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49 changed files with 4247 additions and 1083 deletions

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@ -73,6 +73,7 @@ Pour info, il existe énormément de cas particuliers dans le système de règle
* various modules and fixes -> Ashburry77
* various modules and fixes -> Bimkiz
* contributions au code et améliorations -> Pallando
* traduction/révision des items de MsR -> MAD (Discord)
## Feedback

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@ -256,7 +256,7 @@ const __check_fix_wrong_modules = (chatFlag, patchFinished) => {
});
if (game.user.isGM && patchFinished) {
ChatMessage.create({
content: "<div>Les modules WFRP4E ont été <strong>patchés avec succés</strong>. Vous pouvez y aller et que <strong>Shallya vous garde !</strong></div>Nouveautés 6.3.X: <ul><li>Ajout des clés pour le système 6.3 (LeRatier)</li><li>Révision et ajouts de nombreuses traductions du LdB (Ashbury77)</li><li>Traduction des items de Middenheim (Bimkiz)</li><li>Traduction des éléments pour les avantages de groupe (Up In Arms, LeRatier)</li><li>Traduction des sorts manquants en Sorcellerie, etc (LeRatier)</li></ul>",
content: "<div>Les modules WFRP4E ont été <strong>patchés avec succés</strong>. Vous pouvez y aller et que <strong>Shallya vous garde !</strong></div><div>Derniers changements : correction pour acteurs de RNHD et ajout des traductions des items de Aventures à Ubesreik 1 (François Cheminade)</div></ul>",
user: game.user.id,
whisper: ChatMessage.getWhisperRecipients("GM")
});
@ -264,7 +264,7 @@ const __check_fix_wrong_modules = (chatFlag, patchFinished) => {
}
const __history = [
"Nouveautés 6.2.23: <ul><li>Traduction des items du Starter Set (Ashbury77)</li><li>Traduction des items du d'Archives of the Empire (Bimkiz)</li></ul>"
"Nouveautés 7.0.28: <ul><li>Traduction des items du Starter Set (Ashbury77)</li><li>Traduction des items du d'Archives of the Empire (Bimkiz)</li></ul>"
]
/************************************************************************************/
@ -318,7 +318,12 @@ const __add_actors_translation = () => {
if (lang == "fr") {
let pack_array = [];
for (let metadata of game.packs) {
if (!game.babele.isTranslated(metadata) && metadata.collection != "wfrp4e-core.actors" && metadata.collection != "wfrp4e-core.bestiary" && metadata.documentName === 'Actor') {
if (!game.babele.isTranslated(metadata) &&
metadata.collection != "wfrp4e-core.actors" &&
metadata.collection != "wfrp4e-core.bestiary" &&
metadata.collection != "wfrp4e-ua1.actors" &&
metadata.collection != "wfrp4e-rnhd.actors" &&
metadata.documentName === 'Actor') {
//console.log("REPLACE PACK : ", metadata);
let translations = {
"label": metadata.name,
@ -337,9 +342,7 @@ const __add_actors_translation = () => {
"path": "system.details",
"converter": "npc_details"
}
},
"entries": [
]
}
}
//console.log(metadata, translations)
game.babele.packs.set(metadata.metadata.id, new TranslatedCompendium(metadata.metadata, translations))

9
compendium/tracking.md Normal file
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@ -0,0 +1,9 @@
Fini :
F Cheminade -> Items UA1 -> DONE
En cours :
Highcrown -> Acteurs Ennemi Ombre (27/03/24 :en cours)
KeylaKhaine -> Acteurs Mort sur le Reik (27/03/24 :en cours)
Faytoto -> acteurs UA1
Dwim -> RNHD actors

View File

@ -1,221 +0,0 @@
{
"label": "GWMWG - Armes étendues",
"mapping": {
"special": "data.special.value",
"qualities": {
"path": "data.qualities.value",
"converter": "trapping_qualities_flaws"
},
"flaws": {
"path": "data.flaws.value",
"converter": "trapping_qualities_flaws"
}
},
"entries": [
{
"id": "Arming Sword",
"name": "Epée d'armement",
"description": "<p>Arme de Chevalerie</p>"
},
{
"id": "Backsword",
"name": "Backsword",
"description": "<p>Arme de Chevalerie</p>"
},
{
"id": "Bardiche",
"name": "Bardiche",
"description": "<p>Arme de Chevalerie</p>"
},
{
"id": "Basket-hilt Sword",
"name": "Epée à panier",
"description": "<p>Arme de Chevalerie</p>"
},
{
"id": "Battleaxe",
"name": "Hache de Bataille",
"description": "<p>Arme de Chevalerie</p>"
},
{
"id": "Bear Spear",
"name": "Lance à Ours",
"description": "<p>Outil pouvant servir d'arme</p>"
},
{
"id": "Bec de Corbin",
"name": "Bec de Corbin",
"description": "<p>Arme de Chevalerie</p>"
},
{
"id": "Club",
"name": "Club",
"description": "<p>Arme des bas-fonds</p>"
},
{
"id": "Crowbar",
"name": "Pied de Biche",
"description": "<p>Arme des bas-fonds</p>"
},
{
"id": "Cutlass",
"name": "Coutelas",
"description": "<p>Arme de roturier</p>"
},
{
"id": "Dirk",
"name": "Dirk",
"description": "<p>Arme de roturier</p>"
},
{
"id": "Estoc",
"name": "Estoc",
"description": ""
},
{
"id": "Falchion",
"name": "Fauchon",
"description": "<p>Arme de roturier</p>"
},
{
"id": "Hatchet",
"name": "Hachette",
"description": "<p>Outil pouvant servir d'arme</p>"
},
{
"id": "Heater Shield",
"name": "Heater Shield",
"description": "<p>Arme de Chevalerie</p>"
},
{
"id": "Heavy Lance",
"name": "Lance Lourde",
"description": "<p>Arme de Chevalerie</p>"
},
{
"id": "Horseman's Pick",
"name": "Pique de Cavalerie",
"description": "<p>Arme de Chevalerie</p>"
},
{
"id": "Katzbalger",
"name": "Katzbalger",
"description": "<p>Arme de Chevalerie</p>"
},
{
"id": "Light Lance",
"name": "Lance Légère",
"description": "<p>Arme de Chevalerie</p>"
},
{
"id": "Longsword",
"name": "Epée Longue",
"description": "<p>Arme de Chevalerie</p>"
},
{
"id": "Lucerne",
"name": "Lucerne",
"description": "<p>Arme de Chevalerie</p>"
},
{
"id": "Mace",
"name": "Masse",
"description": "<p>Arme de Chevalerie</p>"
},
{
"id": "Mallet",
"name": "Maillet",
"description": "<p>Outil pouvant servir d'arme</p>"
},
{
"id": "Marienburg Hammer",
"name": "Marteau de Marienburg",
"description": ""
},
{
"id": "Maul",
"name": "Maul",
"description": "<p>Arme de Chevalerie</p>"
},
{
"id": "Misericorde",
"name": "Misericorde",
"description": "<p>Arme de Chevalerie</p>"
},
{
"id": "Morgenstern",
"name": "Morgenstern",
"description": "<p>Arme de Chevalerien</p>"
},
{
"id": "Pickaxe",
"name": "Pioche",
"description": "<p>Outil pouvant servir d'arme</p>"
},
{
"id": "Pitch Fork",
"name": "Fourche",
"description": "<p>Outil pouvant servir d'arme</p>"
},
{
"id": "Pollaxe",
"name": "Hache Longue",
"description": "<p>Arme de Chevalerie</p>"
},
{
"id": "Rondel Dagger",
"name": "Dague à Rouelles",
"description": "<p>Arme de roturier</p>"
},
{
"id": "Sabre",
"name": "Sabre",
"description": "<p>Arme de Chevalerie</p>"
},
{
"id": "Scythe",
"name": "Faux",
"description": "<p>Outil pouvant servir d'arme</p>"
},
{
"id": "Shield (Kite)",
"name": "Bouclier (Losange)",
"description": "<p>Arme de Chevalerie</p>"
},
{
"id": "Shield (Round)",
"name": "Bouclier (Rond)",
"description": "<p>Arme de Chevalerie</p>"
},
{
"id": "Side-Sword",
"name": "Spada",
"description": "<p>Arme de roturier</p>"
},
{
"id": "Stiletto",
"name": "Stiletto",
"description": "<p>Arme de roturier</p>"
},
{
"id": "Trident Dagger",
"name": "Dague trident",
"description": "<p>Arme de roturier</p>"
},
{
"id": "Voulge",
"name": "Voulge",
"description": "<p>Arme de Chevalerie</p>"
},
{
"id": "War Scythe",
"name": "Faux de Guerre",
"description": "<p>Arme de Chevalerie</p>"
},
{
"id": "Woodcutter's Axe",
"name": "Hache de Bucheron",
"description": "<p>Outil pouvant servir d'arme</p>"
}
]
}

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@ -0,0 +1,68 @@
{
"label": "Acteurs (Archives Vol. I)",
"mapping": {
"description": "system.details.biography.value",
"items": {
"path": "items",
"converter": "bestiary_traits"
},
"characteristics": {
"path": "system.characteristics",
"converter": "npc_characteristics"
}
},
"entries": {
"Alrik Skagsson": {
"name": "Alrik Skagsson",
"description": ""
},
"Belliquotious Bella Lowhaven IV": {
"name": "Belliquotious Bella Lowhaven IV",
"description": ""
},
"Gurniksson Hammerback": {
"name": "Gurniksson Hammerback",
"description": ""
},
"Karstin Largsdottir": {
"name": "Karstin Largsdottir",
"description": ""
},
"Luitpoldstrasse Louis Lostpockets": {
"name": "Luitpoldstrasse Louis Lostpockets",
"description": ""
},
"Misodoctakleidist Doc Ashfield": {
"name": "Misodoctakleidist Doc Ashfield",
"description": ""
},
"Ragni Thorisson": {
"name": "Ragni Thorisson",
"description": ""
},
"Spoondrift Spoony Skelfsider": {
"name": "Spoondrift Spoony Skelfsider",
"description": ""
},
"Suffonsification Suffy Rumster LVI": {
"name": "Suffonsification Suffy Rumster LVI",
"description": ""
},
"Thelonius Hardcastle Monkenbridge Thorncobble XII": {
"name": "Thelonius Hardcastle Monkenbridge Thorncobble XII",
"description": ""
},
"Thomasina Tina Brambledown": {
"name": "Thomasina Tina Brambledown",
"description": ""
},
"Thyk Hurgarsson": {
"name": "Thyk Hurgarsson",
"description": ""
},
"Volund Sliverscar": {
"name": "Volund Sliverscar",
"description": ""
}
}
}

View File

@ -0,0 +1,723 @@
{
"label": "Acteurs (Mort sur le Reik)",
"folder": {
"Adventure": "Aventure",
"Companion": "Compagnon"
},
"mapping": {
"description": "system.details.biography.value",
"items": {
"path": "items",
"converter": "bestiary_traits"
},
"characteristics": {
"path": "system.characteristics",
"converter": "npc_characteristics"
}
},
"entries": {
"Wet Wilgryn Augenlos": {
"name": "Wet Wilgryn Augenlos",
"description": ""
},
"Adalia Eisen": {
"name": "Adalia Eisen",
"description": ""
},
"Agrin Losburg": {
"name": "Agrin Losburg",
"description": ""
},
"Alex Eisen": {
"name": "Alex Eisen",
"description": ""
},
"Amoeba": {
"name": "Amoeba",
"description": "<section id=\"secret-cP1riWGLryoZUWmR\" class=\"secret\"><p>Amoebae are simple, single-celled creatures that resemble formless slime or jelly. They either creep slowly or, for speedier movement, extend pseudopods that can reach up to half their length. They feed on organic material, allowing metals and minerals to pass through them. They are inexorable and without mind, simply existing to move and absorb food, whether this be leaves, dead animals, fungus or sleeping adventurers. Amoebae are drawn to warmth, which they associate with sustenance, but shy away from extremes of temperature that can damage their cell membrane. They are otherwise without senses.</p></section>"
},
"Armchair General": {
"name": "Armchair General",
"description": ""
},
"Astrit": {
"name": "Astrit",
"description": ""
},
"August Hauser": {
"name": "August Hauser",
"description": ""
},
"Avaloi Winesong": {
"name": "Avaloi Winesong",
"description": ""
},
"Aynjulls Isembeard": {
"name": "Aynjulls Isembeard",
"description": ""
},
"Bathilda Fischer": {
"name": "Bathilda Fischer",
"description": ""
},
"Beak-Face Mutant": {
"name": "Beak-Face Mutant",
"description": "<section id=\"secret-KTnBeO4kmaA9K3J3\" class=\"secret\"><h3>The Boat Attackers</h3>\n<p>Rightly or wrongly, the Empire&rsquo;s population of mutants are shunned from society. While some simply seek to hide themselves away,&nbsp; many turn to violence &mdash; either to survive, or to punish the society that abandoned them.</p></section>"
},
"Beastman Gor": {
"name": "Beastman Gor",
"description": ""
},
"Bella Hornwhistler": {
"name": "Bella Hornwhistler",
"description": ""
},
"Bernhardt Dampfer": {
"name": "Bernhardt Dampfer",
"description": ""
},
"Big Eared Mutant": {
"name": "Big Eared Mutant",
"description": ""
},
"Birdfolk": {
"name": "Birdfolk",
"description": "<section id=\"secret-W9wJBoXMxiaV1mjR\" class=\"secret\"><p>Each one of the birdfolk has a hooked beak, clawed feet, and feathered wings. Although their bodies and faces remain human, they are covered in bright feathers. Some look like thrushes, some canaries, some parrots, and so on. Their size also varies, and a few are of human proportions, but most are the size of a Halfling.</p>\n<p>The birdfolk can speak a sort of pidgin Reikspiel, and are quite happy in their not-so-gilded cage.&nbsp;</p></section>"
},
"Boris Landsmaan": {
"name": "Boris Landsmaan",
"description": ""
},
"Brother Martin": {
"name": "Brother Martin",
"description": ""
},
"Brother Rolf": {
"name": "Brother Rolf",
"description": ""
},
"Brunhilde Gratten": {
"name": "Brunhilde Gratten",
"description": "<section id=\"secret-IthW8NXhyOF2oSHc\" class=\"secret\"><p>A hundred and twenty years ago, Brunhilde was a scout for Dagmar von Wittgenstein&rsquo;s expedition to find the warpstone meteorite. After finding what he sought, Dagmar murdered his whole party, stabbing Brunhilde repeatedly while she slept and burying the rest alive in the nearby cavern.</p>\n<p>Since then Brunhilde has haunted the area around @UUID[Scene.yP2ara84Sj86X6ZE]{The Devil's Bowl}, yearning for a proper burial for herself and her companions. She will tell the tale of Dagmar&rsquo;s betrayal &mdash; of how he led them into the lush hills to find a meteorite that he calculated had landed here, and of how he changed when he found it, becoming first secretive and then murderous.</p></section>"
},
"Brutagh The Mutant": {
"name": "Brutagh The Mutant",
"description": "<section id=\"secret-UDfy4VHdmznJkPWx\" class=\"secret\"><p>Brutagh was once a woodcutter, but thanks to prolonged exposure to warpstone, little of his humanity remains. He is now completely insane, apart from rare moments of lucidity when he becomes melancholic, his eyes fill with tears, and he rambles about his life in the forest. Most of the time, though, he prowls the caves, venturing out only to find food. Until he attacks, Brutagh should never be fully visible: he should remain a shadowy, indistinct figure, only ever glimpsed briefly. Brutagh&rsquo;s body, arms and head are covered in a hard, green carapace that confers 2 AP to these areas. He has an extremely long neck that he can snake around corners. Suckers on his hands and feet allow him to cling to passage roofs and walls.</p></section>"
},
"Cannibal": {
"name": "Cannibal",
"description": "<section id=\"secret-S8fJcXs6guFNZhvT\" class=\"secret\"><p>These unfortunates have suffered terribly under the experiments arranged by @UUID[Actor.fmUd7AtbJckbiWo6]{Lady Margritte} and administered by @UUID[Actor.vgazeY44kVGP4tmW]{Jean Rousseaux}. Each Beggar already has 4 Corruption points, and you should make one or two rolls on the @Table[mutatephys]{table} to determine what mutations they bear. Even brief physical contact counts as a @Corruption[minor]{Minor Exposure to Corruption}.</p></section>"
},
"Carlo": {
"name": "Carlo",
"description": ""
},
"Castle Servant": {
"name": "Castle Servant",
"description": ""
},
"Chaotic Corpse": {
"name": "Chaotic Corpse",
"description": ""
},
"Chaotic Organ": {
"name": "Chaotic Organ",
"description": ""
},
"Corrobreth The Priest": {
"name": "Corrobreth The Priest",
"description": ""
},
"Crakatz": {
"name": "Crakatz",
"description": ""
},
"Crot Scaback": {
"name": "Crot Scaback",
"description": "<section id=\"secret-SnWbX38Yl5WdbruZ\" class=\"secret\"><h3>The Skaven</h3>\n<p>Crot and his followers have been drawn to this area by the traces of warpstone that remain here. Their instincts tell them that a large piece of warpstone was here, but has been removed. They have been watching the adventurers since they arrived, and when they enter the caves, the Skaven see a chance to capture and question them.</p>\n<h3>Crot Scaback &ndash; Skaven Champion</h3>\n<p>Crot stands 6 ft tall &mdash; huge for a Skaven &mdash; and is covered in dirty grey fur. He has a prehensile tail that he can use to attack in any direction. He is cunning and utterly ruthless. Crot speaks Reikspiel in a very clipped, squeaky fashion, repeating some words in pairs and running others together.</p></section>"
},
"Dederick Ritter": {
"name": "Dederick Ritter",
"description": ""
},
"Dumpling Hayfoot": {
"name": "Dumpling Hayfoot",
"description": ""
},
"Durak Dimholt": {
"name": "Durak Dimholt",
"description": ""
},
"Dwarf Engineer": {
"name": "Dwarf Engineer",
"description": ""
},
"Dwarf Gambler": {
"name": "Dwarf Gambler",
"description": ""
},
"Dwarf Miner": {
"name": "Dwarf Miner",
"description": ""
},
"Eberhardt Kleingeld": {
"name": "Eberhardt Kleingeld",
"description": ""
},
"Edgar The Pike Ebrecht": {
"name": "Edgar The Pike Ebrecht",
"description": ""
},
"Elderly Duchess": {
"name": "Elderly Duchess",
"description": ""
},
"Elias Answell": {
"name": "Elias Answell",
"description": ""
},
"Ella Greendale": {
"name": "Ella Greendale",
"description": ""
},
"Elvyra Kleinestun": {
"name": "Elvyra Kleinestun",
"description": ""
},
"Emaciated Mutant": {
"name": "Emaciated Mutant",
"description": ""
},
"Emelia Luneburg": {
"name": "Emelia Luneburg",
"description": ""
},
"Ernst Heidlemann": {
"name": "Ernst Heidlemann",
"description": ""
},
"Etelka Herzen": {
"name": "Etelka Herzen",
"description": ""
},
"Eusapia Balacañon": {
"name": "Eusapia Balacañon",
"description": ""
},
"Experienced Broker": {
"name": "Experienced Broker",
"description": ""
},
"Father Marcus": {
"name": "Father Marcus",
"description": ""
},
"Fishing Skiff": {
"name": "Fishing Skiff"
},
"Frida Bismarck": {
"name": "Frida Bismarck",
"description": ""
},
"Fritz Carhingar": {
"name": "Fritz Carhingar",
"description": ""
},
"Fritz Carhingar (Alternative)": {
"name": "Fritz Carhingar (Alternative)",
"description": ""
},
"Frontier Commander": {
"name": "Frontier Commander",
"description": ""
},
"Furio": {
"name": "Furio",
"description": ""
},
"Furry Mutant": {
"name": "Furry Mutant",
"description": "<section id=\"secret-BDMNV5YziLL8CCP8\" class=\"secret\"><h3>The Boat Attackers</h3>\n<p>Rightly or wrongly, the Empire&rsquo;s population of mutants are shunned from society. While some simply seek to hide themselves away,&nbsp; many turn to violence &mdash; either to survive, or to punish the society that abandoned them.</p></section>"
},
"Georg Hegel": {
"name": "Georg Hegel",
"description": "<section id=\"secret-6zp1yCZhw6WvJwOy\" class=\"secret\"><p>Hegel was Captain of the Guard before his unfortunate death three months ago. He has not been allowed to rest in peace, however, for @UUID[Actor.fmUd7AtbJckbiWo6]{Lady Margritte} (who does not entirely trust @UUID[Actor.OF35NiRpF5Nmbl2z]{Lieutenant Doppler}) reanimated Hegel using magic and a sprinkling of warpstone dust. Now Hegel is little more than a skeleton rattling around inside his armour, but he is absolutely loyal to Lady Margritte, knowing that his continued existence relies on her powers.</p></section>"
},
"Gertrud Schützenberger": {
"name": "Gertrud Schützenberger",
"description": ""
},
"Ghoul Champion": {
"name": "Ghoul Champion",
"description": "<section id=\"secret-RhcC6ezsP5kBBW6Y\" class=\"secret\"><p>One of the Wizard Dagmar's final experiments, this unfortunate creature has guarded its long dead creator&rsquo;s home for centuries. Preserved by foul sorcery and the occasional foolhardy rat, the Ghoul is ravenous for a more substantial meal.</p></section>"
},
"Giant Bat (Wittgenstein)": {
"name": "Giant Bat (Wittgenstein)",
"description": ""
},
"Giant Leech": {
"name": "Giant Leech",
"description": "<section id=\"secret-soues5H5jG4AaR7D\" class=\"secret\"><p>Giant Leeches hunt in marshes and near rivers, and typically grow to between one and three feet in length. They can detect vibrations, heat, and light with sensory organs on their heads. They are aggressively predatory when not satiated.</p><p>The Analgesic Saliva of a Giant Leech may be harvested (carefully) from a living specimen. Turned into a @UUID[JournalEntry.JhZ4qkEf569rEcsY.JournalEntryPage.uxIVUGe1gSkqbo8m#poultices]{Poultice} it grants +1 SL to any Heal Test made to treat a critical wound.</p><h3>Chameleoleeches</h3><p>Chameleoleeches have glands near their heads that secrete a powerful @UUID[Compendium.wfrp4e-dotr.items.rYgOZSGFwF3a7GBu]{Hallucinogen}. This only affects sentient mammals, who are plagued by hallucinations of their greatest desires. Some find these delusions addictive.</p><h3>Tree Leeches</h3><p>These creatures have the @UUID[Compendium.wfrp4e-core.items.sJ3yX1kvzu2hgNq5]{Amphibious} and @UUID[Compendium.wfrp4e-core.items.rOV2s6PQBBrhpMOv]{Arboreal} Traits rather than Aquatic. They conceal themselves among the hanging vines and foliage of wetlands areas, waiting to drop onto a passing source of body heat.</p></section>"
},
"Giant Rat (Wittgenstein)": {
"name": "Giant Rat (Wittgenstein)",
"description": ""
},
"Goat Mutant": {
"name": "Goat Mutant",
"description": ""
},
"Goblin of the Twisted Maw": {
"name": "Goblin of the Twisted Maw",
"description": "<section id=\"secret-xfkWtUGxWwA951zv\" class=\"secret\"><p>The Goblins of the Twisted Maw are originally from @UUID[Compendium.wfrp4e-core.journals.ozE2DMCMK64eE5pD.JournalEntryPage.w0YfGxsBuLoODCgc]{The Grey Mountains}, but this group left the tribe a few years ago rather than submit to a dominant tribe of orcs. Ever since, they have been hiding in the forest, competing with mutants and Beastmen for food and territory.</p>\n<p>They regard @UUID[Actor.wXB3Bam0z0kp45Ht]{Etelka Herzen} with mixed feelings: contempt because she is a Human, fear because of her magical powers, and jealousy because of her house and possessions, and her freedom to do as she pleases. In her absence, they have been exploring her house and enjoying themselves in the surrounds.</p></section>"
},
"Gorim Greathammer": {
"name": "Gorim Greathammer",
"description": ""
},
"Graf Orlok": {
"name": "Graf Orlok",
"description": "<section id=\"secret-DvwR5uOGJ7rv0KDW\" class=\"secret\"><p>Though not himself a relic of the Time of Three Emperors, &lsquo;Graf &rsquo; Orlok, as he styles himself, claims a noble lineage dating far beyond his own 257 years and to that time of strife and war in the Empire. Orlok has left behind the trappings of his unlife in the mountains - a crumbling castle, a handful of bumbling servants, and the quotidian fears of rural peasants - in hope of finding new stimulation to relieve the boredom of his long, long years. Should the Character&rsquo;s happen to disturb Orlok by night he will prove a fearsome foe indeed, though promises of a suitably entertaining distraction or willing service might stay his fangs for a little while. Still, the graf is a creature of animal need, and before long he will seek blood from any suitable source.</p></section>"
},
"Great Wolf": {
"name": "Great Wolf",
"description": ""
},
"Green Furred Mutant": {
"name": "Green Furred Mutant",
"description": ""
},
"Grissenwald Villager": {
"name": "Grissenwald Villager",
"description": ""
},
"Grugor Lustig": {
"name": "Grugor Lustig",
"description": ""
},
"Grundar (Castle Wittgenstein)": {
"name": "Grundar (Castle Wittgenstein)",
"description": ""
},
"Guard Sergeant": {
"name": "Guard Sergeant",
"description": ""
},
"Gurda": {
"name": "Gurda",
"description": ""
},
"Gutbag Stoat Throttler": {
"name": "Gutbag Stoat Throttler",
"description": "<section id=\"secret-DnalCwXe7Rj2ey8I\" class=\"secret\"><h3>Goblin Leader</h3>\n<p>A little (very little) brighter than the average Goblin, Gutbag has been inspired by his acquaintance with @UUID[Actor.wXB3Bam0z0kp45Ht]{Etelka Herzen}, and has decided to become a wizard himself. He has no idea how to achieve this, but until he has a better idea he is copying her in as many ways as he can, even wearing her clothes, jewellery, and perfume. One of these strange habits must surely be the source of her power, after all.</p>\n<p>Gutbag presents a comical sight. He wears a red ball gown of Etelka&rsquo;s that is at least two feet too long for him, and it drags on the ground and constantly threatens to trip him. His head is adorned with a glittering tiara. When confronting the adventurers, he waves his arms theatrically, chanting gibberish at the top of his voice. When nothing happens after a Round of chanting, he shrugs fatalistically, draws his sword, and charges.</p>\n<p>If things go badly he will try to flee, begging for mercy if caught and blaming his actions on the society that raised him. &lsquo;<em>We wus forced inta this ya know! We wus a nice &lsquo;n&rsquo; peaceful tribe, nevva did any &rsquo;arm, didn&rsquo;t caws no trubble. But we wus picked on and forced outta da mountains by erm... trolls. Yeah! Big trolls it wus... Hey, if ya let us go, I wun&rsquo; caws no more trubble.&rsquo;</em></p></section>"
},
"Hannes (Fellow Travellers)": {
"name": "Hannes (Fellow Travellers)",
"description": ""
},
"Hans (Fellow Travellers)": {
"name": "Hans (Fellow Travellers)",
"description": ""
},
"Hans Sauber": {
"name": "Hans Sauber",
"description": ""
},
"Hans Vollrat": {
"name": "Hans Vollrat",
"description": ""
},
"Hans-Peter Schiller": {
"name": "Hans-Peter Schiller",
"description": ""
},
"Hanse": {
"name": "Hanse",
"description": ""
},
"Harold": {
"name": "Harold",
"description": ""
},
"Heironymous Blitzen": {
"name": "Heironymous Blitzen",
"description": ""
},
"Herbert Marcuse": {
"name": "Herbert Marcuse",
"description": ""
},
"Hilda Eysenck": {
"name": "Hilda Eysenck",
"description": ""
},
"Hilma Bootschlecht": {
"name": "Hilma Bootschlecht",
"description": ""
},
"Ingrid von Wittgenstein": {
"name": "Ingrid von Wittgenstein",
"description": ""
},
"Jean Rousseaux": {
"name": "Jean Rousseaux",
"description": ""
},
"Johanna Schnee": {
"name": "Johanna Schnee",
"description": ""
},
"Josef Quartjin": {
"name": "Josef Quartjin",
"description": ""
},
"Karl Dampfer": {
"name": "Karl Dampfer",
"description": ""
},
"Kidnappers": {
"name": "Kidnappers",
"description": ""
},
"Kitchen Staff": {
"name": "Kitchen Staff",
"description": ""
},
"Klaus": {
"name": "Klaus",
"description": ""
},
"Klaus Jager": {
"name": "Klaus Jager",
"description": ""
},
"Kratz, Sergeant Of The Guard": {
"name": "Kratz, Sergeant Of The Guard",
"description": ""
},
"Krazold Ironhand": {
"name": "Krazold Ironhand",
"description": ""
},
"Kurt Kutzmann": {
"name": "Kurt Kutzmann",
"description": ""
},
"Kurt von Wittgenstein": {
"name": "Kurt von Wittgenstein",
"description": ""
},
"Lady Margritte von Wittgenstein": {
"name": "Lady Margritte von Wittgenstein",
"description": ""
},
"Large Barge": {
"name": "Large Barge"
},
"Lashworm": {
"name": "Lashworm",
"description": "<section id=\"secret-1rOJ9Ock2dDMMLA2\" class=\"secret\"><p>Lashworms are small, carnivorous creatures that live in fissures, which they disguise with debris, leaving only a hair-like &lsquo;trigger&rsquo; outside. A <strong>Hard (-20) Perception</strong> Test is required to see the Lashworm&rsquo;s lair, and a <strong>Difficult (-10) Lore (Beasts)</strong> Test is required to identify it as the lair of a Lashworm. This test may be modified at your discretion if the Character has encountered Lashworms before.</p>\n<p>When the &lsquo;trigger&rsquo; senses any movement within 5 yd, a thin, saw-toothed organ whips out, grasping a shred of its victim&rsquo;s flesh, then retracting into the crevice almost instantly. Characters must make a <strong>Difficult (-10) Cool</strong> Test or gain a @Condition[Surprised] condition. The Lashworm will spend the next 4 hours digesting this meal, and will not attack again in that time.</p>\n<p>Lashworms are incredibly fast, and always attack first, even if their target is aware of their presence.</p></section>"
},
"Lesser Daemon Of Slaanesh": {
"name": "Lesser Daemon Of Slaanesh",
"description": "<section id=\"secret-bXT7Ofi8A30n1YJF\" class=\"secret\"><p>The Daemonette is 5 ft tall, and has white skin with deep-green, saucer-like eyes. Its face and figure resemble those of a Human woman, except that its arms end in powerful, crab-like claws.</p>\n<p>It will try to distract the adventurers with conversation as it edges close enough to cast @UUID[Compendium.wfrp4e-core.items.2fBaYkBsPZzxNSNj]{Acquiescence}. It asks why the adventurers are not dancing, or pleasuring themselves in some other way. Why do they look so unhappy? If attacked, the Daemonette will fight, taking great pleasure in the battle so long as it appears to be winning. The Daemonette has no wish to have its soul thrown back to the Realm of Chaos in shame, and will vanish in a puff of pink smoke if reduced to 5 Wounds or less.</p></section>"
},
"Liza Sauber": {
"name": "Liza Sauber",
"description": ""
},
"Ludwig von Wittgenstein": {
"name": "Ludwig von Wittgenstein",
"description": ""
},
"Luigi Belladonna": {
"name": "Luigi Belladonna",
"description": ""
},
"Matthias Blucher": {
"name": "Matthias Blucher",
"description": ""
},
"Maw": {
"name": "Maw",
"description": "<section id=\"secret-cHaXidHk2av2Uy4z\" class=\"secret\"><p>The maw gapes wide, revealing bright-green teeth and an interior filled with a sickly green ichor. Characters who have been dragged 6 yd will be within biting range: roll to hit as normal. Any Character reduced to 0 Wounds is swallowed in the following Round.</p></section>"
},
"Max Wagner": {
"name": "Max Wagner",
"description": ""
},
"Maximillian Max Berryhill": {
"name": "Maximillian Max Berryhill",
"description": ""
},
"Maximillian Schnippmesser": {
"name": "Maximillian Schnippmesser",
"description": ""
},
"Mia Answell": {
"name": "Mia Answell",
"description": ""
},
"Monstrous Leech": {
"name": "Monstrous Leech",
"description": ""
},
"Mutant Bees": {
"name": "Mutant Bees",
"description": ""
},
"Mutant Cat": {
"name": "Mutant Cat",
"description": "<section id=\"secret-ThIEPyHKc4njAEVj\" class=\"secret\"><p>The cats vary greatly, but each has at least one visible mutation. Some have long ears or long tails, some are strangely coloured (bright blue, red and yellow stripes), others have human-like hands, or long fangs, or multiple limbs or eyes. You should feel free to describe any kind of mutation that comes to mind. These cats have been thoroughly spoilt by Lady Ingrid. The other residents of the castle try to avoid them, as they can be quite vicious. The creatures are dreaded by the servants of the castle, whom they have been known to attack, and more than one of the beasts has developed a taste for blood that goes beyond mice and small birds.</p></section>"
},
"Naiad": {
"name": "Naiad",
"description": "<section id=\"secret-eZyHOpVSvglk3jpp\" class=\"secret\"><p>Naiads are beautiful and elusive nature spirits that inhabit some rivers of the Old World. They usually appear as slender, elfin-looking women with pale, blue-tinged flesh and white or blue hair and eyes &mdash; but they are natural shapeshifters and can assume a terrifying war-form. Naiads prefer seclusion and defend their territory ferociously from perceived threats. They are inscrutable creatures, with deep passions that are quick to rise without warning.</p></section>"
},
"Oarsmen": {
"name": "Oarsmen",
"description": ""
},
"Organ Tentacles": {
"name": "Organ Tentacles",
"description": "<section id=\"secret-r3Ycr5jS44EZG0r1\" class=\"secret\"><p>A tentacle can only be severed by damage of 6 Wounds or more, delivered in a single blow by an edged weapon. All other damage is instantly regenerated.</p></section>"
},
"Otto Boormann": {
"name": "Otto Boormann",
"description": ""
},
"Otto Gerber": {
"name": "Otto Gerber",
"description": ""
},
"Outlaw": {
"name": "Outlaw",
"description": ""
},
"Patrol Boat": {
"name": "Patrol Boat"
},
"Pig Headed Mutant": {
"name": "Pig Headed Mutant",
"description": ""
},
"Purple Hand Cultist": {
"name": "Purple Hand Cultist",
"description": "<section id=\"secret-8Qf89e4zroWHmtNo\" class=\"secret\"><p>All the Purple Hand cultists have some item of clothing that is purple: a tunic, cloak, belt, or something else. After three or four cultist encounters, begin making secret <strong>Challenging (+0) Intelligence</strong> Tests for the adventurers to spot this purple theme. Also, every cultist has a small purple tattoo of an open hand, somewhere on their bodies. Although the cultists have a variety of occupations which provide them with suitable cover stories, they all have a number of Skills in common, that are listed below. In addition, they have whatever non-combat Skills are consistent with their cover and the situation in which they are encountered.</p></section>"
},
"Quick-witted Dealmaker": {
"name": "Quick-witted Dealmaker",
"description": ""
},
"Rat Swarm (Castle Wittgenstein)": {
"name": "Rat Swarm (Castle Wittgenstein)",
"description": ""
},
"Regina Willendorf": {
"name": "Regina Willendorf",
"description": ""
},
"Reginhard Vieth": {
"name": "Reginhard Vieth",
"description": ""
},
"Reik Eel": {
"name": "Reik Eel",
"description": "<section id=\"secret-yGzfQpuXBY48IFEL\" class=\"secret\"><p>The Reik Eel is found in river Reik and its many tributaries. It commonly grows up to 12&ndash;15 feet in length and has a ridge down the length of its green-grey back. Some can grow to truly terrifying sizes, and there are tales &mdash; only a little exhaggerated, of Reik Eels swallowing entire row boats.</p>\n<p>Reik Eels of size Enormous will typically @UUID[Compendium.wfrp4e-core.items.KynNUYYKzTMeHrKl]{Constrict} their victims before attempting to drag them beneath the water to drown.</p></section>"
},
"Reiner Dampfer": {
"name": "Reiner Dampfer",
"description": ""
},
"Reiner Petersen": {
"name": "Reiner Petersen",
"description": ""
},
"Renate Hausier": {
"name": "Renate Hausier",
"description": ""
},
"River Patrol Captain": {
"name": "River Patrol Captain",
"description": ""
},
"River Patrol Crew": {
"name": "River Patrol Crew",
"description": ""
},
"River Troll": {
"name": "River Troll",
"description": "<section id=\"secret-vGLvmHvk3nAmEl6R\" class=\"secret\"><p>Trolls are described in general terms @UUID[Compendium.wfrp4e-core.actors.7qslmdLa7so3BmFk]{here}. The following description and rules can be used for River Trolls.</p>\n<p>River Trolls are rare in the Empire, but not unknown. They are most common in the remote headwaters of the Empire&rsquo;s great rivers, and a few are known to dwell in mountains lakes, but from time to time a River Troll will appear unexpectedly in a more populous area, lying in wait for passers-by under a bridge or in a bankside cave. A River Troll somewhat resembles the bottom of the river, if that riverbed is particularly coated in sediment, slime, rotting vegetation, fish carcasses, and other detritus. Its smell has been&nbsp;compared (unfavourably) to that&nbsp;of a rubbish-strewn mud-flat&nbsp;at low tide.</p></section>"
},
"Roland The Horse Bruckesel": {
"name": "Roland The Horse Bruckesel",
"description": ""
},
"Row Boat": {
"name": "Row Boat"
},
"Ruairi Roddy": {
"name": "Ruairi Roddy",
"description": ""
},
"Sailing Crew": {
"name": "Sailing Crew",
"description": ""
},
"Self Made, Obnoxious Trader": {
"name": "Self Made, Obnoxious Trader",
"description": ""
},
"Sentry": {
"name": "Sentry",
"description": ""
},
"Shadow The Cat": {
"name": "Shadow The Cat",
"description": "<section id=\"secret-qu8WsVQgIHL1tMFW\" class=\"secret\"><p>@UUID[Actor.wXB3Bam0z0kp45Ht]{Etelka&rsquo;s} black cat, Shadow, accompanies her wherever she goes. Although Shadow appears intelligent, with a disconcertingly knowing look in her eyes, she is an ordinary black cat.</p></section>"
},
"Shif Doppler": {
"name": "Shif Doppler",
"description": ""
},
"Sigfrida Junker": {
"name": "Sigfrida Junker",
"description": ""
},
"Sigismund von der Bahr": {
"name": "Sigismund von der Bahr",
"description": ""
},
"Sigrid Sommerfeld": {
"name": "Sigrid Sommerfeld",
"description": "<h2>Personality and Appearance</h2>\n<p><em>&nbsp;&lsquo;Of course I'll go in first. Can't be any worse than Castle Wittgenstein...&rsquo;</em></p>\n<p>Sigrid has long, dark hair, and a perpetually serious expression. In those moments when she forgets her worries, however, something of the starry-eyed initiate of Rhya returns. She is wary of most people these days, and of the Empire's nobility in particular, whom she now suspects all harbour some secret corruption. Her loyalty, though rarely given, is almost unshakeable, and Rhya will go to great lengths to protect those who are important to her.</p>\n<p>Sigrid is a determined woman who protects the outlaws under her command. While the outlaws often attack guard patrols, she is against a direct assault on the castle, knowing that it will only end in defeat. She will help the adventurers reach the castle, but will not allow her followers to risk a direct assault unless the adventurers clear the way &mdash; for example, by infiltrating the castle through the secret cave and lowering ropes from the walls, or opening the main gates.</p>\n<h2>Background</h2>\n<p>Sigrid made her home in Wittgendorf, and would have been happy to live out her life there were it not for the Wittgenstein's kidnapping of her husband. She was devoted to Brandt, having left the priesthood to marry him, and swore to rescue him. She opposed the castle and its wardens long before the Characters arrived, and quite likely played an instrumental part in overthrowing the Wittgensteins for good.</p>\n<p>Castle Wittgenstein was a dangerous place, and it is quite possible that one of the existing Characters met their end their. If this is the case, Sigrid would make an excellent player character, especially if her allegiance was gained before the assault on the castle. Her husband will pass away from the effects of exposure to warpstone after a brief reunion, and Sigrid's surviving bandits will return to what is left of their lives in Wittgendorf. This leaves Sigrid with little tying her to the sullen village, and good reason to join the Characters as they depart. Especially so, in fact, if they reveal to Sigrid that this is not the first time they have opposed the terrible machinations of the Ruinous Powers.</p>\n<h2>Secrets</h2>\n<p>Begin with an additional [[/r 1d10]] silver shillings per secret chosen.</p>\n<ul>\n<li>Sigrid was not a initiate of Rhya, but of Slaanesh! Though she turned away from that path before loosing her very soul, occasional whispers of the Prince of Pleasure still trouble her dreams. Sigrid gains the @UUID[Compendium.wfrp4e-core.items.sYbgpSnRqSZWgwFP]{Etiquette} talent.<br /><br /></li>\n<li>Sigrid's suspicion of the Empire's nobility has deepened into a terrible paranoia,&nbsp;as she is certain that they are all as bad as the Wittgensteins, and just better at hiding it. Sigrid gains the @UUID[Compendium.wfrp4e-core.items.Q2MCUrG2HppMcvN0]{Animosity (Target)} Psychology Trait.&nbsp;<br /><br /></li>\n<li>Sigrid's experiences in the Castle return to haunt her almost nightly, and she harbours a deep fear of ever return to such a place. Gain the @UUID[Compendium.wfrp4e-core.items.4CMKeDTDrRQZbPIJ]{Afraid} Psychology Trait (castles and similar fortifications cause Fear 0 to Sigrid).<br /><br /></li>\n<li>While Sigrid's mother was a local farmer, her father was in fact @UUID[Actor.ihG2gFIFF6Ai5Gik]{Ludwig von Wittgenstein} &mdash; the affair having taken place prior to his metamorphosis some ten years ago. The circumstances of her birth were kept secret from the village, and indeed from Sigrid until she became an adult, as the kindly Ludwig knew the truth could only bring unwelcome attention on the child.</li>\n</ul>"
},
"Sigrund Dopplewasser": {
"name": "Sigrund Dopplewasser",
"description": ""
},
"Simone Lescalier": {
"name": "Simone Lescalier",
"description": ""
},
"Skaven Warrior": {
"name": "Skaven Warrior",
"description": "<section id=\"secret-M6Mx9pD8ywiLKwEJ\" class=\"secret\"><h3>The Skaven</h3>\n<p>@UUID[Actor.VdK2FAqQTqT0Y19Q]{Crot} and his followers have been drawn to this area by the traces of warpstone that remain here. Their instincts tell them that a large piece of warpstone was here, but has been removed. They have been watching the adventurers since they arrived, and when they enter the caves, the Skaven see a chance to capture and question them.</p></section>"
},
"Skeleton": {
"name": "Skeleton",
"description": "<section id=\"secret-XEPsOhDSmuUWYKK6\" class=\"secret\"><p>Because of the way they died, these skeletons are not Unstable, and can move around freely. If the Characters flee, the skeletons will follow them until they are destroyed or the Characters are dead.</p></section>"
},
"Skeleton (Castle Wittgenstein)": {
"name": "Skeleton (Castle Wittgenstein)",
"description": ""
},
"Skysoarer": {
"name": "Skysoarer",
"description": "<section id=\"secret-k2iKItPsU4eIbzOT\" class=\"secret\"><p>@UUID[Actor.dEVeJ9SMkWL55IHn]{Corrobreth} has trained Skysoarer to act as a scout, flying in an indicated direction and swooping to mark the positions of any people or creatures that he sees larger than the raven himself. When not acting as a scout for Corrobreth, Skysoarer usually sits on his shoulder.</p></section>"
},
"Slagdarg": {
"name": "Slagdarg",
"description": "<section id=\"secret-IMjqW86enlU4g4ey\" class=\"secret\"><p>All 10&rsquo; 5&rdquo; of Slagdarg is bright green, with orange hairs growing out of his muscular arms. The heads of some of his previous victims hang from a large belt around his waist. He likes to keep his victims alive as long as possible but always asks the same two questions: &lsquo;<em>Where did you hide the money?</em>&rsquo; and &lsquo;Who<em> are your accomplices?&rsquo;</em> Regardless of what his victim may or may not have done &mdash; evading taxes or accidentally walking in front of @UUID[Actor.fmUd7AtbJckbiWo6]{Lady Margritte&rsquo;s} coach &mdash; he always asks these same questions, and failing to answer is a good reason for turning the rack another notch. Slagdarg is not very bright, even for an ogre, and will think nothing of adventurers wandering around his dungeon. However, he will be alert to any &lsquo;funny business,&rsquo; such as releasing prisoners, and will attempt to prevent it. He only got this job because the previous torturer accidentally flayed a visiting cousin of @UUID[Actor.fmUd7AtbJckbiWo6]{Lady Margritte}, so until he knows who the adventurers are, he will use violence as a last resort.</p></section>"
},
"Slurd The Butler": {
"name": "Slurd The Butler",
"description": ""
},
"Sofia Fischer": {
"name": "Sofia Fischer",
"description": ""
},
"Sophie van Haagen": {
"name": "Sophie van Haagen",
"description": ""
},
"Stefan": {
"name": "Stefan",
"description": ""
},
"Stewards": {
"name": "Stewards",
"description": ""
},
"Stirpike": {
"name": "Stirpike",
"description": "<section id=\"secret-pWLBLkitaY0vK0Oc\" class=\"secret\"><p>Although the mottled, grey-green Stirpike has almost been wiped out in Stirland, it is still found in some lakes and rivers elsewhere in the Empire. It is one of the largest freshwater predators in the Old World, capable of reaching lengths of some 20 feet and weights in excess of 4,000 pounds. It eats anything foolish enough to cross its path, but its primary diet is a mixture of fish, eels, and leeches. Immature Stirpikes, called Pickerels, are believed to have various medicinal qualities, and are much sought after.</p></section>"
},
"Sven Stoutbeard": {
"name": "Sven Stoutbeard",
"description": ""
},
"Tentacled Mutant": {
"name": "Tentacled Mutant",
"description": "<section id=\"secret-y081dfuhvajL8k2j\" class=\"secret\"><h3>The Boat Attackers</h3>\n<p>Rightly or wrongly, the Empire&rsquo;s population of mutants are shunned from society. While some simply seek to hide themselves away,&nbsp; many turn to violence &mdash; either to survive, or to punish the society that abandoned them.</p></section>"
},
"The Beggars Of Wittgendorf": {
"name": "The Beggars Of Wittgendorf",
"description": "<section id=\"secret-QHv9jQGIfxFhNtFe\" class=\"secret\"><p>These unfortunates have suffered terribly under the experiments arranged by @UUID[Actor.fmUd7AtbJckbiWo6]{Lady Margritte} and administered by @UUID[Actor.vgazeY44kVGP4tmW]{Jean Rousseaux}. Each Beggar already has 4 Corruption points, and you should make one or two rolls on the @Table[mutatephys]{table} to determine what mutations they bear. Even brief physical contact counts as a @Corruption[minor]{Minor Exposure to Corruption}.</p></section>"
},
"The Carrion": {
"name": "The Carrion",
"description": "<section id=\"secret-YOePMySKrkJOg8yn\" class=\"secret\"><p>Carrion are seldom seen in the Old World, although some accompanied the armies of Nekehara in their ancient campaigns of conquest and a few can be found in the remoter parts of the Worlds Edge Mountains. These great undead birds are powerful fighters, even though they are too small to carry a human-sized rider.</p></section>"
},
"The Thing In The Pit": {
"name": "The Thing In The Pit",
"description": ""
},
"The Wittgenstein Monster": {
"name": "The Wittgenstein Monster",
"description": "<section id=\"secret-DUUMfyNiGrOKyu3j\" class=\"secret\"><p>The monster stands 8 ft tall, and its body is a patchwork of scars. It has dead-white skin with green discolouration on the cheeks and lower jaw.</p></section>"
},
"Thierry Ostend": {
"name": "Thierry Ostend",
"description": ""
},
"Three Eyed Mutant": {
"name": "Three Eyed Mutant",
"description": ""
},
"Typical Barge": {
"name": "Typical Barge"
},
"Ulfhednar The Destroyer": {
"name": "Ulfhednar The Destroyer",
"description": "<section id=\"secret-ARn6Y0y2GZx6ipdG\" class=\"secret\"><p>Ulfhednar leads a band of mutants and Beastmen in the Great Forest. Having heard of the family&rsquo;s reputation, he has journeyed to @UUID[JournalEntry.musGjY0nSDY6gPY4.JournalEntryPage.idS4ciy1UHxTFFfU]{Castle Wittgenstein} to gain @UUID[Actor.ySbdLyidudlMwGhU]{Lady Ingrid&rsquo;s} support. Ulfhednar hopes to use the castle as a training ground for Chaos troops, and as a base from which his forces could strike at the Empire&rsquo;s heartlands. So far, Lady Ingrid has not shown much interest in his scheme, but if she were removed, Ulfhednar thinks @UUID[Actor.fmUd7AtbJckbiWo6]{Lady Margritte} may be more amenable. A follower of Tzeentch, Ulfhednar does not understand why a castle full of mutants would not willingly join his cause.</p></section>"
},
"Unseen Ghost": {
"name": "Unseen Ghost",
"description": ""
},
"Uwe Wasserhund": {
"name": "Uwe Wasserhund",
"description": ""
},
"Vine": {
"name": "Vine",
"description": ""
},
"Vorster the Elder": {
"name": "Vorster the Elder",
"description": ""
},
"Watch Recruit": {
"name": "Watch Recruit",
"description": ""
},
"Watch Sergeant": {
"name": "Watch Sergeant",
"description": ""
},
"Winged Mutant": {
"name": "Winged Mutant",
"description": "<section id=\"secret-IdDQSrYbm04q5HzK\" class=\"secret\"><h3>The Boat Attackers</h3>\n<p>Rightly or wrongly, the Empire&rsquo;s population of mutants are shunned from society. While some simply seek to hide themselves away,&nbsp; many turn to violence &mdash; either to survive, or to punish the society that abandoned them.</p></section>"
},
"Young Blood": {
"name": "Young Blood",
"description": ""
},
"Zombie": {
"name": "Zombie",
"description": ""
}
}
}

View File

@ -1,660 +0,0 @@
{
"label": "Items (Mort sur le Reik)",
"mapping": {
"skills": {
"path": "system.skills",
"converter": "career_skills"
},
"talents": {
"path": "system.talents",
"converter": "career_talents"
},
"class": {
"path": "system.class.value",
"converter": "generic_localization"
},
"careergroup": {
"path": "system.careergroup.value",
"converter": "career_careergroup"
},
"sduration": {
"path": "system.duration.value",
"converter": "spells_duration_range_target_damage"
},
"srange": {
"path": "system.range.value",
"converter": "spells_duration_range_target_damage"
},
"starget": {
"path": "system.target.value",
"converter": "spells_duration_range_target_damage"
},
"sdamage": {
"path": "system.damage.value",
"converter": "spells_duration_range_target_damage"
},
"trappings": "system.trappings",
"gmdescription": "system.gmdescription.value",
"durationValue": "system.duration.value",
"durationUnit": "system.duration.unit",
"contraction": "system.contraction.value",
"incubationValue": "system.incubation.value",
"incubationUnit": "system.incubation.unit",
"symptoms": "system.symptoms.value",
"permanent": "system.permanent.value"
},
"entries": [
{
"id": "Agurk",
"name": "Agurk",
"description": "<h3>Baume Elfique</h3>\n<p>Communément appelé Agurk, les habitants du Moot appellent cette herbe <em>L'Herbe à Frissons</em>. Aussi connu comme <em>Zitterwort </em> dans l'Empire, <em>Trema </em> en Tilée et <em>Gysenblat </em>en Norsca. Les Elfes l'appelle <em>Echryddeillen</em>. Elle pousse dans les vastes prairie dont le sol est bien drainé mais pas trop sabloneux. Pour la préparer, cueillez les feuilles, enlevez la tige, et suspendez les près du feu pour les faire sécher pendant au moins une semaine. Cette herbe est très utile pour améliorer la circulation sanguine et se débarasser d'un gros rhume. Ne l'utilisez pas pour soigner la fièvre, car elle peut avoir l'effet inverse. Pour l'utiliser, ajouter quelques feuilles à un bol d'eau bouillante, laissez infuser une à deux minutes jusqu'à légère coloration, alors seulement le patient peut inhaler les vapeurs pendant trois à quatre minutes. Le patient devrait alors commencer à trembler. Installez le confortablement et surveillez le trois ou quatre heures. Si les tremblements n'ont pas totalement disparu, vous pouvez administrer un léger sédatif. Attention de bien jeter l'infusion car si elle est bu, elle peut provoquer des convulsions mortelles.</p>"
},
{
"id": "Alfunas",
"name": "Alfunas",
"description": "<h3>L'enchantement des Rebouteux</h3>\n<p><em>Alfunas </em>est le nom elfique de cette plante et est devenu son nom commun dans tout l'Empire car les Elfes de Bois en ont le quasi monopole de la culture. Dans le Moot nous l'appelons &lsquo;Bonewort&rsquo;; les Bretonies l'appelle <em>Ossefeuille </em>et les Tiléens <em>Ossoripa</em>; certains érudits l'appellent <em>Folium Emendata</em>.</p>\n<p>Afin que l'emplatre soit le plus efficace possible, il est conseillé de le laisser reposer au moins deux semaines dans un bocal couvert, entreposé dans un endroit frais et sec. Ne surtout pas le laisser trop sécher : quand la surface de l'emplatre laisse apparaître de petites fissures, bien fermer le bocal avec de la cire ou avec un bouchon en liège.</p>"
},
{
"id": "Ammo",
"name": "Munition",
"description": "<p>Munitions par défaut d'une arme présente sur un véhicule</p>"
},
{
"id": "Analgesic Saliva",
"name": "Salive Analgésique",
"description": "<p>La morsure de la créature ne fait pas souffrir, ce qui lui permet d'enlacer ses victimes endormies sans se faire remarquer. Cet effet disparait 10-Bonus d'Endurance rounds après que la créature se soit détachée.</p>"
},
{
"id": "Anticoagulant Saliva",
"name": "Salive Anticoagulante",
"description": "<p>La victime mordue par la créature gagne une condition @Condition[Hémorragique].</p>"
},
{
"id": "Aquatic",
"name": "Aquatique",
"description": "<p>La créature peut respirer et se déplace à sa vitesse maximum sous l'eau. Elle ne peut se déplacer sur terre.</p>"
},
{
"id": "Armour Plating (Bronze)",
"name": "Coque renforcée (Bronze)",
"description": "<p>Une fine couche de bronze ajoute 1 points d'armure à la coque d'un bateau, mais elle augmente son poids et requiert un entretien régulier. Celui ci consiste à sortir le bateau entièrement de l'eau et à gratter la coque.</p>\n<p><strong>Bronze</strong>: 1 PA; doit être grattée au moins une fois tous les trois mois sinon l'oxidation est telle que la surface se recouvre d'algues, ce qui augmente la friction et réduit la manoeuvrabilité (M -1, Test de <strong>Maniement de Bateau</strong> -10). Cela n'affecte pas la valeur d'armure.</p>\n<blockquote>\n<p><strong>Note pour Foundry:&nbsp;</strong>Cette plaque représente 3 mètres de longeur d'armure. Ne pas oublier de modifier le prix et l'encombrement en fonction du nombre de plaques à utiliser pour couvrir la coque.</p>\n</blockquote>"
},
{
"id": "Armour Plating (Iron)",
"name": "Coque renforcée (Fer)",
"description": "<p>Une fine couche de fer ajoute 1 à 2 points d'armure à la coque d'un bateau, mais elle augmente son poids et requiert un entretien régulier. Celui ci consiste à sortir le bateau entièrement de l'eau et à gratter la coque.</p>\n<p><strong>Fer: </strong>2 PA; doit être grattée au moins une fois par mois ou des tâches de rouille apparaissent, ce qui augmente la friction et réduit la manoeuvrabilité (M -1, Test de <strong>Navigation</strong> -10). Si la maintenance n'est pas réalisée, la couche de fer a rouillé et ne protège plus.</p>\n<blockquote>\n<p><strong>Note pour Foundry:&nbsp;</strong>Cette plaque représente 3 mètres de longeur d'armure. Ne pas oublier de modifier le prix et l'encombrement en fonction du nombre de plaques à utiliser pour couvrir la coque.</p>\n</blockquote>"
},
{
"id": "Armoured Walls (Fishing Skiff)",
"name": "Murs renforcés (Petit bateau de pêche)",
"description": "<p>Les murs de la cabine ou autre structure sur le bateau sont renforcés avec des feuilles de fer. Tous les personnages ou PNJ protégés derrière sont considérés comme @JournalEntry[Difficulté de combat]{couverture totale} et les attaques à distance contre eux sont Très Difficile.</p>"
},
{
"id": "Armoured Walls (Large Barge)",
"name": "Murs renforcés (Grande barge)",
"description": "<p>Les murs de la cabine ou autre structure sur le bateau sont renforcés avec des feuilles de fer. Tous les personnages ou PNJ protégés derrière sont considérés comme @JournalEntry[Difficulté de combat]{couverture totale} et les attaques à distance contre eux sont Très Difficile.</p>"
},
{
"id": "Armoured Walls (Row Boat)",
"name": "Murs renforcés (Barque)",
"description": "<p>Les murs de la cabine ou autre structure sur le bateau sont renforcés avec des feuilles de fer. Tous les personnages ou PNJ protégés derrière sont considérés comme @JournalEntry[Difficulté de combat]{couverture totale} et les attaques à distance contre eux sont Très Difficile.</p>"
},
{
"id": "Armoured Walls (Typical Barge or Patrol Boat)",
"name": "Murs renforcés (Barge standard ou Bateau de Patrouille)",
"description": "<p>Les murs de la cabine ou autre structure sur le bateau sont renforcés avec des feuilles de fer. Tous les personnages ou PNJ protégés derrière sont considérés comme @JournalEntry[Difficulté de combat]{couverture totale} et les attaques à distance contre eux sont Très Difficile.</p>"
},
{
"id": "Attach and Feed",
"name": "Piquer, s'attacher et aspirer",
"description": "<p>Si la créature réussit son attaque de morsure, elle s'attache à la victime avec une force surprenante. Alors elle commence à aspirer le sang, causant une perte de 1 Blessure automatique par round tant qu'elle est attachée. Les victimes réduites à zero Blessure gagne la condition @Condition[Inconsciente] par manque de sang.</p>\n<p>La créature se détache seulement quand elle s'est suffisament nourrie, c'est à dire quand elle a extrait son Bonus Endurance en Blessure sur la victime. A ce moment là, elle se retire pour digérer.</p>\n<p>La créature peut être arrachée grâce à un jet <strong>opposé de Force</strong>, qui même réussi infligera un point de blessure à la victime. Si la créature posséde un trait Effrayé, ce qui peut l'effrayer la fera lâcher immédiatement sa proie.</p>"
},
{
"id": "Ball (Cannon)",
"name": "Boulet de Canon",
"description": ""
},
{
"id": "Ballista",
"name": "Balliste",
"description": "<p>Les balistes sont des arbalètes géantes qui tirent des projectiles à tête de fer de la taille de piquets de clôture. Elles peuvent embrocher une personne ou une créature comme un poulet, ou faire un joli trou dans la coque d'un bateau. Les balistes sont normalement montées sur des pivots, ce qui leur permet d'avoir un large arc de tir.</p>"
},
{
"id": "Barrakul",
"name": "Barrakul",
"description": "<p><img src=\"modules/wfrp4e-dotr/assets/items/barrakul.png\" alt=\"\" width=\"119\" height=\"368\" /></p>",
"gmdescription": "Lépée, que le MJ peut choisir de considérer comme une Arme simple ou une zweihänder en fonction des compétences du groupe, est en parfait état. Son nom, Barrakul (« Espoir des montagnes »), est inscrit en runes naines le long de sa lame. Il sagit sans aucun doute de la création dun forgeron des runes dune grande compétence. Lorsquelle est maniée au combat, la lame brille, visible un instant et disparaissant linstant daprès, et seule la lueur rouge de ses runes est constante. Les armures magiques sont inutiles contre cette lame, vous pouvez donc ignorer les PA des armures ou boucliers non magiques. Elle la qualité Incassable, mais gagne le défaut Inoffensive si elle est brandie contre un nain."
},
{
"id": "Beast Tongue",
"name": "Langage des Hommes-Bêtes",
"description": "<p>Vous pouvez parler et comprendre la Langue des Hommes-Bêtes, même si vous n'avez pas la compétence adéquate.</p>"
},
{
"id": "Bension of Tzeentch",
"name": "Bénédiction de Tzeentch",
"description": "<p>Vous faites appel à la faveur de Tzeentch et obtenez un bonus temporaire de +10 à l'une des Caractéristiques suivantes: <strong>Capacité de Combats, Endurance, Agilité ou Force Mentale</strong>.</p>"
},
{
"id": "Bestial Rage",
"name": "Rage Bestiale",
"description": "<p>Vous invoquez la fureur de la bête, obtenant temporairement le Trait @Compendium[wfrp4e-core.items.fjd1u9VAgiYzhBRp]{Rage} .</p>"
},
{
"id": "Blood Drain",
"name": "Drain de sang",
"description": "<p>Si la sangsue causse une blessure, elle s'attache à sa victime, lui infligeant 1 @Condition[Hémorragique] jusqu'à ce qu'elle soit tuée ou gorgée de sang. Pour voir si elle est gorgée de sang, lancez un 1d10 à chaque Round : si le résultat est un 9 ou un 10, elle tombe, sinon elle continue à se nourrir. Le feu ou des substances irritantes (sel, acide, etc.) lui fera relâcher son emprise et la sangsue tentera de s'enfuir. Le simple fait de l'arracher de la victime provoque 1 condition @Condition[Hémorragique].</p>"
},
{
"id": "Broad Rudder (Fishing Skiff)",
"name": "Grand Gouvernail (Petit bateau de pêche)",
"description": "<p>Un gouvernail plus grand améliore la direction, mais nécessite un barreur plus fort en raison de la résistance accrue à l'eau. Chaque Test de <strong>Maniement de Bateau</strong> doit être accompagné d'un Test de Force; si le Test de Force est réussi, les DR peuvent être ajoutés à ceux du Test de Maniement de Bateau. Il n'y a pas de pénalité pour un échec ordinaire à ce test de <strong>force</strong>. Cependant, un échec critique ou un échec stupéfiants entraînent un brusque mouvement de rotation du gouvernail qui envoie le malheureux personnage la tête la première dans l'eau!</p>"
},
{
"id": "Broad Rudder (Large Barge)",
"name": "Grand Gouvernail (Grande Barge)",
"description": "<p>Un gouvernail plus grand améliore la direction, mais nécessite un barreur plus fort en raison de la résistance accrue à l'eau. Chaque Test de <strong>Maniement de Bateau</strong> doit être accompagné d'un Test de Force; si le Test de Force est réussi, les DR peuvent être ajoutés à ceux du Test de Maniement de Bateau. Il n'y a pas de pénalité pour un échec ordinaire à ce test de <strong>force</strong>. Cependant, un échec critique ou un échec stupéfiants entraînent un brusque mouvement de rotation du gouvernail qui envoie le malheureux personnage la tête la première dans l'eau!</p>"
},
{
"id": "Broad Rudder (Row Boat)",
"name": "Grand Gouvernail (Barque)",
"description": "<p>Un gouvernail plus grand améliore la direction, mais nécessite un barreur plus fort en raison de la résistance accrue à l'eau. Chaque Test de <strong>Maniement de Bateau</strong> doit être accompagné d'un Test de Force; si le Test de Force est réussi, les DR peuvent être ajoutés à ceux du Test de Maniement de Bateau. Il n'y a pas de pénalité pour un échec ordinaire à ce test de <strong>force</strong>. Cependant, un échec critique ou un échec stupéfiants entraînent un brusque mouvement de rotation du gouvernail qui envoie le malheureux personnage la tête la première dans l'eau!</p>"
},
{
"id": "Broad Rudder (Typical Barge or Patrol Boat)",
"name": "Grand Gouvernail (Barge standard ou Bateau de Patrouille)",
"description": "<p>Un gouvernail plus grand améliore la direction, mais nécessite un barreur plus fort en raison de la résistance accrue à l'eau. Chaque Test de <strong>Maniement de Bateau</strong> doit être accompagné d'un Test de Force; si le Test de Force est réussi, les DR peuvent être ajoutés à ceux du Test de Maniement de Bateau. Il n'y a pas de pénalité pour un échec ordinaire à ce test de <strong>force</strong>. Cependant, un échec critique ou un échec stupéfiants entraînent un brusque mouvement de rotation du gouvernail qui envoie le malheureux personnage la tête la première dans l'eau!</p>"
},
{
"id": "Cannon (Medium)",
"name": "Canon (Moyen)",
"description": "<p>Les canons sont difficiles à trouver, dangereux à utiliser et terrifiants pour quiconque les charge. Les plus gros canons sont réservés aux forteresses, mais ceux de petite et moyenne taille peuvent être montés sur des bateaux. La Patrouille Fluviale a tendance à voir d'un mauvais oeil les navires non militaires qui sont armés de canons, et les aventuriers trouvés en possession de canons devront prouver qu'ils ne sont pas des pirates.</p>\n<p>Les canons peuvent tirer trois types de munitions:</p>\n<p>@Item[Ball (Cannon)]{Ball}</p>\n<p>@Item[Chain Shot (Cannon)]{Chain Shot}</p>\n<p>@Item[Grapeshot (Cannon)]{Grapeshot}</p>\n<p>Le canon peut être monté à l'avant d'un bateau, ou à l'arrière, ou sur un ou deux côtés. Contrairement à une @Item[Ballista]{ballista}, un canon ne peut pas pivoter et ne peut tirer que droit devant, derrière ou par le travers, selon son emplacement.</p>"
},
{
"id": "Cannon (Small)",
"name": "Canon (Petit)",
"description": "<p>Les canons sont difficiles à trouver, dangereux à utiliser et terrifiants pour quiconque les charge. Les plus gros canons sont réservés aux forteresses, mais ceux de petite et moyenne taille peuvent être montés sur des bateaux. La Patrouille Fluviale a tendance à voir d'un mauvais oeil les navires non militaires qui sont armés de canons, et les aventuriers trouvés en possession de canons devront prouver qu'ils ne sont pas des pirates.</p>\n<p>Les canons peuvent tirer trois types de munitions:</p>\n<p>@Item[Ball (Cannon)]{Ball}</p>\n<p>@Item[Chain Shot (Cannon)]{Chain Shot}</p>\n<p>@Item[Grapeshot (Cannon)]{Grapeshot}</p>\n<p>Le canon peut être monté à l'avant d'un bateau, ou à l'arrière, ou sur un ou deux côtés. Contrairement à une @Item[Ballista]{ballista}, un canon ne peut pas pivoter et ne peut tirer que droit devant, derrière ou par le travers, selon son emplacement.</p>"
},
{
"id": "Capricious",
"name": "Inconstant",
"description": "<p>L'humeur de la créature varie d'un extrème à l'autre. Quand un personnage réalise u n jet de <strong>Sociabilité </strong>en intéraction avec la créature, tirez un jet sur la table suivante:</p>\n<table style=\"width: 77.0354%; height: 95px;\" border=\"1\">\n<tbody>\n<tr style=\"height: 16px;\">\n<td style=\"width: 14.1285%; text-align: center; height: 15px;\"><strong>[[/r 1d10]]</strong></td>\n<td style=\"width: 84.5762%; text-align: center; height: 15px;\"><strong>Resultat</strong></td>\n</tr>\n<tr style=\"height: 16px;\">\n<td style=\"width: 14.1285%; height: 16px;\">1</td>\n<td style=\"width: 84.5762%; height: 16px;\">Soustraire 2 au DR</td>\n</tr>\n<tr style=\"height: 16px;\">\n<td style=\"width: 14.1285%; height: 16px;\">2-3</td>\n<td style=\"width: 84.5762%; height: 16px;\">Soustraire 1 au DR</td>\n</tr>\n<tr style=\"height: 16px;\">\n<td style=\"width: 14.1285%; height: 16px;\">4-7</td>\n<td style=\"width: 84.5762%; height: 16px;\">Pas de modificateur au DR</td>\n</tr>\n<tr style=\"height: 16px;\">\n<td style=\"width: 14.1285%; height: 16px;\">8-9</td>\n<td style=\"width: 84.5762%; height: 16px;\">Ajouter 1 au DR</td>\n</tr>\n<tr style=\"height: 16px;\">\n<td style=\"width: 14.1285%; height: 16px;\">10</td>\n<td style=\"width: 84.5762%; height: 16px;\">Ajouter 2 au DR</td>\n</tr>\n</tbody>\n</table>"
},
{
"id": "Carapace",
"name": "Carapace",
"description": "+1 point d'armure sur toutes les parties du corps; cette mutation peut être cachée en s'habillant de pied en cape."
},
{
"id": "Catapult (Medium)",
"name": "Catapulte (Moyenne)",
"description": "<p>Les catapultes sont des armes à tir indirect qui lancent des roches, des bombes ou des engins incendiaires en arc de cercle, les faisant s'écraser sur la tête de leurs cibles. Elles sont simples à construire mais difficiles à diriger, surtout contre une cible qui bouge. Les catapultes sont difficiles à manipuler, car il faut deux ou trois actions pour les déplacer, selon leur taille.</p>"
},
{
"id": "Catapult (Small)",
"name": "Catapulte (Petite)",
"description": "<p>Les catapultes sont des armes à tir indirect qui lancent des roches, des bombes ou des engins incendiaires en arc de cercle, les faisant s'écraser sur la tête de leurs cibles. Elles sont simples à construire mais difficiles à diriger, surtout contre une cible qui bouge. Les catapultes sont difficiles à manipuler, car il faut deux ou trois actions pour les déplacer, selon leur taille.</p>"
},
{
"id": "Cavity Worms",
"name": "Vers des Creux",
"description": "<p>Le vers des creux est un dangereux parasite qui infeste l'eau sale et les denrées alimentaires avariées. D'une longueur d'environ un 2cm et de quelques millimètres large, le vers a une peau marbrée vert-brun qui forme un étrange motif de crâne près de sa tête. Les mères racontent des contes de vers des creux pour effrayer leurs enfants et les inciter à se laver la bouche. C'est pourquoi la plupart des habitants du Vieux Monde considère ces créatures comme une simple légende. Ils ont tort de le croire.</p>\n<h4>Effet du Vers des Creux</h4>\n<p>Une fois ingéré, le Vers de Creux s'enfonce dans les tissus mous de la bouche ou de la gorge. Il sécrète un liquide anesthésiant qui engourdit instantanément la zone affectée. Chaque jour, la victime peut effectuer un <strong>Test de Perception</strong> pour remarquer la présence du ver. Un Médecin ou un autre Personnage qualifié peut faire un <strong>Test de Guérison Accessible (+10)</strong> pour éliminer le vers; les Personnages non qualifiés font un Test de Dextérité standard. Les Personnages qui essaient de se soigner eux-même ont besoin d'un miroir et souffrent d'une pénalité de -10%. En cas d'échec au Test, le personnage obtient un @Condition[Hémorragique]. Une fois installé dans la bouche de la victime, le Vers de creux se nourrit de la respiration de sa victime : l'essence de son esprit. Tant que ce parasite reste, l'hôte est soumis à une pénalité de -10% à tous ses Tests.</p>\n<p>Au bout d'une semaine, le parasite commence son chemin vers le cerveau de la victime. Chaque jour, la victime peut effectuer un <strong>Test de Perception Accessible (+20)</strong> pour remarquer une petite quantité de sang s'écoulant de sa bouche. L'élimination du Vers de Creux à ce stade, nécessite un <strong>Test de Chirurgie Complexe (-10)</strong>.</p>\n<p>Si le Vers de Creux n'est pas enlevé dans les trois jours suivants, il n'est plus possible de l'enlever sans tuer l'hôte. Alors que le vers s'enfonce dans le cerveau et se prépare à pondre ses oeufs, la victime doit effectuer un <strong>Test de Résistance</strong> chaque jour. Chaque jour où le Test échoue, lancez 1d10, ajoutez le nombre de degrés d'échec, et consultez le tableau @Table[cavityworms]</p>\n<p>Les oeufs du Vers de Creux éclosent 1d10 jours après avoir été pondus, sortant des narines de la victime pour trouver un nouvel hôte. Pour ceux qui survivent à ce processus, toutes les pénalités sont permanentes et ne peuvent enlevées que par des moyens magiques ou miraculeux.</p>"
},
{
"id": "Chain Shot (Cannon)",
"name": "Boulets enchainés (Canon)",
"description": "<p>Le projectile est constitué d'une paire de boulets de fer reliés par une chaîne. Tiré par un canon, il tourne en rond dans l'air s'enroulant violemment autour des cibles résistantes. Un canon chargé de boulet enchainés n'obtient pas de nouvelles qualités mais cause des dommages doubles par rapport à la normale sur les mâts et le gréement. La chaine a été développée pour détruire rapidement les voiles d'un navire ennemi, le laissant immobilisé.</p>"
},
{
"id": "Chosen of Tzeentch (Warrior)",
"name": "Choisi de Tzeentch (Guerrier)",
"description": "<p>@JournalEntry[Warrior of Tzeentch]{Warrior of Tzeentch}</p>"
},
{
"id": "Climb",
"name": "Escalade",
"description": "<p>Vos ongles de doigts et d'orteils deviennent des courtes griffes, pas assez longues pour servir d'armes mais suffisantes pour rendre l'escalade beaucoup plus facile. Lorsque vous êtes pieds nus et sans gants, vous obtenez le Talent @Compendium[wfrp4e-core.items.MGEPI4jNhymNIRVz]{Grimpeur} Grimpeur pour la durée du sort.</p>"
},
{
"id": "Closed Rowlock",
"name": "Dame de nage fermée",
"description": "<p>Une dame de nage est une sorte de support qui maintient la rame sur un bateau à rames. La plupart sont soit des butées en bois en forme de C intégrées dans le bastingage, soit des fixations en fer en forme de U qui pivotent avec le mouvement de la rame. Dans les deux cas, une rame peut se détacher de son pivot en cas d'échec à un <strong>Test de Rame</strong>, et le rameur doit prendre une action pour remettre la rame avant de reprendre la route. Les dames de nage fermées permettent de résoudre ce problème. La rame peut être enfilée par un trou dans le bastingage ou attachée à un pivot standard avec des lanières de cuir, mais dans les deux cas, elle ne peut physiquement pas en sortir.</p>"
},
{
"id": "Creeping",
"name": "Rampant",
"description": "<p>Cette créature est tenace, mais lente. Elle ne peut pas courrir.</p>"
},
{
"id": "Engulf",
"name": "Engloutir",
"description": "<p>Si la créature est de taille suffisante, toute attaque réussie l'engloutie, même si elle ne cause aucun dégâts; cela inflige un état Empêtré. Au début de chaque Round, les victimes englouties obtiennent un État Empêtré par Round, et perdent automatiquement 1 Point de Blessure car de puissantes enzymes commencent à la digérer. Si la créature n'est pas de taille suffisante pour engloutir complètement une victime, elle peut être encore assez grande pour immobiliser l'emplacement touché. La créature ne peut plus attaquer les victimes complètement englouties, mais elle peut toujours en attaquer d'autres si elles sont suffisamment proches.</p>"
},
{
"id": "Enrage Beast",
"name": "Enragez les Bêtes",
"description": "<p>Vos yeux brillent d'une lumière malsaine alors que vous inspirez la peur à un seul animal ordinaire dans un rayon de 12 mètres. L'animal ciblé a droit à un Test de Force Mentale pour résister à ce sort. En cas d'échec au Test, il se comporte de manière étrange. Lancez 1d10 sur le tableau @Table[enrage-beast]{Enrage Beast Table} pour voir ce qu'il fait.</p>"
},
{
"id": "Eyes of the Beast",
"name": "Eyes of the Beast",
"description": "<p>Vos yeux brillent d'une lumière verte impie, vous permettant de voir comme si vous aviez le Trait @Compendium[wfrp4e-core.items.FmHDbCOy3pH8yKhm]{Night Vision} Vision Nocturne . Si vous avez déjà la Vision Nocturne, la portée de votre vue nocturne double.</p>"
},
{
"id": "Favoured of Tzeentch",
"name": "Favori de Tzeentch",
"description": "<p>@JournalEntry[Warrior of Tzeentch]{Warrior of Tzeentch}</p>"
},
{
"id": "Flying Jib (Fishing Skiff)",
"name": "Foc Volant (Petit bateau de pêche)",
"description": "<p>Un foc volant est une voile additionnelle et nécessite l'ajout d'un mât de proue au bateau, ce qui augmente sa longueur de 10 %. Gonflé par le vent arrière, le foc volant donne au bateau un mouvement supplémentaire de +5% par rapport à la valeur indiquée dans le tableau des vents @Table[wind]{wind table}. Il n'a aucun effet en cas de vent latéral et double la pénalité de mouvement pour un vent de face.</p>"
},
{
"id": "Flying Jib (Large Barge)",
"name": "Foc Volant (Grande Barge)",
"description": "<p>Un foc volant est une voile additionnelle et nécessite l'ajout d'un mât de proue au bateau, ce qui augmente sa longueur de 10 %. Gonflé par le vent arrière, le foc volant donne au bateau un mouvement supplémentaire de +5% par rapport à la valeur indiquée dans le tableau des vents @Table[wind]{wind table}. Il n'a aucun effet en cas de vent latéral et double la pénalité de mouvement pour un vent de face.</p>"
},
{
"id": "Flying Jib (Row Boat)",
"name": "Foc Volant (Barque)",
"description": "<p>Un foc volant est une voile additionnelle et nécessite l'ajout d'un mât de proue au bateau, ce qui augmente sa longueur de 10 %. Gonflé par le vent arrière, le foc volant donne au bateau un mouvement supplémentaire de +5% par rapport à la valeur indiquée dans le tableau des vents @Table[wind]{wind table}. Il n'a aucun effet en cas de vent latéral et double la pénalité de mouvement pour un vent de face.</p>"
},
{
"id": "Flying Jib (Typical Barge or Patrol Boat)",
"name": "Foc Volant (Barge standard ou Bateau de Patrouille)",
"description": "<p>Un foc volant est une voile additionnelle et nécessite l'ajout d'un mât de proue au bateau, ce qui augmente sa longueur de 10 %. Gonflé par le vent arrière, le foc volant donne au bateau un mouvement supplémentaire de +5% par rapport à la valeur indiquée dans le tableau des vents @Table[wind]{wind table}. Il n'a aucun effet en cas de vent latéral et double la pénalité de mouvement pour un vent de face.</p>"
},
{
"id": "Fore-and-Aft Rudder (Fishing Skiff)",
"name": "Gouvernail supplémentaire à l'avant (Petit bateau de pêche)",
"description": "<p>Pour une manoeuvrabilité maximale, un second gouvernail peut être ajouté à l'avant du bateau. Cela réduit le score de mouvement du bateau de 1, mais si utilisé par un membre d'équipage formé aux deux gouvernails, tous les Tests de <strong>Maniement de Bateau</strong> reçoivent un bonus de +20%.</p>"
},
{
"id": "Fore-and-Aft Rudder (Large Barge)",
"name": "Gouvernail supplémentaire à l'avant (Grande Barge)",
"description": "<p>Pour une manoeuvrabilité maximale, un second gouvernail peut être ajouté à l'avant du bateau. Cela réduit le score de mouvement du bateau de 1, mais si utilisé par un membre d'équipage formé aux deux gouvernails, tous les Tests de <strong>Maniement de Bateau</strong> reçoivent un bonus de +20%.</p>"
},
{
"id": "Fore-and-Aft Rudder (Row Boat)",
"name": "Gouvernail supplémentaire à l'avant (Barque)",
"description": "<p>Pour une manoeuvrabilité maximale, un second gouvernail peut être ajouté à l'avant du bateau. Cela réduit le score de mouvement du bateau de 1, mais si utilisé par un membre d'équipage formé aux deux gouvernails, tous les Tests de <strong>Maniement de Bateau</strong> reçoivent un bonus de +20%.</p>"
},
{
"id": "Fore-and-Aft Rudder (Typical Barge or Patrol Boat)",
"name": "Gouvernail supplémentaire à l'avant (Barge standard ou Bateau de Patrouille)",
"description": "<p>Pour une manoeuvrabilité maximale, un second gouvernail peut être ajouté à l'avant du bateau. Cela réduit le score de mouvement du bateau de 1, mais si utilisé par un membre d'équipage formé aux deux gouvernails, tous les Tests de <strong>Maniement de Bateau</strong> reçoivent un bonus de +20%.</p>"
},
{
"id": "Gesundheit",
"name": "Gesundheit",
"description": "<h3>Un traitement pour les blessures purulentes</h3>\n<p>Gesundheit, signifie communément &lsquo;Bonne Santé&rsquo; en Reikspiel, et un nom si simple me laisse penser que cette plante est connue depuis très longtemps. Les Elfes l'appellent <em>Leoleghas</em>, et en Bretonnie elle est connue comme la <em>Feuille de Blessure</em>. Dans le Moot, nous l'appelons &lsquo;Soigne Tout&rsquo;.</p>\n<p>C'est une herbe très simple à utiliser : il suffit de frotter les feuilles pour qu'elles libèrent leur sève, et de créer un cataplasme. Certains l'accompagnent avec d'autres herbes curatives selon la nature de la blessure ou la source de l'infection, mais je n'ai jamais trouvé cela nécessaire.</p>"
},
{
"id": "Gift of the Beast",
"name": "Don de la Bête",
"description": "<p>Vous appelez les Faveurs de Tzeentch and vous recevez une Mutation temporaire: consultez la Table @Table[giftofthebeast].</p>"
},
{
"id": "Grapeshot (Cannon)",
"name": "Grapeshot (Cannon)",
"description": ""
},
{
"id": "Graveroot",
"name": "Graveroot",
"description": "<h3>Grave Matters</h3>\n<p>Also known as Grabwort, Dead Man&rsquo;s Finger, Ghostbane and Morr&rsquo;s Root, Graveroot is attracted to shady, sheltered locations with slightly damp soil. It flourishes especially in graveyards, which, together with its well-known magical properties, has led some people to theorise that it somehow feeds on the magical energies of the bodies buried beneath it. The root, when dried and grated, may be used in a number of preparations and magical spells concerning the Undead, and it actually seems to affect them as poison would affect a living creature. An infusion of the root seems to have no particular effect on a living patient, except to cause vomiting at higher concentrations. Less well known is the fact that a hot poultice made from both the leaves and root of this plant speeds the healing of infected wounds caused by undead creatures.</p>"
},
{
"id": "Gun Ports (Large)",
"name": "Gun Ports (Large)",
"description": "<p>Cut into a boat&rsquo;s @Item[Raised Gunwales (Large Barge)] or the walls of a superstructure, gun ports are closable hatches that allow a missile weapon to be fired from behind cover. Large gun ports can accommodate cannon, ballistae, and other crew-served weapons, while small gun ports are intended for single-user guns, bows, and crossbows.</p>\n<p>Opening or closing a gun port counts as a single action.</p>"
},
{
"id": "Gun Ports (Small)",
"name": "Gun Ports (Small)",
"description": "<p>Cut into a boat&rsquo;s @Item[Raised Gunwales (Fishing Skiff)] or the walls of a superstructure, gun ports are closable hatches that allow a missile weapon to be fired from behind cover. Large gun ports can accommodate cannon, ballistae, and other crew-served weapons, while small gun ports are intended for single-user guns, bows, and crossbows.</p>\n<p>Opening or closing a gun port counts as a single action.</p>"
},
{
"id": "Hallucinogen",
"name": "Hallucinogen",
"description": "<p>The creature exudes a hallucinogenic musk. Victims within 2 yards (more, at the GM&rsquo;s discretion, if the victim is downwind) must pass an <strong>Average (+20) Willpower</strong> Test or succumb, gaining one @Condition[Stunned] Condition for each level of failure.</p>"
},
{
"id": "Hull",
"name": "Hull",
"description": "<p>The boat is holed and begins to ship water. It sinks in a number of minutes equal to the boat&rsquo;s Toughness (see @JournalEntry[Boat Damage]{Holed}). The water may ruin the cargo, if any.</p>"
},
{
"id": "Initiate of the Mysteries",
"name": "Initié des Mystères",
"description": "<p>@JournalEntry[Warrior of Tzeentch]{Guerrier de Tzeentch}</p>"
},
{
"id": "Invisible",
"name": "Invisible",
"description": "<p>A Character with the @Compendium[wfrp4e-core.items.OEjUvJKi0xmBwbS2]{Second Sight} Talent can see the ghost as a faint, smoke-like swirl in the air, and may attack with no penalties to hit. Attacks by other Characters suffer a -40 penalty to hit, reduced to -30 if a Character with Second Sight is directing the attacks.</p>"
},
{
"id": "Juck",
"name": "Juck",
"description": "<h3>Juck's The Thing</h3>\n<p>Also known as Nettlesap, Klosaft, Itching Weed and by several other names with the same meaning, this plant is well-known to children who live in rural areas, and use it for all kinds of practical jokes. Growing in woodlands and flowering before the trees put on enough leaf to block sunlight from the forest floor, the sap of this plant can also be used to help restore feeling to the skin in cases of numbness caused by cold or injury. On one occasion, I used it in a concentrated form &mdash; boiled until it reached the consistency of hot custard &mdash; as a treatment for frostbite, and was able to restore feeling to a foot which otherwise might have had to be amputated. Because of the itching it causes, you may sometimes need to administer a mild sedative to the patient, especially if you use Juck repeatedly, or over a large area such as an entire leg.</p>"
},
{
"id": "Lice",
"name": "Poux",
"description": "<p>Bien quil sagisse dun problème très courant et relativement bénin dans le Vieux Monde, les infestations de poux peuvent être très perturbantes. Ces petits insectes, qui vivent dans et autour des cheveux, provoquent des démangeaisons et des irritations de la peau au niveau de la tête et du haut du ou. Si les mêmes vêtements sont portés pendant plusieurs semaines, les poux de corps peuvent également devenir problématiques. Parmi les traitements efficaces, on trouve lutilisation dun peigne très fin pour enlever les poux et leurs lentes, le rasage de la tête ou encore lutilisation dun savon de soude caustique très rugueux.</p>",
"durationValue": "jusqu'au traitement",
"contraction": "sur un échec à un Test de Résistance Accessible (+20) après un contact rapproché avec une personne infectée.",
"incubationValue": "1d10+5",
"incubationUnit": "heures",
"symptoms": "démangeaisons fréquentes, honte."
},
{
"id": "Luxury Cabin",
"name": "Cabines de Luxe",
"description": "<p>Les nantis de lEmpire aiment voyager confortablement, et les cabines que lon peut trouver sur le bateau dun noble sont très différentes de celles dun navire de commerce ou dun navire à passagers. Pour le prix indiqué ci-dessus et à condition de disposer dun espace équivalent à celui occupé par deux cabines ordinaires, vous pourrez naviguer sur les rivières de lEmpire confortablement et avec classe. À la discrétion du MJ, tous les <strong>Tests de Sociabilité</strong> réalisés par le propriétaire dune cabine de luxe bénéficient dun bonus de +10, à condition quils soient réalisés à lintérieur de la cabine en question.</p>"
},
{
"id": "Mage-Leaf",
"name": "Feuille de Mage",
"description": "<h3>L'Aubaine du Sorcier</h3>\n<p>Au départ, je nétais pas sûre de traiter de cette herbe, étant donné quelle na propriété médicinale. Cependant, ses effets magiques sont assez connus pour que je mentionne ses différents noms à travers les régions, cela évitera à mes lecteurs de croire quil existe plusieurs plantes avec les mêmes propriétés. Les elfes lappellent daionillyseiwyn, ce qui, si jen crois mes recherches, veut dire « la bonne plante ». En Norsca, elle sappelle troldblat, en Bretonnie la feuille sorcière, en Tilée folimaggi (une version abâtardie de lappellation classique folia magii) et enfin, draodill en Albion, ce quon pourrait traduire par « La feuille des Druides ».</p>",
"gmdescription": "<p><strong>Emplacement</strong>:<strong> </strong>Collines</p> <p><strong>Saison</strong>: Printemps</p> <p><strong>Préparations: </strong>Cru</p> <p>La feuille de mage se mange fraîche, et garde ses pouvoirs pendant une semaine après sa récolte. Comme son nom le suggère, elle est utilisée exclusivement par les lanceurs de sorts. Une dose donne au lanceur un bonus de +10 à son prochain Test dIncantation, mais pour chaque nouvelle dose prise, il faut lancer [[/r 1d10]]. Si le résultat est inférieur ou égal au nombre de doses déjà prises ce jour-là, la plante ne fait pas effet.</p>"
},
{
"id": "Magical",
"name": "Magical",
"description": "<p>For a price, some Wizards will enchant a boat so that a wind blows constantly into its sails, or the water moves constantly under its hull, increasing its M score by up to 3 points and/or making it immune to weather and other factors that normally impede a boat&rsquo;s Movement. These enchantments are normally temporary and always fantastically expensive, and it is left up to you to decide whether or not the Characters can have access to them at any time.</p>\n<p>On very rare occasions, normally tied to the main plot of an adventure, a group of Characters might be loaned a magical boat by an Elf or Dwarf ruler, or perhaps by the head of one of the Colleges of Magic &mdash; but they will never be sold or given one outright.</p>\n<p>That said, though, it can be fun for Players to experiment with spells and see how they can use them to improve their vessel&rsquo;s performance, sturdiness, and other features, and this should be encouraged, especially between adventures. Success can bring some small temporary benefits, and failure should be entertaining as well as frustrating.</p>"
},
{
"id": "Mortar",
"name": "Mortar",
"description": "<p>A mortar is the blackpowder equivalent of a catapult, firing a heavy ball or a bomb in a high arc. On the battlefield, they are used mainly in sieges, throwing explosives over castle walls to wreak damage in the courtyard. They are rarely seen on boats, except those employed as floating siege batteries by the navies of the Old World&rsquo;s wealthier nations. As with cannon, possession of a mortar is sufficient to arouse deep suspicions on the part of the authorities.</p>\n<p>Like @Item[Catapult]{medium catapults}, mortars require 3 actions to move them, making them awkward to aim precisely.</p>"
},
{
"id": "Musket Rests",
"name": "Musket Rests",
"description": "<p>Forked poles set up along a boat&rsquo;s rail support the barrel of a blackpowder longarm, such as a blunderbuss, a Hochland long rifle, a repeater handgun, or a volley gun. This makes the weapon easier to aim (+10 to hit) but requires an action to place the weapon in the rest after reloading.</p>\n<blockquote>\n<p><strong>Foundry Note:</strong> <em>In the book these are classified as Weapons, but since they do not act as weapons themselves, they are classified here as Superstructure</em></p>\n</blockquote>"
},
{
"id": "Oars",
"name": "Oars",
"description": "<p>The oars are splintered, and rowers take one hit for +5 Damage from flying splinters. Until the oars are replaced, the boat can only drift. Optionally, an oar Critical Hit only destroys one oar, according to the direction from which the attack came. Given a couple of turns to improvise a mount &mdash; a <strong>Difficult (&ndash;10) Trade (Boatbuilding </strong>or<strong> Carpentry)</strong> Test &mdash; the surviving oar can be fixed to the rear of the boat and used to stern-scull at half the normal speed. Steering while stern-sculling requires a successful <strong>Challenging (+0) Boat Handling</strong> Test.</p>"
},
{
"id": "Potion of Flight",
"name": "Potion of Flight",
"description": "<p>When drunk, this potion affects the drinker as a @Compendium[wfrp4e-core.items.9wmmln3DunIqGXM2]{Flight} Spell. The effect lasts for 20 Rounds, minus the drinker&rsquo;s Toughness bonus.</p>"
},
{
"id": "Racing Hull",
"name": "Racing Hull",
"description": "<p>Wealthy nobles are addicted to contests and wagering, as everyone knows. In an effort to outdo their fellows, some wealthy boat.isOwners have sunk immense sums into research and craftsmanship, in search of the perfect hull shape for speed. A racing hull is as smooth as glass and cunningly shaped to reduce drag to a bare minimum, allowing the boat to travel at up to twice its normal Movement rate.</p>\n<p>A boat with a racing hull is tricky to control, though, and requires a <strong>Difficult (&minus;10) Boat Handling</strong> Test every hour. On a Marginal (&minus;1 SL) or Normal Failure, Movement cannot exceed the normal rate; on an Impressive Failure (&minus;4 SL), Movement is half normal; and on an Astounding Failure (&minus;6 SL or less), the hull is damaged and the boat cannot exceed half normal Movement until it is repaired at a cost equal to half the cost of the hull, as above.</p>\n<p>Normal repairs to a racing hull cost twice the @JournalEntry[Repairing Boats]{normal rate given}, and require finer craftsmanship: all relevant Tests are one step more difficult than usual.</p>\n<blockquote>\n<p><strong>Foundry Note:&nbsp;</strong><em>Encumbrance and Price reflects 10 ft. of length. Modify this item according to the ship it's being applied to.</em></p>\n</blockquote>"
},
{
"id": "Racing Rig (Fishing Skiff)",
"name": "Racing Rig (Fishing Skiff)",
"description": "<p>As well as developing racing hulls (see above), the wealthy boat.isOwners of the Empire &mdash; or rather, the talented boat-builders in their employ &mdash; have developed a system of sails and rigging designed for speed, at the expense of some sturdiness. A racing rig allows a boat an extra +10% Movement over the amount given in the @Table[wind]{wind table}, but only in a tailwind or a sidewind. In a headwind, the Movement penalty is reduced by -5%</p>\n<p>A racing rig includes a @Item[Flying Jib (Fishing Skiff)]{flying jib}, and the advantages of the two do not stack.</p>\n<p>This speed comes at a cost, though. The complex racing rig requires an expert crew, imposing a penalty of &minus;10 to all <strong>Boat Handling</strong> Tests. In addition, all hits to the rigging cause double normal Damage.</p>"
},
{
"id": "Racing Rig (Large Barge)",
"name": "Racing Rig (Large Barge)",
"description": "<p>As well as developing racing hulls (see above), the wealthy boat.isOwners of the Empire &mdash; or rather, the talented boat-builders in their employ &mdash; have developed a system of sails and rigging designed for speed, at the expense of some sturdiness. A racing rig allows a boat an extra +10% Movement over the amount given in the @Table[wind]{wind table}, but only in a tailwind or a sidewind. In a headwind, the Movement penalty is reduced by -5%</p>\n<p>A racing rig includes a @Item[Flying Jib (Large Barge)]{flying jib}, and the advantages of the two do not stack.</p>\n<p>This speed comes at a cost, though. The complex racing rig requires an expert crew, imposing a penalty of &minus;10 to all&nbsp;<strong>Boat Handling</strong>&nbsp;Tests. In addition, all hits to the rigging cause double normal Damage.</p>"
},
{
"id": "Racing Rig (Row Boat)",
"name": "Racing Rig (Row Boat)",
"description": "<p>As well as developing racing hulls (see above), the wealthy boat.isOwners of the Empire &mdash; or rather, the talented boat-builders in their employ &mdash; have developed a system of sails and rigging designed for speed, at the expense of some sturdiness. A racing rig allows a boat an extra +10% Movement over the amount given in the @Table[wind]{wind table}, but only in a tailwind or a sidewind. In a headwind, the Movement penalty is reduced by -5%</p>\n<p>A racing rig includes a @Item[Flying Jib (Row Boat)]{flying jib}, and the advantages of the two do not stack.</p>\n<p>This speed comes at a cost, though. The complex racing rig requires an expert crew, imposing a penalty of &minus;10 to all&nbsp;<strong>Boat Handling</strong>&nbsp;Tests. In addition, all hits to the rigging cause double normal Damage.</p>"
},
{
"id": "Racing Rig (Typical Barge or Patrol Boat)",
"name": "Racing Rig (Typical Barge or Patrol Boat)",
"description": "<p>As well as developing racing hulls (see above), the wealthy boat.isOwners of the Empire &mdash; or rather, the talented boat-builders in their employ &mdash; have developed a system of sails and rigging designed for speed, at the expense of some sturdiness. A racing rig allows a boat an extra +10% Movement over the amount given in the @Table[wind]{wind table}, but only in a tailwind or a sidewind. In a headwind, the Movement penalty is reduced by -5%</p>\n<p>A racing rig includes a @Item[Flying Jib (Typical Barge or Patrol Boat)]{flying jib}, and the advantages of the two do not stack.</p>\n<p>This speed comes at a cost, though. The complex racing rig requires an expert crew, imposing a penalty of &minus;10 to all&nbsp;<strong>Boat Handling</strong>&nbsp;Tests. In addition, all hits to the rigging cause double normal Damage.</p>"
},
{
"id": "Raised Gunwales (Fishing Skiff)",
"name": "Raised Gunwales (Fishing Skiff)",
"description": "<p>The hull extends upward to about waist height on a Human character. As well as blocking high waves from washing onto the deck and potentially swamping the boat, gunwales offer @JournalEntry[Combat Difficulty]{medium cover} to anyone crouching on the deck; ranged attacks against them are Hard.</p>"
},
{
"id": "Raised Gunwales (Large Barge)",
"name": "Raised Gunwales (Large Barge)",
"description": "<p>The hull extends upward to about waist height on a Human character. As well as blocking high waves from washing onto the deck and potentially swamping the boat, gunwales offer @JournalEntry[Combat Difficulty]{medium cover} to anyone crouching on the deck; ranged attacks against them are Hard.</p>"
},
{
"id": "Raised Gunwales (Row Boat)",
"name": "Raised Gunwales (Row Boat)",
"description": "<p>The hull extends upward to about waist height on a Human character. As well as blocking high waves from washing onto the deck and potentially swamping the boat, gunwales offer @JournalEntry[Combat Difficulty]{medium cover} to anyone crouching on the deck; ranged attacks against them are Hard.</p>"
},
{
"id": "Raised Gunwales (Typical Barge or Patrol Boat)",
"name": "Raised Gunwales (Typical Barge or Patrol Boat)",
"description": "<p>The hull extends upward to about waist height on a Human character. As well as blocking high waves from washing onto the deck and potentially swamping the boat, gunwales offer @JournalEntry[Combat Difficulty]{medium cover} to anyone crouching on the deck; ranged attacks against them are Hard.</p>"
},
{
"id": "Ram (Large River Boat)",
"name": "Ram (Large River Boat)",
"description": "<p>A metal ram can be fitted to the front of a boat, ensuring that in any head-on collision, the other vessel takes all the damage. It also gives the boat 5 AP at the front. Possession of a ram is taken by the River Patrol and other authorities as evidence of the crew&rsquo;s intent to ram and sink other vessels, and anyone with a ram on their boat had better be able to produce a letter of authorization from a local noble or some other power unless they want to be taken for pirates.</p>"
},
{
"id": "Ram (Medium River Boat)",
"name": "Ram (Medium River Boat)",
"description": "<p>A metal ram can be fitted to the front of a boat, ensuring that in any head-on collision, the other vessel takes all the damage. It also gives the boat 5 AP at the front. Possession of a ram is taken by the River Patrol and other authorities as evidence of the crew&rsquo;s intent to ram and sink other vessels, and anyone with a ram on their boat had better be able to produce a letter of authorization from a local noble or some other power unless they want to be taken for pirates.</p>"
},
{
"id": "Ram (Small River Boat)",
"name": "Ram (Small River Boat)",
"description": "<p>A metal ram can be fitted to the front of a boat, ensuring that in any head-on collision, the other vessel takes all the damage. It also gives the boat 5 AP at the front. Possession of a ram is taken by the River Patrol and other authorities as evidence of the crew&rsquo;s intent to ram and sink other vessels, and anyone with a ram on their boat had better be able to produce a letter of authorization from a local noble or some other power unless they want to be taken for pirates.</p>"
},
{
"id": "Reikworms",
"name": "Reikworms",
"description": "<p>Any body of water can carry the Reikworm, and different healers have all kinds of bizarre methods that supposedly keep them at bay, including swirling water around the mouth six times before swallowing it (a common superstition in Ostermark), or never drinking untested water when Morrsleib is visible (Nordland).</p>\n<p>When the tiny larva of the Reikworm enters the body, it burrows deep into the guts of its host, where it feeds and grows. Soon, the host&rsquo;s immune system is diminished, decreasing resistance to other diseases.</p>\n<p>After three months, the worm has grown to four feet in length and is ready to start the next phase of its life cycle. The first visible sign of the parasite is a massive blister that forms on the surface of the skin. After a week, the blister bursts, causing an intense burning pain. Commonly, sufferers plunge their hot wounds into cooling water for relief. If this happens, the mature Reikworm emerges and spits forth a new batch of young as a sickly yellowish fluid, which soon disperse in the water, ready to infect new hosts. After this, the worm dies.</p>\n<h4>Effects of Reikworms</h4>\n<p>For every full 30 days of infection, the Character suffers a &ndash;5 penalty to all Endurance Tests to resist disease. This penalty is reduced by 1 point per day after the worm dies.</p>\n<p>To determine where the worm surfaces, roll for @Table[hitloc]{Hit Location} as in normal combat. When the blister forms, the patient suffers a &ndash;5% penalty to all Agility Tests due to the constant irritation; further, if the blister is in a visible location, the Character also suffers a &ndash;10 penalty to Fellowship Tests.</p>\n<p>On the seventh day after the blister appears, the sufferer must make an Endurance Test every hour. On the first failure &mdash; or on the last hour of the day if all Tests are passed &mdash; the blister bursts wetly, inflicting 1 Wound and causing one @Condition[Stunned] Condition owing to the almost unbearable burning sensation that results. This persists until the wound receives medical attention but may be allayed temporarily if the site of the blister is immersed in water.</p>\n<p>There is no known treatment for infestation with Reikworms, other than to let the cycle run its course. Some physicians have tried to cut it out of a patient once the blister forms and the parasite&rsquo;s location becomes apparent, but this approach usually does more harm than good, and the patient takes longer to recover from it.</p>"
},
{
"id": "Rigging",
"name": "Rigging",
"description": "<p>The sail is brought down, dragging ropes and tackle with it. All personnel on deck must make an <strong>Initiative </strong>Test or suffer one hit for +5 Damage and gain one @Condition[Entangled] Condition. Until the rigging is repaired, the boat can only drift.</p>"
},
{
"id": "Ring of Protection against Undead",
"name": "Ring of Protection against Undead",
"description": "<p>The wearer of the Ring of Protection against Undead takes half normal damage from all attacks by enemies with the @Compendium[wfrp4e-core.items.PFTD9gDvRWW9uh5g]{Undead} Creature Trait that do not also have the @Compendium[wfrp4e-core.items.tNWrJUOArwfWXsPw]{Ethereal} Creature Trait, and gains a bonus of + 10 to all tests for all spells, Skills, and Traits pertaining to such creatures.</p>"
},
{
"id": "Ring of Protection from Fire",
"name": "Ring of Protection from Fire",
"description": ""
},
{
"id": "Rotgut",
"name": "Rotgut",
"description": null
},
{
"id": "Rotting Flesh",
"name": "Rotting Flesh",
"description": "<p>Anyone viewing a guard&rsquo;s uncovered face or body must&nbsp;make a Fear Test or be rooted to the spot. In addition, they&nbsp;all stink of decay and uncleanliness: the stench requires anyone&nbsp;within 2 yds to make a successful <strong>Challenging (+0) Endurance</strong>&nbsp;Test, or fight with a penalty of -10 to WS.</p>"
},
{
"id": "Schlafenkraut",
"name": "Schlafenkraut",
"description": "<h3>A Restful Concoction</h3>\n<p>Known in the Moot as Dreamleaf, in Tilea as <em>Dormifolio</em>, and to the Elves as <em>Paraudiel</em>, this plant grows in open grasslands, and is especially prolific when the last snows of winter are melting. It also grows well in open marshy areas and beside streams whose banks are not too high. It is a very good sedative and sleeping-draught, and may combine with other preparations, with no fear of ill effects. The dried leaves are steeped in water which has boiled and been left to stand for a minute or so &mdash; if the water is boiling when the leaves are put in, they will scald and the resulting infusion will be unpleasantly bitter as well as less effective. The leaves can also be added to tea or mulled wine; a little honey will soften any sharpness that it adds to their flavour.</p>"
},
{
"id": "Sign of the Beast",
"name": "Sign of the Beast",
"description": "<p>Your face shifts subtly, displaying the mark of Tzeentch and the signs of bestial nature; Beastmen of Tzeentch know you as a friend and ally. Gain +20 to all <strong>Fellowship </strong>Tests when dealing with such creatures. Any followers or creatures of Khorne or Slaanesh suffer @Compendium[wfrp4e-core.items.0VpT5yubw4UL7j6f]{Animosity} toward you, while those of Nurgle regard you with @Compendium[wfrp4e-core.items.aE3pyW20Orvdjzj0]{Hatred}.</p>"
},
{
"id": "Slave to Chaos",
"name": "Slave to Chaos",
"description": "<p>You send your consciousness into another living creature, which can attempt a <strong>Willpower </strong>Test to resist your intrusion. On a failed Test, you take control of the subject&rsquo;s actions for the duration of the spell. If you command the subject to act in a suicidal way, the target receives another <strong>Willpower </strong>Test to break the effect. While in possession of another body, your own body lies in a deep sleep. When the spell ends, the subject must make a <strong>Challenging (&ndash;10%) Willpower</strong> Test or gain one mutation from the Tzeentch column of the @Table[expandedmutatephys]</p>"
},
{
"id": "Slowmind",
"name": "Slowmind",
"description": "<h3>Slowmind</h3>\n<p>I know that there are those who regard this plant as nothing more than a poison, but I have found it useful in extreme cases of nervous hysteria where the patient must be kept still to avoid self-inflicted injuries, and also in cases where the pain of a wound or infection makes it impossible for the patient to fall into a healing sleep. Provided the dosage is strictly controlled and the patient&rsquo;s temperature and breathing are constantly watched, I believe there is no significant risk. The root of this plant, which grows in marshy areas and is often found together with water-lilies, is first soaked in salt water for three days and nights to leach out any impurities, then dried on a pan in front of the fire for two days, or until it sounds woody when tapped with a fork. Then, it is finely grated &mdash; mixed with a little nutmeg if available &mdash; tied in a cloth bag and hung in the chimney to smoke for two weeks. The powder is then boiled for two days in water with a little vinegar, strained and added in small quantities to a sweet tea or mulled wine.</p>"
},
{
"id": "Smoothing",
"name": "Smoothing",
"description": "<p>Less radical than a racing hull is the process of smoothing a boat&rsquo;s hull with sand and abrasive rocks, to remove any irregularities that might cause unnecessary drag. Initial smoothing of a hull takes at least a week at a boatyard and gives the boat M +1.</p>\n<p>@JournalEntry[Repairing Boats]{Repairing} a smoothed hull costs 50% more than normal; cheaper repairs lose all the benefits of the smoothing.</p>\n<blockquote>\n<p><strong>Foundry Note:&nbsp;</strong><em>Encumbrance and Price reflects 10 ft. of length. Modify this item according to the ship it's being applied to.</em></p>\n</blockquote>"
},
{
"id": "Speckled Rustwort",
"name": "Speckled Rustwort",
"description": "<h3>A Poxy Treatment</h3>\n<p>This herb is unusual among those used to treat poxes, in that it must be eaten; most are applied to the rash in a salve or poultice. Many have tried to do the same with Speckled Restwort, but it has no effect at all when applied externally.</p>\n<p>Some find the taste of the leaves bitter, and it is permissible to add a spoonful of honey to a dose, especially in the case of children. Avoid overdosing, though, as it can lead to constipation.</p>"
},
{
"id": "Spellwort",
"name": "Spellwort",
"description": "<h3>The Witch-Hunter's Friend</h3>\n<p>Spellwort is the name by which this plant is known in the Moot. Other names include <em>Unzauber</em>, <em>Wizard&rsquo;s Bane</em>, <em>Feuille Contraire</em> and Witch-Hunter&rsquo;s Friend. It is similar in appearance to Mage-Leaf, and someone without the proper herbal training may easily mistake the two. Made into a tea, the dried leaves can help a patient resist any kind of ailment that comes from a magical cause. It is as well to store dried Spellwort away from ingredients such as @Item[Graveroot]{Graveroot} and @Item[Mage-Leaf]{Mage-Leaf}, since I have found that their magical properties are sometimes diminished by sitting too close to Spellwort for a time.</p>"
},
{
"id": "Spiderleaf",
"name": "Spiderleaf",
"description": "<h3>Spiderleaf</h3>\n<p>This herb gets its name from the shape and arrangement of its long, narrow leaves, which look as though a spider has been impaled on the main stem with its legs in the air. All across the Old World, it is known by the same name in the local language. There are even some healers &mdash; mostly Human &mdash; in remote areas who wrap the leaves in cobwebs before applying them to a wound, thinking that some magical sympathy between the spider-shaped plant and the webs of an&nbsp;actual spider will make the treatment more&nbsp;effective. It does not seem to do so.</p>"
},
{
"id": "Spoons",
"name": "Spoons",
"description": "<p>Standard oars have long, narrow blades, which are good for most purposes. Spoons, as their name suggests, have a shorter, wider, curved blade that can exert more pressure on the water &mdash; but they require strength to operate properly. When using spoons, a rower may make a <strong>Strength </strong>Test when speed is required, and if successful may add his or her Strength Bonus in yards to the boat&rsquo;s Movement for that round.</p>"
},
{
"id": "Steam",
"name": "Steam",
"description": "<p>The Dwarf Engineers&rsquo; Guild and the Imperial Engineers&rsquo; School have both been developing steam engines, and one could be adapted to drive a boat. Of course, a steam engine is large and heavy, and will take up a considerable amount of space that could otherwise be devoted to cargo and/or passengers: about half of a boat&rsquo;s carrying capacity seems about right. This includes storage for enough coal to keep the boat running for a week, or enough wood to keep it running for two days.</p>\n<p>A boat powered by a steam engine can maintain its standard Movement rate for as long as the fuel holds out, regardless of wind direction. It requires tending by a qualified engineer, with <strong>Trade (Engineer) </strong>Tests made in place of <strong>Boat Handling</strong> Tests. Steam engines can be unreliable, though, and despite their size and bulk their mechanisms are easily upset. Whenever a double is rolled on a failed <strong>Trade (Engineer)</strong> Test, or the result is an Astounding Failure, or the boat takes a Critical Hull Hit, roll on the @Table[steam-engine] table</p>"
},
{
"id": "Steering",
"name": "Steering",
"description": "<p>The rudder is splintered, and the helmsman takes one hit for +5 Damage from flying splinters. Until the rudder is repaired, all Tests to steer the boat are <strong>Very Hard (&ndash;30)</strong>.</p>"
},
{
"id": "Stripped (Fishing Skiff)",
"name": "Stripped (Fishing Skiff)",
"description": "<p>A boat can be stripped of all cabins and superstructures, either to lighten it or to maximize cargo space. Stripping a standard boat costs the indicated amount; building a stripped boat costs 75% of the normal price. Weight is reduced as shown above, and cargo space is increased by 75% over the normal capacity.</p>"
},
{
"id": "Stripped (Large Barge)",
"name": "Stripped (Large Barge)",
"description": "<p>A boat can be stripped of all cabins and superstructures, either to lighten it or to maximize cargo space. Stripping a standard boat costs the indicated amount; building a stripped boat costs 75% of the normal price. Weight is reduced as shown above, and cargo space is increased by 75% over the normal capacity.</p>"
},
{
"id": "Stripped (Row Boat)",
"name": "Stripped (Row Boat)",
"description": "<p>A boat can be stripped of all cabins and superstructures, either to lighten it or to maximize cargo space. Stripping a standard boat costs the indicated amount; building a stripped boat costs 75% of the normal price. Weight is reduced as shown above, and cargo space is increased by 75% over the normal capacity.</p>"
},
{
"id": "Stripped (Typical Barge or Patrol Boat)",
"name": "Stripped (Typical Barge or Patrol Boat)",
"description": "<p>A boat can be stripped of all cabins and superstructures, either to lighten it or to maximize cargo space. Stripping a standard boat costs the indicated amount; building a stripped boat costs 75% of the normal price. Weight is reduced as shown above, and cargo space is increased by 75% over the normal capacity.</p>"
},
{
"id": "Subvert Strength",
"name": "Subvert Strength",
"description": "<p>Your hand glows with queer blue spots. The next non-magical, inanimate object you touch loses its hardness, becoming soft and malleable. Steel bends; glass folds; rock becomes putty. If you cast this spell on a weapon, it bends or even breaks if used in combat. Armour affected by this spell ceases to offer protection, losing all armour points in the affected location (and if it takes a hit, armour there is destroyed). You may only affect an object of up to two cubic yards. You can shape this material as you like, though the GM may require an appropriate <strong>Trade </strong>Test.</p>"
},
{
"id": "Superstructure",
"name": "Superstructure",
"description": "<p>The cabin, if any, is hit, and all characters inside must make an <strong>Initiative</strong> Test or take one hit for +5 Damage from flying splinters. The boat is not affected otherwise.</p>"
},
{
"id": "Swivel Gun",
"name": "Swivel Gun",
"description": "<p>A swivel gun is similar to a blunderbuss, but larger. Because of its weight, it is normally mounted on a swivel or tripod, although some Ogre mercenaries have been known to use them hand-held.</p>"
},
{
"id": "Tarrabeth",
"name": "Tarrabeth",
"description": "<h3>Tarrabeth</h3>\n<p>Tarrabeth is an elven name, and the herb is found mostly in the deep forests where the Wood Elves live. There are few other names for the herb, although I have heard it called Emperor&rsquo;s Wort in some cities, often by Humans who came by the herb dishonestly and use a Human name in order to avoid the wrath of the authorities. For the best effect, the leaves should be boiled until they completely disintegrate; the mixture is then strained, boiled down to the consistency of melted cheese, and left to cool.</p>"
},
{
"id": "The Gripe",
"name": "The Gripe",
"description": "<p>The patient is seized by the sharp abdominal pains that give the disease its name. They strike without pattern or warning, and may be accompanied by Fever, Flux, and Vomiting.</p>\n<p>Almost every herbalist and rural crone in the Empire claims to have an infallible cure; they all take the form of a broth or tea, and while ingredients vary, none seems to be more effective than any other. The only real treatment for this disease is liquids to replace those lost, and time.</p>"
},
{
"id": "Transformation of the Beast",
"name": "Transformation of the Beast",
"description": "<p>You channel the power of Tzeentch, and your body transforms into that of a @Compendium[wfrp4e-core.bestiary.R37OtN5gmPWCYOP3]{Gor}. You gain the following temporary benefits:</p>\n<p><strong>Characteristics</strong>: use your own characteristic or that of a Gor, whichever is better.</p>\n<p><strong>Traits</strong>: gain @Compendium[wfrp4e-core.items.VUJUZVN3VYhOaPjj]{Armour 1}, @Compendium[wfrp4e-core.items.fjd1u9VAgiYzhBRp]{Fury}, and @Compendium[wfrp4e-core.items.BqPZn6q3VHn9HUrW]{Horns +6}</p>\n<p><strong>Skills</strong>: gain Beast Tongue but lose the ability to speak intelligibly in any other language.</p>"
},
{
"id": "Tremor",
"name": "Tremor",
"description": "<p>Your foot transforms briefly into a great hoof wreathed in purple flame. The ground shakes as you stamp; all creatures within a radius equal to your Willpower Bonus in yards&nbsp;(except you) must make an <strong>Agility </strong>Test or fall down, gaining a @Condition[Prone] Condition.</p>"
},
{
"id": "Trinkwort",
"name": "Trinkwort",
"description": "<h3>Trinkwort</h3>\n<p>According to Halfling tradition, the knowledge of this plant was given to us by the goddess Esmeralda herself, after her first husband Bibogenitus brought the knowledge of brewing and winemaking to the Moot. We know it as Sober-root, and the Elves call it <em>Corrylliamid</em>. It is found in the deepest forest, often growing between the roots of the lornalim tree, or next to ancient oaks. The root is peeled and roasted in a slow oven until it is as soft as a well-cooked parsnip, and then eaten.</p>"
},
{
"id": "Valerian",
"name": "Valerian",
"description": "<h3>Strong Tea</h3>\n<p>Valerian is called Strong Tea in the Moot; this confuses some outside visitors, but any Halfling knows from the context of the conversation whether this or some other kind of tea is meant. The Elves call it <em>Taillegas </em>and the Bretonnians <em>Th&eacute; de M&eacute;decin</em>.</p>\n<p>It is important to air-dry the leaves in a cool, dry place. Before brewing, they should be inspected carefully for any trace of limp-rot, a fungus which is particularly attracted to these leaves. Even a slight infestation can make the tea ineffective; a serious amount can turn it poisonous.</p>"
},
{
"id": "Vanera",
"name": "Vanera",
"description": "<h3>The Goddess' Gift</h3>\n<p>Some herbalists in the Empire and Tilea believe that the name of this plant comes from the Human goddess Verena. I don&rsquo;t believe this myself, since it is also known by this name in Norsca and Kislev, where Ulric is far more commonly worshipped than Verena. It grows on the south side of chalk hills, where there is plenty of sun and not too much wind. The leaves are picked, cleaned, soaked in salt water for two weeks, and then boiled and served like spinach. A little butter and black pepper helps their flavour enormously. I personally don&rsquo;t use it for convalescents, because the headache that occurs when the herb wears off can often undo any good that the patient received from the herb&rsquo;s stimulant effect. However, I will prescribe it for those on watch, or required to search all night for missing travellers, or anyone else who needs to stay awake when they should be asleep, and who doesn&rsquo;t mind paying the price later.</p>"
},
{
"id": "Vigwort",
"name": "Vigwort",
"description": "<h3>Ma Favorite</h3>\n<p>Aussi connue sous le nome de Fidget, Jumpweed, et <em>Folia Vitae</em>, cette plante poursse dans les zones ensoleillées, surtout dans les jachères après des pâturages. La racine est séchée, rapée, et laissée marinée dans du vinaigre dilué pendant 10 jours. La mixtures est alors bouillie, filtrée et laissée à reposer dans une pièce froide et sombre pendant 4 autres jours. Adoucie avec du miel et ajoutée à du thé ou du vin chaud, cette préparation permet de soulager temporairement les maux de têtes, somnolence ou léthargie. Elle doit cependant être utilisée que pour des résultats à courts-termes, car lorsque les effets prennent fin, le patient peut se retrouver dans un état pire qu'avant.</p>"
},
{
"id": "Volley Gun",
"name": "Volley Gun",
"description": "<p>The volley gun looks similar to a repeating handgun, but all the barrels are set to fire at once. There are normally seven barrels: one in the middle, with six more clustered around it in a hexagonal shape. While deadly to those in front of it, a volley gun can also be dangerous to an inexperienced user. Every time it is fired, the user must make an <strong>Average (+20) Endurance</strong> Test, suffering 1 Wound for each level of Failure as the weapon kicks violently against the shoulder. On an Astounding Failure, the user takes a Critical Hit to the shoulder: use the @Table[critarm]{Arm Critical Wound Table}, adjusting details as necessary to reflect a shoulder hit.</p>"
},
{
"id": "Wand of Jet",
"name": "Baguette de Jet",
"description": ""
},
{
"id": "Wand of Onyx",
"name": "Baguette d'Onyx",
"description": "<p>Cette baguette polie de minéral noir agit comme une réserve de pouvoir. Une fois par jour, le porteur de la baguette, lorsqu'il incante un sort de 5NI ou moins, peut considérer que le sort a été Incanté avec un réussite critiqueavec @JournalEntry[Magic Rules]{Puissance Totale}. Lancez [[/r 1d100]].&nbsp; Si le résultat est moins que NI du sort, la baguette se brise et est détruite, blessant les personnages dans un rayon de 2 mètres de [[/r 1d10]] Blessures.</p>"
},
{
"id": "Warrior of Tzeentch",
"name": "Guerrier de Tzeentch",
"description": "<p>@JournalEntry[Warrior of Tzeentch]{Guerrier de Tzeentch}</p>"
},
{
"id": "Water Brakes (Fishing Skiff)",
"name": "Frein Aquatique (Bateau de Pêche)",
"description": "<p>Cet appareil consist en deux larges volets en bois qui peuvent être dépliées depuis les flancs du navire. En remontant le courant, ouvrir les freins réduit le Mouvement de 1 ou 2 points, selon leur degré d'ouverture partiel ou total. En descendant le courant, les volets amplifient la prise au courant et augmente le Mouvement de manière identique.</p>"
},
{
"id": "Water Brakes (Large Barge)",
"name": "Frein Aquatique (Grande Barge)",
"description": "<p>Cet appareil consist en deux larges volets en bois qui peuvent être dépliées depuis les flancs du navire. En remontant le courant, ouvrir les freins réduit le Mouvement de 1 ou 2 points, selon leur degré d'ouverture partiel ou total. En descendant le courant, les volets amplifient la prise au courant et augmente le Mouvement de manière identique.</p>"
},
{
"id": "Water Brakes (Row Boat)",
"name": "Frein Aquatique (Barque)",
"description": "<p>Cet appareil consist en deux larges volets en bois qui peuvent être dépliées depuis les flancs du navire. En remontant le courant, ouvrir les freins réduit le Mouvement de 1 ou 2 points, selon leur degré d'ouverture partiel ou total. En descendant le courant, les volets amplifient la prise au courant et augmente le Mouvement de manière identique.</p>"
},
{
"id": "Water Brakes (Typical Barge or Patrol Boat)",
"name": "Frein Aquatique (Barge typique ou Navire de Patrouille)",
"description": "<p>Cet appareil consist en deux larges volets en bois qui peuvent être dépliées depuis les flancs du navire. En remontant le courant, ouvrir les freins réduit le Mouvement de 1 ou 2 points, selon leur degré d'ouverture partiel ou total. En descendant le courant, les volets amplifient la prise au courant et augmente le Mouvement de manière identique.</p>"
},
{
"id": "Wilful Corruption",
"name": "Corruption Volontaire",
"description": "<p>Les Favoris de Tzeentch sont des maîtres de Magie, et gagnent ainsi un contrôle limité sur les terribles cadeaux que leur Seigneur leur octroie. Lorsque vous gagnez une muttion, vous jetez deux fois les dés et vous choisissez le résultat qui a votre préférence.</p>"
},
{
"id": "Zone of Sanctuary",
"name": "Zone de Sanctuaire",
"description": "<p>Vous appelez la grâce divine de Sigmar pour juger les corrompus afin de les bannir hors de votre vue. Les personnages dans l'aire d'effet du Miracle gagnent un bonus de +20 pour résister à la Peur et à la Terreur. Aucune créature mort-vivante ou Démoniaque ne peut entrer dans cette zone ou ne peut attaquer quelqu'un dans la zone. Ces créatures dans la portée du Miracle lorsqu'il est incanté doivent quitter la zone. Ce Miracle est centré sur le Personnage qui l'a invoqué, qui ne peut rien faire aucune autre action que déclamer des litanies contres la corruption pendant la durée du Miracle.</p>"
}
]
}

View File

@ -1,5 +1,21 @@
{
"label": "Items (Mort sur le Reik)",
"folders": {
"Careers": "Carrières",
"Diseases": "Maladies",
"Mutations": "Mutations",
"Prayers": "Prières",
"Spells": "Sorts",
"Talents": "Talents",
"Traits": "Traits",
"Trappings": "Possessions",
"Vehicle": "Véhicules",
"Herbs": "Herbes",
"Ammunition": "Munitions",
"Criticals": "Critiques",
"Modifications": "Modifications",
"Weapons": "Armes"
},
"mapping": {
"skills": {
"path": "system.skills",
@ -28,7 +44,7 @@
"starget": {
"path": "system.target.value",
"converter": "spells_duration_range_target_damage"
},
},
"sdamage": {
"path": "system.damage.value",
"converter": "spells_duration_range_target_damage"
@ -43,7 +59,7 @@
"symptoms": "system.symptoms.value",
"permanent": "system.permanent.value"
},
"entries": {
"entries": {
"Agurk": {
"name": "Agurk",
"description": "<h3>Baume Elfique</h3>\n<p>Communément appelé Agurk, les habitants du Moot appellent cette herbe <em>L'Herbe à Frissons</em>. Aussi connu comme <em>Zitterwort </em> dans l'Empire, <em>Trema </em> en Tilée et <em>Gysenblat </em>en Norsca. Les Elfes l'appelle <em>Echryddeillen</em>. Elle pousse dans les vastes prairie dont le sol est bien drainé mais pas trop sabloneux. Pour la préparer, cueillez les feuilles, enlevez la tige, et suspendez les près du feu pour les faire sécher pendant au moins une semaine. Cette herbe est très utile pour améliorer la circulation sanguine et se débarasser d'un gros rhume. Ne l'utilisez pas pour soigner la fièvre, car elle peut avoir l'effet inverse. Pour l'utiliser, ajouter quelques feuilles à un bol d'eau bouillante, laissez infuser une à deux minutes jusqu'à légère coloration, alors seulement le patient peut inhaler les vapeurs pendant trois à quatre minutes. Le patient devrait alors commencer à trembler. Installez le confortablement et surveillez le trois ou quatre heures. Si les tremblements n'ont pas totalement disparu, vous pouvez administrer un léger sédatif. Attention de bien jeter l'infusion car si elle est bu, elle peut provoquer des convulsions mortelles.</p>",
@ -56,7 +72,7 @@
},
"Aquatic": {
"name": "Aquatique",
"description": "<p>La créature peut respirer et se déplace à sa vitesse maximum sous l'eau. Elle ne peut se déplacer sur terre.</p>",
"description": "<p>La créature peut respirer sous leau et sy déplace à sa pleine vitesse de Mouvement. Elle ne peut pas se déplacer sur la terre ferme.</p>",
"gmdescription": ""
},
"Wand of Onyx": {
@ -70,8 +86,8 @@
"gmdescription": ""
},
"Ballista": {
"name": "Balliste",
"description": "<p>Les balistes sont des arbalètes géantes qui tirent des projectiles à tête de fer de la taille de piquets de clôture. Elles peuvent embrocher une personne ou une créature comme un poulet, ou faire un joli trou dans la coque d'un bateau. Les balistes sont normalement montées sur des pivots, ce qui leur permet d'avoir un large arc de tir.</p>",
"name": "Balistes",
"description": "<p>Les balistes ressemblent à des arbalètes géantes qui tirent des carreaux aussi grands que des piquets de clôture et dotés dune pointe en fer. Ces carreaux peuvent embrocher une personne ou une autre créature comme on embroche un poulet, ou perforer la coque dun bateau. Les balistes sont généralement montées sur un pivot, ce qui leur permet de tirer dans de nombreuses directions.</p>",
"gmdescription": ""
},
"Barrakul": {
@ -81,18 +97,18 @@
},
"Bension of Tzeentch": {
"name": "Bénédiction de Tzeentch",
"description": "<p>Vous faites appel à la faveur de Tzeentch et obtenez un bonus temporaire de +10 à l'une des Caractéristiques suivantes: <strong>Capacité de Combats, Endurance, Agilité ou Force Mentale</strong>.</p><p>\n\n <b>Domaine:</b> Les Cibles des Sorts issus du Domaine de Tzeentch sont déchirées par la Magie transformatrice du Chaos. Celles affectées par un Sort du Domaine de Tzeentch doivent réussir un Test de Résistance Intermédiaire (+0), ou gagner +1 Point de Corruption. Si elles réussissent leur Test, elles gagnent +1 Point de Chance, quelles peuvent utiliser normalement. Tels sont les caprices de Tzeentch.<p>",
"description": "<p>Vous invoquez les grâces de Tzeentch et gagnez un bonus temporaire de +10 pour lune des Caractéristiques suivantes : Capacité de Combat, Endurance, Agilité ou Force Mentale.</strong>.</p><p>\n\n <b>Domaine:</b> Les Cibles des Sorts issus du Domaine de Tzeentch sont déchirées par la Magie transformatrice du Chaos. Celles affectées par un Sort du Domaine de Tzeentch doivent réussir un Test de Résistance Intermédiaire (+0), ou gagner +1 Point de Corruption. Si elles réussissent leur Test, elles gagnent +1 Point de Chance, quelles peuvent utiliser normalement. Tels sont les caprices de Tzeentch.<p>",
"gmdescription": "",
"durationValue": "Bonus de Force Mentale minutes"
},
"Ball (Cannon)": {
"name": "Boulet de Canon",
"description": "",
"name": "Boulet",
"description": "Le <strong>boulet</strong> est un boulet de canon standard, qui pulvérise sa cible avec une efficacité redoutable. Un canon chargé avec un boulet gagne lAtout darme Percutante. Cest la munition idéale pour endommager ou couler un autre bateau, ou détruire un bâtiment.",
"gmdescription": ""
},
"Chain Shot (Cannon)": {
"name": "Boulets enchainés (Canon)",
"description": "<p>Le projectile est constitué d'une paire de boulets de fer reliés par une chaîne. Tiré par un canon, il tourne en rond dans l'air s'enroulant violemment autour des cibles résistantes. Un canon chargé de boulet enchais n'obtient pas de nouvelles qualités mais cause des dommages doubles par rapport à la normale sur les mâts et le gréement. La chaine a été développée pour détruire rapidement les voiles d'un navire ennemi, le laissant immobilisé.</p>",
"name": "Boulet chainé",
"description": "<p>Le <strong>boulet chaîné</strong> est constitué de deux boulets reliés par une chaîne. Tiré par un canon, il fend lair et lamine les cibles peu solides ou senroule violemment autour des plus résistantes. Un canon chargé avec un boulet chaîné ne gagne aucun Atout, mais inflige un Coup Critique automatique au gréement dun bateau si le Test de <strong>Projectiles</strong> est réussi avec un Succès Impressionnant (+4 DR) ou mieux. Les boulets chaînés sont conçus pour détruire les gréements et voiles dun bateau afin de limmobiliser.</p>",
"gmdescription": ""
},
"Luxury Cabin": {
@ -102,12 +118,12 @@
},
"Cannon (Medium)": {
"name": "Canon (Moyen)",
"description": "<p>Les canons sont difficiles à trouver, dangereux à utiliser et terrifiants pour quiconque les charge. Les plus gros canons sont réservés aux forteresses, mais ceux de petite et moyenne taille peuvent être montés sur des bateaux. La Patrouille Fluviale a tendance à voir d'un mauvais oeil les navires non militaires qui sont armés de canons, et les aventuriers trouvés en possession de canons devront prouver qu'ils ne sont pas des pirates.</p>\n<p>Les canons peuvent tirer trois types de munitions:</p>\n<p>@Item[Ball (Cannon)]{Ball}</p>\n<p>@Item[Chain Shot (Cannon)]{Chain Shot}</p>\n<p>@Item[Grapeshot (Cannon)]{Grapeshot}</p>\n<p>Le canon peut être monté à l'avant d'un bateau, ou à l'arrière, ou sur un ou deux côtés. Contrairement à une @Item[Ballista]{ballista}, un canon ne peut pas pivoter et ne peut tirer que droit devant, derrière ou par le travers, selon son emplacement.</p>",
"description": "<p>Les canons sont difficiles à trouver, dangereux pour ceux qui les utilisent, et terrifiants pour ceux sur qui ils sont pointés. Les plus grands canons sont réservés aux forteresses, mais des canons légers ou moyens peuvent être montés sur des bateaux. La Patrouille fluviale a tendance à voir dun mauvais œil les bateaux équipés de canons qui ne sont pas clairement rattachés à une quelconque entité militaire, et les aventuriers qui en possèdent risquent den baver pour prouver quils ne sont pas des pirates.</p>\n<p>Les canons peuvent être chargés avec trois types de munitions différentes:</p>\n<p>@Item[Ball (Cannon)]{Ball}</p>\n<p>@Item[Chain Shot (Cannon)]{Chain Shot}</p>\n<p>@Item[Grapeshot (Cannon)]{Grapeshot}</p>\n<p>Les canons peuvent être montés à la proue, à la poupe ou sur les côtés dun bateau. Contrairement aux @Item[Ballista]{ballista}, les canons ne peuvent pas pivoter et ne peuvent donc tirer que dans une seule direction, vers lavant, larrière ou perpendiculairement au bateau selon leur placement.</p>",
"gmdescription": ""
},
"Cannon (Small)": {
"name": "Canon (Petit)",
"description": "<p>Les canons sont difficiles à trouver, dangereux à utiliser et terrifiants pour quiconque les charge. Les plus gros canons sont réservés aux forteresses, mais ceux de petite et moyenne taille peuvent être montés sur des bateaux. La Patrouille Fluviale a tendance à voir d'un mauvais oeil les navires non militaires qui sont armés de canons, et les aventuriers trouvés en possession de canons devront prouver qu'ils ne sont pas des pirates.</p>\n<p>Les canons peuvent tirer trois types de munitions:</p>\n<p>@Item[Ball (Cannon)]{Ball}</p>\n<p>@Item[Chain Shot (Cannon)]{Chain Shot}</p>\n<p>@Item[Grapeshot (Cannon)]{Grapeshot}</p>\n<p>Le canon peut être monté à l'avant d'un bateau, ou à l'arrière, ou sur un ou deux côtés. Contrairement à une @Item[Ballista]{ballista}, un canon ne peut pas pivoter et ne peut tirer que droit devant, derrière ou par le travers, selon son emplacement.</p>",
"description": "<p>Les canons sont difficiles à trouver, dangereux pour ceux qui les utilisent, et terrifiants pour ceux sur qui ils sont pointés. Les plus grands canons sont réservés aux forteresses, mais des canons légers ou moyens peuvent être montés sur des bateaux. La Patrouille fluviale a tendance à voir dun mauvais œil les bateaux équipés de canons qui ne sont pas clairement rattachés à une quelconque entité militaire, et les aventuriers qui en possèdent risquent den baver pour prouver quils ne sont pas des pirates.</p>\n<p>Les canons peuvent être chargés avec trois types de munitions différentes:</p>\n<p>@Item[Ball (Cannon)]{Ball}</p>\n<p>@Item[Chain Shot (Cannon)]{Chain Shot}</p>\n<p>@Item[Grapeshot (Cannon)]{Grapeshot}</p>\n<p>Les canons peuvent être montés à la proue, à la poupe ou sur les côtés dun bateau. Contrairement aux @Item[Ballista]{ballista}, les canons ne peuvent pas pivoter et ne peuvent donc tirer que dans une seule direction, vers lavant, larrière ou perpendiculairement au bateau selon leur placement.</p>",
"gmdescription": ""
},
"Carapace": {
@ -117,12 +133,12 @@
},
"Catapult (Medium)": {
"name": "Catapulte (Moyenne)",
"description": "<p>Les catapultes sont des armes à tir indirect qui lancent des roches, des bombes ou des engins incendiaires en arc de cercle, les faisant s'écraser sur la tête de leurs cibles. Elles sont simples à construire mais difficiles à diriger, surtout contre une cible qui bouge. Les catapultes sont difficiles à manipuler, car il faut deux ou trois actions pour les déplacer, selon leur taille.</p>",
"description": "<p>Les catapultes sont des armes à tir indirect qui projettent des rochers, des bombes ou des bombes incendiaires haut dans les airs, lesquelles retombent ensuite avec fracas sur la cible. Les catapultes sont faciles à construire, mais difficiles à manœuvrer, particulièrement quand il sagit de toucher une cible mouvante. La visée est donc un processus laborieux qui requiert 2 ou 3 actions pour déplacer la catapulte, en fonction de sa taille.</p>",
"gmdescription": ""
},
"Catapult (Small)": {
"name": "Catapulte (Petite)",
"description": "<p>Les catapultes sont des armes à tir indirect qui lancent des roches, des bombes ou des engins incendiaires en arc de cercle, les faisant s'écraser sur la tête de leurs cibles. Elles sont simples à construire mais difficiles à diriger, surtout contre une cible qui bouge. Les catapultes sont difficiles à manipuler, car il faut deux ou trois actions pour les déplacer, selon leur taille.</p>",
"description": "<p>Les catapultes sont des armes à tir indirect qui projettent des rochers, des bombes ou des bombes incendiaires haut dans les airs, lesquelles retombent ensuite avec fracas sur la cible. Les catapultes sont faciles à construire, mais difficiles à manœuvrer, particulièrement quand il sagit de toucher une cible mouvante. La visée est donc un processus laborieux qui requiert 2 ou 3 actions pour déplacer la catapulte, en fonction de sa taille.</p>",
"gmdescription": ""
},
"Chosen of Tzeentch": {
@ -137,13 +153,13 @@
"gmdescription": ""
},
"Armour Plating (Bronze)": {
"name": "Coque renforcée (Bronze)",
"description": "<p>Une fine couche de bronze ajoute 1 points d'armure à la coque d'un bateau, mais elle augmente son poids et requiert un entretien régulier. Celui ci consiste à sortir le bateau entièrement de l'eau et à gratter la coque.</p>\n<p><strong>Bronze</strong>: 1 PA; doit être grattée au moins une fois tous les trois mois sinon l'oxidation est telle que la surface se recouvre d'algues, ce qui augmente la friction et réduit la manoeuvrabilité (M -1, Test de <strong>Maniement de Bateau</strong> -10). Cela n'affecte pas la valeur d'armure.</p>\n<blockquote>\n<p><strong>Note pour Foundry:&nbsp;</strong>Cette plaque représente 3 mètres de longeur d'armure. Ne pas oublier de modifier le prix et l'encombrement en fonction du nombre de plaques à utiliser pour couvrir la coque.</p>\n</blockquote>",
"name": "Coque Blindage (Bronze)",
"description": "<p>(Bronze)Une fine couche de bronze ou de fer ajoute respectivement 1 ou 2 Points dArmure à la coque dun bateau, mais augmente son poids et nécessite un entretien régulier, qui consiste à sortir complètement le bateau de leau pour gratter la coque.</p>\n<p><strong>Bronze</strong>: 1 PA; doit être gratté au moins une fois tous les trois mois pour éviter que loxydation ne fasse apparaître des irrégularités à la surface de la coque et quelle ne se recouvre dalgues, ce qui augmenterait la traînée et réduirait la maniabilité du bateau (-1 M, -10 aux Tests de <strong>Navigation</strong>). La valeur darmure du blindage ne serait cependant pas affectée.</p>\n<blockquote>\n<p><strong>Note pour Foundry:&nbsp;</strong>Cette plaque représente 3 mètres de longeur d'armure. Ne pas oublier de modifier le prix et l'encombrement en fonction du nombre de plaques à utiliser pour couvrir la coque.</p>\n</blockquote>",
"gmdescription": ""
},
"Armour Plating (Iron)": {
"name": "Coque renforcée (Fer)",
"description": "<p>Une fine couche de fer ajoute 1 à 2 points d'armure à la coque d'un bateau, mais elle augmente son poids et requiert un entretien régulier. Celui ci consiste à sortir le bateau entièrement de l'eau et à gratter la coque.</p>\n<p><strong>Fer: </strong>2 PA; doit être grattée au moins une fois par mois ou des tâches de rouille apparaissent, ce qui augmente la friction et réduit la manoeuvrabilité (M -1, Test de <strong>Navigation</strong> -10). Si la maintenance n'est pas réalisée, la couche de fer a rouillé et ne protège plus.</p>\n<blockquote>\n<p><strong>Note pour Foundry:&nbsp;</strong>Cette plaque représente 3 mètres de longeur d'armure. Ne pas oublier de modifier le prix et l'encombrement en fonction du nombre de plaques à utiliser pour couvrir la coque.</p>\n</blockquote>",
"name": "Coque Blindage (Fer)",
"description": "<p>Une fine couche de bronze ou de fer ajoute respectivement 1 ou 2 Points dArmure à la coque dun bateau, mais augmente son poids et nécessite un entretien régulier, qui consiste à sortir complètement le bateau de leau pour gratter la coque.</p>\n<p><strong>Fer: </strong>2 PA; doit être gratté au moins une fois par mois pour éviter lapparition de taches de rouille, ce qui augmenterait la traînée et réduirait la maniabilité du bateau (-1 M, -10 aux Tests de <strong>Navigation</strong>. Si ce processus dentretien nest pas respecté, alors le blindage rouille et perd toute sa valeur darmure.</p>\n<blockquote>\n<p><strong>Note pour Foundry:&nbsp;</strong>Cette plaque représente 3 mètres de longeur d'armure. Ne pas oublier de modifier le prix et l'encombrement en fonction du nombre de plaques à utiliser pour couvrir la coque.</p>\n</blockquote>",
"gmdescription": ""
},
"Wilful Corruption": {
@ -152,24 +168,24 @@
"gmdescription": ""
},
"Closed Rowlock": {
"name": "Dame de nage fermée",
"description": "<p>Une dame de nage est une sorte de support qui maintient la rame sur un bateau à rames. La plupart sont soit des butées en bois en forme de C intégrées dans le bastingage, soit des fixations en fer en forme de U qui pivotent avec le mouvement de la rame. Dans les deux cas, une rame peut se détacher de son pivot en cas d'échec à un <strong>Test de Rame</strong>, et le rameur doit prendre une action pour remettre la rame avant de reprendre la route. Les dames de nage fermées permettent de résoudre ce problème. La rame peut être enfilée par un trou dans le bastingage ou attachée à un pivot standard avec des lanières de cuir, mais dans les deux cas, elle ne peut physiquement pas en sortir.</p>",
"name": "Dames de nage fermées",
"description": "<p>Une dame de nage est une sorte de crochet qui sert à maintenir laviron en place sur un bateau à rames. La plupart sont soit sculptées directement dans le bois de la coque et ont une forme de C, soit des pièces en métal en forme de U qui pivotent pour accompagner le mouvement de laviron. Dans les deux cas, laviron peut sortir de la dame de nage si le rameur échoue à un Test de <strong>Ramer</strong>, et il faut dépenser une action pour le replacer correctement avant de continuer à ramer. Les dames de nage fermées empêchent ce genre dincidents de se produire. Laviron peut être glissé dans un trou pratiqué dans la coque, ou attaché à une dame de nage ordinaire grâce à des lanières de cuir, mais dans tous les cas, il ne risque plus de sortir.</p>",
"gmdescription": ""
},
"Gift of the Beast": {
"name": "Don de la Bête",
"description": "<p>Vous appelez les Faveurs de Tzeentch and vous recevez une Mutation temporaire: consultez la Table @Table[giftofthebeast].</p><p>\n\n <b>Domaine:</b> Les Cibles des Sorts issus du Domaine de Tzeentch sont déchirées par la Magie transformatrice du Chaos. Celles affectées par un Sort du Domaine de Tzeentch doivent réussir un Test de Résistance Intermédiaire (+0), ou gagner +1 Point de Corruption. Si elles réussissent leur Test, elles gagnent +1 Point de Chance, quelles peuvent utiliser normalement. Tels sont les caprices de Tzeentch.<p>",
"name": "Don de la bête",
"description": "<p>Vous invoquez les grâces de Tzeentch et gagnez une mutation temporaire : consultez le tableau suivant. @Table[giftofthebeast].</p><p>\n\n <b>Domaine:</b> Les Cibles des Sorts issus du Domaine de Tzeentch sont déchirées par la Magie transformatrice du Chaos. Celles affectées par un Sort du Domaine de Tzeentch doivent réussir un Test de Résistance Intermédiaire (+0), ou gagner +1 Point de Corruption. Si elles réussissent leur Test, elles gagnent +1 Point de Chance, quelles peuvent utiliser normalement. Tels sont les caprices de Tzeentch.<p>",
"gmdescription": "",
"durationValue": "Bonus de Force Mentale minutes"
},
"Blood Drain": {
"name": "Drain de sang",
"description": "<p>Si la sangsue causse une blessure, elle s'attache à sa victime, lui infligeant 1 @Condition[Hémorragique] jusqu'à ce qu'elle soit tuée ou gorgée de sang. Pour voir si elle est gorgée de sang, lancez un 1d10 à chaque Round : si le résultat est un 9 ou un 10, elle tombe, sinon elle continue à se nourrir. Le feu ou des substances irritantes (sel, acide, etc.) lui fera relâcher son emprise et la sangsue tentera de s'enfuir. Le simple fait de l'arracher de la victime provoque 1 condition @Condition[Hémorragique].</p>",
"name": "Suceur de sang",
"description": "<p>Si la sangsue inflige 1 Blessure à sa victime, elle demeure accrochée. Le Personnage gagnera un État Hémorragique jusquà ce que la sangsue soit tuée ou rassasiée. Pour voir si elle est rassasiée, lancez 1d10 par Round : si le résultat est 9 ou 10, elle se détache ; sinon, elle continue à se nourrir. Les aventuriers peuvent utiliser des substances dangereuses ou irritantes (comme le feu, le sel ou lacide) pour la faire se détacher. Elle tentera alors de fuir. Sils essayent simplement de larracher de force, cela causera un État Hémorragique @Condition[Hémorragique]à la victime.</p>",
"gmdescription": ""
},
"Engulf": {
"name": "Engloutir",
"description": "<p>Si la créature est de taille suffisante, toute attaque réussie l'engloutie, même si elle ne cause aucun dégâts; cela inflige un état Empêtré. Au début de chaque Round, les victimes englouties obtiennent un État Empêtré par Round, et perdent automatiquement 1 Point de Blessure car de puissantes enzymes commencent à la digérer. Si la créature n'est pas de taille suffisante pour engloutir complètement une victime, elle peut être encore assez grande pour immobiliser l'emplacement touché. La créature ne peut plus attaquer les victimes complètement englouties, mais elle peut toujours en attaquer d'autres si elles sont suffisamment proches.</p>",
"description": "<p>Si la créature est de taille suffisante, toute attaque réussie engloutit une victime, même si elle ne cause aucun Dégât, infligeant lÉtat Empêtré dune Force égale à celle de la créature. Au début de chaque Round, les victimes englouties gagnent un État Empêtré supplémentaire et perdent automatiquement 1 Blessure alors que de puissantes enzymes commencent la digestion. Si la créature nest pas de taille suffisante pour engloutir entièrement une victime, elle peut néanmoins être assez grande pour immobiliser un endroit du corps touché. La créature ne peut plus effectuer dattaques contre les victimes entièrement englouties, mais elle peut encore en attaquer dautres si elles sont suffisamment proches.</p>",
"gmdescription": ""
},
"Enrage Beast": {
@ -180,13 +196,13 @@
},
"Climb": {
"name": "Escalade",
"description": "<p>Vos ongles de doigts et d'orteils deviennent des courtes griffes, pas assez longues pour servir d'armes mais suffisantes pour rendre l'escalade beaucoup plus facile. Lorsque vous êtes pieds nus et sans gants, vous obtenez le Talent @Compendium[wfrp4e-core.items.MGEPI4jNhymNIRVz]{Grimpeur} Grimpeur pour la durée du sort.</p><p>\n\n <b>Domaine:</b> Les Cibles des Sorts issus du Domaine de Tzeentch sont déchirées par la Magie transformatrice du Chaos. Celles affectées par un Sort du Domaine de Tzeentch doivent réussir un Test de Résistance Intermédiaire (+0), ou gagner +1 Point de Corruption. Si elles réussissent leur Test, elles gagnent +1 Point de Chance, quelles peuvent utiliser normalement. Tels sont les caprices de Tzeentch.<p>",
"description": "<p>Vos ongles des mains et des pieds deviennent de courtes griffes qui ne sont pas assez longues pour servir darmes mais permettent de faciliter lescalade. Lorsque vous êtes pieds nus et sans gants, vous gagnez le Talent @Compendium[wfrp4e-core.items.MGEPI4jNhymNIRVz]{Grimpeur} Grimpeur pour la durée du sort.</p><p>\n\n <b>Domaine:</b> Les Cibles des Sorts issus du Domaine de Tzeentch sont déchirées par la Magie transformatrice du Chaos. Celles affectées par un Sort du Domaine de Tzeentch doivent réussir un Test de Résistance Intermédiaire (+0), ou gagner +1 Point de Corruption. Si elles réussissent leur Test, elles gagnent +1 Point de Chance, quelles peuvent utiliser normalement. Tels sont les caprices de Tzeentch.<p>",
"gmdescription": "",
"durationValue": "Bonus de Force Mentale minutes"
},
"Eyes of the Beast": {
"name": "Eyes of the Beast",
"description": "<p>Vos yeux brillent d'une lumière verte impie, vous permettant de voir comme si vous aviez le Trait @Compendium[wfrp4e-core.items.FmHDbCOy3pH8yKhm]{Night Vision} Vision Nocturne . Si vous avez déjà la Vision Nocturne, la portée de votre vue nocturne double.</p><p>\n\n <b>Domaine:</b> Aucun<p>",
"name": "Oeil de la bête",
"description": "<p>Vos yeux brillent dune lumière verte impie, vous permettant de voir comme si vous possédiez le Trait @Compendium[wfrp4e-core.items.FmHDbCOy3pH8yKhm]{Night Vision} Vision nocturne. Si vous disposez déjà de la Vision nocturne, la portée de votre vision est doublée.</p><p>\n\n <b>Domaine:</b> Aucun<p>",
"gmdescription": "",
"durationValue": "Bonus de Force Mentale Rounds"
},
@ -206,43 +222,43 @@
"gmdescription": "<p><strong>Emplacement</strong>:<strong> </strong>Collines</p> <p><strong>Saison</strong>: Printemps</p> <p><strong>Préparations: </strong>Cru</p> <p>La feuille de mage se mange fraîche, et garde ses pouvoirs pendant une semaine après sa récolte. Comme son nom le suggère, elle est utilisée exclusivement par les lanceurs de sorts. Une dose donne au lanceur un bonus de +10 à son prochain Test dIncantation, mais pour chaque nouvelle dose prise, il faut lancer [[/r 1d10]]. Si le résultat est inférieur ou égal au nombre de doses déjà prises ce jour-là, la plante ne fait pas effet.</p>"
},
"Flying Jib (Typical Barge or Patrol Boat)": {
"name": "Foc Volant (Barge standard ou Bateau de Patrouille)",
"description": "<p>Un foc volant est une voile additionnelle et nécessite l'ajout d'un mât de proue au bateau, ce qui augmente sa longueur de 10 %. Gonflé par le vent arrière, le foc volant donne au bateau un mouvement supplémentaire de +5% par rapport à la valeur indiquée dans le tableau des vents @Table[wind]{wind table}. Il n'a aucun effet en cas de vent latéral et double la pénalité de mouvement pour un vent de face.</p>",
"name": "Clinfoc (Barge standard ou Bateau de Patrouille)",
"description": "<p>Un clinfoc est une voile supplémentaire située à la proue et qui nécessite un beaupré pour être ajoutée au bateau, augmentant sa longueur de 10 %. Gonflé par un vent arrière, le clinfoc accorde au bateau un bonus de vitesse de Mouvement de +5 % par rapport à la valeur indiquée dans le Tableau des vents @Table[wind]{wind table}.Il est inutile en cas de vent de côté, et double le malus à la vitesse de Mouvement en cas de vent contraire.</p>",
"gmdescription": ""
},
"Flying Jib (Row Boat)": {
"name": "Foc Volant (Barque)",
"description": "<p>Un foc volant est une voile additionnelle et nécessite l'ajout d'un mât de proue au bateau, ce qui augmente sa longueur de 10 %. Gonflé par le vent arrière, le foc volant donne au bateau un mouvement supplémentaire de +5% par rapport à la valeur indiquée dans le tableau des vents @Table[wind]{wind table}. Il n'a aucun effet en cas de vent latéral et double la pénalité de mouvement pour un vent de face.</p>",
"name": "Clinfoc (Barque)",
"description": "<p>Un clinfoc est une voile supplémentaire située à la proue et qui nécessite un beaupré pour être ajoutée au bateau, augmentant sa longueur de 10 %. Gonflé par un vent arrière, le clinfoc accorde au bateau un bonus de vitesse de Mouvement de +5 % par rapport à la valeur indiquée dans le Tableau des vents @Table[wind]{wind table}.Il est inutile en cas de vent de côté, et double le malus à la vitesse de Mouvement en cas de vent contraire.</p>",
"gmdescription": ""
},
"Flying Jib (Large Barge)": {
"name": "Foc Volant (Grande Barge)",
"description": "<p>Un foc volant est une voile additionnelle et nécessite l'ajout d'un mât de proue au bateau, ce qui augmente sa longueur de 10 %. Gonflé par le vent arrière, le foc volant donne au bateau un mouvement supplémentaire de +5% par rapport à la valeur indiquée dans le tableau des vents @Table[wind]{wind table}. Il n'a aucun effet en cas de vent latéral et double la pénalité de mouvement pour un vent de face.</p>",
"name": "Clinfoc (Grande Barge)",
"description": "<p>Un clinfoc est une voile supplémentaire située à la proue et qui nécessite un beaupré pour être ajoutée au bateau, augmentant sa longueur de 10 %. Gonflé par un vent arrière, le clinfoc accorde au bateau un bonus de vitesse de Mouvement de +5 % par rapport à la valeur indiquée dans le Tableau des vents @Table[wind]{wind table}.Il est inutile en cas de vent de côté, et double le malus à la vitesse de Mouvement en cas de vent contraire.</p>",
"gmdescription": ""
},
"Flying Jib (Fishing Skiff)": {
"name": "Foc Volant (Petit bateau de pêche)",
"description": "<p>Un foc volant est une voile additionnelle et nécessite l'ajout d'un mât de proue au bateau, ce qui augmente sa longueur de 10 %. Gonflé par le vent arrière, le foc volant donne au bateau un mouvement supplémentaire de +5% par rapport à la valeur indiquée dans le tableau des vents @Table[wind]{wind table}. Il n'a aucun effet en cas de vent latéral et double la pénalité de mouvement pour un vent de face.</p>",
"name": "Clinfoc (Petit bateau de pêche)",
"description": "<p>Un clinfoc est une voile supplémentaire située à la proue et qui nécessite un beaupré pour être ajoutée au bateau, augmentant sa longueur de 10 %. Gonflé par un vent arrière, le clinfoc accorde au bateau un bonus de vitesse de Mouvement de +5 % par rapport à la valeur indiquée dans le Tableau des vents @Table[wind]{wind table}.Il est inutile en cas de vent de côté, et double le malus à la vitesse de Mouvement en cas de vent contraire.</p>",
"gmdescription": ""
},
"Water Brakes (Typical Barge or Patrol Boat)": {
"name": "Frein Aquatique (Barge typique ou Navire de Patrouille)",
"description": "<p>Cet appareil consist en deux larges volets en bois qui peuvent être dépliées depuis les flancs du navire. En remontant le courant, ouvrir les freins réduit le Mouvement de 1 ou 2 points, selon leur degré d'ouverture partiel ou total. En descendant le courant, les volets amplifient la prise au courant et augmente le Mouvement de manière identique.</p>",
"name": "Ralentisseurs Latéraux (Barge typique ou Navire de Patrouille)",
"description": "<p>Cet appareil consiste en deux larges volets de bois qui peuvent être dépliés de chaque côté du bateau. Lorsque le bateau remonte une rivière, le déploiement des ralentisseurs augmente la traînée et réduit la vitesse de Mouvement de 12 points, selon quils ont été partiellement ou complètement déployés. Lorsque le bateau navigue dans le sens du courant, ils permettent daugmenter sa vitesse de Mouvement dun nombre de points identiques.</p>",
"gmdescription": ""
},
"Water Brakes (Row Boat)": {
"name": "Frein Aquatique (Barque)",
"description": "<p>Cet appareil consist en deux larges volets en bois qui peuvent être dépliées depuis les flancs du navire. En remontant le courant, ouvrir les freins réduit le Mouvement de 1 ou 2 points, selon leur degré d'ouverture partiel ou total. En descendant le courant, les volets amplifient la prise au courant et augmente le Mouvement de manière identique.</p>",
"name": "Ralentisseurs Latéraux (Barque)",
"description": "<p>Cet appareil consiste en deux larges volets de bois qui peuvent être dépliés de chaque côté du bateau. Lorsque le bateau remonte une rivière, le déploiement des ralentisseurs augmente la traînée et réduit la vitesse de Mouvement de 12 points, selon quils ont été partiellement ou complètement déployés. Lorsque le bateau navigue dans le sens du courant, ils permettent daugmenter sa vitesse de Mouvement dun nombre de points identiques.</p>",
"gmdescription": ""
},
"Water Brakes (Fishing Skiff)": {
"name": "Frein Aquatique (Bateau de Pêche)",
"description": "<p>Cet appareil consist en deux larges volets en bois qui peuvent être dépliées depuis les flancs du navire. En remontant le courant, ouvrir les freins réduit le Mouvement de 1 ou 2 points, selon leur degré d'ouverture partiel ou total. En descendant le courant, les volets amplifient la prise au courant et augmente le Mouvement de manière identique.</p>",
"name": "Ralentisseurs Latéraux (Bateau de Pêche)",
"description": "<p>Cet appareil consiste en deux larges volets de bois qui peuvent être dépliés de chaque côté du bateau. Lorsque le bateau remonte une rivière, le déploiement des ralentisseurs augmente la traînée et réduit la vitesse de Mouvement de 12 points, selon quils ont été partiellement ou complètement déployés. Lorsque le bateau navigue dans le sens du courant, ils permettent daugmenter sa vitesse de Mouvement dun nombre de points identiques.</p>",
"gmdescription": ""
},
"Water Brakes (Large Barge)": {
"name": "Frein Aquatique (Grande Barge)",
"description": "<p>Cet appareil consist en deux larges volets en bois qui peuvent être dépliées depuis les flancs du navire. En remontant le courant, ouvrir les freins réduit le Mouvement de 1 ou 2 points, selon leur degré d'ouverture partiel ou total. En descendant le courant, les volets amplifient la prise au courant et augmente le Mouvement de manière identique.</p>",
"name": "Ralentisseurs Latéraux (Grande Barge)",
"description": "<p>Cet appareil consiste en deux larges volets de bois qui peuvent être dépliés de chaque côté du bateau. Lorsque le bateau remonte une rivière, le déploiement des ralentisseurs augmente la traînée et réduit la vitesse de Mouvement de 12 points, selon quils ont été partiellement ou complètement déployés. Lorsque le bateau navigue dans le sens du courant, ils permettent daugmenter sa vitesse de Mouvement dun nombre de points identiques.</p>",
"gmdescription": ""
},
"Gesundheit": {
@ -251,48 +267,48 @@
"gmdescription": "<p><strong>Emplacement: </strong>Forêts mixtes</p>\n<p><strong>Saison: </strong>Hiver, Printemps</p>\n<p><strong>Preparations:&nbsp;</strong>@UUID[Compendium.wfrp4e-dotr.journals.JhZ4qkEf569rEcsY.JournalEntryPage.uxIVUGe1gSkqbo8m#poultices]{Cataplasme}</p>\n<p>Un cataplasme de feuilles de gesundheit appliqué sur une @UUID[Compendium.wfrp4e-core.items.kKccDTGzWzSXCBOb]{Blessure Purulente} permet au patient de faire un <strong>Test de Résistance Accessible (+20)</strong> en réduire la durée dun jour par DR obtenu. Cette opération peut être réalisée seulement une fois par jour, avec un cataplasme frais à chaque fois, et ce jusquà ce que la blessure cesse dêtre Purulente.</p>"
},
"Fore-and-Aft Rudder (Typical Barge or Patrol Boat)": {
"name": "Gouvernail supplémentaire à l'avant (Barge standard ou Bateau de Patrouille)",
"name": "Bouteur (Barge standard ou Bateau de Patrouille)",
"description": "<p>Pour une manoeuvrabilité maximale, un second gouvernail peut être ajouté à l'avant du bateau. Cela réduit le score de mouvement du bateau de 1, mais si utilisé par un membre d'équipage formé aux deux gouvernails, tous les Tests de <strong>Maniement de Bateau</strong> reçoivent un bonus de +20%.</p>",
"gmdescription": ""
},
"Fore-and-Aft Rudder (Row Boat)": {
"name": "Gouvernail supplémentaire à l'avant (Barque)",
"description": "<p>Pour une manoeuvrabilité maximale, un second gouvernail peut être ajouté à l'avant du bateau. Cela réduit le score de mouvement du bateau de 1, mais si utilisé par un membre d'équipage formé aux deux gouvernails, tous les Tests de <strong>Maniement de Bateau</strong> reçoivent un bonus de +20%.</p>",
"name": "Bouteur (Barque)",
"description": "<p>Pour une maniabilité maximale, un gouvernail auxiliaire appelé bouteur peut être ajouté à la proue du bateau. Cet ajout réduit la vitesse de Mouvement du bateau de 1, mais avec deux barreurs bien entraînés assignés à chaque gouvernail, tous les Tests de <strong>Navigation</strong> réalisés pour diriger le bateau reçoivent un bonus de +20.</p>",
"gmdescription": ""
},
"Fore-and-Aft Rudder (Large Barge)": {
"name": "Gouvernail supplémentaire à l'avant (Grande Barge)",
"description": "<p>Pour une manoeuvrabilité maximale, un second gouvernail peut être ajouté à l'avant du bateau. Cela réduit le score de mouvement du bateau de 1, mais si utilisé par un membre d'équipage formé aux deux gouvernails, tous les Tests de <strong>Maniement de Bateau</strong> reçoivent un bonus de +20%.</p>",
"name": "Bouteur (Grande Barge)",
"description": "<p>Pour une maniabilité maximale, un gouvernail auxiliaire appelé bouteur peut être ajouté à la proue du bateau. Cet ajout réduit la vitesse de Mouvement du bateau de 1, mais avec deux barreurs bien entraînés assignés à chaque gouvernail, tous les Tests de <strong>Navigation</strong> réalisés pour diriger le bateau reçoivent un bonus de +20.</p>",
"gmdescription": ""
},
"Fore-and-Aft Rudder (Fishing Skiff)": {
"name": "Gouvernail supplémentaire à l'avant (Petit bateau de pêche)",
"description": "<p>Pour une manoeuvrabilité maximale, un second gouvernail peut être ajouté à l'avant du bateau. Cela réduit le score de mouvement du bateau de 1, mais si utilisé par un membre d'équipage formé aux deux gouvernails, tous les Tests de <strong>Maniement de Bateau</strong> reçoivent un bonus de +20%.</p>",
"name": "Bouteur (Petit bateau de pêche)",
"description": "<p>Pour une maniabilité maximale, un gouvernail auxiliaire appelé bouteur peut être ajouté à la proue du bateau. Cet ajout réduit la vitesse de Mouvement du bateau de 1, mais avec deux barreurs bien entraînés assignés à chaque gouvernail, tous les Tests de <strong>Navigation</strong> réalisés pour diriger le bateau reçoivent un bonus de +20.</p>",
"gmdescription": ""
},
"Broad Rudder (Typical Barge or Patrol Boat)": {
"name": "Grand Gouvernail (Barge standard ou Bateau de Patrouille)",
"description": "<p>Un gouvernail plus grand améliore la direction, mais nécessite un barreur plus fort en raison de la résistance accrue à l'eau. Chaque Test de <strong>Maniement de Bateau</strong> doit être accompagné d'un Test de Force; si le Test de Force est réussi, les DR peuvent être ajoutés à ceux du Test de Maniement de Bateau. Il n'y a pas de pénalité pour un échec ordinaire à ce test de <strong>force</strong>. Cependant, un échec critique ou un échec stupéfiants entraînent un brusque mouvement de rotation du gouvernail qui envoie le malheureux personnage la tête la première dans l'eau!</p>",
"name": "Safran (Barge standard ou Bateau de Patrouille)",
"description": "<p>Un safran permet de mieux diriger un bateau, mais nécessite la présence dun barreur athlétique pour le manier en raison de la résistance accrue de leau. Tous les Tests de <strong>Navigation</strong> réalisés pour diriger le bateau doivent saccompagner dun Test de <strong>Force</strong> ; si le Personnage réussit le Test de <strong>Force</strong>, les DR de celui-ci peuvent être additionnés à ceux du Test de <strong>Navigation</strong>. Il ny a pas de pénalité si le résultat de ce Test de <strong>Force</strong> supplémentaire est un Échec normal. Cependant, un Échec Stupéfiant ou une Maladresse résultera en un violent mouvement du gouvernail qui enverra le malheureux barreur par-dessus bord !</p>",
"gmdescription": ""
},
"Broad Rudder (Row Boat)": {
"name": "Grand Gouvernail (Barque)",
"description": "<p>Un gouvernail plus grand améliore la direction, mais nécessite un barreur plus fort en raison de la résistance accrue à l'eau. Chaque Test de <strong>Maniement de Bateau</strong> doit être accompagné d'un Test de Force; si le Test de Force est réussi, les DR peuvent être ajoutés à ceux du Test de Maniement de Bateau. Il n'y a pas de pénalité pour un échec ordinaire à ce test de <strong>force</strong>. Cependant, un échec critique ou un échec stupéfiants entraînent un brusque mouvement de rotation du gouvernail qui envoie le malheureux personnage la tête la première dans l'eau!</p>",
"name": "Safran (Barque)",
"description": "<p>Un safran permet de mieux diriger un bateau, mais nécessite la présence dun barreur athlétique pour le manier en raison de la résistance accrue de leau. Tous les Tests de <strong>Navigation</strong> réalisés pour diriger le bateau doivent saccompagner dun Test de <strong>Force</strong> ; si le Personnage réussit le Test de <strong>Force</strong>, les DR de celui-ci peuvent être additionnés à ceux du Test de <strong>Navigation</strong>. Il ny a pas de pénalité si le résultat de ce Test de <strong>Force</strong> supplémentaire est un Échec normal. Cependant, un Échec Stupéfiant ou une Maladresse résultera en un violent mouvement du gouvernail qui enverra le malheureux barreur par-dessus bord !</p>",
"gmdescription": ""
},
"Broad Rudder (Large Barge)": {
"name": "Grand Gouvernail (Grande Barge)",
"description": "<p>Un gouvernail plus grand améliore la direction, mais nécessite un barreur plus fort en raison de la résistance accrue à l'eau. Chaque Test de <strong>Maniement de Bateau</strong> doit être accompagné d'un Test de Force; si le Test de Force est réussi, les DR peuvent être ajoutés à ceux du Test de Maniement de Bateau. Il n'y a pas de pénalité pour un échec ordinaire à ce test de <strong>force</strong>. Cependant, un échec critique ou un échec stupéfiants entraînent un brusque mouvement de rotation du gouvernail qui envoie le malheureux personnage la tête la première dans l'eau!</p>",
"name": "Safran (Grande Barge)",
"description": "<p>Un safran permet de mieux diriger un bateau, mais nécessite la présence dun barreur athlétique pour le manier en raison de la résistance accrue de leau. Tous les Tests de <strong>Navigation</strong> réalisés pour diriger le bateau doivent saccompagner dun Test de <strong>Force</strong> ; si le Personnage réussit le Test de <strong>Force</strong>, les DR de celui-ci peuvent être additionnés à ceux du Test de <strong>Navigation</strong>. Il ny a pas de pénalité si le résultat de ce Test de <strong>Force</strong> supplémentaire est un Échec normal. Cependant, un Échec Stupéfiant ou une Maladresse résultera en un violent mouvement du gouvernail qui enverra le malheureux barreur par-dessus bord !</p>",
"gmdescription": ""
},
"Broad Rudder (Fishing Skiff)": {
"name": "Grand Gouvernail (Petit bateau de pêche)",
"description": "<p>Un gouvernail plus grand améliore la direction, mais nécessite un barreur plus fort en raison de la résistance accrue à l'eau. Chaque Test de <strong>Maniement de Bateau</strong> doit être accompagné d'un Test de Force; si le Test de Force est réussi, les DR peuvent être ajoutés à ceux du Test de Maniement de Bateau. Il n'y a pas de pénalité pour un échec ordinaire à ce test de <strong>force</strong>. Cependant, un échec critique ou un échec stupéfiants entraînent un brusque mouvement de rotation du gouvernail qui envoie le malheureux personnage la tête la première dans l'eau!</p>",
"name": "Safran (Petit bateau de pêche)",
"description": "<p>Un safran permet de mieux diriger un bateau, mais nécessite la présence dun barreur athlétique pour le manier en raison de la résistance accrue de leau. Tous les Tests de <strong>Navigation</strong> réalisés pour diriger le bateau doivent saccompagner dun Test de <strong>Force</strong> ; si le Personnage réussit le Test de <strong>Force</strong>, les DR de celui-ci peuvent être additionnés à ceux du Test de <strong>Navigation</strong>. Il ny a pas de pénalité si le résultat de ce Test de <strong>Force</strong> supplémentaire est un Échec normal. Cependant, un Échec Stupéfiant ou une Maladresse résultera en un violent mouvement du gouvernail qui enverra le malheureux barreur par-dessus bord !</p>",
"gmdescription": ""
},
"Grapeshot (Cannon)": {
"name": "Grapeshot (Cannon)",
"description": "",
"name": "Boîte à mitraille",
"description": "<p>La boîte à mitraille est un sac rempli de balles de plomb qui transforme le canon en une sorte de fusil géant. Un canon chargé avec une boîte à mitraille gagne lAtout darme Explosion 5. Cest une munition destinée à être utilisée contre un groupe dennemis, pour nettoyer le pont dun bateau avant de laborder, par exemple.</p>",
"gmdescription": ""
},
"Graveroot": {
@ -320,18 +336,18 @@
"gmdescription": ""
},
"Hallucinogen": {
"name": "Hallucinogen",
"description": "<p>La créature dégage un musc hallucinogène. Les victimes situées à moins de 2 mètres (plus, à la discrétion du MJ, si la victime est dans le sens du vent) doivent réussir un Test de Force Mentale Accessible (+20) ou succomber, gagnant un État Sonné pour chaque niveau déchec.</p>",
"name": "Hallucinogène",
"description": "<p>La créature dégage un musc hallucinogène. Les victimes situées à moins de 2 mètres (plus, à la discrétion du MJ, si la victime est dans le sens du vent) doivent réussir un Test de <strong>Force Mentale Accessible (+20)</strong> ou succomber, gagnant un État Sonné pour chaque niveau déchec.</p>",
"gmdescription": ""
},
"Hull": {
"name": "Hull",
"name": "Coque",
"description": "<p>Il y a un trou dans le bateau, qui commence à prendre leau. Il coule en un nombre de minutes égal à son Endurance (voir @JournalEntry[Boat Damage]{Il y a un trou}, plus bas). Sil y a des marchandises à bord, leau peut les endommager, voire les détruire.</p>",
"gmdescription": ""
},
"Capricious": {
"name": "Inconstant",
"description": "<p>L'humeur de la créature varie d'un extrème à l'autre. Quand un personnage réalise u n jet de <strong>Sociabilité </strong>en intéraction avec la créature, tirez un jet sur la table suivante:</p>\n<table style=\"width: 77.0354%; height: 95px;\" border=\"1\">\n<tbody>\n<tr style=\"height: 16px;\">\n<td style=\"width: 14.1285%; text-align: center; height: 15px;\"><strong>[[/r 1d10]]</strong></td>\n<td style=\"width: 84.5762%; text-align: center; height: 15px;\"><strong>Resultat</strong></td>\n</tr>\n<tr style=\"height: 16px;\">\n<td style=\"width: 14.1285%; height: 16px;\">1</td>\n<td style=\"width: 84.5762%; height: 16px;\">Soustraire 2 au DR</td>\n</tr>\n<tr style=\"height: 16px;\">\n<td style=\"width: 14.1285%; height: 16px;\">2-3</td>\n<td style=\"width: 84.5762%; height: 16px;\">Soustraire 1 au DR</td>\n</tr>\n<tr style=\"height: 16px;\">\n<td style=\"width: 14.1285%; height: 16px;\">4-7</td>\n<td style=\"width: 84.5762%; height: 16px;\">Pas de modificateur au DR</td>\n</tr>\n<tr style=\"height: 16px;\">\n<td style=\"width: 14.1285%; height: 16px;\">8-9</td>\n<td style=\"width: 84.5762%; height: 16px;\">Ajouter 1 au DR</td>\n</tr>\n<tr style=\"height: 16px;\">\n<td style=\"width: 14.1285%; height: 16px;\">10</td>\n<td style=\"width: 84.5762%; height: 16px;\">Ajouter 2 au DR</td>\n</tr>\n</tbody>\n</table>",
"name": "Capricieux",
"description": "<p>Le tempérament de la créature passe dun extrême à lautre. Lorsquun Personnage effectue un Test de Sociabilité en traitant avec la créature, lancez un dé selon le Tableau suivant :</p>\n<table style=\"width: 77.0354%; height: 95px;\" border=\"1\">\n<tbody>\n<tr style=\"height: 16px;\">\n<td style=\"width: 14.1285%; text-align: center; height: 15px;\"><strong>[[/r 1d10]]</strong></td>\n<td style=\"width: 84.5762%; text-align: center; height: 15px;\"><strong>Resultat</strong></td>\n</tr>\n<tr style=\"height: 16px;\">\n<td style=\"width: 14.1285%; height: 16px;\">1</td>\n<td style=\"width: 84.5762%; height: 16px;\">Soustraire 2 au DR</td>\n</tr>\n<tr style=\"height: 16px;\">\n<td style=\"width: 14.1285%; height: 16px;\">2-3</td>\n<td style=\"width: 84.5762%; height: 16px;\">Soustraire 1 au DR</td>\n</tr>\n<tr style=\"height: 16px;\">\n<td style=\"width: 14.1285%; height: 16px;\">4-7</td>\n<td style=\"width: 84.5762%; height: 16px;\">Pas de modificateur au DR</td>\n</tr>\n<tr style=\"height: 16px;\">\n<td style=\"width: 14.1285%; height: 16px;\">8-9</td>\n<td style=\"width: 84.5762%; height: 16px;\">Ajouter 1 au DR</td>\n</tr>\n<tr style=\"height: 16px;\">\n<td style=\"width: 14.1285%; height: 16px;\">10</td>\n<td style=\"width: 84.5762%; height: 16px;\">Ajouter 2 au DR</td>\n</tr>\n</tbody>\n</table>",
"gmdescription": ""
},
"Initiate of the Mysteries": {
@ -355,13 +371,13 @@
"gmdescription": "<p><strong>Emplacement</strong>:<strong> </strong>Forêts</p><p><strong>Saison</strong>: Printemps</p><p><strong>Preparations: </strong>@UUID[Compendium.wfrp4e-dotr.journals.JhZ4qkEf569rEcsY.JournalEntryPage.uxIVUGe1gSkqbo8m#raw]{Cru}, @UUID[Compendium.wfrp4e-dotr.journals.JhZ4qkEf569rEcsY.JournalEntryPage.uxIVUGe1gSkqbo8m#poultices]{Cataplasme}</p><p>Cette herbe est surtout utilisée pour faire des farces, et elle est particulièrement appréciée des enfants des campagnes. Ils frottent un peu de la sève des feuilles sur la peau de leur pauvre victime, et [[/r 1d10]] minutes plus tard, la zone touchée commence à la démanger de façon incontrôlable. Le Personnage subit alors un malus de 20 à tous ses Tests pendant [[/r 2d10 + 40]] minutes,à cause de la distraction que provoquent la démangeaison et le besoin de se gratter. Un <strong>Test de Force Mentale Intermédiaire(+0)</strong> peut être réalisé pour ignorer la démangeaison pendant 10 minutes : un seul DR obtenu réduit le malus de 10, obtenir au moins deux DR annule le malus deux DR. </p><p>Une utilisation plus utile (mais moins connue) de cette plante est le traitement des engelures. Un cataplasme de juck permet daccélérer le temps de guérison. Une dose soigne [[/r 1d10]] Points de blessure perdus lors dune @UUID[Compendium.wfrp4e-core.journals.NS3YGlJQxwTggjRX.JournalEntryPage.WCivInLZrqEtZzF4#exposure]{Exposition à de basses températures}. Ce traitement peut être appliqué une fois par jour.</p>"
},
"Beast Tongue": {
"name": "Langage des Hommes-Bêtes",
"description": "<p>Vous pouvez parler et comprendre la Langue des Hommes-Bêtes, même si vous n'avez pas la compétence adéquate.</p><p>\n\n <b>Domaine:</b> Aucun<p>",
"name": "Langue bestiale",
"description": "<p>Vous pouvez parler et comprendre la Langue bestiale des hommes-bêtes, même sans posséder la Compétence correspondante.</p><p>\n\n <b>Domaine:</b> Aucun<p>",
"gmdescription": "",
"durationValue": "Force Mentale minutes"
},
"Magical": {
"name": "Magical",
"name": "Magique",
"description": "<p>Certains sorciers peuvent enchanter un bateau en échange dune certaine somme, de manière à ce quun vent gonfle continuellement ses voiles ou que leau se meuve sous la coque pour le faire avancer, ce qui augmente sa vitesse de Mouvement de 3 points et/ou limmunise contre les effets du temps et autres facteurs pouvant altérer la vitesse de Mouvement dun bateau. Ces enchantements sont généralement temporaires et incroyablement onéreux, et cest à vous quil revient de décider si les Personnages peuvent y avoir accès à un moment donné de laventure.</p>\n<p>Il arrivera en de rares occasions, souvent pour des raisons liées à lintrigue principale de laventure, quun groupe de Personnages puissent emprunter un bateau enchanté à un dirigeant elfe ou nain, ou au directeur de lun des Collèges de Magie, mais ils ne pourront jamais en acheter ou en obtenir un gratuitement.</p>\n<p>Cela dit, il peut être amusant pour les joueurs dexpérimenter avec des sorts et de voir comment ils peuvent sen servir pour améliorer les performances de leur bateau, sa solidité, et autres attributs, et cela devrait même être encouragé, plus particulièrement entre les aventures. Une réussite pourrait leur accorder de petits bénéfices temporaires, et un échec pourrait être aussi divertissant pour le MJ que frustrant pour les joueurs.</p>",
"gmdescription": ""
},
@ -376,33 +392,33 @@
"gmdescription": ""
},
"Armoured Walls (Typical Barge or Patrol Boat)": {
"name": "Murs renforcés (Barge standard ou Bateau de Patrouille)",
"description": "<p>Les murs de la cabine ou autre structure sur le bateau sont renforcés avec des feuilles de fer. Tous les personnages ou PNJ protégés derrière sont considérés comme @JournalEntry[Difficulté de combat]{couverture totale} et les attaques à distance contre eux sont Très Difficile.</p>",
"name": "Murs Blindés (Barge standard ou Bateau de Patrouille)",
"description": "<p>Les murs de la cabine ou autre structure sur le bateau sont renforcés avec des feuilles de fer. Tous les personnages ou PNJ protégés derrière sont considérés comme @JournalEntry[Difficulté de combat]{couverture totale} rendant les tirs de projectiles contre lui Très Difficile.</p>",
"gmdescription": ""
},
"Armoured Walls (Row Boat)": {
"name": "Murs renforcés (Barque)",
"description": "<p>Les murs de la cabine ou autre structure sur le bateau sont renforcés avec des feuilles de fer. Tous les personnages ou PNJ protégés derrière sont considérés comme @JournalEntry[Difficulté de combat]{couverture totale} et les attaques à distance contre eux sont Très Difficile.</p>",
"name": "Murs Blindés (Barque)",
"description": "<p>Les murs dune cabine ou de toute autre superstructure sont blindés à laide de plaques de fer. Tout Personnage ou PNJ situé derrière un mur blindé bénéficie dune @JournalEntry[Difficulté de combat]{couverture totale} rendant les tirs de projectiles contre lui Très Difficile.</p>",
"gmdescription": ""
},
"Armoured Walls (Large Barge)": {
"name": "Murs renforcés (Grande barge)",
"description": "<p>Les murs de la cabine ou autre structure sur le bateau sont renforcés avec des feuilles de fer. Tous les personnages ou PNJ protégés derrière sont considérés comme @JournalEntry[Difficulté de combat]{couverture totale} et les attaques à distance contre eux sont Très Difficile.</p>",
"name": "Murs Blindés (Grande barge)",
"description": "<p>Les murs dune cabine ou de toute autre superstructure sont blindés à laide de plaques de fer. Tout Personnage ou PNJ situé derrière un mur blindé bénéficie dune @JournalEntry[Difficulté de combat]{couverture totale} rendant les tirs de projectiles contre lui Très Difficile.</p>",
"gmdescription": ""
},
"Armoured Walls (Fishing Skiff)": {
"name": "Murs renforcés (Petit bateau de pêche)",
"description": "<p>Les murs de la cabine ou autre structure sur le bateau sont renforcés avec des feuilles de fer. Tous les personnages ou PNJ protégés derrière sont considérés comme @JournalEntry[Difficulté de combat]{couverture totale} et les attaques à distance contre eux sont Très Difficile.</p>",
"name": "Murs Blindés (Petit bateau de pêche)",
"description": "<p>Les murs dune cabine ou de toute autre superstructure sont blindés à laide de plaques de fer. Tout Personnage ou PNJ situé derrière un mur blindé bénéficie dune @JournalEntry[Difficulté de combat]{couverture totale} rendant les tirs de projectiles contre lui Très Difficile.</p>",
"gmdescription": ""
},
"Musket Rests": {
"name": "Musket Rests",
"name": "Fourquines",
"description": "<p>Des baguettes terminées par une fourche, fixées au plat-bord dun bateau afin de servir dappui au canon dun fusil long à Poudre noire, comme un tromblon, un fusil du Hochland, un pistolet à répétition ou une mitrailleuse. La visée est facilitée (+10 aux jets dattaque), mais une action est nécessaire pour replacer larme sur la fourquine après avoir rechargé.</p>\n<blockquote>\n<p><strong>Note Foundry:</strong> <em>Dans le livre, cet item est classé en tant qu'arme, mais comme il ne s'agit pas d'armes en tant que tel, il est classifié en tant que structure.</em></p>\n</blockquote>",
"gmdescription": ""
},
"Oars": {
"name": "Rames",
"description": "<p>Les rames volent en éclat, et les échardes infligent +5 Dégâts aux rameurs. Tant que les rames ne sont pas remplacées, le bateau ne peut que se laisser dériver. Ou alors, un coup critique aux rames nen détruit quune seule, selon la direction de lattaque. Quelques Rounds sont nécessaires pour y parvenir, mais avec un <strong>Test de Métier (Construction de bateaux ou Charpentier) Complexe (10)</strong>, un Personnage peut utiliser la rame cassée comme une godille improvisée, et la placer à la poupe du bateau pour le diriger et le faire avancer à 50 % de sa vitesse normale. Diriger un bateau grâce à une godille nécessite un <strong>Test de Navigation Intermédiaire (+0)</strong>.</p>",
"description": "<p>Les rames volent en éclat, et les échardes infligent +5 Dégâts aux rameurs. Tant que les rames ne sont pas remplacées, le bateau ne peut que se laisser dériver. Ou alors, un coup critique aux rames nen détruit quune seule, selon la direction de lattaque. Quelques Rounds sont nécessaires pour y parvenir, mais avec un Test de <strong>Métier (Construction de bateaux ou Charpentier) Complexe (10)</strong>, un Personnage peut utiliser la rame cassée comme une godille improvisée, et la placer à la poupe du bateau pour le diriger et le faire avancer à 50 % de sa vitesse normale. Diriger un bateau grâce à une godille nécessite un Test de <strong>Navigation Intermédiaire (+0)</strong>.</p>",
"gmdescription": ""
},
"Attach and Feed": {
@ -429,7 +445,7 @@
},
"Racing Hull": {
"name": "Coque de Course",
"description": "<p>Comme tout le monde le sait, les nobles les plus riches sont de fervents passionnés de concours et de paris. Dans le but de surpasser leurs pairs, certains propriétaires de bateaux nantis ont dépensé sans compter dans la recherche et lartisanat afin de concevoir une coque de bateau parfaitement taillée pour la vitesse. Une coque de course est lisse comme le verre et possède une forme ingénieusement pensée pour réduire la traînée au strict minimum, ce qui permet au bateau de se déplacer avec une rapidité équivalente à deux fois sa vitesse de Mouvement normale.</p>\n<p>Cependant, un bateau doté dune coque de course est difficile à manier, et nécessite de faire un <strong>Test de Navigation Complexe (10)</strong> toutes les heures. Si le résultat est un Échec Minime (0 ou -1 DR) ou Normal (-2 ou -3 DR), la vitesse de Mouvement nexcède pas la vitesse normale du bateau ; si cest un Échec Impressionnant (4 ou -5 DR), la vitesse de Mouvement normale est réduite de moitié ; si cest un Échec Stupéfiant (6 DR), la coque est endommagée et le bateau ne peut plus aller plus vite que la moitié de sa vitesse de Mouvement normale jusquà ce quil soit réparé pour un prix égal à la moitié du coût de la coque (mentionné précédemment).</p>\n<p>Les réparations ordinaires effectuées sur une coque de course coûtent le double du prix mentionné p. 30, et nécessitent un savoir-faire avancé : tous les Tests nécessaires pour réparer le bateau sont un degré de difficulté au-dessus de la normale.\n<p><strong>Note Foundry:&nbsp;</strong><em>L'encombrement et le prix sont donnés pour un bateau de 3m de long. Modifiez l'item selon les dimensions du bateau sur lequel il est appliqué.</p>\n</blockquote>",
"description": "<p>Comme tout le monde le sait, les nobles les plus riches sont de fervents passionnés de concours et de paris. Dans le but de surpasser leurs pairs, certains propriétaires de bateaux nantis ont dépensé sans compter dans la recherche et lartisanat afin de concevoir une coque de bateau parfaitement taillée pour la vitesse. Une coque de course est lisse comme le verre et possède une forme ingénieusement pensée pour réduire la traînée au strict minimum, ce qui permet au bateau de se déplacer avec une rapidité équivalente à deux fois sa vitesse de Mouvement normale.</p>\n<p>Cependant, un bateau doté dune coque de course est difficile à manier, et nécessite de faire un Test de <strong>Navigation Complexe (10)</strong> toutes les heures. Si le résultat est un Échec Minime (0 ou -1 DR) ou Normal (-2 ou -3 DR), la vitesse de Mouvement nexcède pas la vitesse normale du bateau ; si cest un Échec Impressionnant (4 ou -5 DR), la vitesse de Mouvement normale est réduite de moitié ; si cest un Échec Stupéfiant (6 DR), la coque est endommagée et le bateau ne peut plus aller plus vite que la moitié de sa vitesse de Mouvement normale jusquà ce quil soit réparé pour un prix égal à la moitié du coût de la coque (mentionné précédemment).</p>\n<p>Les réparations ordinaires effectuées sur une coque de course coûtent le double du prix mentionné p. 30, et nécessitent un savoir-faire avancé : tous les Tests nécessaires pour réparer le bateau sont un degré de difficulté au-dessus de la normale.\n<p><strong>Note Foundry:&nbsp;</strong><em>L'encombrement et le prix sont donnés pour un bateau de 3m de long. Modifiez l'item selon les dimensions du bateau sur lequel il est appliqué.</p>\n</blockquote>",
"gmdescription": ""
},
"Racing Rig (Fishing Skiff)": {
@ -453,8 +469,8 @@
"gmdescription": ""
},
"Bestial Rage": {
"name": "Rage Bestiale",
"description": "<p>Vous invoquez la fureur de la bête, obtenant temporairement le Trait @Compendium[wfrp4e-core.items.fjd1u9VAgiYzhBRp]{Rage} .</p><p>\n\n <b>Domaine:</b> Targets of Spells from the Lore of Tzeentch are riven by the transformative magic of Chaos. Targets affected by a Spell from the Lore of Tzeentch must pass a Challenging (+0) Endurance Test, or gain +1 Corruption Point. Should they pass their Test, they instead gain +1 Fortune Point, which can be used as normal. Such are the whims of Tzeentch.<p>",
"name": "Fureur Bestiale",
"description": "<p>Vous invoquez la fureur de la bête et gagnez temporairement le Trait @Compendium[wfrp4e-core.items.fjd1u9VAgiYzhBRp]{Rage}.</p><p>\n\n <b>Domaine:</b> Targets of Spells from the Lore of Tzeentch are riven by the transformative magic of Chaos. Targets affected by a Spell from the Lore of Tzeentch must pass a Challenging (+0) Endurance Test, or gain +1 Corruption Point. Should they pass their Test, they instead gain +1 Fortune Point, which can be used as normal. Such are the whims of Tzeentch.<p>",
"gmdescription": "",
"durationValue": "Bonus de Force Mentale Rounds"
},
@ -495,7 +511,7 @@
},
"Creeping": {
"name": "Rampant",
"description": "<p>Cette créature est tenace, mais lente. Elle ne peut pas courrir.</p>",
"description": "<p>Cette créature est impitoyable, mais lente. Elle ne peut pas réaliser dAction de Course.</p>",
"gmdescription": ""
},
"Reikworms": {
@ -507,7 +523,7 @@
"contraction": "exposition à de leau sale ; effectuez les Tests comme indiqué dans la description.",
"incubationValue": "85 + 1d10",
"incubationUnit": "jours",
"symptoms": "Spéciaux (voir description)",
"symptoms": "spéciaux (voir description)",
"permanent": ""
},
"Rigging": {
@ -537,12 +553,12 @@
},
"Analgesic Saliva": {
"name": "Salive Analgésique",
"description": "<p>La morsure de la créature ne fait pas souffrir, ce qui lui permet d'enlacer ses victimes endormies sans se faire remarquer. Cet effet disparait 10-Bonus d'Endurance rounds après que la créature se soit détachée.</p>",
"description": "<p>Les morsures de la créature ne provoquent aucune douleur, ce qui lui permet de saccrocher à ses victimes endormies sans être détectée. Cet effet sestompe au bout de 10 - Bonus dEndurance Rounds après que la créature se soit détachée.</p>",
"gmdescription": ""
},
"Anticoagulant Saliva": {
"name": "Salive Anticoagulante",
"description": "<p>La victime mordue par la créature gagne une condition @Condition[Hémorragique].</p>",
"description": "<p>La victime de la morsure de la créature gagne lÉtat @Condition[Hémorragique].</p>",
"gmdescription": ""
},
"Schlafenkraut": {
@ -551,14 +567,14 @@
"gmdescription": "<p><strong>Emplacement</strong>: Prairies</p>\n<p><strong>Saison</strong>: Printemps</p>\n<p><strong>Preparations</strong>: @UUID[Compendium.wfrp4e-dotr.journals.JhZ4qkEf569rEcsY.JournalEntryPage.uxIVUGe1gSkqbo8m#infusions]{Infusion}, @UUID[Compendium.wfrp4e-dotr.journals.JhZ4qkEf569rEcsY.JournalEntryPage.uxIVUGe1gSkqbo8m#draughts]{Potion}</p>\n<p>Une infusion de schlafenkraut provoque un sommeil normal [[/r 2d10+10]] minutes après sa consommation. Pendant les quatre premières heures de ce sommeil, les chances dêtre réveillé par un bruit sont divisées par deux. Un patient réveillé pendant ce temps doit réussir un <strong>Test de Résistance Intermédiaire (+0)</strong> ou subir trois États @Conditions[Exténué]. Après quatre heures, les effets de lherbe se dissipent, et le patient dort normalement.</p>\n<p>Une potion de schlafenkraut marche de la même façon, mais fait effet plus rapidement et moins longtemps. Elle provoque un sommeil normal [[/r 1d10]] minutes après ingestion, mais les chances dêtre réveillé ne sont divisées par deux que pendant les deux premières heures de sommeil.</p>\n<p>Un Personnage peut résister aux effets de la potion en faisant un <strong>Test de Calme Intermédiaire (+0)</strong>. Même sil est réussi, un Test de Résistance est nécessaire pour échapper à lÉtat Exténué. Le Trait @UUID[Compendium.wfrp4e-core.items.3wCtgMDNnu8MFmyk]{Immunité (Poison)} annule complètement les effets de la schlafenkraut.</p>"
},
"Sign of the Beast": {
"name": "Signe de la Bête",
"name": "Signe de la bête",
"description": "<p>Votre visage change subtilement, affichant la marque de Tzeentch et les signes de votre nature bestiale. Les hommes- bêtes de Tzeentch vous considèrent comme un ami et un allié. Vous gagnez +20 à tous les Tests de Sociabilité lorsque vous traitez avec ces créatures. Tous les adeptes ou créatures de Khorne ou Slaanesh expriment de lAnimosité à votre égard, tandis que ceux de Nurgle vous considèrent avec Haine.</p><p>\n\n <b>Domaine:</b> Aucun<p>",
"gmdescription": "",
"durationValue": "Bonus de Force Mentale Rounds"
},
"Slave to Chaos": {
"name": "Esclave du Chaos",
"description": "<p>Vous transférez votre conscience dans une autre créature vivante, qui peut tenter un Test de Force Mentale Intermédiaire (+0) pour résister à votre intrusion. Si le Test est raté, vous contrôlez les actions du sujet pour la durée du sort. Si vous ordonnez au sujet dagir de manière suicidaire, il doit effectuer un autre Test de Force Mentale pour briser leffet. Lorsque vous contrôlez un autre corps, votre propre corps est plongé dans un profond sommeil. Une fois que le sort prend fin, le sujet doit effectuer un <strong>Test de Force Mentale Intermédiaire (+0)</strong> ou gagner une mutation de la colonne @Table[expandedmutatephys]{Tzeentch du Tableau de LEnnemi dans lOmbre - Compagnon}. </p><p>\n\n <b>Domaine:</b> Les Cibles des Sorts issus du Domaine de Tzeentch sont déchirées par la Magie transformatrice du Chaos. Celles affectées par un Sort du Domaine de Tzeentch doivent réussir un Test de Résistance Intermédiaire (+0), ou gagner +1 Point de Corruption. Si elles réussissent leur Test, elles gagnent +1 Point de Chance, quelles peuvent utiliser normalement. Tels sont les caprices de Tzeentch.<p>",
"description": "<p>Vous transférez votre conscience dans une autre créature vivante, qui peut tenter un Test de <strong>Force Mentale Intermédiaire (+0)</strong> pour résister à votre intrusion. Si le Test est raté, vous contrôlez les actions du sujet pour la durée du sort. Si vous ordonnez au sujet dagir de manière suicidaire, il doit effectuer un autre Test de <strong>Force Mentale</strong> pour briser leffet. Lorsque vous contrôlez un autre corps, votre propre corps est plongé dans un profond sommeil. Une fois que le sort prend fin, le sujet doit effectuer un <strong>Test de Force Mentale Intermédiaire (+0)</strong> ou gagner une mutation de la colonne @Table[expandedmutatephys]{Tzeentch du Tableau de LEnnemi dans lOmbre - Compagnon}. </p><p>\n\n <b>Domaine:</b> Les Cibles des Sorts issus du Domaine de Tzeentch sont déchirées par la Magie transformatrice du Chaos. Celles affectées par un Sort du Domaine de Tzeentch doivent réussir un Test de Résistance Intermédiaire (+0), ou gagner +1 Point de Corruption. Si elles réussissent leur Test, elles gagnent +1 Point de Chance, quelles peuvent utiliser normalement. Tels sont les caprices de Tzeentch.<p>",
"gmdescription": "",
"durationValue": "Bonus de Force Mentale Rounds"
},
@ -589,17 +605,17 @@
},
"Spoons": {
"name": "Cuillères",
"description": "<p>Les avirons standards sont dotés de pelles longues et fines, qui conviennent à la plupart des usages. Les cuillères, comme leur nom lindique, possèdent une pelle plus courte, plus large et courbée, qui exerce donc plus de pression sur leau. Cependant, leur bon maniement requiert davantage de force. Avec une cuillère, un rameur peut avoir à faire un Test de Force si lon souhaite que le bateau aille plus vite, et sil réussit, il peut ajouter son Bonus de Force en mètres à la vitesse de Mouvement du bateau pour ce Round.</p>",
"description": "<p>Les avirons standards sont dotés de pelles longues et fines, qui conviennent à la plupart des usages. Les cuillères, comme leur nom lindique, possèdent une pelle plus courte, plus large et courbée, qui exerce donc plus de pression sur leau. Cependant, leur bon maniement requiert davantage de force. Avec une cuillère, un rameur peut avoir à faire un Test de <strong>Force</strong> si lon souhaite que le bateau aille plus vite, et sil réussit, il peut ajouter son Bonus de Force en mètres à la vitesse de Mouvement du bateau pour ce Round.</p>",
"gmdescription": ""
},
"Steam": {
"name": "Vapeur",
"description": "<p>La Guilde des ingénieurs nains et lÉcole impériale dingénierie ont toutes deux développé des moteurs à vapeur, et un de ces modèles pourrait être adapté pour propulser un bateau. Cependant, un moteur à vapeur est énorme et très lourd, et prendrait une place considérable, qui aurait pu autrement être utilisée pour transporter des marchandises et/ou des passagers : le moteur occuperait environ la moitié de la capacité de Contenu du bateau. Cette valeur inclut le stockage du charbon nécessaire pour faire avancer le bateau pendant une semaine, ou du bois pour deux jours.</p>\n<p>Un bateau propulsé par un moteur à vapeur conserve sa vitesse de Mouvement standard tant quil est approvisionné en carburant, sans tenir compte de la direction du vent. Il nécessite dêtre manœuvré par un ingénieur qualifié, qui réalisera des Tests de Métier (Ingénieur) plutôt que les habituels Tests de Navigation. Malgré tout, les moteurs à vapeur ne sont pas toujours fiables, et en dépit de leur taille et de leur grosse machinerie, leurs mécanismes sont assez fragiles. En cas déchec au Test de Métier (Ingénieur), si un double est obtenu au jet de dé ou si léchec est Stupéfiant, ou en cas de Coup Critique à la coque du bateau, lancez [[/r 1d100]] selon le tableau Défaillance de Moteur à Vapeur.</p>",
"description": "<p>La Guilde des ingénieurs nains et lÉcole impériale dingénierie ont toutes deux développé des moteurs à vapeur, et un de ces modèles pourrait être adapté pour propulser un bateau. Cependant, un moteur à vapeur est énorme et très lourd, et prendrait une place considérable, qui aurait pu autrement être utilisée pour transporter des marchandises et/ou des passagers : le moteur occuperait environ la moitié de la capacité de Contenu du bateau. Cette valeur inclut le stockage du charbon nécessaire pour faire avancer le bateau pendant une semaine, ou du bois pour deux jours.</p>\n<p>Un bateau propulsé par un moteur à vapeur conserve sa vitesse de Mouvement standard tant quil est approvisionné en carburant, sans tenir compte de la direction du vent. Il nécessite dêtre manœuvré par un ingénieur qualifié, qui réalisera des Tests de <strong>Métier (Ingénieur)</strong> plutôt que les habituels Tests de <strong>Navigation</strong>. Malgré tout, les moteurs à vapeur ne sont pas toujours fiables, et en dépit de leur taille et de leur grosse machinerie, leurs mécanismes sont assez fragiles. En cas déchec au Test de <strong>Métier (Ingénieur)</strong>, si un double est obtenu au jet de dé ou si léchec est Stupéfiant, ou en cas de Coup Critique à la coque du bateau, lancez [[/r 1d100]] selon le tableau Défaillance de Moteur à Vapeur.</p>",
"gmdescription": ""
},
"Steering": {
"name": "Gouvernail",
"description": "<p>Le gouvernail vole en éclat, et les échardes infligent +5 Dégâts au timonier. Tant quil nest pas réparé, tous les Tests de Navigation pour diriger le bateau sont <strong>Très Difficiles (30)</strong>.</p>",
"description": "<p>Le gouvernail vole en éclat, et les échardes infligent +5 Dégâts au timonier. Tant quil nest pas réparé, tous les Tests de <strong>Navigation</strong> pour diriger le bateau sont <strong>Très Difficiles (30)</strong>.</p>",
"gmdescription": ""
},
"Stripped (Fishing Skiff)": {
@ -630,11 +646,11 @@
},
"Superstructure": {
"name": "Superstructure",
"description": "<p>Si le bateau dispose dune cale, et que cette dernière est touchée, tous les Personnages qui sy trouvent doivent faire un Test dInitiative ou subir +5 Dégâts à cause des éclats déchardes. À part ça, le bateau nest pas affecté.</p>",
"description": "<p>Si le bateau dispose dune cale, et que cette dernière est touchée, tous les Personnages qui sy trouvent doivent faire un Test d<strong>Initiative</strong> ou subir +5 Dégâts à cause des éclats déchardes. À part ça, le bateau nest pas affecté.</p>",
"gmdescription": ""
},
"Swivel Gun": {
"name": "Pierrier",
"name": "Pierriers",
"description": "<p>Un pierrier est comparable à un tromblon, en plus imposant. En raison de son poids, le pierrier est souvent monté sur un pivot ou un trépied, mais on sait aussi que certains mercenaires ogres les utilisent à la main.</p>",
"gmdescription": ""
},
@ -657,13 +673,13 @@
},
"Transformation of the Beast": {
"name": "Transformation de la Bête",
"description": "<p>Vous focalisez le pouvoir de Tzeentch et votre corps se transforme en celui dun @Compendium[wfrp4e-core.bestiary.R37OtN5gmPWCYOP3]{Gor}. Vous bénéficiez des avantages temporaires suivants :</p>\n<p><strong>Caractéristiques</strong>: utilisez votre propre caractéristique ou celle dun Gor, en prenant en compte la meilleure valeur.</p>\n<p><strong>Traits</strong>: vous gagnez @Compendium[wfrp4e-core.items.VUJUZVN3VYhOaPjj]{Armure 1}, @Compendium[wfrp4e-core.items.fjd1u9VAgiYzhBRp]{Rage}, et @Compendium[wfrp4e-core.items.BqPZn6q3VHn9HUrW]{Cornes +6}</p>\n<p><strong>Compétences</strong>: vous gagnez Langue bestiale mais perdez la capacité de parler intelligiblement dans toute autre langue.</p><p>\n\n <b>Domaine:</b> Les Cibles des Sorts issus du Domaine de Tzeentch sont déchirées par la Magie transformatrice du Chaos. Celles affectées par un Sort du Domaine de Tzeentch doivent réussir un Test de Résistance Intermédiaire (+0), ou gagner +1 Point de Corruption. Si elles réussissent leur Test, elles gagnent +1 Point de Chance, quelles peuvent utiliser normalement. Tels sont les caprices de Tzeentch.<p>",
"description": "<p>Vous focalisez le pouvoir de Tzeentch et votre corps se transforme en celui dun @Compendium[wfrp4e-core.bestiary.R37OtN5gmPWCYOP3]{Gor}. Vous bénéficiez des avantages temporaires suivants :</p>\n<p><strong>Caractéristiques</strong>: utilisez votre propre caractéristique ou celle dun Gor, en prenant en compte la meilleure valeur.</p>\n<p><strong>Traits</strong>: vous gagnez @Compendium[wfrp4e-core.items.VUJUZVN3VYhOaPjj]{Armure 1}, @Compendium[wfrp4e-core.items.fjd1u9VAgiYzhBRp]{Rage}, et @Compendium[wfrp4e-core.items.BqPZn6q3VHn9HUrW]{Cornes +3}</p>\n<p><strong>Compétences</strong>: vous gagnez Langue bestiale mais perdez la capacité de parler intelligiblement dans toute autre langue.</p><p>\n\n <b>Domaine:</b> Les Cibles des Sorts issus du Domaine de Tzeentch sont déchirées par la Magie transformatrice du Chaos. Celles affectées par un Sort du Domaine de Tzeentch doivent réussir un Test de Résistance Intermédiaire (+0), ou gagner +1 Point de Corruption. Si elles réussissent leur Test, elles gagnent +1 Point de Chance, quelles peuvent utiliser normalement. Tels sont les caprices de Tzeentch.<p>",
"gmdescription": "",
"durationValue": "Bonus de Force Mentale Rounds"
},
"Tremor": {
"name": "Tremblement",
"description": "<p>Un de vos pieds se transforme brièvement en un grand sabot enveloppé de flammes violettes. Le sol tremble lorsque vous tapez du pied et toutes les créatures situées dans un rayon égal à votre Bonus de Force Mentale en mètres (sauf vous) doivent effectuer un Test dAgilité ou tomber, ce qui leur confère lÉtat À Terre.</p><p>\n\n <b>Domaine:</b> Les Cibles des Sorts issus du Domaine de Tzeentch sont déchirées par la Magie transformatrice du Chaos. Celles affectées par un Sort du Domaine de Tzeentch doivent réussir un Test de Résistance Intermédiaire (+0), ou gagner +1 Point de Corruption. Si elles réussissent leur Test, elles gagnent +1 Point de Chance, quelles peuvent utiliser normalement. Tels sont les caprices de Tzeentch.<p>",
"description": "<p>Un de vos pieds se transforme brièvement en un grand sabot enveloppé de flammes violettes. Le sol tremble lorsque vous tapez du pied et toutes les créatures situées dans un rayon égal à votre Bonus de Force Mentale en mètres (sauf vous) doivent effectuer un Test d<strong>Agilité</strong> ou tomber, ce qui leur confère lÉtat À Terre.</p><p>\n\n <b>Domaine:</b> Les Cibles des Sorts issus du Domaine de Tzeentch sont déchirées par la Magie transformatrice du Chaos. Celles affectées par un Sort du Domaine de Tzeentch doivent réussir un Test de Résistance Intermédiaire (+0), ou gagner +1 Point de Corruption. Si elles réussissent leur Test, elles gagnent +1 Point de Chance, quelles peuvent utiliser normalement. Tels sont les caprices de Tzeentch.<p>",
"gmdescription": "",
"durationValue": "Instantané"
},
@ -691,7 +707,7 @@
"contraction": "exposition à de leau sale ou à des aliments avariés ; effectuez les Tests selon la description.",
"incubationValue": "5 + 1d10",
"incubationUnit": "jours",
"symptoms": "Spéciaux (voir description)",
"symptoms": "spéciaux (voir description)",
"permanent": ""
},
"Vigwort": {
@ -700,8 +716,8 @@
"gmdescription": "<p><strong>Emplacement</strong>: Prairies</p><p><strong>Saison</strong>: Eté</p><p><strong>Preparations</strong>: @UUID[Compendium.wfrp4e-dotr.journals.JhZ4qkEf569rEcsY.JournalEntryPage.uxIVUGe1gSkqbo8m#infusions]{Infusion}</p><p>Cette herbe est un léger stimulant, et une tasse dherbuste permet daugmenter le score dInitiative dun Personnage de +10 pendant [[/r 1d10+4]] minutes. Après ce laps de temps, le Personnage doit faire un <strong>Test de Résistance Accessible (+20) ou subir un État Exténué par niveau déchec. Ceux qui disposent du Trait Immunité (Poison) peuvent profiter des bénéfices de lherbuste sans jamais devenir Exténué.</p>"
},
"Volley Gun": {
"name": "Fusil à Salve",
"description": "<p>Un fusil à salve est assez semblable à un pistolet à répétition, mais contrairement à ce dernier, tous ses canons tirent en même temps. Il comporte généralement sept canons : un au milieu, et six autres disposés tout autour, formant un hexagone. Bien que mortel pour ceux qui se trouvent du mauvais côté de ses canons, le fusil à salve nest pas sans danger pour lutilisateur inexpérimenté. Chaque fois quil tire, lutilisateur doit faire un <strong>Test de Résistance Accessible (+20)</strong>, et le violent recul de larme contre son épaule lui inflige 1 Blessure pour chaque DR négatif. Sil fait un Échec Stupéfiant, il se voit infliger un Coup Critique à lépaule : utilisez le tableau des Blessures critiques au bras, en ajustant au besoin quelques détails, pour illustrer la blessure subie à lépaule.</p>",
"name": "Fusils à Salve",
"description": "<p>Un fusil à salve est assez semblable à un pistolet à répétition, mais contrairement à ce dernier, tous ses canons tirent en même temps. Il comporte généralement sept canons : un au milieu, et six autres disposés tout autour, formant un hexagone. Bien que mortel pour ceux qui se trouvent du mauvais côté de ses canons, le fusil à salve nest pas sans danger pour lutilisateur inexpérimenté. Chaque fois quil tire, lutilisateur doit faire un Test de <strong>Résistance Accessible (+20)</strong>, et le violent recul de larme contre son épaule lui inflige 1 Blessure pour chaque DR négatif. Sil fait un Échec Stupéfiant, il se voit infliger un Coup Critique à lépaule : utilisez le tableau des Blessures critiques au bras, en ajustant au besoin quelques détails, pour illustrer la blessure subie à lépaule.</p>",
"gmdescription": ""
},
"Zone of Sanctuary": {
@ -711,4 +727,4 @@
"durationValue": "Bonus de Sociabilité Rounds"
}
}
}
}

View File

@ -0,0 +1,628 @@
{
"label": "Acteurs (Ennemi dans l'Ombre)",
"mapping": {
"description": "system.details.biography.value",
"gmnotes": "system.details.gmnotes.value",
"items": {
"path": "items",
"converter": "bestiary_traits"
},
"characteristics": {
"path": "system.characteristics",
"converter": "npc_characteristics"
}
},
"folder": {
"Adventure": "Aventure",
"Companion": "Compagnon"
},
"entries": {
"'Crusher' Braugen": {
"name": "'Crusher' Braugen",
"description": ""
},
"'Granny' Haller": {
"name": "'Granny' Haller",
"description": ""
},
"Adolphus Kuftsos": {
"name": "Adolphus Kuftsos",
"description": ""
},
"Albert Pförtner": {
"name": "Albert Pförtner",
"description": ""
},
"Aleanora Al Shortbottom": {
"name": "Aleanora Al Shortbottom",
"description": ""
},
"Alette Zimmermann": {
"name": "Alette Zimmermann",
"description": ""
},
"Amadeus von Drakensberg": {
"name": "Amadeus von Drakensberg",
"description": ""
},
"Amoeba": {
"name": "Amoeba",
"description": "<section id=\"secret-073j4Dwjkc1ajOCf\" class=\"secret\"><p>Amoebae are formless masses of jelly-like slime. Commonly called jellies or blobs, Amoebae are normally found in the sewers, swamplands, and riverlands of the Old World, feeding on anything organic they encounter, be it flora or fauna. They are drawn to body heat and disturbances in the water when hunting, and can send out tentacle-like pseudopods to drag opponents into their bodies for digestion. </p><p>They are completely mindless, simply following their instincts wherever that leads them.</p><p>Organic material is digested once absorbed into an Amoebas body. Tough to digest material, such as bone and cartilage, can float inside their bodies for days, and sometimes weeks, betraying any recent victims. Amoebae cannot digest metals or minerals, which pass through their bodies unaffected.</p><p>It is recommended to use the supplied Characteristics for any Amoeba encountered in the sewers to ensure its not a particularly dangerous opponent. If you feel the party could do with facing a greater threat, use some of the Optional Traits or the @UUID[Compendium.wfrp4e-core.journals.3ZynTGhFpgwv6l1n.JournalEntryPage.UyUu4g8GQRp16paM#generic-creature-traits]{Generic Creature Traits}.</p></section>"
},
"Anida Pflaster": {
"name": "Anida Pflaster",
"description": ""
},
"Anke Dorflinger": {
"name": "Anke Dorflinger",
"description": ""
},
"Annalisa Kessler": {
"name": "Annalisa Kessler",
"description": ""
},
"Arwin (Guard)": {
"name": "Arwin (Guard)",
"description": "<section id=\"secret-4UorWorAR19Lv3BK\" class=\"secret\"><p>@UUID[JournalEntry.IjGUv51IPhj79Wxt.JournalEntryPage.E8nLFVw3Mmc024dc]{The Boatman Inn}</p><p><span class=\"fontstyle0\">The two nobles are accompanied by four bodyguards. Hulking brutes, each is over 6ft tall and heavily muscled. They rarely speak, content to lurk near their masters, ever-ready to intervene should anyone dare to talk to or even lay hands upon the pampered jewels of the Reiklands nobility. If pressed to talk, their growling accents are typical of the lowest of low-lifes from @UUID[Compendium.wfrp4e-altdorf.journals.85UN6bKPTfGEBtBb]{Altdorf s East End}.</span> </p></section>"
},
"Baldwin (Road Warden)": {
"name": "Baldwin (Road Warden)",
"description": ""
},
"Benbow": {
"name": "Benbow",
"description": ""
},
"Bengt": {
"name": "Bengt",
"description": "<section id=\"secret-wWIZOUYhy0aF14MZ\" class=\"secret\"><p><span class=\"fontstyle0\">@UUID[Actor.rYlDGJx20M72PydJ]{Bengt}, @UUID[Actor.r5NgPWpDHpjRkGQM]{Gurt}, and @UUID[Actor.BLrqbYcSiVvWnmws]{Willie}, the three thugs hired by Adolphus, do occasional work on the @UUID[JournalEntry.tT80gcSmeK5oO5C2.JournalEntryPage.l2kZtajL8d3RlPqO]{Weissbruck} wharves as labourers. They are not particularly bright or loyal, and each has a rough lowerclass Reiklander accent. If captured by the Characters, they can be persuaded to reveal @UUID[Actor.echM0Sjy5xpt5KAQ]{Adolphuss} plan with an </span><span class=\"fontstyle2\"><strong>Easy (+40) Intimidate</strong> </span><span class=\"fontstyle0\">or </span><strong>Bribery </strong><span class=\"fontstyle0\">Test. If one of them is hurt during a fight, have Adolphus make a </span><strong>Challenging (+0) Leadership </strong><span class=\"fontstyle0\">Test. If failed, all three thugs t</span>ake a @Condition[Broken] Condition. </p></section>"
},
"Bertoldo": {
"name": "Bertoldo",
"description": ""
},
"Big Anders": {
"name": "Big Anders",
"description": ""
},
"Black Arrow": {
"name": "Black Arrow",
"description": ""
},
"Blackie": {
"name": "Blackie",
"description": "<section id=\"secret-4qJv2fsUCpSC9eQX\" class=\"secret\"><p><span class=\"fontstyle0\">Blackie, @UUID[Actor.ND2uvL1HRLr0ggfw]{Gustavs} pet crow, sits on a beam above the bar and can often be heard mimicking Gustav. The voice is spot on, but where Gustav is unstoppable, Blackie is incomprehensible: <em>Well, welcome, leaving so soon, how nice to see you, would you like a road to travel or have you just arrived? Oh! Of course, you have! Have a chicken to drink!</em> Blackie can continue like this for a long time, and is almost as unrelenting as Gustav.</span></p></section>"
},
"Blue Horror of Tzeentch": {
"name": "Blue Horror of Tzeentch",
"description": "<section id=\"secret-4VMaGRX8Rsye3MSp\" class=\"secret\"><p>Horrors of Tzeentch are the gibbering, mutable scions of the Changer of Ways. Many-limbed monstrosities, their form seems to writhe and change as arms, legs, and tentacles burst forth, snaking through the air, seeking prey to drag into their gaping maws. Creatures of pure magic, the air around them crackles and warps with unholy arcane energies.</p><p>@UUID[Actor.iDy8SDTwJSlCzZMl]{Pink Horrors} revel in change and in magic. When summoned, they giggle and gambol their way through the world, frolicking and capering with glee. Their cheerfully antic disposition means they are often known as Squealers or Whirling Destroyers. As creatures of raw Chaos, they are drawn to one another, amplifying one anothers power, and conjuring fearsome bolts of magical flame to wreak havoc on those foolish enough to draw close.</p><p>Should a @UUID[Actor.iDy8SDTwJSlCzZMl]{Pink Horror} receive a blow sufficient enough to destroy its material manifestation, it explosively splits into two Blue Horrors, rather than being banished to the Realms of Chaos. In stark contrast to their giggling pink precursor, Blue Horrors appear sullen and malicious, their faces distorted into grimaces and sneers. Instead of laughter, their eldritch throats spew grumbling, muttered curses.</p><p>If a group of nine, or a multiple of nine, creatures have the trait, then all the creatures pool their resources  together and instead cast the Spell. Nine, of course, is Tzeentchs sacred number.</p></section>"
},
"Boar (Vorbergland Hog)": {
"name": "Boar (Vorbergland Hog)",
"description": "<section id=\"secret-N2SbOaEihv8MMnCk\" class=\"secret\"><p>The following Characteristics describe common farm animals of the Reikland. If you feel an animal is not enough of a challenge, or are presenting the same encounter for a second time, use the  listed Optional Traits, or the @UUID[Compendium.wfrp4e-core.journals.3ZynTGhFpgwv6l1n.JournalEntryPage.UyUu4g8GQRp16paM#generic-creature-traits]{Generic Creature Traits}.</p></section>"
},
"Bodyguards Aplenty": {
"name": "Bodyguards Aplenty",
"description": ""
},
"Bögenhafen Watch Recruits": {
"name": "Bögenhafen Watch Recruits",
"description": "<section id=\"secret-wuwkQDehqXeAAALI\" class=\"secret\"><p>Although this is the first Chapter where the Characters definitely face the Watch, its possible a confrontation with Bögenhafens finest will happen earlier. Patrols in the town usually consist of a @UUID[Actor.opX8C6mLOuvFvV0B]{sergeant} leading three @UUID[Actor.nCzNGuS22drsDAIe]{watchmen} and a @UUID[Actor.4RZRWe2dSK8hA9OZ]{recruit}. By comparison, at the @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.HlvtyG6davRZ3Xlk]{Schaffenfest}, a patrol is usually a watchman leading three  fresh recruits drafted in to help during the fair.</p></section>"
},
"Bögenhafen Watch Sergeant": {
"name": "Bögenhafen Watch Sergeant",
"description": "<section id=\"secret-wuwkQDehqXeAAALI\" class=\"secret\"><p>Although this is the first Chapter where the Characters definitely face the Watch, its possible a confrontation with Bögenhafens finest will happen earlier. Patrols in the town usually consist of a @UUID[Actor.opX8C6mLOuvFvV0B]{sergeant} leading three @UUID[Actor.nCzNGuS22drsDAIe]{watchmen} and a @UUID[Actor.4RZRWe2dSK8hA9OZ]{recruit}. By comparison, at the @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.HlvtyG6davRZ3Xlk]{Schaffenfest}, a patrol is usually a watchman leading three  fresh recruits drafted in to help during the fair.</p></section>"
},
"Bögenhafen Watchman": {
"name": "Bögenhafen Watchman",
"description": "<section id=\"secret-wuwkQDehqXeAAALI\" class=\"secret\"><p>Although this is the first Chapter where the Characters definitely face the Watch, its possible a confrontation with Bögenhafens finest will happen earlier. Patrols in the town usually consist of a @UUID[Actor.opX8C6mLOuvFvV0B]{sergeant} leading three @UUID[Actor.nCzNGuS22drsDAIe]{watchmen} and a @UUID[Actor.4RZRWe2dSK8hA9OZ]{recruit}. By comparison, at the @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.HlvtyG6davRZ3Xlk]{Schaffenfest}, a patrol is usually a watchman leading three  fresh recruits drafted in to help during the fair.</p></section>"
},
"Brokur Zindrisson": {
"name": "Brokur Zindrisson",
"description": ""
},
"Bruno": {
"name": "Bruno",
"description": ""
},
"Carnivorous Snapper": {
"name": "Carnivorous Snapper",
"description": "<p>@UUID[JournalEntry.fLREtWAYHixfuvg3.JournalEntryPage.32bDNS8jRG1id9bO]{4. The Dungeons}</p><p>The Carnivorous Snapper is a bipedal reptile, about 10 feet long from nose to tail and standing about 5-ft high, although in combat it can rear to a height of 7 ft. Most of its weight is distributed around its hind legs, and it has a heavy tail that it uses for balance while running. Its forelimbs are small and almost useless. Its body is mottled, ranging from dark green to dark brown on the back and with a paler, buff-coloured belly.</p><p>The outlaws captured this creature in the forest a few weeks ago, and have been keeping it as a kind of pet, feeding it scraps of game, and using it to scare prisoners.</p>"
},
"Cart": {
"name": "Cart"
},
"Chair": {
"name": "Chair"
},
"Chaos Fury": {
"name": "Chaos Fury",
"description": "<section id=\"secret-vnWhhwp0BnliHHFS\" class=\"secret\"><p>In many ways Chaos Furies are considered the least of Daemons. They serve no particular Chaos god, and are atavistic manifestations of Chaos in its undivided form, primal and without distinctive personality. Their relative weakness, as well as the fact that no Chaos power would seek recompense should they be mistreated, means that they are often summoned by novice Daemonologists seeking a pliable and useful servant.</p>\n <p>For all their lack of power Furies are still stronger than most mortal humans, and capable of speeding flight on their leathern wings. In appearance they are mutable, as all servants of Chaos, but they tend to manifest along a rough outline not wholly unlike a winged Beastman.&nbsp; Furies are often further characterised by long canine snouts, short sharp horns, burning-yellow eyes, and a hide patched in dark fur and red reptilian scales.</p>\n <p>Furies are weak-willed and cowardly by nature. A Daemonologist may easily bind one in order to deliver simple messages or prey upon isolated targets. However, tasked with anything too onerous, complex, or dangerous, they tend to grow resentful and uncooperative.</p></section>"
},
"Charlotte-Samantha Maiers": {
"name": "Charlotte-Samantha Maiers",
"description": ""
},
"Coach": {
"name": "Coach"
},
"Cow (Stimmigen Dairy Cattle)": {
"name": "Cow (Stimmigen Dairy Cattle)",
"description": "<section id=\"secret-VFQRiToR0eMQRlkz\" class=\"secret\"><p>The following Characteristics describe common farm animals of the Reikland. If you feel an animal is not enough of a challenge, or are presenting the same encounter for a second time, use the listed Optional Traits, or the @UUID[Compendium.wfrp4e-core.journals.3ZynTGhFpgwv6l1n.JournalEntryPage.UyUu4g8GQRp16paM#generic-creature-traits]{Generic Creature Traits}.</p></section>"
},
"Delberz Trötte": {
"name": "Delberz Trötte",
"description": ""
},
"Dockland Drinkers": {
"name": "Dockland Drinkers",
"description": "<section id=\"secret-OoCKULRj6KQcHYrR\" class=\"secret\"><p>@UUID[JournalEntry.IjGUv51IPhj79Wxt.JournalEntryPage.E8nLFVw3Mmc024dc]{The Boatman Inn}</p><p>The Characters are not the only people in the inn. Dockworkers are a famously tough bunch, but they arent foolish. </p><p>So long as the toffs are not too annoying, and confine their attentions to strangers, the regulars avoid trouble and may even enjoy a laugh at the expense of some out-of-town idiot who catches a well-deserved soaking or worse. </p><p>Sooner or later, though — which is to say, whenever you feel the adventurers might need some help or, more likely, that they are about to react with lethal violence rather than healthy brawling — a few of the regulars might step in. They will fight to subdue, intending to throw the toffs, their bodyguards, the Characters, and any other strangers out of the inn so they can get back to their drinking in peace. </p><p>However, if anyone draws a weapon, they will respond with daggers, broken bottles, and whatever else comes to hand.</p><p>The regulars are an assortment of Boatmen, Riverwomen, and Stevedores, mostly Altdorfers, but with some from all the corners of the Empire, so accents are as varied as you wish.</p></section>"
},
"Dog": {
"name": "Dog",
"description": "<section id=\"secret-CVnRstTnrrNdDJ5s\" class=\"secret\"><p>@UUID[JournalEntry.GHueUtHKzlhvsd8L.JournalEntryPage.8GLdbAcRWwY522rP]{Mounts and Vehicles}</p><p>Halflings, and many Humans in remote communities, breed large dogs to pull two-wheeled carts and carriages. A few Halflings have tried riding dogs but that rarely turns out well for the dog. Halflings may be short, but they are rarely light.</p></section>"
},
"Donkey": {
"name": "Donkey",
"description": "<section id=\"secret-jyxbqCS6RUVdR93m\" class=\"secret\"><p>@UUID[JournalEntry.GHueUtHKzlhvsd8L.JournalEntryPage.8GLdbAcRWwY522rP]{Mounts and Vehicles}</p><p>Ponies are a small breed of horse no more than 15 hands (about five feet) high at the shoulder; donkeys are tough, resilient, and notoriously stubborn cousins of horses; mules are sterile crossbreeds of horses and donkeys. If anything, mules are even more awkward than their donkey relatives, but make up for it by being seemingly tireless. </p><p>All three animals are used as mounts by the rural lower classes. They can be hitched to small, two-wheeled carts, or loaded with goods and led by a person on foot. It is not uncommon to hitch teams of up to twenty mules to a medium or large wagon. </p><p>Donkeys and mules often have the Stubborn trait, which increases their WP score by +20 and requires an <strong>Opposed Ride or Drive/Willpower</strong> Test whenever the rider or driver needs to bring the creature under control. If the test is a failure, the animal stops dead and refuses to go further. It can be induced to go forward by a successful <strong>Ride </strong>Test opposed by the creatures Willpower, or an opposed <strong>Charm Animal</strong> Test if someone is leading it by the bridle. In either case, it does not go faster than half Walking speed.</p></section>"
},
"Draught Horse": {
"name": "Draught Horse",
"description": "<section id=\"secret-zAdKu0TanxPHwn5N\" class=\"secret\"><p>@UUID[JournalEntry.GHueUtHKzlhvsd8L.JournalEntryPage.8GLdbAcRWwY522rP]{Mounts and Vehicles}</p><p>These medium-sized horses are popular with farmers who can afford them and value their versatility. They pull ploughs or carts — a pair can handle all but the heaviest wagons — and make reasonably docile mounts for trips into town on market days.</p></section>"
},
"Eberhart von Durbheim": {
"name": "Eberhart von Durbheim",
"description": ""
},
"Elvyra Kleinestun": {
"name": "Elvyra Kleinestun",
"description": ""
},
"Emmaretta": {
"name": "Emmaretta",
"description": ""
},
"Erik (Mutant Brigand)": {
"name": "Erik (Mutant Brigand)",
"description": "<section id=\"secret-O4LQDiXj4yRMbG9N\" class=\"secret\"><p>@UUID[JournalEntry.2JX9k58tn9lJfkqS.JournalEntryPage.CfHPEuCzlIow7PAV]{The Mayhem Mystery Tour}</p><p><span class=\"fontstyle0\">Knuds Mutant brigands are a disturbing bunch, all the more horrifying as the vestigial remains of their humanity are plain to see. This one </span>has the legs of a goat, and speaks with a surprisingly refined Reiklander accent.</p><p>*2 Wounds Remaining</p></section>"
},
"Ernst Heidlemann": {
"name": "Ernst Heidlemann",
"description": ""
},
"Fang": {
"name": "Fang",
"description": "<section id=\"secret-SAqm1Ilc0gNFx02b\" class=\"secret\"><p>@UUID[JournalEntry.abUCs0O1oBGNonyi.JournalEntryPage.67GdZ4epIhCwPcOT]{The Steinhäger Offices}</p><p><span class=\"fontstyle0\">@UUID[Actor.FF4U0ls9YObaK0q5]{Schutz} is accompanied by Fang, a large black dog with sharp teeth. However, for all Fang is a Telland Pit Bull, one of the fiercer breeds of @UUID[Compendium.wfrp4e-core.actors.R1iWvfV9EvgIc8bJ]{Dog}, she is much less intimidating than she looks. Ruled by her stomach, she befriends any  Character who offers her food or who passes an </span><span class=\"fontstyle2\"><strong>Average (+20) Charm Animal </strong></span><span class=\"fontstyle0\">Test. She is a good girl.</span></p></section>"
},
"Fhluger'dagh": {
"name": "Fhluger'dagh",
"description": ""
},
"Frank (Guard)": {
"name": "Frank (Guard)",
"description": "<section id=\"secret-4UorWorAR19Lv3BK\" class=\"secret\"><p>@UUID[JournalEntry.IjGUv51IPhj79Wxt.JournalEntryPage.E8nLFVw3Mmc024dc]{The Boatman Inn}</p><p><span class=\"fontstyle0\">The two nobles are accompanied by four bodyguards. Hulking brutes, each is over 6ft tall and heavily muscled. They rarely speak, content to lurk near their masters, ever-ready to intervene should anyone dare to talk to or even lay hands upon the pampered jewels of the Reiklands nobility. If pressed to talk, their growling accents are typical of the lowest of low-lifes from @UUID[Compendium.wfrp4e-altdorf.journals.85UN6bKPTfGEBtBb]{Altdorf s East End}.</span> </p></section>"
},
"Franz Baumann": {
"name": "Franz Baumann",
"description": ""
},
"Franz Steinhäger": {
"name": "Franz Steinhäger",
"description": ""
},
"Friedrich Magirius": {
"name": "Friedrich Magirius",
"description": ""
},
"Georg Handelsson": {
"name": "Georg Handelsson",
"description": "<section id=\"secret-dY0rrKJaMzplgKkL\" class=\"secret\"><p>@UUID[JournalEntry.aI05RCFli7s2SPP2.JournalEntryPage.uWlg0JgRwaUQNInI#warehouse-17]{Warehouse 17}</p><p>Big Georg is in his 50s, 65” tall, and has a snow-white beard. He lives alone with his two dogs, and for the last three years has barely said more than, <em>Oi</em>! when an idiot pokes a nose into his warehouse when they shouldnt.</p></section>"
},
"Georg von Ostbrun": {
"name": "Georg von Ostbrun",
"description": ""
},
"Gerhard Schutz": {
"name": "Gerhard Schutz",
"description": ""
},
"Goat (Booted Rottgeist)": {
"name": "Goat (Booted Rottgeist)",
"description": "<section id=\"secret-eLMtofCBtmn4QLnS\" class=\"secret\"><p>The following Characteristics describe common farm animals of the Reikland. If you feel an animal is not enough of a challenge, or are presenting the same encounter for a second time, use the  listed Optional Traits, or the @UUID[Compendium.wfrp4e-core.journals.3ZynTGhFpgwv6l1n.JournalEntryPage.UyUu4g8GQRp16paM#generic-creature-traits]{Generic Creature Traits}.</p></section>"
},
"Gorrof (Guard)": {
"name": "Gorrof (Guard)",
"description": "<section id=\"secret-4UorWorAR19Lv3BK\" class=\"secret\"><p>@UUID[JournalEntry.IjGUv51IPhj79Wxt.JournalEntryPage.E8nLFVw3Mmc024dc]{The Boatman Inn}</p><p><span class=\"fontstyle0\">The two nobles are accompanied by four bodyguards. Hulking brutes, each is over 6ft tall and heavily muscled. They rarely speak, content to lurk near their masters, ever-ready to intervene should anyone dare to talk to or even lay hands upon the pampered jewels of the Reiklands nobility. If pressed to talk, their growling accents are typical of the lowest of low-lifes from @UUID[Compendium.wfrp4e-altdorf.journals.85UN6bKPTfGEBtBb]{Altdorf s East End}.</span> </p></section>"
},
"Gottri Gurnisson": {
"name": "Gottri Gurnisson",
"description": ""
},
"Great Cat": {
"name": "Great Cat",
"description": "<section id=\"secret-CbO9d4DQo4Z8wD7G\" class=\"secret\"><p>Great Cats live in forest and mountain areas away from Humans. They are slender, rangy creatures, about the size of a large Hunting Dog, standing about 2 ft at the shoulder and measuring almost 6 ft from nose to tail. Their fur is mottled with black and brown stripes, providing them with near-perfect camouflage in a shadowed forest. They feed on Deer, Giant Rats, and small game of various kinds.</p></section>"
},
"Grunni": {
"name": "Grunni",
"description": ""
},
"Guardian Daemon": {
"name": "Guardian Daemon",
"description": "<section id=\"secret-pjkLOFyDC7I8L6W7\" class=\"secret\"><p>A gift of Tzeentch, the Guardian Daemon is one of the Lord of Changes Heralds, an expendable slave to darkness that exists only to further the Great Plan of the Chaos God of Change. It shimmers and crackles with magic, its many-limbed form shifting and warping from one moment to the next. This recently summoned Daemon has orders to keep anyone from entering the @UUID[JournalEntry.qxnXlkXKtBuIHNfu.JournalEntryPage.0ZrNDqAfjPTAPgN1#hidden-temple]{Hidden Temple} except for senior members of the Ordo Septenarius. Although it has been in the material plane for a very short while, it has already decided that it enjoys the simple pleasures of breathing, feeling, and eating. Because of this, it will do whatever it can to avoid death whilst fulfilling the duties it has been commanded to perform.</p><p>If it talks, the Guardian Daemons voice comes in giggling fragments as a hundred mouths open across its body to offer sweet temptations. The largest mouth in its head is only used for snarling and eating, and has whip-like tongues that lash out at any who draw too close.</p></section>"
},
"Gunnar": {
"name": "Gunnar",
"description": ""
},
"Gurt": {
"name": "Gurt",
"description": "<section id=\"secret-wWIZOUYhy0aF14MZ\" class=\"secret\"><p><span class=\"fontstyle0\">@UUID[Actor.rYlDGJx20M72PydJ]{Bengt}, @UUID[Actor.r5NgPWpDHpjRkGQM]{Gurt}, and @UUID[Actor.BLrqbYcSiVvWnmws]{Willie}, the three thugs hired by Adolphus, do occasional work on the @UUID[JournalEntry.tT80gcSmeK5oO5C2.JournalEntryPage.l2kZtajL8d3RlPqO]{Weissbruck} wharves as labourers. They are not particularly bright or loyal, and each has a rough lowerclass Reiklander accent. If captured by the Characters, they can be persuaded to reveal @UUID[Actor.echM0Sjy5xpt5KAQ]{Adolphuss} plan with an </span><span class=\"fontstyle2\"><strong>Easy (+40) Intimidate</strong> </span><span class=\"fontstyle0\">or </span><strong>Bribery </strong><span class=\"fontstyle0\">Test. If one of them is hurt during a fight, have Adolphus make a </span><strong>Challenging (+0) Leadership </strong><span class=\"fontstyle0\">Test. If failed, all three thugs t</span>ake a @Condition[Broken] Condition. </p></section>"
},
"Gustav Fondleburger": {
"name": "Gustav Fondleburger",
"description": ""
},
"Handcart": {
"name": "Handcart"
},
"Hans Pfliefer": {
"name": "Hans Pfliefer",
"description": ""
},
"Harbull Furfoot": {
"name": "Harbull Furfoot",
"description": "<h3>Personality and Appearance</h3><p><em>Nothing ventured, nothing gained. </em></p><p>Like many Halflings, Harbull has a child-like cheerfulness and insatiable curiosity, especially by Human standards. How does that work? is his favourite question, rather than the more typical, Whats for dinner? However, his sunny disposition changes when confronted by Human prejudices about Halflings — in particular, in relation to food and cooking. Hes of medium height, and medium stoutness for a Halfling (so still very broad), with light-brown curly hair and dark-brown eyes.</p><h3>Background</h3><p>Born in Barliton on the border of Mootland to a chef and a herbalist, there was always uncertainty around Harbulls future career. Whilst he begrudgingly admits that he loves his food, he much prefers others to cook. This oft-repeated distinction sat poorly with his parents, so Harbull eventually left home to seek his own way in life. Wherever Harbull travelled, he found ready employment, though his odd jobs always turned, inevitably, to cooking. Frustrated, he travelled on, and eventually met his current companions at The Travellers Rest coaching inn. Harbull quickly hit things off with Werner, and the group decided to try their luck travelling together, following a handbill calling for adventurers. (@UUID[JournalEntry.fCNnElQzxwEOeJWJ.JournalEntryPage.6h30hMoewtibNM1R]{Handout 1: Wanted! Bold Adventurers!} from <strong>Enemy in Shadows</strong>.)</p><h3>Secrets</h3><ul><li><p>Harbull resents cooking because it was the only work his mother could find, despite being a skilled artist. He assumes that most Halfling cooks have given up on some dream or other. Gain the Psychology Trait.</p></li><li><p>Harbull has trouble telling Humans apart, regardless of how different they look from each other.</p></li><li><p>Harbull left home (and changed his Clan name of Stoutheart to Furfoot) because he accidentally maimed his father during a fight over his future career. If other Halflings discovered this, Harbull would be shunned.</p></li><li><p>Harbull sees Malmir as a kindred spirit, both being travellers in foreign lands. Harbull follows him around constantly, chirpily offering advice at every turn, certain in the knowledge that Malmir both appreciates this input and benefits from it tremendously.</p></li></ul><p>Begin with an additional [[/r 1d10]] brass pennies per secret chosen.</p>"
},
"Heavy Draught Horse": {
"name": "Heavy Draught Horse",
"description": "<section id=\"secret-6TGpHtiUV60MNa8U\" class=\"secret\"><p>@UUID[JournalEntry.GHueUtHKzlhvsd8L.JournalEntryPage.8GLdbAcRWwY522rP]{Mounts and Vehicles}</p><p>These are the largest horses in the Empire, and probably the largest in the Old World. Large draught horses can weigh more than a ton and pull almost anything. They can be ridden, but few are trained to accept a rider. Although most nobles would deny it, draught horses are the original breeding stock used to produce heavy warhorses.</p></section>"
},
"Heavy Wagon": {
"name": "Heavy Wagon"
},
"Heavy Warhorse": {
"name": "Heavy Warhorse",
"description": "<section id=\"secret-xIp5ElOCFEAf5F2N\" class=\"secret\"><p>@UUID[JournalEntry.GHueUtHKzlhvsd8L.JournalEntryPage.8GLdbAcRWwY522rP]{Mounts and Vehicles}</p><p>The largest warhorses, sometimes called destriers, are ridden by armoured knights and other heavy cavalry. These are rarely used for travelling, because it makes no sense to use such an expensive and battle-hardened animal for trivial tasks. While not as fast as their smaller counterparts, they are well trained and their charge is almost unstoppable.</p></section>"
},
"Heinrich Marken": {
"name": "Heinrich Marken",
"description": ""
},
"Heinrich Steele": {
"name": "Heinrich Steele",
"description": ""
},
"Heinz Richter": {
"name": "Heinz Richter",
"description": ""
},
"Helga Langstrasse": {
"name": "Helga Langstrasse",
"description": ""
},
"Herpin Stiggerwurt": {
"name": "Herpin Stiggerwurt",
"description": ""
},
"Hultz": {
"name": "Hultz",
"description": ""
},
"Isolde von Strudeldorf": {
"name": "Isolde von Strudeldorf",
"description": ""
},
"Ivan": {
"name": "Ivan",
"description": ""
},
"Jacob von Katzenreik": {
"name": "Jacob von Katzenreik",
"description": ""
},
"Janna Elleiner": {
"name": "Janna Elleiner",
"description": ""
},
"Johann 'Rowlocks' Dassbüt": {
"name": "Johann 'Rowlocks' Dassbüt",
"description": "<h3>Personality and Appearance</h3><p><em>Whatever comes downstream, you deals with it. Then you dont worry no more. Lessn youre daft.</em></p><p>Although very sociable, Johann prefers his own company. He says little unless absolutely sure of his facts, and prefers to reach his own conclusions. Johann often takes some time to mull over a new concept, but once hes thought about things for a while he generally arrives at the right idea. He is of medium build, around 5 10” tall, but obviously healthy and strong as befits someone with a hard, physical job. He has mid-brown hair and a moustache which gives him a slightly sad air, and light-blue eyes that sometimes go a little distant when he is thinking.</p><h3>Background</h3><p>Johann has been travelling up and down the River Reik and its many tributaries for as long as he can remember. His family was killed by bandits when he was young, so he has grown used to relying on his own skills. A boatmans lot has suited Johanns temperament, with its outdoor life, a chance to watch the world float by, and no one to rely on beyond himself. Given the opportunities for money-making are somewhat limited, and since Johann has never owned anything larger than a two-man rowing boat, he was forced to hire out his services to other barge owners. Most of his work consists of ferrying passengers and small cargoes up and down the Reik. Suffering from a mid-decade crisis, he has started to re-examine his life, and has decided that hes had enough of making money for other people. To that end, hes sold his rowing boat to his old employer, and fallen in with a group of vagabonds headed for Altdorf.</p><h3>Secrets</h3><ul><li><p>Johann accidently killed his old employer and burned the boat to cover his tracks. Hes now on the run, wanted for murder in Delberz, Middenland.</p></li><li><p>Johann is deeply superstitious about witches. Hes got his eye on Wanda and Malmir. Gain the Psychology Trait.</p></li><li><p>Johann admires Harbulls self-confidence. He watches him closely to learn his ways. Gain the Psychology Trait.</p></li><li><p>Johann remembers Kristen from a few years back when she left his ferry without paying. She doesnt seem to remember him. Hes planning to get revenge on her, claiming back at least 2 shillings for the trouble she landed him in with his old boss, Travis Binckel.</p></li></ul><p>Begin with an additional [[/r 1d10]] brass pennies per secret chosen.</p>"
},
"Johann (Mutant Brigand)": {
"name": "Johann (Mutant Brigand)",
"description": "<section id=\"secret-Yracefjb0u3Di3Ra\" class=\"secret\"><p>@UUID[JournalEntry.2JX9k58tn9lJfkqS.JournalEntryPage.CfHPEuCzlIow7PAV]{The Mayhem Mystery Tour}</p><p><span class=\"fontstyle0\">Knuds Mutant brigands are a disturbing bunch, all the more horrifying as the vestigial remains of their humanity are plain to see. This one </span>has a distinctively pointed head, and emits a near-constant, pain-laced groan.</p></section>"
},
"Johann Hindersson": {
"name": "Johann Hindersson",
"description": ""
},
"Johann The Ghost": {
"name": "Johann The Ghost",
"description": "<section id=\"secret-MXm2wh6qyd9OZN59\" class=\"secret\"><p>@UUID[JournalEntry.8nRRXBpv18FDsG8d.JournalEntryPage.itIjEiNtkkGBZRql]{A Friend In Need}</p><p>Johann is not evil by nature, nor controlled by a necromancer, so he has a Fellowship score.</p></section>"
},
"Johannes Teugen": {
"name": "Johannes Teugen",
"description": ""
},
"Josef Quartjin": {
"name": "Josef Quartjin",
"description": ""
},
"Kaden": {
"name": "Kaden",
"description": "<p>@UUID[JournalEntry.aI05RCFli7s2SPP2.JournalEntryPage.uWlg0JgRwaUQNInI#warehouse-17]{Warehouse 17}</p>"
},
"Kasper Lauengram": {
"name": "Kasper Lauengram",
"description": ""
},
"Keiti Ouala": {
"name": "Keiti Ouala",
"description": ""
},
"Khornate Beastmen": {
"name": "Khornate Beastmen",
"description": "<section id=\"secret-wRdcoOdZAJeUqKSr\" class=\"secret\"><p>Normally savage creatures, the three Khornate Beastmen have been cowed. They are now terrified of fire, and will do anything to stay away from a flame, even something as innocuous as a candle. A live goat is thrown into their cage at feeding time, which is always a crowd-pleasing event.&nbsp;</p>\n <p>These Beastmen all bear the mark of the Blood God somewhere on their bodies. One has a massive chest scar in the form of the skull-rune, anothers face has been warped into the same symbol, and the third has the design picked out in yellow fur on its dark-red back. All have wickedly sharp horns, long fangs, and clawed hands and feet. Unlike Urzo, these three are still full of blood-lust, and their ferocity is no act. They will happily destroy anyone or anything they can reach. Luckily, they can only reach a couple of feet beyond the bars of their cage.</p></section>"
},
"Kirsten Krank": {
"name": "Kirsten Krank",
"description": "<h3>Personality and Appearance</h3><p><em> Never look a gift horse in the mouth, not that I have much choice with horses, at my lofty height. </em></p><p>For Kirsten, though, gift horses are anything, horse-shaped or otherwise, that can be purloined. Shes not completely dishonest: its more that she doesnt have any kind of conscience about other peoples things remaining with other people. Kirsten is short, wiry and has brown hair and mischievous pale-blue eyes. She insists on the extra inch over five feet being counted, and is about nine feet tall — if self-confidence is being measured. She is a natural rogue with a cheeky, even dangerous, sense of humour. Practical jokes, quips and blowing raspberries are all in her armoury. This even extends to authority figures when she really should know better. </p><h3>Background</h3><p>Brought up in the seedier part of Delbren in Middenland, Kirsten is the youngest of a very large, very poor family. The exact number of siblings varies depending on who is listening, and the chances of a free meal or drink from her audience. Kirsten was always quick-witted, and she soon learnt that life was a battle against hunger and the rich, unless some disease took you. Her parents left her to fend for herself, and fending meant breaking the rules. Soon shopkeepers and stallholders wouldnt let her within snatching distance of their wares. She really crossed the line when she booby-trapped a chair under the backside of the master of the Merchants Guild. After that, and the manhunt that followed, Kirsten realised life might be more pleasant and longer elsewhere. She helped herself to a pile of fliers someone had left lying around, and headed towards Altdorf. By strange coincidence, she learned (by asking an intelligent-looking stranger) that the leaflets she was carrying began with the words: <em>Wanted! Bold adventurers!</em> She could do bold.</p><h3>Secrets</h3><ul><li><p>Kirsten discovered her real father is Graf Ardez of Delbren, who recently reached out to her. Kirsten hates authority so much that she refused to accept her noble blood and went on the run. Gain the Psychology Trait.</p></li><li><p>Kirsten picked the pockets of one of companions before they agreed to travel together — tell the GM which Character. The first time that Character attempts to pay for something, the GM should inform them that they are missing a number of pennies equal to whatever Kirsten gained from taking this secret.</p></li><li><p>Kirsten is terrified of being on her own, and always concocts excuses to be with people. Gain the Psychology Trait (being alone causes in Kirsten).</p></li><li><p>After many encounters with corrupt priests in her youth, Kirsten is an avowed atheist. She doesnt believe any of the gods — barring the Chaos Gods — are real. She believes the rare blessed priest is just a self-deluding Wizard.</p></li></ul><p>Begin with an additional [[/r 1d10]] brass pennies per secret chosen.</p>"
},
"Klaus Schattiger": {
"name": "Klaus Schattiger",
"description": ""
},
"Knud Cratinx": {
"name": "Knud Cratinx",
"description": "<section id=\"secret-8ubmERw3pV81BX1X\" class=\"secret\"><p><span class=\"fontstyle0\">In poor lighting, Knud can almost pass for Human. However, in the cold light of day, the stain of his corruption is plain to see — thick, dark-green scales cover every inch of his skin. Knuds voice is similarly afflicted, taking on an inhuman sibilance as his forked tongue flickers between his crooked yellowed teeth. He speaks with a strong, lisping Altdorf accent, though only to insult, threaten, or intimidate, activities he enjoys immensely.</span> </p></section>"
},
"Konrad Brecht": {
"name": "Konrad Brecht",
"description": ""
},
"Large Litter": {
"name": "Large Litter"
},
"Leopold (Road Warden)": {
"name": "Leopold (Road Warden)",
"description": ""
},
"Light Wagon": {
"name": "Light Wagon"
},
"Light Warhorse": {
"name": "Light Warhorse",
"description": "<section id=\"secret-U3T8Pjhl3vP2hY4S\" class=\"secret\"><p>@UUID[JournalEntry.GHueUtHKzlhvsd8L.JournalEntryPage.8GLdbAcRWwY522rP]{Mounts and Vehicles}</p><p>These horses are used by light and medium cavalry, as well as by certain nobles who find normal riding horses too tame for their tastes. These animals are trained for war, and the more expensive and highly trained examples will have additional Traits. These are sometimes referred to as hobbies by traditionalists.</p></section>"
},
"Little Anders": {
"name": "Little Anders",
"description": ""
},
"Magda": {
"name": "Magda",
"description": ""
},
"Magnus Bugman": {
"name": "Magnus Bugman",
"description": ""
},
"Magnus Pflaster": {
"name": "Magnus Pflaster",
"description": ""
},
"Malmir Giluviel": {
"name": "Malmir Giluviel",
"description": "<h3>Personality and Appearance</h3><p><em>So much to see. So much to do. So many new leaves to turn over!</em></p><p>Malmir always found woodland life claustrophobic, and his kithband too detached from the world around them. He knows little of Human society, but what he has encountered fascinates him. He is eager to see more of the Empire, with its cities, towns, villages, and hamlets, and yes, the vast forests and swift-flowing rivers if he must. Though hed never admit it, he thinks that once youve seen one tree, youve pretty much seen them all. Like most Wood Elves, Malmir is slender and tall. He has shiny chestnut-brown hair and eye-catching emerald-green eyes.</p><h3>Background</h3><p>From an early age, Malmir showed an unseemly interest in life beyond the Laurelorn forest. Although he readily adopted the customs and behaviour of polite Elven society, his mind was fixated on the Empires Humans. Their strange cities of stone and deadwood and their obsession with all matters material were so… different. Eventually, his home forest began to seem boringly familiar. Despite the hardship he knew it would cause, Malmirs will was steadfast. His kinfolk, one by one, turned their backs on him. Like all Elves who forsake their home for a life of adventure, Malmir no longer exists to his people. The last words he heard in his mother tongue came from the Priestess of Liadriel: <em>Go then, Malmir. Return not, unless in dire need. But think on this: if ever one of the Chaos-touched should find their way here by your direction, we shall not rest until you are brought to justice!</em> He has set his heart on seeing Altdorf, the city of gold. And so it is that he now finds himself at The Travellers Rest, in the company of his new companions.</p><h3>Secrets</h3><ul><li><p>Malmir didnt just leave his home to see the wider world — he did so because on nights when Morrsleib waxed, he saw not his own face in reflections, but anothers. He set out to find this person, and now travels with them on the road to Altdorf.</p></li><li><p>Malmir stole a momento from his people, before he left. Now, they want it back, and are in hot pursuit. Discuss with your GM as to what this momento may be.</p></li><li><p>Malmir hates the Wood Elves of the Laurelorn, who he thinks have failed as custodians of the Old World. Gain the Psychology Trait.</p></li><li><p>Malmir is not Eonir, as he claims. He is actually a High Elf who fled from his duties in Altdorf. The suggested background and name for Malmir is all an act. With the GM, come up with an alternative past that justifies his skill set.</p></li></ul><p>Begin with an additional [[/r 1d10]] brass pennies per secret chosen.</p>"
},
"Maria Braund": {
"name": "Maria Braund",
"description": ""
},
"Marie Schutz": {
"name": "Marie Schutz",
"description": ""
},
"Max Ernst": {
"name": "Max Ernst",
"description": ""
},
"Medium Wagon": {
"name": "Medium Wagon"
},
"Megret See": {
"name": "Megret See",
"description": ""
},
"Mikael (Mutant Brigand)": {
"name": "Mikael (Mutant Brigand)",
"description": "<section id=\"secret-o28bqow7JYMaB9ar\" class=\"secret\"><p>@UUID[JournalEntry.2JX9k58tn9lJfkqS.JournalEntryPage.CfHPEuCzlIow7PAV]{The Mayhem Mystery Tour}</p><p><span class=\"fontstyle0\">Knuds Mutant brigands are a disturbing bunch, all the more horrifying as the vestigial remains of their humanity are plain to see. This one bears the head of a vicious dog, and is capable only of animalistic barks, yelps, and whines.</span></p><p><span class=\"fontstyle0\">*1 Wound Remaining</span></p></section>"
},
"Mikhail": {
"name": "Mikhail",
"description": ""
},
"Miltrud (Guard)": {
"name": "Miltrud (Guard)",
"description": "<section id=\"secret-4UorWorAR19Lv3BK\" class=\"secret\"><p>@UUID[JournalEntry.IjGUv51IPhj79Wxt.JournalEntryPage.E8nLFVw3Mmc024dc]{The Boatman Inn}</p><p><span class=\"fontstyle0\">The two nobles are accompanied by four bodyguards. Hulking brutes, each is over 6ft tall and heavily muscled. They rarely speak, content to lurk near their masters, ever-ready to intervene should anyone dare to talk to or even lay hands upon the pampered jewels of the Reiklands nobility. If pressed to talk, their growling accents are typical of the lowest of low-lifes from @UUID[Compendium.wfrp4e-altdorf.journals.85UN6bKPTfGEBtBb]{Altdorf s East End}.</span> </p></section>"
},
"Mule": {
"name": "Mule",
"description": "<section id=\"secret-bWuNydSI8FzZckRj\" class=\"secret\"><p>@UUID[JournalEntry.GHueUtHKzlhvsd8L.JournalEntryPage.8GLdbAcRWwY522rP]{Mounts and Vehicles}</p><p>Ponies are a small breed of horse no more than 15 hands (about five feet) high at the shoulder; donkeys are tough, resilient, and notoriously stubborn cousins of horses; mules are sterile crossbreeds of horses and donkeys. If anything, mules are even more awkward than their donkey relatives, but make up for it by being seemingly tireless. </p><p>All three animals are used as mounts by the rural lower classes. They can be hitched to small, two-wheeled carts, or loaded with goods and led by a person on foot. It is not uncommon to hitch teams of up to twenty mules to a medium or large wagon. </p><p>Donkeys and mules often have the Stubborn trait, which increases their WP score by +20 and requires an <strong>Opposed Ride or Drive/Willpower</strong> Test whenever the rider or driver needs to bring the creature under control. If the test is a failure, the animal stops dead and refuses to go further. It can be induced to go forward by a successful <strong>Ride </strong>Test opposed by the creatures Willpower, or an opposed <strong>Charm Animal</strong> Test if someone is leading it by the bridle. In either case, it does not go faster than half Walking speed.</p></section>"
},
"Mutant Goblin": {
"name": "Mutant Goblin",
"description": "<section id=\"secret-RCAtpbarEFrdMJrS\" class=\"secret\"><p>@UUID[JournalEntry.MB5a0zBGJcZhEYUI.JournalEntryPage.bJXsdQq1rSN5tfqd#key-scene:-the-runaway-goblin]{Key Scene: The Runaway Goblin}</p><p><span class=\"fontstyle0\">The three-legged Goblin in the @UUID[JournalEntry.MB5a0zBGJcZhEYUI.JournalEntryPage.bJXsdQq1rSN5tfqd#doctor-malthusiuss-zoocopeia]{Zoocopeia} is a rare creature. Whether its because Greenskins cull their own numbers, or they are simply more resistant to the depredations of Chaos, it is not common to find them mutated. Captured by mercenaries in the Grey Mountains, this Goblin is stunted, confused, and miserable, and wants only one thing: to be away from @UUID[Actor.hbVvPCmCGOAshxs9]{Grunni} at any cost. Whenever the Dwarf is close, it flinches and its eyes widen in terror.</span></p><p><span class=\"fontstyle0\">@UUID[Actor.kQyaJB0lSLQ2NLu8]{Doctor Malthusius} knows that keeping a Mutant is illegal (or, at least, was — news from Altdorf suggests this has changed), but he has never let the legality of a situation get between him and a heavy bag of coins. Should he be confronted about this, he will claim he thought the creature was some form of Lesser Goblin, a little known species with three legs rather than two. He will feign shock and horror should anyone claim the Goblin is actually a Mutant.</span></p></section>"
},
"Ox": {
"name": "Ox",
"description": "<section id=\"secret-N8LpJSAIuCFFuEnP\" class=\"secret\"><p>@UUID[JournalEntry.GHueUtHKzlhvsd8L.JournalEntryPage.8GLdbAcRWwY522rP]{Mounts and Vehicles}</p><p>Oxen are slow, but immensely tough, bovines. Farmers commonly use them to pull carts and wagons, and some merchants prefer them for pulling heavy cargo wagons.</p></section>"
},
"Pandora Lostpocket": {
"name": "Pandora Lostpocket",
"description": ""
},
"Phillipe Descartes": {
"name": "Phillipe Descartes",
"description": ""
},
"Pink Horror of Tzeentch": {
"name": "Pink Horror of Tzeentch",
"description": "<section id=\"secret-G9IB9TsLeEKGE1or\" class=\"secret\"><p>Horrors of Tzeentch are the gibbering, mutable scions of the Changer of Ways. Many-limbed monstrosities, their form seems to writhe and change as arms, legs, and tentacles burst forth, snaking through the air, seeking prey to drag into their gaping maws. Creatures of pure magic, the air around them crackles and warps with unholy arcane energies.</p><p>Pink Horrors revel in change and in magic. When summoned, they giggle and gambol their way through the world, frolicking and capering with glee. Their cheerfully antic disposition means they are often known as Squealers or Whirling Destroyers. As creatures of raw Chaos, they are drawn to one another, amplifying one anothers power, and conjuring fearsome bolts of magical flame to wreak havoc on those foolish enough to draw close.</p><p>Should a Pink Horror receive a blow sufficient enough to destroy its material manifestation, it explosively splits into two @UUID[Actor.cLOGeMqUty61nYB9]{Blue Horrors}, rather than being banished to the Realms of Chaos. In stark contrast to their giggling pink precursor, Blue Horrors appear sullen and malicious, their faces distorted into grimaces and sneers. Instead of laughter, their eldritch throats spew grumbling, muttered curses.</p><p>If a group of nine, or a multiple of nine, creatures have the trait, then all the creatures pool their resources together and instead cast the Spell. Nine, of course, is Tzeentchs sacred number.</p></section>"
},
"Pompai Ricolma": {
"name": "Pompai Ricolma",
"description": ""
},
"Pony": {
"name": "Pony",
"description": "<section id=\"secret-O11OQKGmByCtF7v7\" class=\"secret\"><p>@UUID[JournalEntry.GHueUtHKzlhvsd8L.JournalEntryPage.8GLdbAcRWwY522rP]{Mounts and Vehicles}</p><p>Ponies are a small breed of horse no more than 15 hands (about five feet) high at the shoulder; donkeys are tough, resilient, and notoriously stubborn cousins of horses; mules are sterile crossbreeds of horses and donkeys. If anything, mules are even more awkward than their donkey relatives, but make up for it by being seemingly tireless. </p><p>All three animals are used as mounts by the rural lower classes. They can be hitched to small, two-wheeled carts, or loaded with goods and led by a person on foot. It is not uncommon to hitch teams of up to twenty mules to a medium or large wagon.</p></section>"
},
"Rassarak": {
"name": "Rassarak",
"description": "<section id=\"secret-tcxaQps7z70owj3M\" class=\"secret\"><p>Note that Rassarak cannot use missile weapons effectively due to his blindness.</p>\n <p>Rassarak is a pure-white Skaven, a Clanrat who has been blind from birth. His hearing, smell and whiskers have become incredibly sensitive to compensate for his loss of vision. He can watch spectators with uncanny and alarming accuracy. He is chafing at his imprisonment, but is patiently waiting for the right opportunity to escape.</p></section>"
},
"Reiner Goertrin": {
"name": "Reiner Goertrin",
"description": ""
},
"Reinhardt": {
"name": "Reinhardt",
"description": ""
},
"Reinholdt": {
"name": "Reinholdt",
"description": ""
},
"Rembrandt Haube": {
"name": "Rembrandt Haube",
"description": ""
},
"Reynald Verstand": {
"name": "Reynald Verstand",
"description": ""
},
"Riding Horse": {
"name": "Riding Horse",
"description": "<section id=\"secret-ErGVHIZwEhNiFwxw\" class=\"secret\"><p>@UUID[JournalEntry.GHueUtHKzlhvsd8L.JournalEntryPage.8GLdbAcRWwY522rP]{Mounts and Vehicles}</p><p>This profile represents the most common riding horse available in the Empire. Estalian and Arabyan purebloods are rarer, better-looking, much more expensive, and also have the Fast Trait. Often a noble will have a palfrey as an everyday riding horse, reserving a heavy warhorse for use in battle.</p></section>"
},
"Rolf Hurtsis": {
"name": "Rolf Hurtsis",
"description": "<section id=\"secret-uU4qoiSMwOM6toIR\" class=\"secret\"><p><span class=\"fontstyle0\">Rolf was once an average man, of average height and build, but now he bears the mark of a hideous mutation that has left his face a grotesque, festering ruin, the skin having sloughed fromhis pus-riddled visage. He is dressed in dirty, tattered rags that are stained with his previous meals and his own blood. Thanks to his Mutation, Rolf s vocal cords have atrophied and rotted, leaving him incapable of uttering anything more than a low, menacing growl</span></p></section>"
},
"Schaffenfest Burgher": {
"name": "Schaffenfest Burgher",
"description": "<p>@UUID[JournalEntry.MB5a0zBGJcZhEYUI.JournalEntryPage.KrRntV6J4kytBcjR#random-events]{Random Events}</p>"
},
"Schaffenfest Peasant": {
"name": "Schaffenfest Peasant",
"description": "<p>@UUID[JournalEntry.MB5a0zBGJcZhEYUI.JournalEntryPage.KrRntV6J4kytBcjR#random-events]{Random Events}</p>"
},
"Schaffenfest Rogue": {
"name": "Schaffenfest Rogue",
"description": "<p>@UUID[JournalEntry.MB5a0zBGJcZhEYUI.JournalEntryPage.KrRntV6J4kytBcjR#random-events]{Random Events}</p>"
},
"Schaffenfest Warrior": {
"name": "Schaffenfest Warrior",
"description": "<p>@UUID[JournalEntry.MB5a0zBGJcZhEYUI.JournalEntryPage.KrRntV6J4kytBcjR#random-events]{Random Events}</p>"
},
"Sheep (Hugeltal Longwool)": {
"name": "Sheep (Hugeltal Longwool)",
"description": "<section id=\"secret-hotWbMpRp9ZpETH7\" class=\"secret\"><p>The following Characteristics describe common farm animals of the Reikland. If you feel an animal is not enough of a challenge, or are presenting the same encounter for a second time, use the  listed Optional Traits, or the @UUID[Compendium.wfrp4e-core.journals.3ZynTGhFpgwv6l1n.JournalEntryPage.UyUu4g8GQRp16paM#generic-creature-traits]{Generic Creature Traits}.</p></section>"
},
"Sheru-tar Gee'taru": {
"name": "Sheru-tar Gee'taru",
"description": "<section id=\"secret-o7bWt1ybCTocFjNP\" class=\"secret\"><p><span class=\"fontstyle0\">@UUID[Actor.LG5qATEIFPE9bezB]{Teugen} first made contact with the Daemon he calls Gideon eight years ago in Nuln. Gideon was instructed to make a pact with Teugen by its master, a Greater Daemon of Tzeentch with long-reaching plans for the Empire. In return for Teugens soul, Gideon was to grant great wealth and prosperity for seven years.</span></p>\n <p><span class=\"fontstyle0\">To entice Teugen to make the deal, Gideon told him that if could persuade seven others to participate in a ritual before the seven years passed, Gideon would take those souls instead of Teugens. This would bring the pact to an end, freeing Teugen from the bargain. After much debate, Teugen eventually agreed.<br>However, unknown to Teugen, not only will he never be able to reclaim his soul — Gideon lied about that — but the ritual to swap seven souls for his own actually opens a gateway into the Realm of Chaos — Gideon lied about that, too!</span></p>\n <p><span class=\"fontstyle0\">Gideon is a master illusionist and can take other forms. Its natural form appears like a @UUID[Actor.iDy8SDTwJSlCzZMl]{Pink Horror of Tzeentch} with a constant ripple of magic surrounding it — a multi-armed, pink-fleshed Daemon, with a gaping, fang-filled maw and evershifting tentacles. However, Gideon is not like most&nbsp; Daemons of Tzeentch. It is not a crazed, gibbering creature of unrestrained magic. Gideon is much more cunning. It was spun from the greed of others by its master for a specific purpose. Gideon is ambitious, clever, and resourceful, and it works towards its masters goals with a singular purpose that would terrify Teugen if only he understood.</span></p>\n <p><span class=\"fontstyle0\">In the early months in Nuln, the Daemon most commonly wore the flesh of Nina Dietrich, a famous actress of the @UUID[Scene.g07sPqjuua3lSWLk]{Staatsoper Theatre}, and a favourite of Teugen. That was before the deal was struck, before Teugen was offered the world and more as the Daemon whispered sweet promises in his ear. After the deal, the daemon took on the persona of Gideon, a distant cousin of Teugens. He appears as a tall, slim, impeccably dressed Human man with dark hair and a handsome face dominated by intense eyes. The character the Daemon projects as Gideon is sardonic, and it feigns a quirky, ironic sense of humour. While it seldom, if ever, actually laughs, there is always a wry, faintly supercilious smile playing about its lips.</span></p>\n <p><span class=\"fontstyle0\">For all it knows it shouldnt, the Daemon is thoroughly enjoying its sojourn in the Mortal Realm. Lately, Gideon has taken to appearing as a child when around Teugen, and chewing a great deal of garlic, as it knows both irritate the man immensely. Over the years, the Daemons pretence of amusement at the greed and gullibility of mortals has become quite real, and is exceeded only by its relish at the thought of its imminent triumph when Teugens ritual — the one the fool thinks will save his soul — actually opens a Chaos Gate in the heart of the Reikland. Its master will be so pleased.</span></p></section>"
},
"Sleeves": {
"name": "Sleeves",
"description": ""
},
"Small Litter": {
"name": "Small Litter"
},
"Sonny Rags": {
"name": "Sonny Rags",
"description": ""
},
"Sunna (Road Warden)": {
"name": "Sunna (Road Warden)",
"description": ""
},
"Terenz (Mutant Brigand)": {
"name": "Terenz (Mutant Brigand)",
"description": "<section id=\"secret-haIYXtMIzD7jCZye\" class=\"secret\"><p>@UUID[JournalEntry.2JX9k58tn9lJfkqS.JournalEntryPage.CfHPEuCzlIow7PAV]{The Mayhem Mystery Tour}</p><p><span class=\"fontstyle0\">Knuds Mutant brigands are a disturbing bunch, all the more horrifying as the vestigial remains of their humanity are plain to see. This one has a tiny head, speaking (and often giggling) with the high-pitched, lisping voice of a child.</span></p></section>"
},
"The Farmyard Beasts": {
"name": "The Farmyard Beasts",
"description": "<section id=\"secret-Q7iMHn3Z3IZ4mgc9\" class=\"secret\"><p>The farmyard collection of a goat-headed, a cow-headed, and two chicken-headed Beastmen is the menageries comedy item. However, all four are more dangerous than they appear due to their venomous spittle. Each Beastman can spit poison up to 3 yards, using their BS score. Those struck must make a&nbsp;<strong>Challenging (+0) Endurance&nbsp;</strong>Test or receive a <a></a>@Condition[Poisoned] Condition.</p>\n <p>The workers are always careful to keep the paying public at a safe distance, and to have buckets of water to wash anyone unlucky enough to be spat upon.</p></section>"
},
"The Imperial Beast": {
"name": "The Imperial Beast",
"description": "<section id=\"secret-nEwZruifqxZTS3N9\" class=\"secret\"><p>The Imperial Beast is about the size of a Halfling and bears an assortment of animal features. His most notable feature, however, is his fur which is pure metallic gold! Wolfgang occasionally jokes that the Beastman will finally pay his way when hes dead. He knows that the creature is a real marvel and too valuable an attraction to simply kill for his pelt. The pelt itself confers immunity from some forms of threat such as acid, electricity, and fire.</p>\n <p>If the Imperial Beast were killed, his pelt would be worth a minimum of [[/r 2d100]] gold crowns, as its fur could be spun into fine gold thread and made into superlative cloth of gold. However, anyone wearing such a garment would suffer Minor exposure to corruption every hour that they wore it.</p>\n <p>Alternatively, the pelt could be melted down to make coinage, although it will only yield enough gold to make [[/r 10d10]] gold crowns. Anyone involved in this smelting process would suffer <a></a>@Corruption[moderate]{Moderate exposure} to Corruption. Anyone handling ingots or coins made from the pelt would suffer <a></a>@Corruption[minor]{Minor exposure}, but gloves would provide adequate protection. There is no way of removing the taint of Chaos from the gold. If it is smelted with gold from another source all the castings will carry the taint.</p></section>"
},
"The Twins": {
"name": "The Twins",
"description": "<section id=\"secret-0PUuHYC81oR5w1mx\" class=\"secret\"><p>The Twins occupy about one third of cage 4, with the Imperial Beast in the remaining section. The Twins are tiny Beastmen less than a foot tall, but they are fierce out of all proportion to their size and will hurl themselves at the bars of their cage, snarling and snapping at anything that moves.</p></section>"
},
"Thug": {
"name": "Thug",
"description": "<section id=\"secret-M7ie1uRhbOYPQfa3\" class=\"secret\"><p>@UUID[JournalEntry.abUCs0O1oBGNonyi.JournalEntryPage.qekbEPjyKirEPlD7#hired-muscle]{Hired Muscle}</p><p>There are various thugs in @UUID[JournalEntry.ro7SIltM899Ogrk8]{Bögenhafen} that may accost the Characters. Most are stevedores in the employ of @UUID[Actor.LG5qATEIFPE9bezB]{Teugen} or hired muscle supporting one of the other influential NPCs. In most cases the thugs are grim, brutal, and speak with a lower-class accent.</p><p>Character Profiles are supplied here for typical thugs and for their brutish bosses. If your Players do not have many (or any) combat-capable Characters, you should stick to using the basic thugs. However, if you feel the party needs more of a challenge, throw in a thug boss or two, and maybe even add some of the @UUID[Compendium.wfrp4e-core.journals.3ZynTGhFpgwv6l1n.JournalEntryPage.UyUu4g8GQRp16paM#generic-creature-traits]{Generic Creature Traits} to personalise the group.</p></section>"
},
"Thug Boss": {
"name": "Thug Boss",
"description": "<section id=\"secret-pqs7k84GLJlnOZIK\" class=\"secret\"><p>@UUID[JournalEntry.abUCs0O1oBGNonyi.JournalEntryPage.qekbEPjyKirEPlD7#hired-muscle]{Hired Muscle}</p><p>There are various thugs in @UUID[JournalEntry.ro7SIltM899Ogrk8]{Bögenhafen} that may accost the Characters. Most are stevedores in the employ of @UUID[Actor.LG5qATEIFPE9bezB]{Teugen} or hired muscle supporting one of the other influential NPCs. In most cases the thugs are grim, brutal, and speak with a lower-class accent.</p><p>Character Profiles are supplied here for typical thugs and for their brutish bosses. If your Players do not have many (or any) combat-capable Characters, you should stick to using the basic thugs. However, if you feel the party needs more of a challenge, throw in a thug boss or two, and maybe even add some of the @UUID[Compendium.wfrp4e-core.journals.3ZynTGhFpgwv6l1n.JournalEntryPage.UyUu4g8GQRp16paM#generic-creature-traits]{Generic Creature Traits} to personalise the group.</p></section>"
},
"Ulthar the Unstable": {
"name": "Ulthar the Unstable",
"description": ""
},
"Una Mühlmauer": {
"name": "Una Mühlmauer",
"description": ""
},
"Urzo": {
"name": "Urzo",
"description": "<section id=\"secret-onuBEsoQPnK0nIVj\" class=\"secret\"><p>The largest Beastman is also the most passive. Rather old for a Beastman, Urzo actually looks a little tatty, and has been ill for some time. Wolfgang suspects that Urzo needs something extra in his diet, but has yet to work out that this extra is human flesh!</p>\n <p>Urzo is a massive creature almost the size of an Ogre. His goatlike head is armed with impressive horns; together with his hoofed legs they give him a daemonic appearance that makes him quite a money-spinner. His skin is covered in horny plates like those of an armadillo, and his hands are large enough to crush a human skull. Despite this, Urzo is a docile beast, used to being in a moving cage and being fed regularly. When faced with a crowd, he will rattle the cage bars in a most convincing manner, snarl, growl, and reach out between the bars as if to tear an unwary yokel limb from limb, but this is an act.</p>\n <p>While he could be dangerous — if roused — Urzo has been with Wolfgang long enough to know what is expected, and that acting fierce (within bounds) results in bigger rations. He thinks of the menagerie staff as sources of food, and has a <a></a>[[/r 1d4]]{25%} chance of going into a Frenzy if anyone attacks them.</p></section>"
},
"Volker Drauchen": {
"name": "Volker Drauchen",
"description": ""
},
"Wanda Weltschmertz": {
"name": "Wanda Weltschmertz",
"description": "<h3>Personality and Appearance</h3><p><em>I understand youre a very important person, but Im a fully licensed Wizard, dont you know! I dont have to stand here and listen to your nonsense. Theres nothing you can do to make me. So, piss off! </em></p><p>Wanda is not one to suffer fools gladly, and prefers to trust her instincts and first assumptions about people. She is also prone to impatience with those who arent as clever as she is, which is sadly most of the Empire. Nevertheless, she is kind towards those less fortunate than herself, and has a soft spot for the downtrodden and oppressed. She is just shy of athletic, is of average height, and has shoulder-length blonde hair. Her sharp, blue eyes seem to measure everyone she sees.</p><h3>Background</h3><p>Born into a middle-class family in the market town of Delberz in Middenland, Wanda was always a wilful child. During one of her many tantrums, her parents were horrified to note that every lock in the house flew open, and people up and down her street fell instantly asleep! Fearful of what might happen to her, her parents were only too eager for Heironymus Blitzen, a well-known local Wizard, to take her as his apprentice. Wanda had a natural talent, proved to be a quick learner, and was not to be put off by the mundane chores Blitzen assigned her. After a few years, Heironymus told her that the time had come for her to return to the world, and put her skills into practice. To that end he would teach her three spells to aid her on her adventures. When she had, seen the truth of our Old World, and learned enough, she could return to him. To that end, shes not sure if her new travelling companions are aware of what theyve gotten themselves involved with.</p><h3>Secrets</h3><ul><li><p>Wanda hasnt technically been given permission from her master to travel on her own. Indeed, his exact words were: Wanda, dont be ridiculous! An average apprentice takes at least ten years to master Channelling Azyr! She was having none of that!</p></li><li><p>Wanda harbours a secret fascination with Chaos, and wants to learn more about it in order to combat it. Devise a Fascination (Chaos) Psychology Trait with your GM and give it to Wanda.</p></li><li><p>Wanda finds most Humans endlessly dull. Elves, on the other hand, with their secrets, and their magic, are just so fascinating.</p></li><li><p>Wanda finds it particularly difficult to deal with anyone she views as a bit dull and dim-witted, which she often judges to be anyone failing to live up to her rather inflated standards. Gain the Psychology Trait.</p></li></ul><p>Begin with an additional [[/r 1d10]] brass pennies per secret chosen.</p>"
},
"Werner Murrmann": {
"name": "Werner Murrmann",
"description": "<h3>Personality and Appearance</h3><p><em> If you think your life is boring, have you tried drilling holes in wood all day?</em></p><p>Werner has short dark-brown hair and intense dark-blue eyes. He is a trusting, scrupulously honest individual, always prepared to give people the benefit of the doubt. A lover of strong Reikland ales, Werner is slow to anger but terribly hot-headed once roused, the glare of his dark-blue eyes giving others pause for thought. Being twice the height of Harbull with a strong, muscular build, he and the stout-ish Halfling make an odd-looking couple. But despite their physical differences, the two have become fast friends. However, the young mans infectious personality has made him a good travelling companion with all members of the group.</p><h3>Background</h3><p>Werner was raised at his parents coaching inn, The Travellers Rest, near the village of Mittelmund. But the boring, easy life of an innkeepers son — doing odd jobs about the place, helping the coachmen, working behind the bar, mending the odd broken table — has made Werner grow tired of hearing about other peoples adventures. Since his parents can now afford help running the inn, he has been on the look-out for likely travelling companions. As chance would have it, an assortment of odd individuals have recently arrived, and with the flash of Werners easy smile, a pact was made. Now, the motley crew has set off for Altdorf: the Empires glittering capital!</p><h3>Secrets</h3><ul><li><p>Werner is in love with one of his travelling companions, and has decided to follow them wherever theyre going. You should discuss this secret with the GM, and perhaps with the subject of your adoration as well.</p></li><li><p>Werners parents were overbearing and never allowed him to leave. So he slipped away in the night with his new-found friends. A bounty has since been posted for his supposed kidnappers. Werner dreams of acquiring sufficient wealth to escape his parents grasp.</p></li><li><p>Werners life has been rather sheltered, and he is deathly afraid of what lurks in the Empires forests. Gain the Afraid (Deep Forests) Psychology Trait (deep forests cause Fear 0 to Werner).</p></li><li><p>Werner was too afraid to visit the Doomsayer on his 10th birthday and fled, meaning he hasnt been Doomed — he isnt technically an adult in the eyes of the law. This is a deep taboo in the Empire, and would cause untold trouble should it be uncovered. Lose the Doomed talent.</p></li></ul><p>Begin with an additional [[/r 1d10]] brass pennies per secret chosen.</p>"
},
"Wilhelm Kind": {
"name": "Wilhelm Kind",
"description": ""
},
"Willie": {
"name": "Willie",
"description": "<section id=\"secret-wWIZOUYhy0aF14MZ\" class=\"secret\"><p><span class=\"fontstyle0\">@UUID[Actor.rYlDGJx20M72PydJ]{Bengt}, @UUID[Actor.r5NgPWpDHpjRkGQM]{Gurt}, and @UUID[Actor.BLrqbYcSiVvWnmws]{Willie}, the three thugs hired by Adolphus, do occasional work on the @UUID[JournalEntry.tT80gcSmeK5oO5C2.JournalEntryPage.l2kZtajL8d3RlPqO]{Weissbruck} wharves as labourers. They are not particularly bright or loyal, and each has a rough lowerclass Reiklander accent. If captured by the Characters, they can be persuaded to reveal @UUID[Actor.echM0Sjy5xpt5KAQ]{Adolphuss} plan with an </span><span class=\"fontstyle2\"><strong>Easy (+40) Intimidate</strong> </span><span class=\"fontstyle0\">or </span><strong>Bribery </strong><span class=\"fontstyle0\">Test. If one of them is hurt during a fight, have Adolphus make a </span><strong>Challenging (+0) Leadership </strong><span class=\"fontstyle0\">Test. If failed, all three thugs t</span>ake a @Condition[Broken] Condition. </p></section>"
},
"Willirun (Road Warden)": {
"name": "Willirun (Road Warden)",
"description": ""
},
"Wolfgang Hollseher": {
"name": "Wolfgang Hollseher",
"description": ""
},
"Wolfgang Kellermann": {
"name": "Wolfgang Kellermann",
"description": ""
},
"Wolmar Rotte": {
"name": "Wolmar Rotte",
"description": ""
},
"Wrench": {
"name": "Wrench",
"description": "<p>@UUID[JournalEntry.aI05RCFli7s2SPP2.JournalEntryPage.uWlg0JgRwaUQNInI#warehouse-17]{Warehouse 17}</p>"
}
}
}

View File

@ -0,0 +1,388 @@
{
"label": "Acteurs (Pouvoir derrière le Trône)",
"mapping": {
"description": "system.details.biography.value",
"items": {
"path": "items",
"converter": "bestiary_traits"
},
"characteristics": {
"path": "system.characteristics",
"converter": "npc_characteristics"
}
},
"folder": {
"Adventure": "Aventure",
"Companion": "Compagnon"
},
"entries": {
"Albrecht Helseher": {
"name": "Albrecht Helseher",
"description": ""
},
"Alfric Half-Nose Anvilbreaker": {
"name": "Alfric Half-Nose Anvilbreaker",
"description": ""
},
"Allavandrel Fanmaris": {
"name": "Allavandrel Fanmaris",
"description": ""
},
"Anton Hundisch": {
"name": "Anton Hundisch",
"description": ""
},
"Antonia Fiegling": {
"name": "Antonia Fiegling",
"description": ""
},
"Ar-Ulric Jarrick Valgeir": {
"name": "Ar-Ulric Jarrick Valgeir",
"description": ""
},
"Boris Todbringer": {
"name": "Boris Todbringer",
"description": ""
},
"Brunhilde Klaglich": {
"name": "Brunhilde Klaglich",
"description": ""
},
"Bruno Hansgorp": {
"name": "Bruno Hansgorp",
"description": ""
},
"Bruno Kohl": {
"name": "Bruno Kohl",
"description": ""
},
"Changeling Of Tzeentch": {
"name": "Changeling Of Tzeentch",
"description": "<p>@UUID[JournalEntry.UkgMpIvYS5PjmAyX]{The Changeling}</p>"
},
"Claus Liebnitz": {
"name": "Claus Liebnitz",
"description": ""
},
"Dagmar Mitschuldige": {
"name": "Dagmar Mitschuldige",
"description": ""
},
"Dieter Schmiedehammer": {
"name": "Dieter Schmiedehammer",
"description": ""
},
"Doppelgänger": {
"name": "Doppelgänger",
"description": "<section id=\"secret-yO8gGm0KC2CSrI2U\" class=\"secret\"><p>Among the many strange creatures engendered by the Incursions of Chaos, the Doppelg&auml;ngers are perhaps the strangest. These solitary creatures have the ability to change their form into the likeness of any humanoid creature between 4 and 8 feet tall &mdash; including clothing and equipment. To do this, they need only to observe their chosen victim for 1 turn, the transformation itself taking but a round to complete. Once they have assumed a Character&rsquo;s identity, it is the practice of these revolting creatures to murder and eat their victims, and then assume their place. A Doppelg&auml;nger can reproduce its victim&rsquo;s speech and mannerisms with about 90% accuracy. It cannot replicate special, magical, or Species-specific abilities, such as the Dwarf resistance to magic.</p>\n<p>Doppelg&auml;nger appear to be unable to reproduce themselves. Therefore, they&nbsp; must&nbsp; be created purely by the forces of Chaos. They are very rare, and, unless caught in the process of transforming their appearance, are almost impossible to identify by other than magical means.&nbsp;</p>\n<p><strong>Physique</strong>: The &lsquo;natural&rsquo; form of a Doppelg&auml;ngers is truly hideous. They are bipedal, humanoid&nbsp;creatures, averaging 6 ft in height. They appear&nbsp;to have no skin, and so their muscles, arteries,&nbsp;and some internal organs are clearly visible.</p></section>"
},
"Edel Mueller": {
"name": "Edel Mueller",
"description": ""
},
"Elisabet Rocheteau": {
"name": "Elisabet Rocheteau",
"description": ""
},
"Emil Valgeir": {
"name": "Emil Valgeir",
"description": ""
},
"Emmanuelle Schlagen": {
"name": "Emmanuelle Schlagen",
"description": ""
},
"Erina Eberhauer": {
"name": "Erina Eberhauer",
"description": "<h3>PERSONALITY AND APPEARANCE</h3><p><em> I am Ulrican down to my bones, but my time in the capital has persuaded me that our quarrel with our neighbours to the south places us all in jeopardy. Were striving with each other over trivialities whilst the world threatens to crash down around our ears.</em></p><p>Erina is a lively and ambitious young lady who is keen to make her mark as a wizard. She is of average height and has an athletic build, with the family look of auburn hair and a smattering of freckles. Serious and studious, Erina is a consummate pyromancer, having mastered the basics of the Lore of Fire at an early age. Whilst not naturally an angry person, working with Aqshy is causing Erina to grow increasingly impatient and competitive.</p><h3>BACKGROUND</h3><p>The Eberhauers are something of a magical family, and Erina has a number of uncles, aunts and cousins who have worked their way through one or other of the colleges of magic. Thanks to her connections and her clear talent she was apprenticed to the Bright College of Altdorf. The family have a small estate in Hochland, and consider themselves northern and Ulrican. Erina was apprenticed to the colleges of Altdorf, whilst her older sister, Janna, was trained at @UUID[Compendium.wfrp4e-middenheim.journals.PuIrlGBOjxuWpK3P.JournalEntryPage.m0gDOo9sztuTymsb]{Middenheims Grand Guild of Wizards}, rising to the position of Deputy High Wizard. Whilst Erina is fond of her sister, she worries that she will be forever in Jannas shadow.</p><h3>SECRETS</h3><p>Begin with an additional [[/r 3d10]] silver shillings per secret chosen.</p><ul><li><p>Erina is desperate to prove herself and driven to a life of adventure. She seeks to confront threats in a manner cooler heads find reckless.</p></li><li><p>Erina may regard @UUID[Actor.ZVVaOEUN9ArYrYnM]{Janna} as her greatest competitor, but she loves her sister and does not hesitate to defend her from any criticism or attack.</p></li><li><p>Erina sees herself as a lady of the world, familiar with the Cult of Ulric and her northern roots, but with many friends and mentors in Altdorf. She sees herself as a moderating influence between Sigmarite zealotry and Ulrican fanaticism.</p></li><li><p>Erina, having seen evidence of Skaven activity with her own eyes, is dismayed that people should be so stupid as to ignore this threat. Gain the @UUID[Compendium.wfrp4e-core.items.klCJX0mNpXYH5AIx]{Prejudice (Skaven Deniers)} Psychology Trait.</p></li></ul>"
},
"Flying Death Skull": {
"name": "Flying Death Skull",
"description": "<section id=\"secret-1KVgx6lxH4ZFoFPb\" class=\"secret\"><p>The skulls vary in appearance: some are bestial, some are merely distorted, and a few look entirely Human. They have no innate intelligence, but can be used to carry out the commands of a controlling spellcaster.&nbsp;</p></section>"
},
"Flying Deathier Skulls": {
"name": "Flying Deathier Skulls",
"description": "<section id=\"secret-QwFJd1sNN7uoYqPK\" class=\"secret\"><p>The skulls vary in appearance: some are bestial, some are merely distorted, and a few look entirely Human. They have no innate intelligence, but can be used to carry out the commands of a controlling spellcaster.&nbsp;</p></section>"
},
"Fritz Dreckig": {
"name": "Fritz Dreckig",
"description": ""
},
"Gaston": {
"name": "Gaston",
"description": ""
},
"Glugnur": {
"name": "Glugnur",
"description": ""
},
"Golthog": {
"name": "Golthog",
"description": "<h3>PERSONALITY AND APPEARANCE</h3><p><em> Why are you shaking, slim? I 'aven't even got stuck in to you yet.</em></p><p>Golthog stands some 8 feet tall, towering over almost everyone. He has short dark hair greased into angry spikes which sping back into shape whenver he removes his helmet. Golthog is used to non-Ogres, and has developed a good sense of what will offend them. He is careful about what — or who — he eats, and is no longer surprised at the great amount of meat the let go to waste. He is reserved but not unfriendly, knowing that he has to be careful not to frighten anyone or out come the torches and pitchforks. </p><h3>BACKGROUND</h3><p>Golthog came down from the Mountains of Mourn with the rest of his tribe many years ago in the hopes of finding plentiful meals in the lowlands. While individually very dangerous his tribe was whittled down by repeated conflicts with humans and others who took umbrage with Golthog's people eating whatever they wished. In the end only Golthog remained. On one lonely night huddled in a bear cave, consuming its former occupant, the ogre decided to learn the ways of the lowlanders before some mob of local milita finally put an end to him.</p><p>Since then, Golthog has learned much and travelled extensively through the Empire. He knows which jobs suit him, and which folk he should avoid no matter how much meat or gold they offer. He is currently in Middenheim seeking employment with the famed mercenary company Baumanns Blitztruppen as he has guessed, correctly, that they will have both a use for an ogre and the means to keep one paid and well fed.</p><h3>SECRETS</h3><p>Begin with an additional [[/r 1d10]] silver shillings per secret chosen.</p><ul><li><p>Golthog heard about Baumen's Blitztruppen after an unfortunate incident in which he killed and ate one of their sergeants. While Golthog is happy to let bygones be bygones, the mercenaries are not likely to greet him warmly.</p></li><li><p>Golthog and his comrades left the mountains in disgrace. A wasting sickness stuck the tribes Rhinox, and Golthog's accidental desecration of a monument to the Great Maw was fingered as the source of this plague. </p></li><li><p>Golthog recently deserted from Arglak's Devourers, an all-ogre mercenary company who operate in Middenland. Golthog was forced to abandon the group after eating Arglak's favourite Halfling cook.</p></li><li><p>Before leaving the mountains, Golthog briefly learned the ways of the The Great Maw under Skrag the Slaughterer. Add Lore (The Great Maw) to Golthog's skill list. The ogre is still troubled by dreams of the god of gluttony, and sometimes wakes in the middle of the night, ravenous and insatiable.</p></li><li><p>Golthog strongly believes that you are what you eat. And Golthog would like to be a wizard.</p></li></ul>"
},
"Gotthard Wallenstein": {
"name": "Gotthard Wallenstein",
"description": ""
},
"Growler": {
"name": "Growler",
"description": ""
},
"Gustav Holschtweig": {
"name": "Gustav Holschtweig",
"description": ""
},
"Hans Gräber": {
"name": "Hans Gräber",
"description": ""
},
"Hausmeister Breugal": {
"name": "Hausmeister Breugal",
"description": ""
},
"Hawk": {
"name": "Hawk",
"description": ""
},
"Headless Skeleton": {
"name": "Headless Skeleton",
"description": "<section id=\"secret-Uq5e4oX0Ma6cN3Dr\" class=\"secret\"><p>If hard pressed, @UUID[Actor.r4AUsjsfOL9HW8lO]{Gräber} tries to animate all the bones in the cave as Skeletons. Of course, their heads are otherwise occupied.</p><p>There between 6 and 10 Headless Skeletons in the cave. If you wish, some or all of these may be @UUID[Actor.rDpDwQSwFeUw0ajW]{Headless Skeleton Champions}, which present a better challenge to combat focused parties.</p></section>"
},
"Headless Skeleton Champion": {
"name": "Headless Skeleton Champion",
"description": "<section id=\"secret-7h0Y30Mjcw0p0yHP\" class=\"secret\"><p>If hard pressed, @UUID[Actor.r4AUsjsfOL9HW8lO]{Gräber} tries to animate all the bones in the cave as Skeletons. Of course, their heads are otherwise occupied.</p><p>There between 6 and 10 Headless Skeletons in the cave. If you wish, some or all of these may be Headless Skeleton Champions, which present a better challenge to combat focused parties.</p></section>"
},
"Heinrich Todbringer": {
"name": "Heinrich Todbringer",
"description": ""
},
"Henri-Phillippe Rocheteau": {
"name": "Henri-Phillippe Rocheteau",
"description": ""
},
"Hildegarde Zimperlich": {
"name": "Hildegarde Zimperlich",
"description": ""
},
"Hildi Holschtweig": {
"name": "Hildi Holschtweig",
"description": ""
},
"Hultz Fleischer": {
"name": "Hultz Fleischer",
"description": ""
},
"Isolde Begegnen": {
"name": "Isolde Begegnen",
"description": ""
},
"Isolde Gudhoffen": {
"name": "Isolde Gudhoffen",
"description": ""
},
"Janna Eberhauer": {
"name": "Janna Eberhauer",
"description": ""
},
"Joachim Hoflich": {
"name": "Joachim Hoflich",
"description": ""
},
"Johann Schwermutt": {
"name": "Johann Schwermutt",
"description": ""
},
"Josef Sparsam": {
"name": "Josef Sparsam",
"description": ""
},
"Karl Matthaus": {
"name": "Karl Matthaus",
"description": ""
},
"Karl-Heinz Wasmeier": {
"name": "Karl-Heinz Wasmeier",
"description": ""
},
"Katarina Todbringer": {
"name": "Katarina Todbringer",
"description": ""
},
"Kirsten Jung": {
"name": "Kirsten Jung",
"description": ""
},
"Konrad Alpiger": {
"name": "Konrad Alpiger",
"description": ""
},
"Kurt Gruber": {
"name": "Kurt Gruber",
"description": ""
},
"Kurt Schulz": {
"name": "Kurt Schulz",
"description": "<section id=\"secret-Bg2rPG0YmwE4bN2D\" class=\"secret\"><p>@UUID[Actor.r4AUsjsfOL9HW8lO]{Gr&auml;ber} has animated a Zombie to help guard the cave. In life he was Kurt Schulz, a hardened warrior who had only recently declared his allegiance to Chaos. Today, he is just another Zombie, albeit a tough one.</p></section>"
},
"Kurt Schulz - Champion": {
"name": "Kurt Schulz - Champion",
"description": "<p>@UUID[Actor.YTjyvukWNRORQcg6]{Kurt Schulz}</p>"
},
"Lesser Daemon Of Tzeentch": {
"name": "Lesser Daemon Of Tzeentch",
"description": ""
},
"Lightning": {
"name": "Lightning",
"description": "<section id=\"secret-XWWyN24iIbLQ8kLn\" class=\"secret\"><p>These vicious warhorses try to kick anybody who approaches, apart from @UUID[Actor.GPmecH5STMzLNLc8]{Hawk} and @UUID[Actor.lYEKyCpaihHON6Gz]{Wasmeier}.</p></section>"
},
"Luigi Pavarotti": {
"name": "Luigi Pavarotti",
"description": ""
},
"Lurk": {
"name": "Lurk",
"description": ""
},
"Marie-Astrid Platini": {
"name": "Marie-Astrid Platini",
"description": ""
},
"Maximillian von Genscher": {
"name": "Maximillian von Genscher",
"description": ""
},
"Militia": {
"name": "Militia",
"description": ""
},
"Minotaur Pit Fighter": {
"name": "Minotaur Pit Fighter",
"description": ""
},
"Nastassia Hess": {
"name": "Nastassia Hess",
"description": ""
},
"Natasha Sinnlich": {
"name": "Natasha Sinnlich",
"description": ""
},
"Otto Geschwur": {
"name": "Otto Geschwur",
"description": ""
},
"Parzival Tristan Aschaffenberg": {
"name": "Parzival Tristan Aschaffenberg",
"description": ""
},
"Peter Tavelli": {
"name": "Peter Tavelli",
"description": ""
},
"Petra Liebkosen": {
"name": "Petra Liebkosen",
"description": ""
},
"Purple Hand Cult Magus": {
"name": "Purple Hand Cult Magus",
"description": "<section id=\"secret-ATyKdzicOmPIUasP\" class=\"secret\"><p>A purple hooded figure standing ominously behind the Characters, the Cult Magus rarely ventures out of the Purple Hand&rsquo;s own quarters. Her hood, which will inevitably fall down during the fight, conceals a mutation that has turned her hair into a bevy of grasping purple-nailed fingers that&nbsp; disappear down her back.</p></section>"
},
"Purple Hand Cultist": {
"name": "Purple Hand Cultist",
"description": "<section id=\"secret-9xJJPogP8m0GciDH\" class=\"secret\"><p>All the cultists have some purple item of clothing and a purple hand tattoo hidden beneath their clothing (see The @UUID[JournalEntry.HxC5snuKA2z7PACe.JournalEntryPage.CfKue0hUolJnklbH#the-height-of-fashion]{Height of Fashion} for suggestions). Four (in front of the party) have loaded crossbows and clubs or axes hanging from their belts; of the other three, two have axes and one has a club and a barbed net intended for the errant Magister. None of the cultists wear armour.</p></section>"
},
"Rallane Lafarel": {
"name": "Rallane Lafarel",
"description": ""
},
"Reiner Ehrlich": {
"name": "Reiner Ehrlich",
"description": ""
},
"Renata Hoeflehner": {
"name": "Renata Hoeflehner",
"description": ""
},
"Sascha Rothbert": {
"name": "Sascha Rothbert",
"description": ""
},
"Selena": {
"name": "Selena",
"description": ""
},
"Siegfried Prunkvoll": {
"name": "Siegfried Prunkvoll",
"description": ""
},
"Sinistral": {
"name": "Sinistral",
"description": ""
},
"Skretth": {
"name": "Skretth",
"description": ""
},
"Skretth (Enhanced)": {
"name": "Skretth (Enhanced)",
"description": ""
},
"Snikkit": {
"name": "Snikkit",
"description": ""
},
"Snikkits Skaven Warrior": {
"name": "Snikkits Skaven Warrior",
"description": ""
},
"Stefan Todbringer": {
"name": "Stefan Todbringer",
"description": ""
},
"Swelt Tunger": {
"name": "Swelt Tunger",
"description": ""
},
"Thognar": {
"name": "Thognar",
"description": ""
},
"Thunder": {
"name": "Thunder",
"description": "<section id=\"secret-ZkEaVGwbo7OoTeAK\" class=\"secret\"><p>These vicious warhorses try to kick anybody who approaches, apart from @UUID[Actor.GPmecH5STMzLNLc8]{Hawk} and @UUID[Actor.lYEKyCpaihHON6Gz]{Wasmeier}.</p></section>"
},
"Tiasmara Flarett": {
"name": "Tiasmara Flarett",
"description": ""
},
"Tigrati Head Parvisch": {
"name": "Tigrati Head Parvisch",
"description": ""
},
"Typical Villager": {
"name": "Typical Villager",
"description": ""
},
"Uli Breitner": {
"name": "Uli Breitner",
"description": ""
},
"Ulrich Schutzmann": {
"name": "Ulrich Schutzmann",
"description": ""
},
"Wuder Lechart": {
"name": "Wuder Lechart",
"description": ""
},
"Yellow Fang Cultist": {
"name": "Yellow Fang Cultist",
"description": "<section id=\"secret-yU5rWgdSqbXvDk1C\" class=\"secret\"><p>The following profile represents the Yellow Fang guards and cultists. <strong>The Horned Rat Companion</strong> contains @UUID[Compendium.wfrp4e-horned-rat.journals.VQnLCPCECyNBqnOL]{more information} on the cult of the Yellow Fang and rules for creating cultists in more detail. </p></section>"
},
"Yellow Fang Cultist (Enhanced)": {
"name": "Yellow Fang Cultist (Enhanced)",
"description": "<section id=\"secret-yU5rWgdSqbXvDk1C\" class=\"secret\"><p>The following profile represents the Yellow Fang guards and cultists. <strong>The Horned Rat Companion</strong> contains @UUID[Compendium.wfrp4e-horned-rat.journals.VQnLCPCECyNBqnOL]{more information} on the cult of the Yellow Fang and rules for creating cultists in more detail. </p></section>"
}
}
}

View File

@ -0,0 +1,240 @@
{
"label": "Items (Pouvoir derrière le Trône)",
"folder": {
"Prayers": "Prières",
"Skills": "Compétences",
"Traits": "Traits",
"Spells": "Sorts",
"Trappings": "Équipement"
},
"mapping": {
"skills": {
"path": "system.skills",
"converter": "career_skills"
},
"talents": {
"path": "system.talents",
"converter": "career_talents"
},
"class": {
"path": "system.class.value",
"converter": "generic_localization"
},
"career_careergroup": "system.careergroup.value",
"trappings": "system.trappings"
},
"entries": {
"Acquiescence": {
"name": "Acquiescence",
"description": "<p>Your magic pierces deep within your target, flooding the soul with an acute awareness of their broken dreams. The target&rsquo;s Initiative Characteristic drops to 10, if it was not already lower, as the mind turns inwards. On the target&rsquo;s Turn, all movement is randomised as determined by the GM as the target bemoans life, loudly telling all what should have been as hands are flung in the air. Further, the target can only perform an Action if they pass a <strong>Challenging (+0) Cool</strong> Test. If failed, the target is far too busy bemoaning what could have been to do anything else.</p>"
},
"Aura of Acquiescence": {
"name": "Aura of Acquiescence",
"description": "<p>This more powerful version of the Acquiescence spell affects multiple targets, but it is identical to Acquiescence in all other aspects.</p>\n<blockquote>\n<p><em>Your magic pierces deep within your target, flooding the soul with an acute awareness of their broken dreams. The target&rsquo;s Initiative Characteristic drops to 10, if it was not already lower, as the mind turns inwards. On the target&rsquo;s Turn, all movement is randomised as determined by the GM as the target bemoans life, loudly telling all what should have been as hands are flung in the air. Further, the target can only perform an Action if they pass a&nbsp;<strong>Challenging (+0) Cool</strong>&nbsp;Test. If failed, the target is far too busy bemoaning what could have been to do anything else.</em></p>\n</blockquote>"
},
"Befuddle": {
"name": "Befuddle",
"description": "<p>Your touch causes one opponent to make a Willpower Test or gain one @Condition[Stunned] Condition.</p>\n<p><strong>Lore:</strong> None</p>\n<p>&nbsp;</p><p>\n\n <b>Domaine:</b> Aucun<p>"
},
"Blessing of Slaanesh": {
"name": "Blessing of Slaanesh",
"description": "<p>Increase your Intelligence or Fellowship by +10.</p><p>\n\n <b>Lore:</b> None<p><p>\n\n <b>Domaine:</b> Aucun<p>"
},
"Blissful Throes": {
"name": "Blissful Throes",
"description": "<p>A long whip of pure Chaos energy lashes out at the enemy with a delightful crack, leaving its victim wracked with pain, to the envy of the caster. This is a magic missile with Damage +6. If this attack struck the head hit location, the caster may choose to inflict an @Condition[Entangled] Condition on the target, if they wish. The caster can maintain this Condition for up to Willpower Bonus Rounds. The caster uses their Willpower in place of Strength for Opposed Tests made to remove the Condition.</p>"
},
"Bonds of Slaanesh": {
"name": "Bonds of Slaanesh",
"description": "<p>The target is enveloped by glowing threads of magic force, gaining one @Condition[Entangled] Condition for each SL on the Casting Test.</p>"
},
"Brass Neck Tincture": {
"name": "Brass Neck Tincture",
"description": "<p>This potion makes the drinker utterly incoherent, as though drunk, but at the same time immune to pain. These effects last 2&ndash;12 hours. During this time, Klaglich will suffer three @Condition[Stunned] conditions, and cannot make <strong>Endurance </strong>Tests to remove them until the effects of the potion wear off. During that time, though, she also gains the traits @UUID[Compendium.wfrp4e-core.items.IAWyzDfC286a9MPz]{Immunity to Psychology} and @Compendium[wfrp4e-core.items.wMwSRDmgiF2IdCJr]{Painless}, making her immune to interrogation and torture.</p>"
},
"Breath of Inspiration": {
"name": "Breath of Inspiration",
"description": "<p>You blow a stream of scented air into the face or ear of an adjacent living creature, filling its head with glorious visions of capability and skill while simultaneously sullying the target&rsquo;s soul with an unending burden of shame. The target of this spell gains a bonus to any one Test equal to your Willpower, after which the effect ends.</p>"
},
"Cacophonic Caress": {
"name": "Cacophonic Caress",
"description": "<p>You throw back your head and emit a ululating scream filled with obscene promises, tormenting the ears and the minds of those who hear it in equal measure. All enemies within range suffer one Damage +3 hit per SL, which ignores Armour.</p>"
},
"Careless Whispers": {
"name": "Careless Whispers",
"description": "<p>You call on Slaanesh to unlock the secrets in your target&rsquo;s heart. On successfully casting the spell, make an <strong>Extended Opposed Cool</strong> Test, with 6 required SLs. The winner may choose to hear the loser&rsquo;s current Ambition, and know it to be true. The winner must also pass a <strong>Cool </strong>Test or gain 1 Corruption.</p>"
},
"Chaos Spawn": {
"name": "Chaos Spawn",
"description": "<p>A beam of bright green corruption shoots from your outstretched fingers, striking one visible target within range. For every SL on the Casting Test, the target must roll once on the @Table[mutatephys]{Physical} or @Table[mutatemental]{Mental} Corruption Tables.</p>"
},
"Controlled Corruption": {
"name": "Controlled Corruption",
"description": "<p>Endurance Tests to avoid gaining a mutation are <strong>Difficult (&ndash;10)</strong> rather than <strong>Challenging (+0)</strong>. When you gain a mutation, roll twice and choose from the two results.</p>"
},
"Crush the Weak": {
"name": "Crush the Weak",
"description": "<p>You are filled with Ulric&rsquo;s scorn for the weak and cowardly. Once per Round, you may re-roll one missed attack.</p>"
},
"Cursed Caress": {
"name": "Cursed Caress",
"description": "<p>You touch one subject, who is instantly overcome by such overwhelming ecstasy that their overloaded brain leaks blood from the eyes, ears, and mouth. The target must roll once on the @Table[crithead]{Head Critical Wounds} table. The results are as indicated, except that there are no broken bones. The descriptions should be amended to reflect the fact that no physical blow has landed.</p>"
},
"Cutting Wit": {
"name": "Cutting Wit",
"description": "<p>You flick out a long, writhing tongue that counts as a magic missile with a Damage of +3 that ignores Armour, delivering a pulse of pure agony wherever it strikes.</p>"
},
"Daemonette Claw": {
"name": "Daemonette Claw",
"description": "<p>Your dominant arm turns into the long and wickedly barbed claw of a Daemonette. You cannot hold anything in that hand, but you have a <em>Magical </em>Weapon +9 that cannot be disarmed. The claw uses the Melee (Brawling) Skill.</p>"
},
"Daemonic Aspect": {
"name": "Daemonic Aspect",
"description": "<p>Your features shift into the beautiful yet frightening face of a Daemonette, and you gain the @UUID[Compendium.wfrp4e-core.items.pTorrE0l3VybAbtn]{Fear (2)} Creature Trait..</p>"
},
"Dark Seduction": {
"name": "Dark Seduction",
"description": "<p>Your will overpowers any enemy engaged in hand-to-hand combat with you, and you can force them to attack any creature within Willpower Bonus yards. The spell is broken if your victim moves further away from you.</p>"
},
"Delicious Excruciation": {
"name": "Delicious Excruciation",
"description": "<p>A ray of coruscating pinkish light strikes one friendly creature within range and line of sight, filling them with an overpowering mixture of pain and pleasure that leaves them elated. The target loses any @Condition[Broken] Conditions immediately, and cannot gain any more @Condition[Broken] Conditions for the duration of the spell.</p>"
},
"Endure Excess": {
"name": "Endure Excess",
"description": "<p>You allow dark energy to permeate your body, fueling your desires and casting fatigue aside. You may ignore all of your @Condition[Fatigued] conditions for as long as you are indulging in an activity you truly enjoy. However, as soon as you cease to do so these conditions return and you lose 1 Wound, ignoring your Toughness Bonus and any armour.</p>\n<p><strong>Lore:</strong> None</p>\n<p>&nbsp;</p><p>\n\n <b>Domaine:</b> Aucun<p>"
},
"Entrancing Aura": {
"name": "Entrancing Aura",
"description": "<p>The Dark Prince endows you with an unearthly radiance. Everyone in hand-to-hand combat with you must make a successful <strong>Challenging (+0) Willpower</strong> Test each Round, or spend that Round lost in rapt contemplation of your beauty, unable to attack or defend themselves.</p>"
},
"Estalian Mosca": {
"name": "Estalian Mosca",
"description": null
},
"Extra Spell": {
"name": "Extra Spell",
"description": "<p>Your deeper studies into the Lore of Slaanesh give you the ability to cast a spell not on your spell list. Each Extra Spell Talent gives you access to a single spell, noted in parenthesis, such as <em>Extra Spell (Gift of Slaanesh)</em>. This spell must come from @UUID[Compendium.wfrp4e-pbtt.journals.gX4TCKy0TPwS68ba.JournalEntryPage.MOIADJ2A0ZOzDGEp]{The Lore of Slaanesh}, so you must have that Lore before you can gain this Talent.</p>"
},
"Flesh Puppet": {
"name": "Flesh Puppet",
"description": "<p>You weave strands of dark magic, entangling your target&rsquo;s limbs in your manipulative web of deceit. On successfully casting the spell, make an <strong>Extended Opposed Cool</strong> Test, with 6 required SLs. Should you win, you take control of the target for the spell&rsquo;s duration. You control all of their movements and actions, and can even speak through their voice, though you cannot cast spells through them, even if they could normally cast spells themselves. While in effect, the target&rsquo;s skin is flushed, and their eyes periodically change colour to a deep purple. When the spell ends, the target feels violated, and they are aware that they have been controlled. If they pass a @JournalEntry[<strong>Challenging (+0) Intuition</strong>] Test, they intuitively know who controlled them (though proving it may not be easy).</p>"
},
"Fleshy Curse": {
"name": "Fleshy Curse",
"description": "<p>You cause a single creature within range and line of sight to sprout horrible, uncontrollable growths. The target can resist this spell when it is first cast, and at the beginning of each subsequent round, by succeeding on a <strong>Hard (20) Cool</strong> Test. Each Round after you cast the spell, roll 1d10 and consult the @UUID[RollTable.FYf4jjhtOOSoM9Re]{Fleshy Curse Effect} Table to determine the effects for the Round.</p><p>While affected by this spell, the victim writhes in agony, and can take no action and is considered helpless. Even once the spell ends, the effects of Fleshy Curse remain and are permanent without drastic action such as amputation or the application of even more dangerous magic (or the expenditure of a Fate point). Cultists often attempt to recruit victims of this curse who are no longer capable of participating in Empire society.</p>"
},
"From Pain, Pleasure": {
"name": "From Pain, Pleasure",
"description": "<p>You confound the target&rsquo;s senses, transforming pain to pleasure. The target gains the @UUID[Compendium.wfrp4e-core.items.wMwSRDmgiF2IdCJr]{Painless} Creature Trait for the duration of the spell. As they endure injuries, they moan ecstatically in pleasure. Should they suffer a Critical Wound, they must pass an <strong>Average (+20) Cool</strong> Test or drop their weapons, standing helplessly as their enemies rain blows down upon them, lost in the ecstatic rending of their own flesh.</p>"
},
"Frostbite": {
"name": "Frostbite",
"description": "<p>Ulric&rsquo;s cold fury freezes your enemy&rsquo;s body and blood. One opponent within range loses [[/r 1d10]] Wounds, ignoring Armour and Toughness Bonus. Furthermore, the target must pass a <strong>Challenging (+0) Endurance</strong> Test or be unable to take any actions next turn, apart from defensive actions such as using <strong>Dodge</strong> or <strong>Melee </strong>to avoid an attack.</p>"
},
"Gift of Slaanesh": {
"name": "Gift of Slaanesh",
"description": "<p>You call upon the Dark Prince to aid you against your foes, and receive one of the following gifts. Roll 1d10 and consult the @Table[gift-of-slaanesh] Table. All gifts vanish at the end of the spell&rsquo;s duration.</p>"
},
"Heart of the Wolf": {
"name": "Heart of the Wolf",
"description": "<p>Your allies are inspired with the martial spirit of Ulric. Any allies within range automatically lose all @Condition[Broken] Conditions. For the duration of the Miracle, they are immune to Fear, Terror, and the effects of Skills and Talents such as Intimidate and @Compendium[wfrp4e-core.items.mqo51ORnxijcqNNu]{Frightening}.</p>"
},
"Hoartfrost Thews": {
"name": "Hoartfrost Thews",
"description": "<p>Ulric cools your body, and frost forms on your flesh. You become immune to cold from any source.</p>"
},
"Howl of Battle": {
"name": "Howl of Battle",
"description": "<p>Ulric&rsquo;s spirit fills you, unleashing your bloodlust. You gain the @UUID[Compendium.wfrp4e-core.items.oRx92ByVNEBN6YkK]{Berserk Charge} Talent. If you already have it, you gain it again, ignoring the normal maximum if necessary.</p>"
},
"Hypnotism": {
"name": "Hypnotism",
"description": "<p>@UUID[Compendium.wfrp4e-pbtt.journals.PkTZGuhuMoy1xLWa.JournalEntryPage.A9mqDyify4cM6L4U]{Hypnotism}</p>"
},
"Ice Storm": {
"name": "Ice Storm",
"description": "<p>Ulric sends a fierce storm of slashing ice-shards to punish your foes. Anyone affected takes a Damage +5 hit and must make a successful <strong>Challenging (+0) Willpower </strong>Test or gain one @Condition[Stunned] Condition.</p>"
},
"Lash of Slaanesh": {
"name": "Lash of Slaanesh",
"description": "<p>A quivering lash uncoils from your outstretched hand and strikes one target, causing one Damage +5 hit and requiring the victim to make a <strong>Challenging (+0) Willpower</strong> Test (with difficulty increased by one step per SL on the casting roll) or gain a @Condition[Stunned] Condition from the excruciating (some would say delicious) pain of the lash.</p>"
},
"Leer": {
"name": "Leer",
"description": "<p>You gaze at a target in a deeply uncomfortable way. You may make one Called Shot against the target without taking the usual -20 penalty. This spell ends once you have attacked the target or if you lose sight of them.</p><p>\n\n <b>Lore:</b> None<p><p>\n\n <b>Domaine:</b> Aucun<p>"
},
"Lure": {
"name": "Lure",
"description": "<p>You touch and object and draw upon your power, imbuing the object with the essence of desire. Anyone who normally enjoys objects of this sort will find the imbued item to be extremely desireable. </p><p>Often cast on a mug of ale or a bloody steak, this does nothing to improve the actual quality or value of the object — it simply becomes much more appealing in that moment. Cultists often use this simple spell to entice others to excess.</p><p>\n\n <b>Lore:</b> None<p><p>\n\n <b>Domaine:</b> Aucun<p>"
},
"Luxurious Torment": {
"name": "Luxurious Torment",
"description": "<p>The targets are engulfed by a wave of ecstatic hysteria, clawing at themselves and flailing with weapons or bare hands at whomever is nearby. They enter a state of @UUID[Compendium.wfrp4e-core.items.yRhhOlt18COq4e1q]{Frenzy} for the duration of the spell, each attacking the nearest creature, friend, or foe.</p>"
},
"Man-trap": {
"name": "Man-trap",
"description": "<p>A man-trap consists of two spiked, semi-circular jaws that spring up when a victim steps on a pressure plate between them; they bite into the victim&rsquo;s lower leg causing severe injury, and can only be opened on a successful <strong>Difficult (&ndash;10) Strength</strong> Test. The trap is chained to a stake, driven into the ground nearby, so that its victim is effectively captured as well as wounded.</p>\n<p>When it is placed, the GM should note the result of the <strong>Set Trap</strong> Test, and use it to oppose the Perception Tests of any potential&nbsp;</p>\n<p>* The trap is not wielded and can only attack someone who steps on it. There is no roll to hit &mdash; this is resolved using a Set Trap Test above.</p>\n<p>&dagger; Leg hits only: equal chance of either leg unless circumstances dictate otherwise.</p>\n<p>&Dagger; If the trap was chained down, the victim is held in place until freed. If not, a hit causes one @Condition[Entangled] Condition because of its weight. This Condition can only be removed by freeing the victim from the trap.</p>"
},
"Mask of Desire": {
"name": "Mask of Desire",
"description": "<p>You sprinkle swirling pink motes that descend on the target&rsquo;s flesh, eliciting excitement and intense pleasure. All Conditions are removed immediately, and for the duration of the spell any outwardly visible wounds are masked (although lost Wounds points are not healed). Additionally, the target gains a +10 bonus to all <strong>Fellowship </strong>Tests.</p>"
},
"Pavane of Slaanesh": {
"name": "Pavane of Slaanesh",
"description": "<p>An unholy music, pulsating and sensual, pervades the air, overwhelming the senses of all living creatures within range. Anyone within the area of effect must make a <strong>Challenging (+0) Cool</strong> Test or be unable to do anything but dance lewdly. If attacked, they are @Condition[Surprised] for the first round of combat, but this casting of the spell has no further effect on them.</p>"
},
"Phantasmagoria": {
"name": "Phantasmagoria",
"description": "<p>In response to your invocation, unearthly visions of lustful and fearsome creatures fill the area of effect, giving you and all allies the @UUID[Compendium.wfrp4e-core.items.MVI0lXcg6vvtooAF]{Distracting} Creature Trait for the duration of the spell.</p>"
},
"Preen": {
"name": "Preen",
"description": "<p>Your hair, body and clothing are instantly cleaned and made presentable. However, those who pay close attention notice small details that are slightly off — not necessarily magical, simply disgusting. Your hair may be a little too greasy, your hands clammy, or your scent somewhat sickly sweet. These effects remain until you next wash yourself properly.</p><p>\n\n <b>Lore:</b> None<p><p>\n\n <b>Domaine:</b> Aucun<p>"
},
"Rathewer": {
"name": "Rathewer",
"description": ""
},
"Sense Vice": {
"name": "Sense Vice",
"description": "<p>You lock eyes with another person and read their desires. Make an opposed <strong>Intuition/Cool</strong> Test. If you succeed, you learn one thing which the target enjoys. This is sometimes a hidden vice, but more often this spell simply informs the caster of a type of food, beverage, or activity enjoyed by the target. This is useful information to cultists of Slaanesh, who often exploit such information to great effect.</p>\n<p><strong>Lore:</strong> None</p>\n<p>&nbsp;</p><p>\n\n <b>Domaine:</b> Aucun<p>"
},
"Siren Song": {
"name": "Siren Song",
"description": "<p>You call to one enemy within Willpower Bonus yards and line of sight. This enemy must either move toward you at their maximum rate or gain one @Condition[Broken] Condition. The effect ends if you are attacked, regardless of the spell&rsquo;s duration.</p>"
},
"Snitch": {
"name": "Snitch",
"description": "<p><em>Snitch is an Arcane spell used by Wizards and other practitioners of magic to protect vulnerable locations and personal belongings.</em></p>\n<p>You weave subtle webs of magical power, tying them to a single object. This web spreads out Willpower Bonus Yards from the object. Any time a living creature of size Small or larger enters the spell&rsquo;s area of effect you become aware of their presence. This effect works as long as you are within a mile of the object, and persists even while you are sleeping, though you must fail a <strong>Hard (-20) Endurance</strong> Test to awake. The object this spell is cast on can be moved, bringing the area of effect with it. This spell is subtle and hard to spot &mdash; those with Magical Sense must pass a <strong>Hard (-20) Intuition</strong> Test to notice it. You may cast this spell on multiple objects if you wish, but if a creature enters the area of effect you cannot tell which instance of Snitch has been triggered.</p>"
},
"Soporific Mask": {
"name": "Soporific Mask",
"description": "<p>Your skin exudes an entrancing perfume that affects everyone within 1 yard of you, causing their heads to swim and their eyes to lose focus. You gain the @UUID[Compendium.wfrp4e-core.items.MVI0lXcg6vvtooAF]{Distracting} Creature Trait.</p>"
},
"Succubuss Caress": {
"name": "Succubuss Caress",
"description": "<p>Your spirit reaches out into the aethyr, caressing the spirit of your target. Every hour of the spell&rsquo;s duration, your target must pass an <strong>Average (+20) Cool</strong> Test or be overcome by pleasure. The first time they fail this test, they gain 1 @Condition[Fatigued] Condition. Thereafter, each failed test gives them 1 @Condition[Blinded] and 1 @Condition[Deafened] Condition, as their senses grow numb to the mundane world, intoxicated by the aethyric stimulation. When their total number of Blinded and Deafened Conditions is equal to or greater than their Initiative Bonus, they are overwhelmed and gain the @Condition[Unconscious] Condition. When the spell ends, all Conditions other than the @Condition[Fatigued] Condition are removed.</p>"
},
"Summon Daemonette": {
"name": "Summon Daemonette",
"description": "<p>You summon one @UUID[Compendium.wfrp4e-core.actors.8gG2Wim6wAlJWRax]{Daemonette}, which appears in any unoccupied spot within the spell&rsquo;s range and disappears when the spell&rsquo;s duration expires. It is not under your control, but may be persuaded to do as you ask.</p>"
},
"Summon Daemonette Pack": {
"name": "Summon Daemonette Pack",
"description": "<p>You summon a number of @UUID[Compendium.wfrp4e-core.actors.8gG2Wim6wAlJWRax]{Daemonettes} equal to your Willpower Bonus. They appear in any unoccupied spot within the spell&rsquo;s range and disappear when the spell&rsquo;s duration expires.</p>"
},
"Titillating Delusions": {
"name": "Titillating Delusions",
"description": "<p>You create an illusion of your enemy's deepest desire, and they cannot resist its allure. This may be cast on any unoccupied spot within range and line of sight. An irresistible illusion appears at that spot, and all enemies who can see the illusion must make a <strong>Challenging (+0) Willpower</strong> Test each Round or be forced to spend the entire Round making their way towards the illusion as quickly as possible. Those who have already reached the illusion must make a <strong>Challenging (+0) Willpower</strong> Test each Round, or spend the whole round clutching and grasping fruitlessly at it.</p>"
},
"Unnatural Musk": {
"name": "Unnatural Musk",
"description": "<p>You move with the grace and speed of Slaanesh, gaining +10 Initiative and +10 Agility for each SL on the Casting Test.</p><blockquote class=\"foundry-note\"><p>Edit the SL variable in the effect script to get the correct bonus</p></blockquote>"
},
"Wolf's Bite": {
"name": "Wolf's Bite",
"description": "<p>Your harsh words and roared prayer bless you with Ulric&rsquo;s savagery, adding +20 to the severity roll for any Critical Wounds you inflict.</p>"
}
}
}

View File

@ -0,0 +1,315 @@
{
"label": "Acteurs (Aventures à Ubersreik I)",
"mapping": {
"description": "system.details.biography.value",
"gmnotes": "system.details.gmnotes.value",
"items": {
"path": "items",
"converter": "bestiary_traits"
},
"characteristics": {
"path": "system.characteristics",
"converter": "npc_characteristics"
}
},
"folders": {
"Bait and Witch":"Appat à Sorcier",
"Heart of Glass":"Coeur de Verre",
"The Guilty Party":"Les Coupables",
"The Mad Men of Gotheim":"Les Fous de Gotheim",
"If Looks Could Kill":"Si un regard pouvait tuer",
"Slaughter in Spittlefeld":"Massacre à Spittlefeld"
},
"entries": {
"Alexander Grün": {
"name": "Alexander Grün",
"description": "",
"gmnotes": "<h4>The Hunted Witch</h4>\n<p>Alex grew up on a small farm, just outside of Stromdorf. As a child he was both lazy and curious, with the result that his family thought him more trouble than he was worth. One day, an itinerant herbalist came by the farm, offering an assortment of cures and charms in exchange for a hot meal and permission to sleep in their barn. The stranger took an interest in Alex, recognising his potential to be one of the &lsquo;Blessed Few&rsquo;, allowing him to possibly become a hedge witch. When the herbalist offered to take their son as an apprentice, Alex&rsquo;s parents had no objection, though they did not realise he was leaving to train in magic.</p>\n<p>Alex now travels between the villages and farms around Ubersreik, offering his services and collecting rare herbs, which he uses in his potions or sells to @UUID[Actor.N3hGHrY2P51BNTYO]{Cordelia}. He is familiar with the best routes throughout the region, especially for those anxious to avoid the authorities. Unbeknownst to Cordelia, Alex is not picky when it comes to his customers. He has happily provided medicinal aid to bandits, Mutants, and even some Beastmen, who all know him as a useful contact, meaning he is rarely harassed as he travels.</p>"
},
"Alexandra Giliani": {
"name": "Alexandra Giliani",
"description": "",
"gmnotes": "<h3>The Medical Prodigy</h3>\n<p>Alexandra Giliani was born and raised by an affluent merchant family in Verezzo, Tilea. Like her eight siblings, she was encouraged to attend university at a young age. The young girl became fascinated by medicine, and by 16 had attained one of the finest medical educations Tilea could offer. However, though obviously a prodigy, and considered by some to be Shallya reborn, Giliani was not satisfied, and travelled abroad to learn the medical practices of other Old World realms. She travelled first to other Tilean city states, then through Estalia, into Bretonnia via the port of L&rsquo;Anguille, into Marienburg, then down the Reik. At the tender age of 19, she found herself in Ubersreik. Like a bloodhound, everywhere the young woman went, she sniffed out charlatans and false diagnoses, only to move on before any acclaim could be brought to her door.</p>\n<p>However, her recent stop may likely be her last. Giliani fell ill whilst investigating the strange plague in the Spittlefeld Tenement Building, right before it was boarded up. Now, dying, she is perhaps the only person who knows the true cause of the illness &mdash; though she hasn&rsquo;t the energy to tell anyone&hellip;</p>\n<p>Giliani is a young woman, 5&rsquo;8&rdquo;, with dark-brown, curly hair and olive skin. She wears fashionable but simple clothing, well suited to her profession and modest wealth. She carries a bag of medical supplies with her everywhere. Normally the bag would also contain her diary, written in Tilean, but it has been stolen.</p>"
},
"Andreas Wagenknecht": {
"name": "Andreas Wagenknecht",
"description": "",
"gmnotes": "<h3>The Double Agent</h3>\n<p>Andreas is a capable agent skilled in investigation, subterfuge, and combat. He is a tanned middle-aged man with greying-dark hair, dark-brown eyes, and a closely trimmed salt-and-pepper beard. He is dressed in rather drab informal clothing; a brown leather jacket, a soft felt cap decorated with blue and red plumes, and dark boots that have seen better days. Under his shirt he wears a pendant shaped like the scales of justice. He does not go to any effort to hide the pendant, which is spotted by anyone who pays him any attention and passes an <strong>Easy (+40) Perception</strong> Test. He is armed with a narrow-bladed sword and a pistol.</p>\n<p>&nbsp;</p>"
},
"Annika Passerine": {
"name": "Annika Passerine",
"description": "",
"gmnotes": "<h3>The Den Mother</h3><p>Born an urchin in Marienburg, Passerine came to Ubersreik as a ships girl at a young age and found work in the Docks. She has always been physically strong and gained a reputation as never one to start fights, but always one to finish them. This reputation brought her to the attention of the Tin Spur, where her prowess resulted in a lofty boxing career, with many pundits proclaiming her to have the finest fists of her generation. Several years ago, Passerine left her career to start a foundling hospital (unlicensed) in the Spittlefeld Tenement Building when @UUID[Compendium.wfrp4e-ua2.actors.KHU4UeFIP5yokI6u]{Graf Sigismund von Jungfreud} decreed the closure of several established orphanages in the interests of removing fire hazards. Now, she protects her children with her award-winning fists.</p><p>Passerine is middle-aged, 59”, broad shouldered, and extraordinarily muscular, with curly charcoal hair and a walnut complexion. She wears practical clothing — tan sackcloth trousers and a white linen shirt with a black apron over top — and sturdy black leather boots.</p>"
},
"Bruno Bäcker": {
"name": "Bruno Bäcker",
"description": "",
"gmnotes": "<p>Bruno is a cheerful man with a gung-ho attitude. When young, he spent some time with a mercenary company and he has had more experience of the wider world than most. He is handsome with close cropped fair hair.</p>\n<p>Bruno suffers from involuntary tics and occasionally blurts out motivational phrases and snatches of songs. This is a nervous condition he had prior to the attack, though it has become worse since.</p>"
},
"Carolus Entschlafen": {
"name": "Carolus Entschlafen",
"description": "",
"gmnotes": "<h4>The Caballite Cantor</h4><p>Carolus Entschlafen grew up on the street corners of Altdorf, running with other urchins, including the young @UUID[Actor.UcCdrNkDrjGUXbj5]{Hagerdorn}. The two urchins were inseparable until their magical talents were discovered and they were dragged to the Colleges of Magic. Whilst Hagerdorn went on to join the Celestial College, Entschlafens examiners incorrectly judged his talents as being too dispersed and diluted. Instead of executing the child, they gave him to the College of Light, and condemned him to a life of servitude as a minor Apprentice. However, Entschlafen excelled in this role, becoming one of the finest cantors the College had ever seen, eventually rising to become the personal cantor of the new Supreme Patriarch — Egrimm van Horstmann.</p><p>Horstmann immediately saw the error of Entschlafens original instructors, and saw in him the potential to safely channel multiple Winds of Magic. The Supreme Patriarch began to groom Entschlafen, and when his own treachery was revealed, Entschlafen fled with his new master. Now, Entschlafen has turned to his old friend, Hagerdorn, in the hopes of swaying her to Horstmanns cause, and using her expertise and resources to further their goals.</p><p>Behind pale grey eyes, Entschlafen hides a burning hatred for the life he wasted. Except for his eyes, Entschlafen is an utterly unassuming man of fifty years, with greying, short blond hair. He wears simple travelling clothes in muted colours of brown, grey, and white. </p><blockquote class=\"sidebar\"><h3 style=\"text-align: center;\"><em>The Cabal of Egrimm van Horstmann</em></h3><p><em>The Cabal of @UUID[Compendium.wfrp4e-wom.actors.OtBqhr035Qdf3XNo]{Egrimm van Horstmann} — or simply just The Cabal — is undoubtedly the most influential and powerful Tzeentchian cult in the Empire, and perhaps beyond. However, as befitting the servants of Change, the Cabal is also the least widely known.</em></p><p><em>The Cabal, to a member, is made up of terrifyingly powerful mages, almost all of whom fled the Colleges of Magic when their master, @UUID[Compendium.wfrp4e-wom.actors.OtBqhr035Qdf3XNo]{Egrimm van Horstmann}, the sitting Supreme Patriarch of the Colleges, was discovered and forced to flee himself. Now they work in secret to gather magical power, find new acolytes in the Colleges, and ultimately work towards discovering the secrets of Elven High Magic — something thought impossible for Humans to channel, until Horstmann himself managed the feat.</em></p></blockquote>"
},
"Concerned Citizens": {
"name": "Citoyens engagés",
"description": "<section id=\"secret-MkLh8EqOiwnefC1l\" class=\"secret\"><p>S'il y a une chose que les gens de l'Empire apprécient plus que tout, c'est un bouc émissaire. Et s'il y a une chose sur laquelle les répurgateurs peuvent toujours compter, c'est une foule de \"citoyens engagés\" prête à faire le sale boulot. Ni les gens d'Ubersreik, ni @UUID[Actor.wNq1O1IoZ9CMdKGM]{Ursula Marbad} ne dérogent à la règle.</p></section>",
"gmnotes": ""
},
"Cordelia Wesselingh": {
"name": "Cordelia Wesselingh",
"description": "",
"gmnotes": "<p>Cordelia is a handsome woman with long, silver-grey hair. She always has a welcoming smile, and loves whiling away her afternoons gossiping with her customers as she prepares their herbal balms and remedies. Unbeknownst to most, many decades ago Cordelia was an apprentice of magic at the @UUID[Compendium.wfrp4e-wom.journals.Q9sQhbDN8NUHXYdA.JournalEntryPage.MVwOuM2YKhUvA1E1#the-jade-college]{Jade College} in Altdorf. She never had the talent to become a full wizard, but she still feels a strong sense of loyalty to the Colleges of Magic. Hidden in her cellar is a secret entrance to the @UUID[JournalEntry.TSyoR9nSk7cehypG.JournalEntryPage.tCh9vROs0eeTuEwA]{tower} of Wizard Lord @UUID[Compendium.wfrp4e-rnhd.actors.7M5OJZbbtV6DKUvG]{Christoph Engel} of the Grey Order, to whom she passes over all interesting titbits she learns from her gossip. Cordelia stocks all the herbs and draughts listed in the @UUID[JournalEntry.sLomXnc8R8518cWN.JournalEntryPage.PYiffieXenZHBUAU]{Herbs and Draughts} section. Should the party ask her about her new healing draught, she tells them she is working on something special, but hasnt quite finished it yet. </p>"
},
"Unmarred Flesh Cultists": {
"name": "Cultistes de la Chair Immaculée",
"description": "<section id=\"secret-lBLfP9IX5AZSdHxI\" class=\"secret\"><p>@UUID[JournalEntry.d8nvgs2H5MmtKhdM.JournalEntryPage.L5gV9pgaWXB3floP#the-circle-of-unmarred-flesh]{Le Cercle de la Chair Immaculée} est un club de pugilat clandestin composé de membres de l'armée régulière d'Altdorf. Le cercle se présente comme inspiré par les \"Loges des guerriers Unberogen\", bien qu'il n'ait rien à voir avec elles (il n'y a d'ailleurs aucune preuve que de telles loges aient réellement existé). Ce mensonge offre aux chefs du culte la couverture dont ils ont besoin, vu que très peu de membres sont informés qu'ils font partie d'un culte. Bien que leurs actions, visant à acquérir un contrôle parfait sur leur esprit guerier, soient consacrées à Slaanesh, ils en sont totalement inconscients.</p><p>A Ubersreik, les cultistes ont été recrutés par le caporal @UUID[Actor.jXKDSrWjfW61Nfpa]{Tylo Vielfrass} ; ils suivent à présent le sergent @UUID[Actor.LhI9XQo9pkV9eJ2d]{Orban Geldrecht}, puisqu'il paraissait être le bras droit de Vielfrass. Tous (Geldrecht y compris) ignorent leur véritable allégeance.</p></section>",
"gmnotes": ""
},
"Eluharath Wavecrest": {
"name": "Eluharath Crêtedevague",
"description": "",
"gmnotes": "<h3>The Disgraced High Elf</h3>\n<p>Eluharath Wavecrest&rsquo;s story is one the playwrights would kill to listen to, and one the disgraced explorer will never repeat. It is a story of ambition, hubris, betrayal, and ruination that saw the young Elf rise far above his station only to come crashing down. In his years of wandering, Eluharath travelled to every corner of the globe &mdash; from farthest Cathay, Nippon, and Ind, to the Southlands, up through Tilea and Estalia, and all the way to Naggaroth. Now, the recluse does nothing but sit amongst the tattered remains of his collected treasures in the mouldering &lsquo;penthouse&rsquo; of the Spittlefeld Tenement Building. Broken and bone-weary, he wants nothing more than to be left alone.</p>\n<p>Eluharath puts to the test the idea that Elves don&rsquo;t show their age &mdash; his eyes are lightless and a dull pale-green, his hair is a straw-like, washed-out teak, and his skin looks papery and paler than the finest sheets in the strongest bleach. He wears ill-fitting Cathayan robes over his emaciated 6&rsquo; frame.</p>"
},
"Emil Brauer": {
"name": "Emil Brauer",
"description": "",
"gmnotes": "<p>Emil is middle-aged, fat, short, gruff, heavily bearded, and possessed of a nose that looks like a bulbous ripe strawberry. Emil is not much of a brewer, but he has assembled a still near his shack from which he irregularly produces batches of cloudy, rough schnapps.</p>"
},
"Emmanuelle Nacht": {
"name": "Emmanuelle Nacht",
"description": "",
"gmnotes": "<h4>The Imperial Herald</h4><p>Lady Emmanuelle Nacht was raised in the palaces of Far Cathay as the daughter of the Imperial diplomat to the court of the Dragon Emperor. In that distant land, she learned much of the ways of diplomacy, subterfuge, and martial arts. Since her childhood, she has become an efficient and highly regarded councillor in her own right, finding favour in the Imperial Capital. However, quite unusually, she was removed from her duties in Altdorf and posted instead in Ubersreik.</p><p>Now an Imperial Herald, and the true power in Ubersreik, Lady Nacht knows how to play people. A fastidious documentor and record keeper, the Lady operates a small spy network throughout the town, and is currently focused on the matter of preventing all out war in Ubersreik — a task made all the more difficult by General @UUID[Compendium.wfrp4e-rnhd.actors.gfSfXHgfqW5QiUxu]{Jendrik von Dabernick}, her superior. However, her true aspirations are to return to Altdorf to continue an investigation that takes up much of her free time. Though she is thoroughly unwilling to perform any job less than perfectly, so doesnt allow this desire to conflict with her current tasks.</p><p>Lady Nacht is a tall, stunningly attractive woman in her late thirties, with dark, tightly curled hair, piercing green eyes, and a soft olive complexion. She holds herself with incredible poise, and is able to emit calm and comforting signals, whilst also remaining businesslike and austere. She wears the latest fashions, though favours a green velvet cloak and brooch, which she wears over the top of almost all her outfits.</p><blockquote class=\"foundry-note\"><p>The statistics provided for this actor do not accurately represent the character and should be considered \"blank\"</p></blockquote>"
},
"Erwin Blucher": {
"name": "Erwin Blücher",
"description": "",
"gmnotes": "<h4>The Loyalist Watch Captain</h4>\n<p>Captain Erwin Blucher&rsquo;s one of those people who&rsquo;s been around so long that it&rsquo;s no surprise he&rsquo;s risen to a high station. He&rsquo;s not the oldest member of the original Ubersreik Watch, but he&rsquo;s definitely been on the beat for longer than most. The people of Ubersreik know him and tolerate him well enough, though he has few real friends. Whilst he&rsquo;s nominally the head of the Loyalists left in Ubersreik, he&rsquo;s far from loyal to the Jungfreuds. In fact, Blucher is rather enjoying his freedom, and sees the current situation as an opportunity for a cushy retirement, so long as he can keep his head from a pike. He&rsquo;s currently looking for the best way to transition Ubersreik into a Freidstadt, and for him and his troops to live out the siege.</p>\n<p>Blucher is a short, heavy-set man with thinning brown hair that&rsquo;s going to grey. He has a flat nose from too many fights, and a reddish complexion from too much drink.</p>"
},
"Frederick Hynckel": {
"name": "Frederick Hynckel",
"description": "",
"gmnotes": "<p>The three men are inhabitants of the Grausee area. They were hired by @UUID[Actor.u5YaIA4ANwEtsDQn]{Johanna Stiegler} to kill @UUID[Actor.bzK1Y37Fz1rOXxPl]{Rutger Reuter} and leave a trail of false prints leading to the tarn here. They have discovered to their dismay that the rumours of a strange beast inhabiting the swamps, tales they have been told as children, have a strong basis in fact. The men all have a similar look: lank dark hair and thick growths of stubble. They wear modest peasant garb in various shades of green, grey and brown. Of particular note are their boots, which are wrapped in swathes of sodden fur.</p>\n<p>@UUID[Actor.gnDQygAX2pEdjp7h]{Hans} has a rough face and is clearly used to violence. His nose has been broken and vivid scars bisect his left eyebrow, cheeks, and forehead. He speaks in a breathy stammer and punctuates his speech with profanities. The Characters may have already seen Hans if they were vigilant in earlier scenes, he was the man talking to @UUID[Actor.u5YaIA4ANwEtsDQn]{Stiegler} when they first entered the camp. @UUID[Actor.skeZl9ovtgYPvtcb]{Gurdt} is smaller and leaner than his companions. He is a natural follower with few opinions of his own. He defers to Hans in all things. @UUID[Actor.JzZZAtkLIDDBKax3]{Frederick} is overweight and sweats constantly, though has a large frame well suited to violence.</p>"
},
"Gerd Fleisher": {
"name": "Gerd Fleisher",
"description": "",
"gmnotes": "<p>Gerd is a large heavy-set man with a broken nose and a truculent attitude. He is missing most of his left ear and is a little deaf, though is far too proud to admit it. Assuming no one mentions his partial deafness, he is friendly and somewhat sensitive. However, he is a terror to those who rouse his ire, and never backs down.</p>"
},
"Gino": {
"name": "Gino",
"description": "",
"gmnotes": "<h3>The Tenement Manager</h3>\n<p>Gino is a massively built Ogre with greying black hair and a thin, ashen moustache. His 10-foot stature is barely covered in a patchwork of old jackets and coats stitched together by @UUID[Actor.pFcCHVMUhgeOOS3l]{Annika} to keep him warm. Due to his size and the relatively cramped conditions in the tenement where he has spent most of his life, his back is curved in a permanent hunch, and his head is constantly sunk into his shoulders. His voice booms, and he only uses simple words. He also has difficulty with abstract concepts. Conversations not involving food, drink, collecting coins for the landlady, or protecting his friends usually confuse him.</p>\n<p>Gino found himself in the Reikland as a young calf, seemingly abandoned by his parents to a company of traders from Tilea. The traders, unable to afford his ravenous appetite, eventually left Gino in the care of an orphanage in Ubersreik. There, the young Ogre was put to work immediately. Gino soon got in with the &lsquo;wrong crowd&rsquo;, and, as a result, he has been in trouble with the Watch most of his life. After leaving the orphanage, Gino began squatting in the Spittlefeld rookery. Lisle Beurin, the building landlady, found him impossible to remove. So, rather than confront the problem, she instead tried employing the Ogre as her manager; after all, only a fool wouldn&rsquo;t pay rent to the enormous monster on time!&nbsp;</p>\n<p>Unfortunately for Lisle, Gino is not much of a tenement manager &mdash; he can&rsquo;t fit up or down the stairs, for one thing, and he lets @UUID[Actor.pFcCHVMUhgeOOS3l]{Annika Passerine} and her kids live rent free as he has a soft spot for orphans. Nevertheless, Lisle gave up trying to rid herself of the Ogre over a decade ago, as every attempt simply enraged Gino, and nobody needed that. Gino now collects rents as and when he remembers, and he keeps his tenement safe, so long as any threats keep to the ground floor.</p>"
},
"Twisted Maw Goblin": {
"name": "Gobelins de la Gueule Tordue",
"description": "<section id=\"secret-17fW9DMavr6WgN65\" class=\"secret\"><p>La tribu de la Gueule Tordue est originaire des@UUID[JournalEntry.ozE2DMCMK64eE5pD.JournalEntryPage.w0YfGxsBuLoODCgc]{Montagnes Grises}, mais elle en a été chassée par une tribu d'orcs. Ce groupe s'est séparé de la tribu et a suivi son chef, @UUID[Actor.1aHdXQFcFsa8gbWd]{Gobrat}. </p><p>Les gobelins de la Gueule Tordue sont typiques de ceux qui hantent les Montagnes Grises, petits et maigres, la peau huileuse couleur olive, le visage à l'abri de cagoules qui ne cachent pas grand-chose des verrues et furoncles qui fleurissent leurs gueules garnies de crocs, de leurs nez courbes et de leurs petits yeux rouges luisants. Les gobelins portent un assortiment de cuirs bruts et sa les, de fourrures miteuses et de boucliers ornés d'enchevêtrement de dents pointues et crasseuses.</p></section>",
"gmnotes": ""
},
"Gobrat Yellownail": {
"name": "Gobrat Ongles-Jaunes",
"description": "<section id=\"secret-DTdrUxFk65tQEHi3\" class=\"secret\"><p>Le chef du groupe est un lieutenant mineur de @UUID[Compendium.wfrp4e-dotr.actors.5WdFdIexAZYHMCN0]{Gutbug}, chef de la tribu de la Gueule Tordue. Ce dernier a chargé Gobrat de collecter des fonds par le biais de vols et de pillages, et le coche s'est avéré être une proie juteuse.</p><p>Gobrat est plus grand et plus maigre que les autres gobelins du groupe. Sa main droite porte une malformation particulière : l'ongle de son index pousse dur comme de la corne, à l'origine de son surnom. Durant sa jeunesse, Gobrat s'est fait mordre et arracher une grande partie du nez lors d'une querelle. Il porte depuis une prothèse en métal rouillé. Son armure de cuir brut est composée de morceaux de cotte de mailles, et la possession dont il est le plus fier est son casque, pris sur le cadavre d'un mineur nain et doublé de fourrure de loup pour qu'il tienne correctement sur son crâne étroit.</p></section>",
"gmnotes": ""
},
"Gurdt": {
"name": "Gurdt",
"description": "",
"gmnotes": "<p>The three men are inhabitants of the Grausee area. They were hired by @UUID[Actor.u5YaIA4ANwEtsDQn]{Johanna Stiegler} to kill @UUID[Actor.bzK1Y37Fz1rOXxPl]{Rutger Reuter} and leave a trail of false prints leading to the tarn here. They have discovered to their dismay that the rumours of a strange beast inhabiting the swamps, tales they have been told as children, have a strong basis in fact. The men all have a similar look: lank dark hair and thick growths of stubble. They wear modest peasant garb in various shades of green, grey and brown. Of particular note are their boots, which are wrapped in swathes of sodden fur.</p>\n<p>@UUID[Actor.gnDQygAX2pEdjp7h]{Hans} has a rough face and is clearly used to violence. His nose has been broken and vivid scars bisect his left eyebrow, cheeks, and forehead. He speaks in a breathy stammer and punctuates his speech with profanities. The Characters may have already seen Hans if they were vigilant in earlier scenes, he was the man talking to @UUID[Actor.u5YaIA4ANwEtsDQn]{Stiegler} when they first entered the camp. @UUID[Actor.skeZl9ovtgYPvtcb]{Gurdt} is smaller and leaner than his companions. He is a natural follower with few opinions of his own. He defers to Hans in all things. @UUID[Actor.JzZZAtkLIDDBKax3]{Frederick} is overweight and sweats constantly, though has a large frame well suited to violence.</p>"
},
"Hannah Baumann": {
"name": "Hannah Baumann",
"description": "",
"gmnotes": "<p>Hannah Baumann grew up in Skeltheim, a small village under the thumb of Granny Ragbeard, a vicious hedge witch. When Hannah was 15, Sepp Makkarti, a witch hunter of some repute, arrived to investigate. Nobody dared to tell the witch hunter of the hated Granny, but Hannah secretly confided in him about her. The next morning, Granny Ragbeard burned at the stake and Hannah left with Makkarti, never looking back.</p><p>For ten years Hannah dutifully served her new master, learning a great deal about hunting witches, capturing them, and breaking their bodies until they confessed. But she could never understand why licensed wizards were tolerated. Were they not practitioners of foul magics, consorting with forces beyond mortal comprehension, certainly abominations in Sigmars eyes? Yet her master insisted they must not be harmed, and Hannah obeyed.</p><p>That changed when Hannahs master was murdered by a corrupted Pyromancer from the @UUID[Compendium.wfrp4e-wom.journals.wjJ2wq1bzzON74vV.JournalEntryPage.NR69EPiMhbeKPook#the-bright-college]{Bright College} of Magic. Her hatred of wizards then devolved into a full-fledged obsession. She swore to rid the Empire of magic, no matter what it took. Realising that assaulting fully trained wizards was exceedingly dangerous, she started with apprentices, former students of the Colleges of Magic, their servants, their family members, and their associates.</p>"
},
"Hans Strahnig": {
"name": "Hans Strahnig",
"description": "",
"gmnotes": "<p>The three men are inhabitants of the Grausee area. They were hired by @UUID[Actor.u5YaIA4ANwEtsDQn]{Johanna Stiegler} to kill @UUID[Actor.bzK1Y37Fz1rOXxPl]{Rutger Reuter} and leave a trail of false prints leading to the tarn here. They have discovered to their dismay that the rumours of a strange beast inhabiting the swamps, tales they have been told as children, have a strong basis in fact. The men all have a similar look: lank dark hair and thick growths of stubble. They wear modest peasant garb in various shades of green, grey and brown. Of particular note are their boots, which are wrapped in swathes of sodden fur.</p>\n<p>Hans has a rough face and is clearly used to violence. His nose has been broken and vivid scars bisect his left eyebrow, cheeks, and forehead. He speaks in a breathy stammer and punctuates his speech with profanities. The Characters may have already seen Hans if they were vigilant in earlier scenes, he was the man talking to @UUID[Actor.u5YaIA4ANwEtsDQn]{Stiegler} when they first entered the camp. @UUID[Actor.skeZl9ovtgYPvtcb]{Gurdt} is smaller and leaner than his companions. He is a natural follower with few opinions of his own. He defers to Hans in all things. @UUID[Actor.JzZZAtkLIDDBKax3]{Frederick} is overweight and sweats constantly, though has a large frame well suited to violence.</p>"
},
"Heske Glazer": {
"name": "Heske Glazer",
"description": "",
"gmnotes": "<h4>The Master Artisan</h4><p>A lively woman in her forties, Heske Glazer was once a simple farm girl working the fields of @UUID[JournalEntry.ozE2DMCMK64eE5pD.JournalEntryPage.0Cmr0LZ3boLbNt6p]{the Vorbergland}, but her destiny was altered by a misfired pistol that took out her right eye. The noble who had fired the shot uncharacteristically cared about his mistake, paying for her care and a replacement for her eye. Long hours sitting with the elderly glassblower who carefully crafted her new eye introduced her to the wonders of glassblowing and the old crafter in turn was taken by the enthusiastic young girl and accepted her as an apprentice. Her crafting skill is such that even the master artisans of @UUID[JournalEntry.TSyoR9nSk7cehypG.JournalEntryPage.A4x3cKwa1h875OlK]{Dawihafen} consult her on works involving glass — an accolade that Humans are rarely afforded. Glazer is well regarded by the folk of Ubersreik and sees much with her one working eye, far more than most reckon. In fact, Glazer acts as an agent for more powerful folk concerned for Ubersreik and may be the one that calls the PCs to their attention.</p><p>For more on Heske Glazer, see @UUID[Compendium.wfrp4e-starter-set.journals.1nxjKAYE9G3Nyk0o]{Making the Rounds}.</p>"
},
"Undead Rat Swarm": {
"name": "Horde de rats morts-vivants",
"description": "<section id=\"secret-LMfZRDcLyDqMvXP5\" class=\"secret\"><p>Certains nécromanciens trouvent utile de ramener à la vie des âmes très simples, de rats et d'autres vermines, pour ratisser les champs de bataille, pour agir comme espions, ou pour harceler leurs ennemis. Ces créatures ne sont guères plus que des nuisances. Mais quand elles se rassemblent en nuées, elles glacent les sangs.</p></section>",
"gmnotes": ""
},
"Hugo Schmidt": {
"name": "Hugo Schmidt",
"description": "",
"gmnotes": "<p>Hugo is the nominal leader of the group &mdash; it is his forge after all. He is a huge, muscular, belligerent man from far-off Altdorf, and working the anvil has cursed him with painful joints. Hugo is verbose and amuses himself by setting the world to rights when others have nothing to say.</p>"
},
"Ingrid Wenig": {
"name": "Ingrid Wenig",
"description": "",
"gmnotes": "<p>At 17, Ingrid looks too young to be hunting outlaws. She compensates by adopting a stern, no-nonsense demeanour, and has taken to smoking her father&rsquo;s pipe because she thinks it makes her look older (it doesn&rsquo;t). She teamed up with @UUID[Actor.FDHywOp4tT06Q5i9]{Jannik} because she isn&rsquo;t sure she can take on Hannah alone, but she (correctly) feels he doesn&rsquo;t respect her enough. She is determined not to look weak in front of him, so she refuses to rest while he watches the apothecary. She also suspects he&rsquo;d capture Hannah alone, claiming the entire bounty for himself. To date, Ingrid&rsquo;s bounties have been petty criminals. @UUID[Actor.tTr4p7mUl4gnEWiF]{Hannah Baumann} is her first notable target.</p>"
},
"Jabberslythe": {
"name": "Jabberslythe",
"description": "",
"gmnotes": ""
},
"Jan Harmar": {
"name": "Jan Harmar",
"description": "",
"gmnotes": "<h4><strong>Ageing Coachman</strong></h4>\n<p>Jan is a middle-aged Wastelander with a thick accent, and a thick and unruly thatch of silver hair. He has a broad and friendly weather-beaten face. His nose is long and crooked, and his wide brown eyes are slightly offset from one another.</p>\n<p>Jan is a phlegmatic individual, carefree and friendly but also downbeat. He rarely has strong emotional reactions, and behaves with a straightforward, practical attitude.&nbsp;</p>"
},
"Jannik Fanger": {
"name": "Jannik Fanger",
"description": "",
"gmnotes": "<h4>Rough-looking Skulker</h4>\n<p>A tall, bearded man who looks older than his 26 years, Jannik is surly at the best of times. This is not the best of times. He travelled with Ingrid all the way from Altdorf to capture @UUID[Actor.tTr4p7mUl4gnEWiF]{Hannah Baumann}. But now his young, fellow bounty hunter has begun to grate on his nerves. He doesn&rsquo;t trust @UUID[Actor.Q2jL4bAZvAT3cpbV]{Ingrid} to watch the apothecary alone &mdash; not because she&rsquo;d cheat him of the bounty, he just thinks she&rsquo;s immature and incompetent. In truth, Jannik is not the great bounty hunter he claims to be, and is worried Ingrid will notice.</p>"
},
"Young Stirpike": {
"name": "Jeune brochet du Stir",
"description": "<section id=\"secret-zq6KBm8ZIK3ZRnA3\" class=\"secret\"><p>Les brochets vivant dans les lacs et les voies fluviales de l'Empire sont réputés pour leur taille parfois titanesque et les pêcheurs connaissent tous des histoires de poissons pouvant atteindre 6 mètres de long. Ces géants sont appelés des brochets du Stir. Ils ont, en majorité, été péchés et éradiqués des grandes rivières et ne sont donc que rarement observés et ce, dans les eaux les plus isolées.</p>\n<p>Ce spécimen en particulier est un peu plus petit, à peine 3 mètres de long de la tête au bout de la queue. Il n'en demeure pas moins un redoutable prédateur. Il est vorace et se bat uniquement pour s'assurer un repas.</p></section>",
"gmnotes": ""
},
"Johanna Stiegler": {
"name": "Johanna Stiegler",
"description": "",
"gmnotes": "<p>Stiegler is near her wits end. Her partnership with Reuter — it seemed so wise at the outset, as the young man was very charming — has proven to be a disaster. Reuter lies and spends and spends and lies. Watching the coin scored from the @UUID[JournalEntry.FQW8EIplgUDGyVMj.JournalEntryPage.FNUQ8x5IRlHMNJQV#thulgrims-tale]{Thagga deal} fritter away as Reuter spent it, and having no legal way to remove him from their partnership, has left her unable to see how the mill can be completed with Reuter involved. She has charmed, begged, pleaded, and threatened, but Reuter wont back down. So, she sees only one course of action that will keep her in business: remove @UUID[Actor.bzK1Y37Fz1rOXxPl]{Reuter}.</p><p>At heart, Stiegler may be a ruthless business woman without any empathy in her black soul, but murder is not something she would normally contemplate. The nightmares and oppressive atmosphere caused by the Black Stones of Grausee have ground her down, but should that influence be lifted, the horror of what she ordered will quickly break her.</p><p>Play her as exhausted, antsy, and a little wild-eyed, but also forceful and certain. She will spend most of the scenario avoiding face-to-face contact, either afraid others will somehow be able to tell what shes planned or ashamed of being tricked by the Dwarf and horrified at herself for ordering Reuters death.</p>"
},
"Kai Bauerr": {
"name": "Kai Bauerr",
"description": "",
"gmnotes": "<p>Kai is an energetic young man in his 20s, tall, dark, handsome, and eager to please. He is simple and holds few strong opinions.</p>"
},
"Klara Kellner": {
"name": "Klara Kellner",
"description": "",
"gmnotes": "<p>Klara is a woman in her 30s dressed in a leather jerkin, green pantaloons, and a large white apron. She is short and stout, with close-cropped dark hair. Normally a practical person with a mischievous sense of humour, the Jabberslythe attack has left her fearful and panicked.</p>"
},
"The Beast of the Ortschlamm": {
"name": "La Bête de l'Ortschlamm",
"description": "<section id=\"secret-SHSoS27kgXDlyfwy\" class=\"secret\"><p>La Bête de l'Ortschlamm est un ancien basilic antique qui a fondé son antre dans le marais. Elle en parcourt les terres infectes depuis des millénaires. C'est une abjecte créature du Chaos, invoquée autrefois par les fimirs, qui souille de sa présence les eaux stagnantes du marécage, rendant le lieu inhospitalier pour la majorité des formes de vie. Tout comme les autres basilics, c'est une imposante créature reptilienne à huit pattes qui représente un puissant ennemi. Celui-ci est cependant diminué par son âge et ses yeux sont ternes. Son infirmité toute relative est reflétée dans son profil bien moins impressionnant qu'un spécimen en bonne santé.</p></section>",
"gmnotes": ""
},
"Perle, Shneck, and Kal": {
"name": "Les gamins: Perle, Shneck, et Kal",
"description": "",
"gmnotes": "<p>Perle is a girl of seven with long dark hair in plaits and a face like a gibbous moon. Schneck is a snot-nosed boy of five with a scruffy thatch of red hair. Kal is a boy of twelve with pale anaemic skin and lank blond locks. The three children are full of mischief and completely uncaring of the carnage outside.</p>"
},
"Maddened Villagers": {
"name": "Les villageois forcenés",
"description": "<section id=\"secret-Bzrq2Ag0IgaUy2uV\" class=\"secret\"><p>Les villageois forcenés attaquent avec des outils et des bâtons ramassés çà et là. Ils ne prêtent pas la moindre attention à leur propre sécurité, et sont déterminés à tuer chaque créature qu'ils perçoiventr comme une menace pour leur village, ou à mourir en essayant. Ils ignorent toute tentative de communication, se contentant de vociférer tout en chargeant. &laquo;<em>Nous vous voyons, démons !</em>&raquo;, &laquo;<em>Nous n&rsquo;écouterons pas vos mensonges ! Que Morr vous emporte !&raquo;</em> ou encore &laquo;<em>Voilà d&rsquo;autres rejetons des ténèbres ! Vite, abattons-les !</em>&raquo;</p></section>",
"gmnotes": ""
},
"Dwarf Travellers": {
"name": "Les voyageurs nains",
"description": "<section id=\"secret-LtSmqO2LtCzc3OEo\" class=\"secret\"><p>Les quatre nains sont venu de Karak Norn à Altdorf dans l'espoir de remporter un contrat de construction. Suite à leur échec, ils rentrent dans leur clan couverts de honte. Ici, ce soir, ils noient leur chagrin.</p>\n<p>Les nains portent des vêtements de voyage poussiéreux et des bottes de travail boueuses. Deux d'entre eux semblent frères, avec de longs cheveux noirs et une longue barbe. Le troisième est un individu plutôt dissipé, en état d'ébriété avancée, avec des cheveux bruns gras et emmêlés et une hygiène corporelle plus que douteuse. Le quatrième nain semble être le chef du groupe. Ses cheveux roux sont raides et ses sourcils ébouriffés ont vraiment besoin d'être taillés. Sa barbe laineuse est constellée de taches blanches.</p></section>",
"gmnotes": ""
},
"Thug (The Guilty Party)": {
"name": "Les voyous",
"description": "<section id=\"secret-OgRRu8lCu8jh93Uu\" class=\"secret\"><p>Mis à part Rolf, ces voyous d'Ubersreik ont des apparences plutôt typiques du Vobergland, c'est à dire de longs cheveux bruns et d'impressionnantes moustaches en guidon. Ils portent tous des armes à une main et de solides cuirs usés. Une fois qu'ils ont perdu collectivement la moitié de leurs Blessures ou plus, ils se retirent, crachant des jurons et promettant de se venger. Lorbeer ne se bat pas, mais si elle est attaquée, elle se défend (utilisez le même profil ; elle est robuste et très agressive pour sa petite taille). Il est important que Rolf et Lorbeer survivent à cette rencontre.</p></section>",
"gmnotes": ""
},
"Giant Wolf": {
"name": "Loup géant",
"description": "<section id=\"secret-3Rr060uVADjLSeNb\" class=\"secret\"><p>Les loups montés par les gobelins de la Gueule Tordue sont des brutes imposantes, spécialement élevées pour la monte et la guerre.&nbsp; Ils grognent et gémissent constamment à travers leurs dents pointues et jaunies. Aucun fourreur ne paierait pour leurs peaux gris ardoise, car leur pelage sale et grossier est un vrai nid à vermine. Leurs corps émaciés sont recouverts de vieilles blessures, de cicatrices, d'escarres sanglantes et de plaques de gale.</p></section>",
"gmnotes": ""
},
"Jungfreud Loyalists": {
"name": "Loyalistes pro-Jungfreud",
"description": "<section id=\"secret-tZlmODNsZnH0EU4d\" class=\"secret\"><p>Lorsque l'armée régulière d'Altdorf a envahi Ubersreik, elle a exécuté tous les membres du Guet qui refusaient de se rendre, sauf les quelques rares chanceux qui tenaient la @UUID[JournalEntry.TSyoR9nSk7cehypG.JournalEntryPage.tCh9vROs0eeTuEwA]{Tour de Magnus}. Les \"loyalistes\" restants ne valent guère plus que de simples citadins enrôlés en tant que miliciens. Depuis, ils vivent dans la tour, comme pris au piège. A cause des défenses de la tour, les Altdorfers ne peuvent l'assaillir. Mais les loyalistes ne peuvent pas non plus la quitter. Cette situation a viré au cauchemar politique pour les deux camps, étant donné que la sympathie des habitants penche clairement pour ceux qui sont coincés dans la tour.</p></section>",
"gmnotes": ""
},
"Maria Bäcker": {
"name": "Maria Bäcker",
"description": "",
"gmnotes": "<p>Maria is a short elderly lady with a shock of curly red hair turning silver. Her easy smile reveals jostling snaggle teeth. She and Gerd are old friends, and she is supportive of his plans, believing everything Gerd says without question. Maria did not witness the Jabberslythe herself, but she is an elderly and easily confused person at the best of times, and the close proximity of the Jabberslythe has driven her close to the edge.</p>"
},
"Maria Melone": {
"name": "Maria Melone",
"description": "<section id=\"secret-IlkWyEZolvNw4wlv\" class=\"secret\"><h3>Le vampire infecté</h3><p>Maria Melone n'était qu'une simple fermière du Wissenland qui aimait faire des tartes et cuisiner comme sa bretonienne de mère. Un noble voyageur d'Ubersreik, @UUID[Compendium.wfrp4e-rnhd.actors.b3Y1LZUKkptLu0sc]{Heinrich von Bruner}, a découvert ses extraordinaires talents culinaires en passant par son village. Après une poignée de main, et le paiement de quelques couronnes, Melone se retrouva à l'arrière d'une diligence en direction du @UUID[JournalEntry.TSyoR9nSk7cehypG.JournalEntryPage.U5fSG8wDw2ZCLIWG]{Palais Bruner} à Ubersreik. Par la suite, Melone a travaillé comme cuisinière des von Bruner, jusqu'à il y a quelques mois, lorsque von Bruner reçut un curieux visiteur de Sylvanie. Cette personne s'est intéressée, à son tour, à la pittoresque Wissenlander et lui a offert un cadeau : son état de vampire. Le visiteur, capricieux et facilement distrait comme tous ses semblables, a abandonné Melone nouvellement transformée quelques jours plus tard, et depuis elle a chassé dans les quartiers les plus pauvres d'Ubersreik, pour finir par se dénicher un abri dans les sous-sols de l'immeuble de Spittlefeld.</p><p>Melone est une femme mince d'à peine une vingtaine d'années, 1m62, des cheveux châtain, mi-longs et raides. Elle porte de coûteux vêtements bleus de serviteur, réduits en haillons, noircis par le sang séché et la saleté. Ses loques sont toujours ornées des armoiries des von Bruner, un indice pour les aventuriers avisés qui souhaiteraient retrouver d'où vient Melone.</p></section>",
"gmnotes": ""
},
"Martha Scheren": {
"name": "Martha Scheren",
"description": "",
"gmnotes": "<p>Martha is an elderly lady with a kindly face and long tresses of grey hair. Originally from Carroburg, she has travelled widely practising medicine throughout the Reikland before settling in @UUID[JournalEntry.Df9aBQCcpj00vtYt.JournalEntryPage.wsRznlHSdeOFm5WX]{Gotheim. She carries a bow and a quiver full of arrows.}</p>"
},
"Max Drensler": {
"name": "Max Drensler",
"description": "",
"gmnotes": "<p>Max is a drunken scruff of a Highwayman, who won&rsquo;t listen to anyone about the big mistake he&rsquo;s making. He is of average height and light build, with prominent cheekbones. His hair is black, and falls over his eyes in a messy fringe. He wears elaborate military dress uniform under his cape, but it has become rather threadbare and tatty. He also wears ill-fitting boots and a slightly tragic bicorn hat.</p>"
},
"Orban Geldrecht": {
"name": "Orban Geldrecht",
"description": "",
"gmnotes": "<h4>The Mourning Sergeant</h4><p>Though Geldrecht was born in Ubersreik, he moved to Altdorf to be with his father — an officer in the Altdorf State Army — when his mother died. Well loved as a teenager, his return with the invasion was heralded as a very curious chick returning to the flock, and because of that, hes been very effective at enforcing the new status quo among the locals. Unfortunately, though, Sergeant Orban Geldrecht was the perfect tool for Vielfrass to get what he wanted — loyal, enthusiastic, impressionable, gullible, affable, and most importantly, in love with Vielfrass himself. Whilst Vielfrass was the mastermind behind @UUID[JournalEntry.d8nvgs2H5MmtKhdM.JournalEntryPage.L5gV9pgaWXB3floP#the-circle-of-unmarred-flesh]{The Circle of Unmarred Flesh} in Ubersreik, its creation was only possible by bending Geldrecht, unknowingly, to the will of Slaanesh.</p><p>Geldrecht is a well-built, pale young man with broad shoulders, curly brown hair, and kind, grey eyes. However, hes a little off — awkward in his bearing, unconfident in his demeanour, and generally supplicating. Hed rather follow than lead, though hes well versed in observing his superiors and mimicking them when he must, or if he wants to impress them.</p><p>Geldrecht is utterly heartbroken at the death of @UUID[Actor.jXKDSrWjfW61Nfpa]{Vielfrass}, and is struggling with his regret over never expressing his feelings whilst the corporal was alive. However, he desperately wants to honour the memory of the corporal, so is attempting to act as much like him as he can.</p>"
},
"Undead Orc": {
"name": "Orc mort-vivant",
"description": "",
"gmnotes": ""
},
"Ungor Raider": {
"name": "Pillards Ungors",
"description": "<section id=\"secret-ZzEdrGUCizft5fKb\" class=\"secret\"><p>Les trois ungors, efflanqués et galeux, ressemblent à des faunes : le bas de leur corps est semblable à des chèvres, avec des sabots fendus et une fourrure brune hirsute. Sur leurs poitrines nues, on peut compter chacune de leurs côtes. Leurs têtes portent des cornes courtes et pointues, et des touffes de poil éparses jaillissent sur leur menton. Leurs bouches, aux dents acérés de carnivores, dégoulinent de bave, mais une lueur d'intelligence luit tout de même dans leurs yeux de caprins prédateurs. </p></section>",
"gmnotes": ""
},
"Reiko": {
"name": "Reiko",
"description": "",
"gmnotes": "<p>Reiko normally tours the Reikland with his family, chased from town after town by ignorant folk who look unkindly on the Strigany. Times have been particularly hard since his wife died. When @UUID[Actor.pMOHkwemFP6CmILf]{Thulgrim} offered to pay silver for the use of Reiko&rsquo;s barge to transport building supplies from Grausee and Ubersreik, and to help build a mill, he leapt at the chance. Since then, the money is consistent, and his employers loyal, but the job has been difficult.&nbsp;</p>\n<p>His sleep is plagued with nightmares, and his days are mostly spent trying to calm tensions in the camp. He can&rsquo;t wait for it to be all over so he can return to his kids, who are currently staying with their grandparents on their houseboat berthed not far from Ubersreik.</p>"
},
"Rudi": {
"name": "Rudi",
"description": "",
"gmnotes": "<p>Rudi is a lean street kid. Just turned 13; a hard life in the rookeries of Ubersreik has left him haggard and cynical beyond his years. He has a talent for keeping a beady eye on people. Rudi has low-level connections to many of Ubersreik&rsquo;s criminal players. Recently he has been working for Rolf Gucker, who has tasked him with providing any information about suspected Altdorf sympathisers to Lorbeer Weber.</p>"
},
"Rutger Reuter": {
"name": "Rutger Reuter",
"description": "",
"gmnotes": "<p>Rutger Reuter is a charming young scion of an old, relatively unsuccessful merchant family from Ubersreik. He has a gentle heart and doesn&rsquo;t like to see people suffer, so tries to do well by his employees. However, he is somewhat na&iuml;ve and given to covering up his shortcomings with rash promises and tall stories. This is a very bad habit that he can&rsquo;t shake.&nbsp; It has soured the relationship with his business partner, @UUID[Actor.u5YaIA4ANwEtsDQn]{Johanna Stiegler}, as she can see through his bravado. She has come to realise Rutger isn&rsquo;t just a liar, but has spent significant quantities of their money without her permission.</p>\n<p>Reuter has an ulterior motive in inviting the Characters on board. Recently, he&rsquo;s grown increasingly paranoid as very real tensions grew between him and @UUID[Actor.u5YaIA4ANwEtsDQn]{Stiegler}. His paranoia is exacerbated by repeated nightmares of his impending death. He hopes that by hiring the Characters personally, they will act as his own agents in the camp, rather than be shared jointly with Stiegler.</p>"
},
"Sibylle Hagerdorn": {
"name": "Sibylle Hagerdorn",
"description": "",
"gmnotes": "<p>Sibylle Hagerdorn lived the dream life, so common among the street urchins of Altdorf: she was discovered to have magical abilities, and whisked away to a life of comparative luxury, studying in the Colleges of Magic. This life was literally a dream, given her astounding affinity for <em>Azyr</em>, the Wind of Dreams and Prophecy. However, her path led her away from her closest friend, @UUID[Actor.emW6Xa9Bx75AEXp9]{Carolus Entschlafen}.</p><p>Hagerdorn rose quickly in the College, given her talent, empathic nature, and propensity to break the rules in just the right way. By age thirty, she had been made a full Wizard Lord, and due to her curious mix of danger and brilliance, was sent to command the Tower of Vane, where she has cast auguries and continued her studies for the good of the Empire. That is, until Entschlafen came back into her life.</p><p>Twenty years on, Hagerdorn is a short woman with silver-grey hair and shockingly blue eyes. Her skin is snow-white and permanently cold to the touch. She wears voluminous robes of rich fabrics in blues and silvers.</p>"
},
"Ubersreik Watchman": {
"name": "Soldat du Guet d'Ubersreik",
"description": "",
"gmnotes": "<p>@UUID[JournalEntry.QqbRrRKeBiZewGip.JournalEntryPage.zZG0PRykM4x2uHwM]{Whistlebone Alley}</p>"
},
"Sreluc White-eyes": {
"name": "Sreluc White-eyes",
"description": "",
"gmnotes": "<h3>The Dwarf Brothers</h3>\n<p>@UUID[Actor.UWgyGmr61Co3ZgNO]{Srulem} and @UUID[Actor.wfynzRFKyKBjsfNc]{Sreluc} are brothers, born six years apart. Their mother died giving birth to Srulem. Sreluc, the oldest, was eleven years old when their father, Drelec, was convicted and executed for consorting with Necromancers. Their father was caught selling Dwarf and Human corpses to a cabal of Necromancers near Ubersreik. As Drelec was viewed as too cowardly in the Dwarf community&rsquo;s eyes to even take the Slayer&rsquo;s Oath, the young brothers were left orphans, disgraced by their kin due to their father&rsquo;s shame. With nowhere to go, they ended up in the slums around Spittlefeld, where their natural Dwarf brawn came to good use as hired muscle. Now, the brothers are small-scale racketeers, blackmailers, thieves, and thugs, though they never target those in their own building.&nbsp;</p>\n<p>Sreluc, now in his late 20s, hates the work he&rsquo;s forced to do but does it anyway to make sure his younger brother is well clothed and protected. Sreluc wears crude leathers and furs he made himself, forgoing any luxury to provide for Srulem. Sreluc stands at 5&rsquo;1&rdquo;, with burnt-blond hair and grey eyes.</p>\n<p>Srulem, in his early 20s, has his head full of hot air and wants nothing more than to restore his family name, though he can&rsquo;t seem to get out of the cycle of crime he grew up in. He wears sturdy, practical, and well-made clothes. Srulem is shorter yet broader than his brother at 4&rsquo;9&rdquo;, with pale-blond hair and light-grey eyes.</p>"
},
"Srulem White-eyes": {
"name": "Srulem Yeux-blancs",
"description": "",
"gmnotes": "<h3>The Dwarf Brothers</h3>\n<p>@UUID[Actor.UWgyGmr61Co3ZgNO]{Srulem} and @UUID[Actor.wfynzRFKyKBjsfNc]{Sreluc} are brothers, born six years apart. Their mother died giving birth to Srulem. Sreluc, the oldest, was eleven years old when their father, Drelec, was convicted and executed for consorting with Necromancers. Their father was caught selling Dwarf and Human corpses to a cabal of Necromancers near Ubersreik. As Drelec was viewed as too cowardly in the Dwarf community&rsquo;s eyes to even take the Slayer&rsquo;s Oath, the young brothers were left orphans, disgraced by their kin due to their father&rsquo;s shame. With nowhere to go, they ended up in the slums around Spittlefeld, where their natural Dwarf brawn came to good use as hired muscle. Now, the brothers are small-scale racketeers, blackmailers, thieves, and thugs, though they never target those in their own building.&nbsp;</p>\n<p>Sreluc, now in his late 20s, hates the work he&rsquo;s forced to do but does it anyway to make sure his younger brother is well clothed and protected. Sreluc wears crude leathers and furs he made himself, forgoing any luxury to provide for Srulem. Sreluc stands at 5&rsquo;1&rdquo;, with burnt-blond hair and grey eyes.</p>\n<p>Srulem, in his early 20s, has his head full of hot air and wants nothing more than to restore his family name, though he can&rsquo;t seem to get out of the cycle of crime he grew up in. He wears sturdy, practical, and well-made clothes. Srulem is shorter yet broader than his brother at 4&rsquo;9&rdquo;, with pale-blond hair and light-grey eyes.</p>"
},
"Thulgrim Nadrinsson": {
"name": "Thulgrim Nadrinsson",
"description": "",
"gmnotes": "<p>Thulgrim is the camp foreman and Dwarf responsible for ensuring the mill is built. However, there is much more to him than initial appearance suggests. See @UUID[JournalEntry.FQW8EIplgUDGyVMj.JournalEntryPage.FNUQ8x5IRlHMNJQV#thulgrims-tale]{Thulgrims Tale} for details concerning his personal grudge against Reuter and Stiegler, and the shame he bears because of it. <strong>Note</strong>: Normally Dwarfs do not enter the Charlatan Career; however, Thulgrim does so for what he feels are necessary reasons. He is fully aware of the stain of dishonour this places upon his good name, and fully intends to pay the price.</p>"
},
"Tylo Vielfrass": {
"name": "Tylo Vielfrass",
"description": "",
"gmnotes": "<h4>The Deceased Officer</h4>\n<p>Corporal Tylo Vielfrass was the worst clich&eacute; of the pompous minor nobility: attractive but vain, obsessed with nostalgia for a past that never existed, incapable of telling the truth, and devoid of compassion for anyone but himself. However, he was particularly adept at lying and getting away with being a &lsquo;charming rake&rsquo;. Despite his success, Vielfrass was a thoroughly contemptible and pathetic young man in his late twenties. He was taller than average with a disciplined soldier&rsquo;s physique and light brown hair and blue eyes.</p>"
},
"Ursula Marbad": {
"name": "Ursula Marbad",
"description": "",
"gmnotes": "<h4>The Witch Hunter</h4><p>Ursula had a rather unusual route into the life of witch hunting, though its not really a profession that has anything normal about it, anyway. She was raised on the edge of the @UUID[JournalEntry.ozE2DMCMK64eE5pD.JournalEntryPage.hzsgHYLKdpuJXls5]{Grootscher Marshes} in the Wasteland, the daughter of a peat cutter and a milkmaid. Her parents were poor, and had found solace in a Cult of Nurgle that arose in their sleepy hamlet. She was set to be sacrificed to the Lord of Flies when a Witch Hunter rode through the village and put the cult to the sword. In the scuffle, she escaped her bonds and managed to kill the Magus with his own pistol. She carries the gun to this day, and makes sure to execute every cult ringleader she encounters with a slug from its rusty barrel.</p><p>Ursula is a shrewd, cunning, and quiet woman in her mid-twenties, who wears her dirty blonde hair almost scalp short. Her face is a network of pockmarks, burns, and battle scars. She has a thin, athletic build, despite how short she is, and wears a long leather coat over a white linen shirt and leather trousers.</p>"
},
"Vadoma": {
"name": "Vadoma",
"description": "",
"gmnotes": "<p>Second sight came upon her after her husband was wrongly hanged by suspicious townsfolk for causing mutations. Her husband appeared in her dreams to say goodbye. Since then she&rsquo;s been plagued with otherworldly visions, seeing ghosts, spirits, prophecy, or, most recently, her own impending death.&nbsp;</p>\n<p>She communicates frequently with shades she believes are her ancestors. She will share what they tell her with any who listen: the end is coming, so make ready.</p>\n<p>She persuaded @UUID[Actor.yZjkmfCXZjaYGEDG]{Reiko}, her grandson, to let her travel with him after he took on work in the Grausee, sensing he was blindly walking into terrible danger. She now strains to hear the whispers from her ancestors in the hope she&rsquo;ll glean useful intelligence to save him.</p>"
},
"Wilhelm Kreigrisch": {
"name": "Wilhelm Kreigrisch",
"description": "",
"gmnotes": "<p>Before the Jabberslythe attack Wilhelm was the most respected inhabitant of @UUID[JournalEntry.Df9aBQCcpj00vtYt.JournalEntryPage.wsRznlHSdeOFm5WX]{Gotheim}. He spent most of his time in the coaching inn, greeting visitors and holding meetings with local farmers. He is 63 years old with sparse white locks of hair and a tremendous beer gut. He dresses rather ostentatiously for a peasant, wearing a colourful red jerkin with slashed fabric to show off the puffy white linen shirt underneath.</p><p>As a youth Wilhelm once escaped from the @UUID[JournalEntry.Df9aBQCcpj00vtYt.JournalEntryPage.SfFvPx00v4lNDAvB]{Red Queen} after the inn caught fire. He jumped from the window and slid down the stable roof with only a twisted ankle to show for his troubles. Now he believes that repeating this feat is the only way he can escape the madness around him, but if he is left to jump he tumbles gracelessly and breaks his neck.</p>"
}
}
}

View File

@ -1,8 +1,24 @@
{
"label": "Items (Ubersreik Adventures I)",
"label": "Items (Aventures à Ubersreik I)",
"folder": {
"Trappings": "Possessions",
"Armour": "Armures"
},
"mapping": {
"skills": {
"path": "system.skills",
"converter": "career_skills"
},
"talents": {
"path": "system.talents",
"converter": "career_talents"
},
"class": {
"path": "system.class.value",
"converter": "generic_localization"
},
"career_careergroup": "system.careergroup.value",
"trappings": "system.trappings"
},
"entries": [
{
@ -15,35 +31,35 @@
"name": "Tonique Réparateur Amélioré de Cordelia",
"description": "<p>Redonne 2 fois le Bonus d'Endurance en Blessures au buveur.</p>"
},
{
"id": "Maddening Aura",
"name": "Maddening Aura",
"description": "<p>At the start of every Round, every Character within 20 yards of the creature must make an <strong>Average (+20) Cool</strong> Test. If failed, roll on the Creeping Irrationality table. If Fumbled, the Character also gains +1 Corruption Point &mdash; further, should the Character become corrupted, this automatically results in a Mental Corruption. Where relevant, any Maddening Aura effects are cumulative.</p>\n<p>&nbsp;</p>\n<table style=\"width: 99.1329%; height: 128px;\" border=\"1\">\n<tbody>\n<tr style=\"height: 16px;\">\n<td style=\"text-align: center; width: 9.09487%; height: 16px;\"><strong>[[/r 1d10]]</strong></td>\n<td style=\"text-align: center; width: 90.1763%; height: 16px;\"><strong>Creeping Irrationality</strong></td>\n</tr>\n<tr style=\"height: 16px;\">\n<td style=\"width: 9.09487%; height: 16px; text-align: center;\">1-2</td>\n<td style=\"width: 90.1763%; height: 16px;\"><strong>Careful Now:</strong> On your next Turn, you can either take a Move or an Action, not both. You then shake it off.</td>\n</tr>\n<tr style=\"height: 16px;\">\n<td style=\"width: 9.09487%; height: 16px; text-align: center;\">3-4</td>\n<td style=\"width: 90.1763%; height: 16px;\"><strong>What&rsquo;s Going On? </strong>You suffer the @Condition[Surprised] Condition.</td>\n</tr>\n<tr style=\"height: 16px;\">\n<td style=\"width: 9.09487%; height: 16px; text-align: center;\">5-6</td>\n<td style=\"width: 90.1763%; height: 16px;\"><strong>My Plan is Working!</strong> On your Turn, you must take the same actions you took on the previous Round. If, for some reason, you cannot do this, you must do what you can to prepare for those actions on your next Turn. <strong>Duration</strong>: 1d10 Rounds.</td>\n</tr>\n<tr style=\"height: 16px;\">\n<td style=\"width: 9.09487%; height: 16px; text-align: center;\">7</td>\n<td style=\"width: 90.1763%; height: 16px;\"><strong>Who said I was Paranoid?</strong> You become subject to Animosity toward a random Character. <strong>Duration</strong>: Lasting.</td>\n</tr>\n<tr style=\"height: 16px;\">\n<td style=\"width: 9.09487%; height: 16px; text-align: center;\">8</td>\n<td style=\"width: 90.1763%; height: 16px;\"><strong>Are You Talking to Me?</strong> You become subject to Hatred toward a random Character. <strong>Duration</strong>: Lasting.</td>\n</tr>\n<tr style=\"height: 16px;\">\n<td style=\"width: 9.09487%; height: 16px; text-align: center;\">9</td>\n<td style=\"width: 90.1763%; height: 16px;\"><strong>Kill it! Kill it! Kill it!</strong> You become subject to Frenzy. <strong>Duration</strong>: Lasting.</td>\n</tr>\n<tr style=\"height: 16px;\">\n<td style=\"width: 9.09487%; height: 16px; text-align: center;\">10</td>\n<td style=\"width: 90.1763%; height: 16px;\"><strong>Twitch</strong>, Twitch: Suffer one @Table[mutatemental]{Mental Corruption}. <strong>Duration</strong>: Lasting.</td>\n</tr>\n</tbody>\n</table>\n<p>&nbsp;</p>\n<p><strong>Lasting</strong>: These last for [[/r 1d10]] &minus; Willpower Bonus hours (to a minimum of 1 hour). After which, perform an Ave<strong>rage (+20) Cool</strong> Test. If failed, the effect is permanent. The Difficulty of the Test may vary if the Character has limited or prolonged exposure, as determined by the GM. A Player may spend a Resilience point to permanently lose the long-term effects of Maddening Aura, though the memories of the horrific creature never diminish. A Character may expend 1 Resolve point to ignore the negative consequences of the Maddening Aura for 1 Round.</p>"
},
{
"id": "Maddening Aura",
"name": "Aura de démence",
"description": "<p>Au début de chaque round, tout personnage à moins de 20 mètres de la créature doit faire un Test de <strong>Calme Accessible (+20)</strong>. En cas d'échec, lancez les dés pour tirer un résultat de la table d'Irrationnalité rampante. En cas de maladresse, le personnage gagne également +1 point de Corruption Point &mdash; de plus, si le Personnage devient corrompu, cela entraîne automatiquement une Corruption mentale. De plus, tous les effets de l'Aura de démence sont cumulatifs.</p>\n<p>&nbsp;</p>\n<table style=\"width: 99.1329%; height: 128px;\" border=\"1\">\n<tbody>\n<tr style=\"height: 16px;\">\n<td style=\"text-align: center; width: 9.09487%; height: 16px;\"><strong>[[/r 1d10]]</strong></td>\n<td style=\"text-align: center; width: 90.1763%; height: 16px;\"><strong>Irrationalité rampante</strong></td>\n</tr>\n<tr style=\"height: 16px;\">\n<td style=\"width: 9.09487%; height: 16px; text-align: center;\">1-2</td>\n<td style=\"width: 90.1763%; height: 16px;\"><strong>Prudence:</strong> Lors de votre prochain round, vous pourrez faire soit un Mouvement, soit une Action, mais pas les deux à la fois. Vous pourrez agir normalement au tour suivant.</td>\n</tr>\n<tr style=\"height: 16px;\">\n<td style=\"width: 9.09487%; height: 16px; text-align: center;\">3-4</td>\n<td style=\"width: 90.1763%; height: 16px;\"><strong>Qu'est qui se passe ? </strong>Vous souffrez de l'état @Condition[Surprised].</td>\n</tr>\n<tr style=\"height: 16px;\">\n<td style=\"width: 9.09487%; height: 16px; text-align: center;\">5-6</td>\n<td style=\"width: 90.1763%; height: 16px;\"><strong>Mon plan fonctionne !</strong> A votre tour, vous devez répéter exactement les mêmes Actions que vous aviez faîtes lors du Round précédent. Si, pour une raison quelconque, vous ne pouvez pas le faire, alors vous devez faire tout votre possible pour vous préparer à exécuter ces Actions lors de votre tour suivant. <strong>Durée</strong>: 1d10 Rounds.</td>\n</tr>\n<tr style=\"height: 16px;\">\n<td style=\"width: 9.09487%; height: 16px; text-align: center;\">7</td>\n<td style=\"width: 90.1763%; height: 16px;\"><strong> Parano, moi?!</strong> Vous souffrez d'Animosité envers un personnage choisi au hasard. <strong>Durée</strong>: Persistant.</td>\n</tr>\n<tr style=\"height: 16px;\">\n<td style=\"width: 9.09487%; height: 16px; text-align: center;\">8</td>\n<td style=\"width: 90.1763%; height: 16px;\"><strong>C'est à moi que tu parles ?!</strong> Vous souffrez de Haine envers un Personnage choisi au hasard. <strong>Durée</strong>: Persistant.</td>\n</tr>\n<tr style=\"height: 16px;\">\n<td style=\"width: 9.09487%; height: 16px; text-align: center;\">9</td>\n<td style=\"width: 90.1763%; height: 16px;\"><strong>Tuer ! Tuer ! Tuer !</strong> Vous souffrez de Frénésie. <strong>Durée</strong>: Persistant.</td>\n</tr>\n<tr style=\"height: 16px;\">\n<td style=\"width: 9.09487%; height: 16px; text-align: center;\">10</td>\n<td style=\"width: 90.1763%; height: 16px;\"><strong>Tic, tac,...</strong>, Vous gagnez une @Table[mutatemental]{Corruption mentale}. <strong>Durée</strong>: Persistant.</td>\n</tr>\n</tbody>\n</table>\n<p>&nbsp;</p>\n<p><strong>Persistant</strong>: Ces effets s'appliquent pendant un nombre d'heures égal à [[/r 1d10]] &minus; Bonus de Force mentale (minimum 1 heure). Après quoi, faîtes un Test de <strong>Calme accessible (+20)</strong>. En cas d'échec, l'effet est permanent. La Difficulté du Test peut varier en fonction de la durée pendant laquellele Personnage était soumis à l'Aura de démence, à la discrétion du MJ. Un PJ peut dépenser un Point de Résilience pour perdre définitivement les effets à long terme de l'Aura de démence... même si l'horrible créature ne disparaîtra jamais de vos souvenirs. Un personnage peut aussi dépenser 1 points de détermination pour ignorer les conséquences négatives de l'Aura de démence pendant 1 Round. </p>"
},
{
"id": "Spiky Bracers",
"name": "Spiky Bracers",
"description": null
},
{
"id": "Spiky Breastplate",
"name": "Spiky Breastplate",
"description": null
},
{
"id": "Spiky Helm",
"name": "Spiky Helm",
"description": null
},
{
"id": "Spiky Plate Leggings",
"name": "Spiky Plate Leggings",
"name": "Gantelets à pointes",
"description": null
},
{
"id": "Spiky Breastplate",
"name": "Cuirasse à pointes",
"description": null
},
{
"id": "Spiky Helm",
"name": "Casque à pointe",
"description": null
},
{
"id": "Spiky Plate Leggings",
"name": "Jambières de plaque à pointes",
"description": null
},
{
"id": "The Nineteenth Palm of Volans",
"name": "The Nineteenth Palm of Volans",
"description": "<p>One of 24 such talismans created by the first Patriarch of the Colleges of Magic, the Palm draws on the inner strength of its wearer to ward them from magic. Since their forging, these talismans have been gifted to Wizard Lords who are performing particularly dangerous tasks beyond the supervision of their Colleges.&nbsp;</p>\n<p>Whilst wearing the Nineteenth Palm of Volans, a Character may dispel spells as per the rules in @JournalEntry[Magic Rules]. However, the Character may not dispel persistent spells once cast. If the Character lacks the <strong>Language (Magick) </strong>Skill, they may use their Willpower Characteristic instead.</p>"
"name": "La Dix-Neuvième Paume de Volans",
"description": "<p>Un des 24 talismans similaires créés par le tout premier Patriarche suprême des collèges de Magie, la Paume puise dans la force intérieure de son porteur afin de le protéger de la magie. Depuis leur création, ces talismans ont été confiés aux Seigneurs sorciers qui accomplissent des tâches particulièrement dangereuses au-delà de la supervision de leurs collèges respectifs. &nbsp;</p>\n<p>Un personnage qui porte la Dix-Neuvième Paume de Volans peut dissiper les sorts selon les règles @JournalEntry[Magic Rules]. Cependant, il ne peut dissiper les sorts permanents une fois qu'ils ont été lancés. Si le Personnage n'a pas la compétence <strong>Language (Magick) </strong>, il peut utiliser à la place sa caractéristique de Force Mentale.</p>"
}
]
}

1613
hs_err_pid30541.log Normal file

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@ -8,7 +8,7 @@
}
],
"url": "https://www.uberwald.me/gitea/public/foundryvtt-wh4-lang-fr-fr",
"version": "7.0.26",
"version": "7.0.29",
"esmodules": [
"babele-register.js",
"addon-register.js",
@ -34,7 +34,7 @@
"system": "wfrp4e",
"flags": {},
"ownership": {
"PLAYER": "OBSERVER",
"PLAYER": "NONE",
"ASSISTANT": "OWNER"
}
},
@ -63,14 +63,14 @@
}
},
{
"label": "Potions",
"label": "Herbes & Potions",
"type": "Item",
"name": "antidotes-and-remedes",
"path": "packs/antidotes-and-remedes",
"system": "wfrp4e",
"flags": {},
"ownership": {
"PLAYER": "OBSERVER",
"PLAYER": "NONE",
"ASSISTANT": "OWNER"
}
},
@ -94,7 +94,7 @@
"system": "wfrp4e",
"flags": {},
"ownership": {
"PLAYER": "OBSERVER",
"PLAYER": "NONE",
"ASSISTANT": "OWNER"
}
}
@ -116,7 +116,7 @@
}
],
"manifest": "https://www.uberwald.me/gitea/public/foundryvtt-wh4-lang-fr-fr/raw/v10/module.json",
"download": "https://www.uberwald.me/gitea/public/foundryvtt-wh4-lang-fr-fr/archive/foundryvtt-wh4-lang-fr-7.0.26.zip",
"download": "https://www.uberwald.me/gitea/public/foundryvtt-wh4-lang-fr-fr/archive/foundryvtt-wh4-lang-fr-7.0.29.zip",
"id": "wh4-fr-translation",
"compatibility": {
"minimum": "11",

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MANIFEST-000461
MANIFEST-000521

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@ -1,7 +1,7 @@
2024/02/26-21:07:28.143772 7fc2116006c0 Recovering log #460
2024/02/26-21:07:28.153882 7fc2116006c0 Delete type=0 #460
2024/02/26-21:07:28.153970 7fc2116006c0 Delete type=3 #459
2024/02/26-21:12:40.903599 7fc20a6006c0 Level-0 table #464: started
2024/02/26-21:12:40.903663 7fc20a6006c0 Level-0 table #464: 0 bytes OK
2024/02/26-21:12:40.909994 7fc20a6006c0 Delete type=0 #462
2024/02/26-21:12:40.918070 7fc20a6006c0 Manual compaction at level-0 from '!journal!3IgmiprzLB6Lwenc' @ 72057594037927935 : 1 .. '!journal!suuYN87Al1ZZWtQQ' @ 0 : 0; will stop at (end)
2024/04/01-17:16:37.761054 7f2f096006c0 Recovering log #519
2024/04/01-17:16:37.770580 7f2f096006c0 Delete type=3 #517
2024/04/01-17:16:37.770636 7f2f096006c0 Delete type=0 #519
2024/04/01-17:19:16.708479 7f2f03a006c0 Level-0 table #524: started
2024/04/01-17:19:16.708507 7f2f03a006c0 Level-0 table #524: 0 bytes OK
2024/04/01-17:19:16.742722 7f2f03a006c0 Delete type=0 #522
2024/04/01-17:19:16.742883 7f2f03a006c0 Manual compaction at level-0 from '!journal!3IgmiprzLB6Lwenc' @ 72057594037927935 : 1 .. '!journal!suuYN87Al1ZZWtQQ' @ 0 : 0; will stop at (end)

View File

@ -1,3 +1,7 @@
2024/02/26-14:35:24.808732 7f1336a006c0 Recovering log #457
2024/02/26-14:35:24.819197 7f1336a006c0 Delete type=3 #455
2024/02/26-14:35:24.819270 7f1336a006c0 Delete type=0 #457
2024/03/12-23:25:14.983151 7f66dfe006c0 Recovering log #515
2024/03/12-23:25:14.994916 7f66dfe006c0 Delete type=3 #513
2024/03/12-23:25:14.995044 7f66dfe006c0 Delete type=0 #515
2024/03/12-23:46:43.486047 7f66d7e006c0 Level-0 table #520: started
2024/03/12-23:46:43.486084 7f66d7e006c0 Level-0 table #520: 0 bytes OK
2024/03/12-23:46:43.493539 7f66d7e006c0 Delete type=0 #518
2024/03/12-23:46:43.493854 7f66d7e006c0 Manual compaction at level-0 from '!journal!3IgmiprzLB6Lwenc' @ 72057594037927935 : 1 .. '!journal!suuYN87Al1ZZWtQQ' @ 0 : 0; will stop at (end)

Binary file not shown.

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MANIFEST-000462
MANIFEST-000523

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@ -1,7 +1,7 @@
2024/02/26-21:07:28.157759 7fc2120006c0 Recovering log #461
2024/02/26-21:07:28.169286 7fc2120006c0 Delete type=0 #461
2024/02/26-21:07:28.169410 7fc2120006c0 Delete type=3 #460
2024/02/26-21:12:40.895951 7fc20a6006c0 Level-0 table #465: started
2024/02/26-21:12:40.896011 7fc20a6006c0 Level-0 table #465: 0 bytes OK
2024/02/26-21:12:40.903076 7fc20a6006c0 Delete type=0 #463
2024/02/26-21:12:40.903401 7fc20a6006c0 Manual compaction at level-0 from '!folders!3uquYH73ttCdoH0I' @ 72057594037927935 : 1 .. '!items!ylFhk7mGZOnAJTUT' @ 0 : 0; will stop at (end)
2024/04/01-17:16:37.773904 7f2f08c006c0 Recovering log #521
2024/04/01-17:16:37.784489 7f2f08c006c0 Delete type=3 #519
2024/04/01-17:16:37.784539 7f2f08c006c0 Delete type=0 #521
2024/04/01-17:19:16.743493 7f2f03a006c0 Level-0 table #526: started
2024/04/01-17:19:16.743544 7f2f03a006c0 Level-0 table #526: 0 bytes OK
2024/04/01-17:19:16.779847 7f2f03a006c0 Delete type=0 #524
2024/04/01-17:19:16.779987 7f2f03a006c0 Manual compaction at level-0 from '!folders!3uquYH73ttCdoH0I' @ 72057594037927935 : 1 .. '!items!ylFhk7mGZOnAJTUT' @ 0 : 0; will stop at (end)

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@ -1,3 +1,7 @@
2024/02/26-14:35:24.823227 7f13374006c0 Recovering log #458
2024/02/26-14:35:24.833905 7f13374006c0 Delete type=3 #456
2024/02/26-14:35:24.834022 7f13374006c0 Delete type=0 #458
2024/03/12-23:25:14.998299 7f66df4006c0 Recovering log #517
2024/03/12-23:25:15.008674 7f66df4006c0 Delete type=3 #515
2024/03/12-23:25:15.008821 7f66df4006c0 Delete type=0 #517
2024/03/12-23:46:43.479489 7f66d7e006c0 Level-0 table #522: started
2024/03/12-23:46:43.479541 7f66d7e006c0 Level-0 table #522: 0 bytes OK
2024/03/12-23:46:43.485900 7f66d7e006c0 Delete type=0 #520
2024/03/12-23:46:43.493818 7f66d7e006c0 Manual compaction at level-0 from '!folders!3uquYH73ttCdoH0I' @ 72057594037927935 : 1 .. '!items!ylFhk7mGZOnAJTUT' @ 0 : 0; will stop at (end)

Binary file not shown.

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MANIFEST-000461
MANIFEST-000521

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@ -1,7 +1,7 @@
2024/02/26-21:07:28.191897 7fc2120006c0 Recovering log #460
2024/02/26-21:07:28.201973 7fc2120006c0 Delete type=0 #460
2024/02/26-21:07:28.202098 7fc2120006c0 Delete type=3 #459
2024/02/26-21:12:40.910164 7fc20a6006c0 Level-0 table #464: started
2024/02/26-21:12:40.910208 7fc20a6006c0 Level-0 table #464: 0 bytes OK
2024/02/26-21:12:40.917892 7fc20a6006c0 Delete type=0 #462
2024/02/26-21:12:40.918122 7fc20a6006c0 Manual compaction at level-0 from '!journal!cZtNgayIw2QFhC9u' @ 72057594037927935 : 1 .. '!journal!cZtNgayIw2QFhC9u' @ 0 : 0; will stop at (end)
2024/04/01-17:16:37.801648 7f2f08c006c0 Recovering log #519
2024/04/01-17:16:37.811597 7f2f08c006c0 Delete type=3 #517
2024/04/01-17:16:37.811643 7f2f08c006c0 Delete type=0 #519
2024/04/01-17:19:16.817984 7f2f03a006c0 Level-0 table #524: started
2024/04/01-17:19:16.818037 7f2f03a006c0 Level-0 table #524: 0 bytes OK
2024/04/01-17:19:16.859616 7f2f03a006c0 Delete type=0 #522
2024/04/01-17:19:16.859750 7f2f03a006c0 Manual compaction at level-0 from '!journal!cZtNgayIw2QFhC9u' @ 72057594037927935 : 1 .. '!journal!cZtNgayIw2QFhC9u' @ 0 : 0; will stop at (end)

View File

@ -1,3 +1,7 @@
2024/02/26-14:35:24.853616 7f13374006c0 Recovering log #457
2024/02/26-14:35:24.863955 7f13374006c0 Delete type=3 #455
2024/02/26-14:35:24.864065 7f13374006c0 Delete type=0 #457
2024/03/12-23:25:15.025832 7f66df4006c0 Recovering log #515
2024/03/12-23:25:15.036706 7f66df4006c0 Delete type=3 #513
2024/03/12-23:25:15.036800 7f66df4006c0 Delete type=0 #515
2024/03/12-23:46:43.494176 7f66d7e006c0 Level-0 table #520: started
2024/03/12-23:46:43.494247 7f66d7e006c0 Level-0 table #520: 0 bytes OK
2024/03/12-23:46:43.500714 7f66d7e006c0 Delete type=0 #518
2024/03/12-23:46:43.508131 7f66d7e006c0 Manual compaction at level-0 from '!journal!cZtNgayIw2QFhC9u' @ 72057594037927935 : 1 .. '!journal!cZtNgayIw2QFhC9u' @ 0 : 0; will stop at (end)

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MANIFEST-000461
MANIFEST-000521

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@ -1,7 +1,7 @@
2024/02/26-21:07:28.127649 7fc2120006c0 Recovering log #460
2024/02/26-21:07:28.138683 7fc2120006c0 Delete type=0 #460
2024/02/26-21:07:28.139040 7fc2120006c0 Delete type=3 #459
2024/02/26-21:12:40.874720 7fc20a6006c0 Level-0 table #464: started
2024/02/26-21:12:40.874773 7fc20a6006c0 Level-0 table #464: 0 bytes OK
2024/02/26-21:12:40.881392 7fc20a6006c0 Delete type=0 #462
2024/02/26-21:12:40.903312 7fc20a6006c0 Manual compaction at level-0 from '!journal!50u8VAjdmovyr0hx' @ 72057594037927935 : 1 .. '!journal!yzw9I0r3hCK7PJnz' @ 0 : 0; will stop at (end)
2024/04/01-17:16:37.747587 7f2f08c006c0 Recovering log #519
2024/04/01-17:16:37.757828 7f2f08c006c0 Delete type=3 #517
2024/04/01-17:16:37.757881 7f2f08c006c0 Delete type=0 #519
2024/04/01-17:19:16.674984 7f2f03a006c0 Level-0 table #524: started
2024/04/01-17:19:16.675037 7f2f03a006c0 Level-0 table #524: 0 bytes OK
2024/04/01-17:19:16.707778 7f2f03a006c0 Delete type=0 #522
2024/04/01-17:19:16.707895 7f2f03a006c0 Manual compaction at level-0 from '!journal!50u8VAjdmovyr0hx' @ 72057594037927935 : 1 .. '!journal!yzw9I0r3hCK7PJnz' @ 0 : 0; will stop at (end)

View File

@ -1,3 +1,7 @@
2024/02/26-14:35:24.793231 7f13374006c0 Recovering log #457
2024/02/26-14:35:24.804533 7f13374006c0 Delete type=3 #455
2024/02/26-14:35:24.804975 7f13374006c0 Delete type=0 #457
2024/03/12-23:25:14.969494 7f66df4006c0 Recovering log #515
2024/03/12-23:25:14.979596 7f66df4006c0 Delete type=3 #513
2024/03/12-23:25:14.979722 7f66df4006c0 Delete type=0 #515
2024/03/12-23:46:43.472556 7f66d7e006c0 Level-0 table #520: started
2024/03/12-23:46:43.472592 7f66d7e006c0 Level-0 table #520: 0 bytes OK
2024/03/12-23:46:43.479325 7f66d7e006c0 Delete type=0 #518
2024/03/12-23:46:43.493797 7f66d7e006c0 Manual compaction at level-0 from '!journal!50u8VAjdmovyr0hx' @ 72057594037927935 : 1 .. '!journal!yzw9I0r3hCK7PJnz' @ 0 : 0; will stop at (end)

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MANIFEST-000461
MANIFEST-000521

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@ -1,7 +1,7 @@
2024/02/26-21:07:28.111799 7fc2116006c0 Recovering log #460
2024/02/26-21:07:28.122652 7fc2116006c0 Delete type=0 #460
2024/02/26-21:07:28.122806 7fc2116006c0 Delete type=3 #459
2024/02/26-21:12:40.881541 7fc20a6006c0 Level-0 table #464: started
2024/02/26-21:12:40.881586 7fc20a6006c0 Level-0 table #464: 0 bytes OK
2024/02/26-21:12:40.887998 7fc20a6006c0 Delete type=0 #462
2024/02/26-21:12:40.903343 7fc20a6006c0 Manual compaction at level-0 from '!tables!4l60Lxv8cpsyy2Cg' @ 72057594037927935 : 1 .. '!tables.results!tfaYKDZqu7kgZvRG.yvbwKursaixh2dby' @ 0 : 0; will stop at (end)
2024/04/01-17:16:37.733980 7f2f096006c0 Recovering log #519
2024/04/01-17:16:37.744231 7f2f096006c0 Delete type=3 #517
2024/04/01-17:16:37.744282 7f2f096006c0 Delete type=0 #519
2024/04/01-17:19:16.633587 7f2f03a006c0 Level-0 table #524: started
2024/04/01-17:19:16.633647 7f2f03a006c0 Level-0 table #524: 0 bytes OK
2024/04/01-17:19:16.673658 7f2f03a006c0 Delete type=0 #522
2024/04/01-17:19:16.673864 7f2f03a006c0 Manual compaction at level-0 from '!tables!4l60Lxv8cpsyy2Cg' @ 72057594037927935 : 1 .. '!tables.results!tfaYKDZqu7kgZvRG.yvbwKursaixh2dby' @ 0 : 0; will stop at (end)

View File

@ -1,3 +1,7 @@
2024/02/26-14:35:24.778171 7f1336a006c0 Recovering log #457
2024/02/26-14:35:24.788678 7f1336a006c0 Delete type=3 #455
2024/02/26-14:35:24.788758 7f1336a006c0 Delete type=0 #457
2024/03/12-23:25:14.955442 7f66dfe006c0 Recovering log #515
2024/03/12-23:25:14.965937 7f66dfe006c0 Delete type=3 #513
2024/03/12-23:25:14.966023 7f66dfe006c0 Delete type=0 #515
2024/03/12-23:46:43.465235 7f66d7e006c0 Level-0 table #520: started
2024/03/12-23:46:43.465277 7f66d7e006c0 Level-0 table #520: 0 bytes OK
2024/03/12-23:46:43.472399 7f66d7e006c0 Delete type=0 #518
2024/03/12-23:46:43.493772 7f66d7e006c0 Manual compaction at level-0 from '!tables!4l60Lxv8cpsyy2Cg' @ 72057594037927935 : 1 .. '!tables.results!tfaYKDZqu7kgZvRG.yvbwKursaixh2dby' @ 0 : 0; will stop at (end)

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@ -1 +1 @@
MANIFEST-000104
MANIFEST-000164

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@ -1,8 +1,8 @@
2024/02/26-21:07:28.176895 7fc2116006c0 Recovering log #103
2024/02/26-21:07:28.187455 7fc2116006c0 Delete type=0 #103
2024/02/26-21:07:28.187542 7fc2116006c0 Delete type=3 #102
2024/02/26-21:12:40.888231 7fc20a6006c0 Level-0 table #107: started
2024/02/26-21:12:40.888292 7fc20a6006c0 Level-0 table #107: 0 bytes OK
2024/02/26-21:12:40.895729 7fc20a6006c0 Delete type=0 #105
2024/02/26-21:12:40.903372 7fc20a6006c0 Manual compaction at level-0 from '!journal!056ILNNrLiPq3Gi3' @ 72057594037927935 : 1 .. '!journal!yfZxl4I7XAuUF6r3' @ 0 : 0; will stop at (end)
2024/02/26-21:12:40.903447 7fc20a6006c0 Manual compaction at level-1 from '!journal!056ILNNrLiPq3Gi3' @ 72057594037927935 : 1 .. '!journal!yfZxl4I7XAuUF6r3' @ 0 : 0; will stop at (end)
2024/04/01-17:16:37.787659 7f2f096006c0 Recovering log #162
2024/04/01-17:16:37.798521 7f2f096006c0 Delete type=3 #160
2024/04/01-17:16:37.798568 7f2f096006c0 Delete type=0 #162
2024/04/01-17:19:16.780742 7f2f03a006c0 Level-0 table #167: started
2024/04/01-17:19:16.780804 7f2f03a006c0 Level-0 table #167: 0 bytes OK
2024/04/01-17:19:16.817138 7f2f03a006c0 Delete type=0 #165
2024/04/01-17:19:16.817292 7f2f03a006c0 Manual compaction at level-0 from '!journal!056ILNNrLiPq3Gi3' @ 72057594037927935 : 1 .. '!journal!yfZxl4I7XAuUF6r3' @ 0 : 0; will stop at (end)
2024/04/01-17:19:16.817323 7f2f03a006c0 Manual compaction at level-1 from '!journal!056ILNNrLiPq3Gi3' @ 72057594037927935 : 1 .. '!journal!yfZxl4I7XAuUF6r3' @ 0 : 0; will stop at (end)

View File

@ -1,3 +1,8 @@
2024/02/26-14:35:24.838508 7f1336a006c0 Recovering log #100
2024/02/26-14:35:24.850562 7f1336a006c0 Delete type=3 #98
2024/02/26-14:35:24.850635 7f1336a006c0 Delete type=0 #100
2024/03/12-23:25:15.012334 7f66dfe006c0 Recovering log #158
2024/03/12-23:25:15.022272 7f66dfe006c0 Delete type=3 #156
2024/03/12-23:25:15.022419 7f66dfe006c0 Delete type=0 #158
2024/03/12-23:46:43.500851 7f66d7e006c0 Level-0 table #163: started
2024/03/12-23:46:43.500889 7f66d7e006c0 Level-0 table #163: 0 bytes OK
2024/03/12-23:46:43.507904 7f66d7e006c0 Delete type=0 #161
2024/03/12-23:46:43.508161 7f66d7e006c0 Manual compaction at level-0 from '!journal!056ILNNrLiPq3Gi3' @ 72057594037927935 : 1 .. '!journal!yfZxl4I7XAuUF6r3' @ 0 : 0; will stop at (end)
2024/03/12-23:46:43.508206 7f66d7e006c0 Manual compaction at level-1 from '!journal!056ILNNrLiPq3Gi3' @ 72057594037927935 : 1 .. '!journal!yfZxl4I7XAuUF6r3' @ 0 : 0; will stop at (end)

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