=\"modules/wfrp4e-core/art/bestiary/dire-wolf.webp\" width=\"220\" height=\"234\" />\n<p style=\"text-align:center\">@UUID[Compendium.wfrp4e-core.actors.umddAQkmxVYG0AzO]{Dire Wolf}</p>\n</div>\n<div style=\"display:flex;flex-direction:column;justify-content:space-evenly;align-items:center\"><img style=\"border:none\" src=\"modules/wfrp4e-core/art/bestiary/ghoul.webp\" width=\"191\" height=\"250\" />\n<p style=\"text-align:center\">@UUID[Compendium.wfrp4e-core.actors.6B7LMdYtunAftsFN]{Crypt Ghoul}</p>\n</div>\n<div style=\"display:flex;flex-direction:column;justify-content:space-evenly;align-items:center\"><img style=\"border:none\" src=\"modules/wfrp4e-core/art/bestiary/varghulf.webp\" width=\"225\" height=\"230\" />\n<p style=\"text-align:center\">@UUID[Compendium.wfrp4e-core.actors.XoSSlIsqXkiBlycn]{Varghulf}</p>\n</div>\n<div style=\"display:flex;flex-direction:column;justify-content:space-evenly;align-items:center\"><img style=\"border:none\" src=\"modules/wfrp4e-core/art/bestiary/cairn-wraith.webp\" width=\"179\" height=\"231\" />\n<p style=\"text-align:center\">@UUID[Compendium.wfrp4e-core.actors.hMbcLVjk7eUdxtqC]{Cairn Wraith}</p>\n</div>\n<div style=\"display:flex;flex-direction:column;justify-content:space-evenly;align-items:center\"><img style=\"border:none\" src=\"modules/wfrp4e-core/art/bestiary/banshee.webp\" width=\"203\" height=\"259\" />\n<p style=\"text-align:center\">@UUID[Compendium.wfrp4e-core.actors.TWy5l4uYTRAtjfit]{Tomb Banshee}</p>\n</div>\n<div style=\"display:flex;flex-direction:column;justify-content:space-evenly;align-items:center\"><img style=\"border:none\" src=\"modules/wfrp4e-core/tokens/vampire.webp\" width=\"253\" height=\"253\" />\n<p style=\"text-align:center\">@UUID[Compendium.wfrp4e-core.actors.T5qAtpoKtB8iwTBd]{Vampire}</p>\n</div>\n<div style=\"display:flex;flex-direction:column;justify-content:space-evenly;align-items:center\"><img style=\"border:none\" src=\"modules/wfrp4e-core/art/bestiary/ghost.webp\" width=\"197\" height=\"254\" />\n<p style=\"text-align:center\">@UUID[Compendium.wfrp4e-core.actors.GgSxlomoV220kd3G]{Ghost}</p>\n</div>\n</div>"
|
||
},
|
||
"Slaves to Darkness": {
|
||
"name": "Slaves to Darkness",
|
||
"text": "<p>Chaos. The very word is enough to send superstitious smallfolk scurrying for the temple of Sigmar, making the sign of the hammer as they flee. But, for all good citizens of the Empire fear Chaos invasion or Beastmen attack, the true danger lies within the Empire’s borders; cultists lurk in basements, corrupt nobles treat with Daemons, and ignorant villagers make offerings of their mutated offspring rather than killing them swiftly, unwittingly swelling the ranks of armies of the damned. </p>\n<h3>Beastmen, The Children of Chaos</h3>\n<p>Beastmen are grotesque hybrids of animal and Human. They consider themselves the true children of Chaos, blessed by the Dark Gods before all other species. Their savage herds stalk the forests, gathering numbers and worshipping at profane altars of stone daubed with excrement.</p>\n<div style=\"display:flex;justify-content:space-evenly;flex-wrap:wrap\">\n<div style=\"display:flex;flex-direction:column;justify-content:space-evenly;align-items:center\"><img style=\"border:none\" src=\"modules/wfrp4e-core/art/bestiary/gor.webp\" width=\"169\" height=\"202\" />\n<p style=\"text-align:center\">@UUID[Compendium.wfrp4e-core.actors.R37OtN5gmPWCYOP3]{Gor}</p>\n</div>\n<div style=\"display:flex;flex-direction:column;justify-content:space-evenly;align-items:center\"><img style=\"border:none\" src=\"modules/wfrp4e-core/art/bestiary/ungor.webp\" width=\"129\" height=\"164\" />\n<p style=\"text-align:center\">@UUID[Compendium.wfrp4e-core.actors.vrYs3cbxvXtre6rv]{Ungor}</p>\n</div>\n<div style=\"display:flex;flex-direction:column;justify-content:space-evenly;align-items:center\"><img style=\"border:none\" src=\"modules/wfrp4e-core/art/bestiary/minotaur.webp\" width=\"180\" height=\"188\" />\n<p style=\"text-align:center\">@UUID[Compendium.wfrp4e-core.actors.cAK1bMj1ne7HPcxI]{Minotaur}</p>\n</div>\n<div style=\"display:flex;flex-direction:column;justify-content:space-evenly;align-items:center\"><img style=\"border:none\" src=\"modules/wfrp4e-core/art/bestiary/bray-shaman.webp\" width=\"162\" height=\"211\" />\n<p style=\"text-align:center\">@UUID[Compendium.wfrp4e-core.actors.cHVOdcEkuatqjYV1]{Bray-Shaman}</p>\n</div>\n</div>\n<h3>Cultists, The Lost and the Damned</h3>\n<p>Like a rotten beam beneath white-washed walls, a terrible enemy lurks unseen within the Empire. In every province and town, men and women are seduced by the subtle lures of Chaos, tempted by the promise of power, knowledge, strength, or release.</p>\n<div style=\"display:flex;justify-content:space-evenly;flex-wrap:wrap\">\n<div style=\"display:flex;flex-direction:column;justify-content:space-evenly;align-items:center\"><img style=\"border:none\" src=\"modules/wfrp4e-core/art/bestiary/mutant.webp\" width=\"160\" height=\"195\" />\n<p style=\"text-align:center\">@UUID[Compendium.wfrp4e-core.actors.P0GkA7DPaLbeOTkf]{Mutant}</p>\n</div>\n<div style=\"display:flex;flex-direction:column;justify-content:space-evenly;align-items:center\"><img style=\"border:none\" src=\"modules/wfrp4e-core/art/bestiary/cultist-nurgle.webp\" width=\"154\" height=\"199\" />\n<p style=\"text-align:center\">@UUID[Compendium.wfrp4e-core.actors.jfMhkQGzjFWDxVOm]{Cultist}</p>\n</div>\n<div style=\"display:flex;flex-direction:column;justify-content:space-evenly;align-items:center\"><img style=\"border:none\" src=\"modules/wfrp4e-core/art/bestiary/chaos-warrior-nurgle.webp\" width=\"241\" height=\"231\" />\n<p style=\"text-align:center\">@UUID[Compendium.wfrp4e-core.actors.a05lQsGjSv62wF0U]{Chaos Warrior}</p>\n</div>\n</div>\n<blockquote class=\"sidebar\">\n<h3 class=\"sidebar-title no-toc\" style=\"text-align:center;text-transform:uppercase\"><em>Options: The Enemies Within</em></h3>\n<p><em>Cultists and Mutants tend to hide in plain sight, and most are, or were, ordinary members of society. As such, the @UUID[.DpmK2UlAjCnLrMMK]{Peoples of the Reikland} guidelines for creating NPCs provides an alternative starting point.</em></p>\n</blockquote>\n<h3>Daemons, The Gibbering Hosts</h3>\n<p>Daemons are blasphemous horrors from the Realms of Chaos, the unholy will of the Chaos Gods made manifest. In the Reikland, Daemons likely only appear if summoned by Cultists of the Ruinous Powers. Though their presence is unlikely to last for long as the material realm abhors their existence, the havoc they wreak is so profound that none who encounter Daemons ever forget the mind-fracturing experience. </p>\n<p>While most Daemons owe allegiance to one of the four Chaos Gods, some are simple beasts of the Aethyr, possessing no particular will of their own, spilling forth into the Old World in a frenzy of mindless destructiveness whenever they can. Only four samples of Daemons are given here — two Lesser Daemons and two Daemon Princes — but any other Daemon you require can easily be built using Creature </p>\n<div style=\"display:flex;justify-content:space-evenly;flex-wrap:wrap\">\n<div style=\"display:flex;flex-direction:column;justify-content:space-evenly;align-items:center\"><img style=\"border:none\" src=\"modules/wfrp4e-core/art/bestiary/bloodletter.webp\" width=\"201\" height=\"247\" />\n<p style=\"text-align:center\">@UUID[Compendium.wfrp4e-core.actors.KZkuwdOYmE3nwB2n]{Bloodletter of Khorne}</p>\n</div>\n<div style=\"display:flex;flex-direction:column;justify-content:space-evenly;align-items:center\"><img style=\"border:none\" src=\"modules/wfrp4e-core/art/bestiary/daemonetee.webp\" width=\"242\" height=\"307\" />\n<p style=\"text-align:center\">@UUID[Compendium.wfrp4e-core.actors.8gG2Wim6wAlJWRax]{Daemonette of Slaanesh}</p>\n</div>\n</div>\n<h3>Daemon Princes</h3>\n<p>The ultimate goal of all champions of Chaos is apotheosis: to ascend to the rank of Daemonhood and serve their master for eternity as a Daemon Prince in the Realms of Chaos. Mighty figures of great power, Daemon Princes are terrible foes that even the greatest heroes of the Empire would balk to face.</p>\n<div style=\"display:flex;justify-content:space-evenly;flex-wrap:wrap\">\n<div style=\"display:flex;flex-direction:column;justify-content:space-evenly;align-items:center\"><img style=\"border:none\" src=\"modules/wfrp4e-core/art/bestiary/slenderthigh-whiptongue.webp\" width=\"189\" height=\"189\" />\n<p style=\"text-align:center\">@UUID[Compendium.wfrp4e-core.actors.28MwFcDPwpcO12kt]{Slenderthigh Whiptongue}</p>\n</div>\n<div style=\"display:flex;flex-direction:column;justify-content:space-evenly;align-items:center\"><img style=\"border:none\" src=\"modules/wfrp4e-core/tokens/mournbreath.webp\" width=\"211\" height=\"211\" />\n<p style=\"text-align:center\">@UUID[Compendium.wfrp4e-core.actors.sbQ5mDvNZ7qQm8YY]{Fr'hough Mournbreath}</p>\n</div>\n</div>\n<h3>The Loathesome Ratmen</h3>\n<p>Skaven are a malevolent species of ratmen living beneath everyone’s feet, watching, waiting, and impatient. They eke out a foul existence in the sewers and tunnels beneath the Empire’s cities and are so rarely seen that those who do usually dismiss them as mere Beastmen or Mutants. Few ever suspect the sinister truth: an Underempire exists right beneath their feet, its tunnels stretching between every city of the Old World and beyond.</p>\n<p>Skaven society is built on the backs of slaves captured from across the Old World. Supporting this, many shady Humans supply slaves and warpstone in exchange for unsavoury favours and secret knowledge: for the Skaven spy network is vast and pervasive.</p>\n<p>Aware of the delicate position they inhabit, feasting on the subterranean entrails of other societies, the Skaven protect their secrets by any means necessary. Those foolish enough to talk openly of a complex civilisation of sentient ratmen beneath the Empire’s cobbled-streets may find themselves dead in a gutter, an unfortunate victim of an unlikely accident.</p>\n<blockquote>\n<p>‘I never seen nothin’. There were no ratmen, you hear? Just bad luck. Wilbur slipped and fell, that’s all. He got careless, fell down a ladder onto his own knife. Ten times. Just bad luck.’</p>\n<p style=\"text-align:right\"><em>– Kristiana Fellger, retired Sewer Jack</em></p>\n</blockquote>\n<div style=\"display:flex;justify-content:space-evenly;flex-wrap:wrap\">\n<div style=\"display:flex;flex-direction:column;justify-content:space-evenly;align-items:center\"><img style=\"border:none\" src=\"modules/wfrp4e-core/art/bestiary/clanrat.webp\" width=\"179\" height=\"215\" />\n<p style=\"text-align:center\">@UUID[Compendium.wfrp4e-core.actors.F1vAZZcmVKkRw8xn]{Clanrat}</p>\n</div>\n<div style=\"display:flex;flex-direction:column;justify-content:space-evenly;align-items:center\"><img style=\"border:none\" src=\"modules/wfrp4e-core/art/bestiary/stormvermin.webp\" width=\"184\" height=\"243\" />\n<p style=\"text-align:center\">@UUID[Compendium.wfrp4e-core.actors.kl4qHg0mqWOApBqH]{Stormvermin}</p>\n</div>\n<div style=\"display:flex;flex-direction:column;justify-content:space-evenly;align-items:center\"><img style=\"border:none\" src=\"modules/wfrp4e-core/art/bestiary/rat-ogre.webp\" width=\"199\" height=\"249\" />\n<p style=\"text-align:center\">@UUID[Compendium.wfrp4e-core.actors.VfJgGmCTWqb0IDSW]{Rat Ogre}</p>\n</div>\n</div>"
|
||
},
|
||
"Size": {
|
||
"name": "Size",
|
||
"text": "<p>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><div><table style=\"text-align:center\" border=\"1\"><tbody><tr><td><p><span style=\"font-weight:bold\"><strong>Size</strong></span></p></td><td><p><span style=\"font-weight:bold\"><strong> Examples</strong></span></p></td></tr><tr><td><p>Tiny</p></td><td><p>Butterfly, Mouse, Pigeon</p></td></tr><tr><td><p>Little</p></td><td><p>Cat, Hawk, Human Baby</p></td></tr><tr><td><p>Small</p></td><td><p>Giant Rat, Halfling, Human Child</p></td></tr><tr><td><p>Average</p></td><td><p>Dwarf, Elf, Human</p></td></tr><tr><td><p>Large</p></td><td><p>Horse, Ogre, Troll</p></td></tr><tr><td><p>Enormous</p></td><td><p>Griffon, Wyvern, Manticore</p></td></tr><tr><td><p>Monstrous</p></td><td><p>Dragon, Giant, Greater Daemon</p></td></tr></tbody></table></div><h3>Using Size</h3><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><h3>Size Combat Modifers</h3><p>If larger:</p><ul><li>Its weapons gain the Damaging Quality if the creature is one step larger, and Impact if two steps or more larger.</li><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><li>All successful strikes against smaller targets activate the Deathblow rule, even if the target survives.</li></ul><ul><li><p></p></li></ul><p>If smaller:</p><p>• It gains a bonus of +10 to hit.</p><h3>Defending Against Big Creatures</h3><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><h3>Fear and Terror</h3><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><h3>Moving in Combat</h3><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><h3>Opposed Strength</h3><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><h3>Stomp</h3><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><div><table style=\"text-align:center\" border=\"1\"><tbody><tr><td><p><span style=\"font-weight:bold\"><strong>Size</strong></span></p></td><td><p><span style=\"font-weight:bold\"><strong>Wounds</strong></span></p></td></tr><tr><td><p>Tiny</p></td><td><p>1</p></td></tr><tr><td><p>Little</p></td><td><p>Toughness Bonus</p></td></tr><tr><td><p>Small</p></td><td><p>(2×Toughness Bonus) + Willpower Bonus</p></td></tr><tr><td><p>Average</p></td><td><p>Strength Bonus+(2×Toughness Bonus) + Willpower Bonus</p></td></tr><tr><td><p>Large</p></td><td><p>(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×2</p></td></tr><tr><td><p>Enormous</p></td><td><p>(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×4</p></td></tr><tr><td><p>Monstrous</p></td><td><p>(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×8</p></td></tr></tbody></table></div>"
|
||
}
|
||
}
|
||
},
|
||
"Skills and Talents": {
|
||
"name": "Skills and Talents",
|
||
"pages": {
|
||
"Skills": {
|
||
"name": "Skills",
|
||
"text": "<p>Where Characteristics represent the raw potential of your body and mind, Skills represent specific areas of training, knowledge, experience. Each Advance you take in a Skill improves the odds of succeeding with appropriate tasks — Characters who are well trained or experienced may be able to best opponents who are more naturally gifted.</p><h3>Determining your Skill Level</h3><p>All Skills are associated with a single Characteristic, noted in the Skill’s description. A Skill’s rating is determined by taking its associated Characteristic and adding the number of Advances taken in the Skill. Space for recording your Advances for each Skill is provided on your Character Sheet.</p><p><strong>Example</strong>: <em>Sigrid has a Fellowship of 41 and has taken 5 Advances in Charm, so her Charm is 46 (41+5=46).</em></p><h3>Basic and Advanced Skills</h3><p>Skills are classified as either <em>Basic </em>or <em>Advanced </em>.</p><p>Basic Skills represent innate or common abilities that you might practice in day-to-day life. Basic Skills can be Tested even if you have taken no Advances in them. To do this, simply attempt a Test using the Characteristic associated with the Skill as described in @UUID[JournalEntry.NS3YGlJQxwTggjRX.JournalEntryPage.lQThXbnpgQ30VBXR]{Rules}.</p><p><strong>Example</strong>: <em>Sigrid has no Advances in Athletics. However, as Athletics is a Basic Skill, she can still Test Athletics using the Characteristic associated with it: Agility.</em></p><p>Advanced Skills require specialist knowledge, training, or first-hand experience to even attempt to use. You may only Test an Advanced Skill if you have taken at least one Advance in it. If you have not, you cannot attempt to Test the Skill. So, no matter how intelligent you are, you will not understand the finer points of law without the Lore (Law) Skill.</p><p><strong>Example</strong>: <em>Adhemar has an Intelligence of 36 and no Advances in either the Basic Gamble Skill or the Advanced Heal Skill, both based on Intelligence. He can Test the Gamble Skill at 36% as it is Basic, and anyone can Test Basic Skills. The Heal Skill is an Advanced Skill, so Adhemar has no idea how to patch up wounds beyond screaming loudly for a doctor!</em></p><h3>Grouped Skills and Specialisation</h3><p>Some Skills are classified as Grouped . This means the Skill is an array of related Skills under one heading. Each related Skill is called a Specialisation . When a Specialisation is mentioned in the rules, it is marked in brackets.</p><p><strong>Example</strong>: <em>Language is a Grouped Skill, thus represents many related Language Skills under a single Skill heading. Examples of the different Specialisations of Language are: Language (Bretonnian), Language (Magick), or Language (Mootish).</em></p><p>When you gain an Advance in a Grouped Skill, you must allocate the Advance to an appropriate Specialisation. Sometimes the Specialisation options will be marked clearly in your Career, so you simply select one of the options on offer. In other cases — such as when a Specialisation is marked as ‘Any’, meaning you can choose one Specialisation — you will need to select a Specialisation yourself; should this be required, either refer to the relevant Skill description and choose from the sample Specialisations found there, or, with GM permission, create a unique Specialisation that fits the Skill and best suits your character. </p><p><strong>Example</strong>: <em>Theodora has a choice of Lore (Any) in her career. When she allocates an Advance to that option, she has to decide which Lore Specialisation to take. After some deliberation, she chooses to advance her Lore (Theology), showing she has learned something of the Gods.</em></p><p>Other than that, Grouped Skills are handled in exactly the same way as normal Skills, with each Specialisation handled like a unique Skill.</p><p><strong>Example</strong>: <em>Sigrid has 8 Advances in the Basic Skill, Entertain (Singing), but nothing in Entertain (Acting). This means she Tests her Fellowship of 41 when attempting to act, and Tests 49 when singing (41+8=49). By comparison, Theodora has a single Advance in the Advanced Skill Animal Training (Pigeons), but no Advances in Animal Training (Horses). This means she can use the Skill to train her pigeons to drop bombs on unsuspecting enemies, but she cannot train her horse to do the same, as she has no idea how to train horses.</em></p><blockquote class=\"sidebar\"><h3 class=\"no-toc\" style=\"text-align:center\"><em>COMBAT</em></h3><p><em>Many Skills might also have some application in combat; suggestions for how to do this are marked in each relevant Skill entry. These are not intended to be exhaustive, and if you have some inspired improvisation in mind, talk it through with your GM.</em></p></blockquote>"
|
||
},
|
||
"Skills and Talents": {
|
||
"name": "Skills and Talents",
|
||
"text": "<p><em>‘Sure, playing Scarlet Empress is 90% luck and 10% skill. But try playing without that 10%, and you’ll lose every time.’</em></p><p style=\"text-align:right\">– Hermann Graumann, Gambler, Raconteur and Liar</p><p>During the game, you’ll find yourself in all sorts of situations where the outcome your Character’s action is uncertain. Will you jump the ravine or plunge to your death? Will you charm the officious courtier, or will the guards be summoned to deal with you? How well you perform these actions is determined by your Skills and Talents. In general, Skills describe the capabilities of your Character, and Talents are special abilities or tricks you’ve learned. If you want to know how they all work in practice, refer to @UUID[JournalEntry.NS3YGlJQxwTggjRX]{Rules}.</p><p>@UUID[.QuybQPVJGWCmzGm3]{Skills}</p><p>@UUID[.hJPYQVrvjBzjCNyi]{Talents}</p><div class=\"journal-image\"><img class=\"fit\" src=\"modules/wfrp4e-core/art/other/chaos-warrior.webp\" /></div>"
|
||
},
|
||
"Animal Care": {
|
||
"name": "Animal Care",
|
||
"text": "<p><strong>(Int) </strong><em><strong>advanced</strong></em></p><p>The Animal Care Skill lets you tend and care for animals, and heal them should they fall sick or become wounded.</p><p>Having a single Advance in Animal Care means you can keep animals healthy without needing to Test. You can also enact an Animal Care Test to identify and resolve problems with animals, such as:</p><ul><li><p>Spotting an illness.</p></li><li><p>Understanding reasons for fractiousness or discomfort.</p></li><li><p>Determining the quality of the animal.</p></li><li><p>Heal Intelligence Bonus + SL Wounds (Note: an animal can only benefit from one healing roll after each encounter).</p></li><li><p>Staunching a Bleeding condition.</p></li><li><p>Preparing the animal for display.</p></li></ul><p>In combat, you may appraise an enemy animal with an Animal Care Test. If successful, you and all you inform gain +10 to hit when attacking that animal — or anyone using it as a mount — until the end of your next turn, as you point out loose tack, a limp from a niggling wound, or highlight some other weakness or vulnerability. Animal Care may only provide a maximum of +10 to hit per animal, no matter how many Tests are made to spot weaknesses.</p><blockquote class=\"sidebar\"><h3 class=\"no-toc\" style=\"text-align:center\"><em>ANIMALS</em></h3><p><em>Whether a creature does, or does not come under the auspices of Animal Care and Animal Training is up to your GM. While certain creatures — @UUID[Compendium.wfrp4e-core.actors.R1iWvfV9EvgIc8bJ]{Dog}, @UUID[Compendium.wfrp4e-core.actors.b1R5sW6lYIViJ2ki]{Horse}, @UUID[Compendium.wfrp4e-core.actors.MLtDY4bwzGQpaABN]{Demigryph} — seem obvious, others are less so. You may argue that @UUID[Compendium.wfrp4e-core.actors.LZttdCIxmFr1sGsS]{Dragon} should be covered under Animal Training, but try telling that to the Dragon…</em></p></blockquote>"
|
||
},
|
||
"Animal Training": {
|
||
"name": "Animal Training",
|
||
"text": "<p><strong>(Int) </strong><em><strong>advanced, grouped</strong></em></p><p>Animal Training represents your understanding of a particular type of animal, and your ability to train them. A successful use of the Skill allows you to identify the Trained abilities possessed by an animal belonging to your @UUID[.QuybQPVJGWCmzGm3#grouped-skills-and-specialisation]{Specialisation}. The Animal Training Skill also allows you to undertake the @UUID[JournalEntry.gLDW6JBuoYuzCoya.JournalEntryPage.WQQk92GoGp7fRH89]{Animal Training} Endeavour between adventures.</p><p>In combat, a successful <strong>Opposed Animal Training/Willpower Test</strong> allows you to intimidate a single animal belonging to your Specialisation; you cause @UUID[Compendium.wfrp4e-core.items.Ib2YQYChktDFN93y]{Fear} in the animal targeted until the end of your next turn. When causing Fear in this way, you may subsequently use your Animal Training Skill instead of Melee when defending against your target; with your GM’s approval you may also use Animal Training to attack your target, issuing specific commands.</p><p><strong>Example</strong>: <em>Facing a slavering war-hound, Ilse passes an Opposed Animal Training (Dog) roll, in the first round of combat, causing Fear in the beast, and gaining +1 Advantage. In the next round she ‘attacks’ her target with her Animal Training Skill, beating the dog’s defence. Her GM allows her to instruct the beast to flee, which it does, its tail between its legs.</em></p><p><strong>Specialisations</strong>: Demigryph, Dog, Horse, Pegasus, Pigeon</p>"
|
||
},
|
||
"Art": {
|
||
"name": "Art",
|
||
"text": "<p><strong>(Dex) </strong><em><strong>basic, grouped</strong></em></p><p>Create works of art in your chosen medium.</p><p>Not having access to appropriate Trade Tools will incur a penalty to your Test. The SL achieved determines the quality of the final piece. For complicated or large works of art, an Extended Test may be required. The Art Skill has little use in combat, but marble busts make marvellous improvised weapons.</p><p><strong>Example</strong>: <em>Irina has been commissioned to paint a portrait of a local noble, whose favour her party is currying. Her GM determines this requires a total of 10 SL in an Extended Art Test, with each Test representing a week’s work.</em></p><p><strong>Specialisations</strong>: Cartography, Engraving, Mosaics, Painting, Sculpture, Tattoo, Weaving</p><div class=\"journal-image\"><img class=\"fit\" src=\"modules/wfrp4e-core/art/other/blacksmith.webp\" /></div>"
|
||
},
|
||
"Athletics": {
|
||
"name": "Athletics",
|
||
"text": "<p><strong>(Ag) </strong><em><strong>basic</strong></em></p><p>Your ability to run, jump and move with speed or grace, and to perform any general physical activity. Refer to @UUID[JournalEntry.NS3YGlJQxwTggjRX.JournalEntryPage.bdfiyhEYtKs7irqc]{Moving} for details on using Athletics in combat movement.</p>"
|
||
},
|
||
"Bribery": {
|
||
"name": "Bribery",
|
||
"text": "<p><strong>(Fel) </strong><em><strong>basic</strong></em></p><p>Your ability to judge how likely a person is to accept a bribe, and how best to offer the bribe so they will accept it.</p><p>A successful <strong>Bribery Test</strong> tells you if a target may be bribed. If so, your GM will secretly determine the price of their cooperation using the target’s @UUID[JournalEntry.wczCPcuHT4VQDLpL.JournalEntryPage.R7RQ4hfivLrG0XaF#earning-money-with-status]{Earnings}, increasing the amount according to their usual honesty and the risk involved in taking the bribe. You then guess that target amount and the GM will tell you if the price is higher, lower, or equal. Each SL from your initial Bribery Test gives you another guess. At the end of this process, you determine how much money to offer, based on what you have gleaned.</p><p><strong>Example</strong>: <em>Snorri is trying to bribe his way past a city watchman; a character of the Brass Tier 2, meaning they roll 4d10 Brass for Income. The GM decides the guard can be bribed and secretly rolls 21 on the 4d10, meaning the price for bribing the guard is 21 Brass. Letting Snorri through isn’t too risky for the watchman, and he does it often, so the GM doesn’t increase the bribe required. Snorri rolls 1 SL on his Bribery Test; so, he knows the watchman is open to a bribe, and has 2 guesses as to his price. Snorri’s first guess is 15 Brass, to which his GM replies ‘higher’. His second guess is 40, to which his GM replies ‘lower’. Snorri now knows he must bribe the watchman between 15 and 40 Brass, so decides to aim high, and offers 30. Smiling, the watchman waves Snorri through.</em></p><p>In combat, you may use Bribery as above to try to stop the fight, but treat the Test as Hard (–20) owing to the stress of the situation. If your target is not susceptible, you cannot afford the fee, or your foes do not speak your tongue, your pathetic attempts to buy them off will be doomed to fail. Of course, if they have the advantage of numbers, what’s to prevent them from taking all of your money?</p>"
|
||
},
|
||
"Channelling": {
|
||
"name": "Channelling",
|
||
"text": "<p><strong>(WP) </strong><em><strong>advanced, grouped</strong></em></p><p>The Channelling Skill measures your ability to call upon and control the various Winds of Magic, and is solely used by the magic rules. Channelling is a special skill in that it is both Grouped, allowing for Specialisations, and also ungrouped, for those not properly trained to channel magic. See @UUID[JournalEntry.YBVrpUHEjohB1H4f.JournalEntryPage.BU7yhLmMdEyvbfkR#channelling]{Magic} for details concerning this.</p><p><strong>Specialisations</strong>: Aqshy, Azyr, Chamon, Dhar, Ghur, Ghyran, Hysh, Shyish, Ulgu (each is a different Wind of Magic, see Chapter 8: Magic for more on this).</p>"
|
||
},
|
||
"Charm": {
|
||
"name": "Charm",
|
||
"text": "<p><strong>(Fel) </strong><em><strong>basic</strong></em></p><p>Charm makes people think favourably of you, your opinions, and proposed actions. Passing an Opposed Charm/Cool Test allows you to influence the behaviour of one or more targets, up to a maximum number equal to your Fellowship Bonus + SL, affecting those with the lowest Willpower first. If a target is amenable to your Charm, the Test will be uncontested.</p><p>Your GM may permit you to use Charm in Combat if they think your foes might be susceptible to you pleading for your life or making persuasive arguments to stop the violence (although good luck charming a Goblin)!</p><p>If you use Charm as your Action, calculate the number of targets affected as normal. If you use it to defend, you only affect your attacker. If you succeed, any affected targets will not attack you this round and you gain +1 Advantage as normal. You may do this in successive rounds until you choose to stop or fail a Charm Test, after which your words carry no more weight.</p><blockquote class=\"sidebar\"><h3 class=\"no-toc\" style=\"text-align:center\"><em>PUBLIC SPEAKING</em></h3><p><em>The Charm Skill can be used to make impressive speeches to sway multiple targets to your way of thinking. Assuming they can hear you and are inclined to listen, you can influence up to your Fellowship Bonus + SL targets with a single Charm Test, influencing targets with the lowest Willpower first. If the crowd is unruly, or not receptive to your words, the Test is Opposed by the crowd’s average Willpower (typically 35). A failure shows the crowd is unconvinced.</em></p><p><em>The @UUID[Compendium.wfrp4e-core.items.XU7D9CCmumuhqDUi]{Public Speaking} and @UUID[Compendium.wfrp4e-core.items.ZWcTbeK8i9vKph2a]{Master Orator} Talents can significantly increase the number of people you affect with public speaking. An Astounding Failure (-6) (see @UUID[JournalEntry.NS3YGlJQxwTggjRX.JournalEntryPage.lQThXbnpgQ30VBXR#dramatic-tests]{Dramatic Tests}) in a Charm Test means your crowd quickly becomes an angry mob, with you as the target of their ire…</em></p><h3 class=\"no-toc\" style=\"text-align:center\"><em>BEGGING</em></h3><p><em>The Charm Skill can be used to beg on the streets. A successful Test will scrounge Fellowship Bonus × SL brass pennies per hour from passers-by, with the Difficulty modified by the pitch chosen for begging, and how much sympathy your appearance can elicit. If you score no SL, but still pass the Skill Test, you only manage to scrounge a single pfennig. An Astounding Failure (-6) means you may have attracted problems from the local Watchmen, found some trouble with other, local beggars, or suffer some other significant set-back.</em></p><p><em>Note: characters who are caught begging by their peers or associates will likely lose Status unless they are already in the Beggar, or in some other destitute, career.</em></p></blockquote>"
|
||
},
|
||
"Charm Animal": {
|
||
"name": "Charm Animal",
|
||
"text": "<p><strong>(WP) </strong><em><strong>basic</strong></em></p><p>Your aptitude for befriending, quickly calming, or subjugating animals.</p><p>Passing a Charm Animal Test allows you to influence the behaviour of one or more animals, to a maximum of Willpower Bonus + SL. If the target animals are naturally docile, this Test may be uncontested, but it will generally be Opposed by the target’s Willpower.</p><p>In combat, you may use Charm Animal when facing animals. If you succeed, any affected targets will not attack you this Round and you gain +1 Advantage. You may do this in successive rounds until you choose to stop or fail a Charm Test, after which the creature’s instincts take over and you have no further influence.</p>"
|
||
},
|
||
"Climb": {
|
||
"name": "Climb",
|
||
"text": "<p><strong>(S) </strong><em><strong>basic</strong></em></p><p>The ability to ascend steep or vertical surfaces.</p><p>If time isn’t an issue, and a climb is relatively easy, anyone with Climb Skill is automatically assumed to be able to climb any reasonably small height.</p><p>For any other climbing, refer to @UUID[JournalEntry.NS3YGlJQxwTggjRX.JournalEntryPage.bdfiyhEYtKs7irqc#climbing]{Moving During Combat}, which also handles Climbing during combat. You may even find yourself climbing large opponents, though whether that is prudent is debatable.</p><p> </p><div class=\"journal-image centered\"><img src=\"modules/wfrp4e-core/art/other/tower.webp\" width=\"298\" height=\"386\" /></div>"
|
||
},
|
||
"Consume Alcohol": {
|
||
"name": "Consume Alcohol",
|
||
"text": "<p><strong>(T) </strong><em><strong>basic</strong></em></p><p>Your ability to handle alcohol without letting it cloud your judgment or render you senseless.</p><p>After each alcoholic drink make a Consume Alcohol Test, modified by the strength of the drink. For each Test you fail, you suffer a –10 penalty to WS, BS, Ag, Dex, and Int, to a maximum of –30 per Characteristic. After you fail a number of Tests equal to your Toughness Bonus, you are Stinking Drunk. Roll on the following table to see what happens:</p><p>@Table[stinking-drunk]</p><p>After not drinking for an hour, enact a <strong>Challenging (+0) Consume Alcohol</strong> Test. The effects of being drunk will wear off after 10–SL hours, with any Characteristic modifiers for being drunk lost over that time. After all effects wear off, enact another <strong>Challenging (+0) Consume Alcohol</strong> Test. You now gain a hangover, which is an @Condition[Fatigued] Condition that cannot be removed for 5–SL hours.</p><p>You may expend 1 Resolve point to ignore the negative modifiers of being drunk until the end of the next round (see @UUID[JournalEntry.NS3YGlJQxwTggjRX.JournalEntryPage.pa22HaRw1OBBQaDg#spending-resolve]{Spending Resolve}).</p>"
|
||
},
|
||
"Cool": {
|
||
"name": "Cool",
|
||
"text": "<p><strong>(WP) </strong><em><strong>basic</strong></em></p><p>Cool allows you to remain calm under stress, resist fear when faced with horror, and stick to your convictions.</p><p>Cool is generally used to resist other Skills — Charm, Intimidate, and similar — but you may also be required to make a Cool Test when faced with anything forcing you to do something you would rather not. Cool is also the primary Skill used to limit @UUID[JournalEntry.NS3YGlJQxwTggjRX.JournalEntryPage.5w5YLPNd6AaU4f85]{Psychology}.</p>"
|
||
},
|
||
"Dodge": {
|
||
"name": "Dodge",
|
||
"text": "<p><strong>(Ag) </strong><em><strong>basic</strong></em></p><p>Dodge is your ability to avoid things, through ducking, diving, and moving quickly, and is used extensively to sidestep falling rocks, incoming weapons, unexpected traps, and the like.</p><p>In combat, Dodge is generally used to resist attacks or avoid damage. Refer to @UUID[JournalEntry.NS3YGlJQxwTggjRX.JournalEntryPage.wmA76Q2zJJ9HrkvA]{Rules} for more on this.</p>"
|
||
},
|
||
"Drive": {
|
||
"name": "Drive",
|
||
"text": "<p><strong>(Ag) </strong><em><strong>basic</strong></em></p><p>Drive lets you guide vehicles — most commonly simple carts and lumbering coaches, not to mention the more ‘experimental’ creations of the Imperial Engineers — along the roads of the Empire with as little incident as possible.</p><p>Under normal circumstances, if you possess the Drive Skill, there is no need to Test. If conditions are less than ideal — perhaps the road is in poor condition, or the weather is terrible — a Drive Test will be required. If you do not possess the Drive Skill, you may be required to make a Test to carry out even basic manoeuvres. An Astounding Failure (-6) on a Drive Test means something bad has happened. Roll on the following table:</p><p>@Table[drive-failure]</p><p><strong>Crashing</strong>: Occupants of Crashing vehicles usually suffer [[/r 2d10 # Wounds]] Wounds modified by Toughness Bonus and Armour Points unless the vehicle was moving slowly (as determined by the GM). Crashed vehicles must be repaired by someone with an appropriate Trade Skill, such as Trade (Carpenter) or Trade (Cartwright). Spare wheels can be installed by anyone with a Drive Test or with an appropriate Trade Test.</p><p>In combat, Drive may be used if circumstances allow — for instance, if the party is in a coach being raided by outlaws, and you wish to ram an enemy, or outrun them (see @UUID[JournalEntry.NS3YGlJQxwTggjRX.JournalEntryPage.bdfiyhEYtKs7irqc#moving-during-combat]{Moving During Combat}).</p>"
|
||
},
|
||
"Endurance": {
|
||
"name": "Endurance",
|
||
"text": "<p><strong>(T) </strong><em><strong>basic</strong></em></p><p>The Endurance Skill is called upon when you must endure hardship, withstand deprivation, sit without moving for long periods of time, or survive harsh environments. In particular, Endurance is Tested to resist or recover from various @UUID[JournalEntry.NS3YGlJQxwTggjRX.JournalEntryPage.SjuV1vgbgM49pFpP]{Conditions} and helps you recover lost Wounds. Refer to @UUID[JournalEntry.NS3YGlJQxwTggjRX.JournalEntryPage.WCivInLZrqEtZzF4#healing-wounds]{Rules} for more on this.</p>"
|
||
},
|
||
"Entertain": {
|
||
"name": "Entertain",
|
||
"text": "<p><strong>(Fel) </strong><em><strong>basic, grouped</strong></em></p><p>Allows you to delight crowds with the spoken word, perhaps by singing, acting, or attempting a few jokes. A successful use of the Entertain Skill means you have entertained patrons near enough to hear you; the SL indicates how well you have done.</p><p>In combat, it is unlikely that Entertain will be of much use, although you may come up with an interesting way to use Entertain (Acting) to confuse or mislead your opponents.</p><p><strong>Specialisations</strong>: Acting, Comedy, Singing, Storytelling</p><blockquote class=\"sidebar\"><h3 class=\"no-toc\" style=\"text-align:center\"><em>THE OLD WORLD’S A STAGE…</em></h3><p><em>While there is some overlap between the Skills of Entertain, Perform, and Play, each reflects a distinct group of Skills.</em></p><p><em>Entertain is a Basic Skill using Fellowship. It represents those Skills of entertainment that anyone can attempt, even without training, such as singing or telling stories.</em></p><p><em>@UUID[.6MQIGorN3WgXWfJB]{Perform} is an Advanced Skill using Agility. Perform Specialisations require training to attempt, and rely on physical speed and coordination.</em></p><p><em>@UUID[.N63wZOWw6ZLYnePN]{Play} is also an Advanced Skill, this time using Dexterity. It represents training in specific musical instruments, all of which need teaching and practice to perform well.</em></p><p><em>You should choose carefully when determining whether your chosen Specialisation belongs to Entertain, Perform, or Play; consider how the character will physically enact the Skill, and whether an untrained beginner could do so with any success. After all, someone without any musical training could feasibly sing beautifully, but hand them a set of bagpipes…</em></p></blockquote>"
|
||
},
|
||
"Evaluate": {
|
||
"name": "Evaluate",
|
||
"text": "<p><strong>(Int) </strong><em><strong>advanced</strong></em></p><p>Lets you determine the value of rare artefacts, unusual trade goods, and works of art. Everybody is assumed to know the relative worth of general items, but a successful use of the Evaluate allows you to identify the value of curious and unique items. A successful Evaluate Test may also alert you if the goods (or coins) you are studying are counterfeit — this Test will usually be Opposed by the forger’s SL on their Art or Trade Test. Your GM may apply modifiers based on just how rare or obscure the item is, or on your character’s particular expertise or background.</p>"
|
||
},
|
||
"Gamble": {
|
||
"name": "Gamble",
|
||
"text": "<p><strong>(Int) </strong><em><strong>basic</strong></em></p><p>Allows you to measure the likelihood that a bet will pay off, as well as successfully engage in various games of chance.</p><p>To represent a gambling match, all players make a Gamble Test — applying any appropriate modifiers for familiarity with the game — and the player with the highest SL wins. On a tie, any lower scoring players drop out, and those remaining enact another Gamble Test, repeating this process until you have a winner.</p><p>If you wish to influence the game through less honest mechanics, see Sleight of Hand.</p><blockquote class=\"sidebar\"><h3 class=\"no-toc\" style=\"text-align:center\"><em>OPTIONS</em></h3><p><em>Some players prefer to use immersive mini-games at the table, playing real card or dice games to aid the roleplaying experience. If you do this, a successful Gamble Test will allow you to influence the game once — by drawing an extra card, or rerolling a die for example — as the GM dictates. Each SL affords you another opportunity to influence the game.</em></p></blockquote>"
|
||
},
|
||
"Gossip": {
|
||
"name": "Gossip",
|
||
"text": "<p><strong>(Fel) </strong><em><strong>basic</strong></em></p><p>You can quickly ferret out interesting and useful news, and spread rumours of your own. A successful Gossip Test means you have found out one useful piece of information, which your GM can impart to you, about the local area. Each SL either offers you an additional piece of information, or the chance to spread a rumour to a number of individuals equal to your Fellowship Bonus. The time required for a Gossip Test depends on how circumspect the players are being, and how busy the area is, as determined by the GM.</p><p>It is unlikely that Gossip will be much use in combat, but if your attacker happens to be local, and you happen to know something really juicy…</p><blockquote class=\"sidebar\"><h3 style=\"text-align:center\" class=\"no-toc\"><em>HALF-HEARD WHISPERS</em></h3><p><em>While it may be expedient for GMs to quickly share information gleaned from Gossip Tests to all players at once, it is often more fun to share the information only with individual players (either through a note, or through briefly taking them aside). This means the players must relate this information to one another in-character — aiding the immersive roleplaying experience — which allows for mistakes and misunderstandings, sometimes leading to hilarious, or horrific, results.</em></p></blockquote>"
|
||
},
|
||
"Haggle": {
|
||
"name": "Haggle",
|
||
"text": "<p><strong>(Fel) </strong><em><strong>basic</strong></em></p><p>Haggle allows you to secure better deals when negotiating with others. In general, Haggle is used to see whether you do, or do not, make a good deal, most commonly with an <strong>Opposed Haggle</strong> Test. Specifically, it can be used when shopping to secure better prices. For information on this, refer to <strong>Chapter 11: Consumers’ Guide</strong>.</p>"
|
||
},
|
||
"Heal": {
|
||
"name": "Heal",
|
||
"text": "<p><strong>(Int) </strong><em><strong>advanced</strong></em></p><p>You’ve been trained to deal with injuries and diseases. A successful Heal Test allows you to do one of the following:</p><ul><li><p>Diagnose an illness, infection, or disease.</p></li><li><p>Treat a @UUID[JournalEntry.NS3YGlJQxwTggjRX.JournalEntryPage.9ktDn8cwZj3KZWCH]{disease}.</p></li><li><p>Heal wounds equal to your Intelligence Bonus + SL (Note: a patient can only benefit from one Heal roll after each encounter). If sterile liquids or appropriate poultices and dressings are used, no Infection will develop from the injury (see @UUID[JournalEntry.NS3YGlJQxwTggjRX.JournalEntryPage.WCivInLZrqEtZzF4#healing]{Healing}).</p></li><li><p>Staunch a @Condition[Bleeding] Condition, with each SL removing an extra @Condition[Bleeding] Condition.</p></li></ul><p>A Failed Heal Test can potentially cause Wounds if your Intelligence Bonus + SL totals less than 0. On an Astounding Failure, your patient will also contract a @UUID[Compendium.wfrp4e-core.items.1hQuVFZt9QnnbWzg]{Minor Infection}.</p><p>If administering to someone who has a disease, a successful Heal Test ensures that you do not contract the disease for that day. Each SL also prevents one other character encountering the patient that day from catching the disease. For each full day the patient spends resting under your care, the duration of the disease is reduced by one, to a minimum of one. For more information see @UUID[JournalEntry.NS3YGlJQxwTggjRX.JournalEntryPage.9ktDn8cwZj3KZWCH]{Disease and Infection}.</p><p>Certain injuries require Surgery; see the @UUID[Compendium.wfrp4e-core.items.NP4EHyyh1yOLbsPU]{Surgery} Talent for details. For more information on healing wounds, refer to @UUID[JournalEntry.NS3YGlJQxwTggjRX.JournalEntryPage.WCivInLZrqEtZzF4]{Injury}.</p><p>Your GM may apply modifiers to Heal Tests to reflect the virulence of the disease, the suitability of conditions and materials, or the stress of your circumstances. If healing during combat, Tests will likely be <strong>Challenging (+0)</strong> at the very least.</p>"
|
||
},
|
||
"Intimidate": {
|
||
"name": "Intimidate",
|
||
"text": "<p><strong>(S) </strong><em><strong>basic</strong></em></p><p>Allows you to coerce or frighten sentient creatures. The precise manner of initiating an Intimidate Test depends on context: while it is generally accompanied by an overt threat, sometimes a subtle implication or even a look is enough. Intimidate is almost always Opposed by your target’s Cool Skill; if successful, you can intimidate a number of targets up to your Strength Bonus + SL. Each will react to Intimidate based on their individual personalities and how successful you were in menacing them, but in all cases, they will back down or move out of the way and will not speak out against you, or they will alternatively accept combat is the only way forward and prepare their weapons.</p><p>In combat, you cause @UUID[Compendium.wfrp4e-core.items.Ib2YQYChktDFN93y]{Fear} in all Intimidated targets. You may also use your Intimidate Skill instead of Melee when defending against those afraid of you, causing the Intimidated parties to back away from the fight with your will and posture alone. Further, with your GM’s approval, you may use Intimidate to ‘attack’ such targets, issuing specific commands, such as ‘drop your weapons’ or ‘get out of here!’. However, if you fail any of these subsequent Intimidate Tests, you no longer Intimidate (or cause Fear) in affected opponents. With your GM’s permission you may try to Intimidate them again in a later Round, but this will incur a negative modifier, as they are less likely to fear you having seen through your bravado once already.</p><p><strong>Example</strong>: <em>Facing a group of footpads, Svetlana the Strong rolls 4 SL on her Intimidate Test. Combined with her SB of 5, this means she can affect up to 9 targets, more than enough to impact all three footpads who now Fear Svetlana. As she has won by 3 SL, she gains +1 Advantage point until the end of her next turn. In the next round, she ‘attacks’ the footpads using her Intimidate, intending to scare them into leaving her be. However, she fails the Test, and the footpads realise they outnumber her, and are armed…</em></p><blockquote class=\"sidebar\"><h3 class=\"no-toc\" style=\"text-align:center\"><em>OPTIONS: ALTERNATIVE CHARACTERISTICS FOR INTIMIDATE</em></h3><p><em>While Strength is the default stat for Intimidate Tests, the GM may decree certain situations may allow you to use a different Characteristic: a steely witch hunter may use Willpower to stare down an inquisitive bystander, or an academic may use Intelligence to cow a lowly student with his intimidating knowledge, for instance.</em></p></blockquote><div class=\"journal-image centered\"><img src=\"modules/wfrp4e-core/art/spot/spot-skull-helmet.webp\" width=\"223\" height=\"243\" /></div>"
|
||
},
|
||
"Intuition": {
|
||
"name": "Intuition",
|
||
"text": "<p><strong>(I) </strong><em><strong>basic</strong></em></p><p>The Intuition Skill allows you to get a feel for your surroundings, leading you to notice when something is wrong, and gives you a sense of when people may be hiding something from you. A successful use of the Intuition Skill gives you subtle or implicit intelligence relating to your environment, determined by your GM. This may be information such as whether someone believes what they are saying, what the general attitude is towards the local noble, or if the helpful local’s motives are as pure as they seem. If someone is actively trying to hide their intent, they may resist your Intuition with Cool or Entertain (Acting).</p><p>In combat, a successful Intuition Test may be used to give you +1 Advantage as you weigh the environment and your opponents. You may continue building Advantage in subsequent turns providing you are able to observe your targets and are not interrupted (such as being attacked); you may gain a maximum Advantage equal to your Intelligence Bonus in this manner.</p>"
|
||
},
|
||
"Language": {
|
||
"name": "Language",
|
||
"text": "<p><strong>(Int) </strong><em><strong>advanced, grouped</strong></em></p><p>The Language Skill grants you access to extra languages beyond your native tongue. All characters are automatically assumed to be able to speak ‘Reikspiel’ — the language of the Empire — and their native language (if your character has one different to Reikspiel), without ever having to Test. If your game is not set in the Empire, replace Reikspiel with the local language.</p><p>If you possess a Language Skill, you are generally able to make yourself understood in that language, or to understand simple concepts. You will be asked to Test your Language Skill when a particularly difficult concept must be conveyed, or an obscure dialect or vocabulary is employed.</p><p><strong>Note</strong>: Language (Magick) is used to cast spells and may occasionally be Tested, with… unpleasant consequences if failed. Refer to @UUID[JournalEntry.YBVrpUHEjohB1H4f]{Magic}, for more on this.</p><p><strong>Specialisations</strong>: Battle Tongue, Bretonnian, Classical, Guilder, Khazalid, Magick, Thief, Tilean</p><blockquote class=\"sidebar\"><h3 class=\"no-toc\" style=\"text-align:center\"><em>OPTIONS: BATTLE TONGUE</em></h3><p><em>Battle Tongue represents a series of simple commands and gestures that may be made in the heat of combat. Players with language (Battle Tongue) may communicate briefly with one another during combat without penalty. Those without the Skill cannot quickly coordinate their attacks or discuss strategy once combat begins.</em></p></blockquote><div class=\"journal-image centered\"><img src=\"modules/wfrp4e-core/art/other/secret-knights.webp\" width=\"229\" height=\"271\" /></div><blockquote class=\"sidebar\"><h3 class=\"no-toc\" style=\"text-align:center\"><em>LANGUAGES OF THE OLD WORLD</em></h3><p><em>Here is a list of the primary languages of the Old World, and who most commonly speaks them. There are an enormous number of other tongues spoken, but these are the most commonly encountered in the Reikland.</em></p><table style=\"width:100%;height:289px\" border=\"1\"><tbody><tr><td><em><strong>Language</strong></em></td><td><em><strong>Spoken by...</strong></em></td></tr><tr style=\"height:17px\"><td style=\"height:17px\"><em>Albion</em></td><td style=\"height:17px\"><em>…the folk of Albion, who hail from a far-off mist-shrouded island-realm and are rarely encountered.</em></td></tr><tr style=\"height:17px\"><td style=\"height:17px\"><em>Battle Tongue</em></td><td style=\"height:17px\"><em>…warriors of the Old World. It is very common amongst soldiers and mercenaries and is used for giving orders swiftly during battle. It was supposedly developed by the goddess Myrmidia when she walked the Old World as a mortal.</em></td></tr><tr style=\"height:17px\"><td style=\"height:17px\"><em>Bretonnian</em></td><td style=\"height:17px\"><em>…the folk of Bretonnia, who are commonly encountered in the Reikland. Bretonnia is a chivalric realm to the south-west of the Empire.</em></td></tr><tr style=\"height:17px\"><td style=\"height:17px\"><em>Classical</em></td><td style=\"height:17px\"><em>…Human academics of all kinds. It is the first recorded Human language of the Old World — over 3,000 years old — used in most scholarly texts of the Empire including wizard grimoires and many holy books.</em></td></tr><tr style=\"height:17px\"><td style=\"height:17px\"><em>Elthárin</em></td><td style=\"height:17px\"><em>…the folk of Athel Loren, the Laurelorn, and visiting merchants from Ulthuan. Elthárin is the language of the Elves. The tonal language has many dialects, and is notoriously difficult for non-Elves to learn.</em></td></tr><tr style=\"height:17px\"><td style=\"height:17px\"><em>Estalian</em></td><td style=\"height:17px\"><em>…the folk of Estalia, people of the hot, southern-western kingdoms known for their bitter politics and worship of the goddess Myrmidia.</em></td></tr><tr style=\"height:17px\"><td style=\"height:17px\"><em>Gospodarinyi</em></td><td style=\"height:17px\"><em>…the folk of Kislev, a hardy people from the frozen oblasts to the east of the Empire. The language is often called ‘Kislevarin’ or ‘Kislevite’ by outsiders.</em></td></tr><tr style=\"height:17px\"><td style=\"height:17px\"><em>Grumbarth</em></td><td style=\"height:17px\"><em>…Ogres; few others learn this simple tongue, though some mercenary commanders find it useful for communicating with any Ogres they may hire.</em></td></tr><tr style=\"height:17px\"><td style=\"height:17px\"><em>Khazalid</em></td><td style=\"height:17px\"><em>…the folk of Karaz Ankor, the Dwarf kingdoms in the mountains. This language is also wide-spread through the Cult of Sigmar, which venerates the strong relationship Sigmar had with the Dwarfs when he was mortal.</em></td></tr><tr style=\"height:17px\"><td style=\"height:17px\"><em>Magick</em></td><td style=\"height:17px\"><em>…wizards; a tonal language used to shape the Winds of Magic into material effects. The academic form of the language taught by the Colleges of Magic is called the Lingua Praestantia , which is quite different to the debased form of the language used by witches and the untrained. It is not a language used for communication.</em></td></tr><tr style=\"height:17px\"><td style=\"height:17px\"><em>Mootish</em></td><td style=\"height:17px\"><em>…the folk of the Mootland; i.e.: the Halfling grand province in the Empire. This language is little known outside the Moot.</em></td></tr><tr style=\"height:17px\"><td style=\"height:17px\"><em>Norse</em></td><td style=\"height:17px\"><em>…the folk of Norsca. Norse is commonly spoken across the north of the Empire in Nordland and Ostland, and is well-known in the Wasteland and Kislev, too. </em></td></tr><tr style=\"height:17px\"><td style=\"height:17px\"><em>Reikspiel</em></td><td style=\"height:17px\"><em>…the folk of the Empire. Reikspiel is the primary language used in most WFRP games. It manifests in uncounted discrete dialects from across the Empire, most of which are mutually intelligible. It is the modern version of the tongue once spoken by the God-King Sigmar when he still walked as a mortal over two thousand five hundred years ago.</em></td></tr><tr style=\"height:17px\"><td style=\"height:17px\"><em>Queekish</em></td><td style=\"height:17px\"><em>…the folk of the Under-Empire. Used by the Skaven and their many slaves. Few admit to speaking it, or even being aware of its existence.</em></td></tr><tr style=\"height:17px\"><td style=\"height:17px\"><em>Tilean</em></td><td style=\"height:17px\"><em>…the folk of Tilea, who are most commonly encountered in the Empire as traders or mercenaries. The Tilean Princedoms to the south are notorious for their deadly politics and their veneration of Myrmidia.</em></td></tr><tr style=\"height:17px\"><td style=\"height:17px\"><em>Thieves Tongue</em></td><td style=\"height:17px\"><em>…street folk of the Old World. Expressions of this language are highly localised and individual to each realm; e.g. Tileans sport a completely different ‘Thieves Tongue’ to folk of the Empire.</em></td></tr><tr style=\"height:17px\"><td style=\"height:17px\"><em>Wastelander</em></td><td style=\"height:17px\"><em>...the rural folk of the Wasteland, a windswept territory to the west of the Reikland. The official language of the Wasteland’s capital, Marienburg, is Reikspiel, a reminder that the realm was once part of the Empire.</em></td></tr></tbody></table></blockquote>"
|
||
},
|
||
"Leadership": {
|
||
"name": "Leadership",
|
||
"text": "<p><strong>(Fel) </strong><em><strong>basic</strong></em></p><p>A measure of your ability to lead others and command their respect. While most often associated with martial situations, a resolute leader can quickly direct a fast response to a fire or other such calamity, and nobles use the Skill frequently to command their lessers.</p><p>A successful Leadership Test allows you to issue orders to a number of targets equal to your Fellowship Bonus + SL. If the targets are your natural subordinates — a noble commanding serfs, or a sergeant commanding his troops — commands are usually unopposed. If there is no natural hierarchy in place, or the order is particularly challenging — such as ordering your soldiers to charge a Hydra head on — the Test is Opposed by your targets’ Cool.</p><p>In combat, you may use Leadership to encourage your subordinates. A successful Leadership Test confers a bonus of +10 to all @UUID[JournalEntry.NS3YGlJQxwTggjRX.JournalEntryPage.5w5YLPNd6AaU4f85#psychology-test]{Psychology Tests} until the end of the next round.</p><p>Further, Leadership can be used to transfer Advantage to allies able to hear you; following a successful Leadership Test, you may transfer an Advantage to one ally of your choice, plus a further +1 Advantage per SL scored, which can again go to any allies of your choice within earshot.</p><p><strong>Example</strong>: <em>Lord Ludwig von Schemp has been watching his two bodyguards discourse with some ruffians for three Rounds, using his Intuition Skill to build up 3 Advantage. Feeling it is going nowhere, he issues a peremptory order to attack the ringleader; passing his Leadership Test with 5 SL, he gives one bodyguard 2 of his Advantage, and the remaining bodyguard 1 Advantage, hoping this will bring a swift end to proceedings.</em></p><blockquote class=\"sidebar\"><h3 class=\"no-toc\" style=\"text-align:center\"><em>WHO’S THE BOSS?</em></h3><p><em>GMs should be aware that having Players issue orders to other Players may cause friction within the party. If you have Players who are of differing social class, or military ranks, be sure to discuss how this will be reflected in your intraparty dynamics to ensure a smooth and enjoyable game for everyone.</em></p></blockquote>"
|
||
},
|
||
"Lore": {
|
||
"name": "Lore",
|
||
"text": "<p><strong>(Int) </strong><em><strong>advanced, grouped</strong></em></p><p>Having a Lore Skill means you’ve been formally taught, or have somehow otherwise learned, a branch of specialist knowledge. Possessing a Lore Skill means you are broadly knowledgeable in the specialisation and don’t need to make a Test in order for the GM to supply you with relevant facts. If you are seeking specific, less well-known information, you will be required to make a Lore Test, modified by how obscure the information is, with the SL indicating how much detail you recall. </p><p>In combat, successful Lore Tests may afford you +1 Advantage if appropriate (with your GM’s approval). For instance, Lore (Geology) may give you an edge if fighting in a rocky cavern, or Lore (Engineering) may help you if fighting a foe armed with a complex mechanical device. You may continue building Advantage in subsequent turns providing the circumstances are correct (as determined by the GM) and you are not interrupted; you may gain a maximum Advantage equal to your Intelligence Bonus in this manner.</p><p><strong>Specialisations</strong>: Engineering, Geology, Heraldry, History, Law, Magick, Metallurgy, Science, Theology</p>"
|
||
},
|
||
"Melee": {
|
||
"name": "Melee",
|
||
"text": "<p><strong>(WS) </strong><em><strong>basic, grouped</strong></em></p><p>The Melee Skill represents specific training with a single type of close combat weaponry. Each Melee Specialisation indicates training in using a specific class of weapon. If you don’t have the correct Specialisation for a weapon you wish to use, refer to @UUID[JournalEntry.sLomXnc8R8518cWN.JournalEntryPage.wdXywmb7FBVipOw8]{Consumers’ Guide} for the correct weapon entry, and what penalties you will suffer. See @UUID[JournalEntry.NS3YGlJQxwTggjRX.JournalEntryPage.wmA76Q2zJJ9HrkvA#attacking]{Rules} for more detail about combat and using the Melee Skill.</p><p><strong>Specialisations</strong>: Basic, Brawling, Cavalry, Fencing, Flail, Parry, Pole-Arm, Two-Handed</p>"
|
||
},
|
||
"Navigation": {
|
||
"name": "Navigation",
|
||
"text": "<p><strong>(I) </strong><em><strong>basic</strong></em></p><p>Navigation allows you to find your way in the wilderness using landmarks, stellar bodies or maps. Possessing the Navigation Skill means you know roughly where you are, and can find your way between well-known landmarks without a Test. A Test is only required if you are disoriented or travelling far from the beaten path, with success showing you the correct direction, or allowing you to avoid mishap.</p><p>If you are navigating a long journey, your GM may ask for an extended Navigation Test, modified by conditions, visible landmarks, and access to reliable geographical information. The SL required to succeed depends on how far the destination is, with each Test representing between an hour and a day’s travel, depending on the nature of the journey.</p>"
|
||
},
|
||
"Outdoor Survival": {
|
||
"name": "Outdoor Survival",
|
||
"text": "<p><strong>(Int) </strong><em><strong>basic</strong></em></p><p>The Outdoor Survival Skill is used to survive in the wild, including the ability to fish, hunt, forage, and build fires and shelters. Experienced travellers are skilled at reading the signs of incoming inclement weather and finding the spoor of various dangerous beasts.</p><p>When camping, make an Outdoor Survival Test, modified by the harshness of conditions — for instance, a Test is <strong>Challenging (+0)</strong> if it is raining, <strong>Hard (–20)</strong> in a storm. A successful Test indicates you can provide yourself sustenance and shelter for the night. Each SL allows you to provide for one more character. If the Test is failed, you must make a <strong>Challenging (+0) Endurance</strong> Test or receive the @Condition[Fatigued] Condition. If you suffer an Astounding Failure, something untoward has happened, as determined by the GM; perhaps your camp is attacked in the night?</p><p>When fighting in the wilderness, you may make an Outdoor Survival Test to receive +1 Advantage, in the same way as Intuition, to a maximum number of Advantage equal to your Intelligence Bonus, as you spy out treacherous and advantageous terrain that you can best use to your advantage.</p><blockquote class=\"sidebar\"><h4 style=\"text-transform:uppercase\" class=\"sidebar-title\"><em>Options: Gathering Food and Herbs</em></h4><p><em>Gathering food or herbs normally takes around 2 hours. Hunting and foraging parties make one Assisted Outdoor Survival Test for the group, with the Difficulty determined by the circumstances.</em></p><ul><li><p><em><strong>Foraging</strong>: A success grants enough food for one character. Every SL yields sufficient extra food for one more person.</em></p></li><li><p><em><strong>Hunting and Fishing</strong>: If you have appropriate bows, spears, fishing rods, or nets, a successful Test feeds two people, and an extra two people per SL.</em></p></li><li><p><em><strong>Trapping</strong>: Use the Set Trap Skill to place @UUID[Compendium.wfrp4e-core.items.k0KeWhPgFGUcOgs0]{Animal traps}). Feeds the same number of people as </em>Hunting and Fishing<em>.</em></p></li><li><p><em><strong>Lore (Herbs)</strong>: If you are instead gathering herbs using Lore (Herbs), a success gathers enough for a dose of the sought herb (see @UUID[JournalEntry.sLomXnc8R8518cWN.JournalEntryPage.PYiffieXenZHBUAU]{Herbs and Draughts}), with each SL adding an extra dose. Gathering tests are modified by herb Availability: Common (0), Scarce (–10), Rare (–20), or Exotic (–30).</em></p></li></ul></blockquote>"
|
||
},
|
||
"Perception": {
|
||
"name": "Perception",
|
||
"text": "<p><strong>(I) </strong><em><strong>basic</strong></em></p><p>Your ability to notice things with your senses — sight, smell, hearing, touch, and taste, and any other senses you may possess, such as magical or non-Human senses. Your GM may ask for a Perception Test to detect something, like movement behind the treeline, the presence of a trap, or someone following you, modified by how easy it is to notice. Perception is also used to resist attempts to hide things through Skills such as Sleight of Hand or Stealth.</p><p>Perception has multiple uses in combat, most commonly to notice important details beyond the immediately obvious about the surrounding environment and your opponents, as determined by the GM.</p>"
|
||
},
|
||
"Perform": {
|
||
"name": "Perform",
|
||
"text": "<p><strong>(Ag) </strong><em><strong>advanced, grouped</strong></em></p><p>You’ve learned a physically demanding art, perhaps as a way of making a living, maybe as a street entertainer or as part of a travelling carnival. A successful use of the Perform Skill allows you to entertain all patrons close enough to see and hear you; the SL indicate how well you have done.</p><p>In combat, certain physical Perform specialisations may give you an edge. With your GM’s permission, Perform (Acrobatics) may be used in lieu of Dodge. Other Perform Skills may be useful in distracting foes, perhaps gaining you an Advantage if you can come up with a creative way to do so. And some Perform skills can be directly used as a weapon if you have the correct trappings, such as Perform (Firebreathing)!</p><p><strong>Specialisations</strong>: Acrobatics, Clowning, Dancing, Firebreathing, Juggling, Miming, Rope Walking</p><blockquote class=\"sidebar\"><h3 class=\"no-toc\" style=\"text-align:center\"><em>THE OLD WORLD’S A STAGE…</em></h3><p><em>While there is some overlap between the Skills of Entertain, Perform, and Play, each reflects a distinct group of Skills.</em></p><p><em>@UUID[.hrCbYa4b2iKPgBui]{Entertain} is a Basic Skill using Fellowship. It represents those Skills of entertainment that anyone can attempt, even without training, such as singing or telling stories.</em></p><p><em>Perform is an Advanced Skill using Agility. Perform Specialisations require training to attempt, and rely on physical speed and coordination.</em></p><p><em>@UUID[.N63wZOWw6ZLYnePN]{Play} is also an Advanced Skill, this time using Dexterity. It represents training in specific musical instruments, all of which need teaching and practice to perform well.</em></p><p><em>You should choose carefully when determining whether your chosen Specialisation belongs to Entertain, Perform, or Play; consider how the character will physically enact the Skill, and whether an untrained beginner could do so with any success. After all, someone without any musical training could feasibly sing beautifully, but hand them a set of bagpipes…</em></p></blockquote>"
|
||
},
|
||
"Pick Lock": {
|
||
"name": "Pick Lock",
|
||
"text": "<p><strong>(Dex) </strong><em><strong>advanced</strong></em></p><p>You know the mechanisms of locks and how to open them without their proper keys. Picking a lock is often an Extended Test, with the number of SL required to open the lock dependent on the complexity of the lock.</p><blockquote class=\"sidebar\"><h3 class=\"no-toc\" style=\"text-align:center\"><em>LOCKS AND LOCK PICKS</em></h3><p><em>Lock Difficulty ratings assume the use of lock picks. Improvised picks such as hairpins and nails can be used at –10 penalty. Each Test normally takes a Round to complete, though the GM may determine some locks are particularity stiff or rusted, and take longer. If the GM deems a lock is sufficiently simple, unskilled characters can attempt a single Very<strong> Hard (–30) Dexterity</strong> Test to pick the lock. The following provides some standard difficulties for locks typically encountered in the Old World.</em></p><table style=\"width:100%;height:95px\" border=\"1\"><tbody><tr style=\"height:17px\"><td style=\"height:17px\"><em><strong>Lock Type</strong></em></td><td style=\"height:17px\"><em><strong>Difficulty</strong></em></td><td style=\"height:17px;text-align:center\"><em><strong>SL</strong></em></td></tr><tr style=\"height:17px\"><td style=\"height:17px\"><em>Latch</em></td><td style=\"height:17px\"><em>Average (+20)</em></td><td style=\"height:17px;text-align:center\"><em>0</em></td></tr><tr style=\"height:17px\"><td style=\"height:17px\"><em>Normal Door</em></td><td style=\"height:17px\"><em>Challenging (+0)</em></td><td style=\"height:17px;text-align:center\"><em>2</em></td></tr><tr style=\"height:17px\"><td style=\"height:17px\"><em>Secure Door</em></td><td style=\"height:17px\"><em>Difficult (-10)</em></td><td style=\"height:17px;text-align:center\"><em>2</em></td></tr><tr style=\"height:17px\"><td style=\"height:17px\"><em>Treasure Chest</em></td><td style=\"height:17px\"><em>Hard (-20)</em></td><td style=\"height:17px;text-align:center\"><em>5</em></td></tr><tr style=\"height:10px\"><td style=\"height:10px\"><em>Vault Door</em></td><td style=\"height:10px\"><em>Very Hard (-30)</em></td><td style=\"height:10px;text-align:center\"><em>10</em></td></tr></tbody></table></blockquote>"
|
||
},
|
||
"Play": {
|
||
"name": "Play",
|
||
"text": "<p><strong>(Dex) </strong><em><strong>advanced, grouped</strong></em></p><p>Your ability to make music with an instrument, hopefully well enough to impress others. A successful Play Test lets you entertain those near enough to see and hear you; the SL indicates the quality of the piece played.</p><p><strong>Specialties</strong>: Bagpipe, Lute, Harpsichord, Horn, Violin</p><blockquote class=\"sidebar\"><h3 class=\"no-toc\" style=\"text-align:center\"><em>THE OLD WORLD’S A STAGE…</em></h3><p><em>While there is some overlap between the Skills of Entertain, Perform, and Play, each reflects a distinct group of Skills.</em></p><p><em>@UUID[.hrCbYa4b2iKPgBui]{Entertain} is a Basic Skill using Fellowship. It represents those Skills of entertainment that anyone can attempt, even without training, such as singing or telling stories.</em></p><p><em>@UUID[.6MQIGorN3WgXWfJB]{Perform} is an Advanced Skill using Agility. Perform Specialisations require training to attempt, and rely on physical speed and coordination.</em></p><p><em>Play is also an Advanced Skill, this time using Dexterity. It represents training in specific musical instruments, all of which need teaching and practice to perform well.</em></p><p><em>You should choose carefully when determining whether your chosen Specialisation belongs to Entertain, Perform, or Play; consider how the character will physically enact the Skill, and whether an untrained beginner could do so with any success. After all, someone without any musical training could feasibly sing beautifully, but hand them a set of bagpipes…</em></p></blockquote>"
|
||
},
|
||
"Pray": {
|
||
"name": "Pray",
|
||
"text": "<p><strong>(Fel) </strong><em><strong>advanced</strong></em></p><p>Your ability to invoke, or otherwise commune with, a deity. For more information on using the Pray Skill to seek divine intervention, see @UUID[JournalEntry.NcH9OhleJFfaUdon.JournalEntryPage.uNYj9n5rXsc8W5GS]{Religion & Belief}.</p><p>In combat, if your GM deems it appropriate considering your circumstances and faith, you may use Pray to meditate and focus your mind. Each round you spend praying in combat — and making a successful Pray Test — gives you +1 Advantage. You can gain additional Advantage this way, up to a maximum of your Fellowship Bonus.</p><p>Further, if your enemies understand your language and recognise (and fear) your deity, the GM may allow you to use Pray in lieu of the Intimidate Skill.</p>"
|
||
},
|
||
"Ranged": {
|
||
"name": "Ranged",
|
||
"text": "<p><strong>(BS) </strong><em><strong>advanced, grouped</strong></em></p><p>Whilst anyone can throw a rock simply using their Ballistic Skill, it takes training and practice to use weapons like bows and pistols. Each Ranged Specialisation is specific to a group of ranged weapons. If you don’t have the Ranged Specialisation for a weapon you wish to use, refer to @UUID[JournalEntry.sLomXnc8R8518cWN.JournalEntryPage.wdXywmb7FBVipOw8]{Consumers’ Guide} to see what penalties you will suffer when using the weapon. See @UUID[JournalEntry.NS3YGlJQxwTggjRX.JournalEntryPage.wmA76Q2zJJ9HrkvA#ranged-combat]{Rules} for full detail about ranged combat.</p><p><strong>Specialisations</strong>: Blackpowder, Bow, Crossbow, Engineering, Entangling, Explosives, Sling, Throwing</p><div class=\"journal-image\"><img class=\"fit\" src=\"modules/wfrp4e-core/art/other/goblin-barrel.webp\" /></div>"
|
||
},
|
||
"Research": {
|
||
"name": "Research",
|
||
"text": "<p><strong>(Int) </strong><em><strong>advanced</strong></em></p><p>How adept you are at pulling useful and frequently obscure knowledge from libraries and other such storehouses of information. Research requires you have the @UUID[Compendium.wfrp4e-core.items.GogGbYxkVdCmiKqf]{Read/Write} Talent.</p><p>Simply possessing the Research Skill indicates you can find straightforward information from a clearly indexed library without a Test given enough time. If you are seeking specific, less well-known information, or you are in a rush, you will be required to make an Extended Research Test, with the Difficulty modified by the library size, and the target SL depending upon the obscurity of the topic.</p><p>Research has no use in combat beyond perhaps finding you a useful manual on sword-fighting techniques.</p><blockquote class=\"sidebar\"><h3 class=\"no-toc\" style=\"text-align:center\"><em>RESEARCH AND LIBRARIES</em></h3><p><em>Libraries of the Old World vary from small personal libraries of a few dozen books to vast archives found in the universities and temples of the towns and cities.</em></p><p><em>Using a Research Test in a small library, perhaps to find a specific book, only takes about 5 minutes. By comparison, Research Tests in large libraries can easily takes an hour or more per Test, but are far more likely to find esoteric lore.</em></p></blockquote>"
|
||
},
|
||
"Ride": {
|
||
"name": "Ride",
|
||
"text": "<p><strong>(Ag) </strong><em><strong>basic, grouped</strong></em></p><p>How proficient you are at riding a particular group of animals; Ride (Horse), for example, will let you ride Horses, Mules, Donkeys, and similar. You’ll only need to make a Test when doing something out of the ordinary, such as racing, dressage, traversing dangerous terrain, or charging into combat. Otherwise, if you have at least one Advance in the Skill, you are presumed to be able to ride around without need of a Test.</p><p>If mounted on a steed, you move using the steed’s Movement statistic; if you wish to run, jump, or leap, you use your Ride Skill, not Athletics. An extended Ride Test may be needed if you are racing somewhere, the target SL depending on the length of the journey, the number of Tests indicating how long you take to arrive. A Ride Test may be modified by environmental conditions, and the temperament of your mount. For more information on mounts, see @UUID[JournalEntry.3ZynTGhFpgwv6l1n]{Bestiary}.</p><p>The Ride skill can be used extensively in combat. See @UUID[JournalEntry.NS3YGlJQxwTggjRX.JournalEntryPage.wmA76Q2zJJ9HrkvA#mounted-combat]{Rules}, for more on mounted combat.</p><p><strong>Specialisations</strong>: Demigryph, Great Wolf, Griffon, Horse, Pegasus</p>"
|
||
},
|
||
"Row": {
|
||
"name": "Row",
|
||
"text": "<p><strong>(S) </strong><em><strong>basic</strong></em></p><p>Your prowess at pulling an oar and moving a boat through the water. The Row Skill is typically only used when racing, navigating rapids, desperately avoiding @UUID[Compendium.wfrp4e-core.actors.FmEDHnfAe2iIugpt]{Bog Octopuses}, or similar unusual or dangerous feats. Anyone with the Skill is automatically presumed to be able to scull about a pond, or over a gentle river, without a Test. Those without the skill may have to make a Test for anything but the most basic manoeuvres.</p>"
|
||
},
|
||
"Sail": {
|
||
"name": "Sail",
|
||
"text": "<p><strong>(Ag) </strong><em><strong>advanced, grouped</strong></em></p><p>Your ability to operate and manoeuvre a sailing vessel — including knotwork, steering, gauging the wind, and more. Assuming you have enough trained crew for your vessel, you only use the Sail Skill when you must push your vessel to perform, either by racing, navigating particularly dangerous shoals, struggling against bad weather, or similar difficulties. Simply sailing with a gentle wind, or guiding a ship downriver, doesn’t require a Test for those with Sail. The skill can also be used for sailing-related activities like tying knots, or tying others up in knots.</p><p>As sailing one ship is not so different to sailing another, having any Sail Speciality makes all other Sail Specialities Basic Skills for you.</p><p><strong>Specialisations</strong>: Barge, Caravel, Cog, Frigate, Wolfship</p>"
|
||
},
|
||
"Secret Signs": {
|
||
"name": "Secret Signs",
|
||
"text": "<p><strong>(Int) </strong><em><strong>advanced, grouped</strong></em></p><p>You’ve been taught how to use clandestine markings only intelligible to members of a select group. There are all manner of reasons why someone may want to leave a secret message: vagabonds might indicate which homeowners are likely to offer alms, thieves may want to indicate weaknesses, or likely marks, while scouts may want to warn one another about a dangerous monster’s lair nearby.</p><p>This Skill does not usually need to be Tested — you can decipher any appropriate signs you can see if you have this Skill. But if the signs have been disturbed, worn away, or if you are pressed for time, then a Test will likely be required. Most messages are very simple, no more than three words.</p><p><strong>Specialisations</strong>: Grey Order, Guild (any one), Ranger, Scout, Thief, Vagabond</p><div class=\"journal-image centered\"><img src=\"modules/wfrp4e-core/art/spot/spot-animal-skull.webp\" width=\"199\" height=\"233\" /></div><blockquote class=\"sidebar\"><h3 class=\"no-toc\" style=\"text-align:center\"><em>I SAW THE SIGN…</em></h3><p><em>This is a list of the primary secret signs of the Old World, and those who use them. This is only a tiny sample of those most commonly used in the Reikland; there are many more than this short list suggests, and you are encouraged to create those best fitting your game.</em></p><table style=\"width:100%;height:333px\" border=\"1\"><tbody><tr style=\"height:10px\"><td style=\"height:10px;width:17.8982%\"><strong><span style=\"font-style:normal\">Secret Signs</span></strong></td><td style=\"height:10px;width:82.1018%\"><em><strong>Used by...</strong></em></td></tr><tr style=\"height:68px\"><td style=\"height:68px;width:17.8982%\"><em>Grey Order</em></td><td style=\"height:68px;width:82.1018%\"><em>…Grey Wizards. The secretive Greys use a complex array of signs, many only perceptible to wizards. They mark the land for their wandering wizards, highlighting safe houses, places of danger, areas where wizards are unwelcome, and much more besides.</em></td></tr><tr style=\"height:51px\"><td style=\"height:51px;width:17.8982%\"><em>Guilder</em></td><td style=\"height:51px;width:82.1018%\"><em>…guilders. Many of the larger guilds, from masons to stevedores, have an array of marks and signs used to identify matters of importance to their members.</em></td></tr><tr style=\"height:51px\"><td style=\"height:51px;width:17.8982%\"><em>Ranger</em></td><td style=\"height:51px;width:82.1018%\"><em>…woodsmen and other rural folk. Ranger signs are mostly used to mark territory, point out areas of importance or danger, and indicate safe paths.</em></td></tr><tr style=\"height:51px\"><td style=\"height:51px;width:17.8982%\"><em>Scout</em></td><td style=\"height:51px;width:82.1018%\"><em>…scouts, particularly those employed by armies and mercenary companies. The signs are mostly used to point out foraging areas, routes for supply trains, and significant dangers ahead.</em></td></tr><tr style=\"height:51px\"><td style=\"height:51px;width:17.8982%\"><em>Thief</em></td><td style=\"height:51px;width:82.1018%\"><em>…thieves and rogues. The various gangs and criminal outfits of the towns and cities use a variety of marks to point out bolt holes, easy marks, well-patrolled areas, and more.</em></td></tr><tr style=\"height:51px\"><td style=\"height:51px;width:17.8982%\"><em>Vagabond</em></td><td style=\"height:51px;width:82.1018%\"><em>…wandering vagabonds and pedlars. Vagabond signs are mostly used to identify safe places to sleep, villages to avoid, and sources of food and water.</em></td></tr></tbody></table></blockquote>"
|
||
},
|
||
"Set Trap": {
|
||
"name": "Set Trap",
|
||
"text": "<p><strong>(Dex) </strong><em><strong>advanced</strong></em></p><p>From a simple snare, or bear-trap, to more spectacular devices like Von Grizzel’s Thief-Render, players are unlikely to venture far in the Old World without encountering traps. The Set Trap Skill measures your ability to set and disarm traps of all varieties. Anyone with the skill is automatically assumed to be able to activate and disarm traps given enough time. A Test is normally only required if attempting to use the Skill swiftly or if otherwise under pressure, or if the trap is especially complex. A selection of simple traps can be found in @UUID[JournalEntry.sLomXnc8R8518cWN]{Consumers’ Guide}.</p><p>Setting or disarming most traps requires an <strong>Average (+20%) Set Trap</strong> Test, but more complex devices may require an extended Test, needing several SL over multiple rounds to set.</p>"
|
||
},
|
||
"Sleight of Hand": {
|
||
"name": "Sleight of Hand",
|
||
"text": "<p><strong>(Dex) </strong><em><strong>advanced</strong></em></p><p>Lets you pick pockets, palm objects, and perform minor tricks of prestidigitation, as well as cheating with games of chance. This Skill is typically Opposed by the Perception Skill of your target; success means you have palmed the object, picked the pocket, or swapped the cards, while a Marginal Success (+0 to +1) may suggest that your nefarious misdeeds have left your opponent suspicious.</p><p>You can also use Sleight of Hand to ‘help’ your Gamble Skill when playing appropriate games of chance. Before any round (or similar, depending upon the game at hand) you can attempt a Sleight of Hand Test (which will be opposed if others suspect). If successful, you may reverse your Gamble Test for the round if this will score a Success. If failed, your opponents may not be best pleased…</p><p>Sleight of Hand and combat rarely mix, though inventive players may be able to conjure an impressive distraction with GM approval, perhaps even gaining Advantage by making a @UUID[Compendium.wfrp4e-core.items.ahlxlfIl8xUhBkic]{Dagger} seemingly appear from nowhere, surprising a superstitious foe.</p>"
|
||
},
|
||
"Stealth": {
|
||
"name": "Stealth",
|
||
"text": "<p><strong>(Ag) </strong><em><strong>basic, grouped</strong></em></p><p>Allows you to creep quietly and conceal yourself in shadows more readily than most. Stealth is generally Opposed by an opponent’s Perception Skill, and Tests will be modified by how dark or well concealed your route is, as well as how circumspectly you are dressed. An Impressive or Astounding Failure on a Stealth Test will likely draw the immediate attention of the enemies you were trying to avoid in the first place.</p><p>Stealth has many potential applications in combat, most usefully to hide oneself in preparation for an Ambush, or to creep around an opponent in order to attack from behind. See @UUID[JournalEntry.NS3YGlJQxwTggjRX.JournalEntryPage.wmA76Q2zJJ9HrkvA#surprise]{Rules} for the implications of this. Of course, you can also use the Skill to escape a conflict unseen…</p><p><strong>Specialisations</strong>: Rural, Underground, Urban</p><blockquote class=\"sidebar\"><h3 class=\"no-toc\" style=\"text-align:center\"><em>OPTIONS: SHADOWING</em></h3><p><em>Shadowing is following someone secretly. To do this requires a @UUID[JournalEntry.NS3YGlJQxwTggjRX.JournalEntryPage.lQThXbnpgQ30VBXR#options:-combining-skills]{Combined Perception and Stealth Test}. If the target is actively trying to lose a tail, it is Opposed with the target’s Stealth Skill.</em></p><p><em>If you pass the Perception Test, and fail the Stealth Test you follow your target, but are spotted. If you fail the Perception Test, yet pass the Stealth Test, you lose your target, but go unnoticed.</em></p></blockquote><div class=\"journal-image\"><img class=\"fit\" src=\"modules/wfrp4e-core/art/other/tricksy-halflings.webp\" /></div>"
|
||
},
|
||
"Swim": {
|
||
"name": "Swim",
|
||
"text": "<p><strong>(S) </strong><em><strong>advanced</strong></em></p><p>Your ability to swim in water without drowning. If you have the Swim Skill, you are automatically presumed to be able to swim freely without a Test. But if you find yourself in difficult currents, racing, or fleeing from an oversized shark sent by Stromfels, the God of Drowning, a Test will be required. This may be modified by the condition of the water, or how encumbered you are by clothes, armour, and other trappings.</p><p>Swim is only used in combat if you happen to be fighting in the water, where it replaces Skills like Athletics to govern Movement. If exact speeds are required, you swim at half your Movement rate, using the normal rules for moving found in @UUID[JournalEntry.NS3YGlJQxwTggjRX.JournalEntryPage.bdfiyhEYtKs7irqc]{Moving}.</p>"
|
||
},
|
||
"Track": {
|
||
"name": "Track",
|
||
"text": "<p>Your ability to follow subtle trails left by others. Track is used to follow difficult trails across the wilderness. This is not a skill for following a set of footprints in the snow — a simple Perception test covers that — Track involves deeper knowledge and awareness used to recognise the subtle signs of a quarry’s passage. You can also attempt to hide your trail, in which case use your Track skill to oppose your pursuer’s Track Test.</p><p>Often an Extended Track Test is required to follow a trail, with the Difficulty modified by how fresh the tracks are, and how suitable the ground is: damp earth betrays passage better than stony ground. The GM may also use the @UUID[JournalEntry.NS3YGlJQxwTggjRX.JournalEntryPage.bdfiyhEYtKs7irqc#pursuit]{Pursuit} rules to determine if you manage to track down a fleeing quarry.</p>"
|
||
},
|
||
"Trade": {
|
||
"name": "Trade",
|
||
"text": "<p><strong>(Dex) </strong><em><strong>advanced, grouped</strong></em></p><p>Most folk of the Reikland follow a trade; even adventurers often have a more reliable, or respectable career to fall back on, between bouts of hair-raising, bowel-loosening excitement.</p><p>The Trade Skill represents your ability to create something or provide a service, as well as your knowledge of the relevant lore surrounding your trade.</p><p>Having the Skill is enough to automatically perform the tasks associated with your trade, assuming you have the correct resources and tools. You need only Test your Trade Skill if you are seeking to create something quickly, conditions are adverse, or you are seeking to invent or create a high-quality item.</p><p>Often Trade Tests of this type are extended Test, with the SL and time required depending upon the scope or scale of what is being produced; a quick meal with Trade (Cook) to impress a local lord will take far less time than constructing a warship with Trade (Shipwright).</p><p>You may also make a Trade Test as a Lore Skill, to determine information relevant to the trade in question. In such circumstances, the GM may prefer to use Int over Dex as the base Characteristic, though often this is ignored to keep play simple.</p><p>While most Trade Skills have little function in combat, there are as many Trade Skills as there are trades, and some may be of use depending upon the circumstances. For example, a successful Trade (Apothecary) Test may be useful if fighting in an Apothecary’s shop as you identify some astringent chemicals to hurl at your foes.</p><p>The Trade Skill is also used for enacting a @UUID[JournalEntry.gLDW6JBuoYuzCoya.JournalEntryPage.RQLJYU3OyA0WUoPG]{Crafting} Endeavour.</p><p><strong>Specialisations</strong>: Apothecary, Calligrapher, Chandler, Carpenter, Cook, Embalmer, Smith, Tanner</p>"
|
||
},
|
||
"Talents": {
|
||
"name": "Talents",
|
||
"text": "<p>Where Characteristics represent your raw potential, and Skills are your training and experience, Talents represent all the tricks, quirks, and special abilities you have learned throughout life.</p><h3>Gaining Talents</h3><p>During character creation you will automatically receive a selection of Talents (see @UUID[JournalEntry.IQ0PgoJihQltCBUU.JournalEntryPage.f5Y4XenZVtDU2GUo]{Character}). After this, you can use Experience Points (XP) to purchase new Talents, or take existing ones multiple times, if allowed, from the advance scheme of your Career (see @UUID[JournalEntry.wczCPcuHT4VQDLpL.JournalEntryPage.84Aj04uEEBh3yTS3#talent-advances]{Talent Advances}).</p><p>If you can take a Talent multiple times, it may have a special rule for what this means written into its description. Further, it may have an associated Skill marked under ‘Tests’ (see Talent Format): if so, for each time you have the Talent, you gain +1 SL on any successful use of a Skill tied to the Talent.</p><blockquote class=\"sidebar\"><h3 class=\"no-toc\" style=\"text-align:center\"><em>TALENT FORMAT</em></h3><p><em>The following explains how each Talent is presented.</em></p><ul><li><p><em><strong>Talent Name (situation)</strong>: The name of the Talent. If there are parentheses, the word within describes a situation the Talent influences.</em></p></li><li><p><em><strong>Max</strong>: The maximum number of times the Talent may be taken, which is normally 1 or an associated Characteristic Bonus.</em></p></li><li><p><em><strong>Tests</strong>: If the Talent is tied to one or more Tests your character can make, the affected Tests are listed here. Talents tied to a Test come with an extra rule: For each time you have taken the Talent, you gain +1 SL on any successful use of the Skill tied to the Talent.</em></p></li><li><p><em><strong>Description (not titled)</strong>: A description of what the Talent does.</em></p></li></ul></blockquote><h3>Master Talent List</h3><div class=\"journal-image float-right\"><img src=\"modules/wfrp4e-core/art/other/alley-thief.webp\" width=\"311\" height=\"403\" /></div><p>@UUID[Compendium.wfrp4e-core.items.XIcDsaW4D8wScezw]{Accurate Shot}</p><p>@UUID[Compendium.wfrp4e-core.items.9h82z72XGo9tfgQS]{Acute Sense}</p><p>@UUID[Compendium.wfrp4e-core.items.1IZWRr7BYOIcqPlQ]{Aethyric Attunement}</p><p>@UUID[Compendium.wfrp4e-core.items.wBhPFggGqIXwbx1r]{Alley Cat}</p><p>@UUID[Compendium.wfrp4e-core.items.IFKWu98qmWpaSfUi]{Ambidextrous}</p><p>@UUID[Compendium.wfrp4e-core.items.9fq6p9Q6H02LjaSi]{Animal Affinity}</p><p>@UUID[Compendium.wfrp4e-core.items.3O9clK7LGyuLTHPW]{Arcane Magic}</p><p>@UUID[Compendium.wfrp4e-core.items.41JhsSNW1Ttza3JK]{Argumentative}</p><p>@UUID[Compendium.wfrp4e-core.items.2eq8Ejotk54AZYwX]{Artistic}</p><p>@UUID[Compendium.wfrp4e-core.items.6l3jvIAvrKxt0lA9]{Attractive}</p><p>@UUID[Compendium.wfrp4e-core.items.FtjMeeGEO4YuGIBv]{Battle Rage}</p><p>@UUID[Compendium.wfrp4e-core.items.L1MoarOIAlia1Ti4]{Beat Blade}</p><p>@UUID[Compendium.wfrp4e-core.items.5KP9sOoLSGvj9EXp]{Beneath Notice}</p><p>@UUID[Compendium.wfrp4e-core.items.oRx92ByVNEBN6YkK]{Berserk Charge}</p><p>@UUID[Compendium.wfrp4e-core.items.77p3QRKgFWakkndF]{Blather}</p><p>@UUID[Compendium.wfrp4e-core.items.QyjWtSdnVMT04l5Y]{Bless}</p><p>@UUID[Compendium.wfrp4e-core.items.zv3IyoU2wkPZu8pD]{Bookish}</p><p>@UUID[Compendium.wfrp4e-core.items.wrpVYmdiIy1jPulc]{Break and Enter}</p><p>@UUID[Compendium.wfrp4e-core.items.34EBUkHQkrqF1sq7]{Briber}</p><p>@UUID[Compendium.wfrp4e-core.items.Yiw5h1Kj4B2WLlfm]{Cardsharp}</p><p>@UUID[Compendium.wfrp4e-core.items.GU1KpgY3MeFIaDaq]{Careful Strike}</p><p>@UUID[Compendium.wfrp4e-core.items.hTgrGkWnmIR4xhVe]{Carouser}</p><p>@UUID[Compendium.wfrp4e-core.items.LzgxyMknSHjSkkeQ]{Cat-tongued}</p><p>@UUID[Compendium.wfrp4e-core.items.g4Q6AtzZuo5iIvD4]{Catfall}</p><p>@UUID[Compendium.wfrp4e-core.items.hiU7vhBOVpVI8c7C]{Chaos Magic}</p><p>@UUID[Compendium.wfrp4e-core.items.0LdHytqyNmg2pcAX]{Combat Aware}</p><p>@UUID[Compendium.wfrp4e-core.items.NDetl9BhAQBVnHKf]{Combat Master}</p><p>@UUID[Compendium.wfrp4e-core.items.tXKX29QZBdHmyMc7]{Combat Reflexes}</p><p>@UUID[Compendium.wfrp4e-core.items.x8g3U68oi8XzWiYr]{Commanding Presence}</p><p>@UUID[Compendium.wfrp4e-core.items.wXcJWxJdw0ib5b8W]{Concoct}</p><p>@UUID[Compendium.wfrp4e-core.items.TaYriYcJkFuIdBKp]{Contortionist}</p><p>@UUID[Compendium.wfrp4e-core.items.JLzJws09GMw9GWBV]{Coolheaded}</p><p>@UUID[Compendium.wfrp4e-core.items.edsenrEYTLOtpa6b]{Crack the Whip}</p><p>@UUID[Compendium.wfrp4e-core.items.GRRN3XAKIpEVCY7z]{Craftsman}</p><p>@UUID[Compendium.wfrp4e-core.items.r180vP86SlwyJc8W]{Criminal}</p><p>@UUID[Compendium.wfrp4e-core.items.jLJzZb4keVvE0qRv]{Deadeye Shot}</p><p>@UUID[Compendium.wfrp4e-core.items.epPBu7x6BRWp2PHG]{Dealmaker}</p><p>@UUID[Compendium.wfrp4e-core.items.g3y373FnWJEAxgEB]{Detect Artefact}</p><p>@UUID[Compendium.wfrp4e-core.items.cAxNctMFWIAjDgV3]{Diceman}</p><p>@UUID[Compendium.wfrp4e-core.items.2Nzqsc9aclP6rpnl]{Dirty Fighting}</p><p>@UUID[Compendium.wfrp4e-core.items.DS44h27iCOvUBa4O]{Disarm}</p><p>@UUID[Compendium.wfrp4e-core.items.MoiYSfJRPHu7SZCQ]{Distract}</p><p>@UUID[Compendium.wfrp4e-core.items.fn8QNQQ1S2rh12Us]{Doomed}</p><p>@UUID[Compendium.wfrp4e-core.items.J9MK0AIaTbvd5oF6]{Drilled}</p><p>@UUID[Compendium.wfrp4e-core.items.URwIDtInCsxOoGqM]{Dual Wielder}</p><p>@UUID[Compendium.wfrp4e-core.items.HIofcsDLjXGKzSZf]{Embezzle}</p><p>@UUID[Compendium.wfrp4e-core.items.VscjNv6RzHFb9CQp]{Enclosed Fighter}</p><p>@UUID[Compendium.wfrp4e-core.items.sYbgpSnRqSZWgwFP]{Etiquette}</p><p>@UUID[Compendium.wfrp4e-core.items.9sMAf0xmehjEmUao]{Fast Hands}</p><p>@UUID[Compendium.wfrp4e-core.items.5eDd6iFeR9G6cCfz]{Fast Shot}</p><p>@UUID[Compendium.wfrp4e-core.items.8pVzgPkgWpTJvfhG]{Fearless}</p><p>@UUID[Compendium.wfrp4e-core.items.0pXva9EODy9bngQX]{Feint}</p><p>@UUID[Compendium.wfrp4e-core.items.fEFAMNqh8nJIfBkM]{Field Dressing}</p><p>@UUID[Compendium.wfrp4e-core.items.1kgHcImgfyKI1IYp]{Fisherman}</p><p>@UUID[Compendium.wfrp4e-core.items.Gs10qhA4CDmZyb1g]{Flagellant}</p><p>@UUID[Compendium.wfrp4e-core.items.jrFIFLhyOYwcyMUl]{Flee!}</p><p>@UUID[Compendium.wfrp4e-core.items.E3vTSCzgrasNijUO]{Fleet Footed}</p><p>@UUID[Compendium.wfrp4e-core.items.hXcfygzujgyMN1uI]{Frenzy}</p><p>@UUID[Compendium.wfrp4e-core.items.mqo51ORnxijcqNNu]{Frightening}</p><p>@UUID[Compendium.wfrp4e-core.items.BlHVzfs0Ow6IYEDw]{Furious 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Magic}</p><p>@UUID[Compendium.wfrp4e-core.items.G4rPR0XGiYFUZWKi]{Pharmacist}</p><p>@UUID[Compendium.wfrp4e-core.items.WEH97InIX29nzgW1]{Pilot}</p><div class=\"journal-image float-right\"><img src=\"modules/wfrp4e-core/art/spot/spot-animal-skull.webp\" width=\"273\" height=\"353\" /></div><p>@UUID[Compendium.wfrp4e-core.items.XU7D9CCmumuhqDUi]{Public Speaker}</p><p>@UUID[Compendium.wfrp4e-core.items.wNvPXAhlKABl6hpk]{Pure Soul}</p><p>@UUID[Compendium.wfrp4e-core.items.769B469sqx6FXPfn]{Rapid Reload}</p><p>@UUID[Compendium.wfrp4e-core.items.4AqSkJnFPqNuTkos]{Reaction Strike}</p><p>@UUID[Compendium.wfrp4e-core.items.GogGbYxkVdCmiKqf]{Read/Write}</p><p>@UUID[Compendium.wfrp4e-core.items.SgjJMBgc85aswvhm]{Relentless}</p><p>@UUID[Compendium.wfrp4e-core.items.vMYEkrWj0ip6ZOdv]{Resistance}</p><p>@UUID[Compendium.wfrp4e-core.items.uRvOg8AnCcP2ufx8]{Resolute}</p><p>@UUID[Compendium.wfrp4e-core.items.QolNfSUkezLoAcky]{Reversal}</p><p>@UUID[Compendium.wfrp4e-core.items.x8jsChg17VQ9XgiK]{Riposte}</p><p>@UUID[Compendium.wfrp4e-core.items.PoYlemaEIbZw30Em]{River Guide}</p><p>@UUID[Compendium.wfrp4e-core.items.nWLsoWQBCjPRKxYx]{Robust}</p><p>@UUID[Compendium.wfrp4e-core.items.9CAkY3SQjQxRTlNJ]{Roughrider}</p><p>@UUID[Compendium.wfrp4e-core.items.q58lK4kULJZB5GjE]{Rover}</p><p>@UUID[Compendium.wfrp4e-core.items.580fwhKfOZJFxMID]{Savant}</p><p>@UUID[Compendium.wfrp4e-core.items.QsrXxGZiHjth7RMg]{Savvy}</p><p>@UUID[Compendium.wfrp4e-core.items.MGEPI4jNhymNIRVz]{Scale Sheer Surface}</p><p>@UUID[Compendium.wfrp4e-core.items.b4x1qEWcevX7xK58]{Schemer}</p><p>@UUID[Compendium.wfrp4e-core.items.Ij9N3G8jzxb4lrwy]{Sea Legs}</p><p>@UUID[Compendium.wfrp4e-core.items.jQmIu8P85tF0njmD]{Seasoned Traveller}</p><p>@UUID[Compendium.wfrp4e-core.items.OEjUvJKi0xmBwbS2]{Second Sight}</p><p>@UUID[Compendium.wfrp4e-core.items.PJ4oxDExnuFNr2Fi]{Secret Identity}</p><p>@UUID[Compendium.wfrp4e-core.items.XSb3QVB9ipPBFt56]{Shadow}</p><p>@UUID[Compendium.wfrp4e-core.items.oQzTJEXUx28sCiH3]{Sharp}</p><p>@UUID[Compendium.wfrp4e-core.items.jrYW2OyDHd1Md2my]{Sharpshooter}</p><p>@UUID[Compendium.wfrp4e-core.items.IT3s7rmQFGNzIfYq]{Shieldsman}</p><p>@UUID[Compendium.wfrp4e-core.items.mNoCuaVbFBflfO6X]{Sixth Sense}</p><p>@UUID[Compendium.wfrp4e-core.items.GOtpCOZ2br14GrBW]{Slayer}</p><p>@UUID[Compendium.wfrp4e-core.items.eBwHnWdwQJ590ASb]{Small}</p><p>@UUID[Compendium.wfrp4e-core.items.cygaI9gq4BQJvbB5]{Sniper}</p><p>@UUID[Compendium.wfrp4e-core.items.kQbVFzsh4LbaIzHU]{Speedreader}</p><div class=\"journal-image float-right\"><img src=\"modules/wfrp4e-core/art/spot/spot-device.webp\" width=\"218\" height=\"242\" /></div><p>@UUID[Compendium.wfrp4e-core.items.AwUUEwwf2Vt4ksCN]{Sprinter}</p><p>@UUID[Compendium.wfrp4e-core.items.HpGjzrSR4tdogJtl]{Step Aside}</p><p>@UUID[Compendium.wfrp4e-core.items.spdiWsONKTzkLbg3]{Stone Soup}</p><p>@UUID[Compendium.wfrp4e-core.items.IogM5gnsoOX63w7j]{Stout-hearted}</p><p>@UUID[Compendium.wfrp4e-core.items.1dUizIgLBgn4jICC]{Strider}</p><p>@UUID[Compendium.wfrp4e-core.items.4MJJCiOKPkBByYwW]{Strike Mighty Blow}</p><p>@UUID[Compendium.wfrp4e-core.items.RWJrupj9seau0w31]{Strike to Injure}</p><p>@UUID[Compendium.wfrp4e-core.items.jt0DmVK9IiF6Sd2h]{Strike to Stun}</p><p>@UUID[Compendium.wfrp4e-core.items.FF41XPboORgyDNsv]{Strong Back}</p><p>@UUID[Compendium.wfrp4e-core.items.CV9btQn09S9Fn8Jk]{Strong Legs}</p><p>@UUID[Compendium.wfrp4e-core.items.4wnQc19allWlyOGe]{Strong Swimmer}</p><p>@UUID[Compendium.wfrp4e-core.items.Ywo6fZNPC4zbHHSQ]{Strong-minded}</p><p>@UUID[Compendium.wfrp4e-core.items.qZ4cFy6z482ZONuA]{Sturdy}</p><p>@UUID[Compendium.wfrp4e-core.items.LPgjE0cexTVOBVCY]{Suave}</p><p>@UUID[Compendium.wfrp4e-core.items.sBHarYXR2o7jD1VY]{Super Numerate}</p><p>@UUID[Compendium.wfrp4e-core.items.aZavWXbSXVBmWeJi]{Supportive}</p><p>@UUID[Compendium.wfrp4e-core.items.phXzaUxl3mFqkmDq]{Sure Shot}</p><p>@UUID[Compendium.wfrp4e-core.items.NP4EHyyh1yOLbsPU]{Surgery}</p><p>@UUID[Compendium.wfrp4e-core.items.jviOQmy0luQOySC2]{Tenacious}</p><p>@UUID[Compendium.wfrp4e-core.items.6lQRRgjz8IZH4bbV]{Tinker}</p><p>@UUID[Compendium.wfrp4e-core.items.V9N0LMnXf1WYseCL]{Tower of Memories}</p><p>@UUID[Compendium.wfrp4e-core.items.a7v422EZcOUUC20X]{Trapper}</p><p>@UUID[Compendium.wfrp4e-core.items.FjTnaxixsu1ShNNr]{Trick Riding}</p><p>@UUID[Compendium.wfrp4e-core.items.Z91GFaT6FhEwyESU]{Tunnel Rat}</p><p>@UUID[Compendium.wfrp4e-core.items.8oWhzlcw7oiHGMFu]{Unshakable}</p><p>@UUID[Compendium.wfrp4e-core.items.RmY0CUjiFYZ3GEKY]{Very Resilient}</p><p>@UUID[Compendium.wfrp4e-core.items.Zf0vk2rjllpDh0Ua]{Very Strong}</p><p>@UUID[Compendium.wfrp4e-core.items.vCgEAetBMngR53aT]{War Leader}</p><p>@UUID[Compendium.wfrp4e-core.items.F2EiuAc6IpaGd4J7]{War Wizard}</p><p>@UUID[Compendium.wfrp4e-core.items.zGQ0ShUTSlUvVtWh]{Warrior Born}</p><p>@UUID[Compendium.wfrp4e-core.items.tlEg21DHMEJoWcJq]{Waterman}</p><p>@UUID[Compendium.wfrp4e-core.items.OROfMcVqRnZHINkU]{Wealthy}</p><p>@UUID[Compendium.wfrp4e-core.items.SHH2vUpNxj0wmmPT]{Well-prepared}</p><p>@UUID[Compendium.wfrp4e-core.items.qdMbxW09FUoYBzmB]{Witch!}</p>"
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}
|
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}
|
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},
|
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"Character": {
|
||
"name": "Character",
|
||
"pages": {
|
||
"Character": {
|
||
"name": "Character",
|
||
"text": "<blockquote class=\"foundry-note\"><p>The entire character creation process can be done through the <span style=\"font-family:Courier\">/char</span> command.</p></blockquote><p>Players explore the Old World through the eyes of their Character. This chapter shows you how to make your own Character from scratch. Most begin the game as unremarkable inhabitants of the Empire — possibly destined for greatness, but no-one would guess it. That’s not to say you can’t rise from humble origins, just that you’ve got a long journey ahead, and that you’ll probably need a better pair of boots. </p><p>All the information describing your Character’s abilities is recorded on a Character Sheet. We provide ready-made Characters and sheets in the <strong>WFRP Starter Set</strong>, and online at cubicle7.co.uk. Using ready-made Characters is a great way to start playing and find out how the game works, but sooner or later you’ll want to create your own from the ground up.</p><p>When deciding what your Character will be like, discuss the kind of group you want to create with the other players. This makes sure that the group’s Characters complement each other and that together you will have a broad and versatile range of abilities. Your GM may also have a particular kind of game in mind, and you’ll need to make sure you have the right mix of Characters. Perhaps the GM plans for you to join a group of apprentice wizards who know one another at the Colleges of Magic? Maybe you are part of a unit of soldiers who have all deserted? Or maybe you are one of a disparate band of Reiklanders press-ganged into service by a powerful noble? Knowing this is important to help you build a suitable character which will be more fun to play.</p><h3>Creating a Character</h3><p>In some sections, you can either choose an option or accept the result of a dice roll to make the choice for you. You may receive bonus Experience Points (XP) for choosing to accept random outcomes, as if the Dark Gods of Chaos themselves applaud your acceptance of random chance. XP represent learning from experience and are the principal way to improve your abilities — you will be able to spend these points to enhance your character’s abilities. XP are covered in more detail in @UUID[.e5PQEbXYkH14z525]{Career Advancement}. </p>"
|
||
},
|
||
"1) Species": {
|
||
"name": "1) Species",
|
||
"text": "<p><strong>Summary</strong>: <em>Choose one of the five Species</em>.</p>\n<p>Your Character will be a Human, Dwarf, Halfling, High Elf, or Wood Elf. They are described below to help you choose, where you will also find some typical opinions each species has of the others. Alternatively, you can roll 1d100, consult the @Table[species]{Random Species Table}, and gain +20 XP if you accept the result.</p>\n<h3>Humans (Reiklander)</h3>\n<p>Humans are the most numerous and widespread of the civilised species of the Old World. From the plains of the Estalian Kingdoms to the frozen oblasts of Imperial Kislev, Humans occupy every corner of the continent, and they thrive. The largest, most powerful Human realm is the Empire, a patchwork of powerful provinces blanketed in seemingly endless forests. Standing proud at the heart of this Empire, the Reikland is its richest, most cosmopolitan region.</p>\n<div class=\"journal-image centered\"><img src=\"modules/wfrp4e-core/art/careers/witch-hunter.webp\" width=\"345\" height=\"493\" /></div>\n<p>Many Reiklanders see it as their divine right to rule, for the patron god of the Empire, Sigmar, was himself a Reiklander before he ascended to godhood many centuries ago. Temples and shrines to the god are found everywhere, and the majority of Reiklanders are devout believers in Sigmar’s message of Empire and unity. Because of this, they are significantly more friendly, open, and optimistic than other folk, since what could possibly go wrong for a land that birthed a god? By comparison, outsiders often see them as arrogant, over-bearing meddlers who stick their unwanted noses into any affair.</p>\n<p>Beyond their affluent lifestyles and pushy personalities, Reiklanders are largely the same as other Humans. They may be shorter-lived than other species, but Humans possess more vigour, versatility, and ambition. They also have a seemingly inextricable relationship with the insidious horrors of the Ruinous Powers, with more Humans falling to corruption than any other species. Perhaps it’s no surprise the declining elder species grow increasingly concerned the meteoric rise of Humanity could result in cataclysm. </p>\n<h4 class=\"no-toc\">Opinions</h4>\n<p><strong>On Dwarfs…</strong></p>\n<p><em>‘They’ve been our allies since Sigmar walked this very city; fought with them meself back in ’05. Sure, they’re a bit stubborn, seriously vindictive and pretty blunt, but I won’t hear a word said against them.’</em></p>\n<p style=\"text-align:right\">– Reikäger Jungling, State Soldier from Altdorf</p>\n<p><strong>On Halflings…</strong></p>\n<p><em>‘If I gets meself the sort wot eats and smokes all day, then I’m happy as Ranald in catnip. It’s when I get them without proper manners nicking me crockery or knives and forks: that I just can’t abide! They’re all smiles and shrugs when the watch come to pick ’em up, like they don’t understand what they done wrong.’</em></p>\n<p style=\"text-align:right\">– Stefan Krause, Innkeeper from Stirgau</p>\n<p><strong>On High Elves…</strong></p>\n<p><em>‘Yes, I do trade with them. And, no, don’t be ridiculous, I’ve never been turned to a pillar of salt just by looking at them. Truly, I find them graceful and urbane. Proper civilised, I’d say. But, ’tween you and me, if Verena were to ask, I might also say I find them just… odd. So very intense. Like every deal we make really matters.’</em></p>\n<p style=\"text-align:right\">– Dorothea Taalenstein, Merchant from Kemperbad</p>\n<p><strong>On Wood Elves…</strong></p>\n<p><em>‘Elves of the forest you say? Ain’t none of ’em around here, mate. You want to be goin’ south to Bretonnia. I hear they gots loads of them, and that they’re completely horrible!’</em></p>\n<p style=\"text-align:right\">– Siggina Gerster, Bawd from Ubersreik</p>\n<h3>Dwarfs</h3>\n<p>Dwarfs — or ‘Dawi’ as they call themselves — are legendarily gruff and stubborn. While the majority reside in vast mountainside fortresses known as Holds, most larger towns and the capital of the Reikland also have Dwarf populations. Given their clannish nature, they tend to band together, forming enclaves or districts wherever they settle. Many of the Dwarfs living in Reikland are the descendants of those driven from Fallen Holds many centuries ago, but most still consider themselves as Dwarfs of the Grey Mountains, although some have never seen a hill, let alone a mountain.</p>\n<p>Dwarf culture respects skill in crafting — chiefly stonework, smithing and engineering — and Dwarf Holds are resplendent with impressive feats of artifice. They also covet gold and jewels, mining deep beneath the mountains in the pursuit of precious metals and gemstones. However, more than these material possessions, Dwarfs venerate their elders and ancestors, and have entire religions focussing upon important progenitors. Dwarfs cannot cast spells, although their runesmiths carve artefacts with intricate runes to harness magical power. </p>\n<p>However, their prowess as engineers is so impressive that some of their more ingenious clockwork or steam-powered devices are mistaken for magic by simpler folk. </p>\n<p>Dwarfs are squat with thick, muscular limbs and stout, broad torsos. Their features are heavy and their hair is thick. Length of hair is a mark of pride and status amongst Dwarfs, with elaborate braids and adornments demonstrating rank: to shave a Dwarf causes terrible shame. Indeed, honour is a fundamental aspect of their character. Given their long memories and proud natures, they bear grudges against those who have slighted or dishonoured them, gripping tight to their grievances for many years, even taking on the grudges borne by their ancestors, knowing their forebears will be watching over them, nursing their bitterness long after death. Whilst it might be hard for others to win a Dwarf ’s friendship, once given it is absolute. While not as ageless as the near-immortal Elves, Dwarfs can live for many centuries. Indeed, some say that as long as a Dwarf has a purpose, they will not die unless struck down in battle, such is the strength of their conviction.</p>\n<div class=\"journal-image centered\"><img src=\"modules/wfrp4e-core/art/careers/artisan.webp\" width=\"353\" height=\"446\" /></div>\n<h4 class=\"no-toc\">Opinions</h4>\n<p><strong>On Reiklander Humans…</strong></p>\n<p><em>‘Like my father and my father afore me, I’ve been living in Reikland all me life. As folk go, they know not to mess with my business, and show the respect I deserve, as is right. Yes, they’re unreliable, and as changeable as the wind, but they’re also resourceful and shrewd, so I’d recommend them as risky business partners, as they see solutions I’d not even consider.’</em></p>\n<p style=\"text-align:right\">– Garral Herraksson, Jeweller from Eilhart</p>\n<p><strong>On Halflings…</strong></p>\n<p><em>‘They’re just not my kind of folk. Always smiling. Always fidgeting. Always talking. Always moving in big groups that just won’t shut up! When they come in my store, I like to shoo them off with a broom. Really, what have they got to be so happy about? I just don’t trust them.’</em></p>\n<p style=\"text-align:right\">– Helgi Galannasniz, Burgher from Schrabwald</p>\n<p><strong>On High Elves…</strong></p>\n<p><em>‘Don’t talk to me about those bloody bastards! Alrug Skycaster, my ultimate granduncle, was bloody betrayed in the bloody War of bloody Vengeance by those… those… ARGH! It’s our clan’s oldest grudge! Stood for thousands of bloody years! When I find the descendants of bloody Galanthiel Whisperthorn, by Grungni! I’m going to teach them all — every single last one of them — a lesson in manners with my axe!’</em></p>\n<p style=\"text-align:right\">– Snorrt Leivvusson, Diplomat from Karak Ziflin</p>\n<p><strong>On Wood Elves…</strong></p>\n<p>‘<em>My great grandfather thought logging forests on t’other side of the Grey Mountains would be lucrative. Ignored all the warnings, he was sure he was onto a winner. What could a bunch of skinny Elves do to him and his lads, after all? A lot, as it turned out. Only my grandfather survived, left alive to spread the message: “Keep away.” So, me and my lads are preparing a party to take revenge.’</em></p>\n<p style=\"text-align:right\">– Merig Ranvigsdottir, Villager from Azorn-Kalaki</p>\n<p style=\"text-align:right\"> </p>\n<blockquote class=\"sidebar\">\n<h3 class=\"no-toc\" style=\"text-align:center\"><em>Options: Animosity (Elves)</em></h3>\n<p><span style=\"font-style:normal\">Given the long memories of Dwarfs and their tendency to bear grudges, many harbour a deep resentment towards Elves for their part in the War of Vengeance. As such, many Dwarfs have the @UUID[Compendium.wfrp4e-core.items.Q2MCUrG2HppMcvN0]{Animosity (Elves)} Psychology trait. Given some WFRP parties contain both Elves and Dwarfs, this may lead to unhelpful tensions. So, you may prefer to ignore this Talent between party members..</span></p>\n</blockquote>\n<h3>Halflings</h3>\n<p>Halflings are ubiquitous across the Reikland, found working in service industries in all towns, with an entire district of Reikland’s capital of Altdorf, known as Haffenstadt, packed tight with hundreds of extended Halfling families supporting restaurants, taverns, pipeweed stores, and an enormous number of street-food hawkers. Halflings are also a common sight in many of Reikland’s villages, where it is not uncommon to find them employed to staff an inn or run a farm. They are communal creatures, preferring to live in close-knit family groups, sharing houses, rooms,and even beds with dozens of friends and relatives; everyone contributes and everyone shares. This interdependent lifestyle leaves many Halflings struggling with the concept of private ownership and space.</p>\n<p>Halflings are notoriously interested in recording their lineage, and many Halfling clans can trace their ancestry back many centuries to the very founding of the Mootland (their self-governed Grand Province in the Empire). The Elder of the Moot — currently Hisme Stoutheart — is the custodian of the <em>Haffenlyver</em> , an ancient embroidered scroll detailing the chief bloodlines of their primary clans, said to be the greatest treasure of the Halflings. </p>\n<div class=\"journal-image centered\"><img src=\"modules/wfrp4e-core/art/careers/messenger.webp\" width=\"306\" height=\"430\" /></div>\n<p>Another peculiar detail is the Halflings’ strange affinity for Ogres. Despite their ravenous appetites, and penchant for eating whatever is at hand, Ogres tend to respect Halflings. Indeed, gangs of Ogre labourers are often overseen by Halfling gaffers, and most Ogre mercenary bands have a Halfling cook on staff.</p>\n<p>Halflings are short, apple-cheeked and beardless, resembling big-eyed, round-faced (and round bodied) Human children, and their sunny dispositions and curly locks only reinforce this impression. They are known for their enormous appetites in all things and their lack of concern for personal space (they’re huggers), social boundaries (‘Well me’ great aunt’s just shacked up with me best mate, and you should hear what they’ve been up to!’), and property rights (‘It’s not like he’s using it!’); this last has landed more than one Halfling in jail for thievery. </p>\n<h4 class=\"no-toc\">Opinions</h4>\n<p>On Reiklander Humans…</p>\n<p><em>‘Stiff-necked and pious, warlike and jealous… I could go on, but good manners halts me, and, besides, I like them, and they like me pies. As long as you keep away from their temples and the hard-liners, they’re an open and pretty welcoming bunch. Good folk, and good for business.’</em></p>\n<p style=\"text-align:right\">– ‘Tubs’ Samworth Rumster XVI, Pie-seller from Kalegan</p>\n<p><strong>On Dwarfs…</strong></p>\n<p><em>‘My aunt Bessi was the greediest, as were six of her sons. But Bessi has nothing on them Dwarfs. Eyes grow as big as Mannslieb at even a scratch of gold. But, if you tell them that, they’ll growl at you like you’ve taken the last honeycake, and start scribbling notes in one of their damned books about insulting their family honour or whatnot.’</em></p>\n<p style=\"text-align:right\">– ‘Lilly’ Joseppinalina Hayfoot, Pedlar in the Reikland</p>\n<p><strong>On High Elves…</strong></p>\n<p><em>‘I’ve seen them on the rivers in their white ships. How do they keep them so clean? And their hair… oh, their hair… it’s like sunshine, it is. Snuck on a boat once to see what they do. Same as the rest of us, it seems, just more... earnestly.’</em></p>\n<p style=\"text-align:right\">– ‘Dainty’ Cordelineth Brandysnap IV, Thief from Altdorf</p>\n<p><strong>On Wood Elves…</strong></p>\n<p><em>‘Elves living in the woods? Don’t be bloody ridiculous. Elves live in white towers and pretty boats over in Altdorf-town, you idiot.’</em></p>\n<p style=\"text-align:right\">– ‘Jammy’ Mercimaus Alderflower II, Scholar from Fielbach</p>\n<h3>High Elves</h3>\n<p>High Elves are a relatively common sight on the rivers of Reikland. Both Altdorf and Nuln boast sizeable districts populated by High Elf merchants who ship goods down the Reik through Marienburg to the sea. These merchants are by far the most numerous of the High Elves found in Reikland, alongside diplomatic entourages and support staff. Aloof, alien, and long-lived, they are a passionate, emotional folk widely perceived in the Reikland to be the most beautiful of the species, and also the most arrogant.</p>\n<p>Tall and slender with delicately pointed ears, most Elves have long, fine hair and melodious voices. Although they might look frail, their physiology is not only surprisingly strong, but also extraordinarily agile and dextrous. There are very few noticeable gender differences between Elves, which often causes confusion among Humans who interact with them. </p>\n<p>The High Elves, who call themselves ‘Asur’, are native to Ulthuan, a magical island lying to the west of the Old World. A proud species, they boast of being amongst the oldest of the world’s civilisations. High Elves show considerable disdain for Dwarfs, with whom they have a long history of conflict. Since their abandonment of the Old World in the aftermath of the War of the Beard, the Asur have been torn apart by civil war, the ‘kinstrife’, although this isn’t something they discuss openly with outsiders. As a result of this millennia-long struggle, Elves from the war-torn north of Ulthuan tend to be hard-bitten, practical, and ruthless. </p>\n<p>High Elven society is tightly-bound by ritual and discipline, intended to keep soaring emotions in check and provide focus for their complicated intellects. Seeming contrary to this, some Asur revel in wild adventure. The term ‘Sea Elf ’ is often used by other species to describe the dauntless High Elves who venture beyond Ulthuan’s safe shores as mariners, traders, and diplomats, and who stand in stark contrast to any grim Asur accompanying them who follow warrior lifestyles.</p>\n<div class=\"journal-image centered\"><img src=\"modules/wfrp4e-core/art/careers/envoy.webp\" width=\"259\" height=\"449\" /></div>\n<h4 class=\"no-toc\">Opinions</h4>\n<p><strong>On Reiklander Humans…</strong></p>\n<p><em>‘They are corrupt, jealous, and rapacious in their short-lived hungers. But, when mindful of their petty needs and their fear of what we represent, they are easily shaped.’</em></p>\n<p style=\"text-align:right\">– Imryth Emberfell, Ambassador from Caledor</p>\n<p><strong>On Dwarfs…</strong></p>\n<p><em>‘I suggest avoiding them. They are lost in the past, which blinds them to what’s coming. Nod politely, accept the abuse, and move on. There is no point arguing, they will never change their minds.’</em></p>\n<p style=\"text-align:right\">– Alathan Crestrider, Seaman from Cothique</p>\n<p><strong>On Halflings…</strong></p>\n<p><em>‘I find these cheerful creatures genuinely interesting. I lived amongst an extended family group for a while, and found them so open, welcoming, and nurturing it was authentically touching. But, eventually, I had to move on, the smell was simply over-powering, and they have no understanding of personal space, which soon loses its charm.’</em></p>\n<p style=\"text-align:right\">– Hoelistor Arceye, Wizard from Saphery</p>\n<p><strong>On Wood Elves…</strong></p>\n<p><em>‘If the Asrai would bother to look beyond their dirty noses, they would see what we are all up against. Isolationist idiots that deserve everything that’s coming to them. I doubt the Eonir are any better.’</em></p>\n<p style=\"text-align:right\">– Anaw-Alina Darkstep, Scout from Nagarythe</p>\n<h3>Wood Elves</h3>\n<p>Wood Elves are a rare sight in the Reikland, and for good reason. During the closing stages of the War of the Beard, most Elves retreated from the Old World, but a few remained and withdrew to the depths of the magical forests they now called home. Over three thousand years of isolation, hardship, and warfare then ensued, leaving ‘Wood Elves’ culturally very different to their High Elf cousins. </p>\n<p>Wood Elf life is entwined with nature, with a society intermixed with spirits of the forest. They are separatists who work hard to hide themselves away, with arboreal outposts cunningly concealed with powerful illusions and misleading magics. On the rare occasions they travel beyond their borders, it is usually for war, as often with their neighbours as with darker forces, leaving other peoples of the Old World deeply unsure of the fae, capricious Elves.</p>\n<p>There are two kiths of Wood Elves most commonly seen in Reikland. The ‘Asrai’ from Athel Loren across the Grey Mountains, and ‘Eonir’ of the Laurelorn Forest far to the north in Nordland.</p>\n<p>The ruthless Asrai of Athel Loren are xenophobic and secretive, and rarely venture beyond their borders. However, a decade ago, Naith the Prophetess foresaw the possible death of Athel Loren. In response, the King and Queen of the Wood, recognising the fate of their forests may lay in the hands of outsiders, sent tattooed kinbands out from Athel Loren to take action, hunting the enemies of the forest at the source. </p>\n<p>These ferocious bands are sometimes led by a spellsinger who calls upon the old, magical paths of the Worldroot to transport them between Athel Loren and the depths of other forests long lost to the Elves, but not yet consumed by civilisation or Chaos. Occasionally, these wild hunters perceive some common cause with other Old Worlders and an individual may step from the shadows to join with those fighting a greater evil.</p>\n<p>By comparison, the Queen of the Laurelorn takes a very different path to the foretellings given to her and has recently sent a sizeable delegation to make camp in the deep forest of the Amber Hills just south of Altdorf. These Elves observe Human politics concerning the Laurelorn and beyond, and occasionally intervene on matters deemed important. The camp is viewed as a ‘temporary’ solution by the Elves, but the meaning of that word is very different to the long-lived species. Because of this camp, these Wood Elves are a growing presence in Reikland as they venture from the trees and wander according to their inscrutable purposes, often as hunters or entertainers.</p>\n<div class=\"journal-image centered\"><img src=\"modules/wfrp4e-core/art/careers/hunter.webp\" width=\"348\" height=\"507\" /></div>\n<h4 class=\"no-toc\">Opinions</h4>\n<p><strong>On Reiklander Humans…</strong></p>\n<p><em>‘I see hateful creatures with darkness in their hearts and a complete disrespect for order. But they are widespread, warlike, and, most importantly, easy to manipulate. Given winter draws near, it is time to use them.’</em></p>\n<p style=\"text-align:right\">– Algwyllmyr Twiceseen, Seer from Athel Loren</p>\n<p><strong>On Dwarfs…</strong></p>\n<p><em>‘More stubborn than the Oak of Ages, they understand one argument only: force. So, use it swiftly and decisively, and be aware they will return for petty vengeance at a later date.’</em></p>\n<p style=\"text-align:right\">– Meridrynda Aspengate, Glade Rider from Athel Loren</p>\n<p><strong>On Halflings…</strong></p>\n<p><em>‘I met one when travelling Middenland during the ninth year of Queen Marrisith. It talked a lot. And I do mean a lot. When we parted ways by a town it told me was named “Delberz”, I found it had somehow managed to steal several pouches of herbs from my belt. I was impressed. So, I suggest not trusting the things, but the companionship and local lore they share may be worth the cost!’</em></p>\n<p style=\"text-align:right\">– Alafael Harrowlay, Entertainer from the Laurelorn</p>\n<p><strong>On High Elves…</strong></p>\n<p><em>‘Conceited beyond any sensible measure, don’t approach the Asur. They are jaded, arrogant, and likely lost to Atharti. And if they try to look down on you in that superior manner they so prefer, just remind them their Queen in Avelorn lives a life no different to ours.’</em></p>\n<p style=\"text-align:right\">– Cynwrawn Fartrack, Hunter from the Laurelorn</p>\n<p> </p>\n<blockquote class=\"sidebar\">\n<h3 class=\"no-toc\" style=\"text-align:center\"><em>Sylvan Cousins</em></h3>\n<p><em>The Wood Elves of Athel Loren and the Laurelorn may share a common history and origin in the Old World, but they are culturally different. Unlike the High Elves, neither of the Wood Elven kiths care much for any form of conventional civilisation, seeing it as a threat to their beloved forests and way of life. However, they differ in how they choose to express this. </em></p>\n<p><em>The Laurelorn Wood Elves proactively engage in politics to protect themselves, mixing with others, and are not above stoking the fires of hatred between other groups to shift focus to their preferred targets. Thus, in character, they are more like the High Elves, whilst still having the Skills and Talents of the Wood Elves. </em></p>\n<p><em>By comparison, the Athel Loren kinbands prefer to hide in the shadows, shunning contact with all others, instead striking deadly blows designed to cause fear and terror in the hearts of any who would look to the forest with greed.</em></p>\n</blockquote>\n<div class=\"journal-image centered\"><img src=\"modules/wfrp4e-core/art/spot/spot-pouch.webp\" width=\"235\" height=\"168\" /></div>"
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},
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"3) Attributes": {
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"name": "3) Attributes",
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"text": "<p>Attributes describe your character’s innate capabilities – how fast or strong you are, how much damage you can sustain, or how well you cope with stressful situations. Attributes include Movement, ten Characteristics, Wounds, Fate, and Resilience. </p><blockquote class=\"sidebar\"><h3 class=\"no-toc\" style=\"text-align:center\"><span style=\"font-style:normal\">Wait! That's Not Fair!</span></h3><p><span style=\"font-style:normal\">You may notice that not all characters are created equal. An Elf has significant Characteristic advantages, for example. Don’t be deceived by numbers alone, there are many aspects to character generation and all the Species have advantages and disadvantages at each stage, some of them not always obvious.</span></p></blockquote><h3>Characteristics</h3><p>Your ten Characteristics are used in Tests, to determine if you perform an action successfully. The Human average for these Attributes is 30. Those who are gifted, or well-practiced, may achieve scores of over 40; only the most dedicated and experienced will achieve scores over 60. Of course, other Species have their own strengths and weaknesses, so their averages are different, sometimes significantly so.</p><h4>Determining Characteristics</h4><p>When determining your Characteristics: </p><p><strong>Step 1) </strong>Roll 2d10 for each of the ten Characteristics and make a note of the results. If you feel your Character would be improved if you swapped round some of the dice roll results between Characteristics, move to the next step. If you stick with your random results, add the die rolls to the modifier for each Characteristic from the Attribute Table, write them on your Character Sheet and gain +50 XP. </p><p><strong>Step 2) </strong>Rearrange the ten numbers rolled under step 1, assigning each to a different Characteristic (and adding its modifier). If you’re happy with this new mix, record them on your Character Sheet and gain +25 XP. If not, move to the next step.</p><p><strong>Step 3) </strong>If you’re still not happy with your results, either roll again and swap the rolls around with no XP bonus, or you could ignore the dice completely! Instead, allocate 100 points across the 10 Characteristics as you prefer, with a minimum of 4 and a maximum of 18 allocated to any single Characteristic. Add the modifiers from the Attribute Table and record them on your Character Sheet. Like rolling again, there is no XP bonus for this option.</p><blockquote class=\"sidebar\"><h3 class=\"sidebar-title no-toc\" style=\"text-align:center;text-transform:uppercase\"><em> ATTRIBUTES TABLE</em></h3><table style=\"width:100%;height:272px\" border=\"1\"><tbody><tr style=\"height:17px\"><td style=\"height:17px;text-align:center\"> </td><td style=\"height:17px;text-align:center\"><em><strong>Human</strong></em></td><td style=\"height:17px;text-align:center\"><em><strong>Dwarf</strong></em></td><td style=\"height:17px;text-align:center\"><em><strong>Halfling</strong></em></td><td style=\"height:17px;text-align:center\"><em><strong>Elf</strong></em></td></tr><tr style=\"height:17px\"><td style=\"height:17px;text-align:center\"><em>Weapon Skill</em></td><td style=\"height:17px;text-align:center\"><em>2d10+20</em></td><td style=\"height:17px;text-align:center\"><em>2d10+30</em></td><td style=\"height:17px;text-align:center\"><em>2d10+10</em></td><td style=\"height:17px;text-align:center\"><em>2d10+30</em></td></tr><tr style=\"height:17px\"><td style=\"height:17px;text-align:center\"><em>Ballistic Skill</em></td><td style=\"height:17px;text-align:center\"><em>2d10+20</em></td><td style=\"height:17px;text-align:center\"><em>2d10+20</em></td><td style=\"height:17px;text-align:center\"><em>2d10+30</em></td><td style=\"height:17px;text-align:center\"><em>2d10+30</em></td></tr><tr style=\"height:17px\"><td style=\"height:17px;text-align:center\"><em>Strength</em></td><td style=\"height:17px;text-align:center\"><em>2d10+20</em></td><td style=\"height:17px;text-align:center\"><em>2d10+20</em></td><td style=\"height:17px;text-align:center\"><em>2d10+10</em></td><td style=\"height:17px;text-align:center\"><em>2d10+20</em></td></tr><tr style=\"height:17px\"><td style=\"height:17px;text-align:center\"><em>Toughness</em></td><td style=\"height:17px;text-align:center\"><em>2d10+20</em></td><td style=\"height:17px;text-align:center\"><em>2d10+30</em></td><td style=\"height:17px;text-align:center\"><em>2d10+20</em></td><td style=\"height:17px;text-align:center\"><em>2d10+20</em></td></tr><tr style=\"height:17px\"><td style=\"height:17px;text-align:center\"><em>Initiative</em></td><td style=\"height:17px;text-align:center\"><em>2d10+20</em></td><td style=\"height:17px;text-align:center\"><em>2d10+20</em></td><td style=\"height:17px;text-align:center\"><em>2d10+20</em></td><td style=\"height:17px;text-align:center\"><em>2d10+40</em></td></tr><tr style=\"height:17px\"><td style=\"height:17px;text-align:center\"><em>Agility</em></td><td style=\"height:17px;text-align:center\"><em>2d10+20</em></td><td style=\"height:17px;text-align:center\"><em>2d10+10</em></td><td style=\"height:17px;text-align:center\"><em>2d10+20</em></td><td style=\"height:17px;text-align:center\"><em>2d10+30</em></td></tr><tr style=\"height:17px\"><td style=\"height:17px;text-align:center\"><em>Dexterity</em></td><td style=\"height:17px;text-align:center\"><em>2d10+20</em></td><td style=\"height:17px;text-align:center\"><em>2d10+30</em></td><td style=\"height:17px;text-align:center\"><em>2d10+30</em></td><td style=\"height:17px;text-align:center\"><em>2d10+30</em></td></tr><tr style=\"height:17px\"><td style=\"height:17px;text-align:center\"><em>Intelligence</em></td><td style=\"height:17px;text-align:center\"><em>2d10+20</em></td><td style=\"height:17px;text-align:center\"><em>2d10+20</em></td><td style=\"height:17px;text-align:center\"><em>2d10+20</em></td><td style=\"height:17px;text-align:center\"><em>2d10+30</em></td></tr><tr style=\"height:17px\"><td style=\"height:17px;text-align:center\"><em>Willpower</em></td><td style=\"height:17px;text-align:center\"><em>2d10+20</em></td><td style=\"height:17px;text-align:center\"><em>2d10+40</em></td><td style=\"height:17px;text-align:center\"><em>2d10+30</em></td><td style=\"height:17px;text-align:center\"><em>2d10+30</em></td></tr><tr style=\"height:17px\"><td style=\"height:17px;text-align:center\"><em>Fellowship</em></td><td style=\"height:17px;text-align:center\"><em>2d10+20</em></td><td style=\"height:17px;text-align:center\"><em>2d10+10</em></td><td style=\"height:17px;text-align:center\"><em>2d10+30</em></td><td style=\"height:17px;text-align:center\"><em>2d10+20</em></td></tr><tr style=\"height:17px\"><td style=\"height:17px;text-align:center\"><em>Wounds</em></td><td style=\"height:17px;text-align:center\"><em>SB+(2 × TB)+WPB</em></td><td style=\"height:17px;text-align:center\"><em>SB+(2 × TB)+WPB</em></td><td style=\"height:17px;text-align:center\"><em>(2 × TB)+WPB</em></td><td style=\"height:17px;text-align:center\"><em>SB+(2 × TB)+WPB</em></td></tr><tr style=\"height:17px\"><td style=\"height:17px;text-align:center\"><em>Fate</em></td><td style=\"height:17px;text-align:center\"><em>2</em></td><td style=\"height:17px;text-align:center\"><em>0</em></td><td style=\"height:17px;text-align:center\"><em>0</em></td><td style=\"height:17px;text-align:center\"><em>0</em></td></tr><tr style=\"height:17px\"><td style=\"height:17px;text-align:center\"><em>Resilience</em></td><td style=\"height:17px;text-align:center\"><em>1</em></td><td style=\"height:17px;text-align:center\"><em>2</em></td><td style=\"height:17px;text-align:center\"><em>2</em></td><td style=\"height:17px;text-align:center\"><em>0</em></td></tr><tr style=\"height:17px\"><td style=\"height:17px;text-align:center\"><em>Extra Points</em></td><td style=\"height:17px;text-align:center\"><em>3</em></td><td style=\"height:17px;text-align:center\"><em>2</em></td><td style=\"height:17px;text-align:center\"><em>3</em></td><td style=\"height:17px;text-align:center\"><em>2</em></td></tr><tr style=\"height:17px\"><td style=\"height:17px;text-align:center\"><em>Movement</em></td><td style=\"height:17px;text-align:center\"><em>4</em></td><td style=\"height:17px;text-align:center\"><em>3</em></td><td style=\"height:17px;text-align:center\"><em>3</em></td><td style=\"height:17px;text-align:center\"><em>5</em></td></tr></tbody></table></blockquote><h4>Weapon Skill (WS)</h4><p>Your skill at fighting hand-to-hand, your ability to land a measured blow, and effectiveness in the free-for-all of a massed melee. It is also used for unarmed combat, where your body is the weapon!</p><h4>Ballistic Skill (BS)</h4><p>Your effectiveness at hitting with ranged weapons like bows and throwing knives, and for throwing things generally. It is also used as the basis for other ranged attacks like Trolls vomiting.</p><h4>Strength (S)</h4><p>How much damage you do in melee, how much you can lift, and how good you are at things like swimming and climbing.</p><h4>Toughness (T)</h4><p>Your physical hardiness. It helps you survive damage in combat but will also help with things like surviving harsh conditions and standing up to poison.</p><h4>Initiative (I)</h4><p>Speed of thought and reaction, especially in the heat of battle and when under pressure. It determines combat order, and helps you be the first to react to danger. It also determines your powers of intuition and perception.</p><h4>Agility (Ag)</h4><p>Physical coordination and natural athleticism, and the basis for things like running, riding, and hiding. Agility is also used for dodging blows in combat.</p><h4>Dexterity (Dex)</h4><p>Your affinity for performing fine and delicate manual tasks like playing a musical instrument or skilled manufacturing. It will also help you with things like sleight of hand and picking pockets.</p><h4>Intelligence (Int)</h4><p>Your powers of thought, analysis, and understanding. Useful for healing, evaluating, and general knowledge, and vital for the understanding and casting of magical spells.</p><h4>Willpower (WP)</h4><p>General strength of mind, and your ability to shrug off difficulty and plough on with the job in hand. It helps with resisting all sorts of influence and coercion, and guards against fear and terror.</p><h4>Fellowship (Fel)</h4><p>Your ability to get on with people and come across as generally pleasant and acceptable. It will help you when chatting to locals or commanding people in battle, charming the guards or attempting to bribe them, and, for pious characters, communicating with your deity.</p><h4>Characteristic Bonuses</h4><p>The first or ‘tens’ digit of each Characteristic is its bonus value. Characteristic Bonuses are used in a variety of different ways throughout the rules, particularly for limiting Talents and defining Spells. </p><p><strong>Example</strong>: <em>Strength (S) 39 equates to a Strength Bonus of 3. Willpower (WP) of 51 equals a Willpower Bonus of 5</em>.</p><h3>Wounds (W)</h3><p>Your Wounds show how much Damage you can endure based on your physical power and your force of will to shrug off injury. See Chapter 5: Rules for how Wounds are used to track Damage.</p><h4>Determining Wounds</h4><p>Unlike other Attributes, Wounds are derived from your Strength Bonus, twice your Toughness Bonus,, and Willpower Bonus (abbreviated to SB, TB, and WPB on the Attributes Table). Refer to the Attributes Table to determine the Characteristic Bonuses used to calculate your Wounds. Note: Halflings have the Small Talent automatically and start with fewer Wounds, (see @UUID[Compendium.wfrp4e-core.items.8slW8CJ2oVTxeQ6q]{Size}).</p><h3>Fate & Fortune, Resilience & Resolve</h3><p>Your Fate represents your destiny, and is directly tied to your Fortune, a measure of your luck. Your Resilience is your inner strength, which is directly related to your Resolve, defining your grit. Your Resilience also comes with a Motivation, which is a single word or phrase describing what drives your character forwards. See @UUID[JournalEntry.NS3YGlJQxwTggjRX.JournalEntryPage.pa22HaRw1OBBQaDg]{Fate & Resilience} for more on all of these.</p><h4>Determining Fate and Resilience</h4><p>You start with a base value for Fate and Resilience, and then have a number of Extra Points to spread between these two Attributes as you see fit. The numbers for these are shown in the Attributes Table. The more points you allocate to Fate, the luckier you are. By comparison, a higher Resilience shows you can steel through any situation.</p><h4>Determining Fortune and Resolve</h4><p>Your initial Fortune is equal to your Fate. Your initial Resolve equals your Resilience. Mark all four values on your sheet.</p><h4>Determining Motivation</h4><p>All characters choose a Motivation. It represents your Character’s core essence, a word or phrase that sums up what you live for. In addition to the obvious roleplaying benefits for portraying your character, Motivation is used to help you regain Resolve points. When considering your Motivation, think of something that is fundamental to your character’s nature. Also try to make your Motivation something fun to roleplay, and something that will work well with the other PCs and their motivations.</p><p><strong>Example</strong>: <em>Gustavus, a young Scholar at the University in Altdorf, has ‘Thrillseeker’ for his Motivation. He lives his life in pursuit of excitement and danger, and Gustavus may regain Resolve points when he actively seeks out risky situations; perhaps he provokes antagonism in taverns, or deliberately breaks the law by stealing the feathers from the caps of State Soldiers. </em></p><p><strong>Example</strong>: <em>Clotilda, a Reiksguard Knight, has ‘Protect the weak’ as her Motivation. She is driven to stand up to bullies and braggarts, risking life and limb to save the Reikland’s citizenry. Clotilda will regain her Resolve whenever she rescues others, or puts herself in harm’s way to protect another.</em></p><p><strong>Example</strong><em>: Ebba is a ‘Rebellious’ apprentice wizard studying at the Light College. She loves to break the rules of the College, flaunting her master’s authority, and poking her nose into books best left undisturbed. She regains Resolve whenever she breaks the rules set for her by superiors.</em></p><p>Other examples of potential motivations include: a ‘Perfectionist’, who loves to plan meticulously and draws energy from flawless execution of schemes; a ‘Nurturer’, who gains strength from caring for others, or rescuing them from difficult situations; a ‘Penitent Martyr’, who revels in hardship to atone for past misdeeds; or a ‘Shining Wit’, who’s ever engaging in witty badinage and banter to lighten the mood. If you can’t think of a Motivation don’t worry. One may arise as you create more of your character, and the other players and the GM can always help. Even if you do have one, it’s possible you may change your mind later. @UUID[.qBchGIhdjGocmbjU]{Step 8) Bringing Your Character To Life} is a good time to reconsider what your Motivation will be.</p><h4>Movement (M)</h4><p>Movement is used to determine your Walk and Run speed. Standard Human Movement is 4. If using a grid for movement this indicates how many squares you can move in a Round, or inches across the table top. Over the longer term it indicates how many miles per hour you can comfortably travel on foot. For more on Movement, see @UUID[JournalEntry.NS3YGlJQxwTggjRX.JournalEntryPage.bdfiyhEYtKs7irqc]{Moving}</p><table style=\"height:85px;width:40.3013%\" border=\"1\"><tbody><tr><td style=\"text-align:center\"><strong>Movement</strong></td><td style=\"text-align:center\"><strong>Walk</strong></td><td style=\"text-align:center\"><strong>Run</strong></td></tr><tr><td style=\"text-align:center\">3</td><td style=\"text-align:center\">6</td><td style=\"text-align:center\">12</td></tr><tr><td style=\"text-align:center\">4</td><td style=\"text-align:center\">8</td><td style=\"text-align:center\">16</td></tr><tr><td style=\"text-align:center\">5</td><td style=\"text-align:center\">10</td><td style=\"text-align:center\">20</td></tr></tbody></table><h3>Advance Characteristics</h3><p>Upon selecting a career as \"Current\", you will see small \"plus\" symbols appear next to certain characteristics. You can allocate a total of 5 advances across these characteristics as you choose. Enter these advances in manually, as clicking the plus symbols to advance will spend experience.</p><blockquote class=\"sidebar\"><h3 style=\"text-align:center\"><em>Characteristic Advances</em></h3><p><em>Characteristic Advances show training or experience in your Characteristics. The number of Advances you have in the Characteristic is added to the initial Characteristic to show your current ability. So, if you have an initial Dexterity of 25, and 5 Dexterity Advances, your Dexterity is now 30.</em></p></blockquote>"
|
||
},
|
||
"2) Class and Career": {
|
||
"name": "2) Class and Career",
|
||
"text": "<p>Your Class determines your general place in society. Your Career describes your current job and determines your Status, which also influences how much money you earn.</p><p>You can simply choose your Class and Career from the options below, write them down on your Character Sheet and move on to step 3. Alternatively, if you are unsure which to choose, or just want to randomly select for bonus XP:</p><ol><li><p>Roll 1d100 on the @Table[career]{Random Class and Career Table}. If you don’t like the result, move to step 2. If you keep the result, gain +50 XP.</p></li><li><p>Roll twice more on the table, bringing your total to 3 choices. If one of the three now suits you, select one and gain +25 XP. If not, move to Step 3.</p></li><li><p>Choose your Class and Career, or keep rerolling on the table until you get something you like. There is no XP bonus for this.</p></li></ol><div style=\"display:flex;justify-content:center\"><img style=\"border:none;transform:scaleX(-1);margin:81px -90px 0px 0px\" src=\"modules/wfrp4e-core/art/careers/servant.webp\" width=\"137\" height=\"197\" /><img style=\"border:none\" src=\"modules/wfrp4e-core/art/careers/priest.webp\" width=\"189\" height=\"280\" /><img style=\"border:none;transform:scaleX(-1);margin:50px 0px 0px -90px\" src=\"modules/wfrp4e-core/art/careers/fence.webp\" width=\"158\" height=\"227\" /></div><h3>Class</h3><p><strong>Summary</strong>: <em>Choose one of the eight Classes.</em></p><p>Your choice of Class determines from which Careers you can choose. The Careers under each Class are of a broadly equivalent social level that offer similar types of opportunities between adventures. </p><p><strong>Academics</strong>: Learned people who use their education to make a living. Often, Academics are the only characters who can read and write. They start with low Status but can secure important positions if they advance through the ranks. <strong>Career options</strong>: @UUID[JournalEntry.wczCPcuHT4VQDLpL.JournalEntryPage.86gkaanqt19xYCRa]{Apothecary}, @UUID[JournalEntry.wczCPcuHT4VQDLpL.JournalEntryPage.hVKMI3xwuUpO3P6c]{Engineer}, @UUID[JournalEntry.wczCPcuHT4VQDLpL.JournalEntryPage.uIKbkjQpNUCGIQRv]{Lawyer}, @UUID[JournalEntry.wczCPcuHT4VQDLpL.JournalEntryPage.f5m7s9K2y1zQNmej]{Nun}, @UUID[JournalEntry.wczCPcuHT4VQDLpL.JournalEntryPage.Mn7w0SSGfN7cu7gQ]{Physician}, @UUID[JournalEntry.wczCPcuHT4VQDLpL.JournalEntryPage.h1l9jvaIxsb92wtM]{Priest}, @UUID[JournalEntry.wczCPcuHT4VQDLpL.JournalEntryPage.CmiCNv8YlslFqRqy]{Scholar}, @UUID[JournalEntry.wczCPcuHT4VQDLpL.JournalEntryPage.PKm1L6yjZ4PH0JJG]{Wizard}.</p><p><strong>Burghers</strong>: Generally law-abiding townsfolk who live and work in the many towns and cities of the Empire. Many Burghers are middle class and earn a decent living. <strong>Career options</strong>: @UUID[JournalEntry.wczCPcuHT4VQDLpL.JournalEntryPage.X6OBFMR8ywipAPOo]{Agitator}, @UUID[JournalEntry.wczCPcuHT4VQDLpL.JournalEntryPage.GWrZq3xoRSsDnQe0]{Artisan}, @UUID[JournalEntry.wczCPcuHT4VQDLpL.JournalEntryPage.1l2m7D1LHIz2q9qv]{Beggar}, @UUID[JournalEntry.wczCPcuHT4VQDLpL.JournalEntryPage.zLWmjUbUdAOfiV3F]{Investigator}, @UUID[JournalEntry.wczCPcuHT4VQDLpL.JournalEntryPage.h7GdfctKdjWL0Ejp]{Merchant}, @UUID[JournalEntry.wczCPcuHT4VQDLpL.JournalEntryPage.mKvUxzJyQmhgjDE0]{Rat Catcher}, @UUID[JournalEntry.wczCPcuHT4VQDLpL.JournalEntryPage.XHYgf5oEwIeCEVNM]{Townsman}, @UUID[JournalEntry.wczCPcuHT4VQDLpL.JournalEntryPage.N02cjJdNWPdc4PUS]{Watchman}.</p><p><strong>Courtiers</strong>: Those who rule or who provide specialist services to those who rule. Even lowly born Courtiers have higher Status than most, and all have an opportunity to secure positions of significant influence. <strong>Career options</strong>: @UUID[JournalEntry.wczCPcuHT4VQDLpL.JournalEntryPage.pwth0cd20Vdp0B9G]{Advisor}, @UUID[JournalEntry.wczCPcuHT4VQDLpL.JournalEntryPage.u9sso2ox8BNznmy4]{Artist}, @UUID[JournalEntry.wczCPcuHT4VQDLpL.JournalEntryPage.3r4A1DOiF3laRWvq]{Duellist}, @UUID[JournalEntry.wczCPcuHT4VQDLpL.JournalEntryPage.0t9wtjQIoOofh8nO]{Envoy}, @UUID[JournalEntry.wczCPcuHT4VQDLpL.JournalEntryPage.t41abSTLeMAdLiWS]{Noble}, @UUID[JournalEntry.wczCPcuHT4VQDLpL.JournalEntryPage.iYnopOFkz5L6hljq]{Servant}, @UUID[JournalEntry.wczCPcuHT4VQDLpL.JournalEntryPage.ssJHG82vEHHRoAUF]{Spy}, @UUID[JournalEntry.wczCPcuHT4VQDLpL.JournalEntryPage.wbqpqbFoSnvoZ53j]{Warden}.</p><p><strong>Peasants</strong>: People who live and work in the farms, villages, and countryside. Peasants are all lower class, though it’s possible to secure significant influence locally. <strong>Career options</strong>: @UUID[JournalEntry.wczCPcuHT4VQDLpL.JournalEntryPage.UhdhIWaofKgwFKEr]{Bailiff}, @UUID[JournalEntry.wczCPcuHT4VQDLpL.JournalEntryPage.03Nnub5GHNRCU9kg]{Hedge Witch}, @UUID[JournalEntry.wczCPcuHT4VQDLpL.JournalEntryPage.fTqkgehpmxk7kVT6]{Herbalist}, @UUID[JournalEntry.wczCPcuHT4VQDLpL.JournalEntryPage.T6c9MttfG0Fj4nDm]{Hunter}, @UUID[JournalEntry.wczCPcuHT4VQDLpL.JournalEntryPage.Nu2diwbUfo786wYt]{Miner}, @UUID[JournalEntry.wczCPcuHT4VQDLpL.JournalEntryPage.CzebTXk5dirMAZ6p]{Mystic}, @UUID[JournalEntry.wczCPcuHT4VQDLpL.JournalEntryPage.HSoeyY2cbQAndBFk]{Scout}, @UUID[JournalEntry.wczCPcuHT4VQDLpL.JournalEntryPage.EYkvtokq0FXlFaPa]{Villager}.</p><p><strong>Rangers</strong>: Roving folk who make a living on the open roads, travelling far beyond their home towns and villages. Most Rangers are lower class, but some can secure positions of high Status if they persevere. <strong>Career options</strong>: @UUID[JournalEntry.wczCPcuHT4VQDLpL.JournalEntryPage.orZTfdJCm6OnUktl]{Bounty Hunter}, @UUID[JournalEntry.wczCPcuHT4VQDLpL.JournalEntryPage.tvJAKXB7R0EOr4oE]{Coachman}, @UUID[JournalEntry.wczCPcuHT4VQDLpL.JournalEntryPage.5nIDu8oyFVShLqne]{Entertainer}, @UUID[JournalEntry.wczCPcuHT4VQDLpL.JournalEntryPage.0kij2AX9aaUnCxPv]{Flagellant}, @UUID[JournalEntry.wczCPcuHT4VQDLpL.JournalEntryPage.9XoJinyH6CsOcJ1h]{Messenger}, @UUID[JournalEntry.wczCPcuHT4VQDLpL.JournalEntryPage.FdlybSv02jjXG1qW]{Pedlar}, @UUID[JournalEntry.wczCPcuHT4VQDLpL.JournalEntryPage.dN2K3ZBMu4rvGGpW]{Road Warden}, @UUID[JournalEntry.wczCPcuHT4VQDLpL.JournalEntryPage.ADYQOtpsk5n1EHen]{Witch Hunter}.</p><p><strong>Riverfolk</strong>: People who live and work on the rivers and waterways that wind through the Reikland and beyond. Riverfolk all begin with low Status, but some have opportunities that can lead to a very comfortable life. <strong>Career options</strong>: @UUID[JournalEntry.wczCPcuHT4VQDLpL.JournalEntryPage.Rk1V9EvtZ0p5Qhwr]{Boatman}, @UUID[JournalEntry.wczCPcuHT4VQDLpL.JournalEntryPage.TkF2ld3b72RlH2AR]{Huffer}, @UUID[JournalEntry.wczCPcuHT4VQDLpL.JournalEntryPage.ADHp81MC8050ngjm]{Riverwarden}, @UUID[JournalEntry.wczCPcuHT4VQDLpL.JournalEntryPage.c8JYF7Lvaaezt9RS]{Riverwoman}, @UUID[JournalEntry.wczCPcuHT4VQDLpL.JournalEntryPage.XyM54Ue5w1WuCaBD]{Seaman}, @UUID[JournalEntry.wczCPcuHT4VQDLpL.JournalEntryPage.FqhOxcvai4ROvhXB]{Smuggler}, @UUID[JournalEntry.wczCPcuHT4VQDLpL.JournalEntryPage.KslqDlYmY4trmf6S]{Stevedore}, @UUID[JournalEntry.wczCPcuHT4VQDLpL.JournalEntryPage.37EZqecGmYFb0fdW]{Wrecker}.</p><p><strong>Rogues</strong>: Mostly town and city folk, these people make a living by acts considered illegal, or at least unsavoury, by most law-abiding citizens. Rogues are usually lower class, but some can make a lot of money, though they may not secure a high Status when doing so. <strong>Career options</strong>: @UUID[JournalEntry.wczCPcuHT4VQDLpL.JournalEntryPage.WmXiUhsOHIJia8OM]{Bawd}, @UUID[JournalEntry.wczCPcuHT4VQDLpL.JournalEntryPage.Eg5D2UI3U4SAHnuU]{Charlatan}, @UUID[JournalEntry.wczCPcuHT4VQDLpL.JournalEntryPage.VzMDRJtha7epNzuX]{Fence}, @UUID[JournalEntry.wczCPcuHT4VQDLpL.JournalEntryPage.bDoNOzzUiMdKqpps]{Grave Robber}, @UUID[JournalEntry.wczCPcuHT4VQDLpL.JournalEntryPage.SrqxyWytyki4WYgC]{Outlaw}, @UUID[JournalEntry.wczCPcuHT4VQDLpL.JournalEntryPage.mBtIPoWNpXwAS5Yl]{Thief}, @UUID[JournalEntry.wczCPcuHT4VQDLpL.JournalEntryPage.Z5QPZbUR3h422ozo]{Racketeer}, @UUID[JournalEntry.wczCPcuHT4VQDLpL.JournalEntryPage.7lNzR0hDPl98NrcX]{Witch}.</p><p><strong>Warriors</strong>: Relying on their physical prowess, these people are all trained fighters, although they are not necessarily from the military. Warriors come from many backgrounds, both high and low Status, and all can carve out a position of influence if they live long enough. <strong>Career options</strong>: @UUID[JournalEntry.wczCPcuHT4VQDLpL.JournalEntryPage.ArFOfnzJkToXBJBF]{Cavalryman}, @UUID[JournalEntry.wczCPcuHT4VQDLpL.JournalEntryPage.HndWncfaHb0nzNUq]{Guard}, @UUID[JournalEntry.wczCPcuHT4VQDLpL.JournalEntryPage.L3YNSsFKnqrqcmTn]{Knight}, @UUID[JournalEntry.wczCPcuHT4VQDLpL.JournalEntryPage.EELJsJuoDVxiRu9e]{Pit Fighter}, @UUID[JournalEntry.wczCPcuHT4VQDLpL.JournalEntryPage.cXOl6phkTrPcUmwC]{Protagonist}, @UUID[JournalEntry.wczCPcuHT4VQDLpL.JournalEntryPage.1OTZ386bMWJ6wfzX]{Soldier}, @UUID[JournalEntry.wczCPcuHT4VQDLpL.JournalEntryPage.5leTOZ6Wj35bS1IV]{Slayer}, @UUID[JournalEntry.wczCPcuHT4VQDLpL.JournalEntryPage.iYVpqJ6bz8fokdmf]{Warrior Priest}.</p><h3>Career</h3><p><strong>Summary</strong>: <em>Choose one of your Class’s Careers, restricted by your Species.</em></p><p>Once your Class is established, choose one of the Careers associated with it. There are 8 Careers in each Class, but some are restricted by Species. Full descriptions of each Career and their restrictions are given in @UUID[JournalEntry.wczCPcuHT4VQDLpL]{Class and Careers}, but for a quick reference, refer to the @Table[career]{Random Class and Career Table} to see a complete list of every Career and any Species restrictions.</p><blockquote class=\"sidebar\"><h3 class=\"no-toc\" style=\"text-align:center\"><em>OPTIONS: BUT I WANT TO PLAY A WOOD ElF FlAGELLANT!</em></h3><p><em>You may have a great idea for a character excluded by the rules because normally the species in question doesn’t pursue such a career for cultural, religious, or philosophical reasons. That’s totally fine! Just take your character concept to your GM and, if you both agree to the unique combination, you’re good to go.</em></p></blockquote><div class=\"journal-image\"><img class=\"fit\" src=\"modules/wfrp4e-core/art/other/barber.webp\" /></div>"
|
||
},
|
||
"4) Skills and Talents": {
|
||
"name": "4) Skills and Talents",
|
||
"text": "<p>Skills represent areas of trained learning or experience, and Talents describe special abilities your Character can access. A list of all Skills and Talents is provided in Chapter 4: Skills and Talents. The Skills and Talents you have available to you at character generation are determined by your Species and Career.</p><div class=\"journal-image float-right\"><img src=\"modules/wfrp4e-core/art/other/it-wasnt-me.webp\" width=\"205\" height=\"267\" /></div><p>When you learn a Skill, note down the number of Advances you gain in the Advances box of the Skill. If you should learn this skill again, add the extra Advances to the old total to create a new number of Advances. If you learn a Talent, record it in your Talent list on your Character Sheet.</p><p>Skills are classified as either <em>Basic </em>or <em>Advanced </em>. Basic Skills represent common abilities that everyone can perform — you can use these skills without any Advances in them, at a level equal to the governing characteristic. Advanced Skills require specialist knowledge, and you can only use these skills if you have taken at least one Advance in them.</p><p><strong>Note</strong>: Some Talents can be learned multiple times. If you have an opportunity to learn a Talent a second time, check the talent on your character sheet to see if it can be learned multiple times, and mark how many times you’ve learned it on your Character Sheet.</p><blockquote class=\"sidebar\"><h3 class=\"no-toc\" style=\"text-align:center\"><em>What Are Skill Advances?</em></h3><p><em>Like Characteristic Advances, Skill Advances show specific training in a Skill. All Skills are associated with a Characteristic, and the number of Advances you have in the Skill is added to that Characteristic to show you how skilled you are. So, as Climb is associated with Strength, if you have a Strength of 38, and 8 Climb Advances, your Climb Skill is 46.</em></p></blockquote><p>Each Species has a variety of Skills and Talents to choose from. You may choose 3 Skills to gain 5 Advances each, and 3 Skills to gain 3 Advances each. If a Talent listing presents a choice, you select one Talent from the choices given. Any Random Talents are determined by the Random Talent table. If you roll a Talent you already have, you may reroll. <strong>Note</strong>: All Characters are assumed to be fluent in Reikspiel, the language of the Empire, and do not need to take it as a Skill.</p><h4>@UUID[JournalEntry.IQ0PgoJihQltCBUU.JournalEntryPage.l0f11ypRjH9sR48Q#humans-(reiklander)]{Humans (Reiklander)}</h4><p><strong>Skills</strong>: Animal Care, Charm, Cool, Evaluate, Gossip, Haggle, Language (Bretonnian), Language (Wastelander), Leadership, Lore (Reikland), Melee (Basic), Ranged (Bow)</p><p><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.fn8QNQQ1S2rh12Us]{Doomed}, @UUID[Compendium.wfrp4e-core.items.QsrXxGZiHjth7RMg]{Savvy} or @UUID[Compendium.wfrp4e-core.items.LPgjE0cexTVOBVCY]{Suave}, @Table[talents]{3 Random Talents}</p><h4>@UUID[JournalEntry.IQ0PgoJihQltCBUU.JournalEntryPage.l0f11ypRjH9sR48Q#dwarfs]{Dwarfs}</h4><p><strong>Skills</strong>: Consume Alcohol, Cool, Endurance, Entertain (Storytelling), Evaluate, Intimidate, Language (Khazalid), Lore (Dwarfs), Lore (Geology), Lore (Metallurgy), Melee (Basic), Trade (any one)</p><p><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.eowbsW6oHGSNJmxV]{Magic Resistance}, @UUID[Compendium.wfrp4e-core.items.x0WMGwuQzReXcQrs]{Night Vision}, @UUID[Compendium.wfrp4e-core.items.GogGbYxkVdCmiKqf]{Read/Write} or @UUID[Compendium.wfrp4e-core.items.SgjJMBgc85aswvhm]{Relentless}, @UUID[Compendium.wfrp4e-core.items.uRvOg8AnCcP2ufx8]{Resolute} or @UUID[Compendium.wfrp4e-core.items.Ywo6fZNPC4zbHHSQ]{Strong-minded}, @UUID[Compendium.wfrp4e-core.items.qZ4cFy6z482ZONuA]{Sturdy}</p><h4>@UUID[JournalEntry.IQ0PgoJihQltCBUU.JournalEntryPage.l0f11ypRjH9sR48Q#halflings]{Halflings}</h4><p><strong>Skills</strong>: Charm, Consume Alcohol, Dodge, Gamble, Haggle, Intuition, Language (Mootish), Lore (Reikland), Perception, Sleight of Hand, Stealth (Any), Trade (Cook)</p><p><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.9h82z72XGo9tfgQS]{Acute Sense (Taste)}, @UUID[Compendium.wfrp4e-core.items.x0WMGwuQzReXcQrs]{Night Vision}, @UUID[Compendium.wfrp4e-core.items.vMYEkrWj0ip6ZOdv]{Resistance (Chaos)}, @UUID[Compendium.wfrp4e-core.items.eBwHnWdwQJ590ASb]{Small}, @Table[talents]{2 Random Talents}</p><h4>@UUID[JournalEntry.IQ0PgoJihQltCBUU.JournalEntryPage.l0f11ypRjH9sR48Q#high-elves]{High Elves}</h4><p><strong>Skills</strong>: Cool, Entertain (Singing), Evaluate, Language (Eltharin), Leadership, Melee (Basic), Navigation, Perception, Play (any one), Ranged (Bow), Sail, Swim</p><p><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.9h82z72XGo9tfgQS]{Acute Sense (Sight)}, @UUID[Compendium.wfrp4e-core.items.JLzJws09GMw9GWBV]{Coolheaded} or @UUID[Compendium.wfrp4e-core.items.QsrXxGZiHjth7RMg]{Savvy}, @UUID[Compendium.wfrp4e-core.items.x0WMGwuQzReXcQrs]{Night Vision}, @UUID[Compendium.wfrp4e-core.items.OEjUvJKi0xmBwbS2]{Second Sight} or @UUID[Compendium.wfrp4e-core.items.mNoCuaVbFBflfO6X]{Sixth Sense}, @UUID[Compendium.wfrp4e-core.items.GogGbYxkVdCmiKqf]{Read/Write}</p><h4>@UUID[JournalEntry.IQ0PgoJihQltCBUU.JournalEntryPage.l0f11ypRjH9sR48Q#wood-elves]{Wood Elves}</h4><p><strong>Skills</strong>: Athletics, Climb, Endurance, Entertain (Singing), Intimidate, Language (Eltharin), Melee (Basic), Outdoor Survival, Perception, Ranged (Bow), Stealth (Rural), Track</p><p><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.9h82z72XGo9tfgQS]{Acute Sense (Sight)}, @UUID[Compendium.wfrp4e-core.items.zImcTgEl2XNnbu5W]{Hardy} or @UUID[Compendium.wfrp4e-core.items.OEjUvJKi0xmBwbS2]{Second Sight}, @UUID[Compendium.wfrp4e-core.items.x0WMGwuQzReXcQrs]{Night Vision}, @UUID[Compendium.wfrp4e-core.items.GogGbYxkVdCmiKqf]{Read/Write} or @UUID[Compendium.wfrp4e-core.items.RmY0CUjiFYZ3GEKY]{Very Resilient}, @UUID[Compendium.wfrp4e-core.items.q58lK4kULJZB5GjE]{Rover}</p><h3>Career Skills and Talents</h3><p>You begin at the first Career level listed in your Career Path. There are 8 Skills and 4 Talents listed with that level, and you can choose which of these you are most proficient at. Allocate 40 Advances to your eight starting Skills, with no more than 10 Advances allocated to any single Skill at this stage. This is enough for you to add 5 Advances to every Career Skill if you wish, which is one of the required steps to complete your Career if you wish to move to a new one (see @UUID[JournalEntry.wczCPcuHT4VQDLpL.JournalEntryPage.84Aj04uEEBh3yTS3#changing-career]{Changing Career}). You may also choose a single Talent to learn.</p><p><strong>Example</strong>:<em> Lindsay is creating a Human Noble Scion, which has the following Career Skills: Bribery, Consume Alcohol, Gamble, Intimidate, Leadership, Lore (Heraldry), Melee (Fencing), Play (Any). She decides the character is well-schooled, but naive, so chooses to ignore the Bribery, Consume Alcohol, and Gamble Skills for the moment, and spreads her 40 Advances like so: Intimidate +7, Leadership +10, Lore (Heraldry) +10, Melee (Fencing) +3, and Play (Harpsichord) +10. Note: Lindsay can do this even if she has already allocated Advances to Leadership for being Human, as the limit of 10 Advances to a single Skill applies only during this allocation of 40 Advances.</em></p>"
|
||
},
|
||
"5) Trappings": {
|
||
"name": "5) Trappings",
|
||
"text": "<p>Your Trappings are the equipment, clothes, weapons, and other items your character carries. You begin play with initial Trappings determined by your Class and your Career.</p><p>All your Trappings should be recorded in the relevant sections of your Character Sheet. Once you’ve done this, move on to @UUID[.Q4C9uANCqPzlRKFD]{6) Adding Detail}.</p><h3>Class Trappings</h3><p>Your character begins play with general Trappings determined by your Class. Reference your Class in the list below and jot the Trappings into your Character Sheet, rolling dice where required.</p><p><strong>Academics</strong>: @UUID[Compendium.wfrp4e-core.items.KWaFV7NPZqtgnL9Z]{Clothing}, @UUID[Compendium.wfrp4e-core.items.ahlxlfIl8xUhBkic]{Dagger}, @UUID[Compendium.wfrp4e-core.items.mCvZAj5F6hfUZhzR]{Pouch}, @UUID[Compendium.wfrp4e-core.items.bImtd1QDrQWp53Ua]{Sling Bag} containing @UUID[Compendium.wfrp4e-core.items.6OmsMPtz0NzCwvzL]{Writing Kit} and [[/r 1d10]] sheets of @UUID[Compendium.wfrp4e-core.items.fHb7bFU8QX3oi33F]{Parchment}</p><p><strong>Burghers</strong>: @UUID[Compendium.wfrp4e-core.items.GIFrMVqk0SimaBOM]{Cloak}, @UUID[Compendium.wfrp4e-core.items.KWaFV7NPZqtgnL9Z]{Clothing}, @UUID[Compendium.wfrp4e-core.items.ahlxlfIl8xUhBkic]{Dagger}, @UUID[Compendium.wfrp4e-core.items.LrYz9nSsmH4H3He4]{Hat}, @UUID[Compendium.wfrp4e-core.items.mCvZAj5F6hfUZhzR]{Pouch}, @UUID[Compendium.wfrp4e-core.items.bImtd1QDrQWp53Ua]{Sling Bag} containing Lunch</p><p><strong>Courtiers</strong>: @UUID[Compendium.wfrp4e-core.items.ahlxlfIl8xUhBkic]{Dagger}, @UUID[Compendium.wfrp4e-core.items.KWaFV7NPZqtgnL9Z]{Fine Clothing}, @UUID[Compendium.wfrp4e-core.items.mCvZAj5F6hfUZhzR]{Pouch} containing @UUID[Compendium.wfrp4e-core.items.3OdiPr3vLqGiMeCB]{Tweezers}, @UUID[Compendium.wfrp4e-core.items.8bxAt6ru3cCyGr6N]{Ear Pick}, and a @UUID[Compendium.wfrp4e-core.items.wrFLHWygOlwFG2q3]{Comb}</p><p><strong>Peasants</strong>: @UUID[Compendium.wfrp4e-core.items.GIFrMVqk0SimaBOM]{Cloak}, @UUID[Compendium.wfrp4e-core.items.KWaFV7NPZqtgnL9Z]{Clothing}, @UUID[Compendium.wfrp4e-core.items.ahlxlfIl8xUhBkic]{Dagger}, @UUID[Compendium.wfrp4e-core.items.mCvZAj5F6hfUZhzR]{Pouch}, @UUID[Compendium.wfrp4e-core.items.bImtd1QDrQWp53Ua]{Sling Bag} containing @UUID[Compendium.wfrp4e-core.items.EVERNFcYxY7WY8ur]{Rations (1 day)}</p><p><strong>Rangers</strong>: @UUID[Compendium.wfrp4e-core.items.GIFrMVqk0SimaBOM]{Cloak}, @UUID[Compendium.wfrp4e-core.items.KWaFV7NPZqtgnL9Z]{Clothing}, @UUID[Compendium.wfrp4e-core.items.ahlxlfIl8xUhBkic]{Dagger}, @UUID[Compendium.wfrp4e-core.items.mCvZAj5F6hfUZhzR]{Pouch}, @UUID[Compendium.wfrp4e-core.items.kJziKlct30lfAiYA]{Backpack} containing @UUID[Compendium.wfrp4e-core.items.aVLjCqY3guj1DD06]{Tinderbox}, @UUID[Compendium.wfrp4e-core.items.3GlaCQyLuugXHEM2]{Blanket}, @UUID[Compendium.wfrp4e-core.items.EVERNFcYxY7WY8ur]{Rations (1 day)}</p><p><strong>Riverfolk</strong>: @UUID[Compendium.wfrp4e-core.items.GIFrMVqk0SimaBOM]{Cloak}, @UUID[Compendium.wfrp4e-core.items.KWaFV7NPZqtgnL9Z]{Clothing}, @UUID[Compendium.wfrp4e-core.items.ahlxlfIl8xUhBkic]{Dagger}, @UUID[Compendium.wfrp4e-core.items.mCvZAj5F6hfUZhzR]{Pouch}, @UUID[Compendium.wfrp4e-core.items.bImtd1QDrQWp53Ua]{Sling Bag} containing a @UUID[Compendium.wfrp4e-core.items.f6cvUapo8tQHp2OL]{Flask of Spirits}</p><p><strong>Rogues</strong>: @UUID[Compendium.wfrp4e-core.items.KWaFV7NPZqtgnL9Z]{Clothing}, @UUID[Compendium.wfrp4e-core.items.ahlxlfIl8xUhBkic]{Dagger}, @UUID[Compendium.wfrp4e-core.items.mCvZAj5F6hfUZhzR]{Pouch}, @UUID[Compendium.wfrp4e-core.items.bImtd1QDrQWp53Ua]{Sling Bag} containing 2 @UUID[Compendium.wfrp4e-core.items.TW3etL7RIU2EWTXp]{Candles}, [[/r 1d10]] @UUID[Compendium.wfrp4e-core.items.AOLsFkqblrcCLv23]{Matches}, a @UUID[Compendium.wfrp4e-core.items.lM6cdnWRA3sVjiF9]{Hood} or @UUID[Compendium.wfrp4e-core.items.ZLIG9CAgCgIa38hU]{Mask}</p><p><strong>Warriors</strong>: @UUID[Compendium.wfrp4e-core.items.KWaFV7NPZqtgnL9Z]{Clothing}, @UUID[Compendium.wfrp4e-core.items.1zaqojk0Oq1m8vYv]{Hand Weapon}, @UUID[Compendium.wfrp4e-core.items.ahlxlfIl8xUhBkic]{Dagger}, @UUID[Compendium.wfrp4e-core.items.mCvZAj5F6hfUZhzR]{Pouch}</p><h3>Career Trappings</h3><p>Every Career has a list of Trappings for each of its four levels. You begin play with all the Trappings listed in the first level of your Career Path.</p><p>Next, find your character’s Status, which is listed beside your Career level’s name. It will be marked as either Brass, Silver or Gold, which is you Status Tier, followed by a a number, which is your Standing. Your Status Tier and Standing determine your initial wealth as shown below.</p><table style=\"width:100%;height:68px\" border=\"1\"><tbody><tr style=\"height:17px\"><td style=\"width:16.7255%;height:17px\"><strong>Tier</strong></td><td style=\"width:82.333%;height:17px\"><strong>Amount Earned per Standing</strong></td></tr><tr style=\"height:17px\"><td style=\"width:16.7255%;height:17px\">Brass</td><td style=\"width:82.333%;height:17px\">[[/r 2d10 # Brass Pennies]] brass pennies per Status Level</td></tr><tr style=\"height:17px\"><td style=\"width:16.7255%;height:17px\">Silver</td><td style=\"width:82.333%;height:17px\">[[/r 1d10 # Silver Shillings]] silver shillings per Status Level</td></tr><tr style=\"height:17px\"><td style=\"width:16.7255%;height:17px\">Gold</td><td style=\"width:82.333%;height:17px\">1 Gold crown per Status Level</td></tr></tbody></table><p>So, if you were Brass 3, you would start with 6d10 Brass pennies; if Silver 3, you would begin with 3d10 silver shillings, and if you were Gold 3, you would have 3 gold crowns.</p><p>This money can be used to purchase more Trappings or saved for spending during play. The relative worth of the coins is covered in @UUID[JournalEntry.sLomXnc8R8518cWN]{Consumers' Guide}.</p><div class=\"journal-image centered\"><img src=\"modules/wfrp4e-core/art/other/gold.webp\" width=\"301\" height=\"361\" /></div>"
|
||
},
|
||
"6) Adding Detail": {
|
||
"name": "6) Adding Detail",
|
||
"text": "<p>The bare bones of your character are in place, so let’s add some details, fleshing your character out in your imagination, determining what you look like, how you think, and what drives you. </p><h3>Name</h3><p>While you can choose any name that fits the world, here are some hints and tips to help choose one that’s right for you.</p><h4>Human Reiklander Names</h4><p>Reiklanders usually have a forename and a surname. Forenames include:</p><p><strong>Examples</strong>: Adhemar, Anders, Artur, Beatrijs, Clementia, Detlev, Erika, Frauke, Frederich, Gerner, Gertraud, Haletha, Heinrich, Helga, Henryk, Irmina, Jehanne, Karl, Kruger, Lorelay, Marieke, Sebastien, Sigfreda, Talther, Talunda, Ulrich, Ulrika, Werther, Willelma, Wilryn.</p><blockquote class=\"sidebar\"><h3 class=\"no-toc\" style=\"text-align:center\"><em>Human Names And Their Origins</em></h3><p><em>Human names in WFRP are often taken from the real world, making it easy to research fun names online. The Reikland and much of The Empire uses Germanic names, the Wasteland has Dutch and Belgian influences, and Bretonnian names are loosely medieval French.</em></p></blockquote><blockquote class=\"foundry-note\"><p>Names are generated as part of the <span style=\"font-family:Courier New\">/char</span> command, alternatively you can use the <span style=\"font-family:Courier New\">/name</span> command</p></blockquote><p>In the Reikland, Human family surnames passed on from one generation to the next are most common in cities and towns, while in villages Humans are more likely to take on an individual surname when they reach adulthood. It’s common to take a surname from where you were born, such as ‘Wilhelm of Auerswald’. The nobility often have two surnames, one is the name of their House and the other is preceded by ‘von’ to indicate where their family holds land, such as Graf Zenechar Trott von Tahme, though individual family traditions vary widely.</p><p>The most common surnames are derived from your occupation, or the occupation of a parent or grandparent. Examples include: Bauer (Farmer), Fleischer (Butcher), Schmidt (Smith), and Schuster (Cobbler). If a character has a particularly noticeable physical trait, this might be used as a surname. This can often be passed down from parents to children too, which can become confusing for literal-minded Dwarfs who may not understand a short person claiming to be Lang (Tall). Some other examples include: Augenlos (one eye), Dunn (very thin), Laut (loud voice), Stark (Strong).</p><h4>Dwarf Names</h4><p>Dwarf names are comprised of a forename, a surname, and a clan name.</p><p><strong>Dwarf Forenames</strong></p><p>Dwarf names tend to be short and sturdy like the people they represent, and are most commonly given to celebrate important ancestors, although individual clan traditions vary. Another common practice is to use a birthname to describe a key trait of a newborn in Khazalid, the Dwarf native language.</p><p><strong>Examples</strong>: Alrik, Bronda, Dimzad, Fenna, Gottri, Gudrun, Snorri.</p><p><strong>Khazalid examples</strong>: Baragaz (Cannon Mouth), Durak (Hard), Galazil (Golden Haired), Gnoldok (Wise Eyes), Nazril (Shimmering), Okri (Crafter)</p><p><strong>Dwarf Surnames</strong></p><p>Dwarf surnames are based on who raised the Dwarf, with the following suffixes the most common in use: </p><ul><li><p><strong>sdottir</strong>: Daughter of…</p></li><li><p><strong>snev</strong>: Nephew of…</p></li><li><p><strong>sniz</strong>: Niece of…</p></li><li><p><strong>sson</strong>: Son of…</p></li></ul><p><strong>Examples</strong>: Ariksson, Grunnasdottir, Skagnev, Sovrissniz</p><p>It’s common as Dwarfs age and accrue deeds to their names to adopt a nickname based on physical appearance, prowess, or deed. These are usually bestowed by clan consensus, and it’s considered dishonourable to give a name that doesn’t represent the true character of a Dwarf. If such a nickname is adopted, it usually replaces the surname completely. So, Gerka Kardadottir would become Gerka Blackhand if she took the nickname ‘Blackhand’. Sometimes a nickname is marked in Khazalid, but Dwarfs usually translate such to Reikspiel in order to better explain themselves.</p><p><strong>Examples</strong>: Axebringer, Finehand, Forkbeard, Ironbraid, Redhammer, Stonefist</p><h4>Clan Name</h4><p>Finally, all Dwarfs bear a Clan Name (assuming they have not abandoned Dwarf tradition, which some Dwarfs living in the Empire have, especially rogue engineers). The Clan Name is always derived from the ancestor who founded the Clan, and is often sourced in a Nickname, often expressed in Khazalid. In practice, Dwarfs rarely use their Clan Name outside Dwarf society.</p><p><strong>Common Reikland Clans</strong>: Ardrungan, Bryntok, Gazani, Gromheld, Harrazlings, Unboki</p><p><strong>Common Grey Mountain Clans</strong>: Dokkintroll, Ganvalgger, Kvitang, Thrungtak, Wyrgrinti, Zankonk</p><h4>Elf Names</h4><p>Elves normally only admit to having names comprising of a forename and an epithet when wandering the Reikland.</p><p><strong>Elf Forenames</strong></p><p>The Elves use a naming system quite incomprehensible to outsiders. Eltharin (the common language of High Elves and Wood Elves, which has many dialects) is a language that relies on more than simple syllables to convey meaning. The easiest way to create an Elf name is to use the Elf Name Generator.</p><p><strong>Elf Epithets</strong></p><p>When travelling foreign lands, Elves typically present themselves with a forename and an epithet rather than attempt to explain the deeper concepts of Kindreds, Kinbands, or Houses. These epithets are always translated into Reikspiel as they are much easier for other species to pronounce and understand. Among High Elves, epithets usually describe character traits and physical appearance, but can be more obscure. Wood Elf epithets typically reference the natural world so beloved by the forest kin.</p><p><strong>High Elf examples</strong>: Emberfell, Fireborn, Foamheart, Goldenhair, Silverspray, Spellsign</p><p><strong>Wood Elf examples</strong>: Fleetriver, Shadowstalker, Treeshaper, Weavewatcher, Willowlimb, Windrunner</p><h4>Halfling Names</h4><p>Halfling names are comprised of a given name and a clan name at a minimum, with middle names included to ensure family trees are not confused.</p><p><strong>Halfling Forenames</strong></p><p>Halflings proudly bear grand names drawn from their long family trees, but they rarely use these outside official business. Normally, they are known by a cosy-sounding shortened form of their ancestral name. Some Halfling’s diminutives are completely unrelated to their formal names and are instead more descriptive, like Rosie or Scrumper. </p><p>Halflings place great stock in their achievements and some elders will only answer to nicknames related to their job, such as Gaffer, Guv, or Nan. Halflings also have long had a habit of emulating their neighbours to the point that many grand, formerly-Human names have now become ‘traditional’ Halfling names. </p><p><strong>Examples (with diminutives)</strong>: Antoniella (Anni), Esmerelda (Esme), Ferdinand (Fred), Heironymus (Hiro), Maximilian (Max), Theodosius (Theo), Thomasina (Tina)</p><p><strong>Halfling Clan Names</strong></p><p>Halfling clan names are almost exclusively related to food and drink, geographical or natural features, or personal characteristics of the ancestor who first took the name. Halflings who have the same surname are always related and can usually tell you exactly how. </p><p>Human’s tendency to have the same surname despite being unrelated causes confusion among some Halflings, who will happily pinch pies from a Schmidt on one street because a Schmidt on another street short-changed them. </p><p><strong>Common Reikland Clans</strong>: Ashfield, Brandysnap, Hayfoot, Rumster, Shortbottom, Thorncobble</p><h3>Physical Details</h3><p>When it comes to cosmetic physical details — those aspects of your appearance that don’t influence the game directly — you may either roll them randomly or choose from the range available to your Species. </p><h4>Age</h4><p>Average natural lifespans are around 60 for a Human, 120 for Halflings, and over 200 for a Dwarf, while Elves don’t appear to age at all and have been known to live for a thousand years or more. Choose your Character’s age or use the /char command.</p><table border=\"1\"><tbody><tr><td style=\"text-align:center\"><strong>Human</strong></td><td style=\"text-align:center\"><strong>Dwarf</strong></td><td style=\"text-align:center\"><strong>Elf</strong></td><td style=\"text-align:center\"><strong>Halfling</strong></td></tr><tr><td style=\"text-align:center\">[[/r 15+d10 # Human Age]]</td><td style=\"text-align:center\">[[/r 15 + 10d10 # Dwarf Age]]</td><td style=\"text-align:center\">[[/r 30 + 10d10 # Elf Age]]</td><td style=\"text-align:center\">[[/r 15 + 5d10 # Halfling Age]]</td></tr></tbody></table><p>While most species roll once on the table below, Elves may roll twice: their innately magical natures mean they often have variegated colours, such as sapphire blue flecked with gold, or a mottled mixture of mossy green and warm chestnut.</p><p>@Table[eyes]</p><h4>Hair Colour</h4><p>All species barring Elves have hair that slowly turns grey as they move through middle age, then eventually turns white as they reach old age. </p><p>By comparison, Elves seem eternally youthful, never showing any signs of age. Humans and Dwarfs may also have significant facial hair, which is usually the same colour as head hair, but not always.</p><p>@Table[hair]</p><h4>Height</h4><p>Average heights are: Dwarf (4’8”), Elf (6’5”), Halfling (3’6”), with Humans varying much more widely, averaging somewhere around 5’9” in the Reikland. If you want a truly random upper height for Humans, if either die rolls a 10, roll one more die and add it to the height total.</p><table style=\"width:100%;height:34px\" border=\"1\"><tbody><tr style=\"height:17px\"><td style=\"text-align:center;height:17px\"><strong>Human</strong></td><td style=\"text-align:center;height:17px\"><strong>Dwarf</strong></td><td style=\"text-align:center;height:17px\"><strong>Elf</strong></td><td style=\"text-align:center;height:17px\"><strong>Halfling</strong></td></tr><tr style=\"height:17px\"><td style=\"text-align:center;height:17px\">4'9\"+ [[/r 2d10 # Inches]]\"</td><td style=\"text-align:center;height:17px\">4'3\"+ [[/r d10 # Inches]]\"</td><td style=\"text-align:center;height:17px\">5'11\"+ [[/r d10 # Inches]]\"</td><td style=\"text-align:center;height:17px\">3'1\"+ [[/r d10 # Inches]]\"</td></tr></tbody></table><h3>Ambitions</h3><p>Ambitions are a Character’s goals in life – what they want to achieve. All characters have both a Short-Term and Long-Term Ambition. </p><h4>Choosing Ambitions</h4><p>Consult with your GM when choosing your Ambitions. Your GM has final say on the acceptability of an Ambition, and whether it is short-term or long-term. Should you wish to change an Ambition, you may do so between sessions. </p><h4>Short-term Ambitions</h4><p>Short-term Ambitions represent your immediate goals. They are outcomes you wish to achieve within days and weeks, possibly sooner. Under normal circumstances, a short-term Ambition should take at least two or three sessions to complete.</p><p>Example short-term Ambitions include: </p><ul><li><p>Ruining the reputation of a romantic rival.</p></li><li><p>Avenging a fallen comrade.</p></li><li><p>Befriending a reclusive scholar. </p></li></ul><h4>Long-term Ambitions</h4><p>Long-term Ambitions are goals you will need to work on for months or years to complete, and may never be achieved at all, perhaps taken more as a description of a primary motivation in your life than a realistic outcome.</p><p>Examples of long-term Ambitions include: </p><ul><li><p>Owning your own coaching inn.</p></li><li><p>Building your village into a thriving town.</p></li><li><p>Ridding the Colleges of Magic of Elven influence. </p></li></ul><blockquote class=\"sidebar\"><h3 class=\"no-toc\" style=\"text-align:center\"><em>Options: Nefarious Plans</em></h3><p><em>You may want to keep your Ambitions secret from other players in your party, especially if they are controversial or clandestine. If you want to overthrow the Emperor, or legalise Necromancy in the Reikland, chances are your Witch Hunter ally won’t approve!</em></p></blockquote><h4>Achieving Your Ambitions</h4><p>If you achieve your short-term Ambition, you will receive a bonus of +50 XP, and can choose a new short-term Ambition at the end of the session. If you achieve your long-term Ambition, you may either:</p><ul><li><p>Receive a bonus of +500 XP and choose a new long-term Ambition at the end of the session. </p></li><li><p>Retire your Character — who becomes an NPC under your GM’s control — and gain a bonus of half your earned XP of your current character to spend on your next character.</p></li></ul><p>Retired Characters will generally stay in place to take advantage of their achieved ambition. You can build them into the background of your new Character, so that they may continue to help you. If you want to reactivate a retired Character, talk to your GM about how best to bring that into the current story. Retiring Characters allows you to build a network across the Old World, and can be a great source of adventure leads. </p>"
|
||
},
|
||
"7) Party": {
|
||
"name": "7) Party",
|
||
"text": "<p>Now you have almost finished making your Character, you need to consider the other players in your party. Everyone will have more fun when your Characters can engage and interact with one another; while some intra-party tension can be enjoyable, it is important you are not constantly at one another’s throats. </p><p>You will also want to consider how your party know one another. Are you friends? Are you the retainers of a noble, or travelling companions on a river barge? Or is your GM going to have you meet during your first session? </p><h3>Party Ambitions</h3><p>All players in your group should also discuss what your collective goals are, and then choose a short-term and long-term party Ambition. Much like your personal Ambitions, party Ambitions can be changed between sessions.</p><div class=\"journal-image float-right\"><img src=\"modules/wfrp4e-core/art/other/pickpocketed.webp\" width=\"194\" height=\"271\" /></div><h4>Short-term Party Ambitions</h4><p>Short-term party Ambitions have the same scope as your personal short-term Ambitions but are for the whole group. Your personal Ambitions should never be the same as your party Ambitions, but there is no reason they can’t complement each other.</p><p>Examples of short-term party Ambitions include: </p><ul><li><p>Outwitting a rival group, securing a job at their loss.</p></li><li><p>Hunting down the killer of a lost party member.</p></li><li><p>Impressing your patron by completely succeeding in an appointed task.</p></li></ul><h4>Long-term Party Ambitions </h4><p>Much like short-term party Ambitions, long-term Party Ambitions work like your personal Ambitions, and can be just as wide in scope, but are for your entire group.</p><p>Examples of long-term Party Ambitions include:</p><ul><li><p>Eradicate an Empire-wide Chaos Cult.</p></li><li><p>Build a castle.</p></li><li><p>Become Heroes of the Empire, each earning an Imperial Cross for bravery, pinned on your chests by the Emperor himself!</p></li></ul><h4>Achieving your Party Ambitions</h4><p>If your party achieves its short-term Ambition, each member receives +50 XP, and you can all select a new Ambition for the party at the end of the session. </p><p>If your party achieves its long-term Party Ambition:</p><ul><li><p>All players receive a bonus of +500 XP, and the party chooses a new long-term Ambition at the end of the session. </p></li><li><p>As many players as wish to do so can retire their Characters— who become NPCs under the GM’s control; those who do gain a bonus of half the XP of their current Character to spend on their next Character.</p></li></ul>"
|
||
},
|
||
"8) Bringing Your Character to Life": {
|
||
"name": "8) Bringing Your Character to Life",
|
||
"text": "<p>Fleshing out your Character’s personality and history will really help you bring them to life. Some players write detailed backstories for their Character, especially if they are very familiar with the Old World. Others prefer to just decide the basics at the start, and then improvise during the game (discuss this with the GM beforehand so you don’t derail any storylines). At the start of the Character creation process we recommended that you talk to the other players and the GM about the kind of group you want to create, and we revisited that while creating Party ambitions. This is the perfect place to complete that process, weaving your Characters’ stories together and binding them into a tight-knit group with their own reasons for sticking together.</p><h3>Ten Questions</h3><p>One useful technique for creating an interesting background for your Character is to answer a series of questions about them — here are ours! If any of these questions make you want to change something about the character you’ve created so far... do so! For instance, if you add in some detail about your childhood, you may want to revisit the choices you made in @UUID[.f5Y4XenZVtDU2GUo]{4) Skills and Talents}. </p><h4>Where are you from?</h4><p>Do you come from one of Reikland’s bustling towns, or a sleepy village? Perhaps your childhood was spent on a remote farmstead, or maybe you called the winding back alleys of Altdorf home? Do you hail from a deep mountain hold, or were your days spent threading the roads and riverways of Reikland, always on the move? See @UUID[JournalEntry.ozE2DMCMK64eE5pD]{Glorious Reikland} for details on the geography and settlements of this corner of the Empire.</p><h4>What is your family like?</h4><p>It may take a village to raise a child, but it’s your kin who do the heavy lifting. What were your parents’ occupations? Are they still alive? Do you have any siblings? Were you close, or were you constantly at one another’s throats? Grandparents? Nephews, nieces, cousins? Children, even? Does your family approve of your career choice? Are they proud of you, or are you a stain on your family’s honour? </p><h4>What was your childhood like?</h4><p>Was your family home full of love, or was it a cold, inhospitable place? Were you coddled, or did you have to fend for yourself? Were you educated, and if so, by whom: a tutor, a family member, a village school, or the local priest? Were you trained in the family business, or were you sent from home, fostered elsewhere or raised in an orphanage? </p><h4>Why did you leave home?</h4><p>Do you still live in your childhood home, or did you leave? If so, when? Were you drawn by the promise of excitement of life in the big city? Are you in search of riches, or renown? Are you running from something, or trying to find meaning or purpose in your life?</p><h4>Who are your best friends?</h4><p>While you cannot choose your family, your friends are another matter entirely, and you can tell a lot about someone by the friends they keep. Do you have any friends from childhood? Or friends you’ve made since leaving home? What do you do together? Drink? Gamble? Debate? Are your allies in your party your best friends? Or do you eschew civilised company in favour of a loyal pet? </p><h4>What is your greatest desire?</h4><p>What is the fire that burns in your heart? Your Ambitions may be your chief goal, but ambitions are often prosaic or banal. If you could have anything, anything at all, what would it be? </p><h4>What are your best and worst memories?</h4><p>We are the sum of our experiences; they shape and mould us, forging us anew. What are your most treasured memories? An afternoon of glorious summer sunshine? A passionate kiss, while huddling from rain, beneath sheltering boughs? A victory scored in a battle of wits or brawn? And what are your less fond recollections? A painful humiliation? A scheme thwarted? The end of a long-term partnership, romantic or business? The hatred, disdain, or, worse, disinterest of your peers?</p><h4>What are your religious beliefs?</h4><p>Most folk of the Empire are polytheistic; the existence, and puissance, of the gods is undeniable, and so their veneration is a matter of course. That being said, not all of the gods are favoured equally. </p><p>Does your character have a fondness or affinity for one god in particular? Do you cross your fingers for luck, appealing to Ranald? Do you make the sign of the Twin Tailed Comet at your enemy, or mutter an angry prayer to Ulric before battle? See @UUID[JournalEntry.NcH9OhleJFfaUdon]{Religion and Belief} for details of the gods and their ways. </p><h4>To whom, or what, are you loyal?</h4><p>Will you protect your friends above all, or are the ties that bind you to your clan, kinfolk, or partner stronger than iron? Or are you a pious soul, dedicated above all to your god? Or are you loyal to your community, to Reikland, the Empire… or just to yourself? </p><h4>Why are you adventuring?</h4><p>And this is the big one: why are you a player character, and not just another citizen of the Empire. Why are you adventuring?</p><p>Have you consciously chosen a life of adventure? Are you seeking out the enemies of the Empire, or a big pay day? Or was this life thrust upon you, against your will. Are you seeking justice, or vengeance, or is your adventuring life nothing more than a fight to clear your name, or survive your enemies?</p><p>Answer all of those, and you will have a fully fleshed out character, ready to go. But, before you start playing, did you gain any bonus XP during the character creation process? If so, you may wish to spend it before you begin play.</p><blockquote class=\"sidebar\"><h3 class=\"no-toc\" style=\"text-align:center\"><em>Options: Psychology</em></h3><p><em>When you are creating your Character’s story, you might feel you should have powerful emotions such as @UUID[Compendium.wfrp4e-core.items.jbQDTxc4QNZDLaXm]{Love}, @UUID[Compendium.wfrp4e-core.items.EBmSCscpk4vEDCD3]{Camaraderie}, @UUID[Compendium.wfrp4e-core.items.E98mVLZgE8bX5vQW]{Hatred} etc towards family members, situations, enemies or other features of their life. If the GM agrees, you can take a @UUID[JournalEntry.NS3YGlJQxwTggjRX.JournalEntryPage.5w5YLPNd6AaU4f85]{Psychology} trait.</em></p></blockquote>"
|
||
},
|
||
"9) Advancement": {
|
||
"name": "9) Advancement",
|
||
"text": "<p>Experience Points (XP) are used to improve your character. The GM will give you XP after every session of play, and you may be rewarded for doing particularly well. This could include successfully resolving the ongoing adventure, roleplaying your character well or defeating important enemies. Between sessions, you spend your XP to buy new Skills and Talents, to increase Characteristics, and to change Career. The final step in creating your Character is to spend any bonus XP you earned through the Character Creation process. The tables below shows how you can spend these points. </p><p>Initially, you can only spend your XP to increase the 3 Characteristics, 8 Skills, and 4 Talents available to your Career level. For more details on spending XP, see @UUID[JournalEntry.IQ0PgoJihQltCBUU.JournalEntryPage.bS2sxusEp1FEqmRk]{2) Class and Career}.</p><blockquote class=\"sidebar\"><h3 class=\"sidebar-title no-toc\" style=\"text-align:center;text-transform:uppercase\"><span style=\"font-style:normal\">Characteristic and Skill Improvement XP Costs</span></h3><table style=\"width:100%;height:289px\" border=\"1\"><tbody><tr style=\"height:17px\"><td style=\"height:17px;text-align:center\"> </td><td style=\"height:17px;text-align:center\" colspan=\"2\"><em><strong>XP Cost per Advance</strong></em></td></tr><tr style=\"height:17px\"><td style=\"height:17px;text-align:center\"><em><strong>Advances</strong></em></td><td style=\"height:17px;text-align:center\"><em><strong>Characteristics</strong></em></td><td style=\"height:17px;text-align:center\"><em><strong>Skills</strong></em></td></tr><tr style=\"height:17px\"><td style=\"height:17px;text-align:center\"><em>0 to 5</em></td><td style=\"height:17px;text-align:center\"><em>25</em></td><td style=\"height:17px;text-align:center\"><em>10</em></td></tr><tr style=\"height:17px\"><td style=\"height:17px;text-align:center\"><em>6 to 10</em></td><td style=\"height:17px;text-align:center\"><em>30</em></td><td style=\"height:17px;text-align:center\"><em>15</em></td></tr><tr style=\"height:17px\"><td style=\"height:17px;text-align:center\"><em>11 to 15</em></td><td style=\"height:17px;text-align:center\"><em>40</em></td><td style=\"height:17px;text-align:center\"><em>20</em></td></tr><tr style=\"height:17px\"><td style=\"height:17px;text-align:center\"><em>16 to 20</em></td><td style=\"height:17px;text-align:center\"><em>50</em></td><td style=\"height:17px;text-align:center\"><em>30</em></td></tr><tr style=\"height:17px\"><td style=\"height:17px;text-align:center\"><em>21 to 25</em></td><td style=\"height:17px;text-align:center\"><em>70</em></td><td style=\"height:17px;text-align:center\"><em>40</em></td></tr><tr style=\"height:17px\"><td style=\"height:17px;text-align:center\"><em>26 to 30</em></td><td style=\"height:17px;text-align:center\"><em>90</em></td><td style=\"height:17px;text-align:center\"><em>60</em></td></tr><tr style=\"height:17px\"><td style=\"height:17px;text-align:center\"><em>31 to 35</em></td><td style=\"height:17px;text-align:center\"><em>120</em></td><td style=\"height:17px;text-align:center\"><em>80</em></td></tr><tr style=\"height:17px\"><td style=\"height:17px;text-align:center\"><em>36 to 40</em></td><td style=\"height:17px;text-align:center\"><em>150</em></td><td style=\"height:17px;text-align:center\"><em>110</em></td></tr><tr style=\"height:17px\"><td style=\"height:17px;text-align:center\"><em>41 to 45</em></td><td style=\"height:17px;text-align:center\"><em>190</em></td><td style=\"height:17px;text-align:center\"><em>140</em></td></tr><tr style=\"height:17px\"><td style=\"height:17px;text-align:center\"><em>46 to 50</em></td><td style=\"height:17px;text-align:center\"><em>230</em></td><td style=\"height:17px;text-align:center\"><em>180</em></td></tr></tbody></table></blockquote><h2>Finished!</h2><p>Now your character and party are created, you are ready to play!</p>"
|
||
}
|
||
}
|
||
},
|
||
"Rules": {
|
||
"name": "Rules",
|
||
"pages": {
|
||
"Rules": {
|
||
"name": "Rules",
|
||
"text": "<p>The game is afoot; grim and perilous. The players lean forward in their seats, listening intently to the GM describing the plot as it unfolds, excitedly explaining their characters’ actions in response and breathlessly waiting to hear what happens next…</p><p>Roleplaying games often work best with minimal interruptions to this narrative flow — the smoother the game proceeds, the more involved everyone will be. However, as the adventure develops, situations will arise where the outcome of a character’s action is uncertain. Maybe a character leaps from a wall to hack down a pillaging Goblin — will they land poised for action or flat on their face?</p><p>Sometimes, especially with events that don’t affect the players too much, the GM can simply decide the outcome and relate it to the group. However, if the success or failure of the action has significant impact on the players, it is more tense and dramatic to roll some dice and let the fates and a character’s capabilities determine whether they succeed or fail. Using the game rules also lets players assess their chances and make decisions accordingly — it’s a fair and transparent way to resolve things.</p><p>At the core of the rules are Tests — rolls of the dice that determine outcomes. There are also additional rules for more complex or unusual tasks. The GM should be familiar with these, but as a player you’ll be fine so long as you know the basics of the different kinds of Test.</p><p>@UUID[.lQThXbnpgQ30VBXR#simple-tests]{Simple Tests}</p><p>@UUID[.lQThXbnpgQ30VBXR#dramatic-tests]{Dramatic Tests}</p><p>@UUID[.lQThXbnpgQ30VBXR#opposed-tests]{Opposed Tests}</p><p>@UUID[.lQThXbnpgQ30VBXR#extended-tests]{Extended Tests}</p><p>@UUID[.wmA76Q2zJJ9HrkvA]{Combat}</p><p>@UUID[.SjuV1vgbgM49pFpP]{Conditions}</p><p>@UUID[.pa22HaRw1OBBQaDg]{Fate and Resilience}</p><p>@UUID[.WCivInLZrqEtZzF4]{Injury}</p><p>@UUID[.115GzWrmkD4viyy5]{Corruption}</p><p>@UUID[.9ktDn8cwZj3KZWCH]{Diseases and Infection}</p><p>@UUID[.5w5YLPNd6AaU4f85]{Psychology}</p><blockquote class=\"sidebar\"><h3 class=\"no-toc\" style=\"text-align:center\"><em>The Golden Rule</em></h3><p><em>The rules exist to help you enjoy epic stories in the Warhammer world, so they should never be a barrier to having fun. Arguably, the most important rule in this book is:</em></p><p><em>If a rule negatively impacts fun for your group, change it or ignore it.</em></p><p><em>This rule is so important, you will find alternative and optional rules throughout this book to support building a ruleset that best suits your group and your style of play. If it’s your first game, ignore these until you become more familiar with how it all works, and you can experiment with some of the variants as the mood takes you.</em></p><p><em>Be careful not to confuse ‘fun’ with ‘always succeeding’ — a sense of risk and the real possibility of failure is an important part of drama. Things going wrong provides players with the challenge of recovering from setbacks, a central part of any hero’s journey.</em></p></blockquote><div class=\"journal-image\"><img class=\"fit\" src=\"modules/wfrp4e-core/art/other/squig.webp\" /></div>"
|
||
},
|
||
"Tests": {
|
||
"name": "Tests",
|
||
"text": "<p><em>‘Aye, there are times when things just go wrong. Really, badly wrong. Like that time half way up the Bögen when Olaf jumped into a tree but missed and hit that jagged branch square on. I think he’s there still, although there’s probably not much of him left after the animals had a season’s grazing. By Sigmar’s grace, sit yourself down and have some cheese, there’s nothing good for you out there!’</em></p><p style=\"text-align:right\">– @UUID[Compendium.wfrp4e-core.actors.ePPk15Vxu9RxPtYV]{Dieter Käsegeier}, Cheesemonger, ex-Adventurer</p><p>When your character takes an action, the GM will let you know what happens next. Sometimes, the GM will make a call based on your abilities and any other factors and decide that you achieved what you were attempting, or that you didn’t. If the GM isn’t sure of the outcome, or if the situation is significant or dangerous, they can resolve the action using the rules. There are a few options, as the <strong>Using Tests</strong> box shows. Tests compare a dice roll to one of the characteristics or skills on your character sheet and provide an outcome.</p><h3>Simple Tests</h3><p>Simple Tests are used when you need to determine if your character succeeds or fails at a simple task. Does Molli leap the churning stream? Can Wilhelm charm a lower price from the truculent merchant? Often, a quick yes or no answer to these questions allows your adventure to progress swiftly. The exception to this is when a failure would significantly impact the progress of the adventure, in which case you should use a @UUID[.lQThXbnpgQ30VBXR#dramatic-tests]{Dramatic Test} instead.</p><p>To perform a Simple Test, you roll d100 and compare the result rolled to the Skill or Characteristic best suited to the action you are attempting.</p><p>Note this test may be modified by the GM if it is notably easy or hard to complete (see @UUID[.lQThXbnpgQ30VBXR#difficulty]{Difficulty}).</p><p>If you roll lower or equal to the Skill or Characteristic, the Test’s outcome is a success, and your Character performs the task.</p><p>If you roll higher than the Skill or Characteristic, the Test’s outcome is a failure, and your Character does not perform the task.</p><p>Whatever the outcome of the Test, after testing, the GM should describe what just happened so everyone understands how the Test has impacted the story.</p><p><strong>Example</strong>: <em>Molli runs across Altdorf ’s Königsplatz on a cold, winter’s night. The cobbles are blanketed in thick snow hiding treacherous ice beneath, but with a gang of thugs in eager pursuit Molli is not about to slacken her pace. The GM calls for a Simple Athletics Test to see if Molli can cross the slippery platz safely. Molli’s Athletics is 42, and her player rolls d100 scoring a 17. As 17 is below Molli’s Athletics of 42, the result is a success, so the answer is yes, Molli can cross without mishap. The GM says that Molli crosses the open snow and darts into the relative safety of one of the many dark alleyways at the other side. If her player had rolled over 42, Molli would have slipped, and the thugs would have been upon her!</em></p><div class=\"journal-image centered\"><img src=\"modules/wfrp4e-core/art/spot/spot-glove-blade.webp\" width=\"205\" height=\"181\" /></div><blockquote class=\"sidebar\"><h3 class=\"no-toc\" style=\"text-align:center\"><em>TALENTS AND TESTS</em></h3><p><em>Some Talents can improve a Test’s chances of success, or grant you access to unique Tests allowing you to attempt extraordinary feats. For more details regarding this, refer to @UUID[JournalEntry.6zOdTLv3YeYeJ4hR.JournalEntryPage.hJPYQVrvjBzjCNyi]{Talents}.</em></p></blockquote><h3>Automatic Failure and Success</h3><p>No matter how skilled or talented a character is, there is always a chance of failure. Equally, there is always a chance of success in <strong>WFRP</strong>, no matter the odds stacked against you.</p><p>If you roll 96–00 on any Test, it is always a failure. A failure occurs even if your modified characteristic or skill is 96 or higher. Similarly, if you roll 01–05 on a Test, it is always a success. A success occurs even if your modified characteristic or skill is less than 01–05.</p><blockquote class=\"sidebar\"><h3 class=\"no-toc\" style=\"text-align:center;text-transform:uppercase\"><em>Options: Autosuccess? Not At My Table!</em></h3><p><em>Not everybody likes a 5% chance of auto-success on any Test. Similarly, not everyone likes the same chance of auto-failures. If this describes you, then simply change the numbers to your taste. The most common alternative is 96–00 always fails, and 01 always succeeds.</em></p></blockquote><blockquote class=\"sidebar\"><h3 class=\"no-toc\" style=\"text-align:center;text-transform:uppercase\"><em>Von Meinkopf's Preeminent Probability Paraphernalia</em></h3><p><em>The rules use a selection of mechanics to modify or manipulate percentile rolls. The following explains these in detail:</em></p><p><em>Rolling a Double: Rolling a double means both the tens and the units die of a percentile test have rolled the same number. For example: 11, 22, 33, 44 and so on.</em></p><p><em>Reroll: A reroll is when you disregard the result of a dice roll, and roll it again. Once a Test has been rerolled, it cannot be rerolled again under normal circumstances.</em></p><p><em>Reverse: To reverse a percentile roll, you swap the tens result with the units result. So, a roll of 58 becomes 85, or a roll of 51 becomes 15. Obviously, if you roll a double, it will have the same result when reversed, so 77 reverses to 77.</em></p><p><em>Modifiers: These numbers are added or subtracted to the one of your Skill to make the Test easier or more difficult. This is most often referred to as the @UUID[.lQThXbnpgQ30VBXR#difficulty]{Difficulty} of the roll.</em></p><p><em>If you want to introduce some test-specific outcomes for particularly dramatic moments, you can use the methods above as a toolkit.</em></p></blockquote><h3>Dramatic Tests</h3><p>Simply knowing if you pass or fail is not always enough; sometimes, it is useful to know how well you succeed or how badly you fail a Test. This is especially the case when pitching your Skills against another (see Opposed Tests), which is often the case for magic and combat. So, when you want to know exactly how well or badly you have performed a Test, use a Dramatic Test. Another reason for choosing a Dramatic Test is when the progress of the adventure could depend on the Test. Dramatic Tests provide outcomes rather than straight success or failure, which means that even if the test is ‘failed’ the adventure continues, albeit in a more challenging way than if you had achieved a success. Dramatic Tests are handled in the same way as Simple Tests, and still provide success or failure as outcomes, but the results have more detail. This detail is governed by Success Levels.</p><h4>Success Levels</h4><p>Success Levels (shortened to SL) are used to describe the effectiveness of a Test. To determine the SL of a Test, subtract the 10s number of the rolled dice from the 10s number of the Characteristic or Skill being tested, including any modifiers (see Difficulty for more on modifiers). The higher the SL, the better the outcome; the lower it is, the worse things have gone. Marginal results, where you succeed or fail a Test with +0 or –0 SL, could either be interpreted as succeeding or failing by a whisker, with minimal consequences either good or bad, or could give inconclusive results allowing you try again.</p><p><strong>Example</strong>: <em>Eichengard is careering across muddy fields atop his stallion, desperately fleeing the lands of a disgruntled noble when a wall blocks his passage. He decides to push his mount to jump, and the GM calls for a <strong>Dramatic Ride (Horse)</strong> test. Eichengard rolls 29 against his Ride (Horse) skill of 41. The 10s number of the Skill being tested is 4, and the 10s number rolled was 2, so the test succeeds with +2 SL (4–2=2) and he clears the wall with space to spare. Buoyed by his success, Eichengard twists around in his saddle and makes the sign of the twin-tailed comet at the horsemen pursuing him. Unfortunately, this means he’s not paying attention to where he’s going. The GM calls for a <strong>Dramatic Perception</strong> Test, and Eichengard’s player rolls 82, significantly higher than Eichengard’s Perception skill of 39. The 10s number of the roll is 8, and the 10s number of the skill being tested is 3, so the test has failed with –5 SL (3–8=–5). He has failed rather badly. As Eichengard laughs at the increasingly distant guards sent to capture him, a low-lying branch slams hard into his side, knocking him flying.</em></p><blockquote class=\"sidebar\"><h3 class=\"no-toc\" style=\"text-align:center;text-transform:uppercase\"><em>Options: Tests Above 100%</em></h3><p><em>Having exceptional abilities makes it quite possible that a modified Characteristic or Skill may be 100% or higher when tested. If this occurs in your game, you may wish to use the following optional rule to help represent such an awesome figure.</em></p><p><em>A successful Test gains a bonus of +1 SL for each full 10% a tested Characteristic or Skill exceeds 100%.</em></p><p><em><strong>Example</strong>: </em>Countess Emmanuelle von Liebwitz has a Charm Skill of 115%: her Fellowship characteristic of 80% plus her Charm advances of +35% (see @UUID[JournalEntry.wczCPcuHT4VQDLpL.JournalEntryPage.84Aj04uEEBh3yTS3#advancing-through-your-career]{Advances} for more on this); thus, if she succeeds at a Charm Test, she gains a bonus of +1 SL over an above what she earns by rolling or from any applicable Talents.</p><h3 class=\"no-toc\" style=\"text-align:center;text-transform:uppercase\"><em>Options: Fast SL</em></h3><p><em>Determining your SL involves some simple mathematics, so calculating it can slow play during fraught scenes. Fortunately, there is a fast way to calculate SL for those looking to keep their games as fast as possible. When you pass a Test, use the result of the tens die as your SL. So, if you passed a Test with a roll of 36, you score +3 SL. With this optional rule, the closer you roll to your tested Skill, the better, rather than rolling low being best. If a Test fails, you calculate SL as normal, taking your rolled tens die from your tested Skill to determine your negative SL.</em></p></blockquote><p>Exactly how well you succeed or fail is shown in the Outcomes Table, which can be used to inspire descriptions of what just happened. Much like simple tests offer a yes or no in answer to ‘do I succeed at this test?’, dramatic tests also provide answers, just more of them.</p><p>If you automatically succeed due to rolling 01–05 (see @UUID[.lQThXbnpgQ30VBXR#automatic-failure-and-success]{Automatic Failure and Success}), you score +1 SL or the SL you rolled, whichever is higher.</p><p>If you automatically fail due to rolling 96–00 (see @UUID[.lQThXbnpgQ30VBXR#automatic-failure-and-success]{Automatic Failure and Success}), you score –1 SL or the SL you rolled, whichever is lower.</p><blockquote class=\"sidebar\"><h3 class=\"no-toc\" style=\"text-align:center;text-transform:uppercase\"><em>Outcomes Table</em></h3><table style=\"width:100%\" border=\"1\"><tbody><tr><td style=\"text-align:center\"><em><strong>SL</strong></em></td><td style=\"text-align:center\"><em><strong>Result</strong></em></td><td style=\"text-align:center\"><em><strong>Have You Succeeded?</strong></em></td><th> </th></tr><tr><td><em>+6 or more</em></td><td><em>Astounding Success</em></td><td><em><strong>Yes, perfectly!</strong>: The result is as good as it can be, perhaps with extra luck and fortunate coincidences thrown in!</em></td><th> </th></tr><tr><td><em>+4 to +5</em></td><td><em>Impressive Success</em></td><td><em><strong>Yes, and…</strong>: You achieve your goal with style, exceeding your expectations.</em></td><th> </th></tr><tr><td><em>+2 to +3</em></td><td><em>Success</em></td><td><em><strong>Yes</strong>: You achieve a solid success.</em></td><th> </th></tr><tr><td><em>+0 to +1</em></td><td><em>Marginal Success</em></td><td><em><strong>Yes, but…</strong>: You more or less achieve what you intend, but imperfectly, and perhaps with an unpredictable side effect.</em></td><th> </th></tr><tr><td><em>-1 to -0</em></td><td><em>Marginal Failure</em></td><td><em><strong>No, but…</strong>: You marginally fail, perhaps accomplishing a portion of what you intended.</em></td><th> </th></tr><tr><td><em>-2 to -3</em></td><td><em>Failure</em></td><td><em><strong>No</strong>: You just plain do it wrong.</em></td><th> </th></tr><tr><td><em>-4 to -5</em></td><td><em>Impressive Failure</em></td><td><em><strong>No, and…</strong>: Not only do you mess up, but you also cause additional things to go wrong.</em></td><th> </th></tr><tr><td><em>-6 or less</em></td><td><em>Astounding Failure</em></td><td><em><strong>No, not in any way!</strong>: Everything goes wrong in the worst possible way. The GM will likely add to your woes with unanticipated consequences of your actions. Surely no-one is this unlucky; you have clearly offended the gods.</em></td><td> </td></tr></tbody></table></blockquote><blockquote class=\"sidebar\"><h3 class=\"no-toc\" style=\"text-align:center;text-transform:uppercase\"><em>Options: Criticals & Fumbles</em></h3><p><em>We introduce some extra rules for Criticals and Fumbles in @UUID[JournalEntry.NS3YGlJQxwTggjRX.JournalEntryPage.wmA76Q2zJJ9HrkvA]{Combat} later in this chapter. They can also be used to add drama for all Tests, creating a game that feels epic in scope as extreme results become commonplace. If that describes your group, you could use the following optional rule.</em></p><p><em>Any Test scoring a success that also rolls a double is called a Critical, meaning you’ve scored an Astounding Success from the Outcome Table; and any failure including a double is a Fumble, resulting in an Astounding Failure from the Outcome Table. This optional rule works well with Simple Tests, providing a fun addition to the yes or no results offered there.</em></p><h3 class=\"no-toc\" style=\"text-align:center;text-transform:uppercase\"><em>Characteristic Tests</em></h3><p><em>Sometimes you may want to do something that is not covered by one of the Skills. In these rare cases, you make a Characteristic Test instead of a Skill Test. The GM determines the most appropriate Characteristic for what you are attempting, and you Test it as normal.</em></p></blockquote><h3>Difficulty</h3><p>Not all Tests are equal. Climbing a fence is laughably easy but ascending the face of a sheer cliff is incredibly tough. To represent this, the GM assigns bonuses or penalties to Tests called the Difficulty . While published adventures define the difficulty for the GM — for example: calling for a <strong>Hard (–20) Research</strong> test — there are many instances where the GM has to determine them on the fly. Making judgments like this is one of the most common functions of the GM. For each Test, whether simple or dramatic, the GM should decide the Difficulty and then consult the Difficulty Table to determine the appropriate modifier. GMs may choose to assign even greater bonuses or penalties than those shown on the table, but such modifiers should only be used in extreme situations.</p><p><strong>Example</strong>: <em>Valentyn, a Jade Wizard, tries to find the tracks of an unruly stag he is hunting. Under normal circumstances, he would perform an Average (+20) Track Test with his skill of 41, thus test against 61; however, the GM decides that as the rain last night washed away most of the tracks the task is Very Hard and imposes a –30 penalty. Therefore, Valentyn has to roll 11 or under (41–30=11) to succeed. He rolls a 35, which would have been a success under normal circumstances, but in this circumstance is a failure, indicating the rain has foiled the Jade Wizard’s attempt.</em></p><blockquote class=\"sidebar\"><h3 class=\"no-toc\" style=\"text-align:center;text-transform:uppercase\"><em>Difficulty Table</em></h3><table border=\"1\"><tbody><tr><td style=\"text-align:center\"><em><strong>Difficulty</strong></em></td><td style=\"text-align:center\"><em><strong>Test Modifier</strong></em></td></tr><tr><td style=\"text-align:center\"><em>Very Easy</em></td><td style=\"text-align:center\"><em>+60</em></td></tr><tr><td style=\"text-align:center\"><em>Easy</em></td><td style=\"text-align:center\"><em>+40</em></td></tr><tr><td style=\"text-align:center\"><em>Average</em></td><td style=\"text-align:center\"><em>+20</em></td></tr><tr><td style=\"text-align:center\"><em>Challenging</em></td><td style=\"text-align:center\"><em>no modifier</em></td></tr><tr><td style=\"text-align:center\"><em>Difficult</em></td><td style=\"text-align:center\"><em>-10</em></td></tr><tr><td style=\"text-align:center\"><em>Hard</em></td><td style=\"text-align:center\"><em>-20</em></td></tr><tr><td style=\"text-align:center\"><em>Very Hard</em></td><td style=\"text-align:center\"><em>-30</em></td></tr></tbody></table></blockquote><div class=\"journal-image centered\"><img src=\"modules/wfrp4e-core/art/spot/spot-glove-blade.webp\" width=\"205\" height=\"181\" /></div><h4>Opposed Tests</h4><p>Sometimes you match your capabilities directly against those of an opponent. The rules represent this with a special Dramatic Test called an Opposed Test. Opposed Tests are an important part of <strong>WFRP’s</strong> combat rules later in this chapter, but are used in many other situations, as well.</p><p>An Opposed Test is handled just like any other Dramatic Test, but both parties make a Test. The party with the highest SL wins the Test. If both participants score the same SL, the party with the higher tested Skill or Characteristic wins. In the unlikely event there is still a tie, then one of two things, as determined by the GM, occurs: 1) there is a stalemate, and nothing happens; 2) both parties re-roll until there is a clear winner.</p><p><strong>Example</strong>: <em>Having floored an important Reiklander baron at a party, Salundra makes to leave the ballroom; however, some uneasy guardsmen block her passage, knowing they really should detain the noble captain. Salundra scowls as she approaches.</em></p><p><em>The GM calls for an Intimidate Test and opposes it with the guardsmen’s commanding officer’s Leadership Test. Both the player and the GM roll. Salundra’s Intimidate is 47. The officer’s Leadership is 46. Salundra rolls a 04, scoring +4 SL (4–0=4), while the GM rolls 16, scoring +3 SL (4–1=3). As Salundra’s SL is higher (4 to the officer’s 3), she successfully intimidates the guards, who let her pass with barely a grumble.</em></p><p>Like any other Tests, some Opposed Tests are easier or harder than others, so the GM may decide modifiers are required. In most cases, these modifiers are applied equally to both sides, but not always. If no Difficulty is marked for an Opposed Test, it is assumed to be <strong>Challenging (+0)</strong>.</p><p>If it is important to know how well the winner of the Opposed Test won, use the difference between the two results to determine a final SL.</p><p><strong>Example</strong>: <em>It’s Pie Week, an annual week-long festival for everyone’s favourite baked goods, and Salundra has entered a pie-eating contest. She’s reached the final, and it’s her versus Fat Tom Brandysnap, the Ubersreik Pie Eating Champion for the last 5 years running, and a Halfling wider than he is tall.</em></p><p><em>The GM calls for an Opposed Endurance Test. Salundra has an Endurance of 45 and Fat Tom has 63. Salundra is possibly in trouble! Dice roll, and Salundra rolls 51, scoring –1 SL. Sali’s looking a little green! But Fat Tom’s looking worse! He rolls 91 for –3 SL. So, even though she’s failed her Endurance roll, she still wins the Opposed Test by 2 SL, though she’ll probably be bringing up most of those pies later!</em></p><h4>Extended Tests</h4><p>Sometimes the adventure will call for a specific number of Success Levels be achieved to fully succeed at a time-consuming or especially taxing task. Doing this requires a special Dramatic Test called an Extended Test. Extended Tests are handled in the same fashion as any other Dramatic Test, but the SL scored from multiple rolls are added together to reach a specified target. If the total SL scored ever falls below 0, you can start again from scratch with the next roll.</p><p><strong>Example</strong>: <em>On the run again, Molli is attempting to pick an unexpectedly complex lock before she is discovered. The GM states the lock requires 5 Success Levels with a <strong>Challenging (+0) Pick Lock</strong> Test to pry open, and that she only has three Rounds before the guard arrives. Molli’s Pick Lock skill is 58, so she has a good chance of managing it, but time isn’t on her side. Unfortunately for her, her first Test scores 63: –1 SL and a terrible start, she’s made no progress and will start from scratch next round. Cursing under her breath as footsteps draw closer, Molli tries again, this time scoring 11, for +4 SL! She feels tension in her picks as the lock almost springs, but she also hears the approaching guard is even closer.</em></p><p><em>The GM explains the next Test is the last one before the guard arrives, so Molli can either abandon her attempt and avoid the guard or make a desperate effort to secure the last SL she needs to pick the lock. Knowing she needs to escape, Molli risks the last Test and rolls, scoring… 42! That’s +1 SL, taking her to a total of 5. The lock opens with a click! Triumphant, Molli slips through the door and closes it behind her just before the guard arrives.</em></p><blockquote class=\"sidebar\"><h3 class=\"no-toc\" style=\"text-align:center;text-transform:uppercase\"><em>Options: Extended Tests and 0 SL</em></h3><p><em>Rolling 0 Sl in an Extended Test does not benefit or hinder the running SL total, which can feel a little odd given you either passed or failed the Test, and that should perhaps come with some advantage or penalty. If this is an issue for you, use the following optional rule. A successful Test adds a minimum of +1 SL to the cumulative total, and a failed Test removes a minimum of –1 SL from the total.</em></p></blockquote><div class=\"journal-image\"><img class=\"fit\" src=\"modules/wfrp4e-core/art/other/picking-lock.webp\" /></div><h3>Assistance</h3><p>In some situations, multiple Characters working together have a better chance of completing a task than a Character attempting it alone. With the GM’s permission, a Character can assist another Character who is about to take a Test. When doing so, the Character with the best chance to succeed rolls the dice.</p><p>Each Character assisting provides a bonus of +10 to the Test. Other than that, the Test is rolled as normal.</p><h4>Limits on Assistance</h4><p>Characters can assist each other in most tasks; however, there are limits.</p><ul><li><p>To assist you require at least 1 Advance in the Skill being tested.</p></li><li><p>Assisting Characters must normally be adjacent to the Character taking the Test.</p></li><li><p>You may not assist on Tests made to resist disease, poison, fear, hazards, or anything else the GM deems inappropriate.</p></li><li><p>You may not be assisted by more Characters than you have in the appropriate @UUID[JournalEntry.IQ0PgoJihQltCBUU.JournalEntryPage.GaZa9sU4KjKDswMr#characteristic-bonuses]{Characteristic Bonus }.</p></li></ul><p><strong>Example</strong>: <em>Adhemar, Perdita, and Valentyn hastily search a room when its owner, an aging merchant, leaves to find some records. The GM declares a <strong>Difficult (–10) Perception</strong> Test is required. Since Perdita and Valentyn both have the Perception Skill and are helping, Adhemar (who has the highest Perception Skill, at 59) gains a bonus of +20 to his Perception Test, for a combined total of 69 (59–10+20=69). However, he rolls 74, and fails, meaning all three characters have failed to find anything useful before the hobbling merchant returns.</em></p><blockquote class=\"sidebar\"><h3 style=\"text-align:center;text-transform:uppercase\"><em>Options: Combining Skills</em></h3><p><em>Sometimes, you may be in a situation where you feel two Skills should be tested by the same character for a single task, so it may be appropriate to combine those Skills for a single Test. There are generally two reasons to do this: 1) is faster and limits the number of dice rolls required to press on with the game; 2) having to pass two Tests in a row to perform a single task significantly reduces your chance of passing overall.</em></p><p><em>The simplest way to do this is to attempt both Skills with one Test, comparing a single percentile roll to each Skill number. If both pass, you succeed at the Test. If only one passes, you partially pass as appropriate. And, obviously, if both fail, you have failed the Test.</em></p><p><em><strong>Example</strong>: </em>After a string of unlikely events, Salundra finds herself on-stage in yellow and red tights, singing and dancing in the Vargr Breughel Memorial Playhouse’s inaugural production of ‘Tell Me On A Festag’. The GM calls for a Challenging Combined Perform (Dance) and Entertain (Singing) Test, thinking it unfair Salundra should have to enact each Test in turn as that would significantly reduce her overall chance of success. Salundra has Perform (Dance) at 53 from her time in court, but doesn’t have Entertain (Singing), so must use her Fellowship of 43. She then rolls 46, meaning she managed the dance (succeeded with +1 SL), but hit a few off-notes with her singing (failed at -0 SL) — not perfect, but good enough for the gathered crowds; though Kym Neumann, the Altdorf Spieler’s theatre critic, may not be writing a favourable review...</p></blockquote><div class=\"journal-image centered\"><img src=\"modules/wfrp4e-core/art/spot/spot-pouch.webp\" width=\"308\" height=\"220\" /></div>"
|
||
},
|
||
"Combat": {
|
||
"name": "Combat",
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||
"text": "<p>Sooner or later you will need to stop someone in their tracks, or someone will try to stop you. When diplomacy fails, is not attempted, or is not understood as a basic concept, Combat begins!</p><p>In Combat, lots of individuals take actions in a short space of time, many of them in direct opposition to each other. You will still be taking Tests to resolve these actions, but timing and a host of other factors become more important, so we have some rules to make everything work.</p><h3>Timing</h3><p>In Combat, the exact timing of actions matters more, so time is organised into:</p><ul><li><p><strong>Rounds</strong>: A Round is enough time for all characters to attempt a Test and move into position. It’s normally a just few seconds, the GM can decide exactly how long if necessary.</p></li><li><p><strong>Turns</strong>: During a Round, each combatant has a Turn to perform an Action and a Move.</p></li><li><p><strong>Initiative Order</strong>: Each combatant usually takes their Turn in order of their Initiative Characteristic, from highest to lowest.</p></li></ul><h3>Combat Summary</h3><p>Combat follows these steps until one side flees or is defeated:</p><ol><li><p><strong>Determine Surprise</strong>: The GM determines if any characters are @Condition[Surprised]. This normally only happens on the first round of combat. See the section below.</p></li><li><p><strong>Round Begins</strong>: If the rules call for something to happen at the start of the Round, it happens now.</p></li><li><p><strong>Characters Take Turns</strong>: Each combatant takes a Turn in Initiative order, starting with the highest Initiative. Each Character can normally perform a Move and an Action on their Turn (see @UUID[.wmA76Q2zJJ9HrkvA#taking-your-turn]{Taking Your Turn}).</p></li><li><p><strong>Round Ends</strong>: The Round ends when all combatants have taken a Turn. If the rules call for something to happen at the <em>end of the Round</em>, it happens now.</p></li><li><p><strong>Repeat Steps 2–5 As Required</strong>: Continue to play through Rounds until the combat is resolved.</p></li></ol><h3>Initiative Order</h3><p>Combatants act in Initiative order during the Round, with the highest Initiative acting first, until all involved have taken a Turn. If you want this to work quickly at the table, have the players sit in Initiative order. If multiple combatants have the same Initiative, they act in order from the highest Agility to the lowest. If they also have the same Agility, then roll an Opposed Agility Test, with the winner choosing who goes first for the combat. Some Talents impact combat order (see @UUID[JournalEntry.6zOdTLv3YeYeJ4hR]{Skills and Talents}).</p><p><strong>Example</strong>: <em>Tollich, with an Initiative of 38, always acts ahead of his companion, Perdita who has an Initiative of 33. If they attack a coven of cultists, each with Initiative 35, the combat order would be: Tollich (38), the Cultists (35), Perdita (33).</em></p><blockquote class=\"sidebar\"><h3 class=\"no-toc\" style=\"text-transform:uppercase;text-align:center\"><em>Roll For Initiative!</em></h3><p><em>Some groups prefer to randomise Initiative. There are several ways to do this, choose your favourite:</em></p><ul><li><p><em>Each character rolls an Initiative Test to determine a SL.</em></p></li><li><p><em>Each character rolls 1d10 and adds it to their Initiative.</em></p></li><li><p><em>Each character rolls 1d10 and adds it to their Agility Bonus + Initiative Bonus.</em></p></li></ul><p><em>The GM notes the results in decreasing numerical order and uses this as the Initiative Order. You could use this order for every Round (quickest option) or roll each Round (gives some variety to the order; slow characters have the chance to not always go last).</em></p><h3 class=\"no-toc\" style=\"text-transform:uppercase;text-align:center\"><em>Rounds Outside Combat</em></h3><p><em>Out of combat, the exact timing of those actions is usually flexible. Sometimes it is helpful to use Rounds outside of Combat to help organise everyone’s contributions; for example, Extended Tests happen over several rounds, with one Test taken each Round. (see @UUID[.lQThXbnpgQ30VBXR#extended-tests]{Extended Tests}).</em></p></blockquote><h3>Surprise</h3><p>Taking your enemy by surprise gives you a big advantage. If one side is planning an attack, they can attempt to harness the element of surprise by:</p><ul><li><p><strong>Hiding</strong>: Make a successful Stealth Test in appropriate cover. Characters may oppose this with a Perception Test if they are wary, or if the GM is feeling generous.</p></li><li><p><strong>Sneaky Tactics</strong>: Attack from behind, in the dark, through heavy fog, or from above! The GM may allow a Perception Test to spot the incoming attackers if appropriate.</p></li><li><p><strong>Distractions</strong>: Loud bangs, milling crowds and an especially engaging sermon are just some of the distractions that could harbour a surprise attack!</p></li><li><p><strong>Unprepared Defenders</strong>: If the enemy are particularly unwary, the attackers automatically surprise their victims. Something Else: Other sneaky and ingenious plans concocted by cunning players — the GM has the final call on the possibility of surprise.</p></li></ul><p>If there is a chance the ambushers will be spotted, the GM will typically call for <strong>Opposed Stealth vs Perception</strong> Test, usually with the character with the worst Stealth opposing all potential spotters. If the ambusher wins, each defeated character gains the @Condition[Surprised] Condition.</p><p>If no-one is surprised, proceed with the combat as normal.</p><p>If anyone is surprised, they can use a Resolve point to remove the @Condition[Surprised] Condition.</p><blockquote class=\"sidebar\"><h3 class=\"no-toc\" style=\"text-transform:uppercase;text-align:center\"><em>Surprise Talents!</em></h3><p><em>Even in situations where the GM states there is no chance of spotting incoming ambushers, some Talents allow Surprise to be avoided. See @UUID[JournalEntry.6zOdTLv3YeYeJ4hR]{Skill and Talents} for more on this.</em></p><p><em><strong>Example</strong>: </em>Tollich and Perdita fall foul of an ambush by gore-smeared Cultists of the Blood God. The combat begins when the Cultists storm from their hiding places, revealing their positions. The GM decides Tollich and Perdita are surprised as they were having a vigorous debate, and neither was at all prepared for an ambush. However, Tollich has the Combat Aware Talent, which grants a Challenging (+0) Perception Test to avoid Surprise; for Tollich, this is 41. He rolls 23, showing his well-honed instincts have spotted something is wrong. So, for the first round, only Perdita takes the Surprised Condition; Tollich and the Cultists act as normal.</p></blockquote><div class=\"journal-image\"><img class=\"fit\" src=\"modules/wfrp4e-core/art/other/beastmen-fight.webp\" /></div><h3>Taking Your Turn</h3><p>Combat is a dynamic, disorientating experience, with friend and foe desperately weaving around each other, blades flashing as thrust follows parry follows gunshot.</p><p>The GM describes the situation — where everyone is, what your surroundings are like — and you can ask for more details to flesh things out and help plan your action. ‘How thick is the chandelier rope? Could an arrow cut it?’, for example. When it’s your Turn, you’ll make your Move and take Action!</p><p>On your Turn you have a Move and an Action, you can take these in any order — it’s presumed you are probably doing both at the same time, and you can freely describe them as one combined manoeuvre. You can also skip taking an Action or Move, though you won’t get another opportunity until the next Round!</p><p>Vivid descriptions of what you do will bring the Combat to life. Rather than declare your action is, ‘hit the Goblin’, it’s much more fun to say, ‘I Kick the chair in front of me towards the Goblins and lunge with my sword at the closest one’s throat’. You never know, the GM might reward you with the odd bonus for great roleplaying. This goes for the resolution of your Action too — the GM will describe the outcome, but you can certainly embellish it!</p><h4>Move</h4><p>In most circumstances, exact distances don’t matter too much. Use your Movement Characteristic as a guide to the ground you can cover, and the GM will let you know if the move will take more than one Turn. Reaching difficult places, perhaps by climbing or jumping, will also use your Action if you need to Test a Skill to get there (perhaps with a Climb or Athletics Test).</p><p>If you are not already fighting someone, you can also use your Move to Charge into close combat, gaining +1 Advantage (see @UUID[.wmA76Q2zJJ9HrkvA#advantage]{Advantage}). For more on this, and for a detailed breakdown of movement speeds, leaping distances, and more, see @UUID[.bdfiyhEYtKs7irqc]{Moving}.</p><div class=\"journal-image centered\"><img src=\"modules/wfrp4e-core/art/spot/spot-crossed-pistols.webp\" width=\"186\" height=\"241\" /></div><h4>Action</h4><p>In combat, your Action is used to do something. Whether that’s swing a sword at a Mutant, jump from rooftop to rooftop, or take a moment to gauge the situation, that’s up to you. Your Action is only limited by your imagination, the physical constraints of the fight location and the capabilities of your Character.</p><p>Describe what you want your Character to do. The GM will then tell you if you need to make a Test to succeed at your planned Action. The results will then be narrated by you and the GM, ending your Action.</p><p>For a detailed breakdown of how to use your Action to attack another Character, refer to Attacking. If you would like to use prayers or magic, refer to either @UUID[JournalEntry.NcH9OhleJFfaUdon]{Religion and Belief} or @UUID[JournalEntry.YBVrpUHEjohB1H4f]{Magic}. @UUID[JournalEntry.6zOdTLv3YeYeJ4hR]{Skills and Talents} also contains many examples of how to use your Skills during combat.</p><p><strong>Example</strong>: <em>Molli looks on nervously from behind a barrel as Salundra is beset by the flying fists of three pub brawlers keen to put the young captain in her place. On her Turn, Molli’s player asks if the pub has an upper floor. The GM confirms it does, and that it has a balcony overlooking the fight. Smiling, the player declares Molli will sprint upstairs and push a table down on the fight to help break it up using both her Move and Action. Given the upper floor isn’t far away, the GM decides Molli can get there in a single Round but pushing the small table there will take a little effort.</em></p><p><em>The GM calls for an Average (+20) Athletics Test to heft the table over the balcony. Molli’s Athletics is 34, so she needs to roll 54 or under. She rolls 21, for +3 SL, and the table flies! Molli shouts out as the table tips: ‘Stop fighting!’ The GM states all combatants below must perform an Opposed Dodge Test against the +3 SL</em> or be hit by the table. Unfortunately, only Salundra fails this, and the table lands squarely on her head…</p><h4>Free Actions</h4><p>Some things you’ll want your Character to do won’t count as your Action for the round — such as shouting a warning, drawing your weapon, or drinking a potion. It’s the GM’s decision on what takes up your Action, and what you can do in a Round. A good general guide is that if an act requires you to make a Test, it is an Action rather than a Free Action.</p><blockquote class=\"sidebar\"><h3 class=\"no-toc\" style=\"text-transform:uppercase;text-align:center\"><em>Options: On The Defensive</em></h3><p><em>What if you want to prepare to dodge or parry incoming blows, to hold a defensive position in a doorway, or use Language (Magick) to deploy an array of dispels? As your Action, choose a Skill to use defensively and you will get +20 to defensive Tests using the Skill until the start of your next Turn.</em></p><blockquote class=\"foundry-note\"><p>You can add the <strong>On the Defensive</strong> effect on the Effects tab of the character sheet, make sure to fill in whatever skill you're using inside the brackets of the effect's label.</p><p>If used often, simply disable the effect instead of deleting it to avoid remaking it each time.</p></blockquote></blockquote><h3>Attacking</h3><p>One of the most common Actions is to attack an opponent. To make a ranged attack, your weapon must be in range (see @UUID[JournalEntry.sLomXnc8R8518cWN.JournalEntryPage.wdXywmb7FBVipOw8]{Consumers’ Guide} for weapon ranges) and your target visible in line-of-sight. For melee attacks, you must be adjacent your target with a weapon ready (see Engaged).</p><blockquote class=\"sidebar\"><h3 class=\"no-toc\" style=\"text-transform:uppercase;text-align:center\"><em>Default Combat Difficulty</em></h3><p><em>During combat, all Difficulty is assumed to be <strong>Challenging (+0)</strong>. So, if no Difficulty is expressly mentioned in the rules, use Challenging.</em></p></blockquote><h4>1: Roll to Hit</h4><p>Melee: To attack, perform an Opposed Melee Test with your Opponent (both you and your opponent Test your @UUID[JournalEntry.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f]{Melee Skill}). Whoever scores the highest SL wins. If you win the Test, you hit your opponent and gain +1 Advantage. If you lose the Opposed Test, your opponent gains +1 Advantage and your Action is finished.</p><p><strong>Ranged</strong>: Roll a <strong>Ranged</strong> Test for the weapon you’re using. If you are successful, you hit your opponent and gain +1 Advantage. If you fail, your Action is over. Your opponent doesn’t gain Advantage in ranged combat.</p><p>In both melee and ranged Combat, it’s possible to score an impressive hit called a Critical, or to make a mistake, called a Fumble. See Criticals and Fumbles in the section below.</p><p><strong>Summary</strong>: <em>Test to hit your opponent with your weapon. This Test is Opposed in melee. Any winner gains +1 Advantage.</em></p><h4>2: Determine Hit Location</h4><p>If you successfully hit, find out where — reverse the roll to hit and compare this number to the Hit Locations table. So, a roll of 23 to hit would become 32 on the table, a hit on the Right Arm.</p><blockquote class=\"foundry-note\"><p>To remove some of the issues with reversing hit location, a second 1d100 roll is made for the hit location.</p></blockquote><p>Creatures with different body shapes may use different hit location tables. Refer to @UUID[JournalEntry.3ZynTGhFpgwv6l1n.JournalEntryPage.UyUu4g8GQRp16paM#creature-hit-locations]{Bestiary} for more on the different Hit Location tables.</p><p><strong>Summary</strong>: <em>Reverse your ‘Roll to hit’ Test result to determine a Hit Location.</em></p><h4>3: Determine Damage</h4><p>Once you have determined the hit location, it is time to work out how much Damage you deal. Each weapon has a Weapon Damage characteristic (see @UUID[JournalEntry.sLomXnc8R8518cWN.JournalEntryPage.wdXywmb7FBVipOw8]{Weapons}). This is usually your modified Strength Bonus for melee weapons, or a fixed number for ranged weapons. Take the SL of your Opposed Test and add it to the Weapon Damage of the weapon you’re using. This final number is your Damage.</p><p><strong>Summary</strong>: <em>Damage = Weapon Damage + SL</em></p><h4>4: Apply Damage</h4><p>Using the Damage and the Hit Location you struck, you now see how many Wounds your opponent loses from your attack. Subtract your opponent’s Toughness Bonus and any Armour Points protecting the Hit Location from your Damage. The remaining Damage is suffered as Wounds by your opponent. If this is 1 or less, your opponent has shrugged off the worst of the attack and only loses 1 Wound. Should the Wounds lost exceed your opponent’s remaining Wounds total, your opponent takes a @UUID[JournalEntry.NS3YGlJQxwTggjRX.JournalEntryPage.WCivInLZrqEtZzF4#critical-wounds]{Critical Wound} and gains the @Condition[Prone] Condition.</p><p><strong>Summary</strong>: <em>Wounds Suffered = Damage – opponent’s (Toughness Bonus + Armour Points)</em></p><p> </p><blockquote class=\"sidebar\"><h3 class=\"no-toc\" style=\"text-transform:uppercase;text-align:center\"><em>Opposing A Melee Attack</em></h3><p><em>You can Oppose an incoming melee attack with more than just your Melee Skill. The most obvious choice is Dodge, which allows you to avoid incoming blows, but @UUID[JournalEntry.6zOdTLv3YeYeJ4hR]{Skills and Talents} lists many other Skills that just might be useful in combat, including Intimidate, Charm, Leadership, and more. If your GM thinks it’s appropriate for the situation, and you’re happy missing out on the opportunity to score a Critical Hit against your opponent, then why not give it a go.</em></p></blockquote><h4>Engaged</h4><p>Whenever you attack an opponent, or are attacked, in melee combat, you count as Engaged. This means you are tussling with each other in a fight, and others rules (due to Talents, Spells, etc.) for being Engaged might apply. If you don’t attack each other for a full Round, you are no longer Engaged.</p><blockquote class=\"sidebar\"><h3 class=\"no-toc\" style=\"text-transform:uppercase;text-align:center\"><em>Success Levels in Combat</em></h3><p><em>In combat, SL is used to determine damage, rather than getting a result from the Outcome Table. To mix this up a little, Tests in combat also use Criticals and Fumbles.</em></p></blockquote><h3>Criticals and Fumbles</h3><p>During the cut and thrust of combat, accidents, mistakes, and moments of extraordinary skill can happen in quick succession. To represent the unpredictable extremes of a life-or-death skirmish, there are Criticals — extraordinarily good hits — and Fumbles — egregious errors.</p><h4>Criticals</h4><p>Any successful Melee or Ranged Test that also rolls a double causes a Critical. This means you have dealt a significant blow, and it even happens when you are the defender in an opposed Test.</p><p>If you score a Critical, your opponent receives an immediate Critical Wound as your weapon strikes true. See @UUID[.WCivInLZrqEtZzF4#critical-wounds]{Critical Wounds} for more on what this means. Beyond that, SL is calculated as normal, as is who wins any Opposed Tests.</p><blockquote class=\"sidebar\"><h3 class=\"no-toc\" style=\"text-transform:uppercase;text-align:center\"><em>Options: Deathblow</em></h3><p><em>Some players like a heroic approach to combat, with characters able to wade through lesser foes. If this suits your style of play, use the following rule:</em></p><p><em>If you kill a melee opponent in a single blow, you may move into the space the character occupied and attack another opponent if there is one available. You may keep doing this a number of times equal to your Weapon Skill Bonus, and may not attack the same Character more than once on the same Turn. Some creatures (see @UUID[JournalEntry.3ZynTGhFpgwv6l1n]{Bestiary}}) are so big they can activate this rule without killing any opponents.</em></p></blockquote><h4>Fumbles</h4><p>The converse of Criticals, any failed combat Test that also rolls a double is a Fumble, which means something very unfortunate has occurred. To determine what happens, roll on the @Table[oops]{Oops! Table}.</p><blockquote class=\"sidebar\"><h3 class=\"no-toc\" style=\"text-transform:uppercase;text-align:center\"><em>Opposed Tests and Fumbles</em></h3><p><em>During an Opposed Test, it is possible to Fumble and still win if you score a higher SL than your opponent. This is fine, and not a little hilarious, as you ineffectually tussle with your even worse opponent, potentially injuring yourself in the process.</em></p><p><em><strong>Example</strong>: </em>Molli swipes her dagger at her opponent and rolls 66 for a fumble with -3 SL, but her opponent rolls 92 for -5 SL. So, Molli wins with +2 SL over her opponent, gaining +1 Advantage, which she may quickly lose as she also has to roll on the Oops! Table to see what unfortunate accident will befall her.</p><h3 class=\"no-toc\" style=\"text-transform:uppercase;text-align:center\"><em>Misfires!</em></h3><p><em>If you are using a Blackpowder, Engineering, or Explosive weapon, and roll a Fumble that is also an even number — 00, 88, and so on — your weapon Misfires, exploding in your hand. You take full Damage to your Primary Arm location using the units die as an effective SL for the hit, and your weapon is destroyed.</em></p></blockquote><h3>Ranged Combat</h3><p>There are some extra considerations that apply to ranged attacks:</p><ul><li><p>Ranged attacks cannot be opposed with Melee Skills unless you have a large enough shield (see @UUID[JournalEntry.sLomXnc8R8518cWN.JournalEntryPage.wdXywmb7FBVipOw8#shield-(rating)]{Shield}), or if they are at Point Blank range (see @UUID[JournalEntry.sLomXnc8R8518cWN.JournalEntryPage.wdXywmb7FBVipOw8#weapon-range]{Weapon Range}), where it is also allowable to Dodge.</p></li><li><p>You cannot make ranged attacks whilst Engaged, unless you are armed with a ranged weapon that has the @UUID[JournalEntry.sLomXnc8R8518cWN.JournalEntryPage.wdXywmb7FBVipOw8#pistol]{Pistol} Quality.</p></li><li><p>If you use your Ranged Skill when you are Engaged with your target, the target may Oppose your attack with any Melee Skill.</p></li></ul><h3>Combat Difficulty</h3><p>Combat Tests can be modified in the same manner as other Tests. These modifiers can be used to reflect the effects of terrain, the weather, and a variety of other factors. The following are some of the most common modifiers encountered in combat. For situations not covered here, use these as a guide. Remember, the GM has final say about the difficulty of any particular Test.</p><table style=\"width:100%\" border=\"1\"><tbody><tr><td><strong>Difficulty</strong></td><td><strong>Modifier</strong></td><td><p><strong>Example</strong></p></td></tr><tr><td>Very Easy</td><td>+60</td><td><p>Shooting a Monstrous target (Giant size).</p><p>Shooting into a crowd (13+ targets)</p></td></tr><tr><td>Easy</td><td>+40</td><td><p>Shooting a target at Point Blank Range (see @UUID[JournalEntry.sLomXnc8R8518cWN.JournalEntryPage.wdXywmb7FBVipOw8#weapon-range]{Weapon Range}).</p><p>Shooting an Enormous target (Griffon size).</p><p>Attacking an opponent you outnumber 3 to 1.</p><p>Shooting at a Large group (7–12 targets).</p></td></tr><tr><td>Average</td><td>+20</td><td><p>Shooting a Large target (Ogre size).</p><p>Shooting at Short Range: less than half weapon range.</p><p>Shooting at a small group (3–6 targets)</p><p>Shooting when you spent your last Action aiming (no Test to aim required).</p><p>Attacking an Engaged opponent in the sides or rear.</p><p>Attacking an opponent you outnumber 2 to 1.</p><p>Attacking a target with the @Condition[Prone] Condition.</p></td></tr><tr><td>Challenging</td><td>+0</td><td><p>A standard attack.</p><p>Shooting an Average target (Human size).</p></td></tr><tr><td>Difficult</td><td>–10</td><td><p>Attacking whilst you have the @Condition[Prone] Condition, or otherwise beneath your target.</p><p>Attacking whilst in the mud, heavy rain or difficult terrain.</p><p>Shooting at Long Range: up to double weapon range.</p><p>Shooting on a Round where you also use your Move.</p><p>Shooting a small target (Child size).</p><p>Target in soft cover (behind a hedge for example).</p></td></tr><tr><td>Hard</td><td>–20</td><td><p>A called shot to a specific Hit Location. If you succeed you hit that location.</p><p>Fighting in an enclosed space with a weapon with a Length longer than Average.</p><p>Shooting targets concealed by fog, mist or shadow.</p><p>Attacking in a monsoon, hurricane, thick blizzard, or other extreme weather.</p><p>Dodging when you have the @Condition[Prone] Condition, or are mounted (see @UUID[.wmA76Q2zJJ9HrkvA#mounted-combat]{Mounted Combat}}.</p><p>Close combat in darkness.</p><p>Shooting a Little target (Cat size).</p><p>Using a weapon in your off hand.</p><p>Target in medium cover (wooden fence for example).</p></td></tr><tr><td>Very Hard</td><td>–30</td><td><p>Attacking or dodging in the deep snow, water or other arduous terrain.</p><p>Shooting a tiny target (Mouse size).</p><p>Shooting at Extreme range, up to three times weapon range.</p><p>Shooting in darkness.</p><p>Target in hard cover (behind stone wall, for example)</p></td></tr></tbody></table><blockquote class=\"sidebar\"><h3 class=\"no-toc\" style=\"text-transform:uppercase;text-align:center\"><em>Combining Difficulties</em></h3><p><em>There will be instances where multiple factors make taking a particular action more difficult than normal. Lurking in a gloomy forest as you attempt to shoot at a distant opponent through the trees is harder than shooting at the same opponent on a bright day in an open field. When combining multiple difficulties, use the following guidelines:</em></p><ul><li><p><em>If the situation would apply two or more penalties, simply add the modifiers together to a maximum of –30 or Very Hard. For example, fog and aiming for a specific body part both make Weapon Skill Tests <strong>Hard (–20)</strong>. When combined, the Test would simply be <strong>Very Hard (–30)</strong>, rather than suffer a –40 modifier. Similarly, if the situation would apply two or more bonuses, add the modifiers together to a maximum of +60 or Very Easy.</em></p></li><li><p><em>If the situation would apply a penalty and a bonus, add them together to find the new difficulty. Attacking an opponent while standing in deep snow normally requires a <strong>Very Hard (–30)</strong> Test. But attacking an opponent who is Prone requires an <strong>Easy (+20)</strong> Test. In a situation where both apply, the Test would be <strong>Difficult (–10)</strong> since –30 plus +20 equals –10.</em></p></li></ul><h3 class=\"no-toc\" style=\"text-transform:uppercase;text-align:center\"><em>Options: Shooting Into Melee</em></h3><p><em>For most, simply choosing a target and rolling to hit is enough of a complication. However, some prefer the rules be more precise when firing at an Engaged target. If this is you, use the following rules:</em></p><p><em>Ballistic Skill Tests against Engaged opponents are resolved as normal, but suffer a penalty of –20 as you try your best to hit your specified target. If this modifier causes you to fail when the Test would otherwise have succeeded, you instead hit one of the target’s Engaged opponents, as determined randomly by the GM. If you do not care whom you hit, you may gain a bonus of +20 to +60 to hit, see <strong>Shooting into a Group</strong> below.</em></p></blockquote><h4>Helpless Targets</h4><p>Melee Tests made to hit a sleeping, unconscious, or otherwise helpless target automatically succeed. Check the @Condition[Unconscious] Condition for more on this.</p><h4>Shooting into a Group</h4><p>Ranged Tests made to hit a group of targets are <strong>Average (+20)</strong> if there is 3-6 of them, <strong>Easy (+40)</strong> if there are 7-12 of them, and <strong>Very Easy (+60)</strong> if there is 13 or more of them. Any successful hits are randomised between all likely targets as the GM prefers. If this modifier allows you to hit when the Test would otherwise have failed, you succeed with +0 SL.</p><h4>Outnumbering</h4><p>If you out-number an opponent 2 to 1, you gain a bonus of +20 to hit your opponent in melee combat. If you outnumber an enemy by 3 to 1, you get an even larger bonus of +40 to hit. Further, at the end of every Round, all outnumbered opponents lose 1 Advantage. Outnumbering is generally determined by how many Characters are Engaged with each other; if there is any doubt, the GM decides who is outnumbering whom.</p><h4>Size</h4><p>Size is an important factor when shooting at a target: it is far easier to hit a barn door than an apple. For more on Size, refer to . If this modifier allows you to hit when the Test would otherwise have failed, you succeed with +0 SL.</p><table style=\"width:100%;height:136px\" border=\"1\"><tbody><tr style=\"height:17px\"><td style=\"height:17px\"><strong>Size</strong></td><td style=\"height:17px\"><strong>Height or Length</strong></td><td style=\"height:17px\"><strong>Examples</strong></td><td style=\"height:17px;text-align:center\"><strong>Modifier</strong></td></tr><tr style=\"height:17px\"><td style=\"height:17px\">Tiny</td><td style=\"height:17px\">Less than a foot</td><td style=\"height:17px\">Butterfly, Mouse, Pigeon</td><td style=\"height:17px;text-align:center\">-30</td></tr><tr style=\"height:17px\"><td style=\"height:17px\">Little</td><td style=\"height:17px\">Up to 2 feet</td><td style=\"height:17px\">Cat, Hawk, Human Baby</td><td style=\"height:17px;text-align:center\">-20</td></tr><tr style=\"height:17px\"><td style=\"height:17px\">Small</td><td style=\"height:17px\">Up to 4 feet</td><td style=\"height:17px\">Giant Rat, Halfling, Human Child</td><td style=\"height:17px;text-align:center\">-10</td></tr><tr style=\"height:17px\"><td style=\"height:17px\">Average</td><td style=\"height:17px\">Up to 7 feet</td><td style=\"height:17px\">Dwarf, Elf, Human</td><td style=\"height:17px;text-align:center\">0</td></tr><tr style=\"height:17px\"><td style=\"height:17px\">Large</td><td style=\"height:17px\">Up to 12 feet</td><td style=\"height:17px\">Horse, Ogre, Troll</td><td style=\"height:17px;text-align:center\">+20</td></tr><tr style=\"height:17px\"><td style=\"height:17px\">Enormous</td><td style=\"height:17px\">Up to 20 feet</td><td style=\"height:17px\">Griffon, Wyvern, Manticore</td><td style=\"height:17px;text-align:center\">+40</td></tr><tr style=\"height:17px\"><td style=\"height:17px\">Monstrous</td><td style=\"height:17px\">20 feet+</td><td style=\"height:17px\">Dragon, Giant, Daemon Prince</td><td style=\"height:17px;text-align:center\">+60</td></tr></tbody></table><h3>Two-Weapon Fighting</h3><p>Some warriors prefer to fight with a weapon in each hand — such as using a sword and sword-breaker, or a sword and a shield. The following applies when you are fighting with two weapons. </p><ul><li><p>You may use any one-handed close combat weapon or any pistol when fighting with two weapons.</p></li><li><p>You may use either hand to make an attack. Attacks made using your secondary hand suffer a –20 penalty to any applicable Test.</p></li><li><p>If you have the @UUID[Compendium.wfrp4e-core.items.URwIDtInCsxOoGqM]{Dual Wielder} Talent you may be able to attack with both weapons.</p></li></ul><h3>Scatter</h3><p>On a failed <strong>Ranged (Throwing)</strong> Test, roll on the @Table[scatter]{Scatter Table} to see where your weapon lands. ‘T’ marks the target.</p><p>A roll of 1-8 provides a direction: roll [[/r 2d10]] to determine the distance the weapon scatters in yards — it scatters no more than half the distance between you and the target. A roll of 9 and the weapon lands at your feet. A 10, and it lands at your target’s feet. Scatter can be used whenever a random direction is required.</p><h3>Unarmed Combat</h3><p>Not every fight in <strong>WFRP</strong> involves guns or swords. Many conflicts are settled with good, old-fashioned fisticuffs. A successful Melee (Brawling) Test for unarmed combat is handled in the same way as any other combat Test, but you have one extra option: you may enter a Grapple!</p><h4>Grappling</h4><p>Instead of inflicting damage with an unarmed attack, you can attempt to Grapple and immobilise your opponent. You must declare this is your intent before rolling to hit your opponent. If you win the Opposed Test, you and your opponent are Grappling, and your opponent gains the @Condition[Entangled] Condition. If you begin your turn Grappling, you may break the Grapple if you have a higher Advantage than your opponent, and do not count as being Engaged for your Move; otherwise, you must make an <strong>Opposed Strength</strong> Test for your Action. If you win, you can do one of the following:</p><ul><li><p>Deal SB + SL Damage using your Strength roll to determine the Hit Location affected. You ignore any Armour Points as you wrench arms and pull muscles.</p></li><li><p>Either:</p><ol><li><p>Give your opponent an @Condition[Entangled] Condition, or</p></li><li><p>Remove an @Condition[Entangled] Condition from yourself, plus lose an extra one for each SL by which you win.</p></li></ol></li></ul><p>If you lose the Opposed Test, you can do nothing but struggle as your opponent gains +1 Advantage.</p><p>Those outside the Grapple gain a +20 bonus to hit the grapplers with the lowest Advantage, and a +10 bonus to hit to the grappler with the highest Advantage. </p><blockquote class=\"sidebar\"><h3 class=\"no-toc\" style=\"text-transform:uppercase;text-align:center\"><em>Options: Grappling With Skills</em></h3><p><em>If you are Grappling, your GM may allow you to perform a Test other than an Opposed Strength Test according to the situation. Perhaps Language (Magick) to cast a spell, or Charm to wheedle your way free, or Leadership to order your grappler to stand down? As long as your GM is happy with this, roll those dice and see what happens. But if you fail, note that you will not be concentrating on the Grapple, so the GM may rule you gain an extra @Condition[Entangled] Condition, which could make things very tricky!</em></p></blockquote><h3>Mounted Combat</h3><p>Riding into Combat, sword swinging, guns blazing, is not only terrifying for those on the receiving end, it also brings bonuses to the rider. Mounted Combat uses the same rules as any other Combat, with the following additions:</p><ul><li><p>For the purposes of your Move, riders count as having the Movement Attribute of their mount. Further, riders take Ride Tests for any tests to Run, Jump or similar, and use their mount’s Movement Attribute.</p></li><li><p>Any melee attack from a Rider on a target smaller than their Mount gains a bonus of +20 to hit.</p></li><li><p>If you are rolling to hit a mounted character, you choose whether to hit the rider or the mount. If you are in close combat, you also suffer a penalty of –10 to your Melee Test if you target the rider and are smaller than the mount (see @UUID[.wmA76Q2zJJ9HrkvA#size]{Size}).</p></li><li><p>A Mount without the @UUID[Compendium.wfrp4e-core.items.IPKRMGry6WotuS1G]{Skittish} Trait is effectively another combatant, and may use its own Action to attack Engaged targets.</p></li><li><p>When Charging, you may use the Strength and Size rules of your mount for the purposes of calculating Damage.</p></li><li><p>When riding, you suffer a penalty of –20 to any attempts to use the Dodge Skill unless you have the @UUID[Compendium.wfrp4e-core.items.FjTnaxixsu1ShNNr]{Trick Riding} Talent.</p></li></ul><p><strong>Note</strong>: Most mounts are bigger than Characters, meaning they may cause Fear or Terror, and gain other combat advantages as explained on @UUID[Compendium.wfrp4e-core.items.8slW8CJ2oVTxeQ6q]{Size}.</p><h3>Advantage</h3><p>Advantage represents your momentum in combat, and is gained when you outwit, defeat, or otherwise dominate your opponents. It is recorded with tokens — be these coins, cards, chits, counters, or specially designed Advantage tokens — or by a tally sheet on scrap paper.</p><blockquote class=\"sidebar\"><h3 class=\"no-toc\" style=\"text-transform:uppercase;text-align:center\"><em>Options: Limiting Advantage</em></h3><p><em>Some GMs prefer a more controlled combat environment that isn’t so influenced by the whimsy of dice and luck. As Advantage can swing wildly during the course of a battle, and can have a significant impact, consider using one of the following optional rules if you wish to contain this:</em></p><ul><li><p><em>Advantage has an upper level equal to each Character’s Initiative Bonus.</em></p></li><li><p><em>Cap Advantage at a pre-arranged limit, such as 2, 4, or more. 10 also works well as you can easily track it with 1d10.</em></p></li></ul></blockquote><h4>Gaining Advantage</h4><p>Advantage is secured each time you win an Opposed Test in combat, you assess the battlefield using your Skills, or when your spirits are lifted. The following provides some examples of this, but is far from exhaustive, and the GM is encouraged to hand out Advantage tokens as suits the circumstances.</p><ul><li><p><strong>Surprise</strong>: Attacking @Condition[Surprised] enemies brings +1 Advantage.</p></li><li><p><strong>Charging</strong>: @UUID[.bdfiyhEYtKs7irqc#charging]{Charging} headlong into combat grants +1 Advantage.</p></li><li><p><strong>Assess</strong>: If you use one of your Skills to secure a tactical advantage, gain +1 Advantage. See individual Skill descriptions in @UUID[JournalEntry.6zOdTLv3YeYeJ4hR]{Skills and Talents} for more details concerning this.</p></li><li><p><strong>Victory</strong>: Whenever you defeat an important NPC, gain +1 Advantage. Subduing a party nemesis may grant +2 Advantage.</p></li><li><p><strong>Winning</strong>: If you win an Opposed Test during combat gain +1 Advantage.</p></li><li><p><strong>Outmanouevre</strong>: If you wound an opponent without engaging in an Opposed Test, gain +1 Advantage.</p></li></ul><p>There is also an array of Talents that secure Advantage. Refer to @UUID[JournalEntry.6zOdTLv3YeYeJ4hR]{Skills and Talents} for more on this.</p><h4>Benefits of Advantage</h4><p>Each Advantage you secure adds +10 to any appropriate combat Test or @UUID[.5w5YLPNd6AaU4f85#psychology-test]{Psychology Test}. Thus, if you have 5 Advantage tokens, you have an impressive +50 bonus to hit, defend, and resist the influence of others.</p><h4>Losing Advantage</h4><p>If you lose an Opposed Test during combat, suffer any @UUID[.SjuV1vgbgM49pFpP]{Conditions}, or lose any Wounds, you automatically lose all Advantage. Further, should the combat end, all Advantage you’ve gained is lost. Lastly, if you have accrued no Advantage for the Round, or end the Round outnumbered, you lose 1 point. Advantage can also be used to @UUID[.bdfiyhEYtKs7irqc#disengaging]{Disengage} from combat. There are also Skills and Talents that cause you to lose Advantage, or transfer Advantage to another character. For more on these, read @UUID[JournalEntry.6zOdTLv3YeYeJ4hR]{Skills and Talents}.</p>"
|
||
},
|
||
"Moving": {
|
||
"name": "Moving",
|
||
"text": "<div class=\"journal-image float-right\"><img src=\"modules/wfrp4e-core/art/other/hat-fight.webp\" width=\"172\" height=\"236\" /></div><p>The amount of detail needed for movement depends on how you track where everyone is. Many prefer to use the ‘theatre of the mind’ method, where you describe relative positions and distance, and the GM adjudicates if it’s possible to undertake the Move or Action each player describes. Even during tightly controlled combat Rounds, it is usually enough to narrate how your character negotiates the frenetic action, leaping barrels, sprinting for cover, or dancing around opponents as required.</p><p>Other groups use floorplans, grids, tokens, and Citadel Miniatures to represent where the combatants are standing, and this method needs a bit more specific information on distance and movement. If you do this, we recommend a 1-inch grid, with each square representing a distance of 2 yards in the game world. This means if you have Movement 4, you can normally move 4 squares. Humans, Mutants, and other similarly-sized creatures occupy a single square on the map. Larger creatures can take up 2, 4, or even more squares, according to their @UUID[Compendium.wfrp4e-core.items.8slW8CJ2oVTxeQ6q]{Size} trait. If you prefer to go gridless, keep the 1 Movement = 2 yards scale.</p><h3>Moving During Combat</h3><p>The Movement Table shows how many yards you can normally move in a single Turn, either Walking or Running, without having to make an Athletics Test to sprint. Doing this will use your Move for your Turn.</p><table border=\"1\"><tbody><tr><td style=\"text-align:center\"><strong>Movement</strong></td><td style=\"text-align:center\"><strong>Walk (yards)</strong></td><td style=\"text-align:center\"><strong>Run (yards)</strong></td></tr><tr><td style=\"text-align:center\">0</td><td style=\"text-align:center\">0</td><td style=\"text-align:center\">0</td></tr><tr><td style=\"text-align:center\">1</td><td style=\"text-align:center\">2</td><td style=\"text-align:center\">4</td></tr><tr><td style=\"text-align:center\">2</td><td style=\"text-align:center\">4</td><td style=\"text-align:center\">8</td></tr><tr><td style=\"text-align:center\">3</td><td style=\"text-align:center\">6</td><td style=\"text-align:center\">12</td></tr><tr><td style=\"text-align:center\">4</td><td style=\"text-align:center\">8</td><td style=\"text-align:center\">16</td></tr><tr><td style=\"text-align:center\">5</td><td style=\"text-align:center\">10</td><td style=\"text-align:center\">20</td></tr><tr><td style=\"text-align:center\">6</td><td style=\"text-align:center\">12</td><td style=\"text-align:center\">24</td></tr><tr><td style=\"text-align:center\">7</td><td style=\"text-align:center\">14</td><td style=\"text-align:center\">28</td></tr><tr><td style=\"text-align:center\">8</td><td style=\"text-align:center\">16</td><td style=\"text-align:center\">32</td></tr><tr><td style=\"text-align:center\">9</td><td style=\"text-align:center\">18</td><td style=\"text-align:center\">36</td></tr><tr><td style=\"text-align:center\">10</td><td style=\"text-align:center\">20</td><td style=\"text-align:center\">40</td></tr></tbody></table><h4>Charging</h4><p>If you are not Engaged in combat already, you can use your Move to Charge. If you Charge, your Action must be a Melee Test to attack an opponent. If your opponent is at least your Move characteristic in yards away before you Charge, but within your Run range (see the Run entry in the Movement Table for how far you can move when Charging), you will also gain +1 Advantage as you barrel into your opponent.</p><h4>Disengaging</h4><p>If you are @UUID[.wmA76Q2zJJ9HrkvA#engaged]{Engaged} in combat, and no longer wish to be trading blows with your opponent, you have the following two options for leaving combat safely.</p><p><strong>Use Advantage</strong>: If you have more Advantage than your opponents, you are in a superior position and can easily manoeuvre yourself beyond reach. If you choose to drop your Advantage to 0, you can move away from your opponents without penalty, perhaps choosing to Charge a new target, run away as fast as possible, or backstep a little and fire a pistol in an opponent’s face!</p><p>Use Dodge: If you have lower or equal Advantage to your opponents or do not wish to spend your Advantage, you are pinned in place. If you wish to escape, you will need to use your Action to make an <strong>Opposed Dodge/Melee</strong> Test. If you succeed, you gain +1 Advantage, and can use your Move to go anywhere you wish using the normal rules. If you fail, each opponent defeating you gains +1 Advantage and makes it impossible for you to escape without a blow to your back.</p><h4>Fleeing</h4><p>If you cannot escape otherwise, you can turn your back and flee as your Move. Often, Fleeing is involuntary, caused by @UUID[Compendium.wfrp4e-core.items.meMkLEwdJIDLxM0B]{Terror} or magic.</p><p>If you flee, your opponent immediately gains 1 Advantage and may attempt 1 free attack. The free attack is an unopposed Melee Test using whatever weapon is currently held, using the SL scored to Damage you as normal. As you are throwing caution to the wind, your opponent gains +20 to hit you. If you are hit, your opponent gains +1 Advantage, and you must enact a <strong>Challenging (+0) Cool</strong> Test: if failed, gain a @Condition[Broken] Condition, and a further +1 Broken condition per SL below 0. Once the free attack is concluded, you may move up to your Run Movement (see the Movement Table) directly away from your opponent, assuming you still can.</p><h4>Running</h4><p>On your turn, you can use your Action to sprint. This requires an <strong>Average (+20) Athletics</strong> Test, and the distance covered is in addition to your Move this round. You sprint your Run movement + SL in yards (see the Movement Table for your Run movement). So, a character with Move 4 who rolled –2 SL would sprint an additional 14 yards (16–2=14).</p><h4>Climbing</h4><p>Most climb moves won’t need Tests. Climbing rules are only required when the Climb is difficult or if knowing exactly how long you take to ascend is important.</p><p>Climbing a ladder or similarly easy-to-climb surface does not require a Test but does slow you down. You move at half rate up or down ladders or other easily climbed surfaces. So, it would cost 4 yards of your Movement to climb a 2-yard ladder. If you want to climb more quickly, spend your Action to make an <strong>Average (+20) Climb</strong> Test. You will Climb an extra Movement + SL yards. So, a character with Movement 4 who rolled +2 SL will climb an additional 6 yards (4+2=6).</p><p>If both hands are free, you can climb a surface with suitable handholds with a Climb Test using your Action for the turn. You ascend or descend at a rate of ½ Movement + SL in yards.</p><p>Climbing difficulty is set by the GM and varies with the nature of the climbed surface. Some climbs will be beyond the ability of most characters without the @UUID[Compendium.wfrp4e-core.items.MGEPI4jNhymNIRVz]{Scale Sheer Surface} Talent.</p><h3>Leaping and Falling</h3><p>Jumping to reach high ledges, leaping from rooftop to rooftop, or failing both and plummeting to your death are all essential parts of the <strong>WFRP</strong> experience.</p><p>Simple Athletics Tests, or perhaps a Perform (Acrobatics) Test, will be enough to determine the outcome on most occasions, but sometimes knowing exactly how high you jump, how far you leap, or what happens when you fall is useful.</p><h4>Leaping</h4><p>You can leap your Movement in feet without having to make a Test. If you want to jump farther, this takes an <strong>Average (+20) Athletics</strong> Test if you have a run up of at least your Movement in yards; if you do not, the Test is <strong>Challenging (+0).</strong> On a success, each SL adds an extra foot to the leap. If you succeeded with +0 SL, you manage an extra 6 inches with your jump.</p><h4>Falling</h4><p>When falling, you suffer [[/r 1d10 # Fall Damage]] Damage, plus 3 Damage for every yard you fall. Any suffered Damage is reduced by your Toughness Bonus, but not any Armour Points you may be wearing.</p><p>If you are purposefully falling — or, if you prefer, jumping downwards — you can attempt an <strong>Average (+20) Athletics</strong> Test to lessen the damage you may sustain. If successful, you count as having fallen 1 less yard, plus an extra yard less per SL scored.</p><p>If you reduce the distance you count as having fallen to 0 or less, you will suffer no Damage from the fall.</p><p>If more Wounds are suffered from a fall than your Toughness Bonus, you also gain the @Condition[Prone] Condition.</p><h3>Pursuit</h3><p>Desperate chase scenes through busy markets and high-speed pursuits hanging from the back of careening coaches are the centrepiece of many exciting adventures. Here’s how to run a pursuit:</p><ol><li><p><strong>Determine Distance</strong> — The GM decides how far ahead the pursued are from the pursuers, and assigns a number to represent the size of the head start, called the Distance. Typically, this will range from 1 for those almost in reach, to 4 for those with a good lead, to 8 for those almost beyond reach when the pursuit begins.</p></li><li><p><strong>Test</strong> — Everyone actively moving in the pursuit rolls a Test for their movement — typically this will be a Drive, Ride, or Athletics Test depending upon the circumstances.</p></li><li><p><strong>Update Distance</strong> — The lowest SL of the pursued and the highest SL of the pursuers is compared, the difference between these is added to the Distance if the pursued won, and subtracted from the Distance number if the pursuers won.</p></li><li><p><strong>Determine Outcome</strong> — If the Distance falls to 0 or less, the pursuers have caught their quarry! The pursued can then sacrifice their slowest member that Round to delay the pursuers as the rest continue to flee, or they can stop and confront their pursuers. If the slowest of the pursued is abandoned, the pursuers decide who stops to confront the unfortunate and who continues in pursuit. If the poor abandoned runner is not a priority target it’s quite likely the pursuers will continue their pursuit of their target. If Distance reaches 10+, the pursuers have lost their quarry and the pursuit is over… for now! If the Distance is still 1–9, the pursuit continues, return to step 2.</p></li></ol><p>As each Round passes, it’s important to describe what just happened in a fun and exciting fashion. If you score a large SL, describe people getting out of the way, giving you an opportunity to make ground. If you score a negative SL, describe tripping over crates, running into people, or slamming your coach against a wall, slowing you down.</p><p><strong>Example</strong>: <em>Eichengard and Sigrid are chasing three cultists through the streets of Altdorf. The cultists got a decent head start, so the GM gives him a lead of Distance 2. Each character rolls an Athletics Test to start the pursuit. Sigrid scores +3 SL; the cultists score +0, +2, and +2 SL; and Eichengard scores +2 SL.</em></p><p><em>So, after the first round, the difference between the slowest cultist (0) and the fastest pursuing character (Sigrid with 3) is 3, meaning that the characters catch up with the cultists. The cowardly cultists abandon their slowest member in the hope of saving their hides, and Sigrid stops to subdue the abandoned aberrant.</em></p><p><em>Next round the cultists start at a Distance of 1 (the difference between the next slowest cultist and Sigrid last round) so Eichengard just needs to beat them by +1 SL to catch up again.</em></p><h4>Movement Modifiers</h4><p>If some of the characters in the pursuit have a higher Movement, they gain a bonus SL equal to the difference in Movement. So, if you had Move 5 and you were chasing a Move 4 character, you would gain +1 SL on your pursuit roll.</p><p><strong>Example</strong>: <em>Perdita is urging her horse forwards, trying to chase down two Bandits. Her horse has Movement 8, where the Bandits are on Movement 7 and Movement 9 horses. Thus, the first Bandit has an unmodified Test, Perdita gains a bonus of +1 SL, and the second Bandit gains a bonus of +2 SL when they all roll their Ride (Horse) Tests.</em></p><blockquote class=\"sidebar\"><h3 class=\"no-toc\" style=\"text-align:center;text-transform:uppercase\"><em>Options: Chase Compilcation</em></h3><p><em>The Pursuit rules are more than enough for a fast, fun chase scene. However, for those looking to add more detail, consider the following two options, and embellish them as required.</em></p><p><em><strong>Dodge that!</strong>: Each round, the character who rolled the highest SL can create an Obstacle. An Obstacle could be pulling a pile of barrels into the path of a pursuer, or perhaps calling out for help to catch someone running away. The winner chooses one Character: that Character suffers a penalty of –1 SL next round as they have to deal with the Obstacle. Make sure to take time to describe exactly what has happened to keep the chase entertaining.</em></p><p><em><strong>Consider the Environment</strong>: Perhaps there is a bridge coming up? Or a gap to jump? Or a fence to leap over? Or a city gate to pass through? The GM can throw in different Tests as the Rounds progress, mixing up the requirement each round. So, Round 1 may need an Athletics Test as everyone runs, Round 2 may require a Leadership or Intimidate Test to pass through a guarded gate, Round 3 may need another Athletics Test to jump a small stream, and Round 4 may be sprint across an open field (modified by Movement again).</em></p></blockquote>"
|
||
},
|
||
"Conditions": {
|
||
"name": "Conditions",
|
||
"text": "<p>Conditions represent the effects of things that can happen to you in the course of your adventures. The Conditions you suffer from can be recorded on a scrap sheet of paper, or you can use chits or counters to represent them. Each Condition explains how long any effects usually last in its description; however, it’s possible the cause of a Condition — such as a spell or critical wound — may override this. <strong>Note</strong>: If you suffer any Conditions, you immediately lose all @UUID[.wmA76Q2zJJ9HrkvA#advantage]{Advantage}.</p><h3>Multiple Conditions</h3><p>You can be subject to the same Condition more than once; indeed, sometimes you will receive multiples of the same Condition from a single event. If this occurs, any penalties suffered are stacked. So, if you have three @Condition[Bleeding] Conditions, you’re losing a worrying 3 Wounds per Round; or if you have 3 @Condition[Fatigued] Conditions, you suffer –30 to all Tests. You can also be subject to multiple, different Conditions at once. When this occurs, the effects do not stack; you suffer the highest of the</p><blockquote class=\"sidebar\"><h3 class=\"no-toc\" style=\"text-align:center;text-transform:uppercase\"><em>Conditions and Resolve</em></h3><p><em>A Condition can be removed with Resolve points so, while many are debilitating, if you are careful they can be relatively easily managed (see @UUID[.pa22HaRw1OBBQaDg#spending-resolve]{Spending Resolve})</em></p></blockquote><h3>Master Condition List</h3><p>The following are the conditions used in WFRP.</p><p>@Condition[Ablaze]</p><p>@Condition[Bleeding]</p><div class=\"journal-image float-right\"><img src=\"modules/wfrp4e-core/art/spot/spot-heads.webp\" width=\"197\" height=\"238\" /></div><p>@Condition[Blinded]</p><p>@Condition[Broken]</p><p>@Condition[Deafened]</p><p>@Condition[Entangled]</p><p>@Condition[Fatigued]</p><p>@Condition[Poisoned]</p><p>@Condition[Prone]</p><p>@Condition[Stunned]</p><p>@Condition[Surprised]</p><p>@Condition[Unconscious]</p><blockquote class=\"sidebar\"><h3 class=\"no-toc\" style=\"text-align:center;text-transform:uppercase\"><em>Options: Getting Tired…</em></h3><p><em>For GMs keen to have characters tiring as they undertake strenuous activity, use the following rule: Gain 1 @Condition[Fatigued] Condition if you fail an Endurance Test after a number of Rounds of continued exertion equal to your Toughness Bonus. Each SL extends how many rounds pass before you need Test again.</em></p><h3 class=\"no-toc\" style=\"text-align:center;text-transform:uppercase\"><em>How Much Rest?</em></h3><p><em>How much rest is required to remove a @Condition[Fatigued] condition is up to the GM and the style of game you are playing. Some groups prefer a relatively realistic approach and remove a Fatigue condition after a prolonged rest. Others require only an hour or so of rest for each Fatigue condition, preferring to press on with the adventure rather than worry about tired characters. And some remove a Fatigue condition per round of rest, keeping things fast and simple. It’s up to you and your group to decide how much rest you need.</em></p></blockquote>"
|
||
},
|
||
"Fate & Resilience": {
|
||
"name": "Fate & Resilience",
|
||
"text": "<p>Whether it’s guts, luck or the favour of the gods, there is something special about you. Fate and Resilience represent the different ways you stand out from the masses.</p><p>Characters gain their starting Fate and Resilience in @UUID[JournalEntry.IQ0PgoJihQltCBUU.JournalEntryPage.GaZa9sU4KjKDswMr#fate-and-fortune,-resilience-and-resolve]{Character Generation}. Both are related to pools of points: Fate to Fortune, Resilience to Resolve. You may spend your points to achieve small benefits, and these pools will refill over the course of play. You spend your Fate or Resilience points for a significant benefit during play but this permanently reduces them and also reduces the associated pool of Fortune or Resolve points. While Fate and Resilience points may be regained, this occurs only rarely, so spend them carefully.</p><p>Although they are very rare and normally reserved for PCs, the GM may also want to apply Fate and Resilience to noteworthy NPCs, like a necromantic nemesis, a local luminary of significance, or a recurring cult leader.</p><h3>Fate and Fortune</h3><p>Player characters have destiny. While their ultimate future is a mystery and there is no guarantee it will be glorious, heroic, or even pleasant, they are seemingly fated for something important.</p><p>To represent this, you begin play with a number of Fate Points. Fate points mark you out from the rest of the denizens of the Old World. They allow you to survive against impossible odds and prevail where ordinary folk fail.</p><p>Fate is directly related to your Fortune points. Fortune points are spent to receive minor bonuses, including the ability to reroll failed Tests or gain an edge as luck favours you, and the number you have will likely fluctuate wildly during play. Fate determines how many Fortune points you can have, and be permanently spent in the direst of circumstances to avoid death.</p><h4>Spending Fortune</h4><p>You may spend a Fortune point from your pool to turn luck to your advantage: hitting with that difficult crossbow shot when you would have otherwise missed; or perhaps an opponent slips, granting you a chance to land a blow. Your three options are:</p><ul><li><p>Reroll a failed Test.</p></li><li><p>Add +1 SL to a Test after it is rolled.</p></li><li><p>At the start of the Round, choose when to act in that Round disregarding Initiative order.</p></li></ul><blockquote class=\"foundry-note\"><p>You can spend Fortune points via right clicking your Test in chat</p></blockquote><h4>Spending Fate</h4><p>You may spend a permanent Fate point to avoid death and survive even the most unlikely situations. When you do this, choose one of the following two options:</p><ul><li><p><strong>Die Another Day</strong>: Instead of dying, your character is knocked out, left for dead, swept away by a river, or otherwise taken out of action; your character will survive, no matter the fatal incident’s circumstances, but takes no further part in the current encounter.</p></li><li><p><strong>How Did That Miss?</strong>: Your character completely avoids the incoming damage by some extraordinary fluke, such as slipping just as a blow is about to connect, a weapon mysteriously jamming, or an unexpected source of light blinding an opponent; your character can continue on without penalty, but has no guarantee of survival in later rounds.</p></li></ul><p>The first option takes you out of play, but allows you to fight another day, for all your character may be battered, bloody, bruised, and perhaps even captured in the process! The second option allows you to continue fighting side-by-side with your companions, but leaves you in significant danger, meaning you may need to spend more Fate points in later Rounds to ensure survival. Each option has advantages and disadvantages, depending upon the context of the situation, and it is up to you to decide which is the best choice to take.</p><p>The GM describes how you survive a given situation after spending a Fate rating point.</p><h4>Regaining Fate and Fortune</h4><p>You regain all Fortune points at the start of every gaming session, up to the maximum of your current Fate. In addition, certain in-game encounters may also replenish (or remove!) Fortune points.</p><p>Your GM may grant you a Fate point for an act of extreme heroism, bravery, or significance. Normally this only happens at the successful end of an important adventure, so make sure to spend them carefully as they rarely replenish.</p><blockquote class=\"sidebar\"><h3 class=\"no-toc\" style=\"text-align:center;text-transform:uppercase\"><em>Long Gaming Sessions</em></h3><p><em>Some players prefer short sessions of a few hours, others prefer day-long marathons. If your group prefers longer sessions, replenish Fortune points at narratively appropriate moments, roughly every four hours.</em></p></blockquote><div class=\"journal-image\"><img class=\"fit\" src=\"modules/wfrp4e-core/art/other/bon-voyage.webp\" /></div><h3>Resilience and Resolve</h3><p>While Fate points represent your destiny, perhaps chosen by some distant, uncaring deity, Resilience is an indication of your personal drive and determination to endure, and overcome, no matter the obstacles you face.</p><p>Like Fate, Resilience is directly linked to a pool of points, this time called Resolve. Resolve points are spent to push through minor obstacles, such as ignoring the negative effects of critical wounds for a Round or removing Conditions. Resilience determines your upper limit of Resolve points and can be permanently spent to push yourself through seemingly impossible situations.</p><h4>Spending Resolve</h4><p>You may spend a Resolve point to draw upon your inner reserves: maybe confronting a terrifying Ogre without flinching; or ignoring the effects of even the most powerful of blows. Your choices are:</p><ul><li><p>Become immune to Psychology until the end of the next round. See @UUID[.5w5YLPNd6AaU4f85]{Psychology}.</p></li><li><p>Ignore all modifiers from all Critical Wounds until the beginning of the next round.</p></li><li><p>Remove one Condition; if you removed the @Condition[Prone] Condition, regain 1 Wound as you surge to your feet.</p></li></ul><h4>Spending Resilience</h4><div class=\"journal-image float-right\"><img src=\"modules/wfrp4e-core/art/spot/spot-skull-helmet.webp\" width=\"166\" height=\"181\" /></div><p>You may also choose to spend Resilience point to defy the corruption curling within, or to succeed where it would seem certain you should fail. Here, you have the following two options:</p><ul><li><p><strong>I Deny You!</strong>: You may choose not to develop a rolled mutation. Because you do not mutate, you do not lose any Corruption points. See @UUID[.115GzWrmkD4viyy5]{Corruption} for more on this.</p></li><li><p><strong>I Will Not Fail!</strong>: Rather than roll the result of a Test, you choose the number instead, allowing you to succeed in even the direst of situations. In an Opposed Test, you always win by at least 1 SL. If you cause a Critical, you can choose the Hit Location struck rather than randomising it. You can even choose to do this on a Test already failed.</p></li></ul><p><strong>Example</strong>: <em>A bandit leader is on the rampage, having built up 10 Advantage while evading the party’s blows. Things are about to get messy! Salundra decides to attack the bandit, but loses the Opposed Test by 7 SL, which is going to hurt a lot. So, she spends a permanent Resilience point to invoke ‘I Will Not Fail’. This means she automatically wins the Opposed Test by +1 SL. She also chooses the result of the roll to be 11, causing a Critical. The bandit leader will take some Wounds and a Critical Wound. More importantly, his rampage comes to an end as he also loses all 10 Advantage as the fight turns in the heroes favour.</em></p><p>Saving permanent Resilience to rebuff the influence of Chaos is wise, but it does not remove your Corruption points, meaning mutation is still perilously close. By comparison, using permanent Resilience to succeed in any Test can allow you to land a blow on an otherwise impossible-to-hit target, create an artefact that astounds all who see it with a Trade skill, or even perfectly manifest a spell you would normally find impossible to cast.</p><p>When you spend a Resilience point, take time to describe the enormous feat of will your character has undertaken, and how this manifests in play.</p><h4>Regaining Resilience and Resolve</h4><p>Resolve is regained whenever you act according to your @UUID[JournalEntry.IQ0PgoJihQltCBUU.JournalEntryPage.GaZa9sU4KjKDswMr#determining-motivation]{Motivation}. During play, whenever you feel you have done this, you may ask the GM if you can recover one or more Resolve points.</p><p><strong>Example</strong>: <em>Griselda is a nun with the Motivation ‘Sigmar’. While her allies gossip in a tavern seeking clues, she elects to visit the local temple to make a donation and offer prayers to her deity. As this fits her Motivation, her GM decides to replenish one of her Resolve points but tells Griselda’s player that she will need to pray and donate in a different temple to receive that benefit again this week.</em></p><p>The GM may grant a Resilience point for an act of extreme importance to your Motivation, permanently nourishing your soul, but such an event will be very rare.</p><p><strong>Example</strong>: <em>After many adventures, Griselda finally finances a new temple to Sigmar in her home village of Velten not far from Nuln. The GM recognises the importance of this to Griselda’s faith and grants her a permanent Resilience point.</em></p><div class=\"journal-image centered\"><img src=\"modules/wfrp4e-core/art/other/elf-on-a-shelf.webp\" width=\"270\" height=\"311\" /></div>"
|
||
},
|
||
"Injury": {
|
||
"name": "Injury",
|
||
"text": "<p>Almost all characters will suffer injuries during the course of play. The injury rules show you how to deal with them and how to heal them, when possible.</p><h3>Wounds, Critical Wounds, and Death</h3><p>Wound loss represents minor cuts and abrasions, bruises and bashes, and even the depletion of spiritual and mental energy reserves. By comparison, Critical Wounds are much more severe, expressing serious injuries, broken bones, torn muscles, and ripped flesh. Gain too many Critical Wounds, and you risk death.</p><h4>Wounds</h4><p>Wounds are lost by sustaining Damage. Each time you suffer a point of Damage, you lose 1 Wound. So, if you suffer 8 points of Damage, you lose 8 Wounds. Often, especially in combat, your Toughness Bonus or Armour Points may reduce suffered Damage.</p><p>So, if you were hit in the arm for 10 Damage and your Toughness Bonus was 3, and you had leather armour on that arm for 1 Armour Point, you would suffer 6 Wounds (10–3–1=6). The rules will tell you when you can or cannot reduce Damage with Toughness and Armour Points.</p><p>If you lose all of your Wounds, your collected injuries overwhelm you, and you gain the @Condition[Prone] Condition. Until you heal at least 1 Wound, you cannot lose the Prone Condition; worse, if you’re not healed within a number of Rounds equal to your Toughness Bonus, you will pass out, gaining the @Condition[Unconscious] Condition. You will not regain consciousness until you heal back at least 1 Wound (see @UUID[.WCivInLZrqEtZzF4#healing]{Healing}).</p><p>If you take enough Damage that you would be taken to negative Wounds — say you suffered 5 Damage when you only had 2 Wounds left — you suffer a Critical Wound. If you suffer fewer negative Wounds than your Toughness Bonus (so, fewer than –4 Wounds if your Toughness Bonus is 4), you subtract –20 from your Critical Table result, with a minimum result of 01. Note: You never actually go into negative Wounds. The lowest number of Wounds you can ever have is 0.</p><h4>Critical Wounds</h4><p>Critical Wounds are most commonly suffered in combat when something <em>really</em> wants to hurt you. The two most frequent sources of Critical Wounds are when a Critical Hit is scored, or when you lose more Wounds than you have (see @UUID[.wmA76Q2zJJ9HrkvA#criticals-and-fumbles]{Combat} for more on how Critical Hits happens).</p><p>Each Critical Wound you receive will impact your ability to function in a different way. To determine what effects a Critical Wound has, refer to the Critical Tables.</p><blockquote class=\"sidebar\"><h4 class=\"sidebar-title\" style=\"text-transform:uppercase\"><em>Pulling Your Blows</em></h4><p><em>The rules assume you wish to inflict every possible Critical Wound you can. However, it’s also possible you may just want to subdue, not kill, your opponents. Or you may be sparring. With that in mind, you may ignore any Critical Hit you should inflict upon your opponents if you declare you are ‘pulling your blow’ before you roll to hit. If you do this, make sure you describe the situation appropriately, making it clear you’re using the flat of your blade or otherwise doing what you can to avoid properly hurting your opponent.</em></p></blockquote><h4>Death</h4><p>If you take the @Condition[Unconscious] Condition and have 0 Wounds, compare the total number of Critical Wounds you currently suffer with your Toughness Bonus. If you have more Critical Wounds than your Toughness Bonus, you succumb to your horrific wounds and will die at the end of the round unless, by some miracle, someone heals one of your Critical Wounds.</p><p>Also, if you have the @Condition[Unconscious] Condition, anyone attacking you with suitable weapons can kill you, should they wish.</p><p>Though, in the thick of combat, those lying apparently dead on the floor are almost always ignored in favour of combatants still standing.</p><p>Lastly, a few results sourced from the Critical Tables can result in death. Should any of these occur, it is time to permanently spend a @UUID[.pa22HaRw1OBBQaDg#spending-fate]{Fate point} if you have one.</p><blockquote class=\"sidebar\"><h4 class=\"sidebar-title no-toc\" style=\"text-transform:uppercase\"><em>Options: Sudden Death</em></h4><p><em>Rather than worrying about Critical Wounds and protracted deaths, you may simply wish to know if someone is dead or not. The GM can do this by using the Sudden Death rules, which significantly accelerates play. When your targets suffer more damage than they have Wounds, they simply die in a suitably dramatic fashion or immediately gain the @Condition[Unconscious] Condition. Your choice.</em></p><p><em>Sudden Death is especially useful for quickly dealing with minor foes such as Brigands, Cultists, or Wild Animals, although it should not be used for PCs or important NPCs.</em></p></blockquote><div class=\"journal-image\"><img class=\"fit\" src=\"modules/wfrp4e-core/art/other/undead-fight.webp\" /></div><blockquote class=\"sidebar\"><h3 class=\"no-toc\" style=\"text-align:center;text-transform:uppercase\"><em>Critical Tables</em></h3><p><em>When you receive a Critical Wound by losing more Wounds than you have, roll 1d100 and refer to the appropriate Critical Table to determine what has happened. When you receive a @UUID[.wmA76Q2zJJ9HrkvA#criticals]{Critical Hit}, you do not determine the struck location by reversing your roll as normal. Instead, you roll 1d100 again and refer to @UUID[.wmA76Q2zJJ9HrkvA#2:-determine-hit-location]{Determine Hit Location}, then roll another 1d100 and refer to the appropriate Critical Table to determine what has happened. You suffer the number of Wounds indicated, not modified by Toughness Bonus or Armour Points, though these will never trigger a second Critical Wound. Further, you suffer any Additional Effects noted. If your Character suffers from the @Condition[Unconscious] Condition, you remain unconscious until the end of the encounter, or until you receive @UUID[.WCivInLZrqEtZzF4#medical-attention]{Medical Attention} (see @UUID[.WCivInLZrqEtZzF4#healing]{Healing}), unless otherwise stated. If a result says you have broken bones, torn muscles, or an amputated body part, refer to @UUID[.WCivInLZrqEtZzF4#broken-bones]{Broken Bones}, @UUID[Compendium.wfrp4e-core.items.ShiLe2LWvvwTIa4o]{Torn Muscles}, or @UUID[.WCivInLZrqEtZzF4#amputated-parts]{Amputated Parts}, for what happens. When you resume resolving the non-Critical Damage of the attack, use any new Hit Location determined by the Critical Wound.</em></p><blockquote class=\"foundry-note\"><p>Rolling separately for critical hits is not needed due to a separate hit location roll being used.</p></blockquote><p><em>@Table[crithead]</em></p><p><em>@Table[critarm]</em></p><p><em>@Table[critbody]</em></p><p><em>@Table[critleg]</em></p></blockquote><blockquote class=\"sidebar\"><h3 class=\"no-toc\" style=\"text-align:center;text-transform:uppercase\"><em>Healing Hands</em></h3><p><em>Critical Wounds are frequently nasty, so if you want to survive your journeys through the Old World, it is recommended you wear armour and bring at least one companion with some form of healing skills or spells, and perhaps even one skilled in surgery. If you do not, you may succumb to your wounds or infection long before you reach the next settlement.</em></p></blockquote><h3>Broken Bones</h3><div class=\"journal-image float-right\"><img src=\"modules/wfrp4e-core/art/other/injury.webp\" width=\"205\" height=\"385\" /></div><p>Small fractures may heal on their own accord, but severe breaks, with bone protruding at odd angles from the flesh, are a different matter entirely. If you suffer a Broken Bone, it will be marked as minor or major.</p><h4>Minor</h4><p>You have fractured one of your bones, but it is still aligned, meaning it may heal of its own accord without medical attention. The Hit Location is unusable until the breakage heals. For Arm and Leg hits, you are down to one limb as the other is too painful to use, and may require binding. Use the rules for a Severed Arm or Leg to represent this (see @UUID[.WCivInLZrqEtZzF4#amputated-parts]{Amputated Parts}).</p><p>For Head hits you will be down to a liquid diet and will suffer a penalty of –30 to all Language Tests. For Body hits, your strength and mobility will be severely limited: suffer a loss of –30 to your Strength and Agility Characteristics, and half your Move.</p><p><strong>Healing</strong>: A fractured bone will take [[/br 30+1d10 # Days]] days to heal. At the end of this, a successful <strong>Average (+20) Endurance</strong> Test means the bone has set well, and no long-term effects will be suffered. If the Test is failed, you suffer a permanent loss of –5 to all Agility Tests when using a damaged arm, a permanent loss of –5 to your Agility characteristic for a badly healed Body or Leg hit, or a permanent loss of –5 to spoken Language Tests for a badly healed Head hit.</p><p>A successful <strong>Average (+20) Heal</strong> Test within a week of receiving the fracture will negate the need for the Endurance Test, but the affected area must remain bound and held in place for the duration of the healing. If the binding should be undone, another <strong>Average (+20) Heal</strong> Test enacted within a day will need to be passed to avoid the Endurance Test.</p><p>@UUID[Compendium.wfrp4e-core.items.4lj1ik958mbgAlaF]{Broken Arm (Minor)}</p><p>@UUID[Compendium.wfrp4e-core.items.QluSTTTq3viHJJUh]{Broken Body (Minor)}</p><p>@UUID[Compendium.wfrp4e-core.items.nbhn2wX35b7Jrcbg]{Broken Head (Minor)}</p><p>@UUID[Compendium.wfrp4e-core.items.7mCcI3q7hgWcmbBU]{Broken Leg (Minor)}</p><h4>Major</h4><p>One of your bones is badly broken, and is either resting at an odd angle, or has splintered at the point of breakage. It is unlikely to heal properly without medical attention.</p><p>The Hit Location is effectively unusable until the breakage heals. Use all the same rules as for Broken Bone (Minor).</p><p><strong>Healing</strong>: Healing takes [[/br 40 + 1d10 # Days]]{10 days longer}. All associated Tests are <strong>Challenging (+0)</strong>. Any penalties for failed Tests increase to –10.</p><p>@UUID[Compendium.wfrp4e-core.items.rlDZZTj5PXjuRXa2]{Broken Arm (Major)}</p><p>@UUID[Compendium.wfrp4e-core.items.EaqlLRQigwnsEAXX]{Broken Body (Major)}</p><p>@UUID[Compendium.wfrp4e-core.items.hCadFsTRvLN9faaY]{Broken Head (Major)}</p><p>@UUID[Compendium.wfrp4e-core.items.2iult41Jehz0F1O8]{Broken Leg (Major)}</p><h3>Torn Muscles</h3><p>Sprains or tears to your muscles or ligaments result in significant pain and possible loss of use depending upon the severity, which will be marked as minor or major.</p><h4>Minor</h4><p>One of your muscles is sprained or torn, resulting in impaired capabilities and much pain. Suffer a penalty of –10 to all Tests involving the location. If a Leg is hit, also halve your Movement.</p><p><strong>Healing</strong>: The muscle will partially heal in 30 – your Toughness Bonus days. Use of the Healing skill will reduce the time by 1 day, plus a further day per SL (you can gain this benefit once).</p><p>@UUID[Compendium.wfrp4e-core.items.GlShFJF2TpsNh1FX]{Torn Arm Muscle (Minor)}</p><p>@UUID[Compendium.wfrp4e-core.items.7rBhIRo96Mydo0Cv]{Torn Body Muscle (Minor)}</p><p>@UUID[Compendium.wfrp4e-core.items.UytN3fDREi3JuKST]{Torn Head Muscle (Minor)}</p><p>@UUID[Compendium.wfrp4e-core.items.nF5z1OEhpi4t6a6S]{Torn Leg Muscle (Minor)}</p><h4>Major</h4><p>One of your muscles or some important tendons have been severely damaged, resulting in extreme pain and a significant loss in capability of the afflicted limb.</p><p>Suffer the same effects as Torn Muscle (Minor), but the penalties are –20 to all Tests.</p><p><strong>Healing</strong>: The muscle will partially heal in 30 – your Toughness Bonus days, after which the penalty for using the limb reduces to –10 to all relevant Tests. The muscle will completely heal after another 30 – your Toughness Bonus days. Use of the Healing skill does little but inform you not to use the affected Hit Location.</p><p>@UUID[Compendium.wfrp4e-core.items.qn4ZpvTQIX4rcJDl]{Torn Arm Muscle (Major)}</p><p>@UUID[Compendium.wfrp4e-core.items.eWPN3CV2Eddwz8aM]{Torn Body Muscle (Major)}</p><p>@UUID[Compendium.wfrp4e-core.items.RB2sN09lX3m7dkOg]{Torn Head Muscle (Major)}</p><p>@UUID[Compendium.wfrp4e-core.items.3S4OYOZLauXctmev]{Torn Leg Muscle (Major)}</p><h3>Amputated Parts</h3><p>Many of the more severe Critical Wounds result in the loss of a body part, such as fingers, hands, feet, or even a whole leg! Should a character suffer more than one severed body part, it is probably time to start looking for an appropriate replacement to mitigate any possible penalties (see @UUID[JournalEntry.sLomXnc8R8518cWN.JournalEntryPage.LWNUujoLK2YnGbFu]{Consumers’ Guide}).</p><p>Whenever you suffer a Critical Wound marked <strong>Amputation (difficulty)</strong>, you must pass an <strong>Endurance</strong> Test (the difficulty is marked in the brackets) or gain a @Condition[Prone] Condition. On a Failure (–2) or worse, you also gain a @Condition[Stunned] Condition; on an Impressive Failure (–4 or worse), gain an @Condition[Unconscious] Condition.</p><p>All amputations require @UUID[.WCivInLZrqEtZzF4#surgery]{Surgery} to heal properly, meaning 1 Wound cannot be healed until you visit a surgeon.</p><p>@UUID[Compendium.wfrp4e-core.items.MnMZv7ZXoRqoH9dS]{Amputated Arm}</p><p>@UUID[Compendium.wfrp4e-core.items.8piWcBKFlQ2J1E3A]{Amputated Ear}</p><p>@UUID[Compendium.wfrp4e-core.items.weczkAMPlTjX7lqU]{Amputated Eye}</p><p>@UUID[Compendium.wfrp4e-core.items.SYjWiKDzMS6CtROJ]{Amputated Finger}</p><p>@UUID[Compendium.wfrp4e-core.items.gz2xy41OSVZ8YBgI]{Amputated Foot}</p><p>@UUID[Compendium.wfrp4e-core.items.zyocWSzEZEC826NS]{Amputated Hand}</p><p>@UUID[Compendium.wfrp4e-core.items.k00PimCWkff11IA0]{Amputated Leg}</p><p>@UUID[Compendium.wfrp4e-core.items.SpPRZZRHxly7uo2G]{Amputated Nose}</p><p>@UUID[Compendium.wfrp4e-core.items.fBcZhOBn8IpoVqQ1]{Amputated Teeth}</p><p>@UUID[Compendium.wfrp4e-core.items.ZhMADOqoo0y8Q9bx]{Amputated Toe}</p><p>@UUID[Compendium.wfrp4e-core.items.rkJA1DlK51QuRlJy]{Amputated Tongue}</p><h3>Healing</h3><p>In time, most injuries heal. But some are worse than others. The following explains how to heal Wounds and Critical Wounds.</p><h4>Healing Wounds</h4><p>You are considered wounded if you have lost any of your Wounds.</p><p>Without medical attention, you can attempt an <strong>Average (+20) Endurance</strong> Test after a good sleep once a day. You Heal Wounds equal to the SL + your Toughness Bonus. For each day you spend taking it easy, you also heal an extra number of Wounds equal to your Toughness Bonus.</p><p>If you wish to Heal more Wounds than this, then you need to be attended by someone with the @UUID[JournalEntry.6zOdTLv3YeYeJ4hR.JournalEntryPage.dSf8QWBvN6mlpHBF]{Heal} skill or you’ll need @UUID[Compendium.wfrp4e-core.items.1wtW4N8l3UKwlLI3]{bandages}, a @UUID[Compendium.wfrp4e-core.items.s2lBWQFQt6M5Pngb]{healing poultice}, or similar (see @UUID[JournalEntry.sLomXnc8R8518cWN.JournalEntryPage.PYiffieXenZHBUAU]{Consumers’ Guide}).</p><p>There is no penalty for being wounded. Lost Wounds are considered to be small cuts, bruises, and other easily ignored injuries.</p><h4>Healing Critical Wounds</h4><p>If you have received any Critical Wounds, you are said to be Critically Wounded. Critical Wounds can be very serious. Refer to the appropriate @UUID[.WCivInLZrqEtZzF4#critical-tables]{Critical Table} to see exactly what penalties you suffer for any Critical Wounds sustained. Critical Wounds do not count as healed until all conditions they inflict are removed, and all non-permanent negative modifiers are resolved. When you are Critically Wounded, you may still heal your Wounds using the normal rules.</p><h3>Medical Attention</h3><p>Several Critical Wound results and conditions cannot be resolved until you receive medical attention. This includes, but is not limited to, the following:</p><ul><li><p>Successful use of the Heal skill.</p></li><li><p>Application of a bandage, healing poultice, or similar.</p></li><li><p>Successful use of a spell or prayer that heals Wounds.</p></li></ul><h4>Surgery</h4><p>Some wounds are beyond simple stitching and foul-smelling poultices. If you suffer a Critical Wound where surgery is required to attend to it (it will be marked: Surgery), you suffer the marked penalties until you visit an appropriately trained doctor or barber-surgeon, or somehow source a magical or divine surgery equivalent.</p><p>Further, if you suffer an amputated body part, you cannot heal 1 of the suffered Wounds until a surgeon successfully treats it with a Heal Test. For more information on surgery, refer to the @UUID[Compendium.wfrp4e-core.items.NP4EHyyh1yOLbsPU]{Surgery}.</p><h3>Other Damage</h3><p>The Old World is a dangerous place, hiding countless ways to die. The following covers some of the more common other ways you can receive Damage during play.</p><h4>Drowning and Suffocation</h4><p>If prepared, you can hold your breath for Toughness Bonus x 10 seconds without a Test. After that, you may start to suffocate or drown. If you are unprepared and suddenly deprived of air, you will start to suffocate immediately.</p><p>Each Round you are being suffocated you lose 1 Wound. Should you reach 0 Wounds, you immediately receive the @Condition[Unconscious] Condition. After that, you will die of suffocation or drowning in Toughness Bonus Rounds.</p><h4>Exposure</h4><p>Every 4 hours spent in a difficult environment — such as sub-zero temperatures, a hot desert, or a howling storm — requires you take an Endurance Test. Extreme environments require a Test every 2 hours.</p><p><strong>Cold</strong>: Your first failure causes a penalty of –10 Ballistic Skill, Agility and Dexterity. The second failure reduces all other Characteristics by –10. Third and subsequent failures cause [[/r 1d10 # Damage]] Damage not modified by Armour Points, with a minimum of 1 Wound lost. If you reach zero Wounds, you immediately take an @Condition[Unconscious] condition. Certain Trappings provide bonuses and penalties to these Tests. See @UUID[JournalEntry.sLomXnc8R8518cWN.JournalEntryPage.uQM0LRp5pm5i5dX8]{Clothing and Accessories} and @UUID[JournalEntry.sLomXnc8R8518cWN.JournalEntryPage.fiXbxW3H96StJWmH]{Miscellaneous Trappings}.</p><p><strong>Heat</strong>: Your first failure causes a penalty of –10 to Intelligence and Willpower, and adds a @Condition[Fatigued] Condition. The second failure reduces all other Characteristics by –10%, and adds another Fatigued Condition. Third and subsequent failures cause [[/r 1d10 # Damage]] Damage not modified by Armour Points, with a minimum of 1 Wound lost. Stripping off heavy Trappings cancels 1 failed test.</p><h4>Thirst and Starvation</h4><p>Running out of provisions can be bad. Running out of water is worse. Endurance Tests to withstand thirst and hunger become increasingly difficult (cumulative –10 for every test). Characters without food and water cannot heal Wounds or recover Fatigue naturally.</p><p><strong>Water</strong>: Every day without water requires you make an Endurance test. The first failed Test causes a penalty of –10 Intelligence, Willpower, and Fellowship. Second and subsequent failures reduce all Characteristics by –10 and cause [[/r 1d10 # Damage]] Damage not modified by Armour Points, with a minimum of 1 Wound lost.</p><p><strong>Food</strong>: Every 2 days without food require an Endurance Test. The first failed Tests causes a penalty of –10 Strength and Toughness. Second and subsequent failures reduce all other Characteristics by –10 and cause [[/r 1d10 # Damage]] Damage not modified by Armour Points, with a minimum of 1 Wound lost.</p>"
|
||
},
|
||
"Corruption": {
|
||
"name": "Corruption",
|
||
"text": "<p>Every Festag, Sigmarite priests preach from high pulpits about the dangers of the Ruinous Powers, about how good folk must avoid the temptations of daemons whispering from every shadow. They declare all souls are in perpetual peril, mere footsteps from falling to corruption and mutation. And they might be right.</p>\n<p>Corruption points are used to show the slow, gradual slip of your soul to the Dark Gods of Chaos. Whenever you are exposed to a potential source of corruption, you may accrue Corruption points. The more you have, the closer you are drawing to Chaos, and the darker your soul becomes until, eventually, you change…</p>\n<h3>Gaining Corruption Points</h3>\n<p>During play, there are two primary routes to gaining corruption: <em>dark deals</em> and <em>corrupting influences</em>.</p>\n<h4>Dark Deals</h4>\n<p>Sometimes, you just have to succeed. Most commonly this means passing an important Test. Should such a Test fail, you can use a Fortune point to reroll the Test, hopefully passing the second time. But what if it fails again? Or you have no Fortune points remaining? Then it’s time for a dark deal.</p>\n<p>You can purposefully choose to take a Corruption point to reroll a Test, even if it has been rerolled already. This is always a choice for you, not the GM — although there is nothing wrong with the GM gently reminding you that you could try again. After all, what’s the worst that could happen?</p>\n<blockquote class=\"sidebar\">\n<h3 class=\"no-toc\" style=\"text-align:center;text-transform:uppercase\"><em>Options: Encroaching Darkness…</em></h3>\n<p><em>Some inventive players prefer to embellish their dark deals with disturbing events happening in-game. If you like the sound of this, it’s up to you how such events should manifest, but tailoring them to the story of the character involved is always a good idea. Perhaps taint subtly influences the local area causing animals to flee or plants to gently rot?</em></p>\n<p><em>Perhaps you could roll on the Miscast table from @UUID[JournalEntry.YBVrpUHEjohB1H4f]{Magic} to create a random event (especially appropriate for wizards and witches)? Think of the Test tied to the dark deed, and then consider soul-staining events that could occur to ensure your success.</em></p>\n</blockquote>\n<h4>Corrupting Influences</h4>\n<p>Corruption points are usually gained by exposure to a place, person, or object tainted by Chaos, or to a situation especially beloved to one of the Dark Gods.</p>\n<p>If you encounter a corrupting influence, attempt a <strong>Challenging (+0) Endurance</strong> Test, or <strong>Challenging (+0) Cool</strong> Test, as determined by the GM — usually physical influences are resisted with Endurance, spiritual corruption is resisted with Cool.</p>\n<p>The stronger the corrupting influence, the more SL you will need to avoid it. The following provides some examples of corrupting influences with the number of SL needed to completely avoid Corruption points.</p>\n<h4>@Corruption[minor]{Minor Exposure}</h4>\n<p>These corrupting influences, although relatively trivial, still endanger a weak soul. If a Test is failed to resist such a minor exposure, gain 1 Corruption point.</p>\n<ul>\n<li>\n<p>Witness a Lesser Daemon.</p>\n</li>\n<li>\n<p>Contact with a Mutant, refined Warpstone, or Chaos-tainted artefact.</p>\n</li>\n<li>\n<p>Giving in to despair, rage, excess, or the need to change your lot.</p>\n</li>\n<li>\n<p>Being near Warpstone.</p>\n</li>\n<li>\n<p>Prolonged exposure to Chaos worshippers, Chaos Cult Temples, Skaven, Mutant Lairs, and similar.</p>\n</li>\n</ul>\n<h4>@Corruption[moderate]{Moderate Exposure}</h4>\n<p>Moderate corrupting influences are a danger to every soul and should be avoided under all circumstances. If a Test is failed, gain 2 Corruption points. On a Marginal Success (0–1), gain 1 Corruption point. On a Success (2+), you gain no Corruption points.</p>\n<ul>\n<li>\n<p>Witness multiple Daemons.</p>\n</li>\n<li>\n<p>Contact with a Daemon, Warpstone, or profane artefact.</p>\n</li>\n<li>\n<p>Embracing despair, rage, excess, or the desire to become someone new.</p>\n</li>\n<li>\n<p>Prolonged exposure to refined Warpstone.</p>\n</li>\n<li>\n<p>Brief exposure to an environment steeped with <em>Dhar</em>, dark magic used by Necromancers and Chaos Sorcerers.</p>\n</li>\n</ul>\n<h4>@Corruption[major]{Major Exposure}</h4>\n<p>If you find yourself confronted with a major corrupting influence, flee. Stay for too long, and you may never be the same again. For each failed Test to resist a major exposure, gain 3 Corruption points. If you pass with a Marginal Success (0–1), gain 2 Corruption points. On a Success (2–3), you gain 1 Corruption point. Only if you score an Impressive Success (4+), do you gain no Corruption points.</p>\n<ul>\n<li>\n<p>Witness a Greater Daemon.</p>\n</li>\n<li>\n<p>Prolonged contact with a Daemon, Warpstone, or profane artefact.</p>\n</li>\n<li>\n<p>Making a deal with a Daemon.</p>\n</li>\n<li>\n<p>Consuming refined Warpstone.</p>\n</li>\n<li>\n<p>Prolonged exposure to an environment steeped with <em>dhar</em> (see @UUID[JournalEntry.YBVrpUHEjohB1H4f]{Magic} for more on this).</p>\n</li>\n</ul>\n<div class=\"journal-image centered\"><img src=\"modules/wfrp4e-core/art/spot/spot-book.webp\" width=\"191\" height=\"232\" /></div>\n<h3>Corrupting</h3>\n<p>No-one is left unscathed by exposure to the Ruinous Powers. Eventually, even the strongest fall, their mind and bodies twisting into new unrecognisable forms.</p>\n<p>Should you ever gain more Corruption points than your Willpower Bonus plus your Toughness Bonus, immediately attempt a <strong>Challenging (+0) Endurance</strong> Test. If passed, you have managed to hold off your corruption for now but will have to Test again next time you gain Corruption Points. If you fail, then either your body or mind is about to mutate.</p>\n<h4>Dissolution of Body and Mind</h4>\n<p>As corruption ravages your soul, the warping breath of Chaos whispers within, either fanning your flesh into a fresh, new form, or fracturing your psyche with exquisite knowledge it can never unlearn.</p>\n<p>First, lose Corruption points equal to your Willpower Bonus as you mutate. Next, roll on the @Table[corruption]{Dissolution of Body and Mind} table to determine whether it’s your body or your mind that blossoms anew.</p>\n<p>Now roll on either the @Table[mutatephys]{Physical Corruption Table} or the @Table[mutatemental]{Mental Corruption Table} to see what happens.</p>\n<h4>Corruption Limits</h4>\n<p>A soul can only withstand so much corruption before it collapses upon itself, leaving a mutated, gibbering mess. Should you survive long enough to gain more mutations than your Toughness Bonus, or more mental corruptions than your Willpower Bonus, you have fallen to Chaos, your soul completely lost to the uncaring Chaos Gods. At this point, it’s time to create a new character. Your current one is now damned, becoming an NPC controlled by the GM, meaning you may well see the wretched creature again…</p>\n<h3>Losing Corruption Points</h3>\n<p>Once the claws of the Dark Gods have sunk into your soul, removing their vile stain is difficult, but not impossible. Beyond the less-than-desirable option of losing Corruption points by gaining mutations, there are two other methods of losing Corruption points: dark whispers and absolution .</p>\n<h4>Dark Whispers</h4>\n<p>Even considering the inscrutable plans of the Dark Gods is enough to break a pious man’s sanity, so trying to fathom their intent, and why they reach out to twist one mortal soul or another, is not just foolish, it’s extraordinarily dangerous. But reach out they do.</p>\n<p>The GM may ask to spend one of your Corruption points to use the darkness building in your soul to twist your actions. The choice to do this or not is always in your hands, but if you agree, you lose 1 Corruption Point. Examples of what may be asked include:</p>\n<ul>\n<li>\n<p>Letting an enemy escape.</p>\n</li>\n<li>\n<p>‘Accidentally’ shooting an ally.</p>\n</li>\n<li>\n<p>Falling asleep on watch.</p>\n</li>\n</ul>\n<p>Of course, if you deny the GM and choose to do none of those potentially terrible things, you keep your Corruption point, but the Ruinous Powers still hold a portion of your soul.</p>\n<blockquote class=\"sidebar\">\n<h3 class=\"no-toc\" style=\"text-align:center;text-transform:uppercase\"><em>Be Very Careful</em></h3>\n<p><em>Used sparingly, Corruption Points are great fun as Faustian deals are made for rerolls and traded back for memorable roleplaying moments as minor betrayals spread, but if you’re playing with a group that doesn’t readily understand the Old World, the points can accrue very quickly, sending characters into a spiral of mutation and madness. This should probably be avoided. Mutation is effectively a death sentence if discovered, so it’s important new players are cautioned when their actions may lead to corruption. Just like every child in the Empire is warned of the dangers posed by the Ruinous Powers, players should be warned that Warpstone should not be touched or even approached, that tainted artefacts are dangerous, and the Cultists of Chaos should be avoided at all costs. Of course, the circumstances of the adventure at hand may force your group into the most horrendous situations with corruption around every corner, but that’s <strong>WFRP</strong>.</em></p>\n</blockquote>\n<h4>Absolution</h4>\n<p>As Corruption points build, and you feel the oppressive fist of the Dark Gods curling around your beleaguered soul, your dread may lead you to seek absolution. But simply asking forgiveness from a local preacher won’t be enough. The stain of the Dark Gods’ touch isn’t so easily scrubbed clean. The exact limits of what is required to remove Corruption is left in the hands of the GM, but it is rarely, if ever, simple.</p>\n<p>Printed adventures may include situations where Corruption can be removed, but if you wish to seek your own route to absolution, consider the following.</p>\n<ul>\n<li>\n<p>Cleanse a profane temple to the Dark Gods. Though the very act may expose you to more corruption…</p>\n</li>\n<li>\n<p>Complete a holy pilgrimage and receive a blessing from a high priest at the end of the long, dangerous journey.</p>\n</li>\n<li>\n<p>Destroy an unholy artefact, or otherwise render it safe, foiling the schemes of the Dark Gods.</p>\n</li>\n<li>\n<p>Join a holy order and dedicate your life to one of the Gods opposed to Chaos.</p>\n</li>\n</ul>\n<blockquote class=\"sidebar\">\n<h3 class=\"no-toc\" style=\"text-align:center;text-transform:uppercase\"><em>Options: Slow Manifestations</em></h3>\n<p><em>Manifesting a mutation of the body or mind can come quickly, but normally it’s a slow process, perhaps starting as an itch, patch of flaky skin, or a new tic, and only later developing into a new eye, unexpected feathers, or an entirely new mindset. If you would prefer to draw the mutation process out, perhaps to play upon the horror of the inevitable mutations to come, you are encouraged to do so. This is left in the hands of the GM to detail according to individual taste and preference.</em></p>\n</blockquote>"
|
||
},
|
||
"Disease and Infection": {
|
||
"name": "Disease and Infection",
|
||
"text": "<p>Plague and pestilence — the purview of Nurgle, the Chaos God of Disease and Despair — are an everyday fact of Old World life. Yearly outbreaks of disease plague all levels of society, although the common folk usually fare the worst. To ward against these terrible infections, most turn to the welcoming arms of Nurgle’s sworn enemy, Shallya, the Goddess of Mercy and Healing, but those actually suffering a disease will often turn to any possible cure, ensuring wise women, herbalists, and travelling doktors are never out of business, even when most peddle quackery rather than true remedies.</p>\n<blockquote class=\"sidebar\">\n<h3 class=\"no-toc\" style=\"text-align:center;text-transform:uppercase\"><em>Disease Format</em></h3>\n<ul>\n<li>\n<p><em><strong>Name</strong>: The name of the disease.</em></p>\n</li>\n<li>\n<p><em>A description of the disease</em></p>\n</li>\n<li>\n<p><em><strong>Contraction</strong>: How the disease is contracted.</em></p>\n</li>\n<li>\n<p><em><strong>Incubation</strong>: How long before the victim demonstrates any symptoms.</em></p>\n</li>\n<li>\n<p><em><strong>Duration</strong>: How long the symptoms of the disease last if untreated. At the end of the duration, the disease will come to an end.</em></p>\n</li>\n<li>\n<p><em><strong>Symptoms</strong>: The effects of the disease on the victim. See @UUID[.9ktDn8cwZj3KZWCH#symptoms]{Symptoms} for a list of all the symptoms, and how they affect a character.</em></p>\n</li>\n<li>\n<p><em><strong>Permanent</strong>: Some diseases are so horrendous they carry permanent consequences. This section is only included if the affliction has such long-term effects.</em></p>\n</li>\n</ul>\n</blockquote>\n<h3>The Litany of Pestilence</h3>\n<p>The following offers a tiny sample of the infections, poxes, and plagues festering in dark corners of the Old World and are presented as inspiration for creating your own diseases.</p>\n<div class=\"journal-image float-right\"><img src=\"modules/wfrp4e-core/art/other/itching-pox.webp\" width=\"216\" height=\"216\" /></div>\n<p>@UUID[Compendium.wfrp4e-core.items.1hQuVFZt9QnnbWzg]{Minor Infection}</p>\n<p>@UUID[Compendium.wfrp4e-core.items.BC4QyBeYAiw8cRuM]{Packer's Pox}</p>\n<p>@UUID[Compendium.wfrp4e-core.items.M8XyRs9DN12XsFTQ]{Blood Rot}</p>\n<p>@UUID[Compendium.wfrp4e-core.items.QiHMX5OyXBhWCYoF]{Ratte Fever}</p>\n<p>@UUID[Compendium.wfrp4e-core.items.UAwTqZ3hqNb7vq9s]{Itching Pox}</p>\n<p>@UUID[Compendium.wfrp4e-core.items.aKiuGzlVO51JvsjV]{The Black Plague}</p>\n<p>@UUID[Compendium.wfrp4e-core.items.herUmN51D9TiL2Vn]{The Bloody Flux}</p>\n<p>@UUID[Compendium.wfrp4e-core.items.kKccDTGzWzSXCBOb]{Festering Wound}</p>\n<p>@UUID[Compendium.wfrp4e-core.items.txeLd7R13qxSvmsr]{Galloping Trots}</p>\n<blockquote class=\"sidebar\">\n<h3 class=\"no-toc\" style=\"text-align:center;text-transform:uppercase\"><em>Using Diseases</em></h3>\n<p><em>Some groups love diseases as they add a grim and gritty feel to their <strong>WFRP</strong> adventures, and provide medical characters in careers like @UUID[JournalEntry.wczCPcuHT4VQDLpL.JournalEntryPage.86gkaanqt19xYCRa]{Apothecary}, @UUID[JournalEntry.wczCPcuHT4VQDLpL.JournalEntryPage.03Nnub5GHNRCU9kg]{Hedge Witch}, @UUID[JournalEntry.wczCPcuHT4VQDLpL.JournalEntryPage.fTqkgehpmxk7kVT6]{Herbalist}, and @UUID[JournalEntry.wczCPcuHT4VQDLpL.JournalEntryPage.Mn7w0SSGfN7cu7gQ]{Physician}— not to mention @UUID[JournalEntry.wczCPcuHT4VQDLpL.JournalEntryPage.h1l9jvaIxsb92wtM]{Priests} and @UUID[JournalEntry.wczCPcuHT4VQDLpL.JournalEntryPage.PKm1L6yjZ4PH0JJG]{Wizards} — extra utility. Others find diseases useful in specific circumstances, perhaps deployed for dramatic effect to stories including Skaven or Nurgle Chaos Cultists. And some <strong>WFRP</strong> gamers find diseases to be an easily forgotten nuisance.</em></p>\n<p><em>It’s up to you and your group to find the best way to include diseases in your game, but be aware some can be very nasty, and it’s never fun to have a PC stuck in bed recovering as the rest of the group goes adventuring, so be careful how they’re deployed.</em></p>\n</blockquote>\n<h3>Symptoms</h3>\n<p>This section explains how the symptoms for each infection manifests. Use them to create your own disgusting diseases.</p>\n<blockquote class=\"sidebar\">\n<h3 class=\"no-toc\" style=\"text-align:center;text-transform:uppercase\"><em>Stirring Nurgle's Cauldron</em></h3>\n<p><em>Nurgle, the Chaos God of Pestilence and Decay, keeps a bubbling cauldron in the foulest corner of its rotting garden, within which is brewed every plague that ever was, or ever will be. And there is no reason you can’t do the same! The twelve symptoms provided here are a perfect start for creating your own foul diseases. All you need do is think of a nasty infection, figure out how it’s contracted, decide how long it lasts, then assign a few symptoms.</em></p>\n<p><em>Say you wanted to create a disease called Weevil Cough. you first decide how it’s contracted (from exposure to those already infected, or to mites in hay, wheat, and flour, requiring an <strong>Average (+20) Endurance</strong> Test to avoid), then how long its Incubation and Duration is (say, 1d10 days for each), then assign Symptoms (Coughs and Sneezes, and Malaise). Done!</em></p>\n</blockquote>\n<p>@Symptom[Blight]</p>\n<p>@Symptom[Buboes]</p>\n<p>@Symptom[Convulsions]</p>\n<p>@Symptom[Coughs and Sneezes]</p>\n<p>@Symptom[Fever]</p>\n<p>@Symptom[Flux]</p>\n<p>@Symptom[Gangrene]</p>\n<p>@Symptom[Lingering]</p>\n<p>@Symptom[Malaise]</p>\n<p>@Symptom[Nausea]</p>\n<p>@Symptom[Pox]</p>\n<p>@Symptom[Wounded]</p>"
|
||
},
|
||
"Psychology": {
|
||
"name": "Psychology",
|
||
"text": "<p>Our emotions and instincts have a powerful impact on how we react in certain circumstances. These rules bring another level of drama to your game and help bring the Old World’s inhabitants to life.</p><h3>Psychology Test</h3><p>If you are exposed to one of the following Psychological traits, you may resist its effects by passing a Cool Test at the beginning of the Round, with the Difficulty set by the GM. A successful Test lasts until the end of the current encounter, although additional Tests may be required if circumstances change.</p><p><strong>Example</strong>: <em>Brokk has Animosity (Elves). When the Dwarf encounters some haughty Elves quaffing wine and laughing loudly in a tavern, he Tests his Cool to control himself; he passes, so is not subject to Animosity, though he does choose to spit on the ground as he passes the sneering things. Later, when one of the Elves jostles his arm, spilling his ale, his GM asks Brokk to Test again. This time he fails. So, setting down his tankard, he turns around to ‘have a word’ with the offending Elf, unable to stop himself from launching into a tirade about exactly what he thinks of their so-called nimbleness!</em></p><h3>Psychological Traits</h3><p>The following are the most common Psychology traits in WFRP.</p><p>@UUID[Compendium.wfrp4e-core.items.5hH73j2NgPdsLCZN]{Hatred (Target)}</p><p>@UUID[Compendium.wfrp4e-core.items.DrNUTPeodEgpWTnT]{Frenzy}</p><p>@UUID[Compendium.wfrp4e-core.items.Ib2YQYChktDFN93y]{Fear (Rating)}</p><p>@UUID[Compendium.wfrp4e-core.items.Q2MCUrG2HppMcvN0]{Animosity (Target)}</p><p>@UUID[Compendium.wfrp4e-core.items.klCJX0mNpXYH5AIx]{Prejudice (Target)}</p><p>@UUID[Compendium.wfrp4e-core.items.meMkLEwdJIDLxM0B]{Terror (Rating)}</p><h3>Custom Psychology</h3><p>You can create your own psychological traits to reflect the events of your game. This is something that will vary depending on your group, and the style of game you choose to play. It is also an area that should be treated sensitively, and if in any doubt avoid anything that could upset a member of the group.</p><p>In addition to the mechanical effects of these custom traits, they are a wonderful opportunity for roleplaying; taking on custom psychological traits allows you to show off or practice your roleplaying skills, and maybe earn some extra XP. See @UUID[JournalEntry.IQ0PgoJihQltCBUU.JournalEntryPage.e5PQEbXYkH14z525]{Advances} in @UUID[JournalEntry.IQ0PgoJihQltCBUU]{Character} for more about this.</p><p>When making custom traits, you should consider both what provokes the trait to manifest, and what the effect will be. Will it make the character immune to some, or all other psychology traits? Will it offer a bonus in some situations? A penalty in others? As always, your GM is the ultimate arbiter in this situation. Sample bonuses or penalties a Psychological trait may offer include:</p><ul><li><p>+1/–1 SL to specified Tests</p></li><li><p>Immunity to specified psychological traits</p></li><li><p>Prescribed or Proscribed Actions and Moves</p></li><li><p>Gaining Conditions</p></li></ul><p>The following are some examples of custom traits to inspire your own. </p><p><strong>Example</strong>: @UUID[Compendium.wfrp4e-core.items.EBmSCscpk4vEDCD3]{Camaraderie (Group)}</p><p><strong>Example</strong>: @UUID[Compendium.wfrp4e-core.items.jbQDTxc4QNZDLaXm]{Love}</p><p><strong>Example</strong>: @UUID[Compendium.wfrp4e-core.items.Mu5dU4IcP58LBQwi]{Phobia (Target)}</p><p><strong>Example</strong>: @UUID[Compendium.wfrp4e-core.items.1y6Hv22y9C3UD8gX]{Trauma}</p>"
|
||
}
|
||
}
|
||
},
|
||
"Religion and Belief": {
|
||
"name": "Religion and Belief",
|
||
"pages": {
|
||
"Religion and Belief": {
|
||
"name": "Religion and Belief",
|
||
"text": "<p>Signs of religion are everywhere in the Old World, from the magnificent temples in the great cities to the humble wayside shrines and household altars. Old Worlders do their best to stay on the right side of their gods.</p><p>High-ranking clerics are wealthy and powerful, wielding as much influence and prestige as the greatest nobles. At the other end of the scale, village priests tend to the spiritual needs of rural communities, preaching the tenets of their faith and interceding with their patron deities on behalf of their flocks. Several faiths also support templar orders: these private armies of priest-soldiers answer to the head of their faith rather than to any noble or elector count, which can cause significant political friction.</p>"
|
||
},
|
||
"The Gods": {
|
||
"name": "The Gods",
|
||
"text": "<p>The people of the Old World recognise many deities. Some are worshipped across the whole of the Old World; some are restricted to one nation or region; and some are patrons of just a single town or occupation.</p><h3><strong>Gods Of The Empire</strong></h3><p>In the Empire, the pantheon of gods is split into three broad categories: the Old Gods, the Classical Gods, and the Provincial Gods. Standing apart from these is Sigmar, the first Emperor, and patron deity of the Empire as a whole.</p><h4><strong>The Old Gods</strong></h4><p>The Old Gods refer to the pantheon of deities worshipped when the Empire was unbroken forest populated by wandering tribes of barbarians. Many Old Gods stood as patrons to one of the tribes, and to this day some are still associated with the old geographical hunting grounds of those ancient peoples. Although few say so out loud, many citizens of the Empire regard the Old Gods as the true deities of the Empire, and the Classical Gods as relative newcomers.</p><p>As time passed, five gods rose to prominence amongst the Old Gods, worshipped by dominant cults spread from one end of the Empire to the other: Ulric, Taal, Rhya, Manaan, and Morr, representing the primal spheres of war, nature, fertility, seas, and death.</p><h4><strong>The Classical Gods</strong></h4><p>The Classical Gods spread from the southern lands of Tilea, Estalia, and the Border Princes through trade and diplomatic contact. Today, their worship is popular in the cosmopolitan towns and cities, and some nobles and townsfolk secretly regard them as more sophisticated than the Old Gods — though few would risk voicing such opinions aloud!</p><p>The most widespread cults of Classical Gods in the Empire are dedicated to Verena, Myrmidia, Shallya, and Ranald, patrons of wisdom, strategy, mercy, and trickery. Hiding behind these, there is also Khaine, the God of Murder, though his cult is outlawed in most places.</p><h4><strong>The Provincial Gods</strong></h4><p>The Empire hosts a wide variety of deities — patrons of provinces, towns, forests, lakes, rivers, crafts, and much more besides. Formed into complicated pantheons by local legends and myths, the Provincial Gods often have small cults dedicated to them, but few have much influence. However, there are exceptions: standing high above other Provincial Gods, worship of Handrich, the God of Trade, has spread significantly with commerce and now boasts a significant cult-presence amongst the Empire’s rising merchant class.</p><h4><strong>Sigmar</strong></h4><p>Sigmar founded the Empire over two-thousand years ago, and his legend recounts how he conquered unthinkable foes and overcame impossible odds. Reigning for fifty years, he eventually abdicated and turned east to return his magical warhammer, Ghal-Maraz, to its forgers: his old allies, the Dwarfs. He was never seen again. Not long after, oracles and prophets claimed Sigmar had ascended to godhood, invested by Ulric before the entire pantheon of old gods and new.</p><p>Today, many centuries later, the cult of Sigmar, patron of the Empire, has spread to such an extent that its leader, the Grand Theogonist, is arguably more powerful than the emperor himself.</p><blockquote class=\"sidebar\"><h3 class=\"no-toc\" style=\"text-align:center\"><em>Gods of the Reikland</em></h3><p><em>Like all of the grand provinces, Reikland has a wide array of Provincial Gods, some even boasting small, sophisticated cults. The following provides an example of some of these.</em></p><table style=\"height:115px;width:573px\" border=\"1\"><tbody><tr><td style=\"width:74px\"><em><strong>God</strong></em></td><td style=\"width:63px\"><em><strong>Spheres</strong></em></td><td style=\"width:91px\"><em><strong>Worshippers</strong></em></td><td style=\"width:130px\"><em><strong>Offerings</strong></em></td><td style=\"width:199px\"><em><strong>Notes</strong></em></td></tr><tr style=\"height:34px\"><td style=\"width:74px;height:34px\"><em>Bögenauer</em></td><td style=\"width:63px;height:34px\"><em>River Bögen</em></td><td style=\"width:91px;height:34px\"><em>Boatmen, Merchants, and Bögenhafeners</em></td><td style=\"width:130px;height:34px\"><em>Coins, sheaves of reeds, rolled stones</em></td><td style=\"width:199px;height:34px\"><em>A single temple in @UUID[JournalEntry.ozE2DMCMK64eE5pD.JournalEntryPage.OONgV24fbQ8ZEqSr]{Bögenhafen} with no full-time clerics; shrines line the river.</em></td></tr><tr style=\"height:17px\"><td style=\"width:74px;height:17px\"><em>Borchbach</em></td><td style=\"width:63px;height:17px\"><em>Rhetoric</em></td><td style=\"width:91px;height:17px\"><em>Agitators, politicians, lawyers</em></td><td style=\"width:130px;height:17px\"><em>Written speeches, acorns, quills</em></td><td style=\"width:199px;height:17px\"><em>Several shrines and two temples to Borchbach are found in Altdorf.</em></td></tr><tr style=\"height:13px\"><td style=\"width:74px;height:13px\"><em>Clio</em></td><td style=\"width:63px;height:13px\"><em>History</em></td><td style=\"width:91px;height:13px\"><em>Scholars</em></td><td style=\"width:130px;height:13px\"><em>Ancient artefacts, peaches, carvings </em></td><td style=\"width:199px;height:13px\"><em>A significant temple to the Classical God Clio is attached to @UUID[Compendium.wfrp4e-altdorf.journals.EmhvOkkzAir6pzCB.JournalEntryPage.OiAVm63T9JEFsVfR]{Altdorf University}.</em></td></tr><tr style=\"height:17px\"><td style=\"width:74px;height:17px\"><em>Dyrath</em></td><td style=\"width:63px;height:17px\"><em>Women</em></td><td style=\"width:91px;height:17px\"><em>Womenfolk</em></td><td style=\"width:130px;height:17px\"><em>Fruit, honey, menses</em></td><td style=\"width:199px;height:17px\"><em>Dyrath has no temples; instead, a secretive cult is spread through the villages and hamlets of the @UUID[JournalEntry.ozE2DMCMK64eE5pD.JournalEntryPage.mdjl1WxjZLeuSWAN]{Hägercrybs}.</em></td></tr><tr style=\"height:17px\"><td style=\"width:74px;height:17px\"><em>Grandfather Reik</em></td><td style=\"width:63px;height:17px\"><em>River Reik</em></td><td style=\"width:91px;height:17px\"><em>Merchants, bargees, fishermen</em></td><td style=\"width:130px;height:17px\"><em>Beer, eels, silver</em></td><td style=\"width:199px;height:17px\"><em>Shrines dot the length of the river Reik, but there is no formal cult.</em></td></tr><tr style=\"height:17px\"><td style=\"width:74px;height:17px\"><em>Katya</em></td><td style=\"width:63px;height:17px\"><em>Disarming Beauty</em></td><td style=\"width:91px;height:17px\"><em>Bawds, lovers, the lonely</em></td><td style=\"width:130px;height:17px\"><em>Coins, jewellery, clothing </em></td><td style=\"width:199px;height:17px\"><em>Temples to Katya double as brothels in the towns of the @UUID[JournalEntry.ozE2DMCMK64eE5pD.JournalEntryPage.0Cmr0LZ3boLbNt6p]{Vorbergland}.</em></td></tr></tbody></table></blockquote><h3><strong>Other Pantheons</strong></h3><p>The different countries and species of the Old World all have deities of their own. Some, according to theologians, are aspects of other deities worshipped under different names. Others are particularly revered by a particular species: examples include Grungni, the Dwarfen God of Mining and Dwarf Pride; Isha, a Goddess of Fertility and Nature who is seen as the mother of all Elves; and Esmerelda, the Halfling Goddess of Hearth, Home, and Family.</p><h3><strong>The Chaos Gods</strong></h3><p>The Daemonic gods of the Realms of Chaos are the greatest threat to the Old World, each determined to bring absolute ruin to the mortal realm. Their worship by lost and damned souls is pervasive and clandestine, with uncounted dark cultists infiltrating all levels of society. Khorne, Nurgle, Tzeentch, and Slaanesh: Gods of Rage, Despair, Ambition, and Excess. Few dare whisper their twisting names, for they harbour malevolent power, and leave mutation and horror in their wake.</p>"
|
||
},
|
||
"The Cults": {
|
||
"name": "The Cults",
|
||
"text": "<p>The Old World has many cults dedicated to appeasing or appealing to deities and promoting the ideals they embody. Leaders of these cults are frequently influential in local politics. They not only stand as representatives of their gods, but also command hundreds or perhaps thousands of clerics and templars: temporal power that cannot be ignored.</p><p>To manage their numerous members, most of the larger cults are split into orders, many of which operate from significant holy sites or temples.</p><h4>Orders</h4><p>Most Old World cults are split into orders, with each order focussing on different aspects of their god’s concerns. Orders come in many different forms, including monastic orders of monks or nuns, templar orders of knights, priestly orders that attend to holy needs in the community, and mendicant orders of friars that wander the Old World, usually subsisting from alms. Each order is organised differently according to individual cult law and tradition, but in all cases they swear allegiance to the head of their cult, not the local nobility.</p><h4>Holy Sites</h4><p>The cults maintain holy sites across the Old World, many of them associated with legendary deeds of the gods from mythical times. Most are protected by buildings such as temples, abbeys, chapterhouses, or monasteries. Some older sites, or those not so well known, may only be marked by a shrine or unattended chapel. Cult buildings are usually decorated beautifully inside and out with scenes from the religion’s mythology. They vary widely in size and layout and often follow regional styles of architecture. Some hold extreme wealth, especially in the towns and cities where a more affluent population provides greater tithes. Larger cult buildings support dozens of people, including lay craftspeople, guards, and servants, while smaller sites are run by a handful of staff aided by volunteers from the community. In villages, a single priest is the norm, supported by the faithful.</p><p>Shrines and chapels are more modest affairs, the size of a one-room house or smaller. They do not normally have a full-time priest, although they may come under the charge of a nearby temple or — especially in rural areas — a wandering priest who travels from one village and shrine to another. In a priest’s absence, local villagers pray unsupervised, leave small offerings, and keep the shrine in good repair.</p><blockquote class=\"sidebar\"><h3 style=\"text-align:center;text-transform:uppercase\"><em>Options: Little Prayers</em></h3><p><em>Prayers to the gods are rarely answered by those not @UUID[.uNYj9n5rXsc8W5GS#the-blessed]{Blessed}, but the gods do listen sometimes. Prayers offered in holy sites have a chance of receiving divine attention. If the offering, circumstances, and motivation are appropriate, the GM may secretly roll [[/br d100 # Little Prayers]] to see if your prayers are heeded. On a roll of 01, they are. If you have the Pray Skill, the GM may increase that chance. When such prayers are answered, the results may not be exactly what you expect — the gods of the Old World do not simply grant wishes — but it will almost always be something that will help you achieve a goal that is important to the deity. This might be a bonus to a dice roll, or a one-shot use of a Skill or Prayer that is otherwise unavailable, or some other advantage.</em></p></blockquote><h3>Primary Cults of the Empire</h3><p>Although many hundreds of gods are worshipped across the Empire, ten are of particular importance, each worshipped by cults spanning the grand provinces and granted a special position by Magnus the Pious over two-hundred years ago.</p><p>@UUID[.TGPJzTKAihJha3zB]{The Cult of Manann, God of the Sea}</p><p>@UUID[.HfmrIexylrgxIz2x]{The Cult of Morr, God of Death}</p><p>@UUID[.pqKQj4SPAR9qIKB5]{The Cult of Myrmidia, Goddes of Strategy}</p><p>@UUID[.vrUN2NZ9t9d37J6V]{The Cult of Ranald, God of Trickery}</p><p>@UUID[.dY6NZyY5pujNM5h8]{The Cult of Rhya, Goddess of Fertility}</p><p>@UUID[.TjfeXu3fimHJ5I9Q]{The Cult of Shallya, Goddess of Mercy}</p><p>@UUID[.OclFlDGI5fC9ygoP]{The Cult of Sigmar, God of the Empire}</p><p>@UUID[.GqvN0qGNFSBPi9Dr]{The Cult of Taal, God of the Wild}</p><p>@UUID[.jza73azXzLy0oVCy]{The Cult of Ulric, God of War}</p><p>@UUID[.9bWE0Ayt5XGQf50r]{The Cult of Verena, Goddess of Wisdom}</p><h3>The Grand Conclave</h3><p>When Emperor Magnus the Pious rebuilt the Empire after the Great War Against Chaos, he realised previous schisms and civil wars besetting his realm were often sourced in religious unrest.</p><p>To help prevent this happening again, Magnus created the Grand Conclave, a meeting of the primary cults in the Empire held every five years to air grievances and discuss resolutions, with the emperor sitting as chair.</p><p>Though enormously controversial at the time, the Grand Conclave is now fully accepted, and is held alongside great celebrations and festivities, with the representatives of the following gods required to attend: Manaan, Morr, Myrmidia, Ranald, Rhya, Shallya, Sigmar, Taal, Ulric, and Verena. Although other influential cults exist — such as the Cult of Handrich, which is currently lobbying for a seat on the Conclave — the ten currently sitting are widely perceived as the most important in the Empire.</p><blockquote class=\"sidebar\"><h3 class=\"no-toc\" style=\"text-align:center;text-transform:uppercase\"><span style=\"font-style:normal\">Primary Gods of the Empire</span></h3><table style=\"width:100%;height:459px\" border=\"1\"><tbody><tr style=\"height:17px\"><td style=\"height:17px\"><em><strong>God</strong></em></td><td style=\"height:17px\"><em><strong>Spheres</strong></em></td><td style=\"height:17px\"><em><strong>Worshippers</strong></em></td><td style=\"height:17px\"><em><strong>Offerings</strong></em></td></tr><tr style=\"height:51px\"><td style=\"height:51px\"><em>Manann</em></td><td style=\"height:51px\"><em>The seas, oceans, the Wasteland</em></td><td style=\"height:51px\"><em>Sailors, fishermen, merchants</em></td><td style=\"height:51px\"><em>Fish, gems, gold</em></td></tr><tr style=\"height:51px\"><td style=\"height:51px\"><em>Morr</em></td><td style=\"height:51px\"><em>Death and dreams, Ostermark</em></td><td style=\"height:51px\"><em>Undertakers, the bereaved, undead hunters, mystics</em></td><td style=\"height:51px\"><em>Silver coins, incense, candles</em></td></tr><tr style=\"height:51px\"><td style=\"height:51px\"><em>Myrmidia</em></td><td style=\"height:51px\"><em>Strategic warfare, Tilea, Estalia</em></td><td style=\"height:51px\"><em>Estalians, strategists, Tileans</em></td><td style=\"height:51px\"><em>Spears, shields, vows of duty, trophies</em></td></tr><tr style=\"height:51px\"><td style=\"height:51px\"><em>Ranald</em></td><td style=\"height:51px\"><em>Trickery, thieves, luck, the poor</em></td><td style=\"height:51px\"><em>Rogues, gamblers, and the poor</em></td><td style=\"height:51px\"><em>Cards, coins, dice, food</em></td></tr><tr style=\"height:34px\"><td style=\"height:34px\"><em>Rhya</em></td><td style=\"height:34px\"><em>Fertility, life, summer</em></td><td style=\"height:34px\"><em>Farmers, herbalists, midwives</em></td><td style=\"height:34px\"><em>First reapings, wheat, fruit</em></td></tr><tr style=\"height:34px\"><td style=\"height:34px\"><em>Shallya</em></td><td style=\"height:34px\"><em>Mercy and healing</em></td><td style=\"height:34px\"><em>The poor, physicians, the sick, abused women</em></td><td style=\"height:34px\"><em>Food, medicine, coins</em></td></tr><tr style=\"height:34px\"><td style=\"height:34px\"><em>Sigmar</em></td><td style=\"height:34px\"><em>The Empire, Reikland</em></td><td style=\"height:34px\"><em>Folk of the Empire</em></td><td style=\"height:34px\"><em>Hammers, coins, food</em></td></tr><tr style=\"height:51px\"><td style=\"height:51px\"><em>Taal</em></td><td style=\"height:51px\"><em>The wilds, spring, Talabecland</em></td><td style=\"height:51px\"><em>Herders, foresters, and other rural folk</em></td><td style=\"height:51px\"><em>Land left wild, first kill from a hunt, animals</em></td></tr><tr style=\"height:51px\"><td style=\"height:51px\"><em>Ulric</em></td><td style=\"height:51px\"><em>War, winter, wolves, Middenland</em></td><td style=\"height:51px\"><em>Warriors, Middenlanders</em></td><td style=\"height:51px\"><em>Weapons, trophies, ale, wolf skins</em></td></tr><tr style=\"height:34px\"><td style=\"height:34px\"><em>Verena</em></td><td style=\"height:34px\"><em>Learning, justice, wisdom</em></td><td style=\"height:34px\"><em>Scribes, lawyers, scholars</em></td><td style=\"height:34px\"><em>Books, knowledge, just acts</em></td></tr></tbody></table></blockquote>"
|
||
},
|
||
"Dwarven Ancestor Gods": {
|
||
"name": "Dwarven Ancestor Gods",
|
||
"text": "<p>The Dwarfs venerate their ancient ancestors, valuing tradition above all else. Though the Time of the Ancestor Gods was many thousands of years ago, the Dwarfs still hold records of that time in their oldest Holds. Many names echo from that era, creating a broad, inter-related pantheon, but three Ancestor Gods are of especial importance and are known by all Dwarfs: Grimnir, Grungni, and Valaya, each a progenitor of the species as a whole. In addition to the oldest Ancestor Gods, Dwarfs also revere the founders of local clans as guardian deities.</p><h3>Dwarf Priests</h3><p>Those dedicating themselves to the cults of the Ancestor Gods do not use the Priest, Nun, or Warrior Priest Careers, as Dwarfs have a very different relationship with their gods, seeking to emulate them rather than worship or appease them.</p><p>Because of this, if you wish to play a Dwarf dedicated to one of the Ancestor Gods, simply choose an appropriate career to best act like that god. So, if you wanted to emulate Grimnir, effectively becoming a priest of Grimnir, perhaps play a Slayer and join the Cult of the Slayer, or maybe become a Soldier.</p><blockquote class=\"sidebar\"><h3 class=\"no-toc\" style=\"text-align:center;text-transform:uppercase\"><span style=\"font-style:normal\">Primary Dwarf Gods</span></h3><table style=\"width:100%;height:68px\" border=\"1\"><tbody><tr style=\"height:17px\"><td style=\"height:17px\"><em><strong>God</strong></em></td><td style=\"height:17px\"><em><strong>Sphere</strong></em></td><td style=\"height:17px\"><em><strong>Worshippers</strong></em></td><td style=\"height:17px\"><em><strong>Offerings</strong></em></td><td style=\"height:17px\"><em><strong>Notes</strong></em></td></tr><tr style=\"height:17px\"><td style=\"height:17px\"><em>Grimnir</em></td><td style=\"height:17px\"><em>Warriors, Courage</em></td><td style=\"height:17px\"><em>Soldiers, slayers</em></td><td style=\"height:17px\"><em>Axes, gold jewellery, resolved grudges</em></td><td style=\"height:17px\"><em>High temple in Karaz-a-Karak; largest Slayer temple in Karak Kadrin. Husband to Valaya; brother to Grungni</em></td></tr><tr style=\"height:17px\"><td style=\"height:17px\"><em>Grungni</em></td><td style=\"height:17px\"><em>Mining, Metalworking, Stoneworking</em></td><td style=\"height:17px\"><em>Artisans, miners</em></td><td style=\"height:17px\"><em>Fine stone or metal work, mail armour</em></td><td style=\"height:17px\"><em>High temple in Karak Azul. Husband to Valaya; brother to Grimnir.</em></td></tr><tr style=\"height:17px\"><td style=\"height:17px\"><em>Valaya</em></td><td style=\"height:17px\"><em>Brewing, Hearth, Healing</em></td><td style=\"height:17px\"><em>Artisans, scholars, physicians</em></td><td style=\"height:17px\"><em>Beer, shields, food</em></td><td style=\"height:17px\"><em>High temple in Karaz-a-Karak. Wife to Grimnir and Grungni.</em></td></tr></tbody></table></blockquote>"
|
||
},
|
||
"Elven Gods": {
|
||
"name": "Elven Gods",
|
||
"text": "<p>The Elves worshipped their own gods long before Humans and most other species existed in their current forms. Their pantheon is extensive, with different groups of deities being held as important by Wood Elves and High Elves.</p><p>Loosely, there are two groups of gods, the Cadai and the Cytharai. The Cadai rule the heavens, and have strong connections to their Elven worshippers, directly helping where they can. The selfish Cytharai rule the underworld, and care little for the Elves. Standing apart from both these courts are a loose group of unaligned gods, the most prominent being Morai-Heg the Crone, Goddess of Fate and Death.</p><p>The High Elves especially revere the Cadai, and have sophisticated priesthoods dedicated to their teachings. They appease the Cytharai when necessary, but it is unlawful to worship any but Mathlann, whose aid is sought by mariners. According to their myths, Asuryan, the God of Creation, is king of all the gods, able to pronounce judgement upon them all.</p><p>The Wood Elves take a much more balanced approach and have temples and shrines to all the gods impacting their lives, be they Cadai or Cytharai. Because of their close association with the woods and forests, they revere Isha the Mother and Kurnous the Hunter above all others, and rumours persist that both gods take a direct hand in Wood Elf affairs.</p><p>According to some theologians — mostly Elven — the deities of this pantheon are the true gods, and those worshipped by other species are simply different aspects of the Elven originals.</p><h3>Elven Priests</h3><p>Both High Elves and Wood Elves have priesthoods for the gods, but they do not have blessings and miracles. The Elves don’t believe the gods manifest in this fashion, and instead see magic as a gift from the gods. Because of this, if you wish to be an Elven priest, use the Wizard career, and chose from an appropriate Lore to represent the magic your god has gifted. So, a ‘priest’ of Kurnous would use the Lore of Beasts, a worshipper of Isha, the Lore of Life, and devotees of Asuryan use the Lores of Light or Fire.</p><blockquote class=\"sidebar\"><h3 class=\"no-toc\" style=\"text-align:center;text-transform:uppercase\"><span style=\"font-style:normal\">Primary Elven Gods</span></h3><table style=\"width:100%;height:238px\" border=\"1\"><tbody><tr style=\"height:17px\"><td style=\"height:17px\"> </td><td style=\"height:17px\"><em><strong>Sphere</strong></em></td><td style=\"height:17px\"><em><strong>Worshippers</strong></em></td><td style=\"height:17px\"><em><strong>Offerings</strong></em></td><td style=\"height:17px\"><em><strong>Notes</strong></em></td></tr><tr style=\"height:17px\"><td style=\"height:17px\" colspan=\"5\"><em><strong>Cadai</strong></em></td></tr><tr style=\"height:51px\"><td style=\"height:51px\"><em>Asuryan</em></td><td style=\"height:51px\"><em>All Creation, the Heavens, Phoenixes</em></td><td style=\"height:51px\"><em>Rulers, judges, lawyers in general</em></td><td style=\"height:51px\"><em>White feathers, masks, white crystals</em></td><td style=\"height:51px\"><em>The Creator and king of all the gods. Asuryan created the mortal and divine realms, and separated them.</em></td></tr><tr style=\"height:17px\"><td style=\"height:17px\"><em>Isha</em></td><td style=\"height:17px\"><em>Fertility, life</em></td><td style=\"height:17px\"><em>Rural folk of all kinds</em></td><td style=\"height:17px\"><em>Food, tears, green crystals</em></td><td style=\"height:17px\"><em>The Mother. Wife of Kurnous. Isha created the Elves.</em></td></tr><tr style=\"height:17px\"><td style=\"height:17px\"><em>Kurnous</em></td><td style=\"height:17px\"><em>Animals, wild places, hunting</em></td><td style=\"height:17px\"><em>Hunters, woodsmen, and those working with animals</em></td><td style=\"height:17px\"><em>Animals, enemy blood, amber crystals</em></td><td style=\"height:17px\"><em>The King of the Wild Hunt, Lord of Beasts, and husband of Isha. Kurnous created all animals.</em></td></tr><tr style=\"height:17px\"><td style=\"height:17px\"><em>Hoeth</em></td><td style=\"height:17px\"><em>Wisdom, knowledge, teaching</em></td><td style=\"height:17px\"><em>Scholars, mages, perfectionists</em></td><td style=\"height:17px\"><em>Tomes, swords, yellow crystals</em></td><td style=\"height:17px\"><em>The Lord of Wisdom. Hoeth elevated the Elves to sentience.</em></td></tr><tr style=\"height:17px\"><td style=\"height:17px\" colspan=\"5\"><em><strong>Cytharai</strong></em></td></tr><tr style=\"height:17px\"><td style=\"height:17px\"><em>Atharti</em></td><td style=\"height:17px\"><em>Pleasure, seduction, snakes, the mind</em></td><td style=\"height:17px\"><em>Hedonists, bawds, and those lost to their emotions</em></td><td style=\"height:17px\"><em>Snakes, gems, pale pink crystals</em></td><td style=\"height:17px\"><em>The Lady of Desire. Atharti unlocked Elven emotions after their creation. The High Elves largely forbid her worship.</em></td></tr><tr style=\"height:17px\"><td style=\"height:17px\"><em>Khaine</em></td><td style=\"height:17px\"><em>War, blood-shed, violence</em></td><td style=\"height:17px\"><em>Warriors and soldiers of all kinds</em></td><td style=\"height:17px\"><em>Blood, weapons, red crystals</em></td><td style=\"height:17px\"><em>The Bloody-Handed.</em></td></tr><tr style=\"height:17px\"><td style=\"height:17px\"><em>Mathlann</em></td><td style=\"height:17px\"><em>Oceans</em></td><td style=\"height:17px\"><em>Seafolk of all kinds</em></td><td style=\"height:17px\"><em>Gold, fish, turquoise crystals</em></td><td style=\"height:17px\"><em>The Lord of the Deeps. Has little love for anything land-bound, including Elves.</em></td></tr><tr style=\"height:17px\"><td style=\"height:17px\" colspan=\"5\"><em><strong>Unaligned</strong></em></td></tr><tr style=\"height:17px\"><td style=\"height:17px\"><em>Morai-Heg</em></td><td style=\"height:17px\"><em>Death, fate, crows</em></td><td style=\"height:17px\"><em>The bereaved</em></td><td style=\"height:17px\"><em>Bones, black feathers, black crystals</em></td><td style=\"height:17px\"><em>The Crone. Worship is generally shunned as it is seen as unwise to attract her attention.</em></td></tr></tbody></table></blockquote>"
|
||
},
|
||
"Halfling Gods": {
|
||
"name": "Halfling Gods",
|
||
"text": "<p>Some say that Halflings are superstitious rather than religious, and the bulk of their deities support this impression. Most Halfling gods and goddesses have to do with hearth and home, cooking, herb lore, earthy matters, and general day-to-day concerns. Halfling gods are practical rather than philosophical: as the saying goes: ‘Deep thoughts butter no parsnips’. Halflings also show respect to certain Human deities — Sigmar, Taal, and Rhya in particular — but this is more from a desire to avoid conflict than from any sincere devotion.</p><h3>Halfling Priests</h3><p>Halflings don’t really have priests, and they certainly don’t build temples (though Humans seem happy to do it for them, especially Sigmarites). There are better things to do than warble on about someone else’s business. Of course, they respect the gods, and have shrines on-hand should they need to have a quick natter, but none make a career exclusively talking to just one god — why make yourself so exclusive? Should a particular god need to be appeased, it is usually left up to a local elder to do what’s required on behalf of the community, often after a great deal of talking with relevant experts and peers.</p><blockquote class=\"sidebar\"><h3 class=\"no-toc\" style=\"text-align:center;text-transform:uppercase\"><span style=\"font-style:normal\">Primary Halfling Gods</span></h3><table style=\"width:100%;height:238px\" border=\"1\"><tbody><tr style=\"height:17px\"><td style=\"height:17px;width:14.7752%\"><em><strong>God</strong></em></td><td style=\"height:17px;width:20.3426%\"><em><strong>Sphere</strong></em></td><td style=\"height:17px;width:21.8393%\"><em><strong>Worshippers</strong></em></td><td style=\"height:17px;width:15.8481%\"><em><strong>Offerings</strong></em></td><td style=\"height:17px;width:27.1949%\"><em><strong>Notes</strong></em></td></tr><tr style=\"height:51px\"><td style=\"height:51px;width:14.7752%\"><em>Esmerelda</em></td><td style=\"height:51px;width:20.3426%\"><em>Hearth, home, hospitality</em></td><td style=\"height:51px;width:21.8393%\"><em>All Halflings try to emulate Esmerelda</em></td><td style=\"height:51px;width:15.8481%\"><em>Food, fire, comfort</em></td><td style=\"height:51px;width:27.1949%\"><em>The Many-Times-Grandmother</em></td></tr><tr style=\"height:68px\"><td style=\"height:68px;width:14.7752%\"><em>Hyacinth</em></td><td style=\"height:68px;width:20.3426%\"><em>Childbirth, Fertility, Sex</em></td><td style=\"height:68px;width:21.8393%\"><em>Midwives, pregnant women, revellers</em></td><td style=\"height:68px;width:15.8481%\"><em>Boiled water, palliative herbs</em></td><td style=\"height:68px;width:27.1949%\"><em>Has a fondness for twins and triplets.</em></td></tr><tr style=\"height:68px\"><td style=\"height:68px;width:14.7752%\"><em>Josias</em></td><td style=\"height:68px;width:20.3426%\"><em>Farming, domesticated animals</em></td><td style=\"height:68px;width:21.8393%\"><em>Farmers, herders, gardeners</em></td><td style=\"height:68px;width:15.8481%\"><em>Crops, food, thick soups</em></td><td style=\"height:68px;width:27.1949%\"><em>The Faithful. Josias is known for working hard and resting hard.</em></td></tr><tr style=\"height:34px\"><td style=\"height:34px;width:14.7752%\"><em>Quinsberry</em></td><td style=\"height:34px;width:20.3426%\"><em>Knowledge, ancestry, tradition</em></td><td style=\"height:34px;width:21.8393%\"><em>Scholars</em></td><td style=\"height:34px;width:15.8481%\"><em>Books, tapestries, gold</em></td><td style=\"height:34px;width:27.1949%\"><em>Has a library detailing the complete history and bloodline of every Halfling</em></td></tr></tbody></table></blockquote>"
|
||
},
|
||
"Chaos Gods": {
|
||
"name": "Chaos Gods",
|
||
"text": "<p>The Ruinous Powers of Chaos are the foremost existential threat to the Old World, but much about them remains a mystery. Merely seeking such knowledge is punishable by death without permission from the Cult of Sigmar. And seeking such permission attracts intense scrutiny of your person and motives, and is seldom granted.</p><p>The Ruinous Powers are seen by the common folk as the punishing manifestation of sin, and the reason that all must behave within socially acceptable boundaries as espoused by the cults. Indulging in violence, lust, slovenliness or unseemly curiosity has direct repercussions for the individual (as they are corrupted and come to a sticky end) and for their community, as their deviant behaviour attracts the destructive attention of these evil forces. </p><p>The average person will know of the most powerful of these forces through euphemistic names, such as the Blood God, the Plague Lord, the Lord of Change, and the Prince of Pain. Even the most learned scholars of this forbidden lore can only guess at what motivates these obscene powers, or if they even have an agenda beyond their primal impulses. </p><p>It seems there are competing factions dedicated to different aspects of ruin, and they are as much enemies to each other as to the rest of the Old World. On the rare occasions when they co-operate, much like they did during the Great War Against Chaos over two-hundred years ago, the world trembles. Some claim cults dedicated to the Chaos Gods have infiltrated the Empire. Most dismiss this as nonsense, for no right-thinking individual would be so foolish as to worship one of the Ruinous Powers.</p>"
|
||
},
|
||
"Prayers": {
|
||
"name": "Prayers",
|
||
"text": "<p>A small number of the faithful stand apart from their peers, seemingly able to appeal for their deity’s direct intervention in the form of miracles. Those who perform such feats are known by many names in different parts of the Old World — including: Living Saints, Gods’ Servants, The Hallowed, Divine Wills, Anointed Ones — but, in the Empire, they are most commonly referred to as ‘Blessed’, which is often used as a title. So, if Sister Anna where to be Blessed by Sigmar — i.e. granted Sigmar’s grace, able to have her prayers answered — she would become ‘Blessed Anna’, or, in full, ‘Blessed Anna, Sister of Sigmar’.</p><h3>The Blessed</h3><p>There are two Talents that specifically mark out those Blessed by the gods: Bless and Invoke . Characters with the Bless Talent may enact Blessings, which are minor manifestations of divine will, while the Invoke Talent allows the Blessed to call on their gods for more powerful Miracles. For more on these Talents, see @UUID[JournalEntry.6zOdTLv3YeYeJ4hR]{Skills and Talents}.</p><h3>Blessings and Miracles</h3><p>Blessing and Miracles are prayers spoken by one of the Blessed, and then empowered by a god. To enact a Blessing or Miracle, make a <strong>Challenging (+0) Pray</strong> Test. If you score a Success, your Blessing or Miracle manifests according to its rules, and a high SL will give you bonus effects. If you score a Failure, your words are spoken, but your god, for whatever reason, refuses to listen. If you Fumble the Pray Test, you have offended your god and must roll on the Wrath of the Gods table.</p><h4>Limitations</h4><p>You must be able to speak to intone the required prayer, rite, chant, or song to enact a Blessing or Miracle. Each of your Blessings or Miracles can only be in effect once, meaning you have to wait for an existing one to come to an end before using the same prayer again.</p><p>Multiple invocations of the same prayer by different individuals do not offer cumulative bonuses. Thus, intoning two Blessings of Finesse will only provide a bonus of +10 to Dexterity.</p><blockquote class=\"sidebar\"><h3 style=\"text-align:center;text-transform:uppercase\" class=\"no-toc\"><em>Options: Preach It, Sister!</em></h3><p><em>Each of the gods have different styles of prayers, designed to be intoned in different ways. Whether these are the warcries of Ulric, the shanties of Manaan, or the threnodies of Morr, each requires the words be spoken (or sung) firmly, and with conviction.</em></p><p><em>To represent this, the GM may require that any Pray Tests that are intoned quietly or without confidence have a higher Difficulty.</em></p></blockquote><h3>Sin Points</h3><p>The Blessed are watched closely by the gods, and risk gaining the disfavour of their deities if they should act contrary to their gods’ will. In game, this is represented with Sin points.</p><p>If you violate any of the Cult Strictures listed under your god, the GM will award one or more Sin Points. Every time you receive a Sin point, it is added it to your running total. There is no maximum to the number of Sin points you can earn. The more points you have, the more upset your god is likely to be should you call upon divine aid.</p><h4>Sin and Wrath</h4><p>Appealing to your deity when you have been acting contrary to the god’s wishes is risky. Whenever you make a Pray Test, if the units die of the result is equal to or less than your current Sin point total, then you will suffer the Wrath of the Gods, even if the Pray Test is successful.</p><blockquote class=\"sidebar\"><h3 style=\"text-align:center;text-transform:uppercase\" class=\"no-toc\"><em>It's A Sin!</em></h3><p><em>There are many different ways Blessed Priests can break their strictures; GMs should consider the scale of the infraction when awarding Sin Points, and allocate them proportionately, normally scoring 1 to 3. For instance, one of the strictures of the cult of Myrmidia is to respect prisoners of war. If a Myrmidian priest were to deny a thirsty prisoner of war a drink of water, this may earn a single Sin point. Beating a prisoner would be a great infraction, securing maybe 2 Sin points. Torturing or killing a helpless prisoner is unacceptable to Myrmidia, easily earning 3 or maybe more Sin points.</em></p><p><em>Kind GMs may wish to warn players before they commit infractions, especially if they are new to <strong>WFRP</strong>.</em></p></blockquote><h3>Wrath of the Gods</h3><p>The @Table[wrath]{Wrath of Gods} table is referenced whenever you Fumble a Pray Test, or when the units die of a Pray Test is equal or lower than your current Sin points. The GM may also use it, or pluck results from it, whenever you foolishly insult any of the gods. When rolling on the Wrath of the Gods table, add +10 to the roll for each Sin Point you have accrued. After rolling and applying the result, reduce your Sin points by 1, to a minimum of 0.</p><blockquote class=\"sidebar\"><h3 style=\"text-align:center;text-transform:uppercase\" class=\"no-toc\"><em>yOU’vE GOT TO PRAy!</em></h3><p><em>If a character behaves in a particularly pious manner, such as completing an arduous pilgrimage, or making a significant donation to their cult, the GM may wish to remove one or more Sin Points with a successful Pray Test, used to show you are begging for absolution. This, of course, also risks the chance of Wrath of the Gods. Otherwise, the only way to remove Sin Points is by rolling on the @Table[wrath]{Wrath of the Gods} table.</em></p></blockquote><h4>Penance</h4><p>Some Wrath of the Gods results require penance. The GM can decide upon a suitable penance depending on your misdeed, or they may prefer you to choose your own penance, with further punishment awaiting if you are insufficiently penitent. Examples of typical penances are listed in each cult description. Penances may come in the form of a vision, divine inspiration or, very rarely, by direct communication from your deity. If you are not worthy of such contact, a penance may be conveyed through another member of your cult. Alternatively, a Divine Servant of the cult could manifest — this could be a dead teacher, a figure of legend, or an appropriate animal — and inform you what is required. The GM should consider the sins involved, and how the god in question would likely react to these.</p><blockquote class=\"sidebar\"><h3 style=\"text-align:center;text-transform:uppercase\" class=\"no-toc\"><em>DIVINE SERVANTS</em></h3><p><em>Divine servants are supernatural minions of the gods in the material realm, in the same way that Daemons serve the Dark Gods. They tend to take the form either of a favoured animal — such as a white wolf for Ulric or a golden eagle for Myrmidia — or a departed devotee of the god, such as a legendary priest or templar. To construct Divine Servants appropriate to the god at hand, use the rules in @UUID[JournalEntry.3ZynTGhFpgwv6l1n]{Bestiary}, modifying an animal, Human, or Daemon as you see fit.</em></p></blockquote>"
|
||
},
|
||
"The Cult of Manann, God of the Sea": {
|
||
"name": "The Cult of Manann, God of the Sea",
|
||
"text": "<div class=\"journal-image centered\"><img src=\"modules/wfrp4e-core/art/cults/manann.webp\" width=\"272\" height=\"338\" /></div>\n<p><strong>Seat of Power</strong>: Marienburg, the Wasteland</p>\n<p><strong>Head of the Cult</strong>: Matriarch of the Sea</p>\n<p><strong>Primary Orders</strong>: Order of the Albatross, Order of the Mariner Major Festivals: Spring Equinox, Autumn Equinox</p>\n<p><strong>Popular Holy Books</strong>:<em> The 1000 Shanties, Tales of the Albatross, Liber Manaan</em></p>\n<p><strong>Common Holy Symbols</strong>: Five-tined Crown, Waves, Anchors</p>\n<p>Volatile Manann, the son of Taal and Rhya, is the capricious King of the Sea, Master of the Maelstroms, and Summoner of Storms. Known for his black moods and erratic temper, folk claim his cult is needed more than any other, for if ever there is a god that must be appeased, it’s Manaan. He’s depicted as an enormous, black-bearded man with seaweed in his hair and a great, five-pointed crown of black iron upon his troubled brow. He’s said to dwell at the bottom of the ocean, the rise and fall of his massive chest forming the waves and tides as the greatest monsters of the deep gather in his court.</p>\n<h3><strong>Worshippers</strong></h3>\n<p>Manann is worshipped along coasts throughout the Old World, wherever people make their living from the sea or live close enough for storms and floods to threaten their homes. Even those who know little of Manann will throw a coin or other small treasure into the water before beginning a sea voyage in the hope of a smooth crossing.</p>\n<p>The cult has a significant number of orders, mostly monastic, tasked to guard isolated, sacred islands. The Order of the Albatross is largest, comprised of priests who maintain temples across the Old World and bless merchant or naval vessels with their presence. Often accompanying them, the Order of the Mariner is the military arm of Manann, the cult’s templar-marines, sworn protectors of Marienburg.</p>\n<p>Manann’s clerics usually wear robes of dark greenish-blue or blue-grey, trimmed with a white wave-pattern.</p>\n<h3><strong>Holy Sites</strong></h3>\n<p>Manann’s temples are found in all coastal towns and cities, and in most river ports where seagoing vessels berth. The high temple is in the great port-city of Marienburg: a huge, lavishly decorated complex open to the tides. The Matriarch of the Sea, head of the Order of the Albatross, is based there, a woman who ostensibly leads the entire cult of Manann, although in practice the sea-god’s clerics are as mercurial as their god, and as likely to be stubborn as to serve. The cult also maintains many monasteries and abbeys on small isolated islands, most dedicated to one of Manann’s many saints. </p>\n<h3><strong>Penances</strong></h3>\n<p>Penances from Manann often involve hazardous, maritime pilgrimages, tests of sailing skills, or expeditions against the sea-god’s enemies, especially followers of the heretical cult of Stromfels, God of Pirates, Wreckers, and Sharks.</p>\n<blockquote class=\"sidebar\">\n<h3 style=\"text-align:center;font-style:normal\"><strong>Strictures</strong></h3>\n<ul style=\"font-style:normal\">\n<li>No whistling or swearing when at sea or on holy ground.</li>\n<li>Never harm an albatross.</li>\n<li>First catch to Manann.</li>\n<li>A silver and fish to every Manannite temple and shrine approached.</li>\n<li>Hunt down the servants of Stromfels wherever they may hide.</li>\n</ul>\n</blockquote>\n<h3>Blessings</h3>\n<p>@UUID[Compendium.wfrp4e-core.items.ElmLfnrXliStS9CP]{Blessing of Battle}</p>\n<p>@UUID[Compendium.wfrp4e-core.items.TKHvOsihelBStO6i]{Blessing of Breath}</p>\n<p>@UUID[Compendium.wfrp4e-core.items.Cg2Q3TV66cpmheHS]{Blessing of Courage}</p>\n<p>@UUID[Compendium.wfrp4e-core.items.0r3moMIHXsBrcOyh]{Blessing of Hardiness}</p>\n<p>@UUID[Compendium.wfrp4e-core.items.eBRjKAF6U0yR0KK8]{Blessing of Savagery}</p>\n<p>@UUID[Compendium.wfrp4e-core.items.GvaOlWY8iD5CO1WB]{Blessing of Tenacity}</p>\n<h3>Miracles</h3>\n<p>@UUID[Compendium.wfrp4e-core.items.Geo6EAR39JzaP9P2]{Becalm}</p>\n<p>@UUID[Compendium.wfrp4e-core.items.i5DW3xX2lGu6Pps6]{Drowned Man's Face}</p>\n<p>@UUID[Compendium.wfrp4e-core.items.nQ9Fydtqshroi11E]{Fair Winds}</p>\n<p>@UUID[Compendium.wfrp4e-core.items.IKW03JiqXVdDoPA6]{Manann's Bounty}</p>\n<p>@UUID[Compendium.wfrp4e-core.items.VUyCJ5LRPkuC5iZx]{Sea Legs}</p>\n<p>@UUID[Compendium.wfrp4e-core.items.iWVQRVDVDCx1SyPA]{Waterwalk}</p>\n<p> </p>"
|
||
},
|
||
"The Cult of Morr, God of Death": {
|
||
"name": "The Cult of Morr, God of Death",
|
||
"text": "<div class=\"journal-image centered\"><img src=\"modules/wfrp4e-core/art/cults/morr.webp\" width=\"279\" height=\"334\" /></div>\n<p><strong>Seat of Power</strong>: Luccini, Tilea</p>\n<p><strong>Head of the Cult</strong>: Custode del Portale</p>\n<p><strong>Primary Orders</strong>: Order of the Shroud, Order of the Black Guard, Order of the Augurs</p>\n<p><strong>Major Festivals</strong>: Hexensnacht, Geheimisnacht</p>\n<p><strong>Popular Holy Books</strong>:<em> The Book of Doorways, Libro Dei Morti, Thernodies of the Raven</em></p>\n<p><strong>Common Holy Symbols</strong>: Portals, Ravens, Black Roses</p>\n<p>Urbane Morr, God of Death and King of the Underworld, is husband to Verena, brother to murderous Khaine, and father of Myrmidia and Shallya. He sends divine ravens to guide dead souls to the Portal, the pillared gateway between the mortal realms and the realm of the gods. He then leads each soul from there to its final resting place: either Morr’s Underworld, or the afterlife of another god. He is commonly portrayed as a tall, dark-haired man of aristocratic bearing, with a brooding, intense air. </p>\n<h3><strong>Worshippers</strong></h3>\n<p>Outside Ostermark, where Morr has special importance, few wish to attract the God of Death’s attention, so normally only the bereaved pray to him. However, those desperate or brave enough may pray for dreams of what the future may bring, though it is said he rarely divulges anything not associated with dying.</p>\n<p>The Order of the Shroud dominates the cult, directly controlling all other orders and the Mourners’ Guild, those responsible for overseeing burials and burial grounds. Supporting them, the Black Guard are the cult’s largest templar order, tasked to guard temples and hunt down the Undead. The Order of Augurs may be small, but it guides the leadership </p>\n<p>with its foretellings, and organises the Order of Doomsayers: these wandering priests of Morr tour the land performing Doomings for all Human children on their tenth year. Bringing them all together, every decade a grand convocation of the priesthood of Morr is held at Luccini in Tilea, where the future for the cult is discussed around city-wide festivities.</p>\n<p>All Morr’s clerics wear plain, black, hooded robes without adornment or trimming.</p>\n<h3><strong>Holy Sites</strong></h3>\n<p>Temples of Morr are within Gardens of Morr: great graveyards wrapped with black roses that bloom all year, and are rarely used for anything other than funeral services. Most are plain structures of dark stone, distinguished by a broad doorway with a heavy lintel-stone — representing Morr’s Portal. The doors are always open, like the doors to the Kingdom of Death. Inside, the temples are bare. Any necessary furniture and other equipment is kept in storage until it is needed for a funeral service. Shrines to Morr also take the form of a gateway, usually consisting of two plain pillars and a lintel. In some cases, one pillar is white marble and the other black basalt.</p>\n<h3><strong>Penances</strong></h3>\n<p>Morr’s penances typically involve hunting Necromancers and destroying Undead, or finding and restoring burial places and holy sites fallen to disuse and disrepair. He also occasionally requires servants of Khaine be stopped from fulfilling their dark deeds.</p>\n<blockquote class=\"sidebar\">\n<h3 style=\"text-align:center\"><em><strong>Strictures</strong></em></h3>\n<ul>\n<li><em>Respect and protect the dead.</em></li>\n<li><em>Hunt down Necromancers and the Undead wherever they may gather.</em></li>\n<li><em>Pay heed to your dreams.</em></li>\n<li><em>Never refuse to conduct a funeral service.</em></li>\n<li><em>At no time be a party to raising the dead, unless allowed by Morr.</em></li>\n</ul>\n</blockquote>\n<h3>Blessing</h3>\n<p>@UUID[Compendium.wfrp4e-core.items.TKHvOsihelBStO6i]{Blessing of Breath}</p>\n<p>@UUID[Compendium.wfrp4e-core.items.Cg2Q3TV66cpmheHS]{Blessing of Courage}</p>\n<p>@UUID[Compendium.wfrp4e-core.items.iIfYOlNrLb0uiV8c]{Blessing of Fortune}</p>\n<p>@UUID[Compendium.wfrp4e-core.items.2WN0muIB2BFd4kBO]{Blessing of Righteousness}</p>\n<p>@UUID[Compendium.wfrp4e-core.items.GvaOlWY8iD5CO1WB]{Blessing of Tenacity}</p>\n<p>@UUID[Compendium.wfrp4e-core.items.FRkIz2sR7ZC92W2G]{Blessing of Wisdom}</p>\n<h3>Miracles</h3>\n<p>@UUID[Compendium.wfrp4e-core.items.0AQheUiRtffqfKNg]{Death Mask}</p>\n<p>@UUID[Compendium.wfrp4e-core.items.sdSy4k7ygDhAjSSX]{Destroy Undead}</p>\n<p>@UUID[Compendium.wfrp4e-core.items.itARFNqBAbwNDAAy]{Dooming}</p>\n<p>@UUID[Compendium.wfrp4e-core.items.rbdxcYoj8N2eMaqV]{Last Rites}</p>\n<p>@UUID[Compendium.wfrp4e-core.items.uE6AXjMjYvtvXQvy]{Portal's Threshold}</p>\n<p>@UUID[Compendium.wfrp4e-core.items.SjKFVBXgLC51dnQz]{Stay Morr's Hand}</p>"
|
||
},
|
||
"The Cult of Myrmidia, Goddes of Strategy": {
|
||
"name": "The Cult of Myrmidia, Goddes of Strategy",
|
||
"text": "<div class=\"journal-image centered\"><img src=\"modules/wfrp4e-core/art/cults/myrmidia.webp\" width=\"272\" height=\"347\" /></div>\n<p><strong>Seat of Power</strong>: Magritta, Estalia</p>\n<p><strong>Head of the Cult</strong>: La Aguila Ultima</p>\n<p><strong>Primary Orders</strong>: Order of the Eagle, Order of the Righteous Spear, Order of the Blazing Sun</p>\n<p><strong>Major Festivals</strong>: None in the Empire</p>\n<p><strong>Popular Holy Books</strong>: <em>Bellona Myrmidia, Bellum Strategia, The Book of War</em></p>\n<p><strong>Common Holy Symbols</strong>: Spear behind a shield, eagles, suns</p>\n<p>In the Empire, bronzed Myrmidia, daughter of Verena and Morr, sister of Shallya, is the Goddess of Strategy and Scientific Warfare. However, in the sun-drenched south, Myrmidia is much more than this: she acts as the patron deity of both the Estalian Kingdoms and the Tilean City States, and is fanatically worshipped in both realms. Because of this, her cult is the largest in the Old World, for all it has a limited presence in the Empire. She is commonly portrayed as a tall, muscular, young woman armed and equipped in archaic, southern stylings. She is known for her calm, honourable approach to all matters, and her clerics do what they can to emulate this.</p>\n<h3><strong>Worshippers</strong></h3>\n<p>Myrmidia grants generals the insight to win battles with minimal losses, and soldiers the skill-at-arms to defeat enemies quickly and without significant losses. Because of this, her cult is steadily growing among the armies and garrisons of the Empire, especially in the Reikland, Averland, and Wissenland. In the Empire, the cult has three orders of significance. The Order of the Eagle tends to the temples and their surrounding communities, and is led from Nuln by the ‘Eagle of the North’, the most powerful Myrmidian north of the Vaults. The templar Order of the Righteous Spear has a chapterhouse attached to each of these temples, each commanded by the local high priest. A second templar order, the Order of the Blazing Sun, is the oldest Myrmidian order in the Empire, and works independently of the Order of the Eagle.</p>\n<p>Myrmidia’s clerics in the Empire normally wear blue cowls over white robes with red edging, with her symbol either sewn onto the left breast or worn as a cloak-clasp.</p>\n<h3><strong>Holy Sites</strong></h3>\n<p>Most of Myrmidia’s holy sites are found in Estalia and Tilea, and are associated with the goddess’s campaigns across those realms when she manifested as a mortal over two-thousand years ago. In the Empire, the goddess has much less of a presence, with temples only in major towns and cities, and only a single monastic order cloistered in the Monastery of the Black Maiden in Wissenland. Temples to Myrmidia tend to follow the architectural styles of Tilea and Estalia, with domed roofs covering square or rectangular halls. Their exteriors are often carved with low reliefs showing battle scenes or tableaux of weapons and shields. Shrines may take the form of miniature temples, statues of the goddess, or free-standing sculptures of stacked weapons, shields, and armour. Myrmidia’s holy sites are also known for their scandalous depictions of the goddess and her saints, who are often presented wearing little more than scarves about their waists, which many Sigmarites find completely unacceptable.</p>\n<h3><strong>Penances</strong></h3>\n<p>Penances from Myrmidia are usually military in nature. A cultist may be ordered to defeat an enemy champion in single combat, or to train a group of peasants and lead them in the defence of their village. Protecting pilgrimage routes to sites of importance to Myrmidia are also not uncommon.</p>\n<blockquote class=\"sidebar\">\n<h3 style=\"text-align:center\"><em><strong>Strictures</strong></em></h3>\n<ul>\n<li><em>Act with honour and dignity in all matters.</em></li>\n<li><em>Respect prisoners of war, and never kill an enemy who surrenders</em></li>\n<li><em>Show no mercy to the unrepentant enemies of Humanity.</em></li>\n<li><em>Obey all honourable orders.</em></li>\n<li><em>Preserve the weak from the horrors of war.</em></li>\n</ul>\n</blockquote>\n<h3>Blessings</h3>\n<p>@UUID[Compendium.wfrp4e-core.items.ElmLfnrXliStS9CP]{Blessing of Battle}</p>\n<p>@UUID[Compendium.wfrp4e-core.items.tEMwdlHM8A40h6HE]{Blessing of Conscience}</p>\n<p>@UUID[Compendium.wfrp4e-core.items.Cg2Q3TV66cpmheHS]{Blessing of Courage}</p>\n<p>@UUID[Compendium.wfrp4e-core.items.iIfYOlNrLb0uiV8c]{Blessing of Fortune}</p>\n<p>@UUID[Compendium.wfrp4e-core.items.K5DE9cceinUTIrem]{Blessing of Protection}</p>\n<p>@UUID[Compendium.wfrp4e-core.items.2WN0muIB2BFd4kBO]{Blessing of Righteousness}</p>\n<h3>Miracles</h3>\n<p>@UUID[Compendium.wfrp4e-core.items.Q91bWCEn0gt33fGT]{Blazing Sun}</p>\n<p>@UUID[Compendium.wfrp4e-core.items.7KUKKbXBv8MbyEHt]{Eagle's Eye}</p>\n<p>@UUID[Compendium.wfrp4e-core.items.nyZNUwJ54MTLKQ7Y]{Fury's Call}</p>\n<p>@UUID[Compendium.wfrp4e-core.items.ezVl3vFWTwHfNXL3]{Inspiring}</p>\n<p>@UUID[Compendium.wfrp4e-core.items.V8GCeqgk1FNGFg76]{Shield of Myrmidia}</p>\n<p>@UUID[Compendium.wfrp4e-core.items.BVZWihaal1zq3aJs]{Spear of Myrmidia}</p>"
|
||
},
|
||
"The Cult of Ranald, God of Trickery": {
|
||
"name": "The Cult of Ranald, God of Trickery",
|
||
"text": "<div class=\"journal-image centered\"><img src=\"modules/wfrp4e-core/art/cults/ranald.webp\" width=\"216\" height=\"254\" /></div>\n<p><strong>Seat of Power</strong>: None officially</p>\n<p><strong>Head of the Cult</strong>: None officially, though rumours persist of a cult leader marked with ten crosses </p>\n<p><strong>Primary Orders</strong>: The Crosses, the Brotherhood, the Crooked Fingers</p>\n<p><strong>Major Festivals</strong>: The Day of Folly</p>\n<p><strong>Popular Holy Books</strong>: <em>The Riddles Ten, Midnight and the Black Cat, The Great Joke</em></p>\n<p><strong>Common Holy Symbols</strong>: Crossed fingers, Cats, Magpies</p>\n<p>According to myth, Ranald was once mortal, a gentle bandit who robbed from the rich and gave to the poor. This so charmed Shallya that the goddess fell in love. One fateful day, she found Ranald dying, fatally touched by the plagues of the Fly Lord. Unable to accept this, she let Ranald drink from her holy chalice, granting the rogue eternal life. But it was all a trick — Ranald had faked it all — and, laughing, the new god gleefully danced into the heavens. While generally portrayed as a dapper Human wearing a perpetual smile, there is little consistency to the height, weight, skin colour, or even gender of Ranald, though the god is more commonly portrayed as male in the Empire. More a cheerful trickster than outright criminal, Ranald is said to have a love of deflating pride with clever tricks and ruses.</p>\n<h3><strong>Worshippers</strong></h3>\n<p>Ranald most commonly stands as a patron to thieves and rogues, but the cult also attracts gamblers, liars, merchants, tricksters, and the poor and downtrodden.</p>\n<p>The cult of Ranald is, by general perception, a disorganised rabble of charlatans, thieves, and ne’er-do-wells. However, it is more co-ordinated than it appears, and split into three primary orders. The Crosses are the most accepted — a priesthood overseeing the cult’s gambling-dens, typically using the proceeds to administer to the poor. The Brotherhood is less open, and is somewhat akin to a secret society of merchants — they use business to bring the pompous and greedy to their knees. Lastly, and most widespread, is the publicly disavowed Crooked Fingers, the thieves, rogues, and liars of Ranald, a group that is roundly distrusted.</p>\n<p>Cultists of Ranald have no conventional garb to identify them, but always work cross symbols into their clothing somewhere, perhaps as a repeating pattern.</p>\n<h3><strong>Holy Sites</strong></h3>\n<p>Ranald has no formal temple organisation, although the cult maintains seemingly unconnected gambling dens in most towns and cities. Small shrines are found in the headquarters of many criminal gangs and merchant houses, and the poorer quarters of many cities have street-corner shrines dedicated to the God of Luck. The latter are often maintained by local ‘shrine clubs’ which operate as both social and religious bodies, and are usually led by one of the Crooked Fingers. Shrines are almost never elaborate, often just a simple, smiling statue with crossed fingers behind the back, or a crudely depicted cat or magpie, often fashioned as if smiling.</p>\n<h3><strong>Penances</strong></h3>\n<p>Ranald’s penances usually involve stealing into locked and guarded locations to recover precious items or leave a token of their presence. Humiliating oppressors of the poor is also common — perhaps by framing a brutal Watch captain for a ludicrous crime, for example, or locking him in his own cells. Ranald often sends favoured and disfavoured cultists alike on a ‘Pilgrimage of Fingers’, a set of tasks proving capability and loyalty.</p>\n<blockquote class=\"sidebar\">\n<h3 style=\"text-align:center\"><em><strong>Strictures</strong></em></h3>\n<ul>\n<li><em>One coin in ten belongs to Ranald.</em></li>\n<li><em>Never betray another to the authorities; there is no greater sin than informing.</em></li>\n<li><em>Violence is prohibited except in self-defence.</em></li>\n<li><em>It is better to live free and die than live under oppression.</em></li>\n<li><em>There is no honour among thieves, but there is amongst Ranaldans.</em></li>\n</ul>\n</blockquote>\n<h3>Blessings</h3>\n<p>@UUID[Compendium.wfrp4e-core.items.FElNQGNiPzaOwwKT]{Blessing of Charisma}</p>\n<p>@UUID[Compendium.wfrp4e-core.items.tEMwdlHM8A40h6HE]{Blessing of Conscience}</p>\n<p>@UUID[Compendium.wfrp4e-core.items.OkKWAfnMiHfxhTnB]{Blessing of Finesse}</p>\n<p>@UUID[Compendium.wfrp4e-core.items.iIfYOlNrLb0uiV8c]{Blessing of Fortune}</p>\n<p>@UUID[Compendium.wfrp4e-core.items.K5DE9cceinUTIrem]{Blessing of Protection}</p>\n<p>@UUID[Compendium.wfrp4e-core.items.tMocig1z9dHKNiCT]{Blessing of Wit}</p>\n<h3>Miracles</h3>\n<p>@UUID[Compendium.wfrp4e-core.items.1MUSq1xRyHCaIuAL]{An Invitation}</p>\n<p>@UUID[Compendium.wfrp4e-core.items.Bo3ukcaipFNb7Ljl]{Cat's Eyes}</p>\n<p>@UUID[Compendium.wfrp4e-core.items.hL7B3d7A0sYYjHXn]{Ranald's Grace}</p>\n<p>@UUID[Compendium.wfrp4e-core.items.QSwJNH8sotKjtdi4]{Rich Man, Poor Man, Beggar Man, Thief}</p>\n<p>@UUID[Compendium.wfrp4e-core.items.FfGboPdR54WHtkAE]{Stay Lucky}</p>\n<p>@UUID[Compendium.wfrp4e-core.items.fABd17NZvg2uUReL]{You Ain’t Seen Me, Right?}</p>"
|
||
},
|
||
"The Cult of Rhya, Goddess of Fertility": {
|
||
"name": "The Cult of Rhya, Goddess of Fertility",
|
||
"text": "<div class=\"journal-image centered\"><img src=\"modules/wfrp4e-core/art/cults/rhya.webp\" width=\"230\" height=\"272\" /></div>\n<p><strong>Seat of Power</strong>: None officially</p>\n<p><strong>Head of the Cult</strong>: None</p>\n<p><strong>Primary Orders</strong>: None</p>\n<p><strong>Major Festivals</strong>: Summer Solstice, with equinoxes also celebrated</p>\n<p><strong>Popular Holy Books</strong>: None, though many oral traditions exist Common Holy Symbols: Sheaf of wheat, fruit, spirals</p>\n<p>Bountiful Rhya is the Goddess of Fertility and Summer, widely known as the Earth Mother and She Who Sustains Life. Though typically depicted as the wife of Taal, myths connect her to many gods, and she has children from many of those relationships. Most commonly portrayed as a tall, beautiful women wreathed in leaves and bedecked in fruit, Rhya’s statues are normally nude, pregnant, and surrounded by her children. Many theologians tie Rhya to the Old Faith, a prehistoric cult comprised of ancient farmers and hunters who wrested a living from the land before the Empire was born, and one still found in secluded communities to this day.</p>\n<h3><strong>Worshippers</strong></h3>\n<p>Rural folk across the Old World venerate Rhya, relying on her to provide the crops upon which their lives depends. Womanfolk comprise the main body of the cult, and most midwives pay at least lip-service to Rhya’s Wisdom, a set of oral traditions surrounding childbirth. Although she is not openly worshipped in the towns and cities — townsfolk often turning to Shallya in her stead — her name is frequently tied with Taal’s, so she is still well known amongst such people. </p>\n<p>Because the cult has no great temples and protects no holy books or relics of significance, many scholars believe her worship to be declining, and possibly already dead. Her many cultists do nothing to contradict such talk.</p>\n<p>Rhya’s cultists have no fixed vestment or preferred garb, though greens are very common, as is using plants, flowers, or herbs to accessorise any clothing. They often dress in a fashion considered far too revealing by Sigmarite doctrine, which can cause friction as the Rhyans believe giving in to such prudishness is tantamount to encouraging the Prince of Excess into your lives, as it builds forbidden desires. Devotees of Sigmar invariably disagree, believing abstinence and restricting temptation is a better response to such dangers than indulgence.</p>\n<h3><strong>Holy Sites</strong></h3>\n<p>Rhya has no large temples, though many ancient sites constructed from oghams (standing stones) are centres of worship for her cult, and some still echo each equinox with the cries of fevered celebrants.</p>\n<p>Shrines to Rhya are usually simple statues of the goddess, often piled high with offerings of food and drink. Older shrines are often made of small standing stones marked with worn, spiralled patterns.</p>\n<h3><strong>Penances</strong></h3>\n<p>Rhyan penances may involve replanting devastated areas, helping broken households, and maintaining sacred groves. It is also common to find Rhyans tasked to protect helpless families, which can often put them at odds with local bailiffs and law enforcement. </p>\n<blockquote class=\"sidebar\">\n<h3 style=\"text-align:center\"><em><strong>Strictures</strong></em></h3>\n<ul>\n<li><em>Defend families, children, and crops from all harm.</em></li>\n<li><em>Never feel shame for the flesh Rhya gave you.</em></li>\n<li><em>Life is sacred, do no harm lest another life is in danger.</em></li>\n<li><em>Never judge whom another loves.</em></li>\n<li><em>Interrupt the work of the Prince of Excess wherever it may thirst</em></li>\n</ul>\n</blockquote>\n<h3>Blessings</h3>\n<p>@UUID[Compendium.wfrp4e-core.items.TKHvOsihelBStO6i]{Blessing of Breath}</p>\n<p>@UUID[Compendium.wfrp4e-core.items.tEMwdlHM8A40h6HE]{Blessing of Conscience}</p>\n<p>@UUID[Compendium.wfrp4e-core.items.maUl7MoLvuvTOhM0]{Blessing of Grace}</p>\n<p>@UUID[Compendium.wfrp4e-core.items.C92dpJPRYpkZFsGu]{Blessing of Healing}</p>\n<p>@UUID[Compendium.wfrp4e-core.items.K5DE9cceinUTIrem]{Blessing of Protection}</p>\n<p>@UUID[Compendium.wfrp4e-core.items.Jkt465WPdRcejLwl]{Blessing of Recuperation}</p>\n<h3>Miracles</h3>\n<p>@UUID[Compendium.wfrp4e-core.items.qB1T6ii29jreZBRP]{Rhya's Children}</p>\n<p>@UUID[Compendium.wfrp4e-core.items.OiMiQmsv1mut24jD]{Rhya's Harvest}</p>\n<p>@UUID[Compendium.wfrp4e-core.items.25trttu8NxFQQCo9]{Rhya's Shelter}</p>\n<p>@UUID[Compendium.wfrp4e-core.items.pBWXlJDOE7tfl8hP]{Rhya's Succour}</p>\n<p>@UUID[Compendium.wfrp4e-core.items.0uT3mzx8v4H3gVQj]{Rhya's Touch}</p>\n<p>@UUID[Compendium.wfrp4e-core.items.dDxhGgBBM9CugxsH]{Rhya's Union}</p>"
|
||
},
|
||
"The Cult of Shallya, Goddess of Mercy": {
|
||
"name": "The Cult of Shallya, Goddess of Mercy",
|
||
"text": "<div class=\"journal-image centered\"><img src=\"modules/wfrp4e-core/art/cults/shallya.webp\" width=\"245\" height=\"327\" /></div>\n<p><strong>Seat of Power</strong>: Couronne, Bretonnia</p>\n<p><strong>Head of the Cult</strong>: Grande Matriarch</p>\n<p><strong>Primary Orders</strong>: Order of the Bleeding Heart, Order of the Chalice</p>\n<p><strong>Major Festivals</strong>: None</p>\n<p><strong>Popular Holy Books</strong>: <em>The Book of Suffering, Livre des Larmes, The Testament of Pergunda</em></p>\n<p><strong>Common Holy Symbols</strong>: White doves, keys, heart with a drop of blood</p>\n<p>Shallya is the Goddess of Healing, Mercy, and Compassion. She is the daughter of Verena and Morr, and the sister of Myrmidia. Shallya is normally portrayed as a young, beautiful maiden whose eyes are perpetually welling with tears as she weeps for the world’s pain. It is said Shallya’s compassion knows no bounds, and in some myths — such as the stories of Ranald tricking her into granting him immortality, or Manaan trapping her at the bottom of the sea — she seems trusting to the point of foolishness. However, her cultists maintain her mercy is available to all, without judgment. True foolishness consists of presuming to judge who is worthy of Shallya’s grace and who is not.</p>\n<h3><strong>Worshippers</strong></h3>\n<p>Most Old Worlders think of Shallya’s cult as composed of healers and physicians, but her worshippers also include many who work to help alleviate suffering of other kinds: charitable souls who help the poor; workers in orphanages, asylums, and refuges; and even brave folk who go in search of lost and missing people on behalf of their loved ones. The cult is ruled by the far-reaching Order of the Bleeding Heart, which maintains all the temples, hospices, mercyhouses, and other holy sites. The significantly smaller Order of the Chalice tasks its mendicants to cleanse the Fly Lord’s influence, tackling the worst diseases and plagues wherever they may fester.</p>\n<p>Shallya’s cultists all wear white robes, often hooded, with a bleeding heart symbol embroidered on the left breast.</p>\n<h3><strong>Holy Sites</strong></h3>\n<p>The high temple of all Shallya’s cult is in Couronne, Bretonnia, built over a famous healing spring. Locals claim the magical waters were once poured there from the same chalice Shallya used to grant Ranald immortality, which they claim is the holy grail of the Lady, the patron Goddess of Bretonnia. Whatever the truth, it is a popular destination for pilgrims, many of whom travel there to be healed from intractable disease. Elsewhere, every town or city of any size has a temple to Shallya, and most smaller settlements have at least a shrine dedicated to her. Temples of Shallya normally consist of a courtyard with a temple on one side and an infirmary on the other, all constructed in southern styles. Larger temples have smaller subsidiary chapels, commonly endowed by local families, and are often connected to hospitals. Shrines are usually simple, often with the dove or heart of Shallya carved into stone, or with small fountains gushing eternal tears from simple statues.</p>\n<h3><strong>Penances</strong></h3>\n<p>Penances set by Shallya always involve helping the sick, poor, or downtrodden. A cultist might be sent to a village struck by a plague to tend the sick until the disease has passed. Shallya often tasks her servants to help the wounded at war, or patrol popular pilgrimage routes for those unable to complete their journeys due to ill health.</p>\n<blockquote class=\"sidebar\">\n<h3 style=\"text-align:center\"><strong><span style=\"font-style:normal\">Strictures</span></strong></h3>\n<ul>\n<li><em>Always render assistance without judgement, based only on a person’s need.</em></li>\n<li><em>Never kill except in self-defence or when facing followers of the Fly Lord.</em></li>\n<li><em>Hunt down servants of the Fly Lord wherever they may fester.</em></li>\n<li><em>Shallya’s work is never done, so turn not to self-indulgence.</em></li>\n<li><em>Never take up arms; a walking stick and courage will suffice.</em></li>\n</ul>\n</blockquote>\n<h3>Blessings</h3>\n<p>@UUID[Compendium.wfrp4e-core.items.TKHvOsihelBStO6i]{Blessing of Breath}</p>\n<p>@UUID[Compendium.wfrp4e-core.items.tEMwdlHM8A40h6HE]{Blessing of Conscience}</p>\n<p>@UUID[Compendium.wfrp4e-core.items.C92dpJPRYpkZFsGu]{Blessing of Healing}</p>\n<p>@UUID[Compendium.wfrp4e-core.items.K5DE9cceinUTIrem]{Blessing of Protection}</p>\n<p>@UUID[Compendium.wfrp4e-core.items.Jkt465WPdRcejLwl]{Blessing of Recuperation}</p>\n<p>@UUID[Compendium.wfrp4e-core.items.GvaOlWY8iD5CO1WB]{Blessing of Tenacity}</p>\n<h3>Miracles</h3>\n<p>@UUID[Compendium.wfrp4e-core.items.uMECZBuDnb3qkc7k]{Anchorite's Endurance}</p>\n<p>@UUID[Compendium.wfrp4e-core.items.8LcAFB6W37LDN70K]{Balm to a Wounded Mind}</p>\n<p>@UUID[Compendium.wfrp4e-core.items.UtgGJK46K08TZpP5]{Bitter Catharsis}</p>\n<p>@UUID[Compendium.wfrp4e-core.items.YCjWyU567vb4Rs11]{Martyr}</p>\n<p>@UUID[Compendium.wfrp4e-core.items.YAauxOwJJa3JahxQ]{Shallya's Tears}</p>\n<p>@UUID[Compendium.wfrp4e-core.items.SItGUVYokyOo7csk]{Unblemished Innocence}</p>"
|
||
},
|
||
"The Cult of Sigmar, God of the Empire": {
|
||
"name": "The Cult of Sigmar, God of the Empire",
|
||
"text": "<div class=\"journal-image centered\"><img src=\"modules/wfrp4e-core/art/cults/sigmar.webp\" width=\"252\" height=\"360\" /></div>\n<p><strong>Seat of Power</strong>: Altdorf, Reikland</p>\n<p><strong>Head of the Cult</strong>: The Grand Theogonist</p>\n<p><strong>Primary Orders</strong>: Order of the Anvil, Order of the Cleansing Flame, Order of the Silver Hammer, Order of the Torch Major Festivals: Sigmarday (28th Sigmarzeit)</p>\n<p><strong>Popular Holy Books</strong>: <em>The Book of Sigmar, Deus Sigmar, The Geistbuch</em></p>\n<p><strong>Common Holy Symbols</strong>: <em>Ghal-maraz</em> (Sigmar’s Warhammer), twin-tailed comets, griffons</p>\n<p>Sigmar is the Empire’s patron, and his cult dominates the realm. Because Sigmar was once the emperor, his worship is inextricably interwoven with politics, and three of the cult’s highest-ranking members are directly involved with electing new emperors. According to legend, 2,500 years ago Sigmar’s birth was heralded by a twin-tailed comet, and he was born the first son of the chief of the Unberogen tribe. When older, he received the magical warhammer Ghal-maraz (‘Skull-splitter’) as a gift from the Dwarf king Kurgan Ironbeard for saving his life from Greenskins. Sigmar later allied with the Dwarfs and their combined forces defeated the Greenskins. He was then crowned as the first emperor of the Human tribes he’d united. After fifty years of extraordinary rule, Sigmar mysteriously vanished, only to later ascend to divinity, crowned as a god by Ulric, Sigmar’s patron in life.</p>\n<h3><strong>Worshippers</strong></h3>\n<p>Most folk of the Empire pay at least lip-service to their patron deity. In the most devout provinces, like Reikland, Sigmar worship is an unquestioned part of daily life. Folk attend weekly ‘throngs’ where the lessons of Sigmar are preached. Many also attend temple to train as local militia, confess sins and purify the soul, or receive advice on how to be more like the God-King of old. Sigmar’s cult is comprised of an uncounted number of different orders. The largest is the Order of the Torch: Sigmar’s priests who lead their local communities. Other orders of importance include: the Order of the Cleansing Flame, comprised of inquisitors and witch hunters; the Order of the Silver Hammer, which includes warrior priests and yet more witch hunters; and the Order of the Anvil, a monastic order concerned with preserving Sigmar’s deeds and laws. The cult also has many templar orders. The most famous are the proud Knights of Sigmar’s Blood, the fanatical Knights of the Fiery Heart, and the militaristic Knights Griffon. Given the cult is so large, there are many different uniforms, vestments, and robes worn, all of which have different colours, cuts, and accessories according to local tradition and requirement.</p>\n<h3><strong>Holy Sites</strong></h3>\n<p>Every city, town, and village in the Empire has at least one temple to Sigmar. The Grand Cathedral in Altdorf is staffed by hundreds of priests and lay workers, and guarded by at least two orders of templars; at the other end of the scale, a village chapel may be visited just once every week by a travelling priest, who serves the needs of several small settlements. Shrines can be found in most homes, and wayshrines dot every major highway, mostly marked with hammers or comets.</p>\n<h3><strong>Penances</strong></h3>\n<p>Sigmarite cultists may be ordered to destroy a cell of Chaos-worshippers, or expose a corrupt official who is secretly in league with the Ruinous Powers or a foreign power. It is also common to be tasked with building, or rebuilding, local communities to better promote unity and strength in the Empire.</p>\n<blockquote class=\"sidebar\">\n<h3 style=\"text-align:center\"><em><strong>Strictures</strong></em></h3>\n<ul>\n<li><em>Obey your orders.</em></li>\n<li><em>Aid Dwarf-folk, never do them harm.</em></li>\n<li><em>Promote the unity of the Empire.</em></li>\n<li><em>Bear true allegiance to the imperial throne.</em></li>\n<li><em>Root out Greenskins, Chaos worshippers, and foul witches without mercy.</em></li>\n</ul>\n</blockquote>\n<h3>Blessings</h3>\n<p>@UUID[Compendium.wfrp4e-core.items.ElmLfnrXliStS9CP]{Blessing of Battle}</p>\n<p>@UUID[Compendium.wfrp4e-core.items.Cg2Q3TV66cpmheHS]{Blessing of Courage}</p>\n<p>@UUID[Compendium.wfrp4e-core.items.0r3moMIHXsBrcOyh]{Blessing of Hardiness}</p>\n<p>@UUID[Compendium.wfrp4e-core.items.KSDrXcieyRc37YI7]{Blessing of Might}</p>\n<p>@UUID[Compendium.wfrp4e-core.items.K5DE9cceinUTIrem]{Blessing of Protection}</p>\n<p>@UUID[Compendium.wfrp4e-core.items.2WN0muIB2BFd4kBO]{Blessing of Righteousness}</p>\n<h3>Miracles</h3>\n<p>@UUID[Compendium.wfrp4e-core.items.Dk0zjtcANtahntHx]{Beacon of Righteous Virtue}</p>\n<p>@UUID[Compendium.wfrp4e-core.items.Ffm7xIlRUWyacvKU]{Heed Not the Witch}</p>\n<p>@UUID[Compendium.wfrp4e-core.items.WgZx3xma6vYGz17e]{Sigmar's Fiery Hammer}</p>\n<p>@UUID[Compendium.wfrp4e-core.items.5fVTY8TSua3trOW8]{Soulfire}</p>\n<p>@UUID[Compendium.wfrp4e-core.items.rjkMzFwN1trbSLL8]{Twin-tailed Comet}</p>\n<p>@UUID[Compendium.wfrp4e-core.items.I8YPP2uRmUKyHEq2]{Vanquish the Unrighteous}</p>"
|
||
},
|
||
"The Cult of Taal, God of the Wild": {
|
||
"name": "The Cult of Taal, God of the Wild",
|
||
"text": "<div class=\"journal-image centered\"><img src=\"modules/wfrp4e-core/art/cults/taal.webp\" width=\"259\" height=\"327\" /></div>\n<p><strong>Seat of Power</strong>: Talabheim, Talabecland</p>\n<p><strong>Head of the Cult</strong>: The Hierarch</p>\n<p><strong>Primary Orders</strong>: Order of the Antler, The Longshanks</p>\n<p><strong>Major Festivals</strong>: Spring Equinox, with other equinoxes also celebrated</p>\n<p><strong>Popular Holy Books</strong>: <em>The Book of Green, Rites of the Ancient Grove, Tome of Summer’s Path</em></p>\n<p><strong>Common Holy Symbols</strong>: Antlers, oaks, stone axes</p>\n<p>Taal is the God of Wild Places and Animals, and the King of Nature. He is the husband to Rhya, and father to Manaan, and is perceived by Taalites to be the king of the gods, though other cults dispute this. All nature is under his purview, from the snaking rivers to the tallest mountains, from the smallest insect to the greatest beast. He is normally portrayed as a powerfully built, virile man with long, wild hair and great spreading antlers, and is known for his volatile moods and his need to hunt.</p>\n<h3><strong>Worshippers</strong></h3>\n<p>Rural folk across the Old World venerate Taal, and any who make their living in wild places take care not to offend him. Taal is the patron deity of Talabecland in the Empire, where his cult holds significant sway, influencing all levels of society.</p>\n<p>Taal’s cult has a variety of smaller orders dedicated to holy sites and groves throughout the Old World, but two orders drive the cult forwards. The Order of the Antler are the priests of the cult, who are tasked to teach Taal’s ways and protect the wild places from intrusion. </p>\n<p>These Taalites are particularly widespread in Talabecland, and their forest temples are hubs of activity for rural folk. The Longshanks are a mix of warrior-priest and templar who typically wander as individuals, cleansing Taal’s wild places of corruption and ensuring rural communities do nothing to upset Father Taal.</p>\n<h3><strong>Holy Sites</strong></h3>\n<p>Normally, temples to Taal are small, rustic affairs, built of wood and rough stone in a manner unchanged for countless centuries. They are usually sited close to natural features of wonder such as waterfalls, swirling pools, and mountains, and often have small sweat lodges attached. The high temple of Taal in Talabheim is something of an anomaly when compared to this. It appears more a well-maintained, albeit wild, noble garden than a temple, and huge services are held there under the spreading rowan trees weekly. </p>\n<p>Officially, the Hierarch leads the cult from there, though he spends most of his time in the wild groves of the nearby Taalgrunhaar Forest. Shrines to Taal are barely structures at all. Some old trees are regarded as sacred, and offerings pile up at their bases. Caves, forest groves, and other natural places are also used as shrines, and usually only a local or a devout follower of Taal can find them.</p>\n<h3><strong>Penances</strong></h3>\n<p>Taal’s penances usually involve clearing diseased or mutated monsters from wild areas, replanting sacred trees, and maintaining groves important to the cult. A cultist might also be ordered to climb a high mountain and leave a stone on a cairn at the top, or clear an obstruction at the top of a waterfall. Whatever the specific task that must be undertaken, Taal’s penances almost always challenge the cultist to survive in the wild. </p>\n<blockquote class=\"sidebar\">\n<h3 style=\"text-align:center\"><em><strong>Strictures</strong></em></h3>\n<ul>\n<li><em>Offer a prayer of thanks for every animal taken.</em></li>\n<li><em>Spend a week alone communing with the wilderness every year.</em></li>\n<li><em>Eschew metal armour; clad yourself in the hides of Taal.</em></li>\n<li><em>Rely on your own skill, not the advances of gunpowder or cold technology.</em></li>\n<li><em>Never harm an animal except in self-defence or for food or sacrifice.</em></li>\n</ul>\n</blockquote>\n<h3>Blessings</h3>\n<p>@UUID[Compendium.wfrp4e-core.items.ElmLfnrXliStS9CP]{Blessing of Battle}</p>\n<p>@UUID[Compendium.wfrp4e-core.items.TKHvOsihelBStO6i]{Blessing of Breath}</p>\n<p>@UUID[Compendium.wfrp4e-core.items.tEMwdlHM8A40h6HE]{Blessing of Conscience}</p>\n<p>@UUID[Compendium.wfrp4e-core.items.0r3moMIHXsBrcOyh]{Blessing of Hardiness}</p>\n<p>@UUID[Compendium.wfrp4e-core.items.eBRjKAF6U0yR0KK8]{Blessing of Savagery}</p>\n<p>@UUID[Compendium.wfrp4e-core.items.By5dc8Q7ZAGpr177]{Blessing of The Hunt}</p>\n<h3>Miracles</h3>\n<p>@UUID[Compendium.wfrp4e-core.items.SZ88OXYo6F2q3vWb]{Animal Instincts}</p>\n<p>@UUID[Compendium.wfrp4e-core.items.n8MfaJhczROmscCR]{King of the Wild}</p>\n<p>@UUID[Compendium.wfrp4e-core.items.mXKrxO8WRZ9QLHA6]{Leaping Stag}</p>\n<p>@UUID[Compendium.wfrp4e-core.items.JxmIQjVuoPcQnyPF]{Lord of the Hunt}</p>\n<p>@UUID[Compendium.wfrp4e-core.items.ONz21FviMRk3AyvE]{Tanglefoot}</p>\n<p>@UUID[Compendium.wfrp4e-core.items.PcKMAEF6UoaPSK6d]{Tooth and Claw}</p>"
|
||
},
|
||
"The Cult of Ulric, God of War": {
|
||
"name": "The Cult of Ulric, God of War",
|
||
"text": "<div class=\"journal-image centered\"><img src=\"modules/wfrp4e-core/art/cults/ulric.webp\" width=\"265\" height=\"318\" /></div><p><strong>Seat of Power</strong>: Middenheim, Middenland</p><p><strong>Head of the Cult</strong>: Ar-Ulric</p><p><strong>Primary Orders</strong>: Order of the Howling Wolf, Order of the Knights of the White Wolf</p><p><strong>Major Festivals</strong>: Campaign Start, Hochwinter, Campaign End Popular Holy Books: Liber Lupus, Teutognengeschichte, The Ulric Creed</p><p><strong>Popular Holy Books</strong>: <em>Liber Lupus, Teutognengeschichte, The Ulric Creed</em></p><p><strong>Common Holy Symbols</strong>: White Wolves, stylised ‘U’s, claws</p><p>Ulric is the ferocious God of Wolves, Winter, and Warfare. He is the brother of Taal and, according to Ulrican lore, the king of the gods, although other cults dispute this. He is normally portrayed as a massive, heavily bearded barbarian wearing a white wolf-pelt cloak, and bearing a mighty war-axe named Blitzbeil. He’s a distant, harsh, and unforgiving god who expects his cultists to rely on individual strength and prowess. He despises weakness, cowardice, and trickery, and favours the direct approach in all matters.</p><h3><strong>Worshippers</strong></h3><p>Ulric’s cult is strongest in the north of the Empire. The city-state of Middenheim, with its enormous high temple to Ulric, is the heart of his cult, and the god is regarded as the city’s patron. Elsewhere, he is worshipped mainly by warriors and soldiers. Devout Ulricans can usually be spotted by their long hair and beards, for most choose not to cut it, imitating their wild deity. Ulric’s cult is split into just two orders: the priestly Howling Wolves, and the templar White Wolves. The Howling Wolves are not very popular outside Middenland and Nordland, viewed by most folk to be too coarse for this enlightened era. By comparison, the Knights of the White Wolf are enormously popular, easily the largest knightly order in the Empire, and the oldest templar order in the Old World. Ulric’s priests wear black robes with a howling white wolf emblem on the chest. A wolf pelt across the shoulders is also common, as is fur trimmings.</p><h3><strong>Holy Sites</strong></h3><p>Ulric’s high temple is in Middenheim, and the cult’s leader, Ar-Ulric (which means the son of Ulric), has enormous temporal and spiritual sway. At the back of the high temple lies the Flame of Ulric, a huge, ever-burning, argent fire granted by the winter god to guide his people. This miracle is the focus of several pilgrimage routes, and all Ulricans of Middenland are expected to bathe in its cold light at least once in their lives. Smaller temples are found in every city and town of any size, but are grander and more numerous in the north than in the south. Chapels and shrines can be found in barracks and forts throughout the Old World.</p><p>Temples resemble fortified keeps and are normally square. The interior of the main hall is lit by small windows high in the walls, and by an ever-stocked fire in a circular hearth tended by the priesthood. Behind the fire, usually against a rear wall, stands a statue of Ulric enthroned, often flanked by a pair of enormous wolves. Shrines are similar but smaller, with a lamp in place of a fire and small statues just a foot or two tall.</p><h3><strong>Penances</strong></h3><p>Penances set by Ulric are almost always tests of strength, courage, and martial skill. Slaying a powerful monster, or clearing out a nest of Beastmen or outlaws, are typical tasks.</p><blockquote class=\"sidebar\"><h3 style=\"text-align:center\"><em><strong>Strictures</strong></em></h3><ul><li><em>Obey your betters.</em></li><li><em>Defend your honour in all matters, and never refuse a challenge.</em></li><li><em>Stand honest and true; outside an ambush, trickery and deception are forbidden.</em></li><li><em>Only wear pelts from wolves killed by weapons crafted of your own hands.</em></li><li><em>Blackpowder, helmets, crossbows, and technology are not Ulric’s way.</em></li></ul></blockquote><h3>Blessings</h3><p>@UUID[Compendium.wfrp4e-core.items.ElmLfnrXliStS9CP]{Blessing of Battle}</p><p>@UUID[Compendium.wfrp4e-core.items.Cg2Q3TV66cpmheHS]{Blessing of Courage}</p><p>@UUID[Compendium.wfrp4e-core.items.0r3moMIHXsBrcOyh]{Blessing of Hardiness}</p><p>@UUID[Compendium.wfrp4e-core.items.KSDrXcieyRc37YI7]{Blessing of Might}</p><p>@UUID[Compendium.wfrp4e-core.items.eBRjKAF6U0yR0KK8]{Blessing of Savagery}</p><p>@UUID[Compendium.wfrp4e-core.items.GvaOlWY8iD5CO1WB]{Blessing of Tenacity}</p><h3>Miracles</h3><p>@UUID[Compendium.wfrp4e-core.items.v28a5ilgxvDJfBqR]{Hoarfrost's Chill}</p><p>@UUID[Compendium.wfrp4e-core.items.9ALNZLZUZSLrLvkd]{Howl of the Wolf}</p><p>@UUID[Compendium.wfrp4e-core.items.3ONBOTaeWq657MQR]{Pelt of the Winter Wolf}</p><p>@UUID[Compendium.wfrp4e-core.items.GVMPSJwgscMVJzpX]{The Snow King's Judgement}</p><p>@UUID[Compendium.wfrp4e-core.items.F6iJdTrvBvGQ54G3]{Ulric's Fury}</p><p>@UUID[Compendium.wfrp4e-core.items.rrfrmqCpy10u7c9o]{Winter's Bite}</p>"
|
||
},
|
||
"The Cult of Verena, Goddess of Wisdom": {
|
||
"name": "The Cult of Verena, Goddess of Wisdom",
|
||
"text": "<div class=\"journal-image centered\"><img src=\"modules/wfrp4e-core/art/cults/verena.webp\" width=\"299\" height=\"332\" /></div>\n<p><strong>Seat of Power</strong>: None</p>\n<p><strong>Head of the Cult</strong>: None</p>\n<p><strong>Primary Orders</strong>: The Order of Scalebearers, the Order of Lorekeepers, the Order of Mysteries, the Order of Everlasting Light</p>\n<p><strong>Major Festivals</strong>: Year Blessing</p>\n<p><strong>Popular Holy Books</strong>: <em>Canticum Verena, Eulogium Verena, The Book of Swords</em></p>\n<p><strong>Common Holy Symbols</strong>: Scales of justice, owls, downward-pointing swords</p>\n<p>Wise Verena, the Goddess of Learning and Justice, is the wife of dark Morr and the mother of Myrmidia and Shallya. She is generally depicted as a tall, classically beautiful woman, and usually carries a sword and a set of scales. As the patron of justice she is concerned with fairness rather than the letter of the law: she opposes tyranny and oppression as much as crime.</p>\n<h3><strong>Worshippers</strong></h3>\n<p>Verena is worshipped throughout the Old World, especially in the south. Her devout followers include scholars, lawyers, and magistrates, as well as some wizards of the Colleges of Magic, particularly of the Grey and Light orders.</p>\n<p>The cult of Verena has no rigid hierarchy: it is said that Verena alone heads the cult, and no mortal intermediary is needed because truth is self-evident and requires no interpretation. Temple priests from the Order of Lorekeepers are tasked to preserve knowledge and communicate it to the community. They keep up a voluminous correspondence with each other, exchanging information and news. </p>\n<p>Priests from the equally influential Order of Scalebearers are much sought after to act as judges, arbitrators, and go-betweens, because of their famed impartiality and mastery of the law. The Order of Mysteries is much smaller and less well-known, and contains warrior-priests who seek lost and forgotten lore, wherever it may lie. The last major order is the Knights of the Everlasting Light, templars famed for their sword skills, sense of fairness, and legendary bad luck. Verena’s cultists usually wear plain white robes, symbolic of pure truth and impartiality.</p>\n<h3><strong>Holy Sites</strong></h3>\n<p>Temples to Verena can be found in most cities and larger towns, generally situated in the administrative or university quarters. Most libraries and court-houses include a shrine to the goddess, and smaller shrines can be found in the homes of many scholars and lawyers. Temples usually have colonnaded facades, with symbols of the goddess and allegorical figures of learning presented in low relief. Inside is a large statue of Verena, normally seated with a book in her lap, a pair of scales in her left hand, and her right hand resting on the hilt of a sword. Smaller rooms lead off from the main temple, including a library and chambers for the attendant priests. Each temple has at least one meeting room where negotiations can take place under the eyes of the goddess.</p>\n<h3><strong>Penances</strong></h3>\n<p>Penances set by Verena normally involve the recovery or preservation of knowledge, the righting of an injustice, or the resolution of a dispute. Cultists may also be sent to recover a long-forgotten book of lore, or to mediate in a difficult quarrel. This could be anything from a farmers’ boundary dispute to unpicking the complicated politics of two realms on the brink of war.</p>\n<blockquote class=\"sidebar\">\n<h3 style=\"text-align:center\"><strong><span style=\"font-style:normal\">Strictures</span></strong></h3>\n<ul>\n<li><em>Never refuse to arbitrate a dispute when asked.</em></li>\n<li><em>Always tell the truth without fear or favour.</em></li>\n<li><em>Protect knowledge at all costs.</em></li>\n<li><em>Combat must be a last resort when all alternative routes are fruitless.</em></li>\n<li><em>Never become a tool of injustice or heresy.</em></li>\n</ul>\n</blockquote>\n<h3>Blessings</h3>\n<p>@UUID[Compendium.wfrp4e-core.items.tEMwdlHM8A40h6HE]{Blessing of Conscience}</p>\n<p>@UUID[Compendium.wfrp4e-core.items.Cg2Q3TV66cpmheHS]{Blessing of Courage}</p>\n<p>@UUID[Compendium.wfrp4e-core.items.iIfYOlNrLb0uiV8c]{Blessing of Fortune}</p>\n<p>@UUID[Compendium.wfrp4e-core.items.2WN0muIB2BFd4kBO]{Blessing of Righteousness}</p>\n<p>@UUID[Compendium.wfrp4e-core.items.FRkIz2sR7ZC92W2G]{Blessing of Wisdom}</p>\n<p>@UUID[Compendium.wfrp4e-core.items.tMocig1z9dHKNiCT]{Blessing of Wit}</p>\n<h3>Miracles</h3>\n<p>@UUID[Compendium.wfrp4e-core.items.jXyyzYWid3nruQmc]{As Verena is My Witness}</p>\n<p>@UUID[Compendium.wfrp4e-core.items.R6Q16WOXcPfaHnOb]{Blind Justice}</p>\n<p>@UUID[Compendium.wfrp4e-core.items.oI3iwxVEXHRLSael]{Shackles of Truth}</p>\n<p>@UUID[Compendium.wfrp4e-core.items.o5soyuEJoUk9HmCC]{Sword of Justice}</p>\n<p>@UUID[Compendium.wfrp4e-core.items.DA4ZB3HkOh51vhuB]{Truth Will Out}</p>\n<p>@UUID[Compendium.wfrp4e-core.items.fAlQcNUb6TZtPKqk]{Wisdom of the Owl}</p>"
|
||
},
|
||
"Blessings": {
|
||
"name": "Blessings",
|
||
"text": "<p>Blessings are minor manifestations of divine will; a character with the @UUID[Compendium.wfrp4e-core.items.QyjWtSdnVMT04l5Y]{Bless} Talent receives all six Blessings for their cult.</p><blockquote class=\"sidebar\"><h3 style=\"text-align:center;text-transform:uppercase\" class=\"no-toc\"><em>Blessing and Miracle Format</em></h3><ul><li><p><em>The Name of the Blessing or Miracle</em></p></li><li><p><em><strong>Range</strong>: A range in yards, or marked as ‘touch’, showing you need touch your target.</em></p></li><li><p><em><strong>Target</strong>: The number of targets affected; it may just be you.</em></p></li><li><p><em><strong>Duration</strong>: The duration of the Blessing, usually expressed as ‘Instant’ or as a number of Rounds.</em></p></li><li><p><em>The description of what the Blessing does.</em></p></li></ul></blockquote><blockquote class=\"sidebar\"><h3 style=\"text-align:center;text-transform:uppercase\" class=\"no-toc\"><em>Options: Petty Concerns</em></h3><p><em>The gods grow irritated when the Blessed abuse their privileges. If the GM wishes, multiple uses of Blessings and Miracles in the same scene, on the same injury, on the same target, or similar can anger the gods, and result in Sin Points, typically ranging from 1 to 3.</em></p></blockquote><h3>Success Levels</h3><p>For every +2 SL you score in a Pray Test when attempting a Blessing, you may choose one of the following benefits:</p><ul><li><p><strong>Range</strong>: +6 yards</p></li><li><p><strong>Targets</strong>: +1</p></li><li><p><strong>Duration</strong>: +6 Rounds</p></li></ul><p>If the Blessing in question has a Duration of ‘Instant’, you may not extend the Duration. You may choose the same option more than once. For instance, if you rolled +4 SL on a @UUID[Compendium.wfrp4e-core.items.C92dpJPRYpkZFsGu]{Blessing of Healing}, you could heal three targets you were touching, two targets up to 6 yards away, or one target up to 12 yards away.</p><blockquote class=\"sidebar\"><h3 style=\"text-align:center;text-transform:uppercase\" class=\"no-toc\"><em>DIVINE MANIFESTATIONS</em></h3><p><em>Blessings are subtle, completely imperceptible to those without the Holy Visions Talent, their manifestation usually indistinguishable to good fortune. In this way, Clerics of the Old World without the @UUID[Compendium.wfrp4e-core.items.QyjWtSdnVMT04l5Y]{Blessing}</em> <em>Talent often appear to be as effective as those with it.</em></p><p><em>By comparison, Miracles are overtly manifest, always accompanied by holy signs and portents, which should reflect the circumstances and relevant deity. For instance, an Ulrican Miracle may be accompanied by a chill wind and the spectral howl of wolves, while those receiving a Miracle of Manann may find themselves drenched in saltwater.</em></p></blockquote><p>@UUID[Compendium.wfrp4e-core.items.ElmLfnrXliStS9CP]{Blessing of Battle}</p><p>@UUID[Compendium.wfrp4e-core.items.TKHvOsihelBStO6i]{Blessing of Breath}</p><p>@UUID[Compendium.wfrp4e-core.items.FElNQGNiPzaOwwKT]{Blessing of Charisma}</p><p>@UUID[Compendium.wfrp4e-core.items.tEMwdlHM8A40h6HE]{Blessing of Conscience}</p><p>@UUID[Compendium.wfrp4e-core.items.Cg2Q3TV66cpmheHS]{Blessing of Courage}</p><p>@UUID[Compendium.wfrp4e-core.items.OkKWAfnMiHfxhTnB]{Blessing of Finesse}</p><p>@UUID[Compendium.wfrp4e-core.items.iIfYOlNrLb0uiV8c]{Blessing of Fortune}</p><p>@UUID[Compendium.wfrp4e-core.items.maUl7MoLvuvTOhM0]{Blessing of Grace}</p><p>@UUID[Compendium.wfrp4e-core.items.0r3moMIHXsBrcOyh]{Blessing of Hardiness}</p><p>@UUID[Compendium.wfrp4e-core.items.C92dpJPRYpkZFsGu]{Blessing of Healing}</p><p>@UUID[Compendium.wfrp4e-core.items.KSDrXcieyRc37YI7]{Blessing of Might}</p><p>@UUID[Compendium.wfrp4e-core.items.K5DE9cceinUTIrem]{Blessing of Protection}</p><p>@UUID[Compendium.wfrp4e-core.items.Jkt465WPdRcejLwl]{Blessing of Recuperation}</p><p>@UUID[Compendium.wfrp4e-core.items.2WN0muIB2BFd4kBO]{Blessing of Righteousness}</p><p>@UUID[Compendium.wfrp4e-core.items.eBRjKAF6U0yR0KK8]{Blessing of Savagery}</p><p>@UUID[Compendium.wfrp4e-core.items.GvaOlWY8iD5CO1WB]{Blessing of Tenacity}</p><p>@UUID[Compendium.wfrp4e-core.items.By5dc8Q7ZAGpr177]{Blessing of The Hunt}</p><p>@UUID[Compendium.wfrp4e-core.items.FRkIz2sR7ZC92W2G]{Blessing of Wisdom}</p><p>@UUID[Compendium.wfrp4e-core.items.tMocig1z9dHKNiCT]{Blessing of Wit}</p><blockquote class=\"sidebar\"><h3 style=\"text-align:center;text-transform:uppercase\" class=\"no-toc\"><em>NAMES</em></h3><p><em>Each Cult has unique names for every Blessing and Miracle — sometimes more than one name. For instance, the Cult of Sigmar may refer to the @UUID[Compendium.wfrp4e-core.items.ElmLfnrXliStS9CP]{Blessing of Battle} as ‘The Litany of Sigmar’s Wrath’, while the Cult of Ulric may call it ‘The Sharp Bite of Winter’. The words spoken will be different, but the end effect will be the same.</em></p></blockquote>"
|
||
},
|
||
"Miracles": {
|
||
"name": "Miracles",
|
||
"text": "<p>Miracles are major manifestations of a god’s will, awe-inspiring events everyone will notice; a character with the Invoke Talent can empower one of the Miracles for their cult from the following lists.</p>\n<h3>Success Levels</h3>\n<p>For every 2 Success Levels you achieve in a Miracle Pray test, you may add additional range, duration or targets equal to the initial value listed in the Miracle. So, a Miracle with a range of 50 yards could be increased by an extra +50 yards for every +2 SL scored.</p>\n<p>Miracles with a Range and Target of ‘You’ may only target the Blessed Priest making the Pray Test, and can never have the range or targets increased. Similarly, if the Miracle has no duration, there is no benefit in choosing to extend its duration.</p>\n<p>Certain Miracles may have additional, optional, benefits for additional SL written into their descriptions.</p>\n<div class=\"journal-image float-right\"><img src=\"modules/wfrp4e-core/art/other/manann.webp\" width=\"232\" height=\"293\" /></div>\n<h3>Miracles of Manann</h3>\n<p>@UUID[Compendium.wfrp4e-core.items.Geo6EAR39JzaP9P2]{Becalm}</p>\n<p>@UUID[Compendium.wfrp4e-core.items.IKW03JiqXVdDoPA6]{Manann's Bounty}</p>\n<p>@UUID[Compendium.wfrp4e-core.items.VUyCJ5LRPkuC5iZx]{Sea Legs}</p>\n<p>@UUID[Compendium.wfrp4e-core.items.i5DW3xX2lGu6Pps6]{Drowned Man's Face}</p>\n<p>@UUID[Compendium.wfrp4e-core.items.iWVQRVDVDCx1SyPA]{Waterwalk}</p>\n<p>@UUID[Compendium.wfrp4e-core.items.nQ9Fydtqshroi11E]{Fair Winds}</p>\n<h3>Miracles of Morr</h3>\n<p>@UUID[Compendium.wfrp4e-core.items.0AQheUiRtffqfKNg]{Death Mask}</p>\n<p>@UUID[Compendium.wfrp4e-core.items.SjKFVBXgLC51dnQz]{Stay Morr's Hand}</p>\n<p>@UUID[Compendium.wfrp4e-core.items.itARFNqBAbwNDAAy]{Dooming}</p>\n<p>@UUID[Compendium.wfrp4e-core.items.rbdxcYoj8N2eMaqV]{Last Rites}</p>\n<p>@UUID[Compendium.wfrp4e-core.items.sdSy4k7ygDhAjSSX]{Destroy Undead}</p>\n<p>@UUID[Compendium.wfrp4e-core.items.uE6AXjMjYvtvXQvy]{Portal's Threshold}</p>\n<h3>Miracles of Myrmidia</h3>\n<p>@UUID[Compendium.wfrp4e-core.items.7KUKKbXBv8MbyEHt]{Eagle's Eye}</p>\n<p>@UUID[Compendium.wfrp4e-core.items.BVZWihaal1zq3aJs]{Spear of Myrmidia}</p>\n<p>@UUID[Compendium.wfrp4e-core.items.Q91bWCEn0gt33fGT]{Blazing Sun}</p>\n<p>@UUID[Compendium.wfrp4e-core.items.V8GCeqgk1FNGFg76]{Shield of Myrmidia}</p>\n<p>@UUID[Compendium.wfrp4e-core.items.ezVl3vFWTwHfNXL3]{Inspiring}</p>\n<p>@UUID[Compendium.wfrp4e-core.items.nyZNUwJ54MTLKQ7Y]{Fury's Call}</p>\n<div class=\"journal-image float-right\"><img src=\"modules/wfrp4e-core/art/other/cat.webp\" width=\"211\" height=\"188\" /></div>\n<h3>Miracles of Ranald</h3>\n<p>@UUID[Compendium.wfrp4e-core.items.1MUSq1xRyHCaIuAL]{An Invitation}</p>\n<p>@UUID[Compendium.wfrp4e-core.items.Bo3ukcaipFNb7Ljl]{Cat's Eyes}</p>\n<p>@UUID[Compendium.wfrp4e-core.items.FfGboPdR54WHtkAE]{Stay Lucky}</p>\n<p>@UUID[Compendium.wfrp4e-core.items.QSwJNH8sotKjtdi4]{Rich Man, Poor Man, Beggar Man, Thief}</p>\n<p>@UUID[Compendium.wfrp4e-core.items.fABd17NZvg2uUReL]{You Ain’t Seen Me, Right?}</p>\n<p>@UUID[Compendium.wfrp4e-core.items.hL7B3d7A0sYYjHXn]{Ranald's Grace}</p>\n<h3>Miracles of Rhya</h3>\n<p>@UUID[Compendium.wfrp4e-core.items.0uT3mzx8v4H3gVQj]{Rhya's Touch}</p>\n<p>@UUID[Compendium.wfrp4e-core.items.25trttu8NxFQQCo9]{Rhya's Shelter}</p>\n<p>@UUID[Compendium.wfrp4e-core.items.OiMiQmsv1mut24jD]{Rhya's Harvest}</p>\n<p>@UUID[Compendium.wfrp4e-core.items.dDxhGgBBM9CugxsH]{Rhya's Union}</p>\n<p>@UUID[Compendium.wfrp4e-core.items.pBWXlJDOE7tfl8hP]{Rhya's Succour}</p>\n<p>@UUID[Compendium.wfrp4e-core.items.qB1T6ii29jreZBRP]{Rhya's Children}</p>\n<h3>Miracles of Shallya</h3>\n<p>@UUID[Compendium.wfrp4e-core.items.8LcAFB6W37LDN70K]{Balm to a Wounded Mind}</p>\n<p>@UUID[Compendium.wfrp4e-core.items.SItGUVYokyOo7csk]{Unblemished Innocence}</p>\n<p>@UUID[Compendium.wfrp4e-core.items.UtgGJK46K08TZpP5]{Bitter Catharsis}</p>\n<p>@UUID[Compendium.wfrp4e-core.items.YAauxOwJJa3JahxQ]{Shallya's Tears}</p>\n<p>@UUID[Compendium.wfrp4e-core.items.YCjWyU567vb4Rs11]{Martyr}</p>\n<p>@UUID[Compendium.wfrp4e-core.items.uMECZBuDnb3qkc7k]{Anchorite's Endurance}</p>\n<h3>Miracles of Sigmar</h3>\n<p>@UUID[Compendium.wfrp4e-core.items.5fVTY8TSua3trOW8]{Soulfire}</p>\n<p>@UUID[Compendium.wfrp4e-core.items.Dk0zjtcANtahntHx]{Beacon of Righteous Virtue}</p>\n<p>@UUID[Compendium.wfrp4e-core.items.Ffm7xIlRUWyacvKU]{Heed Not the Witch}</p>\n<p>@UUID[Compendium.wfrp4e-core.items.I8YPP2uRmUKyHEq2]{Vanquish the Unrighteous}</p>\n<p>@UUID[Compendium.wfrp4e-core.items.WgZx3xma6vYGz17e]{Sigmar's Fiery Hammer}</p>\n<p>@UUID[Compendium.wfrp4e-core.items.rjkMzFwN1trbSLL8]{Twin-tailed Comet}</p>\n<h3>Miracles of Taal</h3>\n<p>@UUID[Compendium.wfrp4e-core.items.JxmIQjVuoPcQnyPF]{Lord of the Hunt}</p>\n<p>@UUID[Compendium.wfrp4e-core.items.ONz21FviMRk3AyvE]{Tanglefoot}</p>\n<p>@UUID[Compendium.wfrp4e-core.items.PcKMAEF6UoaPSK6d]{Tooth and Claw}</p>\n<p>@UUID[Compendium.wfrp4e-core.items.SZ88OXYo6F2q3vWb]{Animal Instincts}</p>\n<p>@UUID[Compendium.wfrp4e-core.items.mXKrxO8WRZ9QLHA6]{Leaping Stag}</p>\n<p>@UUID[Compendium.wfrp4e-core.items.n8MfaJhczROmscCR]{King of the Wild}</p>\n<h3>Miracles of Ulric</h3>\n<p>@UUID[Compendium.wfrp4e-core.items.3ONBOTaeWq657MQR]{Pelt of the Winter Wolf}</p>\n<p>@UUID[Compendium.wfrp4e-core.items.9ALNZLZUZSLrLvkd]{Howl of the Wolf}</p>\n<p>@UUID[Compendium.wfrp4e-core.items.F6iJdTrvBvGQ54G3]{Ulric's Fury}</p>\n<p>@UUID[Compendium.wfrp4e-core.items.GVMPSJwgscMVJzpX]{The Snow King's Judgement}</p>\n<div class=\"journal-image float-right\"><img src=\"modules/wfrp4e-core/art/other/verena.webp\" width=\"182\" height=\"256\" /></div>\n<p>@UUID[Compendium.wfrp4e-core.items.rrfrmqCpy10u7c9o]{Winter's Bite}</p>\n<p>@UUID[Compendium.wfrp4e-core.items.v28a5ilgxvDJfBqR]{Hoarfrost's Chill}</p>\n<h3>Miracles of Verena</h3>\n<p>@UUID[Compendium.wfrp4e-core.items.DA4ZB3HkOh51vhuB]{Truth Will Out}</p>\n<p>@UUID[Compendium.wfrp4e-core.items.R6Q16WOXcPfaHnOb]{Blind Justice}</p>\n<p>@UUID[Compendium.wfrp4e-core.items.fAlQcNUb6TZtPKqk]{Wisdom of the Owl}</p>\n<p>@UUID[Compendium.wfrp4e-core.items.jXyyzYWid3nruQmc]{As Verena is My Witness}</p>\n<p>@UUID[Compendium.wfrp4e-core.items.o5soyuEJoUk9HmCC]{Sword of Justice}</p>\n<p>@UUID[Compendium.wfrp4e-core.items.oI3iwxVEXHRLSael]{Shackles of Truth}</p>"
|
||
}
|
||
}
|
||
},
|
||
"Magic": {
|
||
"name": "Magic",
|
||
"pages": {
|
||
"Magic": {
|
||
"name": "Magic",
|
||
"text": "<blockquote><p>‘Keep your cannons, you nulner idiot! We don’t need them.’</p><p style=\"text-align:right\"><em>– Thyrus Gorman, Patriarch of the Bright Order</em></p></blockquote><p>Magical abilities mark you as a figure of terror and awe in the Empire. Prior to the establishment of the Colleges of Magic in Altdorf, those able to wield magic were reviled outlaws. Nowadays being a witch is not illegal, but casting magic without a licence is. Spellcasters within the Empire must either study at the Colleges of Magic, refrain from casting spells, or hope no-one notices their illicit activity. Even licenced wizards are generally feared and avoided — legal status has done nothing to reduce the superstitious dread of the common folk.</p><p>Magic is seen as unnatural and is notorious for its darker elements: the crippling hexes of witchcraft, the raising of the dead, and the summoning of Daemonic entities. Even when practiced according to the teaching of the Colleges, magic can be the cause of trouble. The very source of magic is unstable, and even the most experienced spellcaster can lose focus, resulting in dangerous accidents and unexpected side-effects.</p>"
|
||
},
|
||
"The Aethyr": {
|
||
"name": "The Aethyr",
|
||
"text": "<p>Scholars of magic derive their learning from the Elves, who explained the source of all magical power is the Aethyr. This infinite dimension, said to be the spawning ground of daemons and spirits, exists beyond the physical world. The Elves taught that far to the north of the Empire, a great ragged wound was torn through the fabric of the world to the Aethyr, and it bleeds raw magic. These roiling energies — known as the Winds of Magic — blow throughout the world, gathering and eddying in great heavenly whorls, only to rain down and permeate the land and the creatures dwelling upon it. It is these powerful winds that wizards and witches use to fuel their spells.</p><blockquote class=\"sidebar\"><h3 class=\"no-toc\" style=\"text-align:center;text-transform:uppercase\"><em>What is the Aethyr?</em></h3><p><em>There is much heated debate between ‘experts’ on the nature of magic. The lecture halls of the Empire’s most learned institutions often see ambitious scholars expound on their latest theories. Some liken magic to the backstage of a theatre, a mass of mechanisms, props, and hidden pulleys responsible for the drama viewed by the audience. Others resort to mathematical metaphors, complete with incomprehensible esoteric diagrams. Although such may end with an air of confident finality, it will only be met with polite coughs, raised hands, and a litany of objections and exceptions.</em></p></blockquote><h3>The Winds of Magic</h3><p>As magical power bursts into the mortal realm and sweeps down from the north, it splinters and separates, like light splitting through a prism. The Colleges of Magic state this creates eight discrete Winds referred to by colour, each with its own character and strengths. The Elves support this, teaching the same eight winds to their apprentices before moving on to more powerful magics.</p><p>Only a small minority of Humans can perceive the Winds, and even fewer can bend them to their will. Most Elves are sensitive to them, and many possess the ability to see the Winds clearly — commonly known as Second Sight, or just the Sight — with many also able to learn how to cast magic. Dwarfs disdain magic, perhaps because they are partially immune to it, and no Dwarf wizards are known. Halflings are largely indifferent towards magic: except when it delivers impressive or entertaining spectacles.</p><p>The Elves directed (as a condition of their tuition) that Human spellcasters should each only use a single Wind of Magic. They argued that while it is possible to cast spells by drawing from multiple winds, doing so is a risky proposition for the feeble, corruptible Human mind. This wisdom has been adopted by the Colleges, and each specialises in a single colour.</p><p>Some witches outside the College system consider these restrictions ludicrous, an attempt by the Elves to keep the most powerful magics to themselves. Drawing on multiple winds is a quick route to power, but also to damnation. Many an unlicensed witch has proved unable to resist this temptation, a practice usually called Dark Magic, only to be brought low by Witch Hunters.</p><p>Others believe magical energies are not so easily categorised. Many different types of ‘wizard’ and ‘witch’ can be found throughout the Old World, with some practicing magic that seems to lie outside colour magic, such as the cold-hearted Ice Witches of Kislev, or the shamans and sorcerers found amongst some of the other species besetting the Empire, such as the Greenskins.</p><h3>The Language of Magick</h3><p>The Winds of Magic may blow through all things incessantly, but they are relatively harmless until harnessed by the Language of Magick. For reasons not fully understood, when certain sounds are uttered by those attuned to magic, the Winds answer. The Colleges of Magic teach a complex language called the <em>lingua praestantia</em> which form the basis of their spells, originally taught to Humanity by the Elves. Although extraordinarily difficult to correctly annunciate, it is a significant simplification of the Elven tongue <em>Anoqeyån</em> , the language used by the Elves to shape their own, more powerful magics. Wizards of the Colleges and the Elves are not alone in their knowledge of the Language of Magick. Its complex forms are also spoken by many magical creatures found across the Old World, including Spirits and Daemons. Many witches seem to instinctively understand the language, almost as if it somehow wormed inside them, begging to be spoken as a spell.</p><h3>The Eight Lores</h3><p>Each of the eight Winds of Magic has an associated Lore, a body of spells and knowledge its adepts use. Each of the eight Colleges of Magic is dedicated to the study of a single Lore, and their buildings are constructed to focus their Wind to facilitate relatively safe tuition.</p><div class=\"journal-image float-right\"><img src=\"modules/wfrp4e-core/art/magic/hysh.webp\" width=\"100\" height=\"100\" /></div><h4>The Lore of Light</h4><p>The Lore of Light relates to <em>Hysh</em> , the white wind. <em>Hysh</em> is considered the most difficult Wind to perceive and manipulate, appearing diffuse even to those skilled with the Sight. This makes it tricky to manipulate but less unpredictable than other Winds. <em>Hysh</em> is associated with patience, intelligence, and purity. The Hierophants of the Light Order are acclaimed for their discipline, knowledge, and devoted opposition to Chaos.</p><p>Spells from the Lore of Light are some of the most powerful, including piercing rays of blinding light, and those that banish Daemons and Undead creatures from the mortal plane. There are also more gentle applications of <em>Hysh</em> used to heal comrades or clarify thought.</p><div class=\"journal-image float-right\"><img src=\"modules/wfrp4e-core/art/magic/chamon.webp\" width=\"100\" height=\"100\" /></div><h4>The Lore of Metal</h4><p>The Lore of Metal relates to <em>Chamon</em> , the gold wind. <em>Chamon</em> appears dense and heavy to @UUID[.BU7yhLmMdEyvbfkR#second-sight]{Second Sight}, sinking into the earth and coalescing within dense metals such as lead and gold. The Alchemists of the Gold Order have a reputation for being unusually prosaic in their attitudes for wizards, and many are as interested in learning the facts of physics and chemistry as they are in the working of magic.</p><p>Spells from the Lore of Metal often involve the transmutation or alteration of metal. On the battlefield, alchemists have been known to cause fine steel armour and weaponry to corrode or melt, to weigh their foes down with suddenly dense armour, or to enchant their allies’ weaponry with uncanny power.</p><div class=\"journal-image\n float-right\"><img src=\"modules/wfrp4e-core/art/magic/ghyran.webp\" width=\"100\" height=\"100\" /></div><h4>The Lore of Life</h4><p>The Lore of Life relates to <em>Ghyran</em> , the jade wind. Free flowing <em>Ghyran</em> is associated with growth, fertility and nourishment. To those with @UUID[.BU7yhLmMdEyvbfkR#second-sight]{The Sight}, Ghyran appears much like a light rain, falling to the ground and pooling in eddying swirls. It sinks into the soil and is drawn up into the roots of plants from where it goes on to nourish all living things. The Druids of the Jade Order often prefer life away from the cities, attuned to the seasons and the natural world.</p><p>Spells from the Lore of Life commonly involve healing and rejuvenation, from healing wounds to causing a barren field to burst with life. They can have offensive applications, too. The enemies of a Druid may find themselves suddenly tangled up in wickedly sharp brambles and vines.</p><div class=\"journal-image float-right\"><img src=\"modules/wfrp4e-core/art/magic/azyr.webp\" width=\"100\" height=\"100\" /></div><h4>The Lore of Heavens</h4><p>The Lore of Heavens relates to <em>Azyr</em> , the blue wind. It cascades through the skies over the Old World, crackling through the heavens, like a great charged cloud. Astromancers of the Celestial Order, known for their calm and contemplative manners, use the wind to scry the future, the lens of <em>Azyr</em> influencing what they can see in the stars.</p><p>Spells from the Lore of Heavens involve the manipulation of fate, throwing up protective barriers, or cursing a foe with an unnatural run of bad luck. On the battlefield, Astromancers also control elemental forces, blasting their enemies with bolts of lightning, or even drawing down shooting stars from the heavens.</p><div class=\"journal-image float-right\"><img src=\"modules/wfrp4e-core/art/magic/ulgu.webp\" width=\"100\" height=\"100\" /></div><h4>The Lore of Shadows</h4><p>The Lore of Shadows relates to <em>Ulgu</em> , the grey wind. To @UUID[.BU7yhLmMdEyvbfkR#second-sight]{the Sight} it appears a thick fog, gathering in pools wherever intrigue and deceit are practiced, rising into great storms and tempests when conflict breaks out. Wizards of the Grey Order, known as Grey Guardians, are secretive in their ways and given to uncertain loyalties. Despite this, the Grey Order is renowned for its wisdom and skill in negotiations, and is often called upon for diplomatic missions.</p><p>Spells from the Lore of Shadows can be used to mask or obfuscate, confusing and disorienting their foes. In battle, the shadowy, insubstantial tendrils of <em>Ulgu</em> they wield can pierce to the heart of their foes, eviscerating the most well-protected troops, yet leaving armour eerily intact.</p><div class=\"journal-image\n float-right\"><img src=\"modules/wfrp4e-core/art/magic/shyish.webp\" width=\"100\" height=\"100\" /></div><h4>The Lore of Death</h4><p>The Lore of Death relates to <em>Shyish</em> , the purple wind. It is attracted to places of death, such as battlefields, Gardens of Morr, and sites of execution. The wind is said to blow strongest during times of transition, so wizards of the Amethyst Order tend to work their greatest rites during the twilight before dawn, or during sunset. While <em>Shyish</em> is related to time and mortality, it is distinct from Necromancy, the illegal practice of raising and binding the dead, which uses the dark magic of <em>Dhar</em> in lieu of <em>Shyish</em> . Indeed, the Amethyst Order, much like the Cult of Morr, works tirelessly to combat the threat of Necromancy.</p><p>Nevertheless, spells from the Lore of Death resemble Necromancy to the untrained eye. They can drain their targets of life force, spread fear among their enemies, and contact the spirits of the departed.</p><div class=\"journal-image float-right\"><img src=\"modules/wfrp4e-core/art/magic/aqshy.webp\" width=\"100\" height=\"100\" /></div><h4>The Lore of Fire</h4><p>The Lore of Fire relates to <em>Aqshy</em> , the red wind. <em>Aqshy</em> is a hot and searing wind associated with brashness, courage, and zeal and is drawn to empirical heat. The Pyromancers of the Bright Order are bold and hot-tempered and make for impressively destructive Battle Wizards.</p><p>Many of the spells from the Lore of Fire are offensive in nature, enabling the caster to conjure up great balls of fire, or cause the blades of their allies to burst into flame. Even their non-offensive spells, such as crude healing magics, are still destructive in nature. Bright wizards are also adept at inspiring their allies, rallying their courage and inspiring bravery and loyalty in the troops with which they serve.</p><div class=\"journal-image float-right\"><img src=\"modules/wfrp4e-core/art/magic/ghur.webp\" width=\"100\" height=\"100\" /></div><h4>The Lore of Beasts</h4><p>The Lore of Beasts relates to <em>Ghur</em> , the amber wind, a cold, primal force associated with the savage wilds and the beasts living there. To those with @UUID[.BU7yhLmMdEyvbfkR#second-sight]{the Sight} <em>Ghur</em> seems to blow weakly in areas where the wilderness has been tamed and settlements constructed. This may explain why the Shamans of the Amber Order often take up a hermitic existence and shun their fellow men.</p><p>The spells of the Lore of Beasts allow a Shaman to communicate with animals, request their aid, and even summon them to battle. Shapeshifting magic may also be used by the wizard to adopt animal forms.</p><h3>Elven Magic</h3><p>Elves are long lived beings whose minds are more attuned to the workings of magic than those of humanity. High Elven mages usually train in several, sometimes all, of the eight winds as part of their apprenticeships, before the most promising move on to study High Magic: <em>Qhaysh</em> . This is the blending of multiple winds of magic together into a blinding, coruscating energy. This magic is impressive and difficult, and Elves claim it is beyond the capacity of humankind.</p><p>The Wood Elves, too, make use of the eight Winds of Magic, though their Spellsingers usually focus upon the Jade and Amber Winds. The most powerful usually go on to study either High Magic like High Elves, or dread Dark Magic – a foul mixing of the eight winds that can create tremendously destructive effects.</p><h3>Dark Magic</h3><p>While difficult to master <em>Qhaysh</em> is the safe blending of multiple Winds of Magic, <em>Dhar</em>, known commonly as Dark Magic, is much more dangerous method of casting spells using multiple winds. It is usually only practiced by evil sorcerers, Necromancers, and powerful witches, offering them a seductive source of raw power, yet one laced with terrible side-effects. Few can channel <em>Dhar</em> for long, without succumbing to the corrupting influence of the malevolent wind, their bodies and minds being warped into unnatural states.</p><p><em>Dhar</em> resembles a stagnant mire to those with @UUID[.BU7yhLmMdEyvbfkR#second-sight]{the Sight}, pooling in places saturated with evil, or corruption: the herdstones of Beastmen, the dark idols of chaos cultists, and places where great workings of several of the Winds of Magic took place. <em>Dhar</em> is so dense and potent that it can independently coalesce or crystalize into physical matter, eventually forming the widely feared substance called warpstone.</p><h4>Warpstone</h4><p>Warpstone is a lump of pure magic in the material plane. Its unnatural provenance is immediately obvious to all who see it, as it hurts the eyes and mutates anything drawing close for too long. Although its form varies, it often holds hard facets like flint, and radiates a queasy green glow.</p><p>Close examination of the substance is not to be undertaken lightly. Warpstone is the stuff of Chaos made manifest and its presence is deeply corrupting. Those who have direct contact with warpstone risk illness, madness and mutation, and anyone who ingests so much as a pinch of the stuff dooms themselves to catastrophic warping of body and mind. Nonetheless, the world is full of reckless, ambitious fools who know that the volatile and dangerous substance is a tremendous source of energy for spells and rituals.</p><p>The followers of Chaos and the Skaven do not hesitate to use it. To them, warpstone is a literal gift from the gods to be valued above gold and jewels, and to be used against their enemies.</p><h3>Other Lores</h3><p>In less frequented corners of the Empire, in villages and rural communities far from the influence of the Colleges of Magic, older forms of magic are still practiced even though they are outlawed and punishable by death. There are uncounted varieties of these, but two of the more common Lores still practised by Humans are Hedgecraft and Witchcraft.</p><h4>The Lore of Hedgecraft</h4><p>Practitioners of Hedgecraft generally live quiet lives on the fringes of smaller human settlements, in service to local communities. Just as they live their lives in the ‘hedge’ between civilisation and the wilds of nature, so much of their magic concerns itself with the liminal space between the material world and the realm of the spirits. Their magic tends to focus on folklore, spirits and the natural world, as well as means to aid the rural communities which shelter them. Once a relatively common sight in the Empire, over two centuries of persecution since the founding of the Colleges of Magic has all but wiped them out.</p><h4>The Lore of Witchcraft</h4><p>While the Lore of Witchcraft is not inherently malicious, or tied to the gods of Chaos, it has a justly earned reputation for evil and unpleasantness. Often self-taught and using multiple Winds of Magic, those practising the Lore of Witchcraft lack the discipline or knowledge of College wizards and are at a significant risk of corruption. The combination of the corrosive effects of <em>Dhar</em> and being shunned by right-minded folk of the Empire often makes these Witches bitter, spiteful souls, their hearts hard and flinty, their gaze baleful and ill-omened.</p>"
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},
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"Magic Rules": {
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"name": "Magic Rules",
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"text": "<h3>Second Sight</h3><p>The @UUID[Compendium.wfrp4e-core.items.OEjUvJKi0xmBwbS2]{Second Sight} Talent allows you to perceive the Winds of Magic, and how magic influences the world around you. Second Sight affects all your senses, and how it manifests is dependent on individual experience and training: So, where <em>Aqshy</em> may have a hot, cinnamon odour to one pyromancer, it could feel like searing ear itches to another.</p><p>If you have @UUID[Compendium.wfrp4e-core.items.OEjUvJKi0xmBwbS2]{Second Sight}, you may use any appropriate Skills with your aethyric senses, most commonly your Intuition, Perception, and Track Skills. For example, a wizard following the trail of a fleeing witch could make a Track test, following the faint traces of <em>Dhar</em> in the witch’s path, rather than their literal footsteps. Or a Witch looking to see what kind of magic had gathered locally could use Perception to examine the Winds more closely. Like the mundane senses, Second Sight does not simply switch off, which is a source of great discomfort to those who would rather have no truck with the Winds of Magic but cannot help what they perceive. This means the GM may request Tests, or take Tests on your behalf, to see if you spot subtle magical details in your surrounding environment, even if you’re not looking for them.</p><h3>Spells</h3><p>There are four types of spell: Petty, Arcane, Lore, and Chaos spells. Petty spells are simple tricks that use negligible amounts of magic. Arcane Spells are generic spells open to those studying any Lore of Magic or Chaos Magic. Lore spells are those you can only learn if you know that Lore; i.e. to learn spells from the Lore of Fire, you need the Arcane Magic (Fire) Talent. Chaos spells are those practiced by those who’ve lost their souls to Chaos.</p><h4>Memorising Spells</h4><p>Holding the complex linguistic structures of Language (Magick) in mind is a challenging task, so simply transcribing a spell into your grimoire does not allow you learn a spell.</p><p>To memorise a spell — and therefore be able to cast it without access to your grimoire — you typically need to spend the amount of XP noted in your spellcasting Talent (see @UUID[JournalEntry.6zOdTLv3YeYeJ4hR]{Skills and Talents}). Once a spell has been memorised, a spellcaster knows it permanently, barring special circumstances.</p><h3>Casting Test</h3><p>To cast a spell, make a Language (Magick) Test. If you succeed, match your SL to the Casting Number (CN) of the spell (listed in the individual spell description). If your SL is equal to or higher than the CN of the spell, it is cast as explained in the spell’s description. If failed, the spell attempt fails, and nothing else happens.</p><h4>Critical Casting</h4><p>If the casting roll is a @UUID[JournalEntry.NS3YGlJQxwTggjRX.JournalEntryPage.wmA76Q2zJJ9HrkvA#criticals-and-fumbles]{Critical}, the Winds of Magic have flared dangerously high, granting you extra power, but at a cost. Unless you have the @UUID[Compendium.wfrp4e-core.items.BYChSVfMG004eflQ]{Instinctive Diction} Talent, you roll on the @Table[minormis]{Minor Miscast Table} as the power moves beyond your control, but you may also choose one of the following effects:</p><ul><li><p><strong>Critical Cast</strong>: If the spell causes Damage, it also inflicts a @UUID[JournalEntry.NS3YGlJQxwTggjRX.JournalEntryPage.WCivInLZrqEtZzF4#critical-wounds]{Critical Wound}.</p></li><li><p><strong>Total Power</strong>: The spell is cast, no matter its CN and your rolled SL, but can be Dispelled.</p></li><li><p><strong>Unstoppable Force</strong>: If you scored enough SL to cast your spell, it cannot be Dispelled.</p></li></ul><h4>Fumbled Casting</h4><p>If you lose control of the magical energy you are channelling, things invariably go awry. If you Fumble your Casting Test, you suffer a Miscast. Roll 1d100 and consult the @Table[minormis]{Minor Miscast Table}.</p><blockquote class=\"sidebar\"><h4 class=\"sidebar-title\" style=\"text-align:center;text-transform:uppercase\"><em>Malignant Influences</em></h4><p><em>Casting close to sources of Corruption makes controlling the Winds of Magic much more difficult. When attempting a Language (Magick) or Channelling Test in the vicinity of a @UUID[JournalEntry.NS3YGlJQxwTggjRX.JournalEntryPage.115GzWrmkD4viyy5#corrupting-influences]{Corrupting Influence}, any roll of an 8 (representing the eight-pointed symbol of Chaos) on the units die results in a @Table[minormis]{Minor Miscast} as the Magic goes wild. If you already have a Minor Miscast on the Test for another reason, the Miscast escalates to a @Table[majormis]{Major Miscast}.</em></p></blockquote><h4>Duration</h4><p>If a spell is successfully cast, it remains in effect for its Duration unless it is dispelled. You may not simply end your spells already in play, but you may attempt to Dispel them.</p><h4>Grimoires</h4><p>Some spellcasters own a spellbook, or grimoire, in which they transcribe their spells. Apprentices copy spells from their master, while experienced wizards will actively seek out new spells from other wizards, often trading spells for favours. A spellcaster may cast a spell directly from a grimoire if the spell belongs to a Lore they possess. Doing so doubles the Casting Number.</p><h4>Magic Missiles</h4><p>Some spells are marked as <em>magic missiles</em>; these are damage-causing spells that all follow the same rules. When a <em>magic missile</em> is successfully cast and targets another character, the Hit Location struck is determined by reversing the dice rolled on the Language (Magick) Test and referring to the Hit Location Table. The SL of the Language (Magick) Test is added to the spell’s listed Damage and your Willpower Bonus to determine the total inflicted Damage. This Damage is reduced by the target’s Toughness and Armour Points as normal.</p><h4>Touch Spells in Combat</h4><p>Certain spells require you to touch the target. If in combat, or if the target is unwilling to be touched, you must make an <strong>Opposed Melee (Brawling)</strong> Test (generally opposed by the Melee or Dodge Skill) after completing the Casting Test. If you do this and your spell was a magic missile, the Melee (Brawling) Test is used to determine Hit Location struck, not the Language (Magick) Test.</p><h4>Ingredients</h4><p>Spellcasters may channel their magic through an appropriate ingredient before unleashing their spells. Doing this offers protection against Miscasts as the attuned ingredient absorbs the worst of any magical backlash.</p><p>If you use an ingredient when casting, any suffered Major Miscast becomes a Minor Miscast, and any Minor Miscast has no effect. If used in this way, the ingredient is consumed or destroyed by the process, even if no Miscast was rolled.</p><p>Ingredients cost the CN in silver shillings for Arcane and Lore spells. Whenever you purchase a new ingredient, mark on your character sheet which spell it supports; ingredients only work for specific spells, not for all spells in your Lore. For those looking to add character to their ingredients, sample ingredients for each of the primary Lores of Magic are provided by the individual spell lists.</p><blockquote class=\"foundry-note\"><p>Ingredients are a subtype of the <strong>Trapping </strong>item. To create one, create a trapping, change the <strong>Trapping Type</strong> to <strong>Ingredient</strong>. Then in the character sheet, assign the Ingredient to the spell it can be used with (note that this requires the Actor has at least 1 Spell).</p><p>When you're ready to use the ingredient, select the Ingredient to be used by the Spell before casting it.</p></blockquote><h4>Limitations</h4><p>As spells are spoken, you must be able to speak — not gagged, strangled, or underwater — to cast. If your voice is inhibited, the Difficulty of your Language (Magick) Test to cast a spell should be increased by the GM. Further, the Language of Magick needs to be spoken (or sung, for those using the @UUID[.fcaxScAhJ2Z02nbP#the-lore-of-light]{Lore of Light}) clearly, and often loudly, to ensure spells work; magic is anything but subtle. As a loose guide, the higher the CN of a spell, the louder the spell is chanted.</p><p>Each of your spells can only be in effect once, meaning you have to wait for a cast spell to come to an end, or be dispelled, before using the same spell again. Further, spells providing bonuses or penalties do not stack. Instead, the best bonus and worst penalty is applied from every spell cast upon you. So, if you had a spell providing a bonus of +20 Willpower, and another providing +10 Willpower, you gain a bonus of +20 Willpower, not +30.</p><p>Lastly, unless otherwise specified, you always need to be able to see — i.e. have Line of Sight — to your target.</p><blockquote class=\"sidebar\"><h3 class=\"no-toc\" style=\"text-align:center;text-transform:uppercase\"><em>Advantage and Magic</em></h3><p><em>Advantage in combat applies to Casting Tests, not Channelling Tests. When casting magic, you can also gain Advantage in the following way: If the target has already had a spell from the same Lore cast upon it in that Round, gain +1 Advantage as you cast, as the upswelling of your Wind aids channelling magic. See @UUID[JournalEntry.NS3YGlJQxwTggjRX.JournalEntryPage.wmA76Q2zJJ9HrkvA#advantage]{Advantage} for Advantage rules.</em></p></blockquote><h3>Channelling</h3><p>Some magical spells require far more magic than can normally be found ambiently flowing through the world. To power such spells, it is possible to draw the Winds of Magic and concentrate them into a more powerful form by using the Channelling Skill. Channelling the Winds of Magic can be a dangerous procedure, but it is the only sure way to cast some powerful spells. To channel magic for a spell, make an Extended Channelling Test.</p><p>When your SL reaches the CN of your selected spell, you have channelled enough magic to cast it. On the next Round, you can cast your spell using the normal Casting rules, but count the chosen spell’s Casting Number as 0. If the casting Test fails, you also lose all your channelled magical energy, and suffer a @Table[minormis]{Minor Miscast} as it all writhes free from your Aethyric grasp.</p><blockquote class=\"foundry-note\"><p>The <strong>SL </strong>column of the Magic tab represents the SL accumulated from Channelling. You can left or right click to increase or decrease (respectively) the value manually. </p></blockquote><h4>Critical Channelling</h4><p>If you roll a Critical when Channelling, you have channelled a mighty flow of magic and can cast your spell next Round regardless of the SL you’ve scored in the Extended Test so far; however, so much magic so quickly concentrated in one place results in some magical backlash: roll 1d100 on the Minor Miscast Table unless you have the @UUID[Compendium.wfrp4e-core.items.1IZWRr7BYOIcqPlQ]{Aethyric Attunement} Talent.</p><div class=\"journal-image float-right\"><img src=\"modules/wfrp4e-core/art/other/miscast.webp\" width=\"158\" height=\"200\" /></div><h4>Fumble</h4><p>Channelling the Winds of Magic in a large flow is dangerous. You count any double or any roll ending in a 0 over your Skill as a Fumble, so, 00, 99, 90, 88, and so on. If you fumble a Channelling Test, you suffer a Miscast. Roll 1d100 and consult the @Table[majormis]{Major Miscast} Table.</p><h4>Interruptions</h4><p>Concentration is vital when channelling. If you are distracted by anything — loud noises, suffering damage, flashing lights, or similar — you must pass a <strong>Hard (–20) Cool</strong> Test, or suffer a @Table[minormis]{Minor Miscast} and lose all SL you have accrued in the Extended Channelling Test so far.</p><h4>Repelling the Winds</h4><p>Wearing colours appropriate to the Wind of Magic you are manipulating helps attract the magic to you. This is the reason most wizards choose to dress in the traditional garb of their order.</p><p>All Casting and Channelling Tests suffer a –1 SL penalty if you are dressed inappropriately for the Wind of Magic you are trying to attract, as determined by the GM. Specifically, metal and leather armour repel most of the Winds: metal is laden with the golden wind Chamon , while leather retains traces of the amber Ghur . As such, spellcasters wearing armour suffer –1 SL penalty to all Casting and Channelling Tests for every Armour Point on the location with the most armour. Casters with the @UUID[Compendium.wfrp4e-core.items.3O9clK7LGyuLTHPW]{Arcane Magic (Metal)} Talent may wear metal armour without penalty; those with @UUID[Compendium.wfrp4e-core.items.3O9clK7LGyuLTHPW]{Arcane Magic (Beasts)} Talent may ignore penalties from leather armour.</p><h3>Dispelling</h3><p>If a spell targets you, or a point you can see within Willpower yards, you may oppose the Casting Test with Language (Magick) as you chant a counterspell. Make an <strong>Opposed Language (Magick)</strong> Test. If you win the Opposed Test, you dispel the incoming spell; if you lose, the spell uses the SL of the Opposed Test to determine whether the casting was successful as normal. You may only attempt to dispel a single spell every Round.</p><h4>Dispelling Persistent Spells</h4><p>If a spell has a lasting effect, you may attempt to dispel that spell for your Action. This is done by making an <strong>Extended Language (Magick)</strong> Test. When your SL reaches the CN of the ongoing spell, you successfully dispel it.</p><p>Multiple spellcasters attempting to dispel the same spell each roll separately. If they cast using the same Lore, they may decide to make an @UUID[JournalEntry.NS3YGlJQxwTggjRX.JournalEntryPage.lQThXbnpgQ30VBXR#assistance]{Assisted Test} instead.</p><h3>Using Warpstone</h3><blockquote><p>Officially the use of warpstone is precluded by the powers that be. Unofficially, I can say that it is officially never used within this college. Officially, I cannot say what unofficial uses it might have. But unofficially, I might be able to say it has certain unofficial uses. But certainly it is officially unofficial.</p><p style=\"text-align:right\"><em>–Wilhelm Holswig-Schliestein, Grey Guardian, Raconteur, and Liar</em></p></blockquote><p>Warpstone is such a rich source of power that even a small fragment of the stuff will offer enough magic to power any spell in short order. Of course, the wisdom of powering any spell with Warpstone, and the wisdom of carrying Warpstone upon your person, is debateable.</p><p>A wizard using Warpstone when Casting and Channelling doubles their SL for the appropriate tests. In addition, Casting or Channelling with Warpstone is a corrupting influence. See @UUID[JournalEntry.NS3YGlJQxwTggjRX.JournalEntryPage.115GzWrmkD4viyy5#corrupting-influences]{Corrupting Influences} for details of Corruption, @UUID[.BU7yhLmMdEyvbfkR#malignant-influences]{Malignant Influences} for casting near Malignant Influences.</p><blockquote class=\"sidebar\"><h4 class=\"no-toc sidebar-title\" style=\"text-transform:uppercase\"><em>Multiple Arcane Lores</em></h4><p><em>If you’re an Elf, you can learn a number of Arcane Lores equal to your Willpower Bonus. If you have Willpower 65, you can learn 6 of the 8 Arcane Lores. However, doing this takes time and effort. You can’t purchase a new Arcane Magic Talent until you have mastered your previous one by taking at least 20 Advances in the Channelling Skill of, and learning at least 8 spells from, your Lore. Alternatively, any wizard can learn a single Dark Lore in addition to another Lore, assuming they are foolish enough and can find a teacher or forbidden grimoire to study.</em></p></blockquote><blockquote class=\"sidebar\"><h3 class=\"sidebar-title\" style=\"text-align:center;text-transform:uppercase\"><em>Options: The Swirling Winds</em></h3><p><em>The Winds of Magic swirl in unfathomable patterns and unpredictable gusts. Before every scene — or even every round in magically turbulent areas — the GM can roll for the strength of the Winds relevant to the scene, to see whether they are blowing strongly or weakly. The modifier can be added to your Casting and Channelling Tests. The GM could decide to do this only in areas where the Winds of Magic are particularly wild, for example in the aftermath of powerful spells, at magical loci, near Chaotic portals, and when Morrslieb is at its fullest. If you have the @UUID[Compendium.wfrp4e-core.items.OEjUvJKi0xmBwbS2]{Second Sight} Talent, an <strong>Easy (+40) Perception</strong> Test will spot such disturbances.</em></p><p><em>@Table[winds]{The Swirling Winds}</em></p></blockquote>"
|
||
},
|
||
"Spell Lists": {
|
||
"name": "Spell Lists",
|
||
"text": "<p>Petty spells are listed first, followed by Arcane spells, then the 8 Elemental Lores (Colour Magic), then 2 Witch Lores, followed by 2 Dark Lores, and finally 1 spell for each of the 3 Chaos Lores. The Dark Lores and Chaos Lores are much shorter than the others given they are presented for NPC characters. Any special rules for each Lore are presented before the spell listings.</p><h3>Overcasting</h3><p>For every +2 SL you achieve in a Casting Test, you may add additional Range, Area of Effect, Duration, or Targets equal to the initial value listed in the spell. Spells with a Range and Target of ‘You’ may only ever target the spellcaster making the Casting Test. Spells with a Range of ‘Touch’ may not be extended. If the Spell has no Duration, you cannot extend it.</p><p>You may choose the same option more than once. For instance, if you achieved + 4 SL above your Casting Number on a spell with a Target of 1, you may now Target 3 individuals. Certain Spells may have additional, optional benefits for additional SL noted in their description.</p><blockquote class=\"sidebar\"><h3 class=\"sidebar-title no-toc\" style=\"text-align:center;text-transform:uppercase\"><em>Grimoires</em></h3><p><em>If you start play with a Grimoire, it is up to the GM to determine how many spells your master has recorded within it. Some Masters are more generous than others, but most provide at least four new spells to study, and few provide more than eight. If you have a spell Memorised, you do not need access to your Grimoire to cast it. If you have not yet memorised a spell, you may use your Grimoire to cast it using both your hands. This doubles the CN of the spell and exposes your Grimoire to possible damage or theft.</em></p></blockquote><blockquote class=\"sidebar\"><h3 class=\"sidebar-title no-toc\" style=\"text-align:center;text-transform:uppercase\"><em>The Colleges of Magic and Petty SPells</em></h3><p><em>Petty spells, or cantrips as the Colleges often prefer to call them, use miniscule amounts of whatever winds are around, and are often learned instinctively by spellcasters as their talent first manifests. As such, once their training within the Colleges has begun, Wizards rarely learn new Petty spells. Technically, they are classed as Witchcraft, and are thus illegal in the Empire.</em></p><p><em>While the Colleges of Magic generally turn a blind eye to their use given they are so minor, Witch Hunters are not always so understanding.</em></p></blockquote><blockquote class=\"sidebar\"><h3 class=\"sidebar-title no-toc\" style=\"text-align:center;text-transform:uppercase\"><em>Spell Format</em></h3><p><em><strong>CN</strong>: This is the Casting Number of the spell.</em></p><p><em><strong>Range</strong>: This is the range of the spell, generally indicated in yards. If the range is ‘you’, it can only be cast on the spellcaster. If the range is ‘touch’, the target must be touched by the caster.</em></p><p><em><strong>Target</strong>: This describes what can be targeted by the spell. Often this will be 1 or more individuals. Spells marked AoE (Area of Effect) affect all individuals within that diameter. If the target is noted as ‘Special’, this will be clarified in the description. Spells with ‘Special’ for Target cannot use Success Levels to affect additional targets.</em></p><p><em><strong>Duration</strong>: How long the effect lasts. Instant means the spell effect occurs instantaneously then is finished. Duration expressed as related to a Characteristic Bonus Rounds/minutes/hours etc means a number of that unit of time equal to the Characteristic Bonus of the caster.</em></p><p><em><strong>Description</strong>: The effect of the spell is described here.</em></p></blockquote><div class=\"journal-image centered\"><img src=\"modules/wfrp4e-core/art/magic/winds.webp\" width=\"525\" height=\"525\" /></div><h3>Petty Spells</h3><p>For the few Humans blessed — or cursed, depending upon your point of view — with the spark of magic, it generally manifests around puberty, and almost always before 25 summers have passed. The first indications of impending witchery are often little tricks, knacks, cantrips, or similar, showing the wizard-to-be should probably be trained for everyone else’s safety.</p><p>For Elves, this is just a part of growing up, and those with interest in magic are schooled to develop their burgeoning talents. For Humans, assuming they avoid being lynched, it likely means years of training as an apprentice to a wizard from one of the Eight Colleges of Magic, after which they should never use the little tricks they learned when young again. But most do.</p><p>As Petty spells are not formally codified, they have many different names. Players are encouraged to devise their own, more characterful names, reflecting their personality.</p><p>@UUID[Compendium.wfrp4e-core.items.gQ14yfwjfcJgNpMp]{Animal Friend}</p><p>@UUID[Compendium.wfrp4e-core.items.MIgKjszwK6hk7Pps]{Bearing}</p><p>@UUID[Compendium.wfrp4e-core.items.cjD53QYSatQwL6CR]{Careful Step}</p><p>@UUID[Compendium.wfrp4e-core.items.cSjAAjixcMdYrKBz]{Conserve}</p><p>@UUID[Compendium.wfrp4e-core.items.T8nErqWnkqdvcNVz]{Dart}</p><p>@UUID[Compendium.wfrp4e-core.items.IFuUxTGFQAxp40si]{Dazzle}</p><p>@UUID[Compendium.wfrp4e-core.items.O7G5olv0aWLpb7Ea]{Drain}</p><p>@UUID[Compendium.wfrp4e-core.items.fmx1OeOsxkGf21wa]{Eavesdrop}</p><p>@UUID[Compendium.wfrp4e-core.items.NeERYZQcEa0lI9kz]{Gust}</p><p>@UUID[Compendium.wfrp4e-core.items.wj5pXiyhNjaP6pom]{Light}</p><p>@UUID[Compendium.wfrp4e-core.items.rZqr5r61z1kw9Zg5]{Magic Flame}</p><p>@UUID[Compendium.wfrp4e-core.items.jdv7gnwKk6eEPtQK]{Marsh Lights}</p><p>@UUID[Compendium.wfrp4e-core.items.pDvOunMrvaYoXjd9]{Murmured Whisper}</p><p>@UUID[Compendium.wfrp4e-core.items.jWfYyh7QyK6XaQRU]{Open Lock}</p><p>@UUID[Compendium.wfrp4e-core.items.EyBc9yQqFUNIP9S1]{Produce Small Animal}</p><p>@UUID[Compendium.wfrp4e-core.items.NXHZ3RtPN3SrSH8I]{Protection from Rain}</p><p>@UUID[Compendium.wfrp4e-core.items.hW0jBCKx6noFKNMc]{Purify Water}</p><p>@UUID[Compendium.wfrp4e-core.items.Wz1bb0g1mklJHfft]{Rot}</p><p>@UUID[Compendium.wfrp4e-core.items.hKFeMAsntzXscIGy]{Shock}</p><p>@UUID[Compendium.wfrp4e-core.items.4ePe5oNQakA8nJlk]{Sleep}</p><p>@UUID[Compendium.wfrp4e-core.items.BMnu4XfgsSqVnCB8]{Sly Hands}</p><p>@UUID[Compendium.wfrp4e-core.items.lghYQXa227Sf8ofT]{Sounds}</p><p>@UUID[Compendium.wfrp4e-core.items.XnNAe4R8hSXY5IsS]{Spring}</p><p>@UUID[Compendium.wfrp4e-core.items.u0ykDg71xyZWSxn6]{Twitch}</p><p>@UUID[Compendium.wfrp4e-core.items.PbCD8mjAKQSnxAe6]{Warning}</p><div class=\"journal-image float-right\"><img src=\"modules/wfrp4e-core/art/spot/spot-animal-skull.webp\" width=\"150\" height=\"194\" /></div><h3>Arcane Spells</h3><p>The Arcane spells represent common formulations of the <em>lingua praestantia</em> . How these spells manifest in practice will depend on your @UUID[Compendium.wfrp4e-core.items.3O9clK7LGyuLTHPW]{Arcane Magic} Talent. For instance, a spellcaster with the Arcane Magic (Fire) Talent casting Drop may cause the object to overheat, while one with Arcane Magic (Shadows) may make it slightly insubstantial, causing the object to literally slip between the target’s fingers.</p><p>Treat Arcane spells as extra options for every Lore of Magic, including Witch, Dark, and Chaos Lores. They are counted as Lore spells in all ways, meaning they get all the benefits of Lore spells, and can only be learned from and taught to those sharing the same Arcane Magic Talent.</p><p><strong>Note</strong>: Any spell marked with a ‘+’ at the end of the Duration gains the following extra text: When the spell should end, you may make a Willpower Test to extend the Duration for +1 round.</p><p>@UUID[Compendium.wfrp4e-core.items.pHITBuvCatCOBhZb]{Aethyric Armour}</p><p>@UUID[Compendium.wfrp4e-core.items.OnaQ9kiK5S2d31pE]{Aethyric Arms}</p><p>@UUID[Compendium.wfrp4e-core.items.9uRDDAjndugmNmZr]{Arrow Shield}</p><p>@UUID[Compendium.wfrp4e-core.items.gJYXrZa4pW49R9Vu]{Blast}</p><p>@UUID[Compendium.wfrp4e-core.items.QmjYLCaEn3YKHxdv]{Bolt}</p><p>@UUID[Compendium.wfrp4e-core.items.cfvdViThaoOHyuSk]{Breath}</p><p>@UUID[Compendium.wfrp4e-core.items.3DvCrKaYw2mF42Nr]{Bridge}</p><p>@UUID[Compendium.wfrp4e-core.items.Bx5CC17pRNITWhg8]{Chain Attack}</p><p>@UUID[Compendium.wfrp4e-core.items.qgWy2MsylxyyIm6V]{Corrosive Blood}</p><p>@UUID[Compendium.wfrp4e-core.items.wx23bbK7pPqY2quI]{Dark Vision}</p><p>@UUID[Compendium.wfrp4e-core.items.tNMQQhBYzHoRq7AD]{Distracting}</p><p>@UUID[Compendium.wfrp4e-core.items.uZdUrRFgNpTtY00H]{Dome}</p><p>@UUID[Compendium.wfrp4e-core.items.Wt6ikb1n9CivB3JN]{Drop}</p><p>@UUID[Compendium.wfrp4e-core.items.WeIdAA7KArjUZfyH]{Entangle}</p><div class=\"journal-image float-right\"><img src=\"modules/wfrp4e-core/art/spot/spot-skulls.webp\" width=\"204\" height=\"218\" /></div><p>@UUID[Compendium.wfrp4e-core.items.neCKUJ2yMwEl6GAX]{Fearsome}</p><p>@UUID[Compendium.wfrp4e-core.items.9wmmln3DunIqGXM2]{Flight}</p><p>@UUID[Compendium.wfrp4e-core.items.mJVPaGIUEg8cfpJj]{Magic Shield}</p><p>@UUID[Compendium.wfrp4e-core.items.wQ5ld4yCCqhG0lqL]{Move Object}</p><p>@UUID[Compendium.wfrp4e-core.items.T9cEYAUhqBiTxrp2]{Mundane Aura}</p><p>@UUID[Compendium.wfrp4e-core.items.lM8c3LlW4s3KBVHR]{Push}</p><p>@UUID[Compendium.wfrp4e-core.items.CVam8L1cNsnxZHRR]{Teleport}</p><p>@UUID[Compendium.wfrp4e-core.items.J0wUSVSnos7fBprP]{Terrifying}</p><p>@UUID[Compendium.wfrp4e-core.items.LOEdFN7fP0JHuGoE]{Ward}</p><h2>Colour Magic</h2><p>The following provides eight lists of eight spells, with one list for each colour of magic.</p><div class=\"journal-image float-left\"><img src=\"modules/wfrp4e-core/art/magic/ghur.webp\" width=\"75\" height=\"75\" /></div><h3>The Lore of Beasts</h3><p>The Amber wind, Ghur , carries with it a chill, primal ferocity, that is unnerving to beasts and sentient creatures alike. Whenever you successfully cast a spell from the Lore of Beasts, you may also gain the @UUID[Compendium.wfrp4e-core.items.pTorrE0l3VybAbtn]{Fear (1)} Creature Trait for the next [[/r 1d10 # Rounds]] Rounds.</p><div class=\"journal-image float-right\"><img src=\"modules/wfrp4e-core/art/other/flock.webp\" width=\"207\" height=\"262\" /></div><p><strong>Ingredients</strong>: Shamans use animal fur, skin, bone, and pelt, wrapped in sinews and daubed with blood runes to focus the Amber wind. Often claws are scrimshawed, organs dried, and feathers dipped in rare humours, and it’s not uncommon to find excrement, urine, and other excretions also used.</p><p>@UUID[Compendium.wfrp4e-core.items.tCCaNirq3zCIkyri]{Amber Talons}</p><p>@UUID[Compendium.wfrp4e-core.items.WkItvLT52Bob8Up3]{Beast Form}</p><p>@UUID[Compendium.wfrp4e-core.items.FaHVRxdljzqklNTC]{Beast Master}</p><p>@UUID[Compendium.wfrp4e-core.items.gwnNz34Rh0jW4WmF]{Beast Tongue}</p><p>@UUID[Compendium.wfrp4e-core.items.yR82MDHEF4zQoYyR]{Flock of Doom}</p><p>@UUID[Compendium.wfrp4e-core.items.QSHKYMNy2yr1n9ww]{Hunter's Hide}</p><p>@UUID[Compendium.wfrp4e-core.items.LTUC1fqIuuGSUaQ1]{The Amber Spear}</p><p>@UUID[Compendium.wfrp4e-core.items.trieNRiCCulTerPb]{Wyssan’s Wildform}</p><div class=\"journal-image float-left\"><img src=\"modules/wfrp4e-core/art/magic/shyish.webp\" width=\"75\" height=\"75\" /></div><h3>The Lore of Death</h3><p>The purple wind of Shyish carries with it dry, dusty winds and the insistent rustling of sand passing through Time’s hourglass. 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><strong>Ingredients</strong>: The bones of sentient creatures feature heavily in Amethyst magic, as do the trappings of death, including wood or nails from coffins, embalming fluids, hourglasses, silver coins, and grave dirt, all carefully presented or engraved. Purple gemstones, materials, and flowers (particularly roses) are also common.</p><div class=\"journal-image float-right\"><img src=\"modules/wfrp4e-core/art/spot/spot-heads.webp\" width=\"193\" height=\"233\" /></div><p>@UUID[Compendium.wfrp4e-core.items.vEuljwoWR2rOTU5y]{Caress of Laniph}</p><p>@UUID[Compendium.wfrp4e-core.items.jD1PJib6NkYkatmq]{Dying Words}</p><p>@UUID[Compendium.wfrp4e-core.items.RkBdnQ4cjTLPUSim]{Purple Pall of Shyish}</p><p>@UUID[Compendium.wfrp4e-core.items.0HjjloXfVly8tZ4E]{Sanctify}</p><p>@UUID[Compendium.wfrp4e-core.items.SQJQrAsAKc2Icatv]{Scythe of Shyish}</p><p>@UUID[Compendium.wfrp4e-core.items.eJPjVeW9UEH891rm]{Soul Vortex}</p><p>@UUID[Compendium.wfrp4e-core.items.ifjDVtgGEh787p20]{Steal Life}</p><p>@UUID[Compendium.wfrp4e-core.items.fWZxupuKCC2rZ2g7]{Swift Passing}</p><div class=\"journal-image float-left\"><img src=\"modules/wfrp4e-core/art/magic/aqshy.webp\" width=\"75\" height=\"75\" /></div><h3>The Lore of Fire</h3><p>The Lore of Fire, and the Bright wind of Aqshy , is anything but subtle. Its spells are bellowed with fervour and manifest themselves in bombastic fashion, with bright flame and searing heat. You may inflict +1 @Condition[Ablaze] Condition on anyone targeted by spells from the Lore of Fire, unless they also possess the Arcane Magic (Fire) Talent. Every Ablaze condition within Willpower Bonus yards adds +10 to attempts to Channel or Cast with Aqshy.</p><p><strong>Ingredients</strong>: Pyromancers use a wide selection of flammable materials as ingredients, which are often immolated as the spell is cast, including coal, oils, fats, and ruddy woods. Trappings immune to fire are also common, such as iron keys, carved sections of fire-grate, and small oven stones.</p><p>@UUID[Compendium.wfrp4e-core.items.UktSswGGaToftXFk]{Aqshy’s Aegis}</p><p>@UUID[Compendium.wfrp4e-core.items.aWxO2jpMvmZUEsK9]{Cauterise}</p><p>@UUID[Compendium.wfrp4e-core.items.dzfhqgUxWleNZbyW]{Crown of Flame}</p><p>@UUID[Compendium.wfrp4e-core.items.1RjTFiv9ooOW35LV]{Firewall}</p><p>@UUID[Compendium.wfrp4e-core.items.nTbPOZJx5WB6Y4lL]{Flaming Hearts}</p><p>@UUID[Compendium.wfrp4e-core.items.3SzMz3ZiGzbHRjTP]{Flaming Sword of Rhuin}</p><p>@UUID[Compendium.wfrp4e-core.items.HpFkVJ2lYPAWumUL]{Great Fires of U’Zhul}</p><p>@UUID[Compendium.wfrp4e-core.items.RiqCDDKRHTEJp3Bm]{Purge}</p><div class=\"journal-image float-left\"><img src=\"modules/wfrp4e-core/art/magic/azyr.webp\" width=\"75\" height=\"75\" /></div><h3>The Lore of Heavens</h3><p>Arcane spells cast from the Lore of Heavens are accompanied by the crackling of lightning and the smell of ozone. Spells causing Damage ignore Armour Points from metal armour, and will arc to all other targets within 2 yards, except those with the Arcane Magic (Heavens) Talent, inflicting hits with a Damage equal to your Willpower Bonus, handled like a <em>magical missile</em> .</p><p><strong>Ingredients</strong>: Astronomical instruments, charts, lenses, and symbols dominate Celestial magic, as do ingredients associated with augury, such as animal innards, mirrors, glass balls, and bird tongues. Some wind-based spells use wings and feathers, where those involving electricity prefer slivers of carved metal.</p><p>@UUID[Compendium.wfrp4e-core.items.wTfoDOFOnvQykpdm]{Cerulean Shield}</p><p>@UUID[Compendium.wfrp4e-core.items.208BiJLY0jXxelbd]{Comet of Casandora}</p><p>@UUID[Compendium.wfrp4e-core.items.lzTmKnhO1MY9ycPU]{Fate’s Fickle Fingers}</p><p>@UUID[Compendium.wfrp4e-core.items.XXEIfkXpNxpfkamo]{Starcrossed}</p><p>@UUID[Compendium.wfrp4e-core.items.r3BgUFaaCzsLIUDi]{T'Essla's Arc}</p><p>@UUID[Compendium.wfrp4e-core.items.04Qv4t0qMMZIUhRw]{The First Portent of Amul}</p><p>@UUID[Compendium.wfrp4e-core.items.xPTG5wLvHULLEM2p]{The Second Portent of Amul}</p><p>@UUID[Compendium.wfrp4e-core.items.uIamxlmA6SWAa3YR]{The Third Portent of Amul}</p><blockquote class=\"sidebar\"><h3 style=\"text-align:center;text-transform:uppercase\" class=\"sidebar-title no-toc\"><em>SEERS</em></h3><p><em>The @UUID[JournalEntry.wczCPcuHT4VQDLpL.JournalEntryPage.CzebTXk5dirMAZ6p]{Seer} Career can gain access to the Arcane Magic (Heavens) Talent. Seers who take this Talent can only take these spells (and none other, even Arcane Spells): </em>Fate’s Fickle Fingers<em>, </em>Starcrossed<em>, </em>The First Portent of Amul<em>, </em>The Second Portent of Amul<em>, </em>The Third Portent of Amul<em>. To gain access to the rest of the Arcane Magic (Heavens) spells, they would need to enter the Wizard career.</em></p></blockquote><div class=\"journal-image float-left\"><img src=\"modules/wfrp4e-core/art/magic/chamon.webp\" width=\"75\" height=\"75\" /></div><h3>The Lore of Metal</h3><p>The wind of <em>Chamon</em> is very dense, and quickly attaches itself to metallic substances. Spells from this lore are accompanied with golden light and heat, and are especially effective against foes foolish enough to encase themselves in metal. Spells inflicting Damage ignore Armour Points from metal armour, and inflict bonus Damage equal to the number of Armour Points of metal armour being worn on any Hit Location struck. So, if your spell hit an Arm location protected by 2 Armour Points of metal armour, it would cause an additional +2 Damage and ignore the Armour Points.</p><p><strong>Ingredients</strong>: Heavy metals of all types, esoterically inlaid or carved, comprise the majority of Gold ingredients, though many spells also use trappings associated with a forge, including sections of a bellows marked with mathematical formula, inscribed chunks of an anvil, or fragments of a furnace.</p><p>@UUID[Compendium.wfrp4e-core.items.wHaglsPNfRMpKB9K]{Crucible of Chamon}</p><p>@UUID[Compendium.wfrp4e-core.items.YDGi3tMQuK9MxXpt]{Enchant Weapon}</p><p>@UUID[Compendium.wfrp4e-core.items.oMTXHeEhzlQ3sx5M]{Feather of Lead}</p><p>@UUID[Compendium.wfrp4e-core.items.druJd5YFjyW5liTz]{Fool’s Gold}</p><p>@UUID[Compendium.wfrp4e-core.items.ddnMcWMN4MftxGLr]{Forge of Chamon}</p><p>@UUID[Compendium.wfrp4e-core.items.v1Qrow72mtUtgkFC]{Glittering Robe}</p><p>@UUID[Compendium.wfrp4e-core.items.jHMsJaaIQjyhYAgV]{Mutable Metal}</p><p>@UUID[Compendium.wfrp4e-core.items.oZV3ImfM1kxQUCSD]{Transmutation of Chamon}</p><div class=\"journal-image float-left\"><img src=\"modules/wfrp4e-core/art/magic/ghyran.webp\" width=\"75\" height=\"75\" /></div><h3>The Lore of Life</h3><p>Spells cast with Ghyran , the Jade Wind, are suffuse with life, tending to manifest with a vibrant green light, and are often accompanied by natural phenomena given supernatural qualities. Vines, undergrowth, trees, and rivers all bend to the Druids’ wills.</p><p>Receive a +10 bonus to Casting and Channelling rolls when in a rural or wilderness environment. Living creatures — e.g. those without the @UUID[Compendium.wfrp4e-core.items.v3uzEthcq0JRar0J]{Daemonic} or @UUID[Compendium.wfrp4e-core.items.PFTD9gDvRWW9uh5g]{Undead} Creature Traits — targeted by Arcane Spells from the Lore of Life have all @Condition[Fatigued] and @Condition[Bleeding] Conditions removed after any other effects have been applied as life magic floods through them. Creatures with the Undead Creature Trait, on the other hand, suffer additional Damage equal to your Willpower Bonus, ignoring Toughness Bonus and Armour Points, if affected by any spell cast with the Lore of Life.</p><p><strong>Ingredients</strong>: Druids use a wide variety of naturally occurring ingredients, ranging from rare seeds and nuts, humours gathered from sentient creatures in the flush of life, uncommon tree saps, fertile loam, spring waters, and a variety of living ingredients, including plants and smaller animals.</p><p>@UUID[Compendium.wfrp4e-core.items.B7iwAtfa9EgNvKMz]{Barkskin}</p><p>@UUID[Compendium.wfrp4e-core.items.BU56aMyn8Hfaamrb]{Earthblood}</p><p>@UUID[Compendium.wfrp4e-core.items.2cwR2BPkdi7IuV3e]{Earthpool}</p><p>@UUID[Compendium.wfrp4e-core.items.JGRyUj4AZq8oGpKs]{Fat of the Land}</p><p>@UUID[Compendium.wfrp4e-core.items.H1Q0YjIX1wuS4phQ]{Forest of Thorns}</p><p>@UUID[Compendium.wfrp4e-core.items.DOfyDATb1gcGOMry]{Lie of the Land}</p><p>@UUID[Compendium.wfrp4e-core.items.K37ME8M75JvtM3Vr]{Lifebloom}</p><p>@UUID[Compendium.wfrp4e-core.items.4NQUrs2PUNpYxlWs]{Regenerate}</p><div class=\"journal-image float-left\"><img src=\"modules/wfrp4e-core/art/magic/hysh.webp\" width=\"75\" height=\"75\" /></div><h3>The Lore of Light</h3><div class=\"journal-image float-right\"><img src=\"modules/wfrp4e-core/art/spot/spot-book.webp\" width=\"199\" height=\"242\" /></div><p>Arcane Spells sung from the Lore of Light tend to emit dazzling rays of blinding white light, or shroud the caster in shimmering waves of radiant purity. You may inflict one @Condition[Blinded] Condition on those targeted by Lore of Light spells, unless they possess the Arcane Magic (Light) Talent.</p><p>If a target has the @UUID[Compendium.wfrp4e-core.items.v3uzEthcq0JRar0J]{Daemonic} or @UUID[Compendium.wfrp4e-core.items.PFTD9gDvRWW9uh5g]{Undead} Creature Traits, spells also inflict an additional hit with Damage equal to your Intelligence Bonus that ignores Toughness Bonus and Armour Points.</p><p><strong>Ingredients</strong>: Hierophants of the Lore of Light use many artefacts associated with holiness and holy places, supplemented by crystals, glass, pyramidions, and small statues, all carved with sacred symbols, twisting snakes, and moral tales. White candles, silver carvings, and bleached paper are also common.</p><p>@UUID[Compendium.wfrp4e-core.items.sknoH0n9P9uC0qvW]{Banishment}</p><p>@UUID[Compendium.wfrp4e-core.items.57d5ugakBYcsphah]{Blinding Light}</p><p>@UUID[Compendium.wfrp4e-core.items.82mmGLTAKQ4mrsBl]{Clarity of Thought}</p><p>@UUID[Compendium.wfrp4e-core.items.PIL4yBcGlk96cvcb]{Daemonbane}</p><p>@UUID[Compendium.wfrp4e-core.items.HOqmAugvYdgLwoQt]{Healing Light}</p><p>@UUID[Compendium.wfrp4e-core.items.38qRyF13jCszeOe1]{Net of Amyntok}</p><p>@UUID[Compendium.wfrp4e-core.items.dS5zK3lMCumvuAAF]{Phâ’s Protection}</p><p>@UUID[Compendium.wfrp4e-core.items.OB05oGoSZDzNYLjW]{Speed of Thought}</p><div class=\"journal-image float-left\"><img src=\"modules/wfrp4e-core/art/magic/ulgu.webp\" width=\"75\" height=\"75\" /></div><h3>The Lore of Shadow</h3><p>Spells cast from the Lore of Shadows are surreptitious and sly, and so the lingua praestantia may be muttered stealthily. Any protective spells you may cast wreath you in shadows and billow smoke, making your body insubstantial, possibly even allowing blades to pass through you seemingly without harm. Further, all spells cast from the Lore of Shadows inflicting Damage ignore all non-magical Armour Points.</p><p><strong>Ingredients</strong>: Anything used to hide, shroud, or conceal is repurposed as Grey ingredients, including cosmetics, scents, scarfs, spectacles, mirrors, and wigs. Items drawn from professions steeped in intrigue and wisdom are also common, with diplomatic artefacts, symbols of rank, and the ultimate expression of power — a blade — prevalent.</p><p>@UUID[Compendium.wfrp4e-core.items.qTVOlj1aU6776dep]{Choking Shadows}</p><p>@UUID[Compendium.wfrp4e-core.items.OcYPErjJzQKOX2aI]{Doppelganger}</p><p>@UUID[Compendium.wfrp4e-core.items.OwH4hpe1EReh06t3]{Illusion}</p><p>@UUID[Compendium.wfrp4e-core.items.dGSUQiUmXHrGqwxY]{Mindslip}</p><p>@UUID[Compendium.wfrp4e-core.items.Tv9BIBNTPT6JV0HG]{Mystifying Miasma}</p><p>@UUID[Compendium.wfrp4e-core.items.1ndRohs7YMmV2OHh]{Shadowsteed}</p><p>@UUID[Compendium.wfrp4e-core.items.VFWBB9zlwCe5J9EZ]{Shadowstep}</p><p>@UUID[Compendium.wfrp4e-core.items.2ccKksxXFIMD2YLs]{Shroud of Invisibility}</p><h2>Witch Magic</h2><p>The following provides two lists of six spells for spellcasters nor yet absorbed into the Colleges of Magic, who are almost always on the run from Witch Hunters and Sigmarites.</p><h3>The Lore of Hedgecraft</h3><p>The Hedgefolk believe their Lore is a gift from the Gods, referring to their spellcasters as the Blessed Few. Due to their ancient traditions and ingrained belief, their spells cannot be cast without ingredients, which are an integral part of their spellcasting process.</p><p>Fortunately, the ingredients they use are easily found on the fringes of settlements and are usually herbs or plants. You receive 1 + SL ingredients on a successful foraging roll, using Lore (Herbalism), as described under @UUID[JournalEntry.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3#options:-gathering-food-and-herbs]{Gathering Food and Herbs}, or you can buy them for @Pay[5bp]{5 brass pennies each}.</p><p><strong>Ingredients</strong>: Hedgefolk use easily sourced local materials prepared to exacting standards using special tools. So, ingredients may include things such as the wings of a dragonfly killed with a silver pin, rods of poplar polished with beeswax on Sonnstill, or bones buried beneath a hedgerow for a winter’s month.</p><p>@UUID[Compendium.wfrp4e-core.items.YaG8xthJF0zLy7xs]{Goodwill}</p><p>@UUID[Compendium.wfrp4e-core.items.xiTk3pZX0GYVO2TQ]{Mirkride}</p><p>@UUID[Compendium.wfrp4e-core.items.aVUKVQTwtWuQXIgx]{Nepenthe}</p><p>@UUID[Compendium.wfrp4e-core.items.sxFriQ3XAtvwlmMq]{Nostrum}</p><p>@UUID[Compendium.wfrp4e-core.items.TL2IelDsaRWflCeY]{Part the Branches}</p><p>@UUID[Compendium.wfrp4e-core.items.ngOHho544P05W7Qi]{Protective Charm}</p><h3>The Lore of Witchcraft</h3><p>Spells from the Lore of Witchcraft draw on whichever winds of magic are available, without care or concern for mingling the winds and the potentially horrific results. 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, channelling or casting spells from this Lore automatically require a roll on the 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 @UUID[JournalEntry.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3#options:-gathering-food-and-herbs]{Gathering Food and Herbs}.</p><p>Ingredients: Witches use a horrific mixture of animal body parts, often harvested when a creature is still alive. It is not uncommon to find them clutching lizard eyes, dog toes, donkey gizzard, or much, much worse in their bloody hands as they cast their foul magics.</p><p>@UUID[Compendium.wfrp4e-core.items.NytMCgP0IXtHnFwm]{Blight}</p><p>@UUID[Compendium.wfrp4e-core.items.a8npXWG2o4BxhtVV]{Creeping Menace}</p><p>@UUID[Compendium.wfrp4e-core.items.ZOlM8KjLfNIefAb0]{Curse of Crippling Pain}</p><p>@UUID[Compendium.wfrp4e-core.items.sq47SZ1v9Pofa4L1]{Curse of Ill-Fortune}</p><p>@UUID[Compendium.wfrp4e-core.items.PkqPqy3Fy9fawQZ8]{Haunting Horror}</p><p>@UUID[Compendium.wfrp4e-core.items.CnydL8p3PVAuF98w]{The Evil Eye}</p><h2>Dark Magic</h2><p>The following provides two short lists of four Dark Magic spells.</p><h3>The Lore of Daemonology</h3><p>The forbidden Lore of Daemonology is concerned with summoning, binding, and controlling Daemons, typically to empower the spellcaster. It is horrifically dangerous, usually leading to the Daemonologist’s downfall as their soul is taken by the Ruinous Powers and a new Chaos Sorcerer is born.</p><p>@UUID[Compendium.wfrp4e-core.items.Qg98e2pFgCW63aB1]{Destroy Lesser Demon}</p><p>@UUID[Compendium.wfrp4e-core.items.MlF3ci9vxiDZYhmZ]{Detect Daemon}</p><p>@UUID[Compendium.wfrp4e-core.items.soyujZNyzu7NKxMs]{Manifest Lesser Daemon}</p><p>@UUID[Compendium.wfrp4e-core.items.NwVgP5msZHERwEfK]{Octagram}</p><h3>The Lore of Necromancy</h3><p>Necromancy is an ancient and bloody magic art concerned with mastering death and seeking immortality, often by carving up rotting corpses. Considered one of the foulest and most heretical of magics, few take to studying its fell secrets lightly, for the horrors of the dead, and the undead, cannot be underestimated.</p><p>@UUID[Compendium.wfrp4e-core.items.FRfAqPlOdwiIitR5]{Raise Dead}</p><p>@UUID[Compendium.wfrp4e-core.items.7BJDTRG65hwt1fUK]{Reanimate}</p><p>@UUID[Compendium.wfrp4e-core.items.HqInHmOviuLqymdm]{Screaming Skull}</p><p>@UUID[Compendium.wfrp4e-core.items.foqexF06lguqPFK6]{Vanhel's Call}</p><h2>Chaos Magic</h2><p>Three of the four Great Powers of Chaos have a unique Lore of Magic — only Khorne, the Blood God, who abhors treacherous magic and all it stands for, has no Lore of his own. One spell is provided here for each of the primary Chaos Lores, which can be added to provide flavour to your Chaos Cultists in addition to the Arcane Spells and the Lore of Daemonology.</p><div class=\"journal-image float-right\"><img src=\"modules/wfrp4e-core/art/spot/spot-skull-helmet.webp\" width=\"183\" height=\"199\" /></div><h3>Lore of Nurgle</h3><p>The Lore of Nurgle spreads foul disease and filth, mixing bloated excesses of the Jade Wind with whatever corruption comes to hand, then spewing it everywhere.</p><p>@UUID[Compendium.wfrp4e-core.items.XhyZ140R1iA1J7wZ]{Stream of Corruption}</p><h3>Lore of Slaanesh</h3><p>The Lore of Slaanesh brings torture and excess, all splayed before the Prince of Pain and Pleasure for its eternal enjoyment, typically pressuring a perverse mix of the Amethyst, Gold, and Jade Winds into something twisted and exotic.</p><p>@UUID[Compendium.wfrp4e-core.items.2fBaYkBsPZzxNSNj]{Acquiescence}</p><h3>Lore of Tzeentch</h3><p>Tzeentch is the Master of Magic, Treachery, and Lies. The Lore of Tzeentch epitomises this, as it boasts a multitude of powerful spells focussing upon change, all drawing heavily from the Grey, Amethyst, and Bright Winds.</p><p>@UUID[Compendium.wfrp4e-core.items.xhGjRScyU149nK3i]{Treason of Tzeentch}</p>"
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}
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}
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},
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"The Gamemaster": {
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||
"name": "The Gamemaster",
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"pages": {
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"The Gamemaster": {
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"name": "The Gamemaster",
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"text": "<p>Being the Gamemaster (GM) is the best thing ever. While the Players are busy with their single, measly Character, you’re in charge of the entire world! If you’re a new GM this can be a little daunting, but don’t worry, you’ll get the hang of it quickly, and we’ll walk you through the basics here.</p><p>The most important responsibility of a GM is to make sure everyone has fun, including you. You’ll be juggling roles of storyteller, umpire, and host, but don’t lose sight of the fact that the reason everyone is playing the game is to have a good time. Balance your storytelling with allowing Players spotlight time and autonomy in their actions. If a scene isn’t working, wrap it up quickly and move on. Balance the game rules with everyone’s enjoyment of the game — if something seems counter-intuitive or is taking too long, change it. Always focus on what your group finds fun.</p><p><strong>You are the world</strong>. Everything the Players interact with comes from you. You provide the world they explore. Your descriptions tell them what they see, hear, touch, smell, and taste. You’ll play the role of the people and creatures with which they interact. You describe the outcome of every action they take and determine how the game rules are applied.</p><p><strong>You are the rules</strong>. Make sure you understand the rules so the game runs smoothly and quickly. Be familiar with the rulebook so you can find what you need. Choose quickly if you are going to resolve an action with a GM decision or if you want the Player to make a Test. This choice will partly be a matter of personal style — do you and your Players like relying on the Character sheets to define what happens or do you prefer to save dice rolls for only the most important situations? Correctly and openly interpreting the results of Tests demonstrates to your Players that their actions have consequences, and that you are consistent and fair in your application of the rules.</p><p><strong>You are the plot</strong>. Before the game you’ll prepare the adventure, making sure you know what events are planned to take place, and who is involved in them. It is generally a good idea to have some contingency plans in place should the Players leap to the wrong conclusions and go off at a tangent (they will do this more often than you might think!). Make sure you have all the game information for the main characters in the adventure, along with anyone or anything the Characters might have to fight. Be familiar with the adventure’s background and the area it takes place in, and you will be able to improvise effectively. You can also prepare some stock events to use in case improvisation is required.</p><p><strong>You are the leader</strong>. Encourage good playing by making sure that everyone has a chance to participate, and that the game runs smoothly. Remind Players that rules discussions take place outside the game, and that you need to be able to get on with running the game to achieve maximum fun! Be thoughtful and respectful of your Players. Be aware of content that might be uncomfortable for some people, for instance graphic violence, sex, or horror. Check it’s okay before those subjects come up in a game. Justify your authority by being fair to everyone, consistent in how you apply the rules, and running the best Sigmar-blessed game this side of the Worlds Edge Mountains.</p><div class=\"journal-image\"><img class=\"fit\" src=\"modules/wfrp4e-core/art/other/alley.webp\" /></div><h3>General Advice</h3><p>There’s a lot of advice on running games out there. It’s a huge subject and requires much more space than we have here, so we’re adding a lot of advice to the Cubicle 7 website – keep checking back as we plan to keep building up that section. The rest of this chapter provides some specific advice for what to do at different stages of a game.</p><p>As a starter — or refresher for experienced GMs — here’s a condensed list of things to think about:</p><ul><li><p>Get to know this book well.</p></li><li><p>Give the players what they want from the game without ruining your own plans.</p></li><li><p>Make sure new groups of Characters have reasons to be adventuring together.</p></li><li><p>Consider how to handle or bypass content a player might not find to their taste.</p></li><li><p>Bookmark sections you will be returning to often, such as @UUID[JournalEntry.YBVrpUHEjohB1H4f]{Magic} if one of your players is a wizard.</p></li><li><p>Be aware of plot devices and how to use them to good effect.</p></li><li><p>Ensure the challenges you set your Players are achievable, and that any enemies that need to be defeated can be defeated.</p></li><li><p>Intersperse some light relief into horror-heavy games.</p></li><li><p>Decide which parts of the adventure should be easy and quickly resolved, and which should be the most dramatic and challenging.</p></li><li><p>What parts of the adventure need to be successful to make the story satisfying, and how will you ensure they happen without making your players feel too railroaded?</p></li><li><p>When it comes to the results of Tests, be firm but fair.</p></li><li><p>Be ready to make a big deal of players using or gaining Fate and Resilience points.</p></li><li><p>Make a list of descriptive phrases appropriate for the locations the adventure is taking place in, to help improvised scenes.</p></li><li><p>If in doubt, err on the side of having fun.</p></li><li><p>Give Characters challenges that require improvisation or creative thinking.</p></li><li><p>You can’t detail everyone the Characters meet, but a single feature — an accent, catchphrase or tic — helps make everyone memorable!</p></li></ul><h4>Rules Notes</h4><p>As you play more games of <strong>WFRP</strong>, the rules will become increasingly familiar. To give you a head start, these points are worth initially bearing in mind:</p><ul><li><p><strong>Tests</strong>: Use of the different methods of resolving actions give you considerable control over the pace of the game — use them!</p></li><li><p><strong>Fortune Points</strong>: Encourage your players to spend these during play or you will find cautious players repeatedly have several at the end of the session unused, and have probably failed some Tests they could have passed.</p></li><li><p><strong>Advantage</strong>: Advantage speeds up combat by adding momentum for winning each round. Remember all Advantage is lost when you lose a round, or if you are hit by ranged or magical attacks — Advantage is not as scary as it first appears, even if it stacks high. Should Characters become overwhelmed, they may wish to consider disengaging, then either fleeing or attacking from afar. Characters can also spend Resilience points to automatically win a round and eliminate any build-up of Advantage their foes might have secured.</p></li><li><p><strong>Opposed Tests</strong>: Almost all combat Tests are Opposed, meaning that someone always wins, even if both combatants effectively fail their individual Tests. Remember, the difference in SL will always secure a winner. This means even very poor combatants will be landing blows right from the outset — just without any skill or finesse.</p></li><li><p><strong>No Opposition</strong>: Should you find opponents who refuse to defend themselves for fear of rolling poorly in an Opposed Test, then clearly their Characters are doing nothing, meaning they count as @UUID[JournalEntry.NS3YGlJQxwTggjRX.JournalEntryPage.wmA76Q2zJJ9HrkvA#helpless-targets]{Helpless}.</p></li></ul><h3>Character Creation</h3><div class=\"journal-image float-right\"><img src=\"modules/wfrp4e-core/art/other/sigmarat.webp\" width=\"214\" height=\"278\" /></div><p>Before your first <strong>WFRP</strong> game begins, the Players will need to create Characters, or choose one of the ready-made characters provided on the <strong>Cubicle 7</strong> website or the <strong>WFRP Starter Set</strong>. The ready-made Characters are already formed into a group and are ready to go, but if your Players are creating their own, you should guide them through the process.</p><p>Character Creation can take a while, so it can be worth devoting the first game session to it, so let the Players know this in advance to manage their expectations. You can take Players through each step of character creation, but Players having their own rulebooks can speed things up considerably. Guide new Players through how the different parts of their Character will be used in the game, and encourage Players to coordinate their choices so they can build a broadly capable group. A good spread of Classes gives both you and the Players more options during play. If the group has no spellcasters for example, you can’t run adventures that require the Players follow magical clues.</p><p>Encourage Players to involve other Characters in their own Character’s background and provide suggestions to help. This helps bind the group together and should make it easier for them to choose a @UUID[JournalEntry.IQ0PgoJihQltCBUU.JournalEntryPage.2YaSdbUwpO1UaNFI#party-ambitions]{Group Ambition}. Avoid creating a group of disparate desperadoes who won’t work together and never cooperate on anything. That gets old fast and can lead to unsatisfying gaming experiences.</p><p>The group should have a reason to stick together, work together, and be motivated to engage with the adventures awaiting them. A good way to make sure the group has this is to simply ask your Players to explain exactly why their Characters work together, and why they will adventure together in future. You may be surprised at just how inventive your Players can be.</p><p>Having a good idea of the adventures you have planned means you can weave connections to them into each Character’s background. If you’ve got a smuggler in the group, and you know part of the forthcoming adventures involve a smuggling ring, work your smugglers into that Character’s background. If a Chaos Cult is central to the adventure, perhaps decide that an important member of one Character’s family will be a secret member of the cult. These personal details will make for a more involving game that really immerses the Players in the game world.</p><p>If your group are not cooperating, you can always try external motivations. For example: the promise of an incredible reward the Characters can’t resist, or being ‘asked’ to do work by a powerful patron who won’t take refusal kindly.</p><p>The Character creation phase is also a great place to discuss the kind of game everyone wants to play. Identifying content to avoid — for instance graphic violence, sex, or horror — is just as important as determining the game your Players will enjoy. Some people might not be comfortable talking about this in front of others, so make sure you give everyone the chance to communicate with you privately about it, and don’t ask for the reasons why — the preference is enough. If in any doubt, err on the side of caution, and remember the goal is for everyone to have fun.</p><h3>At the Table</h3><p>During sessions where you are running games of <strong>WFRP</strong> as the GM, here’s what you’ll be doing:</p><h4>1. Set the scene</h4><p>At the start of the game, the GM should give a summary of what has happened in the adventure so far — in the first session of an adventure this will instead be some background to the adventure about to begin. It’s the recap part of a TV series: ‘Previously on <strong>WFRP</strong>…’: keep it short and sweet.</p><p>Next, you’ll describe where the Characters are and what is happening around them. Provide immediate prompts to action — make sure that the game gets off to an exciting start. End with an event or question that means the Players have to get involved right away — even a simple knock on their door, or thrown jar of ale arcing gently across the taproom towards them immediately leads to action!</p><h4>2. Listen to the Players</h4><p>The Players will react to the scene-setting and will interpret what is going on, often in a way that us GMs would describe as ‘interesting’. As GM, you already know the plot of the adventure, but the Players will need to puzzle it out, perhaps with a false start or two. Don’t panic if they head off in the wrong direction — they’ll get there in the end, and you’ll have a lot of fun along the way.</p><p>So, resolve their immediate actions in the game while listening carefully to how they are going to react to the wider plot to give you thinking time for the next part. Make sure each Player has the opportunity to contribute — actively ask any Player who hasn’t yet participated what their Character is going to do.</p><h4>3. Describe the consequences of the Players’ actions</h4><p>You’ll react to the Player’s actions depending on what they are doing. If they are talking to one of the character’s you’ve described as being present in the scene, you’ll respond to them in the role of that person. If they are taking actions that require Tests to resolve, you’ll decide which Skill is being tested, any modifiers on the Test, and interpret the outcome — what happens because of that action. Sometimes this will be the start of a sequence of events, which other Players might join, or it may be a simple action that is quickly resolved. Again, make sure everyone has an opportunity to do something and contribute to the game. Ask quieter Players directly to make sure they get a go.</p><p>This Player-directed phase of the game can go on for quite some time, as you all take turns to move the story forward, and the GM is largely in a reactive role. Even experienced GMs can be amazed at the tangents Players can pursue, and some very memorable games come from this improvised style of play.</p><h4>4. Describe events from the ongoing plot</h4><p>While the Player-directed phase is going on, the GM will be aware of the adventure plot circling in the Aethyr. At the appropriate times, events from the plot will come crashing in. The Players will now be reacting to events before formulating their new plan and pursuing it in their inevitably haphazard style. These moments can be used as course-corrections, giving additional clues on what is really happening, and helping get Players back on track.</p><p>Be careful not to be too blunt or obvious with these events however — no-one likes to feel like they are being forced towards an inevitable conclusion. Allow Players the autonomy to really mess things up, but also don’t be afraid to modify your plot on the hoof if it makes for a more enjoyable game.</p><div class=\"journal-image\"><img class=\"fit\" src=\"modules/wfrp4e-core/art/other/forest.webp\" /></div><h3>Travel</h3><p>Travelling in the Old World can be dangerous. Brigands, mutants, and beasts lurk in the shadows, an ever-present threat, perhaps joined by those specifically out to thwart the Players’ actions. Some parts of the Empire have been corrupted by magic, Chaos, Necromancy, or worse, and can easily consume the unwary traveller. Even the weather poses a threat!</p><p>It’s up to you how you want to represent the dangers of travel in your game. Sometimes you’ll just want to get on with the adventure and deal with journeys with a simple description of how long the journey was, and the key points along the way. Most journeys will either be by road or by river, with road the more dangerous, and cheaper, option.</p><h4>Travel by Road</h4><p>The roads of the Reikland are often crude but reliable. The routes between major cities are relatively safe and well-maintained. However, far-flung routes can be little more than muddy tracks. Regardless of the quality, all roads need to be maintained, so most are tolled.</p><p>There is an extensive network of coach routes throughout the province. The busiest routes have coaches running several times per day. The many Coaching Houses of the Reikland are in fierce competition, so the prices are often reasonable and reliability is good. The Four Seasons is the biggest coach company, and is represented along all the major routes.</p><p>Roadside inns are often placed at the convenience of the Coaching Houses. Therefore, journeying by foot, especially away from the major routes, runs the risk of not reaching a safe place to rest before nightfall.</p><h4>Travel by River</h4><p>River journeys are often straightforward and perhaps even relaxing. However, this relies on finding a boat going to and from convenient locations. Dedicated passenger barges only travel between the major towns and cities, but can be bribed or persuaded to drop people off along the way. Getting to more obscure locations usually requires hitching a ride with a cargo boat, which can be difficult for large parties.</p><h4>Travel Prices</h4><p>The prices listed in Travel Costs do not include meals, lodging, or fodder, although coaches and passenger boats usually charge for the whole package for longer journeys. Package prices can be worked out by combining travel with food and boarding prices. On some ferries, lodging is not required, as passengers sleep on the vessel, either on deck or in a private cabin.</p><p>Cargo barge travel-costs should be individually haggled with barge masters. Often, such passage can be secured for a greatly reduced price, or even for free, if the passenger is willing to work and they know what they’re doing.</p><p>High class travel is available and de rigueur among the nobility, and can cost many times the listed price, typically ten times or more. Opulent passenger vessels ply between the great cities of the Empire, like the famous @UUID[Compendium.wfrp4e-dotr.scenes.aDSJw58bVEI9SqNu]{Emperor Luitpold} plying the River Talebec between Altdorf and Talabheim.</p><blockquote class=\"sidebar\"><h4 class=\"sidebar-title\"><em>Travel Costs</em></h4><p><em>All the costs listed here are per mile travelled, and are loose guides only. Faster coaches and barges generally cost twice as much. Slower examples cost as little as half as much. Increase or decrease speed by +/– 1 for faster or slower examples. </em></p><table style=\"height:153px;width:367px\" border=\"1\"><tbody><tr style=\"height:17px\"><td style=\"height:17px;width:75px\"><h4><em><strong>Transport</strong></em></h4></td><td style=\"height:17px;width:93px;text-align:center\"><h4><em><strong>Movement</strong></em></h4></td><td style=\"height:17px;width:99px;text-align:center\"><h4><em><strong>Cost</strong></em></h4></td><td style=\"height:17px;width:87px;text-align:center\"><h4><em><strong>Distance</strong></em></h4></td></tr><tr style=\"height:17px\"><td style=\"height:17px;width:75px\"><em><strong>COACH</strong></em></td><td style=\"height:17px;width:93px;text-align:center\"><em>6</em></td><td style=\"height:17px;width:99px;text-align:center\"> </td><td style=\"height:17px;width:87px;text-align:center\"> </td></tr><tr style=\"height:17px\"><td style=\"height:17px;width:75px\">Inside</td><td style=\"height:17px;width:93px;text-align:center\"> </td><td style=\"height:17px;width:99px;text-align:center\"><em>@Pay[2bp]</em></td><td style=\"height:17px;width:87px;text-align:center\"><em>per mile</em></td></tr><tr style=\"height:17px\"><td style=\"height:17px;width:75px\">Outside</td><td style=\"height:17px;width:93px;text-align:center\"> </td><td style=\"height:17px;width:99px;text-align:center\"><em>@Pay[1bp]</em></td><td style=\"height:17px;width:87px;text-align:center\"><em>per mile</em></td></tr><tr style=\"height:17px\"><td style=\"height:17px;width:75px\"><em><strong>BARGE</strong></em></td><td style=\"height:17px;width:93px;text-align:center\"><em>8</em></td><td style=\"height:17px;width:99px;text-align:center\"> </td><td style=\"height:17px;width:87px;text-align:center\"> </td></tr><tr style=\"height:17px\"><td style=\"height:17px;width:75px\">Cabin</td><td style=\"height:17px;width:93px;text-align:center\"> </td><td style=\"height:17px;width:99px;text-align:center\"><em>@Pay[5bp]</em></td><td style=\"height:17px;width:87px;text-align:center\"><em>per mile</em></td></tr><tr style=\"height:17px\"><td style=\"height:17px;width:75px\">Deck</td><td style=\"height:17px;width:93px;text-align:center\"> </td><td style=\"height:17px;width:99px;text-align:center\"><em>@Pay[2bp]</em></td><td style=\"height:17px;width:87px;text-align:center\"><em>per mile</em></td></tr><tr style=\"height:17px\"><td style=\"height:17px;width:75px\"><em><strong>CAB</strong></em></td><td style=\"height:17px;width:93px;text-align:center\"><em>6</em></td><td style=\"height:17px;width:99px;text-align:center\"><em>@Pay[3bp]</em></td><td style=\"height:17px;width:87px;text-align:center\"><em>per district</em></td></tr><tr style=\"height:17px\"><td style=\"height:17px;width:75px\"><em><strong>FERRY</strong></em></td><td style=\"height:17px;width:93px;text-align:center\"><em>4</em></td><td style=\"height:17px;width:99px;text-align:center\"><em>@Pay[1bp]</em></td><td style=\"height:17px;width:87px;text-align:center\"><em>per 20 yards</em></td></tr></tbody></table></blockquote><h4>Travel Times</h4><p>Use Movement to determine travel speed in miles per hour. So, if a party’s slowest Movement was 3, it would travel at approximately 3 miles per hour.</p><p>Taking into account rests, necessary stops, and a typical topography, a party can travel the equivalent of 6 hours a day without requiring Endurance Tests. If travelling faster or farther, give a @Condition[Fatigued]{Fatigue} Condition to those failing this Test, with extra Fatigue if Encumbered (see @UUID[JournalEntry.sLomXnc8R8518cWN.JournalEntryPage.oAPLajkv4l9IlRzO#overburdened]{Encumbrance}).</p><p>Barge speed can increase or decrease by up to 30% if going downstream or upstream, as you determine is appropriate.</p><h4>Travel Events</h4><p>Whether detailing daily travel or simply choosing to allow the party to pay an appropriate fee and then arrive at their chosen destination, every now and again it’s good to throw in some travel events. It’s an opportunity to show off a different aspect of the Old World, or to give a change of pace to the adventure.</p><p>An intrigue-focused game can sometimes do with a clearly defined ‘goodies vs. baddies’ Beastmen attack. A tense, bleak session can benefit from a night’s entertainment sharing camp with a travelling circus. Further, you can work these encounters into your ongoing narrative if you wish.</p><p>Finding the burned-out caravans of the circus later in the journey is a poignant way of making the antagonists’ actions personal. Travel events are also great for foreshadowing events to come, or reinforcing the themes of an adventure.</p><p>It is up to you how much of an issue you want these travel events to be for your players. Some could simply consist of a brief description, while others could form the basis of an entire session of play. Some GMs prefer to roll [[/r 1d10 # Travel Event]] per day of travel and have an event occur on the roll of an 8 (signifying the 8-pointed symbol of Chaos — something unexpected and random has occurred), others like a single event for each journey of a day or more. This is left for you to determine, though if you are playing a printed adventure by <strong>Cubicle 7</strong> that includes a journey, suggested events and travel times will be included. So, the @UUID[RollTable.zPZbN8DOX2V1ZwWl]{Events Table} can be used as you prefer, and presumes a single event for the journey travelled.</p><p>@Table[event]{Travel Events}</p><p>You might like to give Players the opportunity to avoid nasty events with a successful Perception Test, or Outdoor Survival, or whatever other Test makes sense at the time. If they are travelling in paid-for transportation, you might decide that gives them help in overcoming any adversities.</p><h3>After the Game</h3><p>Try to end your session in a narratively satisfying way, either with a moment of resolution, revelation, mystery, or the dreaded cliffhanger, leaving your Players waiting until the next session before learning what happens to their Characters.</p><h4>Awarding XP</h4><p>At the end of every session you should award your players XP. This is your opportunity to reward your Players for cooperation, good roleplaying and making the experience fun. Remember that it’s better to use the carrot than the stick — don’t punish players who didn’t cooperate, reward those who did. People will soon get the message!</p><p>Additional bonuses of 25-50 XP could be awarded for excellent roleplaying, teamwork, or otherwise getting in the spirit of things. If you are playing a published adventure from <strong>Cubicle 7</strong>, it will list suggested XP awards for every session.</p><h4>Recovering Fate and Resilience</h4><p>A Player spending a point of Fate or Resilience is a significant event. Characters generally have few of these points, and they are powerful, so they should be spent wisely. After all, spending Fate or Resilience will also reduce the number of Fortune and Resolve points a character has available.</p><p>Awarding Players Fate and Resilience points is likewise a rare and special occurrence. The end of a long adventure or campaign of significant importance could be rewarded with a Fate point. Or a Character achieving something of extraordinary personal significance could be awarded a Resilience point. If you are playing printed adventures from <strong>Cubicle 7</strong>, obvious points to award Fate points, and sometimes Resilience points, are included.</p><blockquote class=\"sidebar\"><h4 class=\"no-toc sidebar-title\" style=\"text-transform:uppercase\"><em>Awarding Experience Points</em></h4><table border=\"1\"><tbody><tr style=\"height:17px\"><td style=\"height:17px;text-align:center\" colspan=\"2\"><em><strong>Normal Session</strong></em></td><td style=\"height:17px;text-align:center\" colspan=\"2\"><em><strong>End of Adventure</strong></em></td><td style=\"height:17px;text-align:center\" colspan=\"2\"><em><strong>End of Campaign</strong></em></td></tr><tr style=\"height:17px\"><td style=\"height:17px;text-align:center\"><em><strong>Performance</strong></em></td><td style=\"height:17px;text-align:center\"><em><strong>XP Award</strong></em></td><td style=\"height:17px;text-align:center\"><em><strong>Performance </strong></em></td><td style=\"height:17px;text-align:center\"><em><strong>XP Award</strong></em></td><td style=\"height:17px;text-align:center\"><em><strong>Performance</strong></em></td><td style=\"height:17px;text-align:center\"><em><strong>XP Award</strong></em></td></tr><tr style=\"height:17px\"><td style=\"height:17px\"><em>Poor </em></td><td style=\"height:17px;text-align:center\"><em>@Exp[75, Session (Poor Performance)]{75}</em></td><td style=\"height:17px\"><em>Poor </em></td><td style=\"height:17px;text-align:center\"><em>@Exp[100, Adventure (Poor Performance)]{100}</em></td><td style=\"height:17px\"><em>Poor </em></td><td style=\"height:17px;text-align:center\"><em>@Exp[150, Campaign (Poor Performance) ]{150}</em></td></tr><tr style=\"height:17px\"><td style=\"height:17px\"><em>Good </em></td><td style=\"height:17px;text-align:center\"><em>@Exp[100, Session (Good Performance)]{100}</em></td><td style=\"height:17px\"><em>Good </em></td><td style=\"height:17px;text-align:center\"><em>@Exp[150, Adventure (Good Performance)]{150}</em></td><td style=\"height:17px\"><em>Good </em></td><td style=\"height:17px;text-align:center\"><em>@Exp[200, Campaign (Good Performance)]{200}</em></td></tr><tr style=\"height:17px\"><td style=\"height:17px\"><em>Exceptional</em></td><td style=\"height:17px;text-align:center\"><em>@Exp[125, Session (Exceptional Performance)]{125}</em></td><td style=\"height:17px\"><em>Exceptional</em></td><td style=\"height:17px;text-align:center\"><em>@Exp[200, Adventure (Exceptional Performance)]{200}</em></td><td style=\"height:17px\"><em>Exceptional</em></td><td style=\"height:17px;text-align:center\"><em>@Exp[250, Campaign (Exceptional Performance)]{250}</em></td></tr></tbody></table></blockquote><div class=\"journal-image centered\"><img src=\"modules/wfrp4e-core/art/spot/spot-animal-skull.webp\" width=\"146\" height=\"170\" /></div>"
|
||
}
|
||
}
|
||
},
|
||
"Between Adventures": {
|
||
"name": "Between Adventures",
|
||
"pages": {
|
||
"Between Adventures": {
|
||
"name": "Between Adventures",
|
||
"text": "<blockquote><p>‘Of course there is something wrong with us. This world has more than enough sorrow and pain to go about. So, what do we do? We seek out things that even the courageous fear and confront them in the dark. Truly, we are the favoured pawns of the Gods. So: what do I do with my time when I’m not on some foolish quest? I drink.’</p><p style=\"text-align:right\"><em>– Lieselotte Aderhold, Adventurer</em></p></blockquote><p>It may take many game sessions, but eventually all adventures come to an end. When this happens, you may have weeks where your character has nothing to do before the next adventure begins. This chapter provides tools to quickly detail what happens in this downtime.</p><p>To begin, you will randomise an Event. You will then spend any money you acquired on your last escapade, and engage in a variety of activities called Endeavours, ranging from commonplace tasks — such as working a trade, or managing their affairs — to more specialised undertakings — such as consulting a sage or attempting to learn a new skill. Once this is concluded, you’ll resolve any matters that arise from your choices, and are then ready to start your next adventure.</p><blockquote class=\"sidebar\"><h3 class=\"no-toc\" style=\"text-align:center;text-transform:uppercase\"><em>Options: It's All Optional</em></h3><p><em>Every rule in this chapter is optional. Some will love the quick rules it offers to explain events between adventures, others will prefer to detail this time fully with roleplay, seeing it as as an opportunity to give depth to characters or to pursue leads and ideas that could become adventures in their own right. There is no right or wrong way. Treat this chapter as a source of inspiration and do your own thing!</em></p></blockquote><div class=\"journal-image\"><img class=\"fit\" src=\"modules/wfrp4e-core/art/other/island-tower.webp\" /></div>"
|
||
},
|
||
"Events": {
|
||
"name": "Events",
|
||
"text": "<p>Before selecting your Endeavours, you first roll on the @Table[event]{Events} table. Some Events will only affect you, others may affect the whole party.</p>"
|
||
},
|
||
"Endeavours": {
|
||
"name": "Endeavours",
|
||
"text": "<p>In-between adventures, you have a selection of activities you can undertake — these are known as Endeavours. You may undertake a maximum of one Endeavour per week you are not adventuring, and you may attempt a maximum of three Endeavours in total, regardless of how long the gap between adventures may be. The rest of your time, whether it be weeks, months, or years, is taken up with living your life in relative peace — whatever that may to look like to your character.</p><p>While most of these Endeavours can be attempted by anyone, some are better suited to a particular Class or Career.</p><blockquote class=\"sidebar\"><h3 style=\"text-align:center;text-transform:uppercase\" class=\"no-toc\"><em>YEAR IN, YEAR OUT</em></h3><p><em>If the period between adventures is particularly long, you can discuss with the GM how to lengthen the narrative scope of your Endeavours. For instance, if you want to commission a new sword with the @UUID[JournalEntry.gLDW6JBuoYuzCoya.JournalEntryPage.Z1GbXJsphhaTINRA]{Commission} Endeavour, you may first have to find a skilled smith, then the correct materials, then wait for other commissions to be completed, then maybe your sword is stolen, and so it goes on.</em></p></blockquote><h3><strong>Money To Burn</strong></h3><p>After you’ve rolled on the @Table[event], you can spend the money earned during your last adventures using the normal rules. Then, after completing your Endeavours, all money held by your character is considered spent. All of it. The silver lifted from a Burgher’s purse? Gone. The booty liberated from pirates? Also gone. That Troll hoard you raided? Gone, too. All of it.</p><p>What happened to it? It was spent, stolen, drunk, gambled, used for repairs, to pay off debts or taxes, given as a charitable donations or votive offerings, spent on bribes, or used in whatever other way you prefer. You should concoct the best story for what happens to those funds, as it explains a lot about your character.</p><p>If you want to keep some of your hard-won coin to use in the future, you should undertake the @UUID[JournalEntry.gLDW6JBuoYuzCoya.JournalEntryPage.OqE6vzTEebofbX92]{Banking} Endeavour. If you want money at the beginning of the next adventure —honestly, or otherwise, depending on your Career — you should undertake the @UUID[JournalEntry.gLDW6JBuoYuzCoya.JournalEntryPage.JX9ifRlgzzGrU2zh]{Income} Endeavour.</p><h3><strong>Duties & Responsibilities</strong></h3><p>You may lose one or more of your Endeavours due to your Career or Species. </p><h4><strong>With Great Power…</strong></h4><p><em>‘The common folk will never understand my burdens. The sheer weight of the duties I bear. The guilty will not judge themselves and there are always so many villages to cleanse, for our enemies are legion.’</em></p><p style=\"text-align:right\">– Lothar Metzger, Witch Hunter</p><p>As you climb the ranks of your career, you accrue expectations and responsibilities that cannot be avoided. Noble Lords must see to the affairs of their estates, Guildmasters must oversee their guild’s work, and Watch Captains must watch their watchmen. If you neglect your responsibilities, you will soon lose status amongst your peers.</p><p>If you have attained one of the top two tiers of your Career Path and do not undertake the Income Endeavour, which reflects taking care of your obligations, you drop one level within your Career; reverting from the fourth level to the third, or the third to the second. This costs no Experience Points, acting as a free Career change, albeit downwards.</p><p>With this step backwards in your Career Path, you will now have a lower Status, and will earn less money should you perform future @UUID[JournalEntry.gLDW6JBuoYuzCoya.JournalEntryPage.JX9ifRlgzzGrU2zh]{Income} Endeavours. See @UUID[JournalEntry.wczCPcuHT4VQDLpL.JournalEntryPage.R7RQ4hfivLrG0XaF]{Status} for more information. The loss in status does not remove any Advances acquired while you were in your previous Career.</p><p>If you wish to reclaim your lost Career level, you must once again pay the XP cost to re-enter the higher level of your Career and retake your ‘proper’ place in society. </p><h4><strong>Elf Improvement</strong></h4><p><em>‘There are times when I can barely stand Altdorf. It is not the stench — though that is abhorrent — it is not the noise, either — it is just that you are all so very ugly to look upon, I feel that I must gaze at something beautiful for a time or I know that I shall start screaming, and never stop.’</em> </p><p style=\"text-align:right\"><em>– Irlianmaris Ellarel, Asur Envoy</em></p><p>Elves, even those resident within the borders of Empire, do not consider themselves citizens of the Empire. There are High Elves with diplomatic positions in Karl-Franz I’s court, as well as traders and merchant princes in many of the great cities of the Empire, but the majority of the Asur avoid entanglements with Humans (not to mention Dwarfs) and few would call a Reiklander ‘friend’. </p><p>The Wood Elves are even more removed; nearly mythical, rarely seen, and when they do appear they always have their own concerns that they rarely share with others.</p><p>Between adventures, all Elven characters must undertake one Endeavour maintaining contact with their own kind, seeing to their responsibilities to their people. High Elves commonly give reports on interesting things they’ve learned to agents of Ulthuan in either Altdorf or Marienburg, whereas Asrai do the same with the spies from their arboreal homes. This Endeavour offers no advantage beyond the inherent advantage of being an Elf. Note: Elves only lose an Endeavour if the Between Adventures section is at least 3 weeks long, thus the Elves have at least 3 Endeavours to complete.</p><blockquote class=\"sidebar\"><h3 style=\"text-align:center;text-transform:uppercase\" class=\"no-toc\"><em>Elf Esteem</em></h3><p style=\"font-style:italic\"><em><span style=\"font-style:normal\">You will note high-ranking Elven characters who do not wish to lose Career status will only be able to undertake a single ‘free’ Endeavour. This is intentional, designed to offset some of the innate advantages Elven Characters receive, as well as reflecting the prolonged time it takes the long-lived Elves to adapt to change. Of course, if you feel this is unfairly penalising an Elf character, or making the game less fun, ignore one or both restrictions. </span></em></p></blockquote>"
|
||
},
|
||
"General Endeavours": {
|
||
"name": "General Endeavours",
|
||
"text": "<p>Below you will find details of the Endeavours any character may undertake between adventures.</p><p>@UUID[.WQQk92GoGp7fRH89]{Animal Training}</p><p>@UUID[.OqE6vzTEebofbX92]{Banking}</p><p>@UUID[.oj2iiLVfNWp7KIhk]{Changing Career}</p><p>@UUID[.Z1GbXJsphhaTINRA]{Commission}</p><p>@UUID[.0EF53KOVgme173EO]{Consult an Expert}</p><p>@UUID[.RQLJYU3OyA0WUoPG]{Crafting}</p><p>@UUID[.JX9ifRlgzzGrU2zh]{Income}</p><p>@UUID[.WlZBXUi7qdCCeNl1]{Invent!}</p><p>@UUID[.0T8zisBH3D082Ztw]{Training}</p><p>@UUID[.bWcKCn1S1ufDG9bJ]{Unusual Learning}</p><blockquote class=\"sidebar\"><h3 style=\"text-align:center;text-transform:uppercase\" class=\"no-toc\"><em>FLYING SOLO</em></h3><p><em>Endeavours are designed to be undertaken by individual characters, but if there are reasons for more members of the group to be involved, do roleplay these situations. Equally, some of the Endeavours may present natural starting points for new adventures. For instance, if a player loses all their funds in a Banking Endeavour, where did the money go? And did the thieves leave any clues…?</em></p></blockquote>"
|
||
},
|
||
"Animal Training": {
|
||
"name": "Animal Training",
|
||
"text": "<p>@UUID[.FeqDimPNXD4gXW49]{General Endeavour}</p><p>You spend time training one of your animals. Make an <strong>Average (+20) Animal Training</strong> Test. If successful, add one skill to your animal from the @UUID[Compendium.wfrp4e-core.items.V0naR1YbYCl0KIxp]{Trained} Creature Trait</p>"
|
||
},
|
||
"Changing Career": {
|
||
"name": "Changing Career",
|
||
"text": "<p>@UUID[.FeqDimPNXD4gXW49]{General Endeavour}</p><p>In a society as rigidly hierarchical as the Empire, changing Careers may require grit and perseverance. Taking time to forge the right connections, and learn what is expected of you, can help, significantly. Assuming you GM agrees, and you have completed you current Career, you can move to any Career Level that fits the story of your Character for free. If you have not completed your current Career, the change costs 100 XP. The time spent on this Endeavour represents making the appropriate introductions, doling out bribes, acquiring permits and licences, advertising, and similar activities.</p>"
|
||
},
|
||
"Commission": {
|
||
"name": "Commission",
|
||
"text": "<p>@UUID[.FeqDimPNXD4gXW49]{General Endeavour}</p><p>So, you wish to own one of Von Meinkopt’s legendary repeating pistols? Or a custom helm, with a personalised crest representing your epic victories? The <em>Commission</em> Endeavour allows you to acquire unusual or highly specialized items that are never simply ‘stocked’ in the shops of the Empire. It also allows for you to arrange for the creation of unique items. Such things take time, though…</p><p>If you are seeking an item with an Exotic rarity and know a source capable of acquiring or manufacturing it, then undertake this Endeavour, spend the necessary funds, and place your order. The item will then be ready for collection after your next adventure. A character can only commission a single Exotic item per Endeavour; acquiring further items, will require undertaking further <em>Commission</em> Endeavours. If you are unaware of an appropriate source for their item, you will first have to undertake the @UUID[.0EF53KOVgme173EO]{Consult an Expert} Endeavour.</p>"
|
||
},
|
||
"Consult an Expert": {
|
||
"name": "Consult an Expert",
|
||
"text": "<p>@UUID[.FeqDimPNXD4gXW49]{General Endeavour}</p><p>The Old World is replete with ancient and arcane knowledge, yet this information is not readily available on some magical box in your pocket. If you want to seek out some piece of obscure arcana, you must first seek out an expert. You may undertake the <em>Consult an Expert</em> Endeavour either to facilitate another Endeavour for example: @UUID[.Z1GbXJsphhaTINRA]{Commission}, @UUID[.0T8zisBH3D082Ztw]{Training}, or @UUID[.bWcKCn1S1ufDG9bJ]{Unusual Learning} Endeavours), or to secure a piece of specific knowledge. </p><p>There are two stages to this Endeavour: locating the expert, then consulting. </p><p>First, you must locate your expert (this stage may be skipped with the GM’s permission if you have already identified an appropriate expert during your adventures). Attempt a <strong>Challenging (+0) Gossip</strong> Test (the Difficulty of this Test will vary according to the size of the settlement where your character is currently living). If you succeed, you have located your expert. If you fail, you have located the loudest self-proclaimed specialist in your location, and the GM is given free rein to vary the quality or accuracy of the advice procured. You can of course refuse to deal with this somewhat suspect source, but you never know if you might have found a diamond in the rough. GMs are contrary like that sometimes. </p><p>Once successfully locate an expert, you then need to convince them to talk with you. Depending on what you wish to know, this may require no more than a <strong>Simple Charm</strong> Test or a modest donation to the local Temple of Verena. In more extreme cases, you may have to commit to performing one or more @UUID[.MystHpnI1Ki0v4dl]{Favours} which may be called in during a future adventure, or ‘bought off ’ by spending Endeavours between future adventures. The level of Favour owed depends on the complexity — and danger — of the information you want as determined by the GM. </p><p>The precise nature of the information gleaned depends on the expert consulted and what you seek to know. Academics will know the origins and full history on a subject with which they are familiar; wizards of the Colleges of Magic in Altdorf understand the history of magic and various mystical objects, particularly aspects relevant to their own order; an @UUID[Compendium.wfrp4e-core.items.y0V0xRFindJiBUDz]{Apothecary General} can identify even the rarest poison; a Verenan scholar may have information relating to any number of historical incidents. In short, the expert’s background will influence how the knowledge is presented, and with which biases.</p><p>In addition to any specific information the GM imparts to their player, a successful <em>Consult an Expert</em> Endeavour used to seek out knowledge (and not to facilitate another Endeavour) gives you an Expert Reroll (mark this on your character sheet under Notes). This reroll may <em>only</em> be used on a Test specifically relating to the lore revealed and must be used before the end of your next adventure. </p>"
|
||
},
|
||
"Crafting": {
|
||
"name": "Crafting",
|
||
"text": "<p>@UUID[.FeqDimPNXD4gXW49]{General Endeavour}</p><p>Rather than browse shops or commissioning someone else to do the hard work, you can fashion your own trappings. Crafting allows you to make any trapping from @UUID[JournalEntry.sLomXnc8R8518cWN]{The Consumers' Guide} (or anything else the GM allows) if you have the correct Trade Skills. To do this, you require appropriate Trade Tools, raw materials, and access to an appropriate workshop. In general, the raw materials to create the trapping of your choice will cost a quarter of the trapping’s list price, and must be purchased before <em>Crafting</em> begins (with an Availability as determined by the GM); the GM may rule the raw materials are cheaper or more expensive according to the trapping to be created, and the nature of the raw materials required.</p><p>To craft the trapping, attempt an Extended Trade Test, with a Difficulty set by the GM, typically using the Trapping’s Availability as a loose guide.</p><table style=\"height:85px;width:209px;margin-left:auto;margin-right:auto\" border=\"1\"><tbody><tr style=\"height:17px\"><td style=\"height:17px;width:85px;text-align:center\"><strong>Availability</strong></td><td style=\"height:17px;width:117px;text-align:center\"><strong>Difficulty</strong></td></tr><tr style=\"height:17px\"><td style=\"height:17px;width:85px;text-align:center\">Common</td><td style=\"height:17px;width:117px;text-align:center\">Average (+20)</td></tr><tr style=\"height:17px\"><td style=\"height:17px;width:85px;text-align:center\">Scare</td><td style=\"height:17px;width:117px;text-align:center\">Challenging (+0)</td></tr><tr style=\"height:17px\"><td style=\"height:17px;width:85px;text-align:center\">Rare</td><td style=\"height:17px;width:117px;text-align:center\">Difficult (-10)</td></tr><tr style=\"height:17px\"><td style=\"height:17px;width:85px;text-align:center\">Exotic</td><td style=\"height:17px;width:117px;text-align:center\">Very Hard (-30)</td></tr></tbody></table><p>The number of SL required to succeed at the Test is also set by the GM, using the listed price for the trapping in @UUID[JournalEntry.sLomXnc8R8518cWN]{The Consumers' Guide} as a reference.</p><p>The SL required is further modified by the Qualities or Flaws you work into the trapping. Each Flaw halves the SL required, and each Quality adds +5 (worked out after halving for Flaws).</p><p>Each Endeavour you spend <em>Crafting</em> allows you to make one roll towards your Extended Test. Unfinished work can be kept in whatever you have that amounts to lodgings, or carried around with you as you adventure, should that be possible.</p><table style=\"width:116px;height:68px;margin-left:auto;margin-right:auto\" border=\"1\"><tbody><tr style=\"height:17px\"><td style=\"width:65.1719px;text-align:center;height:17px\"><strong>List Price</strong></td><td style=\"width:45.8281px;text-align:center;height:17px\"><strong>SL</strong></td></tr><tr style=\"height:17px\"><td style=\"width:65.1719px;text-align:center;height:17px\">Brass</td><td style=\"width:45.8281px;text-align:center;height:17px\">5</td></tr><tr style=\"height:17px\"><td style=\"width:65.1719px;text-align:center;height:17px\">Silver </td><td style=\"width:45.8281px;text-align:center;height:17px\">10</td></tr><tr style=\"height:17px\"><td style=\"width:65.1719px;text-align:center;height:17px\">Gold</td><td style=\"width:45.8281px;text-align:center;height:17px\">15+</td></tr></tbody></table><blockquote class=\"sidebar\"><h3 style=\"text-align:center;text-transform:uppercase\" class=\"no-toc\"><em>Custom Gear</em></h3><p><em>With a GM’s permission, a character may undertake two (or more) consecutive @UUID[.Z1GbXJsphhaTINRA]{Commission} Endeavours to acquire even more unusual items: personal commissions from the Engineering Guild, a rare and virulent poison, or a magically ensorcelled item. The prices for such things generally range from ‘very high’ to ‘staggering’ and may well involve a Favour or two (see @UUID[JournalEntry.gLDW6JBuoYuzCoya.JournalEntryPage.MystHpnI1Ki0v4dl]{Do Me a Favour!}) or even an entire adventure to acquire raw materials.</em> </p></blockquote>"
|
||
},
|
||
"Income": {
|
||
"name": "Income",
|
||
"text": "<p>@UUID[.FeqDimPNXD4gXW49]{General Endeavour}</p><p>This Endeavour covers the many ways you can make money between your bouts of adventuring. The majority will most likely work in a recognized profession — bounty hunters hunt bounties, riverwardens ward rivers, troll slayers slay Trolls — others may rely on a lucrative skill. Wealthier characters, such as Nobles and Merchants, might collect a stipend by (briefly) indulging their family, or collecting interest on their investments and business ventures. Roguish types have any number of means to acquire funds, though it’s best not to ask for any details. </p><p>You should briefly narrate exactly how your character makes money. This is intended more for fun background detail than to have any direct consequences, though GMs may well gather useful or sinister ideas for future use depending on what you describe. You then acquire the income you’ll start your next adventure with, which is your standard income determined by your @UUID[JournalEntry.wczCPcuHT4VQDLpL.JournalEntryPage.R7RQ4hfivLrG0XaF]{Status}. Certain results on the @Table[event]{Events Table} may directly affect your income. The money you get from an Income Endeavour is given to you after your money from the last adventure is spent (see @UUID[.BpwePtm5CHEfnexN#money-to-burn]{Money to Burn}). </p><p>In addition to acquiring funds for later use, if you are in the third or fourth level of a Career and undertake this Endeavour, you automatically maintain your standing in your career. See @UUID[.BpwePtm5CHEfnexN#with-great-power...]{With Great Power}</p>"
|
||
},
|
||
"Invent!": {
|
||
"name": "Invent!",
|
||
"text": "<p>@UUID[.FeqDimPNXD4gXW49]{General Endeavour}</p><p>Invent allows you to invent new trappings. This is done in two stages: Plan and Build. To Plan your new trapping, you first decide the trappings you wish to combine to create your invention. As examples, Pistols have been combined with other Pistols to create Repeating Pistols, and Pigeons and been combined with Bombs to create Pigeon Bombs. Let your imagination go wild. Once you have your plan, it’s time to make the blueprints, which costs 1 Endeavour to attempt. Take a <strong>Trade (Engineer)</strong> Test, with a Difficulty set by how outlandish your proposed trapping combination is as determined by the GM. If you succeed, you are ready to start Building. Each SL scored adds +1 SL to the attempt to build your invention, as the plans are well laid out and easy to follow.</p><p>To Build the invention, you must either undertake @UUID[.RQLJYU3OyA0WUoPG]{Crafting} or @UUID[.Z1GbXJsphhaTINRA]{Commission} Endeavour. If it’s Crafting , you are building the item yourself, and you must have the appropriate Skills to do so for the trappings being combined; so, if you were combining Pigeons with Bombs, you would need Animal Training and Trade (Explosives). The Difficulty to craft the invention is always <strong>Very Hard (–30)</strong>, and the SL is set as normal. The raw materials needed to build the invention cost twice the listed price for the trappings being combined, and have an Availability rating equal to the most scarce of the trappings used in your invention. If you Commission the invention, you will likely need to undertake a @UUID[.0EF53KOVgme173EO]{Consult an Expert} Endeavour first to find someone with the required Skills. That done, follow the @UUID[.Z1GbXJsphhaTINRA]{Commission} Endeavour as normal; it costs six times the listed price for the trappings to be combined to commission the work. The exact rules for your new invention are left to your GM to finalise.</p>"
|
||
},
|
||
"Training": {
|
||
"name": "Training",
|
||
"text": "<p>@UUID[.FeqDimPNXD4gXW49]{General Endeavour}</p><p>The Training Endeavour allows you to train in a Skill or Characteristic outside of your Career, treating it as if it were in-Career. In addition to the normal XP cost, you must also pay money to the tutor. Training for Basic Skills and all Characteristics costs XP+[[/r 1d10 # Brass Pennies]] brass pennies , where XP is the number of XP it costs to buy the Advance. Tutoring in all Advanced Skills costs double that amount. For more, see @UUID[JournalEntry.IQ0PgoJihQltCBUU.JournalEntryPage.e5PQEbXYkH14z525]{Advancement}.</p><p>You should be able to find a tutor for most skills, certainly in a city-state like Altdorf, but some particularly unusual skills may require you seek out the right instructor, likely by using the @UUID[.0EF53KOVgme173EO]{Consult an Expert} Endeavour — ‘Professionals’ who can teach you how to properly pick a lock generally don’t advertise, after all. Other skills, especially Lore Skills, often require an institution of learning, and some are flat out forbidden in the Empire. Finding a tutor capable (and willing) to instruct someone in proscribed matters — such as those relating to the Ruinous Powers or Necromancy — may be particularly dangerous, and perhaps an adventure to even source such an individual. Such tutors will also ask for far more than the ‘going rate’ for tutoring and will likely require a Significant Favour (see @UUID[.MystHpnI1Ki0v4dl]{Do Me a Favor!})</p><div class=\"journal-image centered\"><img src=\"modules/wfrp4e-core/art/other/take-a-break.webp\" width=\"282\" height=\"367\" /></div>"
|
||
},
|
||
"Unusual Learning": {
|
||
"name": "Unusual Learning",
|
||
"text": "<p>@UUID[.FeqDimPNXD4gXW49]{General Endeavour}</p><p>It is one thing to pick up a Skill that can be readily practised, quite another to learn something for which one may have no aptitude at all. This Endeavour allows you to attempt to learn a Talent outside of your Career. There is no guarantee this attempt will be successful, meaning there is a good chance you will fail to learn the Talent you hope to acquire, expending XP and money to no avail. </p><p>You can only learn a Talent if you have an appropriate tutor. In most big cities, this will not be a problem, but if the Talent is particularly obscure, or you are far from a large city, the GM may require you complete a @UUID[.0EF53KOVgme173EO]{Consult an Expert} Endeavour first. </p><p>Once you have acquired a tutor, the fee to train the Talent is [[/r 2d10 # Shillings]] shillings per 100 XP it costs to purchase the Talent. If you pay this fee, attempt a <strong>Hard (-20) Test</strong> using the Characteristic or Skill most relevant to the Talent as determined by the GM. If you succeed, you have learned the Talent. If not, you have failed this time but can try again with a future Endeavour and gain a +10 modifier for each failed attempt.</p>"
|
||
},
|
||
"Class Endeavours": {
|
||
"name": "Class Endeavours",
|
||
"text": "<p>Class Endeavours tend to be simpler than @UUID[.FeqDimPNXD4gXW49]{General Endeavours} and often offer benefits more suited to characters in specific Classes. Any character can undertake any Class Endeavour, but if you don’t currently belong to the Classes specified under the Endeavour, any Tests you take are one Difficulty Level harder — so, Hard (–20) instead of Difficult (–10), for example.</p><p>@UUID[.517cQPn5p1bkRUgu]{Combat Training}</p><p>@UUID[.RHsuOsC5DpoD4bkR]{Foment Dissent}</p><p>@UUID[.Ujg3N2RiGC4RNSvH]{The Latest News}</p><p>@UUID[.N4EC4CCPZtX9i5qa]{Reputation}</p><p>@UUID[.2fjLtw5evY7LnjS0]{Research Lore}</p><p>@UUID[.7OPLj3XFgJvpj24D]{Study a Mark}</p>"
|
||
},
|
||
"Do Me A Favour!": {
|
||
"name": "Do Me A Favour!",
|
||
"text": "<blockquote class=\"sidebar\"><h3 style=\"text-align:center;text-transform:uppercase\" class=\"no-toc\"><em>Do Me A Favour!</em></h3><p><em>A Favour is a future burden you take on in return for immediate assistance of some sort. In the Old World, breaking one’s sworn word is considered bad form and carries significant social ramifications. no-one trusts oath breakers, meaning your @UUID[JournalEntry.wczCPcuHT4VQDLpL.JournalEntryPage.R7RQ4hfivLrG0XaF]{Status} is reduced by 1. Powerful and dangerous folks tend to take it very, very poorly if someone refuses a Favour owed them, so bloody consequences may follow.</em></p><p><em>The powerful often find it is far more useful to have various individuals owing them Favours than merely soliciting money in return for their help. What’s more, it can be an investment: help a student today, call in a favour from a successful Lawyer years later. Favours may be referred to as ‘boons’, ‘services’, or ‘obligations’ by different folk, but in the end, they all amount to the same.</em></p><p><em>Favours come in three levels: Minor, Major, and Significant. Regardless of a Favour’s level, in almost all cases, the person owed the Favour will take into account the capabilities and sensibilities of the person they’re asking. There’s no point in demanding that a Priestess of Shallya assassinate a merchant, for example, even if she does owe you a Significant Favour. That being said, Favours are ripe for NPCs to exploit in order to put pressure on your moral compass. </em></p><ul><li><p><em><strong>A Minor Favour</strong> represents a simple task that can be completed in no more than a few hours. Perhaps you need volunteer at a Shallyan mercy-house or put in a good word for someone. With the GM’s permission, you may undertake an Endeavour to pay off this favour.</em></p></li><li><p><em><strong>A Major Favour</strong> is a more time-consuming or risky undertaking. It could take up to several weeks to achieve and may involve travel. Perhaps you are needed to act as lookout on a string of burglaries, to convince the Stevedores’ and Teamsters’ Guild to back down from a guild war, or to transport a package to a different city. With the GM’s permission, you may undertake two or more consecutive Endeavours to pay off this favour.</em></p></li><li><p><em><strong>A Significant Favour</strong> is relatively rare and will almost certainly involve risking life and limb. Months of travel may be involved, and major violence is likely. Perhaps you will be asked to eliminate a rival gang boss, wipe out a Goblin encampment, or instigate a riot. Significant Favours cannot be paid off via Endeavours; they are roleplayed out as full adventures.</em></p></li></ul></blockquote>"
|
||
},
|
||
"Combat Training": {
|
||
"name": "Combat Training",
|
||
"text": "<p>@UUID[.tcYTRUrmYJnc5DNq]{Class Endeavors}:<em> <strong>Rangers, Warriors</strong></em></p><p>Warriors too long from the field can find their fighting skills lose their edge. Hard regular training not only mitigates this, it can add an extra advantage when the time comes. If you undertake this Endeavour, you spend your days training with the weapons you know, honing your skills for the day when it matters most. </p><p>After undertaking this Endeavour, attempt a <strong>Challenging (+0) Test</strong> using either a Melee or Ranged Skill. If you succeed, you may reverse a Test with the associated Skill once during your next adventure. Note this on your character sheet. You can enact this Endeavour multiple times if you wish. </p>"
|
||
},
|
||
"Foment Dissent": {
|
||
"name": "Foment Dissent",
|
||
"text": "<p>@UUID[.tcYTRUrmYJnc5DNq]{Class Endeavors}:<em> <strong>Burghers, Peasants</strong></em></p><p>If you are looking to sow civil unrest, undertake the <em>Foment Dissent</em> Endeavour. By talking with local citizens, leading meetings, and involving yourself, you can direct conversations to slowly feed anger and resentment towards a specific individual, group, or institution. But this takes time, so <em>Fomenting Dissent</em> takes two Endeavours to attempt (and will also count as an @UUID[.JX9ifRlgzzGrU2zh]{Income} Endeavour if you are in the @UUID[JournalEntry.wczCPcuHT4VQDLpL.JournalEntryPage.X6OBFMR8ywipAPOo]{Agitator} career).</p><p>To undertake the Endeavour, you must first attempt an <strong>Average (+20) Gossip</strong> Test to understand the local movers and shakers. If you succeed, attempt a <strong>Charm </strong>Test with the Difficulty determined by how unpopular the target may be. Rousing anger against an oppressive noble may be an <strong>Easy (+40)</strong> test, while raising a mob to protest the good work of a Shallyan hospice may be <strong>Hard (–20)</strong>. If you fail either of these tests, the Endeavour fails. </p><p>If successful, you will find it easier to invoke the wrath of crowds upon your chosen target. During your next adventure, you can attempt a <strong>Charm</strong> Test to gather a rioting mob to accost the target, with the difficulty determined by the GM according to how well-planned the mob-to-be is. </p><p>A single success means you gather enough angered townsfolk to confront the target, shouting insults, demanding justice, throwing rotting vegetables, and generally accosting the focus of their ire. An Impressive or Astounding Success may lead to uncontrollable lynch mobs, or even attempted burnings!</p><p>Failure means folk have no stomach for wrath; failing by several SL may mean the target, or their sympathisers, become aware of your actions…</p><p>Once you have the ear of a mob (successfully undertaking this Endeavour), you can attempt to rally the mob against a different target during an adventure, although this is more difficult, and the Difficulty of the <strong>Charm</strong> Test is two levels higher. </p><div class=\"journal-image fit\"><img src=\"modules/wfrp4e-core/art/other/agitator.webp\" /></div>"
|
||
},
|
||
"Reputation": {
|
||
"name": "Reputation",
|
||
"text": "<p>@UUID[.tcYTRUrmYJnc5DNq]{Class Endeavors}:<em> <strong>Academics, Burghers, Courtiers</strong></em></p><p>Money talks, as they say. If you are looking to exert your influence and elevate your Status, you had best be willing to spread your wealth around. Any boost to your reputation will fade once the coins stop flowing, so you should exploit this advantage while it lasts. </p><p>Characters can spend money to increase their Standing by +1 for the next adventure, after which the bonus fades. This costs your maximum Earning income — so, if you would normally earn 4d10 pennies, it costs 40d — and requires a <strong>Challenging (+0) Career Skill</strong> Test. If you succeed, your Standing increases by +1. If you score an Astounding Success (+6), it increases by +2. If you fail, you have just wasted your money. If you score an Astounding Failure (–6), your toadying has so infuriated your peers, your standing decreases by -1 (to a minimum of 0) for the entire duration of your next adventure.</p><blockquote class=\"foundry-note\"><p>Left or Right click your Status on the character sheet to add or subtract 1 Standing</p></blockquote>"
|
||
},
|
||
"Research Lore": {
|
||
"name": "Research Lore",
|
||
"text": "<p>@UUID[.tcYTRUrmYJnc5DNq]{Class Endeavors}:<em> <strong>Academics</strong></em></p><p>This Endeavour allows you to seek greater knowledge concerning a specific subject, such as the site of a battle, a famed historical event, or an individual. The character must have access to an appropriate storehouse of lore, such as a library, the annals of a Dwarf Hold, the records of a Guild, or a Temple of Verena.</p><p>Attempt an <strong>Average (+20) Lore</strong> Test, using the appropriate Lore Specialisation for the knowledge you seek. If you do not have the correct Lore Specialisation and are literate, you can still attempt to learn something, but it will take a <strong>Difficult (–10) Intelligence</strong> Test. If you succeed, you learn one piece of interesting, useful, or hidden knowledge about the subject researched; each SL adds another piece of relevant information. If you fail particularly badly (an Impressive or Astounding Failure)) you learn something false that you are convinced is true; to facilitate this, the GM may want to make this role in secret on your behalf. </p>"
|
||
},
|
||
"Study a Mark": {
|
||
"name": "Study a Mark",
|
||
"text": "<p>@UUID[.tcYTRUrmYJnc5DNq]{Class Endeavors}:<em> <strong>Rogues</strong></em></p><p>You use this Endeavour to observe a potential target and gain advantages during future criminal enterprises. A Charlatan may study a merchant in order to better impersonate them during a future scam, or a @UUID[JournalEntry.wczCPcuHT4VQDLpL.JournalEntryPage.bDoNOzzUiMdKqpps]{Grave Robber} may linger about a Temple of Morr, watching the coming and going of the priests to get an idea of their practices and their Garden of Morr’s layout.</p><p>Attempt a <strong>Challenging (+0) Perception</strong> Test, though the difficulty may be modified for especially easy or difficult marks. If you succeed, you may reverse a Test concerning your mark once during your next adventure. Note this on your character sheet. You can enact this Endeavour multiple times if you wish. Further, the GM should provide information (or disinformation!) concerning your mark according to the SL you scored.</p><div class=\"journal-image centered\"><img src=\"modules/wfrp4e-core/art/other/guard.webp\" width=\"365\" height=\"474\" /></div>"
|
||
},
|
||
"The Latest News": {
|
||
"name": "The Latest News",
|
||
"text": "<p>@UUID[.tcYTRUrmYJnc5DNq]{Class Endeavors}:<em> <strong>Rangers, Riverfolk</strong></em></p><p>This Endeavour allows you to learn the latest news from afar. Attempt a <strong>Challenging (+0) Gossip</strong> Test. If you succeed, you learn an interesting rumour; each SL adds another rumour, and they may even be connected to your upcoming adventure. If you fail particularly badly (an Impressive Failure) you learn something false you are convinced is true; to allow this, the GM may make this roll in secret on your behalf.</p>"
|
||
},
|
||
"Banking": {
|
||
"name": "Banking",
|
||
"text": "<p>@UUID[.FeqDimPNXD4gXW49]{General Endeavour}</p><p>This Endeavour allows you to store funds for future use. As noted in @UUID[.BpwePtm5CHEfnexN#money-to-burn]{Money to Burn}, all coin remaining at the end of your ‘Between Adventures’ phase is lost before the next adventure begins unless it is saved with this Endeavour. So, if you have a lot of money spare it may be worth a trip to the bank. If you are using a <em>Banking</em> Endeavour to retain your money, you must first decide whether to save your money by investing it with a reputable banking institution, or to stash it somewhere less secure. </p><p><strong>Investing</strong>: You must be of the Gold and Silver social tiers to save with a banking house. Your money will be reasonably safe and it should accrue interest. When undertaking a <em>Banking</em> Endeavour to deposit money in a bank, determine the interest rate of your account, by choosing a number between 1 and 10 (alternatively you may simply roll [[/r 1d10 # Interest Roll]]). This is the rate of interest you will accrue, and also how risky the investment is. Withdrawing funds requires another <em>Banking</em> Endeavour. This may take place immediately after the initial Endeavour, or after subsequent adventures have occurred. Roll [[/r 1d100 # Bank Roll]]: if you roll equal to or less than your rate of interest, the venture has gone bankrupt and you have lost all of your money. If you roll over the interest rate, you receive your initial funds, plus the interest accrued. </p><p><strong>Stashing</strong>: All characters may choose to stash their loot. This is a risky strategy, involving hiding it on your person, in your mattress, or burying it somewhere. Stashed money never accrues any interest. Players may withdraw money from a stash before the start of an adventure, without undertaking an Endeavour. Roll [[/r 1d100 # Stash Roll]]: if you roll 10 or lower, your stash has been found and you have lost all your money, otherwise you recieve your initial funds. </p><p>If you successfully withdraw your funds they will be available for you when you start your next adventure, in addition to any funds secured via an @UUID[.JX9ifRlgzzGrU2zh]{Income} Endeavour. </p><p><strong>Example</strong>:<em> Gerhard and Ulli’s courage in the face of a Greenskin horde (not to mention some judicious looting) has earned them a haul worth 10 gold crowns each. The ever-prudent Gerhard decides to place his money with the esteemed banking house Bent, Crooke & Scarper. The GM rolls 1d10 with a result of 6. Gerhard will earn 6% interest on his deposit (12 silver shillings, and the bank will fail if he rolls 6 or less on d100 when he tries to make a withdrawal. </em></p><p><em>Ulli — a gambler at heart — buries his money near a mile-marker on the road to Ubersreik. He doesn’t need to make an Endeavour to get access to his loot, but tragically he rolls 07 when he tries to recover it, and finds nothing but freshly disturbed earth, an empty chest, and whole heap of regret.</em></p>"
|
||
}
|
||
}
|
||
},
|
||
"GM's Guide": {
|
||
"name": "GM's Guide",
|
||
"pages": {
|
||
"What Makes Warhammer?": {
|
||
"name": "What Makes Warhammer?",
|
||
"text": "<p>Whilst it’s one thing to know how to GM the systems of <strong>WFRP</strong>, it’s another thing entirely to know how to GM the world. To help with this vital part of roleplaying, we’ve outlined goals to follow, and a set of principles to help you choose between multiple courses of action.</p><p>The goals and principles are used in similar ways by many roleplaying games to help GMs answer the question ‘<em>What should happen next?</em>’ These tools are designed to help novice-to-experienced GMs align themselves with <strong>WFRP</strong>, and to think critically about the kind of experience they want their Players to have.</p><p>These tools are not prescriptive. If you don’t follow them, you’re not playing the game ‘wrong’. But we encourage you to be open to trying them out — you may find they suit your group well!</p><p>Lastly, this section details the thematic pillars that hold up Warhammer, and give some guidance on how to accentuate and focus on individual themes over the course of your campaigns.</p><h2>The GM's Goal</h2><p>The following list explains your goal as the GM, beyond that laid out in <strong>Warhammer Fantasy Roleplay</strong>. These four points should tell you what you’re trying to do, and why. Everything you do as a GM should serve these four goals.</p><blockquote class=\"sidebar\"><h3 class=\"no-toc\"><em>Your Goals Are</em></h3><ul><li><p><em>@UUID[.Zzy5fEbh0mrMxGjt#make-the-old-world-come-to-life]{Make the Old World come to life}</em></p></li><li><p><em>@UUID[.Zzy5fEbh0mrMxGjt#create-gripping-and-action-packed-scenarios]{Create gripping and action-packed scenarios}</em></p></li><li><p><em>@UUID[.Zzy5fEbh0mrMxGjt#build-a-story-together]{Build a story together}</em></p></li><li><p><em>@UUID[.Zzy5fEbh0mrMxGjt#understand-the-characters]{Understand the Characters}.</em></p></li></ul></blockquote><h3>Make the Old World Come to Life</h3><p>You’re there to make the Old World feel real, filled with believable people and places. But the Old World is a weird and often impossible place — with Beastmen, magic, mutation, and Chaos — so your job is to ground that in reality. What does it mean to have @UUID[JournalEntry.YBVrpUHEjohB1H4f.JournalEntryPage.BU7yhLmMdEyvbfkR#second-sight]{Second Sight}? What is it really like to face a horde of ravening Greenskins?</p><h3>Create Gripping and Action-Packed Scenarios</h3><p>As a GM you’re there to inject drama and conflict into the lives of the Characters. You’re there to place walls between them and their Ambitions, and to tempt their @UUID[JournalEntry.IQ0PgoJihQltCBUU.JournalEntryPage.GaZa9sU4KjKDswMr#determining-motivation]{Motivations} with rewards. But Warhammer thrives on the mundane, juxtaposed with the epic. You’re there to make injury and illness exciting, to make the quest to afford one more meal, or a roof over one’s head, worthwhile.</p><h3>Build a Story Together</h3><p>You’re there to facilitate group storytelling. You’re there to share the spotlight, as evenly as possible, so everyone at the table has the opportunity to contribute. You’re not there to script the outcome of any action, but to interpret your Adventure, and the actions of your Characters.</p><h3>Understand the Characters</h3><p>You’re there to discover how the Characters are going to get through the challenges you give them. You’re there to be surprised and entertained, just like the other Players are! Don’t bother writing Adventures with balance or solutions in mind — in fact, throw your own solutions out the window. Present problems, and let your Players solve them creatively.</p><h2>The GM's Principles</h2><p>The following principles should be a guide: advice on what to do and not do in general. These aren’t specific instances of ‘<em>when X happens, do Y</em>’, but rather good ways to approach running a game of <strong>WFRP</strong>.</p><blockquote class=\"sidebar\"><h3 class=\"no-toc\"><em>The GM's Principles Are:</em></h3><ul><li><p><em>@UUID[.Zzy5fEbh0mrMxGjt#reveal-the-old-world]{Reveal the Old World}</em></p></li><li><p><em>@UUID[.Zzy5fEbh0mrMxGjt#incorporate-the-characters]{Incorporate the Characters}</em></p></li><li><p><em>@UUID[.Zzy5fEbh0mrMxGjt#embody-uncaring-gods]{Embody Uncaring Gods}</em></p></li><li><p><em>@UUID[.Zzy5fEbh0mrMxGjt#evil-is-rampant,-good-is-rare]{Evil is Rampant, Good is Rare}</em></p></li><li><p><em>@UUID[.Zzy5fEbh0mrMxGjt#focus-on-the-characters]{Focus on the Characters}</em></p></li><li><p><em>@UUID[.Zzy5fEbh0mrMxGjt#everyone-has-a-history]{Everyone Has a History}</em></p></li><li><p><em>@UUID[.Zzy5fEbh0mrMxGjt#lead-the-players-to-their-story]{Lead the Players to Their Story}</em></p></li><li><p><em>@UUID[.Zzy5fEbh0mrMxGjt#be-a-friend,-and-an-enemy]{Be a Friend, and an Enemy}</em></p></li><li><p><em>@UUID[.Zzy5fEbh0mrMxGjt#always-advance-the-story]{Always Advance the Story}</em></p></li><li><p><em>@UUID[.Zzy5fEbh0mrMxGjt#embrace-conflict]{Embrace Conflict}</em></p></li><li><p><em>@UUID[.Zzy5fEbh0mrMxGjt#be-truthful-(to-players)]{Be Truthful (to Players)}</em></p></li></ul></blockquote><h3>Reveal the Old World</h3><p>The Old World isn’t like most fantasy lands. It is full of juxtapositions and conflicts: a middle class rising up from the oppressed peasants under the boot of the tyrannical nobility; the conflicts of doctrine between the preaching, doom-laden churches of the myriad cults; the screaming of babies with empty stomachs, drowned out by the crashing of plate armour, and the beat of drums as the Imperial Army marches by. The Old World is grim, gritty, and largely — but not entirely — without hope. Flickers of life, of happiness, and a gallows-humour peek through, which prove the indomitable spirit of Humanity, and shed light on Sigmar’s Heirs.</p><p>You should work to cultivate knowledge, not just of the Old World as described in practical terms — the towns, rivers, forests, and so on — but also the themes and imagery that make it unique. You should consume media that shows off the glory and tragedy of the Renaissance, and then flood it with monsters, and magic at its edges.</p><h3>Incorporate the Characters</h3><p>Speak directly to the Characters, not the Players. State clearly the information that would be apparent to them. Remember that we, as people, take cues from our world: smells, sounds, the way someone twitches. These cues can be wrong, disguised, or misleading, but we still take them in. The Players should interrogate a scene by using their Character’s Skills, but you should be vigilant to give that information up front — and direct it at the Characters.</p><p><strong>Example</strong>: <em>‘Hans, you can tell the woman isn’t saying what she truly feels. You can’t tell why, but she’s holding something back, and her hand keeps slipping to the belt at her waist. She’s on edge, her eyes almost pleading with you not to force her to act rashly.’</em></p><p>This passage tells us a lot more than a clinical description of what’s happening: it breaths context and emotion into the Scene, and Hans’s Player will feel it more. It’s more visceral.</p><h3>Embody Uncaring Gods</h3><p>Look through the eyes of uncaring Gods! Nothing is sacred in the Old World, when you look at it from on high. Nothing is beyond being killed, burned, maimed, or crushed. Consider always how things could get worse, and put those threats against all of your creations. No NPC is safe, no boon given to a Character is permanent.</p><p>Further, consider the malevolence of the Ruinous Powers. Always look for the failings in every Character that crosses your path. How can you tempt them? How can you corrupt them? How can you raise them up, only to bring them low again? Pull no punches.</p><h3>Evil is Rampant, Good is Rare</h3><p>Reward evil, punish the good. Crime pays. Chaos runs rampant not through the lack of heroes, but the abundance of villains. The easy way out is almost always unclean. The right thing to do comes without reward, without celebration, and often with a knife in one’s back. Look always to offer easier solutions through compromised means, and stress that the world is unkind to optimists.</p><h3>Focus on the Characters</h3><p>Despite the Old World being an awful place to be, and our Characters are frequently far from heroes, in the end the story is about them. They may not always be the focal point of the stories unfolding around them, but they are our focus for how the story is told. They are our protagonists. You should be always hoping for the best for your Players’ Characters, whilst setting threats in their path. Every Combat should be one you hope they survive. Every moment your Players are on the edges of their seats, so you should be!</p><p>But, like any good story, we can only hope if there is something threatening that hope. You are not focusing on your Characters if you fail to create appropriate challenges for them to tackle. By that same token, you do not focus on your Characters if you never let them celebrate, nor celebrate with them. You are not there to be their enemy, but to present enemies for them to — hopefully — overcome.</p><h3>Everyone Has a History</h3><p>Name everyone — give them a home and a heart. The Old World is made of regular people, not caricatures. Everyone has a name, a history, a home, and a heart. Though evil does truly exist in the Old World, it is almost always a tool to follow one’s ambitions and dreams. No one commits evil for no reason, not even the monsters of the deepest darkest places.</p><p>You should strive to give a reason for things, and for the actions of the NPCs. These need not be complex, covering multiple pages of notes, but they should exist. A good rule is to give every NPC a @UUID[JournalEntry.IQ0PgoJihQltCBUU.JournalEntryPage.GaZa9sU4KjKDswMr#determining-motivation]{Motivation} and at least one @UUID[JournalEntry.IQ0PgoJihQltCBUU.JournalEntryPage.Q4C9uANCqPzlRKFD#ambitions]{Ambition}.</p><h3>Lead the Players to Their Story</h3><p>Ask leading questions, and build on the answers. Don’t just ask, <em>‘Johann, you’re a soldier, do you have any scars?’</em> but rather <em>‘Johann, who gave you your worst scar, and how does that memory haunt you to this day?’</em> The latter invites creativity far more than the former. It gives agency to a Player to describe their Character in depth. Further, the answers should be used by you at a later point to give weight to a Scene. Perhaps Johann got his scar from a Beastman’s axe? Later, maybe Johann finds a body in the forest, with wounds made by an axe that shares an uncomfortable similarity to his own scar…</p><p>These questions can also be used to disclaim decision making, granting the authority to the Players. If they ask, <em>‘Is there a chandelier in this room that I can swing off of ?’</em> you could answer <em>‘Yes,’ ‘No,’</em> or better yet, <em>‘There wouldn’t normally be, but why don’t you tell me why there is?’</em> These sorts of leading, disclaimed questions allow the Players to share in the world, and make it feel like their own.</p><h3>Be a Friend, and an Enemy</h3><p>Give with one hand, and take with the other. Warhammer isn’t about getting what you want. Or rather, it’s about getting what you want at horrendous cost. With every inch of ground the Characters claim, new problems, threats, and scars are sure to arise. They should pay for every victory in blood — often that of their enemies, but their own is very much on the line. Even simple things, like moving one rung up the social ladder, means someone else is displaced, and another enemy joins the fight against the Characters.</p><h3>Always Advance the Story</h3><p>Move off-screen, in the shadows. Whilst the story is about the Characters, it doesn’t revolve around them. Keep the action flowing in the background. Have your NPCs act without regard for the Characters; living their own lives, pursuing their own Ambitions. Don’t be afraid to ambush the Characters, or to have opportunities pass them by. The Old World isn’t waiting for them to solve its problems, but is driving full steam ahead toward the drop-off. If the Characters don’t get in the road, or try to change tracks, it’s gone — as it should be.</p><p>This might mean that the Characters lose sometimes, or that they don’t have time to solve every problem. That’s perfect. In the real world, no one person has time to do everything, and can only act on their priorities. In the Old World, we can call our priorities our Ambitions — everything else has to fend for itself.</p><h3>Embrace Conflict</h3><p>Trust your Characters to create their own conflict. You rarely have to challenge the Characters directly to create conflict — trust in the @UUID[JournalEntry.IQ0PgoJihQltCBUU.JournalEntryPage.GaZa9sU4KjKDswMr#determining-motivation]{Motivations} and @UUID[JournalEntry.IQ0PgoJihQltCBUU.JournalEntryPage.Q4C9uANCqPzlRKFD#ambitions]{Ambitions} of the Characters. Create situations that threaten those Ambitions, and promise Motivations, and your Players will get themselves into conflict. The best Adventures are ones the Characters choose to undertake themselves, so your job is to let them do that.</p><div class=\"journal-image float-right\"><img style=\"transform:scaleX(-1)\" src=\"modules/wfrp4e-core/art/other/minotaur.webp\" width=\"219\" height=\"248\" /></div><h3>Be Truthful (to Players)</h3><p>Speak truth to Players, speak lies to Characters. Never lie to your Players. Ever. But never tell your Characters the whole truth. This means being frank with your Players: tell them, right at the start, that not everything they’re told will be true. But when your Players ask a question — when they use their Skills to interrogate a scene — be truthful with the information they gain. If they succeed on their Perception Test, tell them truthfully what they find. If they fail on their Intuition Test, tell them what they truthfully believe. Make sure your Players know the difference between their knowledge, and the knowledge of their Characters. Make them understand the difference between those truths.</p><h2>The Themes of Warhammer</h2><p><strong>WFRP</strong> focuses on the following five themes. The conflicts created by these five themes can fuel almost any Adventure. And ultimately, these themes coalesce into the main looming peril of the setting: <em>The End Times</em>.</p><blockquote class=\"sidebar\"><h3 class=\"no-toc\"><em>Your Goals Are</em></h3><ul><li><p><em>Class Struggle — Rich vs Poor</em></p></li><li><p><em>Ideology — Order vs Chaos</em></p></li><li><p><em>Modernisation — Urban vs Rural</em></p></li><li><p><em>Factionalism — Us vs Them</em></p></li><li><p><em>Religion — Cult vs Cult</em></p></li></ul></blockquote><h3>Class Struggle</h3><p>Class struggle underpins a lot of the Empire — rich vs poor. Given <strong>WFRP</strong> is focused on the everyday lives turned grim adventures of Imperial citizens, it is one that is seen everywhere. The poor under classes are constantly being pushed around by the rich upper class. The burgeoning middle class is driving a wedge between the two and making both, in many ways, redundant. Wealth, once clutched in the hands of the elite, is being hoarded by those who were born peasants, or whose parents worked the fields in serfdom. This struggle brings revolutionaries, agitators, criminals, and tyrants on to the centre stage, and helps feed into the conflicts presented in all four other major themes.</p><ul><li><p>Herr Dohrmann is a ‘merchant’ in the ‘very short-term loan’ business. Dohrmann is always looking for a ‘few steady hands’ to collect on his overdue accounts, occasionally with some violent interest. Characters working for Dohrmann soon find themselves collecting purses of silver from folk living in muddy hovels, while conversely stripping destitute nobles of their still-valuable, if faded, garments.</p></li><li><p>Roswitha Sprenge is a malcontent demanding better treatment for the dockworkers of Kemperbad. While some of her points are valid, when the local merchant council actually tried to address her complaints, she immediately brought up new grievances and her rhetoric turned violent. The merchants want to know if she is an agitator with a grudge or a paid agent of nobles seeking to destabilize the freistadt.</p></li><li><p>There is nothing to be done. The Baron Meinhard Tussen-Hochen is clearly within his rights to punish his peasants that fail to meet their grain quotas. That he should choose to hunt down and slaughter entire families via horseback with Blackpowder weapons is also his right. His fellow nobles will not intervene, the merchants cannot, and the commoners dare not. Will the Characters act or turn away?</p></li></ul><h3>Ideology</h3><p>Ideology is perhaps the main theme of Warhammer, but exists as a backdrop in the Empire — outside the walls is the untamed wilderness, filled with monsters and the hordes of Chaos, whilst inside them is the order of civilisation. This is, at least, how the powers that be in the Empire want it to seem, but everything exists in a liminal space between the two — Order vs Chaos. Mutants and Beastmen exist as clear evidence that it’s not black and white. Wizards represent Chaos-turned-Order. The barbarism of Witch Hunters, nominally agents of Order, is nothing short of Chaotic. The ever-present Chaos cultists — the dreaded Enemy Within — are everywhere in the Empire. This struggle is what eventually breaks the Old World in half, and leads to the End Times.</p><ul><li><p>The Characters are hired by faithful Shallyans to act as guards for the compassionate Doktor Carsta Velsinger, a gifted physician who administers to the poor for a pittance, but is in danger of being overrun by her many frantic would-be patients, and eliminated by agents of other less empathetic doktors who would see her ‘removed’. The real question, though, is what will the Characters do when they discover she is a mutant?</p></li><li><p>Two whole villages burned, all their folk executed, for ‘heresy and acts of sedition against the Empire’ by the Witch Hunter Lothar Rieger — a man that everyone fervently praises, so long as his attention is turned elsewhere. Now, he has apparently set his sights on a village that holds friends and family of the Characters. Does Rieger even believe in innocence, or is he an agent of Chaos, unwitting or otherwise?</p></li><li><p>While travelling by coach through @UUID[JournalEntry.ozE2DMCMK64eE5pD.JournalEntryPage.UqeZNqbpV8uocCUN]{the Reikwald}, the Characters are waylaid by a large motley band but promised, in Ranald’s name, that no harm will come to them. It seems that the Outlaw Judge Jirl Strauchrichter needs some ‘objective’ jurists to help with the trial of some bandits who may have turned to Chaos and preying on their fellows. The Characters may learn some strange new ideas from Strauchrichter, who was named an Outlaw because he has odd notions, like people should be considered innocent until proven guilty.</p></li></ul><h3>Modernisation</h3><p>The Empire is in a state of industrialisation and innovation. Modernisation stretches out beyond the towns into the country increasing tensions — urban vs rural. The printing press puts reading and writing, once the purview of a select few, into the hands of commoners and pamphleteers. Black powder gives the power of the warrior elite to anyone who can point a metal tube at their neighbour and pull the trigger. Innovations in agriculture and manufacturing are seeing a glut of resources flowing into urban centres, which are becoming increasingly separate from their rural dependants. And the advances made in land and sea travel are making what was once a world of isolated pockets of civilisation into… something else. This, of course, brings resentment, and draws a far starker line between the other conflicts. Two peasants may be of the same status, but one can read, has travelled the world, and has seen the face of the Emperor, whilst the other knows only a pitchfork, immediate family, and the plot of land they are forced to work.</p><ul><li><p>Professor Glockauer of the @UUID[Compendium.wfrp4e-altdorf.journals.85UN6bKPTfGEBtBb.JournalEntryPage.HYkHeQZtD2AML3oG]{Imperial Engineers’ School} of Altdorf has announced that he will soon unveil a radical new invention — a farming machine able to harvest whole fields in minutes. A group of Village Elders, concerned they may soon be rendered obsolete, hires the Characters to subtlety sabotage the machine so it will fail spectacularly when displayed.</p></li><li><p>During a recent border skirmish between provinces, the Knights of the Sacred Flame suffered a disastrous defeat when a number of their fellows were gunned down by State Troop Handgunners. Their incensed Grand Master Feutchwanger has declared Blackpowder weapons should no longer be wielded by commoners and has already drawn many nobles sympathetic to his view. The Characters are hired by Nuln agents to convince him otherwise, or ‘remove’ him, if necessary.</p></li><li><p>The Apothecary Anja Schwann has systematically expanded her business by making generic medicines using a ‘production line’ of workers. Her drugs aren’t nearly as effective as ones made following traditional ways, but they are far cheaper. The Dwarf Herbalist Kallon Rosewarden is furious with Schwann, both for abasing his work and for her business’ voracious despoiling of the herbs he needs. He hires the Characters to replace a few of Schwann’s medicines with some concoctions of his own.</p></li></ul><h3>Factionalism</h3><p>Warhammer is filled with factions that operate under an us vs them mentality — the Elves vs the Dwarfs, the Empire vs Bretonnia, Reiklanders vs Middenlanders, Altdorfers vs Ubersreikers… Identity is everything, and unswerving allegiance to such, and the conflicts that that allegiance causes, are integral. As are the juxtapositions, stereotypes, and exceptions to that rule. Consider the stories told through the stubbornness of Dwarfs and Elves attempting to work together, or a Dwarf Slayer’s unlikely growing respect for an inexperienced Manling agitator. Often this theme is set against a backdrop of ridiculousness and farce — the conflicts are there, but if everyone just set aside their differences, things would go much smoother. And yet, there’s always someone ready to stoke those fires once more, and unpick any steps towards progress.</p><ul><li><p>Trouble’s brewing on the docks as the Halfling Gaffers Guild recently started having their Ogre labourers haul all their building materials, bypassing the Human Stevedore Guild. The Halflings say they’ve done this because the Stevedores regularly overcharge them, while the Stevedores claim the Halflings unfairly demand that they haul as much as the Ogres can, at just as quick a pace. Both sides want the Characters’ help against the other, with each implying the real problem is just prejudice from the other side.</p></li><li><p>The infamous bandit Gerlach the Gouger has finally been caught, but what should be a cause for celebration has turned nasty. As Gerlach was apprehended at a river crossing, patrols of both Road Wardens and Riverwardens are now claiming the collar, along with the heavy prize purse for catching the cruel Gouger. A fight is imminent, will the Characters help negotiate or grab the Gouger for themselves during the scuffle?</p></li><li><p>The Jade Wizard Kistiane Brockdorf is tired of the endless suspicion she receives at the local market, the aggression of the Watch, and the relentless attention of the Witch Hunter Armin Geringliebe. She decides to give a series of free talks wherein she discusses the role of Wizards in the Empire and shows off a little useful Jade magic, so she hires the Characters to ‘occupy’ the Witch Hunter. The Characters soon discover that Geringliebe is anxious to attend each lecture but, strangely enough, desperate to prevent other Witch Hunters from doing so. It couldn’t be that he’s smitten with the beautiful Druid, could it?</p></li></ul><h3>Religion</h3><p>The Cults of the Empire’s religions are beset on all sides — fighting Chaos, monsters, magic, heresy, and each other: cult vs cult. Whether it’s Ulricans vs Sigmarites, Ulricans vs Taalites, Verenans vs Rhyans, or any other combination of conflicts, the Cults of the Empire are at each other's throats. Furthermore, the Cults are as political as any other group, and often more so than most. This leads to constant infighting, schisming, purges, synods, and other falling-outs among the Faithful. This constant squabbling from supposedly enlightened folk is a perfect symbol of the futility of the Warhammer world. The Gods may or may not be watching over us. They may or may not care what’s happening. Sure, they send us Miracles and Chosen to aid us in times of darkness… but they do nothing to keep their own houses in order, and show no signs of steering their own clergy.</p><ul><li><p>The poor folk of Geetberg are desperate, for a plague has afflicted them all, but the medicine needed to cure it is more costly than they can afford. A Priest of Ranald has a solution — use the silver coins interred on the eyes of the dead to save the living, but the Priests of Morr have forbidden it. Are the Characters up for some ‘noble’ graverobbing?</p></li><li><p>Captain Rainer Brusdal of Middenland is offering gold to any mercenaries willing to join the final assault of a heavily fortified bandit stronghold in the Drakwald Forest. The attack will be near-suicidal as his martial advisor, Brother Ansgar, has rejected the cunning battle plan of Sister Dacia of Myrmidia as cowardly, though it would likely save many lives, in favour of an open forward assault to honour Ulric. The Sister’s plan doesn’t need many warriors though…</p></li><li><p>A Warrior Priest of Sigmar, Father Helmut, has tried and convicted a squad of soldiers for failing to obey orders and abandoning their duty guarding one of Sigmar’s temples. Father Helmut doesn’t care that their town was on fire, or that lives were at stake — orders are orders. The Verenan Lorekeeper Irmgard will not let this injustice pass and, despite the potential ramifications, seeks to hire some brave souls to spirit the soldiers away before their execution.</p></li></ul><h3>The End Times?</h3><p>Agitators, seers, and the insane have been declaring the end of the world for many centuries, without seeming effect, but the recent auguries are the most accurate yet. It seems the long-dreaded End Times may be at hand. What does it mean to adventure in a world seemingly headed for inevitable destruction? Are the Characters’ actions still important, or is the very notion of ‘heroics’ meaningless in the face of a looming apocalypse?</p><p>Questions such as these are fundamental to the Warhammer experience, and are one of the main reasons why the focus for <strong>WFRP</strong> is on everyday people. We tell stories about a group of largely ordinary folks marked out for something extraordinary, and then get to see what happens. Will they learn of the pending doom? Will they stand against it? Will they be brought low and succumb to their baser instincts?</p><p>We can’t answer these questions, nor would we, if we could. If each Campaign is built around answering a question, then <em>all</em> <strong>WFRP</strong> Campaigns together are ultimately about these questions. As the GM, it’s worth presenting these questions and this theme, behind many threats, if the Characters dig deep enough.</p><p>But the Old World is not without hope, nor without heroism. It’s up to your Players to decide how their Characters face the coming apocalypse and if, ultimately, they can avert it.</p><ul><li><p>A blind mystic accosts a Rogue Character on the street, seizes their arm, and whispers, ‘<em>You will be the one to fulfil the Architect’s Plan, but it is not too late, turn back! Abandon this course while you still can!’ </em>The mystic then suddenly looks frightened and runs away. The Character is soon approached with several intriguing job offers, all of which sound very lucrative, involving thefts of holy relics. That night, they hear about an inexplicable fire that only took the life of one old witch…</p></li><li><p>It is an open secret that the number of mutant births is on the rise, as are instances of spontaneous mutation. The Lady Silk Shein’s sideline business involving barber-surgeons removing ‘unwanted growths’ and ‘relocating sadly stunted babes’ is booming. She offers the Characters an exceedingly generous retainer to work for her. The job includes eliminating anyone interested in stopping the mutations or seeking their source. After all, can’t let a looming apocalypse interfere with the bottom line.</p></li><li><p>Word has slipped out that in a small village deep in the @UUID[JournalEntry.ozE2DMCMK64eE5pD.JournalEntryPage.UqeZNqbpV8uocCUN]{Reikwald}, a child has been born with birthmarks that resemble both the Twin-Tailed Comet and the dreaded Star of Chaos. Old prophecies speak of such a child, saying that they are marked for great and terrible purpose during the End Times. Now, multiple factions seek to hire the Characters to kidnap the child, protect the child, eliminate the child, etc. Whatever course they choose, someone powerful will be furious with them.</p></li></ul><div class=\"journal-image\"><img class=\"fit\" src=\"modules/wfrp4e-core/art/other/flagellants.webp\" /></div>"
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"Running The Game": {
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"name": "Running The Game",
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"text": "<p><strong>Running the Game</strong> is filled with miscellania — various bits and pieces of advice on a number of topics touched on in <strong>Warhammer Fantasy Roleplay</strong>. Use these rules and tools to expand upon those presented in the core book as you see fit.</p><h2>Advantage</h2><p>Advantage is a powerful tool in Combat, and in more ways than you might think. Whilst there is the obvious steamroller effect of gaining more and more +10 bonuses to Tests during Combat, the presence of the mechanic itself changes the tide of battle. Below are a few tips on how to use the Advantage system to its fullest, to get the most out of Combat encounters.</p><h3>Tracking Advantage</h3><p>There are several methods for tracking Advantage that take the burden off your back, and cut down on bookkeeping.</p><p>The following are our favourite examples:</p><ul><li style=\"text-decoration:line-through\"><p><strong><s>Coins and Tokens</s></strong><s>: Allow the Players to take and return the coins as they gain and lose Advantage.</s></p></li><li style=\"text-decoration:line-through\"><p><strong><s>Dice</s></strong><s>: Place a 10-sided die near each miniature or on the Character Sheet, using it to track total Advantage.</s></p></li><li style=\"text-decoration:line-through\"><p><strong><s>Food</s></strong><s>: Just like coins or tokens, but edible!</s></p></li><li style=\"text-decoration:line-through\"><p><strong><s>Sliding Scale</s></strong><s>: Write the numbers 0 through 10 on your Character Sheets or an index card. Set a paper clip at ‘0’ so that the number is visible. Slide the paper clip up and down as you gain or lose Advantage.</s></p></li><li><p><strong>Virtual Tabletop</strong>: Most virtual tabletop platforms allow Players to set several numerical scales over their digital miniature. You can designate one of these to represent Advantage.</p></li></ul><h3>Removing Advantage</h3><p>Whilst it’s great when you have Advantage on your side, the tables can turn very quickly in <strong>WFRP</strong>, and before you know it, your opponents have built up deadly momentum. When overwhelming Advantage is accrued, it can seem impossible to overcome it. Here are three broad tips for removing Advantage.</p><h4>Ranged Combatants</h4><p>Ranged attacks cannot be Opposed unless performed at Point Blank Range or the target wields a shield, which means that no amount of Advantage will help a Character avoid losing Wounds! Make sure to place a few Creatures with ranged attacks in Combat scenes, and have them target the Characters who are building momentum the most. However, keep in mind that because ranged attacks aren’t Opposed, successfully hitting an opponent with a ranged attack doesn’t generate Advantage.</p><h4>Passive Damage</h4><p>Passive Damage is any source of Wound loss that isn’t defended against, such as from the @Condition[Ablaze], @Condition[Bleeding], or @Condition[Poisoned] Conditions. Whilst some of these Conditions would involve Tests where Advantage would be relevant (such as dodging a thrown @UUID[Compendium.wfrp4e-core.items.vI0oorwbZdlszudf]{Incendiary}, or parrying a poisoned blade) there are other ways to inflict these Conditions: employ the terrain, use Long Range, or target a Character’s non-combat Skills, such as Endurance.</p><h4>Retreat</h4><p>Remember that a combatant loses 1 Advantage per Round if they failed to accrue any extra Advantage during that Round, or they end the Round outnumbered. Which means, if things are going badly for a combatant, they should try to put distance between themselves and their potential killer. @UUID[JournalEntry.NS3YGlJQxwTggjRX.JournalEntryPage.bdfiyhEYtKs7irqc#fleeing]{Fleeing} is one option, but it’s not the only one. Consider the location where the Combat is taking place, and see if there are any ways to create barriers between combatants — throwing tables and chairs in the way, setting the ground on fire, and cutting the ropes suspending a bridge, are just a few examples.</p><p>With a bit of creativity, and by thinking about the Scene where the Combat takes place, you and your Players can use Advantage as an inspiring feature of the system, rather than a snowballing problem to overcome. Remember that, whilst the Characters in the story wouldn’t call it Advantage, they would be aware of momentum in a fight, and would try to be creative on the battlefield themselves to mitigate bad odds.</p><h3>Creatures Without the Weapon Trait</h3><p>Some Creatures such as the @UUID[Compendium.wfrp4e-core.actors.FmEDHnfAe2iIugpt]{Bog Octopus} in <strong>Warhammer Fantasy Roleplay</strong> or the @UUID[Compendium.wfrp4e-ua1.actors.uh6p3jclCNX8C7RD]{Young Stirpike} in @UUID[Compendium.wfrp4e-ua1.journals.FQW8EIplgUDGyVMj]{Ubersreik Adventures: If Looks Could Kill} lack a @UUID[Compendium.wfrp4e-core.items.AtpAudHA4ybXVlWM]{Weapon} Creature Trait, but have in its place the @UUID[Compendium.wfrp4e-core.items.pLW9SVX0TVTYPiPv]{Bite}, @UUID[Compendium.wfrp4e-core.items.UnJ25lL8aUzem5JO]{Tail}, @UUID[Compendium.wfrp4e-core.items.4xF7M6ylIiGntekh]{Tentacles}, @UUID[Compendium.wfrp4e-core.items.JzeN9MZ0xUDvpE2l]{Vomit}, and other such Traits that use Advantage as a cost. These Traits, without the Weapon Trait, mean that the Creature can’t perform normal attacks, and must use their special attacks if they want to defeat an opponent.</p><p>This is entirely intentional, and allows these Creatures to be played in truly unorthodox ways, which encourages more dynamic Combat. You should consider the full range of methods for gaining @UUID[JournalEntry.NS3YGlJQxwTggjRX.JournalEntryPage.wmA76Q2zJJ9HrkvA#advantage]{Advantage} to aid in these situations. @UUID[JournalEntry.NS3YGlJQxwTggjRX.JournalEntryPage.bdfiyhEYtKs7irqc#charging]{Charging}, for example, is a good tactic to use when immediately followed by a @UUID[Compendium.wfrp4e-core.items.pLW9SVX0TVTYPiPv]{Bite}. Also remember that larger Creatures do not need to Disengage, so they may Charge, Bite, and move away freely.</p><div class=\"journal-image centered\"><img src=\"modules/wfrp4e-core/art/spot/spot-glove-blade.webp\" width=\"213\" height=\"188\" /></div><blockquote class=\"sidebar\"><h3 class=\"sidebar-title no-toc\" style=\"text-align:center;text-transform:uppercase\"><em>Advantage in Large Combats</em></h3><p><em>The Advantage system works well when there are only a handful of combatants, but it quickly becomes unmanageable when there are ten or more Characters and Creatures all fighting together. In such situations, here are two approaches that work well:</em></p><ul><li><p><em>Convert multiple Creatures into a Swarm. The @UUID[Compendium.wfrp4e-core.items.E2Es82TvBKa7CoDG]{Swarm} rules are purposefully vague enough that they can be applied to any group of combatants, whether they are actually swarming creatures like rats, or just a rabble of peasants. Two Swarms of Clanrats backed up by a single @UUID[Compendium.wfrp4e-core.actors.VfJgGmCTWqb0IDSW]{Rat Ogre} is a much more manageable encounter than managing 20 @UUID[Compendium.wfrp4e-core.actors.F1vAZZcmVKkRw8xn]{Clanrats} individually.</em></p></li><li><p><em>Use Group Advantage. When there are multiple combatants working together as a group, you may abstract their Advantage into one single pool of Advantage that they all use. When you do this, generate Advantage as normal, but with a limit of Initiative Bonus gained per Round of combat, regardless of the source. Additionally, whenever a member of the group would lose all of their Advantage, the group loses 2 instead, keeping the remainder.</em></p></li></ul><p><em><strong>Example</strong></em>: The Characters are fighting six Goblins, and the GM decides to use Group Advantage. The Goblins have an Initiative Bonus of 2, so can generate a maximum of 2 Advantage as a group per Round. On the first Round, three of the Goblins charge the Characters. Normally, each would generate 1 Advantage, but instead, they generate 3 Advantage for the group, which drops down to 2 given their Initiative Bonus. Any additional Advantage gained this Round by any of the Goblins won’t be counted, but now they all benefit from a +20 to all relevant Tests. On the following Round, after gaining +2 more Advantage as a group, one of the Goblins is defeated in an Opposed Melee Test. Normally that Goblin would lose all of their Advantage, but because they are in a group, the group merely loses 2 Advantage, and retains the rest.</p></blockquote><div class=\"journal-image\"><img class=\"fit\" src=\"modules/wfrp4e-core/art/other/good-shot.webp\" /></div><h2>Character Death</h2><p>Campaigns are supposed to be an entire story, from beginning to end, featuring the Characters, right? Well, sometimes that end is a gruesome death… This is the Old World, and death is an old friend, around every corner, always ready to take you into Morr’s Realm.</p><p>But the concept of Character death can be more complex than it first appears. For starters, a death can disrupt an ongoing story, or it can be disappointing to the Player whose Character has just carked it. In this section, we’re going to help you avoid these pitfalls.</p><h3>Survival at a Cost</h3><p>Whilst death should remain a real and present threat to Characters in <strong>WFRP</strong>, it is so unfortunately final. A Character’s death is the end of their story, and as such, is a source of drama only for those who survive. This is fine, but not as effective as the alternative: survival at a cost.</p><p>GMs and Players alike should consider all of the tools available to prevent death whilst steering the story into new and challenging directions. Scars, permanent injuries and amputations, changing and traumatic @UUID[JournalEntry.NS3YGlJQxwTggjRX.JournalEntryPage.5w5YLPNd6AaU4f85]{Psychologies}, and @UUID[JournalEntry.NS3YGlJQxwTggjRX.JournalEntryPage.115GzWrmkD4viyy5#dark-deals]{Dark Deals} are all examples of evocative, Character-changing, and story-enhancing experiences. A Duellist who loses their primary arm to a stray cannonball and must now find a new way in the world is infinitely more interesting than a Duellist buried in the ground.</p><h3>Embracing Character Death</h3><p>There are a few instances where Character death is the most interesting thing that could happen to them. These moments should come with buy-in from the Player controlling that Character. In this case, a Player should feel empowered, if they so wish, to ignore their Fate Points, and accept that their Character’s story has come to an end. The three most obvious examples are: self-sacrifice, prophetic, and no-way-out deaths.</p><h4>Self-sacrifice Deaths</h4><p>When a Character has the chance to save the life of a friend by sacrificing their own, it is a pivotal moment in a Campaign. This is particularly effective if the bond between the Characters has been given emotional weight throughout the Campaign, as it represents an act that cannot be taken back. However, this is not recommended if the controlling Player still has stories they wish to tell with their Character.</p><h4>Prophetic Deaths</h4><p>Prophecies are everywhere in Warhammer, from the @UUID[Compendium.wfrp4e-core.items.fn8QNQQ1S2rh12Us]{Doomings} every Imperial child has delivered to them, to those whispered by seers and wizards the Old World over. If a Character is presented with a perfect moment to fulfill a prophecy which would result in them dying, it could be more thematically impactful if the Player accepts this fate. However, prophecies that prove to be wrong right at the last moment can also be sources of dramatic tension, so this can really go either way.</p><h4>No-way-out Deaths</h4><p>Sometimes the situation is so dire that you can’t imagine a way out. Whether your neck is on the chopping block, or a Slaaneshi cultist has a wicked blade to your throat, sometimes it’s better to accept that a Character made some wrong turns along the road of life. Often these sorts of deaths serve to tell a moral — don’t fight the law because the law will win, or don’t get into bed with the servants of She Who Thirsts. However, sometimes those morals need to be flipped on their heads to hammer home the theme — the law is corrupt and deserves to be fought! Don’t use this if you feel backed into a corner, but rather if you feel the death would be satisfying to the story. Even if there seems to be no way out, a spent Fate Point demands unusual and even impossible circumstances arising to save a Character.</p><p>None of these methods work unless a Player wants them to, and ultimately, the decision is in their hands. There is a good reason why Characters have Fate Points to spend!</p><blockquote class=\"sidebar\"><h3 class=\"sidebar-title no-toc\" style=\"text-align:center;text-transform:uppercase\"><em>OPTIONS: HEROIC DEATH</em></h3><p><em>Characters who witness a heroic death, such as through self-sacrifice, are changed forever and that memory works to embolden their spirits in times of greater peril. When a Character encounters a situation similar to the heroic death, they gain a +20 bonus to Psychology Tests as they recall the heroic deed.</em></p><p><em><strong>Example</strong>: </em>Daenar, seeing the inevitability of the on-coming Greenskin charge, and the perilous situation her companions are in, decides to hold them back long enough for the rest of her party to cross a rope bridge, cut it loose, and escape. Daenar stands her ground, draws her bow, and shouts at her companions to run. Months later, surrounded by Greenskins once more, Nils, Ezra, and Adelheidi recall the bravery of their fallen comrade, and are encouraged to press on because of it.</p></blockquote><h3>Introducing New Characters</h3><p>When a Character dies, either heroically or hilariously, introducing the Player’s new Character to the existing party can be difficult, especially in the middle of an adventure. Here are a few tactics you can use:</p><ul><li><p><strong>Hired help</strong>. The party, recognising they’re missing an important piece, goes looking for someone to fill that niche. It just so happens the right (or perhaps only) person for the job is the new Character.</p></li><li><p><strong>A friend in need</strong>. A beloved NPC is brought forward and becomes a full Character. If you need that Character to fulfill additional roles in the current adventure, either substitute in a different NPC for that role, or tell that Player what functions they need them to serve, and trust them to bring their own little twist.</p></li><li><p><strong>We’re all in this together</strong>. If the Characters find themselves in a perilous situation — imprisoned or enslaved by their enemies, or running through the forest fleeing from whatever killed their friend — it’s easy to put bystanders or other adventuring types in the same situation. Nothing builds unity quite like a shared enemy, after all.</p></li><li><p><strong>Reinforcements</strong>. If the Characters have a patron or an organisation who have employed them for their current mission, that employer can send along some needed reinforcements to get the job done.</p></li><li><p><strong>Wait until the next adventure</strong>. Sometimes there’s no good way to jump straight into a new Character. If the next adventure isn’t far off — perhaps the next session — some Players may enjoy the chance to become a co-GM and take control of the Creatures the Characters fight, or to portray some of the cast of NPCs. This kind of change can even be seen as a consolation prize, or reward of sorts for losing a Character.</p></li></ul><blockquote class=\"sidebar\"><h3 class=\"sidebar-title no-toc\" style=\"text-align:center;text-transform:uppercase\"><em>DOOMINGS WITH 0 FATE</em></h3><p><em>The @UUID[Compendium.wfrp4e-core.items.fn8QNQQ1S2rh12Us]{Doomed} Talent really takes centre stage when a Character falls to 0 Fate Points, because it’s no longer merely a string of words, but a prophecy which should terrify every Imperial soul. When this happens, you are encouraged to take that Character’s Dooming and attempt to manifest it in the world as much as possible, through both poetic and literal means. Not only does this increase the chances of a Character dying in a manner that matches their Dooming, and therefore increasing thematic cohesion in the story, but it also serves to spotlight that Character, and drive home the dread that is ever present in the Old World.</em></p><p><em><strong>Example</strong>: </em>Nils has the Dooming ‘A kiss shall end thy days,’ and has recently fallen to 0 Fate Points after a nasty encounter with a hook-handed pirate. The GM takes this opportunity to have Marina, a revolutionary that Nils has been spending a lot of time with, grow increasingly emboldened. When the two of them light the fuse on a bomb set to blow up a shrine to the Chaos God Nurgle, Marina — fearing her life is about to be cut short — kisses Nils on the lips. Nils is now terrified even more so than he was already, and has to deal with this new awkwardness… if he doesn’t explode into little gobbets first.</p><h3 class=\"sidebar-title no-toc\" style=\"text-align:center;text-transform:uppercase\"><em>Interpreting a Dooming</em></h3><p><em>Perhaps the greatest thing about a @UUID[Compendium.wfrp4e-core.items.fn8QNQQ1S2rh12Us]{Dooming} is how very vague they’re worded despite how very important they are. These simple fragments of ‘wisdom’ are intended to guide a person’s whole life, as they spell out the moment of one’s death! Furthermore, there exists a great taboo in sharing one’s Dooming with another, so what may seem natural to one person would be inexplicably odd to another.</em></p><p><em>Players and Characters should feel free to interpret their Dooming in whatever way they see fit, and should be encouraged to express that interpretation in hilarious ways. For example a Character with the Dooming ‘</em>Trust not the innocence of children, for their plans are far from sound,<em>’ may have an inherent aversion to children, or may feel a strong need to ignore and counteract anything a child says to them. They may take the Dooming literally, and believe that if their plans are ‘far from sound’, then plans involving sounds and noises are inherently trustworthy. Or potentially, if they can’t trust innocent children, maybe they can only trust guilty children, so they encourage the children they know to commit crimes!</em></p><p><em>Remember that the majority of people in the Old World are both superstitious and very very skeptical, which makes for some ridiculous interpretations. Make sure to breathe some truth into their interpretations, but also to exploit other curious (and equally ridiculous) twists of your own.</em></p></blockquote><h2>Between Adventures</h2><p>The rules presented in @UUID[JournalEntry.gLDW6JBuoYuzCoya]{Between Adventures} are one of the great changes in how the game plays in comparison to earlier editions. The rules — whilst entirely optional — present a streamlined and semi-abstracted method of handling everything else the Characters get up to between adventures. Whilst this certainly isn’t the case for every campaign, one of the main themes of Warhammer is that the Characters are normal people and that adventuring is the exception, rather than the rule, of their normal lives.</p><p>If this theme is present in your campaign, and that the Characters are normal people except in the rare occasions that they’re adventuring, the rules for Between Adventures should definitely be a focus for your reading as the GM. Think of the @UUID[JournalEntry.gLDW6JBuoYuzCoya]{Between Adventures} rules as an alternate phase of play — we have the Adventuring Phase and the Between Adventures Phase. When not engaged in one, we’re engaged in the other!</p><p>With this phase mentality, as the GM you may choose to run @UUID[JournalEntry.gLDW6JBuoYuzCoya]{Between Adventures} as a handful of dice rolls, quick decisions, and then move on to the next adventure. Alternately, you may have a ‘break’ session between adventures, where you employ these rules, and allow the Characters to explore their normal lives and pursue their own goals. These downtime sessions act almost more like mini adventures, which grant a lot of agency to your Players to express what they want to do and want to get out of future sessions.</p><h3>A Day in the Life</h3><p>The Between Adventures Phase is the perfect time to consider and adjust a Character’s Career, because it’s the best time to determine <em>if it’s actually their Career at all!</em> Are you actually a Rat Catcher if you never catch rats? Are you actually an Artisan if you don’t follow a trade? If all you do is hunch through sewers and stab mutants, exactly how much of a Scholar are you really?</p><p>Both GMs and Players should be vigilant during this phase, to determine just how much a Character is actually like their Career. But make sure that this isn’t prohibitive: a Merchant doesn’t <em>have to</em> act like a Merchant, but maybe if she’s acting more like a Duellist, a Career change is in order? Use these shifts in attitude to help build a Character’s story, rather than direct it, and you’ll find a far more three-dimensional Character comes of it.</p><h2>Motivations</h2><p>A Character’s @UUID[JournalEntry.IQ0PgoJihQltCBUU.JournalEntryPage.GaZa9sU4KjKDswMr#determining-motivation]{Motivation} represents — in a word or short phrase — what they care about most in the world, and what drives them to achieve their @UUID[JournalEntry.IQ0PgoJihQltCBUU.JournalEntryPage.Q4C9uANCqPzlRKFD#ambitions]{Ambitions}. In a sense, it’s one of the most important things about a Character, because it tells us why they do what they do! In light of that monumental importance, we’ve compiled a few tools to help GMs and Players alike in choosing and managing their Motivations.</p><h3>Choosing Motivations</h3><p>Choosing Motivations can seem tricky — after all, they’re so important! But it doesn’t have to be a difficult process, especially if you follow these tips, and review the example Motivations presentated below.</p><p>It’s worth stressing that the most interesting Characters are those whose Motivations run contrary to what you would normally expect. Everyone expects a mercenary to care about ‘Wealth’, but what if they actually care about ‘Duty’ to their family, and are sending all their money back home? Everyone expects a Scholar to care about ‘Knowledge’, but what if they are motivated more by ‘Romance’ than anything else? A good rule of thumb when it comes to writing is to throw out your first idea because it’s the obvious one, and the same often applies to a Character’s Motivation.</p><p>Also, keep in mind that your Motivation isn’t locked in stone, it can change whenever you need it to.</p><h3>Changing Motivations</h3><p>A Character’s Motivations are sure to change throughout the course of their adventuring life, and Players and GMs should always be vigilant for when this occurs. Whilst Motivation can be changed at the beginning of every session, it’s a good idea to save these changes for the following moments:</p><ul><li><p>If you find yourself having not played to your Character’s Motivation in a few sessions</p></li><li><p>When you change Career</p></li><li><p>When you complete an Ambition.</p></li></ul><p>Players should use these events to express how their Character has changed, and are encouraged to show off their new Motivation in the coming session. You should award an additional Resolve Point if this change is roleplayed in a believable and dramatic fashion!</p><h3>The 'Check-In'</h3><p>Sometimes, in the heat of the moment, during an intense scene or Combat, it’s difficult to keep track of Motivations, and whether or not they trigger @UUID[JournalEntry.NS3YGlJQxwTggjRX.JournalEntryPage.pa22HaRw1OBBQaDg#regaining-resilience-and-resolve]{Resolve}. If you’re finding your group forgets about Motivation often, or if you’d rather not worry about it during a session, try using a Check-In instead.</p><p>A Check-In occurs at the same time as handing out XP, and involves everyone going around the table and announcing their Motivation. Next, everyone considers the session they’ve just played, and decides if that Character expressed their Motivation ‘not at all’, ‘a bit’ or ‘a lot’. Everyone should get a say, and should take this opportunity to point out interesting and humorous moments during the session, but ultimately the Player and the GM together have the final say over how much the Motivation was expressed. This is purely subjective, so go more along how it felt, rather than a point-for-point retelling of the session.</p><p>If a Character expressed their Motivation ‘not at all’, they regain no Resolve. If they expressed it ‘a bit’, they regain 1 Resolve Point, or 2 Resolve for ‘a lot’.</p><h3>Example Motivations</h3><p>The following is a list of example Motivations accompanied by situations which might earn them Resolve.</p><h4>Authority</h4><p>You are motivated by a clear chain of command, and thrive when there are orders to be followed — whether you’re giving them, or taking them. Most people who favour such structure either long for the day when they themselves are able to pass commands down the chain to their lessers, or believe themselves to be merely a cog in a greater machine. Following orders or listening to, and assisting, the authorities garners Resolve.</p><h4>Change</h4><p>You are motivated by a need for change, for a better or brighter future. You are discontent with the status quo, and any action you take that shifts this — whether positively or negatively — is better than what we have now, at least. Anything you do that is counter to the norm feeds into this Motivation.</p><h4>Charity</h4><p>You are motivated by a need to help people. Whilst many give to charity in pursuit of power, status, or out of boredom, you do it for its own sake. Charity, in your eyes, is its own reward. Helping the less fortunate, and giving what you can, regenerates your Resolve.</p><h4>Control</h4><p>You are motivated by a desire to control the world around you. Perhaps you suffer from anxiety, or were raised in a situation where you were the centre of attention — whatever the reason, you thrive when there are no surprises. You regain Resolve when you seek to bend the world around you to your will.</p><h4>Debauchery</h4><p>You are motivated by forbidden delights. Either the fact that they are forbidden is tantilising to you, or you’ve lost sight of healthy appetites long ago, you regain Resolve when you give into your obscene desires.</p><h4>Envy</h4><div class=\"journal-image float-right\"><img src=\"modules/wfrp4e-core/art/cults/verena.webp\" width=\"213\" height=\"236\" /></div><p>You are motivated by a need to possess that which others have. It could be anything — wealth, romance, land, power — but you desire these things because someone else has them, not for their own merit. When you covet and take from others, you are sure to regenerate Resolve.</p><h4>Faith (God)</h4><p>You are motivated by a deep faith in your patron God of choice, and allow the strictures of such to dictate your life. Choose a God to go along with this Motivation, and regain Resolve whenever you go out of your way to follow that God’s strictures, or protect the honour and sanctity of their worship. A list of Gods and their strictures can be found in @UUID[JournalEntry.NcH9OhleJFfaUdon]{Religion and Belief}.</p><h4>Fame</h4><p>You are motivated by being known. You want your name to be on everyone’s lips, to be well regarded, and to be remembered. When you perform actions in public, or work to spread word of your deeds (real or imaginary), you recover Resolve.</p><h4>Freedom</h4><p>You are motivated by being untethered and allowed to go where you please. Often freed bondsmen, enslaved individuals, or the children of overly oppressive parents burn with this Motivation. You recover Resolve when you choose your own path in the face of authority.</p><h4>Glory</h4><p>You are motivated by a need to achieve great things. You likely have one burning desire — perhaps your Long Term Ambition — which, whenever you work towards it, you recover Resolve.</p><h4>Gluttony</h4><p>You are motivated by an unnatural appetite for something specific, and wish to indulge that vice at all times. When you pursue or partake of your vice, you feed your Motivation and regain Resolve.</p><h4>Hope</h4><p>You are motivated by a hope that things can get better. In the Old World, this is a futile Motivation, but it doesn’t stop thousands of souls trudging towards it every day. When you perform actions that seem doomed to fail, but you do them anyway because you believe it might work out, you regain Resolve.</p><h4>Infamy</h4><p>You are motivated by a desire to be remembered and feared. Like fame, infamy is about developing a personal story that will always be bigger than the person you were, but it differs in that you don’t want to be remembered kindly. You want to forever serve as a lesson to someone or against something, and whenever you strike fear, or encourage rumours about yourself, you regain Resolve.</p><h4>Justice</h4><p>You are motivated by a need to see justice done. Whether it’s a belief that justice holds together society, or a perverse fascination with punishment, you see enacting the law of the Gods — though not necessarily the law of the land — as paramount. Whenever you aid or enact your own justice, regenerate Resolve.</p><h4>Knowledge</h4><p>You are motivated by the search for knowledge itself. You don’t necessarily want to do anything with that knowledge, but the pursuit is what’s important to you. When you learn something new, or encourage the spread of knowledge, you regain Resolve.</p><h4>Love</h4><p>You are motivated by a strong bond of love with someone. Love is often irrational, and causes people to act in ways which deprioritise their own safety or happiness, and doing so is a sure way of earning Resolve.</p><h4>Obligation</h4><p>You are motivated by an obligation you hold — to family, friends, an organisation, and so on. You likely have a role to play in relation to this obligation, and fulfilling that role is of paramount importance to you. Whenever you perform actions that fulfill that role, you regain Resolve.</p><h4>Order</h4><p>You are motivated by structure and order. You thrive when there is a set framework to operate inside of, and rules to follow. You regain Resolve when you follow the rules — especially to your detriment — and help enforce them.</p><h4>Patriotism</h4><p>You are motivated by love of country. This pride can become toxic — used as a pathetic crutch to cover for your own failings — or could stem from true pride in the history of your people — whether deserved or doctored. You recover Resolve by putting your nation first, and by following the dictates of your rulers — rational or otherwise.</p><h4>Perfection</h4><p>You are motivated by a need to be perfect. Regardless of what the focus is, you need to be the perfect example of it, a painter, a poet, a cook, whatever. This Motivation exists beyond any tangible benefits of that perfection or profession, and often strays into a truly unhealthy mindset, for perfection is ultimately impossible. Whenever you work towards that perfection, regain Resolve.</p><h4>Pleasure</h4><p>You are motivated by the pursuit of pleasure, fine food, fine wine, fine friends, and so forth. You seek to get the most out of life, and feel fulfilled when in good, comfortable, pleasurable company. You regain Resolve whenever you take a little extra effort to bring a little extra pleasure into your life.</p><h4>Power</h4><p>You are motivated by a quest for power. It doesn’t matter what power, and over whom, but you feel safer and more whole when the power of any situation is in your hands. This may translate into literal power — the search for arcane potency or martial excellence — but not necessarily. You just have to exert and extend your reach to recover Resolve.</p><h4>Respect</h4><p>You are motivated by the respect of your peers. It’s not necessarily about being the best — the best swordsman, the best incantor, the best alchemist — but you need your peers to heed what you say, and admire your works. You may see yourself as first among equals, or merely rising to the level of your heroes, but either way, when you increase or maintain your standing, you regain Resolve.</p><h4>Revenge</h4><p>You are motivated by a need for revenge. Perhaps someone killed your father and they must prepare to die, or someone ruined your family’s business and now you seek to destroy theirs. Whatever the source of your ire, you seek to reenact it on those who hurt you. Whenever you work towards or fulfill your revenge, recover Resolve.</p><h4>Ruin</h4><p>You are motivated by the ruination of the world around you. You may have a target in mind, a specific nation, family, or organisation, or merely existence itself. Whenever you work to bring your foes to their knees and have them crushed under your boot, you regenerate Resolve.</p><h4>Servitude</h4><p>You are motivated by your service to another. Servitude is a rare Motivation, because it relies on the mind placing the needs of another above one’s own, and trusting in the benevolence of that master. When you act at the behest of those you serve, you recover Resolve.</p><h4>Survival</h4><p>You are motivated first and foremost by your own survival, and will do what you can to protect yourself. This Motivation extends to protecting your livelihood, if it comes under existential threat — a hunter defending their hunting grounds from poachers, or an urchin protecting their streets from invading troops. In any situation where you take an active hand to maintain your survival, you regain Resolve.</p><h4>Unity</h4><p>You are motivated by uniting others towards a common goal. Whether this stems from dreams of Empire, Shallyan pacifism, or a desire to mend an old feud, you regain Resolve when you act to bring others together.</p><h4>Wealth</h4><p>You are motivated by the clink of coins. Whilst almost everyone is motivated in some way by money in the Old World, you desire money for its own sake. You may even be loath to spend it once it is yours. Wealth, for you, doesn’t necessarily mean power or privilege, but it represents a dependable source of strength for yourself. Whenever you seek out wealth and hoard it, regain Resolve.</p><h4>Violence</h4><p>You are motivated by violence, and love the thrill of battle. You might be addicted to the adrenaline, or you’re fascinated by the craft of battle. Whatever the case, whenever you engage in violent acts for their own purpose, regenerate Resolve.</p><blockquote class=\"sidebar\"><h3 class=\"sidebar-title no-toc\" style=\"text-align:center;text-transform:uppercase\"><em>Options: Ruinous Motivations</em></h3><p><em>Some Motivations are, themselves, the pathways of the damned. Whilst some are clearly corrupting like ‘Debauchery’ or ‘Violence’, even seemingly innocent Motivations can and do stoke the fire of Chaos within a Character. ‘Change’ and ‘Hope’ are admirable Motivations, though they do undeniably play into the machinations of Tzeentch and Nurgle respectively.</em></p><p><em>You may offer a Player an additional Resolve Point for following the Character’s Motivation in exchange for a Corruption Point if the action appears to aid one or more of the Ruinous Powers. This choice is always the Player’s to make. See @UUID[JournalEntry.NS3YGlJQxwTggjRX.JournalEntryPage.115GzWrmkD4viyy5]{Corruption}.</em></p></blockquote><h2>Social Status and Standing</h2><p>The rules presented in @UUID[JournalEntry.wczCPcuHT4VQDLpL.JournalEntryPage.R7RQ4hfivLrG0XaF]{Status} regarding Status are an incredible tool for building context and theme in your Campaigns. A Character’s Status often says more about their world than Class or Career, as it shapes their likely peers, living arrangements, and the logistics of their everyday lives. The following pages are set aside to expand those rules and give advice on how to use them.</p><h3>Costs of Living</h3><p>@UUID[JournalEntry.sLomXnc8R8518cWN.JournalEntryPage.cwM5veYnAbSjlrvv#the-cost-of-living]{The Cost of Living} states that a Character is expected to spend approximately half their Status and Standing every day to maintain appearances, and that even this exorbitant amount is considered ‘frugal living.’</p><p>Whilst this number seems potentially prohibitive for Brass and Silver Statuses, when it comes to Gold Status, it is outright extortionate! And yet, these numbers reflect a very real situation for transient people, such as Warhammer Characters.</p><p>Firstly, it’s worth remembering that a Character doesn’t begin to lose Standing until they’ve spent a week living beneath their @UUID[JournalEntry.wczCPcuHT4VQDLpL.JournalEntryPage.R7RQ4hfivLrG0XaF#maintaining-status]{expected expenses}. However, recovering Standing requires this spending every single day for a week to regain one point. It’s easier to maintain a facade than to build one.</p><p>These systems are in place to create an urgency to adventure. The Characters are not typical examples of their Careers, but rather desperate and extraordinary. Their lives exist in a state of constant change that few in the Empire enjoy (or suffer) by virtue of being the focus of our attention at the table. This need to spend money constantly results in a need to earn money — a lot of money — frequently as well, meaning Characters are more likely to take risks, bet on the wrong Middenball team, involve themselves in shady business, and meet dramatic fates. That is one of the central tensions built into the Warhammer world, and one of your greatest tools to exploit when building adventures.</p><h3>Changing Status</h3><p>A Character’s Standing is often in flux, and the folk of the Old World change their Standing often — by the whims of the Gods, the seasons, and through hard work. But changing one’s Status is rather perilous. It is a fundamental threat to the social order of the Empire. The growing middle class directly threatens the existence of the nobility, and in turn the place in the pecking order of favoured peasants. As such, few people look kindly on social climbers, and there is often a host of issues that comes along with increasing or decreasing one’s Status.</p><p>As the GM, it’s your job to reinforce the central conflicts in the Warhammer world, and one of the starkest is the class struggle that underpins everything in the Empire. To reinforce this, consider not just how NPCs not of a Character’s current Status perceive them, but also those of their new and old Statuses after changing Careers. Old friends may now regard the Characters as out of touch or snobby, whilst new peers may see them as uppity or possibly admirable — having ‘<em>pulled themselves up by their bootstraps’</em>. Characters who drop Status may find themselves surrounded by people who consider the Character ‘too <em>big for their britches’</em>, and other such derogatory phrases.</p><p>It’s also worth noting that the Empire, despite how it might seem, is steadfastly not a meritocracy — that is, the best person for the job isn’t always, or even often, the one who fills it. Privilege is everywhere in the Empire, and no one gets to high places alone. Consider who around the Characters may resent them for their rise (small as it may be), or who see them as their own ticket up the social ladder. Use these class struggles as an opportunity for the world to change around the Characters, and in turn for the Character to change their world.</p><h3>Tapping Communities</h3><p>A Character’s peers are often the first place they’ll want to go to find out information about their current Adventures, future opportunities, or just general gossip. As such, it’s a good idea to create a small cast of NPCs in any locale that the Characters will spend their time in who reflect the attitude and temperaments of the three Statuses. These NPCs can act as the mouth-pieces of their communities, as well as key contacts for the Characters as they inhabit those spaces.</p><p>Furthermore, if a locale includes members of certain restricted classes — represented through the @UUID[Compendium.wfrp4e-core.items.sYbgpSnRqSZWgwFP]{Etiquette} Talent — they should have their own NPC. Consider how these NPCs may overlap: perhaps a village has three NPCs of each Status, and two Criminal NPCs, one Brass and one Gold. What does this say about the nature of crime in the community? What does this mean for the Characters moving through it?</p><p>Encourage your Players to have their Characters consort primarily with their own communities, and then come together to share that knowledge. Each community will have different things they know about, care about, and can act on. Gold NPCs may be able to manipulate the courts or local State Army, whilst Servant communities likely have more personal noble gossip — because they spend so much time with nobles, who barely notice that they exist.</p><blockquote class=\"sidebar\"><h3 class=\"sidebar-title no-toc\" style=\"text-align:center;text-transform:uppercase\"><em>OPTIONS: TRANSITIONAL STATUS</em></h3><p><em>Changing Status and Standing in the Old World is more difficult than merely finding a new job. To reflect this, you might have achieving new Status and Standing be a gradual process, counting a Career’s stated Status and Standing as its upper limit, rather than its new default.</em></p><p><em>When a Character changes Careers, the Status and Standing of their new Career is their upper limit, rather than their new default, with their current Status and Standing remaining where it was. Characters must act according to the rules laid out in @UUID[JournalEntry.wczCPcuHT4VQDLpL.JournalEntryPage.R7RQ4hfivLrG0XaF#keeping-up-appearances]{Keeping Up Appearances} of Warhammer Fantasy Roleplay to raise their Status to its new maximum.</em></p><div class=\"journal-image centered\"><img src=\"modules/wfrp4e-core/art/spot/spot-glove-blade.webp\" width=\"213\" height=\"188\" /></div><h3 class=\"sidebar-title no-toc\" style=\"text-align:center\"><em>‘We Don’t Serve Your Kind’</em></h3><p><em>Whilst upper class types might </em>think <em>they rule the Old World, the realities of the Empire’s cities and towns is far different. It’s certainly true that a Brass Status individual would have a hard time getting into a palace, a Gold Status patron might find themselves uncomfortable in a seedy docker’s pub.</em></p><p><em>In this way, places and situations can have a Status as well, and even have an @UUID[Compendium.wfrp4e-core.items.sYbgpSnRqSZWgwFP]{Etiquette} Social Group attached to them, though these are only reserved for special scenes. When present, any NPCs who match the location’s Status count as being subject to a @UUID[JournalEntry.NS3YGlJQxwTggjRX.JournalEntryPage.5w5YLPNd6AaU4f85]{Psychology} against non-members.</em></p><p><em>If the space includes an @UUID[Compendium.wfrp4e-core.items.sYbgpSnRqSZWgwFP]{Etiquette} that the Character lacks, count their Status as one step removed, in either direction, for the purposes of the above. If this would make a Status three steps removed (e.g. a Gold Status Character moving into a Brass Status space with the Criminal Etiquette), then the occupants of that space gain @UUID[Compendium.wfrp4e-core.items.5hH73j2NgPdsLCZN]{Hatred} instead.</em></p><p><em>Characters who comport themselves well, and strive to fit into the new crowd, may eventually develop a reputation with a specific space, and forgo these penalties, but this is rare and unlikely. Additionally, if members of the Character’s Status discover these transgressions, there may be negative effects within one’s own community.</em></p><p><em>Also note that people of lower Status are unlikely to publicly attack people of higher Status, as this brings with it a lot of dangerous complications. So whilst a Gold Status Character moving into a Brass Status space with the Criminal Etiquette might find themselves getting murderous glances, they’re unlikely to get hurt when eyes are on them… however, as soon as they step outside into the alley, things might be very different, indeed.</em></p><table style=\"width:100%;height:85px\" border=\"1\"><tbody><tr style=\"height:17px\"><td style=\"text-align:center\"> </td><td style=\"height:17px;text-align:center\"> </td><td style=\"height:17px;text-align:center\" colspan=\"3\"><em><strong>Visitor's Status</strong></em></td></tr><tr style=\"height:17px\"><td style=\"text-align:center\"> </td><td style=\"height:17px;text-align:center\"> </td><td style=\"height:17px;text-align:center\"><em><strong>Brass</strong></em></td><td style=\"height:17px;text-align:center\"><em><strong>Silver</strong></em></td><td style=\"height:17px;text-align:center\"><em><strong>Gold</strong></em></td></tr><tr style=\"height:17px\"><td style=\"text-align:center\" rowspan=\"3\"><em><strong> Location's Status</strong></em></td><td style=\"height:17px;text-align:center\"><em><strong>Brass</strong></em></td><td style=\"height:17px;text-align:center\"><em>-</em></td><td style=\"height:17px;text-align:center\"><em>@UUID[Compendium.wfrp4e-core.items.klCJX0mNpXYH5AIx]{Prejudice (Target)}</em></td><td style=\"height:17px;text-align:center\"><em>@UUID[Compendium.wfrp4e-core.items.Q2MCUrG2HppMcvN0]{Animosity (Target)}</em></td></tr><tr style=\"height:17px\"><td style=\"height:17px;text-align:center\"><em><strong>Silver</strong></em></td><td style=\"height:17px;text-align:center\"><em>@UUID[Compendium.wfrp4e-core.items.klCJX0mNpXYH5AIx]{Prejudice (Target)}</em></td><td style=\"height:17px;text-align:center\"><em>-</em></td><td style=\"height:17px;text-align:center\"><em>@UUID[Compendium.wfrp4e-core.items.klCJX0mNpXYH5AIx]{Prejudice (Target)}</em></td></tr><tr style=\"height:17px\"><td style=\"height:17px;text-align:center\"><em><strong>Gold</strong></em></td><td style=\"height:17px;text-align:center\"><em>@UUID[Compendium.wfrp4e-core.items.Q2MCUrG2HppMcvN0]{Animosity (Target)}</em></td><td style=\"height:17px;text-align:center\"><em>@UUID[Compendium.wfrp4e-core.items.klCJX0mNpXYH5AIx]{Prejudice (Target)}</em></td><td style=\"height:17px;text-align:center\"><em>-</em></td></tr></tbody></table></blockquote>"
|
||
},
|
||
"NPCs With Character": {
|
||
"name": "NPCs With Character",
|
||
"text": "<p>More than any other aspect of <strong>WFRP</strong>, your creation and enacting of memorable NPCs is what will bring the Old World to life. Unforgettable NPCs help create the impetus to roleplay and cause Players to become invested in what happens to them, and by extension, their own Characters. Not every NPC needs to be a tour de force of personality, but a few ‘shining stars’ go a long way towards filling the firmament with light – or darkness, as the case may be.</p>\n<p>Every NPC you introduce into an adventure should be there for a purpose, which can vary wildly from ‘background scenery’ to ‘biggest bad-guy’ and everything in-between. Some you may place specifically because they can assist the characters or spur them onward by offering something valuable, e.g. knowledge, training, equipment – in exchange for something the Characters can offer them, e.g. investigative skill, money, directed violence. Others serve as potential antagonists or definite enemies, and consider having a few just because they’re fun for you to play and your Players to enjoy.</p>\n<p>The following are the building blocks of an unforgettable NPC. You don’t have to put as much detail into an NPC destined to be a ‘prop’, but that said, remain flexible. With practice, you may find that you create even minor NPCs memorable enough that your Players will occasionally promptly latch onto one, and even though you originally intended them to be nothing more than a bit of background flavour, they’ll soon be dragged into the Characters’ adventures. Fortunately, <strong>WFRP</strong> has a designator for such folks – they make <em>excellent</em> Henchmen.</p>\n<p><strong>A Name</strong> – A decent name will do, but a really good name will stick in the mind. It will likely help you to create a small list of names in advance, checking them off as they get used. That way, if you have to come up with a name ‘on the fly’ when the Characters insist on learning all about the innocuous barkeep, you won’t have to fumble for one. @UUID[JournalEntry.IQ0PgoJihQltCBUU.JournalEntryPage.Q4C9uANCqPzlRKFD#name]{Character} has the naming conventions and examples. Keep in mind that other points from later in this list may well be referred to in an NPC’s name, especially if they are rare. There are a lot of forgettable ‘Karls’ in the Empire, but ‘Crimson Karl’ the gent that’s eternally bright beet-red in the face from yelling? He’ll stick out.</p>\n<p><strong>Appearance</strong> – What does the NPC look like? Some folks think they need to put a lot of detail into this, but really, too many details and your Players will just lose track, especially if you have a lot of NPCs. Always note species, but then, try to stick to, at the very most, two or three solid details that stand out.</p>\n<p>Height, weight, eye colour, and so forth, only need to be noted if they are unusual. Scars, odd tattoos, eccentric clothing choices, weird trappings, the fact they always carry a bedraggled cat with a tiny peg leg – these are the things people notice and Players remember.</p>\n<p><strong>Mannerisms</strong> – This is a big category, for it covers style of speech, personality traits, unusual quirks of behaviour, and how the NPC regularly deals with other folk. When determining how an NPC regularly acts, be wary of regularly using stereotypes – not every Dwarf is grumpy and short-tempered, but that said, there is a reason for that stereotype. A general note for an NPCs outward behaviour will often suffice. Are they friendly, taciturn, impatient, hostile?</p>\n<p>Think about what the NPC’s voice sounds like. Especially if their voice sounds nothing like yours, it is okay to tell your Players what the NPCs voice may remind them of. If you want to do a different accent for a specific NPC and feel comfortable doing so, awesome, but be wary of giving strange voices to many NPCs, especially if they hurt your throat to do them. Instead, try playing with your vocabulary, speak in short sentences, using small words for a slow-witted Ogre; speak swiftly, on the edge of breathlessness, for a flighty Halfling.</p>\n<p>A quick search of the internet will yield more lists of example personality traits and quirks of behaviour than you can sic a small but vicious dog on. There are, in fact, whole websites dedicated to such and they can serve as inspiration, but be sure to consider how your Players, and their Characters, will react to certain traits – they are unlikely to want to deal a lot with someone really annoying (which, honestly, might be fun for you if they have to, for a time).</p>\n<p><strong>Career</strong> – What the NPC ostensibly does for a living. Most folk in the Old World are completely tied to their Class and Career and can generally afford to do very little outside of them, unless they are of a higher status with enough wealth to let them ‘indulge’ in different pastimes. Many NPCs may well have had a different Career at one point, but only a few rare ones will have ever jumped between different Classes.</p>\n<p><strong>Unusual Qualities</strong> – This is a catch-all for traits others wouldn’t suspect in the NPC. Particularly high levels of skill, Talents from outside their Career, strange knowledge, @UUID[JournalEntry.3ZynTGhFpgwv6l1n.JournalEntryPage.vUPuF2ZsWvNKUCWy]{Traits} from the @UUID[JournalEntry.3ZynTGhFpgwv6l1n]{Bestiary}, and so on. Most NPCs should only have one or two Unusual Qualities at most, if any. Note that ‘mutations’ generally fall under ‘Problems’.</p>\n<p><strong>Drives</strong> - Whole plots are driven by these most basic questions: What does the NPC want? What are they prepared to do to get it? Like Characters, important NPCs should have ambitions, though not every ambition has to be realistic. A low-born NPC may aspire to be a Baron one day. This is naught but a @UUID[Compendium.wfrp4e-core.items.b6tGqvNe1jYBdeN5]{weirdroot} dream for most folk, but society is changing in the Empire, and a driven merchant, or perhaps a crime lord, with the right connections might just achieve such a lofty goal. Your Characters will certainly have wanted to help such an individual along their way, or perhaps, did everything they could to stop them…</p>\n<p><strong>Problems</strong> – Finally, any NPC you know will interact with the Characters should have a problem or two that the Characters might be able to help them with, or take advantage of, which may, or may not, tie into their ambitions. Try to think of problems with multiple potential solutions, e.g. an NPC that has something the Characters desperately want, desires to advance in their Trade Guild, but feels trapped and doesn’t know how to. Depending on the Characters’ skill sets, they could spread gossip about the superior nature of the NPC’s wares, sabotage or kill their competition, bribe their superiors, etc. Some problems should actually be ‘secrets’ which may, or may not, have an actual solution, e.g. hidden mutations, holding to a forbidden faith, an unrequited love, etc. Most such problems can’t be ‘solved’, but they’re ripe for blackmail.</p>\n<h2>Sample NPCs</h2>\n<div style=\"display:flex;justify-content:space-evenly;flex-wrap:wrap\">\n<div style=\"display:flex;flex-direction:column;justify-content:space-evenly;align-items:center\"><img style=\"border:none\" src=\"modules/wfrp4e-core/art/gm/dieter.webp\" width=\"213\" height=\"180\" />\n<p style=\"text-align:center\">@UUID[Compendium.wfrp4e-core.actors.ePPk15Vxu9RxPtYV]{Dieter Käsegeier, Cheesemonger Extraordinaire}</p>\n</div>\n<div style=\"display:flex;flex-direction:column;justify-content:space-evenly;align-items:center\"><img style=\"border:none\" src=\"modules/wfrp4e-core/art/gm/kastor.webp\" width=\"197\" height=\"186\" />\n<p style=\"text-align:center\">@UUID[Compendium.wfrp4e-core.actors.Rs3lMA5UavTlTiJW]{Kastor Erichson, Jumpy Hunter}</p>\n</div>\n<div style=\"display:flex;flex-direction:column;justify-content:space-evenly;align-items:center\"><img style=\"border:none\" src=\"modules/wfrp4e-core/art/gm/stellemar.webp\" width=\"216\" height=\"213\" />\n<p style=\"text-align:center\">@UUID[Compendium.wfrp4e-core.actors.nRJxtciIhTHKqAvY]{Stellemar, Loyal Hound}</p>\n</div>\n</div>"
|
||
},
|
||
"Appendix": {
|
||
"name": "Appendix",
|
||
"text": "<h3 style=\"text-transform:uppercase\">I Need A Job</h3><p>If your Characters find themselves out of a job or looking for work, and you haven’t planned an adventure, roll 3d100 on the following table to quickly come up with a hook for Who, What, and Why an adventure might happen.</p><p>@Table[job]</p><h3 style=\"text-transform:uppercase\">How Do I Know You Again?</h3><p>Sometimes your Characters have a fully formed backstory in mind. Other times, you just want to build a connection between them with a single roll. The following is a list of 50 ways two or more Characters know each other. Furthermore, this list can be used to generate links between Characters and NPCs. Allow these prompts to inspire background elements, instead of changing a background to suit them, or reroll if the result is too outlandish for the situation.</p><p>@Table[howdoiknowyou]</p><h3 style=\"text-transform:uppercase\">You Find Yourself In A Tavern</h3><p>The following table contains 50 random events that could happen in any tavern in the Empire.</p><p>@Table[whathappensnext]</p><h3 style=\"text-transform:uppercase\">Example Doomings</h3><p>The following is a list of 100 example Doomings to be used with the @UUID[Compendium.wfrp4e-core.items.fn8QNQQ1S2rh12Us]{Doomed} Talent.</p><p>@Table[doom]</p>"
|
||
}
|
||
}
|
||
},
|
||
"Glorious Reikland": {
|
||
"name": "Glorious Reikland",
|
||
"pages": {
|
||
"Glorious Reikland": {
|
||
"name": "Glorious Reikland",
|
||
"text": "<blockquote><p>To his Imperial Majesty, Emperor Karl-Franz the First, by the Grace of the Gods, Elector Count and Grand Prince of Reikland, Prince of Altdorf, Count of the West March, Defender of Sigmar’s Faith, do I commend this text, an examination of his most illustrious realm, the Grand Princedom of Reikland, heartland of Our Holy Empire. long may he rule!</p><p>Herein learn of the mightiest province of the Empire, and of its hard-working people who are united by the worship of the God-King Sigmar. Admire the Elector Counts of the Reikland who have led the glorious Empire for almost a century, and their generous patronage that enriches our homeland beyond measure. Wonder at the Reikland’s impressive canal network, extensive roadworks, sophisticated farming, and its rapidly developing mercantile class, all of which confirm the Reikland as a true jewel of the Empire.</p><p>Marvel at this richest, most cosmopolitan of all imperial realms, and see that it is a cultural, magical, and academic powerhouse without par, attracting the most impressive artisans, wizards, and scholars to its many learned institutions, cementing its reputation as the greatest domain of the Old World.</p><p>Truly, to be born a Reiklander is to be born blessed by the Gods Themselves. Give thanks to Sigmar and be praised.</p><p style=\"text-align:right\"><em>– The words of Holy Mother Halma Habermann of Sigmar</em></p><p style=\"text-align:right\"><em>– Recorded faithfully by the humble scribe Melistius of the Order of the Anvil in 2510 IC</em></p></blockquote><p>Standing proud in the heart of the Old World, the Reikland is the richest and most powerful of the Empire’s grand provinces. Known for its engineers, wizards, and merchants, and for being the birthplace of the Cult of Sigmar, it is a realm of soaring mountains, snaking rivers, dark forests, and powerful trading centres. From his throne in the city of high-spired Altdorf, Emperor Karl-Franz I rules not only the Reikland, but all the Empire that lies beyond.</p><div class=\"journal-image\"><img class=\"fit\" src=\"modules/wfrp4e-core/art/other/rivers.webp\" /></div>"
|
||
},
|
||
"The Lie of the Land": {
|
||
"name": "The Lie of the Land",
|
||
"text": "<p>The Reikland lies in the shadow of the forbidding @UUID[JournalEntry.ozE2DMCMK64eE5pD.JournalEntryPage.w0YfGxsBuLoODCgc]{Grey Mountains}, and its lowlands are entirely forested save for cleared regions around the grand province’s multitude of prosperous towns and villages. It has no coastline, but the Reik — the largest river in the Old World that defines most of the Reikland’s twisting eastern and northern borders — is so wide and deep an entire navy of warships and merchant vessels plies its length.</p><p>Much of the land near the Reik is waterlogged and marshy, with long stretches of bogs, swamps, and dangerous mud plains, the largest of which is the @UUID[JournalEntry.ozE2DMCMK64eE5pD.JournalEntryPage.hzsgHYLKdpuJXls5]{Grootscher Marsh} on the border with the Wasteland to the west. Farther inland, the Reikland climbs upwards to the craggy @UUID[JournalEntry.ozE2DMCMK64eE5pD.JournalEntryPage.lQz1hI7bZQeVHuiQ]{Skaag Hills} and the haunted @UUID[JournalEntry.ozE2DMCMK64eE5pD.JournalEntryPage.mdjl1WxjZLeuSWAN]{Hägercrybs}, two forested uplands hiding isolated regions nigh-on untouched by human hand. The forests eventually give way as the land rises towards the @UUID[JournalEntry.ozE2DMCMK64eE5pD.JournalEntryPage.w0YfGxsBuLoODCgc]{Grey Mountains}, the Reikland’s natural border with Bretonnia to the south, and opens up to a wide plain of fertile foothills and open grassland known as the @UUID[JournalEntry.ozE2DMCMK64eE5pD.JournalEntryPage.0Cmr0LZ3boLbNt6p]{Vorbergland}.</p><p>@UUID[.qUudz7lASEa9PmAE]{The Mountains, Foothills, and Vorbergland}</p><p>@UUID[.KyNSj7dErxz4N9Gh]{The Grim, Dark Forests}</p><p>@UUID[.ShiIUUdkTTKxSN6P]{The Rivers, Canals, and Lakes}</p><p>@UUID[.QYN4TMYRfHZ03hIi]{The Cursed and Fetid Marshes}</p>"
|
||
},
|
||
"The Mountains, Foothills, and Vorbergland": {
|
||
"name": "The Mountains, Foothills, and Vorbergland",
|
||
"text": "<p>The Reikland is a rugged realm, its undulating forests broken by peaks, crags, and ridges, many topped by ruined castles and watchtowers from previous, war-torn eras. Rising above this multitude of minor ranges are the @UUID[JournalEntry.ozE2DMCMK64eE5pD.JournalEntryPage.mdjl1WxjZLeuSWAN]{Hägercrybs} and the @UUID[JournalEntry.ozE2DMCMK64eE5pD.JournalEntryPage.lQz1hI7bZQeVHuiQ]{Skaag Hills}, two highland regions in central and northern Reikland, their heavily fortified mines responsible for much of the realm’s recent prosperity. Farther south, the trees thin out to the exposed plains and foothills of the fertile @UUID[JournalEntry.ozE2DMCMK64eE5pD.JournalEntryPage.0Cmr0LZ3boLbNt6p]{Vorbergland} that lie between the Reikwald forest and the dangerous @UUID[JournalEntry.ozE2DMCMK64eE5pD.JournalEntryPage.w0YfGxsBuLoODCgc]{Grey Mountains}, peaks that offer enormous wealth and danger in equal measure.</p><p>@UUID[.w0YfGxsBuLoODCgc]{The Grey Mountains}</p><p>@UUID[.mdjl1WxjZLeuSWAN]{The Hägercrybs}</p><p>@UUID[.lQz1hI7bZQeVHuiQ]{The Skaag Hills}</p><p>@UUID[.0Cmr0LZ3boLbNt6p]{The Vorbergland}</p><p>@UUID[.JiKJmJbRuu7blAIK]{Drachenberg}</p><div class=\"journal-image\"><img class=\"fit\" src=\"modules/wfrp4e-core/art/other/hills.webp\" /></div>"
|
||
},
|
||
"The Grey Mountains": {
|
||
"name": "The Grey Mountains",
|
||
"text": "<p>The forbidding peaks of the Grey Mountains are riddled with crumbling tunnels and topped with ruined skybridges from the time when Dwarfs ruled the region. But that era has passed, and only a handful of determined clans remain to defend their ancestral holds, with recently reclaimed @UUID[Compendium.wfrp4e-archives1.journals.De6yFCVO4shYbAUx]{Karak Azgaraz} and towering Karak Ziflin being two of the largest still standing.</p><p>The mountains and the tunnels beneath them are now overrun with Orcs and Goblins, Mountain Trolls, Skaven, and worse. While this makes the Grey Mountains especially dangerous, many claim the fallen Dwarf holds hide treasures lost to time, so the foolhardy and desperate are drawn to the ancient halls like moths to a flame. Few survive their greed.</p><p>Clinging precariously to the craggy edge of the Grey Mountains, the southern lords of the Reikland have sunk many mines seeking to extract the significant mineral and metal wealth of the range. These are protected by lone watchtowers and high fortresses that stand guard against attack from the mountains, each surrounded by the rubble of older fortifications that failed.</p><p>So high is the glacial spine of the Grey Mountains that it is all but impassable, forming a near impenetrable border between the Reikland and the Bretonnian duchies to the south-east. Only two reliable passes pierce the frozen heights: the well-defended Axe-Bite Pass guarded by the fortresses of @UUID[JournalEntry.ozE2DMCMK64eE5pD.JournalEntryPage.JSzzPHEHN8oOhd1z]{Helmgart} and Monfort, and the winding Grey Lady Pass leading from @UUID[JournalEntry.ozE2DMCMK64eE5pD.JournalEntryPage.icaZcokQLawViHCq]{Ubersreik} to Parravon. Both passes are heavily patrolled and taxed, leading some impoverished merchants and smugglers to hire mountain guides to lead them across lesser passes such as the Crooked Corridor or Durak Way, an undertaking few would recommend.</p><section id=\"secret-JDqzfNkgKOevPTrP\" class=\"secret\"><ul><li><p><strong>Better Left Behind</strong>: Helset von Lilahalle, Markgravine of the isolated <strong>March of Falken</strong> in the <strong>Grey Mountains</strong>, is in a bind. One of her exploratory expeditions stumbled into a long-abandoned mine and found gold in its depths. Unfortunately, it also discovered Dwarfs from Karak Azgaraz long ago laid claim to it, and left legal carvings near the entrance to the lower levels. Before mining operations begin, Helset wants to hire discreet outsiders to make the carvings go up in smoke, thus crushing the Dwarf claim. However, the runes are not mundane, and any attempt to destroy them will warn the descendants of the original claimants. Further, should explosives be used, the resulting collapse will open caverns leading deep into the mountains. And, there, the reason the Dwarfs abandoned the mine will awaken...</p></li><li><p><strong>The Larder:</strong> Rumours persist that travellers are going missing in <strong>Axe-Bite Pass</strong>, the primary thoroughfare through the <strong>Grey Mountains</strong>. One desperate, bedraggled guard claims to know the terrible truth: entire merchant trains are being taken, with all meat stashed in a living larder. The guard didn’t see what grabbed him — having narrowly escaped with his life — but he confirms the wares of every merchant taken are still in the mountains. So, the reward for any rescue is likely to be high. Is the guard lying, planning to lure any would-be saviours into a cannibal’s trap? Or perhaps merchant trains really are in trouble, maybe from hungry Stone Trolls, Giants, or worse?</p></li></ul></section>"
|
||
},
|
||
"The Hägercrybs": {
|
||
"name": "The Hägercrybs",
|
||
"text": "<p>Dominating the centre of the Reikland, the mist-shrouded Hägercrybs extend from the Princedom of Altdorf in the north all the way to the Freiburg of @UUID[JournalEntry.ozE2DMCMK64eE5pD.JournalEntryPage.icaZcokQLawViHCq]{Ubersreik} in the south, and are so heavily forested that no road pierces through their heights from east to west, resulting in long journeys for those traveling from one side to the other.</p><p>The foothills are mostly populated by sheep and their shepherds, but, antiquarians claim, the Hägercrybs were once the sacred burial ground of the Unberogens, the Human tribe of Sigmar Himself. Supporting this, ancient cairns can be seen rising from clearings on many of the highlands, some of which are also marked by looming menhirs. Perhaps because of these, the Hägercrybs have a foul reputation for being haunted, and few are willing to stray too deep into its forests. It is said those who do encounter thick fogs rising from ancient barrows, with moans of the dead echoing from within. Locally, such talk is nervously dismissed as the ravings of shepherds drunk on too much hard cider, for the alternative is to believe tales of ancient kings hungry for the blood of the living.</p><p>Ignoring such talk, lords of the Hägercrybs repeatedly order mines be sunk into the hills in the search of rare metals and minerals. Most fail, their miners never seen again, but a handful are successful, and have brought considerable wealth to the area.</p><section id=\"secret-8o5GGgv9rFalj9rj\" class=\"secret\"><ul><li><p><strong>Holy Blood</strong>: Wanted posters proliferate the towns of <strong>Lichdechs</strong>: @Credit[10gc mode=split]{10 Gold Crowns} for the head of Kisa Grammle, recently of Altdorf. To be paid upon receipt of head by the Monastery of the Broken Haft. Investigation reveals Kisa is an enterprising antiquarian who rumour claims was digging in the Hägercrybs. When she was last in town, she was enormously excited about a find she claimed ‘would shake the Empire to its core!’ Just what did she find? And why are Sigmarite monks willing to pay so much to see her dead? Whatever the truth, any interested party best be fast, for not only are two Bounty Hunters already in pursuit, but so is an Ulrican friar. And a vampire.</p></li></ul></section>"
|
||
},
|
||
"The Skaag Hills": {
|
||
"name": "The Skaag Hills",
|
||
"text": "<p>The rocky Skaag Hills lie to the west of the @UUID[.I0krpnI0RnVs5RwK]{River Bögen} and run along the southern bank of the Reik before falling beneath the trees of the Duchy of Gorland. Near the centre, the Reikwald recedes from the stony crags and layers of stratified rock rise to the scree-laden highlands of the Prie Ridge. A single road crosses the gentler slopes of the Skaag Hills to the south, starting at Trosreut in the shadow of @UUID[Compendium.wfrp4e-rnhd.scenes.RQQBIZT9OyHMFL27]{Castle Grauenberg} and wending its way through to Holthausen, but many minor tracks and trails also cross the region, most of which started as goat tracks.</p><p>Once, the hillsides were bustling with small mines boasting rich veins of silver and iron. Down through the centuries most of these played out, leaving many abandoned settlements, many of which the forest reclaimed. Locals now approach such ruins cautiously, for hunters, outlaws, and far more sinister folk are said to make use of what intact buildings remain.</p><section id=\"secret-FdZWpL0kXBCRdKlS\" class=\"secret\"><ul><li><p> <strong>Ingot Before the Ore: </strong>Lady Femeke of <strong>Ottzel </strong>has got herself into a pickle. Desperate to bring some new blood to her dwindling village, she’s not only announced a newly discovered vein of silver in the nearby <strong>Skaag Hills</strong>, but, in her enthusiasm, sold several claims to mine it. But no such vein exists, and the miners are already on their way by the score. However, Femeke isn’t a woman to let pesky facts interrupt her fabricated silver rush. Using her new-found wealth, she employed Eldruc Ironeye — an eccentric Dwarf prospector — to search for a genuine silverlode before the miners return. So, Femeke’s in need of a few capable hands to protect her prospector from wild animals, Beastmen, Greenskins, and, Eldruc’s wife and her three brothers, who demand he come home and work off his debts. Immediately.</p></li><li><p> <strong>Unmarked, Unmissed: </strong>The dockers of <strong>Prie </strong>claim the <strong>Skaag Hills</strong> are the best place to hide a body. After all, there are uncounted pre-dug holes with no one for miles to check. So, when Karlus Lystadt, a jewel thief of wide repute, was beaten to death and buried for his crimes beneath the <strong>Prie Ridge</strong>, no one thought much of it… until rumours spread that the scoundrel had swallowed his last prize — a diamond as big as a chicken’s egg — before his demise. The hunt is on!</p></li></ul></section>"
|
||
},
|
||
"The Vorbergland": {
|
||
"name": "The Vorbergland",
|
||
"text": "<p>Between the threatening peaks of @UUID[.w0YfGxsBuLoODCgc]{the Grey Mountains} and the deep forests of @UUID[.UqeZNqbpV8uocCUN]{the Reikwald} lies the Vorbergland, a hilly region extending the length of the Reikland known for its fertile valleys, rolling grasslands, and windswept plains.</p><p>The productive south-eastern provinces around @UUID[.sVFygKRicWFw6BsT#sample-reikland-estate]{Böhrn}, @UUID[JournalEntry.ozE2DMCMK64eE5pD.JournalEntryPage.icaZcokQLawViHCq]{Ubersreik}, @UUID[JournalEntry.ozE2DMCMK64eE5pD.JournalEntryPage.5GmN9DrPtwzdQdPO]{Stimmigen}, and @UUID[JournalEntry.ozE2DMCMK64eE5pD.JournalEntryPage.vg5HI5Y74MmXMR3G]{Dunkelberg} are known locally as Suden Vorbergland, and are the most heavily cultivated regions of the Reikland. They are peppered with many flourishing towns, villages, farms, and vineyards, and are often referred to as ‘Ranald’s Garden’ for the vast quantities of wine they produce for export.</p><p>Further west, the Vorbergland is tormented by frequent @UUID[Compendium.wfrp4e-core.actors.E7BiDqsB55BrOQut]{Orc} and @UUID[Compendium.wfrp4e-core.actors.zzdOpKqBC28J66Mn]{Goblin} attacks from the mountains, meaning much of the land is sparsely populated, little more than a hunting ground for wild animals and monsters from the peaks. This makes the local baronies and duchies a popular destination for game hunters and natural historians from the @UUID[Compendium.wfrp4e-altdorf.journals.cDOlXEpTvnuaOJ0P.JournalEntryPage.ulseg2IAlTWy7m3s]{Imperial Zoo} seeking to capture rare creatures, though only the unwise travel this region without a heavy guard and knowledgeable guide.</p><section class=\"secret\" id=\"secret-77JlQT0t2b0HTSUF\"><ul><li><p> <strong>The Jabberslythe's Midwife</strong>: Reinholt Schent — a self-titled ‘Scholar of the Fantastic’ who claims to work for the Imperial Zoo — will pay dearly for the delivery of a very specific specimen. Some scholars believe that the most horrible of monstrosities, the Jabberslythe of legend, does, in fact, breed. What’s more, Schent believes there’s a pregnant example of the species haunting <strong>western Vorbergland</strong> not far from <strong>Hallt</strong>! Schent requires some stout fellows to witness and record the awful birth, then return with the newborn for study. He states this so matter-of-factly, it couldn’t possibly be difficult, could it?</p></li><li><p> <strong>Ranald Protects</strong>: The mysterious ‘Lady Münze’ patronises many low-class alehouses across the <strong>Vorbergland</strong>. She quietly whispers that the nobility grow fat from the labours of the vineyard workers, selling a single bottle for more than a peasant family will ever see in their lifetimes. ‘Ranald’s Garden, indeed,’ she scoffs, her disapproval clear on her sharp face. If engaged, Lady Münze seeks brave souls to combat this injustice by swapping a shipment of fine wines for a shipment of worthless vinegar. The swap will take place on the road between <strong>Dunkelberg </strong>and <strong>Konigsdorf </strong>on the <strong>Wissenland border</strong> — without being seen. Her words are dangerous, but her purse is very full, stitched neatly with the words ‘Ranald Protects’. She will richly reward those who pull off the swap, but provide nothing to those discovered.</p></li></ul></section>"
|
||
},
|
||
"Drachenberg": {
|
||
"name": "Drachenberg",
|
||
"text": "<p>Soaring high above central @UUID[JournalEntry.ozE2DMCMK64eE5pD.JournalEntryPage.0Cmr0LZ3boLbNt6p]{Vorbergland}, its base wrapped by the shimmering @UUID[.I0krpnI0RnVs5RwK]{River Bögen}, the twisting peak known as the Drachenberg can be seen for miles around. Whenever trouble arises, the nearby townsfolk of @UUID[JournalEntry.ozE2DMCMK64eE5pD.JournalEntryPage.ce2KXRME2HzCxXhg]{Wheburg} cast an eye towards the mountain and make the comet sign of Sigmar to ward evil, for Drachenberg has a fell reputation. Its name roughly translates to ‘Dragon Peak’ and, true to its name, the mountain has long been a favoured haunt of the great beasts, as well as to other monstrous creatures such as @UUID[Compendium.wfrp4e-core.actors.z8f3vySKIpTxGr62]{Basilisks}, @UUID[Compendium.wfrp4e-core.actors.KeB0khEeq462qTJw]{Wyverns}, and @UUID[Compendium.wfrp4e-core.actors.XtVkAVgZRIIgrBXb]{Manticores}.</p><p>The immense Red Dragon, Caledair — the ‘Scythe of Fire’ — once made her lair in caves near the peak of the mountain, and hunted across the fields of the @UUID[.0Cmr0LZ3boLbNt6p]{Vorbergland} for uncounted generations. While she has not been seen for more than a century, none can say for certain if she is truly gone or if she sleeps in the mountain still.</p><p>The Drachenberg is treacherous, with steep sides that thwart climbers, and no easy routes to its sheer summit. Tough trees clog its foothills, they are sparse along its upper slopes and the top soil is very loose, which has caused more than one imprudent climber to slide free to a broken death. Even so, the brave and the foolish still attempt to climb the Drachenberg, for who knows what treasures may lie hidden within its unknown heights?</p><section id=\"secret-HLEp4bPyi24HxRjZ\" class=\"secret\"><ul><li><p><strong>Interview with a Dragon Slayer</strong>: Caledair the dragon hasn’t been seen for generations, but that means nothing to Thogna Ingotfist, a Dragon Slayer. The guards of <strong>Mantikor Castle</strong>, at the base of the <strong>Drakenberg</strong>, say Ingotfist has been up there since the great wyrm was last seen, and hasn’t come down since. If the guards are to be believed, she’s found untold riches up there that she can’t use ‘being a Slayer and all — they have vows, see’. However, if you take Ingotfist a cask of Bugman’s finest beer, it’s said she’ll spill any secret when deep in her cups. All you need do is find her.</p></li></ul></section>"
|
||
},
|
||
"The Grim, Dark Forests": {
|
||
"name": "The Grim, Dark Forests",
|
||
"text": "<p>The widespread forests of the Reikland are regarded as some of the safest in the Empire, but stray from the busy rivers and tree-lined roads and such impulsive talk is soon forgotten. Uncharted miles of towering oak, pine, elm, and beech hide much more than desperate bandits and wild animals. And the deeper one goes, the more dangerous it is.</p><p>@UUID[.UqeZNqbpV8uocCUN]{The Reikwald}</p><p>@UUID[.IzconBpgyB3I147U]{Bloodpine Woods}</p><p>@UUID[.so1ZUXSSYFRvxkhp]{The Grissenwald}</p>"
|
||
},
|
||
"The Reikwald": {
|
||
"name": "The Reikwald",
|
||
"text": "<p>The Reikwald blankets almost all the Reikland outside the @UUID[.0Cmr0LZ3boLbNt6p]{Vorbergland}, only thinning around the jagged @UUID[.lQz1hI7bZQeVHuiQ]{Skaag Hills} or where it is cleared by the towns and villages lining @UUID[JournalEntry.ozE2DMCMK64eE5pD.JournalEntryPage.Zhp59VXYiv6dGfhR]{the Reik} river and its many tributaries. Most travellers through the region prefer the relative safety of river travel to journeying along uncertain roads, and with good reason; the Reikwald is a favoured haunt of outcasts, cut-throats, and other lawless folk. While all major routes are patrolled by road wardens, their numbers are too few and the roads too long, so it’s not uncommon to encounter upturned coaches and other signs of banditry. The majority of the open clearings and abandoned ruins from past wars are claimed as camps by outlaws or by one of the herds of Beastmen roaming the deeper wood, and forays to clear these isolated places by regiments of the Reikland State Army are not uncommon.</p><p>In most parts, the Reikwald’s canopy is not so overgrown as to block sunlight, but its depths are frequently gloomy and heavy fogs are common, especially along the marshier stretches of the @UUID[.Zhp59VXYiv6dGfhR]{river Reik}. Scholars claim before the Empire was founded the Unberogen tribe of Humans ranged across this misty forest alongside older tribes whose names are now lost to memory. Concentric rings of carved standing stones called ‘oghams’ still exist from this era, though many are overgrown and almost impossible to find without a guide. Isolated communities still following ancient ways — old beliefs said to predate the coming of Sigmar — are said to hold such sites sacred. Intellectuals from the @UUID[Compendium.wfrp4e-altdorf.journals.EmhvOkkzAir6pzCB.JournalEntryPage.LqyTrO7VNeMDukKY]{Colleges of Magic} postulate terrible battles were once fought for these ancient, megalithic sites, and it’s not uncommon to find richer wizards funding explorations into the Reikwald’s depths to learn more about the magical stones.</p><section id=\"secret-WioW1NCN6go5zmQH\" class=\"secret\"><ul><li><p><strong>Fake It 'Til You Make It Out Alive!</strong>: Highway robbery is good business, but now Mathilde Schlitz wants out. She intends to pin her run of crimes on monsters of the forest. To do this, she plans to pay someone to grab authentic Beastmen artefacts from one of their herdstones in <strong>the Reikwald</strong>. These can then be placed in strategic places to fool the road wardens. However, just before she makes her escape, Mathilde will let slip to the road wardens that ne’er-do-wells are trying to hide their crimes with profane artefacts, and where they can be found. One way or another, Mathilde will not be the one to blame.</p></li></ul></section>"
|
||
},
|
||
"Bloodpine Woods": {
|
||
"name": "Bloodpine Woods",
|
||
"text": "<p>South of @UUID[JournalEntry.ozE2DMCMK64eE5pD.JournalEntryPage.V6tkgQ9A2skppjyl]{Altdorf} an outcrop of pine trees grows down the southern face of the magical Amber Hills and spills into the depths of @UUID[.UqeZNqbpV8uocCUN]{The Reikwald}. Called bloodpine for its deep-maroon wood, the lumber here is greatly desired by the artisans of Altdorf, and is most often used to produce exquisite furniture destined for the high-class markets of Marienburg and Nuln. Recently, bloodpine has become hard to source, for the Bloodpine Woods are plagued by @UUID[Compendium.wfrp4e-core.actors.zzdOpKqBC28J66Mn]{Forest Goblins} of the Spiderclaw tribe who’ve managed to tame a handful of swift-moving @UUID[Compendium.wfrp4e-core.actors.VPVnyae6VHeD9cEP]{Giant Spiders}. Few dare to work there now, for those attempting to cut the trees simply disappear, their cries echoing from the mists high in the trees before suddenly falling silent. This has, of course, only served to increase the value of bloodpine, which has deeply enraged purchasers, several of whom have taken to hiring mercenaries and private parties to clear the Goblins, figuring it is cheaper to throw bodies at the problem than pay more for their new filing cabinet.</p><section id=\"secret-Tg4wPVQwVUj1GhTa\" class=\"secret\"><ul><li><p> <strong>What's In A Name?</strong>: In the <strong>the Bloodpine Woods</strong>, not far from <strong>Ambergrissen</strong>, a ring of corpses hangs upside down lashed to trees. Blood stains the roots black as night, and the bark here is especially red. The corpses are intact, save for a single slice across each throat. They’ve not been eaten by animal, spider, or @UUID[Compendium.wfrp4e-core.actors.zzdOpKqBC28J66Mn]{Goblin}, and show no signs of struggle. Locals claim to know nothing, and repeatedly state they have never heard of such a terrible sacrifice. If the Shamans of the Amber College are approached, they are equally tight-lipped. If the horror is not investigated, nothing will come of it. If it is investigated: well, a new ring of blood will need to be raised, and the locals know exactly how to do it...</p></li><li><p> <strong>Let Nothing Be Wasted</strong>: Willibert Klemm — a merchant from @UUID[JournalEntry.ozE2DMCMK64eE5pD.JournalEntryPage.V6tkgQ9A2skppjyl]{Altdorf} — is livid at the loss in profits from the incursion of @UUID[Compendium.wfrp4e-core.actors.VPVnyae6VHeD9cEP]{Giant Spiders} into the <strong>Bloodpine Woods</strong>. But nothing gets past Klemm without handing over a few coppers first. Plus a new scheme is already brewing: Giant Spider silk! If he can’t sell the wood — well, by Handrich, he will sell the silk instead! All he needs is a capable crew of silk collectors, training provided by first-hand experience</p></li></ul></section>"
|
||
},
|
||
"The Grissenwald": {
|
||
"name": "The Grissenwald",
|
||
"text": "<p>The south-westernmost end of @UUID[.UqeZNqbpV8uocCUN]{The Reikwald} branches southwards along the Stirland border and thins out as it heads upriver towards the City-State of Nuln. This wide section of the forest is known locally as the Grissenwald, a tight woodland packed with distorted trees and twisted undergrowth, the depths of which are said to be swarming with Beastmen, Witches, and tribes of feral Mutants. Because of this, most local woodsmen travel in groups and seldom stay outdoors come nightfall, and its commonplace to find fluttering bills posted on roadside trees offering rewards for the retrieval of lost family and friends from the bowels of the forest.</p><section id=\"secret-FSLWhr3bDvXlMgwC\" class=\"secret\"><ul><li><p> <strong>The Ties That Bind</strong>: They say a witch stalks the <strong>Grissenwald</strong>: Angela Hebamme. Hebamme was once the most renowned midwife in the Empire. They say she was so talented that House Holswig-Schliesteins of Altdorf and House Liebwitz of Nuln both employed her, decades ago, to deliver their current scions. They say, in hushed whispers, that Hebamme wove powerful spells as she worked. These spells set the Empire on a course only she could foresee, before she fled from Imperial society. Now, many will pay a high price to hear what that witch has to say.</p></li></ul></section>"
|
||
},
|
||
"The Rivers, Canals, and Lakes": {
|
||
"name": "The Rivers, Canals, and Lakes",
|
||
"text": "<p>The many rivers spilling from the glacial lakes and waterfalls of the @UUID[.w0YfGxsBuLoODCgc]{Grey Mountains} down to the Reik are central to the Reikland’s economic success. Barges brimful with merchandise navigate the largest of these rivers, bringing diverse goods to the capital of @UUID[JournalEntry.ozE2DMCMK64eE5pD.JournalEntryPage.V6tkgQ9A2skppjyl]{Altdorf}, many of which are then shipped elsewhere in the Empire or sold down the river to Marienburg.</p><p>To further support the Reikland’s wide-ranging mercantile ambitions, the richer noble and merchant houses invest in extensive canals planned and constructed by Altdorf ’s famous engineers. The impact of these impressive waterways is undeniable, with trade goods moving faster than ever before, but they require maintenance and protection, both of which are costly. To ensure the wreckers and river pirates the canals attract have minimal impact, road wardens, guards, and riverwardens are employed as required, but frequently these are little better than the criminals they purportedly thwart.</p><p>@UUID[.Zhp59VXYiv6dGfhR]{The Reik}</p><p>@UUID[.I0krpnI0RnVs5RwK]{The Bögen}</p><p>@UUID[.QzASZVasWssiVkq3]{The Grünberg Canal}</p><p>@UUID[.CqIczLRZI265nrAR]{The Teufel}</p><p>@UUID[.RRwo3WYqdXvQ9jJp]{The Vorbergland Canals}</p><p>@UUID[.lBAJJZuJ2vkS9O9H]{The Weissbruck Canal}</p><div class=\"journal-image\"><img class=\"fit\" src=\"modules/wfrp4e-core/art/other/riverways.webp\" /></div>"
|
||
},
|
||
"The Reik": {
|
||
"name": "The Reik",
|
||
"text": "<p>The Reik carries more traffic and trade than all the other rivers in the Old World combined. Indeed, so massive is the river that almost half the fresh water of the Old World flows down its length, for it not only drains all the Reikland with its many tributaries, but most of the Empire beyond. By the time the Reik flows into the Reikland, it is already so wide it frequently appears more lake than river, leaving it impossible to bridge using standard engineering methods. As this immense watercourse approaches @UUID[JournalEntry.ozE2DMCMK64eE5pD.JournalEntryPage.V6tkgQ9A2skppjyl]{Altdorf} to meet the dark waters of the @UUID[Compendium.wfrp4e-dotr.journals.EBkKmwPreDndWqoc.JournalEntryPage.CW2w86aXWAd6ZpPl]{Talabec}, both rivers split into a complex network of channels that spread outwards to form the foggy @UUID[JournalEntry.ozE2DMCMK64eE5pD.JournalEntryPage.UQJA6nMPMkhoeVrj]{Altdorf Flats}. Many of the thinner distributaries caused by this are bridgeable, ensuring Altdorf is a natural center for trade as it is the only place where the Reik can be crossed on foot for many hundreds of miles. This single fact has secured Altdorf’s dominance of the area, both militarily and fiscally.</p><p>Beyond the @UUID[JournalEntry.ozE2DMCMK64eE5pD.JournalEntryPage.UQJA6nMPMkhoeVrj]{Altdorf Flats}, the boggy channels reconverge and the Reik begins its long journey westwards to the sea. By this point, it is so wide the opposite bank sometimes slips into mist, and is so deep that even the largest sea-faring vessel can navigate without fear. Resultingly, warships of the Imperial Navy, some so large to have crews out-numbering the populations of smaller towns, not only patrol these waters, but are built there, most launching from the Reiksport, a deep-water harbour built on the shores of @UUID[JournalEntry.ozE2DMCMK64eE5pD.JournalEntryPage.V6tkgQ9A2skppjyl]{Altdorf}. Rocky islands are common in this last stretch, most of which are secured with ancient fortresses, overridden by river pirates, or abandoned completely, boasting nothing more than a handful of old smugglers’ coves.</p><section id=\"secret-4vOhlFvy0QqpC68e\" class=\"secret\"><ul><li><p><strong>Grandfather Reik's Isle</strong>: Sailors love swapping stories of <strong>Grandfather Reik’s Isle</strong> — a mythical island of the <strong>River Reik</strong> governed by the god of the river itself. @UUID[JournalEntry.NcH9OhleJFfaUdon.JournalEntryPage.TGPJzTKAihJha3zB]{The Cult of Manann} in Altdorf is all too happy to support these stories, hoping to get ahead of their rivals in Marienburg, and claim Grandfather Reik is naught more than Manann. But others whisper that the Grandfather may actually by Stromfels — God of Sharks, Pirates and Wreckers. They state in hushed tones that ‘Reik’ sounds a lot like ‘Wreck’, and the river swallows more than its fair share of ships! But Grandfather Reik is neither, and it is not happy with such presumptions. So, the next folk to land on his island will be his messengers, whether they like it or not...</p></li><li><p><strong>40-Feet of Fame</strong>: For 30 years, Terenz Gaubatz — Imperial Zoologist, and dedicated cryptoid debunker — has been haunted by the loss of ‘the General’. This supposedly 40-foot Stirpike was caught, butchered, and inconveniently eaten before Gaubatz could confirm its existence. However, recent sightings near <strong>Lengern </strong>on the <strong>River Reik</strong> talk of a school of the monstrous fish. Given their rumoured size, it’s possible the General spawned before it died. If so, a living specimen would be a treasure in and of itself (not to mention the gold Gaubatz would award its deliverer).</p></li></ul></section>"
|
||
},
|
||
"The Bögen": {
|
||
"name": "The Bögen",
|
||
"text": "<p>The people of @UUID[JournalEntry.ozE2DMCMK64eE5pD.JournalEntryPage.OONgV24fbQ8ZEqSr]{Bögenhafen} claim Bögenauer, their town’s patron deity, is responsible for the commerce-blessed state of the Bögen. A relatively placid river with a clear, smooth, but not overly swift flow, the Bögen readily allows traffic to sail upriver nearly as easily as down. Its great depth allows larger river going vessels to navigate safely from @UUID[.Zhp59VXYiv6dGfhR]{the Reik} all the way to Bögenhafen. Though its source lies deep in the freezing peaks of @UUID[.w0YfGxsBuLoODCgc]{The Grey Mountains}, the Bögen turns warm as it flows through the hilly @UUID[.0Cmr0LZ3boLbNt6p]{Vorbergland}, which frequently causes heavy mists to gather along its banks. Most evenings, fingers of roiling fog rise from the Bögen, wrapping tendrils about nearby settlements and the surrounding @UUID[.UqeZNqbpV8uocCUN]{Reikwald}. This is frequently thick enough to obscure vision, so thieves, smugglers, and worse use it to conceal their nocturnal activities.</p><section id=\"secret-MuqiKwtfx44pIutx\" class=\"secret\"><ul><li><p><strong>Water's the Problem?</strong>: Waliyya el-Shah — an Arabyan Faylasūf living in @UUID[JournalEntry.ozE2DMCMK64eE5pD.JournalEntryPage.OONgV24fbQ8ZEqSr]{Bögenhafen} — has noticed something peculiar. For years, she’s been measuring the temperature of the <strong>River Bögen</strong> before and after it moves into @UUID[.0Cmr0LZ3boLbNt6p]{Vorbergland} in an attempt to understand its oddities. Recently, she’s noticed an unseasonable increase in temperatures, which flare up at one specific thinning of the river, and she has a theory. The Imperial Society of Worshipful Philosophers won’t help, so she’s taken a loan to pay a group of armed escorts to help her investigate the hot source in the fog. And if she’s right, she’s going to need as much help as possible for what lies beneath the waters...</p></li></ul></section>"
|
||
},
|
||
"The Grünberg Canal": {
|
||
"name": "The Grünberg Canal",
|
||
"text": "<p>The Grünberg canal is a recent addition to the waterways of the Reikland. Commissioned by Emperor Luitpold III as part of an extensive dowry paid to the previous Baron of Grünburg, it was completed in 2506IC and has seen heavy use ever since. The canal bypasses the treacherous shallows of the @UUID[.7W84VKt6CYR21J48]{Reiker Marshes} overlooked by @UUID[Compendium.wfrp4e-empire-ruins.journals.fgrD3J7lhVYdc7VF.JournalEntryPage.Ip4gsNUFocBJQGmk#castle-reikguard]{Castle Reikguard}, and it now takes much of the @UUID[.CqIczLRZI265nrAR]{river Teufel’s} barge traffic heading for @UUID[JournalEntry.ozE2DMCMK64eE5pD.JournalEntryPage.V6tkgQ9A2skppjyl]{Altdorf}. @UUID[.383rvYD6UgQXtpfj]{Grunberg’s} walls protect the tollhouse on the south end of the canal, and any barge wishing to pass it must pay a tax based on the length of the vessel entering the canal system. Queues are common at first light and dusk, but otherwise the tollhouse sees infrequent business. At the north end there is a lock-keeper’s house on the outskirts of Prieze that doubles as a barracks and stables for the twelve road warden paid to patrol the canal path and help any barges as required. This help typically comes in the form of impromptu protection taxes, which if not paid leave the offending barge open to bandit attacks. Attacks that inevitably follow for any who refuse to pay.</p><section id=\"secret-pXWDJlg63RD0YxNt\" class=\"secret\"><ul><li><p> <strong>In the Huff: </strong>Oskar Griesgram of the <strong>Buxhead </strong>Huffers’ Guild is furious. His company has always kept its numbers low, which ensured leading barges through the treacherous mouth of the @UUID[.CqIczLRZI265nrAR]{Teufel} scored a premium price. But the <strong>Grünberg Canal</strong> has ruined everything, as now more barges pass down that artificial waterway than through the silty waters of <strong>Leopold’s Folly</strong>. Griesgram believes it’s time for action. Obviously, he can’t involve himself, but should an interested party accidentally blow up a section of canal, or maybe lead some terrible creature to make its lair nearby, he’d be happy to part with a percentage of his wages every month, as business would surely boom in response.</p></li></ul></section>"
|
||
},
|
||
"The Teufel": {
|
||
"name": "The Teufel",
|
||
"text": "<p>The Teufel flows down from the mountains to @UUID[Compendium.wfrp4e-starter-set.journals.70sJnVPsNmeNnqdC.JournalEntryPage.Dltz7FyeTVWKArL7]{Duchy of Ubersreik}, then northwards to @UUID[.Zhp59VXYiv6dGfhR]{the Reik} through @UUID[JournalEntry.ozE2DMCMK64eE5pD.JournalEntryPage.qdcqz9n6zCLTlCoZ]{Auerswald} and @UUID[JournalEntry.ozE2DMCMK64eE5pD.JournalEntryPage.383rvYD6UgQXtpfj]{Grünburg}. Its waters have a distinctly reddish hue caused by iron deposits in the mud and silt, though storytellers suggest it’s the unending wars between the @UUID[.w0YfGxsBuLoODCgc]{Grey Mountain} Dwarfs and Goblins that have permanently stained the river red. A great deal of rain feeds into the Teufel and it regularly overflows, especially in spring, frequently flooding its mud-flled waters deep into the surrounding forest. Inns — often built high to avoid floodwater — are common along the Teufel, as are bandits, since much of the river runs through @UUID[.UqeZNqbpV8uocCUN]{The Reikwald}. Road warden regularly patrol the banks of the Teufel and they are not fond of any that linger without good reason.</p>"
|
||
},
|
||
"The Vorbergland Canals": {
|
||
"name": "The Vorbergland Canals",
|
||
"text": "<p>The Vorbergland Canals are an engineering marvel. Commissioned by the previous Archduke of Upper Teufel in conjunction with merchant houses from Nuln and Marienburg, the canals are the pride of the south, carrying trade from Wissenland across @UUID[.0Cmr0LZ3boLbNt6p]{The Vorbergland} and back again. Comprised of five canals connecting five major tributaries of @UUID[.Zhp59VXYiv6dGfhR]{the Reik}, the system links Nuln through to Carroburg, skipping the high taxes of Altdorf completely. Recently, the Dwarfs of @UUID[Compendium.wfrp4e-archives1.journals.De6yFCVO4shYbAUx]{Karak Azgaraz} sent delegations to the lords of Suden Vorbergland demanding the canals be shut, claiming old treaties from centuries past were being broken by an unacceptably large display of shoddy workmanship. This has caused an uproar from graduates of the @UUID[Compendium.wfrp4e-altdorf.journals.85UN6bKPTfGEBtBb.JournalEntryPage.HYkHeQZtD2AML3oG]{Imperial Engineers’ School} who see the steam locks and clever water-pumps as a pinnacle of human engineering. </p><section id=\"secret-nKL5fzMzZzWGulf0\" class=\"secret\"><ul><li><p><strong>Cathayan Retirement</strong>: Lin Li Chun — a renowned but unlicensed Cathayan sorcerer — and her wife have decided to tour the Old World. They’ve crossed the Worlds Edge Mountains, feasted in L’Anguille, shopped in Marienburg, and now they’re cruising in the <strong>Vorbergland Canals</strong>. Guests of Reikland by the Emperor’s command, wherever they go, they’re at risk from ignorant locals, so local authorities are ordered to protect them to prevent a diplomatic incident with Cathay. However, in @UUID[JournalEntry.ozE2DMCMK64eE5pD.JournalEntryPage.icaZcokQLawViHCq]{Ubersreik}, where no formal command structure exists and the local State Army is stretched paper-thin, escort duties are contracted out to whomever is available. So, a disparate party finds itself keeping the elderly couple safe at all costs. Unfortunately, it seems Lin Li doesn’t understand that unlicensed magic is illegal. And will anyone care when the assassins arrive?</p></li></ul></section>"
|
||
},
|
||
"The Weissbruck Canal": {
|
||
"name": "The Weissbruck Canal",
|
||
"text": "<p>Connecting @UUID[.I0krpnI0RnVs5RwK]{the Bögen} and @UUID[.Zhp59VXYiv6dGfhR]{Reik} rivers — bypassing Middenland’s Carroburg taxes in the process — the Weissbruck canal sees steady trafficc year-round as trade flows to and from @UUID[JournalEntry.ozE2DMCMK64eE5pD.JournalEntryPage.V6tkgQ9A2skppjyl]{Altdorf}. A toll to use the canal is paid once at whatever end a vessel enters. The canal is 25-feet wide, with frequent berthing points and numerous places to stay along its length.</p><p>Local bargees do not readily discuss it with strangers, but there are many unusual stories whispered about the canal. Supposedly, the Dwarf engineers that designed it unearthed pre-Unberogen artefacts when they first dug the waterway, and things have never been right in the area since. Some even swear that should Morrsleib — the smaller of the two moons — be full, one can sail the canal north to somewhere other than the Reik…</p><section id=\"secret-bJej5VY2HNxqT4FL\" class=\"secret\"><ul><li><p><strong>Wacky Races: </strong>If there’s one thing the nobility like doing, it’s proving how much better they are than everyone else — especially other nobles. Boyar Dominik Tyurin has decided that his next project will be a head-to-head yacht race down the <strong>Weissbruck Canal</strong>. The winner will receive a deed to an estate in Tyurin’s homeland of Kislev! The competition is fierce (and likely illegal), but the prize is worth it. All that needs be done is secure a yacht, pay the entry fee, and somehow navigate the tiny sliver of canal whilst 20 other entrants do the same. And they are a mixed bunch, including an engineer with a worrying number of tiny cannons, a merchant with an enormous barge dog, and a Gold Wizard with no sail on his yacht at all!</p></li></ul></section>"
|
||
},
|
||
"The Cursed and Fetid Marshes": {
|
||
"name": "The Cursed and Fetid Marshes",
|
||
"text": "<p>Although Middenland to the north claims many famous marshlands — such as the Furdienst, Midden Marshes, and Shadensumpf — the river banks of the Reikland are no less waterlogged, frequently giving way to fens, mires, and dangerous mud plains, especially down the length of mighty @UUID[.Zhp59VXYiv6dGfhR]{River Reik}. The largest of these is the @UUID[JournalEntry.ozE2DMCMK64eE5pD.JournalEntryPage.hzsgHYLKdpuJXls5]{Grootscher Marsh} on the border with the Wasteland, but many other examples exist, such as the @UUID[JournalEntry.ozE2DMCMK64eE5pD.JournalEntryPage.UQJA6nMPMkhoeVrj]{Altdorf Flats}, the @UUID[JournalEntry.ozE2DMCMK64eE5pD.JournalEntryPage.7W84VKt6CYR21J48]{Reiker Marshes}, and the @UUID[JournalEntry.ozE2DMCMK64eE5pD.JournalEntryPage.UgdmzqFk9fn8MXLV]{Uhland Bogs}.</p><p>@UUID[.hzsgHYLKdpuJXls5]{Grootscher Marsh}</p><p>@UUID[.UQJA6nMPMkhoeVrj]{Altdorf Flats}</p><p>@UUID[.7W84VKt6CYR21J48]{Reiker Marshes}</p><p>@UUID[.UgdmzqFk9fn8MXLV]{Uhland Bogs}</p>"
|
||
},
|
||
"Grootscher Marsh": {
|
||
"name": "Grootscher Marsh",
|
||
"text": "<p>The largest wetland of the Reikland, the Grootscher Marsh spreads out on both banks of @UUID[.Zhp59VXYiv6dGfhR]{the Reik}. It extends some fifty miles into the Reikland and Middenland from the border with the Wasteland, and is considered by many to be a cursed place, for it is the site of one of the Empire’s most famous military defeats of the last century: The Battle of Grootscher Marsh, where the Wasteland secured its independence from imperial rule.</p><p>In modern times, the Grootscher Marsh remains the foul smelling fenland it always was, filled with ill-sounding birds and infested with @UUID[Compendium.wfrp4e-core.actors.7qslmdLa7so3BmFk]{River Trolls}. In leaner years, when meat cannot be found for their rotting larders, the Trolls grow hungry and rumor holds they slip into @UUID[.Zhp59VXYiv6dGfhR]{the Reik} to pluck the unwary from passing ships. Being sent to clear out the Grootscher Marsh is considered one of the worst punishment details imaginable by the State Armies of the Reikland; even the hardiest soldiers hesitate when ordered there.</p><p>Travellers on @UUID[.Zhp59VXYiv6dGfhR]{the Reik} occasionally report the sounds of strange, ominous horns echoing through the thick fogs that frequently coalesce across the marsh, and wise locals note Trolls don’t make use of such. Old hands on the Reik agree, and then swiftly change the subject…</p><section id=\"secret-fQuRrbCsLh5iu2dt\" class=\"secret\"><ul><li><p><strong>Shroom Boom</strong>: Physicians, apothecaries, and scholars all pay high prices for the multitude of rare mushrooms and unusual plants that only grow in the perilous Cursed Marsh about the city of Marienburg. However, several crops of Daemon’s Tand, Rood Puffball, and Dodeshors Polypore, three of the most valuable Wastelander fungi, have recently been discovered growing in the murk of the Grootscher Marsh. Sensing heavy profits, Klaes Adaans, an ever-frowning merchant lodging in the village of Oberseert overlooking the marsh, is hiring mushroom-pickers willing to brave the wetlands. This brings increased activity that not only attracts hungry @UUID[Compendium.wfrp4e-core.actors.7qslmdLa7so3BmFk]{River Trolls} to the area, but also Goblins keen to capture them. Klaes cares little for such trivialities, and certainly won’t mention them; all he wants is a steady crop of lucrative fungus. Those with stern hearts and keen eyes can reap real rewards here… or become meat for a Troll’s larder.</p></li><li><p><strong>A Tail of Misfortune: </strong>Whilst perusing a weaponsmith’s wares, a strange mace catches the eye; a bony cluster, like a cauliflower made from overlapping sharkskin scales, mounted on a handle of bog iron. The smith says she bought it from a man from the <strong>Grootscher Marsh</strong>, who claimed the growth was the tail of a bog monster. The mace-head is surprisingly well weighted, robust, and effective. The smith claims a canny group willing to brave the marsh could make a fortune if a reliable source for the mace-heads could be found. </p></li></ul></section>"
|
||
},
|
||
"Altdorf Flats": {
|
||
"name": "Altdorf Flats",
|
||
"text": "<p>The @UUID[.Zhp59VXYiv6dGfhR]{rivers Reik} and @UUID[Compendium.wfrp4e-dotr.journals.EBkKmwPreDndWqoc.JournalEntryPage.CW2w86aXWAd6ZpPl]{Talabec} split around the city of Altdorf into hundreds of shifting channels, black-soiled mudflats, and marshes that spread north and south of the great city. Known as the Altdorf Flats, these wide wetlands are dominated by rushes and reeds, and are notorious for their foul stench and slurping, River-Troll-infested bogs. Some twenty miles west of @UUID[.V6tkgQ9A2skppjyl]{Altdorf}, the snaking channels converge again into the wide River Reik, where the waters flow further westwards to the Princedom of Carroburg.</p><p>The flats are crossed by six primary causeways that fan from the fertile farmlands immediately surrounding Altdorf. Each causeway is punctuated by several stone bridges, some of which are Dwarf-wrought and date from the Time of Sigmar. Their roads are ever-busy with coaches and merchant trains coming to and from the capital, so are heavily patrolled by road wardens. Similarly, the marshy waterways are a haven for smugglers looking to circumvent Altdorf’s heavy tolls and taxes, so riverwarden and Shipswords are a frequent sight plying the unsure waters, seeking criminals and driving back larger marsh monsters.</p><section id=\"secret-fCSQsm8GfpqitFY3\" class=\"secret\"><ul><li><p><strong>Gorrum Gluttongut's Delicatessen</strong>: @UUID[Compendium.wfrp4e-altdorf.journals.85UN6bKPTfGEBtBb.JournalEntryPage.dfNHApRxdK6yAJqY]{Gorrum Gluttongut} — an Ogre ‘Chef ’ from @UUID[JournalEntry.ozE2DMCMK64eE5pD.JournalEntryPage.V6tkgQ9A2skppjyl]{Altdorf} — is always looking for new meats to serve in his delicatessen. Bigger is always better, regardless of any other criteria. Whilst Giant is hard to come by, the <strong>Altdorf Flats</strong> are frequently invaded by River @UUID[Compendium.wfrp4e-core.actors.7qslmdLa7so3BmFk]{Trolls}… Gluttongut will pay well for some premium rump steaks. Should, by some miracle, such steaks be secured, any would-be meat-sellers best be careful, as the flesh doesn’t seem to stop regenerating, even long after the source of the steaks is dead. Carrying them, or even ferrying them, can quickly become impossible for the unprepared.</p></li></ul></section>"
|
||
},
|
||
"Reiker Marshes": {
|
||
"name": "Reiker Marshes",
|
||
"text": "<p>Lying between the Reiker Heights and the Hohesesienen Hills at the sluggish confluence of the @UUID[.Zhp59VXYiv6dGfhR]{River Reik} and the @UUID[.CqIczLRZI265nrAR]{River Teufel}, the Reiker Marshes are notoriously treacherous, and inexperienced captains frequently run aground in its deceptively shallow waters. Tattered flags and corroded signposts mark the most perilous sections, but these are woefully insufficient. River guides locally known as ‘huffers’ are available to guide boats through the waters for a reasonable price, most of whom gather in the towns of Prieze and Babenborn on the Reik, and in significantly fewer numbers in Buxhead on the Teufel. The waters are at their most dangerous in the five-mile stretch at the end of the Teufel where it meets the Reik. Locally called ‘Leopold’s Folly’ after the emperor who tried, and failed, many times to dredge the red-silted waters in order to make it safe for deep-drafted ships, wise barge captains avoid it completely, preferring to pay tolls to pass through @UUID[.QzASZVasWssiVkq3]{The Grünberg Canal} rather than risk their crew and cargo.</p><section id=\"secret-P5PUPFWeFP79eXwu\" class=\"secret\"><ul><li><p><strong>Proof is Under the Poop Deck</strong>: The <em>Rhyal</em> , a dilapidated vessel of Strigany origin, has run aground in <strong>Leopold’s Folly</strong> and has lain there undisturbed for over a month. Rumours and superstitions surround the Strigany, with folks whispering that they’re in league with the dreaded Undead. So far, none are willing to approach the wreck for fear of what may lay within — not even the voracious scavengers found throughout the <strong>Reiker Marches</strong> — so it’s fair game for any soul brave enough to investigate.</p></li></ul></section>"
|
||
},
|
||
"Uhland Bogs": {
|
||
"name": "Uhland Bogs",
|
||
"text": "<p>A windswept peatland lying to the south of the County of the West March, the mossy Uhland Bogs are pierced through by the Westerfluss, the river that forms the natural border between the Wasteland and the Reikland. Towers of peat cut from the bog can be found stacked in the small villages near the mire, where dried blocks are used to fuel local fires in winter or shipped downriver to be sold along @UUID[.Zhp59VXYiv6dGfhR]{the Reik}. In the south-west depths of the bog a number of ancient, carved stones rise from the sodden land, drawing local cultists of @UUID[JournalEntry.NcH9OhleJFfaUdon.JournalEntryPage.dY6NZyY5pujNM5h8]{Rhya} and older deities to worship during important equinoxes. One group of these stones, called the Crowstones, has a particularly foul reputation, and the surrounding bog is permanently blackened. Locals warn never to travel to the stones near the festival days of Geheimistag or Hexenstag, for they claim crows gather in impossible numbers and unspeakable things rise from the bog to wreak terror upon the living.</p><section id=\"secret-qSdehaK0hmz4zgHc\" class=\"secret\"><ul><li><p> <strong>Morr's Blood</strong>: ‘<em>Out near the <strong>Crowstones </strong>in the <strong>Uhland Bog</strong>, I found something you ’ave to see. This black rock here. There’s plenty of it up there. Look, I know it don’t look special or nuffin, but it stained my hands proper. Still black, see. So, I crushed it up, mixed in a little mordant, and what I got was the blackest black dye you ever saw. The dandies in Altdorf will go barkin’ for this stuff! Sure, I had the worst nightmares of me life afterwards, but they don’t need to know that, do they? All they want is proper blacks for their robes and such. And we can get that for ’em, right?’</em></p></li></ul></section>"
|
||
},
|
||
"Timeline of the Reikland": {
|
||
"name": "Timeline of the Reikland",
|
||
"text": "<p>Being a summary of the major events concerning the history of the Grand Province of Reikland.</p>\n<h3 class=\"no-toc\">c. -500 IC</h3>\n<p>The Unberogen tribe of Humans settle the land where Altdorf now lies, and begin fortifying the area. It will be sacked many times by rival tribes, Beastmen, Orcs, Goblins, and other vile creatures. Nevertheless, the site is strategically important at the confluence of the Reik and Talabec, and a mixture of conquest and trade helps the settlement flourish. Soon, scholars claim, the fortified town is known as the ‘rich village’, or Reichsdorf. As centuries pass, this becomes Reikdorf, with the surrounding land called the Reikland.</p>\n<h3 class=\"no-toc\">-30 IC</h3>\n<p>A twin-tailed comet streaks through the sky, heralding the birth of Sigmar to Chief Björn of the Unberogen tribe in Reikdorf. The comet leads a crazed warparty of Orcs to Sigmar’s birthplace, and his mother, Griselda, is killed in the attack, leaving Sigmar with a life-long hatred of Greenskins.</p>\n<h3 class=\"no-toc\">-15 IC</h3>\n<p>A merchant-train from Karaz-a-Karak is ambushed by Orcs, and they capture King Kurgan Ironbeard. Sigmar rescues the king, and in return is named a dawonger, Dwarf-friend, and given the king’s greatest heirloom, the magical warhammer Ghal-Maraz.</p>\n<h3 class=\"no-toc\">-8 IC</h3>\n<p>After his father dies, Sigmar becomes chief of the Unberogen tribe.</p>\n<h3 class=\"no-toc\">-7 IC</h3>\n<p>Sigmar realises the threat the Greenskins pose is far too much for his tribe to tackle alone, so he starts a campaign to bring all the surrounding Human tribes under his rule.</p>\n<h3 class=\"no-toc\">-2 IC</h3>\n<p>After several years of warfare and diplomacy, Sigmar binds twelve of the human tribes under his rule and allies himself with several more.</p>\n<h3 class=\"no-toc\">-1 IC</h3>\n<p><em>The First Battle for Black Fire Pass</em>. The largest horde of Orcs and Goblins the world has seen is defeated by Humans and Dwarfs led by High Chief Sigmar and King Kurgan, ending the centuries-long Goblin Wars.</p>\n<div class=\"journal-image float-right\"><img src=\"modules/wfrp4e-core/art/spot/spot-axe-armour.webp\" width=\"178\" height=\"230\" /></div>\n<h3 class=\"no-toc\">0 IC</h3>\n<p>Sigmar is crowned emperor over the chiefs of the twelve tribes and the Empire is born. The Dwarf Runesmith Alaric the Mad is commissioned to create twelve runeswords, one for each of the tribal chiefs, as a symbol of their office and as thanks for their sacrifices to end the Goblin Wars.</p>\n<h3 class=\"no-toc\">1 IC </h3>\n<p><em>The First War Against Chaos</em>. The newly founded Empire is attacked by the forces of Morkar the Uniter, Everchosen of Chaos. The war is desperate, short, and devastating. Eventually, Morkar is slain by Sigmar in a day-long battle that was said to have split the earth and rent the sky.</p>\n<h3 class=\"no-toc\">c. 2 IC</h3>\n<p>Sigmar names the twelve tribal chiefs his ‘counts’, which modern scholars claim can be sourced in the Classical word comes, meaning ‘companion’, for they were his companions on the battlefield against the Greenskins and against the Chaos tribes from the north.</p>\n<h3 class=\"no-toc\">c. 7 IC</h3>\n<p>Sigmar kills the Necromancer Morath and takes the Crown of Sorcery. Recognising its evil, Sigmar locks it away beneath Reikdorf.</p>\n<h3 class=\"no-toc\">11 IC</h3>\n<p><em>Battle of Drakenmoor</em>. The Great Enchanter, Constant Drachenfels, leads an army of Goblins and Daemons against Sigmar’s new capital and suffers the first defeat of his eternal existence. This shocking loss will haunt him long after he reincorporates several centuries later.</p>\n<h3 class=\"no-toc\">15 IC</h3>\n<p><em>Battle of the River Reik</em>. Nagash, the Lord of Undeath, gathers a shambling horde of unliving monsters, and attempts to claim the Crown of Sorcery from Sigmar. The Undead almost overwhelm the Reiklanders and their Dwarf allies, but, after an exhausting battle, Sigmar eventually strikes Nagash down, causing the unliving army to crumble to dust.</p>\n<h3 class=\"no-toc\">50 IC</h3>\n<p>After five decades of extraordinary rule, Sigmar vanishes. To avoid destroying Sigmar’s empire, the tribal chiefs eventually agree to vote for a new emperor from their own number, and select Siegrich of the Asoborn tribe. Thus, the counts became ‘elector counts’, and each swears to be a companion and protector of their elected emperor.</p>\n<h3 class=\"no-toc\">51 IC</h3>\n<p>Emperor Siegrich I dies in a hunting accident. After a fraught month, Prince Hedrich of the Unberogens is elected Emperor Hedrich I, bringing the seat of the Empire back to Reikdorf.</p>\n<h3 class=\"no-toc\">69 IC</h3>\n<p>Johann Helstrum arrives in Reikdorf and claims to have holy visions concerning Sigmar. He preaches that he witnessed Sigmar’s Ascension to Godhood. Such is the love the Unberogens have for their lost emperor, Helstrum is readily believed.</p>\n<h3 class=\"no-toc\">73 IC</h3>\n<p>Johann Helstrum builds a temple to Sigmar in Reikdorf. History will forever remember him as the first Grand Theogonist of </p>\n<p>the Cult of Sigmar, and the first man to recognise Sigmar’s divinity.</p>\n<h3 class=\"no-toc\">c. 100 IC</h3>\n<p>Emperor Hedrich I receives the twelve runeblades from Alaric the Mad that were commissioned 100 years earlier. Each of these ‘Runefangs’ is a unique weapon of extraordinary power, and they are passed to the tribal chiefs. In time, the Runefangs will become powerful symbols of the Elector Counts.</p>\n<h3 class=\"no-toc\">246 IC</h3>\n<p>A High Temple to Sigmar is completed in Reikdorf, and it acts as the centre </p>\n<p>of worship for a cult that now extends throughout the Empire. This rapid expansion leads to open conflict with the cults of Ulric and Taal.</p>\n<h3 class=\"no-toc\">990 IC</h3>\n<p>Emperor Ludwig I, commonly called Ludwig the Fat, grants the Grand Theogonist a vote to select the next emperor. Though some Elector Counts cry foul, and the other cults are astounded at the blatant favouritism, Emperor Ludwig appears far more interested in the lavish banquets prepared for him by the Cult of Sigmar in Reikdorf.</p>\n<h3 class=\"no-toc\">1000 IC</h3>\n<p>1000 years after Sigmar was crowned emperor, the Cult of Sigmar completes a new High Temple in Reikdorf. It is the largest temple in all the Empire, and cements Sigmar worship as the primary cult in the Reikland. In celebration, Emperor Ludwig </p>\n<p>I renames his city Altdorf, demonstrating its age and importance to the Empire as a whole.</p>\n<h3 class=\"no-toc\">1053-1115 IC</h3>\n<p><em>The Rule of Boris Goldgather</em>. Emperor Boris I proves to be exceptionally unpopular and corrupt, with his rule known for exorbitant taxes, weak leadership, and a complete neglect of the military.</p>\n<h3 class=\"no-toc\">1106-1110 IC</h3>\n<p><em>Rise of the Drakwald</em>: Beastmen and other vile creatures swarm from beneath the twisted bowers of the Drakwald, sacking villages, towns, and fortifications across the Drakwald province. When the last heir to the Drakwald throne is slain in battle with an enormous Bestigor, Emperor Boris I chooses to place the Drakwald Runefang in his Altdorf palace. Publicly, when a suitable heir is found, the Runefang will be passed on. Privately, Boris has no intention of ever giving up the magical blade.</p>\n<div class=\"journal-image float-right\"><img src=\"modules/wfrp4e-core/art/spot/spot-skull-helmet.webp\" width=\"163\" height=\"177\" /></div>\n<h3 class=\"no-toc\">1111-1115 IC</h3>\n<p><em>The Black Plague</em>. Disease sweeps through the Reikland, killing nine in every ten people, and debilitating half of those left alive. Skaven then erupt from their under-Empire and attack. When Emperor Boris I dies of the plague in 1115 IC, no-one replaces him in the ensuing anarchy. </p>\n<p>1115-1124 IC</p>\n<p><em>The Rat Wars</em>. Skaven move to systematically enslave the remaining population of the Empire, and effectively wipe-out what remains of the Drakwald province. In response, Elector Count Mandred of Middenland rallies a desperate defence, and with the help of Elven allies from the laurelorn Forest, finally drives the Skaven back below ground. At the end of the war, the victorious Mandred is elected emperor by the three surviving elector bloodlines.</p>\n<h3 class=\"no-toc\">1152-1359 IC</h3>\n<p><em>Age of Wars</em>. Emperor Mandred II is assassinated by the Skaven in 1152 IC. The Elector Counts cannot agree on a successor as they are too concerned about rivals invading their devastated grand provinces, so a fraught interregnum ensues for over two centuries. During this time, the Princes of the Reikland rule their Grand Province unfettered as civil war rages across the Empire.</p>\n<h3 class=\"no-toc\">1359-1547 IC</h3>\n<p><em>The Time of Two Emperors</em>. In a desperate bid to end the bloodshed, the Electors meet in Altdorf and eventually agree on a choice for emperor, crowning Elector Count Wilhelm of Stirland as emperor by a majority of one. Elector Countess Ottila of Talabecland is outraged at this, and claims the vote is rigged. When she returns to Talabheim she declares herself Empress without a vote, and is supported in her claim by the Cults of Taal and Ulric. She then outlaws the Cult of Sigmar in Talabecland, a decree that stands for almost a thousand years. The civil wars escalate.</p>\n<h3 class=\"no-toc\">1421 IC</h3>\n<p>Shipbuilding rises to prominence in Altdorf’s natural harbour, the Reiksport. Soon, quality vessels built in the Reikland are plying the Reik river system.</p>\n<h3 class=\"no-toc\">1489 IC</h3>\n<p>The prince of the Reikland formally commissions a navy, worried about the influence of ships sailing from Talabheim, Carroburg, Nuln, and Marienburg. To help limit their influence, Altdorf builds several low bridges across the Reik and Talabec to block larger ships and to control trade.</p>\n<h3 class=\"no-toc\">1547-1979 IC</h3>\n<p><em>The Time of Three Emperors</em>. After Sigmarites botch an assassination attempt when Electors refuse to back their choice for the next emperor, the Elector Count of Middenland denounces the imperial elections as a corrupt sham, and declares himself the rightful emperor. He has the support of the cult of Ulric, which had recently fallen out with the Talabecland emperors. </p>\n<p>The Empire now has three Emperors: The Electoral Emperor supported by the cult of Sigmar, the Ottilian Emperor supported by the Cult of Taal, and the Wolf Emperor supported by the Cult of Ulric. The civil wars intensify. </p>\n<h3 class=\"no-toc\">c. 1450-1550 IC</h3>\n<p>Knights returning rich from the crusades against Araby found new knightly orders and chapterhouses across the Reikland. They also fund the first temple of Myrmidia in Altdorf, a simple building sponsored by the newly invested Knights of the Blazing Sun.</p>\n<h3 class=\"no-toc\">1681 IC</h3>\n<p><em>The Night of the Restless Dead</em>. The dead stir in the Gardens of Morr. Corpses rise, bones rattle, and the dead walk the land, sowing terror and confusion. Entire towns and villages are overrun before dawn brings a reprieve from the rapacious hunger of the deceased.</p>\n<h3 class=\"no-toc\">1707-1712 IC</h3>\n<p><em>WAAAGH! Gorbad!</em> and the First Siege of Altdorf. Taking advantage of the divided Empire, the Orc Warboss Gorbad Ironclaw invades with a tide of Greenskins at his back, destroying the Grand Province of Solland, sacking Nuln and much of Wissenland, and eventually sweeping through the Reikland razing almost a third of its settlements before his green wave eventually breaks against the walls of Altdorf; but not before the Prince of Altdorf, and Electoral Emperor, Sigismund IV is killed.</p>\n<h3 class=\"no-toc\">1940 IC</h3>\n<p><em>The Poisoned Feast</em>. The Great Enchanter, Constant Drachenfels, in one of his most famous treacheries, invites the Electoral Emperor, Carolus II, and the entire imperial court and its families, to a great feast held in his castle. Drachenfels poisons his guests, paralysing them. He then starves them to death in front of the marvellous banquet he prepared. This wipes out several important noble bloodlines of the Reikland, deeply destabilising the grand province and the Electoral Emperors as a whole.</p>\n<h3 class=\"no-toc\">1979-2303 IC</h3>\n<p><em>The Dark Ages</em>. Elector Countess Magritta of Westerland is elected empress, but the Cult of Sigmar refuses to crown her, or indeed any other Elector Count or Countess, leaving the Electoral Emperors without a voted emperor. The entire electoral system collapses, and soon most provinces fight only for themselves. Petty warlords claim titles on a whim as new kingdoms, counties, duchies, princedoms and more rise and fall as terror spreads across the former Empire.</p>\n<h3 class=\"no-toc\">2010-2146 IC</h3>\n<p><em>The Vampire Wars.</em> The Empire has collapsed into thousands of competing factions, and the Vampire Lords of Sylvania rise to exploit the turmoil. In total, three major wars result as three different vampire counts attempt to eradicate the fractured Empire. Each time, the Vampires are driven back through a mixture of unlikely alliances, desperate gambits, and clever strategy.</p>\n<div class=\"journal-image float-right\"><img src=\"modules/wfrp4e-core/art/spot/spot-glove-blade.webp\" width=\"159\" height=\"141\" /></div>\n<h3 class=\"no-toc\">2051 IC</h3>\n<p><em>Second Siege of Altdorf</em>. The vampire lord Vlad von Carstein is slain. His wife, Isabella von Carstein, commits suicide, unable to continue unlife without him. Their armies soon splinter into feuding factions, ending the First Vampire Wars.</p>\n<h3 class=\"no-toc\">2100 IC</h3>\n<p>After the inconclusive Battle of Four Armies ended in multiple assassination attempts by supposed allies on the Empire side, it is decided that it is time to elect an emperor to pull everyone together. Elector Count Helmut is the most popular candidate for this, until its discovered he is actually a zombie in the thrall of Konrad von Carstein, the very vampire lord they are trying to defeat. All plans to elect an emperor are abandoned.</p>\n<h3 class=\"no-toc\">2135 IC</h3>\n<p><em>Third Siege of Altdorf</em>. The vampire lord Mannfred von Carstein launches a surprise winter attack on the Reikland capital as it recuperated from a summer of civil conflicts but is eventually driven back when the Grand Theogonist of Sigmar uses a forbidden spell to unbind the vampire’s necromancy.</p>\n<h3 class=\"no-toc\">2203 IC</h3>\n<p>A rift into the Realms of Chaos opens at Castle Drachenfels, resulting in the annihilation of almost every living soul from Bögenhafen to Ubersreik. After more than a week of terror, the rift mysteriously closes.</p>\n<h3 class=\"no-toc\">2302-2304 IC</h3>\n<p><em>The Great War Against Chaos. </em>Asavar Kul, Everchosen of Chaos, leads a horde of unimaginable size into Kislev, laying waste to everything in his path. In response, Magnus von Bildhofen, a young Nulner noble claiming to be inspired by Sigmar, rallies the fractured and broken Empire into a mighty army to relieve Kislev. He eventually defeats Asavar Kul at the Gates of Kislev alongside Kislevite, Dwarf, and Elven allies.</p>\n<h3 class=\"no-toc\">2304-2369 IC</h3>\n<p><em>The Reign of Magnus the Pious</em>. Magnus von Bildhofen is elected Emperor Magnus I, the first elected emperor representing all Sigmar’s Grand Provinces for almost a thousand years. Riding the wave of popularity he secured by winning the Great War Against Chaos, he immediately initiates sweeping reforms to end the corruption that previously brought the Empire to its knees, creating new laws to limit the nobility, cults, guilds and much more. He also oversees the foundation of many new institutions, including the formal creation of the Empire State Armies, Imperial Navy, and, controversially, the Colleges of Magic in Altdorf, making magic legal across all the Empire for the first time. </p>\n<h3 class=\"no-toc\">2308-2310 IC</h3>\n<p><em>The Third Parravon War</em>. The Bretonnian duchy of Parravon invades the Reikland across the Grey Lady Pass, claiming the military escalation in Ubersreik caused by the mustering of the new State Army breaks an ancient treaty. They are quickly driven back, and the following year Parravon is besieged. Eventually, after a year of occasional skirmishes outside Parravon’s extraordinarily high walls, and a great deal of standing around shouting insults, the King of Bretonnia treats on behalf of Parravon with Emperor Magnus I, ending the war.</p>\n<h3 class=\"no-toc\">2402-2405 IC</h3>\n<p><em>The Fourth Parravon War</em>. The Bretonnian duchy of Parravon again invades the Reikland across the Grey Lady Pass. Ubersreik is besieged twice during the war, but doesn’t fall. Peace is eventually brokered by the intervention of Emperor Dieter IV who agrees to pay the Parravonese an extortionate sum of money to retreat, drawing much criticism at court.</p>\n<p>2415 IC</p>\n<p><em>The Night of a Thousand Arcane Duels</em>. War erupts between the Eight Colleges of Magic in Altdorf, razing large sections of the city and resulting in the death of six of the eight Patriarchs. The Cult of Sigmar pressures the Prince of Altdorf and Emperor Dieter IV to lock the Colleges down, which they do, resulting in the execution of many wizards, and effectively bringing legal magic use to an end in the Empire. Many of the surviving wizards flee the Colleges, never to return.</p>\n<h3 class=\"no-toc\">2420-2424 IC</h3>\n<p><em>WAAAGH! Grom!</em> The Goblin Warboss Grom the Paunch leads an enormous horde of Greenskins across the Empire, sacking many Reikland towns and villages, before eventually heading westwards, undefeated, where he then takes to the sea. The lack of wizards from the suspended Colleges of Magic is widely blamed for the repeated military defeats suffered by Reikland’s armies.</p>\n<h3 class=\"no-toc\">2429 IC</h3>\n<p>Westerland buys its independence from the Empire by bribing Emperor Dieter IV, reforming itself as The Wasteland with Marienburg as its capital. Using anti-corruption laws put in place by Magnus the Pious almost a hundred years earlier, the Elector Counts depose Dieter in the ensuing scandal. He is replaced by Grand Prince Wilhelm of House Holswig-Schliestein of the Reikland, who is named Emperor Wilhelm III, starting the imperial dynasty that rules the Empire to this day.</p>\n<p><em>The Battle for Grootscher Marsh</em>. Emperor Wilhelm III, under pressure from the Elector Counts to respond to the Wasteland’s secession from the Empire, gathers the State Armies to invade Marienburg. In late Autumn, the opposing forces meet at the Grootscher Marsh just outside Siert, and the Empire is routed by the advanced Marienburg navy, well-trained mercenaries and militias, and the magics of the Wasteland’s High Elven allies. Begrudgingly, Wilhelm verbally recognises the Wasteland’s independence, but refuses to ratify it with a treaty. Marienburg accepts this and draws their new border at Siert.</p>\n<div class=\"journal-image float-right\"><img src=\"modules/wfrp4e-core/art/spot/spot-skulls.webp\" width=\"162\" height=\"174\" /></div>\n<h3 class=\"no-toc\">2430 IC</h3>\n<p>Appalled at the State Army’s inability to effectively counteract the Elven mages and Marienburg ships, Emperor Wilhelm III reinstates the Colleges of Magic after their 15-year suspension and invests significant resources into shipbuilding at the Reiksport.</p>\n<h3 class=\"no-toc\">2431 IC</h3>\n<p><em>The Great Fire of Altdorf</em>. The newly reinstated Bright College accidentally sets Altdorf alight when a spell misfires, burning many buildings to the ground. Many lobby Emperor Wilhelm III hard to suspend the colleges again, but eventually he decides to keep them open, but with greater oversight from the Cult of Sigmar.</p>\n<h3 class=\"no-toc\">2453 IC</h3>\n<p><em>Fourth Siege of Altdorf</em>. The Liche King, Arkhan the Black, invades the Reikland with a seemingly endless swarm of walking corpses that march straight for Altdorf. Once the siege begins, Arkhan slips unnoticed into the High Temple of Sigmar and steals the dreaded Liber Mortis kept within. Minutes after he escapes, his army collapses, leaving thousands of carcasses mouldering outside the city walls as state soldiers look on in confusion and relief.</p>\n<h3 class=\"no-toc\">2480 IC</h3>\n<p>In Drachenfels Castle, Constant Drachenfels is slain by Crown Prince Oswald von Königswald of Ostland.</p>\n<h3 class=\"no-toc\">2483 IC</h3>\n<p>Emperor Luitpold III signs treaties with the Wasteland to allow warships of the Imperial Navy to pass through the city-port of Marienburg. For the first time since the secession of the Wasteland, the Reiklander navy is sailing the high seas, although the tolls to do so are extortionate.</p>\n<h3 class=\"no-toc\">2502 IC</h3>\n<p>Emperor Luitpold III dies in his sleep. In a close vote, Luitpold’s son is elected to replace him, and is crowned Emperor Karl-Franz I in the High Temple of Sigmar in Altdorf.</p>\n<h3 class=\"no-toc\">2505 IC</h3>\n<p>By imperial appointment, the playwright Detlef Seirk attempts to stage an ambitious play in Castle Drachenfels for Emperor Karl-Franz and the gathered nobility of the Empire. It goes disastrously wrong.</p>\n<h3 class=\"no-toc\">2508 IC</h3>\n<p>Malathrax the Mighty, an enormous Doomfire Dragon, terrorises the Vorbergland, razing villages and taking livestock, before its driven north across the Hägercrybs. After several months of pursuit, and the eradication of the entire Knightly Order of the Ebon Sword, the Dragon is slain by the Imperial Huntsmarshal, Markus Wulfhart, who places three arrows in its heart.</p>\n<p> </p>"
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||
},
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"Politics": {
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"name": "Politics",
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"text": "<p>The Reikland perceives itself as a progressive, civilised realm, standing apart from the backward barbarity of the other provinces. It is ruled by an Elector Count bearing the title ‘Grand Prince of the Reikland’ — the ‘grand’ appellation indicating the prince is an elector for the next emperor when the current one dies. The grand prince’s land is divided into a patchwork of individual fiefs governed by dukes, counts, margraves, high priests, abbots and other rulers. These provinces, whose lords swear directly to the grand prince, are collectively titled the ‘Reikland Estates’, most of which have been ruled by the same families or institutions for uncounted generations, affording them significant influence. The grand prince’s decrees are ratified by the ‘Reikland Diet’, an assembly comprised of the lords of the Reikland Estates. However, certain powers were reserved for the crown during Magnus the Pious’s Imperial Reforms two centuries ago, including: the right to summon and command the State Army of the Reikland, the raising of emergency taxes in times of crisis, the right to authorise new coinage, and the right to call a High Lord Steward’s Court should a powerful noble be charged with a crime.</p><div class=\"journal-image\"><img class=\"fit\" src=\"modules/wfrp4e-core/art/other/reikland-council.webp\" /></div><h3>Reikland Council</h3><p>The day-to-day business of ruling the province is handled by the Reikland Council, which comprises ten ‘High Lords’. The council meets weekly in the Wilhelm Chamber of the @UUID[Compendium.wfrp4e-altdorf.journals.cDOlXEpTvnuaOJ0P.JournalEntryPage.44n0CpZHJpQKvWOw]{Volkshalle} in @UUID[JournalEntry.ozE2DMCMK64eE5pD.JournalEntryPage.V6tkgQ9A2skppjyl]{Altdorf} to discuss matters of import. It is rare for more than six of the high lords to attend simultaneously, and almost unheard of for the prince to attend in person.</p><h4>The High Lords of the Reikland</h4><p>The Ten High Lords of the Council of the Reikland, are appointed by the grand prince. Whilst most commoners could never hope to encounter such luminaries, their agents and representatives can be found everywhere.</p><h4>High Lord of the Chair</h4><p>A close advisor to the grand prince, the High Lord of the Chair officially leads the Reikland Council in the elector count’s stead.</p><p>The current High Lord of the Chair, the stoic Graf Archibold von Lilahalle, was granted the influential position after being gravely wounded whilst saving the life of Emperor Luitpold III from an assassin’s blade. Lingering, painful injuries confine him to a steam-driven wheelchair; an irony only the unwise note aloud.</p><h4>High Lord Steward</h4><p>The High Lord Steward is the only man legally allowed to judge a crime committed by the lord of a Reikland Estate. As a High Lord Stewart’s Court is rarely called — most lords being simply too powerful to call to task — the position is largely ceremonial. Nevertheless, the High Lord Steward is arguably the most senior High Lord, and often stands in for the Grand Prince when he is unable — or unwilling — to attend court.</p><p>The current High Lord Steward is Archduke Adelbert von Bögenberg, a quiet man with little experience of the law, but a shrewd understanding of people. As much of the grand prince’s time is taken up with imperial matters, he is arguably the de facto ruler of the Reikland, much to the High Lord of the Chair’s chagrin.</p><h4>High Lord Treasurer</h4><p>The High Lord Treasurer is responsible for the Reikland’s treasury and for raising revenues. The position is extraordinarily important and is almost always held by a close ally of the crown.</p><p>The current High Lord Treasurer is the aging genius Grafina Elena von Midwald, a dear friend of the previous grand prince, well known for her outspoken appreciation of fine wine and fine men.</p><h4>High Lord Ambassador</h4><p>The High Lord Ambassador organises the Reikland’s foreign relations and runs the Altdorf @UUID[Compendium.wfrp4e-altdorf.journals.W4LFOIduFZoqSNsN.JournalEntryPage.e1vvDKWEn2EYw0gZ]{Black Chamber}: the infamous spies of the Reikland.</p><p>Graf @UUID[Compendium.wfrp4e-empire-ruins.actors.BcGALPPubww6hPnQ]{Liepmund Holzkrug}, the current High Lord Ambassador, is an intense, fiercely ambitious man, whose family are strong rivals to House Holswig-Schliestein in @UUID[JournalEntry.ozE2DMCMK64eE5pD.JournalEntryPage.V6tkgQ9A2skppjyl]{Altdorf}. He is known for his vindictive nature, his ruthless politics, and his love of hunting rare and exotic game.</p><h4>High Lord Judge</h4><p>The High Lord Judge is the ultimate voice on all Reiklander Law, which is quite different from Imperial Law.</p><p>The current High Lord Judge of the Reikland also serves as Supreme Law Lord of the Empire: Lector @UUID[.sVFygKRicWFw6BsT#sample-reikland-estate]{Agatha von Böhrn} of Verena. She is experienced in all legal matters, and widely regarded as one of the most intelligent people in the Empire, especially by those who have bribed her.</p><h4>High Lord Chancellor</h4><p>The High Lord Chancellor is the crown’s spiritual advisor, and oversees the Reikland Chancery and the Silver Seal.</p><p>The current High Lord Chancellor is High Priestess Halma Habermann of Sigmar, a robust woman with a pale complexion, rosy cheeks, and thick limbs. Though generally charming and approachable, she is zealously out-spoken in her opposition to the @UUID[Compendium.wfrp4e-altdorf.journals.EmhvOkkzAir6pzCB.JournalEntryPage.LqyTrO7VNeMDukKY]{Colleges of Magic}, and rumours abound regarding the atrocities she witnessed during her service in the Order of the Silver Hammer. </p><h4>High Lord Chamberlain</h4><p>The High Lord Chamberlain runs the @UUID[Compendium.wfrp4e-altdorf.journals.cDOlXEpTvnuaOJ0P.JournalEntryPage.H8Ms2RAB5ocarR5o]{Palace of Altdorf} and the adjoining @UUID[Compendium.wfrp4e-altdorf.journals.cDOlXEpTvnuaOJ0P.JournalEntryPage.44n0CpZHJpQKvWOw]{Volkshall}. The position is arguably one of the most influential in the Reikland, as most high-level imperial politics take place within the chamberlain’s domain.</p><p>The current High Lord Chamberlain is rake-thin Duchess Elze von Skaag, an astute negotiator and careful planner who publicly supports Emperor Karl-Franz in all matters. Elze’s husband, Duke Alardus von Skaag, is said to be deeply frustrated at his wife residing in Altdorf and not in Skaggerdorf with him; by comparison, it seems to suit her perfectly as most evenings she can be found carousing through the city with her bodyguards.</p><h4>High Lord Reiksmarshal</h4><p>The High Lord Reiksmarshal is responsible for leading the armies of the Reikland, and ensuring each of the Reikland State Regiments is raised, financed, and made available to the crown as required.</p><p>The current Reiksmarshal is the veteran general Duke @UUID[Compendium.wfrp4e-altdorf.actors.YA2Wi0B3FBO4qMGS]{Kurt Helborg}, close friend and tutor to the current grand prince — Emperor Karl-Franz — and said to be the finest swordsman in the Empire. Helborg’s military commitments ensure that he rarely takes his seat on the council, a circumstance that suits his natural inclination.</p><h4>High Lord Constable</h4><p>The High Lord Constable is the ultimate authority on the genealogy and heraldry of the Reikland.</p><p>The current High Lord Constable is smiling Grafina Matrella von Achern, a woman with no interest in genealogy, but a voracious appetite for political intrigue. She has made the most of this relatively inconsequential position, by chairing several private councils on the Grand Prince’s behalf. It is hard to reconcile the bubbly, maternal demeanour she projects, and her reputation amongst her peers as the most ruthless woman in the Reikland.</p><h4>High Lord Admiral</h4><p>The High Lord Admiral is responsible for the Admiralty of the Reik, and thus the entire Reikland navy.</p><p>The current High Lord Admiral is the venerable Sea Lord Adalmann von Hopfberg. The Sea Lord — who is now quite senile — took residency in the @UUID[Compendium.wfrp4e-archives2.journals.NdCkjAamdihWdQqA]{Great Hospice} some fifteen years ago, and the Admiralty has governed the navy without his influence — or interference — since then.</p><h3>The Reikland Diet</h3><p>The Reikland Diet, which meets as required in the Holzkrug Chamber of the @UUID[Compendium.wfrp4e-altdorf.journals.cDOlXEpTvnuaOJ0P.JournalEntryPage.44n0CpZHJpQKvWOw]{Volkshall} in Altdorf, is responsible for scrutinising decrees issued by the Grand Prince of Reikland, either passing them or returning them to the crown with suggested amendments.</p><p>As most lords of the Reikland Estates don’t have time to attend the diet themselves, they generally send favoured children, spouses, relatives, or minions in their place, although decrees of significant import will often bring worried lords from across the Reikland to attend in person. Given the number of agents the Grand Prince of Reikland tasks to influence the Reikland Diet, most votes are a formality.</p><h3>The Reikland Estates</h3><p>The Reikland Estates are ruled by vassals of the Grand Prince of Reikland. Their rulers can do as they will with their lands, parcelling out fiefs to family and friends as they wish — though the creation of new hereditary titles requires the approval of the Prince of Reikland and the Reikland Diet.</p><p>Each estate has a range of distinct legal and military obligations to the crown, but all are required to build and maintain at least one regiment for the Reikland State Army, soldiers typically used in peacetime as watchmen, road wardens, or guards. Most Reikland Estates are feudal, comprised of smaller fiefs ruled by vassals, many of whom hold hereditary titles that have existed for centuries.</p><blockquote class=\"sidebar\"><h3 style=\"text-align:center;text-transform:uppercase\" class=\"sidebar-title\"><em>Sample Reikland Estate</em></h3><p><em>The Barony of Böhrn is a Reikland Estate of the @UUID[.0Cmr0LZ3boLbNt6p]{Vorbergland} ruled by House Böhrn for over four centuries. Baroness Agetta holds court in the town of Siedlung and currently has six vassals: three with hereditary titles — Baron Markham of Siebbach, Countess Osterhild of Kaltenwald, and Baron Baltzer of Ettlindal — and three with non-hereditary titles, all of which were appointed by Agetta personally — Warden Fabian of Ort, Warden Luethold of Koff, and Castellan Fronika of Neumarkt. The three hereditary vassals have, in turn, a total of seven vassals of their own.</em></p><p><em>The Baroness does not attend the @UUID[.sVFygKRicWFw6BsT#the-reikland-diet]{Reikland Diet}; instead she relies on her influential younger sister, lector Agatha von Böhrn, to watch over it in her place. Agatha resides in Altdorf serving as a member of the Imperial Council of State and the @UUID[.sVFygKRicWFw6BsT#high-lord-judge]{Reikland Council}, as well as tending to her duties as a Lector of Verena.</em></p><div class=\"journal-image\"><img class=\"fit\" src=\"modules/wfrp4e-core/maps/barony-of-bohrn.webp\" /></div></blockquote>"
|
||
},
|
||
"Settlements": {
|
||
"name": "Settlements",
|
||
"text": "<p>The Reikland prides itself as one of the most populated and civilised of the Empire’s grand provinces. Nevertheless, great swathes of the realm are still wild, blanketed in forest and untouched by Human hand. Though these woodlands are relatively safe when compared to the extraordinary dangers found in the great forests elsewhere in the Empire, the darker corners of the @UUID[.UqeZNqbpV8uocCUN]{Reikwald} are still home to all manner of terrible creatures.</p><p>So, even after two thousand five hundred years of expansion, most Reikland settlements are found along @UUID[.Zhp59VXYiv6dGfhR]{the Reik} and its many tributaries, connected by river if not always by road. It is only to the south of the @UUID[.0Cmr0LZ3boLbNt6p]{Vorbergland}, in the breadbasket of the Reikland, that rural settlements spread freely, connected by well-maintained roads and remarkable canals.</p><p>@UUID[.oT3Fjm01sTDxEu3M]{Altdorf and the Manifold Towns}</p><p>@UUID[.LtusHftdY8YViVHR]{The Bastions and Fortresses}</p><p>@UUID[.ELMIuQcp0j5tvRwH]{The Villages, Hamlets, and Holy Places}</p><p>@UUID[.DSkPqBUXby4EHJSD]{The Ancient and Terrible Ruins}</p>"
|
||
},
|
||
"Altdorf and the Manifold Towns": {
|
||
"name": "Altdorf and the Manifold Towns",
|
||
"text": "<p>It is said that all the roads and the rivers lead to Altdorf, the largest, richest city of the Empire, but there are many other interesting places to visit beyond that city’s high, white walls. Numerous towns, both large and small, can be found across the Reikland, most acting as centres of trade or manufacture. A growing number of these flourishing centres of commerce also hold the status of ‘freistadt’, meaning they are ‘free towns’: granted charters to govern themselves, usually via a council of burgomeisters with little or no interference from the local noble houses.</p><p>@UUID[.V6tkgQ9A2skppjyl]{Altdorf}</p><p>@UUID[.qdcqz9n6zCLTlCoZ]{Auerswald}</p><p>@UUID[.OONgV24fbQ8ZEqSr]{Bögenhafen}</p><p>@UUID[.BAqL7GhF3HxRIeCB]{Diesdorf}</p><p>@UUID[.vg5HI5Y74MmXMR3G]{Dunkelberg}</p><p>@UUID[.MBIY96aoXgRdbtVu]{Eilhart}</p><p>@UUID[.383rvYD6UgQXtpfj]{Grünburg}</p><p>@UUID[.Mn2s79y1g1X8FoOO]{Holthusen}</p><p>@UUID[.9WswKDPgqHAo8AcB]{Kemperbad}</p><p>@UUID[.rSZhBryYlrsjOpMA]{Schädelheim}</p><p>@UUID[.BrUrenIkkpVLDuLH]{Schilderheim}</p><p>@UUID[.5GmN9DrPtwzdQdPO]{Stimmigen}</p><p>@UUID[.icaZcokQLawViHCq]{Ubersreik}</p><p>@UUID[.Pvejt2aWfmchszth]{Weissbruck}</p><p>@UUID[.ce2KXRME2HzCxXhg]{Wheburg}</p><div class=\"journal-image\"><img class=\"fit\" src=\"modules/wfrp4e-core/art/other/town2.webp\" /></div>"
|
||
},
|
||
"Altdorf": {
|
||
"name": "Altdorf",
|
||
"text": "<div><p>@UUID[Compendium.wfrp4e-altdorf.journals.rSRadYoaNXkEq8gs]{Altdorf: Crown of the Empire}</p><p><span data-contrast=\"auto\">Emperor Karl-Franz I holds court in Altdorf, the capital of the Reikland and the Empire as a whole. It stands proudly at the confluence of the mighty @UUID[.Zhp59VXYiv6dGfhR]{Reik} and @UUID[Compendium.wfrp4e-dotr.journals.EBkKmwPreDndWqoc.JournalEntryPage.CW2w86aXWAd6ZpPl]{Talabec} rivers, as well as at the end of many major trade routes, and is easily the wealthiest city in the Empire. This ensures it is always expanding and renewing, with fresh, wide-eyed hopefuls arriving daily, and more commissions for new bridges, buildings, and engineering marvels presented weekly to the city’s burgomeisters than most cities consider in a year.</span></p></div><div><p><span data-contrast=\"auto\">Today, Altdorf is a city of steam-powered bridges, mismatched islands, enormous tenements, and seemingly endless hordes of people: one cannot traverse its crooked streets without becoming intimately familiar with complete strangers. Because it draws merchants and diplomats from across the Known World, it is also surprisingly cosmopolitan; not only do folk of all ranks, races, creeds, and backgrounds rub shoulders freely, but even wizards are a common sight, rarely receiving more hostility than a wary glance or muttered blessing. </span> </p></div><div><p><span data-contrast=\"auto\">Always surprising outsiders, a populous @UUID[Compendium.wfrp4e-altdorf.journals.EmhvOkkzAir6pzCB.JournalEntryPage.evwJowYieFwJnCZ4]{Elf quarter} thrives near the @UUID[Compendium.wfrp4e-altdorf.journals.cDOlXEpTvnuaOJ0P.JournalEntryPage.bFFqkmyvhafX7wKt]{Reiksport} — Altdorf’s deep-water harbour and shipyard — founded by High Elf merchant princes trading up the @UUID[.Zhp59VXYiv6dGfhR]{Reik} from Marienburg over a century ago. The old alliance between the Empire and Dwarfs has stood since Sigmar’s time and ensures many Dwarf clans also reside there in tight-knit communities, some having toiled on the city’s stonework for untold generations, though naturally their stubborn natures preclude them from ever calling Altdorf home. There is even a healthy Halfling population, with most earning their crusts serving fine food and better ales in Altdorf ’s hostelries, many of which are guarded by the city’s sizeable Ogre population. Even odder creatures also call the city home, with none more fantastic than those found in the @UUID[Compendium.wfrp4e-altdorf.journals.cDOlXEpTvnuaOJ0P.JournalEntryPage.ulseg2IAlTWy7m3s]{Imperial Zoo}, which boasts myriad monsters and animals including the @UUID[Compendium.wfrp4e-altdorf.actors.UmZAdFkHAx4hdeJy]{Abomination of Stirland} and the @UUID[Compendium.wfrp4e-altdorf.actors.0iIYujrb3QnJus7c]{Drakwald Gibberbeast}, each caged and displayed for the amusement of all.</span> </p></div><div><p><span data-contrast=\"auto\">This enormous and varied population helps secure one of Altdorf’s more notorious traits: it is infamously smelly, known affectionately, and all too accurately, as ‘The Great Reek’. During the hot, summer months the stench rolling in from the @UUID[.UQJA6nMPMkhoeVrj]{Altdorf Flats} grows so potent that many of the city’s wealthiest citizens flee to country estates or the sumptuous, sun-kissed palaces of Grenstadt in Southern Averland.</span> </p></div><div><p><span data-contrast=\"auto\">The ever-present fetor does little to ease Altdorf’s citizenry, a mob known for being uniquely vocal and prone to rioting at any imagined slight, especially if it involves new taxes. Even seemingly trivial actions of the local burgomeisters and nobles can earn their ire; but the fact that many of their protests are entirely fair does not lessen the crown’s fervor in quashing any rebellious rabbles that may take to the streets.</span> </p></div><div><p><span data-contrast=\"auto\">Altdorf is also a renowned centre for learning. The sons and daughters of wealthy households matriculate at the @UUID[Compendium.wfrp4e-altdorf.journals.EmhvOkkzAir6pzCB.JournalEntryPage.OiAVm63T9JEFsVfR]{University of Altdorf}, often with little regard to academic ability; those with scholarly potential, but without the financial clout to match it, often find their way to the @UUID[Compendium.wfrp4e-altdorf.journals.EmhvOkkzAir6pzCB.JournalEntryPage.KqKtDY3LmZnH9qmn]{High Temple of Verena}, for the Goddess of Wisdom always has space for those blessed with intellect. The famed @UUID[Compendium.wfrp4e-altdorf.journals.85UN6bKPTfGEBtBb.JournalEntryPage.HYkHeQZtD2AML3oG]{Imperial Engineers’ School} — founded by Tilean genius Leonardo da Miragliano — also lies within Altdorf ’s walls. Here some of the Empire’s bravest, and most reckless, souls devise new and inventive methods for raining fiery death on the enemies of mankind. Perhaps unsurprisingly, the school has been rebuilt over a dozen times since it was founded. </span> </p></div><div><p><span data-contrast=\"auto\">Arguably the most significant educational institution in Altdorf is also its most mysterious: @UUID[Compendium.wfrp4e-altdorf.journals.EmhvOkkzAir6pzCB.JournalEntryPage.LqyTrO7VNeMDukKY]{The Colleges of Magic}. Founded over two centuries ago at the behest of Emperor Magnus the Pious, the colleges are guided by the principles and precepts of the elven Loremaster Teclis. The colleges are charged with training magically gifted citizens to channel their dangerous talents in the defence of the Empire. Rumours of the warping influence of the potent magical energies gathered by so many wizards living in such close proximity persist; allegedly the very streets of the capital have been twisted, and certain college buildings are believed to be hidden from all but those few blessed — or should that be cursed — with witchsight, but few believe such talk. </span> </p></div><div><p><span data-contrast=\"auto\">Standing in stark contrast to the arcane mysteries of the @UUID[Compendium.wfrp4e-altdorf.journals.EmhvOkkzAir6pzCB.JournalEntryPage.LqyTrO7VNeMDukKY]{Colleges of Magic}, and as a bulwark against any errant witches or rogue magisters, Altdorf is also the beating heart of the Cult of Sigmar. Over two-thousand five-hundred years ago, Sigmar was born, raised, and eventually crowned as first emperor within the boundaries of modern Altdorf, and fittingly the city now boasts more Sigmarite temples and holy sites than all the other cities of the Empire combined. Indeed, it is often said that one cannot throw a heretic without hitting a temple of Sigmar in the city.</span> </p><section id=\"secret-C53rxC3is8JRuBC5\" class=\"secret\"><ul><li><p><strong>Special Delivery</strong>: A merchant is offering a ludicrously large fee to whomever will deliver a package. The catch is the package is bound for one of the @UUID[<span data-contrast=\"auto\">Compendium.wfrp4e-altdorf.journals.EmhvOkkzAir6pzCB.JournalEntryPage.LqyTrO7VNeMDukKY</span>]{Colleges of Magic}; the merchant claims to be terrified of wizards. To complicate matters, no-one actually knows where the college in question — the @UUID[Compendium.wfrp4e-altdorf.journals.EmhvOkkzAir6pzCB.JournalEntryPage.DZjpSLYGD7mTKNmP]{Light College} — can be found, with some claiming that it exists ‘outside of normal space’ – whatever that means. The package is warm to the touch and seems to vibrate faintly when pressed; just how desperate for cash are the would-be messengers?</p></li><li><p><strong>Let Nothing Be Wasted</strong>: Willibert Klemm — a merchant from <strong>Altdorf </strong>— is livid at the loss in profits from the incursion of @UUID[Compendium.wfrp4e-core.actors.VPVnyae6VHeD9cEP]{Giant Spiders} into the @UUID[.IzconBpgyB3I147U]{Bloodpine Woods}. But nothing gets past Klemm without handing over a few coppers first. Plus a new scheme is already brewing: Giant Spider silk! If he can’t sell the wood — well, by Handrich, he will sell the silk instead! All he needs is a capable crew of silk collectors, training provided by first-hand experience</p></li><li><p> <strong>There's Truth Behind the Tall Tails</strong>: <strong>Altdorf </strong>authorities are cracking down on street vendors stocking the Griffon’s Tail — a satirical, anti-establishment broadsheet that operates as a front for the ‘Glorious Revolution of the People’, a group intending to end the oppression of the masses by the nobility. This has led to rough times on Altdorf ’s streets as the Watch and State Army cracks down hard on any they believe may be revolutionaries — but such conflict breeds opportunity. Some are quick to take the Emperor’s Shilling and put the boot to revolutionaries, whilst others are quick to take up the banner of freedom (and whatever coinage they can scrape together). But when a recently enrolled group discovers the Cult of Verena is quietly supporting the Glorious Revolution, and that the Law Lord of the Empire herself is apparently financing the Tail, what should be done with such information?</p></li></ul></section></div>"
|
||
},
|
||
"Auerswald": {
|
||
"name": "Auerswald",
|
||
"text": "<div><p><span data-contrast=\"auto\">The lively town of Auerswald rises by the confluences of @UUID[JournalEntry.ozE2DMCMK64eE5pD.JournalEntryPage.CqIczLRZI265nrAR]{the Teufel}, Tranig, and Ober rivers, so is on one of the busiest — and thus best patrolled — trade routes of the Reikland. The folk of Auerswald tend to be strong willed and determined, but their easy charm and famous wit ensures no matter how steely their negotiations, they rarely cause offence.</span> </p></div><div><p><span data-contrast=\"auto\">The ruling graf, Ferdinand von Wallenstein, leaves the running of Auerswald to a council of burgomeisters, far preferring his luxurious palaces in @UUID[.V6tkgQ9A2skppjyl]{Altdorf} and Nuln to dirtying his hands with direct rule. His uncle, Lord Adelbert von Wallenstein, is a grizzled but hale, old warhorse who spends most of his days rooting out @UUID[Compendium.wfrp4e-core.actors.zzdOpKqBC28J66Mn]{Goblins} and bandits in @UUID[JournalEntry.ozE2DMCMK64eE5pD.JournalEntryPage.UqeZNqbpV8uocCUN]{the Reikwald} to the east of the town. Much of Auerswald is built on thick stilts over the floodplain of the river Teufel, which is often in spate. Connected by a bewildering labyrinth of ramps, bridges and rope ladders, outsiders can easily become lost. More than one careless carouser has fallen to a muddy death after over-indulging themselves in the local taverns.</span></p></div><div><p><span data-contrast=\"auto\">In recent years, rumors have sprung up about an organized gang of blackmailers and confidence tricksters operating from the town, though no witnesses have lived long enough to testify to their existence.</span> </p><section id=\"secret-CO1QGf22i6vFPjr5\" class=\"secret\"><ul><li><p><strong>Lowlife</strong>: The Lowhavens are a criminal family of Halflings with their fingers deep in Reikland’s pies. In <strong>Auerswald</strong>, they’ve got Ferdinand von Wallenstein terrified with a portfolio of blackmail material gathered from the duke’s escapades during Blackpowder Week in Nuln. They’ve also got the town council under wraps with enough dirt to send them all to the pyre should they wish. Only aging Lord Adelbert has been ignored, left to chase shadows in the woods. So when the old noble meets a party of outsiders on the road, it would surprise the Lowhavens to find him paying gold for the assassination of three key Auerwalder Halflings: Aloysius the Butcher, Bornelium the Baker, and Cocker the Carver, the deadliest Candlestick Maker in the Reikland.</p></li></ul></section></div>"
|
||
},
|
||
"Bögenhafen": {
|
||
"name": "Bögenhafen",
|
||
"text": "<div><p><span data-contrast=\"none\">The largest and most prosperous of all @UUID[.0Cmr0LZ3boLbNt6p]{the Vorbergland's} market towns, @UUID[Compendium.wfrp4e-eis.journals.ro7SIltM899Ogrk8]{Bögenhafen} lies in the very heart of the Reikland and serves as the crossroads of the grand province. Lying equidistant between the capitals of @UUID[.V6tkgQ9A2skppjyl]{Altdorf} and Monfort, it is a crucial stop on the principal trade route between the Empire and Bretonnia. Goods from Bretonnia and the four corners of the Empire are traded here for local lumber, wool, and metals shipped down from the Grey Mountains. </span> </p></div><div><p><span data-contrast=\"none\">Bögenhafen is located in Graf @UUID[Compendium.wfrp4e-rnhd.actors.KfVnMx7Bn1DWErM6]{Wilhelm von Saponatheim’s} duchy, but he is quite content to let the town be run by a local council — whose membership is dominated by members of the local @UUID[Compendium.wfrp4e-eis.journals.ro7SIltM899Ogrk8.JournalEntryPage.fZdKRk3o4e6rELi0]{Merchants' Guild}, as well as representatives from the @UUID[Compendium.wfrp4e-eis.journals.ro7SIltM899Ogrk8.JournalEntryPage.8vxbXHGPEkkvKC8Q]{Stevedores} and @UUID[Compendium.wfrp4e-eis.journals.ro7SIltM899Ogrk8.JournalEntryPage.BW0Sta1Faky6JaoT]{Teamsters'} Guild — so long as they keep the money flowing his way. As goods coming north are transferred from wagon to barge in Bögenhafen, the city is always well stocked with warehouses full to the brim of fine wines and expensive, fragrant cheeses.</span><span data-contrast=\"auto\"> </span> </p></div><section id=\"secret-pAatNvhLjB0hW32o\" class=\"secret\"><ul><li><p><strong>Dirty Business:</strong> The citizens of Bögenhafen are justifiably proud of their bustling town for many reasons, not least of which is their extensive sewers that are well-maintained by the town’s masons’ guild. pleasing local gangs of criminals, the privacy of the sewer system has proven to be something of a boon to smugglers looking to avoid the taxes, tariffs, and fees levied by the guilds and nobles of the unknowing town above. the town watch regularly hires interested citizens to sweep the sewers for miscreants and ne’er-do-wells; of course, criminal gangs aren’t the only danger that might be found lurking beneath Bögenhafen… </p></li><li><p><strong>Weird is my Middle Name</strong>: @UUID[Compendium.wfrp4e-eis.journals.ro7SIltM899Ogrk8.JournalEntryPage.HlvtyG6davRZ3Xlk]{Schaffenfest} — <strong>Bögenhafen’s </strong>three-day spring festival — is fast approaching. @UUID[Compendium.wfrp4e-eis.actors.kQyaJB0lSLQ2NLu8]{Dokter Malthusius}, of Malthusius’ Zoocopeia, needs more stock. He’s had a recent bad run: Mutants eating each other; @UUID[Compendium.wfrp4e-core.actors.VMceSpLje0J7lfP0]{Squigs} growing so large they burst from their cages, and worse issues he’d rather not discuss. He’ll pay handsomely for any oddity to display at his show. Procurers of the unlikely just need to deliver fresh stock. The only problem is the heavy fines and, sometimes, death penalty if caught with a living Mutant, monster, or worse. But, surely it’s better to be paid when such things are encountered rather than simply killing them all?</p></li></ul></section>"
|
||
},
|
||
"Diesdorf": {
|
||
"name": "Diesdorf",
|
||
"text": "<div><p><span data-contrast=\"auto\">One of many towns lying on the @UUID[.Zhp59VXYiv6dGfhR]{River Reik} between @UUID[.V6tkgQ9A2skppjyl]{Altdorf} and Nuln, Diesdorf and its surrounding villages are dedicated to the production of corn, which is mostly traded downriver to the capital. The town’s reliance on a single crop does mean that should a blight cause the corn to die off, the town itself may follow. However, those who visit Diesdorf may conclude that its chief export is, in truth, religious fervor. Magnus the Pious once gave a legendarily powerful speech in the town after folk travelled far and wide to hear him.</span> </p></div><div><p>Ever since, Diesdorf became a major pilgrimage site for devout Sigmarites, and on holy days the town’s population is frequently doubled. Despite its relatively small size, Diesdorf has numerous temples and shrines to Sigmar, and most families in the town have at least one member serving in the Sigmarite clergy.</p></div><div><section id=\"secret-WjnNdDpNCrCqtglU\" class=\"secret\"><ul><li><p><strong>A Bit of Light Murder</strong>: In <strong>Diesdorf </strong>there’s a long history of bad blood between the criminal Havilund and Frankle families. Stabbings, poisonings, shootings, lynchings — you name it, they’ve done it. Generally, the locals pay little attention and get on with life, but a recent and vicious spate of revenge killings have caught the eye of a passing Witch Hunter, Lothar Metzger. He claims the killings bear striking similarities to ritual murders dedicated to the Blood God. The very next day, Metzger is found stabbed hundreds of times in a bloody alleyway. Keen to keep their holy town free of foul influence, the burgomeisters post an impressive reward of @Credit[5gc mode=split]{5 Gold Crowns} for any who can trace down the culprit, not realising just how many townsfolk are involved, and just how far into the cult of Sigmar a full investigation will go...</p></li></ul></section></div>"
|
||
},
|
||
"Dunkelberg": {
|
||
"name": "Dunkelberg",
|
||
"text": "<div><p><span data-contrast=\"auto\">Southernmost of the Reikland’s major trade centers, the market town of Dunkelberg stretches across several hills along the banks of the River Grissen. The older, richer portions of the town sit high on the hills, giving the nobles, and the rising merchant class wealthy enough to afford the oldest townhouses, a commanding view of the surrounding countryside. Despite its ever-increasing size, travelers note Dunkelberg’s ‘rustic’ feel, with regular markets clogging its winding streets. There shoppers can purchase livestock; local produce; several excellent, fruity wines produced by the surrounding villages; and hand-crafted goods from across the Suden Vorbergland. Wide-ranging ‘bleachfelds’ extend from the town, where local linen is dyed white by the sun around crops. </span> </p></div><div><p><span data-contrast=\"auto\">Dunkelberg’s position near the looming</span> <span data-contrast=\"auto\">@UUID[.w0YfGxsBuLoODCgc]{Grey Mountains} and the wild Graugrissen forest leads to regular raids by @UUID[Compendium.wfrp4e-core.actors.zzdOpKqBC28J66Mn]{Goblin} tribes. While the richer portions of the town are well fortified and protected by a high, stone wall, the rest lack any significant defenses. As such, the poorer citizenry have learned not to grow too attached to their homes, belongings, or loved ones </span> </p></div><div><section id=\"secret-fxf3HivFmzpquHv3\" class=\"secret\"><ul><li><p><strong>Orphan White</strong>: Dunkelberg has an excess of orphans, the result of frequent goblin raids, diseases, and other unpleasant occurrences. rather than leave them underfoot, the local duke has established a number of orphanages to provide shelter and sustenance for the children; however, to earn their keep, he puts the orphans, clad in their distinctive white uniforms, to work in the bleachfelds. Visitors to Dunkelberg may be shocked to see so many urchins deployed as a labour force, though the callous disregard many of the wealthy of the town have developed toward orphan children is perhaps worse. Sister Alella, a local Shallyan priestess, has recently expressed concern over the wellbeing of these urchins, even claiming that a number of the children have vanished under suspicious circumstances, and is looking for help to uncover the truth of what’s really happening. </p></li><li><p><strong>In Memory of Tylos:</strong> Fraus Kristen Meissen, Maude Schenkenfels, and Solveig ‘Aunty’ Zweistein, are at it again. These three wealthy dowagers have hated each other for decades, outwitting, out-marrying, and out-spending each other as the season demands. Their current focus is purchasing land farther and farther up the hills of Dunkelberg. Each competitive dowager now owns the summits of three equally tall hilltops, but none are satisfied. So, the only way is up, and each has commissioned tall towers be built atop their manors. Watching on in horror, Dunkelberg folk fear the rickety constructions will not only be an utter eye-sore, ruining the rustic aesthetic of the town, but will likely fall down, causing untold damage. Three merchants have gathered funds to pay mercenaries to shut the dowagers down and end their bickering permanently.</p></li></ul></section></div>"
|
||
},
|
||
"Eilhart": {
|
||
"name": "Eilhart",
|
||
"text": "<div><p><span data-contrast=\"auto\">Known and celebrated by wine drinkers throughout the Old World, the vineyards around Eilhart produce the succulent grapes, and thus the wine, that shares its name. Eilhart is widely considered one of the Reikland’s best white wines, valued not just for its crisp, light flavor, but also for its famously mild hangovers that grow no worse no matter how much of it was quaffed the night before, or so Eilharters claim. Recently, Eilhart has recently also become famed in the Reikland, and as far afield as Marienburg, for its sharp, acidic beers making use of fragrant hops and local grain.</span> </p></div><div><p><span data-contrast=\"auto\">Given the excellent quality of its alcoholic beverages, Eilhart has become a popular destination for riverboat cruises, wherein epicures travel to the town to sample its wares from the many drinking houses, breweries, and vineyards on offer. Some claim the high number of visiting Bretonnians — drawn by the excellent wine — may account for the locals’ recent enthusiasm for beer.</span> </p></div><div><section id=\"secret-s3RjKyZwEgCi9Br6\" class=\"secret\"><ul><li><p><strong>Wine and Spirits: </strong>Günter Oppenheim isn’t the cleverest necromancer of the Reikland, but he is enterprising, if a little quirky. Whilst drunk on the best of <strong>Eilhart’s </strong>wine, a thought occurred to him: the quality of aged wine doesn’t come from the time that it sits, but its experience . Somehow, this resulted in him believing the finest wine would come from grapes tended by ghosts of murder victims. The problem is, it appears his theory is correct! The isolated Oppenheim Veinyard is now a booming success, it’s vines tended by shackled spirits. Rivals, unconvinced by Oppenheim’s success, will pay to discover the secrets lying behind the thick chains and creaking ‘KEP OWT!’ signs.</p></li></ul></section></div>"
|
||
},
|
||
"Grünburg": {
|
||
"name": "Grünburg",
|
||
"text": "<div><p><span data-contrast=\"auto\">Downriver from several major trading towns, Grünburg is no stranger to trade goods bound for the Reik, but it is in riverboat manufacture that Grünburg truly excels. The town’s boatyards are in constant operation, churning out the barges that keep the Reikland’s trade afloat.</span> </p></div><div><p>The open fields to the south-east of Grünburg appear verdant and peaceful, but are known locally as the Battle Plains. It was here, long ago, the ruthless advance of the fearsome Orc Warlord Gorbad Ironclaw was finally stalled. Uniquely in Imperial military history, the Battle of Grünburg was almost entirely contested by mounted troops on both sides. This quirk of history has made the Battle Plains a site of interest for archaeologists, antiquarians, and grave robbers, all keen to excavate debris from beneath the blood-soaked earth.</p></div><div><section class=\"secret\" id=\"secret-ZqD01Htv54wfmSn8\"><ul><li><p><strong><span data-contrast=\"auto\">Cutting Corners: </span></strong><span data-contrast=\"auto\">A recent spate of sinking barges links back to the boatyards of </span><strong><span data-contrast=\"auto\">Grünburg</span></strong><span data-contrast=\"auto\">. The Merchants’ Guild believe the Boatbuilding Guild is cutting corners. The Guild is assembling a team to quietly investigate and gather proof so they can secure a refund. But, behind the scenes, the builders don’t seem to produce any waste from their craft. But others would have noticed if they were burning the off-cuts, as the barge-timbers are treated before being used. So, where’s all that shaved wood going? Perhaps the answer lies in the mysterious return of the Cult of the Wooden Man?</span></p></li></ul></section></div>"
|
||
},
|
||
"Holthusen": {
|
||
"name": "Holthusen",
|
||
"text": "<div><p><span data-contrast=\"auto\">Nestled along the River Schilder, Holthusen is a major point on the trade route between @UUID[JournalEntry.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y]{Eilhart} and Marienburg. The town primarily deals in wine and beer, and the barrels in which they are stored. The coopers of Holthusen are rightly renowned for their sturdy barrels, most famously the Holthusen Hogshead, allegedly stout enough to withstand direct cannon fire, while leaving the precious drink within unscathed. The majority of the vintners and brewers of the western @UUID[JournalEntry.ozE2DMCMK64eE5pD.JournalEntryPage.0Cmr0LZ3boLbNt6p]{Vorbergland} use Holthusen barrels; indeed, many age their stock here in specialized warehouses sunk deep into the ground to keep them cool.</span> </p></div><div><p><span data-contrast=\"auto\">Holthusen is enclosed in several rings of tall palisades and the folk of the town are frequently on edge, for while few bandits would dare to menace the town, wild Beastmen living deep in the nearby @UUID[.UqeZNqbpV8uocCUN]{Reikwald} regularly attack without warning before melting back into the forest. Many citizens believe that the creatures have an insatiable thirst for wine, though some fear blood is their tipple of choice. Whatever the case, the town has taken to leaving barrels of cheap wine at the outskirts of the surrounding forest in the hopes the beasts will take their offerings and leave in peace. Of course, should any Witch Hunters hear of this appeasement, there will likely be a reckoning…</span> </p><section id=\"secret-d5RXeneIuiZkN2eL\" class=\"secret\"><ul><li><p><span data-contrast=\"none\"><strong>The Rime Tree</strong>: In a clearing a few miles to the north-east of Holthusen stands a tree unique in all the @UUID[.UqeZNqbpV8uocCUN]{Reikwald}: a magnificent pine locked in ice all year round. The Rime Tree, as it is called, never melts, and sends constant flurries of ice and snow cascading down onto the frosty undergrowth below. The tree is freezing to the touch and even the mightiest axe blows barely crack the thick ice coating its bark.</span></p><p><span data-contrast=\"none\">The site has been claimed by the @UUID[JournalEntry.NcH9OhleJFfaUdon.JournalEntryPage.jza73azXzLy0oVCy]{Cult of Ulric}, and is the major terminus for devout Ulricans on pilgrimages south of the Reik. For those of an arcane bent, the perpetually icy bark of the tree has certain useful – and therefore valuable – magical properties. But Ulricans are rarely happy to have wizards poking about their sacred sites, so obtaining some of the bark safely is something of a risky endeavour. Therefore, Lord Pyromancer Schlotter of the Bright Order is willing to pay good coin for brave men to secure what he cannot.</span></p></li><li><p><strong>Weinfest:</strong> Weinfest is an annual, invitation-only celebration of the finest wines the Reikland has to offer. This <strong>Holthusen</strong> festival is dedicated to @UUID[JournalEntry.NcH9OhleJFfaUdon.JournalEntryPage.dY6NZyY5pujNM5h8]{Rhya}, Goddess of Fertility and Joy. Every year, rogues, charlatans, and vagabonds attempt to swindle the guests out of their invitations, all in the hope of tasting from the Golden Cask — a barrel of wine laid down at the Weinfest 100 years prior. This year is no different, except for the fact one of the ‘vagabonds’ is a Beastman @UUID[Compendium.wfrp4e-core.actors.cHVOdcEkuatqjYV1]{Bray Shaman} in disguise. This Beastman has come to bring forth a Daemon of Slaanesh it implanted into the Golden Cask a century beforehand. All it needs do is taste the wine and the party will turn to one that none attending will ever forget...</p></li></ul></section></div>"
|
||
},
|
||
"Kemperbad": {
|
||
"name": "Kemperbad",
|
||
"text": "<div><p><span data-contrast=\"auto\">An ancient town with a long and convoluted history, the Grand Freistadt of Kemperbad is known and celebrated for producing the finest brandy in the Reikland. Though part of the Reikland, Kemperbad lies on the eastern bank of @UUID[.Zhp59VXYiv6dGfhR]{the Reik}; historically the town has been fought over, and ruled by, nobles from Talabecland, Stirland, and the Reikland, changing hands time and again through a series of marriages, treaties, and wars. Since gaining a charter affording it the right to self-rule in 1066IC from Boris Goldgather, Kemberbad has been a Freistadt led by a local council.</span> </p></div><div><p><span data-contrast=\"auto\">Its prime location on the river, coupled with the ability to impose and retain its own taxes, has made the town very rich indeed. Because of this, the merchants of Kemperbad are legendarily ostentatious, dressing in outfits so gaudy as to shame a peacock, and costly enough to beggar folk of more modest means. Unsurprisingly, the neighboring nobility regard Kemperbad’s coffers with envious eyes, and some send agents to destabilize the town.</span> </p></div><div><section id=\"secret-9OOIICy5vvKczC2b\" class=\"secret\"><ul><li><p><strong>I, Emperor: </strong>It’s Stilwoche — Fashion Week — in <strong>Kemperbad</strong>, and everybody who’s anybody in the Reikland has come to flaunt their latest looks. It’s whispered that even Emperor Karl-Franz I is mingling with the crowd. Apparently going incognito so as not to cause a sensation or sway the runway judge, Johann van Ness. Unfortunately for all attending, this news has brought the Silver Spires, a Chaos Cult of Tzeentch, to the well-attended event. The Witch Hunter, Alprecht Kassel, knows the cultists are afoot. He is looking to hire spies to slip into the event to spot any wrongdoing before the Emperor’s true identity is uncovered. Should the group spot the Silver Spires, Kassel will be most disappointed: he’d told his cultists to be discreet...</p></li></ul></section></div>"
|
||
},
|
||
"Schädelheim": {
|
||
"name": "Schädelheim",
|
||
"text": "<div><p><span data-contrast=\"auto\">Sitting near the @UUID[JournalEntry.ozE2DMCMK64eE5pD.JournalEntryPage.hzsgHYLKdpuJXls5]{Grootscher Marsh} at the confluence of the River Mos with @UUID[.Zhp59VXYiv6dGfhR]{the Reik}, Schädelheim makes the most it can of its lucrative position on the trade route between Marienburg and the @UUID[JournalEntry.ozE2DMCMK64eE5pD.JournalEntryPage.V6tkgQ9A2skppjyl]{Altdorf}, boasting a high number of inns and berths for passing ships and barges. Ferries here regularly run travelers back and forth over both rivers, and it is a hub for the disparate communities of the nearby marshlands. </span> </p></div><div><p><span data-contrast=\"auto\">Just south of the center of the town lies an ancient temple dedicated to @UUID[JournalEntry.NcH9OhleJFfaUdon.JournalEntryPage.HfmrIexylrgxIz2x]{Morr}, the God of Death. The grand, crumbling building has presided over Schädelheim since its infancy, possibly even predating the town’s founding. Because of this, many of the locals have an especially strong afinity with Morr, a situation rarely seen in the Empire outside Ostland, and highly unusual for the strongly Sigmarite Reikland. This is something local Sigmarites are keen to rectify.</span> </p></div><div><section id=\"secret-wdzBw75Mn3g8CHUW\" class=\"secret\"><ul><li><p><strong>Worldwide Wake</strong>: <em>They at the Threshold</em> , a Morrian Doomsday Cult, have come to the attention of the Cult of Sigmar. Based in <strong>Schädelheim</strong>, and lead by Dokter Talima L. Siuder, a self-styled ‘Nehekharan Expert’. <em>They at the Threshold</em> believe Humanity as a whole is on the precipice of death. The cult also believe they are the undertakers of the entire Human species, and some members are more eager than others to hurry along this destiny. Of course, the Cult of Sigmar can’t interfere directly for fear of a religious incident, but they will pay free agents to ‘have words with’ Dokter Siuder.</p></li></ul></section></div>"
|
||
},
|
||
"Schilderheim": {
|
||
"name": "Schilderheim",
|
||
"text": "<p>Standing proud at the confluence of the Schilder and @UUID[.Zhp59VXYiv6dGfhR]{Reik} rivers, Schilderheim is one of the Reikland’s most important trading towns. It is also home to a surprisingly diverse array of wildfowl, particularly wading birds. Most notable is the red crane, a sedentary river bird found predominantly on the Reik that is known for using heavy stones to crack open river clams. </p><p>Though already a prosperous town, the Merchants’ Guild and burgomeisters of Schilderheim have grander aspirations, eyeing the wealth of @UUID[.V6tkgQ9A2skppjyl]{Altdorf} and Marienburg enviously. Wanting their piece of this pie, the local stevedore guild has recently raised its prices, a highly unpopular move that has brought much dissatisfaction, some of which has spilled into the streets. To avoid this extra fee, a number of merchants have occasionally sought to bypass the stevedores altogether, conducting their business on the river itself, swapping not just stock, but whole barges. Merchant houses connected to this practice have recently found wharves set alight, warehouses raided, and barges sunk; of course, the Stevedores claim it has nothing to do with their honourable members. The Merchants’ Guild, in turn, is willing to pay a lot of money to any who can prove it is.</p><section id=\"secret-KXEHaQ609KszENpm\" class=\"secret\"><ul><li><p><strong>Tastes Like Chicken</strong>: Æpicarion — a wealthy merchant from Myrmiden in the Border Princes — has arrived in <strong>Schilderheim </strong>on his quest to eat one of every animal in the Old World. Now he has set his sights on the wildfowl of the region. The Schilderheim restaurateurs are more than happy to oblige, until, that is, people start disappearing. Townsfolk are certain Æpicarion is eating more than just wildfowl. Scared and desperate, they will hire any passing mercenaries to end the foreign merchant forever, or, at the very least, encourage him to move on. When such folk reach the Borderlander’s chamber, they will find Æpicarion dead, something having eaten its way out from inside his guts. Then the bodies start piling up, and the hired mercenaries are suddenly prime suspects; after all, who can be sure that it wasn’t them that killed Æpicarion?</p></li></ul></section>"
|
||
},
|
||
"Stimmigen": {
|
||
"name": "Stimmigen",
|
||
"text": "<p><span data-contrast=\"auto\">The major bridge over the River Ober, coupled with access to the @UUID[.RRwo3WYqdXvQ9jJp]{Vorbergland canal system}, ensures a great deal of trade passes through Stimmigen on its way to @UUID[JournalEntry.ozE2DMCMK64eE5pD.JournalEntryPage.icaZcokQLawViHCq]{Ubersreik}, making it one of the busiest market towns in the Suden Vorbergland. It is widely famed for its lush orchards, and is the source of the Reikland’s best known apple, the sweet, yet tart, Ernwald. The Ernwald only flourishes in Stimmigen’s environs, proving resistant to attempts to cultivate it elsewhere in the Empire. In addition to curious horticulturists and jealous farmers, the Ernwald has attracted a significant Halfling population to the area, whose delicious apple pies, pastries and crumbles — not to mention crisp cider — can be found in most local hostelries all year round, and especially during Pie Week at the start of autumn. This Halfling festival is celebrated by all in Stimmigen, an opportunity for rich and poor alike to enjoy tastings and eating competitions, and generally gorge themselves on all manner of sweet, baked goods.</span></p><section id=\"secret-kSZ4cgq6VJwb84j3\" class=\"secret\"><ul><li><p><strong>Two Thumbs Up: </strong>Proserpina ‘Pinny’ Applebee began serving rat-apple stew, now a local delicacy, to the folks of <strong>Stimmigen </strong>almost a decade ago. Gastronomes wonder at its rich taste, and doktors marvel at its almost revitalising effects! But when a travelling friar finds a human-sized thumb with a rat’s hooked claw at the end of it, rumours (and vomiting) spread like wildfire… Just what sort of rats has Pinny been cooking? The Stimmigen Cultural Concern is eager to find out — though Pinny will do everything in her considerable and unexpected power to stop anyone finding her sewer-based secrets.</p></li></ul></section>"
|
||
},
|
||
"Ubersreik": {
|
||
"name": "Ubersreik",
|
||
"text": "<p>The town of Ubersreik is situated near Grey Lady Pass, one of only two major passes over @UUID[.w0YfGxsBuLoODCgc]{the Grey Mountains} into Bretonnia. Because of this, the town regularly sees traders and travellers from across the Old World. The mighty fortress known as the @UUID[Compendium.wfrp4e-starter-set.journals.TSyoR9nSk7cehypG.JournalEntryPage.Exvp9RN8shcIHrFm]{Black Rock} is connected to the walls of the town should any less welcome travellers attempt ingress. Ubersreik has had a long association with the nearby Dwarven clans of the Grey Mountains, and in a situation unique to Ubersreik, representatives of the city’s Dwarf population sit on the town council. One of Ubersreik’s more famous edifices, its spectacular @UUID[Compendium.wfrp4e-core.items.3DvCrKaYw2mF42Nr]{bridge} over the @UUID[.CqIczLRZI265nrAR]{River Teufel}, was built by Dwarfs during the time of Magnus the Pious. Widely regarded as one of the most impressive feats of engineering to be found in the Reikland, it connects the trade road which runs all the way from @UUID[JournalEntry.ozE2DMCMK64eE5pD.JournalEntryPage.OONgV24fbQ8ZEqSr]{Bögenhafen} to @UUID[JournalEntry.ozE2DMCMK64eE5pD.JournalEntryPage.vg5HI5Y74MmXMR3G]{Dunkelberg} then Nuln. Ubersreik deals in trade of all kinds, but is most well-known for ore and the skilled metal-work of the Dwarfs.</p><p>For exhaustive details on Ubersreik, see the @UUID[Compendium.wfrp4e-starter-set.journals.TSyoR9nSk7cehypG]{WFRP Starter Set}.</p><section id=\"secret-1j8H0PmNVpSsEVRX\" class=\"secret\"><ul><li><p><strong>Into The Inky Darkness: </strong>Reineke Rattenfanger, who hails from a long line of rat catchers, claims to have seen something new in the @UUID[Compendium.wfrp4e-starter-set.journals.TSyoR9nSk7cehypG.JournalEntryPage.yJlaZDmJgb5rIkHM]{sewers} beneath Ubersreik. Beady little eyes are one thing, but odd patches of sticky black gunk have been found daubed on walls left and right. Some, he swears, are number-shaped, like measurements or directions, with shapes that look like a large gate-structure. What’s more, he swears strange scratching noises have joined the usual skittering sounds of his quarry, like quill on parchment. Is it possible that the rats have learned to read and write? Whatever the case, Rattenfanger is looking for bodyguards, and folks could do far worse than getting such a knowledgeable guide to Ubersreik on their side. After all, the sewers grant access all over the town...</p></li></ul></section><p> </p>"
|
||
},
|
||
"Weissbruck": {
|
||
"name": "Weissbruck",
|
||
"text": "<div><p><span data-contrast=\"auto\">Originally little more than one of many tiny fishing villages along the @UUID[.I0krpnI0RnVs5RwK]{River Bögen}, Weissbruck has in the past century grown rapidly into a bustling port for goods and travelers moving between @UUID[JournalEntry.ozE2DMCMK64eE5pD.JournalEntryPage.OONgV24fbQ8ZEqSr]{Bögenhafen }and @UUID[JournalEntry.ozE2DMCMK64eE5pD.JournalEntryPage.V6tkgQ9A2skppjyl]{Altdorf}. Weissbruck’s change in fortune is due to its shrewd rulers, the Grubers, who decided to capitalize on the rich deposits of coal and iron found in @UUID[.lQz1hI7bZQeVHuiQ]{the Skaag Hills}. This ready supply of much needed resources enabled the Grubers, with the permission and partnership of the Prince of Altdorf, to commission Dwarf engineers to construct a canal in 2462IC, which rapidly accelerated the town’s growth, bringing all manner of citizenry with it.</span> </p></div><div><p><span data-contrast=\"auto\">While the output of the mines has slowed in recent years, trade has steadily increased. Despite its rulers’ riches, Weissbruck retains something of the character of a typical mining town; burly miners and dockworkers ensure an uneasy peace, and the threat of violence is never far removed. As the mines’ output has diminished, more and more miners have descended from the @UUID[.lQz1hI7bZQeVHuiQ]{Skaag hills}, a growing, agitated, unemployed workforce with little to do but drink cheap rotgut and scowl at strangers.</span> </p><section id=\"secret-h4uUXGxRlih5efkW\" class=\"secret\"><ul><li><p><strong>Eyes in the Sky:</strong> The Grubers of <strong>Weissbruck </strong>plan significant expansion to their town. They are clearing trees for the construction. Gnoldok Malakaisson — a Dwarf gyrocopter pilot — recently flew over this new development. But when he looked down and observed the ground, he was shocked to his core. Gnoldok is certain of what he saw: the pattern of the new town plans is the same as the secret Dwarf Rune of Explosions , but on a terrifyingly large scale. No one in town believes him, especially not the Grubers. But two days ago, whilst drinking in the Trumpet, someone used explosives to blow his gyrocopter. He may be grounded, but feels honour-bound to do something about his discoveries, if only someone will believe him...</p></li></ul></section></div>"
|
||
},
|
||
"Wheburg": {
|
||
"name": "Wheburg",
|
||
"text": "<div><p><span data-contrast=\"auto\">Wheburg is the first town encountered after leaving @UUID[.w0YfGxsBuLoODCgc]{the Grey Mountains} on the road from @UUID[JournalEntry.ozE2DMCMK64eE5pD.JournalEntryPage.JSzzPHEHN8oOhd1z]{Helmgart} to @UUID[.OONgV24fbQ8ZEqSr]{Bögenhafen}. Its proximity to the fortress of Helmgart ensures troops pass through regularly, and the town offers a sizeable barracks for visiting soldiers. Having survived the mountains’ extreme weather — to say nothing of ravaging armies of @UUID[Compendium.wfrp4e-core.actors.E7BiDqsB55BrOQut]{Orcs} and @UUID[Compendium.wfrp4e-core.actors.zzdOpKqBC28J66Mn]{Goblins}, and potential monsters roosting on the nearby @UUID[JournalEntry.ozE2DMCMK64eE5pD.JournalEntryPage.JiKJmJbRuu7blAIK]{Drachenberg} — most visitors arrive to Wheburg with a powerful desire to celebrate life. </span> </p></div><div><p><span data-contrast=\"auto\">To accommodate that need, Wheburg has become renowned for its hospitality, and its locals are widely regarded as the friendliest in the Reikland — for a price. The streets are lined with taverns, inns, and gambling dens, not to mention some less salubrious establishments where all the pleasures of the flesh are purveyed, and illicit substances may be procured. Tough fist-fights and petty crime are common, things rarely get too out of hand given the significant number of soldiers usually on hand to disperse any rowdy revelers (except, of course, when those revellers are, themselves, off-duty soldiers). Spending time in Wheburg prior to marriage has become something of a rite-of-passage for well-heeled Reiklanders, and it’s common to hear men and women calling out, ‘what happens in Wheburg, stays in Wheburg!’ from many a street corner.</span> </p></div><div><section id=\"secret-h2OKrX5wADFCCCFr\" class=\"secret\"><ul><li><p><strong>Wake Up Call: </strong>‘This Sonnstill, visit <strong>Wheburg </strong>for the celebration of a lifetime! Food, drink, and Cathayan fireworks, followed by a rendition of Detlef Sierk’s <em>The Fires of Caledair!</em> That’s right, the Wheburg Society of the Arts is here for the event of the season, with enough fireworks stashed around town to wake a Dragon! It’s almost as if that’s their plan… If so, it would be a terrible shame for those caught right in the middle of it all — but surely there will be a great reward for saving everyone, assuming there are any survivors left to pay.</p></li></ul></section><p> </p><p> </p></div>"
|
||
},
|
||
"The Bastions and Fortresses": {
|
||
"name": "The Bastions and Fortresses",
|
||
"text": "<p>The Reikland’s southern border is dominated by the @UUID[.w0YfGxsBuLoODCgc]{Grey Mountains}, which are, in turn, dominated by a series of strongholds, built and rebuilt to defend against raiding Mountain @UUID[Compendium.wfrp4e-core.actors.7qslmdLa7so3BmFk]{Trolls}, Greenskins, and the restless dead, not to mention the neighbouring kingdom of Bretonnia.</p><p>The @UUID[.Zhp59VXYiv6dGfhR]{River Reik} is similarly littered with bastions to ward attack, but there most are stony relics of the Empire’s broken past when the Reikland warred with the other grand provinces and itself. Only strategic fortresses now remain, easily outnumbered by castles fallen to disrepair, their ancient strength and storied past all but forgotten, just as their crumbling stonework is lost to time and decay.</p><p>@UUID[.uh8pYlhtLz3oy8bY]{Blackstone Tower}</p><p>@UUID[.MmbuWWtMPeOabeYk]{Steirlich Manor}</p><p>@UUID[.JSzzPHEHN8oOhd1z]{Helmgart}</p><p>@UUID[.duU6dzJCYiSyZFxQ]{The Stone}</p><div class=\"journal-image\"><img class=\"fit\" src=\"modules/wfrp4e-core/art/other/town.webp\" /></div>"
|
||
},
|
||
"Blackstone Tower": {
|
||
"name": "Blackstone Tower",
|
||
"text": "<p>While the Axe Bite and Grey Lady passes are the best-known routes over the @UUID[.w0YfGxsBuLoODCgc]{Grey Mountains}, they are not the only ways through the range. The Crooked Corridor is a narrow gorge through the mountains not far from the border with the Wasteland. It is useless to most merchants, being far too tight for wagons or horses, and dangerous to boot as much of the path is perched precariously on the edge of steep cliffs, meaning the slightest slip of a foot could lead to a painfully inglorious end.</p><p>Completely impassable in the winter and perilous at all other times, the Crooked Corridor was known only to goat herders and smugglers until a spate of Greenskin raids brought the pass to the attention of the authorities.</p><p>Several decades ago, Emperor Mattheus II ordered the construction of a fortress to watch over the Crooked Corridor after repeated invasion. Nine years later, Blackstone Tower was completed, drawing its name from the locally quarried dark stone that forms its walls, and the slate that tops its towers.</p><p>Its position high above the Crooked Corridor offered the Emperor’s sharpshooters an excellent perch from which to employ their lethal skills; however, its status as a Reiklander bastion was short-lived. An oversight at the planning stage resulted in the tower being built on lands claimed by the Dwarfs of Karak Ziflin. Not wanting to upset the Dwarfs, the Emperor ceded the tower, much to the annoyance of the Margrave of Geetburg who had helped finance it.</p><p>Today, the Dwarfs ‘generously’ allow a limited garrison to barrack alongside their own troops at Blackstone Tower, a largely rebuilt structure. With the Reiklanders chafing under the Dwarfs’ leadership, and the Dwarfs constantly belittling the shoddy human stonework they’ve yet to replace, the Tower is a powderkeg of grievances and resentment, generating a tense — and some would say unsustainable — atmosphere.</p><section id=\"secret-sw1j62I3bY8lWJzA\" class=\"secret\"><ul><li><p><strong>Ego vs Ego vs Ego</strong>: Duke Folcard of Montfort, King Rorek Granitehand of Karak Ziflin, and Margrave Manegold von Geetburg all walk into a tower. It may sound like the start of a joke, but it’s more likely the beginning of a war. And Alram Habich — Architect of <strong>Blackstone Tower</strong>, and devotee of Tzeentch, the Chaos God of Change — is delighted at the trouble his tower is causing. Unbeknownst to Habich, his former apprentice has uncovered his once master’s true allegiance, but doesn’t know what to do. So he drowns his fears in The Forked Mane tavern, waiting for someone, anyone, who’ll believe him.</p></li></ul></section>"
|
||
},
|
||
"Steirlich Manor": {
|
||
"name": "Steirlich Manor",
|
||
"text": "<p>On the southern slopes of the @UUID[JournalEntry.ozE2DMCMK64eE5pD.JournalEntryPage.mdjl1WxjZLeuSWAN]{Hägercrybs}, in the @UUID[Compendium.wfrp4e-starter-set.journals.70sJnVPsNmeNnqdC.JournalEntryPage.7Gdm2AkGTqgjkatM]{Duchy of Grauwerk}, sits a heavily fortified manor atop a windswept ridge. The manor is ancient, a holding of the von Bruner family, and currently ruled by Graf Steirlich: both the Graf and his imposing manor were named for a famous ancestor who was gifted the land by Emperor Mandred Ratslayer in 1138IC.</p><p>The Graf is steely eyed and ambitious, with a ruthless streak as wide as @UUID[.Zhp59VXYiv6dGfhR]{the Reik}. He is well thought of amidst the local smallfolk for his determination to root out bandits and hunt down other menaces that would dare impinge upon his property. Indeed, there are whisperings that he may be a little too willing to investigate unnatural occurrences, for dark rumors of corruption swirl around the scions of the von Bruner line.</p><p>Certainly, the darkly handsome Graf is always on the lookout for stout hearts, stern wills, and strong sword-arms to help him maintain the peace, so few air their fears aloud.</p><section id=\"secret-OsGMM42hkDCe5DEB\" class=\"secret\"><ul><li><p><strong>The Hunt Is On: </strong>Graf Steirlich von Bruner is hiring guards for a gathering he’s holding at <strong>Steirlich Manor</strong>. The new hires are given one specific command: do not let the guests wander alone. Unfortunately, the young Lady Ioella von Walfen has disappeared, and she needs to be found. Anyone entering the lower rooms finds a great deal of hunting equipment, and a trophy room with human heads mounted on the wall. Those found here will be detained by the Graf ’s men, only to be let loose into the forest that evening as prey in the next Steirlich Hunt.</p></li></ul></section>"
|
||
},
|
||
"Helmgart": {
|
||
"name": "Helmgart",
|
||
"text": "<p>Set high in @UUID[.w0YfGxsBuLoODCgc]{the Grey Mountains}, the fortress town of Helmgart guards the border with Bretonnia from the eastern side of Axe Bite Pass. The Empire’s relations with Bretonnia have not always been civil, and while the ramparts of Helmgart are no longer lined with aging skulls in elaborate helms, they most likely remain in the castle’s cellars. These days, the soldiers of Helmgart are more often called upon to patrol the pass, protecting travelers and merchants from Greenskins, bandits, and other menaces.</p><p>Helmgart’s keep was carved directly out of the mountainside by Dwarfs long ago. Three tiers of stout stone walls buttress a great granite mountain, dominating the surrounding terrain and offering an excellent view of the road below. Adjoining Helmgart proper, is a huge, imposing wall broken only by a single, long tunnel standing between the two, sheer mountainsides: the only route through to Bretonnia. Amongst the troops garrisoning the fortress are a number of storied regiments. Most famously, the gunners of Mackensen’s Marauders – a Reiklander State Regiment – are well known for their deadly accuracy, a fearsome reputation perhaps aided by the lack of cover on the road below the high walls. The fortress sits at one end of the great road that leads directly to Bögenhafen, and from there onto Altdorf.</p><p>As guardian of the principle trade route into the Empire from Bretonnia, Helmgart is equal parts imposing citadel and bustling trade town. Here, Bretonnian merchants barter brandy, wine, fine fabrics, arms, and armor, while their Reiklander counterparts in turn funnel their province’s goods south. The local Dwarf clans, too, trade ingots of silver, lead, and iron, along with precious pieces of Dwarf-smithed metalwork. With so many merchants and traders, the Marketplatz of Helmgart is a bustling place, rife with endless opportunities and uncounted thieves.</p><section id=\"secret-8IUbI1HylzQvAK2d\" class=\"secret\"><ul><li><p> <strong>The Creature of Helmgart Tunnel</strong>: Little more than a local legend, the Creature of Helmgart Tunnel is whispered of by tipsy guards and grinning merchants to scare their Bretonnian counterparts who are forced to travel through it. Despite the joke, there are countless eye-witness accounts from merchants who now refuse to enter the tunnel. One piece of damning evidence is that a merchant — Poncet Discret — recently fled the tunnel in terror, leaving behind his goods. When he returned to collect them, they were nowhere to be found. Discret, now convinced it’s all a scheme, will pay well if his stock is found.</p></li><li><p> <strong>Trick or Treat?</strong>: A gang of teenagers have gone missing in <strong>Helmgart</strong>. After almost a week of fruitless searching, their families are convinced they’ve gone up to @UUID[JournalEntry.ozE2DMCMK64eE5pD.JournalEntryPage.xDqk8yTBNt6SSeXc]{Helspire} on some foolish, thrill-seeking adventure. The local Hedgewise believes Morrslieb will rise almost full in three nights time. So, the families are desperate: they will pay anything for someone to go to Helspire and get their offspring out alive! The only problem is, once found, the teenagers don’t want to leave. They’re here to see their sister , and she won’t like it if they leave...</p></li></ul></section><p><br /><br /></p>"
|
||
},
|
||
"The Stone": {
|
||
"name": "The Stone",
|
||
"text": "<p>Towering over one of the many islands in @UUID[.Zhp59VXYiv6dGfhR]{the Reik} by Essel, the massive promontory known simply as The Stone can be seen for miles around. A winding path coils up the steep, craggy face from the small, seemingly insignificant jetty at its base to the severe walls of the squat citadel crowning the rocky mount. Captains give it a wide berth when they pass, the more superstitious among them making an offering of salt and steel to Grandfather Reik to safeguard their passage. No pennants fly atop the grim battlements, though the occasional gleam from a guard’s helmet attests to the troops patrolling the ramparts.</p><p>Unknown to most, the Stone is a secure prison containing dangerous criminals that, for various sensitive, political reasons cannot simply be executed. Some have powerful friends and family, or are themselves nobles whose crimes, if publicly acknowledged would cause scandal and shame to the great and good of the Reikland. Others are political hostages, held to ensure the compliance of wayward relatives. And, of course, a few simply know too much, their precious secrets safeguarded in The Stone against their future need. No-one really knows about the conditions within The Stone’s walls; no-one really wants to ask.</p><section id=\"secret-JyapAvKS0JXmdKO4\" class=\"secret\"><ul><li><p><strong>Ungelöst</strong>: Ru Bai Guo, a Cathayan, and Serafin Madej, a Kislevite, are in need of assistance. Ru is a staunch believer in the supernatural, with a particular fascination with ghosts. Serafin is a pragmatist, and dismisses any form of spirituality, even going so far as to deny the existence of the gods, believing they are nothing more than manifestations of living Human influence! The pair wish to prove or disprove the existence of ghosts by trapping one! They have found their strongest lead so far: the ghost of an inmate tortured to death by the guards of the <strong>Stone</strong>. But the Stone doesn’t admit visitors, so they need help to get locked up, protected on the inside, and then get out again. Foreign coin is as good as any, and they have more than enough to pay for this unusual job.</p></li></ul></section><p> </p><p> </p>"
|
||
},
|
||
"The Villages, Hamlets, and Holy Places": {
|
||
"name": "The Villages, Hamlets, and Holy Places",
|
||
"text": "<p>Throughout the Reikland, most of the uncounted hundreds of villages and hamlets are clustered close to towns for protection and trade. By comparison, in the open Suden Vorbergland, settlements are strewn more freely amongst the farmlands, dotting the landscape every few miles or so, relying on the protection of fortresses in the mountains and the state regiments from the large market towns. Due to a quirk in Reikland law installed by Sigmarites many centuries ago, villages are defined as any small settlement including a temple of Sigmar; hamlets, by comparison, are those without such spiritual support, and are often smaller because of this.</p><p>Besides these smaller settlements, the Reikland hosts an uncounted number of isolated monasteries, abbeys, way-temples, and other holy sites. While most are sited in locations not too far from protection, some well-fortified examples can be found in the most unlikely places, often for religious or historical reasons, be that upon the sides of a mountain, the depths of a forest, the centre of a lake, or in an even less likely location.</p><p>@UUID[.bH2gei8KaoldMQMb]{Monastery of the Holy Word}</p><p>@UUID[.5PzwVY6hshAgMiu9]{Rottfurt}</p><p>@UUID[.1zQccbTrXoTEIqx1]{Wörlin}</p><p>@UUID[.MmUueaT9o9bpnTe4]{Zahnstadt}</p><div class=\"journal-image\"><img class=\"fit\" src=\"modules/wfrp4e-core/art/other/town-hill.webp\" /></div>"
|
||
},
|
||
"Monastery of the Holy Word": {
|
||
"name": "Monastery of the Holy Word",
|
||
"text": "<p>Deep in @UUID[.UqeZNqbpV8uocCUN]{the Reikwald} west of @UUID[JournalEntry.ozE2DMCMK64eE5pD.JournalEntryPage.V6tkgQ9A2skppjyl]{Altdorf}, far from any easily traversed road, lies the Monastery of the Holy Word. This hallowed site is tended by the Sigmarite Order of the Anvil. The Order of the Anvil is responsible for keeping the laws that govern the Cult of Sigmar and maintaining all details of the cult’s practices.</p><p>The Monastery of the Holy Word houses the order’s greatest treasure: the Testaments of Sigmar. Collected not long after Sigmar abdicated, the Testaments are a gathering of the written memories of warriors and citizens who knew Sigmar Heldenhammer before he ascended to godhood. Considered to be the most accurate collection of the things Sigmar actually said and the practices he maintained in life, the Testaments are some of the holiest works in the Reikland.</p><p>It is not normally the practice of the Order of the Anvil to accept visitors, but the Monastery of the Holy Word is no normal monastery. Penitents seeking obscure details about the foundations of Sigmar’s Law will travel from across the Empire to query the black and green robed monks on doctrine.</p><p>Nobles and exceedingly wealthy merchants who have repeatedly shown their devotion to the Cult of Sigmar will occasionally be granted leave to take a pilgrimage to the Monastery of the Holy Word. While none are allowed to read the original Testaments, or even to touch them, leave to gaze upon one or two of the original pages is deemed to be a sacred honor beyond price.</p><section id=\"secret-FcR0gYlle1xZppJV\" class=\"secret\"><ul><li><p><strong>Mission: Unmöglich</strong>: A shadowy figure in black and green robes contacts the Characters, flashing the icon of the Order of the Cleansing Flame, and the signet ring of the Grand Theogonist himself. There is a task that must be done: to refuse it will be a death sentence, but to accept seems little better. The Cult of Sigmar needs deniable agents to steal the Testaments of Sigmar from the <strong>Monastery of the Holy Word.</strong> There’s only two weeks to complete the job.</p></li></ul></section>"
|
||
},
|
||
"Rottfurt": {
|
||
"name": "Rottfurt",
|
||
"text": "<div><div><div><p>Scores of settlements line the @UUID[.CqIczLRZI265nrAR]{River Teufel}, most easily forgettable, even interchangeable. Not so Rottfurt, whose name is spoken of in hushed, reverential tones by scholars and wizards throughout the Empire. Though primarily a village of shepherds, producing wool and mutton, Rottfurt also produces a famous — and famously pricy — sheepskin parchment: Rottfurt Silver. The parchment possesses a faint sheen, takes ink well, and resists fading far longer than other, lesser parchments.</p><p>Because of this, the thick-wooled, pale sheep of Rottfurt are the village’s pride and afforded every comfort. They feed on the luscious grass of the nearby Hammastrat Heights and are generally allowed to wander as they will during the day. The shepherds contribute to a rotating militia, tasked with protecting their precious flocks at all costs.</p><p>However, of late the livestock have been going missing; intriguingly, those on guard have always found themselves falling asleep, despite their best efforts. On waking, another sheep has vanished. What began as a minor frustration has grown to a full-blown obsession for the locals, with as many wild and spectacular theories flying around as there are stars in the heavens.</p><section id=\"secret-BnFZp8OEggRGoD71\" class=\"secret\"><ul><li><p><strong>A Relic, Awoken</strong>: Horst Hahnemann — a young shepherd from Rottfurt — has really put his foot in it. Whilst herding his flock, the ground collapsed and he crashed into an ancient tomb filled with images of long-eared, skinny wolves and massive, horned beetles. Doktor Johannsen, an antiquarian of wide repute, has arrived in the village intent on investigating. He’s convinced that Horst has discovered a Nehekharan tomb. Indeed, he believes it may be the fabled tomb of Rahotep! Could this really be the same Rahotep — the mysterious figure who features in some of the recountings of the Life and Times of Sigmar Heldenhammer himself? Realising the potential danger, both from what may lay within and from grave robbers, Johannsen is looking to hire help for what lies ahead.</p></li></ul></section></div></div></div>"
|
||
},
|
||
"Wörlin": {
|
||
"name": "Wörlin",
|
||
"text": "<p>The small fishing hamlet of Wörlin is almost impossible to spot from the river. The settlement is surrounded by a number of small, rocky islets and promontories, and sheltered by thousands of bowing trees. These ‘Willows of Worlitz’ line the banks of the Reik for many miles around, and it seems none have any interest in using their lumber. A great deal of trade passes by Wörlin, but very little actually happens in Wörlin as most of the passing goods are bound for more lucrative markets.</p><section id=\"secret-1yjqVo8cRd6ZXeHd\" class=\"secret\"><ul><li><p><strong>The Root of the Problem</strong>: On the festival day of Sonnstill, the ‘hamlet circle’ — a council of the hamlet’s elders — gather to ‘water the willows’. This simple ceremony involves singing, dancing, feasting, and the slicing of a virile stranger’s throat, splashing blood across the thirsty roots of the Queen willow, quenching her sanguinary appetites for one more year. should the ceremony be completed, the Queen is pleased, and will ensure the hamlet’s safety from the children of the forest. should the ceremony be interrupted, the Queen awakes and summons her children, bringing braying Beastmen by the score to slaughter all in their path. But outsiders rarely consider such consequences when they have a knife to their throat.</p></li><li><p><strong>The Wizard of Wörlin</strong>: The folk of Wörlin, and the surrounding towns, speak highly of a wizard who lives on the outskirts of the sleepy little village. Unusually tall, and uncountably old, the wizard trades charms and spells for rumours and favours. He’s looking for something and he’s growing impatient; perhaps he will pay for some helping hands? The folk say he is often heard mumbling the following rhyme: ‘A Gorgon by the river, a hole in the ground, where the old man of Mordheim goes around and around.’</p></li></ul></section><p> </p>"
|
||
},
|
||
"Zahnstadt": {
|
||
"name": "Zahnstadt",
|
||
"text": "<p>Isolated Zahnstadt is considered by locals to be the ‘last village of the Vorbergland’, after which the rolling hills turn barren and cold before reaching upwards to the Greenskin-infested @UUID[.w0YfGxsBuLoODCgc]{Grey Mountains}. In the shadow of those peaks, Zahnstadt skulks along the southern bank of the River Mos, deep in a dark valley with bleak crags rising to all sides. In summer, the sun only shines on the village for an hour or two at midday, hiding behind the surrounding cliffs in the morning, and creeping behind the mountains as the day lengthens.</p><p>In the winter, there is no direct sunlight at all, locking the village in a gloomy cycle of twilight and darkness. Despite this, the folk of Zahnstadt are famous for their bright dispositions and perpetual cheerfulness, a trait outsiders often find forced and off-putting. Every house in Zahnstadt is brightly painted in a garish medley of different, often clashing colors. Its homely inn, the Wayward Sun, is famous for its ever-burning hearthfire and for the relentlessly cheerful songs that echo long into the night.</p><div><div><div><section id=\"secret-wiROVGgvGF9VmPSD\" class=\"secret\"><ul><li><p><strong>The Sins of the Past</strong>: Zahnstadt has long been in the grip of something far worse than a lack of enriching sunlight: vampires. near the end of the third vampire wars, Janos von Carstein deserted the vampire lord Mannfred von Carstein’s depleted armies. After weeks of evading pursuit from his master’s vengeful minions, he chanced upon dark Zahnstadt and realized it was the perfect place to go to ground. Almost three-hundred years later, and he hides there still, and time has made him bold. he now sleeps beneath the Wayward Sun in an ostentatious, velvet-lined coffin, rising each evening to hold ‘court’ in the inn, forcing enthralled locals to sing happy songs of his homeland Sylvania. Rumour of this has not only reached the ears of witch hunters, but also the pawns of recently resurrected Mannfred von Carstein, who has ordered his traitorous son be brought before him. it would be unfortunate, indeed, should poor, unsuspecting souls happen to hostel in the Wayward Sun on the same night the witch hunters arrive to investigate, and the same night that Mannfred’s agents choose to extract Janos before the witch hunters uncover his true nature…</p></li><li><p> <strong>The Wolves of Ulric</strong>: A ragged band of Ulricans have built a temple to the Lord of Winter in the hollow of the mightiest crag near <strong>Zahnstadt</strong>. The band preach that the village is sacred to @UUID[JournalEntry.NcH9OhleJFfaUdon.JournalEntryPage.jza73azXzLy0oVCy]{Ulric}, for nowhere in Reikland is so frozen in winter, yet the folk survive. Zahnstadt locals are initially happy to welcome these newcomers. But when they start breeding wolves in their temple, and the howling begins, the villagers are eager to find someone to encourage the Ulricans to leave. This need becomes especially pressing when it becomes clear the rowdy cultists are somehow immune to the charms of the village’s mysterious benefactor…</p></li></ul></section></div></div></div>"
|
||
},
|
||
"The Ancient and Terrible Ruins": {
|
||
"name": "The Ancient and Terrible Ruins",
|
||
"text": "<p>The Reikland’s long and bloody history stretches back long before the time of Magnus the Pious and the Great War Against Chaos; relics of ancient atrocities litter the realm, and it is a wise and wary traveller that checks for ancient standing stones before erecting their camp of an evening. Some of these sites bear haunting legends of gruesome renown and macabre spectacle, but most towns and villages boast their own local ruins, with accompanying tales of horror and bloodshed.</p><p>@UUID[.lwXLMY5r8KZFWjMF]{The Darkstone Ring}</p><p>@UUID[.uFGkN1WJQAhWlGOs]{Castle Drachenfels}</p><p>@UUID[.xDqk8yTBNt6SSeXc]{Helspire}</p><p>@UUID[.TmY2yQ60OWSLkd4X]{The Lorlay}</p><p>@UUID[.oBBF31DFehKQcQca]{The Singing Stones}</p>"
|
||
},
|
||
"The Darkstone Ring": {
|
||
"name": "The Darkstone Ring",
|
||
"text": "<p>The wise do not venture to the Darkstone Ring. The path to this place of terrible and ancient power lies to the north of Blutroch the Altdorf-Bögenhafen road. When night falls, the six suggestively-carved stones glow green with a wan luminosity, flaring bright as Morrslieb waxes.</p><p>At the center of the Darkstone Ring lies a monolithic slab of unidentifiable rock, permanently stained with the blood of the countless innocents sacrificed there down through the millennia.</p><p>Despite the ring’s fell reputation, travelers seem drawn to its malevolent environs, lured by legends of mystical potential and lost artefacts of terrible arcane power. Not even frequent sightings of beastmen and cultists — especially around Geheimnisnacht — can deter these brave, some may say foolhardy, souls.</p><section id=\"secret-3Si3rNSc20s3q4Zl\" class=\"secret\"><ul><li><p><strong>Inextinguishable: </strong>With fire, sword, and shot, folks have tried for generations to tear down the <strong>Darkstone Ring</strong>. Sometimes, the assault bounces off harmlessly; other times, the site is destroyed, only to appear again. This reappearance happens when the next the Chaos moon, ‘Morrslieb’, rises. Once, Captain Ottfried Kant, a famous Witch Hunter, destroyed the ring and camped there to make sure it never returned... A month later, he was found impaled on one of the black obelisks, which had grown through him. The Order of the Anvil will pay well, in gold and favours, for a weapon that will put an end to this blight once and for all. Rumour claims the weapon needed may be buried under the ring itself...</p></li></ul></section><p> </p><p><br /><br /></p>"
|
||
},
|
||
"Castle Drachenfels": {
|
||
"name": "Castle Drachenfels",
|
||
"text": "<p>Like the twisted talon of a malformed claw, the seven towers of Castle Drachenfels clutch at the sky in a gesture of malevolence and spite. Each of its misshapen turrets is festooned with windows, resembling eyes without number, alert to the arrival of any traveler unlucky — or unwise — enough to stumble upon the lair of the Great Enchanter, Constant Drachenfels.</p><p>Drachenfels — a mythically powerful sorcerer, necromancer, and daemonologist — has tormented mankind since before the time of the Empire; already ancient when he suffered his first great defeat at the hands of Sigmar Heldenhammer, he has returned time and again to his haunt in @UUID[.w0YfGxsBuLoODCgc]{the Grey Mountains}, like a festering wound that refuses to heal. Rumors abound that the seemingly quiescent ruins, mostly reduced to rubble and long forsaken, are less abandoned than they appear…</p><section id=\"secret-7oPgHaGvBIb1Ua3K\" class=\"secret\"><ul><li><p><strong>No Rest for the Wicked</strong>: They say that <strong>Castle Drachenfels</strong> swarms with the spirits of those unfortunates who died within its walls. But the same seems to be true of the living, too. Kaster Dreckspatz — a Bright Wizard — suffered a fate worse than death when he attempted to assault Castle Drachenfels decades ago. To this day, he lies still in the @UUID[Compendium.wfrp4e-archives2.journals.NdCkjAamdihWdQqA]{Great Hospice} of Frederheim unable to awaken. Normally, such a tragedy would be noted, and the poor soul put out of his misery; however, Dreckspatz is the secret keeper of a powerful and baleful tome whose location must be secured. The Bright Order, unwilling to lose any more of their numbers to the warded Castle, are looking for sell-swords to break the Castle’s hold over Dreckspatz’s soul!</p></li></ul></section>"
|
||
},
|
||
"Helspire": {
|
||
"name": "Helspire",
|
||
"text": "<p>Looming perilously in the peaks overlooking Axe-Bite Pass, the Helspire is a grim fortress, carved directly out of the living rock of @UUID[.w0YfGxsBuLoODCgc]{the Grey Mountains} and inlaid with the bones of countless fallen. It appears long abandoned and as still as the grave; yet, on rare nights of occult significance, eldritch lights can be seen blazing along its battlements, casting eerie shadows across the pass, even in the blackest of nights. On such nights, the Helspire reveals itself as a citadel of the unquiet dead, and skeletal knights charge forth, scouring the mountainside, terrorizing both Reiklanders and Bretonnian alike. Little is known about the castle, and none living claim to have pierced its bleak walls or know who commands the legions of the undead that lurk therein. Some say a cabal of necromancers call it home, others whisper it is the vault of a vampire, and a few even murmur the fortress is commanded by a powerful Liche, in life a powerful sorcerer, clinging to undeath in the pursuit of bloody vengeance for some centuries old slight. Perhaps because of this uncertainty, the Helspire is said to be filled with riches looted from across the Old World, but none know the truth, as those who seek such treasures never return or never talk.</p><section id=\"secret-iOjDk3JoE5bClOvq\" class=\"secret\"><ul><li><p><strong>Trick or Treat?</strong>: A gang of teenagers have gone missing in @UUID[.JSzzPHEHN8oOhd1z]{Helmgart}. After almost a week of fruitless searching, their families are convinced they’ve gone up to Helspire on some foolish, thrill-seeking adventure. The local Hedgewise believes Morrslieb will rise almost full in three nights time. So, the families are desperate: they will pay anything for someone to go to Helspire and get their offspring out alive! The only problem is, once found, the teenagers don’t want to leave. They’re here to see their sister , and she won’t like it if they leave...</p></li></ul></section>"
|
||
},
|
||
"The Lorlay": {
|
||
"name": "The Lorlay",
|
||
"text": "<p>Possessing a breathtaking vista, the Lorlay is an imposing rock formation standing proud in the center of @UUID[.Zhp59VXYiv6dGfhR]{the Reik} some 40 miles downstream of @UUID[.so1ZUXSSYFRvxkhp]{Grissenwald}. The channels on either side of the jutting island flow swift and deep, and despite the relative narrowness of the river at this point, no crossing has been successfully constructed.</p><p>Romantic legends abound of a beautiful, elven maiden, pale of skin and supple of limb, who swims in the fast-moving waters at dawn and dusk. Because of this, the Lorlay is popular spot for afluent Reiklanders’ to hold Taalite stag parties before marriage, and a surprising number of high-class inns can be found nearby. Tales of the singing water maiden are especially rife amongst the Reikland’s river-bound sailors, and if their stories are to be believed, she has been spotted by half the seamen of the navy.</p><section id=\"secret-yqg5Us4PjTj90f09\" class=\"secret\"><ul><li><p><strong>Brother Dearest</strong>: A hauntingly tall Elf, with the grace of a panther and eyes like cut sapphires, is staying at an inn in <strong>Stirgau</strong>. He calls himself Rasiel Thrice-Scorned, and offers a purse filled with coins of a shape, quality, and purity that none in the village have ever encountered. He’s looking for a boat to take him out to the <strong>Lorlay</strong>. But, despite the reward, he hasn’t managed to find any takers. When turned down Rasiel Thrice-Scorned simply smiles and says, ‘<em>I’ve all the time in the world, and a few more years matter not for a family reunion.</em>’ Will the Characters take him out into the Reik?</p></li></ul></section>"
|
||
},
|
||
"The Singing Stones": {
|
||
"name": "The Singing Stones",
|
||
"text": "<p>West of @UUID[.rSZhBryYlrsjOpMA]{Schädelheim}, deep in a wooded valley, stands an ancient dolmen. Its stones are old beyond reckoning, arrayed in a spiraling pattern around a central arrangement of huge pillars capped with an enormous slab, resembling nothing more than a titanic altar. From the ground it is nigh on impossible to discern the intricate pattern of the stones, especially given the trees and bushes that have grown in amongst the menhirs.</p><p>When a westerly wind blows up the valley, in from the Wasteland, the stones produce an eerie keening that echoes for miles around. While some locals claim listening to the stones’ song can give insight into problems or grant strange wisdom, others declare such nonsense is heresy, knowing nothing but trouble comes from trafficking in such ungodly power, and are more than willing to use violence to save the souls of the foolish.</p><section id=\"secret-7EBf3iC7aUQsC6aQ\" class=\"secret\"><ul><li><p><strong>The Sound of Music: </strong>After spending a horrible night underneath the arches of the <strong>Singing Stones</strong>, with its haunting cacophony playing on the howling wind, the party makes their way back to civilisation. The following night, around the hearth in a cosy taproom, a minstrel begins a tune on the mandolin. The song is the same as that sung by the Singing Stones — sounds not possible from a mandolin. No one else in the taproom seems to notice. When the musician stops her performance, the music keeps playing. The Characters discover that sleep cannot save them from the incessant singing. If they hope to survive, they must find its source…</p></li></ul></section>"
|
||
}
|
||
}
|
||
},
|
||
"The Consumers' Guide": {
|
||
"name": "The Consumers' Guide",
|
||
"pages": {
|
||
"The Consumers' Guide": {
|
||
"name": "The Consumers' Guide",
|
||
"text": "<blockquote><p>‘After sixty years in the trade, here are the three most important lessons I’ve learned. One: friendship means nothing. Two: without ambition you’re nothing. Three: no matter how fruitless the prospect, you can always squeeze more blood from a stone.’</p><p style=\"text-align:right\"><em>— Ubel Rikard-Goellner, Merchant Prince</em></p></blockquote><p>The trappings you receive from your @UUID[JournalEntry.wczCPcuHT4VQDLpL]{Class and Career} are enough to get you started, but you may want more equipment. During character creation, additional items can be purchased from the lists in this chapter without restriction. However, once you start to play, the availability of some trappings is limited, so make sure you buy everything you want and can afford before you begin play.</p><blockquote class=\"sidebar\"><h3><em>Trapping Lists</em></h3><p><em>@UUID[.wdXywmb7FBVipOw8#melee-weapons]{Melee Weapons}</em></p><p><em>@UUID[.wdXywmb7FBVipOw8#ranged-weapons]{Ranged Weapons}</em></p><p><em>@UUID[.wdXywmb7FBVipOw8#ammunition]{Ammunition}</em></p><p><em>@UUID[.yYXaAw24i93B4vzk]{Armour}</em></p><p><em>@UUID[.YtV0Fo9ghxfRtYJb]{Packs and Containers}</em></p><p><em>@UUID[.uQM0LRp5pm5i5dX8]{Clothing and Accessories}</em></p><p><em>@UUID[.pRWFMDTkIS2JdmXL]{Food, Drink and Lodging}</em></p><p><em>@UUID[.glQaExNl2uuw0hPo]{Tools and Kits}</em></p><p><em>@UUID[.WygXkWZptBjNf48t]{Books and Documents}</em></p><p><em>@UUID[.D6IFSbj6na9owAw2]{Trade Tools and Workshops}</em></p><p><em>@UUID[.0FcJiBgijEvTkNiG]{Animals and Vehicles}</em></p><p><em>@UUID[.4CBQ1HlTC7lj9bFy]{Drugs and Poisons}</em></p><p><em>@UUID[.PYiffieXenZHBUAU]{Herbs and Draughts}</em></p><p><em>@UUID[.LWNUujoLK2YnGbFu]{Prosthetics}</em></p><p><em>@UUID[.fiXbxW3H96StJWmH]{Miscellaneous Trappings}</em></p><p><em>@UUID[.oRi9uwMS1O9Ol6Hx]{Hirelings}</em></p></blockquote>"
|
||
},
|
||
"Money": {
|
||
"name": "Money",
|
||
"text": "<p>Before you can buy new trappings, you first need to understand how money works in the Empire.</p><p>The Empire’s coins are most commonly minted in 3 denominations: Brass Pennies (d), Silver Shillings (/), and Gold Crowns (GC). Coins usually weigh around an ounce and, as their inherent value is determined by weight, even foreign coins can be easily valued with a set of scales, though will likely draw a suspicious eye.</p><blockquote class=\"sidebar\"><p><em>Standard coin values are:</em></p><p><em>1 gold crown (1GC) = 20 silver shillings (20/–) = 240 brass pennies (240d)</em></p><p><em>1 silver shilling (1/–) = 12 brass pennies (12d)</em></p><p><em>This is usually abbreviated to:</em></p><p><em>1 GC = 20/– = 240d </em></p><blockquote class=\"foundry-note\"><p>Use the <span style=\"font-family:Courier\">/pay</span> or <span style=\"font-family:Courier\">/credit</span> command to easily use money in the system. See the <span style=\"font-family:Courier\">/help</span> menu for examples</p></blockquote></blockquote><h3>The Cost of Living</h3><p>As they wander the Empire, adventurers likely fill their purses with coins of all three denominations, perhaps poor one day, unexpectedly rich the next. However, outside adventuring, most lives centre on a single coin type as determined by @UUID[JournalEntry.wczCPcuHT4VQDLpL.JournalEntryPage.R7RQ4hfivLrG0XaF]{Social Status}. </p><p>Those seeking to maintain their Status must also keep up appearances. After all, if you repeatedly appear as poorer than you are, others will unsurprisingly think you’re poor. In practice, dressing and eating as expected, and using trappings that are fitting for your station, is enough for most folks to simply accept you at face value. What this requires in practice is left up to the GM to determine, using the following as a guide:</p><ul><li><p><strong>Brass Tier</strong>: The poorest members of society are unlikely to see a gold coin in their lifetimes. They live humble lives, subsisting on plain foods and sleeping in shared rooms, and have little appearances to maintain. Indeed, peers are more likely to call them out for having airs and graces for spending too much on fine clothes and food than they are likely to note spending too little.</p></li><li><p><strong>Silver Tier</strong>: The swelling middle-classes may use pennies for ale and gold for major purchases, but shillings are their standard currency. They dine well, sleep in comfortable beds, and wear good quality clothing.</p></li><li><p><strong>Gold Tier</strong>: The wealthiest elites rarely bother themselves with pfennigs. They eat luxury foods, sleep on satin sheets, and always stand out from the crowd due to their expensive garb and trappings.</p></li></ul><p>For GMs preferring hard numbers, spending around half your Status every day is usually enough to maintain appearances, though you may be living a little frugally. So, if you have a Status of Silver 4, spending at least 2 shillings per day will do for food and board, where if you have Brass 2 Status, you need only spend a pfennig a day.</p><blockquote class=\"sidebar\"><h3 class=\"sidebar-title no-toc\" style=\"text-align:center;text-transform:uppercase\"><em>Money Slang</em></h3><p><em>Various slang terms are used for coins across the Empire. Here are some of the more common terms.</em></p><ul><li><em><strong>Gold Crowns</strong>: Marks, Karls, Gelt</em></li><li><em><strong>Silver Shillings</strong>: Bob, Shimmies, Mucks</em></li><li><em><strong>Brass Pennies</strong>: Pfennigs, Clanks, Shrapnel</em></li></ul></blockquote><blockquote class=\"sidebar\"><h3 class=\"sidebar-title no-toc\" style=\"text-align:center;text-transform:uppercase\"><em>Money, Money, Money</em></h3><p><em>For those new to <strong>WFRP</strong>, remembering there are 12 pennies in a shilling and 20 shillings in 1 crown, for a total of 240 pennies to 1 crown, can take some getting used to, especially if the money is mixed up a little, such as this: 6/8, or 6 shillings and 8 pence. That number may initially look arbitrary, but if you translate it to pennies, it becomes a far more understandable 80d, or one third of a gold crown. Indeed, an 80d coin is fairly common in the Empire, and is called a noble.</em></p><p><em>Don’t worry too much about fully understanding the coins to begin with. An easy way to keep everything right in your head is to translate all prices to pennies and think of it in your local currency to get a grip of the numbers. So, if British, you could think of a brass penny as £1, a silver coin as worth around £12, and a crown as £240. It’s not accurate, but does help keep the money understandable until you are used to it. So, if someone offered you a job for 10 shillings, think of it as £120, which is a fair bit of money. But if someone offered you a job for 10GC, that’s a far more tempting £2400!</em></p></blockquote><h3>Criminal Coinage</h3><div class=\"journal-image float-right\"><img src=\"modules/wfrp4e-core/art/other/coin-heads.png\" width=\"168\" height=\"168\" /></div><p>Of course, if there is money involved there will be folk looking to take any advantage they can, including criminal options. For the Rogues in your party, two schemes concerning coins are worth knowing.</p><h4>Counterfeiting</h4><p>The diversity of coinage circulating the Empire means counterfeiting is rife. Reiklanders may be accustomed to seeing coins from other provinces, but are always wary of being scammed. A successful <strong>Evaluate</strong> Test will detect counterfeit coins, typically by inspecting coins for weight and hardness.</p><p>Actually producing counterfeit coins is much harder. It requires an <strong>Art (Engraving)</strong> Test to carve a convincing stamping die, then a <strong>Trade (Blacksmith)</strong> Test to strike the coins, usually with the aid of an assistant. Including a higher precious metal content makes Evaluate Tests to detect counterfeits more difficult; using less than a fifth makes it much easier to spot the fake coins.</p><h4>Clipping</h4><p>Embezzlers can trim slivers of precious metal away from the edges of coins. This scam is called ‘clipping’ or ‘shaving’ and is practised mainly by shopkeepers or tollkeepers who have access to large quantities of other peoples’ money. Gold and silver filings are then melted down and sold to jewellers, counterfeiters, or fences. Clipped coins can be detected with the Evaluate Skill; the more of the coin that’s clipped, the easier the Test. </p><blockquote class=\"sidebar\"><h3 class=\"sidebar-title no-toc\" style=\"text-align:center;text-transform:uppercase\"><em>The Nuln Standard</em></h3><p><em>Altdorf may be the current capital of Reikland and the Empire, but coinage standards are established in the city-state of Nuln to the south. Historically, Nuln was the Empire’s capital until House Holswig-Schliestein restored the throne to Altdorf a century ago, and many imperial institutions still call that city home. The Nuln Standard only governs coin weight and metallurgy, not stamp imagery, which varies significantly across the provinces.</em></p></blockquote>"
|
||
},
|
||
"Going to Market": {
|
||
"name": "Going to Market",
|
||
"text": "<p>Once you start play, the availability of rarer goods is restricted. After all, it’s hard to find a harpsichord in a five-house hamlet, but not so hard in the shops and markets of imperial capital, Altdorf.</p><p>The following rules for buying and selling are all optional. The GM may prefer to roleplay every visit to each market, hawker, or shop, meaning Tests for Availability are unrequired as the GM simply states what is or isn’t purchasable. Equally, the GM may prefer you to simply check the trapping lists, roll for Availability and, if the Test succeeds, spend the coin on whatever you want. Possibly without even Haggling!</p><blockquote class=\"sidebar\"><h3 class=\"sidebar-title no-toc\" style=\"text-align:center;text-transform:uppercase\"><em>Options: Tracking Money</em></h3><p><em>Where some groups like to track every penny closely, perhaps even using chits or fantasy coins to represent in-game coins, others prefer to ignore all fiscal book-keeping. The game rules assume you are counting every coin, but if you wish to simplify money, you can do so using your Status. If an item costs less than your Status level — so if you have a Status of Silver 2, any item costing 2 silver shillings or less — you are assumed to be able to buy as much as needed of that item. Beyond that, you can buy a maximum of one item a day that costs more with a Haggle Test, with the difficulty set by the GM according to the cost of the item and the local markets.</em></p></blockquote><div class=\"journal-image\"><img class=\"fit\" src=\"modules/wfrp4e-core/art/other/to-market.webp\" /></div><h3>Availability</h3><p>All Trappings have an Availability, either Common, Scarce, Rare, or Exotic. </p><p>Common items are found in almost every corner of the Empire and are always assumed to be readily available. </p><p>Scarce and Rare items are less common, and you need to pass an Availability Test to find any locally in stock; the chance of passing the Test depends upon the settlement size. </p><p>Exotic items are super rare, and only available if the GM says so, or if you commission the item from an appropriate artisan (perhaps with a @UUID[JournalEntry.gLDW6JBuoYuzCoya.JournalEntryPage.Z1GbXJsphhaTINRA]{Commission} Endeavour), or make it yourself (perhaps with a @UUID[JournalEntry.gLDW6JBuoYuzCoya.JournalEntryPage.RQLJYU3OyA0WUoPG]{Crafting} Endeavour.</p><blockquote class=\"foundry-note\"><p>Once you know an item's availability, you can use the <span style=\"font-family:Courier\">/avail</span> command to test if it's in stock. For example, <span style=\"font-family:Courier\">/avail Village Rare</span>. Otherwise, the item's availability can be tested by posting the item to chat. </p></blockquote><table style=\"width:99.0712%;height:77px\" border=\"1\"><tbody><tr style=\"height:16px\"><td style=\"width:35.3125%;height:16px;text-align:center\"> </td><td style=\"width:27.3438%;height:16px;text-align:center\"><strong>Village</strong></td><td style=\"width:20.3125%;height:16px;text-align:center\"><strong>Town</strong></td><td style=\"width:15.9375%;height:16px;text-align:center\"><strong>City</strong></td></tr><tr style=\"height:13px\"><td style=\"width:35.3125%;height:13px;text-align:center\"><strong>Common</strong></td><td style=\"width:27.3438%;height:13px;text-align:center\">In Stock!</td><td style=\"width:20.3125%;height:13px;text-align:center\">In Stock!</td><td style=\"width:15.9375%;height:13px;text-align:center\">In Stock!</td></tr><tr style=\"height:16px\"><td style=\"width:35.3125%;height:16px;text-align:center\"><strong>Scarce</strong></td><td style=\"width:27.3438%;height:16px;text-align:center\">30%</td><td style=\"width:20.3125%;height:16px;text-align:center\">60%</td><td style=\"width:15.9375%;height:16px;text-align:center\">90%</td></tr><tr style=\"height:16px\"><td style=\"width:35.3125%;height:16px;text-align:center\"><strong>Rare</strong></td><td style=\"width:27.3438%;height:16px;text-align:center\">15%</td><td style=\"width:20.3125%;height:16px;text-align:center\">30%</td><td style=\"width:15.9375%;height:16px;text-align:center\">45%</td></tr><tr style=\"height:16px\"><td style=\"width:35.3125%;height:16px;text-align:center\"><strong>Exotic</strong></td><td style=\"width:27.3438%;height:16px;text-align:center\">Not in Stock!</td><td style=\"width:20.3125%;height:16px;text-align:center\">Not in Stock!</td><td style=\"width:15.9375%;height:16px;text-align:center\">Not in Stock!</td></tr></tbody></table><p>If you fail an Availability Test for Scarce or Rare items, you can either reroll when you arrive at a new settlement or you can try again next week if the settlement is Town-size or larger.</p><p>If an item is in stock, it’s up to the GM to determine how many are available. As a general rule-of-thumb, villages have a single item in stock, towns have [[/r 1d10 # Number of items]] items, and cities have as many as the GM deems appropriate. These quantities are generally doubled for Common items, and halved for Rare ones (rounding up).</p><h3>Bargaining and Trading</h3><p>People of the Empire love a good bargain, and crowds of eager shoppers fill town squares every day looking for the best deals. When buying goods, there are two primary Skills to Test: Evaluate and Haggle.</p><p>Evaluate is used by consumers to identify the quality of an item. Similarly, the vendor can use Evaluate to appraise coins for their exchange value, or spot counterfeits. Anyone can also use Evaluate to estimate the prices of Rare or Exotic items to within +/-10%.</p><p>Haggle is used routinely by consumers and vendors alike, typically with Opposed Tests. Haggling is expected and most prices are marked up slightly to account for this. Winning a Haggle Test reduces the price by 10% (or possibly up to 20% with an Astounding Success (6+) or with the @UUID[Compendium.wfrp4e-core.items.epPBu7x6BRWp2PHG]{Dealmaker} Talent). Failing a Haggle contest badly usually means the vendor distrusts your coinage.</p><blockquote class=\"foundry-note\"><p>Upon posting an Item to chat, you can click the haggle arrows modify the items price by +/-10%</p></blockquote><h4>Roleplaying Shopping Trips</h4><p>Trips to the market for routine purchases don’t need to be roleplayed in detail. The GM might prefer you browse the equipment lists and check for Availability yourself. Major purchases that involve item Craftsmanship, or require extra Haggling, can be fun to roleplay in-character. In certain scenarios, shopkeepers are important NPCs with distinct personalities or story roles, so it’s always worth interacting with them. Consider the following when roleplaying shopping:</p><ul><li><p>The GM may overrule Availability as dictated by local details. For example, basic rowboats are automatically available if the adventure is located in a fishing village that features a renowned boat-builder.</p></li><li><p>Availability percentages can be increased by +10% or +20%if a character is especially diligent, belongs to a relevant career such as Merchant or Fence, or spends an entire day shopping and making Gossip Tests.</p></li></ul><h3>Selling</h3><p>Selling your trappings during desperate times, or simply offloading loot, is handled in exactly the same fashion as Buying, but this time you’ll be making money, not spending it. So, you first check for Availability of a buyer in the same fashion as checking for stock. You then bargain and trade, with Evaluate Tests and Haggle Tests as the GM prefers, and finally you set a price. Typically, the base cost when selling is half the item’s listed price, meaning, when selling second-hand, you usually make between a quarter to half an item’s worth after Haggling.</p><p>If you have a Career like fence or merchant, and you put time into Gossip Tests and wandering the local town, you might find someone willing to pay up to 80% of the item’s listed value, though that is left in the hands of the GM.</p><h4>Lowering the Price</h4><p>If you can’t find a buyer, you can try lowering the price. Each time you half the money you are willing to accept, the Availability of a buyer increases by one step.</p><p><strong>Example</strong><em>: Corporal Mauser has fled his State Army regiment with a Hochland Longrifle he stole, and is keen to sell. As it’s an Exotic item, there are no immediate buyers he can find on the street. The GM determines the base price Mauser can expect is half the weapon’s value (so 50GC, half of the 100GC it’s worth), so Mauser decides to drop the price by half two times, saying he will accept 12GC 10/–, which increases the Availability of a Buyer two steps from Exotic to Scarce.</em></p><h3>Bartering</h3><p>Rural and mercantile commerce often involves trading one commodity for another without exchanging money. To resolve bartering of this type, compare the Availability of the items being traded against those being acquired. The barter ratio indicates how many ‘units’ must be traded, and how many ‘units’ of the other commodity are acquired. ‘Units’ are defined by checking the equipment list prices of both items and grouping them into packages of roughly equivalent value.</p><blockquote class=\"sidebar\"><h3 class=\"sidebar-title no-toc\" style=\"text-align:center;text-transform:uppercase\"><span style=\"font-style:normal\">Bartering Ratios</span></h3><table style=\"width:460px;height:102px;text-align:center\" border=\"1\"><tbody><tr style=\"height:17px\"><td style=\"width:99px;text-align:center;height:17px\"><strong> </strong></td><td style=\"width:89px;text-align:center;height:17px\" colspan=\"4\"><em><strong>Acquired Items</strong></em></td></tr><tr style=\"height:17px\"><td style=\"width:99px;text-align:center;height:17px\"><em><strong>Traded Items</strong></em></td><td style=\"width:89px;text-align:center;height:17px\"><em>Common</em></td><td style=\"width:89px;text-align:center;height:17px\"><em>Scare</em></td><td style=\"width:79px;text-align:center;height:17px\"><em>Rare</em></td><td style=\"width:88px;text-align:center;height:17px\"><em>Exotic</em></td></tr><tr style=\"height:17px\"><td style=\"width:99px;text-align:center;height:17px\"><em><strong>Common</strong></em></td><td style=\"width:89px;text-align:center;height:17px\"><em>1:1</em></td><td style=\"width:89px;text-align:center;height:17px\"><em>2:1</em></td><td style=\"width:79px;text-align:center;height:17px\"><em>4:1</em></td><td style=\"width:88px;text-align:center;height:17px\"><em>8:1</em></td></tr><tr style=\"height:17px\"><td style=\"width:99px;text-align:center;height:17px\"><em><strong>Scarce</strong></em></td><td style=\"width:89px;text-align:center;height:17px\"><em>1:2</em></td><td style=\"width:89px;text-align:center;height:17px\"><em>1:1</em></td><td style=\"width:79px;text-align:center;height:17px\"><em>2:1</em></td><td style=\"width:88px;text-align:center;height:17px\"><em>4:1</em></td></tr><tr style=\"height:17px\"><td style=\"width:99px;text-align:center;height:17px\"><em><strong>Rare</strong></em></td><td style=\"width:89px;text-align:center;height:17px\"><em>1:4</em></td><td style=\"width:89px;text-align:center;height:17px\"><em>1:2</em></td><td style=\"width:79px;text-align:center;height:17px\"><em>1:1</em></td><td style=\"width:88px;text-align:center;height:17px\"><em>2:1</em></td></tr><tr style=\"height:17px\"><td style=\"width:99px;text-align:center;height:17px\"><em><strong>Exotic</strong></em></td><td style=\"width:89px;text-align:center;height:17px\"><em>1:8</em></td><td style=\"width:89px;text-align:center;height:17px\"><em>1:4</em></td><td style=\"width:79px;text-align:center;height:17px\"><em>1:2</em></td><td style=\"width:88px;text-align:center;height:17px\"><em>1:1</em></td></tr></tbody></table></blockquote>"
|
||
},
|
||
"Craftsmanship": {
|
||
"name": "Craftsmanship",
|
||
"text": "<p>The items available in the shops, stalls, and merchant halls of the Empire vary significantly in quality. Not everything is made equal, and the Craftsmanship rules reflect this using Item Qualities, and Item Flaws.</p><p>An Item Quality makes the trapping a little better, but harder to find. An Item Flaw makes the trapping a little worse, but easier to find.</p><h3>Item Qualities</h3><p>A Trapping is called a Quality Trapping if it has more Item Qualities than Flaws. For each Item Quality the Trapping has, double its price and make it one step less available. A Trapping with more Qualities than its Encumbrance, and that lacks any Flaws, is called a Best Quality Trapping.</p><p><strong>Example</strong>: <em>A spade that has the Fine and Durable Item Qualities costs quadruple the list price, and drops availability from Common to Rare.</em></p><div class=\"journal-image float-right\"><img src=\"modules/wfrp4e-core/art/other/city-night.webp\" width=\"225\" height=\"292\" /></div><h4>Durable</h4><p>Laboriously crafted using strong materials, the item can take +Durable Damage points before it suffers any negatives (see @UUID[.wdXywmb7FBVipOw8#weapon-damage]{Weapon Damage} and @UUID[.yYXaAw24i93B4vzk#armour-damage]{Armour Damage}) and gains a saving throw of 9+ on a 1d10 roll against instant breakage from sources like Trap Blade (see @UUID[JournalEntry.sLomXnc8R8518cWN.JournalEntryPage.wdXywmb7FBVipOw8]{Weapons}). This Quality can be taken multiple times. Each time it is taken, the saving throw improves by 1 (e.g. From 9+ to 8+).</p><p><strong>Example</strong>: <em>Molli owns a high quality sword with Durable 3, meaning it can take 3 Damage before suffering any negatives, and has a saving throw of 7+ against breaking. </em></p><h4>Fine</h4><p>Meticulously crafted to please the eye. This Quality is a sign of social status and can be taken multiple times. The higher the quality, the more impressive it seems.</p><h4>Lightweight</h4><p>Cleverly crafted for ease of carrying. Reduce Encumbrance points by 1.</p><h4>Practical</h4><p>Expertly crafted with utility in mind. A failed test using this item receives +1 SL. If the item is a piece of armour, any penalties for wearing it are reduced by one level (for example from −30 to −20).</p><h3>Item Flaws</h3><p>A Trapping is called a Flawed Trapping if it has more Item Flaws than Qualities. Each Flaw halves the listed price and improves Availability by one step. Many vendors sell flawed items, but pretend they are anything but. A successful Test with any appropriate skill — such as Evaluate, or Melee for weapons, or Trade for tools — will spot such underhanded activities.</p><p><strong>Note</strong>: Exotic items do not have their Availability modified by being Flawed — they are always difficult to find, even shoddy examples.</p><p><strong>Example</strong>: <em>A suit of chainmail that is both Bulky and Unreliable costs a quarter of the list price, and raises Availability from Rare to Common.</em></p><h4>Ugly</h4><p>Crafted without any aesthetic awareness whatsoever, Ugly items attract negative attention, and related Fellowship Tests might even suffer a –10 penalty.</p><h4>Shoddy</h4><p>Hastily crafted by an amateur or fraudster. The item breaks when used in any failed Test rolling a double. Similarly, Shoddy armour breaks if any Critical Hit is sustained to a Hit Location it protects.</p><h4>Unreliable</h4><p>Crafted without attention to functionality, a failed test using this item receives –1 SL. Further, penalties for wearing Unreliable armour are doubled.</p><h4>Bulky</h4><p>An awkward design crafted clumsily. Increase Encumbrance by +1 (small trinkets cannot normally have this flaw). Bulky clothing and armour are Enc 1 even when worn, and Fatigue penalties for armour are doubled.</p><blockquote class=\"sidebar\"><h3 class=\"sidebar-title no-toc\" style=\"text-align:center;text-transform:uppercase\"><em>Options: Crafting Guilds</em></h3><p><em>Most Artisans in the Empire are members of guilds that protect their rights and ensure appropriate standards of craftsmanship. If a town or city contains a crafting guild, related goods of poor quality are rarely available. </em></p><p><em>If the GM states you are shopping in a town with relevant crafting guilds, each item Flaw reduces Availability instead of increasing it. Furthermore, the first Item Quality does not reduce Availability. Prices are still modified as per usual.</em></p></blockquote>"
|
||
},
|
||
"Encumbrance": {
|
||
"name": "Encumbrance",
|
||
"text": "<p>Even the doughtiest Dwarf cannot carry a limitless number of trappings. To help you track how much you are carrying, all items are marked as weighing a number of Encumbrance points (sometimes abbreviated to ‘Enc’), typically from 0–3, where 0 shows a trifling item that’s easily carried, and 3 represents something that’s a struggle to heft.The number of Encumbrance points you can carry without penalty is determined by your Strength Bonus + Toughness Bonus. Thus, average humans begin play able to carry around 6 Encumbrance points. </p><table style=\"height:98px;width:44.5859%\" border=\"1\"><tbody><tr><td style=\"text-align:center;width:13.0031%\"><strong>Enc</strong></td><td style=\"width:86.2229%\"><strong>Example Trappings</strong></td></tr><tr><td style=\"text-align:center;width:13.0031%\">0</td><td style=\"width:86.2229%\">Knives, Coins, Jewelry</td></tr><tr><td style=\"text-align:center;width:13.0031%\">1</td><td style=\"width:86.2229%\">Sword, Mandolin, Sling Bag</td></tr><tr><td style=\"text-align:center;width:13.0031%\">2</td><td style=\"width:86.2229%\">Greatsword, Tent, Backpack</td></tr><tr><td style=\"text-align:center;width:13.0031%\">3</td><td style=\"width:86.2229%\">Halberd, Cask, Large Sack</td></tr></tbody></table><h3>Small Items</h3><p>Common sense usually dictates the number of smaller items someone can carry before becoming Encumbered. To provide a rough guide, money weighs 1 Encumbrance point per 200 coins.</p><h3>Over-sized Items</h3><p>Certain large items weigh 4 or more Encumbrance points, such as barrels or saddlebags. You may normally only carry one oversized object, and it likely requires both hands.</p><h3>Beasts of Burden</h3><p>Draft animals ignore the standard Strength Bonus + Toughness Bonus formula for Encumbrance points. Encumbrance points for mules, horses, carts and wagons are listed in their descriptions. Each Human-sized passenger is assumed to weigh around 10 Encumbrance points, modified by the GM as necessary.</p><h3>Worn Items</h3><p>Worn items such as armour, clothing, and jewellery all have their Encumbrance dropped by 1, which often means they count as Encumbrance 0 when worn.</p><h3>Overburdened</h3><p>Characters who exceed their Encumbrance capacity may be slowed, and will become fatigued by travel. Movement reduction and Travel Fatigue incurred from Encumbrance stacks with any Armour penalties. Further, whenever you have to take a @Condition[Fatigued] Condition when Overburdened for a reason other than being Overburdened, gain an extra +1.</p><table style=\"height:140px;width:90.7362%\" border=\"1\"><tbody><tr><td style=\"text-align:left;width:27.699%\"><strong>Enc</strong></td><td style=\"width:71.527%\"><strong>Penalty</strong></td></tr><tr><td style=\"text-align:left;width:27.699%\">Up to limit</td><td style=\"width:71.527%\">No penalties</td></tr><tr><td style=\"text-align:left;width:27.699%\">Up to double limit</td><td style=\"width:71.527%\">–1 Movement (min: 3), –10 Agility, +1 Travel Fatigue</td></tr><tr><td style=\"text-align:left;width:27.699%\">Up to triple limit</td><td style=\"width:71.527%\">–2 Movement (min: 2), –20 Agility (min: 10), +2 Travel Fatigue</td></tr><tr><td style=\"text-align:left;width:27.699%\">Mroe than 3x</td><td style=\"width:71.527%\">You’re not moving.</td></tr></tbody></table><h4>Encumbrance and Attributes</h4><p>Movement penalties for Encumbrance are applied immediately and can only be removed by dropping equipment.</p><h4>Encumbrance and Travel Fatigue</h4><p>@Condition[Fatigued] Conditions are accrued at the end of a day’s travel and can only be removed with a long rest.</p>"
|
||
},
|
||
"Weapons": {
|
||
"name": "Weapons",
|
||
"text": "<p>Weapons used across the Empire vary according to provincial preference, religious requirement, individual inclination, and trusty old tradition. Here you will find a selection of the most commonly wielded melee and ranged weapons, which are presented using the following format.</p><ul><li><p><strong>Weapon Group</strong>: Each Weapon is listed by its Weapon Group. If a weapon is two-handed, it is marked (2H)</p></li><li><p><strong>Price</strong>: The price for an average example of the weapon.</p></li><li><p><strong>Enc</strong>: The Encumbrance for the weapon.</p></li><li><p><strong>Availability</strong>: The Availability of the weapon.</p></li><li><p><strong>Reach/Range</strong>: The Weapon’s length, or the range of the weapon in yards.</p></li><li><p><strong>Damage</strong>: The weapon’s Damage, which is added to your SL to hit.</p></li><li><p><strong>Qualities and Flaw</strong>s: Any Weapon Qualities or Flaws the weapon possesses.</p></li></ul><p>Strength Bonus is abbreviated to SB in the weapon tables.</p><blockquote class=\"sidebar\"><h3 class=\"sidebar-title\" style=\"text-align:center;text-transform:uppercase\"><em>Melee Weapons</em></h3><table style=\"width:100%;height:1032px\" border=\"1\"><tbody><tr style=\"height:31px\"><td style=\"text-align:center;width:26.6214%;height:31px\"><p><em><strong>Weapon</strong></em></p></td><td style=\"width:13.0564%;text-align:center;height:31px\"><p><em><strong>Price</strong></em></p></td><td style=\"width:7.54415%;text-align:center;height:31px\"><p><em><strong>Enc</strong></em></p></td><td style=\"width:14.9654%;text-align:center;height:31px\"><p><em><strong>Availability</strong></em></p></td><td style=\"width:26.1128%;text-align:center;height:31px\"><p><em><strong>Reach</strong></em></p></td><td style=\"width:11.6999%;text-align:center;height:31px\"><p><em><strong>Damage</strong></em></p></td></tr><tr style=\"height:21px\"><td style=\"width:100%;text-align:center;height:21px\" colspan=\"6\"><p style=\"font-family:CaslonAntique;font-size:var(--font-size-18);margin:0px;text-align:center\"><span style=\"font-family:CaslonAntique\"><em><strong>BASIC</strong></em></span></p></td></tr><tr style=\"height:31px\"><td style=\"width:26.6214%;height:31px\"><p><em>@UUID[Compendium.wfrp4e-core.items.1zaqojk0Oq1m8vYv]{Hand Weapon}</em></p></td><td style=\"width:13.0564%;text-align:center;height:31px\"><p><em>1 GC</em></p></td><td style=\"width:7.54415%;text-align:center;height:31px\"><p><em>1</em></p></td><td style=\"width:14.9654%;text-align:center;height:31px\"><p><em>Common</em></p></td><td style=\"width:26.1128%;text-align:center;height:31px\"><p><em>Average</em></p></td><td style=\"width:11.6999%;text-align:center;height:31px\"><p><em>+SB+4</em></p></td></tr><tr style=\"height:31px\"><td style=\"width:26.6214%;height:31px\"><p><em>@UUID[Compendium.wfrp4e-core.items.mRU10yAWWWs5WoKt]{Improvised Weapon}</em></p></td><td style=\"width:13.0564%;text-align:center;height:31px\"><p><em>N/A</em></p></td><td style=\"width:7.54415%;text-align:center;height:31px\"><p><em>N/A</em></p></td><td style=\"width:14.9654%;text-align:center;height:31px\"><p><em>N/A</em></p></td><td style=\"width:26.1128%;text-align:center;height:31px\"><p><em>Varies</em></p></td><td style=\"width:11.6999%;text-align:center;height:31px\"><p><em>+SB+1</em></p></td></tr><tr style=\"height:31px\"><td style=\"width:26.6214%;height:31px\"><p><em>@UUID[Compendium.wfrp4e-core.items.ahlxlfIl8xUhBkic]{Dagger}</em></p></td><td style=\"width:13.0564%;text-align:center;height:31px\"><p><em>16/-</em></p></td><td style=\"width:7.54415%;text-align:center;height:31px\"><p><em>0</em></p></td><td style=\"width:14.9654%;text-align:center;height:31px\"><p><em>Common</em></p></td><td style=\"width:26.1128%;text-align:center;height:31px\"><p><em>Very Short</em></p></td><td style=\"width:11.6999%;text-align:center;height:31px\"><p><em>+SB+2</em></p></td></tr><tr style=\"height:31px\"><td style=\"width:26.6214%;height:31px\"><p><em>@UUID[Compendium.wfrp4e-core.items.83KlMxHxGfKUdMfq]{Knife}</em></p></td><td style=\"width:13.0564%;text-align:center;height:31px\"><p><em>8/-</em></p></td><td style=\"width:7.54415%;text-align:center;height:31px\"><p><em>0</em></p></td><td style=\"width:14.9654%;text-align:center;height:31px\"><p><em>Common</em></p></td><td style=\"width:26.1128%;text-align:center;height:31px\"><p><em>Very Short</em></p></td><td style=\"width:11.6999%;text-align:center;height:31px\"><p><em>+SB+1</em></p></td></tr><tr style=\"height:31px\"><td style=\"width:26.6214%;height:31px\"><p><em>@UUID[Compendium.wfrp4e-core.items.J9sVeK9nbQLFyUMU]{Shield (Buckler)}</em></p></td><td style=\"width:13.0564%;text-align:center;height:31px\"><p><em>18/2</em></p></td><td style=\"width:7.54415%;text-align:center;height:31px\"><p><em>0</em></p></td><td style=\"width:14.9654%;text-align:center;height:31px\"><p><em>Common</em></p></td><td style=\"width:26.1128%;text-align:center;height:31px\"><p><em>Personal</em></p></td><td style=\"width:11.6999%;text-align:center;height:31px\"><p><em>+SB+1</em></p></td></tr><tr style=\"height:31px\"><td style=\"width:26.6214%;height:31px\"><p><em>@UUID[Compendium.wfrp4e-core.items.8nJ9R8tbhW42VGhr]{Shield}</em></p></td><td style=\"width:13.0564%;text-align:center;height:31px\"><p><em>2 GC</em></p></td><td style=\"width:7.54415%;text-align:center;height:31px\"><p><em>1</em></p></td><td style=\"width:14.9654%;text-align:center;height:31px\"><p><em>Common</em></p></td><td style=\"width:26.1128%;text-align:center;height:31px\"><p><em>Very Short</em></p></td><td style=\"width:11.6999%;text-align:center;height:31px\"><p><em>+SB+2</em></p></td></tr><tr style=\"height:31px\"><td style=\"width:26.6214%;height:31px\"><p><em>@UUID[Compendium.wfrp4e-core.items.CYkA9Ax6BN7eiTvf]{Shield (Large)}</em></p></td><td style=\"width:13.0564%;text-align:center;height:31px\"><p><em>3 GC</em></p></td><td style=\"width:7.54415%;text-align:center;height:31px\"><p><em>3</em></p></td><td style=\"width:14.9654%;text-align:center;height:31px\"><p><em>Common</em></p></td><td style=\"width:26.1128%;text-align:center;height:31px\"><p><em>Very Short</em></p></td><td style=\"width:11.6999%;text-align:center;height:31px\"><p><em>+SB+3</em></p></td></tr><tr style=\"height:21px\"><td style=\"width:100%;text-align:center;height:21px\" colspan=\"6\"><p style=\"font-family:CaslonAntique;font-size:var(--font-size-18);margin:0px;text-align:center\"><span style=\"font-family:CaslonAntique\"><em><strong>CAVALRY</strong></em></span></p></td></tr><tr style=\"height:31px\"><td style=\"width:26.6214%;height:31px\"><p><em>@UUID[Compendium.wfrp4e-core.items.HDQVaCTpIy2PBdYu]{Cavalry Hammer}</em></p></td><td style=\"width:13.0564%;text-align:center;height:31px\"><p><em>3 GC</em></p></td><td style=\"width:7.54415%;text-align:center;height:31px\"><p><em>3</em></p></td><td style=\"width:14.9654%;text-align:center;height:31px\"><p><em>Scarce</em></p></td><td style=\"width:26.1128%;text-align:center;height:31px\"><p><em>Long</em></p></td><td style=\"width:11.6999%;text-align:center;height:31px\"><p><em>+SB+5</em></p></td></tr><tr style=\"height:31px\"><td style=\"width:26.6214%;height:31px\"><p><em>@UUID[Compendium.wfrp4e-core.items.O2jqCh3Zb5eR4yXe]{Lance}</em></p></td><td style=\"width:13.0564%;text-align:center;height:31px\"><p><em>1 GC</em></p></td><td style=\"width:7.54415%;text-align:center;height:31px\"><p><em>3</em></p></td><td style=\"width:14.9654%;text-align:center;height:31px\"><p><em>Rare</em></p></td><td style=\"width:26.1128%;text-align:center;height:31px\"><p><em>Very Long</em></p></td><td style=\"width:11.6999%;text-align:center;height:31px\"><p><em>+SB+6*</em></p></td></tr><tr style=\"height:21px\"><td style=\"width:100%;text-align:center;height:21px\" colspan=\"6\"><p style=\"font-family:CaslonAntique;font-size:var(--font-size-18);margin:0px;text-align:center\"><span style=\"font-family:CaslonAntique\"><em><strong>FENCING</strong></em></span></p></td></tr><tr style=\"height:31px\"><td style=\"width:26.6214%;height:31px\"><p><em>@UUID[Compendium.wfrp4e-core.items.uSxXVJogASbJ62hl]{Foil}</em></p></td><td style=\"width:13.0564%;text-align:center;height:31px\"><p><em>5 GC</em></p></td><td style=\"width:7.54415%;text-align:center;height:31px\"><p><em>1</em></p></td><td style=\"width:14.9654%;text-align:center;height:31px\"><p><em>Scarce</em></p></td><td style=\"width:26.1128%;text-align:center;height:31px\"><p><em>Medium</em></p></td><td style=\"width:11.6999%;text-align:center;height:31px\"><p><em>+SB+3</em></p></td></tr><tr style=\"height:31px\"><td style=\"width:26.6214%;height:31px\"><p><em>@UUID[Compendium.wfrp4e-core.items.Uuu0bA2DmNp8o2JF]{Rapier}</em></p></td><td style=\"width:13.0564%;text-align:center;height:31px\"><p><em>5 GC</em></p></td><td style=\"width:7.54415%;text-align:center;height:31px\"><p><em>1</em></p></td><td style=\"width:14.9654%;text-align:center;height:31px\"><p><em>Scarce</em></p></td><td style=\"width:26.1128%;text-align:center;height:31px\"><p><em>Long</em></p></td><td style=\"width:11.6999%;text-align:center;height:31px\"><p><em>+SB+4</em></p></td></tr><tr style=\"height:21px\"><td style=\"width:100%;text-align:center;height:21px\" colspan=\"6\"><p style=\"font-family:CaslonAntique;font-size:var(--font-size-18);margin:0px;text-align:center\"><span style=\"font-family:CaslonAntique\"><em><strong>BRAWLING</strong></em></span></p></td></tr><tr style=\"height:31px\"><td style=\"width:26.6214%;height:31px\"><p><em>@UUID[Compendium.wfrp4e-core.items.KlT5qZzI1bsdvoHv]{Unarmed}</em></p></td><td style=\"width:13.0564%;text-align:center;height:31px\"><p><em>N/A</em></p></td><td style=\"width:7.54415%;text-align:center;height:31px\"><p><em>0</em></p></td><td style=\"width:14.9654%;text-align:center;height:31px\"><p><em>-</em></p></td><td style=\"width:26.1128%;text-align:center;height:31px\"><p><em>Personal</em></p></td><td style=\"width:11.6999%;text-align:center;height:31px\"><p><em>+SB</em></p></td></tr><tr style=\"height:31px\"><td style=\"width:26.6214%;height:31px\"><p><em>@UUID[Compendium.wfrp4e-core.items.kOfcQJQOgmGsqA5U]{Knuckledusters}</em></p></td><td style=\"width:13.0564%;text-align:center;height:31px\"><p><em>2/6</em></p></td><td style=\"width:7.54415%;text-align:center;height:31px\"><p><em>0</em></p></td><td style=\"width:14.9654%;text-align:center;height:31px\"><p><em>Common</em></p></td><td style=\"width:26.1128%;text-align:center;height:31px\"><p><em>Personal</em></p></td><td style=\"width:11.6999%;text-align:center;height:31px\"><p><em>+SB+2</em></p></td></tr><tr style=\"height:21px\"><td style=\"width:100%;text-align:center;height:21px\" colspan=\"6\"><p style=\"font-family:CaslonAntique;font-size:var(--font-size-18);margin:0px;text-align:center\"><span style=\"font-family:CaslonAntique\"><em><strong>FLAIL</strong></em></span></p></td></tr><tr style=\"height:31px\"><td style=\"width:26.6214%;height:31px\"><p><em>@UUID[Compendium.wfrp4e-core.items.56Y8YRC8wF2e6yye]{Grain Flail}</em></p></td><td style=\"width:13.0564%;text-align:center;height:31px\"><p><em>10/-</em></p></td><td style=\"width:7.54415%;text-align:center;height:31px\"><p><em>1</em></p></td><td style=\"width:14.9654%;text-align:center;height:31px\"><p><em>Common</em></p></td><td style=\"width:26.1128%;text-align:center;height:31px\"><p><em>Average</em></p></td><td style=\"width:11.6999%;text-align:center;height:31px\"><p><em>+SB+3</em></p></td></tr><tr style=\"height:31px\"><td style=\"width:26.6214%;height:31px\"><p><em>@UUID[Compendium.wfrp4e-core.items.bBX8MP6QfcyU6Fy3]{Flail}</em></p></td><td style=\"width:13.0564%;text-align:center;height:31px\"><p><em>2 GC</em></p></td><td style=\"width:7.54415%;text-align:center;height:31px\"><p><em>1</em></p></td><td style=\"width:14.9654%;text-align:center;height:31px\"><p><em>Scarce</em></p></td><td style=\"width:26.1128%;text-align:center;height:31px\"><p><em>Average</em></p></td><td style=\"width:11.6999%;text-align:center;height:31px\"><p><em>+SB+5</em></p></td></tr><tr style=\"height:31px\"><td style=\"width:26.6214%;height:31px\"><p><em>@UUID[Compendium.wfrp4e-core.items.N3aHfG4XASsiNoRv]{Military Flail}</em></p></td><td style=\"width:13.0564%;text-align:center;height:31px\"><p><em>3 GC</em></p></td><td style=\"width:7.54415%;text-align:center;height:31px\"><p><em>2</em></p></td><td style=\"width:14.9654%;text-align:center;height:31px\"><p><em>Rare</em></p></td><td style=\"width:26.1128%;text-align:center;height:31px\"><p><em>Long</em></p></td><td style=\"width:11.6999%;text-align:center;height:31px\"><p><em>+SB+6</em></p></td></tr><tr style=\"height:21px\"><td style=\"width:100%;text-align:center;height:21px\" colspan=\"6\"><p style=\"font-family:CaslonAntique;font-size:var(--font-size-18);margin:0px;text-align:center\"><span style=\"font-family:CaslonAntique\"><em><strong>PARRY</strong></em></span></p></td></tr><tr style=\"height:31px\"><td style=\"width:26.6214%;height:31px\"><p><em>@UUID[Compendium.wfrp4e-core.items.5DOi1id1tatHp9Q5]{Main Gauche}</em></p></td><td style=\"width:13.0564%;text-align:center;height:31px\"><p><em>1 GC</em></p></td><td style=\"width:7.54415%;text-align:center;height:31px\"><p><em>0</em></p></td><td style=\"width:14.9654%;text-align:center;height:31px\"><p><em>Rare</em></p></td><td style=\"width:26.1128%;text-align:center;height:31px\"><p><em>Very Short</em></p></td><td style=\"width:11.6999%;text-align:center;height:31px\"><p><em>+SB+2</em></p></td></tr><tr style=\"height:31px\"><td style=\"width:26.6214%;height:31px\"><p><em>@UUID[Compendium.wfrp4e-core.items.uDavMIqhDl5aDNOy]{Swordbreaker}</em></p></td><td style=\"width:13.0564%;text-align:center;height:31px\"><p><em>1 GC 2/6</em></p></td><td style=\"width:7.54415%;text-align:center;height:31px\"><p><em>1</em></p></td><td style=\"width:14.9654%;text-align:center;height:31px\"><p><em>Scarce</em></p></td><td style=\"width:26.1128%;text-align:center;height:31px\"><p><em>Short</em></p></td><td style=\"width:11.6999%;text-align:center;height:31px\"><p><em>+SB+3</em></p></td></tr><tr style=\"height:21px\"><td style=\"width:100%;text-align:center;height:21px\" colspan=\"6\"><p style=\"font-family:CaslonAntique;font-size:var(--font-size-18);margin:0px;text-align:center\"><span style=\"font-family:CaslonAntique\"><em><strong>POLEARM</strong></em></span></p></td></tr><tr style=\"height:31px\"><td style=\"width:26.6214%;height:31px\"><p><em>@UUID[Compendium.wfrp4e-core.items.CXg7XOFJwu4LZ9LM]{Halberd}</em></p></td><td style=\"width:13.0564%;text-align:center;height:31px\"><p><em>2 GC</em></p></td><td style=\"width:7.54415%;text-align:center;height:31px\"><p><em>3</em></p></td><td style=\"width:14.9654%;text-align:center;height:31px\"><p><em>Common</em></p></td><td style=\"width:26.1128%;text-align:center;height:31px\"><p><em>Long</em></p></td><td style=\"width:11.6999%;text-align:center;height:31px\"><p><em>+SB+4</em></p></td></tr><tr style=\"height:31px\"><td style=\"width:26.6214%;height:31px\"><p><em>@UUID[Compendium.wfrp4e-core.items.zIuarD5mB0EF0ji0]{Spear}</em></p></td><td style=\"width:13.0564%;text-align:center;height:31px\"><p><em>15/-</em></p></td><td style=\"width:7.54415%;text-align:center;height:31px\"><p><em>2</em></p></td><td style=\"width:14.9654%;text-align:center;height:31px\"><p><em>Common</em></p></td><td style=\"width:26.1128%;text-align:center;height:31px\"><p><em>Very Long</em></p></td><td style=\"width:11.6999%;text-align:center;height:31px\"><p><em>+SB+4</em></p></td></tr><tr style=\"height:27px\"><td style=\"width:26.6214%;height:27px\"><p><em>@UUID[Compendium.wfrp4e-core.items.Bda4Wvnlt3q5zkKC]{Pike}</em></p></td><td style=\"width:13.0564%;text-align:center;height:27px\"><p><em>18/-</em></p></td><td style=\"width:7.54415%;text-align:center;height:27px\"><p><em>4</em></p></td><td style=\"width:14.9654%;text-align:center;height:27px\"><p><em>Rare</em></p></td><td style=\"width:26.1128%;text-align:center;height:27px\"><p><em>Massive</em></p></td><td style=\"width:11.6999%;text-align:center;height:27px\"><p><em>+SB+4</em></p></td></tr><tr style=\"height:31px\"><td style=\"width:26.6214%;height:31px\"><p><em>@UUID[Compendium.wfrp4e-core.items.GkeMJrsqxQIek1xK]{Quarterstaff}</em></p></td><td style=\"width:13.0564%;text-align:center;height:31px\"><p><em>3/-</em></p></td><td style=\"width:7.54415%;text-align:center;height:31px\"><p><em>2</em></p></td><td style=\"width:14.9654%;text-align:center;height:31px\"><p><em>Common</em></p></td><td style=\"width:26.1128%;text-align:center;height:31px\"><p><em>Long</em></p></td><td style=\"width:11.6999%;text-align:center;height:31px\"><p><em>+SB+4</em></p></td></tr><tr style=\"height:21px\"><td style=\"width:100%;text-align:center;height:21px\" colspan=\"6\"><p style=\"font-family:CaslonAntique;font-size:var(--font-size-18);margin:0px;text-align:center\"><span style=\"font-family:CaslonAntique\"><em><strong>TWO-HANDED</strong></em></span></p></td></tr><tr style=\"height:31px\"><td style=\"width:26.6214%;height:31px\"><p><em>@UUID[Compendium.wfrp4e-core.items.F7jJaldf3lbkjABW]{Bastard Sword}</em></p></td><td style=\"width:13.0564%;text-align:center;height:31px\"><p><em>8 GC</em></p></td><td style=\"width:7.54415%;text-align:center;height:31px\"><p><em>3</em></p></td><td style=\"width:14.9654%;text-align:center;height:31px\"><p><em>Scarce</em></p></td><td style=\"width:26.1128%;text-align:center;height:31px\"><p><em>Long</em></p></td><td style=\"width:11.6999%;text-align:center;height:31px\"><p><em>+SB+5</em></p></td></tr><tr style=\"height:31px\"><td style=\"width:26.6214%;height:31px\"><p><em>@UUID[Compendium.wfrp4e-core.items.QnFLWJmz2DN76Dx5]{Great Axe}</em></p></td><td style=\"width:13.0564%;text-align:center;height:31px\"><p><em>4 GC</em></p></td><td style=\"width:7.54415%;text-align:center;height:31px\"><p><em>3</em></p></td><td style=\"width:14.9654%;text-align:center;height:31px\"><p><em>Scarce</em></p></td><td style=\"width:26.1128%;text-align:center;height:31px\"><p><em>Long</em></p></td><td style=\"width:11.6999%;text-align:center;height:31px\"><p><em>+SB+6</em></p></td></tr><tr style=\"height:31px\"><td style=\"width:26.6214%;height:31px\"><p><em>@UUID[Compendium.wfrp4e-core.items.G2yEH6caM0FJ9s0G]{Pick}</em></p></td><td style=\"width:13.0564%;text-align:center;height:31px\"><p><em>9/-</em></p></td><td style=\"width:7.54415%;text-align:center;height:31px\"><p><em>3</em></p></td><td style=\"width:14.9654%;text-align:center;height:31px\"><p><em>Common</em></p></td><td style=\"width:26.1128%;text-align:center;height:31px\"><p><em>Average</em></p></td><td style=\"width:11.6999%;text-align:center;height:31px\"><p><em>+SB+5</em></p></td></tr><tr style=\"height:31px\"><td style=\"width:26.6214%;height:31px\"><p><em>@UUID[Compendium.wfrp4e-core.items.CdP1xLEJbe289beI]{Warhammer}</em></p></td><td style=\"width:13.0564%;text-align:center;height:31px\"><p><em>3 GC</em></p></td><td style=\"width:7.54415%;text-align:center;height:31px\"><p><em>3</em></p></td><td style=\"width:14.9654%;text-align:center;height:31px\"><p><em>Common</em></p></td><td style=\"width:26.1128%;text-align:center;height:31px\"><p><em>Average</em></p></td><td style=\"width:11.6999%;text-align:center;height:31px\"><p><em>+SB+6</em></p></td></tr><tr style=\"height:31px\"><td style=\"width:26.6214%;height:31px\"><p><em>@UUID[Compendium.wfrp4e-core.items.039vRQ8jv5cY3P4o]{Zweihander}</em></p></td><td style=\"width:13.0564%;text-align:center;height:31px\"><p><em>10 GC</em></p></td><td style=\"width:7.54415%;text-align:center;height:31px\"><p><em>3</em></p></td><td style=\"width:14.9654%;text-align:center;height:31px\"><p><em>Scarce</em></p></td><td style=\"width:26.1128%;text-align:center;height:31px\"><p><em>Long</em></p></td><td style=\"width:11.6999%;text-align:center;height:31px\"><p><em>+SB+5</em></p></td></tr></tbody></table><p style=\"margin-bottom:0cm;line-height:100%\"><em>* Lances count as Improvised Weapons if used on a round where you have not Charged</em></p></blockquote><blockquote class=\"sidebar\"><h3 class=\"sidebar-title\" style=\"text-align:center;text-transform:uppercase\"><em>Ranged Weapons</em></h3><table style=\"width:100%;height:953px\"><tbody><tr style=\"height:31px\"><td style=\"text-align:center;width:24.9036%;height:31px\"><p><em><strong>Weapon</strong></em></p></td><td style=\"text-align:center;width:4.79522%;height:31px\"><p><em><strong>Price</strong></em></p></td><td style=\"text-align:center;width:3.30929%;height:31px\"><p><em><strong>Enc</strong></em></p></td><td style=\"text-align:center;width:14.8494%;height:31px\"><p><em><strong>Availability</strong></em></p></td><td style=\"text-align:center;width:22.9529%;height:31px\"><p><em><strong>Range</strong></em></p></td><td style=\"text-align:center;width:29.1896%;height:31px\"><p><em><strong>Damage</strong></em></p></td></tr><tr style=\"height:21px\"><td style=\"width:100%;height:21px\" colspan=\"6\"><p style=\"font-family:CaslonAntique;font-size:var(--font-size-18);margin:0px;text-align:center\"><span style=\"font-family:CaslonAntique\"><em><strong>BLACKPOWDER*</strong></em></span></p></td></tr><tr style=\"height:31px\"><td style=\"width:24.9036%;height:31px\"><p><em>@UUID[Compendium.wfrp4e-core.items.ByHt0vTWRIuHS2r8]{Blunderbuss}</em></p></td><td style=\"text-align:center;width:4.79522%;height:31px\"><p><em>2GC</em></p></td><td style=\"text-align:center;width:3.30929%;height:31px\"><p><em>1</em></p></td><td style=\"text-align:center;width:14.8494%;height:31px\"><p><em>Scarce</em></p></td><td style=\"text-align:center;width:22.9529%;height:31px\"><p><em>20</em></p></td><td style=\"text-align:center;width:29.1896%;height:31px\"><p><em>+8</em></p></td></tr><tr style=\"height:31px\"><td style=\"width:24.9036%;height:31px\"><p><em>@UUID[Compendium.wfrp4e-core.items.1tHkTZYaauicIh8I]{Hochland Long Rifle}</em></p></td><td style=\"text-align:center;width:4.79522%;height:31px\"><p><em>100GC</em></p></td><td style=\"text-align:center;width:3.30929%;height:31px\"><p><em>3</em></p></td><td style=\"text-align:center;width:14.8494%;height:31px\"><p><em>Exotic</em></p></td><td style=\"text-align:center;width:22.9529%;height:31px\"><p><em>100</em></p></td><td style=\"text-align:center;width:29.1896%;height:31px\"><p><em>+9</em></p></td></tr><tr style=\"height:31px\"><td style=\"width:24.9036%;height:31px\"><p><em>@UUID[Compendium.wfrp4e-core.items.zuFTVmBtN51K94Xy]{Handgun}</em></p></td><td style=\"text-align:center;width:4.79522%;height:31px\"><p><em>4GC</em></p></td><td style=\"text-align:center;width:3.30929%;height:31px\"><p><em>2</em></p></td><td style=\"text-align:center;width:14.8494%;height:31px\"><p><em>Scarce</em></p></td><td style=\"text-align:center;width:22.9529%;height:31px\"><p><em>50</em></p></td><td style=\"text-align:center;width:29.1896%;height:31px\"><p><em>+9</em></p></td></tr><tr style=\"height:10px\"><td style=\"width:24.9036%;height:10px\"><p><em>@UUID[Compendium.wfrp4e-core.items.PnYGK5FPgEGM1Ck3]{Pistol}</em></p></td><td style=\"text-align:center;width:4.79522%;height:10px\"><p><em>8GC</em></p></td><td style=\"text-align:center;width:3.30929%;height:10px\"><p><em>0</em></p></td><td style=\"text-align:center;width:14.8494%;height:10px\"><p><em>Rare</em></p></td><td style=\"text-align:center;width:22.9529%;height:10px\"><p><em>20</em></p></td><td style=\"text-align:center;width:29.1896%;height:10px\"><p><em>+8</em></p></td></tr><tr style=\"height:21px\"><td style=\"text-align:center;width:100%;height:21px\" colspan=\"6\"><p style=\"font-family:CaslonAntique;font-size:var(--font-size-18);margin:0px;text-align:center\"><span style=\"font-family:CaslonAntique\"><em><strong>BOW</strong></em></span></p></td></tr><tr style=\"height:31px\"><td style=\"width:24.9036%;height:31px\"><p><em>@UUID[Compendium.wfrp4e-core.items.2mE771fGEEB38OqG]{Elf Bow}</em></p></td><td style=\"text-align:center;width:4.79522%;height:31px\"><p><em>10GC</em></p></td><td style=\"text-align:center;width:3.30929%;height:31px\"><p><em>2</em></p></td><td style=\"text-align:center;width:14.8494%;height:31px\"><p><em>Exotic</em></p></td><td style=\"text-align:center;width:22.9529%;height:31px\"><p><em>150</em></p></td><td style=\"text-align:center;width:29.1896%;height:31px\"><p><em>+SB+4</em></p></td></tr><tr style=\"height:31px\"><td style=\"width:24.9036%;height:31px\"><p><em>@UUID[Compendium.wfrp4e-core.items.RHkj94yUJp620xr1]{Longbow}</em></p></td><td style=\"text-align:center;width:4.79522%;height:31px\"><p><em>5GC</em></p></td><td style=\"text-align:center;width:3.30929%;height:31px\"><p><em>3</em></p></td><td style=\"text-align:center;width:14.8494%;height:31px\"><p><em>Scarce</em></p></td><td style=\"text-align:center;width:22.9529%;height:31px\"><p><em>100</em></p></td><td style=\"text-align:center;width:29.1896%;height:31px\"><p><em>+SB+4</em></p></td></tr><tr style=\"height:31px\"><td style=\"width:24.9036%;height:31px\"><p><em>@UUID[Compendium.wfrp4e-core.items.U94l3IDj3xfIc78i]{Bow}</em></p></td><td style=\"text-align:center;width:4.79522%;height:31px\"><p><em>4GC</em></p></td><td style=\"text-align:center;width:3.30929%;height:31px\"><p><em>2</em></p></td><td style=\"text-align:center;width:14.8494%;height:31px\"><p><em>Common</em></p></td><td style=\"text-align:center;width:22.9529%;height:31px\"><p><em>50</em></p></td><td style=\"text-align:center;width:29.1896%;height:31px\"><p><em>+SB+3</em></p></td></tr><tr style=\"height:31px\"><td style=\"width:24.9036%;height:31px\"><p><em>@UUID[Compendium.wfrp4e-core.items.CRNrEnLXTGXVT1UW]{Shortbow}</em></p></td><td style=\"text-align:center;width:4.79522%;height:31px\"><p><em>3GC</em></p></td><td style=\"text-align:center;width:3.30929%;height:31px\"><p><em>1</em></p></td><td style=\"text-align:center;width:14.8494%;height:31px\"><p><em>Common</em></p></td><td style=\"text-align:center;width:22.9529%;height:31px\"><p><em>20</em></p></td><td style=\"text-align:center;width:29.1896%;height:31px\"><p><em>+SB+2</em></p></td></tr><tr style=\"height:21px\"><td style=\"text-align:center;width:100%;height:21px\" colspan=\"6\"><p style=\"font-family:CaslonAntique;font-size:var(--font-size-18);margin:0px;text-align:center\"><span style=\"font-family:CaslonAntique\"><em><strong>CROSSBOW</strong></em></span></p></td></tr><tr style=\"height:31px\"><td style=\"width:24.9036%;height:31px\"><p><em>@UUID[Compendium.wfrp4e-core.items.M71CyisSXU0I7V1S]{Crossbow Pistol}</em></p></td><td style=\"text-align:center;width:4.79522%;height:31px\"><p><em>6GC</em></p></td><td style=\"text-align:center;width:3.30929%;height:31px\"><p><em>0</em></p></td><td style=\"text-align:center;width:14.8494%;height:31px\"><p><em>Scarce</em></p></td><td style=\"text-align:center;width:22.9529%;height:31px\"><p><em>10</em></p></td><td style=\"text-align:center;width:29.1896%;height:31px\"><p><em>+7</em></p></td></tr><tr style=\"height:31px\"><td style=\"width:24.9036%;height:31px\"><p><em>@UUID[Compendium.wfrp4e-core.items.K34pxV6XsxhoZRiQ]{Heavy Crossbow}</em></p></td><td style=\"text-align:center;width:4.79522%;height:31px\"><p><em>7GC</em></p></td><td style=\"text-align:center;width:3.30929%;height:31px\"><p><em>3</em></p></td><td style=\"text-align:center;width:14.8494%;height:31px\"><p><em>Rare</em></p></td><td style=\"text-align:center;width:22.9529%;height:31px\"><p><em>100</em></p></td><td style=\"text-align:center;width:29.1896%;height:31px\"><p><em>+9</em></p></td></tr><tr style=\"height:31px\"><td style=\"width:24.9036%;height:31px\"><p><em>@UUID[Compendium.wfrp4e-core.items.ksRqHiMVpIL07Ij1]{Crossbow}</em></p></td><td style=\"text-align:center;width:4.79522%;height:31px\"><p><em>5GC</em></p></td><td style=\"text-align:center;width:3.30929%;height:31px\"><p><em>2</em></p></td><td style=\"text-align:center;width:14.8494%;height:31px\"><p><em>Common</em></p></td><td style=\"text-align:center;width:22.9529%;height:31px\"><p><em>60</em></p></td><td style=\"text-align:center;width:29.1896%;height:31px\"><p><em>+9</em></p></td></tr><tr style=\"height:21px\"><td style=\"text-align:center;width:100%;height:21px\" colspan=\"6\"><p style=\"font-family:CaslonAntique;font-size:var(--font-size-18);margin:0px;text-align:center\"><span style=\"font-family:CaslonAntique\"><em><strong>ENGINEERING*</strong></em></span></p></td></tr><tr style=\"height:31px\"><td style=\"width:24.9036%;height:31px\"><p><em>@UUID[Compendium.wfrp4e-core.items.M23N8sjzEp16abQQ]{Repeater Handgun}</em></p></td><td style=\"text-align:center;width:4.79522%;height:31px\"><p><em>10GC</em></p></td><td style=\"text-align:center;width:3.30929%;height:31px\"><p><em>3</em></p></td><td style=\"text-align:center;width:14.8494%;height:31px\"><p><em>Rare</em></p></td><td style=\"text-align:center;width:22.9529%;height:31px\"><p><em>30</em></p></td><td style=\"text-align:center;width:29.1896%;height:31px\"><p><em>+9</em></p></td></tr><tr style=\"height:31px\"><td style=\"width:24.9036%;height:31px\"><p><em>@UUID[Compendium.wfrp4e-core.items.8dKmuti5IuIs9AJA]{Repeater Pistol}</em></p></td><td style=\"text-align:center;width:4.79522%;height:31px\"><p><em>15GC</em></p></td><td style=\"text-align:center;width:3.30929%;height:31px\"><p><em>1</em></p></td><td style=\"text-align:center;width:14.8494%;height:31px\"><p><em>Rare</em></p></td><td style=\"text-align:center;width:22.9529%;height:31px\"><p><em>10</em></p></td><td style=\"text-align:center;width:29.1896%;height:31px\"><p><em>+8</em></p></td></tr><tr style=\"height:21px\"><td style=\"text-align:center;width:100%;height:21px\" colspan=\"6\"><p style=\"font-family:CaslonAntique;font-size:var(--font-size-18);margin:0px;text-align:center\"><span style=\"font-family:CaslonAntique\"><em><strong>ENTANGLING**</strong></em></span></p></td></tr><tr style=\"height:31px\"><td style=\"width:24.9036%;height:31px\"><p><em>@UUID[Compendium.wfrp4e-core.items.k0JKY8ck2QUx5mKS]{Lasso}</em></p></td><td style=\"text-align:center;width:4.79522%;height:31px\"><p><em>6/-</em></p></td><td style=\"text-align:center;width:3.30929%;height:31px\"><p><em>0</em></p></td><td style=\"text-align:center;width:14.8494%;height:31px\"><p><em>Common</em></p></td><td style=\"text-align:center;width:22.9529%;height:31px\"><p><em>SBx2</em></p></td><td style=\"text-align:center;width:29.1896%;height:31px\"><p><em>-</em></p></td></tr><tr style=\"height:31px\"><td style=\"width:24.9036%;height:31px\"><p><em>@UUID[Compendium.wfrp4e-core.items.xiOYNJcfqPselfwT]{Whip}</em></p></td><td style=\"text-align:center;width:4.79522%;height:31px\"><p><em>5/-</em></p></td><td style=\"text-align:center;width:3.30929%;height:31px\"><p><em>0</em></p></td><td style=\"text-align:center;width:14.8494%;height:31px\"><p><em>Common</em></p></td><td style=\"text-align:center;width:22.9529%;height:31px\"><p><em>6</em></p></td><td style=\"text-align:center;width:29.1896%;height:31px\"><p><em>+SB+2</em></p></td></tr><tr style=\"height:21px\"><td style=\"text-align:center;width:100%;height:21px\" colspan=\"6\"><p style=\"font-family:CaslonAntique;font-size:var(--font-size-18);margin:0px;text-align:center\"><span style=\"font-family:CaslonAntique\"><em><strong>EXPLOSIVES</strong></em></span></p></td></tr><tr style=\"height:31px\"><td style=\"width:24.9036%;height:31px\"><p><em>@UUID[Compendium.wfrp4e-core.items.X8WFQf0HB9yXKjdD]{Bomb}</em></p></td><td style=\"text-align:center;width:4.79522%;height:31px\"><p><em>3GC</em></p></td><td style=\"text-align:center;width:3.30929%;height:31px\"><p><em>0</em></p></td><td style=\"text-align:center;width:14.8494%;height:31px\"><p><em>Rare</em></p></td><td style=\"text-align:center;width:22.9529%;height:31px\"><p><em>SB</em></p></td><td style=\"text-align:center;width:29.1896%;height:31px\"><p><em>+12</em></p></td></tr><tr style=\"height:31px\"><td style=\"width:24.9036%;height:31px\"><p><em>@UUID[Compendium.wfrp4e-core.items.vI0oorwbZdlszudf]{Incendiary}</em></p></td><td style=\"text-align:center;width:4.79522%;height:31px\"><p><em>1GC</em></p></td><td style=\"text-align:center;width:3.30929%;height:31px\"><p><em>0</em></p></td><td style=\"text-align:center;width:14.8494%;height:31px\"><p><em>Scarce</em></p></td><td style=\"text-align:center;width:22.9529%;height:31px\"><p><em>SB</em></p></td><td style=\"text-align:center;width:29.1896%;height:31px\"><p><em>Special***</em></p></td></tr><tr style=\"height:21px\"><td style=\"text-align:center;width:100%;height:21px\" colspan=\"6\"><p style=\"font-family:CaslonAntique;font-size:var(--font-size-18);margin:0px;text-align:center\"><span style=\"font-family:CaslonAntique\"><em><strong>SLING</strong></em></span></p></td></tr><tr style=\"height:31px\"><td style=\"width:24.9036%;height:31px\"><p><em>@UUID[Compendium.wfrp4e-core.items.7Bpc5I8Arucy3w4q]{Sling}</em></p></td><td style=\"text-align:center;width:4.79522%;height:31px\"><p><em>1/-</em></p></td><td style=\"text-align:center;width:3.30929%;height:31px\"><p><em>0</em></p></td><td style=\"text-align:center;width:14.8494%;height:31px\"><p><em>Common</em></p></td><td style=\"text-align:center;width:22.9529%;height:31px\"><p><em>60</em></p></td><td style=\"text-align:center;width:29.1896%;height:31px\"><p><em>+6</em></p></td></tr><tr style=\"height:31px\"><td style=\"width:24.9036%;height:31px\"><p><em>@UUID[Compendium.wfrp4e-core.items.KSwMbO8dqISoGuIo]{Staff Sling}</em></p></td><td style=\"text-align:center;width:4.79522%;height:31px\"><p><em>4/-</em></p></td><td style=\"text-align:center;width:3.30929%;height:31px\"><p><em>2</em></p></td><td style=\"text-align:center;width:14.8494%;height:31px\"><p><em>Scarce</em></p></td><td style=\"text-align:center;width:22.9529%;height:31px\"><p><em>100</em></p></td><td style=\"text-align:center;width:29.1896%;height:31px\"><p><em>+7</em></p></td></tr><tr style=\"height:21px\"><td style=\"text-align:center;width:100%;height:21px\" colspan=\"6\"><p style=\"font-family:CaslonAntique;font-size:var(--font-size-18);margin:0px;text-align:center\"><span style=\"font-family:CaslonAntique\"><em><strong>THROWING</strong></em></span></p></td></tr><tr style=\"height:31px\"><td style=\"width:24.9036%;height:31px\"><p><em>@UUID[Compendium.wfrp4e-core.items.qim3Ad0ldTS9mXDj]{Bolas}</em></p></td><td style=\"text-align:center;width:4.79522%;height:31px\"><p><em>10/-</em></p></td><td style=\"text-align:center;width:3.30929%;height:31px\"><p><em>0</em></p></td><td style=\"text-align:center;width:14.8494%;height:31px\"><p><em>Rare</em></p></td><td style=\"text-align:center;width:22.9529%;height:31px\"><p><em>SBx3</em></p></td><td style=\"text-align:center;width:29.1896%;height:31px\"><p><em>+SB</em></p></td></tr><tr style=\"height:31px\"><td style=\"width:24.9036%;height:31px\"><p><em>@UUID[Compendium.wfrp4e-core.items.ddXgrDWZXSM3nXaf]{Dart}</em></p></td><td style=\"text-align:center;width:4.79522%;height:31px\"><p><em>2/-</em></p></td><td style=\"text-align:center;width:3.30929%;height:31px\"><p><em>0</em></p></td><td style=\"text-align:center;width:14.8494%;height:31px\"><p><em>Scarce</em></p></td><td style=\"text-align:center;width:22.9529%;height:31px\"><p><em>SBx2</em></p></td><td style=\"text-align:center;width:29.1896%;height:31px\"><p><em>+SB+1</em></p></td></tr><tr style=\"height:31px\"><td style=\"width:24.9036%;height:31px\"><p><em>@UUID[Compendium.wfrp4e-core.items.q3dEaQLL3ZYCZtU4]{Javelin}</em></p></td><td style=\"text-align:center;width:4.79522%;height:31px\"><p><em>10/6</em></p></td><td style=\"text-align:center;width:3.30929%;height:31px\"><p><em>1</em></p></td><td style=\"text-align:center;width:14.8494%;height:31px\"><p><em>Scarce</em></p></td><td style=\"text-align:center;width:22.9529%;height:31px\"><p><em>SBx3</em></p></td><td style=\"text-align:center;width:29.1896%;height:31px\"><p><em>+SB+3</em></p></td></tr><tr style=\"height:31px\"><td style=\"width:24.9036%;height:31px\"><p><em>@UUID[Compendium.wfrp4e-core.items.NyIwm2Ge60jnUZft]{Rock}</em></p></td><td style=\"text-align:center;width:4.79522%;height:31px\"><p><em>-</em></p></td><td style=\"text-align:center;width:3.30929%;height:31px\"><p><em>0</em></p></td><td style=\"text-align:center;width:14.8494%;height:31px\"><p><em>Common</em></p></td><td style=\"text-align:center;width:22.9529%;height:31px\"><p><em>SBx3</em></p></td><td style=\"text-align:center;width:29.1896%;height:31px\"><p><em>+SB</em></p></td></tr><tr style=\"height:31px\"><td style=\"width:24.9036%;height:31px\"><p><em>@UUID[Compendium.wfrp4e-core.items.Xjwk84KnOKDaiZs1]{Throwing Axe}</em></p></td><td style=\"text-align:center;width:4.79522%;height:31px\"><p><em>1GC</em></p></td><td style=\"text-align:center;width:3.30929%;height:31px\"><p><em>1</em></p></td><td style=\"text-align:center;width:14.8494%;height:31px\"><p><em>Common</em></p></td><td style=\"text-align:center;width:22.9529%;height:31px\"><p><em>SBx2</em></p></td><td style=\"text-align:center;width:29.1896%;height:31px\"><p><em>+SB+3</em></p></td></tr><tr style=\"height:31px\"><td style=\"width:24.9036%;height:31px\"><p><em>@UUID[Compendium.wfrp4e-core.items.bwyUJua7I9hNg9WS]{Throwing Knife}</em></p></td><td style=\"text-align:center;width:4.79522%;height:31px\"><p><em>18/-</em></p></td><td style=\"text-align:center;width:3.30929%;height:31px\"><p><em>0</em></p></td><td style=\"text-align:center;width:14.8494%;height:31px\"><p><em>Common</em></p></td><td style=\"text-align:center;width:22.9529%;height:31px\"><p><em>SBx2</em></p></td><td style=\"text-align:center;width:29.1896%;height:31px\"><p><em>+SB+2</em></p></td></tr></tbody></table><p><em>*All Blackpowder and Engineering weapons have the Blackpowder and Damaging Qualities</em></p><p><em>** Entangling weapons have no range bands, just the listed range</em></p><p><em>*** An Incendiary gives every affected target 1+SL Ablaze Conditions</em></p></blockquote><blockquote class=\"sidebar\"><h3 class=\"sidebar-title\" style=\"text-align:center;text-transform:uppercase\"><em>Ammunition</em> </h3><table style=\"width:100%\"><tbody><tr><td style=\"width:45.6362%;text-align:center\"><p><em><strong>Weapon</strong></em></p></td><td style=\"width:22.2612%;text-align:center\"><p><em><strong>Price</strong></em></p></td><td style=\"width:10.6667%;text-align:center\"><p><em><strong>Enc</strong></em></p></td><td style=\"width:21.4359%;text-align:center\"><p><em><strong>Availability</strong></em></p></td><th> </th></tr><tr><td style=\"width:78.5641%;text-align:center\" colspan=\"4\"><p style=\"font-family:CaslonAntique;font-size:var(--font-size-18);margin:0px;text-align:center\"><span style=\"font-family:CaslonAntique\"><em><strong>BLACKPOWDER AND ENGINEERING</strong></em></span></p></td><th style=\"width:21.4359%;text-align:center\"> </th></tr><tr><td style=\"width:45.6362%\"><p><em>@UUID[Compendium.wfrp4e-core.items.xdAP96GGDb87m0Pr]{Bullet and Powder}</em></p></td><td style=\"width:22.2612%;text-align:center\"><p><em>3/3</em></p></td><td style=\"width:10.6667%;text-align:center\"><p><em>0</em></p></td><td style=\"width:21.4359%;text-align:center\"><p><em>Common</em></p></td><th> </th></tr><tr><td style=\"width:45.6362%\"><p><em>@UUID[Compendium.wfrp4e-core.items.CdsNf9MFRUhrJ3YA]{Improvised Shot and Powder}</em></p></td><td style=\"width:22.2612%;text-align:center\"><p><em>3d</em></p></td><td style=\"width:10.6667%;text-align:center\"><p><em>0</em></p></td><td style=\"width:21.4359%;text-align:center\"><p><em>Common</em></p></td><th> </th></tr><tr><td style=\"width:45.6362%\"><p><em>@UUID[Compendium.wfrp4e-core.items.5wItcVAcA6mfa62q]{Small shot and Powder}</em></p></td><td style=\"width:22.2612%;text-align:center\"><p><em>3/3</em></p></td><td style=\"width:10.6667%;text-align:center\"><p><em>0</em></p></td><td style=\"width:21.4359%;text-align:center\"><p><em>Common</em></p></td><th> </th></tr><tr><td style=\"width:78.5641%;text-align:center\" colspan=\"4\"><p style=\"font-family:CaslonAntique;font-size:var(--font-size-18);margin:0px;text-align:center\"><span style=\"font-family:CaslonAntique\"><em><strong>BOW</strong></em></span></p></td><th style=\"width:21.4359%;text-align:center\"> </th></tr><tr><td style=\"width:45.6362%\"><p><em>@UUID[Compendium.wfrp4e-core.items.6GNNpWIGxO9CkTCR]{Arrow}</em></p></td><td style=\"width:22.2612%;text-align:center\"><p><em>5/-</em></p></td><td style=\"width:10.6667%;text-align:center\"><p><em>0</em></p></td><td style=\"width:21.4359%;text-align:center\"><p><em>Common</em></p></td><th> </th></tr><tr><td style=\"width:45.6362%\"><em>@UUID[Compendium.wfrp4e-core.items.NQ4OVp1ZfinJ7lQH]{Elf Arrow}</em></td><td style=\"width:22.2612%;text-align:center\"><p><em>6/-</em></p></td><td style=\"width:10.6667%;text-align:center\"><p><em>0</em></p></td><td style=\"width:21.4359%;text-align:center\"><p><em>Exotic</em></p></td><th> </th></tr><tr><td style=\"width:78.5641%;text-align:center\" colspan=\"4\"><p style=\"font-family:CaslonAntique;font-size:var(--font-size-18);margin:0px;text-align:center\"><span style=\"font-family:CaslonAntique\"><em><strong>CROSSBOW</strong></em></span></p></td><th style=\"width:21.4359%;text-align:center\"> </th></tr><tr><td style=\"width:45.6362%\"><p><em>@UUID[Compendium.wfrp4e-core.items.kFROfGFdExfyJTg9]{Bolt}</em></p></td><td style=\"width:22.2612%;text-align:center\"><p><em>5/-</em></p></td><td style=\"width:10.6667%;text-align:center\"><p><em>0</em></p></td><td style=\"width:21.4359%;text-align:center\"><p><em>Common</em></p></td><th> </th></tr><tr><td style=\"width:78.5641%;text-align:center\" colspan=\"4\"><p style=\"font-family:CaslonAntique;font-size:var(--font-size-18);margin:0px;text-align:center\"><span style=\"font-family:CaslonAntique\"><em><strong>SLING</strong></em></span></p></td><th style=\"width:21.4359%;text-align:center\"> </th></tr><tr><td style=\"width:45.6362%\"><p><em>@UUID[Compendium.wfrp4e-core.items.4hV1PpYm9Q2pyUNf]{Lead Bullet}</em></p></td><td style=\"width:22.2612%;text-align:center\"><p><em>4d</em></p></td><td style=\"width:10.6667%;text-align:center\"><p><em>0</em></p></td><td style=\"width:21.4359%;text-align:center\"><p><em>Common</em></p></td><th> </th></tr><tr><td style=\"width:45.6362%\"><p><em>@UUID[Compendium.wfrp4e-core.items.mik7s6AqS8SMSaJ8]{Stone Bullet}</em></p></td><td style=\"width:22.2612%;text-align:center\"><p><em>2d</em></p></td><td style=\"width:10.6667%;text-align:center\"><p><em>0</em></p></td><td style=\"width:21.4359%;text-align:center\"><p><em>Common</em></p></td><th> </th></tr></tbody></table></blockquote><blockquote class=\"sidebar\"><h3 class=\"sidebar-title no-toc\" style=\"text-align:center;text-transform:uppercase\"><em>Hand Weapons</em></h3><p><em>‘Hand Weapon’ is used to describe any of a number of basic weapons that, though different, are assumed to be effectively the same in-game, including swords, axes, hammers, maces, short spears, and more.</em></p><h3 class=\"sidebar-title no-toc\" style=\"text-align:center;text-transform:uppercase\"><em>Blackpowder Ammunition</em></h3><p><em>Blunderbusses are the only weapons listed that use the Small Shot or Improvised Shot ammunition. All other Blackpowder and Engineering weapons use bullets.</em></p></blockquote><div class=\"journal-image float-right\"><img src=\"modules/wfrp4e-core/art/other/weapons.webp\" width=\"173\" height=\"267\" /></div><h3>Weapon Damage</h3><p>Some @Table[oops]{Fumble results} or spells may damage your weapon. For each point of damage your weapon receives, reduce its Damage by –1. If the Damage is reduced to +0 (or SB +0), the weapon is mangled beyond all recognition, and now counts as an Improvised Weapon. If an Improvised Weapon is Damaged, it is considered useless for melee combat.</p><p>Weapons can be fixed by appropriate Artisans for 10% of the weapon’s cost per damage point sustained. Weapons reduced to Improvised Weapons cannot be fixed. You can also repair your own weapons if you have the appropriate Trade Skill, @UUID[Compendium.wfrp4e-core.items.OD83JAlc9KhDpHK5]{Trade Tools} and, for more than a single point of Damage, a @UUID[Compendium.wfrp4e-core.items.ixOMVrEC1ISyYdDU]{Workshop}.</p><h3>Melee Weapon Groups</h3><p>All melee weapons are assigned to a Weapon Group. Each Weapon Group requires a separate skill to master its use. So, Melee (Flail) allows you to use Flails and is a separate skill from Melee (Polearm), which allows you to use Polearms. If you use a weapon from a Group where you have no Advances, you Test your Weapon Skill to hit with the weapon. While you still suffer all the weapon’s Flaws, you cannot use any of its Qualities. Some Melee Weapon Groups also have special rules.</p><h4>Cavalry</h4><p>Cavalry weapons are assumed to be used when mounted. When not used from horse-back, all two-handed weapons in the Cavalry Weapon Group also count as Two-Handed weapons. Single-handed Cavalry weapons are not normally used when unmounted.</p><h4>Flail</h4><p>Unskilled characters add the @UUID[.wdXywmb7FBVipOw8#dangerous]{Dangerous} Weapon Flaw to their Flails, and the other listed Weapon Qualities are not used.</p><h4>Parry</h4><p>Any one-handed weapon with the @UUID[.wdXywmb7FBVipOw8#defensive]{Defensive} Quality can be used with Melee (Parry). When using Melee (Parry), a weapon can be used to Oppose an incoming attack without the normal –20 off-hand penalty (see @UUID[JournalEntry.NS3YGlJQxwTggjRX.JournalEntryPage.wmA76Q2zJJ9HrkvA#two-weapon-fighting]{Two-Weapon Fighting}).</p><h3>Weapon Reach</h3><p>The lengths of the weapons are progressively bigger as follows.</p><ul><li><strong>Personal</strong>: Your legs and fists, perhaps your head, and anything attached to those.</li><li><strong>Very Short</strong>: Less than a foot in length.</li><li><strong>Short</strong>: Up to 2 feet in length.</li><li><strong>Average</strong>: Up to 3 feet long.</li><li><strong>Long</strong>: Up to 6 foot long.</li><li><strong>Very Long</strong>: Up to 10 feet in length; can Engage enemies up to 4 yards away, rather than just 2.</li><li><strong>Massive</strong>: Anything over 10 feet long; can Engage enemies up to 6 yards away, rather than just 2.</li></ul><blockquote class=\"sidebar\"><h4 class=\"sidebar-title\" style=\"text-transform:uppercase\"><em>Options: Weapon Length and In-Fighting</em></h4><p><span style=\"font-style:normal\">These are simple rules for those who like to use Weapon length for more than simple description of appearance, and a possible impediment to fitting down dark tunnels.</span></p><h4 class=\"no-toc\" style=\"text-align:center\"><em>Weapon Length</em></h4><p><span style=\"font-style:normal\"><em>If your weapon is longer than your opponents’, they suffer a penalty of –10 to hit you as you find it easier to keep them at bay.</em></span></p><h4 class=\"no-toc\" style=\"text-align:center\"><em>In-Fighting</em></h4><p><span style=\"font-style:normal\"><em>As your Action, you can perform an Opposed Melee Test to attempt to step inside your opponent’s weapon length. The winner chooses if combat continues as normal or as ‘in-fighting’. During in-fighting, any weapon longer than Short counts as an Improvised weapon.</em></span></p></blockquote><h3>Ranged Weapon Groups</h3><p>Ranged weapons are difficult to master. You cannot attempt a Ranged Test for a weapon you do not have the correct speciality for. So, if you know Ranged (Blackpowder), you cannot attempt a Ranged (Bow) Test. However, there are a few exceptions.</p><h4>Blackpowder and Explosives</h4><p>Those with Ranged (Engineering) can use Blackpowder and Explosive weapons without penalty.</p><h4>Crossbows and Throwing</h4><p>Crossbows and Thrown weapons are relatively simple to use. You can attempt a Ranged (Crossbow) or Ranged (Throwing) Test using your Ballistic Skill, but the weapon loses all Qualities whilst retaining its Flaws.</p><h4>Engineering</h4><p>All Engineering weapons can be used by characters with Ranged (Blackpowder), but the weapons lose all Weapon Qualities whilst retaining their flaws.</p><h3>Weapon Range</h3><p>A weapon’s range is its medium range in yards. @UUID[JournalEntry.NS3YGlJQxwTggjRX.JournalEntryPage.wmA76Q2zJJ9HrkvA#ranged-combat]{Rules} presents modifiers if a weapon is at Point Blank, Short, Long, or Extreme range. Calculate ranges as follows:</p><blockquote class=\"sidebar\"><h3 style=\"text-align:center\"><span style=\"font-style:normal\">Calculating Range Bands</span></h3><p style=\"text-align:center\"><em>Point Blank = Range ÷ 10</em></p><p style=\"text-align:center\"><em>Short = Range ÷ 2</em></p><p style=\"text-align:center\"><em>Long = Range x 2</em></p><p style=\"text-align:center\"><em>Extreme = Range x 3</em></p></blockquote><blockquote class=\"foundry-note\"><p>Click on the weapon's range in the Combat tab to see a breakdown of the range bands for that weapon.</p></blockquote><h3>Weapon Qualities</h3><p>Some weapons have specific advantages over others, which are described with Weapon Qualities.</p><h4>Accurate</h4><p>The weapon is accurate and easy to hit with. Gain a bonus of +10 to any Test when firing this weapon.</p><h4>Blackpowder</h4><p>The crack of gunfire followed by gouts of smoke and confusion can be terrifying. If you are targeted by a Blackpowder weapon, you must pass an <strong>Average (+20) Cool</strong> Test or take a @Condition[Broken] Condition, even if the shot misses.</p><h4>Blast (Rating)</h4><p>All Characters within (Rating) yards of the struck target point take SL+Weapon Damage, and suffer any Conditions the weapon inflicts.</p><h4>Damaging</h4><p>A Damaging weapon can use the higher score from either the units die or the SL to determine the Damage caused from a successful hit. For example, if you roll 34 in your attack Test and the target number was 52 you can choose to use the SL, which in this case is 2, or the units die result, which is 4. An Undamaging weapon can never also be Damaging (Undamaging takes precedent).</p><h4>Defensive</h4><p>Defensive weapons are designed to parry incoming attacks. If you are wielding such a weapon, gain a bonus of +1 SL to any Melee Test when you oppose an incoming attack.</p><h4>Distract</h4><p>Distracting weapons can be used to drive an opponent back due to their dangerous or whip-like natures. Instead of causing Damage, a successful attack with a Distracting weapon can force an opponent back 1 yard per SL by which you win the Opposed Test.</p><h4>Entangle</h4><p>Your weapon wraps around your opponents, entangling them. Any opponent successfully hit by your weapon gains the @Condition[Entangled] Condition with a Strength value equal to your Strength Characteristic. When Entangling an opponent, you cannot otherwise use the weapon to hit. You can end the Entangling whenever you wish.</p><h4>Fast</h4><p>Fast weapons are designed to strike out with such speed that parrying is not an option, leaving an opponent skewered before they can react. A wielder of a Fast weapon can choose to attack with the Fast weapon outside of the normal Initiative sequence, either striking first, last, or somewhere in between as desired. </p><p>Further, all Melee Tests to defend against Fast weapons suffer a penalty of –10 if your opponent is using a weapon without the Fast Quality; other Skills defend as normal. Two opponents with Fast weapons fight in Initiative order (relative to each other) as normal. A Fast weapon may never also be Slow (Slow takes precedent).</p><h4>Hack</h4><p>Hacking weapons have heavy blades that can hack through armour with horrific ease. If you hit an opponent, you Damage a struck piece of armour or shield by 1 point as well as wounding the target.</p><h4>Impact</h4><p>Some weapons are just huge or cause terrible damage due to their weight or design. On a successful hit, add the result of the units die of the attack roll to any Damage caused by an Impact weapon. An @UUID[.wdXywmb7FBVipOw8#undamaging]{Undamaging} weapon can never also have Impact (Undamaging takes precedent).</p><h4>Impale</h4><p>Impale weapons can kill with a single clean blow. Impale weapons cause a @UUID[JournalEntry.NS3YGlJQxwTggjRX.JournalEntryPage.wmA76Q2zJJ9HrkvA#criticals]{Critical Hit} on any number divisible by 10 (i.e.: 10, 20, 30, etc.) as well as on doubles (i.e.: 11, 22, 33) rolled equal or under an appropriate Test in combat. </p><p>If the impale comes from a ranged weapon, the ammunition used has firmly lodged itself in the target’s body. Arrows and bolts require a successful <strong>Challenging (+0) Heal</strong> Test to remove — bullets require a surgeon (see the @UUID[Compendium.wfrp4e-core.items.NP4EHyyh1yOLbsPU]{Surgery} Talent). You cannot heal 1 of your Wounds for each unremoved arrow or bullet.</p><h4>Penetrating</h4><p>The weapon is highly effective at penetrating armour. Non-metal APs are ignored, and the first point of all other armour is ignored.</p><h4>Pistol</h4><p>You can use this weapon to attack in Close Combat.</p><h4>Precise</h4><p>The weapon is easy to get on target. Gain a bonus of +1 SL to any successful Test when attacking with this weapon.</p><h4>Pummel</h4><p>Pummel weapons are especially good at battering foes into submission. If you score a Head hit with a Pummel weapon, attempt an <strong>Opposed Strength/Endurance</strong> Test against the struck opponent. If you win the test, your opponent gains a @Condition[Stunned] Condition.</p><h4>Repeater (Rating)</h4><p>Your weapon holds (Rating) shots, automatically reloading after each time you fire. When you use all your shots, you must fully reload the weapon using the normal rules.</p><h4>Shield (Rating)</h4><p>If you use this weapon to oppose an incoming attack, you count as having (Rating) Armour Points on all locations of your body. If your weapon has a Shield Rating of 2 or higher (so: Shield 2 or Shield 3), you may also Oppose incoming missile shots in your Line of Sight.</p><h4>Trap Blade</h4><p>Some weapons are designed to trap other weapons, and sometimes even break them. If you score a Critical when defending against an attack from a bladed weapon you can choose to trap it instead of causing a Critical Hit.</p><p>If you choose to do this, enact an <strong>Opposed Strength</strong> Test, adding your SL from the previous Melee Test. If you succeed, your opponent drops the blade as it is yanked free. If you score an Astounding Success, you not only disarm your opponent, but the force of your maneuver breaks their blade unless it has the Unbreakable quality. If you fail the Test, your opponent frees the blade and may fight on as normal.</p><h4>Unbreakable</h4><p>The weapon is exquisitely well-made or constructed from an especially strong material. Under almost all circumstances, this weapon will not break, corrode, or lose its edge.</p><h4>Wrap</h4><p>Wrap weapons typically have long chains with weights at the end, making it very difficult to parry them effectively. Melee Tests opposing an attack from a Wrap weapon suffer a penalty of –1 SL, as parried strikes wrap over the top of shields, or around blades.</p><h3>Weapon Flaws</h3><p>Some weapons are just difficult to use, or simply dangerous, as described with Weapon Flaws.</p><div class=\"journal-image float-right\"><img src=\"modules/wfrp4e-core/art/other/artillery.webp\" width=\"166\" height=\"188\" /><h4>Dangerous</h4><p>Some weapons are almost as likely to hurt you as your opponent. Any failed test including an 9 on either 10s or units die results in a Fumble (see @UUID[JournalEntry.NS3YGlJQxwTggjRX.JournalEntryPage.wmA76Q2zJJ9HrkvA#fumbles]{Rules} for more on Fumbles).</p><h4>Imprecise</h4><p>Imprecise weapons are difficult to bring to bear as they are unwieldy or hard to aim. Suffer a penalty of –1 SL when using the weapon to attack. An Imprecise Weapon can never be @UUID[.wdXywmb7FBVipOw8#precise]{Precise} (Imprecise takes precedent).</p><h4>Reload (Rating)</h4><p>The weapon is slow to reload. An unloaded weapon with this flaw requires an Extended Ranged Test for the appropriate Weapon Group scoring (Rating) SL to reload. If you are interrupted while reloading, you must start again from scratch.</p><h4>Slow</h4><p>Slow weapons are unwieldy and heavy, making them difficult to use properly. Characters using Slow weapons always strike last in a Round, regardless of Initiative order. Further, opponents gain a bonus of +1 SL to any Test to defend against your attacks.</p><h4>Tiring</h4><p>The weapon is fatiguing to use or difficult to bring to bear. You only gain the benefit of the @UUID[.wdXywmb7FBVipOw8#impact]{Impact} and @UUID[.wdXywmb7FBVipOw8#damaging]{Damaging} Weapon Traits on a Turn you @UUID[JournalEntry.NS3YGlJQxwTggjRX.JournalEntryPage.bdfiyhEYtKs7irqc#charging]{Charge}.</p><h4>Undamaging</h4><p>Some weapons are not very good at penetrating armour. All APs are doubled against Undamaging weapons. Further, you do not automatically inflict a minimum of 1 Wound on a successful hit in combat.</p></div>"
|
||
},
|
||
"Armour": {
|
||
"name": "Armour",
|
||
"text": "<blockquote><p>First off, avoid all contact. That’s yer basic principle. And in case you can’t, always wear protection. … What?’</p><p style=\"text-align:right\"><em>– Corporal ‘Nobbs’ Nobbilar, Basic Combat Instructor.</em></p></blockquote><p style=\"text-align:left\">Armour is listed in the following format:</p><ul><li><p><strong>Armour </strong>Type: Each armour is listed by the material its constructed from, in order of protective effectiveness.</p></li><li><p><strong>Price</strong>: The price to buy an average piece of the armour.</p></li><li><p><strong>Enc</strong>: The Encumbrance for the armour.</p></li><li><p><strong>Availability</strong>: The Availability of the armour.</p></li><li><p><strong>Penalty</strong>: Any penalty for wearing that specific piece of Armour in addition to @UUID[.oAPLajkv4l9IlRzO]{Encumbrance}. <strong>Note</strong>: Some armour brings a penalty if you wear any of it, such as wearing any chain brings a penalty of –10 Stealth.</p></li><li><p><strong>Locations</strong>: The Hit Locations the Armour protects.</p></li><li><p><strong>APs</strong>: The number of Armour Points the armour provides to the protected Hit Locations.</p></li><li><p><strong>Qualities and Flaws</strong>: Any Armour Qualities or Flaws the armour may possess.</p></li></ul><blockquote class=\"sidebar\"><h3 style=\"text-align:center;text-transform:uppercase\" class=\"sidebar-title\"><em>Armour</em></h3><table style=\"width:100%\"><tbody><tr><td style=\"width:32.0506%\"><p style=\"text-align:center\"><em><strong>Armour</strong></em></p></td><td style=\"width:13.304%;text-align:center\"><p><em><strong>Price</strong></em></p></td><td style=\"width:5.16767%;text-align:center\"><p><em><strong>Enc</strong></em></p></td><td style=\"width:6.59703%;text-align:center\"><p><em><strong>Availability</strong></em></p></td><td style=\"width:19.1387%;text-align:center\"><p><em><strong>Penalty</strong></em></p></td><td style=\"width:21.1032%;text-align:center\"><p><em><strong>Locations</strong></em></p></td><td style=\"width:2.63881%;text-align:center\"><p><em><strong>APs</strong></em></p></td></tr><tr><td style=\"width:100%;text-align:center\" colspan=\"7\"><p style=\"text-align:center;font-family:CaslonAntique;font-size:var(--font-size-18);margin:0px\"><em><strong><span style=\"font-family:CaslonAntique\"><span style=\"font-family:CaslonAntique\">SOFT LEATHER*</span></span></strong></em></p></td></tr><tr><td style=\"width:32.0506%\"><p><em>@UUID[Compendium.wfrp4e-core.items.OjcHE0VOGr1aRdy9]{Leather Jack}</em></p></td><td style=\"width:13.304%;text-align:center\"><p><em>12/-</em></p></td><td style=\"width:5.16767%;text-align:center\"><p><em>1</em></p></td><td style=\"width:6.59703%;text-align:center\"><p><em>Common</em></p></td><td style=\"width:19.1387%;text-align:center\"><p><em>-</em></p></td><td style=\"width:21.1032%;text-align:center\"><p><em>Arms, Body</em></p></td><td style=\"width:2.63881%;text-align:center\"><p><em>1</em></p></td></tr><tr><td style=\"width:32.0506%\"><p><em>@UUID[Compendium.wfrp4e-core.items.ipaDvYY3qS66o593]{Leather Jerkin}</em></p></td><td style=\"width:13.304%;text-align:center\"><p><em>10/-</em></p></td><td style=\"width:5.16767%;text-align:center\"><p><em>1</em></p></td><td style=\"width:6.59703%;text-align:center\"><p><em>Common</em></p></td><td style=\"width:19.1387%;text-align:center\"><p><em>-</em></p></td><td style=\"width:21.1032%;text-align:center\"><p><em>Body</em></p></td><td style=\"width:2.63881%;text-align:center\"><p><em>1</em></p></td></tr><tr><td style=\"width:32.0506%\"><p><em>@UUID[Compendium.wfrp4e-core.items.MzppW5E5c3by9iBU]{Leather Leggings}</em></p></td><td style=\"width:13.304%;text-align:center\"><p><em>14/-</em></p></td><td style=\"width:5.16767%;text-align:center\"><p><em>1</em></p></td><td style=\"width:6.59703%;text-align:center\"><p><em>Common</em></p></td><td style=\"width:19.1387%;text-align:center\"><p><em>-</em></p></td><td style=\"width:21.1032%;text-align:center\"><p><em>Legs</em></p></td><td style=\"width:2.63881%;text-align:center\"><p><em>1</em></p></td></tr><tr><td style=\"width:32.0506%\"><p><em>@UUID[Compendium.wfrp4e-core.items.0W0kEpa2kNEcRGK0]{Leather Skullcap}</em></p></td><td style=\"width:13.304%;text-align:center\"><p><em>8/-</em></p></td><td style=\"width:5.16767%;text-align:center\"><p><em>0</em></p></td><td style=\"width:6.59703%;text-align:center\"><p><em>Common</em></p></td><td style=\"width:19.1387%;text-align:center\"><p><em>-</em></p></td><td style=\"width:21.1032%;text-align:center\"><p><em>Head</em></p></td><td style=\"width:2.63881%;text-align:center\"><p><em>1</em></p></td></tr><tr><td style=\"width:100%;text-align:center\" colspan=\"7\"><p style=\"text-align:center;font-family:CaslonAntique;font-size:var(--font-size-18);margin:0px\"><em><strong><span style=\"font-family:CaslonAntique\"><span style=\"font-family:CaslonAntique\">BOILED LEATHER</span></span></strong></em></p></td></tr><tr><td style=\"width:32.0506%\"><p><em>@UUID[Compendium.wfrp4e-core.items.tIG1TGcmU2i4rgFh]{Boiled Leather Breastplate}</em></p></td><td style=\"width:13.304%;text-align:center\"><p><em>18/-</em></p></td><td style=\"width:5.16767%;text-align:center\"><p><em>2</em></p></td><td style=\"width:6.59703%;text-align:center\"><p><em>Scarce</em></p></td><td style=\"width:19.1387%;text-align:center\"><p><em>-</em></p></td><td style=\"width:21.1032%;text-align:center\"><p><em>Body</em></p></td><td style=\"width:2.63881%;text-align:center\"><p><em>2</em></p></td></tr><tr><td style=\"width:100%;text-align:center\" colspan=\"7\"><p style=\"text-align:center;font-family:CaslonAntique;font-size:var(--font-size-18);margin:0px\"><em><strong><span style=\"font-family:CaslonAntique\"><span style=\"font-family:CaslonAntique\">MAIL**</span></span></strong></em></p></td></tr><tr><td style=\"width:32.0506%\"><p><em>@UUID[Compendium.wfrp4e-core.items.XWlkZVUhzO0CwaiJ]{Mail Chausses}</em></p></td><td style=\"width:13.304%;text-align:center\"><p><em>2GC</em></p></td><td style=\"width:5.16767%;text-align:center\"><p><em>3</em></p></td><td style=\"width:6.59703%;text-align:center\"><p><em>Scarce</em></p></td><td style=\"width:19.1387%;text-align:center\"><p><em>-</em></p></td><td style=\"width:21.1032%;text-align:center\"><p><em>Legs</em></p></td><td style=\"width:2.63881%;text-align:center\"><p><em>2</em></p></td></tr><tr><td style=\"width:32.0506%\"><p><em>@UUID[Compendium.wfrp4e-core.items.i76oPVM2eFEs5IBh]{Mail Coat}</em></p></td><td style=\"width:13.304%;text-align:center\"><p><em>3GC</em></p></td><td style=\"width:5.16767%;text-align:center\"><p><em>3</em></p></td><td style=\"width:6.59703%;text-align:center\"><p><em>Common</em></p></td><td style=\"width:19.1387%;text-align:center\"><p><em>-</em></p></td><td style=\"width:21.1032%;text-align:center\"><p><em>Arms, Body</em></p></td><td style=\"width:2.63881%;text-align:center\"><p><em>2</em></p></td></tr><tr><td style=\"width:32.0506%\"><p><em>@UUID[Compendium.wfrp4e-core.items.4xV16ttsxCa311vl]{Mail Coif}</em></p></td><td style=\"width:13.304%;text-align:center\"><p><em>1GC</em></p></td><td style=\"width:5.16767%;text-align:center\"><p><em>2</em></p></td><td style=\"width:6.59703%;text-align:center\"><p><em>Scarce</em></p></td><td style=\"width:19.1387%;text-align:center\"><p><em>-10% Perception</em></p></td><td style=\"width:21.1032%;text-align:center\"><p><em>Head</em></p></td><td style=\"width:2.63881%;text-align:center\"><p><em>2</em></p></td></tr><tr><td style=\"width:32.0506%\"><p><em>@UUID[Compendium.wfrp4e-core.items.cJdfHOVbghTf4Eo0]{Mail Shirt}</em></p></td><td style=\"width:13.304%;text-align:center\"><p><em>2GC</em></p></td><td style=\"width:5.16767%;text-align:center\"><p><em>2</em></p></td><td style=\"width:6.59703%;text-align:center\"><p><em>Scarce</em></p></td><td style=\"width:19.1387%;text-align:center\"><p><em>-</em></p></td><td style=\"width:21.1032%;text-align:center\"><p><em>Body</em></p></td><td style=\"width:2.63881%;text-align:center\"><p><em>2</em></p></td></tr><tr><td style=\"width:100%;text-align:center\" colspan=\"7\"><p style=\"text-align:center;font-family:CaslonAntique;font-size:var(--font-size-18);margin:0px\"><em><strong><span style=\"font-family:CaslonAntique\"><span style=\"font-family:CaslonAntique\">PLATE**</span></span></strong></em></p></td></tr><tr><td style=\"width:32.0506%\"><p><em>@UUID[Compendium.wfrp4e-core.items.oBNXxRFPh1sOT4K2]{Plate Breastplate}</em></p></td><td style=\"width:13.304%;text-align:center\"><p><em>10GC</em></p></td><td style=\"width:5.16767%;text-align:center\"><p><em>3</em></p></td><td style=\"width:6.59703%;text-align:center\"><p><em>Scarce</em></p></td><td style=\"width:19.1387%;text-align:center\"><p><em>-</em></p></td><td style=\"width:21.1032%;text-align:center\"><p><em>Body</em></p></td><td style=\"width:2.63881%;text-align:center\"><p><em>2</em></p></td></tr><tr><td style=\"width:32.0506%\"><p><em>@UUID[Compendium.wfrp4e-core.items.TvUKzvXjc2VChuTT]{Plate Open Helm}</em></p></td><td style=\"width:13.304%;text-align:center\"><p><em>2GC</em></p></td><td style=\"width:5.16767%;text-align:center\"><p><em>1</em></p></td><td style=\"width:6.59703%;text-align:center\"><p><em>Common</em></p></td><td style=\"width:19.1387%;text-align:center\"><p><em>-10% Perception</em></p></td><td style=\"width:21.1032%;text-align:center\"><p><em>Head</em></p></td><td style=\"width:2.63881%;text-align:center\"><p><em>2</em></p></td></tr><tr><td style=\"width:32.0506%\"><p><em>@UUID[Compendium.wfrp4e-core.items.oW7wSkl4JMb5sBH8]{Plate Bracers}</em></p></td><td style=\"width:13.304%;text-align:center\"><p><em>8GC</em></p></td><td style=\"width:5.16767%;text-align:center\"><p><em>3</em></p></td><td style=\"width:6.59703%;text-align:center\"><p><em>Rare</em></p></td><td style=\"width:19.1387%;text-align:center\"><p><em>-</em></p></td><td style=\"width:21.1032%;text-align:center\"><p><em>Arms</em></p></td><td style=\"width:2.63881%;text-align:center\"><p><em>2</em></p></td></tr><tr><td style=\"width:32.0506%\"><p><em>@UUID[Compendium.wfrp4e-core.items.bY6M9XxbqmFmqpA8]{Plate Leggings}</em></p></td><td style=\"width:13.304%;text-align:center\"><p><em>10GC</em></p></td><td style=\"width:5.16767%;text-align:center\"><p><em>3</em></p></td><td style=\"width:6.59703%;text-align:center\"><p><em>Rare</em></p></td><td style=\"width:19.1387%;text-align:center\"><p><em>-10% Stealth</em></p></td><td style=\"width:21.1032%;text-align:center\"><p><em>Legs</em></p></td><td style=\"width:2.63881%;text-align:center\"><p><em>2</em></p></td></tr><tr><td style=\"width:32.0506%\"><p><em>@UUID[Compendium.wfrp4e-core.items.e9WmLbD7AuXSeWp0]{Plate Helm}</em></p></td><td style=\"width:13.304%;text-align:center\"><p><em>3GC</em></p></td><td style=\"width:5.16767%;text-align:center\"><p><em>2</em></p></td><td style=\"width:6.59703%;text-align:center\"><p><em>Rare</em></p></td><td style=\"width:19.1387%;text-align:center\"><p><em>-20% Perception</em></p></td><td style=\"width:21.1032%;text-align:center\"><p><em>Head</em></p></td><td style=\"width:2.63881%;text-align:center\"><p><em>2</em></p></td></tr></tbody></table><p><em>*Soft Leather can be worn without penalty under any other Armour</em></p><p><em>** Wearing any Mail or Plate confers a Penalty of -10 Stealth each</em></p></blockquote><h3>Armour Damage</h3><p>As blows rains down on your armour, it can be damaged, possibly permanently. Whenever you are instructed to damage a piece of armour, the APs in the location damaged are reduced by 1. </p><p>If this lowers the APs to 0 in that location, the armour there is rendered useless.</p><p>Armour is generally damaged in one of two ways: </p><ul><li><p>A special ability triggers, such as a spell or Talent, damaging a piece of armour</p></li><li><p>A Critical Wound is deflected</p></li></ul><h4>Critical Deflection</h4><p>This only occurs should you choose it to. If you suffer a Critical Wound from an incoming attack on a location protected by armour, you can choose to let your armour be damaged by 1AP in order to ignore the Critical Wound. </p><p>You still suffer all normal Wounds (and given your APs are now 1 point lower, you probably suffer an extra Wound), but you avoid the Critical Wound effects as the blow is absorbed by your now-damaged armour.</p><h4>Repairing Armour</h4><p>It costs 10% of the armour’s base price per AP lost to repair it. So, if you had a Sleeved Chainmail Coat with 1AP of damage on the Body, and 1AP of damage on the Arms, it will cost you 20% of your armour’s base cost to fix it, in this case 12/–. If a section of your armour is completely broken, it will cost you 30% of the armour’s base cost to fix, and you’ll likely be waiting some time before it’s completed. </p><p>You can also repair your own armour if you have the appropriate Trade Skill, @UUID[Compendium.wfrp4e-core.items.OD83JAlc9KhDpHK5]{Trade Tools} and, for Plate Armour, a @UUID[Compendium.wfrp4e-core.items.ixOMVrEC1ISyYdDU]{Workshop}.</p><h3>Armour Qualities</h3><p>Armour can possess the following Armour Qualities:</p><h4>Flexible</h4><p>Flexible armour can be worn under a layer of non-Flexible armour if you wish. If you do so, you gain the benefit of both.</p><h4>Impenetrable</h4><p>The armour is especially resilient, meaning most attacks simply cannot penetrate it. All Critical Wounds caused by an odd number to hit you, such as 11 or 33, are ignored.</p><h3>Armour Flaws</h3><p>Some armours have points of weakness, as described by Armour Flaws.</p><h4>Partial</h4><p>The armour does not cover the entire hit location. An opponent that rolls an even number to hit, or rolls a @UUID[JournalEntry.NS3YGlJQxwTggjRX.JournalEntryPage.wmA76Q2zJJ9HrkvA#criticals]{Critical Hit}, ignores the partial armour’s APs.</p><h4>Weakpoints</h4><p>The armour has small weakpoints where a blade can slip in if your opponent is sufficiently skilled or lucky. If your opponent has a weapon with the @UUID[.wdXywmb7FBVipOw8#impale]{Impale} Quality and scores a Critical, the APs of your armour are ignored.</p>"
|
||
},
|
||
"Packs and Containers": {
|
||
"name": "Packs and Containers",
|
||
"text": "<p>Trappings can be packed into backpacks, sacks, and pouches, making them easier to carry. The table shows the Encumbrance value for carrying a pack or other container (<strong>Enc</strong>), and the number of Encumbrance the container can carry (<strong>Carries</strong>). You only count the <strong>Enc</strong> value to determine the number of Encumbrance points carried. Common sense dictates whether items can be carried in containers (e.g. halberds cannot be carried in backpacks).</p>\n<table style=\"width:99.0798%;height:224px\" border=\"1\">\n<tbody>\n<tr style=\"height:16px\">\n<td style=\"width:58.9783%;height:16px;text-align:left\"><strong>Item</strong></td>\n<td style=\"width:6.65635%;height:16px;text-align:center\"><strong>Cost</strong></td>\n<td style=\"width:5.72755%;height:16px;text-align:center\"><strong>Enc</strong></td>\n<td style=\"width:10.5263%;height:16px;text-align:center\"><strong>Carries</strong></td>\n<td style=\"width:16.8731%;height:16px;text-align:center\"><strong>Availability</strong></td>\n</tr>\n<tr style=\"height:16px\">\n<td style=\"width:58.9783%;height:16px\">@UUID[Compendium.wfrp4e-core.items.kJziKlct30lfAiYA]{Backpack}</td>\n<td style=\"width:6.65635%;height:16px;text-align:center\">4/10</td>\n<td style=\"width:5.72755%;height:16px;text-align:center\">2</td>\n<td style=\"width:10.5263%;height:16px;text-align:center\">4</td>\n<td style=\"width:16.8731%;height:16px;text-align:center\">Common</td>\n</tr>\n<tr style=\"height:16px\">\n<td style=\"width:58.9783%;height:16px\">@UUID[Compendium.wfrp4e-core.items.4hyL1z3ayI3ligQE]{Barrel}</td>\n<td style=\"width:6.65635%;height:16px;text-align:center\">8/-</td>\n<td style=\"width:5.72755%;height:16px;text-align:center\">6</td>\n<td style=\"width:10.5263%;height:16px;text-align:center\">12</td>\n<td style=\"width:16.8731%;height:16px;text-align:center\">Common</td>\n</tr>\n<tr style=\"height:16px\">\n<td style=\"width:58.9783%;height:16px\">@UUID[Compendium.wfrp4e-core.items.t9I9s3MZQCIVjEpX]{Cask}</td>\n<td style=\"width:6.65635%;height:16px;text-align:center\">3/-</td>\n<td style=\"width:5.72755%;height:16px;text-align:center\">2</td>\n<td style=\"width:10.5263%;height:16px;text-align:center\">4</td>\n<td style=\"width:16.8731%;height:16px;text-align:center\">Common</td>\n</tr>\n<tr style=\"height:16px\">\n<td style=\"width:58.9783%;height:16px\">@UUID[Compendium.wfrp4e-core.items.Hrs3p9z8NqyYEtRz]{Flask}</td>\n<td style=\"width:6.65635%;height:16px;text-align:center\">5/-</td>\n<td style=\"width:5.72755%;height:16px;text-align:center\">0</td>\n<td style=\"width:10.5263%;height:16px;text-align:center\">0</td>\n<td style=\"width:16.8731%;height:16px;text-align:center\">Common</td>\n</tr>\n<tr style=\"height:16px\">\n<td style=\"width:58.9783%;height:16px\">@UUID[Compendium.wfrp4e-core.items.vbNHaU50jr9T2dCQ]{Jug}</td>\n<td style=\"width:6.65635%;height:16px;text-align:center\">3/2</td>\n<td style=\"width:5.72755%;height:16px;text-align:center\">1</td>\n<td style=\"width:10.5263%;height:16px;text-align:center\">1</td>\n<td style=\"width:16.8731%;height:16px;text-align:center\">Common</td>\n</tr>\n<tr style=\"height:16px\">\n<td style=\"width:58.9783%;height:16px\">@UUID[Compendium.wfrp4e-core.items.lIaPOGOBdJBvDZf4]{Pewter Stein}</td>\n<td style=\"width:6.65635%;height:16px;text-align:center\">4/-</td>\n<td style=\"width:5.72755%;height:16px;text-align:center\">0</td>\n<td style=\"width:10.5263%;height:16px;text-align:center\">0</td>\n<td style=\"width:16.8731%;height:16px;text-align:center\">Common</td>\n</tr>\n<tr style=\"height:16px\">\n<td style=\"width:58.9783%;height:16px\">@UUID[Compendium.wfrp4e-core.items.mCvZAj5F6hfUZhzR]{Pouch}</td>\n<td style=\"width:6.65635%;height:16px;text-align:center\">4d</td>\n<td style=\"width:5.72755%;height:16px;text-align:center\">0</td>\n<td style=\"width:10.5263%;height:16px;text-align:center\">1</td>\n<td style=\"width:16.8731%;height:16px;text-align:center\">Common</td>\n</tr>\n<tr style=\"height:16px\">\n<td style=\"width:58.9783%;height:16px\">@UUID[Compendium.wfrp4e-core.items.RHqux3m4dgJoDkqG]{Sack}</td>\n<td style=\"width:6.65635%;height:16px;text-align:center\">1/-</td>\n<td style=\"width:5.72755%;height:16px;text-align:center\">2</td>\n<td style=\"width:10.5263%;height:16px;text-align:center\">4</td>\n<td style=\"width:16.8731%;height:16px;text-align:center\">Common</td>\n</tr>\n<tr style=\"height:16px\">\n<td style=\"width:58.9783%;height:16px\">@UUID[Compendium.wfrp4e-core.items.2znfMGBp5GOQ12M0]{Sack, Large}</td>\n<td style=\"width:6.65635%;height:16px;text-align:center\">1/6</td>\n<td style=\"width:5.72755%;height:16px;text-align:center\">3</td>\n<td style=\"width:10.5263%;height:16px;text-align:center\">6</td>\n<td style=\"width:16.8731%;height:16px;text-align:center\">Common</td>\n</tr>\n<tr style=\"height:16px\">\n<td style=\"width:58.9783%;height:16px\">@UUID[Compendium.wfrp4e-core.items.LKGrjbTZgEh3GUMF]{Saddlebags}</td>\n<td style=\"width:6.65635%;height:16px;text-align:center\">18/-</td>\n<td style=\"width:5.72755%;height:16px;text-align:center\">4</td>\n<td style=\"width:10.5263%;height:16px;text-align:center\">8</td>\n<td style=\"width:16.8731%;height:16px;text-align:center\">Common</td>\n</tr>\n<tr style=\"height:16px\">\n<td style=\"width:58.9783%;height:16px\">@UUID[Compendium.wfrp4e-core.items.bImtd1QDrQWp53Ua]{Sling Bag}</td>\n<td style=\"width:6.65635%;height:16px;text-align:center\">1/-</td>\n<td style=\"width:5.72755%;height:16px;text-align:center\">1</td>\n<td style=\"width:10.5263%;height:16px;text-align:center\">2</td>\n<td style=\"width:16.8731%;height:16px;text-align:center\">Common</td>\n</tr>\n<tr style=\"height:16px\">\n<td style=\"width:58.9783%;height:16px\">@UUID[Compendium.wfrp4e-core.items.sgJL9NtVEZZvgkys]{Scroll Case}</td>\n<td style=\"width:6.65635%;height:16px;text-align:center\">16/-</td>\n<td style=\"width:5.72755%;height:16px;text-align:center\">0</td>\n<td style=\"width:10.5263%;height:16px;text-align:center\">0</td>\n<td style=\"width:16.8731%;height:16px;text-align:center\">Scarce</td>\n</tr>\n<tr style=\"height:16px\">\n<td style=\"width:58.9783%;height:16px\">@UUID[Compendium.wfrp4e-core.items.hG90GkelSekqH7i8]{Waterskin}</td>\n<td style=\"width:6.65635%;height:16px;text-align:center\">1/8</td>\n<td style=\"width:5.72755%;height:16px;text-align:center\">1</td>\n<td style=\"width:10.5263%;height:16px;text-align:center\">1</td>\n<td style=\"width:16.8731%;height:16px;text-align:center\">Common</td>\n</tr>\n</tbody>\n</table>\n<div class=\"journal-image centered\"><img src=\"modules/wfrp4e-core/art/other/lawyer.webp\" width=\"245\" height=\"324\" /></div>"
|
||
},
|
||
"Clothing and Accessories": {
|
||
"name": "Clothing and Accessories",
|
||
"text": "<p>Clothing styles in the Empire vary considerably. As a general guideline, commoners wear simple tunics with breeches or gowns. Middle-class citizens favour puff-and-slash fashions with hats and hosiery or dresses. The elites flaunt capes, furs, and flamboyant hats with extravagantly enormous feathers – the more exotic the better! </p><table style=\"width:99.0798%;height:336px\" border=\"1\"><tbody><tr style=\"height:16px\"><td style=\"width:67.6471%;height:16px\"><strong>Item</strong></td><td style=\"width:7.12074%;height:16px;text-align:center\"><strong>Cost</strong></td><td style=\"width:6.03715%;height:16px;text-align:center\"><strong>Enc</strong></td><td style=\"width:18.1115%;height:16px;text-align:center\"><strong>Availability</strong></td></tr><tr style=\"height:16px\"><td style=\"width:67.6471%;height:16px\">@UUID[Compendium.wfrp4e-core.items.o6VOoj3KUlkfLCia]{Amulet}</td><td style=\"width:7.12074%;height:16px;text-align:center\">2d</td><td style=\"width:6.03715%;height:16px;text-align:center\">0</td><td style=\"width:18.1115%;height:16px;text-align:center\">Common</td></tr><tr style=\"height:16px\"><td style=\"width:67.6471%;height:16px\">@UUID[Compendium.wfrp4e-core.items.nrIcHcULt5fjRKbL]{Boots}</td><td style=\"width:7.12074%;height:16px;text-align:center\">5/-</td><td style=\"width:6.03715%;height:16px;text-align:center\">1</td><td style=\"width:18.1115%;height:16px;text-align:center\"><span style=\"background-color:rgba(255, 255, 255, 0.2)\">Common</span></td></tr><tr style=\"height:16px\"><td style=\"width:67.6471%;height:16px\">@UUID[Compendium.wfrp4e-core.items.GIFrMVqk0SimaBOM]{Cloak}</td><td style=\"width:7.12074%;height:16px;text-align:center\">10/-</td><td style=\"width:6.03715%;height:16px;text-align:center\">1</td><td style=\"width:18.1115%;height:16px;text-align:center\">Common</td></tr><tr style=\"height:16px\"><td style=\"width:67.6471%;height:16px\">@UUID[Compendium.wfrp4e-core.items.KWaFV7NPZqtgnL9Z]{Clothing}</td><td style=\"width:7.12074%;height:16px;text-align:center\">6/-</td><td style=\"width:6.03715%;height:16px;text-align:center\">1</td><td style=\"width:18.1115%;height:16px;text-align:center\"><span style=\"background-color:rgba(255, 255, 255, 0.2)\">Common</span></td></tr><tr style=\"height:16px\"><td style=\"width:67.6471%;height:16px\">@UUID[Compendium.wfrp4e-core.items.Ieyr3r0Skl57DkAJ]{Coat}</td><td style=\"width:7.12074%;height:16px;text-align:center\">18/-</td><td style=\"width:6.03715%;height:16px;text-align:center\">1</td><td style=\"width:18.1115%;height:16px;text-align:center\">Common</td></tr><tr style=\"height:16px\"><td style=\"width:67.6471%;height:16px\">@UUID[Compendium.wfrp4e-core.items.B5q8PZn43BMkvpdz]{Costume}</td><td style=\"width:7.12074%;height:16px;text-align:center\">1GC</td><td style=\"width:6.03715%;height:16px;text-align:center\">1</td><td style=\"width:18.1115%;height:16px;text-align:center\">Scarce</td></tr><tr style=\"height:16px\"><td style=\"width:67.6471%;height:16px\">@UUID[Compendium.wfrp4e-core.items.7hRfHr1ZCUigByms]{Courtly Garb }</td><td style=\"width:7.12074%;height:16px;text-align:center\">12GC</td><td style=\"width:6.03715%;height:16px;text-align:center\">1</td><td style=\"width:18.1115%;height:16px;text-align:center\">Scarce</td></tr><tr style=\"height:16px\"><td style=\"width:67.6471%;height:16px\">@UUID[Compendium.wfrp4e-core.items.WECvYThPGMkyagcw]{Face Powder}</td><td style=\"width:7.12074%;height:16px;text-align:center\">10/-</td><td style=\"width:6.03715%;height:16px;text-align:center\">0</td><td style=\"width:18.1115%;height:16px;text-align:center\"><span style=\"background-color:rgba(255, 255, 255, 0.2)\">Common</span></td></tr><tr style=\"height:16px\"><td style=\"width:67.6471%;height:16px\">@UUID[Compendium.wfrp4e-core.items.YmElVMceT7qNqd9S]{Gloves}</td><td style=\"width:7.12074%;height:16px;text-align:center\">4/-</td><td style=\"width:6.03715%;height:16px;text-align:center\">0</td><td style=\"width:18.1115%;height:16px;text-align:center\">Common</td></tr><tr style=\"height:16px\"><td style=\"width:67.6471%;height:16px\">@UUID[Compendium.wfrp4e-core.items.LrYz9nSsmH4H3He4]{Hat}</td><td style=\"width:7.12074%;height:16px;text-align:center\">4/-</td><td style=\"width:6.03715%;height:16px;text-align:center\">0</td><td style=\"width:18.1115%;height:16px;text-align:center\"><span style=\"background-color:rgba(255, 255, 255, 0.2)\">Common</span></td></tr><tr style=\"height:16px\"><td style=\"width:67.6471%;height:16px\">@UUID[Compendium.wfrp4e-core.items.lM6cdnWRA3sVjiF9]{Hood}</td><td style=\"width:7.12074%;height:16px;text-align:center\">5/-</td><td style=\"width:6.03715%;height:16px;text-align:center\">0</td><td style=\"width:18.1115%;height:16px;text-align:center\">Common</td></tr><tr style=\"height:16px\"><td style=\"width:67.6471%;height:16px\">@UUID[Compendium.wfrp4e-core.items.8MpTb12W1x6ECZzt]{Jewellery}</td><td style=\"width:7.12074%;height:16px;text-align:center\">Varies</td><td style=\"width:6.03715%;height:16px;text-align:center\">0</td><td style=\"width:18.1115%;height:16px;text-align:center\"><span style=\"background-color:rgba(255, 255, 255, 0.2)\">Common</span></td></tr><tr style=\"height:16px\"><td style=\"width:67.6471%;height:16px\">@UUID[Compendium.wfrp4e-core.items.1BgoTqp0i0z8cA28]{Perfume}</td><td style=\"width:7.12074%;height:16px;text-align:center\">10/-</td><td style=\"width:6.03715%;height:16px;text-align:center\">0</td><td style=\"width:18.1115%;height:16px;text-align:center\">Common</td></tr><tr style=\"height:16px\"><td style=\"width:67.6471%;height:16px\">@UUID[Compendium.wfrp4e-core.items.HXUQCiVOii3sNKGe]{Pins}</td><td style=\"width:7.12074%;height:16px;text-align:center\">10/-</td><td style=\"width:6.03715%;height:16px;text-align:center\">0</td><td style=\"width:18.1115%;height:16px;text-align:center\">Scarce</td></tr><tr style=\"height:16px\"><td style=\"width:67.6471%;height:16px\">@UUID[Compendium.wfrp4e-core.items.hEr7pIXzUCHOXZIX]{Religious Symbol}</td><td style=\"width:7.12074%;height:16px;text-align:center\">6/8</td><td style=\"width:6.03715%;height:16px;text-align:center\">0</td><td style=\"width:18.1115%;height:16px;text-align:center\">Common</td></tr><tr style=\"height:16px\"><td style=\"width:67.6471%;height:16px\">@UUID[Compendium.wfrp4e-core.items.EDnMXoxQTU4TMrRV]{Robes}</td><td style=\"width:7.12074%;height:16px;text-align:center\">2GC</td><td style=\"width:6.03715%;height:16px;text-align:center\">1</td><td style=\"width:18.1115%;height:16px;text-align:center\"><span style=\"background-color:rgba(255, 255, 255, 0.2)\">Common</span></td></tr><tr style=\"height:16px\"><td style=\"width:67.6471%;height:16px\">@UUID[Compendium.wfrp4e-core.items.XAJUqtLiM0Dqk5Wb]{Scepter}</td><td style=\"width:7.12074%;height:16px;text-align:center\">8GC</td><td style=\"width:6.03715%;height:16px;text-align:center\">1</td><td style=\"width:18.1115%;height:16px;text-align:center\">Rare</td></tr><tr style=\"height:16px\"><td style=\"width:67.6471%;height:16px\">@UUID[Compendium.wfrp4e-core.items.kCL3RKzIiGImZVZa]{Shoes}</td><td style=\"width:7.12074%;height:16px;text-align:center\">5/-</td><td style=\"width:6.03715%;height:16px;text-align:center\">0</td><td style=\"width:18.1115%;height:16px;text-align:center\"><span style=\"background-color:rgba(255, 255, 255, 0.2)\">Common</span></td></tr><tr style=\"height:16px\"><td style=\"width:67.6471%;height:16px\">@UUID[Compendium.wfrp4e-core.items.BBiL0DSHcdPakVBS]{Signet Ring}</td><td style=\"width:7.12074%;height:16px;text-align:center\">5GC</td><td style=\"width:6.03715%;height:16px;text-align:center\">0</td><td style=\"width:18.1115%;height:16px;text-align:center\">Rare</td></tr><tr><td style=\"width:67.6471%\">@UUID[Compendium.wfrp4e-core.items.o51gUXXozGz4ON0h]{Tattoo}</td><td style=\"width:7.12074%;text-align:center\">4/-</td><td style=\"width:6.03715%;text-align:center\">0</td><td style=\"width:18.1115%;text-align:center\">Scarce</td></tr><tr><td style=\"width:67.6471%\">@UUID[Compendium.wfrp4e-core.items.CB6cxxqy5vXcV6gf]{Uniform}</td><td style=\"width:7.12074%;text-align:center\">1GC 2/-</td><td style=\"width:6.03715%;text-align:center\">1</td><td style=\"width:18.1115%;text-align:center\">Scarce</td></tr><tr><td style=\"width:67.6471%\">@UUID[Compendium.wfrp4e-core.items.mAhbJCYGkeqLl6CJ]{Walking Cane}</td><td style=\"width:7.12074%;text-align:center\">3GC</td><td style=\"width:6.03715%;text-align:center\">1</td><td style=\"width:18.1115%;text-align:center\"><span style=\"background-color:rgba(255, 255, 255, 0.2)\">Common</span></td></tr></tbody></table><p> </p>"
|
||
},
|
||
"Food, Drink and Lodging": {
|
||
"name": "Food, Drink and Lodging",
|
||
"text": "<p>Poor quality room and board costs half the listed price, and fine quality costs double the listed price. Consuming poor quality food or drink comes with a [[/br 1d10 # Galloping Trots Exposure]]{10%} risk of exposure to the @UUID[Compendium.wfrp4e-core.items.txeLd7R13qxSvmsr]{Galloping Trots}.</p>\n<table style=\"width:99.0798%;height:208px\" border=\"1\">\n<tbody>\n<tr style=\"height:16px\">\n<td style=\"width:73.5294%;height:16px\"><strong>Item</strong></td>\n<td style=\"width:5.72755%;height:16px;text-align:center\"><strong>Cost</strong></td>\n<td style=\"width:4.95356%;height:16px;text-align:center\"><strong>Enc</strong></td>\n<td style=\"width:14.7059%;height:16px;text-align:center\"><strong>Availability</strong></td>\n</tr>\n<tr style=\"height:16px\">\n<td style=\"width:73.5294%;height:16px\">@UUID[Compendium.wfrp4e-core.items.N8HJlumE3hOgpPC2]{Ale, pint}</td>\n<td style=\"width:5.72755%;height:16px;text-align:center\">3d</td>\n<td style=\"width:4.95356%;height:16px;text-align:center\">0</td>\n<td style=\"width:14.7059%;height:16px;text-align:center\">Common</td>\n</tr>\n<tr style=\"height:16px\">\n<td style=\"width:73.5294%;height:16px\">@UUID[Compendium.wfrp4e-core.items.jyphOMwPqNU9KgmS]{Ale, Keg}</td>\n<td style=\"width:5.72755%;height:16px;text-align:center\">3/-</td>\n<td style=\"width:4.95356%;height:16px;text-align:center\">2</td>\n<td style=\"width:14.7059%;height:16px;text-align:center\"><span style=\"background-color:rgba(255, 255, 255, 0.2)\">Common</span></td>\n</tr>\n<tr style=\"height:16px\">\n<td style=\"width:73.5294%;height:16px\">@UUID[Compendium.wfrp4e-core.items.KzJkoB12jpidtngo]{Bugman’s XXXXXX Ale, pint }</td>\n<td style=\"width:5.72755%;height:16px;text-align:center\">9d</td>\n<td style=\"width:4.95356%;height:16px;text-align:center\">0</td>\n<td style=\"width:14.7059%;height:16px;text-align:center\">Exotic</td>\n</tr>\n<tr style=\"height:16px\">\n<td style=\"width:73.5294%;height:16px\">@UUID[Compendium.wfrp4e-core.items.jA5TSMX64RR5paKk]{Food, groceries/day}</td>\n<td style=\"width:5.72755%;height:16px;text-align:center\">10d</td>\n<td style=\"width:4.95356%;height:16px;text-align:center\">1</td>\n<td style=\"width:14.7059%;height:16px;text-align:center\"><span style=\"background-color:rgba(255, 255, 255, 0.2)\">Common</span></td>\n</tr>\n<tr style=\"height:16px\">\n<td style=\"width:73.5294%;height:16px\">@UUID[Compendium.wfrp4e-core.items.USL6G7P9pbdWHodY]{Meal, inn}</td>\n<td style=\"width:5.72755%;height:16px;text-align:center\">1/-</td>\n<td style=\"width:4.95356%;height:16px;text-align:center\">0</td>\n<td style=\"width:14.7059%;height:16px;text-align:center\">Common</td>\n</tr>\n<tr style=\"height:16px\">\n<td style=\"width:73.5294%;height:16px\">@UUID[Compendium.wfrp4e-core.items.EVERNFcYxY7WY8ur]{Rations, 1 day}</td>\n<td style=\"width:5.72755%;height:16px;text-align:center\">2/-</td>\n<td style=\"width:4.95356%;height:16px;text-align:center\">0</td>\n<td style=\"width:14.7059%;height:16px;text-align:center\"><span style=\"background-color:rgba(255, 255, 255, 0.2)\">Common</span></td>\n</tr>\n<tr style=\"height:16px\">\n<td style=\"width:73.5294%;height:16px\">@UUID[Compendium.wfrp4e-core.items.BZmUt37Jk1UCokqS]{Room, common/night}</td>\n<td style=\"width:5.72755%;height:16px;text-align:center\">10d</td>\n<td style=\"width:4.95356%;height:16px;text-align:center\">-</td>\n<td style=\"width:14.7059%;height:16px;text-align:center\">Common</td>\n</tr>\n<tr style=\"height:16px\">\n<td style=\"width:73.5294%;height:16px\">@UUID[Compendium.wfrp4e-core.items.0TGOFL99jG1RJ4ft]{Room, private/night}</td>\n<td style=\"width:5.72755%;height:16px;text-align:center\">10/-</td>\n<td style=\"width:4.95356%;height:16px;text-align:center\">-</td>\n<td style=\"width:14.7059%;height:16px;text-align:center\"><span style=\"background-color:rgba(255, 255, 255, 0.2)\">Common</span></td>\n</tr>\n<tr style=\"height:16px\">\n<td style=\"width:73.5294%;height:16px\">@UUID[Compendium.wfrp4e-core.items.lgYfVzNVZzKNoWd2]{Spirits, pint}</td>\n<td style=\"width:5.72755%;height:16px;text-align:center\">2/-</td>\n<td style=\"width:4.95356%;height:16px;text-align:center\">0</td>\n<td style=\"width:14.7059%;height:16px;text-align:center\">Common</td>\n</tr>\n<tr style=\"height:16px\">\n<td style=\"width:73.5294%;height:16px\">@UUID[Compendium.wfrp4e-core.items.JBRSMYhicrhD3b9v]{Stables/night}</td>\n<td style=\"width:5.72755%;height:16px;text-align:center\">10d</td>\n<td style=\"width:4.95356%;height:16px;text-align:center\">-</td>\n<td style=\"width:14.7059%;height:16px;text-align:center\"><span style=\"background-color:rgba(255, 255, 255, 0.2)\">Common</span></td>\n</tr>\n<tr style=\"height:16px\">\n<td style=\"width:73.5294%;height:16px\">@UUID[Compendium.wfrp4e-core.items.7CJfiEV10299s7c1]{Wine, bottle}</td>\n<td style=\"width:5.72755%;height:16px;text-align:center\">10d</td>\n<td style=\"width:4.95356%;height:16px;text-align:center\">0</td>\n<td style=\"width:14.7059%;height:16px;text-align:center\">Common</td>\n</tr>\n<tr style=\"height:16px\">\n<td style=\"width:73.5294%;height:16px\">@UUID[Compendium.wfrp4e-core.items.6x4YAR4iYsA5tjnC]{Wine & Spirits, drink}</td>\n<td style=\"width:5.72755%;height:16px;text-align:center\">4d</td>\n<td style=\"width:4.95356%;height:16px;text-align:center\">0</td>\n<td style=\"width:14.7059%;height:16px;text-align:center\"><span style=\"background-color:rgba(255, 255, 255, 0.2)\">Common</span></td>\n</tr>\n</tbody>\n</table>\n<div class=\"journal-image centered\"><img src=\"modules/wfrp4e-core/art/other/bread.webp\" width=\"246\" height=\"289\" /></div>"
|
||
},
|
||
"Tools and Kits": {
|
||
"name": "Tools and Kits",
|
||
"text": "<p>The majority of tools count as Improvised Weapons when used in combat, however GMs may rule that heavy or sharp tools (e.g. crowbars and sickles) count as @UUID[Compendium.wfrp4e-core.items.1zaqojk0Oq1m8vYv]{Hand Weapons}. Many of the individual tools listed here are included in Trade Tool packages and Workshops, and need not be bought separately.</p><table style=\"width:99.0798%;height:656px\" border=\"1\"><tbody><tr style=\"height:16px\"><td style=\"width:64.9628%;height:16px\"><strong>Item</strong></td><td style=\"width:9.95986%;height:16px;text-align:center\"><strong>Cost</strong></td><td style=\"width:6.03715%;height:16px;text-align:center\"><strong>Enc</strong></td><td style=\"width:17.9567%;height:16px;text-align:center\"><strong>Availability</strong></td></tr><tr style=\"height:16px\"><td style=\"width:64.9628%;height:16px\">@UUID[Compendium.wfrp4e-core.items.Ldf5kDBob8H0v6iV]{Abacus}</td><td style=\"width:9.95986%;height:16px;text-align:center\">3/4</td><td style=\"width:6.03715%;height:16px;text-align:center\">0</td><td style=\"width:17.9567%;height:16px;text-align:center\">Scarce</td></tr><tr style=\"height:16px\"><td style=\"width:64.9628%;height:16px\">@UUID[Compendium.wfrp4e-core.items.k0KeWhPgFGUcOgs0]{Animal Trap}</td><td style=\"width:9.95986%;height:16px;text-align:center\">2/6</td><td style=\"width:6.03715%;height:16px;text-align:center\">1</td><td style=\"width:17.9567%;height:16px;text-align:center\">Common</td></tr><tr style=\"height:16px\"><td style=\"width:64.9628%;height:16px\">@UUID[Compendium.wfrp4e-core.items.hhImniNwHKmcC6FK]{Antitoxin Kit}</td><td style=\"width:9.95986%;height:16px;text-align:center\">3GC</td><td style=\"width:6.03715%;height:16px;text-align:center\">0</td><td style=\"width:17.9567%;height:16px;text-align:center\">Scarce</td></tr><tr style=\"height:16px\"><td style=\"width:64.9628%;height:16px\">@UUID[Compendium.wfrp4e-core.items.1XRNUP7fKAT2x7wR]{Boat Hook}</td><td style=\"width:9.95986%;height:16px;text-align:center\">5/-</td><td style=\"width:6.03715%;height:16px;text-align:center\">1</td><td style=\"width:17.9567%;height:16px;text-align:center\">Common</td></tr><tr style=\"height:16px\"><td style=\"width:64.9628%;height:16px\">@UUID[Compendium.wfrp4e-core.items.w9VCyP12U7MrC3jk]{Broom}</td><td style=\"width:9.95986%;height:16px;text-align:center\">10d</td><td style=\"width:6.03715%;height:16px;text-align:center\">2</td><td style=\"width:17.9567%;height:16px;text-align:center\"><span style=\"background-color:rgba(0, 0, 0, 0.05)\">Common</span></td></tr><tr style=\"height:16px\"><td style=\"width:64.9628%;height:16px\">@UUID[Compendium.wfrp4e-core.items.lq7bDxEeIIVSmLOg]{Bucket}</td><td style=\"width:9.95986%;height:16px;text-align:center\">2/6</td><td style=\"width:6.03715%;height:16px;text-align:center\">1</td><td style=\"width:17.9567%;height:16px;text-align:center\">Common</td></tr><tr style=\"height:16px\"><td style=\"width:64.9628%;height:16px\">@UUID[Compendium.wfrp4e-core.items.yMn4pNpf0KLCt3Z1]{Chisel}</td><td style=\"width:9.95986%;height:16px;text-align:center\">4/2</td><td style=\"width:6.03715%;height:16px;text-align:center\">0</td><td style=\"width:17.9567%;height:16px;text-align:center\"><span style=\"background-color:rgba(0, 0, 0, 0.05)\">Common</span></td></tr><tr style=\"height:16px\"><td style=\"width:64.9628%;height:16px\">@UUID[Compendium.wfrp4e-core.items.wrFLHWygOlwFG2q3]{Comb}</td><td style=\"width:9.95986%;height:16px;text-align:center\">10d</td><td style=\"width:6.03715%;height:16px;text-align:center\">0</td><td style=\"width:17.9567%;height:16px;text-align:center\">Common</td></tr><tr style=\"height:16px\"><td style=\"width:64.9628%;height:16px\">@UUID[Compendium.wfrp4e-core.items.WDawuBcvsglWEVMg]{Crowbar}</td><td style=\"width:9.95986%;height:16px;text-align:center\">2/6</td><td style=\"width:6.03715%;height:16px;text-align:center\">1</td><td style=\"width:17.9567%;height:16px;text-align:center\"><span style=\"background-color:rgba(0, 0, 0, 0.05)\">Common</span></td></tr><tr style=\"height:16px\"><td style=\"width:64.9628%;height:16px\">@UUID[Compendium.wfrp4e-core.items.t2CmR9kFUJr5yE5E]{Crutch}</td><td style=\"width:9.95986%;height:16px;text-align:center\">3/-</td><td style=\"width:6.03715%;height:16px;text-align:center\">2</td><td style=\"width:17.9567%;height:16px;text-align:center\">Common</td></tr><tr style=\"height:16px\"><td style=\"width:64.9628%;height:16px\">@UUID[Compendium.wfrp4e-core.items.gx451Vn2Ru3eKLIg]{Disguise Kit}</td><td style=\"width:9.95986%;height:16px;text-align:center\">6/6</td><td style=\"width:6.03715%;height:16px;text-align:center\">0</td><td style=\"width:17.9567%;height:16px;text-align:center\">Scarce</td></tr><tr style=\"height:16px\"><td style=\"width:64.9628%;height:16px\">@UUID[Compendium.wfrp4e-core.items.8bxAt6ru3cCyGr6N]{Ear Pick}</td><td style=\"width:9.95986%;height:16px;text-align:center\">2/-</td><td style=\"width:6.03715%;height:16px;text-align:center\">0</td><td style=\"width:17.9567%;height:16px;text-align:center\">Scarce</td></tr><tr style=\"height:16px\"><td style=\"width:64.9628%;height:16px\">@UUID[Compendium.wfrp4e-core.items.HozjxIwCSwkItBu5]{Fish Hooks}</td><td style=\"width:9.95986%;height:16px;text-align:center\">1/-</td><td style=\"width:6.03715%;height:16px;text-align:center\">0</td><td style=\"width:17.9567%;height:16px;text-align:center\"><span style=\"background-color:rgba(0, 0, 0, 0.05)\">Common</span></td></tr><tr style=\"height:16px\"><td style=\"width:64.9628%;height:16px\">@UUID[Compendium.wfrp4e-core.items.mu9ysWvO9QwQbd8S]{Floor Brush}</td><td style=\"width:9.95986%;height:16px;text-align:center\">1/6</td><td style=\"width:6.03715%;height:16px;text-align:center\">0</td><td style=\"width:17.9567%;height:16px;text-align:center\">Common</td></tr><tr style=\"height:16px\"><td style=\"width:64.9628%;height:16px\">@UUID[Compendium.wfrp4e-core.items.tzMoFhFAWUGaqhxq]{Gavel}</td><td style=\"width:9.95986%;height:16px;text-align:center\">1GC</td><td style=\"width:6.03715%;height:16px;text-align:center\">0</td><td style=\"width:17.9567%;height:16px;text-align:center\">Scarce</td></tr><tr style=\"height:16px\"><td style=\"width:64.9628%;height:16px\">@UUID[Compendium.wfrp4e-core.items.HyfQNt0QGGa0EltW]{Hammer}</td><td style=\"width:9.95986%;height:16px;text-align:center\">3/-</td><td style=\"width:6.03715%;height:16px;text-align:center\">0</td><td style=\"width:17.9567%;height:16px;text-align:center\">Common</td></tr><tr style=\"height:16px\"><td style=\"width:64.9628%;height:16px\">@UUID[Compendium.wfrp4e-core.items.H4nKliXRB93HKH4r]{Hand Mirror}</td><td style=\"width:9.95986%;height:16px;text-align:center\">1GC1/6</td><td style=\"width:6.03715%;height:16px;text-align:center\">0</td><td style=\"width:17.9567%;height:16px;text-align:center\">Exotic</td></tr><tr style=\"height:16px\"><td style=\"width:64.9628%;height:16px\">@UUID[Compendium.wfrp4e-core.items.aRvo3nkgPrPcKXVF]{Hoe}</td><td style=\"width:9.95986%;height:16px;text-align:center\">4/-</td><td style=\"width:6.03715%;height:16px;text-align:center\">2</td><td style=\"width:17.9567%;height:16px;text-align:center\">Common</td></tr><tr style=\"height:16px\"><td style=\"width:64.9628%;height:16px\">@UUID[Compendium.wfrp4e-core.items.aExcYp7UPS5SL4ve]{Key}</td><td style=\"width:9.95986%;height:16px;text-align:center\">1/-</td><td style=\"width:6.03715%;height:16px;text-align:center\">0</td><td style=\"width:17.9567%;height:16px;text-align:center\"><span style=\"background-color:rgba(0, 0, 0, 0.05)\">Common</span></td></tr><tr style=\"height:16px\"><td style=\"width:64.9628%;height:16px\">@UUID[Compendium.wfrp4e-core.items.Ao7DRZ1hS6uCGONP]{Knife}</td><td style=\"width:9.95986%;height:16px;text-align:center\">8/-</td><td style=\"width:6.03715%;height:16px;text-align:center\">0</td><td style=\"width:17.9567%;height:16px;text-align:center\">Common</td></tr><tr style=\"height:16px\"><td style=\"width:64.9628%;height:16px\">@UUID[Compendium.wfrp4e-core.items.oGzxLBKOwJ8C0q3E]{Lock Picks}</td><td style=\"width:9.95986%;height:16px;text-align:center\">15/-</td><td style=\"width:6.03715%;height:16px;text-align:center\">0</td><td style=\"width:17.9567%;height:16px;text-align:center\">Scarce</td></tr><tr style=\"height:16px\"><td style=\"width:64.9628%;height:16px\">@UUID[Compendium.wfrp4e-core.items.zIf0i6DBqGlyQ5By]{Manacles}</td><td style=\"width:9.95986%;height:16px;text-align:center\">18/-</td><td style=\"width:6.03715%;height:16px;text-align:center\">0</td><td style=\"width:17.9567%;height:16px;text-align:center\">Scarce</td></tr><tr style=\"height:16px\"><td style=\"width:64.9628%;height:16px\">@UUID[Compendium.wfrp4e-core.items.d4iZk3dpNCZvsRJE]{Mop}</td><td style=\"width:9.95986%;height:16px;text-align:center\">1/-</td><td style=\"width:6.03715%;height:16px;text-align:center\">2</td><td style=\"width:17.9567%;height:16px;text-align:center\"><span style=\"background-color:rgba(0, 0, 0, 0.05)\">Common</span></td></tr><tr style=\"height:16px\"><td style=\"width:64.9628%;height:16px\">@UUID[Compendium.wfrp4e-core.items.yqgOaCsgMNq6VDC7]{Nails }</td><td style=\"width:9.95986%;height:16px;text-align:center\">2d</td><td style=\"width:6.03715%;height:16px;text-align:center\">0</td><td style=\"width:17.9567%;height:16px;text-align:center\">Common</td></tr><tr style=\"height:16px\"><td style=\"width:64.9628%;height:16px\">@UUID[Compendium.wfrp4e-core.items.Q2Ip5ItHNSyBNwkg]{Paint Brush}</td><td style=\"width:9.95986%;height:16px;text-align:center\">4/-</td><td style=\"width:6.03715%;height:16px;text-align:center\">0</td><td style=\"width:17.9567%;height:16px;text-align:center\"><span style=\"background-color:rgba(0, 0, 0, 0.05)\">Common</span></td></tr><tr style=\"height:16px\"><td style=\"width:64.9628%;height:16px\">@UUID[Compendium.wfrp4e-core.items.tv7m7LS9MLTbTzaB]{Pestle & Mortar}</td><td style=\"width:9.95986%;height:16px;text-align:center\">14/-</td><td style=\"width:6.03715%;height:16px;text-align:center\">0</td><td style=\"width:17.9567%;height:16px;text-align:center\">Common</td></tr><tr style=\"height:16px\"><td style=\"width:64.9628%;height:16px\">@UUID[Compendium.wfrp4e-core.items.3RttGMwfxEuxRLYu]{Pick}</td><td style=\"width:9.95986%;height:16px;text-align:center\">18/-</td><td style=\"width:6.03715%;height:16px;text-align:center\">1</td><td style=\"width:17.9567%;height:16px;text-align:center\">Scarce</td></tr><tr style=\"height:16px\"><td style=\"width:64.9628%;height:16px\">@UUID[Compendium.wfrp4e-core.items.i2DKz375sriXqfkS]{Pole (3 yards)}</td><td style=\"width:9.95986%;height:16px;text-align:center\">8/-</td><td style=\"width:6.03715%;height:16px;text-align:center\">3</td><td style=\"width:17.9567%;height:16px;text-align:center\">Common</td></tr><tr style=\"height:16px\"><td style=\"width:64.9628%;height:16px\">@UUID[Compendium.wfrp4e-core.items.61Fx3RHhSqaLCnao]{Quill Pen}</td><td style=\"width:9.95986%;height:16px;text-align:center\">3/-</td><td style=\"width:6.03715%;height:16px;text-align:center\">0</td><td style=\"width:17.9567%;height:16px;text-align:center\"><span style=\"background-color:rgba(0, 0, 0, 0.05)\">Common</span></td></tr><tr style=\"height:16px\"><td style=\"width:64.9628%;height:16px\">@UUID[Compendium.wfrp4e-core.items.Y55qCcUkHVZAbG8s]{Rake}</td><td style=\"width:9.95986%;height:16px;text-align:center\">4/6</td><td style=\"width:6.03715%;height:16px;text-align:center\">2</td><td style=\"width:17.9567%;height:16px;text-align:center\">Common</td></tr><tr style=\"height:16px\"><td style=\"width:64.9628%;height:16px\">@UUID[Compendium.wfrp4e-core.items.ZaJHpJKlib0LoOd2]{Reading Lens}</td><td style=\"width:9.95986%;height:16px;text-align:center\">3GC</td><td style=\"width:6.03715%;height:16px;text-align:center\">0</td><td style=\"width:17.9567%;height:16px;text-align:center\">Rare</td></tr><tr style=\"height:16px\"><td style=\"width:64.9628%;height:16px\">@UUID[Compendium.wfrp4e-core.items.X7c87KbjSJ7F3yha]{Saw}</td><td style=\"width:9.95986%;height:16px;text-align:center\">6/-</td><td style=\"width:6.03715%;height:16px;text-align:center\">1</td><td style=\"width:17.9567%;height:16px;text-align:center\">Common</td></tr><tr style=\"height:16px\"><td style=\"width:64.9628%;height:16px\">@UUID[Compendium.wfrp4e-core.items.hnuZUd35SCjKkJc2]{Sickle}</td><td style=\"width:9.95986%;height:16px;text-align:center\">1GC</td><td style=\"width:6.03715%;height:16px;text-align:center\">1</td><td style=\"width:17.9567%;height:16px;text-align:center\"><span style=\"background-color:rgba(0, 0, 0, 0.05)\">Common</span></td></tr><tr style=\"height:16px\"><td style=\"width:64.9628%;height:16px\">@UUID[Compendium.wfrp4e-core.items.VakWbquag1kV5WtT]{Spade}</td><td style=\"width:9.95986%;height:16px;text-align:center\">8/-</td><td style=\"width:6.03715%;height:16px;text-align:center\">2</td><td style=\"width:17.9567%;height:16px;text-align:center\">Common</td></tr><tr style=\"height:16px\"><td style=\"width:64.9628%;height:16px\">@UUID[Compendium.wfrp4e-core.items.482LVHdTtG0WPzis]{Spike}</td><td style=\"width:9.95986%;height:16px;text-align:center\">1/-</td><td style=\"width:6.03715%;height:16px;text-align:center\">0</td><td style=\"width:17.9567%;height:16px;text-align:center\"><span style=\"background-color:rgba(0, 0, 0, 0.05)\">Common</span></td></tr><tr style=\"height:16px\"><td style=\"width:64.9628%;height:16px\">@UUID[Compendium.wfrp4e-core.items.QCgsQbeEvV4dPB2D]{Stamp, engraved}</td><td style=\"width:9.95986%;height:16px;text-align:center\">5GC</td><td style=\"width:6.03715%;height:16px;text-align:center\">0</td><td style=\"width:17.9567%;height:16px;text-align:center\">Scarce</td></tr><tr style=\"height:16px\"><td style=\"width:64.9628%;height:16px\">@UUID[Compendium.wfrp4e-core.items.RN1IeSarIRaqyT95]{Tongs, steel}</td><td style=\"width:9.95986%;height:16px;text-align:center\">16/-</td><td style=\"width:6.03715%;height:16px;text-align:center\">0</td><td style=\"width:17.9567%;height:16px;text-align:center\"><span style=\"background-color:rgba(0, 0, 0, 0.05)\">Common</span></td></tr><tr style=\"height:16px\"><td style=\"width:64.9628%;height:16px\">@UUID[Compendium.wfrp4e-core.items.lJfy4k1wXI25Dq9D]{Telescope}</td><td style=\"width:9.95986%;height:16px;text-align:center\">5GC</td><td style=\"width:6.03715%;height:16px;text-align:center\">0</td><td style=\"width:17.9567%;height:16px;text-align:center\">Rare</td></tr><tr style=\"height:16px\"><td style=\"width:64.9628%;height:16px\">@UUID[Compendium.wfrp4e-core.items.3OdiPr3vLqGiMeCB]{Tweezers}</td><td style=\"width:9.95986%;height:16px;text-align:center\">1/-</td><td style=\"width:6.03715%;height:16px;text-align:center\">0</td><td style=\"width:17.9567%;height:16px;text-align:center\">Scarce</td></tr><tr style=\"height:16px\"><td style=\"width:64.9628%;height:16px\">@UUID[Compendium.wfrp4e-core.items.6OmsMPtz0NzCwvzL]{Writing Kit}</td><td style=\"width:9.95986%;height:16px;text-align:center\">2GC</td><td style=\"width:6.03715%;height:16px;text-align:center\">0</td><td style=\"width:17.9567%;height:16px;text-align:center\">Scarce</td></tr></tbody></table><p> </p>"
|
||
},
|
||
"Books and Documents": {
|
||
"name": "Books and Documents",
|
||
"text": "<p>The printing press is a recent invention in the Empire, so most books are still hand-written, some with pages adorned with exquisite illuminations, others little better than scribbled notes. In larger settlements, official documents, newssheets, and leaflets are typically press-printed, as are many poems, romances, and important academic texts. All prices are loose suggestions only, as contents and quality vary significantly.</p>\n<table style=\"width:99.0798%;height:231px\" border=\"1\">\n<tbody>\n<tr style=\"height:17px\">\n<td style=\"width:58.2484%;height:17px\"><strong>Item</strong></td>\n<td style=\"width:9.92785%;height:17px;text-align:center\"><strong>Cost</strong></td>\n<td style=\"width:14.854%;height:17px;text-align:center\"><strong>Enc</strong></td>\n<td style=\"width:16.9488%;height:17px;text-align:center\"><strong>Availability</strong></td>\n</tr>\n<tr style=\"height:17px\">\n<td style=\"width:58.2484%;height:17px\">@UUID[Compendium.wfrp4e-core.items.AWx6rqwOlN68pN6I]{Book, Apothecary}</td>\n<td style=\"width:9.92785%;height:17px;text-align:center\">8GC</td>\n<td style=\"width:14.854%;height:17px;text-align:center\">1</td>\n<td style=\"width:16.9488%;height:17px;text-align:center\">Scarce</td>\n</tr>\n<tr style=\"height:17px\">\n<td style=\"width:58.2484%;height:17px\">@UUID[Compendium.wfrp4e-core.items.H5CqkYPVVUslaORH]{Book, Art}</td>\n<td style=\"width:9.92785%;height:17px;text-align:center\">5GC</td>\n<td style=\"width:14.854%;height:17px;text-align:center\">1</td>\n<td style=\"width:16.9488%;height:17px;text-align:center\">Scarce</td>\n</tr>\n<tr style=\"height:17px\">\n<td style=\"width:58.2484%;height:17px\">@UUID[Compendium.wfrp4e-core.items.z8X2CMJdAZKoE3lk]{Book, Cryptography}</td>\n<td style=\"width:9.92785%;height:17px;text-align:center\">8GC</td>\n<td style=\"width:14.854%;height:17px;text-align:center\">1</td>\n<td style=\"width:16.9488%;height:17px;text-align:center\">Exotic</td>\n</tr>\n<tr style=\"height:17px\">\n<td style=\"width:58.2484%;height:17px\">@UUID[Compendium.wfrp4e-core.items.25Ek5A1EmQqzOcSK]{Book, Engineer}</td>\n<td style=\"width:9.92785%;height:17px;text-align:center\">3GC</td>\n<td style=\"width:14.854%;height:17px;text-align:center\">1</td>\n<td style=\"width:16.9488%;height:17px;text-align:center\">Scarce</td>\n</tr>\n<tr style=\"height:17px\">\n<td style=\"width:58.2484%;height:17px\">@UUID[Compendium.wfrp4e-core.items.o4FSm7YgmfNV4Qgq]{Book, Law}</td>\n<td style=\"width:9.92785%;height:17px;text-align:center\">15GC</td>\n<td style=\"width:14.854%;height:17px;text-align:center\">1</td>\n<td style=\"width:16.9488%;height:17px;text-align:center\">Rare</td>\n</tr>\n<tr style=\"height:17px\">\n<td style=\"width:58.2484%;height:17px\">@UUID[Compendium.wfrp4e-core.items.qQQ6rRUqcRIaU7kr]{Book, Magic}</td>\n<td style=\"width:9.92785%;height:17px;text-align:center\">20GC</td>\n<td style=\"width:14.854%;height:17px;text-align:center\">1</td>\n<td style=\"width:16.9488%;height:17px;text-align:center\">Exotic</td>\n</tr>\n<tr style=\"height:17px\">\n<td style=\"width:58.2484%;height:17px\">@UUID[Compendium.wfrp4e-core.items.aQIxzS4uOcIe9oxd]{Book, Medicine}</td>\n<td style=\"width:9.92785%;height:17px;text-align:center\">15GC</td>\n<td style=\"width:14.854%;height:17px;text-align:center\">1</td>\n<td style=\"width:16.9488%;height:17px;text-align:center\">Rare</td>\n</tr>\n<tr style=\"height:17px\">\n<td style=\"width:58.2484%;height:17px\">@UUID[Compendium.wfrp4e-core.items.PKkGM5Q0Chmt5qFe]{Book, Religion}</td>\n<td style=\"width:9.92785%;height:17px;text-align:center\">1GC</td>\n<td style=\"width:14.854%;height:17px;text-align:center\">1</td>\n<td style=\"width:16.9488%;height:17px;text-align:center\">Common</td>\n</tr>\n<tr style=\"height:17px\">\n<td style=\"width:58.2484%;height:17px\">@UUID[Compendium.wfrp4e-core.items.ZgpVhv100Kd9rsao]{Guild License}</td>\n<td style=\"width:9.92785%;height:17px;text-align:center\">N/A</td>\n<td style=\"width:14.854%;height:17px;text-align:center\">0</td>\n<td style=\"width:16.9488%;height:17px;text-align:center\">N/A</td>\n</tr>\n<tr style=\"height:10px\">\n<td style=\"width:58.2484%;height:10px\">@UUID[Compendium.wfrp4e-core.items.MtAmDCEzeM8LjtRn]{Leaflet}</td>\n<td style=\"width:9.92785%;height:10px;text-align:center\">1/-</td>\n<td style=\"width:14.854%;height:10px;text-align:center\">0</td>\n<td style=\"width:16.9488%;height:10px;text-align:center\">Common</td>\n</tr>\n<tr style=\"height:17px\">\n<td style=\"width:58.2484%;height:17px\">@UUID[Compendium.wfrp4e-core.items.s4Cds5JoW0YWhNzG]{Legal Document}</td>\n<td style=\"width:9.92785%;height:17px;text-align:center\">3/-</td>\n<td style=\"width:14.854%;height:17px;text-align:center\">0</td>\n<td style=\"width:16.9488%;height:17px;text-align:center\">Common</td>\n</tr>\n<tr style=\"height:17px\">\n<td style=\"width:58.2484%;height:17px\">@UUID[Compendium.wfrp4e-core.items.5PWRfQbGcYm4OnKP]{Map}</td>\n<td style=\"width:9.92785%;height:17px;text-align:center\">3GC</td>\n<td style=\"width:14.854%;height:17px;text-align:center\">0</td>\n<td style=\"width:16.9488%;height:17px;text-align:center\">Scarce</td>\n</tr>\n<tr style=\"height:17px\">\n<td style=\"width:58.2484%;height:17px\">@UUID[Compendium.wfrp4e-core.items.fHb7bFU8QX3oi33F]{Parchment/sheet}</td>\n<td style=\"width:9.92785%;height:17px;text-align:center\">1/-</td>\n<td style=\"width:14.854%;height:17px;text-align:center\">0</td>\n<td style=\"width:16.9488%;height:17px;text-align:center\">Common</td>\n</tr>\n</tbody>\n</table>\n<blockquote class=\"sidebar\">\n<h3 class=\"sidebar-title\" style=\"text-transform:uppercase;text-align:center\"><em>Options: Guilders</em></h3>\n<p><em>If you have an appropriate guild license, you can use your special contacts to locate rare items. If you fail an Availability Test when trying to buy an item, you can make a <strong>Gossip</strong> Test to talk with your fellow Guilders and see if any of them know where you might find what you need. If you succeed, one of your contacts has a few useful suggestions, and you can reroll the Availability Test.</em></p>\n</blockquote>\n<div class=\"journal-image centered\"><img src=\"modules/wfrp4e-core/art/other/scholar.webp\" width=\"234\" height=\"246\" /></div>"
|
||
},
|
||
"Trade Tools and Workshops": {
|
||
"name": "Trade Tools and Workshops",
|
||
"text": "<p>Trade Tools are needed if your wish to take a Trade Test to make or fix something, and the examples below are a sample of the many options available. Workshops are needed for larger projects, such as creating new trappings.</p>\n<table style=\"width:99.0798%\" border=\"1\">\n<tbody>\n<tr>\n<td style=\"width:44.2831%\"><strong>Item</strong></td>\n<td style=\"text-align:center;width:24.6338%\"><strong>Cost</strong></td>\n<td style=\"text-align:center;width:9.806%\"><strong>Enc</strong></td>\n<td style=\"text-align:center;width:20.1935%\"><strong>Availability</strong></td>\n</tr>\n<tr>\n<td style=\"width:44.2831%\">@UUID[Compendium.wfrp4e-core.items.OD83JAlc9KhDpHK5]{Trade Tools}</td>\n<td style=\"text-align:center;width:24.6338%\">3 GC</td>\n<td style=\"text-align:center;width:9.806%\">1</td>\n<td style=\"text-align:center;width:20.1935%\">Rare</td>\n</tr>\n<tr>\n<td style=\"width:44.2831%\">@UUID[Compendium.wfrp4e-core.items.ixOMVrEC1ISyYdDU]{Workshop}</td>\n<td style=\"text-align:center;width:24.6338%\">80GC</td>\n<td style=\"text-align:center;width:9.806%\">N/A</td>\n<td style=\"text-align:center;width:20.1935%\">Exotic</td>\n</tr>\n</tbody>\n</table>\n<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><strong>Artisan</strong>: The potential range of tools used by Artisans is wide.</p>\n<p>Sample packages include:</p>\n<ul>\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>\n<li><strong>Engraver</strong>: Gravers, punches, wax, acid, hammer, and chisels. Workshops also include dies and presses.</li>\n</ul>\n<ul>\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>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><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>\n<div class=\"journal-image centered\"><img src=\"modules/wfrp4e-core/art/other/anvil.webp\" width=\"340\" height=\"275\" /></div>"
|
||
},
|
||
"Animals and Vehicles": {
|
||
"name": "Animals and Vehicles",
|
||
"text": "<p style=\"margin-bottom:0cm;line-height:100%;orphans:2;widows:2\">Animals are used at all levels of society in the Empire. See the @UUID[JournalEntry.3ZynTGhFpgwv6l1n]{Bestiary} for sample animal profiles. Like @UUID[.YtV0Fo9ghxfRtYJb]{Packs and Containers}, all vehicles have an entry for the number of Encumbrance points they can carry (<strong>Carries</strong>).</p><table style=\"width:100%;height:347px\"><tbody><tr style=\"height:31px\"><td style=\"width:55.1042%;height:31px\"><strong>Item</strong></td><td style=\"text-align:center;width:10.7964%;height:31px\"><strong>Cost</strong></td><td style=\"text-align:center;width:6.73437%;height:31px\"><strong>Enc</strong></td><td style=\"text-align:center;width:9.25048%;height:31px\"><strong>Carries</strong></td><td style=\"text-align:center;width:18.1146%;height:31px\"><strong>Availability</strong></td></tr><tr style=\"height:10px\"><td style=\"width:55.1042%;height:10px\">@UUID[Compendium.wfrp4e-core.items.oxZ02e5bphR9xHVu]{Cart}</td><td style=\"text-align:center;width:10.7964%;height:10px\">20GC</td><td style=\"text-align:center;width:6.73437%;height:10px\">-</td><td style=\"text-align:center;width:9.25048%;height:10px\">25</td><td style=\"text-align:center;width:18.1146%;height:10px\">Common</td></tr><tr style=\"height:17px\"><td style=\"width:55.1042%;height:17px\">@UUID[Compendium.wfrp4e-core.items.M5rVGn8jfQXVkY57]{Chicken}</td><td style=\"text-align:center;width:10.7964%;height:17px\">5d</td><td style=\"text-align:center;width:6.73437%;height:17px\">1</td><td style=\"text-align:center;width:9.25048%;height:17px\">0</td><td style=\"text-align:center;width:18.1146%;height:17px\">Common</td></tr><tr style=\"height:17px\"><td style=\"width:55.1042%;height:17px\">@UUID[Compendium.wfrp4e-core.items.LORTDrR65x2k9raH]{Coach}</td><td style=\"text-align:center;width:10.7964%;height:17px\">150GC</td><td style=\"text-align:center;width:6.73437%;height:17px\">-</td><td style=\"text-align:center;width:9.25048%;height:17px\">80</td><td style=\"text-align:center;width:18.1146%;height:17px\">Rare</td></tr><tr style=\"height:17px\"><td style=\"width:55.1042%;height:17px\">@UUID[Compendium.wfrp4e-core.items.BJDCewsSihieuEwE]{Coracle}</td><td style=\"text-align:center;width:10.7964%;height:17px\">2GC</td><td style=\"text-align:center;width:6.73437%;height:17px\">6</td><td style=\"text-align:center;width:9.25048%;height:17px\">10</td><td style=\"text-align:center;width:18.1146%;height:17px\">Scarce</td></tr><tr style=\"height:17px\"><td style=\"width:55.1042%;height:17px\">@UUID[Compendium.wfrp4e-core.items.ebsbEIJOY0Jy5raF]{Destrier}</td><td style=\"text-align:center;width:10.7964%;height:17px\">230GC</td><td style=\"text-align:center;width:6.73437%;height:17px\">-</td><td style=\"text-align:center;width:9.25048%;height:17px\">20</td><td style=\"text-align:center;width:18.1146%;height:17px\">Scarce</td></tr><tr style=\"height:17px\"><td style=\"width:55.1042%;height:17px\">@UUID[Compendium.wfrp4e-core.items.gzriPtNbRFltaAsh]{Dog collar and lead}</td><td style=\"text-align:center;width:10.7964%;height:17px\">1/7</td><td style=\"text-align:center;width:6.73437%;height:17px\">0</td><td style=\"text-align:center;width:9.25048%;height:17px\">-</td><td style=\"text-align:center;width:18.1146%;height:17px\">Common</td></tr><tr style=\"height:17px\"><td style=\"width:55.1042%;height:17px\">@UUID[Compendium.wfrp4e-core.items.94SiNp9Iqq6HiOsG]{Draught Horse}</td><td style=\"text-align:center;width:10.7964%;height:17px\">4GC</td><td style=\"text-align:center;width:6.73437%;height:17px\">-</td><td style=\"text-align:center;width:9.25048%;height:17px\">20</td><td style=\"text-align:center;width:18.1146%;height:17px\">Common</td></tr><tr style=\"height:17px\"><td style=\"width:55.1042%;height:17px\">@UUID[Compendium.wfrp4e-core.items.AA7nhcqscDj1zoU9]{Homing Pigeon}</td><td style=\"text-align:center;width:10.7964%;height:17px\">3/-</td><td style=\"text-align:center;width:6.73437%;height:17px\">1</td><td style=\"text-align:center;width:9.25048%;height:17px\">0</td><td style=\"text-align:center;width:18.1146%;height:17px\">Scarce</td></tr><tr style=\"height:17px\"><td style=\"width:55.1042%;height:17px\">@UUID[Compendium.wfrp4e-core.items.y28P2G0NEVZvMzS5]{Hunting Dog}</td><td style=\"text-align:center;width:10.7964%;height:17px\">2GC</td><td style=\"text-align:center;width:6.73437%;height:17px\">-</td><td style=\"text-align:center;width:9.25048%;height:17px\">0</td><td style=\"text-align:center;width:18.1146%;height:17px\">Rare</td></tr><tr style=\"height:17px\"><td style=\"width:55.1042%;height:17px\">@UUID[Compendium.wfrp4e-core.items.pXDWUzKhyW83rBHB]{Light Warhorse}</td><td style=\"text-align:center;width:10.7964%;height:17px\">70GC</td><td style=\"text-align:center;width:6.73437%;height:17px\">-</td><td style=\"text-align:center;width:9.25048%;height:17px\">18</td><td style=\"text-align:center;width:18.1146%;height:17px\">Common</td></tr><tr style=\"height:17px\"><td style=\"width:55.1042%;height:17px\">@UUID[Compendium.wfrp4e-core.items.9n8P8hWUzJw1oZ8Z]{Monkey}</td><td style=\"text-align:center;width:10.7964%;height:17px\">10GC</td><td style=\"text-align:center;width:6.73437%;height:17px\">2</td><td style=\"text-align:center;width:9.25048%;height:17px\">1</td><td style=\"text-align:center;width:18.1146%;height:17px\">Rare</td></tr><tr style=\"height:17px\"><td style=\"width:55.1042%;height:17px\">@UUID[Compendium.wfrp4e-core.items.Yf5KzF7u0gAbxam9]{Mule}</td><td style=\"text-align:center;width:10.7964%;height:17px\">5GC</td><td style=\"text-align:center;width:6.73437%;height:17px\">-</td><td style=\"text-align:center;width:9.25048%;height:17px\">14</td><td style=\"text-align:center;width:18.1146%;height:17px\">Common</td></tr><tr style=\"height:17px\"><td style=\"width:55.1042%;height:17px\">@UUID[Compendium.wfrp4e-core.items.nVf2096t5ynzh0Qq]{Pony}</td><td style=\"text-align:center;width:10.7964%;height:17px\">10GC</td><td style=\"text-align:center;width:6.73437%;height:17px\">-</td><td style=\"text-align:center;width:9.25048%;height:17px\">14</td><td style=\"text-align:center;width:18.1146%;height:17px\">Common</td></tr><tr style=\"height:17px\"><td style=\"width:55.1042%;height:17px\">@UUID[Compendium.wfrp4e-core.items.tL7ka28KOIvEi6Rc]{Riding Horse}</td><td style=\"text-align:center;width:10.7964%;height:17px\">15GC</td><td style=\"text-align:center;width:6.73437%;height:17px\">-</td><td style=\"text-align:center;width:9.25048%;height:17px\">16</td><td style=\"text-align:center;width:18.1146%;height:17px\">Common</td></tr><tr style=\"height:17px\"><td style=\"width:55.1042%;height:17px\">@UUID[Compendium.wfrp4e-core.items.g796u6AgEQvRPlp7]{River Barge}</td><td style=\"text-align:center;width:10.7964%;height:17px\">225GC</td><td style=\"text-align:center;width:6.73437%;height:17px\">-</td><td style=\"text-align:center;width:9.25048%;height:17px\">300</td><td style=\"text-align:center;width:18.1146%;height:17px\">Rare</td></tr><tr style=\"height:17px\"><td style=\"width:55.1042%;height:17px\">@UUID[Compendium.wfrp4e-core.items.zAXq89sUgwR4aU1p]{Row Boat}</td><td style=\"text-align:center;width:10.7964%;height:17px\">6GC</td><td style=\"text-align:center;width:6.73437%;height:17px\">-</td><td style=\"text-align:center;width:9.25048%;height:17px\">60</td><td style=\"text-align:center;width:18.1146%;height:17px\">Scarce</td></tr><tr style=\"height:17px\"><td style=\"width:55.1042%;height:17px\">@UUID[Compendium.wfrp4e-core.items.5TDwZGuGwX1QJWAg]{Saddle and Harness}</td><td style=\"text-align:center;width:10.7964%;height:17px\">6GC</td><td style=\"text-align:center;width:6.73437%;height:17px\">4</td><td style=\"text-align:center;width:9.25048%;height:17px\">-</td><td style=\"text-align:center;width:18.1146%;height:17px\">Common</td></tr><tr style=\"height:17px\"><td style=\"width:55.1042%;height:17px\">@UUID[Compendium.wfrp4e-core.items.HvZ019niuZcDJ5P0]{Wagon}</td><td style=\"text-align:center;width:10.7964%;height:17px\">75GC</td><td style=\"text-align:center;width:6.73437%;height:17px\">-</td><td style=\"text-align:center;width:9.25048%;height:17px\">30</td><td style=\"text-align:center;width:18.1146%;height:17px\">Common</td></tr><tr style=\"height:17px\"><td style=\"width:55.1042%;height:17px\">@UUID[Compendium.wfrp4e-core.items.fSo6LWBvDMZQqfKC]{Worms}</td><td style=\"text-align:center;width:10.7964%;height:17px\">1d</td><td style=\"text-align:center;width:6.73437%;height:17px\">0</td><td style=\"text-align:center;width:9.25048%;height:17px\">-</td><td style=\"text-align:center;width:18.1146%;height:17px\">Common</td></tr></tbody></table><p><br /><br /></p>"
|
||
},
|
||
"Drugs and Poisons": {
|
||
"name": "Drugs and Poisons",
|
||
"text": "<p>Recreational drugs, although not illegal in most parts of the Empire, are frequently associated with dubious rituals and cults by the Cult of Sigmar. Attitudes are more liberal in large cities where dens can be found offering @UUID[Compendium.wfrp4e-core.items.W4X1Jx8AN84yRPDx]{spit}, @UUID[Compendium.wfrp4e-core.items.b6tGqvNe1jYBdeN5]{weirdroot}, or @UUID[Compendium.wfrp4e-core.items.jTFOrokjEHbi12rT]{Ranald’s Delight}. Poison is not illegal either, but owning poison is bound to raise questions about its intended use.</p><table style=\"width:99.0798%;height:144px\" border=\"1\"><tbody><tr style=\"height:16px\"><td style=\"width:17.8019%;height:16px\"><p><strong>Item</strong></p></td><td style=\"width:26.3158%;height:16px;text-align:center\"><strong>Cost</strong></td><td style=\"width:13.9319%;height:16px;text-align:center\"><strong>Enc</strong></td><td style=\"width:40.8669%;height:16px;text-align:center\"><strong>Availability</strong></td></tr><tr style=\"height:16px\"><td style=\"width:17.8019%;height:16px\">@UUID[Compendium.wfrp4e-core.items.qfd01sggD9xbCuJY]{Black Lotus}</td><td style=\"width:26.3158%;height:16px;text-align:center\">20GC</td><td style=\"width:13.9319%;height:16px;text-align:center\">0</td><td style=\"width:40.8669%;height:16px;text-align:center\">Exotic</td></tr><tr style=\"height:16px\"><td style=\"width:17.8019%;height:16px\">@UUID[Compendium.wfrp4e-core.items.JbSjlgUdzsl5ok95]{Heartkill}</td><td style=\"width:26.3158%;height:16px;text-align:center\">40GC</td><td style=\"width:13.9319%;height:16px;text-align:center\">0</td><td style=\"width:40.8669%;height:16px;text-align:center\">Exotic</td></tr><tr style=\"height:16px\"><td style=\"width:17.8019%;height:16px\">@UUID[Compendium.wfrp4e-core.items.CihEl1pzvTiMQswA]{Mad Cap Mushrooms}</td><td style=\"width:26.3158%;height:16px;text-align:center\">5GC</td><td style=\"width:13.9319%;height:16px;text-align:center\">0</td><td style=\"width:40.8669%;height:16px;text-align:center\">Exotic</td></tr><tr style=\"height:16px\"><td style=\"width:17.8019%;height:16px\">@UUID[Compendium.wfrp4e-core.items.5fowsr8vslorjeB2]{Mandrake Root}</td><td style=\"width:26.3158%;height:16px;text-align:center\">1GC</td><td style=\"width:13.9319%;height:16px;text-align:center\">0</td><td style=\"width:40.8669%;height:16px;text-align:center\">Rare</td></tr><tr style=\"height:16px\"><td style=\"width:17.8019%;height:16px\">@UUID[Compendium.wfrp4e-core.items.wgFj3lFhCuO8OeDb]{Moonflower}</td><td style=\"width:26.3158%;height:16px;text-align:center\">5GC</td><td style=\"width:13.9319%;height:16px;text-align:center\">0</td><td style=\"width:40.8669%;height:16px;text-align:center\">Scarce</td></tr><tr style=\"height:16px\"><td style=\"width:17.8019%;height:16px\">@UUID[Compendium.wfrp4e-core.items.jTFOrokjEHbi12rT]{Ranald's Delight}</td><td style=\"width:26.3158%;height:16px;text-align:center\">18/-</td><td style=\"width:13.9319%;height:16px;text-align:center\">0</td><td style=\"width:40.8669%;height:16px;text-align:center\">Scarce</td></tr><tr style=\"height:16px\"><td style=\"width:17.8019%;height:16px\">@UUID[Compendium.wfrp4e-core.items.W4X1Jx8AN84yRPDx]{Spit}</td><td style=\"width:26.3158%;height:16px;text-align:center\">1GC5/-</td><td style=\"width:13.9319%;height:16px;text-align:center\">0</td><td style=\"width:40.8669%;height:16px;text-align:center\">Rare</td></tr><tr style=\"height:16px\"><td style=\"width:17.8019%;height:16px\">@UUID[Compendium.wfrp4e-core.items.b6tGqvNe1jYBdeN5]{Weirdroot}</td><td style=\"width:26.3158%;height:16px;text-align:center\">4/-</td><td style=\"width:13.9319%;height:16px;text-align:center\">0</td><td style=\"width:40.8669%;height:16px;text-align:center\">Rare</td></tr></tbody></table>"
|
||
},
|
||
"Herbs and Draughts": {
|
||
"name": "Herbs and Draughts",
|
||
"text": "<p>Medicinal herbs can either be purchased or gathered from the wild (see @UUID[JournalEntry.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3#options:-gathering-food-and-herbs]{Gathering Food and Herbs}). Preparation with @UUID[Compendium.wfrp4e-core.items.OD83JAlc9KhDpHK5]{Trade Tools (Herbalist)} is usually required to extract the plant’s medicinal ingredients and create poultices. Draughts can be brewed using the Trade (Apothecary) Skill.</p>\n<table style=\"width:99.0798%;height:144px\" border=\"1\">\n<tbody>\n<tr style=\"height:16px\">\n<td style=\"width:67.8019%;height:16px\"><strong>Item</strong></td>\n<td style=\"width:7.12074%;height:16px;text-align:center\"><strong>Cost</strong></td>\n<td style=\"width:6.03715%;height:16px;text-align:center\"><strong>Enc</strong></td>\n<td style=\"width:17.9567%;height:16px;text-align:center\"><strong>Availability</strong></td>\n</tr>\n<tr style=\"height:16px\">\n<td style=\"width:67.8019%;height:16px\">@UUID[Compendium.wfrp4e-core.items.aUQDbW33bWqVeY9V]{Digestive Tonic}</td>\n<td style=\"width:7.12074%;height:16px;text-align:center\">3/-</td>\n<td style=\"width:6.03715%;height:16px;text-align:center\">0</td>\n<td style=\"width:17.9567%;height:16px;text-align:center\">Common</td>\n</tr>\n<tr style=\"height:16px\">\n<td style=\"width:67.8019%;height:16px\">@UUID[Compendium.wfrp4e-core.items.WiPzDDFjCAo2EQDT]{Earth Root}</td>\n<td style=\"width:7.12074%;height:16px;text-align:center\">5GC</td>\n<td style=\"width:6.03715%;height:16px;text-align:center\">0</td>\n<td style=\"width:17.9567%;height:16px;text-align:center\">Scarce</td>\n</tr>\n<tr style=\"height:16px\">\n<td style=\"width:67.8019%;height:16px\">@UUID[Compendium.wfrp4e-core.items.nRfcszo6wF2sVFDn]{Faxtoryll}</td>\n<td style=\"width:7.12074%;height:16px;text-align:center\">15/-</td>\n<td style=\"width:6.03715%;height:16px;text-align:center\">0</td>\n<td style=\"width:17.9567%;height:16px;text-align:center\">Exotic</td>\n</tr>\n<tr style=\"height:16px\">\n<td style=\"width:67.8019%;height:16px\">@UUID[Compendium.wfrp4e-core.items.gxdjLQoQUTYgD6fm]{Healing Draught}</td>\n<td style=\"width:7.12074%;height:16px;text-align:center\">10/-</td>\n<td style=\"width:6.03715%;height:16px;text-align:center\">0</td>\n<td style=\"width:17.9567%;height:16px;text-align:center\">Scarce</td>\n</tr>\n<tr style=\"height:16px\">\n<td style=\"width:67.8019%;height:16px\">@UUID[Compendium.wfrp4e-core.items.s2lBWQFQt6M5Pngb]{Healing Poultice}</td>\n<td style=\"width:7.12074%;height:16px;text-align:center\">12/-</td>\n<td style=\"width:6.03715%;height:16px;text-align:center\">0</td>\n<td style=\"width:17.9567%;height:16px;text-align:center\">Common</td>\n</tr>\n<tr style=\"height:16px\">\n<td style=\"width:67.8019%;height:16px\">@UUID[Compendium.wfrp4e-core.items.OfGoWncevRmuj5TX]{Nightshade}</td>\n<td style=\"width:7.12074%;height:16px;text-align:center\">3GC</td>\n<td style=\"width:6.03715%;height:16px;text-align:center\">0</td>\n<td style=\"width:17.9567%;height:16px;text-align:center\">Rare</td>\n</tr>\n<tr style=\"height:16px\">\n<td style=\"width:67.8019%;height:16px\">@UUID[Compendium.wfrp4e-core.items.mUTrC5DA6bF8DDWz]{Salwort}</td>\n<td style=\"width:7.12074%;height:16px;text-align:center\">12/-</td>\n<td style=\"width:6.03715%;height:16px;text-align:center\">0</td>\n<td style=\"width:17.9567%;height:16px;text-align:center\">Common</td>\n</tr>\n<tr style=\"height:16px\">\n<td style=\"width:67.8019%;height:16px\">@UUID[Compendium.wfrp4e-core.items.ZBBi7LpWvNgQgRcw]{Vitality Draught}</td>\n<td style=\"width:7.12074%;height:16px;text-align:center\">18/-</td>\n<td style=\"width:6.03715%;height:16px;text-align:center\">0</td>\n<td style=\"width:17.9567%;height:16px;text-align:center\">Scarce</td>\n</tr>\n</tbody>\n</table>\n<div class=\"journal-image centered\"><img src=\"modules/wfrp4e-core/art/other/herbalism.webp\" width=\"233\" height=\"229\" /></div>"
|
||
},
|
||
"Prosthetics": {
|
||
"name": "Prosthetics",
|
||
"text": "<p>Whether through disease, warfare, or misfortune, it’s a relatively common occurrence in the Empire to lose body parts. For those who do, there are a variety of alternatives on offer. All Prosthetics have an Encumbrance of 0 when worn.</p><table border=\"1\"><tbody><tr><td><strong>Item</strong></td><td style=\"text-align:center\"><strong>Cost</strong></td><td style=\"text-align:center\"><strong>Enc</strong></td><td style=\"text-align:center\"><strong>Availability</strong></td></tr><tr><td>@UUID[Compendium.wfrp4e-core.items.1H8pOSNxRS69PADr]{Eye patch}</td><td style=\"text-align:center\">6d</td><td style=\"text-align:center\">0</td><td style=\"text-align:center\">Common</td></tr><tr><td>@UUID[Compendium.wfrp4e-core.items.wVL0ugPXCBLGzdNm]{False Eye}</td><td style=\"text-align:center\">1GC</td><td style=\"text-align:center\">0</td><td style=\"text-align:center\">Rare</td></tr><tr><td>@UUID[Compendium.wfrp4e-core.items.lJ6Av6wQfORR4mnu]{False Leg}</td><td style=\"text-align:center\">16/-</td><td style=\"text-align:center\">2</td><td style=\"text-align:center\">Scarce</td></tr><tr><td>@UUID[Compendium.wfrp4e-core.items.qDEu30xKhIxfSckg]{Gilded Nose}</td><td style=\"text-align:center\">18/-</td><td style=\"text-align:center\">0</td><td style=\"text-align:center\">Scarce</td></tr><tr><td>@UUID[Compendium.wfrp4e-core.items.YivL32R2L3J098VD]{Hook}</td><td style=\"text-align:center\">3/4</td><td style=\"text-align:center\">1</td><td style=\"text-align:center\">Common</td></tr><tr><td>@UUID[Compendium.wfrp4e-core.items.KGW0J62iYLqRIfS4]{Engineering Marvel}</td><td style=\"text-align:center\">20GC</td><td style=\"text-align:center\">1</td><td style=\"text-align:center\">Exotic</td></tr><tr><td>@UUID[Compendium.wfrp4e-core.items.0ohrc7pJtVTo9IFk]{Wooden Teeth}</td><td style=\"text-align:center\">10/-</td><td style=\"text-align:center\">0</td><td style=\"text-align:center\">Rare</td></tr></tbody></table>"
|
||
},
|
||
"Miscellaneous Trappings": {
|
||
"name": "Miscellaneous Trappings",
|
||
"text": "<p>If players wish to buy something that isn’t included on this list, the GM can reference similar items for price and availability guidelines.</p><table style=\"width:99.0798%;height:512px\" border=\"1\"><tbody><tr style=\"height:16px\"><td style=\"width:67.0279%;height:16px\"><strong>Item</strong></td><td style=\"width:7.27554%;height:16px;text-align:center\"><strong>Cost</strong></td><td style=\"width:6.19195%;height:16px;text-align:center\"><strong>Enc</strong></td><td style=\"width:18.4211%;height:16px;text-align:center\"><strong>Availability</strong></td></tr><tr style=\"height:16px\"><td style=\"width:67.0279%;height:16px\">@UUID[Compendium.wfrp4e-core.items.EE0feq68GJtdw1Nq]{Ball}</td><td style=\"width:7.27554%;height:16px;text-align:center\">5d</td><td style=\"width:6.19195%;height:16px;text-align:center\">0</td><td style=\"width:18.4211%;height:16px;text-align:center\">Common</td></tr><tr style=\"height:16px\"><td style=\"width:67.0279%;height:16px\">@UUID[Compendium.wfrp4e-core.items.1wtW4N8l3UKwlLI3]{Bandage}</td><td style=\"width:7.27554%;height:16px;text-align:center\">4d</td><td style=\"width:6.19195%;height:16px;text-align:center\">0</td><td style=\"width:18.4211%;height:16px;text-align:center\"><span style=\"background-color:rgba(255, 255, 255, 0.2)\">Common</span></td></tr><tr style=\"height:16px\"><td style=\"width:67.0279%;height:16px\">@UUID[Compendium.wfrp4e-core.items.utRev4dXTLI0A2GL]{Baton }</td><td style=\"width:7.27554%;height:16px;text-align:center\">1/-</td><td style=\"width:6.19195%;height:16px;text-align:center\">0</td><td style=\"width:18.4211%;height:16px;text-align:center\">Common</td></tr><tr style=\"height:16px\"><td style=\"width:67.0279%;height:16px\">@UUID[Compendium.wfrp4e-core.items.IFtoI87gZ4phMHy9]{Bedroll }</td><td style=\"width:7.27554%;height:16px;text-align:center\">6/-</td><td style=\"width:6.19195%;height:16px;text-align:center\">1</td><td style=\"width:18.4211%;height:16px;text-align:center\"><span style=\"background-color:rgba(255, 255, 255, 0.2)\">Common</span></td></tr><tr style=\"height:16px\"><td style=\"width:67.0279%;height:16px\">@UUID[Compendium.wfrp4e-core.items.3GlaCQyLuugXHEM2]{Blanket}</td><td style=\"width:7.27554%;height:16px;text-align:center\">8d</td><td style=\"width:6.19195%;height:16px;text-align:center\">0</td><td style=\"width:18.4211%;height:16px;text-align:center\">Common</td></tr><tr style=\"height:16px\"><td style=\"width:67.0279%;height:16px\">@UUID[Compendium.wfrp4e-core.items.TW3etL7RIU2EWTXp]{Candle}</td><td style=\"width:7.27554%;height:16px;text-align:center\">1/-</td><td style=\"width:6.19195%;height:16px;text-align:center\">0</td><td style=\"width:18.4211%;height:16px;text-align:center\"><span style=\"background-color:rgba(255, 255, 255, 0.2)\">Common</span></td></tr><tr style=\"height:16px\"><td style=\"width:67.0279%;height:16px\">@UUID[Compendium.wfrp4e-core.items.Zhd2HM8nVcsfHRcI]{Canvas Tarp}</td><td style=\"width:7.27554%;height:16px;text-align:center\">8/-</td><td style=\"width:6.19195%;height:16px;text-align:center\">1</td><td style=\"width:18.4211%;height:16px;text-align:center\">Common</td></tr><tr style=\"height:16px\"><td style=\"width:67.0279%;height:16px\">@UUID[Compendium.wfrp4e-core.items.elraWaIlaaHeKwKl]{Chalk}</td><td style=\"width:7.27554%;height:16px;text-align:center\">10d</td><td style=\"width:6.19195%;height:16px;text-align:center\">0</td><td style=\"width:18.4211%;height:16px;text-align:center\"><span style=\"background-color:rgba(255, 255, 255, 0.2)\">Common</span></td></tr><tr style=\"height:16px\"><td style=\"width:67.0279%;height:16px\">@UUID[Compendium.wfrp4e-core.items.b8SJ8qB0TpSjUGA6]{Charcoal stick}</td><td style=\"width:7.27554%;height:16px;text-align:center\">10d</td><td style=\"width:6.19195%;height:16px;text-align:center\">0</td><td style=\"width:18.4211%;height:16px;text-align:center\">Common</td></tr><tr style=\"height:16px\"><td style=\"width:67.0279%;height:16px\">@UUID[Compendium.wfrp4e-core.items.gLGSO3xrpAua0ydw]{Cutlery}</td><td style=\"width:7.27554%;height:16px;text-align:center\">3/6</td><td style=\"width:6.19195%;height:16px;text-align:center\">0</td><td style=\"width:18.4211%;height:16px;text-align:center\"><span style=\"background-color:rgba(255, 255, 255, 0.2)\">Common</span></td></tr><tr style=\"height:16px\"><td style=\"width:67.0279%;height:16px\">@UUID[Compendium.wfrp4e-core.items.JX4Qy1qVog3PZBvA]{Davrich Lamp}</td><td style=\"width:7.27554%;height:16px;text-align:center\">2GC</td><td style=\"width:6.19195%;height:16px;text-align:center\">1</td><td style=\"width:18.4211%;height:16px;text-align:center\">Rare</td></tr><tr style=\"height:16px\"><td style=\"width:67.0279%;height:16px\">@UUID[Compendium.wfrp4e-core.items.F65NP8BmRo66nQOm]{Deck of Cards}</td><td style=\"width:7.27554%;height:16px;text-align:center\">1/-</td><td style=\"width:6.19195%;height:16px;text-align:center\">0</td><td style=\"width:18.4211%;height:16px;text-align:center\"><span style=\"background-color:rgba(255, 255, 255, 0.2)\">Common</span></td></tr><tr style=\"height:16px\"><td style=\"width:67.0279%;height:16px\">@UUID[Compendium.wfrp4e-core.items.dyt9NYLGBcgOxaMQ]{Cooking Pot}</td><td style=\"width:7.27554%;height:16px;text-align:center\">8/-</td><td style=\"width:6.19195%;height:16px;text-align:center\">1</td><td style=\"width:18.4211%;height:16px;text-align:center\">Common</td></tr><tr style=\"height:16px\"><td style=\"width:67.0279%;height:16px\">@UUID[Compendium.wfrp4e-core.items.VIq5ronFVkpzF8Vb]{Cup}</td><td style=\"width:7.27554%;height:16px;text-align:center\">8d</td><td style=\"width:6.19195%;height:16px;text-align:center\">0</td><td style=\"width:18.4211%;height:16px;text-align:center\"><span style=\"background-color:rgba(255, 255, 255, 0.2)\">Common</span></td></tr><tr style=\"height:16px\"><td style=\"width:67.0279%;height:16px\">@UUID[Compendium.wfrp4e-core.items.eZN8HuDV0OnjIWM9]{Dice}</td><td style=\"width:7.27554%;height:16px;text-align:center\">10d</td><td style=\"width:6.19195%;height:16px;text-align:center\">0</td><td style=\"width:18.4211%;height:16px;text-align:center\">Common</td></tr><tr style=\"height:16px\"><td style=\"width:67.0279%;height:16px\">@UUID[Compendium.wfrp4e-core.items.QpqxyJ8dkzG3qKrE]{Doll}</td><td style=\"width:7.27554%;height:16px;text-align:center\">2/-</td><td style=\"width:6.19195%;height:16px;text-align:center\">0</td><td style=\"width:18.4211%;height:16px;text-align:center\"><span style=\"background-color:rgba(255, 255, 255, 0.2)\">Common</span></td></tr><tr style=\"height:16px\"><td style=\"width:67.0279%;height:16px\">@UUID[Compendium.wfrp4e-core.items.VzwUlz7gZePXWuYz]{Grappling Hook}</td><td style=\"width:7.27554%;height:16px;text-align:center\">1GC-/10</td><td style=\"width:6.19195%;height:16px;text-align:center\">1</td><td style=\"width:18.4211%;height:16px;text-align:center\">Scarce</td></tr><tr style=\"height:16px\"><td style=\"width:67.0279%;height:16px\">@UUID[Compendium.wfrp4e-core.items.Wp9qIwlQo6dpszOw]{Instrument}</td><td style=\"width:7.27554%;height:16px;text-align:center\">2GC</td><td style=\"width:6.19195%;height:16px;text-align:center\">1</td><td style=\"width:18.4211%;height:16px;text-align:center\">rare</td></tr><tr style=\"height:16px\"><td style=\"width:67.0279%;height:16px\">@UUID[Compendium.wfrp4e-core.items.Bal23aLiOmnht42h]{Lamp Oil}</td><td style=\"width:7.27554%;height:16px;text-align:center\">2/-</td><td style=\"width:6.19195%;height:16px;text-align:center\">0</td><td style=\"width:18.4211%;height:16px;text-align:center\">Common</td></tr><tr style=\"height:16px\"><td style=\"width:67.0279%;height:16px\">@UUID[Compendium.wfrp4e-core.items.mcJi9yqMFRJRkhJs]{Lantern}</td><td style=\"width:7.27554%;height:16px;text-align:center\">12/-</td><td style=\"width:6.19195%;height:16px;text-align:center\">1</td><td style=\"width:18.4211%;height:16px;text-align:center\"><span style=\"background-color:rgba(255, 255, 255, 0.2)\">Common</span></td></tr><tr style=\"height:16px\"><td style=\"width:67.0279%;height:16px\">@UUID[Compendium.wfrp4e-core.items.9pJenZDZD2lV75vq]{Storm Lantern}</td><td style=\"width:7.27554%;height:16px;text-align:center\">1GC</td><td style=\"width:6.19195%;height:16px;text-align:center\">1</td><td style=\"width:18.4211%;height:16px;text-align:center\">Scarce</td></tr><tr style=\"height:16px\"><td style=\"width:67.0279%;height:16px\">@UUID[Compendium.wfrp4e-core.items.AOLsFkqblrcCLv23]{Match}</td><td style=\"width:7.27554%;height:16px;text-align:center\">1d</td><td style=\"width:6.19195%;height:16px;text-align:center\">0</td><td style=\"width:18.4211%;height:16px;text-align:center\"><span style=\"background-color:rgba(255, 255, 255, 0.2)\">Common</span></td></tr><tr style=\"height:16px\"><td style=\"width:67.0279%;height:16px\">@UUID[Compendium.wfrp4e-core.items.YIUJ8FnHDm4OMRES]{Pan}</td><td style=\"width:7.27554%;height:16px;text-align:center\">7/6</td><td style=\"width:6.19195%;height:16px;text-align:center\">1</td><td style=\"width:18.4211%;height:16px;text-align:center\">Common</td></tr><tr style=\"height:16px\"><td style=\"width:67.0279%;height:16px\">@UUID[Compendium.wfrp4e-core.items.Gr10zyYyGwAkrwnV]{Pipe and Tobacco}</td><td style=\"width:7.27554%;height:16px;text-align:center\"><span style=\"background-color:rgba(255, 255, 255, 0.2)\">3/4</span></td><td style=\"width:6.19195%;height:16px;text-align:center\">0</td><td style=\"width:18.4211%;height:16px;text-align:center\">Scarce</td></tr><tr style=\"height:16px\"><td style=\"width:67.0279%;height:16px\">@UUID[Compendium.wfrp4e-core.items.jQGw8o4fY8swlmfM]{Placard}</td><td style=\"width:7.27554%;height:16px;text-align:center\">1/-</td><td style=\"width:6.19195%;height:16px;text-align:center\">2</td><td style=\"width:18.4211%;height:16px;text-align:center\">Common</td></tr><tr style=\"height:16px\"><td style=\"width:67.0279%;height:16px\">@UUID[Compendium.wfrp4e-core.items.68cSNeXpwBdXLPgb]{Plate}</td><td style=\"width:7.27554%;height:16px;text-align:center\">1/-</td><td style=\"width:6.19195%;height:16px;text-align:center\">0</td><td style=\"width:18.4211%;height:16px;text-align:center\"><span style=\"background-color:rgba(255, 255, 255, 0.2)\">Common</span></td></tr><tr style=\"height:16px\"><td style=\"width:67.0279%;height:16px\">@UUID[Compendium.wfrp4e-core.items.8TKV6yGaUHrf75UH]{Bowl}</td><td style=\"width:7.27554%;height:16px;text-align:center\">1/-</td><td style=\"width:6.19195%;height:16px;text-align:center\">0</td><td style=\"width:18.4211%;height:16px;text-align:center\">Common</td></tr><tr style=\"height:16px\"><td style=\"width:67.0279%;height:16px\">@UUID[Compendium.wfrp4e-core.items.TfRdF6baYuGd6i53]{Rags}</td><td style=\"width:7.27554%;height:16px;text-align:center\">1d</td><td style=\"width:6.19195%;height:16px;text-align:center\">0</td><td style=\"width:18.4211%;height:16px;text-align:center\"><span style=\"background-color:rgba(255, 255, 255, 0.2)\">Common</span></td></tr><tr style=\"height:16px\"><td style=\"width:67.0279%;height:16px\">@UUID[Compendium.wfrp4e-core.items.horFAtaDz0EbuY3R]{Rope, 10 yards}</td><td style=\"width:7.27554%;height:16px;text-align:center\">8/4</td><td style=\"width:6.19195%;height:16px;text-align:center\">1</td><td style=\"width:18.4211%;height:16px;text-align:center\">Common</td></tr><tr style=\"height:16px\"><td style=\"width:67.0279%;height:16px\">@UUID[Compendium.wfrp4e-core.items.MF43A52UBH8SHOnd]{Tent}</td><td style=\"width:7.27554%;height:16px;text-align:center\">12/-</td><td style=\"width:6.19195%;height:16px;text-align:center\">2</td><td style=\"width:18.4211%;height:16px;text-align:center\">Scarce</td></tr><tr style=\"height:16px\"><td style=\"width:67.0279%;height:16px\">@UUID[Compendium.wfrp4e-core.items.aVLjCqY3guj1DD06]{Tinderbox}</td><td style=\"width:7.27554%;height:16px;text-align:center\">4/2</td><td style=\"width:6.19195%;height:16px;text-align:center\">0</td><td style=\"width:18.4211%;height:16px;text-align:center\">Common</td></tr></tbody></table><p> </p>"
|
||
},
|
||
"Hirelings": {
|
||
"name": "Hirelings",
|
||
"text": "<p>If you need extra muscle or brains whilst adventuring, you may pay Hireling NPCs to accompany you. You can hire any Career with GM permission, and they are paid an amount of coin equal to their Social Status for a quick job, or paid triple for a full day’s work. The GM may increase or decrease this amount according to individual personality and local circumstances. </p><p>If the job at hand is unexpectedly dangerous, Hirelings will expect double the normal pay unless a Leadership Test is passed. Leadership Tests may also be required when Hirelings are assigned complex, independent tasks, or if they have good reason to flee from an encounter. Quick Hireling profiles are created by adding 5 Advances to every Career Characteristic and Skill per level of the Career hired, and 1 Talent per level. Hirelings with more experienced than this usually cost more.</p><h3>Sample Hirelings</h3><table style=\"width:99.0798%;height:194px\" border=\"1\"><tbody><tr style=\"height:17px\"><td style=\"width:16.1644%;height:17px;text-align:center\"><strong>Hireling</strong></td><td style=\"width:14.9489%;height:17px;text-align:center\"><strong>Quick Job</strong></td><td style=\"width:14.1082%;height:17px;text-align:center\"><strong>Daily Cost</strong></td><td style=\"width:11.9871%;height:17px;text-align:center\"><strong>Weekly Cost</strong></td><td style=\"width:41.553%;height:17px;text-align:center\"><strong>Notes</strong></td></tr><tr style=\"height:31px\"><td style=\"width:16.1644%;height:31px\">Local Scout</td><td style=\"text-align:center;width:14.9489%;height:31px\">@Pay[5bp]{5d}</td><td style=\"text-align:center;width:14.1082%;height:31px\">@Pay[15bp]{15d}</td><td style=\"text-align:center;width:11.9871%;height:31px\"><p>@Pay[10ss]{10/-}</p></td><td style=\"width:41.553%;height:31px\">Works independently without Leadership Tests</td></tr><tr style=\"height:10px\"><td style=\"width:16.1644%;height:10px\">Seasoned Mercenary</td><td style=\"text-align:center;width:14.9489%;height:10px\">@Pay[3ss]{3/-}</td><td style=\"text-align:center;width:14.1082%;height:10px\">@Pay[9ss]{9/-}</td><td style=\"text-align:center;width:11.9871%;height:10px\">@Pay[3gc12ss]{3GC 12/-}</td><td style=\"width:41.553%;height:10px\">Demands a share of loot in lieu of danger pay</td></tr><tr style=\"height:34px\"><td style=\"width:16.1644%;height:34px\">Lawyer</td><td style=\"text-align:center;width:14.9489%;height:34px\">@Pay[3ss]{3/-}</td><td style=\"text-align:center;width:14.1082%;height:34px\">@Pay[9ss]{9/-}</td><td style=\"text-align:center;width:11.9871%;height:34px\">@Pay[3gc12ss]{3GC 12/-}</td><td style=\"width:41.553%;height:34px\">Drafting a simple legal document costs 2-4 shillings</td></tr><tr style=\"height:34px\"><td style=\"width:16.1644%;height:34px\">Porter</td><td style=\"text-align:center;width:14.9489%;height:34px\"><span style=\"background-color:rgba(255, 255, 255, 0.2)\">@Pay[1ss]{1/-}</span></td><td style=\"text-align:center;width:14.1082%;height:34px\"><span style=\"background-color:rgba(255, 255, 255, 0.2)\">@Pay[3ss]{3/-}</span></td><td style=\"text-align:center;width:11.9871%;height:34px\">@Pay[1gc4ss]{1GC 4/-}</td><td style=\"width:41.553%;height:34px\">Carries 10 Encumbrance points</td></tr><tr style=\"height:34px\"><td style=\"width:16.1644%;height:34px\">Scribe</td><td style=\"text-align:center;width:14.9489%;height:34px\">@Pay[2ss]{2/-}</td><td style=\"text-align:center;width:14.1082%;height:34px\">@Pay[6ss]{6/-}</td><td style=\"text-align:center;width:11.9871%;height:34px\">@Pay[2gc8ss]{2GC 8/-}</td><td style=\"width:41.553%;height:34px\">Also translates 1-2 other common languages</td></tr><tr style=\"height:34px\"><td style=\"width:16.1644%;height:34px\">Doktor</td><td style=\"text-align:center;width:14.9489%;height:34px\"><span style=\"background-color:rgba(255, 255, 255, 0.2)\">@Pay[5ss]{5/-}</span></td><td style=\"text-align:center;width:14.1082%;height:34px\"><span style=\"background-color:rgba(255, 255, 255, 0.2)\">@Pay[15ss]{15/-}</span></td><td style=\"text-align:center;width:11.9871%;height:34px\">@Pay[5gc]{5 GC}</td><td style=\"width:41.553%;height:34px\">A single visit costs 4-6 shillings for medical attention</td></tr></tbody></table><h3>Henchmen</h3><p>Henchmen are Hirelings, companions, friends, pets, or other NPCs that are effectively permanent members of your party. Unlike other NPCs, Henchmen should have full character sheets, just like a PC, and are typically attached to one player, either as an employee, friend, owner, or similar. The Henchmen earns half the XP of that player, rounding down, which the player may spend on the Henchman’s behalf. Henchmen not only make memorable allies, but should your character die, they can also make marvellous PC replacements instead of creating a new character.</p>"
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}
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}
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},
|
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"Class and Careers": {
|
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"name": "Class and Careers",
|
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"pages": {
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"Class and Careers": {
|
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"name": "Class and Careers",
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"text": "<blockquote><p>‘Well, I play a character with no class at all who would sell his grandmother for career advancement; you know, exactly the type of fellow frequently encountered in my line of work.’</p><p style=\"text-align:right\"><em>– @UUID[Compendium.wfrp4e-rnhd.actors.HVtHpEXhGGMOmGzy]{Detlef Sierck}, Playwright and Actor</em></p></blockquote><p>Your Career is your job when not off adventuring (or having adventures done to you, as may often be the case). It describes your training, social class, and your future prospects. <strong>WFRP </strong>groups similar Careers into Classes.</p><h2>Classes</h2><p>A summary of each Class is found in @UUID[JournalEntry.IQ0PgoJihQltCBUU.JournalEntryPage.bS2sxusEp1FEqmRk]{Character}. Classes organise Careers into easily referenced groups. They also impact character development, provide different starting Trappings during @UUID[JournalEntry.IQ0PgoJihQltCBUU.JournalEntryPage.hQipqLYlbBEjJEWL]{Character Creation}, and influence how you can change Career (see @UUID[.84Aj04uEEBh3yTS3#changing-career]{Changing Career}). Some Classes have access to different Endeavours — activities you can take @UUID[JournalEntry.gLDW6JBuoYuzCoya]{between adventures}.</p><h2>Careers</h2><p>The summary and illustration at the top of the eight Careers in your chosen Class should give you a good idea of which is the one for you. The Careers can be considered to be as broad as possible, so you are encouraged to interpret them imaginatively as part of your Character concept.</p><div class=\"journal-image\"><img class=\"fit\" src=\"modules/wfrp4e-core/art/other/coachman.webp\" /></div><h3>Career Levels</h3><p>Every Career has four levels, each progressively better than the last. If you take a look at Apothecary, the first Academic Career, you can see the four levels are: </p><ul><li><em>Apprentice Apothecary</em></li><li><em>Apothecary</em></li><li><em>Master Apothecary</em></li><li><em>Apothecary-General</em></li></ul><p>When choosing a Career for a new character, you always start at the first level of the career — so, if you were an Apothecary, you would start as an <em>Apprentice Apothecary</em>. </p><h3>Advancing Through Your Career</h3><p>Your Character’s Career affects how they will grow through experience. Every Career offers three forms of Advances: <em>Characteristic Advances</em>, <em>Skill Advances</em>, and <em>Talent Advances</em> — each of which are purchased with Experience Points (XP). You can also use XP to Change Career. Your Career Level determines what Characteristics, Skills, and Talents are available to you.</p><h4>Characteristic Advances</h4><p>Every Career has an Advance Scheme governing its Characteristic Advances. The Advance Scheme shows your character’s 10 Characteristics, 3 marked with <span style=\"font-family:CaslonPro\"><strong>✠</strong></span>, 1 marked with <span style=\"font-family:CaslonPro\"><strong>♟</strong></span>, 1 marked with <span style=\"font-family:CaslonPro\"><strong>♜</strong></span>, and the last marked with <span style=\"font-family:CaslonPro\"><strong>♛</strong></span>.</p><p>The three marked <span style=\"font-family:CaslonPro\"><strong>✠</strong></span> are Characteristics you can advance in the first level of the Career. When you enter the second level of a career, the <span style=\"font-family:CaslonPro\"><strong>♟</strong></span><strong> </strong>Characteristic also becomes available. When you enter the third level, the <span style=\"font-family:CaslonPro\"><strong>♜</strong></span><strong> </strong>Characteristic also becomes available. And when you enter the fourth and last level of a Career, the <span style=\"font-family:CaslonPro\"><strong>♛</strong></span> Characteristic finally becomes available.</p><p><strong>The cost in XP of a Characteristic Advance is shown in the </strong><em><strong>Characteristic and Skill Improvement XP Costs</strong></em><strong> table, and depends on the number of Characteristic Advances you have already taken in that Characteristic.</strong></p><blockquote class=\"foundry-note\"><p>The cost in XP of a Characteristic Advance is also shown by hovering over the advancement indicator (the <strong>+</strong> or <strong>✓</strong> symbol) on your character sheet.</p></blockquote><p>Each Characteristic Advance adds +1 to the associated Characteristic. So, if you had purchased 4 Agility Advances, and your Initial Agility was 27, your Current Agility would be 31. The Advances would cost 25 XP per +1 Advance, as at each point the number of Advances previously taken would be in the 0–5 range.</p><p>@UUID[JournalEntry.NS3YGlJQxwTggjRX]{Rules} explains how the Characteristics are used in the game, and @UUID[JournalEntry.IQ0PgoJihQltCBUU.JournalEntryPage.GaZa9sU4KjKDswMr]{Character} explains what each Characteristic is. There is no upper limit to the number of Characteristic Advances that can be purchased, although higher levels do become prohibitively expensive. <strong>Note</strong>: While Weapon Skill and Ballistic Skill have the word ‘Skill’ in them, this is only a historical artefact — they are characteristics and are Advanced as such.</p><blockquote class=\"sidebar\"><h3 class=\"sidebar-title no-toc\" style=\"text-align:center;text-transform:uppercase\"><span style=\"font-style:normal\">Characteristic and Skill Improvement XP Costs</span></h3><table style=\"width:100%;height:289px\" border=\"1\"><tbody><tr style=\"height:17px\"><td style=\"height:17px;text-align:center\"> </td><td style=\"height:17px;text-align:center\" colspan=\"2\"><em><strong>XP Cost per Advance</strong></em></td></tr><tr style=\"height:17px\"><td style=\"height:17px;text-align:center\"><em><strong>Advances</strong></em></td><td style=\"height:17px;text-align:center\"><em><strong>Characteristics</strong></em></td><td style=\"height:17px;text-align:center\"><em><strong>Skills</strong></em></td></tr><tr style=\"height:17px\"><td style=\"height:17px;text-align:center\"><em>0 to 5</em></td><td style=\"height:17px;text-align:center\"><em>25</em></td><td style=\"height:17px;text-align:center\"><em>10</em></td></tr><tr style=\"height:17px\"><td style=\"height:17px;text-align:center\"><em>6 to 10</em></td><td style=\"height:17px;text-align:center\"><em>30</em></td><td style=\"height:17px;text-align:center\"><em>15</em></td></tr><tr style=\"height:17px\"><td style=\"height:17px;text-align:center\"><em>11 to 15</em></td><td style=\"height:17px;text-align:center\"><em>40</em></td><td style=\"height:17px;text-align:center\"><em>20</em></td></tr><tr style=\"height:17px\"><td style=\"height:17px;text-align:center\"><em>16 to 20</em></td><td style=\"height:17px;text-align:center\"><em>50</em></td><td style=\"height:17px;text-align:center\"><em>30</em></td></tr><tr style=\"height:17px\"><td style=\"height:17px;text-align:center\"><em>21 to 25</em></td><td style=\"height:17px;text-align:center\"><em>70</em></td><td style=\"height:17px;text-align:center\"><em>40</em></td></tr><tr style=\"height:17px\"><td style=\"height:17px;text-align:center\"><em>26 to 30</em></td><td style=\"height:17px;text-align:center\"><em>90</em></td><td style=\"height:17px;text-align:center\"><em>60</em></td></tr><tr style=\"height:17px\"><td style=\"height:17px;text-align:center\"><em>31 to 35</em></td><td style=\"height:17px;text-align:center\"><em>120</em></td><td style=\"height:17px;text-align:center\"><em>80</em></td></tr><tr style=\"height:17px\"><td style=\"height:17px;text-align:center\"><em>36 to 40</em></td><td style=\"height:17px;text-align:center\"><em>150</em></td><td style=\"height:17px;text-align:center\"><em>110</em></td></tr><tr style=\"height:17px\"><td style=\"height:17px;text-align:center\"><em>41 to 45</em></td><td style=\"height:17px;text-align:center\"><em>190</em></td><td style=\"height:17px;text-align:center\"><em>140</em></td></tr><tr style=\"height:17px\"><td style=\"height:17px;text-align:center\"><em>46 to 50</em></td><td style=\"height:17px;text-align:center\"><em>230</em></td><td style=\"height:17px;text-align:center\"><em>180</em></td></tr><tr style=\"height:17px\"><td style=\"height:17px;text-align:center\"><em>51 to 55</em></td><td style=\"height:17px;text-align:center\"><em>280</em></td><td style=\"height:17px;text-align:center\"><em>220</em></td></tr><tr style=\"height:17px\"><td style=\"height:17px;text-align:center\"><em>56 to 60</em></td><td style=\"height:17px;text-align:center\"><em>330</em></td><td style=\"height:17px;text-align:center\"><em>270</em></td></tr><tr style=\"height:17px\"><td style=\"height:17px;text-align:center\"><em>61 to 65</em></td><td style=\"height:17px;text-align:center\"><em>390</em></td><td style=\"height:17px;text-align:center\"><em>320</em></td></tr><tr style=\"height:17px\"><td style=\"height:17px;text-align:center\"><em>66 to 70</em></td><td style=\"height:17px;text-align:center\"><em>450</em></td><td style=\"height:17px;text-align:center\"><em>380</em></td></tr><tr style=\"height:17px\"><td style=\"height:17px;text-align:center\"><em>70+</em></td><td style=\"height:17px;text-align:center\"><em>520</em></td><td style=\"height:17px;text-align:center\"><em>440</em></td></tr></tbody></table></blockquote><h4>Skill Advances</h4><p>You can advance all the Skills listed for your Career level and lower. So, if you were an Apothecary’s Apprentice (level 1), you could only access the Skills listed under Apothecary’s Apprentice (level 1). But, if you were a Master Apothecary (level 3), you could access all the Skills for Master Apothecary (level 3), Apothecary (level 2), and Apprentice Apothecary (level 1).</p><p><strong>The cost in XP of a Skill Advance is shown in the </strong><em><strong>Characteristic and Skill Improvement XP Costs</strong></em><strong> table, and depends on the number of Skill Advances you have already taken in that Skill.</strong></p><blockquote class=\"foundry-note\"><p>The cost in XP of a Skill Advance is also shown by hovering over the advancement indicator (the <strong>+</strong> or <strong>✓</strong> symbol) on your character sheet.</p></blockquote><p>Each Skill Advance adds +1 to your Skill level. Therefore, if you had purchased 9 Advances in Stealth and your Agility was 31, your Stealth would be 40. The first 5 Advances would cost 10 XP each, and the 4 remaining Advances would cost 15 XP each.</p><p><strong>Note</strong>: One of the Skills in the first level of your Career will be marked in italics. This is the Skill you Test when @UUID[.R7RQ4hfivLrG0XaF#earning-money-with-status]{Earning} money. </p><p>Like Characteristic Advances, there is no upper limit to the number of Skill Advances that can be purchased.</p><h4>Talent Advances</h4><p>Talents are only available when you are in the level of the Career that lists them. So, if you are an Apothecary-General, you can only buy Talents listed under Apothecary-General, not those listed under Apprentice Apothecary, Apothecary, or Master Apothecary.</p><p><strong>Talents Advances cost 100 XP +100 XP per Advance already taken in that Talent.</strong></p><p>The rules for every Talent can be found in @UUID[JournalEntry.6zOdTLv3YeYeJ4hR]{Skills and Talents}. The first time you purchase a new Talent (for 100 XP) it grants you access to the Talent’s special rules. If you purchase a Talent multiple times (second time costs 200 XP, third 300 XP) any additional abilities bestowed are listed in the Talent description.</p><p><strong>Note</strong>: Not all Talents can be purchased multiple times. Check the Talent listing for any limitations.</p><blockquote class=\"sidebar\"><h3 class=\"sidebar-title\" style=\"text-align:center;text-transform:uppercase\"><em>Non-Career Advances</em></h3><p><em>Characters will inevitably want to advance Characteristics and Skills not listed in their Careers. That’s fine, if the GM feels it’s appropriate, but it costs double. The GM might want you to find a teacher or otherwise play out this unusual education. </em></p><p><em>Non-Career Characteristic and Skill Advances cost double the amount of XP listed in the </em>Characteristic and Skill Improvement XP Costs<em> table.</em></p><p><em>Normally, non-Career Talents may not be purchased with XP, although @UUID[JournalEntry.gLDW6JBuoYuzCoya.JournalEntryPage.0T8zisBH3D082Ztw]{Training} and @UUID[JournalEntry.gLDW6JBuoYuzCoya.JournalEntryPage.bWcKCn1S1ufDG9bJ]{Unusual Learning} Endeavours in</em></p><p><em>@UUID[JournalEntry.gLDW6JBuoYuzCoya]{Between Adventures} provide an opportunity to purchase non-Career Advances as if they were Career Advances, and give the possibility of learning non-Career Talents.</em></p></blockquote><h3>Changing Career</h3><blockquote class=\"foundry-note\"><p>Click on the <span style=\"font-family:Courier\"><strong>+</strong> </span>button on the character sheet's career list to open the \"Career Selector\" menu to help calculate the cost of a new career.</p></blockquote><p>When you have taken all the Advances you want in your current Career, it’s time to change Career. Changing Career means one of two things: </p><p>1)<span style=\"0white-space:pre\"> </span>Moving to a different level within your current Career (from <em>Apothecary</em> to <em>Master Apothecary</em> ); or</p><p>2)<span style=\"0white-space:pre\"> </span>Moving to an entirely new Career (from <em>Apothecary</em> to <em>Scholar</em>).</p><p>In each case, you will have to first determine if you have completed your current Career level. If you have, changing Career costs 100 XP. If you have not, it costs 200 XP.</p><h4>Completing a Career</h4><p>Completing a Career represents mastering your current vocation and being ready to move on to something new. To complete a Career, you must have the number of Advances listed below in all your Career level’s Characteristics and in eight of your Career level’s available Skills. You must also have at least 1 Talent from your current Career level. Skills and Talents you have gained from advancement prior to entering your current Career count towards this..</p><table style=\"height:109px;width:19.0642%\" border=\"\\\"><tbody><tr style=\"height:16px\"><td style=\"text-align:center;height:16px;width:37.0313%\"><strong>Level</strong></td><td style=\"text-align:center;height:16px;width:62.1875%\"><strong>Advances</strong></td></tr><tr style=\"height:16px\"><td style=\"text-align:center;height:16px;width:37.0313%\">1</td><td style=\"text-align:center;height:16px;width:62.1875%\">5</td></tr><tr style=\"height:16px\"><td style=\"text-align:center;height:16px;width:37.0313%\">2</td><td style=\"text-align:center;height:16px;width:62.1875%\">10</td></tr><tr style=\"height:16px\"><td style=\"text-align:center;height:16px;width:37.0313%\">3</td><td style=\"text-align:center;height:16px;width:62.1875%\">15</td></tr><tr style=\"height:16px\"><td style=\"text-align:center;height:16px;width:37.0313%\">4</td><td style=\"text-align:center;height:16px;width:62.1875%\">20</td></tr></tbody></table><p><strong>Note</strong>: Just because you have completed a Career level does not mean you have to move to a new one. Moving Career is always entirely up to you. If you wish to stay in the first level of Pauper forever, that’s completely fine.</p><blockquote class=\"foundry-note\"><p>When a skill or characteristic has received the required number of advances to be considered complete in the current career, the advancement indicator changes from a <strong>+ </strong>symbol to a <strong>✓</strong> symbol</p></blockquote><blockquote class=\"sidebar\"><h3 class=\"sidebar-title\" style=\"text-align:center;text-transform:uppercase\"><em>Options: Customize Your Trappings</em></h3><p><em>The Trappings listed in each Career are guidelines only. Feel free to be creative with your Trappings, choosing those that fit your interpretation of your character’s Career and how it manifests. So, if you were using the Soldier Career to represent a grizzled Handgunner from reikland’s State Army, you may decide to tweak the required Trappings to include powder and shot. </em></p><p><em>Trappings are how you are recognised as someone belonging to your career. if you want to go incognito, you might not want to have all your trappings with you. Similarly, if you are trying to use the authority of your Career, not having the trappings of such means people might not take you seriously.</em></p></blockquote><h4>Changing to a New Level</h4><p>If you have completed your current Career level, you can enter the next Career level, or any lower Career level, for 100 XP. So, if you completed Hunter (Hunter level 2), you could exit to Tracker (Hunter level 3) or Trapper (Hunter level 1) for 100 XP, but not Huntsmaster (Hunter level 4).</p><p>With GM permission, you can also skip Career levels. This is normally driven by in-game events. For example: A Scion (Noble level 1) inherits a significant estate during play, so the GM offers Noble Lord (Noble level 4) as a potential change of Career. Like normal, changing to this Career level costs 100 XP if you have completed your current Career level, or 200 XP if you have not.</p><h4>Changing to a New Career</h4><p>If you have completed your current Career level, you can enter the first level of any Career from your Class for 100 XP, or for 200 XP if you have not completed your current Career level. If you want to enter the first level of a Career from a different Class, this cost an extra 100 XP. Note: your GM may require in-game justification for such Career changes; after all, not just anyone can enter Noble, even if you are in the Courtier Class.</p><p>Further, if you have completed your current Career level, with GM permission, and solid justification, you can enter the same Career level in any Career within your Class. So, if you completed Master Apothecary (Apothecary level 3), you could move to Fellow (Scholar level 3), to show you were taking a teaching position in @UUID[Compendium.wfrp4e-altdorf.journals.EmhvOkkzAir6pzCB.JournalEntryPage.OiAVm63T9JEFsVfR]{Altdorf University}. This costs 100 XP. However, be aware there are obvious limitations here. Some Careers, such as Wizard, require the basics be learned before the more advanced lore can be understood and the Talents of earlier Career levels will not be open to you at a higher level.</p><p>Lastly, between adventures, you can also change Career using the @UUID[JournalEntry.gLDW6JBuoYuzCoya.JournalEntryPage.oj2iiLVfNWp7KIhk]{Changing Career} Endeavour.</p><table style=\"height:80px;width:63.1536%;margin-left:auto;margin-right:auto\" border=\"\\\"><tbody><tr style=\"height:16px\"><td style=\"height:16px;width:39.1158%;text-align:center\"><strong>Improvement</strong></td><td style=\"height:16px;width:116.2%;text-align:center\"><strong>XP Cost</strong></td></tr><tr style=\"height:16px\"><td style=\"height:16px;width:39.1158%;text-align:center\">+1 Talent Advance </td><td style=\"height:16px;width:116.2%;text-align:center\">100 XP + 100 XP Per time the Talent is already taken</td></tr><tr style=\"height:16px\"><td style=\"height:16px;width:39.1158%;text-align:center\">Leave a Complete Career</td><td style=\"height:16px;width:116.2%;text-align:center\">100 XP</td></tr><tr style=\"height:16px\"><td style=\"height:16px;width:39.1158%;text-align:center\">Leave an Incomplete Career</td><td style=\"height:16px;width:116.2%;text-align:center\">200 XP</td></tr><tr style=\"height:16px\"><td style=\"height:16px;width:39.1158%;text-align:center\">Enter a different Class</td><td style=\"height:16px;width:116.2%;text-align:center\">+100 XP</td></tr></tbody></table><blockquote class=\"sidebar\"><h3 class=\"sidebar-title no-toc\" style=\"text-align:center;text-transform:uppercase\"><em>ALTERNATIVE CHANGES IN CAREER</em></h3><p><em>Sometimes during play you are offered a job in the most unlikely circumstances. For example: a local Baron may employ you to be his Honour Guard (Guard, Career level 3), or you may escape Altdorf on the run from the city watch, now effectively an Outlaw (Outlaw, Career level 2). In such circumstances, the GM may offer a Career change that lies outside your normal Career Path. That’s not only fine, it’s recommended, as it’s always more fun to tie your Career choices into in-game events.</em></p></blockquote><div class=\"journal-image centered\"><img src=\"modules/wfrp4e-core/art/spot/spot-crossed-pistols.webp\" width=\"175\" height=\"227\" /></div>"
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},
|
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"Status": {
|
||
"name": "Status",
|
||
"text": "<p>Old World society is highly stratified — common folk are in little doubt as to their place in the society whilst the elite enjoy power and prestige that is brutally enforced and therefore largely unchallenged. Most people in between are acutely aware of their standing, and preoccupied with improving it. This is represented by Status, which can modify the interactions between people of different social classes.</p>\n<h3>Tiers and Standing</h3>\n<p>Status is expressed as a Tier — from lowest to highest: Brass, Silver, or Gold — and a Standing — which is a number, generally from 1–5, showing how respected the character is within their Tier.</p>\n<p>If you have a higher Tier than another character, you have higher Status. If you are in the same Tier as another character, then you are higher Status if you have a higher Standing.</p>\n<h4>The Three Tiers</h4>\n<p>The most important distinctions in Status are the three Tiers:</p>\n<p><strong>The Gold Tier</strong>: Reserved for the rulers of society; those who directly serve them as advisors, protectors, and maintainers of the law; and the independently wealthy. To reach this position requires hard work, success, and not a little luck. All in the Gold tier are rich, respected, and of higher Status than those in the Silver and Brass tiers.</p>\n<p><strong>The Silver Tier</strong>: Populated by well-to-do townsfolk and those following professions requiring skill and expertise. Tradesmen, craftsmen, and merchants make up most of the upper ranks of the tier, whilst the bottom is filled by those providing services. These folk lead relatively humble lives, but they are still respectable. People of the Silver Tier are of higher Status than those of the Brass Tier.</p>\n<p><strong>The Brass Tier</strong>: Occupied by peasants and those in the poorest professions which often require no particular skills. The Brass Tier also contains many criminals, ne’er-do-wells, and those who don’t make any living at all.</p>\n<h3>Determining Status</h3>\n<p>Your Status is determined by your Career level. Beside the name of your Career level is your Status, marked as ‘Brass 3’, ‘Silver 1’, or similar. This is the Tier and Standing. Should you change Career, check the new Status by the name of your new Career Level, and mark it on your Character Sheet.</p>\n<h3>Changing Status</h3>\n<p>Status changes for the following reasons:</p>\n<ol>\n<li>\n<p>You change Career.</p>\n</li>\n<li>\n<p>You gain a Talent that modifies Status.</p>\n</li>\n<li>\n<p>The GM imposes a change in Status due to in-game events.</p>\n</li>\n</ol>\n<p>Whatever causes a change in Status, you should take time to explain what exactly occurred, and the impact this has on your character. If you have changed to a different Career Level, say from a Student to a Scholar, what precipitated this? What subject did you study? And how does your character now feel after graduating? Taking time to explain your changing circumstances makes your character more rounded and believable.</p>\n<blockquote class=\"sidebar\">\n<h3 class=\"sidebar-title no-toc\" style=\"text-align:center;text-transform:uppercase\"><em>BEYOND THE SOCIAL NORM</em></h3>\n<p><em>Status provides a rough guide to how the folk of the Old World behave when they fit in with acceptable norms. However, some characters will violate this, and that’s completely fine. If you wish to randomise how an NPC reacts to Social Status, roll 1d10 on the following table:</em></p>\n<p><em>@Table[social-norm]{Beyond the Social Norm}</em></p>\n</blockquote>\n<div class=\"journal-image\"><img class=\"fit\" src=\"modules/wfrp4e-core/art/other/bribe.webp\" /></div>\n<h3>The Effects of Status</h3>\n<p>Status influences a number of situations that impact your Character. Often these involve making Tests easier or @UUID[JournalEntry.NS3YGlJQxwTggjRX.JournalEntryPage.lQThXbnpgQ30VBXR#difficulty]{more difficult}. The GM may expand or limit these influences as they wish.</p>\n<h4>Charm</h4>\n<p>Status impacts Charm significantly, with those of higher Status more easily able to get what they want, and those of lower status finding it harder to secure influence. In most circumstances, those of a higher Tier gain a bonus of +10 to Charm Tests influencing those with a lower tier. Similarly, those of lower Tier suffer a penalty of –10 to influence those of a higher Tier. The GM may also apply these modifiers to those of different Standing in the same Tier, but this is rarer.</p>\n<p>If the target of the Charm attempt is atypical, this might not work as usual however. An individual who ‘Defies Status’ would mean no modifiers apply, and one with ‘Extreme Views’ might mean that the opposite modifiers apply (–10 rather than +10, for example).</p>\n<blockquote class=\"sidebar\">\n<h3 class=\"no-toc\" style=\"text-align:center\"><em>OPTIONS: BEGGING & STATUS</em></h3>\n<p><em>Begging is often most effective when aimed at those who are just above you in the social order.</em></p>\n<p><em>For example: Most Beggars are Brass Tier and therefore benefit from a +10 bonus when begging from people who are Silver Tier, instead of suffering a –10 penalty.</em></p>\n</blockquote>\n<h4>Entertain</h4>\n<p>Status does not normally influence Entertain tests. However, a GM ought to consider that some entertainments are thought fitting to particular venues. A peasant playing a hurdy-gurdy is not likely to go down well at an opera house, whilst even a mediocre orchestra is likely to draw a significant audience if it starts performing on the village green.</p>\n<p>As such the GM might like to consider the sort of audience a performance is normally aimed at, and the audience that is actually available, and apply suitable modifiers.</p>\n<h4>Intimidate</h4>\n<p>If you have a higher Status than the target of your Intimidate, you typically gain a bonus of +10.</p>\n<h4>Gossip</h4>\n<p>Gossip tends to be stilted between people of different classes. Any Gossip Test between individuals of different Tiers suffers a penalty of –10.</p>\n<h4>Leadership</h4>\n<p>Status plays a very important role in Leadership. Indeed, the State Army normally only grants higher ranks to those of noble birth.</p>\n<p>If you are a higher tier than the target of your Leadership Test, you gain a bonus of +10. If you are two tiers higher, the bonus increases to +20.</p>\n<h3>Maintaining Status</h3>\n<p>In order to benefit (or suffer) from Status, you have to act in accordance with your role in society.</p>\n<p>It may be that you wish to pass incognito, presenting yourself anonymously. Typically, you will be counted as having a Status of Brass 3 if you do this.</p>\n<p><strong>Example</strong>: <em>Hans the noble wears the latest fashions and always buys the best trappings. He rides his lovingly groomed horse into a village, pausing only to let his herald announce his presence to all. He fully benefits from his Gold 2 Status. His brother Heinrich dresses in old clothes, hides all his courtly garb under the bed, and acts like a nameless wanderer. He is treated as having a Status of Brass 3.</em></p>\n<h4>Keeping Up Appearances</h4>\n<p>Characters need to spend a certain amount of money to maintain their lifestyle. As explained in @UUID[JournalEntry.sLomXnc8R8518cWN.JournalEntryPage.cwM5veYnAbSjlrvv#the-cost-of-living]{The Cost of Living} there are minimum expectations of expenditure for each Tier.</p>\n<p>Should a character fail to live up to these levels of expenditure they will begin to be perceived as being of lower Status, losing 1 point of Standing per week.</p>\n<p>To stop this decline, the character must resume spending the money expected of them, whereupon they regain 1 point of Standing a week until they recover the lost points.</p>\n<p>Should Standing reach 0, your tier drops by one and your Standing is set to 5. If you are already at the lowest tier, then your Status sticks at Brass 0.</p>\n<p><strong>Example</strong>: <em>Pietr is a Noble and has been slumming it in the East End of Altdorf for the last two weeks, letting his Standing of Gold 3 drop to Gold 1 as he eats poor food, drinks cheap beer, and hostels in flop houses. Should another week pass and Pietr does not change his ways, his Standing will drop to Gold 0, which immediately becomes Silver 5. Should this occur, Pietr’s father will almost certainly step in to curtail the family shame…</em></p>\n<h3>Earning Money with Status</h3>\n<p>Your Status is directly linked to the amount of money you earn while working. The higher your Status, the more money you can earn as your good name attracts business. If the GM agrees, during play you can spend a week to work in your Career assuming you are in a place where such is feasible (it’s hard to be a Watchman in the middle of a wasteland). This is called Earning.</p>\n<p>When Earning, make an <strong>Average (+20) Dramatic</strong> Test (see @UUID[JournalEntry.NS3YGlJQxwTggjRX.JournalEntryPage.lQThXbnpgQ30VBXR#dramatic-tests]{Dramatic Tests}) against the Earning Skill of your Career (the Skill marked in italics in the Career’s first level). If passed, you receive the money marked in the table below. If failed, you receive half the money. If an Astounding Failure (–6) is scored, you have a very bad week, and earn nothing (or have your money stolen, or some similar mishap).</p>\n<p>This total is not strictly speaking how much money you earn, it’s more a representation of how much money you have left at the end of the week after all your expenses are taken into account.</p>\n<table style=\"width:100%;height:68px\" border=\"1\">\n<tbody>\n<tr style=\"height:17px\">\n<td style=\"width:16.7255%;height:17px\"><strong>Tier</strong></td>\n<td style=\"width:82.333%;height:17px\"><strong>Amount Earned per Standing</strong></td>\n</tr>\n<tr style=\"height:17px\">\n<td style=\"width:16.7255%;height:17px\">Brass</td>\n<td style=\"width:82.333%;height:17px\">2d10 Brass Pennies</td>\n</tr>\n<tr style=\"height:17px\">\n<td style=\"width:16.7255%;height:17px\">Silver</td>\n<td style=\"width:82.333%;height:17px\">1d10 Silver Shillings</td>\n</tr>\n<tr style=\"height:17px\">\n<td style=\"width:16.7255%;height:17px\">Gold</td>\n<td style=\"width:82.333%;height:17px\">1 Gold Crown</td>\n</tr>\n</tbody>\n</table>\n<p><strong>Note</strong>: This is the same amount of coin earned with an @UUID[JournalEntry.gLDW6JBuoYuzCoya.JournalEntryPage.JX9ifRlgzzGrU2zh]{Income} Endeavour.</p>\n<p><strong>Example</strong>: <em>Gunther the Coachman decides he’ll work for the Four Seasons Coaching House for a week while his peers research a library for things he frankly doesn’t understand, and secretly thinks may be heretical if he did. The GM agrees to let Gunther enact some Earning, so Gunther rolls against his Drive (Coach) skill (his Earning Skill for Coachman) and passes. Given his Status is Silver 2, he can roll 2d10 and earn that much silver. Unfortunately, he only rolls a 1 and a 2 for a total of 3 silver shillings; clearly Gunther was drinking a lot after his long work shifts, and has little coin remaining…</em></p>\n<blockquote class=\"sidebar\">\n<h3 class=\"no-toc\" style=\"text-align:center\"><em>GENDERED CAREER NAMES</em></h3>\n<p><em>Although some Careers have masculine or feminine names because of the limitations of language, all careers are intended for any gender; so, no matter how your character identifies, all careers are available.</em></p>\n<p><em><strong>For example</strong>: Anyone may serve any deity. Although some Gods (such as Taal and Ulric, and Rhya and Shallya) are more likely to have servants who identify with the same gender as the God, other deities (such as Verena and Sigmar), have an equal appeal to all.</em></p>\n</blockquote>\n<div class=\"journal-image centered\"><img src=\"modules/wfrp4e-core/art/spot/spot-scroll.webp\" width=\"308\" height=\"248\" /></div>"
|
||
},
|
||
"Rat Catcher": {
|
||
"name": "Rat Catcher",
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||
"text": "<blockquote><div><div><p>See there by the midden-heap, Otmar? There’s a big one! Make sure it’s dead before you pick it up. It’ll bite yer hand with its poisonous teeth.’</p><p style=\"text-align:right\"><em>– Annaliese Rattenfänger, Sewer Jack</em></p><p>‘Sorry, mate. The rest of the guild deal with the rats. Me and me mates deal with the bigger ones in the sewers. Tide of them down there, there is...’</p><p style=\"text-align:right\"><em>– Mårten Stormdal, Ubersreik Exterminator</em></p></div></div></blockquote><p> </p><div><p><em>You spare civilisation from being overrun by vermin with help from your trusty, canine companion.</em></p><div><p>Rat Catchers patrol every town and city, and for good reason. The Empire’s streets are clogged with food scraps and foulness, perfect breeding grounds for vermin. Rat Catchers earn their crusts by killing these rats, clearing their nests from cellars, and by delving the Empire’s hopelessly infested sewer systems… provided they’re brave enough to face the other things down there. When apprenticed, Rat Catchers usually adopt a stray puppy that they train for ratting. The toughest Rat Catchers are hired by towns as Sewer Jacks to hunt giant rats and other subterranean nasties. On rare occasions, entire towns are overrun and later reclaimed with the aid of Exterminators.</p><p>Rat Catchers move to new towns when the rats become ‘too big’ or ‘too clever’, or when competition becomes fierce. When journeying, they may befriend those who welcome help from a streetwise slinger, and Rat Catchers are willing to venture into places normal people won’t.</p><p>If you want to play a character who may be aware of the ‘too big’ and ‘too clever’ Skaven, Rat Catcher is for you. However, the Skaven frequently assassinate any who spread rumors of their existence. Because of this, wise Ratcatchers are unlikely to admit what they know, some even using their professional opinion to actively discredit ‘tall tales’ of ‘rat men’.</p></div><div class=\"journal-image centered\"><img src=\"modules/wfrp4e-core/art/careers/rat-catcher.webp\" /></div><p><strong>Species: </strong>Human, Dwarf, Halfling</p></div><p><strong>Class: </strong>Burgher</p><h3 style=\"text-align:center\">Rat Catcher Advance Scheme</h3><table border=\"1\"><tbody><tr><td style=\"text-align:center\">WS</td><td style=\"text-align:center\">BS</td><td style=\"text-align:center\">S</td><td style=\"text-align:center\">T</td><td style=\"text-align:center\">I</td><td style=\"text-align:center\">Agi</td><td style=\"text-align:center\">Dex</td><td style=\"text-align:center\">Int</td><td style=\"text-align:center\">WP</td><td style=\"text-align:center\">Fel</td></tr><tr><td style=\"text-align:center\">✠</td><td style=\"text-align:center\">✠</td><td style=\"text-align:center\">♛</td><td style=\"text-align:center\">♟</td><td style=\"text-align:center\">♜</td><td style=\"text-align:center\"> </td><td style=\"text-align:center\"> </td><td style=\"text-align:center\"> </td><td style=\"text-align:center\">✠</td><td style=\"text-align:center\"> </td></tr></tbody></table><p> </p><h3><strong>✠ @UUID[Compendium.wfrp4e-core.items.aUb8sUfqyVyjGYO5]{Rat Hunter}</strong></h3><p><strong>Status</strong>: Brass 3<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.LGHozP5gmQ8cuDQV]{Athletics}, @UUID[Compendium.wfrp4e-core.items.W0GnDjtcocY6m07J]{Animal Training (Dog)}, @UUID[Compendium.wfrp4e-core.items.4IGdIhnwTaZijzg7]{Charm Animal}, @UUID[Compendium.wfrp4e-core.items.R2ytluHiEFF2KQ5e]{Consume Alcohol}, @UUID[Compendium.wfrp4e-core.items.CcNJsS4jSwB6Ug1J]{Endurance}, <em>@UUID[Compendium.wfrp4e-core.items.rOPmyLWa37e7s9v6]{Melee (Basic)}</em>, @UUID[Compendium.wfrp4e-core.items.KQjZ85kKz42YQGYT]{Ranged (Sling)}, @UUID[Compendium.wfrp4e-core.items.McTtmZu3Ac8Lh48W]{Stealth (Underground or Urban)}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.x0WMGwuQzReXcQrs]{Night Vision}, @UUID[Compendium.wfrp4e-core.items.vMYEkrWj0ip6ZOdv]{Resistance (Disease)}, @UUID[Compendium.wfrp4e-core.items.4MJJCiOKPkBByYwW]{Strike Mighty Blow}, @UUID[Compendium.wfrp4e-core.items.jt0DmVK9IiF6Sd2h]{Strike to Stun}<br /><strong>Trappings</strong>: Sling with Ammunition, Sack, Small but Vicious Dog<br /><br /></p><h3><strong>♟ @UUID[Compendium.wfrp4e-core.items.rydO4uzu7Ehatm5t]{Rat Catcher}</strong></h3><p><strong>Status</strong>: Silver 1<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.MXy22hFCgntdlQrn]{Animal Care}, @UUID[Compendium.wfrp4e-core.items.RLQHm1s4IuY9RSr2]{Gossip}, @UUID[Compendium.wfrp4e-core.items.pKLMbmG3Ivt6mzMf]{Haggle}, @UUID[Compendium.wfrp4e-core.items.DRO5DLF6UcfkvNSh]{Lore (Poison)}, @UUID[Compendium.wfrp4e-core.items.Fs06sr7y9JKpVQmB]{Perception}, @UUID[Compendium.wfrp4e-core.items.HngrTVqKis08Nvcf]{Set Trap}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.VscjNv6RzHFb9CQp]{Enclosed Fighter}, @UUID[Compendium.wfrp4e-core.items.sYbgpSnRqSZWgwFP]{Etiquette (Guilder)}, @UUID[Compendium.wfrp4e-core.items.8pVzgPkgWpTJvfhG]{Fearless (Rats)}, @UUID[Compendium.wfrp4e-core.items.RmY0CUjiFYZ3GEKY]{Very Resilient}<br /><strong>Trappings</strong>: Animal Traps, Pole for Dead Rats<br /><br /></p><h3><strong>♜ @UUID[Compendium.wfrp4e-core.items.fGwpty6AE9ZmRs9B]{Sewer Jack}</strong></h3><p><strong>Status</strong>: Silver 2<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.sRuMlaPU5xdIrwhd]{Climb}, @UUID[Compendium.wfrp4e-core.items.pxNjTxsp1Kp0SmQe]{Cool}, @UUID[Compendium.wfrp4e-core.items.1jCxbFAUuFuAPLJl]{Dodge}, @UUID[Compendium.wfrp4e-core.items.Z9hQe46ykQBZneoU]{Ranged (Crossbow Pistol)}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.zImcTgEl2XNnbu5W]{Hardy}, @UUID[Compendium.wfrp4e-core.items.IogM5gnsoOX63w7j]{Stout-hearted}, @UUID[Compendium.wfrp4e-core.items.CV9btQn09S9Fn8Jk]{Strong Legs}, @UUID[Compendium.wfrp4e-core.items.Z91GFaT6FhEwyESU]{Tunnel Rat}<br /><strong>Trappings</strong>: Davrich Lantern, Hand Weapon, Leather Jack<br /><br /></p><h3><strong>♛ @UUID[Compendium.wfrp4e-core.items.vXxw8seyOyGKaFGf]{Exterminator}</strong></h3><p><strong>Status</strong>: Silver 3<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.oMaJZ5cvCJeOUq9H]{Leadership}, @UUID[Compendium.wfrp4e-core.items.rt2rGSwFDCDHPh0A]{Track}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.8pVzgPkgWpTJvfhG]{Fearless (Skaven)}, @UUID[Compendium.wfrp4e-core.items.0hn6UaKq8CoZP2zD]{Menacing}, @UUID[Compendium.wfrp4e-core.items.nWLsoWQBCjPRKxYx]{Robust}, @UUID[Compendium.wfrp4e-core.items.Ywo6fZNPC4zbHHSQ]{Strong-minded}<br /><strong>Trappings</strong>: Assistant, Large and Vicious Dog, Sack of Poisoned Bait (10 doses of Heartkill)<br /><br /></p>"
|
||
},
|
||
"Boatman": {
|
||
"name": "Boatman",
|
||
"text": "<blockquote>\n<div>\n<div>\n<p>‘Someday a real rain will come. So, don’t forget your hat, madam.’</p>\n<p style=\"text-align:right\"><em>– Travis Binckel, Rivertaxi</em></p>\n<p> ‘Beware of forking. I say this as an experienced bargeswain. If you approach a dangerous rock or other river hazard be sure to go astarboard and stay astarboard while laying astarboard, or go alarboard and stay alarboard while laying alarboard. Or you will fork, and you might sink. And no one wants to sink their forking barge.’</p>\n<p style=\"text-align:right\"><em>– Jacob Walles, Bargeswain who sank his forking barge</em></p>\n</div>\n</div>\n</blockquote>\n<p> </p>\n<div>\n<div>\n<div>\n<p><em>You ply the dangerous waters of the Old World, transporting people, goods, and the latest news.</em></p>\n<p>Boats and barges travel the Empire’s waterways, bringing goods from the remotest corners of the provinces to the greatest cities. These shallow-drafted vessels can travel much further upriver than larger ships, and a comprehensive network of canals adds to their reach. Barge Masters are expert river sailors and have an exhaustive knowledge of their rivers. A Boat-hand is the dogsbody, but will learn the ropes swiftly. Boatmen crew merchant barges carrying cargo to and from markets, either working for themselves or for a larger Merchant House. Many Boatmen are also ferrymen, taking passengers across rivers, or to and from towns. In large towns, some also crew rivertaxis, sail pleasure vessels, or otherwise pilot boats on the behalf of others.</p>\n<p>A boatman will not need to seek out adventure, for more than likely adventure will come to them. Boats are useful to nearly everyone, and therefore useful to almost any adventure plot; they also make an excellent base of operations. Boatmen will not need to worry about following investigation and adventure if the plot stays on or close to the river. Even if the plot leaves the river, they could still easily allow a talented Boathand to look after their business while they take a break from river life.</p>\n</div>\n</div>\n</div>\n<p> </p>\n<div class=\"journal-image centered\"><img src=\"modules/wfrp4e-core/art/careers/boatman.webp\" /></div>\n<p><strong>Species: </strong>Human, Dwarf, Halfling, High Elf</p>\n<p><strong>Class: </strong>Riverfolk</p>\n<h3 class=\"no-toc\" style=\"text-align:center\">Boatman Advance Scheme</h3>\n<table style=\"width:100%;height:34px\" border=\"1\">\n<tbody>\n<tr style=\"height:17px\">\n<td style=\"text-align:center;width:12.7913%;height:17px\">WS</td>\n<td style=\"text-align:center;width:10.0606%;height:17px\">BS</td>\n<td style=\"text-align:center;width:5.03179%;height:17px\">S</td>\n<td style=\"text-align:center;width:4.4933%;height:17px\">T</td>\n<td style=\"text-align:center;width:5.68209%;height:17px\">I</td>\n<td style=\"text-align:center;width:12.0998%;height:17px\">Agi</td>\n<td style=\"text-align:center;width:13.7712%;height:17px\">Dex</td>\n<td style=\"text-align:center;width:10.3019%;height:17px\">Int</td>\n<td style=\"text-align:center;width:12.194%;height:17px\">WP</td>\n<td style=\"text-align:center;width:11.1258%;height:17px\">Fel</td>\n</tr>\n<tr style=\"height:17px\">\n<td style=\"text-align:center;width:12.7913%;height:17px\"> </td>\n<td style=\"text-align:center;width:10.0606%;height:17px\"> </td>\n<td style=\"width:5.03179%;height:17px;text-align:center\">✠</td>\n<td style=\"width:4.4933%;height:17px;text-align:center\">✠</td>\n<td style=\"width:5.68209%;height:17px;text-align:center\">♟</td>\n<td style=\"width:12.0998%;height:17px;text-align:center\">✠</td>\n<td style=\"width:13.7712%;height:17px;text-align:center\">♜</td>\n<td style=\"width:10.3019%;height:17px;text-align:center\">♛</td>\n<td style=\"width:12.194%;height:17px;text-align:center\"> </td>\n<td style=\"width:11.1258%;height:17px\"> </td>\n</tr>\n</tbody>\n</table>\n<h3><strong>✠ @UUID[Compendium.wfrp4e-core.items.MNaGRYlkySIdA6Nj]{Boat-hand}</strong></h3>\n<p><strong>Status</strong>: Silver 1<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.R2ytluHiEFF2KQ5e]{Consume Alcohol}, @UUID[Compendium.wfrp4e-core.items.1jCxbFAUuFuAPLJl]{Dodge}, @UUID[Compendium.wfrp4e-core.items.CcNJsS4jSwB6Ug1J]{Endurance}, @UUID[Compendium.wfrp4e-core.items.RLQHm1s4IuY9RSr2]{Gossip}, @UUID[Compendium.wfrp4e-core.items.jLyoyqwmBVPjRjhM]{Melee (Brawling)}, @UUID[Compendium.wfrp4e-core.items.KL4pCOqma5E7fLG4]{Row}, <em>@UUID[Compendium.wfrp4e-core.items.n8IfmLt4kzMhIKIv]{Sail}</em>, @UUID[Compendium.wfrp4e-core.items.hodHqFNKAmu40ajh]{Swim}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.2Nzqsc9aclP6rpnl]{Dirty Fighting}, @UUID[Compendium.wfrp4e-core.items.1kgHcImgfyKI1IYp]{Fisherman}, @UUID[Compendium.wfrp4e-core.items.FF41XPboORgyDNsv]{Strong Back}, @UUID[Compendium.wfrp4e-core.items.4wnQc19allWlyOGe]{Strong Swimmer}<br /><strong>Trappings</strong>: Hand Weapon (Boat Hook), Leather Jack, Pole<br /><br /></p>\n<h3><strong>♟ @UUID[Compendium.wfrp4e-core.items.rxWdmv2tUL0hoAc3]{Boatman}</strong></h3>\n<p><strong>Status</strong>: Silver 2<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.LGHozP5gmQ8cuDQV]{Athletics}, @UUID[Compendium.wfrp4e-core.items.qBm2fu3oMhxsDBNQ]{Entertain (Storytelling)}, @UUID[Compendium.wfrp4e-core.items.pKLMbmG3Ivt6mzMf]{Haggle}, @UUID[Compendium.wfrp4e-core.items.cYtU0ORRFCOpQLWz]{Intuition}, @UUID[Compendium.wfrp4e-core.items.DRO5DLF6UcfkvNSh]{Lore (Riverways)}, @UUID[Compendium.wfrp4e-core.items.Fs06sr7y9JKpVQmB]{Perception}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.sYbgpSnRqSZWgwFP]{Etiquette (Guilder)}, @UUID[Compendium.wfrp4e-core.items.jQmIu8P85tF0njmD]{Seasoned Traveller}, @UUID[Compendium.wfrp4e-core.items.Zf0vk2rjllpDh0Ua]{Very Strong}, @UUID[Compendium.wfrp4e-core.items.tlEg21DHMEJoWcJq]{Waterman}<br /><strong>Trappings</strong>: Rope, Rowboat<br /><br /></p>\n<h3><strong>♜ @UUID[Compendium.wfrp4e-core.items.yzgbXappuN7MRXUy]{Bargeswain}</strong></h3>\n<p><strong>Status</strong>: Silver 3<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.sRuMlaPU5xdIrwhd]{Climb}, @UUID[Compendium.wfrp4e-core.items.UFunAopCNaD8Zdc7]{Entertain (Singing)}, @UUID[Compendium.wfrp4e-core.items.HXZaV1CJhmTvcAz4]{Heal}, @UUID[Compendium.wfrp4e-core.items.wKwel9MG7NIG3i3w]{Trade (Boatbuilding)}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.epPBu7x6BRWp2PHG]{Dealmaker}, @UUID[Compendium.wfrp4e-core.items.HIofcsDLjXGKzSZf]{Embezzle}, @UUID[Compendium.wfrp4e-core.items.AcnFuDKRemLI9ey7]{Nose for Trouble}, @UUID[Compendium.wfrp4e-core.items.4MJJCiOKPkBByYwW]{Strike Mighty Blow}<br /><strong>Trappings</strong>: Backpack, Trade Tools (Carpenter)<br /><br /></p>\n<h3><strong>♛ @UUID[Compendium.wfrp4e-core.items.RrZQrPRkSUvqkn8R]{Barge Master}</strong></h3>\n<p><strong>Status</strong>: Silver 5<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.oMaJZ5cvCJeOUq9H]{Leadership}, @UUID[Compendium.wfrp4e-core.items.zZUX7wO4rOo8k9F0]{Navigation}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.0hn6UaKq8CoZP2zD]{Menacing}, @UUID[Compendium.wfrp4e-core.items.afREA9q7v4Scuozn]{Orientation}, @UUID[Compendium.wfrp4e-core.items.WEH97InIX29nzgW1]{Pilot}, @UUID[Compendium.wfrp4e-core.items.XU7D9CCmumuhqDUi]{Public Speaker}<br /><strong>Trappings</strong>: Hat, Riverboat and Crew<br /><br /></p>"
|
||
},
|
||
"Pit Fighter": {
|
||
"name": "Pit Fighter",
|
||
"text": "<blockquote><div><div><p>It was my big chance. The biggest fight of my life. Ten the Hooks came and told me to go down in the fourth or they’d chop off my hand. Well, you know me, of course I went and won anyway. And I’ve no regrets. After all, there are lots of things you can do with one hand.’</p><p style=\"text-align:right\"><em>– Sigurda the Bull, Arm Wrestler</em></p><p>‘Roll up! Roll up! Dare you face the might of Gosser Papa? Could you last three minutes with Resige Heuhaufer!’</p><p style=\"text-align:right\"><em>– Raimund Heenan, Ring Announcer</em></p></div></div></blockquote><p> </p><div><div><div><p><em>You fight for money, for glory, and for the entertainment of the masses.</em></p><p>Watching fights is a popular pastime. In the cities, organized fights take place every night. There is money to be made charging spectators, and even more in gambling on the result. Winners earn coin and are celebrated as local heroes. Losers are hurt or killed. Because pit fighting is officially frowned upon, the fights are often controlled by criminal gangs, but the rich love to slum it on occasion, especially if it involves a little bloodshed. The gladiators of Tilea are the most renowned pit fighters, though the chain-fighters of Marienburg and bear-wrestlers of Kislev draw a crowd. Pugilists and wrestlers might work a travelling fair, challenging the public to survive three minutes in the ring with them, or they might fight a celebrated opponent in front of cheering crowds. Knives, clubs, chains, boxing, wrestling, there is an almost endless variation of styles and codes a Pit Fighter might adopt.</p><p>Many Pit Fighters fall into their sport because they have the talent and they simply need the money. Some would jump at the chance to leave their seedy world behind and put their talents to a slightly better use. Fortunately, Pit fighters are generally free to use their time as they will, provided they turn up on time for the next big fight, and even if they don’t, there is always another pit…</p></div></div></div><p> </p><div class=\"journal-image centered\"><img src=\"modules/wfrp4e-core/art/careers/pit-fighter.webp\" /></div><p><strong>Species: </strong>Human, Dwarf, Halfling, High Elf, Wood Elf</p><p><strong>Class: </strong>Warrior</p><h3 style=\"text-align:center\">Pit Fighter Advance Scheme</h3><table style=\"height:34px\" border=\"1\"><tbody><tr style=\"height:17px\"><td style=\"height:17px;width:60px;text-align:center\">WS</td><td style=\"height:17px;width:60px;text-align:center\">BS</td><td style=\"height:17px;width:60px;text-align:center\">S</td><td style=\"height:17px;width:61px;text-align:center\">T</td><td style=\"height:17px;width:61px;text-align:center\">I</td><td style=\"height:17px;width:61px;text-align:center\">Agi</td><td style=\"height:17px;width:61px;text-align:center\">Dex</td><td style=\"height:17px;width:61px;text-align:center\">Int</td><td style=\"height:17px;width:61px;text-align:center\">WP</td><td style=\"height:17px;width:61px;text-align:center\">Fel</td></tr><tr style=\"height:17px\"><td style=\"height:17px;width:60px;text-align:center\">✠</td><td style=\"height:17px;width:60px;text-align:center\"> </td><td style=\"height:17px;width:60px;text-align:center\">✠</td><td style=\"height:17px;width:61px;text-align:center\">✠</td><td style=\"height:17px;width:61px;text-align:center\">♟</td><td style=\"height:17px;width:61px;text-align:center\">♜</td><td style=\"height:17px;width:61px;text-align:center\"> </td><td style=\"height:17px;width:61px;text-align:center\"> </td><td style=\"height:17px;width:61px;text-align:center\"> </td><td style=\"height:17px;width:61px;text-align:center\">♛</td></tr></tbody></table><h3><strong>✠ @UUID[Compendium.wfrp4e-core.items.PGhUdEZmFUe7vTWK]{Pugilist}</strong></h3><p><strong>Status</strong>: Brass 4<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.LGHozP5gmQ8cuDQV]{Athletics}, @UUID[Compendium.wfrp4e-core.items.pxNjTxsp1Kp0SmQe]{Cool}, @UUID[Compendium.wfrp4e-core.items.1jCxbFAUuFuAPLJl]{Dodge}, @UUID[Compendium.wfrp4e-core.items.CcNJsS4jSwB6Ug1J]{Endurance}, @UUID[Compendium.wfrp4e-core.items.7pQo66cESWttzIlb]{Gamble}, @UUID[Compendium.wfrp4e-core.items.I0yPc4PH5erWJLmu]{Intimidate}, <em>@UUID[Compendium.wfrp4e-core.items.F8NfBZdVSEIGCMtu]{Melee (Any)}</em>, @UUID[Compendium.wfrp4e-core.items.jLyoyqwmBVPjRjhM]{Melee (Brawling)}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.2Nzqsc9aclP6rpnl]{Dirty Fighting}, @UUID[Compendium.wfrp4e-core.items.tX9R9rSYm2YyEnOK]{In-fighter}, @UUID[Compendium.wfrp4e-core.items.UaDGF5MBFBwPq5YU]{Iron Jaw}, @UUID[Compendium.wfrp4e-core.items.QolNfSUkezLoAcky]{Reversal}<br /><strong>Trappings</strong>: Bandages, Knuckledusters, Leather Jack<br /><br /></p><h3><strong>♟ @UUID[Compendium.wfrp4e-core.items.rCoMyLXDnggBFqUB]{Pit Fighter}</strong></h3><p><strong>Status</strong>: Silver 2<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.pKLMbmG3Ivt6mzMf]{Haggle}, @UUID[Compendium.wfrp4e-core.items.cYtU0ORRFCOpQLWz]{Intuition}, @UUID[Compendium.wfrp4e-core.items.rOPmyLWa37e7s9v6]{Melee (Basic)}, @UUID[Compendium.wfrp4e-core.items.F8NfBZdVSEIGCMtu]{Melee (Flail or Two-handed)}, @UUID[Compendium.wfrp4e-core.items.Fs06sr7y9JKpVQmB]{Perception}, @UUID[Compendium.wfrp4e-core.items.MWyxcAft5lonB1mB]{Ranged (Entangling)}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.IFKWu98qmWpaSfUi]{Ambidextrous}, @UUID[Compendium.wfrp4e-core.items.tXKX29QZBdHmyMc7]{Combat Reflexes}, @UUID[Compendium.wfrp4e-core.items.URwIDtInCsxOoGqM]{Dual Wielder}, @UUID[Compendium.wfrp4e-core.items.IT3s7rmQFGNzIfYq]{Shieldsman}<br /><strong>Trappings</strong>: Flail or Great Weapon, Hand Weapon, Net or Whip, Shield or Buckler<br /><br /></p><h3><strong>♜ @UUID[Compendium.wfrp4e-core.items.KVAOh3zmvzqAbhBr]{Pit Champion}</strong></h3><p><strong>Status</strong>: Silver 5<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.R2ytluHiEFF2KQ5e]{Consume Alcohol}, @UUID[Compendium.wfrp4e-core.items.RLQHm1s4IuY9RSr2]{Gossip}, @UUID[Compendium.wfrp4e-core.items.DRO5DLF6UcfkvNSh]{Lore (Anatomy)}, @UUID[Compendium.wfrp4e-core.items.HO8vIjGTHjmenIaV]{Perform (Fight)}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.NDetl9BhAQBVnHKf]{Combat Master}, @UUID[Compendium.wfrp4e-core.items.DS44h27iCOvUBa4O]{Disarm}, @UUID[Compendium.wfrp4e-core.items.0hn6UaKq8CoZP2zD]{Menacing}, @UUID[Compendium.wfrp4e-core.items.nWLsoWQBCjPRKxYx]{Robust}<br /><strong>Trappings</strong>: Breast Plate, Helmet<br /><br /></p><h3><strong>♛ @UUID[Compendium.wfrp4e-core.items.QdEWdjfjIdrQAKUO]{Pit Legend}</strong></h3><p><strong>Status</strong>: Gold 2<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.exLrBrn2mjb6x2Cq]{Charm}, @UUID[Compendium.wfrp4e-core.items.Z9hQe46ykQBZneoU]{Ranged (Any)}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.mqo51ORnxijcqNNu]{Frightening}, @UUID[Compendium.wfrp4e-core.items.BlHVzfs0Ow6IYEDw]{Furious Assault}, @UUID[Compendium.wfrp4e-core.items.xx8SgdWYEjKct7ym]{Implacable}, @UUID[Compendium.wfrp4e-core.items.4AqSkJnFPqNuTkos]{Reaction Strike}<br /><strong>Trappings</strong>: Quality Helmet<br /><br /></p>"
|
||
},
|
||
"Hunter": {
|
||
"name": "Hunter",
|
||
"text": "<blockquote><div><div><p>‘My lord, those tracks… we’re not following a stag. Tehre are Turnskins in these woods.’</p><p style=\"text-align:right\"><em>– Gundred Maynir, Huntsmaster</em></p><p> ‘Are you trying to tell me hunting’s not a sport because both sides don’t know they’re playing? Might I suggest you’d been hunting the wrong game.’</p><p style=\"text-align:right\"> <em>– Graf Bernard Leutze von Holthausen</em></p></div></div></blockquote><p> </p><div><div><div><p><em>Tough, independent killers who make a living off the fur and flesh of wild creatures.</em></p><p>‘Taal’s Bounty’ is a common greeting in Hochland, where locals proclaim a proud hunting heritage that goes back to the time of Sigmar. Most in the Empire hunt, either as a hobby, a profession, or a necessity, and many Hunters turn to poaching when times are lean.</p><p>Particularly skilled Hunters might be engaged as a noble’s Huntsmaster, granting access to fine weapons, horses, and falcons. Elves and Dwarfs have little care for the boundaries of men and will occasionally venture deep into Human territory tracking a challenging prize. Stories of the Wood Elves’ Wild Hunt petrify children of the Grey Mountains, and not without cause, for if any intruder strays too close to Elven lands, then the hunters quickly become the hunted.</p><p>A common punishment for hunter caught poaching is to lose two fingers. Faced with being unable to draw a bow, many will cut and run before the punishment can be administered, preferring to take a chance in the forests. Around the fertile villages of the Suden Vorbergland, Hunters are losing ground to farmers as the trees are cut back and nobles reserve what hunting is left for sport. The Imperial Army is always on the lookout for reliable, local hunters to support their army as they march, acting as support archers or scouts. A life of adventure awaits any Hunter willing to take the Emperor’s Schilling</p></div></div></div><p> </p><div class=\"journal-image centered\"><img src=\"modules/wfrp4e-core/art/careers/hunter.webp\" /></div><p><strong>Species: </strong>Human, Dwarf, Halfling, High Elf, Wood Elf</p><p><strong>Class: </strong>Peasants</p><h3 style=\"text-align:center\" class=\"no-toc\">Hunter Advance Scheme</h3><table style=\"height:34px\" border=\"1\"><tbody><tr style=\"height:17px\"><td style=\"height:17px;width:60px;text-align:center\">WS</td><td style=\"height:17px;width:60px;text-align:center\">BS</td><td style=\"height:17px;width:60px;text-align:center\">S</td><td style=\"height:17px;width:61px;text-align:center\">T</td><td style=\"height:17px;width:61px;text-align:center\">I</td><td style=\"height:17px;width:61px;text-align:center\">Agi</td><td style=\"height:17px;width:61px;text-align:center\">Dex</td><td style=\"height:17px;width:61px;text-align:center\">Int</td><td style=\"height:17px;width:61px;text-align:center\">WP</td><td style=\"height:17px;width:61px;text-align:center\">Fel</td></tr><tr style=\"height:17px\"><td style=\"height:17px;width:60px;text-align:center\"> </td><td style=\"height:17px;width:60px;text-align:center\">♟</td><td style=\"height:17px;width:60px;text-align:center\">✠</td><td style=\"height:17px;width:61px;text-align:center\">✠</td><td style=\"height:17px;width:61px;text-align:center\">♜</td><td style=\"height:17px;width:61px;text-align:center\"> </td><td style=\"height:17px;width:61px;text-align:center\">✠</td><td style=\"height:17px;width:61px;text-align:center\">♛</td><td style=\"height:17px;width:61px;text-align:center\"> </td><td style=\"height:17px;width:61px;text-align:center\"> </td></tr></tbody></table><h3><strong>✠ @UUID[Compendium.wfrp4e-core.items.LYBKDZ0AhutYewfD]{Trapper}</strong></h3><p><strong>Status</strong>: Brass 2<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.4IGdIhnwTaZijzg7]{Charm Animal}, @UUID[Compendium.wfrp4e-core.items.sRuMlaPU5xdIrwhd]{Climb}, @UUID[Compendium.wfrp4e-core.items.CcNJsS4jSwB6Ug1J]{Endurance}, @UUID[Compendium.wfrp4e-core.items.DRO5DLF6UcfkvNSh]{Lore (Beasts)}, <em>@UUID[Compendium.wfrp4e-core.items.os4NKy5Oy6sRt1eh]{Outdoor Survival}</em>, @UUID[Compendium.wfrp4e-core.items.Fs06sr7y9JKpVQmB]{Perception}, @UUID[Compendium.wfrp4e-core.items.KQjZ85kKz42YQGYT]{Ranged (Sling)}, @UUID[Compendium.wfrp4e-core.items.HngrTVqKis08Nvcf]{Set Trap}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.zImcTgEl2XNnbu5W]{Hardy}, @UUID[Compendium.wfrp4e-core.items.q58lK4kULJZB5GjE]{Rover}, @UUID[Compendium.wfrp4e-core.items.1dUizIgLBgn4jICC]{Strider (any)}, @UUID[Compendium.wfrp4e-core.items.a7v422EZcOUUC20X]{Trapper}<br /><strong>Trappings</strong>: Selection of Animal Traps, Hand Weapon, Sturdy Boots and Cloak , Sling with (10 Stone Bullets)<br /><br /></p><h3><strong>♟ @UUID[Compendium.wfrp4e-core.items.CZByQsYSeVyCVbzO]{Hunter}</strong></h3><p><strong>Status</strong>: Brass 4<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.pxNjTxsp1Kp0SmQe]{Cool}, @UUID[Compendium.wfrp4e-core.items.cYtU0ORRFCOpQLWz]{Intuition}, @UUID[Compendium.wfrp4e-core.items.rOPmyLWa37e7s9v6]{Melee (Basic)}, @UUID[Compendium.wfrp4e-core.items.ZQSm2AwrgT2cHG0C]{Ranged (Bow)}, @UUID[Compendium.wfrp4e-core.items.bVdhLdfuSAfMi3qq]{Secret Signs (Hunter)}, @UUID[Compendium.wfrp4e-core.items.Xk5tp3aasPNtk4zt]{Stealth (Rural)}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.XIcDsaW4D8wScezw]{Accurate Shot}, @UUID[Compendium.wfrp4e-core.items.5eDd6iFeR9G6cCfz]{Fast Shot}, @UUID[Compendium.wfrp4e-core.items.bxbTiLzbaz4vdukT]{Hunter's Eye}, @UUID[Compendium.wfrp4e-core.items.5lcttqGToT54WFrl]{Marksman}<br /><strong>Trappings</strong>: Bow with 10 arrows<br /><br /></p><h3><strong>♜ @UUID[Compendium.wfrp4e-core.items.mokSUD62vhpKue2Z]{Tracker}</strong></h3><p><strong>Status</strong>: Silver 1<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.zZUX7wO4rOo8k9F0]{Navigation}, @UUID[Compendium.wfrp4e-core.items.oSbEE6eXH1S3LfUU]{Ride (Horse)}, @UUID[Compendium.wfrp4e-core.items.hodHqFNKAmu40ajh]{Swim}, @UUID[Compendium.wfrp4e-core.items.rt2rGSwFDCDHPh0A]{Track}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.9h82z72XGo9tfgQS]{Acute Sense (any)}, @UUID[Compendium.wfrp4e-core.items.jLJzZb4keVvE0qRv]{Deadeye Shot}, @UUID[Compendium.wfrp4e-core.items.8pVzgPkgWpTJvfhG]{Fearless (Animals)}, @UUID[Compendium.wfrp4e-core.items.jrYW2OyDHd1Md2my]{Sharpshooter}<br /><strong>Trappings</strong>: Backpack, Bedroll, Tent<br /><br /></p><h3><strong>♛ @UUID[Compendium.wfrp4e-core.items.H9NZXz02SZXca8xp]{Huntsmaster}</strong></h3><p><strong>Status</strong>: Silver 3<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.MXy22hFCgntdlQrn]{Animal Care}, @UUID[Compendium.wfrp4e-core.items.uZpeJ8P0g10UBRdE]{Animal Training (Any)}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.8pVzgPkgWpTJvfhG]{Fearless (Monsters)}, @UUID[Compendium.wfrp4e-core.items.nWLsoWQBCjPRKxYx]{Robust}, @UUID[Compendium.wfrp4e-core.items.cygaI9gq4BQJvbB5]{Sniper}, @UUID[Compendium.wfrp4e-core.items.phXzaUxl3mFqkmDq]{Sure Shot}<br /><strong>Trappings</strong>: Riding Horse with Saddle and Tack, Kennel of Hunting Dogs<br /><br /></p>"
|
||
},
|
||
"Witch Hunter": {
|
||
"name": "Witch Hunter",
|
||
"text": "<blockquote><div><div><p>‘I ain’t met a witch yet that won’t catch fire.’</p><p style=\"text-align:right\"><em>– Father Linken Donatus, Priest of Sigmar, murdered by a rogue pyromancer</em></p><p> </p><p>‘If you’re not a witch, you have nothing to fear.’</p><p style=\"text-align:right\"><em>– Walter Keller, Witch Hunter Captain, said the night before the burning of Almshof</em></p></div></div></blockquote><p> </p><div><div><div><p><em>You hunt the illegal witches plaguing the Empire by any and all means necessary.</em></p><p>There are few so feared and respected as the Witch Hunter, and they are given extraordinary leeway in performing their duties. Typically armed with silvered blades and a brace of pistols — for lead is not so easily dispelled — they stalk all corners of the Old World ready to dispense judgement on any witch they find, or any who would harbor them. Most Witch Hunters in the Empire are attached to the Cult of Sigmar. Secular Witch Hunters are sometimes employed by provincial government, though these are little more than specialist bounty hunters. The Colleges of Magic also have Witch Hunters called Magisters Vigilant who pursue rogue wizards, necromancers, and daemonologists — they believe it is wisest to set a witch to catch a witch.</p><p>A Witch Hunter’s existence is one of constant adventure, often ranging the length and breadth of the grand provinces. They are called upon whenever the foul influence of unsanctioned magic emerges, and are expected to hunt it down. The bigger the reputation a Witch Hunter earns, the more dangerous the foes assigned, and the greater the adventures that follow. If you play a Witch Hunter, it is worth while making sure others aren’t playing a Hedge Witch or Witch as this may immediately bring the party into conflict.</p></div></div></div><p> </p><div class=\"journal-image centered\"><img src=\"modules/wfrp4e-core/art/careers/witch-hunter.webp\" /></div><p><strong>Species: </strong>Human</p><p><strong>Class: </strong>Ranger</p><h3 style=\"text-align:center\">Witch Hunter Advance Scheme</h3><table style=\"height:34px\" border=\"1\"><tbody><tr style=\"height:17px\"><td style=\"height:17px;width:60px;text-align:center\">WS</td><td style=\"height:17px;width:60px;text-align:center\">BS</td><td style=\"height:17px;width:60px;text-align:center\">S</td><td style=\"height:17px;width:61px;text-align:center\">T</td><td style=\"height:17px;width:61px;text-align:center\">I</td><td style=\"height:17px;width:61px;text-align:center\">Agi</td><td style=\"height:17px;width:61px;text-align:center\">Dex</td><td style=\"height:17px;width:61px;text-align:center\">Int</td><td style=\"height:17px;width:61px;text-align:center\">WP</td><td style=\"height:17px;width:61px;text-align:center\">Fel</td></tr><tr style=\"height:17px\"><td style=\"height:17px;width:60px;text-align:center\">✠</td><td style=\"height:17px;width:60px;text-align:center\">♟</td><td style=\"height:17px;width:60px;text-align:center\"> </td><td style=\"height:17px;width:61px;text-align:center\">✠</td><td style=\"height:17px;width:61px;text-align:center\"> </td><td style=\"height:17px;width:61px;text-align:center\"> </td><td style=\"height:17px;width:61px;text-align:center\"> </td><td style=\"height:17px;width:61px;text-align:center\">♛</td><td style=\"height:17px;width:61px;text-align:center\">✠</td><td style=\"height:17px;width:61px;text-align:center\">♜</td></tr></tbody></table><h3><strong>✠ @UUID[Compendium.wfrp4e-core.items.FbtA6PFHSH6iWaZk]{Interrogator}</strong></h3><p><strong>Status</strong>: Silver 1<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.exLrBrn2mjb6x2Cq]{Charm}, @UUID[Compendium.wfrp4e-core.items.R2ytluHiEFF2KQ5e]{Consume Alcohol}, @UUID[Compendium.wfrp4e-core.items.HXZaV1CJhmTvcAz4]{Heal}, <em>@UUID[Compendium.wfrp4e-core.items.I0yPc4PH5erWJLmu]{Intimidate}</em>, @UUID[Compendium.wfrp4e-core.items.cYtU0ORRFCOpQLWz]{Intuition}, @UUID[Compendium.wfrp4e-core.items.DRO5DLF6UcfkvNSh]{Lore (Torture)}, @UUID[Compendium.wfrp4e-core.items.jLyoyqwmBVPjRjhM]{Melee (Brawling)}, @UUID[Compendium.wfrp4e-core.items.Fs06sr7y9JKpVQmB]{Perception}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.JLzJws09GMw9GWBV]{Coolheaded}, @UUID[Compendium.wfrp4e-core.items.0hn6UaKq8CoZP2zD]{Menacing}, @UUID[Compendium.wfrp4e-core.items.GogGbYxkVdCmiKqf]{Read/Write}, @UUID[Compendium.wfrp4e-core.items.uRvOg8AnCcP2ufx8]{Resolute}<br /><strong>Trappings</strong>: Hand Weapon, Instruments of Torture<br /><br /></p><h3><strong>♟ @UUID[Compendium.wfrp4e-core.items.fixdd2ulR5HUyeoi]{Witch Hunter}</strong></h3><p><strong>Status</strong>: Silver 3<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.pxNjTxsp1Kp0SmQe]{Cool}, @UUID[Compendium.wfrp4e-core.items.rOPmyLWa37e7s9v6]{Melee (Basic)}, @UUID[Compendium.wfrp4e-core.items.RLQHm1s4IuY9RSr2]{Gossip}, @UUID[Compendium.wfrp4e-core.items.DRO5DLF6UcfkvNSh]{Lore (Witches)}, @UUID[Compendium.wfrp4e-core.items.Z9hQe46ykQBZneoU]{Ranged (Any)}, @UUID[Compendium.wfrp4e-core.items.oSbEE6eXH1S3LfUU]{Ride (Horse)}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.URwIDtInCsxOoGqM]{Dual Wielder}, @UUID[Compendium.wfrp4e-core.items.5lcttqGToT54WFrl]{Marksman}, @UUID[Compendium.wfrp4e-core.items.jQmIu8P85tF0njmD]{Seasoned Traveller}, @UUID[Compendium.wfrp4e-core.items.XSb3QVB9ipPBFt56]{Shadow}<br /><strong>Trappings</strong>: Crossbow Pistol or Pistol, Hat (Henin), Leather Jack, Riding Horse with Saddle and Tack, Rope, Silvered Sword<br /><br /></p><h3><strong>♜ @UUID[Compendium.wfrp4e-core.items.FA6vYposVbL3caNR]{Inquisitor}</strong></h3><p><strong>Status</strong>: Silver 5<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.CcNJsS4jSwB6Ug1J]{Endurance}, @UUID[Compendium.wfrp4e-core.items.oMaJZ5cvCJeOUq9H]{Leadership}, @UUID[Compendium.wfrp4e-core.items.2LDCVJQWkTFszMok]{Lore (Law)}, @UUID[Compendium.wfrp4e-core.items.DRO5DLF6UcfkvNSh]{Lore (Local)}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.8pVzgPkgWpTJvfhG]{Fearless (Witches)}, @UUID[Compendium.wfrp4e-core.items.AcnFuDKRemLI9ey7]{Nose for Trouble}, @UUID[Compendium.wfrp4e-core.items.SgjJMBgc85aswvhm]{Relentless}, @UUID[Compendium.wfrp4e-core.items.Ywo6fZNPC4zbHHSQ]{Strong-minded}<br /><strong>Trappings</strong>: Quality Clothing, Subordinate Interrogators<br /><br /></p><h3><strong>♛ @UUID[Compendium.wfrp4e-core.items.vsfAkV0SktCjFgKA]{Witchfinder General}</strong></h3><p><strong>Status</strong>: Gold 1<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.DRO5DLF6UcfkvNSh]{Lore (Chaos)}, @UUID[Compendium.wfrp4e-core.items.DRO5DLF6UcfkvNSh]{Lore (Politics)}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.mqo51ORnxijcqNNu]{Frightening}, @UUID[Compendium.wfrp4e-core.items.mgeiaDZXei7JBEgo]{Iron Will}, @UUID[Compendium.wfrp4e-core.items.6w30u0VPsAicrqb5]{Magical Sense}, @UUID[Compendium.wfrp4e-core.items.wNvPXAhlKABl6hpk]{Pure Soul}<br /><strong>Trappings</strong>: Best Quality Courtly Garb, Subordinate Witch Hunters<br /><br /></p>"
|
||
},
|
||
"Witch": {
|
||
"name": "Witch",
|
||
"text": "<blockquote><div><div><p>‘Do you think only Magisters can wield magic? Think again! I, too, have such understanding, and I refuse to become a slave to the so-called Colleges.’</p><p style=\"text-align:right\"><em>– Apprentice Franz Zimmel of the Gold Order, 3 months before being captured by a Witch Hunter</em></p></div></div></blockquote><p> </p><div><div><div><p><em>Willful and ambitious, you strive to master magic without an officially sanctioned license to operate</em></p><p>Any with the rare talent to wield magic must, by law, be trained by Magisters of the College of Magic. Not everyone accepts such a fate; some hide their powers or go on the run. Such folk are called Witches. They risk insanity and damnation as magic burns through them without correct tutelage, and rarely understand the nature of the forces in which they dabble. Others embrace their burgeoning powers wholeheartedly, accepting the risks. Witches come in all varieties, with the talent to wield magic playing no favorites. Some are benign figures simply seeking freedom. Others are nobles refusing to accept they are Witches, for to do so is to be disinherited. Yet others are terrified of what they may become, so run away. Whatever the case, few will admit what they are, as all risk burning by over-zealous Sigmarites.</p><p>Witches lead dangerous lives. Though some pose as Magisters, such deceptions are easily discerned by anyone with any knowledge of magic. Nevertheless, bands of adventurers — especially those without unwavering faith or moral qualms — rarely care for the specifics of a Witch’s education so long as the methods used are effective and have no truck with the Dark Gods. Although unsanctioned witchery is illegal — carrying the death penalty — most Magisters have a brief experience as a Witch before entering the Colleges of Magic. This is acknowledged by both the Colleges and the cults, so a Witch, if discovered, should submit to the authorities. Training in the Colleges could be covered as time between adventures, meaning the Witch can return at a later date in the Wizard career, or it could become the focus of a new adventure.</p></div></div></div><p> </p><div class=\"journal-image centered\"><img src=\"modules/wfrp4e-core/art/careers/witch.webp\" /></div><p><strong>Species: </strong>Human</p><p><strong>Class: </strong>Rogues</p><h3 style=\"text-align:center\" class=\"no-toc\">Witch Advance Scheme</h3><table style=\"height:34px\" border=\"1\"><tbody><tr style=\"height:17px\"><td style=\"height:17px;width:60px;text-align:center\">WS</td><td style=\"height:17px;width:60px;text-align:center\">BS</td><td style=\"height:17px;width:60px;text-align:center\">S</td><td style=\"height:17px;width:61px;text-align:center\">T</td><td style=\"height:17px;width:61px;text-align:center\">I</td><td style=\"height:17px;width:61px;text-align:center\">Agi</td><td style=\"height:17px;width:61px;text-align:center\">Dex</td><td style=\"height:17px;width:61px;text-align:center\">Int</td><td style=\"height:17px;width:61px;text-align:center\">WP</td><td style=\"height:17px;width:61px;text-align:center\">Fel</td></tr><tr style=\"height:17px\"><td style=\"height:17px;width:60px;text-align:center\">✠</td><td style=\"height:17px;width:60px;text-align:center\"> </td><td style=\"height:17px;width:60px;text-align:center\"> </td><td style=\"height:17px;width:61px;text-align:center\">✠</td><td style=\"height:17px;width:61px;text-align:center\">♟</td><td style=\"height:17px;width:61px;text-align:center\"> </td><td style=\"height:17px;width:61px;text-align:center\"> </td><td style=\"height:17px;width:61px;text-align:center\">♛</td><td style=\"height:17px;width:61px;text-align:center\">✠</td><td style=\"height:17px;width:61px;text-align:center\">♜</td></tr></tbody></table><h3><strong>✠ @UUID[Compendium.wfrp4e-core.items.MsrHDvVgAb8tUJec]{Hexer}</strong></h3><p><strong>Status</strong>: Brass 1<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.V8eRx66SxB9Jha0Q]{Channelling}, @UUID[Compendium.wfrp4e-core.items.pxNjTxsp1Kp0SmQe]{Cool}, @UUID[Compendium.wfrp4e-core.items.CcNJsS4jSwB6Ug1J]{Endurance}, @UUID[Compendium.wfrp4e-core.items.RLQHm1s4IuY9RSr2]{Gossip}, @UUID[Compendium.wfrp4e-core.items.I0yPc4PH5erWJLmu]{Intimidate}, <em>@UUID[Compendium.wfrp4e-core.items.e3McIND4Rrsn5cE6]{Language (Magick)}</em>, @UUID[Compendium.wfrp4e-core.items.rvd0S8Z0v2m0MHmD]{Sleight of Hand}, @UUID[Compendium.wfrp4e-core.items.Xk5tp3aasPNtk4zt]{Stealth (Rural)}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.r180vP86SlwyJc8W]{Criminal}, @UUID[Compendium.wfrp4e-core.items.BYChSVfMG004eflQ]{Instinctive Diction}, @UUID[Compendium.wfrp4e-core.items.0hn6UaKq8CoZP2zD]{Menacing}, @UUID[Compendium.wfrp4e-core.items.mdPGZsn2396dEpOf]{Petty Magic}<br /><strong>Trappings</strong>: Candles, Chalk, Doll, Pins<br /><br /></p><h3><strong>♟ @UUID[Compendium.wfrp4e-core.items.NcLVAmFCMddUGUl3]{Witch}</strong></h3><p><strong>Status</strong>: Brass 2<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.4IGdIhnwTaZijzg7]{Charm Animal}, @UUID[Compendium.wfrp4e-core.items.1jCxbFAUuFuAPLJl]{Dodge}, @UUID[Compendium.wfrp4e-core.items.cYtU0ORRFCOpQLWz]{Intuition}, @UUID[Compendium.wfrp4e-core.items.PzimjNx9Ojq4g6mV]{Melee (Polearm)}, @UUID[Compendium.wfrp4e-core.items.Fs06sr7y9JKpVQmB]{Perception}, @UUID[Compendium.wfrp4e-core.items.wKwel9MG7NIG3i3w]{Trade (Herbalist)}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.3O9clK7LGyuLTHPW]{Arcane Magic (Witchery)}, @UUID[Compendium.wfrp4e-core.items.6l3jvIAvrKxt0lA9]{Attractive}, @UUID[Compendium.wfrp4e-core.items.OEjUvJKi0xmBwbS2]{Second Sight}, @UUID[Compendium.wfrp4e-core.items.qdMbxW09FUoYBzmB]{Witch!}<br /><strong>Trappings</strong>: Quarterstaff, Sack, Selection of Herbs, Trade Tools (Herbalist)<br /><br /></p><h3><strong>♜ @UUID[Compendium.wfrp4e-core.items.CNoXG2ZZUudm8paf]{Wyrd}</strong></h3><p><strong>Status</strong>: Brass 3<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.d3VZwO4Y5JH5DXdT]{Bribery}, @UUID[Compendium.wfrp4e-core.items.exLrBrn2mjb6x2Cq]{Charm}, @UUID[Compendium.wfrp4e-core.items.pKLMbmG3Ivt6mzMf]{Haggle}, @UUID[Compendium.wfrp4e-core.items.DRO5DLF6UcfkvNSh]{Lore (Dark Magic)}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.9fq6p9Q6H02LjaSi]{Animal Affinity}, @UUID[Compendium.wfrp4e-core.items.9sMAf0xmehjEmUao]{Fast Hands}, @UUID[Compendium.wfrp4e-core.items.mqo51ORnxijcqNNu]{Frightening}, @UUID[Compendium.wfrp4e-core.items.6w30u0VPsAicrqb5]{Magical Sense}<br /><strong>Trappings</strong>: Backpack, Cloak with Several Pockets, Lucky Charm<br /><br /></p><h3><strong>♛ @UUID[Compendium.wfrp4e-core.items.B0RRDSUqaCVp6P7h]{Warlock}</strong></h3><p><strong>Status</strong>: Brass 5<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.DRO5DLF6UcfkvNSh]{Lore (Daemonology)}, @UUID[Compendium.wfrp4e-core.items.DRO5DLF6UcfkvNSh]{Lore (Magic)}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.1IZWRr7BYOIcqPlQ]{Aethyric Attunement}, @UUID[Compendium.wfrp4e-core.items.u0CFf3xwiyidD9T5]{Luck}, @UUID[Compendium.wfrp4e-core.items.Ywo6fZNPC4zbHHSQ]{Strong-minded}, @UUID[Compendium.wfrp4e-core.items.RmY0CUjiFYZ3GEKY]{Very Resilient}<br /><strong>Trappings</strong>: Robes, Skull<br /><br /></p>"
|
||
},
|
||
"Messenger": {
|
||
"name": "Messenger",
|
||
"text": "<blockquote><div><div><div><p>Are you Herr Schmidt of Hochplatz, Kemperbad? Erm, do you know a Herr Schmidt of Hochplatz, Kemperbad? Erm, do you know a Hochplatz? Kemperbad?’</p><p style=\"text-align:right\"><em>– Willi Winkle, Messenger on his first day</em></p><p> ‘It looked like an interesting package, if you know what I mean. I thought I’d just have a quick peek. Thought it was to his girlfriend. Thought it might be a bit, you know, juicy. How was I to know it was all that boring spying stuff. Where’s Bretonnia, anyway?’</p><p style=\"text-align:right\"><em>– Rufus Drucht, Messenger who single-handedly busted the Bloody Bretonnian spy ring, then lost his job.</em></p></div></div></div></blockquote><p> </p><div><div><div><p><em>Swift and sure-footed, nothing stops you delivering your messages on time.</em></p><p>When the postal service is unsecure or too slow, people send a Messenger. Several courier companies provide express services, competing to show they are the fastest and safest. Most Messengers take their duties very seriously, guarding their packages with their lives. Some courier companies have arrangements with coaching houses allowing their Messengers to swap tired horses for fresh ones, for top-speed delivery.</p><p>Runners are employed to carry urgent messages in cities. Many larger settlements host competitions to celebrate the fastest, with the winners taking prizes and lucrative job contracts. Messengers can also be found working for the military, noble houses, large merchant houses, and for criminal gangs seeking to maintain their privacy.</p><p>Messages can contain all sorts of information, and some lead to adventure should they be intercepted. The easiest way for any villain (or innocent party) to get hold of such information will be to waylay a Messenger. If this happens, it will be the Messenger’s duty to follow things through until the message is recovered. As Messengers are usually freelance, paid per package delivered, it is simple enough to drop everything then pick-up work when they return.</p></div></div></div><p> </p><div class=\"journal-image centered\"><img src=\"modules/wfrp4e-core/art/careers/messenger.webp\" /></div><p><strong>Species: </strong>Human, Dwarf, Halfling, High Elf, Wood Elf</p><p><strong>Class: </strong>Ranger</p><h3 style=\"text-align:center\" class=\"no-toc\">Messenger Advance Scheme</h3><table style=\"height:34px\" border=\"1\"><tbody><tr style=\"height:17px\"><td style=\"height:17px;width:60px;text-align:center\">WS</td><td style=\"height:17px;width:60px;text-align:center\">BS</td><td style=\"height:17px;width:60px;text-align:center\">S</td><td style=\"height:17px;width:61px;text-align:center\">T</td><td style=\"height:17px;width:61px;text-align:center\">I</td><td style=\"height:17px;width:61px;text-align:center\">Agi</td><td style=\"height:17px;width:61px;text-align:center\">Dex</td><td style=\"height:17px;width:61px;text-align:center\">Int</td><td style=\"height:17px;width:61px;text-align:center\">WP</td><td style=\"height:17px;width:61px;text-align:center\">Fel</td></tr><tr style=\"height:17px\"><td style=\"height:17px;width:60px;text-align:center\">♟</td><td style=\"height:17px;width:60px;text-align:center\"> </td><td style=\"height:17px;width:60px;text-align:center\"> </td><td style=\"height:17px;width:61px;text-align:center\">✠</td><td style=\"height:17px;width:61px;text-align:center\">✠</td><td style=\"height:17px;width:61px;text-align:center\">✠</td><td style=\"height:17px;width:61px;text-align:center\"> </td><td style=\"height:17px;width:61px;text-align:center\"> </td><td style=\"height:17px;width:61px;text-align:center\">♜</td><td style=\"height:17px;width:61px;text-align:center\">♛</td></tr></tbody></table><h3><strong>✠ @UUID[Compendium.wfrp4e-core.items.t87v2oOpnztzrBPW]{Runner}</strong></h3><p><strong>Status</strong>: Brass 3<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.LGHozP5gmQ8cuDQV]{Athletics}, @UUID[Compendium.wfrp4e-core.items.sRuMlaPU5xdIrwhd]{Climb}, @UUID[Compendium.wfrp4e-core.items.1jCxbFAUuFuAPLJl]{Dodge}, <em>@UUID[Compendium.wfrp4e-core.items.CcNJsS4jSwB6Ug1J]{Endurance}</em>, @UUID[Compendium.wfrp4e-core.items.RLQHm1s4IuY9RSr2]{Gossip}, @UUID[Compendium.wfrp4e-core.items.zZUX7wO4rOo8k9F0]{Navigation}, @UUID[Compendium.wfrp4e-core.items.Fs06sr7y9JKpVQmB]{Perception}, @UUID[Compendium.wfrp4e-core.items.jLyoyqwmBVPjRjhM]{Melee (Brawling)}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.jrFIFLhyOYwcyMUl]{Flee!}, @UUID[Compendium.wfrp4e-core.items.E3vTSCzgrasNijUO]{Fleet Footed}, @UUID[Compendium.wfrp4e-core.items.AwUUEwwf2Vt4ksCN]{Sprinter}, @UUID[Compendium.wfrp4e-core.items.HpGjzrSR4tdogJtl]{Step Aside}<br /><strong>Trappings</strong>: Scroll Case<br /><br /></p><h3><strong>♟ @UUID[Compendium.wfrp4e-core.items.F6Q1mrBHZvKzHDkT]{Messenger}</strong></h3><p><strong>Status</strong>: Silver 1<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.MXy22hFCgntdlQrn]{Animal Care}, @UUID[Compendium.wfrp4e-core.items.exLrBrn2mjb6x2Cq]{Charm}, @UUID[Compendium.wfrp4e-core.items.pxNjTxsp1Kp0SmQe]{Cool}, @UUID[Compendium.wfrp4e-core.items.DRO5DLF6UcfkvNSh]{Lore (Local)}, @UUID[Compendium.wfrp4e-core.items.rOPmyLWa37e7s9v6]{Melee (Basic)}, @UUID[Compendium.wfrp4e-core.items.oSbEE6eXH1S3LfUU]{Ride (Horse)}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.edsenrEYTLOtpa6b]{Crack the Whip}, @UUID[Compendium.wfrp4e-core.items.r180vP86SlwyJc8W]{Criminal}, @UUID[Compendium.wfrp4e-core.items.afREA9q7v4Scuozn]{Orientation}, @UUID[Compendium.wfrp4e-core.items.jQmIu8P85tF0njmD]{Seasoned Traveller}<br /><strong>Trappings</strong>: Hand Weapon, Leather Jack, Riding Horse with Saddle and Tack<br /><br /></p><h3><strong>♜ @UUID[Compendium.wfrp4e-core.items.KsiV56hwdm5dZ1RO]{Courier}</strong></h3><p><strong>Status</strong>: Silver 3<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.4IGdIhnwTaZijzg7]{Charm Animal}, @UUID[Compendium.wfrp4e-core.items.d3VZwO4Y5JH5DXdT]{Bribery}, @UUID[Compendium.wfrp4e-core.items.R2ytluHiEFF2KQ5e]{Consume Alcohol}, @UUID[Compendium.wfrp4e-core.items.os4NKy5Oy6sRt1eh]{Outdoor Survival}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.AcnFuDKRemLI9ey7]{Nose for Trouble}, @UUID[Compendium.wfrp4e-core.items.SgjJMBgc85aswvhm]{Relentless}, @UUID[Compendium.wfrp4e-core.items.jviOQmy0luQOySC2]{Tenacious}, @UUID[Compendium.wfrp4e-core.items.FjTnaxixsu1ShNNr]{Trick Riding}<br /><strong>Trappings</strong>: Backpack, Saddlebags, Shield<br /><br /></p><h3><strong>♛ @UUID[Compendium.wfrp4e-core.items.8rVR4gVhsWeLo5Sf]{Courier-Captain}</strong></h3><p><strong>Status</strong>: Silver 5<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.I0yPc4PH5erWJLmu]{Intimidate}, @UUID[Compendium.wfrp4e-core.items.oMaJZ5cvCJeOUq9H]{Leadership}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.epPBu7x6BRWp2PHG]{Dealmaker}, @UUID[Compendium.wfrp4e-core.items.E98mVLZgE8bX5vQW]{Hatred (Outlaws)}, @UUID[Compendium.wfrp4e-core.items.RbnrfHf7GSQap0ig]{Kingpin}, @UUID[Compendium.wfrp4e-core.items.RmY0CUjiFYZ3GEKY]{Very Resilient}<br /><strong>Trappings</strong>: Couriers, Mail Shirt, Writing Kit<br /><br /></p>"
|
||
},
|
||
"Road warden": {
|
||
"name": "Road warden",
|
||
"text": "<blockquote><div><div><p>‘What can I say, it’s a pfennig a leg. Them’s the rules. Nothing I can do about it. Perhaps you should try to find a different route to get your bees to Grünburg.’</p><p style=\"text-align:right\"><em>– Andreas Muller, jobsworth Toll Keeper</em></p><p>‘So, I was stopped by a road warden t’other day. She said I should beware an unscrupulous character out patrolling the roads and charging hapless travelers a thruppence to let them pass. I thanked the warden for the valuable advice. “Taal guide you,” she said, “that will be thruppence.”’</p><p style=\"text-align:right\"><em>– Ullrich the Pedlar</em></p></div></div></blockquote><p> </p><p><em>With a wary eye and ready weapon, you tour the highways of the Empire enforcing the law.</em></p><p>Road Wardens protect travelers from the bandits, Greenskins, Beastmen and other dangers that threaten the Empire’s highways. The Wardens are supported by a system of tolls, taxes they often collect personally. Successful Road Wardens are well-received and respected, and often have bunks in each inn along their route. Most main-road Road Wardens are part of the State Army, patrolling primary thoroughfares during peace time, so are well-trained and resplendent in neat uniforms. Less-travelled roads make do with local equivalents, some of whom take advantage of their position and lack of supervision for their own gain. Some Wardens prefer sitting in their safe, fortified toll stations to clearing the roads, but travelers often balk at handing over coin when the roads are dangerous and in disrepair.</p><p>Road Wardens frequently find adventure. Anything untoward happening in the countryside is often close to a well-patrolled roadside. When trouble occurs, Road Wardens are summoned to resolve any problems. If they follow up and become involved in an investigation, they are simply doing their job, and might even secure extra pay for their time, even if the resulting adventure takes them far from their regular beat.</p><p> </p><div class=\"journal-image centered\"><img src=\"modules/wfrp4e-core/art/careers/road-warden.webp\" /></div><p><strong>Species: </strong>Human, Halfling</p><p><strong>Class: </strong>Ranger</p><h3 style=\"text-align:center\">Road warden Advance Scheme</h3><table style=\"height:34px\" border=\"1\"><tbody><tr style=\"height:17px\"><td style=\"height:17px;width:60px;text-align:center\">WS</td><td style=\"height:17px;width:60px;text-align:center\">BS</td><td style=\"height:17px;width:60px;text-align:center\">S</td><td style=\"height:17px;width:61px;text-align:center\">T</td><td style=\"height:17px;width:61px;text-align:center\">I</td><td style=\"height:17px;width:61px;text-align:center\">Agi</td><td style=\"height:17px;width:61px;text-align:center\">Dex</td><td style=\"height:17px;width:61px;text-align:center\">Int</td><td style=\"height:17px;width:61px;text-align:center\">WP</td><td style=\"height:17px;width:61px;text-align:center\">Fel</td></tr><tr style=\"height:17px\"><td style=\"height:17px;width:60px;text-align:center\">♟</td><td style=\"height:17px;width:60px;text-align:center\">✠</td><td style=\"height:17px;width:60px;text-align:center\"> </td><td style=\"height:17px;width:61px;text-align:center\">✠</td><td style=\"height:17px;width:61px;text-align:center\">✠</td><td style=\"height:17px;width:61px;text-align:center\"> </td><td style=\"height:17px;width:61px;text-align:center\"> </td><td style=\"height:17px;width:61px;text-align:center\">♛</td><td style=\"height:17px;width:61px;text-align:center\"> </td><td style=\"height:17px;width:61px;text-align:center\">♜</td></tr></tbody></table><h3><strong>✠ @UUID[Compendium.wfrp4e-core.items.4a69lleVImbw3JhI]{Toll Keeper}</strong></h3><p><strong>Status</strong>: Brass 5<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.d3VZwO4Y5JH5DXdT]{Bribery}, @UUID[Compendium.wfrp4e-core.items.R2ytluHiEFF2KQ5e]{Consume Alcohol}, @UUID[Compendium.wfrp4e-core.items.7pQo66cESWttzIlb]{Gamble}, @UUID[Compendium.wfrp4e-core.items.RLQHm1s4IuY9RSr2]{Gossip}, @UUID[Compendium.wfrp4e-core.items.pKLMbmG3Ivt6mzMf]{Haggle}, @UUID[Compendium.wfrp4e-core.items.rOPmyLWa37e7s9v6]{Melee (Basic)}, <em>@UUID[Compendium.wfrp4e-core.items.Fs06sr7y9JKpVQmB]{Perception}</em>, @UUID[Compendium.wfrp4e-core.items.OuDdJRDo3W56zk0Z]{Ranged (Crossbow)}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.JLzJws09GMw9GWBV]{Coolheaded}, @UUID[Compendium.wfrp4e-core.items.HIofcsDLjXGKzSZf]{Embezzle}, @UUID[Compendium.wfrp4e-core.items.5lcttqGToT54WFrl]{Marksman}, @UUID[Compendium.wfrp4e-core.items.5QcrpLQWWrsbKR79]{Numismatics}<br /><strong>Trappings</strong>: Crossbow with 10 Bolts, Leather Jack<br /><br /></p><h3><strong>♟ @UUID[Compendium.wfrp4e-core.items.fyeFolXwsxNfU30b]{Road Warden}</strong></h3><p><strong>Status</strong>: Silver 2<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.MXy22hFCgntdlQrn]{Animal Care}, @UUID[Compendium.wfrp4e-core.items.CcNJsS4jSwB6Ug1J]{Endurance}, @UUID[Compendium.wfrp4e-core.items.I0yPc4PH5erWJLmu]{Intimidate}, @UUID[Compendium.wfrp4e-core.items.cYtU0ORRFCOpQLWz]{Intuition}, @UUID[Compendium.wfrp4e-core.items.os4NKy5Oy6sRt1eh]{Outdoor Survival}, @UUID[Compendium.wfrp4e-core.items.oSbEE6eXH1S3LfUU]{Ride (Horse)}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.edsenrEYTLOtpa6b]{Crack the Whip}, @UUID[Compendium.wfrp4e-core.items.r180vP86SlwyJc8W]{Criminal}, @UUID[Compendium.wfrp4e-core.items.9CAkY3SQjQxRTlNJ]{Roughrider}, @UUID[Compendium.wfrp4e-core.items.jQmIu8P85tF0njmD]{Seasoned Traveller}<br /><strong>Trappings</strong>: Hand Weapon, Mail Shirt, Riding Horse with Saddle and Harness, Rope<br /><br /></p><h3><strong>♜ @UUID[Compendium.wfrp4e-core.items.91unnpsRgrNFLZ18]{Road Sergeant}</strong></h3><p><strong>Status</strong>: Silver 4<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.LGHozP5gmQ8cuDQV]{Athletics}, @UUID[Compendium.wfrp4e-core.items.exLrBrn2mjb6x2Cq]{Charm}, @UUID[Compendium.wfrp4e-core.items.oMaJZ5cvCJeOUq9H]{Leadership}, @UUID[Compendium.wfrp4e-core.items.H2upcZ7q7qAPtPic]{Ranged (Blackpowder)}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.sYbgpSnRqSZWgwFP]{Etiquette (Soldiers)}, @UUID[Compendium.wfrp4e-core.items.8pVzgPkgWpTJvfhG]{Fearless (Outlaws)}, @UUID[Compendium.wfrp4e-core.items.E98mVLZgE8bX5vQW]{Hatred (any)}, @UUID[Compendium.wfrp4e-core.items.AcnFuDKRemLI9ey7]{Nose for Trouble}<br /><strong>Trappings</strong>: Squad of Road Wardens, Pistol with 10 Shots, Shield, Symbol of Rank<br /><br /></p><h3><strong>♛ @UUID[Compendium.wfrp4e-core.items.XV2OQCwhnLVdAgON]{Road Captain}</strong></h3><p><strong>Status</strong>: Gold 1<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.DRO5DLF6UcfkvNSh]{Lore (Empire)}, @UUID[Compendium.wfrp4e-core.items.zZUX7wO4rOo8k9F0]{Navigation}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.0LdHytqyNmg2pcAX]{Combat Aware}, @UUID[Compendium.wfrp4e-core.items.x8g3U68oi8XzWiYr]{Commanding Presence}, @UUID[Compendium.wfrp4e-core.items.RbnrfHf7GSQap0ig]{Kingpin}, @UUID[Compendium.wfrp4e-core.items.XU7D9CCmumuhqDUi]{Public Speaker}<br /><strong>Trappings</strong>: Light Warhorse, Pistol with 10 Shots, Quality Hat and Cloak, Unit of Road Wardens<br /><br /></p>"
|
||
},
|
||
"Riverwoman": {
|
||
"name": "Riverwoman",
|
||
"text": "<blockquote><div><div><p>‘If I drop this stick in the water now, it will eventually get to Marienburg. Unless it sticks in the mud, of course.’</p><p style=\"text-align:right\"><em>– Jemima the Greenfsh</em></p><p>‘They say the whole Empire will eventually float by if you sit by the Reik long enough. Well, I’ve sat here, rod in hand, for twenty years, watching the flow downriver. The things I could tell you. I’ve seen war and I’ve seen peace. I’ve seen good times and bad. I’ve seen happiness and sorrow. And in all that time, I can honestly say, I’ve not caught a single bloody fish.’</p><p style=\"text-align:right\"><em>– Tys Lange, the Reikland’s worst Fisherman</em></p></div></div></blockquote><p> </p><p><em>Rivers carry most of the Old World’s traffic, and you stand in the heart of that excitement.</em></p><p>The fertile banks of the great rivers of the Empire are densely populated, and the folk working day-in, day-out in the nearby waters and marshes provide much of the fresh fish, eels, and crustaceans feeding the towns and cities. Unlike the inland villages, those on the great rivers frequently receive outsiders who trade and restock, meaning Riverwomen are somewhat more open and diverse, and often the first with news from distant lands. There are any number of diverse jobs supported by the river. Many harvest the Reik’s bounty: fisherfolk (using rod, spear, or net), eelers (using traps or pots), or diggers for shellfish. Many live in riverside villages laboring, dredging, or lugging, and maintaining the Reik’s many thousands of vessels.</p><p> </p><p>A Riverwoman will feel at home on any stretch of water, and their skills ensure they can drop everything, confident that they will be able to find work elsewhere should they need to. A Riverwoman is well-placed to get the lowdown on the more iniquitous side of river life and may have contacts among the river’s lowlifes. With their knowledge and experience they can make all the difference to a water-based expedition or investigation.</p><p style=\"margin:0in;font-family:Calibri;font-size:11.0pt\"><span style=\"font-family:Calibri\"> </span></p><div class=\"journal-image centered\"><img src=\"modules/wfrp4e-core/art/careers/riverwoman.webp\" /></div><p><strong>Species: </strong>Human, Dwarf, Halfling</p><p><strong>Class: </strong>Riverfolk</p><h3 style=\"text-align:center\" class=\"no-toc\">Riverwoman Advance Scheme</h3><table style=\"height:34px\" border=\"1\"><tbody><tr style=\"height:17px\"><td style=\"height:17px;width:60px;text-align:center\">WS</td><td style=\"height:17px;width:60px;text-align:center\">BS</td><td style=\"height:17px;width:60px;text-align:center\">S</td><td style=\"height:17px;width:61px;text-align:center\">T</td><td style=\"height:17px;width:61px;text-align:center\">I</td><td style=\"height:17px;width:61px;text-align:center\">Agi</td><td style=\"height:17px;width:61px;text-align:center\">Dex</td><td style=\"height:17px;width:61px;text-align:center\">Int</td><td style=\"height:17px;width:61px;text-align:center\">WP</td><td style=\"height:17px;width:61px;text-align:center\">Fel</td></tr><tr style=\"height:17px\"><td style=\"height:17px;width:60px;text-align:center\">♟</td><td style=\"height:17px;width:60px;text-align:center\"> </td><td style=\"height:17px;width:60px;text-align:center\"> </td><td style=\"height:17px;width:61px;text-align:center\">✠</td><td style=\"height:17px;width:61px;text-align:center\">♜</td><td style=\"height:17px;width:61px;text-align:center\">✠</td><td style=\"height:17px;width:61px;text-align:center\">✠</td><td style=\"height:17px;width:61px;text-align:center\"> </td><td style=\"height:17px;width:61px;text-align:center\"> </td><td style=\"height:17px;width:61px;text-align:center\">♛</td></tr></tbody></table><h3><strong>✠ @UUID[Compendium.wfrp4e-core.items.c6OwfEq0g8FcpxxC]{Greenfish}</strong></h3><p><strong>Status</strong>: Brass 2<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.LGHozP5gmQ8cuDQV]{Athletics}, @UUID[Compendium.wfrp4e-core.items.R2ytluHiEFF2KQ5e]{Consume Alcohol}, @UUID[Compendium.wfrp4e-core.items.1jCxbFAUuFuAPLJl]{Dodge}, <em>@UUID[Compendium.wfrp4e-core.items.CcNJsS4jSwB6Ug1J]{Endurance}</em>, @UUID[Compendium.wfrp4e-core.items.RLQHm1s4IuY9RSr2]{Gossip}, @UUID[Compendium.wfrp4e-core.items.os4NKy5Oy6sRt1eh]{Outdoor Survival}, @UUID[Compendium.wfrp4e-core.items.KL4pCOqma5E7fLG4]{Row}, @UUID[Compendium.wfrp4e-core.items.hodHqFNKAmu40ajh]{Swim}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.1kgHcImgfyKI1IYp]{Fisherman}, @UUID[Compendium.wfrp4e-core.items.8lSoPDGrmeTIaapm]{Gregarious}, @UUID[Compendium.wfrp4e-core.items.1dUizIgLBgn4jICC]{Strider (Marshes)}, @UUID[Compendium.wfrp4e-core.items.4wnQc19allWlyOGe]{Strong Swimmer}<br /><strong>Trappings</strong>: Bucket, Fishing Rod and Bait, Leather Leggings<br /><br /></p><h3><strong>♟ @UUID[Compendium.wfrp4e-core.items.gmQjHw6wYJu4gd7b]{Riverwoman}</strong></h3><p><strong>Status</strong>: Brass 3<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.7pQo66cESWttzIlb]{Gamble}, @UUID[Compendium.wfrp4e-core.items.DRO5DLF6UcfkvNSh]{Lore (Local)}, @UUID[Compendium.wfrp4e-core.items.DRO5DLF6UcfkvNSh]{Lore (Riverways)}, @UUID[Compendium.wfrp4e-core.items.MWyxcAft5lonB1mB]{Ranged (Entangling)}, @UUID[Compendium.wfrp4e-core.items.NSnpJQiky8JcMnme]{Ranged (Throwing)}, @UUID[Compendium.wfrp4e-core.items.HngrTVqKis08Nvcf]{Set Trap}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.GRRN3XAKIpEVCY7z]{Craftsman (Boatbuilder)}, @UUID[Compendium.wfrp4e-core.items.q58lK4kULJZB5GjE]{Rover}, @UUID[Compendium.wfrp4e-core.items.FF41XPboORgyDNsv]{Strong Back}, @UUID[Compendium.wfrp4e-core.items.tlEg21DHMEJoWcJq]{Waterman}<br /><strong>Trappings</strong>: Eel Trap, Leather Jerkin, Net, Spear<br /><br /></p><h3><strong>♜ @UUID[Compendium.wfrp4e-core.items.AJTl72JcueF1YGgg]{Riverwise}</strong></h3><p><strong>Status</strong>: Brass 5<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.exLrBrn2mjb6x2Cq]{Charm}, @UUID[Compendium.wfrp4e-core.items.cYtU0ORRFCOpQLWz]{Intuition}, @UUID[Compendium.wfrp4e-core.items.PzimjNx9Ojq4g6mV]{Melee (Polearm)}, @UUID[Compendium.wfrp4e-core.items.Fs06sr7y9JKpVQmB]{Perception}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.580fwhKfOZJFxMID]{Savant (Riverways)}, @UUID[Compendium.wfrp4e-core.items.IogM5gnsoOX63w7j]{Stout-hearted}, @UUID[Compendium.wfrp4e-core.items.jviOQmy0luQOySC2]{Tenacious}, @UUID[Compendium.wfrp4e-core.items.Zf0vk2rjllpDh0Ua]{Very Strong}<br /><strong>Trappings</strong>: Row Boat, Storm Lantern and Oil<br /><br /></p><h3><strong>♛ @UUID[Compendium.wfrp4e-core.items.7A4HCcddeMYG3EZ6]{River Elder}</strong></h3><p><strong>Status</strong>: Silver 2<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.qBm2fu3oMhxsDBNQ]{Entertain (Storytelling)}, @UUID[Compendium.wfrp4e-core.items.DRO5DLF6UcfkvNSh]{Lore (Folklore)}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.GHmXS9zGNx3PWYZc]{Master Tradesman (Boatbuilder)}, @UUID[Compendium.wfrp4e-core.items.XU7D9CCmumuhqDUi]{Public Speaker}, @UUID[Compendium.wfrp4e-core.items.oQzTJEXUx28sCiH3]{Sharp}, @UUID[Compendium.wfrp4e-core.items.Ywo6fZNPC4zbHHSQ]{Strong-minded}<br /><strong>Trappings</strong>: Hut or Riverboat<br /><br /></p>"
|
||
},
|
||
"Slayer": {
|
||
"name": "Slayer",
|
||
"text": "<blockquote><div><div><p>‘We avoid them, if given the choice. They are outcasts and have no honor, only the hope of reclaiming such. Still, we’ll feed them, and give them a place to rest. They are Grimnir’s Chosen, now…’</p><p style=\"text-align:right\"><em>– Dimrond Zindrisson, Miner</em></p><p>‘Herwig didn’t mean nothing by it, honest. He just asked why the Dwarf had them strange tattoos. It happened so fast, I didn’t even see the Dwarf move, just Herwig hitting the floor.’</p><p style=\"text-align:right\"><em>– Regimius, Stevedore</em></p><p>‘We’re all going to die, manling. It’s the manner of our going that counts.’</p><p style=\"text-align:right\"><em>– Gotrek Gurnisson, Slayer</em></p></div></div></blockquote><p> </p><div><div><div><p><em>You are rage and shame incarnate, seeking a worthy death to reclaim your lost honor.</em></p><p>When Dwarfs suffer an unacceptable shame and lose their honor, they take the Slayer’s Oath and walk the path of Grimnir, their ancestral god of warriors. Covering their bodies in tattoos, shaving the sides of their head, dying their remaining hair a brilliant orange, and spiking it with animal grease, they set off into the world, axe in hand, seeking a glorious death.</p><p>Slayers wander the Old World hunting deadly beasts, such as Trolls, Giants, or Dragons. Because of the shame they carry, many suffer from bouts of depression, glutting themselves on food, alcohol, or stronger stimulants. The more foes Slayers face and survive, the more dangerous and crazed they become, hunting progressively deadlier creatures in the hopes of finding something that can kill them.</p><p>Till they fall in battle, a Slayer’s life is one of adventure — they seek out opportunities to face powerful foes in battle. Slayers will occasionally take other odd jobs, for drinking money or to finance their travels, but will seek death along the way. All Slayers previously had a life and a career, so there is more to them than simply being a warrior with a deathwish.</p><p>Playing a Slayer is a unique experience because your character wants to die. Embrace this. Seek a mighty doom. Reclaim your honor. <strong>Die well.</strong></p></div></div></div><p> </p><div class=\"journal-image centered\"><img src=\"modules/wfrp4e-core/art/careers/slayer.webp\" /></div><p><strong>Species: </strong>Dwarf</p><p><strong>Class: </strong>Warrior</p><h3 style=\"text-align:center\" class=\"no-toc\">Slayer Advance Scheme</h3><table style=\"height:34px\" border=\"1\"><tbody><tr style=\"height:17px\"><td style=\"height:17px;width:60px;text-align:center\">WS</td><td style=\"height:17px;width:60px;text-align:center\">BS</td><td style=\"height:17px;width:60px;text-align:center\">S</td><td style=\"height:17px;width:61px;text-align:center\">T</td><td style=\"height:17px;width:61px;text-align:center\">I</td><td style=\"height:17px;width:61px;text-align:center\">Agi</td><td style=\"height:17px;width:61px;text-align:center\">Dex</td><td style=\"height:17px;width:61px;text-align:center\">Int</td><td style=\"height:17px;width:61px;text-align:center\">WP</td><td style=\"height:17px;width:61px;text-align:center\">Fel</td></tr><tr style=\"height:17px\"><td style=\"height:17px;width:60px;text-align:center\">✠</td><td style=\"height:17px;width:60px;text-align:center\"> </td><td style=\"height:17px;width:60px;text-align:center\">✠</td><td style=\"height:17px;width:61px;text-align:center\">♟</td><td style=\"height:17px;width:61px;text-align:center\">♛</td><td style=\"height:17px;width:61px;text-align:center\">♜</td><td style=\"height:17px;width:61px;text-align:center\"> </td><td style=\"height:17px;width:61px;text-align:center\"> </td><td style=\"height:17px;width:61px;text-align:center\">✠</td><td style=\"height:17px;width:61px;text-align:center\"> </td></tr></tbody></table><h3><strong>✠ @UUID[Compendium.wfrp4e-core.items.ltGl3eXxujQ23al3]{Troll Slayer}</strong></h3><p><strong>Status</strong>: Brass 2<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.R2ytluHiEFF2KQ5e]{Consume Alcohol}, @UUID[Compendium.wfrp4e-core.items.pxNjTxsp1Kp0SmQe]{Cool}, @UUID[Compendium.wfrp4e-core.items.1jCxbFAUuFuAPLJl]{Dodge}, @UUID[Compendium.wfrp4e-core.items.CcNJsS4jSwB6Ug1J]{Endurance}, @UUID[Compendium.wfrp4e-core.items.7pQo66cESWttzIlb]{Gamble}, @UUID[Compendium.wfrp4e-core.items.HXZaV1CJhmTvcAz4]{Heal}, @UUID[Compendium.wfrp4e-core.items.DRO5DLF6UcfkvNSh]{Lore (Trolls)}, <em>@UUID[Compendium.wfrp4e-core.items.rOPmyLWa37e7s9v6]{Melee (Basic)}</em><br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.URwIDtInCsxOoGqM]{Dual Wielder}, @UUID[Compendium.wfrp4e-core.items.8pVzgPkgWpTJvfhG]{Fearless (Everything)}, @UUID[Compendium.wfrp4e-core.items.hXcfygzujgyMN1uI]{Frenzy}, @UUID[Compendium.wfrp4e-core.items.GOtpCOZ2br14GrBW]{Slayer}<br /><strong>Trappings</strong>: Axe, Flask of Spirits, Shame, Tattoos<br /><br /></p><h3><strong>♟ @UUID[Compendium.wfrp4e-core.items.d0uT5dtFmIbkbJ7l]{Giant Slayer}</strong></h3><p><strong>Status</strong>: Brass 2<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.bSWoV1IiS5qWNw39]{Evaluate}, @UUID[Compendium.wfrp4e-core.items.I0yPc4PH5erWJLmu]{Intimidate}, @UUID[Compendium.wfrp4e-core.items.XQiiwS9m2Du1IMUz]{Language (Battle)}, @UUID[Compendium.wfrp4e-core.items.DRO5DLF6UcfkvNSh]{Lore (Giants)}, @UUID[Compendium.wfrp4e-core.items.F8NfBZdVSEIGCMtu]{Melee (Two-handed)}, @UUID[Compendium.wfrp4e-core.items.os4NKy5Oy6sRt1eh]{Outdoor Survival}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.zImcTgEl2XNnbu5W]{Hardy}, @UUID[Compendium.wfrp4e-core.items.xx8SgdWYEjKct7ym]{Implacable}, @UUID[Compendium.wfrp4e-core.items.0hn6UaKq8CoZP2zD]{Menacing}, @UUID[Compendium.wfrp4e-core.items.QolNfSUkezLoAcky]{Reversal}<br /><strong>Trappings</strong>: Great Axe, Jewelry, Troll's Head<br /><br /></p><h3><strong>♜ @UUID[Compendium.wfrp4e-core.items.nWFtlLdrGOhIJsMd]{Dragon Slayer}</strong></h3><p><strong>Status</strong>: Brass 2<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.qBm2fu3oMhxsDBNQ]{Entertain (Storytelling)}, @UUID[Compendium.wfrp4e-core.items.DRO5DLF6UcfkvNSh]{Lore (Dragons)}, @UUID[Compendium.wfrp4e-core.items.Fs06sr7y9JKpVQmB]{Perception}, @UUID[Compendium.wfrp4e-core.items.Z9hQe46ykQBZneoU]{Ranged (Thrown)}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.IFKWu98qmWpaSfUi]{Ambidextrous}, @UUID[Compendium.wfrp4e-core.items.BlHVzfs0Ow6IYEDw]{Furious Assault}, @UUID[Compendium.wfrp4e-core.items.SgjJMBgc85aswvhm]{Relentless}, @UUID[Compendium.wfrp4e-core.items.nWLsoWQBCjPRKxYx]{Robust}<br /><strong>Trappings</strong>: Giant's Head, Throwing Axes<br /><br /></p><h3><strong>♛ @UUID[Compendium.wfrp4e-core.items.eIPqpYlN3H3CVCe4]{Daemon Slayer}</strong></h3><p><strong>Status</strong>: Brass 2<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.cYtU0ORRFCOpQLWz]{Intuition}, @UUID[Compendium.wfrp4e-core.items.DRO5DLF6UcfkvNSh]{Lore (Chaos)}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.NDetl9BhAQBVnHKf]{Combat Master}, @UUID[Compendium.wfrp4e-core.items.mqo51ORnxijcqNNu]{Frightening}, @UUID[Compendium.wfrp4e-core.items.4MJJCiOKPkBByYwW]{Strike Mighty Blow}, @UUID[Compendium.wfrp4e-core.items.Zf0vk2rjllpDh0Ua]{Very Strong}<br /><strong>Trappings</strong>: Dragon's Head<br /><br /></p>"
|
||
},
|
||
"Artisan": {
|
||
"name": "Artisan",
|
||
"text": "<blockquote><div><div><div><p>'Sorry, mistress, all the shoes are gone! I forgot to put the milk out last night. The Spite must have taken them.’</p><p style=\"text-align:right\"><em>– Wiebke, Cobbler’s Apprentice and Thief</em></p><p>‘You must understand, my boy, that Wurtbad’s wine has a reputation. Tis bottle looks like it was blown through a Hochland long rifle. Simply unacceptable.’</p><p style=\"text-align:right\"><em>– Frau Glasmeister, Glassblowers’ Guildmaster</em> </p></div></div></div></blockquote><p><em>A skilled craftsperson, you take pride in your work, creating products for sale and commission.</em></p><p> Artisans produce goods, ranging from everyday necessities sold by Bakers and Chandlers, to weapons and riverboats crafted by Smiths and Shipwrights. The Empire’s larger towns and cities have guilds to protect local Artisans from fraudsters, as an Artisan’s entire livelihood can be jeopardized by unskilled competitors hawking cheap low-quality merchandise. Guild Artisans observe strict quality standards, with those failing to meet them blackballed and forbidden to trade locally.</p><p> Artisans work at all levels of society not just producing goods, but also repairing them. They are employed by navies to maintain vessels, by armies to manage war machines and siegeworks, and by merchant houses of all sizes to transform raw materials into sellable goods.</p><p> Artisans in training can be sent to practice under other masters. The constant pressure to achieve perfection is so stifling that young Artisans sometimes take a break to pursue more liberating enterprises, sometimes supporting the army or navy.</p><p> Dwarf Guilds don’t usually admit Humans, and Dwarfs are traditionally allowed to practice their trade in Imperial cities without joining a local Guild. Tis can cause conflict as the Guilds are rarely pleased with skilled competition. Halflings are not so particular, and most will happily join Human Guilds (if admitted) and allow Humans to join their Guilds. Elves do not have Artisan’s Guilds, and though they could join one it is unlikely they would lower themselves to do so. </p><p> </p><div class=\"journal-image centered\"><img src=\"modules/wfrp4e-core/art/careers/artisan.webp\" /></div><p><strong>Species: </strong>Human, Dwarf, Halfling, High Elf, Wood Elf</p><p><strong>Class: </strong>Burgher</p><h3 style=\"text-align:center\" class=\"no-toc\">Artisan Advance Scheme</h3><table style=\"height:34px\" border=\"1\"><tbody><tr style=\"height:17px\"><td style=\"height:17px;width:60px;text-align:center\">WS</td><td style=\"height:17px;width:60px;text-align:center\">BS</td><td style=\"height:17px;width:60px;text-align:center\">S</td><td style=\"height:17px;width:61px;text-align:center\">T</td><td style=\"height:17px;width:61px;text-align:center\">I</td><td style=\"height:17px;width:61px;text-align:center\">Agi</td><td style=\"height:17px;width:61px;text-align:center\">Dex</td><td style=\"height:17px;width:61px;text-align:center\">Int</td><td style=\"height:17px;width:61px;text-align:center\">WP</td><td style=\"height:17px;width:61px;text-align:center\">Fel</td></tr><tr style=\"height:17px\"><td style=\"height:17px;width:60px;text-align:center\"> </td><td style=\"height:17px;width:60px;text-align:center\"> </td><td style=\"height:17px;width:60px;text-align:center\">✠</td><td style=\"height:17px;width:61px;text-align:center\">✠</td><td style=\"height:17px;width:61px;text-align:center\"> </td><td style=\"height:17px;width:61px;text-align:center\"> </td><td style=\"height:17px;width:61px;text-align:center\">✠</td><td style=\"height:17px;width:61px;text-align:center\">♛</td><td style=\"height:17px;width:61px;text-align:center\">♜</td><td style=\"height:17px;width:61px;text-align:center\">♟</td></tr></tbody></table><h3><strong>✠ @UUID[Compendium.wfrp4e-core.items.AFv0J8Mq9cbmNEVc]{Apprentice Artisan}</strong></h3><p><strong>Status</strong>: Brass 2<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.LGHozP5gmQ8cuDQV]{Athletics}, @UUID[Compendium.wfrp4e-core.items.pxNjTxsp1Kp0SmQe]{Cool}, @UUID[Compendium.wfrp4e-core.items.R2ytluHiEFF2KQ5e]{Consume Alcohol}, @UUID[Compendium.wfrp4e-core.items.1jCxbFAUuFuAPLJl]{Dodge}, @UUID[Compendium.wfrp4e-core.items.CcNJsS4jSwB6Ug1J]{Endurance}, @UUID[Compendium.wfrp4e-core.items.bSWoV1IiS5qWNw39]{Evaluate}, @UUID[Compendium.wfrp4e-core.items.zkI6tIqbyAZvh0Th]{Stealth (Urban)}, <em>@UUID[Compendium.wfrp4e-core.items.wKwel9MG7NIG3i3w]{Trade (Any)}</em><br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.2eq8Ejotk54AZYwX]{Artistic}, @UUID[Compendium.wfrp4e-core.items.GRRN3XAKIpEVCY7z]{Craftsman (any)}, @UUID[Compendium.wfrp4e-core.items.FF41XPboORgyDNsv]{Strong Back}, @UUID[Compendium.wfrp4e-core.items.Zf0vk2rjllpDh0Ua]{Very Strong}<br /><strong>Trappings</strong>: Chalk, Leather Jerkin, d10 rags<br /><br /></p><h3><strong>♟ @UUID[Compendium.wfrp4e-core.items.wwt4F5amY5sxbXsq]{Artisan}</strong></h3><p><strong>Status</strong>: Silver 1<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.exLrBrn2mjb6x2Cq]{Charm}, @UUID[Compendium.wfrp4e-core.items.pKLMbmG3Ivt6mzMf]{Haggle}, @UUID[Compendium.wfrp4e-core.items.DRO5DLF6UcfkvNSh]{Lore (Local)}, @UUID[Compendium.wfrp4e-core.items.RLQHm1s4IuY9RSr2]{Gossip}, @UUID[Compendium.wfrp4e-core.items.XQiiwS9m2Du1IMUz]{Language (Guilder)}, @UUID[Compendium.wfrp4e-core.items.Fs06sr7y9JKpVQmB]{Perception}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.epPBu7x6BRWp2PHG]{Dealmaker}, @UUID[Compendium.wfrp4e-core.items.sYbgpSnRqSZWgwFP]{Etiquette (Guilder)}, @UUID[Compendium.wfrp4e-core.items.7bZjB82f6LSkeczP]{Nimble Fingered}, @UUID[Compendium.wfrp4e-core.items.qZ4cFy6z482ZONuA]{Sturdy}<br /><strong>Trappings</strong>: Guild License, Trade Tools<br /><br /></p><h3><strong>♜ @UUID[Compendium.wfrp4e-core.items.9xszp5m5KRmj3bxX]{Master Artisan}</strong></h3><p><strong>Status</strong>: Silver 3<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.cYtU0ORRFCOpQLWz]{Intuition}, @UUID[Compendium.wfrp4e-core.items.oMaJZ5cvCJeOUq9H]{Leadership}, @UUID[Compendium.wfrp4e-core.items.9tbHTeuvEMZrp0rx]{Research}, @UUID[Compendium.wfrp4e-core.items.D4JNPSl6VOpsVmSi]{Secret Signs (Guilder)}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.9h82z72XGo9tfgQS]{Acute Sense (Taste or Touch)}, @UUID[Compendium.wfrp4e-core.items.GHmXS9zGNx3PWYZc]{Master Tradesman (Any)}, @UUID[Compendium.wfrp4e-core.items.GogGbYxkVdCmiKqf]{Read/Write}, @UUID[Compendium.wfrp4e-core.items.6lQRRgjz8IZH4bbV]{Tinker}<br /><strong>Trappings</strong>: Apprentice, Workshop<br /><br /></p><h3><strong>♛ @UUID[Compendium.wfrp4e-core.items.2Ee9cU6fSa4Vecn7]{Guildmaster}</strong></h3><p><strong>Status</strong>: Gold 1<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.d3VZwO4Y5JH5DXdT]{Bribery}, @UUID[Compendium.wfrp4e-core.items.I0yPc4PH5erWJLmu]{Intimidate}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.34EBUkHQkrqF1sq7]{Briber}, @UUID[Compendium.wfrp4e-core.items.QdvY9hoDTbr12jXq]{Magnum Opus}, @UUID[Compendium.wfrp4e-core.items.XU7D9CCmumuhqDUi]{Public Speaker}, @UUID[Compendium.wfrp4e-core.items.b4x1qEWcevX7xK58]{Schemer}<br /><strong>Trappings</strong>: Guild, Quality Clothing<br /><br /></p>"
|
||
},
|
||
"Wrecker": {
|
||
"name": "Wrecker",
|
||
"text": "<blockquote><div><div><p>‘We spied this juicy ripe sloop on its way to Carroburg just as night was falling, and lit some fires on the left bank to make them think the village was a few hundred yards closer. They tacked to starboard just like we planned and hit the sand bank dead on. Sweet as. How were we to know the boat was transporting a company of pistoliers?’</p><p style=\"text-align:right\"><em>– Greta Lachsmann, shortly before her hanging</em></p><p>‘Look, if we let the crew live, they’ll tell the wardens where we operate, so the only sensible thing is to kill ‘em all.’</p><p style=\"text-align:right\"><em>– Mandel Stein, Pragmatic River Pirate</em></p></div></div></blockquote><p> </p><div><div><div><p><em>You lure vessels to a watery doom and make off with their cargo.</em></p><p>Sometimes the gods send riverfolk an unexpected windfall as goods wash up from an ill-fated vessel. Sometimes the gods need a helping hand: that’s where Wreckers come in. Laying devious traps and sending disorienting signals, Wreckers lure unwary river traffic onto sand banks and rocks, then loot the wreck, no matter how any surviving crew may protest.</p><p>Some Wreckers pride themselves on their clever traps, making any wreck seem like an accident, and keeping a plausible distance from the actual looters. Some board ships by force and throw its crew overboard, expert at spotting under-armed boats with valuable cargo. These River Pirates are hunted by road and riverwardens, constantly moving to evade the authorities.</p><p>A well-planned and executed wrecking is an adventure in itself: avoiding the authorities, disposing of the goods, keeping people’s mouths shut, and spending the ill-gotten gains all present their own opportunities and dangers. And who knows what cargo they will find, and who may come pursuing those who stole it. Wreckers who come across such adventure will have no trouble leaving their old lives behind or returning to them again when times are lean.</p></div></div></div><p> </p><div class=\"journal-image centered\"><img src=\"modules/wfrp4e-core/art/careers/wrecker.webp\" /></div><p><strong>Species: </strong>Human, Dwarf, Wood Elf</p><p><strong>Class: </strong>Riverfolk</p><h3 style=\"text-align:center\" class=\"no-toc\">Wrecker Advance Scheme</h3><table style=\"height:34px\" border=\"1\"><tbody><tr style=\"height:17px\"><td style=\"height:17px;width:60px;text-align:center\">WS</td><td style=\"height:17px;width:60px;text-align:center\">BS</td><td style=\"height:17px;width:60px;text-align:center\">S</td><td style=\"height:17px;width:61px;text-align:center\">T</td><td style=\"height:17px;width:61px;text-align:center\">I</td><td style=\"height:17px;width:61px;text-align:center\">Agi</td><td style=\"height:17px;width:61px;text-align:center\">Dex</td><td style=\"height:17px;width:61px;text-align:center\">Int</td><td style=\"height:17px;width:61px;text-align:center\">WP</td><td style=\"height:17px;width:61px;text-align:center\">Fel</td></tr><tr style=\"height:17px\"><td style=\"height:17px;width:60px;text-align:center\">✠</td><td style=\"height:17px;width:60px;text-align:center\">♜</td><td style=\"height:17px;width:60px;text-align:center\">✠</td><td style=\"height:17px;width:61px;text-align:center\"> </td><td style=\"height:17px;width:61px;text-align:center\">✠</td><td style=\"height:17px;width:61px;text-align:center\"> </td><td style=\"height:17px;width:61px;text-align:center\"> </td><td style=\"height:17px;width:61px;text-align:center\"> </td><td style=\"height:17px;width:61px;text-align:center\">♟</td><td style=\"height:17px;width:61px;text-align:center\">♛</td></tr></tbody></table><h3><strong>✠ @UUID[Compendium.wfrp4e-core.items.WctdOXFfi2ShQLNh]{Cargo Scavenger}</strong></h3><p><strong>Status</strong>: Brass 2<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.sRuMlaPU5xdIrwhd]{Climb}, @UUID[Compendium.wfrp4e-core.items.R2ytluHiEFF2KQ5e]{Consume Alcohol}, @UUID[Compendium.wfrp4e-core.items.1jCxbFAUuFuAPLJl]{Dodge}, @UUID[Compendium.wfrp4e-core.items.CcNJsS4jSwB6Ug1J]{Endurance}, @UUID[Compendium.wfrp4e-core.items.KL4pCOqma5E7fLG4]{Row}, <em>@UUID[Compendium.wfrp4e-core.items.rOPmyLWa37e7s9v6]{Melee (Basic)}</em>, @UUID[Compendium.wfrp4e-core.items.os4NKy5Oy6sRt1eh]{Outdoor Survival}, @UUID[Compendium.wfrp4e-core.items.hodHqFNKAmu40ajh]{Swim}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.wrpVYmdiIy1jPulc]{Break and Enter}, @UUID[Compendium.wfrp4e-core.items.r180vP86SlwyJc8W]{Criminal}, @UUID[Compendium.wfrp4e-core.items.1kgHcImgfyKI1IYp]{Fisherman}, @UUID[Compendium.wfrp4e-core.items.FF41XPboORgyDNsv]{Strong Back}<br /><strong>Trappings</strong>: Crowbar, Large Sack, Leather Gloves<br /><br /></p><h3><strong>♟ @UUID[Compendium.wfrp4e-core.items.SZLtCpySoeyZ6Sgw]{Wrecker}</strong></h3><p><strong>Status</strong>: Brass 3<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.d3VZwO4Y5JH5DXdT]{Bribery}, @UUID[Compendium.wfrp4e-core.items.pxNjTxsp1Kp0SmQe]{Cool}, @UUID[Compendium.wfrp4e-core.items.cYtU0ORRFCOpQLWz]{Intuition}, @UUID[Compendium.wfrp4e-core.items.zZUX7wO4rOo8k9F0]{Navigation}, @UUID[Compendium.wfrp4e-core.items.Fs06sr7y9JKpVQmB]{Perception}, @UUID[Compendium.wfrp4e-core.items.HngrTVqKis08Nvcf]{Set Trap}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.jrFIFLhyOYwcyMUl]{Flee!}, @UUID[Compendium.wfrp4e-core.items.q58lK4kULJZB5GjE]{Rover}, @UUID[Compendium.wfrp4e-core.items.4wnQc19allWlyOGe]{Strong Swimmer}, @UUID[Compendium.wfrp4e-core.items.a7v422EZcOUUC20X]{Trapper}<br /><strong>Trappings</strong>: Hand Weapon (Boat Hook), Leather Jack, Storm Lantern and Oil<br /><br /></p><h3><strong>♜ @UUID[Compendium.wfrp4e-core.items.qLoFG3o3tIgiYJOv]{River Pirate}</strong></h3><p><strong>Status</strong>: Brass 5<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.RLQHm1s4IuY9RSr2]{Gossip}, @UUID[Compendium.wfrp4e-core.items.I0yPc4PH5erWJLmu]{Intimidate}, @UUID[Compendium.wfrp4e-core.items.OuDdJRDo3W56zk0Z]{Ranged (Crossbow)}, @UUID[Compendium.wfrp4e-core.items.Xk5tp3aasPNtk4zt]{Stealth (Rural)}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.2Nzqsc9aclP6rpnl]{Dirty Fighting}, @UUID[Compendium.wfrp4e-core.items.sYbgpSnRqSZWgwFP]{Etiquette (Criminals)}, @UUID[Compendium.wfrp4e-core.items.0hn6UaKq8CoZP2zD]{Menacing}, @UUID[Compendium.wfrp4e-core.items.tlEg21DHMEJoWcJq]{Waterman}<br /><strong>Trappings</strong>: Crossbow with 10 Bolts, Grappling Hook and Rope, Riverboat<br /><br /></p><h3><strong>♛ @UUID[Compendium.wfrp4e-core.items.ho9cOHfrG2Zbeb7q]{Wrecker Captain}</strong></h3><p><strong>Status</strong>: Silver 2<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.oMaJZ5cvCJeOUq9H]{Leadership}, @UUID[Compendium.wfrp4e-core.items.DRO5DLF6UcfkvNSh]{Lore (Riverways)}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.BlHVzfs0Ow6IYEDw]{Furious Assault}, @UUID[Compendium.wfrp4e-core.items.tX9R9rSYm2YyEnOK]{In-fighter}, @UUID[Compendium.wfrp4e-core.items.WEH97InIX29nzgW1]{Pilot}, @UUID[Compendium.wfrp4e-core.items.zGQ0ShUTSlUvVtWh]{Warrior Born}<br /><strong>Trappings</strong>: Fleet of Riverboats and Wrecker Crew, Keg of Ale, Manacles<br /><br /></p>"
|
||
},
|
||
"Envoy": {
|
||
"name": "Envoy",
|
||
"text": "<blockquote><div><div><p>‘Watch that one. She’s got a tongue like a snake and nary a scruple. Still, she’s got a weakness for Elven wine and handsome young footmen. I’m sure you can arrange something... scandalous.’</p><p style=\"text-align:right\"><em>– Odmar Horst, Guild Envoy</em></p><p> 'My advice to his Imperial Majesty to ensure we maintain our vital trade link with Karak Ziflin: grow a beard and keep your promises.’</p><p style=\"text-align:right\"><em>– Letter to the High Lord of the Chair, from Ambassador Willemijna von Kotzdam</em></p></div></div></blockquote><p> </p><div><div><div><p><em>An articulate emissary, you travel far and wide, negotiating favorable pacts and treaties.</em></p><p>Experts in negotiation and social interaction, Envoys act as agents serving the interests of the Empire, a regional estate, a foreign entity, or a merchant house. Intrigue abounds in courtly circles, and such a career choice is a risky proposition that only grows more perilous at the highest levels of government. Even when granted some manner of immunity against foreign laws or customs, Ambassadors must tread carefully.</p><p>Envoys must first prove their abilities in a lesser capacity as a Herald, assisting Diplomats in hammering out the tedious minutiae of deals, or representing merchants, guilds, or cults, building their reputations with each pact they establish. Some Envoys find employ with Mercenary Companies; the best of these can secure a profit for their employers without shedding a drop of blood.</p><p>Envoys travel a great deal, meeting countless individuals from all walks of life, cultivating contacts across the Old World. They are sometimes expected to get their hands dirty to ensure their master’s wishes are fulfilled. If failure doesn’t lead to their immediate death, they might find themselves on the run from their own employers.</p></div></div></div><p> </p><div class=\"journal-image centered\"><img src=\"modules/wfrp4e-core/art/careers/envoy.webp\" /></div><p><strong>Species: </strong>Human, Dwarf, Halfling, High Elf, Wood Elf</p><p><strong>Class: </strong>Courtier</p><h3 style=\"text-align:center\" class=\"no-toc\">Envoy Advance Scheme</h3><table style=\"height:34px\" border=\"1\"><tbody><tr style=\"height:17px\"><td style=\"height:17px;width:60px;text-align:center\">WS</td><td style=\"height:17px;width:60px;text-align:center\">BS</td><td style=\"height:17px;width:60px;text-align:center\">S</td><td style=\"height:17px;width:61px;text-align:center\">T</td><td style=\"height:17px;width:61px;text-align:center\">I</td><td style=\"height:17px;width:61px;text-align:center\">Agi</td><td style=\"height:17px;width:61px;text-align:center\">Dex</td><td style=\"height:17px;width:61px;text-align:center\">Int</td><td style=\"height:17px;width:61px;text-align:center\">WP</td><td style=\"height:17px;width:61px;text-align:center\">Fel</td></tr><tr style=\"height:17px\"><td style=\"height:17px;width:60px;text-align:center\"> </td><td style=\"height:17px;width:60px;text-align:center\"> </td><td style=\"height:17px;width:60px;text-align:center\"> </td><td style=\"height:17px;width:61px;text-align:center\">✠</td><td style=\"height:17px;width:61px;text-align:center\">♜</td><td style=\"height:17px;width:61px;text-align:center\">✠</td><td style=\"height:17px;width:61px;text-align:center\"> </td><td style=\"height:17px;width:61px;text-align:center\">♟</td><td style=\"height:17px;width:61px;text-align:center\">♛</td><td style=\"height:17px;width:61px;text-align:center\">✠</td></tr></tbody></table><h3><strong>✠ @UUID[Compendium.wfrp4e-core.items.loPti7wWf1qN01zO]{Herald}</strong></h3><p><strong>Status</strong>: Silver 2<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.LGHozP5gmQ8cuDQV]{Athletics}, <em>@UUID[Compendium.wfrp4e-core.items.exLrBrn2mjb6x2Cq]{Charm}</em>, @UUID[Compendium.wfrp4e-core.items.iYan4z52v7HYM9u9]{Drive}, @UUID[Compendium.wfrp4e-core.items.1jCxbFAUuFuAPLJl]{Dodge}, @UUID[Compendium.wfrp4e-core.items.CcNJsS4jSwB6Ug1J]{Endurance}, @UUID[Compendium.wfrp4e-core.items.cYtU0ORRFCOpQLWz]{Intuition}, @UUID[Compendium.wfrp4e-core.items.oSbEE6eXH1S3LfUU]{Ride (Horse)}, @UUID[Compendium.wfrp4e-core.items.KL4pCOqma5E7fLG4]{Row}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.77p3QRKgFWakkndF]{Blather}, @UUID[Compendium.wfrp4e-core.items.sYbgpSnRqSZWgwFP]{Etiquette (Nobles)}, @UUID[Compendium.wfrp4e-core.items.GogGbYxkVdCmiKqf]{Read/Write}, @UUID[Compendium.wfrp4e-core.items.LPgjE0cexTVOBVCY]{Suave}<br /><strong>Trappings</strong>: Leather Jack, Livery, Scroll Case<br /><br /></p><h3><strong>♟ @UUID[Compendium.wfrp4e-core.items.E3z0o7AJ8cAFYKda]{Envoy}</strong></h3><p><strong>Status</strong>: Silver 4<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.fdq3RFSOKl5b3WzW]{Art (Writing)}, @UUID[Compendium.wfrp4e-core.items.d3VZwO4Y5JH5DXdT]{Bribery}, @UUID[Compendium.wfrp4e-core.items.pxNjTxsp1Kp0SmQe]{Cool}, @UUID[Compendium.wfrp4e-core.items.RLQHm1s4IuY9RSr2]{Gossip}, @UUID[Compendium.wfrp4e-core.items.pKLMbmG3Ivt6mzMf]{Haggle}, @UUID[Compendium.wfrp4e-core.items.DRO5DLF6UcfkvNSh]{Lore (Politics)}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.6l3jvIAvrKxt0lA9]{Attractive}, @UUID[Compendium.wfrp4e-core.items.LzgxyMknSHjSkkeQ]{Cat-tongued}, @UUID[Compendium.wfrp4e-core.items.sYbgpSnRqSZWgwFP]{Etiquette (any)}, @UUID[Compendium.wfrp4e-core.items.jQmIu8P85tF0njmD]{Seasoned Traveller}<br /><strong>Trappings</strong>: Quill and Ink, 10 sheets of parchment<br /><br /></p><h3><strong>♜ @UUID[Compendium.wfrp4e-core.items.WpZ7nJsXYukA4hQ9]{Diplomat}</strong></h3><p><strong>Status</strong>: Gold 2<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.I0yPc4PH5erWJLmu]{Intimidate}, @UUID[Compendium.wfrp4e-core.items.XQiiwS9m2Du1IMUz]{Language (Any)}, @UUID[Compendium.wfrp4e-core.items.oMaJZ5cvCJeOUq9H]{Leadership}, @UUID[Compendium.wfrp4e-core.items.zZUX7wO4rOo8k9F0]{Navigation}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.hTgrGkWnmIR4xhVe]{Carouser}, @UUID[Compendium.wfrp4e-core.items.epPBu7x6BRWp2PHG]{Dealmaker}, @UUID[Compendium.wfrp4e-core.items.8lSoPDGrmeTIaapm]{Gregarious}, @UUID[Compendium.wfrp4e-core.items.b4x1qEWcevX7xK58]{Schemer}<br /><strong>Trappings</strong>: Aide, Quality Clothes, Map<br /><br /></p><h3><strong>♛ @UUID[Compendium.wfrp4e-core.items.pI8vGV2VqT3BvnE8]{Ambassador}</strong></h3><p><strong>Status</strong>: Gold 5<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.XQiiwS9m2Du1IMUz]{Language (Any)}, @UUID[Compendium.wfrp4e-core.items.DRO5DLF6UcfkvNSh]{Lore (Any)}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.34EBUkHQkrqF1sq7]{Briber}, @UUID[Compendium.wfrp4e-core.items.x8g3U68oi8XzWiYr]{Commanding Presence}, @UUID[Compendium.wfrp4e-core.items.1IVGksL10N7GVrw3]{Noble Blood}, @UUID[Compendium.wfrp4e-core.items.QsrXxGZiHjth7RMg]{Savvy}<br /><strong>Trappings</strong>: Aide, Best Quality Courtly Clothes, Staff of Diplomats, Herald<br /><br /></p>"
|
||
},
|
||
"Coachman": {
|
||
"name": "Coachman",
|
||
"text": "<blockquote><div><div><p>‘Get ‘em fed in a quarter bell. No second portions. We ain’t paid for that. Coach Mistress eats last but save ‘er the best. One minute longer than the quarter and I take a pfennig off you, the Mistress takes a schilling off me, and Castle Rock Coaches will be in here as quick as silver.’</p><p style=\"text-align:right\"><em>– Bettina Hoch, Innkeeper</em></p><p> ‘Tree days I was stuck in Weissbruck during the storms. Not a single thing came in and out. Ten just when I thought I’d miss my appointment in Bogenhafen there appeared three coaches coming up the frozen track, all together. Bloody typical! You wait days for a coach, and then three come along at once.’</p><p style=\"text-align:right\"><em>– Stelle Grabbe, Merchant</em></p></div></div></blockquote><p> </p><div><div><div><p><em>Determined and rugged, you deliver passengers safely by coach despite the daily dangers you face.</em></p><p>For many, the coach is the only way to get from one town to the next. The wild places between teem with Beastmen, Bandits, and worse, but with just a team of fresh horses and a blunderbuss, brave and hardworking Coachmen make travel possible. To help evade danger, most coaching companies relentlessly pursue speed, and their employees have a reputation for ruthlessness towards other travelers on the roads, never trusting anyone. Coachmen often start as Postilions, riding the lead horse of the team through wind and rain. Instead of transporting passengers, some Coachmen deliver mail, work as chauffeurs for nobles, drive cabs or goods wagons, or the big omnibuses of the great cities, or even become a getaway driver.</p><p>Good Coachmen are always in demand for unusual, dangerous or illegal jobs. A Coachman looking for a change may find winter is a good time to take a break, as cross-country services are greatly reduced. Coaching companies are always ready to snap up experienced coachmen, so returning to work is usually simple.</p></div></div></div><p> </p><div class=\"journal-image centered\"><img src=\"modules/wfrp4e-core/art/careers/coachman.webp\" /></div><p><strong>Species: </strong>Human, Dwarf, Halfling</p><p><strong>Class: </strong>Ranger</p><h3 style=\"text-align:center\" class=\"no-toc\">Coachman Advance Scheme</h3><table style=\"height:34px\" border=\"1\"><tbody><tr style=\"height:17px\"><td style=\"height:17px;width:60px;text-align:center\">WS</td><td style=\"height:17px;width:60px;text-align:center\">BS</td><td style=\"height:17px;width:60px;text-align:center\">S</td><td style=\"height:17px;width:61px;text-align:center\">T</td><td style=\"height:17px;width:61px;text-align:center\">I</td><td style=\"height:17px;width:61px;text-align:center\">Agi</td><td style=\"height:17px;width:61px;text-align:center\">Dex</td><td style=\"height:17px;width:61px;text-align:center\">Int</td><td style=\"height:17px;width:61px;text-align:center\">WP</td><td style=\"height:17px;width:61px;text-align:center\">Fel</td></tr><tr style=\"height:17px\"><td style=\"height:17px;width:60px;text-align:center\">♜</td><td style=\"height:17px;width:60px;text-align:center\">✠</td><td style=\"height:17px;width:60px;text-align:center\"> </td><td style=\"height:17px;width:61px;text-align:center\">✠</td><td style=\"height:17px;width:61px;text-align:center\">♛</td><td style=\"height:17px;width:61px;text-align:center\">♟</td><td style=\"height:17px;width:61px;text-align:center\"> </td><td style=\"height:17px;width:61px;text-align:center\"> </td><td style=\"height:17px;width:61px;text-align:center\">✠</td><td style=\"height:17px;width:61px;text-align:center\"> </td></tr></tbody></table><h3><strong>✠ @UUID[Compendium.wfrp4e-core.items.GPruqXhcAaHQYucf]{Postilion}</strong></h3><p><strong>Status</strong>: Silver 1<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.MXy22hFCgntdlQrn]{Animal Care}, @UUID[Compendium.wfrp4e-core.items.4IGdIhnwTaZijzg7]{Charm Animal}, @UUID[Compendium.wfrp4e-core.items.sRuMlaPU5xdIrwhd]{Climb}, <em>@UUID[Compendium.wfrp4e-core.items.iYan4z52v7HYM9u9]{Drive}</em>, @UUID[Compendium.wfrp4e-core.items.CcNJsS4jSwB6Ug1J]{Endurance}, @UUID[Compendium.wfrp4e-core.items.Fs06sr7y9JKpVQmB]{Perception}, @UUID[Compendium.wfrp4e-core.items.MWyxcAft5lonB1mB]{Ranged (Entangling)}, @UUID[Compendium.wfrp4e-core.items.oSbEE6eXH1S3LfUU]{Ride (Horse)}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.9fq6p9Q6H02LjaSi]{Animal Affinity}, @UUID[Compendium.wfrp4e-core.items.jQmIu8P85tF0njmD]{Seasoned Traveller}, @UUID[Compendium.wfrp4e-core.items.FjTnaxixsu1ShNNr]{Trick Riding}, @UUID[Compendium.wfrp4e-core.items.jviOQmy0luQOySC2]{Tenacious}<br /><strong>Trappings</strong>: Warm Coat and Gloves, Whip<br /><br /></p><h3><strong>♟ @UUID[Compendium.wfrp4e-core.items.xyIZu4DfQSMtdH2t]{Coachman}</strong></h3><p><strong>Status</strong>: Silver 2<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.R2ytluHiEFF2KQ5e]{Consume Alcohol}, @UUID[Compendium.wfrp4e-core.items.RLQHm1s4IuY9RSr2]{Gossip}, @UUID[Compendium.wfrp4e-core.items.cYtU0ORRFCOpQLWz]{Intuition}, @UUID[Compendium.wfrp4e-core.items.DRO5DLF6UcfkvNSh]{Lore (Local)}, @UUID[Compendium.wfrp4e-core.items.zZUX7wO4rOo8k9F0]{Navigation}, @UUID[Compendium.wfrp4e-core.items.H2upcZ7q7qAPtPic]{Ranged (Blackpowder)}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.JLzJws09GMw9GWBV]{Coolheaded}, @UUID[Compendium.wfrp4e-core.items.edsenrEYTLOtpa6b]{Crack the Whip}, @UUID[Compendium.wfrp4e-core.items.0ep8BNMiZGVLTHpr]{Gunner}, @UUID[Compendium.wfrp4e-core.items.Ywo6fZNPC4zbHHSQ]{Strong-minded}<br /><strong>Trappings</strong>: Blunderbuss with 10 Shots, Coach Horn, Leather Jack, Hat<br /><br /></p><h3><strong>♜ @UUID[Compendium.wfrp4e-core.items.g7Sts6Gzrcg4oDDI]{Coach Master}</strong></h3><p><strong>Status</strong>: Silver 3<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.6am9EDNE43mzwDvG]{Animal Training (Horse)}, @UUID[Compendium.wfrp4e-core.items.I0yPc4PH5erWJLmu]{Intimidate}, @UUID[Compendium.wfrp4e-core.items.XQiiwS9m2Du1IMUz]{Language (any)}, @UUID[Compendium.wfrp4e-core.items.DRO5DLF6UcfkvNSh]{Lore (Routes)}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.XIcDsaW4D8wScezw]{Accurate Shot}, @UUID[Compendium.wfrp4e-core.items.epPBu7x6BRWp2PHG]{Dealmaker}, @UUID[Compendium.wfrp4e-core.items.8pVzgPkgWpTJvfhG]{Fearless (Outlaws)}, @UUID[Compendium.wfrp4e-core.items.AcnFuDKRemLI9ey7]{Nose for Trouble}<br /><strong>Trappings</strong>: Mail Shirt, Pistol, Quality Cloak<br /><br /></p><h3><strong>♛ @UUID[Compendium.wfrp4e-core.items.G6o2q7tPhw4sgdOY]{Route Master}</strong></h3><p><strong>Status</strong>: Silver 5<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.exLrBrn2mjb6x2Cq]{Charm}, @UUID[Compendium.wfrp4e-core.items.oMaJZ5cvCJeOUq9H]{Leadership}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.8pVzgPkgWpTJvfhG]{Fearless (Beastmen)}, @UUID[Compendium.wfrp4e-core.items.5lcttqGToT54WFrl]{Marksman}, @UUID[Compendium.wfrp4e-core.items.afREA9q7v4Scuozn]{Orientation}, @UUID[Compendium.wfrp4e-core.items.769B469sqx6FXPfn]{Rapid Reload}<br /><strong>Trappings</strong>: Fleet of Coaches and Horses, Maps<br /><br /></p>"
|
||
},
|
||
"Noble": {
|
||
"name": "Noble",
|
||
"text": "<blockquote><div><div><div><p>‘Everyone thinks that Nobles have it easy, but it’s a treacherous life and you’re always standing in someone’s way. I’d rather take my chances out here with you lot than risk assassins back home. Give me a herd of Beastmen any day.’</p><p style=\"text-align:right\"><em>– “Lugner” Rodziner, Tenth of his Line</em></p></div></div></div></blockquote><p> </p><div><div><div><p><em>As the scion of a noble bloodline, you stand proudly from the common rabble.</em></p><p>The blood of highborn ancestors courses through the veins of the nobility, granting Nobles the power to rule, make laws, and dispense justice. Nobles often inherit vast wealth and holdings, although only those with a direct line of succession can expect to wield any genuine power. Many spend their lives consolidating this wealth and power through business, politics, and conquest. Those without substantial inheritance must make their own way in the world, joining the State Army or navy as a commissioned officer, or commit to service of one of the gods. It is common to find Nobles working for more powerful noble houses, such as sending their daughters to serve as hand maidens to royalty.</p><p> Many Nobles serve their families abroad in the hopes they can advance their station and earn acclaim amongst their peers. Others, bored by pampered living, search for excitement as adventurers and would-be heroes. Scions with few prospects sometimes seek their fortunes far from courtly intrigue and betrayal, taking up other occupations to expand their options.</p><p>The GM should consider carefully whether to allow players to choose the Noble career. It comes with a lot of trappings and temporal power, especially at the higher levels of the career.</p></div></div></div><p> </p><div class=\"journal-image centered\"><img src=\"modules/wfrp4e-core/art/careers/noble.webp\" /></div><p><strong>Species: </strong>Human, Dwarf, High Elf, Wood Elf</p><p><strong>Class: </strong>Courtier</p><h3 style=\"text-align:center\" class=\"no-toc\">Noble Advance Scheme</h3><table style=\"height:34px\" border=\"1\"><tbody><tr style=\"height:17px\"><td style=\"height:17px;width:60px;text-align:center\">WS</td><td style=\"height:17px;width:60px;text-align:center\">BS</td><td style=\"height:17px;width:60px;text-align:center\">S</td><td style=\"height:17px;width:61px;text-align:center\">T</td><td style=\"height:17px;width:61px;text-align:center\">I</td><td style=\"height:17px;width:61px;text-align:center\">Agi</td><td style=\"height:17px;width:61px;text-align:center\">Dex</td><td style=\"height:17px;width:61px;text-align:center\">Int</td><td style=\"height:17px;width:61px;text-align:center\">WP</td><td style=\"height:17px;width:61px;text-align:center\">Fel</td></tr><tr style=\"height:17px\"><td style=\"height:17px;width:60px;text-align:center\">✠</td><td style=\"height:17px;width:60px;text-align:center\"> </td><td style=\"height:17px;width:60px;text-align:center\"> </td><td style=\"height:17px;width:61px;text-align:center\"> </td><td style=\"height:17px;width:61px;text-align:center\">✠</td><td style=\"height:17px;width:61px;text-align:center\"> </td><td style=\"height:17px;width:61px;text-align:center\">✠</td><td style=\"height:17px;width:61px;text-align:center\">♜</td><td style=\"height:17px;width:61px;text-align:center\">♛</td><td style=\"height:17px;width:61px;text-align:center\">♟</td></tr></tbody></table><h3><strong>✠ @UUID[Compendium.wfrp4e-core.items.BmttbXNr3ZwydNUo]{Scion}</strong></h3><p><strong>Status</strong>: Gold 1<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.d3VZwO4Y5JH5DXdT]{Bribery}, @UUID[Compendium.wfrp4e-core.items.R2ytluHiEFF2KQ5e]{Consume Alcohol}, @UUID[Compendium.wfrp4e-core.items.7pQo66cESWttzIlb]{Gamble}, @UUID[Compendium.wfrp4e-core.items.I0yPc4PH5erWJLmu]{Intimidate}, <em>@UUID[Compendium.wfrp4e-core.items.oMaJZ5cvCJeOUq9H]{Leadership}</em>, @UUID[Compendium.wfrp4e-core.items.DiP9cmbqUir3HkkK]{Lore (Heraldry)}, @UUID[Compendium.wfrp4e-core.items.4mJoPBw4drm1kv2D]{Melee (Fencing)}, @UUID[Compendium.wfrp4e-core.items.bBLK2hznjPlby6Jb]{Play (Any)}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.sYbgpSnRqSZWgwFP]{Etiquette (Nobles)}, @UUID[Compendium.wfrp4e-core.items.u0CFf3xwiyidD9T5]{Luck}, @UUID[Compendium.wfrp4e-core.items.1IVGksL10N7GVrw3]{Noble Blood}, @UUID[Compendium.wfrp4e-core.items.GogGbYxkVdCmiKqf]{Read/Write}<br /><strong>Trappings</strong>: Courtly Garb, Foil or Hand Mirror, Jewelry worth 3d10 GC, Personal Servant<br /><br /></p><h3><strong>♟ @UUID[Compendium.wfrp4e-core.items.GYIOEWXugK9Dofg7]{Noble}</strong></h3><p><strong>Status</strong>: Gold 3<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.exLrBrn2mjb6x2Cq]{Charm}, @UUID[Compendium.wfrp4e-core.items.RLQHm1s4IuY9RSr2]{Gossip}, @UUID[Compendium.wfrp4e-core.items.61L9aX2z164cjm7K]{Language (Classical)}, @UUID[Compendium.wfrp4e-core.items.DRO5DLF6UcfkvNSh]{Lore (Local)}, @UUID[Compendium.wfrp4e-core.items.oSbEE6eXH1S3LfUU]{Ride (Horse)}, @UUID[Compendium.wfrp4e-core.items.bJBesrdCaDqaXbQg]{Melee (Parry)}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.6l3jvIAvrKxt0lA9]{Attractive}, @UUID[Compendium.wfrp4e-core.items.34EBUkHQkrqF1sq7]{Briber}, @UUID[Compendium.wfrp4e-core.items.hTgrGkWnmIR4xhVe]{Carouser}, @UUID[Compendium.wfrp4e-core.items.LPgjE0cexTVOBVCY]{Suave}<br /><strong>Trappings</strong>: 4 Household Servants, Quality Courtly Garb, Courtly Garb, Riding Horse with Saddle and Harness or Coach, Main Gauche or Quality Cloak, Jewelry worth 50 GC<br /><br /></p><h3><strong>♜ @UUID[Compendium.wfrp4e-core.items.WCS3mz3qmQbCc9j4]{Magnate}</strong></h3><p><strong>Status</strong>: Gold 5<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.XQiiwS9m2Du1IMUz]{Language (Any)}, @UUID[Compendium.wfrp4e-core.items.cYtU0ORRFCOpQLWz]{Intuition}, @UUID[Compendium.wfrp4e-core.items.DRO5DLF6UcfkvNSh]{Lore (Politics)}, @UUID[Compendium.wfrp4e-core.items.Fs06sr7y9JKpVQmB]{Perception}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.JLzJws09GMw9GWBV]{Coolheaded}, @UUID[Compendium.wfrp4e-core.items.epPBu7x6BRWp2PHG]{Dealmaker}, @UUID[Compendium.wfrp4e-core.items.XU7D9CCmumuhqDUi]{Public Speaker}, @UUID[Compendium.wfrp4e-core.items.b4x1qEWcevX7xK58]{Schemer}<br /><strong>Trappings</strong>: 2 sets of Quality Courtly Garb, 200 GC, Fiefdom, Jewelry worth 200 GC, Signet Ring<br /><br /></p><h3><strong>♛ @UUID[Compendium.wfrp4e-core.items.huYKd0sYPnF4ReB0]{Noble Lord}</strong></h3><p><strong>Status</strong>: Gold 7<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.DRO5DLF6UcfkvNSh]{Lore (Any)}, @UUID[Compendium.wfrp4e-core.items.rt2rGSwFDCDHPh0A]{Track}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.x8g3U68oi8XzWiYr]{Commanding Presence}, @UUID[Compendium.wfrp4e-core.items.mgeiaDZXei7JBEgo]{Iron Will}, @UUID[Compendium.wfrp4e-core.items.vCgEAetBMngR53aT]{War Leader}, @UUID[Compendium.wfrp4e-core.items.OROfMcVqRnZHINkU]{Wealthy}<br /><strong>Trappings</strong>: 4 sets of Best Quality Courtly Garb, Quality Foil or Hand Mirror, 500 GC, Jewelry worth 500 GC, Province<br /><br /></p>"
|
||
},
|
||
"Investigator": {
|
||
"name": "Investigator",
|
||
"text": "<blockquote><div><div><div><p>‘I regret to inform you that your husband is buried in Frau Kohl’s vegetable garden, beneath the turnips. That will be 6 shillings and 4 pence, please.’</p><p style=\"text-align:right\"><em>– Hemlock Surelight, Elven Sleuth</em></p><p> ‘We can deduce from this splintered door the thief exited with assistance from a very large creature. But said creature couldn’t have descended the narrow stairwell. Tis leaves only two possible conclusions. Either it materialized from thin air, or else our thief is a shape-changer...’</p><p style=\"text-align:right\"><em>– Zavant Konniger, ‘Sage-Detective’</em></p><p> ‘As I am sure you know, I am the world’s greatest detective. You ‘ave ‘eard of Alphonse, no?’</p><p style=\"text-align:right\"><em>– @UUID[Compendium.wfrp4e-horned-rat.actors.qvHgWQ8HF3rn003M]{Alphonse Hercules de Gascoigne}, Diminutive Bretonnian Detective</em></p></div></div></div></blockquote><p> </p><div><div><div><p><em>Perceptive and suspicious, you probe deep into the heart of any crime, and find answers.</em></p><p>Most Investigators pursue cases involving stolen property, missing persons, or murders, although some research stories for the emerging newssheets, or even blackmail crime suspects for ‘hush money’. Investigative techniques include footprint tracking, cross-examination, deductive reasoning and — if necessary — breaking and entry. Where secular investigators operate on the edge of the law or for an institution like the watch of a Merchant House, religious investigators — most commonly serving Sigmar and Verena — follow stricter ethical codes.</p><p>Experienced Investigators cultivate matter-of-fact airs of sophistication to improve their credibility. Some Master Investigators sell themselves as ‘observation specialists’ possessing skills they claim cannot be learned. Considerable self-promotion is required to become one of the famous Detectives who receive job offers from across the Old World.</p><p>Investigators are sometimes hired to solve mysteries far too dangerous to tackle alone, which can be the informal creation of an adventuring party. Of course, the very nature of mysteries can result in each solved case leading to yet another mystery. Investigators may therefore enjoy steady employment, provided they’re able to identify willing customers for every new mystery they uncover.</p></div></div></div><p> </p><div class=\"journal-image centered\"><img src=\"modules/wfrp4e-core/art/careers/investigator.webp\" /></div><p><strong>Species: </strong>Human, Dwarf, Halfling, High Elf</p><p><strong>Class: </strong>Burgher</p><h3 style=\"text-align:center\" class=\"no-toc\">Investigator Advance Scheme</h3><table style=\"height:34px\" border=\"1\"><tbody><tr style=\"height:17px\"><td style=\"height:17px;width:60px;text-align:center\">WS</td><td style=\"height:17px;width:60px;text-align:center\">BS</td><td style=\"height:17px;width:60px;text-align:center\">S</td><td style=\"height:17px;width:61px;text-align:center\">T</td><td style=\"height:17px;width:61px;text-align:center\">I</td><td style=\"height:17px;width:61px;text-align:center\">Agi</td><td style=\"height:17px;width:61px;text-align:center\">Dex</td><td style=\"height:17px;width:61px;text-align:center\">Int</td><td style=\"height:17px;width:61px;text-align:center\">WP</td><td style=\"height:17px;width:61px;text-align:center\">Fel</td></tr><tr style=\"height:17px\"><td style=\"height:17px;width:60px;text-align:center\"> </td><td style=\"height:17px;width:60px;text-align:center\"> </td><td style=\"height:17px;width:60px;text-align:center\"> </td><td style=\"height:17px;width:61px;text-align:center\"> </td><td style=\"height:17px;width:61px;text-align:center\">✠</td><td style=\"height:17px;width:61px;text-align:center\">✠</td><td style=\"height:17px;width:61px;text-align:center\">♜</td><td style=\"height:17px;width:61px;text-align:center\">✠</td><td style=\"height:17px;width:61px;text-align:center\">♛</td><td style=\"height:17px;width:61px;text-align:center\">♟</td></tr></tbody></table><h3><strong>✠ @UUID[Compendium.wfrp4e-core.items.AQmofCPcdFZNXCV6]{Sleuth}</strong></h3><p><strong>Status</strong>: Silver 1<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.exLrBrn2mjb6x2Cq]{Charm}, @UUID[Compendium.wfrp4e-core.items.sRuMlaPU5xdIrwhd]{Climb}, @UUID[Compendium.wfrp4e-core.items.pxNjTxsp1Kp0SmQe]{Cool}, @UUID[Compendium.wfrp4e-core.items.RLQHm1s4IuY9RSr2]{Gossip}, @UUID[Compendium.wfrp4e-core.items.cYtU0ORRFCOpQLWz]{Intuition}, <em>@UUID[Compendium.wfrp4e-core.items.Fs06sr7y9JKpVQmB]{Perception}</em>, @UUID[Compendium.wfrp4e-core.items.zkI6tIqbyAZvh0Th]{Stealth (Urban)}, @UUID[Compendium.wfrp4e-core.items.rt2rGSwFDCDHPh0A]{Track}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.wBhPFggGqIXwbx1r]{Alley Cat}, @UUID[Compendium.wfrp4e-core.items.5KP9sOoLSGvj9EXp]{Beneath Notice}, @UUID[Compendium.wfrp4e-core.items.GogGbYxkVdCmiKqf]{Read/Write}, @UUID[Compendium.wfrp4e-core.items.oQzTJEXUx28sCiH3]{Sharp}<br /><strong>Trappings</strong>: Lantern, Lamp Oil, Journal, Quill and Ink<br /><br /></p><h3><strong>♟ @UUID[Compendium.wfrp4e-core.items.a5B7FYYaSarc95Xc]{Investigator}</strong></h3><p><strong>Status</strong>: Silver 2<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.R2ytluHiEFF2KQ5e]{Consume Alcohol}, @UUID[Compendium.wfrp4e-core.items.1jCxbFAUuFuAPLJl]{Dodge}, @UUID[Compendium.wfrp4e-core.items.2LDCVJQWkTFszMok]{Lore (Law)}, @UUID[Compendium.wfrp4e-core.items.jLyoyqwmBVPjRjhM]{Melee (Brawling)}, @UUID[Compendium.wfrp4e-core.items.AkjRsazdAppqveZu]{Pick Lock}, @UUID[Compendium.wfrp4e-core.items.rvd0S8Z0v2m0MHmD]{Sleight of Hand}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.sYbgpSnRqSZWgwFP]{Etiquette (Any)}, @UUID[Compendium.wfrp4e-core.items.QsrXxGZiHjth7RMg]{Savvy}, @UUID[Compendium.wfrp4e-core.items.XSb3QVB9ipPBFt56]{Shadow}, @UUID[Compendium.wfrp4e-core.items.jviOQmy0luQOySC2]{Tenacious}<br /><strong>Trappings</strong>: Leather Jack, Hand Weapon, Magnifying Glass, Lockpick<br /><br /></p><h3><strong>♜ @UUID[Compendium.wfrp4e-core.items.jGYtrDe0sNACF2pB]{Master Investigator}</strong></h3><p><strong>Status</strong>: Silver 3<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.d3VZwO4Y5JH5DXdT]{Bribery}, @UUID[Compendium.wfrp4e-core.items.bSWoV1IiS5qWNw39]{Evaluate}, @UUID[Compendium.wfrp4e-core.items.oMaJZ5cvCJeOUq9H]{Leadership}, @UUID[Compendium.wfrp4e-core.items.DRO5DLF6UcfkvNSh]{Lore (Any)}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.zv3IyoU2wkPZu8pD]{Bookish}, @UUID[Compendium.wfrp4e-core.items.wrpVYmdiIy1jPulc]{Break and Enter}, @UUID[Compendium.wfrp4e-core.items.mNoCuaVbFBflfO6X]{Sixth Sense}, @UUID[Compendium.wfrp4e-core.items.LPgjE0cexTVOBVCY]{Suave}<br /><strong>Trappings</strong>: Assistant, Office<br /><br /></p><h3><strong>♛ @UUID[Compendium.wfrp4e-core.items.fiHq2JGODlbQRdKh]{Detective}</strong></h3><p><strong>Status</strong>: Silver 5<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.I0yPc4PH5erWJLmu]{Intimidate}, @UUID[Compendium.wfrp4e-core.items.DRO5DLF6UcfkvNSh]{Lore (any)}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.9h82z72XGo9tfgQS]{Acute Sense (Any)}, @UUID[Compendium.wfrp4e-core.items.580fwhKfOZJFxMID]{Savant (Any)}, @UUID[Compendium.wfrp4e-core.items.kQbVFzsh4LbaIzHU]{Speedreader}, @UUID[Compendium.wfrp4e-core.items.V9N0LMnXf1WYseCL]{Tower of Memories}<br /><strong>Trappings</strong>: Network of Informants, Spyglass<br /><br /></p>"
|
||
},
|
||
"Riverwarden": {
|
||
"name": "Riverwarden",
|
||
"text": "<blockquote><div><div><div><div><div><div><p>‘So back in the day, when I was a riverwarden, Big Willi came round to tell me I had to leave a certain shipment alone. He said I should just let it through and everything would be alright. Of course, I was young, wasn’t I? I told the ship’s Master all about it. And was I rewarded for my honesty? Nah, Big Willi came round and beat me up, and the next day I was drummed out of the river patrol. They were all in it together, weren’t they?’</p><p style=\"text-align:right\"><em>– Nikki Schnelling, ex-riverwarden</em></p></div></div></div></div></div></div></blockquote><p> </p><div><div><div><p><em>Strong-backed and sure, you patrol the riverways in hunt of lawbreakers and troublemakers.</em></p><p>A clarion call across the waterways heralds the arrival of the Imperial River Patrol, a river-borne police force known as much for its harassing thugs as for its good work. Most riverside villages and inns set aside moorings for them as, without them, worse criminals would rule the waters. The overworked patrols concentrate on egregious crimes, resolving petty misdemeanors with spot fines. On major trade-routes, the patrols have larger vessels manned by ‘Shipswords’ trained to tackle larger threats like Greenskins or Trolls.</p><p>Some Riverwardens rarely see the water, instead manning remote outposts overlooking strategically important waters. Others crew fast riverboats charged to intercept smugglers in the night. The largest Riverwarden vessels are effectively sea-worthy warships, bristling with cannon and mortars, ready for almost any eventuality</p><p>A diligent Riverwarden, searching vessels and following up leads, might stumble across any sort of nefarious plot or sinister cargo. Riverwardens typically work month-long shifts, but this means they also have months off. Tis structure is ideal for adventuring: as a Riverwarden need not desert their post to pursue private matters, or even have to persuade their Sergeant that it is their duty to follow up crimes. They can head off, investigate, and be back long before their next cycle begins.</p></div></div></div><p> </p><div class=\"journal-image centered\"><img src=\"modules/wfrp4e-core/art/careers/riverwarden.webp\" /></div><p><strong>Species: </strong>Human, Halfling</p><p><strong>Class: </strong>Riverfolk</p><h3 style=\"text-align:center\" class=\"no-toc\">Riverwarden Advance Scheme</h3><table style=\"height:34px\" border=\"1\"><tbody><tr style=\"height:17px\"><td style=\"height:17px;width:60px;text-align:center\">WS</td><td style=\"height:17px;width:60px;text-align:center\">BS</td><td style=\"height:17px;width:60px;text-align:center\">S</td><td style=\"height:17px;width:61px;text-align:center\">T</td><td style=\"height:17px;width:61px;text-align:center\">I</td><td style=\"height:17px;width:61px;text-align:center\">Agi</td><td style=\"height:17px;width:61px;text-align:center\">Dex</td><td style=\"height:17px;width:61px;text-align:center\">Int</td><td style=\"height:17px;width:61px;text-align:center\">WP</td><td style=\"height:17px;width:61px;text-align:center\">Fel</td></tr><tr style=\"height:17px\"><td style=\"height:17px;width:60px;text-align:center\">♟</td><td style=\"height:17px;width:60px;text-align:center\">✠</td><td style=\"height:17px;width:60px;text-align:center\">✠</td><td style=\"height:17px;width:61px;text-align:center\"> </td><td style=\"height:17px;width:61px;text-align:center\">♜</td><td style=\"height:17px;width:61px;text-align:center\"> </td><td style=\"height:17px;width:61px;text-align:center\"> </td><td style=\"height:17px;width:61px;text-align:center\">♛</td><td style=\"height:17px;width:61px;text-align:center\"> </td><td style=\"height:17px;width:61px;text-align:center\">✠</td></tr></tbody></table><h3><strong>✠ @UUID[Compendium.wfrp4e-core.items.RqHOwFXhYtTWKiNP]{River Recruit}</strong></h3><p><strong>Status</strong>: Silver 1<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.LGHozP5gmQ8cuDQV]{Athletics}, @UUID[Compendium.wfrp4e-core.items.1jCxbFAUuFuAPLJl]{Dodge}, @UUID[Compendium.wfrp4e-core.items.CcNJsS4jSwB6Ug1J]{Endurance}, <em>@UUID[Compendium.wfrp4e-core.items.rOPmyLWa37e7s9v6]{Melee (Basic)}</em>, @UUID[Compendium.wfrp4e-core.items.Fs06sr7y9JKpVQmB]{Perception}, @UUID[Compendium.wfrp4e-core.items.KL4pCOqma5E7fLG4]{Row}, @UUID[Compendium.wfrp4e-core.items.n8IfmLt4kzMhIKIv]{Sail}, @UUID[Compendium.wfrp4e-core.items.hodHqFNKAmu40ajh]{Swim}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.4wnQc19allWlyOGe]{Strong Swimmer}, @UUID[Compendium.wfrp4e-core.items.FF41XPboORgyDNsv]{Strong Back}, @UUID[Compendium.wfrp4e-core.items.Zf0vk2rjllpDh0Ua]{Very Strong}, @UUID[Compendium.wfrp4e-core.items.tlEg21DHMEJoWcJq]{Waterman}<br /><strong>Trappings</strong>: Hand Weapon (Sword), Leather Jack, Uniform<br /><br /></p><h3><strong>♟ @UUID[Compendium.wfrp4e-core.items.CXSKOpjA7a2kqWSq]{Riverwarden}</strong></h3><p><strong>Status</strong>: Silver 2<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.d3VZwO4Y5JH5DXdT]{Bribery}, @UUID[Compendium.wfrp4e-core.items.exLrBrn2mjb6x2Cq]{Charm}, @UUID[Compendium.wfrp4e-core.items.I0yPc4PH5erWJLmu]{Intimidate}, @UUID[Compendium.wfrp4e-core.items.RLQHm1s4IuY9RSr2]{Gossip}, @UUID[Compendium.wfrp4e-core.items.DRO5DLF6UcfkvNSh]{Lore (Riverways)}, @UUID[Compendium.wfrp4e-core.items.H2upcZ7q7qAPtPic]{Ranged (Blackpowder)}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.r180vP86SlwyJc8W]{Criminal}, @UUID[Compendium.wfrp4e-core.items.0ep8BNMiZGVLTHpr]{Gunner}, @UUID[Compendium.wfrp4e-core.items.1kgHcImgfyKI1IYp]{Fisherman}, @UUID[Compendium.wfrp4e-core.items.jQmIu8P85tF0njmD]{Seasoned Traveller}<br /><strong>Trappings</strong>: Lantern and Oil, Pistol with 10 shot, Shield<br /><br /></p><h3><strong>♜ @UUID[Compendium.wfrp4e-core.items.FOGWbyemEGAkK746]{Shipsword}</strong></h3><p><strong>Status</strong>: Silver 4<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.sRuMlaPU5xdIrwhd]{Climb}, @UUID[Compendium.wfrp4e-core.items.pxNjTxsp1Kp0SmQe]{Cool}, @UUID[Compendium.wfrp4e-core.items.cYtU0ORRFCOpQLWz]{Intuition}, @UUID[Compendium.wfrp4e-core.items.oMaJZ5cvCJeOUq9H]{Leadership}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.8pVzgPkgWpTJvfhG]{Fearless (Wreckers)}, @UUID[Compendium.wfrp4e-core.items.E98mVLZgE8bX5vQW]{Hatred (Any)}, @UUID[Compendium.wfrp4e-core.items.WEH97InIX29nzgW1]{Pilot}, @UUID[Compendium.wfrp4e-core.items.Ij9N3G8jzxb4lrwy]{Sea Legs}<br /><strong>Trappings</strong>: Grappling Hook, Helmet, Mail Shirt<br /><br /></p><h3><strong>♛ @UUID[Compendium.wfrp4e-core.items.VIEEddQ4IW7Fjq2b]{Shipsword Master}</strong></h3><p><strong>Status</strong>: Gold 1<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.2LDCVJQWkTFszMok]{Lore (Law)}, @UUID[Compendium.wfrp4e-core.items.zZUX7wO4rOo8k9F0]{Navigation}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.x8g3U68oi8XzWiYr]{Commanding Presence}, @UUID[Compendium.wfrp4e-core.items.RbnrfHf7GSQap0ig]{Kingpin}, @UUID[Compendium.wfrp4e-core.items.0hn6UaKq8CoZP2zD]{Menacing}, @UUID[Compendium.wfrp4e-core.items.afREA9q7v4Scuozn]{Orientation}<br /><strong>Trappings</strong>: Patrol Boats and Crew, Symbol of Rank<br /><br /></p>"
|
||
},
|
||
"Merchant": {
|
||
"name": "Merchant",
|
||
"text": "<blockquote><div><div><div><p>‘If Nuln wants trade wars, so be it, I’ll see their river blockaded and raise taxes on guns. After all, the Emperor owes me a few favors...’</p><p style=\"text-align:right\"><em>– Leo van Haagen, Marienburg Merchant Prince</em></p><p> ‘How did I became a millionaire? Well, when I was a girl with only a pfennig to my name, I went to the local farmer and bought an apple. Ten I walked to the market and sold the apple for two pfennigs. The next day I bought two apples from the farmer and walked to the market again and sold the apples for four pfennigs. And so it went on, every day; I walked to the farm bought some apples, and then walked to the market to sell them at a profit. And by the time I was twenty-five years old, my grandfather died and left me a million crowns.’</p><p style=\"text-align:right\"><em>– Johanna Sainzburg, Fresh Fruit Magnate</em></p></div></div></div></blockquote><p> </p><div><div><div><p><em>Shrewd and numerate, you buy low to sell high, making more money than most will ever see</em></p><p>Most Merchants trade in simple goods such as alcohol, textiles, woodcraft, and pottery. For the ambitious, rare exotic goods such as Dwarf gromril or Eastern spices command higher profits, but risk longer transport routes and require strong foreign contacts. Merchants cannot sell in most towns without approval from (and payments to) a Merchants’ Guild, powerful institutions rivalling the noble courts’ political influence. Local commerce is managed by Traders who ship goods between backwater villages and nearby towns.</p><p>Traders can join guilds by apprenticing under Master Merchants as junior business partners. Powerful Merchant Princes owning warehouses and sales offices in multiple cities enjoy the same status as minor nobles. In addition to trading, some Merchants also branch out into banking, moneylending, and investing.</p><p>Merchants share a certain kinship with adventurers, often hiring them over professional caravan guards. Adventurers are adaptable and enterprising by nature, making them ideal candidates for partnership in a trading company, bringing Merchants into contact with all manner of colorful characters.</p></div></div></div><p> </p><div class=\"journal-image centered\"><img src=\"modules/wfrp4e-core/art/careers/merchant.webp\" /></div><p><strong>Species: </strong>Human, Dwarf, Halfling, High Elf</p><p><strong>Class: </strong>Burgher</p><h3 style=\"text-align:center\" class=\"no-toc\">Merchant Advance Scheme</h3><table style=\"height:34px\" border=\"1\"><tbody><tr style=\"height:17px\"><td style=\"height:17px;width:60px;text-align:center\">WS</td><td style=\"height:17px;width:60px;text-align:center\">BS</td><td style=\"height:17px;width:60px;text-align:center\">S</td><td style=\"height:17px;width:61px;text-align:center\">T</td><td style=\"height:17px;width:61px;text-align:center\">I</td><td style=\"height:17px;width:61px;text-align:center\">Agi</td><td style=\"height:17px;width:61px;text-align:center\">Dex</td><td style=\"height:17px;width:61px;text-align:center\">Int</td><td style=\"height:17px;width:61px;text-align:center\">WP</td><td style=\"height:17px;width:61px;text-align:center\">Fel</td></tr><tr style=\"height:17px\"><td style=\"height:17px;width:60px;text-align:center\">♛</td><td style=\"height:17px;width:60px;text-align:center\"> </td><td style=\"height:17px;width:60px;text-align:center\"> </td><td style=\"height:17px;width:61px;text-align:center\"> </td><td style=\"height:17px;width:61px;text-align:center\">♜</td><td style=\"height:17px;width:61px;text-align:center\">✠</td><td style=\"height:17px;width:61px;text-align:center\"> </td><td style=\"height:17px;width:61px;text-align:center\">♟</td><td style=\"height:17px;width:61px;text-align:center\">✠</td><td style=\"height:17px;width:61px;text-align:center\">✠</td></tr></tbody></table><h3><strong>✠ @UUID[Compendium.wfrp4e-core.items.2aKiMpKfVnXWNfmy]{Trader}</strong></h3><p><strong>Status</strong>: Silver 2<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.MXy22hFCgntdlQrn]{Animal Care}, @UUID[Compendium.wfrp4e-core.items.d3VZwO4Y5JH5DXdT]{Bribery}, @UUID[Compendium.wfrp4e-core.items.exLrBrn2mjb6x2Cq]{Charm}, @UUID[Compendium.wfrp4e-core.items.R2ytluHiEFF2KQ5e]{Consume Alcohol}, @UUID[Compendium.wfrp4e-core.items.iYan4z52v7HYM9u9]{Drive}, @UUID[Compendium.wfrp4e-core.items.7pQo66cESWttzIlb]{Gamble}, @UUID[Compendium.wfrp4e-core.items.RLQHm1s4IuY9RSr2]{Gossip}, <em>@UUID[Compendium.wfrp4e-core.items.pKLMbmG3Ivt6mzMf]{Haggle}</em><br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.77p3QRKgFWakkndF]{Blather}, @UUID[Compendium.wfrp4e-core.items.epPBu7x6BRWp2PHG]{Dealmaker}, @UUID[Compendium.wfrp4e-core.items.GogGbYxkVdCmiKqf]{Read/Write}, @UUID[Compendium.wfrp4e-core.items.LPgjE0cexTVOBVCY]{Suave}<br /><strong>Trappings</strong>: Abacus, Mule and Cart, Canvas Tarpaulin, 3d10 Silver Shillings<br /><br /></p><h3><strong>♟ @UUID[Compendium.wfrp4e-core.items.eFMNueIi3zp6vs6e]{Merchant}</strong></h3><p><strong>Status</strong>: Silver 5<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.bSWoV1IiS5qWNw39]{Evaluate}, @UUID[Compendium.wfrp4e-core.items.cYtU0ORRFCOpQLWz]{Intuition}, @UUID[Compendium.wfrp4e-core.items.XQiiwS9m2Du1IMUz]{Language (Any)}, @UUID[Compendium.wfrp4e-core.items.XQiiwS9m2Du1IMUz]{Language (Guilder)}, @UUID[Compendium.wfrp4e-core.items.DRO5DLF6UcfkvNSh]{Lore (Local)}, @UUID[Compendium.wfrp4e-core.items.Fs06sr7y9JKpVQmB]{Perception}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.34EBUkHQkrqF1sq7]{Briber}, @UUID[Compendium.wfrp4e-core.items.HIofcsDLjXGKzSZf]{Embezzle}, @UUID[Compendium.wfrp4e-core.items.sYbgpSnRqSZWgwFP]{Etiquette (Guilder)}, @UUID[Compendium.wfrp4e-core.items.QsrXxGZiHjth7RMg]{Savvy}<br /><strong>Trappings</strong>: Riverboat or 2 Wagons, Guild License, 20 GC<br /><br /></p><h3><strong>♜ @UUID[Compendium.wfrp4e-core.items.mE6PJ1yIScBu6Tye]{Master Merchant}</strong></h3><p><strong>Status</strong>: Gold 1<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.pxNjTxsp1Kp0SmQe]{ Cool}, @UUID[Compendium.wfrp4e-core.items.61L9aX2z164cjm7K]{Language (Classical)}, @UUID[Compendium.wfrp4e-core.items.zZUX7wO4rOo8k9F0]{Navigation}, @UUID[Compendium.wfrp4e-core.items.D4JNPSl6VOpsVmSi]{Secret Signs (Guilder)}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.LzgxyMknSHjSkkeQ]{Cat-tongued}, @UUID[Compendium.wfrp4e-core.items.sYbgpSnRqSZWgwFP]{Etiquette (Any)}, @UUID[Compendium.wfrp4e-core.items.5QcrpLQWWrsbKR79]{Numismatics}, @UUID[Compendium.wfrp4e-core.items.oQzTJEXUx28sCiH3]{Sharp}<br /><strong>Trappings</strong>: Town House with Servants, Warehouse, 100 GC<br /><br /></p><h3><strong>♛ @UUID[Compendium.wfrp4e-core.items.8llxzvd0M3P59ctr]{Merchant Prince}</strong></h3><p><strong>Status</strong>: Gold 3<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.DRO5DLF6UcfkvNSh]{Lore (Any)}, @UUID[Compendium.wfrp4e-core.items.I0yPc4PH5erWJLmu]{Intimidate}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.mgeiaDZXei7JBEgo]{Iron Will}, @UUID[Compendium.wfrp4e-core.items.u0CFf3xwiyidD9T5]{Luck}, @UUID[Compendium.wfrp4e-core.items.b4x1qEWcevX7xK58]{Schemer}, @UUID[Compendium.wfrp4e-core.items.OROfMcVqRnZHINkU]{Wealthy}<br /><strong>Trappings</strong>: 2 Riverboats or 4 Wagons, Large Town Estate, 2 Warehouses, 1000 GC, Quality Clothing<br /><br /></p>"
|
||
},
|
||
"Apothecary": {
|
||
"name": "Apothecary",
|
||
"text": "<blockquote><div><div><div><p>‘Look for this sigil: white mortar, black pestle. Don’t ask for our order without it or you’ll be reported to the Watch. And lad, don’t ever short our Apothecary; you’ll spend the rest of your days wondering if the next drink will be your last.’</p><p style=\"text-align:right\"><em>– Kathe the Unseen, Assassin</em></p><p> </p><p>‘Human chemistry? As shoddy as their architecture! And just as likely to kill you! I asked for tonic after a hard night’s drinking. Had the flux for a week!’</p><p style=\"text-align:right\"><em>– Torica Norrasdotr, Dwarf Merchant</em></p></div></div></div></blockquote><p> </p><p><em>Skilled in chemistry and concoctions, you create and sell medicine of all kinds</em></p><p> Apothecaries specialize in preparing pharmaceutical medication — commonly pills, draughts, and ointments – for sale to patients and doktors alike. Their workshops are filled with a dazzling array of bubbling alembics, overflowing beakers, worn mortar and pestles, and other physic-making paraphernalia. Some Apothecaries supplement their income selling illicit substances — from stimulants for desperate students, to hallucinogenic weirdroot for bored nobles or shady commissions from even shadier groups. Supplying these is lucrative, but also dangerous. Rare ingredients are expensive, so Apothecaries frequently have cash flow problems, and journey the wilds to collect their own ingredients. Many take temporary employment with expeditions, mercenaries, or the military for extra coin.</p><p>Due to Physician Guild pressure, most towns ban Apothecaries from formally practicing medicine, but during play Apothecaries can easily fill the role of a healer. Indeed, they are versatile in this role because they can also identify dangerous and unusual substances the party may encounter, and even turn some into useful medicine.</p><p> </p><div class=\"journal-image centered\"><img src=\"modules/wfrp4e-core/art/careers/apothecary.webp\" /></div><p><strong>Species: </strong>Human, Dwarf, Halfling, High Elf</p><p><strong>Class: </strong>Academics</p><h3 style=\"text-align:center\" class=\"no-toc\">Apothecary Advance Scheme</h3><table style=\"height:34px\" border=\"1\"><tbody><tr style=\"height:17px\"><td style=\"height:17px;width:60px;text-align:center\">WS</td><td style=\"height:17px;width:60px;text-align:center\">BS</td><td style=\"height:17px;width:60px;text-align:center\">S</td><td style=\"height:17px;width:61px;text-align:center\">T</td><td style=\"height:17px;width:61px;text-align:center\">I</td><td style=\"height:17px;width:61px;text-align:center\">Agi</td><td style=\"height:17px;width:61px;text-align:center\">Dex</td><td style=\"height:17px;width:61px;text-align:center\">Int</td><td style=\"height:17px;width:61px;text-align:center\">WP</td><td style=\"height:17px;width:61px;text-align:center\">Fel</td></tr><tr style=\"height:17px\"><td style=\"height:17px;width:60px;text-align:center\"> </td><td style=\"height:17px;width:60px;text-align:center\"> </td><td style=\"height:17px;width:60px;text-align:center\"> </td><td style=\"height:17px;width:61px;text-align:center\">✠</td><td style=\"height:17px;width:61px;text-align:center\">♜</td><td style=\"height:17px;width:61px;text-align:center\"> </td><td style=\"height:17px;width:61px;text-align:center\">✠</td><td style=\"height:17px;width:61px;text-align:center\">✠</td><td style=\"height:17px;width:61px;text-align:center\">♛</td><td style=\"height:17px;width:61px;text-align:center\">♟</td></tr></tbody></table><h3><strong>✠ @UUID[Compendium.wfrp4e-core.items.Sb0vJ3jB6n4wJwwy]{Apothecary's Apprentice}</strong></h3><p><strong>Status</strong>: Brass 3<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.R2ytluHiEFF2KQ5e]{Consume Alcohol}, @UUID[Compendium.wfrp4e-core.items.HXZaV1CJhmTvcAz4]{Heal}, @UUID[Compendium.wfrp4e-core.items.61L9aX2z164cjm7K]{Language (Classical)}, @UUID[Compendium.wfrp4e-core.items.DRO5DLF6UcfkvNSh]{Lore (Chemistry)}, @UUID[Compendium.wfrp4e-core.items.DRO5DLF6UcfkvNSh]{Lore (Medicine)}, @UUID[Compendium.wfrp4e-core.items.DRO5DLF6UcfkvNSh]{Lore (Plants)}, <em>@UUID[Compendium.wfrp4e-core.items.0qQqFANTRUDTDpRg]{Trade (Apothecary)}</em>, @UUID[Compendium.wfrp4e-core.items.wKwel9MG7NIG3i3w]{Trade (Poisoner)}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.wXcJWxJdw0ib5b8W]{Concoct}, @UUID[Compendium.wfrp4e-core.items.GRRN3XAKIpEVCY7z]{Craftsman (Apothecary)}, @UUID[Compendium.wfrp4e-core.items.sYbgpSnRqSZWgwFP]{Etiquette (Scholar)}, @UUID[Compendium.wfrp4e-core.items.GogGbYxkVdCmiKqf]{Read/Write}<br /><strong>Trappings</strong>: Book (Blank), Healing Draught, Leather Jerkin, Pestle and Mortar<br /><br /></p><h3><strong>♟ @UUID[Compendium.wfrp4e-core.items.0Y29f5H8h6lyfT9f]{Apothecary}</strong></h3><p><strong>Status</strong>: Silver 1<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.exLrBrn2mjb6x2Cq]{Charm}, @UUID[Compendium.wfrp4e-core.items.pKLMbmG3Ivt6mzMf]{Haggle}, @UUID[Compendium.wfrp4e-core.items.7ToyUcqJDkceoJRd]{Lore (Science)}, @UUID[Compendium.wfrp4e-core.items.RLQHm1s4IuY9RSr2]{Gossip}, @UUID[Compendium.wfrp4e-core.items.XQiiwS9m2Du1IMUz]{Language (Guilder)}, @UUID[Compendium.wfrp4e-core.items.Fs06sr7y9JKpVQmB]{Perception}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.r180vP86SlwyJc8W]{Criminal}, @UUID[Compendium.wfrp4e-core.items.epPBu7x6BRWp2PHG]{Dealmaker}, @UUID[Compendium.wfrp4e-core.items.sYbgpSnRqSZWgwFP]{Etiquette (Guilder)}, @UUID[Compendium.wfrp4e-core.items.G4rPR0XGiYFUZWKi]{Pharmacist}<br /><strong>Trappings</strong>: Guild License, Trade Tools<br /><br /></p><h3><strong>♜ @UUID[Compendium.wfrp4e-core.items.oA7LO3muxy9LNEJD]{Master Apothecary}</strong></h3><p><strong>Status</strong>: Silver 3<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.cYtU0ORRFCOpQLWz]{Intuition}, @UUID[Compendium.wfrp4e-core.items.oMaJZ5cvCJeOUq9H]{Leadership}, @UUID[Compendium.wfrp4e-core.items.9tbHTeuvEMZrp0rx]{Research}, @UUID[Compendium.wfrp4e-core.items.D4JNPSl6VOpsVmSi]{Secret Signs (Guilder)}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.zv3IyoU2wkPZu8pD]{Bookish}, @UUID[Compendium.wfrp4e-core.items.GHmXS9zGNx3PWYZc]{Master Tradesman (Apothecary)}, @UUID[Compendium.wfrp4e-core.items.vMYEkrWj0ip6ZOdv]{Resistance (Poison)}, @UUID[Compendium.wfrp4e-core.items.QsrXxGZiHjth7RMg]{Savvy}<br /><strong>Trappings</strong>: Book (Apothecary), Apprentice, Workshop<br /><br /></p><h3><strong>♛ @UUID[Compendium.wfrp4e-core.items.y0V0xRFindJiBUDz]{Apothecary-General}</strong></h3><p><strong>Status</strong>: Gold 1<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.I0yPc4PH5erWJLmu]{Intimidate}, @UUID[Compendium.wfrp4e-core.items.oSbEE6eXH1S3LfUU]{Ride (Horse)}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.9h82z72XGo9tfgQS]{Acute Sense (Taste)}, @UUID[Compendium.wfrp4e-core.items.JLzJws09GMw9GWBV]{Coolheaded}, @UUID[Compendium.wfrp4e-core.items.GHmXS9zGNx3PWYZc]{Master Tradesman (Poisoner)}, @UUID[Compendium.wfrp4e-core.items.580fwhKfOZJFxMID]{Savant (Apothecary)}<br /><strong>Trappings</strong>: Commission Papers, Large Workshop<br /><br /></p>"
|
||
},
|
||
"Priest": {
|
||
"name": "Priest",
|
||
"text": "<blockquote><div><div><p>‘For sound advice, I seek a Priest of Verena. For everything else, I seek a Priest of Ranald.’</p><p style=\"text-align:right\"><em>– Wermer Losch, Merchant</em></p><p>‘The Shallyan, just a girl she was, stroked my little Anton’s forehead and whispered, and the screaming stopped. He smiled at me for the first time in days. I will never forget it. Oh, aye, he died not long after, but not in pain. Not in pain.’</p><p style=\"text-align:right\"><em>– Sabine Schmidt, Fishmonger</em></p><p>‘Listen, there is nothing to fear. Hexensnacht comes every year. We need only call on the Lord of Death to watch over us. So, come the midnight hour, we cry MORR! MORR! MORR!’</p><p style=\"text-align:right\"><em>– Father Wilhelm Abgott, Priest of Morr</em></p></div></div></blockquote><p> </p><div><div><div><p><em>You carry the word of your god, tending to the spiritual needs of the masses.</em></p><p>Priests tend to congregations of the faithful throughout the Old World. While many are assigned to a specific temple, others choose a wandering life to reach worshippers who cannot, or will not, attend temple. They are expected to exemplify the beliefs of their religion — which vary greatly depending on which deity they serve. High Priests are responsible for a temple and all its Cult and lay members. Alongside Lectors, they will often be called upon to advise the ruling classes, with many active in local politics. Priests have many duties connected to their God, such as Priests of Manann’s responsibility to consecrate new ships, or a Shallyan’s duty to tend to the sick and wounded, so they touch on most aspects of life in the Empire. For more on religion and the different Orders, see Chapter 7: Religion and Belief.</p><p>Some temple-bound Priests seek distractions to justify sojourns away. Disturbing matters heard from their congregations can send them on a quest for answers. Some High Priests find their administrative duties so far removed from the life they envisaged when they joined the Cult that they take extended pilgrimages away from their temple.</p></div></div></div><p> </p><div class=\"journal-image centered\"><img src=\"modules/wfrp4e-core/art/careers/priest.webp\" /></div><p><strong>Species: </strong>Human</p><p><strong>Class: </strong>Academics</p><h3 style=\"text-align:center\" class=\"no-toc\">Priest Advance Scheme</h3><table style=\"height:34px\" border=\"1\"><tbody><tr style=\"height:17px\"><td style=\"height:17px;width:60px;text-align:center\">WS</td><td style=\"height:17px;width:60px;text-align:center\">BS</td><td style=\"height:17px;width:60px;text-align:center\">S</td><td style=\"height:17px;width:61px;text-align:center\">T</td><td style=\"height:17px;width:61px;text-align:center\">I</td><td style=\"height:17px;width:61px;text-align:center\">Agi</td><td style=\"height:17px;width:61px;text-align:center\">Dex</td><td style=\"height:17px;width:61px;text-align:center\">Int</td><td style=\"height:17px;width:61px;text-align:center\">WP</td><td style=\"height:17px;width:61px;text-align:center\">Fel</td></tr><tr style=\"height:17px\"><td style=\"height:17px;width:60px;text-align:center\"> </td><td style=\"height:17px;width:60px;text-align:center\"> </td><td style=\"height:17px;width:60px;text-align:center\"> </td><td style=\"height:17px;width:61px;text-align:center\">✠</td><td style=\"height:17px;width:61px;text-align:center\">♛</td><td style=\"height:17px;width:61px;text-align:center\">✠</td><td style=\"height:17px;width:61px;text-align:center\"> </td><td style=\"height:17px;width:61px;text-align:center\">♜</td><td style=\"height:17px;width:61px;text-align:center\">✠</td><td style=\"height:17px;width:61px;text-align:center\">♟</td></tr></tbody></table><h3><strong>✠ @UUID[Compendium.wfrp4e-core.items.u2DMz1B0DyUHBi6Z]{Initiate}</strong></h3><p><strong>Status</strong>: Brass 2<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.LGHozP5gmQ8cuDQV]{Athletics}, @UUID[Compendium.wfrp4e-core.items.pxNjTxsp1Kp0SmQe]{Cool}, @UUID[Compendium.wfrp4e-core.items.CcNJsS4jSwB6Ug1J]{Endurance}, @UUID[Compendium.wfrp4e-core.items.cYtU0ORRFCOpQLWz]{Intuition}, @UUID[Compendium.wfrp4e-core.items.d9bGxy6Y3u3rOHIN]{Lore (Theology)}, @UUID[Compendium.wfrp4e-core.items.Fs06sr7y9JKpVQmB]{Perception}, <em>@UUID[Compendium.wfrp4e-core.items.9xR9uO8FIvi4YsJp]{Pray}</em>, @UUID[Compendium.wfrp4e-core.items.9tbHTeuvEMZrp0rx]{Research}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.QyjWtSdnVMT04l5Y]{Bless (Any)}, @UUID[Compendium.wfrp4e-core.items.Nj3tC8A5fZ3zEdMR]{Holy Visions}, @UUID[Compendium.wfrp4e-core.items.GogGbYxkVdCmiKqf]{Read/Write}, @UUID[Compendium.wfrp4e-core.items.LPgjE0cexTVOBVCY]{Suave}<br /><strong>Trappings</strong>: Religious Symbol, Robes<br /><br /></p><h3><strong>♟ @UUID[Compendium.wfrp4e-core.items.AtWEBwIobFnhbQy7]{Priest}</strong></h3><p><strong>Status</strong>: Silver 1<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.exLrBrn2mjb6x2Cq]{Charm}, @UUID[Compendium.wfrp4e-core.items.qBm2fu3oMhxsDBNQ]{Entertain (Storytelling)}, @UUID[Compendium.wfrp4e-core.items.RLQHm1s4IuY9RSr2]{Gossip}, @UUID[Compendium.wfrp4e-core.items.HXZaV1CJhmTvcAz4]{Heal}, @UUID[Compendium.wfrp4e-core.items.I0yPc4PH5erWJLmu]{Intimidate}, @UUID[Compendium.wfrp4e-core.items.rOPmyLWa37e7s9v6]{Melee (Basic)}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.77p3QRKgFWakkndF]{Blather}, @UUID[Compendium.wfrp4e-core.items.zv3IyoU2wkPZu8pD]{Bookish}, @UUID[Compendium.wfrp4e-core.items.sYbgpSnRqSZWgwFP]{Etiquette (Cultists)}, @UUID[Compendium.wfrp4e-core.items.voV0C2ar1bKpcpnH]{Invoke (Any)}<br /><strong>Trappings</strong>: Book (Religion), Ceremonial Robes<br /><br /></p><h3><strong>♜ @UUID[Compendium.wfrp4e-core.items.lfRarot8alDa1WjG]{High Priest}</strong></h3><p><strong>Status</strong>: Gold 1<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.fdq3RFSOKl5b3WzW]{Art (Writing)}, @UUID[Compendium.wfrp4e-core.items.0CwV96kTDRF0jUhk]{Entertain (Speeches)}, @UUID[Compendium.wfrp4e-core.items.oMaJZ5cvCJeOUq9H]{Leadership}, @UUID[Compendium.wfrp4e-core.items.DiP9cmbqUir3HkkK]{Lore (Heraldry)}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.9h82z72XGo9tfgQS]{Acute Sense (Any)}, @UUID[Compendium.wfrp4e-core.items.E98mVLZgE8bX5vQW]{Hatred (Any)}, @UUID[Compendium.wfrp4e-core.items.oGbDwnLOn3isPJpO]{Impassioned Zeal}, @UUID[Compendium.wfrp4e-core.items.Ywo6fZNPC4zbHHSQ]{Strong-minded}<br /><strong>Trappings</strong>: Quality Robes, Religious Relic, Subordinate Priests, Temple<br /><br /></p><h3><strong>♛ @UUID[Compendium.wfrp4e-core.items.UptqmlN6znCIOxNW]{Lector}</strong></h3><p><strong>Status</strong>: Gold 2<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.XQiiwS9m2Du1IMUz]{Language (Any)}, @UUID[Compendium.wfrp4e-core.items.DRO5DLF6UcfkvNSh]{Lore (Politics)}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.ZWcTbeK8i9vKph2a]{Master Orator}, @UUID[Compendium.wfrp4e-core.items.wNvPXAhlKABl6hpk]{Pure Soul}, @UUID[Compendium.wfrp4e-core.items.vMYEkrWj0ip6ZOdv]{Resistance (Any)}, @UUID[Compendium.wfrp4e-core.items.580fwhKfOZJFxMID]{Savant (Theology)}<br /><strong>Trappings</strong>: Library (Theology), Subordinate High Priests<br /><br /></p>"
|
||
},
|
||
"Lawyer": {
|
||
"name": "Lawyer",
|
||
"text": "<blockquote><div><div><div><p>‘Sharks! No, worse! Leeches! But not the good kind that suck out bad humors, oh no. They’re leeches that drain your coffers and leave you nothing to show for it.’</p><p style=\"text-align:right\"><em>– Stefan Bachler, Merchant</em></p><div><div><p><em>‘</em>It is not what the lawyer says I may do that concerns me, but what is right by reason and justice. Such matters need then be the basis of our new law.’</p></div></div></div></div></div><p style=\"text-align:right\"><em>– Lector @UUID[JournalEntry.ozE2DMCMK64eE5pD.JournalEntryPage.sVFygKRicWFw6BsT#sample-reikland-estate]{Agatha von Böhrn}, Supreme Law Lord of the Empire</em></p></blockquote><p> </p><div><div><div><p><em>You navigate treacherous legal systems, defending clients and prosecuting the guilty.</em></p><p>Lawyers give legal counsel, interpret the law, and argue on behalf of their clients before the courts. They are often specialists in the laws of the province in which they practice, or in ecclesiastical law. Most are university educated and therefore rich and well-connected, although gifted individuals of low birth are sometimes apprenticed. Cult lawyers learn from their venerable peers, with those trained by the Cults of Verena and Sigmar especially well-regarded. Some Lawyers are hired as mediators, settling informal disputes outside costly courts, a practice favored by Halflings. Others work for criminal gangs, exploiting legal loopholes to free their always-guilty clients. At the top end of society, Barristers are the only lawyers allowed to address higher appeal courts in the city-states, charging exorbitant prices for their services.</p><p>Lawyers excel at getting people out of trouble, while adventurers excel at getting into it. They can use their knowledge of obscure local laws to avoid problems by suggesting unusual approaches to solve thorny dilemmas. After all, tying up a local thug in court is just as valuable, and arguably much safer, than tying one up in a basement.</p></div></div></div><p> </p><div class=\"journal-image centered\"><img src=\"modules/wfrp4e-core/art/careers/lawyer.webp\" /></div><p><strong>Species: </strong>Human, Dwarf, Halfling, High Elf</p><p><strong>Class: </strong>Academics</p><h3 style=\"text-align:center\" class=\"no-toc\">Lawyer Advance Scheme</h3><table style=\"height:34px\" border=\"1\"><tbody><tr style=\"height:17px\"><td style=\"height:17px;width:60px;text-align:center\"><p>WS</p></td><td style=\"height:17px;width:60px;text-align:center\"><p>BS</p></td><td style=\"height:17px;width:60px;text-align:center\"><p>S</p></td><td style=\"height:17px;width:61px;text-align:center\"><p>T</p></td><td style=\"height:17px;width:61px;text-align:center\"><p>I</p></td><td style=\"height:17px;width:61px;text-align:center\"><p>Agi</p></td><td style=\"height:17px;width:61px;text-align:center\"><p>Dex</p></td><td style=\"height:17px;width:61px;text-align:center\"><p>Int</p></td><td style=\"height:17px;width:61px;text-align:center\"><p>WP</p></td><td style=\"height:17px;width:61px;text-align:center\"><p>Fel</p></td></tr><tr style=\"height:17px\"><td style=\"height:17px;width:60px;text-align:center\"><p> </p></td><td style=\"height:17px;width:60px;text-align:center\"><p> </p></td><td style=\"height:17px;width:60px;text-align:center\"><p> </p></td><td style=\"height:17px;width:61px;text-align:center\"><p>♛</p></td><td style=\"height:17px;width:61px;text-align:center\"><p>✠</p></td><td style=\"height:17px;width:61px;text-align:center\"><p> </p></td><td style=\"height:17px;width:61px;text-align:center\"><p>✠</p></td><td style=\"height:17px;width:61px;text-align:center\"><p>✠</p></td><td style=\"height:17px;width:61px;text-align:center\"><p>♜</p></td><td style=\"height:17px;width:61px;text-align:center\"><p>♟</p></td></tr></tbody></table><h3><strong>✠ @UUID[Compendium.wfrp4e-core.items.ZSet34kUw1Bu1PDx]{Student Lawyer}</strong></h3><p><strong>Status</strong>: Brass 4<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.R2ytluHiEFF2KQ5e]{Consume Alcohol}, @UUID[Compendium.wfrp4e-core.items.CcNJsS4jSwB6Ug1J]{Endurance}, @UUID[Compendium.wfrp4e-core.items.pKLMbmG3Ivt6mzMf]{Haggle}, @UUID[Compendium.wfrp4e-core.items.61L9aX2z164cjm7K]{Language (Classical)}, <em>@UUID[Compendium.wfrp4e-core.items.2LDCVJQWkTFszMok]{Lore (Law)}</em>, @UUID[Compendium.wfrp4e-core.items.d9bGxy6Y3u3rOHIN]{Lore (Theology)}, @UUID[Compendium.wfrp4e-core.items.Fs06sr7y9JKpVQmB]{Perception}, @UUID[Compendium.wfrp4e-core.items.9tbHTeuvEMZrp0rx]{Research}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.77p3QRKgFWakkndF]{Blather}, @UUID[Compendium.wfrp4e-core.items.sYbgpSnRqSZWgwFP]{Etiquette (Scholar)}, @UUID[Compendium.wfrp4e-core.items.GogGbYxkVdCmiKqf]{Read/Write}, @UUID[Compendium.wfrp4e-core.items.kQbVFzsh4LbaIzHU]{Speedreader}<br /><strong>Trappings</strong>: Book (Law), Magnifying Glass<br /><br /></p><h3><strong>♟ @UUID[Compendium.wfrp4e-core.items.cxwio1lR9eZdrQiy]{Lawyer}</strong></h3><p><strong>Status</strong>: Silver 3<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.d3VZwO4Y5JH5DXdT]{Bribery}, @UUID[Compendium.wfrp4e-core.items.exLrBrn2mjb6x2Cq]{Charm}, @UUID[Compendium.wfrp4e-core.items.RLQHm1s4IuY9RSr2]{Gossip}, @UUID[Compendium.wfrp4e-core.items.cYtU0ORRFCOpQLWz]{Intuition}, @UUID[Compendium.wfrp4e-core.items.XQiiwS9m2Du1IMUz]{Language (Guilder)}, @UUID[Compendium.wfrp4e-core.items.D4JNPSl6VOpsVmSi]{Secret Signs (Guilder)}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.41JhsSNW1Ttza3JK]{Argumentative}, @UUID[Compendium.wfrp4e-core.items.r180vP86SlwyJc8W]{Criminal}, @UUID[Compendium.wfrp4e-core.items.sYbgpSnRqSZWgwFP]{Etiquette (Guilder)}, @UUID[Compendium.wfrp4e-core.items.LPgjE0cexTVOBVCY]{Suave}<br /><strong>Trappings</strong>: Court Robes, Guild License, Writing Kit<br /><br /></p><h3><strong>♜ @UUID[Compendium.wfrp4e-core.items.qGgpt1BH2y3Q3J0A]{Barrister}</strong></h3><p><strong>Status</strong>: Gold 1<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.fdq3RFSOKl5b3WzW]{Art (Writing)}, @UUID[Compendium.wfrp4e-core.items.0CwV96kTDRF0jUhk]{Entertain (Speeches)}, @UUID[Compendium.wfrp4e-core.items.I0yPc4PH5erWJLmu]{Intimidate}, @UUID[Compendium.wfrp4e-core.items.DRO5DLF6UcfkvNSh]{Lore (Any)}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.zv3IyoU2wkPZu8pD]{Bookish}, @UUID[Compendium.wfrp4e-core.items.LzgxyMknSHjSkkeQ]{Cat-tongued}, @UUID[Compendium.wfrp4e-core.items.oGbDwnLOn3isPJpO]{Impassioned Zeal}, @UUID[Compendium.wfrp4e-core.items.QsrXxGZiHjth7RMg]{Savvy}<br /><strong>Trappings</strong>: Office, Assistant (Student or Servant)<br /><br /></p><h3><strong>♛ @UUID[Compendium.wfrp4e-core.items.vcHUiputmUcPem6f]{Judge}</strong></h3><p><strong>Status</strong>: Gold 2<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.pxNjTxsp1Kp0SmQe]{Cool}, @UUID[Compendium.wfrp4e-core.items.DRO5DLF6UcfkvNSh]{Lore (Any)}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.x8g3U68oi8XzWiYr]{Commanding Presence}, @UUID[Compendium.wfrp4e-core.items.RbnrfHf7GSQap0ig]{Kingpin}, @UUID[Compendium.wfrp4e-core.items.580fwhKfOZJFxMID]{Savant (Law)}, @UUID[Compendium.wfrp4e-core.items.OROfMcVqRnZHINkU]{Wealthy}<br /><strong>Trappings</strong>: Gavel, Ostentatious Wig<br /><br /></p>"
|
||
},
|
||
"Advisor": {
|
||
"name": "Advisor",
|
||
"text": "<blockquote><p>‘Sigmar votes with Reikland for three. The dead Emperor, Mootland, and Reikland will vote the same way, taking Reikland to six. As you know, you need seven votes to become emperor. Given Ar’Ulric always votes for Middenheim, it’s highly unlikely the Imperial seat will return to Nuln while the House of Third Wilhelm flourishes. Best hope for a daughter, your Grace. A marriageable one.’</p><p style=\"text-align:right\"><em>– Krammond, Advisor to the Elector Count of Nuln, 2475 IC</em></p></blockquote><div style=\"font-style:normal\"><p> </p></div><p><em>Wise and well-informed, you provide advice and guidance so your employer prospers.</em></p><p style=\"font-style:normal\"> Advisors provide counsel to those they serve. Well-versed in the political and social conditions of their employer’s domain, they are privy to confidential and sensitive information. While many Advisors are born into their positions, others actively seek noble patronage as a path to wealth and power. Some young royals pick their university or childhood friends as their first Aide, trusting them to say what no one else will.</p><p style=\"font-style:normal\">Long years at court or in service to a lesser noble pave the way to the loftier heights of their careers. Many Advisors do not serve the nobility at all, instead lending their extensive capabilities to criminals, warlords, merchants, cults, or guilds.</p><p style=\"font-style:normal\">If there is something peculiar or dangerous happening within their employer’s domain, then an Advisor is well-placed to investigate. At the higher levels of the career, a Counsellor or Chancellor will have their own trusted staff they can rely on to look after matters if they take a short leave of absence. Advisors can approach different classes of people, including the most difficult to access, and they are already in a position where they are expected to ask questions on behalf of their employer.</p><p style=\"font-style:normal\"> </p><div class=\"journal-image centered\"><img src=\"modules/wfrp4e-core/art/careers/advisor.webp\" /></div><p><strong>Species: </strong>Human, Dwarf, Halfling, High Elf, Wood Elf</p><p><strong>Class: </strong>Courtier</p><h3 style=\"text-align:center\" class=\"no-toc\">Advisor Advance Scheme</h3><table style=\"height:34px\" border=\"1\"><tbody><tr style=\"height:17px\"><td style=\"height:17px;width:60px;text-align:center\">WS</td><td style=\"height:17px;width:60px;text-align:center\">BS</td><td style=\"height:17px;width:60px;text-align:center\">S</td><td style=\"height:17px;width:61px;text-align:center\">T</td><td style=\"height:17px;width:61px;text-align:center\">I</td><td style=\"height:17px;width:61px;text-align:center\">Agi</td><td style=\"height:17px;width:61px;text-align:center\">Dex</td><td style=\"height:17px;width:61px;text-align:center\">Int</td><td style=\"height:17px;width:61px;text-align:center\">WP</td><td style=\"height:17px;width:61px;text-align:center\">Fel</td></tr><tr style=\"height:17px\"><td style=\"height:17px;width:60px;text-align:center\"> </td><td style=\"height:17px;width:60px;text-align:center\"> </td><td style=\"height:17px;width:60px;text-align:center\"> </td><td style=\"height:17px;width:61px;text-align:center\">✠</td><td style=\"height:17px;width:61px;text-align:center\">✠</td><td style=\"height:17px;width:61px;text-align:center\">✠</td><td style=\"height:17px;width:61px;text-align:center\"> </td><td style=\"height:17px;width:61px;text-align:center\">♜</td><td style=\"height:17px;width:61px;text-align:center\">♛</td><td style=\"height:17px;width:61px;text-align:center\">♟</td></tr></tbody></table><h3><strong>✠ @UUID[Compendium.wfrp4e-core.items.WBA0vgLdGsJ32ccS]{Aide}</strong></h3><p><strong>Status</strong>: Silver 2<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.d3VZwO4Y5JH5DXdT]{Bribery}, @UUID[Compendium.wfrp4e-core.items.R2ytluHiEFF2KQ5e]{Consume Alcohol}, @UUID[Compendium.wfrp4e-core.items.CcNJsS4jSwB6Ug1J]{Endurance}, @UUID[Compendium.wfrp4e-core.items.RLQHm1s4IuY9RSr2]{Gossip}, @UUID[Compendium.wfrp4e-core.items.pKLMbmG3Ivt6mzMf]{Haggle}, @UUID[Compendium.wfrp4e-core.items.61L9aX2z164cjm7K]{Language (Classical)}, @UUID[Compendium.wfrp4e-core.items.DRO5DLF6UcfkvNSh]{Lore (Politics)}, @UUID[Compendium.wfrp4e-core.items.Fs06sr7y9JKpVQmB]{Perception}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.5KP9sOoLSGvj9EXp]{Beneath Notice}, @UUID[Compendium.wfrp4e-core.items.sYbgpSnRqSZWgwFP]{Etiquette (Any)}, @UUID[Compendium.wfrp4e-core.items.8lSoPDGrmeTIaapm]{Gregarious}, @UUID[Compendium.wfrp4e-core.items.GogGbYxkVdCmiKqf]{Read/Write}<br /><strong>Trappings</strong>: Writing Kit<br /><br /></p><h3><strong>♟ @UUID[Compendium.wfrp4e-core.items.TolERlCR35zIf9G4]{Advisor}</strong></h3><p><strong>Status</strong>: Silver 4<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.exLrBrn2mjb6x2Cq]{Charm}, @UUID[Compendium.wfrp4e-core.items.pxNjTxsp1Kp0SmQe]{Cool}, @UUID[Compendium.wfrp4e-core.items.bSWoV1IiS5qWNw39]{Evaluate}, @UUID[Compendium.wfrp4e-core.items.7pQo66cESWttzIlb]{Gamble}, @UUID[Compendium.wfrp4e-core.items.cYtU0ORRFCOpQLWz]{Intuition}, @UUID[Compendium.wfrp4e-core.items.DRO5DLF6UcfkvNSh]{Lore (Local)}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.77p3QRKgFWakkndF]{Blather}, @UUID[Compendium.wfrp4e-core.items.r180vP86SlwyJc8W]{Criminal}, @UUID[Compendium.wfrp4e-core.items.b4x1qEWcevX7xK58]{Schemer}, @UUID[Compendium.wfrp4e-core.items.aZavWXbSXVBmWeJi]{Supportive}<br /><strong>Trappings</strong>: Livery<br /><br /></p><h3><strong>♜ @UUID[Compendium.wfrp4e-core.items.G9PT2bovEv02sVJJ]{Counsellor}</strong></h3><p><strong>Status</strong>: Gold 1<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.qBm2fu3oMhxsDBNQ]{Entertain (Storytelling)}, @UUID[Compendium.wfrp4e-core.items.oMaJZ5cvCJeOUq9H]{Leadership}, @UUID[Compendium.wfrp4e-core.items.XQiiwS9m2Du1IMUz]{Language (Any)}, @UUID[Compendium.wfrp4e-core.items.DRO5DLF6UcfkvNSh]{Lore (Any)}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.41JhsSNW1Ttza3JK]{Argumentative}, @UUID[Compendium.wfrp4e-core.items.34EBUkHQkrqF1sq7]{Briber}, @UUID[Compendium.wfrp4e-core.items.hTgrGkWnmIR4xhVe]{Carouser}, @UUID[Compendium.wfrp4e-core.items.LzgxyMknSHjSkkeQ]{Cat-tongued}<br /><strong>Trappings</strong>: Quality Clothing, Aide<br /><br /></p><h3><strong>♛ @UUID[Compendium.wfrp4e-core.items.SM95bBsq3ZUFo3YB]{Chancellor}</strong></h3><p><strong>Status</strong>: Gold 3<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.DiP9cmbqUir3HkkK]{Lore (Heraldry)}, @UUID[Compendium.wfrp4e-core.items.oSbEE6eXH1S3LfUU]{Ride (Horse)}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.x8g3U68oi8XzWiYr]{Commanding Presence}, @UUID[Compendium.wfrp4e-core.items.HIofcsDLjXGKzSZf]{Embezzle}, @UUID[Compendium.wfrp4e-core.items.RbnrfHf7GSQap0ig]{Kingpin}, @UUID[Compendium.wfrp4e-core.items.LPgjE0cexTVOBVCY]{Suave}<br /><strong>Trappings</strong>: Riding Horse with Saddle and Harness, Quality Courtly Garb, Staff of Advisors and Aides<br /><br /></p>"
|
||
},
|
||
"Charlatan": {
|
||
"name": "Charlatan",
|
||
"text": "<blockquote><div><div><p>‘I’ve carried this across countless leagues from the highest towers of the Elves. See how it sparkles in the moonlight? Only magic can cause this inner light! Unbelievable as it may be, I must grudgingly part with it. For such power, any price is but a trifle!’</p><p style=\"text-align:right\"><em>– @UUID[Compendium.wfrp4e-eis.actors.Akw4KEOxJei6b0Hf]{Wolmar Rotte}, Con Man</em></p><p> ‘The last living heir of Lord Schwalb, you say? Hogwash! You’re the fifth ‘heir’ to call this afternoon! How much did you pay for that scrap of paper? Better yet, who’s the swindler what sold it to you?’</p><p style=\"text-align:right\"><em>– Gerold Behn, Irritated Butler</em></p></div></div></blockquote><p> </p><div><div><div><p><em>Unscrupulous and charming, you separate fools from their money; thankfully, there is no shortage of fools…</em></p><p> A Charlatan traffics in trust, yet profits in treachery. By preying on emotions and psychological weaknesses, Charlatans offer their ‘mark’ a prize that is too good to be true. Social privilege provides no protection, and even the loftiest citizens can fall victim to a skilled Charlatan. In addition to a knack for lying, a lack of conscience is also of benefit to Charlatans.</p><p> Charlatans include Swindlers, Con Artists, Gamblers, and other Scoundrels seeking to prey on the gullible. Halflings often operate distraction cons in small family groups. Young High Elves, slumming it with Humans, treat their cons as one big game, not motivated by profit, but to prove their superiority. Some experienced Charlatans work with artists, who forge documentation for a cut of any profits.</p><p> To avoid rousing suspicion, Charlatans rarely stay in one area for long. Few Swindlers openly admit to their calling, preferring instead to masquerade as anyone other than themselves. Because of this, there is little stopping Charlatans from pursuing side-matters of interests; equally, afterwards, they can return to grafting anywhere with rich fools willing to part with coin on naught but a promise.</p></div></div></div><p> </p><div class=\"journal-image centered\"><img src=\"modules/wfrp4e-core/art/careers/charlatan.webp\" /></div><p><strong>Species: </strong>Human, Halfling, High Elf</p><p><strong>Class: </strong>Rogues</p><h3 style=\"text-align:center\" class=\"no-toc\">Charlatan Advance Scheme</h3><table style=\"height:34px\" border=\"1\"><tbody><tr style=\"height:17px\"><td style=\"height:17px;width:60px;text-align:center\">WS</td><td style=\"height:17px;width:60px;text-align:center\">BS</td><td style=\"height:17px;width:60px;text-align:center\">S</td><td style=\"height:17px;width:61px;text-align:center\">T</td><td style=\"height:17px;width:61px;text-align:center\">I</td><td style=\"height:17px;width:61px;text-align:center\">Agi</td><td style=\"height:17px;width:61px;text-align:center\">Dex</td><td style=\"height:17px;width:61px;text-align:center\">Int</td><td style=\"height:17px;width:61px;text-align:center\">WP</td><td style=\"height:17px;width:61px;text-align:center\">Fel</td></tr><tr style=\"height:17px\"><td style=\"height:17px;width:60px;text-align:center\"> </td><td style=\"height:17px;width:60px;text-align:center\"> </td><td style=\"height:17px;width:60px;text-align:center\"> </td><td style=\"height:17px;width:61px;text-align:center\"> </td><td style=\"height:17px;width:61px;text-align:center\">✠</td><td style=\"height:17px;width:61px;text-align:center\">♜</td><td style=\"height:17px;width:61px;text-align:center\">✠</td><td style=\"height:17px;width:61px;text-align:center\">♛</td><td style=\"height:17px;width:61px;text-align:center\">♟</td><td style=\"height:17px;width:61px;text-align:center\">✠</td></tr></tbody></table><h3><strong>✠ @UUID[Compendium.wfrp4e-core.items.5hmNqNxXRy3RjcFV]{Swindler}</strong></h3><p><strong>Status</strong>: Brass 3<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.d3VZwO4Y5JH5DXdT]{Bribery}, @UUID[Compendium.wfrp4e-core.items.R2ytluHiEFF2KQ5e]{Consume Alcohol}, <em>@UUID[Compendium.wfrp4e-core.items.exLrBrn2mjb6x2Cq]{Charm}</em>, @UUID[Compendium.wfrp4e-core.items.qBm2fu3oMhxsDBNQ]{Entertain (Storytelling)}, @UUID[Compendium.wfrp4e-core.items.7pQo66cESWttzIlb]{Gamble}, @UUID[Compendium.wfrp4e-core.items.RLQHm1s4IuY9RSr2]{Gossip}, @UUID[Compendium.wfrp4e-core.items.pKLMbmG3Ivt6mzMf]{Haggle}, @UUID[Compendium.wfrp4e-core.items.rvd0S8Z0v2m0MHmD]{Sleight of Hand}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.Yiw5h1Kj4B2WLlfm]{Cardsharp}, @UUID[Compendium.wfrp4e-core.items.cAxNctMFWIAjDgV3]{Diceman}, @UUID[Compendium.wfrp4e-core.items.sYbgpSnRqSZWgwFP]{Etiquette (Any)}, @UUID[Compendium.wfrp4e-core.items.u0CFf3xwiyidD9T5]{Luck}<br /><strong>Trappings</strong>: Backpack, 2 Sets of Clothing, Deck of Cards, Dice<br /><br /></p><h3><strong>♟ @UUID[Compendium.wfrp4e-core.items.HoIgGN5ORog5dkIl]{Charlatan}</strong></h3><p><strong>Status</strong>: Brass 5<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.pxNjTxsp1Kp0SmQe]{Cool}, @UUID[Compendium.wfrp4e-core.items.1jCxbFAUuFuAPLJl]{Dodge}, @UUID[Compendium.wfrp4e-core.items.0CwV96kTDRF0jUhk]{Entertain (Acting)}, @UUID[Compendium.wfrp4e-core.items.bSWoV1IiS5qWNw39]{Evaluate}, @UUID[Compendium.wfrp4e-core.items.cYtU0ORRFCOpQLWz]{Intuition}, @UUID[Compendium.wfrp4e-core.items.Fs06sr7y9JKpVQmB]{Perception}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.77p3QRKgFWakkndF]{Blather}, @UUID[Compendium.wfrp4e-core.items.r180vP86SlwyJc8W]{Criminal}, @UUID[Compendium.wfrp4e-core.items.9sMAf0xmehjEmUao]{Fast Hands}, @UUID[Compendium.wfrp4e-core.items.PJ4oxDExnuFNr2Fi]{Secret Identity}<br /><strong>Trappings</strong>: 1 Forged Document, 2 Sets of Quality Clothing, Selection of Colored Powders and Water, Selection of Trinkets and Charms<br /><br /></p><h3><strong>♜ @UUID[Compendium.wfrp4e-core.items.RdnDGTwpYFhCID6N]{Con Artist}</strong></h3><p><strong>Status</strong>: Silver 2<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.XQiiwS9m2Du1IMUz]{Language (Thief )}, @UUID[Compendium.wfrp4e-core.items.DiP9cmbqUir3HkkK]{Lore (Heraldry)}, @UUID[Compendium.wfrp4e-core.items.AkjRsazdAppqveZu]{Pick Lock}, @UUID[Compendium.wfrp4e-core.items.bVdhLdfuSAfMi3qq]{Secret Signs (Thief )}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.6l3jvIAvrKxt0lA9]{Attractive}, @UUID[Compendium.wfrp4e-core.items.LzgxyMknSHjSkkeQ]{Cat-tongued}, @UUID[Compendium.wfrp4e-core.items.epPBu7x6BRWp2PHG]{Dealmaker}, @UUID[Compendium.wfrp4e-core.items.GogGbYxkVdCmiKqf]{Read/Write}<br /><strong>Trappings</strong>: Disguise Kit, Lock Picks, Multiple Forged Documents<br /><br /></p><h3><strong>♛ @UUID[Compendium.wfrp4e-core.items.yRRDOZ82C4ZLR6ju]{Scoundrel}</strong></h3><p><strong>Status</strong>: Silver 4<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.DRO5DLF6UcfkvNSh]{Lore (Genealogy)}, @UUID[Compendium.wfrp4e-core.items.9tbHTeuvEMZrp0rx]{Research}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.8lSoPDGrmeTIaapm]{Gregarious}, @UUID[Compendium.wfrp4e-core.items.WoXShzaYkV5F6c48]{Master of Disguise}, @UUID[Compendium.wfrp4e-core.items.AcnFuDKRemLI9ey7]{Nose for Trouble}, @UUID[Compendium.wfrp4e-core.items.LPgjE0cexTVOBVCY]{Suave}<br /><strong>Trappings</strong>: Forged Seal, Writing Kit<br /><br /></p>"
|
||
},
|
||
"Warrior Priest": {
|
||
"name": "Warrior Priest",
|
||
"text": "<blockquote><div><div><div><p>‘Surrounded, we were, Greenskins on all sides. They knew we were done. Then the priest raises his hammer towards the sky and bellows his prayer. And as the words echoed to silence, the lightning struck. And we were all unharmed, I swear to Sigmar. But the Goblins? All dead.’</p><p style=\"text-align:right\"><em>– Holger Kass, 1st Bögenhafen Halberdiers</em></p></div></div></div></blockquote><p> </p><div><div><div><p><em>You bring divinity to the thick of battle, slaying the enemies of the Empire with righteous fury</em></p><p>Some cults of the Empire have clerics trained for war. In the Reikland, the Warrior Priests of Sigmar are the most common example of this, and most armies of the Empire are accompanied by hammer-bearing priests encouraging the soldiers in the name of Sigmar. But other cults, especially those of Myrmidia, Ulric, Taal, and Morr, have Warrior Priests of their own, each with their unique views as to how war should be conducted. Away from the battlefield, Warrior Priests are also expected to administer to soldiers’ spiritual wellbeing, as well as making sure morale stays high and discipline is ordered. Some orders of Warrior Priests swear oaths to roam the Empire, seeking heresy wherever it lies, helping where they can. Others prefer not to join armies, but lead them…</p><p>While many Warrior Priests stay with the army, some serve their cult in missionary work, and others wander the Empire as they will. As such, Warrior Priests can be natural adventurers. Of course, to pursue leads to the ends of the Empire they might require the permission of their cult, and perhaps their commanders.</p></div></div></div><p> </p><div class=\"journal-image centered\"><img src=\"modules/wfrp4e-core/art/careers/warrior-priest.webp\" /></div><p><strong>Species: </strong>Human</p><p><strong>Class: </strong>Warrior</p><h3 style=\"text-align:center\">Warrior Priest Advance Scheme</h3><table style=\"height:34px\" border=\"1\"><tbody><tr style=\"height:17px\"><td style=\"height:17px;width:60px;text-align:center\">WS</td><td style=\"height:17px;width:60px;text-align:center\">BS</td><td style=\"height:17px;width:60px;text-align:center\">S</td><td style=\"height:17px;width:61px;text-align:center\">T</td><td style=\"height:17px;width:61px;text-align:center\">I</td><td style=\"height:17px;width:61px;text-align:center\">Agi</td><td style=\"height:17px;width:61px;text-align:center\">Dex</td><td style=\"height:17px;width:61px;text-align:center\">Int</td><td style=\"height:17px;width:61px;text-align:center\">WP</td><td style=\"height:17px;width:61px;text-align:center\">Fel</td></tr><tr style=\"height:17px\"><td style=\"height:17px;width:60px;text-align:center\">✠</td><td style=\"height:17px;width:60px;text-align:center\"> </td><td style=\"height:17px;width:60px;text-align:center\">♟</td><td style=\"height:17px;width:61px;text-align:center\">✠</td><td style=\"height:17px;width:61px;text-align:center\">♜</td><td style=\"height:17px;width:61px;text-align:center\"> </td><td style=\"height:17px;width:61px;text-align:center\"> </td><td style=\"height:17px;width:61px;text-align:center\"> </td><td style=\"height:17px;width:61px;text-align:center\">✠</td><td style=\"height:17px;width:61px;text-align:center\">♛</td></tr></tbody></table><h3><strong>✠ @UUID[Compendium.wfrp4e-core.items.OERQpwcRziRTeQRb]{Novitiate (Warrior Priest)}</strong></h3><p><strong>Status</strong>: Brass 2<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.pxNjTxsp1Kp0SmQe]{Cool}, @UUID[Compendium.wfrp4e-core.items.1jCxbFAUuFuAPLJl]{Dodge}, @UUID[Compendium.wfrp4e-core.items.CcNJsS4jSwB6Ug1J]{Endurance}, @UUID[Compendium.wfrp4e-core.items.HXZaV1CJhmTvcAz4]{Heal}, <em>@UUID[Compendium.wfrp4e-core.items.oMaJZ5cvCJeOUq9H]{Leadership}</em>, @UUID[Compendium.wfrp4e-core.items.d9bGxy6Y3u3rOHIN]{Lore (Theology)}, @UUID[Compendium.wfrp4e-core.items.F8NfBZdVSEIGCMtu]{Melee (Any)}, @UUID[Compendium.wfrp4e-core.items.9xR9uO8FIvi4YsJp]{Pray}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.QyjWtSdnVMT04l5Y]{Bless (Any)}, @UUID[Compendium.wfrp4e-core.items.sYbgpSnRqSZWgwFP]{Etiquette (Cultists)}, @UUID[Compendium.wfrp4e-core.items.GogGbYxkVdCmiKqf]{Read/Write}, @UUID[Compendium.wfrp4e-core.items.Ywo6fZNPC4zbHHSQ]{Strong-minded}<br /><strong>Trappings</strong>: Book (Religion), Leather Jerkin, Religious Symbol, Robes, Weapon (Any Melee)<br /><br /></p><h3><strong>♟ @UUID[Compendium.wfrp4e-core.items.y8XGpUCRkxdnn0ys]{Warrior Priest}</strong></h3><p><strong>Status</strong>: Silver 2<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.exLrBrn2mjb6x2Cq]{Charm}, @UUID[Compendium.wfrp4e-core.items.0CwV96kTDRF0jUhk]{Entertain (Speeches)}, @UUID[Compendium.wfrp4e-core.items.I0yPc4PH5erWJLmu]{Intimidate}, @UUID[Compendium.wfrp4e-core.items.XQiiwS9m2Du1IMUz]{Language (battle)}, @UUID[Compendium.wfrp4e-core.items.F8NfBZdVSEIGCMtu]{Melee (Any)}, @UUID[Compendium.wfrp4e-core.items.Z9hQe46ykQBZneoU]{Ranged (Any)}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.URwIDtInCsxOoGqM]{Dual Wielder}, @UUID[Compendium.wfrp4e-core.items.WCXnFSV4WOSmzzc4]{Inspiring}, @UUID[Compendium.wfrp4e-core.items.voV0C2ar1bKpcpnH]{Invoke (Any)}, @UUID[Compendium.wfrp4e-core.items.jQmIu8P85tF0njmD]{Seasoned Traveller}<br /><strong>Trappings</strong>: Breastplate, Weapon (Any)<br /><br /></p><h3><strong>♜ @UUID[Compendium.wfrp4e-core.items.6D6FQRqfc6F3L5vZ]{Priest Sergeant}</strong></h3><p><strong>Status</strong>: Silver 3<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.MXy22hFCgntdlQrn]{Animal Care}, @UUID[Compendium.wfrp4e-core.items.cYtU0ORRFCOpQLWz]{Intuition}, @UUID[Compendium.wfrp4e-core.items.Fs06sr7y9JKpVQmB]{Perception}, @UUID[Compendium.wfrp4e-core.items.oSbEE6eXH1S3LfUU]{Ride (Horse)}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.0LdHytqyNmg2pcAX]{Combat Aware}, @UUID[Compendium.wfrp4e-core.items.Nj3tC8A5fZ3zEdMR]{Holy Visions}, @UUID[Compendium.wfrp4e-core.items.wNvPXAhlKABl6hpk]{Pure Soul}, @UUID[Compendium.wfrp4e-core.items.IogM5gnsoOX63w7j]{Stout-hearted}<br /><strong>Trappings</strong>: Light Warhorse with Saddle and Tack<br /><br /></p><h3><strong>♛ @UUID[Compendium.wfrp4e-core.items.20R2NFpiGkiyhwdE]{Priest Captain}</strong></h3><p><strong>Status</strong>: Silver 4<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.R2ytluHiEFF2KQ5e]{Consume Alcohol}, @UUID[Compendium.wfrp4e-core.items.DRO5DLF6UcfkvNSh]{Lore (Warfare)}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.8pVzgPkgWpTJvfhG]{Fearless (Any)}, @UUID[Compendium.wfrp4e-core.items.BlHVzfs0Ow6IYEDw]{Furious Assault}, @UUID[Compendium.wfrp4e-core.items.RyxOZqcBNZ7Zw721]{Holy Hatred}, @UUID[Compendium.wfrp4e-core.items.vCgEAetBMngR53aT]{War Leader}<br /><strong>Trappings</strong>: Religious Relic<br /><br /></p>"
|
||
},
|
||
"Huffer": {
|
||
"name": "Huffer",
|
||
"text": "<blockquote><div><div><div><p>A great big ship came in from Marienburg, low in the water and packed to the gunwales. I said that it would cost them a crown to take them through the Furdienst. Steep, yes, but it was a big ship. The arrogant Wastelander scoffed, said he’d do it himself. But sure enough, they drifted right into the shallows and were holed. They lost a good part of their cargo and it took them a week to repair the damage. Reckon it cost them a bit more than a crown.’</p><p style=\"text-align:right\"><em>– Ilsa Dasche, Huffer</em></p></div></div></div></blockquote><p> </p><div><div><div><p><em>You pilot ships and boats through the most treacherous waters of the Old World</em></p><p>Huffers are specialist river guides with expert knowledge of local river systems. They are a common sight near the most dangerous stretches of the Empire’s rivers and can command significant wages for what many view as easy work. Others view it as cheap compared to the potential cost of lost cargo.</p><p>Many Huffers specialize in a single, notorious stretch of water, while others make their money at certain times of the year when the waters are at their worst. Other Huffers have broader knowledge and will guide vessels for their entire journey, effectively acting as navigators. This is especially true of merchant ships with particularly valuable cargo at difficult times of the year.</p><p>As an expert for hire, Huffers are often hired by wealthy patrons, frequently brought in as specialists on journeys of discovery. Even when travelling into the unknown, Huffers are useful for their broad range of knowledge concerning river conditions and piloting. Because of the regional and seasonal nature of the work, many Huffers are ready to drop everything and travel to where they’re needed. This freedom transfers well to the adventuring lifestyle, and also suits those seeking to return to Huffing should adventuring not supply their needs.</p></div></div></div><p> </p><div class=\"journal-image centered\"><img src=\"modules/wfrp4e-core/art/careers/huffer.webp\" /></div><p><strong>Species: </strong>Human, Dwarf, Halfling</p><p><strong>Class: </strong>Riverfolk</p><h3 style=\"text-align:center\" class=\"no-toc\">Huffer Advance Scheme</h3><table style=\"height:34px\" border=\"1\"><tbody><tr style=\"height:17px\"><td style=\"height:17px;width:60px;text-align:center\"><p>WS</p></td><td style=\"height:17px;width:60px;text-align:center\"><p>BS</p></td><td style=\"height:17px;width:60px;text-align:center\"><p>S</p></td><td style=\"height:17px;width:61px;text-align:center\"><p>T</p></td><td style=\"height:17px;width:61px;text-align:center\"><p>I</p></td><td style=\"height:17px;width:61px;text-align:center\"><p>Agi</p></td><td style=\"height:17px;width:61px;text-align:center\"><p>Dex</p></td><td style=\"height:17px;width:61px;text-align:center\"><p>Int</p></td><td style=\"height:17px;width:61px;text-align:center\"><p>WP</p></td><td style=\"height:17px;width:61px;text-align:center\"><p>Fel</p></td></tr><tr style=\"height:17px\"><td style=\"height:17px;width:60px;text-align:center\"><p>✠</p></td><td style=\"height:17px;width:60px;text-align:center\"><p> </p></td><td style=\"height:17px;width:60px;text-align:center\"><p> </p></td><td style=\"height:17px;width:61px;text-align:center\"><p>✠</p></td><td style=\"height:17px;width:61px;text-align:center\"><p>✠</p></td><td style=\"height:17px;width:61px;text-align:center\"><p> </p></td><td style=\"height:17px;width:61px;text-align:center\"><p> </p></td><td style=\"height:17px;width:61px;text-align:center\"><p>♜</p></td><td style=\"height:17px;width:61px;text-align:center\"><p>♟</p></td><td style=\"height:17px;width:61px;text-align:center\"><p>♛</p></td></tr></tbody></table><h3><strong>✠ @UUID[Compendium.wfrp4e-core.items.YCyo4r3rZ2gMUz9Q]{Riverguide}</strong></h3><p><strong>Status</strong>: Brass 4<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.R2ytluHiEFF2KQ5e]{Consume Alcohol}, @UUID[Compendium.wfrp4e-core.items.RLQHm1s4IuY9RSr2]{Gossip}, @UUID[Compendium.wfrp4e-core.items.cYtU0ORRFCOpQLWz]{Intuition}, @UUID[Compendium.wfrp4e-core.items.DRO5DLF6UcfkvNSh]{Lore (Local)}, <em>@UUID[Compendium.wfrp4e-core.items.DRO5DLF6UcfkvNSh]{Lore (Riverways)}</em>, @UUID[Compendium.wfrp4e-core.items.Fs06sr7y9JKpVQmB]{Perception}, @UUID[Compendium.wfrp4e-core.items.KL4pCOqma5E7fLG4]{Row}, @UUID[Compendium.wfrp4e-core.items.hodHqFNKAmu40ajh]{Swim}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.1kgHcImgfyKI1IYp]{Fisherman}, @UUID[Compendium.wfrp4e-core.items.x0WMGwuQzReXcQrs]{Night Vision}, @UUID[Compendium.wfrp4e-core.items.afREA9q7v4Scuozn]{Orientation}, @UUID[Compendium.wfrp4e-core.items.tlEg21DHMEJoWcJq]{Waterman}<br /><strong>Trappings</strong>: Hand Weapon (Boat Hook), Storm Lantern and Oil<br /><br /></p><h3><strong>♟ @UUID[Compendium.wfrp4e-core.items.vguGSNyf0hfxZ6RM]{Huffer}</strong></h3><p><strong>Status</strong>: Silver 1<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.exLrBrn2mjb6x2Cq]{Charm}, @UUID[Compendium.wfrp4e-core.items.pxNjTxsp1Kp0SmQe]{Cool}, @UUID[Compendium.wfrp4e-core.items.qBm2fu3oMhxsDBNQ]{Entertain (Storytelling)}, @UUID[Compendium.wfrp4e-core.items.XQiiwS9m2Du1IMUz]{Language (Any)}, @UUID[Compendium.wfrp4e-core.items.rOPmyLWa37e7s9v6]{Melee (Basic)}, @UUID[Compendium.wfrp4e-core.items.zZUX7wO4rOo8k9F0]{Navigation}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.epPBu7x6BRWp2PHG]{Dealmaker}, @UUID[Compendium.wfrp4e-core.items.sYbgpSnRqSZWgwFP]{Etiquette (Guilder)}, @UUID[Compendium.wfrp4e-core.items.AcnFuDKRemLI9ey7]{Nose for Trouble}, @UUID[Compendium.wfrp4e-core.items.PoYlemaEIbZw30Em]{River Guide}<br /><strong>Trappings</strong>: Leather Jerkin, Rope, Row Boat<br /><br /></p><h3><strong>♜ @UUID[Compendium.wfrp4e-core.items.PIPU1glIR4jx1Z2E]{Pilot}</strong></h3><p><strong>Status</strong>: Silver 3<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.pKLMbmG3Ivt6mzMf]{Haggle}, @UUID[Compendium.wfrp4e-core.items.I0yPc4PH5erWJLmu]{Intimidate}, @UUID[Compendium.wfrp4e-core.items.DRO5DLF6UcfkvNSh]{Lore (Local)}, @UUID[Compendium.wfrp4e-core.items.DRO5DLF6UcfkvNSh]{Lore (Wrecks)}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.9h82z72XGo9tfgQS]{Acute Sense (Sight)}, @UUID[Compendium.wfrp4e-core.items.WEH97InIX29nzgW1]{Pilot}, @UUID[Compendium.wfrp4e-core.items.Ij9N3G8jzxb4lrwy]{Sea Legs}, @UUID[Compendium.wfrp4e-core.items.Zf0vk2rjllpDh0Ua]{Very Strong}<br /><strong>Trappings</strong>: Pole, Storm Lantern and Oil<br /><br /></p><h3><strong>♛ @UUID[Compendium.wfrp4e-core.items.ISxI2dNkiRQn0P4n]{Master Pilot}</strong></h3><p><strong>Status</strong>: Silver 5<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.oMaJZ5cvCJeOUq9H]{Leadership}, @UUID[Compendium.wfrp4e-core.items.n8IfmLt4kzMhIKIv]{Sail}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.mNoCuaVbFBflfO6X]{Sixth Sense}, @UUID[Compendium.wfrp4e-core.items.oQzTJEXUx28sCiH3]{Sharp}, @UUID[Compendium.wfrp4e-core.items.4wnQc19allWlyOGe]{Strong Swimmer}, @UUID[Compendium.wfrp4e-core.items.jviOQmy0luQOySC2]{Tenacious}<br /><strong>Trappings</strong>: Boathand, Small Riverboat<br /><br /></p>"
|
||
},
|
||
"Mystic": {
|
||
"name": "Mystic",
|
||
"text": "<blockquote><div><div><p>‘I’ll tell you for why we have wheels on our houses: it’s because no one likes to hear the cold truth of Morr a-coming, and if there’s one thing for sure, Morr is always a-coming. So, it ain’t because we’re cheaters, but because we are honest folk!’</p><p style=\"text-align:right\"><em>– Honest Chupra, Strigany Pedlar</em></p><p> ‘I never met a Priest who could tell me what the future holds. Well, unless you count the Priest of Morr who Doomed me for thruppence, but don’t they say that death and taxes are the only things we can be certain of?’</p><p style=\"text-align:right\"><em>– Sylvestr Jutzenbach, Ostermarker Noble</em></p></div></div></blockquote><p> </p><div><div><div><p><em>You have a talent for divining the future, or for convincing others you can…</em></p><p>Searching for meaning in a dangerous world, people turn to Mystics for a glimpse of their future. Wandering caravans of Strigany are a common sight in Reikland, and locals scrape together coin to hear their fortune, and buy charms and love potions. Most Mystics are perceptive and intuitive, able to divine their customers’ hopes and fears and give readings just specific enough to be believable. Mystics must be careful, and walk a fine line between accusations of trickery and heretical witchery. Mystics demonstrate their talent in a wide variety of ways: palmists and card readers are common amongst the Strigany, while a Wood Elf is more likely to interpret the signs and symbols to be found around them in nature, or to be inspired by dreams and visions. Many cults also have their own Seers and Sages, each prophesizing the future through the paradigm of their beliefs.</p><p>Mystics might seek a life of adventure if their insights draw the attention of priests and witch hunters. Dreams and visions also provide an incentive to join a band of adventurers: perhaps the Mystic foresees a terrible future ahead if action is not taken? No matter their motivation, once on the road, Mystics can easily ply their trade wherever they should travel.</p></div></div></div><p> </p><div class=\"journal-image centered\"><img src=\"modules/wfrp4e-core/art/careers/mystic.webp\" /></div><p><strong>Species: </strong>Human, Wood Elf</p><p><strong>Class: </strong>Peasants</p><h3 style=\"text-align:center\" class=\"no-toc\">Mystic Advance Scheme</h3><table style=\"height:34px\" border=\"1\"><tbody><tr style=\"height:17px\"><td style=\"height:17px;width:60px;text-align:center\">WS</td><td style=\"height:17px;width:60px;text-align:center\">BS</td><td style=\"height:17px;width:60px;text-align:center\">S</td><td style=\"height:17px;width:61px;text-align:center\">T</td><td style=\"height:17px;width:61px;text-align:center\">I</td><td style=\"height:17px;width:61px;text-align:center\">Agi</td><td style=\"height:17px;width:61px;text-align:center\">Dex</td><td style=\"height:17px;width:61px;text-align:center\">Int</td><td style=\"height:17px;width:61px;text-align:center\">WP</td><td style=\"height:17px;width:61px;text-align:center\">Fel</td></tr><tr style=\"height:17px\"><td style=\"height:17px;width:60px;text-align:center\"> </td><td style=\"height:17px;width:60px;text-align:center\"> </td><td style=\"height:17px;width:60px;text-align:center\"> </td><td style=\"height:17px;width:61px;text-align:center\"> </td><td style=\"height:17px;width:61px;text-align:center\">✠</td><td style=\"height:17px;width:61px;text-align:center\">♜</td><td style=\"height:17px;width:61px;text-align:center\">✠</td><td style=\"height:17px;width:61px;text-align:center\">♛</td><td style=\"height:17px;width:61px;text-align:center\">♟</td><td style=\"height:17px;width:61px;text-align:center\">✠</td></tr></tbody></table><h3><strong>✠ @UUID[Compendium.wfrp4e-core.items.jyfMHnPojhZVwF07]{Fortune Teller}</strong></h3><p><strong>Status</strong>: Brass 1<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.exLrBrn2mjb6x2Cq]{Charm}, @UUID[Compendium.wfrp4e-core.items.0CwV96kTDRF0jUhk]{Entertain (Fortune Telling)}, @UUID[Compendium.wfrp4e-core.items.1jCxbFAUuFuAPLJl]{Dodge}, @UUID[Compendium.wfrp4e-core.items.RLQHm1s4IuY9RSr2]{Gossip}, @UUID[Compendium.wfrp4e-core.items.pKLMbmG3Ivt6mzMf]{Haggle}, <em>@UUID[Compendium.wfrp4e-core.items.cYtU0ORRFCOpQLWz]{Intuition}</em>, @UUID[Compendium.wfrp4e-core.items.Fs06sr7y9JKpVQmB]{Perception}, @UUID[Compendium.wfrp4e-core.items.rvd0S8Z0v2m0MHmD]{Sleight of Hand}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.6l3jvIAvrKxt0lA9]{Attractive}, @UUID[Compendium.wfrp4e-core.items.u0CFf3xwiyidD9T5]{Luck}, @UUID[Compendium.wfrp4e-core.items.OEjUvJKi0xmBwbS2]{Second Sight}, @UUID[Compendium.wfrp4e-core.items.LPgjE0cexTVOBVCY]{Suave}<br /><strong>Trappings</strong>: Deck of Cards or Dice, Cheap Jewelry<br /><br /></p><h3><strong>♟ @UUID[Compendium.wfrp4e-core.items.5C8dpF6YYiz7clnl]{Mystic}</strong></h3><p><strong>Status</strong>: Brass 2<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.d3VZwO4Y5JH5DXdT]{Bribery}, @UUID[Compendium.wfrp4e-core.items.pxNjTxsp1Kp0SmQe]{Cool}, @UUID[Compendium.wfrp4e-core.items.0CwV96kTDRF0jUhk]{Entertain (Prophecy)}, @UUID[Compendium.wfrp4e-core.items.bSWoV1IiS5qWNw39]{Evaluate}, @UUID[Compendium.wfrp4e-core.items.I0yPc4PH5erWJLmu]{Intimidate}, @UUID[Compendium.wfrp4e-core.items.DRO5DLF6UcfkvNSh]{Lore (Astrology)}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.g3y373FnWJEAxgEB]{Detect Artefact}, @UUID[Compendium.wfrp4e-core.items.Nj3tC8A5fZ3zEdMR]{Holy Visions}, @UUID[Compendium.wfrp4e-core.items.mNoCuaVbFBflfO6X]{Sixth Sense}, @UUID[Compendium.wfrp4e-core.items.SHH2vUpNxj0wmmPT]{Well-prepared}<br /><strong>Trappings</strong>: Selection of Amulets<br /><br /></p><h3><strong>♜ @UUID[Compendium.wfrp4e-core.items.L4FGhEguFJVNWk6O]{Sage}</strong></h3><p><strong>Status</strong>: Brass 3<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.4IGdIhnwTaZijzg7]{Charm Animal}, @UUID[Compendium.wfrp4e-core.items.qBm2fu3oMhxsDBNQ]{Entertain (Storytelling)}, @UUID[Compendium.wfrp4e-core.items.XQiiwS9m2Du1IMUz]{Language (Any)}, @UUID[Compendium.wfrp4e-core.items.fdq3RFSOKl5b3WzW]{Art (Writing)}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.AcnFuDKRemLI9ey7]{Nose for Trouble}, @UUID[Compendium.wfrp4e-core.items.mdPGZsn2396dEpOf]{Petty Magic}, @UUID[Compendium.wfrp4e-core.items.GogGbYxkVdCmiKqf]{Read/Write}, @UUID[Compendium.wfrp4e-core.items.qdMbxW09FUoYBzmB]{Witch!}<br /><strong>Trappings</strong>: Trade Tools (Writing)<br /><br /></p><h3><strong>♛ @UUID[Compendium.wfrp4e-core.items.zS1aRUvoj8fJIF3P]{Seer}</strong></h3><p><strong>Status</strong>: Brass 4<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.DRO5DLF6UcfkvNSh]{Lore (Prophecy)}, @UUID[Compendium.wfrp4e-core.items.hpc8g8Z9rl3fJECS]{Channelling (Azyr)}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.3O9clK7LGyuLTHPW]{Arcane Magic (Celestial)}, @UUID[Compendium.wfrp4e-core.items.6w30u0VPsAicrqb5]{Magical Sense}, @UUID[Compendium.wfrp4e-core.items.0hn6UaKq8CoZP2zD]{Menacing}, @UUID[Compendium.wfrp4e-core.items.Ywo6fZNPC4zbHHSQ]{Strong-minded}<br /><strong>Trappings</strong>: Trade Tools (Astrology)<br /><br /></p>"
|
||
},
|
||
"Bawd": {
|
||
"name": "Bawd",
|
||
"text": "<blockquote><div><div><div><p>‘Come to the Hammer and Bucket, home of the best music and entertainment in old Altdorf town! You will not be disappointed!’</p><p style=\"text-align:right\"><em>– Raynald Schmid, Bawd</em></p><p> </p><p>‘Scoff all you like, but those clothes cost money. For a lad born ‘neath the dung heap, he lives a life of luxury.’</p><p style=\"text-align:right\"><em>– Hertel Netzhoch, Innkeep</em></p></div></div></div></blockquote><p> </p><div><div><div><p><em>Street-wise and mercenary, you make a living selling illicit goods in the seedier side of town</em></p><p>Bawds guide folk to establishments offering a variety of illegal and immoral services. Though many Humans and Dwarfs have objections to such activities, most Halflings and High Elves are quite matter-of fact about drug-dens, brothels, or other houses of vice.</p><p>Bawds include drug-dealers, dancers, hustlers and artist’s models. Many famous masterpieces of the modern era have been posed for by Bawds plucked from the street. Traveling armies are followed by camp followers, with Bawds among them looking to make coin in any way they can. Ringleaders, proprietors of establishments where Bawds gather, can accrue significant empires providing services to all types of rogues, from fences who need discreet access to rich clients, to providing safe bolt-holes for gang bosses and crime lords.</p><p>Bawds living in urban areas sometimes travel to flee plagues and religious persecutions, the latter of which crop up all-to-frequently in areas dominated by Sigmar worship. Others, such as those who rove with entertainers, consider travel as part and parcel of their occupation. Those who secure a patron might have significant lengths of time left to their own devices.</p></div></div></div><p> </p><div class=\"journal-image centered\"><img src=\"modules/wfrp4e-core/art/careers/bawd.webp\" /></div><p><strong>Species: </strong>Human, Halfling, High Elf</p><p><strong>Class: </strong>Rogues</p><h3 style=\"text-align:center\" class=\"no-toc\">Bawd Advance Scheme</h3><table style=\"height:34px\" border=\"1\"><tbody><tr style=\"height:17px\"><td style=\"height:17px;width:60px;text-align:center\">WS</td><td style=\"height:17px;width:60px;text-align:center\">BS</td><td style=\"height:17px;width:60px;text-align:center\">S</td><td style=\"height:17px;width:61px;text-align:center\">T</td><td style=\"height:17px;width:61px;text-align:center\">I</td><td style=\"height:17px;width:61px;text-align:center\">Agi</td><td style=\"height:17px;width:61px;text-align:center\">Dex</td><td style=\"height:17px;width:61px;text-align:center\">Int</td><td style=\"height:17px;width:61px;text-align:center\">WP</td><td style=\"height:17px;width:61px;text-align:center\">Fel</td></tr><tr style=\"height:17px\"><td style=\"height:17px;width:60px;text-align:center\"> </td><td style=\"height:17px;width:60px;text-align:center\"> </td><td style=\"height:17px;width:60px;text-align:center\"> </td><td style=\"height:17px;width:61px;text-align:center\"> </td><td style=\"height:17px;width:61px;text-align:center\">♟</td><td style=\"height:17px;width:61px;text-align:center\">✠</td><td style=\"height:17px;width:61px;text-align:center\">✠</td><td style=\"height:17px;width:61px;text-align:center\">♛</td><td style=\"height:17px;width:61px;text-align:center\">♜</td><td style=\"height:17px;width:61px;text-align:center\">✠</td></tr></tbody></table><h3><strong>✠ @UUID[Compendium.wfrp4e-core.items.HVa2264i6PF7C8hz]{Hustler}</strong></h3><p><strong>Status</strong>: Brass 1<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.d3VZwO4Y5JH5DXdT]{Bribery}, <em>@UUID[Compendium.wfrp4e-core.items.exLrBrn2mjb6x2Cq]{Charm}</em>, @UUID[Compendium.wfrp4e-core.items.R2ytluHiEFF2KQ5e]{Consume Alcohol}, @UUID[Compendium.wfrp4e-core.items.0CwV96kTDRF0jUhk]{Entertain (Any)}, @UUID[Compendium.wfrp4e-core.items.7pQo66cESWttzIlb]{Gamble}, @UUID[Compendium.wfrp4e-core.items.RLQHm1s4IuY9RSr2]{Gossip}, @UUID[Compendium.wfrp4e-core.items.pKLMbmG3Ivt6mzMf]{Haggle}, @UUID[Compendium.wfrp4e-core.items.I0yPc4PH5erWJLmu]{Intimidate}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.6l3jvIAvrKxt0lA9]{Attractive}, @UUID[Compendium.wfrp4e-core.items.wBhPFggGqIXwbx1r]{Alley Cat}, @UUID[Compendium.wfrp4e-core.items.77p3QRKgFWakkndF]{Blather}, @UUID[Compendium.wfrp4e-core.items.8lSoPDGrmeTIaapm]{Gregarious}<br /><strong>Trappings</strong>: Flask of Spirits<br /><br /></p><h3><strong>♟ @UUID[Compendium.wfrp4e-core.items.FLdR3uEEdQxkZiaP]{Bawd}</strong></h3><p><strong>Status</strong>: Brass 3<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.1jCxbFAUuFuAPLJl]{Dodge}, @UUID[Compendium.wfrp4e-core.items.CcNJsS4jSwB6Ug1J]{Endurance}, @UUID[Compendium.wfrp4e-core.items.cYtU0ORRFCOpQLWz]{Intuition}, @UUID[Compendium.wfrp4e-core.items.DRO5DLF6UcfkvNSh]{Lore (Local)}, @UUID[Compendium.wfrp4e-core.items.rOPmyLWa37e7s9v6]{Melee (Basic)}, @UUID[Compendium.wfrp4e-core.items.Fs06sr7y9JKpVQmB]{Perception}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.IFKWu98qmWpaSfUi]{Ambidextrous}, @UUID[Compendium.wfrp4e-core.items.hTgrGkWnmIR4xhVe]{Carouser}, @UUID[Compendium.wfrp4e-core.items.r180vP86SlwyJc8W]{Criminal}, @UUID[Compendium.wfrp4e-core.items.vMYEkrWj0ip6ZOdv]{Resistance (Disease)}<br /><strong>Trappings</strong>: Dose of Weirdroot, Quality Clothing<br /><br /></p><h3><strong>♜ @UUID[Compendium.wfrp4e-core.items.BLHdxZVBGTrrGdxO]{Procurer}</strong></h3><p><strong>Status</strong>: Silver 1<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.pxNjTxsp1Kp0SmQe]{Cool}, @UUID[Compendium.wfrp4e-core.items.bSWoV1IiS5qWNw39]{Evaluate}, @UUID[Compendium.wfrp4e-core.items.XQiiwS9m2Du1IMUz]{Language (any)}, @UUID[Compendium.wfrp4e-core.items.2LDCVJQWkTFszMok]{Lore (Law)}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.epPBu7x6BRWp2PHG]{Dealmaker}, @UUID[Compendium.wfrp4e-core.items.HIofcsDLjXGKzSZf]{Embezzle}, @UUID[Compendium.wfrp4e-core.items.sYbgpSnRqSZWgwFP]{Etiquette (Any)}, @UUID[Compendium.wfrp4e-core.items.LPgjE0cexTVOBVCY]{Suave}<br /><strong>Trappings</strong>: A Ring of Hustlers<br /><br /></p><h3><strong>♛ @UUID[Compendium.wfrp4e-core.items.Q1sXSEtjvMVxd5xi]{Ringleader}</strong></h3><p><strong>Status</strong>: Silver 3<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.oMaJZ5cvCJeOUq9H]{Leadership}, @UUID[Compendium.wfrp4e-core.items.DiP9cmbqUir3HkkK]{Lore (Heraldry)}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.34EBUkHQkrqF1sq7]{Briber}, @UUID[Compendium.wfrp4e-core.items.RbnrfHf7GSQap0ig]{Kingpin}, @UUID[Compendium.wfrp4e-core.items.5QcrpLQWWrsbKR79]{Numismatics}, @UUID[Compendium.wfrp4e-core.items.QsrXxGZiHjth7RMg]{Savvy}<br /><strong>Trappings</strong>: Townhouse with Discreet Back Entrance, a Ring of Bawds<br /><br /></p>"
|
||
},
|
||
"Herbalist": {
|
||
"name": "Herbalist",
|
||
"text": "<blockquote><div><div><div><p>‘This is beyond my skill to heal. The wound’s been infected and it’s tainting his blood; he needs a doctor, or Shallya’s aid. I can give you something to make sure he’s comfortable on the journey to town. And something for you, too, to calm your nerves.’</p><p style=\"text-align:right\"><em>– Kurtis Schwarz, Herbalist</em></p></div></div></div></blockquote><p> </p><div><div><div><p><em>Skilled botanists who use Rhya’s bounty to create cures for many ailments.</em></p><p>Medicines from apothecaries are expensive and rarely available in the Reikland’s hinterlands, so peasants rely on the healing power of plants gathered, doctored, and administered by Herbalists. Most Herbalists’ lore is verbally passed down from master to apprentice, so names for illnesses and treatments often vary from village to village. The most experienced Herbwises are sent for in cases of mysterious or stubborn sicknesses. Herbalists dedicate time to visiting the sick, diagnosing their ailments and searching for herbs to treat them with. Some Herbalists ply a darker trade, sought out by those who can pay a high price for the illicit substances they offer. Although an untrue stereotype, it’s a standing joke in the trade that Halfling Herbalists are only interest in pipeweed and wyrdroot.</p><p>With knowledge of poultices and potions, Herbalists can easily find a place with a band of travelers or mercenaries. When particularly virulent diseases take hold, Herbwises often send their apprentices to far off places in search of rarer herbs, and some find themselves in all manner of unexpected trouble. The Wood Elves’ knowledge of plants and herbs is legendary. In the Grey Mountains it is said that The Goddess Shallya wandered Athel Loren to learn their lore when Ranald was dying of an affiction she could not cure. High Elves who study the art of herbalism follow Lileath the Maiden’s teachings, and it’s rumored there is an ancient elven library in Marienburg which records the medicinal use of every plant in the Old World, although no Human has yet been granted access.</p></div></div></div><p> </p><div class=\"journal-image centered\"><img src=\"modules/wfrp4e-core/art/careers/herbalist.webp\" /></div><p><strong>Species: </strong>Human, Halfling, High Elf, Wood Elf</p><p><strong>Class: </strong>Peasants</p><h3 style=\"text-align:center\" class=\"no-toc\">Herbalist Advance Scheme</h3><table style=\"height:34px\" border=\"1\"><tbody><tr style=\"height:17px\"><td style=\"height:17px;width:60px;text-align:center\">WS</td><td style=\"height:17px;width:60px;text-align:center\">BS</td><td style=\"height:17px;width:60px;text-align:center\">S</td><td style=\"height:17px;width:61px;text-align:center\">T</td><td style=\"height:17px;width:61px;text-align:center\">I</td><td style=\"height:17px;width:61px;text-align:center\">Agi</td><td style=\"height:17px;width:61px;text-align:center\">Dex</td><td style=\"height:17px;width:61px;text-align:center\">Int</td><td style=\"height:17px;width:61px;text-align:center\">WP</td><td style=\"height:17px;width:61px;text-align:center\">Fel</td></tr><tr style=\"height:17px\"><td style=\"height:17px;width:60px;text-align:center\"> </td><td style=\"height:17px;width:60px;text-align:center\"> </td><td style=\"height:17px;width:60px;text-align:center\"> </td><td style=\"height:17px;width:61px;text-align:center\">✠</td><td style=\"height:17px;width:61px;text-align:center\">✠</td><td style=\"height:17px;width:61px;text-align:center\">✠</td><td style=\"height:17px;width:61px;text-align:center\">♟</td><td style=\"height:17px;width:61px;text-align:center\">♛</td><td style=\"height:17px;width:61px;text-align:center\"> </td><td style=\"height:17px;width:61px;text-align:center\">♜</td></tr></tbody></table><h3><strong>✠ @UUID[Compendium.wfrp4e-core.items.1cjF3aoozvxnOMb1]{Herb Gatherer}</strong></h3><p><strong>Status</strong>: Brass 2<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.4IGdIhnwTaZijzg7]{Charm Animal}, @UUID[Compendium.wfrp4e-core.items.sRuMlaPU5xdIrwhd]{Climb}, @UUID[Compendium.wfrp4e-core.items.CcNJsS4jSwB6Ug1J]{Endurance}, @UUID[Compendium.wfrp4e-core.items.DRO5DLF6UcfkvNSh]{Lore (Herbs)}, @UUID[Compendium.wfrp4e-core.items.os4NKy5Oy6sRt1eh]{Outdoor Survival}, @UUID[Compendium.wfrp4e-core.items.Fs06sr7y9JKpVQmB]{Perception}, @UUID[Compendium.wfrp4e-core.items.hodHqFNKAmu40ajh]{Swim}, <em>@UUID[Compendium.wfrp4e-core.items.wKwel9MG7NIG3i3w]{Trade (Herbalist)}</em><br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.9h82z72XGo9tfgQS]{Acute Sense (Taste)}, @UUID[Compendium.wfrp4e-core.items.afREA9q7v4Scuozn]{Orientation}, @UUID[Compendium.wfrp4e-core.items.q58lK4kULJZB5GjE]{Rover}, @UUID[Compendium.wfrp4e-core.items.1dUizIgLBgn4jICC]{Strider (any)}<br /><strong>Trappings</strong>: Boots, Cloak, Sling Bag containing Assortment of Herbs<br /><br /></p><h3><strong>♟ @UUID[Compendium.wfrp4e-core.items.UPF7jOq9bqc6ABgb]{Herbalist}</strong></h3><p><strong>Status</strong>: Brass 4<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.R2ytluHiEFF2KQ5e]{Consume Alcohol}, @UUID[Compendium.wfrp4e-core.items.pxNjTxsp1Kp0SmQe]{Cool}, @UUID[Compendium.wfrp4e-core.items.RLQHm1s4IuY9RSr2]{Gossip}, @UUID[Compendium.wfrp4e-core.items.pKLMbmG3Ivt6mzMf]{Haggle}, @UUID[Compendium.wfrp4e-core.items.HXZaV1CJhmTvcAz4]{Heal}, @UUID[Compendium.wfrp4e-core.items.DRO5DLF6UcfkvNSh]{Lore (Local)}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.epPBu7x6BRWp2PHG]{Dealmaker}, @UUID[Compendium.wfrp4e-core.items.7bZjB82f6LSkeczP]{Nimble Fingered}, @UUID[Compendium.wfrp4e-core.items.oQzTJEXUx28sCiH3]{Sharp}, @UUID[Compendium.wfrp4e-core.items.qZ4cFy6z482ZONuA]{Sturdy}<br /><strong>Trappings</strong>: Hand Weapon (Sickle), Healing Poultice, Trade Tools (Herbalist)<br /><br /></p><h3><strong>♜ @UUID[Compendium.wfrp4e-core.items.eBirX8K2qBxdOB45]{Herb Master}</strong></h3><p><strong>Status</strong>: Silver 1<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.cYtU0ORRFCOpQLWz]{Intuition}, @UUID[Compendium.wfrp4e-core.items.oMaJZ5cvCJeOUq9H]{Leadership}, @UUID[Compendium.wfrp4e-core.items.DRO5DLF6UcfkvNSh]{Lore (Medicine)}, @UUID[Compendium.wfrp4e-core.items.wKwel9MG7NIG3i3w]{Trade (Poisons)}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.GRRN3XAKIpEVCY7z]{Craftsman (Herbalist)}, @UUID[Compendium.wfrp4e-core.items.fEFAMNqh8nJIfBkM]{Field Dressing}, @UUID[Compendium.wfrp4e-core.items.zImcTgEl2XNnbu5W]{Hardy}, @UUID[Compendium.wfrp4e-core.items.QsrXxGZiHjth7RMg]{Savvy}<br /><strong>Trappings</strong>: Herb Gatherer, 3 Healing Poultices, Healing Draught, Workshop (Herbalist)<br /><br /></p><h3><strong>♛ @UUID[Compendium.wfrp4e-core.items.un8r6R9QLrACK2pv]{Herbwise}</strong></h3><p><strong>Status</strong>: Silver 3<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.iYan4z52v7HYM9u9]{Drive}, @UUID[Compendium.wfrp4e-core.items.zZUX7wO4rOo8k9F0]{Navigation}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.wXcJWxJdw0ib5b8W]{Concoct}, @UUID[Compendium.wfrp4e-core.items.GHmXS9zGNx3PWYZc]{Master Tradesman (Herbalist)}, @UUID[Compendium.wfrp4e-core.items.vMYEkrWj0ip6ZOdv]{Resistance (Poison)}, @UUID[Compendium.wfrp4e-core.items.580fwhKfOZJFxMID]{Savant (Herbs)}<br /><strong>Trappings</strong>: Pony and Cart<br /><br /></p>"
|
||
},
|
||
"Physician": {
|
||
"name": "Physician",
|
||
"text": "<blockquote><div><div><p>‘Come to Neuber for all your limb removals! I’ll ‘ave your arm off in seconds! I’ll suture it a’fore you even wake up. My work’s so fine you’ll never miss it!’</p><p style=\"text-align:right\"><em>– Gotthard Neuber, Barber-Surgeon</em></p><p>‘Beware the Brass Doktor.’</p><p style=\"text-align:right\"><em>– Reikland Proverb warning against cheap Physicians</em></p><p>‘They’re bastards, all. I can’t so much as give you a proper bloodletting without their leave. “Practicing medicine without a license” my arse. I know you can’t afford them, deary. Here, luv, take this nice tea. What? Oh no, just tea is all. Just tea. And if you feel better, why, thank Shallya, eh?’</p><p style=\"text-align:right\"><em>– Jana Palner, Part-time Surgeon</em></p></div></div></blockquote><p> </p><div><div><div><p><em>With a strong stomach and steady hand, you practice the art of medicine, striving to save lives.</em></p><p>Physicians study patients’ symptoms and prescribe remedies and surgeries. While the healing arts are ancient, many deriving from Elven practices, the formal science of medicine is relatively new and not-entirely-trusted. Due to the Empire’s history with necromancy and the safe-guards imposed by the Cult of Morr, studying cadavers is forbidden, making learning of anatomy hard. Medicine’s reputation suffered further from swindlers selling ‘miracle cure-alls’ that do nothing or cause actual harm. Physicians learn their profession at a university or while apprenticed to a Guild Physician. Most cheap surgery is undertaken by back-street physicians known as barber-surgeons whose training is informal. Trained doctors with strong stomachs are in demand for the State Armies. The most famed Physicians almost exclusively tend to wealthy merchants and the nobility.</p><p>Physician’s Guild fees are notoriously expensive, which can cause newer Physicians without steady clientele to seek alternate sources of income. Some Physicians consistently search for more effective treatments and new medicines, which can take them far afield. Others like to expand their knowledge of anatomy by studying grievous wounds first hand, and there are few better ways to do that than by travelling with adventurers.</p></div></div></div><p> </p><div class=\"journal-image centered\"><img src=\"modules/wfrp4e-core/art/careers/physician.webp\" /></div><p><strong>Species: </strong>Human, Dwarf, Halfling, High Elf</p><p><strong>Class: </strong>Academics</p><h3 style=\"text-align:center\" class=\"no-toc\">Physician Advance Scheme</h3><table style=\"height:34px\" border=\"1\"><tbody><tr style=\"height:17px\"><td style=\"height:17px;width:60px;text-align:center\">WS</td><td style=\"height:17px;width:60px;text-align:center\">BS</td><td style=\"height:17px;width:60px;text-align:center\">S</td><td style=\"height:17px;width:61px;text-align:center\">T</td><td style=\"height:17px;width:61px;text-align:center\">I</td><td style=\"height:17px;width:61px;text-align:center\">Agi</td><td style=\"height:17px;width:61px;text-align:center\">Dex</td><td style=\"height:17px;width:61px;text-align:center\">Int</td><td style=\"height:17px;width:61px;text-align:center\">WP</td><td style=\"height:17px;width:61px;text-align:center\">Fel</td></tr><tr style=\"height:17px\"><td style=\"height:17px;width:60px;text-align:center\"> </td><td style=\"height:17px;width:60px;text-align:center\"> </td><td style=\"height:17px;width:60px;text-align:center\"> </td><td style=\"height:17px;width:61px;text-align:center\"> </td><td style=\"height:17px;width:61px;text-align:center\">♜</td><td style=\"height:17px;width:61px;text-align:center\">♛</td><td style=\"height:17px;width:61px;text-align:center\">✠</td><td style=\"height:17px;width:61px;text-align:center\">✠</td><td style=\"height:17px;width:61px;text-align:center\">✠</td><td style=\"height:17px;width:61px;text-align:center\">♟</td></tr></tbody></table><h3><strong>✠ @UUID[Compendium.wfrp4e-core.items.qwNXUbgbXcegmh8l]{Physician's Apprentice}</strong></h3><p><strong>Status</strong>: Brass 4<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.d3VZwO4Y5JH5DXdT]{Bribery}, @UUID[Compendium.wfrp4e-core.items.pxNjTxsp1Kp0SmQe]{Cool}, @UUID[Compendium.wfrp4e-core.items.iYan4z52v7HYM9u9]{Drive}, @UUID[Compendium.wfrp4e-core.items.CcNJsS4jSwB6Ug1J]{Endurance}, @UUID[Compendium.wfrp4e-core.items.RLQHm1s4IuY9RSr2]{Gossip}, <em>@UUID[Compendium.wfrp4e-core.items.HXZaV1CJhmTvcAz4]{Heal}</em>, @UUID[Compendium.wfrp4e-core.items.Fs06sr7y9JKpVQmB]{Perception}, @UUID[Compendium.wfrp4e-core.items.rvd0S8Z0v2m0MHmD]{Sleight of Hand}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.zv3IyoU2wkPZu8pD]{Bookish}, @UUID[Compendium.wfrp4e-core.items.fEFAMNqh8nJIfBkM]{Field Dressing}, @UUID[Compendium.wfrp4e-core.items.GogGbYxkVdCmiKqf]{Read/Write}, @UUID[Compendium.wfrp4e-core.items.jt0DmVK9IiF6Sd2h]{Strike to Stun}<br /><strong>Trappings</strong>: Bandages, Healing Draught<br /><br /></p><h3><strong>♟ @UUID[Compendium.wfrp4e-core.items.8bbV2yHKeT6QeOKd]{Physician}</strong></h3><p><strong>Status</strong>: Silver 3<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.exLrBrn2mjb6x2Cq]{Charm}, @UUID[Compendium.wfrp4e-core.items.pKLMbmG3Ivt6mzMf]{Haggle}, @UUID[Compendium.wfrp4e-core.items.XQiiwS9m2Du1IMUz]{Language (Guilder)}, @UUID[Compendium.wfrp4e-core.items.DRO5DLF6UcfkvNSh]{Lore (Anatomy)}, @UUID[Compendium.wfrp4e-core.items.DRO5DLF6UcfkvNSh]{Lore (Medicine)}, @UUID[Compendium.wfrp4e-core.items.wKwel9MG7NIG3i3w]{Trade (Barber)}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.JLzJws09GMw9GWBV]{Coolheaded}, @UUID[Compendium.wfrp4e-core.items.r180vP86SlwyJc8W]{Criminal}, @UUID[Compendium.wfrp4e-core.items.sYbgpSnRqSZWgwFP]{Etiquette (Guilder)}, @UUID[Compendium.wfrp4e-core.items.NP4EHyyh1yOLbsPU]{Surgery}<br /><strong>Trappings</strong>: Book (Medicine), Guild License, Trade Tools (Medicine)<br /><br /></p><h3><strong>♜ @UUID[Compendium.wfrp4e-core.items.bVzgXlt8eRGyXLLC]{Doktor}</strong></h3><p><strong>Status</strong>: Silver 5<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.R2ytluHiEFF2KQ5e]{Consume Alcohol}, @UUID[Compendium.wfrp4e-core.items.I0yPc4PH5erWJLmu]{Intimidate}, @UUID[Compendium.wfrp4e-core.items.oMaJZ5cvCJeOUq9H]{Leadership}, @UUID[Compendium.wfrp4e-core.items.9tbHTeuvEMZrp0rx]{Research}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.sYbgpSnRqSZWgwFP]{Etiquette (Scholars)}, @UUID[Compendium.wfrp4e-core.items.vMYEkrWj0ip6ZOdv]{Resistance (Disease)}, @UUID[Compendium.wfrp4e-core.items.QsrXxGZiHjth7RMg]{Savvy}, @UUID[Compendium.wfrp4e-core.items.RWJrupj9seau0w31]{Strike to Injure}<br /><strong>Trappings</strong>: Apprentice, Workshop (Medicine)<br /><br /></p><h3><strong>♛ @UUID[Compendium.wfrp4e-core.items.9XJ7Qs6pY6IO01u6]{Court Physician}</strong></h3><p><strong>Status</strong>: Gold 1<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.DRO5DLF6UcfkvNSh]{Lore (Noble)}, @UUID[Compendium.wfrp4e-core.items.OZMvB887CeshFy7b]{Perform (Dancing)}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.sYbgpSnRqSZWgwFP]{Etiquette (Nobles)}, @UUID[Compendium.wfrp4e-core.items.7bZjB82f6LSkeczP]{Nimble Fingered}, @UUID[Compendium.wfrp4e-core.items.580fwhKfOZJFxMID]{Savant (Medicine)}, @UUID[Compendium.wfrp4e-core.items.Ywo6fZNPC4zbHHSQ]{Strong-minded}<br /><strong>Trappings</strong>: Courtly Attire, Letter of Appointment<br /><br /></p>"
|
||
},
|
||
"Duellist": {
|
||
"name": "Duellist",
|
||
"text": "<blockquote><div><div><div><p>‘First blood, ye fool! First blood! And here ye’ve gone ‘n run ‘im through!’</p><p style=\"text-align:right\"><em>- Ortolf Ehardt, Burgher</em></p><p> ‘In my defense, sir, he was the first to do any sort of bleeding.’</p><p style=\"text-align:right\"><em>- Rosabel Viernau, Duelist</em></p><p> ‘Always make sure you have Doktor Schuller on site. Deniability? Good question. Pay her in advance, treat her with civility, and she’ll turn around. Ten she sees nothing until the duel is over, one way or another.’</p><p style=\"text-align:right\"><em>- Blademaster Aleksandr Amblestadt’s advice to his students.</em></p></div></div></div></blockquote><p> </p><div><div><div><p><em>Your blade is an instrument of justice, bound by long tradition and employed with deadly precision. </em></p><p>Duelists fight on behalf of others — settling matters of honor between organizations or individuals — or as surrogates for the law, representing the accused or the accuser in trials by combat. For some Duelists the act of fighting is reward enough for the considerable risks they face. Training is dangerous, leaving some apprentices crippled or scarred for life. Those who live long enough to learn from their mistakes can aspire to the fame of a Blademaster, teaching their techniques to eager students. Judicial Champions duel on behalf of governments and nobles, and their blades can determine the fates of nations. Some modern Duelists, especially hot-headed Altdorf students, favor pistols. Tis is regarded by the older generation as dishonorable and fool-hardy.</p><p>Both inexperienced and esteemed Duelists alike travel the Empire in search of opponents with which to bolster their reputations. For others, the hunt for a veteran instructor drives them to explore the furthest flung of the Old World’s locales. Masters of foreign techniques are also sought by Duelists who wish to add unique styles of fighting to their repertoires. As skilled combatants, Duelists often augment their livelihood with mercenary work, even acting as guards for caravans and riverboats in a pinch. Although Dwarfs have no interest in fencing with flimsy swords and the frippery of the dueling scene, they have long traditions of using combat to resolve bitter disputes, and will travel far to enhance their skills.</p></div></div></div><p> </p><div class=\"journal-image centered\"><img src=\"modules/wfrp4e-core/art/careers/duellist.webp\" /></div><p><strong>Species: </strong>Human, Dwarf, High Elf</p><p><strong>Class: </strong>Courtier</p><h3 style=\"text-align:center\" class=\"no-toc\">Duellist Advance Scheme</h3><table style=\"height:34px\" border=\"1\"><tbody><tr style=\"height:17px\"><td style=\"height:17px;width:60px;text-align:center\">WS</td><td style=\"height:17px;width:60px;text-align:center\">BS</td><td style=\"height:17px;width:60px;text-align:center\">S</td><td style=\"height:17px;width:61px;text-align:center\">T</td><td style=\"height:17px;width:61px;text-align:center\">I</td><td style=\"height:17px;width:61px;text-align:center\">Agi</td><td style=\"height:17px;width:61px;text-align:center\">Dex</td><td style=\"height:17px;width:61px;text-align:center\">Int</td><td style=\"height:17px;width:61px;text-align:center\">WP</td><td style=\"height:17px;width:61px;text-align:center\">Fel</td></tr><tr style=\"height:17px\"><td style=\"height:17px;width:60px;text-align:center\">✠</td><td style=\"height:17px;width:60px;text-align:center\">♟</td><td style=\"height:17px;width:60px;text-align:center\">♜</td><td style=\"height:17px;width:61px;text-align:center\"> </td><td style=\"height:17px;width:61px;text-align:center\">✠</td><td style=\"height:17px;width:61px;text-align:center\">✠</td><td style=\"height:17px;width:61px;text-align:center\"> </td><td style=\"height:17px;width:61px;text-align:center\"> </td><td style=\"height:17px;width:61px;text-align:center\">♛</td><td style=\"height:17px;width:61px;text-align:center\"> </td></tr></tbody></table><h3><strong>✠ @UUID[Compendium.wfrp4e-core.items.UPATU6CmkbK1mNBe]{Fencer}</strong></h3><p><strong>Status</strong>: Silver 3<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.LGHozP5gmQ8cuDQV]{Athletics}, @UUID[Compendium.wfrp4e-core.items.1jCxbFAUuFuAPLJl]{Dodge}, @UUID[Compendium.wfrp4e-core.items.CcNJsS4jSwB6Ug1J]{Endurance}, @UUID[Compendium.wfrp4e-core.items.HXZaV1CJhmTvcAz4]{Heal}, @UUID[Compendium.wfrp4e-core.items.cYtU0ORRFCOpQLWz]{Intuition}, @UUID[Compendium.wfrp4e-core.items.61L9aX2z164cjm7K]{Language (Classical)}, <em>@UUID[Compendium.wfrp4e-core.items.F8NfBZdVSEIGCMtu]{Melee (Any)}</em>, @UUID[Compendium.wfrp4e-core.items.Fs06sr7y9JKpVQmB]{Perception}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.L1MoarOIAlia1Ti4]{Beat Blade}, @UUID[Compendium.wfrp4e-core.items.MoiYSfJRPHu7SZCQ]{Distract}, @UUID[Compendium.wfrp4e-core.items.0pXva9EODy9bngQX]{Feint}, @UUID[Compendium.wfrp4e-core.items.HpGjzrSR4tdogJtl]{Step Aside}<br /><strong>Trappings</strong>: Hand Weapon or Rapier, Sling Bag containing Clothing and 1d10 Bandages<br /><br /></p><h3><strong>♟ @UUID[Compendium.wfrp4e-core.items.nh8fc9wESGUgOnIh]{Duelist}</strong></h3><p><strong>Status</strong>: Silver 5<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.exLrBrn2mjb6x2Cq]{Charm}, @UUID[Compendium.wfrp4e-core.items.pxNjTxsp1Kp0SmQe]{Cool}, @UUID[Compendium.wfrp4e-core.items.7pQo66cESWttzIlb]{Gamble}, @UUID[Compendium.wfrp4e-core.items.bJBesrdCaDqaXbQg]{Melee (Parry)}, @UUID[Compendium.wfrp4e-core.items.H2upcZ7q7qAPtPic]{Ranged (Blackpowder)}, @UUID[Compendium.wfrp4e-core.items.wKwel9MG7NIG3i3w]{Trade (Gunsmith)}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.tXKX29QZBdHmyMc7]{Combat Reflexes}, @UUID[Compendium.wfrp4e-core.items.sYbgpSnRqSZWgwFP]{Etiquette (Any)}, @UUID[Compendium.wfrp4e-core.items.5eDd6iFeR9G6cCfz]{Fast Shot}, @UUID[Compendium.wfrp4e-core.items.QolNfSUkezLoAcky]{Reversal}<br /><strong>Trappings</strong>: Main Gauche or Sword-breaker, Pistol with Gunpowder and Ammunition<br /><br /></p><h3><strong>♜ @UUID[Compendium.wfrp4e-core.items.DWAc2CYtbwx7zMwl]{Duelmaster}</strong></h3><p><strong>Status</strong>: Gold 1<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.I0yPc4PH5erWJLmu]{Intimidate}, @UUID[Compendium.wfrp4e-core.items.oMaJZ5cvCJeOUq9H]{Leadership}, @UUID[Compendium.wfrp4e-core.items.rOPmyLWa37e7s9v6]{Melee (Basic)}, @UUID[Compendium.wfrp4e-core.items.vQtJqX0qb0bbpVDg]{Perform (Acrobatics)}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.IFKWu98qmWpaSfUi]{Ambidextrous}, @UUID[Compendium.wfrp4e-core.items.DS44h27iCOvUBa4O]{Disarm}, @UUID[Compendium.wfrp4e-core.items.URwIDtInCsxOoGqM]{Dual Wielder}, @UUID[Compendium.wfrp4e-core.items.x8jsChg17VQ9XgiK]{Riposte}<br /><strong>Trappings</strong>: Quality Rapier, Hand Weapon, Trusty Second, 2 Wooden Training Swords<br /><br /></p><h3><strong>♛ @UUID[Compendium.wfrp4e-core.items.ZRS6U3ECK8n4mFZ4]{Judicial Champion}</strong></h3><p><strong>Status</strong>: Gold 3<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.2LDCVJQWkTFszMok]{Lore (Law)}, @UUID[Compendium.wfrp4e-core.items.F8NfBZdVSEIGCMtu]{Melee (Any)}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.NDetl9BhAQBVnHKf]{Combat Master}, @UUID[Compendium.wfrp4e-core.items.0hn6UaKq8CoZP2zD]{Menacing}, @UUID[Compendium.wfrp4e-core.items.4AqSkJnFPqNuTkos]{Reaction Strike}, @UUID[Compendium.wfrp4e-core.items.RWJrupj9seau0w31]{Strike to Injure}<br /><strong>Trappings</strong>: 2 Quality Weapons<br /><br /></p>"
|
||
},
|
||
"Smuggler": {
|
||
"name": "Smuggler",
|
||
"text": "<blockquote><div><div><div><p>‘See, this is where the bottle of best Bordeleaux goes. The river wardens will search behind here, and find it, and confiscate it. That’s what we want because it means they don’t find the twelve bottles we have hidden under here. And if they find those, all is not lost, because they will be so pleased with themselves they won’t even bother searching over there where there’s twenty-four bottles.’</p><p style=\"text-align:right\"><em>– Hansel Solomon, Smuggler</em></p></div></div></div></blockquote><p> </p><div><div><div><p><em>You smuggle cargo, avoiding taxes and risking riverwarden inspections to secure maximum profit.</em></p><p>Most trade is legally taxed by local lords, as well as illegally taxed by bandits and protection rackets. Smugglers see themselves as charitable helpers: merchants make more profit, customers pay less coin, morally flexible Riverwardens take a cut, outlaws are avoided, and more besides. It takes experience and ingenuity to circumvent all the bailiffs, custom officials, excisemen, and busy bodies keen to stop them, but Smugglers dare the risks to support themselves and their family.</p><p>Smugglers come in many forms, perhaps transporting tiny, high-value goods for nobles, or large cargoes for shady merchants. Some Smugglers also deal in illicit goods, a crime that will incur significantly more repercussions than a burned finger or smugglers’ brand.</p><p>Smugglers find adventure, even though they usually want things to stay quiet and uneventful. Any number of things can go wrong on a smuggling mission, and even if things go right, there will always be the lure of the next job, likely bigger and better than the last. Whole adventures can be played out solely on smuggling missions. Similarly, it will be easy for a smuggler to find gainful employment away from their usual work. Someone with a trick up their sleeve, an eye for detail, and a cool head when things get hot is always going to be a desirable companion on dangerous expeditions and adventures.</p></div></div></div><p> </p><div class=\"journal-image centered\"><img src=\"modules/wfrp4e-core/art/careers/smuggler.webp\" /></div><p><strong>Species: </strong>Human, Dwarf, Halfling, High Elf</p><p><strong>Class: </strong>Riverfolk</p><h3 style=\"text-align:center\" class=\"no-toc\">Smuggler Advance Scheme</h3><table style=\"height:34px\" border=\"1\"><tbody><tr style=\"height:17px\"><td style=\"height:17px;width:60px;text-align:center\">WS</td><td style=\"height:17px;width:60px;text-align:center\">BS</td><td style=\"height:17px;width:60px;text-align:center\">S</td><td style=\"height:17px;width:61px;text-align:center\">T</td><td style=\"height:17px;width:61px;text-align:center\">I</td><td style=\"height:17px;width:61px;text-align:center\">Agi</td><td style=\"height:17px;width:61px;text-align:center\">Dex</td><td style=\"height:17px;width:61px;text-align:center\">Int</td><td style=\"height:17px;width:61px;text-align:center\">WP</td><td style=\"height:17px;width:61px;text-align:center\">Fel</td></tr><tr style=\"height:17px\"><td style=\"height:17px;width:60px;text-align:center\"> </td><td style=\"height:17px;width:60px;text-align:center\"> </td><td style=\"height:17px;width:60px;text-align:center\"> </td><td style=\"height:17px;width:61px;text-align:center\"> </td><td style=\"height:17px;width:61px;text-align:center\">♟</td><td style=\"height:17px;width:61px;text-align:center\">✠</td><td style=\"height:17px;width:61px;text-align:center\">✠</td><td style=\"height:17px;width:61px;text-align:center\">♜</td><td style=\"height:17px;width:61px;text-align:center\">✠</td><td style=\"height:17px;width:61px;text-align:center\">♛</td></tr></tbody></table><h3><strong>✠ @UUID[Compendium.wfrp4e-core.items.v6OhQFxpriyKJyVO]{River Runner}</strong></h3><p><strong>Status</strong>: Brass 2<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.LGHozP5gmQ8cuDQV]{Athletics}, @UUID[Compendium.wfrp4e-core.items.d3VZwO4Y5JH5DXdT]{Bribery}, @UUID[Compendium.wfrp4e-core.items.pxNjTxsp1Kp0SmQe]{Cool}, @UUID[Compendium.wfrp4e-core.items.R2ytluHiEFF2KQ5e]{Consume Alcohol}, @UUID[Compendium.wfrp4e-core.items.KL4pCOqma5E7fLG4]{Row}, @UUID[Compendium.wfrp4e-core.items.n8IfmLt4kzMhIKIv]{Sail}, <em>@UUID[Compendium.wfrp4e-core.items.McTtmZu3Ac8Lh48W]{Stealth (Rural or Urban)}</em>, @UUID[Compendium.wfrp4e-core.items.hodHqFNKAmu40ajh]{Swim}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.r180vP86SlwyJc8W]{Criminal}, @UUID[Compendium.wfrp4e-core.items.1kgHcImgfyKI1IYp]{Fisherman}, @UUID[Compendium.wfrp4e-core.items.1dUizIgLBgn4jICC]{Strider (Marshes)}, @UUID[Compendium.wfrp4e-core.items.FF41XPboORgyDNsv]{Strong Back}<br /><strong>Trappings</strong>: Large Sack, Mask or Scarves, Tinderbox, Storm Lantern and Oil<br /><br /></p><h3><strong>♟ @UUID[Compendium.wfrp4e-core.items.pVOuGshzCvWjNv2q]{Smuggler}</strong></h3><p><strong>Status</strong>: Brass 3<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.pKLMbmG3Ivt6mzMf]{Haggle}, @UUID[Compendium.wfrp4e-core.items.RLQHm1s4IuY9RSr2]{Gossip}, @UUID[Compendium.wfrp4e-core.items.DRO5DLF6UcfkvNSh]{Lore (Local)}, @UUID[Compendium.wfrp4e-core.items.rOPmyLWa37e7s9v6]{Melee (Basic)}, @UUID[Compendium.wfrp4e-core.items.Fs06sr7y9JKpVQmB]{Perception}, @UUID[Compendium.wfrp4e-core.items.bVdhLdfuSAfMi3qq]{Secret Signs (Smuggler)}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.epPBu7x6BRWp2PHG]{Dealmaker}, @UUID[Compendium.wfrp4e-core.items.sYbgpSnRqSZWgwFP]{Etiquette (Criminals)}, @UUID[Compendium.wfrp4e-core.items.tlEg21DHMEJoWcJq]{Waterman}, @UUID[Compendium.wfrp4e-core.items.Zf0vk2rjllpDh0Ua]{Very Strong}<br /><strong>Trappings</strong>: 2 Barrels, Hand Weapon, Leather Jack, Row Boat<br /><br /></p><h3><strong>♜ @UUID[Compendium.wfrp4e-core.items.QUjbPexRsKhqVDgq]{Master Smuggler}</strong></h3><p><strong>Status</strong>: Brass 5<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.bSWoV1IiS5qWNw39]{Evaluate}, @UUID[Compendium.wfrp4e-core.items.I0yPc4PH5erWJLmu]{Intimidate}, @UUID[Compendium.wfrp4e-core.items.cYtU0ORRFCOpQLWz]{Intuition}, @UUID[Compendium.wfrp4e-core.items.DRO5DLF6UcfkvNSh]{Lore (Riverways)}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.34EBUkHQkrqF1sq7]{Briber}, @UUID[Compendium.wfrp4e-core.items.8pVzgPkgWpTJvfhG]{Fearless (Riverwardens)}, @UUID[Compendium.wfrp4e-core.items.WEH97InIX29nzgW1]{Pilot}, @UUID[Compendium.wfrp4e-core.items.4wnQc19allWlyOGe]{Strong Swimmer}<br /><strong>Trappings</strong>: River Runner, Speedy Riverboat<br /><br /></p><h3><strong>♛ @UUID[Compendium.wfrp4e-core.items.XCfd7wimn69mZW9T]{Smuggler King}</strong></h3><p><strong>Status</strong>: Silver 2<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.XQiiwS9m2Du1IMUz]{Language (Any)}, @UUID[Compendium.wfrp4e-core.items.oMaJZ5cvCJeOUq9H]{Leadership}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.RbnrfHf7GSQap0ig]{Kingpin}, @UUID[Compendium.wfrp4e-core.items.QsrXxGZiHjth7RMg]{Savvy}, @UUID[Compendium.wfrp4e-core.items.1dUizIgLBgn4jICC]{Strider (Coastal)}, @UUID[Compendium.wfrp4e-core.items.Ij9N3G8jzxb4lrwy]{Sea Legs}<br /><strong>Trappings</strong>: Disguise Kit, Small Fleet of Riverboats<br /><br /></p>"
|
||
},
|
||
"Thief": {
|
||
"name": "Thief",
|
||
"text": "<blockquote><div><div><p>‘One creaky floorboard in the whole place and I’m the one to find it…’</p><p style=\"text-align:right\"><em>– @UUID[Compendium.wfrp4e-eis.actors.2vtOixDMZLdjBsfl]{Alette Zimmermann}, Thief, Jailed</em></p><p>‘What the...? Those aren’t dogs... they’re bears!’</p><p style=\"text-align:right\"><em>– Marx the Mauled, Unlucky Thief</em></p><p>‘No, the list of charges does not include, “Stealing the magistrate’s heart away.” You must have me confused with a magistrate who has a heart.’</p><p style=\"text-align:right\"><em>– Leonora Nithardt, Magistrate</em></p></div></div></blockquote><p> </p><div><div><div><p><em>You steal from others in order to line your own pockets, and you’re rather good at it</em></p><p>Thieves steal all manner of wealth and goods from their fellow man. From the lowliest footpad to the wiliest burglar, the thought of an honest day’s work in return for a respectable wage is little more than a bad joke. Thieves often organize themselves into gangs alongside charlatans, racketeers, and fences to further their mutual wealth. Bitter feuds between such illicit organizations have been known to last for years or even decades. The lowliest Thieves target individuals, picking pockets or waylaying victims in rat-infested alleyways. Burglars avoid confrontation breaking into businesses and residences, carrying off portable valuables. More ambitious thieves scope out their targets for days or weeks, even going so far as to infiltrate their target locations to get a more precise lay of the land. Working with other professional burglars, such experts can organize heists of which their lesser peers can only dream.</p><p>Thieves who run afoul of the law are obliged to hide or flee from justice, putting many would-be inmates on the run. Sometimes the very items stolen by Thieves are of such exorbitant value or supernatural quality they seem to attract trouble like a moldering corpse draws flies, which can lead them into all sorts of unexpected adventures. Of course, a Burglar’s talents are always valuable to adventurers, and reliable examples can expect to be well-compensated for their skills.</p></div></div></div><p> </p><div class=\"journal-image centered\"><img src=\"modules/wfrp4e-core/art/careers/thief.webp\" /></div><p><strong>Species: </strong>Human, Dwarf, Halfling</p><p><strong>Class: </strong>Rogues</p><h3 style=\"text-align:center\" class=\"no-toc\">Thief Advance Scheme</h3><table style=\"height:34px\" border=\"1\"><tbody><tr style=\"height:17px\"><td style=\"height:17px;width:60px;text-align:center\">WS</td><td style=\"height:17px;width:60px;text-align:center\">BS</td><td style=\"height:17px;width:60px;text-align:center\">S</td><td style=\"height:17px;width:61px;text-align:center\">T</td><td style=\"height:17px;width:61px;text-align:center\">I</td><td style=\"height:17px;width:61px;text-align:center\">Agi</td><td style=\"height:17px;width:61px;text-align:center\">Dex</td><td style=\"height:17px;width:61px;text-align:center\">Int</td><td style=\"height:17px;width:61px;text-align:center\">WP</td><td style=\"height:17px;width:61px;text-align:center\">Fel</td></tr><tr style=\"height:17px\"><td style=\"height:17px;width:60px;text-align:center\"> </td><td style=\"height:17px;width:60px;text-align:center\"> </td><td style=\"height:17px;width:60px;text-align:center\">♜</td><td style=\"height:17px;width:61px;text-align:center\"> </td><td style=\"height:17px;width:61px;text-align:center\">✠</td><td style=\"height:17px;width:61px;text-align:center\">✠</td><td style=\"height:17px;width:61px;text-align:center\">♟</td><td style=\"height:17px;width:61px;text-align:center\"> </td><td style=\"height:17px;width:61px;text-align:center\">✠</td><td style=\"height:17px;width:61px;text-align:center\">♛</td></tr></tbody></table><h3><strong>✠ @UUID[Compendium.wfrp4e-core.items.Ahe89KQIXpeadscI]{Prowler}</strong></h3><p><strong>Status</strong>: Brass 1<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.LGHozP5gmQ8cuDQV]{Athletics}, @UUID[Compendium.wfrp4e-core.items.sRuMlaPU5xdIrwhd]{Climb}, @UUID[Compendium.wfrp4e-core.items.pxNjTxsp1Kp0SmQe]{Cool}, @UUID[Compendium.wfrp4e-core.items.1jCxbFAUuFuAPLJl]{Dodge}, @UUID[Compendium.wfrp4e-core.items.CcNJsS4jSwB6Ug1J]{Endurance}, @UUID[Compendium.wfrp4e-core.items.cYtU0ORRFCOpQLWz]{Intuition}, @UUID[Compendium.wfrp4e-core.items.Fs06sr7y9JKpVQmB]{Perception}, <em>@UUID[Compendium.wfrp4e-core.items.zkI6tIqbyAZvh0Th]{Stealth (Urban)}</em><br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.wBhPFggGqIXwbx1r]{Alley Cat}, @UUID[Compendium.wfrp4e-core.items.r180vP86SlwyJc8W]{Criminal}, @UUID[Compendium.wfrp4e-core.items.jrFIFLhyOYwcyMUl]{Flee!}, @UUID[Compendium.wfrp4e-core.items.jt0DmVK9IiF6Sd2h]{Strike to Stun}<br /><strong>Trappings</strong>: Crowbar, Leather Jerkin, Sack<br /><br /></p><h3><strong>♟ @UUID[Compendium.wfrp4e-core.items.KEEmMZK5mpcoRU69]{Thief}</strong></h3><p><strong>Status</strong>: Brass 3<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.bSWoV1IiS5qWNw39]{Evaluate}, @UUID[Compendium.wfrp4e-core.items.RLQHm1s4IuY9RSr2]{Gossip}, @UUID[Compendium.wfrp4e-core.items.DRO5DLF6UcfkvNSh]{Lore (Local)}, @UUID[Compendium.wfrp4e-core.items.AkjRsazdAppqveZu]{Pick Lock}, @UUID[Compendium.wfrp4e-core.items.AIueed3kikw3euvn]{Secret Signs (Thief)}, @UUID[Compendium.wfrp4e-core.items.rvd0S8Z0v2m0MHmD]{Sleight of Hand}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.wrpVYmdiIy1jPulc]{Break and Enter}, @UUID[Compendium.wfrp4e-core.items.sYbgpSnRqSZWgwFP]{Etiquette (Criminals)}, @UUID[Compendium.wfrp4e-core.items.9sMAf0xmehjEmUao]{Fast Hands}, @UUID[Compendium.wfrp4e-core.items.XSb3QVB9ipPBFt56]{Shadow}<br /><strong>Trappings</strong>: Trade Tools (Thief), Rope<br /><br /></p><h3><strong>♜ @UUID[Compendium.wfrp4e-core.items.4xxp72XMEqj6y25g]{Master Thief}</strong></h3><p><strong>Status</strong>: Brass 5<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.d3VZwO4Y5JH5DXdT]{Bribery}, @UUID[Compendium.wfrp4e-core.items.7pQo66cESWttzIlb]{Gamble}, @UUID[Compendium.wfrp4e-core.items.I0yPc4PH5erWJLmu]{Intimidate}, @UUID[Compendium.wfrp4e-core.items.OuDdJRDo3W56zk0Z]{Ranged (Crossbow)}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.x0WMGwuQzReXcQrs]{Night Vision}, @UUID[Compendium.wfrp4e-core.items.7bZjB82f6LSkeczP]{Nimble Fingered}, @UUID[Compendium.wfrp4e-core.items.HpGjzrSR4tdogJtl]{Step Aside}, @UUID[Compendium.wfrp4e-core.items.a7v422EZcOUUC20X]{Trapper}<br /><strong>Trappings</strong>: Crossbow Pistol with 10 Bolts<br /><br /></p><h3><strong>♛ @UUID[Compendium.wfrp4e-core.items.s9BcRjM1u2nE0JRD]{Cat Burglar}</strong></h3><p><strong>Status</strong>: Silver 3<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.exLrBrn2mjb6x2Cq]{Charm}, @UUID[Compendium.wfrp4e-core.items.HngrTVqKis08Nvcf]{Set Trap}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.g4Q6AtzZuo5iIvD4]{Catfall}, @UUID[Compendium.wfrp4e-core.items.MGEPI4jNhymNIRVz]{Scale Sheer Surface}, @UUID[Compendium.wfrp4e-core.items.CV9btQn09S9Fn8Jk]{Strong Legs}, @UUID[Compendium.wfrp4e-core.items.OROfMcVqRnZHINkU]{Wealthy}<br /><strong>Trappings</strong>: Dark Clothing, Grappling Hook, Mask or Scarves<br /><br /></p>"
|
||
},
|
||
"Watchman": {
|
||
"name": "Watchman",
|
||
"text": "<blockquote><div><div><div><p>'So I go up to Middenheim, Ulric’s own country, and what did I find? I swear more than half of their City Watch are women! I would have stayed up there for the rest of my career if I could’ve.’</p><p style=\"text-align:right\"><em>– Jana Tennisohn, Chief Inspektor (retired), Nuln City Watch</em></p><p> </p><p>‘Sorry, sir, I’ve got a Halfling killer, a Weirdroot smuggling ring, a gang war, and a noble threatening to have me arrested by my own Station. Your missing cat will have to wait until tomorrow.’</p><p style=\"text-align:right\"><em>– Sergeant Harri Makkenpieser, Altdorf City Watch</em></p></div></div></div></blockquote><p> </p><div><div><div><p><em>You maintain the peace and keep the rabble in line so your town doesn’t descend into anarchy.</em></p><p>Watchmen are employed by local authorities to patrol streets throughout the Empire. Most are little more than well-meaning keepers of the peace, and few know the laws they’re supposed to enforce. Corruption is rampant, and many Watchmen enlist purely for the authority to hurt people or to support local criminal gangs. Some can earn triple their wages by turning a blind eye.</p><p>Only a few towns and cities have professional Watchmen paid to understand and uphold the law; instead, the Emperor’s Peace is normally maintained by the local State Army, who man walls, guard gates, and patrol the streets according to the instructions of their superiors.</p><p>Not every Watchman is crooked, but those with morals are soon jaded by the corruption inherent in the system. By joining adventuring parties, principled Watchmen can champion justice on their own terms. Experience of the street makes Watchmen effective combatants in a small party, and their presence can help legitimize a wandering band of ne’er-do-wells.</p></div></div></div><p> </p><div class=\"journal-image centered\"><img src=\"modules/wfrp4e-core/art/careers/watchman.webp\" /></div><p><strong>Species: </strong>Human, Dwarf, Halfling, High Elf</p><p><strong>Class: </strong>Burgher</p><h3 style=\"text-align:center\" class=\"no-toc\">Watchman Advance Scheme</h3><table style=\"height:34px\" border=\"1\"><tbody><tr style=\"height:17px\"><td style=\"height:17px;width:60px;text-align:center\">WS</td><td style=\"height:17px;width:60px;text-align:center\">BS</td><td style=\"height:17px;width:60px;text-align:center\">S</td><td style=\"height:17px;width:61px;text-align:center\">T</td><td style=\"height:17px;width:61px;text-align:center\">I</td><td style=\"height:17px;width:61px;text-align:center\">Agi</td><td style=\"height:17px;width:61px;text-align:center\">Dex</td><td style=\"height:17px;width:61px;text-align:center\">Int</td><td style=\"height:17px;width:61px;text-align:center\">WP</td><td style=\"height:17px;width:61px;text-align:center\">Fel</td></tr><tr style=\"height:17px\"><td style=\"height:17px;width:60px;text-align:center\">✠</td><td style=\"height:17px;width:60px;text-align:center\"> </td><td style=\"height:17px;width:60px;text-align:center\">✠</td><td style=\"height:17px;width:61px;text-align:center\"> </td><td style=\"height:17px;width:61px;text-align:center\">♜</td><td style=\"height:17px;width:61px;text-align:center\"> </td><td style=\"height:17px;width:61px;text-align:center\"> </td><td style=\"height:17px;width:61px;text-align:center\">♛</td><td style=\"height:17px;width:61px;text-align:center\">♟</td><td style=\"height:17px;width:61px;text-align:center\">✠</td></tr></tbody></table><h3><strong>✠ @UUID[Compendium.wfrp4e-core.items.C8pqV1AJgqS6vUd6]{Watch Recruit}</strong></h3><p><strong>Status</strong>: Brass 3<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.LGHozP5gmQ8cuDQV]{Athletics}, @UUID[Compendium.wfrp4e-core.items.sRuMlaPU5xdIrwhd]{Climb}, @UUID[Compendium.wfrp4e-core.items.R2ytluHiEFF2KQ5e]{Consume Alcohol}, @UUID[Compendium.wfrp4e-core.items.1jCxbFAUuFuAPLJl]{Dodge}, @UUID[Compendium.wfrp4e-core.items.CcNJsS4jSwB6Ug1J]{Endurance}, @UUID[Compendium.wfrp4e-core.items.7pQo66cESWttzIlb]{Gamble}, @UUID[Compendium.wfrp4e-core.items.F8NfBZdVSEIGCMtu]{Melee (Any)}, <em>@UUID[Compendium.wfrp4e-core.items.Fs06sr7y9JKpVQmB]{Perception}</em><br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.J9MK0AIaTbvd5oF6]{Drilled}, @UUID[Compendium.wfrp4e-core.items.zImcTgEl2XNnbu5W]{Hardy}, @UUID[Compendium.wfrp4e-core.items.jt0DmVK9IiF6Sd2h]{Strike to Stun}, @UUID[Compendium.wfrp4e-core.items.jviOQmy0luQOySC2]{Tenacious}<br /><strong>Trappings</strong>: Hand Weapon, Leather Jack, Uniform<br /><br /></p><h3><strong>♟ @UUID[Compendium.wfrp4e-core.items.LobXt1Wa3x3EogpB]{Watchman}</strong></h3><p><strong>Status</strong>: Silver 1<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.exLrBrn2mjb6x2Cq]{Charm}, @UUID[Compendium.wfrp4e-core.items.pxNjTxsp1Kp0SmQe]{Cool}, @UUID[Compendium.wfrp4e-core.items.RLQHm1s4IuY9RSr2]{Gossip}, @UUID[Compendium.wfrp4e-core.items.I0yPc4PH5erWJLmu]{Intimidate}, @UUID[Compendium.wfrp4e-core.items.cYtU0ORRFCOpQLWz]{Intuition}, @UUID[Compendium.wfrp4e-core.items.DRO5DLF6UcfkvNSh]{Lore (Local)}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.wrpVYmdiIy1jPulc]{Break and Enter}, @UUID[Compendium.wfrp4e-core.items.r180vP86SlwyJc8W]{Criminal}, @UUID[Compendium.wfrp4e-core.items.x0WMGwuQzReXcQrs]{Night Vision}, @UUID[Compendium.wfrp4e-core.items.AwUUEwwf2Vt4ksCN]{Sprinter}<br /><strong>Trappings</strong>: Lantern and Pole, Lamp Oil, Copper Badge<br /><br /></p><h3><strong>♜ @UUID[Compendium.wfrp4e-core.items.1N1QMGBQJUV072w4]{Watch Sergeant}</strong></h3><p><strong>Status</strong>: Silver 3<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.qBm2fu3oMhxsDBNQ]{Entertain (Storytelling)}, @UUID[Compendium.wfrp4e-core.items.pKLMbmG3Ivt6mzMf]{Haggle}, @UUID[Compendium.wfrp4e-core.items.oMaJZ5cvCJeOUq9H]{Leadership}, @UUID[Compendium.wfrp4e-core.items.2LDCVJQWkTFszMok]{Lore (Law)}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.DS44h27iCOvUBa4O]{Disarm}, @UUID[Compendium.wfrp4e-core.items.sYbgpSnRqSZWgwFP]{Etiquette (Soldiers)}, @UUID[Compendium.wfrp4e-core.items.8pVzgPkgWpTJvfhG]{Fearless (Criminals)}, @UUID[Compendium.wfrp4e-core.items.AcnFuDKRemLI9ey7]{Nose for Trouble}<br /><strong>Trappings</strong>: Breastplate, Helm, Symbol of Rank<br /><br /></p><h3><strong>♛ @UUID[Compendium.wfrp4e-core.items.MR0d08qmDDbqujmS]{Watch Captain}</strong></h3><p><strong>Status</strong>: Gold 1<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.DRO5DLF6UcfkvNSh]{Lore (Politics)}, @UUID[Compendium.wfrp4e-core.items.oSbEE6eXH1S3LfUU]{Ride (Horse)}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.XU7D9CCmumuhqDUi]{Public Speaker}, @UUID[Compendium.wfrp4e-core.items.nWLsoWQBCjPRKxYx]{Robust}, @UUID[Compendium.wfrp4e-core.items.RbnrfHf7GSQap0ig]{Kingpin}, @UUID[Compendium.wfrp4e-core.items.b4x1qEWcevX7xK58]{Schemer}<br /><strong>Trappings</strong>: Riding Horse with Saddle and Tack, Quality Hat, Quality Hand weapon, Quality Symbol of Rank<br /><br /></p>"
|
||
},
|
||
"Flagellant": {
|
||
"name": "Flagellant",
|
||
"text": "<blockquote><div><div><p>‘We strike this flesh and spill this blood, for his Empire, in the name of Sigmar!’</p><p style=\"text-align:right\"><em>– Viktorina Schwefel, Flagellant</em></p><p> ‘We had some flagellants going through the village a couple of months back. Terrible they were: the agony, the pain, the suffering, and that was just watching them. We knew what to do. We knew we had to open our doors and feed them and pray with them. But in the end, we just hid in the cellar until they’d gone. Scary folk.’</p><p style=\"text-align:right\"><em>– Wulfrum Barth, villager</em></p><p> ‘The Ende is Nigh!’</p><p style=\"text-align:right\"><em>– Common placard carried by Flagellants</em></p></div></div></blockquote><p> </p><div><div><div><p><em>Just when you abandoned all hope, your suffering and the righteousness of Sigmar saved you!</em></p><p>Forgiveness does not come easily, only through struggle, pain, and doing Sigmar’s will. Flagellants travel the Empire, flogging themselves in penance for their sins, and the sins of others. They are determined to serve Sigmar until the end of the world, something they believe is imminent. All good folk are expected to welcome, help, and feed them, and to pray with them.</p><p>Most Flagellants wander in large groups, guided by a Prophet of Doom who interprets Sigmar’s will. Some follow armies, whipping themselves into a frenzy as battle is joined and fighting without any thought for their own safety. Others wander by themselves, believing they best serve Sigmar by righting the wrongs he guides them towards</p><p>It’s not hard for Flagellants to stumble upon an adventure, especially involving recognized foes of Sigmar. Flagellants can continue their lifestyle as they adventure, relying on the honest folk of the Empire to offer them food, drink and shelter as they trudge ever onwards to the end of all things.</p></div></div></div><p> </p><div class=\"journal-image centered\"><img src=\"modules/wfrp4e-core/art/careers/flagellant.webp\" /></div><p><strong>Species: </strong>Human</p><p><strong>Class: </strong>Ranger</p><h3 style=\"text-align:center\" class=\"no-toc\">Flagellant Advance Scheme</h3><table style=\"height:34px\" border=\"1\"><tbody><tr style=\"height:17px\"><td style=\"height:17px;width:60px;text-align:center\">WS</td><td style=\"height:17px;width:60px;text-align:center\">BS</td><td style=\"height:17px;width:60px;text-align:center\">S</td><td style=\"height:17px;width:61px;text-align:center\">T</td><td style=\"height:17px;width:61px;text-align:center\">I</td><td style=\"height:17px;width:61px;text-align:center\">Agi</td><td style=\"height:17px;width:61px;text-align:center\">Dex</td><td style=\"height:17px;width:61px;text-align:center\">Int</td><td style=\"height:17px;width:61px;text-align:center\">WP</td><td style=\"height:17px;width:61px;text-align:center\">Fel</td></tr><tr style=\"height:17px\"><td style=\"height:17px;width:60px;text-align:center\">✠</td><td style=\"height:17px;width:60px;text-align:center\"> </td><td style=\"height:17px;width:60px;text-align:center\">✠</td><td style=\"height:17px;width:61px;text-align:center\">✠</td><td style=\"height:17px;width:61px;text-align:center\">♜</td><td style=\"height:17px;width:61px;text-align:center\"> </td><td style=\"height:17px;width:61px;text-align:center\"> </td><td style=\"height:17px;width:61px;text-align:center\"> </td><td style=\"height:17px;width:61px;text-align:center\">♟</td><td style=\"height:17px;width:61px;text-align:center\">♛</td></tr></tbody></table><h3><strong>✠ @UUID[Compendium.wfrp4e-core.items.UQMYUKgXAi2QFhFn]{Zealot}</strong></h3><p><strong>Status</strong>: Brass 0<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.1jCxbFAUuFuAPLJl]{Dodge}, @UUID[Compendium.wfrp4e-core.items.CcNJsS4jSwB6Ug1J]{Endurance}, @UUID[Compendium.wfrp4e-core.items.HXZaV1CJhmTvcAz4]{Heal}, @UUID[Compendium.wfrp4e-core.items.I0yPc4PH5erWJLmu]{Intimidate}, @UUID[Compendium.wfrp4e-core.items.cYtU0ORRFCOpQLWz]{Intuition}, @UUID[Compendium.wfrp4e-core.items.DRO5DLF6UcfkvNSh]{Lore (Sigmar)}, <em>@UUID[Compendium.wfrp4e-core.items.ZqYYWZuWwqMb3wVf]{Melee (Flail)},</em> @UUID[Compendium.wfrp4e-core.items.os4NKy5Oy6sRt1eh]{Outdoor Survival}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.oRx92ByVNEBN6YkK]{Berserk Charge}, @UUID[Compendium.wfrp4e-core.items.hXcfygzujgyMN1uI]{Frenzy}, @UUID[Compendium.wfrp4e-core.items.GogGbYxkVdCmiKqf]{Read/Write}, @UUID[Compendium.wfrp4e-core.items.spdiWsONKTzkLbg3]{Stone Soup}<br /><strong>Trappings</strong>: Flail, Tattered Robes<br /><br /></p><h3><strong>♟ @UUID[Compendium.wfrp4e-core.items.j3PetZr6vZXRutml]{Flagellant}</strong></h3><p><strong>Status</strong>: Brass 0<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.fdq3RFSOKl5b3WzW]{Art (Icons)}, @UUID[Compendium.wfrp4e-core.items.LGHozP5gmQ8cuDQV]{Athletics}, @UUID[Compendium.wfrp4e-core.items.pxNjTxsp1Kp0SmQe]{Cool}, @UUID[Compendium.wfrp4e-core.items.61L9aX2z164cjm7K]{Language (Classical)}, @UUID[Compendium.wfrp4e-core.items.DRO5DLF6UcfkvNSh]{Lore (The Empire)}, @UUID[Compendium.wfrp4e-core.items.KQjZ85kKz42YQGYT]{Ranged (Sling)}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.zImcTgEl2XNnbu5W]{Hardy}, @UUID[Compendium.wfrp4e-core.items.E98mVLZgE8bX5vQW]{Hatred (Heretics)}, @UUID[Compendium.wfrp4e-core.items.Gs10qhA4CDmZyb1g]{Flagellant}, @UUID[Compendium.wfrp4e-core.items.xx8SgdWYEjKct7ym]{Implacable}<br /><strong>Trappings</strong>: Placard, Religious Symbol, Sling<br /><br /></p><h3><strong>♜ @UUID[Compendium.wfrp4e-core.items.zZ2QaJ9EHJlh1QbW]{Penitent}</strong></h3><p><strong>Status</strong>: Brass 0<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.exLrBrn2mjb6x2Cq]{Charm}, @UUID[Compendium.wfrp4e-core.items.XQiiwS9m2Du1IMUz]{Language (any)}, @UUID[Compendium.wfrp4e-core.items.d9bGxy6Y3u3rOHIN]{Lore (Theology)}, @UUID[Compendium.wfrp4e-core.items.Fs06sr7y9JKpVQmB]{Perception}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.fEFAMNqh8nJIfBkM]{Field Dressing}, @UUID[Compendium.wfrp4e-core.items.BlHVzfs0Ow6IYEDw]{Furious Assault}, @UUID[Compendium.wfrp4e-core.items.0hn6UaKq8CoZP2zD]{Menacing}, @UUID[Compendium.wfrp4e-core.items.jQmIu8P85tF0njmD]{Seasoned Traveller}<br /><strong>Trappings</strong>: Religious Relic<br /><br /></p><h3><strong>♛ @UUID[Compendium.wfrp4e-core.items.zDdI21hXufHuDarS]{Prophet of Doom}</strong></h3><p><strong>Status</strong>: Brass 0<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.0CwV96kTDRF0jUhk]{Entertain (Speeches)}, @UUID[Compendium.wfrp4e-core.items.oMaJZ5cvCJeOUq9H]{Leadership}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.FtjMeeGEO4YuGIBv]{Battle Rage}, @UUID[Compendium.wfrp4e-core.items.8pVzgPkgWpTJvfhG]{Fearless (Heretics)}, @UUID[Compendium.wfrp4e-core.items.mqo51ORnxijcqNNu]{Frightening}, @UUID[Compendium.wfrp4e-core.items.oGbDwnLOn3isPJpO]{Impassioned Zeal}<br /><strong>Trappings</strong>: Book (Religion), Followers (including Penitents, Flagellants, and Zealots)<br /><br /></p>"
|
||
},
|
||
"Grave Robber": {
|
||
"name": "Grave Robber",
|
||
"text": "<blockquote><p>‘You can’t take it with you... but I can certainly take it with me.’</p><p style=\"text-align:right\"><em>– Symon Schreiber, Grave Robber</em></p><p> ‘It’s not just the jewels, Herbert. Look at all the bones! There’s professors in Altdorf who’d pay good money for these!’</p><p style=\"text-align:right\"><em>– Tyle ‘the Ghoul’ Grubsch, Body Snatcher</em></p><p> ‘The nightmares of Khemri still haunt me. The curses cast by those long-dead tyrants have sealed my fate. I only hope Morr can put a stop to the necromancy that rots my bones and blackens my heart.’</p><p style=\"text-align:right\"><em>– Lady Estelle Hauptleiter, Treasure Hunter (deceased)</em></p></blockquote><p> </p><div><p><em>You brave the threat of necromancy, stealing from the dead to line your own pockets.</em></p><p>Trafficking in bodies and body parts is lucrative, with high demand from universities and physicians for fresh cadavers. As well as the scholarly market, corpses are sometimes interred with all manner of valuables can be found beneath the ravenstones in the tombs of Morr’s Gardens. Because their labors are obvious, illegal, and sacrilegious, Grave Robbers usually work under cover of darkness. Body Snatchers have been known to cut out the middle man and take beggars or other unfortunates straight off the streets. Tomb Robbers avoid the legal dangers of looting the recently dead, and instead journey to ancient ruins and barrows, risking the restless dead and brigands alike. Peculiarly, some successful Treasure Hunters find themselves celebrated as heroes, their treasures sold to, and displayed by, the aristocracy. It’s even rumored that the great wealth of one of the Knightly Orders came from a group of their members plundering a foreign tomb.</p><p>Grave Robbers easily take to the adventuring life, especially if their nocturnal sojourns are discovered by unsympathetic authorities. They may also be sought out by antiquarians who wish to engage their expert services in the excavation of a tomb, or perhaps they will feel compelled to track down a suspected necromancer who is using corpses for nefarious purposes.</p></div><p> </p><div class=\"journal-image centered\"><img src=\"modules/wfrp4e-core/art/careers/grave-robber.webp\" /></div><p><strong>Species: </strong>Human, Halfling</p><p><strong>Class: </strong>Rogues</p><h3 style=\"text-align:center\">Grave Robber Advance Scheme</h3><table style=\"height:34px\" border=\"1\"><tbody><tr style=\"height:17px\"><td style=\"height:17px;width:60px;text-align:center\">WS</td><td style=\"height:17px;width:60px;text-align:center\">BS</td><td style=\"height:17px;width:60px;text-align:center\">S</td><td style=\"height:17px;width:61px;text-align:center\">T</td><td style=\"height:17px;width:61px;text-align:center\">I</td><td style=\"height:17px;width:61px;text-align:center\">Agi</td><td style=\"height:17px;width:61px;text-align:center\">Dex</td><td style=\"height:17px;width:61px;text-align:center\">Int</td><td style=\"height:17px;width:61px;text-align:center\">WP</td><td style=\"height:17px;width:61px;text-align:center\">Fel</td></tr><tr style=\"height:17px\"><td style=\"height:17px;width:60px;text-align:center\">♟</td><td style=\"height:17px;width:60px;text-align:center\"> </td><td style=\"height:17px;width:60px;text-align:center\">✠</td><td style=\"height:17px;width:61px;text-align:center\"> </td><td style=\"height:17px;width:61px;text-align:center\">✠</td><td style=\"height:17px;width:61px;text-align:center\"> </td><td style=\"height:17px;width:61px;text-align:center\">♜</td><td style=\"height:17px;width:61px;text-align:center\">♛</td><td style=\"height:17px;width:61px;text-align:center\">✠</td><td style=\"height:17px;width:61px;text-align:center\"> </td></tr></tbody></table><h3><strong>✠ @UUID[Compendium.wfrp4e-core.items.0r2H2xtQ21MqHlRv]{Body Snatcher}</strong></h3><p><strong>Status</strong>: Brass 2<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.sRuMlaPU5xdIrwhd]{Climb}, @UUID[Compendium.wfrp4e-core.items.pxNjTxsp1Kp0SmQe]{Cool}, @UUID[Compendium.wfrp4e-core.items.1jCxbFAUuFuAPLJl]{Dodge}, @UUID[Compendium.wfrp4e-core.items.CcNJsS4jSwB6Ug1J]{Endurance}, @UUID[Compendium.wfrp4e-core.items.RLQHm1s4IuY9RSr2]{Gossip}, @UUID[Compendium.wfrp4e-core.items.cYtU0ORRFCOpQLWz]{Intuition}, @UUID[Compendium.wfrp4e-core.items.Fs06sr7y9JKpVQmB]{Perception}, <em>@UUID[Compendium.wfrp4e-core.items.McTtmZu3Ac8Lh48W]{Stealth (Any)}</em><br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.wBhPFggGqIXwbx1r]{Alley Cat}, @UUID[Compendium.wfrp4e-core.items.r180vP86SlwyJc8W]{Criminal}, @UUID[Compendium.wfrp4e-core.items.jrFIFLhyOYwcyMUl]{Flee!}, @UUID[Compendium.wfrp4e-core.items.FF41XPboORgyDNsv]{Strong Back}<br /><strong>Trappings</strong>: Crowbar, Handcart, Hooded Cloak, Tarpaulin<br /><br /></p><h3><strong>♟ @UUID[Compendium.wfrp4e-core.items.eI3ibXzGlozn6GqV]{Grave Robber}</strong></h3><p><strong>Status</strong>: Brass 3<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.d3VZwO4Y5JH5DXdT]{Bribery}, @UUID[Compendium.wfrp4e-core.items.iYan4z52v7HYM9u9]{Drive}, @UUID[Compendium.wfrp4e-core.items.bSWoV1IiS5qWNw39]{Evaluate}, @UUID[Compendium.wfrp4e-core.items.pKLMbmG3Ivt6mzMf]{Haggle}, @UUID[Compendium.wfrp4e-core.items.DRO5DLF6UcfkvNSh]{Lore (Medicine)}, @UUID[Compendium.wfrp4e-core.items.rOPmyLWa37e7s9v6]{Melee (Basic)}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.wrpVYmdiIy1jPulc]{Break and Enter}, @UUID[Compendium.wfrp4e-core.items.x0WMGwuQzReXcQrs]{Night Vision}, @UUID[Compendium.wfrp4e-core.items.vMYEkrWj0ip6ZOdv]{Resistance (Disease)}, @UUID[Compendium.wfrp4e-core.items.Zf0vk2rjllpDh0Ua]{Very Strong}<br /><strong>Trappings</strong>: Backpack, Hand Weapon, Spade, Storm Lantern and Oil<br /><br /></p><h3><strong>♜ @UUID[Compendium.wfrp4e-core.items.FaAdpduKD4aUWAOg]{Tomb Robber}</strong></h3><p><strong>Status</strong>: Silver 1<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.9tbHTeuvEMZrp0rx]{Research}, @UUID[Compendium.wfrp4e-core.items.FChdV10BCuXQyUhU]{Lore (History)}, @UUID[Compendium.wfrp4e-core.items.AkjRsazdAppqveZu]{Pick Lock}, @UUID[Compendium.wfrp4e-core.items.HngrTVqKis08Nvcf]{Set Trap}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.GogGbYxkVdCmiKqf]{Read/Write}, @UUID[Compendium.wfrp4e-core.items.4MJJCiOKPkBByYwW]{Strike Mighty Blow}, @UUID[Compendium.wfrp4e-core.items.jviOQmy0luQOySC2]{Tenacious}, @UUID[Compendium.wfrp4e-core.items.Z91GFaT6FhEwyESU]{Tunnel Rat}<br /><strong>Trappings</strong>: Hand Weapon (Pick), Horse and Cart, Leather Jack, Rope, Trade Tools (Thief)<br /><br /></p><h3><strong>♛ @UUID[Compendium.wfrp4e-core.items.ufAAH4fyE4qfkH2c]{Treasure Hunter}</strong></h3><p><strong>Status</strong>: Silver 5<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.zZUX7wO4rOo8k9F0]{Navigation}, @UUID[Compendium.wfrp4e-core.items.wKwel9MG7NIG3i3w]{Trade (Engineer)}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.8pVzgPkgWpTJvfhG]{Fearless (Undead)}, @UUID[Compendium.wfrp4e-core.items.mNoCuaVbFBflfO6X]{Sixth Sense}, @UUID[Compendium.wfrp4e-core.items.Ywo6fZNPC4zbHHSQ]{Strong-minded}, @UUID[Compendium.wfrp4e-core.items.a7v422EZcOUUC20X]{Trapper}<br /><strong>Trappings</strong>: Bedroll, Maps, Tent, Trade Tools (Engineer), Writing Kit</p>"
|
||
},
|
||
"Bailiff": {
|
||
"name": "Bailiff",
|
||
"text": "<blockquote><div><div><div><p>Aye, it’s been a poor harvest, but dues are dues. I’ll take half now and half on Marktag. How’s that? It’s the best I can offer, can’t say fairer than that.’</p><p style=\"text-align:right\"><em>– Lena Sauer, Bailiff</em></p><p> </p><p>‘I’ll go up and have a look at the grazing land in question myself. Until then, I want no trouble from any of your boisterous offspring, do I make myself clear, Bauer, Meier? And you will pay equal shares for the damage to the inn, or you will forfeit any claim you might, or might not have, on the land.’</p><p style=\"text-align:right\"><em>– Lorenz Schulte, Reeve of Elster Vale</em></p></div></div></div></blockquote><p> </p><div><div><div><p><em>You are a local official trusted by local rulers to administer their lands efficiently and firmly</em></p><p> Nobles entrust Bailiffs to gather dues from their lands. Some Bailiffs are respected and upstanding, attending throng at the temple of Sigmar every week. Others are bullies, happy to enforce their lord’s rights over property and possessions with threats and violence. Long-serving bailiffs often become trusted servants of the local noble family and enjoy considerable perks. Reeves have a broader reach and greater responsibility. They keep order and maintain the borders of the lord’s lands, resolving disputes with neighboring estates.</p><p> Some magistrates are lay-members of the cult of Verena, seeking guidance and wisdom from blind Justice on any difficult cases they judge. However, most provincial magistrates simply find themselves arbitrating a series of petty disputes over livestock and farmland borders.</p><p> Most Bailiffs have a degree of autonomy, granting them ample opportunity to turn their attention to private matters, or to hire others to do so on their behalf. As many also have broad authority in the areas they influence, they are frequently sent by their employers to resolve problems, which can often lead to unexpected places.</p></div></div></div><p> </p><div class=\"journal-image centered\"><img src=\"modules/wfrp4e-core/art/careers/bailiff.webp\" /></div><p><strong>Species: </strong>Human, Dwarf, Halfling</p><p><strong>Class: </strong>Peasants</p><h3 style=\"text-align:center\" class=\"no-toc\">Bailiff Advance Scheme</h3><table style=\"height:34px\" border=\"1\"><tbody><tr style=\"height:17px\"><td style=\"height:17px;width:60px;text-align:center\">WS</td><td style=\"height:17px;width:60px;text-align:center\">BS</td><td style=\"height:17px;width:60px;text-align:center\">S</td><td style=\"height:17px;width:61px;text-align:center\">T</td><td style=\"height:17px;width:61px;text-align:center\">I</td><td style=\"height:17px;width:61px;text-align:center\">Agi</td><td style=\"height:17px;width:61px;text-align:center\">Dex</td><td style=\"height:17px;width:61px;text-align:center\">Int</td><td style=\"height:17px;width:61px;text-align:center\">WP</td><td style=\"height:17px;width:61px;text-align:center\">Fel</td></tr><tr style=\"height:17px\"><td style=\"height:17px;width:60px;text-align:center\">✠</td><td style=\"height:17px;width:60px;text-align:center\"> </td><td style=\"height:17px;width:60px;text-align:center\"> </td><td style=\"height:17px;width:61px;text-align:center\"> </td><td style=\"height:17px;width:61px;text-align:center\">✠</td><td style=\"height:17px;width:61px;text-align:center\">♜</td><td style=\"height:17px;width:61px;text-align:center\"> </td><td style=\"height:17px;width:61px;text-align:center\">♛</td><td style=\"height:17px;width:61px;text-align:center\">✠</td><td style=\"height:17px;width:61px;text-align:center\">♟</td></tr></tbody></table><h3><strong>✠ @UUID[Compendium.wfrp4e-core.items.kOmgIJIYcylhEUWK]{Tax Collector}</strong></h3><p><strong>Status</strong>: Silver 1<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.pxNjTxsp1Kp0SmQe]{Cool}, @UUID[Compendium.wfrp4e-core.items.1jCxbFAUuFuAPLJl]{Dodge}, @UUID[Compendium.wfrp4e-core.items.CcNJsS4jSwB6Ug1J]{Endurance}, @UUID[Compendium.wfrp4e-core.items.RLQHm1s4IuY9RSr2]{Gossip}, @UUID[Compendium.wfrp4e-core.items.pKLMbmG3Ivt6mzMf]{Haggle}, <em>@UUID[Compendium.wfrp4e-core.items.I0yPc4PH5erWJLmu]{Intimidate}</em>, @UUID[Compendium.wfrp4e-core.items.rOPmyLWa37e7s9v6]{Melee (Basic)}, @UUID[Compendium.wfrp4e-core.items.Fs06sr7y9JKpVQmB]{Perception}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.HIofcsDLjXGKzSZf]{Embezzle}, @UUID[Compendium.wfrp4e-core.items.5QcrpLQWWrsbKR79]{Numismatics}, @UUID[Compendium.wfrp4e-core.items.FF41XPboORgyDNsv]{Strong Back}, @UUID[Compendium.wfrp4e-core.items.jviOQmy0luQOySC2]{Tenacious}<br /><strong>Trappings</strong>: Hand weapon, small lock box<br /><br /></p><h3><strong>♟ @UUID[Compendium.wfrp4e-core.items.9UWoLPwYyPV2TRnz]{Bailiff}</strong></h3><p><strong>Status</strong>: Silver 5<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.d3VZwO4Y5JH5DXdT]{Bribery}, @UUID[Compendium.wfrp4e-core.items.exLrBrn2mjb6x2Cq]{Charm}, @UUID[Compendium.wfrp4e-core.items.bSWoV1IiS5qWNw39]{Evaluate}, @UUID[Compendium.wfrp4e-core.items.cYtU0ORRFCOpQLWz]{Intuition}, @UUID[Compendium.wfrp4e-core.items.oMaJZ5cvCJeOUq9H]{Leadership}, @UUID[Compendium.wfrp4e-core.items.DRO5DLF6UcfkvNSh]{Lore (Local)}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.wrpVYmdiIy1jPulc]{Break and Enter}, @UUID[Compendium.wfrp4e-core.items.r180vP86SlwyJc8W]{Criminal}, @UUID[Compendium.wfrp4e-core.items.XU7D9CCmumuhqDUi]{Public Speaker}, @UUID[Compendium.wfrp4e-core.items.jt0DmVK9IiF6Sd2h]{Strike to Stun}<br /><strong>Trappings</strong>: Leather Jack, 3 Tax Collectors<br /><br /></p><h3><strong>♜ @UUID[Compendium.wfrp4e-core.items.albRTMyj0Fsr2u6A]{Reeve}</strong></h3><p><strong>Status</strong>: Gold 1<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.MXy22hFCgntdlQrn]{Animal Care}, @UUID[Compendium.wfrp4e-core.items.DiP9cmbqUir3HkkK]{Lore (Heraldry)}, @UUID[Compendium.wfrp4e-core.items.zZUX7wO4rOo8k9F0]{Navigation}, @UUID[Compendium.wfrp4e-core.items.oSbEE6eXH1S3LfUU]{Ride (Horse)}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.RbnrfHf7GSQap0ig]{Kingpin}, @UUID[Compendium.wfrp4e-core.items.0hn6UaKq8CoZP2zD]{Menacing}, @UUID[Compendium.wfrp4e-core.items.AcnFuDKRemLI9ey7]{Nose for Trouble}, @UUID[Compendium.wfrp4e-core.items.GogGbYxkVdCmiKqf]{Read/Write}<br /><strong>Trappings</strong>: Horse with Saddle and Tack, Breastplate, Baili?<br /><br /></p><h3><strong>♛ @UUID[Compendium.wfrp4e-core.items.USvstPFloo15DIJ1]{Magistrate}</strong></h3><p><strong>Status</strong>: Gold 3<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.61L9aX2z164cjm7K]{Language (Classical)}, @UUID[Compendium.wfrp4e-core.items.2LDCVJQWkTFszMok]{Lore (Law)}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.x8g3U68oi8XzWiYr]{Commanding Presence}, @UUID[Compendium.wfrp4e-core.items.mgeiaDZXei7JBEgo]{Iron Will}, @UUID[Compendium.wfrp4e-core.items.QsrXxGZiHjth7RMg]{Savvy}, @UUID[Compendium.wfrp4e-core.items.b4x1qEWcevX7xK58]{Schemer}<br /><strong>Trappings</strong>: Library (Law), Quality Robes, Seal of Office<br /><br /></p>"
|
||
},
|
||
"Scout": {
|
||
"name": "Scout",
|
||
"text": "<blockquote><div><div><div><p>‘You don’t want to be going off the road down by the bluff without a guide. Tehre’s man-traps in them woods what the reeve put down to catch poachers. Almost ‘ad old Billi’s leg off last week it did.’</p><p style=\"text-align:right\"><em>– Gwyn, Scout</em></p></div></div></div></blockquote><p> </p><div><div><div><p><em>Intrepid and resourceful, you guide others through the dangerous wilds of the Old World.</em></p><p>Among an illiterate populace where maps are rare, local knowledge can mean the difference between life and death for travelers. Scouts are experts at finding safe paths through the backwoods and muddy roads of the Empire. Local guides will accompany their clients, warning of upcoming dangers, sharing village gossip or showing the best places to forage. Experienced Scouts will barely be seen by their employers as they explore the trails ahead and keep a watchful eye out for hidden dangers. While most Scouts keep to familiar territory, some specialize in safely navigating unmapped terrain. Explorers might venture even further into treacherous and hostile territory, filling in the blank spaces on their maps. Most Scouts do not tackle dangers themselves, preferring to slip away quietly to warn their companions and enable their employers to avoid potential hazards completely.</p><p>Scouts can be invaluable to a group of adventurers, especially those venturing out from a city for the first time to find their fortune. Reliable and knowledgeable Guides may find themselves asked to stay on and act as Scouts, although many still act the loner, slipping in and out of the woods to protect the group from ambush or warn of enemies ahead.</p></div></div></div><p> </p><div class=\"journal-image centered\"><img src=\"modules/wfrp4e-core/art/careers/scout.webp\" /></div><p><strong>Species: </strong>Human, Dwarf, Halfling, High Elf, Wood Elf</p><p><strong>Class: </strong>Peasants</p><h3 style=\"text-align:center\" class=\"no-toc\">Scout Advance Scheme</h3><table style=\"height:34px\" border=\"1\"><tbody><tr style=\"height:17px\"><td style=\"height:17px;width:60px;text-align:center\">WS</td><td style=\"height:17px;width:60px;text-align:center\">BS</td><td style=\"height:17px;width:60px;text-align:center\">S</td><td style=\"height:17px;width:61px;text-align:center\">T</td><td style=\"height:17px;width:61px;text-align:center\">I</td><td style=\"height:17px;width:61px;text-align:center\">Agi</td><td style=\"height:17px;width:61px;text-align:center\">Dex</td><td style=\"height:17px;width:61px;text-align:center\">Int</td><td style=\"height:17px;width:61px;text-align:center\">WP</td><td style=\"height:17px;width:61px;text-align:center\">Fel</td></tr><tr style=\"height:17px\"><td style=\"height:17px;width:60px;text-align:center\"> </td><td style=\"height:17px;width:60px;text-align:center\">♟</td><td style=\"height:17px;width:60px;text-align:center\"> </td><td style=\"height:17px;width:61px;text-align:center\">✠</td><td style=\"height:17px;width:61px;text-align:center\">✠</td><td style=\"height:17px;width:61px;text-align:center\">✠</td><td style=\"height:17px;width:61px;text-align:center\">♛</td><td style=\"height:17px;width:61px;text-align:center\">♜</td><td style=\"height:17px;width:61px;text-align:center\"> </td><td style=\"height:17px;width:61px;text-align:center\"> </td></tr></tbody></table><h3><strong>✠ @UUID[Compendium.wfrp4e-core.items.D8Bx5CgvvMpIkwSq]{Guide}</strong></h3><p><strong>Status</strong>: Brass 3<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.4IGdIhnwTaZijzg7]{Charm Animal}, @UUID[Compendium.wfrp4e-core.items.sRuMlaPU5xdIrwhd]{Climb}, @UUID[Compendium.wfrp4e-core.items.CcNJsS4jSwB6Ug1J]{Endurance}, @UUID[Compendium.wfrp4e-core.items.RLQHm1s4IuY9RSr2]{Gossip}, @UUID[Compendium.wfrp4e-core.items.DRO5DLF6UcfkvNSh]{Lore (Local)}, @UUID[Compendium.wfrp4e-core.items.rOPmyLWa37e7s9v6]{Melee (Basic)}, @UUID[Compendium.wfrp4e-core.items.os4NKy5Oy6sRt1eh]{Outdoor Survival}, <em>@UUID[Compendium.wfrp4e-core.items.Fs06sr7y9JKpVQmB]{Perception}</em><br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.afREA9q7v4Scuozn]{Orientation}, @UUID[Compendium.wfrp4e-core.items.q58lK4kULJZB5GjE]{Rover}, @UUID[Compendium.wfrp4e-core.items.oQzTJEXUx28sCiH3]{Sharp}, @UUID[Compendium.wfrp4e-core.items.1dUizIgLBgn4jICC]{Strider (any)}<br /><strong>Trappings</strong>: Hand Weapon, Leather Jack, Sturdy Boots and Cloak, Rope<br /><br /></p><h3><strong>♟ @UUID[Compendium.wfrp4e-core.items.4bCFwNAaudD9wb40]{Scout}</strong></h3><p><strong>Status</strong>: Brass 5<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.LGHozP5gmQ8cuDQV]{Athletics}, @UUID[Compendium.wfrp4e-core.items.zZUX7wO4rOo8k9F0]{Navigation}, @UUID[Compendium.wfrp4e-core.items.ZQSm2AwrgT2cHG0C]{Ranged (Bow)}, @UUID[Compendium.wfrp4e-core.items.oSbEE6eXH1S3LfUU]{Ride (Horse)}, @UUID[Compendium.wfrp4e-core.items.Xk5tp3aasPNtk4zt]{Stealth (Rural)}, @UUID[Compendium.wfrp4e-core.items.rt2rGSwFDCDHPh0A]{Track}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.0LdHytqyNmg2pcAX]{Combat Aware}, @UUID[Compendium.wfrp4e-core.items.x0WMGwuQzReXcQrs]{Night Vision}, @UUID[Compendium.wfrp4e-core.items.AcnFuDKRemLI9ey7]{Nose for Trouble}, @UUID[Compendium.wfrp4e-core.items.jQmIu8P85tF0njmD]{Seasoned Traveller}<br /><strong>Trappings</strong>: Bow and 10 Arrows, Mail Shirt<br /><br /></p><h3><strong>♜ @UUID[Compendium.wfrp4e-core.items.nCijLyJxZ8UfeNfV]{Pathfinder}</strong></h3><p><strong>Status</strong>: Silver 1<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.MXy22hFCgntdlQrn]{Animal Care}, @UUID[Compendium.wfrp4e-core.items.pKLMbmG3Ivt6mzMf]{Haggle}, @UUID[Compendium.wfrp4e-core.items.bVdhLdfuSAfMi3qq]{Secret Signs (Hunter)}, @UUID[Compendium.wfrp4e-core.items.hodHqFNKAmu40ajh]{Swim}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.9h82z72XGo9tfgQS]{Acute Sense (Sight)}, @UUID[Compendium.wfrp4e-core.items.mNoCuaVbFBflfO6X]{Sixth Sense}, @UUID[Compendium.wfrp4e-core.items.CV9btQn09S9Fn8Jk]{Strong Legs}, @UUID[Compendium.wfrp4e-core.items.RmY0CUjiFYZ3GEKY]{Very Resilient}<br /><strong>Trappings</strong>: Map, Riding Horse with Saddle and Tack, Saddlebags with 2 weeks' Rations, Tent<br /><br /></p><h3><strong>♛ @UUID[Compendium.wfrp4e-core.items.RGrmA9jAFzrR5tH5]{Explorer}</strong></h3><p><strong>Status</strong>: Silver 5<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.XQiiwS9m2Du1IMUz]{Language (any)}, @UUID[Compendium.wfrp4e-core.items.wKwel9MG7NIG3i3w]{Trade (Cartographer)}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.zImcTgEl2XNnbu5W]{Hardy}, @UUID[Compendium.wfrp4e-core.items.726gbrANZt8OqXr5]{Linguistics}, @UUID[Compendium.wfrp4e-core.items.580fwhKfOZJFxMID]{Savant (Local)}, @UUID[Compendium.wfrp4e-core.items.jviOQmy0luQOySC2]{Tenacious}<br /><strong>Trappings</strong>: Selection of Maps, Trade Tools (Cartographer)<br /><br /></p>"
|
||
},
|
||
"Warden": {
|
||
"name": "Warden",
|
||
"text": "<blockquote><div><div><div><p>‘Yes, m’lord, the duke has been a-bed this last decade. And, yes, m’lord, I am running his estate. No, m’lord, I don’t see that changing any time soon. After all, in Penzkirchen, my word is now law… Arrest him!’</p><p style=\"text-align:right\"><em>– W. Edvart Kurtz, Governor of Penzkirchen</em></p></div></div></div></blockquote><p> </p><div><div><div><p><em>You oversee another’s territory, ensuring it is properly maintained and, if necessary, protected</em></p><p>Wardens see to the care and stewardship of their employer’s holdings. Failure to improve — or, at the very least, maintain — an employer’s lands or provisions is often met with disfavor. In some instances, multiple wardens work together to keep their employer’s estate in correct order. A Warden’s oversight can cover a variety of duties: ensuring the upkeep of a grand estate, overseeing a lord’s hunting grounds, or caring for a rarely-visited holidaying home. Wardens might keep watch over forested or agricultural lands, or see to the maintenance of lakes, rivers, or ponds. Those in the employ of the richest and most powerful can rise to immensely powerful positions themselves.</p><p>Wardens rarely travel unless their duties call for it. That said, even those assigned to oversee an estate’s lands or hunting grounds must make regular patrols to assess the property’s condition and to discourage poachers. When between jobs, Wardens often find work as guides or hunters, and such activities can lead to much excitement or terror. Wardens with a grudge against former masters might even be inclined to provide enemies with confidential information regarding their old estates.</p></div></div></div><p> </p><div class=\"journal-image centered\"><img src=\"modules/wfrp4e-core/art/careers/warden.webp\" /></div><p><strong>Species: </strong>Human, Dwarf, Halfling, High Elf</p><p><strong>Class: </strong>Courtier</p><h3 style=\"text-align:center\" class=\"no-toc\">Warden Advance Scheme</h3><table style=\"height:34px\" border=\"1\"><tbody><tr style=\"height:17px\"><td style=\"height:17px;width:60px;text-align:center\">WS</td><td style=\"height:17px;width:60px;text-align:center\">BS</td><td style=\"height:17px;width:60px;text-align:center\">S</td><td style=\"height:17px;width:61px;text-align:center\">T</td><td style=\"height:17px;width:61px;text-align:center\">I</td><td style=\"height:17px;width:61px;text-align:center\">Agi</td><td style=\"height:17px;width:61px;text-align:center\">Dex</td><td style=\"height:17px;width:61px;text-align:center\">Int</td><td style=\"height:17px;width:61px;text-align:center\">WP</td><td style=\"height:17px;width:61px;text-align:center\">Fel</td></tr><tr style=\"height:17px\"><td style=\"height:17px;width:60px;text-align:center\">♟</td><td style=\"height:17px;width:60px;text-align:center\"> </td><td style=\"height:17px;width:60px;text-align:center\">✠</td><td style=\"height:17px;width:61px;text-align:center\">✠</td><td style=\"height:17px;width:61px;text-align:center\"> </td><td style=\"height:17px;width:61px;text-align:center\"> </td><td style=\"height:17px;width:61px;text-align:center\"> </td><td style=\"height:17px;width:61px;text-align:center\">♛</td><td style=\"height:17px;width:61px;text-align:center\">✠</td><td style=\"height:17px;width:61px;text-align:center\">♜</td></tr></tbody></table><h3><strong>✠ @UUID[Compendium.wfrp4e-core.items.WvEHWvF7hoyNChqj]{Custodian}</strong></h3><p><strong>Status</strong>: Silver 1<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.LGHozP5gmQ8cuDQV]{Athletics}, @UUID[Compendium.wfrp4e-core.items.4IGdIhnwTaZijzg7]{Charm Animal}, @UUID[Compendium.wfrp4e-core.items.R2ytluHiEFF2KQ5e]{Consume Alcohol}, @UUID[Compendium.wfrp4e-core.items.pxNjTxsp1Kp0SmQe]{Cool}, @UUID[Compendium.wfrp4e-core.items.CcNJsS4jSwB6Ug1J]{Endurance}, @UUID[Compendium.wfrp4e-core.items.cYtU0ORRFCOpQLWz]{Intuition}, @UUID[Compendium.wfrp4e-core.items.DRO5DLF6UcfkvNSh]{Lore (Local)}, <em>@UUID[Compendium.wfrp4e-core.items.Fs06sr7y9JKpVQmB]{Perception}</em><br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.0hn6UaKq8CoZP2zD]{Menacing}, @UUID[Compendium.wfrp4e-core.items.x0WMGwuQzReXcQrs]{Night Vision}, @UUID[Compendium.wfrp4e-core.items.oQzTJEXUx28sCiH3]{Sharp}, @UUID[Compendium.wfrp4e-core.items.jt0DmVK9IiF6Sd2h]{Strike to Stun}<br /><strong>Trappings</strong>: Keys, Lantern, Lamp Oil, Livery<br /><br /></p><h3><strong>♟ @UUID[Compendium.wfrp4e-core.items.ET4PZxqQ4RyBBWgN]{Warden}</strong></h3><p><strong>Status</strong>: Silver 3<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.MXy22hFCgntdlQrn]{Animal Care}, @UUID[Compendium.wfrp4e-core.items.rOPmyLWa37e7s9v6]{Melee (Basic)}, @UUID[Compendium.wfrp4e-core.items.os4NKy5Oy6sRt1eh]{Outdoor Survival}, @UUID[Compendium.wfrp4e-core.items.ZQSm2AwrgT2cHG0C]{Ranged (Bow)}, @UUID[Compendium.wfrp4e-core.items.oSbEE6eXH1S3LfUU]{Ride (Horse)}, @UUID[Compendium.wfrp4e-core.items.hodHqFNKAmu40ajh]{Swim}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.9fq6p9Q6H02LjaSi]{Animal Affinity}, @UUID[Compendium.wfrp4e-core.items.sYbgpSnRqSZWgwFP]{Etiquette (Servants)}, @UUID[Compendium.wfrp4e-core.items.1dUizIgLBgn4jICC]{Strider (any)}, @UUID[Compendium.wfrp4e-core.items.q58lK4kULJZB5GjE]{Rover}<br /><strong>Trappings</strong>: Hand Weapon or Bow with 10 arrows, Riding Horse with Saddle and Harness, Leather Jack<br /><br /></p><h3><strong>♜ @UUID[Compendium.wfrp4e-core.items.m2viFvv0MaXuxRit]{Seneschal}</strong></h3><p><strong>Status</strong>: Gold 1<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.d3VZwO4Y5JH5DXdT]{Bribery}, @UUID[Compendium.wfrp4e-core.items.exLrBrn2mjb6x2Cq]{Charm}, @UUID[Compendium.wfrp4e-core.items.RLQHm1s4IuY9RSr2]{Gossip}, @UUID[Compendium.wfrp4e-core.items.oMaJZ5cvCJeOUq9H]{Leadership}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.HIofcsDLjXGKzSZf]{Embezzle}, @UUID[Compendium.wfrp4e-core.items.5QcrpLQWWrsbKR79]{Numismatics}, @UUID[Compendium.wfrp4e-core.items.GogGbYxkVdCmiKqf]{Read/Write}, @UUID[Compendium.wfrp4e-core.items.aZavWXbSXVBmWeJi]{Supportive}<br /><strong>Trappings</strong>: Breastplate, Ceremonial Staff of Office, Staff of Wardens and Custodians<br /><br /></p><h3><strong>♛ @UUID[Compendium.wfrp4e-core.items.gWvUkc6mXh8LbsR9]{Governor}</strong></h3><p><strong>Status</strong>: Gold 3<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.bSWoV1IiS5qWNw39]{Evaluate}, @UUID[Compendium.wfrp4e-core.items.XQiiwS9m2Du1IMUz]{Language (Any)}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.x8g3U68oi8XzWiYr]{Commanding Presence}, @UUID[Compendium.wfrp4e-core.items.sYbgpSnRqSZWgwFP]{Etiquette (any)}, @UUID[Compendium.wfrp4e-core.items.580fwhKfOZJFxMID]{Savant (local)}, @UUID[Compendium.wfrp4e-core.items.LPgjE0cexTVOBVCY]{Suave}<br /><strong>Trappings</strong>: Aide, Governor's Residence, Servant<br /><br /></p>"
|
||
},
|
||
"Entertainer": {
|
||
"name": "Entertainer",
|
||
"text": "<blockquote><div><div><p>A wandering minstrel I,</p><p>A thing of shreds and patches,</p><p>Of ballads, songs, and snatches,</p><p>And dreamy lullaby!</p><p style=\"text-align:right\"><em>– Libretto from The Emperor of Nippon, by Guillibert and Solomon</em></p><p> ‘How do you get to the Luitpold Theatre? Practice!’</p><p style=\"text-align:right\"><em>– Well known Altdorf joke</em></p><p> ‘Musician and prodigy, Vladimira Tchaikofev, toured the courts of the Empire performing her compositions for the great and good. On her triumphant return to her native Kislev, during the reign of Bloody Katerin, she premiered her first opera, “The Vampire Counts of Stirland” based on her travels in Sylvania. Unconventionally, she always chose to conduct with a silver baton.’</p><p style=\"text-align:right\">– ‘A Defense Against Necromancy’, <em>Patriarch Felip Iyrtu, 2415IC, from the 1st year required reading list, Amethyst College </em></p></div></div></blockquote><p> </p><div><div><div><p><em>Whether high-born or low-brow, you distract people from the harsh realities of life.</em></p><p>Entertainers crop up all over the Old World, and many wander the Reikland’s roads, earning their crust. Some stay put at a single theatre, some work as individuals, some as part of a troupe. The worst are little more than itinerant beggars, the best lauded in the company of counts and princes. It is not an easy life and the people will not tolerate poor acts, running them out of town pelted with rotten vegetables.</p><p>The most common Entertainers are the perennial crowd-pleasers like jesters, singers, actors, musicians, acrobats, dancers, and jugglers, but the Old World is also home to more obscure and bizarre acts.</p><p>The open road, a new village every night, the smell of greasepaint and the roar of the crowd — life itself can be an adventure for the Entertainer as they bring excitement to the humdrum, everyday reality of those they captivate. Given their existence on the edge of respectable society, curious Entertainers all-too-often find real adventures of their own.</p></div></div></div><p> </p><div class=\"journal-image centered\"><img src=\"modules/wfrp4e-core/art/careers/entertainer.webp\" /></div><p><strong>Species: </strong>Human, Dwarf, Halfling, High Elf, Wood Elf</p><p><strong>Class: </strong>Ranger</p><h3 style=\"text-align:center\" class=\"no-toc\">Entertainer Advance Scheme</h3><table style=\"height:34px\" border=\"1\"><tbody><tr style=\"height:17px\"><td style=\"height:17px;width:60px;text-align:center\"><p>WS</p></td><td style=\"height:17px;width:60px;text-align:center\"><p>BS</p></td><td style=\"height:17px;width:60px;text-align:center\"><p>S</p></td><td style=\"height:17px;width:61px;text-align:center\"><p>T</p></td><td style=\"height:17px;width:61px;text-align:center\"><p>I</p></td><td style=\"height:17px;width:61px;text-align:center\"><p>Agi</p></td><td style=\"height:17px;width:61px;text-align:center\"><p>Dex</p></td><td style=\"height:17px;width:61px;text-align:center\"><p>Int</p></td><td style=\"height:17px;width:61px;text-align:center\"><p>WP</p></td><td style=\"height:17px;width:61px;text-align:center\"><p>Fel</p></td></tr><tr style=\"height:17px\"><td style=\"height:17px;width:60px;text-align:center\"><p>♟</p></td><td style=\"height:17px;width:60px;text-align:center\"><p>♜</p></td><td style=\"height:17px;width:60px;text-align:center\"><p> </p></td><td style=\"height:17px;width:61px;text-align:center\"><p>♛</p></td><td style=\"height:17px;width:61px;text-align:center\"><p> </p></td><td style=\"height:17px;width:61px;text-align:center\"><p>✠</p></td><td style=\"height:17px;width:61px;text-align:center\"><p>✠</p></td><td style=\"height:17px;width:61px;text-align:center\"><p> </p></td><td style=\"height:17px;width:61px;text-align:center\"><p> </p></td><td style=\"height:17px;width:61px;text-align:center\"><p>✠</p></td></tr></tbody></table><h3><strong>✠ @UUID[Compendium.wfrp4e-core.items.vmFzpNOoQfMELqdM]{Busker}</strong></h3><p><strong>Status</strong>: Brass 3<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.LGHozP5gmQ8cuDQV]{Athletics}, @UUID[Compendium.wfrp4e-core.items.exLrBrn2mjb6x2Cq]{Charm}, <em>@UUID[Compendium.wfrp4e-core.items.0CwV96kTDRF0jUhk]{Entertain (Any)}</em>, @UUID[Compendium.wfrp4e-core.items.RLQHm1s4IuY9RSr2]{Gossip}, @UUID[Compendium.wfrp4e-core.items.pKLMbmG3Ivt6mzMf]{Haggle}, @UUID[Compendium.wfrp4e-core.items.HO8vIjGTHjmenIaV]{Perform (Any)}, @UUID[Compendium.wfrp4e-core.items.bBLK2hznjPlby6Jb]{Play (any)}, @UUID[Compendium.wfrp4e-core.items.rvd0S8Z0v2m0MHmD]{Sleight of Hand}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.6l3jvIAvrKxt0lA9]{Attractive}, @UUID[Compendium.wfrp4e-core.items.LU6Ycl5z4kp1Wr04]{Mimic}, @UUID[Compendium.wfrp4e-core.items.XU7D9CCmumuhqDUi]{Public Speaker}, @UUID[Compendium.wfrp4e-core.items.LPgjE0cexTVOBVCY]{Suave}<br /><strong>Trappings</strong>: Bowl, Instrument<br /><br /></p><h3><strong>♟ @UUID[Compendium.wfrp4e-core.items.pru2uoIq7hM13pYm]{Entertainer}</strong></h3><p><strong>Status</strong>: Brass 5<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.0CwV96kTDRF0jUhk]{Entertain (Any)}, @UUID[Compendium.wfrp4e-core.items.MeXCAQ3wqJzX07X7]{Ride (Any)}, @UUID[Compendium.wfrp4e-core.items.rOPmyLWa37e7s9v6]{Melee (Basic)}, @UUID[Compendium.wfrp4e-core.items.HO8vIjGTHjmenIaV]{Perform (Any)}, @UUID[Compendium.wfrp4e-core.items.bBLK2hznjPlby6Jb]{Play (Any)}, @UUID[Compendium.wfrp4e-core.items.NSnpJQiky8JcMnme]{Ranged (Throwing)}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.TaYriYcJkFuIdBKp]{Contortionist}, @UUID[Compendium.wfrp4e-core.items.BIaLeh4CPFaTMbFz]{Jump Up}, @UUID[Compendium.wfrp4e-core.items.jrYW2OyDHd1Md2my]{Sharpshooter}, @UUID[Compendium.wfrp4e-core.items.FjTnaxixsu1ShNNr]{Trick Riding}<br /><strong>Trappings</strong>: Costume, Instrument, Selection of Scripts (that you can't yet read), Throwing Weapons<br /><br /></p><h3><strong>♜ @UUID[Compendium.wfrp4e-core.items.bNwRfl5P64gXgZON]{Troubadour}</strong></h3><p><strong>Status</strong>: Silver 3<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.MXy22hFCgntdlQrn]{Animal Care}, @UUID[Compendium.wfrp4e-core.items.uZpeJ8P0g10UBRdE]{Animal Training (Any)}, @UUID[Compendium.wfrp4e-core.items.fdq3RFSOKl5b3WzW]{Art (Writing)}, @UUID[Compendium.wfrp4e-core.items.XQiiwS9m2Du1IMUz]{Language (Any)}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.77p3QRKgFWakkndF]{Blather}, @UUID[Compendium.wfrp4e-core.items.WoXShzaYkV5F6c48]{Master of Disguise}, @UUID[Compendium.wfrp4e-core.items.pQjZdMJDDaz0DpAD]{Perfect Pitch}, @UUID[Compendium.wfrp4e-core.items.GogGbYxkVdCmiKqf]{Read/Write}<br /><strong>Trappings</strong>: Trained Animal, Writing Kit<br /><br /></p><h3><strong>♛ @UUID[Compendium.wfrp4e-core.items.dNd0JKvUqjP3kiuy]{Troupe Leader}</strong></h3><p><strong>Status</strong>: Gold 1<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.oMaJZ5cvCJeOUq9H]{Leadership}, @UUID[Compendium.wfrp4e-core.items.Item.iYan4z52v7HYM9u9]{Drive}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.epPBu7x6BRWp2PHG]{Dealmaker}, @UUID[Compendium.wfrp4e-core.items.sYbgpSnRqSZWgwFP]{Etiquette (Any)}, @UUID[Compendium.wfrp4e-core.items.jQmIu8P85tF0njmD]{Seasoned Traveller}, @UUID[Compendium.wfrp4e-core.items.oQzTJEXUx28sCiH3]{Sharp}<br /><strong>Trappings</strong>: Draught Horses and Wagon (Stage), Wardrobe of Costumes and Props, Troupe of Entertainers<br /><br /></p>"
|
||
},
|
||
"Nun": {
|
||
"name": "Nun",
|
||
"text": "<blockquote><div><div><p>‘They came thinking it a simple task to slay a few poor, hapless Brothers and take our relics. I ask Morr not judge too harshly the seven bandits we bury today, as Brother Hild has already inflicted punishment enough.’</p><p style=\"text-align:right\"><em>– Abbot Ernst Halfhauser</em></p><p>‘Quick! Come quick! The Sisters of Faith and Chastity are about to parade through the streets. I want to see if I can get a few coppers caught in their thorns. It brings luck for the whole year!’</p><p style=\"text-align:right\"><em>– Bengt, Altdorf Street Rat</em></p></div></div></blockquote><p> </p><div><div><div><p><em>You are devoted to the service of your deity, having sworn vows for a life of service.</em></p><p>Nuns are members of religious orders, normally cloistered within an abbey, convent, or monastery. Most rise before the sun for morning prayer before toiling in fields, tending to the sick, or preserving important manuscripts. Vows of pilgrimage cause some to travel the Empire, while others take oaths to serve the community, moving amongst the people, tending to their spiritual needs. Devoted hermits and tenders to shrines are also thought of as ‘Nuns’ or ‘Monks’ by the folk of the Empire. Many Nuns learn valuable trades such as vintners, brewers or calligraphers. Abbesses use these activities to attract donations and patronage from the local nobility. Leaders of particularly large or martial Orders can gather significant influence both within their own cult and with the ruling classes of a province. For more on religion and the different Orders, see Chapter 7: Religion and Belief.</p><p>When a religious order discovers terrible secrets or fragments of prophecy, its leaders may feel they must act, sending brothers and sisters abroad. Abbeys along pilgrimage routes will often also send their members abroad to guard the many pilgrims traversing the lengthy holy roads across the Empire. And there are always itinerant Friars wandering the world, risking adventure with every new land they enter.</p></div></div></div><p> </p><div class=\"journal-image centered\"><img src=\"modules/wfrp4e-core/art/careers/nun.webp\" /></div><p><strong>Species: </strong>Human</p><p><strong>Class: </strong>Academics</p><h3 style=\"text-align:center\" class=\"no-toc\">Nun Advance Scheme</h3><table style=\"height:34px\" border=\"1\"><tbody><tr style=\"height:17px\"><td style=\"height:17px;width:60px;text-align:center\">WS</td><td style=\"height:17px;width:60px;text-align:center\">BS</td><td style=\"height:17px;width:60px;text-align:center\">S</td><td style=\"height:17px;width:61px;text-align:center\">T</td><td style=\"height:17px;width:61px;text-align:center\">I</td><td style=\"height:17px;width:61px;text-align:center\">Agi</td><td style=\"height:17px;width:61px;text-align:center\">Dex</td><td style=\"height:17px;width:61px;text-align:center\">Int</td><td style=\"height:17px;width:61px;text-align:center\">WP</td><td style=\"height:17px;width:61px;text-align:center\">Fel</td></tr><tr style=\"height:17px\"><td style=\"height:17px;width:60px;text-align:center\"> </td><td style=\"height:17px;width:60px;text-align:center\"> </td><td style=\"height:17px;width:60px;text-align:center\"> </td><td style=\"height:17px;width:61px;text-align:center\">♛</td><td style=\"height:17px;width:61px;text-align:center\">♜</td><td style=\"height:17px;width:61px;text-align:center\"> </td><td style=\"height:17px;width:61px;text-align:center\">✠</td><td style=\"height:17px;width:61px;text-align:center\">✠</td><td style=\"height:17px;width:61px;text-align:center\">♟</td><td style=\"height:17px;width:61px;text-align:center\">✠</td></tr></tbody></table><h3><strong>✠ @UUID[Compendium.wfrp4e-core.items.Zst72kU4epCqabW9]{Novitiate (Nun)}</strong></h3><p><strong>Status</strong>: Brass 1<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.fdq3RFSOKl5b3WzW]{Art (Calligraphy)}, @UUID[Compendium.wfrp4e-core.items.pxNjTxsp1Kp0SmQe]{Cool}, @UUID[Compendium.wfrp4e-core.items.CcNJsS4jSwB6Ug1J]{Endurance}, @UUID[Compendium.wfrp4e-core.items.0CwV96kTDRF0jUhk]{Entertain (Storyteller)}, @UUID[Compendium.wfrp4e-core.items.RLQHm1s4IuY9RSr2]{Gossip}, @UUID[Compendium.wfrp4e-core.items.HXZaV1CJhmTvcAz4]{Heal}, <em>@UUID[Compendium.wfrp4e-core.items.d9bGxy6Y3u3rOHIN]{Lore (Theology)}</em>, @UUID[Compendium.wfrp4e-core.items.9xR9uO8FIvi4YsJp]{Pray}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.QyjWtSdnVMT04l5Y]{Bless (Any)}, @UUID[Compendium.wfrp4e-core.items.spdiWsONKTzkLbg3]{Stone Soup}, @UUID[Compendium.wfrp4e-core.items.eEHauevJWhmzvCSx]{Panhandle}, @UUID[Compendium.wfrp4e-core.items.GogGbYxkVdCmiKqf]{Read/Write}<br /><strong>Trappings</strong>: Religious Symbol, Robes<br /><br /></p><h3><strong>♟ @UUID[Compendium.wfrp4e-core.items.Lkk2NQC1dkUb6yOS]{Nun}</strong></h3><p><strong>Status</strong>: Brass 4<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.exLrBrn2mjb6x2Cq]{Charm}, @UUID[Compendium.wfrp4e-core.items.F8NfBZdVSEIGCMtu]{Melee (Any)}, @UUID[Compendium.wfrp4e-core.items.9tbHTeuvEMZrp0rx]{Research}, @UUID[Compendium.wfrp4e-core.items.wKwel9MG7NIG3i3w]{Trade (Brewer)}, @UUID[Compendium.wfrp4e-core.items.wKwel9MG7NIG3i3w]{Trade (Herbalist)}, @UUID[Compendium.wfrp4e-core.items.wKwel9MG7NIG3i3w]{Trade (Vintner)}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.sYbgpSnRqSZWgwFP]{Etiquette (Cultists)}, @UUID[Compendium.wfrp4e-core.items.fEFAMNqh8nJIfBkM]{Field Dressing}, @UUID[Compendium.wfrp4e-core.items.Nj3tC8A5fZ3zEdMR]{Holy Visions}, @UUID[Compendium.wfrp4e-core.items.voV0C2ar1bKpcpnH]{Invoke (Any)}<br /><strong>Trappings</strong>: Book (Religion), Religious Relic, Trade Tools (Any)<br /><br /></p><h3><strong>♜ @UUID[Compendium.wfrp4e-core.items.TDErU66ZoIirO2dF]{Abbess}</strong></h3><p><strong>Status</strong>: Silver 2<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.oMaJZ5cvCJeOUq9H]{Leadership}, @UUID[Compendium.wfrp4e-core.items.DRO5DLF6UcfkvNSh]{Lore (Local)}, @UUID[Compendium.wfrp4e-core.items.DRO5DLF6UcfkvNSh]{Lore (Politics)}, @UUID[Compendium.wfrp4e-core.items.Fs06sr7y9JKpVQmB]{Perception}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.vMYEkrWj0ip6ZOdv]{Resistance (Any)}, @UUID[Compendium.wfrp4e-core.items.nWLsoWQBCjPRKxYx]{Robust}, @UUID[Compendium.wfrp4e-core.items.580fwhKfOZJFxMID]{Savant (Theology)}, @UUID[Compendium.wfrp4e-core.items.IogM5gnsoOX63w7j]{Stout-hearted}<br /><strong>Trappings</strong>: Abbey, Library (Theology)<br /><br /></p><h3><strong>♛ @UUID[Compendium.wfrp4e-core.items.qG1ICjU4hcAhrpmW]{Prioress General}</strong></h3><p><strong>Status</strong>: Silver 5<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.XQiiwS9m2Du1IMUz]{Language (Any)}, @UUID[Compendium.wfrp4e-core.items.DRO5DLF6UcfkvNSh]{Lore (Any)}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.x8g3U68oi8XzWiYr]{Commanding Presence}, @UUID[Compendium.wfrp4e-core.items.mgeiaDZXei7JBEgo]{Iron Will}, @UUID[Compendium.wfrp4e-core.items.wNvPXAhlKABl6hpk]{Pure Soul}, @UUID[Compendium.wfrp4e-core.items.Ywo6fZNPC4zbHHSQ]{Strong-minded}<br /><strong>Trappings</strong>: Religious Order<br /><br /></p>"
|
||
},
|
||
"Bounty Hunter": {
|
||
"name": "Bounty Hunter",
|
||
"text": "<blockquote><div><div><div><p>‘It’s amazing just how many boys will wrap themselves in manacles if you smile sweetly enough. And if that doesn’t work, it’s out with the knives!</p><p style=\"text-align:right\"><em>– @UUID[Compendium.wfrp4e-eis.actors.cmLwczXnX2dsUWj0]{Anke Dorflinger}, Bounty Hunter</em></p></div></div></div></blockquote><p> </p><div><div><div><p><em>Ruthless and determined, you pursue your quarry to the bitter end: for justice, or for money.</em></p><p>Bounty Hunters track down fugitives and outlaws for coin. Most are legally appointed by provincial courts and receive warrant papers granting license to seize or sometimes kill the target. While some are motivated by Verena’s justice, most are more concerned by the rewards, often finding the ‘dead’ in ‘dead or alive’ to be the most convenient route to their fortune. Many Bounty Hunters start as Thief-Takers, those hired by crime victims to retrieve stolen goods. Over time, those with an established reputation may find permanent work from a merchant or noble house, guild, or cult, or may build a company of Bounty Hunters, working as a group to collect the largest rewards.</p><p>In their pursuit of wanted criminals, Bounty Hunters often stumble into unplanned adventures. As independent operatives, Bounty Hunters are perfectly suited to dropping their day job to pursue whatever business is afoot. Further, given their broad base of skills are always in demand, it is not uncommon to see Bounty Hunters turning their hand to adventuring full-time, hiring their skills out in return for payments. Bounty Hunters are a perfect starting career as they present a solid mixture of social and combat skills allowing you to contribute no matter the circumstances</p></div></div></div><p> </p><div class=\"journal-image centered\"><img src=\"modules/wfrp4e-core/art/careers/bounty-hunter.webp\" /></div><p><strong>Species: </strong>Human, Dwarf, Halfling, High Elf, Wood Elf</p><p><strong>Class: </strong>Ranger</p><h3 style=\"text-align:center\">Bounty Hunter Advance Scheme</h3><table style=\"height:34px\" border=\"1\"><tbody><tr style=\"height:17px\"><td style=\"height:17px;width:60px;text-align:center\">WS</td><td style=\"height:17px;width:60px;text-align:center\">BS</td><td style=\"height:17px;width:60px;text-align:center\">S</td><td style=\"height:17px;width:61px;text-align:center\">T</td><td style=\"height:17px;width:61px;text-align:center\">I</td><td style=\"height:17px;width:61px;text-align:center\">Agi</td><td style=\"height:17px;width:61px;text-align:center\">Dex</td><td style=\"height:17px;width:61px;text-align:center\">Int</td><td style=\"height:17px;width:61px;text-align:center\">WP</td><td style=\"height:17px;width:61px;text-align:center\">Fel</td></tr><tr style=\"height:17px\"><td style=\"height:17px;width:60px;text-align:center\">✠</td><td style=\"height:17px;width:60px;text-align:center\">♟</td><td style=\"height:17px;width:60px;text-align:center\">♜</td><td style=\"height:17px;width:61px;text-align:center\">✠</td><td style=\"height:17px;width:61px;text-align:center\"> </td><td style=\"height:17px;width:61px;text-align:center\">✠</td><td style=\"height:17px;width:61px;text-align:center\"> </td><td style=\"height:17px;width:61px;text-align:center\">♛</td><td style=\"height:17px;width:61px;text-align:center\"> </td><td style=\"height:17px;width:61px;text-align:center\"> </td></tr></tbody></table><h3><strong>✠ @UUID[Compendium.wfrp4e-core.items.t1TD7YCRFbjiicvi]{Thief-taker}</strong></h3><p><strong>Status</strong>: Silver 1<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.d3VZwO4Y5JH5DXdT]{Bribery}, @UUID[Compendium.wfrp4e-core.items.exLrBrn2mjb6x2Cq]{Charm}, @UUID[Compendium.wfrp4e-core.items.RLQHm1s4IuY9RSr2]{Gossip}, @UUID[Compendium.wfrp4e-core.items.pKLMbmG3Ivt6mzMf]{Haggle}, @UUID[Compendium.wfrp4e-core.items.cYtU0ORRFCOpQLWz]{Intuition}, <em>@UUID[Compendium.wfrp4e-core.items.rOPmyLWa37e7s9v6]{Melee (Basic)}</em>, @UUID[Compendium.wfrp4e-core.items.os4NKy5Oy6sRt1eh]{Outdoor Survival}, @UUID[Compendium.wfrp4e-core.items.Fs06sr7y9JKpVQmB]{Perception}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.wrpVYmdiIy1jPulc]{Break and Enter}, @UUID[Compendium.wfrp4e-core.items.XSb3QVB9ipPBFt56]{Shadow}, @UUID[Compendium.wfrp4e-core.items.jt0DmVK9IiF6Sd2h]{Strike to Stun}, @UUID[Compendium.wfrp4e-core.items.LPgjE0cexTVOBVCY]{Suave}<br /><strong>Trappings</strong>: Hand Weapon, Leather Jerkin, Rope<br /><br /></p><h3><strong>♟ @UUID[Compendium.wfrp4e-core.items.J02PRoX8q5e0cDv6]{Bounty Hunter}</strong></h3><p><strong>Status</strong>: Silver 3<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.LGHozP5gmQ8cuDQV]{Athletics}, @UUID[Compendium.wfrp4e-core.items.CcNJsS4jSwB6Ug1J]{Endurance}, @UUID[Compendium.wfrp4e-core.items.I0yPc4PH5erWJLmu]{Intimidate}, @UUID[Compendium.wfrp4e-core.items.OuDdJRDo3W56zk0Z]{Ranged (Crossbow)}, @UUID[Compendium.wfrp4e-core.items.MWyxcAft5lonB1mB]{Ranged (Entangling)}, @UUID[Compendium.wfrp4e-core.items.rt2rGSwFDCDHPh0A]{Track}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.5lcttqGToT54WFrl]{Marksman}, @UUID[Compendium.wfrp4e-core.items.SgjJMBgc85aswvhm]{Relentless}, @UUID[Compendium.wfrp4e-core.items.jQmIu8P85tF0njmD]{Seasoned Traveller}, @UUID[Compendium.wfrp4e-core.items.FF41XPboORgyDNsv]{Strong Back}<br /><strong>Trappings</strong>: Crossbow and 10 bolts, Leather Skullcap, Manacles, Net, Warrant Papers<br /><br /></p><h3><strong>♜ @UUID[Compendium.wfrp4e-core.items.taJXX3aaKZfoNCBs]{Master Bounty Hunter}</strong></h3><p><strong>Status</strong>: Silver 5<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.MXy22hFCgntdlQrn]{Animal Care}, @UUID[Compendium.wfrp4e-core.items.sRuMlaPU5xdIrwhd]{Climb}, @UUID[Compendium.wfrp4e-core.items.oSbEE6eXH1S3LfUU]{Ride (Horse)}, @UUID[Compendium.wfrp4e-core.items.hodHqFNKAmu40ajh]{Swim}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.XIcDsaW4D8wScezw]{Accurate Shot}, @UUID[Compendium.wfrp4e-core.items.GU1KpgY3MeFIaDaq]{Careful Strike}, @UUID[Compendium.wfrp4e-core.items.URwIDtInCsxOoGqM]{Dual Wielder}, @UUID[Compendium.wfrp4e-core.items.AwUUEwwf2Vt4ksCN]{Sprinter}<br /><strong>Trappings</strong>: Mail Shirt, Riding Horse and Saddle<br /><br /></p><h3><strong>♛ @UUID[Compendium.wfrp4e-core.items.6Abdn6XfJCSI2rWJ]{Bounty Hunter General}</strong></h3><p><strong>Status</strong>: Gold 1<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.iYan4z52v7HYM9u9]{Drive}, @UUID[Compendium.wfrp4e-core.items.2LDCVJQWkTFszMok]{Lore (Law)}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.jLJzZb4keVvE0qRv]{Deadeye Shot}, @UUID[Compendium.wfrp4e-core.items.8pVzgPkgWpTJvfhG]{Fearless (Bounties)}, @UUID[Compendium.wfrp4e-core.items.zImcTgEl2XNnbu5W]{Hardy}, @UUID[Compendium.wfrp4e-core.items.phXzaUxl3mFqkmDq]{Sure Shot}<br /><strong>Trappings</strong>: Draught Horse and Cart, Mail Shirt, 4 Pairs of Manacles<br /><br /></p>"
|
||
},
|
||
"Villager": {
|
||
"name": "Villager",
|
||
"text": "<blockquote><div><div><p>‘It’s a hard life, for sure, but it’s a good one. Every year the lady from the manor sends out her guard to clear out the forest and drive off the beastmen and the like. The family keep us safe, we keep their flocks. It’s a fair trade most of the time.’</p><p style=\"text-align:right\"><em>– Gunni Ackermann, Shepherdess</em></p><p>‘Look, you can sneer at me all you want, but Konrad the Hero his-bloomin’-self was from a village just like mine, so don’t you be talking us down, you hear! Us villagers are good folk!’</p><p style=\"text-align:right\"> <em>– Erika Bauer, Farmer</em></p></div></div></blockquote><p> </p><div><div><div><p><em>You are the beating heart of rural life, working the countryside to feed civilization.</em></p><p>Sigmar’s bountiful Empire provides an abundant harvest of crops, livestock, and other marketable goods, so there is always plenty of work to be found in the countryside. Villagers make up most of the Empire’s population and perform a variety of valuable roles, including Farmers, Charcoal Burners, Woodsmen, Millers, Herders, and many more. Most villages fall under the domain of a noble family, where the day-to-day administration of the estate is overseen by a bailiff. Village affairs are usually managed by a village council of local tradesmen and farmers led by an Elder. A village Councilor or Elder can hold significant local influence overseeing many decisions concerning the surrounding land.</p><p>The pastoral safety of a sheltered village is an unspeakable bore for some young Villagers who listen avidly to the tales of faraway lands. Of course, the stories they hear from wandering Pedlars and Strigany, all fueling schemes to escape, bear little relation to the harsh reality of Empire life. During winter, when food is short, and the fields do not need tending, young folk venturing to nearby towns and cities for work often never return, soon caught in the net of civilization’s excitement and adventure.</p></div></div></div><p> </p><div class=\"journal-image centered\"><img src=\"modules/wfrp4e-core/art/careers/villager.webp\" /></div><p><strong>Species: </strong>Human, Dwarf, Halfling</p><p><strong>Class: </strong>Peasants</p><h3 style=\"text-align:center\" class=\"no-toc\">Villager Advance Scheme</h3><table style=\"height:34px\" border=\"1\"><tbody><tr style=\"height:17px\"><td style=\"height:17px;width:60px;text-align:center\">WS</td><td style=\"height:17px;width:60px;text-align:center\">BS</td><td style=\"height:17px;width:60px;text-align:center\">S</td><td style=\"height:17px;width:61px;text-align:center\">T</td><td style=\"height:17px;width:61px;text-align:center\">I</td><td style=\"height:17px;width:61px;text-align:center\">Agi</td><td style=\"height:17px;width:61px;text-align:center\">Dex</td><td style=\"height:17px;width:61px;text-align:center\">Int</td><td style=\"height:17px;width:61px;text-align:center\">WP</td><td style=\"height:17px;width:61px;text-align:center\">Fel</td></tr><tr style=\"height:17px\"><td style=\"height:17px;width:60px;text-align:center\">♟</td><td style=\"height:17px;width:60px;text-align:center\"> </td><td style=\"height:17px;width:60px;text-align:center\">✠</td><td style=\"height:17px;width:61px;text-align:center\">✠</td><td style=\"height:17px;width:61px;text-align:center\"> </td><td style=\"height:17px;width:61px;text-align:center\">✠</td><td style=\"height:17px;width:61px;text-align:center\"> </td><td style=\"height:17px;width:61px;text-align:center\">♛</td><td style=\"height:17px;width:61px;text-align:center\"> </td><td style=\"height:17px;width:61px;text-align:center\">♜</td></tr></tbody></table><h3><strong>✠ @UUID[Compendium.wfrp4e-core.items.wlH2GnvZKA4zvdn8]{Peasant}</strong></h3><p><strong>Status</strong>: Brass 2<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.MXy22hFCgntdlQrn]{Animal Care}, @UUID[Compendium.wfrp4e-core.items.LGHozP5gmQ8cuDQV]{Athletics}, @UUID[Compendium.wfrp4e-core.items.R2ytluHiEFF2KQ5e]{Consume Alcohol}, <em>@UUID[Compendium.wfrp4e-core.items.CcNJsS4jSwB6Ug1J]{Endurance}</em>, @UUID[Compendium.wfrp4e-core.items.RLQHm1s4IuY9RSr2]{Gossip}, @UUID[Compendium.wfrp4e-core.items.jLyoyqwmBVPjRjhM]{Melee (Brawling)}, @UUID[Compendium.wfrp4e-core.items.DRO5DLF6UcfkvNSh]{Lore (Local)}, @UUID[Compendium.wfrp4e-core.items.os4NKy5Oy6sRt1eh]{Outdoor Survival}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.q58lK4kULJZB5GjE]{Rover}, @UUID[Compendium.wfrp4e-core.items.FF41XPboORgyDNsv]{Strong Back}, @UUID[Compendium.wfrp4e-core.items.Ywo6fZNPC4zbHHSQ]{Strong-minded}, @UUID[Compendium.wfrp4e-core.items.spdiWsONKTzkLbg3]{Stone Soup}<br /><strong>Trappings</strong>: None<br /><br /></p><h3><strong>♟ @UUID[Compendium.wfrp4e-core.items.TvTXvNwAR0hYz0FM]{Villager}</strong></h3><p><strong>Status</strong>: Brass 3<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.iYan4z52v7HYM9u9]{Drive}, @UUID[Compendium.wfrp4e-core.items.qBm2fu3oMhxsDBNQ]{Entertain (Storytelling)}, @UUID[Compendium.wfrp4e-core.items.pKLMbmG3Ivt6mzMf]{Haggle}, @UUID[Compendium.wfrp4e-core.items.rOPmyLWa37e7s9v6]{Melee (Basic)}, @UUID[Compendium.wfrp4e-core.items.wKwel9MG7NIG3i3w]{Trade (Any)}, @UUID[Compendium.wfrp4e-core.items.1jCxbFAUuFuAPLJl]{Dodge}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.9fq6p9Q6H02LjaSi]{Animal Affinity}, @UUID[Compendium.wfrp4e-core.items.zImcTgEl2XNnbu5W]{Hardy}, @UUID[Compendium.wfrp4e-core.items.jviOQmy0luQOySC2]{Tenacious}, @UUID[Compendium.wfrp4e-core.items.Zf0vk2rjllpDh0Ua]{Very Strong}<br /><strong>Trappings</strong>: Leather Jerkin, Hand Weapon (Axe), Trade Tools (as Trade)<br /><br /></p><h3><strong>♜ @UUID[Compendium.wfrp4e-core.items.gb3Dy4ZgfB7VfBTM]{Councilor}</strong></h3><p><strong>Status</strong>: Brass 4<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.d3VZwO4Y5JH5DXdT]{Bribery}, @UUID[Compendium.wfrp4e-core.items.exLrBrn2mjb6x2Cq]{Charm}, @UUID[Compendium.wfrp4e-core.items.I0yPc4PH5erWJLmu]{Intimidate}, @UUID[Compendium.wfrp4e-core.items.oMaJZ5cvCJeOUq9H]{Leadership}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.GRRN3XAKIpEVCY7z]{Craftsman (Any)}, @UUID[Compendium.wfrp4e-core.items.epPBu7x6BRWp2PHG]{Dealmaker}, @UUID[Compendium.wfrp4e-core.items.IogM5gnsoOX63w7j]{Stout-hearted}, @UUID[Compendium.wfrp4e-core.items.RmY0CUjiFYZ3GEKY]{Very Resilient}<br /><strong>Trappings</strong>: Mule and Cart, Village Home and Workshop<br /><br /></p><h3><strong>♛ @UUID[Compendium.wfrp4e-core.items.3UCjABRxB1GhbThg]{Village Elder}</strong></h3><p><strong>Status</strong>: Silver 2<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.cYtU0ORRFCOpQLWz]{Intuition}, @UUID[Compendium.wfrp4e-core.items.FChdV10BCuXQyUhU]{Lore (History)}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.GHmXS9zGNx3PWYZc]{Master Tradesman (Any)}, @UUID[Compendium.wfrp4e-core.items.7bZjB82f6LSkeczP]{Nimble Fingered}, @UUID[Compendium.wfrp4e-core.items.XU7D9CCmumuhqDUi]{Public Speaker}, @UUID[Compendium.wfrp4e-core.items.580fwhKfOZJFxMID]{Savant (Local)}<br /><strong>Trappings</strong>: The Respect of the Village<br /><br /></p>"
|
||
},
|
||
"Engineer": {
|
||
"name": "Engineer",
|
||
"text": "<blockquote><div><div><p>‘What will it do? Well, it’s supposed to pluck the chicken, Smallnose. Stand well back!’</p><p style=\"text-align:right\"><em>– Wolfgang Kugelschrieber, Inventor</em> </p><p>‘Master Engineer Volker von Meinkopt found inspiration watching students reloading at the Imperial Gunnery School. He had a revelation: more barrels = more shots = more lethality. He soon produced the first repeating handgun, ‘Von Meinkopt’s Whirling Cavalcade of Death’, and pistol, ‘Von Meinkopt’s Micro-mainspring of Multitudinous Precipitation of Pernicious Lead’. Not content to rest on those laurels, he then created the enormous nine-barreled cannon, the Helblaster Volley Gun, which is utterly lethal to enemies and, all too often, its crew.’</p><p style=\"text-align:right\"><em>– ‘Great Engineers of the Empire’, Lady Teodora Holzenauer, Engineer and Journalist</em></p></div></div></blockquote><p> </p><div><div><div><p><em>You create machines and constructions both useful and bizarre, and often downright deadly.</em></p><p>Engineers design and build mechanical devices or structures such as bridges, canals, or fortifications. Most are educated, Dwarfs at the hide-bound Dwarf Engineers Guild, Humans at forward-thinking establishments such as the Imperial Engineers School at Altdorf, though self-taught prodigies are not unknown. Human Engineers value innovation and discovery, whereas Dwarfs favor traditional, tried-and-tested designs passed down for generations. Mining company engineers are well-paid; less so the State Army Engineers who maintain the Imperial war machines and act as sappers and bridge-builders. Master Engineers often find themselves leading teams on ambitious construction projects. Chartered Engineers are the most trusted in the Empire, called upon to design, test, and build such prestigious Imperial Commissions like the complex Steam Wheel Locks, which have revolutionized the speed of travel in the canals of the Vorbergland.</p><p>Some Engineers are drawn to investigate ancient Dwarf Holds, most now abandoned, for entombed within are the secrets of the master builders of old. Those who dare their depths may find millennia-old marvels, many of which are repurposed by Goblins and Skaven for their own nefarious purposes. Equally enticing are the stone sky bridges soaring above the Holds, some stretching for many miles, true wonders of bygone engineering that once connected thriving Dwarf settlements, forts, and farmlands.</p></div></div></div><p> </p><div class=\"journal-image centered\"><img src=\"modules/wfrp4e-core/art/careers/engineer.webp\" /></div><p><strong>Species: </strong>Human, Dwarf, Halfling</p><p><strong>Class: </strong>Academics</p><h3 style=\"text-align:center\" class=\"no-toc\">Engineer Advance Scheme</h3><table style=\"height:34px\" border=\"1\"><tbody><tr style=\"height:17px\"><td style=\"height:17px;width:60px;text-align:center\">WS</td><td style=\"height:17px;width:60px;text-align:center\">BS</td><td style=\"height:17px;width:60px;text-align:center\">S</td><td style=\"height:17px;width:61px;text-align:center\">T</td><td style=\"height:17px;width:61px;text-align:center\">I</td><td style=\"height:17px;width:61px;text-align:center\">Agi</td><td style=\"height:17px;width:61px;text-align:center\">Dex</td><td style=\"height:17px;width:61px;text-align:center\">Int</td><td style=\"height:17px;width:61px;text-align:center\">WP</td><td style=\"height:17px;width:61px;text-align:center\">Fel</td></tr><tr style=\"height:17px\"><td style=\"height:17px;width:60px;text-align:center\"> </td><td style=\"height:17px;width:60px;text-align:center\">✠</td><td style=\"height:17px;width:60px;text-align:center\"> </td><td style=\"height:17px;width:61px;text-align:center\">♜</td><td style=\"height:17px;width:61px;text-align:center\">♟</td><td style=\"height:17px;width:61px;text-align:center\"> </td><td style=\"height:17px;width:61px;text-align:center\">✠</td><td style=\"height:17px;width:61px;text-align:center\">✠</td><td style=\"height:17px;width:61px;text-align:center\">♛</td><td style=\"height:17px;width:61px;text-align:center\"> </td></tr></tbody></table><h3><strong>✠ @UUID[Compendium.wfrp4e-core.items.4TgG1CMJ0zoVPbiZ]{Student Engineer}</strong></h3><p><strong>Status</strong>: Brass 4<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.R2ytluHiEFF2KQ5e]{Consume Alcohol}, @UUID[Compendium.wfrp4e-core.items.pxNjTxsp1Kp0SmQe]{Cool}, @UUID[Compendium.wfrp4e-core.items.CcNJsS4jSwB6Ug1J]{Endurance}, @UUID[Compendium.wfrp4e-core.items.61L9aX2z164cjm7K]{Language (Classical)}, @UUID[Compendium.wfrp4e-core.items.DRO5DLF6UcfkvNSh]{Lore (Engineer)}, @UUID[Compendium.wfrp4e-core.items.Fs06sr7y9JKpVQmB]{Perception}, @UUID[Compendium.wfrp4e-core.items.H2upcZ7q7qAPtPic]{Ranged (Blackpowder)}, <em>@UUID[Compendium.wfrp4e-core.items.wKwel9MG7NIG3i3w]{Trade (Engineer)}</em><br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.2eq8Ejotk54AZYwX]{Artistic}, @UUID[Compendium.wfrp4e-core.items.0ep8BNMiZGVLTHpr]{Gunner}, @UUID[Compendium.wfrp4e-core.items.GogGbYxkVdCmiKqf]{Read/Write}, @UUID[Compendium.wfrp4e-core.items.6lQRRgjz8IZH4bbV]{Tinker}<br /><strong>Trappings</strong>: Book (Engineer), Hammer and Spikes<br /><br /></p><h3><strong>♟ @UUID[Compendium.wfrp4e-core.items.ImUesrX52TXQyzvM]{Engineer}</strong></h3><p><strong>Status</strong>: Silver 2<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.iYan4z52v7HYM9u9]{Drive}, @UUID[Compendium.wfrp4e-core.items.1jCxbFAUuFuAPLJl]{Dodge}, @UUID[Compendium.wfrp4e-core.items.zZUX7wO4rOo8k9F0]{Navigation}, @UUID[Compendium.wfrp4e-core.items.2Y91ebFapH6zRfHk]{Ranged (Engineering)}, @UUID[Compendium.wfrp4e-core.items.9tbHTeuvEMZrp0rx]{Research}, @UUID[Compendium.wfrp4e-core.items.XQiiwS9m2Du1IMUz]{Language (Guilder)}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.GRRN3XAKIpEVCY7z]{Craftsman (Engineer)}, @UUID[Compendium.wfrp4e-core.items.sYbgpSnRqSZWgwFP]{Etiquette (Guilder)}, @UUID[Compendium.wfrp4e-core.items.5lcttqGToT54WFrl]{Marksman}, @UUID[Compendium.wfrp4e-core.items.afREA9q7v4Scuozn]{Orientation}<br /><strong>Trappings</strong>: Guild License, Trade Tools<br /><br /></p><h3><strong>♜ @UUID[Compendium.wfrp4e-core.items.NIom9HWXYywyGMLR]{Master Engineer}</strong></h3><p><strong>Status</strong>: Silver 4<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.XzPlUWFDtOOjG98P]{Language (Khazalid)}, @UUID[Compendium.wfrp4e-core.items.oMaJZ5cvCJeOUq9H]{Leadership}, @UUID[Compendium.wfrp4e-core.items.MeXCAQ3wqJzX07X7]{Ride(Horse)}, @UUID[Compendium.wfrp4e-core.items.D4JNPSl6VOpsVmSi]{Secret Signs (Guilder)}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.sYbgpSnRqSZWgwFP]{Etiquette (Scholar)}, @UUID[Compendium.wfrp4e-core.items.GHmXS9zGNx3PWYZc]{Master Tradesman (Engineering)}, @UUID[Compendium.wfrp4e-core.items.cygaI9gq4BQJvbB5]{Sniper}, @UUID[Compendium.wfrp4e-core.items.sBHarYXR2o7jD1VY]{Super Numerate}<br /><strong>Trappings</strong>: Workshop<br /><br /></p><h3><strong>♛ @UUID[Compendium.wfrp4e-core.items.APKQuY39j7RHzJZD]{Chartered Engineer}</strong></h3><p><strong>Status</strong>: Gold 2<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.XQiiwS9m2Du1IMUz]{Language (Any)}, @UUID[Compendium.wfrp4e-core.items.DRO5DLF6UcfkvNSh]{Lore (Any)}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.QdvY9hoDTbr12jXq]{Magnum Opus}, @UUID[Compendium.wfrp4e-core.items.769B469sqx6FXPfn]{Rapid Reload}, @UUID[Compendium.wfrp4e-core.items.580fwhKfOZJFxMID]{Savant (Engineering)}, @UUID[Compendium.wfrp4e-core.items.8oWhzlcw7oiHGMFu]{Unshakable}<br /><strong>Trappings</strong>: Guild License, Library (Engineer), Quality Trade Tools (Engineer), Large Workshop (Engineer)<br /><br /></p>"
|
||
},
|
||
"Scholar": {
|
||
"name": "Scholar",
|
||
"text": "<blockquote><div><div><div><p>‘None of us thought much of her. Scrawny thing the Captain dragged out a library in Altdorf, name of Sosber. Kept to herself. Nose in a book. But when we finally faced the Corpse Render, when so-called warriors ran, she stood fast. Her quiet voice rang with steel as she called out where to strike. Not the heads as you’d think, no, but the body. Steel slew the beast that day, but knowledge made it possible.’</p><p style=\"text-align:right\"><em>– Oskar Reisdorf, Mercenary</em></p></div></div></div></blockquote><p> </p><div><div><div><p><em>You dedicate your life to the pursuit and study of knowledge, wherever that may take you.</em></p><p> Scholars generally study at one of the Old World’s learning institutions, foremost amongst them the university in Altdorf. Most specialize in one or two subjects, and many learn just enough to provide a useful career, or give them something to talk about at dinner parties. Poorer Scholars act as scribes, reading and writing notes for others as most of the Empire’s citizens are illiterate. Others become tutors educating the wealthy.</p><p>The most gifted Masters are invited to join a university, with renowned Professors delivering popular lectures to hundreds of Students. Dwarves and High Elves are less likely to be employed in an Imperial institution, though they may tour the Empire in search of esoteric knowledge.</p><p>Poor Scholars who cannot or will not tutor often need funds to continue their research. A few search the dark corners of the world for lost secrets and ancient tomes. Others are hired to accompany adventuring expeditions where their knowledge can be put to more practical use.</p><p>Scholar is a useful Career, with access to rare Lore skills, a good way for the GM to share information with players. Played with commonsense they can counter-balance rash and martially-inclined characters’ tendencies to solve every problem with a blade. Scholars can use their knowledge to solve puzzles or come up with unusual strategies and tactics.</p></div></div></div><p> </p><div class=\"journal-image centered\"><img src=\"modules/wfrp4e-core/art/careers/scholar.webp\" /></div><p><strong>Species: </strong>Human, Dwarf, Halfling, High Elf, Wood Elf</p><p><strong>Class: </strong>Academics</p><h3 style=\"text-align:center\" class=\"no-toc\">Scholar Advance Scheme</h3><table style=\"height:34px\" border=\"1\"><tbody><tr style=\"height:17px\"><td style=\"height:17px;width:60px;text-align:center\">WS</td><td style=\"height:17px;width:60px;text-align:center\">BS</td><td style=\"height:17px;width:60px;text-align:center\">S</td><td style=\"height:17px;width:61px;text-align:center\">T</td><td style=\"height:17px;width:61px;text-align:center\">I</td><td style=\"height:17px;width:61px;text-align:center\">Agi</td><td style=\"height:17px;width:61px;text-align:center\">Dex</td><td style=\"height:17px;width:61px;text-align:center\">Int</td><td style=\"height:17px;width:61px;text-align:center\">WP</td><td style=\"height:17px;width:61px;text-align:center\">Fel</td></tr><tr style=\"height:17px\"><td style=\"height:17px;width:60px;text-align:center\"> </td><td style=\"height:17px;width:60px;text-align:center\"> </td><td style=\"height:17px;width:60px;text-align:center\"> </td><td style=\"height:17px;width:61px;text-align:center\">✠</td><td style=\"height:17px;width:61px;text-align:center\">♟</td><td style=\"height:17px;width:61px;text-align:center\"> </td><td style=\"height:17px;width:61px;text-align:center\">♛</td><td style=\"height:17px;width:61px;text-align:center\">✠</td><td style=\"height:17px;width:61px;text-align:center\">✠</td><td style=\"height:17px;width:61px;text-align:center\">♜</td></tr></tbody></table><h3><strong>✠ @UUID[Compendium.wfrp4e-core.items.PiHjiktsOzTTn6U7]{Student}</strong></h3><p><strong>Status</strong>: Brass 3<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.R2ytluHiEFF2KQ5e]{Consume Alcohol}, @UUID[Compendium.wfrp4e-core.items.qBm2fu3oMhxsDBNQ]{Entertain (Storytelling)}, @UUID[Compendium.wfrp4e-core.items.7pQo66cESWttzIlb]{Gamble}, @UUID[Compendium.wfrp4e-core.items.RLQHm1s4IuY9RSr2]{Gossip}, @UUID[Compendium.wfrp4e-core.items.pKLMbmG3Ivt6mzMf]{Haggle}, @UUID[Compendium.wfrp4e-core.items.61L9aX2z164cjm7K]{Language (Classical)}, <em>@UUID[Compendium.wfrp4e-core.items.DRO5DLF6UcfkvNSh]{Lore (Any)}</em>, @UUID[Compendium.wfrp4e-core.items.9tbHTeuvEMZrp0rx]{Research}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.hTgrGkWnmIR4xhVe]{Carouser}, @UUID[Compendium.wfrp4e-core.items.GogGbYxkVdCmiKqf]{Read/Write}, @UUID[Compendium.wfrp4e-core.items.QsrXxGZiHjth7RMg]{Savvy}, @UUID[Compendium.wfrp4e-core.items.sBHarYXR2o7jD1VY]{Super Numerate}<br /><strong>Trappings</strong>: Alcohol, Book, Opinions, Writing Kit<br /><br /></p><h3><strong>♟ @UUID[Compendium.wfrp4e-core.items.zmC4qBprmNxFNo2W]{Scholar}</strong></h3><p><strong>Status</strong>: Silver 2<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.fdq3RFSOKl5b3WzW]{Art (Writing)}, @UUID[Compendium.wfrp4e-core.items.cYtU0ORRFCOpQLWz]{Intuition}, @UUID[Compendium.wfrp4e-core.items.XQiiwS9m2Du1IMUz]{Language (Any)}, @UUID[Compendium.wfrp4e-core.items.DRO5DLF6UcfkvNSh]{Lore (Any)}, @UUID[Compendium.wfrp4e-core.items.Fs06sr7y9JKpVQmB]{Perception}, @UUID[Compendium.wfrp4e-core.items.wKwel9MG7NIG3i3w]{Trade (Any)}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.zv3IyoU2wkPZu8pD]{Bookish}, @UUID[Compendium.wfrp4e-core.items.sYbgpSnRqSZWgwFP]{Etiquette (Scholars)}, @UUID[Compendium.wfrp4e-core.items.kQbVFzsh4LbaIzHU]{Speedreader}, @UUID[Compendium.wfrp4e-core.items.LPgjE0cexTVOBVCY]{Suave}<br /><strong>Trappings</strong>: Access to a Library, Degree<br /><br /></p><h3><strong>♜ @UUID[Compendium.wfrp4e-core.items.txoNWW53klRbo49P]{Fellow}</strong></h3><p><strong>Status</strong>: Silver 5<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.0CwV96kTDRF0jUhk]{Entertain (Lecture)}, @UUID[Compendium.wfrp4e-core.items.I0yPc4PH5erWJLmu]{Intimidate}, @UUID[Compendium.wfrp4e-core.items.XQiiwS9m2Du1IMUz]{Language (Any)}, @UUID[Compendium.wfrp4e-core.items.DRO5DLF6UcfkvNSh]{Lore (Any)}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.726gbrANZt8OqXr5]{Linguistics}, @UUID[Compendium.wfrp4e-core.items.XU7D9CCmumuhqDUi]{Public Speaker}, @UUID[Compendium.wfrp4e-core.items.580fwhKfOZJFxMID]{Savant (Any)}, @UUID[Compendium.wfrp4e-core.items.V9N0LMnXf1WYseCL]{Tower of Memories}<br /><strong>Trappings</strong>: Mortarboard, Robes<br /><br /></p><h3><strong>♛ @UUID[Compendium.wfrp4e-core.items.IeHydxYWUYrmEdPy]{Professor}</strong></h3><p><strong>Status</strong>: Gold 1<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.0CwV96kTDRF0jUhk]{Entertain (Rhetoric)}, @UUID[Compendium.wfrp4e-core.items.DRO5DLF6UcfkvNSh]{Lore (Any)}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.QdvY9hoDTbr12jXq]{Magnum Opus}, @UUID[Compendium.wfrp4e-core.items.ZWcTbeK8i9vKph2a]{Master Orator}, @UUID[Compendium.wfrp4e-core.items.580fwhKfOZJFxMID]{Savant (Any)}, @UUID[Compendium.wfrp4e-core.items.oQzTJEXUx28sCiH3]{Sharp}<br /><strong>Trappings</strong>: Study<br /><br /></p>"
|
||
},
|
||
"Spy": {
|
||
"name": "Spy",
|
||
"text": "<blockquote><div><div><div><p>‘Treason? That’s it? For the love of... why didn’t I qualify for high treason? I’ve done plenty of other terrible things. Should I list them off for you? What’s that? It’s not personal? Well, it is now, you prig-powdered gaff ’</p><p style=\"text-align:right\"><em>– Sieben Dietmund, Accused of Treason and Contempt</em></p></div></div></div></blockquote><p> </p><div><div><div><p><em>You are the eyes and ears of another, exposing secrets and spreading lies.</em></p><p>Spies are brave (or foolhardy) individuals who secretly gather information for their clients. A well-placed Spy is an asset to anyone desiring knowledge of an opponent’s activities. Many take months, even years, cultivating an unremarkable identity with ties to one or more groups or individuals. Their actions are risky. If caught, Spies are rarely executed quickly and often tortured at length. Many Informers are forced into spying via blackmail or other threats. A skilled Spy will earn well, but extrication from such activities can be more perilous than the activities themselves. Given Spies avoid undue attention, they aren’t typically known by their reputations unless those reputations are as anonymous as they are.</p><p>Spies are found throughout the Old World and in service to many prominent organizations. During their investigations, Spies are easily embroiled in plots both sinister and benign. They are often forced to flee when their identities or allegiances are exposed. These individuals use their abilities to disguise their true nature and avoid capture. Joining a group of unwitting heroes under false pretenses as part of an escape attempt has led more than one Spy to an adventuring career.</p></div></div></div><p> </p><div class=\"journal-image centered\"><img src=\"modules/wfrp4e-core/art/careers/spy.webp\" /></div><p><strong>Species: </strong>Human, Dwarf, Halfling, High Elf, Wood Elf</p><p><strong>Class: </strong>Courtier</p><h3 style=\"text-align:center\" class=\"no-toc\">Spy Advance Scheme</h3><table style=\"height:34px\" border=\"1\"><tbody><tr style=\"height:17px\"><td style=\"height:17px;width:60px;text-align:center\">WS</td><td style=\"height:17px;width:60px;text-align:center\">BS</td><td style=\"height:17px;width:60px;text-align:center\">S</td><td style=\"height:17px;width:61px;text-align:center\">T</td><td style=\"height:17px;width:61px;text-align:center\">I</td><td style=\"height:17px;width:61px;text-align:center\">Agi</td><td style=\"height:17px;width:61px;text-align:center\">Dex</td><td style=\"height:17px;width:61px;text-align:center\">Int</td><td style=\"height:17px;width:61px;text-align:center\">WP</td><td style=\"height:17px;width:61px;text-align:center\">Fel</td></tr><tr style=\"height:17px\"><td style=\"height:17px;width:60px;text-align:center\">♟</td><td style=\"height:17px;width:60px;text-align:center\"> </td><td style=\"height:17px;width:60px;text-align:center\"> </td><td style=\"height:17px;width:61px;text-align:center\"> </td><td style=\"height:17px;width:61px;text-align:center\">♜</td><td style=\"height:17px;width:61px;text-align:center\">✠</td><td style=\"height:17px;width:61px;text-align:center\"> </td><td style=\"height:17px;width:61px;text-align:center\">♛</td><td style=\"height:17px;width:61px;text-align:center\">✠</td><td style=\"height:17px;width:61px;text-align:center\">✠</td></tr></tbody></table><h3><strong>✠ @UUID[Compendium.wfrp4e-core.items.aOVRZJopZeR0acJs]{Informer}</strong></h3><p><strong>Status</strong>: Brass 3<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.d3VZwO4Y5JH5DXdT]{Bribery}, @UUID[Compendium.wfrp4e-core.items.exLrBrn2mjb6x2Cq]{Charm}, @UUID[Compendium.wfrp4e-core.items.pxNjTxsp1Kp0SmQe]{Cool}, @UUID[Compendium.wfrp4e-core.items.7pQo66cESWttzIlb]{Gamble}, <em>@UUID[Compendium.wfrp4e-core.items.RLQHm1s4IuY9RSr2]{Gossip}</em>, @UUID[Compendium.wfrp4e-core.items.pKLMbmG3Ivt6mzMf]{Haggle}, @UUID[Compendium.wfrp4e-core.items.Fs06sr7y9JKpVQmB]{Perception}, @UUID[Compendium.wfrp4e-core.items.McTtmZu3Ac8Lh48W]{Stealth (Any)}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.77p3QRKgFWakkndF]{Blather}, @UUID[Compendium.wfrp4e-core.items.hTgrGkWnmIR4xhVe]{Carouser}, @UUID[Compendium.wfrp4e-core.items.8lSoPDGrmeTIaapm]{Gregarious}, @UUID[Compendium.wfrp4e-core.items.XSb3QVB9ipPBFt56]{Shadow}<br /><strong>Trappings</strong>: Charcoal stick, Sling Bag containing 2 different sets of clothing and Hooded Cloak<br /><br /></p><h3><strong>♟ @UUID[Compendium.wfrp4e-core.items.QXZoHPoHFmDuTHpy]{Spy}</strong></h3><p><strong>Status</strong>: Silver 3<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.sRuMlaPU5xdIrwhd]{Climb}, @UUID[Compendium.wfrp4e-core.items.0CwV96kTDRF0jUhk]{Entertain (Act)}, @UUID[Compendium.wfrp4e-core.items.cYtU0ORRFCOpQLWz]{Intuition}, @UUID[Compendium.wfrp4e-core.items.rOPmyLWa37e7s9v6]{Melee (Basic)}, @UUID[Compendium.wfrp4e-core.items.bVdhLdfuSAfMi3qq]{Secret Signs (Any)}, @UUID[Compendium.wfrp4e-core.items.rvd0S8Z0v2m0MHmD]{Sleight of Hand}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.sYbgpSnRqSZWgwFP]{Etiquette (Any)}, @UUID[Compendium.wfrp4e-core.items.OXfa9uwG36syzaix]{Lip Reading}, @UUID[Compendium.wfrp4e-core.items.GogGbYxkVdCmiKqf]{Read/Write}, @UUID[Compendium.wfrp4e-core.items.PJ4oxDExnuFNr2Fi]{Secret Identity}<br /><strong>Trappings</strong>: Informer, Hand Weapon, Disguise Kit, Ring of Informers, Telescope<br /><br /></p><h3><strong>♜ @UUID[Compendium.wfrp4e-core.items.4YnbaP9MXqU4NBpt]{Agent}</strong></h3><p><strong>Status</strong>: Gold 1<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.MXy22hFCgntdlQrn]{Animal Care}, @UUID[Compendium.wfrp4e-core.items.4HgOG0Ud3V2P52so]{Animal Training (Pigeon)}, @UUID[Compendium.wfrp4e-core.items.XQiiwS9m2Du1IMUz]{Language (Any)}, @UUID[Compendium.wfrp4e-core.items.oMaJZ5cvCJeOUq9H]{Leadership}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.6l3jvIAvrKxt0lA9]{Attractive}, @UUID[Compendium.wfrp4e-core.items.LzgxyMknSHjSkkeQ]{Cat-tongued}, @UUID[Compendium.wfrp4e-core.items.WoXShzaYkV5F6c48]{Master of Disguise}, @UUID[Compendium.wfrp4e-core.items.LU6Ycl5z4kp1Wr04]{Mimic}<br /><strong>Trappings</strong>: Book (Cryptography), Ring of Spies and Informers, Loft of Homing Pigeons, Quill and Ink<br /><br /></p><h3><strong>♛ @UUID[Compendium.wfrp4e-core.items.cd8BJlDQUF1xoiSm]{Spymaster}</strong></h3><p><strong>Status</strong>: Gold 4<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.DRO5DLF6UcfkvNSh]{Lore (Any)}, @UUID[Compendium.wfrp4e-core.items.9tbHTeuvEMZrp0rx]{Research}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.34EBUkHQkrqF1sq7]{Briber}, @UUID[Compendium.wfrp4e-core.items.b4x1qEWcevX7xK58]{Schemer}, @UUID[Compendium.wfrp4e-core.items.LPgjE0cexTVOBVCY]{Suave}, @UUID[Compendium.wfrp4e-core.items.V9N0LMnXf1WYseCL]{Tower of Memories}<br /><strong>Trappings</strong>: Office and Staff, Large Spy Ring of Agents, Spies, and Informers<br /><br /></p>"
|
||
},
|
||
"Beggar": {
|
||
"name": "Beggar",
|
||
"text": "<blockquote><div><div><p>‘Please, frau, I beg humbly for enough coppers to buy bread tonight. Even a pfennig would do — Gutbäcker is selling day-olds.’</p><p style=\"text-align:right\"><em>– Elsie, Halfling Panhandler</em></p><p> ‘I lost my leg in the Battle of Bögenwasser. Both hands were eaten by a Squig when Goblins ambushed our patrol near Bögenauer. All to protect the Reikland and our Emperor.’</p><p style=\"text-align:right\"><em>– Klaas, Veteran Soldier</em></p><p> ‘You can have Königplatz next week — I need you loud and dirty on Luitpoldstrasse today. For why? Best not ask, all you need to know is the Cutters want the Watch distracted. I make it my business not to offend the Cutters, and if you want a prosperous career you’ll follow my example.’</p><p style=\"text-align:right\"><em>– ‘The Kaiser’, Altdorf Beggar-King</em></p></div></div></blockquote><p> </p><p><em>Street-smart, you make a living from the charity of others using persuasion and charm</em></p><p>The countryside rumor that Altdorf ’s streets are lined with gold is a cruel taunt to its Beggars. They rely upon the generosity of strangers and scraps scavenged from the mud and detritus of city life, though posturing dandies will happily dispose of a few pfennigs to make them go away. The law affords them little protection and the watch has no sympathy for loiterers.</p><p>Paupers often land on the streets as orphans and have been in and out of Mercy Houses all their lives. Once the basic skills of scrounging and panhandling are learned, Beggars can advance their techniques using disguises and sympathy ploys. Other Paupers are not destitute but simply employed in some of the worst occupations, on the lowest rung of the social ladder, like Gong Farmers, Bone Pickers, and Rag and Bone Men.</p><p>The only direction from rock-bottom is upward. Some Beggars will eagerly leave the gutter behind for adventuring opportunities, so long as they aren’t being exploited as battle-fodder. Those unable to afford a porter might hire a Beggar instead, and a Beggar’s savvy is useful when penniless and hungry. And, if it all goes wrong, it’s easy to return to the begging life.</p><p> </p><div class=\"journal-image centered\"><img src=\"modules/wfrp4e-core/art/careers/beggar.webp\" /></div><p><strong>Species: </strong>Human, Dwarf, Halfling</p><p><strong>Class: </strong>Burgher</p><h3 style=\"text-align:center\" class=\"no-toc\">Beggar Advance Scheme</h3><table style=\"height:34px\" border=\"1\"><tbody><tr style=\"height:17px\"><td style=\"height:17px;width:60px;text-align:center\">WS</td><td style=\"height:17px;width:60px;text-align:center\">BS</td><td style=\"height:17px;width:60px;text-align:center\">S</td><td style=\"height:17px;width:61px;text-align:center\">T</td><td style=\"height:17px;width:61px;text-align:center\">I</td><td style=\"height:17px;width:61px;text-align:center\">Agi</td><td style=\"height:17px;width:61px;text-align:center\">Dex</td><td style=\"height:17px;width:61px;text-align:center\">Int</td><td style=\"height:17px;width:61px;text-align:center\">WP</td><td style=\"height:17px;width:61px;text-align:center\">Fel</td></tr><tr style=\"height:17px\"><td style=\"height:17px;width:60px;text-align:center\">♜</td><td style=\"height:17px;width:60px;text-align:center\"> </td><td style=\"height:17px;width:60px;text-align:center\"> </td><td style=\"height:17px;width:61px;text-align:center\">✠</td><td style=\"height:17px;width:61px;text-align:center\">♛</td><td style=\"height:17px;width:61px;text-align:center\">✠</td><td style=\"height:17px;width:61px;text-align:center\"> </td><td style=\"height:17px;width:61px;text-align:center\"> </td><td style=\"height:17px;width:61px;text-align:center\">♟</td><td style=\"height:17px;width:61px;text-align:center\">✠</td></tr></tbody></table><h3><strong>✠ @UUID[Compendium.wfrp4e-core.items.s6I8dderSh1Iu3fe]{Pauper}</strong></h3><p><strong>Status</strong>: Brass 0<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.LGHozP5gmQ8cuDQV]{Athletics}, <em>@UUID[Compendium.wfrp4e-core.items.exLrBrn2mjb6x2Cq]{Charm}</em>, @UUID[Compendium.wfrp4e-core.items.R2ytluHiEFF2KQ5e]{Consume Alcohol}, @UUID[Compendium.wfrp4e-core.items.pxNjTxsp1Kp0SmQe]{Cool}, @UUID[Compendium.wfrp4e-core.items.1jCxbFAUuFuAPLJl]{Dodge}, @UUID[Compendium.wfrp4e-core.items.CcNJsS4jSwB6Ug1J]{Endurance}, @UUID[Compendium.wfrp4e-core.items.cYtU0ORRFCOpQLWz]{Intuition}, @UUID[Compendium.wfrp4e-core.items.zkI6tIqbyAZvh0Th]{Stealth (Urban)}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.eEHauevJWhmzvCSx]{Panhandle}, @UUID[Compendium.wfrp4e-core.items.vMYEkrWj0ip6ZOdv]{Resistance (Disease)}, @UUID[Compendium.wfrp4e-core.items.spdiWsONKTzkLbg3]{Stone Soup}, @UUID[Compendium.wfrp4e-core.items.RmY0CUjiFYZ3GEKY]{Very Resilient}<br /><strong>Trappings</strong>: Poor Quality Blanket, Cup<br /><br /></p><h3><strong>♟ @UUID[Compendium.wfrp4e-core.items.QM906gNihyYSbJQ8]{Beggar}</strong></h3><p><strong>Status</strong>: Brass 2<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.0CwV96kTDRF0jUhk]{Entertain (Acting)}, @UUID[Compendium.wfrp4e-core.items.0CwV96kTDRF0jUhk]{Entertain (Any)}, @UUID[Compendium.wfrp4e-core.items.RLQHm1s4IuY9RSr2]{Gossip}, @UUID[Compendium.wfrp4e-core.items.pKLMbmG3Ivt6mzMf]{Haggle}, @UUID[Compendium.wfrp4e-core.items.Fs06sr7y9JKpVQmB]{Perception}, @UUID[Compendium.wfrp4e-core.items.rvd0S8Z0v2m0MHmD]{Sleight of Hand}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.wBhPFggGqIXwbx1r]{Alley Cat}, @UUID[Compendium.wfrp4e-core.items.5KP9sOoLSGvj9EXp]{Beneath Notice}, @UUID[Compendium.wfrp4e-core.items.r180vP86SlwyJc8W]{Criminal}, @UUID[Compendium.wfrp4e-core.items.sYbgpSnRqSZWgwFP]{Etiquette (Criminals)}<br /><strong>Trappings</strong>: Crutch, Bowl<br /><br /></p><h3><strong>♜ @UUID[Compendium.wfrp4e-core.items.xzfS4Gm90R7ViMI6]{Master Beggar}</strong></h3><p><strong>Status</strong>: Brass 4<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.4IGdIhnwTaZijzg7]{Charm Animal}, @UUID[Compendium.wfrp4e-core.items.oMaJZ5cvCJeOUq9H]{Leadership}, @UUID[Compendium.wfrp4e-core.items.DRO5DLF6UcfkvNSh]{Lore (Local)}, @UUID[Compendium.wfrp4e-core.items.eXLVhJVuIhm8wPUF]{Secret Signs (Vagabond)}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.77p3QRKgFWakkndF]{Blather}, @UUID[Compendium.wfrp4e-core.items.2Nzqsc9aclP6rpnl]{Dirty Fighting}, @UUID[Compendium.wfrp4e-core.items.zImcTgEl2XNnbu5W]{Hardy}, @UUID[Compendium.wfrp4e-core.items.HpGjzrSR4tdogJtl]{Step Aside}<br /><strong>Trappings</strong>: Disguise Kit, Hiding Place, Pauper Follower<br /><br /></p><h3><strong>♛ @UUID[Compendium.wfrp4e-core.items.2ye9gbPW4QIR8HYY]{Beggar King}</strong></h3><p><strong>Status</strong>: Silver 2<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.d3VZwO4Y5JH5DXdT]{Bribery}, @UUID[Compendium.wfrp4e-core.items.I0yPc4PH5erWJLmu]{Intimidate}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.LzgxyMknSHjSkkeQ]{Cat-tongued}, @UUID[Compendium.wfrp4e-core.items.8pVzgPkgWpTJvfhG]{Fearless (Watchmen)}, @UUID[Compendium.wfrp4e-core.items.RbnrfHf7GSQap0ig]{Kingpin}, @UUID[Compendium.wfrp4e-core.items.LPgjE0cexTVOBVCY]{Suave}<br /><strong>Trappings</strong>: Lair, Large Group of Beggar Followers<br /><br /></p>"
|
||
},
|
||
"Servant": {
|
||
"name": "Servant",
|
||
"text": "<blockquote><div><div><p>‘Only a fool mistreats those entrusted to cook food and pour wine. Believe me, there’s no end of damage a spiteful servant can wreak upon the unwise.’</p><p style=\"text-align:right\"><em>– Baron Gerber Jochutzmann</em></p><p>‘Why she insists on takin’ that blasted cat with her is beyond me. Between her wardrobes, her travelling library, and her damned butterfly collection, I’m at my wit’s end! And when it gets lost — oh, it will, believe me — she’ll expect me to find her a new one. Sigmar! Where does one find a leopard kitten in Ubersreik?’</p><p style=\"text-align:right\"><em>– Reynald, Lady Kirstin Gottlieb’s Porter</em></p></div></div></blockquote><p> </p><div><div><div><p><em>You serve the great and the good, performing tasks in support of your employer.</em></p><p>Most who serve the nobility come from peasant stock, grateful to escape the beleaguered masses tending the fields. Servants are taught comportment along with the skills necessary to cook, clean, buttle, and groom on behalf of their betters. They are provided with room, board, and a wage, but the quality of a Servant’s life depends on how well treated they are. Some Servants dress their employer, cook or serve meals, manage stores of wine and other consumables, or tend to the grounds.</p><p>Experienced Servants can aspire to the role of personal Attendant, or even Steward, managing the domestic affairs of their employer and overseeing other Servants. Those directly serving royalty are often drawn from noble stock rather than the peasantry</p><p>A Servant may be required to accompany their employer, travelling from winter to summer domains, or visiting the great cities. Tis can provide opportunities for adventures around the Empire. Bored heirs, closeted by over-protective parents, might treat their young Servants more like friends, providing them with encouragement and funds to seek out adventures, living vicariously through them when they report back with tales of derring-do. Favored Servants are, on occasion, entrusted with duties that take them beyond their familiar surroundings, or even loaned to other family members or peers.</p></div></div></div><p> </p><div class=\"journal-image centered\"><img src=\"modules/wfrp4e-core/art/careers/servant.webp\" /></div><p><strong>Species: </strong>Human, Dwarf, Halfling</p><p><strong>Class: </strong>Courtier</p><h3 style=\"text-align:center\" class=\"no-toc\">Servant Advance Scheme</h3><table style=\"height:34px\" border=\"1\"><tbody><tr style=\"height:17px\"><td style=\"height:17px;width:60px;text-align:center\">WS</td><td style=\"height:17px;width:60px;text-align:center\">BS</td><td style=\"height:17px;width:60px;text-align:center\">S</td><td style=\"height:17px;width:61px;text-align:center\">T</td><td style=\"height:17px;width:61px;text-align:center\">I</td><td style=\"height:17px;width:61px;text-align:center\">Agi</td><td style=\"height:17px;width:61px;text-align:center\">Dex</td><td style=\"height:17px;width:61px;text-align:center\">Int</td><td style=\"height:17px;width:61px;text-align:center\">WP</td><td style=\"height:17px;width:61px;text-align:center\">Fel</td></tr><tr style=\"height:17px\"><td style=\"height:17px;width:60px;text-align:center\"> </td><td style=\"height:17px;width:60px;text-align:center\"> </td><td style=\"height:17px;width:60px;text-align:center\">✠</td><td style=\"height:17px;width:61px;text-align:center\">✠</td><td style=\"height:17px;width:61px;text-align:center\">♟</td><td style=\"height:17px;width:61px;text-align:center\">✠</td><td style=\"height:17px;width:61px;text-align:center\"> </td><td style=\"height:17px;width:61px;text-align:center\">♜</td><td style=\"height:17px;width:61px;text-align:center\"> </td><td style=\"height:17px;width:61px;text-align:center\">♛</td></tr></tbody></table><h3><strong>✠ @UUID[Compendium.wfrp4e-core.items.6846o00SGHkRuZB8]{Menial}</strong></h3><p><strong>Status</strong>: Silver 1<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.LGHozP5gmQ8cuDQV]{Athletics}, @UUID[Compendium.wfrp4e-core.items.sRuMlaPU5xdIrwhd]{Climb}, @UUID[Compendium.wfrp4e-core.items.iYan4z52v7HYM9u9]{Drive}, @UUID[Compendium.wfrp4e-core.items.1jCxbFAUuFuAPLJl]{Dodge}, <em>@UUID[Compendium.wfrp4e-core.items.CcNJsS4jSwB6Ug1J]{Endurance}</em>, @UUID[Compendium.wfrp4e-core.items.cYtU0ORRFCOpQLWz]{Intuition}, @UUID[Compendium.wfrp4e-core.items.Fs06sr7y9JKpVQmB]{Perception}, @UUID[Compendium.wfrp4e-core.items.McTtmZu3Ac8Lh48W]{Stealth (Any)}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.5KP9sOoLSGvj9EXp]{Beneath Notice}, @UUID[Compendium.wfrp4e-core.items.FF41XPboORgyDNsv]{Strong Back}, @UUID[Compendium.wfrp4e-core.items.Ywo6fZNPC4zbHHSQ]{Strong-minded}, @UUID[Compendium.wfrp4e-core.items.qZ4cFy6z482ZONuA]{Sturdy}<br /><strong>Trappings</strong>: Floor Brush<br /><br /></p><h3><strong>♟ @UUID[Compendium.wfrp4e-core.items.S8MLQJK4n7pTGKHn]{Servant}</strong></h3><p><strong>Status</strong>: Silver 3<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.MXy22hFCgntdlQrn]{Animal Care}, @UUID[Compendium.wfrp4e-core.items.R2ytluHiEFF2KQ5e]{Consume Alcohol}, @UUID[Compendium.wfrp4e-core.items.bSWoV1IiS5qWNw39]{Evaluate}, @UUID[Compendium.wfrp4e-core.items.7pQo66cESWttzIlb]{Gamble}, @UUID[Compendium.wfrp4e-core.items.RLQHm1s4IuY9RSr2]{Gossip}, @UUID[Compendium.wfrp4e-core.items.pKLMbmG3Ivt6mzMf]{Haggle}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.sYbgpSnRqSZWgwFP]{Etiquette (Servants)}, @UUID[Compendium.wfrp4e-core.items.XSb3QVB9ipPBFt56]{Shadow}, @UUID[Compendium.wfrp4e-core.items.jviOQmy0luQOySC2]{Tenacious}, @UUID[Compendium.wfrp4e-core.items.SHH2vUpNxj0wmmPT]{Well-prepared}<br /><strong>Trappings</strong>: Livery<br /><br /></p><h3><strong>♜ @UUID[Compendium.wfrp4e-core.items.QvPzxossG9zDSB2o]{Attendant}</strong></h3><p><strong>Status</strong>: Silver 5<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.exLrBrn2mjb6x2Cq]{Charm}, @UUID[Compendium.wfrp4e-core.items.pxNjTxsp1Kp0SmQe]{Cool}, @UUID[Compendium.wfrp4e-core.items.I0yPc4PH5erWJLmu]{Intimidate}, @UUID[Compendium.wfrp4e-core.items.DRO5DLF6UcfkvNSh]{Lore (Local)}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.HIofcsDLjXGKzSZf]{Embezzle}, @UUID[Compendium.wfrp4e-core.items.vMYEkrWj0ip6ZOdv]{Resistance (Poison)}, @UUID[Compendium.wfrp4e-core.items.LPgjE0cexTVOBVCY]{Suave}, @UUID[Compendium.wfrp4e-core.items.aZavWXbSXVBmWeJi]{Supportive}<br /><strong>Trappings</strong>: Quality Livery, Storm Lantern, Tinderbox, Lamp Oil<br /><br /></p><h3><strong>♛ @UUID[Compendium.wfrp4e-core.items.WO6jKc1N37H2ZzwN]{Steward}</strong></h3><p><strong>Status</strong>: Gold 1<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.oMaJZ5cvCJeOUq9H]{Leadership}, @UUID[Compendium.wfrp4e-core.items.rOPmyLWa37e7s9v6]{Melee (Basic)}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.sYbgpSnRqSZWgwFP]{Etiquette (any)}, @UUID[Compendium.wfrp4e-core.items.5QcrpLQWWrsbKR79]{Numismatics}, @UUID[Compendium.wfrp4e-core.items.GogGbYxkVdCmiKqf]{Read/Write}, @UUID[Compendium.wfrp4e-core.items.QsrXxGZiHjth7RMg]{Savvy}<br /><strong>Trappings</strong>: Hand Weapon, Fine Clothes, Servant<br /><br /></p>"
|
||
},
|
||
"Cavalryman": {
|
||
"name": "Cavalryman",
|
||
"text": "<blockquote><div><div><div><p>Any pistolier not dead by thirty is a scoundrel.’</p><p style=\"text-align:right\"><em>–General Lasaal, Reikland’s 5th Regiment of Cavalry</em></p><p>‘An outrider came by yesterday, checking to see if we were safe. Gosh, he was so handsome and dashing, who wouldn’t want to go outriding with him? He grabbed my buns and was off like the wind. Never paid for them, mind.’</p><p style=\"text-align:right\"><em>–Lena Fluffe, Walfenburg baker</em></p></div></div></div></blockquote><p> </p><div><div><div><p><em>A dashing and fearless rider, you bring speed, versatility, and skill-at-arms to the battlefeld.</em></p><p>Whether it’s units of Pistoliers, Outriders, Demilancers, Horse Archers, or similar, Cavalrymen are deployed for maximum strategic advantage. On campaign, that means scouting, raiding, harassing the enemy lines, or defending foragers. On the battlefield, they are also particularly versatile, able to strike quickly and melt away. For speed of movement, scouting, versatility, and sheer élan, Cavalrymen cannot be rivalled. Swift, lightly-armored cavalry is employed by most armies, including forces of the cults and less formal armed bands including mercenaries or private armies. Bretonnian armies make use of mounted men at arms, while Wood Elf Glade-riders are some of the most feared light cavalry in the Old World.</p><p>A cavalryman currently in the State Army is not just going to drop everything on a whim. Should they have something they wish to personally pursue, they will require permission from senior officers, perhaps buy out their commission if they have one, or go absent without leave. As an alternative, they could be ordered to investigate matters of importance by their superiors? Mercenary cavalrymen have more flexibility to strike out adventuring, being little more than hired swords.</p></div></div></div><p> </p><div class=\"journal-image centered\"><img src=\"modules/wfrp4e-core/art/careers/cavalryman.webp\" /></div><p><strong>Species: </strong>Human, High Elf, Wood Elf</p><p><strong>Class: </strong>Warrior</p><h3 style=\"text-align:center\" class=\"no-toc\">Cavalryman Advance Scheme</h3><table style=\"height:34px\" border=\"1\"><tbody><tr style=\"height:17px\"><td style=\"height:17px;width:60px;text-align:center\">WS</td><td style=\"height:17px;width:60px;text-align:center\">BS</td><td style=\"height:17px;width:60px;text-align:center\">S</td><td style=\"height:17px;width:61px;text-align:center\">T</td><td style=\"height:17px;width:61px;text-align:center\">I</td><td style=\"height:17px;width:61px;text-align:center\">Agi</td><td style=\"height:17px;width:61px;text-align:center\">Dex</td><td style=\"height:17px;width:61px;text-align:center\">Int</td><td style=\"height:17px;width:61px;text-align:center\">WP</td><td style=\"height:17px;width:61px;text-align:center\">Fel</td></tr><tr style=\"height:17px\"><td style=\"height:17px;width:60px;text-align:center\">✠</td><td style=\"height:17px;width:60px;text-align:center\">♟</td><td style=\"height:17px;width:60px;text-align:center\">✠</td><td style=\"height:17px;width:61px;text-align:center\"> </td><td style=\"height:17px;width:61px;text-align:center\">♜</td><td style=\"height:17px;width:61px;text-align:center\">✠</td><td style=\"height:17px;width:61px;text-align:center\"> </td><td style=\"height:17px;width:61px;text-align:center\"> </td><td style=\"height:17px;width:61px;text-align:center\"> </td><td style=\"height:17px;width:61px;text-align:center\">♛</td></tr></tbody></table><h3><strong>✠ @UUID[Compendium.wfrp4e-core.items.XuIDL2gpiFMleuVV]{Horseman}</strong></h3><p><strong>Status</strong>: Silver 2<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.MXy22hFCgntdlQrn]{Animal Care}, @UUID[Compendium.wfrp4e-core.items.4IGdIhnwTaZijzg7]{Charm Animal}, @UUID[Compendium.wfrp4e-core.items.CcNJsS4jSwB6Ug1J]{Endurance}, @UUID[Compendium.wfrp4e-core.items.XQiiwS9m2Du1IMUz]{Language (Battle)}, @UUID[Compendium.wfrp4e-core.items.rOPmyLWa37e7s9v6]{Melee (Basic)}, @UUID[Compendium.wfrp4e-core.items.os4NKy5Oy6sRt1eh]{Outdoor Survival}, @UUID[Compendium.wfrp4e-core.items.Fs06sr7y9JKpVQmB]{Perception}, <em>@UUID[Compendium.wfrp4e-core.items.oSbEE6eXH1S3LfUU]{Ride (Horse)}</em><br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.0LdHytqyNmg2pcAX]{Combat Aware}, @UUID[Compendium.wfrp4e-core.items.edsenrEYTLOtpa6b]{Crack the Whip}, @UUID[Compendium.wfrp4e-core.items.BbStIySkF1hDM2zq]{Lightning Reflexes}, @UUID[Compendium.wfrp4e-core.items.9CAkY3SQjQxRTlNJ]{Roughrider}<br /><strong>Trappings</strong>: Leather Jack, Riding Horse with Saddle and Tack<br /><br /></p><h3><strong>♟ @UUID[Compendium.wfrp4e-core.items.RK264JugQroGklvh]{Cavalryman}</strong></h3><p><strong>Status</strong>: Silver 4<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.exLrBrn2mjb6x2Cq]{Charm}, @UUID[Compendium.wfrp4e-core.items.R2ytluHiEFF2KQ5e]{Consume Alcohol}, @UUID[Compendium.wfrp4e-core.items.pxNjTxsp1Kp0SmQe]{Cool}, @UUID[Compendium.wfrp4e-core.items.RLQHm1s4IuY9RSr2]{Gossip}, @UUID[Compendium.wfrp4e-core.items.rt1yfcjZoeSulddW]{Melee (Cavalry)}, @UUID[Compendium.wfrp4e-core.items.H2upcZ7q7qAPtPic]{Ranged (Blackpowder)}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.sYbgpSnRqSZWgwFP]{Etiquette (Soldiers)}, @UUID[Compendium.wfrp4e-core.items.0ep8BNMiZGVLTHpr]{Gunner}, @UUID[Compendium.wfrp4e-core.items.jQmIu8P85tF0njmD]{Seasoned Traveller}, @UUID[Compendium.wfrp4e-core.items.FjTnaxixsu1ShNNr]{Trick Riding}<br /><strong>Trappings</strong>: Breastplate, Helmet, Light Warhorse with Saddle and Tack, Pistol with 10 Shots, Shield<br /><br /></p><h3><strong>♜ @UUID[Compendium.wfrp4e-core.items.wPYrDuwdW4nJRcJt]{Light Cavalry Sergeant}</strong></h3><p><strong>Status</strong>: Gold 1<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.I0yPc4PH5erWJLmu]{Intimidate}, @UUID[Compendium.wfrp4e-core.items.cYtU0ORRFCOpQLWz]{Intuition}, @UUID[Compendium.wfrp4e-core.items.oMaJZ5cvCJeOUq9H]{Leadership}, @UUID[Compendium.wfrp4e-core.items.DRO5DLF6UcfkvNSh]{Lore (Warfare)}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.tXKX29QZBdHmyMc7]{Combat Reflexes}, @UUID[Compendium.wfrp4e-core.items.5eDd6iFeR9G6cCfz]{Fast Shot}, @UUID[Compendium.wfrp4e-core.items.E98mVLZgE8bX5vQW]{Hatred (Any)}, @UUID[Compendium.wfrp4e-core.items.vCgEAetBMngR53aT]{War Leader}<br /><strong>Trappings</strong>: Sash<br /><br /></p><h3><strong>♛ @UUID[Compendium.wfrp4e-core.items.mVx5unQ28vIpavOo]{Light Cavalry Officer}</strong></h3><p><strong>Status</strong>: Gold 2<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.7pQo66cESWttzIlb]{Gamble}, @UUID[Compendium.wfrp4e-core.items.DiP9cmbqUir3HkkK]{Lore (Heraldry)}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.XIcDsaW4D8wScezw]{Accurate Shot}, @UUID[Compendium.wfrp4e-core.items.WCXnFSV4WOSmzzc4]{Inspiring}, @UUID[Compendium.wfrp4e-core.items.4AqSkJnFPqNuTkos]{Reaction Strike}, @UUID[Compendium.wfrp4e-core.items.nWLsoWQBCjPRKxYx]{Robust}<br /><strong>Trappings</strong>: Deck of Cards, Quality Clothing<br /><br /></p>"
|
||
},
|
||
"Pedlar": {
|
||
"name": "Pedlar",
|
||
"text": "<blockquote><div><div><div><p>‘Tis here is an absolutely unique, one-of-a-kind, only-one-inexistence, work of art. If you want more, don’t worry, I’ve got another couple of dozen on the back of the cart.’</p><p style=\"text-align:right\"><em>– Delberz Trötte, Trader</em> </p></div></div></div></blockquote><p> </p><div><div><div><p><em>Worldly-wise and free of interference, you wander the Empire selling your wares where you will.</em></p><p> Peddlers traipse from village to hamlet, selling goods and services such as knife sharpening, mending, and tinkering. Most carry cheap stock readily available in larger towns, including small luxuries such as ribbons and hair pins. Peddlers are always welcome as even suspicious folk like to treat themselves to baubles and knickknacks.</p><p>Some Peddlers also take on messenger work; others act as de facto town criers, bringing news and gossip to the quietest corners of the Empire in exchange for bed-and-board. Given the dangers on the road, some Peddlers prefer to keep a stall at a regular town marketplace. It is also common to find them on pilgrim routes making a living selling relics to the devout.</p><p>Hearing of profits to be made in far-off lands and listening to the stories of well-travelled merchants is always going to whet the appetite of an ambitious peddler. Being self-reliant, they can follow up on any adventure, making a decent profit along the way. They can also gain access to strongholds and settlements without awkward questions.</p></div></div></div><p> </p><div class=\"journal-image centered\"><img src=\"modules/wfrp4e-core/art/careers/pedlar.webp\" /></div><p><strong>Species: </strong>Human, Dwarf, Halfling</p><p><strong>Class: </strong>Ranger</p><h3 style=\"text-align:center\" class=\"no-toc\">Pedlar Advance Scheme</h3><table style=\"height:34px\" border=\"1\"><tbody><tr style=\"height:17px\"><td style=\"height:17px;width:60px;text-align:center\">WS</td><td style=\"height:17px;width:60px;text-align:center\">BS</td><td style=\"height:17px;width:60px;text-align:center\">S</td><td style=\"height:17px;width:61px;text-align:center\">T</td><td style=\"height:17px;width:61px;text-align:center\">I</td><td style=\"height:17px;width:61px;text-align:center\">Agi</td><td style=\"height:17px;width:61px;text-align:center\">Dex</td><td style=\"height:17px;width:61px;text-align:center\">Int</td><td style=\"height:17px;width:61px;text-align:center\">WP</td><td style=\"height:17px;width:61px;text-align:center\">Fel</td></tr><tr style=\"height:17px\"><td style=\"height:17px;width:60px;text-align:center\"> </td><td style=\"height:17px;width:60px;text-align:center\"> </td><td style=\"height:17px;width:60px;text-align:center\"> </td><td style=\"height:17px;width:61px;text-align:center\">✠</td><td style=\"height:17px;width:61px;text-align:center\">♜</td><td style=\"height:17px;width:61px;text-align:center\"> </td><td style=\"height:17px;width:61px;text-align:center\">✠</td><td style=\"height:17px;width:61px;text-align:center\">♛</td><td style=\"height:17px;width:61px;text-align:center\">✠</td><td style=\"height:17px;width:61px;text-align:center\">♟</td></tr></tbody></table><h3><strong>✠ @UUID[Compendium.wfrp4e-core.items.eyKlEVLcSOvemRzp]{Vagabond}</strong></h3><p><strong>Status</strong>: Brass 1<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.exLrBrn2mjb6x2Cq]{Charm}, @UUID[Compendium.wfrp4e-core.items.CcNJsS4jSwB6Ug1J]{Endurance}, @UUID[Compendium.wfrp4e-core.items.qBm2fu3oMhxsDBNQ]{Entertain (Storytelling)}, @UUID[Compendium.wfrp4e-core.items.RLQHm1s4IuY9RSr2]{Gossip}, <em>@UUID[Compendium.wfrp4e-core.items.pKLMbmG3Ivt6mzMf]{Haggle}</em>, @UUID[Compendium.wfrp4e-core.items.cYtU0ORRFCOpQLWz]{Intuition}, @UUID[Compendium.wfrp4e-core.items.os4NKy5Oy6sRt1eh]{Outdoor Survival}, @UUID[Compendium.wfrp4e-core.items.McTtmZu3Ac8Lh48W]{Stealth (Rural or Urban)}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.1kgHcImgfyKI1IYp]{Fisherman}, @UUID[Compendium.wfrp4e-core.items.jrFIFLhyOYwcyMUl]{Flee!}, @UUID[Compendium.wfrp4e-core.items.q58lK4kULJZB5GjE]{Rover}, @UUID[Compendium.wfrp4e-core.items.6lQRRgjz8IZH4bbV]{Tinker}<br /><strong>Trappings</strong>: Backpack, Bedroll, Goods worth 2d10 Brass, Tent<br /><br /></p><h3><strong>♟ @UUID[Compendium.wfrp4e-core.items.XseDIYgXCdNuV0pL]{Pedlar}</strong></h3><p><strong>Status</strong>: Brass 4<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.MXy22hFCgntdlQrn]{Animal Care}, @UUID[Compendium.wfrp4e-core.items.4IGdIhnwTaZijzg7]{Charm Animal}, @UUID[Compendium.wfrp4e-core.items.R2ytluHiEFF2KQ5e]{Consume Alcohol}, @UUID[Compendium.wfrp4e-core.items.bSWoV1IiS5qWNw39]{Evaluate}, @UUID[Compendium.wfrp4e-core.items.oSbEE6eXH1S3LfUU]{Ride (Horse)}, @UUID[Compendium.wfrp4e-core.items.wKwel9MG7NIG3i3w]{Trade (Tinker)}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.epPBu7x6BRWp2PHG]{Dealmaker}, @UUID[Compendium.wfrp4e-core.items.afREA9q7v4Scuozn]{Orientation}, @UUID[Compendium.wfrp4e-core.items.jQmIu8P85tF0njmD]{Seasoned Traveller}, @UUID[Compendium.wfrp4e-core.items.FF41XPboORgyDNsv]{Strong Back}<br /><strong>Trappings</strong>: Mule and Saddlebags, Goods worth 2d10 Silver, Selection of Pots and Pans, Trade Tools (Tinker)<br /><br /></p><h3><strong>♜ @UUID[Compendium.wfrp4e-core.items.3VkgBaW5wgaSXlyS]{Master Pedlar}</strong></h3><p><strong>Status</strong>: Silver 1<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.iYan4z52v7HYM9u9]{Drive}, @UUID[Compendium.wfrp4e-core.items.I0yPc4PH5erWJLmu]{Intimidate}, @UUID[Compendium.wfrp4e-core.items.XQiiwS9m2Du1IMUz]{Language (any)}, @UUID[Compendium.wfrp4e-core.items.Fs06sr7y9JKpVQmB]{Perception}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.5QcrpLQWWrsbKR79]{Numismatics}, @UUID[Compendium.wfrp4e-core.items.qZ4cFy6z482ZONuA]{Sturdy}, @UUID[Compendium.wfrp4e-core.items.SHH2vUpNxj0wmmPT]{Well-prepared}, @UUID[Compendium.wfrp4e-core.items.RmY0CUjiFYZ3GEKY]{Very Resilient}<br /><strong>Trappings</strong>: Cart, Goods worth at least 2d10 Gold<br /><br /></p><h3><strong>♛ @UUID[Compendium.wfrp4e-core.items.vkfLXwz3Vpi13LqP]{Wandering Trader}</strong></h3><p><strong>Status</strong>: Silver 3<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.DRO5DLF6UcfkvNSh]{Lore (Local)}, @UUID[Compendium.wfrp4e-core.items.DRO5DLF6UcfkvNSh]{Lore (Geography)}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.LzgxyMknSHjSkkeQ]{Cat-tongued}, @UUID[Compendium.wfrp4e-core.items.Ywo6fZNPC4zbHHSQ]{Strong-minded}, @UUID[Compendium.wfrp4e-core.items.LPgjE0cexTVOBVCY]{Suave}, @UUID[Compendium.wfrp4e-core.items.jviOQmy0luQOySC2]{Tenacious}<br /><strong>Trappings</strong>: Draught Horse and Wagon, Goods worth at least 5d10 Gold, 50 Silver in Coin<br /><br /></p>"
|
||
},
|
||
"Soldier": {
|
||
"name": "Soldier",
|
||
"text": "<blockquote><div><div><p>‘Go down to the bottom of the hill, the captain told us. So we did, and the general told us to go up to the top of the hill and await further orders. Ten the captain told us we were wanted at the bottom.’</p><p style=\"text-align:right\"><em>– Holger Kass, 1st Bögenhafen Halberdiers</em></p><p>‘Though Lords and Ladies come and go,</p><p>A soldier’s life is all I know,</p><p>Karl-Franz commands,</p><p>and we obey,</p><p>O’er the hills and far away.’</p><p style=\"text-align:right\"><em>– Marching Song, Reikland 118th Regiment of Foot, ‘The Greenbacks’</em></p></div></div></blockquote><p></p><p><em>You are paid to train, be disciplined, and, when the need comes, go to war.</em></p><div><div><div><p>By the command of Emperor Magnus the Pious after the Great War Against Chaos, all provinces of the Empire had to maintain a standing State Army. Soldiers are the mainstay of these armies, trained to fight as part of a larger group with individual skill supplemented by strength in numbers. Rarely encouraged to think for themselves, Soldiers are famous for their stoic fatalism as they are ordered from pillar to post in the service of their betters. Soldiers could be archers, crossbowmen, halberdiers, handgunners, swordsmen, or spearmen, and that’s just in a typical State regiment. Dwarfs employ soldiers like Hammerers and Thunderers, while Elven rank and file are usually archers and spearmen. There are many other Soldiers, such as Mercenaries, local Militias (which are rarely better than Recruits), private armies, cult forces, and more</p><p>Soldiers have little free time, but they still have adventuring opportunities. Outside campaigning season, many receive extended periods of leave. Officers of the State Armies can also command small bands of Soldiers to investigate unusual happenings in their regiment’s ‘territory’ and some officers view this kind of adventuring as excellent training to keep their Soldiers sharp. Non-human Soldiers will often be on missions in the Empire that are adventures by their very nature.</p></div></div></div><p> </p><div class=\"journal-image centered\"><img src=\"modules/wfrp4e-core/art/careers/soldier.webp\" /></div><p><strong>Species: </strong>Human, Dwarf, Halfling, High Elf, Wood Elf</p><p><strong>Class: </strong>Warrior</p><h3 style=\"text-align:center\" class=\"no-toc\">Soldier Advance Scheme</h3><table style=\"height:34px\" border=\"1\"><tbody><tr style=\"height:17px\"><td style=\"height:17px;width:60px;text-align:center\">WS</td><td style=\"height:17px;width:60px;text-align:center\">BS</td><td style=\"height:17px;width:60px;text-align:center\">S</td><td style=\"height:17px;width:61px;text-align:center\">T</td><td style=\"height:17px;width:61px;text-align:center\">I</td><td style=\"height:17px;width:61px;text-align:center\">Agi</td><td style=\"height:17px;width:61px;text-align:center\">Dex</td><td style=\"height:17px;width:61px;text-align:center\">Int</td><td style=\"height:17px;width:61px;text-align:center\">WP</td><td style=\"height:17px;width:61px;text-align:center\">Fel</td></tr><tr style=\"height:17px\"><td style=\"height:17px;width:60px;text-align:center\">✠</td><td style=\"height:17px;width:60px;text-align:center\">♟</td><td style=\"height:17px;width:60px;text-align:center\"> </td><td style=\"height:17px;width:61px;text-align:center\">✠</td><td style=\"height:17px;width:61px;text-align:center\">♜</td><td style=\"height:17px;width:61px;text-align:center\"> </td><td style=\"height:17px;width:61px;text-align:center\"> </td><td style=\"height:17px;width:61px;text-align:center\"> </td><td style=\"height:17px;width:61px;text-align:center\">✠</td><td style=\"height:17px;width:61px;text-align:center\">♛</td></tr></tbody></table><h3><strong>✠ @UUID[Compendium.wfrp4e-core.items.wSEGXXkc6swDkuJJ]{Recruit}</strong></h3><p><strong>Status</strong>: Silver 1<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.LGHozP5gmQ8cuDQV]{Athletics}, @UUID[Compendium.wfrp4e-core.items.sRuMlaPU5xdIrwhd]{Climb}, @UUID[Compendium.wfrp4e-core.items.pxNjTxsp1Kp0SmQe]{Cool}, @UUID[Compendium.wfrp4e-core.items.1jCxbFAUuFuAPLJl]{Dodge}, @UUID[Compendium.wfrp4e-core.items.CcNJsS4jSwB6Ug1J]{Endurance}, @UUID[Compendium.wfrp4e-core.items.XQiiwS9m2Du1IMUz]{Language (Battle)}, <em>@UUID[Compendium.wfrp4e-core.items.rOPmyLWa37e7s9v6]{Melee (Basic)}</em>, @UUID[Compendium.wfrp4e-core.items.bBLK2hznjPlby6Jb]{Play (Drum or Fife)}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.cAxNctMFWIAjDgV3]{Diceman}, @UUID[Compendium.wfrp4e-core.items.5lcttqGToT54WFrl]{Marksman}, @UUID[Compendium.wfrp4e-core.items.FF41XPboORgyDNsv]{Strong Back}, @UUID[Compendium.wfrp4e-core.items.zGQ0ShUTSlUvVtWh]{Warrior Born}<br /><strong>Trappings</strong>: Dagger, Leather Breastplate, Uniform<br /><br /></p><h3><strong>♟ @UUID[Compendium.wfrp4e-core.items.FgVH1pPS9oRq0o2Z]{Soldier}</strong></h3><p><strong>Status</strong>: Silver 3<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.R2ytluHiEFF2KQ5e]{Consume Alcohol}, @UUID[Compendium.wfrp4e-core.items.7pQo66cESWttzIlb]{Gamble}, @UUID[Compendium.wfrp4e-core.items.RLQHm1s4IuY9RSr2]{Gossip}, @UUID[Compendium.wfrp4e-core.items.F8NfBZdVSEIGCMtu]{Melee (Any)}, @UUID[Compendium.wfrp4e-core.items.Z9hQe46ykQBZneoU]{Ranged (Any)}, @UUID[Compendium.wfrp4e-core.items.os4NKy5Oy6sRt1eh]{Outdoor Survival}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.J9MK0AIaTbvd5oF6]{Drilled}, @UUID[Compendium.wfrp4e-core.items.sYbgpSnRqSZWgwFP]{Etiquette (Soldiers)}, @UUID[Compendium.wfrp4e-core.items.769B469sqx6FXPfn]{Rapid Reload}, @UUID[Compendium.wfrp4e-core.items.IT3s7rmQFGNzIfYq]{Shieldsman}<br /><strong>Trappings</strong>: Breastplate, Helmet, Weapon (Any)<br /><br /></p><h3><strong>♜ @UUID[Compendium.wfrp4e-core.items.8vPHNztfk9x7K2Na]{Sergeant}</strong></h3><p><strong>Status</strong>: Silver 5<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.HXZaV1CJhmTvcAz4]{Heal}, @UUID[Compendium.wfrp4e-core.items.cYtU0ORRFCOpQLWz]{Intuition}, @UUID[Compendium.wfrp4e-core.items.oMaJZ5cvCJeOUq9H]{Leadership}, @UUID[Compendium.wfrp4e-core.items.Fs06sr7y9JKpVQmB]{Perception}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.0LdHytqyNmg2pcAX]{Combat Aware}, @UUID[Compendium.wfrp4e-core.items.VscjNv6RzHFb9CQp]{Enclosed Fighter}, @UUID[Compendium.wfrp4e-core.items.8oWhzlcw7oiHGMFu]{Unshakable}, @UUID[Compendium.wfrp4e-core.items.vCgEAetBMngR53aT]{War Leader}<br /><strong>Trappings</strong>: Symbol of Rank, Unit of Troops<br /><br /></p><h3><strong>♛ @UUID[Compendium.wfrp4e-core.items.RjhqM27l48WfRepK]{Officer}</strong></h3><p><strong>Status</strong>: Gold 1<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.DRO5DLF6UcfkvNSh]{Lore (Warfare)}, @UUID[Compendium.wfrp4e-core.items.zZUX7wO4rOo8k9F0]{Navigation}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.WCXnFSV4WOSmzzc4]{Inspiring}, @UUID[Compendium.wfrp4e-core.items.XU7D9CCmumuhqDUi]{Public Speaker}, @UUID[Compendium.wfrp4e-core.items.jQmIu8P85tF0njmD]{Seasoned Traveller}, @UUID[Compendium.wfrp4e-core.items.IogM5gnsoOX63w7j]{Stout-hearted}<br /><strong>Trappings</strong>: Letter of Commission, Light Warhorse with Saddle and Tack, Map, Orders, Unit of Soldiers, Quality Uniform, Symbol of Rank<br /><br /></p>"
|
||
},
|
||
"Stevedore": {
|
||
"name": "Stevedore",
|
||
"text": "<blockquote><div><div><div><p>‘Look, I know we specialize in coal, but don’t fence us in, we’ll port anything if the coin’s good. So, let’s do it afore the deal porters arrive; anything goes here, mate.’</p><p style=\"text-align:right\"><em>– Albert Pförtner, Coal Porter</em></p><p> </p><p>‘Listen, boy. Don’t think them dockers have it easy. It’s dangerous, claustrophobic work, with heavy goods and high stacks, and if it’s done wrong, the cargo may overbalance, perhaps even capsizing the boat. What I’m saying is, pay the Stevedores right — and if you want a boat to sink, pay them extra.’</p><p style=\"text-align:right\"><em>– Aleida Fuchs, Merchant</em></p></div></div></div></blockquote><p> </p><div><div><div><p><em>You may officially load cargo for coin, but everyone knows the Stevedores rule the docklands.</em></p><p>With their sole right to load and unload vessels, Stevedore Guilds can slow or even stop trade. Tis grants power, with many docksides effectively ruled by the guilds. In larger towns, several gangs might violently compete for supremacy. Scowling Foremen deal with guild matters and blow their whistles to summon their gangs from riverside inns, either for fresh work or to defend their territory.</p><p>A Stevedore might work alone in a riverside village, or in a large gang on a busy, chaotic city dockside. Sometimes they might be part of a criminal gang that just moves a bit of cargo on the side to cover their tracks. Some Stevedores are enforcers, making sure everyone else is working hard.</p><p>A Stevedore might work alone in a riverside village, or in a large gang on a busy, chaotic city dockside. Sometimes they might be part of a criminal gang that just moves a bit of cargo on the side to cover their tracks. Some Stevedores are enforcers, making sure everyone else is working hard.</p></div></div></div><p> </p><div class=\"journal-image centered\"><img src=\"modules/wfrp4e-core/art/careers/stevedore.webp\" /></div><p><strong>Species: </strong>Human, Dwarf, Halfling</p><p><strong>Class: </strong>Riverfolk</p><h3 style=\"text-align:center\" class=\"no-toc\">Stevedore Advance Scheme</h3><table style=\"height:34px\" border=\"1\"><tbody><tr style=\"height:17px\"><td style=\"height:17px;width:60px;text-align:center\">WS</td><td style=\"height:17px;width:60px;text-align:center\">BS</td><td style=\"height:17px;width:60px;text-align:center\">S</td><td style=\"height:17px;width:61px;text-align:center\">T</td><td style=\"height:17px;width:61px;text-align:center\">I</td><td style=\"height:17px;width:61px;text-align:center\">Agi</td><td style=\"height:17px;width:61px;text-align:center\">Dex</td><td style=\"height:17px;width:61px;text-align:center\">Int</td><td style=\"height:17px;width:61px;text-align:center\">WP</td><td style=\"height:17px;width:61px;text-align:center\">Fel</td></tr><tr style=\"height:17px\"><td style=\"height:17px;width:60px;text-align:center\">✠</td><td style=\"height:17px;width:60px;text-align:center\"> </td><td style=\"height:17px;width:60px;text-align:center\">♟</td><td style=\"height:17px;width:61px;text-align:center\">✠</td><td style=\"height:17px;width:61px;text-align:center\">✠</td><td style=\"height:17px;width:61px;text-align:center\"> </td><td style=\"height:17px;width:61px;text-align:center\"> </td><td style=\"height:17px;width:61px;text-align:center\">♛</td><td style=\"height:17px;width:61px;text-align:center\">♜</td><td style=\"height:17px;width:61px;text-align:center\"> </td></tr></tbody></table><h3><strong>✠ @UUID[Compendium.wfrp4e-core.items.p2PKXr5CDwln9AWS]{Dockhand}</strong></h3><p><strong>Status</strong>: Brass 3<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.LGHozP5gmQ8cuDQV]{Athletics}, @UUID[Compendium.wfrp4e-core.items.sRuMlaPU5xdIrwhd]{Climb}, @UUID[Compendium.wfrp4e-core.items.R2ytluHiEFF2KQ5e]{Consume Alcohol}, @UUID[Compendium.wfrp4e-core.items.1jCxbFAUuFuAPLJl]{Dodge}, <em>@UUID[Compendium.wfrp4e-core.items.CcNJsS4jSwB6Ug1J]{Endurance}</em>, @UUID[Compendium.wfrp4e-core.items.RLQHm1s4IuY9RSr2]{Gossip}, @UUID[Compendium.wfrp4e-core.items.rOPmyLWa37e7s9v6]{Melee (Basic)}, @UUID[Compendium.wfrp4e-core.items.hodHqFNKAmu40ajh]{Swim}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.2Nzqsc9aclP6rpnl]{Dirty Fighting}, @UUID[Compendium.wfrp4e-core.items.FF41XPboORgyDNsv]{Strong Back}, @UUID[Compendium.wfrp4e-core.items.qZ4cFy6z482ZONuA]{Sturdy}, @UUID[Compendium.wfrp4e-core.items.Zf0vk2rjllpDh0Ua]{Very Strong}<br /><strong>Trappings</strong>: Hand Weapon (Boat Hook), Leather Gloves<br /><br /></p><h3><strong>♟ @UUID[Compendium.wfrp4e-core.items.oce4kxrsImFS7zlW]{Stevedore}</strong></h3><p><strong>Status</strong>: Silver 1<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.d3VZwO4Y5JH5DXdT]{Bribery}, @UUID[Compendium.wfrp4e-core.items.qBm2fu3oMhxsDBNQ]{Entertain (Storytelling)}, @UUID[Compendium.wfrp4e-core.items.7pQo66cESWttzIlb]{Gamble}, @UUID[Compendium.wfrp4e-core.items.I0yPc4PH5erWJLmu]{Intimidate}, @UUID[Compendium.wfrp4e-core.items.Fs06sr7y9JKpVQmB]{Perception}, @UUID[Compendium.wfrp4e-core.items.zkI6tIqbyAZvh0Th]{Stealth (Urban)}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.r180vP86SlwyJc8W]{Criminal}, @UUID[Compendium.wfrp4e-core.items.sYbgpSnRqSZWgwFP]{Etiquette (Guilders)}, @UUID[Compendium.wfrp4e-core.items.CV9btQn09S9Fn8Jk]{Strong Legs}, @UUID[Compendium.wfrp4e-core.items.jviOQmy0luQOySC2]{Tenacious}<br /><strong>Trappings</strong>: Guild License, Leather Jerkin, Pipe and Tobacco, Porter Cap<br /><br /></p><h3><strong>♜ @UUID[Compendium.wfrp4e-core.items.CJDvhhZbQ0UxxZKc]{Foreman}</strong></h3><p><strong>Status</strong>: Silver 3<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.pxNjTxsp1Kp0SmQe]{Cool}, @UUID[Compendium.wfrp4e-core.items.bSWoV1IiS5qWNw39]{Evaluate}, @UUID[Compendium.wfrp4e-core.items.cYtU0ORRFCOpQLWz]{Intuition}, @UUID[Compendium.wfrp4e-core.items.oMaJZ5cvCJeOUq9H]{Leadership}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.epPBu7x6BRWp2PHG]{Dealmaker}, @UUID[Compendium.wfrp4e-core.items.HIofcsDLjXGKzSZf]{Embezzle}, @UUID[Compendium.wfrp4e-core.items.sYbgpSnRqSZWgwFP]{Etiquette (Criminals)}, @UUID[Compendium.wfrp4e-core.items.XU7D9CCmumuhqDUi]{Public Speaker}<br /><strong>Trappings</strong>: Gang of Stevedores, Whistle<br /><br /></p><h3><strong>♛ @UUID[Compendium.wfrp4e-core.items.9PTQfMr98E3ei3Fo]{Dock Master}</strong></h3><p><strong>Status</strong>: Silver 5<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.exLrBrn2mjb6x2Cq]{Charm}, @UUID[Compendium.wfrp4e-core.items.DRO5DLF6UcfkvNSh]{Lore (Taxes)}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.RbnrfHf7GSQap0ig]{Kingpin}, @UUID[Compendium.wfrp4e-core.items.0hn6UaKq8CoZP2zD]{Menacing}, @UUID[Compendium.wfrp4e-core.items.5QcrpLQWWrsbKR79]{Numismatics}, @UUID[Compendium.wfrp4e-core.items.GogGbYxkVdCmiKqf]{Read/Write}<br /><strong>Trappings</strong>: Office and Staff, Writing Kit<br /><br /></p>"
|
||
},
|
||
"Miner": {
|
||
"name": "Miner",
|
||
"text": "<blockquote><div><div><div><p>After your supplies from the store are deducted, and your load of sixteen tons added, you made…let me see… no, you actually owe us two for today. Another day older and deeper in debt, boy.’</p><p style=\"text-align:right\"><em>– Frederika, Victualler of the Delfgruber Minehead</em>.</p></div></div></div></blockquote><p> </p><div><div><div><div><p><em>A hewer of stone, you pursue back-breaking work in the darkest depths of the world.</em></p><p>Many prospectors are tempted by stories of gold in the Skaag Hills, but real mining is hard work down dark, dangerous tunnels. Adept at constructing supports and assessing mineral ores for their value, Miners are alert to unexpected dangers from explosive gas to tunneling Greenskins, and are notoriously tough, both physically and mentally. Prospectors usually work on commission, with a license to prospect in return for sharing finds with the local lord. Some noble houses’ fortunes are built on the rich mines in their lands, and often Miners in these pits will be criminals or debtors pressed into service. Quarrymen hewing open-face stone ostensibly have a safer job than those underground, but accidents are common and Beastman attack from the forest is an ever-present danger.</p><p>Many independent Miners find themselves thrust into peril when set upon by Goblins or other subterranean horrors. Some find the rewards of this life more lucrative, if not less dangerous, than slaving away for a mine owner for a pittance. Prospectors have many opportunities for adventure and can easily pull together a band of like-minded folk eager for riches and glory.</p><p>To Dwarfs, mining is not an occupation limited to commoners. Rather, they are considered artisans of great skill and are well-respected amongst the Dawi. Possessed of a keen sense for stone, Dwarfs are drawn to valuable seams and seemingly have a sixth-sense for when to shore up passages. Some Dwarf clans hold such pride in their mining ability that they march to war armed with picks rather than axes.</p></div></div></div></div><p> </p><div class=\"journal-image centered\"><img src=\"modules/wfrp4e-core/art/careers/miner.webp\" /></div><p><strong>Species: </strong>Human, Dwarf, Halfling</p><p><strong>Class: </strong>Peasants</p><h3 style=\"text-align:center\" class=\"no-toc\">Miner Advance Scheme</h3><table style=\"height:34px\" border=\"1\"><tbody><tr style=\"height:17px\"><td style=\"height:17px;width:60px;text-align:center\">WS</td><td style=\"height:17px;width:60px;text-align:center\">BS</td><td style=\"height:17px;width:60px;text-align:center\">S</td><td style=\"height:17px;width:61px;text-align:center\">T</td><td style=\"height:17px;width:61px;text-align:center\">I</td><td style=\"height:17px;width:61px;text-align:center\">Agi</td><td style=\"height:17px;width:61px;text-align:center\">Dex</td><td style=\"height:17px;width:61px;text-align:center\">Int</td><td style=\"height:17px;width:61px;text-align:center\">WP</td><td style=\"height:17px;width:61px;text-align:center\">Fel</td></tr><tr style=\"height:17px\"><td style=\"height:17px;width:60px;text-align:center\">♟</td><td style=\"height:17px;width:60px;text-align:center\"> </td><td style=\"height:17px;width:60px;text-align:center\">✠</td><td style=\"height:17px;width:61px;text-align:center\">✠</td><td style=\"height:17px;width:61px;text-align:center\">♜</td><td style=\"height:17px;width:61px;text-align:center\"> </td><td style=\"height:17px;width:61px;text-align:center\"> </td><td style=\"height:17px;width:61px;text-align:center\"> </td><td style=\"height:17px;width:61px;text-align:center\">✠</td><td style=\"height:17px;width:61px;text-align:center\">♛</td></tr></tbody></table><h3><strong>✠ @UUID[Compendium.wfrp4e-core.items.tJEgkiklMFep6FMN]{Prospector}</strong></h3><p><strong>Status</strong>: Brass 2<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.pxNjTxsp1Kp0SmQe]{Cool}, @UUID[Compendium.wfrp4e-core.items.CcNJsS4jSwB6Ug1J]{Endurance}, @UUID[Compendium.wfrp4e-core.items.cYtU0ORRFCOpQLWz]{Intuition}, @UUID[Compendium.wfrp4e-core.items.DRO5DLF6UcfkvNSh]{Lore (Local)}, <em>@UUID[Compendium.wfrp4e-core.items.F8NfBZdVSEIGCMtu]{Melee (Two-handed)}</em>, @UUID[Compendium.wfrp4e-core.items.os4NKy5Oy6sRt1eh]{Outdoor Survival}, @UUID[Compendium.wfrp4e-core.items.Fs06sr7y9JKpVQmB]{Perception}, @UUID[Compendium.wfrp4e-core.items.hodHqFNKAmu40ajh]{Swim}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.q58lK4kULJZB5GjE]{Rover}, @UUID[Compendium.wfrp4e-core.items.1dUizIgLBgn4jICC]{Strider (Rocky)}, @UUID[Compendium.wfrp4e-core.items.qZ4cFy6z482ZONuA]{Sturdy}, @UUID[Compendium.wfrp4e-core.items.jviOQmy0luQOySC2]{Tenacious}<br /><strong>Trappings</strong>: Charcoal Stick, Crude Map, Pan, Spade<br /><br /></p><h3><strong>♟ @UUID[Compendium.wfrp4e-core.items.oVOBKzVocBrnrpZX]{Miner}</strong></h3><p><strong>Status</strong>: Brass 4<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.sRuMlaPU5xdIrwhd]{Climb}, @UUID[Compendium.wfrp4e-core.items.R2ytluHiEFF2KQ5e]{Consume Alcohol}, @UUID[Compendium.wfrp4e-core.items.bSWoV1IiS5qWNw39]{Evaluate}, @UUID[Compendium.wfrp4e-core.items.rOPmyLWa37e7s9v6]{Melee (Basic)}, @UUID[Compendium.wfrp4e-core.items.bVdhLdfuSAfMi3qq]{Secret Signs (Miner)}, @UUID[Compendium.wfrp4e-core.items.wKwel9MG7NIG3i3w]{Trade (Explosives)}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.x0WMGwuQzReXcQrs]{Night Vision}, @UUID[Compendium.wfrp4e-core.items.4MJJCiOKPkBByYwW]{Strike Mighty Blow}, @UUID[Compendium.wfrp4e-core.items.FF41XPboORgyDNsv]{Strong Back}, @UUID[Compendium.wfrp4e-core.items.Zf0vk2rjllpDh0Ua]{Very Strong}<br /><strong>Trappings</strong>: Davrich Lamp, Hand Weapon (Pick), Lamp Oil, Leather Jack<br /><br /></p><h3><strong>♜ @UUID[Compendium.wfrp4e-core.items.hUZ9lx9v2AGrfHWU]{Master Miner}</strong></h3><p><strong>Status</strong>: Brass 5<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.RLQHm1s4IuY9RSr2]{Gossip}, @UUID[Compendium.wfrp4e-core.items.VNjHDKWD6sIbF6BI]{Lore (Geology)}, @UUID[Compendium.wfrp4e-core.items.cHbQeJQ7cVZZyDyl]{Stealth (Underground)}, @UUID[Compendium.wfrp4e-core.items.wKwel9MG7NIG3i3w]{Trade (Engineer)}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.GU1KpgY3MeFIaDaq]{Careful Strike}, @UUID[Compendium.wfrp4e-core.items.GRRN3XAKIpEVCY7z]{Craftsman (Explosives)}, @UUID[Compendium.wfrp4e-core.items.6lQRRgjz8IZH4bbV]{Tinker}, @UUID[Compendium.wfrp4e-core.items.Z91GFaT6FhEwyESU]{Tunnel Rat}<br /><strong>Trappings</strong>: Great Weapon (Two-handed Pick), Helmet, Trade Tools (Engineer)<br /><br /></p><h3><strong>♛ @UUID[Compendium.wfrp4e-core.items.3qe5qu3es4bnKwwR]{Mine Foreman}</strong></h3><p><strong>Status</strong>: Silver 4<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.exLrBrn2mjb6x2Cq]{Charm}, @UUID[Compendium.wfrp4e-core.items.oMaJZ5cvCJeOUq9H]{Leadership}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.41JhsSNW1Ttza3JK]{Argumentative}, @UUID[Compendium.wfrp4e-core.items.Ywo6fZNPC4zbHHSQ]{Strong-minded}, @UUID[Compendium.wfrp4e-core.items.HIofcsDLjXGKzSZf]{Embezzle}, @UUID[Compendium.wfrp4e-core.items.GogGbYxkVdCmiKqf]{Read/Write}<br /><strong>Trappings</strong>: Crew of Miners, Writing Kit<br /><br /></p>"
|
||
},
|
||
"Fence": {
|
||
"name": "Fence",
|
||
"text": "<blockquote><div><div><p>‘I know it’s stolen. You know it’s stolen. Even old Sigmar knows it’s stolen. So when I ask you if it’s stolen, don’t insult me by telling me it isn’t stolen. Lucky for you, I deal in stolen, so stop panicking.’</p><p style=\"text-align:right\"><em>– Elene Weslach, Mover</em></p><p> ‘Why am I called a Fence? Well, it’s because I provide you with some de-fence from being caught, innit. So, you go thief, and I’ll make sure you don’t have to worry about how to shift the merchandise. Think of me like your partner-in-crime.’</p><p style=\"text-align:right\"><em>– ‘Boil’ Vakram, Fence</em></p></div></div></blockquote><div style=\"direction:ltr;border-width:100%\"><div style=\"direction:ltr;margin-top:0in;margin-left:0in;width:6.6041in\"><div style=\"direction:ltr;margin-top:0in;margin-left:0in;width:6.6041in\"><p style=\"margin:0in;font-family:Calibri;font-size:11.0pt;text-align:right\"><span style=\"font-family:Calibri\"> </span></p><p><em>A shrewd assessor of valuables, you’ll buy anything, legal or not, and turn it around for a tidy profit.</em></p><p>A Fence buys thieves’ spoils and sells it on for profit, often to those unaware the goods are stolen. Successful Fences sometimes operate as pawn brokers, importers, or other merchants. Others prefer to remain mobile, trafficking only in portable items. Though the average Fence deals in goods and valuables, there are also well-informed specialists who focus on information and forbidden knowledge. Some Fences move stolen items across the Empire. A painting stolen in Altdorf is easier to sell in Talabheim to an audience unaware of the theft. When high profile items vanish, Fences are also the first individuals to be consulted by those looking to acquire them. Some Fences even take commissions from clients, connecting them with those who can steal to order.</p><p>The search for buyers and sellers, or the need to escape a terrible situation, can take a Fence anywhere. They can be found across the Empire and in many regions beyond its borders. Up-and-coming Brokers transport illicit goods between Old World cities in search of buyers. Others, looking to make a name for themselves elsewhere, attempt to make their own niches in existing city underworlds. Given that their interests often collide, Fences and merchants make occasional bedfellows, as well. With all of this criminal activity and movement, trouble often follows</p><p style=\"margin:0in;font-family:Calibri;font-size:11.0pt\"><span style=\"font-family:Calibri\"> </span></p></div></div></div><div class=\"journal-image centered\"><img src=\"modules/wfrp4e-core/art/careers/fence.webp\" /></div><p><strong>Species: </strong>Human, Dwarf, Halfling</p><p><strong>Class: </strong>Rogues</p><h3 style=\"text-align:center\" class=\"no-toc\">Fence Advance Scheme</h3><table style=\"height:34px\" border=\"1\"><tbody><tr style=\"height:17px\"><td style=\"height:17px;width:60px;text-align:center\">WS</td><td style=\"height:17px;width:60px;text-align:center\">BS</td><td style=\"height:17px;width:60px;text-align:center\">S</td><td style=\"height:17px;width:61px;text-align:center\">T</td><td style=\"height:17px;width:61px;text-align:center\">I</td><td style=\"height:17px;width:61px;text-align:center\">Agi</td><td style=\"height:17px;width:61px;text-align:center\">Dex</td><td style=\"height:17px;width:61px;text-align:center\">Int</td><td style=\"height:17px;width:61px;text-align:center\">WP</td><td style=\"height:17px;width:61px;text-align:center\">Fel</td></tr><tr style=\"height:17px\"><td style=\"height:17px;width:60px;text-align:center\"> </td><td style=\"height:17px;width:60px;text-align:center\"> </td><td style=\"height:17px;width:60px;text-align:center\"> </td><td style=\"height:17px;width:61px;text-align:center\"> </td><td style=\"height:17px;width:61px;text-align:center\">✠</td><td style=\"height:17px;width:61px;text-align:center\">✠</td><td style=\"height:17px;width:61px;text-align:center\">♟</td><td style=\"height:17px;width:61px;text-align:center\">♜</td><td style=\"height:17px;width:61px;text-align:center\">♛</td><td style=\"height:17px;width:61px;text-align:center\">✠</td></tr></tbody></table><h3><strong>✠ @UUID[Compendium.wfrp4e-core.items.7w3Y5lZXMBa7N0uV]{Broker}</strong></h3><p><strong>Status</strong>: Silver 1<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.exLrBrn2mjb6x2Cq]{Charm}, @UUID[Compendium.wfrp4e-core.items.R2ytluHiEFF2KQ5e]{Consume Alcohol}, @UUID[Compendium.wfrp4e-core.items.1jCxbFAUuFuAPLJl]{Dodge}, <em>@UUID[Compendium.wfrp4e-core.items.bSWoV1IiS5qWNw39]{Evaluate}</em>, @UUID[Compendium.wfrp4e-core.items.7pQo66cESWttzIlb]{Gamble}, @UUID[Compendium.wfrp4e-core.items.RLQHm1s4IuY9RSr2]{Gossip}, @UUID[Compendium.wfrp4e-core.items.pKLMbmG3Ivt6mzMf]{Haggle}, @UUID[Compendium.wfrp4e-core.items.rOPmyLWa37e7s9v6]{Melee (Basic)}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.wBhPFggGqIXwbx1r]{Alley Cat}, @UUID[Compendium.wfrp4e-core.items.Yiw5h1Kj4B2WLlfm]{Cardsharp}, @UUID[Compendium.wfrp4e-core.items.epPBu7x6BRWp2PHG]{Dealmaker}, @UUID[Compendium.wfrp4e-core.items.8lSoPDGrmeTIaapm]{Gregarious}<br /><strong>Trappings</strong>: Hand Weapon, Stolen Goods worth 3d10 Shillings<br /><br /></p><h3><strong>♟ @UUID[Compendium.wfrp4e-core.items.uNG01MDCaG4zcs6U]{Fence}</strong></h3><p><strong>Status</strong>: Silver 2<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.pxNjTxsp1Kp0SmQe]{Cool}, @UUID[Compendium.wfrp4e-core.items.I0yPc4PH5erWJLmu]{Intimidate}, @UUID[Compendium.wfrp4e-core.items.cYtU0ORRFCOpQLWz]{Intuition}, @UUID[Compendium.wfrp4e-core.items.Fs06sr7y9JKpVQmB]{Perception}, @UUID[Compendium.wfrp4e-core.items.bVdhLdfuSAfMi3qq]{Secret Signs (Thief )}, @UUID[Compendium.wfrp4e-core.items.wKwel9MG7NIG3i3w]{Trade (Engraver)}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.r180vP86SlwyJc8W]{Criminal}, @UUID[Compendium.wfrp4e-core.items.sYbgpSnRqSZWgwFP]{Etiquette (Criminals)}, @UUID[Compendium.wfrp4e-core.items.5QcrpLQWWrsbKR79]{Numismatics}, @UUID[Compendium.wfrp4e-core.items.QsrXxGZiHjth7RMg]{Savvy}<br /><strong>Trappings</strong>: Eye-glass, Trade Tools (Engraver), Writing Kit<br /><br /></p><h3><strong>♜ @UUID[Compendium.wfrp4e-core.items.HN1cbMIPZ25m7ABR]{Master Fence}</strong></h3><p><strong>Status</strong>: Silver 3<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.d3VZwO4Y5JH5DXdT]{Bribery}, @UUID[Compendium.wfrp4e-core.items.qBm2fu3oMhxsDBNQ]{Entertain (Storytelling)}, @UUID[Compendium.wfrp4e-core.items.DRO5DLF6UcfkvNSh]{Lore (Art)}, @UUID[Compendium.wfrp4e-core.items.DRO5DLF6UcfkvNSh]{Lore (Local)}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.RbnrfHf7GSQap0ig]{Kingpin}, @UUID[Compendium.wfrp4e-core.items.jt0DmVK9IiF6Sd2h]{Strike to Stun}, @UUID[Compendium.wfrp4e-core.items.LPgjE0cexTVOBVCY]{Suave}, @UUID[Compendium.wfrp4e-core.items.sBHarYXR2o7jD1VY]{Super Numerate}<br /><strong>Trappings</strong>: Pawnbroker's Shop<br /><br /></p><h3><strong>♛ @UUID[Compendium.wfrp4e-core.items.bO6PkXjLPKCwK4QC]{Black Marketeer}</strong></h3><p><strong>Status</strong>: Silver 4<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.DiP9cmbqUir3HkkK]{Lore (Heraldry)}, @UUID[Compendium.wfrp4e-core.items.9tbHTeuvEMZrp0rx]{Research}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.2Nzqsc9aclP6rpnl]{Dirty Fighting}, @UUID[Compendium.wfrp4e-core.items.mgeiaDZXei7JBEgo]{Iron Will}, @UUID[Compendium.wfrp4e-core.items.0hn6UaKq8CoZP2zD]{Menacing}, @UUID[Compendium.wfrp4e-core.items.34EBUkHQkrqF1sq7]{Briber}<br /><strong>Trappings</strong>: Hired Muscle, Network of Informants, Warehouse<br /><br /></p>"
|
||
},
|
||
"Wizard": {
|
||
"name": "Wizard",
|
||
"text": "<blockquote><div><div><div><p>‘I don’t care what promises they make, or what colleges they belong to, they are dangerous abominations. I am continuing to petition for their destruction in the name of Sigmar, for the good of us all.’</p><p style=\"text-align:right\"><em>– ‘Reikhardt Mair, Witch Hunter</em></p></div></div></div></blockquote><p> </p><div><div><div><p><em>Feared and distrusted by the citizens of the Empire, you legally wield powerful and dangerous magic. </em></p><p>Wizards channel one of the eight ‘Winds of Magic’ only spellcasters perceive, to cast potent spells. To legally cast magic in the Empire, a Human must follow the Articles of Imperial Magic and belong to one of the Eight Colleges of Magic in Altdorf — each dedicated to a specific wind, as Magisters can only safely channel one. After graduation, Apprentices become Magisters and serve the Empire. Magisters carefully study and practice their art, which, according to the Articles, they can only use outside their colleges in defense of their own life, or against the enemies of the Empire. Many Magisters are attached to the Empire State Army, and although they are treated with cautious suspicion, none can deny their effectiveness on the battlefield.</p><p>Many Magisters leave the Colleges of Magic in debt for the cost of their tuition. These Wizards may be keen to find immediate employment, or seek out their fortune on land, at sea, or anywhere else they might be able to find relics, artefacts or lost tomes of magical lore. Journeying Magisters, eager to prove themselves, are actively encouraged to test their skills across the Empire by hunting down whatever dangers threaten the local populace.</p><p>Wizards are excellent characters to add some firepower to a group, but it can be intimidating for new players to have to learn a whole additional set of rules for spells. Because of this the GM should be aware that they might initially need some extra support to ensure that they are using these rules effectively and to the group’s best advantage. You’ll choose the color of magic you study when you take the Arcane Magic Talent. For more on magic see Chapter 8: Magic.</p></div></div></div><p> </p><div class=\"journal-image centered\"><img src=\"modules/wfrp4e-core/art/careers/wizard.webp\" /></div><p><strong>Species: </strong>Human, High Elf, Wood Elf</p><p><strong>Class: </strong>Academics</p><h3 style=\"text-align:center\" class=\"no-toc\">Wizard Advance Scheme</h3><table style=\"height:34px\" border=\"1\"><tbody><tr style=\"height:17px\"><td style=\"height:17px;width:60px;text-align:center\">WS</td><td style=\"height:17px;width:60px;text-align:center\">BS</td><td style=\"height:17px;width:60px;text-align:center\">S</td><td style=\"height:17px;width:61px;text-align:center\">T</td><td style=\"height:17px;width:61px;text-align:center\">I</td><td style=\"height:17px;width:61px;text-align:center\">Agi</td><td style=\"height:17px;width:61px;text-align:center\">Dex</td><td style=\"height:17px;width:61px;text-align:center\">Int</td><td style=\"height:17px;width:61px;text-align:center\">WP</td><td style=\"height:17px;width:61px;text-align:center\">Fel</td></tr><tr style=\"height:17px\"><td style=\"height:17px;width:60px;text-align:center\">✠</td><td style=\"height:17px;width:60px;text-align:center\"> </td><td style=\"height:17px;width:60px;text-align:center\"> </td><td style=\"height:17px;width:61px;text-align:center\"> </td><td style=\"height:17px;width:61px;text-align:center\">♜</td><td style=\"height:17px;width:61px;text-align:center\">♟</td><td style=\"height:17px;width:61px;text-align:center\"> </td><td style=\"height:17px;width:61px;text-align:center\">✠</td><td style=\"height:17px;width:61px;text-align:center\">✠</td><td style=\"height:17px;width:61px;text-align:center\">♛</td></tr></tbody></table><h3><strong>✠ @UUID[Compendium.wfrp4e-core.items.WiMLDa950d9wsbbZ]{Wizard's Apprentice}</strong></h3><p><strong>Status</strong>: Brass 3<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.V8eRx66SxB9Jha0Q]{Channelling (Any Color)}, @UUID[Compendium.wfrp4e-core.items.1jCxbFAUuFuAPLJl]{Dodge}, @UUID[Compendium.wfrp4e-core.items.cYtU0ORRFCOpQLWz]{Intuition}, <em>@UUID[Compendium.wfrp4e-core.items.e3McIND4Rrsn5cE6]{Language (Magick)}</em>, @UUID[Compendium.wfrp4e-core.items.DRO5DLF6UcfkvNSh]{Lore (Magic)}, @UUID[Compendium.wfrp4e-core.items.rOPmyLWa37e7s9v6]{Melee (Basic)}, @UUID[Compendium.wfrp4e-core.items.PzimjNx9Ojq4g6mV]{Melee (Polearm)}, @UUID[Compendium.wfrp4e-core.items.Fs06sr7y9JKpVQmB]{Perception}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.1IZWRr7BYOIcqPlQ]{Aethyric Attunement}, @UUID[Compendium.wfrp4e-core.items.mdPGZsn2396dEpOf]{Petty Magic}, @UUID[Compendium.wfrp4e-core.items.GogGbYxkVdCmiKqf]{Read/Write}, @UUID[Compendium.wfrp4e-core.items.OEjUvJKi0xmBwbS2]{Second Sight}<br /><strong>Trappings</strong>: Grimoire, Staff<br /><br /></p><h3><strong>♟ @UUID[Compendium.wfrp4e-core.items.JeWuOwm0nM4V1brh]{Wizard}</strong></h3><p><strong>Status</strong>: Silver 3<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.exLrBrn2mjb6x2Cq]{Charm}, @UUID[Compendium.wfrp4e-core.items.pxNjTxsp1Kp0SmQe]{Cool}, @UUID[Compendium.wfrp4e-core.items.RLQHm1s4IuY9RSr2]{Gossip}, @UUID[Compendium.wfrp4e-core.items.I0yPc4PH5erWJLmu]{Intimidate}, @UUID[Compendium.wfrp4e-core.items.XQiiwS9m2Du1IMUz]{Language (Battle)}, @UUID[Compendium.wfrp4e-core.items.XQiiwS9m2Du1IMUz]{Language (Any)}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.3O9clK7LGyuLTHPW]{Arcane Magic (Any Arcane Lore)}, @UUID[Compendium.wfrp4e-core.items.g3y373FnWJEAxgEB]{Detect Artefact}, @UUID[Compendium.wfrp4e-core.items.9sMAf0xmehjEmUao]{Fast Hands}, @UUID[Compendium.wfrp4e-core.items.mNoCuaVbFBflfO6X]{Sixth Sense}<br /><strong>Trappings</strong>: Magical License<br /><br /></p><h3><strong>♜ @UUID[Compendium.wfrp4e-core.items.1DIMUn1Cj5rohWJV]{Master Wizard}</strong></h3><p><strong>Status</strong>: Gold 1<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.MXy22hFCgntdlQrn]{Animal Care}, @UUID[Compendium.wfrp4e-core.items.bSWoV1IiS5qWNw39]{Evaluate}, @UUID[Compendium.wfrp4e-core.items.DRO5DLF6UcfkvNSh]{Lore (Warfare)}, @UUID[Compendium.wfrp4e-core.items.oSbEE6eXH1S3LfUU]{Ride (Horse)}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.URwIDtInCsxOoGqM]{Dual Wielder}, @UUID[Compendium.wfrp4e-core.items.BYChSVfMG004eflQ]{Instinctive Diction}, @UUID[Compendium.wfrp4e-core.items.6w30u0VPsAicrqb5]{Magical Sense}, @UUID[Compendium.wfrp4e-core.items.0hn6UaKq8CoZP2zD]{Menacing}<br /><strong>Trappings</strong>: Apprentice, Light Warhorse, Magical Item<br /><br /></p><h3><strong>♛ @UUID[Compendium.wfrp4e-core.items.bTPBxrayfzeVmGsh]{Wizard Lord}</strong></h3><p><strong>Status</strong>: Gold 2<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.XQiiwS9m2Du1IMUz]{Language (Any)}, @UUID[Compendium.wfrp4e-core.items.DRO5DLF6UcfkvNSh]{Lore (Any)}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.0LdHytqyNmg2pcAX]{Combat Aware}, @UUID[Compendium.wfrp4e-core.items.mqo51ORnxijcqNNu]{Frightening}, @UUID[Compendium.wfrp4e-core.items.mgeiaDZXei7JBEgo]{Iron Will}, @UUID[Compendium.wfrp4e-core.items.F2EiuAc6IpaGd4J7]{War Wizard}<br /><strong>Trappings</strong>: Apprentice, Library (Magic), Workshop (Magic)<br /><br /></p>"
|
||
},
|
||
"Outlaw": {
|
||
"name": "Outlaw",
|
||
"text": "<blockquote><div><div><div><p>‘They were children, not brigands. Starving, filthy, sickly. They held us under the sight of their arrows and we stood fast… my son’s age, they were. Children. Killed six of us…’</p><p style=\"text-align:right\"><em>– Valentin Behr, Roadwarden</em></p><p> ‘...and he says, “Titus, why d’you carry them shears?” And I says, “These?” And he says, “Aye, those’re the only shears I see.” So I laughed and answered: “Sometimes they don’t want to take off their rings like I ask ‘em to. When I show ‘em the shears, most of ‘em change their tune right quick. And if they don’t…’’. Hehehe.’ </p><p style=\"text-align:right\"><em>– Hasslich Widmann, Outlaw</em></p></div></div></div></blockquote><p><em>You prey upon travelers, extracting a toll from the vulnerable and the unsuspecting.</em></p><p>Outlaws ply the roads of the Old World in search of vulnerable travelers and merchant caravans. They lead dangerous and often hardscrabble lives. Many do not see themselves as criminals, but as oppressed groups trying to live their lives free from outside constraints. Many Wood Elf outlaws ft this description, pushing back against the Humans proliferating at the edge of the forests, willing to take more drastic action than others of their kind. Particularly savvy and brutal Outlaws may form bands of their own, sometimes even uniting several bands under a single banner. Such Bandit Kings are feared and reviled by noble and peasant alike. Tough few Outlaws discriminate in choosing their prey, some claim to protect the common man. These do-gooders focus their larceny on greedy nobles and, in return, locals may provide them with food, information, and safe harbor.</p><p>Outlaw bands are not all wild mobs, so many can be reasoned with if approached correctly. An Outlaw might be asked to accompany a group of adventurers as a guide or to protect them, especially if the group are trying to stop unholy activity in a Bandit King’s domain. Individual Outlaws may find it simple to join an adventuring band, although they may need to disguise themselves if they go anywhere the Outlaw is wanted.</p><p> </p><div class=\"journal-image centered\"><img src=\"modules/wfrp4e-core/art/careers/outlaw.webp\" /></div><p><strong>Species: </strong>Human, Dwarf, Halfling, High Elf, Wood Elf</p><p><strong>Class: </strong>Rogues</p><h3 style=\"text-align:center\" class=\"no-toc\">Outlaw Advance Scheme</h3><table style=\"height:34px\" border=\"1\"><tbody><tr style=\"height:17px\"><td style=\"height:17px;width:60px;text-align:center\">WS</td><td style=\"height:17px;width:60px;text-align:center\">BS</td><td style=\"height:17px;width:60px;text-align:center\">S</td><td style=\"height:17px;width:61px;text-align:center\">T</td><td style=\"height:17px;width:61px;text-align:center\">I</td><td style=\"height:17px;width:61px;text-align:center\">Agi</td><td style=\"height:17px;width:61px;text-align:center\">Dex</td><td style=\"height:17px;width:61px;text-align:center\">Int</td><td style=\"height:17px;width:61px;text-align:center\">WP</td><td style=\"height:17px;width:61px;text-align:center\">Fel</td></tr><tr style=\"height:17px\"><td style=\"height:17px;width:60px;text-align:center\">✠</td><td style=\"height:17px;width:60px;text-align:center\">♟</td><td style=\"height:17px;width:60px;text-align:center\">✠</td><td style=\"height:17px;width:61px;text-align:center\">✠</td><td style=\"height:17px;width:61px;text-align:center\">♜</td><td style=\"height:17px;width:61px;text-align:center\"> </td><td style=\"height:17px;width:61px;text-align:center\"> </td><td style=\"height:17px;width:61px;text-align:center\"> </td><td style=\"height:17px;width:61px;text-align:center\"> </td><td style=\"height:17px;width:61px;text-align:center\">♛</td></tr></tbody></table><h3><strong>✠ @UUID[Compendium.wfrp4e-core.items.0e98xv2tfsDRZ9kU]{Brigand}</strong></h3><p><strong>Status</strong>: Brass 1<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.LGHozP5gmQ8cuDQV]{Athletics}, @UUID[Compendium.wfrp4e-core.items.R2ytluHiEFF2KQ5e]{Consume Alcohol}, @UUID[Compendium.wfrp4e-core.items.pxNjTxsp1Kp0SmQe]{Cool}, @UUID[Compendium.wfrp4e-core.items.CcNJsS4jSwB6Ug1J]{Endurance}, @UUID[Compendium.wfrp4e-core.items.7pQo66cESWttzIlb]{Gamble}, <em>@UUID[Compendium.wfrp4e-core.items.I0yPc4PH5erWJLmu]{Intimidate}</em>, @UUID[Compendium.wfrp4e-core.items.rOPmyLWa37e7s9v6]{Melee (Basic)}, @UUID[Compendium.wfrp4e-core.items.os4NKy5Oy6sRt1eh]{Outdoor Survival}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.0LdHytqyNmg2pcAX]{Combat Aware}, @UUID[Compendium.wfrp4e-core.items.r180vP86SlwyJc8W]{Criminal}, @UUID[Compendium.wfrp4e-core.items.q58lK4kULJZB5GjE]{Rover}, @UUID[Compendium.wfrp4e-core.items.jrFIFLhyOYwcyMUl]{Flee!}<br /><strong>Trappings</strong>: Bedroll, Hand Weapon, Leather Jerkin, Tinderbox<br /><br /></p><h3><strong>♟ @UUID[Compendium.wfrp4e-core.items.9631KpCQa7jvhmgS]{Outlaw}</strong></h3><p><strong>Status</strong>: Brass 2<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.1jCxbFAUuFuAPLJl]{Dodge}, @UUID[Compendium.wfrp4e-core.items.HXZaV1CJhmTvcAz4]{Heal}, @UUID[Compendium.wfrp4e-core.items.DRO5DLF6UcfkvNSh]{Lore (Local)}, @UUID[Compendium.wfrp4e-core.items.Fs06sr7y9JKpVQmB]{Perception}, @UUID[Compendium.wfrp4e-core.items.ZQSm2AwrgT2cHG0C]{Ranged (Bow)}, @UUID[Compendium.wfrp4e-core.items.Xk5tp3aasPNtk4zt]{Stealth (Rural)}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.2Nzqsc9aclP6rpnl]{Dirty Fighting}, @UUID[Compendium.wfrp4e-core.items.5lcttqGToT54WFrl]{Marksman}, @UUID[Compendium.wfrp4e-core.items.jt0DmVK9IiF6Sd2h]{Strike to Stun}, @UUID[Compendium.wfrp4e-core.items.a7v422EZcOUUC20X]{Trapper}<br /><strong>Trappings</strong>: Bow with 10 Arrows, Shield, Tent<br /><br /></p><h3><strong>♜ @UUID[Compendium.wfrp4e-core.items.qXOceBlJefsWFlUI]{Outlaw Chief}</strong></h3><p><strong>Status</strong>: Brass 4<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.RLQHm1s4IuY9RSr2]{Gossip}, @UUID[Compendium.wfrp4e-core.items.cYtU0ORRFCOpQLWz]{Intuition}, @UUID[Compendium.wfrp4e-core.items.oMaJZ5cvCJeOUq9H]{Leadership}, @UUID[Compendium.wfrp4e-core.items.oSbEE6eXH1S3LfUU]{Ride (Horse)}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.769B469sqx6FXPfn]{Rapid Reload}, @UUID[Compendium.wfrp4e-core.items.9CAkY3SQjQxRTlNJ]{Roughrider}, @UUID[Compendium.wfrp4e-core.items.0hn6UaKq8CoZP2zD]{Menacing}, @UUID[Compendium.wfrp4e-core.items.RmY0CUjiFYZ3GEKY]{Very Resilient}<br /><strong>Trappings</strong>: Helmet, Riding Horse with Saddle and Tack, Sleeved Mail Shirt, Band of Outlaws<br /><br /></p><h3><strong>♛ @UUID[Compendium.wfrp4e-core.items.g2vYtD3Mu7ujYTVF]{Bandit King}</strong></h3><p><strong>Status</strong>: Silver 2<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.exLrBrn2mjb6x2Cq]{Charm}, @UUID[Compendium.wfrp4e-core.items.DRO5DLF6UcfkvNSh]{Lore (Empire)}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.jLJzZb4keVvE0qRv]{Deadeye Shot}, @UUID[Compendium.wfrp4e-core.items.8pVzgPkgWpTJvfhG]{Fearless (Road Wardens)}, @UUID[Compendium.wfrp4e-core.items.mgeiaDZXei7JBEgo]{Iron Will}, @UUID[Compendium.wfrp4e-core.items.nWLsoWQBCjPRKxYx]{Robust}<br /><strong>Trappings</strong>: 'Fiefdom' of Outlaw Chiefs, Lair<br /><br /></p>"
|
||
},
|
||
"Protagonist": {
|
||
"name": "Protagonist",
|
||
"text": "<blockquote><div><div><p>‘Remember Tommy Two Knives? I’m not saying he crossed me. I’m just saying you don’t see him walking round town no more, do you?’</p><p style=\"text-align:right\"><em>– Gilly Tree Knives, Protagonist</em></p><p>‘Yeah, Big Yuri came round and destroyed all my merchandise. Said this town was only big enough for one lotus dealer, and that was that. I completely agreed, so I doubled his pay and sent him back to White Tiger’s den. And that was the end of that.’</p><p style=\"text-align:right\"><em>– Toni Miragliano, Lotus Dealer</em></p></div></div></blockquote><p><em>A strong-arm for hire, you bully, fight, and maybe even kill for coin.</em></p><div><div><div><p>Protagonists live by their wits and their muscles and are not generally fussy about the sort of work they take on. A merchant might want to frighten their business rival. An employer might decide his workers need a bit of encouragement to get a job done quicker. A noble might want his daughter’s no-good suitor to be frightened off. Protagonists are the ones they turn to, and those with the worst reputation get the best jobs. A Protagonist could be the brute in the local bar everyone knows will bully for coin, or with the reputation for unflinching violence. Some Protagonists have their own code of what they will or won’t do; others care for nothing but the coin. Some are simple bullies who resort to picking arguments and fights with likely looking targets to see if they can score any money from the situation.</p><p>On the face of it, Protagonists are always up for an adventure because they’re always up for a fight. But they will usually expect to get paid for services rendered. Whether they will join others without a guarantee of payment is a question they will need to ask themselves. Could a hardened protagonist find a cause they will voluntarily pursue? Perhaps they could even turn over a new leaf?</p></div></div></div><p> </p><div class=\"journal-image centered\"><img src=\"modules/wfrp4e-core/art/careers/protagonist.webp\" /></div><p><strong>Species: </strong>Human, Dwarf, High Elf</p><p><strong>Class: </strong>Warrior</p><h3 style=\"text-align:center\" class=\"no-toc\">Protagonist Advance Scheme</h3><table style=\"height:34px\" border=\"1\"><tbody><tr style=\"height:17px\"><td style=\"height:17px;width:60px;text-align:center\">WS</td><td style=\"height:17px;width:60px;text-align:center\">BS</td><td style=\"height:17px;width:60px;text-align:center\">S</td><td style=\"height:17px;width:61px;text-align:center\">T</td><td style=\"height:17px;width:61px;text-align:center\">I</td><td style=\"height:17px;width:61px;text-align:center\">Agi</td><td style=\"height:17px;width:61px;text-align:center\">Dex</td><td style=\"height:17px;width:61px;text-align:center\">Int</td><td style=\"height:17px;width:61px;text-align:center\">WP</td><td style=\"height:17px;width:61px;text-align:center\">Fel</td></tr><tr style=\"height:17px\"><td style=\"height:17px;width:60px;text-align:center\">✠</td><td style=\"height:17px;width:60px;text-align:center\">♜</td><td style=\"height:17px;width:60px;text-align:center\"> </td><td style=\"height:17px;width:61px;text-align:center\">✠</td><td style=\"height:17px;width:61px;text-align:center\">♟</td><td style=\"height:17px;width:61px;text-align:center\">✠</td><td style=\"height:17px;width:61px;text-align:center\"> </td><td style=\"height:17px;width:61px;text-align:center\"> </td><td style=\"height:17px;width:61px;text-align:center\"> </td><td style=\"height:17px;width:61px;text-align:center\">♛</td></tr></tbody></table><h3><strong>✠ @UUID[Compendium.wfrp4e-core.items.qMZiB9eBUEr7omX0]{Braggart}</strong></h3><p><strong>Status</strong>: Brass 2<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.LGHozP5gmQ8cuDQV]{Athletics}, @UUID[Compendium.wfrp4e-core.items.1jCxbFAUuFuAPLJl]{Dodge}, @UUID[Compendium.wfrp4e-core.items.CcNJsS4jSwB6Ug1J]{Endurance}, @UUID[Compendium.wfrp4e-core.items.0CwV96kTDRF0jUhk]{Entertain (Taunt)}, @UUID[Compendium.wfrp4e-core.items.RLQHm1s4IuY9RSr2]{Gossip}, @UUID[Compendium.wfrp4e-core.items.pKLMbmG3Ivt6mzMf]{Haggle}, @UUID[Compendium.wfrp4e-core.items.I0yPc4PH5erWJLmu]{Intimidate}, <em>@UUID[Compendium.wfrp4e-core.items.F8NfBZdVSEIGCMtu]{Melee (Any)}</em><br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.tX9R9rSYm2YyEnOK]{In-fighter}, @UUID[Compendium.wfrp4e-core.items.2Nzqsc9aclP6rpnl]{Dirty Fighting}, @UUID[Compendium.wfrp4e-core.items.0hn6UaKq8CoZP2zD]{Menacing}, @UUID[Compendium.wfrp4e-core.items.zGQ0ShUTSlUvVtWh]{Warrior Born}<br /><strong>Trappings</strong>: Hood or Mask, Knuckledusters, Leather Jack<br /><br /></p><h3><strong>♟ @UUID[Compendium.wfrp4e-core.items.ZydFv9TTPvmihnR1]{Protagonist}</strong></h3><p><strong>Status</strong>: Silver 1<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.d3VZwO4Y5JH5DXdT]{Bribery}, @UUID[Compendium.wfrp4e-core.items.exLrBrn2mjb6x2Cq]{Charm}, @UUID[Compendium.wfrp4e-core.items.cYtU0ORRFCOpQLWz]{Intuition}, @UUID[Compendium.wfrp4e-core.items.rOPmyLWa37e7s9v6]{Melee (Basic)}, @UUID[Compendium.wfrp4e-core.items.Fs06sr7y9JKpVQmB]{Perception}, @UUID[Compendium.wfrp4e-core.items.oSbEE6eXH1S3LfUU]{Ride (Horse)}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.tXKX29QZBdHmyMc7]{Combat Reflexes}, @UUID[Compendium.wfrp4e-core.items.r180vP86SlwyJc8W]{Criminal}, @UUID[Compendium.wfrp4e-core.items.QolNfSUkezLoAcky]{Reversal}, @UUID[Compendium.wfrp4e-core.items.jt0DmVK9IiF6Sd2h]{Strike to Stun}<br /><strong>Trappings</strong>: Hand Weapon, Mail Shirt, Riding Horse with Saddle and Tack, Shield<br /><br /></p><h3><strong>♜ @UUID[Compendium.wfrp4e-core.items.33COmPgYTVuXXIpK]{Hitman}</strong></h3><p><strong>Status</strong>: Silver 4<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.sRuMlaPU5xdIrwhd]{Climb}, @UUID[Compendium.wfrp4e-core.items.pxNjTxsp1Kp0SmQe]{Cool}, @UUID[Compendium.wfrp4e-core.items.zZUX7wO4rOo8k9F0]{Navigation}, @UUID[Compendium.wfrp4e-core.items.NSnpJQiky8JcMnme]{Ranged (Throwing)}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.GU1KpgY3MeFIaDaq]{Careful Strike}, @UUID[Compendium.wfrp4e-core.items.DS44h27iCOvUBa4O]{Disarm}, @UUID[Compendium.wfrp4e-core.items.5lcttqGToT54WFrl]{Marksman}, @UUID[Compendium.wfrp4e-core.items.SgjJMBgc85aswvhm]{Relentless}<br /><strong>Trappings</strong>: Cloak, Garotte, Poison, Throwing Knives<br /><br /></p><h3><strong>♛ @UUID[Compendium.wfrp4e-core.items.HtN6uHPj7sK6EWMZ]{Assassin}</strong></h3><p><strong>Status</strong>: Gold 1<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.0CwV96kTDRF0jUhk]{Entertain (Acting)}, @UUID[Compendium.wfrp4e-core.items.OuDdJRDo3W56zk0Z]{Ranged (Crossbow)}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.XIcDsaW4D8wScezw]{Accurate Shot}, @UUID[Compendium.wfrp4e-core.items.IFKWu98qmWpaSfUi]{Ambidextrous}, @UUID[Compendium.wfrp4e-core.items.BlHVzfs0Ow6IYEDw]{Furious Assault}, @UUID[Compendium.wfrp4e-core.items.RWJrupj9seau0w31]{Strike to Injure}<br /><strong>Trappings</strong>: Crossbow with 10 shots, Disguise Kit<br /><br /></p>"
|
||
},
|
||
"Knight": {
|
||
"name": "Knight",
|
||
"text": "<blockquote><div><div><p>‘The knight demanded I get out of his way. “Why?” I asked. “I am in the service of the people,” he replied. “Well, I’m the people,” I said, “so I don’t have to get out of your way.” He didn’t have an answer to that, of course. So he punched me in the face!’</p><p style=\"text-align:right\"><em>– Holger Kass, 1st Bögenhafen Halberdiers</em></p><p> ‘Lady Myrmaelia Jaeke is the finest knight in the Order of the Blazing Sun. How can I be so sure? Well, I used to hold that title, and she bested me.’</p><p style=\"text-align:right\"><em>– Birgitte van der Hoogenband, Abbess-General of the Monastery of the Black Maiden, former Knight of the Blazing Sun.</em></p></div></div></blockquote><p><em>Thundering into battle on a heavy charger, you dominate the field, spreading fear in your wake.</em></p><div><div><div><p>Many believe heavy cavalry are the pre-eminent warriors of the Old World. A massed charge is an awesome sight, but even alone a Knight can stand as a one-person army. There are many Knightly Orders in the Empire, the most famous including the Reiksguard, the White Wolves, the Knights Panther, and the Knights Griffon, each of which have their own gloried history and mighty heroes. Most Empire Knights belong to secular knightly orders, partly because training heavy lancers is too prohibitively expensive for most nobles. The templar orders, those dedicated to the service of a single deity are just as common but are somewhat more independent. Alongside these are an uncounted number of free-lances, mercenary knights, and disgraced knights, most of whom sell their lance to the highest bidder.</p><p>Knights might be asked to venture out to fulfill a duty on behalf of their Order or be sought out by nobles and employed to accompany a restless heir around the Empire. Similarly, templars will have responsibility to do their god’s will. All of these provide perfect opportunities for Knights looking to adventure. By comparison, a free-lance is just that, and a life of adventure is what they follow by default.</p></div></div></div><p> </p><div class=\"journal-image centered\"><img src=\"modules/wfrp4e-core/art/careers/knight.webp\" /></div><p><strong>Species: </strong>Human, High Elf, Wood Elf</p><p><strong>Class: </strong>Warrior</p><h3 style=\"text-align:center\" class=\"no-toc\">Knight Advance Scheme</h3><table style=\"height:34px\" border=\"1\"><tbody><tr style=\"height:17px\"><td style=\"height:17px;width:60px;text-align:center\">WS</td><td style=\"height:17px;width:60px;text-align:center\">BS</td><td style=\"height:17px;width:60px;text-align:center\">S</td><td style=\"height:17px;width:61px;text-align:center\">T</td><td style=\"height:17px;width:61px;text-align:center\">I</td><td style=\"height:17px;width:61px;text-align:center\">Agi</td><td style=\"height:17px;width:61px;text-align:center\">Dex</td><td style=\"height:17px;width:61px;text-align:center\">Int</td><td style=\"height:17px;width:61px;text-align:center\">WP</td><td style=\"height:17px;width:61px;text-align:center\">Fel</td></tr><tr style=\"height:17px\"><td style=\"height:17px;width:60px;text-align:center\">♟</td><td style=\"height:17px;width:60px;text-align:center\"> </td><td style=\"height:17px;width:60px;text-align:center\">✠</td><td style=\"height:17px;width:61px;text-align:center\"> </td><td style=\"height:17px;width:61px;text-align:center\">✠</td><td style=\"height:17px;width:61px;text-align:center\">✠</td><td style=\"height:17px;width:61px;text-align:center\"> </td><td style=\"height:17px;width:61px;text-align:center\"> </td><td style=\"height:17px;width:61px;text-align:center\">♜</td><td style=\"height:17px;width:61px;text-align:center\">♛</td></tr></tbody></table><h3><strong>✠ @UUID[Compendium.wfrp4e-core.items.FrPCbQ7fq1Fchthn]{Squire}</strong></h3><p><strong>Status</strong>: Silver 3<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.LGHozP5gmQ8cuDQV]{Athletics}, @UUID[Compendium.wfrp4e-core.items.MXy22hFCgntdlQrn]{Animal Care}, @UUID[Compendium.wfrp4e-core.items.4IGdIhnwTaZijzg7]{Charm Animal}, @UUID[Compendium.wfrp4e-core.items.HXZaV1CJhmTvcAz4]{Heal}, @UUID[Compendium.wfrp4e-core.items.DiP9cmbqUir3HkkK]{Lore (Heraldry)}, <em>@UUID[Compendium.wfrp4e-core.items.rt1yfcjZoeSulddW]{Melee (Cavalry)}</em>, @UUID[Compendium.wfrp4e-core.items.oSbEE6eXH1S3LfUU]{Ride (Horse)}, @UUID[Compendium.wfrp4e-core.items.wKwel9MG7NIG3i3w]{Trade (Farrier)}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.sYbgpSnRqSZWgwFP]{Etiquette (any)}, @UUID[Compendium.wfrp4e-core.items.9CAkY3SQjQxRTlNJ]{Roughrider}, @UUID[Compendium.wfrp4e-core.items.qZ4cFy6z482ZONuA]{Sturdy}, @UUID[Compendium.wfrp4e-core.items.zGQ0ShUTSlUvVtWh]{Warrior Born}<br /><strong>Trappings</strong>: Leather Jack, Mail Shirt, Riding Horse with Saddle and Tack, Shield, Trade Tools (Farrier)<br /><br /></p><h3><strong>♟ @UUID[Compendium.wfrp4e-core.items.FhK6JOd3LSTlHwoa]{Knight}</strong></h3><p><strong>Status</strong>: Silver 5<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.pxNjTxsp1Kp0SmQe]{Cool}, @UUID[Compendium.wfrp4e-core.items.1jCxbFAUuFuAPLJl]{Dodge}, @UUID[Compendium.wfrp4e-core.items.CcNJsS4jSwB6Ug1J]{Endurance}, @UUID[Compendium.wfrp4e-core.items.I0yPc4PH5erWJLmu]{Intimidate}, @UUID[Compendium.wfrp4e-core.items.XQiiwS9m2Du1IMUz]{Language (Battle)}, @UUID[Compendium.wfrp4e-core.items.F8NfBZdVSEIGCMtu]{Melee (Any)}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.0hn6UaKq8CoZP2zD]{Menacing}, @UUID[Compendium.wfrp4e-core.items.jQmIu8P85tF0njmD]{Seasoned Traveller}, @UUID[Compendium.wfrp4e-core.items.IT3s7rmQFGNzIfYq]{Shieldsman}, @UUID[Compendium.wfrp4e-core.items.4MJJCiOKPkBByYwW]{Strike Mighty Blow}<br /><strong>Trappings</strong>: Destrier with Saddle and Tack, Melee Weapon (Any), Lance, Plate Armor and Helm<br /><br /></p><h3><strong>♜ @UUID[Compendium.wfrp4e-core.items.GPhqluMBhCeTnyNJ]{First Knight}</strong></h3><p><strong>Status</strong>: Gold 2<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.exLrBrn2mjb6x2Cq]{Charm}, @UUID[Compendium.wfrp4e-core.items.R2ytluHiEFF2KQ5e]{Consume Alcohol}, @UUID[Compendium.wfrp4e-core.items.oMaJZ5cvCJeOUq9H]{Leadership}, @UUID[Compendium.wfrp4e-core.items.DRO5DLF6UcfkvNSh]{Lore (Warfare)}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.8pVzgPkgWpTJvfhG]{Fearless (Any)}, @UUID[Compendium.wfrp4e-core.items.IogM5gnsoOX63w7j]{Stout-hearted}, @UUID[Compendium.wfrp4e-core.items.8oWhzlcw7oiHGMFu]{Unshakable}, @UUID[Compendium.wfrp4e-core.items.vCgEAetBMngR53aT]{War Leader}<br /><strong>Trappings</strong>: Barding, Small Unit of Knights<br /><br /></p><h3><strong>♛ @UUID[Compendium.wfrp4e-core.items.Esy17RVOZQw2gShT]{Knight of the Inner Circle}</strong></h3><p><strong>Status</strong>: Gold 4<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.DRO5DLF6UcfkvNSh]{Lore (Any)}, @UUID[Compendium.wfrp4e-core.items.bVdhLdfuSAfMi3qq]{Secret Signs (Knightly Order)}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.DS44h27iCOvUBa4O]{Disarm}, @UUID[Compendium.wfrp4e-core.items.WCXnFSV4WOSmzzc4]{Inspiring}, @UUID[Compendium.wfrp4e-core.items.mgeiaDZXei7JBEgo]{Iron Will}, @UUID[Compendium.wfrp4e-core.items.RWJrupj9seau0w31]{Strike to Injure}<br /><strong>Trappings</strong>: Plumed Great Helm, Squire, Large Unit of Knights or Several Small Units of Knights<br /><br /></p>"
|
||
},
|
||
"Hedge Witch": {
|
||
"name": "Hedge Witch",
|
||
"text": "<blockquote><div><div><div><p>‘We tell the folk that the offering o’ fish is for Grandfather Reik, ‘cause it makes them feel safer than having to explain the river is home to an ‘ungry spirit. It keeps the spirit safe, too.’</p><p style=\"text-align:right\"><em>– Alt Zaunreiter, Hedgewise</em></p></div></div></div></blockquote><p><em>Wise and secretive, you guide your community using ancient magic handed down for generations.</em></p><div><div><div><p>Witch Hunters use the term ‘Hedge Witch’ for any illegal spellcaster, but this was not always so. Once Hedge Witches were respected members of rural communities, practicing magics older than the forests. But decades of persecution since the founding of the Colleges of Magic have left the few surviving Hedge Witches disparate and broken. They hide in the quietest corners of the Old World, their smoky huts and creaking hovels standing astride the boundary between civilization and the trackless wilds. Most Hedge Witches are solitary to protect themselves from prying strangers, but their talents are often known to locals. Their knowledge of warding evil is usually secret, but their herbalism, midwifery, and healing arts are quickly sought in times of need</p><p>A Hedge Witch is often the first to notice supernatural foul play. The subsequent investigations often lead to all sorts of dangers and adventure. When Witch Hunters come to town, Hedge Witches often take a leave of absence, lying low or travelling elsewhere until danger is passed.</p><p>The Hedgefolk are known by many names across the Empire, but have one thing in common: the goal of preserving their ancient traditions from destruction. Hedge Witches have little love for the Colleges of Magic, knowing any child taken by them will likely never return to serve their community, instead pressed into service in some far-off war. Whenever possible they hide children they consider ‘blessed’ from passing magisters, although occasionally one will be sent to the Colleges — as a sacrifice or a spy, who can say?</p></div></div></div><p> </p><div class=\"journal-image centered\"><img src=\"modules/wfrp4e-core/art/careers/hedge-witch.webp\" /></div><p><strong>Species: </strong>Human</p><p><strong>Class: </strong>Peasants</p><h3 style=\"text-align:center\">Hedge Witch Advance Scheme</h3><table style=\"height:34px\" border=\"1\"><tbody><tr style=\"height:17px\"><td style=\"height:17px;width:60px;text-align:center\">WS</td><td style=\"height:17px;width:60px;text-align:center\">BS</td><td style=\"height:17px;width:60px;text-align:center\">S</td><td style=\"height:17px;width:61px;text-align:center\">T</td><td style=\"height:17px;width:61px;text-align:center\">I</td><td style=\"height:17px;width:61px;text-align:center\">Agi</td><td style=\"height:17px;width:61px;text-align:center\">Dex</td><td style=\"height:17px;width:61px;text-align:center\">Int</td><td style=\"height:17px;width:61px;text-align:center\">WP</td><td style=\"height:17px;width:61px;text-align:center\">Fel</td></tr><tr style=\"height:17px\"><td style=\"height:17px;width:60px;text-align:center\"> </td><td style=\"height:17px;width:60px;text-align:center\"> </td><td style=\"height:17px;width:60px;text-align:center\"> </td><td style=\"height:17px;width:61px;text-align:center\">✠</td><td style=\"height:17px;width:61px;text-align:center\">✠</td><td style=\"height:17px;width:61px;text-align:center\"> </td><td style=\"height:17px;width:61px;text-align:center\">✠</td><td style=\"height:17px;width:61px;text-align:center\">♟</td><td style=\"height:17px;width:61px;text-align:center\">♛</td><td style=\"height:17px;width:61px;text-align:center\">♜</td></tr></tbody></table><h3><strong>✠ @UUID[Compendium.wfrp4e-core.items.QreTSlhgK9IfwTJa]{Hedge Apprentice}</strong></h3><p><strong>Status</strong>: Brass 1<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.V8eRx66SxB9Jha0Q]{Channelling}, @UUID[Compendium.wfrp4e-core.items.CcNJsS4jSwB6Ug1J]{Endurance}, <em>@UUID[Compendium.wfrp4e-core.items.cYtU0ORRFCOpQLWz]{Intuition}</em>, @UUID[Compendium.wfrp4e-core.items.e3McIND4Rrsn5cE6]{Language (Magick)}, @UUID[Compendium.wfrp4e-core.items.DRO5DLF6UcfkvNSh]{Lore (Folklore)}, @UUID[Compendium.wfrp4e-core.items.DRO5DLF6UcfkvNSh]{Lore (Herbs)}, @UUID[Compendium.wfrp4e-core.items.os4NKy5Oy6sRt1eh]{Outdoor Survival}, @UUID[Compendium.wfrp4e-core.items.Fs06sr7y9JKpVQmB]{Perception}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.9sMAf0xmehjEmUao]{Fast Hands}, @UUID[Compendium.wfrp4e-core.items.mdPGZsn2396dEpOf]{Petty Magic}, @UUID[Compendium.wfrp4e-core.items.q58lK4kULJZB5GjE]{Rover}, @UUID[Compendium.wfrp4e-core.items.1dUizIgLBgn4jICC]{Strider (Woodlands)}<br /><strong>Trappings</strong>: 1d10 Lucky Charms, Quarterstaff, Backpack<br /><br /></p><h3><strong>♟ @UUID[Compendium.wfrp4e-core.items.7LERztK8LMIMwo4l]{Hedge Witch}</strong></h3><p><strong>Status</strong>: Brass 2<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.pxNjTxsp1Kp0SmQe]{Cool}, @UUID[Compendium.wfrp4e-core.items.RLQHm1s4IuY9RSr2]{Gossip}, @UUID[Compendium.wfrp4e-core.items.HXZaV1CJhmTvcAz4]{Heal}, @UUID[Compendium.wfrp4e-core.items.DRO5DLF6UcfkvNSh]{Lore (Local)}, @UUID[Compendium.wfrp4e-core.items.wKwel9MG7NIG3i3w]{Trade (Charms)}, @UUID[Compendium.wfrp4e-core.items.wKwel9MG7NIG3i3w]{Trade (Herbalist)}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.1IZWRr7BYOIcqPlQ]{Aethyric Attunement}, @UUID[Compendium.wfrp4e-core.items.9fq6p9Q6H02LjaSi]{Animal Affinity}, @UUID[Compendium.wfrp4e-core.items.3O9clK7LGyuLTHPW]{Arcane Magic (Hedgecraft)}, @UUID[Compendium.wfrp4e-core.items.mNoCuaVbFBflfO6X]{Sixth Sense}<br /><strong>Trappings</strong>: Antitoxin Kit, Healing Poultice, Trade Tools (Herbalist)<br /><br /></p><h3><strong>♜ @UUID[Compendium.wfrp4e-core.items.MvMAvys9IhMIgNqX]{Hedge Master}</strong></h3><p><strong>Status</strong>: Brass 3<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.pKLMbmG3Ivt6mzMf]{Haggle}, @UUID[Compendium.wfrp4e-core.items.DRO5DLF6UcfkvNSh]{Lore (Genealogy)}, @UUID[Compendium.wfrp4e-core.items.DRO5DLF6UcfkvNSh]{Lore (Magic)}, @UUID[Compendium.wfrp4e-core.items.DRO5DLF6UcfkvNSh]{Lore (Spirits)}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.GRRN3XAKIpEVCY7z]{Craftsman (Herbalist)}, @UUID[Compendium.wfrp4e-core.items.6w30u0VPsAicrqb5]{Magical Sense}, @UUID[Compendium.wfrp4e-core.items.wNvPXAhlKABl6hpk]{Pure Soul}, @UUID[Compendium.wfrp4e-core.items.vMYEkrWj0ip6ZOdv]{Resistance (Disease)}<br /><strong>Trappings</strong>: Isolated Hut, Apprentice<br /><br /></p><h3><strong>♛ @UUID[Compendium.wfrp4e-core.items.fa7YavtVsSc8QI7Q]{Hedgewise}</strong></h3><p><strong>Status</strong>: Brass 5<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.I0yPc4PH5erWJLmu]{Intimidate}, @UUID[Compendium.wfrp4e-core.items.9xR9uO8FIvi4YsJp]{Pray}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.9h82z72XGo9tfgQS]{Acute Sense (Any)}, @UUID[Compendium.wfrp4e-core.items.GHmXS9zGNx3PWYZc]{Master Tradesman (Herbalist)}, @UUID[Compendium.wfrp4e-core.items.x0WMGwuQzReXcQrs]{Night Vision}, @UUID[Compendium.wfrp4e-core.items.Ywo6fZNPC4zbHHSQ]{Strong-minded}<br /><strong>Trappings</strong>: Assortment of Animal Skulls, Ceremonial Cloak and Garland<br /><br /></p>"
|
||
},
|
||
"Guard": {
|
||
"name": "Guard",
|
||
"text": "<blockquote><p>‘I stood outside the shrine for thirty days and thirty nights, without fail. No one got in and no one got out. Of course, it turned out I was stood outside the wrong door.’</p><p style=\"text-align:right\"><em>– Ernst Bluchard, Ex-Temple Guard of Manann</em></p><p>‘If you’re not on the list, you’re not coming in!’</p><p style=\"text-align:right\"><em>– Anonymous Altdorf guard to the Grand Theogonist at the coronation of Karl-Franz I, apocryphal</em></p></blockquote><p><em>Your job is simple: keep undesirables out</em></p><div><p>The best way to keep something safe is to post a guard. Guarding looks easy enough, it’s usually standing around doing very little. Guards live and die, quite literally, by how they behave during that one moment when they are required to spring into action. The best can command high wages and are entrusted with the lives of the Empire’s finest personages and most valuable items. Guards are everywhere from the Imperial palace, down to bouncers who might stand outside a tavern all night and throw drunks into the street. Grave wardens fending off grave robbers from Morr’s Gardens. Temple guards defend temples and important priests. Merchants often require guards locally, for valuable cargo stored in a warehouse or in transit. Some claim personal bodyguards have the most interesting guarding jobs because they must stay with their esteemed employers, and they get to see important lives going on first hand.</p><p>Guards can find adventure when their guardianship is compromised. Any guard worth his salt would wish to follow up and investigate those who have thwarted them, and get whatever they were guarding back to its true owner. This could easily turn into an exciting adventure. Many of those going on expeditions will require guards to accompany them, to adventure, profit or an untimely demise.</p></div><p> </p><div class=\"journal-image centered\"><img src=\"modules/wfrp4e-core/art/careers/guard.webp\" /></div><p><strong>Species: </strong>Human, Dwarf, Halfling, High Elf, Wood Elf</p><p><strong>Class: </strong>Warrior</p><h3 style=\"text-align:center\" class=\"no-toc\">Guard Advance Scheme</h3><table style=\"height:34px\" border=\"1\"><tbody><tr style=\"height:17px\"><td style=\"height:17px;width:60px;text-align:center\">WS</td><td style=\"height:17px;width:60px;text-align:center\">BS</td><td style=\"height:17px;width:60px;text-align:center\">S</td><td style=\"height:17px;width:61px;text-align:center\">T</td><td style=\"height:17px;width:61px;text-align:center\">I</td><td style=\"height:17px;width:61px;text-align:center\">Agi</td><td style=\"height:17px;width:61px;text-align:center\">Dex</td><td style=\"height:17px;width:61px;text-align:center\">Int</td><td style=\"height:17px;width:61px;text-align:center\">WP</td><td style=\"height:17px;width:61px;text-align:center\">Fel</td></tr><tr style=\"height:17px\"><td style=\"height:17px;width:60px;text-align:center\">✠</td><td style=\"height:17px;width:60px;text-align:center\"> </td><td style=\"height:17px;width:60px;text-align:center\">♜</td><td style=\"height:17px;width:61px;text-align:center\">✠</td><td style=\"height:17px;width:61px;text-align:center\">♟</td><td style=\"height:17px;width:61px;text-align:center\">✠</td><td style=\"height:17px;width:61px;text-align:center\"></td><td style=\"height:17px;width:61px;text-align:center\">♛</td><td style=\"height:17px;width:61px;text-align:center\"> </td><td style=\"height:17px;width:61px;text-align:center\"> </td></tr></tbody></table><h3><strong>✠ @UUID[Compendium.wfrp4e-core.items.gTxHixydLdCoWRmj]{Sentry}</strong></h3><p><strong>Status</strong>: Silver 1<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.R2ytluHiEFF2KQ5e]{Consume Alcohol}, @UUID[Compendium.wfrp4e-core.items.CcNJsS4jSwB6Ug1J]{Endurance}, @UUID[Compendium.wfrp4e-core.items.qBm2fu3oMhxsDBNQ]{Entertain (Storytelling)}, @UUID[Compendium.wfrp4e-core.items.7pQo66cESWttzIlb]{Gamble}, @UUID[Compendium.wfrp4e-core.items.RLQHm1s4IuY9RSr2]{Gossip}, @UUID[Compendium.wfrp4e-core.items.cYtU0ORRFCOpQLWz]{Intuition}, @UUID[Compendium.wfrp4e-core.items.rOPmyLWa37e7s9v6]{Melee (Basic)}, <em>@UUID[Compendium.wfrp4e-core.items.Fs06sr7y9JKpVQmB]{Perception}</em><br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.cAxNctMFWIAjDgV3]{Diceman}, @UUID[Compendium.wfrp4e-core.items.sYbgpSnRqSZWgwFP]{Etiquette (Servants)}, @UUID[Compendium.wfrp4e-core.items.jt0DmVK9IiF6Sd2h]{Strike to Stun}, @UUID[Compendium.wfrp4e-core.items.jviOQmy0luQOySC2]{Tenacious}<br /><strong>Trappings</strong>: Buckler, Leather Jerkin, Storm Lantern with Oil<br /><br /></p><h3><strong>♟ @UUID[Compendium.wfrp4e-core.items.9q1yLMpfhX1bqvth]{Guard}</strong></h3><p><strong>Status</strong>: Silver 2<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.LGHozP5gmQ8cuDQV]{Athletics}, @UUID[Compendium.wfrp4e-core.items.pxNjTxsp1Kp0SmQe]{Cool}, @UUID[Compendium.wfrp4e-core.items.1jCxbFAUuFuAPLJl]{Dodge}, @UUID[Compendium.wfrp4e-core.items.I0yPc4PH5erWJLmu]{Intimidate}, @UUID[Compendium.wfrp4e-core.items.PzimjNx9Ojq4g6mV]{Melee (Polearm)}, @UUID[Compendium.wfrp4e-core.items.ZQSm2AwrgT2cHG0C]{Ranged (Bow)}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.SgjJMBgc85aswvhm]{Relentless}, @UUID[Compendium.wfrp4e-core.items.QolNfSUkezLoAcky]{Reversal}, @UUID[Compendium.wfrp4e-core.items.IT3s7rmQFGNzIfYq]{Shieldsman}, @UUID[Compendium.wfrp4e-core.items.4MJJCiOKPkBByYwW]{Strike Mighty Blow}<br /><strong>Trappings</strong>: Bow with 10 Arrows, Sleeved Mail Shirt, Shield, Spear<br /><br /></p><h3><strong>♜ @UUID[Compendium.wfrp4e-core.items.pUf4a817P7iydsbN]{Honour Guard}</strong></h3><p><strong>Status</strong>: Silver 3<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.HXZaV1CJhmTvcAz4]{Heal}, @UUID[Compendium.wfrp4e-core.items.XQiiwS9m2Du1IMUz]{Language (Battle)}, @UUID[Compendium.wfrp4e-core.items.DRO5DLF6UcfkvNSh]{Lore (Etiquette)}, @UUID[Compendium.wfrp4e-core.items.F8NfBZdVSEIGCMtu]{Melee (Two-handed)}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.8pVzgPkgWpTJvfhG]{Fearless (Intruders)}, @UUID[Compendium.wfrp4e-core.items.BIaLeh4CPFaTMbFz]{Jump Up}, @UUID[Compendium.wfrp4e-core.items.IogM5gnsoOX63w7j]{Stout-hearted}, @UUID[Compendium.wfrp4e-core.items.8oWhzlcw7oiHGMFu]{Unshakable}<br /><strong>Trappings</strong>: Great Weapon or Halberd, Helmet, Uniform<br /><br /></p><h3><strong>♛ @UUID[Compendium.wfrp4e-core.items.rAfHb0jmWhNfXaBl]{Guard Officer}</strong></h3><p><strong>Status</strong>: Silver 5<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.oMaJZ5cvCJeOUq9H]{Leadership}, @UUID[Compendium.wfrp4e-core.items.DRO5DLF6UcfkvNSh]{Lore (Warfare)}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.NDetl9BhAQBVnHKf]{Combat Master}, @UUID[Compendium.wfrp4e-core.items.BlHVzfs0Ow6IYEDw]{Furious Assault}, @UUID[Compendium.wfrp4e-core.items.mgeiaDZXei7JBEgo]{Iron Will}, @UUID[Compendium.wfrp4e-core.items.nWLsoWQBCjPRKxYx]{Robust}<br /><strong>Trappings</strong>: Breastplate</p>"
|
||
},
|
||
"Artist": {
|
||
"name": "Artist",
|
||
"text": "<blockquote><div><div><div><p>‘Please remain still, my lord. It is rather difficult to capture the majesty of your countenance if you continue to scratch yourself so. Perfect! Now hold that pose for just a few seconds more if you please. And there you’ve gone and done it again. Might I suggest you pay a visit to the apothecary? He may have several effective remedies for lice, especially if you find your incessant squirming as bothersome as I do...’</p><p style=\"text-align:right\"> <em>– Gottlieb Toman, Painter, prior to his execution</em></p></div></div></div></blockquote><p><em>You possess an artistic gift, one that transcends daily life and uplifts the souls of others</em></p><p>Artists use their talents — for painting, sculpting, writing and similar — to create works of fine art. Often their careers begin as Apprentices to experienced Master Artists, though some are simply prodigies. The best can attract a patron, and some end up teaching, forming their own schools of art and attracting the wealthiest of benefactors to their fashionable salons.</p><p>Sadly, most Artists spend their lives in a vain attempt to prove their value to a society that rarely appreciates them. Some make ends meet through different means: satirizing nobles and politicians in cartoons for the Altdorf broadsheets, sketching suspects for watch captains, writing social commentary, or even forging the work of more renowned artists</p><p>Attracting suitable patrons is not always a simple matter, so Artists of all stripes find themselves traveling abroad in search of one. Even those who have the means to support themselves take to the road in search of new sights to paint, sculpt, or inspire them. Holy frescos and reliefs dedicated to the gods are often commissioned in faraway temples, churches, and abbeys.</p><p> </p><div class=\"journal-image centered\"><img src=\"modules/wfrp4e-core/art/careers/artist.webp\" /></div><p><strong>Species: </strong>Human, Dwarf, Halfling, High Elf, Wood Elf</p><p><strong>Class: </strong>Courtier</p><h3 style=\"text-align:center\" class=\"no-toc\">Artist Advance Scheme</h3><table style=\"height:34px\" border=\"1\"><tbody><tr style=\"height:17px\"><td style=\"height:17px;width:60px;text-align:center\">WS</td><td style=\"height:17px;width:60px;text-align:center\">BS</td><td style=\"height:17px;width:60px;text-align:center\">S</td><td style=\"height:17px;width:61px;text-align:center\">T</td><td style=\"height:17px;width:61px;text-align:center\">I</td><td style=\"height:17px;width:61px;text-align:center\">Agi</td><td style=\"height:17px;width:61px;text-align:center\">Dex</td><td style=\"height:17px;width:61px;text-align:center\">Int</td><td style=\"height:17px;width:61px;text-align:center\">WP</td><td style=\"height:17px;width:61px;text-align:center\">Fel</td></tr><tr style=\"height:17px\"><td style=\"height:17px;width:60px;text-align:center\"> </td><td style=\"height:17px;width:60px;text-align:center\"> </td><td style=\"height:17px;width:60px;text-align:center\">✠</td><td style=\"height:17px;width:61px;text-align:center\"> </td><td style=\"height:17px;width:61px;text-align:center\">✠</td><td style=\"height:17px;width:61px;text-align:center\"> </td><td style=\"height:17px;width:61px;text-align:center\">✠</td><td style=\"height:17px;width:61px;text-align:center\">♛</td><td style=\"height:17px;width:61px;text-align:center\">♜</td><td style=\"height:17px;width:61px;text-align:center\">♟</td></tr></tbody></table><h3><strong>✠ @UUID[Compendium.wfrp4e-core.items.XYkcst2gjS4QUyZI]{Apprentice Artist}</strong></h3><p><strong>Status</strong>: Silver 1<br /><strong>Skills</strong>: <em>@UUID[Compendium.wfrp4e-core.items.fdq3RFSOKl5b3WzW]{Art (Any)}</em>, @UUID[Compendium.wfrp4e-core.items.pxNjTxsp1Kp0SmQe]{Cool}, @UUID[Compendium.wfrp4e-core.items.R2ytluHiEFF2KQ5e]{Consume Alcohol}, @UUID[Compendium.wfrp4e-core.items.bSWoV1IiS5qWNw39]{Evaluate}, @UUID[Compendium.wfrp4e-core.items.CcNJsS4jSwB6Ug1J]{Endurance}, @UUID[Compendium.wfrp4e-core.items.RLQHm1s4IuY9RSr2]{Gossip}, @UUID[Compendium.wfrp4e-core.items.Fs06sr7y9JKpVQmB]{Perception}, @UUID[Compendium.wfrp4e-core.items.zkI6tIqbyAZvh0Th]{Stealth (Urban)}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.2eq8Ejotk54AZYwX]{Artistic}, @UUID[Compendium.wfrp4e-core.items.oQzTJEXUx28sCiH3]{Sharp}, @UUID[Compendium.wfrp4e-core.items.FF41XPboORgyDNsv]{Strong Back}, @UUID[Compendium.wfrp4e-core.items.jviOQmy0luQOySC2]{Tenacious}<br /><strong>Trappings</strong>: Brush or Chisel or Quill Pen<br /><br /></p><h3><strong>♟ @UUID[Compendium.wfrp4e-core.items.S0jyd05NzckWVstu]{Artist}</strong></h3><p><strong>Status</strong>: Silver 3<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.sRuMlaPU5xdIrwhd]{Climb}, @UUID[Compendium.wfrp4e-core.items.7pQo66cESWttzIlb]{Gamble}, @UUID[Compendium.wfrp4e-core.items.pKLMbmG3Ivt6mzMf]{Haggle}, @UUID[Compendium.wfrp4e-core.items.cYtU0ORRFCOpQLWz]{Intuition}, @UUID[Compendium.wfrp4e-core.items.61L9aX2z164cjm7K]{Language (Classical)}, @UUID[Compendium.wfrp4e-core.items.wKwel9MG7NIG3i3w]{Trade (Art Supplies)}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.hTgrGkWnmIR4xhVe]{Carouser}, @UUID[Compendium.wfrp4e-core.items.r180vP86SlwyJc8W]{Criminal}, @UUID[Compendium.wfrp4e-core.items.8lSoPDGrmeTIaapm]{Gregarious}, @UUID[Compendium.wfrp4e-core.items.7bZjB82f6LSkeczP]{Nimble Fingered}<br /><strong>Trappings</strong>: Sling Bag containing Trade Tools (Artist)<br /><br /></p><h3><strong>♜ @UUID[Compendium.wfrp4e-core.items.VeKZTgIQSXEDte4i]{Master Artist}</strong></h3><p><strong>Status</strong>: Silver 5<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.exLrBrn2mjb6x2Cq]{Charm}, @UUID[Compendium.wfrp4e-core.items.oMaJZ5cvCJeOUq9H]{Leadership}, @UUID[Compendium.wfrp4e-core.items.DRO5DLF6UcfkvNSh]{Lore (Art)}, @UUID[Compendium.wfrp4e-core.items.DiP9cmbqUir3HkkK]{Lore (Heraldry)}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.9h82z72XGo9tfgQS]{Acute Sense (Any)}, @UUID[Compendium.wfrp4e-core.items.epPBu7x6BRWp2PHG]{Dealmaker}, @UUID[Compendium.wfrp4e-core.items.sYbgpSnRqSZWgwFP]{Etiquette (any)}, @UUID[Compendium.wfrp4e-core.items.AcnFuDKRemLI9ey7]{Nose for Trouble}<br /><strong>Trappings</strong>: Apprentice, Patron, Workshop (Artist)<br /><br /></p><h3><strong>♛ @UUID[Compendium.wfrp4e-core.items.4mlbPdEWU4d7Lh7Y]{Maestro}</strong></h3><p><strong>Status</strong>: Gold 2<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.9tbHTeuvEMZrp0rx]{Research}, @UUID[Compendium.wfrp4e-core.items.oSbEE6eXH1S3LfUU]{Ride (Horse)}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.IFKWu98qmWpaSfUi]{Ambidextrous}, @UUID[Compendium.wfrp4e-core.items.RbnrfHf7GSQap0ig]{Kingpin}, @UUID[Compendium.wfrp4e-core.items.QdvY9hoDTbr12jXq]{Magnum Opus}, @UUID[Compendium.wfrp4e-core.items.GogGbYxkVdCmiKqf]{Read/Write}<br /><strong>Trappings</strong>: Large Workshop (Artist), Library (Art), 3 Apprentices<br /><br /></p>"
|
||
},
|
||
"Townsman": {
|
||
"name": "Townsman",
|
||
"text": "<blockquote><div><div><div><p>I’m afraid you’ll have to remove your backpacks in this shop and leave polearms at the door. The owner deducts broken ceramics from me wage.’</p><p style=\"text-align:right\"><em>– Frida, Part-time Shopkeeper</em></p></div></div></div></blockquote><p> </p><div><div><div><p><em>Ambitious and socially mobile, you are the hardworking glue that holds urban society together</em></p><p>Townsmen meet these thriving centers of trade and commerce’s demand for workers. They fill various roles for private artisans or municipal councils: Bankers, Clerks, Hawkers, Innkeepers, Newspaper Vendors, Ostlers, Shopkeepers, Toll-keepers, Washers, and many more. Pay rates vary; some can haggle for extra commission, whereas civil employees such as lamplighters and toll-keepers are paid fixed salaries. There is little opportunity for promotion, but those with determination, savvy, and luck might eventually own property or a business.</p><p>The most successful Townsmen often join local councils overseeing civic matters, with Burgomeisters — the most important municipal leaders — often enjoying the same social status as Merchant Princes and Guildmasters.</p><p>Townsmen are part of a growing class of citizen with both time and money at their disposal. Many take one or two days off a week and can easily ft in a life of adventure between shifts or after closing time. Some may wish to go even further afield, and if the Townsman has some money put aside, it should be simple to negotiate some time off with an employer. It’s very common for citizens of the Empire to go on pilgrimages for weeks or months at a time. Skilled workers are always in demand, and there will likely be a role waiting when they come home.</p></div></div></div><p> </p><div class=\"journal-image centered\"><img src=\"modules/wfrp4e-core/art/careers/townsman.webp\" /></div><p><strong>Species: </strong>Human, Dwarf, Halfling, High Elf</p><p><strong>Class: </strong>Burgher</p><h3 style=\"text-align:center\" class=\"no-toc\">Townsman Advance Scheme</h3><table style=\"height:34px\" border=\"1\"><tbody><tr style=\"height:17px\"><td style=\"height:17px;width:60px;text-align:center\">WS</td><td style=\"height:17px;width:60px;text-align:center\">BS</td><td style=\"height:17px;width:60px;text-align:center\">S</td><td style=\"height:17px;width:61px;text-align:center\">T</td><td style=\"height:17px;width:61px;text-align:center\">I</td><td style=\"height:17px;width:61px;text-align:center\">Agi</td><td style=\"height:17px;width:61px;text-align:center\">Dex</td><td style=\"height:17px;width:61px;text-align:center\">Int</td><td style=\"height:17px;width:61px;text-align:center\">WP</td><td style=\"height:17px;width:61px;text-align:center\">Fel</td></tr><tr style=\"height:17px\"><td style=\"height:17px;width:60px;text-align:center\"> </td><td style=\"height:17px;width:60px;text-align:center\"> </td><td style=\"height:17px;width:60px;text-align:center\"> </td><td style=\"height:17px;width:61px;text-align:center\"> </td><td style=\"height:17px;width:61px;text-align:center\">♟</td><td style=\"height:17px;width:61px;text-align:center\">✠</td><td style=\"height:17px;width:61px;text-align:center\">♜</td><td style=\"height:17px;width:61px;text-align:center\">✠</td><td style=\"height:17px;width:61px;text-align:center\">♛</td><td style=\"height:17px;width:61px;text-align:center\">✠</td></tr></tbody></table><h3><strong>✠ @UUID[Compendium.wfrp4e-core.items.0KNI4TzKqL2ZQfVl]{Clerk}</strong></h3><p><strong>Status</strong>: Silver 1<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.exLrBrn2mjb6x2Cq]{Charm}, @UUID[Compendium.wfrp4e-core.items.sRuMlaPU5xdIrwhd]{Climb}, @UUID[Compendium.wfrp4e-core.items.R2ytluHiEFF2KQ5e]{Consume Alcohol}, @UUID[Compendium.wfrp4e-core.items.iYan4z52v7HYM9u9]{Drive}, @UUID[Compendium.wfrp4e-core.items.1jCxbFAUuFuAPLJl]{Dodge}, @UUID[Compendium.wfrp4e-core.items.7pQo66cESWttzIlb]{Gamble}, @UUID[Compendium.wfrp4e-core.items.RLQHm1s4IuY9RSr2]{Gossip}, <em>@UUID[Compendium.wfrp4e-core.items.pKLMbmG3Ivt6mzMf]{Haggle}</em><br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.wBhPFggGqIXwbx1r]{Alley Cat}, @UUID[Compendium.wfrp4e-core.items.5KP9sOoLSGvj9EXp]{Beneath Notice}, @UUID[Compendium.wfrp4e-core.items.sYbgpSnRqSZWgwFP]{Etiquette (Servants)}, @UUID[Compendium.wfrp4e-core.items.qZ4cFy6z482ZONuA]{Sturdy}<br /><strong>Trappings</strong>: Lodgings, Sturdy Boots<br /><br /></p><h3><strong>♟ @UUID[Compendium.wfrp4e-core.items.WuNc5hU1HoUS5gPa]{Townsman}</strong></h3><p><strong>Status</strong>: Silver 2<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.d3VZwO4Y5JH5DXdT]{Bribery}, @UUID[Compendium.wfrp4e-core.items.bSWoV1IiS5qWNw39]{Evaluate}, @UUID[Compendium.wfrp4e-core.items.cYtU0ORRFCOpQLWz]{Intuition}, @UUID[Compendium.wfrp4e-core.items.DRO5DLF6UcfkvNSh]{Lore (Local)}, @UUID[Compendium.wfrp4e-core.items.jLyoyqwmBVPjRjhM]{Melee (Brawling)}, @UUID[Compendium.wfrp4e-core.items.bBLK2hznjPlby6Jb]{Play (Any)}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.epPBu7x6BRWp2PHG]{Dealmaker}, @UUID[Compendium.wfrp4e-core.items.HIofcsDLjXGKzSZf]{Embezzle}, @UUID[Compendium.wfrp4e-core.items.sYbgpSnRqSZWgwFP]{Etiquette (Any)}, @UUID[Compendium.wfrp4e-core.items.8lSoPDGrmeTIaapm]{Gregarious}<br /><strong>Trappings</strong>: Modest Townhouse, Servant, Quill and Ink<br /><br /></p><h3><strong>♜ @UUID[Compendium.wfrp4e-core.items.Gwp6K1rKShTQshqB]{Town Councilor}</strong></h3><p><strong>Status</strong>: Silver 5<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.pxNjTxsp1Kp0SmQe]{Cool}, @UUID[Compendium.wfrp4e-core.items.2LDCVJQWkTFszMok]{Lore (Law)}, @UUID[Compendium.wfrp4e-core.items.Fs06sr7y9JKpVQmB]{Perception}, @UUID[Compendium.wfrp4e-core.items.9tbHTeuvEMZrp0rx]{Research}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.34EBUkHQkrqF1sq7]{Briber}, @UUID[Compendium.wfrp4e-core.items.XU7D9CCmumuhqDUi]{Public Speaker}, @UUID[Compendium.wfrp4e-core.items.GogGbYxkVdCmiKqf]{Read/Write}, @UUID[Compendium.wfrp4e-core.items.aZavWXbSXVBmWeJi]{Supportive}<br /><strong>Trappings</strong>: Coach and Driver, Townhouse<br /><br /></p><h3><strong>♛ @UUID[Compendium.wfrp4e-core.items.Bn5MHz2G7LJZxtpo]{Burgomeister}</strong></h3><p><strong>Status</strong>: Gold 1<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.DRO5DLF6UcfkvNSh]{Lore (Politics)}, @UUID[Compendium.wfrp4e-core.items.I0yPc4PH5erWJLmu]{Intimidate}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.x8g3U68oi8XzWiYr]{Commanding Presence}, @UUID[Compendium.wfrp4e-core.items.ZWcTbeK8i9vKph2a]{Master Orator}, @UUID[Compendium.wfrp4e-core.items.b4x1qEWcevX7xK58]{Schemer}, @UUID[Compendium.wfrp4e-core.items.LPgjE0cexTVOBVCY]{Suave}<br /><strong>Trappings</strong>: Chains of Office, Coach and Footman, Quality Clothing, Large Townhouse with Gardens and Servants<br /><br /></p>"
|
||
},
|
||
"Seaman": {
|
||
"name": "Seaman",
|
||
"text": "<blockquote><div><div><p>‘I can see the Sea!’</p><p style=\"text-align:right\"><em>– Marian Zelman, Optimistic Reiklander Sailor</em></p><p>‘Yeah, I’ve sailed through Marienburg. Bloody Wastelanders made it as difficult as possible for us to get out to sea. I swear the huffer took us three times round the islands just for fun before we even smelled salt water. And they taxed us twice for everything. Even the ship’s cat got taxed. Glad to be home, to be honest.’</p><p style=\"text-align:right\"><em>– Tom Wesserbrug, Boatswain</em></p></div></div></blockquote><p> </p><div><div><div><p><em>A life on the ocean waves call to you, though many Reiklander Seamen never see the sea…</em></p><p>Seamen sail the high seas in the Imperial Navy or for one of the Merchant houses. The Reikland may have no coast, but the River Reik from the Wasteland to Altdorf is miles wide and full of ocean-going vessels. The Imperial First Fleet that patrols these waters rarely sees the open sea, because the taxes to pass warships through Marienburg are exorbitantly high.</p><p>Seamen can always find work, whether as cabin staff on an Imperial battleship or on the crew of a small trading sloop. Some Seamen travel the world by working to pay their passage. The Reik also houses many ‘Missions’, buildings provided by the Imperial Navy for their staff, many of which employ Seamen.</p><p>Scouts can be invaluable to a group of adventurers, especially those venturing out from a city for the first time to find their fortune. Reliable and knowledgeable Guides may find themselves asked to stay on and act as Scouts, although many still act the loner, slipping in and out of the woods to protect the group from ambush or warn of enemies ahead.</p></div></div></div><p> </p><div class=\"journal-image centered\"><img src=\"modules/wfrp4e-core/art/careers/seaman.webp\" /></div><p><strong>Species: </strong>Human, Dwarf, Halfling, High Elf</p><p><strong>Class: </strong>Riverfolk</p><h3 style=\"text-align:center\" class=\"no-toc\">Seaman Advance Scheme</h3><table style=\"height:34px\" border=\"1\"><tbody><tr style=\"height:17px\"><td style=\"height:17px;width:60px;text-align:center\">WS</td><td style=\"height:17px;width:60px;text-align:center\">BS</td><td style=\"height:17px;width:60px;text-align:center\">S</td><td style=\"height:17px;width:61px;text-align:center\">T</td><td style=\"height:17px;width:61px;text-align:center\">I</td><td style=\"height:17px;width:61px;text-align:center\">Agi</td><td style=\"height:17px;width:61px;text-align:center\">Dex</td><td style=\"height:17px;width:61px;text-align:center\">Int</td><td style=\"height:17px;width:61px;text-align:center\">WP</td><td style=\"height:17px;width:61px;text-align:center\">Fel</td></tr><tr style=\"height:17px\"><td style=\"height:17px;width:60px;text-align:center\">♟</td><td style=\"height:17px;width:60px;text-align:center\"> </td><td style=\"height:17px;width:60px;text-align:center\"> </td><td style=\"height:17px;width:61px;text-align:center\"> </td><td style=\"height:17px;width:61px;text-align:center\">♜</td><td style=\"height:17px;width:61px;text-align:center\">✠</td><td style=\"height:17px;width:61px;text-align:center\">✠</td><td style=\"height:17px;width:61px;text-align:center\">♛</td><td style=\"height:17px;width:61px;text-align:center\"> </td><td style=\"height:17px;width:61px;text-align:center\">✠</td></tr></tbody></table><h3><strong>✠ @UUID[Compendium.wfrp4e-core.items.1ZCpJlq7SU5Cj3te]{Landsman}</strong></h3><p><strong>Status</strong>: Silver 1<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.sRuMlaPU5xdIrwhd]{Climb}, @UUID[Compendium.wfrp4e-core.items.R2ytluHiEFF2KQ5e]{Consume Alcohol}, @UUID[Compendium.wfrp4e-core.items.7pQo66cESWttzIlb]{Gamble}, @UUID[Compendium.wfrp4e-core.items.RLQHm1s4IuY9RSr2]{Gossip}, @UUID[Compendium.wfrp4e-core.items.KL4pCOqma5E7fLG4]{Row}, @UUID[Compendium.wfrp4e-core.items.jLyoyqwmBVPjRjhM]{Melee (Brawling)}, <em>@UUID[Compendium.wfrp4e-core.items.n8IfmLt4kzMhIKIv]{Sail}</em>, @UUID[Compendium.wfrp4e-core.items.hodHqFNKAmu40ajh]{Swim}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.1kgHcImgfyKI1IYp]{Fisherman}, @UUID[Compendium.wfrp4e-core.items.1dUizIgLBgn4jICC]{Strider (Coastal)}, @UUID[Compendium.wfrp4e-core.items.FF41XPboORgyDNsv]{Strong Back}, @UUID[Compendium.wfrp4e-core.items.4wnQc19allWlyOGe]{Strong Swimmer}<br /><strong>Trappings</strong>: Bucket, Brush, Mop<br /><br /></p><h3><strong>♟ @UUID[Compendium.wfrp4e-core.items.w5rHYhqw0bT15LCr]{Seaman}</strong></h3><p><strong>Status</strong>: Silver 3<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.LGHozP5gmQ8cuDQV]{Athletics}, @UUID[Compendium.wfrp4e-core.items.1jCxbFAUuFuAPLJl]{Dodge}, @UUID[Compendium.wfrp4e-core.items.CcNJsS4jSwB6Ug1J]{Endurance}, @UUID[Compendium.wfrp4e-core.items.UFunAopCNaD8Zdc7]{Entertain (Singing)}, @UUID[Compendium.wfrp4e-core.items.XQiiwS9m2Du1IMUz]{Language (any)}, @UUID[Compendium.wfrp4e-core.items.rOPmyLWa37e7s9v6]{Melee (Basic)}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.g4Q6AtzZuo5iIvD4]{Catfall}, @UUID[Compendium.wfrp4e-core.items.Ij9N3G8jzxb4lrwy]{Sea Legs}, @UUID[Compendium.wfrp4e-core.items.jQmIu8P85tF0njmD]{Seasoned Traveller}, @UUID[Compendium.wfrp4e-core.items.CV9btQn09S9Fn8Jk]{Strong Legs}<br /><strong>Trappings</strong>: Hand Weapon (Boat Hook), Leather Jerkin<br /><br /></p><h3><strong>♜ @UUID[Compendium.wfrp4e-core.items.zOfGEVtocyprCAZU]{Boatswain}</strong></h3><p><strong>Status</strong>: Silver 5<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.pxNjTxsp1Kp0SmQe]{Cool}, @UUID[Compendium.wfrp4e-core.items.oMaJZ5cvCJeOUq9H]{Leadership}, @UUID[Compendium.wfrp4e-core.items.Fs06sr7y9JKpVQmB]{Perception}, @UUID[Compendium.wfrp4e-core.items.qy68sCupAbzhlvVU]{Trade (Carpenter)}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.L74MT9BDwE4CfutY]{Old Salt}, @UUID[Compendium.wfrp4e-core.items.4MJJCiOKPkBByYwW]{Strike Mighty Blow}, @UUID[Compendium.wfrp4e-core.items.jviOQmy0luQOySC2]{Tenacious}, @UUID[Compendium.wfrp4e-core.items.Zf0vk2rjllpDh0Ua]{Very Strong}<br /><strong>Trappings</strong>: Trade Tools (Carpenter)<br /><br /></p><h3><strong>♛ @UUID[Compendium.wfrp4e-core.items.Ot8ZcvD78wPnJzkE]{Ship's Master}</strong></h3><p><strong>Status</strong>: Gold 2<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.exLrBrn2mjb6x2Cq]{Charm}, @UUID[Compendium.wfrp4e-core.items.zZUX7wO4rOo8k9F0]{Navigation}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.afREA9q7v4Scuozn]{Orientation}, @UUID[Compendium.wfrp4e-core.items.WEH97InIX29nzgW1]{Pilot}, @UUID[Compendium.wfrp4e-core.items.XU7D9CCmumuhqDUi]{Public Speaker}, @UUID[Compendium.wfrp4e-core.items.QsrXxGZiHjth7RMg]{Savvy}<br /><strong>Trappings</strong>: Shipping Charts, Sailing Ship and Crew, Sextant, Spyglass<br /><br /></p>"
|
||
},
|
||
"Agitator": {
|
||
"name": "Agitator",
|
||
"text": "<blockquote><p>'ALTDORF FOR ALTDORFERS! MIDDENLANDERS OUT!’</p><p style=\"text-align:right\"><em>– Pamphlet, @UUID[Compendium.wfrp4e-altdorf.journals.EmhvOkkzAir6pzCB.JournalEntryPage.XhWgwj2BstdmYY95]{Street of a Hundred Taverns}, Altdorf</em></p><p> </p><p>‘Mark my words, if you’re looking to root out the agents of the Spinner of Fate, follow the clamoring in the streets. They can’t resist it. They’ll surface, sooner or later.’</p><p style=\"text-align:right\"><em>– Adrian Hoven, Cleric-Captain, Knights of the Fiery Heart</em> </p></blockquote><p> </p><p><em>Charismatic and articulate, you champion your cause in the face of establishment opposition.</em></p><p> Agitators lobby for political causes using print, protest, and public speaking. They muster the down-trodden populace’s sympathy and support but must be wary of drawing the attention of Sigmarites or Dwarfs interested in maintaining established traditions. The most dangerous Agitators have destabilized the rule of nobles, towns, and even entire provinces. Pamphleteers nail signs to billboards, or distribute them in market squares. </p><p>Religious Agitators can make a good living as street preachers, receiving donations from pious devotees and attracting flagellants and zealots as followers. Agitators who survive long enough to become Demagogues are often supported by powerful, hidden allies pursuing change for their own motives.</p><p> Agitators often move around, in search of larger crowds or fleeing the authorities. They may become leaders of motley groups of the restless and disaffected, exhorting — or even extorting — them to fight for a greater cause.</p><p> Altdorf has a legendary reputation for deep fogs and riots. Perhaps this happens because Altdorf is the Imperial Capital, or maybe it's because the Grey College draws swathes of treacherous Ulgu, the Grey Wind of Magic, to the city. Whatever the case, it seems that whenever the fog draws in from the Altdorf Flats, mobs rise in the streets, and woe betide any watchmen who try to silence their right to be heard. </p><p> </p><div class=\"journal-image centered\"><img src=\"modules/wfrp4e-core/art/careers/agitator.webp\" /></div><p><strong>Species: </strong>Human, Dwarf, Halfling</p><p><strong>Class: </strong>Burgher</p><h3 style=\"text-align:center\" class=\"no-toc\">Agitator Advance Scheme</h3><table style=\"height:34px\" border=\"1\"><tbody><tr style=\"height:17px\"><td style=\"height:17px;width:60px;text-align:center\">WS</td><td style=\"height:17px;width:60px;text-align:center\">BS</td><td style=\"height:17px;width:60px;text-align:center\">S</td><td style=\"height:17px;width:61px;text-align:center\">T</td><td style=\"height:17px;width:61px;text-align:center\">I</td><td style=\"height:17px;width:61px;text-align:center\">Agi</td><td style=\"height:17px;width:61px;text-align:center\">Dex</td><td style=\"height:17px;width:61px;text-align:center\">Int</td><td style=\"height:17px;width:61px;text-align:center\">WP</td><td style=\"height:17px;width:61px;text-align:center\">Fel</td></tr><tr style=\"height:17px\"><td style=\"height:17px;width:60px;text-align:center\">♜</td><td style=\"height:17px;width:60px;text-align:center\">✠</td><td style=\"height:17px;width:60px;text-align:center\"> </td><td style=\"height:17px;width:61px;text-align:center\"> </td><td style=\"height:17px;width:61px;text-align:center\">♛</td><td style=\"height:17px;width:61px;text-align:center\">♟</td><td style=\"height:17px;width:61px;text-align:center\"> </td><td style=\"height:17px;width:61px;text-align:center\">✠</td><td style=\"height:17px;width:61px;text-align:center\"> </td><td style=\"height:17px;width:61px;text-align:center\">✠</td></tr></tbody></table><h3><strong>✠ @UUID[Compendium.wfrp4e-core.items.OecIbh44q1oXuOAT]{Pamphleteer}</strong></h3><p><strong>Status</strong>: Brass 1<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.fdq3RFSOKl5b3WzW]{Art (Writing)}, @UUID[Compendium.wfrp4e-core.items.d3VZwO4Y5JH5DXdT]{Bribery}, <em>@UUID[Compendium.wfrp4e-core.items.exLrBrn2mjb6x2Cq]{Charm}</em>, @UUID[Compendium.wfrp4e-core.items.R2ytluHiEFF2KQ5e]{Consume Alcohol}, @UUID[Compendium.wfrp4e-core.items.RLQHm1s4IuY9RSr2]{Gossip}, @UUID[Compendium.wfrp4e-core.items.pKLMbmG3Ivt6mzMf]{Haggle}, @UUID[Compendium.wfrp4e-core.items.DRO5DLF6UcfkvNSh]{Lore (Politics)}, @UUID[Compendium.wfrp4e-core.items.wKwel9MG7NIG3i3w]{Trade (Printing)}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.77p3QRKgFWakkndF]{Blather}, @UUID[Compendium.wfrp4e-core.items.8lSoPDGrmeTIaapm]{Gregarious}, @UUID[Compendium.wfrp4e-core.items.eEHauevJWhmzvCSx]{Panhandle}, @UUID[Compendium.wfrp4e-core.items.GogGbYxkVdCmiKqf]{Read/Write}<br /><strong>Trappings</strong>: Writing Kit, Hammer and Nails, Pile of Leaflets<br /><br /></p><h3><strong>♟ @UUID[Compendium.wfrp4e-core.items.PmyKqVD6NOb2RzYh]{Agitator}</strong></h3><p><strong>Status</strong>: Brass 2<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.pxNjTxsp1Kp0SmQe]{Cool}, @UUID[Compendium.wfrp4e-core.items.1jCxbFAUuFuAPLJl]{Dodge}, @UUID[Compendium.wfrp4e-core.items.qBm2fu3oMhxsDBNQ]{Entertain (Storytelling)}, @UUID[Compendium.wfrp4e-core.items.7pQo66cESWttzIlb]{Gamble}, @UUID[Compendium.wfrp4e-core.items.cYtU0ORRFCOpQLWz]{Intuition}, @UUID[Compendium.wfrp4e-core.items.oMaJZ5cvCJeOUq9H]{Leadership}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.wBhPFggGqIXwbx1r]{Alley Cat}, @UUID[Compendium.wfrp4e-core.items.41JhsSNW1Ttza3JK]{Argumentative}, @UUID[Compendium.wfrp4e-core.items.oGbDwnLOn3isPJpO]{Impassioned Zeal}, @UUID[Compendium.wfrp4e-core.items.XU7D9CCmumuhqDUi]{Public Speaker}<br /><strong>Trappings</strong>: Leather Jack<br /><br /></p><h3><strong>♜ @UUID[Compendium.wfrp4e-core.items.KuG92SPVmXnbtdF5]{Rabble Rouser}</strong></h3><p><strong>Status</strong>: Brass 3<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.LGHozP5gmQ8cuDQV]{Athletics}, @UUID[Compendium.wfrp4e-core.items.I0yPc4PH5erWJLmu]{Intimidate}, @UUID[Compendium.wfrp4e-core.items.jLyoyqwmBVPjRjhM]{Melee (Brawling)}, @UUID[Compendium.wfrp4e-core.items.Fs06sr7y9JKpVQmB]{Perception}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.LzgxyMknSHjSkkeQ]{Cat-tongued}, @UUID[Compendium.wfrp4e-core.items.2Nzqsc9aclP6rpnl]{Dirty Fighting}, @UUID[Compendium.wfrp4e-core.items.jrFIFLhyOYwcyMUl]{Flee!}, @UUID[Compendium.wfrp4e-core.items.HpGjzrSR4tdogJtl]{Step Aside}<br /><strong>Trappings</strong>: Hand Weapon, Pamphleteer<br /><br /></p><h3><strong>♛ @UUID[Compendium.wfrp4e-core.items.iW9bvaUXQ4QsZ3Re]{Demagogue}</strong></h3><p><strong>Status</strong>: Brass 5<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.DiP9cmbqUir3HkkK]{Lore (Heraldry)}, @UUID[Compendium.wfrp4e-core.items.oSbEE6eXH1S3LfUU]{Ride (Horse)}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.sYbgpSnRqSZWgwFP]{Etiquette (Any)}, @UUID[Compendium.wfrp4e-core.items.ZWcTbeK8i9vKph2a]{Master Orator}, @UUID[Compendium.wfrp4e-core.items.b4x1qEWcevX7xK58]{Schemer}, @UUID[Compendium.wfrp4e-core.items.LPgjE0cexTVOBVCY]{Suave}<br /><strong>Trappings</strong>: 3 Pamphleteers, Patron, Printing Press, Impressive Hat<br /><br /></p>"
|
||
},
|
||
"Racketeer": {
|
||
"name": "Racketeer",
|
||
"text": "<blockquote><div><div><p>‘I hope you have Hazelmann’s money because I really hate the sound of breaking fingers.’</p><p style=\"text-align:right\"><em>– Claus Betelhof, Well-Mannered Racketeer</em></p><p>‘IF YOU CAN’T PAE THE DEBT, DON’T MAKE THE BET.’</p><p style=\"text-align:right\"><em>– Sign in Bosco’s Bones (Altdorf gambling house)</em></p><p>‘or bosco wil brake ya legs’</p><p style=\"text-align:right\"><em>– Bosco’s Bones Sign Addendum scrawled in chalk</em></p></div></div></blockquote><p> </p><div><div><div><p><em>You are part of an organized criminal gang, collecting debts and extorting money from the weak</em></p><p>Racketeers extort money from law-abiding citizens and merchants, providing ‘protection’ or some similar fraudulent ‘service’. If the ‘fees’ are not paid on time, the victims, their families, and their livelihoods are at considerable risk. Large gangs bribe or intimidate local authorities to ignore their activities — their Tugs are always willing to kill — or worse — to keep business running smoothly. Tugs are employed to collect debts of all kind, especially those incurred through gambling losses or high-interest-rate loans. In a world brimming with poverty, the promise of easy wealth is an allure countless fools are unable to ignore. The more organized the graft, the larger and more complex the organizations running them become. While the smallest rackets are run by small gangs with limited territory beyond a building or two, the largest can span cities or even entire provinces, and the Crime Lords who run them can wield extraordinary power.</p><p>Thugs and Racketeers are always willing to resort to threats and violence, making them valuable members of any party that expects to face aggressive opposition. Gang Bosses might even take their business on the road, looking to expand their territory or explore new opportunities for intrigue and profit. Given the competitive nature of such rackets, even the most powerful Crime Lords might find themselves deposed by opponents or treachery. Forced to hide or flee, such experienced crooks can seek to use a group of experienced adventurers to their advantage.</p></div></div></div><p> </p><div class=\"journal-image centered\"><img src=\"modules/wfrp4e-core/art/careers/racketeer.webp\" /></div><p><strong>Species: </strong>Human, Dwarf, Halfling</p><p><strong>Class: </strong>Rogues</p><h3 style=\"text-align:center\" class=\"no-toc\">Racketeer Advance Scheme</h3><table style=\"height:34px\" border=\"1\"><tbody><tr style=\"height:17px\"><td style=\"height:17px;width:60px;text-align:center\">WS</td><td style=\"height:17px;width:60px;text-align:center\">BS</td><td style=\"height:17px;width:60px;text-align:center\">S</td><td style=\"height:17px;width:61px;text-align:center\">T</td><td style=\"height:17px;width:61px;text-align:center\">I</td><td style=\"height:17px;width:61px;text-align:center\">Agi</td><td style=\"height:17px;width:61px;text-align:center\">Dex</td><td style=\"height:17px;width:61px;text-align:center\">Int</td><td style=\"height:17px;width:61px;text-align:center\">WP</td><td style=\"height:17px;width:61px;text-align:center\">Fel</td></tr><tr style=\"height:17px\"><td style=\"height:17px;width:60px;text-align:center\">✠</td><td style=\"height:17px;width:60px;text-align:center\"> </td><td style=\"height:17px;width:60px;text-align:center\">✠</td><td style=\"height:17px;width:61px;text-align:center\">✠</td><td style=\"height:17px;width:61px;text-align:center\"> </td><td style=\"height:17px;width:61px;text-align:center\"> </td><td style=\"height:17px;width:61px;text-align:center\"> </td><td style=\"height:17px;width:61px;text-align:center\">♛</td><td style=\"height:17px;width:61px;text-align:center\">♜</td><td style=\"height:17px;width:61px;text-align:center\">♟</td></tr></tbody></table><h3><strong>✠ @UUID[Compendium.wfrp4e-core.items.VPKFN1VePTy3CY7V]{Thug}</strong></h3><p><strong>Status</strong>: Brass 3<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.R2ytluHiEFF2KQ5e]{Consume Alcohol}, @UUID[Compendium.wfrp4e-core.items.pxNjTxsp1Kp0SmQe]{Cool}, @UUID[Compendium.wfrp4e-core.items.1jCxbFAUuFuAPLJl]{Dodge}, @UUID[Compendium.wfrp4e-core.items.CcNJsS4jSwB6Ug1J]{Endurance}, <em>@UUID[Compendium.wfrp4e-core.items.I0yPc4PH5erWJLmu]{Intimidate}</em>, @UUID[Compendium.wfrp4e-core.items.DRO5DLF6UcfkvNSh]{Lore (Local)}, @UUID[Compendium.wfrp4e-core.items.jLyoyqwmBVPjRjhM]{Melee (Brawling)}, @UUID[Compendium.wfrp4e-core.items.zkI6tIqbyAZvh0Th]{Stealth (Urban)}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.r180vP86SlwyJc8W]{Criminal}, @UUID[Compendium.wfrp4e-core.items.sYbgpSnRqSZWgwFP]{Etiquette (Criminals)}, @UUID[Compendium.wfrp4e-core.items.0hn6UaKq8CoZP2zD]{Menacing}, @UUID[Compendium.wfrp4e-core.items.4MJJCiOKPkBByYwW]{Strike Mighty Blow}<br /><strong>Trappings</strong>: Knuckledusters, Leather Jack<br /><br /></p><h3><strong>♟ @UUID[Compendium.wfrp4e-core.items.5WR3ZoMOeEzz5iPc]{Racketeer}</strong></h3><p><strong>Status</strong>: Brass 5<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.d3VZwO4Y5JH5DXdT]{Bribery}, @UUID[Compendium.wfrp4e-core.items.exLrBrn2mjb6x2Cq]{Charm}, @UUID[Compendium.wfrp4e-core.items.bSWoV1IiS5qWNw39]{Evaluate}, @UUID[Compendium.wfrp4e-core.items.RLQHm1s4IuY9RSr2]{Gossip}, @UUID[Compendium.wfrp4e-core.items.XQiiwS9m2Du1IMUz]{Language (Estalian or Tilean)}, @UUID[Compendium.wfrp4e-core.items.rOPmyLWa37e7s9v6]{Melee (Basic)}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.HIofcsDLjXGKzSZf]{Embezzle}, @UUID[Compendium.wfrp4e-core.items.2Nzqsc9aclP6rpnl]{Dirty Fighting}, @UUID[Compendium.wfrp4e-core.items.jt0DmVK9IiF6Sd2h]{Strike to Stun}, @UUID[Compendium.wfrp4e-core.items.zGQ0ShUTSlUvVtWh]{Warrior Born}<br /><strong>Trappings</strong>: Hand Weapon, Hat, Mail Shirt<br /><br /></p><h3><strong>♜ @UUID[Compendium.wfrp4e-core.items.O0FIdOQphDl9hozq]{Gang Boss}</strong></h3><p><strong>Status</strong>: Silver 3<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.cYtU0ORRFCOpQLWz]{Intuition}, @UUID[Compendium.wfrp4e-core.items.oMaJZ5cvCJeOUq9H]{Leadership}, @UUID[Compendium.wfrp4e-core.items.Fs06sr7y9JKpVQmB]{Perception}, @UUID[Compendium.wfrp4e-core.items.OuDdJRDo3W56zk0Z]{Ranged (Crossbow)}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.8pVzgPkgWpTJvfhG]{Fearless (Watchmen)}, @UUID[Compendium.wfrp4e-core.items.mgeiaDZXei7JBEgo]{Iron Will}, @UUID[Compendium.wfrp4e-core.items.vMYEkrWj0ip6ZOdv]{Resistance (Poison)}, @UUID[Compendium.wfrp4e-core.items.nWLsoWQBCjPRKxYx]{Robust}<br /><strong>Trappings</strong>: Crossbow Pistol with 10 Bolts, Gang of Thugs and Racketeers, Lair<br /><br /></p><h3><strong>♛ @UUID[Compendium.wfrp4e-core.items.SxQH3QslvNQaDZQK]{Crime Lord}</strong></h3><p><strong>Status</strong>: Silver 5<br /><strong>Skills</strong>: @UUID[Compendium.wfrp4e-core.items.2LDCVJQWkTFszMok]{Lore (Law)}, @UUID[Compendium.wfrp4e-core.items.DRO5DLF6UcfkvNSh]{Lore (Politics)}<br /><strong>Talents</strong>: @UUID[Compendium.wfrp4e-core.items.x8g3U68oi8XzWiYr]{Commanding Presence}, @UUID[Compendium.wfrp4e-core.items.RbnrfHf7GSQap0ig]{Kingpin}, @UUID[Compendium.wfrp4e-core.items.mqo51ORnxijcqNNu]{Frightening}, @UUID[Compendium.wfrp4e-core.items.OROfMcVqRnZHINkU]{Wealthy}<br /><strong>Trappings</strong>: Network of Informers, Quality Clothing and Hat, Subordinate Gang Bosses<br /><br /></p>"
|
||
}
|
||
}
|
||
}
|
||
}
|
||
} |