Prayers : Translate name

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"entries": [
{
"id": "An Invitation ",
"name": "An Invitation ",
"name": "Invitation ",
"description": "<p>You spin one of Ranalds riddles concerning portals, and whether they exist if closed. A door, window, or hatch you target has one method of securing it undone — a lock unlocks, a latch unlatches, a rope unties. For every +2 SL you may target another method of securing the door, window, or hatch.</p>"
},
{
"id": "Anchorite's Endurance",
"name": "Anchorite's Endurance",
"name": "Endurance de l'anachorète",
"description": "<p>Your earnest prayers appeal to Shallya to grant the target the strength to endure. The target feels no pain, and suffers no penalties caused by Conditions.</p>"
},
{
"id": "Animal Instincts",
"name": "Animal Instincts",
"name": "Instincts Animaux",
"description": "<p>You intone chants describing Taals extraordinary senses, and calling upon him for aid. While the Miracle is in effect, you gain +1 <em>Acute Sense (choose one)</em> Talent and, if you rest, you will automatically awaken should any threats come within Initiative yards.</p>"
},
{
"id": "As Verena is My Witness",
"name": "As Verena is My Witness",
"name": "Véréna est mon témoin",
"description": "<p><span class=\"fontstyle0\">By calling Verena as your witness, the truth of your words shines out for all to see. For the duration of the Miracle, providing you speak only the truth, all listeners will believe you speak truly. This does not necessarily mean they will agree with your conclusions, of course</span> </p>"
},
{
"id": "Balm to a Wounded Mind",
"name": "Balm to a Wounded Mind",
"name": "Baume pour un esprit blessé",
"description": "<p>You call on Shallya to calm the troubled mind of your targets. All Psychology traits are removed for the duration, and afterwards the targets enter deep and restful slumbers that last until next sunrise, assuming they are not disturbed. Unwilling targets may make a <strong>Challenging (+0) Cool</strong> Test to resist sleeping.</p>"
},
{
"id": "Beacon of Righteous Virtue",
"name": "Beacon of Righteous Virtue",
"name": "Flambeau de Vertu",
"description": "<p>As you bellow prayers in Sigmars name, you become infused with holy fire of righteousness. All allies with Line of Sight to you instantaneously remove all Broken Conditions, and gain the Fearless Talent while the Miracle is in effect and they remain in your Line of Sight. Any Greenskins with Line of Sight to you are subject to Fear 1.</p>"
},
{
"id": "Becalm",
"name": "Becalm",
"name": "Encalaminé",
"description": "<p>You steal the wind from the sails of a ship or boat. It is completely becalmed. Even in stormy weather an area of eerie calm and smooth waters surrounds the vessel while gales, lashing rains and towering crests surge and crash around it. This area of calm extends for Initiative yards from the vessel, and if the ship is propelled by some other method, such as oars, the area of calm travels with it.</p>"
},
{
"id": "Bitter Catharsis",
"name": "Bitter Catharsis",
"name": "Amère Catharsis",
"description": "<p>In answer to your heartfelt prayers, Shallya draws a poison or disease into you and purges it, completely removing it from your targets system. For every +2 SL you may purge another disease or poison. For each poison removed or disease cured in this manner, you suffer Wounds equal to 1d10 your Fellowship Bonus, not modified for Toughness Bonus or Armor Points.</p>"
},
{
"id": "Blazing Sun",
"name": "Blazing Sun",
"name": "Ardent Soleil",
"description": "<p>You call on Myrmidia to scour the battlefield of dishonorable foes, and a blinding flash of golden light bursts forth. All non-Myrmidians looking in your direction receive 1 <em>Blinded</em> Condition. For every +2 SL, they receive +1 <em>Blinded</em> Condition.</p>"
},
{
@ -143,92 +143,92 @@
},
{
"id": "Blind Justice",
"name": "Blind Justice",
"name": "Justice Aveugle",
"description": "<p>You articulate prayers concerning Verenas acute perceptions, able pierce through to the truth of all things. You may make a Simple <strong>Challenging (+0) Perception</strong> Test to see through spells and Miracles of involving illusion or misdirection. You may also make a <strong>Average (+20) Intuition</strong> Test to tell whether a character speaking to you is lying. <strong>Note</strong>: this will only tell you if the character believes they speak the truth, it will not alert you if they are mistaken. <br><br></p>"
},
{
"id": "Cat's Eyes",
"name": "Cat's Eyes",
"name": "Yeux de Chat",
"description": "<p>Does anything exist that cannot be seen? You riddle with Ranald, who sends a Divine Servant in the form of a cat as an answer. The cat looks like and has the capabilities of a normal cat, but cannot be harmed in any way. While the Miracle is in effect, you perceive everything the cat perceives — sight, sound, touch — and control its movement. Your senses are as sharp as a cats, but you do not have access to any of your own sense-enhancing Talents such as Night Vision. While the Miracle is in effect, you cannot perceive anything through your own senses, leaving you vulnerable.</p>"
},
{
"id": "Death Mask",
"name": "Death Mask",
"name": "Masque Mortuaire",
"description": "<p>Morr works through you, piercing the Portal to make his presence known to your foes. Your visage takes on a cadaverous mien, and you gain Fear 1.</p>"
},
{
"id": "Destroy Undead",
"name": "Destroy Undead",
"name": "Anéantir les Morts-vivants",
"description": "<p>You call the power of Morr to smite all Undead. A black fire ripples forth from your body in a perfect circle for Fellowship Bonus yards. All potential targets with the Undead Creature Trait lose 1d10 Wounds, ignoring Toughness Bonus and AP. Any Undead destroyed by this Miracle can never be raised with Necromancy again under normal conditions. For every +2 SL, you may increase the area of effect by +Fellowship Bonus yards.</p>"
},
{
"id": "Dooming",
"name": "Dooming",
"name": "Condamné",
"description": "<p>Gazing deeply into your targets eyes while muttering a threnody to Morr, you are granted a vision of the targets Doom, a glimpse of what the future holds. Tis is almost always related to the targets death. This Miracle may only be performed on a character once, after which the Doomed Talent may be purchased with XP as if it were in the targets Career.</p>"
},
{
"id": "Drowned Man's Face",
"name": "Drowned Man's Face",
"name": "Visage de l'homme noyé",
"description": "<p>You implore Manann to drown your foes. Your targets lungs continuously fill with saltwater while the Miracle is active, and their hair floats around their head as if submerged. Your targets gains a Fatigued Condition, and are subject to the rules for Drowning and Suffocation (page 181) while the Miracle is in effect. When the Miracle ends, your targets must attempt a <strong>Challenging (20) Endurance</strong> Test. If a Failure is scored, also inflict a Prone Condition.</p>"
},
{
"id": "Eagle's Eye",
"name": "Eagle's Eye",
"name": "Oeil de l'Aigle",
"description": "<p>You call on Myrmidia to send a Divine Servant to grant you knowledge of your enemies. A spectral Eagle manifests, soaring into the sky above. The eagle looks like and has the capabilities of a normal eagle, but cannot physically affect the world, or be harmed in any way. While the Miracle is in effect, you can see through the eagles eyes and control its flight, surveying the battlefield and spying upon your enemies. Your vision is acute, but you do not have access to any of your own sense-enhancing Talents such as Night Vision. While looking through the eagles eyes, you cannot see through your own eyes, leaving you potentially vulnerable.</p>"
},
{
"id": "Fair Winds",
"name": "Fair Winds",
"name": "Vents Favorables",
"description": "<p>The target vessels sails fill with favorable winds, speeding them safely towards their destination. While this Miracle is active, the sailing vessel moves at top speed, no matter the prevailing wind, tide, or current, and all Tests made to steer the vessel gain a bonus of +10.</p>"
},
{
"id": "Fury's Call",
"name": "Fury's Call",
"name": "Appel à la Fureur",
"description": "<p>Your passionate prayers instill your allies with a furious disdain for their foes. All allies affected receive the <em>Hatred </em>Psychology towards any engaging them in combat.</p>"
},
{
"id": "Heed Not the Witch",
"name": "Heed Not the Witch",
"name": "N'écoutez point la Sorcière",
"description": "<p>You call on Sigmar to protect those close to you from the fell influence of Chaos. Any spells that target anyone or anywhere within Fellowship Bonus yards suffer a penalty of 20 to Language (Magick) Tests, in addition to any other penalties. For every +2 SL, you may increase the area of effect by your Fellowship Bonus in yards.</p>"
},
{
"id": "Hoarfrost's Chill",
"name": "Hoarfrost's Chill",
"name": "Frisson du Givre",
"description": "<p>You scream angry prayers, and cold Ulric answers. Your eyes gain a steely blue glint and the air around you grows unnaturally cold. You cause Fear (1) in all enemies, and all within your Fellowship yards range lose 1 Advantage at the start of each Round, as they are chilled to the bone.</p>"
},
{
"id": "Howl of the Wolf",
"name": "Howl of the Wolf",
"name": "Hurlement du Loup",
"description": "<p>You howl for Ulrics aid, and he sends a minor Divine Servant in the form of a White Wolf. The wolf fights your enemies for the duration of the Miracle, before vanishing to Ulrics Hunting Grounds with a spectral, blood-chilling howl. The White Wolves have the statistics of a Wolf with the <em>Frenzy</em>, <em>Magical</em>, and <em>Size (Large)</em> Creature Traits.</p>"
},
{
"id": "Inspiring",
"name": "Inspiring",
"name": "Inspirant",
"description": "<p>Your rousing prayers inspire discipline and coordination within the ranks. Affected targets gain the +1 <em>Drilled</em> Talent.</p>"
},
{
"id": "King of the Wild",
"name": "King of the Wild",
"name": "Roi de la Nature",
"description": "<p>You chant a low prayer, and Taal answers with a wild animal appropriate for the surrounding area, which will act according to your wishes for the duration of the Miracle. See The <strong>Beasts of the Reikland</strong> for sample animals that may be summoned.</p>"
},
{
"id": "Last Rites",
"name": "Last Rites",
"name": "Rites Funéraires",
"description": "<p>You chant a solemn requiem over a corpse. This miracle ensures that the soul is sent through the portal to Morrs realm, and guarantees the cadaver may not be targeted by any Necromantic spells. If the Miracle targets a foe with the <em>Undead</em> and <em>Construct</em> Creature Traits, it will be destroyed.</p>"
},
{
"id": "Leaping Stag",
"name": "Leaping Stag",
"name": "Bondissant comme un cerf",
"description": "<p>You chant to Father Taal, and he grants you his favor, imbuing you with speed and agility. You gain +1 Movement and +1 <em>Strong Legs</em> Talent. Further, you automatically pass all Athletics Tests to jump with at least +0 SL; should you score lower, increase the SL to 0.</p>"
},
{
"id": "Lord of the Hunt",
"name": "Lord of the Hunt",
"name": "Seigneur de la Chasse",
"description": "<p>You call on Taal to guide you in the hunt for your quarry, which must be an animal you have seen, or an individual you know (as limited by the GM). While the Miracle is in effect, you cannot lose your quarrys trail save by supernatural means. Should your quarry enter a settlement, the trail ends there. You also receive +10 bonus to all Tests regarding your quarry while under the influence of the Miracle.</p>"
},
{
"id": "Manann's Bounty",
"name": "Manann's Bounty",
"name": "Générosité de Mannan",
"description": "<p>You implore Manann to provide you with sustenance. Reaching into a body of water you catch enough fish to feed 1 person; if you reach into the sea, you provide enough fish for 2 people. For every +2 SL, you may feed another person.</p>"
},
{
@ -238,162 +238,162 @@
},
{
"id": "Pelt of the Winter Wolf",
"name": "Pelt of the Winter Wolf",
"name": "Peau de Loup d'Hiver",
"description": "<p>Your bellowed prayers bring Ulrics attention, allowing your targets to survive the bite of his realm. While targets still feel the pain and discomfort caused by cold and wintry weather, they suffer no mechanical penalties.</p>"
},
{
"id": "Portal's Threshold",
"name": "Portal's Threshold",
"name": "Seuil du portail",
"description": "<p>You draw a line up to 8 yards long on the ground while incanting a dirge to Morr. Upon enacting the Miracle, an indistinct, shadowy portal seems to manifest to the hoarse croaking of ravens. Creatures with the <em>Undead</em> Creature Trait must pass a <strong>Challenging (+0) Willpower</strong> Test to cross the line. Creatures with both <em>Undead</em> and <em>Construct</em> simply cannot cross the line. The Miracle remains in effect until dawn.</p>"
},
{
"id": "Ranald's Grace",
"name": "Ranald's Grace",
"name": "Grace de Ranald",
"description": "<p>You call on Ranald to let your target negotiate the riddles of reality. Your target gains +10 Agility, +10 Stealth, and +1 <em>Catfall</em> Talent for the duration of the Miracle.</p>"
},
{
"id": "Rhya's Children",
"name": "Rhya's Children",
"name": "Enfants de Rhya",
"description": "<p>Laying hands on the earth, you chant a prayer to Rhya appealing for her aid in understanding her Realm. This Miracle may only be invoked outdoors, outside settlements. You sense the presence and passing of all sentient creatures within Fellowship yards. Each +2 SL extents the area of effect by +Fellowship yards.</p>"
},
{
"id": "Rhya's Harvest",
"name": "Rhya's Harvest",
"name": "Récolte de Rhya",
"description": "<p>You chant to Rhya, and life springs forth. Edible fruit, vegetables, and fungi grow at the point where you touch. For each round in which the Miracle is in effect, you cause enough food to feed 1 person to grow. The type of food depends on your location: in a cavern you may grow mushrooms, while outdoors you may cause many different fruits and vegetables to spring forth.</p>"
},
{
"id": "Rhya's Shelter",
"name": "Rhya's Shelter",
"name": "Abri de Rhya",
"description": "<p>You sing one of Rhya&rsquo;s hymns concerning shelter and safety. You may only invoke this Miracle outdoors and outside settlements. You discover a perfect natural shelter. Some combination of earth, and trees has formed a perfect location to camp for the night. The spot is protected from all naturally occurring wind and rain, and lasts as long as you remain camped there. The shelter is large enough for 1 person. For every +2 SL it fts another individual. When you break camp, the shelter cannot be rediscovered, as though it only existed through your goddess&rsquo;s will.</p>"
},
{
"id": "Rhya's Succour",
"name": "Rhya's Succour",
"name": "Secours de Rhya",
"description": "<p>You chant Rhyas song of revitalization. All affected targets have 1 Condition removed. If this removes all suffered Conditions, the targets feel as refreshed as if they had just awoken from a good nights sleep, and gain a bonus of +10 to any tests on their next Turn.</p>"
},
{
"id": "Rhya's Touch",
"name": "Rhya's Touch",
"name": "Caresse de Rhya",
"description": "<p>You lay hands upon an injured or diseased target as you sing your prayers. Choose one of the following effects:</p>\n<p>• Heal Fellowship Bonus wounds</p>\n<p>• Cure 1 naturally occurring disease</p>\n<p>For every + 2 SL, you may choose another effect, and may choose the same effect repeatedly. This Miracle is slow, with the effects taking at least 10 minutes to manifest. If interrupted, the Miracle will need to be attempted again.</p>"
},
{
"id": "Rhya's Union",
"name": "Rhya's Union",
"name": "Union de Rhya",
"description": "<p>You bless and consecrate the union between two souls. While the Miracle is in effect, if biologically possible, the couple will conceive a child.</p>"
},
{
"id": "Rich Man, Poor Man, Beggar Man, Thief",
"name": "Rich Man, Poor Man, Beggar Man, Thief",
"name": "Riche, Pauvre, Mendiant, Voleur",
"description": "<p>You smile at Ranald as you cheekily ask others what, exactly, is wealth? For each target affected, choose one option:</p>\n<ul type=\"disc\">\n<li>the targets purse appears empty</li>\n<li>the targets purse appears full</li>\n<li>The targets attire appears cheap and unremarkable</li>\n<li>The targets attire appears rich and finely crafted</li>\n<li>A single valuable item is impossible to perceive</li>\n</ul>\n<p>For every +2 SL you may select an additional effect for one of your targets.</p>"
},
{
"id": "Sea Legs",
"name": "Sea Legs",
"name": "Mer déchaînée",
"description": "<p>Your targets are immediately drenched in saltwater, and reel as if on the rolling deck of a tempest-tossed vessel. Their hair is whipped by spectral winds, and a torrent of spray lashes their skin. They gain one each of the <em>Blinded</em>, <em>Deafened</em>, and <em>Fatigued</em> Conditions, and must attempt an <strong>Average (+20) Agility</strong> Test to use their Move. If they fail, they also gain a <em>Prone</em> Condition.</p>"
},
{
"id": "Shackles of Truth",
"name": "Shackles of Truth",
"name": "Entraves à la Vérité",
"description": "<p>Your appeal to Verena, requesting her judgement concerning a<br>suspected criminal. If your target committed a crime and claims<br>they did not, while affected by this miracle they gain an <em>Entangled </em>Condition that cannot be removed for the duration. If you have falsely accused the target, Verena is displeased with your lack of wisdom: you gain +1 Sin point and must immediately roll on The <strong>Wrath of the Gods</strong> table. </p>"
},
{
"id": "Shallya's Tears",
"name": "Shallya's Tears",
"name": "Larmes de Shallya",
"description": "<p>You passionately appeal to Shallya to spare a poor, wounded soul as tears flow freely down your cheeks. You pray for 10 your Fellowship Bonus Rounds, at which point you heal the target of 1 Critical Wound. For every +2 SL you may heal another Critical Wound. If your prayer is interrupted, the target receives no benefit. This Miracle cannot reattach amputated body parts.</p>"
},
{
"id": "Shield of Myrmidia",
"name": "Shield of Myrmidia",
"name": "Bouclier de Myrmidia",
"description": "<p>Your stalwart prayers incite Myrmidia to shield your allies in glittering, gossamer strands of light, warding enemy blows. All those affected gain +1 AP on all locations.</p>"
},
{
"id": "Sigmar's Fiery Hammer",
"name": "Sigmar's Fiery Hammer",
"name": "Marteau Ardent de Sigmar",
"description": "<p>You chant benedictions of Sigmars might. If wielding a warhammer, it counts as Magical, deals +Fellowship Bonus Damage, and any target struck receives the <em>Abaze</em> and <em>Prone </em>Conditions.</p>"
},
{
"id": "Soulfire",
"name": "Soulfire",
"name": "Soufre",
"description": "<p>You call the power of Sigmar to smite the enemies of the Empire. A holy fire explodes from your body blasting outwards for Fellowship Bonus yards. All targets within range take 1d10 Wounds ignoring Toughness Bonus and APs. Targets with the <em>Undead</em> and <em>Daemon</em> Creature Traits also gain the <em>Ablaze</em> Condition. For every +2 SL, you may increase the area of effect by +Fellowship Bonus yards, or cause an extra +2 Damage to any Greenskins, Undead, or servants of the Ruinous Powers affected.</p>"
},
{
"id": "Spear of Myrmidia",
"name": "Spear of Myrmidia",
"name": "Lance de Myrmidia",
"description": "<p>If wielding a spear, it gains the <em>Impact</em> Quality, and counts as Magical.</p>"
},
{
"id": "Stay Lucky",
"name": "Stay Lucky",
"name": "Que la Chance Persiste",
"description": "<p>Crossing your fingers, you pose Ranalds enigma and ask what, exactly, is luck? Gain +1 Fortune point. For every +2 SL you may gain an extra +1 Fortune point, which may take you beyond your normal maximum. You may not invoke this Miracle again until you reach 0 Fortune points.</p>"
},
{
"id": "Stay Morr's Hand",
"name": "Stay Morr's Hand",
"name": "Main de Morr",
"description": "<p>You touch the eyes of someone close to death and request Morr guide the soul within, but not take it. The target must have 0 Wounds and be willing. For the duration of the Miracle, the target gains the Unconscious Condition and will not deteriorate until the Miracle ends, staving off disease, ignoring critical wounds and poisons, and similar. This miracle comes to an end should appropriate healing be provided, or should you perform the last rights. If you do this, which takes about a minute, the targets soul will pass through Morrs portal upon death, and the resulting corpse may never be targeted by Necromancy</p>"
},
{
"id": "Sword of Justice",
"name": "Sword of Justice",
"name": "Epée de Justice",
"description": "<p>You pray to Verena to guide your blade to strike down the unjust.<br>If wielding a sword, it ignores APs, and counts as Magical.<br>Further, if struck opponents are criminals (as determined by the<br>GM), they must make an <strong>Average (+20) Endurance</strong> or suffer<br>an <em>Unconscious</em> Condition that lasts for at least Fellowship<br>Bonus Rounds. If any crime is perpetrated on the unconscious<br>opponents, you suffer +1 Sin point per crime. </p>"
},
{
"id": "Tanglefoot",
"name": "Tanglefoot",
"name": "Enchevêtrement",
"description": "<p>You call on Taal, chanting prayers to protect his wild places. Roots, vines, and creepers wrap themselves around your foes. All targets within Fellowship Bonus yards of the target point gain an <em>Entangled</em> Condition. For every +2 SL you may increase the area of effect by your Fellowship Bonus in yards, or inflict an extra <em>Entangled</em> Condition. Tanglefoot has a Strength equal to your Willpower for the purposes of breaking free.</p>"
},
{
"id": "The Snow King's Judgement",
"name": "The Snow King's Judgement",
"name": "Jugement du Roi de la Neige",
"description": "<p>You call on Ulric to make manifest his disdain for the weak, the cowardly and the deceitful. The target suffers 1d10 wounds ignoring Toughness Bonus and Armor Points. If the GM rules that the target is neither weak, cowardly, or deceitful, you suffer the effects instead.</p>"
},
{
"id": "Tooth and Claw",
"name": "Tooth and Claw",
"name": "Dent et Griffe",
"description": "<p>You call on Taal to grant you the ferocious might of his kingdom. Gain the Bite (Strength Bonus+3) and Weapon&nbsp;(Strength Bonus+4) Creature Traits. These attacks are Magical.</p>"
},
{
"id": "Truth Will Out",
"name": "Truth Will Out",
"name": "La Vérité Eclatera",
"description": "<p>You intone prayers of Verenas ability to find any truth. You may<br>ask the targets a single question. It will be immediately answered<br>truthfully and fully. If desired, targets may attempt to resist, by<br>contesting your SL with a <strong>Average (+20) Cool</strong> Test. If successful,<br>they may stubbornly refuse to answer. If they achieve +2 SL they<br>may withhold minor information. +4 SL allows them to withhold<br>significant information while +6 SL allows them to lie outright.<br>You will know if they resist successfully, though you will lack<br>specific knowledge about their deceit, or proof of their dishonesty <br><br></p>"
},
{
"id": "Twin-tailed Comet",
"name": "Twin-tailed Comet",
"name": "Comètes à Deux-Queues",
"description": "<p>You invoke litanies to Sigmar, calling on him to smite his foes. A twin-tailed comet, blazing a trail of fire in its wake, plummets from the heavens to strike a point within Line of Sight and range. Everything within Fellowship Bonus yards of the point of impact suffers 1d10 + SL Damage, ignoring Toughness Bonus and Armor Points, and gains the <em>Ablaze</em> condition. The target location must be outdoors, and may only target those Sigmar would deem an enemy.</p>"
},
{
"id": "Ulric's Fury",
"name": "Ulric's Fury",
"name": "Fureur d'Ulric",
"description": "<p>You chant furious prayers, and Ulrics ferocity spreads. Targets gain the <em>Frenzy</em> psychology.</p>"
},
{
"id": "Unblemished Innocence",
"name": "Unblemished Innocence",
"name": "Inocence Immaculée",
"description": "<p>Laying hands on the afflicted, you beg Shallya to rid them of recently acquired corruption. The target loses 1 Corruption point, and can lose another per +2 SL scored. However, the Chaos Gods do not like to be so directly opposed. Should an attempt to invoke the Miracle Fumble, you and the target both gain 1d10 Corruption points on top of any other effects. This Miracle must be enacted within an hour of the target gaining a Corruption point.</p>"
},
{
"id": "Vanquish the Unrighteous",
"name": "Vanquish the Unrighteous",
"name": "Vaincre les Impies",
"description": "<p>Your prayers instill your chosen allies with a furious disdain for the enemies of Sigmar. All allies affected receive the <em>Hatred</em> Psychology towards Greenskins, Undead, and any associated with Chaos</p>"
},
{
"id": "Waterwalk",
"name": "Waterwalk",
"name": "Marcher sur les Eaux",
"description": "<p>You call on Manann to allow you to cross a stretch of open water as if it were solid ground. Tis only works on larger bodies of water that are at least 10 yards wide. Anything smaller is too far removed from Mananns domain for it to be noticed.</p>"
},
{
"id": "Winter's Bite",
"name": "Winter's Bite",
"name": "Morsure de l'Hiver",
"description": "<p>You roar prayers concerning Blitzbeil, Ulrics ever-thirsty axe. If wielding an axe, it counts as Magical, causes an additional + SL Damage, and any living targets struck must make a <strong>Challenging (+0) Endurance</strong> Test or gain a <em>Stunned</em> Condition. Further, struck targets lose any <em>Bleeding</em> Conditions as their blood freezes; similarly, attacks from your axe cannot cause any <em>Bleeding</em> Conditions.</p>"
},
{
"id": "Wisdom of the Owl",
"name": "Wisdom of the Owl",
"name": "Sagesse de la Chouette",
"description": "<p>You call on Verena to instil you with her wisdom and knowledge.<br>You gain a bonus of +20 on all Intelligence Tests while this<br>Miracle is in effect. Further, your pupils dilate widely, and your<br>gaze becomes piercing and unsettling: gain +1 <em>Menacing</em> and<br><em>Acute Sense (Sight)</em> Talent. <br><br></p>"
},
{
"id": "You Aint Seen Me, Right?",
"name": "You Aint Seen Me, Right?",
"name": "Vous ne m'avez pas vu, N'est ce pas ?",
"description": "<p>You spin a complex conundrum concerning the reality of that which is unperceived. Targets affected by this Miracle may pass unnoticed and remarked, providing they do nothing to draw attention to themselves, such as touching, attacking, calling out to someone, casting a spell, or making a loud noise. You may only invoke this Miracle if no-one is looking directly at you.</p>"
}
]