Add all compendium data for Babele

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LeRatierBretonnien 2020-03-25 10:01:34 +01:00
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{
"label": "Diseases",
"entries": [
{
"id": "Blood Rot",
"name": "Blood Rot",
"description": "<p>Your very blood is diseased, and your heart now pumps sickness through your body. Leeching the rot is the accepted cure, but some doktors instead cut careful incisions near the neck to free the contaminated blood, demanding the patient ingest of vast quantities of healthy blood to replace what is lost. Whether the patient accepts such remedies or not, without treatment, Blood Rot is deadly, and will likely end in a visit from the Mourners Guild and the Cult of Morr.</p>"
},
{
"id": "Bronze Fever",
"name": "Bronze Fever",
"description": "<p>Bronze Fever is more commonly found in the southern Old World, in more warm and humid climes, where it is spread via insect bites. Most afflicted will recover in a matter of days, but on rare occasions it can lead to complications, and even death.</p>"
},
{
"id": "Festering Wound",
"name": "Festering Wound",
"description": "<p>Infected cuts and abrasions are commonplace, meaning many superstitions exist explaining how best to treat them. Poultices fashioned from wrapped leaves and dung, the skin of toads, and dove-feathers are common, as is rubbing the wound in Sigmars Good Soil. Most physicians rubbish such talk, and prefer more scientific curatives, such as mixing the gall of a black ox with three spoonfuls of the patients urine and half a spoon of sea salt, which is then rubbed into the festering, pus-filled wound. The screams this elicits prove just how effective the remedy is.</p>"
},
{
"id": "Galloping Trots",
"name": "Galloping Trots",
"description": "<p>It is said Halfling food wont give you Galloping Trots, a messy affliction all too common in the Empire given just how little care is given to the proper preparation of food, but those suffering Rumsters Revenge from the cheap, Halfling pies on sale across Altdorf, would disagree, assuming they could escape the privy for long enough…</p>"
},
{
"id": "Itching Pox",
"name": "Itching Pox",
"description": "<p>Annual outbreaks of Itching Pox afflict most towns and cities of the Empire. The disease, which causes body-wide itchy blisters, is relatively mild, and very rarely has lasting complications, so it concerns few outside worried parents or vain nobles. So common is it, that most temples of Shallya have vials of white paste on hand to relieve the itching of the afflicted.</p>"
},
{
"id": "Minor Infection",
"name": "Minor Infection",
"description": "<p>Minor infections — slow-healing wounds with a modicum of swelling and heat — are extremely common. Most heal of their own accord in time, so few worry about them until its too late, and Morrs Portal opens.</p>"
},
{
"id": "Packer's Pox",
"name": "Packer's Pox",
"description": "<p>A common infection amongst hunters, furriers, and traders, Packers Pox is contracted from infected cattle and sheep, including their hides and wool, and from the bodies of those killed by the disease. It starts as a small itchy rash, but soon pink, depressed blisters spread across the whole body, concentrating on the torso and arms. Not the worst of the various poxes plaguing the Empire, but it does linger for a very long time, and can occasionally turn deadly.</p>"
},
{
"id": "Ratte Fever",
"name": "Ratte Fever",
"description": "<p>Contracted from infected rodents, dreaded Ratte Fever brings inflamed rashes and ulcerations before a fever rises and the body begins to spasm. Tough rarely fatal, its a debilitating disease, and it takes a long time to recover, so most are willing to try anything to lessen the symptoms. Common remedies include self-flagellation in Altdorf — which reputedly does bring some relief to the skin infections — and smearing oneself in goatcheese mixed with imported Kislevite ice-peppers in Talabheim. In the bigger towns and cities, Ratte Fever is also known as Pie Fever given just how many savory pasties contain tainted rat in place of more expensive meat.</p>"
},
{
"id": "The Black Plague",
"name": "The Black Plague",
"description": "<p>Historians claim that centuries ago rats swarmed the Empire and the Black Plague followed, wiping out nine in every ten souls. Unexplained flare-ups of the horrendous disease still occur today, and when they do, it always brings no-nonsense white nuns. The Cult of Shallya has sworn to do everything in its power to eradicate the foul disease, so, using ancient laws and rights granted to them, white-roped cordon sanitaires are erected wherever they encounter the Plague, ensuring none can leave or enter the quarantined area until the outbreak is contained, and all bodies correctly disposed.</p>"
},
{
"id": "The Bloody Flux",
"name": "The Bloody Flux",
"description": "<p>The Bloody Flux is a persistent problem in the Empire, and widely viewed to be a curse upon the impious by the Gods. The foul disease causes its unfortunate victim to evacuate the bowels forcibly and frequently. The Bloody Flux is endemic in the State Armies, where it is commonly claimed to kill more soldiers than any enemy. Typical cures include eating blood pudding to replace lost humors, corking, and rubbing fats into the afflicted area to lessen the sting.</p>"
}
]
}

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{
"label": "Injuries",
"entries": [
{
"id": "Amputated Part",
"name": "Amputated Part",
"description": "<p>Whenever you suffer a Critical Wound marked Amputation (Difficulty) you must pass an Endurance test of the corresponding difficulty or gain a Prone Condition. On a Failure (-2) or worse, you gain a Stunned Condition; on an impressive Failure (-4 or worse), gain an Unconscious&nbsp;condition</p>\n<p>All amputations require Surgery to heal properly, meaning 1 Wound cannot be healed until you visit a surgeon. See Surgey</p>\n<p><strong>Ear</strong>: Losing an ear is painful, but you will soon learn to live without it. Should you have the bad luck to lose both your ears, permanently suffer a penalty of 20 to all hearing-based Perception Tests. Further, you suffer a penalty of 5 to all Fellowship Tests per ear lost when others can see your earless state</p>"
},
{
"id": "Amputated Part",
"name": "Amputated Part",
"description": "<p>Whenever you suffer a Critical Wound marked Amputation (Difficulty) you must pass an Endurance test of the corresponding difficulty or gain a Prone Condition. On a Failure (-2) or worse, you gain a Stunned Condition; on an impressive Failure (-4 or worse), gain an Unconscious&nbsp;condition</p>\n<p>All amputations require Surgery to heal properly, meaning 1 Wound cannot be healed until you visit a surgeon. See Surgey</p>\n<p><strong>Teeth:&nbsp;</strong> Loss of teeth may be unsightly and can make eating difficult. For every two teeth you lose you also suffer a permanent loss of 1 from your Fellowship characteristic. Further, once more than half your teeth (Humans: 16; Elves: 18; Halflings and Dwarfs: 20) are lost, you find consuming solids significantly more difficult than your peers, doubling eating times, and making some foodstuffs nigh-on impossible to eat, which is largely a matter of roleplaying and narrative description of your actions.</p>"
},
{
"id": "Amputated Part",
"name": "Amputated Part",
"description": "<p>Whenever you suffer a Critical Wound marked Amputation (Difficulty) you must pass an Endurance test of the corresponding difficulty or gain a Prone Condition. On a Failure (-2) or worse, you gain a Stunned Condition; on an impressive Failure (-4 or worse), gain an Unconscious&nbsp;condition</p>\n<p>All amputations require Surgery to heal properly, meaning 1 Wound cannot be healed until you visit a surgeon. See Surgey</p>\n<p><strong>Hand:&nbsp;</strong>&nbsp;You take a 20 penalty on all Tests that rely on the use of two hands and you cannot wield two-handed weapons; however, a shield can be strapped to the injured arm. Should the lost hand be your primary hand, you take the customary 20 penalty to Melee Tests made with weapons using your secondary hand. For every 100 XP you spend, you can reduce this penalty by 5 as you relearn how to do everything with the other hand. If you lose both hands, it is probably time to master hook fighting</p>"
},
{
"id": "Amputated Part",
"name": "Amputated Part",
"description": "<p>Whenever you suffer a Critical Wound marked Amputation (Difficulty) you must pass an Endurance test of the corresponding difficulty or gain a Prone Condition. On a Failure (-2) or worse, you gain a Stunned Condition; on an impressive Failure (-4 or worse), gain an Unconscious&nbsp;condition</p>\n <p>All amputations require Surgery to heal properly, meaning 1 Wound cannot be healed until you visit a surgeon. See Surgey</p>\n <p><strong>Foot</strong>: Reduce your Move by half permanently and suffer a 20 penalty to all Tests that rely on mobility, such as Dodge. Losing both feet makes it hard to walk. Perhaps you could hire a henchman to carry you?</p>"
},
{
"id": "Amputated Part",
"name": "Amputated Part",
"description": "<p>Whenever you suffer a Critical Wound marked Amputation (Difficulty) you must pass an Endurance test of the corresponding difficulty or gain a Prone Condition. On a Failure (-2) or worse, you gain a Stunned Condition; on an impressive Failure (-4 or worse), gain an Unconscious&nbsp;condition</p>\n<p>All amputations require Surgery to heal properly, meaning 1 Wound cannot be healed until you visit a surgeon. See Surgey</p>\n<p><strong>Toes: </strong>Loss of toes has an adverse effect on your balance. For each toe lost, suffer a permanent loss of 1 to your Agility and Weapon Skill Characteristics.</p>"
},
{
"id": "Amputated Part",
"name": "Amputated Part",
"description": "<p>Whenever you suffer a Critical Wound marked Amputation (Difficulty) you must pass an Endurance test of the corresponding difficulty or gain a Prone Condition. On a Failure (-2) or worse, you gain a Stunned Condition; on an impressive Failure (-4 or worse), gain an Unconscious&nbsp;condition</p>\n<p>All amputations require Surgery to heal properly, meaning 1 Wound cannot be healed until you visit a surgeon. See Surgey</p>\n<p><strong>Tongue: </strong>A loss of a tongue leaves you grunting and humming, or relying on make-shift sign language, for communication. You automatically fail all Language Tests involving speaking.</p>"
},
{
"id": "Amputated Part",
"name": "Amputated Part",
"description": "<p>Whenever you suffer a Critical Wound marked Amputation (Difficulty) you must pass an Endurance test of the corresponding difficulty or gain a Prone Condition. On a Failure (-2) or worse, you gain a Stunned Condition; on an impressive Failure (-4 or worse), gain an Unconscious&nbsp;condition</p>\n <p>All amputations require Surgery to heal properly, meaning 1 Wound cannot be healed until you visit a surgeon. See Surgey</p>\n <p><strong>Nose:&nbsp;</strong> A loss of a nose leaves one looking freakish in the extreme. Suffer a permanent loss of 20 to your Fellowship and suffer a penalty of 30 to all Tests involving the sense of smell.</p>"
},
{
"id": "Amputated Part",
"name": "Amputated Part",
"description": "<p>Whenever you suffer a Critical Wound marked Amputation (Difficulty) you must pass an Endurance test of the corresponding difficulty or gain a Prone Condition. On a Failure (-2) or worse, you gain a Stunned Condition; on an impressive Failure (-4 or worse), gain an Unconscious&nbsp;condition</p>\n<p>All amputations require Surgery to heal properly, meaning 1 Wound cannot be healed until you visit a surgeon. See Surgey</p>\n<p><strong>Arm</strong>: You take a 20 penalty on all Tests that rely on the use of two hands and you cannot wield two-handed weapons. Should the lost hand be your primary hand, you take the customary 20 penalty to Melee Tests made with weapons using your secondary hand. For every 100 XP you spend, you can reduce this penalty by 5 as you relearn how to do everything with the other hand. If you lose both hands, it is probably time to master hook fighting</p>"
},
{
"id": "Amputated Part",
"name": "Amputated Part",
"description": "<p>Whenever you suffer a Critical Wound marked Amputation (Difficulty) you must pass an Endurance test of the corresponding difficulty or gain a Prone Condition. On a Failure (-2) or worse, you gain a Stunned Condition; on an impressive Failure (-4 or worse), gain an Unconscious&nbsp;condition</p>\n<p>All amputations require Surgery to heal properly, meaning 1 Wound cannot be healed until you visit a surgeon. See Surgey</p>\n<p><strong>Finger</strong>: Further, you suffer a penalty of 5 to all Tests using the hand in question per finger lost. Once 4 or more fingers are lost on a hand, use the rules for a severed hand.</p>"
},
{
"id": "Amputated Part",
"name": "Amputated Part",
"description": "<p>Whenever you suffer a Critical Wound marked Amputation (Difficulty) you must pass an Endurance test of the corresponding difficulty or gain a Prone Condition. On a Failure (-2) or worse, you gain a Stunned Condition; on an impressive Failure (-4 or worse), gain an Unconscious&nbsp;condition</p>\n <p>All amputations require Surgery to heal properly, meaning 1 Wound cannot be healed until you visit a surgeon. See Surgey</p>\n <p><strong>Eye</strong>: For all losing an eye is horrendous, but you soon learn to compensate. Should you have the misfortune to lose both eyes, suffer a penalty of 30 to all Tests influenced by sight, such as Weapon Tests, Dodge Tests, Ride Tests, and similar. Further, you suffer a penalty of 5 to all Fellowship Tests per scarred socket others can see</p>"
},
{
"id": "Amputated Part",
"name": "Amputated Part",
"description": "<p>Whenever you suffer a Critical Wound marked Amputation (Difficulty) you must pass an Endurance test of the corresponding difficulty or gain a Prone Condition. On a Failure (-2) or worse, you gain a Stunned Condition; on an impressive Failure (-4 or worse), gain an Unconscious&nbsp;condition</p>\n <p>All amputations require Surgery to heal properly, meaning 1 Wound cannot be healed until you visit a surgeon. See Surgey</p>\n <p><strong>Leg:&nbsp;</strong> Reduce your Move by half permanently and suffer a 20 penalty to all Tests that rely on mobility, but cannot use the Dodge Skill. Losing both feet makes it hard to walk. Perhaps you could hire a henchman to carry you?</p>"
},
{
"id": "Broken Bone (Major)",
"name": "Broken Bone (Major)",
"description": "<p>A bone has been fractured, but still aligned.&nbsp;</p>\n <p><span style=\"font-weight: bold;\">Arm: </span>You are down to one limb as the other is too painful to use, and may require binding. You take a 20 penalty on all Tests that rely on the use of two hands and you cannot wield two-handed weapons; Should the lost hand be your primary hand, you take the customary 20 penalty to Melee Tests made with weapons using your secondary hand.</p>\n <h3>Healing</h3>\n <p>A fracture takes 30+1d10 days to heal. At the end, a successful Average (+20) Endurance test means the bone healed well. Otherwise:&nbsp;-5 Agility when using that arm.</p>\n <p>A successful <strong>Average (+20)</strong> Heal Test within a week of receiving the fracture will negate the need for Endurance Test. But the area must remain bound and held in place for the duration of healing. If binding is undone, another Average (+20) Heal Test enacted within a day will need to be passed to avoid the Endurance Test.</p>"
},
{
"id": "Broken Bone (Major)",
"name": "Broken Bone (Major)",
"description": "<p>A bone is badly broken, either resting at an odd angle or has splintered at the point of breakage. The Hit Location is effectively unusable until healing.</p>\n<p><span style=\"font-weight: bold;\">Leg: </span>Reduce your Move by half permanently and suffer a 20 penalty to all Tests that rely on mobility, and you cannot use the Dodge skill at all.</p>\n<h3>Healing</h3>\n<p>A fracture takes 30+1d10 days to heal. At the end, a successful Average (+20) Endurance test means the bone healed well. Otherwise: Permanent loss of -10 to Agility</p>\n<p>A successful <strong>Average (+20)</strong> Heal Test within a week of receiving the fracture will negate the need for Endurance Test. But the area must remain bound and held in place for the duration of healing. If binding is undone, another Average (+20) Heal Test enacted within a day will need to be passed to avoid the Endurance Test.</p>"
},
{
"id": "Broken Bone (Major)",
"name": "Broken Bone (Major)",
"description": "<p>A bone is badly broken, either resting at an odd angle or has splintered at the point of breakage. The Hit Location is effectively unusable until healing.</p>\n<p><span style=\"font-weight: bold;\">Leg:</span><span style=\"font-weight: bold;\">&nbsp;</span>Down to a liquid diet and will suffer a penalty of -30 to all Language Tests.&nbsp;</p>\n<h3>Healing</h3>\n<p>A broken bone takes 40+1d10 days to heal. At the end, a successful Challenging (+0) Endurance test means the bone healed well. Otherwise: Penalty of -10 to spoken Language Tests.</p>\n<p>A successful <strong>Average (+20)</strong> Heal Test within a week of receiving the fracture will negate the need for Endurance Test. But the area must remain bound and held in place for the duration of healing. If binding is undone, another Average (+20) Heal Test enacted within a day will need to be passed to avoid the Endurance Test.</p>"
},
{
"id": "Broken Bone (Major)",
"name": "Broken Bone (Major)",
"description": "<p>A bone is badly broken, either resting at an odd angle or has splintered at the point of breakage. The Hit Location is effectively unusable until healing.</p>\n<p><span style=\"font-weight: bold;\">Body: </span>Strength and mobility is severely limited: -30 to Strength and Agility Characteristic, half your Move.&nbsp;</p>\n<h3>Healing</h3>\n<p>A fracture takes 30+1d10 days to heal. At the end, a successful Average (+20) Endurance test means the bone healed well. Otherwise: Permanent loss of -10 to Agility</p>\n<p>A successful <strong>Average (+20)</strong> Heal Test within a week of receiving the fracture will negate the need for Endurance Test. But the area must remain bound and held in place for the duration of healing. If binding is undone, another Average (+20) Heal Test enacted within a day will need to be passed to avoid the Endurance Test.</p>"
},
{
"id": "Broken Bone (Minor)",
"name": "Broken Bone (Minor)",
"description": "<p>A bone has been fractured, but still aligned.&nbsp;</p>\n<p><span style=\"font-weight: bold;\">Leg: </span>Reduce your Move by half permanently and suffer a 20 penalty to all Tests that rely on mobility, and you cannot use the Dodge skill at all.</p>\n<h3>Healing</h3>\n<p>A fracture takes 30+1d10 days to heal. At the end, a successful Average (+20) Endurance test means the bone healed well. Otherwise: Permanent loss of -5 to Agility</p>\n<p>A successful <strong>Average (+20)</strong> Heal Test within a week of receiving the fracture will negate the need for Endurance Test. But the area must remain bound and held in place for the duration of healing. If binding is undone, another Average (+20) Heal Test enacted within a day will need to be passed to avoid the Endurance Test.</p>"
},
{
"id": "Broken Bone (Minor)",
"name": "Broken Bone (Minor)",
"description": "<p>A bone has been fractured, but still aligned.&nbsp;</p>\n<p><span style=\"font-weight: bold;\">Arm: </span>You are down to one limb as the other is too painful to use, and may require binding. You take a 20 penalty on all Tests that rely on the use of two hands and you cannot wield two-handed weapons; Should the lost hand be your primary hand, you take the customary 20 penalty to Melee Tests made with weapons using your secondary hand.</p>\n<h3>Healing</h3>\n<p>A fracture takes 30+1d10 days to heal. At the end, a successful Average (+20) Endurance test means the bone healed well. Otherwise:&nbsp;-5 Agility when using that arm.</p>\n<p>A successful <strong>Average (+20)</strong> Heal Test within a week of receiving the fracture will negate the need for Endurance Test. But the area must remain bound and held in place for the duration of healing. If binding is undone, another Average (+20) Heal Test enacted within a day will need to be passed to avoid the Endurance Test.</p>"
},
{
"id": "Broken Bone (Minor)",
"name": "Broken Bone (Minor)",
"description": "<p>A bone has been fractured, but still aligned.&nbsp;</p>\n<p><span style=\"font-weight: bold;\">Body: </span>Strength and mobility is severely limited: -30 to Strength and Agility Characteristic, half your Move.&nbsp;</p>\n<h3>Healing</h3>\n<p>A fracture takes 30+1d10 days to heal. At the end, a successful Average (+20) Endurance test means the bone healed well. Otherwise: Permanent loss of -5 to Agility</p>\n<p>A successful <strong>Average (+20)</strong> Heal Test within a week of receiving the fracture will negate the need for Endurance Test. But the area must remain bound and held in place for the duration of healing. If binding is undone, another Average (+20) Heal Test enacted within a day will need to be passed to avoid the Endurance Test.</p>"
},
{
"id": "Broken Bone (Minor)",
"name": "Broken Bone (Minor)",
"description": "<p>A bone has been fractured, but still aligned.&nbsp;</p>\n<p><span style=\"font-weight: bold;\">Head:</span><span style=\"font-weight: bold;\">&nbsp;</span>Down to a liquid diet and will suffer a penalty of -30 to all Language Tests.&nbsp;</p>\n<h3>Healing</h3>\n<p>A fracture takes 30+1d10 days to heal. At the end, a successful Average (+20) Endurance test means the bone healed well. Otherwise: Penalty of -5 to spoken Language Tests</p>\n<p>A successful <strong>Average (+20)</strong> Heal Test within a week of receiving the fracture will negate the need for Endurance Test. But the area must remain bound and held in place for the duration of healing. If binding is undone, another Average (+20) Heal Test enacted within a day will need to be passed to avoid the Endurance Test.</p>"
},
{
"id": "Torn Muscle (Major)",
"name": "Torn Muscle (Major)",
"description": "<p>A muscle has been sprained or torn, impairing your capabilities. &nbsp;</p>\n<p><strong>Leg:</strong> Half movement, Suffer a penalty of -10 to all Tests involving the leg</p>\n<p><span style=\"font-weight: bold;\">Healing: </span>The muscle will partially heal in 30 - Toughness Bonus days. Use of the Healing Skill will reduce the time by 1 day, plus a further day per SL (can only gain this once)&nbsp;</p>"
},
{
"id": "Torn Muscle (Major)",
"name": "Torn Muscle (Major)",
"description": "<p>A muscle has been sprained or torn, impairing your capabilities. &nbsp;</p>\n<p><strong>Arm:&nbsp;</strong>Suffer a penalty of -20 to all Tests involving the arm</p>\n<p><span style=\"font-weight: bold;\">Healing: </span>The muscle will partially heal in 30 - Toughness Bonus days. Use of the Healing Skill will reduce the time by 1 day, plus a further day per SL (can only gain this once)&nbsp;</p>"
},
{
"id": "Torn Muscle (Major)",
"name": "Torn Muscle (Major)",
"description": "<p>A muscle has been sprained or torn, impairing your capabilities. &nbsp;</p>\n<p><strong>Leg:</strong> Suffer a penalty of -20 to all Tests involving the body</p>\n<p><span style=\"font-weight: bold;\">Healing: </span>The muscle will partially heal in 30 - Toughness Bonus days. Use of the Healing Skill will reduce the time by 1 day, plus a further day per SL (can only gain this once)&nbsp;</p>"
},
{
"id": "Torn Muscle (Major)",
"name": "Torn Muscle (Major)",
"description": "<p>A muscle has been sprained or torn, impairing your capabilities. &nbsp;</p>\n<p><strong>Head:</strong> Suffer a penalty of -20 to all Tests involving the head</p>\n<p><span style=\"font-weight: bold;\">Healing: </span>The muscle will partially heal in 30 - Toughness Bonus days. Use of the Healing Skill will reduce the time by 1 day, plus a further day per SL (can only gain this once)&nbsp;</p>"
},
{
"id": "Torn Muscle (Minor)",
"name": "Torn Muscle (Minor)",
"description": "<p>A muscle has been sprained or torn, impairing your capabilities. &nbsp;</p>\n <p><strong>Leg:</strong> Suffer a penalty of -10 to all Tests involving the body</p>\n <p><span style=\"font-weight: bold;\">Healing: </span>The muscle will partially heal in 30 - Toughness Bonus days. Use of the Healing Skill will reduce the time by 1 day, plus a further day per SL (can only gain this once)&nbsp;</p>"
},
{
"id": "Torn Muscle (Minor)",
"name": "Torn Muscle (Minor)",
"description": "<p>A muscle has been sprained or torn, impairing your capabilities. &nbsp;</p>\n<p><strong>Arm:&nbsp;</strong>Suffer a penalty of -10 to all Tests involving the arm</p>\n<p><span style=\"font-weight: bold;\">Healing: </span>The muscle will partially heal in 30 - Toughness Bonus days. Use of the Healing Skill will reduce the time by 1 day, plus a further day per SL (can only gain this once)&nbsp;</p>"
},
{
"id": "Torn Muscle (Minor)",
"name": "Torn Muscle (Minor)",
"description": "<p>A muscle has been sprained or torn, impairing your capabilities. &nbsp;</p>\n <p><strong>Head:</strong> Suffer a penalty of -10 to all Tests involving the head</p>\n <p><span style=\"font-weight: bold;\">Healing: </span>The muscle will partially heal in 30 - Toughness Bonus days. Use of the Healing Skill will reduce the time by 1 day, plus a further day per SL (can only gain this once)&nbsp;</p>"
},
{
"id": "Torn Muscle (Minor)",
"name": "Torn Muscle (Minor)",
"description": "<p>A muscle has been sprained or torn, impairing your capabilities. &nbsp;</p>\n<p><strong>Leg:</strong> Half movement, Suffer a penalty of -10 to all Tests involving the leg</p>\n<p><span style=\"font-weight: bold;\">Healing: </span>The muscle will partially heal in 30 - Toughness Bonus days. Use of the Healing Skill will reduce the time by 1 day, plus a further day per SL (can only gain this once)&nbsp;</p>"
}
]
}

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{
"label": "Mutations",
"entries": [
{
"id": "Animalistic Legs",
"name": "Animalistic Legs",
"description": ""
},
{
"id": "Awful Cravings",
"name": "Awful Cravings",
"description": ""
},
{
"id": "Beast Within'",
"name": "Beast Within'",
"description": ""
},
{
"id": "Chaotic Dreams",
"name": "Chaotic Dreams",
"description": "<p>Gain the Fatigued Condition for the first two hours of every day</p>"
},
{
"id": "Corpulent",
"name": "Corpulent",
"description": ""
},
{
"id": "Crawling Skin",
"name": "Crawling Skin",
"description": ""
},
{
"id": "Distended Digits",
"name": "Distended Digits",
"description": ""
},
{
"id": "Emaciated",
"name": "Emaciated",
"description": ""
},
{
"id": "Enormous Eye",
"name": "Enormous Eye",
"description": ""
},
{
"id": "Erratic Fantasist",
"name": "Erratic Fantasist",
"description": ""
},
{
"id": "Extra Leg Joints",
"name": "Extra Leg Joints",
"description": ""
},
{
"id": "Extra Mouth",
"name": "Extra Mouth",
"description": "<p>Roll on the Hit Location table to see where.</p>"
},
{
"id": "Fearful Concern",
"name": "Fearful Concern",
"description": ""
},
{
"id": "Fleshy Tentacle",
"name": "Fleshy Tentacle",
"description": "<p>Gain the Tentacles Creature Trait.</p>"
},
{
"id": "Glowing Skin",
"name": "Glowing Skin",
"description": "<p>Effective light of a candle</p>"
},
{
"id": "Hateful Impulses",
"name": "Hateful Impulses",
"description": "<p>Subject to Animosity to all not of your species</p>"
},
{
"id": "Hollow Heart",
"name": "Hollow Heart",
"description": ""
},
{
"id": "Inhuman Beauty",
"name": "Inhuman Beauty",
"description": ""
},
{
"id": "Inverted Face",
"name": "Inverted Face",
"description": ""
},
{
"id": "Iron Skin",
"name": "Iron Skin",
"description": ""
},
{
"id": "Jealous Thoughts",
"name": "Jealous Thoughts",
"description": ""
},
{
"id": "Lolling Tongue",
"name": "Lolling Tongue",
"description": ""
},
{
"id": "Lonely Spirit",
"name": "Lonely Spirit",
"description": ""
},
{
"id": "Mental Blocks",
"name": "Mental Blocks",
"description": ""
},
{
"id": "Patchy Feathers",
"name": "Patchy Feathers",
"description": "<p>Roll on the Hit Location table twice to see where</p>"
},
{
"id": "Profane Urgency",
"name": "Profane Urgency",
"description": ""
},
{
"id": "Shaky Morale",
"name": "Shaky Morale",
"description": ""
},
{
"id": "Short Legs",
"name": "Short Legs",
"description": ""
},
{
"id": "Suspicious Mind",
"name": "Suspicious Mind",
"description": ""
},
{
"id": "Thorny Scales",
"name": "Thorny Scales",
"description": ""
},
{
"id": "Thrill Hunter",
"name": "Thrill Hunter",
"description": ""
},
{
"id": "Tortured Visions",
"name": "Tortured Visions",
"description": ""
},
{
"id": "Totally Unhinged",
"name": "Totally Unhinged",
"description": ""
},
{
"id": "Unending Malice",
"name": "Unending Malice",
"description": ""
},
{
"id": "Uneven Horns",
"name": "Uneven Horns",
"description": "<p>Counts as a Creature Weapon of Damage qual to your SB</p>"
},
{
"id": "Unholy Rage",
"name": "Unholy Rage",
"description": ""
},
{
"id": "Weeping Pus",
"name": "Weeping Pus",
"description": "<p>Roll on the Hit Location table to see from where</p>"
},
{
"id": "Whiskered Snout",
"name": "Whiskered Snout",
"description": ""
},
{
"id": "Worried Jitters",
"name": "Worried Jitters",
"description": ""
}
]
}

View File

@ -0,0 +1,400 @@
{
"label": "Prayers",
"entries": [
{
"id": "An Invitation ",
"name": "An 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",
"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",
"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",
"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",
"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",
"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",
"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",
"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",
"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>"
},
{
"id": "Blessing of Battle",
"name": "Blessing of Battle",
"description": "<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\">Your target gains +10 WS.</p>"
},
{
"id": "Blessing of Breath",
"name": "Blessing of Breath",
"description": "<p>Your target does not need to breathe and ignores rules for suffocation.</p>"
},
{
"id": "Blessing of Charisma",
"name": "Blessing of Charisma",
"description": "<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\">Your target gains +10 Fellowship.</p>"
},
{
"id": "Blessing of Conscience",
"name": "Blessing of Conscience",
"description": "<p>Your target must pass a <strong>Average (+20) Willpower</strong> Test to break any of the Strictures of your deity. If they fail, they are overcome with Shame and do not take the action.</p>"
},
{
"id": "Blessing of Courage",
"name": "Blessing of Courage",
"description": "<p>Your target gains +10 Willpower.</p>"
},
{
"id": "Blessing of Finesse",
"name": "Blessing of Finesse",
"description": "<p>Your target gains +10 Dexterity.</p>"
},
{
"id": "Blessing of Fortune",
"name": "Blessing of Fortune",
"description": "<p>Your targets next failed test may be rerolled. The reroll must stand.</p>"
},
{
"id": "Blessing of Grace",
"name": "Blessing of Grace",
"description": "<p>Your target gains +10 Agility.</p>"
},
{
"id": "Blessing of Hardiness",
"name": "Blessing of Hardiness",
"description": "<p>Your target gains +10 Toughness.</p>"
},
{
"id": "Blessing of Healing",
"name": "Blessing of Healing",
"description": "<p>Your target heals +1 Wound.</p>"
},
{
"id": "Blessing of Might",
"name": "Blessing of Might",
"description": "<p>Your target gains +10 Strength.</p>"
},
{
"id": "Blessing of Protection",
"name": "Blessing of Protection",
"description": "<p>Enemies must make an <strong>Average (+20) Willpower</strong> Test to attack your target as shame wells within for considering violence. If they fail, they must choose a different target, or a different Action</p>"
},
{
"id": "Blessing of Recuperation",
"name": "Blessing of Recuperation",
"description": "<p>Your target may reduce the duration of 1 disease with which they are afflicted by 1 day. This prayer may only be attempted once per instance of a disease per person.</p>"
},
{
"id": "Blessing of Righteousness",
"name": "Blessing of Righteousness",
"description": "<p>Your targets weapon counts as Magical.</p>"
},
{
"id": "Blessing of Savagery",
"name": "Blessing of Savagery",
"description": "<p>When your target next inflicts a Critical Wound, roll twice and choose the best result.</p>"
},
{
"id": "Blessing of Tenacity",
"name": "Blessing of Tenacity",
"description": "<p>Your target may remove 1 condition.</p>"
},
{
"id": "Blessing of The Hunt",
"name": "Blessing of The Hunt",
"description": "<p>Your target gains +10 Ballistic Skill.</p>"
},
{
"id": "Blessing of Wisdom",
"name": "Blessing of Wisdom",
"description": "<p>Your target gains +10 Intelligence.</p>"
},
{
"id": "Blessing of Wit",
"name": "Blessing of Wit",
"description": "<p>Your target gains +10 Initiative.</p>"
},
{
"id": "Blind Justice",
"name": "Blind Justice",
"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",
"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",
"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",
"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",
"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",
"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",
"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",
"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",
"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",
"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",
"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",
"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",
"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",
"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",
"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",
"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",
"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",
"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>"
},
{
"id": "Martyr",
"name": "Martyr",
"description": "<p>You intone prayers concerning Shallyas need to take on the worlds pain. Any Damage taken by your targets are instead suffered by you. If you suffer any Damage because of this Miracle, your Toughness Bonus is doubled for the purposes of calculating the Wounds suffered from that Damage.</p>"
},
{
"id": "Pelt of the Winter Wolf",
"name": "Pelt of the Winter Wolf",
"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",
"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",
"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",
"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",
"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",
"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",
"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",
"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",
"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",
"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",
"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",
"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",
"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",
"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",
"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",
"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",
"description": "<p>If wielding a spear, it gains the <em>Impact</em> Quality, and counts as Magical.</p>"
},
{
"id": "Stay Lucky",
"name": "Stay Lucky",
"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",
"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",
"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",
"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",
"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",
"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",
"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",
"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",
"description": "<p>You chant furious prayers, and Ulrics ferocity spreads. Targets gain the <em>Frenzy</em> psychology.</p>"
},
{
"id": "Unblemished Innocence",
"name": "Unblemished Innocence",
"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",
"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",
"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",
"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",
"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?",
"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>"
}
]
}

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{
"label": "Psychologies",
"entries": [
{
"id": "Animosity (Target)",
"name": "Animosity (Target)",
"description": "<p>You harbor an enmity for the Target, which will normally be a group of people or creatures, such as Nordlanders, Beastmen, or Nobles. You must attempt a Psychology Test whenever you encounter the group. If you pass, you may grumble and spit, but only suffer a penalty of 20 to all Fellowship Tests towards that group. Should you fail you are subject to Animosity.</p>\n<p>At the end of every subsequent Round, you may attempt another Psychology test to bring the Animosity to an end. If you do not, the effects of Animosity naturally come to an end when all members of the specified group in your line of sight are utterly pacified or gone, or you gain the <em><a class='condition-chat'>Stunned</a></em> or <em><a class='condition-chat'>Unconscious</a></em> Condition, or you become subject to another Psychology.</p>\n<p>When subject to Animosity,</p><ul><li>You must immediately attack the disagreeable creatures, either socially (insults, jibes, and similar) or physically (most commonly with fists), as appropriate.</li><li>You also gain a bonus of +1 SL on any attempts to socially or mentally attack the group.</li></ul><p>Animosity is over-ridden by @Compendium[wfrp4e.psychologies.Ib2YQYChktDFN93y]{Fear} and @Compendium[wfrp4e.psychologies.meMkLEwdJIDLxM0B]{Terror}.</p>"
},
{
"id": "Camaraderie (Group)",
"name": "Camaraderie (Group)",
"description": "<p>Camaraderie reflects positive feelings towards a group of individuals. </p>\n<ul>\n<li>You must come to their aid if the group is threatened physically or socially.</li>\n<li>You gain a bonus of +1 SL to any tests to defend or support the group.</li></ul>\n<p><strong>Example:</strong> <em>Amhold had a difficult childhood, growing up on the streets without a family. Despite his gruff demeanour he has </em>Camaraderie (Orphans)<em>.</em></p>"
},
{
"id": "Fear (Rating)",
"name": "Fear (Rating)",
"description": "<p>The Fear trait represents an extreme aversion to something. Creatures that cause <em>Fear</em> have a Fear Rating; this value reflects the SL you are required to pass on an Extended Cool Test to overcome your Fear. You may continue to Test at the end of every round until your SL equals or surpasses the creatures Fear rating. Until you do this, you are subject to Fear.</p>\n<p>When subject to <em>Fear</em>,</p><ul><li>You suffer 1 SL on all Tests to affect the source of your fear.</li><li>You may not move closer to whatever is causing Fear without passing a <strong>Challenging (+0) Cool</strong> Test. If it comes closer to you, you must pass a <strong>Challenging (+0) Cool</strong> Test, or gain a <em><a class='condition-chat'>Broken</a></em> Condition.</li></ul>"
},
{
"id": "Frenzy",
"name": "Frenzy",
"description": "With a Willpower Test, you can work yourself into a state of frenzy by psyching yourself up, howling, biting your shield, or similar. If you succeed, you become subject to Frenzy.</p>\n<p>While subject to Frenzy</p><ul><li>You are immune to all other psychology, and will not flee or retreat for any reason;</li><li>Indeed you must always move at full rate towards the closest enemy you can see in order to attack.</li><li>Generally, the only Action you may take is a Weapon Skill Test or an Athletics Test to reach an enemy more quickly.</li><li>Further, you may take a Free Action Melee Test each Round as you are throwing everything you have into your attacks. </li><li>Lastly, you gain a bonus of +1 Strength Bonus, such is your ferocity.</li></ul>\n<p>You remain in Frenzy until all enemies in your line of sight are pacified, or you receive the <em><a class='condition-chat'>Stunned</a></em> or <em><a class='condition-chat'>Unconscious</a></em> condition. After your Frenzy is over you immediately receive a <em><a class='condition-chat'>Fatigued</a></em> condition.</p>"
},
{
"id": "Hatred (Target)",
"name": "Hatred (Target)",
"description": "<p>You are consumed with Hatred for the Target, which is normally a group of people or creatures, such as Hochlanders, Bog Octopuses, or Slavers. You will never socially interact with someone or something you hate in this manner.</p><p>On encountering the object of your Hatred, you must attempt a Psychology Test.If failed, you are subject to Hatred. At the end of every subsequent Round, you may attempt another Psychology Test to bring the Hatred to an end. If you do or not, the effects of Hatred naturally come to an end when all members of the specified group in your line of sight are dead or gone, or you gain the <em><a class='condition-chat'>Unconscious</a></em> condition.</p>\n<p>While subject to Hatred, you must immediately attempt to destroy the hated group by the fastest and most deadly means possible.</p>\n<ul>\n<li>You gain a bonus of +1 SL on all combat Tests against the specified group.</li>\n<li>You are immune to @Compendium[wfrp4e.psychologies.Ib2YQYChktDFN93y]{Fear} and @Compendium[wfrp4e.skills.I0yPc4PH5erWJLmu]{Intimidate} (but not @Compendium[wfrp4e.psychologies.meMkLEwdJIDLxM0B]{Terror}) caused by your hated foe.</li></ul>"
},
{
"id": "Phobia (Target)",
"name": "Phobia (Target)",
"description": "<p>A phobia reflects a specific fear; it may be towards a type of creature, or towards a particular object or circumstance, such as <em>Phobia (Insects)</em>, <em>Phobia (Books)</em>, or <em>Phobia (Confined Spaces)</em>.</p>\n<ul>\n<li>Treat the object of the Phobia as causing @Compendium[wfrp4e.psychologies.Ib2YQYChktDFN93y]{Fear 1}.</li>\n<li>You may want to increase the Fear rating if the Phobia is especially powerful. </li>\n</ul>\n<p><strong>Example:</strong> <em>Doktor Johannsen is a renowned antiquarian. Despite his many adventures and tales of derring-do, he suffers from </em>Phobia (Snakes)<em>; no matter this aversion, he seems to encounter them with alarming regularity.</em></p>"
},
{
"id": "Prejudice",
"name": "Prejudice",
"description": "<p>You really dislike the Target, which is normally a group of people or creatures such as Ostlanders, Elves, or Wizards. You must attempt a Psychology Test whenever you encounter the group against which you are prejudiced. If you pass, you may frown a lot, but will otherwise act normally, only suffering a penalty of 10 to all Fellowship Tests towards that group.</p><p>Should you fail you are subject to Prejudice. At the end of every subsequent Round, you may attempt another Psychology test to bring the Prejudice to an end. If you do not, the effects of Prejudice naturally come to an end when all members of the specified group in your line of sight are gone, or you gain the <em><a class='condition-chat'>Stunned</a></em> or <em><a class='condition-chat'>Unconscious</a></em> Condition, or you become subject to another Psychology.</p>\n<p>&nbsp;</p>\n<p>When subject to Prejudice, you must immediately insult the target of your prejudice. Loudly.</p>"
},
{
"id": "Terror (Rating)",
"name": "Terror (Rating)",
"description": "<p>Some creatures are so profoundly unsettling as to provoke a dire, bone-chilling terror in their foes. When you first encounter a creature causing <em>Terror</em>, make a Cool Test. <ul><li>If you pass, you suffer no further effects of <em>Terror</em></li><li>If you fail, you receive a number of <em><a class='condition-chat'>Broken</a></em> conditions equal to the creatures <em>Terror</em> Rating, plus the number of SL below 0.</li></ul></p>\n<p>After resolving the Psychology Test, the creature causes @Compendium[wfrp4e.psychologies.Ib2YQYChktDFN93y]{Fear}, with a <em>Fear</em> Rating equal to its <em>Terror</em> Rating.</p>"
},
{
"id": "Trauma",
"name": "Trauma",
"description": "<p>The life of most Reiklanders is nasty, brutish and short: that goes double for adventurers, whose lives are often especially traumatic. </p>\n<p>&nbsp;</p>\n<p>Everyone processes trauma differently, and you may choose to reflect that in a range of different ways: nightmares, substance abuse, flashbacks, @Compendium[wfrp4e.psychologies.Q2MCUrG2HppMcvN0]{Animosity} or @Compendium[wfrp4e.psychologies.5hH73j2NgPdsLCZN]{Hatred} towards a particular group, or a @Compendium[wfrp4e.psychologies.Mu5dU4IcP58LBQwi]{Phobia}. A character who has suffered a traumatic experience may manifest that in a range of different ways over time. </p>\n<p>&nbsp;</p>\n<p><strong>Example:</strong> <em>Horst&rsquo;s village was destroyed in a terrible fire &ndash; he can still hear their screams at night. If Horst sees any characters &mdash; friend or foe &mdash; with the Ablaze Condition, he must make a </em><strong>Challenging (+0) Cool</strong><em> Test. If he fails, he receives a <a class='condition-chat'>Stunned</a> Condition, plus one additional <a class='condition-chat'>Stunned</a> Condition for each SL below 0. Additionally, every night Horst makes an Easy (+40) Cool Test; if he fails, he suffers nightmares and gains the <a class='condition-chat'>Fatigued</a> Condition.</em></p>"
}
]
}

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{
"label": "Talents",
"entries": [
{
"id": "Accurate Shot",
"name": "Accurate Shot",
"description": "<p>You are an exceptional shot and know where to shoot an enemy in order to inflict maximum damage. You deal your Accurate Shot level in extra Damage with all ranged weapons.</p>"
},
{
"id": "Acute Sense",
"name": "Acute Sense",
"description": "<p>One of your primary five senses is highly developed, allowing you to spot what others miss. You may take Perception Tests to detect normally imperceptible details with the associated sense, as dictated by the GM. This could include: seeing an eagle beyond everyone else's eyeshot, smelling an almost odorless poison, hearing the breath of an unmoving mouse within a wall, feeling a worn away letter in a carving, or tasting that two beers from the same brewer have been drawn from two different barrels.</p>"
},
{
"id": "Aethyric Attunement",
"name": "Aethyric Attunement",
"description": "<p>Your experience, talent or training lets you more safely manipulate the Winds of Magic. You do not suffer a Miscast if you roll a double on a successful Channel Test.</p>"
},
{
"id": "Alley Cat",
"name": "Alley Cat",
"description": "You are at home in shadowy backstreets. When using Stealth (Urban), you may reverse the dice of any failed Test if this will score a Success."
},
{
"id": "Ambidextrous",
"name": "Ambidextrous",
"description": "<p>You can use your off-hand far better than most folk, either by training or innate talent. You only suffer a penalty of -10 to Tests relying solely on your secondary hand, not -20. If you have this Talent twice, you suffer no penalty at all.</p>"
},
{
"id": "Animal Affinity",
"name": "Animal Affinity",
"description": "Wild animals feel comfortable in your presence, and often follow your lead. All creatures with the Bestial Trait not trained to be belligerent will automatically be calm in your presence unless they have a reason not to be, such as pain, an attack, being naturally hyper-aggressive, or having nearby young."
},
{
"id": "Arcane Magic",
"name": "Arcane Magic",
"description": "<p>&nbsp;</p>\n<p>You either study one of the 8 Arcane Lores of Magic — Beasts, Death, Fire, Heavens, Metal, Shadow, Light, or Life — or practice a lesser known Lore, such as Hedgecraft or Necromancy. You may now memorize spells from your chosen Lore for the following cost in XP.</p>\n<p>&nbsp;</p>\n<div>\n<table title=\"\" border=\"1\" summary=\"\" cellspacing=\"0\" cellpadding=\"0\">\n<tbody>\n<tr>\n<td>\n<p>Number of Spells Currently Known</p>\n</td>\n<td>\n<p>XP Cost for a new spell</p>\n</td>\n</tr>\n<tr>\n<td>\n<p>Intelligence Bonus × 1&nbsp;</p>\n</td>\n<td>\n<p>100 XP</p>\n</td>\n</tr>\n<tr>\n<td>\n<p>Intelligence Bonus × 2</p>\n</td>\n<td>\n<p>200 XP</p>\n</td>\n</tr>\n<tr>\n<td>\n<p>Intelligence Bonus × 3</p>\n</td>\n<td>\n<p>300 XP</p>\n</td>\n</tr>\n<tr>\n<td>\n<p>Intelligence Bonus × 4</p>\n</td>\n<td>\n<p>400 XP</p>\n</td>\n</tr>\n</tbody>\n</table>\n</div>\n<p>&nbsp;...and so on.</p>\n<p>&nbsp;</p>\n<p>So, if your Intelligence Bonus is 4, it will cost you 100 XP for the first 4 spells, then 200 XP for the next 4, and so on. Full rules for learning new spells are provided in Chapter 8: Magic. Under normal circumstances, you may not learn more than one Arcane Magic (Lore) Talent. Further, you may not learn the Bless or Invoke Talents when you have the Arcane Magic Talent. You can unlearn this Talent for 100 XP, but will immediately lose all of your spells if you do so.</p>\n<p>&nbsp;</p>\n<p>&nbsp;</p>"
},
{
"id": "Argumentative",
"name": "Argumentative",
"description": "You are used to arguing your points and winning. If you roll a successful Charm Test to debate with an opponent, you can choose to either use your rolled SL, or the number rolled on your units die. So, a successful roll of 24 could be used for +4 SL"
},
{
"id": "Artistic",
"name": "Artistic",
"description": "You have a natural talent for art, able to produce precise sketches with nothing but time and appropriate media. This ability has several in-game uses, ranging from creating Wanted Posters to sketching accurate journals, and has spot benefits as determined by the GM. Further to this, add Art (Any) to any Career you enter; if it is already in Career, you may instead purchase the Skill for 5 XP fewer per Advance."
},
{
"id": "Attractive",
"name": "Attractive",
"description": "<p>Whether its your piercing eyes, your strong frame, or maybe the way you flash your perfect teeth, you know how to make the best use of what the gods gave you. When you successfully use Charm to influence those attracted to you, you can choose to either use your rolled SL, or the number rolled on your units die. So, a successful roll of 38 could be used for +8 SL.</p>"
},
{
"id": "Battle Rage",
"name": "Battle Rage",
"description": "You are better able to control your Frenzy in combat. You can end your Frenzy with a successful Cool Test at the end of the round."
},
{
"id": "Beat Blade",
"name": "Beat Blade",
"description": "<p>You are trained to make sharp controlled blows to your opponents weapon, creating an opening for an attack or simply impeding an incoming attack. For your Action, you can choose to Beat Blade before rolling. Perform a Melee Test; if successful, your opponent loses 1 Advantage, and loses a further 1 per SL you score. This Test is not Opposed. This Talent is of no use if your opponent has no weapon, or has a larger Size than you (see page 341).</p>"
},
{
"id": "Beneath Notice",
"name": "Beneath Notice",
"description": "<p>The high and mighty pay no attention to your presence, knowing you are well beneath their notice. Assuming you are properly attired and not in an incongruous position, those of a higher Status Tier will normally ignore you unless your presence becomes inappropriate, which can make it very easy to listen into conversations you perhaps shouldnt. Further, characters with a higher Status Tier than you gain no Advantage for striking or wounding you in combat, as there is nothing to be gained for defeating such a lowly cur.</p>"
},
{
"id": "Berserk Charge",
"name": "Berserk Charge",
"description": "You hurl yourself at your enemies with reckless abandon, using the force of your charge to add weight to your strikes. When you Charge, you gain +1 Damage to all Melee attacks per level in this Talent."
},
{
"id": "Blather",
"name": "Blather",
"description": "<p>Called opening your mouth and letting your belly rumble in Nordland, or simply bullshitting in Ostland, blathering involves talking rapidly and incessantly, or talking volubly and at-length, about inconsequential or nonsense matters, and is used to verbally confuse and confound a target. You use your Charm Skill to Blather. Attempt an <strong>Opposed Charm/Intelligence</strong> Test. Success gives your opponent a Stunned&nbsp;Condition. Further, for each level you have in Blather, your opponent gains another Stunned Condition. Targets Stunned by Blather may do nothing other than stare at you dumbfounded as they try to catch-up with or understand what you are saying. Once the last Stunned Condition comes to an end, the target finally gets a word in, and may not be best pleased with you — after all, you have been talking about nothing or nonsense for some time. Should you stop talking, your opponent immediately loses all Stunned Conditions caused by your Blather. Generally, you can only attempt to Blather at a character once per scene, or perhaps longer as determined by the GM, as the target soon wises up to your antics.</p>\n<p>&nbsp;</p>"
},
{
"id": "Bless",
"name": "Bless",
"description": "You are watched over by one of the Gods and can empower simple prayers. You can now deploy the Blessings of your deity as listed in Chapter 7: Religion and Belief. Under normal circumstances, you may only ever know one Divine Lore for the Bless Talent."
},
{
"id": "Bookish",
"name": "Bookish",
"description": "You are as at home in a library as a seaman at sea or a farmer a-farming. When using Research, you may reverse the dice of any failed Test if this will score a success."
},
{
"id": "Break and Enter",
"name": "Break and Enter",
"description": "You are an expert at quickly breaking down doors and forcing entry. You may add +1 Damage for each level in this Talent when determining damage against inanimate objects such as windows, chests, doors, and similar."
},
{
"id": "Briber",
"name": "Briber",
"description": "You are an exceedingly skilled briber. The GM should reduce the base cost of any required bribe by 10% per level you have in Briber, to a minimum of 10% of the original amount."
},
{
"id": "Cardsharp",
"name": "Cardsharp",
"description": "You are used to playing, and winning, at cards, although your methods may involve a little cheating. When you successfully use Gamble or Sleight of Hand when playing cards, you can choose to either use your rolled SL, or the number rolled on your units die. So, a successful roll of 28 could be used for +8 SL. If you play a real card game to represent what is happening in-game, you may receive an extra number of cards per deal equal to your level in Cardsharp, then discard down to the appropriate hand-size before each round of play."
},
{
"id": "Careful Strike",
"name": "Careful Strike",
"description": "<p>You are skilled at hitting your enemy exactly where you want to, either at range or in melee. You may modify your Hit Location result by up to +/10 per time you have this Talent. So, if you had this Talent twice and hit location 34, the Right Arm, you could modify this down to 14, the Left Arm, or up to 54, the Body.</p>"
},
{
"id": "Carouser",
"name": "Carouser",
"description": "You are a seasoned drinker and know how to party hard. You may reverse the dice of any failed Consume Alcohol Test if this will score a Success."
},
{
"id": "Cat-tongued",
"name": "Cat-tongued",
"description": "<p>Like Ranald the Trickster God, you blend truth and lies as if there were no difference. When using Charm to lie, listeners do not get to oppose your Charm with their Intuition to detect if there is something fishy in what you say.</p>"
},
{
"id": "Catfall",
"name": "Catfall",
"description": "You are nimble and balanced like a cat, and are able to fall much greater distances unharmed than others might. Whenever you fall, you attempt an Athletics Test. If successful, reduce the distance fallen by 1 yard, +1 extra yard per +1 SL scored, for the purposes of calculating Damage."
},
{
"id": "Chaos Magic",
"name": "Chaos Magic",
"description": "By accident or design you have lost a portion of your soul to one of the Dark Gods, and can now practice the foul magics of Chaos. Your ruinous patron immediately grants you access to a single spell from the chosen Lore (most commonly the Nurgle, Slaanesh, or Tzeentch Lores) and you gain a Corruption point as the spell infiltrates your mind, never to be forgotten."
},
{
"id": "Combat Aware",
"name": "Combat Aware",
"description": "<p>You are used to scanning the battlefield to make snap decisions informed by the shifting tides of war. You may take a <strong>Challenging (+0) Perception</strong> Test to ignore Surprise, which is modified by circumstance as normal.</p>"
},
{
"id": "Combat Master",
"name": "Combat Master",
"description": "Your accumulated years of combat experience allow you to keep lesser fighters at bay. For each level in this Talent, you count as one more person for the purposes of determining if one side out numbers the other. This Talent only comes into play when you are out-numbered. See Attacking for the rules for out-numbering."
},
{
"id": "Combat Reflexes",
"name": "Combat Reflexes",
"description": "You react like a ?ash of lightning. Add 10 to your Initiative for each level in this Talent when determining Combat Initiative."
},
{
"id": "Commanding Presence",
"name": "Commanding Presence",
"description": "Your presence fills others with hushed awe and admiration. Such is your aura of authority, those with a lower Status may not resist your Leadership tests with their Willpower. Of course, enemies are still no more likely to respect or obey you, but the common folk rarely stand against you."
},
{
"id": "Concoct",
"name": "Concoct",
"description": "You are skilled at making potions, philters, and draughts on the go. You may take one free Crafting Endeavour to use Trade (Apothecary) without need of a Workshop. Other Crafting Endeavors use the normal rules."
},
{
"id": "Contortionist",
"name": "Contortionist",
"description": "You can bend and manipulate your body in a myriad of seemingly unnatural ways. This allows you to squeeze through unlikely gaps and bend your body in crazy ways, giving benefits determined by the GM, possibly with a successful Agility test."
},
{
"id": "Coolheaded",
"name": "Coolheaded",
"description": "You gain a permanent +5 bonus to your starting Willpower Characteristic this does not count towards your Advances."
},
{
"id": "Crack the Whip",
"name": "Crack the Whip",
"description": "You know how to get the most out of your animals. When an animal you control is Fleeing or Running, it gains +1 Movement if you are using a whip."
},
{
"id": "Craftsman",
"name": "Craftsman",
"description": "You have true creative talent. Add the associated Trade Skill to any Career you enter. If the Trade Skill is already in your Career, you may instead purchase the Skill for 5 XP fewer per Advance."
},
{
"id": "Criminal",
"name": "Criminal",
"description": "<p>You are an active criminal making money from illegal sources, and youre not always quiet about it. For the purposes of securing money, either when Earning during play or performing an Income Endeavour, refer to the following table:</p>\n<p>&nbsp;</p>\n<div>\n<table title=\"\" border=\"1\" summary=\"\" cellspacing=\"0\" cellpadding=\"0\">\n<tbody>\n<tr>\n<td>\n<p>Career Level</p>\n</td>\n<td>\n<p>Bonus Money per time the Talent is taken</p>\n</td>\n</tr>\n<tr>\n<td>\n<p>1</p>\n</td>\n<td>\n<p>+2d10 brass pennies</p>\n</td>\n</tr>\n<tr>\n<td>\n<p>2</p>\n</td>\n<td>\n<p>+1d10 silver shillings</p>\n</td>\n</tr>\n<tr>\n<td>\n<p>3&nbsp;</p>\n</td>\n<td>\n<p>+2d10 silver shillings</p>\n</td>\n</tr>\n<tr>\n<td>\n<p>4</p>\n</td>\n<td>\n<p>+1 gold crown</p>\n</td>\n</tr>\n</tbody>\n</table>\n</div>\n<p>&nbsp;</p>\n<p>Because of your obvious criminal nature, others consider you lower Status than them unless they also have the Criminal Talent, where Status is compared as normal — perhaps you have gang tattoos, look shifty, or are just rough around the edges, its your choice. Because of this, local law enforcers are always suspicious of you and suspect your motivations, which only gets worse the more times you have this Talent, with the exact implications determined by the GM. Lawbreakers without the Criminal Talent earn significantly less coin but are not obviously the sort to be breaking the law, so maintain their Status. With GM consent, you may spend XP to remove levels of the Criminal Talent for the same XP it cost to buy.</p>"
},
{
"id": "Deadeye Shot",
"name": "Deadeye Shot",
"description": "<p>You always hit an opponent right between the eyes… or wherever else you intended to hit. Instead of reversing the dice to determine which Hit Location is struck with your ranged weapons, you may pick a location.</p>"
},
{
"id": "Dealmaker",
"name": "Dealmaker",
"description": "<p>You are a skilled businessman who knows how to close a deal. When using the Haggle skill, you reduce or increase the price of the products by an extra 10%.</p>\n<p>&nbsp;</p>\n<p>Note: The GM may put a lower limit on prices here to show a seller refusing to sell below cost.</p>"
},
{
"id": "Detect Artifact",
"name": "Detect Artifact",
"description": "You are able to sense when magic lies within an artefact. You may attempt an Intuition Test for any magical artefact touched. If successful, you sense the item is magical; further, each SL also provides a specific special rule the item uses, if it has any. Normally, you may only attempt this Test once per artefact touched."
},
{
"id": "Diceman",
"name": "Diceman",
"description": "You are a dicing master, and all claims you cheat are clearly wrong. When you successfully use Gamble or Sleight of Hand when playing with dice, you can choose to either use your rolled SL, or the number rolled on your units die. So, a successful roll of 06 could be used for +6 SL. If you play any real-life dice games to represent in-game dice games, always roll extra dice equal to your Diceman level and choose the best results."
},
{
"id": "Dirty Fighting",
"name": "Dirty Fighting",
"description": "You have been taught all the dirty tricks of unarmed combat. You may choose to cause an extra +1 Damage for each level in Dirty Fighting with any successful Melee (Brawling) hit."
},
{
"id": "Disarm",
"name": "Disarm",
"description": "<p>You are able to disarm an opponent with a careful flick of the wrist or a well-aimed blow to the hand. For your Action, you may attempt an <strong>Opposed Melee/Melee</strong> test. If you win, your opponent loses a held weapon, which flies 1d10 feet in a random direction (with further effects as determined by the GM). If you win by 2 SL, you can determine how far the weapon is flung instead of rolling randomly; if you win by 4 SL, you can also choose the direction the weapon goes in; if you win by 6 SL or more, you can take your opponents weapon if you have a free hand, plucking it from the air with a flourish. Tis Talent is of no use if your opponent has no weapon, or is a larger Size than you (see page 341).</p>"
},
{
"id": "Distract",
"name": "Distract",
"description": "<p>You are trained in simple movements to distract or startle your opponent, drawing eyes from your true intent. You may use your Move to perform a Distraction. This is resolved by an <strong>Opposed Athletics/Cool</strong> Test. If you win, your opponent can gain no Advantage until the end of the next Round.</p>"
},
{
"id": "Doomed",
"name": "Doomed",
"description": "At the age of 10, a Priest of Morr called a Doomsayer took you aside to foretell your death in an incense-laden, coming-of-age ritual called the Dooming. In conjunction with your GM, come up with a suitable Dooming. Should your character die in a fashion that matches your Dooming, your next character gains a bonus of half the total XP your dead character accrued during play."
},
{
"id": "Drilled",
"name": "Drilled",
"description": "<p>You have been trained to fight shoulder-to-shoulder with other soldiers. If an enemy causes you to lose Advantage when standing beside an active ally with the Drilled Talent, you may keep 1 lost Advantage for each time youve taken the Drilled Talent.</p>"
},
{
"id": "Dual Wielder",
"name": "Dual Wielder",
"description": "<p>When armed with two weapons, you may attack with both for your Action. Roll to hit with the weapon held in your primary hand. If you hit, determine Damage as normal, but remember to keep your dice roll, as you will use it again. If the first strike hits, once it is resolved, the weapon in your secondary hand can then target an available opponent of your choice using the same dice roll for the first strike, but reversed. So, if you rolled 34 to hit with the first weapon, you use 43 to hit with the second. Remember to modify this second roll by your off-hand penalty (20 unless you have the Ambidextrous Talent). This second attack is Opposed with a new defending roll, and damage for this second strike is calculated as normal. The only exception to this is if you roll a Critical for your first strike. If this happens, use the roll on the Critical Table to also act as the roll for the second attack. So, if you scored a critical to the head and rolled 56 on the Critical table for a Major Eye Wound, your second attack would then strike out with a to-hit value of 56. If you choose to attack with both weapons, all your defensive rolls until the start of your next Turn suffer a penalty of 10. You do not gain an Advantage when you successfully strike or Wound an opponent when Dual Wielding unless both attacks hit.</p>"
},
{
"id": "Embezzle",
"name": "Embezzle",
"description": "<p>You are skilled at skimming money from your employers without being detected. Whenever you secure money when Earning (during play or performing an Income Endeavour), you may attempt an <strong>Opposed Intelligence</strong> Test with your employer (assuming you have one). If you win, you skim 2d10 + SL brass pennies, 1d10 + SL silver shillings, or 1 + SL gold crowns (depending upon the size of the business in question, as determined by the GM) without being detected. If your employer wins by 6+ SL, you gain the money, but your embezzling is detected; what then happens is left to the GM. Any other result means you have failed to embezzle any money.</p>"
},
{
"id": "Enclosed Fighter",
"name": "Enclosed Fighter",
"description": "You have learned to make the most benefit out of fighting in enclosed spaces. You ignore penalties to Melee caused by confined spaces such as tunnels, the frontline, small fighting pits, and similar, and can use the Dodge Skill, even if it would normally be disallowed due to lack of space."
},
{
"id": "Etiquette",
"name": "Etiquette",
"description": "<p>You can blend in socially with the chosen group so long as you are dressed and acting appropriately. Example social groups for this Talent are: Criminals, Cultists, Guilders, Nobles, Scholars, Servants, and Soldiers. If you do not have the Talent, those with it will note your discomfort in the unfamiliar environment. This is primarily a matter for roleplaying, but may confer a bonus to Fellowship Tests at the GMs discretion.</p>"
},
{
"id": "Fast Hands",
"name": "Fast Hands",
"description": "You can move your hands with surprising dexterity. Bystanders get no passive Perception Tests to spot your use of the Sleight of Hand Skill, instead they only get to Oppose your Sleight of Hand Tests if they actively suspect and are looking for your movements. Further, attempts to use Melee (Brawling) to simply touch an opponent gain a bonus of +10 <20> your level in Fast Hands."
},
{
"id": "Fast Shot",
"name": "Fast Shot",
"description": "If you have a loaded ranged weapon, you can fire it outside the normal Initiative Order before any other combatant reacts in the following Round. You roll to hit using all the normal modifiers. Employing Fast Shot requires both your Action and Move for your upcoming turn, and these will count as having been spent when your next turn arrives. If two or more characters use Fast Shot, the character who has taken this Talent most goes first. If any characters have taken Fast Shot an equal number of times, both shots are fired simultaneously, and should both be handled at the same time"
},
{
"id": "Fearless",
"name": "Fearless",
"description": "<p>You are either brave enough or crazy enough that fear of certain enemies has become a distant memory. With a single <strong>Average (+20) Cool</strong> Test, you may ignore any Intimidate, Fear, or Terror effects from the specified enemy when encountered. Typical enemies include Beastmen, Greenskins, Outlaws, Vampires, Watchmen, and Witches.</p>"
},
{
"id": "Feint",
"name": "Feint",
"description": "You have trained how to make false attacks in close combat to fool your opponent. You may now make a Feint for your Action against any opponent using a weapon. This is resolved with an Opposed Melee (Fencing)/Melee Test. If you win, and you attack the same opponent before the end of the next Round, you may add the SL of your Feint to your attack roll."
},
{
"id": "Field Dressing",
"name": "Field Dressing",
"description": "You are used to treating wounds quickly. If you fail a Heal Test when using Bandages, you may reverse the result if this will score a success; however, if you do so, you may not score more than +1 SL as you focus on speed over accuracy"
},
{
"id": "Fisherman",
"name": "Fisherman",
"description": "You are a very capable fisherman and know all the best ways to land fiseed yourself and a number of others equal to your level in Fisherman, assuming you choose to spend at least an hour or so with a line and bait. You may secure more fish in addition to this using the normal rules for foraging "
},
{
"id": "Flagellant",
"name": "Flagellant",
"description": "You have dedicated your pain to the service of your God. Each day, you must spend half a bell (half an hour) praying as you maintain a number of Wounds su?ered equal to your level in Flagellant. Until you next sleep, if you have the Frenzy Talent you may enter Frenzy immediately without testing."
},
{
"id": "Flee!",
"name": "Flee!",
"description": "When your life is on the line you are capable of impressive bursts of speed. Your Movement Attribute counts as 1 higher when Fleeing."
},
{
"id": "Fleet Footed",
"name": "Fleet Footed",
"description": "You gain +1 to your Movement Attribute."
},
{
"id": "Frenzy",
"name": "Frenzy",
"description": "<p style=\"user-select: text; color: #111111;\">With a Willpower Test, you can work yourself into a state of frenzy by psyching yourself up, howling, biting your shield, or similar. If you succeed, you become subject to Frenzy.</p>\n<p style=\"user-select: text; color: #111111;\">&nbsp;</p>\n<p style=\"user-select: text; color: #111111;\">While subject to Frenzy you are immune to all other psychology, and will not flee or retreat for any reason; indeed you must always move at full rate towards the closest enemy you can see in order to attack. Generally, the only Action you may take is a Weapon Skill Test or an Athletics Test to reach an enemy more quickly. Further, you may take a Free Action Melee Test each Round as you are throwing everything you have into your attacks. Lastly, you gain a bonus of +1 Strength Bonus, such is your ferocity. You remain in Frenzy until all enemies in your line of sight are pacified, or you receive the&nbsp;<em style=\"user-select: text;\">Stunned</em>&nbsp;or&nbsp;<em style=\"user-select: text;\">Unconscious</em>&nbsp;condition. After your Frenzy is over you immediately receive a&nbsp;<em style=\"user-select: text;\">Fatigued</em>&nbsp;condition.</p>"
},
{
"id": "Frightening",
"name": "Frightening",
"description": "Anyone sane thinks twice before approaching you. If you wish, you have a Fear Rating of 1 . Add +1 to this number per extra time you have this Talent."
},
{
"id": "Furious Assault",
"name": "Furious Assault",
"description": "Your blows follow one another in quick succession, raining down on your opponents with the fury of Ulric. Once per Round, if you hit an opponent in close combat, you may immediately spend an Advantage or your Move to make an extra attack (assuming you have your Move remaining)."
},
{
"id": "Gregarious",
"name": "Gregarious",
"description": "You just like talking to other folk and it seems they like talking to you. You may reverse any failed Gossip Test if this allows the Test to succeed."
},
{
"id": "Gunner",
"name": "Gunner",
"description": "You can reload blackpowder weapons with practiced ease. Add SL equal to your level in Gunner to any Extended Test to reload a Blackpowder weapon."
},
{
"id": "Hardy",
"name": "Hardy",
"description": "You gain a permanent addition to your Wounds, equal to your Toughness Bonus. If your Toughness Bonus should increase, then the number of Wounds Hardy provides also increases."
},
{
"id": "Hatred",
"name": "Hatred",
"description": "You are consumed with hatred for something in the Old World, as described on page 190. Each time you take this Talent you develop hatred for a new group. Examples you could take include: Beastmen, Greenskins, Monsters, Outlaws, Sigmarites, Undead, Witches."
},
{
"id": "Holy Hatred",
"name": "Holy Hatred",
"description": "Your prayers drip with the hatred you feel for your blasphemous enemies. You deal +1 Damage with Miracles for each level in this Talent."
},
{
"id": "Holy Visions",
"name": "Holy Visions",
"description": "You clearly see the great works of the Gods all around you. You automatically know when you enter Holy Ground, and may take an Intuition Test to receive visions (often obscure, and seen through the paradigm of your cult or individual belief-system) regarding the local area if significant events have occurred there in the past."
},
{
"id": "Hunter's Eye",
"name": "Hunter's Eye",
"description": "You are a skilled hunter and know all the best techniques to find game. When travelling through well-stocked lands, you are automatically assumed to be able to hunt down enough game to feed yourself and a number of others equal to your level in Hunter<65>s Eye, so long as you have time and the correct equipment. You may secure more food in addition to this using the normal rules for foraging."
},
{
"id": "Impassioned Zeal",
"name": "Impassioned Zeal",
"description": "<p>When you talk about your cause, case, or religion, your words fill with passion and fervent zeal. You may double your Fellowship for the purposes of determining the number of people influenced by your Public Speaking when talking about your cause.</p>"
},
{
"id": "Implacable",
"name": "Implacable",
"description": "<p>It takes a lot to finish you off. You can ignore the Wound loss from a Bleeding Condition. Each level in this Talent lets you ignore the Wound loss from an extra Bleeding Condition</p>"
},
{
"id": "In-fighter",
"name": "In-fighter",
"description": "<p>You are skilled at drawing in close to an opponent. You suffer no penalties for fighting against an opponent with a longer weapon than you. Further, if you use the optional rules for In-fighting (see page 297), gain a bonus of +10 to hit your opponent.</p>"
},
{
"id": "Inspiring",
"name": "Inspiring",
"description": "<p>Your rousing words and pleas can turn the tide of a battle. Refer to the following table to see how many people you can now influence with your Leadership Skill when at war.</p>\n<p>&nbsp;</p>\n<div>\n<table title=\"\" border=\"1\" summary=\"\" cellspacing=\"0\" cellpadding=\"0\">\n<tbody>\n<tr>\n<td>\n<p>Talent Taken</p>\n</td>\n<td>\n<p>Number of soldiers influenced</p>\n</td>\n</tr>\n<tr>\n<td>\n<p>1</p>\n</td>\n<td>\n<p>As normal × 5</p>\n</td>\n</tr>\n<tr>\n<td>\n<p>2</p>\n</td>\n<td>\n<p>As normal × 10</p>\n</td>\n</tr>\n<tr>\n<td>\n<p>3</p>\n</td>\n<td>\n<p>&nbsp;As normal × 20</p>\n</td>\n</tr>\n<tr>\n<td>\n<p>4</p>\n</td>\n<td>\n<p>&nbsp;As normal × 50</p>\n</td>\n</tr>\n<tr>\n<td>\n<p>5</p>\n</td>\n<td>\n<p>&nbsp;As normal × 100</p>\n</td>\n</tr>\n<tr>\n<td>\n<p>6</p>\n</td>\n<td>\n<p>&nbsp;As normal × 200</p>\n</td>\n</tr>\n<tr>\n<td>\n<p>7</p>\n</td>\n<td>\n<p>&nbsp;As normal × 500</p>\n</td>\n</tr>\n<tr>\n<td>\n<p>8</p>\n</td>\n<td>\n<p>&nbsp;As normal × 1000</p>\n</td>\n</tr>\n<tr>\n<td>\n<p>9</p>\n</td>\n<td>\n<p>&nbsp;All who can hear your inspiring voice</p>\n</td>\n</tr>\n</tbody>\n</table>\n</div>"
},
{
"id": "Instinctive Diction",
"name": "Instinctive Diction",
"description": "<p>You instinctively understand the language of Magick, and are capable of articulating the most complex phrases rapidly without error. You do not suffer a Miscast if you roll a double on a successful Language (Magick) Test.</p>"
},
{
"id": "Invoke",
"name": "Invoke",
"description": "<p>You are blessed by one of the Gods and can empower one of your Cults Miracles. Further, you may purchase extra miracles for 100 XP per miracle you currently know. So, if you already know 3 miracles, your next miracle costs 300 XP to purchase. Full rules for learning new miracles are provided in <strong>Chapter 7: Religion and Belief</strong>. Under normal circumstances, you may not learn more than one <em>Invoke (Divine Lore)</em> Talent. Further, you may not learn the <em>Petty Magic</em> or <em>Arcane Magic</em> Talents when you have the Invoke Talent. You can unlearn this Talent for 100 XP, but will lose all of your miracles if you do so, and will also garner the extreme disfavor of your God, with effects determined by your GM</p>"
},
{
"id": "Iron Jaw",
"name": "Iron Jaw",
"description": "<p>You are made of sturdy stuff and can weather even the strongest blows. Whenever you gain one or more Stunned Conditions, you may make an immediate <strong>Challenging (+0) Endurance</strong> Test to not take one of them, with each SL removing an extra Stunned Condition.</p>"
},
{
"id": "Iron Will",
"name": "Iron Will",
"description": "You have an indomitable will of iron, and will never willingly bow down before another. Use of the Intimidate skill does not cause Fear in you, and will not stop you speaking out against the intimidating party."
},
{
"id": "Jump Up",
"name": "Jump Up",
"description": "<p>You are hard to keep down. You may perform a <strong>Challenging (+0) Athletics</strong> Test to immediately regain your feet whenever you gain a Prone Condition. This Athletics Test is often modified by the Strength behind the blow that knocks you down: for every +10 Strength the blow has over your Toughness, you suffer a penalty of 10 to the Athletics Test, and vice versa</p>"
},
{
"id": "Kingpin",
"name": "Kingpin",
"description": "You have earned an air of respectability despite your nefarious ways. You may ignore the Status loss of the Criminal Talent."
},
{
"id": "Lightning Reflexes",
"name": "Lightning Reflexes",
"description": "You gain a permanent +5 bonus to your starting Agility Characteristic (this does not count towards your Advances)."
},
{
"id": "Linguistics",
"name": "Linguistics",
"description": "<p>You have a natural affinity for languages. Given a months exposure to any Language, you count the associated Language Skill as a Basic Skill with a successful Intelligence Test (which can be attempted once per month). <strong>Note</strong>: Linguistics only works for languages used to frequently communicate with others, so does not work with Language (Magick).</p>"
},
{
"id": "Lip Reading",
"name": "Lip Reading",
"description": "<p>You can tell what people are saying by simply watching their lips; you do not need to hear what they are saying. If you have an unobstructed view of the speakers lower face, you can attempt a Perception Test to understand what they are saying.</p>"
},
{
"id": "Luck",
"name": "Luck",
"description": "<p>They say when you were born, Ranald smiled. Your maximum Fortune Points now equal your current Fate points plus the number of times youve taken Luck.</p>"
},
{
"id": "Magic Resistance",
"name": "Magic Resistance",
"description": "You are resistant to magic. The SL of any spell affecting you is reduced by 2 The SL of a spell is only modified by the highest Magic Resistance Talent within the target area. Further, you may never learn the Arcane Magic, Bless, Invoke, Petty Magic, or Witch! Talents"
},
{
"id": "Magical Sense",
"name": "Magical Sense",
"description": "<p>You are able to sense the Winds of Magic in others. You may attempt an <strong>Average (+20) Intuition</strong> Test whenever you encounter a spellcaster. If you pass, you sense the target is a witch. Further, if you score an Astounding Success (+6), can also determine the targets highest Channeling Specialization.</p>"
},
{
"id": "Magnum Opus",
"name": "Magnum Opus",
"description": "You are an undisputed master in your field, able to create work of such incredible complexity others can but sit back and marvel at your genius. Each time you take this Talent you may create a single, extraordinary work of art with one of your Art or Trade Skills. Tis work is unrivalled in your field, a unique piece that will always impress, giving bonuses as determined by the GM, most commonly to Fellowship Tests from those who have witnessed your astounding work. Selling the piece will net you at least ten times its normal value, and sometimes significantly more than this."
},
{
"id": "Marksman",
"name": "Marksman",
"description": "You gain a permanent +5 bonus to your starting Ballistic Skill (this does not count towards your Advances)."
},
{
"id": "Master Orator",
"name": "Master Orator",
"description": "You are skilled at firing up crowds. You gain a gain a SL bonus equal to your levels of Master Orator to any Charm Test when Public Speaking before a crowd."
},
{
"id": "Master Tradesman",
"name": "Master Tradesman",
"description": "You are exceptionally skilled at your specified Trade skill. You reduce the required SL of any Extended Test using your Trade Skill by the level of your Master Tradesman Talent"
},
{
"id": "Master of Disguise",
"name": "Master of Disguise",
"description": "You are an expert at taking on the appearance and mannerisms of others. With nothing but posture changes, face twisting, and careful use of appropriate clothing, you no longer look like yourself without having to use a Disguise Kit."
},
{
"id": "Menacing",
"name": "Menacing",
"description": "You have an imposing presence. When using the Intimidate Skill, gain a SL bonus equal to your levels of Menacing."
},
{
"id": "Mimic",
"name": "Mimic",
"description": "You have a good ear for accents and dialects, and can reproduce them accurately. You may replicate any accent you are exposed to for at least a day with an Initiative Test; this Test may be attempted once per day. Once passed, you may always mimic the accent, and locals will believe you to be one of their own"
},
{
"id": "Night Vision",
"name": "Night Vision",
"description": "<p>You can see very well in natural darkness. Assuming you have at least a faint source of light (such as starlight, moonlight, or bioluminescence) you can see clearly for 20 yards per level of Night Vision. Further, you can extend the effective illumination distance of any light sources by 20 yards per level of Night Vision.&nbsp;</p>"
},
{
"id": "Nimble Fingered",
"name": "Nimble Fingered",
"description": "You gain a permanent +5 bonus to your starting Dexterity (this does not count towards your Advances)."
},
{
"id": "Noble Blood",
"name": "Noble Blood",
"description": "You are either born into the nobility, or otherwise elevated to it by in-game events. Assuming you are dressed appropriately, you are always considered of higher Status than others unless they also have the Noble Blood Talent, where Status is compared as normal."
},
{
"id": "Nose for Trouble",
"name": "Nose for Trouble",
"description": "<p>You are used to getting into, and preferably out of, trouble. You may attempt an Intuition Test to spot those seeking to cause trouble or seeking to cause you harm, even if normally you would not be allowed a Test (because of Talents or a Spell, for example). This Test will likely be Opposed if others are hiding, and the GM may prefer to take this Test on your behalf in secret so you do not know the results should you fail. If any troublemakers you spot start combat, you may ignore any <em>Surprised </em>Condition they would normally inflict.</p>"
},
{
"id": "Numismatics",
"name": "Numismatics",
"description": "<p>You are well versed with the different coinage of the Old World, and are adept at determining their value. You can judge the true value of a coin by experience alone, not even requiring a Test. Further, you can identify forged coins with a Simple Evaluate Test; it is never Opposed by the SL of the Forger.</p>"
},
{
"id": "Old Salt",
"name": "Old Salt",
"description": "You are an experienced seaman, and are very used to sea life. You can ignore all negative modifiers to Tests at sea derived from poor weather, rolling ships, and similar. Further, you count as two seamen towards the minimum number of crew to pilot a sea-going vessel."
},
{
"id": "Orientation",
"name": "Orientation",
"description": "You have an instinctual feel for direction. You automatically know which direction is north with a glimpse at the stars, trees, or whatever other signs you are familiar with."
},
{
"id": "Panhandle",
"name": "Panhandle",
"description": "You are a skilled beggar, able to get even the most jaded individual to contribute to your cause. You can perform a Charm Test every half hour when Begging, not every hour (see page 120). "
},
{
"id": "Perfect Pitch",
"name": "Perfect Pitch",
"description": "You have perfect pitch, able to replicate notes perfectly and identify them without even making a Test. Further, add Entertain (Sing) to any Career you enter; if it is already in your Career, you may instead purchase the Skill for 5 XP fewer per Advance."
},
{
"id": "Petty Magic",
"name": "Petty Magic",
"description": "<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt;\">You have the spark to cast magic within you and have mastered techniques to control it at a basic level. When you take this Talent, you manifest, and permanently memorise, a number of spells equal to your Willpower Bonus. You can learn extra Petty spells for the following cost in XP.</p>\n <p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt;\">&nbsp;</p>\n <div style=\"direction: ltr;\">\n <table style=\"direction: ltr; border-collapse: collapse; border: 1pt solid #A3A3A3;\" title=\"\" border=\"1\" summary=\"\" cellspacing=\"0\" cellpadding=\"0\">\n <tbody>\n <tr>\n <td style=\"vertical-align: top; width: 2.4312in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n <p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt;\">No. of Petty Spells Currently Known</p>\n </td>\n <td style=\"vertical-align: top; width: 1.5833in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n <p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt;\"><span style=\"mso-spacerun: yes;\">&nbsp;</span>XP Cost for a new spell</p>\n </td>\n </tr>\n <tr>\n <td style=\"vertical-align: top; width: 2.4125in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n <p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt;\">Up to Willpower Bonus × 1</p>\n </td>\n <td style=\"vertical-align: top; width: 1.5333in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n <p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt;\">50 XP</p>\n </td>\n </tr>\n <tr>\n <td style=\"vertical-align: top; width: 2.4125in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n <p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt;\">Up to Willpower Bonus × 2</p>\n </td>\n <td style=\"vertical-align: top; width: 1.5333in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n <p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt;\">100 XP</p>\n </td>\n </tr>\n <tr>\n <td style=\"vertical-align: top; width: 2.4125in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n <p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt;\">Up to Willpower Bonus × 3</p>\n </td>\n <td style=\"vertical-align: top; width: 1.5333in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n <p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt;\">150 XP</p>\n </td>\n </tr>\n <tr>\n <td style=\"vertical-align: top; width: 2.4125in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n <p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt;\">Up to Willpower Bonus × 4</p>\n </td>\n <td style=\"vertical-align: top; width: 1.5333in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n <p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt;\">200 XP</p>\n </td>\n </tr>\n </tbody>\n </table>\n </div>\n <p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt;\">...and so on.</p>\n <p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt;\">&nbsp;</p>\n <p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt;\">So, if your Willpower Bonus is 3 and you had 3 Petty spells, it will cost you 50XP for the first learned spell, then 100 XP for the next three, and so on.</p>"
},
{
"id": "Pharmacist",
"name": "Pharmacist",
"description": "You are highly skilled at pharmacy, better able than most to make pills, ointments, unguents, oils, creams, and more. You may reverse any failed Trade (Apothecary) test if this allows the Test to succeed"
},
{
"id": "Pilot",
"name": "Pilot",
"description": "You are skilled at leading vessels through dangerous waters. If you fail a Test to pass through dangerous waters, you may reverse the result if it will score a success; however, if you do so, you may not score more than +1 SL as you catch the incoming danger at the last moment."
},
{
"id": "Public Speaker",
"name": "Public Speaker",
"description": "<p>You are a skilled orator and know how to work large groups of people. Refer to the following table to see how many people you can now influence with your Charm Skill (see page 120) when Public Speaking.</p>\n<p>&nbsp;</p>\n<div>\n<table title=\"\" border=\"1\" summary=\"\" cellspacing=\"0\" cellpadding=\"0\">\n<tbody>\n<tr>\n<td>\n<p>Talent Taken</p>\n</td>\n<td>\n<p>Number of soldiers influenced</p>\n</td>\n</tr>\n<tr>\n<td>\n<p>1</p>\n</td>\n<td>\n<p>As normal × 5</p>\n</td>\n</tr>\n<tr>\n<td>\n<p>2</p>\n</td>\n<td>\n<p>As normal × 10</p>\n</td>\n</tr>\n<tr>\n<td>\n<p>3</p>\n</td>\n<td>\n<p>&nbsp;As normal × 20</p>\n</td>\n</tr>\n<tr>\n<td>\n<p>4</p>\n</td>\n<td>\n<p>&nbsp;As normal × 50</p>\n</td>\n</tr>\n<tr>\n<td>\n<p>5</p>\n</td>\n<td>\n<p>&nbsp;As normal × 100</p>\n</td>\n</tr>\n<tr>\n<td>\n<p>6</p>\n</td>\n<td>\n<p>&nbsp;As normal × 200</p>\n</td>\n</tr>\n<tr>\n<td>\n<p>7</p>\n</td>\n<td>\n<p>&nbsp;As normal × 500</p>\n</td>\n</tr>\n<tr>\n<td>\n<p>8</p>\n</td>\n<td>\n<p>&nbsp;As normal × 1000</p>\n</td>\n</tr>\n<tr>\n<td>\n<p>9</p>\n</td>\n<td>\n<p>&nbsp;All who can hear your inspiring voice</p>\n</td>\n</tr>\n</tbody>\n</table>\n</div>"
},
{
"id": "Pure Soul",
"name": "Pure Soul",
"description": "Your soul is pure, quite resistant to the depredations of Chaos. You may gain extra Corruption points equal to your level of Pure Soul before having to Test to see if you become corrupt."
},
{
"id": "Rapid Reload",
"name": "Rapid Reload",
"description": "You can reload ranged weapons with practiced ease. You add SL equal to your level in Rapid Reload to any Test to reload a ranged weapon."
},
{
"id": "Reaction Strike",
"name": "Reaction Strike",
"description": "<p>Your fast reactions have allowed you to fell many opponents before they have even swung their blades. When you are Charged, you may attempt a <strong>Challenging (+0) Initiative</strong> Test to gain an immediate Free Attack outside the normal turn sequence. This attack is resolved with whatever weapon you are carrying in your primary hand. You may make as many Reaction Strikes in a Round as you have levels in this Talent, but can only attack each individual charger once each.</p>"
},
{
"id": "Read/Write",
"name": "Read/Write",
"description": "You are one of the rare literate individuals in the Old World. You are assumed to be able to read and write (if appropriate) all of the Languages you can speak."
},
{
"id": "Relentless",
"name": "Relentless",
"description": "When you have your mind set on a target, there is nothing anyone can do to stop you reaching them. If you use Advantage when Disengaging, you may keep a number of Advantage equal to your level of Relentless. Further, you may use Advantage to Disengage even if you have lower Advantage than your opponents."
},
{
"id": "Resistance",
"name": "Resistance",
"description": "Your strong constitution allows you to more readily survive a specific threat. You may automatically pass the first Test to resist the specified threat, such as Magic, Poison, Disease, Mutation, every session. If SL is important, use your Toughness Bonus as SL for the Test."
},
{
"id": "Resolute",
"name": "Resolute",
"description": "You launch into attacks with grim determination. Add your level of Resolute to your Strength Bonus when you Charge."
},
{
"id": "Reversal",
"name": "Reversal",
"description": "<p>You are used to desperate combats, able to turn even the direst circumstances to your Advantage. If you win an <strong>Opposed Melee</strong> Test, instead of gaining +1 Advantage, you may take all your opponents Current Advantage. If you do this, you do not cause any Damage, even if it is your Turn in the Round.</p>"
},
{
"id": "Riposte",
"name": "Riposte",
"description": "<p>Conforming to the best defense is offence, you respond to an incoming attack with a lightning-fast counterstrike of your own. If your weapon has the Fast quality, you may cause Damage when you are attacked, just as if it was your Action. You can Riposte a number of attacks per round equal to your Riposte level.</p>"
},
{
"id": "River Guide",
"name": "River Guide",
"description": "<p>You know all the tricks for navigating dangerous rivers. You dont need to Test for passing through dangerous stretches of water until the Difficulty for doing so is 10 or lower — you automatically pass all Tests easier than this. Further, if you have the appropriate Lore (Local) Skill, you need never Test for navigating dangerous waters — you are assumed to know the route through.</p>"
},
{
"id": "Robust",
"name": "Robust",
"description": "<p>You are as tough as old boots and just soak up damage. You reduce all incoming Damage by an extra +1 per time you have taken the Robust Talent, even if the Damage cannot normally be reduced, but still suffer a minimum of 1 Wound from any Damage source.</p>"
},
{
"id": "Roughrider",
"name": "Roughrider",
"description": "<p>You are at home in the saddle in even the most difficult of circumstances, and know how to get the best out of your mount during conflict. Assuming you have the Ride skill, you can direct your mount to take an Action, not just a Move, without a Ride test.</p>"
},
{
"id": "Rover",
"name": "Rover",
"description": "You are at home roaming the wild places. When using Stealth in a rural environment, bystanders do not get passive Perception Tests to detect you; they can only spot you if they are specifically on look-out, or watching for hidden spies."
},
{
"id": "Savant",
"name": "Savant",
"description": "You are exceptionally learned, and have a significant degree of specialized knowledge in a single field of study. You automatically know a number of pieces of correct information equal to you Savant (Lore) level about a relevant issue without having to test your Lore Skill. Testing, as always, will provide yet more information as normal as determined by the GM."
},
{
"id": "Savvy",
"name": "Savvy",
"description": "You gain a permanent +5 bonus to your starting Intelligence Characteristic (this does not count towards your Advances)."
},
{
"id": "Scale Sheer Surface",
"name": "Scale Sheer Surface",
"description": "You are an exceptional climber. You can attempt to climb even seemingly impossible surfaces such as sheer fortifications, ice shelves, plastered walls, and similar, and you ignore any penalties to Climb Tests derived from the difficulty of the surface climbed."
},
{
"id": "Schemer",
"name": "Schemer",
"description": "You are a master of politics and see conspiracy around every corner. Once per session, you may ask the GM one question regarding a political situation or entangled web of social connections; the GM will perform a secret Intelligence Test and provide you some observations regarding the situation based upon your SL."
},
{
"id": "Sea Legs",
"name": "Sea Legs",
"description": "You are used to the rolling motion of the oceans, and are very unlikely to get sea sick, even in the worst storms. Under normal conditions at sea, you need never Test to see if you become Sea Sick. At other times (such as a storm, or a magically induced bout of Sea Sickness), you can ignore any penalties to Tests to avoid Sea Sickness."
},
{
"id": "Seasoned Traveller",
"name": "Seasoned Traveller",
"description": "<p>You are an inquisitive soul who has travelled far and wide, learning all manner of local information. Add Lore (Local) to any Career you enter; if it is already in Career, you may purchase the Skill, both times — a different Specialty each time, such as Altdorf, Vorbergland, or Ubersreik — for 5 XP fewer per Advance.</p>"
},
{
"id": "Second Sight",
"name": "Second Sight",
"description": "You can perceive the shifting Winds of Magic that course from the Chaos Gates at the poles of the world. You now have the Sight"
},
{
"id": "Secret Identity",
"name": "Secret Identity",
"description": "You maintain a secret identity that allows you to appear richer, or perhaps poorer, than you actually are. With GM permission, choose any one Career. As long as you are dressed appropriately, you may use the Social Status of the chosen Career you masquerade as rather than your own for modifying Fellowship Tests, and can even ignore the Criminal Talent. However, maintaining this identity will require Entertain (Acting) rolls when you encounter those who may recognize your falsehood. You may create a new Secret Identity for each level you have in this Talent."
},
{
"id": "Shadow",
"name": "Shadow",
"description": "You are skilled at following people without being spotted. You may use the Shadowing rules on page 130 without doing a Combined Test. Instead you test against just your Perception or your Stealth Skill, whichever is higher."
},
{
"id": "Sharp",
"name": "Sharp",
"description": "You gain a permanent +5 bonus to your starting Initiative Characteristic (this does not count towards your Advances)."
},
{
"id": "Sharpshooter",
"name": "Sharpshooter",
"description": "You can make aimed shots of exceptional accuracy. You ignore any negative Difficulty modifier to Ranged Tests due to the size of your target."
},
{
"id": "Shieldsman",
"name": "Shieldsman",
"description": "You are skilled at using your shield to maneuver others in combat so you can take advantage of a desperate situation. When using a Shield to defend, you gain Advantage equal to the number of levels you have in Shieldsman if you lose the Opposed Test."
},
{
"id": "Sixth Sense",
"name": "Sixth Sense",
"description": "You get a strange feeling when you are threatened, and can react accordingly. The GM may warn you if you are walking into danger; this will normally come after a secret Intuition Test on your behalf. Further, you may ignore Surprise if you pass an Intuition Test"
},
{
"id": "Slayer",
"name": "Slayer",
"description": "<p>When determining Damage use your opponents Toughness Bonus as your Strength Bonus if it is higher; always determine this before any other rules modify your Strength or Strength Bonus. Further, if your target is larger than you, and your score a Critical, multiply all melee Damage you cause by the number of steps larger your target is (so, 2 steps = ×2, 3 steps = ×3, and so on); this multiplication is calculated after all modifiers are applied. See Size.</p>"
},
{
"id": "Small",
"name": "Small",
"description": "<p>You are much shorter than most folk in the Old World. The full rules for different Sizes are found in <strong>Chapter 12: Bestiary</strong> on page 341. <br><br></p>"
},
{
"id": "Sniper",
"name": "Sniper",
"description": "<p>Distance is of no import to your shooting skills, and you are just as adept at picking off far-away targets as those nearby. You suffer no penalties for shooting at Long range, and half the penalties for Extreme range.</p>"
},
{
"id": "Speedreader",
"name": "Speedreader",
"description": "You read books at a voracious pace. You may reverse a failed Research Test if this will grant success. If the speed at which you read is important during combat, a successful Language Test lets you read and fully comprehend a number of pages per Round equal to your SL plus Speedreader level (minimum of 1, even if you fail the Test)."
},
{
"id": "Sprinter",
"name": "Sprinter",
"description": "You are a swift runner. Your Movement Attribute counts as 1 higher when Running."
},
{
"id": "Step Aside",
"name": "Step Aside",
"description": "You are skilled at being where enemy weapons are not. If you use Dodge to defend against an incoming attack and win the Opposed Test, you may move up to 2 yards as you dive away, and no longer count as Engaged. None of your opponents will gain a Free Attack when you do this."
},
{
"id": "Stone Soup",
"name": "Stone Soup",
"description": "You are used to getting by with less, and know how to survive lean times. You can subsist on half the amount of food required without any negative penalties (bar feeling really hungry), and need only test for Starvation every 3 days, not 2"
},
{
"id": "Stout-hearted",
"name": "Stout-hearted",
"description": "<p>No matter how bad things get, you always seem to come back for more. You may attempt a Cool Test to remove a Broken Condition at the end of each of your Turns as well as at the end of the Round (168).</p>"
},
{
"id": "Strider",
"name": "Strider",
"description": "You are experienced in traversing difficult ground. You ignore all movement penalties when crossing over or through a specified terrain. Typical specialties include: Coastal, Deserts, Marshes, Rocky, Tundra, Woodlands."
},
{
"id": "Strike Mighty Blow",
"name": "Strike Mighty Blow",
"description": "You know how to hit hard! You deal your level of Strike Mighty Blow in extra Damage with melee weapons."
},
{
"id": "Strike to Injure",
"name": "Strike to Injure",
"description": "<p>You are an expert at striking your enemies most vulnerable areas. You inflict your level of Strike to Injure in additional Wounds when you cause a Critical Wound.</p>"
},
{
"id": "Strike to Stun",
"name": "Strike to Stun",
"description": "<p>You know where to hit an opponent to bring him down fast. You ignore the Called Shot penalty to strike the Head Hit Location when using a melee weapon with the <em>Pummel</em> Quality. Further, you count all improvised weapons as having the <em>Pummel</em> Quality</p>"
},
{
"id": "Strong Back",
"name": "Strong Back",
"description": "<p>You have a strong back that is used to hard work. You may add your levels in Strong Back to your SL in any Opposed Strength Tests, and can carry additional Encumbrance points of trappings (see page 293) equal to your level of Strong Back.</p>"
},
{
"id": "Strong Legs",
"name": "Strong Legs",
"description": "You have strong legs able to carry you great distances when you jump. Add your Strong Legs level to your SL in any Athletics Tests involving Leaping"
},
{
"id": "Strong Swimmer",
"name": "Strong Swimmer",
"description": "You are an especially strong swimmer and used to holding your breath for a long time underwater. Gain a bonus of your level in Strong Swimmer to your Toughness Bonus for the purposes of holding your breath. Drowning and Suffocation"
},
{
"id": "Strong-minded",
"name": "Strong-minded",
"description": "You are the epitome of determination and resolve. Add your level in Strong Minded to your maximum Resolve pool."
},
{
"id": "Sturdy",
"name": "Sturdy",
"description": "You have a brawny physique, or are very used to carrying things. Increase the number of Encumbrance Points you can carry by your Sturdy level x 2"
},
{
"id": "Suave",
"name": "Suave",
"description": "You gain a permanent +5 bonus to your starting Fellowship Characteristic (this does not count towards your Advances)."
},
{
"id": "Super Numerate",
"name": "Super Numerate",
"description": "<p>You have a gift for calculation and can work out the solution to most mathematical problems with ease. You may use a simple calculator to represent what your PC is capable of mentally computing.</p>"
},
{
"id": "Supportive",
"name": "Supportive",
"description": "<p>You know what to say and when to make the most impact upon your superiors. When you successfully use a social Skill to influence those with a higher Status tier, you can choose to either use your rolled SL, or the number rolled on your units die. So, a successful roll of 46 could be used for +6 SL.</p>"
},
{
"id": "Sure Shot",
"name": "Sure Shot",
"description": "<p>You know how to find the weak spots in a targets armor. When you hit a target with a Ranged weapon, you may ignore Armor Points equal to your Sure Shot level.</p>"
},
{
"id": "Surgery",
"name": "Surgery",
"description": "<p>You are a surgeon, able to open and close the flesh in order to heal others. You can treat any Critical Wound marked as needing Surgery. You can also perform surgery to resolve internal issues with an Extended Challenging (+0) Heal Test with a target SL determined by the GM (usually 510) depending upon the difficulty of the procedure at hand. This will cause 1d10 Wounds and 1 <em>Bleeding </em>Condition per Test, meaning surgery has a high chance of killing a patient if the surgeon is not careful. After surgery, the patient must pass an Average (+20) Endurance Test or gain a&nbsp;Minor Infection.</p>"
},
{
"id": "Tenacious",
"name": "Tenacious",
"description": "You never give up, no matter how impossible your travails appear. You can double the length of time successful Endurance Tests allow you to endure a hardship. This includes enduring prolonged riding, exposure, rituals, and similar adversities"
},
{
"id": "Tinker",
"name": "Tinker",
"description": "You are somewhat of a Johann-of-all-trades, able to repair almost anything. You count all non-magical Trade Skills as Basic when repairing broken items."
},
{
"id": "Tower of Memories",
"name": "Tower of Memories",
"description": "<p>A recollection technique first instigated by the Cult of Verena, reputedly from Elven practices taught by the Loremasters of Hoeth, Tower of Memories allows you to perfectly recall a sequence of facts by storing them in an imaginary spire. You can recall a sequence as long as your Intelligence without having to make a Test. For every 10 more items you attempt to memorize, you must make an increasingly difficult Intelligence Test to recall the list correctly, starting at <strong>Very Easy (+60)</strong> for +10, <strong>Easy (+40)</strong> for +20, <strong>Average (+20)</strong> for +30, and so on. Beyond its obvious utility for Gamble Tests, where having this Talent adds a bonus of +20 to +60 depending upon how useful recalling sequences is to the game at hand, the GM can apply bonuses to other Tests as appropriate. Each time you take this Talent you may recall an extra sequence without having to forget a previously stored one</p>"
},
{
"id": "Trapper",
"name": "Trapper",
"description": "You are skilled at spotting and using traps. You may take a Perception Test to spot traps automatically without having to tell the GM of your intention; the GM may prefer to make some of these Tests on your behalf in private."
},
{
"id": "Trick Riding",
"name": "Trick Riding",
"description": "You are capable of amazing feats of agility on horseback. You can use any of your Performer Skills and unmodified Dodge skill when on horseback. Further, when mounted, you can make your Move at the start of the Round instead of on your Turn."
},
{
"id": "Tunnel Rat",
"name": "Tunnel Rat",
"description": "You are at home in tunnels, sewers, and other underground environments. When using Stealth in an underground environment, bystanders do not get passive Perception Tests to detect you; they can only spot you if they are specifically on look-out, or watching for hidden others."
},
{
"id": "Unshakable",
"name": "Unshakable",
"description": "<p>You are a jaded veteran who has survived more than one hail of shots from Blackpowder weapons. You need only take a Cool Test to resist a <em>Broken </em>Condition if you are successfully wounded by a Blackpowder weapon, not just if you are shot at&nbsp;</p>"
},
{
"id": "Very Resilient",
"name": "Very Resilient",
"description": "You gain a permanent +5 bonus to your starting Toughness Characteristic (this does not count towards your Advances)."
},
{
"id": "Very Strong",
"name": "Very Strong",
"description": "You gain a permanent +5 bonus to your starting Strength Characteristic (this does not count towards your Advances)."
},
{
"id": "War Leader",
"name": "War Leader",
"description": "<p>Your stern gaze and inspiring words motivate your soldiers to fight on to the end. All subordinates able to see you may add your level in War Leader to their SL in one Willpower Test per Round. This bonus does not stack.</p>"
},
{
"id": "War Wizard",
"name": "War Wizard",
"description": "You are trained to cast magic while in the thick of combat. On your Turn, you may cast one Spell with a Casting Number of 5 or less for free without using your Action. However, if you do this, you may not cast another spell this Turn."
},
{
"id": "Warrior Born",
"name": "Warrior Born",
"description": "<p>You gain a permanent +5 bonus to your starting Weapon Skill Characteristic (doesn't count as Advances).</p>"
},
{
"id": "Waterman",
"name": "Waterman",
"description": "You are an experienced freshwater sailor and are well-versed with river vessels. You can ignore all negatives to your Tests when onboard a barge derived from rolling waters, swaying vessels, unsure footing, and similar. Further, you count as two boatmen towards the minimum number of crew to pilot a river vessel."
},
{
"id": "Wealthy",
"name": "Wealthy",
"description": "<p>You are fabulously wealthy, and are rarely ever short of coin. When Earning (including Income Endeavor) you secure +1 GC per time you have this Talent.</p>"
},
{
"id": "Well-prepared",
"name": "Well-prepared",
"description": "<p>You are used to anticipating the needs of others, and yourself. A number of times per session equal to your level of Well-Prepared, you may pull the trapping required for the current situation from your backpack (or similar) as long as it is Encumbrance 0, could feasibly been bought recently, and doesnt stretch credibility too far. This could be anything from a flask of spirits to fortify a wounded comrade to a pfennig-whistle needed by a passing entertainer. Whenever you do this, you must deduct the cost for the prepared item from your purse, representing the coin you spent earlier.</p>"
},
{
"id": "Witch!",
"name": "Witch!",
"description": "You have learned magic through trial and error. Add Language (Magick) to any Career you enter; if it is already in your Career, you may purchase the Skill for 5 XP fewer per Advance. Further, you may spend 1 Resilience point to immediately cast any spell as if it were one of your Arcane Lore spells; you also instantly memorise that spell as one of your Arcane Lore spells for 0 XP. You can do this a number of times equal to your level in this Talent."
}
]
}

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