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39 Commits

Author SHA1 Message Date
2ed29b3a3a Change for supporting wfrp 9/ Foundry 13 2025-05-18 00:23:06 +02:00
63abcf745d Change for supporting wfrp 9/ Foundry 13 2025-05-17 16:47:21 +02:00
79ba6a9666 Foundry v13 / wfrp v9 migration 2025-05-09 09:58:46 +02:00
31109ba2ec Foundry v13 / wfrp v9 migration 2025-05-09 09:41:41 +02:00
67b2af882f Minor translations fixes 2025-04-30 13:57:34 +02:00
05b9dab747 Ajout des clés de traduction 8.0.5 2025-03-26 14:32:10 +01:00
243aeda9f7 Ajout des clés de traduction 8.0.5 2025-03-26 14:30:23 +01:00
04947ab145 Fix ouverture de competence 2025-03-09 09:23:31 +01:00
4045d5d07f Sync with wfrp 4, v8.4.0 2025-01-31 13:55:39 +01:00
870e4f6a6c Sync with wfrp 4, v8.4.0 2025-01-30 21:05:33 +01:00
4d0b3ca280 Support v8.3.X 2024-12-06 06:56:45 +01:00
d019c8fe22 Integrate various fixed from Pallando 2024-11-10 22:08:15 +01:00
e3247a5a92 Merge pull request 'Add missing witchcraft spells and common folder names' (#106) from pallando/foundryvtt-wh4-lang-fr-fr:missing into v10
Reviewed-on: #106
2024-11-10 22:02:16 +01:00
42295f71cb Merge pull request 'Additions' (#107) from pallando/foundryvtt-wh4-lang-fr-fr:additions into v10
Reviewed-on: #107
2024-11-10 22:02:07 +01:00
e7722dd222 Add translation converters for Imperial Zoo items 2024-11-10 14:32:30 +01:00
513e41b8f2 Convert disease incubation/duration for Lustria and OWB2 2024-11-10 14:26:37 +01:00
46b47a5b24 Add converter for disease incubation/duration units 2024-11-10 14:25:36 +01:00
e1e52ca2be Add translation converters for Old World Bundle 2 items 2024-11-10 13:41:04 +01:00
a7c848a30d Remove useless necromancy folder from wom items 2024-11-10 13:29:02 +01:00
f0248692cc Add translation converters for Archives vol. 3 items 2024-11-10 13:20:15 +01:00
682b62c2e0 Add translation converters for Lustria items 2024-11-10 13:15:12 +01:00
3978fab79a Add translation converters for Salzenmund items 2024-11-10 13:11:32 +01:00
64be1078e1 Fix babele-register.js for subskills when core is not first compendium checked 2024-11-10 13:00:39 +01:00
925c2721a9 Add folder names from translated compendiums to SoC, WoM and UiA 2024-11-10 12:55:26 +01:00
97d9d5d8fa Add missing witchcraft spells to core items 2024-11-10 12:50:37 +01:00
77cc368a7e Fix old script library 2024-10-25 11:14:29 +02:00
bfe160cc00 Fix character import 2024-10-22 13:20:02 +02:00
5451698163 Add EiS items again, and update translation keys 2024-10-18 18:24:22 +02:00
b2fbf46a4f Integration SoC + traduction des roles d'equipage 2024-10-11 20:12:50 +02:00
533709281b Merge pull request 'Convert items from Sea of Claws and translate skills for vehicle roles' (#104) from pallando/foundryvtt-wh4-lang-fr-fr:soc into v10
Reviewed-on: #104
2024-10-11 20:09:51 +02:00
d9f7dfa5e8 Merge branch 'v10' into soc 2024-10-10 10:54:28 +02:00
1bb7d0b248 Translate vehicle roles in actors compendium 2024-10-10 10:41:09 +02:00
95018f1d48 Fix #103 2024-10-08 20:56:51 +02:00
fc4fa1deb5 Update scripts 2024-10-08 20:52:09 +02:00
37f3eb3997 Translate actor vehicle roles 2024-10-06 18:30:10 +02:00
3c7366ce04 Fix typo 2024-10-06 18:28:09 +02:00
1d0f390a18 Add Sea of Claws tables to options 2024-10-06 18:27:31 +02:00
d61e2d5666 Convert Sea of Claws items 2024-10-06 17:23:42 +02:00
3f0dcc1ea2 Add converter for crew roles 2024-10-06 17:23:16 +02:00
264 changed files with 15201 additions and 12353 deletions

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[Dolphin]
Timestamp=2023,2,28,20,42,35.428
Version=4
ViewMode=1
VisibleRoles=Details_text,Details_size,Details_modificationtime,Details_creationtime,CustomizedDetails

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{
"label": "Items (Archives Vol. III)",
"folders": {
"Armour": "Armures",
"Careers": "Carrières",
"Skills": "Compétences",
"Spells": "Sorts"
},
"mapping": {
"description": "system.description.value",
"trappings": "system.trappings",
"class": {
"path": "system.class.value",
"converter": "generic_localization"
},
"skills": {
"path": "system.skills",
"converter": "career_skills"
},
"careergroup": {
"path": "system.careergroup.value",
"converter": "career_careergroup"
},
"talents": {
"path": "system.talents",
"converter": "career_talents"
},
"pduration": {
"path": "system.duration.value",
"converter": "spells_duration_range_target_damage"
},
"prange": {
"path": "system.range.value",
"converter": "spells_duration_range_target_damage"
},
"ptarget": {
"path": "system.target.value",
"converter": "spells_duration_range_target_damage"
},
"pdamage": {
"path": "system.damage.value",
"converter": "spells_duration_range_target_damage"
},
"test": {
"path": "system.test",
"converter": "role_skills"
},
"tests": "system.tests.value",
"maxcost": {
"path": "system.cost.max",
"converter": "spells_duration_range_target_damage"
},
"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"
},
"penalty": "system.penalty.value",
"location": {
"path": "system.location.value",
"converter": "generic_localization"
},
"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",
"special": "system.special.value",
"qualities": {
"path": "system.qualities.value",
"converter": "trapping_qualities_flaws"
},
"flaws": {
"path": "system.flaws.value",
"converter": "trapping_qualities_flaws"
}
}
}

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"1-5": "<b>Signe de Sorcière<\/b>:La prochaine créature vivante à naître dans un rayon de 1 kilomètre mute.",
"6-10": "<b>Lait caillé<\/b>:Tout le lait dans un rayon de [[1d100]] mètres tourne instantanément.",
"11-15": "<b>Mildiou<\/b>:Un nombre de champs égal à votre Bonus de Force Mentale dans un rayon de (Bonus de Force Mentale) Kilomètres subissent une calamité, et toutes les cultures pourrissent pendant la nuit.",
"16-20": "<b>Cérumen<\/b>:Vos oreilles se buches instantanément à cause d'une cire épaisse. Gagnez 1 État @Condition[Assourdi], qui ne peut être retiré jusqu'à ce que quelqu'un les nettoire pour vous (en utilisant la Compétence Guérison).",
"16-20": "<b>Cérumen<\/b>:Vos oreilles se bouchent instantanément à cause d'une cire épaisse. Gagnez 1 État @Condition[Assourdi], qui ne peut être retiré jusqu'à ce que quelqu'un les nettoire pour vous (en utilisant la Compétence Guérison).",
"21-25": "<b>Lueur occulte<\/b>:Vous luisez d'une lueur sinistre en lien avec votre Domaine, émettant autant de lumière qu'un grand bûcher, qui dure au moins [[1d10]] rounds.",
"96-100": "<b>Chaos en cascade<\/b>:Effectuez un nouveau lancer sur le Tableau des @Table[minormis]{Incantations Imparfaites Majeures}.",
"26-30": "<b>Murmures mortels<\/b>:Réussissez un Test de Force Mentale Accessible (+20) ou gagnez 1 Point de Corruption.",

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@ -1,184 +1,789 @@
{
"label": "Items Ennemis Intérieur",
"entries": [
{
"description": "<p><span class=\"fontstyle0\">A la fin d'un Round, si la créature a plus d'Avantages que tout les attaquants au contact, elle absorbe l'un de ses attaquants, de taille égale ou inférieure. Une victime absorbée reçoit un nombre d'états </span><em><span class=\"fontstyle2\">Empêtré</span></em><span class=\"fontstyle0\"> égal au Bonus de Force de la créature, et est considéré comme étant Entravé. Une victime absorbée perd un nombre de Points de Blessures à la fin de chaque round égale à au Bonus de Force de la créature, les Points d'Armure et le Bonus d'Endurance ne sont pas pris en compte. La créature guéri du même nombre de points de Blessure en même temps. Si une victime absorbée est tuée, la créature bat en retraite pour digérer le corps pendant les jours qui suivent. Chaque attaque qui touche la créature affecte aussi la victime absorbée, qui reçoit donc le même nombre de Dommages.</span> </p>",
"id": "Absorb",
"name": "Absorber"
},
{
"description": "<p><span class=\"fontstyle0\">La créature est un blob amorphe. Elle divise par deux toutes les Blessures subis, autre que provoqués par le froid extrême, le feu ou la magie. Elle ignore toutes les Blessures Critiques, et ne peut être détruite qu'en amenant ses points de Blessures à 0 avec du Feu, du Froid Extrême ou de la magie. Si elle est réduite à 0 Blessures par d'autres moyens, elle tombe inanimée pour <a class=\"chat-roll\">d10</a> Rounds, et regénère alors 1 Blessure. Les créatures amorphes fuient les sources de froid ou de chaleur extrêmes.</span> .</p>",
"id": "Amorphous",
"name": "Amorphe"
},
{
"description": "<p><span class=\"fontstyle0\">La créature est porteuse de la maladie indiquée, et elle peut la transmettre au toucher. Si une victime est touchée, elle doit effectuer un Test de Contraction, mais le test est plus difficile de 2 niveaux. Si la maladie est contractée, sa durée d'Incubation devient instantannée.</span></p>",
"id": "Blighted",
"name": "Pourri"
},
{
"description": "",
"id": "Chosen of Tzeentch",
"name": "Elu de Tzeentch"
},
{
"description": "<p>Saisonnière, comme la chute des feuilles au automne, le Rhume est néammoins un fléau régumire du Vieux Monde. Ce qui commence par une toux et des éternuements peut se transformer en quelque chose de grave en quelques jours, s'il n'est pas soigné. Chaque ancien dans l'Empire a ses propres remèdes maison et protections contre la maladie, ainsi que des souvenirs d'aggravation, ainsi que d'amis et de proches partis dans les bras de Morr.</p><p> Les personnages atteints d'un Rhume qui subissent à nouveau une exposition à la pluie ou à la neige voient la durée de la maladie allongée de <a class=\"chat-roll\">d10</a> jours. Si un personnage souffre d'un rhume pendant plus de 14 jours, il se transforme alors en Pneumonie.</p>",
"id": "Common Cold",
"name": "Rhume"
},
{
"description": "",
"id": "Cult Acolyte",
"name": "Acolyte du Culte"
},
{
"description": "",
"id": "Cult Magus",
"name": "Magus du Culte"
},
{
"description": "<p>Quand une mutation apparait, lancez deux fois sur la table des Mutations et choisissez l'un des 2 résultats.</p>",
"id": "Disciple of Change",
"name": "Disciple du Changement"
},
{
"description": "<p><span class=\"fontstyle0\">Vous êtes si habile à maintenir votre identité secrête que vous vous êtes capable de vivre deux vies complètement séparées. Quand ce Talent est acquis, vous pouvez choisir une seconde Carrière en parallèle de votre Carrière Chaotique. Vous êtes maintenant considéré comme ayant deux Carrières en même temps, et vous pouvez acheter des Augmentations et des Talents depuis l'une ou l'autre. Comme toujours, tout changement de carrière nécessite l'approbatioon de votre MJ, afin de respecter le déroulement de la campgane et de refléter correctement votre double vie.</span></p>",
"id": "Double Life",
"name": "Double Vie"
},
{
"description": "<p><span class=\"fontstyle0\">La créature, qui doit posséder le Trait @Compendium[wfrp4e-core.items.v3uzEthcq0JRar0J]{Démoniaque}</span><span class=\"fontstyle2\">&nbsp;</span><span class=\"fontstyle0\">, peut porter l'apparence de n'importe quel humain qu'elle a tué. De plus, elle peut parfaitement imiter la personne, y compris sa voix et ses manières. Préparer cette apparence prend <a class=\"chat-roll\">1d10</a> Rounds, après quoi cette aparence peut être enlevée ou remise en 1 Round. Une fois revêtue, l'apparence disparait uniquement si la créature est tuée, et elle peut-être atteinte par des armes normales. Si la créature le souhaite, elle peut gratuitement transformer cette apparence d'une manière horrible, gagnant aisni le Trait @Compendium[wfrp4e-core.items.kJNAY1YRaCy9IgmT]{Terreur 1}</span><span class=\"fontstyle2\"> &nbsp;</span><span class=\"fontstyle0\"> pendant 1 Round. L'apparence ainsi transformée est détruite par l'opération et ne peut plus être utilisée par la créature.</span></p>\n<p><span class=\"fontstyle0\"><br>Ceux qui connaissent la personne dont l'apparence a été prise peut tenter un Test </span><strong><span class=\"fontstyle3\">d'Intuition Futile (-40)</span></strong><span class=\"fontstyle0\"> pour détecter su'il ya quelque chose de curieux, mais sans savoir exactement quoi.</span> .</p>",
"id": "Fleshthief",
"name": "Voleur de chair"
},
{
"description": "<p><span class=\"fontstyle0\">Tzeentch, le seigneur du Changement a marqué la créature avec sa marque, proclamant son importance dans ses plans. Cette créature gagne <a class='roll'>1D10/3</a>, arrondi au supérieur, en alternant mutations Physiques et Mentales. Toutes les mutations Physiques doivent être tirées sur la colonne 'Tzeentch'. Cette créature gagne Etiquette (Suivants de Tzeentch), et est est sujette à l'Animosité envers les fidèles de Nurgle. Les fidèles de Nurgle reçoivent également Animosité conte elle, tant que la marque de Tzeentch est visible. De plus, la créature peut prendre les Talents suivants comme des Augmentations de carrières : Harmonisation Aethyrique, Magie des Arcanes (Au choix), Magie du Chaos (Tzeentch), Mains agiles, Diction Instinctive, Sens de la Magie, Magie Mineure, Seconde vue, Mage de guerre, et Sorcier, pour leur coût normal en PX.</span></p>",
"id": "Mark of Tzeentch",
"name": "Marque de Tzeentch"
},
{
"description": "",
"id": "Master Magus",
"name": "Maitre Magus"
},
{
"description": "<p><span class=\"fontstyle0\">La créature est stupide, uniquement pilotée par ses instincs ou par magie. Elle n'a pas d'Initiative, Intelligence, Force Mentale et de Sociabilité. and n'effectue jamais de tests sous ces Caractéristiques. Le Bonus de Force est utilisé à la place du Bonus de Force Mentale pour le calcul de ses Blessures. Elle agit également à la fin de chaque Round, puisqu'elle ne possède pas d'Initiative</span> .</p>",
"id": "Mindless",
"name": "Sans cerveau"
},
{
"description": "<p>Il s'agit d'une accumulation de liquide dans les poumon, provenant d'autres maladies qui provoquent une inflammation, de la fièvre et parfois même la mort. La pneumonie est connue sous le nom de «hochet de Morr», du nom du bruit de cliquetis effrayant que fait la personne infectée lorsqu'elle tente de respirer profondément. Un personnage atteint de pneumonie doit réussir un test <strong>d'Endurance Intermédiaire (0)</strong> tous les jours ou il voyage, combat ou effectue toute autre activité physique. Un échec fait que le symptôme de la fièvre devient sévère. Pendant que la fièvre est sévère, le même test doit être passé tous les jours, sinon la maladie développe également une Toxine.</p>",
"id": "Pneumonia",
"name": "Pneumonie"
},
{
"description": "<p>Gideon porte cet annuea d'or, avec une pierre d'obsidienne noire incrustée.</p>",
"id": "Ring of Opsianon",
"name": "Anneau d'Opsianon"
},
{
"description": "<p><span class=\"fontstyle0\">Cette créature peut changer à volonter de forme, entre celle indiquée et se forme propre. La transformation dure 1 Round, durant lequel aucune autre action n'est possible. Quand la Mannslieb est pleine, la crature doir effectuer un Test </span><strong><span class=\"fontstyle2\">de Force Mentale Accessible (+20)</span></strong><span class=\"fontstyle0\"> au crépuscule pour éviter de se tansformer spontanément. Les créatures qui gagnent ce Trait peuvent avoir une difficulté supérieure pour ce Tests, à la discrétion du MJ. Lorsqu'elle est transformée, la créature conserve ses caractéristiques mentales (</span><span class=\"fontstyle2\">Intelligence</span><span class=\"fontstyle0\">, </span><span class=\"fontstyle2\">Force Mentale</span><span class=\"fontstyle0\">, et </span><span class=\"fontstyle2\">Sociabilité</span><span class=\"fontstyle0\">), mais le reste des caractéristiques deviennent celles de la créature indiquée.</span></p>",
"id": "Shapeshifter",
"name": "Changeforme"
},
{
"description": "<p><span class=\"fontstyle0\">Si la créature subit une Blessure Critique, ou tombe à 0 Blessures, elle se divise en deux et est remplacée par 2 Horreurs Bleues, qui sont toutes les deux en pleine santé.</span></p>",
"id": "Split",
"name": "Séparation"
},
{
"description": "<p><span class=\"fontstyle0\">Tout les sorts a lancés à moins de (Bonus de Force Mentale) mètres gagne +1DR pour leur incantation. Ce bonus ne peut être utilisé qu'une seule fois par incantation, il n'est pas cumulable par exemple si d'autres personnages avec ce Talent sont présents alentours.</span></p>",
"id": "Suffused with Magic",
"name": "Répand la Magie"
},
{
"description": "<p><span class=\"fontstyle0\">Tzeentch, le Dieu de la Magie du Chaos, vous a béni avec un parasite dans votre esprit. Quand vous achetez ce Talent, un sort surgit dans votre tête et y reste, vous murmurant parfois pendant votre sommeil. Le sort peut provenir de n'importe quelle Couleur de Magie</span></p>\n<p><span class=\"fontstyle0\"><br>Ultérieurement, vous pouvez achetez un ou plusieurs sorts pour 100 XP chaque pour chaque sort du Domaine de Tzeentch que vous possédez.</span> </p>",
"id": "Tzeentch's Blessing",
"name": "Bénédiction de Tzeentch"
},
{
"description": "<p><span class=\"fontstyle0\">La créature est courronnée par le Feu de Tzeentch, qui s'échappe frequemment par les doigts, la mouche ou les yeux. Toutes les créatures d'un même type (ie toutes les Horreurs Roses, toutes les Horreur Bleues) dans le voisinnage groupent leur pouvoirs. L'une des Horreurs est choisie pour recevoir ce pouvoir et peut Incanter 1 sort de Tzeentch. Les Horreurs Roses lancent le sort @Compendium[wfrp4e-eis.items.sklbZU3K8ogeu3mC]{Flammes Roses de Tzeentch}; les autres peuvent lancer @Compendium[wfrp4e-eis.items.mR4cEXEAfLCqlnQ6]{Flamme Bleue de Tzeentch}. Chaque créature supplémentaire qui contribue ajoute gratuitement +1 DR, jusqu'à un maximum de +9 DR</span></p>",
"id": "Tzeentch's Fire",
"name": "Feu de Tzeentch"
},
{
"description": "<p>@Actor[iaVpUaCKx1qEYkq1]{Chien}</p>\n<p>Capacité de portage: 8</p>",
"id": "Dog",
"name": "Chien"
},
{
"description": "<p>@Actor[4DTXl9hXbWlfLa5J]{Cheval de Monte} (aussi Palefroi)</p>\n<p>Capacité de portage: 16</p>",
"id": "Riding Horse",
"name": "Cheval de Monte"
},
{
"description": "<p>@Actor[lOO8BfzQfP7omFe0]{Ane} ou @Actor[jd77heDEL6v768Nd]{Mule}</p>\n<p>Capacité de portage: 14</p>",
"id": "Donkey or Mule",
"name": "Ane ou Mule"
},
{
"description": "<p>@Actor[guaFC5d5WK8ExDhk]{Cheval de trait}</p>\n<p>Capacité de portage: 20</p>",
"id": "Draught Horse",
"name": "Cheval de trait"
},
{
"description": "<p>@Actor[PZiW5RRL0sqmGjaL]{Cheval de trait lourd}</p>\n<p>Capacité de portage: 30</p>",
"id": "Heavy Draught Horse",
"name": "Cheval de trait lourd"
},
{
"description": "<p>@Actor[NJxgxApkhZixXYEj]{Cheval de guerre lourd} (également Destrier)</p>\n<p>Capacité de portage: 20</p>",
"id": "Heavy Warhorse",
"name": "Cheval de guerre lourd"
},
{
"description": "<p>@Actor[QhEFgUrPzF2NNWoS]{Cheval de guerre léger} (aka Canasson)</p>\n<p>Capacité de portage: 18</p>",
"id": "Light Warhorse",
"name": "Cheval de guerre léger"
},
{
"description": "<p>@Actor[l7G0hmzl6VMnAXtL]{Boeuf}</p>\n<p>Capacité de portage: 30</p>",
"id": "Ox",
"name": "Boeuf"
},
{
"description": "<p>@Actor[12ARFrc7Dokxc72q]{Poney}</p>\n<p>Capacité de portage: 14</p>",
"id": "Pony",
"name": "Poney"
},
{
"description": "<p>La fièvre cérébrale pourpre est une maladie redoutée. La tête gonfle jusquà atteindre une taille impressionnante et saccompagne de fièvres et de délires. Le visage prend une couleur prune effrayante, les yeux sortent de leurs orbites et la langue gonfle jusquà ce que la bouche ne puisse plus la contenir. La mort survient généralement au bout dune semaine.</p>",
"id": "Purple Brain Fever",
"name": "Fièvre Cérébrale Pourpre"
},
{
"description": "<p><span class=\"fontstyle0\">Vous canalisez le pouvoir de transformation du Chaos dans votre propre chair, sacrifiant temporairement votre forme mortelle sur lautel de la volonté de votre dieu. Votre corps est déformé, prenant les aspects dun démon loyal à votre dieu protecteur. Lancez 1d10 sur le <a class=\"table-click\" data-table=\"demonic-mien\">Tableau de la page 78</a>, et appliquez le Trait pertinent pour toute la durée du Sort. Pour chaque +2 DR, vous pouvez à la fois prolonger la durée et refaire un jet sur le Tableau. Si vous obtenez le Trait <span class=\"fontstyle3\">@Compendium[wfrp4e-core.items.v3uzEthcq0JRar0J]Démoniaque</span> et que vous êtes réduit à 0 Blessure, votre âme est aspirée dans les Royaumes du Chaos, comme décrit dans les règles des Traits de créature.</span></p>",
"id": "Demonic Mien (Undivided)",
"name": "Allure Démoniaque (Indivisible)"
},
{
"description": "<p><span class=\"fontstyle0\">Vous canalisez le pouvoir de transformation du Chaos dans votre propre chair, sacrifiant temporairement votre forme mortelle sur lautel de la volonté de votre dieu. Votre corps est déformé, prenant les aspects dun démon loyal à votre dieu protecteur. Lancez 1d10 sur le <a class=\"table-click\" data-table=\"demonic-mien\">Tableau de la page 78</a>, et appliquez le Trait pertinent pour toute la durée du Sort. Pour chaque +2 DR, vous pouvez à la fois prolonger la durée et refaire un jet sur le Tableau. Si vous obtenez le Trait <span class=\"fontstyle3\">@Compendium[wfrp4e-core.items.v3uzEthcq0JRar0J]Démoniaque</span> et que vous êtes réduit à 0 Blessure, votre âme est aspirée dans les Royaumes du Chaos, comme décrit dans les règles des Traits de créature.</span></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, qu'elles peuvent utiliser normalement. Tels sont les caprices de Tzeentch.<p>",
"id": "Demonic Mien (Tzeentch)",
"name": "Allure Démoniaque (Tzeentch)"
},
{
"description": "<p><span class=\"fontstyle0\">Le lanceur de sorts imprègne la Cible (peut-être lui-même) avec un vernis corrompu d<i>Ulgu</i> infusé par <i>Dhar</i>, lenveloppant dans une aura de dissimulation. Tant que le Sort est en vigueur, la Cible apparaît sans défaut, ni tache. Les cicatrices, les difformités et, surtout, les Mutations sont indétectables, sauf par des moyens divins. Si les vices évidents sont cachés, les Cibles peuvent paraître étranges ou excentriques, trop débordantes de vie ou anormalement séduisantes. La réussite dun Test de <strong>Perception Difficile (-20)</strong> révèle que quelque chose ne va pas, mais sans révéler quoi. Pour les Personnages possédant le Talent Seconde vue, le Test est <strong>Intermédiaire (+0)</strong>, et sils le réussissent, ils se rendront compte quun Sort est en place, mais pas ce quil dissimule.</span> </p>",
"id": "Joyous Aspect (Undivided)",
"name": "Aspect Sublimé (Indivisible)"
},
{
"description": "<p><span class=\"fontstyle0\">Le lanceur de sorts imprègne la Cible (peut-être lui-même) avec un vernis corrompu d<i>Ulgu</i> infusé par <i>Dhar</i>, lenveloppant dans une aura de dissimulation. Tant que le Sort est en vigueur, la Cible apparaît sans défaut, ni tache. Les cicatrices, les difformités et, surtout, les Mutations sont indétectables, sauf par des moyens divins. Si les vices évidents sont cachés, les Cibles peuvent paraître étranges ou excentriques, trop débordantes de vie ou anormalement séduisantes. La réussite dun Test de <strong>Perception Difficile (-20)</strong> révèle que quelque chose ne va pas, mais sans révéler quoi. Pour les Personnages possédant le Talent Seconde vue, le Test est <strong>Intermédiaire (+0)</strong>, et sils le réussissent, ils se rendront compte quun Sort est en place, mais pas ce quil dissimule.</span> </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, qu'elles peuvent utiliser normalement. Tels sont les caprices de Tzeentch.<p>",
"id": "Joyous Aspect (Tzeentch)",
"name": "Aspect Sublimé (Tzeentch)"
},
{
"description": "<p><span class=\"fontstyle0\">Ce Sort est lun des plus simples et des plus pratiques dans larsenal dun sorcier de Tzeentch. Un tourbillon de feu jaune est invoqué à partir de lAethyr et enveloppe le corps du Lanceur, le protégeant des coups et des projectiles. Tant que le Sort est en vigueur, le Lanceur bénéficie du Trait de créature @Compendium[wfrp4e-core.items.Bvd2aZ0gQUXHfCTh]{Protection 9+}.</span></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, qu'elles peuvent utiliser normalement. Tels sont les caprices de Tzeentch.<p>",
"id": "Tzeentch's Golden Aura",
"name": "Aura Dorée de Tzeentch"
},
{
"description": "<p><span class=\"fontstyle0\">Vos paroles, imprégnées de la prescience labyrinthique du Changeur de Voies, remodèlent votre esprit, vous donnant accès à de nouvelles connaissances arcaniques. Choisissez un Sort dans nimporte quel Domaine (pour assurer un jeu rapide, le MJ peut imposer une limite de temps de neuf secondes). Pendant que lAvantage de Tzeentch est en vigueur, vous pouvez lancer votre nouveau Sort comme si vous laviez mémorisé, sans pouvoir le transcrire dans un grimoire, un parchemin ou autre. Si vous focalisez pour lancer le nouveau Sort, vous pouvez utiliser soit Focalisation (<i>Dhar</i>), soit la Compétence de Focalisation appropriée au Domaine que le Sort requiert normalement, si vous la possédez. </span></p><p><span class=\"fontstyle0\">Si vous subissez une Incantation Imparfaite lors d'une Focalisation ou d'une Incantation en lançant ce nouveau sort, le sort Avantage de Tzeentch quitte votre esprit avec dégoût, et s'efface également de votre Grimoire si toutefais il y était inscrit.</span></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, qu'elles peuvent utiliser normalement. Tels sont les caprices de Tzeentch.<p>",
"id": "Boon of Tzeentch",
"name": "Avantage de Tzeentch"
},
{
"description": "<p><span class=\"fontstyle0\">Vous canalisez la Magie noire en un éclair de puissance corrosive. Il sagit dun <i>Projectile magique</i> infligeant Dégâts +6. Les Cibles affectées par le Sort doivent réussir un Test de <strong>Résistance Intermédiaire (+0)</strong>, ou gagner 1 Corruption. /span></p>",
"id": "Blast of Corruption (Undivided)",
"name": "Décharge de Corruption (Indivisible)"
},
{
"description": "<p><span class=\"fontstyle0\">Vous canalisez la Magie noire en un éclair de puissance corrosive. Il sagit dun <i>Projectile magique</i> infligeant Dégâts +6. Les Cibles affectées par le Sort doivent réussir un Test de Résistance Intermédiaire (+0), ou gagner 1 Corruption. /span></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 <strong>Résistance Intermédiaire (+0)</strong> ou gagner +1 point de Corruption. Si elles réussissent leur Test, elles gagnent +1 Point de Chance, qu'elles peuvent utiliser normalement. Tels sont les caprices de Tzeentch.<p>",
"id": "Blast of Corruption (Tzeentch)",
"name": "Décharge de Corruption (Tzeentch)"
},
{
"description": "<p><span class=\"fontstyle0\">Vos mots ignobles et profanes déchirent le tissu de la réalité, creusant une brèche dans le monde, au travers de laquelle les serviteurs des Dieux Sombres sont libres de passer. Un portail déchiqueté vers lAethyr apparaît.</span></p><p><span class=\"fontstyle0\">À la fin de chaque round, un démon mineur traverse le portail depuis les Royaumes du Chaos. Ces démons ne sont pas sous votre contrôle, mais sont susceptibles de vous défendre et dattaquer vos ennemis, si telle est la volonté de votre maître impie. Les démons invoqués dépendent de votre Domaine du Chaos : démonettes de Slaanesh, porte-peste de Nurgle, horreurs de Tzeentch, sanguinaires de Khorne, et, pour les sorciers du Chaos Indivisible, des furies du Chaos. Pendant toute la durée du sort, tous les démons quil invoque sont immunisés aux effets du Trait de créature Instable.</span></p><p><span class=\"fontstyle0\">Pour chaque +5 DR de Surincantation, vous pouvez augmenter le rythme darrivée des démons de +1. </span></p><p><span class=\"fontstyle0\">Les créatures vivantes doivent réussir un Test de <strong>Résistance Accessible (+20)</strong> à la fin de chaque Round où elles voient la déchirure, ou gagner +1 Corruption. Toute créature vivante assez stupide ou malchanceuse pour entrer dans la faille choit dans les Royaumes du Chaos et est immédiatement tuée, à moins quun Point de Destin ne soit dépensé. Dans ce cas, elle est renvoyée dans la réalité, peut-être sauvée par une Puissance quelconque dans un but encore inachevé.</span></p><p><span class=\"fontstyle0\">Si vous ratez lIncantation de ce Sort, les démons qui traversent les Royaumes du Chaos appartiennent à une divinité rivale et peuvent être immédiatement hostiles à leur invocateur !</span></p>",
"id": "Rend Aethyr (Undivided)",
"name": "Déchirer l'Aethyr (Indivisible)"
},
{
"description": "<p><span class=\"fontstyle0\">Vos mots ignobles et profanes déchirent le tissu de la réalité, creusant une brèche dans le monde, au travers de laquelle les serviteurs des Dieux Sombres sont libres de passer. Un portail déchiqueté vers lAethyr apparaît.</span></p><p><span class=\"fontstyle0\">À la fin de chaque round, un démon mineur traverse le portail depuis les Royaumes du Chaos. Ces démons ne sont pas sous votre contrôle, mais sont susceptibles de vous défendre et dattaquer vos ennemis, si telle est la volonté de votre maître impie. Les démons invoqués dépendent de votre Domaine du Chaos : démonettes de Slaanesh, porte-peste de Nurgle, horreurs de Tzeentch, sanguinaires de Khorne, et, pour les sorciers du Chaos Indivisible, des furies du Chaos. Pendant toute la durée du sort, tous les démons quil invoque sont immunisés aux effets du Trait de créature Instable.</span></p><p><span class=\"fontstyle0\">Pour chaque +5 DR de Surincantation, vous pouvez augmenter le rythme darrivée des démons de +1. </span></p><p><span class=\"fontstyle0\">Les créatures vivantes doivent réussir un Test de <strong>Résistance Accessible (+20)</strong> à la fin de chaque Round où elles voient la déchirure, ou gagner +1 Corruption. Toute créature vivante assez stupide ou malchanceuse pour entrer dans la faille choit dans les Royaumes du Chaos et est immédiatement tuée, à moins quun Point de Destin ne soit dépensé. Dans ce cas, elle est renvoyée dans la réalité, peut-être sauvée par une Puissance quelconque dans un but encore inachevé.</span></p><p><span class=\"fontstyle0\">Si vous ratez lIncantation de ce Sort, les démons qui traversent les Royaumes du Chaos appartiennent à une divinité rivale et peuvent être immédiatement hostiles à leur invocateur !</span></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, qu'elles peuvent utiliser normalement. Tels sont les caprices de Tzeentch.<p>",
"id": "Rend Aethyr (Tzeentch)",
"name": "Déchirer l'Aethyr (Tzeentch)"
},
{
"description": "<p><span class=\"fontstyle0\">Un éclair pulsant dune scintillante énergie chaotique déchire l'air. L'Éclair du changement est un <i>Projectile magique</i>, et la Cible subit des Dégâts +7. De plus, elle doit effectuer un Test de </strong>Résistance Intermédiaire (+0)</strong>. Une Cible qui échoue gagne +1 Point de Corruption. En cas de Maladresse, la Cible effectue immédiatement un jet de Mutation, et gagne le Talent Compendium[wfrp4e-core.items.hiU7vhBOVpVI8c7C]{Magie du Chaos (Tzeentch)}. Un Personnage affecté par ce sort peut résister à une Mutation en dépensant un Point de Détermination.</span></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, qu'elles peuvent utiliser normalement. Tels sont les caprices de Tzeentch.<p>",
"id": "Bolt of Change",
"name": "Éclair du changement"
},
{
"description": "<p><span class=\"fontstyle0\">Vous implorez votre divinité pour quelle sempare de lâme de votre Cible et la remplace par quelque chose de terrible. Faites un Test opposé de <strong>Force Mentale</strong>, que vous devez gagner dau moins +2 DR. Si vous y parvenez, lâme de la victime est envoyée dans les Royaumes du Chaos et le corps est possédé par un démon. À moins que la Cible ne dépense un Point de Destin, le contrôle du Personnage passe au MJ. Si vous ne gagnez pas le Test opposé par au moins +2 DR, vous subissez une <a class=\"table-click\" data-table=\"majormis\">Incantation imparfaite majeure</table>, et le Sort échoue. Si vous ne réussissez pas le Test, votre arrogance est punie par votre dieu. Votre âme est arrachée à son corps, pour ne jamais revenir, à moins que vous ne dépensiez un Point de Destin pour y résister. Mais votre dieu ne sera guère ravi si vous rejetez son autorité de manière aussi flagrante.</span></p> <p><span class=\"fontstyle0\"> Étant donné les risques et les limites inhérents à ce Sort, il est généralement lancé sur des victimes qui ont été « préparées » pour leur sacrifice ; elles ont été attachées, droguées et/ou autrement neutralisées.</span></p>",
"id": "Slave to Darkness (Undivided)",
"name": "Esclave des ténèbres (Indivisible)"
},
{
"description": "<p><span class=\"fontstyle0\">Vous implorez votre divinité pour quelle sempare de lâme de votre Cible et la remplace par quelque chose de terrible. Faites un Test opposé de </strong>Force Mentale</strong>, que vous devez gagner dau moins +2 DR. Si vous y parvenez, lâme de la victime est envoyée dans les Royaumes du Chaos et le corps est possédé par un démon. À moins que la Cible ne dépense un Point de Destin, le contrôle du Personnage passe au MJ. Si vous ne gagnez pas le Test opposé par au moins +2 DR, vous subissez une <a class=\"table-click\" data-table=\"majormis\">Incantation imparfaite majeure</table>, et le Sort échoue. Si vous ne réussissez pas le Test, votre arrogance est punie par votre dieu. Votre âme est arrachée à son corps, pour ne jamais revenir, à moins que vous ne dépensiez un Point de Destin pour y résister. Mais votre dieu ne sera guère ravi si vous rejetez son autorité de manière aussi flagrante.</span></p> <p><span class=\"fontstyle0\"> Étant donné les risques et les limites inhérents à ce Sort, il est généralement lancé sur des victimes qui ont été « préparées » pour leur sacrifice ; elles ont été attachées, droguées et/ou autrement neutralisées.</span></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, qu'elles peuvent utiliser normalement. Tels sont les caprices de Tzeentch.<p>",
"id": "Slave to Darkness (Tzeentch)",
"name": "Esclave des ténèbres (Tzeentch)"
},
{
"description": "<p><span class=\"fontstyle0\">Vous canalisez la Magie profane en un souffle explosif de Corruption. Il sagit dun <i>Projectile magique</i> infligeant Dégâts +5 qui Cible tout le monde dans la Zone dEffet. Toute personne affectée par le Sort doit réussir un Test de <strong>Résistance Intermédiaire (+0)</strong>, ou gagner 1 Corruption.</span></p>",
"id": "Bolt of Corruption (Undivided)",
"name": "Explosion de Corruption (Indivisible)"
},
{
"description": "<p><span class=\"fontstyle0\">Vous canalisez la Magie profane en un souffle explosif de Corruption. Il sagit dun <i>Projectile magique</i> infligeant Dégâts +5 qui Cible tout le monde dans la Zone dEffet. Toute personne affectée par le Sort doit réussir un Test de </strong>Résistance Intermédiaire (+0)</strong>, ou gagner 1 Corruption.</span></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, qu'elles peuvent utiliser normalement. Tels sont les caprices de Tzeentch.<p>",
"id": "Bolt of Corruption (Tzeentch)",
"name": "Explosion de Corruption (Tzeentch)"
},
{
"description": "<p><span class=\"fontstyle0\">Vos mots invoquent une boule de feu dun bleu scintillant qui engloutit vos ennemis. Le Feu bleu de Tzeentch est un <i>Projectile magique</i>. Toute personne se trouvant dans les limites de votre Bonus dInitiative en mètres autour de la cible subit +3 Points de Dégâts, et gagne 1 État <i>En flammes</i>.</span></p><p><span class=\"fontstyle0\">Si un Personnage de Taille Petite ou supérieure est réduit à 0 Blessure par ce Sort, alors quil est sous leffet de lÉtat En flammes dû au Feu bleu de Tzeentch, lancez 1d10. Sur un résultat de 9, deux horreurs bleues (voir page 85) se frayent un chemin à travers la chair hurlante du Personnage, le tuant au passage.</span></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, qu'elles peuvent utiliser normalement. Tels sont les caprices de Tzeentch.<p>",
"id": "Blue Fire of Tzeentch",
"name": "Feu Bleu de Tzeentch"
},
{
"description": "<p><span class=\"fontstyle0\">Des éclairs de feu rose tourbillonnent du bout de vos doigts tendus, faisant hurler dangoisse la réalité. Le Feu rose de Tzeentch est un <i>Projectile magique</i>. La Cible touchée subit Dégâts +6, et gagne +1 État <i>En flammes</i>.</span></p><p><span class=\"fontstyle0\">Si un Personnage de Taille petite ou plus grande est réduit à 0 Blessure par ce Sort, alors quil est sous leffet de lÉtat En flammes causé par le Feu rose de Tzeentch, lancez un d10. Sur un résultat de 9, une horreur rose (voir page 85) se fraie un chemin hors du corps convulsé de la Cible, la tuant aussitôt.</span></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, qu'elles peuvent utiliser normalement. Tels sont les caprices de Tzeentch.<p>",
"id": "Pink Fire of Tzeentch",
"name": "Feu Rose de Tzeentch"
},
{
"description": "<p><span class=\"fontstyle0\">Lair se déforme au bout de vos doigts, formant un éclair dénergie magique brumeuse et chatoyante que vous pouvez lancer sur votre Cible. Toute personne affectée par Feu spirituel doit réussir un Test de <strong>Calme Intermédiaire (+0)</strong>, ou gagner 1 Point de Corruption. Pour chaque +2 DR, vous pouvez faire gagner un Point de Corruption supplémentaire à la Cible dont le Test de <strong>Calme</strong> est raté. Si une Mutation se produit à la suite de ce Sort, la Cible effectue automatiquement un jet sur le tableau des <a class=\"table-click\" data-table=\"expandedmutatemental\">Mutations mentales</a>, et gagne +1 État <i>En flammes</i> alors que du feu surnaturel jaillit de chaque orifice de sa tête.</span></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, qu'elles peuvent utiliser normalement. Tels sont les caprices de Tzeentch.<p>",
"id": "Mindfire",
"name": "Feu Spirituel"
},
{
"description": "<p><span class=\"fontstyle0\">Vous invoquez un torrent de feu magique, qui crache, crépite et brûle sans aucun combustible matériel. Ce feu na aucune propriété physique et ne brûle pas, nendommage pas et német pas de chaleur. Toutes les créatures vivantes et les démons qui peuvent le percevoir peuvent choisir de relancer chaque Test une fois, comme sils avaient dépensé un Point de Chance, même sils ont réussi le Test. Chaque fois, ils doivent réussir un Test de <strong>Résistance Intermédiaire (+0)</strong> ou gagner +1 Point de Corruption. Les Personnages portant la marque de Tzeentch sont immunisés à cette Corruption. Le Test pour résister au gain de Corruption ne peut pas être relancé en utilisant leffet de ce Sort.</span></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, qu'elles peuvent utiliser normalement. Tels sont les caprices de Tzeentch.<p>",
"id": "The Flickering Flames of Fickle Fate",
"name": "Flammes vacillantes du capricieux destin"
},
{
"description": "<p><span class=\"fontstyle0\">Les sorciers de Tzeentch négocient souvent avec leur maître pour obtenir des indications sur leur destin. Cette recherche est dangereuse, car Tzeentch est un dieu capricieux, même envers ses serviteurs favoris. Une fois que le Sort est lancé, il ne peut plus lêtre à nouveau, jusquà ce que sa durée soit écoulée.</span></p><p><span class=\"fontstyle0\">Calculez la réussite du Test de <strong>Langue (Magick)</strong> nécessaire pour lancer le Sort. Pour chaque DR positif, le Lanceur bénéficie dun Point de Chance quil peut utiliser normalement pendant la durée du Sort. Cependant, si le Sort échoue, pour chaque DR négatif, le Lanceur reçoit un Point de Corruption pour avoir examiné un éventail vertigineux dinquiétants échos futurs.</span></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, qu'elles peuvent utiliser normalement. Tels sont les caprices de Tzeentch.<p>",
"id": "Master of Fortune",
"name": "Maître du Destin"
},
{
"description": "<p><span class=\"fontstyle0\">Selon la tradition tzeentchienne, tous les Sorts découlent de la volonté du Dieu et lui appartiennent donc. En utilisant ce Sort, un sorcier de Tzeentch peut faire perdre à un autre sorcier la connaissance et la capacité de lancer un Sort dont il avait auparavant la maîtrise.</span></p><p><span class=\"fontstyle0\">Si la Malédiction de Tzeentch est un succès, le Lanceur doit alors faire un Test opposé de <strong>Force Mentale</strong> contre la Cible. Si le Lanceur gagne, la Cible perd laccès à un Sort pris au hasard. Les effets de la Malédiction durent un jour pour chaque DR obtenu par le Lanceur lors du Test opposé.</span></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, qu'elles peuvent utiliser normalement. Tels sont les caprices de Tzeentch.<p>",
"id": "Curse of Tzeentch",
"name": "Malédiction de Tzeentch"
},
{
"description": "<p><span class=\"fontstyle0\">Alors que votre langue émet les motifs sonores déformés de ce Sort blasphématoire, deux voix semblent sortir de votre gorge, en une harmonie impie et contre nature. Vos mots renferment une signification supplémentaire pour ceux qui sont affectés par le Sort, même si les Cibles ne peuvent pas se souvenir de ce qui a été dit. Elles en conservent un sentiment obsédant de pressentiment, comme si elles avaient oublié quelque chose de très important concernant leur propre avenir.</span></p>\n<p><span class=\"fontstyle0\"><br>. Les Cibles vivantes affectées par le Sort doivent faire un Test opposé d<strong>Intelligence</strong>. Si la Cible perd, elle gagne 1 État <i>Sonné</i>, +1 État <i>Sonné</i> supplémentaire pour chaque DR décart. En cas de Maladresse, elle gagne lÉtat <i>Inconscient</i>, et +1 Point de Corruption.<br></span></p>\n<p><span class=\"fontstyle0\">Une fois que tous les États ont été retirés, les Cibles affectées doivent réussir un Test de <strong>Résistance Accessible (+20)</strong>, ou gagner +1 Corruption. Si elles obtiennent une Maladresse, elles gagnent immédiatement 1 Mutation mentale, et ne peuvent pas prendre dAmbition à court terme pendant les 1d10 semaines suivantes.</span></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, qu'elles peuvent utiliser normalement. Tels sont les caprices de Tzeentch.<p>",
"id": "Word of Tzeentch",
"name": "Parole de Tzeentch"
},
{
"description": "<p><span class=\"fontstyle0\">Vous devez posséder un objet chéri ou précieux appartenant à la Cible. Vous instillez magiquement de la matière brute du Chaos dans lobjet qui, à son tour, affecte la Cible. Elle devient obsédée par quelque chose : la nature précise de lobsession dépend de lindividu en question, et de votre Domaine. Par exemple, lorsquil sagit de Nurgle, <i>Obsession</i> peut pousser la Cible récemment blessée à gratter frénétiquement ses croûtes. Le Domaine de Slaanesh peut pousser un épicurien ou un gourmand à se goinfrer.</span></p><p><span class=\"fontstyle0\">La Cible doit réussir un Test de <strong>Résistance Accessible (+20)</strong> toutes les heures, ou succomber à son obsession. En cas déchec, les Tests suivants deviennent <strong>Intermédiaire (+0)</strong>, puis si les échecs senchaînent, les Tests sont de plus en plus difficiles, jusquà ce quils deviennent <strong>Très difficiles (-30)</strong>. Si la Cible obtient une Maladresse à lun dentre eux (en lançant un double), elle devient complètement obsédée. Elle ne peut rien faire dautre que céder à cette obsession, quels quen soient le coût et les conséquences, pendant un nombre dheures égal à 1d10 - Bonus de Force Mentale (minimum 1 heure). À la fin de la durée du Sort, en plus de toutes les autres implications physiques, sociales ou financières, la Cible doit réussir un Test de <strong>Résistance Intermédiaire (+0)</strong> ou gagner +1 Point de Corruption.</span></p><p><span class=\"fontstyle0\">Une Cible ne peut être affectée par ce Sort quune seule fois pour chaque Domaine avec lequel il est lancé. Toute tentative ultérieure sur la même Cible avec ce Sort est sans effet.</span> </p>",
"id": "Obsession (Undivided)",
"name": "Obsession (Indivisible)"
},
{
"description": "<p><span class=\"fontstyle0\">Vous devez posséder un objet chéri ou précieux appartenant à la Cible. Vous instillez magiquement de la matière brute du Chaos dans lobjet qui, à son tour, affecte la Cible. Elle devient obsédée par quelque chose : la nature précise de lobsession dépend de lindividu en question, et de votre Domaine. Par exemple, lorsquil sagit de Nurgle, <i>Obsession</i> peut pousser la Cible récemment blessée à gratter frénétiquement ses croûtes. Le Domaine de Slaanesh peut pousser un épicurien ou un gourmand à se goinfrer.</span></p><p><span class=\"fontstyle0\">La Cible doit réussir un Test de <strong>Résistance Accessible (+20)</strong> toutes les heures, ou succomber à son obsession. En cas déchec, les Tests suivants deviennent <strong>Intermédiaire (+0)</strong>, puis si les échecs senchaînent, les Tests sont de plus en plus difficiles, jusquà ce quils deviennent <strong>Très difficiles (-30)</strong>. Si la Cible obtient une Maladresse à lun dentre eux (en lançant un double), elle devient complètement obsédée. Elle ne peut rien faire dautre que céder à cette obsession, quels quen soient le coût et les conséquences, pendant un nombre dheures égal à 1d10 - Bonus de Force Mentale (minimum 1 heure). À la fin de la durée du Sort, en plus de toutes les autres implications physiques, sociales ou financières, la Cible doit réussir un Test de <strong>Résistance Intermédiaire (+0)</strong> ou gagner +1 Point de Corruption.</span></p><p><span class=\"fontstyle0\">Une Cible ne peut être affectée par ce Sort quune seule fois pour chaque Domaine avec lequel il est lancé. Toute tentative ultérieure sur la même Cible avec ce Sort est sans effet.</span> </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, qu'elles peuvent utiliser normalement. Tels sont les caprices de Tzeentch.<p>",
"id": "Obsession (Tzeentch)",
"name": "Obsession (Tzeentch)"
},
{
"description": "<p><span class=\"fontstyle0\">Vous invoquez un essaim de démons mineurs asservis à votre volonté. Leur forme varie en fonction de la divinité révérée. Les démons porteront un court message (environ vingt-cinq mots) à votre Cible. Ils voyagent presque instantanément et sont invisibles (et inaudibles) pour toute personne ne possédant pas le Talent Seconde vue, même lorsquils délivrent leur message. Toute personne possédant ce Talent peut effectuer un Test de <strong>Perception Difficile (-20)</strong> pour remarquer lessaim et entendre son message. Pour chaque +2 DR, vous pouvez doubler la longueur du message.</span></p>",
"id": "Foul Messenger (Undivided)",
"name": "Odieux Messager (Indivisible)"
},
{
"description": "<p><span class=\"fontstyle0\">Vous invoquez un essaim de démons mineurs asservis à votre volonté. Leur forme varie en fonction de la divinité révérée. Les démons porteront un court message (environ vingt-cinq mots) à votre Cible. Ils voyagent presque instantanément et sont invisibles (et inaudibles) pour toute personne ne possédant pas le Talent Seconde vue, même lorsquils délivrent leur message. Toute personne possédant ce Talent peut effectuer un Test de </strong>Perception Difficile (-20)</strong> pour remarquer lessaim et entendre son message. Pour chaque +2 DR, vous pouvez doubler la longueur du message.</span></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, qu'elles peuvent utiliser normalement. Tels sont les caprices de Tzeentch.<p>",
"id": "Foul Messenger (Tzeentch)",
"name": "Odieux Messager (Tzeentch)"
},
{
"description": "<p><span class=\"fontstyle0\">Vos yeux brillent de rose et bleu tandis que vous prononcez des mots de pouvoir interdits. Vos yeux se dessillent et vous percevez, pendant quelques instants fugaces, le destin interconnecté de toutes choses. Vous pouvez choisir une Cible que vous pouvez voir, et le MJ doit révéler la Motivation, lAmbition à court terme et lAmbition à long terme de cette Cible.</span> </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, qu'elles peuvent utiliser normalement. Tels sont les caprices de Tzeentch.<p>",
"id": "Sense the Skein",
"name": "Percevoir lécheveau"
},
{
"description": "<p><span class=\"fontstyle0\">Vous appelez les Dieux Sombres du Chaos à vous aider en pratiquant une petite déchirure dans lAethyr. Tous les Sorts lancés dans un rayon de quelques mètres du point ciblé par le Sort voient leur NI réduit de moitié. Toute personne se trouvant dans la Zone dEffet doit réussir un Test de </strong>Résistance Accessible (+20)</strong> à la fin de chaque Round ou gagner +1 Point de Corruption. Quiconque lance un Sort dans la Zone dEffet fait son Test avec une </strong>Difficulté Accessible (+20)</strong>.</span></p>",
"id": "Power of Chaos (Undivided)",
"name": "Pouvoir du Chaos (Indivisible)"
},
{
"description": "<p><span class=\"fontstyle0\">Vous appelez les Dieux Sombres du Chaos à vous aider en pratiquant une petite déchirure dans lAethyr. Tous les Sorts lancés dans un rayon de quelques mètres du point ciblé par le Sort voient leur NI réduit de moitié. Toute personne se trouvant dans la Zone dEffet doit réussir un Test de <strong>Résistance Accessible (+20)</strong> à la fin de chaque Round ou gagner +1 Point de Corruption. Quiconque lance un Sort dans la Zone dEffet fait son Test avec une <strong>Difficulté Accessible (+20)</strong>.</span></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, qu'elles peuvent utiliser normalement. Tels sont les caprices de Tzeentch.<p>",
"id": "Power of Chaos (Tzeentch)",
"name": "Pouvoir du Chaos (Tzeentch)"
},
{
"description": "<p><span class=\"fontstyle0\">Une tempête tourbillonnante de feu arcanique violet jaillit, invoquée par vos gloussements impies. La Tempête de feu de Tzeentch est un <i>Projectile magique</i>. Les personnes touchées subissent +9 Points de Dégâts et gagnent +1 Etat <i>En flammes</i>.</span></p>\n<p><span class=\"fontstyle0\"><br>Si un Personnage de Taille petite ou plus grande est réduit à 0 Blessure par ce Sort, ou pendant quil souffre dun État <i>En flammes</i> dû à la <i>Tempête de feu de Tzeentch</i>, lancez 1d10. Sur un résultat de 9, deux horreurs roses (voir page 85) sextirpent du corps de la Cible, qui brûle magiquement, et tuent le pauvre malheureux.</span></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, qu'elles peuvent utiliser normalement. Tels sont les caprices de Tzeentch.<p>",
"id": "Tzeentch's Firestorm",
"name": "Tempête de feu de Tzeentch"
},
{
"description": "<p>Ce sort est une malédiction mesquine utilisée par les sorciers de la Main Pourpre pour intimider et calmer les co-conspirateurs agressifs. De tous les codes non verbaux utilisés par la Main Pourpre, le sens de cette malédiction est clair : corrigez vos actes immédiatement ou soyez punis.</span></p><p><span class=\"fontstyle0\">Pour lancer le Sort, le sorcier doit d'abord obtenir un petit morceau de sa Cible : un cheveu perdu ou une rognure d'ongle d'orteil suffisent. Si cet objet est obtenu et que le Sort est lancé avec succès, les paumes des mains de la Cible deviennent d'un profond violet. Les effets du Sort durent une heure pour chaque niveau de réussite obtenu par le Lanceur lors de l'Incantation. </span></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, qu'elles peuvent utiliser normalement. Tels sont les caprices de Tzeentch.<p>",
"id": "The Purple Hand",
"name": "La Main Pourpre"
},
{
"description": "<p><span class=\"fontstyle0\">Sur votre ordre, des liens de feu aethyrique sélèvent de la terre, puis senroulent autour de votre Cible, lenveloppant dans un cocon dénergie magique. Les Cibles affectées gagnent lÉtat <i>À Terre</i> et sont considérées comme impuissantes pour toute la durée du Sort. Lorsque la Transformation de Tzeentch prend fin, la Cible doit faire un Test de <strong>Résistance Intermédiaire (+0)</strong>, auquel vous opposez votre Compétence Langue (Magick). Si elle perd, elle gagne +1 Point de Corruption, +1 Point supplémentaire pour chaque DR décart. </span></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, qu'elles peuvent utiliser normalement. Tels sont les caprices de Tzeentch.<p>",
"id": "Transformation of Tzeentch",
"name": "Transformation de Tzeentch"
},
{
"description": "<p>Gagnez le Trait de Créature @Compendium[wfrp4e-core.items.M5QSWOYt2Rbv2yxW]{Sang corrosif}</p>",
"id": "Acid Blood",
"name": "Sang acide"
},
{
"description": "<p>Gagnez le Talent @Compendium[wfrp4e-core.items.qdMbxW09FUoYBzmB]{Sorcier!}</p>",
"id": "Aethyric Leak",
"name": "Fuite Aethérique"
},
{
"description": "+1 Mouvement; cette mutation ne peut-être cachée que par des vêtements; les Tests d'Athlétisme reçoivent une pénalité de -10 pour marcher avec une démarche normale",
"id": "Animalistic Legs",
"name": "Jambes Animales"
},
{
"description": "<p>Gagnez le Trait de Créature @Compendium[wfrp4e-core.items.AGcJl5rHjkyIQBPP]{Bestial} pour <strong><a class=\"chat-roll\">1d10</a></strong> heures si vous échouez à n'importe quel Test dérivé de Force Mentale</p>",
"id": "Animalistic Psyche",
"name": "Esprit Animal"
},
{
"description": "<p>Lorsque vous êtes sujet à la Psychologie, gagnez le Trait de Creature @Compendium[wfrp4e-core.items.xsGbDFqK2qh7lsIj]{Corruption} (Mineure)</p>",
"id": "Beacon of Corruption",
"name": "Balise de Corruption"
},
{
"description": "<p>Gagnez le Trait de Créature @Compendium[wfrp4e-core.items.pLW9SVX0TVTYPiPv]{Morsure}&nbsp;+3; cette mutation ne peut pas être cachée</p>",
"id": "Beaked Face",
"name": "Bec au visage"
},
{
"description": "<p>+1 PA à la tête; Gagnez le Trait de Créature @Compendium[wfrp4e-core.items.pLW9SVX0TVTYPiPv]{Morsure} +9 ; cette mutation ne peut pas être cachée</p>",
"id": "Bear Head",
"name": "Tête d'Ours"
},
{
"description": "<p>Faites un jet sur la table <a class=\"table-click\" data-table=\"bestialheads\"><strong>Têtes Bestiales</strong></a>; cette mutation ne peut pas être cachée</p>",
"id": "Beast Head",
"name": "Tête de bête"
},
{
"description": "Réduction permanente de la Dexterité à 0. Vous ne pouvez être désarmé; cette mutation ne peut pas être cachée",
"id": "Beweaponed Extremities",
"name": "Extrémités armées"
},
{
"description": "<p>Gagnez le Trait de Créature @Compendium[wfrp4e-core.items.wMwSRDmgiF2IdCJr]{Insensible à la douleur}</p>",
"id": "Beyond Pain",
"name": "Au delà de la souffrance"
},
{
"description": "<p>Gagnez le Talent @Compendium[wfrp4e-core.items.9h82z72XGo9tfgQS]{Sens auguisé}&nbsp;(Ouïe); cette mutation ne peut-être cachée qu'avec des vêtements</p>",
"id": "Big Ears",
"name": "Grandes Oreilles"
},
{
"description": "<p>Gagnez le Trait de Créature @Compendium[wfrp4e-core.items.rOV2s6PQBBrhpMOv]{Arboricole}</p>",
"id": "Bird's Feet",
"name": "Pieds d'Oiseaux"
},
{
"description": "<p>Gagnez le Trait de Créature @Compendium[wfrp4e-core.items.pTorrE0l3VybAbtn]{Peur}&nbsp;2; cette mutation ne peut-être cachée qu'avec des vêtements</p>",
"id": "Blank Face",
"name": "Visage Vide"
},
{
"description": "<p>Gagnez le Trait de Créature @Compendium[wfrp4e-core.items.aE3pyW20Orvdjzj0]{Haine} (Religion)</p>",
"id": "Blasphemous Soul",
"name": "Ame blasphématoire"
},
{
"description": "<p>Gagnez le Trait de Créature @Compendium[wfrp4e-core.items.IAWyzDfC286a9MPz]{Immunité psychologique} pour <strong><a class=\"chat-roll\">1d10</a></strong>&nbsp; Rounds au lieu de subir un état Brisé, après quoi subissez <strong><a class=\"chat-roll\">1d10</a></strong> états Brisés</p>",
"id": "Blasted Mind",
"name": "Esprit dévasté"
},
{
"description": "<p>+1 PA à la Tête; @Compendium[wfrp4e-core.items.BqPZn6q3VHn9HUrW]{Cornes (Défenses)}; cette mutation ne peut pas être cachée</p>",
"id": "Boar Head",
"name": "Tête de Sanglier"
},
{
"description": "<p>Gagnez le Trait de Créature @Compendium[wfrp4e-core.items.uqGxFOEqeurwkAO3]{Souffle}&nbsp;5 (Feu)</p>",
"id": "Breathe Fire",
"name": "Souffe Enflammé"
},
{
"description": "+10 en Initiative; cette mutation ne peut-être cachée qu'avec des vêtements",
"id": "Bulging Eyes",
"name": "Yeux Globuleux"
},
{
"description": "<p>+1 PA à la Tête; Gagnez le Trait de Créature @Compendium[wfrp4e-core.items.BqPZn6q3VHn9HUrW]{Cornes}; cette mutation ne peut pas être cachée</p>",
"id": "Bull Head",
"name": "Tête de Taureau"
},
{
"description": "Les créatures et objets qui vous touchent doivent réussir un Test d'Athlétisme ou recevoit un état En Flammes; cette mutation ne peut pas être cachée",
"id": "Burning Skin",
"name": "Peau Enflammée"
},
{
"description": "<p>+1 PA sur 2 parties aléatoires du corps; cette mutation ne peut-être cachée qu'avec des vêtements</p>",
"id": "Carapace",
"name": "Carapace"
},
{
"description": "<p>Les main sont considérées comme des armes : @Compendium[wfrp4e-core.items.AtpAudHA4ybXVlWM]{Weapon}, avec des dommages égal au Bonus de Force; cette mutation ne peut pas être cachée</p>",
"id": "Claws",
"name": "Griffes"
},
{
"description": "<p>Gagnez le Trait de Créature @Compendium[wfrp4e-core.items.MVI0lXcg6vvtooAF]{Perturbant}&nbsp;; cette mutation ne peut pas être cachée</p>",
"id": "Cloud of Flies",
"name": "Nuage de Mouches"
},
{
"description": "-1 Mouvement, +5 Force, +5 Endurance",
"id": "Corpulent",
"name": "Corpulent"
},
{
"description": "<p>Gagnez le Talent @Compendium[wfrp4e-core.items.6l3jvIAvrKxt0lA9]{Attirant}&nbsp;lorsque vous interagissez avec des Muntants ou des Hommes-Bêtes; cette mutation ne peut pas être cachée</p>",
"id": "Crested Head",
"name": "Crête de Coq"
},
{
"description": "<p>Gagnez le Talent @Compendium[wfrp4e-core.items.MVI0lXcg6vvtooAF]{Perturbant}&nbsp;</p>",
"id": "Deafening Cry",
"name": "Cri Assourdissant"
},
{
"description": "+10 Dextérité; cette mutation ne peut pas être cachée",
"id": "Distended Digits",
"name": "Doigts Distendus"
},
{
"description": "<p>Gagnez le Trait de Créature @Compendium[wfrp4e-core.items.pLW9SVX0TVTYPiPv]{Morsure} +5; cette mutation ne peut pas être cachée</p>",
"id": "Dog Head",
"name": "Tête de Chien"
},
{
"description": "<p>Gagnez le Trait de Créature @Compendium[wfrp4e-core.items.pLW9SVX0TVTYPiPv]{Morsure} +4; cette mutation ne peut pas être cachée</p>",
"id": "Eagle Head",
"name": "Tête d'Aigle"
},
{
"description": "Vous pouvez étendre la porté des armes de Mêlée de 2 grades supplémentaires",
"id": "Elastic Arms",
"name": "Bras Elastiques"
},
{
"description": "-10 Force, +5 Agilité",
"id": "Emaciated",
"name": "Emacié"
},
{
"description": "",
"id": "Evil Eye",
"name": "Oeil Maudit"
},
{
"description": "+5 Agilité; cette mutation ne peut pas être cachée",
"id": "Extra Leg Joints",
"name": "Jambes Articulées"
},
{
"description": "<p>Faites un jet sur la table des Localisations pour savoir où elle se trouve; cette mutation ne peut-être cachée qu'avec des vêtements</p>",
"id": "Extra Mouth",
"name": "Bouche Supplémentaire"
},
{
"description": "Vous voyez par-dessus et autour des obstacles; cette mutation ne peut pas être cachée",
"id": "Eyestalks",
"name": "Yeux Mobiles"
},
{
"description": "-5 Initiative, -5 Force Mentale",
"id": "Fantasist",
"name": "Imprévisible Fantaisiste"
},
{
"description": "<p>Gagnez le Trait de Créature @Compendium[wfrp4e-core.items.aE3pyW20Orvdjzj0]{Haine} (Cible). Effectuez un lancer sur la table des <a class=\"table-click\" data-table=\"fixations\">Fixations</a> une fois par jour pour déterminer la cible</p>",
"id": "Fitful Hatred",
"name": "Haine Changeante"
},
{
"description": "<p>Gagnez le Trait de Créature @Compendium[wfrp4e-core.items.4xF7M6ylIiGntekh]{# Tentacules}&nbsp;; cette mutation ne peut-être cachée qu'avec des vêtements</p>",
"id": "Fleshy Tentacle",
"name": "Tentacule de Chair"
},
{
"description": "<p>Gagnez le Trait de Créature @Compendium[wfrp4e-core.items.MVI0lXcg6vvtooAF]{Perturbant}&nbsp;</p>",
"id": "Foul Odour",
"name": "Odeur Nauséabonde"
},
{
"description": "Vous ne souffrez plus du froid dû au climat; les effets de l'exposition aux climats chauds sont doublés; cette mutation ne peut pas être cachée",
"id": "Furred Skin",
"name": "Peau de Fourrure"
},
{
"description": "<p>Gagnez le Trait de Créature @Compendium[wfrp4e-core.items.pLW9SVX0TVTYPiPv]{Morsure} +3 et @Compendium[wfrp4e-core.items.gFkRm9wS65qe18Xv]{Venin (Intermédiaire}, cette mutation ne peut pas être cachée</p>",
"id": "Giant Spider Head",
"name": "Tête d'Araignée Géante"
},
{
"description": "Vous pouvez respirer sous l'eau; cette mutation ne peut-être cachée qu'avec des vêtements",
"id": "Gills",
"name": "Branchies"
},
{
"description": "<p><span class=\"fontstyle0\">Gagnez l'état </span><span class=\"fontstyle2\">Extenué </span><span class=\"fontstyle0\"> pour chaque semaine passée sans gain de Point de Corruption, ou quand vous n'êtes pas responsable lorsqu'un autre personnage gagne un Point de Corruption; perdez tout les états Exténué dans les autres cas</span></p>",
"id": "Glorious Corruption",
"name": "Corruption Glorieuse"
},
{
"description": "Lumière d'une bougie; cette mutation ne peut pas être cachée",
"id": "Glowing Skin",
"name": "Peau Luisante"
},
{
"description": "<p>Gagnez le Trait de Créature @Compendium[wfrp4e-core.items.BqPZn6q3VHn9HUrW]{Cornes}, cette mutation ne peut pas être cachée</p>",
"id": "Goat Head",
"name": "Tête de Chèvre"
},
{
"description": "<p>Gagnez le Trait de Créature @Compendium[wfrp4e-core.items.pTorrE0l3VybAbtn]{Peur}&nbsp;2; les coups à la tête sont considérés comme ratés; cette mutation ne peut pas être cachée</p>",
"id": "Headless",
"name": "Sans-tête"
},
{
"description": "<p>Votre Mouvement est réduit de 2 et ne peut plus êter augmenté; gagnez le Trait de Créature @Compendium[wfrp4e-core.items.j6v78dnOOdCB6c3d]{Bond}&nbsp;; cette mutation ne peut pas être cachée</p>",
"id": "Hopper",
"name": "Sauteur"
},
{
"description": "<p>Gagnez le Symptôme <strong><a class=\"symptom-tag\">Malaise</a></strong> pour <strong><a class=\"chat-roll\">1d10</a></strong> heures lorsque vous échouez à une Test dérive de la Force Mentale</p>",
"id": "Hounds of Despair",
"name": "Chiens du Desespoir"
},
{
"description": "<p>Gagnez le Trait de Créature @Compendium[wfrp4e-core.items.GbDyBCu8ZjDp6dkj]{Belliqueux}; vous ne pouvez pas fuir volontairement</p>",
"id": "Hurried Masochism",
"name": "Masochisme Urgent"
},
{
"description": "+10 Sociabilité; vous ne faites jamais de cicatrices",
"id": "Inhuman Beauty",
"name": "Beauté Inhumaine"
},
{
"description": "+2 PA sur tout le corps; -10 en Agilité",
"id": "Iron Skin",
"name": "Peau d'Acier"
},
{
"description": "<p>Gagnez le Symptôme <strong><a class=\"symptom-tag\">Nausée</a></strong> pour <strong><a class=\"chat-roll\">1d10</a></strong>&nbsp; heures après avoir interagit avec de la saleté</p>",
"id": "Lingering Foulness",
"name": "Grossiereté Persistante"
},
{
"description": "-10 à tout les Tests de Language lorsque vous parlez; cette mutation ne peut pas être cachée",
"id": "Lolling Tongue",
"name": "Langue Pendante"
},
{
"description": "Si vous et votre opposant avez des armes de même Portée, votre arme compte comme étant plus longue; cette mutation ne peut pas être cachée",
"id": "Long Arms",
"name": "Bras Allongés"
},
{
"description": "+2 Mouvement; cette mutation ne peut pas être cachée",
"id": "Long Legs",
"name": "Jambes Allongées"
},
{
"description": "La moitié des coups portés au corps le sont à la Tête; cette mutation ne peut pas être cachée",
"id": "Long Neck",
"name": "Coup Allongé"
},
{
"description": "<p>Gagnez le Trait de Créature @Compendium[wfrp4e-core.items.9GNpAqgsKzxZKJpp]{Stupide} lorsque seul</p>",
"id": "Mindless Wandering",
"name": "Errance Sans Esprit"
},
{
"description": "<p>Gagnez le Trait de Créature @Compendium[wfrp4e-core.items.IPKRMGry6WotuS1G]{Craintif}</p>",
"id": "Monstrous Paranoia",
"name": "Paranoïa Monstrueuse"
},
{
"description": "<p>Gagnez 1 Attaque gratuite; cette mutation ne peut pas être cachée</p>",
"id": "Multiple Arms",
"name": "Bras Multiples"
},
{
"description": "+1 Mouvement; cette mutation ne peut pas être cachée",
"id": "Multiple Legs",
"name": "Jambes Multiples"
},
{
"description": "-20 Capacité de Tir; cette mutation ne peut-être cachée qu'avec des vêtements",
"id": "One Eye",
"name": "Un Oeil"
},
{
"description": "",
"id": "Panicked Urgency",
"name": "Urgence Paniqué"
},
{
"description": "<p>Lancez deux fois sur la table de localisations pour les placer</p>",
"id": "Patchy Feathers",
"name": "Plumes Eparses"
},
{
"description": "<p>Gagnez le Trait de Créature @Compendium[wfrp4e-core.items.9GNpAqgsKzxZKJpp]{Stupide}&nbsp;; cette mutation ne peut pas être cachée</p>",
"id": "Pin Head",
"name": "Tête d'épingle"
},
{
"description": "<p>Gagnez le Trait de Créature @Compendium[wfrp4e-core.items.9GNpAqgsKzxZKJpp]{Stupide}&nbsp;; vous ne pouvez pas porter de casque; cette mutation ne peut pas être cachée</p>",
"id": "Pointed Head",
"name": "Tête Pointue"
},
{
"description": "<p>Gagnez le Trait de Créature @Compendium[wfrp4e-core.items.pLW9SVX0TVTYPiPv]{Morsure} +4 et @Compendium[wfrp4e-core.items.V0c3qBU1CMm8bmsW]{Infecté}s; cette mutation ne peut pas être cachée</p>",
"id": "Rat Head",
"name": "Tête de Rat"
},
{
"description": "<p>Gagnez le Trait de Créature @Compendium[wfrp4e-core.items.xneBqGOs1QS7kfUr]{Affamé}</p>",
"id": "Ravenous Hunger",
"name": "Faim Vorace"
},
{
"description": "<p>Gagnez le Trait de Créature @Compendium[wfrp4e-core.items.pTorrE0l3VybAbtn]{Peur}&nbsp;1; Les Personnages cherchant à savoir si vous mentez subissent un malus de -20 à leurs tests d'Intuition; cette mutation ne peut-être cachée qu'avec des vêtements</p>",
"id": "Rearranged Face",
"name": "Visage Arrangé"
},
{
"description": "<p>Gagnez les Traits de Créature @Compendium[wfrp4e-core.items.pTorrE0l3VybAbtn]{Peur} 2, et @Compendium[wfrp4e.traits.V0c3qBU1CMm8bmsW]{Infecté}&nbsp;</p>",
"id": "Rotting Flesh",
"name": "Chaire Pourrie"
},
{
"description": "<p>Gagnez le Trait de Créature @Compendium[wfrp4e-core.items.MVI0lXcg6vvtooAF]{Perturbant}&nbsp;; cette mutation ne peut pas être cachée</p>",
"id": "Shifting Colours",
"name": "Couleurs Changeantes"
},
{
"description": "-1 Mouvement; cette mutation ne peut pas être cachée",
"id": "Short Legs",
"name": "Jambes Rétrécies"
},
{
"description": "<p>Gagnez le Trait de Créature @Compendium[wfrp4e-core.items.pTorrE0l3VybAbtn]{Peur}&nbsp;2; cette mutation ne peut-être cachée qu'avec des vêtements</p>",
"id": "Skull Face",
"name": "Face de Crâne"
},
{
"description": "<p>+1 PA à la Tête; Gagnez les Traits de Créature @Compendium[wfrp4e-core.items.pLW9SVX0TVTYPiPv]{Morsure} +3 et @Compendium[wfrp4e-core.items.gFkRm9wS65qe18Xv]{Venin (Intermédiaire)}; cette mutation ne peut pas être cachée</p>",
"id": "Snake Head",
"name": "Tête de Serpent"
},
{
"description": "<p>Pas d'armure possible; +1 PA sur tout les corps; gagnez une attaque gratuite (@Compendium[wfrp4e-core.items.AtpAudHA4ybXVlWM]{Arme}&nbsp;+4) lors des Charges; cette mutation ne peut pas être cachée</p>",
"id": "Spiked Skin",
"name": "Peau Cloutée"
},
{
"description": "<p>Gagnez le Trait de Créature @Compendium[wfrp4e-core.items.KII1gWnxIZ8HzmU5]{Grimpant}&nbsp;; cette mutation ne peut-être cachée qu'avec des vêtements</p>",
"id": "Suckered Hands and Feet",
"name": "Mains et Pieds Ventouses"
},
{
"description": "<p>Gagnez le Trait de Créature @Compendium[wfrp4e-core.items.4CMKeDTDrRQZbPIJ]{Craintif} (Cible), faites un jet sur table des <a class=\"table-click\" data-table=\"fixations\">Idées Fixes</a> pour déterminer la cible</p>",
"id": "Terrible Phobia",
"name": "Phobie Terrible"
},
{
"description": "+1 PA sur tout le corps; cette mutation ne peut-être cachée qu'avec des vêtements",
"id": "Thorny Scales",
"name": "Ecailles Epineuses"
},
{
"description": "<p>Gagnez le Talent @Compendium[wfrp4e-core.items.9h82z72XGo9tfgQS]{Sens aiguisé}&nbsp;(Vue); cette mutation ne peut-être cachée qu'avec des vêtements</p>",
"id": "Three Eyes",
"name": "Troisième Oeil"
},
{
"description": "",
"id": "Thrill Seeker",
"name": "Amateur de sensations fortes"
},
{
"description": "<p>Gagnez le Trait de Créature @Compendium[wfrp4e-core.items.pTorrE0l3VybAbtn]{Peur}&nbsp;2; cette mutation ne peut pas être cachée</p>",
"id": "Transparent Skin",
"name": "Peau Transparente"
},
{
"description": "<p>Gagnez leTalent @Compendium[wfrp4e-core.items.IFKWu98qmWpaSfUi]{Ambidextre}; cette mutation ne peut pas être cachée</p>",
"id": "Two Heads",
"name": "Bicéphale"
},
{
"description": "+1 PA à la Tête; compte comme une Arme (Bonus Force); cette mutation ne peut pas être cachée",
"id": "Uneven Horns",
"name": "Cornes Disparates"
},
{
"description": "Couleur bizarre ou texture spéciale: orange, rayée, piquée, verruqueuse, etc.; cette mutation ne peut pas être cachée",
"id": "Unusual Skin",
"name": "Peau Curieuse"
},
{
"description": "<p>Gagnez le Trait de Créature @Compendium[wfrp4e-core.items.yRhhOlt18COq4e1q]{Frénésie}&nbsp;; Quand vous entrez en Frénésie, gagnez temporairement une autre mutation physique</p>",
"id": "Warp Frenzy",
"name": "Frénésie Mutagène"
},
{
"description": "<p>Gagnez le Trait de Créature @Compendium[wfrp4e-core.items.sJ3yX1kvzu2hgNq5]{Amphibie}&nbsp;; cette mutation ne peut-être cachée qu'avec des vêtements</p>",
"id": "Webbed Feet",
"name": "Pieds Palmés"
},
{
"description": "Lancez deux fois sur la table de localisation the <a class = 'table-click' data-table='hitloc'</b></a> pour savoir où",
"id": "Weeping Pus",
"name": "Suintement de Pus"
},
{
"description": "+10 Pistage; cette mutation ne peut-être cachée qu'avec des vêtements",
"id": "Whiskered Snout",
"name": "Groin Poilu"
},
{
"description": "<p>Gagnez le Trait de Créature @Compendium[wfrp4e-core.items.EO05HX7jql0g605A]{Vol} 60; cette mutation ne peut-être cachée qu'avec des vêtements</p>",
"id": "Wings",
"name": "Ailes"
},
{
"description": "<p>+1 PA à la Tête; gagnez le Trait de Créature @Compendium[wfrp4e-core.items.pLW9SVX0TVTYPiPv]{Morsure} +6; gagnez le Talent @Compendium[wfrp4e-core.items.9h82z72XGo9tfgQS]{Sens Aiguisé (Odorat)}; cette mutation ne peut pas être cachée</p>",
"id": "Wolf Head",
"name": "Tête de Loup"
}
],
"folders": {
"Ammunition": "Munitions",
"Careers": "Carrières",
"Talents": "Talents",
"Weapons": "Armes",
"Diseases": "Maladies",
"Spells": "Sorts",
"Talents": "Talents",
"Trappingcs": "Possessions",
"Trappings": "Possessions"
"Trappings": "Possessions",
"Weapons": "Armes"
},
"label": "Items Ennemis Intérieur",
"mapping": {
"skills": {
"path": "system.skills",
"converter": "career_skills"
},
"talents": {
"path": "system.talents",
"converter": "career_talents"
"careergroup": {
"converter": "career_careergroup",
"path": "system.careergroup.value"
},
"class": {
"path": "system.class.value",
"converter": "generic_localization"
"converter": "generic_localization",
"path": "system.class.value"
},
"careergroup": {
"path": "system.careergroup.value",
"converter": "career_careergroup"
"skills": {
"converter": "career_skills",
"path": "system.skills"
},
"talents": {
"converter": "career_talents",
"path": "system.talents"
},
"trappings": "system.trappings"
},
"entries": [
{
"id": "Absorb",
"name": "Absorber",
"description": "<p><span class=\"fontstyle0\">A la fin d'un Round, si la créature a plus d'Avantages que tout les attaquants au contact, elle absorbe l'un de ses attaquants, de taille égale ou inférieure. Une victime absorbée reçoit un nombre d'états </span><em><span class=\"fontstyle2\">Empêtré</span></em><span class=\"fontstyle0\"> égal au Bonus de Force de la créature, et est considéré comme étant Entravé. Une victime absorbée perd un nombre de Points de Blessures à la fin de chaque round égale à au Bonus de Force de la créature, les Points d'Armure et le Bonus d'Endurance ne sont pas pris en compte. La créature guéri du même nombre de points de Blessure en même temps. Si une victime absorbée est tuée, la créature bat en retraite pour digérer le corps pendant les jours qui suivent. Chaque attaque qui touche la créature affecte aussi la victime absorbée, qui reçoit donc le même nombre de Dommages.</span> </p>"
},
{
"id": "Amorphous",
"name": "Amorphe",
"description": "<p><span class=\"fontstyle0\">La créature est un blob amorphe. Elle divise par deux toutes les Blessures subis, autre que provoqués par le froid extrême, le feu ou la magie. Elle ignore toutes les Blessures Critiques, et ne peut être détruite qu'en amenant ses points de Blessures à 0 avec du Feu, du Froid Extrême ou de la magie. Si elle est réduite à 0 Blessures par d'autres moyens, elle tombe inanimée pour <a class=\"chat-roll\">d10</a> Rounds, et regénère alors 1 Blessure. Les créatures amorphes fuient les sources de froid ou de chaleur extrêmes.</span> .</p>"
},
{
"id": "Blighted",
"name": "Pourri",
"description": "<p><span class=\"fontstyle0\">La créature est porteuse de la maladie indiquée, et elle peut la transmettre au toucher. Si une victime est touchée, elle doit effectuer un Test de Contraction, mais le test est plus difficile de 2 niveaux. Si la maladie est contractée, sa durée d'Incubation devient instantannée.</span></p>"
},
{
"id": "Chosen of Tzeentch",
"name": "Elu de Tzeentch",
"description": ""
},
{
"id": "Common Cold",
"name": "Rhume",
"description": "<p>Saisonnière, comme la chute des feuilles au automne, le Rhume est néammoins un fléau régumire du Vieux Monde. Ce qui commence par une toux et des éternuements peut se transformer en quelque chose de grave en quelques jours, s'il n'est pas soigné. Chaque ancien dans l'Empire a ses propres remèdes maison et protections contre la maladie, ainsi que des souvenirs d'aggravation, ainsi que d'amis et de proches partis dans les bras de Morr.</p><p> Les personnages atteints d'un Rhume qui subissent à nouveau une exposition à la pluie ou à la neige voient la durée de la maladie allongée de <a class=\"chat-roll\">d10</a> jours. Si un personnage souffre d'un rhume pendant plus de 14 jours, il se transforme alors en Pneumonie.</p>"
},
{
"id": "Cult Acolyte",
"name": "Acolyte du Culte",
"description": ""
},
{
"id": "Cult Magus",
"name": "Magus du Culte",
"description": ""
},
{
"id": "Disciple of Change",
"name": "Disciple du Changement",
"description": "<p>Quand une mutation apparait, lancez deux fois sur la table des Mutations et choisissez l'un des 2 résultats.</p>"
},
{
"id": "Double Life",
"name": "Double Vie",
"description": "<p><span class=\"fontstyle0\">Vous êtes si habile à maintenir votre identité secrête que vous vous êtes capable de vivre deux vies complètement séparées. Quand ce Talent est acquis, vous pouvez choisir une seconde Carrière en parallèle de votre Carrière Chaotique. Vous êtes maintenant considéré comme ayant deux Carrières en même temps, et vous pouvez acheter des Augmentations et des Talents depuis l'une ou l'autre. Comme toujours, tout changement de carrière nécessite l'approbatioon de votre MJ, afin de respecter le déroulement de la campgane et de refléter correctement votre double vie.</span></p>"
},
{
"id": "Fleshthief",
"name": "Voleur de chair",
"description": "<p><span class=\"fontstyle0\">La créature, qui doit posséder le Trait @Compendium[wfrp4e-core.items.v3uzEthcq0JRar0J]{Démoniaque}</span><span class=\"fontstyle2\">&nbsp;</span><span class=\"fontstyle0\">, peut porter l'apparence de n'importe quel humain qu'elle a tué. De plus, elle peut parfaitement imiter la personne, y compris sa voix et ses manières. Préparer cette apparence prend <a class=\"chat-roll\">1d10</a> Rounds, après quoi cette aparence peut être enlevée ou remise en 1 Round. Une fois revêtue, l'apparence disparait uniquement si la créature est tuée, et elle peut-être atteinte par des armes normales. Si la créature le souhaite, elle peut gratuitement transformer cette apparence d'une manière horrible, gagnant aisni le Trait @Compendium[wfrp4e-core.items.kJNAY1YRaCy9IgmT]{Terreur 1}</span><span class=\"fontstyle2\"> &nbsp;</span><span class=\"fontstyle0\"> pendant 1 Round. L'apparence ainsi transformée est détruite par l'opération et ne peut plus être utilisée par la créature.</span></p>\n<p><span class=\"fontstyle0\"><br>Ceux qui connaissent la personne dont l'apparence a été prise peut tenter un Test </span><strong><span class=\"fontstyle3\">d'Intuition Futile (-40)</span></strong><span class=\"fontstyle0\"> pour détecter su'il ya quelque chose de curieux, mais sans savoir exactement quoi.</span> .</p>"
},
{
"id": "Mark of Tzeentch",
"name": "Marque de Tzeentch",
"description": "<p><span class=\"fontstyle0\">Tzeentch, le seigneur du Changement a marqué la créature avec sa marque, proclamant son importance dans ses plans. Cette créature gagne <a class='roll'>1D10/3</a>, arrondi au supérieur, en alternant mutations Physiques et Mentales. Toutes les mutations Physiques doivent être tirées sur la colonne 'Tzeentch'. Cette créature gagne Etiquette (Suivants de Tzeentch), et est est sujette à l'Animosité envers les fidèles de Nurgle. Les fidèles de Nurgle reçoivent également Animosité conte elle, tant que la marque de Tzeentch est visible. De plus, la créature peut prendre les Talents suivants comme des Augmentations de carrières : Harmonisation Aethyrique, Magie des Arcanes (Au choix), Magie du Chaos (Tzeentch), Mains agiles, Diction Instinctive, Sens de la Magie, Magie Mineure, Seconde vue, Mage de guerre, et Sorcier, pour leur coût normal en PX.</span></p>"
},
{
"id": "Master Magus",
"name": "Maitre Magus",
"description": ""
},
{
"id": "Mindless",
"name": "Sans cerveau",
"description": "<p><span class=\"fontstyle0\">La créature est stupide, uniquement pilotée par ses instincs ou par magie. Elle n'a pas d'Initiative, Intelligence, Force Mentale et de Sociabilité. and n'effectue jamais de tests sous ces Caractéristiques. Le Bonus de Force est utilisé à la place du Bonus de Force Mentale pour le calcul de ses Blessures. Elle agit également à la fin de chaque Round, puisqu'elle ne possède pas d'Initiative</span> .</p>"
},
{
"id": "Pneumonia",
"name": "Pneumonie",
"description": "<p>Il s'agit d'une accumulation de liquide dans les poumon, provenant d'autres maladies qui provoquent une inflammation, de la fièvre et parfois même la mort. La pneumonie est connue sous le nom de «hochet de Morr», du nom du bruit de cliquetis effrayant que fait la personne infectée lorsqu'elle tente de respirer profondément. Un personnage atteint de pneumonie doit réussir un test <strong>d'Endurance Intermédiaire (0)</strong> tous les jours ou il voyage, combat ou effectue toute autre activité physique. Un échec fait que le symptôme de la fièvre devient sévère. Pendant que la fièvre est sévère, le même test doit être passé tous les jours, sinon la maladie développe également une Toxine.</p>"
},
{
"id": "Ring of Opsianon",
"name": "Anneau d'Opsianon",
"description": "<p>Gideon porte cet annuea d'or, avec une pierre d'obsidienne noire incrustée.</p>"
},
{
"id": "Shapeshifter",
"name": "Changeforme",
"description": "<p><span class=\"fontstyle0\">Cette créature peut changer à volonter de forme, entre celle indiquée et se forme propre. La transformation dure 1 Round, durant lequel aucune autre action n'est possible. Quand la Mannslieb est pleine, la crature doir effectuer un Test </span><strong><span class=\"fontstyle2\">de Force Mentale Accessible (+20)</span></strong><span class=\"fontstyle0\"> au crépuscule pour éviter de se tansformer spontanément. Les créatures qui gagnent ce Trait peuvent avoir une difficulté supérieure pour ce Tests, à la discrétion du MJ. Lorsqu'elle est transformée, la créature conserve ses caractéristiques mentales (</span><span class=\"fontstyle2\">Intelligence</span><span class=\"fontstyle0\">, </span><span class=\"fontstyle2\">Force Mentale</span><span class=\"fontstyle0\">, et </span><span class=\"fontstyle2\">Sociabilité</span><span class=\"fontstyle0\">), mais le reste des caractéristiques deviennent celles de la créature indiquée.</span></p>"
},
{
"id": "Split",
"name": "Séparation",
"description": "<p><span class=\"fontstyle0\">Si la créature subit une Blessure Critique, ou tombe à 0 Blessures, elle se divise en deux et est remplacée par 2 Horreurs Bleues, qui sont toutes les deux en pleine santé.</span></p>"
},
{
"id": "Suffused with Magic",
"name": "Répand la Magie",
"description": "<p><span class=\"fontstyle0\">Tout les sorts a lancés à moins de (Bonus de Force Mentale) mètres gagne +1DR pour leur incantation. Ce bonus ne peut être utilisé qu'une seule fois par incantation, il n'est pas cumulable par exemple si d'autres personnages avec ce Talent sont présents alentours.</span></p>"
},
{
"id": "Tzeentch's Blessing",
"name": "Bénédiction de Tzeentch",
"description": "<p><span class=\"fontstyle0\">Tzeentch, le Dieu de la Magie du Chaos, vous a béni avec un parasite dans votre esprit. Quand vous achetez ce Talent, un sort surgit dans votre tête et y reste, vous murmurant parfois pendant votre sommeil. Le sort peut provenir de n'importe quelle Couleur de Magie</span></p>\n<p><span class=\"fontstyle0\"><br>Ultérieurement, vous pouvez achetez un ou plusieurs sorts pour 100 XP chaque pour chaque sort du Domaine de Tzeentch que vous possédez.</span> </p>"
},
{
"id": "Tzeentch's Fire",
"name": "Feu de Tzeentch",
"description": "<p><span class=\"fontstyle0\">La créature est courronnée par le Feu de Tzeentch, qui s'échappe frequemment par les doigts, la mouche ou les yeux. Toutes les créatures d'un même type (ie toutes les Horreurs Roses, toutes les Horreur Bleues) dans le voisinnage groupent leur pouvoirs. L'une des Horreurs est choisie pour recevoir ce pouvoir et peut Incanter 1 sort de Tzeentch. Les Horreurs Roses lancent le sort @Compendium[wfrp4e-eis.items.sklbZU3K8ogeu3mC]{Flammes Roses de Tzeentch}; les autres peuvent lancer @Compendium[wfrp4e-eis.items.mR4cEXEAfLCqlnQ6]{Flamme Bleue de Tzeentch}. Chaque créature supplémentaire qui contribue ajoute gratuitement +1 DR, jusqu'à un maximum de +9 DR</span></p>"
},
{
"id": "Dog",
"name": "Chien",
"description": "<p>@Actor[iaVpUaCKx1qEYkq1]{Chien}</p>\n<p>Capacité de portage: 8</p>"
},
{
"id": "Riding Horse",
"name": "Cheval de Monte",
"description": "<p>@Actor[4DTXl9hXbWlfLa5J]{Cheval de Monte} (aussi Palefroi)</p>\n<p>Capacité de portage: 16</p>"
},
{
"id": "Donkey or Mule",
"name": "Ane ou Mule",
"description": "<p>@Actor[lOO8BfzQfP7omFe0]{Ane} ou @Actor[jd77heDEL6v768Nd]{Mule}</p>\n<p>Capacité de portage: 14</p>"
},
{
"id": "Draught Horse",
"name": "Cheval de trait",
"description": "<p>@Actor[guaFC5d5WK8ExDhk]{Cheval de trait}</p>\n<p>Capacité de portage: 20</p>"
},
{
"id": "Heavy Draught Horse",
"name": "Cheval de trait lourd",
"description": "<p>@Actor[PZiW5RRL0sqmGjaL]{Cheval de trait lourd}</p>\n<p>Capacité de portage: 30</p>"
},
{
"id": "Heavy Warhorse",
"name": "Cheval de guerre lourd",
"description": "<p>@Actor[NJxgxApkhZixXYEj]{Cheval de guerre lourd} (également Destrier)</p>\n<p>Capacité de portage: 20</p>"
},
{
"id": "Light Warhorse",
"name": "Cheval de guerre léger",
"description": "<p>@Actor[QhEFgUrPzF2NNWoS]{Cheval de guerre léger} (aka Canasson)</p>\n<p>Capacité de portage: 18</p>"
},
{
"id": "Ox",
"name": "Boeuf",
"description": "<p>@Actor[l7G0hmzl6VMnAXtL]{Boeuf}</p>\n<p>Capacité de portage: 30</p>"
},
{
"id": "Pony",
"name": "Poney",
"description": "<p>@Actor[12ARFrc7Dokxc72q]{Poney}</p>\n<p>Capacité de portage: 14</p>"
},
{
"id": "Purple Brain Fever",
"name": "Fièvre Cérébrale Pourpre",
"description": "<p>La fièvre cérébrale pourpre est une maladie redoutée. La tête gonfle jusquà atteindre une taille impressionnante et saccompagne de fièvres et de délires. Le visage prend une couleur prune effrayante, les yeux sortent de leurs orbites et la langue gonfle jusquà ce que la bouche ne puisse plus la contenir. La mort survient généralement au bout dune semaine.</p>"
}
]
}
}

View File

@ -23,457 +23,181 @@
{
"id": "Demonic Mien (Undivided)",
"name": "Allure Démoniaque (Indivisible)",
"description": "<p><span class=\"fontstyle0\">Vous canalisez le pouvoir de transformation du Chaos dans votre propre chair, sacrifiant temporairement votre forme mortelle sur lautel de la volonté de votre dieu. Votre corps est déformé, prenant les aspects dun démon loyal à votre dieu protecteur. Lancez 1d10 sur le <a class=\"table-click\" data-table=\"demonic-mien\">Tableau de la page 78</a>, et appliquez le Trait pertinent pour toute la durée du Sort. Pour chaque +2 DR, vous pouvez à la fois prolonger la durée et refaire un jet sur le Tableau. Si vous obtenez le Trait <span class=\"fontstyle3\">@Compendium[wfrp4e-core.items.v3uzEthcq0JRar0J]Démoniaque</span> et que vous êtes réduit à 0 Blessure, votre âme est aspirée dans les Royaumes du Chaos, comme décrit dans les règles des Traits de créature.</span></p>",
"effets": []
"description": "<p><span class=\"fontstyle0\">Vous canalisez le pouvoir de transformation du Chaos dans votre propre chair, sacrifiant temporairement votre forme mortelle sur lautel de la volonté de votre dieu. Votre corps est déformé, prenant les aspects dun démon loyal à votre dieu protecteur. Lancez 1d10 sur le <a class=\"table-click\" data-table=\"demonic-mien\">Tableau de la page 78</a>, et appliquez le Trait pertinent pour toute la durée du Sort. Pour chaque +2 DR, vous pouvez à la fois prolonger la durée et refaire un jet sur le Tableau. Si vous obtenez le Trait <span class=\"fontstyle3\">@Compendium[wfrp4e-core.items.v3uzEthcq0JRar0J]Démoniaque</span> et que vous êtes réduit à 0 Blessure, votre âme est aspirée dans les Royaumes du Chaos, comme décrit dans les règles des Traits de créature.</span></p>"
},
{
"id": "Demonic Mien (Tzeentch)",
"name": "Allure Démoniaque (Tzeentch)",
"description": "<p><span class=\"fontstyle0\">Vous canalisez le pouvoir de transformation du Chaos dans votre propre chair, sacrifiant temporairement votre forme mortelle sur lautel de la volonté de votre dieu. Votre corps est déformé, prenant les aspects dun démon loyal à votre dieu protecteur. Lancez 1d10 sur le <a class=\"table-click\" data-table=\"demonic-mien\">Tableau de la page 78</a>, et appliquez le Trait pertinent pour toute la durée du Sort. Pour chaque +2 DR, vous pouvez à la fois prolonger la durée et refaire un jet sur le Tableau. Si vous obtenez le Trait <span class=\"fontstyle3\">@Compendium[wfrp4e-core.items.v3uzEthcq0JRar0J]Démoniaque</span> et que vous êtes réduit à 0 Blessure, votre âme est aspirée dans les Royaumes du Chaos, comme décrit dans les règles des Traits de créature.</span></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, qu'elles peuvent utiliser normalement. Tels sont les caprices de Tzeentch.<p>",
"effets": []
"description": "<p><span class=\"fontstyle0\">Vous canalisez le pouvoir de transformation du Chaos dans votre propre chair, sacrifiant temporairement votre forme mortelle sur lautel de la volonté de votre dieu. Votre corps est déformé, prenant les aspects dun démon loyal à votre dieu protecteur. Lancez 1d10 sur le <a class=\"table-click\" data-table=\"demonic-mien\">Tableau de la page 78</a>, et appliquez le Trait pertinent pour toute la durée du Sort. Pour chaque +2 DR, vous pouvez à la fois prolonger la durée et refaire un jet sur le Tableau. Si vous obtenez le Trait <span class=\"fontstyle3\">@Compendium[wfrp4e-core.items.v3uzEthcq0JRar0J]Démoniaque</span> et que vous êtes réduit à 0 Blessure, votre âme est aspirée dans les Royaumes du Chaos, comme décrit dans les règles des Traits de créature.</span></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, qu'elles peuvent utiliser normalement. Tels sont les caprices de Tzeentch.<p>"
},
{
"id": "Joyous Aspect (Undivided)",
"name": "Aspect Sublimé (Indivisible)",
"description": "<p><span class=\"fontstyle0\">Le lanceur de sorts imprègne la Cible (peut-être lui-même) avec un vernis corrompu d<i>Ulgu</i> infusé par <i>Dhar</i>, lenveloppant dans une aura de dissimulation. Tant que le Sort est en vigueur, la Cible apparaît sans défaut, ni tache. Les cicatrices, les difformités et, surtout, les Mutations sont indétectables, sauf par des moyens divins. Si les vices évidents sont cachés, les Cibles peuvent paraître étranges ou excentriques, trop débordantes de vie ou anormalement séduisantes. La réussite dun Test de <strong>Perception Difficile (-20)</strong> révèle que quelque chose ne va pas, mais sans révéler quoi. Pour les Personnages possédant le Talent Seconde vue, le Test est <strong>Intermédiaire (+0)</strong>, et sils le réussissent, ils se rendront compte quun Sort est en place, mais pas ce quil dissimule.</span> </p>",
"effets": []
"description": "<p><span class=\"fontstyle0\">Le lanceur de sorts imprègne la Cible (peut-être lui-même) avec un vernis corrompu d<i>Ulgu</i> infusé par <i>Dhar</i>, lenveloppant dans une aura de dissimulation. Tant que le Sort est en vigueur, la Cible apparaît sans défaut, ni tache. Les cicatrices, les difformités et, surtout, les Mutations sont indétectables, sauf par des moyens divins. Si les vices évidents sont cachés, les Cibles peuvent paraître étranges ou excentriques, trop débordantes de vie ou anormalement séduisantes. La réussite dun Test de <strong>Perception Difficile (-20)</strong> révèle que quelque chose ne va pas, mais sans révéler quoi. Pour les Personnages possédant le Talent Seconde vue, le Test est <strong>Intermédiaire (+0)</strong>, et sils le réussissent, ils se rendront compte quun Sort est en place, mais pas ce quil dissimule.</span> </p>"
},
{
"id": "Joyous Aspect (Tzeentch)",
"name": "Aspect Sublimé (Tzeentch)",
"description": "<p><span class=\"fontstyle0\">Le lanceur de sorts imprègne la Cible (peut-être lui-même) avec un vernis corrompu d<i>Ulgu</i> infusé par <i>Dhar</i>, lenveloppant dans une aura de dissimulation. Tant que le Sort est en vigueur, la Cible apparaît sans défaut, ni tache. Les cicatrices, les difformités et, surtout, les Mutations sont indétectables, sauf par des moyens divins. Si les vices évidents sont cachés, les Cibles peuvent paraître étranges ou excentriques, trop débordantes de vie ou anormalement séduisantes. La réussite dun Test de <strong>Perception Difficile (-20)</strong> révèle que quelque chose ne va pas, mais sans révéler quoi. Pour les Personnages possédant le Talent Seconde vue, le Test est <strong>Intermédiaire (+0)</strong>, et sils le réussissent, ils se rendront compte quun Sort est en place, mais pas ce quil dissimule.</span> </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, qu'elles peuvent utiliser normalement. Tels sont les caprices de Tzeentch.<p>",
"effets": []
"description": "<p><span class=\"fontstyle0\">Le lanceur de sorts imprègne la Cible (peut-être lui-même) avec un vernis corrompu d<i>Ulgu</i> infusé par <i>Dhar</i>, lenveloppant dans une aura de dissimulation. Tant que le Sort est en vigueur, la Cible apparaît sans défaut, ni tache. Les cicatrices, les difformités et, surtout, les Mutations sont indétectables, sauf par des moyens divins. Si les vices évidents sont cachés, les Cibles peuvent paraître étranges ou excentriques, trop débordantes de vie ou anormalement séduisantes. La réussite dun Test de <strong>Perception Difficile (-20)</strong> révèle que quelque chose ne va pas, mais sans révéler quoi. Pour les Personnages possédant le Talent Seconde vue, le Test est <strong>Intermédiaire (+0)</strong>, et sils le réussissent, ils se rendront compte quun Sort est en place, mais pas ce quil dissimule.</span> </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, qu'elles peuvent utiliser normalement. Tels sont les caprices de Tzeentch.<p>"
},
{
"id": "Tzeentch's Golden Aura",
"name": "Aura Dorée de Tzeentch",
"description": "<p><span class=\"fontstyle0\">Ce Sort est lun des plus simples et des plus pratiques dans larsenal dun sorcier de Tzeentch. Un tourbillon de feu jaune est invoqué à partir de lAethyr et enveloppe le corps du Lanceur, le protégeant des coups et des projectiles. Tant que le Sort est en vigueur, le Lanceur bénéficie du Trait de créature @Compendium[wfrp4e-core.items.Bvd2aZ0gQUXHfCTh]{Protection 9+}.</span></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, qu'elles peuvent utiliser normalement. Tels sont les caprices de Tzeentch.<p>",
"effets": []
"description": "<p><span class=\"fontstyle0\">Ce Sort est lun des plus simples et des plus pratiques dans larsenal dun sorcier de Tzeentch. Un tourbillon de feu jaune est invoqué à partir de lAethyr et enveloppe le corps du Lanceur, le protégeant des coups et des projectiles. Tant que le Sort est en vigueur, le Lanceur bénéficie du Trait de créature @Compendium[wfrp4e-core.items.Bvd2aZ0gQUXHfCTh]{Protection 9+}.</span></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, qu'elles peuvent utiliser normalement. Tels sont les caprices de Tzeentch.<p>"
},
{
"id": "Boon of Tzeentch",
"name": "Avantage de Tzeentch",
"description": "<p><span class=\"fontstyle0\">Vos paroles, imprégnées de la prescience labyrinthique du Changeur de Voies, remodèlent votre esprit, vous donnant accès à de nouvelles connaissances arcaniques. Choisissez un Sort dans nimporte quel Domaine (pour assurer un jeu rapide, le MJ peut imposer une limite de temps de neuf secondes). Pendant que lAvantage de Tzeentch est en vigueur, vous pouvez lancer votre nouveau Sort comme si vous laviez mémorisé, sans pouvoir le transcrire dans un grimoire, un parchemin ou autre. Si vous focalisez pour lancer le nouveau Sort, vous pouvez utiliser soit Focalisation (<i>Dhar</i>), soit la Compétence de Focalisation appropriée au Domaine que le Sort requiert normalement, si vous la possédez. </span></p><p><span class=\"fontstyle0\">Si vous subissez une Incantation Imparfaite lors d'une Focalisation ou d'une Incantation en lançant ce nouveau sort, le sort Avantage de Tzeentch quitte votre esprit avec dégoût, et s'efface également de votre Grimoire si toutefais il y était inscrit.</span></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, qu'elles peuvent utiliser normalement. Tels sont les caprices de Tzeentch.<p>",
"effets": []
"description": "<p><span class=\"fontstyle0\">Vos paroles, imprégnées de la prescience labyrinthique du Changeur de Voies, remodèlent votre esprit, vous donnant accès à de nouvelles connaissances arcaniques. Choisissez un Sort dans nimporte quel Domaine (pour assurer un jeu rapide, le MJ peut imposer une limite de temps de neuf secondes). Pendant que lAvantage de Tzeentch est en vigueur, vous pouvez lancer votre nouveau Sort comme si vous laviez mémorisé, sans pouvoir le transcrire dans un grimoire, un parchemin ou autre. Si vous focalisez pour lancer le nouveau Sort, vous pouvez utiliser soit Focalisation (<i>Dhar</i>), soit la Compétence de Focalisation appropriée au Domaine que le Sort requiert normalement, si vous la possédez. </span></p><p><span class=\"fontstyle0\">Si vous subissez une Incantation Imparfaite lors d'une Focalisation ou d'une Incantation en lançant ce nouveau sort, le sort Avantage de Tzeentch quitte votre esprit avec dégoût, et s'efface également de votre Grimoire si toutefais il y était inscrit.</span></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, qu'elles peuvent utiliser normalement. Tels sont les caprices de Tzeentch.<p>"
},
{
"id": "Blast of Corruption (Undivided)",
"name": "Décharge de Corruption (Indivisible)",
"description": "<p><span class=\"fontstyle0\">Vous canalisez la Magie noire en un éclair de puissance corrosive. Il sagit dun <i>Projectile magique</i> infligeant Dégâts +6. Les Cibles affectées par le Sort doivent réussir un Test de <strong>Résistance Intermédiaire (+0)</strong>, ou gagner 1 Corruption. /span></p>",
"effets": [
{
"_id": "f0ylOlHNyqtg71Qx",
"changes": [],
"disabled": false,
"duration": {
"startTime": null
},
"icon": "modules/wfrp4e-core/icons/spells/undivided.png",
"label": "Décharge de Corruption (Indivisible)",
"tint": null,
"transfer": false,
"flags": {
"wfrp4e": {
"effectTrigger": "oneTime",
"effectApplication": "apply",
"script": "args.actor.setupSkill(\"Résistance\", {context : {failure: \"1 Point de Corruption acquis\"}}).then(setupData => {\n args.actor.basicTest(setupData).then(test => \n {\n if (test.result.outcome == \"failure\" && args.actor.type == \"character\")\n {\n args.actor.update({\"data.status.corruption.value\" : parseInt(args.actor.status.corruption.value) + 1})\n args.actor.checkCorruption()\n }\n })\n })",
"preventDuplicateEffects": false
}
}
}
]
"description": "<p><span class=\"fontstyle0\">Vous canalisez la Magie noire en un éclair de puissance corrosive. Il sagit dun <i>Projectile magique</i> infligeant Dégâts +6. Les Cibles affectées par le Sort doivent réussir un Test de <strong>Résistance Intermédiaire (+0)</strong>, ou gagner 1 Corruption. /span></p>"
},
{
"id": "Blast of Corruption (Tzeentch)",
"name": "Décharge de Corruption (Tzeentch)",
"description": "<p><span class=\"fontstyle0\">Vous canalisez la Magie noire en un éclair de puissance corrosive. Il sagit dun <i>Projectile magique</i> infligeant Dégâts +6. Les Cibles affectées par le Sort doivent réussir un Test de Résistance Intermédiaire (+0), ou gagner 1 Corruption. /span></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 <strong>Résistance Intermédiaire (+0)</strong> ou gagner +1 point de Corruption. Si elles réussissent leur Test, elles gagnent +1 Point de Chance, qu'elles peuvent utiliser normalement. Tels sont les caprices de Tzeentch.<p>",
"effets": [
{
"_id": "88oX5VldSmMJdpxI",
"changes": [],
"disabled": false,
"duration": {
"startTime": null
},
"icon": "modules/wfrp4e-core/icons/spells/tzeentch.png",
"label": "Décharge de Corruption (Tzeentch)",
"tint": null,
"transfer": false,
"flags": {
"wfrp4e": {
"effectTrigger": "oneTime",
"effectApplication": "apply",
"script": "args.actor.setupSkill(\"Résistance\", {context : {failure: \"1 Point de Corruption acquis\"}}).then(setupData => {\n args.actor.basicTest(setupData).then(test => \n {\n if (test.result.outcome == \"failure\" && args.actor.type == \"character\")\n {\n args.actor.update({\"data.status.corruption.value\" : parseInt(args.actor.status.corruption.value) + 1})\n args.actor.checkCorruption()\n }\n })\n })",
"preventDuplicateEffects": false
}
}
}
]
"description": "<p><span class=\"fontstyle0\">Vous canalisez la Magie noire en un éclair de puissance corrosive. Il sagit dun <i>Projectile magique</i> infligeant Dégâts +6. Les Cibles affectées par le Sort doivent réussir un Test de Résistance Intermédiaire (+0), ou gagner 1 Corruption. /span></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 <strong>Résistance Intermédiaire (+0)</strong> ou gagner +1 point de Corruption. Si elles réussissent leur Test, elles gagnent +1 Point de Chance, qu'elles peuvent utiliser normalement. Tels sont les caprices de Tzeentch.<p>"
},
{
"id": "Rend Aethyr (Undivided)",
"name": "Déchirer l'Aethyr (Indivisible)",
"description": "<p><span class=\"fontstyle0\">Vos mots ignobles et profanes déchirent le tissu de la réalité, creusant une brèche dans le monde, au travers de laquelle les serviteurs des Dieux Sombres sont libres de passer. Un portail déchiqueté vers lAethyr apparaît.</span></p><p><span class=\"fontstyle0\">À la fin de chaque round, un démon mineur traverse le portail depuis les Royaumes du Chaos. Ces démons ne sont pas sous votre contrôle, mais sont susceptibles de vous défendre et dattaquer vos ennemis, si telle est la volonté de votre maître impie. Les démons invoqués dépendent de votre Domaine du Chaos : démonettes de Slaanesh, porte-peste de Nurgle, horreurs de Tzeentch, sanguinaires de Khorne, et, pour les sorciers du Chaos Indivisible, des furies du Chaos. Pendant toute la durée du sort, tous les démons quil invoque sont immunisés aux effets du Trait de créature Instable.</span></p><p><span class=\"fontstyle0\">Pour chaque +5 DR de Surincantation, vous pouvez augmenter le rythme darrivée des démons de +1. </span></p><p><span class=\"fontstyle0\">Les créatures vivantes doivent réussir un Test de <strong>Résistance Accessible (+20)</strong> à la fin de chaque Round où elles voient la déchirure, ou gagner +1 Corruption. Toute créature vivante assez stupide ou malchanceuse pour entrer dans la faille choit dans les Royaumes du Chaos et est immédiatement tuée, à moins quun Point de Destin ne soit dépensé. Dans ce cas, elle est renvoyée dans la réalité, peut-être sauvée par une Puissance quelconque dans un but encore inachevé.</span></p><p><span class=\"fontstyle0\">Si vous ratez lIncantation de ce Sort, les démons qui traversent les Royaumes du Chaos appartiennent à une divinité rivale et peuvent être immédiatement hostiles à leur invocateur !</span></p>",
"effets": []
"description": "<p><span class=\"fontstyle0\">Vos mots ignobles et profanes déchirent le tissu de la réalité, creusant une brèche dans le monde, au travers de laquelle les serviteurs des Dieux Sombres sont libres de passer. Un portail déchiqueté vers lAethyr apparaît.</span></p><p><span class=\"fontstyle0\">À la fin de chaque round, un démon mineur traverse le portail depuis les Royaumes du Chaos. Ces démons ne sont pas sous votre contrôle, mais sont susceptibles de vous défendre et dattaquer vos ennemis, si telle est la volonté de votre maître impie. Les démons invoqués dépendent de votre Domaine du Chaos : démonettes de Slaanesh, porte-peste de Nurgle, horreurs de Tzeentch, sanguinaires de Khorne, et, pour les sorciers du Chaos Indivisible, des furies du Chaos. Pendant toute la durée du sort, tous les démons quil invoque sont immunisés aux effets du Trait de créature Instable.</span></p><p><span class=\"fontstyle0\">Pour chaque +5 DR de Surincantation, vous pouvez augmenter le rythme darrivée des démons de +1. </span></p><p><span class=\"fontstyle0\">Les créatures vivantes doivent réussir un Test de <strong>Résistance Accessible (+20)</strong> à la fin de chaque Round où elles voient la déchirure, ou gagner +1 Corruption. Toute créature vivante assez stupide ou malchanceuse pour entrer dans la faille choit dans les Royaumes du Chaos et est immédiatement tuée, à moins quun Point de Destin ne soit dépensé. Dans ce cas, elle est renvoyée dans la réalité, peut-être sauvée par une Puissance quelconque dans un but encore inachevé.</span></p><p><span class=\"fontstyle0\">Si vous ratez lIncantation de ce Sort, les démons qui traversent les Royaumes du Chaos appartiennent à une divinité rivale et peuvent être immédiatement hostiles à leur invocateur !</span></p>"
},
{
"id": "Rend Aethyr (Tzeentch)",
"name": "Déchirer l'Aethyr (Tzeentch)",
"description": "<p><span class=\"fontstyle0\">Vos mots ignobles et profanes déchirent le tissu de la réalité, creusant une brèche dans le monde, au travers de laquelle les serviteurs des Dieux Sombres sont libres de passer. Un portail déchiqueté vers lAethyr apparaît.</span></p><p><span class=\"fontstyle0\">À la fin de chaque round, un démon mineur traverse le portail depuis les Royaumes du Chaos. Ces démons ne sont pas sous votre contrôle, mais sont susceptibles de vous défendre et dattaquer vos ennemis, si telle est la volonté de votre maître impie. Les démons invoqués dépendent de votre Domaine du Chaos : démonettes de Slaanesh, porte-peste de Nurgle, horreurs de Tzeentch, sanguinaires de Khorne, et, pour les sorciers du Chaos Indivisible, des furies du Chaos. Pendant toute la durée du sort, tous les démons quil invoque sont immunisés aux effets du Trait de créature Instable.</span></p><p><span class=\"fontstyle0\">Pour chaque +5 DR de Surincantation, vous pouvez augmenter le rythme darrivée des démons de +1. </span></p><p><span class=\"fontstyle0\">Les créatures vivantes doivent réussir un Test de <strong>Résistance Accessible (+20)</strong> à la fin de chaque Round où elles voient la déchirure, ou gagner +1 Corruption. Toute créature vivante assez stupide ou malchanceuse pour entrer dans la faille choit dans les Royaumes du Chaos et est immédiatement tuée, à moins quun Point de Destin ne soit dépensé. Dans ce cas, elle est renvoyée dans la réalité, peut-être sauvée par une Puissance quelconque dans un but encore inachevé.</span></p><p><span class=\"fontstyle0\">Si vous ratez lIncantation de ce Sort, les démons qui traversent les Royaumes du Chaos appartiennent à une divinité rivale et peuvent être immédiatement hostiles à leur invocateur !</span></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, qu'elles peuvent utiliser normalement. Tels sont les caprices de Tzeentch.<p>",
"effets": []
"description": "<p><span class=\"fontstyle0\">Vos mots ignobles et profanes déchirent le tissu de la réalité, creusant une brèche dans le monde, au travers de laquelle les serviteurs des Dieux Sombres sont libres de passer. Un portail déchiqueté vers lAethyr apparaît.</span></p><p><span class=\"fontstyle0\">À la fin de chaque round, un démon mineur traverse le portail depuis les Royaumes du Chaos. Ces démons ne sont pas sous votre contrôle, mais sont susceptibles de vous défendre et dattaquer vos ennemis, si telle est la volonté de votre maître impie. Les démons invoqués dépendent de votre Domaine du Chaos : démonettes de Slaanesh, porte-peste de Nurgle, horreurs de Tzeentch, sanguinaires de Khorne, et, pour les sorciers du Chaos Indivisible, des furies du Chaos. Pendant toute la durée du sort, tous les démons quil invoque sont immunisés aux effets du Trait de créature Instable.</span></p><p><span class=\"fontstyle0\">Pour chaque +5 DR de Surincantation, vous pouvez augmenter le rythme darrivée des démons de +1. </span></p><p><span class=\"fontstyle0\">Les créatures vivantes doivent réussir un Test de <strong>Résistance Accessible (+20)</strong> à la fin de chaque Round où elles voient la déchirure, ou gagner +1 Corruption. Toute créature vivante assez stupide ou malchanceuse pour entrer dans la faille choit dans les Royaumes du Chaos et est immédiatement tuée, à moins quun Point de Destin ne soit dépensé. Dans ce cas, elle est renvoyée dans la réalité, peut-être sauvée par une Puissance quelconque dans un but encore inachevé.</span></p><p><span class=\"fontstyle0\">Si vous ratez lIncantation de ce Sort, les démons qui traversent les Royaumes du Chaos appartiennent à une divinité rivale et peuvent être immédiatement hostiles à leur invocateur !</span></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, qu'elles peuvent utiliser normalement. Tels sont les caprices de Tzeentch.<p>"
},
{
"id": "Bolt of Change",
"name": "Éclair du changement",
"description": "<p><span class=\"fontstyle0\">Un éclair pulsant dune scintillante énergie chaotique déchire l'air. L'Éclair du changement est un <i>Projectile magique</i>, et la Cible subit des Dégâts +7. De plus, elle doit effectuer un Test de </strong>Résistance Intermédiaire (+0)</strong>. Une Cible qui échoue gagne +1 Point de Corruption. En cas de Maladresse, la Cible effectue immédiatement un jet de Mutation, et gagne le Talent Compendium[wfrp4e-core.items.hiU7vhBOVpVI8c7C]{Magie du Chaos (Tzeentch)}. Un Personnage affecté par ce sort peut résister à une Mutation en dépensant un Point de Détermination.</span></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, qu'elles peuvent utiliser normalement. Tels sont les caprices de Tzeentch.<p>",
"effets": [
{
"_id": "35UAihuCR5o2saMI",
"changes": [],
"disabled": false,
"duration": {
"startTime": null
},
"icon": "modules/wfrp4e-core/icons/spells/tzeentch.png",
"label": "Eclair du Changement",
"tint": null,
"transfer": false,
"flags": {
"wfrp4e": {
"effectTrigger": "oneTime",
"effectApplication": "apply",
"script": "args.actor.setupSkill(\"Résistance\", { context: { failure: \"1 Point de Corruption acquis\" } }).then(setupData => {\n args.actor.basicTest(setupData).then(test => {\n if (test.result.outcome == \"failure\" && args.actor.type == \"character\") {\n let msg = \"\"\n args.actor.update({ \"data.status.corruption.value\": parseInt(args.actor.status.corruption.value) + 1 })\n msg += `<b>${args.actor.prototypeToken.name}</b> gains a Corruption point<br>`\n if ((test.result.outcome.roll % 11 == 0) || test.result.outcome.roll == 100 || test.result.outcome.roll == 99)\n msg += `<b>${args.actor.prototypeToken.name}</b> reçoit une mutation (@Table[expandedmutatephys]{Physique} ou @Table[expandedmutatemental]{Mentale}) et reçoit @Compendium[wfrp4e-core.items.hiU7vhBOVpVI8c7C]{Chaos Magic (Tzeentch)}`\n ChatMessage.create({content : msg, speaker : {alias : this.effect.label}})\n args.actor.checkCorruption()\n }\n })\n})",
"preventDuplicateEffects": false
}
}
}
]
"description": "<p><span class=\"fontstyle0\">Un éclair pulsant dune scintillante énergie chaotique déchire l'air. L'Éclair du changement est un <i>Projectile magique</i>, et la Cible subit des Dégâts +7. De plus, elle doit effectuer un Test de </strong>Résistance Intermédiaire (+0)</strong>. Une Cible qui échoue gagne +1 Point de Corruption. En cas de Maladresse, la Cible effectue immédiatement un jet de Mutation, et gagne le Talent Compendium[wfrp4e-core.items.hiU7vhBOVpVI8c7C]{Magie du Chaos (Tzeentch)}. Un Personnage affecté par ce sort peut résister à une Mutation en dépensant un Point de Détermination.</span></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, qu'elles peuvent utiliser normalement. Tels sont les caprices de Tzeentch.<p>"
},
{
"id": "Slave to Darkness (Undivided)",
"name": "Esclave des ténèbres (Indivisible)",
"description": "<p><span class=\"fontstyle0\">Vous implorez votre divinité pour quelle sempare de lâme de votre Cible et la remplace par quelque chose de terrible. Faites un Test opposé de <strong>Force Mentale</strong>, que vous devez gagner dau moins +2 DR. Si vous y parvenez, lâme de la victime est envoyée dans les Royaumes du Chaos et le corps est possédé par un démon. À moins que la Cible ne dépense un Point de Destin, le contrôle du Personnage passe au MJ. Si vous ne gagnez pas le Test opposé par au moins +2 DR, vous subissez une <a class=\"table-click\" data-table=\"majormis\">Incantation imparfaite majeure</table>, et le Sort échoue. Si vous ne réussissez pas le Test, votre arrogance est punie par votre dieu. Votre âme est arrachée à son corps, pour ne jamais revenir, à moins que vous ne dépensiez un Point de Destin pour y résister. Mais votre dieu ne sera guère ravi si vous rejetez son autorité de manière aussi flagrante.</span></p> <p><span class=\"fontstyle0\"> Étant donné les risques et les limites inhérents à ce Sort, il est généralement lancé sur des victimes qui ont été « préparées » pour leur sacrifice ; elles ont été attachées, droguées et/ou autrement neutralisées.</span></p>",
"effets": []
"description": "<p><span class=\"fontstyle0\">Vous implorez votre divinité pour quelle sempare de lâme de votre Cible et la remplace par quelque chose de terrible. Faites un Test opposé de <strong>Force Mentale</strong>, que vous devez gagner dau moins +2 DR. Si vous y parvenez, lâme de la victime est envoyée dans les Royaumes du Chaos et le corps est possédé par un démon. À moins que la Cible ne dépense un Point de Destin, le contrôle du Personnage passe au MJ. Si vous ne gagnez pas le Test opposé par au moins +2 DR, vous subissez une <a class=\"table-click\" data-table=\"majormis\">Incantation imparfaite majeure</table>, et le Sort échoue. Si vous ne réussissez pas le Test, votre arrogance est punie par votre dieu. Votre âme est arrachée à son corps, pour ne jamais revenir, à moins que vous ne dépensiez un Point de Destin pour y résister. Mais votre dieu ne sera guère ravi si vous rejetez son autorité de manière aussi flagrante.</span></p> <p><span class=\"fontstyle0\"> Étant donné les risques et les limites inhérents à ce Sort, il est généralement lancé sur des victimes qui ont été « préparées » pour leur sacrifice ; elles ont été attachées, droguées et/ou autrement neutralisées.</span></p>"
},
{
"id": "Slave to Darkness (Tzeentch)",
"name": "Esclave des ténèbres (Tzeentch)",
"description": "<p><span class=\"fontstyle0\">Vous implorez votre divinité pour quelle sempare de lâme de votre Cible et la remplace par quelque chose de terrible. Faites un Test opposé de </strong>Force Mentale</strong>, que vous devez gagner dau moins +2 DR. Si vous y parvenez, lâme de la victime est envoyée dans les Royaumes du Chaos et le corps est possédé par un démon. À moins que la Cible ne dépense un Point de Destin, le contrôle du Personnage passe au MJ. Si vous ne gagnez pas le Test opposé par au moins +2 DR, vous subissez une <a class=\"table-click\" data-table=\"majormis\">Incantation imparfaite majeure</table>, et le Sort échoue. Si vous ne réussissez pas le Test, votre arrogance est punie par votre dieu. Votre âme est arrachée à son corps, pour ne jamais revenir, à moins que vous ne dépensiez un Point de Destin pour y résister. Mais votre dieu ne sera guère ravi si vous rejetez son autorité de manière aussi flagrante.</span></p> <p><span class=\"fontstyle0\"> Étant donné les risques et les limites inhérents à ce Sort, il est généralement lancé sur des victimes qui ont été « préparées » pour leur sacrifice ; elles ont été attachées, droguées et/ou autrement neutralisées.</span></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, qu'elles peuvent utiliser normalement. Tels sont les caprices de Tzeentch.<p>",
"effets": []
"description": "<p><span class=\"fontstyle0\">Vous implorez votre divinité pour quelle sempare de lâme de votre Cible et la remplace par quelque chose de terrible. Faites un Test opposé de </strong>Force Mentale</strong>, que vous devez gagner dau moins +2 DR. Si vous y parvenez, lâme de la victime est envoyée dans les Royaumes du Chaos et le corps est possédé par un démon. À moins que la Cible ne dépense un Point de Destin, le contrôle du Personnage passe au MJ. Si vous ne gagnez pas le Test opposé par au moins +2 DR, vous subissez une <a class=\"table-click\" data-table=\"majormis\">Incantation imparfaite majeure</table>, et le Sort échoue. Si vous ne réussissez pas le Test, votre arrogance est punie par votre dieu. Votre âme est arrachée à son corps, pour ne jamais revenir, à moins que vous ne dépensiez un Point de Destin pour y résister. Mais votre dieu ne sera guère ravi si vous rejetez son autorité de manière aussi flagrante.</span></p> <p><span class=\"fontstyle0\"> Étant donné les risques et les limites inhérents à ce Sort, il est généralement lancé sur des victimes qui ont été « préparées » pour leur sacrifice ; elles ont été attachées, droguées et/ou autrement neutralisées.</span></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, qu'elles peuvent utiliser normalement. Tels sont les caprices de Tzeentch.<p>"
},
{
"id": "Bolt of Corruption (Undivided)",
"name": "Explosion de Corruption (Indivisible)",
"description": "<p><span class=\"fontstyle0\">Vous canalisez la Magie profane en un souffle explosif de Corruption. Il sagit dun <i>Projectile magique</i> infligeant Dégâts +5 qui Cible tout le monde dans la Zone dEffet. Toute personne affectée par le Sort doit réussir un Test de <strong>Résistance Intermédiaire (+0)</strong>, ou gagner 1 Corruption.</span></p>",
"effets": [
{
"_id": "g3X027r29G9dcaOm",
"changes": [],
"disabled": false,
"duration": {
"startTime": null
},
"icon": "modules/wfrp4e-core/icons/spells/undivided.png",
"label": "Explosion de Corruption (Indivisible)",
"tint": null,
"transfer": false,
"flags": {
"wfrp4e": {
"effectTrigger": "oneTime",
"effectApplication": "apply",
"script": "args.actor.setupSkill(\"Résistance\", {context : {failure: \"1 Point de Corruption acquis\"}}).then(setupData => {\n args.actor.basicTest(setupData).then(test => \n {\n if (test.result.outcome == \"failure\" && args.actor.type == \"character\")\n {\n args.actor.update({\"data.status.corruption.value\" : parseInt(args.actor.status.corruption.value) + 1})\n args.actor.checkCorruption()\n }\n })\n })",
"preventDuplicateEffects": false
}
}
}
]
"description": "<p><span class=\"fontstyle0\">Vous canalisez la Magie profane en un souffle explosif de Corruption. Il sagit dun <i>Projectile magique</i> infligeant Dégâts +5 qui Cible tout le monde dans la Zone dEffet. Toute personne affectée par le Sort doit réussir un Test de <strong>Résistance Intermédiaire (+0)</strong>, ou gagner 1 Corruption.</span></p>"
},
{
"id": "Bolt of Corruption (Tzeentch)",
"name": "Explosion de Corruption (Tzeentch)",
"description": "<p><span class=\"fontstyle0\">Vous canalisez la Magie profane en un souffle explosif de Corruption. Il sagit dun <i>Projectile magique</i> infligeant Dégâts +5 qui Cible tout le monde dans la Zone dEffet. Toute personne affectée par le Sort doit réussir un Test de </strong>Résistance Intermédiaire (+0)</strong>, ou gagner 1 Corruption.</span></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, qu'elles peuvent utiliser normalement. Tels sont les caprices de Tzeentch.<p>",
"effets": [
{
"_id": "BcIqqg2LrTJdON5l",
"changes": [],
"disabled": false,
"duration": {
"startTime": null
},
"icon": "modules/wfrp4e-core/icons/spells/tzeentch.png",
"label": "Explosion de Corruption (Tzeentch)",
"tint": null,
"transfer": false,
"flags": {
"wfrp4e": {
"effectTrigger": "oneTime",
"effectApplication": "apply",
"script": "args.actor.setupSkill(\"Résistance\", {context : {failure: \"1 Point de Corruption acquis\"}}).then(setupData => {\n args.actor.basicTest(setupData).then(test => \n {\n if (test.result.outcome == \"failure\" && args.actor.type == \"character\")\n {\n args.actor.update({\"data.status.corruption.value\" : parseInt(args.actor.status.corruption.value) + 1})\n args.actor.checkCorruption()\n }\n })\n })",
"preventDuplicateEffects": false
}
}
}
]
"description": "<p><span class=\"fontstyle0\">Vous canalisez la Magie profane en un souffle explosif de Corruption. Il sagit dun <i>Projectile magique</i> infligeant Dégâts +5 qui Cible tout le monde dans la Zone dEffet. Toute personne affectée par le Sort doit réussir un Test de </strong>Résistance Intermédiaire (+0)</strong>, ou gagner 1 Corruption.</span></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, qu'elles peuvent utiliser normalement. Tels sont les caprices de Tzeentch.<p>"
},
{
"id": "Blue Fire of Tzeentch",
"name": "Feu Bleu de Tzeentch",
"description": "<p><span class=\"fontstyle0\">Vos mots invoquent une boule de feu dun bleu scintillant qui engloutit vos ennemis. Le Feu bleu de Tzeentch est un <i>Projectile magique</i>. Toute personne se trouvant dans les limites de votre Bonus dInitiative en mètres autour de la cible subit +3 Points de Dégâts, et gagne 1 État <i>En flammes</i>.</span></p><p><span class=\"fontstyle0\">Si un Personnage de Taille Petite ou supérieure est réduit à 0 Blessure par ce Sort, alors quil est sous leffet de lÉtat En flammes dû au Feu bleu de Tzeentch, lancez 1d10. Sur un résultat de 9, deux horreurs bleues (voir page 85) se frayent un chemin à travers la chair hurlante du Personnage, le tuant au passage.</span></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, qu'elles peuvent utiliser normalement. Tels sont les caprices de Tzeentch.<p>",
"effets": [
{
"_id": "kpfKJaxLFqOnbIli",
"changes": [],
"disabled": false,
"duration": {
"startTime": null
},
"icon": "modules/wfrp4e-core/icons/spells/tzeentch.png",
"label": "Feu Bleu de Tzeentch",
"tint": null,
"transfer": false,
"flags": {
"wfrp4e": {
"effectApplication": "damage",
"effectTrigger": "applyDamage",
"script": "args.actor.addCondition(\"ablaze\")",
"preventDuplicateEffects": false
}
}
}
]
"description": "<p><span class=\"fontstyle0\">Vos mots invoquent une boule de feu dun bleu scintillant qui engloutit vos ennemis. Le Feu bleu de Tzeentch est un <i>Projectile magique</i>. Toute personne se trouvant dans les limites de votre Bonus dInitiative en mètres autour de la cible subit +3 Points de Dégâts, et gagne 1 État <i>En flammes</i>.</span></p><p><span class=\"fontstyle0\">Si un Personnage de Taille Petite ou supérieure est réduit à 0 Blessure par ce Sort, alors quil est sous leffet de lÉtat En flammes dû au Feu bleu de Tzeentch, lancez 1d10. Sur un résultat de 9, deux horreurs bleues (voir page 85) se frayent un chemin à travers la chair hurlante du Personnage, le tuant au passage.</span></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, qu'elles peuvent utiliser normalement. Tels sont les caprices de Tzeentch.<p>"
},
{
"id": "Pink Fire of Tzeentch",
"name": "Feu Rose de Tzeentch",
"description": "<p><span class=\"fontstyle0\">Des éclairs de feu rose tourbillonnent du bout de vos doigts tendus, faisant hurler dangoisse la réalité. Le Feu rose de Tzeentch est un <i>Projectile magique</i>. La Cible touchée subit Dégâts +6, et gagne +1 État <i>En flammes</i>.</span></p><p><span class=\"fontstyle0\">Si un Personnage de Taille petite ou plus grande est réduit à 0 Blessure par ce Sort, alors quil est sous leffet de lÉtat En flammes causé par le Feu rose de Tzeentch, lancez un d10. Sur un résultat de 9, une horreur rose (voir page 85) se fraie un chemin hors du corps convulsé de la Cible, la tuant aussitôt.</span></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, qu'elles peuvent utiliser normalement. Tels sont les caprices de Tzeentch.<p>",
"effets": [
{
"_id": "1a0uY9XWM9tSfqEl",
"changes": [],
"disabled": false,
"duration": {
"startTime": null
},
"icon": "modules/wfrp4e-core/icons/spells/tzeentch.png",
"label": "Feu Rose de Tzeentch",
"tint": null,
"transfer": false,
"flags": {
"wfrp4e": {
"effectTrigger": "applyDamage",
"effectApplication": "damage",
"script": "args.actor.addCondition(\"ablaze\")",
"preventDuplicateEffects": false
}
}
}
]
"description": "<p><span class=\"fontstyle0\">Des éclairs de feu rose tourbillonnent du bout de vos doigts tendus, faisant hurler dangoisse la réalité. Le Feu rose de Tzeentch est un <i>Projectile magique</i>. La Cible touchée subit Dégâts +6, et gagne +1 État <i>En flammes</i>.</span></p><p><span class=\"fontstyle0\">Si un Personnage de Taille petite ou plus grande est réduit à 0 Blessure par ce Sort, alors quil est sous leffet de lÉtat En flammes causé par le Feu rose de Tzeentch, lancez un d10. Sur un résultat de 9, une horreur rose (voir page 85) se fraie un chemin hors du corps convulsé de la Cible, la tuant aussitôt.</span></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, qu'elles peuvent utiliser normalement. Tels sont les caprices de Tzeentch.<p>"
},
{
"id": "Mindfire",
"name": "Feu Spirituel",
"description": "<p><span class=\"fontstyle0\">Lair se déforme au bout de vos doigts, formant un éclair dénergie magique brumeuse et chatoyante que vous pouvez lancer sur votre Cible. Toute personne affectée par Feu spirituel doit réussir un Test de <strong>Calme Intermédiaire (+0)</strong>, ou gagner 1 Point de Corruption. Pour chaque +2 DR, vous pouvez faire gagner un Point de Corruption supplémentaire à la Cible dont le Test de <strong>Calme</strong> est raté. Si une Mutation se produit à la suite de ce Sort, la Cible effectue automatiquement un jet sur le tableau des <a class=\"table-click\" data-table=\"expandedmutatemental\">Mutations mentales</a>, et gagne +1 État <i>En flammes</i> alors que du feu surnaturel jaillit de chaque orifice de sa tête.</span></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, qu'elles peuvent utiliser normalement. Tels sont les caprices de Tzeentch.<p>",
"effets": []
"description": "<p><span class=\"fontstyle0\">Lair se déforme au bout de vos doigts, formant un éclair dénergie magique brumeuse et chatoyante que vous pouvez lancer sur votre Cible. Toute personne affectée par Feu spirituel doit réussir un Test de <strong>Calme Intermédiaire (+0)</strong>, ou gagner 1 Point de Corruption. Pour chaque +2 DR, vous pouvez faire gagner un Point de Corruption supplémentaire à la Cible dont le Test de <strong>Calme</strong> est raté. Si une Mutation se produit à la suite de ce Sort, la Cible effectue automatiquement un jet sur le tableau des <a class=\"table-click\" data-table=\"expandedmutatemental\">Mutations mentales</a>, et gagne +1 État <i>En flammes</i> alors que du feu surnaturel jaillit de chaque orifice de sa tête.</span></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, qu'elles peuvent utiliser normalement. Tels sont les caprices de Tzeentch.<p>"
},
{
"id": "The Flickering Flames of Fickle Fate",
"name": "Flammes vacillantes du capricieux destin",
"description": "<p><span class=\"fontstyle0\">Vous invoquez un torrent de feu magique, qui crache, crépite et brûle sans aucun combustible matériel. Ce feu na aucune propriété physique et ne brûle pas, nendommage pas et német pas de chaleur. Toutes les créatures vivantes et les démons qui peuvent le percevoir peuvent choisir de relancer chaque Test une fois, comme sils avaient dépensé un Point de Chance, même sils ont réussi le Test. Chaque fois, ils doivent réussir un Test de <strong>Résistance Intermédiaire (+0)</strong> ou gagner +1 Point de Corruption. Les Personnages portant la marque de Tzeentch sont immunisés à cette Corruption. Le Test pour résister au gain de Corruption ne peut pas être relancé en utilisant leffet de ce Sort.</span></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, qu'elles peuvent utiliser normalement. Tels sont les caprices de Tzeentch.<p>",
"effets": []
"description": "<p><span class=\"fontstyle0\">Vous invoquez un torrent de feu magique, qui crache, crépite et brûle sans aucun combustible matériel. Ce feu na aucune propriété physique et ne brûle pas, nendommage pas et német pas de chaleur. Toutes les créatures vivantes et les démons qui peuvent le percevoir peuvent choisir de relancer chaque Test une fois, comme sils avaient dépensé un Point de Chance, même sils ont réussi le Test. Chaque fois, ils doivent réussir un Test de <strong>Résistance Intermédiaire (+0)</strong> ou gagner +1 Point de Corruption. Les Personnages portant la marque de Tzeentch sont immunisés à cette Corruption. Le Test pour résister au gain de Corruption ne peut pas être relancé en utilisant leffet de ce Sort.</span></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, qu'elles peuvent utiliser normalement. Tels sont les caprices de Tzeentch.<p>"
},
{
"id": "Master of Fortune",
"name": "Maître du Destin",
"description": "<p><span class=\"fontstyle0\">Les sorciers de Tzeentch négocient souvent avec leur maître pour obtenir des indications sur leur destin. Cette recherche est dangereuse, car Tzeentch est un dieu capricieux, même envers ses serviteurs favoris. Une fois que le Sort est lancé, il ne peut plus lêtre à nouveau, jusquà ce que sa durée soit écoulée.</span></p><p><span class=\"fontstyle0\">Calculez la réussite du Test de <strong>Langue (Magick)</strong> nécessaire pour lancer le Sort. Pour chaque DR positif, le Lanceur bénéficie dun Point de Chance quil peut utiliser normalement pendant la durée du Sort. Cependant, si le Sort échoue, pour chaque DR négatif, le Lanceur reçoit un Point de Corruption pour avoir examiné un éventail vertigineux dinquiétants échos futurs.</span></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, qu'elles peuvent utiliser normalement. Tels sont les caprices de Tzeentch.<p>",
"effets": [
{
"_id": "qRYINhWYqnpN1MHC",
"changes": [],
"disabled": false,
"duration": {
"startTime": null
},
"icon": "modules/wfrp4e-core/icons/spells/tzeentch.png",
"label": "Maître du Destin",
"transfer": false,
"flags": {}
}
]
"description": "<p><span class=\"fontstyle0\">Les sorciers de Tzeentch négocient souvent avec leur maître pour obtenir des indications sur leur destin. Cette recherche est dangereuse, car Tzeentch est un dieu capricieux, même envers ses serviteurs favoris. Une fois que le Sort est lancé, il ne peut plus lêtre à nouveau, jusquà ce que sa durée soit écoulée.</span></p><p><span class=\"fontstyle0\">Calculez la réussite du Test de <strong>Langue (Magick)</strong> nécessaire pour lancer le Sort. Pour chaque DR positif, le Lanceur bénéficie dun Point de Chance quil peut utiliser normalement pendant la durée du Sort. Cependant, si le Sort échoue, pour chaque DR négatif, le Lanceur reçoit un Point de Corruption pour avoir examiné un éventail vertigineux dinquiétants échos futurs.</span></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, qu'elles peuvent utiliser normalement. Tels sont les caprices de Tzeentch.<p>"
},
{
"id": "Curse of Tzeentch",
"name": "Malédiction de Tzeentch",
"description": "<p><span class=\"fontstyle0\">Selon la tradition tzeentchienne, tous les Sorts découlent de la volonté du Dieu et lui appartiennent donc. En utilisant ce Sort, un sorcier de Tzeentch peut faire perdre à un autre sorcier la connaissance et la capacité de lancer un Sort dont il avait auparavant la maîtrise.</span></p><p><span class=\"fontstyle0\">Si la Malédiction de Tzeentch est un succès, le Lanceur doit alors faire un Test opposé de <strong>Force Mentale</strong> contre la Cible. Si le Lanceur gagne, la Cible perd laccès à un Sort pris au hasard. Les effets de la Malédiction durent un jour pour chaque DR obtenu par le Lanceur lors du Test opposé.</span></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, qu'elles peuvent utiliser normalement. Tels sont les caprices de Tzeentch.<p>",
"effets": []
"description": "<p><span class=\"fontstyle0\">Selon la tradition tzeentchienne, tous les Sorts découlent de la volonté du Dieu et lui appartiennent donc. En utilisant ce Sort, un sorcier de Tzeentch peut faire perdre à un autre sorcier la connaissance et la capacité de lancer un Sort dont il avait auparavant la maîtrise.</span></p><p><span class=\"fontstyle0\">Si la Malédiction de Tzeentch est un succès, le Lanceur doit alors faire un Test opposé de <strong>Force Mentale</strong> contre la Cible. Si le Lanceur gagne, la Cible perd laccès à un Sort pris au hasard. Les effets de la Malédiction durent un jour pour chaque DR obtenu par le Lanceur lors du Test opposé.</span></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, qu'elles peuvent utiliser normalement. Tels sont les caprices de Tzeentch.<p>"
},
{
"id": "Word of Tzeentch",
"name": "Parole de Tzeentch",
"description": "<p><span class=\"fontstyle0\">Alors que votre langue émet les motifs sonores déformés de ce Sort blasphématoire, deux voix semblent sortir de votre gorge, en une harmonie impie et contre nature. Vos mots renferment une signification supplémentaire pour ceux qui sont affectés par le Sort, même si les Cibles ne peuvent pas se souvenir de ce qui a été dit. Elles en conservent un sentiment obsédant de pressentiment, comme si elles avaient oublié quelque chose de très important concernant leur propre avenir.</span></p>\n<p><span class=\"fontstyle0\"><br>. Les Cibles vivantes affectées par le Sort doivent faire un Test opposé d<strong>Intelligence</strong>. Si la Cible perd, elle gagne 1 État <i>Sonné</i>, +1 État <i>Sonné</i> supplémentaire pour chaque DR décart. En cas de Maladresse, elle gagne lÉtat <i>Inconscient</i>, et +1 Point de Corruption.<br></span></p>\n<p><span class=\"fontstyle0\">Une fois que tous les États ont été retirés, les Cibles affectées doivent réussir un Test de <strong>Résistance Accessible (+20)</strong>, ou gagner +1 Corruption. Si elles obtiennent une Maladresse, elles gagnent immédiatement 1 Mutation mentale, et ne peuvent pas prendre dAmbition à court terme pendant les 1d10 semaines suivantes.</span></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, qu'elles peuvent utiliser normalement. Tels sont les caprices de Tzeentch.<p>",
"effets": []
"description": "<p><span class=\"fontstyle0\">Alors que votre langue émet les motifs sonores déformés de ce Sort blasphématoire, deux voix semblent sortir de votre gorge, en une harmonie impie et contre nature. Vos mots renferment une signification supplémentaire pour ceux qui sont affectés par le Sort, même si les Cibles ne peuvent pas se souvenir de ce qui a été dit. Elles en conservent un sentiment obsédant de pressentiment, comme si elles avaient oublié quelque chose de très important concernant leur propre avenir.</span></p>\n<p><span class=\"fontstyle0\"><br>. Les Cibles vivantes affectées par le Sort doivent faire un Test opposé d<strong>Intelligence</strong>. Si la Cible perd, elle gagne 1 État <i>Sonné</i>, +1 État <i>Sonné</i> supplémentaire pour chaque DR décart. En cas de Maladresse, elle gagne lÉtat <i>Inconscient</i>, et +1 Point de Corruption.<br></span></p>\n<p><span class=\"fontstyle0\">Une fois que tous les États ont été retirés, les Cibles affectées doivent réussir un Test de <strong>Résistance Accessible (+20)</strong>, ou gagner +1 Corruption. Si elles obtiennent une Maladresse, elles gagnent immédiatement 1 Mutation mentale, et ne peuvent pas prendre dAmbition à court terme pendant les 1d10 semaines suivantes.</span></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, qu'elles peuvent utiliser normalement. Tels sont les caprices de Tzeentch.<p>"
},
{
"id": "Obsession (Undivided)",
"name": "Obsession (Indivisible)",
"description": "<p><span class=\"fontstyle0\">Vous devez posséder un objet chéri ou précieux appartenant à la Cible. Vous instillez magiquement de la matière brute du Chaos dans lobjet qui, à son tour, affecte la Cible. Elle devient obsédée par quelque chose : la nature précise de lobsession dépend de lindividu en question, et de votre Domaine. Par exemple, lorsquil sagit de Nurgle, <i>Obsession</i> peut pousser la Cible récemment blessée à gratter frénétiquement ses croûtes. Le Domaine de Slaanesh peut pousser un épicurien ou un gourmand à se goinfrer.</span></p><p><span class=\"fontstyle0\">La Cible doit réussir un Test de <strong>Résistance Accessible (+20)</strong> toutes les heures, ou succomber à son obsession. En cas déchec, les Tests suivants deviennent <strong>Intermédiaire (+0)</strong>, puis si les échecs senchaînent, les Tests sont de plus en plus difficiles, jusquà ce quils deviennent <strong>Très difficiles (-30)</strong>. Si la Cible obtient une Maladresse à lun dentre eux (en lançant un double), elle devient complètement obsédée. Elle ne peut rien faire dautre que céder à cette obsession, quels quen soient le coût et les conséquences, pendant un nombre dheures égal à 1d10 - Bonus de Force Mentale (minimum 1 heure). À la fin de la durée du Sort, en plus de toutes les autres implications physiques, sociales ou financières, la Cible doit réussir un Test de <strong>Résistance Intermédiaire (+0)</strong> ou gagner +1 Point de Corruption.</span></p><p><span class=\"fontstyle0\">Une Cible ne peut être affectée par ce Sort quune seule fois pour chaque Domaine avec lequel il est lancé. Toute tentative ultérieure sur la même Cible avec ce Sort est sans effet.</span> </p>",
"effets": []
"description": "<p><span class=\"fontstyle0\">Vous devez posséder un objet chéri ou précieux appartenant à la Cible. Vous instillez magiquement de la matière brute du Chaos dans lobjet qui, à son tour, affecte la Cible. Elle devient obsédée par quelque chose : la nature précise de lobsession dépend de lindividu en question, et de votre Domaine. Par exemple, lorsquil sagit de Nurgle, <i>Obsession</i> peut pousser la Cible récemment blessée à gratter frénétiquement ses croûtes. Le Domaine de Slaanesh peut pousser un épicurien ou un gourmand à se goinfrer.</span></p><p><span class=\"fontstyle0\">La Cible doit réussir un Test de <strong>Résistance Accessible (+20)</strong> toutes les heures, ou succomber à son obsession. En cas déchec, les Tests suivants deviennent <strong>Intermédiaire (+0)</strong>, puis si les échecs senchaînent, les Tests sont de plus en plus difficiles, jusquà ce quils deviennent <strong>Très difficiles (-30)</strong>. Si la Cible obtient une Maladresse à lun dentre eux (en lançant un double), elle devient complètement obsédée. Elle ne peut rien faire dautre que céder à cette obsession, quels quen soient le coût et les conséquences, pendant un nombre dheures égal à 1d10 - Bonus de Force Mentale (minimum 1 heure). À la fin de la durée du Sort, en plus de toutes les autres implications physiques, sociales ou financières, la Cible doit réussir un Test de <strong>Résistance Intermédiaire (+0)</strong> ou gagner +1 Point de Corruption.</span></p><p><span class=\"fontstyle0\">Une Cible ne peut être affectée par ce Sort quune seule fois pour chaque Domaine avec lequel il est lancé. Toute tentative ultérieure sur la même Cible avec ce Sort est sans effet.</span> </p>"
},
{
"id": "Obsession (Tzeentch)",
"name": "Obsession (Tzeentch)",
"description": "<p><span class=\"fontstyle0\">Vous devez posséder un objet chéri ou précieux appartenant à la Cible. Vous instillez magiquement de la matière brute du Chaos dans lobjet qui, à son tour, affecte la Cible. Elle devient obsédée par quelque chose : la nature précise de lobsession dépend de lindividu en question, et de votre Domaine. Par exemple, lorsquil sagit de Nurgle, <i>Obsession</i> peut pousser la Cible récemment blessée à gratter frénétiquement ses croûtes. Le Domaine de Slaanesh peut pousser un épicurien ou un gourmand à se goinfrer.</span></p><p><span class=\"fontstyle0\">La Cible doit réussir un Test de <strong>Résistance Accessible (+20)</strong> toutes les heures, ou succomber à son obsession. En cas déchec, les Tests suivants deviennent <strong>Intermédiaire (+0)</strong>, puis si les échecs senchaînent, les Tests sont de plus en plus difficiles, jusquà ce quils deviennent <strong>Très difficiles (-30)</strong>. Si la Cible obtient une Maladresse à lun dentre eux (en lançant un double), elle devient complètement obsédée. Elle ne peut rien faire dautre que céder à cette obsession, quels quen soient le coût et les conséquences, pendant un nombre dheures égal à 1d10 - Bonus de Force Mentale (minimum 1 heure). À la fin de la durée du Sort, en plus de toutes les autres implications physiques, sociales ou financières, la Cible doit réussir un Test de <strong>Résistance Intermédiaire (+0)</strong> ou gagner +1 Point de Corruption.</span></p><p><span class=\"fontstyle0\">Une Cible ne peut être affectée par ce Sort quune seule fois pour chaque Domaine avec lequel il est lancé. Toute tentative ultérieure sur la même Cible avec ce Sort est sans effet.</span> </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, qu'elles peuvent utiliser normalement. Tels sont les caprices de Tzeentch.<p>",
"effets": []
"description": "<p><span class=\"fontstyle0\">Vous devez posséder un objet chéri ou précieux appartenant à la Cible. Vous instillez magiquement de la matière brute du Chaos dans lobjet qui, à son tour, affecte la Cible. Elle devient obsédée par quelque chose : la nature précise de lobsession dépend de lindividu en question, et de votre Domaine. Par exemple, lorsquil sagit de Nurgle, <i>Obsession</i> peut pousser la Cible récemment blessée à gratter frénétiquement ses croûtes. Le Domaine de Slaanesh peut pousser un épicurien ou un gourmand à se goinfrer.</span></p><p><span class=\"fontstyle0\">La Cible doit réussir un Test de <strong>Résistance Accessible (+20)</strong> toutes les heures, ou succomber à son obsession. En cas déchec, les Tests suivants deviennent <strong>Intermédiaire (+0)</strong>, puis si les échecs senchaînent, les Tests sont de plus en plus difficiles, jusquà ce quils deviennent <strong>Très difficiles (-30)</strong>. Si la Cible obtient une Maladresse à lun dentre eux (en lançant un double), elle devient complètement obsédée. Elle ne peut rien faire dautre que céder à cette obsession, quels quen soient le coût et les conséquences, pendant un nombre dheures égal à 1d10 - Bonus de Force Mentale (minimum 1 heure). À la fin de la durée du Sort, en plus de toutes les autres implications physiques, sociales ou financières, la Cible doit réussir un Test de <strong>Résistance Intermédiaire (+0)</strong> ou gagner +1 Point de Corruption.</span></p><p><span class=\"fontstyle0\">Une Cible ne peut être affectée par ce Sort quune seule fois pour chaque Domaine avec lequel il est lancé. Toute tentative ultérieure sur la même Cible avec ce Sort est sans effet.</span> </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, qu'elles peuvent utiliser normalement. Tels sont les caprices de Tzeentch.<p>"
},
{
"id": "Foul Messenger (Undivided)",
"name": "Odieux Messager (Indivisible)",
"description": "<p><span class=\"fontstyle0\">Vous invoquez un essaim de démons mineurs asservis à votre volonté. Leur forme varie en fonction de la divinité révérée. Les démons porteront un court message (environ vingt-cinq mots) à votre Cible. Ils voyagent presque instantanément et sont invisibles (et inaudibles) pour toute personne ne possédant pas le Talent Seconde vue, même lorsquils délivrent leur message. Toute personne possédant ce Talent peut effectuer un Test de <strong>Perception Difficile (-20)</strong> pour remarquer lessaim et entendre son message. Pour chaque +2 DR, vous pouvez doubler la longueur du message.</span></p>",
"effets": []
"description": "<p><span class=\"fontstyle0\">Vous invoquez un essaim de démons mineurs asservis à votre volonté. Leur forme varie en fonction de la divinité révérée. Les démons porteront un court message (environ vingt-cinq mots) à votre Cible. Ils voyagent presque instantanément et sont invisibles (et inaudibles) pour toute personne ne possédant pas le Talent Seconde vue, même lorsquils délivrent leur message. Toute personne possédant ce Talent peut effectuer un Test de <strong>Perception Difficile (-20)</strong> pour remarquer lessaim et entendre son message. Pour chaque +2 DR, vous pouvez doubler la longueur du message.</span></p>"
},
{
"id": "Foul Messenger (Tzeentch)",
"name": "Odieux Messager (Tzeentch)",
"description": "<p><span class=\"fontstyle0\">Vous invoquez un essaim de démons mineurs asservis à votre volonté. Leur forme varie en fonction de la divinité révérée. Les démons porteront un court message (environ vingt-cinq mots) à votre Cible. Ils voyagent presque instantanément et sont invisibles (et inaudibles) pour toute personne ne possédant pas le Talent Seconde vue, même lorsquils délivrent leur message. Toute personne possédant ce Talent peut effectuer un Test de </strong>Perception Difficile (-20)</strong> pour remarquer lessaim et entendre son message. Pour chaque +2 DR, vous pouvez doubler la longueur du message.</span></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, qu'elles peuvent utiliser normalement. Tels sont les caprices de Tzeentch.<p>",
"effets": []
"description": "<p><span class=\"fontstyle0\">Vous invoquez un essaim de démons mineurs asservis à votre volonté. Leur forme varie en fonction de la divinité révérée. Les démons porteront un court message (environ vingt-cinq mots) à votre Cible. Ils voyagent presque instantanément et sont invisibles (et inaudibles) pour toute personne ne possédant pas le Talent Seconde vue, même lorsquils délivrent leur message. Toute personne possédant ce Talent peut effectuer un Test de </strong>Perception Difficile (-20)</strong> pour remarquer lessaim et entendre son message. Pour chaque +2 DR, vous pouvez doubler la longueur du message.</span></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, qu'elles peuvent utiliser normalement. Tels sont les caprices de Tzeentch.<p>"
},
{
"id": "Sense the Skein",
"name": "Percevoir lécheveau",
"description": "<p><span class=\"fontstyle0\">Vos yeux brillent de rose et bleu tandis que vous prononcez des mots de pouvoir interdits. Vos yeux se dessillent et vous percevez, pendant quelques instants fugaces, le destin interconnecté de toutes choses. Vous pouvez choisir une Cible que vous pouvez voir, et le MJ doit révéler la Motivation, lAmbition à court terme et lAmbition à long terme de cette Cible.</span> </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, qu'elles peuvent utiliser normalement. Tels sont les caprices de Tzeentch.<p>",
"effets": []
"description": "<p><span class=\"fontstyle0\">Vos yeux brillent de rose et bleu tandis que vous prononcez des mots de pouvoir interdits. Vos yeux se dessillent et vous percevez, pendant quelques instants fugaces, le destin interconnecté de toutes choses. Vous pouvez choisir une Cible que vous pouvez voir, et le MJ doit révéler la Motivation, lAmbition à court terme et lAmbition à long terme de cette Cible.</span> </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, qu'elles peuvent utiliser normalement. Tels sont les caprices de Tzeentch.<p>"
},
{
"id": "Power of Chaos (Undivided)",
"name": "Pouvoir du Chaos (Indivisible)",
"description": "<p><span class=\"fontstyle0\">Vous appelez les Dieux Sombres du Chaos à vous aider en pratiquant une petite déchirure dans lAethyr. Tous les Sorts lancés dans un rayon de quelques mètres du point ciblé par le Sort voient leur NI réduit de moitié. Toute personne se trouvant dans la Zone dEffet doit réussir un Test de </strong>Résistance Accessible (+20)</strong> à la fin de chaque Round ou gagner +1 Point de Corruption. Quiconque lance un Sort dans la Zone dEffet fait son Test avec une </strong>Difficulté Accessible (+20)</strong>.</span></p>",
"effets": [
{
"_id": "TVALIiKAB2dgDNgV",
"changes": [],
"disabled": false,
"duration": {
"startTime": null
},
"icon": "modules/wfrp4e-core/icons/spells/undivided.png",
"label": "NI Divisé par 2",
"tint": null,
"transfer": false,
"flags": {
"wfrp4e": {
"effectTrigger": "prePrepareItem",
"effectApplication": "apply",
"script": "if (args.item.type == \"spell\")\n args.item.cn.value = args.item.cn.value / 2",
"preventDuplicateEffects": false
}
}
},
{
"_id": "w1U6DcQY33Zo6VyU",
"changes": [],
"disabled": false,
"duration": {
"startTime": null
},
"icon": "modules/wfrp4e-core/icons/spells/undivided.png",
"label": "Difficulté d'Incantation",
"tint": null,
"transfer": false,
"flags": {
"wfrp4e": {
"effectTrigger": "prefillDialog",
"effectApplication": "apply",
"script": "if (args.type == \"cast\")\n args.prefillModifiers.difficulty = \"average\"",
"preventDuplicateEffects": false
}
}
}
]
"description": "<p><span class=\"fontstyle0\">Vous appelez les Dieux Sombres du Chaos à vous aider en pratiquant une petite déchirure dans lAethyr. Tous les Sorts lancés dans un rayon de quelques mètres du point ciblé par le Sort voient leur NI réduit de moitié. Toute personne se trouvant dans la Zone dEffet doit réussir un Test de </strong>Résistance Accessible (+20)</strong> à la fin de chaque Round ou gagner +1 Point de Corruption. Quiconque lance un Sort dans la Zone dEffet fait son Test avec une </strong>Difficulté Accessible (+20)</strong>.</span></p>"
},
{
"id": "Power of Chaos (Tzeentch)",
"name": "Pouvoir du Chaos (Tzeentch)",
"description": "<p><span class=\"fontstyle0\">Vous appelez les Dieux Sombres du Chaos à vous aider en pratiquant une petite déchirure dans lAethyr. Tous les Sorts lancés dans un rayon de quelques mètres du point ciblé par le Sort voient leur NI réduit de moitié. Toute personne se trouvant dans la Zone dEffet doit réussir un Test de <strong>Résistance Accessible (+20)</strong> à la fin de chaque Round ou gagner +1 Point de Corruption. Quiconque lance un Sort dans la Zone dEffet fait son Test avec une <strong>Difficulté Accessible (+20)</strong>.</span></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, qu'elles peuvent utiliser normalement. Tels sont les caprices de Tzeentch.<p>",
"effets": [
{
"_id": "UwwqUEOhr0SuW8g1",
"changes": [],
"disabled": false,
"duration": {
"startTime": null
},
"icon": "modules/wfrp4e-core/icons/spells/tzeentch.png",
"label": "NI divisé par 2",
"tint": null,
"transfer": false,
"flags": {
"wfrp4e": {
"effectTrigger": "prePrepareItem",
"effectApplication": "apply",
"script": "if (args.item.type == \"spell\")\n args.item.cn.value = args.item.cn.value / 2",
"preventDuplicateEffects": false
}
}
},
{
"_id": "zLJTAjStuXaDNifw",
"changes": [],
"disabled": false,
"duration": {
"startTime": null
},
"icon": "modules/wfrp4e-core/icons/spells/tzeentch.png",
"label": "Difficulté d'Incantation",
"tint": null,
"transfer": false,
"flags": {
"wfrp4e": {
"effectTrigger": "prefillDialog",
"effectApplication": "apply",
"script": "if (args.type == \"cast\")\n args.prefillModifiers.difficulty = \"average\"",
"preventDuplicateEffects": false
}
}
}
]
"description": "<p><span class=\"fontstyle0\">Vous appelez les Dieux Sombres du Chaos à vous aider en pratiquant une petite déchirure dans lAethyr. Tous les Sorts lancés dans un rayon de quelques mètres du point ciblé par le Sort voient leur NI réduit de moitié. Toute personne se trouvant dans la Zone dEffet doit réussir un Test de <strong>Résistance Accessible (+20)</strong> à la fin de chaque Round ou gagner +1 Point de Corruption. Quiconque lance un Sort dans la Zone dEffet fait son Test avec une <strong>Difficulté Accessible (+20)</strong>.</span></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, qu'elles peuvent utiliser normalement. Tels sont les caprices de Tzeentch.<p>"
},
{
"id": "Tzeentch's Firestorm",
"name": "Tempête de feu de Tzeentch",
"description": "<p><span class=\"fontstyle0\">Une tempête tourbillonnante de feu arcanique violet jaillit, invoquée par vos gloussements impies. La Tempête de feu de Tzeentch est un <i>Projectile magique</i>. Les personnes touchées subissent +9 Points de Dégâts et gagnent +1 Etat <i>En flammes</i>.</span></p>\n<p><span class=\"fontstyle0\"><br>Si un Personnage de Taille petite ou plus grande est réduit à 0 Blessure par ce Sort, ou pendant quil souffre dun État <i>En flammes</i> dû à la <i>Tempête de feu de Tzeentch</i>, lancez 1d10. Sur un résultat de 9, deux horreurs roses (voir page 85) sextirpent du corps de la Cible, qui brûle magiquement, et tuent le pauvre malheureux.</span></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, qu'elles peuvent utiliser normalement. Tels sont les caprices de Tzeentch.<p>",
"effets": [
{
"_id": "upb0Smw09GRxyT8a",
"changes": [],
"disabled": false,
"duration": {
"startTime": null
},
"icon": "modules/wfrp4e-core/icons/spells/tzeentch.png",
"label": "Tempête de feu de Tzeentch",
"tint": null,
"transfer": false,
"flags": {
"wfrp4e": {
"effectTrigger": "applyDamage",
"effectApplication": "damage",
"script": "args.actor.addCondition(\"ablaze\")",
"preventDuplicateEffects": true
}
}
}
]
"description": "<p><span class=\"fontstyle0\">Une tempête tourbillonnante de feu arcanique violet jaillit, invoquée par vos gloussements impies. La Tempête de feu de Tzeentch est un <i>Projectile magique</i>. Les personnes touchées subissent +9 Points de Dégâts et gagnent +1 Etat <i>En flammes</i>.</span></p>\n<p><span class=\"fontstyle0\"><br>Si un Personnage de Taille petite ou plus grande est réduit à 0 Blessure par ce Sort, ou pendant quil souffre dun État <i>En flammes</i> dû à la <i>Tempête de feu de Tzeentch</i>, lancez 1d10. Sur un résultat de 9, deux horreurs roses (voir page 85) sextirpent du corps de la Cible, qui brûle magiquement, et tuent le pauvre malheureux.</span></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, qu'elles peuvent utiliser normalement. Tels sont les caprices de Tzeentch.<p>"
},
{
"id": "The Purple Hand",
"name": "La Main Pourpre",
"description": "<p>Ce sort est une malédiction mesquine utilisée par les sorciers de la Main Pourpre pour intimider et calmer les co-conspirateurs agressifs. De tous les codes non verbaux utilisés par la Main Pourpre, le sens de cette malédiction est clair : corrigez vos actes immédiatement ou soyez punis.</span></p><p><span class=\"fontstyle0\">Pour lancer le Sort, le sorcier doit d'abord obtenir un petit morceau de sa Cible : un cheveu perdu ou une rognure d'ongle d'orteil suffisent. Si cet objet est obtenu et que le Sort est lancé avec succès, les paumes des mains de la Cible deviennent d'un profond violet. Les effets du Sort durent une heure pour chaque niveau de réussite obtenu par le Lanceur lors de l'Incantation. </span></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, qu'elles peuvent utiliser normalement. Tels sont les caprices de Tzeentch.<p>",
"effets": []
"description": "<p>Ce sort est une malédiction mesquine utilisée par les sorciers de la Main Pourpre pour intimider et calmer les co-conspirateurs agressifs. De tous les codes non verbaux utilisés par la Main Pourpre, le sens de cette malédiction est clair : corrigez vos actes immédiatement ou soyez punis.</span></p><p><span class=\"fontstyle0\">Pour lancer le Sort, le sorcier doit d'abord obtenir un petit morceau de sa Cible : un cheveu perdu ou une rognure d'ongle d'orteil suffisent. Si cet objet est obtenu et que le Sort est lancé avec succès, les paumes des mains de la Cible deviennent d'un profond violet. Les effets du Sort durent une heure pour chaque niveau de réussite obtenu par le Lanceur lors de l'Incantation. </span></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, qu'elles peuvent utiliser normalement. Tels sont les caprices de Tzeentch.<p>"
},
{
"id": "Transformation of Tzeentch",
"name": "Transformation de Tzeentch",
"description": "<p><span class=\"fontstyle0\">Sur votre ordre, des liens de feu aethyrique sélèvent de la terre, puis senroulent autour de votre Cible, lenveloppant dans un cocon dénergie magique. Les Cibles affectées gagnent lÉtat <i>À Terre</i> et sont considérées comme impuissantes pour toute la durée du Sort. Lorsque la Transformation de Tzeentch prend fin, la Cible doit faire un Test de <strong>Résistance Intermédiaire (+0)</strong>, auquel vous opposez votre Compétence Langue (Magick). Si elle perd, elle gagne +1 Point de Corruption, +1 Point supplémentaire pour chaque DR décart. </span></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, qu'elles peuvent utiliser normalement. Tels sont les caprices de Tzeentch.<p>",
"effets": []
"description": "<p><span class=\"fontstyle0\">Sur votre ordre, des liens de feu aethyrique sélèvent de la terre, puis senroulent autour de votre Cible, lenveloppant dans un cocon dénergie magique. Les Cibles affectées gagnent lÉtat <i>À Terre</i> et sont considérées comme impuissantes pour toute la durée du Sort. Lorsque la Transformation de Tzeentch prend fin, la Cible doit faire un Test de <strong>Résistance Intermédiaire (+0)</strong>, auquel vous opposez votre Compétence Langue (Magick). Si elle perd, elle gagne +1 Point de Corruption, +1 Point supplémentaire pour chaque DR décart. </span></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, qu'elles peuvent utiliser normalement. Tels sont les caprices de Tzeentch.<p>"
}
]
}

View File

@ -0,0 +1,509 @@
{
"label": "Acteurs (Le Rat Cornu",
"entries": {
"Blanca Emrich": {
"name": "Blanca Emrich",
"description": "<section id=\"secret-3bkvLJBofdyqZ04l\" class=\"secret\"><h4>&nbsp;Senior Jade Sceptre Cultist</h4>\n<p>Blanca is a 20-something @UUID[Compendium.wfrp4e-core.items.b6tGqvNe1jYBdeN5]{weirdroot} addict with unpredictable moods and unusual desires. She is the daughter of a wealthy Knight Panther. Her clothes are fashionable and well-cut.&nbsp;</p></section>"
},
"Animated Flames": {
"name": "Animated Flames",
"description": "<section id=\"secret-inETWYfE3wsC9GdU\" class=\"secret\"><p>These fluctuate in height and colour, cycling between pink, blue and yellow. Eyes and mouths appear and disappear spontaneously. As the flames lick across the floor and lap around their enemies they gibber and giggle ceaselessly in strange, high pitched voices. They repeat their opponents words in mocking voices, </p><p>The Animated Flames can be harmed with normal weapons. They are very vulnerable to water. A cup of water would have the same effect on an Animated Flame as a @UUID[Compendium.wfrp4e-core.items.vI0oorwbZdlszudf]{Incendiary} would have on a living creature.</p></section>"
},
"Bors Sirk": {
"name": "Bors Sirk",
"description": ""
},
"Diseased Clanrat": {
"name": "Diseased Clanrat",
"description": "<section id=\"secret-g55dqeJRNoUllf1L\" class=\"secret\"><p>The Clanrats of Blightskab&rsquo;s Plaguepack are not true devotees of plague, and whilst they are led into battle by a Plague Priest, they are not themselves Plague Monks. Nevertheless, Blightskab&rsquo;s infectious example has spread to the lesser rats, and they fight with more ferocity and tenacity than regular Clanrats.</p></section>"
},
"Ingrid Sasslewort": {
"name": "Ingrid Sasslewort",
"description": ""
},
"Bartog The Naff": {
"name": "Bartog The Naff",
"description": ""
},
"Warlord Kratz": {
"name": "Warlord Kratz",
"description": "<section id=\"secret-Nr8K6vCJIEwXUsbD\" class=\"secret\"><p>Kratz is a burly Skaven with grizzled piebald fur, a scarred snout and a beaten expression. He has been stripped down to rags. He is fastened to the throne with a barbed chain, but he stands out as more powerful than most other Skaven in Karak Skygg. His eyes remain alert and intense. Although he flatters and complements the Warlock Engineers on the platform above, he does not look especially subservient.&nbsp;</p></section>"
},
"Weapon Crew": {
"name": "Weapon Crew",
"description": "<section id=\"secret-SbopKuo5OclIyOBO\" class=\"secret\"><p>Many of Clan Skryres Clanrats are trained in the use of their inventive and frightening machineries of destruction. They typically benefit from some extra training, and crudely forged heavy armour. Most of the Weapon Crews encountered in <strong>The Horned Rat</strong> are either equipped with 3 @Item[YnFYheNBrpDmDtZ3]{Poisoned Wind Globe}, or formed into teams of two, equipped with a @Item[lP0b4ATxULZBpIvD]{Warplock Jezzail} and a @Item[3IRcfokn2qQtZEST]{Pavise}.</p></section>"
},
"Degni Rulsson": {
"name": "Degni Rulsson",
"description": ""
},
"Malnourished Night Goblin": {
"name": "Malnourished Night Goblin",
"description": ""
},
"Gotthard Wallenstein": {
"name": "Gotthard Wallenstein",
"description": ""
},
"Valeria Roth": {
"name": "Valeria Roth",
"description": ""
},
"Tiktik the Tally Rat": {
"name": "Tiktik the Tally Rat",
"description": ""
},
"Palanquin Guards": {
"name": "Palanquin Guards",
"description": "<section id=\"secret-sapU75OnnwDDOzu9\" class=\"secret\"><p>@Actor[KFH0AfMtMRGNUU3b]{Skrittar&rsquo;s} palanquin guards are among the most loyal Skaven in the Under-Empire, which admittedly is not saying much. Still, they know that their continued privileges and good fortune rely on Skrittar remaining alive, and so take their duty seriously.</p></section>"
},
"Max the Racketeer": {
"name": "Max the Racketeer",
"description": ""
},
"Siegfried Prunkvoll": {
"name": "Siegfried Prunkvoll",
"description": ""
},
"Clan Mange Slave Master": {
"name": "Clan Mange Slave Master",
"description": ""
},
"The Akoustikk Ratty": {
"name": "The Akoustikk Ratty",
"description": ""
},
"Ungol Horse Archers": {
"name": "Ungol Horse Archers",
"description": "<section id=\"secret-Li0Xv99TLti1B3IR\" class=\"secret\"><p>Scarred, weatherbeaten mercenaries, their bristling moustaches and fierce countenances make them intimidating, but @Actor[lRSRPvsV4jJlJua5]{Tylik&rsquo;s} men are quite friendly. They are also bored, and eager for anything to distract them from the monotony of the picket.</p></section>"
},
"Willus Habicht": {
"name": "Willus Habicht",
"description": ""
},
"Felix von Rosam": {
"name": "Felix von Rosam",
"description": "<section id=\"secret-p5GKdPJrKbo5dyt6\" class=\"secret\"><h4>&nbsp;Senior Jade Sceptre Cultist</h4>\n<p>Felix has a cherubic, friendly expression and no hair on his head or face &mdash; he could be anywhere between 30 and 50. He is a gourmand who spends excessive amounts on the finest delicacies.</p>\n<p>The scroll allows Felix to cast @UUID[Compendium.wfrp4e-core.items.2fBaYkBsPZzxNSNj]{Aquiesecence} on anyone within 6 yd, before it burns up in a pale-blue flame.</p></section>"
},
"Scourge Rider": {
"name": "Scourge Rider",
"description": ""
},
"Great Eagle": {
"name": "Great Eagle",
"description": "<section id=\"secret-1KvQHSCpCk66GoBf\" class=\"secret\"><p>Great Eagles are the largest birds of prey in the Empire. With razor-sharp talons and a wingspan that measures over 30 ft, these birds are alarming predators. They are an ancient race, and have dwelled in the mountains of the Old World since long before the coming of Humans. Most of them nest in the Grey Mountains, though a few live along the Worlds Edge range and a handful in the Middle Mountains.</p>\n<p>They are exceedingly intelligent, and a few of their elders are even rumoured to be capable of speaking the Elvish tongue. In any case, they are well-disposed to Wood Elves in particular. Their vision is so acute they can clearly see the movements of ground animals from up to 3 miles away. They have been known to stoop from great heights, striking a hapless victim like a thunderbolt before they are even aware of the danger.</p></section>"
},
"Sister Anais Nuhn": {
"name": "Sister Anais Nuhn",
"description": ""
},
"Hermann von Talg": {
"name": "Hermann von Talg",
"description": "<section id=\"secret-5Cu4vNLdUSL37TfY\" class=\"secret\"><p>Von Talg is the very model of an eccentric Imperial Engineer, with monocle and moustaches in place. But theres something off about him — his clothes are  tattered and he wears a Yellow Fang patch stitched to his doublet. In conversation, he twitches and sniffs, as if hes emulating the Skaven he admires so much.  Hermann von Talg was dismissed from the @UUID[Compendium.wfrp4e-altdorf.journals.85UN6bKPTfGEBtBb.JournalEntryPage.HYkHeQZtD2AML3oG]{Imperial Engineers School} in Altdorf for his dangerous experiments with pressurised steam. After a series of failed employments, he became aware of Clan Skryre and fell in love. Hes completely devoted to the innovative, no-holds-barred inventiveness of the Skaven, and thinks @Actor[UUYKmNFjiMe4hw4j]{Maliss} is the greatest genius in history.</p></section>"
},
"Dricht Skuttlespite": {
"name": "Dricht Skuttlespite",
"description": ""
},
"Red Shield Mercenary": {
"name": "Red Shield Mercenary",
"description": "<section id=\"secret-UzIVRk12OLJfYOvi\" class=\"secret\"><p>These mercenaries spend most of their time robbing prospectors and unwary travellers in the foothills of the Middle Mountains. Their leader, Jurgen Muntz, has pulled together a loose assembly of former soldiers who are reasonably competent with sword and bow. The Company is based in Bergsburg. There are only nine men in Middenheim, hired by @Actor[WkrLGgu5qPHzUFiB]{Kalzbad} to act as lookouts, bodyguards and protection on the road east.</p>\n<p>None of the mercenaries are cultists. If they discover that @Actor[WkrLGgu5qPHzUFiB]{Kalzbad} is a follower of the Ruinous Powers, they leave him.</p></section>"
},
"Brokenclaw": {
"name": "Brokenclaw",
"description": "<section id=\"secret-T3cb1kiF2XEJ7MzV\" class=\"secret\"><p>Brokenclaw, as a member of @UUID[JournalEntry.oXly0RXc3Z3vnVrH.JournalEntryPage.SJRe53QCz0UDC1Dn]{Clan Skryre}, carries and wears items made with the Skavens twisted form of science and alchemy. It has complex goggles, many tools, and devices designed to pick locks, or open contraptions. Brokenclaws fur is slick and seems always wet or oiled, and his left paw is mutated so that his over-large thumb is on the wrong side. Brokenclaw is an engineer, but also a master spy for the Grand Skreeductor, Zingetail. </p><p>Brokenclaw is here to steal @Actor[UUYKmNFjiMe4hw4j]{Malisss} research and prevent the Moonbreaker from firing. Zingetail will not tolerate his rivals success. For this reason, Brokenclaw is not above making a deal with the adventurers, if it means he can achieve his own goals without risking his own life.</p></section>"
},
"Long-haired White Fancy Rat": {
"name": "Long-haired White Fancy Rat",
"description": ""
},
"Britta": {
"name": "Britta",
"description": "<section id=\"secret-rLlnRNFlxAhcQznP\" class=\"secret\"><p>These toughs are freelance legbreakers, hired via @Actor[comd8h9fa4Kl0D4P]{Claudia&rsquo;s} contacts with @UUID[Compendium.wfrp4e-middenheim.journals.Liw9HcyJnHbLZevz.JournalEntryPage.hPDxL1zqTubGKiVH]{Edam Gouda}. None are particularly innovative, and none would risk their neck to save another. Britta is 5&rsquo;9&rdquo; and has brown hair;</p></section>"
},
"Cliff Spider": {
"name": "Cliff Spider",
"description": "<section id=\"secret-SOJLEhO1dCYKueTk\" class=\"secret\"><p>This subspecies of @UUID[Compendium.wfrp4e-core.actors.VPVnyae6VHeD9cEP]{Giant Spider} lurks on steep mountainsides, relying on immobility and the camouflage of its mottled grey-black colouring to remain unseen. To the casual eye, the spider does not look very different from the boulders and scree among which it hunts its prey.</p>\n<p>The spider can sense prey within 40 yd, using a mixture of eyesight and ground vibration. Anything rabbit-sized or larger counts as prey. The spider moves with blinding speed, extruding a filament of sticky silk and flinging it with a hind leg almost like a lasso. If the blur of movement is seen, the target is permitted a <strong>Challenging (+0) Dodge</strong> Test to dodge the sticky missile: failure results in one @Condition[Entangled] Condition for each level of failure. The spider can reel a victim in from any distance in a single round. Other Characters may try to cut the silk, which requires a slashing blow from an edged weapon causing more than 5 points of Damage.</p>\n<p>Once the victim is reeled in, it will be dispatched with a venomous bite and the spider will take the body back to its cave lair for consumption. It will also retreat to its lair if its silk &lsquo;lasso&rsquo; is cut.</p></section>"
},
"Clanrat": {
"name": "Clanrat",
"description": "<section id=\"secret-nQwrQvJgsvk6tHza\" class=\"secret\"><p>Skaven @Actor[CegfesYJax9LhoYz]{Clanrats} are poor warriors. They avoid direct combat whenever possible, and prefer to attack from hiding with as many of their kin as they can muster &mdash; to Skaven there is no such thing as a fair fight. After an attack, they may slink away at the earliest opportunity. In order to keep the Clanrats in line, they are sometimes led into battle by @Actor[rstpLmH4aSOfEAtb]{Clawleaders}, who happily kill any Skaven that refuse to fight.&nbsp;</p></section>"
},
"Mountain Cat": {
"name": "Mountain Cat",
"description": "<section id=\"secret-GnbVns4qsBvPFB1b\" class=\"secret\"><p>The Old World Wild Cat looks very much like the puma of our own world, with markings similar to those of a European wildcat: brown and black stripes on the body and face, with black tail rings. They stand 1.5 to 2 ft at the shoulder, and measure almost 6 ft from nose to tail. Mountain Cats are abundant in the Old World, living in forest and mountain areas away from Humans. They prey on@UUID[Compendium.wfrp4e-core.actors.oenbbB0PitRWUBfZ]{Giant Rats}, deer, and livestock from remote hill farms.</p></section>"
},
"Alfric Half-Nose Anvilbreaker": {
"name": "Alfric Half-Nose Anvilbreaker",
"description": ""
},
"Bhars Blue Horror": {
"name": "Bhars Blue Horror",
"description": "<section id=\"secret-lvOidPJRa9oR5WAH\" class=\"secret\"><p>The daemon is a surly creature with a dull, long suffering voice. It is not terribly pleased to be under the control of a human wizard, but in fact wouldn&rsquo;t be any happier anywhere else. The daemon will attack all living beings, save @Actor[DXEQ6kiKpNGVcj4W]{Bhar} and @Actor[jgxJGa2BF4yyh1p7]{Theodor}.</p></section>"
},
"Stormvermin": {
"name": "Stormvermin",
"description": "<section id=\"secret-J1JWFkfh2HmRjD1w\" class=\"secret\"><p>Stormvermin are stronger, better trained and equipped than @Actor[CegfesYJax9LhoYz]{Clanrats}, and their @Actor[nKWtxt0MYkFVVWG4]{Fangleaders} can be frightening opponents.</p></section>"
},
"Skavenslave": {
"name": "Skavenslave",
"description": ""
},
"Daemonic Wolf": {
"name": "Daemonic Wolf",
"description": ""
},
"Flying Death Skull": {
"name": "Flying Death Skull",
"description": "<section id=\"secret-QMSYlLUcjDDgpzod\" 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>\n<p>While still pleased with his creations, @Actor[r4AUsjsfOL9HW8lO]{Gr&auml;ber} has become less enchanted by these monstrosities since his last encounter with the Characters. Created using by an obscure ritual, a Flying Death Skull looks identical to a normal, dead skull until it becomes active under the control of the spellcaster. Its eyes glow and eerie red and it moves under the control of its master, who can see through its empty eye-sockets (but not hear through its nonexistent ears). It remains under Gr&auml;ber&rsquo;s control until it is reduced to zero Wounds, or until he is distracted, by being attacked, for example</p></section>"
},
"Young Wyvern": {
"name": "Young Wyvern",
"description": ""
},
"Mikhail": {
"name": "Mikhail",
"description": "<section id=\"secret-aGIZk9KfjQgxLZoE\" class=\"secret\"><p>These toughs are freelance legbreakers, hired via @Actor[comd8h9fa4Kl0D4P]{Claudia&rsquo;s} contacts with @UUID[Compendium.wfrp4e-middenheim.journals.Liw9HcyJnHbLZevz.JournalEntryPage.hPDxL1zqTubGKiVH]{Edam Gouda}. None are particularly innovative, and none would risk their neck to save another. Mikhail is 6&rsquo;2&rdquo;, both with black hair.</p></section>"
},
"Yellow Fang Cultist": {
"name": "Yellow Fang Cultist",
"description": "<p>@UUID[JournalEntry.VQnLCPCECyNBqnOL]{The Yellow Fang}</p>"
},
"Blightskab": {
"name": "Blightskab",
"description": "<section id=\"secret-WqQsS1o8V6uLdZzp\" class=\"secret\"><p>@UUID[JournalEntry.oXly0RXc3Z3vnVrH.JournalEntryPage.GQQbb7KIhgkHDNn7]{The Pestilent Brotherhood}</p><p>Blightskab is a Plague Priest, initiated in infection, well versed in the <em>Liber Bubonicus</em>. In battle, he chants from the <em>Liturgus Infectus</em> in his phlegm-filled voice. </p></section>"
},
"Paolo Gentile": {
"name": "Paolo Gentile",
"description": ""
},
"Brood Horror": {
"name": "Brood Horror",
"description": "<section id=\"secret-eOjjdMXIPQofb6Nt\" class=\"secret\"><p>When the beast masters of @UUID[JournalEntry.oXly0RXc3Z3vnVrH.JournalEntryPage.qvft4GKy7q56yHgN]{Clan Moulder} spawn a brood of @Actor[VByGbXhrzcABHOS8]{Giant Pox Rats}, there is occasionally one among them that will brutally devour the rest, growing fat and bloated in both strength and savagery, the twisted forms of its kin still visible as they writhe and claw at their fleshy prison. The so-called Brood Horrors are highly prized by the Master Moulders and traded with the wealthier Skaven clans for many thousands of Warptokens. Brood Horrors are used as mounts by especially powerful or ostentatious Skaven Warlords, or goaded into battle to flail and crush the foe beneath their clawed limbs, biting and savaging anything that gets within reach of their razor-sharp claws.</p></section>"
},
"Three-Eyes": {
"name": "Three-Eyes",
"description": "<section id=\"secret-NFCfKncTumwNNtxL\" class=\"secret\"><p>Three-Eyes is a hulking Rat Ogre with three eyes and a small brain. He is @Actor[UUYKmNFjiMe4hw4j]{Malisss} bodyguard, bought at no small expense from @UUID[JournalEntry.oXly0RXc3Z3vnVrH.JournalEntryPage.qvft4GKy7q56yHgN]{Clan Moulder}. He is utterly loyal and completely deaf.</p></section>"
},
"Warlock-Engineer": {
"name": "Warlock-Engineer",
"description": "<section id=\"secret-EihSRoyCq2inx02m\" class=\"secret\"><p>Warlock-Engineers are the technicians and laboratory assistants of Clan Skryre. They can be equipped with a @Item[9umJu52U1cvrYn5z]{Warplock Pistol}, @Item[RWHMvXhqJ5xBeS28]{Warpmusket}, or 3 @Item[YnFYheNBrpDmDtZ3]{Poisoned Wind Globe}.</p></section>"
},
"The Carrion": {
"name": "The Carrion",
"description": "<section id=\"secret-OVGtVDeJdt8BH754\" 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>"
},
"Otfried Brantner": {
"name": "Otfried Brantner",
"description": ""
},
"Grey Seer Skrittar": {
"name": "Grey Seer Skrittar",
"description": "<section id=\"secret-DyfF6DUOj6i6TmN5\" class=\"secret\"><p>@UUID[JournalEntry.FgeoIDH3AwddLLFH.JournalEntryPage.2rGrpvPYmr4kWXCb]{They Grey Seers}</p><h3>Skrittars Motivations</h3><ul><li>Receive fawning respect from low-ranking Skaven</li><li>Punish low-ranking Skaven who displease him</li><li>Instil respect for the authority of the Council of Thirteen</li><li>Avoid disputes with other powerful Skaven</li><li>Be seen to obey the Seerlord</li><li>Protect the integrity of Morrslieb</li></ul><div class=\"journal-image centered\"><img src=\"modules/wfrp4e-horned-rat/assets/misc/spot-skaven-drawing.webp\" width=\"121\" height=\"180\"></div></section>"
},
"Wolf Rat": {
"name": "Wolf Rat",
"description": "<section id=\"secret-DBb6B09BgCUtWykk\" class=\"secret\"><p>Long ago, @UUID[JournalEntry.oXly0RXc3Z3vnVrH.JournalEntryPage.qvft4GKy7q56yHgN]{Clan Moulder} bred @UUID[Compendium.wfrp4e-core.actors.oenbbB0PitRWUBfZ]{Giant Rats} as long-legged hunting beasts, combining their blood with that of the great Wolves of Kislev. The result was a bloodthirsty monster of such foul temperament that the Master Moulders could hardly contain it, much less train it for war. They managed to wipe out nearly all of the creatures, but despite their best efforts a few escaped into the tunnels of the Under-Empire. In the intervening years, some escaped altogether, but a few remained behind to hunt their Skaven creators. It is rumoured that one or two exceptionally talented Master Moulders have managed to tame a handful of the creatures, but very few Skaven believe it.</p><p>Wolf Rat are distinctive creatures, blending the appearance of both Rats and Wolves. Covered in a thick pelt of grey fur flecked with white, they have shorter legs than their Wolf ancestors, keeping them low to the ground and suggesting that they are always ready to pounce. Their tails are long, pale, and naked, and they have broad, rat-like heads with sharp, yellow canine teeth.</p><p>Wolf Rat are normally encountered in packs of 310 individuals, but large packs can number as many as 20.</p></section>"
},
"Vengeful Ghost": {
"name": "Vengeful Ghost",
"description": ""
},
"Blight-King": {
"name": "Blight-King",
"description": "<section id=\"secret-a5fAx6ICYL2fjDqv\" class=\"secret\"><p>The Blightkings are the current masters of @UUID[JournalEntry.rqrR6qIIFQPB9GD8]{Brass Keep}, holding out in hope that the forces of Chaos will again swarm them Empire. On that day the gates of Brass Keep will be thrown open, and a plague erupt forth that will surely end the Empire at last.</p></section>"
},
"The Rat": {
"name": "The Rat",
"description": "<section id=\"secret-KGvWUjJuPq3SLEwF\" class=\"secret\"><p>@Actor[KFH0AfMtMRGNUU3b]{Skrittar&rsquo;s} two-headed rat is a little smarter than your average rodent &mdash; after all, two heads are better than one. Despite this, it remains little more than a wild beast, quiet only in its master&rsquo;s lap &mdash; mostly because it understands that it will be fed. Away from its master, or if it gets too hungry, the thing quickly starts nipping at anyone that comes near. It associates the smell of Humans and Dwarfs with food.</p></section>"
},
"Mila Raast": {
"name": "Mila Raast",
"description": ""
},
"Heimrad Gaffel": {
"name": "Heimrad Gaffel",
"description": ""
},
"Scrak Fangsnapper": {
"name": "Scrak Fangsnapper",
"description": "<section id=\"secret-jLAhwL3rRag7lc19\" class=\"secret\"><p>@UUID[JournalEntry.oXly0RXc3Z3vnVrH.JournalEntryPage.0D5Zl9iEtMZYKEnK]{Clans Mors}</p><p>Scrak Fangsnapper is a much more accomplished Skaven warrior than his position at the head of a pack of Clanrats might first suggest. Two key aspects led to Scraks apparently humble position. Firstly the Fangsnappers, like many of Clan Morss soldier Skaven, are rather more accomplished and tenacious than their peers. Secondly, Fangsnapper, whilst fierce, is canny enough to know that if he keeps his head down and underplays his hand, he will likely escape the jealous, beady eyes of accomplished chieftains in the City of Pillars, in particular Warlord Queek Headtaker, who is famously intolerant of anyone who might prove a rival.</p></section>"
},
"Starved Clanrats": {
"name": "Starved Clanrats",
"description": "<section id=\"secret-Lfsodu6tuloj8GW2\" class=\"secret\"><p>These are wretched creatures, weakened by hunger and weaponless. Each one has the characteristic piebald fur of Clan Mange, under all the blood and excrement. They have eaten their leather armour and chewed at their weaponry into uselessness.&nbsp;</p></section>"
},
"Hildegund Froiz": {
"name": "Hildegund Froiz",
"description": ""
},
"Katarina Todbringer": {
"name": "Katarina Todbringer",
"description": ""
},
"Clan Mange Stragglers": {
"name": "Clan Mange Stragglers",
"description": ""
},
"Giuseppe the Dog": {
"name": "Giuseppe the Dog",
"description": "<section id=\"secret-43IKRtMonAqYSrVW\" class=\"secret\"><p>Giuseppe is a Tilean Manhound, a vicious terrier-like brute bred for mayhem. He is completely loyal to @Actor[comd8h9fa4Kl0D4P]{Claudia} and attacks in a frenzy when given a verbal or hand signal. Giuseppe is midnight black, wears a spiked collar, and has ugly scars on his back gained from many previous combats.</p></section>"
},
"Bahrs Enhanced Zombies": {
"name": "Bahrs Enhanced Zombies",
"description": ""
},
"Clan Eshin Infiltrator": {
"name": "Clan Eshin Infiltrator",
"description": "<section id=\"secret-4mqIlEn0Yoy644GU\" class=\"secret\"><p>@UUID[JournalEntry.oXly0RXc3Z3vnVrH.JournalEntryPage.nMGc3gSeO4HsP3sU]{Clan Eshin}</p><p>The Skurry Stabbers, and Clan Treecherik more generally, provide a useful and unknowing service to Clan Eshin. Their reputation for infighting and endless internal intrigue provides the perfect smokescreen for Clan Eshins assassins to infiltrate Treecheriks ranks to move about Skavendom unnoticed. Alliances shift within Clan Treecherik so quickly and fluidly that few notice one more or one less warm body in their midst, and so these agents of Clan Eshin are rarely remarked upon by @Actor[u66iYrXRTW15bkTI]{Clan Treecheriks Clanrats}. These assassins bide their time, awaiting the perfect moment to leap from the ranks and bury their blade in whatever enemy target, Skaven or otherwise, the clan has marked for death.</p></section>"
},
"Grand Vizier Bhar": {
"name": "Grand Vizier Bhar",
"description": ""
},
"Hissing Heinrich": {
"name": "Hissing Heinrich",
"description": ""
},
"Scuttlescree": {
"name": "Scuttlescree",
"description": ""
},
"Maliss Manrack": {
"name": "Maliss Manrack",
"description": "<section id=\"secret-u5B42V8Zww4aqMm9\" class=\"secret\"><h4>Maliss Manrack, Bronze-Finger</h4>\n<p>Maliss has replaced several parts of his body with Warpstone-powered prosthetics. His left leg is a clanking iron contraption which vents green steam from time to time, and patches of fur are covered with metal plates. Most notable is the prosthetic finger on his right hand, earning him the name, Bronze-Finger. His face is scarred, with one milky-white eye, which Maliss idly scratches. He speaks in the third person.</p>\n<p>Maliss is a calculating and cruel taskmaster, eager to see his plans acted upon, and will not suffer excuses or fools. His megalomania makes him prone to outbursts, rants, and bouts of destructive depression if his plans are hindered in any way. If the Moonbreaker scheme works, he believes that no Skaven in the Under-Empire will deny his right to ruling the Council of Thirteen. Success is so close that he can almost taste it&hellip;</p></section>"
},
"Treecherik Clanrat": {
"name": "Treecherik Clanrat",
"description": "<section id=\"secret-iD5WsBbTv3BnCTOl\" class=\"secret\"><p>@UUID[JournalEntry.oXly0RXc3Z3vnVrH.JournalEntryPage.nMGc3gSeO4HsP3sU]{Clan Eshin}</p><p>Clan Treecheriks Clanrats are more prone to infighting than most Skaven, which is to say they are very prone to it indeed. They are also particularly stealthy by Skaven standards, preferring to keep to the shadows and strike only when their foe is at a disadvantage. The brutal nature of life in Clan Treecherik means that by necessity most are more observant and quicker to react then their kin. Almost any extended fight they become involved in results in at least one fatal tussle between supposed comrades as one grudge or another is put to rest in the heat of battle.</p></section>"
},
"Great Pox Rat": {
"name": "Great Pox Rat",
"description": "<section id=\"secret-kt66y47TbI9plFpM\" class=\"secret\"><p>To engorge a Giant Rat to even further mass and obesity requires a Master Moulder of extraordinary talents, and the right blend of growth agents and hide-grafts. Great Pox Rats are abhorrent, bloated vermin the size of a large pony, only much wider. They are covered with mangy fur overtaken by patches of poxes and dripping lesions. A Great Pox Rat&rsquo;s filth-encrusted mouth is filled with needle-sharp teeth, sabre-like incisors, and yet-to-be-discovered diseases. Once astride the heavily bloated Great Pox Rat, a Warlord can rightfully twitch his tail in pride, for surely none would be so foolish as to challenge such a mighty personage.</p></section>"
},
"Turntail Clanrat": {
"name": "Turntail Clanrat",
"description": "<section id=\"secret-BjoCzj4FI9bj9ncZ\" class=\"secret\"><p>@UUID[JournalEntry.oXly0RXc3Z3vnVrH.JournalEntryPage.SJRe53QCz0UDC1Dn]{Clan Skyre}</p><p>The Turntails have an undeserved reputation for competence among their fellows, which lends them something approximating respect amongst the Skaven. In fact, the average Turntail Clanrat is constantly on the lookout for someone else who might serve to fail or perish in their place. They think nothing of shoving their fellows into the path of danger if it means they might survive, and have been known to set fire to entire buildings rather than clear out a single enemy soldier. This propensity for terribly disproportionate responses to perceived threats ironically makes the Turntails rather more dangerous than the average Clanrat.</p><p>The Turntails have been equipped with a variety of Clan Skryre weapons, and for every five Clanrats there will be one weapon crew with a @Item[HQM0iMWhDmw62ggb]{Doomrocket} or @Item[ubrhmYFH3bNl31Qi]{Warpfire thrower}.</p></section>"
},
"Erich Kalzbad": {
"name": "Erich Kalzbad",
"description": ""
},
"Janna Eberhauer": {
"name": "Janna Eberhauer",
"description": ""
},
"Klik Rustclaw": {
"name": "Klik Rustclaw",
"description": "<section id=\"secret-SsUeDjMvQSa1Ptph\" class=\"secret\"><p>@UUID[JournalEntry.oXly0RXc3Z3vnVrH.JournalEntryPage.uwpDJeDpMAMVqSaR]{Clan Rictus}</p><p>Among the typically skittish and restless Skaven, Klik Rustclaw is something of an anomaly. The sizable Stormvermin remains calm and relatively composed in situations that would send other Skaven into a frenzy of killing, or scurrying to their burrows. Klik has garnered a reputation for long periods of quiet observation punctuated by moments of intense violence. Most of his rivals looking to lead the Deathvermin are aware that Warlord Doomclaw is somehow displeased with their Claw. This has left most happy to await whatever misfortune the clan leadership intends to visit upon Klik before they seize leadership for themselves. For his part, Klik naively believes his service to Skavendom is valued, and the increasingly lethal situations he is sent into to be a sign of the faith Clan Mors puts in the Deathvermin.</p></section>"
},
"Master Moulder Wrakrennch": {
"name": "Master Moulder Wrakrennch",
"description": "<section id=\"secret-WVwmd9N9rhPncsdL\" class=\"secret\"><p>@UUID[JournalEntry.oXly0RXc3Z3vnVrH.JournalEntryPage.qvft4GKy7q56yHgN]{Clan Moulder Monstrosities}</p><p>The Master Moulders of Clan Moulder inspect the impact of their creations and find inspiration on how to make them even more deadly. Their presence instils a great deal of fear and discipline in their minions, and even the most powerful Rat Ogres shy away from these vicious Skaven, a clear testament to their great skill at inflicting pain.</p></section>"
},
"Hannes": {
"name": "Hannes",
"description": ""
},
"Thugs": {
"name": "Thugs",
"description": ""
},
"Turntail Poisoned Wind Globadiers": {
"name": "Turntail Poisoned Wind Globadiers",
"description": "<section id=\"secret-8QNkzCLs8RBBU9x9\" class=\"secret\"><p>@UUID[JournalEntry.oXly0RXc3Z3vnVrH.JournalEntryPage.SJRe53QCz0UDC1Dn]{Clan Skyre}</p><p>The concept of training is very loose amongst the Skaven, and the Poisoned Wind Globadiers of the Turntails are hardly an exception. In fact, most Skaven volunteer for the position solely because it is one of the few roles that guarantees access to a precious gas mask. So protected, they are not shy about using their weaponry and think nothing of throwing globes into a crowd of allies and enemies alike.</p></section>"
},
"Claudia Carbonetti": {
"name": "Claudia Carbonetti",
"description": ""
},
"Chieftain": {
"name": "Chieftain",
"description": "<section id=\"secret-432u8meESgelUVST\" class=\"secret\"><p>@Actor[dmJK7e89ck94VrCZ]{Chieftains} are veteran Skaven warriors who are employed by the Warlords to lead larger raiding parties and even small armies. They command the lesser Skaven through strength and fear, rather than inspired leadership. |</p></section>"
},
"Eunice Hasche": {
"name": "Eunice Hasche",
"description": ""
},
"Jannick Warsteiner": {
"name": "Jannick Warsteiner",
"description": ""
},
"Clawleader Rikkhin": {
"name": "Clawleader Rikkhin",
"description": "<section id=\"secret-32DMMkYwDoCQEjAN\" class=\"secret\"><p>Rikkhin is dishevelled and scratched, but held onto his leather armour and helmet. He has piebald fur.</p></section>"
},
"Fleer Twitchkill": {
"name": "Fleer Twitchkill",
"description": "<section id=\"secret-ILlAk4lZqXRP3LJZ\" class=\"secret\"><h3>The Assassin</h3><p>Master Assassin Fleer Twitchkills destiny was altered long ago when chance (and a Grey Wizard target) led him to acquiring a curious artefact of living Ulgu cloth a literal @UUID[.Item.xnqrwPVhXNZo1YyM]{Shadow Cloak}. With his semi-parasitic cloak enhancing his formidable skills, Fleer is a deadly foe that most never see coming. He is a controlled, dispassionate killer, calculating what move or stratagem is the most effective. If he has a flaw, it is a tendency to underestimate lesser species — everyone not Skaven.</p><p>Fleers throwing blades are tri-bladed. His sword, if looked at from the point, forms the Great Skaven Sigil, hence the triangular blade. He carries a variety of blades, including two coated with Black Lotus but can only throw one poisoned blade during an attack due to being cautious to not cut himself. All of his blades are made of a warpstone-alloy; targets damaged by them must make a @Corruption[minor]{Minor Corruption Test}.</p></section>"
},
"Scathe The Tainted": {
"name": "Scathe The Tainted",
"description": ""
},
"Yellow Fang Spy": {
"name": "Yellow Fang Spy",
"description": "<p>@UUID[JournalEntry.VQnLCPCECyNBqnOL]{The Yellow Fang}</p>"
},
"Middenheim Sewer Jack": {
"name": "Middenheim Sewer Jack",
"description": ""
},
"Gottfried Jarmund": {
"name": "Gottfried Jarmund",
"description": ""
},
"Knud": {
"name": "Knud",
"description": "<section id=\"secret-YP3eZPmhCUK6CNEr\" class=\"secret\"><p>These toughs are freelance legbreakers, hired via @Actor[comd8h9fa4Kl0D4P]{Claudia&rsquo;s} contacts with @UUID[Compendium.wfrp4e-middenheim.journals.Liw9HcyJnHbLZevz.JournalEntryPage.hPDxL1zqTubGKiVH]{Edam Gouda}. None are particularly innovative, and none would risk their neck to save another. Knud is 5&rsquo;10&rdquo; and blond.</p></section>"
},
"Snake": {
"name": "Snake",
"description": ""
},
"Ulrich Schutzmann": {
"name": "Ulrich Schutzmann",
"description": ""
},
"Theodor": {
"name": "Theodor",
"description": "<section id=\"secret-DKJ7teG3jS9vkJHw\" class=\"secret\"><p>Theodor&rsquo;s job is to run the warehouse and get @Actor[Sy0829M1A3fxm57R]{Bhar} what he wants. He corrals the @Actor[Qqb8P2q29vGNUMQt]{Yard Zombies} in the basement cold storage during the day, bringing them out after hours.</p></section>"
},
"Snikkit": {
"name": "Snikkit",
"description": ""
},
"Brute, Force, And Bettë": {
"name": "Brute, Force, And Bettë",
"description": ""
},
"The Hellbeast of Seep-Gore": {
"name": "The Hellbeast of Seep-Gore",
"description": "<section id=\"secret-AvvDMHeRR48TT4a9\" class=\"secret\"><p>@UUID[JournalEntry.oXly0RXc3Z3vnVrH.JournalEntryPage.qvft4GKy7q56yHgN]{Clan Moulder Monstrosities}</p><p>Clan Gritus have become so successful preying on weakling clans that, in recent years, they have amassed a large surplus of wealth. The clans chieftains have traded chests filled with Warpstone and commissioned the Master Moulders of Hell Pit to create a hideous creature of unparallelled size and ferocity — the Hellbeast of Seep-Gore. With it Clan Gritus plan to attack and slaughter their former masters, @UUID[JournalEntry.oXly0RXc3Z3vnVrH.JournalEntryPage.0D5Zl9iEtMZYKEnK]{Clan Mors}; the time is almost at hand. </p></section>"
},
"Abyssal Terror": {
"name": "Abyssal Terror",
"description": "<section id=\"secret-zoKFPQsBTCxZyYHi\" class=\"secret\"><p>Created from the skin, bones and putrid flesh of an assortment of creatures, @Actor[r4AUsjsfOL9HW8lO]{Gr&auml;ber&rsquo;s} Abyssal Terror is his most prized creation. It shrieks dreadfully as it carries him aloft, and mounted on it the necromancer feels even more invulnerable than usual.</p></section>"
},
"Horse Captain Tylik": {
"name": "Horse Captain Tylik",
"description": ""
},
"Plague Rat": {
"name": "Plague Rat",
"description": "<section id=\"secret-DBY9iycpNB9DV7tX\" class=\"secret\"><p>The Skaven of @UUID[JournalEntry.oXly0RXc3Z3vnVrH.JournalEntryPage.GQQbb7KIhgkHDNn7]{Clan Pestilens}, knowing that rats are carriers of disease, bred a special type of rat specifically to spread their most virulent plagues. These warped and mutated rats have a ravenous appetite, reproduce at a horrific rate, and carry all manner of plagues. Plague Rats are thankfully rare, and once a food source is exhausted, they turn on each other until none remain.</p><p>Plague Rats look like large rats with patchy brown fur and diseased skin. Their snouts drip orange filth, spilling contagion wherever they go. Worse, most of these creatures suffer from the ravages of whatever disease they carry, and may be missing legs, paws, and more.</p></section>"
},
"Veronika Troger": {
"name": "Veronika Troger",
"description": ""
},
"Stormvermin Fangleader": {
"name": "Stormvermin Fangleader",
"description": "<section id=\"secret-tBL8RsclBLSSbZcF\" class=\"secret\"><p>@Actor[DcBGKJTI6xFzE4PK]{Stormvermin} are stronger, better trained and equipped than Clanrats, and their Fangleaders can be frightening opponents.</p></section>"
},
"Purple Hand Cultist": {
"name": "Purple Hand Cultist",
"description": ""
},
"Dierk Vormann": {
"name": "Dierk Vormann",
"description": ""
},
"Jan Guterwass": {
"name": "Jan Guterwass",
"description": ""
},
"Deathvermin Stormvermin": {
"name": "Deathvermin Stormvermin",
"description": "<section id=\"secret-RUGGB6QYBNE7h46b\" class=\"secret\"><p>@UUID[JournalEntry.oXly0RXc3Z3vnVrH.JournalEntryPage.uwpDJeDpMAMVqSaR]{Clan Rictus}</p><p>Black-furred and heavier and stronger than the average Clanrat, Stormvermin are the core of any sizable Skaven force. Clan Rictuss Stormvermin are the envy of most other clans. They are disciplined, loyal (up to a point), and vicious when backed into a corner. Their armour is the bane of those who oppose them, and the Deathvermins many victories have allowed @Actor[ZXDEMbc4zpo2QeBA]{Klik} to outfit them in the finest leathers, mail, and plate armour that Skavendom can produce.</p></section>"
},
"Alphonse Hercules de Gasgoigne": {
"name": "Alphonse Hercules de Gasgoigne",
"description": ""
},
"Hans Gräber": {
"name": "Hans Gräber",
"description": ""
},
"Emmiline von Kärzburdger": {
"name": "Emmiline von Kärzburdger",
"description": ""
},
"Wilhelm Koch": {
"name": "Wilhelm Koch",
"description": ""
},
"Clanrat Clawleader": {
"name": "Clanrat Clawleader",
"description": "<section id=\"secret-13TGOBvEIvXe6aMe\" class=\"secret\"><p>Skaven @Actor[CegfesYJax9LhoYz]{Clanrats} are poor warriors. They avoid direct combat whenever possible, and prefer to attack from hiding with as many of their kin as they can muster &mdash; to Skaven there is no such thing as a fair fight. After an attack, they may slink away at the earliest opportunity. In order to keep the Clanrats in line, they are sometimes led into battle by Clawleaders, who happily kill any Skaven that refuse to fight.&nbsp;</p></section>"
},
"Stabb-Stabb": {
"name": "Stabb-Stabb",
"description": ""
},
"Hetri Bittercrag": {
"name": "Hetri Bittercrag",
"description": "<section id=\"secret-kZ1Y2gHlbX0ATxSO\" class=\"secret\"><p>If Hetri was in better health, her shoulder-length brown curls and rosy cheeks would be full of life. Only her hazel eyes betray a sense of who she was before becoming a prisoner. She has missing teeth, scratches and scabs on her skin, cracked lips, and her hands are worn and peeling. She is dressed in nothing more than a rag, offering her some modesty, but little warmth. As she speaks she wheezes, becoming breathless and tired.&nbsp;</p></section>"
},
"Rat Ogre Bonebreaker": {
"name": "Rat Ogre Bonebreaker",
"description": "<section id=\"secret-A3ZnYBGMLP8r4wPs\" class=\"secret\"><p>The Rat Ogre Bonebreaker is one of @UUID[JournalEntry.oXly0RXc3Z3vnVrH.JournalEntryPage.qvft4GKy7q56yHgN]{Clan Moulders} specially engineered variant breeds. The Bonebreaker strain is created by taking an augmented Rat Ogre and submerging the stitched monstrosity in a vat of growth agents for months. It takes thousands of slaves dying horrible deaths to produce enough growing juices to fill the vat, but the cost is easily offset by the asking price for the muscle-bound behemoths. </p><p>When it emerges from its forced chemical immersion, the Bonebreaker is a prodigiously proportioned @UUID[Compendium.wfrp4e-core.actors.VfJgGmCTWqb0IDSW]{Rat Ogre}, so bulked out that its upper body is hunched over, straining to contain such massed brawn. A braced platform, strapped or bolted on to the creatures back, allows a Warlord to ride atop the beast, becoming as pride-swollen as the Bonebreaker is musclebound.</p></section>"
},
"Martina Kurtz": {
"name": "Martina Kurtz",
"description": ""
},
"Clan Mors Clanrat": {
"name": "Clan Mors Clanrat",
"description": "<section id=\"secret-7YvIvbenW1XAbv5I\" class=\"secret\"><p>@UUID[JournalEntry.oXly0RXc3Z3vnVrH.JournalEntryPage.0D5Zl9iEtMZYKEnK]{Clans Mors}</p><p>Fangsnappers Clanrats are battle-hardened veterans of countless engagements in the Undercity of the City of Pillars. They are practised in the use of their spears and watch one anothers backs with a diligence that is rarely found in Clanrat regiments. They have drilled extensively together, and unwary foes who are used to the more haphazard form of combat practiced by most Skaven are often taken unawares by a carefully timed spear-thrust.</p></section>"
},
"Ilona": {
"name": "Ilona",
"description": "<section id=\"secret-O8UstEfNOaJW1jqJ\" class=\"secret\"><p>These toughs are freelance legbreakers, hired via @Actor[comd8h9fa4Kl0D4P]{Claudia&rsquo;s} contacts with @UUID[Compendium.wfrp4e-middenheim.journals.Liw9HcyJnHbLZevz.JournalEntryPage.hPDxL1zqTubGKiVH]{Edam Gouda}. None are particularly innovative, and none would risk their neck to save another. Ilona is 5&rsquo;5&rdquo;.</p></section>"
},
"Gaius Stummzunge": {
"name": "Gaius Stummzunge",
"description": ""
},
"Raina Müs": {
"name": "Raina Müs",
"description": ""
},
"Gimbrin Flintbeard": {
"name": "Gimbrin Flintbeard",
"description": "<section id=\"secret-pMAsYGowFUCtuzaC\" class=\"secret\"><p>Gimbrin Flintbeard, a long-dead Dwarf king, has been roused from his slumber by the outrage visited upon his hold by the invading Skaven &mdash; and perhaps (although he would take the suggestion very ill) by the magical energies of the Warpstone they brought with them. This magical influence might explain why, in contrast to the kind of @UUID[Compendium.wfrp4e-core.actors.GgSxlomoV220kd3G]{Ghost} described in the WFRP rulebook, Gimbrin retains all his mental faculties and memories from life. If not, then perhaps Dwarf stubborness is to blame.</p>\n<p>He wanders the less-populated parts of the hold, preying upon lone Skaven and small packs, occasionally popping out of a wall to scare the nearby ratmen. But &mdash; much to his chagrin &mdash; Gimbrin knows better than to expose himself to spells or enchanted weapons by fighting openly. In fact, his translucent cloak sports a large, ragged hole from an early encounter where overconfidence nearly led to his ruin.</p>\n<p>Despite this, or perhaps because of it, Gimbrin is obsessed with ridding his hold of the Skaven. If he happens across the Characters, he attaches himself to them, lecturing constantly on the outrage done to his hold and the need to exterminate the Skaven to the last. If handled badly, he sulks, grumbles, and plays tricks, hampering everything the Characters try to do that &mdash; in his opinion &mdash; is not directly related to purging the Skaven from his home. This might include attempts to use cowardly stealth instead of headstrong valour.</p>\n<p>Apart from the fact that he is a pale, translucent blue-green, Gimbrin looks very much like a stout but elderly Dwarf with a fine braided beard. He is richly dressed, wears a crown on his head, and carries a rune-carved great axe of the finest make. Like the king himself, his magnificent wargear is ethereal, nothing more than his memories of those possessions that still lie in his tomb along with his crumbling bones, many levels below the floor of the hold.</p></section>"
},
"Packmaster": {
"name": "Packmaster",
"description": "<section id=\"secret-TBNz0OLEyExaIe9u\" class=\"secret\"><p>@UUID[JournalEntry.oXly0RXc3Z3vnVrH.JournalEntryPage.qvft4GKy7q56yHgN]{Clan Moulder Monstrosities}</p><p>Packmasters goad packs of Clan Moulder war-beasts into enemy ranks. They are notorious for their skill with the whip, a weapon that they learn to use with unparallelled ability. The Packmasters intelligence coupled with their creatures ferocity is a dangerous combination.</p></section>"
},
"Behram Gundarson": {
"name": "Behram Gundarson",
"description": ""
},
"The Beast": {
"name": "The Beast",
"description": "<section id=\"secret-XjE3HCuyST0MAqBU\" class=\"secret\"><p>The Beast&rsquo;s hindquarters are coloured like the skin of a leopard. Its left wing has been seared in half, with a spur of charred bone exposed. A charred, gaping hole is clearly visible in its side, just beneath where the wing joint connects to the body. About the hole are a ring of flailing tendrils, gleaming eyes, and jutting teeth. Mottled scaly skin, like&nbsp; that of a snake, creeps far out across its flanks like a spreading stain from the burned hole. Whenever the Beast screams the wound also moans in unison, causing cracks to appear in the burnt flesh that weep clear fluid. As opponents draw near, a snake-like tongue covered with sharp tiny barbed-fangs shoots out of the Beast&rsquo;s wound to ensnare prey and drag them to it.</p>\n<p>Should the Characters succeed in killing the beast, if they study the mutated wound, they can clearly see that it is surrounded by heavily burned flesh that glistens with a greenish tinge.&nbsp;</p></section>"
},
"Karl Zeigenalter": {
"name": "Karl Zeigenalter",
"description": ""
},
"Acolyte": {
"name": "Acolyte",
"description": "<section id=\"secret-IjWGlNF4Z7O5UpTE\" class=\"secret\"><h4>Acolytes &mdash; Four Dilettante Ruffians</h4>\n<p>These cultists are getting their kicks tonight by playing the part of street thugs.</p></section>"
},
"Krat Snagglefang": {
"name": "Krat Snagglefang",
"description": "<section id=\"secret-yfxYZm7aBlJmL9xj\" class=\"secret\"><p>Snagglefang is a Skaven with a bone to pick with Skavendom at large. The bone is a sharpened femur taken from the last of @Actor[UUYKmNFjiMe4hw4j]{Manrack&rsquo;s} apprentices, whose untimely death quite conveniently opened a more senior position for Krat. The Engineer is determined to prove his worth to Mallis, whom he views with a mixture of admiration and outright jealously. @Actor[wTnmaQSzzxrGKUUu]{The Griffon}, he knows, is just the start of something so much bigger.</p></section>"
},
"Garrison Soldiers": {
"name": "Garrison Soldiers",
"description": "<section id=\"secret-uoAugtEVTotv4wcO\" class=\"secret\"><p>The soldiers of the picket garrison are irritable and unmotivated at the best of times, and the Characters&rsquo; arrival has left them grumpier than usual. That said, they are good stolid Middenlander folk. Though they are both Sigmarites and Ulricans, there has been little tension between the followers of the two gods, as they are united in their desire to defy the dark forces in Brass Keep.&nbsp;</p></section>"
},
"Gristl Twitchslice": {
"name": "Gristl Twitchslice",
"description": "<section id=\"secret-R0I9nXHjPZemzL9J\" class=\"secret\"><p>@UUID[JournalEntry.oXly0RXc3Z3vnVrH.JournalEntryPage.uwpDJeDpMAMVqSaR]{Clan Eshin}</p><p>Being the leader of the Skurry Stabbers is an unwelcome position in most ways, but Gristl intends to use it to his benefit. If he can prove himself for a little longer — say, perhaps a week — then he may impress his betters, perhaps even those in Clan Eshin proper. Once he has gained their favour, Gristl intends to take their place in the traditional Skaven manner — stabbing them in the back and moving in to their lair.</p></section>"
}
}
}

View File

@ -0,0 +1,563 @@
{
"label": "Items (Le Rat Cornu)",
"entries": {
"Warp-grinder": {
"name": "Warp-grinder",
"description": "<p><strong>Availability:</strong> Skyre and allied clans only</p><p>The Warp-grinder is an experimental Skaven device for speedy excavation. It can cut through the hardest rock formations in a matter of moments. It is powered by Warpstone, and thus potentially very unstable. The Warp-grinder is a @Corruption[Major]{Major Corrupting Influence}.</p><p>The Warp-grinder projects a flickering arc of green-black dark magic that rips through everything it touches. It consists of a Warpstone-tipped staff connected to a brass-jacketed Warpstone condenser by a tangle of hoses and wires.</p><p>It requires a crew of two: one to carry the condenser and one to operate the staff. The Warp-grinder can cut a 5 ft diameter tunnel through most kinds of rock at a Movement rate of 2. While it was not designed as a weapon, it can be deadly at short range. Of a two-Skaven crew, the one with the staff can attack with the Warp-grinder, and the Skaven with the condenser uses a hand weapon. Enc is shared between the crew.</p>",
"special": "@Corruption[Major]{Major Corrupting Influence}"
},
"Skitterleap (Plague)": {
"name": "Skitterleap (Plague)",
"description": "<p>With a sound of inrushing air and a puff of brimstone-scented smoke, you teleport yourself or one ally you can touch to any location within Willpower yards. If targeting an unwilling target, resolve the touch attempt using the rules for casting a touch spell in combat (see @UUID[Compendium.wfrp4e-core.journals.YBVrpUHEjohB1H4f.JournalEntryPage.BU7yhLmMdEyvbfkR]{Magic Rules}), and the victim may make a <strong>Difficult (&ndash;10) Cool</strong> Test to change their destination by +SL yards. The target must be Average size or smaller. You must be able to see the destination, and this location must be free of objects and creatures or the spell fails.</p><p>\n\n <b>Lore:</b> <p>The Lore of Plague draws its power from rot and decay, focusing raw <em>Dhar </em>into more refined forms of disease and corruption. Its spells corrupt all that they touch, and indeed few become proficient in the Lore of Plague without bearing some of its marks. Most Plague-Priests are covered in sores and pustules: glorious stigmata and a sign of their mastery over the forces of entropy.</p><p>The Lore of Plague infuses the wielder with the essence of rot. Whenever you successfully cast a spell from the Lore of Plague, you may gain the @UUID[Compendium.wfrp4e-core.items.MVI0lXcg6vvtooAF]{Distracting} Creature Trait for the next [[/br 1d10]] rounds.</p><p>Ingredients: Plague-Priests use all manner of vile excreta, odious emissions, and corrupted objects as spell ingredients. Most are squirted into the air and ritually inhaled, or burned inside a Plague Censer.</p><p><p>\n\n <b>Domaine:</b> <p>The Lore of Plague draws its power from rot and decay, focusing raw <em>Dhar </em>into more refined forms of disease and corruption. Its spells corrupt all that they touch, and indeed few become proficient in the Lore of Plague without bearing some of its marks. Most Plague-Priests are covered in sores and pustules: glorious stigmata and a sign of their mastery over the forces of entropy.</p><p>The Lore of Plague infuses the wielder with the essence of rot. Whenever you successfully cast a spell from the Lore of Plague, you may gain the @Compendium[wfrp4e-core.items.MVI0lXcg6vvtooAF]{Distracting} Creature Trait for the next [[/br 1d10]] rounds.</p><p>Ingredients: Plague-Priests use all manner of vile excreta, odious emissions, and corrupted objects as spell ingredients. Most are squirted into the air and ritually inhaled, or burned inside a Plague Censer.</p><p>",
"durationValue": "Instantané"
},
"Rat Thrall": {
"name": "Rat Thrall",
"description": "<p>You summon an ordinary brown rat. For the next [[/br 1d10]] hours, you may communicate with the rat as if you shared a common language, and it must obey all of your commands even if they would cause its own death. Rat thralls can fetch small objects, gnaw through ropes, and other simple tasks that an ordinary rat could perform, but such requests are limited by the rat&rsquo;s animal intelligence.</p>\n<p><strong>Lore:</strong> None</p>\n<p>&nbsp;</p><p>\n\n <b>Domaine:</b> Aucun<p>",
"durationValue": "10 heures"
},
"Snare-Net": {
"name": "Snare-Net",
"description": "<p><strong>Availability:</strong>&nbsp;Eshin and allied clans only</p>\n<p>Snare-nets are strong but lightweight nets covered in hooks, used by Gutter Runners to capture prisoners alive or to entangle and slow opponents.</p>\n<p>A Snare-net causes twice the normal number of @Condition[Entangled] Conditions.</p>",
"special": ""
},
"Pavise": {
"name": "Pavise",
"description": "<p>This large shield is designed to protect the @UUID[Compendium.wfrp4e-horned-rat.items.lP0b4ATxULZBpIvD]{Warplock Jezzail} crews and other small-crewed weapons from enemy fire. It has an Encumbrance of 4, and instead of acting like a normal Shield it makes all ranged attacks targeting the crew <strong>Hard (&ndash;20)</strong>.</p>",
"special": ""
},
"Death Globe": {
"name": "Death Globe",
"description": "<p><strong>Availability:</strong> Skyre and allied clans only</p><p>This is a Poisoned Wind Globe of an even more potent variety, able to release great volumes of deadly gas. It is identical to a @UUID[Compendium.wfrp4e-horned-rat.items.YnFYheNBrpDmDtZ3]{Poisoned Wind Globe} except that its cloud is twice as big, targets must pass a <strong>Hard (20) Toughness </strong>Test to resist its effects, and those who fail lose [[/r 1d10 # Wounds]] Wounds, modified by Toughness Bonus but not by Armour.</p>",
"special": ""
},
"Warp Star Infusion": {
"name": "Warp Star Infusion",
"description": "<p>You enchant a number of Throwing Stars equal to your Willpower Bonus, imbuing them with the foul essence of the warp. A target wounded by one of these Stars must make a <strong>Hard (&ndash;20) Toughness</strong> Test or suffer additional Wounds equal to your Willpower Bonus, ignoring armour and Toughness Bonus.</p><p>\n\n <b>Lore:</b> <p>The Lore of Stealth draws on the power of <em>Dhar</em>, infused with a particularly large portion of <em>Ulgu</em>, to confuse and conceal. It is unclear whether this lore remains similar to how it is practised in Cathay, or if the Sorcerers of Clan Eshin have corrupted a more noble form of stealthy magic. Regardless, spells of this lore specialise in concealing the sorcerer from prying eyes, using magic to distract or diminish signs of the Skaven&rsquo;s presence.</p><p>The Lore of Stealth wreathes the wielder in threads of magic that obfuscate their presence. Whenever you successfully cast a spell from the Lore of Stealth, you gain the @UUID[Compendium.wfrp4e-core.items.OzwDT6kzoLYeeR2d]{Stealthy} Creature Trait for [[/br 1d10]] rounds.</p><p>Ingredients: Clan Eshin Sorcerers use small scraps of paper with assorted runes inscribed on them, which are then coated in powdered Warpstone. When used as an ingredient, the Warpstone powder is consumed, but the scraps of paper remain and can be coated again and reused. The characters used are of no known form of written Queekish, and the Sorcerers of Clan Eshin are in no rush to explain either their meaning or providence.</p><p><p>\n\n <b>Domaine:</b> <p>The Lore of Stealth draws on the power of <em>Dhar</em>, infused with a particularly large portion of <em>Ulgu</em>, to confuse and conceal. It is unclear whether this lore remains similar to how it is practised in Cathay, or if the Sorcerers of Clan Eshin have corrupted a more noble form of stealthy magic. Regardless, spells of this lore specialise in concealing the sorcerer from prying eyes, using magic to distract or diminish signs of the Skaven&rsquo;s presence.</p><p>The Lore of Stealth wreathes the wielder in threads of magic that obfuscate their presence. Whenever you successfully cast a spell from the Lore of Stealth, you gain the @Compendium[wfrp4e-core.items.OzwDT6kzoLYeeR2d]{Stealthy} Creature Trait for [[/br 1d10]] rounds.</p><p>Ingredients: Clan Eshin Sorcerers use small scraps of paper with assorted runes inscribed on them, which are then coated in powdered Warpstone. When used as an ingredient, the Warpstone powder is consumed, but the scraps of paper remain and can be coated again and reused. The characters used are of no known form of written Queekish, and the Sorcerers of Clan Eshin are in no rush to explain either their meaning or providence.</p><p>",
"durationValue": "Bonus de Force Mentale rounds"
},
"Favour of the Horned Rat": {
"name": "Favour of the Horned Rat",
"description": "<p>You gain an additional Fortune Point for the duration of the spell. You may only benefit from this spell once for every 13 hour period. Attempting to use this spell again before the full 13 hours have passed draws the disfavour of the Horned Rat — the effects of this remain up to the GM.</p><p>\n\n <b>Lore:</b> None<p><p>\n\n <b>Domaine:</b> Aucun<p>",
"durationValue": "13 heures"
},
"Warp-Power Accumuluator": {
"name": "Warp-Power Accumuluator",
"description": "<p><strong>Availability:</strong>&nbsp;Skyre and allied clans only</p>\n<p>A @UUID[Actor.KAB3UZ20z9m8fUQ3]{Warlock-Engineer} equipped with a supercharged Warp-power Accumulator increases the amount of Warp energy funnelled into any Warp Lightning spells he casts. When calculating Success Levels for the spell, you may reverse the dice used for the Casting Test if this result would be better.</p>\n<p>However, if you miscast Warp Lightning when using a Warp-Power Accumulator, the device begins to overload in addition to the usual effects of the miscast. Unless the Warlock Engineer can shut the accumulator down on the next turn, which requires a <strong>Hard (-30) Dexterity </strong>Test to access the poorly placed emergency shut off, it explodes dealing [[/r 3d10 #Damage]] Damage, reduced by Toughness Bonus and armour, to everyone within 3 yards, and counts as a @Corruption[moderate]{Moderate Exposure to Corruption} to everyone within 5 yards.</p>"
},
"Beast-Prod": {
"name": "Beast-Prod",
"description": "<p><strong>Availability:</strong> Moulder and allied clans only</p><p>This barbed prod is used primarily for herding @UUID[Compendium.wfrp4e-core.actors.VfJgGmCTWqb0IDSW]{Rat Ogres} and other @UUID[JournalEntry.oXly0RXc3Z3vnVrH.JournalEntryPage.qvft4GKy7q56yHgN]{Clan Moulder} creations, but at need a @UUID[Actor.vqKiWF0OuVwTnARC]{Packmaster} will turn its magical energy upon an enemy. It requires two hands and does damage as a Halberd, but ignores all armour.</p>",
"special": ""
},
"Death Frenzy (Ruin)": {
"name": "Death Frenzy (Ruin)",
"description": "<p>You fill a Skaven with a horrible ravenous hunger, causing foam to fleck their mouth and their eyes to roll madly in their head. Your target becomes subject to @UUID[Compendium.wfrp4e-core.items.yRhhOlt18COq4e1q]{Frenzy} for the duration of the spell. Unwilling targets may attempt to resist these effects by making a <strong>Challenging (+0) Cool</strong> Test. Those that succeed suffer 1 Wound as they gnaw on their own extremities to distract from the spell&rsquo;s call to violence.</p><p>\n\n <b>Lore:</b> <p>The Lore of Ruin channels the terrible power of Warpstone to lash out at targets, often incinerating them whole. It is focused on destruction and disintegration, and is feared throughout Skavendom and beyond.</p> <p>This terrible power is highly invigorating and the sensation of barely restrained energy is almost addictive. Whenever you successfully cast a spell from the Lore of Ruin, you may add +1 SL to any Initiative- or Agility-based Tests for the next [[/br 1d10]] rounds.</p> <p>Ingredients: Grey Seers use various scraps of fur, hide, bones, and crystalline Warpstone when casting spells from the Lore of Ruin.</p><p><p>\n\n <b>Domaine:</b> <p>The Lore of Ruin channels the terrible power of Warpstone to lash out at targets, often incinerating them whole. It is focused on destruction and disintegration, and is feared throughout Skavendom and beyond.</p> <p>This terrible power is highly invigorating and the sensation of barely restrained energy is almost addictive. Whenever you successfully cast a spell from the Lore of Ruin, you may add +1 SL to any Initiative- or Agility-based Tests for the next [[/br 1d10]] rounds.</p> <p>Ingredients: Grey Seers use various scraps of fur, hide, bones, and crystalline Warpstone when casting spells from the Lore of Ruin.</p><p>",
"durationValue": "Bonus de Force Mentale rounds"
},
"Poisoned Wind Mortar": {
"name": "Poisoned Wind Mortar",
"description": "<p><strong>Availability:</strong>&nbsp;Skyre and allied clans only</p>\n<p>The Poisoned Wind Mortar allows a weapons team to fire a weightier @UUID[Compendium.wfrp4e-horned-rat.items.YnFYheNBrpDmDtZ3]{Poisoned Wind Globe} to a range greater than a lone Globadier could hope to achieve. Hurting the enemy without risking one&rsquo;s own fur is always an appealing idea to Skaven. This weapon requires a crew of two: a trained Bombardier to fire it supported by a Crewvermin loader.</p>",
"special": "min. range 20"
},
"Old Guard": {
"name": "Old Guard",
"description": "<p>@UUID[Compendium.wfrp4e-horned-rat.journals.bmuHnv7PgHJ54BML.JournalEntryPage.DHz1ZX3hPihLzJOf]{Ironbreaker}</p>",
"trappings": [
"Unit of Ironbreakers",
"Weapon Bearing a Master Rune"
]
},
"Ghostly Flame": {
"name": "Ghostly Flame",
"description": "<p>You conjure a small blob of glowing green fire out of thin air, dripping viscous fluid as it burns. On subsequent turns, you may end this spell by using your action to hurl the fiery mess at an opponent. Use Ranged (Throwing) and treat the projectile as having Damage equal to your Strength Bonus plus Willpower Bonus. Otherwise, this petty spell generates light equivalent to a torch and remains for one hour before sputtering out. </p><p>\n\n <b>Lore:</b> None<p><p>\n\n <b>Domaine:</b> Aucun<p>",
"durationValue": "1 heure"
},
"Veil of Flies": {
"name": "Veil of Flies",
"description": "<p>With a curse and a flailing of your arms, you summon a cloud of gnats and biting flies. They swarm about you, filling the air in every direction for a distance equal to your Willpower Bonus in yards. The swarm moves with you for as long as the spell is in effect. Creatures other than yourself within the swarm suffer a 20 penalty to all Tests from the distraction. In addition, the cloud makes it hard for enemies to see you, imposing a further 20 penalty to all ranged attacks against you.</p><p>\n\n <b>Lore:</b> <p>The Lore of Plague draws its power from rot and decay, focusing raw <em>Dhar </em>into more refined forms of disease and corruption. Its spells corrupt all that they touch, and indeed few become proficient in the Lore of Plague without bearing some of its marks. Most Plague-Priests are covered in sores and pustules: glorious stigmata and a sign of their mastery over the forces of entropy.</p><p>The Lore of Plague infuses the wielder with the essence of rot. Whenever you successfully cast a spell from the Lore of Plague, you may gain the @UUID[Compendium.wfrp4e-core.items.MVI0lXcg6vvtooAF]{Distracting} Creature Trait for the next [[/br 1d10]] rounds.</p><p>Ingredients: Plague-Priests use all manner of vile excreta, odious emissions, and corrupted objects as spell ingredients. Most are squirted into the air and ritually inhaled, or burned inside a Plague Censer.</p><p><p>\n\n <b>Domaine:</b> <p>The Lore of Plague draws its power from rot and decay, focusing raw <em>Dhar </em>into more refined forms of disease and corruption. Its spells corrupt all that they touch, and indeed few become proficient in the Lore of Plague without bearing some of its marks. Most Plague-Priests are covered in sores and pustules: glorious stigmata and a sign of their mastery over the forces of entropy.</p><p>The Lore of Plague infuses the wielder with the essence of rot. Whenever you successfully cast a spell from the Lore of Plague, you may gain the @Compendium[wfrp4e-core.items.MVI0lXcg6vvtooAF]{Distracting} Creature Trait for the next [[/br 1d10]] rounds.</p><p>Ingredients: Plague-Priests use all manner of vile excreta, odious emissions, and corrupted objects as spell ingredients. Most are squirted into the air and ritually inhaled, or burned inside a Plague Censer.</p><p>",
"durationValue": "Bonus de Force Mentale rounds"
},
"Warplock Pistol": {
"name": "Warplock Pistol",
"description": "<p><strong>Availability:</strong> Skyre and allied clans only</p><p>The Warplock Pistol fires pellets of Warpstone, with a longer range than a blackpowder pistol. If a Warplock Pistol attack results in a Fumble, roll [[/br 1d10 #Fumble]]. On a result of 1, the pistol blows up in the wielders hand, destroying itself in a Blast 1 explosion dealing the same Damage as a successful shot. On a result of 210, roll on the @Table[oops]{Oops!} Table.</p>",
"special": ""
},
"Flensing Ruin": {
"name": "Flensing Ruin",
"description": "<p>Green ribbons of warp-energy tear the flesh from the target&rsquo;s bones. This is a <em>magic missile</em> with a Damage of +4 which ignores both armour and Toughness Bonus.</p><p>\n\n <b>Lore:</b> <p>The Lore of Ruin channels the terrible power of Warpstone to lash out at targets, often incinerating them whole. It is focused on destruction and disintegration, and is feared throughout Skavendom and beyond.</p> <p>This terrible power is highly invigorating and the sensation of barely restrained energy is almost addictive. Whenever you successfully cast a spell from the Lore of Ruin, you may add +1 SL to any Initiative- or Agility-based Tests for the next [[/br 1d10]] rounds.</p> <p>Ingredients: Grey Seers use various scraps of fur, hide, bones, and crystalline Warpstone when casting spells from the Lore of Ruin.</p><p><p>\n\n <b>Domaine:</b> <p>The Lore of Ruin channels the terrible power of Warpstone to lash out at targets, often incinerating them whole. It is focused on destruction and disintegration, and is feared throughout Skavendom and beyond.</p> <p>This terrible power is highly invigorating and the sensation of barely restrained energy is almost addictive. Whenever you successfully cast a spell from the Lore of Ruin, you may add +1 SL to any Initiative- or Agility-based Tests for the next [[/br 1d10]] rounds.</p> <p>Ingredients: Grey Seers use various scraps of fur, hide, bones, and crystalline Warpstone when casting spells from the Lore of Ruin.</p><p>",
"durationValue": "Instantané"
},
"Musk of Terror (Ruin)": {
"name": "Musk of Terror (Ruin)",
"description": "<p>You summon a large cloud of choking musk. Any creature within the cloud is exposed to a @Terror[1]{Terror (1)} effect or @Terror[2]{Terror (2)} for Skaven as the deadly musk fills their minds with thoughts of fear. Victims perceive the caster as the source of this Terror.</p><p><strong>Lore:</strong></p><p>The Lore of Ruin channels the terrible power of Warpstone to lash out at targets, often incinerating them whole. It is focused on destruction and disintegration, and is feared throughout Skavendom and beyond.</p><p>This terrible power is highly invigorating and the sensation of barely restrained energy is almost addictive. Whenever you successfully cast a spell from the Lore of Ruin, you may add +1 SL to any Initiative- or Agility-based Tests for the next [[/br 1d10]] rounds.</p><p>Ingredients: Grey Seers use various scraps of fur, hide, bones, and crystalline Warpstone when casting spells from the Lore of Ruin.</p><p></p><p>\n\n <b>Domaine:</b> <p>The Lore of Ruin channels the terrible power of Warpstone to lash out at targets, often incinerating them whole. It is focused on destruction and disintegration, and is feared throughout Skavendom and beyond.</p> <p>This terrible power is highly invigorating and the sensation of barely restrained energy is almost addictive. Whenever you successfully cast a spell from the Lore of Ruin, you may add +1 SL to any Initiative- or Agility-based Tests for the next [[/br 1d10]] rounds.</p> <p>Ingredients: Grey Seers use various scraps of fur, hide, bones, and crystalline Warpstone when casting spells from the Lore of Ruin.</p><p>",
"durationValue": "Bonus de Force Mentale rounds"
},
"Death Frenzy (Stealth)": {
"name": "Death Frenzy (Stealth)",
"description": "<p>You fill a Skaven with a horrible ravenous hunger, causing foam to fleck their mouth and their eyes to roll madly in their head. Your target becomes subject to @UUID[Compendium.wfrp4e-core.items.yRhhOlt18COq4e1q]{Frenzy} for the duration of the spell. Unwilling targets may attempt to resist these effects by making a <strong>Challenging (+0) Cool</strong> Test. Those that succeed suffer 1 Wound as they gnaw on their own extremities to distract from the spell&rsquo;s call to violence.</p><p>\n\n <b>Lore:</b> <p>The Lore of Stealth draws on the power of <em>Dhar</em>, infused with a particularly large portion of <em>Ulgu</em>, to confuse and conceal. It is unclear whether this lore remains similar to how it is practised in Cathay, or if the Sorcerers of Clan Eshin have corrupted a more noble form of stealthy magic. Regardless, spells of this lore specialise in concealing the sorcerer from prying eyes, using magic to distract or diminish signs of the Skaven&rsquo;s presence.</p><p>The Lore of Stealth wreathes the wielder in threads of magic that obfuscate their presence. Whenever you successfully cast a spell from the Lore of Stealth, you gain the @UUID[Compendium.wfrp4e-core.items.OzwDT6kzoLYeeR2d]{Stealthy} Creature Trait for [[/br 1d10]] rounds.</p><p>Ingredients: Clan Eshin Sorcerers use small scraps of paper with assorted runes inscribed on them, which are then coated in powdered Warpstone. When used as an ingredient, the Warpstone powder is consumed, but the scraps of paper remain and can be coated again and reused. The characters used are of no known form of written Queekish, and the Sorcerers of Clan Eshin are in no rush to explain either their meaning or providence.</p><p><p>\n\n <b>Domaine:</b> <p>The Lore of Stealth draws on the power of <em>Dhar</em>, infused with a particularly large portion of <em>Ulgu</em>, to confuse and conceal. It is unclear whether this lore remains similar to how it is practised in Cathay, or if the Sorcerers of Clan Eshin have corrupted a more noble form of stealthy magic. Regardless, spells of this lore specialise in concealing the sorcerer from prying eyes, using magic to distract or diminish signs of the Skaven&rsquo;s presence.</p><p>The Lore of Stealth wreathes the wielder in threads of magic that obfuscate their presence. Whenever you successfully cast a spell from the Lore of Stealth, you gain the @Compendium[wfrp4e-core.items.OzwDT6kzoLYeeR2d]{Stealthy} Creature Trait for [[/br 1d10]] rounds.</p><p>Ingredients: Clan Eshin Sorcerers use small scraps of paper with assorted runes inscribed on them, which are then coated in powdered Warpstone. When used as an ingredient, the Warpstone powder is consumed, but the scraps of paper remain and can be coated again and reused. The characters used are of no known form of written Queekish, and the Sorcerers of Clan Eshin are in no rush to explain either their meaning or providence.</p><p>",
"durationValue": "Bonus de Force Mentale rounds"
},
"Armour of Darkness": {
"name": "Armour of Darkness",
"description": "<p>You solidify the shadows around your body. In addition to making you harder to see in low-light conditions, this shadow armour also protects you from harm. You gain an additional 1 AP to each location, and a +20 bonus to any Stealth Tests you make in dim light. </p><p>\n\n <b>Lore:</b> <p>The Lore of Stealth draws on the power of <em>Dhar</em>, infused with a particularly large portion of <em>Ulgu</em>, to confuse and conceal. It is unclear whether this lore remains similar to how it is practised in Cathay, or if the Sorcerers of Clan Eshin have corrupted a more noble form of stealthy magic. Regardless, spells of this lore specialise in concealing the sorcerer from prying eyes, using magic to distract or diminish signs of the Skaven&rsquo;s presence.</p><p>The Lore of Stealth wreathes the wielder in threads of magic that obfuscate their presence. Whenever you successfully cast a spell from the Lore of Stealth, you gain the @UUID[Compendium.wfrp4e-core.items.OzwDT6kzoLYeeR2d]{Stealthy} Creature Trait for [[/br 1d10]] rounds.</p><p>Ingredients: Clan Eshin Sorcerers use small scraps of paper with assorted runes inscribed on them, which are then coated in powdered Warpstone. When used as an ingredient, the Warpstone powder is consumed, but the scraps of paper remain and can be coated again and reused. The characters used are of no known form of written Queekish, and the Sorcerers of Clan Eshin are in no rush to explain either their meaning or providence.</p><p><p>\n\n <b>Domaine:</b> <p>The Lore of Stealth draws on the power of <em>Dhar</em>, infused with a particularly large portion of <em>Ulgu</em>, to confuse and conceal. It is unclear whether this lore remains similar to how it is practised in Cathay, or if the Sorcerers of Clan Eshin have corrupted a more noble form of stealthy magic. Regardless, spells of this lore specialise in concealing the sorcerer from prying eyes, using magic to distract or diminish signs of the Skaven&rsquo;s presence.</p><p>The Lore of Stealth wreathes the wielder in threads of magic that obfuscate their presence. Whenever you successfully cast a spell from the Lore of Stealth, you gain the @Compendium[wfrp4e-core.items.OzwDT6kzoLYeeR2d]{Stealthy} Creature Trait for [[/br 1d10]] rounds.</p><p>Ingredients: Clan Eshin Sorcerers use small scraps of paper with assorted runes inscribed on them, which are then coated in powdered Warpstone. When used as an ingredient, the Warpstone powder is consumed, but the scraps of paper remain and can be coated again and reused. The characters used are of no known form of written Queekish, and the Sorcerers of Clan Eshin are in no rush to explain either their meaning or providence.</p><p>",
"durationValue": "Bonus de Force Mentale minutes"
},
"Howling Warpgale": {
"name": "Howling Warpgale",
"description": "<p>You gesture twitchingly to the skies and fierce hurricane gales begin to swirl around you, filling a radius equal to your Willpower in yards. Enemies cannot fly in the howling winds, and ranged attacks into or out of the affected area suffer a 10 penalty. Your allies are unaffected by either effect as you divert the unnatural winds around them.</p><p>\n\n <b>Lore:</b> <p>The Lore of Ruin channels the terrible power of Warpstone to lash out at targets, often incinerating them whole. It is focused on destruction and disintegration, and is feared throughout Skavendom and beyond.</p> <p>This terrible power is highly invigorating and the sensation of barely restrained energy is almost addictive. Whenever you successfully cast a spell from the Lore of Ruin, you may add +1 SL to any Initiative- or Agility-based Tests for the next [[/br 1d10]] rounds.</p> <p>Ingredients: Grey Seers use various scraps of fur, hide, bones, and crystalline Warpstone when casting spells from the Lore of Ruin.</p><p><p>\n\n <b>Domaine:</b> <p>The Lore of Ruin channels the terrible power of Warpstone to lash out at targets, often incinerating them whole. It is focused on destruction and disintegration, and is feared throughout Skavendom and beyond.</p> <p>This terrible power is highly invigorating and the sensation of barely restrained energy is almost addictive. Whenever you successfully cast a spell from the Lore of Ruin, you may add +1 SL to any Initiative- or Agility-based Tests for the next [[/br 1d10]] rounds.</p> <p>Ingredients: Grey Seers use various scraps of fur, hide, bones, and crystalline Warpstone when casting spells from the Lore of Ruin.</p><p>",
"durationValue": "Bonus de Force Mentale rounds"
},
"Vermintide (Plague)": {
"name": "Vermintide (Plague)",
"description": "<p>You summon a swarm of rats that appear next to you and move as you direct, attacking any creature (except you) they encounter. You do not need to spend your action directing the swarm &mdash; it responds to any squeaked command readily. However, after Willpower Bonus rounds have elapsed, you lose control of the swarm. Thereafter, it moves about at random, attacking any creature it encounters.</p>\n<p>If the rat swarm encounters a creature, the rats scurry across its lower extremities biting and scratching furiously, inflicting [[/r 1d10 #Wounds]] Wounds to each non-prosthetic leg a creature has. This Damage is reduced by Toughness Bonus, but not armour (the rats scuttle inside of clothing and armour with alarming skill). The rats climb over any object less than 1 yard tall to reach their victims.</p>\n<p>The swarm can be destroyed by any area of effect attack, but is immune to regular attacks &mdash; a sword blow or stomped boot will kill a rat or two, but more emerge to take their place. While not under the direct control of the caster, the swarm will not attack victims wielding a torch or other sizable open flame if another target is available, and will avoid targets inflicted with an @Condition[Ablaze] Condition entirely.</p>\n<p>After the spell ends, the rats disperse.</p><p>\n\n <b>Lore:</b> <p>The Lore of Plague draws its power from rot and decay, focusing raw <em>Dhar </em>into more refined forms of disease and corruption. Its spells corrupt all that they touch, and indeed few become proficient in the Lore of Plague without bearing some of its marks. Most Plague-Priests are covered in sores and pustules: glorious stigmata and a sign of their mastery over the forces of entropy.</p><p>The Lore of Plague infuses the wielder with the essence of rot. Whenever you successfully cast a spell from the Lore of Plague, you may gain the @UUID[Compendium.wfrp4e-core.items.MVI0lXcg6vvtooAF]{Distracting} Creature Trait for the next [[/br 1d10]] rounds.</p><p>Ingredients: Plague-Priests use all manner of vile excreta, odious emissions, and corrupted objects as spell ingredients. Most are squirted into the air and ritually inhaled, or burned inside a Plague Censer.</p><p><p>\n\n <b>Domaine:</b> <p>The Lore of Plague draws its power from rot and decay, focusing raw <em>Dhar </em>into more refined forms of disease and corruption. Its spells corrupt all that they touch, and indeed few become proficient in the Lore of Plague without bearing some of its marks. Most Plague-Priests are covered in sores and pustules: glorious stigmata and a sign of their mastery over the forces of entropy.</p><p>The Lore of Plague infuses the wielder with the essence of rot. Whenever you successfully cast a spell from the Lore of Plague, you may gain the @Compendium[wfrp4e-core.items.MVI0lXcg6vvtooAF]{Distracting} Creature Trait for the next [[/br 1d10]] rounds.</p><p>Ingredients: Plague-Priests use all manner of vile excreta, odious emissions, and corrupted objects as spell ingredients. Most are squirted into the air and ritually inhaled, or burned inside a Plague Censer.</p><p>",
"durationValue": "Bonus de 2 × Willpower rounds"
},
"Vermintide": {
"name": "Vermintide",
"description": "<p>You summon a swarm of rats that appear next to you and move as you direct, attacking any creature (except you) they encounter. You do not need to spend your action directing the swarm &mdash; it responds to any squeaked command readily. However, after Willpower Bonus rounds have elapsed, you lose control of the swarm. Thereafter, it moves about at random, attacking any creature it encounters.</p>\n<p>If the rat swarm encounters a creature, the rats scurry across its lower extremities biting and scratching furiously, inflicting [[/r 1d10 #Wounds]] Wounds to each non-prosthetic leg a creature has. This Damage is reduced by Toughness Bonus, but not armour (the rats scuttle inside of clothing and armour with alarming skill). The rats climb over any object less than 1 yard tall to reach their victims.</p>\n<p>The swarm can be destroyed by any area of effect attack, but is immune to regular attacks &mdash; a sword blow or stomped boot will kill a rat or two, but more emerge to take their place. While not under the direct control of the caster, the swarm will not attack victims wielding a torch or other sizable open flame if another target is available, and will avoid targets inflicted with an @Condition[Ablaze] Condition entirely.</p>\n<p>After the spell ends, the rats disperse.</p>",
"durationValue": "Bonus de 2 × Willpower rounds"
},
"Musk of Terror (Plague)": {
"name": "Musk of Terror (Plague)",
"description": "<p>You summon a large cloud of choking musk. Any creature within the cloud is exposed to a @Terror[1]{Terror (1)} effect or @Terror[2]{Terror (2)} for Skaven as the deadly musk fills their minds with thoughts of fear. Victims perceive the caster as the source of this Terror.</p><p><strong>Lore:</strong></p><p>The Lore of Plague draws its power from rot and decay, focusing raw <em>Dhar </em>into more refined forms of disease and corruption. Its spells corrupt all that they touch, and indeed few become proficient in the Lore of Plague without bearing some of its marks. Most Plague-Priests are covered in sores and pustules: glorious stigmata and a sign of their mastery over the forces of entropy.</p><p>The Lore of Plague infuses the wielder with the essence of rot. Whenever you successfully cast a spell from the Lore of Plague, you may gain the @UUID[Compendium.wfrp4e-core.items.MVI0lXcg6vvtooAF]{Distracting} Creature Trait for the next [[/br 1d10]] rounds.</p><p>Ingredients: Plague-Priests use all manner of vile excreta, odious emissions, and corrupted objects as spell ingredients. Most are squirted into the air and ritually inhaled, or burned inside a Plague Censer.</p><p></p><p>\n\n <b>Domaine:</b> <p>The Lore of Plague draws its power from rot and decay, focusing raw <em>Dhar </em>into more refined forms of disease and corruption. Its spells corrupt all that they touch, and indeed few become proficient in the Lore of Plague without bearing some of its marks. Most Plague-Priests are covered in sores and pustules: glorious stigmata and a sign of their mastery over the forces of entropy.</p><p>The Lore of Plague infuses the wielder with the essence of rot. Whenever you successfully cast a spell from the Lore of Plague, you may gain the @Compendium[wfrp4e-core.items.MVI0lXcg6vvtooAF]{Distracting} Creature Trait for the next [[/br 1d10]] rounds.</p><p>Ingredients: Plague-Priests use all manner of vile excreta, odious emissions, and corrupted objects as spell ingredients. Most are squirted into the air and ritually inhaled, or burned inside a Plague Censer.</p><p>",
"durationValue": "Bonus de Force Mentale rounds"
},
"Warpstone Tokens": {
"name": "Warpstone Tokens",
"description": "<p>The Skaven use Warpstone as both fuel and currency. To most non-Skaven, these are simply odd coins tainted by Warpstone, and are treated as any other sort of Warpstone for the purposes of spellcasting, corruption, and so on. However, Skaven spellcasters possess a metabolism attuned to the terrible power of Warpstone and are affected differently (see @UUID[JournalEntry.yGkrRqB7Cf0aiuCA]{Skaven Magic}).</p>"
},
"Skavenbrew": {
"name": "Skavenbrew",
"description": "<p>This concoction is made of Warpstone and the blood of many creatures. Skaven drink it to make themselves more ferocious in battle, but its effects are unpredictable. After consuming a dose, consult the @Table[skavenbrew]{Skavenbrew Table}.</p><p>The effects of Skavenbrew persist for [[/br 2d10 #Duration]] Toughness Bonus rounds, to a minimum of 1 round. Non-Skaven who consume Skavenbrew are affected as normal, but once the effect ends they must immediately make a <strong>Challenging (+0) Endurance</strong> Test. If they fail, they suffer one @Condition[Poisoned] and one @Condition[Bleeding] Condition. On an Astounding Failure (6 SL or worse) they also suffer one @Condition[Ablaze] Condition.</p>"
},
"Bless with Filth": {
"name": "Bless with Filth",
"description": "<p>A foul mist wraps around one melee weapon you touch, or up to three items of ammunition for ranged or throwing weapons. The infused objects immediately begin to drip with toxic fluid. While the spell is in effect, all damaging hits with the weapon cause a @Condition[Poisoned] Condition in addition to normal damage.</p><p>\n\n <b>Lore:</b> <p>The Lore of Plague draws its power from rot and decay, focusing raw <em>Dhar </em>into more refined forms of disease and corruption. Its spells corrupt all that they touch, and indeed few become proficient in the Lore of Plague without bearing some of its marks. Most Plague-Priests are covered in sores and pustules: glorious stigmata and a sign of their mastery over the forces of entropy.</p><p>The Lore of Plague infuses the wielder with the essence of rot. Whenever you successfully cast a spell from the Lore of Plague, you may gain the @UUID[Compendium.wfrp4e-core.items.MVI0lXcg6vvtooAF]{Distracting} Creature Trait for the next [[/br 1d10]] rounds.</p><p>Ingredients: Plague-Priests use all manner of vile excreta, odious emissions, and corrupted objects as spell ingredients. Most are squirted into the air and ritually inhaled, or burned inside a Plague Censer.</p><p><p>\n\n <b>Domaine:</b> <p>The Lore of Plague draws its power from rot and decay, focusing raw <em>Dhar </em>into more refined forms of disease and corruption. Its spells corrupt all that they touch, and indeed few become proficient in the Lore of Plague without bearing some of its marks. Most Plague-Priests are covered in sores and pustules: glorious stigmata and a sign of their mastery over the forces of entropy.</p><p>The Lore of Plague infuses the wielder with the essence of rot. Whenever you successfully cast a spell from the Lore of Plague, you may gain the @Compendium[wfrp4e-core.items.MVI0lXcg6vvtooAF]{Distracting} Creature Trait for the next [[/br 1d10]] rounds.</p><p>Ingredients: Plague-Priests use all manner of vile excreta, odious emissions, and corrupted objects as spell ingredients. Most are squirted into the air and ritually inhaled, or burned inside a Plague Censer.</p><p>",
"durationValue": "Bonus de Force Mentale minutes"
},
"Nurgle's Rot": {
"name": "Nurgle's Rot",
"description": "<p>The Plague Father has lent his name to only one disease, and it is the crowning glory of all his fetid works. Nurgles Rot is a terrible and contagious ailment which wracks the body, mind and even the soul of those who suffer from it. It is most commonly caught during encounters with powerful servants of Nurgle, though it has on occasion spread like wildfire through a village, town, or entire region, before vanishing. While those who suffer from it can only curse the Plague Lords name, the disease itself epitomises the ethos of Nurgles followers — that of enduring terrible suffering and emerging stronger for it. </p><table style=\"width: 100%; height: 85px;\" border=\"1\"><tbody><tr style=\"height: 17px;\"><td style=\"width: 66.4153%; height: 17px; text-align: center;\"><strong>Source of Infection</strong></td><td style=\"width: 32.8621%; height: 17px; text-align: center;\"><strong>Difficulty</strong></td></tr><tr style=\"height: 17px;\"><td style=\"width: 66.4153%; height: 17px;\">Mortal sufferer with at least two symptoms</td><td style=\"width: 32.8621%; height: 17px;\">Easy (+40)</td></tr><tr style=\"height: 17px;\"><td style=\"width: 66.4153%; height: 17px;\">Nurgling, pool of Daemon bile</td><td style=\"width: 32.8621%; height: 17px;\">Average (+20)</td></tr><tr style=\"height: 17px;\"><td style=\"width: 66.4153%; height: 17px;\">Plaguebearer, Blightking</td><td style=\"width: 32.8621%; height: 17px;\">Challenging (+0)</td></tr><tr style=\"height: 17px;\"><td style=\"width: 66.4153%; height: 17px;\">Great Unclean One</td><td style=\"width: 32.8621%; height: 17px;\"><p>Difficult (-10)</p></td></tr></tbody></table><p><strong>Symptoms</strong>: Nurgles Rot presents differently in all who suffer from it. After incubation, the sufferer will appear jaundiced, with blotchy skin and yellow eyes. This has no negative effects, beyond marking them as ill in some way. One week after this occurs, and at the end of each week thereafter, the victim makes a <strong>Challenging (+0) Endurance</strong> Test. If they fail they develop a new symptom, as below. Where two options are given, the GM may choose whichever they prefer.</p><blockquote class=\"foundry-note\"><p>Add the symptoms chosen manually via the <strong>System Effects</strong> dropdown in the Effects tab of an Actor</p></blockquote><p><strong>First Failure</strong>: @Symptom[Coughs and Sneezes] or a @Symptom[Fever].</p><p><strong>Second Failure</strong>: @Symptom[Pox] or @Symptom[Malaise].</p><p><strong>Third Failure</strong>: @Symptom[Flux] or @Symptom[Nausea].</p><p><strong>Fourth Failure</strong>: @Symptom[Buboes] or @Symptom[Gangrene].</p><p><strong>Fifth Failure</strong>: @Symptom[Convulsions] or @Symptom[Wounded].</p><p><strong>Sixth Failure</strong>: @Symptom[Blight].</p><p><strong>Seventh Failure</strong>: Death. A new Plaguebearer is born.</p><p>A potential victim of Nurgles Rot may spend a Fate Point to avoid contracting it. However, once infected, it is impossible to rid oneself of Nurgles Rot. Fate Points spent after the victim is infected merely delay the onset of new symptoms by a month. Should a victim of Nurgles Rot die from the disease, a new Plaguebearer is created in the Realm of Chaos, emerging from a pustule of filth on a tree in Nurgles Garden. If the GM prefers, then a Plague Bearer might instead erupt forth from the body of the victim, should that prove the more dramatic option. </p>",
"contraction": "Make an Endurance Test after coming into contact with an infected individual or servant of Nurgle. The Difficulty of this test varies depending on the source of infection (see description) — you should make one Test at the end of each day in which you are exposed to the disease.",
"durationUnit": "",
"durationValue": "Until death",
"incubationUnit": "days",
"incubationValue": "1d10 - 5",
"permanent": "",
"symptoms": ""
},
"Warp Scroll": {
"name": "Warp Scroll",
"description": "<p><strong>Availability:</strong> Pestilens and allied clans only</p><p>Plague Priests going to war often bring along copies of key passages from the great Liber Bubonicus, written in Warpstone-infused ink on the cured hides of defeated enemies. Each scroll contains one spell from the @UUID[JournalEntry.yGkrRqB7Cf0aiuCA.JournalEntryPage.Mn2r16uO3nJRhOzy#the-lore-of-plague]{Lore of Plague}, which may be cast once by reading the scroll out loud. No Casting Test is necessary, and there is no chance of a miscast or a critical.</p>"
},
"Doomrocket": {
"name": "Doomrocket",
"description": "<p><strong>Availability:</strong>&nbsp;Skyre and allied clans only</p>\n<p>This handheld rocket launcher is said to be based on designs stolen from Ind and sold to the Warlock Engineers by @UUID[JournalEntry.oXly0RXc3Z3vnVrH.JournalEntryPage.nMGc3gSeO4HsP3sU]{Clan Eshin}. They are quite unreliable even by Clan Skryre&rsquo;s standards, but unmistakably terrifying.</p>\n<p>If a Doomrocket attack results in a Fumble, roll on the @Table[doomrocket-fumble] table and apply the result.</p>",
"special": ""
},
"Wrack": {
"name": "Wrack",
"description": "<p>You cause a spark of warp-energy to fly from your outstretched fingers, striking a single target with a jolt of searing pain. The target must make a <strong>Challenging (+0) Endurance</strong> Test or gain one @Condition[Stunned] Condition.</p><p>\n\n <b>Lore:</b> None<p><p>\n\n <b>Domaine:</b> Aucun<p>",
"durationValue": "Instantané"
},
"Swiftscamper": {
"name": "Swiftscamper",
"description": "<p>You increase your Movement Characteristic by an amount equal to your Willpower Bonus. For every +2 SL, you may increase your Movement Characteristic by an additional point.</p><p>\n\n <b>Lore:</b> <p>The Lore of Stealth draws on the power of <em>Dhar</em>, infused with a particularly large portion of <em>Ulgu</em>, to confuse and conceal. It is unclear whether this lore remains similar to how it is practised in Cathay, or if the Sorcerers of Clan Eshin have corrupted a more noble form of stealthy magic. Regardless, spells of this lore specialise in concealing the sorcerer from prying eyes, using magic to distract or diminish signs of the Skaven&rsquo;s presence.</p><p>The Lore of Stealth wreathes the wielder in threads of magic that obfuscate their presence. Whenever you successfully cast a spell from the Lore of Stealth, you gain the @UUID[Compendium.wfrp4e-core.items.OzwDT6kzoLYeeR2d]{Stealthy} Creature Trait for [[/br 1d10]] rounds.</p><p>Ingredients: Clan Eshin Sorcerers use small scraps of paper with assorted runes inscribed on them, which are then coated in powdered Warpstone. When used as an ingredient, the Warpstone powder is consumed, but the scraps of paper remain and can be coated again and reused. The characters used are of no known form of written Queekish, and the Sorcerers of Clan Eshin are in no rush to explain either their meaning or providence.</p><p><p>\n\n <b>Domaine:</b> <p>The Lore of Stealth draws on the power of <em>Dhar</em>, infused with a particularly large portion of <em>Ulgu</em>, to confuse and conceal. It is unclear whether this lore remains similar to how it is practised in Cathay, or if the Sorcerers of Clan Eshin have corrupted a more noble form of stealthy magic. Regardless, spells of this lore specialise in concealing the sorcerer from prying eyes, using magic to distract or diminish signs of the Skaven&rsquo;s presence.</p><p>The Lore of Stealth wreathes the wielder in threads of magic that obfuscate their presence. Whenever you successfully cast a spell from the Lore of Stealth, you gain the @Compendium[wfrp4e-core.items.OzwDT6kzoLYeeR2d]{Stealthy} Creature Trait for [[/br 1d10]] rounds.</p><p>Ingredients: Clan Eshin Sorcerers use small scraps of paper with assorted runes inscribed on them, which are then coated in powdered Warpstone. When used as an ingredient, the Warpstone powder is consumed, but the scraps of paper remain and can be coated again and reused. The characters used are of no known form of written Queekish, and the Sorcerers of Clan Eshin are in no rush to explain either their meaning or providence.</p><p>",
"durationValue": "Bonus de Force Mentale"
},
"Putrefy": {
"name": "Putrefy",
"description": "<p>With a flourish and a curse, you cause all food within the area of effect to rot and decay, rendering it totally inedible. Any creature that eats the infected food is automatically exposed to the @UUID[Compendium.wfrp4e-core.items.txeLd7R13qxSvmsr]{Galloping Trots}. This spell has been used with great effect to induce famine in surface populations.</p><p>\n\n <b>Lore:</b> <p>The Lore of Plague draws its power from rot and decay, focusing raw <em>Dhar </em>into more refined forms of disease and corruption. Its spells corrupt all that they touch, and indeed few become proficient in the Lore of Plague without bearing some of its marks. Most Plague-Priests are covered in sores and pustules: glorious stigmata and a sign of their mastery over the forces of entropy.</p><p>The Lore of Plague infuses the wielder with the essence of rot. Whenever you successfully cast a spell from the Lore of Plague, you may gain the @UUID[Compendium.wfrp4e-core.items.MVI0lXcg6vvtooAF]{Distracting} Creature Trait for the next [[/br 1d10]] rounds.</p><p>Ingredients: Plague-Priests use all manner of vile excreta, odious emissions, and corrupted objects as spell ingredients. Most are squirted into the air and ritually inhaled, or burned inside a Plague Censer.</p><p><p>\n\n <b>Domaine:</b> <p>The Lore of Plague draws its power from rot and decay, focusing raw <em>Dhar </em>into more refined forms of disease and corruption. Its spells corrupt all that they touch, and indeed few become proficient in the Lore of Plague without bearing some of its marks. Most Plague-Priests are covered in sores and pustules: glorious stigmata and a sign of their mastery over the forces of entropy.</p><p>The Lore of Plague infuses the wielder with the essence of rot. Whenever you successfully cast a spell from the Lore of Plague, you may gain the @Compendium[wfrp4e-core.items.MVI0lXcg6vvtooAF]{Distracting} Creature Trait for the next [[/br 1d10]] rounds.</p><p>Ingredients: Plague-Priests use all manner of vile excreta, odious emissions, and corrupted objects as spell ingredients. Most are squirted into the air and ritually inhaled, or burned inside a Plague Censer.</p><p>",
"durationValue": "Instantané"
},
"Infernal Bomb": {
"name": "Infernal Bomb",
"description": "<p><strong>Availability:</strong> Eshin and allied clans only</p>\n<p>These iron-clad devices use cogs and gears to delay a blast of hellish energy. It is a Blast 5 explosive with +12 Damage, which can be set to detonate up to 10 rounds after it is dropped or thrown. They are commonly used to create new doors in buildings or to cover a hasty retreat.</p>",
"special": "Detonation can be delayed by up to 10 rounds: see weapon description."
},
"Traceless Demise": {
"name": "Traceless Demise",
"description": "<p>The body of any creature that dies while under the effects of this spell dissolves instantly into a foul-smelling black slime. The slime is briefly highly acidic, and most equipment is rendered barely recognisable as well. Eshin Sorcerers commonly cast Traceless Demise upon assassins before they embark on a mission, ensuring that no Skaven corpses are left behind.</p><p>Limbs struck from a body before death do not dissolve, even if the victim ultimately dies while under the effects of this spell. Decapitation typically destroys the body but leaves the head intact.</p><p>\n\n <b>Lore:</b> <p>The Lore of Stealth draws on the power of <em>Dhar</em>, infused with a particularly large portion of <em>Ulgu</em>, to confuse and conceal. It is unclear whether this lore remains similar to how it is practised in Cathay, or if the Sorcerers of Clan Eshin have corrupted a more noble form of stealthy magic. Regardless, spells of this lore specialise in concealing the sorcerer from prying eyes, using magic to distract or diminish signs of the Skaven&rsquo;s presence.</p><p>The Lore of Stealth wreathes the wielder in threads of magic that obfuscate their presence. Whenever you successfully cast a spell from the Lore of Stealth, you gain the @UUID[Compendium.wfrp4e-core.items.OzwDT6kzoLYeeR2d]{Stealthy} Creature Trait for [[/br 1d10]] rounds.</p><p>Ingredients: Clan Eshin Sorcerers use small scraps of paper with assorted runes inscribed on them, which are then coated in powdered Warpstone. When used as an ingredient, the Warpstone powder is consumed, but the scraps of paper remain and can be coated again and reused. The characters used are of no known form of written Queekish, and the Sorcerers of Clan Eshin are in no rush to explain either their meaning or providence.</p><p><p>\n\n <b>Domaine:</b> <p>The Lore of Stealth draws on the power of <em>Dhar</em>, infused with a particularly large portion of <em>Ulgu</em>, to confuse and conceal. It is unclear whether this lore remains similar to how it is practised in Cathay, or if the Sorcerers of Clan Eshin have corrupted a more noble form of stealthy magic. Regardless, spells of this lore specialise in concealing the sorcerer from prying eyes, using magic to distract or diminish signs of the Skaven&rsquo;s presence.</p><p>The Lore of Stealth wreathes the wielder in threads of magic that obfuscate their presence. Whenever you successfully cast a spell from the Lore of Stealth, you gain the @Compendium[wfrp4e-core.items.OzwDT6kzoLYeeR2d]{Stealthy} Creature Trait for [[/br 1d10]] rounds.</p><p>Ingredients: Clan Eshin Sorcerers use small scraps of paper with assorted runes inscribed on them, which are then coated in powdered Warpstone. When used as an ingredient, the Warpstone powder is consumed, but the scraps of paper remain and can be coated again and reused. The characters used are of no known form of written Queekish, and the Sorcerers of Clan Eshin are in no rush to explain either their meaning or providence.</p><p>",
"durationValue": "Bonus de Force Mentale jours"
},
"Rat Claws": {
"name": "Rat Claws",
"description": "<p><strong>Availability:</strong>&nbsp;Eshin and allied clans only</p>\n<p>Tied to the paw with a leather strap, a Rat Claw consists of three to five steel claws extending outward. The claws enhance unarmed attacks and are useful climbing tools, providing a +10 bonus to all Climb Tests.</p>",
"special": ""
},
"Warpstone Star": {
"name": "Warpstone Star",
"description": "<p><strong>Availability:</strong> Eshin and allied clans only</p><p>A favourite weapon of @UUID[JournalEntry.oXly0RXc3Z3vnVrH.JournalEntryPage.nMGc3gSeO4HsP3sU]{Clan Eshin}, this throwing star is coated with a Warpstone paste that increases its damage considerably. Some Warpstone Stars are @UUID[JournalEntry.26U30SwguwHqxwjU.JournalEntryPage.PrNdIdqhEdwz6eC3#skaven-blades]{Weeping weapons}</p>",
"special": ""
},
"Death Frenzy": {
"name": "Death Frenzy",
"description": "<p>You fill a Skaven with a horrible ravenous hunger, causing foam to fleck their mouth and their eyes to roll madly in their head. Your target becomes subject to @UUID[Compendium.wfrp4e-core.items.yRhhOlt18COq4e1q]{Frenzy} for the duration of the spell. Unwilling targets may attempt to resist these effects by making a <strong>Challenging (+0) Cool</strong> Test. Those that succeed suffer 1 Wound as they gnaw on their own extremities to distract from the spell&rsquo;s call to violence.</p>",
"durationValue": "Bonus de Force Mentale rounds"
},
"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>",
"special": ""
},
"Curse of the Horned Rat (Plague)": {
"name": "Curse of the Horned Rat (Plague)",
"description": "<p>With a sickening lurch, the fabric of reality is torn by the twisting power of the Great Horned One. The target creature, and any others within a number of yards equal to your Willpower Bonus, must make a <strong>Challenging (+0) Endurance</strong> Test or be transformed into Skaven of size appropriate to the original victim, nominally under your command. Most become @UUID[Compendium.wfrp4e-core.actors.F1vAZZcmVKkRw8xn]{Clanrats} or @UUID[Compendium.wfrp4e-core.actors.kl4qHg0mqWOApBqH]{Stormvermin}, but Ogres typically become @UUID[Compendium.wfrp4e-core.actors.VfJgGmCTWqb0IDSW]{Rat Ogres}. They are as loyal as any Skaven, with vague memories of tunnels, betrayal, and the dark of the Under-Empire replacing those of their old life. Their nature is like that of any Skaven, and victims are unlikely to follow commands that would result in their death unless failing to follow those commands appears likely to be just as fatal.</p>\n<p>The forms of most humanoids were never intended to become as the Skaven, who despite being known colloquially as ratmen are far more rat than man. In most cases the spell&rsquo;s victims will revert to their true forms after the spell has ended, though all will bear some mark of what was done to them. This often takes the form of a patch of fur, a malformed tail or yellowed, pointed teeth. The victim may spend a Fate point to resist the effects of this spell, or to revert to their true form if already under its effect.</p>\n<blockquote class=\"sidebar\">\n<h3 style=\"text-align: center;\"><em>Is It Fun To Be A Rat?</em></h3>\n<p><em>It could be! Note that this is the sort of spell that could effectively end a Character&rsquo;s career, as they scuttle off with their Skaven allies only to wake up in the Under-Empire, enslaved to the very creatures they briefly thought were their kin. However, it could also be an excellent way to start an interesting adventure, with Characters plunging into the underdark to track down a Skaven who was once &mdash; and might be again &mdash; their comrade.</em></p>\n<p><em>Regardless, a canny GM will pay close attention to their Characters&rsquo; Fate Points before unleashing this particular horror upon them.</em></p>\n</blockquote><p>\n\n <b>Lore:</b> <p>The Lore of Plague draws its power from rot and decay, focusing raw <em>Dhar </em>into more refined forms of disease and corruption. Its spells corrupt all that they touch, and indeed few become proficient in the Lore of Plague without bearing some of its marks. Most Plague-Priests are covered in sores and pustules: glorious stigmata and a sign of their mastery over the forces of entropy.</p><p>The Lore of Plague infuses the wielder with the essence of rot. Whenever you successfully cast a spell from the Lore of Plague, you may gain the @UUID[Compendium.wfrp4e-core.items.MVI0lXcg6vvtooAF]{Distracting} Creature Trait for the next [[/br 1d10]] rounds.</p><p>Ingredients: Plague-Priests use all manner of vile excreta, odious emissions, and corrupted objects as spell ingredients. Most are squirted into the air and ritually inhaled, or burned inside a Plague Censer.</p><p><p>\n\n <b>Domaine:</b> <p>The Lore of Plague draws its power from rot and decay, focusing raw <em>Dhar </em>into more refined forms of disease and corruption. Its spells corrupt all that they touch, and indeed few become proficient in the Lore of Plague without bearing some of its marks. Most Plague-Priests are covered in sores and pustules: glorious stigmata and a sign of their mastery over the forces of entropy.</p><p>The Lore of Plague infuses the wielder with the essence of rot. Whenever you successfully cast a spell from the Lore of Plague, you may gain the @Compendium[wfrp4e-core.items.MVI0lXcg6vvtooAF]{Distracting} Creature Trait for the next [[/br 1d10]] rounds.</p><p>Ingredients: Plague-Priests use all manner of vile excreta, odious emissions, and corrupted objects as spell ingredients. Most are squirted into the air and ritually inhaled, or burned inside a Plague Censer.</p><p>",
"durationValue": "Bonus de Force Mentale heures"
},
"Blade of Corruption": {
"name": "Blade of Corruption",
"description": "<p>The Blade of Corruption has long been a treasured artefact from the days when Clan Pestilens haunted the lands of Lustria. A vile weapon, it has a long, wavy edge and drips a foul green fluid from its tip. The Skaven whisper that the weapon was forged in the earliest days of Skaven history, and was cooled in the blood of Slann.</p>\n<p>The Blade of Corruption counts as a Hand Weapon. Any creature wounded by it must immediately make a <strong>Difficult (&ndash;10) Toughness</strong> Test or suffer an additional 3 Damage and gain one @Condition[Poisoned]{Poisoned} Condition as the weapon&rsquo;s venom courses through their veins.</p>\n<p>If used by a non-Skaven, the Blade of Corruption slowly poisons its wielder. The victim must succeed on a <strong>Difficult (&ndash;10) Toughness</strong> Test each time it is used in combat. Each failed Test permanently drains the wielder of [[/r 1d10]] Toughness. A Character reduced to 0 Toughness dissolves into a sticky mess of pestilential slime.</p>",
"special": ""
},
"Vector": {
"name": "Vector",
"description": "<p>The target must succeed on a <strong>Challenging (+0) Endurance</strong> Test or suffer a &ndash;20 penalty to all Tests made to resist disease for 24 hours. Targets with @UUID[Compendium.wfrp4e-core.items.vMYEkrWj0ip6ZOdv]{Resistance (Disease)} may use that Talent to resist this spell.</p>\n<p><strong>Lore:</strong> None</p>\n<p>&nbsp;</p><p>\n\n <b>Domaine:</b> Aucun<p>",
"durationValue": "24 heures"
},
"Warp Shield": {
"name": "Warp Shield",
"description": "<p>You summon a flare of Warp-energy, shaping it around yourself as a protective shield. While the spell is in effect, all hit locations gain +5 AP. In addition, any creature that touches you — including successfully attacking you with their bare hands or with a hand-held weapon made of metal — takes a hit with Damage equal to 5 + your Willpower Bonus. This hit strikes whichever limb was used to attack you and ignores AP from metal armour.</p><p>\n\n <b>Lore:</b> <p>The Lore of Ruin channels the terrible power of Warpstone to lash out at targets, often incinerating them whole. It is focused on destruction and disintegration, and is feared throughout Skavendom and beyond.</p> <p>This terrible power is highly invigorating and the sensation of barely restrained energy is almost addictive. Whenever you successfully cast a spell from the Lore of Ruin, you may add +1 SL to any Initiative- or Agility-based Tests for the next [[/br 1d10]] rounds.</p> <p>Ingredients: Grey Seers use various scraps of fur, hide, bones, and crystalline Warpstone when casting spells from the Lore of Ruin.</p><p><p>\n\n <b>Domaine:</b> <p>The Lore of Ruin channels the terrible power of Warpstone to lash out at targets, often incinerating them whole. It is focused on destruction and disintegration, and is feared throughout Skavendom and beyond.</p> <p>This terrible power is highly invigorating and the sensation of barely restrained energy is almost addictive. Whenever you successfully cast a spell from the Lore of Ruin, you may add +1 SL to any Initiative- or Agility-based Tests for the next [[/br 1d10]] rounds.</p> <p>Ingredients: Grey Seers use various scraps of fur, hide, bones, and crystalline Warpstone when casting spells from the Lore of Ruin.</p><p>",
"durationValue": "Bonus de Force Mentale rounds"
},
"Stickypaws": {
"name": "Stickypaws",
"description": "<p>You gain the @UUID[Compendium.wfrp4e-core.items.KII1gWnxIZ8HzmU5]{Wallcrawler} Trait for the duration of the spell. Objects you carry or wear are still affected by gravity and fall to the ground if dropped.</p><p>\n\n <b>Lore:</b> <p>The Lore of Stealth draws on the power of <em>Dhar</em>, infused with a particularly large portion of <em>Ulgu</em>, to confuse and conceal. It is unclear whether this lore remains similar to how it is practised in Cathay, or if the Sorcerers of Clan Eshin have corrupted a more noble form of stealthy magic. Regardless, spells of this lore specialise in concealing the sorcerer from prying eyes, using magic to distract or diminish signs of the Skaven&rsquo;s presence.</p><p>The Lore of Stealth wreathes the wielder in threads of magic that obfuscate their presence. Whenever you successfully cast a spell from the Lore of Stealth, you gain the @UUID[Compendium.wfrp4e-core.items.OzwDT6kzoLYeeR2d]{Stealthy} Creature Trait for [[/br 1d10]] rounds.</p><p>Ingredients: Clan Eshin Sorcerers use small scraps of paper with assorted runes inscribed on them, which are then coated in powdered Warpstone. When used as an ingredient, the Warpstone powder is consumed, but the scraps of paper remain and can be coated again and reused. The characters used are of no known form of written Queekish, and the Sorcerers of Clan Eshin are in no rush to explain either their meaning or providence.</p><p><p>\n\n <b>Domaine:</b> <p>The Lore of Stealth draws on the power of <em>Dhar</em>, infused with a particularly large portion of <em>Ulgu</em>, to confuse and conceal. It is unclear whether this lore remains similar to how it is practised in Cathay, or if the Sorcerers of Clan Eshin have corrupted a more noble form of stealthy magic. Regardless, spells of this lore specialise in concealing the sorcerer from prying eyes, using magic to distract or diminish signs of the Skaven&rsquo;s presence.</p><p>The Lore of Stealth wreathes the wielder in threads of magic that obfuscate their presence. Whenever you successfully cast a spell from the Lore of Stealth, you gain the @Compendium[wfrp4e-core.items.OzwDT6kzoLYeeR2d]{Stealthy} Creature Trait for [[/br 1d10]] rounds.</p><p>Ingredients: Clan Eshin Sorcerers use small scraps of paper with assorted runes inscribed on them, which are then coated in powdered Warpstone. When used as an ingredient, the Warpstone powder is consumed, but the scraps of paper remain and can be coated again and reused. The characters used are of no known form of written Queekish, and the Sorcerers of Clan Eshin are in no rush to explain either their meaning or providence.</p><p>",
"durationValue": "Bonus de Force Mentale minutes"
},
"Warpmusket": {
"name": "Warpmusket",
"description": "<p><strong>Availability:</strong> Skyre and allied clans only</p><p>Shorter than the dreaded @UUID[Compendium.wfrp4e-horned-rat.items.lP0b4ATxULZBpIvD]{Warplock Jezzail}, Warpmuskets are easier to use but less effective. They may be loaded with either a regular @UUID[Compendium.wfrp4e-horned-rat.items.w7gss205dMp5iJlu]{Warpstone Bullet}, or with @UUID[Compendium.wfrp4e-horned-rat.items.ZuU6IKm2rSJgAV0m]{Warpstone Buckshot}.</p><p>If a Warpmusket attack results in a Fumble, roll [[/br 1d10 #Fumble]]. On a result of 1, the weapon blows up in the wielders hand, destroying itself in a Blast 1 explosion dealing the same Damage as a successful shot. On a result of 210, roll on the @Table[oops]{Oops!} Table.</p>",
"special": ""
},
"Warp-Blade (Halberd)": {
"name": "Warp-Blade (Halberd)",
"description": "<p>Warp-blades are unique to Clan Skryre. They are commonly attached to poles, creating halberd-like weapons, or are directly implanted into the arms of Warlock Engineers. A tangle of wires feeds the blades, which hum with barely contained Warp energy. When used in hand-to-hand combat, Warp-blades are treated as either Halberds (in the case of those mounted on poles), or @UUID[Compendium.wfrp4e-core.items.CXg7XOFJwu4LZ9LM]{Hand Weapons} (when they are implanted into a Warlocks arms), both with a +1 bonus to Damage and the ZZAP! Quality.</p>",
"special": ""
},
"Vermintide (Stealth)": {
"name": "Vermintide (Stealth)",
"description": "<p>You summon a swarm of rats that appear next to you and move as you direct, attacking any creature (except you) they encounter. You do not need to spend your action directing the swarm &mdash; it responds to any squeaked command readily. However, after Willpower Bonus rounds have elapsed, you lose control of the swarm. Thereafter, it moves about at random, attacking any creature it encounters.</p>\n<p>If the rat swarm encounters a creature, the rats scurry across its lower extremities biting and scratching furiously, inflicting [[/r 1d10 #Wounds]] Wounds to each non-prosthetic leg a creature has. This Damage is reduced by Toughness Bonus, but not armour (the rats scuttle inside of clothing and armour with alarming skill). The rats climb over any object less than 1 yard tall to reach their victims.</p>\n<p>The swarm can be destroyed by any area of effect attack, but is immune to regular attacks &mdash; a sword blow or stomped boot will kill a rat or two, but more emerge to take their place. While not under the direct control of the caster, the swarm will not attack victims wielding a torch or other sizable open flame if another target is available, and will avoid targets inflicted with an @Condition[Ablaze] Condition entirely.</p>\n<p>After the spell ends, the rats disperse.</p><p>\n\n <b>Lore:</b> <p>The Lore of Stealth draws on the power of <em>Dhar</em>, infused with a particularly large portion of <em>Ulgu</em>, to confuse and conceal. It is unclear whether this lore remains similar to how it is practised in Cathay, or if the Sorcerers of Clan Eshin have corrupted a more noble form of stealthy magic. Regardless, spells of this lore specialise in concealing the sorcerer from prying eyes, using magic to distract or diminish signs of the Skaven&rsquo;s presence.</p><p>The Lore of Stealth wreathes the wielder in threads of magic that obfuscate their presence. Whenever you successfully cast a spell from the Lore of Stealth, you gain the @UUID[Compendium.wfrp4e-core.items.OzwDT6kzoLYeeR2d]{Stealthy} Creature Trait for [[/br 1d10]] rounds.</p><p>Ingredients: Clan Eshin Sorcerers use small scraps of paper with assorted runes inscribed on them, which are then coated in powdered Warpstone. When used as an ingredient, the Warpstone powder is consumed, but the scraps of paper remain and can be coated again and reused. The characters used are of no known form of written Queekish, and the Sorcerers of Clan Eshin are in no rush to explain either their meaning or providence.</p><p><p>\n\n <b>Domaine:</b> <p>The Lore of Stealth draws on the power of <em>Dhar</em>, infused with a particularly large portion of <em>Ulgu</em>, to confuse and conceal. It is unclear whether this lore remains similar to how it is practised in Cathay, or if the Sorcerers of Clan Eshin have corrupted a more noble form of stealthy magic. Regardless, spells of this lore specialise in concealing the sorcerer from prying eyes, using magic to distract or diminish signs of the Skaven&rsquo;s presence.</p><p>The Lore of Stealth wreathes the wielder in threads of magic that obfuscate their presence. Whenever you successfully cast a spell from the Lore of Stealth, you gain the @Compendium[wfrp4e-core.items.OzwDT6kzoLYeeR2d]{Stealthy} Creature Trait for [[/br 1d10]] rounds.</p><p>Ingredients: Clan Eshin Sorcerers use small scraps of paper with assorted runes inscribed on them, which are then coated in powdered Warpstone. When used as an ingredient, the Warpstone powder is consumed, but the scraps of paper remain and can be coated again and reused. The characters used are of no known form of written Queekish, and the Sorcerers of Clan Eshin are in no rush to explain either their meaning or providence.</p><p>",
"durationValue": "Bonus de 2 × Willpower rounds"
},
"Crackling Doom": {
"name": "Crackling Doom",
"description": "<p>You send a single crackling arc of green energy at the target. Crackling Doom is a <em>magic missile</em> with a Damage of +4. In addition, anyone damaged by this spell must make a successful <strong>Challenging (+0) Endurance</strong> Test or gain one @Condition[Stunned] Condition for every SL on the Casting Test.</p><p>\n\n <b>Lore:</b> <p>The Lore of Ruin channels the terrible power of Warpstone to lash out at targets, often incinerating them whole. It is focused on destruction and disintegration, and is feared throughout Skavendom and beyond.</p> <p>This terrible power is highly invigorating and the sensation of barely restrained energy is almost addictive. Whenever you successfully cast a spell from the Lore of Ruin, you may add +1 SL to any Initiative- or Agility-based Tests for the next [[/br 1d10]] rounds.</p> <p>Ingredients: Grey Seers use various scraps of fur, hide, bones, and crystalline Warpstone when casting spells from the Lore of Ruin.</p><p><p>\n\n <b>Domaine:</b> <p>The Lore of Ruin channels the terrible power of Warpstone to lash out at targets, often incinerating them whole. It is focused on destruction and disintegration, and is feared throughout Skavendom and beyond.</p> <p>This terrible power is highly invigorating and the sensation of barely restrained energy is almost addictive. Whenever you successfully cast a spell from the Lore of Ruin, you may add +1 SL to any Initiative- or Agility-based Tests for the next [[/br 1d10]] rounds.</p> <p>Ingredients: Grey Seers use various scraps of fur, hide, bones, and crystalline Warpstone when casting spells from the Lore of Ruin.</p><p>",
"durationValue": "Instantané"
},
"Tunnel Fighter": {
"name": "Tunnel Fighter",
"description": "<p>@UUID[Compendium.wfrp4e-horned-rat.journals.bmuHnv7PgHJ54BML.JournalEntryPage.DHz1ZX3hPihLzJOf]{Ironbreaker}</p>",
"trappings": [
"Breastplate",
"Open Helm",
"Bracers",
"Leggings",
"Shield (Large)",
"Axe"
]
},
"Vermintide (Ruin)": {
"name": "Vermintide (Ruin)",
"description": "<p>You summon a swarm of rats that appear next to you and move as you direct, attacking any creature (except you) they encounter. You do not need to spend your action directing the swarm &mdash; it responds to any squeaked command readily. However, after Willpower Bonus rounds have elapsed, you lose control of the swarm. Thereafter, it moves about at random, attacking any creature it encounters.</p>\n<p>If the rat swarm encounters a creature, the rats scurry across its lower extremities biting and scratching furiously, inflicting [[/r 1d10 #Wounds]] Wounds to each non-prosthetic leg a creature has. This Damage is reduced by Toughness Bonus, but not armour (the rats scuttle inside of clothing and armour with alarming skill). The rats climb over any object less than 1 yard tall to reach their victims.</p>\n<p>The swarm can be destroyed by any area of effect attack, but is immune to regular attacks &mdash; a sword blow or stomped boot will kill a rat or two, but more emerge to take their place. While not under the direct control of the caster, the swarm will not attack victims wielding a torch or other sizable open flame if another target is available, and will avoid targets inflicted with an @Condition[Ablaze] Condition entirely.</p>\n<p>After the spell ends, the rats disperse.</p><p>\n\n <b>Lore:</b> <p>The Lore of Ruin channels the terrible power of Warpstone to lash out at targets, often incinerating them whole. It is focused on destruction and disintegration, and is feared throughout Skavendom and beyond.</p> <p>This terrible power is highly invigorating and the sensation of barely restrained energy is almost addictive. Whenever you successfully cast a spell from the Lore of Ruin, you may add +1 SL to any Initiative- or Agility-based Tests for the next [[/br 1d10]] rounds.</p> <p>Ingredients: Grey Seers use various scraps of fur, hide, bones, and crystalline Warpstone when casting spells from the Lore of Ruin.</p><p><p>\n\n <b>Domaine:</b> <p>The Lore of Ruin channels the terrible power of Warpstone to lash out at targets, often incinerating them whole. It is focused on destruction and disintegration, and is feared throughout Skavendom and beyond.</p> <p>This terrible power is highly invigorating and the sensation of barely restrained energy is almost addictive. Whenever you successfully cast a spell from the Lore of Ruin, you may add +1 SL to any Initiative- or Agility-based Tests for the next [[/br 1d10]] rounds.</p> <p>Ingredients: Grey Seers use various scraps of fur, hide, bones, and crystalline Warpstone when casting spells from the Lore of Ruin.</p><p>",
"durationValue": "Bonus de 2 × Willpower rounds"
},
"Liber Bubonicus": {
"name": "Liber Bubonicus",
"description": "<p><strong>Availability:</strong> Pestilens and allied clans only</p><p>Also known as the Book of Woe, the <em>Liber Bubonicus</em> contains the collected wisdom of Clan Pestilens: a chronicle of every corruption and plague since the clans emergence. Every disease created and every foul experiment is marked down and tracked, both their composition and their effect on the living.</p><p>Each of the different orders of Plague Monks keeps its own copy, updated daily by a Plague Priest. A Skaven who loses a copy of this sacred tome is cursed by the Horned Rat, and must roll on the @Table[wrath]{Wrath of the Gods} table every day until the book is recovered and those who stole it have been punished in a grisly ritual sacrifice.</p><p>By reading from a copy of the <em>Liber Bubonicus</em>, a Plague Priest or Plague Lord can cast any spell from the @UUID[JournalEntry.yGkrRqB7Cf0aiuCA.JournalEntryPage.Mn2r16uO3nJRhOzy#the-lore-of-plague]{Lore of Plague} as if from a @UUID[Compendium.wfrp4e-horned-rat.items.HM1PLaF1y7ZfOPU5]{Warp Scroll}, with no Casting Test and no chance of a miscast or a critical. Each spell may be cast once per day.</p>"
},
"Von Haffenhof's Sword": {
"name": "Von Haffenhof's Sword",
"description": "<p>@UUID[JournalEntry.bmuHnv7PgHJ54BML.JournalEntryPage.iu6sP6Mpwc3MOCSN]{Gromril}</p>\n<p>A rare gift to a human soldier who saved a caravan full of Dwarf children from a Troll, Von Haffenhof&rsquo;s Sword was forged from Gromril and created specifically for the confused Ostlander. Despite not understanding quite how significantly he was being honoured, the name of Von Haffenhof is still recounted by those Dwarfs whose ancestors were part of the caravan. The blade is Unbreakable, counts as a Hand Weapon, and bears a Rune of Cleaving, granting it +5 damage instead of the usual +4, and allowing it to ignore all AP from armour that is not made from Gromril.</p>\n<p>For the rest of his life, Von Haffenhof referred to the blade as<em> &lsquo;my other, better sword&rsquo;</em>, and drew it only in the most dire of circumstances. After his death it was returned to the Dwarfs of Karak Skygg, who kept it in anticipation of another worthy manling coming along. They remained disappointed until the hold was eventually abandoned, and the blade all but forgotten.</p>",
"special": ""
},
"Tail Fighting": {
"name": "Tail Fighting",
"description": "<p>You possess a tail, and are adept at using it for fine manipulation. You may use your tail for any task that would normally require a hand. Additionally, you may make one additional attack with a suitably designed Tail Weapon on your turn.</p>",
"tests": "Any Melee Test involving a Tail weapon"
},
"Warp Storm": {
"name": "Warp Storm",
"description": "<p>You summon a storm of Warp lightning covering a radius equal to your Willpower Bonus in yards. Each round while the spell is in effect, all creatures within the storm suffer a Damage +10 hit to the highest point of their body (usually their head) that ignores AP from metal armour.</p><p>If the caster wishes, they may use their action to move the ongoing storm to any location within Willpower yards.</p><p>\n\n <b>Lore:</b> <p>The Lore of Ruin channels the terrible power of Warpstone to lash out at targets, often incinerating them whole. It is focused on destruction and disintegration, and is feared throughout Skavendom and beyond.</p> <p>This terrible power is highly invigorating and the sensation of barely restrained energy is almost addictive. Whenever you successfully cast a spell from the Lore of Ruin, you may add +1 SL to any Initiative- or Agility-based Tests for the next [[/br 1d10]] rounds.</p> <p>Ingredients: Grey Seers use various scraps of fur, hide, bones, and crystalline Warpstone when casting spells from the Lore of Ruin.</p><p><p>\n\n <b>Domaine:</b> <p>The Lore of Ruin channels the terrible power of Warpstone to lash out at targets, often incinerating them whole. It is focused on destruction and disintegration, and is feared throughout Skavendom and beyond.</p> <p>This terrible power is highly invigorating and the sensation of barely restrained energy is almost addictive. Whenever you successfully cast a spell from the Lore of Ruin, you may add +1 SL to any Initiative- or Agility-based Tests for the next [[/br 1d10]] rounds.</p> <p>Ingredients: Grey Seers use various scraps of fur, hide, bones, and crystalline Warpstone when casting spells from the Lore of Ruin.</p><p>",
"durationValue": "Bonus de Force Mentale rounds"
},
"Altitude Sickness": {
"name": "Altitude Sickness",
"description": "<p>At the end of the initial duration, if the Character insists on exerting themselves, they must pass another <strong>Difficult (-10) Endurance</strong> Test or suffer a further 2 days of worsened symptoms. Add another @Condition[Fatigued] Condition to @Symptom[Malaise], and @Symptom[Nausea] becomes so severe that in addition to gaining a @Condition[Stunned] Condition upon failing a roll involving physical movement, the character also loses 1 Wound as their lungs fill with fluid.</p>\n<p>Treatment is quite simple. Most Characters acclimatise to the air, if they spend the duration of sickness resting, and returning to lower altitudes likewise cures it. Remember that the Characters&rsquo; journey across the mountains goes downwards as well as up, so they should be given opportunities to recover.</p>",
"contraction": "If a Character fails an <b>Average (+20) Endurance</b> Test after a day where you deem them to have climbed high enough. If the Characters are making effort to travel as quickly as possible, the Test difficulty becomes <b>Challenging (+0)</b>.",
"durationUnit": "days",
"durationValue": "2",
"incubationUnit": "hours",
"incubationValue": "1d10",
"permanent": "",
"symptoms": "Malaise, Nausea"
},
"Smoke Bomb": {
"name": "Smoke Bomb",
"description": "<p><strong>Availability:</strong> Eshin and allied clans only</p>\n<p>When thrown or dropped, a Smoke Bomb creates a dense cloud of smoke in a 2 yard radius, lasting for [[/br 1d10 # Rounds]] rounds (halve the duration if there is a strong wind). The smoke cloud completely obscures anything in its area, preventing ranged weapon attacks, magic missiles, and other effects that rely on sight.</p>",
"special": ""
},
"Things-Catcher": {
"name": "Things-Catcher",
"description": "<p><strong>Availability:</strong> Moulder and allied clans only</p><p>This two-handed polearm has a large, fork-like head lined on the inside with spikes. Designed to be thrust around the torsos and extremities of foes, these weapons can immobilise creatures of nearly any size. @UUID[JournalEntry.oXly0RXc3Z3vnVrH.JournalEntryPage.qvft4GKy7q56yHgN]{Clan Moulder} is the only clan to use Things-Catchers on a regular basis, though they are sometimes employed by warbands sent to fetch prisoners.</p>",
"special": ""
},
"Warp Energy Condenser": {
"name": "Warp Energy Condenser",
"description": "<p><strong>Availability:</strong> Skyre and allied clans only</p><p>The Warp Energy Condenser enhances @UUID[Compendium.wfrp4e-horned-rat.items.wlfcelDmY2pgIymx]{Warp-blades}. When used alongside a Warp-blade, the weapon deals an additional +1 Damage.</p>"
},
"Poisoned Wind Globe": {
"name": "Poisoned Wind Globe",
"description": "<p><strong>Availability:</strong> Skyre and allied clans only</p><p>A @UUID[JournalEntry.oXly0RXc3Z3vnVrH.JournalEntryPage.SJRe53QCz0UDC1Dn]{Clan Skryre} innovation, these small hollow glass spheres contain a noxious gas. When thrown, the sphere shatters, dispersing the poison. If the globe fails to hit its target, consult the following table: @Table[poisoned-wind-globe]{Poisoned Wind Globe}</p><p>When the globe shatters, it releases a cloud of poisonous gas 3 yards in diameter and 3 yards high. The cloud persists for [[/br 1d101 # Rounds]] rounds (a roll of 1 indicating that there is a draught or breeze strong enough to disperse it instantly). Every Character within the cloud must make a <strong>Challenging (+0) Toughness</strong> Test, modified by @UUID[Compendium.wfrp4e-core.items.vMYEkrWj0ip6ZOdv]{Resistance (Poison)} and similar Talents or Traits, or suffer a +4 Damage hit that ignores armour and Toughness. A target must repeat the Test every round they remain in the cloud. </p><p>Poisoned Wind Globes are sometimes deployed as traps, using a simple tripwire. If a Character fails to spot the tripwire — <strong>Challenging (+0) Perception</strong> Test — the trap is sprung, and the globe shatters at the Characters feet. Treat these as any other attack with this weapon, centred on the triggering Character.</p>",
"special": ""
},
"Wither": {
"name": "Wither",
"description": "<p>Chanting passages from the Liber Bubonicus, you point a scabrous paw at the target, who must make a successful <strong>Challenging (+0) Endurance</strong> Test or lose 1 point of Toughness for each SL on your Casting Test. Creatures whose Toughness is reduced to 0 are killed. Characters can spend a Fate Point to be reduced to 1 Toughness and 0 Wounds instead. Characters who lose enough Toughness for their Toughness Bonus to drop must reduce their Wounds total appropriately.</p>\n<p>Victims who survive regain 1 point of Toughness per day of complete rest. If treated with any form of healing capable of removing a Critical Wound, the victim recovers another [[/r 1d10 #Recovered Toughness]] lost Toughness.</p><p>\n\n <b>Lore:</b> <p>The Lore of Plague draws its power from rot and decay, focusing raw <em>Dhar </em>into more refined forms of disease and corruption. Its spells corrupt all that they touch, and indeed few become proficient in the Lore of Plague without bearing some of its marks. Most Plague-Priests are covered in sores and pustules: glorious stigmata and a sign of their mastery over the forces of entropy.</p><p>The Lore of Plague infuses the wielder with the essence of rot. Whenever you successfully cast a spell from the Lore of Plague, you may gain the @UUID[Compendium.wfrp4e-core.items.MVI0lXcg6vvtooAF]{Distracting} Creature Trait for the next [[/br 1d10]] rounds.</p><p>Ingredients: Plague-Priests use all manner of vile excreta, odious emissions, and corrupted objects as spell ingredients. Most are squirted into the air and ritually inhaled, or burned inside a Plague Censer.</p><p><p>\n\n <b>Domaine:</b> <p>The Lore of Plague draws its power from rot and decay, focusing raw <em>Dhar </em>into more refined forms of disease and corruption. Its spells corrupt all that they touch, and indeed few become proficient in the Lore of Plague without bearing some of its marks. Most Plague-Priests are covered in sores and pustules: glorious stigmata and a sign of their mastery over the forces of entropy.</p><p>The Lore of Plague infuses the wielder with the essence of rot. Whenever you successfully cast a spell from the Lore of Plague, you may gain the @Compendium[wfrp4e-core.items.MVI0lXcg6vvtooAF]{Distracting} Creature Trait for the next [[/br 1d10]] rounds.</p><p>Ingredients: Plague-Priests use all manner of vile excreta, odious emissions, and corrupted objects as spell ingredients. Most are squirted into the air and ritually inhaled, or burned inside a Plague Censer.</p><p>",
"durationValue": "Instantané"
},
"Skitterleap": {
"name": "Skitterleap",
"description": "<p>With a sound of inrushing air and a puff of brimstone-scented smoke, you teleport yourself or one ally you can touch to any location within Willpower yards. If targeting an unwilling target, resolve the touch attempt using the rules for casting a touch spell in combat (see @UUID[Compendium.wfrp4e-core.journals.YBVrpUHEjohB1H4f.JournalEntryPage.BU7yhLmMdEyvbfkR]{Magic Rules}), and the victim may make a <strong>Difficult (&ndash;10) Cool</strong> Test to change their destination by +SL yards. The target must be Average size or smaller. You must be able to see the destination, and this location must be free of objects and creatures or the spell fails.</p>",
"durationValue": "Instantané"
},
"Weeping Wound": {
"name": "Weeping Wound",
"description": "<p>While the spell is in effect, every Wound suffered by the target counts as a @UUID[Compendium.wfrp4e-core.items.1hQuVFZt9QnnbWzg]{Minor Infection}. All Endurance Tests to avoid <em>Festering Wounds </em>suffer a &ndash;10 penalty for each SL on your Casting Test. Additionally, if the target would gain a @Condition[Bleeding] Condition, they gain two instead.</p><p>\n\n <b>Lore:</b> <p>The Lore of Plague draws its power from rot and decay, focusing raw <em>Dhar </em>into more refined forms of disease and corruption. Its spells corrupt all that they touch, and indeed few become proficient in the Lore of Plague without bearing some of its marks. Most Plague-Priests are covered in sores and pustules: glorious stigmata and a sign of their mastery over the forces of entropy.</p><p>The Lore of Plague infuses the wielder with the essence of rot. Whenever you successfully cast a spell from the Lore of Plague, you may gain the @UUID[Compendium.wfrp4e-core.items.MVI0lXcg6vvtooAF]{Distracting} Creature Trait for the next [[/br 1d10]] rounds.</p><p>Ingredients: Plague-Priests use all manner of vile excreta, odious emissions, and corrupted objects as spell ingredients. Most are squirted into the air and ritually inhaled, or burned inside a Plague Censer.</p><p><p>\n\n <b>Domaine:</b> <p>The Lore of Plague draws its power from rot and decay, focusing raw <em>Dhar </em>into more refined forms of disease and corruption. Its spells corrupt all that they touch, and indeed few become proficient in the Lore of Plague without bearing some of its marks. Most Plague-Priests are covered in sores and pustules: glorious stigmata and a sign of their mastery over the forces of entropy.</p><p>The Lore of Plague infuses the wielder with the essence of rot. Whenever you successfully cast a spell from the Lore of Plague, you may gain the @Compendium[wfrp4e-core.items.MVI0lXcg6vvtooAF]{Distracting} Creature Trait for the next [[/br 1d10]] rounds.</p><p>Ingredients: Plague-Priests use all manner of vile excreta, odious emissions, and corrupted objects as spell ingredients. Most are squirted into the air and ritually inhaled, or burned inside a Plague Censer.</p><p>",
"durationValue": "Bonus de Force Mentale rounds"
},
"Warpstone Buckshot": {
"name": "Warpstone Buckshot",
"description": "",
"special": ""
},
"Skitterleap (Ruin)": {
"name": "Skitterleap (Ruin)",
"description": "<p>With a sound of inrushing air and a puff of brimstone-scented smoke, you teleport yourself or one ally you can touch to any location within Willpower yards. If targeting an unwilling target, resolve the touch attempt using the rules for casting a touch spell in combat (see @UUID[Compendium.wfrp4e-core.journals.YBVrpUHEjohB1H4f.JournalEntryPage.BU7yhLmMdEyvbfkR]{Magic Rules}), and the victim may make a <strong>Difficult (&ndash;10) Cool</strong> Test to change their destination by +SL yards. The target must be Average size or smaller. You must be able to see the destination, and this location must be free of objects and creatures or the spell fails.</p><p>\n\n <b>Lore:</b> <p>The Lore of Ruin channels the terrible power of Warpstone to lash out at targets, often incinerating them whole. It is focused on destruction and disintegration, and is feared throughout Skavendom and beyond.</p> <p>This terrible power is highly invigorating and the sensation of barely restrained energy is almost addictive. Whenever you successfully cast a spell from the Lore of Ruin, you may add +1 SL to any Initiative- or Agility-based Tests for the next [[/br 1d10]] rounds.</p> <p>Ingredients: Grey Seers use various scraps of fur, hide, bones, and crystalline Warpstone when casting spells from the Lore of Ruin.</p><p><p>\n\n <b>Domaine:</b> <p>The Lore of Ruin channels the terrible power of Warpstone to lash out at targets, often incinerating them whole. It is focused on destruction and disintegration, and is feared throughout Skavendom and beyond.</p> <p>This terrible power is highly invigorating and the sensation of barely restrained energy is almost addictive. Whenever you successfully cast a spell from the Lore of Ruin, you may add +1 SL to any Initiative- or Agility-based Tests for the next [[/br 1d10]] rounds.</p> <p>Ingredients: Grey Seers use various scraps of fur, hide, bones, and crystalline Warpstone when casting spells from the Lore of Ruin.</p><p>",
"durationValue": "Instantané"
},
"Pestilent Breath": {
"name": "Pestilent Breath",
"description": "<p>You exhale a pestilent, poisonous cloud in a line 2 yards wide up to the range of the spell. Anyone within the noxious fumes&rsquo; reach must succeed at a <strong>Difficult (&ndash;10) Endurance</strong> Test or suffer a hit with Damage equal to your Willpower Bonus, which ignores armour and Toughness Bonus.</p>\n<p>For each additional +2 SL, you may extend the width of the line by 1 yard.</p><p>\n\n <b>Lore:</b> <p>The Lore of Plague draws its power from rot and decay, focusing raw <em>Dhar </em>into more refined forms of disease and corruption. Its spells corrupt all that they touch, and indeed few become proficient in the Lore of Plague without bearing some of its marks. Most Plague-Priests are covered in sores and pustules: glorious stigmata and a sign of their mastery over the forces of entropy.</p><p>The Lore of Plague infuses the wielder with the essence of rot. Whenever you successfully cast a spell from the Lore of Plague, you may gain the @UUID[Compendium.wfrp4e-core.items.MVI0lXcg6vvtooAF]{Distracting} Creature Trait for the next [[/br 1d10]] rounds.</p><p>Ingredients: Plague-Priests use all manner of vile excreta, odious emissions, and corrupted objects as spell ingredients. Most are squirted into the air and ritually inhaled, or burned inside a Plague Censer.</p><p><p>\n\n <b>Domaine:</b> <p>The Lore of Plague draws its power from rot and decay, focusing raw <em>Dhar </em>into more refined forms of disease and corruption. Its spells corrupt all that they touch, and indeed few become proficient in the Lore of Plague without bearing some of its marks. Most Plague-Priests are covered in sores and pustules: glorious stigmata and a sign of their mastery over the forces of entropy.</p><p>The Lore of Plague infuses the wielder with the essence of rot. Whenever you successfully cast a spell from the Lore of Plague, you may gain the @Compendium[wfrp4e-core.items.MVI0lXcg6vvtooAF]{Distracting} Creature Trait for the next [[/br 1d10]] rounds.</p><p>Ingredients: Plague-Priests use all manner of vile excreta, odious emissions, and corrupted objects as spell ingredients. Most are squirted into the air and ritually inhaled, or burned inside a Plague Censer.</p><p>",
"durationValue": "Instantané"
},
"Curse of the Horned Rat (Ruin)": {
"name": "Curse of the Horned Rat (Ruin)",
"description": "<p>With a sickening lurch, the fabric of reality is torn by the twisting power of the Great Horned One. The target creature, and any others within a number of yards equal to your Willpower Bonus, must make a <strong>Challenging (+0) Endurance</strong> Test or be transformed into Skaven of size appropriate to the original victim, nominally under your command. Most become @UUID[Compendium.wfrp4e-core.actors.F1vAZZcmVKkRw8xn]{Clanrats} or @UUID[Compendium.wfrp4e-core.actors.kl4qHg0mqWOApBqH]{Stormvermin}, but Ogres typically become @UUID[Compendium.wfrp4e-core.actors.VfJgGmCTWqb0IDSW]{Rat Ogres}. They are as loyal as any Skaven, with vague memories of tunnels, betrayal, and the dark of the Under-Empire replacing those of their old life. Their nature is like that of any Skaven, and victims are unlikely to follow commands that would result in their death unless failing to follow those commands appears likely to be just as fatal.</p>\n<p>The forms of most humanoids were never intended to become as the Skaven, who despite being known colloquially as ratmen are far more rat than man. In most cases the spell&rsquo;s victims will revert to their true forms after the spell has ended, though all will bear some mark of what was done to them. This often takes the form of a patch of fur, a malformed tail or yellowed, pointed teeth. The victim may spend a Fate point to resist the effects of this spell, or to revert to their true form if already under its effect.</p>\n<blockquote class=\"sidebar\">\n<h3 style=\"text-align: center;\"><em>Is It Fun To Be A Rat?</em></h3>\n<p><em>It could be! Note that this is the sort of spell that could effectively end a Character&rsquo;s career, as they scuttle off with their Skaven allies only to wake up in the Under-Empire, enslaved to the very creatures they briefly thought were their kin. However, it could also be an excellent way to start an interesting adventure, with Characters plunging into the underdark to track down a Skaven who was once &mdash; and might be again &mdash; their comrade.</em></p>\n<p><em>Regardless, a canny GM will pay close attention to their Characters&rsquo; Fate Points before unleashing this particular horror upon them.</em></p>\n</blockquote><p>\n\n <b>Lore:</b> <p>The Lore of Ruin channels the terrible power of Warpstone to lash out at targets, often incinerating them whole. It is focused on destruction and disintegration, and is feared throughout Skavendom and beyond.</p> <p>This terrible power is highly invigorating and the sensation of barely restrained energy is almost addictive. Whenever you successfully cast a spell from the Lore of Ruin, you may add +1 SL to any Initiative- or Agility-based Tests for the next [[/br 1d10]] rounds.</p> <p>Ingredients: Grey Seers use various scraps of fur, hide, bones, and crystalline Warpstone when casting spells from the Lore of Ruin.</p><p><p>\n\n <b>Domaine:</b> <p>The Lore of Ruin channels the terrible power of Warpstone to lash out at targets, often incinerating them whole. It is focused on destruction and disintegration, and is feared throughout Skavendom and beyond.</p> <p>This terrible power is highly invigorating and the sensation of barely restrained energy is almost addictive. Whenever you successfully cast a spell from the Lore of Ruin, you may add +1 SL to any Initiative- or Agility-based Tests for the next [[/br 1d10]] rounds.</p> <p>Ingredients: Grey Seers use various scraps of fur, hide, bones, and crystalline Warpstone when casting spells from the Lore of Ruin.</p><p>",
"durationValue": "Bonus de Force Mentale heures"
},
"Jezzail Bullet and Powder": {
"name": "Jezzail Bullet and Powder",
"description": "",
"special": ""
},
"Warlock Optics": {
"name": "Warlock Optics",
"description": "<p><strong>Availability:</strong>&nbsp;Skyre and allied clans only</p>\n<p>This Warp-enhanced optical device allows a Warlock Engineer to focus on a foe clearly, even those partially hidden in cover. When fitted to a ranged weapon, it negates all difficulty modifiers for shooting at a target in cover.</p>"
},
"Ratling Gun Belt": {
"name": "Ratling Gun Belt",
"description": "",
"special": "Roll Repeater the first time you fire a Ratling Gun after reloading it."
},
"Punch Dagger": {
"name": "Punch Dagger",
"description": "<p><strong>Availability:</strong>&nbsp;Eshin and allied clans only</p>\n<p>Skaven of @UUID[JournalEntry.oXly0RXc3Z3vnVrH.JournalEntryPage.nMGc3gSeO4HsP3sU]{Clan Eshin} use Punch Daggers, a type of weapon from Ind with one or two blades that jut out from between the fingers. Some variations require the wielder to strap the weapon to the wrist. A skilled Punch Dagger user makes quick stabbing motions or fast slashes.</p>",
"special": ""
},
"Ironbeard": {
"name": "Ironbeard",
"description": "<p>@UUID[Compendium.wfrp4e-horned-rat.journals.bmuHnv7PgHJ54BML.JournalEntryPage.DHz1ZX3hPihLzJOf]{Ironbreaker}</p>",
"trappings": [
"Two-Handed Axe",
"Full Suit of Gromril Armour"
]
},
"Buoyant Passage": {
"name": "Buoyant Passage",
"description": "<p>You become as buoyant as a piece of balsa wood, allowing you to tread over liquid surfaces like water, sewage, or oil as if they were solid ground. This spell also prevents tracks from forming in soft earth, snow, mud, or similar and any attempt to track you using such signs automatically fails.</p><p>\n\n <b>Lore:</b> <p>The Lore of Stealth draws on the power of <em>Dhar</em>, infused with a particularly large portion of <em>Ulgu</em>, to confuse and conceal. It is unclear whether this lore remains similar to how it is practised in Cathay, or if the Sorcerers of Clan Eshin have corrupted a more noble form of stealthy magic. Regardless, spells of this lore specialise in concealing the sorcerer from prying eyes, using magic to distract or diminish signs of the Skaven&rsquo;s presence.</p><p>The Lore of Stealth wreathes the wielder in threads of magic that obfuscate their presence. Whenever you successfully cast a spell from the Lore of Stealth, you gain the @UUID[Compendium.wfrp4e-core.items.OzwDT6kzoLYeeR2d]{Stealthy} Creature Trait for [[/br 1d10]] rounds.</p><p>Ingredients: Clan Eshin Sorcerers use small scraps of paper with assorted runes inscribed on them, which are then coated in powdered Warpstone. When used as an ingredient, the Warpstone powder is consumed, but the scraps of paper remain and can be coated again and reused. The characters used are of no known form of written Queekish, and the Sorcerers of Clan Eshin are in no rush to explain either their meaning or providence.</p><p><p>\n\n <b>Domaine:</b> <p>The Lore of Stealth draws on the power of <em>Dhar</em>, infused with a particularly large portion of <em>Ulgu</em>, to confuse and conceal. It is unclear whether this lore remains similar to how it is practised in Cathay, or if the Sorcerers of Clan Eshin have corrupted a more noble form of stealthy magic. Regardless, spells of this lore specialise in concealing the sorcerer from prying eyes, using magic to distract or diminish signs of the Skaven&rsquo;s presence.</p><p>The Lore of Stealth wreathes the wielder in threads of magic that obfuscate their presence. Whenever you successfully cast a spell from the Lore of Stealth, you gain the @Compendium[wfrp4e-core.items.OzwDT6kzoLYeeR2d]{Stealthy} Creature Trait for [[/br 1d10]] rounds.</p><p>Ingredients: Clan Eshin Sorcerers use small scraps of paper with assorted runes inscribed on them, which are then coated in powdered Warpstone. When used as an ingredient, the Warpstone powder is consumed, but the scraps of paper remain and can be coated again and reused. The characters used are of no known form of written Queekish, and the Sorcerers of Clan Eshin are in no rush to explain either their meaning or providence.</p><p>",
"durationValue": "Bonus de Force Mentale minutes"
},
"Death Frenzy (Plague)": {
"name": "Death Frenzy (Plague)",
"description": "<p>You fill a Skaven with a horrible ravenous hunger, causing foam to fleck their mouth and their eyes to roll madly in their head. Your target becomes subject to @UUID[Compendium.wfrp4e-core.items.yRhhOlt18COq4e1q]{Frenzy} for the duration of the spell. Unwilling targets may attempt to resist these effects by making a <strong>Challenging (+0) Cool</strong> Test. Those that succeed suffer 1 Wound as they gnaw on their own extremities to distract from the spell&rsquo;s call to violence.</p><p>\n\n <b>Lore:</b> <p>The Lore of Plague draws its power from rot and decay, focusing raw <em>Dhar </em>into more refined forms of disease and corruption. Its spells corrupt all that they touch, and indeed few become proficient in the Lore of Plague without bearing some of its marks. Most Plague-Priests are covered in sores and pustules: glorious stigmata and a sign of their mastery over the forces of entropy.</p><p>The Lore of Plague infuses the wielder with the essence of rot. Whenever you successfully cast a spell from the Lore of Plague, you may gain the @UUID[Compendium.wfrp4e-core.items.MVI0lXcg6vvtooAF]{Distracting} Creature Trait for the next [[/br 1d10]] rounds.</p><p>Ingredients: Plague-Priests use all manner of vile excreta, odious emissions, and corrupted objects as spell ingredients. Most are squirted into the air and ritually inhaled, or burned inside a Plague Censer.</p><p><p>\n\n <b>Domaine:</b> <p>The Lore of Plague draws its power from rot and decay, focusing raw <em>Dhar </em>into more refined forms of disease and corruption. Its spells corrupt all that they touch, and indeed few become proficient in the Lore of Plague without bearing some of its marks. Most Plague-Priests are covered in sores and pustules: glorious stigmata and a sign of their mastery over the forces of entropy.</p><p>The Lore of Plague infuses the wielder with the essence of rot. Whenever you successfully cast a spell from the Lore of Plague, you may gain the @Compendium[wfrp4e-core.items.MVI0lXcg6vvtooAF]{Distracting} Creature Trait for the next [[/br 1d10]] rounds.</p><p>Ingredients: Plague-Priests use all manner of vile excreta, odious emissions, and corrupted objects as spell ingredients. Most are squirted into the air and ritually inhaled, or burned inside a Plague Censer.</p><p>",
"durationValue": "Bonus de Force Mentale rounds"
},
"Electro-Whip": {
"name": "Electro-Whip",
"description": "<p><strong>Availability:</strong>&nbsp;Moulder and allied clans only</p>\n<p>Crackling with bright green energy from a chunk of Warpstone in the handle, this whip inflicts terrible pain on its victims. Terrible scarring, and possibly mutation, often follow.</p>",
"special": ""
},
"Plague Censer": {
"name": "Plague Censer",
"description": "<p><strong>Availability:</strong> Pestilens and allied clans only</p><p>This large, incense-filled flail disperses Warpstone incense smoke. All living creatures close to a burning Plague Censer suffer exposure to Corruption — see the table.</p><table style=\"width: 100%;\" border=\"1\"><tbody><tr><td style=\"width: 17.5439%;\">Distance (yards)</td><td style=\"width: 82.4561%;\">Exposure</td></tr><tr><td style=\"width: 17.5439%;\">2</td><td style=\"width: 82.4561%;\">@Corruption[Major]</td></tr><tr><td style=\"width: 17.5439%;\">4</td><td style=\"width: 82.4561%;\">@Corruption[Moderate]</td></tr><tr><td style=\"width: 17.5439%;\">8</td><td style=\"width: 82.4561%;\">@Corruption[Minor]</td></tr></tbody></table>",
"special": ""
},
"Warpfire Fuel Vat": {
"name": "Warpfire Fuel Vat",
"description": "",
"special": ""
},
"Curse of the Horned Rat": {
"name": "Curse of the Horned Rat",
"description": "<p>With a sickening lurch, the fabric of reality is torn by the twisting power of the Great Horned One. The target creature, and any others within a number of yards equal to your Willpower Bonus, must make a <strong>Challenging (+0) Endurance</strong> Test or be transformed into Skaven of size appropriate to the original victim, nominally under your command. Most become @UUID[Compendium.wfrp4e-core.actors.F1vAZZcmVKkRw8xn]{Clanrats} or @UUID[Compendium.wfrp4e-core.actors.kl4qHg0mqWOApBqH]{Stormvermin}, but Ogres typically become @UUID[Compendium.wfrp4e-core.actors.VfJgGmCTWqb0IDSW]{Rat Ogres}. They are as loyal as any Skaven, with vague memories of tunnels, betrayal, and the dark of the Under-Empire replacing those of their old life. Their nature is like that of any Skaven, and victims are unlikely to follow commands that would result in their death unless failing to follow those commands appears likely to be just as fatal.</p>\n<p>The forms of most humanoids were never intended to become as the Skaven, who despite being known colloquially as ratmen are far more rat than man. In most cases the spell&rsquo;s victims will revert to their true forms after the spell has ended, though all will bear some mark of what was done to them. This often takes the form of a patch of fur, a malformed tail or yellowed, pointed teeth. The victim may spend a Fate point to resist the effects of this spell, or to revert to their true form if already under its effect.</p>\n<blockquote class=\"sidebar\">\n<h3 style=\"text-align: center;\"><em>Is It Fun To Be A Rat?</em></h3>\n<p><em>It could be! Note that this is the sort of spell that could effectively end a Character&rsquo;s career, as they scuttle off with their Skaven allies only to wake up in the Under-Empire, enslaved to the very creatures they briefly thought were their kin. However, it could also be an excellent way to start an interesting adventure, with Characters plunging into the underdark to track down a Skaven who was once &mdash; and might be again &mdash; their comrade.</em></p>\n<p><em>Regardless, a canny GM will pay close attention to their Characters&rsquo; Fate Points before unleashing this particular horror upon them.</em></p>\n</blockquote>",
"durationValue": "Bonus de Force Mentale heures"
},
"Ratling Gun": {
"name": "Ratling Gun",
"description": "<p><strong>Availability:</strong> Skyre and allied clans only</p><p>One of @UUID[JournalEntry.oXly0RXc3Z3vnVrH.JournalEntryPage.SJRe53QCz0UDC1Dn]{Clan Skryres} newer innovations, the Ratling Gun is a large, multi-barrelled repeating firearm. One squeeze of the trigger fires a barrage of Warpstone bullets, perforating a wide area.</p>",
"special": ""
},
"Poisonous Pustule": {
"name": "Poisonous Pustule",
"description": "<p>You create a pulsing, seeping pustule on one of your extremities. When lanced and drained (which inflicts 1 Wound upon you, regardless of Toughness Bonus and armour), you can spread the pus on to a melee weapon. If a weapon coated with this toxic secretion inflicts at least 1 Wound, it deals an additional number of Wounds equal to your Willpower Bonus unless the target succeeds at a <strong>Hard (&ndash;20) Endurance</strong> Test.</p>\n<p>The pustule forms in a matter of seconds, and may be left in place for any length of time before it is drained. Once drained, the duration indicates how long the toxic pus remains effective. You may have a number of active pustules equal to your Toughness Bonus.</p><p>\n\n <b>Lore:</b> <p>The Lore of Plague draws its power from rot and decay, focusing raw <em>Dhar </em>into more refined forms of disease and corruption. Its spells corrupt all that they touch, and indeed few become proficient in the Lore of Plague without bearing some of its marks. Most Plague-Priests are covered in sores and pustules: glorious stigmata and a sign of their mastery over the forces of entropy.</p><p>The Lore of Plague infuses the wielder with the essence of rot. Whenever you successfully cast a spell from the Lore of Plague, you may gain the @UUID[Compendium.wfrp4e-core.items.MVI0lXcg6vvtooAF]{Distracting} Creature Trait for the next [[/br 1d10]] rounds.</p><p>Ingredients: Plague-Priests use all manner of vile excreta, odious emissions, and corrupted objects as spell ingredients. Most are squirted into the air and ritually inhaled, or burned inside a Plague Censer.</p><p><p>\n\n <b>Domaine:</b> <p>The Lore of Plague draws its power from rot and decay, focusing raw <em>Dhar </em>into more refined forms of disease and corruption. Its spells corrupt all that they touch, and indeed few become proficient in the Lore of Plague without bearing some of its marks. Most Plague-Priests are covered in sores and pustules: glorious stigmata and a sign of their mastery over the forces of entropy.</p><p>The Lore of Plague infuses the wielder with the essence of rot. Whenever you successfully cast a spell from the Lore of Plague, you may gain the @Compendium[wfrp4e-core.items.MVI0lXcg6vvtooAF]{Distracting} Creature Trait for the next [[/br 1d10]] rounds.</p><p>Ingredients: Plague-Priests use all manner of vile excreta, odious emissions, and corrupted objects as spell ingredients. Most are squirted into the air and ritually inhaled, or burned inside a Plague Censer.</p><p>",
"durationValue": "Bonus de Force Mentale heures"
},
"Warplock Jezzail": {
"name": "Warplock Jezzail",
"description": "<p><strong>Availability:</strong> Skyre and allied clans only</p><p>Similar in some respects to the jezzails of Araby, Warplock Jezzails have small amounts of Warpstone worked into the weapon and its ammunition. Warplock Jezzails can utilise mundane blackpowder and shot, but this reduces their Range to 72 and reduces the Damage to +5.</p><p>Warplock Jezzails are heavy, but one Skaven is usually enough to carry the device. However, bracing and aiming the weapon is difficult and a second Skaven is usually assigned to hold up the rifles barrel.</p><p>If a Warplock Jezzail attack results in a Fumble, roll [[/br 1d10 #Fumble]]. On a result of 1, the Jezzail blows up in the wielders hand, destroying itself in a Blast 1 explosion dealing the same Damage as a successful shot. On a result of 210, roll on the @Table[oops]{Oops!} Table.</p>",
"special": ""
},
"Gas Mask": {
"name": "Gas Mask",
"description": "<p><strong>Availability:</strong>&nbsp;Skyre and allied clans only</p>\n<p>Clan Skryre&rsquo;s Poison Globadiers wear complicated contraptions upon their backs that consist of metal tubes and bellows, all of which connect to their gas masks. These masks, designed solely for the use of Skaven, grant the Globadiers a +40 bonus to any Endurance Tests made to resist the effects of inhaled poisons or gasses.</p>"
},
"Pelt of the Assassin": {
"name": "Pelt of the Assassin",
"description": "<p>By mimicking the ever-changing nature of raw Warpstone, you alter the structure of your fur so that it changes colour to match your surroundings. When perfectly still, you gain a +40 bonus to all Stealth Tests.</p><p>\n\n <b>Lore:</b> <p>The Lore of Stealth draws on the power of <em>Dhar</em>, infused with a particularly large portion of <em>Ulgu</em>, to confuse and conceal. It is unclear whether this lore remains similar to how it is practised in Cathay, or if the Sorcerers of Clan Eshin have corrupted a more noble form of stealthy magic. Regardless, spells of this lore specialise in concealing the sorcerer from prying eyes, using magic to distract or diminish signs of the Skaven&rsquo;s presence.</p><p>The Lore of Stealth wreathes the wielder in threads of magic that obfuscate their presence. Whenever you successfully cast a spell from the Lore of Stealth, you gain the @UUID[Compendium.wfrp4e-core.items.OzwDT6kzoLYeeR2d]{Stealthy} Creature Trait for [[/br 1d10]] rounds.</p><p>Ingredients: Clan Eshin Sorcerers use small scraps of paper with assorted runes inscribed on them, which are then coated in powdered Warpstone. When used as an ingredient, the Warpstone powder is consumed, but the scraps of paper remain and can be coated again and reused. The characters used are of no known form of written Queekish, and the Sorcerers of Clan Eshin are in no rush to explain either their meaning or providence.</p><p><p>\n\n <b>Domaine:</b> <p>The Lore of Stealth draws on the power of <em>Dhar</em>, infused with a particularly large portion of <em>Ulgu</em>, to confuse and conceal. It is unclear whether this lore remains similar to how it is practised in Cathay, or if the Sorcerers of Clan Eshin have corrupted a more noble form of stealthy magic. Regardless, spells of this lore specialise in concealing the sorcerer from prying eyes, using magic to distract or diminish signs of the Skaven&rsquo;s presence.</p><p>The Lore of Stealth wreathes the wielder in threads of magic that obfuscate their presence. Whenever you successfully cast a spell from the Lore of Stealth, you gain the @Compendium[wfrp4e-core.items.OzwDT6kzoLYeeR2d]{Stealthy} Creature Trait for [[/br 1d10]] rounds.</p><p>Ingredients: Clan Eshin Sorcerers use small scraps of paper with assorted runes inscribed on them, which are then coated in powdered Warpstone. When used as an ingredient, the Warpstone powder is consumed, but the scraps of paper remain and can be coated again and reused. The characters used are of no known form of written Queekish, and the Sorcerers of Clan Eshin are in no rush to explain either their meaning or providence.</p><p>",
"durationValue": "Bonus de Force Mentale minutes"
},
"Flash-Bang": {
"name": "Flash-Bang",
"description": "<p>You gesture with one paw and create a bright, loud explosion. Every creature (not including yourself ) within the area of effect must make a successful <strong>Challenging (+0) Endurance</strong> Test or gain one @Condition[Blinded] and one @Condition[Stunned] Condition for each level of failure. On a Critical failure, the victim gains one additional @Condition[Stunned] Condition. This spell does not affect anyone with the @UUID[Compendium.wfrp4e-core.items.3O9clK7LGyuLTHPW]{Arcane Magic (Stealth)} Talent.</p><p>\n\n <b>Lore:</b> <p>The Lore of Stealth draws on the power of <em>Dhar</em>, infused with a particularly large portion of <em>Ulgu</em>, to confuse and conceal. It is unclear whether this lore remains similar to how it is practised in Cathay, or if the Sorcerers of Clan Eshin have corrupted a more noble form of stealthy magic. Regardless, spells of this lore specialise in concealing the sorcerer from prying eyes, using magic to distract or diminish signs of the Skaven&rsquo;s presence.</p><p>The Lore of Stealth wreathes the wielder in threads of magic that obfuscate their presence. Whenever you successfully cast a spell from the Lore of Stealth, you gain the @UUID[Compendium.wfrp4e-core.items.OzwDT6kzoLYeeR2d]{Stealthy} Creature Trait for [[/br 1d10]] rounds.</p><p>Ingredients: Clan Eshin Sorcerers use small scraps of paper with assorted runes inscribed on them, which are then coated in powdered Warpstone. When used as an ingredient, the Warpstone powder is consumed, but the scraps of paper remain and can be coated again and reused. The characters used are of no known form of written Queekish, and the Sorcerers of Clan Eshin are in no rush to explain either their meaning or providence.</p><p><p>\n\n <b>Domaine:</b> <p>The Lore of Stealth draws on the power of <em>Dhar</em>, infused with a particularly large portion of <em>Ulgu</em>, to confuse and conceal. It is unclear whether this lore remains similar to how it is practised in Cathay, or if the Sorcerers of Clan Eshin have corrupted a more noble form of stealthy magic. Regardless, spells of this lore specialise in concealing the sorcerer from prying eyes, using magic to distract or diminish signs of the Skaven&rsquo;s presence.</p><p>The Lore of Stealth wreathes the wielder in threads of magic that obfuscate their presence. Whenever you successfully cast a spell from the Lore of Stealth, you gain the @Compendium[wfrp4e-core.items.OzwDT6kzoLYeeR2d]{Stealthy} Creature Trait for [[/br 1d10]] rounds.</p><p>Ingredients: Clan Eshin Sorcerers use small scraps of paper with assorted runes inscribed on them, which are then coated in powdered Warpstone. When used as an ingredient, the Warpstone powder is consumed, but the scraps of paper remain and can be coated again and reused. The characters used are of no known form of written Queekish, and the Sorcerers of Clan Eshin are in no rush to explain either their meaning or providence.</p><p>",
"durationValue": "Instantané"
},
"Blade of Nurglitch": {
"name": "Blade of Nurglitch",
"description": "<p>This Hand Weapon is blessed by the special ointments of the Plaguelords. These filth-encrusted blades carry a stronger version of the @UUID[Compendium.wfrp4e-core.items.V0c3qBU1CMm8bmsW]{Infected} monster trait. In order to avoid a @UUID[Compendium.wfrp4e-core.items.kKccDTGzWzSXCBOb]{Festering Wound}, any creature wounded by one of these blades must pass a <strong>Difficult (&ndash;10) Endurance</strong> Test.</p>",
"special": ""
},
"Cracks Call": {
"name": "Cracks Call",
"description": "<p>With an arcane incantation, you stamp your paw and the very ground splits asunder. A 1-yard-wide crack appears at your feet and runs a number of yards equal to your Willpower in a straight line in any direction within your line of sight.</p>\n<p>Any creatures of size Average or smaller in its path must make an <strong>Average (+20) Dodge</strong> Test to leap out of the way. Those who fail fall a number of yards equal to your Willpower Bonus plus the SL of your Casting Test, and can do nothing except try to climb out. Targets who fall into the crack are @Condition[Prone]. Walls undermined by this spell likely collapse, and unfortified buildings are damaged severely.</p>\n<p>If you score +4 SL or higher, you may increase the width of the crack to 2 yards. Large creatures can now fall into the crack, even the sturdiest walls collapse, unfortified buildings tumble down, and fortified structures are severely damaged.</p><p>\n\n <b>Lore:</b> <p>The Lore of Ruin channels the terrible power of Warpstone to lash out at targets, often incinerating them whole. It is focused on destruction and disintegration, and is feared throughout Skavendom and beyond.</p> <p>This terrible power is highly invigorating and the sensation of barely restrained energy is almost addictive. Whenever you successfully cast a spell from the Lore of Ruin, you may add +1 SL to any Initiative- or Agility-based Tests for the next [[/br 1d10]] rounds.</p> <p>Ingredients: Grey Seers use various scraps of fur, hide, bones, and crystalline Warpstone when casting spells from the Lore of Ruin.</p><p><p>\n\n <b>Domaine:</b> <p>The Lore of Ruin channels the terrible power of Warpstone to lash out at targets, often incinerating them whole. It is focused on destruction and disintegration, and is feared throughout Skavendom and beyond.</p> <p>This terrible power is highly invigorating and the sensation of barely restrained energy is almost addictive. Whenever you successfully cast a spell from the Lore of Ruin, you may add +1 SL to any Initiative- or Agility-based Tests for the next [[/br 1d10]] rounds.</p> <p>Ingredients: Grey Seers use various scraps of fur, hide, bones, and crystalline Warpstone when casting spells from the Lore of Ruin.</p><p>",
"durationValue": "Instantané"
},
"Tail Weapon": {
"name": "Tail Weapon",
"description": "<p>Skaven with the @UUID[Compendium.wfrp4e-horned-rat.items.UIoRIYI4w0BHU5Yw]{Tail Fighting} Talent can use small blades or maces attached to their tails. This gives them an additional melee attack each round.</p>",
"special": ""
},
"Cinderblast Bomb": {
"name": "Cinderblast Bomb",
"description": "<p>These lethal weapons are indispensable in the tunnel fighting that goes on deep beneath the Old World as the Dwarfs desperately stave off attacks by Skaven, Goblins, and worse. These bombs are typically tossed into the midst of packed enemy forces, exploding in a blast of flame and shrapnel that is terrifying to behold.</p>",
"special": ""
},
"Mantle of Contagion": {
"name": "Mantle of Contagion",
"description": "<p>You taint a piece of food or clothing with the @UUID[Compendium.wfrp4e-core.items.aKiuGzlVO51JvsjV]{Black Plague}, which remains infectious for the duration of the spell. Anyone who consumes the tainted food or wears the piece of clothing for a minute or more is exposed to the disease.</p><p>\n\n <b>Lore:</b> <p>The Lore of Plague draws its power from rot and decay, focusing raw <em>Dhar </em>into more refined forms of disease and corruption. Its spells corrupt all that they touch, and indeed few become proficient in the Lore of Plague without bearing some of its marks. Most Plague-Priests are covered in sores and pustules: glorious stigmata and a sign of their mastery over the forces of entropy.</p><p>The Lore of Plague infuses the wielder with the essence of rot. Whenever you successfully cast a spell from the Lore of Plague, you may gain the @UUID[Compendium.wfrp4e-core.items.MVI0lXcg6vvtooAF]{Distracting} Creature Trait for the next [[/br 1d10]] rounds.</p><p>Ingredients: Plague-Priests use all manner of vile excreta, odious emissions, and corrupted objects as spell ingredients. Most are squirted into the air and ritually inhaled, or burned inside a Plague Censer.</p><p><p>\n\n <b>Domaine:</b> <p>The Lore of Plague draws its power from rot and decay, focusing raw <em>Dhar </em>into more refined forms of disease and corruption. Its spells corrupt all that they touch, and indeed few become proficient in the Lore of Plague without bearing some of its marks. Most Plague-Priests are covered in sores and pustules: glorious stigmata and a sign of their mastery over the forces of entropy.</p><p>The Lore of Plague infuses the wielder with the essence of rot. Whenever you successfully cast a spell from the Lore of Plague, you may gain the @Compendium[wfrp4e-core.items.MVI0lXcg6vvtooAF]{Distracting} Creature Trait for the next [[/br 1d10]] rounds.</p><p>Ingredients: Plague-Priests use all manner of vile excreta, odious emissions, and corrupted objects as spell ingredients. Most are squirted into the air and ritually inhaled, or burned inside a Plague Censer.</p><p>",
"durationValue": "Bonus de Force Mentale jours"
},
"Warpstone Charm": {
"name": "Warpstone Charm",
"description": "<p>Talismans and charms incorporating a small chunk of Warpstone are often carried by important Skaven and are thought to attract the protection of the Horned Rat. A Skaven with a Warpstone Charm can reroll a single Test once every 13 hours.&nbsp;</p>"
},
"Skitterleap (Stealth)": {
"name": "Skitterleap (Stealth)",
"description": "<p>With a sound of inrushing air and a puff of brimstone-scented smoke, you teleport yourself or one ally you can touch to any location within Willpower yards. If targeting an unwilling target, resolve the touch attempt using the rules for casting a touch spell in combat (see @UUID[Compendium.wfrp4e-core.journals.YBVrpUHEjohB1H4f.JournalEntryPage.BU7yhLmMdEyvbfkR]{Magic Rules}), and the victim may make a <strong>Difficult (&ndash;10) Cool</strong> Test to change their destination by +SL yards. The target must be Average size or smaller. You must be able to see the destination, and this location must be free of objects and creatures or the spell fails.</p><p>\n\n <b>Lore:</b> <p>The Lore of Stealth draws on the power of <em>Dhar</em>, infused with a particularly large portion of <em>Ulgu</em>, to confuse and conceal. It is unclear whether this lore remains similar to how it is practised in Cathay, or if the Sorcerers of Clan Eshin have corrupted a more noble form of stealthy magic. Regardless, spells of this lore specialise in concealing the sorcerer from prying eyes, using magic to distract or diminish signs of the Skaven&rsquo;s presence.</p><p>The Lore of Stealth wreathes the wielder in threads of magic that obfuscate their presence. Whenever you successfully cast a spell from the Lore of Stealth, you gain the @UUID[Compendium.wfrp4e-core.items.OzwDT6kzoLYeeR2d]{Stealthy} Creature Trait for [[/br 1d10]] rounds.</p><p>Ingredients: Clan Eshin Sorcerers use small scraps of paper with assorted runes inscribed on them, which are then coated in powdered Warpstone. When used as an ingredient, the Warpstone powder is consumed, but the scraps of paper remain and can be coated again and reused. The characters used are of no known form of written Queekish, and the Sorcerers of Clan Eshin are in no rush to explain either their meaning or providence.</p><p><p>\n\n <b>Domaine:</b> <p>The Lore of Stealth draws on the power of <em>Dhar</em>, infused with a particularly large portion of <em>Ulgu</em>, to confuse and conceal. It is unclear whether this lore remains similar to how it is practised in Cathay, or if the Sorcerers of Clan Eshin have corrupted a more noble form of stealthy magic. Regardless, spells of this lore specialise in concealing the sorcerer from prying eyes, using magic to distract or diminish signs of the Skaven&rsquo;s presence.</p><p>The Lore of Stealth wreathes the wielder in threads of magic that obfuscate their presence. Whenever you successfully cast a spell from the Lore of Stealth, you gain the @Compendium[wfrp4e-core.items.OzwDT6kzoLYeeR2d]{Stealthy} Creature Trait for [[/br 1d10]] rounds.</p><p>Ingredients: Clan Eshin Sorcerers use small scraps of paper with assorted runes inscribed on them, which are then coated in powdered Warpstone. When used as an ingredient, the Warpstone powder is consumed, but the scraps of paper remain and can be coated again and reused. The characters used are of no known form of written Queekish, and the Sorcerers of Clan Eshin are in no rush to explain either their meaning or providence.</p><p>",
"durationValue": "Instantané"
},
"Cloud of Corruption": {
"name": "Cloud of Corruption",
"description": "<p>You release a stinking blast of diseased fury. Every creature within 5 yards of you must make a <strong>Challenging (+0) Endurance</strong> Test or gain 1 @Condition[Poisoned] Condition. In addition, each attack you make for the next Willpower Bonus rounds gains the @UUID[Compendium.wfrp4e-core.items.V0c3qBU1CMm8bmsW]{Infected} Trait.</p><p>\n\n <b>Lore:</b> <p>The Lore of Plague draws its power from rot and decay, focusing raw <em>Dhar </em>into more refined forms of disease and corruption. Its spells corrupt all that they touch, and indeed few become proficient in the Lore of Plague without bearing some of its marks. Most Plague-Priests are covered in sores and pustules: glorious stigmata and a sign of their mastery over the forces of entropy.</p><p>The Lore of Plague infuses the wielder with the essence of rot. Whenever you successfully cast a spell from the Lore of Plague, you may gain the @UUID[Compendium.wfrp4e-core.items.MVI0lXcg6vvtooAF]{Distracting} Creature Trait for the next [[/br 1d10]] rounds.</p><p>Ingredients: Plague-Priests use all manner of vile excreta, odious emissions, and corrupted objects as spell ingredients. Most are squirted into the air and ritually inhaled, or burned inside a Plague Censer.</p><p><p>\n\n <b>Domaine:</b> <p>The Lore of Plague draws its power from rot and decay, focusing raw <em>Dhar </em>into more refined forms of disease and corruption. Its spells corrupt all that they touch, and indeed few become proficient in the Lore of Plague without bearing some of its marks. Most Plague-Priests are covered in sores and pustules: glorious stigmata and a sign of their mastery over the forces of entropy.</p><p>The Lore of Plague infuses the wielder with the essence of rot. Whenever you successfully cast a spell from the Lore of Plague, you may gain the @Compendium[wfrp4e-core.items.MVI0lXcg6vvtooAF]{Distracting} Creature Trait for the next [[/br 1d10]] rounds.</p><p>Ingredients: Plague-Priests use all manner of vile excreta, odious emissions, and corrupted objects as spell ingredients. Most are squirted into the air and ritually inhaled, or burned inside a Plague Censer.</p><p>",
"durationValue": "Instantané"
},
"Skalm": {
"name": "Skalm",
"description": "<p>This foul-smelling ointment instantly cures [[/r 1d10 + 1 #Wounds Cured]] lost Wounds per application, causing the flesh around a wound to twist and fuse in a disturbing manner. Each use counts as @Corruption[moderate]{Moderate Exposure to Corruption}.</p>"
},
"Curse of the Horned Rat (Stealth)": {
"name": "Curse of the Horned Rat (Stealth)",
"description": "<p>With a sickening lurch, the fabric of reality is torn by the twisting power of the Great Horned One. The target creature, and any others within a number of yards equal to your Willpower Bonus, must make a <strong>Challenging (+0) Endurance</strong> Test or be transformed into Skaven of size appropriate to the original victim, nominally under your command. Most become @UUID[Compendium.wfrp4e-core.actors.F1vAZZcmVKkRw8xn]{Clanrats} or @UUID[Compendium.wfrp4e-core.actors.kl4qHg0mqWOApBqH]{Stormvermin}, but Ogres typically become @UUID[Compendium.wfrp4e-core.actors.VfJgGmCTWqb0IDSW]{Rat Ogres}. They are as loyal as any Skaven, with vague memories of tunnels, betrayal, and the dark of the Under-Empire replacing those of their old life. Their nature is like that of any Skaven, and victims are unlikely to follow commands that would result in their death unless failing to follow those commands appears likely to be just as fatal.</p>\n<p>The forms of most humanoids were never intended to become as the Skaven, who despite being known colloquially as ratmen are far more rat than man. In most cases the spell&rsquo;s victims will revert to their true forms after the spell has ended, though all will bear some mark of what was done to them. This often takes the form of a patch of fur, a malformed tail or yellowed, pointed teeth. The victim may spend a Fate point to resist the effects of this spell, or to revert to their true form if already under its effect.</p>\n<blockquote class=\"sidebar\">\n<h3 style=\"text-align: center;\"><em>Is It Fun To Be A Rat?</em></h3>\n<p><em>It could be! Note that this is the sort of spell that could effectively end a Character&rsquo;s career, as they scuttle off with their Skaven allies only to wake up in the Under-Empire, enslaved to the very creatures they briefly thought were their kin. However, it could also be an excellent way to start an interesting adventure, with Characters plunging into the underdark to track down a Skaven who was once &mdash; and might be again &mdash; their comrade.</em></p>\n<p><em>Regardless, a canny GM will pay close attention to their Characters&rsquo; Fate Points before unleashing this particular horror upon them.</em></p>\n</blockquote><p>\n\n <b>Lore:</b> <p>The Lore of Stealth draws on the power of <em>Dhar</em>, infused with a particularly large portion of <em>Ulgu</em>, to confuse and conceal. It is unclear whether this lore remains similar to how it is practised in Cathay, or if the Sorcerers of Clan Eshin have corrupted a more noble form of stealthy magic. Regardless, spells of this lore specialise in concealing the sorcerer from prying eyes, using magic to distract or diminish signs of the Skaven&rsquo;s presence.</p><p>The Lore of Stealth wreathes the wielder in threads of magic that obfuscate their presence. Whenever you successfully cast a spell from the Lore of Stealth, you gain the @UUID[Compendium.wfrp4e-core.items.OzwDT6kzoLYeeR2d]{Stealthy} Creature Trait for [[/br 1d10]] rounds.</p><p>Ingredients: Clan Eshin Sorcerers use small scraps of paper with assorted runes inscribed on them, which are then coated in powdered Warpstone. When used as an ingredient, the Warpstone powder is consumed, but the scraps of paper remain and can be coated again and reused. The characters used are of no known form of written Queekish, and the Sorcerers of Clan Eshin are in no rush to explain either their meaning or providence.</p><p><p>\n\n <b>Domaine:</b> <p>The Lore of Stealth draws on the power of <em>Dhar</em>, infused with a particularly large portion of <em>Ulgu</em>, to confuse and conceal. It is unclear whether this lore remains similar to how it is practised in Cathay, or if the Sorcerers of Clan Eshin have corrupted a more noble form of stealthy magic. Regardless, spells of this lore specialise in concealing the sorcerer from prying eyes, using magic to distract or diminish signs of the Skaven&rsquo;s presence.</p><p>The Lore of Stealth wreathes the wielder in threads of magic that obfuscate their presence. Whenever you successfully cast a spell from the Lore of Stealth, you gain the @Compendium[wfrp4e-core.items.OzwDT6kzoLYeeR2d]{Stealthy} Creature Trait for [[/br 1d10]] rounds.</p><p>Ingredients: Clan Eshin Sorcerers use small scraps of paper with assorted runes inscribed on them, which are then coated in powdered Warpstone. When used as an ingredient, the Warpstone powder is consumed, but the scraps of paper remain and can be coated again and reused. The characters used are of no known form of written Queekish, and the Sorcerers of Clan Eshin are in no rush to explain either their meaning or providence.</p><p>",
"durationValue": "Bonus de Force Mentale heures"
},
"Black Whirlwind": {
"name": "Black Whirlwind",
"description": "<p>You summon a putrid whirlwind of vile smoke and stinging ash. The whirlwind moves up to 10 yards per round in any direction you wish. This does not require any action on your part beyond a few whispered squeals. Those affected by the whirlwind must succeed on a <strong>Challenging (+0) Endurance</strong> Test or suffer a &ndash;20 penalty on all Weapon Skill, Ballistic Skill, and Agility Tests, and to any Perception Tests involving sight, for the next [[/br 1d10]] minutes.</p><p>\n\n <b>Lore:</b> <p>The Lore of Stealth draws on the power of <em>Dhar</em>, infused with a particularly large portion of <em>Ulgu</em>, to confuse and conceal. It is unclear whether this lore remains similar to how it is practised in Cathay, or if the Sorcerers of Clan Eshin have corrupted a more noble form of stealthy magic. Regardless, spells of this lore specialise in concealing the sorcerer from prying eyes, using magic to distract or diminish signs of the Skaven&rsquo;s presence.</p><p>The Lore of Stealth wreathes the wielder in threads of magic that obfuscate their presence. Whenever you successfully cast a spell from the Lore of Stealth, you gain the @UUID[Compendium.wfrp4e-core.items.OzwDT6kzoLYeeR2d]{Stealthy} Creature Trait for [[/br 1d10]] rounds.</p><p>Ingredients: Clan Eshin Sorcerers use small scraps of paper with assorted runes inscribed on them, which are then coated in powdered Warpstone. When used as an ingredient, the Warpstone powder is consumed, but the scraps of paper remain and can be coated again and reused. The characters used are of no known form of written Queekish, and the Sorcerers of Clan Eshin are in no rush to explain either their meaning or providence.</p><p><p>\n\n <b>Domaine:</b> <p>The Lore of Stealth draws on the power of <em>Dhar</em>, infused with a particularly large portion of <em>Ulgu</em>, to confuse and conceal. It is unclear whether this lore remains similar to how it is practised in Cathay, or if the Sorcerers of Clan Eshin have corrupted a more noble form of stealthy magic. Regardless, spells of this lore specialise in concealing the sorcerer from prying eyes, using magic to distract or diminish signs of the Skaven&rsquo;s presence.</p><p>The Lore of Stealth wreathes the wielder in threads of magic that obfuscate their presence. Whenever you successfully cast a spell from the Lore of Stealth, you gain the @Compendium[wfrp4e-core.items.OzwDT6kzoLYeeR2d]{Stealthy} Creature Trait for [[/br 1d10]] rounds.</p><p>Ingredients: Clan Eshin Sorcerers use small scraps of paper with assorted runes inscribed on them, which are then coated in powdered Warpstone. When used as an ingredient, the Warpstone powder is consumed, but the scraps of paper remain and can be coated again and reused. The characters used are of no known form of written Queekish, and the Sorcerers of Clan Eshin are in no rush to explain either their meaning or providence.</p><p>",
"durationValue": "Bonus de Force Mentale rounds"
},
"Scorch": {
"name": "Scorch",
"description": "<p>You thrust your paws into the ground while chittering the necessary incantations, and a gout of green flame bursts out of the earth at a spot you designate. This is a <em>magic missile</em> with a Damage of +10. Anyone damaged by the flame suffers one @Condition[Ablaze] Condition. Being set ablaze by the hideous Warpfire is a @Corruption[minor]{Minor Exposure to Corruption}.</p><p>\n\n <b>Lore:</b> <p>The Lore of Ruin channels the terrible power of Warpstone to lash out at targets, often incinerating them whole. It is focused on destruction and disintegration, and is feared throughout Skavendom and beyond.</p> <p>This terrible power is highly invigorating and the sensation of barely restrained energy is almost addictive. Whenever you successfully cast a spell from the Lore of Ruin, you may add +1 SL to any Initiative- or Agility-based Tests for the next [[/br 1d10]] rounds.</p> <p>Ingredients: Grey Seers use various scraps of fur, hide, bones, and crystalline Warpstone when casting spells from the Lore of Ruin.</p><p><p>\n\n <b>Domaine:</b> <p>The Lore of Ruin channels the terrible power of Warpstone to lash out at targets, often incinerating them whole. It is focused on destruction and disintegration, and is feared throughout Skavendom and beyond.</p> <p>This terrible power is highly invigorating and the sensation of barely restrained energy is almost addictive. Whenever you successfully cast a spell from the Lore of Ruin, you may add +1 SL to any Initiative- or Agility-based Tests for the next [[/br 1d10]] rounds.</p> <p>Ingredients: Grey Seers use various scraps of fur, hide, bones, and crystalline Warpstone when casting spells from the Lore of Ruin.</p><p>",
"durationValue": "Instantané"
},
"Bleeding Eyerot": {
"name": "Bleeding Eyerot",
"description": "<p>Bleeding Eyerot is a horrific waterborne disease that attacks the eyes and tear ducts. The sufferer weeps a steady stream of bloody tears and finds it increasingly difficult to see. Whilst the disease is rarely deadly, it leaves its victims weakened and disabled.</p>",
"contraction": "If you fail an Easy (+40) Toughness Test after drinking infected water",
"durationUnit": "days",
"durationValue": "3d10 + 8",
"incubationUnit": "days",
"incubationValue": "3d10 + 5",
"permanent": "",
"symptoms": "Lingering (Challenging), Organ Failure (Eyes), Wounded"
},
"Toxic Rain": {
"name": "Toxic Rain",
"description": "<p>You conjure a poisonous cloud of toxic smoke and moisture. It drifts a dozen feet or more above the ground. On the round after the spell is cast, the cloud rains a lethal downpour. All creatures in the area of effect must succeed on a <strong>Difficult (&ndash;10) Toughness</strong> Test each round or loose 3 Wounds, ignoring armour and Toughness Bonus. If a Character loses 6 or more Wounds to this spell in a single encounter, they also gain an @Condition[Unconscious] Condition.</p>\n<p>As an action, the caster may move the area of effect of this spell to any point within Willpower yards of their location.</p><p>\n\n <b>Lore:</b> <p>The Lore of Plague draws its power from rot and decay, focusing raw <em>Dhar </em>into more refined forms of disease and corruption. Its spells corrupt all that they touch, and indeed few become proficient in the Lore of Plague without bearing some of its marks. Most Plague-Priests are covered in sores and pustules: glorious stigmata and a sign of their mastery over the forces of entropy.</p><p>The Lore of Plague infuses the wielder with the essence of rot. Whenever you successfully cast a spell from the Lore of Plague, you may gain the @UUID[Compendium.wfrp4e-core.items.MVI0lXcg6vvtooAF]{Distracting} Creature Trait for the next [[/br 1d10]] rounds.</p><p>Ingredients: Plague-Priests use all manner of vile excreta, odious emissions, and corrupted objects as spell ingredients. Most are squirted into the air and ritually inhaled, or burned inside a Plague Censer.</p><p><p>\n\n <b>Domaine:</b> <p>The Lore of Plague draws its power from rot and decay, focusing raw <em>Dhar </em>into more refined forms of disease and corruption. Its spells corrupt all that they touch, and indeed few become proficient in the Lore of Plague without bearing some of its marks. Most Plague-Priests are covered in sores and pustules: glorious stigmata and a sign of their mastery over the forces of entropy.</p><p>The Lore of Plague infuses the wielder with the essence of rot. Whenever you successfully cast a spell from the Lore of Plague, you may gain the @Compendium[wfrp4e-core.items.MVI0lXcg6vvtooAF]{Distracting} Creature Trait for the next [[/br 1d10]] rounds.</p><p>Ingredients: Plague-Priests use all manner of vile excreta, odious emissions, and corrupted objects as spell ingredients. Most are squirted into the air and ritually inhaled, or burned inside a Plague Censer.</p><p>",
"durationValue": "Bonus de Force Mentale rounds"
},
"Warp Lightning": {
"name": "Warp Lightning",
"description": "<p>You send a powerful, sizzling bolt of Warp lightning at a foe. This is a <em>magic missile</em> with a Damage of +11. If the target hit location was covered in metal armour, ignore the armour&rsquo;s AP and instead add it to the damage inflicted. If you roll a Critical Success on your Casting Test, the Warp-energy overpowers you briefly. In addition to any other effects of the critical casting, you suffer a Damage +1 hit.</p><p>\n\n <b>Lore:</b> <p>The Lore of Ruin channels the terrible power of Warpstone to lash out at targets, often incinerating them whole. It is focused on destruction and disintegration, and is feared throughout Skavendom and beyond.</p> <p>This terrible power is highly invigorating and the sensation of barely restrained energy is almost addictive. Whenever you successfully cast a spell from the Lore of Ruin, you may add +1 SL to any Initiative- or Agility-based Tests for the next [[/br 1d10]] rounds.</p> <p>Ingredients: Grey Seers use various scraps of fur, hide, bones, and crystalline Warpstone when casting spells from the Lore of Ruin.</p><p><p>\n\n <b>Domaine:</b> <p>The Lore of Ruin channels the terrible power of Warpstone to lash out at targets, often incinerating them whole. It is focused on destruction and disintegration, and is feared throughout Skavendom and beyond.</p> <p>This terrible power is highly invigorating and the sensation of barely restrained energy is almost addictive. Whenever you successfully cast a spell from the Lore of Ruin, you may add +1 SL to any Initiative- or Agility-based Tests for the next [[/br 1d10]] rounds.</p> <p>Ingredients: Grey Seers use various scraps of fur, hide, bones, and crystalline Warpstone when casting spells from the Lore of Ruin.</p><p>",
"durationValue": "Instantané"
},
"Warpfire Thrower": {
"name": "Warpfire Thrower",
"description": "<p><strong>Availability:</strong>&nbsp;Skyre and allied clans only</p>\n<p>The Warpfire Thrower hurls a blast of unnatural flame. It requires a crew of two: one Skaven carries a fuel vat and the other aims the nozzle. With a flip of a switch, powdered Warpstone mixes with onrushing chemicals, bursting into unholy flame. The hellish gout can turn multiple enemies into a twitching pile of smouldering goo.</p>\n<p>Like almost all of Clan Skryre&rsquo;s creations, the Warpfire Thrower is unreliable. If a Warpfire Thrower attack results in a Fumble, roll on the table and apply the result.@Table[warpfire-thrower-fumble]</p>",
"special": ""
},
"Ironbreaker": {
"name": "Ironbreaker",
"description": "<p>@UUID[Compendium.wfrp4e-horned-rat.journals.bmuHnv7PgHJ54BML.JournalEntryPage.DHz1ZX3hPihLzJOf]{Ironbreaker}</p>",
"trappings": [
"3 Cinderblast Bombs",
"A Weapon or Armour Peice made of Gromril"
]
},
"Musk of Terror": {
"name": "Musk of Terror",
"description": "<p>You summon a large cloud of choking musk. Any creature within the cloud is exposed to a @Terror[1]{Terror (1)} effect or @Terror[2]{Terror (2)} for Skaven as the deadly musk fills their minds with thoughts of fear. Victims perceive the caster as the source of this Terror.</p>",
"durationValue": "Bonus de Force Mentale rounds"
},
"Warpstone Bullet and Powder": {
"name": "Warpstone Bullet and Powder",
"description": "",
"special": ""
},
"Warp-Blade (Hand Weapon)": {
"name": "Warp-Blade (Hand Weapon)",
"description": "<p>Warp-blades are unique to Clan Skryre. They are commonly attached to poles, creating halberd-like weapons, or are directly implanted into the arms of Warlock Engineers. A tangle of wires feeds the blades, which hum with barely contained Warp energy. When used in hand-to-hand combat, Warp-blades are treated as either @UUID[Compendium.wfrp4e-core.items.CXg7XOFJwu4LZ9LM]{Halberds} (in the case of those mounted on poles), or @UUID[Compendium.wfrp4e-core.items.1zaqojk0Oq1m8vYv]{Hand Weapons} (when they are implanted into a Warlocks arms), both with a +1 bonus to Damage and the ZZAP! Quality.</p>",
"special": ""
},
"Gudii's Shield": {
"name": "Gudii's Shield",
"description": "<p>@UUID[JournalEntry.bmuHnv7PgHJ54BML.JournalEntryPage.iu6sP6Mpwc3MOCSN]{Gromril}</p>\n<p>Once forged for a Dwarf Prince and later stolen, this Shield is decorated with various ostentatious runes, as well as a single Rune of Power. As it is Gromril, the shield gains the Ubreakable quality, and attacks opposed by the shield may never inflict a critical hit except when the Character is already at 0 Wounds. In addition, a <em>Master Rune of Adamant</em> graces the shield, granting its bearer +10 Toughness for as long as it is in their possession.</p>",
"special": ""
},
"Mark of the Horned Rat": {
"name": "Mark of the Horned Rat",
"description": "<p>The target must succeed on a <strong>Challenging (+0) Cool</strong> Test or gain an unsightly, weeping sore on their forehead or the back of their hand. The blemish remains for [[/br 1d10]] hours and imposes a &ndash;10 penalty on all Fellowship Tests for the duration.</p>\n<p>Grey Seers use this spell to mark their messengers. Despite the Fellowship penalty, those Skaven bearing it are usually allowed to pass relatively freely through Skaven tunnels and settlements.</p>\n<p><strong>Lore:</strong> None</p>\n<p>&nbsp;</p><p>\n\n <b>Domaine:</b> Aucun<p>",
"durationValue": "10 heures"
},
"Musk of Terror (Stealth)": {
"name": "Musk of Terror (Stealth)",
"description": "<p>You summon a large cloud of choking musk. Any creature within the cloud is exposed to a @Terror[1]{Terror (1)} effect or @Terror[2]{Terror (2)} for Skaven as the deadly musk fills their minds with thoughts of fear. Victims perceive the caster as the source of this Terror.</p><p><strong>Lore:</strong></p><p>The Lore of Stealth draws on the power of <em>Dhar</em>, infused with a particularly large portion of <em>Ulgu</em>, to confuse and conceal. It is unclear whether this lore remains similar to how it is practised in Cathay, or if the Sorcerers of Clan Eshin have corrupted a more noble form of stealthy magic. Regardless, spells of this lore specialise in concealing the sorcerer from prying eyes, using magic to distract or diminish signs of the Skavens presence.</p><p>The Lore of Stealth wreathes the wielder in threads of magic that obfuscate their presence. Whenever you successfully cast a spell from the Lore of Stealth, you gain the @UUID[Compendium.wfrp4e-core.items.OzwDT6kzoLYeeR2d]{Stealthy} Creature Trait for [[/br 1d10]] rounds.</p><p>Ingredients: Clan Eshin Sorcerers use small scraps of paper with assorted runes inscribed on them, which are then coated in powdered Warpstone. When used as an ingredient, the Warpstone powder is consumed, but the scraps of paper remain and can be coated again and reused. The characters used are of no known form of written Queekish, and the Sorcerers of Clan Eshin are in no rush to explain either their meaning or providence.</p><p></p><p>\n\n <b>Domaine:</b> <p>The Lore of Stealth draws on the power of <em>Dhar</em>, infused with a particularly large portion of <em>Ulgu</em>, to confuse and conceal. It is unclear whether this lore remains similar to how it is practised in Cathay, or if the Sorcerers of Clan Eshin have corrupted a more noble form of stealthy magic. Regardless, spells of this lore specialise in concealing the sorcerer from prying eyes, using magic to distract or diminish signs of the Skaven&rsquo;s presence.</p><p>The Lore of Stealth wreathes the wielder in threads of magic that obfuscate their presence. Whenever you successfully cast a spell from the Lore of Stealth, you gain the @Compendium[wfrp4e-core.items.OzwDT6kzoLYeeR2d]{Stealthy} Creature Trait for [[/br 1d10]] rounds.</p><p>Ingredients: Clan Eshin Sorcerers use small scraps of paper with assorted runes inscribed on them, which are then coated in powdered Warpstone. When used as an ingredient, the Warpstone powder is consumed, but the scraps of paper remain and can be coated again and reused. The characters used are of no known form of written Queekish, and the Sorcerers of Clan Eshin are in no rush to explain either their meaning or providence.</p><p>",
"durationValue": "Bonus de Force Mentale rounds"
},
"Warpstone Snuff": {
"name": "Warpstone Snuff",
"description": "<p>Skaven magic users often carry about preparations of Warpstone dust in order to acquire more magical power just when they need it. A Skaven magic user may imbibe a dose of the snuff when making a Channelling Test. The snuff grants them an additional&nbsp;+<span style=\"white-space: pre;\"> </span>1 SL to the Test, but if they suffer a miscast, they must add +[[/r 1d10]] to any rolls they make on the miscast table.</p>"
}
}
}

View File

@ -0,0 +1,94 @@
{
"label": "Items (Lustria)",
"folders": {
"Careers": "Carrières",
"Spells": "Sorts",
"Trappings": "Possessions",
"Weapons": "Armes"
},
"mapping": {
"description": "system.description.value",
"trappings": "system.trappings",
"class": {
"path": "system.class.value",
"converter": "generic_localization"
},
"skills": {
"path": "system.skills",
"converter": "career_skills"
},
"modType": "system.modType.value",
"careergroup": {
"path": "system.careergroup.value",
"converter": "career_careergroup"
},
"talents": {
"path": "system.talents",
"converter": "career_talents"
},
"pduration": {
"path": "system.duration.value",
"converter": "spells_duration_range_target_damage"
},
"prange": {
"path": "system.range.value",
"converter": "spells_duration_range_target_damage"
},
"ptarget": {
"path": "system.target.value",
"converter": "spells_duration_range_target_damage"
},
"pdamage": {
"path": "system.damage.value",
"converter": "spells_duration_range_target_damage"
},
"test": {
"path": "system.test",
"converter": "role_skills"
},
"tests": "system.tests.value",
"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"
},
"penalty": "system.penalty.value",
"location": {
"path": "system.location.value",
"converter": "generic_localization"
},
"durationValue": "system.duration.value",
"durationUnit": {
"path": "system.duration.unit",
"converter": "disease_duration_unit"
},
"contraction": "system.contraction.value",
"incubationValue": "system.incubation.value",
"incubationUnit": {
"path": "system.incubation.unit",
"converter": "disease_duration_unit"
},
"symptoms": "system.symptoms.value",
"permanent": "system.permanent.value",
"special": "system.special.value",
"qualities": {
"path": "system.qualities.value",
"converter": "trapping_qualities_flaws"
},
"flaws": {
"path": "system.flaws.value",
"converter": "trapping_qualities_flaws"
}
}
}

View File

@ -0,0 +1,103 @@
{
"label": "Items (Old World Bundle II)",
"folders": {
"Lore of the Beasts": "Domaine des Bêtes",
"Lore of Death": "Domaine de la Mort",
"Lore of Fire": "Domaine du Feu",
"Lore of Heavens": "Domaine des Cieux",
"Lore of Hedgecraft": "Magie des Haies",
"Lore of Life": "Domaine de la Vie",
"Lore of Light": "Domaine de la Lumière",
"Lore of Metal": "Domaine du Métal",
"Lore of Shadows": "Domaine des Ombres",
"Lore of Witchcraft": "Sorcellerie"
},
"mapping": {
"description": "system.description.value",
"trappings": "system.trappings",
"class": {
"path": "system.class.value",
"converter": "generic_localization"
},
"skills": {
"path": "system.skills",
"converter": "career_skills"
},
"careergroup": {
"path": "system.careergroup.value",
"converter": "career_careergroup"
},
"talents": {
"path": "system.talents",
"converter": "career_talents"
},
"pduration": {
"path": "system.duration.value",
"converter": "spells_duration_range_target_damage"
},
"prange": {
"path": "system.range.value",
"converter": "spells_duration_range_target_damage"
},
"ptarget": {
"path": "system.target.value",
"converter": "spells_duration_range_target_damage"
},
"pdamage": {
"path": "system.damage.value",
"converter": "spells_duration_range_target_damage"
},
"test": {
"path": "system.test",
"converter": "role_skills"
},
"tests": "system.tests.value",
"maxcost": {
"path": "system.cost.max",
"converter": "spells_duration_range_target_damage"
},
"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"
},
"penalty": "system.penalty.value",
"location": {
"path": "system.location.value",
"converter": "generic_localization"
},
"durationValue": "system.duration.value",
"durationUnit": {
"path": "system.duration.unit",
"converter": "disease_duration_unit"
},
"contraction": "system.contraction.value",
"incubationValue": "system.incubation.value",
"incubationUnit": {
"path": "system.incubation.unit",
"converter": "disease_duration_unit"
},
"symptoms": "system.symptoms.value",
"permanent": "system.permanent.value",
"special": "system.special.value",
"qualities": {
"path": "system.qualities.value",
"converter": "trapping_qualities_flaws"
},
"flaws": {
"path": "system.flaws.value",
"converter": "trapping_qualities_flaws"
}
}
}

View File

@ -0,0 +1,89 @@
{
"label": "Items (Salzenmund)",
"mapping": {
"effects": {
"converter": "process_effects",
"path": "effects"
},
"careergroup": {
"converter": "career_careergroup",
"path": "system.careergroup.value"
},
"class": {
"converter": "generic_localization",
"path": "system.class.value"
},
"contraction": "system.contraction.value",
"description": "system.description.value",
"durationUnit": "system.duration.unit",
"durationValue": "system.duration.value",
"flaws": {
"converter": "trapping_qualities_flaws",
"path": "system.flaws.value"
},
"incubationUnit": "system.incubation.unit",
"incubationValue": "system.incubation.value",
"location": {
"converter": "generic_localization",
"path": "system.location.value"
},
"modifier": {
"converter": "mutations_modifier",
"path": "system.modifier.value"
},
"mutationType": {
"converter": "generic_localization",
"path": "system.mutationType.value"
},
"pdamage": {
"converter": "spells_duration_range_target_damage",
"path": "system.damage.value"
},
"pduration": {
"converter": "spells_duration_range_target_damage",
"path": "system.duration.value"
},
"penalty": "system.penalty.value",
"permanent": "system.permanent.value",
"prange": {
"converter": "spells_duration_range_target_damage",
"path": "system.range.value"
},
"ptarget": {
"converter": "spells_duration_range_target_damage",
"path": "system.target.value"
},
"qualities": {
"converter": "trapping_qualities_flaws",
"path": "system.qualities.value"
},
"sdamage": {
"converter": "spells_duration_range_target_damage",
"path": "system.damage.value"
},
"sduration": {
"converter": "spells_duration_range_target_damage",
"path": "system.duration.value"
},
"skills": {
"converter": "career_skills",
"path": "system.skills"
},
"special": "system.special.value",
"srange": {
"converter": "spells_duration_range_target_damage",
"path": "system.range.value"
},
"starget": {
"converter": "spells_duration_range_target_damage",
"path": "system.target.value"
},
"symptoms": "system.symptoms.value",
"talents": {
"converter": "career_talents",
"path": "system.talents"
},
"tests": "system.tests.value",
"trappings": "system.trappings"
}
}

View File

@ -0,0 +1,92 @@
{
"label": "Items (Sea of Claws)",
"folders": {
"Ammunition": "Munitions",
"Careers": "Carrières",
"Criticals": "Critiques",
"Diseases": "Maladies",
"Skills": "Compétences",
"Spells": "Sorts",
"Trappings": "Possessions",
"Weapons": "Armes"
},
"mapping": {
"description": "system.description.value",
"trappings": "system.trappings",
"class": {
"path": "system.class.value",
"converter": "generic_localization"
},
"skills": {
"path": "system.skills",
"converter": "career_skills"
},
"modType": "system.modType.value",
"careergroup": {
"path": "system.careergroup.value",
"converter": "career_careergroup"
},
"talents": {
"path": "system.talents",
"converter": "career_talents"
},
"pduration": {
"path": "system.duration.value",
"converter": "spells_duration_range_target_damage"
},
"prange": {
"path": "system.range.value",
"converter": "spells_duration_range_target_damage"
},
"ptarget": {
"path": "system.target.value",
"converter": "spells_duration_range_target_damage"
},
"pdamage": {
"path": "system.damage.value",
"converter": "spells_duration_range_target_damage"
},
"test": {
"path": "system.test",
"converter": "role_skills"
},
"tests": "system.tests.value",
"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"
},
"penalty": "system.penalty.value",
"location": {
"path": "system.location.value",
"converter": "generic_localization"
},
"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",
"special": "system.special.value",
"qualities": {
"path": "system.qualities.value",
"converter": "trapping_qualities_flaws"
},
"flaws": {
"path": "system.flaws.value",
"converter": "trapping_qualities_flaws"
}
}
}

View File

@ -1,5 +1,15 @@
{
"label": "Items (Up In Arms)",
"folders": {
"Ammunition": "Munitions",
"Careers": "Carrières",
"Criticals": "Critiques",
"Prayers": "Prières",
"Skills": "Compétences",
"Spells": "Sorts",
"Trappings": "Possessions",
"Weapons": "Armes"
},
"mapping": {
"skills": {
"path": "system.skills",

View File

@ -1,5 +1,22 @@
{
"label": "Items (Winds of Magic)",
"folders": {
"Ammunition": "Munitions",
"Armour": "Armures",
"Careers": "Carrières",
"Lore of Beasts": "Domaine des Bêtes",
"Lore of Death": "Domaine de la Mort",
"Lore of Fire": "Domaine du Feu",
"Lore of Heavens": "Domaine des Cieux",
"Lore of Life": "Domaine de la Vie",
"Lore of Light": "Domaine de la Lumière",
"Lore of Metal": "Domaine du Métal",
"Lore of Shadow": "Domaine des Ombres",
"Skills": "Compétences",
"Spells": "Sorts",
"Trappings": "Possessions",
"Weapons": "Armes"
},
"mapping": {
"description": "system.description.value",
"trappings": "system.trappings",

View File

@ -0,0 +1,95 @@
{
"label": "Items (Imperial Zoo)",
"folders": {
"Ammunition": "Munitions",
"Careers": "Carrières",
"Prayers": "Prières",
"Trappings": "Possessions",
"Weapons": "Armes"
},
"mapping": {
"description": "system.description.value",
"trappings": "system.trappings",
"class": {
"path": "system.class.value",
"converter": "generic_localization"
},
"skills": {
"path": "system.skills",
"converter": "career_skills"
},
"modType": "system.modType.value",
"careergroup": {
"path": "system.careergroup.value",
"converter": "career_careergroup"
},
"talents": {
"path": "system.talents",
"converter": "career_talents"
},
"pduration": {
"path": "system.duration.value",
"converter": "spells_duration_range_target_damage"
},
"prange": {
"path": "system.range.value",
"converter": "spells_duration_range_target_damage"
},
"ptarget": {
"path": "system.target.value",
"converter": "spells_duration_range_target_damage"
},
"pdamage": {
"path": "system.damage.value",
"converter": "spells_duration_range_target_damage"
},
"test": {
"path": "system.test",
"converter": "role_skills"
},
"tests": "system.tests.value",
"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"
},
"penalty": "system.penalty.value",
"location": {
"path": "system.location.value",
"converter": "generic_localization"
},
"durationValue": "system.duration.value",
"durationUnit": {
"path": "system.duration.unit",
"converter": "disease_duration_unit"
},
"contraction": "system.contraction.value",
"incubationValue": "system.incubation.value",
"incubationUnit": {
"path": "system.incubation.unit",
"converter": "disease_duration_unit"
},
"symptoms": "system.symptoms.value",
"permanent": "system.permanent.value",
"special": "system.special.value",
"qualities": {
"path": "system.qualities.value",
"converter": "trapping_qualities_flaws"
},
"flaws": {
"path": "system.flaws.value",
"converter": "trapping_qualities_flaws"
}
}
}

101
fr.json
View File

@ -193,6 +193,8 @@
"SETTINGS.TABLE_oops":"Maladresse!",
"SETTINGS.TABLE_species":"Espèces",
"SETTINGS.TABLE_wrath":"Colère des Dieux",
"SETTINGS.TABLE_port-stay-events":"Port Stay Events",
"SETTINGS.TABLE_shipboard-events":"Shipboard Events",
"SETTINGS.useWoMOvercast":"Utiliser les règles de sur-incantation de Winods of Magic",
"SETTINGS.useWoMOvercastHint":"Utiliser les règles de sur-incantation proposées par le supplément Winds of Magic, cf page 23.",
"SETTINGS.ChannellingIngredients":"Ingedients de Focalisation",
@ -205,6 +207,14 @@
"SETTINGS.AutomaticSuccessHint":"Tout les jets inférieurs ou égaux à cette valeur seront considérés comme des réussites",
"SETTINGS.AdvantageMax":"Limite d'avantages",
"SETTINGS.AdvantageMaxHint":"Limite les avantages à un nombre pré-définie, comme 2, 4,etc.",
"SETTINGS.MooCritModifiersHint":"Lorsque vous subissez des dégâts au-delà de 0 blessure, ajoutez ou soustrayez 10 au tableau des coups critiques pour chaque point de différence de dégâts par rapport à votre bonus d'Endurance.<br><br>Ex. Il me reste 4 blessures, Endurance 50. Je subis 12 dégâts. Cela ferait 8 au-delà de 0. Avec un BE de 5, cela donnerait un +30 au coup critique obtenu.<br><br>Ex. Il me reste 4 blessures, Enurance 50, je subis 5 dégâts. Cela ferait 1 au-delà de 0. Avec une BE de 5, cela donnerait un -40 au coup critique obtenu.",
"SETTINGS.SLDOS":"Degrés de Succès",
"SETTINGS.SLDefault":"Défaut",
"SETTINGS.SLFast":"DR Rapide",
"SETTINGS.SLMethod":"Méthode de calcul des DR",
"SETTINGS.SLMethodHint":"Configure la méthode de calcul des DR lors de tests",
"SETTINGS.UIABleeding":"Etat Hémorragique de Up In Arms",
"SETTINGS.UIABleedingHint":"Change l'état Hémorragique comme indiqué dans Up In Arms, page 80",
"ROLL.CatastrophicMis":"Incantations Imparfaites Catastrophiques",
@ -283,6 +293,55 @@
"SHEET.GenerateName":"Générer un nom",
"SHEET.CannotDeleteItemEffect":"Cet Effet provient d'un Item de cet acteur. Supprimer l'Item lui-même ou l'Effet depuis l'onglet Effet de la fiche de l'Item.",
"SHEET.TemporaryEffectHint":"Ces Effets proviennent de l'acteur qui les possède. Utiliser la fiche de personnage pour interagir avec.",
"SHEET.ItemSheetEditableDisabled":"L'édition de cet Item est désactivé tant que les effets de {effects} sont actifs. Désactivez ou supprimez ces effets sur l'acteur concerné.",
"SHEET.LocationAP":"Localisation des PA",
"SHEET.AlterName":"Autre nom",
"SHEET.AppliedTemplates":"Templates appliqués",
"SHEET.LoadingSkills":"Chargement des compétences",
"SHEET.OtherCost":"Autres couts",
"SHEET.OtherCostPlaceholder":"Formule ou nombre",
"SHEET.SkillSpecialization":"Spécialisation de compétence",
"SHEET.SkillSpecializationEnter":"Saisissez la spécialisation",
"SHEET.SkillSpecializationText":"Sélectionnez la spécialisation, si aucune sélection n'est faite, saisissez le manuellement.",
"SHEET.SpecialisationAbbrev":"Spec.",
"SHEET.TemplateGroupTooltip":"Indiquer un numéro de groupe permettra de choisir parmi tout les autres items ayant le même numéro de groupe.",
"SHEET.TemplateSpecialisationTooltip":"Combien de spécialisation à selectionner (par exemple 'Corps à corps' et '2' correspond à 'Corps à corps (Au choix 2)')",
"SHEET.CharacterSheet":"Fiche de PJ",
"SHEET.CharacterSheetNoTheme":"Fiche de PJ (sans thème)",
"SHEET.CreatureSheet":"Fiche de créature",
"SHEET.CreatureSheetNoTheme":"Fiche de créature (sans thème)",
"SHEET.NPCSheet":"Fiche de PNJ",
"SHEET.NPCSheetNoTheme":"Fiche de PNJ (sans thème)",
"SHEET.VehicleSheet":"Fiche de véhicule",
"SHEET.VehicleSheetNoTheme":"Fiche de véhicule (sans thème)",
"SHEETS.Actor.vehicle":"Fiche de Véhicule",
"SHEETS.Item.ammunition":"Fiche de Munitions",
"SHEETS.Item.armour":"Fiche d'Armure",
"SHEETS.Item.career":"Fiche de Carrière",
"SHEETS.Item.cargo":"Fiche de Cargaison",
"SHEETS.Item.container":"Fiche de Conteneur",
"SHEETS.Item.critical":"Fiche de Critique",
"SHEETS.Item.disease":"Fiche de Maladie",
"SHEETS.Item.extendedTest":"Fiche de Test Etendu",
"SHEETS.Item.injury":"Fiche de Blessure",
"SHEETS.Item.money":"Fiche de Monnaie",
"SHEETS.Item.mutation":"Fiche de Mutation",
"SHEETS.Item.prayer":"Fiche de Prière",
"SHEETS.Item.psychology":"Fiche de Psychologie",
"SHEETS.Item.skill":"Fiche de Compétence",
"SHEETS.Item.spell":"Fiche de Sort",
"SHEETS.Item.talent":"Fiche de Talent",
"SHEETS.Item.template":"Fiche de Template",
"SHEETS.Item.trait":"Fiche de Trait",
"SHEETS.Item.trapping":"Fiche d'Objet",
"SHEETS.Item.vehicleMod":"Fiche de Modif. de Véhicule",
"SHEETS.Item.vehicleRole":"Fiche de Rôle de Véhicule",
"SHEETS.Item.vehicleTest":"Fiche de Test de Véhicule",
"SHEETS.Item.weapon":"Fiche d'Arme",
"SHEETS.Actor.character":"Fiche de PJ",
"SHEETS.Actor.creature":"Fiche de créature",
"SHEETS.Actor.npc":"Fiche de PNJ",
"ACTOR.BasicSkillsTitle" : "Ajouter les compétences de base",
"ACTOR.BasicSkillsPrompt": "Ajouter les compétences de base ?",
@ -369,6 +428,10 @@
"ITEM.TestSkill":"Test de compétence",
"ITEM.Roles":"Roles",
"ITEM.VitalRoles":"Roles vitaux",
"ITEM.LearningXP":"XP d'Apprentissage",
"TOKEN.MOVEMENT.Status.immobile":"Immobile",
"TOKEN.MOVEMENT.Status.restricted":"Restreint",
"BleedCrit":"L'hémorrage de <b>{name}</b> coagule un peu : 1 Hémorragie peut-être retirée.",
"BleedFail":"<b>{name}</b> meur de sa perte de sang !",
@ -937,6 +1000,10 @@
"DIALOG.ErrorMustSelectItem":"Au moins 1 item doit être selectionné",
"DIALOG.ChooseActor":"Choisissez l'Acteur pour réaliser le test",
"DIALOG.ItemDialog":"Fenêtre d'Item",
"DIALOG.LinkCareer":"Relier la carrière",
"DIALOG.LinkCareerContent":"Relier {new} avec {old}? Les compétences de {old} seront ajoutées à {new}, tout en préservant toutes les spécialisations effectuées avec la carrière précédente.",
"DIALOG.ChoosePassenger":"Choisissez un passager",
"DIALOG.PostQuantityContent":"Combien de fois cet item peut être récupéré? Laissez vide pour illimité.",
"CHAT.CareerChoose" : "Choisissez votre carrière",
"CHAT.DamageError" : "Erreur de calcul des dégâts:",
@ -1100,6 +1167,7 @@
"CHAT.VehicleTBTooltipSubtract":"BE - {number}",
"CHAT.Vital":"Vital",
"CHAT.DiseaseRollError":"Une erreur s'est produite lors du jet d'incubation ou de durée de la maladie.",
"CHAT.ExpReceivedNoReason":"Vous avez reçu <b>{amount}</b> points d'expérience",
"Error.SpeciesSkills" : "Impossible d'ajouter des compétences pour les races",
"Error.SpeciesTalents" : "Impossible d'ajouter des talents pour les races",
@ -1143,6 +1211,7 @@
"ERROR.NoOwnedCrew":"Vous ne contrôlez aucun membre d'équipage qui possède ce rôle",
"ERROR.StandardTraitsOnVehicle":"Impossible d'ajouter des Trais standards à un Véhicule",
"ERROR.VehicleTraitsOnStandard":"Impossible d'ajouter des Traits de Véhicule à un Acteur",
"ERROR.SkillAlreadyExists":"L'acteur possède déja une compétence avec ce nom",
"WARNING.Target":"Sélectionnez une cible pour appliquer l'effet.",
"WARNING.ActorTest":"Les classes de jet d'acteur ne sont plus utilisées. Appelez désormais `roll()` sur l'objet lui-même.",
@ -1309,6 +1378,8 @@
"MARKET.NotifyNoActor": "Aucun acteur n'est selectionné ou associé avec l'utilisateur actuel",
"MARKET.ItemAdded": "{item} ajouté à {actor}",
"MARKET.d":"d",
"MARKET.For":"pour",
"MARKET.PaidFor":"<b>Produit acheté :</b> {product}",
"WFRP4E.TrappingType.Weapon" : "Arme",
"WFRP4E.TrappingType.Armour" : "Armure",
@ -1783,6 +1854,8 @@
"NAME.SecondSight":"Seconde vue",
"NAME.WarWizard":"Mage de guerre",
"NAME.Witch":"Sorcier!",
"NAME.Amphibious": "Amphibie",
"NAME.Flight": "Vol",
"SPEC.Tiny" : "Minuscule",
"SPEC.Little" : "Très petite",
@ -1914,6 +1987,8 @@
"SHEET.ToggleTraits":"Basculer le(s) Trait(s) de Creature",
"SHEET.SortItems":"Trier les items",
"SHEET.CannotDeleteCrewEffect":"Cet effet provient d'un véhicule dont cet acteur est membre d'équipage, et doit donc être effacé depuis le véhicule.",
"SHEET.NewSkillHint":"Saisir le nom de la compétence et choisir la Caractéristique",
"SHEET.UnusedQualitiesHint":"Vous n'avez pas la compétence requise pour utiliser cette Qualité.",
"DISEASE.IncubationFinished" : "Incubation de la maladie {disease} terminée. ",
@ -2063,6 +2138,9 @@
"CHATOPT.ApplyAllDamage":"Appliquer tout les dommages",
"CHATOPT.CompleteUnopposed":"Finier tout les tests opposés",
"CHATOPT.TotalPower":"Puissance totale",
"CHATOPT.DefendOpposed":"Défendre contre un test opposé",
"CHATOPT.EditTest":"Modifier le test",
"CHATOPT.StartOpposed":"Commencer un test opposé",
"Shipwright": "Constructeur de bateaux",
"Riverways or Sea Lanes": "Rivières ou Voies Maritimes",
@ -2333,6 +2411,16 @@
"SETTINGS.UseGroupAdvantageHint":"Grouper les avantages des joueurs et des ennemis ensemble (comme décrit dans Up in Arms). Pour associer un acteur avec le goupe des joeurs, l'acteur doit soit être la propriété d'un joueur ou bien avoir une Token 'Amical'. Sinon, il est considéré dans le groupe 'Ennemi'.",
"SETTINGS.useWoMChannelling":"Utiliser les règles de Focalisation de Vents de Magie",
"SETTINGS.useWoMChannellingHint":"Utiliser les règles de focalisation du supplément Vents de Magie (Winds of Magic), cf. page 22",
"SETTINGS.DisableTheme":"Désactiver le thème",
"SETTINGS.DisableThemeHint":"Désactiver le thème par défaut de Warhammer (le thème de la feuille de document peut être modifié via la configuration de la feuille en haut de la feuille).",
"SETTINGS.Menu":{
"TableSettingsHint":"Configurez les tables sur lesquelles lancer lorsque plusieurs de la même clé existent.",
"HouseRules":"Règles maison",
"TableSettings":"Paramètres de la table",
"HouseRulesHint":"Paramètres des règles maison",
"TableSettingsLabel":"Configurer les tables",
"HouseRulesLabel":"Configurer les règles maison"
},
"Sense":"Sentir",
"SkillTest":"Test de {skill} ",
@ -2453,6 +2541,7 @@
"TYPES.Item.weapon":"Arme",
"TYPES.Item.vehicleRole":"Role de Véhicule",
"TYPES.Item.vehicleTest":"Test d'équipage de véhicule",
"TYPES.Item.template":"Template",
"Badger": "Blaireau",
"Badgers": "Blaireaux",
@ -2573,6 +2662,11 @@
"Daemonic Ward": "Barrière démoniaque",
"Relies on two hands": "Nécessite les deux mains",
"Useless": "Inutile",
"Round":"round",
"XP Cost":"Coût XP",
"major":"Majeur",
"minor":"Mineur",
"moderate":"Modéré",
"WH":{
"TransferType":{
@ -2583,10 +2677,15 @@
"CORRUPTION.Major":"Majeur",
"CORRUPTION.Minor":"Mineur",
"CORRUPTION.Moderate":"Modérée",
"CORRUPTION.Exposure":"Exposition",
"EFFECT.CalculationBonusModifier":"CBM",
"EFFECT.CalculationBonusModifiers":"Calcul des modificateurs",
"EFFECT.CharacteristicsInitial":"Caractéristiques (Initiale)",
"EFFECT.CharacteristicsModifier":"Caractéristiques (Modifiée)",
"SHEET.Encumbrance":"Encombrement",
"SHEET.ExperienceLog":"Journal d'Expérince"
"SHEET.ExperienceLog":"Journal d'Expérince",
"SHEET.Attacker":"Attaquant",
"SHEET.Randomize":"Aléatoire",
"Sheet.RollIncome":"Revenu"
}

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@ -8,7 +8,7 @@
}
],
"url": "https://www.uberwald.me/gitea/public/foundryvtt-wh4-lang-fr-fr",
"version": "8.1.0",
"version": "9.0.2",
"esmodules": [
"modules/babele-register.js",
"modules/addon-register.js",
@ -16,7 +16,9 @@
"modules/loadScripts.js"
],
"styles": [
"patch-styles.css"
{
"src": "patch-styles.css"
}
],
"languages": [
{
@ -117,11 +119,11 @@
}
],
"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-8.1.0.zip",
"download": "https://www.uberwald.me/gitea/public/foundryvtt-wh4-lang-fr-fr/archive/foundryvtt-wh4-lang-fr-9-0-2.zip",
"id": "wh4-fr-translation",
"compatibility": {
"minimum": "12",
"verified": "12"
"minimum": "13",
"verified": "13"
},
"relationships": {
"systems": [

View File

@ -1,11 +1,10 @@
/************************************************************************************/
//import WFRP_Tables from "/systems/wfrp4e/modules/system/tables-wfrp4e.js";
import { WH4FRPatchConfig } from "./config-patch.js";
import {TranslatedCompendium} from "../../babele/script/translated-compendium.js";
import { TranslatedCompendium } from "../../babele/script/translated-compendium.js";
/************************************************************************************/
const _patch_eis = () => {
if (game.wfrp4e?.config?.symptoms && game.wfrp4e.config.symptoms["delirium"] ) {
if (game.wfrp4e?.config?.symptoms?.["delirium"]) {
game.wfrp4e.config.symptoms["delirium"] = "Délire";
game.wfrp4e.config.symptomDescriptions["delirium"] = "Votre sensibilité va et vient, avec des moments de clarté remplaçés subitement Your sensibility comes and goes, with moments of clarity replaced suddenly par des accès de délire, des hallucinations et de la terreur. Faites un <b>Test de Force Mentale Intermédiaire (+0)</b> chaque heure, et consultez la table <b><a class='table-click' data-table='delirium'>Délires</a></b> table.";
@ -53,32 +52,32 @@ const _patch_up_in_arms = () => {
let batter = game.wfrp4e.config.groupAdvantageActions.find(ga => ga.name == "Batter")
if (batter) {
batter.name = "Battre"
batter.description = "En face d'un adversaire plus expérimenté, quelque fois la force brute peut réussir là où d'autres approches échouent.",
batter.effect = "<strong>Action Spéciale</strong>: Pour Battre votre adversaire, vous devez réussir un Test Opposé de Force contre votre adversaire. Celui qui obtient le DR le plus élevé gagne. Si vous gagnez ce Test, votre adversaire reçoit l'état @Condition[A Terre] et vous recevez +1 Avantage. Si vous perdez le Test Opposé, votre opposant gagne +1 Avantage and votre action est terminée. Vous ne gagnez pas d'Avantage due à la victoire d'un test Opposé lorsque vous gagnez ce test (ie 1 seul avantage octroyé au total si le Test Opposé de Force est remporté)."
batter.description = "oFQuand vouqs affrontez un opposant plus doué que vous, parfois la force brute peut réussir là où les autres approches ont échoué.",
batter.effect = "<strong>Action Spéciale</strong>: pour battre votre adversaire, effectuez un Test opposé de Force contre lui (vous utilisez tout les deux votre Attribut de Force). Si vous remportez le Test, votre adversaire subit l'Etat <i>A Terre</i> et perd -1 Avantage. Si vous perdez le Test, votre adversaire gagne +1 Avantage et votre action se termine. Si vous remportez le Test, vous ne gagnez pas l'Avantage habituel pour avoir remporté un Test Opposé. "
}
let trick = game.wfrp4e.config.groupAdvantageActions.find(ga => ga.name == "Trick")
if (trick) {
trick.name = "Duper"
trick.description = "Vous prenez un instant pour lancer de la poussière dans les yeux de votre adversaire ou bien lui lancer de l'huile enflammée. Cette manoeuvre est risquée, et peu d'ennemis se font avoir deux fois de la même manière",
trick.effect = "<strong>Action Spéciale</strong>: Pour Duper votre adversaire, vous devez réussir un Test Opposé d'Agilité contre lui. Celui qui obtient le plus haut DR gagne le Test. Si vous gagnez le Test, vous recevez +1 Avantage. En fonction des circonstances, le MJ peut vous autoriser à attribuer à votre adversaire l'un des états suivants : @Condition[En Flammes], @Condition[Aveuglé], or @Condition[Empêtré]. Si vous perdez le Test Opposé, votre adversaire gagne +1 Avantage et votre action est terminée. Le MJ peut interdire certains de ces états si vous n'avez d'objet applicables dans votre main, ou bien si vous avez déja infligé un état identique precedemment à cet adversaire. Vous ne gagnez pas d'Avantages due à la victoire d'un test Opposé lorsque vous gagnez ce test (ie 1 seul avantage octroyé au total si le Test Opposé de Force est remporté)."
trick.name = "Coup tordu"
trick.description = "Vous prenez un instant pour lancer de la terre dans les yeux d'un adversaire ou pour l'enflammer en lui jetant de l'huile en feu dessus. Cette manoeuvre est risquée, et peu d'ennemis tombent deux fois dans le même panneau.",
trick.effect = "<strong>Action Spéciale</strong>: Pour duper votre adversaire, effectuez un Test opposé d'Agilité contre lui (vous utilisez tout les deux votre Attribut d'Agilité). Si vous remportez le Test, vous gagnez +1 Avantage. Si le MJ pense que la situation le justifie, vous pouvez aussi forcer votre ennemi à recevoir l'Etat Aveuglé, Empêtré ou En flammes à votre choix.Si vous perdez le Test opposé, votre adversaire gagne +1 Avantage et votre action se termine. Le MJ peut refuser l'utilisation de n'importe lequel de ces Etats si vous n'avez pas d'objet adapté sous la main ou si vous avez déja infligé cet Etat à cet adversaire. Si vous remportez le Test, vous ne gagnez pas l'Avantage habituel pour avoir remporté un Test Opposé."
}
let addeffort = game.wfrp4e.config.groupAdvantageActions.find(ga => ga.name == "Additional Effort")
if (addeffort) {
addeffort.name = "Effort Supplémentaire"
addeffort.description = "Dans des circonstances désespérées, vous pouvez utiliser l'élan que vous avez acquis pour augmenter vos chances de succès.",
addeffort.effect = "<strong>Action Gratuite</strong>: Vous gagnez un bonus de +10% pour n'importe quel test. Vous pouvez dépenser des avantages supplémentaires pour ajouter +10% par Avantage dépensé en plus. Par exemple, vous pouvez dépenser 3 Avantages pour un bonus de +10%, 4 avantages pour un +30%, etc. Le Test qui en découle ne procure jamais d'Avantages pour le personnage qui le réalise."
addeffort.name = "Effort supplémentaire"
addeffort.description = "Dans une situation désespérée, vous pouvez utiliser l'élan que vous acquis pour augmenter vos chances de succès.",
addeffort.effect = "<strong>Bonus à l'action</strong>: vous gagnez un bonus de +10 sur n'importe quel Test avant de l'effectuer. Vous pouvez dépenser des Avantages supplémentaires pour ajouter un bonus de +10 supplémentaire par Avantage dépensé. Par exemple, vous pourriez dépenser 3 Avantages pour obtenir un bonus de +20 ou 4 Avantages pour un bonus de +30. Ce Test ne génère jamais d'Avantage pour la personne qui l'effectue."
}
let flee = game.wfrp4e.config.groupAdvantageActions.find(ga => ga.name == "Flee from Harm")
if (flee) {
flee.name = "Fuir le Mal"
flee.description = "Vous profitez d'un moment de distraction de votre adversaire pour fuir le combat.",
flee.effect = "<strong>Mouvement</strong>: Vous pouvez vous éloignez de votre adversaire sans aucune pénalité. Cela remplace la règle de @UUID[Compendium.wfrp4e-core.journal-entries.NS3YGlJQxwTggjRX.JournalEntryPage.bdfiyhEYtKs7irqc#disengaging]{Désengagement}."
flee.name = "Retraite stratégique"
flee.description = "Vous profitez d'un temps mort ou d'une diversion pour rompre le combat.",
flee.effect = "<strong>Mouvement</strong>: Vous pouvez vous déplaçez pouir vous éloigner de vos adversaires sans pénalité. Cet effet remplace les règles de @UUID[Compendium.wfrp4e-core.journal-entries.NS3YGlJQxwTggjRX.JournalEntryPage.bdfiyhEYtKs7irqc#disengaging]{Désengagement}."
}
let addaction = game.wfrp4e.config.groupAdvantageActions.find(ga => ga.name == "Additional Action")
if (addaction) {
addaction.name = "Action Supplémentaire"
addaction.description = "Vous profitez d'une opportunité pour accomplir une action remarquable.",
addaction.effect = "<strong>Action Gratuite</strong>: Vous réalisez une action supplémentaire. Cette action ne génère jamais d'Avantage pour vous. Vous pouvez réaliser cette dépense d'Avantages seulement une seule fois par Tour."
addaction.description = "Vous profitez d'une ouverture pour accomplir quelque chose de remarquable.",
addaction.effect = "<strong>Action gratuite</strong>: Vous effectuez une Action supplémentaire. Cette action ne génère jamais d'Avantage pour le personnage qui l'accomplit. Vous ne pouvez dépenser d'Avantages pour effectuer une Action supplémentaire qu'une fois par Tour."
}
}
@ -94,12 +93,11 @@ const _manage_inn_roll = async (content, msg) => {
if (command[0] == "/auberge" && command[1]) {
msg["type"] = 0;
msg["rollMode"] = "gmroll";
var compendium = game.packs.get('wh4-fr-translation.plats-dauberges')
const pack = game.packs.get(compendium);
let compendium = game.packs.get('wh4-fr-translation.plats-dauberges')
game.packs.get(compendium);
let rollList = await compendium.getDocuments()
//console.log("AUBERGE", rollList)
for (var i = 0; i < rollList.length; i++) {
var rollTab = rollList[i];
for (const element of rollList) {
let rollTab = element;
console.log("Got compendium...", rollList, rollTab.name);
if (rollTab.name.toLowerCase().includes(command[1].toLowerCase())) {
let my_rollTable;
@ -123,7 +121,7 @@ let __eis_tables = {
"animalmishap": 1, "beasthead": 1, "coincedentalenc": 1, "demonic-mien": 1,
"expandedmutatemental": 1, "expandedmutatephys": 1, "fixations": 1,
"harmfulenc": 1, "positiveenc": 1, "weather": 1, "mutatephys": 1,
"vehiclemishap": 1, "quadruped": 1, "ridingmishap": 1, "weather": 1,
"vehiclemishap": 1, "quadruped": 1, "ridingmishap": 1,
"delirium": 1
}
let __dotr_tables = {
@ -195,12 +193,10 @@ const patch_core_tables = (tableList) => {
return;
}
FilePicker.browse("data", "modules/WH4-fr-translation/tables/").then(resp => {
for (var file of resp.files) {
for (let file of resp.files) {
let filename = file.substring(file.lastIndexOf("/") + 1, file.indexOf(".json"))
if (tableList[filename] == 1) { // Matching table name -> patch !
fetch(file).then(r => r.json()).then(records => {
//console.log("Patch !!!", filename, records);
//WFRP_Tables[filename] = records;
game.wfrp4e.tables[filename] = records;
});
}
@ -222,10 +218,12 @@ const __check_fix_wrong_modules = (chatFlag, patchFinished) => {
WH4FRPatchConfig.perform_patch();
let coreFound = false;
game.modules.forEach((module, name) => {
//console.log("TESTING MODULE", module)
if (module.id == "wfrp4e-core" && module.active) {
coreFound = true
patch_core_tables(__wfrp4e_tables);
}
if (module.id == "wfrp4e-eis" && module.active) {
@ -255,17 +253,24 @@ 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><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")
});
}
if (!coreFound) {
if (game.user.isGM && chatFlag) {
ChatMessage.create({
content: "<div><strong>Le module Core WFRP4E n'a pas été trouvé ou activé. Veuillez acheter et/ou activer ce module de base avant de continuer.</strong></div>",
whisper: ChatMessage.getWhisperRecipients("GM")
});
}
} else 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><div>Derniers changements : Support WFRP4E v8.3.X</div></ul>",
user: game.user.id,
whisper: ChatMessage.getWhisperRecipients("GM")
});
}
}
const __history = [
"Nouveautés 7.1.6: <ul><li>Traduction des acteurs de EiS et Middenheim grâce à Eltrys et Kyllian !</li></ul>"
"Nouveautés 9.0.0: <ul><li>Support Foundry v13 et diverses petites corrections !</li></ul>"
]
/************************************************************************************/
@ -296,16 +301,13 @@ const convertColumnToMulti = (table) => {
/************************************************************************************/
const __patchStyleSheet = () => {
for (let styleSheet of document.styleSheets) {
if (styleSheet.href && styleSheet.href.includes("wfrp4e.css")) {
if (styleSheet?.href.includes("wfrp4e.css")) {
let found = 0
for (let i = 0; i < styleSheet.cssRules.length; i++) {
let rule = styleSheet.cssRules[i]
if (rule.selectorText == '.sidebar-popout') {
console.log("DELETE RULE", rule)
found = i
/*rule.cssText = ".sidebar-popout { }"
rule.style.width = ""
console.log("Found rul2", rule)*/
}
}
styleSheet.deleteRule(found)
@ -317,20 +319,19 @@ const __patchStyleSheet = () => {
const __add_actors_translation = () => {
const lang = game.settings.get('core', 'language');
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.collection != "wfrp4e-ua1.actors" &&
metadata.collection != "wfrp4e-altdorf.actors" &&
metadata.collection != "wfrp4e-rnhd.actors" &&
metadata.collection != "wfrp4e-dotr.actors" &&
metadata.collection != "wfrp4e-eis.actors" &&
metadata.collection != "wfrp4e-pbtt.actors" &&
metadata.collection != "wfrp4e-middenheim.actors" &&
metadata.documentName === 'Actor') {
//console.log("REPLACE PACK : ", metadata);
metadata.collection != "wfrp4e-core.actors" &&
metadata.collection != "wfrp4e-core.bestiary" &&
metadata.collection != "wfrp4e-ua1.actors" &&
metadata.collection != "wfrp4e-altdorf.actors" &&
metadata.collection != "wfrp4e-rnhd.actors" &&
metadata.collection != "wfrp4e-dotr.actors" &&
metadata.collection != "wfrp4e-eis.actors" &&
metadata.collection != "wfrp4e-pbtt.actors" &&
metadata.collection != "wfrp4e-middenheim.actors" &&
metadata.collection != "wfrp4e-horned-rat.actors" &&
metadata.documentName === 'Actor') {
let translations = {
"label": metadata.name,
"mapping": {
@ -355,6 +356,11 @@ const __add_actors_translation = () => {
}
}
}
// Close the warning dialog
if (game.wfrp4e.warnDialog) {
game.wfrp4e.warnDialog.close();
game.wfrp4e.warnDialog = null;
}
}
@ -373,6 +379,13 @@ Hooks.on("chatMessage", (html, content, msg) => {
Hooks.on('ready', () => {
if (game.user.isGM) {
game.wfrp4e.warnDialog = new Dialog({
title: "Chargement de la traduction FR - Merci d'attendre",
content: `<img src="modules/wh4-fr-translation/images/warhammer-v1-logo.webp"><p class="wfrp4-fr-message">Les moines de l'ordre de l'Enclume, associés aux légistes de Talabaheim, préparent la traduction Bretonnienne de ce monde...</h3><p class="wfrp4-fr-message">Merci d'attendre la disparition de ce message pour vaquer dans l'Empire.</p> <p class="wfrp4-fr-message">Si une bénédiction de Shallya apparait dans le tchat, c'est que tout s'est bien passé.</p>`,
buttons: {
}
})
game.wfrp4e.warnDialog.render(true, { focus: true, left: 20, top: 20 });
let chatData = {
user: game.user.id,
rollMode: game.settings.get("core", "rollMode"),
@ -400,7 +413,7 @@ Hooks.on('ready', () => {
}
game.wfrp4e.config.difficultyLabels = {
"veasy": "Trés Facile (+60)",
"veasy": "Très Facile (+60)",
"easy": "Facile (+40)",
"banal": "Banal (+30)",
"average": "Accessible (+20)",
@ -412,37 +425,10 @@ Hooks.on('ready', () => {
"doom": "Maudit (-40)"
}
console.log("WFRP4E-TRANSLATION | Loading timeout");
game.wfrp4e.warnDialog.render(true, { focus: true, left: 20, top: 20 });
//setTimeout( __check_fix_wrong_modules, 2000, true, false);
setTimeout(__check_fix_wrong_modules, 20000, true, true);
setTimeout(__add_actors_translation, 21000, false, true);
//__patchStyleSheet()
/* ATTEMPT !!
loadCompendium("wfrp4e-core.spells").then( comp => {
let sorted = {};
for (let spell of comp) {
if ( !sorted[spell.data.data.lore.value]) {
sorted[spell.data.data.lore.value] = [];
}
sorted[spell.data.data.lore.value].push( foundry.utils.duplicate(spell.data) );
}
console.log("SORTED", sorted);
});*/
/*
let compmod = "wfrp4e";
// Check various settings in the installation
game.modules.forEach((module, name) => {
if ( name == "wfrp4e-core" && module.active) {
compmod = "wfrp4e-core";
}
} );
__auto_patch_translation_journal_compendium( compmod )
/* Uncomment this to auto-create the translation tables
Auto-create translation journal tables
__create_translation_tables(compmod);
*/
});

View File

@ -3,7 +3,7 @@ import loadScripts from "./loadScripts.js";
import statParserFR from "./import-stat-2.js";
/************************************************************************************/
var compmod = "wfrp4e-core";
let compmod = "wfrp4e-core";
const vo_conditions = {
"ablaze": "Ablaze",
"bleeding": "Bleeding",
@ -52,7 +52,6 @@ export class WFRP4FrTranslation {
}
static processSpellContent(value) {
//console.log("Spell duration/range/damage/target :", value);
if (value == "") return ""; // Hop !
if (value == "Touch") return "Contact"; // Hop !
if (value == "You") return "Vous"; // Hop !
@ -60,7 +59,6 @@ export class WFRP4FrTranslation {
let translw = value;
let re = /(.*)\s+[Bb]onus\s*(\w*)/i;
let res = re.exec(value);
//console.log("RES1:", res);
let unit = "";
if (res) { // Test "<charac> Bonus <unit>" pattern
if (res[1]) { // We have char name, then convert it
@ -241,11 +239,9 @@ Hooks.once('init', () => {
let translItem = game.babele.translate(compData.metadata.id, { name: skills_list[i], type: "skill" }, true)
let transl = translItem?.name || undefined
if (!transl) transl = skills_list[i]
//console.log("List ...", skills_list[i], compData.metadata.id, translItem);
if (transl == skills_list[i]) {
let res = re.exec(skills_list[i]);
if (res) {
//console.log("Matched/split:", res[1], res[2]);
let subword = game.i18n.localize(res[2].trim());
let s1 = res[1].trim() + " ()";
translItem = game.babele.translate(compData.metadata.id, { name: s1, type: "skill" }, true)
@ -257,8 +253,12 @@ Hooks.once('init', () => {
s1 = res[1].trim() + " ( )";
translItem = game.babele.translate(compData.metadata.id, { name: s1, type: "skill" }, true)
translw = translItem?.name || undefined
let res2 = re.exec(translw);
transl = res2[1] + "(" + subword + ")";
if(translw) {
let res2 = re.exec(translw);
transl = res2[1] + "(" + subword + ")";
} else {
transl = res[1] + " (" + subword + ")";
}
}
}
}
@ -270,6 +270,11 @@ Hooks.once('init', () => {
}
return skills_list
},
"role_skills": (skills) => {
let skills_list = skills.split(',');
let skillsFR = game.babele.converters.career_skills(skills_list);
return skillsFR.join(', ')
},
"process_effects": (effectsData, translations, data, tc, tc_translations) => {
//console.log("Effects :", effectsData, translations, data, tc, tc_translations)
for (let e of effectsData) {
@ -299,37 +304,32 @@ Hooks.once('init', () => {
if (translated) {
for (let data of results) {
if (translated[`${data.range[0]}-${data.range[1]}`]) {
data.text = translated[`${data.range[0]}-${data.range[1]}`]
data.description = translated[`${data.range[0]}-${data.range[1]}`]
}
}
return results
}
// Auto patch
if (results[0].text.includes("wfrp4e-core.career-descriptions")) {
if (game.system.version.match("7.")) {
results[0].text = "wfrp4e-core.journals"
} else {
results[0].text = "wfrp4e-core.journal-entries"
}
if (results[0].description.includes("wfrp4e-core.career-descriptions")) {
results[0].description = "wfrp4e-core.journals"
}
if (results[0].text.includes("wfrp4e-core.journal")) {
if (results[0].description.includes("wfrp4e-core.journal")) {
for (let data of results) {
let career = data.text.match(/{(.*)}/)
let career = data.description.match(/{(.*)}/)
//console.log(">>>>>", career)
if (career && career[1]) {
if (career?.[1]) {
let careerFR = game.babele.converters.career_careergroup(career[1])
data.text = data.text.replace(career[1], careerFR)
data.description = data.description.replace(career[1], careerFR)
}
}
}
if (results[0].documentCollection) {
if (results?.[0].documentUuid) {
return game.babele.converters.tableResults(results)
}
return results
},
"npc_details": (details) => {
//console.log("DETAILS: ", details);
let newDetails = foundry.utils.duplicate(details);
if (details.species?.value)
newDetails.species.value = game.i18n.localize(details.species.value);
@ -349,7 +349,13 @@ Hooks.once('init', () => {
for (i = 0; i < len; i++) {
for (let compData of validCompendiums) {
let translItem = game.babele.translate(compData.metadata.id, { name: talents_list[i] }, true);
//console.log("Search talent name:", compData.metadata.id, talents_list[i], translItem);
// Specific case management
if (talents_list[i] === "Trapper") {
translItem = game.babele.translate(compData.metadata.id, { name: "a7v422EZcOUUC20X" }, true);
}
if (talents_list[i] === "Inspiring") {
translItem = game.babele.translate(compData.metadata.id, { name: "WCXnFSV4WOSmzzc4" }, true);
}
let transl = translItem?.name || undefined
if (!transl) transl = talents_list[i]
if (transl == talents_list[i]) {
@ -359,7 +365,6 @@ Hooks.once('init', () => {
let s1 = res[1].trim(); // No () in talents table
translItem = game.babele.translate(compData.metadata.id, { name: s1 }, true)
let translw = translItem?.name || undefined
console.log("Search talent name:", compData.metadata.id, s1, translw);
if (translw && translw != s1) {
transl = translw + " (" + subword + ")";
}
@ -376,7 +381,6 @@ Hooks.once('init', () => {
"npc_characteristics": (chars) => { // Auto-convert char names in the sheet
for (let key in chars) {
let char = chars[key];
//console.log("Was here !", key, char );
let abrev = char["abrev"];
let toTransl = "CHAR." + abrev;
if (game.i18n.localize(toTransl) != toTransl) { // Manages unknown language
@ -402,11 +406,10 @@ Hooks.once('init', () => {
}
//console.log(">>>>>>>> Parsing", trait_en.name)
if (trait_en.type == "trait") {
//console.log("Trait translation", compmod, trait_en)
if (name_en.includes("Tentacles")) { // Process specific Tentacles case
let re = /(.d*)x Tentacles/i;
let res = re.exec(name_en);
if (res && res[1])
if (res?.[1])
nbt = res[1] + "x ";
name_en = "Tentacles";
} else if (name_en.includes("(") && name_en.includes(")")) { // Then process specific traits name with (xxxx) inside
@ -440,7 +443,6 @@ Hooks.once('init', () => {
for (let compData of validCompendiums) {
let trait_fr = game.babele.translate(compData.metadata.id, { name: name_en }, true)
if (trait_fr?.system) {
//console.log(">>>>> Skill ?", name_en, special, trait_fr.name, trait_fr);
trait_fr.name = trait_fr.name || name_en
trait_en.name = trait_fr.name + special;
trait_en.system.description.value = trait_fr.system.description.value;
@ -452,7 +454,6 @@ Hooks.once('init', () => {
for (let compData of validCompendiums) {
let trait_fr = game.babele.translate(compData.metadata.id, { name: name_en }, true)
if (trait_fr?.system) {
//DEBUG : console.log(">>>>> Prayer ?", name_en, special, trait_fr.name );
WFRP4FrTranslation.parseSpellContent(trait_en)
trait_fr.name = trait_fr.name || name_en
trait_en.name = trait_fr.name + special;
@ -467,7 +468,6 @@ Hooks.once('init', () => {
for (let compData of validCompendiums) {
let trait_fr = game.babele.translate(compData.metadata.id, { name: name_en }, true)
if (trait_fr?.system) {
//DEBUG : console.log(">>>>> Spell ?", name_en, special, trait_fr);
WFRP4FrTranslation.parseSpellContent(trait_en)
trait_fr.name = trait_fr.name || name_en
trait_en.name = trait_fr.name + special;
@ -486,6 +486,12 @@ Hooks.once('init', () => {
}
let validCompendiums = game.wfrp4e.tags.getPacksWithTag("talent")
for (let compData of validCompendiums) {
if (name_en === "Trapper") {
name_en = "a7v422EZcOUUC20X"
}
if (name_en === "Inspiring") {
name_en = "WCXnFSV4WOSmzzc4"
}
let trait_fr = game.babele.translate(compData.metadata.id, { name: name_en }, true)
if (trait_fr?.system) {
trait_fr.name = trait_fr.name || name_en // Security since babele v10
@ -510,12 +516,22 @@ Hooks.once('init', () => {
break;
}
}
} else if (trait_en.type == "vehicleRole") {
let validCompendiums = game.wfrp4e.tags.getPacksWithTag("vehicleRole")
for (let compData of validCompendiums) {
let role_fr = game.babele.translate(compData.metadata.id, trait_en, true);
if (role_fr?.system) {
trait_en.name = role_fr.name || trait_en.name
// DEBG: console.log(">>>>> Role ?", role_fr.name );
trait_en.system = foundry.utils.duplicate(role_fr.system);
break;
}
}
} else if (trait_en.type == "trapping" || trait_en.type == "weapon" || trait_en.type == "armour" || trait_en.type == "container" || trait_en.type == "money") {
let validCompendiums = game.wfrp4e.tags.getPacksWithTag(["trapping"], ["weapon", "armour", "container", "money"])
for (let compData of validCompendiums) {
let trapping_fr = game.babele.translate(compData.metadata.id, { name: name_en }, true);
if (trapping_fr?.system) {
//console.log(">>>>> Trapping ?", name_en, trapping_fr.name);
trait_en.name = trapping_fr.name || trait_en.name
if (trapping_fr.system?.description?.value) {
trait_en.system.description.value = trapping_fr.system.description.value
@ -540,7 +556,6 @@ Hooks.once('init', () => {
"trapping_qualities_flaws": (value) => {
if (value) {
let newQF = [];
//console.log("ATOUTS", value, typeof(value));
let list = value
if (typeof (value) == "string") {
let myList = value.split(",")
@ -585,6 +600,7 @@ Hooks.once('init', () => {
"mutations_modifier": (value) => { // This is really UGLYYYY i know, but i started like this and discovered afterward that many strings were not easy to automate... Sorry :)
//console.log("Parsing mutation :", value);
if (!value) return;
value = value.toLowerCase();
value = value.replace("gain a broken condition if you fail a test derived from ", "Gagnez un état Brisé si vous échouez à un test dérivé de ");
value = value.replace("weapon skill", "Capacité de Combat");
@ -619,15 +635,14 @@ Hooks.once('init', () => {
if (!translations) return;
for (let i = 0; i < effects.length; i++) {
let effect = effects[i];
//console.log("EFFECT LABEL1:", effect );
effect.label = translations['label' + i];
}
return effects
},
"diseases_effects": (effects, translations) => {
if (!effects) return;
for (let i = 0; i < effects.length; i++) {
let effect = effects[i];
for (const element of effects) {
let effect = element;
let label = effect.label;
let gravity = "";
if (label.includes("(") && label.includes(")")) { // Then process specific skills name with (xxxx) inside
@ -642,6 +657,10 @@ Hooks.once('init', () => {
// Auto-translate duration
"spells_duration_range_target_damage": (value) => {
return WFRP4FrTranslation.processSpellContent(value);
},
// Auto-translate disease duration units
"disease_duration_unit": (unit) => {
return game.i18n.localize(unit).capitalize();
}
});
}

View File

@ -17,7 +17,6 @@ export class WH4FRPatchConfig {
special = " (" + game.i18n.localize( res[2].trim() ) + ")"; // And the special keyword
}
let compNameFR = game.babele.translate( compendiumName, { name: compName }, true );
//console.log(">>>>> Skill ?", compName, special, compNameFR);
if (compNameFR.name != compName) { // Translation OK
newName = compNameFR.name + special;
}
@ -48,7 +47,6 @@ export class WH4FRPatchConfig {
special = " (" + game.i18n.localize( res[2].trim() ) + ")"; // And the special keyword
}
let talentNameFR = game.babele.translate( compendiumName, { name: talentName }, true );
//console.log(">>>>> Talent ?", talentName, special, talentNameFR);
if (talentNameFR.name != talentName) { // Translation OK
newName2 = talentNameFR.name + special;
}
@ -67,7 +65,6 @@ export class WH4FRPatchConfig {
let subspeciesList = game.wfrp4e.config.subspecies[speciesName];
for ( let subspeciesName in subspeciesList) {
let subspecies = subspeciesList[subspeciesName];
//console.log("Subpecies translate....", subspecies);
if ( subspecies.skills) {
subspecies.skills = this.translateSkillList(subspecies.skills);
}
@ -108,7 +105,6 @@ export class WH4FRPatchConfig {
row[key].name = "Tueur Nains";
} else if ( row[key].name == 'Duelist' ) {
row[key].name = "Duelliste";
//console.log(">>>>> Career ?", key, row[key].name, career_fr.name );
} else {
let career_fr = game.babele.translate( compendiumName, {name: row[key].name}, true );
row[key].name = career_fr.name;
@ -124,7 +120,7 @@ export class WH4FRPatchConfig {
if (game.user.isGM) {
let coreC7 = game.modules.find(mod => mod.id == "wfrp4e-core")
if (!coreC7 || !coreC7.active) {
if (!coreC7?.active) {
ui.notifications.warn("Vous n'avez pas activé le module CoreC7 ! La traduction sera donc incomplète et inopérante.")
return
}
@ -168,8 +164,8 @@ export class WH4FRPatchConfig {
game.wfrp4e.config.species["welf"] = "Elfe Sylvain";
}
if (game.wfrp4e.config.charastericticsBonus) {
game.wfrp4e.config.charastericticsBonus =
if (game.wfrp4e.config.characteristicsBonus) {
game.wfrp4e.config.characteristicsBonus =
{
"ws": "Bonus de Capacité de Combat",
"bs": "Bonus de Capacité de Tir",
@ -195,804 +191,6 @@ export class WH4FRPatchConfig {
this.patch_subspecies();
this.patch_career();
/*game.wfrp4e.config.conditionScripts = {
"ablaze" : async function (actor) {
let effect = actor.hasCondition("ablaze")
let value = effect.conditionValue;
let leastProtectedLoc;
let leastProtectedValue = 999;
for (let loc in actor.status.armour)
{
if (actor.status.armour[loc].value != undefined && actor.status.armour[loc].value < leastProtectedValue)
{
leastProtectedLoc = loc;
leastProtectedValue = actor.status.armour[loc].value;
}
}
let rollString = `1d10 + ${value - 1}`
let roll = await new Roll(`${rollString} - ${leastProtectedValue || 0}`).roll();
let msg = `<h2>${game.i18n.localize("WFRP4E.ConditionName.Ablaze")}</h2><b>${game.i18n.localize("Formula")}</b>: ${rollString}<br><b>${game.i18n.localize("Roll")}</b>: ${roll.terms.map(i => i.total).splice(0, 3).join(" ")}` // Don't show AP in the roll formula
actor.runEffects("preApplyCondition", {effect, data : {msg, roll, rollString}})
value = effect.conditionValue;
let damageMsg = (`<br>` + await actor.applyBasicDamage(roll.total, {damageType : game.wfrp4e.config.DAMAGE_TYPE.IGNORE_AP, suppressMsg : true})).split("")
damageMsg.splice(damageMsg.length-1, 1) // Removes the parentheses and adds + AP amount.
msg += damageMsg.join("").concat(` + ${leastProtectedValue} ${game.i18n.localize("AP")})`)
let messageData = game.wfrp4e.utility.chatDataSetup(msg);
messageData.speaker = {alias: actor.data.token.name}
actor.runEffects("applyCondition", {effect, data : {messageData}})
return messageData
},
"poisoned": async function (actor) {
let effect = actor.hasCondition("poisoned")
let msg = `<h2>Empoisonné</h2>`
actor.runEffects("preApplyCondition", { effect, data: { msg } })
let value = effect.conditionValue;
msg += await actor.applyBasicDamage(value, { damageType: game.wfrp4e.config.DAMAGE_TYPE.IGNORE_ALL, suppressMsg: true })
let messageData = game.wfrp4e.utility.chatDataSetup(msg);
messageData.speaker = { alias: actor.data.token.name }
actor.runEffects("applyCondition", { effect, data: { messageData } })
return messageData
},
"bleeding": async function (actor) {
let effect = actor.hasCondition("bleeding")
let bleedingAmt;
let bleedingRoll;
let msg = `<h2>Hémorragie</h2>`
actor.runEffects("preApplyCondition", { effect, data: { msg } })
let value = effect.conditionValue;
msg += await actor.applyBasicDamage(value, { damageType: game.wfrp4e.config.DAMAGE_TYPE.IGNORE_ALL, minimumOne: false, suppressMsg: true })
if (actor.status.wounds.value == 0 && !actor.hasCondition("unconscious")) {
await actor.addCondition("unconscious")
msg += `<br><b>${actor.data.token.name}</b> tombe inconscient!`
}
if (actor.hasCondition("unconscious")) {
bleedingAmt = value;
bleedingRoll = new Roll("1d100").roll().total;
if (bleedingRoll <= bleedingAmt * 10) {
msg += `<br><b>${actor.data.token.name}</b> meurt de la perte de sang! (Lancé ${bleedingRoll})`
actor.addCondition("dead")
}
else if (bleedingRoll % 11 == 0) {
msg += `<br><b>${actor.data.token.name}'s</b> cicatrise un peu et élimine 1 Etat Hémorragique (Lancé ${bleedingRoll})`
actor.removeCondition("bleeding")
}
else {
msg += `<br>Bleeding Roll: ${bleedingRoll}`
}
}
let messageData = game.wfrp4e.utility.chatDataSetup(msg);
messageData.speaker = { alias: actor.data.token.name }
actor.runEffects("applyCondition", { effect, data: { messageData, bleedingRoll } })
return messageData
}
}*/
/*game.wfrp4e.config.statusEffects = [
{
icon: "systems/wfrp4e/icons/conditions/bleeding.png",
id: "bleeding",
label: "Hémorragique",
flags: {
wfrp4e: {
"trigger": "endRound",
"value": 1
}
}
},
{
icon: "systems/wfrp4e/icons/conditions/poisoned.png",
id: "poisoned",
label: "Empoisonné",
flags: {
wfrp4e: {
"trigger": "endRound",
"effectTrigger": "prefillDialog",
"script": "args.prefillModifiers.modifier -= 10 * this.effect.conditionValue",
"value": 1
}
}
},
{
icon: "systems/wfrp4e/icons/conditions/ablaze.png",
id: "ablaze",
label: "En Flammes",
flags: {
wfrp4e: {
"trigger": "endRound",
"value": 1
}
}
},
{
icon: "systems/wfrp4e/icons/conditions/deafened.png",
id: "deafened",
label: "Assourdi",
flags: {
wfrp4e: {
"trigger": "endRound",
"effectTrigger": "dialogChoice",
"effectData": {
"description": "Tests related to hearing",
"modifier": "-10 * this.flags.wfrp4e.value"
},
"value": 1
}
}
},
{
icon: "systems/wfrp4e/icons/conditions/stunned.png",
id: "stunned",
label: "Assommé",
flags: {
wfrp4e: {
"trigger": "endRound",
"effectTrigger": "prefillDialog",
"script": "args.prefillModifiers.modifier -= 10 * this.effect.conditionValue",
"value": 1
}
}
},
{
icon: "systems/wfrp4e/icons/conditions/entangled.png",
id: "entangled",
label: "Empêtré",
flags: {
wfrp4e: {
"trigger": "endRound",
"effectTrigger": "dialogChoice",
"effectData": {
"description": "Tout les tests relatifs au mouvement",
"modifier": "-10 * this.flags.wfrp4e.value"
},
"value": 1
}
}
},
{
icon: "systems/wfrp4e/icons/conditions/fatigued.png",
id: "fatigued",
label: "Extenué",
flags: {
wfrp4e: {
"effectTrigger": "prefillDialog",
"script": "args.prefillModifiers.modifier -= 10 * this.effect.conditionValue",
"value" : 1
}
}
},
{
icon: "systems/wfrp4e/icons/conditions/blinded.png",
id: "blinded",
label: "Aveuglé",
flags: {
wfrp4e: {
"trigger": "endRound",
"effectTrigger": "dialogChoice",
"effectData" : {
"description" : "Tests related to sight",
"modifier" : "-10 * this.flags.wfrp4e.value"
},
"value": 1,
"secondaryEffect" :{
"effectTrigger": "targetPrefillDialog",
"script": "if (args.item && args.item.attackType=='melee') args.prefillModifiers.modifier += 10 * this.effect.conditionValue",
}
}
}
},
{
icon: "systems/wfrp4e/icons/conditions/broken.png",
id: "broken",
label: "Brisé",
flags: {
wfrp4e: {
"effectTrigger": "prefillDialog",
"script": "args.prefillModifiers.modifier -= 10 * this.effect.conditionValue",
"value": 1
}
}
},
{
icon: "systems/wfrp4e/icons/conditions/prone.png",
id: "prone",
label: "A terre",
flags: {
wfrp4e: {
"effectTrigger": "dialogChoice",
"effectData" : {
"description" : "Tests related to movement of any kind",
"modifier" : "-20"
},
"value": null,
"secondaryEffect" :{
"effectTrigger": "targetPrefillDialog",
"script": "if (args.type == 'weapon' && args.item.attackType=='melee') args.prefillModifiers.modifier += 20",
}
}
}
},
{
icon: "systems/wfrp4e/icons/conditions/fear.png",
id: "fear",
label: "Peur",
flags: {
wfrp4e: {
"effectTrigger": "dialogChoice",
"effectData" : {
"description" : "Tests to affect",
"slBonus" : "-1"
},
"script" : `
if (this.flags.wfrp4e.fearName)
this.flags.wfrp4e.effectData.description += " " + this.flags.wfrp4e.fearName
else
this.flags.wfrp4e.effectData.description += " the source of fear"
`,
"value": null
}
}
},
{
icon: "systems/wfrp4e/icons/conditions/surprised.png",
id: "surprised",
label: "Surpris",
flags: {
wfrp4e: {
"value": null,
"secondaryEffect" :{
"effectTrigger": "targetPrefillDialog",
"script": "if (args.type == 'weapon' && args.item.attackType=='melee') args.prefillModifiers.modifier += 20",
}
}
}
},
{
icon: "systems/wfrp4e/icons/conditions/unconscious.png",
id: "unconscious",
label: "Inconscient",
flags: {
wfrp4e: {
"value": null
}
}
},
{
icon: "systems/wfrp4e/icons/conditions/grappling.png",
id: "grappling",
label: "Empoigné",
flags: {
wfrp4e: {
"value": null
}
}
},
{
icon: "systems/wfrp4e/icons/defeated.png",
id: "dead",
label: "Mort",
flags: {
wfrp4e: {
"value": null
}
}
}
]*/
/*game.wfrp4e.config.systemEffects = {
"enc1": {
label: "Encombrement 1",
icon: "systems/wfrp4e/icons/effects/enc1.png",
flags: {
wfrp4e: {
"effectTrigger": "prePrepareData",
"effectApplication": "actor",
"script": `
args.actor.characteristics.ag.modifier -= 10;
args.actor.details.move.value -= 1;
if (args.actor.details.move.value < 3)
args.actor.details.move.value = 3`
}
}
},
"enc2": {
label: "Encombrement 2",
icon: "systems/wfrp4e/icons/effects/enc2.png",
flags: {
wfrp4e: {
"effectTrigger": "prePrepareData",
"effectApplication": "actor",
"script": `
args.actor.characteristics.ag.modifier -= 20;
args.actor.details.move.value -= 2;
if (args.actor.details.move.value < 2)
args.actor.details.move.value = 2`
}
}
},
"enc3": {
label: "Encombrement 3",
icon: "systems/wfrp4e/icons/effects/enc3.png",
flags: {
wfrp4e: {
"effectTrigger": "prePrepareData",
"effectApplication": "actor",
"script": `
args.actor.details.move.value = 0;`
}
}
},
"cold1": {
label: "Exposition au Froid 1",
icon: "",
changes: [
{ key: "data.characteristics.bs.modifier", mode: 2, value: -10 },
{ key: "data.characteristics.ag.modifier", mode: 2, value: -10 },
{ key: "data.characteristics.dex.modifier", mode: 2, value: -10 },
],
flags: {
wfrp4e: {
"effectTrigger": "",
"effectApplication": "actor",
"script": ``
}
}
},
"cold2": {
label: "Exposition au Froid 2",
icon: "",
changes: [
{ key: "data.characteristics.bs.modifier", mode: 2, value: -10 },
{ key: "data.characteristics.ag.modifier", mode: 2, value: -10 },
{ key: "data.characteristics.ws.modifier", mode: 2, value: -10 },
{ key: "data.characteristics.s.modifier", mode: 2, value: -10 },
{ key: "data.characteristics.t.modifier", mode: 2, value: -10 },
{ key: "data.characteristics.i.modifier", mode: 2, value: -10 },
{ key: "data.characteristics.dex.modifier", mode: 2, value: -10 },
{ key: "data.characteristics.int.modifier", mode: 2, value: -10 },
{ key: "data.characteristics.wp.modifier", mode: 2, value: -10 },
{ key: "data.characteristics.fel.modifier", mode: 2, value: -10 },
{ key: "data.characteristics.t.calculationBonusModifier", mode: 2, value: 1 },
{ key: "data.characteristics.s.calculationBonusModifier", mode: 2, value: 1 },
{ key: "data.characteristics.wp.calculationBonusModifier", mode: 2, value: 1 },
],
flags: {
wfrp4e: {
"effectTrigger": "",
"effectApplication": "actor",
"script": ``
}
}
},
"cold3": {
label: "Exposition au Froid 3",
icon: "",
flags: {
wfrp4e: {
"effectTrigger": "oneTime",
"effectApplication": "actor",
"script": `
let tb = this.actor.characteristics.t.bonus
let damage = new Roll("1d10").roll().total
damage -= tb
if (damage <= 0) damage = 1
if (this.actor.status.wounds.value <= damage)
{
this.actor.addCondition("unconscious")
}
this.actor.modifyWounds(-damage)
ui.notifications.notify("Encaisse " + damage + " dégats")
`
}
}
},
"heat1": {
label: "Exposition à la chaleur 1",
icon: "",
changes: [
{ key: "data.characteristics.int.modifier", mode: 2, value: -10 },
{ key: "data.characteristics.wp.modifier", mode: 2, value: -10 },
{ key: "data.characteristics.wp.calculationBonusModifier", mode: 2, value: 1 },
],
flags: {
wfrp4e: {
"effectTrigger": "",
"effectApplication": "actor",
"script": ``
}
}
},
"heat2": {
label: "Exposition à la chaleur 2",
icon: "",
changes: [
{ key: "data.characteristics.bs.modifier", mode: 2, value: -10 },
{ key: "data.characteristics.ag.modifier", mode: 2, value: -10 },
{ key: "data.characteristics.ws.modifier", mode: 2, value: -10 },
{ key: "data.characteristics.s.modifier", mode: 2, value: -10 },
{ key: "data.characteristics.t.modifier", mode: 2, value: -10 },
{ key: "data.characteristics.i.modifier", mode: 2, value: -10 },
{ key: "data.characteristics.dex.modifier", mode: 2, value: -10 },
{ key: "data.characteristics.int.modifier", mode: 2, value: -10 },
{ key: "data.characteristics.wp.modifier", mode: 2, value: -10 },
{ key: "data.characteristics.fel.modifier", mode: 2, value: -10 },
{ key: "data.characteristics.t.calculationBonusModifier", mode: 2, value: 1 },
{ key: "data.characteristics.s.calculationBonusModifier", mode: 2, value: 1 },
{ key: "data.characteristics.wp.calculationBonusModifier", mode: 2, value: 1 },
],
flags: {
wfrp4e: {
"effectTrigger": "",
"effectApplication": "actor",
"script": ``
}
}
},
"heat3": {
label: "Exposition à la chaleur 3",
icon: "",
flags: {
wfrp4e: {
"effectTrigger": "oneTime",
"effectApplication": "actor",
"script": `
let tb = this.actor.characteristics.t.bonus
let damage = new Roll("1d10").roll().total
damage -= tb
if (damage <= 0) damage = 1
this.actor.modifyWounds(-damage)
ui.notifications.notify("Encaisse " + damage + " dégats")
`
}
}
},
"thirst1": {
label: "Assoiffé 1",
icon: "",
changes: [
{ key: "data.characteristics.int.modifier", mode: 2, value: -10 },
{ key: "data.characteristics.wp.modifier", mode: 2, value: -10 },
{ key: "data.characteristics.fel.modifier", mode: 2, value: -10 },
{ key: "data.characteristics.wp.calculationBonusModifier", mode: 2, value: 1 },
],
flags: {
wfrp4e: {
"effectTrigger": "",
"effectApplication": "actor",
"script": ``
}
}
},
"thirst2": {
label: "Assoiffé 2+",
icon: "",
changes: [
{ key: "data.characteristics.bs.modifier", mode: 2, value: -10 },
{ key: "data.characteristics.ag.modifier", mode: 2, value: -10 },
{ key: "data.characteristics.ws.modifier", mode: 2, value: -10 },
{ key: "data.characteristics.s.modifier", mode: 2, value: -10 },
{ key: "data.characteristics.t.modifier", mode: 2, value: -10 },
{ key: "data.characteristics.i.modifier", mode: 2, value: -10 },
{ key: "data.characteristics.int.modifier", mode: 2, value: -10 },
{ key: "data.characteristics.dex.modifier", mode: 2, value: -10 },
{ key: "data.characteristics.wp.modifier", mode: 2, value: -10 },
{ key: "data.characteristics.fel.modifier", mode: 2, value: -10 },
{ key: "data.characteristics.t.calculationBonusModifier", mode: 2, value: 1 },
{ key: "data.characteristics.s.calculationBonusModifier", mode: 2, value: 1 },
{ key: "data.characteristics.wp.calculationBonusModifier", mode: 2, value: 1 },
],
flags: {
wfrp4e: {
"effectTrigger": "invoke",
"effectApplication": "actor",
"script": `
let tb = this.actor.characteristics.t.bonus
let damage = new Roll("1d10").roll().total
damage -= tb
if (damage <= 0) damage = 1
this.actor.modifyWounds(-damage)
ui.notifications.notify("Encasse " + damage + " dégats")
`
}
}
},
"starvation1": {
label: "Affamé 1",
icon: "",
changes: [
{ key: "data.characteristics.s.modifier", mode: 2, value: -10 },
{ key: "data.characteristics.t.modifier", mode: 2, value: -10 },
{ key: "data.characteristics.t.calculationBonusModifier", mode: 2, value: 1 },
{ key: "data.characteristics.s.calculationBonusModifier", mode: 2, value: 1 },
],
flags: {
wfrp4e: {
"effectTrigger": "",
"effectApplication": "actor",
"script": ``
}
}
},
"starvation2": {
label: "Affamé 2",
icon: "",
changes: [
{ key: "data.characteristics.bs.modifier", mode: 2, value: -10 },
{ key: "data.characteristics.ag.modifier", mode: 2, value: -10 },
{ key: "data.characteristics.ws.modifier", mode: 2, value: -10 },
{ key: "data.characteristics.s.modifier", mode: 2, value: -10 },
{ key: "data.characteristics.t.modifier", mode: 2, value: -10 },
{ key: "data.characteristics.i.modifier", mode: 2, value: -10 },
{ key: "data.characteristics.int.modifier", mode: 2, value: -10 },
{ key: "data.characteristics.dex.modifier", mode: 2, value: -10 },
{ key: "data.characteristics.wp.modifier", mode: 2, value: -10 },
{ key: "data.characteristics.fel.modifier", mode: 2, value: -10 },
{ key: "data.characteristics.t.calculationBonusModifier", mode: 2, value: 1 },
{ key: "data.characteristics.s.calculationBonusModifier", mode: 2, value: 1 },
{ key: "data.characteristics.wp.calculationBonusModifier", mode: 2, value: 1 },
],
flags: {
wfrp4e: {
"effectTrigger": "invoke",
"effectApplication": "actor",
"script": `
let tb = this.actor.characteristics.t.bonus
let damage = new Roll("1d10").roll().total
damage -= tb
if (damage <= 0) damage = 1
this.actor.modifyWounds(-damage)
ui.notifications.notify("Encaisse " + damage + " dégats")
`
}
}
},
"infighting": {
label: "Combat au contact",
icon: "modules/wfrp4e-core/icons/talents/in-fighter.png",
flags: {
wfrp4e: {
"effectTrigger": "prePrepareItem",
"effectApplication": "actor",
"script": `
if (args.item.type == "weapon" && args.item.isEquipped)
{
let weaponLength = args.item.reachNum
if (weaponLength > 3)
{
let improv = duplicate(game.wfrp4e.config.systemItems.improv)
improv.system.twohanded.value = args.item.twohanded.value
improv.system.offhand.value = args.item.offhand.value
args.item.update({"system" : improv.system, name : args.item.name + " (Combat au Contact")})
}
}
`
}
}
},
"defensive": {
label: "Posture Défensive [Compétence]",
icon: "",
flags: {
wfrp4e: {
"effectTrigger": "prefillDialog",
"effectApplication": "actor",
"script": `
let skillName = this.effect.label.substring(this.effect.label.indexOf("[") + 1, this.effect.label.indexOf("]"))
if (!this.actor.isOpposing)
return
if ((args.type == "skill" && args.item.name == skillName) ||
(args.type == "weapon" && args.item.skillToUse.name == skillName) ||
(args.type == "cast" && skillName == "Langue (Magick)") ||
(args.type == "prayer" && skillName == "Prière") ||
(args.type == "trait" && args.item.rollable.skill == skillName))
args.prefillModifiers.modifier += 20`
}
}
},
"dualwielder": {
label: "Maniement de 2 armes",
icon: "modules/wfrp4e-core/icons/talents/dual-wielder.png",
flags: {
wfrp4e: {
"effectTrigger": "prefillDialog",
"effectApplication": "actor",
"script": `
if (this.actor.isOpposing)
args.prefillModifiers.modifier -= 10`
}
}
},
"consumealcohol1": {
label: "Résistance à l'alcool 1",
icon: "",
changes: [
{ key: "data.characteristics.bs.modifier", mode: 2, value: -10 },
{ key: "data.characteristics.ag.modifier", mode: 2, value: -10 },
{ key: "data.characteristics.ws.modifier", mode: 2, value: -10 },
{ key: "data.characteristics.int.modifier", mode: 2, value: -10 },
{ key: "data.characteristics.dex.modifier", mode: 2, value: -10 },
]
},
"consumealcohol2": {
label: "Résistance à l'alcool 2",
icon: "",
changes: [
{ key: "data.characteristics.bs.modifier", mode: 2, value: -20 },
{ key: "data.characteristics.ag.modifier", mode: 2, value: -20 },
{ key: "data.characteristics.ws.modifier", mode: 2, value: -20 },
{ key: "data.characteristics.int.modifier", mode: 2, value: -20 },
{ key: "data.characteristics.dex.modifier", mode: 2, value: -20 },
]
},
"consumealcohol3": {
label: "Résistance à l'alcool 3",
icon: "",
changes: [
{ key: "data.characteristics.bs.modifier", mode: 2, value: -30 },
{ key: "data.characteristics.ag.modifier", mode: 2, value: -30 },
{ key: "data.characteristics.ws.modifier", mode: 2, value: -30 },
{ key: "data.characteristics.int.modifier", mode: 2, value: -30 },
{ key: "data.characteristics.dex.modifier", mode: 2, value: -30 },
]
},
"stinkingdrunk1": {
label: "Courage du Marienbourgeois",
icon: "",
flags: {
wfrp4e: {
"effectTrigger": "prefillDialog",
"effectApplication": "actor",
"script": `
if (args.type=="skill" && args.item.name=="Calme")
args.prefillModifiers.modifier += 20`
}
}
}
}*/
/*game.wfrp4e.config.systemItems = {
reload: {
type: "extendedTest",
name: "",
data: {
SL: {
},
test: {
value: ""
},
completion: {
value: "remove"
}
},
flags: {
wfrp4e: {
reloading: ""
}
}
},
improv: {
name: "Arme improvisée",
type: "weapon",
effects: [],
data: {
damage: { value: "SB + 1" },
reach: { value: "personal" },
weaponGroup: { value: "basic" },
twohanded: { value: false },
qualities: { value: "" },
flaws: { value: [{ name: "undamaging" }] },
special: { value: "" },
range: { value: "" },
ammunitionGroup: { value: "" },
offhand: { value: false },
}
},
stomp: {
name: "Piétiner",
type: "trait",
effects: [],
data: {
specification: { value: "4" },
rollable: { value: true, rollCharacteristic: "ws", bonusCharacteristic: "s", defaultDifficulty: "challenging", damage: true },
}
},
unarmed: {
name: "Désarmé",
type: "weapon",
effects: [],
data: {
damage: { value: "SB + 0" },
reach: { value: "personal" },
weaponGroup: { value: "brawling" },
twohanded: { value: false },
qualities: { value: "" },
flaws: { value: [{ name: "undamaging" }] },
special: { value: "" },
range: { value: "" },
ammunitionGroup: { value: "" },
offhand: { value: false },
}
},
fear: {
name: "Peur",
type: "extendedTest",
data: {
completion: { value: 'remove' },
description: { type: 'String', label: 'Description', value: '' },
failingDecreases: { value: true },
gmdescription: { type: 'String', label: 'Description', value: '' },
hide: { test: false, progress: false },
negativePossible: { value: false },
SL: { current: 0, target: 1 },
test: { value: 'Calme' }
},
effects:
[{
label: "Peur",
icon: "systems/wfrp4e/icons/conditions/fear.png",
transfer: true,
flags: {
core: {
statusId: "fear"
},
wfrp4e: {
"effectTrigger": "dialogChoice",
"effectData": {
"description": "Tests affectés",
"slBonus": "-1"
},
"script": `
if (this.flags.wfrp4e.fearName)
this.flags.wfrp4e.effectData.description += " " + this.flags.wfrp4e.fearName
else
this.flags.wfrp4e.effectData.description += " the source of fear"
`}
}
}
]
},
terror: {
label: "Terreur",
icon: "systems/wfrp4e/icons/conditions/terror.png",
transfer: true,
flags: {
wfrp4e: {
"effectTrigger": "oneTime",
"effectApplication": "actor",
"terrorValue": 1,
"script": `
args.actor.setupSkill("Calme").then(setupData =>{
args.actor.basicTest(setupData).then(test => {
if (test.result.outcome == "failure")
{
let terror = this.effect.flags.wfrp4e.terrorValue
if (test.result.SL < 0)
terror += Math.abs(test.result.SL)
args.actor.addCondition("broken", terror)
}
args.actor.applyFear(value, name)
})
})`
}
}
}
}*/
game.wfrp4e.config.symptomEffects = {
"blight": {

View File

@ -1,18 +1,8 @@
/************************************************************************************/
// Some internal test strings
let strfr = `LA TERREUR DE LA TEUFEL, TROLL DE RIVIÈRE RUSÉ
M
CC CT
F
E
I
Ag Dex Int FM Soc B
4
40 15
55
45
20
15 15 30 20 5 38
M CC CT F E I Ag Dex Int FM Soc B
4 40 15 55 45 20 15 15 30 20 5 38
Traits : Amphibie, Arme +9, Armure (2), Dur à Cuire, Insensible
à la douleur, Morsure +8, Régénération, Taille (Grande), Vision
Nocturne, Vomissement`
@ -52,7 +42,7 @@ import "./xregexp-all.js";
const us_carac = 'm\\s+ws\\s+bs\\s+s\\s+t\\s+i\\s+agi?\\s+dex\\s+int\\s+\\wp\\s+fel\\s+w';
const fr_carac = 'm\\s+cc\\s+ct\\s+f\\s+e\\s+i\\s+agi?\\s+dex\\s+int\\s+fm\\s+soc\\s+b';
const carac_val = '(?<m>[0-9\\-]+)\\s+(?<ws>[0-9\\-]+)\\s+(?<bs>[0-9\\-]+)\\s+(?<s>[0-9\\-]+)\\s+(?<t>[0-9\\-]+)\\s+(?<i>[0-9\\-]+)\\s+(?<ag>[0-9\\-]+)\\s+(?<dex>[0-9\\-]+)\\s+(?<int>[0-9\\-]+)\\s+(?<wp>[0-9\\-]+)\\s+(?<fel>[0-9\\-]+)\\s+(?<w>[0-9\\-\*]+)';
const name_val = '(?<name>[a-zA-Z\\s\\-,\']*)[\\s\\r\\na-zA-Z]*(?<tiers>.*|[\\(\\)a-z0-9]+)';
const name_val = '(?<name>[a-zA-Zéèêâôïäüù\\s\\-,\']*)[\\s\\r\\na-zA-Zéèêâôïäüù]*(?<tiers>.*|[\\(\\)a-z0-9]+)';
let sectionDataFR = [
{ name: "trait", toFind: "Traits\\s*:", secondParse: '(?<name>[a-zöàéè\\s]*)[\\s\\+]*(?<value>.*|[\\+0-9]+)', index: -1 },
{ name: "skill", toFind: "Compétences\\s*:", secondParse: '(?<name>[a-zàéè\\s\\(\\)]*)[\\s\\+]*(?<value>.*|[0-9]+)', index: -1 },
@ -246,7 +236,7 @@ function __patchName(name) {
/************************************************************************************/
export default async function statParserFR(statString, type = "npc") {
let model = foundry.utils.duplicate(game.system.model.Actor[type]);
let model = foundry.utils.duplicate(game.model.Actor[type]);
// Patch wront/strange carac value before processing
statString = statString.replace(/ /g, " 0")
@ -308,14 +298,14 @@ export default async function statParserFR(statString, type = "npc") {
let resCarac = XRegExp.exec(statString, reg2) // resr contains all carac found
// Setup carac
//console.log("CARAC", resCarac)
console.log("CARAC", resCarac)
if (resCarac["Agi"]) resCarac["Ag"] = resCarac["Agi"] // Auto patch
model.details.move.value = Number(resCarac["m"])
for (let key in model.characteristics) {
if (resCarac[key] === '-') resCarac[key] = 0
model.characteristics[key].initial = Number(resCarac[key])
}
//console.log("CARAC", model.characteristics);
console.log("CARAC", model.characteristics);
// Search position of skills/talents/...
for (let def of sectionData) {
@ -424,11 +414,11 @@ export default async function statParserFR(statString, type = "npc") {
}
if (!itemFound && name) {
if (name.toLowerCase().includes("armor") || name.toLowerCase().includes("armure") || name.toLowerCase().includes("armour")) {
itemFound = new ItemWfrp4e({ img: "systems/wfrp4e/icons/blank.png", name: name, type: "armour", system: game.system.model.Item.armor })
itemFound = new ItemWfrp4e({ img: "systems/wfrp4e/icons/blank.png", name: name, type: "armour", system: game.model.Item.armour })
} else if (name.toLowerCase().includes("weapon") || name.toLowerCase().includes("arme")) {
itemFound = new ItemWfrp4e({ img: "systems/wfrp4e/icons/blank.png", name: name, type: "weapon", system: game.system.model.Item.weapon })
itemFound = new ItemWfrp4e({ img: "systems/wfrp4e/icons/blank.png", name: name, type: "weapon", system: game.model.Item.weapon })
} else {
itemFound = new ItemWfrp4e({ img: "systems/wfrp4e/icons/blank.png", name: name, type: "trapping", system: game.system.model.Item.trapping })
itemFound = new ItemWfrp4e({ img: "systems/wfrp4e/icons/blank.png", name: name, type: "trapping", system: game.model.Item.trapping })
itemFound.system.trappingType.value = "misc"
if (name.toLowerCase().includes("cloth")) {
itemFound.system.trappingType.value = "clothingAccessories"
@ -457,7 +447,7 @@ export default async function statParserFR(statString, type = "npc") {
itemFound = await __findItem(name, "spell");
}
if (!itemFound && name) { // Auto-create the spell name
itemFound = new ItemWfrp4e({ img: "systems/wfrp4e/icons/blank.png", name: name + "(To be checked/completed)", type: "spell", system: game.system.model.Item.spell })
itemFound = new ItemWfrp4e({ img: "systems/wfrp4e/icons/blank.png", name: name + "(To be checked/completed)", type: "spell", system: game.model.Item.spell })
itemFound = itemFound.toObject();
}
} else if (def.name == 'mutation') {
@ -507,7 +497,7 @@ export default async function statParserFR(statString, type = "npc") {
}
//DEBUG : console.log("EFFECTS", effects)
return { name, type, data: model, items: globalItemList, effects }
return { name, type, system: model, items: globalItemList, effects }
}
// If the carac string has not been found

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@ -1 +1 @@
MANIFEST-000812
MANIFEST-001070

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@ -1,7 +1,7 @@
2024/09/29-23:15:44.922656 7f4c702006c0 Recovering log #810
2024/09/29-23:15:44.934047 7f4c702006c0 Delete type=3 #808
2024/09/29-23:15:44.934202 7f4c702006c0 Delete type=0 #810
2024/09/29-23:18:41.220550 7f4c6ee006c0 Level-0 table #815: started
2024/09/29-23:18:41.220622 7f4c6ee006c0 Level-0 table #815: 0 bytes OK
2024/09/29-23:18:41.227403 7f4c6ee006c0 Delete type=0 #813
2024/09/29-23:18:41.235220 7f4c6ee006c0 Manual compaction at level-0 from '!journal!3IgmiprzLB6Lwenc' @ 72057594037927935 : 1 .. '!journal.pages!suuYN87Al1ZZWtQQ.jhgNnhWhrkOpKs1B' @ 0 : 0; will stop at (end)
2025/05/17-16:42:35.359585 7f52bcdfa6c0 Recovering log #1068
2025/05/17-16:42:35.413166 7f52bcdfa6c0 Delete type=3 #1066
2025/05/17-16:42:35.413234 7f52bcdfa6c0 Delete type=0 #1068
2025/05/17-16:46:29.166187 7f52b67fc6c0 Level-0 table #1073: started
2025/05/17-16:46:29.166212 7f52b67fc6c0 Level-0 table #1073: 0 bytes OK
2025/05/17-16:46:29.202366 7f52b67fc6c0 Delete type=0 #1071
2025/05/17-16:46:29.239848 7f52b67fc6c0 Manual compaction at level-0 from '!journal!3IgmiprzLB6Lwenc' @ 72057594037927935 : 1 .. '!journal.pages!suuYN87Al1ZZWtQQ.jhgNnhWhrkOpKs1B' @ 0 : 0; will stop at (end)

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@ -1,7 +1,7 @@
2024/09/29-22:08:39.237800 7f4c702006c0 Recovering log #806
2024/09/29-22:08:39.248612 7f4c702006c0 Delete type=3 #804
2024/09/29-22:08:39.248720 7f4c702006c0 Delete type=0 #806
2024/09/29-23:11:56.529338 7f4c6ee006c0 Level-0 table #811: started
2024/09/29-23:11:56.529377 7f4c6ee006c0 Level-0 table #811: 0 bytes OK
2024/09/29-23:11:56.535590 7f4c6ee006c0 Delete type=0 #809
2024/09/29-23:11:56.550222 7f4c6ee006c0 Manual compaction at level-0 from '!journal!3IgmiprzLB6Lwenc' @ 72057594037927935 : 1 .. '!journal.pages!suuYN87Al1ZZWtQQ.jhgNnhWhrkOpKs1B' @ 0 : 0; will stop at (end)
2025/05/17-16:40:21.151832 7f52b7fff6c0 Recovering log #1064
2025/05/17-16:40:21.161682 7f52b7fff6c0 Delete type=3 #1062
2025/05/17-16:40:21.161736 7f52b7fff6c0 Delete type=0 #1064
2025/05/17-16:40:56.011461 7f52b67fc6c0 Level-0 table #1069: started
2025/05/17-16:40:56.011532 7f52b67fc6c0 Level-0 table #1069: 0 bytes OK
2025/05/17-16:40:56.018207 7f52b67fc6c0 Delete type=0 #1067
2025/05/17-16:40:56.039155 7f52b67fc6c0 Manual compaction at level-0 from '!journal!3IgmiprzLB6Lwenc' @ 72057594037927935 : 1 .. '!journal.pages!suuYN87Al1ZZWtQQ.jhgNnhWhrkOpKs1B' @ 0 : 0; will stop at (end)

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@ -1 +1 @@
MANIFEST-000814
MANIFEST-001072

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@ -1,7 +1,7 @@
2024/09/29-23:15:44.938393 7f4c716006c0 Recovering log #812
2024/09/29-23:15:44.948739 7f4c716006c0 Delete type=3 #810
2024/09/29-23:15:44.948826 7f4c716006c0 Delete type=0 #812
2024/09/29-23:18:41.214026 7f4c6ee006c0 Level-0 table #817: started
2024/09/29-23:18:41.214086 7f4c6ee006c0 Level-0 table #817: 0 bytes OK
2024/09/29-23:18:41.220318 7f4c6ee006c0 Delete type=0 #815
2024/09/29-23:18:41.235198 7f4c6ee006c0 Manual compaction at level-0 from '!folders!3uquYH73ttCdoH0I' @ 72057594037927935 : 1 .. '!items!ylFhk7mGZOnAJTUT' @ 0 : 0; will stop at (end)
2025/05/17-16:42:35.415628 7f52b77fe6c0 Recovering log #1070
2025/05/17-16:42:35.464272 7f52b77fe6c0 Delete type=3 #1068
2025/05/17-16:42:35.464341 7f52b77fe6c0 Delete type=0 #1070
2025/05/17-16:46:29.123835 7f52b67fc6c0 Level-0 table #1075: started
2025/05/17-16:46:29.123864 7f52b67fc6c0 Level-0 table #1075: 0 bytes OK
2025/05/17-16:46:29.165929 7f52b67fc6c0 Delete type=0 #1073
2025/05/17-16:46:29.239836 7f52b67fc6c0 Manual compaction at level-0 from '!folders!3uquYH73ttCdoH0I' @ 72057594037927935 : 1 .. '!items!ylFhk7mGZOnAJTUT' @ 0 : 0; will stop at (end)

View File

@ -1,7 +1,7 @@
2024/09/29-22:08:39.252227 7f4c716006c0 Recovering log #808
2024/09/29-22:08:39.262551 7f4c716006c0 Delete type=3 #806
2024/09/29-22:08:39.262675 7f4c716006c0 Delete type=0 #808
2024/09/29-23:11:56.543159 7f4c6ee006c0 Level-0 table #813: started
2024/09/29-23:11:56.543201 7f4c6ee006c0 Level-0 table #813: 0 bytes OK
2024/09/29-23:11:56.549961 7f4c6ee006c0 Delete type=0 #811
2024/09/29-23:11:56.550282 7f4c6ee006c0 Manual compaction at level-0 from '!folders!3uquYH73ttCdoH0I' @ 72057594037927935 : 1 .. '!items!ylFhk7mGZOnAJTUT' @ 0 : 0; will stop at (end)
2025/05/17-16:40:21.164397 7f52b6ffd6c0 Recovering log #1066
2025/05/17-16:40:21.174508 7f52b6ffd6c0 Delete type=3 #1064
2025/05/17-16:40:21.174596 7f52b6ffd6c0 Delete type=0 #1066
2025/05/17-16:40:56.018463 7f52b67fc6c0 Level-0 table #1071: started
2025/05/17-16:40:56.018534 7f52b67fc6c0 Level-0 table #1071: 0 bytes OK
2025/05/17-16:40:56.024927 7f52b67fc6c0 Delete type=0 #1069
2025/05/17-16:40:56.039168 7f52b67fc6c0 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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@ -1 +1 @@
MANIFEST-000812
MANIFEST-001070

View File

@ -1,7 +1,7 @@
2024/09/29-23:15:44.968618 7f4c70c006c0 Recovering log #810
2024/09/29-23:15:44.979759 7f4c70c006c0 Delete type=3 #808
2024/09/29-23:15:44.979902 7f4c70c006c0 Delete type=0 #810
2024/09/29-23:18:41.235368 7f4c6ee006c0 Level-0 table #815: started
2024/09/29-23:18:41.235410 7f4c6ee006c0 Level-0 table #815: 0 bytes OK
2024/09/29-23:18:41.241729 7f4c6ee006c0 Delete type=0 #813
2024/09/29-23:18:41.262688 7f4c6ee006c0 Manual compaction at level-0 from '!journal!cZtNgayIw2QFhC9u' @ 72057594037927935 : 1 .. '!journal.pages!cZtNgayIw2QFhC9u.ts265H1XkisLgdow' @ 0 : 0; will stop at (end)
2025/05/17-16:42:35.517952 7f52b77fe6c0 Recovering log #1068
2025/05/17-16:42:35.570810 7f52b77fe6c0 Delete type=3 #1066
2025/05/17-16:42:35.570866 7f52b77fe6c0 Delete type=0 #1068
2025/05/17-16:46:29.300164 7f52b67fc6c0 Level-0 table #1073: started
2025/05/17-16:46:29.300228 7f52b67fc6c0 Level-0 table #1073: 0 bytes OK
2025/05/17-16:46:29.336878 7f52b67fc6c0 Delete type=0 #1071
2025/05/17-16:46:29.435201 7f52b67fc6c0 Manual compaction at level-0 from '!journal!cZtNgayIw2QFhC9u' @ 72057594037927935 : 1 .. '!journal.pages!cZtNgayIw2QFhC9u.ts265H1XkisLgdow' @ 0 : 0; will stop at (end)

View File

@ -1,7 +1,7 @@
2024/09/29-22:08:39.280194 7f4c716006c0 Recovering log #806
2024/09/29-22:08:39.291283 7f4c716006c0 Delete type=3 #804
2024/09/29-22:08:39.291434 7f4c716006c0 Delete type=0 #806
2024/09/29-23:11:56.550429 7f4c6ee006c0 Level-0 table #811: started
2024/09/29-23:11:56.550507 7f4c6ee006c0 Level-0 table #811: 0 bytes OK
2024/09/29-23:11:56.557134 7f4c6ee006c0 Delete type=0 #809
2024/09/29-23:11:56.585874 7f4c6ee006c0 Manual compaction at level-0 from '!journal!cZtNgayIw2QFhC9u' @ 72057594037927935 : 1 .. '!journal.pages!cZtNgayIw2QFhC9u.ts265H1XkisLgdow' @ 0 : 0; will stop at (end)
2025/05/17-16:40:21.191338 7f52b77fe6c0 Recovering log #1064
2025/05/17-16:40:21.201359 7f52b77fe6c0 Delete type=3 #1062
2025/05/17-16:40:21.201415 7f52b77fe6c0 Delete type=0 #1064
2025/05/17-16:40:56.039409 7f52b67fc6c0 Level-0 table #1069: started
2025/05/17-16:40:56.039485 7f52b67fc6c0 Level-0 table #1069: 0 bytes OK
2025/05/17-16:40:56.045833 7f52b67fc6c0 Delete type=0 #1067
2025/05/17-16:40:56.070370 7f52b67fc6c0 Manual compaction at level-0 from '!journal!cZtNgayIw2QFhC9u' @ 72057594037927935 : 1 .. '!journal.pages!cZtNgayIw2QFhC9u.ts265H1XkisLgdow' @ 0 : 0; will stop at (end)

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@ -1 +1 @@
MANIFEST-000812
MANIFEST-001070

View File

@ -1,7 +1,7 @@
2024/09/29-23:15:44.906662 7f4c70c006c0 Recovering log #810
2024/09/29-23:15:44.918082 7f4c70c006c0 Delete type=3 #808
2024/09/29-23:15:44.918212 7f4c70c006c0 Delete type=0 #810
2024/09/29-23:18:41.227590 7f4c6ee006c0 Level-0 table #815: started
2024/09/29-23:18:41.227641 7f4c6ee006c0 Level-0 table #815: 0 bytes OK
2024/09/29-23:18:41.234833 7f4c6ee006c0 Delete type=0 #813
2024/09/29-23:18:41.235248 7f4c6ee006c0 Manual compaction at level-0 from '!journal!50u8VAjdmovyr0hx' @ 72057594037927935 : 1 .. '!journal.pages!yzw9I0r3hCK7PJnz.sPNCYj2nR3Cp3jHd' @ 0 : 0; will stop at (end)
2025/05/17-16:42:35.305910 7f52b6ffd6c0 Recovering log #1068
2025/05/17-16:42:35.357121 7f52b6ffd6c0 Delete type=3 #1066
2025/05/17-16:42:35.357176 7f52b6ffd6c0 Delete type=0 #1068
2025/05/17-16:46:29.086777 7f52b67fc6c0 Level-0 table #1073: started
2025/05/17-16:46:29.086806 7f52b67fc6c0 Level-0 table #1073: 0 bytes OK
2025/05/17-16:46:29.123666 7f52b67fc6c0 Delete type=0 #1071
2025/05/17-16:46:29.239818 7f52b67fc6c0 Manual compaction at level-0 from '!journal!50u8VAjdmovyr0hx' @ 72057594037927935 : 1 .. '!journal.pages!yzw9I0r3hCK7PJnz.sPNCYj2nR3Cp3jHd' @ 0 : 0; will stop at (end)

View File

@ -1,7 +1,7 @@
2024/09/29-22:08:39.224211 7f4c716006c0 Recovering log #806
2024/09/29-22:08:39.234130 7f4c716006c0 Delete type=3 #804
2024/09/29-22:08:39.234229 7f4c716006c0 Delete type=0 #806
2024/09/29-23:11:56.535796 7f4c6ee006c0 Level-0 table #811: started
2024/09/29-23:11:56.535852 7f4c6ee006c0 Level-0 table #811: 0 bytes OK
2024/09/29-23:11:56.542958 7f4c6ee006c0 Delete type=0 #809
2024/09/29-23:11:56.550246 7f4c6ee006c0 Manual compaction at level-0 from '!journal!50u8VAjdmovyr0hx' @ 72057594037927935 : 1 .. '!journal.pages!yzw9I0r3hCK7PJnz.sPNCYj2nR3Cp3jHd' @ 0 : 0; will stop at (end)
2025/05/17-16:40:21.137852 7f52bcdfa6c0 Recovering log #1064
2025/05/17-16:40:21.148810 7f52bcdfa6c0 Delete type=3 #1062
2025/05/17-16:40:21.148982 7f52bcdfa6c0 Delete type=0 #1064
2025/05/17-16:40:56.025046 7f52b67fc6c0 Level-0 table #1069: started
2025/05/17-16:40:56.025072 7f52b67fc6c0 Level-0 table #1069: 0 bytes OK
2025/05/17-16:40:56.031175 7f52b67fc6c0 Delete type=0 #1067
2025/05/17-16:40:56.039176 7f52b67fc6c0 Manual compaction at level-0 from '!journal!50u8VAjdmovyr0hx' @ 72057594037927935 : 1 .. '!journal.pages!yzw9I0r3hCK7PJnz.sPNCYj2nR3Cp3jHd' @ 0 : 0; will stop at (end)

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@ -1 +1 @@
MANIFEST-000812
MANIFEST-001070

View File

@ -1,7 +1,7 @@
2024/09/29-23:15:44.891245 7f4c6f8006c0 Recovering log #810
2024/09/29-23:15:44.901689 7f4c6f8006c0 Delete type=3 #808
2024/09/29-23:15:44.901780 7f4c6f8006c0 Delete type=0 #810
2024/09/29-23:18:41.207448 7f4c6ee006c0 Level-0 table #815: started
2024/09/29-23:18:41.207487 7f4c6ee006c0 Level-0 table #815: 0 bytes OK
2024/09/29-23:18:41.213809 7f4c6ee006c0 Delete type=0 #813
2024/09/29-23:18:41.235156 7f4c6ee006c0 Manual compaction at level-0 from '!tables!4l60Lxv8cpsyy2Cg' @ 72057594037927935 : 1 .. '!tables.results!tfaYKDZqu7kgZvRG.yvbwKursaixh2dby' @ 0 : 0; will stop at (end)
2025/05/17-16:42:35.251586 7f52b77fe6c0 Recovering log #1068
2025/05/17-16:42:35.302107 7f52b77fe6c0 Delete type=3 #1066
2025/05/17-16:42:35.302246 7f52b77fe6c0 Delete type=0 #1068
2025/05/17-16:46:29.043855 7f52b67fc6c0 Level-0 table #1073: started
2025/05/17-16:46:29.043913 7f52b67fc6c0 Level-0 table #1073: 0 bytes OK
2025/05/17-16:46:29.086354 7f52b67fc6c0 Delete type=0 #1071
2025/05/17-16:46:29.086652 7f52b67fc6c0 Manual compaction at level-0 from '!tables!4l60Lxv8cpsyy2Cg' @ 72057594037927935 : 1 .. '!tables.results!tfaYKDZqu7kgZvRG.yvbwKursaixh2dby' @ 0 : 0; will stop at (end)

View File

@ -1,7 +1,7 @@
2024/09/29-22:08:39.206190 7f4c702006c0 Recovering log #806
2024/09/29-22:08:39.218157 7f4c702006c0 Delete type=3 #804
2024/09/29-22:08:39.218257 7f4c702006c0 Delete type=0 #806
2024/09/29-23:11:56.522570 7f4c6ee006c0 Level-0 table #811: started
2024/09/29-23:11:56.522656 7f4c6ee006c0 Level-0 table #811: 0 bytes OK
2024/09/29-23:11:56.529181 7f4c6ee006c0 Delete type=0 #809
2024/09/29-23:11:56.550193 7f4c6ee006c0 Manual compaction at level-0 from '!tables!4l60Lxv8cpsyy2Cg' @ 72057594037927935 : 1 .. '!tables.results!tfaYKDZqu7kgZvRG.yvbwKursaixh2dby' @ 0 : 0; will stop at (end)
2025/05/17-16:40:21.124718 7f52b77fe6c0 Recovering log #1064
2025/05/17-16:40:21.135350 7f52b77fe6c0 Delete type=3 #1062
2025/05/17-16:40:21.135414 7f52b77fe6c0 Delete type=0 #1064
2025/05/17-16:40:56.004725 7f52b67fc6c0 Level-0 table #1069: started
2025/05/17-16:40:56.004769 7f52b67fc6c0 Level-0 table #1069: 0 bytes OK
2025/05/17-16:40:56.010954 7f52b67fc6c0 Delete type=0 #1067
2025/05/17-16:40:56.011246 7f52b67fc6c0 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-000455
MANIFEST-000713

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@ -1,8 +1,7 @@
2024/09/29-23:15:44.953343 7f4c6f8006c0 Recovering log #453
2024/09/29-23:15:44.964992 7f4c6f8006c0 Delete type=3 #451
2024/09/29-23:15:44.965077 7f4c6f8006c0 Delete type=0 #453
2024/09/29-23:18:41.249186 7f4c6ee006c0 Level-0 table #458: started
2024/09/29-23:18:41.249234 7f4c6ee006c0 Level-0 table #458: 0 bytes OK
2024/09/29-23:18:41.255951 7f4c6ee006c0 Delete type=0 #456
2024/09/29-23:18:41.262725 7f4c6ee006c0 Manual compaction at level-0 from '!journal!056ILNNrLiPq3Gi3' @ 72057594037927935 : 1 .. '!journal.pages!yfZxl4I7XAuUF6r3.apXmOlZRmGT4GreB' @ 0 : 0; will stop at (end)
2024/09/29-23:18:41.262768 7f4c6ee006c0 Manual compaction at level-1 from '!journal!056ILNNrLiPq3Gi3' @ 72057594037927935 : 1 .. '!journal.pages!yfZxl4I7XAuUF6r3.apXmOlZRmGT4GreB' @ 0 : 0; will stop at (end)
2025/05/17-16:42:35.467966 7f52bcdfa6c0 Recovering log #711
2025/05/17-16:42:35.514839 7f52bcdfa6c0 Delete type=3 #709
2025/05/17-16:42:35.514892 7f52bcdfa6c0 Delete type=0 #711
2025/05/17-16:46:29.202536 7f52b67fc6c0 Level-0 table #716: started
2025/05/17-16:46:29.202569 7f52b67fc6c0 Level-0 table #716: 0 bytes OK
2025/05/17-16:46:29.239543 7f52b67fc6c0 Delete type=0 #714
2025/05/17-16:46:29.239859 7f52b67fc6c0 Manual compaction at level-0 from '!journal!056ILNNrLiPq3Gi3' @ 72057594037927935 : 1 .. '!journal.pages!yfZxl4I7XAuUF6r3.apXmOlZRmGT4GreB' @ 0 : 0; will stop at (end)

View File

@ -1,8 +1,7 @@
2024/09/29-22:08:39.266800 7f4c702006c0 Recovering log #449
2024/09/29-22:08:39.276824 7f4c702006c0 Delete type=3 #447
2024/09/29-22:08:39.276921 7f4c702006c0 Delete type=0 #449
2024/09/29-23:11:56.578491 7f4c6ee006c0 Level-0 table #454: started
2024/09/29-23:11:56.578547 7f4c6ee006c0 Level-0 table #454: 0 bytes OK
2024/09/29-23:11:56.585671 7f4c6ee006c0 Delete type=0 #452
2024/09/29-23:11:56.585940 7f4c6ee006c0 Manual compaction at level-0 from '!journal!056ILNNrLiPq3Gi3' @ 72057594037927935 : 1 .. '!journal.pages!yfZxl4I7XAuUF6r3.apXmOlZRmGT4GreB' @ 0 : 0; will stop at (end)
2024/09/29-23:11:56.597791 7f4c6ee006c0 Manual compaction at level-1 from '!journal!056ILNNrLiPq3Gi3' @ 72057594037927935 : 1 .. '!journal.pages!yfZxl4I7XAuUF6r3.apXmOlZRmGT4GreB' @ 0 : 0; will stop at (end)
2025/05/17-16:40:21.177789 7f52b7fff6c0 Recovering log #707
2025/05/17-16:40:21.188568 7f52b7fff6c0 Delete type=3 #705
2025/05/17-16:40:21.188669 7f52b7fff6c0 Delete type=0 #707
2025/05/17-16:40:56.031366 7f52b67fc6c0 Level-0 table #712: started
2025/05/17-16:40:56.031424 7f52b67fc6c0 Level-0 table #712: 0 bytes OK
2025/05/17-16:40:56.039038 7f52b67fc6c0 Delete type=0 #710
2025/05/17-16:40:56.039225 7f52b67fc6c0 Manual compaction at level-0 from '!journal!056ILNNrLiPq3Gi3' @ 72057594037927935 : 1 .. '!journal.pages!yfZxl4I7XAuUF6r3.apXmOlZRmGT4GreB' @ 0 : 0; will stop at (end)

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@ -2,3 +2,9 @@
:root{
--color-bg-option: #352516;
}
.wfrp4-fr-message {
font-size: 1.4rem;
color: darkolivegreen;
align-self: center;
text-align: center;
}

View File

@ -1,4 +1,4 @@
let spells = await game.wfrp4e.utility.findAll("spell", "Loading Spells")
let spells = await warhammer.utility.findAllItems("spell", "Loading Spells")
let text = (await game.wfrp4e.tables.rollTable("random-caster", {hideDSN: true})).result

View File

@ -7,7 +7,7 @@ let god = await ValueDialog.create("Enter a Deity", "Blessed")
if (god)
{
let prayers = await game.wfrp4e.utility.findAll("prayer", "Loading Prayers")
let prayers = await warhammer.utility.findAllItems("prayer", "Loading Prayers")
let blessings = prayers.filter(p => p.system.god.value.split(",").map(i => i.trim().toLowerCase()).includes(god.toLowerCase()) && p.system.type.value == "blessing")
if (blessings.length)
{

View File

@ -1,4 +1,4 @@
let mutations = await game.wfrp4e.utility.findAll("mutation", "Loading Mutations")
let mutations = await warhammer.utility.findAllItems("mutation", "Loading Mutations")
let roll = Math.floor(CONFIG.Dice.randomUniform() * mutations.length);
this.actor.createEmbeddedDocuments("Item", [mutations[roll]]);
this.script.scriptNotification(`Added ${mutations[roll].name}`)

View File

@ -1,4 +1,4 @@
let spells = await game.wfrp4e.utility.findAll("spell", "Loading Spells")
let spells = await warhammer.utility.findAllItems("spell", "Loading Spells")
let lore = (await game.wfrp4e.tables.rollTable("random-caster", {hideDSN: true})).text
this.script.scriptNotification(lore)

View File

@ -1,4 +1,4 @@
let spells = await game.wfrp4e.utility.findAll("spell", "Loading Spells", true);
let spells = await warhammer.utility.findAllItems("spell", "Loading Spells", true);
let choice = await ItemDialog.create(spells, 1);

View File

@ -1,4 +1,4 @@
let careers = await game.wfrp4e.utility.findAll("career", "", true);
let careers = await warhammer.utility.findAllItems("career", "", true);
careers.forEach(c => {
if (!c.id)
{

View File

@ -1,4 +1,4 @@
let spells = await game.wfrp4e.utility.findAll("spell", "Loading Spells");
let spells = await warhammer.utility.findAllItems("spell", "Loading Spells");
spells = spells.filter(s => ["fire", "heavens", "beasts", "shadow", "light", "life", "death", "metal"].includes(s.system.lore.value)).sort((a, b) => a.system.lore.value > b.system.lore.value ? 1 : -1)
let choice = await ItemDialog.create(spells, 1, "Choose Spell");

View File

@ -1,4 +1,4 @@
let spells = await game.wfrp4e.utility.findAll("spell", "Loading Spells");
let spells = await warhammer.utility.findAllItems("spell", "Loading Spells");
spells = spells.filter(s => ["slaanesh"].includes(s.system.lore.value))
let choice = await ItemDialog.create(spells, 1, "Choose Spell");

View File

@ -0,0 +1 @@
args.fields.slBonus += this.actor.system.characteristics.wp.bonus;

View File

@ -1,4 +1,4 @@
let spells = await game.wfrp4e.utility.findAll("spell", "Chargement des sorts")
let spells = await warhammer.utility.findAllItems("spell", "Chargement des sorts")
let text = (await game.wfrp4e.tables.rollTable("random-caster", {hideDSN: true})).result

View File

@ -0,0 +1,4 @@
if (args.test.spell)
{
args.test.result.other.push(`<strong>${this.effect.name}</strong>: Automatic Failure`)
}

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@ -0,0 +1 @@
await args.actor.addCondition("ablaze");

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@ -30,7 +30,7 @@
}
else
{
ui.notifications.warn(`Could not find ${talent}`, {permanent : true})
ui.notifications.warn(`Impossible de trouver ${talent}`, {permanent : true})
}
}

View File

@ -0,0 +1,89 @@
let characteristics = {
"ws" : 15,
"bs" : 10,
"s" : 10,
"t" : 15,
"i" : 10,
"ag" : 0,
"dex" : 0,
"int" : 10,
"wp" : 10,
"fel" : 10
}
let skills = ["Intimidate", "Commandement" , "Perception"]
let skillAdvancements = [10, 10, 10]
let talents = ["Combat Aware", "Drilled", "Menaçant", "Robust"]
let trappings = ["Arme simple", "Mail Coat", "Mail Chausses"]
let specialItems = [
]
let items = [];
let updateObj = this.actor.toObject();
for (let ch in characteristics)
{
updateObj.system.characteristics[ch].modifier += characteristics[ch];
}
for (let item of specialItems) {
let newItem
if (item.type == "weapon") {
newItem = new ItemWfrp4e({ name: item.name, type: item.type, system: { equipped: true, damage: {value: item.damage}} })
} else if (item.type == "trapping") {
newItem = new ItemWfrp4e({ img: "systems/wfrp4e/icons/blank.png", name: item.name, type: item.type, system: { worn: true, trappingType: { value: item.trappingType} } } )
} else {
newItem = new ItemWfrp4e({ img: "systems/wfrp4e/icons/blank.png", name: item.name, type: item.type })
}
items.push(newItem.toObject())
}
for (let index = 0; index < skills.length; index++)
{
let skill = skills[index]
let skillItem;
skillItem = updateObj.items.find(i => i.name == skill && i.type == "skill")
if (skillItem)
skillItem.system.advances.value += skillAdvancements[index]
else
{
skillItem = await game.wfrp4e.utility.findSkill(skill)
skillItem = skillItem.toObject();
skillItem.system.advances.value = skillAdvancements[index];
items.push(skillItem);
}
}
for (let talent of talents)
{
let talentItem = await game.wfrp4e.utility.findTalent(talent)
if (talentItem)
{
items.push(talentItem.toObject());
}
else
{
ui.notifications.warn(`Impossible de trouver ${talent}`, {permanent : true})
}
}
for (let trapping of trappings)
{
let trappingItem = await game.wfrp4e.utility.findItem(trapping)
if (trappingItem)
{
trappingItem = trappingItem.toObject()
trappingItem.system.equipped.value = true;
items.push(trappingItem);
}
else
{
ui.notifications.warn(`Impossible de trouver ${trapping}`, {permanent : true})
}
}
updateObj.name = updateObj.name += " " + this.effect.name
await this.actor.update(updateObj)
this.actor.createEmbeddedDocuments("Item", items);

View File

@ -0,0 +1,2 @@
const sl = this.effect.getFlag("wfrp4e-archives3", "sl");
args.item.system.damage.value += `+${sl}`;

View File

@ -1,8 +1,12 @@
if (isNaN(parseInt(this.item.system.specification.value)))
{
let value = await ValueDialog.create("Entrer la valeur d'Armure", this.effect.name);
let value = this.item.specifier;
if (!value)
{
value = await ValueDialog.create({text : "Enter Armour value", title : this.effect.name});
}
if (value)
{
this.item.updateSource({"system.specification.value" : value});
this.item.updateSource({"system.specification.value" : value, name : this.item.baseName});
}
}

View File

@ -1,11 +1,11 @@
let skill = `Métier (${this.item.parenthesesText})`
let skill = `${game.i18n.localize("NAME.Trade")} (${this.item.parenthesesText})`
let currentCareer = this.actor.system.currentCareer;
let existingSkill = this.actor.itemTypes.skill.find(i => i.name == skill);
if (!currentCareer) return
let inCurrentCareer = currentCareer.system.skills.includes(skill);
let inCurrentCareer = currentCareer.system.skills.concat(currentCareer.system.addedSkills).includes(skill);
let craftsmanAdded = this.actor.getFlag("wfrp4e", "craftsmanAdded") || {};
if (existingSkill && inCurrentCareer && !craftsmanAdded[existingSkill.name])
{
@ -14,6 +14,6 @@ if (existingSkill && inCurrentCareer && !craftsmanAdded[existingSkill.name])
else
{
craftsmanAdded[skill] = true;
currentCareer.system.skills.push(skill);
setProperty(this.actor, "flags.wfrp4e.craftsmanAdded", craftsmanAdded)
currentCareer.system.addedSkills.push(skill);
foundry.utils.setProperty(this.actor, "flags.wfrp4e.craftsmanAdded", craftsmanAdded)
}

View File

@ -1,4 +1,4 @@
let choice = await ItemDialog.create(ItemDialog.objectToArray(game.wfrp4e.config.locations, this.effect.img), 1, "Choose Location");
let choice = await ItemDialog.create(ItemDialog.objectToArray(game.wfrp4e.config.locations, this.effect.img), 1, "Choisissez Location");
if (choice[0])
{
this.effect.updateSource({name : `${this.effect.name} (${choice[0].name})`})

View File

@ -10,13 +10,10 @@ let characteristics = {
"wp" : 25,
"fel" : 10
}
//let skills = ["Cool", "Dodge", "Intimidate", "Intuition", "Leadership", "Lore (Warfare)", "Perception"]
let skills = ["Calme", "Equive", "Intimidation", "Intuition", "Commandement", "Savoir (Guerre)", "Perception"]
let skills = ["Calme", "Esquive", "Intimidate", "Intuition", "Commandement" , "Lore (Warfare)", "Perception"]
let skillAdvancements = [15, 15, 15, 15, 15, 10, 10]
let talents = ["Vigilance", "Combat Instinctif", "Feinte", "Exaltant", "Déterminé", "Seigneur de guerre"]
// TODO
let trappings = ["Arme simple", "Bouclier"]
let talents = ["Combat Aware", "Combat Reflexes", "Feint", "Inspiring", "Resolute", "War Leader"]
let trappings = ["Arme simple", "Shield"]
let items = [];
let updateObj = this.actor.toObject();
@ -62,7 +59,7 @@ for (let trapping of trappings)
{
trappingItem = trappingItem.toObject()
equip(trappingItem)
trappingItem.system.equipped.value = true;
items.push(trappingItem);
}
@ -76,13 +73,3 @@ updateObj.name = updateObj.name += " " + this.effect.name
await this.actor.update(updateObj)
this.actor.createEmbeddedDocuments("Item", items);
function equip(item)
{
if (item.type == "armour")
item.system.worn.value = true
else if (item.type == "weapon")
item.system.equipped = true
else if (item.type == "trapping" && item.system.trappingType.value == "clothingAccessories")
item.system.worn = true
}

View File

@ -0,0 +1,6 @@
const target = args.actor;
if (target.has("Ethereal") || target.has("Corruption")) {
args.totalWoundLoss += 6;
args.modifiers.other.push({label: this.effect.name, value: 6})
}

View File

@ -0,0 +1 @@
return args.skill?.name !== game.i18n.localize("NAME.Endurance");

112
scripts/4ylzjgUdHY5D0yVh.js Normal file
View File

@ -0,0 +1,112 @@
let characteristics = {
"ws" : 25,
"bs" : 10,
"s" : 15,
"t" : 15,
"i" : 25,
"ag" : 20,
"dex" : 0,
"int" : 10,
"wp" : 25,
"fel" : 10
}
let skills = ["Calme", "Esquive", "Intimidate", "Intuition", "Langue (Battle)", "Commandement" , "Lore (Warfare)", "Perception"]
let skillAdvancements = [15, 15, 15, 15, 10, 15, 10, 10]
let talents = ["Combat Aware", "Combat Master", "Combat Reflexes", "Inspiring", "Resolute", "War Leader"]
let trappings = ["Arme simple", "Shield", "Plate Breastplate", "Plate Bracers", "Plate Helm", "Plate Leggings"]
let specialItems = []
let items = [];
let updateObj = this.actor.toObject();
for (let ch in characteristics)
{
updateObj.system.characteristics[ch].modifier += characteristics[ch];
}
for (let item of specialItems) {
let newItem
if (item.type == "weapon") {
newItem = new ItemWfrp4e({ name: item.name, type: item.type, system: { equipped: true, damage: {value: item.damage}} })
} else if (item.type == "trapping") {
newItem = new ItemWfrp4e({ img: "systems/wfrp4e/icons/blank.png", name: item.name, type: item.type, system: { worn: true, trappingType: { value: item.trappingType} } } )
} else {
newItem = new ItemWfrp4e({ img: "systems/wfrp4e/icons/blank.png", name: item.name, type: item.type })
}
items.push(newItem.toObject())
}
for (let index = 0; index < skills.length; index++)
{
let skill = skills[index]
let skillItem;
skillItem = updateObj.items.find(i => i.name == skill && i.type == "skill")
if (skillItem)
skillItem.system.advances.value += skillAdvancements[index]
else
{
skillItem = await game.wfrp4e.utility.findSkill(skill)
skillItem = skillItem.toObject();
skillItem.system.advances.value = skillAdvancements[index];
items.push(skillItem);
}
}
for (let talent of talents)
{
let talentItem = await game.wfrp4e.utility.findTalent(talent)
if (talentItem)
{
items.push(talentItem.toObject());
}
else
{
ui.notifications.warn(`Impossible de trouver ${talent}`, {permanent : true})
}
}
for (let trapping of trappings)
{
let trappingItem = await game.wfrp4e.utility.findItem(trapping)
if (trappingItem)
{
trappingItem = trappingItem.toObject()
trappingItem.system.equipped.value = true;
items.push(trappingItem);
}
else
{
ui.notifications.warn(`Impossible de trouver ${trapping}`, {permanent : true})
}
}
let filters = [
{
property : "type",
value : "weapon"
},
{
property : "system.weaponGroup.value",
value : ["twohanded", "polearm"]
}
]
items = items.concat(await ItemDialog.createFromFilters(filters, 1, "Choisissez an appropriate Polearm or Two-Handed Weapon"))
let ride = await Dialog.confirm({title : "Skill", content : "Add Chaos Steed and +20 Ride (Horse)?"})
if (ride)
{
let skill = await game.wfrp4e.utility.findSkill("Ride (Horse)")
skill = skill.toObject();
skill.system.advances.value = 20;
items = items.concat({name : "Chaos Steed", type: "trapping", "system.trappingType.value" : "misc"}, skill)
}
updateObj.name = updateObj.name += " " + this.effect.name
await this.actor.update(updateObj)
this.actor.createEmbeddedDocuments("Item", items);

View File

@ -13,7 +13,7 @@ let characteristics = {
let skills = ["Esquive", "Perception"]
let skillAdvancements = [10, 10]
let talents = ["Flee!", "Marksman"]
let trappings = ["Hand Weapon"]
let trappings = ["Arme simple"]
let items = [];
let updateObj = this.actor.toObject();
@ -48,7 +48,7 @@ for (let talent of talents)
}
else
{
ui.notifications.warn(`Could not find ${talent}`, {permanent : true})
ui.notifications.warn(`Impossible de trouver ${talent}`, {permanent : true})
}
}
@ -59,13 +59,13 @@ for (let trapping of trappings)
{
trappingItem = trappingItem.toObject()
equip(trappingItem)
trappingItem.system.equipped.value = true;
items.push(trappingItem);
}
else
{
ui.notifications.warn(`Could not find ${trapping}`, {permanent : true})
ui.notifications.warn(`Impossible de trouver ${trapping}`, {permanent : true})
}
}
@ -73,13 +73,3 @@ updateObj.name = updateObj.name += " " + this.effect.name
await this.actor.update(updateObj)
this.actor.createEmbeddedDocuments("Item", items);
function equip(item)
{
if (item.type == "armour")
item.system.worn.value = true
else if (item.type == "weapon")
item.system.equipped = true
else if (item.type == "trapping" && item.system.trappingType.value == "clothingAccessories")
item.system.worn = true
}

View File

@ -10,11 +10,10 @@ let characteristics = {
"wp" : 15,
"fel" : 0
}
//let skills = ["Cool", "Dodge", "Intimidate", "Leadership"]
let skills = ["Calme", "Esquive", "Intimidation", "Commandement"]
let skills = ["Calme", "Esquive", "Intimidate", "Commandement" ]
let skillAdvancements = [15, 15, 10, 5]
let talents = ["Vigilance", "Combat Instinctif", "Feinte", "Déterminé"]
let trappings = ["Cotte de Mailles", "Chausses de Mailles", "Coiffe de Mailles", "Arme simple", "Bouclier"]
let talents = ["Combat Aware", "Combat Reflexes", "Feint", "Resolute"]
let trappings = ["Mail Coat", "Mail Chausses", "Mail Coif", "Arme simple", "Shield"]
let items = [];
let updateObj = this.actor.toObject();
@ -60,7 +59,7 @@ for (let trapping of trappings)
{
trappingItem = trappingItem.toObject()
equip(trappingItem)
trappingItem.system.equipped.value = true;
items.push(trappingItem);
}
@ -74,13 +73,3 @@ updateObj.name = this.effect.name + " " + updateObj.name
await this.actor.update(updateObj)
this.actor.createEmbeddedDocuments("Item", items);
function equip(item)
{
if (item.type == "armour")
item.system.worn.value = true
else if (item.type == "weapon")
item.system.equipped = true
else if (item.type == "trapping" && item.system.trappingType.value == "clothingAccessories")
item.system.worn = true
}

View File

@ -1,5 +1,5 @@
const repaired_message = `<p>Réparation finie de <em>${this.item.name}</em>.</p>`;
const test = 'Métier (Charpentier)';
const repaired_message = `<p>Réparation finie <em>${this.item.name}</em>.</p>`;
const test = 'Trade (Carpenter)';
const difficulty = 'challenging';
const target = 40;
@ -24,11 +24,10 @@ const extendedTestData = {
},
effects: [
{
name: `Réparer le ${this.item.name}`,
icon: this.item.img,
flags: {
wfrp4e: {
applicationData: {
name: `Réparer ${this.item.name}`,
img: this.item.img,
system: {
transferData : {
type: "document",
documentType: "Item"
},
@ -38,7 +37,7 @@ const extendedTestData = {
script: `
let id = this.item.flags.wfrp4e.fromEffect;
let effect = this.actor.appliedEffects.find(e => e.id === id);
this.script.scriptMessage("${repaired_message}");
this.script.message("${repaired_message}");
await effect.item.delete();
`,
trigger: "deleteEffect"
@ -46,7 +45,6 @@ const extendedTestData = {
]
}
}
}
]
};

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