diff --git a/compendium/wfrp4e.careers.json b/compendium/wfrp4e.careers.json new file mode 100644 index 0000000..ce12d3a --- /dev/null +++ b/compendium/wfrp4e.careers.json @@ -0,0 +1,1126 @@ +{ + "label": "Careers", + "entries": [ + { + "id": "Abbess", + "name": "Abbess", + "description": "" + }, + { + "id": "Advisor", + "name": "Advisor", + "description": "" + }, + { + "id": "Agent", + "name": "Agent", + "description": "" + }, + { + "id": "Agitator", + "name": "Agitator", + "description": "" + }, + { + "id": "Aide", + "name": "Aide", + "description": "" + }, + { + "id": "Ambassador", + "name": "Ambassador", + "description": "" + }, + { + "id": "Apothecary", + "name": "Apothecary", + "description": "

 

\n

 

" + }, + { + "id": "Apothecary's Apprentice", + "name": "Apothecary's Apprentice", + "description": "" + }, + { + "id": "Apothecary-General", + "name": "Apothecary-General", + "description": "" + }, + { + "id": "Apprentice Artisan", + "name": "Apprentice Artisan", + "description": "" + }, + { + "id": "Apprentice Artist", + "name": "Apprentice Artist", + "description": "" + }, + { + "id": "Artisan", + "name": "Artisan", + "description": "" + }, + { + "id": "Artist", + "name": "Artist", + "description": "" + }, + { + "id": "Assassin", + "name": "Assassin" + }, + { + "id": "Attendant", + "name": "Attendant", + "description": "" + }, + { + "id": "Bailiff", + "name": "Bailiff" + }, + { + "id": "Bandit King", + "name": "Bandit King" + }, + { + "id": "Barge Master", + "name": "Barge Master" + }, + { + "id": "Bargeswain", + "name": "Bargeswain" + }, + { + "id": "Barrister", + "name": "Barrister", + "description": "" + }, + { + "id": "Bawd", + "name": "Bawd" + }, + { + "id": "Beggar", + "name": "Beggar", + "description": "" + }, + { + "id": "Beggar King", + "name": "Beggar King", + "description": "" + }, + { + "id": "Black Marketeer", + "name": "Black Marketeer" + }, + { + "id": "Boat-hand", + "name": "Boat-hand" + }, + { + "id": "Boatman", + "name": "Boatman" + }, + { + "id": "Boatswain", + "name": "Boatswain" + }, + { + "id": "Body Snatcher", + "name": "Body Snatcher" + }, + { + "id": "Bounty Hunter", + "name": "Bounty Hunter" + }, + { + "id": "Bounty Hunter General", + "name": "Bounty Hunter General" + }, + { + "id": "Braggart", + "name": "Braggart" + }, + { + "id": "Brigand", + "name": "Brigand" + }, + { + "id": "Broker", + "name": "Broker" + }, + { + "id": "Burgomeister", + "name": "Burgomeister", + "description": "" + }, + { + "id": "Busker", + "name": "Busker" + }, + { + "id": "Cargo Scavenger", + "name": "Cargo Scavenger" + }, + { + "id": "Cat Burglar", + "name": "Cat Burglar" + }, + { + "id": "Cavalryman", + "name": "Cavalryman" + }, + { + "id": "Chancellor", + "name": "Chancellor", + "description": "" + }, + { + "id": "Charlatan", + "name": "Charlatan" + }, + { + "id": "Chartered Engineer", + "name": "Chartered Engineer", + "description": "" + }, + { + "id": "Clerk", + "name": "Clerk", + "description": "" + }, + { + "id": "Coach Master", + "name": "Coach Master" + }, + { + "id": "Coachman", + "name": "Coachman" + }, + { + "id": "Con Artist", + "name": "Con Artist" + }, + { + "id": "Councilor", + "name": "Councilor" + }, + { + "id": "Counsellor", + "name": "Counsellor", + "description": "" + }, + { + "id": "Courier", + "name": "Courier" + }, + { + "id": "Courier-Captain", + "name": "Courier-Captain" + }, + { + "id": "Court Physician", + "name": "Court Physician", + "description": "" + }, + { + "id": "Crime Lord", + "name": "Crime Lord" + }, + { + "id": "Custodian", + "name": "Custodian", + "description": "" + }, + { + "id": "Daemon Slayer", + "name": "Daemon Slayer" + }, + { + "id": "Demagogue", + "name": "Demagogue", + "description": "" + }, + { + "id": "Detective", + "name": "Detective", + "description": "" + }, + { + "id": "Diplomat", + "name": "Diplomat", + "description": "" + }, + { + "id": "Dock Master", + "name": "Dock Master" + }, + { + "id": "Dockhand", + "name": "Dockhand" + }, + { + "id": "Doktor", + "name": "Doktor", + "description": "" + }, + { + "id": "Dragon Slayer", + "name": "Dragon Slayer" + }, + { + "id": "Duelist", + "name": "Duelist", + "description": "" + }, + { + "id": "Duelmaster", + "name": "Duelmaster", + "description": "" + }, + { + "id": "Engineer", + "name": "Engineer", + "description": "" + }, + { + "id": "Entertainer", + "name": "Entertainer" + }, + { + "id": "Envoy", + "name": "Envoy", + "description": "" + }, + { + "id": "Explorer", + "name": "Explorer" + }, + { + "id": "Exterminator", + "name": "Exterminator", + "description": "" + }, + { + "id": "Fellow", + "name": "Fellow", + "description": "" + }, + { + "id": "Fence", + "name": "Fence" + }, + { + "id": "Fencer", + "name": "Fencer", + "description": "" + }, + { + "id": "First Knight", + "name": "First Knight" + }, + { + "id": "Flagellant", + "name": "Flagellant" + }, + { + "id": "Foreman", + "name": "Foreman" + }, + { + "id": "Fortune Teller", + "name": "Fortune Teller" + }, + { + "id": "Gang Boss", + "name": "Gang Boss" + }, + { + "id": "Giant Slayer", + "name": "Giant Slayer" + }, + { + "id": "Governor", + "name": "Governor", + "description": "" + }, + { + "id": "Grave Robber", + "name": "Grave Robber" + }, + { + "id": "Greenfish", + "name": "Greenfish" + }, + { + "id": "Guard", + "name": "Guard" + }, + { + "id": "Guard Officer", + "name": "Guard Officer" + }, + { + "id": "Guide", + "name": "Guide" + }, + { + "id": "Guildmaster", + "name": "Guildmaster", + "description": "" + }, + { + "id": "Hedge Apprentice", + "name": "Hedge Apprentice" + }, + { + "id": "Hedge Master", + "name": "Hedge Master" + }, + { + "id": "Hedge Witch", + "name": "Hedge Witch" + }, + { + "id": "Hedgewise", + "name": "Hedgewise" + }, + { + "id": "Herald", + "name": "Herald", + "description": "" + }, + { + "id": "Herb Gatherer", + "name": "Herb Gatherer" + }, + { + "id": "Herb Master", + "name": "Herb Master" + }, + { + "id": "Herbalist", + "name": "Herbalist" + }, + { + "id": "Herbwise", + "name": "Herbwise" + }, + { + "id": "Hexer", + "name": "Hexer" + }, + { + "id": "High Priest", + "name": "High Priest", + "description": "" + }, + { + "id": "Hitman", + "name": "Hitman" + }, + { + "id": "Honor Guard", + "name": "Honor Guard" + }, + { + "id": "Horseman", + "name": "Horseman" + }, + { + "id": "Huffer", + "name": "Huffer" + }, + { + "id": "Hunter", + "name": "Hunter" + }, + { + "id": "Huntsmaster", + "name": "Huntsmaster" + }, + { + "id": "Hustler", + "name": "Hustler" + }, + { + "id": "Informer", + "name": "Informer", + "description": "" + }, + { + "id": "Initiate", + "name": "Initiate", + "description": "" + }, + { + "id": "Inquisitor", + "name": "Inquisitor" + }, + { + "id": "Interrogator", + "name": "Interrogator" + }, + { + "id": "Investigator", + "name": "Investigator", + "description": "" + }, + { + "id": "Judge", + "name": "Judge", + "description": "" + }, + { + "id": "Judicial Champion", + "name": "Judicial Champion", + "description": "" + }, + { + "id": "Knight", + "name": "Knight" + }, + { + "id": "Knight of the Inner Circle", + "name": "Knight of the Inner Circle" + }, + { + "id": "Landsman", + "name": "Landsman" + }, + { + "id": "Lawyer", + "name": "Lawyer", + "description": "" + }, + { + "id": "Lector", + "name": "Lector", + "description": "" + }, + { + "id": "Light Cavalry Officer", + "name": "Light Cavalry Officer" + }, + { + "id": "Light Cavalry Sergeant", + "name": "Light Cavalry Sergeant" + }, + { + "id": "Maestro", + "name": "Maestro", + "description": "" + }, + { + "id": "Magistrate", + "name": "Magistrate", + "description": "" + }, + { + "id": "Magnate", + "name": "Magnate", + "description": "" + }, + { + "id": "Master Apothecary", + "name": "Master Apothecary", + "description": "" + }, + { + "id": "Master Artisan", + "name": "Master Artisan", + "description": "" + }, + { + "id": "Master Artist", + "name": "Master Artist", + "description": "" + }, + { + "id": "Master Beggar", + "name": "Master Beggar", + "description": "" + }, + { + "id": "Master Bounty Hunter", + "name": "Master Bounty Hunter" + }, + { + "id": "Master Engineer", + "name": "Master Engineer", + "description": "" + }, + { + "id": "Master Fence", + "name": "Master Fence" + }, + { + "id": "Master Investigator", + "name": "Master Investigator", + "description": "" + }, + { + "id": "Master Merchant", + "name": "Master Merchant", + "description": "" + }, + { + "id": "Master Miner", + "name": "Master Miner" + }, + { + "id": "Master Pedlar", + "name": "Master Pedlar" + }, + { + "id": "Master Pilot", + "name": "Master Pilot" + }, + { + "id": "Master Smuggler", + "name": "Master Smuggler" + }, + { + "id": "Master Thief", + "name": "Master Thief" + }, + { + "id": "Master Wizard", + "name": "Master Wizard", + "description": "" + }, + { + "id": "Menial", + "name": "Menial", + "description": "" + }, + { + "id": "Merchant", + "name": "Merchant", + "description": "" + }, + { + "id": "Merchant Prince", + "name": "Merchant Prince", + "description": "" + }, + { + "id": "Messenger", + "name": "Messenger" + }, + { + "id": "Mine Foreman", + "name": "Mine Foreman" + }, + { + "id": "Miner", + "name": "Miner" + }, + { + "id": "Mystic", + "name": "Mystic" + }, + { + "id": "Noble", + "name": "Noble", + "description": "" + }, + { + "id": "Noble Lord", + "name": "Noble Lord", + "description": "" + }, + { + "id": "Novitiate", + "name": "Novitiate" + }, + { + "id": "Novitiate", + "name": "Novitiate", + "description": "" + }, + { + "id": "Nun", + "name": "Nun", + "description": "" + }, + { + "id": "Officer", + "name": "Officer" + }, + { + "id": "Outlaw", + "name": "Outlaw" + }, + { + "id": "Outlaw Chief", + "name": "Outlaw Chief" + }, + { + "id": "Pamphleteer", + "name": "Pamphleteer", + "description": "" + }, + { + "id": "Pathfinder", + "name": "Pathfinder" + }, + { + "id": "Pauper", + "name": "Pauper", + "description": "" + }, + { + "id": "Peasant", + "name": "Peasant" + }, + { + "id": "Pedlar", + "name": "Pedlar" + }, + { + "id": "Penitent", + "name": "Penitent" + }, + { + "id": "Physician", + "name": "Physician", + "description": "" + }, + { + "id": "Physician's Apprentice", + "name": "Physician's Apprentice", + "description": "" + }, + { + "id": "Pilot", + "name": "Pilot" + }, + { + "id": "Pit Champion", + "name": "Pit Champion" + }, + { + "id": "Pit Fighter", + "name": "Pit Fighter" + }, + { + "id": "Pit Legend", + "name": "Pit Legend" + }, + { + "id": "Postilion", + "name": "Postilion" + }, + { + "id": "Priest", + "name": "Priest", + "description": "" + }, + { + "id": "Priest Captain", + "name": "Priest Captain" + }, + { + "id": "Priest Sergeant", + "name": "Priest Sergeant" + }, + { + "id": "Prioress General", + "name": "Prioress General", + "description": "" + }, + { + "id": "Procurer", + "name": "Procurer" + }, + { + "id": "Professor", + "name": "Professor", + "description": "" + }, + { + "id": "Prophet of Doom", + "name": "Prophet of Doom" + }, + { + "id": "Prospector", + "name": "Prospector" + }, + { + "id": "Protagonist", + "name": "Protagonist" + }, + { + "id": "Prowler", + "name": "Prowler" + }, + { + "id": "Pugilist", + "name": "Pugilist" + }, + { + "id": "Rabble Rouser", + "name": "Rabble Rouser", + "description": "" + }, + { + "id": "Racketeer", + "name": "Racketeer" + }, + { + "id": "Rat Catcher", + "name": "Rat Catcher", + "description": "" + }, + { + "id": "Rat Hunter", + "name": "Rat Hunter", + "description": "" + }, + { + "id": "Recruit", + "name": "Recruit" + }, + { + "id": "Reeve", + "name": "Reeve" + }, + { + "id": "Ringleader", + "name": "Ringleader" + }, + { + "id": "River Elder", + "name": "River Elder" + }, + { + "id": "River Pirate", + "name": "River Pirate" + }, + { + "id": "River Recruit", + "name": "River Recruit" + }, + { + "id": "River Runner", + "name": "River Runner" + }, + { + "id": "Riverguide", + "name": "Riverguide" + }, + { + "id": "Riverwarden", + "name": "Riverwarden" + }, + { + "id": "Riverwise", + "name": "Riverwise" + }, + { + "id": "Riverwoman", + "name": "Riverwoman" + }, + { + "id": "Road Captain", + "name": "Road Captain" + }, + { + "id": "Road Sergeant", + "name": "Road Sergeant" + }, + { + "id": "Road Warden", + "name": "Road Warden" + }, + { + "id": "Route Master", + "name": "Route Master" + }, + { + "id": "Runner", + "name": "Runner" + }, + { + "id": "Sage", + "name": "Sage" + }, + { + "id": "Scholar", + "name": "Scholar", + "description": "" + }, + { + "id": "Scion", + "name": "Scion", + "description": "" + }, + { + "id": "Scoundrel", + "name": "Scoundrel" + }, + { + "id": "Scout", + "name": "Scout" + }, + { + "id": "Seaman", + "name": "Seaman" + }, + { + "id": "Seer", + "name": "Seer" + }, + { + "id": "Seneschal", + "name": "Seneschal", + "description": "" + }, + { + "id": "Sentry", + "name": "Sentry" + }, + { + "id": "Sergeant", + "name": "Sergeant" + }, + { + "id": "Servant", + "name": "Servant", + "description": "" + }, + { + "id": "Sewer Jack", + "name": "Sewer Jack", + "description": "" + }, + { + "id": "Ship's Master", + "name": "Ship's Master" + }, + { + "id": "Shipsword", + "name": "Shipsword" + }, + { + "id": "Shipsword Master", + "name": "Shipsword Master" + }, + { + "id": "Sleuth", + "name": "Sleuth", + "description": "" + }, + { + "id": "Smuggler", + "name": "Smuggler" + }, + { + "id": "Smuggler King", + "name": "Smuggler King" + }, + { + "id": "Soldier", + "name": "Soldier" + }, + { + "id": "Spy", + "name": "Spy", + "description": "" + }, + { + "id": "Spymaster", + "name": "Spymaster", + "description": "" + }, + { + "id": "Squire", + "name": "Squire" + }, + { + "id": "Stevedore", + "name": "Stevedore" + }, + { + "id": "Steward", + "name": "Steward", + "description": "" + }, + { + "id": "Student", + "name": "Student", + "description": "" + }, + { + "id": "Student Engineer", + "name": "Student Engineer", + "description": "" + }, + { + "id": "Student Lawyer", + "name": "Student Lawyer", + "description": "" + }, + { + "id": "Swindler", + "name": "Swindler" + }, + { + "id": "Tax Collector", + "name": "Tax Collector" + }, + { + "id": "Thief", + "name": "Thief" + }, + { + "id": "Thief-taker", + "name": "Thief-taker" + }, + { + "id": "Thug", + "name": "Thug" + }, + { + "id": "Toll Keeper", + "name": "Toll Keeper" + }, + { + "id": "Tomb Robber", + "name": "Tomb Robber" + }, + { + "id": "Town Councilor", + "name": "Town Councilor", + "description": "" + }, + { + "id": "Townsman", + "name": "Townsman", + "description": "" + }, + { + "id": "Tracker", + "name": "Tracker" + }, + { + "id": "Trader", + "name": "Trader", + "description": "" + }, + { + "id": "Trapper", + "name": "Trapper" + }, + { + "id": "Treasure Hunter", + "name": "Treasure Hunter" + }, + { + "id": "Troll Slayer", + "name": "Troll Slayer" + }, + { + "id": "Troubadour", + "name": "Troubadour" + }, + { + "id": "Troupe Leader", + "name": "Troupe Leader" + }, + { + "id": "Vagabond", + "name": "Vagabond" + }, + { + "id": "Village Elder", + "name": "Village Elder" + }, + { + "id": "Villager", + "name": "Villager" + }, + { + "id": "Wandering Trader", + "name": "Wandering Trader" + }, + { + "id": "Warden", + "name": "Warden", + "description": "" + }, + { + "id": "Warlock", + "name": "Warlock" + }, + { + "id": "Warrior Priest", + "name": "Warrior Priest" + }, + { + "id": "Watch Captain", + "name": "Watch Captain", + "description": "" + }, + { + "id": "Watch Recruit", + "name": "Watch Recruit", + "description": "" + }, + { + "id": "Watch Sergeant", + "name": "Watch Sergeant", + "description": "" + }, + { + "id": "Watchman", + "name": "Watchman", + "description": "" + }, + { + "id": "Witch", + "name": "Witch" + }, + { + "id": "Witch Hunter", + "name": "Witch Hunter" + }, + { + "id": "Witchfinder General", + "name": "Witchfinder General" + }, + { + "id": "Wizard", + "name": "Wizard", + "description": "" + }, + { + "id": "Wizard Lord", + "name": "Wizard Lord", + "description": "" + }, + { + "id": "Wizard's Apprentice", + "name": "Wizard's Apprentice", + "description": "" + }, + { + "id": "Wrecker", + "name": "Wrecker" + }, + { + "id": "Wrecker Captain", + "name": "Wrecker Captain" + }, + { + "id": "Wyrd", + "name": "Wyrd" + }, + { + "id": "Zealot", + "name": "Zealot" + } + ] +} \ No newline at end of file diff --git a/compendium/wfrp4e.diseases.json b/compendium/wfrp4e.diseases.json new file mode 100644 index 0000000..b75f1f6 --- /dev/null +++ b/compendium/wfrp4e.diseases.json @@ -0,0 +1,55 @@ +{ + "label": "Diseases", + "entries": [ + { + "id": "Blood Rot", + "name": "Blood Rot", + "description": "

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.

" + }, + { + "id": "Bronze Fever", + "name": "Bronze Fever", + "description": "

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.

" + }, + { + "id": "Festering Wound", + "name": "Festering Wound", + "description": "

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 Sigmar’s 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 patient’s 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.

" + }, + { + "id": "Galloping Trots", + "name": "Galloping Trots", + "description": "

It is said Halfling food won’t 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 ‘Rumster’s Revenge’ from the cheap, Halfling pies on sale across Altdorf, would disagree, assuming they could escape the privy for long enough…

" + }, + { + "id": "Itching Pox", + "name": "Itching Pox", + "description": "

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.

" + }, + { + "id": "Minor Infection", + "name": "Minor Infection", + "description": "

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 it’s too late, and Morr’s Portal opens.

" + }, + { + "id": "Packer's Pox", + "name": "Packer's Pox", + "description": "

A common infection amongst hunters, furriers, and traders, Packer’s 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.

" + }, + { + "id": "Ratte Fever", + "name": "Ratte Fever", + "description": "

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, it’s 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.

" + }, + { + "id": "The Black Plague", + "name": "The Black Plague", + "description": "

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.

" + }, + { + "id": "The Bloody Flux", + "name": "The Bloody Flux", + "description": "

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.

" + } + ] +} \ No newline at end of file diff --git a/compendium/wfrp4e.injuries.json b/compendium/wfrp4e.injuries.json new file mode 100644 index 0000000..555fd0e --- /dev/null +++ b/compendium/wfrp4e.injuries.json @@ -0,0 +1,140 @@ +{ + "label": "Injuries", + "entries": [ + { + "id": "Amputated Part", + "name": "Amputated Part", + "description": "

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 condition

\n

All amputations require Surgery to heal properly, meaning 1 Wound cannot be healed until you visit a surgeon. See Surgey

\n

Ear: 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

" + }, + { + "id": "Amputated Part", + "name": "Amputated Part", + "description": "

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 condition

\n

All amputations require Surgery to heal properly, meaning 1 Wound cannot be healed until you visit a surgeon. See Surgey

\n

Teeth:  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.

" + }, + { + "id": "Amputated Part", + "name": "Amputated Part", + "description": "

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 condition

\n

All amputations require Surgery to heal properly, meaning 1 Wound cannot be healed until you visit a surgeon. See Surgey

\n

Hand:  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

" + }, + { + "id": "Amputated Part", + "name": "Amputated Part", + "description": "

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 condition

\n

All amputations require Surgery to heal properly, meaning 1 Wound cannot be healed until you visit a surgeon. See Surgey

\n

Foot: 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?

" + }, + { + "id": "Amputated Part", + "name": "Amputated Part", + "description": "

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 condition

\n

All amputations require Surgery to heal properly, meaning 1 Wound cannot be healed until you visit a surgeon. See Surgey

\n

Toes: 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.

" + }, + { + "id": "Amputated Part", + "name": "Amputated Part", + "description": "

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 condition

\n

All amputations require Surgery to heal properly, meaning 1 Wound cannot be healed until you visit a surgeon. See Surgey

\n

Tongue: 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.

" + }, + { + "id": "Amputated Part", + "name": "Amputated Part", + "description": "

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 condition

\n

All amputations require Surgery to heal properly, meaning 1 Wound cannot be healed until you visit a surgeon. See Surgey

\n

Nose:  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.

" + }, + { + "id": "Amputated Part", + "name": "Amputated Part", + "description": "

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 condition

\n

All amputations require Surgery to heal properly, meaning 1 Wound cannot be healed until you visit a surgeon. See Surgey

\n

Arm: 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

" + }, + { + "id": "Amputated Part", + "name": "Amputated Part", + "description": "

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 condition

\n

All amputations require Surgery to heal properly, meaning 1 Wound cannot be healed until you visit a surgeon. See Surgey

\n

Finger: 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.

" + }, + { + "id": "Amputated Part", + "name": "Amputated Part", + "description": "

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 condition

\n

All amputations require Surgery to heal properly, meaning 1 Wound cannot be healed until you visit a surgeon. See Surgey

\n

Eye: 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

" + }, + { + "id": "Amputated Part", + "name": "Amputated Part", + "description": "

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 condition

\n

All amputations require Surgery to heal properly, meaning 1 Wound cannot be healed until you visit a surgeon. See Surgey

\n

Leg:  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?

" + }, + { + "id": "Broken Bone (Major)", + "name": "Broken Bone (Major)", + "description": "

A bone has been fractured, but still aligned. 

\n

Arm: 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.

\n

Healing

\n

A fracture takes 30+1d10 days to heal. At the end, a successful Average (+20) Endurance test means the bone healed well. Otherwise: -5 Agility when using that arm.

\n

A successful Average (+20) 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.

" + }, + { + "id": "Broken Bone (Major)", + "name": "Broken Bone (Major)", + "description": "

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.

\n

Leg: 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.

\n

Healing

\n

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

\n

A successful Average (+20) 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.

" + }, + { + "id": "Broken Bone (Major)", + "name": "Broken Bone (Major)", + "description": "

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.

\n

Leg: Down to a liquid diet and will suffer a penalty of -30 to all Language Tests. 

\n

Healing

\n

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.

\n

A successful Average (+20) 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.

" + }, + { + "id": "Broken Bone (Major)", + "name": "Broken Bone (Major)", + "description": "

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.

\n

Body: Strength and mobility is severely limited: -30 to Strength and Agility Characteristic, half your Move. 

\n

Healing

\n

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

\n

A successful Average (+20) 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.

" + }, + { + "id": "Broken Bone (Minor)", + "name": "Broken Bone (Minor)", + "description": "

A bone has been fractured, but still aligned. 

\n

Leg: 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.

\n

Healing

\n

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

\n

A successful Average (+20) 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.

" + }, + { + "id": "Broken Bone (Minor)", + "name": "Broken Bone (Minor)", + "description": "

A bone has been fractured, but still aligned. 

\n

Arm: 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.

\n

Healing

\n

A fracture takes 30+1d10 days to heal. At the end, a successful Average (+20) Endurance test means the bone healed well. Otherwise: -5 Agility when using that arm.

\n

A successful Average (+20) 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.

" + }, + { + "id": "Broken Bone (Minor)", + "name": "Broken Bone (Minor)", + "description": "

A bone has been fractured, but still aligned. 

\n

Body: Strength and mobility is severely limited: -30 to Strength and Agility Characteristic, half your Move. 

\n

Healing

\n

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

\n

A successful Average (+20) 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.

" + }, + { + "id": "Broken Bone (Minor)", + "name": "Broken Bone (Minor)", + "description": "

A bone has been fractured, but still aligned. 

\n

Head: Down to a liquid diet and will suffer a penalty of -30 to all Language Tests. 

\n

Healing

\n

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

\n

A successful Average (+20) 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.

" + }, + { + "id": "Torn Muscle (Major)", + "name": "Torn Muscle (Major)", + "description": "

A muscle has been sprained or torn, impairing your capabilities.  

\n

Leg: Half movement, Suffer a penalty of -10 to all Tests involving the leg

\n

Healing: 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) 

" + }, + { + "id": "Torn Muscle (Major)", + "name": "Torn Muscle (Major)", + "description": "

A muscle has been sprained or torn, impairing your capabilities.  

\n

Arm: Suffer a penalty of -20 to all Tests involving the arm

\n

Healing: 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) 

" + }, + { + "id": "Torn Muscle (Major)", + "name": "Torn Muscle (Major)", + "description": "

A muscle has been sprained or torn, impairing your capabilities.  

\n

Leg: Suffer a penalty of -20 to all Tests involving the body

\n

Healing: 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) 

" + }, + { + "id": "Torn Muscle (Major)", + "name": "Torn Muscle (Major)", + "description": "

A muscle has been sprained or torn, impairing your capabilities.  

\n

Head: Suffer a penalty of -20 to all Tests involving the head

\n

Healing: 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) 

" + }, + { + "id": "Torn Muscle (Minor)", + "name": "Torn Muscle (Minor)", + "description": "

A muscle has been sprained or torn, impairing your capabilities.  

\n

Leg: Suffer a penalty of -10 to all Tests involving the body

\n

Healing: 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) 

" + }, + { + "id": "Torn Muscle (Minor)", + "name": "Torn Muscle (Minor)", + "description": "

A muscle has been sprained or torn, impairing your capabilities.  

\n

Arm: Suffer a penalty of -10 to all Tests involving the arm

\n

Healing: 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) 

" + }, + { + "id": "Torn Muscle (Minor)", + "name": "Torn Muscle (Minor)", + "description": "

A muscle has been sprained or torn, impairing your capabilities.  

\n

Head: Suffer a penalty of -10 to all Tests involving the head

\n

Healing: 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) 

" + }, + { + "id": "Torn Muscle (Minor)", + "name": "Torn Muscle (Minor)", + "description": "

A muscle has been sprained or torn, impairing your capabilities.  

\n

Leg: Half movement, Suffer a penalty of -10 to all Tests involving the leg

\n

Healing: 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) 

" + } + ] +} \ No newline at end of file diff --git a/compendium/wfrp4e.mutations.json b/compendium/wfrp4e.mutations.json new file mode 100644 index 0000000..6bdc6dd --- /dev/null +++ b/compendium/wfrp4e.mutations.json @@ -0,0 +1,200 @@ +{ + "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": "

Gain the Fatigued Condition for the first two hours of every day

" + }, + { + "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": "

Roll on the Hit Location table to see where.

" + }, + { + "id": "Fearful Concern", + "name": "Fearful Concern", + "description": "" + }, + { + "id": "Fleshy Tentacle", + "name": "Fleshy Tentacle", + "description": "

Gain the Tentacles Creature Trait.

" + }, + { + "id": "Glowing Skin", + "name": "Glowing Skin", + "description": "

Effective light of a candle

" + }, + { + "id": "Hateful Impulses", + "name": "Hateful Impulses", + "description": "

Subject to Animosity to all not of your species

" + }, + { + "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": "

Roll on the Hit Location table twice to see where

" + }, + { + "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": "

Counts as a Creature Weapon of Damage qual to your SB

" + }, + { + "id": "Unholy Rage", + "name": "Unholy Rage", + "description": "" + }, + { + "id": "Weeping Pus", + "name": "Weeping Pus", + "description": "

Roll on the Hit Location table to see from where

" + }, + { + "id": "Whiskered Snout", + "name": "Whiskered Snout", + "description": "" + }, + { + "id": "Worried Jitters", + "name": "Worried Jitters", + "description": "" + } + ] +} \ No newline at end of file diff --git a/compendium/wfrp4e.prayers.json b/compendium/wfrp4e.prayers.json new file mode 100644 index 0000000..14ccfa5 --- /dev/null +++ b/compendium/wfrp4e.prayers.json @@ -0,0 +1,400 @@ +{ + "label": "Prayers", + "entries": [ + { + "id": "An Invitation ", + "name": "An Invitation ", + "description": "

You spin one of Ranald’s 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.

" + }, + { + "id": "Anchorite's Endurance", + "name": "Anchorite's Endurance", + "description": "

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.

" + }, + { + "id": "Animal Instincts", + "name": "Animal Instincts", + "description": "

You intone chants describing Taal’s extraordinary senses, and calling upon him for aid. While the Miracle is in effect, you gain +1 Acute Sense (choose one) Talent and, if you rest, you will automatically awaken should any threats come within Initiative yards.

" + }, + { + "id": "As Verena is My Witness", + "name": "As Verena is My Witness", + "description": "

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

" + }, + { + "id": "Balm to a Wounded Mind", + "name": "Balm to a Wounded Mind", + "description": "

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 Challenging (+0) Cool Test to resist sleeping.

" + }, + { + "id": "Beacon of Righteous Virtue", + "name": "Beacon of Righteous Virtue", + "description": "

As you bellow prayers in Sigmar’s 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.

" + }, + { + "id": "Becalm", + "name": "Becalm", + "description": "

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.

" + }, + { + "id": "Bitter Catharsis", + "name": "Bitter Catharsis", + "description": "

In answer to your heartfelt prayers, Shallya draws a poison or disease into you and purges it, completely removing it from your target’s 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.

" + }, + { + "id": "Blazing Sun", + "name": "Blazing Sun", + "description": "

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 Blinded Condition. For every +2 SL, they receive +1 Blinded Condition.

" + }, + { + "id": "Blessing of Battle", + "name": "Blessing of Battle", + "description": "

Your target gains +10 WS.

" + }, + { + "id": "Blessing of Breath", + "name": "Blessing of Breath", + "description": "

Your target does not need to breathe and ignores rules for suffocation.

" + }, + { + "id": "Blessing of Charisma", + "name": "Blessing of Charisma", + "description": "

Your target gains +10 Fellowship.

" + }, + { + "id": "Blessing of Conscience", + "name": "Blessing of Conscience", + "description": "

Your target must pass a Average (+20) Willpower Test to break any of the Strictures of your deity. If they fail, they are overcome with Shame and do not take the action.

" + }, + { + "id": "Blessing of Courage", + "name": "Blessing of Courage", + "description": "

Your target gains +10 Willpower.

" + }, + { + "id": "Blessing of Finesse", + "name": "Blessing of Finesse", + "description": "

Your target gains +10 Dexterity.

" + }, + { + "id": "Blessing of Fortune", + "name": "Blessing of Fortune", + "description": "

Your target’s next failed test may be rerolled. The reroll must stand.

" + }, + { + "id": "Blessing of Grace", + "name": "Blessing of Grace", + "description": "

Your target gains +10 Agility.

" + }, + { + "id": "Blessing of Hardiness", + "name": "Blessing of Hardiness", + "description": "

Your target gains +10 Toughness.

" + }, + { + "id": "Blessing of Healing", + "name": "Blessing of Healing", + "description": "

Your target heals +1 Wound.

" + }, + { + "id": "Blessing of Might", + "name": "Blessing of Might", + "description": "

Your target gains +10 Strength.

" + }, + { + "id": "Blessing of Protection", + "name": "Blessing of Protection", + "description": "

Enemies must make an Average (+20) Willpower 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

" + }, + { + "id": "Blessing of Recuperation", + "name": "Blessing of Recuperation", + "description": "

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.

" + }, + { + "id": "Blessing of Righteousness", + "name": "Blessing of Righteousness", + "description": "

Your target’s weapon counts as Magical.

" + }, + { + "id": "Blessing of Savagery", + "name": "Blessing of Savagery", + "description": "

When your target next inflicts a Critical Wound, roll twice and choose the best result.

" + }, + { + "id": "Blessing of Tenacity", + "name": "Blessing of Tenacity", + "description": "

Your target may remove 1 condition.

" + }, + { + "id": "Blessing of The Hunt", + "name": "Blessing of The Hunt", + "description": "

Your target gains +10 Ballistic Skill.

" + }, + { + "id": "Blessing of Wisdom", + "name": "Blessing of Wisdom", + "description": "

Your target gains +10 Intelligence.

" + }, + { + "id": "Blessing of Wit", + "name": "Blessing of Wit", + "description": "

Your target gains +10 Initiative.

" + }, + { + "id": "Blind Justice", + "name": "Blind Justice", + "description": "

You articulate prayers concerning Verena’s acute perceptions, able pierce through to the truth of all things. You may make a Simple Challenging (+0) Perception Test to see through spells and Miracles of involving illusion or misdirection. You may also make a Average (+20) Intuition Test to tell whether a character speaking to you is lying. Note: this will only tell you if the character believes they speak the truth, it will not alert you if they are mistaken.

" + }, + { + "id": "Cat's Eyes", + "name": "Cat's Eyes", + "description": "

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 cat’s, 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.

" + }, + { + "id": "Death Mask", + "name": "Death Mask", + "description": "

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.

" + }, + { + "id": "Destroy Undead", + "name": "Destroy Undead", + "description": "

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.

" + }, + { + "id": "Dooming", + "name": "Dooming", + "description": "

Gazing deeply into your target’s eyes while muttering a threnody to Morr, you are granted a vision of the target’s Doom, a glimpse of what the future holds. Tis is almost always related to the target’s 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 target’s Career.

" + }, + { + "id": "Drowned Man's Face", + "name": "Drowned Man's Face", + "description": "

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 Challenging (–20) Endurance Test. If a Failure is scored, also inflict a Prone Condition.

" + }, + { + "id": "Eagle's Eye", + "name": "Eagle's Eye", + "description": "

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 eagle’s 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 eagle’s eyes, you cannot see through your own eyes, leaving you potentially vulnerable.

" + }, + { + "id": "Fair Winds", + "name": "Fair Winds", + "description": "

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.

" + }, + { + "id": "Fury's Call", + "name": "Fury's Call", + "description": "

Your passionate prayers instill your allies with a furious disdain for their foes. All allies affected receive the Hatred Psychology towards any engaging them in combat.

" + }, + { + "id": "Heed Not the Witch", + "name": "Heed Not the Witch", + "description": "

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.

" + }, + { + "id": "Hoarfrost's Chill", + "name": "Hoarfrost's Chill", + "description": "

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.

" + }, + { + "id": "Howl of the Wolf", + "name": "Howl of the Wolf", + "description": "

You howl for Ulric’s 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 Ulric’s Hunting Grounds with a spectral, blood-chilling howl. The White Wolves have the statistics of a Wolf with the Frenzy, Magical, and Size (Large) Creature Traits.

" + }, + { + "id": "Inspiring", + "name": "Inspiring", + "description": "

Your rousing prayers inspire discipline and coordination within the ranks. Affected targets gain the +1 Drilled Talent.

" + }, + { + "id": "King of the Wild", + "name": "King of the Wild", + "description": "

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 Beasts of the Reikland for sample animals that may be summoned.

" + }, + { + "id": "Last Rites", + "name": "Last Rites", + "description": "

You chant a solemn requiem over a corpse. This miracle ensures that the soul is sent through the portal to Morr’s realm, and guarantees the cadaver may not be targeted by any Necromantic spells. If the Miracle targets a foe with the Undead and Construct Creature Traits, it will be destroyed.

" + }, + { + "id": "Leaping Stag", + "name": "Leaping Stag", + "description": "

You chant to Father Taal, and he grants you his favor, imbuing you with speed and agility. You gain +1 Movement and +1 Strong Legs Talent. Further, you automatically pass all Athletics Tests to jump with at least +0 SL; should you score lower, increase the SL to 0.

" + }, + { + "id": "Lord of the Hunt", + "name": "Lord of the Hunt", + "description": "

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 quarry’s 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.

" + }, + { + "id": "Manann's Bounty", + "name": "Manann's Bounty", + "description": "

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.

" + }, + { + "id": "Martyr", + "name": "Martyr", + "description": "

You intone prayers concerning Shallya’s need to take on the world’s 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.

" + }, + { + "id": "Pelt of the Winter Wolf", + "name": "Pelt of the Winter Wolf", + "description": "

Your bellowed prayers bring Ulric’s 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.

" + }, + { + "id": "Portal's Threshold", + "name": "Portal's Threshold", + "description": "

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 Undead Creature Trait must pass a Challenging (+0) Willpower Test to cross the line. Creatures with both Undead and Construct simply cannot cross the line. The Miracle remains in effect until dawn.

" + }, + { + "id": "Ranald's Grace", + "name": "Ranald's Grace", + "description": "

You call on Ranald to let your target negotiate the riddles of reality. Your target gains +10 Agility, +10 Stealth, and +1 Catfall Talent for the duration of the Miracle.

" + }, + { + "id": "Rhya's Children", + "name": "Rhya's Children", + "description": "

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.

" + }, + { + "id": "Rhya's Harvest", + "name": "Rhya's Harvest", + "description": "

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.

" + }, + { + "id": "Rhya's Shelter", + "name": "Rhya's Shelter", + "description": "

You sing one of Rhya’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’s will.

" + }, + { + "id": "Rhya's Succour", + "name": "Rhya's Succour", + "description": "

You chant Rhya’s 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 night’s sleep, and gain a bonus of +10 to any tests on their next Turn.

" + }, + { + "id": "Rhya's Touch", + "name": "Rhya's Touch", + "description": "

You lay hands upon an injured or diseased target as you sing your prayers. Choose one of the following effects:

\n

• Heal Fellowship Bonus wounds

\n

• Cure 1 naturally occurring disease

\n

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.

" + }, + { + "id": "Rhya's Union", + "name": "Rhya's Union", + "description": "

You bless and consecrate the union between two souls. While the Miracle is in effect, if biologically possible, the couple will conceive a child.

" + }, + { + "id": "Rich Man, Poor Man, Beggar Man, Thief", + "name": "Rich Man, Poor Man, Beggar Man, Thief", + "description": "

You smile at Ranald as you cheekily ask others what, exactly, is wealth? For each target affected, choose one option:

\n\n

For every +2 SL you may select an additional effect for one of your targets.

" + }, + { + "id": "Sea Legs", + "name": "Sea Legs", + "description": "

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 Blinded, Deafened, and Fatigued Conditions, and must attempt an Average (+20) Agility Test to use their Move. If they fail, they also gain a Prone Condition.

" + }, + { + "id": "Shackles of Truth", + "name": "Shackles of Truth", + "description": "

Your appeal to Verena, requesting her judgement concerning a
suspected criminal. If your target committed a crime and claims
they did not, while affected by this miracle they gain an Entangled 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 Wrath of the Gods table.

" + }, + { + "id": "Shallya's Tears", + "name": "Shallya's Tears", + "description": "

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.

" + }, + { + "id": "Shield of Myrmidia", + "name": "Shield of Myrmidia", + "description": "

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.

" + }, + { + "id": "Sigmar's Fiery Hammer", + "name": "Sigmar's Fiery Hammer", + "description": "

You chant benedictions of Sigmar’s might. If wielding a warhammer, it counts as Magical, deals +Fellowship Bonus Damage, and any target struck receives the Abaze and Prone Conditions.

" + }, + { + "id": "Soulfire", + "name": "Soulfire", + "description": "

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 Undead and Daemon Creature Traits also gain the Ablaze 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.

" + }, + { + "id": "Spear of Myrmidia", + "name": "Spear of Myrmidia", + "description": "

If wielding a spear, it gains the Impact Quality, and counts as Magical.

" + }, + { + "id": "Stay Lucky", + "name": "Stay Lucky", + "description": "

Crossing your fingers, you pose Ranald’s 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.

" + }, + { + "id": "Stay Morr's Hand", + "name": "Stay Morr's Hand", + "description": "

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 target’s soul will pass through Morr’s portal upon death, and the resulting corpse may never be targeted by Necromancy

" + }, + { + "id": "Sword of Justice", + "name": "Sword of Justice", + "description": "

You pray to Verena to guide your blade to strike down the unjust.
If wielding a sword, it ignores APs, and counts as Magical.
Further, if struck opponents are criminals (as determined by the
GM), they must make an Average (+20) Endurance or suffer
an Unconscious Condition that lasts for at least Fellowship
Bonus Rounds. If any crime is perpetrated on the unconscious
opponents, you suffer +1 Sin point per crime.

" + }, + { + "id": "Tanglefoot", + "name": "Tanglefoot", + "description": "

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 Entangled Condition. For every +2 SL you may increase the area of effect by your Fellowship Bonus in yards, or inflict an extra Entangled Condition. Tanglefoot has a Strength equal to your Willpower for the purposes of breaking free.

" + }, + { + "id": "The Snow King's Judgement", + "name": "The Snow King's Judgement", + "description": "

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.

" + }, + { + "id": "Tooth and Claw", + "name": "Tooth and Claw", + "description": "

You call on Taal to grant you the ferocious might of his kingdom. Gain the Bite (Strength Bonus+3) and Weapon (Strength Bonus+4) Creature Traits. These attacks are Magical.

" + }, + { + "id": "Truth Will Out", + "name": "Truth Will Out", + "description": "

You intone prayers of Verena’s ability to find any truth. You may
ask the targets a single question. It will be immediately answered
truthfully and fully. If desired, targets may attempt to resist, by
contesting your SL with a Average (+20) Cool Test. If successful,
they may stubbornly refuse to answer. If they achieve +2 SL they
may withhold minor information. +4 SL allows them to withhold
significant information while +6 SL allows them to lie outright.
You will know if they resist successfully, though you will lack
specific knowledge about their deceit, or proof of their dishonesty

" + }, + { + "id": "Twin-tailed Comet", + "name": "Twin-tailed Comet", + "description": "

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 Ablaze condition. The target location must be outdoors, and may only target those Sigmar would deem an enemy.

" + }, + { + "id": "Ulric's Fury", + "name": "Ulric's Fury", + "description": "

You chant furious prayers, and Ulric’s ferocity spreads. Targets gain the Frenzy psychology.

" + }, + { + "id": "Unblemished Innocence", + "name": "Unblemished Innocence", + "description": "

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.

" + }, + { + "id": "Vanquish the Unrighteous", + "name": "Vanquish the Unrighteous", + "description": "

Your prayers instill your chosen allies with a furious disdain for the enemies of Sigmar. All allies affected receive the Hatred Psychology towards Greenskins, Undead, and any associated with Chaos

" + }, + { + "id": "Waterwalk", + "name": "Waterwalk", + "description": "

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 Manann’s domain for it to be noticed.

" + }, + { + "id": "Winter's Bite", + "name": "Winter's Bite", + "description": "

You roar prayers concerning Blitzbeil, Ulric’s ever-thirsty axe. If wielding an axe, it counts as Magical, causes an additional + SL Damage, and any living targets struck must make a Challenging (+0) Endurance Test or gain a Stunned Condition. Further, struck targets lose any Bleeding Conditions as their blood freezes; similarly, attacks from your axe cannot cause any Bleeding Conditions.

" + }, + { + "id": "Wisdom of the Owl", + "name": "Wisdom of the Owl", + "description": "

You call on Verena to instil you with her wisdom and knowledge.
You gain a bonus of +20 on all Intelligence Tests while this
Miracle is in effect. Further, your pupils dilate widely, and your
gaze becomes piercing and unsettling: gain +1 Menacing and
Acute Sense (Sight) Talent.

" + }, + { + "id": "You Ain’t Seen Me, Right?", + "name": "You Ain’t Seen Me, Right?", + "description": "

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.

" + } + ] +} \ No newline at end of file diff --git a/compendium/wfrp4e.psychologies.json b/compendium/wfrp4e.psychologies.json new file mode 100644 index 0000000..80c0ab7 --- /dev/null +++ b/compendium/wfrp4e.psychologies.json @@ -0,0 +1,50 @@ +{ + "label": "Psychologies", + "entries": [ + { + "id": "Animosity (Target)", + "name": "Animosity (Target)", + "description": "

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.

\n

At the end of every subsequent Round, you may attempt another Psychology test to bring the Animosity to an end. If you do not, the effects of Animosity naturally come to an end when all members of the specified group in your line of sight are utterly pacified or gone, or you gain the Stunned or Unconscious Condition, or you become subject to another Psychology.

\n

When subject to Animosity,

Animosity is over-ridden by @Compendium[wfrp4e.psychologies.Ib2YQYChktDFN93y]{Fear} and @Compendium[wfrp4e.psychologies.meMkLEwdJIDLxM0B]{Terror}.

" + }, + { + "id": "Camaraderie (Group)", + "name": "Camaraderie (Group)", + "description": "

Camaraderie reflects positive feelings towards a group of individuals.

\n\n

Example: Amhold had a difficult childhood, growing up on the streets without a family. Despite his gruff demeanour he has Camaraderie (Orphans).

" + }, + { + "id": "Fear (Rating)", + "name": "Fear (Rating)", + "description": "

The Fear trait represents an extreme aversion to something. Creatures that cause Fear have a Fear Rating; this value reflects the SL you are required to pass on an Extended Cool Test to overcome your Fear. You may continue to Test at the end of every round until your SL equals or surpasses the creature’s Fear rating. Until you do this, you are subject to Fear.

\n

When subject to Fear,

" + }, + { + "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.

\n

While subject to Frenzy

\n

You remain in Frenzy until all enemies in your line of sight are pacified, or you receive the Stunned or Unconscious condition. After your Frenzy is over you immediately receive a Fatigued condition.

" + }, + { + "id": "Hatred (Target)", + "name": "Hatred (Target)", + "description": "

You are consumed with Hatred for the Target, which is normally a group of people or creatures, such as ‘Hochlanders’, ‘Bog Octopuses’, or ‘Slavers’. You will never socially interact with someone or something you hate in this manner.

On encountering the object of your Hatred, you must attempt a Psychology Test.If failed, you are subject to Hatred. At the end of every subsequent Round, you may attempt another Psychology Test to bring the Hatred to an end. If you do or not, the effects of Hatred naturally come to an end when all members of the specified group in your line of sight are dead or gone, or you gain the Unconscious condition.

\n

While subject to Hatred, you must immediately attempt to destroy the hated group by the fastest and most deadly means possible.

\n" + }, + { + "id": "Phobia (Target)", + "name": "Phobia (Target)", + "description": "

A phobia reflects a specific fear; it may be towards a type of creature, or towards a particular object or circumstance, such as Phobia (Insects), Phobia (Books), or Phobia (Confined Spaces).

\n\n

Example: Doktor Johannsen is a renowned antiquarian. Despite his many adventures and tales of derring-do, he suffers from Phobia (Snakes); no matter this aversion, he seems to encounter them with alarming regularity.

" + }, + { + "id": "Prejudice", + "name": "Prejudice", + "description": "

You really dislike the Target, which is normally a group of people or creatures such as ‘Ostlanders’, ‘Elves’, or ‘Wizards’. You must attempt a Psychology Test whenever you encounter the group against which you are prejudiced. If you pass, you may frown a lot, but will otherwise act normally, only suffering a penalty of –10 to all Fellowship Tests towards that group.

Should you fail you are subject to Prejudice. At the end of every subsequent Round, you may attempt another Psychology test to bring the Prejudice to an end. If you do not, the effects of Prejudice naturally come to an end when all members of the specified group in your line of sight are gone, or you gain the Stunned or Unconscious Condition, or you become subject to another Psychology.

\n

 

\n

When subject to Prejudice, you must immediately insult the target of your prejudice. Loudly.

" + }, + { + "id": "Terror (Rating)", + "name": "Terror (Rating)", + "description": "

Some creatures are so profoundly unsettling as to provoke a dire, bone-chilling terror in their foes. When you first encounter a creature causing Terror, make a Cool Test.

\n

After resolving the Psychology Test, the creature causes @Compendium[wfrp4e.psychologies.Ib2YQYChktDFN93y]{Fear}, with a Fear Rating equal to its Terror Rating.

" + }, + { + "id": "Trauma", + "name": "Trauma", + "description": "

The life of most Reiklanders is nasty, brutish and short: that goes double for adventurers, whose lives are often especially traumatic.

\n

 

\n

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.

\n

 

\n

Example: Horst’s village was destroyed in a terrible fire – he can still hear their screams at night. If Horst sees any characters — friend or foe — with the Ablaze Condition, he must make a Challenging (+0) Cool Test. If he fails, he receives a Stunned Condition, plus one additional Stunned 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 Fatigued Condition.

" + } + ] +} \ No newline at end of file diff --git a/compendium/wfrp4e.skills.json b/compendium/wfrp4e.skills.json new file mode 100644 index 0000000..3a728b8 --- /dev/null +++ b/compendium/wfrp4e.skills.json @@ -0,0 +1,760 @@ +{ + "label": "Skills", + "entries": [ + { + "id": "Animal Care", + "name": "Animal Care", + "description": "

The Animal Care Skill lets you tend and care for animals, and heal them should they fall sick or become wounded.

\n

Having a single Advance in Animal Care means you can keep animals healthy without needing to Test. You can also enact an Animal Care Test to identify and resolve problems with animals, such as:

\n

 

\n

• Spotting an illness.

\n

• Understanding reasons for fractiousness or discomfort.

\n

• Determining the quality of the animal.

\n

• Heal Intelligence Bonus + SL Wounds (Note: an animal can only benefit from one healing roll after each encounter).

\n

• Staunching a Bleeding condition.

\n

• Preparing the animal for display.

\n

 

\n

In combat, you may appraise an enemy animal with an Animal Care Test. If successful, you and all you inform gain +10 to hit when attacking that animal — or anyone using it as a mount — until the end of your next turn, as you point out loose tack, a limp from a niggling wound, or highlight some other weakness or vulnerability. Animal Care may only provide a maximum of +10 to hit per animal, no matter how many Tests are made to spot weaknesses.

\n

 

\n

Animals

\n

Whether a creature does, or does not come under the auspices of animal care and animal training is up to your GM. While certain creatures — dog, horse, demigryph — seem obvious, others are less so. you may argue that dragon should be covered under animal training, but try telling that to the dragon…

" + }, + { + "id": "Animal Training ( )", + "name": "Animal Training ( )", + "description": "

Animal Training represents your understanding of a particular type of animal, and your ability to train them. A successful use of the Skill allows you to identify the Trained abilities possessed by an animal belonging to your Specialization. The Animal Training Skill also allows you to undertake the Animal Training Endeavour between adventures.

\n

 

\n

In combat, a successful Opposed Animal Training/Willpower Test allows you to intimidate a single animal belonging to your Specialization; you cause Fear in the animal targeted until the end of your next turn. When causing Fear in this way, you may subsequently use your Animal Training Skill instead of Melee when defending against your target; with your GM’s approval you may also use Animal Training to attack your target, issuing specific commands.

\n

 

\n

Animals

\n

Whether a creature does, or does not come under the auspices of animal care and animal training is up to your GM. While certain creatures — dog, horse, demigryph — seem obvious, others are less so. you may argue that dragon should be covered under animal training, but try telling that to the dragon…

\n

 

\n

Example: Facing a slavering war-hound, Ilse passes an Opposed Animal Training (Dog) roll, in the first round of combat, causing Fear in the beast, and gaining +1 Advantage. In the next round she ‘attacks’ her target with her Animal Training Skill, beating the dog’s defense. Her GM allows her to instruct the beast to flee, which it does, its tail between its legs. 

" + }, + { + "id": "Animal Training (Demigryph)", + "name": "Animal Training (Demigryph)", + "description": "

Animal Training represents your understanding of demigryphs, and your ability to train them. A successful use of the Skill allows you to identify the Trained abilities possessed by a demigryph. The Animal Training Skill also allows you to undertake the Animal Training Endeavour between adventures.

\n

 

\n

In combat, a successful Opposed Animal Training/Willpower Test allows you to intimidate a single demigryph; you cause Fear in the demigryph targeted until the end of your next turn. When causing Fear in this way, you may subsequently use your Animal Training Skill instead of Melee when defending against your target; with your GM’s approval you may also use Animal Training to attack your target, issuing specific commands.

\n

 

\n

Animals

\n

Whether a creature does, or does not come under the auspices of animal care and animal training is up to your GM. While certain creatures — dog, horse, demigryph — seem obvious, others are less so. you may argue that dragon should be covered under animal training, but try telling that to the dragon…

\n

 

\n

ExampleFacing a slavering war-hound, Ilse passes an Opposed Animal Training (Dog) roll, in the first round of combat, causing Fear in the beast, and gaining +1 Advantage. In the next round she ‘attacks’ her target with her Animal Training Skill, beating the dog’s defense. Her GM allows her to instruct the beast to flee, which it does, its tail between its legs. 

" + }, + { + "id": "Animal Training (Dog)", + "name": "Animal Training (Dog)", + "description": "

Animal Training represents your understanding of dogs, and your ability to train them. A successful use of the Skill allows you to identify the Trained abilities possessed by a dog. The Animal Training Skill also allows you to undertake the Animal Training Endeavour between adventures.

\n

 

\n

In combat, a successful Opposed Animal Training/Willpower Test allows you to intimidate a single dog; you cause Fear in the dog targeted until the end of your next turn. When causing Fear in this way, you may subsequently use your Animal Training Skill instead of Melee when defending against your target; with your GM’s approval you may also use Animal Training to attack your target, issuing specific commands.

\n

 

\n

Animals

\n

Whether a creature does, or does not come under the auspices of animal care and animal training is up to your GM. While certain creatures — dog, horse, demigryph — seem obvious, others are less so. you may argue that dragon should be covered under animal training, but try telling that to the dragon…

\n

 

\n

ExampleFacing a slavering war-hound, Ilse passes an Opposed Animal Training (Dog) roll, in the first round of combat, causing Fear in the beast, and gaining +1 Advantage. In the next round she ‘attacks’ her target with her Animal Training Skill, beating the dog’s defense. Her GM allows her to instruct the beast to flee, which it does, its tail between its legs. 

" + }, + { + "id": "Animal Training (Horse)", + "name": "Animal Training (Horse)", + "description": "

Animal Training represents your understanding of horses, and your ability to train them. A successful use of the Skill allows you to identify the Trained abilities possessed by a horse. The Animal Training Skill also allows you to undertake the Animal Training Endeavour between adventures.

\n

 

\n

In combat, a successful Opposed Animal Training/Willpower Test allows you to intimidate a single horse; you cause Fear in the horse targeted until the end of your next turn. When causing Fear in this way, you may subsequently use your Animal Training Skill instead of Melee when defending against your target; with your GM’s approval you may also use Animal Training to attack your target, issuing specific commands.

\n

 

\n

Animals

\n

Whether a creature does, or does not come under the auspices of animal care and animal training is up to your GM. While certain creatures — dog, horse, demigryph — seem obvious, others are less so. you may argue that dragon should be covered under animal training, but try telling that to the dragon…

\n

 

\n

Example: Facing a slavering war-hound, Ilse passes an Opposed Animal Training (Dog) roll, in the first round of combat, causing Fear in the beast, and gaining +1 Advantage. In the next round she ‘attacks’ her target with her Animal Training Skill, beating the dog’s defense. Her GM allows her to instruct the beast to flee, which it does, its tail between its legs. 

" + }, + { + "id": "Animal Training (Pegasus)", + "name": "Animal Training (Pegasus)", + "description": "

Animal Training represents your understanding of pegasi, and your ability to train them. A successful use of the Skill allows you to identify the Trained abilities possessed by a pegasus. The Animal Training Skill also allows you to undertake the Animal Training Endeavour between adventures.

\n

 

\n

In combat, a successful Opposed Animal Training/Willpower Test allows you to intimidate a single pegasus; you cause Fear in the pegasus targeted until the end of your next turn. When causing Fear in this way, you may subsequently use your Animal Training Skill instead of Melee when defending against your target; with your GM’s approval you may also use Animal Training to attack your target, issuing specific commands.

\n

 

\n

Animals

\n

Whether a creature does, or does not come under the auspices of animal care and animal training is up to your GM. While certain creatures — dog, horse, demigryph — seem obvious, others are less so. you may argue that dragon should be covered under animal training, but try telling that to the dragon…

\n

 

\n

Example: Facing a slavering war-hound, Ilse passes an Opposed Animal Training (Dog) roll, in the first round of combat, causing Fear in the beast, and gaining +1 Advantage. In the next round she ‘attacks’ her target with her Animal Training Skill, beating the dog’s defense. Her GM allows her to instruct the beast to flee, which it does, its tail between its legs. 

" + }, + { + "id": "Animal Training (Pigeon)", + "name": "Animal Training (Pigeon)", + "description": "

Animal Training represents your understanding of pigeons, and your ability to train them. A successful use of the Skill allows you to identify the Trained abilities possessed by a pigeon. The Animal Training Skill also allows you to undertake the Animal Training Endeavour between adventures.

\n

 

\n

In combat, a successful Opposed Animal Training/Willpower Test allows you to intimidate a single pigeon; you cause Fear in the pigeon targeted until the end of your next turn. When causing Fear in this way, you may subsequently use your Animal Training Skill instead of Melee when defending against your target; with your GM’s approval you may also use Animal Training to attack your target, issuing specific commands.

\n

 

\n

Animals

\n

Whether a creature does, or does not come under the auspices of animal care and animal training is up to your GM. While certain creatures — dog, horse, demigryph — seem obvious, others are less so. you may argue that dragon should be covered under animal training, but try telling that to the dragon…

\n

 

\n

Example: Facing a slavering war-hound, Ilse passes an Opposed Animal Training (Dog) roll, in the first round of combat, causing Fear in the beast, and gaining +1 Advantage. In the next round she ‘attacks’ her target with her Animal Training Skill, beating the dog’s defense. Her GM allows her to instruct the beast to flee, which it does, its tail between its legs. 

" + }, + { + "id": "Art ( )", + "name": "Art ( )", + "description": "

Create works of art in your chosen medium. Not having access to appropriate Trade Tools will incur a penalty to your Test. The SL achieved determines the quality of the final piece. For complicated or large works of art, an Extended Test may be required. The Art Skill has little use in combat, but marble busts make marvelous improvised weapons.

\n

 

\n

Specializations: Cartography, Engraving, Mosaics, Painting, Sculpture, Tattoo, Weaving 

\n

 

\n

Example: Irina has been commissioned to paint a portrait of a local noble, whose favor her party is currying. Her GM determines this requires a total of 10 SL in an Extended Art Test, with each Test representing a week’s work.

" + }, + { + "id": "Art (Cartogrpahy)", + "name": "Art (Cartogrpahy)", + "description": "

Create works of art in cartogrpahy. Not having access to appropriate Trade Tools will incur a penalty to your Test. The SL achieved determines the quality of the final piece. For complicated or large works of art, an Extended Test may be required. The Art Skill has little use in combat, but marble busts make marvelous improvised weapons.

\n

 

\n

Example: Irina has been commissioned to paint a portrait of a local noble, whose favor her party is currying. Her GM determines this requires a total of 10 SL in an Extended Art Test, with each Test representing a week’s work. 

\n

 

" + }, + { + "id": "Art (Engraving)", + "name": "Art (Engraving)", + "description": "

Create works of art in engraving. Not having access to appropriate Trade Tools will incur a penalty to your Test. The SL achieved determines the quality of the final piece. For complicated or large works of art, an Extended Test may be required. The Art Skill has little use in combat, but marble busts make marvelous improvised weapons.

\n

 

\n

Example: Irina has been commissioned to paint a portrait of a local noble, whose favor her party is currying. Her GM determines this requires a total of 10 SL in an Extended Art Test, with each Test representing a week’s work. 

\n

 

" + }, + { + "id": "Art (Mosaics)", + "name": "Art (Mosaics)", + "description": "

Create works of art in mosaics. Not having access to appropriate Trade Tools will incur a penalty to your Test. The SL achieved determines the quality of the final piece. For complicated or large works of art, an Extended Test may be required. The Art Skill has little use in combat, but marble busts make marvelous improvised weapons.

\n

 

\n

Example: Irina has been commissioned to paint a portrait of a local noble, whose favor her party is currying. Her GM determines this requires a total of 10 SL in an Extended Art Test, with each Test representing a week’s work. 

\n

 

" + }, + { + "id": "Art (Painting)", + "name": "Art (Painting)", + "description": "

Create works of art in paintings. Not having access to appropriate Trade Tools will incur a penalty to your Test. The SL achieved determines the quality of the final piece. For complicated or large works of art, an Extended Test may be required. The Art Skill has little use in combat, but marble busts make marvelous improvised weapons.

\n

 

\n

Example: Irina has been commissioned to paint a portrait of a local noble, whose favor her party is currying. Her GM determines this requires a total of 10 SL in an Extended Art Test, with each Test representing a week’s work. 

\n

 

" + }, + { + "id": "Art (Sculpture)", + "name": "Art (Sculpture)", + "description": "

Create works of art in sculpture. Not having access to appropriate Trade Tools will incur a penalty to your Test. The SL achieved determines the quality of the final piece. For complicated or large works of art, an Extended Test may be required. The Art Skill has little use in combat, but marble busts make marvelous improvised weapons.

\n

 

\n

Example: Irina has been commissioned to paint a portrait of a local noble, whose favor her party is currying. Her GM determines this requires a total of 10 SL in an Extended Art Test, with each Test representing a week’s work. 

\n

 

" + }, + { + "id": "Art (Tattoo)", + "name": "Art (Tattoo)", + "description": "

Create works of art in tattoos. Not having access to appropriate Trade Tools will incur a penalty to your Test. The SL achieved determines the quality of the final piece. For complicated or large works of art, an Extended Test may be required. The Art Skill has little use in combat, but marble busts make marvelous improvised weapons.

\n

 

\n

Example: Irina has been commissioned to paint a portrait of a local noble, whose favor her party is currying. Her GM determines this requires a total of 10 SL in an Extended Art Test, with each Test representing a week’s work. 

\n

 

" + }, + { + "id": "Art (Weaving)", + "name": "Art (Weaving)", + "description": "

Create works of art in weaving. Not having access to appropriate Trade Tools will incur a penalty to your Test. The SL achieved determines the quality of the final piece. For complicated or large works of art, an Extended Test may be required. The Art Skill has little use in combat, but marble busts make marvelous improvised weapons.

\n

 

\n

Example: Irina has been commissioned to paint a portrait of a local noble, whose favor her party is currying. Her GM determines this requires a total of 10 SL in an Extended Art Test, with each Test representing a week’s work. 

\n

 

" + }, + { + "id": "Athletics", + "name": "Athletics", + "description": "

Your ability to run, jump and move with speed or grace, and to perform any general physical activity. Refer to Moving for details on using Athletics in combat movement. 

" + }, + { + "id": "Bribery", + "name": "Bribery", + "description": "

Your ability to judge how likely a person is to accept a bribe, and how best to offer the bribe so they will accept it. A successful Bribery Test tells you if a target may be bribed. If so, your GM will secretly determine the price of their cooperation using the target’s Earnings, increasing the amount according to their usual honesty and the risk involved in taking the bribe. You then guess that target amount and the GM will tell you if the price is higher, lower, or equal. Each SL from your initial Bribery Test gives you another guess. At the end of this process, you determine how much money to offer, based on what you have gleaned.

\n

 

\n

In combat, you may use Bribery as above to try to stop the fight, but treat the Test as Hard (–20) owing to the stress of the situation. If your target is not susceptible, you cannot afford the fee, or your foes do not speak your tongue, your pathetic attempts to buy them off will be doomed to fail. Of course, if they have the advantage of numbers, what’s to prevent them from taking all of your money?

\n

 

\n

Example: Snorri is trying to bribe his way past a city watchman; a character of the Brass Tier 2, meaning they roll 4d10 Brass for Income. The GM decides the guard can be bribed and secretly rolls 21 on the 4d10, meaning the price for bribing the guard is 21 Brass. Letting Snorri through isn’t too risky for the watchman, and he does it often, so the GM doesn’t increase the bribe required. Snorri rolls 1 SL on his Bribery Test; so, he knows the watchman is open to a bribe, and has 2 guesses as to his price. Snorri’s first guess is 15 Brass, to which his GM replies ‘higher’. His second guess is 40, to which his GM replies ‘lower’. Snorri now knows he must bribe the watchman between 15 and 40 Brass, so decides to aim high, and offers 30. Smiling, the watchman waves Snorri through.

" + }, + { + "id": "Channelling", + "name": "Channelling", + "description": "

The Channeling Skill measures your ability to call upon and control the various Winds of Magic, and is solely used by the magic rules. Channeling is a special skill in that it is both Grouped, allowing for Specializations, and also ungrouped, for those not properly trained to channel magic. 

" + }, + { + "id": "Channelling ( )", + "name": "Channelling ( )", + "description": "

The Channeling Skill measures your ability to call upon and control the various Winds of Magic, and is solely used by the magic rules. Channeling is a special skill in that it is both Grouped, allowing for Specializations, and also ungrouped, for those not properly trained to channel magic.

\n

 

\n

Specializations: Aqshy, Azyr, Chamon, Dhar, Ghur, Ghyran, Hysh, Shyish, Ulgu 

" + }, + { + "id": "Channelling (Aqshy)", + "name": "Channelling (Aqshy)", + "description": "

The Channeling Skill measures your ability to call upon and control Aqshy, the Red Wind of Magic, and is solely used by the magic rules. Channeling is a special skill in that it is both Grouped, allowing for Specializations, and also ungrouped, for those not properly trained to channel magic. 

" + }, + { + "id": "Channelling (Azyr)", + "name": "Channelling (Azyr)", + "description": "

The Channeling Skill measures your ability to call upon and control Azyr, the Blue Wind of Magic, and is solely used by the magic rules. Channeling is a special skill in that it is both Grouped, allowing for Specializations, and also ungrouped, for those not properly trained to channel magic. 

" + }, + { + "id": "Channelling (Chamon)", + "name": "Channelling (Chamon)", + "description": "

The Channeling Skill measures your ability to call upon and control Azyr, the Yellow Wind of Magic, and is solely used by the magic rules. Channeling is a special skill in that it is both Grouped, allowing for Specializations, and also ungrouped, for those not properly trained to channel magic. 

" + }, + { + "id": "Channelling (Dhar)", + "name": "Channelling (Dhar)", + "description": "

The Channeling Skill measures your ability to call upon and control Dhar, a dangerous mixture of multiple Winds of Magic, and is solely used by the magic rules. Channeling is a special skill in that it is both Grouped, allowing for Specializations, and also ungrouped, for those not properly trained to channel magic. 

" + }, + { + "id": "Channelling (Ghur)", + "name": "Channelling (Ghur)", + "description": "

The Channeling Skill measures your ability to call upon and control Ghur, the Brown Wind of Magic, and is solely used by the magic rules. Channeling is a special skill in that it is both Grouped, allowing for Specializations, and also ungrouped, for those not properly trained to channel magic. 

" + }, + { + "id": "Channelling (Ghyran)", + "name": "Channelling (Ghyran)", + "description": "

The Channeling Skill measures your ability to call upon and control Ghyran, the Green Wind of Magic, and is solely used by the magic rules. Channeling is a special skill in that it is both Grouped, allowing for Specializations, and also ungrouped, for those not properly trained to channel magic. 

" + }, + { + "id": "Channelling (Hysh)", + "name": "Channelling (Hysh)", + "description": "

The Channeling Skill measures your ability to call upon and control Hysh, the White Wind of Magic, and is solely used by the magic rules. Channeling is a special skill in that it is both Grouped, allowing for Specializations, and also ungrouped, for those not properly trained to channel magic. 

" + }, + { + "id": "Channelling (Shyish)", + "name": "Channelling (Shyish)", + "description": "

The Channeling Skill measures your ability to call upon and control Shyish, the Purple Wind of Magic, and is solely used by the magic rules. Channeling is a special skill in that it is both Grouped, allowing for Specializations, and also ungrouped, for those not properly trained to channel magic. 

" + }, + { + "id": "Channelling (Ulgu)", + "name": "Channelling (Ulgu)", + "description": "

The Channeling Skill measures your ability to call upon and control Ulgu, the Grey Wind of Magic, and is solely used by the magic rules. Channeling is a special skill in that it is both Grouped, allowing for Specializations, and also ungrouped, for those not properly trained to channel magic. 

" + }, + { + "id": "Charm", + "name": "Charm", + "description": "

Charm makes people think favorably of you, your opinions, and proposed actions. Passing an Opposed Charm/Cool Test allows you to influence the behavior of one or more targets, up to a maximum number equal to your Fellowship Bonus + SL, affecting those with the lowest Willpower first. If a target is amenable to your Charm, the Test will be uncontested.

\n

Your GM may permit you to use Charm in Combat if they think your foes might be susceptible to you pleading for your life or making persuasive arguments to stop the violence (although good luck charming a Goblin)!

\n

If you use Charm as your Action, calculate the number of targets affected as normal. If you use it to defend, you only affect your attacker. If you succeed, any affected targets will not attack you this round and you gain +1 Advantage as normal. You may do this in successive rounds until you choose to stop or fail a Charm Test, after which your words carry no more weight.

\n

Your GM may permit you to use Charm in Combat if they think your foes might be susceptible to you pleading for your life or making persuasive arguments to stop the violence (although good luck charming a Goblin)!

\n

If you use Charm as your Action, calculate the number of targets affected as normal. If you use it to defend, you only affect your attacker. If you succeed, any affected targets will not attack you this round and you gain +1 Advantage as normal. You may do this in successive rounds until you choose to stop or fail a Charm Test, after which your words carry no more weight.

\n

 

\n

Public Speaking

\n

The charm skill can be used to make impressive speeches to sway multiple targets to your way of thinking. assuming they can hear you and are inclined to listen, you can influence up to your Fellowship Bonus + SL targets with a single charm Test, influencing targets with the lowest Willpower first. If the crowd is unruly, or not receptive to your words, the test is opposed by the crowd’s average Willpower (typically 35). A failure shows the crowd is unconvinced. the public speaking and master orator talents can significantly increase the number of people you affect with public speaking. an astounding Failure (-6) (see page 152) in a charm test means your crowd quickly becomes an angry mob, with you as the target of their ire… 

\n

 

\n

Begging

\n

The Charm skill can be used to beg on the streets. A successful test will scrounge Fellowship Bonus × SL brass pennies per hour from passers-by, with the Difficulty modified by the pitch chosen for begging, and how much sympathy your appearance can elicit. If you score no SL, but still pass the skill test, you only manage to scrounge a single pfennig. an astounding Failure (-6) means you may have attracted problems from the local Watchmen, found some trouble with  other, local beggars, or suffer some other significant set-back.

\n

Note: Characters who are caught begging by their peers or associates will likely lose status unless they are already in the Beggar, or in some other destitute, career. 

\n

 

" + }, + { + "id": "Charm Animal", + "name": "Charm Animal", + "description": "

Your aptitude for be friending, quickly calming, or subjugating animals.

\n

 

\n

Passing a Charm Animal Test allows you to influence the behavior of one or more animals, to a maximum of Willpower Bonus + SL. If the target animals are naturally docile, this Test may be uncontested, but it will generally be Opposed by the target’s Willpower.

\n

 

\n

In combat, you may use Charm Animal when facing animals. If you succeed, any affected targets will not attack you this Round and you gain +1 Advantage. You may do this in successive rounds until you choose to stop or fail a Charm Test, after which the creature’s instincts take over and you have no further influence.

" + }, + { + "id": "Climb", + "name": "Climb", + "description": "

The ability to ascend steep or vertical surfaces.

\n

If time isn’t an issue, and a climb is relatively easy, anyone with Climb Skill is automatically assumed to be able to climb any reasonably small height.

\n

For any other climbing, Climbing during combat. You may even find yourself climbing large opponents, though whether that is prudent is debatable.

" + }, + { + "id": "Consume Alcohol", + "name": "Consume Alcohol", + "description": "

 

\n

Your ability to handle alcohol without letting it cloud your judgment or render you senseless.

\n

After each alcoholic drink make a Consume Alcohol Test, modified by the strength of the drink. For each Test you fail, you suffer a –10 penalty to WS, BS, Ag, Dex, and Int, to a maximum of –30 per Characteristic. After you fail a number of Tests equal to your Toughness Bonus, you are Stinking Drunk. Roll on the following table to see what happens:

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

1d10

\n
\n

Stinking Drunk

\n
\n

1-2

\n
\n

 Marienburgher’s Courage!’: Gain a bonus of +20 to your Cool Skill.

\n
\n

3-4

\n
\n

You’re My Besht Mate!’: Ignore all your existing Prejudices and Animosities.

\n
\n

5-6

\n
\n

 ‘Why’s Everything Wobbling!’: On your Turn, you can either Move or take an Action, but not both.

\n
\n

7-8

\n
\n

‘I’ll Take Yer All On!’: Gain Animosity (Everybody)!

\n
\n

9-10

\n
\n

 ‘How Did I Get here?’: You wake up the next day, massively hungover, with little memory of what transpired. The GM and other players with you will fill in the embarrassing gaps if you investigate. Pass a Consume Alcohol Test or also gain a Poisoned Condition.

\n
\n
\n

 

\n

After not drinking for an hour, enact a Challenging (+0) Consume Alcohol Test. The effects of being drunk will wear

\n

off after 10–SL hours, with any Characteristic modifiers for being drunk lost over that time. After all effects wear off, enact another Challenging (+0) Consume Alcohol Test. You now gain a hangover, which is an Fatigued Condition that cannot be removed for 5–SL hours.

\n

You may expend 1 Resolve point to ignore the negative modifiers of being drunk until the end of the next round.

\n

 

\n

 

" + }, + { + "id": "Cool", + "name": "Cool", + "description": "

Cool allows you to remain calm under stress, resist fear when faced with horror, and stick to your convictions.

\n

 

\n

Cool is generally used to resist other Skills — Charm, Intimidate, and similar — but you may also be required to make a Cool Test when faced with anything forcing you to do something you would rather not. Cool is also the primary Skill used to limit Psychology

" + }, + { + "id": "Dodge", + "name": "Dodge", + "description": "

Dodge is your ability to avoid things, through ducking, diving, and moving quickly, and is used extensively to sidestep falling rocks, incoming weapons, unexpected traps, and the like.

\n

In combat, Dodge is generally used to resist attacks or avoid damage. Refer to Rolling to Hit.

" + }, + { + "id": "Drive", + "name": "Drive", + "description": "

 

\n

Drive lets you guide vehicles — most commonly simple carts and lumbering coaches, not to mention the more ‘experimental’ creations of the Imperial Engineers — along the roads of the Empire with as little incident as possible.

\n

 

\n

Under normal circumstances, if you possess the Drive Skill, there is no need to Test. If conditions are less than ideal — perhaps the road is in poor condition, or the weather is terrible — a Drive Test will be required. If you do not possess the Drive Skill, you may be required to make a Test to carry out even basic maneuver. An Astounding Failure (-6) on a Drive Test means something bad has happened. Roll on the following table:

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

1d10

\n
\n

 Result

\n
\n

1-2

\n
\n

Snapped Harness: One horse (or equivalent) breaks free; reduce speed accordingly.

\n
\n

3-5

\n
\n

 Jolted Carriage: Passengers suffer 1 Wound and fragile cargos might be damaged.

\n
\n

6-8

\n
\n

Broken Wheel: Pass a Drive Test every round to avoid Crashing. Two-wheeled vehicles with a Broken Wheel Crash automatically.

\n
\n

9-10

\n
\n

 Broken Axle: The vehicle goes out of control and Crashes.

\n
\n
\n

 

\n

Crashing: Occupants of Crashing vehicles usually suffer 2d10 Wounds modified by Toughness Bonus and Armor Points

\n

unless the vehicle was moving slowly (as determined by the GM). Crashed vehicles must be repaired by someone with an appropriate Trade Skill, such as Trade (Carpenter) or Trade (Cartwright). Spare wheels can be installed by anyone with a Drive Test or with an appropriate Trade Test. In combat, Drive may be used if circumstances allow — for instance, if the party is in a coach being raided by outlaws, and you wish to ram an enemy, or outrun them.

\n

 

\n

 

" + }, + { + "id": "Endurance", + "name": "Endurance", + "description": "

The Endurance Skill is called upon when you must endure hardship, withstand deprivation, sit without moving for long periods of time, or survive harsh environments. In particular, Endurance is Tested to resist or recover from various Conditions (see page 167) and helps you recover lost Wounds.

" + }, + { + "id": "Entertain ()", + "name": "Entertain ()", + "description": "

Allows you to delight crowds with the spoken word, perhaps by singing, acting, or attempting a few jokes. A successful use of the Entertain Skill means you have entertained patrons near enough to hear you; the SL indicates how well you have done.

\n

In combat, it is unlikely that Entertain will be of much use, although you may come up with an interesting way to use Entertain (Acting) to confuse or mislead your opponents.

\n

 

\n

Specialisations: Acting, Comedy, Singing, Storytelling 

" + }, + { + "id": "Entertain (Comedy)", + "name": "Entertain (Comedy)", + "description": "

Allows you to delight crowds with the spoken word, perhaps by singing, acting, or attempting a few jokes. A successful use of the Entertain Skill means you have entertained patrons near enough to hear you; the SL indicates how well you have done.

\n

In combat, it is unlikely that Entertain will be of much use, although you may come up with an interesting way to use Entertain (Acting) to confuse or mislead your opponents.

" + }, + { + "id": "Entertain (Singing)", + "name": "Entertain (Singing)", + "description": "

Allows you to delight crowds with the spoken word, perhaps by singing, acting, or attempting a few jokes. A successful use of the Entertain Skill means you have entertained patrons near enough to hear you; the SL indicates how well you have done.

\n

In combat, it is unlikely that Entertain will be of much use, although you may come up with an interesting way to use Entertain (Acting) to confuse or mislead your opponents.

" + }, + { + "id": "Entertain (Storytelling)", + "name": "Entertain (Storytelling)", + "description": "

Allows you to delight crowds with the spoken word, perhaps by singing, acting, or attempting a few jokes. A successful use of the Entertain Skill means you have entertained patrons near enough to hear you; the SL indicates how well you have done.

\n

In combat, it is unlikely that Entertain will be of much use, although you may come up with an interesting way to use Entertain (Acting) to confuse or mislead your opponents.

" + }, + { + "id": "Evaluate", + "name": "Evaluate", + "description": "

Let's you determine the value of rare artefacts, unusual trade goods, and works of art. Everybody is assumed to know the relative worth of general items, but a successful use of the Evaluate allows you to identify the value of curious and unique items. A successful Evaluate Test may also alert you if the goods (or coins) you are studying are counterfeit — this Test will usually be Opposed by the forger’s SL on their Art or Trade Test. Your GM may apply modifiers based on just how rare or obscure the item is, or on your character’s particular expertise or background.

" + }, + { + "id": "Gamble", + "name": "Gamble", + "description": "

Allows you to measure the likelihood that a bet will pay off, as well as successfully engage in various games of chance.

\n

To represent a gambling match, all players make a Gamble Test — applying any appropriate modifiers for familiarity with the game — and the player with the highest SL wins. On a tie, any lower scoring players drop out, and those remaining enact another Gamble Test, repeating this process until you have a winner.

\n

If you wish to influence the game through less honest mechanics, see Sleight of Hand.

" + }, + { + "id": "Gossip", + "name": "Gossip", + "description": "

You can quickly ferret out interesting and useful news, and spread rumors of your own. A successful Gossip Test means you have found out one useful piece of information, which your GM can impart to you, about the local area. Each SL either offers you an additional piece of information, or the chance to spread a rumor to a number of individuals equal to your Fellowship Bonus. The time required for a Gossip Test depends on how circumspect the players are being, and how busy the area is, as determined by the GM.

\n

It is unlikely that Gossip will be much use in combat, but if your attacker happens to be local, and you happen to know something really juicy…

\n

 

\n

Half-Heard Whispers

\n

While it may be expedient for GMs to quickly share information gleaned from Gossip tests to all players at once, it is often more fun to share the information only with individual players (either through a note, or through briefly taking them aside). This means the players must relate this information to one another in-character — aiding the immersive roleplaying experience — which allows for mistakes and misunderstandings, sometimes leading to hilarious, or horrific, results. 

\n

 

" + }, + { + "id": "Haggle", + "name": "Haggle", + "description": "

Haggle allows you to secure better deals when negotiating with others. In general, Haggle is used to see whether you do, or do not, make a good deal, most commonly with an Opposed Haggle Test. Specifically, it can be used when shopping to secure better prices. For information on this, refer to Chapter 11: Consumers’ Guide.

" + }, + { + "id": "Heal", + "name": "Heal", + "description": "

You’ve been trained to deal with injuries and diseases. A successful Heal Test allows you to do one of the following:

\n\n

A Failed Heal Test can potentially cause Wounds if your Intelligence Bonus + SL totals less than 0. On an Astounding Failure, your patient will also contract a Minor Infection.

\n

 

\n

If administering to someone who has a disease, a successful Heal Test ensures that you do not contract the disease for that day. Each SL also prevents one other character encountering the patient that day from catching the disease. For each full day the patient spends resting under your care, the duration of the disease is reduced by one, to a minimum of one. See Disease and Infection.

\n

 

\n

Certain injuries require Surgery; see the Surgery Talent for details. For more information on healing wounds, refer to Injury.

\n

 

\n

Your GM may apply modifiers to Heal Tests to reflect the virulence of the disease, the suitability of conditions and materials, or the stress of your circumstances. If healing  during combat, Tests will likely be Challenging (+0) at the very least.

" + }, + { + "id": "Intimidate", + "name": "Intimidate", + "description": "

 

\n

Allows you to coerce or frighten sentient creatures. The precise manner of initiating an Intimidate Test depends on context: while it is generally accompanied by an overt threat, sometimes a subtle implication or even a look is enough. Intimidate is almost always Opposed by your target’s Cool Skill; if successful, you can intimidate a number of targets up to your Strength Bonus + SL. Each will react to Intimidate based on their individual personalities and how successful you were in menacing them, but in all cases, they will back down or move out of the way and will not speak out against you, or they will alternatively accept combat is the only way forward and prepare their weapons.

\n

 

\n

In combat, you cause Fear in all Intimidated targets. You may also use your Intimidate Skill instead of Melee when defending against those afraid of you, causing the Intimidated parties to back away from the fight with your will and posture alone. Further, with your GM’s approval, you may use Intimidate to ‘attack’ such targets, issuing specific commands, such as ‘drop your weapons’ or ‘get out of here!’. However, if you fail any of these subsequent Intimidate Tests, you no longer Intimidate (or cause Fear) in affected opponents. With your GM’s permission you may try to Intimidate them again in a later Round, but this will incur a negative modifier, as they are less likely to fear you having seen through your bravado once already.

\n

 

\n

Alternative Characteristics For Intimidate

\n

While strength is the default stat for Intimidate tests, the GM may decree certain situations may allow you to use a different characteristic: a steely witch hunter may use Willpower to stare down an inquisitive bystander, or an academic may use Intelligence to cow a lowly student with his intimidating knowledge, for instance. 

\n

 

\n

Example: Facing a group of footpads, Svetlana the Strong rolls 4 SL on her Intimidate Test. Combined with her SB of 5, this means she can affect up to 9 targets, more than enough to impact all three footpads who now Fear Svetlana. As she has won by 3 SL, she gains +1 Advantage point until the end of her next turn. In the next round, she ‘attacks’ the footpads using her Intimidate, intending to scare them into leaving her be. However, she fails the Test, and the footpads realize they outnumber her, and are armed… 

\n

 

" + }, + { + "id": "Intuition", + "name": "Intuition", + "description": "

The Intuition Skill allows you to get a feel for your surroundings, leading you to notice when something is wrong, and gives you a sense of when people may be hiding something from you. A successful use of the Intuition Skill gives you subtle or implicit intelligence relating to your environment, determined by your GM. This may be information such as whether someone believes what they are saying, what the general attitude is towards the local noble, or if the helpful local’s motives are as pure as they seem. If someone is actively trying to hide their intent, they may resist your Intuition with Cool or Entertain (Acting).

\n

 

\n

In combat, a successful Intuition Test may be used to give you +1 Advantage as you weigh the environment and your opponents. You may continue building Advantage in subsequent turns providing you are able to observe your targets and are not interrupted (such as being attacked); you may gain a maximum Advantage equal to your Intelligence Bonus in this manner.

" + }, + { + "id": "Language ()", + "name": "Language ()", + "description": "

The Language Skill grants you access to extra languages beyond your native tongue. All characters are automatically assumed to be able to speak ‘Reikspiel’ — the language of the Empire — and their native language (if your character has one different to Reikspiel), without ever having to Test. If your game is not set in the Empire, replace Reikspiel with the local language.

\n

 

\n

If you possess a Language Skill, you are generally able to make yourself understood in that language, or to understand simple concepts. You will be asked to Test your Language Skill when a particularly difficult concept must be conveyed, or an obscure dialect or vocabulary is employed.

\n

 

\n

Note: Language (Magick) is used to cast spells and may occasionally be Tested, with… unpleasant consequences if failed. See Casting and Channelling

\n

 

\n

Specialisations: Battle Tongue, Bretonnian, Classical, Guilder, Khazalid, Magick, Thief, Tilean 

" + }, + { + "id": "Language (Albion)", + "name": "Language (Albion)", + "description": "

The Language Skill grants you access to extra languages beyond your native tongue. All characters are automatically assumed to be able to speak ‘Reikspiel’ — the language of the Empire — and their native language (if your character has one different to Reikspiel), without ever having to Test. If your game is not set in the Empire, replace Reikspiel with the local language.

\n

 

\n

If you possess a Language Skill, you are generally able to make yourself understood in that language, or to understand simple concepts. You will be asked to Test your Language Skill when a particularly difficult concept must be conveyed, or an obscure dialect or vocabulary is employed.

\n

 

\n

Albion: Spoken by the folk of Albion, who hail from a far-off mist-shrouded island-realm and are rarely encountered.

" + }, + { + "id": "Language (Battle Tongue)", + "name": "Language (Battle Tongue)", + "description": "

The Language Skill grants you access to extra languages beyond your native tongue. All characters are automatically assumed to be able to speak ‘Reikspiel’ — the language of the Empire — and their native language (if your character has one different to Reikspiel), without ever having to Test. If your game is not set in the Empire, replace Reikspiel with the local language.

\n

 

\n

If you possess a Language Skill, you are generally able to make yourself understood in that language, or to understand simple concepts. You will be asked to Test your Language Skill when a particularly difficult concept must be conveyed, or an obscure dialect or vocabulary is employed.

\n

 

\n

Battle Tongue: Spoken by warriors of the Old World. It is very common amongst soldiers and mercenaries and is used for giving orders swiftly during battle. It was supposedly developed by the goddess Myrmidia when she walked the Old World as a mortal.

\n

 

\n

Options: Battle Tongue

\n

Battle tongue represents a series of simple commands and gestures that may be made in the heat of combat. Players with language (Battle Tongue) may communicate briefly with one another during combat without penalty. those without the skill cannot quickly coordinate their attacks or discuss strategy once combat begins.

" + }, + { + "id": "Language (Bretonnian)", + "name": "Language (Bretonnian)", + "description": "

The Language Skill grants you access to extra languages beyond your native tongue. All characters are automatically assumed to be able to speak ‘Reikspiel’ — the language of the Empire — and their native language (if your character has one different to Reikspiel), without ever having to Test. If your game is not set in the Empire, replace Reikspiel with the local language.

\n

 

\n

If you possess a Language Skill, you are generally able to make yourself understood in that language, or to understand simple concepts. You will be asked to Test your Language Skill when a particularly difficult concept must be conveyed, or an obscure dialect or vocabulary is employed.

\n

 

\n

BretonnianSpoken by the folk of Bretonnia, who are commonly encountered in the Reikland. Bretonnia is a chivalric realm to the south-west of the Empire.

" + }, + { + "id": "Language (Classical)", + "name": "Language (Classical)", + "description": "

The Language Skill grants you access to extra languages beyond your native tongue. All characters are automatically assumed to be able to speak ‘Reikspiel’ — the language of the Empire — and their native language (if your character has one different to Reikspiel), without ever having to Test. If your game is not set in the Empire, replace Reikspiel with the local language.

\n

 

\n

If you possess a Language Skill, you are generally able to make yourself understood in that language, or to understand simple concepts. You will be asked to Test your Language Skill when a particularly difficult concept must be conveyed, or an obscure dialect or vocabulary is employed.

\n

 

\n

Classical: Spoken by human academics of all kinds. It is the first recorded Human language of the Old World — over 3,000 years old — used in most scholarly texts of the Empire including wizard grimoires and many holy books.

" + }, + { + "id": "Language (Elthárin)", + "name": "Language (Elthárin)", + "description": "

The Language Skill grants you access to extra languages beyond your native tongue. All characters are automatically assumed to be able to speak ‘Reikspiel’ — the language of the Empire — and their native language (if your character has one different to Reikspiel), without ever having to Test. If your game is not set in the Empire, replace Reikspiel with the local language.

\n

 

\n

If you possess a Language Skill, you are generally able to make yourself understood in that language, or to understand simple concepts. You will be asked to Test your Language Skill when a particularly difficult concept must be conveyed, or an obscure dialect or vocabulary is employed.

\n

 

\n

ElthárinSpoken by the folk of Athel Loren, the Laurelorn, and visiting merchants from Ulthuan. Elthárin is the language of the Elves. The tonal language has many dialects, and is notoriously difficult for non-Elves to learn.

" + }, + { + "id": "Language (Estalian)", + "name": "Language (Estalian)", + "description": "

The Language Skill grants you access to extra languages beyond your native tongue. All characters are automatically assumed to be able to speak ‘Reikspiel’ — the language of the Empire — and their native language (if your character has one different to Reikspiel), without ever having to Test. If your game is not set in the Empire, replace Reikspiel with the local language.

\n

 

\n

If you possess a Language Skill, you are generally able to make yourself understood in that language, or to understand simple concepts. You will be asked to Test your Language Skill when a particularly difficult concept must be conveyed, or an obscure dialect or vocabulary is employed.

\n

 

\n

EstalianSpoken by the folk of Estalia, people of the hot, southern-western kingdoms known for their bitter politics and worship of the goddess Myrmidia.

" + }, + { + "id": "Language (Gospodarinyi)", + "name": "Language (Gospodarinyi)", + "description": "

The Language Skill grants you access to extra languages beyond your native tongue. All characters are automatically assumed to be able to speak ‘Reikspiel’ — the language of the Empire — and their native language (if your character has one different to Reikspiel), without ever having to Test. If your game is not set in the Empire, replace Reikspiel with the local language.

\n

 

\n

If you possess a Language Skill, you are generally able to make yourself understood in that language, or to understand simple concepts. You will be asked to Test your Language Skill when a particularly difficult concept must be conveyed, or an obscure dialect or vocabulary is employed.

\n

 

\n

GospodarinyiSpoken by the folk of Kislev, a hardy people from the frozen oblasts to the east of the Empire. The language is often called ‘Kislevarin’ or ‘Kislevite’ by outsiders.

" + }, + { + "id": "Language (Grumbarth)", + "name": "Language (Grumbarth)", + "description": "

The Language Skill grants you access to extra languages beyond your native tongue. All characters are automatically assumed to be able to speak ‘Reikspiel’ — the language of the Empire — and their native language (if your character has one different to Reikspiel), without ever having to Test. If your game is not set in the Empire, replace Reikspiel with the local language.

\n

 

\n

If you possess a Language Skill, you are generally able to make yourself understood in that language, or to understand simple concepts. You will be asked to Test your Language Skill when a particularly difficult concept must be conveyed, or an obscure dialect or vocabulary is employed.

\n

 

\n

GrumbarthSpoken by Ogres; few others learn this simple tongue, though some mercenary commanders find it useful for communicating with any Ogres they may hire.

" + }, + { + "id": "Language (Khazalid)", + "name": "Language (Khazalid)", + "description": "

The Language Skill grants you access to extra languages beyond your native tongue. All characters are automatically assumed to be able to speak ‘Reikspiel’ — the language of the Empire — and their native language (if your character has one different to Reikspiel), without ever having to Test. If your game is not set in the Empire, replace Reikspiel with the local language.

\n

 

\n

If you possess a Language Skill, you are generally able to make yourself understood in that language, or to understand simple concepts. You will be asked to Test your Language Skill when a particularly difficult concept must be conveyed, or an obscure dialect or vocabulary is employed.

\n

 

\n

KhazalidSpoken by the folk of Karaz Ankor, the Dwarf kingdoms in the mountains. Tis language is also wide-spread through the Cult of Sigmar, which venerates the strong relationship Sigmar had with the Dwarfs when he was mortal.

" + }, + { + "id": "Language (Magick)", + "name": "Language (Magick)", + "description": "

The Language Skill grants you access to extra languages beyond your native tongue. All characters are automatically assumed to be able to speak ‘Reikspiel’ — the language of the Empire — and their native language (if your character has one different to Reikspiel), without ever having to Test. If your game is not set in the Empire, replace Reikspiel with the local language.

\n

 

\n

If you possess a Language Skill, you are generally able to make yourself understood in that language, or to understand simple concepts. You will be asked to Test your Language Skill when a particularly difficult concept must be conveyed, or an obscure dialect or vocabulary is employed.

\n

 

\n

MagickSpoken by wizards; a tonal language used to shape the Winds of Magic into material effects. The academic form of the language taught by the Colleges of Magic is called the Lingua Praestantia, which is quite different to the debased form of the language used by witches and the untrained. It is not a language used for communication.

" + }, + { + "id": "Language (Mootish)", + "name": "Language (Mootish)", + "description": "

The Language Skill grants you access to extra languages beyond your native tongue. All characters are automatically assumed to be able to speak ‘Reikspiel’ — the language of the Empire — and their native language (if your character has one different to Reikspiel), without ever having to Test. If your game is not set in the Empire, replace Reikspiel with the local language.

\n

 

\n

If you possess a Language Skill, you are generally able to make yourself understood in that language, or to understand simple concepts. You will be asked to Test your Language Skill when a particularly difficult concept must be conveyed, or an obscure dialect or vocabulary is employed.

\n

 

\n

MootishSpoken by the folk of the Mootland; i.e.: the Halfling grand province in the Empire. This language is little known outside the Moot.

" + }, + { + "id": "Language (Norse)", + "name": "Language (Norse)", + "description": "

The Language Skill grants you access to extra languages beyond your native tongue. All characters are automatically assumed to be able to speak ‘Reikspiel’ — the language of the Empire — and their native language (if your character has one different to Reikspiel), without ever having to Test. If your game is not set in the Empire, replace Reikspiel with the local language.

\n

 

\n

If you possess a Language Skill, you are generally able to make yourself understood in that language, or to understand simple concepts. You will be asked to Test your Language Skill when a particularly difficult concept must be conveyed, or an obscure dialect or vocabulary is employed.

\n

 

\n

NorseSpoken by the folk of Norsca. Norse is commonly spoken across the north of the Empire in Nordland and Ostland, and is well-known in the Wasteland and Kislev, too.

" + }, + { + "id": "Language (Queekish)", + "name": "Language (Queekish)", + "description": "

The Language Skill grants you access to extra languages beyond your native tongue. All characters are automatically assumed to be able to speak ‘Reikspiel’ — the language of the Empire — and their native language (if your character has one different to Reikspiel), without ever having to Test. If your game is not set in the Empire, replace Reikspiel with the local language.

\n

 

\n

If you possess a Language Skill, you are generally able to make yourself understood in that language, or to understand simple concepts. You will be asked to Test your Language Skill when a particularly difficult concept must be conveyed, or an obscure dialect or vocabulary is employed.

\n

 

\n

QueekishSpoken by the folk of the Under-Empire. Used by the Skaven and their many slaves. Few admit to speaking it, or even being aware of its existence.

" + }, + { + "id": "Language (Reikspiel)", + "name": "Language (Reikspiel)", + "description": "

The Language Skill grants you access to extra languages beyond your native tongue. All characters are automatically assumed to be able to speak ‘Reikspiel’ — the language of the Empire — and their native language (if your character has one different to Reikspiel), without ever having to Test. If your game is not set in the Empire, replace Reikspiel with the local language.

\n

 

\n

If you possess a Language Skill, you are generally able to make yourself understood in that language, or to understand simple concepts. You will be asked to Test your Language Skill when a particularly difficult concept must be conveyed, or an obscure dialect or vocabulary is employed.

\n

 

\n

ReikspielSpoken by the folk of the Empire. Reikspiel is the primary language used in most WFRP games. It manifests in uncounted discrete dialects from across the Empire, most of which are mutually intelligible. It is the modern version of the tongue once spoken by the God-King Sigmar when he still walked as a mortal over two thousand five hundred years ago.

" + }, + { + "id": "Language (Thieves Tongue)", + "name": "Language (Thieves Tongue)", + "description": "

The Language Skill grants you access to extra languages beyond your native tongue. All characters are automatically assumed to be able to speak ‘Reikspiel’ — the language of the Empire — and their native language (if your character has one different to Reikspiel), without ever having to Test. If your game is not set in the Empire, replace Reikspiel with the local language.

\n

 

\n

If you possess a Language Skill, you are generally able to make yourself understood in that language, or to understand simple concepts. You will be asked to Test your Language Skill when a particularly difficult concept must be conveyed, or an obscure dialect or vocabulary is employed.

\n

 

\n

Thieves TongueSpoken by street folk of the Old World. Expressions of this language are highly localized and individual to each realm; e.g. Tileans sport a completely different ‘Thieves Tongue’ to folk of the Empire.

" + }, + { + "id": "Language (Tilean)", + "name": "Language (Tilean)", + "description": "

The Language Skill grants you access to extra languages beyond your native tongue. All characters are automatically assumed to be able to speak ‘Reikspiel’ — the language of the Empire — and their native language (if your character has one different to Reikspiel), without ever having to Test. If your game is not set in the Empire, replace Reikspiel with the local language.

\n

 

\n

If you possess a Language Skill, you are generally able to make yourself understood in that language, or to understand simple concepts. You will be asked to Test your Language Skill when a particularly difficult concept must be conveyed, or an obscure dialect or vocabulary is employed.

\n

 

\n

TileanSpoken by the folk of Tilea, who are most commonly encountered in the Empire as traders or mercenaries. The Tilean Princedoms to the south are notorious for their deadly politics and their veneration of Myrmidia.

" + }, + { + "id": "Language (Wastelander)", + "name": "Language (Wastelander)", + "description": "

The Language Skill grants you access to extra languages beyond your native tongue. All characters are automatically assumed to be able to speak ‘Reikspiel’ — the language of the Empire — and their native language (if your character has one different to Reikspiel), without ever having to Test. If your game is not set in the Empire, replace Reikspiel with the local language.

\n

 

\n

If you possess a Language Skill, you are generally able to make yourself understood in that language, or to understand simple concepts. You will be asked to Test your Language Skill when a particularly difficult concept must be conveyed, or an obscure dialect or vocabulary is employed.

\n

 

\n

Wastelander: Spoken by the rural folk of the Wasteland, a windswept territory to the west of the Reikland. The official language of the Wasteland’s capital, Marienburg, is Reikspiel, a reminder that the realm was once part of the Empire.

" + }, + { + "id": "Leadership", + "name": "Leadership", + "description": "

A measure of your ability to lead others and command their respect. While most often associated with martial situations, a resolute leader can quickly direct a fast response to a fire or other such calamity, and nobles use the Skill frequently to command their lessers.

\n

 

\n

A successful Leadership Test allows you to issue orders to a number of targets equal to your Fellowship Bonus + SL. If the targets are your natural subordinates — a noble commanding serfs, or a sergeant commanding his troops — commands are usually unopposed. If there is no natural hierarchy in place, or the order is particularly challenging — such as ordering your soldiers to charge a Hydra head on — the Test is Opposed by your targets’ Cool.

\n

 

\n

In combat, you may use Leadership to encourage your subordinates. A successful Leadership Test confers a bonus of +10 to all Psychology Tests until the end of the next round (see page 190).

\n

 

\n

Further, Leadership can be used to transfer Advantage to allies able to hear you; following a successful Leadership Test, you may transfer an Advantage to one ally of your choice, plus a further +1 Advantage per SL scored, which can again go to any allies of your choice within earshot.

\n

 

\n

Example: Lord Ludwig von Schemp has been watching his two bodyguards discourse with some ruffians for three Rounds, using his Intuition Skill to build up 3 Advantage. Feeling it is going nowhere, he issues a peremptory order to attack the ringleader; passing his Leadership Test with 5 SL, he gives one bodyguard 2 of his Advantage, and the remaining bodyguard 1 Advantage, hoping this will bring a swift end to proceedings. 

" + }, + { + "id": "Lore ()", + "name": "Lore ()", + "description": "

Having a Lore Skill means you’ve been formally taught, or have somehow otherwise learned, a branch of specialist knowledge. Possessing a Lore Skill means you are broadly knowledgeable in the specialization and don’t need to make a Test in order for the GM to supply you with relevant facts. If you are seeking specific, less well-known information, you will be required to make a Lore Test, modified by how obscure the information is, with the SL indicating how much detail you recall.

\n

 

\n

In combat, successful Lore Tests may afford you +1 Advantage if appropriate (with your GM’s approval). For instance, Lore (Geology) may give you an edge if fighting in a rocky cavern, or Lore (Engineering) may help you if fighting a foe armed with a complex mechanical device. You may continue building Advantage in subsequent turns providing the circumstances are correct (as determined by the GM) and you are not interrupted; you may gain a maximum Advantage equal to your Intelligence Bonus in this manner.

\n

 

\n

Specializations: Engineering, Geology, Heraldry, History, Law, Magick, Metallurgy, Science, Theology 

" + }, + { + "id": "Lore (Engineering)", + "name": "Lore (Engineering)", + "description": "

Having a Lore Skill means you’ve been formally taught, or have somehow otherwise learned, a branch of specialist knowledge. Possessing a Lore Skill means you are broadly knowledgeable in the specialization and don’t need to make a Test in order for the GM to supply you with relevant facts. If you are seeking specific, less well-known information, you will be required to make a Lore Test, modified by how obscure the information is, with the SL indicating how much detail you recall.

\n

 

\n

In combat, successful Lore Tests may afford you +1 Advantage if appropriate (with your GM’s approval). For instance, Lore (Geology) may give you an edge if fighting in a rocky cavern, or Lore (Engineering) may help you if fighting a foe armed with a complex mechanical device. You may continue building Advantage in subsequent turns providing the circumstances are correct (as determined by the GM) and you are not interrupted; you may gain a maximum Advantage equal to your Intelligence Bonus in this manner.

" + }, + { + "id": "Lore (Geology)", + "name": "Lore (Geology)", + "description": "

Having a Lore Skill means you’ve been formally taught, or have somehow otherwise learned, a branch of specialist knowledge. Possessing a Lore Skill means you are broadly knowledgeable in the specialization and don’t need to make a Test in order for the GM to supply you with relevant facts. If you are seeking specific, less well-known information, you will be required to make a Lore Test, modified by how obscure the information is, with the SL indicating how much detail you recall.

\n

 

\n

In combat, successful Lore Tests may afford you +1 Advantage if appropriate (with your GM’s approval). For instance, Lore (Geology) may give you an edge if fighting in a rocky cavern, or Lore (Engineering) may help you if fighting a foe armed with a complex mechanical device. You may continue building Advantage in subsequent turns providing the circumstances are correct (as determined by the GM) and you are not interrupted; you may gain a maximum Advantage equal to your Intelligence Bonus in this manner.

" + }, + { + "id": "Lore (Heraldry)", + "name": "Lore (Heraldry)", + "description": "

Having a Lore Skill means you’ve been formally taught, or have somehow otherwise learned, a branch of specialist knowledge. Possessing a Lore Skill means you are broadly knowledgeable in the specialization and don’t need to make a Test in order for the GM to supply you with relevant facts. If you are seeking specific, less well-known information, you will be required to make a Lore Test, modified by how obscure the information is, with the SL indicating how much detail you recall.

\n

 

\n

In combat, successful Lore Tests may afford you +1 Advantage if appropriate (with your GM’s approval). For instance, Lore (Geology) may give you an edge if fighting in a rocky cavern, or Lore (Engineering) may help you if fighting a foe armed with a complex mechanical device. You may continue building Advantage in subsequent turns providing the circumstances are correct (as determined by the GM) and you are not interrupted; you may gain a maximum Advantage equal to your Intelligence Bonus in this manner.

" + }, + { + "id": "Lore (History)", + "name": "Lore (History)", + "description": "

Having a Lore Skill means you’ve been formally taught, or have somehow otherwise learned, a branch of specialist knowledge. Possessing a Lore Skill means you are broadly knowledgeable in the specialization and don’t need to make a Test in order for the GM to supply you with relevant facts. If you are seeking specific, less well-known information, you will be required to make a Lore Test, modified by how obscure the information is, with the SL indicating how much detail you recall.

\n

 

\n

In combat, successful Lore Tests may afford you +1 Advantage if appropriate (with your GM’s approval). For instance, Lore (Geology) may give you an edge if fighting in a rocky cavern, or Lore (Engineering) may help you if fighting a foe armed with a complex mechanical device. You may continue building Advantage in subsequent turns providing the circumstances are correct (as determined by the GM) and you are not interrupted; you may gain a maximum Advantage equal to your Intelligence Bonus in this manner.

" + }, + { + "id": "Lore (Law)", + "name": "Lore (Law)", + "description": "

Having a Lore Skill means you’ve been formally taught, or have somehow otherwise learned, a branch of specialist knowledge. Possessing a Lore Skill means you are broadly knowledgeable in the specialization and don’t need to make a Test in order for the GM to supply you with relevant facts. If you are seeking specific, less well-known information, you will be required to make a Lore Test, modified by how obscure the information is, with the SL indicating how much detail you recall.

\n

 

\n

In combat, successful Lore Tests may afford you +1 Advantage if appropriate (with your GM’s approval). For instance, Lore (Geology) may give you an edge if fighting in a rocky cavern, or Lore (Engineering) may help you if fighting a foe armed with a complex mechanical device. You may continue building Advantage in subsequent turns providing the circumstances are correct (as determined by the GM) and you are not interrupted; you may gain a maximum Advantage equal to your Intelligence Bonus in this manner.

" + }, + { + "id": "Lore (Magick)", + "name": "Lore (Magick)", + "description": "

Having a Lore Skill means you’ve been formally taught, or have somehow otherwise learned, a branch of specialist knowledge. Possessing a Lore Skill means you are broadly knowledgeable in the specialization and don’t need to make a Test in order for the GM to supply you with relevant facts. If you are seeking specific, less well-known information, you will be required to make a Lore Test, modified by how obscure the information is, with the SL indicating how much detail you recall.

\n

 

\n

In combat, successful Lore Tests may afford you +1 Advantage if appropriate (with your GM’s approval). For instance, Lore (Geology) may give you an edge if fighting in a rocky cavern, or Lore (Engineering) may help you if fighting a foe armed with a complex mechanical device. You may continue building Advantage in subsequent turns providing the circumstances are correct (as determined by the GM) and you are not interrupted; you may gain a maximum Advantage equal to your Intelligence Bonus in this manner.

" + }, + { + "id": "Lore (Metallurgy)", + "name": "Lore (Metallurgy)", + "description": "

Having a Lore Skill means you’ve been formally taught, or have somehow otherwise learned, a branch of specialist knowledge. Possessing a Lore Skill means you are broadly knowledgeable in the specialization and don’t need to make a Test in order for the GM to supply you with relevant facts. If you are seeking specific, less well-known information, you will be required to make a Lore Test, modified by how obscure the information is, with the SL indicating how much detail you recall.

\n

 

\n

In combat, successful Lore Tests may afford you +1 Advantage if appropriate (with your GM’s approval). For instance, Lore (Geology) may give you an edge if fighting in a rocky cavern, or Lore (Engineering) may help you if fighting a foe armed with a complex mechanical device. You may continue building Advantage in subsequent turns providing the circumstances are correct (as determined by the GM) and you are not interrupted; you may gain a maximum Advantage equal to your Intelligence Bonus in this manner.

" + }, + { + "id": "Lore (Science)", + "name": "Lore (Science)", + "description": "

Having a Lore Skill means you’ve been formally taught, or have somehow otherwise learned, a branch of specialist knowledge. Possessing a Lore Skill means you are broadly knowledgeable in the specialization and don’t need to make a Test in order for the GM to supply you with relevant facts. If you are seeking specific, less well-known information, you will be required to make a Lore Test, modified by how obscure the information is, with the SL indicating how much detail you recall.

\n

 

\n

In combat, successful Lore Tests may afford you +1 Advantage if appropriate (with your GM’s approval). For instance, Lore (Geology) may give you an edge if fighting in a rocky cavern, or Lore (Engineering) may help you if fighting a foe armed with a complex mechanical device. You may continue building Advantage in subsequent turns providing the circumstances are correct (as determined by the GM) and you are not interrupted; you may gain a maximum Advantage equal to your Intelligence Bonus in this manner.

" + }, + { + "id": "Lore (Theology)", + "name": "Lore (Theology)", + "description": "

Having a Lore Skill means you’ve been formally taught, or have somehow otherwise learned, a branch of specialist knowledge. Possessing a Lore Skill means you are broadly knowledgeable in the specialization and don’t need to make a Test in order for the GM to supply you with relevant facts. If you are seeking specific, less well-known information, you will be required to make a Lore Test, modified by how obscure the information is, with the SL indicating how much detail you recall.

\n

 

\n

In combat, successful Lore Tests may afford you +1 Advantage if appropriate (with your GM’s approval). For instance, Lore (Geology) may give you an edge if fighting in a rocky cavern, or Lore (Engineering) may help you if fighting a foe armed with a complex mechanical device. You may continue building Advantage in subsequent turns providing the circumstances are correct (as determined by the GM) and you are not interrupted; you may gain a maximum Advantage equal to your Intelligence Bonus in this manner.

" + }, + { + "id": "Melee ()", + "name": "Melee ()", + "description": "

The Melee Skill represents specific training with a single type of close combat weaponry. Each Melee Specialization indicates training in using a specific class of weapon. If you don’t have the correct Specialization for a weapon you wish to use, refer to Chapter 11: Consumers’ Guide for the correct weapon entry, and what penalties you will suffer. See Chapter 5: Rules for more detail about combat and using the Melee Skill.

\n

 

\n

Specializations: Basic, Brawling, Cavalry, Fencing, Flail, Parry, Pole-Arm, Two-Handed 

" + }, + { + "id": "Melee (Basic)", + "name": "Melee (Basic)", + "description": "

The Melee Skill represents specific training with a single type of close combat weaponry. Each Melee Specialization indicates training in using a specific class of weapon. If you don’t have the correct Specialization for a weapon you wish to use, refer to Chapter 11: Consumers’ Guide for the correct weapon entry, and what penalties you will suffer. See Chapter 5: Rules for more detail about combat and using the Melee Skill.

" + }, + { + "id": "Melee (Brawling)", + "name": "Melee (Brawling)", + "description": "

The Melee Skill represents specific training with a single type of close combat weaponry. Each Melee Specialization indicates training in using a specific class of weapon. If you don’t have the correct Specialization for a weapon you wish to use, refer to Chapter 11: Consumers’ Guide for the correct weapon entry, and what penalties you will suffer. See Chapter 5: Rules for more detail about combat and using the Melee Skill.

" + }, + { + "id": "Melee (Cavalry)", + "name": "Melee (Cavalry)", + "description": "

The Melee Skill represents specific training with a single type of close combat weaponry. Each Melee Specialization indicates training in using a specific class of weapon. If you don’t have the correct Specialization for a weapon you wish to use, refer to Chapter 11: Consumers’ Guide for the correct weapon entry, and what penalties you will suffer. See Chapter 5: Rules for more detail about combat and using the Melee Skill.

" + }, + { + "id": "Melee (Fencing)", + "name": "Melee (Fencing)", + "description": "

The Melee Skill represents specific training with a single type of close combat weaponry. Each Melee Specialization indicates training in using a specific class of weapon. If you don’t have the correct Specialization for a weapon you wish to use, refer to Chapter 11: Consumers’ Guide for the correct weapon entry, and what penalties you will suffer. See Chapter 5: Rules for more detail about combat and using the Melee Skill.

" + }, + { + "id": "Melee (Flail)", + "name": "Melee (Flail)", + "description": "

The Melee Skill represents specific training with a single type of close combat weaponry. Each Melee Specialization indicates training in using a specific class of weapon. If you don’t have the correct Specialization for a weapon you wish to use, refer to Chapter 11: Consumers’ Guide for the correct weapon entry, and what penalties you will suffer. See Chapter 5: Rules for more detail about combat and using the Melee Skill.

" + }, + { + "id": "Melee (Parry)", + "name": "Melee (Parry)", + "description": "

The Melee Skill represents specific training with a single type of close combat weaponry. Each Melee Specialization indicates training in using a specific class of weapon. If you don’t have the correct Specialization for a weapon you wish to use, refer to Chapter 11: Consumers’ Guide for the correct weapon entry, and what penalties you will suffer. See Chapter 5: Rules for more detail about combat and using the Melee Skill.

" + }, + { + "id": "Melee (Polearm)", + "name": "Melee (Polearm)", + "description": "

The Melee Skill represents specific training with a single type of close combat weaponry. Each Melee Specialization indicates training in using a specific class of weapon. If you don’t have the correct Specialization for a weapon you wish to use, refer to Chapter 11: Consumers’ Guide for the correct weapon entry, and what penalties you will suffer. See Chapter 5: Rules for more detail about combat and using the Melee Skill.

" + }, + { + "id": "Melee (Two-Handed)", + "name": "Melee (Two-Handed)", + "description": "

The Melee Skill represents specific training with a single type of close combat weaponry. Each Melee Specialization indicates training in using a specific class of weapon. If you don’t have the correct Specialization for a weapon you wish to use, refer to Chapter 11: Consumers’ Guide for the correct weapon entry, and what penalties you will suffer. See Chapter 5: Rules for more detail about combat and using the Melee Skill.

" + }, + { + "id": "Navigation", + "name": "Navigation", + "description": "

Navigation allows you to find your way in the wilderness using landmarks, stellar bodies or maps. Possessing the Navigation Skill means you know roughly where you are, and can find your way between well-known landmarks without a Test. A Test is only required if you are disoriented or travelling far from the beaten path, with success showing you the correct direction, or allowing you to avoid mishap.

\n

 

\n

If you are navigating a long journey, your GM may ask for an extended Navigation Test, modified by conditions, visible landmarks, and access to reliable geographical information. The SL required to succeed depends on how far the destination is, with each Test representing between an hour and a day’s travel, depending on the nature of the journey

" + }, + { + "id": "Outdoor Survival", + "name": "Outdoor Survival", + "description": "

The Outdoor Survival Skill is used to survive in the wild, including the ability to fish, hunt, forage, and build fires and shelters. Experienced travelers are skilled at reading the signs of incoming inclement weather and finding the spoor of various dangerous beasts.

\n

 

\n

When camping, make an Outdoor Survival Test, modified by the harshness of conditions — for instance, a Test is Challenging (+0) if it is raining, Hard (–20) in a storm. A successful Test indicates you can provide yourself sustenance and shelter for the night. Each SL allows you to provide for one more character. If the Test is failed, you must make a Challenging (+0) Endurance Test or receive the Fatigued Condition. If you suffer an Astounding Failure, something untoward has happened, as determined by the GM; perhaps your camp is attacked in the night?

\n

 

\n

When fighting in the wilderness, you may make an Outdoor Survival Test to receive +1 Advantage, in the same way as Intuition, to a maximum number of Advantage equal to your Intelligence Bonus, as you spy out treacherous and advantageous terrain that you can best use to your advantage.

\n

 

\n

Gathering Food and Herbs

\n

Gathering food or herbs normally takes around 2 hours. Hunting and foraging parties make one assisted Outdoor Survival Test for the group, with the Difficulty determined by the circumstances.

\n\n

 

\n\n

 

\n\n

 

\n" + }, + { + "id": "Perception", + "name": "Perception", + "description": "

Your ability to notice things with your senses — sight, smell, hearing, touch, and taste, and any other senses you may possess, such as magical or non-Human senses. Your GM may ask for a Perception Test to detect something, like movement behind the treeline, the presence of a trap, or someone following you, modified by how easy it is to notice. Perception is also used to resist attempts to hide things through Skills such as Sleight of Hand or Stealth. Perception has multiple uses in combat, most commonly to notice important details beyond the immediately obvious about the surrounding environment and your opponents, as determined by the GM. 

" + }, + { + "id": "Perform ()", + "name": "Perform ()", + "description": "

You’ve learned a physically demanding art, perhaps as a way of making a living, maybe as a street entertainer or as part of a travelling carnival. A successful use of the Perform Skill allows you to entertain all patrons close enough to see and hear you; the SL indicate how well you have done.

\n

 

\n

In combat, certain physical Perform specializations may give you an edge. With your GM’s permission, Perform (Acrobatics) may be used in lieu of Dodge. Other Perform Skills may be useful in distracting foes, perhaps gaining you an Advantage if you can come up with a creative way to do so. And some Perform skills can be directly used as a weapon if you have the correct trappings, such as Perform (Firebreathing)!

\n

 

\n

Specializations: Acrobatics, Clowning, Dancing, Firebreathing, Juggling, Miming, Rope Walking 

" + }, + { + "id": "Perform (Acrobatics)", + "name": "Perform (Acrobatics)", + "description": "

You’ve learned a physically demanding art, perhaps as a way of making a living, maybe as a street entertainer or as part of a travelling carnival. A successful use of the Perform Skill allows you to entertain all patrons close enough to see and hear you; the SL indicate how well you have done.

\n

 

\n

In combat, certain physical Perform specializations may give you an edge. With your GM’s permission, Perform (Acrobatics) may be used in lieu of Dodge. Other Perform Skills may be useful in distracting foes, perhaps gaining you an Advantage if you can come up with a creative way to do so. And some Perform skills can be directly used as a weapon if you have the correct trappings, such as Perform (Firebreathing)!

" + }, + { + "id": "Perform (Clowning)", + "name": "Perform (Clowning)", + "description": "

You’ve learned a physically demanding art, perhaps as a way of making a living, maybe as a street entertainer or as part of a travelling carnival. A successful use of the Perform Skill allows you to entertain all patrons close enough to see and hear you; the SL indicate how well you have done.

\n

 

\n

In combat, certain physical Perform specializations may give you an edge. With your GM’s permission, Perform (Acrobatics) may be used in lieu of Dodge. Other Perform Skills may be useful in distracting foes, perhaps gaining you an Advantage if you can come up with a creative way to do so. And some Perform skills can be directly used as a weapon if you have the correct trappings, such as Perform (Firebreathing)!

" + }, + { + "id": "Perform (Dancing)", + "name": "Perform (Dancing)", + "description": "

You’ve learned a physically demanding art, perhaps as a way of making a living, maybe as a street entertainer or as part of a travelling carnival. A successful use of the Perform Skill allows you to entertain all patrons close enough to see and hear you; the SL indicate how well you have done.

\n

 

\n

In combat, certain physical Perform specializations may give you an edge. With your GM’s permission, Perform (Acrobatics) may be used in lieu of Dodge. Other Perform Skills may be useful in distracting foes, perhaps gaining you an Advantage if you can come up with a creative way to do so. And some Perform skills can be directly used as a weapon if you have the correct trappings, such as Perform (Firebreathing)!

" + }, + { + "id": "Perform (Firebreathing)", + "name": "Perform (Firebreathing)", + "description": "

You’ve learned a physically demanding art, perhaps as a way of making a living, maybe as a street entertainer or as part of a travelling carnival. A successful use of the Perform Skill allows you to entertain all patrons close enough to see and hear you; the SL indicate how well you have done.

\n

 

\n

In combat, certain physical Perform specializations may give you an edge. With your GM’s permission, Perform (Acrobatics) may be used in lieu of Dodge. Other Perform Skills may be useful in distracting foes, perhaps gaining you an Advantage if you can come up with a creative way to do so. And some Perform skills can be directly used as a weapon if you have the correct trappings, such as Perform (Firebreathing)!

" + }, + { + "id": "Perform (Juggling)", + "name": "Perform (Juggling)", + "description": "

You’ve learned a physically demanding art, perhaps as a way of making a living, maybe as a street entertainer or as part of a travelling carnival. A successful use of the Perform Skill allows you to entertain all patrons close enough to see and hear you; the SL indicate how well you have done.

\n

 

\n

In combat, certain physical Perform specializations may give you an edge. With your GM’s permission, Perform (Acrobatics) may be used in lieu of Dodge. Other Perform Skills may be useful in distracting foes, perhaps gaining you an Advantage if you can come up with a creative way to do so. And some Perform skills can be directly used as a weapon if you have the correct trappings, such as Perform (Firebreathing)!

" + }, + { + "id": "Perform (Miming)", + "name": "Perform (Miming)", + "description": "

You’ve learned a physically demanding art, perhaps as a way of making a living, maybe as a street entertainer or as part of a travelling carnival. A successful use of the Perform Skill allows you to entertain all patrons close enough to see and hear you; the SL indicate how well you have done.

\n

 

\n

In combat, certain physical Perform specializations may give you an edge. With your GM’s permission, Perform (Acrobatics) may be used in lieu of Dodge. Other Perform Skills may be useful in distracting foes, perhaps gaining you an Advantage if you can come up with a creative way to do so. And some Perform skills can be directly used as a weapon if you have the correct trappings, such as Perform (Firebreathing)!

" + }, + { + "id": "Perform (Rope Walking)", + "name": "Perform (Rope Walking)", + "description": "

You’ve learned a physically demanding art, perhaps as a way of making a living, maybe as a street entertainer or as part of a travelling carnival. A successful use of the Perform Skill allows you to entertain all patrons close enough to see and hear you; the SL indicate how well you have done.

\n

 

\n

In combat, certain physical Perform specializations may give you an edge. With your GM’s permission, Perform (Acrobatics) may be used in lieu of Dodge. Other Perform Skills may be useful in distracting foes, perhaps gaining you an Advantage if you can come up with a creative way to do so. And some Perform skills can be directly used as a weapon if you have the correct trappings, such as Perform (Firebreathing)!

" + }, + { + "id": "Pick Lock", + "name": "Pick Lock", + "description": "

You know the mechanisms of locks and how to open them without their proper keys. Picking a lock is often an Extended Test, with the number of SL required to open the lock dependent on the complexity of the lock. 

\n

 

\n

Locks and Lock Picks

\n

Lock Difficulty ratings assume the use of Lock Picks. Improvised picks such as hairpins and nails can be used at –10 penalty. Each Test normally takes a Round to complete, though the GM may determine some locks are particularity stiff or rusted, and take longer. If the GM deems a lock is sufficiently simple, unskilled characters can attempt a single Very Hard (–30) Dexterity Test to pick the lock. The following provides some standard difficulties for locks typically encountered in the Old World.  

\n
\n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n
\n

Lock Type

\n
\n

 Difficulty

\n
\n

SL

\n
\n

Latch

\n
\n

Average (+20)

\n
\n

 0

\n
\n

Normal Door

\n
\n

Challenging (+0)

\n
\n

 2

\n
\n

Secure Door

\n
\n

Difficult (–10)

\n
\n

 2

\n
\n

Treasure Chest

\n
\n

Hard (–20)

\n
\n

5

\n
\n

Vault Door

\n
\n

Very Hard (–30)

\n
\n

10

\n
\n
" + }, + { + "id": "Play ()", + "name": "Play ()", + "description": "

Your ability to make music with an instrument, hopefully well enough to impress others. A successful Play Test lets you entertain those near enough to see and hear you; the SL indicates the quality of the piece played. 

\n

 

\n

Specialties: Bagpipe, Lute, Harpsichord, Horn, Violin 

\n

 

\n

The Old World's A Stage…

\n

While there is some overlap between the skills of entertain, Perform, and Play, each reflects a distinct group of Skills.

\n

 

\n

Entertain is a Basic skill using Fellowship. It represents those skills of entertainment that anyone can attempt, even without training, such as singing or telling stories.

\n

Perform is an advanced skill using Agility. Perform specializations require training to attempt, and rely on physical speed and coordination.

\n

Play is also an advanced skill, this time using Dexterity. It represents training in specific musical instruments, all of which need teaching and practice to perform well.

\n

 

\n

You should choose carefully when determining whether your chosen specialization belongs to entertain, perform, or play; consider how the character will physically enact the skill, and whether an untrained beginner could do so with any success. after all, someone without any musical training could feasibly sing beautifully, but hand them a set of bagpipes…

" + }, + { + "id": "Play (Bagpipe)", + "name": "Play (Bagpipe)", + "description": "

Your ability to make music with a bagpipe, hopefully well enough to impress others. A successful Play Test lets you entertain those near enough to see and hear you; the SL indicates the quality of the piece played. 

\n

 

\n

The Old World's A Stage…

\n

While there is some overlap between the skills of entertain, Perform, and Play, each reflects a distinct group of Skills.

\n

 

\n

Entertain is a Basic skill using Fellowship. It represents those skills of entertainment that anyone can attempt, even without training, such as singing or telling stories.

\n

Perform is an advanced skill using Agility. Perform specializations require training to attempt, and rely on physical speed and coordination.

\n

Play is also an advanced skill, this time using Dexterity. It represents training in specific musical instruments, all of which need teaching and practice to perform well.

\n

 

\n

You should choose carefully when determining whether your chosen specialization belongs to entertain, perform, or play; consider how the character will physically enact the skill, and whether an untrained beginner could do so with any success. after all, someone without any musical training could feasibly sing beautifully, but hand them a set of bagpipes…

" + }, + { + "id": "Play (Harpsichord)", + "name": "Play (Harpsichord)", + "description": "

Your ability to make music with a harpsichord, hopefully well enough to impress others. A successful Play Test lets you entertain those near enough to see and hear you; the SL indicates the quality of the piece played. 

\n

 

\n

The Old World's A Stage…

\n

While there is some overlap between the skills of entertain, Perform, and Play, each reflects a distinct group of Skills.

\n

 

\n

Entertain is a Basic skill using Fellowship. It represents those skills of entertainment that anyone can attempt, even without training, such as singing or telling stories.

\n

Perform is an advanced skill using Agility. Perform specializations require training to attempt, and rely on physical speed and coordination.

\n

Play is also an advanced skill, this time using Dexterity. It represents training in specific musical instruments, all of which need teaching and practice to perform well.

\n

 

\n

You should choose carefully when determining whether your chosen specialization belongs to entertain, perform, or play; consider how the character will physically enact the skill, and whether an untrained beginner could do so with any success. after all, someone without any musical training could feasibly sing beautifully, but hand them a set of bagpipes…

" + }, + { + "id": "Play (Horn)", + "name": "Play (Horn)", + "description": "

Your ability to make music with a horn, hopefully well enough to impress others. A successful Play Test lets you entertain those near enough to see and hear you; the SL indicates the quality of the piece played. 

\n

 

\n

The Old World's A Stage…

\n

While there is some overlap between the skills of entertain, Perform, and Play, each reflects a distinct group of Skills.

\n

 

\n

Entertain is a Basic skill using Fellowship. It represents those skills of entertainment that anyone can attempt, even without training, such as singing or telling stories.

\n

Perform is an advanced skill using Agility. Perform specializations require training to attempt, and rely on physical speed and coordination.

\n

Play is also an advanced skill, this time using Dexterity. It represents training in specific musical instruments, all of which need teaching and practice to perform well.

\n

 

\n

You should choose carefully when determining whether your chosen specialization belongs to entertain, perform, or play; consider how the character will physically enact the skill, and whether an untrained beginner could do so with any success. after all, someone without any musical training could feasibly sing beautifully, but hand them a set of bagpipes…

" + }, + { + "id": "Play (Lute)", + "name": "Play (Lute)", + "description": "

Your ability to make music with a lute, hopefully well enough to impress others. A successful Play Test lets you entertain those near enough to see and hear you; the SL indicates the quality of the piece played. 

\n

 

\n

The Old World's A Stage…

\n

While there is some overlap between the skills of entertain, Perform, and Play, each reflects a distinct group of Skills.

\n

 

\n

Entertain is a Basic skill using Fellowship. It represents those skills of entertainment that anyone can attempt, even without training, such as singing or telling stories.

\n

Perform is an advanced skill using Agility. Perform specializations require training to attempt, and rely on physical speed and coordination.

\n

Play is also an advanced skill, this time using Dexterity. It represents training in specific musical instruments, all of which need teaching and practice to perform well.

\n

 

\n

You should choose carefully when determining whether your chosen specialization belongs to entertain, perform, or play; consider how the character will physically enact the skill, and whether an untrained beginner could do so with any success. after all, someone without any musical training could feasibly sing beautifully, but hand them a set of bagpipes…

" + }, + { + "id": "Play (Violin)", + "name": "Play (Violin)", + "description": "

Your ability to make music with a violin, hopefully well enough to impress others. A successful Play Test lets you entertain those near enough to see and hear you; the SL indicates the quality of the piece played. 

\n

 

\n

The Old World's A Stage…

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While there is some overlap between the skills of entertain, Perform, and Play, each reflects a distinct group of Skills.

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Entertain is a Basic skill using Fellowship. It represents those skills of entertainment that anyone can attempt, even without training, such as singing or telling stories.

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Perform is an advanced skill using Agility. Perform specializations require training to attempt, and rely on physical speed and coordination.

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Play is also an advanced skill, this time using Dexterity. It represents training in specific musical instruments, all of which need teaching and practice to perform well.

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You should choose carefully when determining whether your chosen specialization belongs to entertain, perform, or play; consider how the character will physically enact the skill, and whether an untrained beginner could do so with any success. after all, someone without any musical training could feasibly sing beautifully, but hand them a set of bagpipes…

" + }, + { + "id": "Pray", + "name": "Pray", + "description": "

 

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Your ability to invoke, or otherwise commune with, a deity. For more information on using the Pray Skill to seek divine intervention, see Chapter 7: Religion & Belief.

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In combat, if your GM deems it appropriate considering your circumstances and faith, you may use Pray to meditate and focus your mind. Each round you spend praying in combat — and making a successful Pray Test — gives you +1 Advantage. You can gain additional Advantage this way, up to a maximum of your Fellowship Bonus.

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Further, if your enemies understand your language and recognize (and fear) your deity, the GM may allow you to use Pray in lieu of the Intimidate Skill.

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" + }, + { + "id": "Ranged ()", + "name": "Ranged ()", + "description": "

Whilst anyone can throw a rock simply using their Ballistic Skill, it takes training and practice to use weapons like bows and pistols. Each Ranged Specialization is specific to a group of ranged weapons. If you don’t have the Ranged Specialization for a weapon you wish to use, refer to Chapter 11: Consumers’ Guide to see what penalties you will suffer when using the weapon. See Chapter 5: Rules for full detail about ranged combat.

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 Specializations: Blackpowder, Bow, Crossbow, Engineering, Entangling, Explosives, Sling, Throwing 

" + }, + { + "id": "Ranged (Blackpowder)", + "name": "Ranged (Blackpowder)", + "description": "

Whilst anyone can throw a rock simply using their Ballistic Skill, it takes training and practice to use weapons like bows and pistols. Each Ranged Specialization is specific to a group of ranged weapons. If you don’t have the Ranged Specialization for a weapon you wish to use, refer to Chapter 11: Consumers’ Guide to see what penalties you will suffer when using the weapon. See Chapter 5: Rules for full detail about ranged combat.

" + }, + { + "id": "Ranged (Bow)", + "name": "Ranged (Bow)", + "description": "

Whilst anyone can throw a rock simply using their Ballistic Skill, it takes training and practice to use weapons like bows and pistols. Each Ranged Specialization is specific to a group of ranged weapons. If you don’t have the Ranged Specialization for a weapon you wish to use, refer to Chapter 11: Consumers’ Guide to see what penalties you will suffer when using the weapon. See Chapter 5: Rules for full detail about ranged combat.

" + }, + { + "id": "Ranged (Crossbow)", + "name": "Ranged (Crossbow)", + "description": "

Whilst anyone can throw a rock simply using their Ballistic Skill, it takes training and practice to use weapons like bows and pistols. Each Ranged Specialization is specific to a group of ranged weapons. If you don’t have the Ranged Specialization for a weapon you wish to use, refer to Chapter 11: Consumers’ Guide to see what penalties you will suffer when using the weapon. See Chapter 5: Rules for full detail about ranged combat.

" + }, + { + "id": "Ranged (Engineering)", + "name": "Ranged (Engineering)", + "description": "

Whilst anyone can throw a rock simply using their Ballistic Skill, it takes training and practice to use weapons like bows and pistols. Each Ranged Specialization is specific to a group of ranged weapons. If you don’t have the Ranged Specialization for a weapon you wish to use, refer to Chapter 11: Consumers’ Guide to see what penalties you will suffer when using the weapon. See Chapter 5: Rules for full detail about ranged combat.

" + }, + { + "id": "Ranged (Entangling)", + "name": "Ranged (Entangling)", + "description": "

Whilst anyone can throw a rock simply using their Ballistic Skill, it takes training and practice to use weapons like bows and pistols. Each Ranged Specialization is specific to a group of ranged weapons. If you don’t have the Ranged Specialization for a weapon you wish to use, refer to Chapter 11: Consumers’ Guide to see what penalties you will suffer when using the weapon. See Chapter 5: Rules for full detail about ranged combat.

" + }, + { + "id": "Ranged (Explosives)", + "name": "Ranged (Explosives)", + "description": "

Whilst anyone can throw a rock simply using their Ballistic Skill, it takes training and practice to use weapons like bows and pistols. Each Ranged Specialization is specific to a group of ranged weapons. If you don’t have the Ranged Specialization for a weapon you wish to use, refer to Chapter 11: Consumers’ Guide to see what penalties you will suffer when using the weapon. See Chapter 5: Rules for full detail about ranged combat.

" + }, + { + "id": "Ranged (Sling)", + "name": "Ranged (Sling)", + "description": "

Whilst anyone can throw a rock simply using their Ballistic Skill, it takes training and practice to use weapons like bows and pistols. Each Ranged Specialization is specific to a group of ranged weapons. If you don’t have the Ranged Specialization for a weapon you wish to use, refer to Chapter 11: Consumers’ Guide to see what penalties you will suffer when using the weapon. See Chapter 5: Rules for full detail about ranged combat.

" + }, + { + "id": "Ranged (Throwing)", + "name": "Ranged (Throwing)", + "description": "

Whilst anyone can throw a rock simply using their Ballistic Skill, it takes training and practice to use weapons like bows and pistols. Each Ranged Specialization is specific to a group of ranged weapons. If you don’t have the Ranged Specialization for a weapon you wish to use, refer to Chapter 11: Consumers’ Guide to see what penalties you will suffer when using the weapon. See Chapter 5: Rules for full detail about ranged combat.

" + }, + { + "id": "Research", + "name": "Research", + "description": "

How adept you are at pulling useful and frequently obscure knowledge from libraries and other such storehouses of information. Research requires you have @Item[Read/Write].

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Simply possessing the Research Skill indicates you can find straightforward information from a clearly indexed library without a Test given enough time. If you are seeking specific, less well-known information, or you are in a rush, you will be required to make an Extended Research Test, with the Difficulty modified by the library size, and the target SL depending upon the obscurity of the topic. Research has no use in combat beyond perhaps finding you a useful manual on sword-fighting techniques.

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Research and Libraries

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Libraries of the old World vary from small personal libraries of a few dozen books to vast archives found in the universities and temples of the towns and cities. Using a Research Test in a small library, perhaps to find a specific book, only takes about 5 minutes. By comparison, research tests in large libraries can easily takes an hour or more per Test, but are far more likely to find esoteric lore.

" + }, + { + "id": "Ride ()", + "name": "Ride ()", + "description": "

How proficient you are at riding a particular group of animals; Ride (Horse), for example, will let you ride Horses, Mules, Donkeys, and similar. You’ll only need to make a Test when doing something out of the ordinary, such as racing, dressage, traversing dangerous terrain, or charging into combat. Otherwise, if you have at least one Advance in the Skill, you are presumed to be able to ride around without need of a Test.

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If mounted on a steed, you move using the steed’s Movement statistic; if you wish to run, jump, or leap, you use your Ride Skill, not Athletics. An extended Ride Test may be needed if you are racing somewhere, the target SL depending on the length of the journey, the number of Tests indicating how long you take to arrive. A Ride Test may be modified by environmental conditions, and the temperament of your mount. For more information on mounts, see Chapter 12: Bestiary. The Ride skill can be used extensively in combat. See Chapter 5: Rules, for more on mounted combat.

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Specializations: Demigryph, Great Wolf, Griffon, Horse, Pegasus 

" + }, + { + "id": "Ride (Demigryph)", + "name": "Ride (Demigryph)", + "description": "

How proficient you are at riding demigryphs. You’ll only need to make a Test when doing something out of the ordinary, such as racing, dressage, traversing dangerous terrain, or charging into combat. Otherwise, if you have at least one Advance in the Skill, you are presumed to be able to ride around without need of a Test.

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If mounted on a steed, you move using the steed’s Movement statistic; if you wish to run, jump, or leap, you use your Ride Skill, not Athletics. An extended Ride Test may be needed if you are racing somewhere, the target SL depending on the length of the journey, the number of Tests indicating how long you take to arrive. A Ride Test may be modified by environmental conditions, and the temperament of your mount. For more information on mounts, see Chapter 12: Bestiary. The Ride skill can be used extensively in combat. See Chapter 5: Rules, for more on mounted combat.

" + }, + { + "id": "Ride (Great Wolf)", + "name": "Ride (Great Wolf)", + "description": "

How proficient you are at riding great wolves. You’ll only need to make a Test when doing something out of the ordinary, such as racing, dressage, traversing dangerous terrain, or charging into combat. Otherwise, if you have at least one Advance in the Skill, you are presumed to be able to ride around without need of a Test.

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If mounted on a steed, you move using the steed’s Movement statistic; if you wish to run, jump, or leap, you use your Ride Skill, not Athletics. An extended Ride Test may be needed if you are racing somewhere, the target SL depending on the length of the journey, the number of Tests indicating how long you take to arrive. A Ride Test may be modified by environmental conditions, and the temperament of your mount. For more information on mounts, see Chapter 12: Bestiary. The Ride skill can be used extensively in combat. See Chapter 5: Rules, for more on mounted combat.

" + }, + { + "id": "Ride (Griffon)", + "name": "Ride (Griffon)", + "description": "

How proficient you are at riding griffons. You’ll only need to make a Test when doing something out of the ordinary, such as racing, dressage, traversing dangerous terrain, or charging into combat. Otherwise, if you have at least one Advance in the Skill, you are presumed to be able to ride around without need of a Test.

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If mounted on a steed, you move using the steed’s Movement statistic; if you wish to run, jump, or leap, you use your Ride Skill, not Athletics. An extended Ride Test may be needed if you are racing somewhere, the target SL depending on the length of the journey, the number of Tests indicating how long you take to arrive. A Ride Test may be modified by environmental conditions, and the temperament of your mount. For more information on mounts, see Chapter 12: Bestiary. The Ride skill can be used extensively in combat. See Chapter 5: Rules, for more on mounted combat.

" + }, + { + "id": "Ride (Horse)", + "name": "Ride (Horse)", + "description": "

How proficient you are at riding horses. You’ll only need to make a Test when doing something out of the ordinary, such as racing, dressage, traversing dangerous terrain, or charging into combat. Otherwise, if you have at least one Advance in the Skill, you are presumed to be able to ride around without need of a Test.

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If mounted on a steed, you move using the steed’s Movement statistic; if you wish to run, jump, or leap, you use your Ride Skill, not Athletics. An extended Ride Test may be needed if you are racing somewhere, the target SL depending on the length of the journey, the number of Tests indicating how long you take to arrive. A Ride Test may be modified by environmental conditions, and the temperament of your mount. For more information on mounts, see Chapter 12: Bestiary. The Ride skill can be used extensively in combat. See Chapter 5: Rules, for more on mounted combat.

" + }, + { + "id": "Ride (Pegasus)", + "name": "Ride (Pegasus)", + "description": "

How proficient you are at riding pegasi. You’ll only need to make a Test when doing something out of the ordinary, such as racing, dressage, traversing dangerous terrain, or charging into combat. Otherwise, if you have at least one Advance in the Skill, you are presumed to be able to ride around without need of a Test.

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If mounted on a steed, you move using the steed’s Movement statistic; if you wish to run, jump, or leap, you use your Ride Skill, not Athletics. An extended Ride Test may be needed if you are racing somewhere, the target SL depending on the length of the journey, the number of Tests indicating how long you take to arrive. A Ride Test may be modified by environmental conditions, and the temperament of your mount. For more information on mounts, see Chapter 12: Bestiary. The Ride skill can be used extensively in combat. See Chapter 5: Rules, for more on mounted combat.

" + }, + { + "id": "Row", + "name": "Row", + "description": "

Your prowess at pulling an oar and moving a boat through the water. The Row Skill is typically only used when racing, navigating rapids, desperately avoiding Bog Octopuses, or similar unusual or dangerous feats. Anyone with the Skill is automatically presumed to be able to scull about a pond, or over a gentle river, without a Test. Those without the skill may have to make a Test for anything but the most basic maneuvers. 

" + }, + { + "id": "Sail ()", + "name": "Sail ()", + "description": "

Your ability to operate and maneuver a sailing vessel — including knotwork, steering, gauging the wind, and more. Assuming you have enough trained crew for your vessel, you only use the Sail Skill when you must push your vessel to perform, either by racing, navigating particularly dangerous shoals, struggling against bad weather, or similar difficulties. Simply sailing with a gentle wind, or guiding a ship downriver, doesn’t require a Test for those with Sail. The skill can also be used for sailing-related activities like tying knots, or tying others up in knots. As sailing one ship is not so different to sailing another, having any Sail Specialty makes all other Sail Specialties Basic Skills for you.

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Specializations: Barge, Caravel, Cog, Frigate, Wolfship 

" + }, + { + "id": "Sail (Barge)", + "name": "Sail (Barge)", + "description": "

Your ability to operate and maneuver a sailing vessel — including knotwork, steering, gauging the wind, and more. Assuming you have enough trained crew for your vessel, you only use the Sail Skill when you must push your vessel to perform, either by racing, navigating particularly dangerous shoals, struggling against bad weather, or similar difficulties. Simply sailing with a gentle wind, or guiding a ship downriver, doesn’t require a Test for those with Sail. The skill can also be used for sailing-related activities like tying knots, or tying others up in knots. As sailing one ship is not so different to sailing another, having any Sail Specialty makes all other Sail Specialties Basic Skills for you.

" + }, + { + "id": "Sail (Caravel)", + "name": "Sail (Caravel)", + "description": "

Your ability to operate and maneuver a sailing vessel — including knotwork, steering, gauging the wind, and more. Assuming you have enough trained crew for your vessel, you only use the Sail Skill when you must push your vessel to perform, either by racing, navigating particularly dangerous shoals, struggling against bad weather, or similar difficulties. Simply sailing with a gentle wind, or guiding a ship downriver, doesn’t require a Test for those with Sail. The skill can also be used for sailing-related activities like tying knots, or tying others up in knots. As sailing one ship is not so different to sailing another, having any Sail Specialty makes all other Sail Specialties Basic Skills for you.

" + }, + { + "id": "Sail (Cog)", + "name": "Sail (Cog)", + "description": "

Your ability to operate and maneuver a sailing vessel — including knotwork, steering, gauging the wind, and more. Assuming you have enough trained crew for your vessel, you only use the Sail Skill when you must push your vessel to perform, either by racing, navigating particularly dangerous shoals, struggling against bad weather, or similar difficulties. Simply sailing with a gentle wind, or guiding a ship downriver, doesn’t require a Test for those with Sail. The skill can also be used for sailing-related activities like tying knots, or tying others up in knots. As sailing one ship is not so different to sailing another, having any Sail Specialty makes all other Sail Specialties Basic Skills for you.

" + }, + { + "id": "Sail (Frigate)", + "name": "Sail (Frigate)", + "description": "

Your ability to operate and maneuver a sailing vessel — including knotwork, steering, gauging the wind, and more. Assuming you have enough trained crew for your vessel, you only use the Sail Skill when you must push your vessel to perform, either by racing, navigating particularly dangerous shoals, struggling against bad weather, or similar difficulties. Simply sailing with a gentle wind, or guiding a ship downriver, doesn’t require a Test for those with Sail. The skill can also be used for sailing-related activities like tying knots, or tying others up in knots. As sailing one ship is not so different to sailing another, having any Sail Specialty makes all other Sail Specialties Basic Skills for you.

" + }, + { + "id": "Sail (Wolfship)", + "name": "Sail (Wolfship)", + "description": "

Your ability to operate and maneuver a sailing vessel — including knotwork, steering, gauging the wind, and more. Assuming you have enough trained crew for your vessel, you only use the Sail Skill when you must push your vessel to perform, either by racing, navigating particularly dangerous shoals, struggling against bad weather, or similar difficulties. Simply sailing with a gentle wind, or guiding a ship downriver, doesn’t require a Test for those with Sail. The skill can also be used for sailing-related activities like tying knots, or tying others up in knots. As sailing one ship is not so different to sailing another, having any Sail Specialty makes all other Sail Specialties Basic Skills for you.

" + }, + { + "id": "Secret Signs ()", + "name": "Secret Signs ()", + "description": "

You’ve been taught how to use clandestine markings only intelligible to members of a select group. There are all manner of reasons why someone may want to leave a secret message: vagabonds might indicate which homeowners are likely to offer alms, thieves may want to indicate weaknesses, or likely marks, while scouts may want to warn one another about a dangerous monster’s lair nearby.

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This Skill does not usually need to be Tested — you can decipher any appropriate signs you can see if you have this Skill. But if the signs have been disturbed, worn away, or if you are pressed for time, then a Test will likely be required. Most messages are very simple, no more than three words.

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Specializations: Grey Order, Guild (any one), Ranger, Scout, Thief, Vagabond 

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I Saw The Sign…

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This is a list of the primary secret signs of the Old world, and those who use them. This is only a tiny sample of those most commonly used in the Reikland; there are many more than this short list suggests, and you are encouraged to create those best fitting your game.

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Secret Signs

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Used by…

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Grey Order

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 …Grey Wizards. The secretive Greys use a complex array of signs, many only perceptible to wizards. They mark the land for their wandering magisters, highlighting safe houses, places of danger, areas where wizards are unwelcome, and much more besides.

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Guilder

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…guilders. Many of the larger guilds, from masons to stevedores, have an array of marks and signs used to identify matters of importance to their members.

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Ranger

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…woodsmen and other rural folk. Ranger signs are mostly used to mark territory, point out areas of importance or danger, and indicate safe paths.

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Scout

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…scouts, particularly those employed by armies and mercenary companies. The signs are mostly used to point out foraging areas, routes for supply trains, and significant dangers ahead.

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Thief

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…thieves and rogues. The various gangs and criminal outfits of the towns and cities use a variety of marks to point out bolt holes, easy marks, well-patrolled areas, and more.

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Vagabond

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…wandering vagabonds and peddlers. Vagabond signs are mostly used to identify safe places to sleep, villages to avoid, and sources of food and water.

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" + }, + { + "id": "Secret Signs (Grey Order)", + "name": "Secret Signs (Grey Order)", + "description": "

You’ve been taught how to use clandestine markings only intelligible to members of a select group. There are all manner of reasons why someone may want to leave a secret message: vagabonds might indicate which homeowners are likely to offer alms, thieves may want to indicate weaknesses, or likely marks, while scouts may want to warn one another about a dangerous monster’s lair nearby.

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This Skill does not usually need to be Tested — you can decipher any appropriate signs you can see if you have this Skill. But if the signs have been disturbed, worn away, or if you are pressed for time, then a Test will likely be required. Most messages are very simple, no more than three words.

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Grey Order: Used by Grey Wizards. The secretive Greys use a complex array of signs, many only perceptible to wizards. They mark the land for their wandering magisters, highlighting safe houses, places of danger, areas where wizards are unwelcome, and much more besides.

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" + }, + { + "id": "Secret Signs (Guilder)", + "name": "Secret Signs (Guilder)", + "description": "

You’ve been taught how to use clandestine markings only intelligible to members of a select group. There are all manner of reasons why someone may want to leave a secret message: vagabonds might indicate which homeowners are likely to offer alms, thieves may want to indicate weaknesses, or likely marks, while scouts may want to warn one another about a dangerous monster’s lair nearby.

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This Skill does not usually need to be Tested — you can decipher any appropriate signs you can see if you have this Skill. But if the signs have been disturbed, worn away, or if you are pressed for time, then a Test will likely be required. Most messages are very simple, no more than three words.

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Grey Order: Used by guilders. Many of the larger guilds, from masons to stevedores, have an array of marks and signs used to identify matters of importance to their members.

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" + }, + { + "id": "Secret Signs (Ranger)", + "name": "Secret Signs (Ranger)", + "description": "

You’ve been taught how to use clandestine markings only intelligible to members of a select group. There are all manner of reasons why someone may want to leave a secret message: vagabonds might indicate which homeowners are likely to offer alms, thieves may want to indicate weaknesses, or likely marks, while scouts may want to warn one another about a dangerous monster’s lair nearby.

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This Skill does not usually need to be Tested — you can decipher any appropriate signs you can see if you have this Skill. But if the signs have been disturbed, worn away, or if you are pressed for time, then a Test will likely be required. Most messages are very simple, no more than three words.

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Ranger: Used by woodsmen and other rural folk. Ranger signs are mostly used to mark territory, point out areas of importance or danger, and indicate safe paths.

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" + }, + { + "id": "Secret Signs (Scout)", + "name": "Secret Signs (Scout)", + "description": "

You’ve been taught how to use clandestine markings only intelligible to members of a select group. There are all manner of reasons why someone may want to leave a secret message: vagabonds might indicate which homeowners are likely to offer alms, thieves may want to indicate weaknesses, or likely marks, while scouts may want to warn one another about a dangerous monster’s lair nearby.

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This Skill does not usually need to be Tested — you can decipher any appropriate signs you can see if you have this Skill. But if the signs have been disturbed, worn away, or if you are pressed for time, then a Test will likely be required. Most messages are very simple, no more than three words.

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Scout: Used by scouts, particularly those employed by armies and mercenary companies. The signs are mostly used to point out foraging areas, routes for supply trains, and significant dangers ahead.

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" + }, + { + "id": "Secret Signs (Thief)", + "name": "Secret Signs (Thief)", + "description": "

You’ve been taught how to use clandestine markings only intelligible to members of a select group. There are all manner of reasons why someone may want to leave a secret message: vagabonds might indicate which homeowners are likely to offer alms, thieves may want to indicate weaknesses, or likely marks, while scouts may want to warn one another about a dangerous monster’s lair nearby.

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This Skill does not usually need to be Tested — you can decipher any appropriate signs you can see if you have this Skill. But if the signs have been disturbed, worn away, or if you are pressed for time, then a Test will likely be required. Most messages are very simple, no more than three words.

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Thief: Used by thieves and rogues. The various gangs and criminal outfits of the towns and cities use a variety of marks to point out bolt holes, easy marks, well-patrolled areas, and more.

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" + }, + { + "id": "Secret Signs (Vagabond)", + "name": "Secret Signs (Vagabond)", + "description": "

You’ve been taught how to use clandestine markings only intelligible to members of a select group. There are all manner of reasons why someone may want to leave a secret message: vagabonds might indicate which homeowners are likely to offer alms, thieves may want to indicate weaknesses, or likely marks, while scouts may want to warn one another about a dangerous monster’s lair nearby.

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This Skill does not usually need to be Tested — you can decipher any appropriate signs you can see if you have this Skill. But if the signs have been disturbed, worn away, or if you are pressed for time, then a Test will likely be required. Most messages are very simple, no more than three words.

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Vagabond: Used by wandering vagabonds and peddlers. Vagabond signs are mostly used to identify safe places to sleep, villages to avoid, and sources of food and water.

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" + }, + { + "id": "Set Trap", + "name": "Set Trap", + "description": "

From a simple snare, or bear-trap, to more spectacular devices like Von Grizzel’s Thief-Render, players are unlikely to venture far in the Old World without encountering traps. The Set Trap Skill measures your ability to set and disarm traps of all varieties. Anyone with the skill is automatically assumed to be able to activate and disarm traps given enough time. A Test is normally only required if attempting to use the Skill swiftly or if otherwise under pressure, or if the trap is especially complex. A selection of simple traps can be found in Chapter 11: Consumers’ Guide. Setting or disarming most traps requires an Average (+20%) Set Trap Test, but more complex devices may require an extended Test, needing several SL over multiple rounds to set. 

" + }, + { + "id": "Sleight of Hand", + "name": "Sleight of Hand", + "description": "

Lets you pick pockets, palm objects, and perform minor tricks of prestidigitation, as well as cheating with games of chance. This Skill is typically Opposed by the Perception Skill of your target; success means you have palmed the object, picked the pocket, or swapped the cards, while a Marginal Success (+0 to +1) may suggest that your nefarious misdeeds have left your opponent suspicious.

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You can also use Sleight of Hand to ‘help’ your Gamble Skill when playing appropriate games of chance. Before any round (or similar, depending upon the game at hand) you can attempt a Sleight of Hand Test (which will be opposed if others suspect). If successful, you may reverse your Gamble Test for the round if this will score a Success. If failed, your opponents may not be best pleased…

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Sleight of Hand and combat rarely mix, though inventive players may be able to conjure an impressive distraction with GM approval, perhaps even gaining Advantage by making a Dagger seemingly appear from nowhere, surprising a superstitious foe.

" + }, + { + "id": "Stealth ()", + "name": "Stealth ()", + "description": "

Allows you to creep quietly and conceal yourself in shadows more readily than most. Stealth is generally Opposed by an opponent’s Perception Skill, and Tests will be modifed by how dark or well concealed your route is, as well as how circumspectly you are dressed. An Impressive or Astounding Failure on a Stealth Test will likely draw the immediate attention of the enemies you were trying to avoid in the first place.

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Stealth has many potential applications in combat, most usefully to hide oneself in preparation for an Ambush, or to creep around an opponent in order to attack from behind. Of course, you can also use the Skill to escape a conflict unseen…

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Specializations: Rural, Underground, Urban 

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Options: Shadowing

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Shadowing is following someone secretly. To do this requires a Combined Perception and Stealth Test. If the target is actively trying to lose a tail, it is Opposed with the target’s Stealth Skill.

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If you pass the Perception Test, and fail the Stealth Test you follow your target, but are spotted. If you fail the perception Test, yet pass the Stealth Test, you lose your target, but go unnoticed

" + }, + { + "id": "Stealth (Rural)", + "name": "Stealth (Rural)", + "description": "

Allows you to creep quietly and conceal yourself in shadows more readily than most. Stealth is generally Opposed by an opponent’s Perception Skill, and Tests will be modifed by how dark or well concealed your route is, as well as how circumspectly you are dressed. An Impressive or Astounding Failure on a Stealth Test will likely draw the immediate attention of the enemies you were trying to avoid in the first place.

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Stealth has many potential applications in combat, most usefully to hide oneself in preparation for an Ambush, or to creep around an opponent in order to attack from behind. Of course, you can also use the Skill to escape a conflict unseen…

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Options: Shadowing

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Shadowing is following someone secretly. To do this requires a Combined Perception and Stealth Test. If the target is actively trying to lose a tail, it is Opposed with the target’s Stealth Skill.

\n

 

\n

If you pass the Perception Test, and fail the Stealth Test you follow your target, but are spotted. If you fail the perception Test, yet pass the Stealth Test, you lose your target, but go unnoticed

" + }, + { + "id": "Stealth (Underground)", + "name": "Stealth (Underground)", + "description": "

Allows you to creep quietly and conceal yourself in shadows more readily than most. Stealth is generally Opposed by an opponent’s Perception Skill, and Tests will be modifed by how dark or well concealed your route is, as well as how circumspectly you are dressed. An Impressive or Astounding Failure on a Stealth Test will likely draw the immediate attention of the enemies you were trying to avoid in the first place.

\n

 

\n

Stealth has many potential applications in combat, most usefully to hide oneself in preparation for an Ambush, or to creep around an opponent in order to attack from behind. Of course, you can also use the Skill to escape a conflict unseen…

\n

 

\n

Options: Shadowing

\n

Shadowing is following someone secretly. To do this requires a Combined Perception and Stealth Test. If the target is actively trying to lose a tail, it is Opposed with the target’s Stealth Skill.

\n

 

\n

If you pass the Perception Test, and fail the Stealth Test you follow your target, but are spotted. If you fail the perception Test, yet pass the Stealth Test, you lose your target, but go unnoticed

" + }, + { + "id": "Stealth (Urban)", + "name": "Stealth (Urban)", + "description": "

Allows you to creep quietly and conceal yourself in shadows more readily than most. Stealth is generally Opposed by an opponent’s Perception Skill, and Tests will be modifed by how dark or well concealed your route is, as well as how circumspectly you are dressed. An Impressive or Astounding Failure on a Stealth Test will likely draw the immediate attention of the enemies you were trying to avoid in the first place.

\n

 

\n

Stealth has many potential applications in combat, most usefully to hide oneself in preparation for an Ambush, or to creep around an opponent in order to attack from behind. Of course, you can also use the Skill to escape a conflict unseen…

\n

 

\n

Options: Shadowing

\n

Shadowing is following someone secretly. To do this requires a Combined Perception and Stealth Test. If the target is actively trying to lose a tail, it is Opposed with the target’s Stealth Skill.

\n

 

\n

If you pass the Perception Test, and fail the Stealth Test you follow your target, but are spotted. If you fail the perception Test, yet pass the Stealth Test, you lose your target, but go unnoticed

" + }, + { + "id": "Swim", + "name": "Swim", + "description": "

Your ability to swim in water without drowning. If you have the Swim Skill, you are automatically presumed to be able to swim freely without a Test. But if you find yourself in difficult currents, racing, or fleeing from an oversized shark sent by Stromfels, the God of Drowning, a Test will be required. This may be modified by the condition of the water, or how encumbered you are by clothes, armor, and other trappings.

\n

 

\n

Swim is only used in combat if you happen to be fighting in the water, where it replaces Skills like Athletics to govern Movement. If exact speeds are required, you swim at half your Movement rate, using the normal rules for moving.

" + }, + { + "id": "Track", + "name": "Track", + "description": "

Your ability to follow subtle trails left by others. Track is used to follow difficult trails across the wilderness. This is not a skill for following a set of footprints in the snow — a simple Perception test covers that — Track involves deeper knowledge and awareness used to recognize the subtle signs of a quarry’s passage. You can also attempt to hide your trail, in which case use your Track skill to oppose your pursuer’s Track Test.

\n

 

\n

Often an Extended Track Test is required to follow a trail, with the Difficulty modified by how fresh the tracks are, and how suitable the ground is: damp earth betrays passage better than stony ground. The GM may also use the Pursuit rules to determine if you manage to track down a fleeing quarry.

" + }, + { + "id": "Trade ()", + "name": "Trade ()", + "description": "

Most folk of the Reikland follow a trade; even adventurers often have a more reliable, or respectable career to fall back on, between bouts of hair-raising, bowel-loosening excitement. The Trade Skill represents your ability to create something or provide a service, as well as your knowledge of the relevant lore surrounding your trade.

\n

 

\n

Having the Skill is enough to automatically perform the tasks associated with your trade, assuming you have the correct resources and tools. You need only Test your Trade Skill if you are seeking to create something quickly, conditions are adverse, or you are seeking to invent or create a high-quality item.

\n

 

\n

Often Trade Tests of this type are extended Test, with the SL and time required depending upon the scope or scale of what is being produced; a quick meal with Trade (Cook) to impress a local lord will take far less time than constructing a warship with Trade (Shipwright).

\n

 

\n

You may also make a Trade Test as a Lore Skill, to determine information relevant to the trade in question. In such circumstances, the GM may prefer to use Int over Dex as the base Characteristic, though often this is ignored to keep play simple.

\n

 

\n

While most Trade Skills have little function in combat, there are as many Trade Skills as there are trades, and some may be of use depending upon the circumstances. For example, a successful Trade (Apothecary) Test may be useful if fighting in an Apothecary’s shop as you identify some astringent chemicals to hurl at your foes.

\n

 

\n

The Trade Skill is also used for enacting a Crafting Endeavor.

\n

 

\n

Specialisations: Apothecary, Calligrapher, Chandler, Carpenter, Cook, Embalmer, Smith, Tanner 

" + }, + { + "id": "Trade (Apothecary)", + "name": "Trade (Apothecary)", + "description": "

Most folk of the Reikland follow a trade; even adventurers often have a more reliable, or respectable career to fall back on, between bouts of hair-raising, bowel-loosening excitement. The Trade Skill represents your ability to create something or provide a service, as well as your knowledge of the relevant lore surrounding your trade.

\n

 

\n

Having the Skill is enough to automatically perform the tasks associated with your trade, assuming you have the correct resources and tools. You need only Test your Trade Skill if you are seeking to create something quickly, conditions are adverse, or you are seeking to invent or create a high-quality item.

\n

 

\n

Often Trade Tests of this type are extended Test, with the SL and time required depending upon the scope or scale of what is being produced; a quick meal with Trade (Cook) to impress a local lord will take far less time than constructing a warship with Trade (Shipwright).

\n

 

\n

You may also make a Trade Test as a Lore Skill, to determine information relevant to the trade in question. In such circumstances, the GM may prefer to use Int over Dex as the base Characteristic, though often this is ignored to keep play simple.

\n

 

\n

While most Trade Skills have little function in combat, there are as many Trade Skills as there are trades, and some may be of use depending upon the circumstances. For example, a successful Trade (Apothecary) Test may be useful if fighting in an Apothecary’s shop as you identify some astringent chemicals to hurl at your foes.

\n

 

\n

The Trade Skill is also used for enacting a Crafting Endeavor.

" + }, + { + "id": "Trade (Calligrapher)", + "name": "Trade (Calligrapher)", + "description": "

Most folk of the Reikland follow a trade; even adventurers often have a more reliable, or respectable career to fall back on, between bouts of hair-raising, bowel-loosening excitement. The Trade Skill represents your ability to create something or provide a service, as well as your knowledge of the relevant lore surrounding your trade.

\n

 

\n

Having the Skill is enough to automatically perform the tasks associated with your trade, assuming you have the correct resources and tools. You need only Test your Trade Skill if you are seeking to create something quickly, conditions are adverse, or you are seeking to invent or create a high-quality item.

\n

 

\n

Often Trade Tests of this type are extended Test, with the SL and time required depending upon the scope or scale of what is being produced; a quick meal with Trade (Cook) to impress a local lord will take far less time than constructing a warship with Trade (Shipwright).

\n

 

\n

You may also make a Trade Test as a Lore Skill, to determine information relevant to the trade in question. In such circumstances, the GM may prefer to use Int over Dex as the base Characteristic, though often this is ignored to keep play simple.

\n

 

\n

While most Trade Skills have little function in combat, there are as many Trade Skills as there are trades, and some may be of use depending upon the circumstances. For example, a successful Trade (Apothecary) Test may be useful if fighting in an Apothecary’s shop as you identify some astringent chemicals to hurl at your foes.

\n

 

\n

The Trade Skill is also used for enacting a Crafting Endeavor.

" + }, + { + "id": "Trade (Carpenter)", + "name": "Trade (Carpenter)", + "description": "

Most folk of the Reikland follow a trade; even adventurers often have a more reliable, or respectable career to fall back on, between bouts of hair-raising, bowel-loosening excitement. The Trade Skill represents your ability to create something or provide a service, as well as your knowledge of the relevant lore surrounding your trade.

\n

 

\n

Having the Skill is enough to automatically perform the tasks associated with your trade, assuming you have the correct resources and tools. You need only Test your Trade Skill if you are seeking to create something quickly, conditions are adverse, or you are seeking to invent or create a high-quality item.

\n

 

\n

Often Trade Tests of this type are extended Test, with the SL and time required depending upon the scope or scale of what is being produced; a quick meal with Trade (Cook) to impress a local lord will take far less time than constructing a warship with Trade (Shipwright).

\n

 

\n

You may also make a Trade Test as a Lore Skill, to determine information relevant to the trade in question. In such circumstances, the GM may prefer to use Int over Dex as the base Characteristic, though often this is ignored to keep play simple.

\n

 

\n

While most Trade Skills have little function in combat, there are as many Trade Skills as there are trades, and some may be of use depending upon the circumstances. For example, a successful Trade (Apothecary) Test may be useful if fighting in an Apothecary’s shop as you identify some astringent chemicals to hurl at your foes.

\n

 

\n

The Trade Skill is also used for enacting a Crafting Endeavor.

" + }, + { + "id": "Trade (Chandler)", + "name": "Trade (Chandler)", + "description": "

Most folk of the Reikland follow a trade; even adventurers often have a more reliable, or respectable career to fall back on, between bouts of hair-raising, bowel-loosening excitement. The Trade Skill represents your ability to create something or provide a service, as well as your knowledge of the relevant lore surrounding your trade.

\n

 

\n

Having the Skill is enough to automatically perform the tasks associated with your trade, assuming you have the correct resources and tools. You need only Test your Trade Skill if you are seeking to create something quickly, conditions are adverse, or you are seeking to invent or create a high-quality item.

\n

 

\n

Often Trade Tests of this type are extended Test, with the SL and time required depending upon the scope or scale of what is being produced; a quick meal with Trade (Cook) to impress a local lord will take far less time than constructing a warship with Trade (Shipwright).

\n

 

\n

You may also make a Trade Test as a Lore Skill, to determine information relevant to the trade in question. In such circumstances, the GM may prefer to use Int over Dex as the base Characteristic, though often this is ignored to keep play simple.

\n

 

\n

While most Trade Skills have little function in combat, there are as many Trade Skills as there are trades, and some may be of use depending upon the circumstances. For example, a successful Trade (Apothecary) Test may be useful if fighting in an Apothecary’s shop as you identify some astringent chemicals to hurl at your foes.

\n

 

\n

The Trade Skill is also used for enacting a Crafting Endeavor.

" + }, + { + "id": "Trade (Cook)", + "name": "Trade (Cook)", + "description": "

Most folk of the Reikland follow a trade; even adventurers often have a more reliable, or respectable career to fall back on, between bouts of hair-raising, bowel-loosening excitement. The Trade Skill represents your ability to create something or provide a service, as well as your knowledge of the relevant lore surrounding your trade.

\n

 

\n

Having the Skill is enough to automatically perform the tasks associated with your trade, assuming you have the correct resources and tools. You need only Test your Trade Skill if you are seeking to create something quickly, conditions are adverse, or you are seeking to invent or create a high-quality item.

\n

 

\n

Often Trade Tests of this type are extended Test, with the SL and time required depending upon the scope or scale of what is being produced; a quick meal with Trade (Cook) to impress a local lord will take far less time than constructing a warship with Trade (Shipwright).

\n

 

\n

You may also make a Trade Test as a Lore Skill, to determine information relevant to the trade in question. In such circumstances, the GM may prefer to use Int over Dex as the base Characteristic, though often this is ignored to keep play simple.

\n

 

\n

While most Trade Skills have little function in combat, there are as many Trade Skills as there are trades, and some may be of use depending upon the circumstances. For example, a successful Trade (Apothecary) Test may be useful if fighting in an Apothecary’s shop as you identify some astringent chemicals to hurl at your foes.

\n

 

\n

The Trade Skill is also used for enacting a Crafting Endeavor.

" + }, + { + "id": "Trade (Embalmber)", + "name": "Trade (Embalmber)", + "description": "

Most folk of the Reikland follow a trade; even adventurers often have a more reliable, or respectable career to fall back on, between bouts of hair-raising, bowel-loosening excitement. The Trade Skill represents your ability to create something or provide a service, as well as your knowledge of the relevant lore surrounding your trade.

\n

 

\n

Having the Skill is enough to automatically perform the tasks associated with your trade, assuming you have the correct resources and tools. You need only Test your Trade Skill if you are seeking to create something quickly, conditions are adverse, or you are seeking to invent or create a high-quality item.

\n

 

\n

Often Trade Tests of this type are extended Test, with the SL and time required depending upon the scope or scale of what is being produced; a quick meal with Trade (Cook) to impress a local lord will take far less time than constructing a warship with Trade (Shipwright).

\n

 

\n

You may also make a Trade Test as a Lore Skill, to determine information relevant to the trade in question. In such circumstances, the GM may prefer to use Int over Dex as the base Characteristic, though often this is ignored to keep play simple.

\n

 

\n

While most Trade Skills have little function in combat, there are as many Trade Skills as there are trades, and some may be of use depending upon the circumstances. For example, a successful Trade (Apothecary) Test may be useful if fighting in an Apothecary’s shop as you identify some astringent chemicals to hurl at your foes.

\n

 

\n

The Trade Skill is also used for enacting a Crafting Endeavor.

" + }, + { + "id": "Trade (Smith)", + "name": "Trade (Smith)", + "description": "

Most folk of the Reikland follow a trade; even adventurers often have a more reliable, or respectable career to fall back on, between bouts of hair-raising, bowel-loosening excitement. The Trade Skill represents your ability to create something or provide a service, as well as your knowledge of the relevant lore surrounding your trade.

\n

 

\n

Having the Skill is enough to automatically perform the tasks associated with your trade, assuming you have the correct resources and tools. You need only Test your Trade Skill if you are seeking to create something quickly, conditions are adverse, or you are seeking to invent or create a high-quality item.

\n

 

\n

Often Trade Tests of this type are extended Test, with the SL and time required depending upon the scope or scale of what is being produced; a quick meal with Trade (Cook) to impress a local lord will take far less time than constructing a warship with Trade (Shipwright).

\n

 

\n

You may also make a Trade Test as a Lore Skill, to determine information relevant to the trade in question. In such circumstances, the GM may prefer to use Int over Dex as the base Characteristic, though often this is ignored to keep play simple.

\n

 

\n

While most Trade Skills have little function in combat, there are as many Trade Skills as there are trades, and some may be of use depending upon the circumstances. For example, a successful Trade (Apothecary) Test may be useful if fighting in an Apothecary’s shop as you identify some astringent chemicals to hurl at your foes.

\n

 

\n

The Trade Skill is also used for enacting a Crafting Endeavor.

" + }, + { + "id": "Trade (Tanner)", + "name": "Trade (Tanner)", + "description": "

Most folk of the Reikland follow a trade; even adventurers often have a more reliable, or respectable career to fall back on, between bouts of hair-raising, bowel-loosening excitement. The Trade Skill represents your ability to create something or provide a service, as well as your knowledge of the relevant lore surrounding your trade.

\n

 

\n

Having the Skill is enough to automatically perform the tasks associated with your trade, assuming you have the correct resources and tools. You need only Test your Trade Skill if you are seeking to create something quickly, conditions are adverse, or you are seeking to invent or create a high-quality item.

\n

 

\n

Often Trade Tests of this type are extended Test, with the SL and time required depending upon the scope or scale of what is being produced; a quick meal with Trade (Cook) to impress a local lord will take far less time than constructing a warship with Trade (Shipwright).

\n

 

\n

You may also make a Trade Test as a Lore Skill, to determine information relevant to the trade in question. In such circumstances, the GM may prefer to use Int over Dex as the base Characteristic, though often this is ignored to keep play simple.

\n

 

\n

While most Trade Skills have little function in combat, there are as many Trade Skills as there are trades, and some may be of use depending upon the circumstances. For example, a successful Trade (Apothecary) Test may be useful if fighting in an Apothecary’s shop as you identify some astringent chemicals to hurl at your foes.

\n

 

\n

The Trade Skill is also used for enacting a Crafting Endeavor.

" + } + ] +} \ No newline at end of file diff --git a/compendium/wfrp4e.spells.json b/compendium/wfrp4e.spells.json new file mode 100644 index 0000000..9370bdb --- /dev/null +++ b/compendium/wfrp4e.spells.json @@ -0,0 +1,1830 @@ +{ + "label": "Spells", + "entries": [ + { + "id": "Acquiescence", + "name": "Acquiescence", + "description": "

Your magic pierces deep within your target, flooding the soul with an acute awareness of their broken dreams. The target’s Initiative Characteristic drops to 10, if it was not already lower, as the mind turns inwards. On the target’s Turn, all movement is randomized as determined by the GM as the character bemoans life, lewdly telling all what should have been as hands are flung in the air. Further, the target can only perform an Action if a Challenging (+0) Cool Test is first passed; if failed, the Target is far too busy bemoaning what could have been to do anything else

" + }, + { + "id": "Aethyric Armour", + "name": "Aethyric Armour", + "description": "

You gain +1 Armor Point to all Hit Locations as you wrap yourself in a protective swathe of magic.

" + }, + { + "id": "Aethyric Armour (Beasts)", + "name": "Aethyric Armour (Beasts)", + "description": "

You gain +1 Armor Point to all Hit Locations as you wrap yourself in a protective swathe of magic.

" + }, + { + "id": "Aethyric Armour (Daemonology)", + "name": "Aethyric Armour (Daemonology)", + "description": "

You gain +1 Armor Point to all Hit Locations as you wrap yourself in a protective swathe of magic.

" + }, + { + "id": "Aethyric Armour (Death)", + "name": "Aethyric Armour (Death)", + "description": "

You gain +1 Armor Point to all Hit Locations as you wrap yourself in a protective swathe of magic.

" + }, + { + "id": "Aethyric Armour (Fire)", + "name": "Aethyric Armour (Fire)", + "description": "

You gain +1 Armor Point to all Hit Locations as you wrap yourself in a protective swathe of magic.

" + }, + { + "id": "Aethyric Armour (Heavens)", + "name": "Aethyric Armour (Heavens)", + "description": "

You gain +1 Armor Point to all Hit Locations as you wrap yourself in a protective swathe of magic.

" + }, + { + "id": "Aethyric Armour (Life)", + "name": "Aethyric Armour (Life)", + "description": "

You gain +1 Armor Point to all Hit Locations as you wrap yourself in a protective swathe of magic.

" + }, + { + "id": "Aethyric Armour (Light)", + "name": "Aethyric Armour (Light)", + "description": "

You gain +1 Armor Point to all Hit Locations as you wrap yourself in a protective swathe of magic.

" + }, + { + "id": "Aethyric Armour (Metal)", + "name": "Aethyric Armour (Metal)", + "description": "

You gain +1 Armor Point to all Hit Locations as you wrap yourself in a protective swathe of magic.

" + }, + { + "id": "Aethyric Armour (Necromancy)", + "name": "Aethyric Armour (Necromancy)", + "description": "

You gain +1 Armor Point to all Hit Locations as you wrap yourself in a protective swathe of magic.

" + }, + { + "id": "Aethyric Armour (Shadow)", + "name": "Aethyric Armour (Shadow)", + "description": "

You gain +1 Armor Point to all Hit Locations as you wrap yourself in a protective swathe of magic.

" + }, + { + "id": "Aethyric Arms", + "name": "Aethyric Arms", + "description": "

You create a melee weapon with a Damage equal to your Willpower Bonus. This may take any form, and so use any Melee Skill you may possess. The weapon counts as Magical.

" + }, + { + "id": "Aethyric Arms (Beasts)", + "name": "Aethyric Arms (Beasts)", + "description": "

You create a melee weapon with a Damage equal to your Willpower Bonus. This may take any form, and so use any Melee Skill you may possess. The weapon counts as Magical.

" + }, + { + "id": "Aethyric Arms (Daemonology)", + "name": "Aethyric Arms (Daemonology)", + "description": "

You create a melee weapon with a Damage equal to your Willpower Bonus. This may take any form, and so use any Melee Skill you may possess. The weapon counts as Magical.

" + }, + { + "id": "Aethyric Arms (Death)", + "name": "Aethyric Arms (Death)", + "description": "

You create a melee weapon with a Damage equal to your Willpower Bonus. This may take any form, and so use any Melee Skill you may possess. The weapon counts as Magical.

" + }, + { + "id": "Aethyric Arms (Fire)", + "name": "Aethyric Arms (Fire)", + "description": "

You create a melee weapon with a Damage equal to your Willpower Bonus. This may take any form, and so use any Melee Skill you may possess. The weapon counts as Magical.

" + }, + { + "id": "Aethyric Arms (Heavens)", + "name": "Aethyric Arms (Heavens)", + "description": "

You create a melee weapon with a Damage equal to your Willpower Bonus. This may take any form, and so use any Melee Skill you may possess. The weapon counts as Magical.

" + }, + { + "id": "Aethyric Arms (Life)", + "name": "Aethyric Arms (Life)", + "description": "

You create a melee weapon with a Damage equal to your Willpower Bonus. This may take any form, and so use any Melee Skill you may possess. The weapon counts as Magical.

" + }, + { + "id": "Aethyric Arms (Light)", + "name": "Aethyric Arms (Light)", + "description": "

You create a melee weapon with a Damage equal to your Willpower Bonus. This may take any form, and so use any Melee Skill you may possess. The weapon counts as Magical.

" + }, + { + "id": "Aethyric Arms (Metal)", + "name": "Aethyric Arms (Metal)", + "description": "

You create a melee weapon with a Damage equal to your Willpower Bonus. This may take any form, and so use any Melee Skill you may possess. The weapon counts as Magical.

" + }, + { + "id": "Aethyric Arms (Necromancy)", + "name": "Aethyric Arms (Necromancy)", + "description": "

You create a melee weapon with a Damage equal to your Willpower Bonus. This may take any form, and so use any Melee Skill you may possess. The weapon counts as Magical.

" + }, + { + "id": "Aethyric Arms (Shadow)", + "name": "Aethyric Arms (Shadow)", + "description": "

You create a melee weapon with a Damage equal to your Willpower Bonus. This may take any form, and so use any Melee Skill you may possess. The weapon counts as Magical.

" + }, + { + "id": "Amber Talons", + "name": "Amber Talons", + "description": "

Your nails grow into wickedly sharp talons of crystal amber. Unarmed attacks made using Melee (Brawling) count as magical, have a Damage equal to your Willpower Bonus, and inflict +1 Bleeding Condition whenever they cause a loss of Wounds.

" + }, + { + "id": "Animal Friend", + "name": "Animal Friend", + "description": "

You make friends with a creature that is smaller than you and possesses the Bestial creature Trait. The animal trusts you completely and regards you as a friend.

" + }, + { + "id": "Aqshy’s Aegis", + "name": "Aqshy’s Aegis", + "description": "

You wrap yourself in a fiery cloak of Aqshy, which channels flame into the Aegis. You are completely immune to damage from non-magical fire, including the breath attacks of monsters, and ignore any Ablaze Conditions you receive. You receive the Ward (9+) Creature Trait against magical fire attacks including spells from the Lore of Fire.

\n

 

\n
\n

Perhaps because they are magical, wear a special talisman, or are just plain lucky, some blows just seem to miss. Roll 1d10 after any blow is received, if the creature rolls Rating or higher, the blow is ignored, even if it is a critical.

\n
" + }, + { + "id": "Arrow Shield", + "name": "Arrow Shield", + "description": "

Any missiles containing organic matter, such as arrows with wooden shafts, are automatically destroyed if they pass within the Area of Effect, causing no damage to their target. Missiles comprising only inorganic matter, such as throwing knives or pistol shots, are unaffected.

" + }, + { + "id": "Arrow Shield (Beasts)", + "name": "Arrow Shield (Beasts)", + "description": "

Any missiles containing organic matter, such as arrows with wooden shafts, are automatically destroyed if they pass within the Area of Effect, causing no damage to their target. Missiles comprising only inorganic matter, such as throwing knives or pistol shots, are unaffected.

\n\n Lore: Whenever you successfully cast a spell from the Lore of Beasts, you may also gain the Fear (1) Creature Trait for the next 1d10 Rounds." + }, + { + "id": "Arrow Shield (Daemonology)", + "name": "Arrow Shield (Daemonology)", + "description": "

Any missiles containing organic matter, such as arrows with wooden shafts, are automatically destroyed if they pass within the Area of Effect, causing no damage to their target. Missiles comprising only inorganic matter, such as throwing knives or pistol shots, are unaffected.

" + }, + { + "id": "Arrow Shield (Death)", + "name": "Arrow Shield (Death)", + "description": "

Any missiles containing organic matter, such as arrows with wooden shafts, are automatically destroyed if they pass within the Area of Effect, causing no damage to their target. Missiles comprising only inorganic matter, such as throwing knives or pistol shots, are unaffected.

" + }, + { + "id": "Arrow Shield (Fire)", + "name": "Arrow Shield (Fire)", + "description": "

Any missiles containing organic matter, such as arrows with wooden shafts, are automatically destroyed if they pass within the Area of Effect, causing no damage to their target. Missiles comprising only inorganic matter, such as throwing knives or pistol shots, are unaffected.

" + }, + { + "id": "Arrow Shield (Heavens)", + "name": "Arrow Shield (Heavens)", + "description": "

Any missiles containing organic matter, such as arrows with wooden shafts, are automatically destroyed if they pass within the Area of Effect, causing no damage to their target. Missiles comprising only inorganic matter, such as throwing knives or pistol shots, are unaffected.

\n\n Lore: Spells causing Damage ignore Armour Points from metal armour, and will arc to all other targets within 2 yards, except those with the Arcane Magic (Heavens) Talent, inflicting hits with a Damage equal to your Willpower Bonus, handled like a magical missile." + }, + { + "id": "Arrow Shield (Life)", + "name": "Arrow Shield (Life)", + "description": "

Any missiles containing organic matter, such as arrows with wooden shafts, are automatically destroyed if they pass within the Area of Effect, causing no damage to their target. Missiles comprising only inorganic matter, such as throwing knives or pistol shots, are unaffected.

\n\n Lore: Receive a +10 bonus to Casting and Channeling rolls when in a rural or wilderness environment. Living creatures — e.g. those without the Daemonic or Undead Creature Traits — targeted by Arcane Spells from the Lore of Life have all Fatigued and Bleeding Conditions removed after any other effects have been applied as life magic floods through them. Creatures with the Undead Creature Trait, on the other hand, suffer additional Damage equal to your Willpower Bonus, ignoring Toughness Bonus and Armor Points, if affected by any spell cast with the Lore of Life." + }, + { + "id": "Arrow Shield (Light)", + "name": "Arrow Shield (Light)", + "description": "

Any missiles containing organic matter, such as arrows with wooden shafts, are automatically destroyed if they pass within the Area of Effect, causing no damage to their target. Missiles comprising only inorganic matter, such as throwing knives or pistol shots, are unaffected.

\n\n Lore: You may inflict one Blinded Condition on those targeted by Lore of Light spells, unless they possess the Arcane Magic (Light) Talent. If a target has the Daemonic or Undead Creature Traits, spells also inflict an additional hit with Damage equal to your Intelligence Bonus that ignores Toughness Bonus and Armor Points." + }, + { + "id": "Arrow Shield (Metal)", + "name": "Arrow Shield (Metal)", + "description": "

Any missiles containing organic matter, such as arrows with wooden shafts, are automatically destroyed if they pass within the Area of Effect, causing no damage to their target. Missiles comprising only inorganic matter, such as throwing knives or pistol shots, are unaffected.

\n\n Lore: Spells inflicting Damage ignore Armor Points from metal armor, and inflict bonus Damage equal to the number of Armor Points of metal armor being worn on any Hit Location struck. So, if your spell hit an Arm location protected by 2 Armor Points of metal armor, it would cause an additional +2 Damage and ignore the Armor Points." + }, + { + "id": "Arrow Shield (Necromancy)", + "name": "Arrow Shield (Necromancy)", + "description": "

Any missiles containing organic matter, such as arrows with wooden shafts, are automatically destroyed if they pass within the Area of Effect, causing no damage to their target. Missiles comprising only inorganic matter, such as throwing knives or pistol shots, are unaffected.

" + }, + { + "id": "Arrow Shield (Shadow)", + "name": "Arrow Shield (Shadow)", + "description": "

Any missiles containing organic matter, such as arrows with wooden shafts, are automatically destroyed if they pass within the Area of Effect, causing no damage to their target. Missiles comprising only inorganic matter, such as throwing knives or pistol shots, are unaffected.

" + }, + { + "id": "Banishment", + "name": "Banishment", + "description": "

You send a cleansing halo of Hysh out from hands, affecting all creatures within the Area of Effect whose Toughness is lower than your Willpower. Targets with the Undead and Daemonic Creature Traits gain the Unstable Creature Trait. If they already have the Unstable Trait, they are reduced to 0 Wounds.

" + }, + { + "id": "Barkskin", + "name": "Barkskin", + "description": "

You cause the target’s skin to become hard and rough like the bark of a tree. While affected by the spell, add +2 to the target’s Toughness Bonus, but suffer a penalty of –10 to Agility and Dexterity.

" + }, + { + "id": "Bearing", + "name": "Bearing", + "description": "

You sense the influx of the Winds of Magic from their source. You know which direction North is.

" + }, + { + "id": "Beast Form", + "name": "Beast Form", + "description": "

You infuse your very bones and flesh with Ghur, warping your body into that of a creature. When cast, select a new form from any of the Beasts of the Reikland section of the Bestiary. Gain all the standard Traits of the creature, except the Bestial Trait. Further, replace your S, T, Agi, and Dex with those of the creature, then recalculate your Wounds. For every + 2 SL, you may include 1 of the included Optional Creature Trait.

\n

While in Beast Form, you look like a normal version of the creature, with amber and brown coloring. You may not speak, which means you cannot cast spells, or attempt to dispel. If you have lost any Wounds when the spell ends, you lose the same number of Wounds when you revert to your true form, to a minimum of 0 Wounds

" + }, + { + "id": "Beast Master", + "name": "Beast Master", + "description": "

Your breath steams and your eyes take on a shining amber sheen as Ghur suffuses you. Your gaze and words convince 1 creature possessing the Bestial trait that you are its pack master, and it will fight to the death to protect you. While subject to your mastery it will follow your instructions, instinctively understanding simple instructions. If the creature is released from the spell — through the duration running out, or the spell being dispelled — it will retain enough residual respect and fear not to attack you, unless compelled to. Your allies may not be so fortunate.

" + }, + { + "id": "Beast Tongue", + "name": "Beast Tongue", + "description": "

You can commune with all creatures possessing the Bestial Trait. Ghur clogs your throat, and your language comes out as snarls, hisses, and roars as befits the beasts to whom you talk. While the creatures are not compelled to answer you, or do as you bid, most will be curious enough to hear you out. You gain +20 on all Charm Animal and Animal Training Tests While this spell is active, you may only speak with beasts — you may not speak any civilized tongues, and can only communicate with your party using gestures or Language (Battle). Note, this also means you cannot cast any spells, or dispel, while Beast Tongue is active.

" + }, + { + "id": "Blast", + "name": "Blast", + "description": "

You channel magic into an explosive blast. This is a Magic Missile with Damage +3 that targets everyone in the Area of Effect.

" + }, + { + "id": "Blast (Beasts)", + "name": "Blast (Beasts)", + "description": "

You channel magic into an explosive blast. This is a Magic Missile with Damage +3 that targets everyone in the Area of Effect.

" + }, + { + "id": "Blast (Daemonology)", + "name": "Blast (Daemonology)", + "description": "

You channel magic into an explosive blast. This is a Magic Missile with Damage +3 that targets everyone in the Area of Effect.

" + }, + { + "id": "Blast (Death)", + "name": "Blast (Death)", + "description": "

You channel magic into an explosive blast. This is a Magic Missile with Damage +3 that targets everyone in the Area of Effect.

" + }, + { + "id": "Blast (Fire)", + "name": "Blast (Fire)", + "description": "

You channel magic into an explosive blast. This is a Magic Missile with Damage +3 that targets everyone in the Area of Effect.

" + }, + { + "id": "Blast (Heavens)", + "name": "Blast (Heavens)", + "description": "

You channel magic into an explosive blast. This is a Magic Missile with Damage +3 that targets everyone in the Area of Effect.

" + }, + { + "id": "Blast (Life)", + "name": "Blast (Life)", + "description": "

You channel magic into an explosive blast. This is a Magic Missile with Damage +3 that targets everyone in the Area of Effect.

" + }, + { + "id": "Blast (Light)", + "name": "Blast (Light)", + "description": "

You channel magic into an explosive blast. This is a Magic Missile with Damage +3 that targets everyone in the Area of Effect.

" + }, + { + "id": "Blast (Metal)", + "name": "Blast (Metal)", + "description": "

You channel magic into an explosive blast. This is a Magic Missile with Damage +3 that targets everyone in the Area of Effect.

" + }, + { + "id": "Blast (Necromancy)", + "name": "Blast (Necromancy)", + "description": "

You channel magic into an explosive blast. This is a Magic Missile with Damage +3 that targets everyone in the Area of Effect.

" + }, + { + "id": "Blast (Shadow)", + "name": "Blast (Shadow)", + "description": "

You channel magic into an explosive blast. This is a Magic Missile with Damage +3 that targets everyone in the Area of Effect.

" + }, + { + "id": "Blight", + "name": "Blight", + "description": "

You may target either a well, a field, or a domestic animal. If you successfully cast the spell, the target suffers from a blight:

\n" + }, + { + "id": "Blinding Light", + "name": "Blinding Light", + "description": "

You emit a bright, blinding flash of light from your hand or staff. Everyone looking at you, unless they possess the Arcane Magic (Light) Talent, receives +SL Blinded Conditions.

" + }, + { + "id": "Bolt", + "name": "Bolt", + "description": "

You channel magic into a damaging bolt. Bolt is a Magic Missile with a Damage of +4.

" + }, + { + "id": "Bolt (Beasts)", + "name": "Bolt (Beasts)", + "description": "

You channel magic into a damaging bolt. Bolt is a Magic Missile with a Damage of +4.

" + }, + { + "id": "Bolt (Daemonology)", + "name": "Bolt (Daemonology)", + "description": "

You channel magic into a damaging bolt. Bolt is a Magic Missile with a Damage of +4.

" + }, + { + "id": "Bolt (Death)", + "name": "Bolt (Death)", + "description": "

You channel magic into a damaging bolt. Bolt is a Magic Missile with a Damage of +4.

" + }, + { + "id": "Bolt (Fire)", + "name": "Bolt (Fire)", + "description": "

You channel magic into a damaging bolt. Bolt is a Magic Missile with a Damage of +4.

" + }, + { + "id": "Bolt (Heavens)", + "name": "Bolt (Heavens)", + "description": "

You channel magic into a damaging bolt. Bolt is a Magic Missile with a Damage of +4.

" + }, + { + "id": "Bolt (Life)", + "name": "Bolt (Life)", + "description": "

You channel magic into a damaging bolt. Bolt is a Magic Missile with a Damage of +4.

" + }, + { + "id": "Bolt (Light)", + "name": "Bolt (Light)", + "description": "

You channel magic into a damaging bolt. Bolt is a Magic Missile with a Damage of +4.

" + }, + { + "id": "Bolt (Metal)", + "name": "Bolt (Metal)", + "description": "

You channel magic into a damaging bolt. Bolt is a Magic Missile with a Damage of +4.

" + }, + { + "id": "Bolt (Necromancy)", + "name": "Bolt (Necromancy)", + "description": "

You channel magic into a damaging bolt. Bolt is a Magic Missile with a Damage of +4.

" + }, + { + "id": "Bolt (Shadow)", + "name": "Bolt (Shadow)", + "description": "

You channel magic into a damaging bolt. Bolt is a Magic Missile with a Damage of +4.

" + }, + { + "id": "Breath", + "name": "Breath", + "description": "

You immediately make a Breath attack, as if you had spent 2 Advantage to activate the Breath Creature Trait. Breath is a Magic Missile with a Damage equal to your Toughness Bonus. The GM decides which type of Breath attack best suits your Arcane Magic Talent.

\n

 

\n
\n

The creature’s breath is a powerful weapon. On its turn, for the cost of 2 Advantage, it can activate its Breath as a Free Attack. Choose 1 target it can see within 20+Toughness Bonus yards. All characters within Strength Bonus yards of that target are struck, as are all characters between the creature and the target. Perform an Opposed Ballistic Skill/Dodge Test against all affected targets (the creature’s single roll opposed by each individual target). All targets that fail take Damage equal to the attack’s Rating. Further, if the Trait is marked with any of the following types in brackets, apply the associated rules.

\n

• Cold: Targets gain a Stunned Condition for every full 5 Wounds suffered (minimum of 1).

\n

• Corrosion: All Armor and Weapons carried by affected targets suffer 1 Damage.

\n

• Fire: Any Wounds caused ignore Armor Points. Targets gain an Ablaze Condition.

\n

• Electricity: Any Wounds caused ignore Armor Points. Targets gain a Stunned Condition.

\n

• Poison: Any Wounds caused ignore Armor Points. Targets gain a Poisoned Condition.

\n

• Smoke: The area fills with smoke, blocking Line of Sight for Toughness Bonus Rounds.

\n

The creature is immune to its own Breath. This attack is Magical.

\n
" + }, + { + "id": "Breath (Beasts)", + "name": "Breath (Beasts)", + "description": "

You immediately make a Breath attack, as if you had spent 2 Advantage to activate the Breath Creature Trait. Breath is a Magic Missile with a Damage equal to your Toughness Bonus. The GM decides which type of Breath attack best suits your Arcane Magic Talent.

\n

 

\n
\n

The creature’s breath is a powerful weapon. On its turn, for the cost of 2 Advantage, it can activate its Breath as a Free Attack. Choose 1 target it can see within 20+Toughness Bonus yards. All characters within Strength Bonus yards of that target are struck, as are all characters between the creature and the target. Perform an Opposed Ballistic Skill/Dodge Test against all affected targets (the creature’s single roll opposed by each individual target). All targets that fail take Damage equal to the attack’s Rating. Further, if the Trait is marked with any of the following types in brackets, apply the associated rules.

\n

• Cold: Targets gain a Stunned Condition for every full 5 Wounds suffered (minimum of 1).

\n

• Corrosion: All Armor and Weapons carried by affected targets suffer 1 Damage.

\n

• Fire: Any Wounds caused ignore Armor Points. Targets gain an Ablaze Condition.

\n

• Electricity: Any Wounds caused ignore Armor Points. Targets gain a Stunned Condition.

\n

• Poison: Any Wounds caused ignore Armor Points. Targets gain a Poisoned Condition.

\n

• Smoke: The area fills with smoke, blocking Line of Sight for Toughness Bonus Rounds.

\n

The creature is immune to its own Breath. This attack is Magical.

\n
" + }, + { + "id": "Breath (Daemonology)", + "name": "Breath (Daemonology)", + "description": "

You immediately make a Breath attack, as if you had spent 2 Advantage to activate the Breath Creature Trait. Breath is a Magic Missile with a Damage equal to your Toughness Bonus. The GM decides which type of Breath attack best suits your Arcane Magic Talent.

\n

 

\n
\n

The creature’s breath is a powerful weapon. On its turn, for the cost of 2 Advantage, it can activate its Breath as a Free Attack. Choose 1 target it can see within 20+Toughness Bonus yards. All characters within Strength Bonus yards of that target are struck, as are all characters between the creature and the target. Perform an Opposed Ballistic Skill/Dodge Test against all affected targets (the creature’s single roll opposed by each individual target). All targets that fail take Damage equal to the attack’s Rating. Further, if the Trait is marked with any of the following types in brackets, apply the associated rules.

\n

• Cold: Targets gain a Stunned Condition for every full 5 Wounds suffered (minimum of 1).

\n

• Corrosion: All Armor and Weapons carried by affected targets suffer 1 Damage.

\n

• Fire: Any Wounds caused ignore Armor Points. Targets gain an Ablaze Condition.

\n

• Electricity: Any Wounds caused ignore Armor Points. Targets gain a Stunned Condition.

\n

• Poison: Any Wounds caused ignore Armor Points. Targets gain a Poisoned Condition.

\n

• Smoke: The area fills with smoke, blocking Line of Sight for Toughness Bonus Rounds.

\n

The creature is immune to its own Breath. This attack is Magical.

\n
" + }, + { + "id": "Breath (Death)", + "name": "Breath (Death)", + "description": "

You immediately make a Breath attack, as if you had spent 2 Advantage to activate the Breath Creature Trait. Breath is a Magic Missile with a Damage equal to your Toughness Bonus. The GM decides which type of Breath attack best suits your Arcane Magic Talent.

\n

 

\n
\n

The creature’s breath is a powerful weapon. On its turn, for the cost of 2 Advantage, it can activate its Breath as a Free Attack. Choose 1 target it can see within 20+Toughness Bonus yards. All characters within Strength Bonus yards of that target are struck, as are all characters between the creature and the target. Perform an Opposed Ballistic Skill/Dodge Test against all affected targets (the creature’s single roll opposed by each individual target). All targets that fail take Damage equal to the attack’s Rating. Further, if the Trait is marked with any of the following types in brackets, apply the associated rules.

\n

• Cold: Targets gain a Stunned Condition for every full 5 Wounds suffered (minimum of 1).

\n

• Corrosion: All Armor and Weapons carried by affected targets suffer 1 Damage.

\n

• Fire: Any Wounds caused ignore Armor Points. Targets gain an Ablaze Condition.

\n

• Electricity: Any Wounds caused ignore Armor Points. Targets gain a Stunned Condition.

\n

• Poison: Any Wounds caused ignore Armor Points. Targets gain a Poisoned Condition.

\n

• Smoke: The area fills with smoke, blocking Line of Sight for Toughness Bonus Rounds.

\n

The creature is immune to its own Breath. This attack is Magical.

\n
" + }, + { + "id": "Breath (Fire)", + "name": "Breath (Fire)", + "description": "

You immediately make a Breath attack, as if you had spent 2 Advantage to activate the Breath Creature Trait. Breath is a Magic Missile with a Damage equal to your Toughness Bonus. The GM decides which type of Breath attack best suits your Arcane Magic Talent.

\n

 

\n
\n

The creature’s breath is a powerful weapon. On its turn, for the cost of 2 Advantage, it can activate its Breath as a Free Attack. Choose 1 target it can see within 20+Toughness Bonus yards. All characters within Strength Bonus yards of that target are struck, as are all characters between the creature and the target. Perform an Opposed Ballistic Skill/Dodge Test against all affected targets (the creature’s single roll opposed by each individual target). All targets that fail take Damage equal to the attack’s Rating. Further, if the Trait is marked with any of the following types in brackets, apply the associated rules.

\n

• Cold: Targets gain a Stunned Condition for every full 5 Wounds suffered (minimum of 1).

\n

• Corrosion: All Armor and Weapons carried by affected targets suffer 1 Damage.

\n

• Fire: Any Wounds caused ignore Armor Points. Targets gain an Ablaze Condition.

\n

• Electricity: Any Wounds caused ignore Armor Points. Targets gain a Stunned Condition.

\n

• Poison: Any Wounds caused ignore Armor Points. Targets gain a Poisoned Condition.

\n

• Smoke: The area fills with smoke, blocking Line of Sight for Toughness Bonus Rounds.

\n

The creature is immune to its own Breath. This attack is Magical.

\n
" + }, + { + "id": "Breath (Heavens)", + "name": "Breath (Heavens)", + "description": "

You immediately make a Breath attack, as if you had spent 2 Advantage to activate the Breath Creature Trait. Breath is a Magic Missile with a Damage equal to your Toughness Bonus. The GM decides which type of Breath attack best suits your Arcane Magic Talent.

\n

 

\n
\n

The creature’s breath is a powerful weapon. On its turn, for the cost of 2 Advantage, it can activate its Breath as a Free Attack. Choose 1 target it can see within 20+Toughness Bonus yards. All characters within Strength Bonus yards of that target are struck, as are all characters between the creature and the target. Perform an Opposed Ballistic Skill/Dodge Test against all affected targets (the creature’s single roll opposed by each individual target). All targets that fail take Damage equal to the attack’s Rating. Further, if the Trait is marked with any of the following types in brackets, apply the associated rules.

\n

• Cold: Targets gain a Stunned Condition for every full 5 Wounds suffered (minimum of 1).

\n

• Corrosion: All Armor and Weapons carried by affected targets suffer 1 Damage.

\n

• Fire: Any Wounds caused ignore Armor Points. Targets gain an Ablaze Condition.

\n

• Electricity: Any Wounds caused ignore Armor Points. Targets gain a Stunned Condition.

\n

• Poison: Any Wounds caused ignore Armor Points. Targets gain a Poisoned Condition.

\n

• Smoke: The area fills with smoke, blocking Line of Sight for Toughness Bonus Rounds.

\n

The creature is immune to its own Breath. This attack is Magical.

\n
" + }, + { + "id": "Breath (Life)", + "name": "Breath (Life)", + "description": "

You immediately make a Breath attack, as if you had spent 2 Advantage to activate the Breath Creature Trait. Breath is a Magic Missile with a Damage equal to your Toughness Bonus. The GM decides which type of Breath attack best suits your Arcane Magic Talent.

\n

 

\n
\n

The creature’s breath is a powerful weapon. On its turn, for the cost of 2 Advantage, it can activate its Breath as a Free Attack. Choose 1 target it can see within 20+Toughness Bonus yards. All characters within Strength Bonus yards of that target are struck, as are all characters between the creature and the target. Perform an Opposed Ballistic Skill/Dodge Test against all affected targets (the creature’s single roll opposed by each individual target). All targets that fail take Damage equal to the attack’s Rating. Further, if the Trait is marked with any of the following types in brackets, apply the associated rules.

\n

• Cold: Targets gain a Stunned Condition for every full 5 Wounds suffered (minimum of 1).

\n

• Corrosion: All Armor and Weapons carried by affected targets suffer 1 Damage.

\n

• Fire: Any Wounds caused ignore Armor Points. Targets gain an Ablaze Condition.

\n

• Electricity: Any Wounds caused ignore Armor Points. Targets gain a Stunned Condition.

\n

• Poison: Any Wounds caused ignore Armor Points. Targets gain a Poisoned Condition.

\n

• Smoke: The area fills with smoke, blocking Line of Sight for Toughness Bonus Rounds.

\n

The creature is immune to its own Breath. This attack is Magical.

\n
" + }, + { + "id": "Breath (Light)", + "name": "Breath (Light)", + "description": "

You immediately make a Breath attack, as if you had spent 2 Advantage to activate the Breath Creature Trait. Breath is a Magic Missile with a Damage equal to your Toughness Bonus. The GM decides which type of Breath attack best suits your Arcane Magic Talent.

\n

 

\n
\n

The creature’s breath is a powerful weapon. On its turn, for the cost of 2 Advantage, it can activate its Breath as a Free Attack. Choose 1 target it can see within 20+Toughness Bonus yards. All characters within Strength Bonus yards of that target are struck, as are all characters between the creature and the target. Perform an Opposed Ballistic Skill/Dodge Test against all affected targets (the creature’s single roll opposed by each individual target). All targets that fail take Damage equal to the attack’s Rating. Further, if the Trait is marked with any of the following types in brackets, apply the associated rules.

\n

• Cold: Targets gain a Stunned Condition for every full 5 Wounds suffered (minimum of 1).

\n

• Corrosion: All Armor and Weapons carried by affected targets suffer 1 Damage.

\n

• Fire: Any Wounds caused ignore Armor Points. Targets gain an Ablaze Condition.

\n

• Electricity: Any Wounds caused ignore Armor Points. Targets gain a Stunned Condition.

\n

• Poison: Any Wounds caused ignore Armor Points. Targets gain a Poisoned Condition.

\n

• Smoke: The area fills with smoke, blocking Line of Sight for Toughness Bonus Rounds.

\n

The creature is immune to its own Breath. This attack is Magical.

\n
" + }, + { + "id": "Breath (Metal)", + "name": "Breath (Metal)", + "description": "

You immediately make a Breath attack, as if you had spent 2 Advantage to activate the Breath Creature Trait. Breath is a Magic Missile with a Damage equal to your Toughness Bonus. The GM decides which type of Breath attack best suits your Arcane Magic Talent.

\n

 

\n
\n

The creature’s breath is a powerful weapon. On its turn, for the cost of 2 Advantage, it can activate its Breath as a Free Attack. Choose 1 target it can see within 20+Toughness Bonus yards. All characters within Strength Bonus yards of that target are struck, as are all characters between the creature and the target. Perform an Opposed Ballistic Skill/Dodge Test against all affected targets (the creature’s single roll opposed by each individual target). All targets that fail take Damage equal to the attack’s Rating. Further, if the Trait is marked with any of the following types in brackets, apply the associated rules.

\n

• Cold: Targets gain a Stunned Condition for every full 5 Wounds suffered (minimum of 1).

\n

• Corrosion: All Armor and Weapons carried by affected targets suffer 1 Damage.

\n

• Fire: Any Wounds caused ignore Armor Points. Targets gain an Ablaze Condition.

\n

• Electricity: Any Wounds caused ignore Armor Points. Targets gain a Stunned Condition.

\n

• Poison: Any Wounds caused ignore Armor Points. Targets gain a Poisoned Condition.

\n

• Smoke: The area fills with smoke, blocking Line of Sight for Toughness Bonus Rounds.

\n

The creature is immune to its own Breath. This attack is Magical.

\n
" + }, + { + "id": "Breath (Necromancy)", + "name": "Breath (Necromancy)", + "description": "

You immediately make a Breath attack, as if you had spent 2 Advantage to activate the Breath Creature Trait. Breath is a Magic Missile with a Damage equal to your Toughness Bonus. The GM decides which type of Breath attack best suits your Arcane Magic Talent.

\n

 

\n
\n

The creature’s breath is a powerful weapon. On its turn, for the cost of 2 Advantage, it can activate its Breath as a Free Attack. Choose 1 target it can see within 20+Toughness Bonus yards. All characters within Strength Bonus yards of that target are struck, as are all characters between the creature and the target. Perform an Opposed Ballistic Skill/Dodge Test against all affected targets (the creature’s single roll opposed by each individual target). All targets that fail take Damage equal to the attack’s Rating. Further, if the Trait is marked with any of the following types in brackets, apply the associated rules.

\n

• Cold: Targets gain a Stunned Condition for every full 5 Wounds suffered (minimum of 1).

\n

• Corrosion: All Armor and Weapons carried by affected targets suffer 1 Damage.

\n

• Fire: Any Wounds caused ignore Armor Points. Targets gain an Ablaze Condition.

\n

• Electricity: Any Wounds caused ignore Armor Points. Targets gain a Stunned Condition.

\n

• Poison: Any Wounds caused ignore Armor Points. Targets gain a Poisoned Condition.

\n

• Smoke: The area fills with smoke, blocking Line of Sight for Toughness Bonus Rounds.

\n

The creature is immune to its own Breath. This attack is Magical.

\n
" + }, + { + "id": "Breath (Shadow)", + "name": "Breath (Shadow)", + "description": "

You immediately make a Breath attack, as if you had spent 2 Advantage to activate the Breath Creature Trait. Breath is a Magic Missile with a Damage equal to your Toughness Bonus. The GM decides which type of Breath attack best suits your Arcane Magic Talent.

\n

 

\n
\n

The creature’s breath is a powerful weapon. On its turn, for the cost of 2 Advantage, it can activate its Breath as a Free Attack. Choose 1 target it can see within 20+Toughness Bonus yards. All characters within Strength Bonus yards of that target are struck, as are all characters between the creature and the target. Perform an Opposed Ballistic Skill/Dodge Test against all affected targets (the creature’s single roll opposed by each individual target). All targets that fail take Damage equal to the attack’s Rating. Further, if the Trait is marked with any of the following types in brackets, apply the associated rules.

\n

• Cold: Targets gain a Stunned Condition for every full 5 Wounds suffered (minimum of 1).

\n

• Corrosion: All Armor and Weapons carried by affected targets suffer 1 Damage.

\n

• Fire: Any Wounds caused ignore Armor Points. Targets gain an Ablaze Condition.

\n

• Electricity: Any Wounds caused ignore Armor Points. Targets gain a Stunned Condition.

\n

• Poison: Any Wounds caused ignore Armor Points. Targets gain a Poisoned Condition.

\n

• Smoke: The area fills with smoke, blocking Line of Sight for Toughness Bonus Rounds.

\n

The creature is immune to its own Breath. This attack is Magical.

\n
" + }, + { + "id": "Bridge", + "name": "Bridge", + "description": "

You create a bridge of magical energy, with a maximum length and breadth of your Willpower Bonus in yards. For every +2 SL you may increase length or breadth by your Willpower Bonus in yards.

" + }, + { + "id": "Bridge (Beasts)", + "name": "Bridge (Beasts)", + "description": "

You create a bridge of magical energy, with a maximum length and breadth of your Willpower Bonus in yards. For every +2 SL you may increase length or breadth by your Willpower Bonus in yards.

" + }, + { + "id": "Bridge (Daemonology)", + "name": "Bridge (Daemonology)", + "description": "

You create a bridge of magical energy, with a maximum length and breadth of your Willpower Bonus in yards. For every +2 SL you may increase length or breadth by your Willpower Bonus in yards.

" + }, + { + "id": "Bridge (Death)", + "name": "Bridge (Death)", + "description": "

You create a bridge of magical energy, with a maximum length and breadth of your Willpower Bonus in yards. For every +2 SL you may increase length or breadth by your Willpower Bonus in yards.

" + }, + { + "id": "Bridge (Fire)", + "name": "Bridge (Fire)", + "description": "

You create a bridge of magical energy, with a maximum length and breadth of your Willpower Bonus in yards. For every +2 SL you may increase length or breadth by your Willpower Bonus in yards.

" + }, + { + "id": "Bridge (Heavens)", + "name": "Bridge (Heavens)", + "description": "

You create a bridge of magical energy, with a maximum length and breadth of your Willpower Bonus in yards. For every +2 SL you may increase length or breadth by your Willpower Bonus in yards.

" + }, + { + "id": "Bridge (Life)", + "name": "Bridge (Life)", + "description": "

You create a bridge of magical energy, with a maximum length and breadth of your Willpower Bonus in yards. For every +2 SL you may increase length or breadth by your Willpower Bonus in yards.

" + }, + { + "id": "Bridge (Light)", + "name": "Bridge (Light)", + "description": "

You create a bridge of magical energy, with a maximum length and breadth of your Willpower Bonus in yards. For every +2 SL you may increase length or breadth by your Willpower Bonus in yards.

" + }, + { + "id": "Bridge (Metal)", + "name": "Bridge (Metal)", + "description": "

You create a bridge of magical energy, with a maximum length and breadth of your Willpower Bonus in yards. For every +2 SL you may increase length or breadth by your Willpower Bonus in yards.

" + }, + { + "id": "Bridge (Necromancy)", + "name": "Bridge (Necromancy)", + "description": "

You create a bridge of magical energy, with a maximum length and breadth of your Willpower Bonus in yards. For every +2 SL you may increase length or breadth by your Willpower Bonus in yards.

" + }, + { + "id": "Bridge (Shadow)", + "name": "Bridge (Shadow)", + "description": "

You create a bridge of magical energy, with a maximum length and breadth of your Willpower Bonus in yards. For every +2 SL you may increase length or breadth by your Willpower Bonus in yards.

" + }, + { + "id": "Careful Step", + "name": "Careful Step", + "description": "

The magic flowing through your feet ensures any organic matter you tread upon remains undamaged: twigs do not break, grass springs back to its original position, and even delicate flowers are unharmed. Those seeking to use the Track skill to pursue you through rural terrain suffer a –30 penalty to their Tests.

" + }, + { + "id": "Caress of Laniph", + "name": "Caress of Laniph", + "description": "

As you reach out your hand, it appears withered, even skeletal, drawing Shyish from your target’s corpus. This counts as a Magic Missile with a Damage of +6 that ignores Toughness Bonus and Armor Points. For every 2 Wounds inflicted, you may recover 1 Wound.

" + }, + { + "id": "Cauterise", + "name": "Cauterise", + "description": "

Channeling Aqshy through your hands you lay them on an ally’s wounds. Immediately heal 1d10 Wounds and remove all Bleeding Conditions. Further, the wounds will not become infected.

\n

 

\n

Targets without the Arcane Magic (Fire) Talent, must pass a Challenging (+0) Cool Test or scream in agony.. If Failed by –6 or more SL, the target gains the Unconscious Condition and is permanently scarred, waking up 1d10 hours later

" + }, + { + "id": "Cerulean Shield", + "name": "Cerulean Shield", + "description": "

You encase yourself in a crackling cage of sparking electricity and Azyr. For the spell’s duration, gain +SL Armour Points to all locations against melee attacks. If attacked by metal weapons — such as daggers, swords, and spears with metal tips — your attacker takes +Willpower Bonus Damage.

" + }, + { + "id": "Chain Attack", + "name": "Chain Attack", + "description": "

You channel a twisting spur of rupturing magic into your target. This is a Magic Missile with a Damage of +4. If Chain Attack reduces a target to 0 Wounds, it leaps to another target within the spell’s initial range, and within Willpower Bonus yards of the previous target, inflicting the same Damage again. It may leap a maximum number of times equal to your Willpower Bonus. For every +2 SL achieved, it may chain to an additional target.

" + }, + { + "id": "Chain Attack (Beasts)", + "name": "Chain Attack (Beasts)", + "description": "

You channel a twisting spur of rupturing magic into your target. This is a Magic Missile with a Damage of +4. If Chain Attack reduces a target to 0 Wounds, it leaps to another target within the spell’s initial range, and within Willpower Bonus yards of the previous target, inflicting the same Damage again. It may leap a maximum number of times equal to your Willpower Bonus. For every +2 SL achieved, it may chain to an additional target.

" + }, + { + "id": "Chain Attack (Daemonology)", + "name": "Chain Attack (Daemonology)", + "description": "

You channel a twisting spur of rupturing magic into your target. This is a Magic Missile with a Damage of +4. If Chain Attack reduces a target to 0 Wounds, it leaps to another target within the spell’s initial range, and within Willpower Bonus yards of the previous target, inflicting the same Damage again. It may leap a maximum number of times equal to your Willpower Bonus. For every +2 SL achieved, it may chain to an additional target.

" + }, + { + "id": "Chain Attack (Death)", + "name": "Chain Attack (Death)", + "description": "

You channel a twisting spur of rupturing magic into your target. This is a Magic Missile with a Damage of +4. If Chain Attack reduces a target to 0 Wounds, it leaps to another target within the spell’s initial range, and within Willpower Bonus yards of the previous target, inflicting the same Damage again. It may leap a maximum number of times equal to your Willpower Bonus. For every +2 SL achieved, it may chain to an additional target.

" + }, + { + "id": "Chain Attack (Fire)", + "name": "Chain Attack (Fire)", + "description": "

You channel a twisting spur of rupturing magic into your target. This is a Magic Missile with a Damage of +4. If Chain Attack reduces a target to 0 Wounds, it leaps to another target within the spell’s initial range, and within Willpower Bonus yards of the previous target, inflicting the same Damage again. It may leap a maximum number of times equal to your Willpower Bonus. For every +2 SL achieved, it may chain to an additional target.

" + }, + { + "id": "Chain Attack (Heavens)", + "name": "Chain Attack (Heavens)", + "description": "

You channel a twisting spur of rupturing magic into your target. This is a Magic Missile with a Damage of +4. If Chain Attack reduces a target to 0 Wounds, it leaps to another target within the spell’s initial range, and within Willpower Bonus yards of the previous target, inflicting the same Damage again. It may leap a maximum number of times equal to your Willpower Bonus. For every +2 SL achieved, it may chain to an additional target.

" + }, + { + "id": "Chain Attack (Life)", + "name": "Chain Attack (Life)", + "description": "

You channel a twisting spur of rupturing magic into your target. This is a Magic Missile with a Damage of +4. If Chain Attack reduces a target to 0 Wounds, it leaps to another target within the spell’s initial range, and within Willpower Bonus yards of the previous target, inflicting the same Damage again. It may leap a maximum number of times equal to your Willpower Bonus. For every +2 SL achieved, it may chain to an additional target.

" + }, + { + "id": "Chain Attack (Light)", + "name": "Chain Attack (Light)", + "description": "

You channel a twisting spur of rupturing magic into your target. This is a Magic Missile with a Damage of +4. If Chain Attack reduces a target to 0 Wounds, it leaps to another target within the spell’s initial range, and within Willpower Bonus yards of the previous target, inflicting the same Damage again. It may leap a maximum number of times equal to your Willpower Bonus. For every +2 SL achieved, it may chain to an additional target.

" + }, + { + "id": "Chain Attack (Metal)", + "name": "Chain Attack (Metal)", + "description": "

You channel a twisting spur of rupturing magic into your target. This is a Magic Missile with a Damage of +4. If Chain Attack reduces a target to 0 Wounds, it leaps to another target within the spell’s initial range, and within Willpower Bonus yards of the previous target, inflicting the same Damage again. It may leap a maximum number of times equal to your Willpower Bonus. For every +2 SL achieved, it may chain to an additional target.

" + }, + { + "id": "Chain Attack (Necromancy)", + "name": "Chain Attack (Necromancy)", + "description": "

You channel a twisting spur of rupturing magic into your target. This is a Magic Missile with a Damage of +4. If Chain Attack reduces a target to 0 Wounds, it leaps to another target within the spell’s initial range, and within Willpower Bonus yards of the previous target, inflicting the same Damage again. It may leap a maximum number of times equal to your Willpower Bonus. For every +2 SL achieved, it may chain to an additional target.

" + }, + { + "id": "Chain Attack (Shadow)", + "name": "Chain Attack (Shadow)", + "description": "

You channel a twisting spur of rupturing magic into your target. This is a Magic Missile with a Damage of +4. If Chain Attack reduces a target to 0 Wounds, it leaps to another target within the spell’s initial range, and within Willpower Bonus yards of the previous target, inflicting the same Damage again. It may leap a maximum number of times equal to your Willpower Bonus. For every +2 SL achieved, it may chain to an additional target.

" + }, + { + "id": "Choking Shadows", + "name": "Choking Shadows", + "description": "

You wrap shadowy tendrils of Ulgu around your foes’ necks. Assuming they need to breathe, they gain +1 Fatigued Condition, cannot talk, and are subject to rules for Suffocation.

" + }, + { + "id": "Clarity of Thought", + "name": "Clarity of Thought", + "description": "

You calm your target’s mind, allowing them to think clearly. All negative modifiers on their thinking processes — from Conditions, Mental Mutations, Psychologies, or any other source — are ignored while the spell is in effect.

" + }, + { + "id": "Comet of Casandora", + "name": "Comet of Casandora", + "description": "

You channel all the Azyr you can muster and reach out to the skies, calling down a comet to wreak havoc amongst your foes. Select a target point within range. At the end of the next round, make an Average (+20) Perception Test. For every +SL you achieve, you may move your point of impact by Initiative Bonus yards. 

\n


For every –SL, the GM will move the point of impact by Initiative Bonus yards in a random direction. Comet of Casandora then acts as a magical missile with Damage +12 that hits all targets in the Area of Effect, who also gain +1 Ablaze and the Prone Condition.

" + }, + { + "id": "Conserve", + "name": "Conserve", + "description": "

You preserve up to a day’s worth of rations. During this time they will not rot, develop mold, or go stale, although they can still be harmed by external factors, such as getting wet or being burned or poisoned.

" + }, + { + "id": "Corrosive Blood", + "name": "Corrosive Blood", + "description": "

You infuse yourself with magic, lending your blood a fearsome potency. You gain the Corrosive Blood Creature Trait: 

\n

 

\n
\n

The creature’s blood is corrosive. Every time it is Wounded, blood splashes free, and all targets Engaged with it take 1d10 Wounds modified by Toughness Bonus and Armor Points, to a minimum of 1

\n
" + }, + { + "id": "Corrosive Blood (Beasts)", + "name": "Corrosive Blood (Beasts)", + "description": "

You infuse yourself with magic, lending your blood a fearsome potency. You gain the Corrosive Blood Creature Trait: 

\n

 

\n
\n

The creature’s blood is corrosive. Every time it is Wounded, blood splashes free, and all targets Engaged with it take 1d10 Wounds modified by Toughness Bonus and Armor Points, to a minimum of 1

\n
" + }, + { + "id": "Corrosive Blood (Daemonology)", + "name": "Corrosive Blood (Daemonology)", + "description": "

You infuse yourself with magic, lending your blood a fearsome potency. You gain the Corrosive Blood Creature Trait: 

\n

 

\n
\n

The creature’s blood is corrosive. Every time it is Wounded, blood splashes free, and all targets Engaged with it take 1d10 Wounds modified by Toughness Bonus and Armor Points, to a minimum of 1

\n
" + }, + { + "id": "Corrosive Blood (Death)", + "name": "Corrosive Blood (Death)", + "description": "

You infuse yourself with magic, lending your blood a fearsome potency. You gain the Corrosive Blood Creature Trait: 

\n

 

\n
\n

The creature’s blood is corrosive. Every time it is Wounded, blood splashes free, and all targets Engaged with it take 1d10 Wounds modified by Toughness Bonus and Armor Points, to a minimum of 1

\n
" + }, + { + "id": "Corrosive Blood (Fire)", + "name": "Corrosive Blood (Fire)", + "description": "

You infuse yourself with magic, lending your blood a fearsome potency. You gain the Corrosive Blood Creature Trait: 

\n

 

\n
\n

The creature’s blood is corrosive. Every time it is Wounded, blood splashes free, and all targets Engaged with it take 1d10 Wounds modified by Toughness Bonus and Armor Points, to a minimum of 1

\n
" + }, + { + "id": "Corrosive Blood (Heavens)", + "name": "Corrosive Blood (Heavens)", + "description": "

You infuse yourself with magic, lending your blood a fearsome potency. You gain the Corrosive Blood Creature Trait: 

\n

 

\n
\n

The creature’s blood is corrosive. Every time it is Wounded, blood splashes free, and all targets Engaged with it take 1d10 Wounds modified by Toughness Bonus and Armor Points, to a minimum of 1

\n
" + }, + { + "id": "Corrosive Blood (Life)", + "name": "Corrosive Blood (Life)", + "description": "

You infuse yourself with magic, lending your blood a fearsome potency. You gain the Corrosive Blood Creature Trait: 

\n

 

\n
\n

The creature’s blood is corrosive. Every time it is Wounded, blood splashes free, and all targets Engaged with it take 1d10 Wounds modified by Toughness Bonus and Armor Points, to a minimum of 1

\n
" + }, + { + "id": "Corrosive Blood (Light)", + "name": "Corrosive Blood (Light)", + "description": "

You infuse yourself with magic, lending your blood a fearsome potency. You gain the Corrosive Blood Creature Trait: 

\n

 

\n
\n

The creature’s blood is corrosive. Every time it is Wounded, blood splashes free, and all targets Engaged with it take 1d10 Wounds modified by Toughness Bonus and Armor Points, to a minimum of 1

\n
" + }, + { + "id": "Corrosive Blood (Metal)", + "name": "Corrosive Blood (Metal)", + "description": "

You infuse yourself with magic, lending your blood a fearsome potency. You gain the Corrosive Blood Creature Trait: 

\n

 

\n
\n

The creature’s blood is corrosive. Every time it is Wounded, blood splashes free, and all targets Engaged with it take 1d10 Wounds modified by Toughness Bonus and Armor Points, to a minimum of 1

\n
" + }, + { + "id": "Corrosive Blood (Necromancy)", + "name": "Corrosive Blood (Necromancy)", + "description": "

You infuse yourself with magic, lending your blood a fearsome potency. You gain the Corrosive Blood Creature Trait: 

\n

 

\n
\n

The creature’s blood is corrosive. Every time it is Wounded, blood splashes free, and all targets Engaged with it take 1d10 Wounds modified by Toughness Bonus and Armor Points, to a minimum of 1

\n
" + }, + { + "id": "Corrosive Blood (Shadow)", + "name": "Corrosive Blood (Shadow)", + "description": "

You infuse yourself with magic, lending your blood a fearsome potency. You gain the Corrosive Blood Creature Trait: 

\n

 

\n
\n

The creature’s blood is corrosive. Every time it is Wounded, blood splashes free, and all targets Engaged with it take 1d10 Wounds modified by Toughness Bonus and Armor Points, to a minimum of 1

\n
" + }, + { + "id": "Creeping Menace", + "name": "Creeping Menace", + "description": "

You summon a swarm of creeping, slithering creatures to harass your foes. Each target affected is immediately engaged by a swarm of Giant Rats, Giant Spiders, or Snakes. Use the standard profiles for the relevant creature type, adding the Swarm Trait. For your Action you may make a Challenging (+0) Charm Animal Test to direct 1 or more swarms to attack a different target. When the spell ends, any remaining swarms disappear into the shadows.

" + }, + { + "id": "Crown of Flame", + "name": "Crown of Flame", + "description": "

You channel Aqshy into a majestic crown of inspiring fire about your brow. Gain the Fear (1) Trait and +1 War Leader Talent while the spell is active.

\n

For every +2 SL, you may increase your Fear value by +1, or take War Leader Talent again. Furthermore, gain a bonus of +10 on all attempts to Channel and Cast with Aqshy while the spell is in effect.

" + }, + { + "id": "Crucible of Chamon", + "name": "Crucible of Chamon", + "description": "

You channel Chamon into a single non-magical, metallic object, such as a weapon or piece of armor. The item melts, dripping to the floor as molten metal, cooling almost immediately. If held, the item is dropped. If worn, the wearer takes a hit like a Magic Missile with Damage equal to your Willpower Bonus that ignores Toughness Bonus. While the object is destroyed, the metal retains its base value, and may be used by a smith as raw material.

" + }, + { + "id": "Curse of Crippling Pain", + "name": "Curse of Crippling Pain", + "description": "

Stabbing a crude representation of your target — a doll or puppet — you inflict crippling pain. When successfully cast, choose which hit location to stab:

\n\n\n\n

While the spell is in effect, for your Action you may make a Channeling Test, stabbing the doll again, to affect a different location.

" + }, + { + "id": "Curse of Ill-Fortune", + "name": "Curse of Ill-Fortune", + "description": "

The ingredient for this spell is something belonging to the target, either a personal possession or a strand of hair. For the duration, your target suffers bad luck. Laces snap, chairs break, and other minor narrative effects inconvenience them. The target suffers a penalty of –10 to all Tests, in addition to any other modifiers, and may not spend Fortune points.

" + }, + { + "id": "Daemonbane", + "name": "Daemonbane", + "description": "

You summon a blast of Hysh that passes through the border between the Realm of Chaos and the material world. The Casting Test is Opposed by the target making a Willpower Test. If you win, you obliterate a target with the Daemonic Creature Trait with a blinding white light, sending it back whence it came. If the spell successfully banishes a Daemon, everyone looking at your target, unless they possess the Arcane Magic (Light) Talent, receives +SL Blinded Conditions.

" + }, + { + "id": "Dark Vision", + "name": "Dark Vision", + "description": "

You boost your Second Sight to assist your mundane senses. While the spell is active, gain the Dark Vision Creature Trait

\n

 

\n
\n

The creature can see in the dark as daylight.

\n
" + }, + { + "id": "Dark Vision (Beasts)", + "name": "Dark Vision (Beasts)", + "description": "

You boost your Second Sight to assist your mundane senses. While the spell is active, gain the Dark Vision Creature Trait

\n

 

\n
\n

The creature can see in the dark as daylight.

\n
" + }, + { + "id": "Dark Vision (Daemonology)", + "name": "Dark Vision (Daemonology)", + "description": "

You boost your Second Sight to assist your mundane senses. While the spell is active, gain the Dark Vision Creature Trait

\n

 

\n
\n

The creature can see in the dark as daylight.

\n
" + }, + { + "id": "Dark Vision (Death)", + "name": "Dark Vision (Death)", + "description": "

You boost your Second Sight to assist your mundane senses. While the spell is active, gain the Dark Vision Creature Trait

\n

 

\n
\n

The creature can see in the dark as daylight.

\n
" + }, + { + "id": "Dark Vision (Fire)", + "name": "Dark Vision (Fire)", + "description": "

You boost your Second Sight to assist your mundane senses. While the spell is active, gain the Dark Vision Creature Trait

\n

 

\n
\n

The creature can see in the dark as daylight.

\n
" + }, + { + "id": "Dark Vision (Heavens)", + "name": "Dark Vision (Heavens)", + "description": "

You boost your Second Sight to assist your mundane senses. While the spell is active, gain the Dark Vision Creature Trait

\n

 

\n
\n

The creature can see in the dark as daylight.

\n
" + }, + { + "id": "Dark Vision (Life)", + "name": "Dark Vision (Life)", + "description": "

You boost your Second Sight to assist your mundane senses. While the spell is active, gain the Dark Vision Creature Trait

\n

 

\n
\n

The creature can see in the dark as daylight.

\n
" + }, + { + "id": "Dark Vision (Light)", + "name": "Dark Vision (Light)", + "description": "

You boost your Second Sight to assist your mundane senses. While the spell is active, gain the Dark Vision Creature Trait

\n

 

\n
\n

The creature can see in the dark as daylight.

\n
" + }, + { + "id": "Dark Vision (Metal)", + "name": "Dark Vision (Metal)", + "description": "

You boost your Second Sight to assist your mundane senses. While the spell is active, gain the Dark Vision Creature Trait

\n

 

\n
\n

The creature can see in the dark as daylight.

\n
" + }, + { + "id": "Dark Vision (Necromancy)", + "name": "Dark Vision (Necromancy)", + "description": "

You boost your Second Sight to assist your mundane senses. While the spell is active, gain the Dark Vision Creature Trait

\n

 

\n
\n

The creature can see in the dark as daylight.

\n
" + }, + { + "id": "Dark Vision (Shadow)", + "name": "Dark Vision (Shadow)", + "description": "

You boost your Second Sight to assist your mundane senses. While the spell is active, gain the Dark Vision Creature Trait

\n

 

\n
\n

The creature can see in the dark as daylight.

\n
" + }, + { + "id": "Dart", + "name": "Dart", + "description": "

You cause a small dart of magical energy to fly from your fingers. This is a Magic Missile with a Damage of +0.

" + }, + { + "id": "Dazzle", + "name": "Dazzle", + "description": "

The target gains 1 Blinded Condition, and gains 1 Blinded Condition at the start of each round for the duration of the spell.

" + }, + { + "id": "Destroy Lesser Demon", + "name": "Destroy Lesser Demon", + "description": "

Your spell disrupts the Dhar holding a target Daemon together, and draws it back to you. A target with the Daemonic Creature Trait and a lower Willpower than you loses Wounds equal to your Willpower Bonus, ignoring Toughness Bonus or Armor Points. In turn, you may increase one of your Characteristic by +10 for the duration as you siphon profane energies.

" + }, + { + "id": "Detect Daemon", + "name": "Detect Daemon", + "description": "

Your spell homes in on the daemonic influences in the surrounding area. You automatically know if there is a manifested Daemon within range, be it summoned, bound into an artefact, possessing another, or similar.

" + }, + { + "id": "Distracting", + "name": "Distracting", + "description": "

You wreathe yourself in magic, which swirls around you, distracting your foes. While the spell is active, gain the Distracting Creature Trait.

\n

 

\n
\n

The creature distracts or confuse foes, possibly exuding a soporific musk or nauseating reek, or maybe its appearance is bizarrely horrifying. All living targets within a number of yards equal to its Toughness Bonus suffer a penalty of –20 to all Tests. A target can only suffer this penalty once, no matter how many Distracting foes there are.

\n
\n

 

" + }, + { + "id": "Distracting (Beasts)", + "name": "Distracting (Beasts)", + "description": "

You wreathe yourself in magic, which swirls around you, distracting your foes. While the spell is active, gain the Distracting Creature Trait.

\n

 

\n
\n

The creature distracts or confuse foes, possibly exuding a soporific musk or nauseating reek, or maybe its appearance is bizarrely horrifying. All living targets within a number of yards equal to its Toughness Bonus suffer a penalty of –20 to all Tests. A target can only suffer this penalty once, no matter how many Distracting foes there are.

\n
\n

 

" + }, + { + "id": "Distracting (Daemonology)", + "name": "Distracting (Daemonology)", + "description": "

You wreathe yourself in magic, which swirls around you, distracting your foes. While the spell is active, gain the Distracting Creature Trait.

\n

 

\n
\n

The creature distracts or confuse foes, possibly exuding a soporific musk or nauseating reek, or maybe its appearance is bizarrely horrifying. All living targets within a number of yards equal to its Toughness Bonus suffer a penalty of –20 to all Tests. A target can only suffer this penalty once, no matter how many Distracting foes there are.

\n
\n

 

" + }, + { + "id": "Distracting (Death)", + "name": "Distracting (Death)", + "description": "

You wreathe yourself in magic, which swirls around you, distracting your foes. While the spell is active, gain the Distracting Creature Trait.

\n

 

\n
\n

The creature distracts or confuse foes, possibly exuding a soporific musk or nauseating reek, or maybe its appearance is bizarrely horrifying. All living targets within a number of yards equal to its Toughness Bonus suffer a penalty of –20 to all Tests. A target can only suffer this penalty once, no matter how many Distracting foes there are.

\n
\n

 

" + }, + { + "id": "Distracting (Fire)", + "name": "Distracting (Fire)", + "description": "

You wreathe yourself in magic, which swirls around you, distracting your foes. While the spell is active, gain the Distracting Creature Trait.

\n

 

\n
\n

The creature distracts or confuse foes, possibly exuding a soporific musk or nauseating reek, or maybe its appearance is bizarrely horrifying. All living targets within a number of yards equal to its Toughness Bonus suffer a penalty of –20 to all Tests. A target can only suffer this penalty once, no matter how many Distracting foes there are.

\n
\n

 

" + }, + { + "id": "Distracting (Heavens)", + "name": "Distracting (Heavens)", + "description": "

You wreathe yourself in magic, which swirls around you, distracting your foes. While the spell is active, gain the Distracting Creature Trait.

\n

 

\n
\n

The creature distracts or confuse foes, possibly exuding a soporific musk or nauseating reek, or maybe its appearance is bizarrely horrifying. All living targets within a number of yards equal to its Toughness Bonus suffer a penalty of –20 to all Tests. A target can only suffer this penalty once, no matter how many Distracting foes there are.

\n
\n

 

" + }, + { + "id": "Distracting (Life)", + "name": "Distracting (Life)", + "description": "

You wreathe yourself in magic, which swirls around you, distracting your foes. While the spell is active, gain the Distracting Creature Trait.

\n

 

\n
\n

The creature distracts or confuse foes, possibly exuding a soporific musk or nauseating reek, or maybe its appearance is bizarrely horrifying. All living targets within a number of yards equal to its Toughness Bonus suffer a penalty of –20 to all Tests. A target can only suffer this penalty once, no matter how many Distracting foes there are.

\n
\n

 

" + }, + { + "id": "Distracting (Light)", + "name": "Distracting (Light)", + "description": "

You wreathe yourself in magic, which swirls around you, distracting your foes. While the spell is active, gain the Distracting Creature Trait.

\n

 

\n
\n

The creature distracts or confuse foes, possibly exuding a soporific musk or nauseating reek, or maybe its appearance is bizarrely horrifying. All living targets within a number of yards equal to its Toughness Bonus suffer a penalty of –20 to all Tests. A target can only suffer this penalty once, no matter how many Distracting foes there are.

\n
\n

 

" + }, + { + "id": "Distracting (Metal)", + "name": "Distracting (Metal)", + "description": "

You wreathe yourself in magic, which swirls around you, distracting your foes. While the spell is active, gain the Distracting Creature Trait.

\n

 

\n
\n

The creature distracts or confuse foes, possibly exuding a soporific musk or nauseating reek, or maybe its appearance is bizarrely horrifying. All living targets within a number of yards equal to its Toughness Bonus suffer a penalty of –20 to all Tests. A target can only suffer this penalty once, no matter how many Distracting foes there are.

\n
\n

 

" + }, + { + "id": "Distracting (Necromancy)", + "name": "Distracting (Necromancy)", + "description": "

You wreathe yourself in magic, which swirls around you, distracting your foes. While the spell is active, gain the Distracting Creature Trait.

\n

 

\n
\n

The creature distracts or confuse foes, possibly exuding a soporific musk or nauseating reek, or maybe its appearance is bizarrely horrifying. All living targets within a number of yards equal to its Toughness Bonus suffer a penalty of –20 to all Tests. A target can only suffer this penalty once, no matter how many Distracting foes there are.

\n
\n

 

" + }, + { + "id": "Distracting (Shadow)", + "name": "Distracting (Shadow)", + "description": "

You wreathe yourself in magic, which swirls around you, distracting your foes. While the spell is active, gain the Distracting Creature Trait.

\n

 

\n
\n

The creature distracts or confuse foes, possibly exuding a soporific musk or nauseating reek, or maybe its appearance is bizarrely horrifying. All living targets within a number of yards equal to its Toughness Bonus suffer a penalty of –20 to all Tests. A target can only suffer this penalty once, no matter how many Distracting foes there are.

\n
\n

 

" + }, + { + "id": "Dome", + "name": "Dome", + "description": "

You create a dome of magical energy overhead, blocking incoming attacks. Anyone within the Area of Effect gains the Ward (6+) Creature Trait against magical or ranged attacks originating outside the dome. Those within may attack out of the dome as normal, and the dome does not impede movement.

\n

 

\n
\n

Perhaps because they are magical, wear a special talisman, or are just plain lucky, some blows just seem to miss. Roll 1d10 after any blow is received, if the creature rolls Rating or higher, the blow is ignored, even if it is a critical. 

\n
\n

 

" + }, + { + "id": "Dome (Beasts)", + "name": "Dome (Beasts)", + "description": "

You create a dome of magical energy overhead, blocking incoming attacks. Anyone within the Area of Effect gains the Ward (6+) Creature Trait against magical or ranged attacks originating outside the dome. Those within may attack out of the dome as normal, and the dome does not impede movement.

\n

 

\n
\n

Perhaps because they are magical, wear a special talisman, or are just plain lucky, some blows just seem to miss. Roll 1d10 after any blow is received, if the creature rolls Rating or higher, the blow is ignored, even if it is a critical. 

\n
\n

 

" + }, + { + "id": "Dome (Daemonology)", + "name": "Dome (Daemonology)", + "description": "

You create a dome of magical energy overhead, blocking incoming attacks. Anyone within the Area of Effect gains the Ward (6+) Creature Trait against magical or ranged attacks originating outside the dome. Those within may attack out of the dome as normal, and the dome does not impede movement.

\n

 

\n
\n

Perhaps because they are magical, wear a special talisman, or are just plain lucky, some blows just seem to miss. Roll 1d10 after any blow is received, if the creature rolls Rating or higher, the blow is ignored, even if it is a critical. 

\n
\n

 

" + }, + { + "id": "Dome (Death)", + "name": "Dome (Death)", + "description": "

You create a dome of magical energy overhead, blocking incoming attacks. Anyone within the Area of Effect gains the Ward (6+) Creature Trait against magical or ranged attacks originating outside the dome. Those within may attack out of the dome as normal, and the dome does not impede movement.

\n

 

\n
\n

Perhaps because they are magical, wear a special talisman, or are just plain lucky, some blows just seem to miss. Roll 1d10 after any blow is received, if the creature rolls Rating or higher, the blow is ignored, even if it is a critical. 

\n
\n

 

" + }, + { + "id": "Dome (Fire)", + "name": "Dome (Fire)", + "description": "

You create a dome of magical energy overhead, blocking incoming attacks. Anyone within the Area of Effect gains the Ward (6+) Creature Trait against magical or ranged attacks originating outside the dome. Those within may attack out of the dome as normal, and the dome does not impede movement.

\n

 

\n
\n

Perhaps because they are magical, wear a special talisman, or are just plain lucky, some blows just seem to miss. Roll 1d10 after any blow is received, if the creature rolls Rating or higher, the blow is ignored, even if it is a critical. 

\n
\n

 

" + }, + { + "id": "Dome (Heavens)", + "name": "Dome (Heavens)", + "description": "

You create a dome of magical energy overhead, blocking incoming attacks. Anyone within the Area of Effect gains the Ward (6+) Creature Trait against magical or ranged attacks originating outside the dome. Those within may attack out of the dome as normal, and the dome does not impede movement.

\n

 

\n
\n

Perhaps because they are magical, wear a special talisman, or are just plain lucky, some blows just seem to miss. Roll 1d10 after any blow is received, if the creature rolls Rating or higher, the blow is ignored, even if it is a critical. 

\n
\n

 

" + }, + { + "id": "Dome (Life)", + "name": "Dome (Life)", + "description": "

You create a dome of magical energy overhead, blocking incoming attacks. Anyone within the Area of Effect gains the Ward (6+) Creature Trait against magical or ranged attacks originating outside the dome. Those within may attack out of the dome as normal, and the dome does not impede movement.

\n

 

\n
\n

Perhaps because they are magical, wear a special talisman, or are just plain lucky, some blows just seem to miss. Roll 1d10 after any blow is received, if the creature rolls Rating or higher, the blow is ignored, even if it is a critical. 

\n
\n

 

" + }, + { + "id": "Dome (Light)", + "name": "Dome (Light)", + "description": "

You create a dome of magical energy overhead, blocking incoming attacks. Anyone within the Area of Effect gains the Ward (6+) Creature Trait against magical or ranged attacks originating outside the dome. Those within may attack out of the dome as normal, and the dome does not impede movement.

\n

 

\n
\n

Perhaps because they are magical, wear a special talisman, or are just plain lucky, some blows just seem to miss. Roll 1d10 after any blow is received, if the creature rolls Rating or higher, the blow is ignored, even if it is a critical. 

\n
\n

 

" + }, + { + "id": "Dome (Metal)", + "name": "Dome (Metal)", + "description": "

You create a dome of magical energy overhead, blocking incoming attacks. Anyone within the Area of Effect gains the Ward (6+) Creature Trait against magical or ranged attacks originating outside the dome. Those within may attack out of the dome as normal, and the dome does not impede movement.

\n

 

\n
\n

Perhaps because they are magical, wear a special talisman, or are just plain lucky, some blows just seem to miss. Roll 1d10 after any blow is received, if the creature rolls Rating or higher, the blow is ignored, even if it is a critical. 

\n
\n

 

" + }, + { + "id": "Dome (Necromancy)", + "name": "Dome (Necromancy)", + "description": "

You create a dome of magical energy overhead, blocking incoming attacks. Anyone within the Area of Effect gains the Ward (6+) Creature Trait against magical or ranged attacks originating outside the dome. Those within may attack out of the dome as normal, and the dome does not impede movement.

\n

 

\n
\n

Perhaps because they are magical, wear a special talisman, or are just plain lucky, some blows just seem to miss. Roll 1d10 after any blow is received, if the creature rolls Rating or higher, the blow is ignored, even if it is a critical. 

\n
\n

 

" + }, + { + "id": "Dome (Shadow)", + "name": "Dome (Shadow)", + "description": "

You create a dome of magical energy overhead, blocking incoming attacks. Anyone within the Area of Effect gains the Ward (6+) Creature Trait against magical or ranged attacks originating outside the dome. Those within may attack out of the dome as normal, and the dome does not impede movement.

\n

 

\n
\n

Perhaps because they are magical, wear a special talisman, or are just plain lucky, some blows just seem to miss. Roll 1d10 after any blow is received, if the creature rolls Rating or higher, the blow is ignored, even if it is a critical. 

\n
\n

 

" + }, + { + "id": "Doppelganger", + "name": "Doppelganger", + "description": "

You weave a mask and cloak of Ulgu around your form, assuming the likeness of another humanoid creature with whom you are familiar (as determined by the GM). Your appearance will automatically fool anyone without the Second Sight Talent, though some may note if any of your mannerisms are incorrect. Those with that Talent must pass a Difficult (–10) Perception Test to notice you are disguising your form. This does not let them see through the spell. They must dispel it to do so.

" + }, + { + "id": "Drain", + "name": "Drain", + "description": "

You touch your targets, draining their life. This counts as a Magic Missile with Damage +0 that ignores Armor Points. You then Heal 1 Wound.

" + }, + { + "id": "Drop", + "name": "Drop", + "description": "

You channel magic into an object being held by an opponent. This could be a weapon, a rope, or someone’s hand. Unless a Challenging (+0) Dexterity Test is passed, the item is dropped. For every +2 SL you may impose an additional –10 on the Dexterity Test.

" + }, + { + "id": "Drop (Beasts)", + "name": "Drop (Beasts)", + "description": "

You channel magic into an object being held by an opponent. This could be a weapon, a rope, or someone’s hand. Unless a Challenging (+0) Dexterity Test is passed, the item is dropped. For every +2 SL you may impose an additional –10 on the Dexterity Test.

" + }, + { + "id": "Drop (Daemonology)", + "name": "Drop (Daemonology)", + "description": "

You channel magic into an object being held by an opponent. This could be a weapon, a rope, or someone’s hand. Unless a Challenging (+0) Dexterity Test is passed, the item is dropped. For every +2 SL you may impose an additional –10 on the Dexterity Test.

" + }, + { + "id": "Drop (Death)", + "name": "Drop (Death)", + "description": "

You channel magic into an object being held by an opponent. This could be a weapon, a rope, or someone’s hand. Unless a Challenging (+0) Dexterity Test is passed, the item is dropped. For every +2 SL you may impose an additional –10 on the Dexterity Test.

" + }, + { + "id": "Drop (Fire)", + "name": "Drop (Fire)", + "description": "

You channel magic into an object being held by an opponent. This could be a weapon, a rope, or someone’s hand. Unless a Challenging (+0) Dexterity Test is passed, the item is dropped. For every +2 SL you may impose an additional –10 on the Dexterity Test.

" + }, + { + "id": "Drop (Heavens)", + "name": "Drop (Heavens)", + "description": "

You channel magic into an object being held by an opponent. This could be a weapon, a rope, or someone’s hand. Unless a Challenging (+0) Dexterity Test is passed, the item is dropped. For every +2 SL you may impose an additional –10 on the Dexterity Test.

" + }, + { + "id": "Drop (Life)", + "name": "Drop (Life)", + "description": "

You channel magic into an object being held by an opponent. This could be a weapon, a rope, or someone’s hand. Unless a Challenging (+0) Dexterity Test is passed, the item is dropped. For every +2 SL you may impose an additional –10 on the Dexterity Test.

" + }, + { + "id": "Drop (Light)", + "name": "Drop (Light)", + "description": "

You channel magic into an object being held by an opponent. This could be a weapon, a rope, or someone’s hand. Unless a Challenging (+0) Dexterity Test is passed, the item is dropped. For every +2 SL you may impose an additional –10 on the Dexterity Test.

" + }, + { + "id": "Drop (Metal)", + "name": "Drop (Metal)", + "description": "

You channel magic into an object being held by an opponent. This could be a weapon, a rope, or someone’s hand. Unless a Challenging (+0) Dexterity Test is passed, the item is dropped. For every +2 SL you may impose an additional –10 on the Dexterity Test.

" + }, + { + "id": "Drop (Necromancy)", + "name": "Drop (Necromancy)", + "description": "

You channel magic into an object being held by an opponent. This could be a weapon, a rope, or someone’s hand. Unless a Challenging (+0) Dexterity Test is passed, the item is dropped. For every +2 SL you may impose an additional –10 on the Dexterity Test.

" + }, + { + "id": "Drop (Shadow)", + "name": "Drop (Shadow)", + "description": "

You channel magic into an object being held by an opponent. This could be a weapon, a rope, or someone’s hand. Unless a Challenging (+0) Dexterity Test is passed, the item is dropped. For every +2 SL you may impose an additional –10 on the Dexterity Test.

" + }, + { + "id": "Dying Words", + "name": "Dying Words", + "description": "

Touching the body of a recently departed soul (one that passed away within the last day), you call its soul back briefly. For the spell’s duration, you can communicate with the dead soul, though it cannot take any action other than talking. It is not compelled to answer you, but the dead do not lie.

" + }, + { + "id": "Earthblood", + "name": "Earthblood", + "description": "

To cast this spell, you must be in direct contact with the earth. Standing barefoot counts. For the duration of the spell, any creatures in direct contact with the earth within AoE heal Wounds equal to your Willpower Bonus at the start of every Round.

" + }, + { + "id": "Earthpool", + "name": "Earthpool", + "description": "

On casting the spell, you immediately disappear into the ground in a wild torrent of Ghyran. You appear at the start of the next Round at any point within your Willpower in yards, erupting from the earth violently. For every +2 SL you may increase the distance travelled by your Willpower in yards. Any enemies engaged by you on your appearance gain the Surpised Condition. This spell will not allow you to move through stone but will allow you to move through water.

" + }, + { + "id": "Eavesdrop", + "name": "Eavesdrop", + "description": "

You can hear what your targets say as if you were standing right next to them.

" + }, + { + "id": "Enchant Weapon", + "name": "Enchant Weapon", + "description": "

You encase a single non-magical weapon with heavy bands of Chamon, enhancing its potency. For the duration of the spell it counts as magical, gains a bonus to Damage equal to your Willpower Bonus, and gains the Unbreakable Quality. For every +3 SL you may also add 1 Quality or remove 1 Flaw from the weapon, while the spell is in effect.

" + }, + { + "id": "Entangle", + "name": "Entangle", + "description": "

Using magic, you entrap your target, wrapping them in whatever suits your Lore: vines, shadows, their own clothing… Your target gains one Entangled Condition with a Strength equal to your Intelligence. For every +2 SL, you may give the target +1 additional Entangled Condition. The spell lasts until all Entangled Conditions are removed.

" + }, + { + "id": "Entangle (Beasts)", + "name": "Entangle (Beasts)", + "description": "

Using magic, you entrap your target, wrapping them in whatever suits your Lore: vines, shadows, their own clothing… Your target gains one Entangled Condition with a Strength equal to your Intelligence. For every +2 SL, you may give the target +1 additional Entangled Condition. The spell lasts until all Entangled Conditions are removed.

" + }, + { + "id": "Entangle (Daemonology)", + "name": "Entangle (Daemonology)", + "description": "

Using magic, you entrap your target, wrapping them in whatever suits your Lore: vines, shadows, their own clothing… Your target gains one Entangled Condition with a Strength equal to your Intelligence. For every +2 SL, you may give the target +1 additional Entangled Condition. The spell lasts until all Entangled Conditions are removed.

" + }, + { + "id": "Entangle (Death)", + "name": "Entangle (Death)", + "description": "

Using magic, you entrap your target, wrapping them in whatever suits your Lore: vines, shadows, their own clothing… Your target gains one Entangled Condition with a Strength equal to your Intelligence. For every +2 SL, you may give the target +1 additional Entangled Condition. The spell lasts until all Entangled Conditions are removed.

" + }, + { + "id": "Entangle (Fire)", + "name": "Entangle (Fire)", + "description": "

Using magic, you entrap your target, wrapping them in whatever suits your Lore: vines, shadows, their own clothing… Your target gains one Entangled Condition with a Strength equal to your Intelligence. For every +2 SL, you may give the target +1 additional Entangled Condition. The spell lasts until all Entangled Conditions are removed.

" + }, + { + "id": "Entangle (Heavens)", + "name": "Entangle (Heavens)", + "description": "

Using magic, you entrap your target, wrapping them in whatever suits your Lore: vines, shadows, their own clothing… Your target gains one Entangled Condition with a Strength equal to your Intelligence. For every +2 SL, you may give the target +1 additional Entangled Condition. The spell lasts until all Entangled Conditions are removed.

" + }, + { + "id": "Entangle (Life)", + "name": "Entangle (Life)", + "description": "

Using magic, you entrap your target, wrapping them in whatever suits your Lore: vines, shadows, their own clothing… Your target gains one Entangled Condition with a Strength equal to your Intelligence. For every +2 SL, you may give the target +1 additional Entangled Condition. The spell lasts until all Entangled Conditions are removed.

" + }, + { + "id": "Entangle (Light)", + "name": "Entangle (Light)", + "description": "

Using magic, you entrap your target, wrapping them in whatever suits your Lore: vines, shadows, their own clothing… Your target gains one Entangled Condition with a Strength equal to your Intelligence. For every +2 SL, you may give the target +1 additional Entangled Condition. The spell lasts until all Entangled Conditions are removed.

" + }, + { + "id": "Entangle (Metal)", + "name": "Entangle (Metal)", + "description": "

Using magic, you entrap your target, wrapping them in whatever suits your Lore: vines, shadows, their own clothing… Your target gains one Entangled Condition with a Strength equal to your Intelligence. For every +2 SL, you may give the target +1 additional Entangled Condition. The spell lasts until all Entangled Conditions are removed.

" + }, + { + "id": "Entangle (Necromancy)", + "name": "Entangle (Necromancy)", + "description": "

Using magic, you entrap your target, wrapping them in whatever suits your Lore: vines, shadows, their own clothing… Your target gains one Entangled Condition with a Strength equal to your Intelligence. For every +2 SL, you may give the target +1 additional Entangled Condition. The spell lasts until all Entangled Conditions are removed.

" + }, + { + "id": "Entangle (Shadow)", + "name": "Entangle (Shadow)", + "description": "

Using magic, you entrap your target, wrapping them in whatever suits your Lore: vines, shadows, their own clothing… Your target gains one Entangled Condition with a Strength equal to your Intelligence. For every +2 SL, you may give the target +1 additional Entangled Condition. The spell lasts until all Entangled Conditions are removed.

" + }, + { + "id": "Fat of the Land", + "name": "Fat of the Land", + "description": "

You flood the target’s body with nourishing Ghyran. The target need not eat or drink, but will still excrete as normal, though any leavings will be verdant green.

" + }, + { + "id": "Fate’s Fickle Fingers", + "name": "Fate’s Fickle Fingers", + "description": "

All allies within the Area of Effect, excluding those with the Arcane Magic (Heavens) Talent, create a single pool for their Fortune Points. All may draw on the pool, frst come, frst served. When the spell ends, you reallocate any remaining Fortune Points as fairly as possible.

" + }, + { + "id": "Fearsome", + "name": "Fearsome", + "description": "

Shrouding yourself in magic, you become fearsome and intimidating. Gain Fear 1. For every +3 SL, you may increase your Fear value by one.

\n
\n

The Fear trait represents an extreme aversion to something. Creatures that cause Fear have a Fear Rating; this value reflects the SL you are required to pass on an Extended Cool Test to overcome your Fear. You may continue to Test at the end of every round until your SL equals or surpasses the creature’s Fear rating. Until you do this, you are subject to Fear.

\n

 

\n

When subject to Fear, you suffer –1 SL on all Tests to affect the source of your fear. You may not move closer to whatever is causing Fear without passing a Challenging (+0) Cool Test. If it comes closer to you, you must pass a Challenging (+0) Cool Test, or gain a Broken Condition.

\n

 

\n
" + }, + { + "id": "Fearsome (Beasts)", + "name": "Fearsome (Beasts)", + "description": "

Shrouding yourself in magic, you become fearsome and intimidating. Gain Fear 1. For every +3 SL, you may increase your Fear value by one.

\n
\n

The Fear trait represents an extreme aversion to something. Creatures that cause Fear have a Fear Rating; this value reflects the SL you are required to pass on an Extended Cool Test to overcome your Fear. You may continue to Test at the end of every round until your SL equals or surpasses the creature’s Fear rating. Until you do this, you are subject to Fear.

\n

 

\n

When subject to Fear, you suffer –1 SL on all Tests to affect the source of your fear. You may not move closer to whatever is causing Fear without passing a Challenging (+0) Cool Test. If it comes closer to you, you must pass a Challenging (+0) Cool Test, or gain a Broken Condition.

\n

 

\n
" + }, + { + "id": "Fearsome (Daemonology)", + "name": "Fearsome (Daemonology)", + "description": "

Shrouding yourself in magic, you become fearsome and intimidating. Gain Fear 1. For every +3 SL, you may increase your Fear value by one.

\n
\n

The Fear trait represents an extreme aversion to something. Creatures that cause Fear have a Fear Rating; this value reflects the SL you are required to pass on an Extended Cool Test to overcome your Fear. You may continue to Test at the end of every round until your SL equals or surpasses the creature’s Fear rating. Until you do this, you are subject to Fear.

\n

 

\n

When subject to Fear, you suffer –1 SL on all Tests to affect the source of your fear. You may not move closer to whatever is causing Fear without passing a Challenging (+0) Cool Test. If it comes closer to you, you must pass a Challenging (+0) Cool Test, or gain a Broken Condition.

\n

 

\n
" + }, + { + "id": "Fearsome (Death)", + "name": "Fearsome (Death)", + "description": "

Shrouding yourself in magic, you become fearsome and intimidating. Gain Fear 1. For every +3 SL, you may increase your Fear value by one.

\n
\n

The Fear trait represents an extreme aversion to something. Creatures that cause Fear have a Fear Rating; this value reflects the SL you are required to pass on an Extended Cool Test to overcome your Fear. You may continue to Test at the end of every round until your SL equals or surpasses the creature’s Fear rating. Until you do this, you are subject to Fear.

\n

 

\n

When subject to Fear, you suffer –1 SL on all Tests to affect the source of your fear. You may not move closer to whatever is causing Fear without passing a Challenging (+0) Cool Test. If it comes closer to you, you must pass a Challenging (+0) Cool Test, or gain a Broken Condition.

\n

 

\n
" + }, + { + "id": "Fearsome (Fire)", + "name": "Fearsome (Fire)", + "description": "

Shrouding yourself in magic, you become fearsome and intimidating. Gain Fear 1. For every +3 SL, you may increase your Fear value by one.

\n
\n

The Fear trait represents an extreme aversion to something. Creatures that cause Fear have a Fear Rating; this value reflects the SL you are required to pass on an Extended Cool Test to overcome your Fear. You may continue to Test at the end of every round until your SL equals or surpasses the creature’s Fear rating. Until you do this, you are subject to Fear.

\n

 

\n

When subject to Fear, you suffer –1 SL on all Tests to affect the source of your fear. You may not move closer to whatever is causing Fear without passing a Challenging (+0) Cool Test. If it comes closer to you, you must pass a Challenging (+0) Cool Test, or gain a Broken Condition.

\n

 

\n
" + }, + { + "id": "Fearsome (Heavens)", + "name": "Fearsome (Heavens)", + "description": "

Shrouding yourself in magic, you become fearsome and intimidating. Gain Fear 1. For every +3 SL, you may increase your Fear value by one.

\n
\n

The Fear trait represents an extreme aversion to something. Creatures that cause Fear have a Fear Rating; this value reflects the SL you are required to pass on an Extended Cool Test to overcome your Fear. You may continue to Test at the end of every round until your SL equals or surpasses the creature’s Fear rating. Until you do this, you are subject to Fear.

\n

 

\n

When subject to Fear, you suffer –1 SL on all Tests to affect the source of your fear. You may not move closer to whatever is causing Fear without passing a Challenging (+0) Cool Test. If it comes closer to you, you must pass a Challenging (+0) Cool Test, or gain a Broken Condition.

\n

 

\n
" + }, + { + "id": "Fearsome (Life)", + "name": "Fearsome (Life)", + "description": "

Shrouding yourself in magic, you become fearsome and intimidating. Gain Fear 1. For every +3 SL, you may increase your Fear value by one.

\n
\n

The Fear trait represents an extreme aversion to something. Creatures that cause Fear have a Fear Rating; this value reflects the SL you are required to pass on an Extended Cool Test to overcome your Fear. You may continue to Test at the end of every round until your SL equals or surpasses the creature’s Fear rating. Until you do this, you are subject to Fear.

\n

 

\n

When subject to Fear, you suffer –1 SL on all Tests to affect the source of your fear. You may not move closer to whatever is causing Fear without passing a Challenging (+0) Cool Test. If it comes closer to you, you must pass a Challenging (+0) Cool Test, or gain a Broken Condition.

\n

 

\n
" + }, + { + "id": "Fearsome (Light)", + "name": "Fearsome (Light)", + "description": "

Shrouding yourself in magic, you become fearsome and intimidating. Gain Fear 1. For every +3 SL, you may increase your Fear value by one.

\n
\n

The Fear trait represents an extreme aversion to something. Creatures that cause Fear have a Fear Rating; this value reflects the SL you are required to pass on an Extended Cool Test to overcome your Fear. You may continue to Test at the end of every round until your SL equals or surpasses the creature’s Fear rating. Until you do this, you are subject to Fear.

\n

 

\n

When subject to Fear, you suffer –1 SL on all Tests to affect the source of your fear. You may not move closer to whatever is causing Fear without passing a Challenging (+0) Cool Test. If it comes closer to you, you must pass a Challenging (+0) Cool Test, or gain a Broken Condition.

\n

 

\n
" + }, + { + "id": "Fearsome (Metal)", + "name": "Fearsome (Metal)", + "description": "

Shrouding yourself in magic, you become fearsome and intimidating. Gain Fear 1. For every +3 SL, you may increase your Fear value by one.

\n
\n

The Fear trait represents an extreme aversion to something. Creatures that cause Fear have a Fear Rating; this value reflects the SL you are required to pass on an Extended Cool Test to overcome your Fear. You may continue to Test at the end of every round until your SL equals or surpasses the creature’s Fear rating. Until you do this, you are subject to Fear.

\n

 

\n

When subject to Fear, you suffer –1 SL on all Tests to affect the source of your fear. You may not move closer to whatever is causing Fear without passing a Challenging (+0) Cool Test. If it comes closer to you, you must pass a Challenging (+0) Cool Test, or gain a Broken Condition.

\n

 

\n
" + }, + { + "id": "Fearsome (Necromancy)", + "name": "Fearsome (Necromancy)", + "description": "

Shrouding yourself in magic, you become fearsome and intimidating. Gain Fear 1. For every +3 SL, you may increase your Fear value by one.

\n
\n

The Fear trait represents an extreme aversion to something. Creatures that cause Fear have a Fear Rating; this value reflects the SL you are required to pass on an Extended Cool Test to overcome your Fear. You may continue to Test at the end of every round until your SL equals or surpasses the creature’s Fear rating. Until you do this, you are subject to Fear.

\n

 

\n

When subject to Fear, you suffer –1 SL on all Tests to affect the source of your fear. You may not move closer to whatever is causing Fear without passing a Challenging (+0) Cool Test. If it comes closer to you, you must pass a Challenging (+0) Cool Test, or gain a Broken Condition.

\n

 

\n
" + }, + { + "id": "Fearsome (Shadow)", + "name": "Fearsome (Shadow)", + "description": "

Shrouding yourself in magic, you become fearsome and intimidating. Gain Fear 1. For every +3 SL, you may increase your Fear value by one.

\n
\n

The Fear trait represents an extreme aversion to something. Creatures that cause Fear have a Fear Rating; this value reflects the SL you are required to pass on an Extended Cool Test to overcome your Fear. You may continue to Test at the end of every round until your SL equals or surpasses the creature’s Fear rating. Until you do this, you are subject to Fear.

\n

 

\n

When subject to Fear, you suffer –1 SL on all Tests to affect the source of your fear. You may not move closer to whatever is causing Fear without passing a Challenging (+0) Cool Test. If it comes closer to you, you must pass a Challenging (+0) Cool Test, or gain a Broken Condition.

\n

 

\n
" + }, + { + "id": "Feather of Lead", + "name": "Feather of Lead", + "description": "

Calling on the golden wind, you alter the density of your target’s belongings, raising or lowering their weight. For the duration of the spell, choose one effect for everyone within the area of effect: 

\n" + }, + { + "id": "Firewall", + "name": "Firewall", + "description": "

You channel a fiery streak of Aqshy, creating a wall of flame. The Firewall is Willpower Bonus yards wide, and 1 yard deep. For every +2 SL you may extend the length of the Firewall by +Willpower Bonus yards. Anyone crossing the firewall gains 1 Ablaze condition and suffers a hit with a Damage equal to your Willpower Bonus, handled like a Magic Missile

" + }, + { + "id": "Flaming Hearts", + "name": "Flaming Hearts", + "description": "

Your voice takes on a rich resonance, echoing with Aqshy’s fiery passion. Affected allies lose all Broken and Fatigued Conditions, and gain +1 Drilled, Fearless and Stout-hearted Talent while the spell is in effect.

" + }, + { + "id": "Flaming Sword of Rhuin", + "name": "Flaming Sword of Rhuin", + "description": "

You wreathe a sword in magical flames. The weapon has Damage +6 and the Impact Quality, and anyone struck by the blade gains +1 Ablaze Condition. If wielders do not possess the Arcane Magic (Fire) Talent, and they fumble an attack with the Flaming Sword, they gain +1 Ablaze Condition.

" + }, + { + "id": "Flight", + "name": "Flight", + "description": "

You can fly, whether by sprouting wings, ascending on a pillar of magical light, or some other method. Gain the Flight (Agility) Creature Trait.

\n

 

\n
\n

As the creature’s Move, it can fly up to Rating yards. When flying, it ignores all intervening terrain, obstacles, or characters. At the end of the move, it decides whether it has landed or is still flying. It can use this move to Charge. If it starts its turn flying, it must choose to Fly for its Move. If it cannot do this, the GM decides how far the creature falls.

\n

When targeting it, measure horizontal distance as normal, then increase range by 1 step. So, a Long Range shot would become Extreme Range, and if it was at Extreme Range it could not be shot at all.

\n

When flying, it suffers a penalty of –20 to all ranged combat attempts as it swoops and wheels in the sky 

\n

 

\n
" + }, + { + "id": "Flight (Beasts)", + "name": "Flight (Beasts)", + "description": "

You can fly, whether by sprouting wings, ascending on a pillar of magical light, or some other method. Gain the Flight (Agility) Creature Trait.

\n

 

\n
\n

As the creature’s Move, it can fly up to Rating yards. When flying, it ignores all intervening terrain, obstacles, or characters. At the end of the move, it decides whether it has landed or is still flying. It can use this move to Charge. If it starts its turn flying, it must choose to Fly for its Move. If it cannot do this, the GM decides how far the creature falls.

\n

When targeting it, measure horizontal distance as normal, then increase range by 1 step. So, a Long Range shot would become Extreme Range, and if it was at Extreme Range it could not be shot at all.

\n

When flying, it suffers a penalty of –20 to all ranged combat attempts as it swoops and wheels in the sky 

\n

 

\n
" + }, + { + "id": "Flight (Daemonology)", + "name": "Flight (Daemonology)", + "description": "

You can fly, whether by sprouting wings, ascending on a pillar of magical light, or some other method. Gain the Flight (Agility) Creature Trait.

\n

 

\n
\n

As the creature’s Move, it can fly up to Rating yards. When flying, it ignores all intervening terrain, obstacles, or characters. At the end of the move, it decides whether it has landed or is still flying. It can use this move to Charge. If it starts its turn flying, it must choose to Fly for its Move. If it cannot do this, the GM decides how far the creature falls.

\n

When targeting it, measure horizontal distance as normal, then increase range by 1 step. So, a Long Range shot would become Extreme Range, and if it was at Extreme Range it could not be shot at all.

\n

When flying, it suffers a penalty of –20 to all ranged combat attempts as it swoops and wheels in the sky 

\n

 

\n
" + }, + { + "id": "Flight (Death)", + "name": "Flight (Death)", + "description": "

You can fly, whether by sprouting wings, ascending on a pillar of magical light, or some other method. Gain the Flight (Agility) Creature Trait.

\n

 

\n
\n

As the creature’s Move, it can fly up to Rating yards. When flying, it ignores all intervening terrain, obstacles, or characters. At the end of the move, it decides whether it has landed or is still flying. It can use this move to Charge. If it starts its turn flying, it must choose to Fly for its Move. If it cannot do this, the GM decides how far the creature falls.

\n

When targeting it, measure horizontal distance as normal, then increase range by 1 step. So, a Long Range shot would become Extreme Range, and if it was at Extreme Range it could not be shot at all.

\n

When flying, it suffers a penalty of –20 to all ranged combat attempts as it swoops and wheels in the sky 

\n

 

\n
" + }, + { + "id": "Flight (Fire)", + "name": "Flight (Fire)", + "description": "

You can fly, whether by sprouting wings, ascending on a pillar of magical light, or some other method. Gain the Flight (Agility) Creature Trait.

\n

 

\n
\n

As the creature’s Move, it can fly up to Rating yards. When flying, it ignores all intervening terrain, obstacles, or characters. At the end of the move, it decides whether it has landed or is still flying. It can use this move to Charge. If it starts its turn flying, it must choose to Fly for its Move. If it cannot do this, the GM decides how far the creature falls.

\n

When targeting it, measure horizontal distance as normal, then increase range by 1 step. So, a Long Range shot would become Extreme Range, and if it was at Extreme Range it could not be shot at all.

\n

When flying, it suffers a penalty of –20 to all ranged combat attempts as it swoops and wheels in the sky 

\n

 

\n
" + }, + { + "id": "Flight (Heavens)", + "name": "Flight (Heavens)", + "description": "

You can fly, whether by sprouting wings, ascending on a pillar of magical light, or some other method. Gain the Flight (Agility) Creature Trait.

\n

 

\n
\n

As the creature’s Move, it can fly up to Rating yards. When flying, it ignores all intervening terrain, obstacles, or characters. At the end of the move, it decides whether it has landed or is still flying. It can use this move to Charge. If it starts its turn flying, it must choose to Fly for its Move. If it cannot do this, the GM decides how far the creature falls.

\n

When targeting it, measure horizontal distance as normal, then increase range by 1 step. So, a Long Range shot would become Extreme Range, and if it was at Extreme Range it could not be shot at all.

\n

When flying, it suffers a penalty of –20 to all ranged combat attempts as it swoops and wheels in the sky 

\n

 

\n
" + }, + { + "id": "Flight (Life)", + "name": "Flight (Life)", + "description": "

You can fly, whether by sprouting wings, ascending on a pillar of magical light, or some other method. Gain the Flight (Agility) Creature Trait.

\n

 

\n
\n

As the creature’s Move, it can fly up to Rating yards. When flying, it ignores all intervening terrain, obstacles, or characters. At the end of the move, it decides whether it has landed or is still flying. It can use this move to Charge. If it starts its turn flying, it must choose to Fly for its Move. If it cannot do this, the GM decides how far the creature falls.

\n

When targeting it, measure horizontal distance as normal, then increase range by 1 step. So, a Long Range shot would become Extreme Range, and if it was at Extreme Range it could not be shot at all.

\n

When flying, it suffers a penalty of –20 to all ranged combat attempts as it swoops and wheels in the sky 

\n

 

\n
" + }, + { + "id": "Flight (Light)", + "name": "Flight (Light)", + "description": "

You can fly, whether by sprouting wings, ascending on a pillar of magical light, or some other method. Gain the Flight (Agility) Creature Trait.

\n

 

\n
\n

As the creature’s Move, it can fly up to Rating yards. When flying, it ignores all intervening terrain, obstacles, or characters. At the end of the move, it decides whether it has landed or is still flying. It can use this move to Charge. If it starts its turn flying, it must choose to Fly for its Move. If it cannot do this, the GM decides how far the creature falls.

\n

When targeting it, measure horizontal distance as normal, then increase range by 1 step. So, a Long Range shot would become Extreme Range, and if it was at Extreme Range it could not be shot at all.

\n

When flying, it suffers a penalty of –20 to all ranged combat attempts as it swoops and wheels in the sky 

\n

 

\n
" + }, + { + "id": "Flight (Metal)", + "name": "Flight (Metal)", + "description": "

You can fly, whether by sprouting wings, ascending on a pillar of magical light, or some other method. Gain the Flight (Agility) Creature Trait.

\n

 

\n
\n

As the creature’s Move, it can fly up to Rating yards. When flying, it ignores all intervening terrain, obstacles, or characters. At the end of the move, it decides whether it has landed or is still flying. It can use this move to Charge. If it starts its turn flying, it must choose to Fly for its Move. If it cannot do this, the GM decides how far the creature falls.

\n

When targeting it, measure horizontal distance as normal, then increase range by 1 step. So, a Long Range shot would become Extreme Range, and if it was at Extreme Range it could not be shot at all.

\n

When flying, it suffers a penalty of –20 to all ranged combat attempts as it swoops and wheels in the sky 

\n

 

\n
" + }, + { + "id": "Flight (Necromancy)", + "name": "Flight (Necromancy)", + "description": "

You can fly, whether by sprouting wings, ascending on a pillar of magical light, or some other method. Gain the Flight (Agility) Creature Trait.

\n

 

\n
\n

As the creature’s Move, it can fly up to Rating yards. When flying, it ignores all intervening terrain, obstacles, or characters. At the end of the move, it decides whether it has landed or is still flying. It can use this move to Charge. If it starts its turn flying, it must choose to Fly for its Move. If it cannot do this, the GM decides how far the creature falls.

\n

When targeting it, measure horizontal distance as normal, then increase range by 1 step. So, a Long Range shot would become Extreme Range, and if it was at Extreme Range it could not be shot at all.

\n

When flying, it suffers a penalty of –20 to all ranged combat attempts as it swoops and wheels in the sky 

\n

 

\n
" + }, + { + "id": "Flight (Shadow)", + "name": "Flight (Shadow)", + "description": "

You can fly, whether by sprouting wings, ascending on a pillar of magical light, or some other method. Gain the Flight (Agility) Creature Trait.

\n

 

\n
\n

As the creature’s Move, it can fly up to Rating yards. When flying, it ignores all intervening terrain, obstacles, or characters. At the end of the move, it decides whether it has landed or is still flying. It can use this move to Charge. If it starts its turn flying, it must choose to Fly for its Move. If it cannot do this, the GM decides how far the creature falls.

\n

When targeting it, measure horizontal distance as normal, then increase range by 1 step. So, a Long Range shot would become Extreme Range, and if it was at Extreme Range it could not be shot at all.

\n

When flying, it suffers a penalty of –20 to all ranged combat attempts as it swoops and wheels in the sky 

\n

 

\n
" + }, + { + "id": "Flock of Doom", + "name": "Flock of Doom", + "description": "

You call down a murder of crows or similar local bird to assail your foes.

\n

 

\n

The flock attacks everyone in the Area of Effect who does not possess the Arcane Magic (Beasts) Talent ferociously, inflicting a +7 Damage hit at the end of the Round. The flock remains in play for the duration of the spell. For your Action you may make an Average (+20) Charm Animal Test to move the flock to another target within range. While within the Area of Effect, all creatures gain +1 Blinded Condition.

" + }, + { + "id": "Fool’s Gold", + "name": "Fool’s Gold", + "description": "

You weave Chamon into a non-magical object made of metal, fundamentally altering its alchemical nature. For the duration of the spell, all metal in the object becomes gold. This is not an illusion: it has actually transformed into gold. When the spell ends, the item reverts to its original metal. Tis spell can ruin good weapons, make armor too heavy to wear, and turn lead coins into something much more appealing. Spot effects arising from this spell are left in the hands of the GM.

" + }, + { + "id": "Forest of Thorns", + "name": "Forest of Thorns", + "description": "

This spell may only target a patch of earth (though the patch can be very small). You cause a dense knot of wickedly spiked brambles and tangled vines to burst upwards, covering the Area of Effect.

\n

 

\n

While the spell is active, anyone attempting to traverse the area on foot without the Arcane Magic (Life) Talent must make a Hard (–20) Agility Test. Failure means they gain 1 Bleeding Condition, and 1 Entangled Condition, with your Willpower used for its Strength. After the spell concludes, the growth remains, but loses its preternatural properties.

" + }, + { + "id": "Forge of Chamon", + "name": "Forge of Chamon", + "description": "

You alter the quality of a single item made of metal. You may add 1 Quality or remove 1 Flaw. For every +2 SL, you may add another Quality or remove another Flaw.

" + }, + { + "id": "Glittering Robe", + "name": "Glittering Robe", + "description": "

Wild flurries of Chamon whirl around you, deflecting blows and intercepting missiles and magical attacks. Gain Ward (9+) against all attacks and spells targeting you. Each hit successfully saved increases the Ward’s effectiveness by 1, to a maximum of Ward (3+).

" + }, + { + "id": "Goodwill", + "name": "Goodwill", + "description": "

You create an atmosphere conducive to friendliness and good spirits. All Fellowship Tests within the Area of Effect receive a bonus of +10, and Animosity and Hatred Psychologies have no effect.

" + }, + { + "id": "Great Fires of U’Zhul", + "name": "Great Fires of U’Zhul", + "description": "

You hurl a great, explosive blast of Aqshy into an enemy, which erupts into a furious blaze, burning with the heat of a forge. This is a Magic Missile with Damage +10 that ignores Armor Points and inflicts +2 Ablaze Conditions and the Prone Condition on a target. Everyone within the Area of Effect of that target suffers a Damage +5 hit ignoring Armor Points, and must pass a Dodge Test or also gain +1 Ablaze Condition. The spell stops behaving like a magic missile as the fire continues to burn in the Area of Effect for the duration. Anyone within the Area of Effect at the start of a round suffers 1d10+6 Damage, ignoring APs, and gains +1 Ablaze Condition.

" + }, + { + "id": "Gust", + "name": "Gust", + "description": "

You create a brief gust of wind, strong enough to blow out a candle, cause an open door to slam, or blow a few pages to the floor.

" + }, + { + "id": "Haunting Horror", + "name": "Haunting Horror", + "description": "

You target a single location, such as a house or clearing, and inflict haunting dreams and waking nightmares on any who enter there. Those entering while the spell is in effect are unnerved by eerie sensations, flitting shadows, and whispered voices lurking on the threshold of hearing. Unless they possess the Arcane Magic (Witchcraft) Talent, they gain +1 Fatigued Condition. Ten, unless they pass an Average (+0) Cool Test, they gain another +1 Fatigued Condition and the Broken Condition, both of which are only removed upon leaving the location.

" + }, + { + "id": "Healing Light", + "name": "Healing Light", + "description": "

Your target glows with a bright, cleansing light (equivalent light to a campfire), healing Intelligence Bonus + Willpower Bonus Wounds. If the Target passes a Very Hard (–20) Endurance Test, 1 Corruption point gained in the last hour is also lost.

" + }, + { + "id": "Hunter's Hide", + "name": "Hunter's Hide", + "description": "

You cloak yourself in a shimmering mantle of Ghur. While the spell lasts, gain a bonus of +20 Toughness and the Dark Vision and Fear (1) Creature Traits, as well as the Acute Sense (Smell) Talent.

" + }, + { + "id": "Illusion", + "name": "Illusion", + "description": "

You spin a web of intricate strands of Ulgu, obfuscating the Area of Effect with an illusory image of your choosing. You will automatically fool anyone without the Second Sight Talent. Those with that Talent must pass a Difficult (–10) Perception Test to notice the illusion. This does not let them see through the spell. They must dispel it to do so. The illusion is, by default, static. For your Action, you may make a Hard (–20) Channeling Test to make the illusion move for that Round.

" + }, + { + "id": "Lie of the Land", + "name": "Lie of the Land", + "description": "

Touching the earth, your senses flow through the Ghyran tracing the nearby area. After communing for 1 minute, you receive a detailed mental map of all-natural features — land, forests, rivers, but not settlements — within range. Settlements may be alluded to — areas of clear terrain, or dug trenches, for example. Each time you increase the range with SL increases the time taken communing with the land by +1 minute.

" + }, + { + "id": "Lifebloom", + "name": "Lifebloom", + "description": "

You cause Ghyran to flood an area that is blighted or desolate. You may target either a dry riverbed, well, field, or a domestic animal. If you successfully cast the spell, the target bursts to life:

\n" + }, + { + "id": "Light", + "name": "Light", + "description": "

You create a small light, roughly equivalent to a torch, which glows from your hand, staff or some other part of your person. While the spell is active, you may choose to increase the illumination to that of a lantern, or decrease it to that of a candle, if you pass an Average (+20) Channeling Test.

" + }, + { + "id": "Magic Flame", + "name": "Magic Flame", + "description": "

You kindle a small flame that flickers to life in the palm of your hand. It will not burn you, but will emit heat and set flammable objects alight, like a natural flame.

" + }, + { + "id": "Magic Shield", + "name": "Magic Shield", + "description": "

You encase yourself in bands of protective magic. While the spell is active, add +Willpower Bonus SL to any dispel attempts you make.

" + }, + { + "id": "Magic Shield (Beasts)", + "name": "Magic Shield (Beasts)", + "description": "

You encase yourself in bands of protective magic. While the spell is active, add +Willpower Bonus SL to any dispel attempts you make.

" + }, + { + "id": "Magic Shield (Daemonology)", + "name": "Magic Shield (Daemonology)", + "description": "

You encase yourself in bands of protective magic. While the spell is active, add +Willpower Bonus SL to any dispel attempts you make.

" + }, + { + "id": "Magic Shield (Death)", + "name": "Magic Shield (Death)", + "description": "

You encase yourself in bands of protective magic. While the spell is active, add +Willpower Bonus SL to any dispel attempts you make.

" + }, + { + "id": "Magic Shield (Fire)", + "name": "Magic Shield (Fire)", + "description": "

You encase yourself in bands of protective magic. While the spell is active, add +Willpower Bonus SL to any dispel attempts you make.

" + }, + { + "id": "Magic Shield (Heavens)", + "name": "Magic Shield (Heavens)", + "description": "

You encase yourself in bands of protective magic. While the spell is active, add +Willpower Bonus SL to any dispel attempts you make.

" + }, + { + "id": "Magic Shield (Life)", + "name": "Magic Shield (Life)", + "description": "

You encase yourself in bands of protective magic. While the spell is active, add +Willpower Bonus SL to any dispel attempts you make.

" + }, + { + "id": "Magic Shield (Light)", + "name": "Magic Shield (Light)", + "description": "

You encase yourself in bands of protective magic. While the spell is active, add +Willpower Bonus SL to any dispel attempts you make.

" + }, + { + "id": "Magic Shield (Metal)", + "name": "Magic Shield (Metal)", + "description": "

You encase yourself in bands of protective magic. While the spell is active, add +Willpower Bonus SL to any dispel attempts you make.

" + }, + { + "id": "Magic Shield (Necromancy)", + "name": "Magic Shield (Necromancy)", + "description": "

You encase yourself in bands of protective magic. While the spell is active, add +Willpower Bonus SL to any dispel attempts you make.

" + }, + { + "id": "Magic Shield (Shadow)", + "name": "Magic Shield (Shadow)", + "description": "

You encase yourself in bands of protective magic. While the spell is active, add +Willpower Bonus SL to any dispel attempts you make.

" + }, + { + "id": "Manifest Lesser Daemon", + "name": "Manifest Lesser Daemon", + "description": "

You channel a sickening flow of Dhar, briefly forcing a rent into the fabric of reality. A Lesser Daemon immediately manifests through the rent. Perform an Opposed Channel (Dhar)/Willpower Test with the Daemon. If successful, the Daemon will respond to one command issued by you, quite literally, then vanish (assuming the command is completed before the Duration ends). If failed, the Daemon immediately attacks.

" + }, + { + "id": "Marsh Lights", + "name": "Marsh Lights", + "description": "

You create a number of flickering magical lights up to your Intelligence Bonus. They resemble torches or hooded lanterns. Providing they remain within line of sight, for your Action you may control the lights by passing an Average (+20) Channeling Test; a success allows you to send the lights moving in any direction. They will move at walking pace in a straight line, passing through any objects (or witnesses) in their path, unless you test again to change their direction.

" + }, + { + "id": "Mindslip", + "name": "Mindslip", + "description": "

You conjure delicate threads of Ulgu in your Target’s mind, causing all prior memory of you to disappear for the spell’s duration. Once the spell is over, the Target must pass an Average (+20) Intelligence Test, or the memory loss becomes permanent until dispelled.

" + }, + { + "id": "Mirkride", + "name": "Mirkride", + "description": "

Speaking ancient words of magic, your spirit leaves your body, stepping into the Hedge, the dark space between the material world and the spirit realm. For the duration, your stand apart from the world, able to witness it invisibly, but not affect it in any way. Physical barriers are no impediment to you, and you may walk through non-magical obstacles at will. Your body remains in place, immobile and insensate.

\n

 

\n

At the end of the spell you will be pulled suddenly back to your body. If your body is killed while you are walking the Hedge, your spirit will wander aimlessly for eternity.

" + }, + { + "id": "Move Object", + "name": "Move Object", + "description": "

Using magic, you grab hold of an non-sentient object no larger than you, moving it with the sheer force of your will, which is considered to have a Strength equal to your Willpower. You may move the object up to Willpower Bonus yards. If anyone attempts to impede the object’s movement, make a Contested Willpower/Strength Test. For every +2 SL you may increase the distance the object is moved by Willpower Bonus yards.

" + }, + { + "id": "Move Object (Beasts)", + "name": "Move Object (Beasts)", + "description": "

Using magic, you grab hold of an non-sentient object no larger than you, moving it with the sheer force of your will, which is considered to have a Strength equal to your Willpower. You may move the object up to Willpower Bonus yards. If anyone attempts to impede the object’s movement, make a Contested Willpower/Strength Test. For every +2 SL you may increase the distance the object is moved by Willpower Bonus yards.

" + }, + { + "id": "Move Object (Daemonology)", + "name": "Move Object (Daemonology)", + "description": "

Using magic, you grab hold of an non-sentient object no larger than you, moving it with the sheer force of your will, which is considered to have a Strength equal to your Willpower. You may move the object up to Willpower Bonus yards. If anyone attempts to impede the object’s movement, make a Contested Willpower/Strength Test. For every +2 SL you may increase the distance the object is moved by Willpower Bonus yards.

" + }, + { + "id": "Move Object (Death)", + "name": "Move Object (Death)", + "description": "

Using magic, you grab hold of an non-sentient object no larger than you, moving it with the sheer force of your will, which is considered to have a Strength equal to your Willpower. You may move the object up to Willpower Bonus yards. If anyone attempts to impede the object’s movement, make a Contested Willpower/Strength Test. For every +2 SL you may increase the distance the object is moved by Willpower Bonus yards.

" + }, + { + "id": "Move Object (Fire)", + "name": "Move Object (Fire)", + "description": "

Using magic, you grab hold of an non-sentient object no larger than you, moving it with the sheer force of your will, which is considered to have a Strength equal to your Willpower. You may move the object up to Willpower Bonus yards. If anyone attempts to impede the object’s movement, make a Contested Willpower/Strength Test. For every +2 SL you may increase the distance the object is moved by Willpower Bonus yards.

" + }, + { + "id": "Move Object (Heavens)", + "name": "Move Object (Heavens)", + "description": "

Using magic, you grab hold of an non-sentient object no larger than you, moving it with the sheer force of your will, which is considered to have a Strength equal to your Willpower. You may move the object up to Willpower Bonus yards. If anyone attempts to impede the object’s movement, make a Contested Willpower/Strength Test. For every +2 SL you may increase the distance the object is moved by Willpower Bonus yards.

" + }, + { + "id": "Move Object (Life)", + "name": "Move Object (Life)", + "description": "

Using magic, you grab hold of an non-sentient object no larger than you, moving it with the sheer force of your will, which is considered to have a Strength equal to your Willpower. You may move the object up to Willpower Bonus yards. If anyone attempts to impede the object’s movement, make a Contested Willpower/Strength Test. For every +2 SL you may increase the distance the object is moved by Willpower Bonus yards.

" + }, + { + "id": "Move Object (Light)", + "name": "Move Object (Light)", + "description": "

Using magic, you grab hold of an non-sentient object no larger than you, moving it with the sheer force of your will, which is considered to have a Strength equal to your Willpower. You may move the object up to Willpower Bonus yards. If anyone attempts to impede the object’s movement, make a Contested Willpower/Strength Test. For every +2 SL you may increase the distance the object is moved by Willpower Bonus yards.

" + }, + { + "id": "Move Object (Metal)", + "name": "Move Object (Metal)", + "description": "

Using magic, you grab hold of an non-sentient object no larger than you, moving it with the sheer force of your will, which is considered to have a Strength equal to your Willpower. You may move the object up to Willpower Bonus yards. If anyone attempts to impede the object’s movement, make a Contested Willpower/Strength Test. For every +2 SL you may increase the distance the object is moved by Willpower Bonus yards.

" + }, + { + "id": "Move Object (Necromancy)", + "name": "Move Object (Necromancy)", + "description": "

Using magic, you grab hold of an non-sentient object no larger than you, moving it with the sheer force of your will, which is considered to have a Strength equal to your Willpower. You may move the object up to Willpower Bonus yards. If anyone attempts to impede the object’s movement, make a Contested Willpower/Strength Test. For every +2 SL you may increase the distance the object is moved by Willpower Bonus yards.

" + }, + { + "id": "Move Object (Shadow)", + "name": "Move Object (Shadow)", + "description": "

Using magic, you grab hold of an non-sentient object no larger than you, moving it with the sheer force of your will, which is considered to have a Strength equal to your Willpower. You may move the object up to Willpower Bonus yards. If anyone attempts to impede the object’s movement, make a Contested Willpower/Strength Test. For every +2 SL you may increase the distance the object is moved by Willpower Bonus yards.

" + }, + { + "id": "Mundane Aura", + "name": "Mundane Aura", + "description": "

You drain all the Winds of Magic from within your body and your possessions, removing any magical aura. For the duration of the spell you appear mundane to the Magical Sense Talent and similar. You effectively have no magical ability and your magical nature cannot be detected by any means. While this spell is in effect, you cannot cast any other spells. Mundane Aura is immediately dispelled if you make a Channeling Test.

" + }, + { + "id": "Mundane Aura (Beasts)", + "name": "Mundane Aura (Beasts)", + "description": "

You drain all the Winds of Magic from within your body and your possessions, removing any magical aura. For the duration of the spell you appear mundane to the Magical Sense Talent and similar. You effectively have no magical ability and your magical nature cannot be detected by any means. While this spell is in effect, you cannot cast any other spells. Mundane Aura is immediately dispelled if you make a Channeling Test.

" + }, + { + "id": "Mundane Aura (Daemonology)", + "name": "Mundane Aura (Daemonology)", + "description": "

You drain all the Winds of Magic from within your body and your possessions, removing any magical aura. For the duration of the spell you appear mundane to the Magical Sense Talent and similar. You effectively have no magical ability and your magical nature cannot be detected by any means. While this spell is in effect, you cannot cast any other spells. Mundane Aura is immediately dispelled if you make a Channeling Test.

" + }, + { + "id": "Mundane Aura (Death)", + "name": "Mundane Aura (Death)", + "description": "

You drain all the Winds of Magic from within your body and your possessions, removing any magical aura. For the duration of the spell you appear mundane to the Magical Sense Talent and similar. You effectively have no magical ability and your magical nature cannot be detected by any means. While this spell is in effect, you cannot cast any other spells. Mundane Aura is immediately dispelled if you make a Channeling Test.

" + }, + { + "id": "Mundane Aura (Fire)", + "name": "Mundane Aura (Fire)", + "description": "

You drain all the Winds of Magic from within your body and your possessions, removing any magical aura. For the duration of the spell you appear mundane to the Magical Sense Talent and similar. You effectively have no magical ability and your magical nature cannot be detected by any means. While this spell is in effect, you cannot cast any other spells. Mundane Aura is immediately dispelled if you make a Channeling Test.

" + }, + { + "id": "Mundane Aura (Heavens)", + "name": "Mundane Aura (Heavens)", + "description": "

You drain all the Winds of Magic from within your body and your possessions, removing any magical aura. For the duration of the spell you appear mundane to the Magical Sense Talent and similar. You effectively have no magical ability and your magical nature cannot be detected by any means. While this spell is in effect, you cannot cast any other spells. Mundane Aura is immediately dispelled if you make a Channeling Test.

" + }, + { + "id": "Mundane Aura (Life)", + "name": "Mundane Aura (Life)", + "description": "

You drain all the Winds of Magic from within your body and your possessions, removing any magical aura. For the duration of the spell you appear mundane to the Magical Sense Talent and similar. You effectively have no magical ability and your magical nature cannot be detected by any means. While this spell is in effect, you cannot cast any other spells. Mundane Aura is immediately dispelled if you make a Channeling Test.

" + }, + { + "id": "Mundane Aura (Light)", + "name": "Mundane Aura (Light)", + "description": "

You drain all the Winds of Magic from within your body and your possessions, removing any magical aura. For the duration of the spell you appear mundane to the Magical Sense Talent and similar. You effectively have no magical ability and your magical nature cannot be detected by any means. While this spell is in effect, you cannot cast any other spells. Mundane Aura is immediately dispelled if you make a Channeling Test.

" + }, + { + "id": "Mundane Aura (Metal)", + "name": "Mundane Aura (Metal)", + "description": "

You drain all the Winds of Magic from within your body and your possessions, removing any magical aura. For the duration of the spell you appear mundane to the Magical Sense Talent and similar. You effectively have no magical ability and your magical nature cannot be detected by any means. While this spell is in effect, you cannot cast any other spells. Mundane Aura is immediately dispelled if you make a Channeling Test.

" + }, + { + "id": "Mundane Aura (Necromancy)", + "name": "Mundane Aura (Necromancy)", + "description": "

You drain all the Winds of Magic from within your body and your possessions, removing any magical aura. For the duration of the spell you appear mundane to the Magical Sense Talent and similar. You effectively have no magical ability and your magical nature cannot be detected by any means. While this spell is in effect, you cannot cast any other spells. Mundane Aura is immediately dispelled if you make a Channeling Test.

" + }, + { + "id": "Mundane Aura (Shadow)", + "name": "Mundane Aura (Shadow)", + "description": "

You drain all the Winds of Magic from within your body and your possessions, removing any magical aura. For the duration of the spell you appear mundane to the Magical Sense Talent and similar. You effectively have no magical ability and your magical nature cannot be detected by any means. While this spell is in effect, you cannot cast any other spells. Mundane Aura is immediately dispelled if you make a Channeling Test.

" + }, + { + "id": "Murmured Whisper", + "name": "Murmured Whisper", + "description": "

You cast your voice at a point within Willpower yards, regardless of line of sight. Your voice sounds from this point, and all within earshot will hear it.

" + }, + { + "id": "Mutable Metal", + "name": "Mutable Metal", + "description": "

You touch a non-magical object made of metal, which instantly becomes warm to the touch as you squeeze Chamon into it. You may bend and mangle the object with an Average (+20) Strength Test. If you wish to make a more complex alteration, you may attempt an Average (+20) Trade (Smith, or similar) Test instead.

" + }, + { + "id": "Mystifying Miasma", + "name": "Mystifying Miasma", + "description": "

You conjure forth a swirling mass of mist shot through with roiling shadow that flits and confounds the senses. Anyone within the mist who does not possess the Arcane Magic (Shadows) Talent is affected by the Miasma, gaining +1 Blinded, Deafened, and Fatigued Condition, which remain for the spell’s duration. Anyone affected attempting to move must pass a Challenging (+0) Perception Test, or gain the Prone Condition. If the spell is dispelled once in play, anyone affected by the spell must make a Routine (+40) Initiative Test, or gain the Stunned Condition.

" + }, + { + "id": "Nepenthe", + "name": "Nepenthe", + "description": "

You mutter words of power over a premade potion of herbs, magically transforming it into a potent philtre. If drunk while the spell is in effect, the target may choose to completely forget one individual, permanently.

" + }, + { + "id": "Net of Amyntok", + "name": "Net of Amyntok", + "description": "

You cast a delicate net woven from strands of Hysh over your targets, whose minds are overcome with conundrums and puzzles, leaving them paralyzed with indecision. Targets gain +1 Stunned Condition, which they cannot lose while the spell is in effect. When recovering from the Condition, targets test their Intelligence instead of the Endurance Skill. Targets with the Bestial Creature Trait are immune to this spell.

" + }, + { + "id": "Nostrum", + "name": "Nostrum", + "description": "

You incant a spell over an already prepared draught, imbuing it with magical power. If drunk while the spell is in effect, the target immediately heals your Willpower Bonus in Wounds and is cured of one disease. For every +2 SL you may cure an extra disease.

" + }, + { + "id": "Octagram", + "name": "Octagram", + "description": "

You channel a sickening flow of Dhar, briefly forcing a rent into the fabric of reality. A Lesser Daemon immediately manifests through the rent. Perform an Opposed Channel (Dhar)/Willpower Test with the Daemon. If successful, the Daemon will respond to one command issued by you, quite literally, then vanish (assuming the command is completed before the Duration ends). If failed, the Daemon immediately attacks.

" + }, + { + "id": "Open Lock", + "name": "Open Lock", + "description": "

One non-magical lock you touch opens.

" + }, + { + "id": "Part the Branches", + "name": "Part the Branches", + "description": "

Your pupils dilate as you complete your incantation, and you are able to see into the Spirit world. This allows you to perceive invisible creatures, spirits, and Daemons, even those marked as impossible to see.

" + }, + { + "id": "Phâ’s Protection", + "name": "Phâ’s Protection", + "description": "

You summon a protective aura of pure, holy light. Profane creatures — those with the Undead or Daemonic Creature Trait, those with mutations, and those with more Corruption than their Willpower Bonus and Toughness Bonus combined — cannot enter the Area of Effect. Any already within the Area gain the Broken Condition until they leave. Creatures within the Area cannot gain any Corruption points while the spell is active.

" + }, + { + "id": "Produce Small Animal", + "name": "Produce Small Animal", + "description": "

You reach into a bag, pocket, or hat, or under a rock, bush or burrow, producing a small animal of a type you would expect to find in the vicinity, such as a rabbit, dove, or rat. If there are no appropriate local animals, the spell does nothing. The temperament of the animal is not guaranteed.

" + }, + { + "id": "Protection from Rain", + "name": "Protection from Rain", + "description": "

You can keep yourself dry whatever the weather, unaffected by precipitation. This affects rain, hail, sleet and snow, and any similar water falling from the heavens, but not standing water.

" + }, + { + "id": "Protective Charm", + "name": "Protective Charm", + "description": "

You imbue a protective charm with a spell of protection. Those bearing the charm gain the Magic Resistance Talent. If they already have that Talent, the charm does nothing more.

" + }, + { + "id": "Purge", + "name": "Purge", + "description": "

You funnel intense flame to burn away the taint and corruption in an area. Anything flammable is set alight, and any creatures in the area takes +SL Ablaze conditions. If the location contains a Corrupting Influence, such as Dhar, warpstone, or a Chaos-tainted object, it too will smolder and blacken, beginning to burn. This spell may be maintained in subsequent rounds by passing a Challenging (+0) Channeling Test. The precise time needed to eliminate the Corrupting Influence will be determined by your GM. As a rough guideline, a small quantity (smaller than an acorn) of warpstone, or a minor Chaos-tainted object may require 10–Willpower Bonus Rounds (minimum of 1 Round). A larger quantity of warpstone — fist-sized — or a more potent Chaos-tainted object may require double this. A powerful Chaos Artefact may take hours, or even longer… See Corrupting Influences.

" + }, + { + "id": "Purify Water", + "name": "Purify Water", + "description": "

You purify all water within a receptacle, such as a water flask, stein, or jug. All non-magical impurities, such as poison or contaminants are removed, leaving crisp, clear, potable water. If the vessel contained another liquid that is predominantly water – such as ale, or wine – this is also purified, turning into delicious, pure, non-alcoholic water.

" + }, + { + "id": "Purple Pall of Shyish", + "name": "Purple Pall of Shyish", + "description": "

You pull about you a pall fashioned from fine strands of purple magic. Gain +Willpower Bonus Armor Points on all locations, and the Fear (1) Creature Trait. For every +2 SL you may increase your Fear rating by 1.

" + }, + { + "id": "Push", + "name": "Push", + "description": "

All living creatures within Willpower Bonus yards are pushed back your Willpower Bonus in yards and gain the Prone Condition. If this brings them into contact with a wall or other large obstacle, they take Damage equal to the distance travelled in yards. For every +2 SL, you may push creatures back another Willpower Bonus in yards.

" + }, + { + "id": "Push (Beasts)", + "name": "Push (Beasts)", + "description": "

All living creatures within Willpower Bonus yards are pushed back your Willpower Bonus in yards and gain the Prone Condition. If this brings them into contact with a wall or other large obstacle, they take Damage equal to the distance travelled in yards. For every +2 SL, you may push creatures back another Willpower Bonus in yards.

" + }, + { + "id": "Push (Daemonology)", + "name": "Push (Daemonology)", + "description": "

All living creatures within Willpower Bonus yards are pushed back your Willpower Bonus in yards and gain the Prone Condition. If this brings them into contact with a wall or other large obstacle, they take Damage equal to the distance travelled in yards. For every +2 SL, you may push creatures back another Willpower Bonus in yards.

" + }, + { + "id": "Push (Death)", + "name": "Push (Death)", + "description": "

All living creatures within Willpower Bonus yards are pushed back your Willpower Bonus in yards and gain the Prone Condition. If this brings them into contact with a wall or other large obstacle, they take Damage equal to the distance travelled in yards. For every +2 SL, you may push creatures back another Willpower Bonus in yards.

" + }, + { + "id": "Push (Fire)", + "name": "Push (Fire)", + "description": "

All living creatures within Willpower Bonus yards are pushed back your Willpower Bonus in yards and gain the Prone Condition. If this brings them into contact with a wall or other large obstacle, they take Damage equal to the distance travelled in yards. For every +2 SL, you may push creatures back another Willpower Bonus in yards.

" + }, + { + "id": "Push (Heavens)", + "name": "Push (Heavens)", + "description": "

All living creatures within Willpower Bonus yards are pushed back your Willpower Bonus in yards and gain the Prone Condition. If this brings them into contact with a wall or other large obstacle, they take Damage equal to the distance travelled in yards. For every +2 SL, you may push creatures back another Willpower Bonus in yards.

" + }, + { + "id": "Push (Life)", + "name": "Push (Life)", + "description": "

All living creatures within Willpower Bonus yards are pushed back your Willpower Bonus in yards and gain the Prone Condition. If this brings them into contact with a wall or other large obstacle, they take Damage equal to the distance travelled in yards. For every +2 SL, you may push creatures back another Willpower Bonus in yards.

" + }, + { + "id": "Push (Light)", + "name": "Push (Light)", + "description": "

All living creatures within Willpower Bonus yards are pushed back your Willpower Bonus in yards and gain the Prone Condition. If this brings them into contact with a wall or other large obstacle, they take Damage equal to the distance travelled in yards. For every +2 SL, you may push creatures back another Willpower Bonus in yards.

" + }, + { + "id": "Push (Metal)", + "name": "Push (Metal)", + "description": "

All living creatures within Willpower Bonus yards are pushed back your Willpower Bonus in yards and gain the Prone Condition. If this brings them into contact with a wall or other large obstacle, they take Damage equal to the distance travelled in yards. For every +2 SL, you may push creatures back another Willpower Bonus in yards.

" + }, + { + "id": "Push (Necromancy)", + "name": "Push (Necromancy)", + "description": "

All living creatures within Willpower Bonus yards are pushed back your Willpower Bonus in yards and gain the Prone Condition. If this brings them into contact with a wall or other large obstacle, they take Damage equal to the distance travelled in yards. For every +2 SL, you may push creatures back another Willpower Bonus in yards.

" + }, + { + "id": "Push (Shadow)", + "name": "Push (Shadow)", + "description": "

All living creatures within Willpower Bonus yards are pushed back your Willpower Bonus in yards and gain the Prone Condition. If this brings them into contact with a wall or other large obstacle, they take Damage equal to the distance travelled in yards. For every +2 SL, you may push creatures back another Willpower Bonus in yards.

" + }, + { + "id": "Raise Dead", + "name": "Raise Dead", + "description": "

You channel a heavy flow of Dhar into bare earth, causing old bones to gather and rise. SL+1 Skeletons will claw upwards into the affected area at the end of the Round, which are organized as you prefer within the area of effect. They start with the Prone Condition. The summoned undead are entirely under your control and can perform simple orders as you command. If you are killed or gain an Unconscious Condition, the spell comes to an end and the summoned Undead collapse. For each +2 SL you score, you may summon an extra SL Skeletons.

" + }, + { + "id": "Reanimate", + "name": "Reanimate", + "description": "

You channel worming strands of thick Dhar before you, sinking it into corpses, reanimating that which was once dead. Reanimate Willpower Bonus + SL dead bodies (as Zombies) or skeletons (as Skeletons) within range. They start with the Prone Condition. The summoned Undead are entirely under your control and can perform simple orders as you command. If you die or gain an Unconscious Condition, the spell comes to an end and the reanimated corpses fall dead again. For each +2 SL you score, you may reanimate an extra Willpower Bonus +SL Skeletons or Zombies.

" + }, + { + "id": "Regenerate", + "name": "Regenerate", + "description": "

Your target gains Regenerate.

\n
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The creature is capable of healing at an extraordinary rate, even regrowing severed parts. At the start of each round, if it has more than 0 Wounds remaining, it will automatically regenerate 1d10 Wounds. If it has 0 Wounds remaining, it will regenerate a single Wound on a 1d10 roll of 8+. If it ever rolls a 10 for regenerating, it also fully regenerates a Critical Wound, losing all penalties and Conditions associated with it. Any Critical Wounds or Wounds caused by Fire may not be regenerated and should be recorded separately.

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" + }, + { + "id": "Rot", + "name": "Rot", + "description": "

You cause a roughly fist-sized volume of organic material to immediately rot. Food stuffs perish, clothes crumble, leathers shrivel (losing 1 Armor Point on 1 hit location), and similar, as dictated by the GM.

" + }, + { + "id": "Sanctify", + "name": "Sanctify", + "description": "

Inscribing a magical circle, you ward it with Shyish, forming an impenetrable barrier to the Undead. Creatures with the Undead Creature Trait cannot enter or leave the circle.

" + }, + { + "id": "Screaming Skull", + "name": "Screaming Skull", + "description": "

You shriek the high-pitched words of the spell and a large, black skull wreathed with greenish-purple fire forms before you, then flies forwards, screaming and cackling as it goes. The skull moves in a straight line for the spell range, following the contours of the land, passing through any obstacles in its way. Screaming Skull is a Magic Missile that only affects targets without the Undead Creature Trait, and has a Damage equal to your Willpower Bonus. Any suffering Wounds from the spell must pass a Challenging (+0) Cool Test or also take a Broken Condition.

" + }, + { + "id": "Scythe of Shyish", + "name": "Scythe of Shyish", + "description": "

You conjure a magical scythe, which can be wielded in combat, using the Melee (Polearm) Skill. It acts like a normal scythe with a Damage equal to your Willpower Bonus+3. Enemies with the Undead Creature Trait do not receive Advantage when Engaged in combat with you.

" + }, + { + "id": "Shadowsteed", + "name": "Shadowsteed", + "description": "

You summon forth a shadowy steed. The creature’s unnatural flesh is black as midnight, and at times it appears to be both solid and insubstantial. Use the rules for a riding horse. When the Shadowsteed is out of sunlight, it also gains the following Creature Traits: Dark Vision, Ethereal, Magical, Painless, Stealthy, Stride, Fear (1) and Ward (+9).

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\n

Even when insubstantial, Shadowsteeds may be ridden. Riders with the Arcane Magic (Shadow) Talent do so with a bonus of +20 to Ride Tests. Those without suffer a penalty of –20 to Ride Tests. Shadowsteeds are tireless, so need no rest (though their unsettled riders might!). As the first rays of dawn break over the horizon the steeds melt into insubstantial mist. If still being ridden when the spell ends, or when dispelled, the rider will suffer Falling Damage.

" + }, + { + "id": "Shadowstep", + "name": "Shadowstep", + "description": "

You create a shadowy portal of Ulgu through the Aethyr. You disappear from your current location and immediately appear up to your Willpower yards away. Any enemies Engaged by you on your disappearance or reappearance gain the Surprised Condition.

" + }, + { + "id": "Shock", + "name": "Shock", + "description": "

Your target receives 1 Stunned Condition.

" + }, + { + "id": "Shroud of Invisibility", + "name": "Shroud of Invisibility", + "description": "

You wrap the target in a shroud of Ulgu. The Target becomes invisible and cannot be perceived by mundane senses. The spell will automatically fool anyone without the Second Sight Talent. Those with the Talent must pass a Challenging (+0) Perception Test to notice that someone is nearby, though they will not be able to pin down the precise location. They must dispel the Shroud of Invisibility to do so . You are still perceptible to the other senses, and the spell will come to an end if you bring attention to yourself by making large noises or attacking someone.

" + }, + { + "id": "Sleep", + "name": "Sleep", + "description": "

You touch your opponent, sending them into a deep sleep. If the target has the Prone Condition, they gain the Unconscious Condition as they fall asleep. They remain unconscious for the duration, although loud noises or being moved or jostled will awaken them instantly. If your targets are standing or sitting when affected, they start themselves awake as they hit the ground, gaining the Prone Condition, but remaining conscious. If your targets are not resisting, and are suitably tired, they will, at the spell’s end, pass into a deep and restful sleep.

" + }, + { + "id": "Sly Hands", + "name": "Sly Hands", + "description": "

You teleport a small object — no bigger than your fist — from about your person into your hand.

" + }, + { + "id": "Soul Vortex", + "name": "Soul Vortex", + "description": "

You hurl a shimmering ball of Shyish which erupts into purple flames, swirling with ghostly faces, mouths agape in silent terror. Targets within the Area of Effect receive +1 Broken Condition. Against targets with the Undead Creature Trait, Soul Vortex is a Magic Missile with a Damage of +10 that ignores Toughness Bonus and Armor Points.

" + }, + { + "id": "Sounds", + "name": "Sounds", + "description": "

You create small noises nearby. You can create quiet, indistinct noises that sound as if they come from a specific location within range, regardless of line of sight. The noises can evoke something specific, such as footsteps, whispers or the howl of an animal, but nothing so distinct that it might convey a message. While the spell is active, you may control the sounds by passing a Average (+20) Channeling Test. A success allows you to move the sounds to another point within range, or to increase or decrease their volume.

" + }, + { + "id": "Speed of Thought", + "name": "Speed of Thought", + "description": "

A lattice of Hysh overlays your mind, allowing you to think rapidly. Gain a bonus of +20 to Intelligence and Initiative.

" + }, + { + "id": "Spring", + "name": "Spring", + "description": "

You touch the ground and water bubbles forth at the rate of 1 pint per Round, to a total of your Initiative Bonus in pints.

" + }, + { + "id": "Starcrossed", + "name": "Starcrossed", + "description": "

While this spell is active, you can spend Fortune Points to force an opponent to reroll Tests.

" + }, + { + "id": "Steal Life", + "name": "Steal Life", + "description": "

Thin strands of purple mist connect you briefly to your target, who wastes away before your very eyes. This counts as a Magic Missile with a Damage of +6 that ignores Armor Points and inflicts +1 Fatigued Condition. Further, you remove all Fatigued Conditions you currently suffer, and may heal yourself up to half the Wounds the target suffers, rounding up.

" + }, + { + "id": "Stream of Corruption", + "name": "Stream of Corruption", + "description": "

Your maw distends horrifically before you vomit forth a foul stream of diseased filth and horror. Immediately make a Breath attack as if you had spent 2 Advantage to activate the Breath Creature Trait. It counts as a Magic Missile with a Damage equal to your Toughness Bonus, and it ignores Armor Points. The attack also has the Corrosive and Poison Traits listed under the Breath Creature Trait. Further, should any targets take more than their Toughness Bonus in Wounds, they must pass a Challenging (+0) Endurance Test or contract Blood Rot. For every +2 SL achieved, you may also increase Damage by +2.

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\n
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The creature’s breath is a powerful weapon. On its turn, for the cost of 2 Advantage, it can activate its Breath as a Free Attack. Choose 1 target it can see within 20+Toughness Bonus yards. All characters within Strength Bonus yards of that target are struck, as are all characters between the creature and the target. Perform an Opposed Ballistic Skill/Dodge Test against all affected targets (the creature’s single roll opposed by each individual target). All targets that fail take Damage equal to the attack’s Rating. Further, if the Trait is marked with any of the following types in brackets, apply the associated rules.

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• Cold: Targets gain a Stunned Condition for every full 5 Wounds suffered (minimum of 1).

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• Corrosion: All Armor and Weapons carried by affected targets suffer 1 Damage.

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• Fire: Any Wounds caused ignore Armor Points. Targets gain an Ablaze Condition.

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• Electricity: Any Wounds caused ignore Armor Points. Targets gain a Stunned Condition.

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• Poison: Any Wounds caused ignore Armor Points. Targets gain a Poisoned Condition.

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• Smoke: The area fills with smoke, blocking Line of Sight for Toughness Bonus Rounds.

\n

The creature is immune to its own Breath. This attack is Magical.

\n

 

\n
" + }, + { + "id": "Swift Passing", + "name": "Swift Passing", + "description": "

Your touch brings the release of death to a single mortally wounded target. If you successfully touch a target with 0 wounds remaining and at least 2 Critical Wounds, death swiftly follows. Further, the target cannot be raised as Undead.

" + }, + { + "id": "T'Essla's Arc", + "name": "T'Essla's Arc", + "description": "

A crackling bolt of lightning shoots from your fngertips, striking your target. Tis is a magic missile with Damage +10 that inflicts +1 Blinded condition.

" + }, + { + "id": "Teleport", + "name": "Teleport", + "description": "

Using magic, you can teleport up to your Willpower Bonus in yards. This movement allows you to traverse gaps, avoid perils and pitfalls, and ignore obstacles. For every +2 SL you may increase the distance travelled by your Willpower Bonus in yards.

" + }, + { + "id": "Teleport (Beasts)", + "name": "Teleport (Beasts)", + "description": "

Using magic, you can teleport up to your Willpower Bonus in yards. This movement allows you to traverse gaps, avoid perils and pitfalls, and ignore obstacles. For every +2 SL you may increase the distance travelled by your Willpower Bonus in yards.

" + }, + { + "id": "Teleport (Daemonology)", + "name": "Teleport (Daemonology)", + "description": "

Using magic, you can teleport up to your Willpower Bonus in yards. This movement allows you to traverse gaps, avoid perils and pitfalls, and ignore obstacles. For every +2 SL you may increase the distance travelled by your Willpower Bonus in yards.

" + }, + { + "id": "Teleport (Death)", + "name": "Teleport (Death)", + "description": "

Using magic, you can teleport up to your Willpower Bonus in yards. This movement allows you to traverse gaps, avoid perils and pitfalls, and ignore obstacles. For every +2 SL you may increase the distance travelled by your Willpower Bonus in yards.

" + }, + { + "id": "Teleport (Fire)", + "name": "Teleport (Fire)", + "description": "

Using magic, you can teleport up to your Willpower Bonus in yards. This movement allows you to traverse gaps, avoid perils and pitfalls, and ignore obstacles. For every +2 SL you may increase the distance travelled by your Willpower Bonus in yards.

" + }, + { + "id": "Teleport (Heavens)", + "name": "Teleport (Heavens)", + "description": "

Using magic, you can teleport up to your Willpower Bonus in yards. This movement allows you to traverse gaps, avoid perils and pitfalls, and ignore obstacles. For every +2 SL you may increase the distance travelled by your Willpower Bonus in yards.

" + }, + { + "id": "Teleport (Life)", + "name": "Teleport (Life)", + "description": "

Using magic, you can teleport up to your Willpower Bonus in yards. This movement allows you to traverse gaps, avoid perils and pitfalls, and ignore obstacles. For every +2 SL you may increase the distance travelled by your Willpower Bonus in yards.

" + }, + { + "id": "Teleport (Light)", + "name": "Teleport (Light)", + "description": "

Using magic, you can teleport up to your Willpower Bonus in yards. This movement allows you to traverse gaps, avoid perils and pitfalls, and ignore obstacles. For every +2 SL you may increase the distance travelled by your Willpower Bonus in yards.

" + }, + { + "id": "Teleport (Metal)", + "name": "Teleport (Metal)", + "description": "

Using magic, you can teleport up to your Willpower Bonus in yards. This movement allows you to traverse gaps, avoid perils and pitfalls, and ignore obstacles. For every +2 SL you may increase the distance travelled by your Willpower Bonus in yards.

" + }, + { + "id": "Teleport (Necromancy)", + "name": "Teleport (Necromancy)", + "description": "

Using magic, you can teleport up to your Willpower Bonus in yards. This movement allows you to traverse gaps, avoid perils and pitfalls, and ignore obstacles. For every +2 SL you may increase the distance travelled by your Willpower Bonus in yards.

" + }, + { + "id": "Teleport (Shadow)", + "name": "Teleport (Shadow)", + "description": "

Using magic, you can teleport up to your Willpower Bonus in yards. This movement allows you to traverse gaps, avoid perils and pitfalls, and ignore obstacles. For every +2 SL you may increase the distance travelled by your Willpower Bonus in yards.

" + }, + { + "id": "Terrifying", + "name": "Terrifying", + "description": "

 

\n

You gain the Terror (1) Creature Trait.

\n

 

\n
\n

Some creatures are so profoundly unsettling as to provoke a dire, bone-chilling terror in their foes. When you first encounter a creature causing Terror, make a Cool Test. If you pass, you suffer no further effects of Terror; if you fail, you receive a number of Broken conditions equal to the creature’s Terror Rating, plus the number of SL below 0.

\n

 

\n

After resolving the Psychology Test, the creature causes Fear, with a Fear Rating equal to its Terror Rating.

\n
\n

 

" + }, + { + "id": "Terrifying (Beasts)", + "name": "Terrifying (Beasts)", + "description": "

 

\n

You gain the Terror (1) Creature Trait.

\n

 

\n
\n

Some creatures are so profoundly unsettling as to provoke a dire, bone-chilling terror in their foes. When you first encounter a creature causing Terror, make a Cool Test. If you pass, you suffer no further effects of Terror; if you fail, you receive a number of Broken conditions equal to the creature’s Terror Rating, plus the number of SL below 0.

\n

 

\n

After resolving the Psychology Test, the creature causes Fear, with a Fear Rating equal to its Terror Rating.

\n
\n

 

" + }, + { + "id": "Terrifying (Daemonology)", + "name": "Terrifying (Daemonology)", + "description": "

 

\n

You gain the Terror (1) Creature Trait.

\n

 

\n
\n

Some creatures are so profoundly unsettling as to provoke a dire, bone-chilling terror in their foes. When you first encounter a creature causing Terror, make a Cool Test. If you pass, you suffer no further effects of Terror; if you fail, you receive a number of Broken conditions equal to the creature’s Terror Rating, plus the number of SL below 0.

\n

 

\n

After resolving the Psychology Test, the creature causes Fear, with a Fear Rating equal to its Terror Rating.

\n
\n

 

" + }, + { + "id": "Terrifying (Death)", + "name": "Terrifying (Death)", + "description": "

 

\n

You gain the Terror (1) Creature Trait.

\n

 

\n
\n

Some creatures are so profoundly unsettling as to provoke a dire, bone-chilling terror in their foes. When you first encounter a creature causing Terror, make a Cool Test. If you pass, you suffer no further effects of Terror; if you fail, you receive a number of Broken conditions equal to the creature’s Terror Rating, plus the number of SL below 0.

\n

 

\n

After resolving the Psychology Test, the creature causes Fear, with a Fear Rating equal to its Terror Rating.

\n
\n

 

" + }, + { + "id": "Terrifying (Fire)", + "name": "Terrifying (Fire)", + "description": "

 

\n

You gain the Terror (1) Creature Trait.

\n

 

\n
\n

Some creatures are so profoundly unsettling as to provoke a dire, bone-chilling terror in their foes. When you first encounter a creature causing Terror, make a Cool Test. If you pass, you suffer no further effects of Terror; if you fail, you receive a number of Broken conditions equal to the creature’s Terror Rating, plus the number of SL below 0.

\n

 

\n

After resolving the Psychology Test, the creature causes Fear, with a Fear Rating equal to its Terror Rating.

\n
\n

 

" + }, + { + "id": "Terrifying (Heavens)", + "name": "Terrifying (Heavens)", + "description": "

 

\n

You gain the Terror (1) Creature Trait.

\n

 

\n
\n

Some creatures are so profoundly unsettling as to provoke a dire, bone-chilling terror in their foes. When you first encounter a creature causing Terror, make a Cool Test. If you pass, you suffer no further effects of Terror; if you fail, you receive a number of Broken conditions equal to the creature’s Terror Rating, plus the number of SL below 0.

\n

 

\n

After resolving the Psychology Test, the creature causes Fear, with a Fear Rating equal to its Terror Rating.

\n
\n

 

" + }, + { + "id": "Terrifying (Life)", + "name": "Terrifying (Life)", + "description": "

 

\n

You gain the Terror (1) Creature Trait.

\n

 

\n
\n

Some creatures are so profoundly unsettling as to provoke a dire, bone-chilling terror in their foes. When you first encounter a creature causing Terror, make a Cool Test. If you pass, you suffer no further effects of Terror; if you fail, you receive a number of Broken conditions equal to the creature’s Terror Rating, plus the number of SL below 0.

\n

 

\n

After resolving the Psychology Test, the creature causes Fear, with a Fear Rating equal to its Terror Rating.

\n
\n

 

" + }, + { + "id": "Terrifying (Light)", + "name": "Terrifying (Light)", + "description": "

 

\n

You gain the Terror (1) Creature Trait.

\n

 

\n
\n

Some creatures are so profoundly unsettling as to provoke a dire, bone-chilling terror in their foes. When you first encounter a creature causing Terror, make a Cool Test. If you pass, you suffer no further effects of Terror; if you fail, you receive a number of Broken conditions equal to the creature’s Terror Rating, plus the number of SL below 0.

\n

 

\n

After resolving the Psychology Test, the creature causes Fear, with a Fear Rating equal to its Terror Rating.

\n
\n

 

" + }, + { + "id": "Terrifying (Metal)", + "name": "Terrifying (Metal)", + "description": "

 

\n

You gain the Terror (1) Creature Trait.

\n

 

\n
\n

Some creatures are so profoundly unsettling as to provoke a dire, bone-chilling terror in their foes. When you first encounter a creature causing Terror, make a Cool Test. If you pass, you suffer no further effects of Terror; if you fail, you receive a number of Broken conditions equal to the creature’s Terror Rating, plus the number of SL below 0.

\n

 

\n

After resolving the Psychology Test, the creature causes Fear, with a Fear Rating equal to its Terror Rating.

\n
\n

 

" + }, + { + "id": "Terrifying (Necromancy)", + "name": "Terrifying (Necromancy)", + "description": "

 

\n

You gain the Terror (1) Creature Trait.

\n

 

\n
\n

Some creatures are so profoundly unsettling as to provoke a dire, bone-chilling terror in their foes. When you first encounter a creature causing Terror, make a Cool Test. If you pass, you suffer no further effects of Terror; if you fail, you receive a number of Broken conditions equal to the creature’s Terror Rating, plus the number of SL below 0.

\n

 

\n

After resolving the Psychology Test, the creature causes Fear, with a Fear Rating equal to its Terror Rating.

\n
\n

 

" + }, + { + "id": "Terrifying (Shadow)", + "name": "Terrifying (Shadow)", + "description": "

 

\n

You gain the Terror (1) Creature Trait.

\n

 

\n
\n

Some creatures are so profoundly unsettling as to provoke a dire, bone-chilling terror in their foes. When you first encounter a creature causing Terror, make a Cool Test. If you pass, you suffer no further effects of Terror; if you fail, you receive a number of Broken conditions equal to the creature’s Terror Rating, plus the number of SL below 0.

\n

 

\n

After resolving the Psychology Test, the creature causes Fear, with a Fear Rating equal to its Terror Rating.

\n
\n

 

" + }, + { + "id": "The Amber Spear", + "name": "The Amber Spear", + "description": "

You hurl a great spear of pure Ghur in a straight line. This is a Magic Missile with a Damage of +12. It strikes the first creature in its path, ignoring APs from armor made of leather and furs. If the target suffers any Wounds, also inflict +1 Bleeding Condition, after which the spear continues on its path, striking each target in the same manner, but at –1 Damage each time. If the spear fails to inflict any Wounds, its progress is stopped and the spell comes to an end. The Amber Spear only inflicts the minimum 1 Wound on the first target it strikes.

" + }, + { + "id": "The Evil Eye", + "name": "The Evil Eye", + "description": "

You lock eyes with a single target, who must be looking at you. Perform an Opposed Intimidate/Cool Test, adding any SL from your casting roll to your result. Your opponent gains 1 Fatigued Condition per +2 SL by which you win. If you win by 6+ SL, your opponent gains the Broken Condition.

" + }, + { + "id": "The First Portent of Amul", + "name": "The First Portent of Amul", + "description": "

Gain +1 Fortune Point. For every +2 SL, gain +1 more. Any of these points unused at the end of the Duration are lost.

" + }, + { + "id": "The Second Portent of Amul", + "name": "The Second Portent of Amul", + "description": "

Gain +SL Fortune Points. For every +2 SL, gain +1 additional Fortune point. Any unused points at the end of the Duration are lost.

" + }, + { + "id": "The Third Portent of Amul", + "name": "The Third Portent of Amul", + "description": "

Gain +1 Fate Point. If the Fate point is not used by the end of the Duration, it is lost.

" + }, + { + "id": "Transmutation of Chamon", + "name": "Transmutation of Chamon", + "description": "

You wrench Chamon from the metals worn by your foes, and the earth itself, briefly transforming the flesh of your enemies into metal. This is a Magic Missile affecting all in the Area of Effect, with a Damage equal to your Willpower Bonus; the spell ignores Toughness Bonus and inflicts +1 Blinded, Deafened, and Stunned Condition, all of which last for the duration of the spell. All affected targets gain +1 Armor Point from the gold wrapped about their bodies, but also suffer from Suffocation. If targets die while the spell is in effect, they are permanently encased in a shell of base metals, a macabre reminder of the risks of sorcery

" + }, + { + "id": "Treason of Tzeentch", + "name": "Treason of Tzeentch", + "description": "" + }, + { + "id": "Twitch", + "name": "Twitch", + "description": "

You create small noises nearby. You can create quiet, indistinct noises that sound as if they come from a specific location within range, regardless of line of sight. The noises can evoke something specific, such as footsteps, whispers or the howl of an animal, but nothing so distinct that it might convey a message. While the spell is active, you may control the sounds by passing a Average (+20) Channeling Test. A success allows you to move the sounds to another point within range, or to increase or decrease their volume.

" + }, + { + "id": "Vanhel's Call", + "name": "Vanhel's Call", + "description": "

You manipulate complicated flows of Dhar into your targets, filling them with overwhelming energy. Intelligence Bonus targets with the Undead Trait gain a free Move or Action — you choose one or the other to affect all targets — this is taken the moment the spell is cast. For each +2 SL you score, you may invigorate an extra Intelligence Bonus targets.

" + }, + { + "id": "Ward", + "name": "Ward", + "description": "

 

\n

You wrap yourself in protective magic, gaining the Ward (9+) Creature Trait.

\n

 

\n
\n

Perhaps because they are magical, wear a special talisman, or are just plain lucky, some blows just seem to miss. Roll 1d10 after any blow is received, if the creature rolls Rating or higher, the blow is ignored, even if it is a critical.

\n
" + }, + { + "id": "Ward (Beasts)", + "name": "Ward (Beasts)", + "description": "

 

\n

You wrap yourself in protective magic, gaining the Ward (9+) Creature Trait.

\n

 

\n
\n

Perhaps because they are magical, wear a special talisman, or are just plain lucky, some blows just seem to miss. Roll 1d10 after any blow is received, if the creature rolls Rating or higher, the blow is ignored, even if it is a critical.

\n
" + }, + { + "id": "Ward (Daemonology)", + "name": "Ward (Daemonology)", + "description": "

 

\n

You wrap yourself in protective magic, gaining the Ward (9+) Creature Trait.

\n

 

\n
\n

Perhaps because they are magical, wear a special talisman, or are just plain lucky, some blows just seem to miss. Roll 1d10 after any blow is received, if the creature rolls Rating or higher, the blow is ignored, even if it is a critical.

\n
" + }, + { + "id": "Ward (Death)", + "name": "Ward (Death)", + "description": "

 

\n

You wrap yourself in protective magic, gaining the Ward (9+) Creature Trait.

\n

 

\n
\n

Perhaps because they are magical, wear a special talisman, or are just plain lucky, some blows just seem to miss. Roll 1d10 after any blow is received, if the creature rolls Rating or higher, the blow is ignored, even if it is a critical.

\n
" + }, + { + "id": "Ward (Fire)", + "name": "Ward (Fire)", + "description": "

 

\n

You wrap yourself in protective magic, gaining the Ward (9+) Creature Trait.

\n

 

\n
\n

Perhaps because they are magical, wear a special talisman, or are just plain lucky, some blows just seem to miss. Roll 1d10 after any blow is received, if the creature rolls Rating or higher, the blow is ignored, even if it is a critical.

\n
" + }, + { + "id": "Ward (Heavens)", + "name": "Ward (Heavens)", + "description": "

 

\n

You wrap yourself in protective magic, gaining the Ward (9+) Creature Trait.

\n

 

\n
\n

Perhaps because they are magical, wear a special talisman, or are just plain lucky, some blows just seem to miss. Roll 1d10 after any blow is received, if the creature rolls Rating or higher, the blow is ignored, even if it is a critical.

\n
" + }, + { + "id": "Ward (Life)", + "name": "Ward (Life)", + "description": "

 

\n

You wrap yourself in protective magic, gaining the Ward (9+) Creature Trait.

\n

 

\n
\n

Perhaps because they are magical, wear a special talisman, or are just plain lucky, some blows just seem to miss. Roll 1d10 after any blow is received, if the creature rolls Rating or higher, the blow is ignored, even if it is a critical.

\n
" + }, + { + "id": "Ward (Light)", + "name": "Ward (Light)", + "description": "

 

\n

You wrap yourself in protective magic, gaining the Ward (9+) Creature Trait.

\n

 

\n
\n

Perhaps because they are magical, wear a special talisman, or are just plain lucky, some blows just seem to miss. Roll 1d10 after any blow is received, if the creature rolls Rating or higher, the blow is ignored, even if it is a critical.

\n
" + }, + { + "id": "Ward (Metal)", + "name": "Ward (Metal)", + "description": "

 

\n

You wrap yourself in protective magic, gaining the Ward (9+) Creature Trait.

\n

 

\n
\n

Perhaps because they are magical, wear a special talisman, or are just plain lucky, some blows just seem to miss. Roll 1d10 after any blow is received, if the creature rolls Rating or higher, the blow is ignored, even if it is a critical.

\n
" + }, + { + "id": "Ward (Necromancy)", + "name": "Ward (Necromancy)", + "description": "

 

\n

You wrap yourself in protective magic, gaining the Ward (9+) Creature Trait.

\n

 

\n
\n

Perhaps because they are magical, wear a special talisman, or are just plain lucky, some blows just seem to miss. Roll 1d10 after any blow is received, if the creature rolls Rating or higher, the blow is ignored, even if it is a critical.

\n
" + }, + { + "id": "Ward (Shadow)", + "name": "Ward (Shadow)", + "description": "

 

\n

You wrap yourself in protective magic, gaining the Ward (9+) Creature Trait.

\n

 

\n
\n

Perhaps because they are magical, wear a special talisman, or are just plain lucky, some blows just seem to miss. Roll 1d10 after any blow is received, if the creature rolls Rating or higher, the blow is ignored, even if it is a critical.

\n
" + }, + { + "id": "Warning", + "name": "Warning", + "description": "

You channel magic into an object, noticing immediately if it has been poisoned or trapped.

" + }, + { + "id": "Wyssan’s Wildform", + "name": "Wyssan’s Wildform", + "description": "

You call on the wild power of Ghur to infuse you, surrendering to its savage delights. Gain the following Creature Traits: Arboreal, Armor (2), Belligerent, Big, Bite (Strength Bonus +1),  Fear (1), Fury, Magical, Weapon (Strength Bonus +2). While the spell is in place you are incapable of using any Language or Lore skills.

" + } + ] +} \ No newline at end of file diff --git a/compendium/wfrp4e.talents.json b/compendium/wfrp4e.talents.json new file mode 100644 index 0000000..85a256b --- /dev/null +++ b/compendium/wfrp4e.talents.json @@ -0,0 +1,840 @@ +{ + "label": "Talents", + "entries": [ + { + "id": "Accurate Shot", + "name": "Accurate Shot", + "description": "

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.

" + }, + { + "id": "Acute Sense", + "name": "Acute Sense", + "description": "

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.

" + }, + { + "id": "Aethyric Attunement", + "name": "Aethyric Attunement", + "description": "

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.

" + }, + { + "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": "

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.

" + }, + { + "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": "

 

\n

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.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Number of Spells Currently Known

\n
\n

XP Cost for a new spell

\n
\n

Intelligence Bonus × 1 

\n
\n

100 XP

\n
\n

Intelligence Bonus × 2

\n
\n

200 XP

\n
\n

Intelligence Bonus × 3

\n
\n

300 XP

\n
\n

Intelligence Bonus × 4

\n
\n

400 XP

\n
\n
\n

 ...and so on.

\n

 

\n

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.

\n

 

\n

 

" + }, + { + "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": "

Whether it’s your piercing eyes, your strong frame, or maybe the way you flash your perfect teeth, you know how to make the best use of what the gods gave you. When you successfully use Charm to influence those attracted to you, you can choose to either use your rolled SL, or the number rolled on your units die. So, a successful roll of 38 could be used for +8 SL.

" + }, + { + "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": "

You are trained to make sharp controlled blows to your opponent’s 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).

" + }, + { + "id": "Beneath Notice", + "name": "Beneath Notice", + "description": "

The high and mighty pay no attention to your presence, knowing you are well beneath their notice. Assuming you are properly attired and not in an incongruous position, those of a higher Status Tier will normally ignore you unless your presence becomes inappropriate, which can make it very easy to listen into conversations you perhaps shouldn’t. Further, characters with a higher Status Tier than you gain no Advantage for striking or wounding you in combat, as there is nothing to be gained for defeating such a lowly cur.

" + }, + { + "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": "

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 Opposed Charm/Intelligence Test. Success gives your opponent a Stunned Condition. Further, for each level you have in Blather, your opponent gains another Stunned Condition. Targets Stunned by Blather may do nothing other than stare at you dumbfounded as they try to catch-up with or understand what you are saying. Once the last Stunned Condition comes to an end, the target finally gets a word in, and may not be best pleased with you — after all, you have been talking about nothing or nonsense for some time. Should you stop talking, your opponent immediately loses all Stunned Conditions caused by your Blather. Generally, you can only attempt to Blather at a character once per scene, or perhaps longer as determined by the GM, as the target soon wises up to your antics.

\n

 

" + }, + { + "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": "

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.

" + }, + { + "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": "

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.

" + }, + { + "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": "

You are used to scanning the battlefield to make snap decisions informed by the shifting tides of war. You may take a Challenging (+0) Perception Test to ignore Surprise, which is modified by circumstance as normal.

" + }, + { + "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": "

You are an active criminal making money from illegal sources, and you’re not always quiet about it. For the purposes of securing money, either when Earning during play or performing an Income Endeavour, refer to the following table:

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Career Level

\n
\n

Bonus Money per time the Talent is taken

\n
\n

1

\n
\n

+2d10 brass pennies

\n
\n

2

\n
\n

+1d10 silver shillings

\n
\n

\n
\n

+2d10 silver shillings

\n
\n

4

\n
\n

+1 gold crown

\n
\n
\n

 

\n

Because of your obvious criminal nature, others consider you lower Status than them unless they also have the Criminal Talent, where Status is compared as normal — perhaps you have gang tattoos, look shifty, or are just rough around the edges, it’s your choice. Because of this, local law enforcers are always suspicious of you and suspect your motivations, which only gets worse the more times you have this Talent, with the exact implications determined by the GM. Lawbreakers without the Criminal Talent earn significantly less coin but are not obviously the sort to be breaking the law, so maintain their Status. With GM consent, you may spend XP to remove levels of the Criminal Talent for the same XP it cost to buy.

" + }, + { + "id": "Deadeye Shot", + "name": "Deadeye Shot", + "description": "

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.

" + }, + { + "id": "Dealmaker", + "name": "Dealmaker", + "description": "

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%.

\n

 

\n

Note: The GM may put a lower limit on prices here to show a seller refusing to sell below cost.

" + }, + { + "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": "

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 Opposed Melee/Melee 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 opponent’s 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).

" + }, + { + "id": "Distract", + "name": "Distract", + "description": "

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 Opposed Athletics/Cool Test. If you win, your opponent can gain no Advantage until the end of the next Round.

" + }, + { + "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": "

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 you’ve taken the Drilled Talent.

" + }, + { + "id": "Dual Wielder", + "name": "Dual Wielder", + "description": "

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.

" + }, + { + "id": "Embezzle", + "name": "Embezzle", + "description": "

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 Opposed Intelligence 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.

" + }, + { + "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": "

You can blend in socially with the chosen group so long as you are dressed and acting appropriately. Example social groups for this Talent are: Criminals, Cultists, Guilders, Nobles, Scholars, Servants, and Soldiers. If you do not have the Talent, those with it will note your discomfort in the unfamiliar environment. This is primarily a matter for roleplaying, but may confer a bonus to Fellowship Tests at the GM’s discretion.

" + }, + { + "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 � 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": "

You are either brave enough or crazy enough that fear of certain enemies has become a distant memory. With a single Average (+20) Cool 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.

" + }, + { + "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": "

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.

\n

 

\n

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 Stunned or Unconscious condition. After your Frenzy is over you immediately receive a Fatigued condition.

" + }, + { + "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�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": "

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.

" + }, + { + "id": "Implacable", + "name": "Implacable", + "description": "

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

" + }, + { + "id": "In-fighter", + "name": "In-fighter", + "description": "

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.

" + }, + { + "id": "Inspiring", + "name": "Inspiring", + "description": "

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.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Talent Taken

\n
\n

Number of soldiers influenced

\n
\n

1

\n
\n

As normal × 5

\n
\n

2

\n
\n

As normal × 10

\n
\n

3

\n
\n

 As normal × 20

\n
\n

4

\n
\n

 As normal × 50

\n
\n

5

\n
\n

 As normal × 100

\n
\n

6

\n
\n

 As normal × 200

\n
\n

7

\n
\n

 As normal × 500

\n
\n

8

\n
\n

 As normal × 1000

\n
\n

9

\n
\n

 All who can hear your inspiring voice

\n
\n
" + }, + { + "id": "Instinctive Diction", + "name": "Instinctive Diction", + "description": "

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.

" + }, + { + "id": "Invoke", + "name": "Invoke", + "description": "

You are blessed by one of the Gods and can empower one of your Cult’s Miracles. Further, you may purchase extra miracles for 100 XP per miracle you currently know. So, if you already know 3 miracles, your next miracle costs 300 XP to purchase. Full rules for learning new miracles are provided in Chapter 7: Religion and Belief. Under normal circumstances, you may not learn more than one Invoke (Divine Lore) Talent. Further, you may not learn the Petty Magic or Arcane Magic Talents when you have the Invoke Talent. You can unlearn this Talent for 100 XP, but will lose all of your miracles if you do so, and will also garner the extreme disfavor of your God, with effects determined by your GM

" + }, + { + "id": "Iron Jaw", + "name": "Iron Jaw", + "description": "

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 Challenging (+0) Endurance Test to not take one of them, with each SL removing an extra Stunned Condition.

" + }, + { + "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": "

You are hard to keep down. You may perform a Challenging (+0) Athletics 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

" + }, + { + "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": "

You have a natural affinity for languages. Given a month’s 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). Note: Linguistics only works for languages used to frequently communicate with others, so does not work with Language (Magick).

" + }, + { + "id": "Lip Reading", + "name": "Lip Reading", + "description": "

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 speaker’s lower face, you can attempt a Perception Test to understand what they are saying.

" + }, + { + "id": "Luck", + "name": "Luck", + "description": "

They say when you were born, Ranald smiled. Your maximum Fortune Points now equal your current Fate points plus the number of times you’ve taken Luck.

" + }, + { + "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": "

You are able to sense the Winds of Magic in others. You may attempt an Average (+20) Intuition Test whenever you encounter a spellcaster. If you pass, you sense the target is a witch. Further, if you score an Astounding Success (+6), can also determine the target’s highest Channeling Specialization.

" + }, + { + "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": "

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. 

" + }, + { + "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": "

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 Surprised Condition they would normally inflict.

" + }, + { + "id": "Numismatics", + "name": "Numismatics", + "description": "

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.

" + }, + { + "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": "

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.

\n

 

\n
\n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n
\n

No. of Petty Spells Currently Known

\n
\n

 XP Cost for a new spell

\n
\n

Up to Willpower Bonus × 1

\n
\n

50 XP

\n
\n

Up to Willpower Bonus × 2

\n
\n

100 XP

\n
\n

Up to Willpower Bonus × 3

\n
\n

150 XP

\n
\n

Up to Willpower Bonus × 4

\n
\n

200 XP

\n
\n
\n

...and so on.

\n

 

\n

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’.

" + }, + { + "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": "

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.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Talent Taken

\n
\n

Number of soldiers influenced

\n
\n

1

\n
\n

As normal × 5

\n
\n

2

\n
\n

As normal × 10

\n
\n

3

\n
\n

 As normal × 20

\n
\n

4

\n
\n

 As normal × 50

\n
\n

5

\n
\n

 As normal × 100

\n
\n

6

\n
\n

 As normal × 200

\n
\n

7

\n
\n

 As normal × 500

\n
\n

8

\n
\n

 As normal × 1000

\n
\n

9

\n
\n

 All who can hear your inspiring voice

\n
\n
" + }, + { + "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": "

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 Challenging (+0) Initiative 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.

" + }, + { + "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": "

You are used to desperate combats, able to turn even the direst circumstances to your Advantage. If you win an Opposed Melee Test, instead of gaining +1 Advantage, you may take all your opponent’s Current Advantage. If you do this, you do not cause any Damage, even if it is your Turn in the Round.

" + }, + { + "id": "Riposte", + "name": "Riposte", + "description": "

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.

" + }, + { + "id": "River Guide", + "name": "River Guide", + "description": "

You know all the tricks for navigating dangerous rivers. You don’t 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.

" + }, + { + "id": "Robust", + "name": "Robust", + "description": "

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.

" + }, + { + "id": "Roughrider", + "name": "Roughrider", + "description": "

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.

" + }, + { + "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": "

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.

" + }, + { + "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": "

When determining Damage use your opponent’s 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.

" + }, + { + "id": "Small", + "name": "Small", + "description": "

You are much shorter than most folk in the Old World. The full rules for different Sizes are found in Chapter 12: Bestiary on page 341.

" + }, + { + "id": "Sniper", + "name": "Sniper", + "description": "

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.

" + }, + { + "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": "

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).

" + }, + { + "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": "

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.

" + }, + { + "id": "Strike to Stun", + "name": "Strike to Stun", + "description": "

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 Pummel Quality. Further, you count all improvised weapons as having the Pummel Quality

" + }, + { + "id": "Strong Back", + "name": "Strong Back", + "description": "

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.

" + }, + { + "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": "

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.

" + }, + { + "id": "Supportive", + "name": "Supportive", + "description": "

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.

" + }, + { + "id": "Sure Shot", + "name": "Sure Shot", + "description": "

You know how to find the weak spots in a target’s armor. When you hit a target with a Ranged weapon, you may ignore Armor Points equal to your Sure Shot level.

" + }, + { + "id": "Surgery", + "name": "Surgery", + "description": "

You are a surgeon, able to open and close the flesh in order to heal others. You can treat any Critical Wound marked as needing Surgery. You can also perform surgery to resolve internal issues with an Extended Challenging (+0) Heal Test with a target SL determined by the GM (usually 5–10) depending upon the difficulty of the procedure at hand. This will cause 1d10 Wounds and 1 Bleeding Condition per Test, meaning surgery has a high chance of killing a patient if the surgeon is not careful. After surgery, the patient must pass an Average (+20) Endurance Test or gain a Minor Infection.

" + }, + { + "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": "

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 Very Easy (+60) for +10, Easy (+40) for +20, Average (+20) for +30, and so on. Beyond it’s obvious utility for Gamble Tests, where having this Talent adds a bonus of +20 to +60 depending upon how useful recalling sequences is to the game at hand, the GM can apply bonuses to other Tests as appropriate. Each time you take this Talent you may recall an extra sequence without having to forget a previously stored one

" + }, + { + "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": "

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 Broken Condition if you are successfully wounded by a Blackpowder weapon, not just if you are shot at 

" + }, + { + "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": "

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.

" + }, + { + "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": "

You gain a permanent +5 bonus to your starting Weapon Skill Characteristic (doesn't count as Advances).

" + }, + { + "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": "

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.

" + }, + { + "id": "Well-prepared", + "name": "Well-prepared", + "description": "

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 doesn’t 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.

" + }, + { + "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." + } + ] +} \ No newline at end of file diff --git a/compendium/wfrp4e.traits.json b/compendium/wfrp4e.traits.json new file mode 100644 index 0000000..32b9010 --- /dev/null +++ b/compendium/wfrp4e.traits.json @@ -0,0 +1,410 @@ +{ + "label": "Traits", + "entries": [ + { + "id": "# Tentacles", + "name": "# Tentacles", + "description": "

The creature has a number of tentacles equal to #.

\n " + }, + { + "id": "Afraid", + "name": "Afraid", + "description": "

The creature is afraid of the Target as if the Target has Fear (0). 

\n

The Fear trait represents an extreme aversion to something. Creatures that cause Fear have a Fear Rating; this value reflects the SL you are required to pass on an Extended Cool Test to overcome your Fear. You may continue to Test at the end of every round until your SL equals or surpasses the creature’s Fear rating. Until you do this, you are subject to Fear.

\n

 

\n

When subject to Fear, you suffer –1 SL on all Tests to affect the source of your fear. You may not move closer to whatever is causing Fear without passing a Challenging (+0) Cool Test. If it comes closer to you, you must pass a Challenging (+0) Cool Test, or gain a Broken Condition.

" + }, + { + "id": "Amphibious", + "name": "Amphibious", + "description": "The creature is at home in water. It can add its Agility Bonus to the SL of all Swim Tests and move at full Movement through water. \r\r" + }, + { + "id": "Animosity", + "name": "Animosity", + "description": "

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.

\n

 

\n

At the end of every subsequent Round, you may attempt another Psychology test to bring the Animosity to an end. If you do not, the effects of Animosity naturally come to an end when all members of the specified group in your line of sight are utterly pacified or gone, or you gain the Stunned or Unconscious Condition, or you become subject to another Psychology.

\n

 

\n

When subject to Animosity, you must immediately attack the disagreeable creatures, either socially (insults, jibes, and similar) or physically (most commonly with fists), as appropriate. You also gain a bonus of +1 SL on any attempts to socially or mentally attack the group. Animosity is over-ridden by Fear and Terror.

" + }, + { + "id": "Arboreal", + "name": "Arboreal", + "description": "The creature is at home in the forests. In the woodlands, it adds its Agility Bonus to the SL of all Climb and Stealth Tests. \r\r" + }, + { + "id": "Armour", + "name": "Armour", + "description": "The creature is protected by armor or thick hide. It has Rating Armor Points on all Hit Locations" + }, + { + "id": "Belligerent", + "name": "Belligerent", + "description": "The creature loves to win a fight. As long as it has more Advantage than its opponent, it is Immune to Psychology \r\r" + }, + { + "id": "Bestial", + "name": "Bestial", + "description": "The creature has no rational thought or language. It shies away from fire and gains a Broken Condition if struck by it. In defense, it only uses the Dodge Skill. If it loses more than half its Wounds, it will attempt to Flee unless protecting its young or cornered, or unless it has the Territorial Trait. If so, it enters Frenzy. Bestial creatures have no Fellowship characteristic \r\r" + }, + { + "id": "Big", + "name": "Big", + "description": "The creature is a large example of its species. It receives +10 Strength and Toughness, and –5 Agility. \r\r" + }, + { + "id": "Bite", + "name": "Bite", + "description": "On its turn, the creature may make a Free Attack by spending 1 Advantage. The Damage of the attack equals Rating and includes the creature’s Strength Bonus already" + }, + { + "id": "Blessed", + "name": "Blessed", + "description": "The creature is Blessed and can enact Blessings; the relevant deity is indicated in brackets." + }, + { + "id": "Bounce", + "name": "Bounce", + "description": "The creature can bounce high, perhaps with powerful limbs, magic, or stubby wings. When Charging or Running, it doubles its Movement Characteristic, and can ignore all intervening terrain and characters as it leap over them. \r\r" + }, + { + "id": "Breath", + "name": "Breath", + "description": "

The creature’s breath is a powerful weapon. On its turn, for the cost of 2 Advantage, it can activate its Breath as a Free Attack. Choose 1 target it can see within 20+Toughness Bonus yards. All characters within Strength Bonus yards of that target are struck, as are all characters between the creature and the target. Perform an Opposed Ballistic Skill/Dodge Test against all affected targets (the creature’s single roll opposed by each individual target). All targets that fail take Damage equal to the attack’s Rating. Further, if the Trait is marked with any of the following types in brackets, apply the associated rules.

\n

• Cold: Targets gain a Stunned Condition for every full 5 Wounds suffered (minimum of 1).

\n

• Corrosion: All Armor and Weapons carried by affected targets suffer 1 Damage.

\n

• Fire: Any Wounds caused ignore Armor Points. Targets gain an Ablaze Condition.

\n

• Electricity: Any Wounds caused ignore Armor Points. Targets gain a Stunned Condition.

\n

• Poison: Any Wounds caused ignore Armor Points. Targets gain a Poisoned Condition.

\n

• Smoke: The area fills with smoke, blocking Line of Sight for Toughness Bonus Rounds.

\n

The creature is immune to its own Breath. This attack is Magical.

" + }, + { + "id": "Brute", + "name": "Brute", + "description": "The creature is heavy and brutish. It receives –1 Movement, –10 Agility, and +10 Strength and Toughness. \r\r" + }, + { + "id": "Champion", + "name": "Champion", + "description": "The creature is an extraordinarily skilled warrior. If it wins an Opposed Test when defending in melee combat, it can cause Damage just as if it was the attacker. \r\r" + }, + { + "id": "Chill Grasp", + "name": "Chill Grasp", + "description": "

The creature’s touch chills its enemy’s souls. For the cost of 2 Advantage and its Action, it can attempt an Opposed Weapon Skill/Melee or Dodge Test. If it wins, its target loses 1d10 + SL Wounds with no modification for Toughness Bonus or Armor Points. This attack is Magical.

" + }, + { + "id": "Clever", + "name": "Clever", + "description": "The creature is particularly sharp-minded. It receives +20 Intelligence and +10 Initiative. \r\r" + }, + { + "id": "Cold Blooded", + "name": "Cold Blooded", + "description": "The creature is cold-blooded and slow to react. It can reverse all failed Willpower Tests. \r\r" + }, + { + "id": "Constrictor", + "name": "Constrictor", + "description": "The creature can squeeze and crush its prey. Any successful roll to hit gives the target an Entangled Condition. The creature may then enter a Grapple if it wishes.\r\r" + }, + { + "id": "Construct", + "name": "Construct", + "description": "
\n
\n
\n

The creature is a construct of magic, quite mindless, bound together with magical sinews. It has no Intelligence, Willpower, or Fellowship Characteristics, and need never Test them. If it has no wizard controlling it, or does not possess the Territorial Trait, it meanders mindlessly, following flows of ambient magic.

\n

 

\n

For the purposes of calculating its Wounds, it uses its Strength Bonus whenever Willpower Bonus is required. All its attacks are Magical.

\n
\n
\n
" + }, + { + "id": "Corrosive Blood", + "name": "Corrosive Blood", + "description": "The creature’s blood is corrosive. Every time it is Wounded, blood splashes free, and all targets Engaged with it take 1d10 Wounds modified by Toughness Bonus and Armor Points, to a minimum of 1 \r\r" + }, + { + "id": "Corruption", + "name": "Corruption", + "description": "The creature is tainted by Chaos, or perhaps suffused with Dark Magics. The Strength of the Corruption is marked in brackets." + }, + { + "id": "Cunning", + "name": "Cunning", + "description": "The creature is exceptionally cunning. It receives +10 Fellowship, Intelligence, and Initiative. \r\r" + }, + { + "id": "Daemonic", + "name": "Daemonic", + "description": "

The creature’s essence is raw magic, and unholy ichor pumps through what passes for its veins. Daemonic creatures do not require the normal prerequisites for life: food, water, air…

\n

All its attacks are Magical. Roll 1d10 after any blow is received, if the creature rolls the Target number or higher, the blow is ignored, even if it is a critical. Should the creature be reduced to 0 Wounds, its soul returns to the Realms of Chaos immediately, removing it from play.

" + }, + { + "id": "Dark Vision", + "name": "Dark Vision", + "description": "The creature can see in the dark as daylight. \r\r" + }, + { + "id": "Die Hard", + "name": "Die Hard", + "description": "

No matter how hard the creature is hit, it gets back up. All Critical Wounds not resulting in death can be healed; just attach the requisite body parts to the correct places, perhaps with staples or large spikes to hold them in place, and it’s good to go. Even ‘death’ may be ‘healed’ if the appropriate parts, such as a lost head, are attached to the body. If death occurs and all parts are in place, it may attempt a Challenging (+0) Endurance Test requiring an SL of 6 at the start of every round for Toughness Bonus Rounds after death. If a Test is successful, the creature chokes back to life with 1 Wound.

" + }, + { + "id": "Disease", + "name": "Disease", + "description": "The creature carries the disease listed. Others will have to Test as appropriate for Contraction" + }, + { + "id": "Distracting", + "name": "Distracting", + "description": "The creature distracts or confuse foes, possibly exuding a soporific musk or nauseating reek, or maybe its appearance is bizarrely horrifying. All living targets within a number of yards equal to its Toughness Bonus suffer a penalty of –20 to all Tests. A target can only suffer this penalty once, no matter how many Distracting foes there are. \r\r" + }, + { + "id": "Elite", + "name": "Elite", + "description": "The creature is a hard-nosed veteran. It receives +20 to Weapon Skill, Ballistic Skill, and Willpower. \r\r" + }, + { + "id": "Ethereal", + "name": "Ethereal", + "description": "The creature’s form is insubstantial, allowing it to pass through solid objects. It can only be harmed by Magical attacks. \r\r" + }, + { + "id": "Fast", + "name": "Fast", + "description": "The creature moves unexpectedly fast. It receives +1 Movement and +10 Agility. \r\r" + }, + { + "id": "Fear", + "name": "Fear", + "description": "

The creature causes supernatural Fear in other creatures, with a rating equal to its Rating.

\n

 

\n

The Fear trait represents an extreme aversion to something. Creatures that cause Fear have a Fear Rating; this value reflects the SL you are required to pass on an Extended Cool Test to overcome your Fear. You may continue to Test at the end of every round until your SL equals or surpasses the creature’s Fear rating. Until you do this, you are subject to Fear.

\n

 

\n

When subject to Fear, you suffer –1 SL on all Tests to affect the source of your fear. You may not move closer to whatever is causing Fear without passing a Challenging (+0) Cool Test. If it comes closer to you, you must pass a Challenging (+0) Cool Test, or gain a Broken Condition.

" + }, + { + "id": "Flight", + "name": "Flight", + "description": "

As the creature’s Move, it can fly up to Rating yards. When flying, it ignores all intervening terrain, obstacles, or characters. At the end of the move, it decides whether it has landed or is still flying. It can use this move to Charge. If it starts its turn flying, it must choose to Fly for its Move. If it cannot do this, the GM decides how far the creature falls.

\n

When targeting it, measure horizontal distance as normal, then increase range by 1 step. So, a Long Range shot would become Extreme Range, and if it was at Extreme Range it could not be shot at all.

\n

When flying, it suffers a penalty of –20 to all ranged combat attempts as it swoops and wheels in the sky

" + }, + { + "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.

\n

 

\n

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 Stunned or Unconscious condition. After your Frenzy is over you immediately receive a Fatigued condition.

" + }, + { + "id": "Fury", + "name": "Fury", + "description": "The creature can work itself into an all-consuming rage. It can spend all of its Advantage (minimum of 1) to become subject to Hatred to close combat opponents. If the creature has at least 3 Advantage, it may instead expend all of its Advantage to become subject to Frenzy.\r\r" + }, + { + "id": "Ghostly Howl", + "name": "Ghostly Howl", + "description": "The creature can emit a chilling howl, capable of killing those who hear it. On its turn the creature can spend all its Advantage (minimum of 2), to unleash a hideous scream as a Free Attack.\r\rAll living targets within a number of yards equal to the creature’s Initiative immediately gain 3 Deafened Conditions and suffer 1d10 Wounds ignoring Toughness Bonus and Armor Points. Those affected must also pass an Average (+20) Endurance test or gain a Broken Condition. \r\r" + }, + { + "id": "Hardy", + "name": "Hardy", + "description": "The creature can sustain more damage than most. Increase its Wounds by a number equal to its Toughness Bonus (applied before any Size modifers). \r\r" + }, + { + "id": "Hatred", + "name": "Hatred", + "description": "

You are consumed with Hatred for the Target, which is normally a group of people or creatures, such as ‘Hochlanders’, ‘Bog Octopuses’, or ‘Slavers’. You will never socially interact with someone or something you hate in this manner. On encountering the object of your Hatred, you must attempt a Psychology Test. If failed, you are subject to Hatred. At the end of every subsequent Round, you may attempt another Psychology Test to bring the Hatred to an end. If you do or not, the effects of Hatred naturally come to an end when all members of the specified group in your line of sight are dead or gone, or you gain the Unconscious condition. While subject to Hatred, you must immediately attempt to destroy the hated group by the fastest and most deadly means possible. You gain a bonus of +1 SL on all combat Tests against the specified group, and are immune to Fear and Intimidate (but not Terror) caused by your hated foe.

" + }, + { + "id": "Horns (Feature)", + "name": "Horns (Feature)", + "description": "The creature has horns or some other sharp appendage (if its Horns Trait represents a different feature it will be noted in brackets). When the creature gains an Advantage for Charging, it may make a Free Attack with its Horns, performed as normal, using Rating to calculate Damage (its Strength Bonus is already included)." + }, + { + "id": "Hungry", + "name": "Hungry", + "description": "The creature is always hungry for fresh meat. If it kills or incapacitates a living opponent (or encounters a fresh body), it must pass a Average (+20) Willpower Test or feast, losing its next Action and Move." + }, + { + "id": "Immunity", + "name": "Immunity", + "description": "The creature is completely immune to a certain type of Damage, such as poison, magic, or electricity. All Damage of that type, including from a Critical Wound, is ignored." + }, + { + "id": "Immunity to Psychology", + "name": "Immunity to Psychology", + "description": "

Whether brave, exceedingly stupid, or just caught up in the moment, the creature is utterly fearless. It ignores the Psychology rules.

" + }, + { + "id": "Infected", + "name": "Infected", + "description": "The creature, or its weapon, carries a nasty infection. If it causes a living opponent to lose Wounds, it must pass an Easy (+40) Endurance Test or contract a Festering Wound\r\r" + }, + { + "id": "Infestation", + "name": "Infestation", + "description": "The creature’s hide is infested with biting fleas or similar. All opponents suffer a penalty of –10 to hit it in melee combat as the parasites distract and overwhelm them \r\r" + }, + { + "id": "Leader", + "name": "Leader", + "description": "The creature is a practiced leader. It receives a bonus of +10 to Fellowship and Willpower. \r\rNote: this Trait cannot be taken by creatures with the Bestial Trait. \r\r" + }, + { + "id": "Magic Resistance", + "name": "Magic Resistance", + "description": "Magic has a reduced effect on the creature. The SL of any spell affecting it is reduced by the Rating given. So, Magic Resistance 2 would reduce the SL by 2. \r\r" + }, + { + "id": "Magical", + "name": "Magical", + "description": "The creature is wreathed in magic. All its attacks count as Magical, meaning it can harm creatures only susceptible to magical attacks. \r\r" + }, + { + "id": "Mental Corruption", + "name": "Mental Corruption", + "description": "The creature has Chaos on the mind. Roll on the Mental Corruption Table\r\r" + }, + { + "id": "Miracles", + "name": "Miracles", + "description": "The creature can enact Miracles; the relevant deity is indicated in brackets." + }, + { + "id": "Mutation", + "name": "Mutation", + "description": "The creature is ‘blessed’ with a Mutation. Roll on the Physical Corruption Table\r\r" + }, + { + "id": "Night Vision", + "name": "Night Vision", + "description": "

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.

" + }, + { + "id": "Painless", + "name": "Painless", + "description": "The creature feels no pain or can ignore it. All non-amputation penalties suffered from Critical Wounds are ignored, although Conditions are suffered as normal. \r\r" + }, + { + "id": "Petrifying Gaze", + "name": "Petrifying Gaze", + "description": "The creature’s gaze can turn flesh to stone. For its Action, it can spend all its Advantage to unleash its gaze (minimum of 1). The creature performs an Opposed Ballistic Skill/Initiative test, adding 1 SL per Advantage spent. Its opponent gains 1 Stunned status per 2 SL by which it wins. If it wins by at least 6 SL, its target is permanently turned to stone.\n \n If the target is a spellcaster, the test can be Opposed with Language (Magick) instead of Initiative as counter spells are cast." + }, + { + "id": "Prejudice", + "name": "Prejudice", + "description": "

You really dislike the Target, which is normally a group of people or creatures such as ‘Ostlanders’, ‘Elves’, or ‘Wizards’. You must attempt a Psychology Test whenever you encounter the group against which you are prejudiced. If you pass, you may frown a lot, but will otherwise act normally, only suffering a penalty of –10 to all Fellowship Tests towards that group. Should you fail you are subject to Prejudice. At the end of every subsequent Round, you may attempt another Psychology test to bring the Prejudice to an end. If you do not, the effects of Prejudice naturally come to an end when all members of the specified group in your line of sight are gone, or you gain the Stunned or Unconscious Condition, or you become subject to another Psychology.

\n

 

\n

When subject to Prejudice, you must immediately insult the target of your prejudice. Loudly.

" + }, + { + "id": "Ranged (Range)", + "name": "Ranged (Range)", + "description": "The creature has a ranged weapon. The weapon does Damage equal to the Rating and the range in yards is marked in brackets" + }, + { + "id": "Rear", + "name": "Rear", + "description": "For its Move, the creature may make a Stomp attack if it is larger than its opponent (see Size). \r\r" + }, + { + "id": "Regenerate", + "name": "Regenerate", + "description": "The creature is capable of healing at an extraordinary rate, even regrowing severed parts. At the start of each round, if it has more than 0 Wounds remaining, it will automatically regenerate 1d10 Wounds. If it has 0 Wounds remaining, it will regenerate a single Wound on a 1d10 roll of 8+. If it ever rolls a 10 for regenerating, it also fully regenerates a Critical Wound, losing all penalties and Conditions associated with it. Any Critical Wounds or Wounds caused by Fire may not be regenerated and should be recorded separately. \r\r" + }, + { + "id": "Size", + "name": "Size", + "description": "

This trait represents creatures whose size differ from the game standard (i.e. roughly human sized). There are seven steps of Size, ranging from Tiny to Monstrous.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

 Examples

\n
\n

Tiny

\n
\n

Butterfly, Mouse, Pigeon

\n
\n

Little

\n
\n

Cat, Hawk, Human Baby

\n
\n

Small

\n
\n

Giant Rat, Halfling, Human Child

\n
\n

Average

\n
\n

Dwarf, Elf, Human

\n
\n

Large

\n
\n

Horse, Ogre, Troll

\n
\n

Enormous

\n
\n

Griffon, Wyvern, Manticore

\n
\n

Monstrous

\n
\n

Dragon, Giant, Greater Daemon

\n
\n
\n

 

\n

Using Size

\n

 

\n

if you wish to use size to make a creature bigger — for example converting a giant spider to a gigantic spider — then increase Strength and Toughness by +10 and reduce Agility by –5 per step of size you increase the creature. Reverse this if you wish to make a creature smaller 

\n

 

\n

 

\n

Size Combat Modifers

\n

If larger:

\n\n\n

 

\n

If smaller:

\n

• It gains a bonus of +10 to hit.

\n

 

\n

Defending Against Big Creatures

\n

You suffer a penalty of –2 SL for each step larger your opponent is when using Melee to defend an Opposed Test. It is recommended to dodge a Giant swinging a tree, not parry it!

\n

 

\n

Ranged Attacks

\n

You gain a hefty bonus when shooting at larger targets, but for every +10 you receive, you subtract 1 from your damage. (Ex. +40 to hit Enormous, -4 Damage).

\n

 

\n

Fear and Terror

\n

If the creature is perceived to be aggressive, it causes Fear in any creature smaller than it, and Terror in any creature two or more steps smaller. The rating of the Fear or Terror equals the Size step difference. So, if the creature is Large, and its opponent is Small, it will cause Terror 2.

\n

 

\n

Moving in Combat

\n

A creature that is larger ignores the need to Disengage if it wishes to leave melee combat; instead, it brushes smaller combatants out of the way, moving where it wishes.

\n

 

\n

Opposed Strength

\n

During Opposed Strength Tests (and similar), if one creature is 2 or more size steps larger, it wins automatically. If one creature is 1 size step larger, the smaller creature must roll a Critical to contest the roll. If it does, SL are compared as normal. All other results mean the larger creature wins.

\n

 

\n

Stomp

\n

Creatures that are larger than their opponents may make one Stomp as a Free Attack, by spending 1 Advantage, as they kick downwards or otherwise bash smaller opponents out of the way. This attack has a Damage equal to their Strength Bonus +0, and uses Melee(Brawling).

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

Wounds

\n
\n

Tiny

\n
\n

1

\n
\n

Little

\n
\n

Toughness Bonus

\n
\n

Small

\n
\n

(2×Toughness Bonus) + Willpower Bonus

\n
\n

Average

\n
\n

Strength Bonus+(2×Toughness Bonus) + Willpower Bonus

\n
\n

Large

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×2

\n
\n

Enormous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×4

\n
\n

Monstrous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×8

\n
\n
" + }, + { + "id": "Skittish", + "name": "Skittish", + "description": "The creature is easily scared by magic or loud noises. If such occurs, it receives +3 Broken Conditions \r\r" + }, + { + "id": "Spellcaster", + "name": "Spellcaster", + "description": "The creature can cast spells; the specific Lore of Magic will be indicated in brackets." + }, + { + "id": "Stealthy", + "name": "Stealthy", + "description": "The creature is especially stealthy. It adds a number equal to its Agility Bonus to the SL of all Stealth Tests." + }, + { + "id": "Stride", + "name": "Stride", + "description": "

The creature has a long stride, perhaps because it is a quadruped or has especially long legs. Multiply Run Movement by 1.5 when Running. 

" + }, + { + "id": "Stupid", + "name": "Stupid", + "description": "While not entirely devoid of self-awareness (and so lacking the Bestial trait), the creature is stupid. If it is near any allies without the Stupid Trait, they guide it and nothing happens. Otherwise, it must pass an Easy (+40) Intelligence Test at the start of each round, or become very confused. Should this occur it will drool, perhaps sitting down or picking its nose, doing little of use, losing both its Move and Action for that Turn" + }, + { + "id": "Swamp-strider", + "name": "Swamp-strider", + "description": "The creature is at home in a swamp. It suffers no Movement penalties for moving through boggy ground. \r\r" + }, + { + "id": "Swarm", + "name": "Swarm", + "description": "

Swarms are large numbers of the same creature acting as one. The swarm counts as a single Creature that ignores the Psychology rules, and can ignore the Engaged rules when using its Move. If the Swarm successfully strikes an opponent it activates the Deathblow rule (even if it has not killed its opponent). All opponents Engaged with a Swarm automatically lose 1 Wound at the end of every Round as the Swarm overwhelms anything close. The Swarm has five times the Wounds of a normal example of the creature and gains +10 Weapon Skill. Any attempts to shoot the Swarm gain a bonus of +40 to hit. Swarms ignore all the Size Creature Trait rules

" + }, + { + "id": "Tail Attack", + "name": "Tail Attack", + "description": "The creature’s tail is capable of sweeping foes from their feet. \n \n On its turn, it may make a Free Attack by spending 1 Advantage. The Tail does Rating Damage, which includes its Strength Bonus already. Opponents with a smaller Size than the creature, that suffer any Wounds from the attack, also gain the Prone Condition." + }, + { + "id": "Territorial", + "name": "Territorial", + "description": "This creature is protective of a particular area or location. It will fight to the death to protect it and will not normally pursue enemies if they flee this area. \r\r" + }, + { + "id": "Terror", + "name": "Terror", + "description": "

Some creatures are so profoundly unsettling as to provoke a dire, bone-chilling terror in their foes. When you first encounter a creature causing Terror, make a Cool Test. If you pass, you suffer no further effects of Terror; if you fail, you receive a number of Broken conditions equal to the creature’s Terror Rating, plus the number of SL below 0.

\n

 

\n

After resolving the Psychology Test, the creature causes Fear, with a Fear Rating equal to its Terror Rating.

" + }, + { + "id": "Tongue Attack (Range)", + "name": "Tongue Attack (Range)", + "description": "

The creature’s prehensile tongue can wrap itself around prey, dragging it to a grisly end.

\n " + }, + { + "id": "Tough", + "name": "Tough", + "description": "The creature is more resistant to damage than normal, and unlikely to back down. It receives +10 Toughness and Willpower. \r\r" + }, + { + "id": "Tracker", + "name": "Tracker", + "description": "Trackers are adept at following their prey, generally through scent or hearing. They add SL equal to their Initiative Bonus to all Track Tests. \r\r" + }, + { + "id": "Trained", + "name": "Trained", + "description": "

This trait represents animals that have been trained through the Animal Training Skill. The skills the animal knows is marked in the brackets. Feel free to create your own trained skills.

\n

Broken: The animal is trained to ignore its Bestial trait. It receives 2d10 Fellowship.

\n

Drive: The animal is trained to pull a coach, cart, plough, buggy, or similar.

\n

Entertain: The animal is trained to entertain others. It adds a +10 bonus to appropriate Entertain, Perform, or Play Tests.

\n

Fetch: The animal is trained to fetch. This is normal reserved for Dogs and similar.

\n

Guard: The animal is trained to stay in one place or prowl around as a guard, granting it the Territorial Trait.

\n

Home: The animal is trained to return home if it is released or lost.

\n

Magic: The animal is trained to ignore Skittish when it comes to magic, which is required for most horses used by Wizards.

\n

Mount: The animal will accept a rider. Some creatures are especially belligerent, and will not accept a rider without the correct skill. So, to ride a Griffon, you need the Ride (Griffon) skill.

\n

War: The animal is trained for war, gaining +10 Weapon Skill. It can also ignore Skittish for loud noises.

" + }, + { + "id": "Undead", + "name": "Undead", + "description": "The Undead are neither living, nor dead, meaning they are not reliant on the usual prerequisites for life: air, food, water… This Trait most commonly come into use when spells, miracles, or other abilities affect Undead only. \r\r" + }, + { + "id": "Unstable", + "name": "Unstable", + "description": "

The creature’s corpus is maintained by foul magics that are inherently unstable in the material realm.

\n

Whenever it ends a round engaged with any opponent with higher Advantage, the creature is driven back, and the magics holding it together weaken. It loses as many Wounds as the difference between its Advantage, and the highest Advantage engaged with it.

\n

So, if the creature had 1 Advantage, and its opponent had 3, the creature would lose 2 Wounds. If the creature ever reach 0 Wounds, the magics holding it in place collapse, and it ‘dies’.

" + }, + { + "id": "Vampiric", + "name": "Vampiric", + "description": "The creature feeds on blood and draws great physical strength from this act. Whenever it performs a successful Bite attack against an appropriate opponent, it heals as many Wounds as its opponent loses. Drinking blood in this way is the only way it can heal. \r\r" + }, + { + "id": "Venom", + "name": "Venom", + "description": "The creature’s attacks are poisoned or envenomed. When it causes Wounds, its opponent gains a Poisoned Condition. If no Difficulty is marked to resist the Venom, it is assumed to be Challenging" + }, + { + "id": "Vomit", + "name": "Vomit", + "description": "

The creature can spew a stream of corrosive corruption, dowsing its opponents in foul, semi-digested filth.

\n" + }, + { + "id": "Wallcrawler", + "name": "Wallcrawler", + "description": "The creature can effortlessly scale vertical surfaces and even traverse ceilings, ready to drop on unwary prey. It moves at full Movement across any appropriate surface and automatically passes all Climb tests. \r\r" + }, + { + "id": "Ward", + "name": "Ward", + "description": "Perhaps because they are magical, wear a special talisman, or are just plain lucky, some blows just seem to miss. Roll 1d10 after any blow is received, if the creature rolls Rating or higher, the blow is ignored, even if it is a critical." + }, + { + "id": "Weapon", + "name": "Weapon", + "description": "The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)" + }, + { + "id": "Web", + "name": "Web", + "description": "

The creature can create webbing to trap unwary foes. Whenever it successfully hits, opponents gain 1 Entangled status, with a Strength of the Rating given.

\n

 

" + } + ] +} \ No newline at end of file diff --git a/compendium/wfrp4e.trappings.json b/compendium/wfrp4e.trappings.json new file mode 100644 index 0000000..929d51b --- /dev/null +++ b/compendium/wfrp4e.trappings.json @@ -0,0 +1,1193 @@ +{ + "label": "Trappings", + "entries": [ + { + "id": "Abacus", + "name": "Abacus" + }, + { + "id": "Ale, Keg", + "name": "Ale, Keg", + "description": "

Capacity 3 gallons. Empty kegs can be refilled for 18d

" + }, + { + "id": "Ale, pint", + "name": "Ale, pint" + }, + { + "id": "Amulet", + "name": "Amulet" + }, + { + "id": "Animal Trap", + "name": "Animal Trap", + "description": "

Used to catch game (see Gathering Food and Herbs)

" + }, + { + "id": "Antitoxin Kit", + "name": "Antitoxin Kit", + "description": "

Contains a small knife, herbs, and a jar of leeches. A successful Heal Test with an antitoxin kit removes all Poisoned Conditions. Treatment takes at least two Rounds.

" + }, + { + "id": "Arrow", + "name": "Arrow", + "description": "

edwed

" + }, + { + "id": "Backpack", + "name": "Backpack", + "description": "

Counts as ‘worn’ when strapped to your back. 

" + }, + { + "id": "Ball", + "name": "Ball" + }, + { + "id": "Bandage", + "name": "Bandage", + "description": "

A successful Heal or Dexterity Test removes +1 extra Bleeding Status.

" + }, + { + "id": "Barrel", + "name": "Barrel", + "description": "

Capacity: 32 gallons of liquid.

\n

 

" + }, + { + "id": "Bastard Sword", + "name": "Bastard Sword", + "description": "" + }, + { + "id": "Baton ", + "name": "Baton ", + "description": "" + }, + { + "id": "Bedroll ", + "name": "Bedroll ", + "description": "

Endurance Tests rolled to resist Cold Exposure gain a bonus of +20 when resting.

" + }, + { + "id": "Black Lotus", + "name": "Black Lotus", + "description": "

This deadly plant grows in Southland jungles and is used for blade venom. Victims who suffer at least 1 Wound from a sap-coated blade immediately take 2 Poisoned Conditions. Resisted with a Difficult (–10) Endurance Test.

" + }, + { + "id": "Blanket", + "name": "Blanket", + "description": "

Endurance Tests rolled to resist Cold Exposure gain a bonus of +20 when resting.

" + }, + { + "id": "Blunderbuss", + "name": "Blunderbuss", + "description": "" + }, + { + "id": "Boat Hook", + "name": "Boat Hook", + "description": "" + }, + { + "id": "Boiled Leather Breastplate", + "name": "Boiled Leather Breastplate", + "description": "" + }, + { + "id": "Bolas", + "name": "Bolas" + }, + { + "id": "Bolt", + "name": "Bolt", + "description": "" + }, + { + "id": "Bomb", + "name": "Bomb" + }, + { + "id": "Book, Apothecary", + "name": "Book, Apothecary", + "description": "

Apothecary books are usually hand-written. A basic apothecary book contains ingredient descriptions and diagrammed instructions for brewing processes. Formulas for Digestive Tonics, Healing Draughts, and Vitality Draughts are usually included (see Herbs and Draughts). Advanced texts contain formulas for more exotic draughts.

" + }, + { + "id": "Book, Art", + "name": "Book, Art", + "description": "

Plays, poems, and ballads or perhaps musical arrangements scribbled on loose parchment, Art books come in many forms. They also include treatises on perspective, form, and style, often written by famous painters or sculptors — such as Leonardo da Miragliano — for mass printing 

" + }, + { + "id": "Book, Cryptography", + "name": "Book, Cryptography", + "description": "

Where individual ciphers and encryption keys can be written on a single page or two, Cryptography books are often hand-scribed codices dealing with mathematics, numerology, and polyalphabetic encryption.

" + }, + { + "id": "Book, Engineer", + "name": "Book, Engineer", + "description": "

The majority of engineering books are press-printed. Engineering is an advanced science in the Empire, largely due to the Imperial Engineers’ School in Altdorf and the Dwarf Engineers’ Guild. Because of this, Engineering texts are often authored, co-authored, or edited by Dwarfs.

" + }, + { + "id": "Book, Law", + "name": "Book, Law", + "description": "

Laws vary considerably from one region to the next. Cities with printing presses compile legislation in bound volumes, whereas judges in smaller towns often rely on documents handwritten centuries ago. Law books used by travelling lawyers or judges often combine printed and written pages from different towns across the Empire, collated and bound together within the same cover

" + }, + { + "id": "Book, Magic", + "name": "Book, Magic", + "description": "

Spell grimoires are usually scribed by wizards, and their covers are often secured with locks. Sometimes grimoires are even protected by magical alarms or wards. Carrying a spell grimoire is punishable as heresy unless the owning wizard is licensed by the Colleges of Magic.

" + }, + { + "id": "Book, Medicine", + "name": "Book, Medicine", + "description": "

Medical texts can either be scribed or press-printed, depending on the authoring physician’s prestige. Illuminations are common, and usually include detailed autopsy drawings and procedural diagrams.

" + }, + { + "id": "Book, Religion", + "name": "Book, Religion", + "description": "

Religions books come in all forms in the Empire, a realm renowned for its religious observances. There is an eager market for the most popular texts, most of which are cheaply produced by printing presses.

" + }, + { + "id": "Boots", + "name": "Boots" + }, + { + "id": "Bow", + "name": "Bow" + }, + { + "id": "Bowl", + "name": "Bowl", + "description": "" + }, + { + "id": "Brass Penny", + "name": "Brass Penny", + "description": "" + }, + { + "id": "Broom", + "name": "Broom", + "description": "" + }, + { + "id": "Bucket", + "name": "Bucket", + "description": "" + }, + { + "id": "Bugman’s XXXXXX Ale, pint ", + "name": "Bugman’s XXXXXX Ale, pint ", + "description": "

Merchants travel across the Old World to purchase this potent Dwarfen ale from the famous brewery founded by Josef Bugman. Bugman’s Ale is distributed to most major cities. One mug of Bugman’s counts as 4 mugs of normal ale for intoxication purposes (see @Item[Consume Alcohol]), and grants immunity to Fear Tests for 1d10 hours.

" + }, + { + "id": "Bullet and Powder", + "name": "Bullet and Powder", + "description": "" + }, + { + "id": "Candle", + "name": "Candle", + "description": "

Provides illumination for 10 yards when lit.

" + }, + { + "id": "Canvas Tarp", + "name": "Canvas Tarp", + "description": "" + }, + { + "id": "Cart", + "name": "Cart", + "description": "

One driver and one draft animal required.

" + }, + { + "id": "Cask", + "name": "Cask", + "description": "

Capacity: 10 gallons of liquid.

\n

 

" + }, + { + "id": "Cavalry Hammer", + "name": "Cavalry Hammer", + "description": "" + }, + { + "id": "Chalk", + "name": "Chalk", + "description": "" + }, + { + "id": "Charcoal stick", + "name": "Charcoal stick", + "description": "" + }, + { + "id": "Chicken", + "name": "Chicken" + }, + { + "id": "Chisel", + "name": "Chisel", + "description": "" + }, + { + "id": "Cloak", + "name": "Cloak", + "description": "

Protects wearer against the elements. 

" + }, + { + "id": "Clothing", + "name": "Clothing", + "description": "" + }, + { + "id": "Coach", + "name": "Coach", + "description": "

Two drivers and four horses are standard.

" + }, + { + "id": "Coat", + "name": "Coat", + "description": "

Protects wearer against the elements and extreme cold; without a good coat or similar, you will receive penalties to resist Cold Exposure

" + }, + { + "id": "Comb", + "name": "Comb", + "description": "" + }, + { + "id": "Cooking Pot", + "name": "Cooking Pot", + "description": "" + }, + { + "id": "Coracle", + "name": "Coracle", + "description": "

Coracles are small, lightweight boats that accommodate one person and can be carried easily. They are made from leather or bark stretched over a wood frame, and rowed with a single oar.

" + }, + { + "id": "Courtly Garb ", + "name": "Courtly Garb ", + "description": "

Nobles’ garb features embellishments such as lace cuffs & collars, excessive high-quality fabric and pointed shoes. Servants also wear courtly garb to banquets and ceremonies, although their surcoats and corsets are less ostentatious than the nobles’ fashions and can therefore be purchased at half price. 

" + }, + { + "id": "Crossbow", + "name": "Crossbow", + "description": "" + }, + { + "id": "Crossbow Pistol", + "name": "Crossbow Pistol" + }, + { + "id": "Cup", + "name": "Cup", + "description": "" + }, + { + "id": "Cutlery", + "name": "Cutlery", + "description": "" + }, + { + "id": "Dagger", + "name": "Dagger" + }, + { + "id": "Dart", + "name": "Dart" + }, + { + "id": "Davrich Lamp", + "name": "Davrich Lamp", + "description": "

A safety lamp emitting the light of a candle, first developed for Reikland’s mines by Master Engineer Davrich Stephansson. It flares brightly in ‘firedamp’ (explosive gasses); after 1d10 rounds of exposure to the lamp the firedamp will explode. It is wise to withdraw before this happens.

" + }, + { + "id": "Deck of Cards", + "name": "Deck of Cards", + "description": "" + }, + { + "id": "Destrier", + "name": "Destrier", + "description": "

Horse trained for war.

" + }, + { + "id": "Dice", + "name": "Dice", + "description": "" + }, + { + "id": "Digestive Tonic", + "name": "Digestive Tonic", + "description": "

Provides +20 to recovery Tests from stomach ailments such as the Galloping Trots or The Bloody Flux

" + }, + { + "id": "Disguise Kit", + "name": "Disguise Kit", + "description": "

Contains enough props for four disguises (e.g. wigs and make-up) and also materials for changing your appearance used by those with the Entertain (Acting) Skill (e.g. wax, fake blood, and prosthetics).

" + }, + { + "id": "Dog collar and lead", + "name": "Dog collar and lead" + }, + { + "id": "Doll", + "name": "Doll", + "description": "" + }, + { + "id": "Draught Horse", + "name": "Draught Horse", + "description": "

Horse trained for war.

" + }, + { + "id": "Ear Pick", + "name": "Ear Pick", + "description": "" + }, + { + "id": "Earth Root", + "name": "Earth Root", + "description": "

This herb is ingested to negate the effects of Buboes caused by the Black Plague (though the swellings are still significant). Further, gain a bonus of +10 on all Tests concerning the disease. Dose: 1 per day.

" + }, + { + "id": "Elf Arrow", + "name": "Elf Arrow", + "description": "" + }, + { + "id": "Elf Bow", + "name": "Elf Bow" + }, + { + "id": "Engineering Marvel", + "name": "Engineering Marvel", + "description": "

Only for the exceedingly rich, you commission a work of art from one of the Engineers’ Guilds, allowing you to completely ignore the loss of an ear, hand, arm, or leg, as steam hisses and machinery clicks in place of blood and muscle. Should you ever receive a Critical Wound to the marvel, it automatically breaks down, and needs to be taken back for costly repair (at least 10% of the base cost, depending upon the nature of the Critical Wound received).

" + }, + { + "id": "Eye patch", + "name": "Eye patch", + "description": "

Often decorated, an eye patch is used to cover scarred eye sockets.

" + }, + { + "id": "Face Powder", + "name": "Face Powder", + "description": "" + }, + { + "id": "False Eye", + "name": "False Eye", + "description": "

Particularly popular amongst the rich who prefer not to wear cruder eye-patches, false eyes come in many forms, from wooden to polished glass.

" + }, + { + "id": "False Leg", + "name": "False Leg", + "description": "

 

\n

A False Leg (or just a False Foot, for half price), allows you to ignore 1 point of Movement loss due to the missing body part. Further, for 100 XP you can regain the last point of Movement Loss as you train yourself to use your new body part, and for 200 XP you relearn how to use Dodge again. This all requires you not to lose your False Leg, though.

\n

 

\n

 

" + }, + { + "id": "Faxtoryll", + "name": "Faxtoryll", + "description": "

When smeared on a wound, poultices made from this herbal coagulant remove all Bleeding Conditions without a Heal Test. Dose: 1 per Critical Wound.

" + }, + { + "id": "Fish Hooks", + "name": "Fish Hooks", + "description": "

Can be used to catch fish (see Gathering Food and Herbs)

" + }, + { + "id": "Flail", + "name": "Flail" + }, + { + "id": "Flask", + "name": "Flask", + "description": "

Capacity: 1 pint of liquid.

\n

 

" + }, + { + "id": "Flask of Spirits", + "name": "Flask of Spirits" + }, + { + "id": "Floor Brush", + "name": "Floor Brush", + "description": "" + }, + { + "id": "Foil", + "name": "Foil" + }, + { + "id": "Food, groceries/day", + "name": "Food, groceries/day", + "description": "" + }, + { + "id": "Gavel", + "name": "Gavel", + "description": "" + }, + { + "id": "Gilded Nose", + "name": "Gilded Nose", + "description": "

Though most are made of wood or ceramic, the term gilded nose is widely used regardless. You can ignore the Fellowship loss for having no nose.

" + }, + { + "id": "Gloves", + "name": "Gloves", + "description": "" + }, + { + "id": "Gold Crown", + "name": "Gold Crown", + "description": "" + }, + { + "id": "Grain Flail", + "name": "Grain Flail" + }, + { + "id": "Grappling Hook", + "name": "Grappling Hook", + "description": "

Coupled with a rope, allows unscalable surfaces to be climbed.

" + }, + { + "id": "Great Axe", + "name": "Great Axe" + }, + { + "id": "Guild License", + "name": "Guild License", + "description": "

Guild licenses are usually printed on single sheets of parchment, stamped with an official seal, and signed by the local guild master. Guild licenses are not purchased; instead, they are granted to guild members according to each guild’s traditions and laws.

" + }, + { + "id": "Halberd", + "name": "Halberd" + }, + { + "id": "Hammer", + "name": "Hammer", + "description": "" + }, + { + "id": "Hand Mirror", + "name": "Hand Mirror", + "description": "" + }, + { + "id": "Hand Weapon", + "name": "Hand Weapon", + "description": "" + }, + { + "id": "Handgun", + "name": "Handgun", + "description": "" + }, + { + "id": "Hat", + "name": "Hat", + "description": "

Fine quality hats are status symbols in the Empire’s towns and cities. The more flamboyant the hat, the better.

" + }, + { + "id": "Healing Draught", + "name": "Healing Draught", + "description": "

If you have more than 0 Wounds, recover Toughness Bonus Wounds immediately. Dose: 1 per encounter.

" + }, + { + "id": "Healing Poultice", + "name": "Healing Poultice", + "description": "

This foul-smelling medicinal wrap is made from animal dung and urine combined with any number of common herbs such as Sigmafoil, Tarrabeth, and Valerian. You do not suffer any Minor Infections from a Critical Wound treated with a Healing Poultice.

" + }, + { + "id": "Heartkill", + "name": "Heartkill", + "description": "

Combining the venoms from an Amphisbaena (a rare, two-headed serpent) and a Jabberslythe produces an odorless, colorless poison. When ingested, the deadly mixture inflicts 4 Poisoned Conditions. Resisted with a Difficult (–10) Endurance Test.

" + }, + { + "id": "Heavy Crossbow", + "name": "Heavy Crossbow" + }, + { + "id": "Hochland Long Rifle", + "name": "Hochland Long Rifle", + "description": "" + }, + { + "id": "Hoe", + "name": "Hoe", + "description": "" + }, + { + "id": "Homing Pigeon", + "name": "Homing Pigeon" + }, + { + "id": "Hood", + "name": "Hood", + "description": "" + }, + { + "id": "Hook", + "name": "Hook", + "description": "

You have a hook strapped where you used to have a hand. A surprisingly nimble tool once you are used to it, you can buy back the –20 penalty on all Tests involving two hands for 100 XP per 5 you subtract from the penalty, removing the penalty completely for 400 XP. Append: In Close Combat, a Hook counts as a Dagger

" + }, + { + "id": "Hunting Dog", + "name": "Hunting Dog" + }, + { + "id": "Improvised Shot and Powder", + "name": "Improvised Shot and Powder", + "description": "" + }, + { + "id": "Improvised Weapon", + "name": "Improvised Weapon", + "description": "" + }, + { + "id": "Incendiary", + "name": "Incendiary" + }, + { + "id": "Instrument", + "name": "Instrument", + "description": "

Various instruments are included in this category. The standard price and encumbrance reflects medium-sized instruments (e.g. mandolin, coach horn, small drum). Small instruments are half the price and 0 Encumbrance points (e.g. flute, recorder, tambourine). Larger instruments are double the price and 2 Encumbrance points (e.g. harp, lute, large drum).

" + }, + { + "id": "Javelin", + "name": "Javelin" + }, + { + "id": "Jewellry", + "name": "Jewellry", + "description": "

Prices vary by craftsmanship, metal type, and gem value. As a general guideline, common rings without any gemstones cost 10 coins equal to their metal type (i.e. brass, silver or gold) whereas necklaces cost 20 coins of the same metal type

" + }, + { + "id": "Jug", + "name": "Jug", + "description": "

Capacity: 1 gallon of liquid.

\n

 

" + }, + { + "id": "Key", + "name": "Key", + "description": "" + }, + { + "id": "Knife", + "name": "Knife" + }, + { + "id": "Knife", + "name": "Knife", + "description": "" + }, + { + "id": "Knuckledusters", + "name": "Knuckledusters" + }, + { + "id": "Lamp Oil", + "name": "Lamp Oil", + "description": "

Contains enough fuel for 4 hours of standard use, or 8 hours of low flame equivalent to a candle.

" + }, + { + "id": "Lance", + "name": "Lance", + "description": "" + }, + { + "id": "Lantern", + "name": "Lantern", + "description": "

Provides illumination for 20 yards.

" + }, + { + "id": "Lasso", + "name": "Lasso" + }, + { + "id": "Lead Bullet", + "name": "Lead Bullet", + "description": "" + }, + { + "id": "Leaflet", + "name": "Leaflet" + }, + { + "id": "Leather Jack", + "name": "Leather Jack" + }, + { + "id": "Leather Jerkin", + "name": "Leather Jerkin" + }, + { + "id": "Leather Leggings", + "name": "Leather Leggings" + }, + { + "id": "Leather Skullcap", + "name": "Leather Skullcap" + }, + { + "id": "Legal Document", + "name": "Legal Document", + "description": "

A simple legal document such as a will, IOU or letter of intent.

" + }, + { + "id": "Light Warhorse", + "name": "Light Warhorse", + "description": "

Horse trained for war.

" + }, + { + "id": "Lock Picks", + "name": "Lock Picks", + "description": "

An assortment of small, variously-shaped tools needed to use the Pick Lock Skill without penalty. 

" + }, + { + "id": "Longbow", + "name": "Longbow" + }, + { + "id": "Mad Cap Mushrooms", + "name": "Mad Cap Mushrooms", + "description": "

These hallucinogenic mushrooms are eaten by Goblin fanatics before battle. They induce a berserker rage, adding +10 Strength, +4 Wounds, and the Frenzy Talent. When the effect wears off, the user loses 1d10 Wounds. Non-Greenskins must also pass a Challenging (+0) Endurance Test or contract a Minor Infection. Duration: Active when chewed plus an additional 2d10 minutes.

" + }, + { + "id": "Mail Chausses", + "name": "Mail Chausses" + }, + { + "id": "Mail Coat", + "name": "Mail Coat" + }, + { + "id": "Mail Coif", + "name": "Mail Coif" + }, + { + "id": "Mail Shirt", + "name": "Mail Shirt" + }, + { + "id": "Main Gauche", + "name": "Main Gauche" + }, + { + "id": "Manacles", + "name": "Manacles", + "description": "

Prisoners trying to break out of manacles suffer 1 Wound and must pass a Very Hard (-30) Strength Test.

" + }, + { + "id": "Mandrake Root", + "name": "Mandrake Root", + "description": "

This highly-addictive deliriant grows under gallows, and is chewed to keep an unquiet mind still. Users must pass a Willpower Test every Round to perform an Action or a Move (choose one); further, Movement is halved. However, Cool Tests receive a bonus of +20. Duration: Active when chewed plus an additional 1d10×10 minutes.

" + }, + { + "id": "Map", + "name": "Map" + }, + { + "id": "Mask", + "name": "Mask", + "description": "" + }, + { + "id": "Match", + "name": "Match", + "description": "" + }, + { + "id": "Meal, inn", + "name": "Meal, inn", + "description": "" + }, + { + "id": "Military Flail", + "name": "Military Flail" + }, + { + "id": "Monkey", + "name": "Monkey", + "description": "

Horse trained for war.

" + }, + { + "id": "Moonflower", + "name": "Moonflower", + "description": "

This tranquilizer is a dried moss which grows only on leaves in the Laurelorn forest. Elves use Moonflower to treat Black Plague, granting a bonus of +30 to any associated Tests for Elves to resist the disease, otherwise it has no effect on their species. Others can inhale vapors from boiling the moss and if they fail a Very Hard (–30) Willpower Test will gain an Unconscious Condition; if passed, they receive a bonus of +20 to Cool Tests and gain a Fatigued Condition. Moonflower is used by the most expensive Physicians as an anesthetic. Duration: 1d10+5 hours.

" + }, + { + "id": "Mop", + "name": "Mop", + "description": "" + }, + { + "id": "Mule", + "name": "Mule", + "description": "

Horse trained for war.

" + }, + { + "id": "Nails ", + "name": "Nails ", + "description": "" + }, + { + "id": "Nightshade", + "name": "Nightshade", + "description": "

Consuming this herb causes the victim to fall into a deep sleep after 2-3 hours, unless an Endurance Test is passed. A Nightshade slumber lasts 1d10+4 hours. Dose: 1 per person.

" + }, + { + "id": "Open Plate Helm", + "name": "Open Plate Helm" + }, + { + "id": "Paint Brush", + "name": "Paint Brush", + "description": "" + }, + { + "id": "Pan", + "name": "Pan", + "description": "" + }, + { + "id": "Parchment/sheet", + "name": "Parchment/sheet" + }, + { + "id": "Perfume", + "name": "Perfume", + "description": "" + }, + { + "id": "Pestle & Mortar", + "name": "Pestle & Mortar", + "description": "" + }, + { + "id": "Pewter Stein", + "name": "Pewter Stein", + "description": "

Beer mug/tankard made of pewter

\n

 

" + }, + { + "id": "Pick", + "name": "Pick", + "description": "" + }, + { + "id": "Pick", + "name": "Pick", + "description": "" + }, + { + "id": "Pike", + "name": "Pike" + }, + { + "id": "Pins", + "name": "Pins", + "description": "" + }, + { + "id": "Pipe and Tobacco", + "name": "Pipe and Tobacco", + "description": "" + }, + { + "id": "Pistol", + "name": "Pistol", + "description": "" + }, + { + "id": "Placard", + "name": "Placard", + "description": "" + }, + { + "id": "Plate", + "name": "Plate", + "description": "" + }, + { + "id": "Plate Bracers", + "name": "Plate Bracers" + }, + { + "id": "Plate Breastplate", + "name": "Plate Breastplate" + }, + { + "id": "Plate Helm", + "name": "Plate Helm" + }, + { + "id": "Plate Leggings", + "name": "Plate Leggings" + }, + { + "id": "Pole (3 yards)", + "name": "Pole (3 yards)", + "description": "

A long pole used for barging; counts as an @Item[Improvised Weapon]

" + }, + { + "id": "Pony", + "name": "Pony", + "description": "

Horse trained for war.

" + }, + { + "id": "Pouch", + "name": "Pouch", + "description": "" + }, + { + "id": "Quarterstaff", + "name": "Quarterstaff" + }, + { + "id": "Quill Pen", + "name": "Quill Pen", + "description": "" + }, + { + "id": "Rags", + "name": "Rags", + "description": "" + }, + { + "id": "Rake", + "name": "Rake", + "description": "" + }, + { + "id": "Ranald's Delight", + "name": "Ranald's Delight", + "description": "

This highly-addictive stimulant is a synthetic compound made from sulphur, mercury and other elements. Inhaling the powder provides a bonus of +1 to Movement, and +10 to WS, S, T, and Agi. Tis last for 3 hours, after which the user suffers a penalty of –2 Movement and –20 on Weapon Skill, Strength, Toughness, and Agility. Duration: 1 day.

" + }, + { + "id": "Rapier", + "name": "Rapier", + "description": "" + }, + { + "id": "Rations, 1 day", + "name": "Rations, 1 day", + "description": "" + }, + { + "id": "Reading Lens", + "name": "Reading Lens", + "description": "

Glass lenses with handles provide a +20 bonus to Read/Write Tests for deciphering tiny or unintelligible writing. Perception Tests to search for fine details such as secret doors or compartments also receive a +20 bonus

" + }, + { + "id": "Religious Symbol", + "name": "Religious Symbol", + "description": "" + }, + { + "id": "Repeater Handgun", + "name": "Repeater Handgun", + "description": "" + }, + { + "id": "Repeater Pistol", + "name": "Repeater Pistol", + "description": "" + }, + { + "id": "Riding Horse", + "name": "Riding Horse", + "description": "

Horse trained for war.

" + }, + { + "id": "River Barge", + "name": "River Barge", + "description": "

Three crew are standard.

" + }, + { + "id": "Robes", + "name": "Robes", + "description": "" + }, + { + "id": "Rock", + "name": "Rock" + }, + { + "id": "Room, common/night", + "name": "Room, common/night", + "description": "

Guests sleeping in common rooms should be wary of thieves.

" + }, + { + "id": "Room, private/night", + "name": "Room, private/night", + "description": "

Accommodates 2 guests. Large rooms cost double the price and accommodate 4 guests.

" + }, + { + "id": "Rope, 10 yards", + "name": "Rope, 10 yards", + "description": "" + }, + { + "id": "Row Boat", + "name": "Row Boat", + "description": "

One rower is standard.

" + }, + { + "id": "Sack", + "name": "Sack", + "description": "

Requires 1 hand to carry.

" + }, + { + "id": "Sack, Large", + "name": "Sack, Large", + "description": "

Requires 1 hand to carry (or 2 hands if full).

" + }, + { + "id": "Saddle and Harness", + "name": "Saddle and Harness" + }, + { + "id": "Saddlebags", + "name": "Saddlebags", + "description": "

Requires 1 hand to carry (or 2 hands if full).

" + }, + { + "id": "Salwort", + "name": "Salwort", + "description": "

When held under someone’s nose, the aroma from a crushed sprig of this herb removes 1 Stunned Condition. Dose: 1 per encounter.

" + }, + { + "id": "Saw", + "name": "Saw", + "description": "" + }, + { + "id": "Scepter", + "name": "Scepter", + "description": "

The highest-ranking legal officials carry scepters to indicate their status.

" + }, + { + "id": "Scroll Case", + "name": "Scroll Case", + "description": "

Counts as ‘worn’ when slung over your shoulder.

" + }, + { + "id": "Shield", + "name": "Shield" + }, + { + "id": "Shield (Buckler)", + "name": "Shield (Buckler)" + }, + { + "id": "Shield (Large)", + "name": "Shield (Large)" + }, + { + "id": "Shoes", + "name": "Shoes", + "description": "" + }, + { + "id": "Shortbow", + "name": "Shortbow" + }, + { + "id": "Sickle", + "name": "Sickle", + "description": "" + }, + { + "id": "Signet Ring", + "name": "Signet Ring", + "description": "

 

\n

Gold rings with engraved stamps are worn by nobles and guild officials, who use them to imprint heraldry or insignia into sealing wax.

\n

 

\n

 

" + }, + { + "id": "Silver Shilling", + "name": "Silver Shilling", + "description": "" + }, + { + "id": "Sling", + "name": "Sling" + }, + { + "id": "Sling Bag", + "name": "Sling Bag", + "description": "

Counts as ‘worn’ when slung over your shoulder.

" + }, + { + "id": "Small shot and Powder", + "name": "Small shot and Powder", + "description": "" + }, + { + "id": "Spade", + "name": "Spade", + "description": "" + }, + { + "id": "Spear", + "name": "Spear", + "description": "" + }, + { + "id": "Spike", + "name": "Spike", + "description": "" + }, + { + "id": "Spirits, pint", + "name": "Spirits, pint" + }, + { + "id": "Spit", + "name": "Spit", + "description": "

Extracted from Chameleoleeches found in the marshes of the Empire, this extraordinarily powerful hallucinogen brings visions of something deeply desired, such as a lost lover, a dead friend, or a missing child. Called Spit on the streets, it’s popular with those lost to despair. Upon exposure, you must pass a Very Hard (–30) Toughness Test or be lost to a fully real fantasy, which is a matter for the GM to handle. Duration: 1d10 minutes.

" + }, + { + "id": "Stables/night", + "name": "Stables/night" + }, + { + "id": "Staff Sling", + "name": "Staff Sling" + }, + { + "id": "Stamp, engraved", + "name": "Stamp, engraved", + "description": "" + }, + { + "id": "Stone Bullet", + "name": "Stone Bullet", + "description": "" + }, + { + "id": "Storm Lantern", + "name": "Storm Lantern", + "description": "

Shutters protect the flame from wind, and also enable the light to be directed in a 90° arc or darkened altogether. Provides illumination for 20 yards, or 30 when targeted.

" + }, + { + "id": "Swordbreaker", + "name": "Swordbreaker" + }, + { + "id": "Tattoo", + "name": "Tattoo", + "description": "" + }, + { + "id": "Telescope", + "name": "Telescope", + "description": "" + }, + { + "id": "Tent", + "name": "Tent", + "description": "" + }, + { + "id": "Throwing Axe", + "name": "Throwing Axe" + }, + { + "id": "Throwing Knife", + "name": "Throwing Knife" + }, + { + "id": "Tinderbox", + "name": "Tinderbox", + "description": "" + }, + { + "id": "Tongs, steel", + "name": "Tongs, steel", + "description": "" + }, + { + "id": "Trade Tools (Type)", + "name": "Trade Tools (Type)", + "description": "

Apothecary: Tools include pestle and mortar, spoons, jars, and weights and scales. Workshops also include oil burners and shelves full of ingredients.

\n

 

\n

Artisan: The potential range of tools used by Artisans is wide.

\n

Sample packages include:

\n\n\n\n

 

\n

Other Artisans include: Armorer, Bowyer, Brewer, Candlemaker, Calligrapher, Cartographer, Cobbler, Cook, Cooper, Embalmer, Gem Cutter, Glassblower, Goldsmith, Gunsmith, Jeweler, Leatherworker, Mason, Painter, Potter, Shipwright, Stoneworker, Tailor, Tanner, Vintner, Weaver, Weaponsmith and Woodcarver.

\n

 

\n

Artist: Brushes and paints, hammer and chisels, rasps and files, and scrapers. Workshops also include easels or pedestals and supplies of canvas, parchment, vellum, wood, clay or uncut stone.

\n

Engineer: Hourglass, measuring rod, fuse cord, drafting compass, and T-square. Workshops also include pulleys, ropes, and drafting tables.

\n

Herbalist: Pestle and mortar, small knives, pruning shears, and gloves. Workshops also include drying racks, strainers, funnels, bowls, and jars.

\n

Navigator: Quadrant, astrolabe, charts and compasses, hourglass, and sounding line.

\n

Physician: Needles and sutures, bandages, scalpel, vinegar, forceps, and a speculum. Workshops also include anatomical drawings, assorted implements, and a surgery table. 

" + }, + { + "id": "Tweezers", + "name": "Tweezers", + "description": "" + }, + { + "id": "Unarmed", + "name": "Unarmed" + }, + { + "id": "Uniform", + "name": "Uniform", + "description": "" + }, + { + "id": "Vitality Draught", + "name": "Vitality Draught", + "description": "

Drinking this draught instantly removes all Fatigued Conditions.

" + }, + { + "id": "Wagon", + "name": "Wagon", + "description": "

One driver and two horses are standard .

" + }, + { + "id": "Walking Cane", + "name": "Walking Cane", + "description": "

Polished wooden canes with metal caps are status symbols amongst wealthier townsfolk.

" + }, + { + "id": "Warhammer", + "name": "Warhammer", + "description": "" + }, + { + "id": "Waterskin", + "name": "Waterskin", + "description": "

Counts as ‘worn’ when slung over your shoulder.

" + }, + { + "id": "Weirdroot", + "name": "Weirdroot", + "description": "

One of the most common street-drugs in the Empire, Weirdroot is chewed, bringing a sense of euphoria and pleasant hallucinations, which some suggest may be connected to the Winds of Magic. The drug gives a +10 bonus to Toughness and Willpower Tests, but a penalty of –10 to Agility, Initiative, and Intelligence Tests. Duration: Active when chewed plus an additional 1d10×10 minutes.

" + }, + { + "id": "Whip", + "name": "Whip" + }, + { + "id": "Wine & Spirits, drink", + "name": "Wine & Spirits, drink" + }, + { + "id": "Wine, bottle", + "name": "Wine, bottle" + }, + { + "id": "Wooden Teeth", + "name": "Wooden Teeth", + "description": "

False Teeth are often beautifully carved and painted, and sometimes a significant improvement to the originals. You ignore all penalties for loss of teeth.

" + }, + { + "id": "Workshop (Type)", + "name": "Workshop (Type)", + "description": "

Apothecary: Tools include pestle and mortar, spoons, jars, and weights and scales. Workshops also include oil burners and shelves full of ingredients.

\n

 

\n

Artisan: The potential range of tools used by Artisans is wide.

\n

Sample packages include:

\n\n\n\n

 

\n

Other Artisans include: Armorer, Bowyer, Brewer, Candlemaker, Calligrapher, Cartographer, Cobbler, Cook, Cooper, Embalmer, Gem Cutter, Glassblower, Goldsmith, Gunsmith, Jeweler, Leatherworker, Mason, Painter, Potter, Shipwright, Stoneworker, Tailor, Tanner, Vintner, Weaver, Weaponsmith and Woodcarver.

\n

 

\n

Artist: Brushes and paints, hammer and chisels, rasps and files, and scrapers. Workshops also include easels or pedestals and supplies of canvas, parchment, vellum, wood, clay or uncut stone.

\n

Engineer: Hourglass, measuring rod, fuse cord, drafting compass, and T-square. Workshops also include pulleys, ropes, and drafting tables.

\n

Herbalist: Pestle and mortar, small knives, pruning shears, and gloves. Workshops also include drying racks, strainers, funnels, bowls, and jars.

\n

Navigator: Quadrant, astrolabe, charts and compasses, hourglass, and sounding line.

\n

Physician: Needles and sutures, bandages, scalpel, vinegar, forceps, and a speculum. Workshops also include anatomical drawings, assorted implements, and a surgery table. 

" + }, + { + "id": "Worms", + "name": "Worms" + }, + { + "id": "Writing Kit", + "name": "Writing Kit", + "description": "" + }, + { + "id": "Zweihander", + "name": "Zweihander", + "description": "" + } + ] +} \ No newline at end of file