Files
fvtt-lethal-fantasy/packs-system/lf-skills.db
T
2026-07-07 18:13:30 +02:00

4 lines
239 KiB
Plaintext
Raw Blame History

This file contains invisible Unicode characters
This file contains invisible Unicode characters that are indistinguishable to humans but may be processed differently by a computer. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.
This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.
Script ran on page and returned:
```json
"{\"folder\":\"7j8H7DbmBb9Uza2X\",\"name\":\"Great Sword\",\"type\":\"skill\",\"img\":\"systems/fvtt-lethal-fantasy/assets/icons/icon_skill.webp\",\"_id\":\"1gGX5jqAj1LIZhTh\",\"system\":{\"description\":\"<p>WEAPON FAMILY: BLADES</p><p><span style=\\\"font-family:'Arial'\\\">WEAPONS OF THIS CLASS: Long Sword, Bastard sword, Rapier, Katana, Great sword</span></p><p><span style=\\\"font-family:'Arial'\\\">To gain basic skill in a weapon, a character must reach a 10 skill in a weapon.</span></p><p style=\\\"margin:0.0px 0.0px 16.0px 0.0px;font:16.0px Arial;-webkit-text-stroke:#000000\\\"><span style=\\\"font-family:'Arial'\\\">You must choose the weapon specifically, and only that specific weapon receives full skill bonuses. All other weapons within that class of weapon will gain half the bonuses chosen rounded up. Weapons within a family of weapons gain one quarter of the bonuses chosen rounded up.</span></p><p style=\\\"margin:0.0px 0.0px 16.0px 0.0px;font:16.0px Arial;-webkit-text-stroke:#000000\\\"><span style=\\\"font-family:'Arial'\\\">You can choose to add +1 to attack, defense, or damage for each 10 skill points you gain after reaching basic skill in a weapon. There is no requirement that you stay balanced in all aspects of a weapon. A character can dedicate all their skill toward one aspect of a weapon. The first +1 bonus is achieved at skill level 20 because you need the first 10 points to become proficient with the weapon.</span></p><p style=\\\"margin:0.0px 0.0px 16.0px 0.0px;font:16.0px Arial;-webkit-text-stroke:#000000\\\"><span style=\\\"font-family:'Arial'\\\">With a skill level of 175, a character rolls weapon progression dice with favor. This allows the character to roll two dice to get the result needed for an attack opportunity. This is in addition to any other chosen bonuses.</span></p>\",\"category\":\"weapon\",\"base\":\"None\",\"bonus\":0,\"cost\":0,\"weaponClass\":\"longblade\",\"weaponBonus\":{\"attack\":0,\"defense\":0,\"damage\":0},\"classesCost\":{\"untrained\":0,\"fighter\":0,\"rogue\":0,\"ranger\":0,\"cleric\":0,\"magicuser\":0}},\"effects\":[],\"sort\":2800000,\"ownership\":{\"default\":0,\"Ccm2SWj6Wb78Gkz7\":3},\"flags\":{},\"_stats\":{\"compendiumSource\":null,\"duplicateSource\":null,\"exportSource\":null,\"coreVersion\":\"13.348\",\"systemId\":\"fvtt-lethal-fantasy\",\"systemVersion\":\"13.0.0\",\"createdTime\":1757441238100,\"modifiedTime\":1757441238100,\"lastModifiedBy\":\"Ccm2SWj6Wb78Gkz7\"}}\n{\"folder\":\"7j8H7DbmBb9Uza2X\",\"name\":\"Kukri Skill\",\"type\":\"skill\",\"img\":\"systems/fvtt-lethal-fantasy/assets/icons/icon_skill.webp\",\"_id\":\"2F2CMf88jL50We0F\",\"system\":{\"description\":\"<p><span style=\\\"font-family:'Arial'\\\">WEAPONS OF THIS CLASS: Knife, Dagger, Punching Dagger, Kukri, Sai,</span></p>\",\"category\":\"weapon\",\"base\":\"None\",\"bonus\":0,\"cost\":0,\"weaponClass\":\"shortblade\",\"weaponBonus\":{\"attack\":0,\"defense\":0,\"damage\":0},\"classesCost\":{\"untrained\":0,\"fighter\":0,\"rogue\":0,\"ranger\":0,\"cleric\":0,\"magicuser\":0}},\"effects\":[],\"sort\":3100000,\"ownership\":{\"default\":0,\"Ccm2SWj6Wb78Gkz7\":3},\"flags\":{},\"_stats\":{\"compendiumSource\":null,\"duplicateSource\":null,\"exportSource\":null,\"coreVersion\":\"13.348\",\"systemId\":\"fvtt-lethal-fantasy\",\"systemVersion\":\"13.0.0\",\"createdTime\":1757441238100,\"modifiedTime\":1757441238100,\"lastModifiedBy\":\"Ccm2SWj6Wb78Gkz7\"}}\n{\"folder\":\"8bvP7KH6Tk4NEMji\",\"name\":\"Thrown Javelin Skill\",\"type\":\"skill\",\"img\":\"systems/fvtt-lethal-fantasy/assets/icons/icon_skill.webp\",\"_id\":\"2ed7TqanWc1qd9G0\",\"system\":{\"description\":\"<p>WEAPON FAMILY:NONE</p><p>WEAPONS OF THIS CLASS: Knife, Dagger, Shuriken, Dart, Hatchet, Tomahawk, Javelin, Short spear</p><p><span style=\\\"font-family:'Arial',sans-serif\\\">Thrown weapons are not eligible to purchase defense bonuses for advanced skill in throwing. The weapons may be used in melee combat with skill in their use as a defensive weapon if trained as a melee weapon</span></p><p>To gain basic skill in a weapon, a character must reach a 10 skill in a weapon.</p><p class=\\\"MsoNormal\\\">You must choose the weapon specifically, and only that specific weapon receives full skill bonuses. All other weapons within that class of weapon will gain half the bonuses chosen rounded up. Weapons within a family of weapons gain one quarter of the bonuses chosen rounded up.</p><p class=\\\"MsoNormal\\\">You can choose to add +1 to attack, defense, or damage for each 10 skill points you gain after reaching basic skill in a weapon. There is no requirement that you stay balanced in all aspects of a weapon. A character can dedicate all their skill toward one aspect of a weapon. The first +1 bonus is achieved at skill level 20 because you need the first 10 points to become proficient with the weapon.</p><p class=\\\"MsoNormal\\\">With a skill level of 175, a character rolls weapon progression dice with favor. This allows the character to ro<span style=\\\"color:black;mso-themecolor:text1\\\">ll two dice to get the result needed for an attack opportunity. This is in addition to any other chosen bonuses.</span></p>\",\"category\":\"weapon\",\"base\":\"None\",\"bonus\":0,\"cost\":0,\"weaponClass\":\"thrown\",\"weaponBonus\":{\"attack\":0,\"defense\":0,\"damage\":0},\"classesCost\":{\"untrained\":0,\"fighter\":0,\"rogue\":0,\"ranger\":0,\"cleric\":0,\"magicuser\":0}},\"effects\":[],\"sort\":112500,\"ownership\":{\"default\":0,\"Ccm2SWj6Wb78Gkz7\":3},\"flags\":{},\"_stats\":{\"compendiumSource\":null,\"duplicateSource\":null,\"exportSource\":null,\"coreVersion\":\"13.348\",\"systemId\":\"fvtt-lethal-fantasy\",\"systemVersion\":\"13.0.0\",\"createdTime\":1757441235521,\"modifiedTime\":1757441235521,\"lastModifiedBy\":\"Ccm2SWj6Wb78Gkz7\"}}\n{\"folder\":\"CCN61SUBOAh3bVVu\",\"name\":\"Performance\",\"type\":\"skill\",\"img\":\"icons/skills/trades/music-singing-voice-blue.webp\",\"_id\":\"2y1EUOPC9C7mxNSD\",\"system\":{\"description\":\"<p>Acting, diplomacy, speeches, interrogations, persuasion, seduce, resist persuasion, skilled liar.</p><p class=\\\"MsoNormal\\\">This skill is about drama and the ability to communicate, negotiate, or manipulate persuasively. The list above shows some ways this skill might <a name=\\\"_Int_S4RLrGcN\\\">be used</a>, but it is not a complete list. The resist performance skill opposes this skill to decide who prevails. A skilled liar, seducer, persuader, or interrogator would roll and face a challenge from the resist performance skill of their audience. This determines if the audience detects the lie, resists the persuasion, or resists the seduction or interrogation. This skill should apply to any situation that relies on performance and the ability to resist that performance.</p><p class=\\\"MsoNormal\\\">The ability to persuade (with truth or as a skilled liar), seduce, or interrogate a being for information depends on the situation. It is easy to persuade a mortal to do something they have no moral objection to and no personal interest in opposing. This role-playing situation may not require this kind of opposed roll. When the character tries to get a target to do something the target's profession, livelihood, morals, or loyalties would oppose, the roll should <a name=\\\"_Int_LUlckyP8\\\">be made</a>.</p><p class=\\\"MsoNormal\\\">EXAMPLES OF CHALLENGES TO PERFORMANCE</p><p class=\\\"MsoListParagraph\\\" style=\\\"margin-left:.5in;text-indent:-.25in;mso-list:l0 level1 lfo1\\\"><span style=\\\"mso-list:Ignore\\\">1.     </span>It causes minor inconveniences and will not cause the loss of a job, income, wealth, or reputation status. It only requires a roll that exceeds the resist performance skill.</p><p class=\\\"MsoListParagraph\\\" style=\\\"margin-left:.5in;text-indent:-.25in;mso-list:l0 level1 lfo1\\\"><span style=\\\"mso-list:Ignore\\\">2.     </span>Causing Significant inconvenience and could lose their job, income, wealth, reputation, or status, requires a roll that exceeds the resist performance skill by 20 points.</p><p class=\\\"MsoListParagraph\\\" style=\\\"margin-left:.5in;text-indent:-.25in;mso-list:l0 level1 lfo1\\\"><span style=\\\"mso-list:Ignore\\\">3.     </span>Causing major inconvenience and <a name=\\\"_Int_oUsaX6q6\\\">likely causing</a> the loss of job, income, wealth, reputation, or status requires a roll that exceeds the resist performance skill by 35 points.</p><p class=\\\"MsoListParagraph\\\" style=\\\"margin-left:.5in;text-indent:-.25in;mso-list:l0 level1 lfo1\\\"><span style=\\\"mso-list:Ignore\\\">4.     </span>Causing severe inconvenience and will <a name=\\\"_Int_s0HcizlD\\\">almost certainly</a> lose job, income, wealth, reputation, or status requires a roll that exceeds the resist performance skill by 50 points.</p><p class=\\\"MsoListParagraph\\\" style=\\\"margin-left:.5in;text-indent:-.25in;mso-list:l0 level1 lfo1\\\"><span style=\\\"mso-list:Ignore\\\">5.     </span>This causes complete inconvenience and will certainly cause a loss of job, income, wealth, reputation, or status. It could also force the target to face death or similar dire repercussions, which require a roll that exceeds the resist performance skill by 75 points.</p><p class=\\\"MsoNormal\\\">Intimidation is a different and specialized use of persuasion techniques, but often in a more primitive way, and it has its own skill category.</p><p class=\\\"MsoNormal\\\">Intimidation and performance have similar outcomes and requirements. A character can only use one of these skills to carry out their goal of influencing the target. Players should choose the tactic they plan to employ and play it out by role-playing and making the roll.</p>\",\"category\":\"layperson\",\"base\":\"CHA\",\"bonus\":0,\"cost\":0,\"weaponClass\":\"shortblade\",\"weaponBonus\":{\"attack\":0,\"defense\":0,\"damage\":0},\"classesCost\":{\"untrained\":0,\"fighter\":0,\"rogue\":0,\"ranger\":0,\"cleric\":0,\"magicuser\":0}},\"effects\":[],\"sort\":3200000,\"ownership\":{\"default\":0,\"Ccm2SWj6Wb78Gkz7\":3},\"flags\":{},\"_stats\":{\"compendiumSource\":null,\"duplicateSource\":null,\"exportSource\":null,\"coreVersion\":\"13.348\",\"systemId\":\"fvtt-lethal-fantasy\",\"systemVersion\":\"13.0.0\",\"createdTime\":1757441225574,\"modifiedTime\":1757441225574,\"lastModifiedBy\":\"Ccm2SWj6Wb78Gkz7\"}}\n{\"folder\":\"CCN61SUBOAh3bVVu\",\"name\":\"Escape Bonds\",\"type\":\"skill\",\"img\":\"icons/sundries/survival/cuffs-shackles-steel.webp\",\"_id\":\"3ZlCo96DdxkHg1in\",\"system\":{\"description\":\"<p>Escape bonds is the ability to escape from physical restraints such as manacles, ropes, chains, shackles, irons, and straight jackets. The GM or the published adventure must set the challenge level of different restraints, which will vary widely.</p><p class=\\\"MsoNormal\\\">Escaping when captured by the game's villains will surely come up in LETHAL FANTASY. Rope use may challenge this skill if the restraint in question is being bound by rope. The challenge for escaping from rope ties would be a competition between the character's escape bonds skill and the rope use skill to escape. This directly compares the quality of the knot with the skill of the captive in escaping bonds. Skill in rope use + D100E versus skill in escape bonds + D100E. If the knot prevails or ties, the knot holds, and the captive cannot escape; if the knot loses, the captive escapes.</p><p class=\\\"MsoNormal\\\">The higher the quality of the knot, the longer the escape takes, so for every 10 points of the knot roll, it takes 1D4 minutes to escape. A 110-point knot will take 11D4 minutes to escape (this roll does not explode). If the captive does not roll over the knot value, it <a name=\\\"_Int_GHQR7ul9\\\">indicates</a> that the knot has held for at least 24 hours. The captive can attempt to escape once per game day or once per session, whichever comes first. Characters can also try to escape again if someone loosens, adjusts, or re-ties the knot.</p><p class=\\\"MsoNormal\\\">Please refer to the rope use skill for the competing skill information.</p><p class=\\\"MsoNormal\\\">You can escape manacles or chains by using the pick lock skill if the restraints have a lock attached. The difficulty of picking a lock depends on the skill of the lock maker, so refer to the pick lock skill for instructions. A character needs tools and the ability to reach the lock to pick a lock. This may not be possible, or a character may fail a lock pick check and still be bound. Characters with the escape bonds skill have another avenue to gain their freedom.</p><p class=\\\"MsoNormal\\\">The skill of escape bonds is partly about manipulating hands, fingers, wrist bones, and other body parts to squeeze oneself out of the restraints. The GM must decide the escape difficulty or challenge of the manacles or restraints and set a target number to see if the character can free themselves from the bonds. Since fantasy worlds have hands and feet of many sizes, manacles might not fit every wrist or hand. Hands are usually easier to free than feet because they are easier to manipulate and squeeze to a smaller size. A target number for escaping the bonds must be set by the GM. The character can attempt this either once per session or once every 24 game hours, whichever happens first. If the character exceeds the challenge number, the results are straightforward and the character escapes.</p><p class=\\\"MsoNormal\\\">The GM may set different challenge ratings for various pieces of restraint. For example, a character manacled by hands and feet may free their hands, but not their feet. A straight jacket is one challenge roll, and ropes are escapable once a character's hands are free. The GM should evaluate each situation and set the proper challenge numbers for the task.</p>\",\"category\":\"layperson\",\"base\":\"DEX\",\"bonus\":0,\"cost\":0,\"weaponClass\":\"shortblade\",\"weaponBonus\":{\"attack\":0,\"defense\":0,\"damage\":0},\"classesCost\":{\"untrained\":0,\"fighter\":0,\"rogue\":0,\"ranger\":0,\"cleric\":0,\"magicuser\":0}},\"effects\":[],\"sort\":1200000,\"ownership\":{\"default\":0,\"Ccm2SWj6Wb78Gkz7\":3},\"flags\":{},\"_stats\":{\"compendiumSource\":null,\"duplicateSource\":null,\"exportSource\":null,\"coreVersion\":\"13.348\",\"systemId\":\"fvtt-lethal-fantasy\",\"systemVersion\":\"13.0.0\",\"createdTime\":1757441225574,\"modifiedTime\":1757441225574,\"lastModifiedBy\":\"Ccm2SWj6Wb78Gkz7\"}}\n{\"name\":\"War Mage Skill\",\"type\":\"skill\",\"img\":\"systems/fvtt-lethal-fantasy/assets/icons/icon_skill.webp\",\"system\":{\"description\":\"<p><strong>Mythical War Mage:</strong> A War Mage can call forth a magical melee weapon <span style=\\\"font-family:'Arial, sans-serif', serif\\\">that <a name=\\\"_Int_AdeY3IbP\\\">is used</a> as a melee attack.</span></p><p class=\\\"MsoListParagraph\\\" style=\\\"margin-left:.5in\\\"><span style=\\\"font-family:'Arial, sans-serif', serif\\\">The caster can automatically use the weapon with skill and can buy skill in the weapon at a cost of 5 development points per roll. Although the weapon doesn't increase damage based on strength, the magic-user can apply attack bonuses from attributes once they reach skill level 20. To increase this skill, it must be the weapon primarily used in combat. Characters can add damage, attack, and defense with increased skill. The base statistics for the weapon remain the same, no matter which weapon the magic-user chooses. The weapon could look like a sword of green light, a mace of red light, a staff of white energy, or whatever manifestation the caster chooses. Summoning the weapon takes 2 seconds and is a mental request. There are no verbal, somatic, or material requirements.</span></p><p class=\\\"MsoListParagraph\\\" style=\\\"margin-left:.5in\\\"><span style=\\\"font-family:'Arial, sans-serif', serif\\\">Magic weapon: </span><span style=\\\"color:black;mso-themecolor:text1\\\"><span style=\\\"font-family:'Arial, sans-serif', serif\\\">The weapon is a D8 for weapon delay.</span></span></p>\",\"category\":\"weapon\",\"base\":\"0\",\"bonus\":0,\"classesCost\":{\"untrained\":0,\"fighter\":0,\"rogue\":0,\"ranger\":0,\"cleric\":0,\"magicuser\":5},\"cost\":0,\"weaponClass\":\"longblade\",\"weaponBonus\":{\"attack\":0,\"defense\":0,\"damage\":0}},\"effects\":[],\"folder\":\"7j8H7DbmBb9Uza2X\",\"ownership\":{\"default\":0,\"Ccm2SWj6Wb78Gkz7\":3},\"flags\":{},\"_stats\":{\"compendiumSource\":null,\"duplicateSource\":null,\"exportSource\":null,\"coreVersion\":\"13.351\",\"systemId\":\"fvtt-lethal-fantasy\",\"systemVersion\":\"13.0.0\",\"createdTime\":1768224343466,\"modifiedTime\":1768224343466,\"lastModifiedBy\":\"Ccm2SWj6Wb78Gkz7\"},\"_id\":\"3cU5wW47VwlEPNqj\",\"sort\":0}\n{\"folder\":\"7j8H7DbmBb9Uza2X\",\"name\":\"Wakizashi Skill\",\"type\":\"skill\",\"img\":\"systems/fvtt-lethal-fantasy/assets/icons/icon_skill.webp\",\"_id\":\"5HFfpccuLjBeKe0O\",\"system\":{\"description\":\"<p>WEAPON FAMILY: BLADES</p><p><span style=\\\"font-family:'Arial'\\\">WEAPONS OF THIS CLASS: Short sword, Wakizashi, Scimitar, Falchion</span></p><p><span style=\\\"font-family:'Arial'\\\">To gain basic skill in a weapon, a character must reach a 10 skill in a weapon.</span></p><p style=\\\"margin:0.0px 0.0px 16.0px 0.0px;font:16.0px Arial;-webkit-text-stroke:#000000\\\"><span style=\\\"font-family:'Arial'\\\">You must choose the weapon specifically, and only that specific weapon receives full skill bonuses. All other weapons within that class of weapon will gain half the bonuses chosen rounded up. Weapons within a family of weapons gain one quarter of the bonuses chosen rounded up.</span></p><p style=\\\"margin:0.0px 0.0px 16.0px 0.0px;font:16.0px Arial;-webkit-text-stroke:#000000\\\"><span style=\\\"font-family:'Arial'\\\">You can choose to add +1 to attack, defense, or damage for each 10 skill points you gain after reaching basic skill in a weapon. There is no requirement that you stay balanced in all aspects of a weapon. A character can dedicate all their skill toward one aspect of a weapon. The first +1 bonus is achieved at skill level 20 because you need the first 10 points to become proficient with the weapon.</span></p><p style=\\\"margin:0.0px 0.0px 16.0px 0.0px;font:16.0px Arial;-webkit-text-stroke:#000000\\\"><span style=\\\"font-family:'Arial'\\\">With a skill level of 175, a character rolls weapon progression dice with favor. This allows the character to roll two dice to get the result needed for an attack opportunity. This is in addition to any other chosen bonuses.</span></p>\",\"category\":\"weapon\",\"base\":\"None\",\"bonus\":0,\"cost\":0,\"weaponClass\":\"mediumblade\",\"weaponBonus\":{\"attack\":0,\"defense\":0,\"damage\":0},\"classesCost\":{\"untrained\":0,\"fighter\":0,\"rogue\":0,\"ranger\":0,\"cleric\":0,\"magicuser\":0}},\"effects\":[],\"sort\":2100000,\"ownership\":{\"default\":0,\"Ccm2SWj6Wb78Gkz7\":3},\"flags\":{},\"_stats\":{\"compendiumSource\":null,\"duplicateSource\":null,\"exportSource\":null,\"coreVersion\":\"13.348\",\"systemId\":\"fvtt-lethal-fantasy\",\"systemVersion\":\"13.0.0\",\"createdTime\":1757441238100,\"modifiedTime\":1757441238100,\"lastModifiedBy\":\"Ccm2SWj6Wb78Gkz7\"}}\n{\"folder\":\"CCN61SUBOAh3bVVu\",\"name\":\"Survival\",\"type\":\"skill\",\"img\":\"icons/environment/wilderness/terrain-forest-gray.webp\",\"_id\":\"5epVxmKK8SpL5jYm\",\"system\":{\"description\":\"<p>This skill encompasses camp cooking, hunting, setting simple game traps, direction sense, weather sense, fire-building, and shelter-building. The skill also includes surviving in a hostile environment and dealing with outdoor terrain. This includes building shelters, finding water and food, starting fires, and predicting weather and storms. The situation, applicable terrain, and the GMs discretion decides the challenge level. Surviving in the springtime in a warm forest full of easy-to-capture small game is a 20 difficulty, but surviving a climb to the top of the world's tallest mountain is <a name=\\\"_Int_nMvC77eu\\\">possibly a</a> 150 difficulty. The survival roll might be to build a shelter that provides protection from the weather, or to find and capture food, to build a fire. Some of these may be easier than others, and multiple tasks will call for multiple rolls.</p>\",\"category\":\"layperson\",\"base\":\"WIS\",\"bonus\":0,\"cost\":0,\"weaponClass\":\"shortblade\",\"weaponBonus\":{\"attack\":0,\"defense\":0,\"damage\":0},\"classesCost\":{\"untrained\":0,\"fighter\":0,\"rogue\":0,\"ranger\":0,\"cleric\":0,\"magicuser\":0}},\"effects\":[],\"sort\":4600000,\"ownership\":{\"default\":0,\"Ccm2SWj6Wb78Gkz7\":3},\"flags\":{},\"_stats\":{\"compendiumSource\":null,\"duplicateSource\":null,\"exportSource\":null,\"coreVersion\":\"13.348\",\"systemId\":\"fvtt-lethal-fantasy\",\"systemVersion\":\"13.0.0\",\"createdTime\":1757441225574,\"modifiedTime\":1757441225574,\"lastModifiedBy\":\"Ccm2SWj6Wb78Gkz7\"}}\n{\"folder\":\"8bvP7KH6Tk4NEMji\",\"name\":\"Thrown Dagger Skill\",\"type\":\"skill\",\"img\":\"systems/fvtt-lethal-fantasy/assets/icons/icon_skill.webp\",\"_id\":\"5sUKLLrFkdMvGJon\",\"system\":{\"description\":\"<p>WEAPON FAMILY:NONE</p><p>WEAPONS OF THIS CLASS: Knife, Dagger, Shuriken, Dart, Hatchet, Tomahawk. Javelin, Short spear</p><p><span style=\\\"font-family:'Arial',sans-serif\\\">Thrown weapons are not eligible to purchase defense bonuses for advanced skill in throwing. The weapons may be used in melee combat with skill in their use as a defensive weapon if trained as a melee weapon</span></p><p>To gain basic skill in a weapon, a character must reach a 10 skill in a weapon.</p><p class=\\\"MsoNormal\\\">You must choose the weapon specifically, and only that specific weapon receives full skill bonuses. All other weapons within that class of weapon will gain half the bonuses chosen rounded up. Weapons within a family of weapons gain one quarter of the bonuses chosen rounded up.</p><p class=\\\"MsoNormal\\\">You can choose to add +1 to attack, defense, or damage for each 10 skill points you gain after reaching basic skill in a weapon. There is no requirement that you stay balanced in all aspects of a weapon. A character can dedicate all their skill toward one aspect of a weapon. The first +1 bonus is achieved at skill level 20 because you need the first 10 points to become proficient with the weapon.</p><p class=\\\"MsoNormal\\\">With a skill level of 175, a character rolls weapon progression dice with favor. This allows the character to ro<span style=\\\"color:black;mso-themecolor:text1\\\">ll two dice to get the result needed for an attack opportunity. This is in addition to any other chosen bonuses.</span></p>\",\"category\":\"weapon\",\"base\":\"None\",\"bonus\":0,\"cost\":0,\"weaponClass\":\"thrown\",\"weaponBonus\":{\"attack\":0,\"defense\":0,\"damage\":0},\"classesCost\":{\"untrained\":0,\"fighter\":0,\"rogue\":0,\"ranger\":0,\"cleric\":0,\"magicuser\":0}},\"effects\":[],\"sort\":101563,\"ownership\":{\"default\":0,\"Ccm2SWj6Wb78Gkz7\":3},\"flags\":{},\"_stats\":{\"compendiumSource\":null,\"duplicateSource\":null,\"exportSource\":null,\"coreVersion\":\"13.348\",\"systemId\":\"fvtt-lethal-fantasy\",\"systemVersion\":\"13.0.0\",\"createdTime\":1757441235521,\"modifiedTime\":1757441235521,\"lastModifiedBy\":\"Ccm2SWj6Wb78Gkz7\"}}\n{\"folder\":\"LKpAytFxLuJZMsyd\",\"name\":\"Sling Skill\",\"type\":\"skill\",\"img\":\"systems/fvtt-lethal-fantasy/assets/icons/icon_skill.webp\",\"_id\":\"61LE2WCxmD4sH9Xm\",\"system\":{\"description\":\"<p>WEAPON FAMILY:NONE</p><p>WEAPON OF THIS CLASS: Slings</p><p>Slings are not eligible to purchase defense bonuses for advanced skill.</p><p>To gain basic skill in a weapon, a character must reach a 10 skill in a weapon.</p><p class=\\\"MsoNormal\\\">You must choose the weapon specifically, and only that specific weapon receives full skill bonuses. All other weapons within that class of weapon will gain half the bonuses chosen rounded up. Weapons within a family of weapons gain one quarter of the bonuses chosen rounded up.</p><p class=\\\"MsoNormal\\\">You can choose to add +1 to attack, defense, or damage for each 10 skill points you gain after reaching basic skill in a weapon. There is no requirement that you stay balanced in all aspects of a weapon. A character can dedicate all their skill toward one aspect of a weapon. The first +1 bonus is achieved at</p><p class=\\\"MsoNormal\\\"></p><p class=\\\"MsoNormal\\\">skill level 20 because you need the first 10 points to become proficient with the weapon.</p><p class=\\\"MsoNormal\\\">With a skill level of 175, a character rolls weapon delay dice with favor. This allows the character to ro<span style=\\\"color:black;mso-themecolor:text1\\\">ll two dice to get the result needed for an attack opportunity. This is in addition to any other chosen bonuses.</span></p>\",\"category\":\"weapon\",\"base\":\"None\",\"bonus\":0,\"cost\":0,\"weaponClass\":\"sling\",\"weaponBonus\":{\"attack\":0,\"defense\":0,\"damage\":0},\"classesCost\":{\"untrained\":0,\"fighter\":0,\"rogue\":0,\"ranger\":0,\"cleric\":0,\"magicuser\":0}},\"effects\":[],\"sort\":125000,\"ownership\":{\"default\":0,\"Ccm2SWj6Wb78Gkz7\":3},\"flags\":{},\"_stats\":{\"compendiumSource\":null,\"duplicateSource\":null,\"exportSource\":null,\"coreVersion\":\"13.348\",\"systemId\":\"fvtt-lethal-fantasy\",\"systemVersion\":\"13.0.0\",\"createdTime\":1757441228292,\"modifiedTime\":1757441228292,\"lastModifiedBy\":\"Ccm2SWj6Wb78Gkz7\"}}\n{\"folder\":\"7j8H7DbmBb9Uza2X\",\"name\":\"Hatchet Skill\",\"type\":\"skill\",\"img\":\"systems/fvtt-lethal-fantasy/assets/icons/icon_skill.webp\",\"_id\":\"6KZisq5IEAphQrvh\",\"system\":{\"description\":\"<p>WEAPON FAMILY:CLUB</p><p>WEAPONS OF THIS CLASS: Battle Axe, Great axe, Hatchet, Tomahawk.</p><p>To gain basic skill in a weapon, a character must reach a 10 skill in a weapon.</p><p class=\\\"MsoNormal\\\">You must choose the weapon specifically, and only that specific weapon receives full skill bonuses. All other weapons within that class of weapon will gain half the bonuses chosen rounded up. Weapons within a family of weapons gain one quarter of the bonuses chosen rounded up.</p><p class=\\\"MsoNormal\\\">You can choose to add +1 to attack, defense, or damage for each 10 skill points you gain after reaching basic skill in a weapon. There is no requirement that you stay balanced in all aspects of a weapon. A character can dedicate all their skill toward one aspect of a weapon. The first +1 bonus is achieved at skill level 20 because you need the first 10 points to become proficient with the weapon.</p><p class=\\\"MsoNormal\\\">With a skill level of 175, a character rolls weapon delay dice with favor. This allows the character to ro<span style=\\\"color:black;mso-themecolor:text1\\\">ll two dice to get the result needed for an attack opportunity. This is in addition to any other chosen bonuses.</span></p>\",\"category\":\"weapon\",\"base\":\"None\",\"bonus\":0,\"cost\":0,\"weaponClass\":\"axe\",\"weaponBonus\":{\"attack\":0,\"defense\":0,\"damage\":0},\"classesCost\":{\"untrained\":0,\"fighter\":0,\"rogue\":0,\"ranger\":0,\"cleric\":0,\"magicuser\":0}},\"effects\":[],\"sort\":600000,\"ownership\":{\"default\":0,\"Ccm2SWj6Wb78Gkz7\":3},\"flags\":{},\"_stats\":{\"compendiumSource\":null,\"duplicateSource\":null,\"exportSource\":null,\"coreVersion\":\"13.348\",\"systemId\":\"fvtt-lethal-fantasy\",\"systemVersion\":\"13.0.0\",\"createdTime\":1757441238100,\"modifiedTime\":1757441238100,\"lastModifiedBy\":\"Ccm2SWj6Wb78Gkz7\"}}\n{\"folder\":\"o6gfPjCqhAMrGhbR\",\"name\":\"Arcane Knowledge\",\"type\":\"skill\",\"img\":\"icons/magic/symbols/elements-air-earth-fire-water.webp\",\"_id\":\"78bsk2neXVlblwT6\",\"system\":{\"description\":\"<p>Arcane knowledge and history.</p><p class=\\\"MsoNormal\\\">This is the knowledge and study of the process and history of magic. Situations that involve the character knowing facts about the history of a magic item, magic spell or some other fact or information relating to the practice of arcane magic. Magic-users who have the arcane lore skill and reach the level of Guru (81 skill level) make all spell cognition checks with favor. Arcane masters, with a skill level of 100, roll cognition checks with favor. They can also attempt the spell cognition again after a week of study, but favor will not aid this second attempt, and will result in failure if unsuccessful.</p><p class=\\\"MsoNormal\\\">Because arcane knowledge facts are often adventure specific, the GM should determine the required rolls based on how obscure the facts are and how often they <a name=\\\"_Int_xKFVsYsz\\\">are learned</a> in the pursuit of arcane arts. All LETHAL FANTASY adventures and modules will have such facts described and their challenge ratings specified.</p>\",\"category\":\"professional\",\"base\":\"INT\",\"bonus\":0,\"cost\":0,\"weaponClass\":\"shortblade\",\"weaponBonus\":{\"attack\":0,\"defense\":0,\"damage\":0},\"classesCost\":{\"untrained\":0,\"fighter\":0,\"rogue\":0,\"ranger\":0,\"cleric\":0,\"magicuser\":0}},\"effects\":[],\"sort\":500000,\"ownership\":{\"default\":0,\"Ccm2SWj6Wb78Gkz7\":3},\"flags\":{},\"_stats\":{\"compendiumSource\":null,\"duplicateSource\":null,\"exportSource\":null,\"coreVersion\":\"13.348\",\"systemId\":\"fvtt-lethal-fantasy\",\"systemVersion\":\"13.0.0\",\"createdTime\":1757441230683,\"modifiedTime\":1757441230683,\"lastModifiedBy\":\"Ccm2SWj6Wb78Gkz7\"}}\n{\"folder\":\"GhWN550HRRbDPwpd\",\"name\":\"Resist Intimidation or Fear\",\"type\":\"skill\",\"img\":\"icons/creatures/mammals/bull-horned-blue.webp\",\"_id\":\"7E2osfDzJEEUTBfh\",\"system\":{\"description\":\"<p>This is the ability to resist the effects of the intimidation skill or fear attacks.</p>\",\"category\":\"resist\",\"base\":\"WIS + CHA + MORTAL CHOICE\",\"bonus\":0,\"cost\":0,\"weaponClass\":\"shortblade\",\"weaponBonus\":{\"attack\":0,\"defense\":0,\"damage\":0},\"classesCost\":{\"untrained\":0,\"fighter\":0,\"rogue\":0,\"ranger\":0,\"cleric\":0,\"magicuser\":0}},\"effects\":[],\"sort\":100000,\"ownership\":{\"default\":0,\"Ccm2SWj6Wb78Gkz7\":3},\"flags\":{},\"_stats\":{\"compendiumSource\":null,\"duplicateSource\":null,\"exportSource\":null,\"coreVersion\":\"13.351\",\"systemId\":\"fvtt-lethal-fantasy\",\"systemVersion\":\"13.0.0\",\"createdTime\":1757441225574,\"modifiedTime\":1767293438967,\"lastModifiedBy\":\"Ccm2SWj6Wb78Gkz7\"}}\n{\"folder\":\"7j8H7DbmBb9Uza2X\",\"name\":\"Long Sword Skill\",\"type\":\"skill\",\"img\":\"systems/fvtt-lethal-fantasy/assets/icons/icon_skill.webp\",\"_id\":\"9jImzY5QZRJsbL9p\",\"system\":{\"description\":\"<p>WEAPON FAMILY: BLADES</p><p><span style=\\\"font-family:'Arial'\\\">WEAPONS OF THIS CLASS: Long Sword, Bastard sword, Rapier, Katana, Great sword</span></p><p><span style=\\\"font-family:'Arial'\\\">To gain basic skill in a weapon, a character must reach a 10 skill in a weapon.</span></p><p style=\\\"margin:0.0px 0.0px 16.0px 0.0px;font:16.0px Arial;-webkit-text-stroke:#000000\\\"><span style=\\\"font-family:'Arial'\\\">You must choose the weapon specifically, and only that specific weapon receives full skill bonuses. All other weapons within that class of weapon will gain half the bonuses chosen rounded up. Weapons within a family of weapons gain one quarter of the bonuses chosen rounded up.</span></p><p style=\\\"margin:0.0px 0.0px 16.0px 0.0px;font:16.0px Arial;-webkit-text-stroke:#000000\\\"><span style=\\\"font-family:'Arial'\\\">You can choose to add +1 to attack, defense, or damage for each 10 skill points you gain after reaching basic skill in a weapon. There is no requirement that you stay balanced in all aspects of a weapon. A character can dedicate all their skill toward one aspect of a weapon. The first +1 bonus is achieved at skill level 20 because you need the first 10 points to become proficient with the weapon.</span></p><p style=\\\"margin:0.0px 0.0px 16.0px 0.0px;font:16.0px Arial;-webkit-text-stroke:#000000\\\"><span style=\\\"font-family:'Arial'\\\">With a skill level of 175, a character rolls weapon progression dice with favor. This allows the character to roll two dice to get the result needed for an attack opportunity. This is in addition to any other chosen bonuses.</span></p>\",\"category\":\"weapon\",\"base\":\"None\",\"bonus\":0,\"cost\":0,\"weaponClass\":\"longblade\",\"weaponBonus\":{\"attack\":0,\"defense\":0,\"damage\":0},\"classesCost\":{\"untrained\":0,\"fighter\":0,\"rogue\":0,\"ranger\":0,\"cleric\":0,\"magicuser\":0}},\"effects\":[],\"sort\":3300000,\"ownership\":{\"default\":0,\"Ccm2SWj6Wb78Gkz7\":3},\"flags\":{},\"_stats\":{\"compendiumSource\":null,\"duplicateSource\":null,\"exportSource\":null,\"coreVersion\":\"13.348\",\"systemId\":\"fvtt-lethal-fantasy\",\"systemVersion\":\"13.0.0\",\"createdTime\":1757441238100,\"modifiedTime\":1757441238100,\"lastModifiedBy\":\"Ccm2SWj6Wb78Gkz7\"}}\n{\"folder\":\"CCN61SUBOAh3bVVu\",\"name\":\"Perception\",\"type\":\"skill\",\"img\":\"icons/tools/scribal/magnifying-glass.webp\",\"_id\":\"BmBY9zGqDXOJto4T\",\"system\":{\"description\":\"<p><a name=\\\"_Int_Jm9EIar8\\\">Perception</a> is the skill characters use to detect or notice their surroundings. Perception includes vision, hearing, taste, touch, smell, and that sixth sense sometimes called a gut feeling or hunch. The senses work together, so LETHAL FANTASY has made them one skill rather than many. A character with poor distance vision will roll that skill with disfavor on things far away, while a character with excellent distance vision will make that roll with favor. This adjustment depends upon what is <a name=\\\"_Int_MJ9D2T78\\\">being perceived</a> or <a name=\\\"_Int_3hTkRfGu\\\">attempted</a> to <a name=\\\"_Int_TpMwX2Ai\\\">be perceived</a>.</p><p class=\\\"MsoNormal\\\">This skill uses all senses and the GM will run skill checks to see if players notice something in a location, whether intentionally, passively, or through specific efforts to find it. The GM will decide which skill competes with the perception roll depending on the senses that apply. A hiding character or villain would <a name=\\\"_Int_GrPDsvYf\\\">require</a> stealth skills compared with the searcher's <a name=\\\"_Int_7Ov0FeSu\\\">perception</a> skills. The perception of the hidden mortal could include seeing them, hearing them, smelling them, or just the hairs rising on the back of your neck, signaling that someone is lurking. The GM must look to the stealth skill or other skill that would challenge <a name=\\\"_Int_gjaZjxlQ\\\">perception</a> for modifiers to allow favor or disfavor in all forms of <a name=\\\"_Int_NS7GORHh\\\">perception</a>.</p><p class=\\\"MsoNormal\\\">Perception could also determine if a character notices a smell, a sound, or something unusual in a room or location. Do they feel the heat or cold emanating from an item, and do they smell or taste the drug or poison in their soup? Often, there is no direct competing skill. Poisoned soup would require the GM to set a difficulty. The difficulty should reflect the difficulty of smelling or noticing the poison. Noticing if an attacker is trying a touch attack would involve a performance skill roll from the attacker and a perception roll from the defender. LETHAL FANTASY will provide these suggested difficulties to GMs in all published works. To decide the difficulty, GMs should choose how hard the poison, action, or situation is to perceive based on the intent of the story the GM is telling and what gives the characters a reasonable chance to succeed based on the type of game the GM is running. Skill descriptions will detail potential difficulty levels that apply to those <a name=\\\"_Int_igkZt1A0\\\">particular skills</a> and what skills compete with them.</p><p class=\\\"MsoNormal\\\">Game masters often use <a name=\\\"_Int_r60S89KV\\\">perception</a> rolls in passive situations. The GM applies the skill to see if players notice something they are not explicitly looking for. A player walking into a room without knowing an attacker is present would get a passive <a name=\\\"_Int_spZrIqas\\\">perception</a> roll to detect the hidden foe. Actively looking for a hidden foe is a situation in which a GM would grant that character a factor in favor of the character searching. When characters fail to understand there is the possibility of a hidden opponent, the GM should grant the hidden villain a favorable factor, <a name=\\\"_Int_73YVvb8d\\\">maybe even</a> allowing them to roll against a <a name=\\\"_Int_XOI05IRE\\\">perception</a> roll that is in disfavor. All such situations in LETHAL FANTASY adventures and modules will set out such difficulties, but as a guide, we would suggest considering the factors set out in the stealth skill.</p><p class=\\\"MsoNormal\\\">The GM (or the player) makes passive perception rolls when something is present, but the character doesnt announce theyre looking for it; The GM makes these rolls. (Or by the player without knowing what they are rolling for).</p><p class=\\\"MsoNormal\\\">A hidden mortals actions, or how well an item is hidden, can cause the GM to force a character to roll with disfavor. The GM is the ultimate decider of the competing rolls and who is in favor or disfavor.</p><p class=\\\"MsoNormal\\\">These factors are all addressed in the stealth skill section and count as factors favoring one side or the other.</p><p class=\\\"MsoNormal\\\">Distance <a name=\\\"_Int_zfSIvMgZ\\\">perception</a> is based on the same skill and is not a separate skill but applies to things further away. Distance applies to using any senses that are employed over 90 away. It is likely that this will involve only vision and hearing, as tasting, feeling, or smelling things from a distance are less likely but could occur. Smoke from a far-off fire, rotting bodies, saltwater smell, and taste as one gets close to an ocean (see, hear, or smell something in the distance, beyond 90). We mention distance <a name=\\\"_Int_YSVo26fG\\\">perception</a> separately because some characters and creatures have advanced distance <a name=\\\"_Int_FBnd7Laf\\\">perceptions</a> and can see or hear things that other mortals might think are impossible. This ability is another factor in finding the competing factors in the stealth vs. <a name=\\\"_Int_ioneVfcn\\\">perception</a> challenge.</p>\",\"category\":\"layperson\",\"base\":\"WIS\",\"bonus\":0,\"cost\":0,\"weaponClass\":\"shortblade\",\"weaponBonus\":{\"attack\":0,\"defense\":0,\"damage\":0},\"classesCost\":{\"untrained\":0,\"fighter\":0,\"rogue\":0,\"ranger\":0,\"cleric\":0,\"magicuser\":0}},\"effects\":[],\"sort\":3100000,\"ownership\":{\"default\":0,\"Ccm2SWj6Wb78Gkz7\":3},\"flags\":{},\"_stats\":{\"compendiumSource\":null,\"duplicateSource\":null,\"exportSource\":null,\"coreVersion\":\"13.348\",\"systemId\":\"fvtt-lethal-fantasy\",\"systemVersion\":\"13.0.0\",\"createdTime\":1757441225574,\"modifiedTime\":1757441225574,\"lastModifiedBy\":\"Ccm2SWj6Wb78Gkz7\"}}\n{\"folder\":\"7j8H7DbmBb9Uza2X\",\"name\":\"Falchion Skill\",\"type\":\"skill\",\"img\":\"systems/fvtt-lethal-fantasy/assets/icons/icon_skill.webp\",\"_id\":\"BtFmwLzaAyeV0ZcL\",\"system\":{\"description\":\"<p>WEAPON FAMILY: BLADES</p><p><span style=\\\"font-family:Arial\\\">WEAPONS OF THIS CLASS: Short sword, Wakizashi, Scimitar, Falchion</span></p><p><span style=\\\"font-family:'Arial'\\\">To gain basic skill in a weapon, a character must reach a 10 skill in a weapon.</span></p><p style=\\\"margin:0.0px 0.0px 16.0px 0.0px;font:16.0px Arial;-webkit-text-stroke:#000000\\\"><span style=\\\"font-family:'Arial'\\\">You must choose the weapon specifically, and only that specific weapon receives full skill bonuses. All other weapons within that class of weapon will gain half the bonuses chosen rounded up. Weapons within a family of weapons gain one quarter of the bonuses chosen rounded up.</span></p><p style=\\\"margin:0.0px 0.0px 16.0px 0.0px;font:16.0px Arial;-webkit-text-stroke:#000000\\\"><span style=\\\"font-family:'Arial'\\\">You can choose to add +1 to attack, defense, or damage for each 10 skill points you gain after reaching basic skill in a weapon. There is no requirement that you stay balanced in all aspects of a weapon. A character can dedicate all their skill toward one aspect of a weapon. The first +1 bonus is achieved at skill level 20 because you need the first 10 points to become proficient with the weapon.</span></p><p style=\\\"margin:0.0px 0.0px 16.0px 0.0px;font:16.0px Arial;-webkit-text-stroke:#000000\\\"><span style=\\\"font-family:'Arial'\\\">With a skill level of 175, a character rolls weapon progression dice with favor. This allows the character to roll two dice to get the result needed for an attack opportunity. This is in addition to any other chosen bonuses.</span></p>\",\"category\":\"weapon\",\"base\":\"None\",\"bonus\":0,\"cost\":0,\"weaponClass\":\"mediumblade\",\"weaponBonus\":{\"attack\":0,\"defense\":0,\"damage\":0},\"classesCost\":{\"untrained\":0,\"fighter\":0,\"rogue\":0,\"ranger\":0,\"cleric\":0,\"magicuser\":0}},\"effects\":[],\"sort\":2700000,\"ownership\":{\"default\":0,\"Ccm2SWj6Wb78Gkz7\":3},\"flags\":{},\"_stats\":{\"compendiumSource\":null,\"duplicateSource\":null,\"exportSource\":null,\"coreVersion\":\"13.348\",\"systemId\":\"fvtt-lethal-fantasy\",\"systemVersion\":\"13.0.0\",\"createdTime\":1757441238100,\"modifiedTime\":1757441238100,\"lastModifiedBy\":\"Ccm2SWj6Wb78Gkz7\"}}\n{\"folder\":\"LKpAytFxLuJZMsyd\",\"name\":\"Recurve Bow Skill\",\"type\":\"skill\",\"img\":\"systems/fvtt-lethal-fantasy/assets/icons/icon_skill.webp\",\"_id\":\"CmoI6xILFehvYITW\",\"system\":{\"description\":\"<p>WEAPON FAMILY:BOW</p><p><span style=\\\"font-family:'Arial',sans-serif\\\">WEAPONS OF THIS CLASS: War-bow, Short Bow, Recurve bow, crossbow</span></p><p>To gain basic skill in a weapon, a character must reach a 10 skill in a weapon.</p><p class=\\\"MsoNormal\\\">You must choose the weapon specifically, and only that specific weapon receives full skill bonuses. All other weapons within that class of weapon will gain half the bonuses chosen rounded up. Weapons within a family of weapons gain one quarter of the bonuses chosen rounded up.</p><p class=\\\"MsoNormal\\\">You can choose to add +1 to attack, defense, or damage for each 10 skill points you gain after reaching basic skill in a weapon. There is no requirement that you stay balanced in all aspects of a weapon. A character can dedicate all their skill toward one aspect of a weapon. The first +1 bonus is achieved at skill level 20 because you need the first 10 points to become proficient with the weapon.</p><p class=\\\"MsoNormal\\\">With a skill level of 175, a character rolls weapon delay dice with favor. This allows the character to ro<span style=\\\"color:black;mso-themecolor:text1\\\">ll two dice to get the result needed for an attack opportunity. This is in addition to any other chosen bonuses.</span></p>\",\"category\":\"weapon\",\"base\":\"None\",\"bonus\":0,\"cost\":0,\"weaponClass\":\"bow\",\"weaponBonus\":{\"attack\":0,\"defense\":0,\"damage\":0},\"classesCost\":{\"untrained\":0,\"fighter\":0,\"rogue\":0,\"ranger\":0,\"cleric\":0,\"magicuser\":0}},\"effects\":[],\"sort\":200000,\"ownership\":{\"default\":0,\"Ccm2SWj6Wb78Gkz7\":3},\"flags\":{},\"_stats\":{\"compendiumSource\":null,\"duplicateSource\":null,\"exportSource\":null,\"coreVersion\":\"13.348\",\"systemId\":\"fvtt-lethal-fantasy\",\"systemVersion\":\"13.0.0\",\"createdTime\":1757441228292,\"modifiedTime\":1757441228292,\"lastModifiedBy\":\"Ccm2SWj6Wb78Gkz7\"}}\n{\"folder\":\"8bvP7KH6Tk4NEMji\",\"name\":\"Thrown Knife Skill\",\"type\":\"skill\",\"img\":\"systems/fvtt-lethal-fantasy/assets/icons/icon_skill.webp\",\"_id\":\"Crtp1MfrYverW1KX\",\"system\":{\"description\":\"<p>WEAPON FAMILY:NONE</p><p>WEAPONS OF THIS CLASS: Knife, Dagger, Shuriken, Hatchet, Tomahawk, Javelin, Short spear.</p><p><span style=\\\"font-family:'Arial',sans-serif\\\">Thrown weapons are not eligible to purchase defense bonuses for advanced skill in throwing. The weapons may be used in melee combat with skill in their use as a defensive weapon if trained as a melee weapon</span></p><p>To gain basic skill in a weapon, a character must reach a 10 skill in a weapon.</p><p class=\\\"MsoNormal\\\">You must choose the weapon specifically, and only that specific weapon receives full skill bonuses. All other weapons within that class of weapon will gain half the bonuses chosen rounded up. Weapons within a family of weapons gain one quarter of the bonuses chosen rounded up.</p><p class=\\\"MsoNormal\\\">You can choose to add +1 to attack, defense, or damage for each 10 skill points you gain after reaching basic skill in a weapon. There is no requirement that you stay balanced in all aspects of a weapon. A character can dedicate all their skill toward one aspect of a weapon. The first +1 bonus is achieved at skill level 20 because you need the first 10 points to become proficient with the weapon.</p><p class=\\\"MsoNormal\\\">With a skill level of 175, a character rolls weapon progression dice with favor. This allows the character to ro<span style=\\\"color:black;mso-themecolor:text1\\\">ll two dice to get the result needed for an attack opportunity. This is in addition to any other chosen bonuses.</span></p>\",\"category\":\"weapon\",\"base\":\"None\",\"bonus\":0,\"cost\":0,\"weaponClass\":\"thrown\",\"weaponBonus\":{\"attack\":0,\"defense\":0,\"damage\":0},\"classesCost\":{\"untrained\":0,\"fighter\":0,\"rogue\":0,\"ranger\":0,\"cleric\":0,\"magicuser\":0}},\"effects\":[],\"sort\":125000,\"ownership\":{\"default\":0,\"Ccm2SWj6Wb78Gkz7\":3},\"flags\":{},\"_stats\":{\"compendiumSource\":null,\"duplicateSource\":null,\"exportSource\":null,\"coreVersion\":\"13.348\",\"systemId\":\"fvtt-lethal-fantasy\",\"systemVersion\":\"13.0.0\",\"createdTime\":1757441235521,\"modifiedTime\":1757441235521,\"lastModifiedBy\":\"Ccm2SWj6Wb78Gkz7\"}}\n{\"folder\":\"7j8H7DbmBb9Uza2X\",\"name\":\"Short Spear Skill\",\"type\":\"skill\",\"img\":\"systems/fvtt-lethal-fantasy/assets/icons/icon_skill.webp\",\"_id\":\"Dk2YpsI0sSfoap4f\",\"system\":{\"description\":\"<p>WEAPON FAMILY:NONE</p><p><span style=\\\"font-family:'Arial',sans-serif\\\">WEAPONS OF THIS CLASS: Glaive, Great pick, Short spear, Long spear, Lance</span></p><p>To gain basic skill in a weapon, a character must reach a 10 skill in a weapon.</p><p class=\\\"MsoNormal\\\">You must choose the weapon specifically, and only that specific weapon receives full skill bonuses. All other weapons within that class of weapon will gain half the bonuses chosen rounded up. Weapons within a family of weapons gain one quarter of the bonuses chosen rounded up.</p><p class=\\\"MsoNormal\\\">You can choose to add +1 to attack, defense, or damage for each 10 skill points you gain after reaching basic skill in a weapon. There is no requirement that you stay balanced in all aspects of a weapon. A character can dedicate all their skill toward one aspect of a weapon. The first +1 bonus is achieved at skill level 20 because you need the first 10 points to become proficient with the weapon.</p><p class=\\\"MsoNormal\\\">With a skill level of 175, a character rolls weapon progression dice with favor. This allows the character to ro<span style=\\\"color:black;mso-themecolor:text1\\\">ll two dice to get the result needed for an attack opportunity. This is in addition to any other chosen bonuses.</span></p>\",\"category\":\"weapon\",\"base\":\"None\",\"bonus\":0,\"cost\":0,\"weaponClass\":\"polearm\",\"weaponBonus\":{\"attack\":0,\"defense\":0,\"damage\":0},\"classesCost\":{\"untrained\":0,\"fighter\":0,\"rogue\":0,\"ranger\":0,\"cleric\":0,\"magicuser\":0}},\"effects\":[],\"sort\":1500000,\"ownership\":{\"default\":0,\"Ccm2SWj6Wb78Gkz7\":3},\"flags\":{},\"_stats\":{\"compendiumSource\":null,\"duplicateSource\":null,\"exportSource\":null,\"coreVersion\":\"13.348\",\"systemId\":\"fvtt-lethal-fantasy\",\"systemVersion\":\"13.0.0\",\"createdTime\":1757441238100,\"modifiedTime\":1757441238100,\"lastModifiedBy\":\"Ccm2SWj6Wb78Gkz7\"}}\n{\"folder\":\"7j8H7DbmBb9Uza2X\",\"name\":\"Rapier Skill\",\"type\":\"skill\",\"img\":\"systems/fvtt-lethal-fantasy/assets/icons/icon_skill.webp\",\"_id\":\"EGcnQlCq1D9UUVu4\",\"system\":{\"description\":\"<p>WEAPON FAMILY: BLADES</p><p><span style=\\\"font-family:'Arial'\\\">WEAPONS OF THIS CLASS: Long Sword, Bastard sword, Rapier, Katana, Great sword</span></p><p><span style=\\\"font-family:'Arial'\\\">To gain basic skill in a weapon, a character must reach a 10 skill in a weapon.</span></p><p style=\\\"margin:0.0px 0.0px 16.0px 0.0px;font:16.0px Arial;-webkit-text-stroke:#000000\\\"><span style=\\\"font-family:'Arial'\\\">You must choose the weapon specifically, and only that specific weapon receives full skill bonuses. All other weapons within that class of weapon will gain half the bonuses chosen rounded up. Weapons within a family of weapons gain one quarter of the bonuses chosen rounded up.</span></p><p style=\\\"margin:0.0px 0.0px 16.0px 0.0px;font:16.0px Arial;-webkit-text-stroke:#000000\\\"><span style=\\\"font-family:'Arial'\\\">You can choose to add +1 to attack, defense, or damage for each 10 skill points you gain after reaching basic skill in a weapon. There is no requirement that you stay balanced in all aspects of a weapon. A character can dedicate all their skill toward one aspect of a weapon. The first +1 bonus is achieved at skill level 20 because you need the first 10 points to become proficient with the weapon.</span></p><p style=\\\"margin:0.0px 0.0px 16.0px 0.0px;font:16.0px Arial;-webkit-text-stroke:#000000\\\"><span style=\\\"font-family:'Arial'\\\">With a skill level of 175, a character rolls weapon progression dice with favor. This allows the character to roll two dice to get the result needed for an attack opportunity. This is in addition to any other chosen bonuses.</span></p>\",\"category\":\"weapon\",\"base\":\"None\",\"bonus\":0,\"cost\":0,\"weaponClass\":\"longblade\",\"weaponBonus\":{\"attack\":0,\"defense\":0,\"damage\":0},\"classesCost\":{\"untrained\":0,\"fighter\":0,\"rogue\":0,\"ranger\":0,\"cleric\":0,\"magicuser\":0}},\"effects\":[],\"sort\":3500000,\"ownership\":{\"default\":0,\"Ccm2SWj6Wb78Gkz7\":3},\"flags\":{},\"_stats\":{\"compendiumSource\":null,\"duplicateSource\":null,\"exportSource\":null,\"coreVersion\":\"13.348\",\"systemId\":\"fvtt-lethal-fantasy\",\"systemVersion\":\"13.0.0\",\"createdTime\":1757441238100,\"modifiedTime\":1757441238100,\"lastModifiedBy\":\"Ccm2SWj6Wb78Gkz7\"}}\n{\"folder\":\"8bvP7KH6Tk4NEMji\",\"name\":\"Thrown Tomahawk Skill\",\"type\":\"skill\",\"img\":\"systems/fvtt-lethal-fantasy/assets/icons/icon_skill.webp\",\"_id\":\"FO1ikwUwXtcoKI6X\",\"system\":{\"description\":\"<p>WEAPON FAMILY:NONE</p><p>WEAPONS OF THIS CLASS: Knife, Dagger, Shuriken, Dart, Hatchet, Tomahawk, Javelin, Short spear</p><p><span style=\\\"font-family:'Arial',sans-serif\\\">Thrown weapons are not eligible to purchase defense bonuses for advanced skill in throwing. The weapons may be used in melee combat with skill in their use as a defensive weapon if trained as a melee weapon</span></p><p>To gain basic skill in a weapon, a character must reach a 10 skill in a weapon.</p><p class=\\\"MsoNormal\\\">You must choose the weapon specifically, and only that specific weapon receives full skill bonuses. All other weapons within that class of weapon will gain half the bonuses chosen rounded up. Weapons within a family of weapons gain one quarter of the bonuses chosen rounded up.</p><p class=\\\"MsoNormal\\\">You can choose to add +1 to attack, defense, or damage for each 10 skill points you gain after reaching basic skill in a weapon. There is no requirement that you stay balanced in all aspects of a weapon. A character can dedicate all their skill toward one aspect of a weapon. The first +1 bonus is achieved at skill level 20 because you need the first 10 points to become proficient with the weapon.</p><p class=\\\"MsoNormal\\\">With a skill level of 175, a character rolls weapon progression dice with favor. This allows the character to ro<span style=\\\"color:black;mso-themecolor:text1\\\">ll two dice to get the result needed for an attack opportunity. This is in addition to any other chosen bonuses.</span></p>\",\"category\":\"weapon\",\"base\":\"None\",\"bonus\":0,\"cost\":0,\"weaponClass\":\"thrown\",\"weaponBonus\":{\"attack\":0,\"defense\":0,\"damage\":0},\"classesCost\":{\"untrained\":0,\"fighter\":0,\"rogue\":0,\"ranger\":0,\"cleric\":0,\"magicuser\":0}},\"effects\":[],\"sort\":300000,\"ownership\":{\"default\":0,\"Ccm2SWj6Wb78Gkz7\":3},\"flags\":{},\"_stats\":{\"compendiumSource\":null,\"duplicateSource\":null,\"exportSource\":null,\"coreVersion\":\"13.348\",\"systemId\":\"fvtt-lethal-fantasy\",\"systemVersion\":\"13.0.0\",\"createdTime\":1757441235521,\"modifiedTime\":1757441235521,\"lastModifiedBy\":\"Ccm2SWj6Wb78Gkz7\"}}\n{\"folder\":\"o6gfPjCqhAMrGhbR\",\"name\":\"Science\",\"type\":\"skill\",\"img\":\"icons/skills/trades/academics-astronomy-navigation-purple.webp\",\"_id\":\"Frb2Ij3aUyI7eGyn\",\"system\":{\"description\":\"<p>Geology, astrology, botany, forestry, mathematics, mining, cartography</p><p class=\\\"MsoNormal\\\">This is the knowledge of all thing's science, math, and engineering. These studies have true masters that dedicate their life to these pursuits. While a professional geologist might have some basic ability to use a sword, they would never have the time to become a true blade master. Similarly, a master wizard, ranger, fighter, rogue or other adventurer could never be a master of a science. This skill is not about being a true master in one science but about being knowledgeable enough in the sciences to provide oneself and a party of professional adventurer's necessary information about issues that relate to science in the world. A master of this skill is like a really learned high school science teacher who knows basic and advanced scientific theories, but wouldnt be able to find a vein of ore like a geologist who has years of study and experience. They would understand the fundamentals of mining operations, map creation, plant life in a region, the solar systems workings, and the reasons behind precipitation, but they wouldnt be as skilled as a true scientist.</p><p class=\\\"MsoNormal\\\">This skill will be used if basic questions of science, math, or engineering arise during an adventure. The skill needed to know the GM will rate these scientific questions and would be the target of a science roll.</p><p class=\\\"MsoNormal\\\">A Ranger may know survival skills and things like how to sound like a bird, to trap a rabbit, to find water and start a fire but they are not experts in the underlying science of why and how those things work they just know they can do those tasks.</p>\",\"category\":\"professional\",\"base\":\"WIS OR INT\",\"bonus\":0,\"cost\":0,\"weaponClass\":\"shortblade\",\"weaponBonus\":{\"attack\":0,\"defense\":0,\"damage\":0},\"classesCost\":{\"untrained\":0,\"fighter\":0,\"rogue\":0,\"ranger\":0,\"cleric\":0,\"magicuser\":0}},\"effects\":[],\"sort\":1900000,\"ownership\":{\"default\":0,\"Ccm2SWj6Wb78Gkz7\":3},\"flags\":{},\"_stats\":{\"compendiumSource\":null,\"duplicateSource\":null,\"exportSource\":null,\"coreVersion\":\"13.348\",\"systemId\":\"fvtt-lethal-fantasy\",\"systemVersion\":\"13.0.0\",\"createdTime\":1757441230683,\"modifiedTime\":1757441230683,\"lastModifiedBy\":\"Ccm2SWj6Wb78Gkz7\"}}\n{\"folder\":\"7j8H7DbmBb9Uza2X\",\"name\":\"Light Hammer Skill\",\"type\":\"skill\",\"img\":\"systems/fvtt-lethal-fantasy/assets/icons/icon_skill.webp\",\"_id\":\"GEfK7RyDZfuRKdJj\",\"system\":{\"description\":\"<p>WEAPON FAMILY:CLUB</p><p><span style=\\\"font-family:'Arial',sans-serif\\\">WEAPONS OF THIS CLASS: Light Hammer, Pick, Warhammer, Maul</span></p><p>To gain basic skill in a weapon, a character must reach a 10 skill in a weapon.</p><p class=\\\"MsoNormal\\\">You must choose the weapon specifically, and only that specific weapon receives full skill bonuses. All other weapons within that class of weapon will gain half the bonuses chosen rounded up. Weapons within a family of weapons gain one quarter of the bonuses chosen rounded up.</p><p class=\\\"MsoNormal\\\">You can choose to add +1 to attack, defense, or damage for each 10 skill points you gain after reaching basic skill in a weapon. There is no requirement that you stay balanced in all aspects of a weapon. A character can dedicate all their skill toward one aspect of a weapon. The first +1 bonus is achieved at skill level 20 because you need the first 10 points to become proficient with the weapon.</p><p class=\\\"MsoNormal\\\">With a skill level of 175, a character rolls weapon delay dice with favor. This allows the character to ro<span style=\\\"color:black;mso-themecolor:text1\\\">ll two dice to get the result needed for an attack opportunity. This is in addition to any other chosen bonuses.</span></p>\",\"category\":\"weapon\",\"base\":\"None\",\"bonus\":0,\"cost\":0,\"weaponClass\":\"hammer\",\"weaponBonus\":{\"attack\":0,\"defense\":0,\"damage\":0},\"classesCost\":{\"untrained\":0,\"fighter\":0,\"rogue\":0,\"ranger\":0,\"cleric\":0,\"magicuser\":0}},\"effects\":[],\"sort\":500000,\"ownership\":{\"default\":0,\"Ccm2SWj6Wb78Gkz7\":3},\"flags\":{},\"_stats\":{\"compendiumSource\":null,\"duplicateSource\":null,\"exportSource\":null,\"coreVersion\":\"13.348\",\"systemId\":\"fvtt-lethal-fantasy\",\"systemVersion\":\"13.0.0\",\"createdTime\":1757441238100,\"modifiedTime\":1757441238100,\"lastModifiedBy\":\"Ccm2SWj6Wb78Gkz7\"}}\n{\"folder\":\"CCN61SUBOAh3bVVu\",\"name\":\"Rope Use\",\"type\":\"skill\",\"img\":\"icons/sundries/survival/rope-noose-brown.webp\",\"_id\":\"GccT63cnl3l3zjSc\",\"system\":{\"description\":\"<p>Knots, restraints, tie downs.</p><p class=\\\"MsoNormal\\\">This skill is essential for all forms of rope use and knot tying, including all forms of knots, from slip knots to sliding knots to a hangmans noose. This also includes using the rope in other expected ways, such as tossing a lasso, tying down cargo, and binding mortals or other creatures. Common sense should be used to analyze the tasks difficulty when setting the challenge rating. The character would then need to roll D100E, add their skill, and see if they can <a name=\\\"_Int_legnZjxs\\\">accomplish</a> the task. Some common tasks for rope use? Tying a rope to a tree so the character can climb down a cliff. Using the rope to tie up a captured orc. Tying two ropes together to make a longer rope. Using a lasso to attach the rope to an item or object. Creative characters will <a name=\\\"_Int_UGmOMliT\\\">come up with</a> many more. All official adventures and modules will include specific target numbers for challenges of skill and attributes that arise in our products. The GM must use common sense and set a skill target roll. We recommend setting make-able targets that give characters reasonable chances of success as we want to see our heroes continue the story we are telling together.</p><p class=\\\"MsoNormal\\\">Some guidelines:</p><p class=\\\"MsoNormal\\\">Tie a rope to an object to secure the rope for climbing is a 50-challenge roll.</p><p class=\\\"MsoNormal\\\">Tie a slip knot that will slide on cargo to secure it tightly is an 80-challenge roll.</p><p class=\\\"MsoNormal\\\">Creating rope from raw materials like strings or items found in nature, such as vines, is a 100-challenge roll.</p><p class=\\\"MsoNormal\\\">Create a rope ladder from rope is a 110-challenge roll.</p><p class=\\\"MsoNormal\\\">Create a rope bridge to support people and cargo. Is a 150-challenge roll.</p><p class=\\\"MsoNormal\\\">Tying up bad guys is one task that is an opposed challenge and will compete against the captive's skill in escaping bonds. This is a straight competition where the quality of the knot is the roll of the person tying up the captive, and the skill to escape bonds is competing against the quality of that knot. The skill in rope use + D100E versus the skill in escape bonds + D100E. If the knot prevails or ties, the knot holds, and the captive cannot escape. If the knot loses, the captive escapes the bond.</p><p class=\\\"MsoNormal\\\">The higher the quality of the knot, the longer the escape takes. For every 10 points in the knot roll, it takes D4 minutes to escape on a successful roll. A 110-point knot will take 11D4 minutes to escape (this roll does not explode). Failure of the captive to escape the knot value set by the one who tied the character up means the knot holds for at least 24 hours. The captive can attempt to escape once per game day or once per session, whichever comes first. Characters can try to escape again if someone loosens, adjusts, or re-ties the knot.</p><p><br /><br style=\\\"mso-special-character:line-break\\\" /><br style=\\\"mso-special-character:line-break\\\" /></p>\",\"category\":\"layperson\",\"base\":\"DEX\",\"bonus\":0,\"cost\":0,\"weaponClass\":\"shortblade\",\"weaponBonus\":{\"attack\":0,\"defense\":0,\"damage\":0},\"classesCost\":{\"untrained\":0,\"fighter\":0,\"rogue\":0,\"ranger\":0,\"cleric\":0,\"magicuser\":0}},\"effects\":[],\"sort\":4100000,\"ownership\":{\"default\":0,\"Ccm2SWj6Wb78Gkz7\":3},\"flags\":{},\"_stats\":{\"compendiumSource\":null,\"duplicateSource\":null,\"exportSource\":null,\"coreVersion\":\"13.348\",\"systemId\":\"fvtt-lethal-fantasy\",\"systemVersion\":\"13.0.0\",\"createdTime\":1757441225574,\"modifiedTime\":1757441225574,\"lastModifiedBy\":\"Ccm2SWj6Wb78Gkz7\"}}\n{\"folder\":\"o6gfPjCqhAMrGhbR\",\"name\":\"Armor Skill\",\"type\":\"skill\",\"img\":\"icons/magic/defensive/shield-barrier-glowing-blue.webp\",\"_id\":\"GtHFgnCGoWJyDvFt\",\"system\":{\"description\":\"<p>ARMOR SKILL</p><p class=\\\"MsoNormal\\\">Armor Skill Cost: Fighter (2) Cleric (3) Rogue (6) Magic User (10) Ranger (5)</p><p class=\\\"MsoNormal\\\">Skill needed to use wear and use armor.</p><p class=\\\"MsoNormal\\\">To wear and use light armor, a character must <a name=\\\"_Int_vhKDSH3e\\\">possess</a> a skill of 10.</p><p class=\\\"MsoNormal\\\">To wear and use medium armor, a character must <a name=\\\"_Int_ZLLOcCig\\\">possess</a> a skill of 20.</p><p class=\\\"MsoNormal\\\">To wear and use heavy armor, a character must <a name=\\\"_Int_mUytjj2x\\\">possess</a> a skill of 30.</p><p class=\\\"MsoNormal\\\">TIME AND DAMAGE RESISTANCE BONUSES TO ARMOR</p><p class=\\\"MsoNormal\\\">At skill level 50, characters gain the ability to don armor in half the time normally needed.</p><p class=\\\"MsoNormal\\\">At skill level 75, characters gain +1 damage reduction because of their experience in turning and rolling into and away from impacts. (This DR is in addition to the DR some classes gain for level advancement).</p><p class=\\\"MsoNormal\\\">Reaching skill level 125 grants characters +2 damage reduction, earned through their experience in turning and rolling into and away from impacts. (This DR is in addition to the DR some classes gain for level advancement and does not stack with the +1 for skill level 75).</p><p class=\\\"MsoNormal\\\">MOVING QUIETLY IN ARMOR</p><p class=\\\"MsoNormal\\\">At skill level, 50 mortals may move quieter in light armors up to a jog speed.</p><p class=\\\"MsoNormal\\\">At skill level, 80 mortals can move quieter in medium armors up to walk speed and light armors up to run speed.</p><p class=\\\"MsoNormal\\\">at skill level, 100 can move quieter in heavy armors at crawl speed, medium armors up to jog speed and light armor at run speed.</p><p class=\\\"MsoNormal\\\">This ability removes the consideration for armor on stealth skill checks. This does not mean they are <a name=\\\"_Int_0n7Ub5GW\\\">absolutely silent</a>. They move as if they did not have armor on up to the designated speed. This does not allow them to move faster in armor but simply quieter, so the speed <a name=\\\"_Int_giGMb1ca\\\">is still limited</a> to maximum for that armor type.</p><p class=\\\"MsoNormal\\\">Use of armor by any class requires skill level 10 for light armor or they roll all defense rolls with disfavor. To use medium armors, the skill is 20 and heavy armors require level 30.</p>\",\"category\":\"professional\",\"base\":\"None\",\"bonus\":0,\"cost\":0,\"weaponClass\":\"shortblade\",\"weaponBonus\":{\"attack\":0,\"defense\":0,\"damage\":0},\"classesCost\":{\"untrained\":0,\"fighter\":0,\"rogue\":0,\"ranger\":0,\"cleric\":0,\"magicuser\":0}},\"effects\":[],\"sort\":200000,\"ownership\":{\"default\":0,\"Ccm2SWj6Wb78Gkz7\":3},\"flags\":{},\"_stats\":{\"compendiumSource\":null,\"duplicateSource\":null,\"exportSource\":null,\"coreVersion\":\"13.348\",\"systemId\":\"fvtt-lethal-fantasy\",\"systemVersion\":\"13.0.0\",\"createdTime\":1757441230683,\"modifiedTime\":1757441230683,\"lastModifiedBy\":\"Ccm2SWj6Wb78Gkz7\"}}\n{\"folder\":\"7j8H7DbmBb9Uza2X\",\"name\":\"Staff Skill\",\"type\":\"skill\",\"img\":\"systems/fvtt-lethal-fantasy/assets/icons/icon_skill.webp\",\"_id\":\"HazcigkWcKuqCtdw\",\"system\":{\"description\":\"<p></p><p>WEAPON FAMILY:CLUB</p><p>WEAPONS OF THIS CLASS: Mace, Club, Great-club, Sap, Light mace, Morningstar, staff.</p><p>To gain basic skill in a weapon, a character must reach a 10 skill in a weapon.</p><p class=\\\"MsoNormal\\\">You must choose the weapon specifically, and only that specific weapon receives full skill bonuses. All other weapons within that class of weapon will gain half the bonuses chosen rounded up. Weapons within a family of weapons gain one quarter of the bonuses chosen rounded up.</p><p class=\\\"MsoNormal\\\">You can choose to add +1 to attack, defense, or damage for each 10 skill points you gain after reaching basic skill in a weapon. There is no requirement that you stay balanced in all aspects of a weapon. A character can dedicate all their skill toward one aspect of a weapon. The first +1 bonus is achieved at skill level 20 because you need the first 10 points to become proficient with the weapon.</p><p class=\\\"MsoNormal\\\">With a skill level of 175, a character rolls weapon delay dice with favor. This allows the character to ro<span style=\\\"color:black;mso-themecolor:text1\\\">ll two dice to get the result needed for an attack opportunity. This is in addition to any other chosen bonuses.</span></p>\",\"category\":\"weapon\",\"base\":\"None\",\"bonus\":0,\"cost\":0,\"weaponClass\":\"mace\",\"weaponBonus\":{\"attack\":0,\"defense\":0,\"damage\":0},\"classesCost\":{\"untrained\":0,\"fighter\":0,\"rogue\":0,\"ranger\":0,\"cleric\":0,\"magicuser\":0}},\"effects\":[],\"sort\":1600000,\"ownership\":{\"default\":0,\"Ccm2SWj6Wb78Gkz7\":3},\"flags\":{},\"_stats\":{\"compendiumSource\":null,\"duplicateSource\":null,\"exportSource\":null,\"coreVersion\":\"13.348\",\"systemId\":\"fvtt-lethal-fantasy\",\"systemVersion\":\"13.0.0\",\"createdTime\":1757441238100,\"modifiedTime\":1757441238100,\"lastModifiedBy\":\"Ccm2SWj6Wb78Gkz7\"}}\n{\"folder\":\"CCN61SUBOAh3bVVu\",\"name\":\"Lore, Gossip, Rumors, History\",\"type\":\"skill\",\"img\":\"icons/skills/trades/academics-investigation-puzzles.webp\",\"_id\":\"InW7Cr3d4MeWMr7z\",\"system\":{\"description\":\"<p>Allows the character to see if they are aware of current local gossip, local rumors, local facts and the history of the world. This reflects a mortal's ability to research the past and investigate and learn what is going on in an area. Once a character has spent a full day and night in a locale, they can roll against the preset difficulty to find out what gossip and rumors are currently the “talk” in the community. All LETHAL FANTASY official products will include this number, which should be set based on the difficulty characters will face when gathering the information. The difficulty number should reflect one day, one week, and one month spent collecting information in the area. Make skill checks at those times. One day, one week, or one month in a community allows rolls to hear local lore, gossip, and rumors and learn recent and sometimes ancient history.</p><p class=\\\"MsoNormal\\\">Knowledge that all residents freely discuss would be a 30-challenge.</p><p class=\\\"MsoNormal\\\">Knowledge discussed in smaller groups, such as friends or family, would be a 60-challenge check.</p><p class=\\\"MsoNormal\\\">The knowledge that people dislike discussing or fear discussing could be a 90-challenge check.</p><p class=\\\"MsoNormal\\\">Since older history and world history (outside the lifetime or experience of most persons in the locale) are based on already gained knowledge of the characters, not current affairs, they can be checked anytime and require no waiting period. We can repeat the check after one day, one week, and one month of research. Research can involve talking to learned residents or scholars or more traditional research in a local library or another knowledge repository. The difficulty of finding history is based on how old the lore is.</p><p class=\\\"MsoNormal\\\">Events less than 100 years ago would be a 30-challenge</p><p class=\\\"MsoNormal\\\">101-500 years is a 60-challenge</p><p class=\\\"MsoNormal\\\">and over 500 years would be a 90-challenge</p><p class=\\\"MsoNormal\\\">The difficulty can vary based on how obscure the knowledge is and the GM must consider how hard they want to set the difficulty of learning the information.</p>\",\"category\":\"layperson\",\"base\":\"INT OR CHA\",\"bonus\":0,\"cost\":0,\"weaponClass\":\"shortblade\",\"weaponBonus\":{\"attack\":0,\"defense\":0,\"damage\":0},\"classesCost\":{\"untrained\":0,\"fighter\":0,\"rogue\":0,\"ranger\":0,\"cleric\":0,\"magicuser\":0}},\"effects\":[],\"sort\":2600000,\"ownership\":{\"default\":0,\"Ccm2SWj6Wb78Gkz7\":3},\"flags\":{},\"_stats\":{\"compendiumSource\":null,\"duplicateSource\":null,\"exportSource\":null,\"coreVersion\":\"13.348\",\"systemId\":\"fvtt-lethal-fantasy\",\"systemVersion\":\"13.0.0\",\"createdTime\":1757441225574,\"modifiedTime\":1757441225574,\"lastModifiedBy\":\"Ccm2SWj6Wb78Gkz7\"}}\n{\"folder\":\"o6gfPjCqhAMrGhbR\",\"name\":\"Divine Knowledge\",\"type\":\"skill\",\"img\":\"icons/sundries/books/book-symbol-cross-blue.webp\",\"_id\":\"J0ZGFa6BGY0p5dlM\",\"system\":{\"description\":\"<p>Divine knowledge and history</p><p class=\\\"MsoNormal\\\">The study of the divine arts, religions, gods, and powers granted to mortals from divine beings. This roll involves knowledge of the history of religions. The common and uncommon practices of those religions and the history of where they began and why. These questions will often be adventure specific and the GM must decide the challenge rating for the character <a name=\\\"_Int_dodbtskr\\\">possessing</a> the knowledge in question. The frequency with which the subject <a name=\\\"_Int_Eq4in2Sd\\\">is discussed</a> in religious institutions and seminaries can help determine this. Look at the obscurity of the knowledge and how hard the information should be to discover. All LETHAL FANTASY adventures and modules will have such facts set out and what challenge rolls must be successful to <a name=\\\"_Int_9FSDyobV\\\">acquire</a> the knowledge in question.</p>\",\"category\":\"professional\",\"base\":\"INT\",\"bonus\":0,\"cost\":0,\"weaponClass\":\"shortblade\",\"weaponBonus\":{\"attack\":0,\"defense\":0,\"damage\":0},\"classesCost\":{\"untrained\":0,\"fighter\":0,\"rogue\":0,\"ranger\":0,\"cleric\":0,\"magicuser\":0}},\"effects\":[],\"sort\":800000,\"ownership\":{\"default\":0,\"Ccm2SWj6Wb78Gkz7\":3},\"flags\":{},\"_stats\":{\"compendiumSource\":null,\"duplicateSource\":null,\"exportSource\":null,\"coreVersion\":\"13.348\",\"systemId\":\"fvtt-lethal-fantasy\",\"systemVersion\":\"13.0.0\",\"createdTime\":1757441230683,\"modifiedTime\":1757441230683,\"lastModifiedBy\":\"Ccm2SWj6Wb78Gkz7\"}}\n{\"folder\":\"7j8H7DbmBb9Uza2X\",\"name\":\"War Flail\",\"type\":\"skill\",\"img\":\"systems/fvtt-lethal-fantasy/assets/icons/icon_skill.webp\",\"_id\":\"KVsqdICCRmSmjZjU\",\"system\":{\"description\":\"<p>WEAPON FAMILY:CLUB</p><p>WEAPONS OF THIS CLASS: Flail, War Flail.</p><p>To gain basic skill in a weapon, a character must reach a 10 skill in a weapon.</p><p class=\\\"MsoNormal\\\">You must choose the weapon specifically, and only that specific weapon receives full skill bonuses. All other weapons within that class of weapon will gain half the bonuses chosen rounded up. Weapons within a family of weapons gain one quarter of the bonuses chosen rounded up.</p><p class=\\\"MsoNormal\\\">You can choose to add +1 to attack, defense, or damage for each 10 skill points you gain after reaching basic skill in a weapon. There is no requirement that you stay balanced in all aspects of a weapon. A character can dedicate all their skill toward one aspect of a weapon. The first +1 bonus is achieved at skill level 20 because you need the first 10 points to become proficient with the weapon.</p><p class=\\\"MsoNormal\\\">With a skill level of 175, a character rolls weapon delay dice with favor. This allows the character to ro<span style=\\\"color:black;mso-themecolor:text1\\\">ll two dice to get the result needed for an attack opportunity. This is in addition to any other chosen bonuses.</span></p>\",\"category\":\"weapon\",\"base\":\"None\",\"bonus\":0,\"cost\":0,\"weaponClass\":\"flail\",\"weaponBonus\":{\"attack\":0,\"defense\":0,\"damage\":0},\"classesCost\":{\"untrained\":0,\"fighter\":0,\"rogue\":0,\"ranger\":0,\"cleric\":0,\"magicuser\":0}},\"effects\":[],\"sort\":2000000,\"ownership\":{\"default\":0,\"Ccm2SWj6Wb78Gkz7\":3},\"flags\":{},\"_stats\":{\"compendiumSource\":null,\"duplicateSource\":null,\"exportSource\":null,\"coreVersion\":\"13.348\",\"systemId\":\"fvtt-lethal-fantasy\",\"systemVersion\":\"13.0.0\",\"createdTime\":1757441238100,\"modifiedTime\":1757441238100,\"lastModifiedBy\":\"Ccm2SWj6Wb78Gkz7\"}}\n{\"folder\":\"CCN61SUBOAh3bVVu\",\"name\":\"Stealth\",\"type\":\"skill\",\"img\":\"icons/creatures/abilities/cougar-pounce-stalk-black.webp\",\"_id\":\"KjtPiHuh2vs4oNmm\",\"system\":{\"description\":\"<p>Stealth/hide/sneak</p><p class=\\\"MsoNormal\\\">This is a skill of rogues, thieves, hunters, rangers, and assassins. The ability to seem invisible, hide in plain sight, and sneak up on even the wariest opponent. While valuable to everyone, this skill is especially prized by those who operate in the shadows of the world. The <a name=\\\"_Int_PnOA4hnm\\\">perception</a> skill directly challenges Stealth.</p><p class=\\\"MsoNormal\\\">Many things influence the ability to hide or move with stealth. Here, we must consider factors that either favor or disfavor one side of the challenge to decide if the roll is simply one of even chances, favors one side, or if circumstances make sneaking or hiding impossible.</p><p class=\\\"MsoNormal\\\">Circumstances that favor stealth:<span style=\\\"mso-spacerun:yes\\\"> </span></p><p class=\\\"MsoListParagraph\\\" style=\\\"margin-left:.5in;text-indent:-.25in;mso-list:l0 level1 lfo1\\\"><span style=\\\"mso-list:Ignore\\\">1.     </span>Darkness.</p><p class=\\\"MsoListParagraph\\\" style=\\\"margin-left:.5in;text-indent:-.25in;mso-list:l0 level1 lfo1\\\"><span style=\\\"mso-list:Ignore\\\">2.     </span>Not moving.</p><p class=\\\"MsoListParagraph\\\" style=\\\"margin-left:.5in;text-indent:-.25in;mso-list:l0 level1 lfo1\\\"><span style=\\\"mso-list:Ignore\\\">3.     </span>Small-sized mortal or creature.</p><p class=\\\"MsoListParagraph\\\" style=\\\"margin-left:.5in;text-indent:-.25in;mso-list:l0 level1 lfo1\\\"><span style=\\\"mso-list:Ignore\\\">4.     </span>The opponent is only passively aware.</p><p class=\\\"MsoListParagraph\\\" style=\\\"margin-left:.5in;text-indent:-.25in;mso-list:l0 level1 lfo1\\\"><span style=\\\"mso-list:Ignore\\\">5.     </span>cover is readily available.</p><p class=\\\"MsoListParagraph\\\" style=\\\"margin-left:.5in;text-indent:-.25in;mso-list:l0 level1 lfo1\\\"><span style=\\\"mso-list:Ignore\\\">6.     </span>Wearing special clothes (camouflage) for the surrounding terrain.</p><p class=\\\"MsoListParagraph\\\" style=\\\"margin-left:.5in;text-indent:-.25in;mso-list:l0 level1 lfo1\\\"><span style=\\\"mso-list:Ignore\\\">7.     </span>Specific place to hide is available.</p><p class=\\\"MsoListParagraph\\\" style=\\\"margin-left:.5in;text-indent:-.25in;mso-list:l0 level1 lfo1\\\"><span style=\\\"mso-list:Ignore\\\">8.     </span>Distance is greater than 90 feet.</p><p class=\\\"MsoListParagraph\\\" style=\\\"margin-left:.5in;text-indent:-.25in;mso-list:l0 level1 lfo1\\\"><span style=\\\"mso-list:Ignore\\\">9.     </span>wearing no armor heavier than cloth.</p><p class=\\\"MsoListParagraph\\\" style=\\\"margin-left:.5in;text-indent:-.25in;mso-list:l0 level1 lfo1\\\"><span style=\\\"mso-list:Ignore\\\">10. </span>Other factors at GM discretion.</p><p class=\\\"MsoNormal\\\"><br />Circumstances that favor Perception:<span style=\\\"mso-spacerun:yes\\\"> </span></p><p class=\\\"MsoListParagraph\\\" style=\\\"margin-left:.5in;text-indent:-.25in;mso-list:l2 level1 lfo2\\\"><span style=\\\"mso-list:Ignore\\\">1.     </span>Daylight/bright light.</p><p class=\\\"MsoListParagraph\\\" style=\\\"margin-left:.5in;text-indent:-.25in;mso-list:l2 level1 lfo2\\\"><span style=\\\"mso-list:Ignore\\\">2.     </span>Target is moving,</p><p class=\\\"MsoListParagraph\\\" style=\\\"margin-left:.5in;text-indent:-.25in;mso-list:l2 level1 lfo2\\\"><span style=\\\"mso-list:Ignore\\\"><a name=\\\"_Int_3E31Ed7W\\\">3.     </a></span><a name=\\\"_Int_3E31Ed7W\\\">large size</a> mortal or creature,</p><p class=\\\"MsoListParagraph\\\" style=\\\"margin-left:.5in;text-indent:-.25in;mso-list:l2 level1 lfo2\\\"><span style=\\\"mso-list:Ignore\\\">4.     </span>Giant sized creature (counts as 3).</p><p class=\\\"MsoListParagraph\\\" style=\\\"margin-left:.5in;text-indent:-.25in;mso-list:l2 level1 lfo2\\\"><span style=\\\"mso-list:Ignore\\\">5.     </span>Actively scanning for intruders.</p><p class=\\\"MsoListParagraph\\\" style=\\\"margin-left:.5in;text-indent:-.25in;mso-list:l2 level1 lfo2\\\"><span style=\\\"mso-list:Ignore\\\">6.     </span>little or no cover.</p><p class=\\\"MsoListParagraph\\\" style=\\\"margin-left:.5in;text-indent:-.25in;mso-list:l2 level1 lfo2\\\"><span style=\\\"mso-list:Ignore\\\">7.     </span>Wearing obvious or bright clothing.</p><p class=\\\"MsoListParagraph\\\" style=\\\"margin-left:.5in;text-indent:-.25in;mso-list:l2 level1 lfo2\\\"><span style=\\\"mso-list:Ignore\\\">8.     </span>no easily accessible hiding places.</p><p class=\\\"MsoListParagraph\\\" style=\\\"margin-left:.5in;text-indent:-.25in;mso-list:l2 level1 lfo2\\\"><span style=\\\"mso-list:Ignore\\\">9.     </span>Distance is less than 90 feet.</p><p class=\\\"MsoListParagraph\\\" style=\\\"margin-left:.5in;text-indent:-.25in;mso-list:l2 level1 lfo2\\\"><span style=\\\"mso-list:Ignore\\\">10. </span>the hider/sneaker is wearing medium armor.</p><p class=\\\"MsoListParagraph\\\" style=\\\"margin-left:.5in;text-indent:-.25in;mso-list:l2 level1 lfo2\\\"><span style=\\\"mso-list:Ignore\\\">11. </span>The hider/stealth is wearing heavy armor (counts as 2).</p><p class=\\\"MsoListParagraph\\\" style=\\\"margin-left:.5in;text-indent:-.25in;mso-list:l2 level1 lfo2\\\"><span style=\\\"mso-list:Ignore\\\">12. </span>Favored vision for the distance (distant or close)</p><p class=\\\"MsoListParagraph\\\" style=\\\"margin-left:.5in;text-indent:-.25in;mso-list:l2 level1 lfo2\\\"><span style=\\\"mso-list:Ignore\\\">13. </span>Other factors as decided by the GM.</p><p class=\\\"MsoNormal\\\">The GM is free to add to these circumstances or to call them even and not favor either side. A circumstance that night has not yet fallen, but the sun is dim in the sky, so the GM might decide that this favors neither party.</p><p class=\\\"MsoNormal\\\">Looking at the circumstances. If there are more favorable circumstances on one side than on the other, that side rolls worth favor. If one side has two more favorable circumstances than its competitor, they roll with favor and force the opponent to roll with disfavor.</p><p class=\\\"MsoNormal\\\">If the difference in circumstances is four or more favoring perception, the GM may (not shall) decide that the stealth attempt has failed. Certain circumstances do not allow for stealth, hiding, or sneaking, and the GM is the ultimate arbiter of this decision. Running into a 10-foot room and <a name=\\\"_Int_87rTxmj0\\\">being chased</a> by guards, you find the room <a name=\\\"_Int_2STM6i55\\\">is brightly lit</a>, has a low ceiling, and is empty except for you. There is no actual ability to hide in this circumstance. Remember that this example is extreme, and remarkable stories have tremendous feats, so do not be in a hurry to disallow the characters attempts. Let them try to do the near impossible. Since the rolls are frequent when trying to move with stealth, the odds of rolling well enough with disfavor and the challenger having favor are long already, and it is often the best and most fun to let the player try.</p><p class=\\\"MsoNormal\\\">Stealth rolls require competing challenge rolls every 5 seconds, and stealth only allows characters to move at lower speed levels. Hiding requires a single roll and does not need to <a name=\\\"_Int_uidd29Mx\\\">be re-rolled</a> every five seconds until the character begins to move and someone or something could <a name=\\\"_Int_yzG3oOCP\\\">observe</a> the movement. Hiding would also need to <a name=\\\"_Int_SdUvvTml\\\">be re-rolled</a> if a circumstance changed, such as a change in lighting or if another perceiver has arrived and is searching for the hider.</p><p class=\\\"MsoListParagraph\\\" style=\\\"margin-left:.5in;text-indent:-.25in;mso-list:l1 level1 lfo3\\\"><span style=\\\"mso-list:Ignore\\\">1.     </span>Skill levels below 60 can only move at 2.5 feet per second while moving with stealth.</p><p class=\\\"MsoListParagraph\\\" style=\\\"margin-left:.5in;text-indent:-.25in;mso-list:l1 level1 lfo3\\\"><span style=\\\"mso-list:Ignore\\\">2.     </span>Upon reaching skill level 60, you can move at 5 feet per second while acting with stealth.</p><p><span style=\\\"font-family:Arial, sans-serif\\\">If you reach skill level 100, movement of 2.5 feet is treated as if the character or creature is not moving. Although the maximum movement remains 5 feet, moving that full distance eliminates the bonus of appearing stationary. Must still roll every 5 seconds while moving</span></p><p></p><p>The Stealth kill directly challenges the track skill, with the higher number determining whether the tracks can <a name=\\\"_Int_SIr92bq4\\\">be found</a> or <a name=\\\"_Int_vjybya6g\\\">are lost</a>. Several factors determine the difficulty of tracking, and these must <a name=\\\"_Int_FuqC78l0\\\">be considered</a>.</p><p class=\\\"MsoNormal\\\">This skill involves tactics to cover, conceal, erase, or avoid leaving tracks during travel. Tactics involved can include careful footfalls, leaving false tracks, circling back upon one's own tracks, and anything else to avoid making following a trail more difficult. To <a name=\\\"_Int_ltD7Y0EU\\\">determine</a> the success of this skill, please refer to the tracking skill that directly challenges this skill.</p>\",\"category\":\"layperson\",\"base\":\"DEX OR INT\",\"bonus\":0,\"cost\":0,\"weaponClass\":\"shortblade\",\"weaponBonus\":{\"attack\":0,\"defense\":0,\"damage\":0},\"classesCost\":{\"untrained\":0,\"fighter\":0,\"rogue\":0,\"ranger\":0,\"cleric\":0,\"magicuser\":0}},\"effects\":[],\"sort\":4900000,\"ownership\":{\"default\":0,\"Ccm2SWj6Wb78Gkz7\":3},\"flags\":{},\"_stats\":{\"compendiumSource\":null,\"duplicateSource\":null,\"exportSource\":null,\"coreVersion\":\"13.348\",\"systemId\":\"fvtt-lethal-fantasy\",\"systemVersion\":\"13.0.0\",\"createdTime\":1757441225574,\"modifiedTime\":1757441225574,\"lastModifiedBy\":\"Ccm2SWj6Wb78Gkz7\"}}\n{\"folder\":\"o6gfPjCqhAMrGhbR\",\"name\":\"Traps: Locate, Identify, Disarm\",\"type\":\"skill\",\"img\":\"icons/environment/traps/saw-steel-grey.webp\",\"_id\":\"LMSjt4zM1Rj93IuD\",\"system\":{\"description\":\"<p>This skill deals with traps and is an extremely specific and difficult skill to develop. There are 3 challenges associated with this skill that all compete vs. the create trap skill. Locate trap vs create trap, <a name=\\\"_Int_0n7YcKEn\\\">identify</a> trap vs create trap, and disarm trap vs create trap.</p><p class=\\\"MsoNormal\\\">A trap creator will have 3 rolls to set 3 the distinct challenges associated with the trap. The character finding, <a name=\\\"_Int_Dfa9whDy\\\">identifying</a> and disarming the trap must overcome these three challenges to be successful.</p><p class=\\\"MsoNormal\\\">First is the ability to find and locate a trap. This step is essential. A character cannot disarm a trap they never find or locate.</p><p class=\\\"MsoNormal\\\">The character can then choose to <a name=\\\"_Int_LT3GcmpF\\\">identify</a> the trap. If the character identifies the trap and is successful, they will learn the general nature of the trap (poison, blades, puncture, swinging blade, arrows, darts, explosion, a general description of the trap). The character will also learn the scope of damage that is possible. The highest possible damage number without the dice exploding should <a name=\\\"_Int_8Zd8JggF\\\">be provided</a> to the player. If a character is successful in <a name=\\\"_Int_Gix75wTW\\\">identifying</a> the trap, they roll with favor to disarm the trap. If they cannot <a name=\\\"_Int_zG0GrlRy\\\">identify</a> the trap, then they roll with disfavor to disarm the trap. The character does not need to <a name=\\\"_Int_wQVk09WG\\\">identify</a> the trap specifically to disarm it but will make the attempt blind with no idea what will occur if the attempt fails.</p><p class=\\\"MsoNormal\\\">Characters will know if they do not <a name=\\\"_Int_6P0Ta39D\\\">identify</a> the trap. They will not know the nature of the danger they face if they continue to disarm the trap.</p><p class=\\\"MsoNormal\\\">LETHAL FANTASY recommends that the GM make the roll to disarm so that the player doesnt know if they are successful. A roll that is a success by 20 or more, the player should <a name=\\\"_Int_8Od0yF5P\\\">be told</a> they are sure of success. Rolls that are successful but less than 20 or fail within 10 of success. The player should <a name=\\\"_Int_693kMEBB\\\">be told</a> they believe they succeeded. If the character proceeds thinking the trap is disarmed, but they actually failed (failure 10 or less), the trap will trigger. Whoever is in the danger zone will then receive damage according to the trap. Players can still make saving throws to avoid damage. Failing by 11 or more, the character knows they failed, and the trap is still active. Failing the roll and rolling less than 10 on the dice will activate the trap, setting it off, and all within the danger zone will take damage.</p><p class=\\\"MsoNormal\\\">Characters may make only one attempt on each phase of the trap process. Failure <span style=\\\"mso-bookmark:_Int_V0D5HH5U\\\"><a name=\\\"_Int_gRLNrmDE\\\">indicate</a></span><span style=\\\"mso-bookmark:_Int_V0D5HH5U\\\">s</span> the trap is beyond their current skill. Skill advancement would allow new rolls.</p>\",\"category\":\"professional\",\"base\":\"WIS OR DEX OR INT\",\"bonus\":0,\"cost\":0,\"weaponClass\":\"shortblade\",\"weaponBonus\":{\"attack\":0,\"defense\":0,\"damage\":0},\"classesCost\":{\"untrained\":0,\"fighter\":0,\"rogue\":0,\"ranger\":0,\"cleric\":0,\"magicuser\":0}},\"effects\":[],\"sort\":1600000,\"ownership\":{\"default\":0,\"Ccm2SWj6Wb78Gkz7\":3},\"flags\":{},\"_stats\":{\"compendiumSource\":null,\"duplicateSource\":null,\"exportSource\":null,\"coreVersion\":\"13.348\",\"systemId\":\"fvtt-lethal-fantasy\",\"systemVersion\":\"13.0.0\",\"createdTime\":1757441230683,\"modifiedTime\":1757441230683,\"lastModifiedBy\":\"Ccm2SWj6Wb78Gkz7\"}}\n{\"folder\":\"7j8H7DbmBb9Uza2X\",\"name\":\"Lance Skill\",\"type\":\"skill\",\"img\":\"systems/fvtt-lethal-fantasy/assets/icons/icon_skill.webp\",\"_id\":\"N4A8QTcSiPMeuu3O\",\"system\":{\"description\":\"<p>WEAPON FAMILY:NONE</p><p><span style=\\\"font-family:'Arial',sans-serif\\\">WEAPONS OF THIS CLASS: Glaive, Great pick, Short spear, Long spear, Lance</span></p><p>To gain basic skill in a weapon, a character must reach a 10 skill in a weapon.</p><p class=\\\"MsoNormal\\\">You must choose the weapon specifically, and only that specific weapon receives full skill bonuses. All other weapons within that class of weapon will gain half the bonuses chosen rounded up. Weapons within a family of weapons gain one quarter of the bonuses chosen rounded up.</p><p class=\\\"MsoNormal\\\">You can choose to add +1 to attack, defense, or damage for each 10 skill points you gain after reaching basic skill in a weapon. There is no requirement that you stay balanced in all aspects of a weapon. A character can dedicate all their skill toward one aspect of a weapon. The first +1 bonus is achieved at skill level 20 because you need the first 10 points to become proficient with the weapon.</p><p class=\\\"MsoNormal\\\">With a skill level of 175, a character rolls weapon progression dice with favor. This allows the character to ro<span style=\\\"color:black;mso-themecolor:text1\\\">ll two dice to get the result needed for an attack opportunity. This is in addition to any other chosen bonuses.</span></p>\",\"category\":\"weapon\",\"base\":\"None\",\"bonus\":0,\"cost\":0,\"weaponClass\":\"polearm\",\"weaponBonus\":{\"attack\":0,\"defense\":0,\"damage\":0},\"classesCost\":{\"untrained\":0,\"fighter\":0,\"rogue\":0,\"ranger\":0,\"cleric\":0,\"magicuser\":0}},\"effects\":[],\"sort\":200000,\"ownership\":{\"default\":0,\"Ccm2SWj6Wb78Gkz7\":3},\"flags\":{},\"_stats\":{\"compendiumSource\":null,\"duplicateSource\":null,\"exportSource\":null,\"coreVersion\":\"13.348\",\"systemId\":\"fvtt-lethal-fantasy\",\"systemVersion\":\"13.0.0\",\"createdTime\":1757441238100,\"modifiedTime\":1757441238100,\"lastModifiedBy\":\"Ccm2SWj6Wb78Gkz7\"}}\n{\"folder\":\"LKpAytFxLuJZMsyd\",\"name\":\"Crossbow Skill\",\"type\":\"skill\",\"img\":\"systems/fvtt-lethal-fantasy/assets/icons/icon_skill.webp\",\"_id\":\"NIi95RmSwcz4oZ6m\",\"system\":{\"description\":\"<p>WEAPON FAMILY:BOW</p><p><span style=\\\"font-family:'Arial',sans-serif\\\">WEAPONS OF THIS CLASS: War-bow, Short Bow, Recurve bow, crossbow</span></p><p>To gain basic skill in a weapon, a character must reach a 10 skill in a weapon.</p><p class=\\\"MsoNormal\\\">You must choose the weapon specifically, and only that specific weapon receives full skill bonuses. All other weapons within that class of weapon will gain half the bonuses chosen rounded up. Weapons within a family of weapons gain one quarter of the bonuses chosen rounded up.</p><p class=\\\"MsoNormal\\\">You can choose to add +1 to attack, defense, or damage for each 10 skill points you gain after reaching basic skill in a weapon. There is no requirement that you stay balanced in all aspects of a weapon. A character can dedicate all their skill toward one aspect of a weapon. The first +1 bonus is achieved at skill level 20 because you need the first 10 points to become proficient with the weapon.</p><p class=\\\"MsoNormal\\\">With a skill level of 175, a character rolls weapon delay dice with favor. This allows the character to ro<span style=\\\"color:black;mso-themecolor:text1\\\">ll two dice to get the result needed for an attack opportunity. This is in addition to any other chosen bonuses.</span></p>\",\"category\":\"weapon\",\"base\":\"None\",\"bonus\":0,\"cost\":0,\"weaponClass\":\"bow\",\"weaponBonus\":{\"attack\":0,\"defense\":0,\"damage\":0},\"classesCost\":{\"untrained\":0,\"fighter\":0,\"rogue\":0,\"ranger\":0,\"cleric\":0,\"magicuser\":0}},\"effects\":[],\"sort\":100000,\"ownership\":{\"default\":0,\"Ccm2SWj6Wb78Gkz7\":3},\"flags\":{},\"_stats\":{\"compendiumSource\":null,\"duplicateSource\":null,\"exportSource\":null,\"coreVersion\":\"13.348\",\"systemId\":\"fvtt-lethal-fantasy\",\"systemVersion\":\"13.0.0\",\"createdTime\":1757441228292,\"modifiedTime\":1757441228292,\"lastModifiedBy\":\"Ccm2SWj6Wb78Gkz7\"}}\n{\"folder\":\"7j8H7DbmBb9Uza2X\",\"name\":\"Unarmed Hand to Hand Combat Skill\",\"type\":\"skill\",\"img\":\"systems/fvtt-lethal-fantasy/assets/icons/icon_skill.webp\",\"_id\":\"NvB4412ZYEzW6stK\",\"system\":{\"description\":\"<p>UNARMED COMBAT</p><p class=\\\"MsoNormal\\\">WEAPONS CLASS: Hand to hand combat.</p><p class=\\\"MsoNormal\\\">WEAPONS IN CLASS: Hand, Foot, Knee, Elbow</p><p><span style=\\\"font-family:'Arial',sans-serif\\\">Skill bonuses to this skill apply to all forms of hand-to-hand combat. Any +1 to attack or damage are applied to any unarmed attack. Hand to hand skill cannot receive bonuses to defense based on skill.</span></p><p>To gain basic skill in a weapon, a character must reach a 10 skill in a weapon.</p><p class=\\\"MsoNormal\\\">You must choose the weapon specifically, and only that specific weapon receives full skill bonuses. All other weapons within that class of weapon will gain half the bonuses chosen rounded up. Weapons within a family of weapons gain one quarter of the bonuses chosen rounded up.</p><p class=\\\"MsoNormal\\\">You can choose to add +1 to attack, defense, or damage for each 10 skill points you gain after reaching basic skill in a weapon. There is no requirement that you stay balanced in all aspects of a weapon. A character can dedicate all their skill toward one aspect of a weapon. The first +1 bonus is achieved at skill level 20 because you need the first 10 points to become proficient with the weapon.</p><p class=\\\"MsoNormal\\\">With a skill level of 175, a character rolls weapon progression dice with favor. This allows the character to ro<span style=\\\"color:black;mso-themecolor:text1\\\">ll two dice to get the result needed for an attack opportunity. This is in addition to any other chosen bonuses.</span></p>\",\"category\":\"weapon\",\"base\":\"None\",\"bonus\":0,\"cost\":0,\"weaponClass\":\"unarmed\",\"weaponBonus\":{\"attack\":0,\"defense\":0,\"damage\":0},\"classesCost\":{\"untrained\":0,\"fighter\":0,\"rogue\":0,\"ranger\":0,\"cleric\":0,\"magicuser\":0}},\"effects\":[],\"sort\":1900000,\"ownership\":{\"default\":0,\"Ccm2SWj6Wb78Gkz7\":3},\"flags\":{},\"_stats\":{\"compendiumSource\":null,\"duplicateSource\":null,\"exportSource\":null,\"coreVersion\":\"13.348\",\"systemId\":\"fvtt-lethal-fantasy\",\"systemVersion\":\"13.0.0\",\"createdTime\":1757441238100,\"modifiedTime\":1757441238100,\"lastModifiedBy\":\"Ccm2SWj6Wb78Gkz7\"}}\n{\"folder\":\"7j8H7DbmBb9Uza2X\",\"name\":\"Dagger Skill\",\"type\":\"skill\",\"img\":\"systems/fvtt-lethal-fantasy/assets/icons/icon_skill.webp\",\"_id\":\"OCvIYeejxt0qvm0z\",\"system\":{\"description\":\"<p><span style=\\\"font-family:'Arial'\\\">WEAPONS OF THIS CLASS: Knife, Dagger, Punching Dagger, Kukri, Sai,</span></p>\",\"category\":\"weapon\",\"base\":\"None\",\"bonus\":0,\"cost\":0,\"weaponClass\":\"shortblade\",\"weaponBonus\":{\"attack\":0,\"defense\":0,\"damage\":0},\"classesCost\":{\"untrained\":0,\"fighter\":0,\"rogue\":0,\"ranger\":0,\"cleric\":0,\"magicuser\":0}},\"effects\":[],\"sort\":2600000,\"ownership\":{\"default\":0,\"Ccm2SWj6Wb78Gkz7\":3},\"flags\":{},\"_stats\":{\"compendiumSource\":null,\"duplicateSource\":null,\"exportSource\":null,\"coreVersion\":\"13.348\",\"systemId\":\"fvtt-lethal-fantasy\",\"systemVersion\":\"13.0.0\",\"createdTime\":1757441238100,\"modifiedTime\":1757441238100,\"lastModifiedBy\":\"Ccm2SWj6Wb78Gkz7\"}}\n{\"folder\":\"7j8H7DbmBb9Uza2X\",\"name\":\"Battle Axe Skill\",\"type\":\"skill\",\"img\":\"systems/fvtt-lethal-fantasy/assets/icons/icon_skill.webp\",\"_id\":\"OJu8TWTFXFUD4ic9\",\"system\":{\"description\":\"<p>WEAPON FAMILY: CLUB</p><p>WEAPONS OF THIS CLASS: Battle Axe, Great axe, Hatchet, Tomahawk.</p><p>To gain basic skill in a weapon, a character must reach a 10 skill in a weapon.</p><p class=\\\"MsoNormal\\\">You must choose the weapon specifically, and only that specific weapon receives full skill bonuses. All other weapons within that class of weapon will gain half the bonuses chosen rounded up. Weapons within a family of weapons gain one quarter of the bonuses chosen rounded up.</p><p class=\\\"MsoNormal\\\">You can choose to add +1 to attack, defense, or damage for each 10 skill points you gain after reaching basic skill in a weapon. There is no requirement that you stay balanced in all aspects of a weapon. A character can dedicate all their skill toward one aspect of a weapon. The first +1 bonus is achieved at skill level 20 because you need the first 10 points to become proficient with the weapon.</p><p class=\\\"MsoNormal\\\">With a skill level of 175, a character rolls weapon delay dice with favor. This allows the character to ro<span style=\\\"color:black;mso-themecolor:text1\\\">ll two dice to get the result needed for an attack opportunity. This is in addition to any other chosen bonuses.</span></p>\",\"category\":\"weapon\",\"base\":\"None\",\"bonus\":0,\"cost\":0,\"weaponClass\":\"axe\",\"weaponBonus\":{\"attack\":0,\"defense\":0,\"damage\":0},\"classesCost\":{\"untrained\":0,\"fighter\":0,\"rogue\":0,\"ranger\":0,\"cleric\":0,\"magicuser\":0}},\"effects\":[],\"sort\":1000000,\"ownership\":{\"default\":0,\"Ccm2SWj6Wb78Gkz7\":3},\"flags\":{},\"_stats\":{\"compendiumSource\":null,\"duplicateSource\":null,\"exportSource\":null,\"coreVersion\":\"13.348\",\"systemId\":\"fvtt-lethal-fantasy\",\"systemVersion\":\"13.0.0\",\"createdTime\":1757441238100,\"modifiedTime\":1757441238100,\"lastModifiedBy\":\"Ccm2SWj6Wb78Gkz7\"}}\n{\"folder\":\"7j8H7DbmBb9Uza2X\",\"name\":\"Great Pick Skill\",\"type\":\"skill\",\"img\":\"systems/fvtt-lethal-fantasy/assets/icons/icon_skill.webp\",\"_id\":\"OZqJJzTmuM5beN4W\",\"system\":{\"description\":\"<p></p><p><span style=\\\"font-family:'Arial',sans-serif\\\">WEAPON FAMILY:NONE</span></p><p><span style=\\\"font-family:'Arial',sans-serif\\\">WEAPONS OF THIS CLASS: Glaive, Great pick, Short spear, Long spear, Lance</span></p><p>To gain basic skill in a weapon, a character must reach a 10 skill in a weapon.</p><p class=\\\"MsoNormal\\\">You must choose the weapon specifically, and only that specific weapon receives full skill bonuses. All other weapons within that class of weapon will gain half the bonuses chosen rounded up. Weapons within a family of weapons gain one quarter of the bonuses chosen rounded up.</p><p class=\\\"MsoNormal\\\">You can choose to add +1 to attack, defense, or damage for each 10 skill points you gain after reaching basic skill in a weapon. There is no requirement that you stay balanced in all aspects of a weapon. A character can dedicate all their skill toward one aspect of a weapon. The first +1 bonus is achieved at skill level 20 because you need the first 10 points to become proficient with the weapon.</p><p class=\\\"MsoNormal\\\">With a skill level of 175, a character rolls weapon progression dice with favor. This allows the character to ro<span style=\\\"color:black;mso-themecolor:text1\\\">ll two dice to get the result needed for an attack opportunity. This is in addition to any other chosen bonuses.</span></p>\",\"category\":\"weapon\",\"base\":\"None\",\"bonus\":0,\"cost\":0,\"weaponClass\":\"polearm\",\"weaponBonus\":{\"attack\":0,\"defense\":0,\"damage\":0},\"classesCost\":{\"untrained\":0,\"fighter\":0,\"rogue\":0,\"ranger\":0,\"cleric\":0,\"magicuser\":0}},\"effects\":[],\"sort\":700000,\"ownership\":{\"default\":0,\"Ccm2SWj6Wb78Gkz7\":3},\"flags\":{},\"_stats\":{\"compendiumSource\":null,\"duplicateSource\":null,\"exportSource\":null,\"coreVersion\":\"13.348\",\"systemId\":\"fvtt-lethal-fantasy\",\"systemVersion\":\"13.0.0\",\"createdTime\":1757441238100,\"modifiedTime\":1757441238100,\"lastModifiedBy\":\"Ccm2SWj6Wb78Gkz7\"}}\n{\"folder\":\"7j8H7DbmBb9Uza2X\",\"name\":\"Light Mace Skill\",\"type\":\"skill\",\"img\":\"systems/fvtt-lethal-fantasy/assets/icons/icon_skill.webp\",\"_id\":\"PLViGTVzoZXwFN9a\",\"system\":{\"description\":\"<p>WEAPON FAMILY:CLUB</p><p>WEAPONS OF THIS CLASS: Mace, Club, Great-club, Sap, Light mace, Morningstar, staff.</p><p>To gain basic skill in a weapon, a character must reach a 10 skill in a weapon.</p><p class=\\\"MsoNormal\\\">You must choose the weapon specifically, and only that specific weapon receives full skill bonuses. All other weapons within that class of weapon will gain half the bonuses chosen rounded up. Weapons within a family of weapons gain one quarter of the bonuses chosen rounded up.</p><p class=\\\"MsoNormal\\\">You can choose to add +1 to attack, defense, or damage for each 10 skill points you gain after reaching basic skill in a weapon. There is no requirement that you stay balanced in all aspects of a weapon. A character can dedicate all their skill toward one aspect of a weapon. The first +1 bonus is achieved at skill level 20 because you need the first 10 points to become proficient with the weapon.</p><p class=\\\"MsoNormal\\\">With a skill level of 175, a character rolls weapon delay dice with favor. This allows the character to ro<span style=\\\"color:black;mso-themecolor:text1\\\">ll two dice to get the result needed for an attack opportunity. This is in addition to any other chosen bonuses.</span></p>\",\"category\":\"weapon\",\"base\":\"None\",\"bonus\":0,\"cost\":0,\"weaponClass\":\"mace\",\"weaponBonus\":{\"attack\":0,\"defense\":0,\"damage\":0},\"classesCost\":{\"untrained\":0,\"fighter\":0,\"rogue\":0,\"ranger\":0,\"cleric\":0,\"magicuser\":0}},\"effects\":[],\"sort\":400000,\"ownership\":{\"default\":0,\"Ccm2SWj6Wb78Gkz7\":3},\"flags\":{},\"_stats\":{\"compendiumSource\":null,\"duplicateSource\":null,\"exportSource\":null,\"coreVersion\":\"13.348\",\"systemId\":\"fvtt-lethal-fantasy\",\"systemVersion\":\"13.0.0\",\"createdTime\":1757441238100,\"modifiedTime\":1757441238100,\"lastModifiedBy\":\"Ccm2SWj6Wb78Gkz7\"}}\n{\"folder\":\"7j8H7DbmBb9Uza2X\",\"name\":\"Flail Skill\",\"type\":\"skill\",\"img\":\"systems/fvtt-lethal-fantasy/assets/icons/icon_skill.webp\",\"_id\":\"PumiN7IfSgoOUeaB\",\"system\":{\"description\":\"<p>WEAPON FAMILY:CLUB</p><p>WEAPONS OF THIS CLASS: Flail, War Flail.</p><p>To gain basic skill in a weapon, a character must reach a 10 skill in a weapon.</p><p class=\\\"MsoNormal\\\">You must choose the weapon specifically, and only that specific weapon receives full skill bonuses. All other weapons within that class of weapon will gain half the bonuses chosen rounded up. Weapons within a family of weapons gain one quarter of the bonuses chosen rounded up.</p><p class=\\\"MsoNormal\\\">You can choose to add +1 to attack, defense, or damage for each 10 skill points you gain after reaching basic skill in a weapon. There is no requirement that you stay balanced in all aspects of a weapon. A character can dedicate all their skill toward one aspect of a weapon. The first +1 bonus is achieved at skill level 20 because you need the first 10 points to become proficient with the weapon.</p><p class=\\\"MsoNormal\\\">With a skill level of 175, a character rolls weapon delay dice with favor. This allows the character to ro<span style=\\\"color:black;mso-themecolor:text1\\\">ll two dice to get the result needed for an attack opportunity. This is in addition to any other chosen bonuses.</span></p>\",\"category\":\"weapon\",\"base\":\"None\",\"bonus\":0,\"cost\":0,\"weaponClass\":\"flail\",\"weaponBonus\":{\"attack\":0,\"defense\":0,\"damage\":0},\"classesCost\":{\"untrained\":0,\"fighter\":0,\"rogue\":0,\"ranger\":0,\"cleric\":0,\"magicuser\":0}},\"effects\":[],\"sort\":1200000,\"ownership\":{\"default\":0,\"Ccm2SWj6Wb78Gkz7\":3},\"flags\":{},\"_stats\":{\"compendiumSource\":null,\"duplicateSource\":null,\"exportSource\":null,\"coreVersion\":\"13.348\",\"systemId\":\"fvtt-lethal-fantasy\",\"systemVersion\":\"13.0.0\",\"createdTime\":1757441238100,\"modifiedTime\":1757441238100,\"lastModifiedBy\":\"Ccm2SWj6Wb78Gkz7\"}}\n{\"folder\":\"7j8H7DbmBb9Uza2X\",\"name\":\"Glaive Skill\",\"type\":\"skill\",\"img\":\"systems/fvtt-lethal-fantasy/assets/icons/icon_skill.webp\",\"_id\":\"Ql7p0WIoQamSUC2g\",\"system\":{\"description\":\"<p>WEAPON FAMILY:NONE</p><p><span style=\\\"font-family:'Arial',sans-serif\\\">WEAPONS OF THIS CLASS: Glaive, Great pick, Short spear, Long spear, Lance</span></p><p>To gain basic skill in a weapon, a character must reach a 10 skill in a weapon.</p><p class=\\\"MsoNormal\\\">You must choose the weapon specifically, and only that specific weapon receives full skill bonuses. All other weapons within that class of weapon will gain half the bonuses chosen rounded up. Weapons within a family of weapons gain one quarter of the bonuses chosen rounded up.</p><p class=\\\"MsoNormal\\\">You can choose to add +1 to attack, defense, or damage for each 10 skill points you gain after reaching basic skill in a weapon. There is no requirement that you stay balanced in all aspects of a weapon. A character can dedicate all their skill toward one aspect of a weapon. The first +1 bonus is achieved at skill level 20 because you need the first 10 points to become proficient with the weapon.</p><p class=\\\"MsoNormal\\\">With a skill level of 175, a character rolls weapon progression dice with favor. This allows the character to ro<span style=\\\"color:black;mso-themecolor:text1\\\">ll two dice to get the result needed for an attack opportunity. This is in addition to any other chosen bonuses.</span></p>\",\"category\":\"weapon\",\"base\":\"None\",\"bonus\":0,\"cost\":0,\"weaponClass\":\"polearm\",\"weaponBonus\":{\"attack\":0,\"defense\":0,\"damage\":0},\"classesCost\":{\"untrained\":0,\"fighter\":0,\"rogue\":0,\"ranger\":0,\"cleric\":0,\"magicuser\":0}},\"effects\":[],\"sort\":900000,\"ownership\":{\"default\":0,\"Ccm2SWj6Wb78Gkz7\":3},\"flags\":{},\"_stats\":{\"compendiumSource\":null,\"duplicateSource\":null,\"exportSource\":null,\"coreVersion\":\"13.348\",\"systemId\":\"fvtt-lethal-fantasy\",\"systemVersion\":\"13.0.0\",\"createdTime\":1757441238100,\"modifiedTime\":1757441238100,\"lastModifiedBy\":\"Ccm2SWj6Wb78Gkz7\"}}\n{\"folder\":\"GhWN550HRRbDPwpd\",\"name\":\"Resist Performance\",\"type\":\"skill\",\"img\":\"icons/skills/social/wave-halt-stop.webp\",\"_id\":\"Qprig1Hni5V3SBiZ\",\"system\":{\"description\":\"<p>This is the ability to resist the performance skill.</p>\",\"category\":\"resist\",\"base\":\"WIS+INT+CHOICE OF MORTAL\",\"bonus\":0,\"cost\":0,\"weaponClass\":\"shortblade\",\"weaponBonus\":{\"attack\":0,\"defense\":0,\"damage\":0},\"classesCost\":{\"untrained\":0,\"fighter\":0,\"rogue\":0,\"ranger\":0,\"cleric\":0,\"magicuser\":0}},\"effects\":[],\"sort\":200000,\"ownership\":{\"default\":0,\"Ccm2SWj6Wb78Gkz7\":3},\"flags\":{},\"_stats\":{\"compendiumSource\":null,\"duplicateSource\":null,\"exportSource\":null,\"coreVersion\":\"13.351\",\"systemId\":\"fvtt-lethal-fantasy\",\"systemVersion\":\"13.0.0\",\"createdTime\":1757441225574,\"modifiedTime\":1767293445051,\"lastModifiedBy\":\"Ccm2SWj6Wb78Gkz7\"}}\n{\"folder\":\"7j8H7DbmBb9Uza2X\",\"name\":\"Tomahawk Skill\",\"type\":\"skill\",\"img\":\"systems/fvtt-lethal-fantasy/assets/icons/icon_skill.webp\",\"_id\":\"RNoM5DbEkwcqHmLX\",\"system\":{\"description\":\"<p>WEAPON FAMILY:CLUB</p><p>WEAPONS OF THIS CLASS: Battle Axe, Great axe, Hatchet, Tomahawk.</p><p>To gain basic skill in a weapon, a character must reach a 10 skill in a weapon.</p><p class=\\\"MsoNormal\\\">You must choose the weapon specifically, and only that specific weapon receives full skill bonuses. All other weapons within that class of weapon will gain half the bonuses chosen rounded up. Weapons within a family of weapons gain one quarter of the bonuses chosen rounded up.</p><p class=\\\"MsoNormal\\\">You can choose to add +1 to attack, defense, or damage for each 10 skill points you gain after reaching basic skill in a weapon. There is no requirement that you stay balanced in all aspects of a weapon. A character can dedicate all their skill toward one aspect of a weapon. The first +1 bonus is achieved at skill level 20 because you need the first 10 points to become proficient with the weapon.</p><p class=\\\"MsoNormal\\\">With a skill level of 175, a character rolls weapon delay dice with favor. This allows the character to ro<span style=\\\"color:black;mso-themecolor:text1\\\">ll two dice to get the result needed for an attack opportunity. This is in addition to any other chosen bonuses.</span></p>\",\"category\":\"weapon\",\"base\":\"None\",\"bonus\":0,\"cost\":0,\"weaponClass\":\"axe\",\"weaponBonus\":{\"attack\":0,\"defense\":0,\"damage\":0},\"classesCost\":{\"untrained\":0,\"fighter\":0,\"rogue\":0,\"ranger\":0,\"cleric\":0,\"magicuser\":0}},\"effects\":[],\"sort\":1700000,\"ownership\":{\"default\":0,\"Ccm2SWj6Wb78Gkz7\":3},\"flags\":{},\"_stats\":{\"compendiumSource\":null,\"duplicateSource\":null,\"exportSource\":null,\"coreVersion\":\"13.348\",\"systemId\":\"fvtt-lethal-fantasy\",\"systemVersion\":\"13.0.0\",\"createdTime\":1757441238100,\"modifiedTime\":1757441238100,\"lastModifiedBy\":\"Ccm2SWj6Wb78Gkz7\"}}\n{\"folder\":\"CCN61SUBOAh3bVVu\",\"name\":\"Climbing\",\"type\":\"skill\",\"img\":\"icons/skills/movement/arrows-up-trio-red.webp\",\"_id\":\"RlKXGr3I7nRNMruK\",\"system\":{\"description\":\"<p>The ability to climb walls, trees, cliffs, and anything else that requires scaling or climbing. To <a name=\\\"_Int_pn85eQnU\\\">determine</a> success, add the climbing skill to the D100E roll and compare the total to the difficulty of the climbing task.</p><p class=\\\"MsoNormal\\\">Successful climbing allows movement up to 50 feet along the task. A 100-foot cliff would require two successful checks to climb successfully. Climbers must stop and regroup for 5 seconds after a failed check. Two consecutive failed checks result in a fall, causing the climber to take damage unless they were using a safety rope. A fall with a safety rope requires the climber to continue from where the climber attached the safety rope. A safety rope is often impossible because of insufficient gear or time. The climbing skill includes the ability to secure safety ropes if there are places to tie them. Securing ropes requires 10 seconds. Climbers must tie ropes every 20 feet, otherwise they are ineffective and wont stop a fall. Many surfaces have nothing to tie onto, so the climber must climb without the ability to avoid the risk. The knots are specific to climbing and do not grant rope skills in other circumstances.</p><p class=\\\"MsoNormal\\\">Characters climb at a speed of 2 feet per second but the GM can alter it at their discretion.</p><p class=\\\"MsoNormal\\\">Tying onto a stick, branch, or rock is a difficulty of 75, but the GM may adjust this as the situation dictates. Hammering pitons in and securing rope is also a 75 difficulty but requires pitons and a hammer and can be quite noisy if the goal is stealth or surprise.</p><p class=\\\"MsoNormal\\\">Difficulties:<span style=\\\"mso-spacerun:yes\\\"> </span></p><p class=\\\"MsoNormal\\\">Ladder to climb:<span style=\\\"mso-spacerun:yes\\\">  </span>20 <a name=\\\"_Int_RqHqrlVk\\\">challenge</a>.</p><p class=\\\"MsoNormal\\\">Rope to climb knotted for climbing: 25 <a name=\\\"_Int_lzCdgwFy\\\">challenge</a>.</p><p class=\\\"MsoNormal\\\">Tree with many branches:<span style=\\\"mso-spacerun:yes\\\">  </span>25 <a name=\\\"_Int_w8mkVPpx\\\">challenge</a>.</p><p class=\\\"MsoNormal\\\">Rope to climb. Plain rope, no knots: 40 <a name=\\\"_Int_zlA7zPft\\\">challenge</a>.</p><p class=\\\"MsoNormal\\\">Brick wall with cracks or gaps for handholds:<span style=\\\"mso-spacerun:yes\\\">  </span>50 <a name=\\\"_Int_gRUgfAZn\\\">challenge</a>. Using pitons and rope:<span style=\\\"mso-spacerun:yes\\\">  </span>25 challenge.</p><p class=\\\"MsoNormal\\\">Ordinary building with ledges and handholds:<span style=\\\"mso-spacerun:yes\\\">  </span>50 <a name=\\\"_Int_i5Jp7MFg\\\">challenge</a>.</p><p class=\\\"MsoNormal\\\">Stonewall or cliff that is uneven some handholds:<span style=\\\"mso-spacerun:yes\\\">  </span>75 challenges. Using pitons and rope: <span style=\\\"mso-spacerun:yes\\\"> </span>50 challenge.</p><p class=\\\"MsoNormal\\\">Smooth stone wall or cliff, nothing to grab:<span style=\\\"mso-spacerun:yes\\\">  </span>100 <a name=\\\"_Int_SDn9KaK8\\\">challenge</a>. Using pitons with rope: 80 challenge</p><p class=\\\"MsoNormal\\\">Sheer cliff or smooth polished wall:<span style=\\\"mso-spacerun:yes\\\">  </span>150 <a name=\\\"_Int_n2VQ1hhg\\\">challenge</a>. Using pitons with rope:<span style=\\\"mso-spacerun:yes\\\">  </span>120 <a name=\\\"_Int_HhS73kH5\\\">challenge</a>.</p><p class=\\\"MsoNormal\\\">These numbers are just suggestions. The game magistrate should choose climbing difficulty based on the scenario and obstacles they create. LETHAL FANTASY adventures and modules will <a name=\\\"_Int_KUlBWyvv\\\">designate</a> climb difficulty and encourage GMs to do the same, applying common sense to all attendant circumstances, including but not limited to handholds, smooth or slick surfaces, and any equipment used by the climber.</p>\",\"category\":\"layperson\",\"base\":\"STR OR DEX\",\"bonus\":0,\"cost\":0,\"weaponClass\":\"shortblade\",\"weaponBonus\":{\"attack\":0,\"defense\":0,\"damage\":0},\"classesCost\":{\"untrained\":0,\"fighter\":0,\"rogue\":0,\"ranger\":0,\"cleric\":0,\"magicuser\":0}},\"effects\":[],\"sort\":900000,\"ownership\":{\"default\":0,\"Ccm2SWj6Wb78Gkz7\":3},\"flags\":{},\"_stats\":{\"compendiumSource\":null,\"duplicateSource\":null,\"exportSource\":null,\"coreVersion\":\"13.348\",\"systemId\":\"fvtt-lethal-fantasy\",\"systemVersion\":\"13.0.0\",\"createdTime\":1757441225574,\"modifiedTime\":1757441225574,\"lastModifiedBy\":\"Ccm2SWj6Wb78Gkz7\"}}\n{\"folder\":\"o6gfPjCqhAMrGhbR\",\"name\":\"Locksmith\",\"type\":\"skill\",\"img\":\"icons/skills/trades/security-locksmith-key-gray.webp\",\"_id\":\"SUtwrcovgFXPtr8Y\",\"system\":{\"description\":\"<p>Creation of locks requires the creator to <a name=\\\"_Int_ZBnh96SK\\\">acquire</a> the items needed to create a lock. Small springs, gears, grooved pieces of metal. Certain vendors, clockmakers, and specialized blacksmiths sell these items as lock kits. The lock creator then rolls to set the difficulty to open the lock D100E+skill level). These locks <a name=\\\"_Int_Vw8gKRJ9\\\">are then used</a> to lock items, doors, chains, etc. A lock creator that reaches level 100 skill rolls to create difficult locks with favor.</p><p class=\\\"MsoNormal\\\">We present this skill primarily for Non-Player Characters, but players and Game Magistrates can use it in the game as they see fit.</p>\",\"category\":\"professional\",\"base\":\"WIS OR INT OR DEX\",\"bonus\":0,\"cost\":0,\"weaponClass\":\"shortblade\",\"weaponBonus\":{\"attack\":0,\"defense\":0,\"damage\":0},\"classesCost\":{\"untrained\":0,\"fighter\":0,\"rogue\":0,\"ranger\":0,\"cleric\":0,\"magicuser\":0}},\"effects\":[],\"sort\":1200000,\"ownership\":{\"default\":0,\"Ccm2SWj6Wb78Gkz7\":3},\"flags\":{},\"_stats\":{\"compendiumSource\":null,\"duplicateSource\":null,\"exportSource\":null,\"coreVersion\":\"13.348\",\"systemId\":\"fvtt-lethal-fantasy\",\"systemVersion\":\"13.0.0\",\"createdTime\":1757441230683,\"modifiedTime\":1757441230683,\"lastModifiedBy\":\"Ccm2SWj6Wb78Gkz7\"}}\n{\"folder\":\"CCN61SUBOAh3bVVu\",\"name\":\"Athletics\",\"type\":\"skill\",\"img\":\"icons/skills/movement/figure-running-gray.webp\",\"_id\":\"TIATrDYosCZ2Gpru\",\"system\":{\"description\":\"<p>Jumping includes three jumps. Standing broad jump, running broad jump, and jumping up to reach an item. The characters height is the baseline maximum for a broad jump. The vertical jump baseline is 20% of the character's height (rounded up). Reach overhead is thirty (30%) percent of the character's height, rounded up; this does not increase. A three-foot-tall shire folk can broad jump 3 feet, running broad jump 6 feet, reach 47 inches over their head, and can jump up to reach 55” over their head.</p><p class=\\\"MsoNormal\\\">For every ten skill points in jumping, the character adds to the safe jump in all three jumps. Ten skill points add 6 inches to broad jump, 1 foot to running broad jump, and 2 inches to vertical jump. There are no partial increases for less than a 10-point increase.</p><p>Riding a mount:</p><p class=\\\"MsoNormal\\\">This is the skill of riding a horse, a donkey, or potentially even a flying mount. These riding principles apply to all mounts, including horses, donkeys, and even flying mounts. Certain mounts pose a greater riding challenge and may require a minimum riding skill to mount or control. LETHAL FANTASY GAMES determines this level for all published works based on the type of mount and the difficulty of the task the rider wants to perform. A well-trained horse has low difficulty and serves as the baseline for most riders. However, staying on such a horse, if <a name=\\\"_Int_WwYk2Iq1\\\">required</a> to run or jump an obstacle is far different. Controlling a running horse and asking it to stop or turn is a 40 difficulty. Jumping obstacles is a 75 difficulty. The character would need to roll a D100E, add their skill, and equal or surpass these numbers to <a name=\\\"_Int_jifk9FJT\\\">remain</a> on the horse for a running or jumping horse. A horse that has lost control and is terrified would require a 100-roll to keep oneself in the saddle. Riders must repeat these skill rolls whenever the horse changes direction, jumps, or <a name=\\\"_Int_aDQV0wyN\\\">is injured</a>. Failure <a name=\\\"_Int_onhfzyZ0\\\">indicates</a> falling from the mount and standard fall damage for a 10-foot fall. Riding a Pegasus in the sky is more challenging, and the fall is far more lethal. For all mounts in our official publications, LFG will provide normal riding, running, jumping, and, if applicable, flying difficulties.</p><p class=\\\"MsoNormal\\\">Some factors can favor the rider and allow them to roll with favor:</p><p class=\\\"MsoListParagraph\\\" style=\\\"margin-left:.5in;text-indent:-.25in;mso-list:l0 level1 lfo1\\\"><span style=\\\"mso-list:Ignore\\\">1.     </span>If this is a known mount (animal) of more than a month.</p><p class=\\\"MsoListParagraph\\\" style=\\\"margin-left:.5in;text-indent:-.25in;mso-list:l0 level1 lfo1\\\"><span style=\\\"mso-list:Ignore\\\">2.     </span>If the mount has a saddle to hold on to.</p><p class=\\\"MsoListParagraph\\\" style=\\\"margin-left:.5in;text-indent:-.25in;mso-list:l0 level1 lfo1\\\"><span style=\\\"mso-list:Ignore\\\">3.     </span>Was the run or jump something <a name=\\\"_Int_QE6KQVbT\\\">attempted</a> by the rider, not an out-of-control horse?</p><p>SWIM: This is the ability of a character to swim or at least float in water. Swimming is only possible in light or no armor. Swimming in plate or chain armor is not possible, and the only alternative is to remove the armor before swimming or, if already in the water before the character drowns. Removing plate mail is not a simple process and may require help.</p><p class=\\\"MsoNormal\\\">Skill of 10 would allow a character to tread water for a few minutes of game time equal to their constitution and dog paddle at 2.5 feet per second.</p><p class=\\\"MsoNormal\\\">Skill of 20 would allow treading water or dog paddling at 2.5 feet per second for 2x their constitution in minutes.</p><p class=\\\"MsoNormal\\\">Skill of 40 increases movement to 5 feet per second and allows 3x their constitution in minutes.</p><p class=\\\"MsoNormal\\\">Skill of 60 the character can now tread water 4x their constitution in minutes.</p><p class=\\\"MsoNormal\\\">Skill of 80 allows floating until the player succumbs to exhaustion and must sleep. Exhaustion occurs in hours equal to their constitution, movement of 7.5 feet per second.</p><p class=\\\"MsoNormal\\\">A skill of 100 allows floating above the water for an indefinite time, even while asleep, but the swimmer is still subject to the heat of the sun, dehydration (in salt water), starvation, and succumbing to creatures in the water.</p><p class=\\\"MsoNormal\\\">The <a name=\\\"_Int_7qbe8HiH\\\">previous</a> swimming rules are for floating and maneuvering in water, and they presume a situation like a shipwreck for the needed times to tread water or float. Sometimes, a shorter swimming period is <a name=\\\"_Int_aiAz5rda\\\">required</a>, but the difficulty is also an issue. Swimming across a moving river, escaping a riptide in an ocean, evading a dangerous whirlpool. LFG will design their adventures to include these obstacles, factoring in their difficulty. GMs must consider the difficulty that best <a name=\\\"_Int_bqsuJeN3\\\">represents</a> the challenge the character will face navigating the obstacle.</p><p class=\\\"MsoNormal\\\">A fast-rushing river with rapids and plentiful rocks as obstacles would be a challenge for a skilled swimmer and represent a difficulty of 100 or <a name=\\\"_Int_RabyCuHm\\\">maybe even more</a>.</p><p class=\\\"MsoNormal\\\">If you just want to swim across a fast river, its pretty difficult, a 50 challenge rating. But if you need to swim upstream, its almost impossible and requires a great swimmer who can fight the strong current, a 150 challenge rating.</p><p class=\\\"MsoNormal\\\">Swimming in a calm lake or pond is a 10-challenge, with only a lethal failure on D100 leading to trouble (in this case, a true roll of 1).</p><p class=\\\"MsoNormal\\\">Failed swimming rolls do not mean drowning. In the example, a swimmer trying to swim against the current and failing will be carried downstream but wont drown. Swimmers will only drown if they exhaust themselves, exceeding their ability to tread water, or if they lose consciousness or cannot use their swimming skills.</p><p class=\\\"MsoNormal\\\">In the example above involving the river with rapids and rocks, there certainly could be a challenge of agility to avoid hitting rocks and taking damage (the GM would need to set the difficulty level for the challenge of agility). Being <a name=\\\"_Int_6R96NTkI\\\">rendered</a> unconscious in deep water is a recipe for a premature death.</p><p class=\\\"MsoNormal\\\">Once a character can no longer tread water, they sink and drown, taking 1D6E damage every ten seconds until they are rescued or die.</p>\",\"category\":\"layperson\",\"base\":\"Dex\",\"bonus\":0,\"classesCost\":{\"untrained\":0,\"fighter\":0,\"rogue\":0,\"ranger\":0,\"cleric\":0,\"magicuser\":0},\"cost\":0,\"weaponClass\":\"shortblade\",\"weaponBonus\":{\"attack\":0,\"defense\":0,\"damage\":0}},\"effects\":[],\"sort\":0,\"ownership\":{\"default\":0,\"Ccm2SWj6Wb78Gkz7\":3},\"flags\":{},\"_stats\":{\"compendiumSource\":null,\"duplicateSource\":null,\"exportSource\":null,\"coreVersion\":\"13.348\",\"systemId\":\"fvtt-lethal-fantasy\",\"systemVersion\":\"13.0.0\",\"createdTime\":1757441225574,\"modifiedTime\":1757441225574,\"lastModifiedBy\":\"Ccm2SWj6Wb78Gkz7\"}}\n{\"folder\":\"7j8H7DbmBb9Uza2X\",\"name\":\"Morningstar Skill\",\"type\":\"skill\",\"img\":\"systems/fvtt-lethal-fantasy/assets/icons/icon_skill.webp\",\"_id\":\"TKz3AOhCCz5i6skT\",\"system\":{\"description\":\"<p>WEAPON FAMILY:CLUB</p><p>WEAPONS OF THIS CLASS: Mace, Club, Great-club, Sap, Light mace, Morningstar, staff.</p><p>To gain basic skill in a weapon, a character must reach a 10 skill in a weapon.</p><p class=\\\"MsoNormal\\\">You must choose the weapon specifically, and only that specific weapon receives full skill bonuses. All other weapons within that class of weapon will gain half the bonuses chosen rounded up. Weapons within a family of weapons gain one quarter of the bonuses chosen rounded up.</p><p class=\\\"MsoNormal\\\">You can choose to add +1 to attack, defense, or damage for each 10 skill points you gain after reaching basic skill in a weapon. There is no requirement that you stay balanced in all aspects of a weapon. A character can dedicate all their skill toward one aspect of a weapon. The first +1 bonus is achieved at skill level 20 because you need the first 10 points to become proficient with the weapon.</p><p class=\\\"MsoNormal\\\">With a skill level of 175, a character rolls weapon delay dice with favor. This allows the character to ro<span style=\\\"color:black;mso-themecolor:text1\\\">ll two dice to get the result needed for an attack opportunity. This is in addition to any other chosen bonuses.</span></p>\",\"category\":\"weapon\",\"base\":\"None\",\"bonus\":0,\"cost\":0,\"weaponClass\":\"mace\",\"weaponBonus\":{\"attack\":0,\"defense\":0,\"damage\":0},\"classesCost\":{\"untrained\":0,\"fighter\":0,\"rogue\":0,\"ranger\":0,\"cleric\":0,\"magicuser\":0}},\"effects\":[],\"sort\":125000,\"ownership\":{\"default\":0,\"Ccm2SWj6Wb78Gkz7\":3},\"flags\":{},\"_stats\":{\"compendiumSource\":null,\"duplicateSource\":null,\"exportSource\":null,\"coreVersion\":\"13.348\",\"systemId\":\"fvtt-lethal-fantasy\",\"systemVersion\":\"13.0.0\",\"createdTime\":1757441238100,\"modifiedTime\":1757441238100,\"lastModifiedBy\":\"Ccm2SWj6Wb78Gkz7\"}}\n{\"folder\":\"GhWN550HRRbDPwpd\",\"name\":\"Resist Torture\",\"type\":\"skill\",\"img\":\"icons/skills/social/thumbsup-approval-like.webp\",\"_id\":\"U1MpjRTw5dxlvnVA\",\"system\":{\"description\":\"<p>The skill of torture challenges directly resisting torture. A skill challenge roll between the torturer and the victim of the torture can resolve this skill. The problem with this simple resolution is that torture sometimes can be a determination beyond simple dice rolls. Torture brings in all to real role-play situations. This is a skill that some players and GMs may want to remove from their game. The character may resist the torture and decide not to give up any information, but the price may exceed what the character/player is willing to sustain. Does a player resist when they can (they won the roll), but the tormentor is going to cut off their hand or foot, remove an eye, or forever scar their face? Winning the roll lets the character decide to say no, but it does not change actions that the torturers will take. These are up to the GM. They may determine the roll resolves it without further actions and the torturer gives up. That is up to the GM.</p><p><br style=\\\"mso-special-character:line-break\\\" /><br style=\\\"mso-special-character:line-break\\\" /></p>\",\"category\":\"resist\",\"base\":\"WIS+CON+CHOICE OF MORTAL\",\"bonus\":0,\"cost\":0,\"weaponClass\":\"shortblade\",\"weaponBonus\":{\"attack\":0,\"defense\":0,\"damage\":0},\"classesCost\":{\"untrained\":0,\"fighter\":0,\"rogue\":0,\"ranger\":0,\"cleric\":0,\"magicuser\":0}},\"effects\":[],\"sort\":300000,\"ownership\":{\"default\":0,\"Ccm2SWj6Wb78Gkz7\":3},\"flags\":{},\"_stats\":{\"compendiumSource\":null,\"duplicateSource\":null,\"exportSource\":null,\"coreVersion\":\"13.351\",\"systemId\":\"fvtt-lethal-fantasy\",\"systemVersion\":\"13.0.0\",\"createdTime\":1757441225574,\"modifiedTime\":1767293448802,\"lastModifiedBy\":\"Ccm2SWj6Wb78Gkz7\"}}\n{\"folder\":\"7j8H7DbmBb9Uza2X\",\"name\":\"Short Sword Skill\",\"type\":\"skill\",\"img\":\"systems/fvtt-lethal-fantasy/assets/icons/icon_skill.webp\",\"_id\":\"UFuiQTyuuLm7zHk7\",\"system\":{\"description\":\"<p>WEAPON FAMILY: BLADES</p><p><span style=\\\"font-family:'Arial'\\\">WEAPONS OF THIS CLASS: Short sword, Wakizashi, Scimitar, Falchion</span></p><p><span style=\\\"font-family:'Arial'\\\">To gain basic skill in a weapon, a character must reach a 10 skill in a weapon.</span></p><p style=\\\"margin:0.0px 0.0px 16.0px 0.0px;font:16.0px Arial;-webkit-text-stroke:#000000\\\"><span style=\\\"font-family:'Arial'\\\">You must choose the weapon specifically, and only that specific weapon receives full skill bonuses. All other weapons within that class of weapon will gain half the bonuses chosen rounded up. Weapons within a family of weapons gain one quarter of the bonuses chosen rounded up.</span></p><p style=\\\"margin:0.0px 0.0px 16.0px 0.0px;font:16.0px Arial;-webkit-text-stroke:#000000\\\"><span style=\\\"font-family:'Arial'\\\">You can choose to add +1 to attack, defense, or damage for each 10 skill points you gain after reaching basic skill in a weapon. There is no requirement that you stay balanced in all aspects of a weapon. A character can dedicate all their skill toward one aspect of a weapon. The first +1 bonus is achieved at skill level 20 because you need the first 10 points to become proficient with the weapon.</span></p><p style=\\\"margin:0.0px 0.0px 16.0px 0.0px;font:16.0px Arial;-webkit-text-stroke:#000000\\\"><span style=\\\"font-family:'Arial'\\\">With a skill level of 175, a character rolls weapon progression dice with favor. This allows the character to roll two dice to get the result needed for an attack opportunity. This is in addition to any other chosen bonuses.</span></p>\",\"category\":\"weapon\",\"base\":\"None\",\"bonus\":0,\"cost\":0,\"weaponClass\":\"mediumblade\",\"weaponBonus\":{\"attack\":0,\"defense\":0,\"damage\":0},\"classesCost\":{\"untrained\":0,\"fighter\":0,\"rogue\":0,\"ranger\":0,\"cleric\":0,\"magicuser\":0}},\"effects\":[],\"sort\":2200000,\"ownership\":{\"default\":0,\"Ccm2SWj6Wb78Gkz7\":3},\"flags\":{},\"_stats\":{\"compendiumSource\":null,\"duplicateSource\":null,\"exportSource\":null,\"coreVersion\":\"13.348\",\"systemId\":\"fvtt-lethal-fantasy\",\"systemVersion\":\"13.0.0\",\"createdTime\":1757441238100,\"modifiedTime\":1757441238100,\"lastModifiedBy\":\"Ccm2SWj6Wb78Gkz7\"}}\n{\"folder\":\"8bvP7KH6Tk4NEMji\",\"name\":\"Thrown Hatchet Skill\",\"type\":\"skill\",\"img\":\"systems/fvtt-lethal-fantasy/assets/icons/icon_skill.webp\",\"_id\":\"UJFNbDtw0JPIeA4c\",\"system\":{\"description\":\"<p>WEAPON FAMILY:NONE</p><p>WEAPONS OF THIS CLASS: Knife, Dagger, Shuriken, Dart, Hatchet, Tomahawk, Javelin, Short spear.</p><p><span style=\\\"font-family:Arial, sans-serif\\\">Thrown weapons are not eligible to purchase defense bonuses for advanced skill in throwing. The weapons may be used in melee combat with skill in their use as a defensive weapon if trained as a melee weapon</span></p><p>To gain basic skill in a weapon, a character must reach a 10 skill in a weapon.</p><p class=\\\"MsoNormal\\\">You must choose the weapon specifically, and only that specific weapon receives full skill bonuses. All other weapons within that class of weapon will gain half the bonuses chosen rounded up. Weapons within a family of weapons gain one quarter of the bonuses chosen rounded up.</p><p class=\\\"MsoNormal\\\">You can choose to add +1 to attack, defense, or damage for each 10 skill points you gain after reaching basic skill in a weapon. There is no requirement that you stay balanced in all aspects of a weapon. A character can dedicate all their skill toward one aspect of a weapon. The first +1 bonus is achieved at skill level 20 because you need the first 10 points to become proficient with the weapon.</p><p class=\\\"MsoNormal\\\">With a skill level of 175, a character rolls weapon progression dice with favor. This allows the character to ro<span style=\\\"color:black;mso-themecolor:text1\\\">ll two dice to get the result needed for an attack opportunity. This is in addition to any other chosen bonuses.</span></p>\",\"category\":\"weapon\",\"base\":\"None\",\"bonus\":0,\"cost\":0,\"weaponClass\":\"thrown\",\"weaponBonus\":{\"attack\":0,\"defense\":0,\"damage\":0},\"classesCost\":{\"untrained\":0,\"fighter\":0,\"rogue\":0,\"ranger\":0,\"cleric\":0,\"magicuser\":0}},\"effects\":[],\"sort\":106250,\"ownership\":{\"default\":0,\"Ccm2SWj6Wb78Gkz7\":3},\"flags\":{},\"_stats\":{\"compendiumSource\":null,\"duplicateSource\":null,\"exportSource\":null,\"coreVersion\":\"13.350\",\"systemId\":\"fvtt-lethal-fantasy\",\"systemVersion\":\"13.0.0\",\"createdTime\":1757441235521,\"modifiedTime\":1760724336544,\"lastModifiedBy\":\"Ccm2SWj6Wb78Gkz7\"}}\n{\"folder\":\"8bvP7KH6Tk4NEMji\",\"name\":\"Thrown Short Spear Skill\",\"type\":\"skill\",\"img\":\"systems/fvtt-lethal-fantasy/assets/icons/icon_skill.webp\",\"_id\":\"WM8WplqOPFqwTKBF\",\"system\":{\"description\":\"<p>WEAPON FAMILY:NONE</p><p>WEAPONS OF THIS CLASS: Knife, Dagger, Shuriken, Dart, Hatchet, Tomahawk, Javelin, Short spear</p><p>To gain basic skill in a weapon, a character must reach a 10 skill in a weapon.</p><p class=\\\"MsoNormal\\\">You must choose the weapon specifically, and only that specific weapon receives full skill bonuses. All other weapons within that class of weapon will gain half the bonuses chosen rounded up. Weapons within a family of weapons gain one quarter of the bonuses chosen rounded up.</p><p class=\\\"MsoNormal\\\">You can choose to add +1 to attack, defense, or damage for each 10 skill points you gain after reaching basic skill in a weapon. There is no requirement that you stay balanced in all aspects of a weapon. A character can dedicate all their skill toward one aspect of a weapon. The first +1 bonus is achieved at skill level 20 because you need the first 10 points to become proficient with the weapon.</p><p class=\\\"MsoNormal\\\">With a skill level of 175, a character rolls weapon progression dice with favor. This allows the character to ro<span style=\\\"color:black;mso-themecolor:text1\\\">ll two dice to get the result needed for an attack opportunity. This is in addition to any other chosen bonuses.</span></p>\",\"category\":\"weapon\",\"base\":\"None\",\"bonus\":0,\"cost\":0,\"weaponClass\":\"thrown\",\"weaponBonus\":{\"attack\":0,\"defense\":0,\"damage\":0},\"classesCost\":{\"untrained\":0,\"fighter\":0,\"rogue\":0,\"ranger\":0,\"cleric\":0,\"magicuser\":0}},\"effects\":[],\"sort\":150000,\"ownership\":{\"default\":0,\"Ccm2SWj6Wb78Gkz7\":3},\"flags\":{},\"_stats\":{\"compendiumSource\":null,\"duplicateSource\":null,\"exportSource\":null,\"coreVersion\":\"13.348\",\"systemId\":\"fvtt-lethal-fantasy\",\"systemVersion\":\"13.0.0\",\"createdTime\":1757441235521,\"modifiedTime\":1757441235521,\"lastModifiedBy\":\"Ccm2SWj6Wb78Gkz7\"}}\n{\"folder\":\"CCN61SUBOAh3bVVu\",\"name\":\"Torture\",\"type\":\"skill\",\"img\":\"icons/tools/fasteners/pin-spiked.webp\",\"_id\":\"X9XTbKOzOfIVyNz0\",\"system\":{\"description\":\"<p><span style=\\\"font-family:'Avenir Next LT Pro',sans-serif\\\"><strong>TORTURE</strong></span></p><p class=\\\"MsoNormal\\\" style=\\\"line-height:115%\\\"><span style=\\\"font-family:'Avenir Next LT Pro',sans-serif\\\">Wisdom Skill</span></p><p class=\\\"MsoNormal\\\" style=\\\"line-height:115%\\\"><span style=\\\"font-family:'Avenir Next LT Pro',sans-serif\\\">Cost: Fighter (5) Cleric (8) Rogue (4) Magic User (10) Ranger (6)</span></p><p class=\\\"MsoNormal\\\" style=\\\"line-height:115%\\\"><span style=\\\"font-family:'Avenir Next LT Pro',sans-serif\\\">Torture is a skill that involves drastic and terrible acts to get information from another mortal. This skill prompts the GM to carefully consider if torture aligns with the characters backstory, goals, and alignment. Rarely do heroes resort to the base level of physical torture. This skill is the province of the arch-villain.</span></p><p class=\\\"MsoNormal\\\" style=\\\"line-height:115%\\\"><span style=\\\"font-family:'Avenir Next LT Pro',sans-serif\\\">Torture is hard to reduce to simple competitive rolls, as modes of torture can vary. Waterboarding, beatings, fire, and cold are just the beginning of options. Resisting torture is more than just a die roll. If the character resists torture, they must make a role-playing decision to decide whether theyll accept the tortures consequences. If the torturer is threatening to remove a hand, a foot, an eye or place a brand on a characters forehead, this is more than a die roll. The roll allows the character to resist. The character must then decide if they will accept the consequences.</span></p><p class=\\\"MsoNormal\\\" style=\\\"line-height:115%\\\"><span style=\\\"font-family:'Avenir Next LT Pro',sans-serif\\\"><br />Game Magistrates or groups may decide to remove this skill from the game.</span></p>\",\"category\":\"layperson\",\"base\":\"WIS\",\"bonus\":0,\"cost\":0,\"weaponClass\":\"shortblade\",\"weaponBonus\":{\"attack\":0,\"defense\":0,\"damage\":0},\"classesCost\":{\"untrained\":0,\"fighter\":0,\"rogue\":0,\"ranger\":0,\"cleric\":0,\"magicuser\":0}},\"effects\":[],\"sort\":4750000,\"ownership\":{\"default\":0,\"Ccm2SWj6Wb78Gkz7\":3},\"flags\":{},\"_stats\":{\"compendiumSource\":null,\"duplicateSource\":null,\"exportSource\":null,\"coreVersion\":\"13.348\",\"systemId\":\"fvtt-lethal-fantasy\",\"systemVersion\":\"13.0.0\",\"createdTime\":1757441225574,\"modifiedTime\":1757441225574,\"lastModifiedBy\":\"Ccm2SWj6Wb78Gkz7\"}}\n{\"folder\":\"7j8H7DbmBb9Uza2X\",\"name\":\"Mace Skill\",\"type\":\"skill\",\"img\":\"systems/fvtt-lethal-fantasy/assets/icons/icon_skill.webp\",\"_id\":\"XUZzqzzA7YPpxRC3\",\"system\":{\"description\":\"<p>WEAPON FAMILY:CLUB</p><p>WEAPONS OF THIS CLASS: Mace, Club, Great-club, Sap, Light mace, Morningstar, staff.</p><p>To gain basic skill in a weapon, a character must reach a 10 skill in a weapon.</p><p class=\\\"MsoNormal\\\">You must choose the weapon specifically, and only that specific weapon receives full skill bonuses. All other weapons within that class of weapon will gain half the bonuses chosen rounded up. Weapons within a family of weapons gain one quarter of the bonuses chosen rounded up.</p><p class=\\\"MsoNormal\\\">You can choose to add +1 to attack, defense, or damage for each 10 skill points you gain after reaching basic skill in a weapon. There is no requirement that you stay balanced in all aspects of a weapon. A character can dedicate all their skill toward one aspect of a weapon. The first +1 bonus is achieved at skill level 20 because you need the first 10 points to become proficient with the weapon.</p><p class=\\\"MsoNormal\\\">With a skill level of 175, a character rolls weapon delay dice with favor. This allows the character to ro<span style=\\\"color:black;mso-themecolor:text1\\\">ll two dice to get the result needed for an attack opportunity. This is in addition to any other chosen bonuses.</span></p><p></p>\",\"category\":\"weapon\",\"base\":\"None\",\"bonus\":0,\"cost\":0,\"weaponClass\":\"mace\",\"weaponBonus\":{\"attack\":0,\"defense\":0,\"damage\":0},\"classesCost\":{\"untrained\":0,\"fighter\":0,\"rogue\":0,\"ranger\":0,\"cleric\":0,\"magicuser\":0}},\"effects\":[],\"sort\":300000,\"ownership\":{\"default\":0,\"Ccm2SWj6Wb78Gkz7\":3},\"flags\":{},\"_stats\":{\"compendiumSource\":null,\"duplicateSource\":null,\"exportSource\":null,\"coreVersion\":\"13.348\",\"systemId\":\"fvtt-lethal-fantasy\",\"systemVersion\":\"13.0.0\",\"createdTime\":1757441238100,\"modifiedTime\":1757441238100,\"lastModifiedBy\":\"Ccm2SWj6Wb78Gkz7\"}}\n{\"folder\":\"CCN61SUBOAh3bVVu\",\"name\":\"Read Lips\",\"type\":\"skill\",\"img\":\"icons/creatures/abilities/mouth-teeth-human.webp\",\"_id\":\"Y6VO56NlYwyxLtOG\",\"system\":{\"description\":\"<p>This is the ability to decipher what someone is saying without being able to hear them based solely on the motion of their lips. The ability to do this requires the mortal to speak the language they are <a name=\\\"_Int_NW40x21f\\\">attempting</a> to read. What makes it difficult is how complex the conversation is and what needs to <a name=\\\"_Int_mQ8QLaqy\\\">be understood</a>. You should also consider the distance and your ability to perceive the speaker. Reading yes or no with a clear view and minimal distance differs from trying to understand the conversation from a long distance in a busy marketplace. Succeeding well enough to get all the details of a villain's diabolical plan may be exceedingly tricky. The game magistrate must set the challenge rating based on their determination of difficulty. All official LETHAL FANTASY products set these difficulties for situations involving lip reading.</p>\",\"category\":\"layperson\",\"base\":\"INT\",\"bonus\":0,\"cost\":0,\"weaponClass\":\"shortblade\",\"weaponBonus\":{\"attack\":0,\"defense\":0,\"damage\":0},\"classesCost\":{\"untrained\":0,\"fighter\":0,\"rogue\":0,\"ranger\":0,\"cleric\":0,\"magicuser\":0}},\"effects\":[],\"sort\":3600000,\"ownership\":{\"default\":0,\"Ccm2SWj6Wb78Gkz7\":3},\"flags\":{},\"_stats\":{\"compendiumSource\":null,\"duplicateSource\":null,\"exportSource\":null,\"coreVersion\":\"13.348\",\"systemId\":\"fvtt-lethal-fantasy\",\"systemVersion\":\"13.0.0\",\"createdTime\":1757441225574,\"modifiedTime\":1757441225574,\"lastModifiedBy\":\"Ccm2SWj6Wb78Gkz7\"}}\n{\"folder\":\"o6gfPjCqhAMrGhbR\",\"name\":\"Medicine\",\"type\":\"skill\",\"img\":\"icons/skills/wounds/anatomy-bone-joint.webp\",\"_id\":\"ZPeuKfdMQoZiPryf\",\"system\":{\"description\":\"<p>Professional skill that is especially important in a world as dangerous as that of LETHAL FANTASY. Medicine includes everything from bandaging and first aid on battlefield wounds to the recognition and diagnosis of disease and poisons.</p><p class=\\\"MsoNormal\\\">First aid on a wound, when successful, reduces the wound by 1 point and allows the healing process to begin. The severity of the wound <a name=\\\"_Int_CuJFmQ4V\\\">determines</a> how hard the wound is to treat. Basic treatment easily heals 1-hit-point wounds, which are just scratches and abrasions. These are automatic and no roll <a name=\\\"_Int_qiyIG4sc\\\">is required</a> for anyone who has novice (11+) skills in medicine.</p><p class=\\\"MsoNormal\\\">Wounds of 2-5 require a successful roll against a challenge rating of 25.</p><p class=\\\"MsoNormal\\\">Wounds of 6-10 require a successful roll against a challenge rating of 35.</p><p class=\\\"MsoNormal\\\">Wounds of 11-20 require a successful roll against a challenge rating of 45.</p><p class=\\\"MsoNormal\\\">Wounds of 21-30 require a successful roll against a challenge rating of 60.</p><p class=\\\"MsoNormal\\\">Wounds of 31-40 require a successful roll against a challenger rating of 75.</p><p class=\\\"MsoNormal\\\">Wounds of 41 or greater require a successful roll against challenge rating of 90.</p><p class=\\\"MsoNormal\\\">A failed roll means the wounds are cleaned and bandaged, allowing healing to begin, but the 1 point <a name=\\\"_Int_QhpXJgab\\\">is not restored</a>.</p><p class=\\\"MsoNormal\\\">ARROW WOUNDS<br />Arrow wounds exceeding 10 damage embed themselves and become difficult to remove, earning a 50-challenge rating. Successfully removing the arrow restores 1 hit point, just like other first aid. However, if you fail, the wound increases by one point. No matter the outcome, the arrow <a name=\\\"_Int_n3S4uWfN\\\">is removed</a>, and healing starts. When healing begins, the day of treatment counts as one day of healing. Wounds that are untreated do not begin healing until after the character has slept or rested for 8 hours.</p><p class=\\\"MsoNormal\\\">Arrow wounds of over 20 points <a name=\\\"_Int_S9AlGPwC\\\">are deeply and dangerously embedded</a> in the victim's body and are extremely difficult to remove. They are a challenge rating of 80 and failure results in the arrow <a name=\\\"_Int_4YSKUKUB\\\">remaining</a> embedded and adding 1 point to the wound. Success results in the arrow removed with 1 point reduced from the wound. Embedded arrows do not allow healing to begin. A practitioner can make multiple attempts to remove an arrow with each failure adding 1 point to the wound, but an ultimate success will add one point back and allow healing to begin.</p><p class=\\\"MsoNormal\\\">DISEASE AND POISON<br />The GM sets a challenge rating for checks against disease and poison, both to diagnose and treat the issue. Some diseases, poisons, or other illnesses require divine intervention by a cleric to cure the issue. The challenge rating the GM sets will reflect the contractibility of the illness and its morbidity. We will define these factors for the GM in our published adventures and provide further details on how to set such ratings in the Lethal Game Magistrates Guide.</p><p class=\\\"MsoNormal\\\" style=\\\"margin-bottom:13.8pt;background:white\\\"><span style=\\\"color:black;mso-color-alt:windowtext\\\">BLEEDING </span><span style=\\\"mso-fareast-font-family:'Times New Roman';mso-fareast-theme-font:minor-fareast;color:#414141\\\">WOUNDS<br />When a victim bleeds from a wound, they will lose 1 hit point per second until they can stop the bleeding. Stopping bleeding requires a successful medicine roll with the current damage of the wound plus a D100E vs the medical practitioner rolling D100E plus their medicine skill with ties favoring the healer. This triage does not foreclose the medical practitioner from performing first aid on the character later. Attempts to stop bleeding occur faster than a full first aid on a mortal. This triage is basic triage to stop a bleed amid combat and takes 2D6 seconds. Both the victim and the medical person are vulnerable, unable to attack and defend with disfavor. If attacked while trying to stop bleeding, the attempt fails and the practitioner must start over, using the same time previously rolled but without getting credit for time spent on the <a name=\\\"_Int_U7QaNVEP\\\">previous</a> attempt to stop the bleed. Bleeding automatically stops after the bleed damage matches the damage of the original wound. 8-point wounds can do no more bleeding damage than 8, making it a 16-point wound. Although you might not need to stop the bleeding from small wounds because they stop quickly on their own, a 50-point wound that will become a 100-point wound demands immediate attention to prevent the victim from dying from blood loss.</span></p><p class=\\\"MsoNormal\\\"><br />Stabilizing dying allies and enemies is one of the most important tasks for a skilled medical practitioner. Using such things as chest compressions, clearing of airways, stopping of bleeding, removing pressure from organs, a medical practitioner can save dying characters. Medical aid adds the following benefits to a dying character.</p><p class=\\\"MsoNormal\\\">Skill level: 0-10 No benefit, untrained. (Hold their hand as they die)</p><p class=\\\"MsoNormal\\\">Skill level: 11-20 Novice practitioner allows the character to roll with favor on stabilization.</p><p class=\\\"MsoNormal\\\">Skill level: 21-40 Average skilled practitioner adds 1D4 to the characters roll, the character rolls their stabilization with favor. The practitioner rolls as a normal roll.</p><p class=\\\"MsoNormal\\\">Skill Level 41-60: Advanced practitioner and add D6 to the characters roll, and both the practitioner and the character roll with favor.</p><p class=\\\"MsoNormal\\\">Skill level 61-80 Expert practitioner adds D8 to the characters roll and the character rolls one die higher than the stabilization roll set by the characters constitution. Both rolls are with favor.</p><p class=\\\"MsoNormal\\\">Skill level 81-99 Professional level practitioner and add D10 to the characters roll and the character rolls one die higher than the stabilization roll set by the characters constitution. Both rolls <a name=\\\"_Int_sbBopGwk\\\">are made</a> with favor.</p><p class=\\\"MsoNormal\\\">Skill level 100+ Grand master practitioner, one of the best practitioners known, add 3D4 to the characters roll. The character then adds two dice levels higher than the stabilization roll set by their constitution. All rolls <a name=\\\"_Int_KgKYfMok\\\">are made</a> with favor. (The 3D4 roll with favor allows 2 full rolls not 2 rolls of each dice).</p><p class=\\\"MsoNormal\\\"><br />You need 10 minutes per wound for first aid, so it is impossible to do during battle. You must perform first aid within 24 hours to get the benefit. It takes 15 minutes to remove an arrow, and this can <a name=\\\"_Int_mydFdpI7\\\">be done</a> after 24 hours, but the only benefit after 24 hours is arrow removal and the ability to start healing; the restoration of 1 point of health is lost. Stabilization takes 10 seconds per attempt and is frantic attempt to stabilize a dying person. If successful, the player becomes stable at the negative hit points they are currently at and does not regain consciousness until they reach 0 hit points. Depending on how low the player got, they could be asleep in a coma type rest for days. To recover from this kind of coma, a character will need rest and care. Being unconscious and unable to eat or drink, they will not get better and will die in 3 days if not found. Characters can heal 3 points during those days, but being over 2 points in the negative is a death sentence if left unattended. Depending on where they lie, wild animals might eat them, enemies might capture them, or the elements might kill them.</p><p class=\\\"MsoNormal\\\">Healing from negative hit points requires one day of healing for each point of negative hit points they dropped to. A character who dropped to -7 hit points would recover one negative hit point per day until they regain consciousness at 0 hit points. They are conscious but unable to do anything but speak weakly and with <a name=\\\"_Int_NAgevuTh\\\">great effort</a>. Healing from 0 hit point on occurs as normal healing. Instead of tracking the total wound, rolled characters record wounds that take them below 0 hit points as a wound equal to the remaining hit points. This is the wound that begins healing after the character reaches 0 hit points. The character cannot regain basic functions until they reach one hit point and, depending on the wounds that nearly killed them, it could take some time. A 30-point wound would not heal one point for 30 days.</p><p class=\\\"MsoNormal\\\">Providing ongoing treatment requires average skill in medicine<a name=\\\"_Int_kxDJoFAZ\\\">.</a><span style=\\\"mso-spacerun:yes\\\"><a name=\\\"_Int_kxDJoFAZ\\\"> </a></span></p><p class=\\\"MsoNormal\\\">Providing Hospital care requires an advanced skill in medicine.</p><p class=\\\"MsoNormal\\\"><span style=\\\"mso-spacerun:yes\\\">      </span></p>\",\"category\":\"professional\",\"base\":\"WIS OR INT\",\"bonus\":0,\"cost\":0,\"weaponClass\":\"shortblade\",\"weaponBonus\":{\"attack\":0,\"defense\":0,\"damage\":0},\"classesCost\":{\"untrained\":0,\"fighter\":0,\"rogue\":0,\"ranger\":0,\"cleric\":0,\"magicuser\":0}},\"effects\":[],\"sort\":1300000,\"ownership\":{\"default\":0,\"Ccm2SWj6Wb78Gkz7\":3},\"flags\":{},\"_stats\":{\"compendiumSource\":null,\"duplicateSource\":null,\"exportSource\":null,\"coreVersion\":\"13.348\",\"systemId\":\"fvtt-lethal-fantasy\",\"systemVersion\":\"13.0.0\",\"createdTime\":1757441230683,\"modifiedTime\":1757441230683,\"lastModifiedBy\":\"Ccm2SWj6Wb78Gkz7\"}}\n{\"folder\":\"7j8H7DbmBb9Uza2X\",\"name\":\"Sai Skill\",\"type\":\"skill\",\"img\":\"systems/fvtt-lethal-fantasy/assets/icons/icon_skill.webp\",\"_id\":\"ZVmSwk5UjBOgZfqA\",\"system\":{\"description\":\"<p><span style=\\\"font-family:'Arial'\\\">WEAPONS OF THIS CLASS: Knife, Dagger, Punching Dagger, Kukri, Sai,</span></p>\",\"category\":\"weapon\",\"base\":\"None\",\"bonus\":0,\"cost\":0,\"weaponClass\":\"shortblade\",\"weaponBonus\":{\"attack\":0,\"defense\":0,\"damage\":0},\"classesCost\":{\"untrained\":0,\"fighter\":0,\"rogue\":0,\"ranger\":0,\"cleric\":0,\"magicuser\":0}},\"effects\":[],\"sort\":2400000,\"ownership\":{\"default\":0,\"Ccm2SWj6Wb78Gkz7\":3},\"flags\":{},\"_stats\":{\"compendiumSource\":null,\"duplicateSource\":null,\"exportSource\":null,\"coreVersion\":\"13.348\",\"systemId\":\"fvtt-lethal-fantasy\",\"systemVersion\":\"13.0.0\",\"createdTime\":1757441238100,\"modifiedTime\":1757441238100,\"lastModifiedBy\":\"Ccm2SWj6Wb78Gkz7\"}}\n{\"folder\":\"7j8H7DbmBb9Uza2X\",\"name\":\"Long Spear Skill\",\"type\":\"skill\",\"img\":\"systems/fvtt-lethal-fantasy/assets/icons/icon_skill.webp\",\"_id\":\"a8UZ7NIt0hv8AewA\",\"system\":{\"description\":\"<p>WEAPON FAMILY:NONE</p><p><span style=\\\"font-family:'Arial',sans-serif\\\">WEAPONS OF THIS CLASS: Glaive, Great pick, Short spear, Long spear, Lance</span></p><p>To gain basic skill in a weapon, a character must reach a 10 skill in a weapon.</p><p class=\\\"MsoNormal\\\">You must choose the weapon specifically, and only that specific weapon receives full skill bonuses. All other weapons within that class of weapon will gain half the bonuses chosen rounded up. Weapons within a family of weapons gain one quarter of the bonuses chosen rounded up.</p><p class=\\\"MsoNormal\\\">You can choose to add +1 to attack, defense, or damage for each 10 skill points you gain after reaching basic skill in a weapon. There is no requirement that you stay balanced in all aspects of a weapon. A character can dedicate all their skill toward one aspect of a weapon. The first +1 bonus is achieved at skill level 20 because you need the first 10 points to become proficient with the weapon.</p><p class=\\\"MsoNormal\\\">With a skill level of 175, a character rolls weapon progression dice with favor. This allows the character to ro<span style=\\\"color:black;mso-themecolor:text1\\\">ll two dice to get the result needed for an attack opportunity. This is in addition to any other chosen bonuses.</span></p>\",\"category\":\"weapon\",\"base\":\"None\",\"bonus\":0,\"cost\":0,\"weaponClass\":\"polearm\",\"weaponBonus\":{\"attack\":0,\"defense\":0,\"damage\":0},\"classesCost\":{\"untrained\":0,\"fighter\":0,\"rogue\":0,\"ranger\":0,\"cleric\":0,\"magicuser\":0}},\"effects\":[],\"sort\":150000,\"ownership\":{\"default\":0,\"Ccm2SWj6Wb78Gkz7\":3},\"flags\":{},\"_stats\":{\"compendiumSource\":null,\"duplicateSource\":null,\"exportSource\":null,\"coreVersion\":\"13.348\",\"systemId\":\"fvtt-lethal-fantasy\",\"systemVersion\":\"13.0.0\",\"createdTime\":1757441238100,\"modifiedTime\":1757441238100,\"lastModifiedBy\":\"Ccm2SWj6Wb78Gkz7\"}}\n{\"folder\":\"o6gfPjCqhAMrGhbR\",\"name\":\"Identify Magic Items\",\"type\":\"skill\",\"img\":\"icons/magic/symbols/question-stone-yellow.webp\",\"_id\":\"bLxxySiYvUuzYoVE\",\"system\":{\"description\":\"<p>This is the ability to figure out if an item is magical and how any enchantment <a name=\\\"_Int_Hz2bWXzs\\\">operates</a> to aid, augment, or sometimes curse the holder. The GM sets the difficulty to decide if the item has magical properties and if it is beneficial. The last step is to <a name=\\\"_Int_IGAiPPui\\\">determine</a> exactly what properties the item <a name=\\\"_Int_9TQEsKGa\\\">possesses</a>. It is up to the GM to decide the difficulty of each inquiry. Some magical items will be clearly magical, but figuring out if the item is beneficial to the character and exactly how is harder to <a name=\\\"_Int_5B9ydyjR\\\">determine</a>.</p><p class=\\\"MsoNormal\\\">Some items may be clearly magical and beneficial or detrimental to a character, but the exact impact may be the hardest question to answer. <a name=\\\"_Int_wfGKfwSe\\\">Determining</a> if an item is magical is usually the easiest thing to decide, but not always. When employing this skill, you must follow a specific order to <a name=\\\"_Int_PJJ3ZSTb\\\">determine</a> magical properties.</p><p class=\\\"MsoNormal\\\">Deciding if an item is magical must be determined first. Items that do not appear magical could leave the true nature of the item forever hidden behind the <a name=\\\"_Int_BIKpvr6p\\\">apparent</a> lack of magical enchantment, leaving its powers cloaked forever. There are legends of a magical blade of incredible power, but it appears as a rusted chipped sword until revealed as a magical blade by speaking a secret magical word. Once you reveal an items magical nature, its power and benefits may become clear. Sometimes an item is clearly magical, but how to employ that magic is the hard question.</p><p class=\\\"MsoNormal\\\"><br />Tinkering with these distinct aspects to <a name=\\\"_Int_hzkxxVgQ\\\">determine</a> the nature of an item can be intriguing and we invite all GMs to create unique and interesting items and different difficulties to discover their true power.</p><p class=\\\"MsoNormal\\\">A character can roll after investigating an item for 15 minutes to figure out if the item is magical. It takes another 15 minutes to determine if the item is beneficial or detrimental, and you can attempt to determine the exact nature of the item after 8 hours of studying it. If you fail on the first try for any of the three properties, you can repeat these rolls after one more day of investigation. Failure on the second roll would allow the character one last chance to figure out the items secrets by spending a week studying the item. This last roll is with favor on all 3 properties, or whichever ones the character failed previously. This is available even after failing the <a name=\\\"_Int_yC5K6nKB\\\">initial</a> rolls. If the character fails both the second and third attempts (after a day and a week), the items nature remains hidden forever unless they improve their skill in identifying magic items. Upon increasing their skill, they can try again but only once, and the roll is not with favor regardless of time spent with the item. This would continue each time they increase their skill level, with the exception being only one such attempt can occur per level increase. Characters cannot buy multiple dice rolls and <a name=\\\"_Int_yIkmTcZm\\\">attempt</a> a roll after each skill roll during the leveling and skill advancement process.</p><p class=\\\"MsoNormal\\\"><a name=\\\"_Int_HTWvw8wW\\\">Determining</a> an items magical enchantment occurs in the following order:</p><p class=\\\"MsoListParagraph\\\" style=\\\"margin-left:.5in;text-indent:-.25in;mso-list:l0 level1 lfo1\\\"><span style=\\\"mso-list:Ignore\\\">1.     </span>Magical (yes or no) if fails, it is unknown and cannot try further on this attempt.</p><p class=\\\"MsoListParagraph\\\" style=\\\"margin-left:.5in;text-indent:-.25in;mso-list:l0 level1 lfo1\\\"><span style=\\\"mso-list:Ignore\\\">2.     </span>Beneficial (yes or no) if roll fails the items, nature is still a mystery and cannot try further on this attempt.</p><p class=\\\"MsoListParagraph\\\" style=\\\"margin-left:.5in;text-indent:-.25in;mso-list:l0 level1 lfo1\\\"><span style=\\\"mso-list:Ignore\\\">3.     </span>Exact ability (find meta gaming numbers) always goes last<a name=\\\"_Int_AYQ4y1kh\\\">.</a><span style=\\\"mso-spacerun:yes\\\"><a name=\\\"_Int_AYQ4y1kh\\\"> </a></span></p><p class=\\\"MsoNormal\\\"><br />When looking at an item that is not magical, a player may try to <a name=\\\"_Int_VVNXwFgL\\\">determine</a> if it is one of those hidden magical items. A character with a 25 skill in <a name=\\\"_Int_8tPj80cC\\\">identifying</a> magical items can determine if an item has a magical aura. If they detect one, they can then roll to <a name=\\\"_Int_MxI1fgAz\\\">determine</a> if its actually enchanted. This ability requires no roll and is just an innate sense provided by learning the skill. Determining that an item has a magical aura does not answer the question if it is truly magical, just if it bears further scrutiny or is in fact clearly a mundane item.</p><p class=\\\"MsoNormal\\\">The example features a hidden artifact that masquerades as a chipped and rusted weapon until revealed as a powerful magical blade. This weapon would show as needing further scrutiny, but would be exceedingly difficult to determine its exact nature. Some items are readily determined to be magical (it glows), but the benefit and exact abilities are more taxing to figure out<span style=\\\"mso-spacerun:yes\\\">  </span></p><p class=\\\"MsoNormal\\\">Rolling less than the magical revelation number shows the item appears as normal but still seems to emit a magical aura of some kind. The character must roll over the magical revelation number to discover it is truly magical. Most items will be clearly non magical, and GMs should not unduly waste players time on an item that is not magical.</p><p class=\\\"MsoNormal\\\">All magic items should <a name=\\\"_Int_28Os9yEF\\\">be given</a> statistics for play but also rated for <a name=\\\"_Int_u6PGzc7S\\\">determining</a> their magical nature and qualities.</p><p class=\\\"MsoNormal\\\">The three categories of all magic items are:</p><p class=\\\"MsoListParagraph\\\" style=\\\"margin-left:.5in;text-indent:-.25in;mso-list:l1 level1 lfo2\\\"><span style=\\\"mso-list:Ignore\\\">1.     </span>Magical revelation challenge rating: What number must you reach to <a name=\\\"_Int_bYLvkPmI\\\">determine</a> if the item is magical?</p><p class=\\\"MsoListParagraph\\\" style=\\\"margin-left:.5in;text-indent:-.25in;mso-list:l1 level1 lfo2\\\"><span style=\\\"mso-list:Ignore\\\">2.     </span>Magical nature challenge rating: What number do you need to reach to determine if an item is beneficial or cursed?</p><p class=\\\"MsoListParagraph\\\" style=\\\"margin-left:.5in;text-indent:-.25in;mso-list:l1 level1 lfo2\\\"><span style=\\\"mso-list:Ignore\\\">3.     </span>Magical specifics challenge rating: What number do you need to reach to learn the exact statistics of the item?</p><p class=\\\"MsoNormal\\\">All magical items in official LETHAL FANTASY products will have these three difficulties detailed and set out for easy use by our Game Magistrates.</p>\",\"category\":\"professional\",\"base\":\"WIS OR INT\",\"bonus\":0,\"cost\":0,\"weaponClass\":\"shortblade\",\"weaponBonus\":{\"attack\":0,\"defense\":0,\"damage\":0},\"classesCost\":{\"untrained\":0,\"fighter\":0,\"rogue\":0,\"ranger\":0,\"cleric\":0,\"magicuser\":0}},\"effects\":[],\"sort\":900000,\"ownership\":{\"default\":0,\"Ccm2SWj6Wb78Gkz7\":3},\"flags\":{},\"_stats\":{\"compendiumSource\":null,\"duplicateSource\":null,\"exportSource\":null,\"coreVersion\":\"13.348\",\"systemId\":\"fvtt-lethal-fantasy\",\"systemVersion\":\"13.0.0\",\"createdTime\":1757441230683,\"modifiedTime\":1757441230683,\"lastModifiedBy\":\"Ccm2SWj6Wb78Gkz7\"}}\n{\"folder\":\"7j8H7DbmBb9Uza2X\",\"name\":\"Scimitar Skill\",\"type\":\"skill\",\"img\":\"systems/fvtt-lethal-fantasy/assets/icons/icon_skill.webp\",\"_id\":\"cKFMxNdSffd9gX03\",\"system\":{\"description\":\"<p>WEAPON FAMILY: BLADES</p><p><span style=\\\"font-family:'Arial'\\\">WEAPONS OF THIS CLASS: Short sword, Wakizashi, Scimitar, FalchionTo gain basic skill in a weapon, a character must reach a 10 skill in a weapon.</span></p><p style=\\\"margin:0.0px 0.0px 16.0px 0.0px;font:16.0px Arial;-webkit-text-stroke:#000000\\\"><span style=\\\"font-family:'Arial'\\\">You must choose the weapon specifically, and only that specific weapon receives full skill bonuses. All other weapons within that class of weapon will gain half the bonuses chosen rounded up. Weapons within a family of weapons gain one quarter of the bonuses chosen rounded up.</span></p><p style=\\\"margin:0.0px 0.0px 16.0px 0.0px;font:16.0px Arial;-webkit-text-stroke:#000000\\\"><span style=\\\"font-family:'Arial'\\\">You can choose to add +1 to attack, defense, or damage for each 10 skill points you gain after reaching basic skill in a weapon. There is no requirement that you stay balanced in all aspects of a weapon. A character can dedicate all their skill toward one aspect of a weapon. The first +1 bonus is achieved at skill level 20 because you need the first 10 points to become proficient with the weapon.</span></p><p style=\\\"margin:0.0px 0.0px 16.0px 0.0px;font:16.0px Arial;-webkit-text-stroke:#000000\\\"><span style=\\\"font-family:'Arial'\\\">With a skill level of 175, a character rolls weapon progression dice with favor. This allows the character to roll two dice to get the result needed for an attack opportunity. This is in addition to any other chosen bonuses.</span></p>\",\"category\":\"weapon\",\"base\":\"None\",\"bonus\":0,\"cost\":0,\"weaponClass\":\"mediumblade\",\"weaponBonus\":{\"attack\":0,\"defense\":0,\"damage\":0},\"classesCost\":{\"untrained\":0,\"fighter\":0,\"rogue\":0,\"ranger\":0,\"cleric\":0,\"magicuser\":0}},\"effects\":[],\"sort\":2300000,\"ownership\":{\"default\":0,\"Ccm2SWj6Wb78Gkz7\":3},\"flags\":{},\"_stats\":{\"compendiumSource\":null,\"duplicateSource\":null,\"exportSource\":null,\"coreVersion\":\"13.348\",\"systemId\":\"fvtt-lethal-fantasy\",\"systemVersion\":\"13.0.0\",\"createdTime\":1757441238100,\"modifiedTime\":1757441238100,\"lastModifiedBy\":\"Ccm2SWj6Wb78Gkz7\"}}\n{\"folder\":\"7j8H7DbmBb9Uza2X\",\"name\":\"Bastard Sword Skill\",\"type\":\"skill\",\"img\":\"systems/fvtt-lethal-fantasy/assets/icons/icon_skill.webp\",\"_id\":\"dFqZgA8E3GjcCq36\",\"system\":{\"description\":\"<p>WEAPON FAMILY: BLADES</p><p><span style=\\\"font-family:'Arial'\\\">WEAPONS OF THIS CLASS: Long Sword, Bastard sword, Rapier, Katana, Great sword</span></p><p><span style=\\\"font-family:'Arial'\\\">To gain basic skill in a weapon, a character must reach a 10 skill in a weapon.</span></p><p style=\\\"margin:0.0px 0.0px 16.0px 0.0px;font:16.0px Arial;-webkit-text-stroke:#000000\\\"><span style=\\\"font-family:'Arial'\\\">You must choose the weapon specifically, and only that specific weapon receives full skill bonuses. All other weapons within that class of weapon will gain half the bonuses chosen rounded up. Weapons within a family of weapons gain one quarter of the bonuses chosen rounded up.</span></p><p style=\\\"margin:0.0px 0.0px 16.0px 0.0px;font:16.0px Arial;-webkit-text-stroke:#000000\\\"><span style=\\\"font-family:'Arial'\\\">You can choose to add +1 to attack, defense, or damage for each 10 skill points you gain after reaching basic skill in a weapon. There is no requirement that you stay balanced in all aspects of a weapon. A character can dedicate all their skill toward one aspect of a weapon. The first +1 bonus is achieved at skill level 20 because you need the first 10 points to become proficient with the weapon.</span></p><p style=\\\"margin:0.0px 0.0px 16.0px 0.0px;font:16.0px Arial;-webkit-text-stroke:#000000\\\"><span style=\\\"font-family:'Arial'\\\">With a skill level of 175, a character rolls weapon progression dice with favor. This allows the character to roll two dice to get the result needed for an attack opportunity. This is in addition to any other chosen bonuses.</span></p>\",\"category\":\"weapon\",\"base\":\"None\",\"bonus\":0,\"cost\":0,\"weaponClass\":\"longblade\",\"weaponBonus\":{\"attack\":0,\"defense\":0,\"damage\":0},\"classesCost\":{\"untrained\":0,\"fighter\":0,\"rogue\":0,\"ranger\":0,\"cleric\":0,\"magicuser\":0}},\"effects\":[],\"sort\":2500000,\"ownership\":{\"default\":0,\"Ccm2SWj6Wb78Gkz7\":3},\"flags\":{},\"_stats\":{\"compendiumSource\":null,\"duplicateSource\":null,\"exportSource\":null,\"coreVersion\":\"13.348\",\"systemId\":\"fvtt-lethal-fantasy\",\"systemVersion\":\"13.0.0\",\"createdTime\":1757441238100,\"modifiedTime\":1757441238100,\"lastModifiedBy\":\"Ccm2SWj6Wb78Gkz7\"}}\n{\"folder\":\"8bvP7KH6Tk4NEMji\",\"name\":\"Thrown Shuriken Skill\",\"type\":\"skill\",\"img\":\"systems/fvtt-lethal-fantasy/assets/icons/icon_skill.webp\",\"_id\":\"dGYMdKKJjLaFDy0S\",\"system\":{\"description\":\"<p>WEAPON FAMILY:NONE</p><p>WEAPONS OF THIS CLASS: Knife, Dagger, Shuriken, Dart, Hatchet, Tomahawk, Javein, Short spear</p><p><span style=\\\"font-family:'Arial',sans-serif\\\">Thrown weapons are not eligible to purchase defense bonuses for advanced skill in throwing. The weapons may be used in melee combat with skill in their use as a defensive weapon if trained as a melee weapon</span></p><p>To gain basic skill in a weapon, a character must reach a 10 skill in a weapon.</p><p class=\\\"MsoNormal\\\">You must choose the weapon specifically, and only that specific weapon receives full skill bonuses. All other weapons within that class of weapon will gain half the bonuses chosen rounded up. Weapons within a family of weapons gain one quarter of the bonuses chosen rounded up.</p><p class=\\\"MsoNormal\\\">You can choose to add +1 to attack, defense, or damage for each 10 skill points you gain after reaching basic skill in a weapon. There is no requirement that you stay balanced in all aspects of a weapon. A character can dedicate all their skill toward one aspect of a weapon. The first +1 bonus is achieved at skill level 20 because you need the first 10 points to become proficient with the weapon.</p><p class=\\\"MsoNormal\\\">With a skill level of 175, a character rolls weapon progression dice with favor. This allows the character to ro<span style=\\\"color:black;mso-themecolor:text1\\\">ll two dice to get the result needed for an attack opportunity. This is in addition to any other chosen bonuses.</span></p>\",\"category\":\"weapon\",\"base\":\"None\",\"bonus\":0,\"cost\":0,\"weaponClass\":\"thrown\",\"weaponBonus\":{\"attack\":0,\"defense\":0,\"damage\":0},\"classesCost\":{\"untrained\":0,\"fighter\":0,\"rogue\":0,\"ranger\":0,\"cleric\":0,\"magicuser\":0}},\"effects\":[],\"sort\":200000,\"ownership\":{\"default\":0,\"Ccm2SWj6Wb78Gkz7\":3},\"flags\":{},\"_stats\":{\"compendiumSource\":null,\"duplicateSource\":null,\"exportSource\":null,\"coreVersion\":\"13.348\",\"systemId\":\"fvtt-lethal-fantasy\",\"systemVersion\":\"13.0.0\",\"createdTime\":1757441235521,\"modifiedTime\":1757441235521,\"lastModifiedBy\":\"Ccm2SWj6Wb78Gkz7\"}}\n{\"folder\":\"o6gfPjCqhAMrGhbR\",\"name\":\"Appraisal\",\"type\":\"skill\",\"img\":\"icons/skills/trades/academics-merchant-scribe.webp\",\"_id\":\"dHfbKKFaQnrZ9V9x\",\"system\":{\"description\":\"<p>Appraisal of valuables</p><p class=\\\"MsoNormal\\\">This is a mortal who has studied and paid particular attention to the goings on of the marketplace and has <a name=\\\"_Int_tARPa9wG\\\">attained</a> knowledge of the basic value of valuable items such as gems, jewelry, art, and other valuable items that are normally the focus of sale after recovery, burglary, or robbery. The difficulty in <a name=\\\"_Int_jF43ZvUA\\\">determining</a> the value of an item depends on the rarity of the item and the overall market for that item. Most common jewels like diamonds, pearls, and rubies, as well as similar well-known gems, are a difficulty of 50 to find the rough value of the item. This value will not be absolute because there is still finding a buyer interested in the item and with the needed resources (Gold/Silver or trade) to buy the item. This skill often leads to bartering with NPCs and can be a great deal of fun for the player and the GM. Remember the value determined is a rough number and failure by 10 or less will lead the player to believe it is more valuable than it really is and could lead to some embarrassment. Success by 10 or less gives the value correctly (<a name=\\\"_Int_WIf1wgCR\\\">roughly as</a> always) but GM, in either close success or close failure (within 10), will say you “believe the value is……”. Failure by 11 or more, the players should <a name=\\\"_Int_AHGaJDyp\\\">be told</a> they cannot <a name=\\\"_Int_7lFYX34C\\\">determine</a> the value, while success of 11 or more will <a name=\\\"_Int_yptqUhLz\\\">be told</a> they are certain of the rough value of the item.</p>\",\"category\":\"professional\",\"base\":\"WIS OR INT\",\"bonus\":0,\"cost\":0,\"weaponClass\":\"shortblade\",\"weaponBonus\":{\"attack\":0,\"defense\":0,\"damage\":0},\"classesCost\":{\"untrained\":0,\"fighter\":0,\"rogue\":0,\"ranger\":0,\"cleric\":0,\"magicuser\":0}},\"effects\":[],\"sort\":400000,\"ownership\":{\"default\":0,\"Ccm2SWj6Wb78Gkz7\":3},\"flags\":{},\"_stats\":{\"compendiumSource\":null,\"duplicateSource\":null,\"exportSource\":null,\"coreVersion\":\"13.348\",\"systemId\":\"fvtt-lethal-fantasy\",\"systemVersion\":\"13.0.0\",\"createdTime\":1757441230683,\"modifiedTime\":1757441230683,\"lastModifiedBy\":\"Ccm2SWj6Wb78Gkz7\"}}\n{\"folder\":\"o6gfPjCqhAMrGhbR\",\"name\":\"Crafting\",\"type\":\"skill\",\"img\":\"icons/skills/trades/smithing-anvil-brown.webp\",\"_id\":\"dTGRaDfIze7SvOpD\",\"system\":{\"description\":\"<p>This is the ability to create or repair basic blacksmith items. Simple things like nails, spikes wedges are a skill challenge of 30. Simple tools like basic utensils, knives, woodworking tools would be a skill challenge of 60 and making advanced blades for plows, scythes, and other farm tools is a challenge of 90. Making or repairing armor or weapons is beyond the skill of most adventurers. Armor and weapons are the province of armorers and weapon-smiths, and those skills are beyond a part time skill. Advanced skill may allow armor repair.</p><p>This is the ability to perform basic carpentry skills, including making basic furniture and repair of already created structures. Making things like a simple bench or table or making basic repairs to a floorboard is a skill challenge of 30. Making an actual chair or shelf or repairing holes in doors, or roofs is a skill challenge of 60. Repairing extensive damage to a doorway, roof or door and making a wooden furniture piece with opening and closing doors or adjustable heights would be a skill challenge of 90.</p><p>The ability to skin animals and turn the skins into useable items of leather and fur. This includes creatures with hair, scales (reptiles) or smooth skin. Leather workers can create simple items like rugs, blankets, and layered skins for general warmth (poorly designed coats). This skill does not allow for the creation of armor, clothing, boots, or quality shoes. This skill primarily allows for preservation of the skin and makes selling the skins far more profitable as the skins are in properly preserved for a professional armorer or clothier to make clothing, armor, or other high-quality leather items. Skinning animals and preserving skin is a 30-challenge check. Making rugs or blankets of uneven dimensions is a 60-challenge check and making rough, odd fitting clothing for warmth (not armor) is a 90-challenge check.</p>\",\"category\":\"professional\",\"base\":\"WIS or DEX or INT\",\"bonus\":0,\"classesCost\":{\"untrained\":0,\"fighter\":0,\"rogue\":0,\"ranger\":0,\"cleric\":0,\"magicuser\":0},\"cost\":0,\"weaponClass\":\"shortblade\",\"weaponBonus\":{\"attack\":0,\"defense\":0,\"damage\":0}},\"effects\":[],\"sort\":0,\"ownership\":{\"default\":0,\"Ccm2SWj6Wb78Gkz7\":3},\"flags\":{},\"_stats\":{\"compendiumSource\":null,\"duplicateSource\":null,\"exportSource\":null,\"coreVersion\":\"13.351\",\"systemId\":\"fvtt-lethal-fantasy\",\"systemVersion\":\"13.0.0\",\"createdTime\":1757441230683,\"modifiedTime\":1768322503240,\"lastModifiedBy\":\"Ccm2SWj6Wb78Gkz7\"}}\n{\"folder\":\"LKpAytFxLuJZMsyd\",\"name\":\"Short Bow Skill\",\"type\":\"skill\",\"img\":\"systems/fvtt-lethal-fantasy/assets/icons/icon_skill.webp\",\"_id\":\"gtINBJfobqLtais7\",\"system\":{\"description\":\"<p>WEAPON FAMILY:BOW</p><p><span style=\\\"font-family:'Arial',sans-serif\\\">WEAPONS OF THIS CLASS: War-bow, Short Bow, Recurve bow, crossbow</span></p><p>To gain basic skill in a weapon, a character must reach a 10 skill in a weapon.</p><p class=\\\"MsoNormal\\\">You must choose the weapon specifically, and only that specific weapon receives full skill bonuses. All other weapons within that class of weapon will gain half the bonuses chosen rounded up. Weapons within a family of weapons gain one quarter of the bonuses chosen rounded up.</p><p class=\\\"MsoNormal\\\">You can choose to add +1 to attack, defense, or damage for each 10 skill points you gain after reaching basic skill in a weapon. There is no requirement that you stay balanced in all aspects of a weapon. A character can dedicate all their skill toward one aspect of a weapon. The first +1 bonus is achieved at skill level 20 because you need the first 10 points to become proficient with the weapon.</p><p class=\\\"MsoNormal\\\">With a skill level of 175, a character rolls weapon delay dice with favor. This allows the character to ro<span style=\\\"color:black;mso-themecolor:text1\\\">ll two dice to get the result needed for an attack opportunity. This is in addition to any other chosen bonuses.</span></p>\",\"category\":\"weapon\",\"base\":\"None\",\"bonus\":0,\"cost\":0,\"weaponClass\":\"bow\",\"weaponBonus\":{\"attack\":0,\"defense\":0,\"damage\":0},\"classesCost\":{\"untrained\":0,\"fighter\":0,\"rogue\":0,\"ranger\":0,\"cleric\":0,\"magicuser\":0}},\"effects\":[],\"sort\":150000,\"ownership\":{\"default\":0,\"Ccm2SWj6Wb78Gkz7\":3},\"flags\":{},\"_stats\":{\"compendiumSource\":null,\"duplicateSource\":null,\"exportSource\":null,\"coreVersion\":\"13.348\",\"systemId\":\"fvtt-lethal-fantasy\",\"systemVersion\":\"13.0.0\",\"createdTime\":1757441228292,\"modifiedTime\":1757441228292,\"lastModifiedBy\":\"Ccm2SWj6Wb78Gkz7\"}}\n{\"folder\":\"7j8H7DbmBb9Uza2X\",\"name\":\"Maul Skill\",\"type\":\"skill\",\"img\":\"systems/fvtt-lethal-fantasy/assets/icons/icon_skill.webp\",\"_id\":\"heL62kbgR8wRU7P4\",\"system\":{\"description\":\"<p>WEAPON FAMILY:CLUB</p><p><span style=\\\"font-family:'Arial',sans-serif\\\">WEAPONS OF THIS CLASS: Light Hammer, Pick, Warhammer, Maul</span></p><p>To gain basic skill in a weapon, a character must reach a 10 skill in a weapon.</p><p class=\\\"MsoNormal\\\">You must choose the weapon specifically, and only that specific weapon receives full skill bonuses. All other weapons within that class of weapon will gain half the bonuses chosen rounded up. Weapons within a family of weapons gain one quarter of the bonuses chosen rounded up.</p><p class=\\\"MsoNormal\\\">You can choose to add +1 to attack, defense, or damage for each 10 skill points you gain after reaching basic skill in a weapon. There is no requirement that you stay balanced in all aspects of a weapon. A character can dedicate all their skill toward one aspect of a weapon. The first +1 bonus is achieved at skill level 20 because you need the first 10 points to become proficient with the weapon.</p><p class=\\\"MsoNormal\\\">With a skill level of 175, a character rolls weapon delay dice with favor. This allows the character to ro<span style=\\\"color:black;mso-themecolor:text1\\\">ll two dice to get the result needed for an attack opportunity. This is in addition to any other chosen bonuses.</span></p><p class=\\\"MsoNormal\\\"><span style=\\\"color:black;mso-themecolor:text1\\\">At skill level 65 a character activates a weapons special ability (if any), and this occurs on a set range of numbers described on the weapon charts based upon the D30 special results dice.</span></p>\",\"category\":\"weapon\",\"base\":\"None\",\"bonus\":0,\"cost\":0,\"weaponClass\":\"hammer\",\"weaponBonus\":{\"attack\":0,\"defense\":0,\"damage\":0},\"classesCost\":{\"untrained\":0,\"fighter\":0,\"rogue\":0,\"ranger\":0,\"cleric\":0,\"magicuser\":0}},\"effects\":[],\"sort\":112500,\"ownership\":{\"default\":0,\"Ccm2SWj6Wb78Gkz7\":3},\"flags\":{},\"_stats\":{\"compendiumSource\":null,\"duplicateSource\":null,\"exportSource\":null,\"coreVersion\":\"13.348\",\"systemId\":\"fvtt-lethal-fantasy\",\"systemVersion\":\"13.0.0\",\"createdTime\":1757441238100,\"modifiedTime\":1757441238100,\"lastModifiedBy\":\"Ccm2SWj6Wb78Gkz7\"}}\n{\"folder\":\"7j8H7DbmBb9Uza2X\",\"name\":\"Two Handed Fighting Skill\",\"type\":\"skill\",\"img\":\"systems/fvtt-lethal-fantasy/assets/icons/icon_skill.webp\",\"_id\":\"iJyhef4pHvHcMRY9\",\"system\":{\"description\":\"<p>This skill is needed, in addition to the skill <a name=\\\"_Int_3pwqAXiY\\\">required</a> to wield the two weapons <a name=\\\"_Int_OyiRtSdy\\\">being used</a>. To use two hand fighting, a character must have a skill of 30 in this skill and at least 30 in each of the two weapons. If the character meets those requirements, they can attack with favor but defend with disfavor on all attacks. The character can choose the weapon to use for the next attack and apply that delay dice. At skill level 66, Two handed fighters can defend without disfavor on one defense 1 time per session and level 111 can defend without disfavor against all attacks. Two handed fighting only allows for the use of one-handed weapons. Attempting this without needed training and skill means attacking and defending with disfavor, even if skilled with the weapons used. Two handed fighters cannot use shields. <span style=\\\"mso-spacerun:yes\\\">                              </span></p>\",\"category\":\"professional\",\"base\":\"None\",\"bonus\":0,\"cost\":0,\"weaponClass\":\"shortblade\",\"weaponBonus\":{\"attack\":0,\"defense\":0,\"damage\":0},\"classesCost\":{\"untrained\":0,\"fighter\":0,\"rogue\":0,\"ranger\":0,\"cleric\":0,\"magicuser\":0}},\"effects\":[],\"sort\":1800000,\"ownership\":{\"default\":0,\"Ccm2SWj6Wb78Gkz7\":3},\"flags\":{},\"_stats\":{\"compendiumSource\":null,\"duplicateSource\":null,\"exportSource\":null,\"coreVersion\":\"13.348\",\"systemId\":\"fvtt-lethal-fantasy\",\"systemVersion\":\"13.0.0\",\"createdTime\":1757441238100,\"modifiedTime\":1757441238100,\"lastModifiedBy\":\"Ccm2SWj6Wb78Gkz7\"}}\n{\"folder\":\"8bvP7KH6Tk4NEMji\",\"name\":\"Thrown Bola Skill\",\"type\":\"skill\",\"img\":\"systems/fvtt-lethal-fantasy/assets/icons/icon_skill.webp\",\"_id\":\"iu0NfEMvEsUW0FEx\",\"system\":{\"description\":\"<p>WEAPON FAMILY:NONE</p><p>WEAPONS OF THIS CLASS: Bola.</p><p><span style=\\\"font-family:Arial, sans-serif\\\">Thrown weapons are not eligible to purchase defense bonuses for advanced skill in throwing. The weapons may be used in melee combat with skill in their use as a defensive weapon if trained as a melee weapon</span></p><p>To gain basic skill in a weapon, a character must reach a 10 skill in a weapon.</p><p class=\\\"MsoNormal\\\">You must choose the weapon specifically, and only that specific weapon receives full skill bonuses. All other weapons within that class of weapon will gain half the bonuses chosen rounded up. Weapons within a family of weapons gain one quarter of the bonuses chosen rounded up.</p><p class=\\\"MsoNormal\\\">You can choose to add +1 to attack, defense, or damage for each 10 skill points you gain after reaching basic skill in a weapon. There is no requirement that you stay balanced in all aspects of a weapon. A character can dedicate all their skill toward one aspect of a weapon. The first +1 bonus is achieved at skill level 20 because you need the first 10 points to become proficient with the weapon.</p><p class=\\\"MsoNormal\\\">With a skill level of 175, a character rolls weapon progression dice with favor. This allows the character to ro<span style=\\\"color:black;mso-themecolor:text1\\\">ll two dice to get the result needed for an attack opportunity. This is in addition to any other chosen bonuses.</span></p>\",\"category\":\"weapon\",\"base\":\"None\",\"bonus\":0,\"classesCost\":{\"untrained\":0,\"fighter\":0,\"rogue\":0,\"ranger\":0,\"cleric\":0,\"magicuser\":0},\"cost\":0,\"weaponClass\":\"thrown\",\"weaponBonus\":{\"attack\":0,\"defense\":0,\"damage\":0}},\"effects\":[],\"sort\":0,\"ownership\":{\"default\":0,\"Ccm2SWj6Wb78Gkz7\":3},\"flags\":{},\"_stats\":{\"compendiumSource\":null,\"duplicateSource\":null,\"exportSource\":null,\"coreVersion\":\"13.350\",\"systemId\":\"fvtt-lethal-fantasy\",\"systemVersion\":\"13.0.0\",\"createdTime\":1760714285798,\"modifiedTime\":1760724354532,\"lastModifiedBy\":\"Ccm2SWj6Wb78Gkz7\"}}\n{\"folder\":\"CCN61SUBOAh3bVVu\",\"name\":\"Picking Pocket\",\"type\":\"skill\",\"img\":\"icons/skills/social/theft-pickpocket-bribery-brown.webp\",\"_id\":\"j4Vq9wczjcWyx7po\",\"system\":{\"description\":\"<p>Characters sometimes want to pick the pockets of the NPCs and opponents they <a name=\\\"_Int_466BgGlj\\\">encounter</a>. This skill <a name=\\\"_Int_02Z4hgXS\\\">determines</a> if the character can successfully pick pockets. The competitor/target's <a name=\\\"_Int_AfOi10Bz\\\">perception</a> skill challenges the pick-pocketing skill. The circumstances of the attempt must be <a name=\\\"_Int_N1ETHmbd\\\">evaluated</a> and compared.</p><p class=\\\"MsoNormal\\\">Favor to pickpocket:</p><p class=\\\"MsoListParagraph\\\" style=\\\"margin-left:.5in;text-indent:-.25in;mso-list:l0 level1 lfo1\\\"><span style=\\\"mso-list:Ignore\\\">1.     </span>Target is unaware and does not suspect the attempt.</p><p class=\\\"MsoListParagraph\\\" style=\\\"margin-left:.5in;text-indent:-.25in;mso-list:l0 level1 lfo1\\\"><span style=\\\"mso-list:Ignore\\\">2.     </span>Item is easily accessible.</p><p class=\\\"MsoListParagraph\\\" style=\\\"margin-left:.5in;text-indent:-.25in;mso-list:l0 level1 lfo1\\\"><span style=\\\"mso-list:Ignore\\\">3.     </span>Item is visible.</p><p class=\\\"MsoListParagraph\\\" style=\\\"margin-left:.5in;text-indent:-.25in;mso-list:l0 level1 lfo1\\\"><span style=\\\"mso-list:Ignore\\\">4.     </span>Item does not make noise to move. Metal chains, groups of keys, bells, and coin purses make noise. Single keys, leather maps, single coins, and scroll cases do not.</p><p class=\\\"MsoListParagraph\\\" style=\\\"margin-left:.5in;text-indent:-.25in;mso-list:l0 level1 lfo1\\\"><span style=\\\"mso-list:Ignore\\\">5.     </span>Many other people or distractions around</p><p class=\\\"MsoListParagraph\\\" style=\\\"margin-left:.5in;text-indent:-.25in;mso-list:l0 level1 lfo1\\\"><span style=\\\"mso-list:Ignore\\\">6.     </span>Item is easily grab-able (very tiny things are hard to grab)</p><p class=\\\"MsoNormal\\\"><br />Favor to target:</p><p class=\\\"MsoListParagraph\\\" style=\\\"margin-left:.5in;text-indent:-.25in;mso-list:l1 level1 lfo2\\\"><span style=\\\"mso-list:Ignore\\\">1.     </span>Wary of pickpocket</p><p class=\\\"MsoListParagraph\\\" style=\\\"margin-left:.5in;text-indent:-.25in;mso-list:l1 level1 lfo2\\\"><span style=\\\"mso-list:Ignore\\\">2.     </span>Target is expecting the attempt x2 (counts as two and does not combine with wary)</p><p class=\\\"MsoListParagraph\\\" style=\\\"margin-left:.5in;text-indent:-.25in;mso-list:l1 level1 lfo2\\\"><span style=\\\"mso-list:Ignore\\\">3.     </span>Holding an item in hand</p><p class=\\\"MsoListParagraph\\\" style=\\\"margin-left:.5in;text-indent:-.25in;mso-list:l1 level1 lfo2\\\"><span style=\\\"mso-list:Ignore\\\">4.     </span>Item is in a closed pocket or concealed.</p><p class=\\\"MsoListParagraph\\\" style=\\\"margin-left:.5in;text-indent:-.25in;mso-list:l1 level1 lfo2\\\"><span style=\\\"mso-list:Ignore\\\">5.     </span>The item makes a noise to move.</p><p class=\\\"MsoListParagraph\\\" style=\\\"margin-left:.5in;text-indent:-.25in;mso-list:l1 level1 lfo2\\\"><span style=\\\"mso-list:Ignore\\\">6.     </span>The item is bulky, bigger than an apple.</p><p class=\\\"MsoListParagraph\\\" style=\\\"margin-left:.5in;text-indent:-.25in;mso-list:l1 level1 lfo2\\\"><span style=\\\"mso-list:Ignore\\\">7.     </span>Item is hard to grab (marble, other small items)</p><p class=\\\"MsoListParagraph\\\" style=\\\"margin-left:.5in;text-indent:-.25in;mso-list:l1 level1 lfo2\\\"><span style=\\\"mso-list:Ignore\\\">8.     </span>Few other people or distractions are around to draw attention away from the pickpocket.</p><p class=\\\"MsoNormal\\\"><br />The GM must review all circumstances and decide whether certain circumstances favor one side or the other.</p><p class=\\\"MsoNormal\\\">To decide which side of the challenge has the most favorable circumstances, we should count the favorable and unfavorable circumstances. If the circumstances are even, neither side has a competitive edge. We roll the two skills, and the higher roll wins with ties going to the perceiver. If the favor is 1, then the favored side rolls with favor. If one side has an edge of 2-3 circumstances, that side rolls with favor, and the opposing side rolls with disfavor. Four or more circumstances favoring perception could <a name=\\\"_Int_wDraTwK1\\\">indicate</a> the attempt may not be possible. Still, we discourage this finding unless the circumstances are such that the players agree the attempt is not workable. Pulling off the near impossible makes remarkable stories and fun games. Let the dice decide!</p><p class=\\\"MsoNormal\\\">There are always two steps to pick-pocketing, each needing a competing roll.</p><p class=\\\"MsoNormal\\\">Step 1. Can the pickpocket get the item? If the roll is successful, the pickpocket seizes and takes the item from the target. An unsuccessful roll means the target still has control of the item.</p><p class=\\\"MsoNormal\\\">There is always a second step that <a name=\\\"_Int_4q43hG5k\\\">determines</a> if the target detected the attempt. Since the competitive circumstances are the same, the rolls have the same favor vs. disfavor.</p><p class=\\\"MsoNormal\\\">Step 2. Roll the attempt again. If you roll successfully, the earlier attempt goes unnoticed. A failed attempt means the pickpocket <a name=\\\"_Int_oHFcnVaM\\\">was noticed</a>, leaving them in two different situations.</p><p class=\\\"MsoNormal\\\">1. <a name=\\\"_Int_ZeueDfHh\\\">Failed to</a> get the item, and the target knows they tried to get it. The target may attack, chase, or call for guards or other aid.</p><p class=\\\"MsoNormal\\\">2. They got the item, but the target knows they took it and may attack, chase, or call for help.</p><p class=\\\"MsoNormal\\\">A successful roll also leaves the pickpocket in two situations.</p><p class=\\\"MsoNormal\\\">1. <a name=\\\"_Int_5iFoGSXw\\\">Failed to</a> get the item, but the target did not notice the attempt. May try again.</p><p class=\\\"MsoListParagraph\\\" style=\\\"margin-left:.5in;text-indent:-.25in;mso-list:l2 level1 lfo3\\\"><span style=\\\"mso-list:Ignore\\\">1.     </span>2. Got the item, and the target did not notice. Excellent job. You are a low-life criminal. You can walk away unnoticed with your newly gained item.</p><p class=\\\"MsoNormal\\\">Characters should describe the setup and likely distraction used to seize the item. This will help the GM narrate the encounter and set the scene. The players description of the attempt will help the GM explain how the victim reacts to its outcome.</p>\",\"category\":\"layperson\",\"base\":\"DEX\",\"bonus\":0,\"cost\":0,\"weaponClass\":\"shortblade\",\"weaponBonus\":{\"attack\":0,\"defense\":0,\"damage\":0},\"classesCost\":{\"untrained\":0,\"fighter\":0,\"rogue\":0,\"ranger\":0,\"cleric\":0,\"magicuser\":0}},\"effects\":[],\"sort\":3300000,\"ownership\":{\"default\":0,\"Ccm2SWj6Wb78Gkz7\":3},\"flags\":{},\"_stats\":{\"compendiumSource\":null,\"duplicateSource\":null,\"exportSource\":null,\"coreVersion\":\"13.348\",\"systemId\":\"fvtt-lethal-fantasy\",\"systemVersion\":\"13.0.0\",\"createdTime\":1757441225574,\"modifiedTime\":1757441225574,\"lastModifiedBy\":\"Ccm2SWj6Wb78Gkz7\"}}\n{\"folder\":\"CCN61SUBOAh3bVVu\",\"name\":\"Intimidation\",\"type\":\"skill\",\"img\":\"icons/skills/social/intimidation-impressing.webp\",\"_id\":\"lU3U7jbFjvolDXq9\",\"system\":{\"description\":\"<p>Intimidation involves imposing will upon another specifically to get them to do something they would not normally do or to affect their ability to fight effectively against the intimidator.</p><p>To intimidate someone in battle and try to make them flee, stand down, or fight while shaking with disfavor from the intimidation requires a roll against the person being intimidateds resist intimidation skill.</p><p class=\\\"MsoNormal\\\">To make an opponent flee or stand aside, the character must exceed the opponent's roll by 50 points.</p><p class=\\\"MsoNormal\\\">To cause them to fight with disfavor, both to attack and defend, the roll must exceed the opponent's roll by 35.</p><p class=\\\"MsoNormal\\\">A character can only make one intimidate roll against an opponent. If the roll fails, the character will never intimidate this opponent unless they defeat them in battle</p><p class=\\\"MsoNormal\\\"><a name=\\\"_Int_VJd1CSVP\\\">Previous</a> victories in battle against the opponent allow the intimidator to roll the intimidation with favor.</p><p class=\\\"MsoNormal\\\">Mortals who have previously lost to the opponent can not intimidate their opponents.</p><p class=\\\"MsoNormal\\\">To intimidate in noncombat circumstances depends on the situation. Its not very hard to get a mortal to do something they dont morally object to and have no genuine interest in opposing. It is more of a role-playing situation than an opposed roll. Make rolls when a character tries to get a target to do something that conflicts with the targets profession, livelihood, morals, or loyalties.</p><p class=\\\"MsoNormal\\\">It causes minor inconveniences and does not result in job loss, income, wealth, or reputation status. It only requires a roll that exceeds the resist performance skill.</p><p class=\\\"MsoNormal\\\">Causing Significant inconvenience and could cause loss of job, income, wealth, reputation, or status requires a roll that exceeds the resist performance skill by 20 points.</p><p class=\\\"MsoNormal\\\">This causes major inconvenience and <a name=\\\"_Int_SEKeQpQ4\\\">likely causes</a> the loss of job, income, wealth, reputation, or status, which requires a roll that exceeds the resist performance skill by 35 points.</p><p class=\\\"MsoNormal\\\">Causing severe inconvenience and will <a name=\\\"_Int_IKkrqWEh\\\">almost certainly</a> lose job, income, wealth, reputation, or status requires a roll that exceeds the resist performance skill by 50 points.</p><p class=\\\"MsoNormal\\\">This causes complete inconvenience and will certainly cause a loss of job, income, wealth, reputation, or status. It could also force the target to face death or similar dire repercussions, which require a roll that exceeds the resist performance skill by 75 points.</p><p class=\\\"MsoNormal\\\">Intimidation and performance have similar outcomes and requirements. A character can only try one of the two skills to achieve their goal of influencing the target. Players should choose the tactic they plan to employ and test it by role-playing and making the roll.</p><p class=\\\"MsoNormal\\\"><span style=\\\"mso-spacerun:yes\\\">           </span></p>\",\"category\":\"layperson\",\"base\":\"WIS OR CHA\",\"bonus\":0,\"cost\":0,\"weaponClass\":\"shortblade\",\"weaponBonus\":{\"attack\":0,\"defense\":0,\"damage\":0},\"classesCost\":{\"untrained\":0,\"fighter\":0,\"rogue\":0,\"ranger\":0,\"cleric\":0,\"magicuser\":0}},\"effects\":[],\"sort\":1600000,\"ownership\":{\"default\":0,\"Ccm2SWj6Wb78Gkz7\":3},\"flags\":{},\"_stats\":{\"compendiumSource\":null,\"duplicateSource\":null,\"exportSource\":null,\"coreVersion\":\"13.348\",\"systemId\":\"fvtt-lethal-fantasy\",\"systemVersion\":\"13.0.0\",\"createdTime\":1757441225574,\"modifiedTime\":1757441225574,\"lastModifiedBy\":\"Ccm2SWj6Wb78Gkz7\"}}\n{\"folder\":\"7j8H7DbmBb9Uza2X\",\"name\":\"Club Skill\",\"type\":\"skill\",\"img\":\"systems/fvtt-lethal-fantasy/assets/icons/icon_skill.webp\",\"_id\":\"lgluRCMVhizZRlQC\",\"system\":{\"description\":\"<p>WEAPON FAMILY:CLUB</p><p>WEAPONS OF THIS CLASS: Mace, Club, Great-club, Sap, Light mace, Morningstar, staff.</p><p>To gain basic skill in a weapon, a character must reach a 10 skill in a weapon.</p><p class=\\\"MsoNormal\\\">You must choose the weapon specifically, and only that specific weapon receives full skill bonuses. All other weapons within that class of weapon will gain half the bonuses chosen rounded up. Weapons within a family of weapons gain one quarter of the bonuses chosen rounded up.</p><p class=\\\"MsoNormal\\\">You can choose to add +1 to attack, defense, or damage for each 10 skill points you gain after reaching basic skill in a weapon. There is no requirement that you stay balanced in all aspects of a weapon. A character can dedicate all their skill toward one aspect of a weapon. The first +1 bonus is achieved at skill level 20 because you need the first 10 points to become proficient with the weapon.</p><p class=\\\"MsoNormal\\\">With a skill level of 175, a character rolls weapon delay dice with favor. This allows the character to ro<span style=\\\"color:black;mso-themecolor:text1\\\">ll two dice to get the result needed for an attack opportunity. This is in addition to any other chosen bonuses.</span></p>\",\"category\":\"weapon\",\"base\":\"None\",\"bonus\":0,\"cost\":0,\"weaponClass\":\"mace\",\"weaponBonus\":{\"attack\":0,\"defense\":0,\"damage\":0},\"classesCost\":{\"untrained\":0,\"fighter\":0,\"rogue\":0,\"ranger\":0,\"cleric\":0,\"magicuser\":0}},\"effects\":[],\"sort\":1100000,\"ownership\":{\"default\":0,\"Ccm2SWj6Wb78Gkz7\":3},\"flags\":{},\"_stats\":{\"compendiumSource\":null,\"duplicateSource\":null,\"exportSource\":null,\"coreVersion\":\"13.348\",\"systemId\":\"fvtt-lethal-fantasy\",\"systemVersion\":\"13.0.0\",\"createdTime\":1757441238100,\"modifiedTime\":1757441238100,\"lastModifiedBy\":\"Ccm2SWj6Wb78Gkz7\"}}\n{\"folder\":\"7j8H7DbmBb9Uza2X\",\"name\":\"Great Axe Skill\",\"type\":\"skill\",\"img\":\"systems/fvtt-lethal-fantasy/assets/icons/icon_skill.webp\",\"_id\":\"lkxyxVwySMSMLyl1\",\"system\":{\"description\":\"<p>WEAPON FAMILY: CLUB</p><p>WEAPONS OF THIS CLASS: Battle Axe, Great axe, Hatchet, Tomahawk.</p><p>To gain basic skill in a weapon, a character must reach a 10 skill in a weapon.</p><p class=\\\"MsoNormal\\\">You must choose the weapon specifically, and only that specific weapon receives full skill bonuses. All other weapons within that class of weapon will gain half the bonuses chosen rounded up. Weapons within a family of weapons gain one quarter of the bonuses chosen rounded up.</p><p class=\\\"MsoNormal\\\">You can choose to add +1 to attack, defense, or damage for each 10 skill points you gain after reaching basic skill in a weapon. There is no requirement that you stay balanced in all aspects of a weapon. A character can dedicate all their skill toward one aspect of a weapon. The first +1 bonus is achieved at skill level 20 because you need the first 10 points to become proficient with the weapon.</p><p class=\\\"MsoNormal\\\">With a skill level of 175, a character rolls weapon delay dice with favor. This allows the character to ro<span style=\\\"color:black;mso-themecolor:text1\\\">ll two dice to get the result needed for an attack opportunity. This is in addition to any other chosen bonuses.</span></p>\",\"category\":\"weapon\",\"base\":\"None\",\"bonus\":0,\"cost\":0,\"weaponClass\":\"axe\",\"weaponBonus\":{\"attack\":0,\"defense\":0,\"damage\":0},\"classesCost\":{\"untrained\":0,\"fighter\":0,\"rogue\":0,\"ranger\":0,\"cleric\":0,\"magicuser\":0}},\"effects\":[],\"sort\":1300000,\"ownership\":{\"default\":0,\"Ccm2SWj6Wb78Gkz7\":3},\"flags\":{},\"_stats\":{\"compendiumSource\":null,\"duplicateSource\":null,\"exportSource\":null,\"coreVersion\":\"13.348\",\"systemId\":\"fvtt-lethal-fantasy\",\"systemVersion\":\"13.0.0\",\"createdTime\":1757441238100,\"modifiedTime\":1757441238100,\"lastModifiedBy\":\"Ccm2SWj6Wb78Gkz7\"}}\n{\"folder\":\"o6gfPjCqhAMrGhbR\",\"name\":\"Lock Picking\",\"type\":\"skill\",\"img\":\"icons/tools/hand/lockpicks-steel-grey.webp\",\"_id\":\"mbImRt3nu6gbfiSJ\",\"system\":{\"description\":\"<p>Picking locks is an especially important skill for would be treasure seekers. This skill requires the lock picker to roll higher than the locksmith who created the lock. Basic locks are easy and often made by less than legendary locksmiths. Two attempts are allowed when picking a lock. Once when a character first <a name=\\\"_Int_0cD3Y4Z5\\\">encounters</a> the lock. The character may learn the nature of the lock during this time and then create a plan to deal with the type of lock they have <a name=\\\"_Int_egQWmnF4\\\">encountered</a>. They must sleep on the ideas (8 hours) and then may make one last attempt to open the lock. This is the final attempt to open the lock and if it fails, then the lock is forever beyond this lock-pickers skill. One exception to this is if the lock-picker increases their actual skill in lock-picking. Increasing skill only allows one added attempt. They do not get the second roll for planning.</p>\",\"category\":\"professional\",\"base\":\"WIS OR INT OR DEX\",\"bonus\":0,\"cost\":0,\"weaponClass\":\"shortblade\",\"weaponBonus\":{\"attack\":0,\"defense\":0,\"damage\":0},\"classesCost\":{\"untrained\":0,\"fighter\":0,\"rogue\":0,\"ranger\":0,\"cleric\":0,\"magicuser\":0}},\"effects\":[],\"sort\":1100000,\"ownership\":{\"default\":0,\"Ccm2SWj6Wb78Gkz7\":3},\"flags\":{},\"_stats\":{\"compendiumSource\":null,\"duplicateSource\":null,\"exportSource\":null,\"coreVersion\":\"13.348\",\"systemId\":\"fvtt-lethal-fantasy\",\"systemVersion\":\"13.0.0\",\"createdTime\":1757441230683,\"modifiedTime\":1757441230683,\"lastModifiedBy\":\"Ccm2SWj6Wb78Gkz7\"}}\n{\"folder\":\"8bvP7KH6Tk4NEMji\",\"name\":\"Thrown Dart Skill\",\"type\":\"skill\",\"img\":\"systems/fvtt-lethal-fantasy/assets/icons/icon_skill.webp\",\"_id\":\"nBugq42Q9gyJsyOc\",\"system\":{\"description\":\"<p>WEAPON FAMILY:NONE</p><p>WEAPONS OF THIS CLASS: Knife, Dagger, Shuriken, Dart, Hatchet, Tomahawk, Javelin, Short spear</p><p><span style=\\\"font-family:'Arial',sans-serif\\\">Thrown weapons are not eligible to purchase defense bonuses for advanced skill in throwing. The weapons may be used in melee combat with skill in their use as a defensive weapon if trained as a melee weapon</span></p><p>To gain basic skill in a weapon, a character must reach a 10 skill in a weapon.</p><p class=\\\"MsoNormal\\\">You must choose the weapon specifically, and only that specific weapon receives full skill bonuses. All other weapons within that class of weapon will gain half the bonuses chosen rounded up. Weapons within a family of weapons gain one quarter of the bonuses chosen rounded up.</p><p class=\\\"MsoNormal\\\">You can choose to add +1 to attack, defense, or damage for each 10 skill points you gain after reaching basic skill in a weapon. There is no requirement that you stay balanced in all aspects of a weapon. A character can dedicate all their skill toward one aspect of a weapon. The first +1 bonus is achieved at skill level 20 because you need the first 10 points to become proficient with the weapon.</p><p class=\\\"MsoNormal\\\">With a skill level of 175, a character rolls weapon progression dice with favor. This allows the character to ro<span style=\\\"color:black;mso-themecolor:text1\\\">ll two dice to get the result needed for an attack opportunity. This is in addition to any other chosen bonuses.</span></p>\",\"category\":\"weapon\",\"base\":\"None\",\"bonus\":0,\"cost\":0,\"weaponClass\":\"thrown\",\"weaponBonus\":{\"attack\":0,\"defense\":0,\"damage\":0},\"classesCost\":{\"untrained\":0,\"fighter\":0,\"rogue\":0,\"ranger\":0,\"cleric\":0,\"magicuser\":0}},\"effects\":[],\"sort\":103125,\"ownership\":{\"default\":0,\"Ccm2SWj6Wb78Gkz7\":3},\"flags\":{},\"_stats\":{\"compendiumSource\":null,\"duplicateSource\":null,\"exportSource\":null,\"coreVersion\":\"13.348\",\"systemId\":\"fvtt-lethal-fantasy\",\"systemVersion\":\"13.0.0\",\"createdTime\":1757441235521,\"modifiedTime\":1757441235521,\"lastModifiedBy\":\"Ccm2SWj6Wb78Gkz7\"}}\n{\"folder\":\"7j8H7DbmBb9Uza2X\",\"name\":\"Pick Skill\",\"type\":\"skill\",\"img\":\"systems/fvtt-lethal-fantasy/assets/icons/icon_skill.webp\",\"_id\":\"nkUEd9nH5FwhdWWS\",\"system\":{\"description\":\"<p>WEAPON FAMILY:CLUB</p><p><span style=\\\"font-family:'Arial',sans-serif\\\">WEAPONS OF THIS CLASS: Light Hammer, Pick, Warhammer, Maul</span></p><p>To gain basic skill in a weapon, a character must reach a 10 skill in a weapon.</p><p class=\\\"MsoNormal\\\">You must choose the weapon specifically, and only that specific weapon receives full skill bonuses. All other weapons within that class of weapon will gain half the bonuses chosen rounded up. Weapons within a family of weapons gain one quarter of the bonuses chosen rounded up.</p><p class=\\\"MsoNormal\\\">You can choose to add +1 to attack, defense, or damage for each 10 skill points you gain after reaching basic skill in a weapon. There is no requirement that you stay balanced in all aspects of a weapon. A character can dedicate all their skill toward one aspect of a weapon. The first +1 bonus is achieved at skill level 20 because you need the first 10 points to become proficient with the weapon.</p><p class=\\\"MsoNormal\\\">With a skill level of 175, a character rolls weapon delay dice with favor. This allows the character to ro<span style=\\\"color:black;mso-themecolor:text1\\\">ll two dice to get the result needed for an attack opportunity. This is in addition to any other chosen bonuses.</span></p><p class=\\\"MsoNormal\\\"><span style=\\\"color:black;mso-themecolor:text1\\\">At skill level 65 a character activates a weapons special ability (if any), and this occurs on a set range of numbers described on the weapon charts based upon the D30 special results dice.</span></p>\",\"category\":\"weapon\",\"base\":\"None\",\"bonus\":0,\"cost\":0,\"weaponClass\":\"hammer\",\"weaponBonus\":{\"attack\":0,\"defense\":0,\"damage\":0},\"classesCost\":{\"untrained\":0,\"fighter\":0,\"rogue\":0,\"ranger\":0,\"cleric\":0,\"magicuser\":0}},\"effects\":[],\"sort\":106250,\"ownership\":{\"default\":0,\"Ccm2SWj6Wb78Gkz7\":3},\"flags\":{},\"_stats\":{\"compendiumSource\":null,\"duplicateSource\":null,\"exportSource\":null,\"coreVersion\":\"13.348\",\"systemId\":\"fvtt-lethal-fantasy\",\"systemVersion\":\"13.0.0\",\"createdTime\":1757441238100,\"modifiedTime\":1757441238100,\"lastModifiedBy\":\"Ccm2SWj6Wb78Gkz7\"}}\n{\"folder\":\"CCN61SUBOAh3bVVu\",\"name\":\"Tracking\",\"type\":\"skill\",\"img\":\"icons/magic/nature/wolf-paw-glow-small-orange.webp\",\"_id\":\"p86ayLxg9J3hWg5o\",\"system\":{\"description\":\"<p>Tracking and following the tracks of a particular individual or group of individuals traveling on land and reading those tracks to get more information is the skill of a tracker. A tracker can follow the tracks, figure out their age, <a name=\\\"_Int_tm2vAeSe\\\">determine</a> the number of individuals in the group, <a name=\\\"_Int_OUFgVZR5\\\">determine</a> what kind of mortal or creature left the tracks, and finally, <a name=\\\"_Int_YLLEqnD9\\\">determine</a> whether a particular individual is with them. The tracker needs to know the details of the mortal well to look for <a name=\\\"_Int_97K79sOd\\\">particular individuals</a>. They would get such information from knowing them personally, gaining specific information from friends or family of the individual, or other forms of familiarity <a name=\\\"_Int_ppWL8Y6T\\\">appropriate under</a> the circumstances. The tracker is obviously familiar with family members, close friends, and allies. The GM decides if they are well enough known to the tracker for this to be <a name=\\\"_Int_Ach00cgk\\\">determined</a>. This is a role-playing opportunity as a player describes the details they have <a name=\\\"_Int_wi7aKY5s\\\">observed</a> of the individual to allow them to decide if they are among those <a name=\\\"_Int_XdLUFpUL\\\">being tracked</a>.</p><p class=\\\"MsoNormal\\\">Published adventures from LFG will include difficulty numbers in all tracking outcomes.</p><p class=\\\"MsoListParagraph\\\" style=\\\"margin-left:.5in;text-indent:-.25in;mso-list:l1 level1 lfo1\\\"><span style=\\\"mso-list:Ignore\\\">1.     </span>Direction</p><p class=\\\"MsoListParagraph\\\" style=\\\"margin-left:.5in;text-indent:-.25in;mso-list:l1 level1 lfo1\\\"><span style=\\\"mso-list:Ignore\\\">2.     </span>Age of tracks</p><p class=\\\"MsoListParagraph\\\" style=\\\"margin-left:.5in;text-indent:-.25in;mso-list:l1 level1 lfo1\\\"><span style=\\\"mso-list:Ignore\\\">3.     </span>How many people</p><p class=\\\"MsoListParagraph\\\" style=\\\"margin-left:.5in;text-indent:-.25in;mso-list:l1 level1 lfo1\\\"><span style=\\\"mso-list:Ignore\\\">4.     </span>What kind of creature</p><p class=\\\"MsoListParagraph\\\" style=\\\"margin-left:.5in;text-indent:-.25in;mso-list:l1 level1 lfo1\\\"><span style=\\\"mso-list:Ignore\\\">5.     </span>Is a specific individual with them?</p><p class=\\\"MsoNormal\\\">When tracking, you must consider how long ago the track was made. Weather, such as rain or snow, might obscure the tracks. Tracking on a busy road will be more complicated than if they are the only party traveling this path. Common sense must guide the setting of these difficulties.</p><p class=\\\"MsoNormal\\\">One skill directly competes with or challenges the tracking skill that is primarily in the skill set of rangers, rogues, and assassins. That is the pass without trace skill. This skill directly challenges the track skill, with the higher number determining whether the tracks can <a name=\\\"_Int_OT88Mqxa\\\">be found</a> or <a name=\\\"_Int_IAZmsbMV\\\">are lost</a>.</p><p class=\\\"MsoNormal\\\">FACTORS IN TRACKING</p><p class=\\\"MsoNormal\\\">Factors that <a name=\\\"_Int_g0A0SK3l\\\">determine</a> the difficulty of tracking:</p><p class=\\\"MsoNormal\\\">Good for tracker:<span style=\\\"mso-spacerun:yes\\\"> </span></p><p class=\\\"MsoListParagraph\\\" style=\\\"margin-left:.5in;text-indent:-.25in;mso-list:l3 level1 lfo2\\\"><span style=\\\"mso-list:Ignore\\\">1.     </span>Not older than 48 hours.</p><p class=\\\"MsoListParagraph\\\" style=\\\"margin-left:.5in;text-indent:-.25in;mso-list:l3 level1 lfo2\\\"><span style=\\\"mso-list:Ignore\\\">2.     </span>The ground is soft and leaves easy tracks.</p><p class=\\\"MsoListParagraph\\\" style=\\\"margin-left:.5in;text-indent:-.25in;mso-list:l3 level1 lfo2\\\"><span style=\\\"mso-list:Ignore\\\">3.     </span>There are more than two travelers, including mounts and pack animals (if riding two on a mount, count two, not 3).</p><p class=\\\"MsoListParagraph\\\" style=\\\"margin-left:.5in;text-indent:-.25in;mso-list:l3 level1 lfo2\\\"><span style=\\\"mso-list:Ignore\\\">4.     </span>More than five travelers.</p><p class=\\\"MsoListParagraph\\\" style=\\\"margin-left:.5in;text-indent:-.25in;mso-list:l3 level1 lfo2\\\"><span style=\\\"mso-list:Ignore\\\">5.     </span>More than 20 travelers.</p><p class=\\\"MsoListParagraph\\\" style=\\\"margin-left:.5in;text-indent:-.25in;mso-list:l3 level1 lfo2\\\"><span style=\\\"mso-list:Ignore\\\">6.     </span>No rain, snow, or high winds.</p><p class=\\\"MsoListParagraph\\\" style=\\\"margin-left:.5in;text-indent:-.25in;mso-list:l3 level1 lfo2\\\"><span style=\\\"mso-list:Ignore\\\">7.     </span>No attempt to hide tracks (pass without trace)</p><p class=\\\"MsoListParagraph\\\" style=\\\"margin-left:.5in;text-indent:-.25in;mso-list:l3 level1 lfo2\\\"><span style=\\\"mso-list:Ignore\\\">8.     </span>There is not a lot of competing traffic along the route.</p><p class=\\\"MsoListParagraph\\\" style=\\\"margin-left:.5in;text-indent:-.25in;mso-list:l3 level1 lfo2\\\"><span style=\\\"mso-list:Ignore\\\">9.     </span>One of those <a name=\\\"_Int_uZe33Npy\\\">being tracked</a> is actively trying to leave signs.</p><p class=\\\"MsoListParagraph\\\" style=\\\"margin-left:.5in;text-indent:-.25in;mso-list:l3 level1 lfo2\\\"><span style=\\\"mso-list:Ignore\\\">10. </span>Tracker is in a forest that they are one with.</p><p class=\\\"MsoNormal\\\">The factors for the number of travelers are cumulative, adding together the points for 21 or more travelers earns three positive factors for a tracker.</p><p class=\\\"MsoNormal\\\">Wagons or other large vehicles, like siege weapons, count for five, plus the number of beasts that pull them. The GM should use common sense in tracking determinations. Although we only account for 21 or more party members for tracking, following an army of hundreds or thousands is something anyone can do, and skill rolls or even tracking skills are irrelevant. <span style=\\\"mso-spacerun:yes\\\">     </span></p><p class=\\\"MsoNormal\\\">Good for trying to pass without a trace:</p><p class=\\\"MsoListParagraph\\\" style=\\\"margin-left:.5in;text-indent:-.25in;mso-list:l2 level1 lfo3\\\"><span style=\\\"mso-list:Ignore\\\">1.     </span>Older than 48 hours,</p><p class=\\\"MsoListParagraph\\\" style=\\\"margin-left:.5in;text-indent:-.25in;mso-list:l2 level1 lfo3\\\"><span style=\\\"mso-list:Ignore\\\">2.     </span>The ground is hard and does not easily leave visible tracks,</p><p class=\\\"MsoListParagraph\\\" style=\\\"margin-left:.5in;text-indent:-.25in;mso-list:l2 level1 lfo3\\\"><span style=\\\"mso-list:Ignore\\\">3.     </span>Only one or two traveling, including mounts and pack animals (if riding two on a mount, that only counts as 2, not 3).</p><p class=\\\"MsoListParagraph\\\" style=\\\"margin-left:.5in;text-indent:-.25in;mso-list:l2 level1 lfo3\\\"><span style=\\\"mso-list:Ignore\\\">4.     </span>specific attempts to hide tracks.</p><p class=\\\"MsoListParagraph\\\" style=\\\"margin-left:.5in;text-indent:-.25in;mso-list:l2 level1 lfo3\\\"><span style=\\\"mso-list:Ignore\\\">5.     </span>A mortal performs passing without a trace in a forest that they are one with.</p><p class=\\\"MsoNormal\\\">Two on a saddle mount is not simply one for the mount who touches the ground because the mount must stop, and the tracks from those riding will be at those areas where they dismount. Further, experienced trackers can see the extra weight of a rider. Because two people riding are less clear, the third rider isnt counted. If a party exceeds five or twenty, count the number of beings that will touch the ground during the tracking. Count all beings that will eventually walk on their own for larger parties. The GM could choose not to count a hostage tied to a horse.</p><p class=\\\"MsoNormal\\\">If there are equal considerations for both sides, the challenge roll is simply a roll to decide which side has prevailed in the skill challenge with ties going to the tracker. A side with one advantage will have the benefit of making their roll with favor against the other sides standard roll. If one side has two or more considerations greater, they are at favor while the other is at disfavor.</p><p class=\\\"MsoNormal\\\">These considerations are for both normal tracking and if there is a separate competing roll for trying to pass without a trace. If the side trying to pass without trace prevails, they have avoided detection, and the chase is over. The trail is lost and cannot be found again unless it <a name=\\\"_Int_BJgPm2hx\\\">is crossed</a> in another location. The travelers side successfully avoided detection for at least 24 hours. To regain the trail, the tracker would need to cross it again in a different location, more than a mile from where it <a name=\\\"_Int_ZzIDAsRa\\\">was lost</a>.</p><p class=\\\"MsoNormal\\\">If the attempt to pass without a trace fails or there is no attempt to pass without trace, the results of the rolls need to <a name=\\\"_Int_mUwTlNu7\\\">be compared</a>.</p><p class=\\\"MsoListParagraph\\\" style=\\\"margin-left:.5in;text-indent:-.25in;mso-list:l0 level1 lfo4\\\"><span style=\\\"mso-list:Ignore\\\">1.     </span>If the tracker succeeds by less than 10 points, including a tie, they can <a name=\\\"_Int_hskKgEKw\\\">determine</a> the direction in which the tracks lead to allow for the following of the tracks.</p><p class=\\\"MsoListParagraph\\\" style=\\\"margin-left:.5in;text-indent:-.25in;mso-list:l0 level1 lfo4\\\"><span style=\\\"mso-list:Ignore\\\">2.     </span>If the tracker succeeds by 10 points, they can tell the relative age of the tracks.</p><p class=\\\"MsoListParagraph\\\" style=\\\"margin-left:.5in;text-indent:-.25in;mso-list:l0 level1 lfo4\\\"><span style=\\\"mso-list:Ignore\\\">3.     </span>If the tracker achieves a 20 point success, they can determine the number of individuals in the party they are tracking and if they are riding mounts.</p><p class=\\\"MsoListParagraph\\\" style=\\\"margin-left:.5in;text-indent:-.25in;mso-list:l0 level1 lfo4\\\"><span style=\\\"mso-list:Ignore\\\">4.     </span>If the tracker succeeds by 30 points, they can <a name=\\\"_Int_h6GT47dd\\\">determine</a> the type of creatures or mortals leaving the tracks.</p><p class=\\\"MsoListParagraph\\\" style=\\\"margin-left:.5in;text-indent:-.25in;mso-list:l0 level1 lfo4\\\"><span style=\\\"mso-list:Ignore\\\">5.     </span>Success by 40 or more allows the tracker to <a name=\\\"_Int_LzW8DKHH\\\">determine</a> if a particular known person is in the group.</p><p class=\\\"MsoNormal\\\">The GM should use creativity and discretion when deciding what details to give the players.</p><p class=\\\"MsoNormal\\\">If there is no attempt to pass without a trace, the tracker looks for a track and still applies the modifiers, but they automatically start with 1 point in their favor because the other side is not trying to pass without a trace.</p><p class=\\\"MsoNormal\\\">Since there is no attempt to pass without trace, there is no competing skill, so the challenging roll is a D100E with no skill added vs. the tracker's skill plus D100E. The GM should continue to take into account factors such as the number of individuals, the age of the tracks, and the state of the ground. The tracker could still be in disfavor because of the overall conditions.</p><p class=\\\"MsoNormal\\\">The tracker makes checks daily or whenever one of the conditions changes favorably for the one <a name=\\\"_Int_3NPF3SkX\\\">being tracked</a>. Changes that favor the tracker do not force another roll until the next day. Periods of rain, wind, persons leaving the party, or the party separating, the terrain getting more challenging, or if there is a new effort to pass without trace (meaning there was no attempt prior) would all cause a new tracking roll. Tracking checks on <a name=\\\"_Int_B2Mi9oKe\\\">subsequent</a> days can gather <a name=\\\"_Int_pmH77hcR\\\">more or less information</a> than the earlier checks.</p>\",\"category\":\"layperson\",\"base\":\"WIS OR INT\",\"bonus\":0,\"cost\":0,\"weaponClass\":\"shortblade\",\"weaponBonus\":{\"attack\":0,\"defense\":0,\"damage\":0},\"classesCost\":{\"untrained\":0,\"fighter\":0,\"rogue\":0,\"ranger\":0,\"cleric\":0,\"magicuser\":0}},\"effects\":[],\"sort\":4800000,\"ownership\":{\"default\":0,\"Ccm2SWj6Wb78Gkz7\":3},\"flags\":{},\"_stats\":{\"compendiumSource\":null,\"duplicateSource\":null,\"exportSource\":null,\"coreVersion\":\"13.348\",\"systemId\":\"fvtt-lethal-fantasy\",\"systemVersion\":\"13.0.0\",\"createdTime\":1757441225574,\"modifiedTime\":1757441225574,\"lastModifiedBy\":\"Ccm2SWj6Wb78Gkz7\"}}\n{\"folder\":\"7j8H7DbmBb9Uza2X\",\"name\":\"Knife Skill\",\"type\":\"skill\",\"img\":\"systems/fvtt-lethal-fantasy/assets/icons/icon_skill.webp\",\"_id\":\"pQ2rrv2ItdXTtzjX\",\"system\":{\"description\":\"<p><span style=\\\"font-family:'Arial'\\\">WEAPONS OF THIS CLASS: Knife, Dagger, Punching Dagger, Kukri, Sai,</span></p>\",\"category\":\"weapon\",\"base\":\"None\",\"bonus\":0,\"cost\":0,\"weaponClass\":\"shortblade\",\"weaponBonus\":{\"attack\":0,\"defense\":0,\"damage\":0},\"classesCost\":{\"untrained\":0,\"fighter\":0,\"rogue\":0,\"ranger\":0,\"cleric\":0,\"magicuser\":0}},\"effects\":[],\"sort\":3000000,\"ownership\":{\"default\":0,\"Ccm2SWj6Wb78Gkz7\":3},\"flags\":{},\"_stats\":{\"compendiumSource\":null,\"duplicateSource\":null,\"exportSource\":null,\"coreVersion\":\"13.348\",\"systemId\":\"fvtt-lethal-fantasy\",\"systemVersion\":\"13.0.0\",\"createdTime\":1757441238100,\"modifiedTime\":1757441238100,\"lastModifiedBy\":\"Ccm2SWj6Wb78Gkz7\"}}\n{\"folder\":\"7j8H7DbmBb9Uza2X\",\"name\":\"Warhammer Skill\",\"type\":\"skill\",\"img\":\"systems/fvtt-lethal-fantasy/assets/icons/icon_skill.webp\",\"_id\":\"pUqaQrbRGb1t2g8U\",\"system\":{\"description\":\"<p>WEAPON FAMILY:CLUB</p><p><span style=\\\"font-family:'Arial',sans-serif\\\">WEAPONS OF THIS CLASS: Light Hammer, Pick, Warhammer, Maul</span></p><p>To gain basic skill in a weapon, a character must reach a 10 skill in a weapon.</p><p class=\\\"MsoNormal\\\">You must choose the weapon specifically, and only that specific weapon receives full skill bonuses. All other weapons within that class of weapon will gain half the bonuses chosen rounded up. Weapons within a family of weapons gain one quarter of the bonuses chosen rounded up.</p><p class=\\\"MsoNormal\\\">You can choose to add +1 to attack, defense, or damage for each 10 skill points you gain after reaching basic skill in a weapon. There is no requirement that you stay balanced in all aspects of a weapon. A character can dedicate all their skill toward one aspect of a weapon. The first +1 bonus is achieved at skill level 20 because you need the first 10 points to become proficient with the weapon.</p><p class=\\\"MsoNormal\\\">With a skill level of 175, a character rolls weapon delay dice with favor. This allows the character to ro<span style=\\\"color:black;mso-themecolor:text1\\\">ll two dice to get the result needed for an attack opportunity. This is in addition to any other chosen bonuses.</span></p><p class=\\\"MsoNormal\\\"><span style=\\\"color:black;mso-themecolor:text1\\\">At skill level 65 a character activates a weapons special ability (if any), and this occurs on a set range of numbers described on the weapon charts based upon the D30 special results dice.</span></p>\",\"category\":\"weapon\",\"base\":\"None\",\"bonus\":0,\"cost\":0,\"weaponClass\":\"hammer\",\"weaponBonus\":{\"attack\":0,\"defense\":0,\"damage\":0},\"classesCost\":{\"untrained\":0,\"fighter\":0,\"rogue\":0,\"ranger\":0,\"cleric\":0,\"magicuser\":0}},\"effects\":[],\"sort\":100000,\"ownership\":{\"default\":0,\"Ccm2SWj6Wb78Gkz7\":3},\"flags\":{},\"_stats\":{\"compendiumSource\":null,\"duplicateSource\":null,\"exportSource\":null,\"coreVersion\":\"13.348\",\"systemId\":\"fvtt-lethal-fantasy\",\"systemVersion\":\"13.0.0\",\"createdTime\":1757441238100,\"modifiedTime\":1757441238100,\"lastModifiedBy\":\"Ccm2SWj6Wb78Gkz7\"}}\n{\"folder\":\"7j8H7DbmBb9Uza2X\",\"name\":\"Katana Skill\",\"type\":\"skill\",\"img\":\"systems/fvtt-lethal-fantasy/assets/icons/icon_skill.webp\",\"_id\":\"qeGmJpfegIhhTGGi\",\"system\":{\"description\":\"<p>WEAPON FAMILY: BLADES</p><p><span style=\\\"font-family:'Arial'\\\">WEAPONS OF THIS CLASS: Long Sword, Bastard sword, Rapier, Katana, Great sword</span></p><p><span style=\\\"font-family:'Arial'\\\">To gain basic skill in a weapon, a character must reach a 10 skill in a weapon.</span></p><p style=\\\"margin:0.0px 0.0px 16.0px 0.0px;font:16.0px Arial;-webkit-text-stroke:#000000\\\"><span style=\\\"font-family:'Arial'\\\">You must choose the weapon specifically, and only that specific weapon receives full skill bonuses. All other weapons within that class of weapon will gain half the bonuses chosen rounded up. Weapons within a family of weapons gain one quarter of the bonuses chosen rounded up.</span></p><p style=\\\"margin:0.0px 0.0px 16.0px 0.0px;font:16.0px Arial;-webkit-text-stroke:#000000\\\"><span style=\\\"font-family:'Arial'\\\">You can choose to add +1 to attack, defense, or damage for each 10 skill points you gain after reaching basic skill in a weapon. There is no requirement that you stay balanced in all aspects of a weapon. A character can dedicate all their skill toward one aspect of a weapon. The first +1 bonus is achieved at skill level 20 because you need the first 10 points to become proficient with the weapon.</span></p><p style=\\\"margin:0.0px 0.0px 16.0px 0.0px;font:16.0px Arial;-webkit-text-stroke:#000000\\\"><span style=\\\"font-family:'Arial'\\\">With a skill level of 175, a character rolls weapon progression dice with favor. This allows the character to roll two dice to get the result needed for an attack opportunity. This is in addition to any other chosen bonuses.</span></p>\",\"category\":\"weapon\",\"base\":\"None\",\"bonus\":0,\"cost\":0,\"weaponClass\":\"longblade\",\"weaponBonus\":{\"attack\":0,\"defense\":0,\"damage\":0},\"classesCost\":{\"untrained\":0,\"fighter\":0,\"rogue\":0,\"ranger\":0,\"cleric\":0,\"magicuser\":0}},\"effects\":[],\"sort\":550000,\"ownership\":{\"default\":0,\"Ccm2SWj6Wb78Gkz7\":3},\"flags\":{},\"_stats\":{\"compendiumSource\":null,\"duplicateSource\":null,\"exportSource\":null,\"coreVersion\":\"13.348\",\"systemId\":\"fvtt-lethal-fantasy\",\"systemVersion\":\"13.0.0\",\"createdTime\":1757441238100,\"modifiedTime\":1757441238100,\"lastModifiedBy\":\"Ccm2SWj6Wb78Gkz7\"}}\n{\"folder\":\"o6gfPjCqhAMrGhbR\",\"name\":\"Animal Acumen\",\"type\":\"skill\",\"img\":\"icons/environment/creatures/horses.webp\",\"_id\":\"qfKE62WNvmepTvCl\",\"system\":{\"description\":\"<p>Training, mimicry, husbandry, care, general knowledge.</p><p class=\\\"MsoNormal\\\">This is the skill of a mortal who knows a great deal about animals. This skill is relevant to animals known for their trainability, not monstrous beasts. Information on those types of animals would be through monster legend and lore. Training animals takes extended periods of time depending on how extensive the training is and what type of animal is to <a name=\\\"_Int_cjZwfY2P\\\">be trained</a>. Trainers train dogs far easier than a tiger. Animal training is something that LETHAL FANTASY GAMES plans to address in a special supplement. For now, the GM must decide the difficulty of the type of training <a name=\\\"_Int_OM6OhHQT\\\">being conducted</a> and the difficulty of the animal involved.</p><p class=\\\"MsoNormal\\\">Basic obedience training of a dog is a 23-week process and is a 30-skill difficulty. Training a war dog to stay by a mortal's side, defend and attack on command in the middle of a chaotic battle takes a year of training with a difficulty of 100. If the battle animal is a tiger (or any cat) the difficulty would jump up to a 130 because of the difficulty and willfulness of the feline species. Training a horse to <a name=\\\"_Int_Y3gVzu8y\\\">be ridden</a> is a 2-month process with a difficulty of 40 but training a warhorse to stay calm in battle, attack with barding, run through a charge, maneuver in a joust is a year-<a name=\\\"_Int_lrMC6hH6\\\">long process</a> and a 125 difficulty.</p><p class=\\\"MsoNormal\\\">Think of the animal involved, the task to <a name=\\\"_Int_zAlX3wSx\\\">be trained</a> and the time that seems reasonable to train such a skill. The combinations are endless. Have some fun with it. As a player, describe your goals and what animal you want to train so that a GM can consider the plan and either agree on the training timeline and difficulty or alter the plan and set a different difficulty.</p><p class=\\\"MsoNormal\\\">Since training takes considerable time, and you cant tell if it will fail on the first day, we only roll after the character has put in 20% of the time and effort. A successful roll ensures that the animal will <a name=\\\"_Int_ekVqkKcB\\\">be successfully trained</a> if the remaining training time is completed. If the roll fails after 20% of the time has passed, the player can attempt a second roll after 50% of the time <a name=\\\"_Int_gpl4FMq9\\\">is spent</a>. If the animal fails, it cannot <a name=\\\"_Int_hXwNLpjD\\\">be trained</a> for this task and further time spent will be useless and a waste of time and resources.</p><p class=\\\"MsoNormal\\\">Other aspects of animal acumen include mimicry. The ability to make sounds like an animal. The skill roll determines how closely the sound is to the actual animal and a <a name=\\\"_Int_bttRZTBy\\\">perception</a> check vs the skill roll of the mimicry may <a name=\\\"_Int_SgunP8dm\\\">determine</a> if a listener can figure out if it sounds different from a real animal. This differs from the gift which grants complete mimicry of the animal in question.</p><p class=\\\"MsoNormal\\\">Husbandry and other knowledge checks are based upon the knowledge <a name=\\\"_Int_TWTXrh1H\\\">sought</a> and the rarity of the animal in question. The GM will set these using common sense and the adventure or situation to decide the required difficulty.</p><p class=\\\"MsoNormal\\\">All LETHAL FANTASY adventures and modules will include required difficulty checks and GMs should set difficulties that make sense in their campaign or situation.</p>\",\"category\":\"professional\",\"base\":\"WIS OR CHARISMA\",\"bonus\":0,\"cost\":0,\"weaponClass\":\"shortblade\",\"weaponBonus\":{\"attack\":0,\"defense\":0,\"damage\":0},\"classesCost\":{\"untrained\":0,\"fighter\":0,\"rogue\":0,\"ranger\":0,\"cleric\":0,\"magicuser\":0}},\"effects\":[],\"sort\":300000,\"ownership\":{\"default\":0,\"Ccm2SWj6Wb78Gkz7\":3},\"flags\":{},\"_stats\":{\"compendiumSource\":null,\"duplicateSource\":null,\"exportSource\":null,\"coreVersion\":\"13.348\",\"systemId\":\"fvtt-lethal-fantasy\",\"systemVersion\":\"13.0.0\",\"createdTime\":1757441230683,\"modifiedTime\":1757441230683,\"lastModifiedBy\":\"Ccm2SWj6Wb78Gkz7\"}}\n{\"folder\":\"o6gfPjCqhAMrGhbR\",\"name\":\"Monster Legend and Lore\",\"type\":\"skill\",\"img\":\"icons/creatures/unholy/demon-fire-horned-mask.webp\",\"_id\":\"rdLI5E2FE9kDzLO6\",\"system\":{\"description\":\"<p>This is the knowledge of monster lore and legend. Often, it is exceedingly difficult to separate the two. Learned from the study of books, as well as the accounts of witnesses and victims.</p><p class=\\\"MsoNormal\\\">The ability to gain information about a monster depends upon how common or rare the beast is and how many mortals have <a name=\\\"_Int_AWb0jPwm\\\">encountered</a> the creature and lived to tell their tales. Often, misinformation <a name=\\\"_Int_tPMkYWCG\\\">regarding</a> the creature overwhelms the monster's true nature.</p><p class=\\\"MsoNormal\\\">When LETHAL FANTASY releases the LETHAL MONSTER MANUAL, we will include information about the monsters and what challenge rating certain weaknesses, strength, and abilities the beasts <a name=\\\"_Int_ezBVS9J6\\\">possess</a>. The GM decides what useful information to reveal to characters for a successful roll. For Game Magistrates, we suggest deciding how difficult the information is to obtain and setting the difficulty check accordingly. Many games have levels like easy, average, hard, extreme difficulties. We think since our skill system of D100E plus skill makes it easy for a GM to produce a number they think is proper. All LETHAL FANTASY products and the LETHAL MONSTER MANUAL will provide that information for GMs. We will also give the GM misinformation for failed checks.</p><p class=\\\"MsoNormal\\\">Success by less than 10, the character is confident the information is correct. Failure by less than 10, they are just as confident that their information is correct, but it is wrong. If characters succeed by 10 or more, they know they are correct. If they fail by 10 or more, they know they do not have reliable information about this creature.</p><p class=\\\"MsoNormal\\\">We suggest that Game Magistrates have alternate weaknesses for monsters to stop players from meta gaming. For example, there are many legends about vampires. Depending on the book or movie watched, a stake to the heart might kill a vampire. While others might need to <a name=\\\"_Int_iEebVBRs\\\">be decapitated</a> to <a name=\\\"_Int_CKQJGWpO\\\">be killed</a>. Some might walk into a house uninvited, and others cannot. They might wither and explode under the sunlight, or they may simply sparkle. Game Magistrates should decide what a monster is like in their world and design them differently. Game magistrates can give vampires who are vulnerable to sunlight yellow eyes, while those who will simply sparkle have red eyes. Then a successful roll reveals this information to the player, and they can then use the information appropriately. The fun part comes when they roll just under what they needed, and you give them the reverse information and they must decide whether to trust it. <span style=\\\"mso-spacerun:yes\\\">  </span></p><p class=\\\"MsoNormal\\\">Similarly, there is nothing to that says fire always kills a troll. Maybe fire speeds the regeneration of certain trolls and only freezing water will stop their regeneration. The roll would be to distinguish which troll this is. Those trolls killed by fire have a telltale sign that their index finger grows far longer than their middle finger. While those killed by freezing water have short, stubby index fingers.<br />These simple examples preview what to expect in the LETHAL MONSTER MANUAL.</p>\",\"category\":\"professional\",\"base\":\"WIS OR INT\",\"bonus\":0,\"cost\":0,\"weaponClass\":\"shortblade\",\"weaponBonus\":{\"attack\":0,\"defense\":0,\"damage\":0},\"classesCost\":{\"untrained\":0,\"fighter\":0,\"rogue\":0,\"ranger\":0,\"cleric\":0,\"magicuser\":0}},\"effects\":[],\"sort\":1400000,\"ownership\":{\"default\":0,\"Ccm2SWj6Wb78Gkz7\":3},\"flags\":{},\"_stats\":{\"compendiumSource\":null,\"duplicateSource\":null,\"exportSource\":null,\"coreVersion\":\"13.348\",\"systemId\":\"fvtt-lethal-fantasy\",\"systemVersion\":\"13.0.0\",\"createdTime\":1757441230683,\"modifiedTime\":1757441230683,\"lastModifiedBy\":\"Ccm2SWj6Wb78Gkz7\"}}\n{\"folder\":\"7j8H7DbmBb9Uza2X\",\"name\":\"Great Club Skill\",\"type\":\"skill\",\"img\":\"systems/fvtt-lethal-fantasy/assets/icons/icon_skill.webp\",\"_id\":\"sDIuY4DhObchAslp\",\"system\":{\"description\":\"<p>WEAPON FAMILY:CLUB</p><p>WEAPONS OF THIS CLASS: Mace, Club, Great-club, Sap, Light mace, Morningstar, staff.</p><p>To gain basic skill in a weapon, a character must reach a 10 skill in a weapon.</p><p class=\\\"MsoNormal\\\">You must choose the weapon specifically, and only that specific weapon receives full skill bonuses. All other weapons within that class of weapon will gain half the bonuses chosen rounded up. Weapons within a family of weapons gain one quarter of the bonuses chosen rounded up.</p><p class=\\\"MsoNormal\\\">You can choose to add +1 to attack, defense, or damage for each 10 skill points you gain after reaching basic skill in a weapon. There is no requirement that you stay balanced in all aspects of a weapon. A character can dedicate all their skill toward one aspect of a weapon. The first +1 bonus is achieved at skill level 20 because you need the first 10 points to become proficient with the weapon.</p><p class=\\\"MsoNormal\\\">With a skill level of 175, a character rolls weapon delay dice with favor. This allows the character to ro<span style=\\\"color:black;mso-themecolor:text1\\\">ll two dice to get the result needed for an attack opportunity. This is in addition to any other chosen bonuses.</span></p>\",\"category\":\"weapon\",\"base\":\"None\",\"bonus\":0,\"cost\":0,\"weaponClass\":\"mace\",\"weaponBonus\":{\"attack\":0,\"defense\":0,\"damage\":0},\"classesCost\":{\"untrained\":0,\"fighter\":0,\"rogue\":0,\"ranger\":0,\"cleric\":0,\"magicuser\":0}},\"effects\":[],\"sort\":800000,\"ownership\":{\"default\":0,\"Ccm2SWj6Wb78Gkz7\":3},\"flags\":{},\"_stats\":{\"compendiumSource\":null,\"duplicateSource\":null,\"exportSource\":null,\"coreVersion\":\"13.348\",\"systemId\":\"fvtt-lethal-fantasy\",\"systemVersion\":\"13.0.0\",\"createdTime\":1757441238100,\"modifiedTime\":1757441238100,\"lastModifiedBy\":\"Ccm2SWj6Wb78Gkz7\"}}\n{\"folder\":\"o6gfPjCqhAMrGhbR\",\"name\":\"Trap Creation\",\"type\":\"skill\",\"img\":\"icons/environment/traps/trap-jaw-green.webp\",\"_id\":\"vzPIPKjKBgKrbOlg\",\"system\":{\"description\":\"<p>The skill of setting traps is a skill that challenges trap location/identify/disarm. When setting a trap, the trap creator should roll skill three times to hide the trap, to disguise the traps intentions and to arm the trap in a way that is hard to avoid. The trap maker can choose to make the trap obvious and easily found if they so choose and would then just roll to arm the trap.</p><p class=\\\"MsoNormal\\\">Trap creation allows a character to set damage of 1D6E per 10 points of skill in the base skill. While players choose the type of trap, they need to buy any necessary materials like acid, poison, saw blades, spikes, etc. before building the trap.</p><p class=\\\"MsoNormal\\\">Trap design is easy. The character describes how the trap <a name=\\\"_Int_sYKx4TXn\\\">is hidden</a> and then rolls a skill roll (D100E+skill level) to determine the roll needed to find the trap. Next, the character describes what the trap does and sets the damage that the trap could cause and rolls to set the challenge to <a name=\\\"_Int_vv3BzHQ1\\\">determine</a> the nature of the trap (D100+skill level). Finally, the trap designer describes the trigger for the trap (stepping on a plate, tripping a wire, blocking sunlight etc.) and rolls for the challenge to disarm the trap. Once a Trap designer reaches the master level (100 skill) all rolls <a name=\\\"_Int_IcgCywi2\\\">are made</a> with favor.</p>\",\"category\":\"professional\",\"base\":\"WIS OR INT OR DEX\",\"bonus\":0,\"cost\":0,\"weaponClass\":\"shortblade\",\"weaponBonus\":{\"attack\":0,\"defense\":0,\"damage\":0},\"classesCost\":{\"untrained\":0,\"fighter\":0,\"rogue\":0,\"ranger\":0,\"cleric\":0,\"magicuser\":0}},\"effects\":[],\"sort\":1700000,\"ownership\":{\"default\":0,\"Ccm2SWj6Wb78Gkz7\":3},\"flags\":{},\"_stats\":{\"compendiumSource\":null,\"duplicateSource\":null,\"exportSource\":null,\"coreVersion\":\"13.348\",\"systemId\":\"fvtt-lethal-fantasy\",\"systemVersion\":\"13.0.0\",\"createdTime\":1757441230683,\"modifiedTime\":1757441230683,\"lastModifiedBy\":\"Ccm2SWj6Wb78Gkz7\"}}\n{\"folder\":\"7j8H7DbmBb9Uza2X\",\"name\":\"Punching Dagger Skill\",\"type\":\"skill\",\"img\":\"systems/fvtt-lethal-fantasy/assets/icons/icon_skill.webp\",\"_id\":\"wrMSRCpFH7344YgS\",\"system\":{\"description\":\"<p><span style=\\\"font-family:'Arial'\\\">WEAPONS OF THIS CLASS: Knife, Dagger, Punching Dagger, Kukri, Sai,</span></p>\",\"category\":\"weapon\",\"base\":\"None\",\"bonus\":0,\"cost\":0,\"weaponClass\":\"shortblade\",\"weaponBonus\":{\"attack\":0,\"defense\":0,\"damage\":0},\"classesCost\":{\"untrained\":0,\"fighter\":0,\"rogue\":0,\"ranger\":0,\"cleric\":0,\"magicuser\":0}},\"effects\":[],\"sort\":3400000,\"ownership\":{\"default\":0,\"Ccm2SWj6Wb78Gkz7\":3},\"flags\":{},\"_stats\":{\"compendiumSource\":null,\"duplicateSource\":null,\"exportSource\":null,\"coreVersion\":\"13.348\",\"systemId\":\"fvtt-lethal-fantasy\",\"systemVersion\":\"13.0.0\",\"createdTime\":1757441238100,\"modifiedTime\":1757441238100,\"lastModifiedBy\":\"Ccm2SWj6Wb78Gkz7\"}}\n{\"folder\":\"LKpAytFxLuJZMsyd\",\"name\":\"War-Bow Skill\",\"type\":\"skill\",\"img\":\"systems/fvtt-lethal-fantasy/assets/icons/icon_skill.webp\",\"_id\":\"xW1b7vTr137MmkLX\",\"system\":{\"description\":\"<p>WEAPON FAMILY:BOW</p><p><span style=\\\"font-family:'Arial',sans-serif\\\">WEAPONS OF THIS CLASS: War-bow, Short Bow, Recurve bow, crossbow</span></p><p>To gain basic skill in a weapon, a character must reach a 10 skill in a weapon.</p><p class=\\\"MsoNormal\\\">You must choose the weapon specifically, and only that specific weapon receives full skill bonuses. All other weapons within that class of weapon will gain half the bonuses chosen rounded up. Weapons within a family of weapons gain one quarter of the bonuses chosen rounded up.</p><p class=\\\"MsoNormal\\\">You can choose to add +1 to attack, defense, or damage for each 10 skill points you gain after reaching basic skill in a weapon. There is no requirement that you stay balanced in all aspects of a weapon. A character can dedicate all their skill toward one aspect of a weapon. The first +1 bonus is achieved at skill level 20 because you need the first 10 points to become proficient with the weapon.</p><p class=\\\"MsoNormal\\\">With a skill level of 175, a character rolls weapon delay dice with favor. This allows the character to ro<span style=\\\"color:black;mso-themecolor:text1\\\">ll two dice to get the result needed for an attack opportunity. This is in addition to any other chosen bonuses.</span></p>\",\"category\":\"weapon\",\"base\":\"None\",\"bonus\":0,\"cost\":0,\"weaponClass\":\"bow\",\"weaponBonus\":{\"attack\":0,\"defense\":0,\"damage\":0},\"classesCost\":{\"untrained\":0,\"fighter\":0,\"rogue\":0,\"ranger\":0,\"cleric\":0,\"magicuser\":0}},\"effects\":[],\"sort\":112500,\"ownership\":{\"default\":0,\"Ccm2SWj6Wb78Gkz7\":3},\"flags\":{},\"_stats\":{\"compendiumSource\":null,\"duplicateSource\":null,\"exportSource\":null,\"coreVersion\":\"13.348\",\"systemId\":\"fvtt-lethal-fantasy\",\"systemVersion\":\"13.0.0\",\"createdTime\":1757441228292,\"modifiedTime\":1757441228292,\"lastModifiedBy\":\"Ccm2SWj6Wb78Gkz7\"}}\n{\"folder\":\"o6gfPjCqhAMrGhbR\",\"name\":\"Shield Skill\",\"type\":\"skill\",\"img\":\"icons/equipment/shield/heater-steel-grey.webp\",\"_id\":\"ytbPkBr5hbnSwxT4\",\"system\":{\"description\":\"<p><span style=\\\"color:black;mso-themecolor:text1\\\">SHIELD SKILL</span></p><p class=\\\"MsoNormal\\\">Shields skill Cost: Fighter (2) Cleric (3) Rogue (6) Magic User (10) Ranger (3)</p><p class=\\\"MsoNormal\\\">Shield skill grants +1 Damage resistance at skill level 50. +2 at skill level 75, +3 at 100 and +4 at 150. This level of dedication to the shield skill is rare. To use a shield and gain the basic use of a shield or armor, all classes, including fighters, need a skill level of 10.</p><p class=\\\"MsoNormal\\\"><span style=\\\"color:black;mso-themecolor:text1\\\">Shield skill grants a modifier to the shields defense dice as well. 0-1 <a name=\\\"_Int_MPHYib0d\\\">is added</a> at skill level 50, 0-2 at skill level 75, 0-3 at skill level 100 and 0-4 at skill level 150.</span></p><p class=\\\"MsoNormal\\\"><span style=\\\"color:black;mso-themecolor:text1\\\">Using a shield without the required skill of 10 forces the character to roll the shield defense dice with disfavor, but they still receive the standard damage resistance.</span></p>\",\"category\":\"professional\",\"base\":\"None\",\"bonus\":0,\"cost\":0,\"weaponClass\":\"shortblade\",\"weaponBonus\":{\"attack\":0,\"defense\":0,\"damage\":0},\"classesCost\":{\"untrained\":0,\"fighter\":0,\"rogue\":0,\"ranger\":0,\"cleric\":0,\"magicuser\":0}},\"effects\":[],\"sort\":1750000,\"ownership\":{\"default\":0,\"Ccm2SWj6Wb78Gkz7\":3},\"flags\":{},\"_stats\":{\"compendiumSource\":null,\"duplicateSource\":null,\"exportSource\":null,\"coreVersion\":\"13.348\",\"systemId\":\"fvtt-lethal-fantasy\",\"systemVersion\":\"13.0.0\",\"createdTime\":1757441230683,\"modifiedTime\":1757441230683,\"lastModifiedBy\":\"Ccm2SWj6Wb78Gkz7\"}}\n{\"folder\":\"7j8H7DbmBb9Uza2X\",\"name\":\"Sap Skill\",\"type\":\"skill\",\"img\":\"systems/fvtt-lethal-fantasy/assets/icons/icon_skill.webp\",\"_id\":\"zt8s7564ep1La4XQ\",\"system\":{\"description\":\"<p>WEAPON FAMILY:CLUB</p><p>WEAPONS OF THIS CLASS: Mace, Club, Great-club, Sap, Light mace, Morningstar, staff.</p><p>To gain basic skill in a weapon, a character must reach a 10 skill in a weapon.</p><p class=\\\"MsoNormal\\\">You must choose the weapon specifically, and only that specific weapon receives full skill bonuses. All other weapons within that class of weapon will gain half the bonuses chosen rounded up. Weapons within a family of weapons gain one quarter of the bonuses chosen rounded up.</p><p class=\\\"MsoNormal\\\">You can choose to add +1 to attack, defense, or damage for each 10 skill points you gain after reaching basic skill in a weapon. There is no requirement that you stay balanced in all aspects of a weapon. A character can dedicate all their skill toward one aspect of a weapon. The first +1 bonus is achieved at skill level 20 because you need the first 10 points to become proficient with the weapon.</p><p class=\\\"MsoNormal\\\">With a skill level of 175, a character rolls weapon delay dice with favor. This allows the character to ro<span style=\\\"color:black;mso-themecolor:text1\\\">ll two dice to get the result needed for an attack opportunity. This is in addition to any other chosen bonuses.</span></p>\",\"category\":\"weapon\",\"base\":\"None\",\"bonus\":0,\"cost\":0,\"weaponClass\":\"mace\",\"weaponBonus\":{\"attack\":0,\"defense\":0,\"damage\":0},\"classesCost\":{\"untrained\":0,\"fighter\":0,\"rogue\":0,\"ranger\":0,\"cleric\":0,\"magicuser\":0}},\"effects\":[],\"sort\":1400000,\"ownership\":{\"default\":0,\"Ccm2SWj6Wb78Gkz7\":3},\"flags\":{},\"_stats\":{\"compendiumSource\":null,\"duplicateSource\":null,\"exportSource\":null,\"coreVersion\":\"13.348\",\"systemId\":\"fvtt-lethal-fantasy\",\"systemVersion\":\"13.0.0\",\"createdTime\":1757441238100,\"modifiedTime\":1757441238100,\"lastModifiedBy\":\"Ccm2SWj6Wb78Gkz7\"}}\n"
```