From 4816c706a9e5b3fe107eaf5b8933fdfe4c9b36f4 Mon Sep 17 00:00:00 2001 From: Sasmira Date: Sun, 14 Mar 2021 14:43:51 +0000 Subject: [PATCH] Update module/compendiums/swade-core-rules.swade-edges.json, module/compendiums/swade-core-rules.swade-equipment.json, module/compendiums/swade-core-rules.swade-hindrances.json, module/compendiums/swade-core-rules.swade-bestiary.json, module/compendiums/swade-core-rules.swade-powers.json, module/compendiums/swade-core-rules.swade-skills.json, module/compendiums/swade-core-rules.swade-vehicles.json files --- .../swade-core-rules.swade-bestiary.json | 11802 ++++++++++++++++ .../swade-core-rules.swade-edges.json | 602 + .../swade-core-rules.swade-equipment.json | 1245 ++ .../swade-core-rules.swade-hindrances.json | 238 + .../swade-core-rules.swade-powers.json | 226 + .../swade-core-rules.swade-skills.json | 142 + .../swade-core-rules.swade-vehicles.json | 3782 +++++ 7 files changed, 18037 insertions(+) create mode 100644 module/compendiums/swade-core-rules.swade-bestiary.json create mode 100644 module/compendiums/swade-core-rules.swade-edges.json create mode 100644 module/compendiums/swade-core-rules.swade-equipment.json create mode 100644 module/compendiums/swade-core-rules.swade-hindrances.json create mode 100644 module/compendiums/swade-core-rules.swade-powers.json create mode 100644 module/compendiums/swade-core-rules.swade-skills.json create mode 100644 module/compendiums/swade-core-rules.swade-vehicles.json diff --git a/module/compendiums/swade-core-rules.swade-bestiary.json b/module/compendiums/swade-core-rules.swade-bestiary.json new file mode 100644 index 0000000..807bac4 --- /dev/null +++ b/module/compendiums/swade-core-rules.swade-bestiary.json @@ -0,0 +1,11802 @@ +{ + "label": "SWADE Bestiary", + "entries": [ + { + "id": "#[CF_tempEntity]", + "name": "#[CF_tempEntity]", + "description": "", + "items": [] + }, + { + "id": "Alligator/Crocodile", + "name": "Alligator/Crocodile", + "description": "
\n

Alligators and crocodiles are staples of most pulp-genre adventure games. The statistics here represent an average specimen of either species. Much larger versions are often found in more remote areas.

\n

Special Abilities:

\n\n
", + "items": [ + { + "_id": "yu8mQgz9LsE64YCd", + "name": "Armor +2", + "type": "armor", + "data": { + "description": "
\n

Thick skin.

\n
", + "notes": "", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": true, + "equipped": true, + "minStr": "", + "armor": 2, + "isNaturalArmor": true, + "locations": { + "head": true, + "torso": true, + "arms": true, + "legs": true + } + }, + "sort": 3500001, + "flags": {}, + "img": "systems/swade/assets/icons/armor.svg", + "effects": [] + }, + { + "_id": "4TEkmb9PU4k9l5MF", + "name": "Bite", + "type": "weapon", + "data": { + "description": "
\n

See @Compendium[swade-core-rules.swade-rules.Special Ability (Bite)]{Bite}.

\n

Rollover: Gators and crocs grasp prey in their vice-like jaws and roll with them. If one of these large reptiles hits with a raise, its bonus damage is a d10 instead of a d6.

\n
", + "notes": "", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": true, + "equipped": true, + "isVehicular": false, + "mods": 1, + "actions": { + "skill": "Fighting", + "skillMod": "", + "dmgMod": "", + "additional": { + "jp9fl4choe": { + "name": "Rollover (Raise Damage)", + "type": "damage", + "rof": null, + "skillMod": "", + "skillOverride": "", + "shotsUsed": null, + "dmgOverride": "@str + 1d6 + 1d10", + "dmgMod": "" + } + } + }, + "damage": "@str+d6", + "range": "", + "rof": "0", + "ap": "0", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 3400001, + "flags": {}, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + }, + { + "_id": "LtIsTTVxdFc34ZYG", + "name": "Fighting", + "type": "skill", + "data": { + "description": "
\n

Fighting covers all hand-to-hand (melee) attacks, whether it’s with fists, axes, laser swords, or martial arts. See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for the combat rules and the various maneuvers a warrior might attempt.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "agility", + "die": { + "sides": 8, + "modifier": "0" + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 900001, + "flags": { + "core": { + "sourceId": "Item.MkOyJcMA0vLsjgFA" + } + }, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "8fRYrcxWqyxcinvB", + "name": "Unskilled Attempt", + "type": "skill", + "data": { + "description": "
\n

If a character doesn’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.

\n

The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "agility", + "die": { + "sides": 4, + "modifier": "-2" + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 3300001, + "flags": { + "core": { + "sourceId": "Item.R2kGvrkoRS50N34L" + } + }, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "3Ws7pzyzqUrVQpSj", + "name": "★ Athletics", + "type": "skill", + "data": { + "description": "
\n

Athletics combines an individual’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "agility", + "die": { + "sides": 6, + "modifier": "0" + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 200001, + "flags": { + "core": { + "sourceId": "Item.ThluRmWuVugZcwT0" + } + }, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "I3JhpmTVM1lAXkaz", + "name": "★ Notice", + "type": "skill", + "data": { + "description": "
\n

Notice is a hero’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "smarts", + "die": { + "sides": 8, + "modifier": "0" + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 1600001, + "flags": { + "core": { + "sourceId": "Item.gajXdyINbqL1dJTO" + } + }, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "3Vfg3OBPfPsUfCQb", + "name": "★ Stealth", + "type": "skill", + "data": { + "description": "
\n

Stealth is the ability to hide and move quietly. A simple @Compendium[swade-core-rules.swade-rules.Trait Rolls]{success} on a Stealth roll means the character avoids detection if enemies aren’t particularly alert. If the character @Compendium[swade-core-rules.swade-rules.Trait Rolls]{fails} the roll, the enemy realizes something is amiss and begins actively searching for whatever roused them.

\n

Once foes are alerted and active, Stealth is opposed by @Compendium[swade-core-rules.swade-skills.Notice]{Notice} (a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{group roll} if there are many foes.

\n

The GM should apply any circumstantial penalties to @Compendium[swade-core-rules.swade-skills.Notice]{Notice} rolls for @Compendium[swade-core-rules.swade-rules.Illumination]{darkness}, @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{cover}, noise, distractions, and any difference in the target’s @Compendium[swade-core-rules.swade-rules.Size and Scale]{Scale} (just like when attacking). Sneaking through dry leaves might subtract 2 from the Stealth roll, for example, while spotting someone in the dark uses the @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination} penalty (−4). Don’t apply the same modifier to both rolls, however. If Stealth is at −2 for the leaves, don’t give Notice a +2 for them as well.

\n

Sneak Attack: Sneaking up close enough to make a melee attack always requires an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} Stealth roll versus the target’s @Compendium[swade-core-rules.swade-skills.Notice]{Notice}, whether the guard is actively looking for trouble or not. If successful, the victim is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} to the attacker, but only until the attacker’s turn ends. With a raise, the attacker has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} instead.

\n

Movement: In combat, characters roll Stealth each turn as a @Compendium[swade-core-rules.swade-rules.Actions]{free action} at the end of their move or any action the GM thinks might draw attention.

\n

Out of combat, the distance moved depends entirely on the situation. The GM might want a roll every minute if the group is sneaking around the perimeter of a defensive position, or every few miles if they’re trying to quietly walk the path through a dark forest without alerting the creatures that live there.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "agility", + "die": { + "sides": 8, + "modifier": "0" + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 2800001, + "flags": { + "core": { + "sourceId": "Item.lLwKfb78XjYrL9Af" + } + }, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + } + ] + }, + { + "id": "Bear", + "name": "Bear", + "description": "
\n

This entry covers the larger ursines, such as grizzlies, Kodiaks, and polar bears. A favored tactic of all these bears is to grapple and bite with their fierce fangs.

\nSpecial Abilities:\n\n
", + "items": [ + { + "_id": "T1ifBDtX5PnYfPri", + "name": "Bite/Claws", + "type": "weapon", + "data": { + "description": "
\n

See @Compendium[swade-core-rules.swade-rules.Special Ability (Bite)]{Bite} and @Compendium[swade-core-rules.swade-rules.Special Ability (Claws)]{Claws}.

\n
", + "notes": "", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": true, + "equipped": true, + "isVehicular": false, + "mods": 1, + "actions": { + "skill": "Fighting", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "damage": "@str+d6", + "range": "", + "rof": "0", + "ap": "0", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 2900001, + "flags": {}, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + }, + { + "_id": "MLafHPwdz2uKXoI3", + "name": "Brute", + "type": "edge", + "data": { + "description": "
\n

Brutes focus on core strength and fitness over coordination and flexibility. They treat @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics} as linked to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility} for purposes of @Compendium[swade-core-rules.swade-rules.Advancement]{Advancement}. The character may also resist Athletics @Compendium[swade-core-rules.swade-rules.Test]{Tests} with Strength if she chooses.

\n

Finally, Brutes increase the @Compendium[swade-core-rules.swade-rules.Range]{Short Range} of any thrown item by +1. Double that for the adjusted Medium Range, and double again for Long Range. If a thrown item’s Range is 3/6/12, for example, a Brute’s Range is 4/8/16.

\n
", + "notes": "", + "additionalStats": {}, + "isArcaneBackground": false, + "requirements": { + "value": "Novice, Strength d6+, Vigor d6+" + } + }, + "sort": 1100001, + "flags": { + "core": { + "sourceId": "Item.S8PkWjixmNUAGcUU" + }, + "cf": { + "id": "temp_e7eeiuu1uj", + "path": "Edges#/CF_SEP/Background Edges", + "color": "#000000" + } + }, + "img": "systems/swade/assets/icons/edge.svg", + "effects": [] + }, + { + "_id": "hgWuSZ5AkkWV9DgM", + "name": "★ Athletics", + "type": "skill", + "data": { + "description": "
\n

Athletics combines an individual’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "agility", + "die": { + "sides": 8, + "modifier": "0" + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 200001, + "flags": { + "core": { + "sourceId": "Item.ThluRmWuVugZcwT0" + } + }, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "GghwResGC0rIbP4b", + "name": "Fighting", + "type": "skill", + "data": { + "description": "
\n

Fighting covers all hand-to-hand (melee) attacks, whether it’s with fists, axes, laser swords, or martial arts. See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for the combat rules and the various maneuvers a warrior might attempt.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "agility", + "die": { + "sides": 8, + "modifier": "0" + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 900001, + "flags": { + "core": { + "sourceId": "Item.MkOyJcMA0vLsjgFA" + } + }, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "ekJYPaUSr6FzrZDP", + "name": "★ Notice", + "type": "skill", + "data": { + "description": "
\n

Notice is a hero’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "smarts", + "die": { + "sides": 8, + "modifier": "0" + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 1600001, + "flags": { + "core": { + "sourceId": "Item.gajXdyINbqL1dJTO" + } + }, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "6JIkiD1BXlrqE8Il", + "name": "★ Stealth", + "type": "skill", + "data": { + "description": "
\n

Stealth is the ability to hide and move quietly. A simple @Compendium[swade-core-rules.swade-rules.Trait Rolls]{success} on a Stealth roll means the character avoids detection if enemies aren’t particularly alert. If the character @Compendium[swade-core-rules.swade-rules.Trait Rolls]{fails} the roll, the enemy realizes something is amiss and begins actively searching for whatever roused them.

\n

Once foes are alerted and active, Stealth is opposed by @Compendium[swade-core-rules.swade-skills.Notice]{Notice} (a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{group roll} if there are many foes.

\n

The GM should apply any circumstantial penalties to @Compendium[swade-core-rules.swade-skills.Notice]{Notice} rolls for @Compendium[swade-core-rules.swade-rules.Illumination]{darkness}, @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{cover}, noise, distractions, and any difference in the target’s @Compendium[swade-core-rules.swade-rules.Size and Scale]{Scale} (just like when attacking). Sneaking through dry leaves might subtract 2 from the Stealth roll, for example, while spotting someone in the dark uses the @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination} penalty (−4). Don’t apply the same modifier to both rolls, however. If Stealth is at −2 for the leaves, don’t give Notice a +2 for them as well.

\n

Sneak Attack: Sneaking up close enough to make a melee attack always requires an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} Stealth roll versus the target’s @Compendium[swade-core-rules.swade-skills.Notice]{Notice}, whether the guard is actively looking for trouble or not. If successful, the victim is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} to the attacker, but only until the attacker’s turn ends. With a raise, the attacker has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} instead.

\n

Movement: In combat, characters roll Stealth each turn as a @Compendium[swade-core-rules.swade-rules.Actions]{free action} at the end of their move or any action the GM thinks might draw attention.

\n

Out of combat, the distance moved depends entirely on the situation. The GM might want a roll every minute if the group is sneaking around the perimeter of a defensive position, or every few miles if they’re trying to quietly walk the path through a dark forest without alerting the creatures that live there.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "agility", + "die": { + "sides": 8, + "modifier": "0" + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 2800001, + "flags": { + "core": { + "sourceId": "Item.lLwKfb78XjYrL9Af" + } + }, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "WKCAjRcNu04rgcEe", + "name": "Unskilled Attempt", + "type": "skill", + "data": { + "description": "
\n

If a character doesn’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.

\n

The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "agility", + "die": { + "sides": 4, + "modifier": "-2" + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 3300001, + "flags": { + "core": { + "sourceId": "Item.R2kGvrkoRS50N34L" + } + }, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + } + ] + }, + { + "id": "Bull", + "name": "Bull", + "description": "
\n

Bulls are usually only aggressive toward humans when enraged. Of course, if you’re looking up the statistics here, it’s probably already seeing red.

\n

Special Abilities:

\n\n

 

\n
", + "items": [ + { + "_id": "eFPydHVL44FLxEW1", + "name": "Horns", + "type": "weapon", + "data": { + "description": "

No description or reference provided.

", + "notes": "", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": true, + "equipped": true, + "isVehicular": false, + "mods": 1, + "actions": { + "skill": "Fighting", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "damage": "@str+d6", + "range": "", + "rof": "0", + "ap": "0", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 100000, + "flags": {}, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + }, + { + "_id": "EmmOnfIyiIg4VWhD", + "name": "★ Athletics", + "type": "skill", + "data": { + "description": "
\n

Athletics combines an individual’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "agility", + "die": { + "sides": 8, + "modifier": "0" + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 200001, + "flags": { + "core": { + "sourceId": "Item.ThluRmWuVugZcwT0" + } + }, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "WNMj4lgIdrZXYPi7", + "name": "Fighting", + "type": "skill", + "data": { + "description": "
\n

Fighting covers all hand-to-hand (melee) attacks, whether it’s with fists, axes, laser swords, or martial arts. See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for the combat rules and the various maneuvers a warrior might attempt.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "agility", + "die": { + "sides": 4, + "modifier": "0" + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 900001, + "flags": { + "core": { + "sourceId": "Item.MkOyJcMA0vLsjgFA" + } + }, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "GJ1klnipIK7DpNrv", + "name": "★ Notice", + "type": "skill", + "data": { + "description": "
\n

Notice is a hero’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "smarts", + "die": { + "sides": 6, + "modifier": "0" + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 1600001, + "flags": { + "core": { + "sourceId": "Item.gajXdyINbqL1dJTO" + } + }, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "j2aDrs2uH78ETJqS", + "name": "Unskilled Attempt", + "type": "skill", + "data": { + "description": "
\n

If a character doesn’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.

\n

The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "agility", + "die": { + "sides": 4, + "modifier": "-2" + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 3300001, + "flags": { + "core": { + "sourceId": "Item.R2kGvrkoRS50N34L" + } + }, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + } + ] + }, + { + "id": "Cat, Small", + "name": "Cat, Small", + "description": "
\n

This is an ordinary house cat, the sort that might be a familiar for a spellcaster, a @Compendium[swade-core-rules.swade-edges.Beast Master]{Beast Master}’s animal friend, or an alternate form for the @Compendium[swade-core-rules.swade-powers.Shape Change]{shape change} power.

\n

Special Abilities:

\n\n
", + "items": [ + { + "_id": "LiIX7qZl73nn164r", + "name": "Unskilled Attempt", + "type": "skill", + "data": { + "description": "
\n

If a character doesn’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.

\n

The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 4, + "modifier": -2 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 3000001, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "b3VNtNCh1cE4ofGI", + "name": "★ Athletics", + "type": "skill", + "data": { + "description": "
\n

Athletics combines an individual’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "agility", + "die": { + "sides": 8, + "modifier": "0" + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 200001, + "flags": { + "core": { + "sourceId": "Item.ThluRmWuVugZcwT0" + } + }, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "k7bs6HSgBszgXEw1", + "name": "★ Stealth", + "type": "skill", + "data": { + "description": "
\n

Stealth is the ability to hide and move quietly. A simple @Compendium[swade-core-rules.swade-rules.Trait Rolls]{success} on a Stealth roll means the character avoids detection if enemies aren’t particularly alert. If the character @Compendium[swade-core-rules.swade-rules.Trait Rolls]{fails} the roll, the enemy realizes something is amiss and begins actively searching for whatever roused them.

\n

Once foes are alerted and active, Stealth is opposed by @Compendium[swade-core-rules.swade-skills.Notice]{Notice} (a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{group roll} if there are many foes.

\n

The GM should apply any circumstantial penalties to @Compendium[swade-core-rules.swade-skills.Notice]{Notice} rolls for @Compendium[swade-core-rules.swade-rules.Illumination]{darkness}, @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{cover}, noise, distractions, and any difference in the target’s @Compendium[swade-core-rules.swade-rules.Size and Scale]{Scale} (just like when attacking). Sneaking through dry leaves might subtract 2 from the Stealth roll, for example, while spotting someone in the dark uses the @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination} penalty (−4). Don’t apply the same modifier to both rolls, however. If Stealth is at −2 for the leaves, don’t give Notice a +2 for them as well.

\n

Sneak Attack: Sneaking up close enough to make a melee attack always requires an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} Stealth roll versus the target’s @Compendium[swade-core-rules.swade-skills.Notice]{Notice}, whether the guard is actively looking for trouble or not. If successful, the victim is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} to the attacker, but only until the attacker’s turn ends. With a raise, the attacker has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} instead.

\n

Movement: In combat, characters roll Stealth each turn as a @Compendium[swade-core-rules.swade-rules.Actions]{free action} at the end of their move or any action the GM thinks might draw attention.

\n

Out of combat, the distance moved depends entirely on the situation. The GM might want a roll every minute if the group is sneaking around the perimeter of a defensive position, or every few miles if they’re trying to quietly walk the path through a dark forest without alerting the creatures that live there.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "agility", + "die": { + "sides": 8, + "modifier": "0" + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 2800001, + "flags": { + "core": { + "sourceId": "Item.lLwKfb78XjYrL9Af" + } + }, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "z8rMbKE8jpMxftr8", + "name": "Acrobat", + "type": "edge", + "data": { + "description": "
\n

The Acrobat gets one free reroll on @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics} totals that involve balance, tumbling, or grappling. It doesn’t affect rolls to interrupt actions, climb, swim, or throw

\n
", + "notes": "", + "additionalStats": {}, + "isArcaneBackground": false, + "requirements": { + "value": "Novice, Agility d8+, Athletics d8+" + } + }, + "sort": 200001, + "flags": { + "core": { + "sourceId": "Item.yOngMxL8sM0KSrJc" + }, + "cf": { + "id": "temp_m323jalj7n", + "path": "Edges#/CF_SEP/Professional Edges", + "color": "#000000" + } + }, + "img": "systems/swade/assets/icons/edge.svg", + "effects": [] + }, + { + "_id": "pJt2N7UPQ3W9z2La", + "name": "Bite/Claws", + "type": "weapon", + "data": { + "description": "
\n

See @Compendium[swade-core-rules.swade-rules.Special Ability (Bite)]{Bite} and @Compendium[swade-core-rules.swade-rules.Special Ability (Claws)]{Claws}.

\n
", + "notes": "", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": true, + "equipped": true, + "isVehicular": false, + "mods": 1, + "actions": { + "skill": "Fighting", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "damage": "@str", + "range": "", + "rof": "0", + "ap": "0", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 2900001, + "flags": {}, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + }, + { + "_id": "E9602rlxMIIbPIDk", + "name": "★ Notice", + "type": "skill", + "data": { + "description": "
\n

Notice is a hero’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "smarts", + "die": { + "sides": 6, + "modifier": "0" + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 1600001, + "flags": { + "core": { + "sourceId": "Item.gajXdyINbqL1dJTO" + } + }, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + } + ] + }, + { + "id": "Dire Wolf", + "name": "Dire Wolf", + "description": "
\n

Dire wolves are very large and feral canines often used by orcs as attack dogs. They may also be found roaming in packs in the deepest, darkest woods.

\n

Special Abilities:

\n\n
", + "items": [ + { + "_id": "vF7p7G1NlSGp47YB", + "name": "Bite", + "type": "weapon", + "data": { + "description": "
\n

See @Compendium[swade-core-rules.swade-rules.Special Ability (Bite)]{Bite}.

\n
", + "notes": "", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": true, + "equipped": true, + "isVehicular": false, + "mods": 1, + "actions": { + "skill": "Fighting", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "damage": "@str+d6", + "range": "", + "rof": "0", + "ap": "0", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 3400001, + "flags": {}, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + }, + { + "_id": "6VqbKSbX4LdSSVFR", + "name": "★ Athletics", + "type": "skill", + "data": { + "description": "
\n

Athletics combines an individual’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "agility", + "die": { + "sides": 8, + "modifier": "0" + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 200001, + "flags": { + "core": { + "sourceId": "Item.ThluRmWuVugZcwT0" + } + }, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "BVxe6gY9AC8KsyRb", + "name": "Fighting", + "type": "skill", + "data": { + "description": "
\n

Fighting covers all hand-to-hand (melee) attacks, whether it’s with fists, axes, laser swords, or martial arts. See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for the combat rules and the various maneuvers a warrior might attempt.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "agility", + "die": { + "sides": 8, + "modifier": "0" + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 1500001, + "flags": { + "core": { + "sourceId": "Item.MkOyJcMA0vLsjgFA" + } + }, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "hNX6phcGYg3SJwhU", + "name": "Intimidation", + "type": "skill", + "data": { + "description": "
\n

Intimidation is the art of frightening an opponent so that he backs down, reveals information, or flees.

\n

Intimidation is an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed roll} resisted by the opponent’s @Compendium[swade-core-rules.swade-rules.Traits]{Spirit}. In combat, this is a @Compendium[swade-core-rules.swade-rules.Test]{Test}. Out of combat, a successful roll means the foe backs down for the most part, reveals some information, or slinks away when the opportunity presents itself.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} might mean he backs down for the remainder of the scene, spills all the beans, or runs away as fast as he can.

\n

In or out of combat, a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} means the target is immune to this character’s Intimidation attempts for the remainder of this encounter!

\n

Networking: Intimidation can also be used as a “macro” skill to simulate several hours of working the streets. See @Compendium[swade-core-rules.swade-rules.Networking]{Networking} to see how to crack some heads for favors or information.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "spirit", + "die": { + "sides": 8, + "modifier": "0" + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 1400001, + "flags": { + "core": { + "sourceId": "Item.RjQlkvlDhnmUbcVK" + } + }, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "9CLkvMZ1oIy2Z2mb", + "name": "★ Notice", + "type": "skill", + "data": { + "description": "
\n

Notice is a hero’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "smarts", + "die": { + "sides": 6, + "modifier": "0" + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 1600001, + "flags": { + "core": { + "sourceId": "Item.gajXdyINbqL1dJTO" + } + }, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "MMbN2kQNNu5hRySi", + "name": "★ Stealth", + "type": "skill", + "data": { + "description": "
\n

Stealth is the ability to hide and move quietly. A simple @Compendium[swade-core-rules.swade-rules.Trait Rolls]{success} on a Stealth roll means the character avoids detection if enemies aren’t particularly alert. If the character @Compendium[swade-core-rules.swade-rules.Trait Rolls]{fails} the roll, the enemy realizes something is amiss and begins actively searching for whatever roused them.

\n

Once foes are alerted and active, Stealth is opposed by @Compendium[swade-core-rules.swade-skills.Notice]{Notice} (a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{group roll} if there are many foes.

\n

The GM should apply any circumstantial penalties to @Compendium[swade-core-rules.swade-skills.Notice]{Notice} rolls for @Compendium[swade-core-rules.swade-rules.Illumination]{darkness}, @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{cover}, noise, distractions, and any difference in the target’s @Compendium[swade-core-rules.swade-rules.Size and Scale]{Scale} (just like when attacking). Sneaking through dry leaves might subtract 2 from the Stealth roll, for example, while spotting someone in the dark uses the @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination} penalty (−4). Don’t apply the same modifier to both rolls, however. If Stealth is at −2 for the leaves, don’t give Notice a +2 for them as well.

\n

Sneak Attack: Sneaking up close enough to make a melee attack always requires an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} Stealth roll versus the target’s @Compendium[swade-core-rules.swade-skills.Notice]{Notice}, whether the guard is actively looking for trouble or not. If successful, the victim is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} to the attacker, but only until the attacker’s turn ends. With a raise, the attacker has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} instead.

\n

Movement: In combat, characters roll Stealth each turn as a @Compendium[swade-core-rules.swade-rules.Actions]{free action} at the end of their move or any action the GM thinks might draw attention.

\n

Out of combat, the distance moved depends entirely on the situation. The GM might want a roll every minute if the group is sneaking around the perimeter of a defensive position, or every few miles if they’re trying to quietly walk the path through a dark forest without alerting the creatures that live there.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "agility", + "die": { + "sides": 8, + "modifier": "0" + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 2800001, + "flags": { + "core": { + "sourceId": "Item.lLwKfb78XjYrL9Af" + } + }, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "kX3y9lsMUECZvDYD", + "name": "Unskilled Attempt", + "type": "skill", + "data": { + "description": "
\n

If a character doesn’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.

\n

The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "agility", + "die": { + "sides": 4, + "modifier": "-2" + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 3300001, + "flags": { + "core": { + "sourceId": "Item.R2kGvrkoRS50N34L" + } + }, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "0Rz7kpXFZs0gwrel", + "name": "Alertness", + "type": "edge", + "data": { + "description": "
\n

Not much gets by this hero. He’s very observant and perceptive, and adds +2 to his @Compendium[swade-core-rules.swade-skills.Notice]{Notice} rolls to hear, see, or otherwise sense the world around him.

\n
", + "notes": "", + "additionalStats": {}, + "isArcaneBackground": false, + "requirements": { + "value": "Novice" + } + }, + "sort": 100001, + "flags": { + "core": { + "sourceId": "Item.s5rdWyJZfUj7yF3x" + }, + "cf": { + "id": "temp_e7eeiuu1uj", + "path": "Edges#/CF_SEP/Background Edges", + "color": "#000000" + } + }, + "img": "systems/swade/assets/icons/edge.svg", + "effects": [] + } + ] + }, + { + "id": "Dog / Wolf", + "name": "Dog / Wolf", + "description": "
\n

The stats below are for large attack dogs, such as Rottweilers and Doberman Pinschers, as well as wolves, hyenas, and the like.

\n

Special Abilities:

\n\n
", + "items": [ + { + "_id": "zSzxELVfxfIB5hTB", + "name": "Bite", + "type": "weapon", + "data": { + "description": "
\n

See @Compendium[swade-core-rules.swade-rules.Special Ability (Bite)]{Bite}.

\n
", + "notes": "", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": true, + "equipped": true, + "isVehicular": false, + "mods": 1, + "actions": { + "skill": "Fighting", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "damage": "@str+d4", + "range": "", + "rof": "0", + "ap": "0", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 3400001, + "flags": {}, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + }, + { + "_id": "IFNwfQNRZ7V1w2Cf", + "name": "★ Athletics", + "type": "skill", + "data": { + "description": "
\n

Athletics combines an individual’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "agility", + "die": { + "sides": 8, + "modifier": "0" + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 200001, + "flags": { + "core": { + "sourceId": "Item.ThluRmWuVugZcwT0" + } + }, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "bwCTDhJozsChQSlV", + "name": "Fighting", + "type": "skill", + "data": { + "description": "
\n

Fighting covers all hand-to-hand (melee) attacks, whether it’s with fists, axes, laser swords, or martial arts. See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for the combat rules and the various maneuvers a warrior might attempt.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "agility", + "die": { + "sides": 6, + "modifier": "0" + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 900001, + "flags": { + "core": { + "sourceId": "Item.MkOyJcMA0vLsjgFA" + } + }, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "aH6OlBFfeBWX0hgx", + "name": "★ Notice", + "type": "skill", + "data": { + "description": "
\n

Notice is a hero’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "smarts", + "die": { + "sides": 10, + "modifier": "0" + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 1600001, + "flags": { + "core": { + "sourceId": "Item.gajXdyINbqL1dJTO" + } + }, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "2FfWed7AazJmhNaq", + "name": "★ Stealth", + "type": "skill", + "data": { + "description": "
\n

Stealth is the ability to hide and move quietly. A simple @Compendium[swade-core-rules.swade-rules.Trait Rolls]{success} on a Stealth roll means the character avoids detection if enemies aren’t particularly alert. If the character @Compendium[swade-core-rules.swade-rules.Trait Rolls]{fails} the roll, the enemy realizes something is amiss and begins actively searching for whatever roused them.

\n

Once foes are alerted and active, Stealth is opposed by @Compendium[swade-core-rules.swade-skills.Notice]{Notice} (a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{group roll} if there are many foes.

\n

The GM should apply any circumstantial penalties to @Compendium[swade-core-rules.swade-skills.Notice]{Notice} rolls for @Compendium[swade-core-rules.swade-rules.Illumination]{darkness}, @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{cover}, noise, distractions, and any difference in the target’s @Compendium[swade-core-rules.swade-rules.Size and Scale]{Scale} (just like when attacking). Sneaking through dry leaves might subtract 2 from the Stealth roll, for example, while spotting someone in the dark uses the @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination} penalty (−4). Don’t apply the same modifier to both rolls, however. If Stealth is at −2 for the leaves, don’t give Notice a +2 for them as well.

\n

Sneak Attack: Sneaking up close enough to make a melee attack always requires an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} Stealth roll versus the target’s @Compendium[swade-core-rules.swade-skills.Notice]{Notice}, whether the guard is actively looking for trouble or not. If successful, the victim is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} to the attacker, but only until the attacker’s turn ends. With a raise, the attacker has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} instead.

\n

Movement: In combat, characters roll Stealth each turn as a @Compendium[swade-core-rules.swade-rules.Actions]{free action} at the end of their move or any action the GM thinks might draw attention.

\n

Out of combat, the distance moved depends entirely on the situation. The GM might want a roll every minute if the group is sneaking around the perimeter of a defensive position, or every few miles if they’re trying to quietly walk the path through a dark forest without alerting the creatures that live there.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "agility", + "die": { + "sides": 8, + "modifier": "0" + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 2800001, + "flags": { + "core": { + "sourceId": "Item.lLwKfb78XjYrL9Af" + } + }, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "mkBeoNTSNwnmSi1w", + "name": "Unskilled Attempt", + "type": "skill", + "data": { + "description": "
\n

If a character doesn’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.

\n

The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "agility", + "die": { + "sides": 4, + "modifier": "-2" + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 3300001, + "flags": { + "core": { + "sourceId": "Item.R2kGvrkoRS50N34L" + } + }, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "mrdSFQWQk2wrFc1X", + "name": "Alertness", + "type": "edge", + "data": { + "description": "
\n

Not much gets by this hero. He’s very observant and perceptive, and adds +2 to his @Compendium[swade-core-rules.swade-skills.Notice]{Notice} rolls to hear, see, or otherwise sense the world around him.

\n
", + "notes": "", + "additionalStats": {}, + "isArcaneBackground": false, + "requirements": { + "value": "Novice" + } + }, + "sort": 100001, + "flags": { + "core": { + "sourceId": "Item.s5rdWyJZfUj7yF3x" + }, + "cf": { + "id": "temp_e7eeiuu1uj", + "path": "Edges#/CF_SEP/Background Edges", + "color": "#000000" + } + }, + "img": "systems/swade/assets/icons/edge.svg", + "effects": [] + } + ] + }, + { + "id": "Dragon", + "name": "Dragon", + "description": "
\n

Dragons are fire-breathing monsters that bring doom and despair to the villages they ravage. Such creatures should not be fought lightly as they are more than a match for even a party of experienced adventurers. These beasts are quite intelligent as well, and use all of their advantages when confronted by would-be dragon-slayers.

\n

Special Abilities:

\n\n

 

\n
", + "items": [ + { + "_id": "L1to2JULbKVBprIk", + "name": "Armor +4", + "type": "armor", + "data": { + "description": "
\n

Scaly hide.

\n
", + "notes": "", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": true, + "equipped": true, + "minStr": "", + "armor": 4, + "isNaturalArmor": true, + "locations": { + "head": true, + "torso": true, + "arms": true, + "legs": true + } + }, + "sort": 3400001, + "flags": {}, + "img": "systems/swade/assets/icons/armor.svg", + "effects": [] + }, + { + "_id": "P4Jr2C61WaeUfM2y", + "name": "Bite/Claws", + "type": "weapon", + "data": { + "description": "
\n

See @Compendium[swade-core-rules.swade-rules.Special Ability (Bite)]{Bite} and @Compendium[swade-core-rules.swade-rules.Special Ability (Claws)]{Claws}.

\n
", + "notes": "", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": true, + "equipped": true, + "isVehicular": false, + "mods": 1, + "actions": { + "skill": "Fighting", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "damage": "@str+d8", + "range": "", + "rof": "0", + "ap": "0", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 100000, + "flags": {}, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + }, + { + "_id": "vTdwFc7Eh1zN65XM", + "name": "Tail Lash", + "type": "weapon", + "data": { + "description": "
\n

The creature may make a @Compendium[swade-core-rules.swade-rules.Free Attacks]{free attack} against up to two foes to its side or rear at no penalty.

\n
", + "notes": "", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": true, + "equipped": true, + "isVehicular": false, + "mods": 1, + "actions": { + "skill": "Fighting", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "damage": "@str+d4", + "range": "", + "rof": "0", + "ap": "0", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 200000, + "flags": {}, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + }, + { + "_id": "UKI9CCv0v2zoRbsb", + "name": "★ Athletics", + "type": "skill", + "data": { + "description": "
\n

Athletics combines an individual’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "agility", + "die": { + "sides": 10, + "modifier": "0" + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 200001, + "flags": { + "core": { + "sourceId": "Item.ThluRmWuVugZcwT0" + } + }, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "MhsK3n1HZIQJDjNc", + "name": "★ Common Knowledge", + "type": "skill", + "data": { + "description": "

Characters roll Common Knowledge to know people, places, and things of their world, including etiquette, geography, culture, popular technology, contacts, and customs.

", + "notes": "", + "additionalStats": {}, + "attribute": "smarts", + "die": { + "sides": 6, + "modifier": "0" + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 500001, + "flags": { + "core": { + "sourceId": "Item.1tOgUH9HCh7nUvDa" + } + }, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "pZphNDYyjQRuNXWW", + "name": "Fighting", + "type": "skill", + "data": { + "description": "
\n

Fighting covers all hand-to-hand (melee) attacks, whether it’s with fists, axes, laser swords, or martial arts. See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for the combat rules and the various maneuvers a warrior might attempt.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "agility", + "die": { + "sides": 10, + "modifier": "0" + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 900001, + "flags": { + "core": { + "sourceId": "Item.MkOyJcMA0vLsjgFA" + } + }, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "QOjULYHgwZzyJ29q", + "name": "Intimidation", + "type": "skill", + "data": { + "description": "
\n

Intimidation is the art of frightening an opponent so that he backs down, reveals information, or flees.

\n

Intimidation is an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed roll} resisted by the opponent’s @Compendium[swade-core-rules.swade-rules.Traits]{Spirit}. In combat, this is a @Compendium[swade-core-rules.swade-rules.Test]{Test}. Out of combat, a successful roll means the foe backs down for the most part, reveals some information, or slinks away when the opportunity presents itself.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} might mean he backs down for the remainder of the scene, spills all the beans, or runs away as fast as he can.

\n

In or out of combat, a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} means the target is immune to this character’s Intimidation attempts for the remainder of this encounter!

\n

Networking: Intimidation can also be used as a “macro” skill to simulate several hours of working the streets. See @Compendium[swade-core-rules.swade-rules.Networking]{Networking} to see how to crack some heads for favors or information.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "spirit", + "die": { + "sides": 12, + "modifier": "0" + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 1400001, + "flags": { + "core": { + "sourceId": "Item.RjQlkvlDhnmUbcVK" + } + }, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "BZ0oa2UQ1GURBHTs", + "name": "★ Notice", + "type": "skill", + "data": { + "description": "
\n

Notice is a hero’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "smarts", + "die": { + "sides": 12, + "modifier": "0" + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 1600001, + "flags": { + "core": { + "sourceId": "Item.gajXdyINbqL1dJTO" + } + }, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "hGsoJyLU3aLbk7MX", + "name": "★ Persuasion", + "type": "skill", + "data": { + "description": "
\n

Persuasion is the ability to convince others to do what you want through reason, cajoling, deception, rewards, or other friendly means. Persuasion isn’t mind control. It can change someone’s attitude but not their goals. A bandit may let you keep a sentimental piece of jewelry with a good Persuasion roll but still takes all your other goods.

\n

When used to @Compendium[swade-core-rules.swade-rules.Support]{Support} allies it’s an unopposed roll. If the target is resistant, it’s an @JournalEntry[JBxsGv2wAoAmoCDe]{opposed} roll vs. the target’s @Compendium[swade-core-rules.swade-rules.Traits]{Spirit}. The GM should modify the roll as she sees fit based on roleplaying, any pertinent @Compendium[swade-core-rules.swade-rules.Edges]{Edges} or @Compendium[swade-core-rules.swade-rules.Hindrances]{Hindrances} that affect the conversation, and the circumstances.

\n

Reaction Level: How much a person is willing to cooperate depends largely on their attitude toward whoever’s talking to them. The Game Master can decide how nonplayer characters feel based on the setting, or roll on the @Compendium[swade-core-rules.swade-tables.Reaction Table]{Reaction Table} if she has no preconceived notions.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} improves the target’s attitude one level and a raise improves it two. Further increases aren’t generally possible in the same encounter—it takes individuals a little time to adjust their biases.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Failure} means the target won’t change his mind this scene or until the situation changes in some important way. A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} also reduces the target’s attitude two levels.

\n

Only one roll should generally be allowed per interaction unless new information is revealed, a substantial reward is offered, etc.

\n

Networking: Characters can also use Persuasion as a “macro skill,” simulating a few hours or an evening’s time hobnobbing and socializing to gain favors or information. See @Compendium[swade-core-rules.swade-rules.Networking]{Networking}.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "spirit", + "die": { + "sides": 10, + "modifier": "0" + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 1900001, + "flags": { + "core": { + "sourceId": "Item.Ad2OH9vfoYmyw6je" + } + }, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "CHEdnDkmwU6IK744", + "name": "★ Stealth", + "type": "skill", + "data": { + "description": "
\n

Stealth is the ability to hide and move quietly. A simple @Compendium[swade-core-rules.swade-rules.Trait Rolls]{success} on a Stealth roll means the character avoids detection if enemies aren’t particularly alert. If the character @Compendium[swade-core-rules.swade-rules.Trait Rolls]{fails} the roll, the enemy realizes something is amiss and begins actively searching for whatever roused them.

\n

Once foes are alerted and active, Stealth is opposed by @Compendium[swade-core-rules.swade-skills.Notice]{Notice} (a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{group roll} if there are many foes.

\n

The GM should apply any circumstantial penalties to @Compendium[swade-core-rules.swade-skills.Notice]{Notice} rolls for @Compendium[swade-core-rules.swade-rules.Illumination]{darkness}, @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{cover}, noise, distractions, and any difference in the target’s @Compendium[swade-core-rules.swade-rules.Size and Scale]{Scale} (just like when attacking). Sneaking through dry leaves might subtract 2 from the Stealth roll, for example, while spotting someone in the dark uses the @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination} penalty (−4). Don’t apply the same modifier to both rolls, however. If Stealth is at −2 for the leaves, don’t give Notice a +2 for them as well.

\n

Sneak Attack: Sneaking up close enough to make a melee attack always requires an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} Stealth roll versus the target’s @Compendium[swade-core-rules.swade-skills.Notice]{Notice}, whether the guard is actively looking for trouble or not. If successful, the victim is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} to the attacker, but only until the attacker’s turn ends. With a raise, the attacker has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} instead.

\n

Movement: In combat, characters roll Stealth each turn as a @Compendium[swade-core-rules.swade-rules.Actions]{free action} at the end of their move or any action the GM thinks might draw attention.

\n

Out of combat, the distance moved depends entirely on the situation. The GM might want a roll every minute if the group is sneaking around the perimeter of a defensive position, or every few miles if they’re trying to quietly walk the path through a dark forest without alerting the creatures that live there.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "agility", + "die": { + "sides": 8, + "modifier": "0" + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 2800001, + "flags": { + "core": { + "sourceId": "Item.lLwKfb78XjYrL9Af" + } + }, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "3ONrK5BjuGs9kq3F", + "name": "Unskilled Attempt", + "type": "skill", + "data": { + "description": "
\n

If a character doesn’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.

\n

The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "agility", + "die": { + "sides": 4, + "modifier": "-2" + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 3300001, + "flags": { + "core": { + "sourceId": "Item.R2kGvrkoRS50N34L" + } + }, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "8rxL7gKQS1SYZyeR", + "name": "Improved Frenzy", + "type": "edge", + "data": { + "description": "
\n

The fighter rolls an extra @Compendium[swade-core-rules.swade-skills.Fighting]{Fighting} die with up to two Fighting attacks in the same turn

\n

Example

\n

Red desperately attacks a giant crab-like creature on an alien planet. She has Improved Frenzy and decides to attack three times (a @Compendium[swade-core-rules.swade-rules.Multi-Actions]{Multi-Action} at the usual penalty). She rolls her Fighting skill with an extra die for her first attack and second attack. She doesn’t get the extra die on her third Fighting roll.

\n
", + "notes": "", + "additionalStats": {}, + "isArcaneBackground": false, + "requirements": { + "value": "Veteran, Frenzy" + } + }, + "sort": 2000001, + "flags": { + "core": { + "sourceId": "Item.RBpY2yIpaSy6B6vH" + }, + "cf": { + "id": "temp_gzpqja0fexk", + "path": "Edges#/CF_SEP/Combat Edges", + "color": "#000000" + } + }, + "img": "systems/swade/assets/icons/edge.svg", + "effects": [] + }, + { + "_id": "F3zu6HL5EqW1nSzj", + "name": "Level Headed", + "type": "edge", + "data": { + "description": "
\n

Fighters who can keep their cool when everyone else is running for @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{cover} make deadly combatants. A hero with this Edge draws an additional @Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{Action Card} in combat and chooses which to use.

\n
", + "notes": "", + "additionalStats": {}, + "isArcaneBackground": false, + "requirements": { + "value": "Seasoned, Smarts d8+" + } + }, + "sort": 2700001, + "flags": { + "core": { + "sourceId": "Item.4CgVoXw4bgfqjdTL" + }, + "cf": { + "id": "temp_gzpqja0fexk", + "path": "Edges#/CF_SEP/Combat Edges", + "color": "#000000" + } + }, + "img": "systems/swade/assets/icons/edge.svg", + "effects": [] + }, + { + "_id": "WPh7uhrqRMYiJjVe", + "name": "Fiery Breath", + "type": "weapon", + "data": { + "description": "
\n

Dragons breathe fire for 3d6 damage.

\n
", + "notes": "", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": false, + "equipped": true, + "isVehicular": false, + "mods": 1, + "actions": { + "skill": "", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "damage": "3d6", + "range": "", + "rof": "1", + "ap": "0", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 300000, + "flags": {}, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + } + ] + }, + { + "id": "Drake", + "name": "Drake", + "description": "
\n

Drakes are non-flying dragons with animal intelligence (rather than the more human-like sentience of true dragons). They are much more aggressive in direct combat than their distant cousins, however.

\n

Special Abilities:

\n\n
", + "items": [ + { + "_id": "JCf5SgQCZtThHpsl", + "name": "★ Athletics", + "type": "skill", + "data": { + "description": "
\n

Athletics combines an individual’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "agility", + "die": { + "sides": 8, + "modifier": "0" + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 800000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "7cwvdWmTtzvMaxWw", + "name": "Fighting", + "type": "skill", + "data": { + "description": "
\n

Fighting covers all hand-to-hand (melee) attacks, whether it’s with fists, axes, laser swords, or martial arts. See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for the combat rules and the various maneuvers a warrior might attempt.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "agility", + "die": { + "sides": 10, + "modifier": "0" + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 700000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "TON99pq1HPUSSLyV", + "name": "Intimidation", + "type": "skill", + "data": { + "description": "
\n

Intimidation is the art of frightening an opponent so that he backs down, reveals information, or flees.

\n

Intimidation is an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed roll} resisted by the opponent’s @Compendium[swade-core-rules.swade-rules.Traits]{Spirit}. In combat, this is a @Compendium[swade-core-rules.swade-rules.Test]{Test}. Out of combat, a successful roll means the foe backs down for the most part, reveals some information, or slinks away when the opportunity presents itself.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} might mean he backs down for the remainder of the scene, spills all the beans, or runs away as fast as he can.

\n

In or out of combat, a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} means the target is immune to this character’s Intimidation attempts for the remainder of this encounter!

\n

Networking: Intimidation can also be used as a “macro” skill to simulate several hours of working the streets. See @Compendium[swade-core-rules.swade-rules.Networking]{Networking} to see how to crack some heads for favors or information.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "agility", + "die": { + "sides": 12, + "modifier": "0" + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 600000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "Li4ZVhhKrODM1Lhp", + "name": "★ Notice", + "type": "skill", + "data": { + "description": "
\n

Notice is a hero’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 8, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 900000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "ejPXuuIkQfcpC9Fl", + "name": "★ Stealth", + "type": "skill", + "data": { + "description": "
\n

Stealth is the ability to hide and move quietly. A simple @Compendium[swade-core-rules.swade-rules.Trait Rolls]{success} on a Stealth roll means the character avoids detection if enemies aren’t particularly alert. If the character @Compendium[swade-core-rules.swade-rules.Trait Rolls]{fails} the roll, the enemy realizes something is amiss and begins actively searching for whatever roused them.

\n

Once foes are alerted and active, Stealth is opposed by @Compendium[swade-core-rules.swade-skills.Notice]{Notice} (a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{group roll} if there are many foes.

\n

The GM should apply any circumstantial penalties to @Compendium[swade-core-rules.swade-skills.Notice]{Notice} rolls for @Compendium[swade-core-rules.swade-rules.Illumination]{darkness}, @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{cover}, noise, distractions, and any difference in the target’s @Compendium[swade-core-rules.swade-rules.Size and Scale]{Scale} (just like when attacking). Sneaking through dry leaves might subtract 2 from the Stealth roll, for example, while spotting someone in the dark uses the @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination} penalty (−4). Don’t apply the same modifier to both rolls, however. If Stealth is at −2 for the leaves, don’t give Notice a +2 for them as well.

\n

Sneak Attack: Sneaking up close enough to make a melee attack always requires an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} Stealth roll versus the target’s @Compendium[swade-core-rules.swade-skills.Notice]{Notice}, whether the guard is actively looking for trouble or not. If successful, the victim is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} to the attacker, but only until the attacker’s turn ends. With a raise, the attacker has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} instead.

\n

Movement: In combat, characters roll Stealth each turn as a @Compendium[swade-core-rules.swade-rules.Actions]{free action} at the end of their move or any action the GM thinks might draw attention.

\n

Out of combat, the distance moved depends entirely on the situation. The GM might want a roll every minute if the group is sneaking around the perimeter of a defensive position, or every few miles if they’re trying to quietly walk the path through a dark forest without alerting the creatures that live there.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 6, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 1100000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "MY12ZE2tM279zCIR", + "name": "Unskilled Attempt", + "type": "skill", + "data": { + "description": "
\n

If a character doesn’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.

\n

The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 4, + "modifier": -2 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 1000000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "6i9w3B0KnUKwLlkg", + "name": "Armor +4", + "type": "armor", + "data": { + "description": "
\n

Scaly hide.

\n
", + "notes": "", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": true, + "equipped": true, + "minStr": "", + "armor": 4, + "isNaturalArmor": true, + "locations": { + "head": true, + "torso": true, + "arms": true, + "legs": true + } + }, + "sort": 400000, + "flags": {}, + "img": "systems/swade/assets/icons/armor.svg", + "effects": [] + }, + { + "_id": "UhVY7vOuVJXYML5t", + "name": "Bite/Claws", + "type": "weapon", + "data": { + "description": "
\n

See @Compendium[swade-core-rules.swade-rules.Special Ability (Bite)]{Bite} and @Compendium[swade-core-rules.swade-rules.Special Ability (Claws)]{Claws}.

\n
", + "notes": "", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": true, + "equipped": true, + "isVehicular": false, + "mods": 1, + "actions": { + "skill": "Fighting", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "damage": "@str+d8", + "range": "", + "rof": "0", + "ap": "0", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 500000, + "flags": {}, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + }, + { + "_id": "o3goP5RmGSGgcLxa", + "name": "Tail Lash", + "type": "weapon", + "data": { + "description": "
\n

The creature may make a free attack against up to two foes to its side or rear at no penalty.

\n
", + "notes": "", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": true, + "equipped": true, + "isVehicular": false, + "mods": 1, + "actions": { + "skill": "Fighting", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "damage": "@str", + "range": "", + "rof": "0", + "ap": "0", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 200000, + "flags": {}, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + }, + { + "_id": "8lV6YklJxBtvW5cD", + "name": "Fiery Breath", + "type": "weapon", + "data": { + "description": "
\n

Drakes breathe fire for 3d6 damage.

\n
", + "notes": "", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": false, + "equipped": true, + "isVehicular": false, + "mods": 1, + "actions": { + "skill": "", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "damage": "3d6", + "range": "", + "rof": "1", + "ap": "0", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 300000, + "flags": {}, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + } + ] + }, + { + "id": "Elemental, Air", + "name": "Elemental, Air", + "description": "
\n

Air elementals manifest as sentient whirlwinds.

\n

Special Abilities:

\n\n
", + "items": [ + { + "_id": "zNEQcstYe6gbbwmc", + "name": "★ Athletics", + "type": "skill", + "data": { + "description": "
\n

Athletics combines an individual’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 10, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 200000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "PtJc4t0Ko27GFEwC", + "name": "Fighting", + "type": "skill", + "data": { + "description": "
\n

Fighting covers all hand-to-hand (melee) attacks, whether it’s with fists, axes, laser swords, or martial arts. See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for the combat rules and the various maneuvers a warrior might attempt.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 8, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 300000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "CIv0OriblWdcktbX", + "name": "★ Notice", + "type": "skill", + "data": { + "description": "
\n

Notice is a hero’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 8, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 400000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "Di24FOsP9iFwstfP", + "name": "Shooting", + "type": "skill", + "data": { + "description": "
\n

Shooting covers all attempts to hit a target with a ranged weapon such as a bow, pistol, or rocket launcher (thrown weapons use @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics}). See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for details on ranged combat.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 6, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 500000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "gosAALoE9KDprh8N", + "name": "★ Stealth", + "type": "skill", + "data": { + "description": "
\n

Stealth is the ability to hide and move quietly. A simple @Compendium[swade-core-rules.swade-rules.Trait Rolls]{success} on a Stealth roll means the character avoids detection if enemies aren’t particularly alert. If the character @Compendium[swade-core-rules.swade-rules.Trait Rolls]{fails} the roll, the enemy realizes something is amiss and begins actively searching for whatever roused them.

\n

Once foes are alerted and active, Stealth is opposed by @Compendium[swade-core-rules.swade-skills.Notice]{Notice} (a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{group roll} if there are many foes.

\n

The GM should apply any circumstantial penalties to @Compendium[swade-core-rules.swade-skills.Notice]{Notice} rolls for @Compendium[swade-core-rules.swade-rules.Illumination]{darkness}, @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{cover}, noise, distractions, and any difference in the target’s @Compendium[swade-core-rules.swade-rules.Size and Scale]{Scale} (just like when attacking). Sneaking through dry leaves might subtract 2 from the Stealth roll, for example, while spotting someone in the dark uses the @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination} penalty (−4). Don’t apply the same modifier to both rolls, however. If Stealth is at −2 for the leaves, don’t give Notice a +2 for them as well.

\n

Sneak Attack: Sneaking up close enough to make a melee attack always requires an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} Stealth roll versus the target’s @Compendium[swade-core-rules.swade-skills.Notice]{Notice}, whether the guard is actively looking for trouble or not. If successful, the victim is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} to the attacker, but only until the attacker’s turn ends. With a raise, the attacker has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} instead.

\n

Movement: In combat, characters roll Stealth each turn as a @Compendium[swade-core-rules.swade-rules.Actions]{free action} at the end of their move or any action the GM thinks might draw attention.

\n

Out of combat, the distance moved depends entirely on the situation. The GM might want a roll every minute if the group is sneaking around the perimeter of a defensive position, or every few miles if they’re trying to quietly walk the path through a dark forest without alerting the creatures that live there.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 10, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 700000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "zsX1TKicRp06e5SH", + "name": "Unskilled Attempt", + "type": "skill", + "data": { + "description": "
\n

If a character doesn’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.

\n

The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 4, + "modifier": -2 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 600000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "RsjtBzG5SfJE5c6V", + "name": "Wind Blast", + "type": "weapon", + "data": { + "description": "
\n

Air elementals can send directed blasts of air to knock their foes away. They may choose one target or a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Cone Template}, and use their @Compendium[swade-core-rules.swade-skills.Shooting]{Shooting} skill for the roll. Those affected make a @Compendium[swade-core-rules.swade-rules.Traits]{Strength} roll (at −2 if the elemental gets a raise) or are hurled 2d6″. Anyone who strikes a hard object (such as a wall) takes 2d4 @Compendium[swade-core-rules.swade-rules.Nonlethal Damage]{nonlethal damage}.

\n
", + "notes": "", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": false, + "equipped": true, + "isVehicular": false, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "", + "dmgMod": "", + "additional": { + "h7ya09sy79": { + "name": "Nonlethal Damage", + "type": "damage", + "rof": null, + "skillMod": "", + "skillOverride": "", + "shotsUsed": null, + "dmgOverride": "2d4", + "dmgMod": "" + } + } + }, + "damage": "", + "range": "", + "rof": "1", + "ap": "0", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 100000, + "flags": {}, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + } + ] + }, + { + "id": "Elemental, Earth", + "name": "Elemental, Earth", + "description": "
\n

Earth elementals manifest as five-foot-tall, vaguely man-shaped collections of earth and stone. Though strong, they are also quite slow and ponderous.

\n

Special Abilities:

\n\n

 

\n
", + "items": [ + { + "_id": "aadjpODrVvYsQqEj", + "name": "★ Athletics", + "type": "skill", + "data": { + "description": "
\n

Athletics combines an individual’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "agility", + "die": { + "sides": 6, + "modifier": "0" + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 300000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "oJWZiQXxvR0BXlpU", + "name": "Fighting", + "type": "skill", + "data": { + "description": "
\n

Fighting covers all hand-to-hand (melee) attacks, whether it’s with fists, axes, laser swords, or martial arts. See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for the combat rules and the various maneuvers a warrior might attempt.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 8, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 400000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "ezblD5ELPAOP4uxB", + "name": "★ Notice", + "type": "skill", + "data": { + "description": "
\n

Notice is a hero’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 4, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 500000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "G0iqnrhO6JkEp8Y6", + "name": "★ Stealth", + "type": "skill", + "data": { + "description": "
\n

Stealth is the ability to hide and move quietly. A simple @Compendium[swade-core-rules.swade-rules.Trait Rolls]{success} on a Stealth roll means the character avoids detection if enemies aren’t particularly alert. If the character @Compendium[swade-core-rules.swade-rules.Trait Rolls]{fails} the roll, the enemy realizes something is amiss and begins actively searching for whatever roused them.

\n

Once foes are alerted and active, Stealth is opposed by @Compendium[swade-core-rules.swade-skills.Notice]{Notice} (a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{group roll} if there are many foes.

\n

The GM should apply any circumstantial penalties to @Compendium[swade-core-rules.swade-skills.Notice]{Notice} rolls for @Compendium[swade-core-rules.swade-rules.Illumination]{darkness}, @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{cover}, noise, distractions, and any difference in the target’s @Compendium[swade-core-rules.swade-rules.Size and Scale]{Scale} (just like when attacking). Sneaking through dry leaves might subtract 2 from the Stealth roll, for example, while spotting someone in the dark uses the @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination} penalty (−4). Don’t apply the same modifier to both rolls, however. If Stealth is at −2 for the leaves, don’t give Notice a +2 for them as well.

\n

Sneak Attack: Sneaking up close enough to make a melee attack always requires an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} Stealth roll versus the target’s @Compendium[swade-core-rules.swade-skills.Notice]{Notice}, whether the guard is actively looking for trouble or not. If successful, the victim is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} to the attacker, but only until the attacker’s turn ends. With a raise, the attacker has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} instead.

\n

Movement: In combat, characters roll Stealth each turn as a @Compendium[swade-core-rules.swade-rules.Actions]{free action} at the end of their move or any action the GM thinks might draw attention.

\n

Out of combat, the distance moved depends entirely on the situation. The GM might want a roll every minute if the group is sneaking around the perimeter of a defensive position, or every few miles if they’re trying to quietly walk the path through a dark forest without alerting the creatures that live there.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 6, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 600000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "2v4nfvwi3fJ3XUw4", + "name": "Unskilled Attempt", + "type": "skill", + "data": { + "description": "
\n

If a character doesn’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.

\n

The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 4, + "modifier": -2 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 700000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "kofVmif429XMkUyJ", + "name": "Armor +4", + "type": "armor", + "data": { + "description": "
\n

Rocky hide.

\n
", + "notes": "", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": true, + "equipped": true, + "minStr": "", + "armor": 4, + "isNaturalArmor": true, + "locations": { + "head": true, + "torso": true, + "arms": true, + "legs": true + } + }, + "sort": 100000, + "flags": {}, + "img": "systems/swade/assets/icons/armor.svg", + "effects": [] + }, + { + "_id": "oMFnqXelwrWDJrkU", + "name": "Bash", + "type": "weapon", + "data": { + "description": null, + "notes": "", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": true, + "equipped": true, + "isVehicular": false, + "mods": 1, + "actions": { + "skill": "Fighting", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "damage": "@str+d6", + "range": "", + "rof": "0", + "ap": "0", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 200000, + "flags": {}, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + } + ] + }, + { + "id": "Elemental, Fire", + "name": "Elemental, Fire", + "description": "
\n

Fire elementals appear as man-shaped flame.

\n

Special Abilities:

\n\n
", + "items": [ + { + "_id": "IXxWs8UEb82IoIVm", + "name": "★ Athletics", + "type": "skill", + "data": { + "description": "
\n

Athletics combines an individual’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 8, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 400000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "N5oh3rxeVtBjuZQL", + "name": "Fighting", + "type": "skill", + "data": { + "description": "
\n

Fighting covers all hand-to-hand (melee) attacks, whether it’s with fists, axes, laser swords, or martial arts. See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for the combat rules and the various maneuvers a warrior might attempt.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 10, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 500000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "omyx6Pmpxhr6ecoe", + "name": "★ Notice", + "type": "skill", + "data": { + "description": "
\n

Notice is a hero’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 6, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 600000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "zbqfGdjzbxhetJ78", + "name": "Shooting", + "type": "skill", + "data": { + "description": "
\n

Shooting covers all attempts to hit a target with a ranged weapon such as a bow, pistol, or rocket launcher (thrown weapons use @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics}). See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for details on ranged combat.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "agility", + "die": { + "sides": 8, + "modifier": "0" + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 100000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "lVrvbEP5JeYeVOX1", + "name": "★ Stealth", + "type": "skill", + "data": { + "description": "
\n

Stealth is the ability to hide and move quietly. A simple @Compendium[swade-core-rules.swade-rules.Trait Rolls]{success} on a Stealth roll means the character avoids detection if enemies aren’t particularly alert. If the character @Compendium[swade-core-rules.swade-rules.Trait Rolls]{fails} the roll, the enemy realizes something is amiss and begins actively searching for whatever roused them.

\n

Once foes are alerted and active, Stealth is opposed by @Compendium[swade-core-rules.swade-skills.Notice]{Notice} (a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{group roll} if there are many foes.

\n

The GM should apply any circumstantial penalties to @Compendium[swade-core-rules.swade-skills.Notice]{Notice} rolls for @Compendium[swade-core-rules.swade-rules.Illumination]{darkness}, @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{cover}, noise, distractions, and any difference in the target’s @Compendium[swade-core-rules.swade-rules.Size and Scale]{Scale} (just like when attacking). Sneaking through dry leaves might subtract 2 from the Stealth roll, for example, while spotting someone in the dark uses the @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination} penalty (−4). Don’t apply the same modifier to both rolls, however. If Stealth is at −2 for the leaves, don’t give Notice a +2 for them as well.

\n

Sneak Attack: Sneaking up close enough to make a melee attack always requires an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} Stealth roll versus the target’s @Compendium[swade-core-rules.swade-skills.Notice]{Notice}, whether the guard is actively looking for trouble or not. If successful, the victim is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} to the attacker, but only until the attacker’s turn ends. With a raise, the attacker has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} instead.

\n

Movement: In combat, characters roll Stealth each turn as a @Compendium[swade-core-rules.swade-rules.Actions]{free action} at the end of their move or any action the GM thinks might draw attention.

\n

Out of combat, the distance moved depends entirely on the situation. The GM might want a roll every minute if the group is sneaking around the perimeter of a defensive position, or every few miles if they’re trying to quietly walk the path through a dark forest without alerting the creatures that live there.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 6, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 800000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "ZgDjSCCBDqG73LH5", + "name": "Unskilled Attempt", + "type": "skill", + "data": { + "description": "
\n

If a character doesn’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.

\n

The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 4, + "modifier": -2 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 700000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "rUGKjno6anu3y9u5", + "name": "Fiery Touch", + "type": "weapon", + "data": { + "description": "
\n

Chance of catching @Compendium[swade-core-rules.swade-rules.Fire]{Fire}.

\n
", + "notes": "", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": true, + "equipped": true, + "isVehicular": false, + "mods": 1, + "actions": { + "skill": "Fighting", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "damage": "@str+d6", + "range": "", + "rof": "0", + "ap": "0", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 300000, + "flags": {}, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + }, + { + "_id": "FByUzbSNDkI6hWjo", + "name": "Flame Strike", + "type": "weapon", + "data": { + "description": "
\n

Can project a searing blast of flame using the @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Cone Template} and their @Compendium[swade-core-rules.swade-skills.Shooting]{Shooting} skill. Characters within take 3d6 and may catch @Compendium[swade-core-rules.swade-rules.Fire]{Fire}. May be Evaded.

\n
", + "notes": "Cone Template", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": false, + "equipped": true, + "isVehicular": false, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "damage": "3d6", + "range": "", + "rof": "1", + "ap": "0", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 200000, + "flags": {}, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + } + ] + }, + { + "id": "Elemental, Water", + "name": "Elemental, Water", + "description": "
\n

These spirits are frothing, man-shaped beings of water.

\n

Special Abilities:

\n\n
", + "items": [ + { + "_id": "O1HdypkB91DJE8UM", + "name": "★ Athletics", + "type": "skill", + "data": { + "description": "
\n

Athletics combines an individual’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 6, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 300000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "6HOfpivddxtPYCMw", + "name": "Fighting", + "type": "skill", + "data": { + "description": "
\n

Fighting covers all hand-to-hand (melee) attacks, whether it’s with fists, axes, laser swords, or martial arts. See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for the combat rules and the various maneuvers a warrior might attempt.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 8, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 400000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "rfLRvVAZfYQcNQ8B", + "name": "★ Notice", + "type": "skill", + "data": { + "description": "
\n

Notice is a hero’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 6, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 500000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "HCwNXshaqNnAkfiu", + "name": "Shooting", + "type": "skill", + "data": { + "description": "
\n

Shooting covers all attempts to hit a target with a ranged weapon such as a bow, pistol, or rocket launcher (thrown weapons use @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics}). See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for details on ranged combat.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 8, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 600000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "VEABnIMIEWvKgq4X", + "name": "★ Stealth", + "type": "skill", + "data": { + "description": "
\n

Stealth is the ability to hide and move quietly. A simple @Compendium[swade-core-rules.swade-rules.Trait Rolls]{success} on a Stealth roll means the character avoids detection if enemies aren’t particularly alert. If the character @Compendium[swade-core-rules.swade-rules.Trait Rolls]{fails} the roll, the enemy realizes something is amiss and begins actively searching for whatever roused them.

\n

Once foes are alerted and active, Stealth is opposed by @Compendium[swade-core-rules.swade-skills.Notice]{Notice} (a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{group roll} if there are many foes.

\n

The GM should apply any circumstantial penalties to @Compendium[swade-core-rules.swade-skills.Notice]{Notice} rolls for @Compendium[swade-core-rules.swade-rules.Illumination]{darkness}, @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{cover}, noise, distractions, and any difference in the target’s @Compendium[swade-core-rules.swade-rules.Size and Scale]{Scale} (just like when attacking). Sneaking through dry leaves might subtract 2 from the Stealth roll, for example, while spotting someone in the dark uses the @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination} penalty (−4). Don’t apply the same modifier to both rolls, however. If Stealth is at −2 for the leaves, don’t give Notice a +2 for them as well.

\n

Sneak Attack: Sneaking up close enough to make a melee attack always requires an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} Stealth roll versus the target’s @Compendium[swade-core-rules.swade-skills.Notice]{Notice}, whether the guard is actively looking for trouble or not. If successful, the victim is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} to the attacker, but only until the attacker’s turn ends. With a raise, the attacker has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} instead.

\n

Movement: In combat, characters roll Stealth each turn as a @Compendium[swade-core-rules.swade-rules.Actions]{free action} at the end of their move or any action the GM thinks might draw attention.

\n

Out of combat, the distance moved depends entirely on the situation. The GM might want a roll every minute if the group is sneaking around the perimeter of a defensive position, or every few miles if they’re trying to quietly walk the path through a dark forest without alerting the creatures that live there.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 8, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 800000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "B9M75tQh1KMlhnA0", + "name": "Unskilled Attempt", + "type": "skill", + "data": { + "description": "
\n

If a character doesn’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.

\n

The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 4, + "modifier": -2 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 700000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "VXQx2iAa8g84QDG8", + "name": "Slam", + "type": "weapon", + "data": { + "description": "
\n

Deals @Compendium[swade-core-rules.swade-rules.Nonlethal Damage]{nonlethal damage}

\n
", + "notes": "Nonlethal damage", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": true, + "equipped": true, + "isVehicular": false, + "mods": 1, + "actions": { + "skill": "Fighting", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "damage": "@str+d6", + "range": "", + "rof": "0", + "ap": "0", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 200000, + "flags": {}, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + }, + { + "_id": "k1F1Gx7EjhO8W2Ap", + "name": "Waterspout", + "type": "weapon", + "data": { + "description": "
\n

Can project a torrent of water using the @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Cone Template} and their @Compendium[swade-core-rules.swade-skills.Shooting]{Shooting} skill. Those within take 2d6 @Compendium[swade-core-rules.swade-rules.Nonlethal Damage]{nonlethal damage}. This may be @Compendium[swade-core-rules.swade-rules.Evasion]{Evaded}.

\n
", + "notes": "Cone Template, nonlethal damage", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": false, + "equipped": true, + "isVehicular": false, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "damage": "2d6", + "range": "", + "rof": "1", + "ap": "0", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 100000, + "flags": {}, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + } + ] + }, + { + "id": "Ghost", + "name": "Ghost", + "description": "
\n

Specters, shades, and phantoms sometimes return from death to haunt the living or fulfill some unfinished business.

\n

Special Abilities:

\n\n
", + "items": [ + { + "_id": "72VPu8FypZrWnmDV", + "name": "★ Athletics", + "type": "skill", + "data": { + "description": "
\n

Athletics combines an individual’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 6, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 200000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "AA7ylGrw3gSENGHE", + "name": "★ Common Knowledge", + "type": "skill", + "data": { + "description": "

Characters roll Common Knowledge to know people, places, and things of their world, including etiquette, geography, culture, popular technology, contacts, and customs.

", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 8, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 300000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "fi8xUHwoqvuJFbjT", + "name": "Fighting", + "type": "skill", + "data": { + "description": "
\n

Fighting covers all hand-to-hand (melee) attacks, whether it’s with fists, axes, laser swords, or martial arts. See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for the combat rules and the various maneuvers a warrior might attempt.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 6, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 400000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "F5tH4RpFtUGoyqS8", + "name": "Intimidation", + "type": "skill", + "data": { + "description": "
\n

Intimidation is the art of frightening an opponent so that he backs down, reveals information, or flees.

\n

Intimidation is an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed roll} resisted by the opponent’s @Compendium[swade-core-rules.swade-rules.Traits]{Spirit}. In combat, this is a @Compendium[swade-core-rules.swade-rules.Test]{Test}. Out of combat, a successful roll means the foe backs down for the most part, reveals some information, or slinks away when the opportunity presents itself.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} might mean he backs down for the remainder of the scene, spills all the beans, or runs away as fast as he can.

\n

In or out of combat, a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} means the target is immune to this character’s Intimidation attempts for the remainder of this encounter!

\n

Networking: Intimidation can also be used as a “macro” skill to simulate several hours of working the streets. See @Compendium[swade-core-rules.swade-rules.Networking]{Networking} to see how to crack some heads for favors or information.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 12, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 500000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "EZdYdvpnrhinuKOz", + "name": "★ Notice", + "type": "skill", + "data": { + "description": "
\n

Notice is a hero’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 12, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 800000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "6BFoUPAP3FWVRZoM", + "name": "★ Stealth", + "type": "skill", + "data": { + "description": "
\n

Stealth is the ability to hide and move quietly. A simple @Compendium[swade-core-rules.swade-rules.Trait Rolls]{success} on a Stealth roll means the character avoids detection if enemies aren’t particularly alert. If the character @Compendium[swade-core-rules.swade-rules.Trait Rolls]{fails} the roll, the enemy realizes something is amiss and begins actively searching for whatever roused them.

\n

Once foes are alerted and active, Stealth is opposed by @Compendium[swade-core-rules.swade-skills.Notice]{Notice} (a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{group roll} if there are many foes.

\n

The GM should apply any circumstantial penalties to @Compendium[swade-core-rules.swade-skills.Notice]{Notice} rolls for @Compendium[swade-core-rules.swade-rules.Illumination]{darkness}, @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{cover}, noise, distractions, and any difference in the target’s @Compendium[swade-core-rules.swade-rules.Size and Scale]{Scale} (just like when attacking). Sneaking through dry leaves might subtract 2 from the Stealth roll, for example, while spotting someone in the dark uses the @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination} penalty (−4). Don’t apply the same modifier to both rolls, however. If Stealth is at −2 for the leaves, don’t give Notice a +2 for them as well.

\n

Sneak Attack: Sneaking up close enough to make a melee attack always requires an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} Stealth roll versus the target’s @Compendium[swade-core-rules.swade-skills.Notice]{Notice}, whether the guard is actively looking for trouble or not. If successful, the victim is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} to the attacker, but only until the attacker’s turn ends. With a raise, the attacker has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} instead.

\n

Movement: In combat, characters roll Stealth each turn as a @Compendium[swade-core-rules.swade-rules.Actions]{free action} at the end of their move or any action the GM thinks might draw attention.

\n

Out of combat, the distance moved depends entirely on the situation. The GM might want a roll every minute if the group is sneaking around the perimeter of a defensive position, or every few miles if they’re trying to quietly walk the path through a dark forest without alerting the creatures that live there.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 12, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 600000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "K8b1d6IuTAq0BwuF", + "name": "Taunt", + "type": "skill", + "data": { + "description": "
\n

Taunt attacks a person’s pride through ridicule, cruel jests, or oneupmanship.

\n

Taunt is an opposed roll @Compendium[swade-core-rules.swade-rules.Trait Rolls]{resisted} by the opponent’s Smarts. In combat, this is a @Compendium[swade-core-rules.swade-rules.Test]{Test}.

\n

Out of combat, @Compendium[swade-core-rules.swade-rules.Trait Rolls]{success} means the defender backs down, slinks away, or starts a fight. A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} might leave the victim cowed for the remainder of the scene, or make her storm out of the area fuming or even in tears, or attack her tormentor recklessly (perhaps with a @Compendium[swade-core-rules.swade-rules.Wild Attack]{Wild Attack} on the first round of combat).

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} means the target is immune to this character’s Taunts for the remainder of the encounter.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 10, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 900000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "Qrek9QICkSYOXXRv", + "name": "Unskilled Attempt", + "type": "skill", + "data": { + "description": "
\n

If a character doesn’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.

\n

The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 4, + "modifier": -2 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 700000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "Af2Td3DCwTojKSfo", + "name": "Thrown objects", + "type": "weapon", + "data": { + "description": "

No description or reference provided.

", + "notes": "", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": true, + "equipped": true, + "isVehicular": false, + "mods": 1, + "actions": { + "skill": "Fighting", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "damage": "@str+d4", + "range": "", + "rof": "0", + "ap": "0", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 100000, + "flags": {}, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + } + ] + }, + { + "id": "Giant Worm", + "name": "Giant Worm", + "description": "
\n

Massive worms tunneling beneath the earth to gobble up unsuspecting adventurers are sometimes found in lonesome flatlands. The things sense vibrations through the earth, hearing a walking person at about 200 yards. The stats below are for a monster some 50 feet long.

\n

Special Abilities:

\n\n
", + "items": [ + { + "_id": "wfl8dVvBuWLMAh1P", + "name": "★ Athletics", + "type": "skill", + "data": { + "description": "
\n

Athletics combines an individual’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 6, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 400000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "SpBS7hKwFOrlxxx4", + "name": "Fighting", + "type": "skill", + "data": { + "description": "
\n

Fighting covers all hand-to-hand (melee) attacks, whether it’s with fists, axes, laser swords, or martial arts. See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for the combat rules and the various maneuvers a warrior might attempt.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 6, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 500000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "Hd1Oj1BrQO4JkCx1", + "name": "★ Notice", + "type": "skill", + "data": { + "description": "
\n

Notice is a hero’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 10, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 600000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "M4Klpnk0mC7q1lm3", + "name": "★ Stealth", + "type": "skill", + "data": { + "description": "
\n

Stealth is the ability to hide and move quietly. A simple @Compendium[swade-core-rules.swade-rules.Trait Rolls]{success} on a Stealth roll means the character avoids detection if enemies aren’t particularly alert. If the character @Compendium[swade-core-rules.swade-rules.Trait Rolls]{fails} the roll, the enemy realizes something is amiss and begins actively searching for whatever roused them.

\n

Once foes are alerted and active, Stealth is opposed by @Compendium[swade-core-rules.swade-skills.Notice]{Notice} (a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{group roll} if there are many foes.

\n

The GM should apply any circumstantial penalties to @Compendium[swade-core-rules.swade-skills.Notice]{Notice} rolls for @Compendium[swade-core-rules.swade-rules.Illumination]{darkness}, @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{cover}, noise, distractions, and any difference in the target’s @Compendium[swade-core-rules.swade-rules.Size and Scale]{Scale} (just like when attacking). Sneaking through dry leaves might subtract 2 from the Stealth roll, for example, while spotting someone in the dark uses the @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination} penalty (−4). Don’t apply the same modifier to both rolls, however. If Stealth is at −2 for the leaves, don’t give Notice a +2 for them as well.

\n

Sneak Attack: Sneaking up close enough to make a melee attack always requires an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} Stealth roll versus the target’s @Compendium[swade-core-rules.swade-skills.Notice]{Notice}, whether the guard is actively looking for trouble or not. If successful, the victim is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} to the attacker, but only until the attacker’s turn ends. With a raise, the attacker has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} instead.

\n

Movement: In combat, characters roll Stealth each turn as a @Compendium[swade-core-rules.swade-rules.Actions]{free action} at the end of their move or any action the GM thinks might draw attention.

\n

Out of combat, the distance moved depends entirely on the situation. The GM might want a roll every minute if the group is sneaking around the perimeter of a defensive position, or every few miles if they’re trying to quietly walk the path through a dark forest without alerting the creatures that live there.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 10, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 700000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "BcthgQzRJePXfRqy", + "name": "Unskilled Attempt", + "type": "skill", + "data": { + "description": "
\n

If a character doesn’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.

\n

The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 4, + "modifier": -2 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 800000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "DacVx6ZRtL6QdyjR", + "name": "Armor +4", + "type": "armor", + "data": { + "description": "
\n

Scaly hide.

\n
", + "notes": "Scaly hide.", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": true, + "equipped": true, + "minStr": "", + "armor": 4, + "isNaturalArmor": true, + "locations": { + "head": true, + "torso": true, + "arms": true, + "legs": true + } + }, + "sort": 300000, + "flags": {}, + "img": "systems/swade/assets/icons/armor.svg", + "effects": [] + }, + { + "_id": "SDeWDr4uGMKK7bxO", + "name": "Bite", + "type": "weapon", + "data": { + "description": "
\n

See @Compendium[swade-core-rules.swade-rules.Special Ability (Bite)]{Bite}.

\n
", + "notes": "", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": true, + "equipped": true, + "isVehicular": false, + "mods": 1, + "actions": { + "skill": "Fighting", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "damage": "@str+d8", + "range": "", + "rof": "0", + "ap": "0", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 100000, + "flags": {}, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + }, + { + "_id": "G2BNaMcdlzv2LkUk", + "name": "Slam", + "type": "weapon", + "data": { + "description": "
\n

Giant worms crush prey beneath their massive bodies. Lay three @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Small Blast Templates} adjacent to one another and in a straight line to represent the portion of the creature’s body used to crush. Everything within must beat the worm in an opposed @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics} versus @Compendium[swade-core-rules.swade-rules.Traits]{Agility} roll or take its Str as damage. Ignore @Compendium[swade-core-rules.swade-rules.Size and Scale]{Scale} modifiers when making a slam attack.

\n
", + "notes": "3× Small Burst Templates", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": false, + "equipped": true, + "isVehicular": false, + "mods": 1, + "actions": { + "skill": "Athletics", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "damage": "@str", + "range": "", + "rof": "1", + "ap": "0", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 200000, + "flags": {}, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + } + ] + }, + { + "id": "Goblin", + "name": "Goblin", + "description": "
\n

Goblins of myth and legend are far more sin­is­ter creatures than some games and fiction portray. In the original tales, they were terrifying creatures that stole into homes in the middle of the night to steal and eat unruly children. The statistics here work for both dark “fairy tale” goblins as well as those found alongside orcs in contemporary roleplaying games.

\n

Special Abilities:

\n\n

 

\n
", + "items": [ + { + "_id": "HLDddAX4YHktgzdP", + "name": "★ Athletics", + "type": "skill", + "data": { + "description": "
\n

Athletics combines an individual’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 6, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 2300001, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "zKONTocecGJb1npa", + "name": "★ Common Knowledge", + "type": "skill", + "data": { + "description": "

Characters roll Common Knowledge to know people, places, and things of their world, including etiquette, geography, culture, popular technology, contacts, and customs.

", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 10, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 2400001, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "bQk9ZSrFsBH7DH9q", + "name": "Fighting", + "type": "skill", + "data": { + "description": "
\n

Fighting covers all hand-to-hand (melee) attacks, whether it’s with fists, axes, laser swords, or martial arts. See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for the combat rules and the various maneuvers a warrior might attempt.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 6, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 2500001, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "vxtlKdklge53qSBL", + "name": "★ Notice", + "type": "skill", + "data": { + "description": "
\n

Notice is a hero’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 6, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 2600001, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "MrDLIiAIip5V5adN", + "name": "★ Persuasion", + "type": "skill", + "data": { + "description": "
\n

Persuasion is the ability to convince others to do what you want through reason, cajoling, deception, rewards, or other friendly means. Persuasion isn’t mind control. It can change someone’s attitude but not their goals. A bandit may let you keep a sentimental piece of jewelry with a good Persuasion roll but still takes all your other goods.

\n

When used to @Compendium[swade-core-rules.swade-rules.Support]{Support} allies it’s an unopposed roll. If the target is resistant, it’s an @JournalEntry[JBxsGv2wAoAmoCDe]{opposed} roll vs. the target’s @Compendium[swade-core-rules.swade-rules.Traits]{Spirit}. The GM should modify the roll as she sees fit based on roleplaying, any pertinent @Compendium[swade-core-rules.swade-rules.Edges]{Edges} or @Compendium[swade-core-rules.swade-rules.Hindrances]{Hindrances} that affect the conversation, and the circumstances.

\n

Reaction Level: How much a person is willing to cooperate depends largely on their attitude toward whoever’s talking to them. The Game Master can decide how nonplayer characters feel based on the setting, or roll on the @Compendium[swade-core-rules.swade-tables.Reaction Table]{Reaction Table} if she has no preconceived notions.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} improves the target’s attitude one level and a raise improves it two. Further increases aren’t generally possible in the same encounter—it takes individuals a little time to adjust their biases.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Failure} means the target won’t change his mind this scene or until the situation changes in some important way. A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} also reduces the target’s attitude two levels.

\n

Only one roll should generally be allowed per interaction unless new information is revealed, a substantial reward is offered, etc.

\n

Networking: Characters can also use Persuasion as a “macro skill,” simulating a few hours or an evening’s time hobnobbing and socializing to gain favors or information. See @Compendium[swade-core-rules.swade-rules.Networking]{Networking}.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 4, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 2700001, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "OxZI4bJ4DbOJ7PT1", + "name": "Shooting", + "type": "skill", + "data": { + "description": "
\n

Shooting covers all attempts to hit a target with a ranged weapon such as a bow, pistol, or rocket launcher (thrown weapons use @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics}). See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for details on ranged combat.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 8, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 3100001, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "oTdQffwZIQIeRMkx", + "name": "★ Stealth", + "type": "skill", + "data": { + "description": "
\n

Stealth is the ability to hide and move quietly. A simple @Compendium[swade-core-rules.swade-rules.Trait Rolls]{success} on a Stealth roll means the character avoids detection if enemies aren’t particularly alert. If the character @Compendium[swade-core-rules.swade-rules.Trait Rolls]{fails} the roll, the enemy realizes something is amiss and begins actively searching for whatever roused them.

\n

Once foes are alerted and active, Stealth is opposed by @Compendium[swade-core-rules.swade-skills.Notice]{Notice} (a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{group roll} if there are many foes.

\n

The GM should apply any circumstantial penalties to @Compendium[swade-core-rules.swade-skills.Notice]{Notice} rolls for @Compendium[swade-core-rules.swade-rules.Illumination]{darkness}, @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{cover}, noise, distractions, and any difference in the target’s @Compendium[swade-core-rules.swade-rules.Size and Scale]{Scale} (just like when attacking). Sneaking through dry leaves might subtract 2 from the Stealth roll, for example, while spotting someone in the dark uses the @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination} penalty (−4). Don’t apply the same modifier to both rolls, however. If Stealth is at −2 for the leaves, don’t give Notice a +2 for them as well.

\n

Sneak Attack: Sneaking up close enough to make a melee attack always requires an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} Stealth roll versus the target’s @Compendium[swade-core-rules.swade-skills.Notice]{Notice}, whether the guard is actively looking for trouble or not. If successful, the victim is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} to the attacker, but only until the attacker’s turn ends. With a raise, the attacker has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} instead.

\n

Movement: In combat, characters roll Stealth each turn as a @Compendium[swade-core-rules.swade-rules.Actions]{free action} at the end of their move or any action the GM thinks might draw attention.

\n

Out of combat, the distance moved depends entirely on the situation. The GM might want a roll every minute if the group is sneaking around the perimeter of a defensive position, or every few miles if they’re trying to quietly walk the path through a dark forest without alerting the creatures that live there.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 10, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 2800001, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "iGTGEHk8v6oDiJAN", + "name": "Taunt", + "type": "skill", + "data": { + "description": "
\n

Taunt attacks a person’s pride through ridicule, cruel jests, or oneupmanship.

\n

Taunt is an opposed roll @Compendium[swade-core-rules.swade-rules.Trait Rolls]{resisted} by the opponent’s Smarts. In combat, this is a @Compendium[swade-core-rules.swade-rules.Test]{Test}.

\n

Out of combat, @Compendium[swade-core-rules.swade-rules.Trait Rolls]{success} means the defender backs down, slinks away, or starts a fight. A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} might leave the victim cowed for the remainder of the scene, or make her storm out of the area fuming or even in tears, or attack her tormentor recklessly (perhaps with a @Compendium[swade-core-rules.swade-rules.Wild Attack]{Wild Attack} on the first round of combat).

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} means the target is immune to this character’s Taunts for the remainder of the encounter.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 6, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 3000001, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "J7vzshHDQRiDlR2d", + "name": "Unskilled Attempt", + "type": "skill", + "data": { + "description": "
\n

If a character doesn’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.

\n

The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 4, + "modifier": -2 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 2900001, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "hP5636DL0qeq1XDB", + "name": "Short spear", + "type": "weapon", + "data": { + "description": null, + "notes": "", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": true, + "equipped": true, + "isVehicular": false, + "mods": 1, + "actions": { + "skill": "Fighting", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "damage": "@str+d4", + "range": "", + "rof": "0", + "ap": "0", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 2200001, + "flags": {}, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + }, + { + "_id": "dj8cfIdUKIjvMHWi", + "name": "Greedy", + "type": "hindrance", + "data": { + "description": "
\n

(MINOR OR MAJOR)

\n

A miser measures worth in material possessions or wealth. If a @Compendium[swade-core-rules.swade-rules.Characters]{Minor} Hindrance, he argues bitterly for more than his fair share of any loot or reward the party might come across. As a @Compendium[swade-core-rules.swade-rules.Characters]{Major} @Compendium[swade-core-rules.swade-rules.Hindrances]{Hindrance}, he fights over anything he considers unfair, and may even kill for it if he feels slighted or covets something he cannot have.

\n
", + "notes": "", + "additionalStats": {}, + "major": false + }, + "sort": 2100001, + "flags": { + "core": { + "sourceId": "Item.RMDf7SAD8WftOUYv" + }, + "cf": { + "id": "temp_d3elgscv5kj", + "path": "Hindrances", + "color": "#8c160f" + } + }, + "img": "systems/swade/assets/icons/hindrance.svg", + "effects": [] + }, + { + "_id": "EShpbbuSpk8gycsl", + "name": "Bow", + "type": "weapon", + "data": { + "description": "
", + "notes": "", + "additionalStats": {}, + "quantity": 1, + "weight": 3, + "price": 250, + "equippable": true, + "equipped": false, + "isVehicular": false, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "damage": "2d6", + "range": "12/24/48", + "rof": "1", + "ap": "0", + "minStr": "d6", + "shots": "1", + "currentShots": "0" + }, + "sort": 200000, + "flags": { + "core": { + "sourceId": "Item.nR639CkNIg8UCUn9" + }, + "cf": { + "id": "temp_if5moq5uap", + "path": "Equipment#/CF_SEP/Personal Weapons#/CF_SEP/Ranged Weapons, Medieval", + "color": "#000000" + } + }, + "img": "modules/swade-core-rules/assets/art/equipment/weapons/ranged-medieval-bow-short.webp", + "effects": [] + } + ] + }, + { + "id": "Horse", + "name": "Horse", + "description": "
\n

Riding horses compromise speed with carrying capacity.

\n

Special Abilities:

\n\n

 

\n
", + "items": [ + { + "_id": "qCjZI6rhom35wCir", + "name": "★ Athletics", + "type": "skill", + "data": { + "description": "
\n

Athletics combines an individual’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 8, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 1800001, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "1MeAVZmbiHPO2jhE", + "name": "Fighting", + "type": "skill", + "data": { + "description": "
\n

Fighting covers all hand-to-hand (melee) attacks, whether it’s with fists, axes, laser swords, or martial arts. See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for the combat rules and the various maneuvers a warrior might attempt.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 4, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 1900001, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "Aa6V2Ot1CiUi9LLe", + "name": "★ Notice", + "type": "skill", + "data": { + "description": "
\n

Notice is a hero’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 6, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 2000001, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "w3e1ZkxQf20pzEoA", + "name": "Unskilled Attempt", + "type": "skill", + "data": { + "description": "
\n

If a character doesn’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.

\n

The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 4, + "modifier": -2 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 2100001, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "R7gN4chNfqzMVsS1", + "name": "Kick", + "type": "weapon", + "data": { + "description": "
\n

To the front or rear as desired.

\n
", + "notes": "", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": true, + "equipped": true, + "isVehicular": false, + "mods": 1, + "actions": { + "skill": "Fighting", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "damage": "@str+d4", + "range": "", + "rof": "0", + "ap": "0", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 100000, + "flags": {}, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + }, + { + "_id": "LvObyz8ALnBVAuUX", + "name": "Fleet-Footed", + "type": "edge", + "data": { + "description": "
\n

The hero’s @Compendium[swade-core-rules.swade-rules.Movement]{Pace} is increased by +2 and his @Compendium[swade-core-rules.swade-rules.Movement]{running die} increases one step (from d6 to d8, for example)

\n
", + "notes": "", + "additionalStats": {}, + "isArcaneBackground": false, + "requirements": { + "value": "Novice, Agility d6+" + } + }, + "sort": 1700001, + "flags": { + "core": { + "sourceId": "Item.4baKZPSMlweHKL7E" + }, + "cf": { + "id": "temp_e7eeiuu1uj", + "path": "Edges#/CF_SEP/Background Edges", + "color": "#000000" + } + }, + "img": "systems/swade/assets/icons/edge.svg", + "effects": [] + } + ] + }, + { + "id": "Horse, War", + "name": "Horse, War", + "description": "
\n

War horses are large beasts trained for aggression. They are trained to fight with both hooves, either to their front or their rear.

\n

Special Abilities:

\n\n
", + "items": [ + { + "_id": "SpHRVJZuGuajWhwe", + "name": "★ Athletics", + "type": "skill", + "data": { + "description": "
\n

Athletics combines an individual’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 6, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 1900001, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "fI8CdOTGGX7FQ37U", + "name": "Fighting", + "type": "skill", + "data": { + "description": "
\n

Fighting covers all hand-to-hand (melee) attacks, whether it’s with fists, axes, laser swords, or martial arts. See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for the combat rules and the various maneuvers a warrior might attempt.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 8, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 2000001, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "RpnhBZh4N4i3PNmX", + "name": "★ Notice", + "type": "skill", + "data": { + "description": "
\n

Notice is a hero’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 6, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 2100001, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "1xIbIA6cdFMy71Ji", + "name": "Unskilled Attempt", + "type": "skill", + "data": { + "description": "
\n

If a character doesn’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.

\n

The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 4, + "modifier": -2 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 2200001, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "HWLWMmdfuZQx22ch", + "name": "Fleet-Footed", + "type": "edge", + "data": { + "description": "
\n

The hero’s @Compendium[swade-core-rules.swade-rules.Movement]{Pace} is increased by +2 and his @Compendium[swade-core-rules.swade-rules.Movement]{running die} increases one step (from d6 to d8, for example)

\n
", + "notes": "", + "additionalStats": {}, + "isArcaneBackground": false, + "requirements": { + "value": "Novice, Agility d6+" + } + }, + "sort": 1700001, + "flags": { + "core": { + "sourceId": "Item.4baKZPSMlweHKL7E" + }, + "cf": { + "id": "temp_e7eeiuu1uj", + "path": "Edges#/CF_SEP/Background Edges", + "color": "#000000" + } + }, + "img": "systems/swade/assets/icons/edge.svg", + "effects": [] + }, + { + "_id": "9gpPooa8gLUeTFMi", + "name": "Kick", + "type": "weapon", + "data": { + "description": "
\n

To the front or rear as desired.

\n
", + "notes": "", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": true, + "equipped": true, + "isVehicular": false, + "mods": 1, + "actions": { + "skill": "Fighting", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "damage": "@str+d4", + "range": "", + "rof": "0", + "ap": "0", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 1800001, + "flags": {}, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + } + ] + }, + { + "id": "Lich", + "name": "Lich", + "description": "
\n

Perhaps the most diabolical creature in any fantasy land is the lich—a necromancer so consumed with the black arts that he eventually becomes undead himself.

\n

Special Abilities:

\n\n
", + "items": [ + { + "_id": "OCpsBpVAmOJRdQEx", + "name": "★ Athletics", + "type": "skill", + "data": { + "description": "
\n

Athletics combines an individual’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 6, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 5600001, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "WyNmzpr6CW5KZRRv", + "name": "★ Common Knowledge", + "type": "skill", + "data": { + "description": "

Characters roll Common Knowledge to know people, places, and things of their world, including etiquette, geography, culture, popular technology, contacts, and customs.

", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 8, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 5700001, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "1zDLe3HKcv7hrfpJ", + "name": "Fighting", + "type": "skill", + "data": { + "description": "
\n

Fighting covers all hand-to-hand (melee) attacks, whether it’s with fists, axes, laser swords, or martial arts. See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for the combat rules and the various maneuvers a warrior might attempt.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 8, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 5800001, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "Sa4ik0RZBrlpy9Sb", + "name": "Intimidation", + "type": "skill", + "data": { + "description": "
\n

Intimidation is the art of frightening an opponent so that he backs down, reveals information, or flees.

\n

Intimidation is an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed roll} resisted by the opponent’s @Compendium[swade-core-rules.swade-rules.Traits]{Spirit}. In combat, this is a @Compendium[swade-core-rules.swade-rules.Test]{Test}. Out of combat, a successful roll means the foe backs down for the most part, reveals some information, or slinks away when the opportunity presents itself.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} might mean he backs down for the remainder of the scene, spills all the beans, or runs away as fast as he can.

\n

In or out of combat, a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} means the target is immune to this character’s Intimidation attempts for the remainder of this encounter!

\n

Networking: Intimidation can also be used as a “macro” skill to simulate several hours of working the streets. See @Compendium[swade-core-rules.swade-rules.Networking]{Networking} to see how to crack some heads for favors or information.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 12, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 5900001, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "TXt9hyAzEpEZkkwC", + "name": "★ Notice", + "type": "skill", + "data": { + "description": "
\n

Notice is a hero’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 10, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 6200001, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "EHLNdFtLnAhYJBSo", + "name": "Occult", + "type": "skill", + "data": { + "description": "

Occult reflects knowledge and experience with the paranormal most others don’t even believe exists. It can be used to decipher strange pictograms, recall information about supernatural creatures, remember cures for monstrous maladies like lycanthropy or vampirism, or perform rituals.

\n

Finding information in a library, newspaper morgue, old tome, the internet, etc., uses the @Compendium[swade-core-rules.swade-skills.Research]{Research} skill. As noted there, however, if the investigator’s Occult skill is higher she may use that instead.

", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 12, + "modifier": 2 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 6000001, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "3bEw7X0DTrXcfAEO", + "name": "★ Persuasion", + "type": "skill", + "data": { + "description": "
\n

Persuasion is the ability to convince others to do what you want through reason, cajoling, deception, rewards, or other friendly means. Persuasion isn’t mind control. It can change someone’s attitude but not their goals. A bandit may let you keep a sentimental piece of jewelry with a good Persuasion roll but still takes all your other goods.

\n

When used to @Compendium[swade-core-rules.swade-rules.Support]{Support} allies it’s an unopposed roll. If the target is resistant, it’s an @JournalEntry[JBxsGv2wAoAmoCDe]{opposed} roll vs. the target’s @Compendium[swade-core-rules.swade-rules.Traits]{Spirit}. The GM should modify the roll as she sees fit based on roleplaying, any pertinent @Compendium[swade-core-rules.swade-rules.Edges]{Edges} or @Compendium[swade-core-rules.swade-rules.Hindrances]{Hindrances} that affect the conversation, and the circumstances.

\n

Reaction Level: How much a person is willing to cooperate depends largely on their attitude toward whoever’s talking to them. The Game Master can decide how nonplayer characters feel based on the setting, or roll on the @Compendium[swade-core-rules.swade-tables.Reaction Table]{Reaction Table} if she has no preconceived notions.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} improves the target’s attitude one level and a raise improves it two. Further increases aren’t generally possible in the same encounter—it takes individuals a little time to adjust their biases.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Failure} means the target won’t change his mind this scene or until the situation changes in some important way. A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} also reduces the target’s attitude two levels.

\n

Only one roll should generally be allowed per interaction unless new information is revealed, a substantial reward is offered, etc.

\n

Networking: Characters can also use Persuasion as a “macro skill,” simulating a few hours or an evening’s time hobnobbing and socializing to gain favors or information. See @Compendium[swade-core-rules.swade-rules.Networking]{Networking}.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 8, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 6300001, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "NWYOwqHaHMQtalUu", + "name": "Spellcasting", + "type": "skill", + "data": { + "description": "

Mages, wizards, warlocks, and witches use Spellcasting to cast spells. See the @Compendium[swade-core-rules.swade-rules.Arcane Background (Magic)]{Arcane Background (Magic)} Edge.

", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 12, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 6400001, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "YgMvu385SvICqAks", + "name": "Unskilled Attempt", + "type": "skill", + "data": { + "description": "
\n

If a character doesn’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.

\n

The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 4, + "modifier": -2 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 6100001, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "5fd6sRPwcNuLYZdB", + "name": "Other magical items", + "type": "gear", + "data": { + "description": "
\n

No description or reference provided.

\n
", + "notes": "", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": true, + "equipped": true, + "isVehicular": false, + "mods": 1 + }, + "sort": 300000, + "flags": {}, + "img": "systems/swade/assets/icons/gear.svg", + "effects": [] + }, + { + "_id": "24s1DK0tJhZXHsrP", + "name": "Magical Armor (+6)", + "type": "armor", + "data": { + "description": "
", + "notes": "", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": false, + "equipped": true, + "minStr": "", + "armor": 6, + "isNaturalArmor": false, + "locations": { + "head": true, + "torso": true, + "arms": true, + "legs": true + } + }, + "sort": 200000, + "flags": {}, + "img": "systems/swade/assets/icons/armor.svg", + "effects": [] + }, + { + "_id": "CGL4i5MRzoo59TMZ", + "name": "Arcane Background (Magic)", + "type": "edge", + "data": { + "description": "
\n\n

Magicians range from powerful wizards to vile cultists. They draw on raw supernatural energy to fuel their eldritch fires. This energy infuses the worlds in which they live, and is drawn forth with gestures, words of power, or ancient runes.

\n
", + "notes": "", + "additionalStats": {}, + "isArcaneBackground": true, + "requirements": { + "value": "Novice" + } + }, + "sort": 300001, + "flags": { + "core": { + "sourceId": "Item.m8UaTw7OnqdgopyE" + }, + "cf": { + "id": "temp_e7eeiuu1uj", + "path": "Edges#/CF_SEP/Background Edges", + "color": "#000000" + } + }, + "img": "systems/swade/assets/icons/edge.svg", + "effects": [] + }, + { + "_id": "bx0NNzVxsvzCWMxS", + "name": "Wizard", + "type": "edge", + "data": { + "description": "
\n

Magic is varied and wonderful, and wizards are exposed to countless tomes, scrolls, and incantations as they master their craft. Sometimes they use this knowledge to recall variations of their various enchantments.

\n

A Wizard can spend 1 extra @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Point} when casting a power to change its @Compendium[swade-core-rules.swade-rules.Trappings]{Trapping}. A fireball (@Compendium[swade-core-rules.swade-powers.Blast]{blast}) might manifest as a lightning bolt, for example. This can often have important consequences if a foe has a particular resistance or weakness to the spell’s usual Trapping

\n
", + "notes": "", + "additionalStats": {}, + "isArcaneBackground": false, + "requirements": { + "value": "Seasoned, Arcane Background (Magic), Spellcasting d6+" + } + }, + "sort": 1400001, + "flags": { + "core": { + "sourceId": "Item.w54ifVhzdf1HS2OU" + }, + "cf": { + "id": "temp_tww18jmgubf", + "path": "Edges#/CF_SEP/Power Edges", + "color": "#000000" + } + }, + "img": "systems/swade/assets/icons/edge.svg", + "effects": [] + }, + { + "_id": "xBZLNuQoLdevQxeB", + "name": "Improved Level Headed", + "type": "edge", + "data": { + "description": "
\n

Fighters who can keep their cool when everyone else is running for @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{cover} make deadly combatants. A hero with this Edge draws two additional @Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{Action Cards} in combat and chooses which to use.

\n
", + "notes": "", + "additionalStats": {}, + "isArcaneBackground": false, + "requirements": { + "value": "Seasoned, Level Headed" + } + }, + "sort": 2800001, + "flags": { + "core": { + "sourceId": "Item.lBERx5w5m58Tx6A9" + }, + "cf": { + "id": "temp_gzpqja0fexk", + "path": "Edges#/CF_SEP/Combat Edges", + "color": "#000000" + } + }, + "img": "systems/swade/assets/icons/edge.svg", + "effects": [] + }, + { + "_id": "YOMBaYHRKmrilzhH", + "name": "Concentration", + "type": "edge", + "data": { + "description": "
\n

Through training and focus, the caster is extremely efficient in channeling arcane forces. The base @Compendium[swade-core-rules.swade-rules.Powers]{Powers} of any non-Instant power is doubled. This includes maintaining powers as well.

\n
", + "notes": "", + "additionalStats": {}, + "isArcaneBackground": false, + "requirements": { + "value": "Seasoned, Arcane Background (Any)" + } + }, + "sort": 300001, + "flags": { + "core": { + "sourceId": "Item.3cLsINTMcbNY1mpP" + }, + "cf": { + "id": "temp_tww18jmgubf", + "path": "Edges#/CF_SEP/Power Edges", + "color": "#000000" + } + }, + "img": "systems/swade/assets/icons/edge.svg", + "effects": [] + }, + { + "_id": "V7vmBQYqXbPn8ttw", + "name": "Arcane Protection", + "type": "power", + "data": { + "description": "
\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} with arcane protection means hostile powers suffer a −2 @Compendium[swade-core-rules.swade-rules.Trait Rolls]{penalty} (−4 with a raise) to affect this character.

\n

If the power causes harm, @Compendium[swade-core-rules.swade-rules.Damage Effects]{damage} is also reduced a like amount. Arcane Protection stacks with @Compendium[swade-core-rules.swade-edges.Arcane Resistance]{Arcane Resistance} should the recipient have both!

\n

Modifiers

\n\n
", + "notes": "", + "additionalStats": {}, + "equippable": false, + "equipped": false, + "actions": { + "skill": "", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "rank": "Novice", + "pp": "1", + "damage": "", + "range": "Sm", + "duration": "5", + "trapping": "Concentration, a dull glow around the protected character, a fetish", + "arcane": "", + "skill": "", + "modifiers": [] + }, + "sort": 100001, + "flags": { + "cf": { + "id": "temp_p3629imfmia", + "path": "Powers", + "color": "#8c160f" + } + }, + "img": "systems/swade/assets/icons/power.svg", + "effects": [] + }, + { + "_id": "9W4ORHCN4FN74a6K", + "name": "Banish", + "type": "power", + "data": { + "description": "
\n

Banish sends entities from immaterial planes back to their native dimensions. This includes ghosts, demons, elementals, and similar beings (at the GM’s discretion).

\n

Banishing a being is an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed roll} of the caster’s arcane skill versus the target’s @Compendium[swade-core-rules.swade-rules.Traits]{Spirit}. @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} means the target is @Compendium[swade-core-rules.swade-rules.Damage Effects]{Shaken}, and each @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} causes a @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wound}.

\n

If this @Compendium[swade-core-rules.swade-rules.Damage Effects]{Incapacitates} the target it returns to its native plane of existence. Banished entities may return when the Game Master feels it’s appropriate, such as the next full moon, when summoned again, or even a few rounds later if it’s a particularly powerful creature under the right conditions or in a location of power.

\n
", + "notes": "", + "additionalStats": {}, + "equippable": false, + "equipped": false, + "actions": { + "skill": "", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "rank": "Veteran", + "pp": "3", + "damage": "", + "range": "Sm", + "duration": "Instant", + "trapping": "Holy items, arcane symbols, handful of salt", + "arcane": "", + "skill": "", + "modifiers": [] + }, + "sort": 200001, + "flags": { + "cf": { + "id": "temp_p3629imfmia", + "path": "Powers", + "color": "#8c160f" + } + }, + "img": "systems/swade/assets/icons/power.svg", + "effects": [] + }, + { + "_id": "Vo2J5gGSpp9vaAsl", + "name": "Barrier", + "type": "power", + "data": { + "description": "
\n

Barrier creates a straight wall 5″ (10 yards) long and 1″ (two yards) tall, of immobile material that conforms to the surface it’s cast upon. Thickness varies depending on what the wall is made of, but is usually a few inches.

\n

The wall has a @Compendium[swade-core-rules.swade-rules.Breaking Things]{Hardness} of 10, and may be destroyed as any other object (see @Compendium[swade-core-rules.swade-rules.Breaking Things]{Breaking Things}).

\n

When the spell expires or the wall is broken it crumbles to dust or dissipates. @Compendium[swade-core-rules.swade-rules.Trappings]{Trappings} are never left behind.

\n

Modifiers

\n\n
", + "notes": "", + "additionalStats": {}, + "equippable": false, + "equipped": false, + "actions": { + "skill": "", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "rank": "Seasoned", + "pp": "2", + "damage": "", + "range": "Sm", + "duration": "5", + "trapping": "Fire, ice, thorns, force, bones, energy.", + "arcane": "", + "skill": "", + "modifiers": [] + }, + "sort": 300001, + "flags": { + "cf": { + "id": "temp_p3629imfmia", + "path": "Powers", + "color": "#8c160f" + } + }, + "img": "systems/swade/assets/icons/power.svg", + "effects": [] + }, + { + "_id": "JHooCdroB5ovqdIW", + "name": "Beast Friend", + "type": "power", + "data": { + "description": "
\n

This spell allows an individual to speak with and guide the actions of nature’s beasts. The cost to cast is equal to the sum of their @Compendium[swade-core-rules.swade-rules.Size and Scale]{Size} (minimum 1 per creature). Controlling five @Compendium[swade-core-rules.swade-bestiary.Dog / Wolf]{wolves} (Size −1) costs 5 points (remember the minimum cost of 1), for example. Controlling a rhino (Size 5) costs 5 points.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} means the creatures obey simple commands, like a well-trained dog. They attack foes and endanger their lives for their master. A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} on the arcane skill roll means the beasts are more obedient. They won’t kill themselves but overcome their natural fears to follow their orders.

\n

@Compendium[swade-core-rules.swade-bestiary.Swarm]{Swarms} can also be controlled. Small Swarms cost 1 point, Medium Swarms cost 2, and Large Swarms cost 3.

\n

Beast friend works only on natural creatures with animal intelligence, not humanoids, and has no effect on conjured, magical, or otherwise “unnatural” animals.

\n

Modifiers

\n\n
", + "notes": "", + "additionalStats": {}, + "equippable": false, + "equipped": false, + "actions": { + "skill": "", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "rank": "Novice", + "pp": "Special", + "damage": "", + "range": "Sm", + "duration": "10 minutes", + "trapping": "The caster concentrates and gestures with his hands.", + "arcane": "", + "skill": "", + "modifiers": [] + }, + "sort": 400001, + "flags": { + "cf": { + "id": "temp_p3629imfmia", + "path": "Powers", + "color": "#8c160f" + } + }, + "img": "systems/swade/assets/icons/power.svg", + "effects": [] + }, + { + "_id": "JtcuQ8ruMYqq5dlh", + "name": "Blast", + "type": "power", + "data": { + "description": "
\n

Blast launches a ball of explosive energy or matter. The area of effect is a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Medium Blast Template}. Every target within suffers 2d6 damage, or 3d6 with a raise (see @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Area Effect Attacks})

\n

Modifiers

\n\n
", + "notes": "", + "additionalStats": {}, + "equippable": false, + "equipped": false, + "actions": { + "skill": "", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "rank": "Seasoned", + "pp": "3", + "damage": "", + "range": "Sm x 2", + "duration": "Instant", + "trapping": "Balls of fire, ice, light, darkness, colored bolts, swarm of insects", + "arcane": "", + "skill": "", + "modifiers": [] + }, + "sort": 500001, + "flags": { + "cf": { + "id": "temp_p3629imfmia", + "path": "Powers", + "color": "#8c160f" + } + }, + "img": "systems/swade/assets/icons/power.svg", + "effects": [] + }, + { + "_id": "kEtBMVDjVxDPsu4Z", + "name": "Blind", + "type": "power", + "data": { + "description": "
\n

Those affected by this malicious power suffer blurred vision or near-complete blindness with a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise}.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} means the victim suffers a -2 @Compendium[swade-core-rules.swade-rules.Trait Rolls]{penalty} to all actions requiring sight, or -4 with a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise}.

\n

The victim automatically tries to shake off the effect with a @Compendium[swade-core-rules.swade-rules.Traits]{Vigor} roll as a @Compendium[swade-core-rules.swade-rules.Actions]{free action} at the end of his following turns. @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} removes 2 points of @Compendium[swade-core-rules.swade-rules.Trait Rolls]{penalties}, and a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} removes the effect entirely.

\n

Modifiers

\n\n
", + "notes": "", + "additionalStats": {}, + "equippable": false, + "equipped": false, + "actions": { + "skill": "", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "rank": "Novice", + "pp": "2", + "damage": "", + "range": "Sm", + "duration": "Instant", + "trapping": "Bright flash of light, sand in eyes, confusion", + "arcane": "", + "skill": "", + "modifiers": [] + }, + "sort": 600001, + "flags": { + "cf": { + "id": "temp_p3629imfmia", + "path": "Powers", + "color": "#8c160f" + } + }, + "img": "systems/swade/assets/icons/power.svg", + "effects": [] + }, + { + "_id": "CugR5lmqghduAriw", + "name": "Bolt", + "type": "power", + "data": { + "description": "
\n

Bolt sends damaging bursts of energy, streaks of holy light, or shards of matter toward one’s foes.

\n

There are no @Compendium[swade-core-rules.swade-rules.Attacks]{Range} penalties, but the @Compendium[swade-core-rules.swade-rules.Trait Rolls]{arcane skill roll} is affected by @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{Cover}, @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination}, and all other usual @Compendium[swade-core-rules.swade-rules.Trait Rolls]{penalties}.

\n

The @Compendium[swade-core-rules.swade-rules.Dealing Damage]{damage} of the bolt is 2d6, or 3d6 with a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise}.

\n

Modifiers

\n\n
", + "notes": "", + "additionalStats": {}, + "equippable": false, + "equipped": false, + "actions": { + "skill": "", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "rank": "Novice", + "pp": "1", + "damage": "", + "range": "Sm x 2", + "duration": "Instant", + "trapping": "Fire, ice, light, darkness, colored bolts, a stream of insects", + "arcane": "", + "skill": "", + "modifiers": [] + }, + "sort": 700001, + "flags": { + "cf": { + "id": "temp_p3629imfmia", + "path": "Powers", + "color": "#8c160f" + } + }, + "img": "systems/swade/assets/icons/power.svg", + "effects": [] + }, + { + "_id": "VXJWUgtlNPMy6EqK", + "name": "Boost/Lower Trait", + "type": "power", + "data": { + "description": "
\n

This power allows a character to increase or decrease a target’s @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Trait} (attribute or skill).

\n

Boosting an ally’s @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Trait} increases the selected Trait one die type, or two with a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise}, for five rounds.

\n

Lowering an enemy’s @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Trait} has a @Compendium[swade-core-rules.swade-rules.Powers]{Duration} of Instant and lowers the selected attribute or skill a die type with @Compendium[swade-core-rules.swade-rules.Trait Rolls]{success}, or two with a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} (to a minimum of d4). A victim automatically tries to shake off the effect with a @Compendium[swade-core-rules.swade-rules.Traits]{Spirit} roll as a @Compendium[swade-core-rules.swade-rules.Actions]{free action} at the end of his following turns. Success improves the effect one die type, and a raise removes the effect entirely.

\n

Additional castings don’t stack on a single @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Trait} (take the highest), but may affect different Traits.

\n

Modifiers

\n\n
", + "notes": "", + "additionalStats": {}, + "equippable": false, + "equipped": false, + "actions": { + "skill": "", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "rank": "Novice", + "pp": "2", + "damage": "", + "range": "Sm", + "duration": "5 (boost); Instant (lower)", + "trapping": "Physical change, glowing aura, potions", + "arcane": "", + "skill": "", + "modifiers": [] + }, + "sort": 800001, + "flags": { + "cf": { + "id": "temp_p3629imfmia", + "path": "Powers", + "color": "#8c160f" + } + }, + "img": "systems/swade/assets/icons/power.svg", + "effects": [] + }, + { + "_id": "F5IxVuzJsu9jdFUz", + "name": "Burrow", + "type": "power", + "data": { + "description": "
\n

Burrow allows the recipient to meld into raw earth. He can remain underground if he wants in a sort of \"limbo\" or burrow through the ground at half his normal @Compendium[swade-core-rules.swade-rules.Movement]{Pace} (or full Pace with a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise}). He may not run. 

\n

burrowing character may attempt to suprise a foe by making an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} @Compendium[swade-core-rules.swade-skills.Stealth]{Stealth} versus @Compendium[swade-core-rules.swade-skills.Notice]{Notice} roll. If the burrower wins, the target is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} to him only. With a raise, the burrower gets @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop}. Targets on @Compendium[swade-core-rules.swade-rules.Hold]{Hold} may attempt to interrupt the attack before it occurs.

\n

Burrowers can't usually @Compendium[swade-core-rules.swade-rules.Surprise]{surprise} a foe once their presence is known, but can still burrow for protection and mobility. 

\n

Modifiers

\n\n
", + "notes": "", + "additionalStats": {}, + "equippable": false, + "equipped": false, + "actions": { + "skill": "", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "rank": "Novice", + "pp": "2", + "damage": "", + "range": "Sm", + "duration": "5", + "trapping": "Dissolving into the earth and appearing elsewhere.", + "arcane": "", + "skill": "", + "modifiers": [] + }, + "sort": 1000001, + "flags": { + "cf": { + "id": "temp_p3629imfmia", + "path": "Powers", + "color": "#8c160f" + } + }, + "img": "systems/swade/assets/icons/power.svg", + "effects": [] + }, + { + "_id": "KN1eJoiijkzxYLdk", + "name": "Burst", + "type": "power", + "data": { + "description": "
\n

Burst produces a large fan of energy that bathes its targets in red-hot fire, a cone of cold, or other damaging matter or energy.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} creates a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Cone Template} starting at the caster and extending outward. Everything within suffers 2d6 damage (or 3d6 with a raise).

\n

Modifiers

\n\n
", + "notes": "", + "additionalStats": {}, + "equippable": false, + "equipped": false, + "actions": { + "skill": "", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "rank": "Novice", + "pp": "2", + "damage": "", + "range": "Cone Template", + "duration": "Instant", + "trapping": "A shower of flames, light or other matter of energy.", + "arcane": "", + "skill": "", + "modifiers": [] + }, + "sort": 900001, + "flags": { + "cf": { + "id": "temp_p3629imfmia", + "path": "Powers", + "color": "#8c160f" + } + }, + "img": "systems/swade/assets/icons/power.svg", + "effects": [] + }, + { + "_id": "wIXygYVgPUEUviKo", + "name": "Confusion", + "type": "power", + "data": { + "description": "
\n

Confusion confounds a target, making him both @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Distracted and Vulnerable} if he @Compendium[swade-core-rules.swade-rules.Trait Rolls]{fails} a @Compendium[swade-core-rules.swade-rules.Traits]{Smarts} roll (at -2 with a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} on the arcane skill roll). Both states are removed at the end of the victim’s next @Compendium[swade-core-rules.swade-rules.Actions]{turn}.

\n

Modifiers

\n\n
", + "notes": "", + "additionalStats": {}, + "equippable": false, + "equipped": false, + "actions": { + "skill": "", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "rank": "Novice", + "pp": "1", + "damage": "", + "range": "Sm", + "duration": "Until the end of the victim's next turn", + "trapping": "Hypnotic lights, brief illusions, loud noises.", + "arcane": "", + "skill": "", + "modifiers": [] + }, + "sort": 1100001, + "flags": { + "cf": { + "id": "temp_p3629imfmia", + "path": "Powers", + "color": "#8c160f" + } + }, + "img": "systems/swade/assets/icons/power.svg", + "effects": [] + }, + { + "_id": "ETRyE3Q8I5P3rCnX", + "name": "Damage Field", + "type": "power", + "data": { + "description": "
\n

Damage field creates a dangerous aura around the recipient that harms foes foolish enough to get too close.

\n

At the end of the affected character’s @Compendium[swade-core-rules.swade-rules.Actions]{turn}, all adjacent beings (including allies!) automatically take 2d4 @Compendium[swade-core-rules.swade-rules.Dealing Damage]{damage}.

\n

Modifiers

\n\n
", + "notes": "", + "additionalStats": {}, + "equippable": false, + "equipped": false, + "actions": { + "skill": "", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "rank": "Seasoned", + "pp": "4", + "damage": "", + "range": "Sm", + "duration": "5", + "trapping": "Fiery aura, spikes, electrical field", + "arcane": "", + "skill": "", + "modifiers": [] + }, + "sort": 1200001, + "flags": { + "cf": { + "id": "temp_p3629imfmia", + "path": "Powers", + "color": "#8c160f" + } + }, + "img": "systems/swade/assets/icons/power.svg", + "effects": [] + }, + { + "_id": "gJQQhFrzTAc5Az62", + "name": "Darksight", + "type": "power", + "data": { + "description": "
\n

Darksight allows a hero to see in the dark. With success, he ignores up to 4 points of @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination penalties}. With a raise, he ignores up to six points and can see in @Compendium[swade-core-rules.swade-rules.Illumination]{pitch darkness}.

\n

Modifiers

\n\n
", + "notes": "", + "additionalStats": {}, + "equippable": false, + "equipped": false, + "actions": { + "skill": "", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "rank": "Novice", + "pp": "1", + "damage": "", + "range": "Sm", + "duration": "One Hour", + "trapping": "Glowing eyes, dilated pupils, sonic sight", + "arcane": "", + "skill": "", + "modifiers": [] + }, + "sort": 1300001, + "flags": { + "cf": { + "id": "temp_p3629imfmia", + "path": "Powers", + "color": "#8c160f" + } + }, + "img": "systems/swade/assets/icons/power.svg", + "effects": [] + }, + { + "_id": "PJ17JD6NyIQe5eoT", + "name": "Deflection", + "type": "power", + "data": { + "description": "
\n

Deflection powers work in a variety of ways. Some manifestations actually deflect incoming @Compendium[swade-core-rules.swade-rules.Attacks]{attacks}, others blur the target’s form or produce illusionary effects. The end result is always the same, however—to misdirect incoming melee and missile @Compendium[swade-core-rules.swade-rules.Attacks]{attacks} from the recipient of the power.

\n

Once cast, foes must subtract 2 from @Compendium[swade-core-rules.swade-rules.Attacks]{attack} rolls directed at the user (or 4 with a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise}).

\n

Modifiers

\n\n
", + "notes": "", + "additionalStats": {}, + "equippable": false, + "equipped": false, + "actions": { + "skill": "", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "rank": "Novice", + "pp": "3", + "damage": "", + "range": "Sm", + "duration": "5", + "trapping": "Mystical shield, gust of wind, phantom servant that intercepts missiles", + "arcane": "", + "skill": "", + "modifiers": [] + }, + "sort": 1400001, + "flags": { + "cf": { + "id": "temp_p3629imfmia", + "path": "Powers", + "color": "#8c160f" + } + }, + "img": "systems/swade/assets/icons/power.svg", + "effects": [] + }, + { + "_id": "zRbGeGhVLGqqbTPo", + "name": "Detect/Conceal Arcana", + "type": "power", + "data": { + "description": "
\n

Detect arcana allows the recipient of the power to see and detect all supernatural persons, objects, or effects in sight for five @Compendium[swade-core-rules.swade-rules.Actions]{rounds}. This includes @Compendium[swade-core-rules.swade-powers.Invisibilty]{invisible} foes, enchantments on people or items, @Compendium[swade-core-rules.swade-rules.Arcane Background (Weird Science)]{weird science} devices, and so on. With a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise}, the caster knows the general type of enchantment as well — harmful, obscurement, @Compendium[swade-core-rules.swade-rules.Arcane Background (Magic)]{magic}, @Compendium[swade-core-rules.swade-rules.Arcane Background (Miracles)]{miracles}, etc.

\n

Detect arcana also allows a character to ignore up to 4 points of penalties when attacking foes hidden by @Compendium[swade-core-rules.swade-powers.Light / Darkness]{magical darkness}, @Compendium[swade-core-rules.swade-powers.Invisibilty]{invisibilty}, or similar abilities (or all @Compendium[swade-core-rules.swade-rules.Trait Rolls]{penalties} with a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise}).

\n

Conceal arcana prevents detection of arcane energies on one being or item of @Compendium[swade-core-rules.swade-rules.Size and Scale]{Normal Scale} for one hour.

\n

Detect vs. Conceal: Detecting arcana against someone or something that’s been concealed is an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed roll} of @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{arcane skills} (roll each time it’s attempted, but no more than once per turn). If the concealment wins, the character cannot see through the ruse with this casting, but may terminate this instance and try again.

\n

Modifiers

\n\n
", + "notes": "", + "additionalStats": {}, + "equippable": false, + "equipped": false, + "actions": { + "skill": "", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "rank": "Novice", + "pp": "2", + "damage": "", + "range": "Sm", + "duration": "5 (detect), one hour (conceal)", + "trapping": "Waving hands, whispered words.", + "arcane": "", + "skill": "", + "modifiers": [] + }, + "sort": 1500001, + "flags": { + "cf": { + "id": "temp_p3629imfmia", + "path": "Powers", + "color": "#8c160f" + } + }, + "img": "systems/swade/assets/icons/power.svg", + "effects": [] + }, + { + "_id": "ZFuH8J6IqaPOEwwh", + "name": "Disguise", + "type": "power", + "data": { + "description": "
\n

Disguise allows the target to assume the appearance of another person of the same @Compendium[swade-core-rules.swade-rules.Size and Scale]{Size} and shape, including clothing. It does not confer any abilities, however.

\n

Those who have reason to question the imposter’s identity make a @Compendium[swade-core-rules.swade-skills.Notice]{Notice} roll at -2 to see through the disguise (-4 with a raise on the casting roll). This is a @Compendium[swade-core-rules.swade-rules.Actions]{free action}.

\n

Modifiers

\n\n
", + "notes": "", + "additionalStats": {}, + "equippable": false, + "equipped": false, + "actions": { + "skill": "", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "rank": "Seasoned", + "pp": "2", + "damage": "", + "range": "Sm", + "duration": "10 minutes", + "trapping": "Malleable features, illusionary appearance, hair of new form", + "arcane": "", + "skill": "", + "modifiers": [] + }, + "sort": 1600001, + "flags": { + "cf": { + "id": "temp_p3629imfmia", + "path": "Powers", + "color": "#8c160f" + } + }, + "img": "systems/swade/assets/icons/power.svg", + "effects": [] + }, + { + "_id": "kheBTy7D3cIt2oOM", + "name": "Dispel", + "type": "power", + "data": { + "description": "
\n

Dispel allows a hero to negate enemy powers. It has no effect on permanent enchantments or innate abilities such as a dragon’s breath or a banshee’s scream. Dispel affects @Compendium[swade-core-rules.swade-rules.Arcane Devices]{arcane devices} normally.

\n

Dispel can be used on a power already in effect or to counter an enemy power as it’s being used. The latter requires the countering mage to be on @Compendium[swade-core-rules.swade-rules.Hold]{Hold} and interrupt his foe’s action.

\n

In either case, dispelling an opponent’s power is an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed roll} of arcane skills (with a -2 modifier if the rival’s power is of another type such as magic vs. miracles, psionics vs. weird science, etc.).

\n

If the dispelling character wins, the targeted power ends immediately (or fails if it was countered with the usual results of failure). With a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise}, the recipient of the dispelled power is also @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Distracted}.  

\n

Modifiers

\n\n
", + "notes": "", + "additionalStats": {}, + "equippable": false, + "equipped": false, + "actions": { + "skill": "", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "rank": "Seasoned", + "pp": "1", + "damage": "", + "range": "Sm", + "duration": "Instant", + "trapping": "Waving hands, whispered words", + "arcane": "", + "skill": "", + "modifiers": [] + }, + "sort": 1700001, + "flags": { + "cf": { + "id": "temp_p3629imfmia", + "path": "Powers", + "color": "#8c160f" + } + }, + "img": "systems/swade/assets/icons/power.svg", + "effects": [] + }, + { + "_id": "KEYNiChwySo6xVT5", + "name": "Divination", + "type": "power", + "data": { + "description": "
\n

Divination allows the caster to contact otherworldly beings or forces to gain information.

\n

Preparing the spell takes one uninterrupted minute, and must be done at a site relevant to the spirit being contacted. If speaking with a ghost, for example, the conversation should occur at its grave, where it was killed, or with a personal object in hand. Oracles may only be engaged at temples, fire spirits near open flames, and so on.

\n

After the preparation time is complete, the caster makes her arcane skill roll. @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} allows her to engage with the spirit and ask it any questions she might have. The entity must answer to the best of its ability, as directly or ambiguously as the Game Master feels fits the spirit’s personality and the feel of her campaign. A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} means the spirit is more helpful, knowledgeable, or direct than usual (whether it wants to be or not). The type of entity contacted determines how it communicates. Spirits in the netherworld tend to know only those things pertinent to their life and death—and they may not even know the identity of their killer if the person was masked or unseen.

\n

Likewise, nature spirits know only about their local environs, demons know only about the affairs they’re directly involved in, and so on. The Game Master must decide what the entity knows based on its background, origin, and personality. Once a spirit has been conversed with it may not be contacted again for 24 hours. The Game Master may extend this to a community of spirits in a single place, such as water spirits in a babbling brook or nameless spirits in a mass grave.

\n
", + "notes": "", + "additionalStats": {}, + "equippable": false, + "equipped": false, + "actions": { + "skill": "", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "rank": "Heroic", + "pp": "5", + "damage": "", + "range": "Self", + "duration": "A brief conversation of about five minutes", + "trapping": "Seances, prayers, demonic interrogation.", + "arcane": "", + "skill": "", + "modifiers": [] + }, + "sort": 1800001, + "flags": { + "cf": { + "id": "temp_p3629imfmia", + "path": "Powers", + "color": "#8c160f" + } + }, + "img": "systems/swade/assets/icons/power.svg", + "effects": [] + }, + { + "_id": "uBgPmVb32XaTjd9j", + "name": "Drain Power Points", + "type": "power", + "data": { + "description": "
\n

Powerful mages, priests, psykers, and the like can use this ability to drain arcane energy from their foes. They can sometimes even leech the stolen energy for themselves.

\n

The power is @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} by the target’s @Compendium[swade-core-rules.swade-rules.Traits]{Spirit}, and the caster suffers a -2 penalty to her roll if the target has a different @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Arcane Background} than her own.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} drains 1d6 of the rival’s Power Points (if any, and the die doesn’t ace). With a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise}, the caster adds the points to her own. This may take her above her usual maximum! They last until used, and must be the first spent when casting.

\n

Drain Power Points can also be used on an @Compendium[swade-core-rules.swade-rules.Arcane Devices]{arcane device} (the creator still resists with her arcane skill whether she wields it or not). The device can’t lose more @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Points} than it has.

\n
", + "notes": "", + "additionalStats": {}, + "equippable": false, + "equipped": false, + "actions": { + "skill": "", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "rank": "Veteran", + "pp": "2", + "damage": "", + "range": "Sm", + "duration": "Instant", + "trapping": "Prayer, whispered words, gestures", + "arcane": "", + "skill": "", + "modifiers": [] + }, + "sort": 1900001, + "flags": { + "cf": { + "id": "temp_p3629imfmia", + "path": "Powers", + "color": "#8c160f" + } + }, + "img": "systems/swade/assets/icons/power.svg", + "effects": [] + }, + { + "_id": "8j0ejP2HzUG2Cg5e", + "name": "Elemental Manipulation", + "type": "power", + "data": { + "description": "
\n

This power grants basic control over the four traditional elements: air, earth, fire, and water (the elements may vary depending on the setting). The power acts as if it has a d6 @Compendium[swade-core-rules.swade-rules.Traits]{Strength}, or d8 with a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise}.

\n

Here are some ideas for what each element can do. Each is an action.

\n\n
", + "notes": "", + "additionalStats": {}, + "equippable": false, + "equipped": false, + "actions": { + "skill": "", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "rank": "Novice", + "pp": "1", + "damage": "", + "range": "Sm", + "duration": "5", + "trapping": "A few simple gestures", + "arcane": "", + "skill": "", + "modifiers": [] + }, + "sort": 2000001, + "flags": { + "cf": { + "id": "temp_p3629imfmia", + "path": "Powers", + "color": "#8c160f" + } + }, + "img": "systems/swade/assets/icons/power.svg", + "effects": [] + }, + { + "_id": "RoMbCknREWUHGmRd", + "name": "Empathy", + "type": "power", + "data": { + "description": "
\n

The caster forms an emotional bond between himself and the target with a successful @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{arcane skill} vs @Compendium[swade-core-rules.swade-rules.Traits]{Spirit} roll. He knows the target’s emotional state and most basic surface  thoughts, and gains +1 (+2 with a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise}) to @Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation}, @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion}, @Compendium[swade-core-rules.swade-skills.Performance]{Performance}, or @Compendium[swade-core-rules.swade-skills.Taunt]{Taunt} rolls against him.

\n

Empathy also works on animals, adding +2 to @Compendium[swade-core-rules.swade-skills.Riding]{Riding} or other rolls used to interact with the creature

\n

 

\n
", + "notes": "", + "additionalStats": {}, + "equippable": false, + "equipped": false, + "actions": { + "skill": "", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "rank": "Novice", + "pp": "1", + "damage": "", + "range": "Sm", + "duration": "5", + "trapping": "Concentration, a warm or sympathetic smile, exchanging a pleasantry", + "arcane": "", + "skill": "", + "modifiers": [] + }, + "sort": 2100001, + "flags": { + "cf": { + "id": "temp_p3629imfmia", + "path": "Powers", + "color": "#8c160f" + } + }, + "img": "systems/swade/assets/icons/power.svg", + "effects": [] + }, + { + "_id": "9zbKkiAc1uDahNIE", + "name": "Entangle", + "type": "power", + "data": { + "description": "
\n

Entangle allows the caster to restrain a target with ice, bands of energy, or other vine-like @Compendium[swade-core-rules.swade-rules.Trappings]{Trappings} (@Compendium[swade-core-rules.swade-rules.Breaking Things]{Hardness} 5). If successful, the target is @Compendium[swade-core-rules.swade-rules.Bound and Entangled]{Entangled}. With a raise, he’s @Compendium[swade-core-rules.swade-rules.Bound and Entangled]{Bound}.

\n

Victims may break free on their turn as detailed under @Compendium[swade-core-rules.swade-rules.Bound and Entangled]{Bound and Entangled}.

\n

Modifiers

\n\n
", + "notes": "", + "additionalStats": {}, + "equippable": false, + "equipped": false, + "actions": { + "skill": "", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "rank": "Novice", + "pp": "2", + "damage": "", + "range": "Sm", + "duration": "Instant", + "trapping": "Glue bomb, vines, handcuffs, webs.", + "arcane": "", + "skill": "", + "modifiers": [] + }, + "sort": 2200001, + "flags": { + "cf": { + "id": "temp_p3629imfmia", + "path": "Powers", + "color": "#8c160f" + } + }, + "img": "systems/swade/assets/icons/power.svg", + "effects": [] + }, + { + "_id": "Wa4uB9Cd8wyS8nri", + "name": "Environmental Protection", + "type": "power", + "data": { + "description": "
\n

Adventurers sometimes travel beneath the waves, in space, or other hazardous environments. This power protects them from crushing depths, scathing heat, intense cold, and even radiation.

\n

Environmental protection allows the target to breathe, speak, and move at his normal @Compendium[swade-core-rules.swade-rules.Movement]{Pace} in an otherwise fatal environment. It protects him against intense @Compendium[swade-core-rules.swade-rules.Heat]{heat}, @Compendium[swade-core-rules.swade-rules.Cold]{cold}, @Compendium[swade-core-rules.swade-rules.Radiation]{radiation}, atmospheric or fluid pressure, and lack of oxygen. Generally, the adventurer can function normally underwater, in space, within the cone of a volcano, etc. It fails quickly (1d4 rounds) in the presence of super-intense conditions such as actual lava or the massive radiation of a melting nuclear core, for example.

\n

Modifiers

\n\n
", + "notes": "", + "additionalStats": {}, + "equippable": false, + "equipped": false, + "actions": { + "skill": "", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "rank": "Novice", + "pp": "2", + "damage": "", + "range": "Sm", + "duration": "One hour", + "trapping": "A mark on the forehead, potions, gills.", + "arcane": "", + "skill": "", + "modifiers": [] + }, + "sort": 2300001, + "flags": { + "cf": { + "id": "temp_p3629imfmia", + "path": "Powers", + "color": "#8c160f" + } + }, + "img": "systems/swade/assets/icons/power.svg", + "effects": [] + }, + { + "_id": "WlkLDSGFClLOyqpd", + "name": "Farsight", + "type": "power", + "data": { + "description": "
\n

Farsight allows the recipient to see in detail over great distances. She can read lips or read fine print up to a mile distant.

\n

With a raise, she also halves @Compendium[swade-core-rules.swade-rules.Range]{range penalties} for @Compendium[swade-core-rules.swade-skills.Shooting]{Shooting}, @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics} (throwing), or other abilities affected by @Compendium[swade-core-rules.swade-rules.Attacks]{Range}.

\n

Modifiers

\n\n
", + "notes": "", + "additionalStats": {}, + "equippable": false, + "equipped": false, + "actions": { + "skill": "", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "rank": "Seasoned", + "pp": "2", + "damage": "", + "range": "Sm", + "duration": "5", + "trapping": "Invisibly marked targets, guiding winds, eagle eyes", + "arcane": "", + "skill": "", + "modifiers": [] + }, + "sort": 2400001, + "flags": { + "cf": { + "id": "temp_p3629imfmia", + "path": "Powers", + "color": "#8c160f" + } + }, + "img": "systems/swade/assets/icons/power.svg", + "effects": [] + }, + { + "_id": "LwekJ2NVEUGA7nKr", + "name": "Fear", + "type": "power", + "data": { + "description": "
\n

This power causes overwhelming dread and horror. The affected make a @Compendium[swade-core-rules.swade-rules.Fear]{Fear} roll. @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Extras} who fail are @Compendium[swade-core-rules.swade-tables.Fear Table]{Panicked} and @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Cards} roll on the @Compendium[swade-core-rules.swade-macros.Fear Table]{Fear Table}. If the power is cast with a raise, the Fear roll is at -2 and Wild Cards add +2 to Fear Table results.

\n

Modifiers

\n\n
", + "notes": "", + "additionalStats": {}, + "equippable": false, + "equipped": false, + "actions": { + "skill": "", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "rank": "Novice", + "pp": "2", + "damage": "", + "range": "Sm", + "duration": "Instant", + "trapping": "Gestures, eldritch energy, cold chills", + "arcane": "", + "skill": "", + "modifiers": [] + }, + "sort": 2500001, + "flags": { + "cf": { + "id": "temp_p3629imfmia", + "path": "Powers", + "color": "#8c160f" + } + }, + "img": "systems/swade/assets/icons/power.svg", + "effects": [] + }, + { + "_id": "rRnhcrS26PgY7B5k", + "name": "Fly", + "type": "power", + "data": { + "description": "
\n

Fly allows a character to soar at @Compendium[swade-core-rules.swade-rules.Movement]{Pace} 12″, or twice that with a raise (he may not @Compendium[swade-core-rules.swade-rules.Movement]{Run}).

\n

Modifiers

\n\n
", + "notes": "", + "additionalStats": {}, + "equippable": false, + "equipped": false, + "actions": { + "skill": "", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "rank": "Veteran", + "pp": "3", + "damage": "", + "range": "Sm", + "duration": "5", + "trapping": "Gusty winds, wings, broomsticks", + "arcane": "", + "skill": "", + "modifiers": [] + }, + "sort": 2600001, + "flags": { + "cf": { + "id": "temp_p3629imfmia", + "path": "Powers", + "color": "#8c160f" + } + }, + "img": "systems/swade/assets/icons/power.svg", + "effects": [] + }, + { + "_id": "o3fNLfh2coNpSt03", + "name": "Growth/Shrink", + "type": "power", + "data": { + "description": "
\n

Growth increases the recipient’s @Compendium[swade-core-rules.swade-rules.Size and Scale]{Size} by 1 for every 2 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Points} spent. Each increase in Size grants the target a one-step increase to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} and 1 point of @Compendium[swade-core-rules.swade-rules.Characters]{Toughness}. This does not increase @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wounds} regardless of change to @Compendium[swade-core-rules.swade-rules.Size and Scale]{Scale}.

\n

Shrink reduces the @Compendium[swade-core-rules.swade-rules.Size and Scale]{Size} of the subject one step for every 2 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Points} spent to a maximum of Size -2 (approximately the size of a cat). Each step reduced decreases @Compendium[swade-core-rules.swade-rules.Traits]{Strength} one die type (minimum of d4) and @Compendium[swade-core-rules.swade-rules.Characters]{Toughness} by 1 (minimum of 2).

\n

For unwilling targets, the caster’s arcane skill roll is @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} by @Compendium[swade-core-rules.swade-rules.Traits]{Spirit}.

\n
", + "notes": "", + "additionalStats": {}, + "equippable": false, + "equipped": false, + "actions": { + "skill": "", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "rank": "Seasoned", + "pp": "2 per point of Size change", + "damage": "", + "range": "Sm", + "duration": "5", + "trapping": "Gestures, words of power, potions", + "arcane": "", + "skill": "", + "modifiers": [] + }, + "sort": 2700001, + "flags": { + "cf": { + "id": "temp_p3629imfmia", + "path": "Powers", + "color": "#8c160f" + } + }, + "img": "systems/swade/assets/icons/power.svg", + "effects": [] + }, + { + "_id": "j14FeXIN9yFjAJOX", + "name": "Havoc", + "type": "power", + "data": { + "description": "
\n

This ability creates chaos and mischief for all those within its area of effect, hurling debris and rivals in all directions.

\n

With success, the caster places a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Medium Blast Template} anywhere within @Compendium[swade-core-rules.swade-rules.Range]{range}, or a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Cone Template} emanating from the caster.

\n

Anyone touched by the template is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Distracted} and must then make a @Compendium[swade-core-rules.swade-rules.Traits]{Strength} roll (at -2 if the caster got a raise). Those who fail are hurled 2d6″—directly away from the caster if using the @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Cone Template} or directly away from the center if using a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Blast Template} (the caster chooses for those in the dead center).

\n

Victims who strike a hard object (such as a wall) take 2d4 damage (@Compendium[swade-core-rules.swade-rules.Nonlethal Damage]{nonlethal} unless it’s a spiked wall or other more dangerous hazard).

\n

Airborne Targets: Flying or airborne targets suffer an additional -2 to their @Compendium[swade-core-rules.swade-rules.Traits]{Strength} rolls as they have no ground to brace themselves on.

\n

Modifiers

\n\n
", + "notes": "", + "additionalStats": {}, + "equippable": false, + "equipped": false, + "actions": { + "skill": "", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "rank": "Novice", + "pp": "2", + "damage": "", + "range": "Sm", + "duration": "Instant", + "trapping": "Whirlwind, chaotic poltergeists, repulsion field", + "arcane": "", + "skill": "", + "modifiers": [] + }, + "sort": 2800001, + "flags": { + "cf": { + "id": "temp_p3629imfmia", + "path": "Powers", + "color": "#8c160f" + } + }, + "img": "systems/swade/assets/icons/power.svg", + "effects": [] + }, + { + "_id": "mooOiirp6J8Hkl97", + "name": "Healing", + "type": "power", + "data": { + "description": "
\n

Healing removes @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wounds} less than an hour old. A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{success} removes one Wound, and a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} removes two. The power may be cast additional times to remove additional Wounds within that hour and as long as the healer has enough @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Points}.

\n

For @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Extras}, the GM must first determine if the ally is still alive (see @Compendium[swade-core-rules.swade-rules.Healing]{Aftermath}). If so, a successful arcane skill roll returns the ally to action (@Compendium[swade-core-rules.swade-rules.Damage Effects]{Shaken} if it matters).

\n

Modifiers

\n\n
", + "notes": "", + "additionalStats": {}, + "equippable": false, + "equipped": false, + "actions": { + "skill": "", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "rank": "Novice", + "pp": "3", + "damage": "", + "range": "Touch", + "duration": "Instant", + "trapping": "Laying on hands, touching the victim with a holy symbol, prayer", + "arcane": "", + "skill": "", + "modifiers": [] + }, + "sort": 2900001, + "flags": { + "cf": { + "id": "temp_p3629imfmia", + "path": "Powers", + "color": "#8c160f" + } + }, + "img": "systems/swade/assets/icons/power.svg", + "effects": [] + }, + { + "_id": "hmPGcJmAjId5dMQy", + "name": "Illusion", + "type": "power", + "data": { + "description": "
\n

Illusion can be used to create a visual scene or replica of most anything the caster can imagine, but it is silent, intangible, and incapable of affecting the real world. For example, illusionary weapons pass through foes, one cannot sit in an illusionary chair, and an illusionary dog has no audible bark.

\n

Those who contact an illusion or doubt it’s real make a @Compendium[swade-core-rules.swade-rules.Traits]{Smarts} roll as a @Compendium[swade-core-rules.swade-rules.Actions]{free action} (at -2 if the power was activated with a raise). If @Compendium[swade-core-rules.swade-rules.Trait Rolls]{successful}, that individual is no longer subject to this casting.

\n

The GM should make @Compendium[swade-core-rules.swade-rules.Trait Rolls]{group rolls} for @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Extras} as they point out the illusion’s inconsistencies to each other.

\n

The volume of the illusion must fit within a sphere the size of a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Medium Blast Template} (4″ or eight yards in diameter).

\n

Modifiers

\n\n
", + "notes": "", + "additionalStats": {}, + "equippable": false, + "equipped": false, + "actions": { + "skill": "", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "rank": "Novice", + "pp": "3", + "damage": "", + "range": "Sm", + "duration": "5", + "trapping": "Magical spells, holograms, \"ethereal materializers\"", + "arcane": "", + "skill": "", + "modifiers": [] + }, + "sort": 3000001, + "flags": { + "cf": { + "id": "temp_p3629imfmia", + "path": "Powers", + "color": "#8c160f" + } + }, + "img": "systems/swade/assets/icons/power.svg", + "effects": [] + }, + { + "_id": "nLRwBxfoK0cXQH6W", + "name": "Intangibility", + "type": "power", + "data": { + "description": "
\n

With a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{successful} @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{arcane skill} roll, whoever receives this power becomes incorporeal. He is unable to affect the physical world, and it cannot affect him. He can travel through walls, and non-magical weapons pass straight through him. Any items carried at the time of casting are also incorporeal.

\n

While incorporeal, the character may affect other incorporeal beings (including himself), and he is still susceptible to supernatural attacks, including @Compendium[swade-core-rules.swade-rules.Powers]{powers} and @Compendium[swade-core-rules.swade-rules.Arcane Devices]{enchanted items}. The being becomes corporeal when the power ends, but if within someone or something he’s shunted to the nearest open space and @Compendium[swade-core-rules.swade-rules.Stunned]{Stunned}.

\n

If cast on an unwilling target, the victim @Compendium[swade-core-rules.swade-rules.Trait Rolls]{resists} with @Compendium[swade-core-rules.swade-rules.Traits]{Spirit}.

\n
", + "notes": "", + "additionalStats": {}, + "equippable": false, + "equipped": false, + "actions": { + "skill": "", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "rank": "Heroic", + "pp": "5", + "damage": "", + "range": "Sm", + "duration": "5", + "trapping": "Ghost form, body of shadow, gaseous transformation", + "arcane": "", + "skill": "", + "modifiers": [] + }, + "sort": 3100001, + "flags": { + "cf": { + "id": "temp_p3629imfmia", + "path": "Powers", + "color": "#8c160f" + } + }, + "img": "systems/swade/assets/icons/power.svg", + "effects": [] + }, + { + "_id": "Yp4bsPqAAu8ZZCp7", + "name": "Invisibilty", + "type": "power", + "data": { + "description": "
\n

With a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{success}, the character and his personal items are transparent except for a vague blur or outline. Any @Compendium[swade-core-rules.swade-rules.Actions]{action} taken against him that requires sight is made at -4, or -6 with a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise}. The same penalty applies to @Compendium[swade-core-rules.swade-skills.Notice]{Notice} rolls to detect the unseen presence.

\n

Modifiers

\n\n
", + "notes": "", + "additionalStats": {}, + "equippable": false, + "equipped": false, + "actions": { + "skill": "", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "rank": "Seasoned", + "pp": "5", + "damage": "", + "range": "Sm", + "duration": "Sm", + "trapping": "Powder, potion, iridescent lights", + "arcane": "", + "skill": "", + "modifiers": [] + }, + "sort": 3200001, + "flags": { + "cf": { + "id": "temp_p3629imfmia", + "path": "Powers", + "color": "#8c160f" + } + }, + "img": "systems/swade/assets/icons/power.svg", + "effects": [] + }, + { + "_id": "sFsTivNcjKbqY1gS", + "name": "Light / Darkness", + "type": "power", + "data": { + "description": "
\n

Light creates bright @Compendium[swade-core-rules.swade-rules.Illumination]{illumination} in a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Large Blast Template}. With a raise, the light can be focused into a 5″ (10 yard) beam as well.

\n

Darkness blocks @Compendium[swade-core-rules.swade-rules.Illumination]{illumination} in an area the size of a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Large Blast Template}, making the area Dark, or Pitch Darkness with a raise (see @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination}).

\n

If light and darkness overlap, they create a patch of Dim light (-2).

\n

Modifiers

\n\n
", + "notes": "", + "additionalStats": {}, + "equippable": false, + "equipped": false, + "actions": { + "skill": "", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "rank": "Novice", + "pp": "2", + "damage": "", + "range": "Sm", + "duration": "10 minutes", + "trapping": "Illusionary torch, sunlight, darkness, thick fogs", + "arcane": "", + "skill": "", + "modifiers": [] + }, + "sort": 3300001, + "flags": { + "cf": { + "id": "temp_p3629imfmia", + "path": "Powers", + "color": "#8c160f" + } + }, + "img": "systems/swade/assets/icons/power.svg", + "effects": [] + }, + { + "_id": "YRWGwkfF468MtOHk", + "name": "Mind Link", + "type": "power", + "data": { + "description": "
\n

Mind link creates a telepathic connection between two individuals (which does not necessarily have to include the caster). The link accommodates only willing subjects and communication—thoughts that aren’t consciously transmitted aren’t relayed.

\n

Once @Compendium[swade-core-rules.swade-rules.Trait Rolls]{activated}, the @Compendium[swade-core-rules.swade-rules.Range]{Range} between all linked minds is one mile, or five with a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise}.

\n

If any of the linked characters suffers a @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wound}, all others must make a @Compendium[swade-core-rules.swade-rules.Traits]{Smarts} roll or be @Compendium[swade-core-rules.swade-rules.Damage Effects]{Shaken} (this cannot cause a @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wound}).

\n

The speed of communication is that of normal speech, but with a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} members may communicate up to 30 seconds or so of speech on a single combat turn.

\n

Modifiers

\n\n
", + "notes": "", + "additionalStats": {}, + "equippable": false, + "equipped": false, + "actions": { + "skill": "", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "rank": "Novice", + "pp": "1", + "damage": "", + "range": "Sm", + "duration": "30 Minutes", + "trapping": "Headpieces, talismans, of Tao or other gods, crystals", + "arcane": "", + "skill": "", + "modifiers": [] + }, + "sort": 3400001, + "flags": { + "cf": { + "id": "temp_p3629imfmia", + "path": "Powers", + "color": "#8c160f" + } + }, + "img": "systems/swade/assets/icons/power.svg", + "effects": [] + }, + { + "_id": "2qew5mGWcpfjxQLU", + "name": "Mind Reading", + "type": "power", + "data": { + "description": "
\n

Mind reading is an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed roll} versus the target’s @Compendium[swade-core-rules.swade-rules.Traits]{Smarts}. @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} allows the character to gain one truthful answer from the subject. The target is aware of the mental intrusion unless the mind reader gets a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise}. The GM may apply @Compendium[swade-core-rules.swade-rules.Trait Rolls]{modifiers} based on the subject’s mental @Compendium[swade-core-rules.swade-rules.Hindrances]{Hindrances} or current state of mind.

\n
", + "notes": "", + "additionalStats": {}, + "equippable": false, + "equipped": false, + "actions": { + "skill": "", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "rank": "Novice", + "pp": "2", + "damage": "", + "range": "Sm", + "duration": "Instant", + "trapping": "Psionic invasion, soulsight", + "arcane": "", + "skill": "", + "modifiers": [] + }, + "sort": 3500001, + "flags": { + "cf": { + "id": "temp_p3629imfmia", + "path": "Powers", + "color": "#8c160f" + } + }, + "img": "systems/swade/assets/icons/power.svg", + "effects": [] + }, + { + "_id": "DMFIO9brqtbL6puA", + "name": "Mind Wipe", + "type": "power", + "data": { + "description": "
\n

Mind wipe removes a target’s memories, a terrible violation in most civilized societies. The power is @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} by a victim’s @Compendium[swade-core-rules.swade-rules.Traits]{Smarts} and requires a full minute of mental struggle. The victim must be conscious during this time, so if not restrained he can simply move out of @Compendium[swade-core-rules.swade-rules.Range]{Range}.

\n

If @Compendium[swade-core-rules.swade-rules.Trait Rolls]{successful}, the victim forgets a single event (up to about 30 minutes of time). A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} removes a complex memory of several hours.

\n

If the defender wins, the caster cannot affect him with mind wipe for 24 hours. (Others may reattempt the power, however.)

\n

The memory remains missing but strong evidence that challenges its “logic” allows a @Compendium[swade-core-rules.swade-rules.Traits]{Smarts} roll at -2 to remember fragments determined by the GM.

\n

Modifiers

\n\n
", + "notes": "", + "additionalStats": {}, + "equippable": false, + "equipped": false, + "actions": { + "skill": "", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "rank": "Veteran", + "pp": "3", + "damage": "", + "range": "Sm", + "duration": "Instant", + "trapping": "A noxious drink, parasites, touching the target's temples", + "arcane": "", + "skill": "", + "modifiers": [] + }, + "sort": 3600001, + "flags": { + "cf": { + "id": "temp_p3629imfmia", + "path": "Powers", + "color": "#8c160f" + } + }, + "img": "systems/swade/assets/icons/power.svg", + "effects": [] + }, + { + "_id": "QxeCRBlufHEjOxzG", + "name": "Object Reading", + "type": "power", + "data": { + "description": "
\n

Object reading is the ability to see the past of an inanimate object, discovering who held it, where it’s been, and what it might have been used for. The object has no sentience of its own — the caster simply sees and hears visions of the past that took place in its presence.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} allows the character to see events that occurred within 10 yards up to about five years past. A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} increases this to 100 years and 20 yards. The caster can “fast forward” and “rewind” as desired, skimming about 10 years of history per minute of real time.

\n

When watching an actual event, it occurs in real time, just as if watching a digital video.

\n

Modifiers

\n\n
", + "notes": "", + "additionalStats": {}, + "equippable": false, + "equipped": false, + "actions": { + "skill": "", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "rank": "Seasoned", + "pp": "2", + "damage": "", + "range": "Touch", + "duration": "Special", + "trapping": "Touching the object, glowing hands", + "arcane": "", + "skill": "", + "modifiers": [] + }, + "sort": 3700001, + "flags": { + "cf": { + "id": "temp_p3629imfmia", + "path": "Powers", + "color": "#8c160f" + } + }, + "img": "systems/swade/assets/icons/power.svg", + "effects": [] + }, + { + "_id": "oZIUGNUk6utjYqbZ", + "name": "Protection", + "type": "power", + "data": { + "description": "
\n

Protection creates a field of energy or armor around a character, giving him 2 points of @Compendium[swade-core-rules.swade-rules.Armor]{Armor}, or +4 with a raise.

\n

Whether the protection is visible or not depends on the @Compendium[swade-core-rules.swade-rules.Trappings]{Trapping}—this is entirely up to the caster.

\n

Protection stacks with all other armor, natural or worn, and is negated by @Compendium[swade-core-rules.swade-rules.Armor Piercing (AP)]{AP} as usual.

\n

Modifiers

\n\n
", + "notes": "", + "additionalStats": {}, + "equippable": false, + "equipped": false, + "actions": { + "skill": "", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "rank": "Novice", + "pp": "1", + "damage": "", + "range": "Sm", + "duration": "5", + "trapping": "A mystical glow, hardened skin, ethereal armor, a mass of nanites", + "arcane": "", + "skill": "", + "modifiers": [] + }, + "sort": 3800001, + "flags": { + "cf": { + "id": "temp_p3629imfmia", + "path": "Powers", + "color": "#8c160f" + } + }, + "img": "systems/swade/assets/icons/power.svg", + "effects": [] + }, + { + "_id": "tf9EEJPQ4Fg6Lpwm", + "name": "Puppet", + "type": "power", + "data": { + "description": "
\n

Puppet is an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed roll} of the character’s @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{arcane skill} versus the target’s @Compendium[swade-core-rules.swade-rules.Traits]{Spirit}. With @Compendium[swade-core-rules.swade-rules.Trait Rolls]{success}, the victim automatically obeys commands that don’t directly harm himself or those he cares about.

\n

With a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise}, the target is completely controlled, but gets an automatic @Compendium[swade-core-rules.swade-rules.Traits]{Spirit} roll as a @Compendium[swade-core-rules.swade-rules.Actions]{free action} to avoid directly arming himself or those he cares about. If the puppet’s resistance @Compendium[swade-core-rules.swade-rules.Trait Rolls]{succeeds}, he doesn’t carry out that particular command but doesn’t otherwise resist his master. With a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise}, he breaks the controller’s hold and the power ends.

\n

Commands are general, such as “attack that person” or “open that door.” The controller doesn’t get to dictate how many @Compendium[swade-core-rules.swade-rules.Actions]{actions} the victim uses in a turn, whether or not he uses his @Compendium[swade-core-rules.swade-edges.Sweep]{Sweep} Edge, etc.

\n

Modifiers

\n\n
", + "notes": "", + "additionalStats": {}, + "equippable": false, + "equipped": false, + "actions": { + "skill": "", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "rank": "Veteran", + "pp": "3", + "damage": "", + "range": "Sm", + "duration": "5", + "trapping": "Glowing eyes, trance-like state, a swinging pocket watch, voodoo dolls.", + "arcane": "", + "skill": "", + "modifiers": [] + }, + "sort": 3900001, + "flags": { + "cf": { + "id": "temp_p3629imfmia", + "path": "Powers", + "color": "#8c160f" + } + }, + "img": "systems/swade/assets/icons/power.svg", + "effects": [] + }, + { + "_id": "4dCQStbJqGV2YAyp", + "name": "Relief", + "type": "power", + "data": { + "description": "
\n

Relief removes one @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue} level, or two with a raise. It can also remove a character’s @Compendium[swade-core-rules.swade-rules.Damage Effects]{Shaken} status, and removes @Compendium[swade-core-rules.swade-rules.Stunned]{Stunned} status with a raise.

\n

Modifiers

\n\n
", + "notes": "", + "additionalStats": {}, + "equippable": false, + "equipped": false, + "actions": { + "skill": "", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "rank": "Novice", + "pp": "1", + "damage": "", + "range": "Sm", + "duration": "Instant", + "trapping": "Prayer, tonics", + "arcane": "", + "skill": "", + "modifiers": [] + }, + "sort": 4100001, + "flags": { + "cf": { + "id": "temp_p3629imfmia", + "path": "Powers", + "color": "#8c160f" + } + }, + "img": "systems/swade/assets/icons/power.svg", + "effects": [] + }, + { + "_id": "UuM1MihixLjSKRmJ", + "name": "Resurrection", + "type": "power", + "data": { + "description": "
\n

Perhaps the greatest power of all is the ability to bring someone back from the dead. It can restore lost loves, bring solace to the grieving, and topple kingdoms.

\n

Returning the dead to life requires a reasonably complete corpse no more than a year old. The caster then prays, meditates, chants, or otherwise concentrates on mending the body and pulling the spirit back to it for four hours.

\n

Once done, the healer makes a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{casting roll} at -8. If successful, the victim returns to life with three @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wounds} and is @Compendium[swade-core-rules.swade-rules.Fatigue]{Exhausted}. With a raise, she returns merely @Compendium[swade-core-rules.swade-rules.Fatigue]{Exhausted}.

\n

Modifiers

\n\n
", + "notes": "", + "additionalStats": {}, + "equippable": false, + "equipped": false, + "actions": { + "skill": "", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "rank": "Heroic", + "pp": "30", + "damage": "", + "range": "Touch", + "duration": "Instant", + "trapping": "Elaborate ceremonies, rare plants, magical amulets, divine intervention", + "arcane": "", + "skill": "", + "modifiers": [] + }, + "sort": 4200001, + "flags": { + "cf": { + "id": "temp_p3629imfmia", + "path": "Powers", + "color": "#8c160f" + } + }, + "img": "systems/swade/assets/icons/power.svg", + "effects": [] + }, + { + "_id": "qgIilGudPTNPAO8p", + "name": "Shape Change", + "type": "power", + "data": { + "description": "
\n

Many cultures have legends of shamans or wizards who take on the shape of animals.

\n

This power does just that, allowing the caster to take the form of any animal (including fantastic creatures such as @Compendium[swade-core-rules.swade-bestiary.Dragon]{dragons} and hippogriffs if they exist in that setting, but not humanoids, undead, etc). What a character can change into depends on his @Compendium[swade-core-rules.swade-rules.Advancement]{Rank}:

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Shape Change
CostRankSize
3NoviceSize -4 to Size -1
5SeasonedSize 0
8VeteranSize 1 to 2
11HeroicSize 3 to 4
15LegendarySize 5 to 10
\n

With a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} on the roll, the character transforms into a  particularly large version of its type—increase its @Compendium[swade-core-rules.swade-rules.Traits]{Strength} and @Compendium[swade-core-rules.swade-rules.Traits]{Vigor} by one die type each.

\n

Weapons and other personal effects are assumed into the animal’s form and reappear when the power ends, but other objects are dropped.

\n

While transformed, the character retains his own @Compendium[swade-core-rules.swade-rules.Traits]{Smarts}, @Compendium[swade-core-rules.swade-rules.Traits]{Spirit}, @Compendium[swade-core-rules.swade-rules.Hindrances]{Hindrances}, @Compendium[swade-core-rules.swade-rules.Edges]{Edges}, and linked @Compendium[swade-core-rules.swade-rules.Traits]{skills} (though he may not be able to use some or all of them depending on the form -- GM’s call). He gains the animal’s @Compendium[swade-core-rules.swade-rules.Traits]{Agility}, @Compendium[swade-core-rules.swade-rules.Traits]{Strength}, @Compendium[swade-core-rules.swade-rules.Traits]{Vigor}, and linked @Compendium[swade-core-rules.swade-rules.Traits]{skills} and cannot use devices that require humanoid form. He has no capacity for speech and cannot activate @Compendium[swade-core-rules.swade-rules.Powers]{powers}, though he may continue to maintain powers previously active.

\n

A @Compendium[swade-core-rules.swade-rules.Bestiary]{creature’s} natural abilities inherent to its form are conferred, but magical ones aren’t. A @Compendium[swade-core-rules.swade-bestiary.Dragon]{dragon} can fly and breathe fire in a traditional fantasy setting, for example, so a character who shape changes into one may do so as well. If dragons also cast spells in that world, however, shape change would not grant that ability because it’s not inherent to the physical form.

\n

Size: The caster does not inherit extra @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wounds} when transforming into creatures of Large or Huge @Compendium[swade-core-rules.swade-rules.Size and Scale]{Scale}.

\n

Modifiers

\n\n
", + "notes": "", + "additionalStats": {}, + "equippable": false, + "equipped": false, + "actions": { + "skill": "", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "rank": "Novice", + "pp": "Special", + "damage": "", + "range": "Self", + "duration": "5", + "trapping": "\"Morphing\", talismans, tattoos", + "arcane": "", + "skill": "", + "modifiers": [] + }, + "sort": 4300001, + "flags": { + "cf": { + "id": "temp_p3629imfmia", + "path": "Powers", + "color": "#8c160f" + } + }, + "img": "systems/swade/assets/icons/power.svg", + "effects": [] + }, + { + "_id": "V6bbGawwkUeiBxSp", + "name": "Sloth/Speed", + "type": "power", + "data": { + "description": "
\n

Sloth lessens celerity and coordination while speed increases it. It halves the target’s total @Compendium[swade-core-rules.swade-rules.Movement]{movement} each @Compendium[swade-core-rules.swade-rules.Actions]{round} (round up). With a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise}, movement is also an @Compendium[swade-core-rules.swade-rules.Actions]{action}. The target automatically attempts to shake off the effects of sloth at the end of each of his next turns by making a @Compendium[swade-core-rules.swade-rules.Traits]{Spirit} roll.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} with speed doubles the target’s @Compendium[swade-core-rules.swade-rules.Movement]{movement} (basic Pace and @Compendium[swade-core-rules.swade-rules.Movement]{running}). With a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} the character also ignores the -2 running penalty.

\n

Modifiers

\n\n
", + "notes": "", + "additionalStats": {}, + "equippable": false, + "equipped": false, + "actions": { + "skill": "", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "rank": "Seasoned", + "pp": "2", + "damage": "", + "range": "Sm", + "duration": "Instant (slot); 5 (speed)", + "trapping": "Slowing time, blurred motion, a slippery patch of oil or ice", + "arcane": "", + "skill": "", + "modifiers": [] + }, + "sort": 4000001, + "flags": { + "cf": { + "id": "temp_p3629imfmia", + "path": "Powers", + "color": "#8c160f" + } + }, + "img": "systems/swade/assets/icons/power.svg", + "effects": [] + }, + { + "_id": "FEi6Frn3EiAKikOA", + "name": "Slumber", + "type": "power", + "data": { + "description": "
\n

Those who favor stealth or want to avoid harming their foes are drawn to this spell, which puts its victims into a deep and restful sleep.

\n

Anyone affected by slumber must make a @Compendium[swade-core-rules.swade-rules.Traits]{Spirit} roll (at -2 if the caster got a raise on her @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{arcane skill} roll). Those who fail fall asleep for the @Compendium[swade-core-rules.swade-rules.Powers]{Duration} of the spell. Very loud noises or attempts to physically wake a sleeper (by shaking him, for example), grant another @Compendium[swade-core-rules.swade-rules.Traits]{Spirit} roll.

\n

Modifiers

\n\n
", + "notes": "", + "additionalStats": {}, + "equippable": false, + "equipped": false, + "actions": { + "skill": "", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "rank": "Seasoned", + "pp": "2", + "damage": "", + "range": "Sm", + "duration": "One hour", + "trapping": "A lullaby, blowing powder or sand at targets", + "arcane": "", + "skill": "", + "modifiers": [] + }, + "sort": 4400001, + "flags": { + "cf": { + "id": "temp_p3629imfmia", + "path": "Powers", + "color": "#8c160f" + } + }, + "img": "systems/swade/assets/icons/power.svg", + "effects": [] + }, + { + "_id": "JChDBhrhAfO5w5tT", + "name": "Smite", + "type": "power", + "data": { + "description": "
\n

This power is cast on a weapon of some sort. If it’s a ranged weapon, it affects one entire magazine, 20 bolts, shells, or arrows, or one full “load” of ammunition (the GM determines the exact quantity for unusual weapons). While the power is in effect, the weapon’s @Compendium[swade-core-rules.swade-rules.Dealing Damage]{damage} is increased by +2, or +4 with a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise}.

\n

Modifiers

\n\n
", + "notes": "", + "additionalStats": {}, + "equippable": false, + "equipped": false, + "actions": { + "skill": "", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "rank": "Novice", + "pp": "2", + "damage": "", + "range": "Sm", + "duration": "5", + "trapping": "A colored glow, runes, sigils, crackling energy, barbs grow from the blade", + "arcane": "", + "skill": "", + "modifiers": [] + }, + "sort": 4500001, + "flags": { + "cf": { + "id": "temp_p3629imfmia", + "path": "Powers", + "color": "#8c160f" + } + }, + "img": "systems/swade/assets/icons/power.svg", + "effects": [] + }, + { + "_id": "gNdrTlSbtKXgyN5k", + "name": "Sound/Silence", + "type": "power", + "data": { + "description": "
\n

Sound mimics any known sound or voice, emanating from a point of origin within @Compendium[swade-core-rules.swade-rules.Range]{Range} at a volume up to the sound of a loud shout. If used as a @Compendium[swade-core-rules.swade-rules.Test]{Test}, the defender @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposes} the casting roll with @Compendium[swade-core-rules.swade-rules.Traits]{Smarts}.

\n

Silence does the opposite, muting all sound up to a loud shout within a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Large Blast Template}. This subtracts 4 from @Compendium[swade-core-rules.swade-skills.Notice]{Notice} rolls made by those inside the area of effect, as well as anyone trying to hear sounds made from within. A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} completely mutes all sound inside the template—such @Compendium[swade-core-rules.swade-skills.Notice]{Notice} rolls automatically fail.

\n

Modifiers

\n\n
", + "notes": "", + "additionalStats": {}, + "equippable": false, + "equipped": false, + "actions": { + "skill": "", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "rank": "Novice", + "pp": "1", + "damage": "", + "range": "Smarts x5 (Sound); Smarts (Silence)", + "duration": "Instant (Sound); 5 (Silence)", + "trapping": "Magical effects, a brief ripple in the air, a bell or chime that starts or stops ringing", + "arcane": "", + "skill": "", + "modifiers": [] + }, + "sort": 4600001, + "flags": { + "cf": { + "id": "temp_p3629imfmia", + "path": "Powers", + "color": "#8c160f" + } + }, + "img": "systems/swade/assets/icons/power.svg", + "effects": [] + }, + { + "_id": "8hq7YecvNEp4kqN4", + "name": "Speak Language", + "type": "power", + "data": { + "description": "
\n

This power allows a character to speak, read, and write a sapient language other than his own. A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} on the @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{arcane skill} roll allows the user to appropriately use and understand slang and dialect as well.

\n

Modifiers

\n\n
", + "notes": "", + "additionalStats": {}, + "equippable": false, + "equipped": false, + "actions": { + "skill": "", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "rank": "Novice", + "pp": "1", + "damage": "", + "range": "Sm", + "duration": "10 minutes", + "trapping": "Words, pictures, hand motions", + "arcane": "", + "skill": "", + "modifiers": [] + }, + "sort": 4700001, + "flags": { + "cf": { + "id": "temp_p3629imfmia", + "path": "Powers", + "color": "#8c160f" + } + }, + "img": "systems/swade/assets/icons/power.svg", + "effects": [] + }, + { + "_id": "90y0v2cCeZwivQza", + "name": "Stun", + "type": "power", + "data": { + "description": "
\n

Stun shocks a target with concussive force, sound, light, magical energy, or the like.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{successful} casting means the victim must make a @Compendium[swade-core-rules.swade-rules.Traits]{Vigor} roll (at -2 with a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} on the @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{arcane skill} roll) or be @Compendium[swade-core-rules.swade-rules.Stunned]{Stunned}.

Modifiers

\n\n

\n
", + "notes": "", + "additionalStats": {}, + "equippable": false, + "equipped": false, + "actions": { + "skill": "", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "rank": "Novice", + "pp": "2", + "damage": "", + "range": "Sm", + "duration": "Instant", + "trapping": "Bolts of energy, stun bombs, sonic booms, burst of blinding light", + "arcane": "", + "skill": "", + "modifiers": [] + }, + "sort": 4800001, + "flags": { + "cf": { + "id": "temp_p3629imfmia", + "path": "Powers", + "color": "#8c160f" + } + }, + "img": "systems/swade/assets/icons/power.svg", + "effects": [] + }, + { + "_id": "HSzJIm7YtJPVzGQW", + "name": "Summon Ally", + "type": "power", + "data": { + "description": "
\n

This power allows the character to summon a magical servant from nothing. The ally typically takes the form of a basic humanoid of the appropriate @Compendium[swade-core-rules.swade-rules.Size and Scale]{Size} but can appear differently based on the caster’s @Compendium[swade-core-rules.swade-rules.Trappings]{trappings}. It materializes anywhere in @Compendium[swade-core-rules.swade-rules.Range]{Range}, and with a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} on the @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{arcane skill} roll, it’s @Compendium[swade-core-rules.swade-rules.Special Ability (Resilient or Very Resilient)]{Resilient}) as well.

\n

The ally acts on its creator’s @Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{Action Card} and follows her commands to the best of its ability. It has no personality, creativity, or emotions. When the power ends or the ally is @Compendium[swade-core-rules.swade-rules.Damage Effects]{Incapacitated}, it fades into nothingness, leaving no trace behind.

\n

The type of servant that can be summoned depends on the caster’s @Compendium[swade-core-rules.swade-rules.Advancement]{Rank}. With the GM’s approval, the player may swap abilities. If a hero wants an attendant in the form of a @Compendium[swade-core-rules.swade-bestiary.Dog / Wolf]{wolf}, for example, the caster might exchange the @Compendium[swade-core-rules.swade-skills.Shooting]{Shooting} skill for @Compendium[swade-core-rules.swade-skills.Survival]{Survival} so that the “animal” can track its foes.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
SUMMON ALLY
RankCostServant
Novice2Attendant
Seasoned4Bodyguard
Veteran6Mirror Self*
Heroic8Sentinel
\n

*Mirror Self costs +2 power points per Rank above Veteran to a maximum of 10 PPs at Legendary

\n

Modifiers

\n\n

 

\n

STATBLOCKS

\n

Attendant

\n

Attributes: Agility d4, Smarts d4, Spirit d4, Strength d4, Vigor d4
Skills: @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics} d4, @Compendium[swade-core-rules.swade-skills.Fighting]{Fighting} d4, @Compendium[swade-core-rules.swade-skills.Notice]{Notice} d4, @Compendium[swade-core-rules.swade-skills.Shooting]{Shooting} d4, @Compendium[swade-core-rules.swade-skills.Stealth]{Stealth} d6
Pace: 4; Parry: 4; Toughness: 4
Special Abilities:

\n\n

 

\n

Bodyguard

\n

Attributes: Agility d6, Smarts d4, Spirit d6, Strength d6, Vigor d6
Skills: @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics} d6, @Compendium[swade-core-rules.swade-skills.Fighting]{Fighting} d6, @Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation} d6, @Compendium[swade-core-rules.swade-skills.Notice]{Notice} d4, @Compendium[swade-core-rules.swade-skills.Shooting]{Shooting} d4, @Compendium[swade-core-rules.swade-skills.Stealth]{Stealth} d4
Pace: 6; Parry: 5; Toughness: 7 (2)
Edges: @Compendium[swade-core-rules.swade-edges.First Strike]{First Strike}
Gear: Melee attack (Str+d6).
Special Abilities:

\n\n

 

\n

Mirror Self
The ally is a clone of the caster except: it’s an @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Extras}; it has the same number of current @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Points} as the caster after subtracting for this casting; it cannot use the summon ally power; its @Compendium[swade-core-rules.swade-rules.Traits]{skills} (but not @Compendium[swade-core-rules.swade-rules.Traits]{attributes}) are one die type less (minimum d4) than the original; it has identical mundane equipment (no magical qualities, disappears when the power expires); has the @Compendium[swade-core-rules.swade-rules.Special Ability (Construct)]{Construct} and @Compendium[swade-core-rules.swade-rules.Special Ability (Fearless)]{Fearless} abilities.

\n

 

\n

Sentinel
Attributes:
Agility d6, Smarts d6, Spirit d8, Strength d12+2, Vigor d10
Skills: @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics} d6, @Compendium[swade-core-rules.swade-skills.Fighting]{Fighting} d10, @Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation} d10, @Compendium[swade-core-rules.swade-skills.Notice]{Notice} d8
Pace: 6; Parry: 7; Toughness: 13 (4)
Edges: @Compendium[swade-core-rules.swade-edges.Arcane Resistance]{Arcane Resistance}, @Compendium[swade-core-rules.swade-edges.Improved Sweep]{Sweep (Improved)}.
Gear: Melee attack (Str+d8).
Special Abilities:

\n\n
", + "notes": "", + "additionalStats": {}, + "equippable": false, + "equipped": false, + "actions": { + "skill": "", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "rank": "Novice", + "pp": "2+", + "damage": "", + "range": "Sm", + "duration": "5", + "trapping": "Clay figure that grows into a servant, a tattoo that comes to life.", + "arcane": "", + "skill": "", + "modifiers": [] + }, + "sort": 4900001, + "flags": { + "cf": { + "id": "temp_p3629imfmia", + "path": "Powers", + "color": "#8c160f" + } + }, + "img": "systems/swade/assets/icons/power.svg", + "effects": [] + }, + { + "_id": "d47xq0oZe3nbPSFA", + "name": "Telekinesis", + "type": "power", + "data": { + "description": "
\n

Telekinesis is the ability to move objects or creatures (including oneself) with arcane will. It has a @Compendium[swade-core-rules.swade-rules.Traits]{Strength} of d10, or d12 with a raise.

\n

Unwilling opponents resist the caster’s @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{arcane skill} with an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} @Compendium[swade-core-rules.swade-rules.Traits]{Spirit} roll when targeted and at the start of each of their @Compendium[swade-core-rules.swade-rules.Actions]{turns} afterward until they’re released. They can be moved up to the caster’ @Compendium[swade-core-rules.swade-rules.Traits]{Smarts} per turn in any direction, and can be bashed into walls, ceilings, or other obstacles for Str+d6 @Compendium[swade-core-rules.swade-rules.Dealing Damage]{damage}. Dropped creatures suffer @Compendium[swade-core-rules.swade-rules.Falling]{falling damage} as usual.

\n

Telekinetic Tools: A caster can wield tools (including weapons) with telekinesis as an action. Use the caster’s relevant @Compendium[swade-core-rules.swade-rules.Traits]{skill} when attacking in this way (not his @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{arcane skill}).

\n
", + "notes": "", + "additionalStats": {}, + "equippable": false, + "equipped": false, + "actions": { + "skill": "", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "rank": "Seasoned", + "pp": "5", + "damage": "", + "range": "Sm x2", + "duration": "5", + "trapping": "A wave of the hand, magic wand, steely gaze", + "arcane": "", + "skill": "", + "modifiers": [] + }, + "sort": 5000001, + "flags": { + "cf": { + "id": "temp_p3629imfmia", + "path": "Powers", + "color": "#8c160f" + } + }, + "img": "systems/swade/assets/icons/power.svg", + "effects": [] + }, + { + "_id": "t5v8XP6bLEpSL1Gd", + "name": "Teleport", + "type": "power", + "data": { + "description": "
\n

Teleport allows a character to disappear and instantly reappear up to 12″ (24 yards) distant, or double that with a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise}. Teleporting to an unseen location incurs a -2 penalty on the @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{arcane skill} roll.

\n

Opponents adjacent to a character who teleports away don’t get a free attack (see @Compendium[swade-core-rules.swade-rules.Withdrawing From Melee]{Withdrawing From Melee}).

\n

If casting teleport on a willing subject, the caster decides where they move to, not the target.

\n

Modifiers

\n\n
", + "notes": "", + "additionalStats": {}, + "equippable": false, + "equipped": false, + "actions": { + "skill": "", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "rank": "Seasoned", + "pp": "2", + "damage": "", + "range": "Sm", + "duration": "Instant", + "trapping": "A cloud of smoke, \"phasing\" out, change into a bolt of lightning", + "arcane": "", + "skill": "", + "modifiers": [] + }, + "sort": 5100001, + "flags": { + "cf": { + "id": "temp_p3629imfmia", + "path": "Powers", + "color": "#8c160f" + } + }, + "img": "systems/swade/assets/icons/power.svg", + "effects": [] + }, + { + "_id": "ZXUoBohm4UZnr8oX", + "name": "Wall Walker", + "type": "power", + "data": { + "description": "
\n

Wall walker allows the recepient to walk on vertical or horizontal surfaces. With @Compendium[swade-core-rules.swade-rules.Trait Rolls]{success}, she moves at half her normal @Compendium[swade-core-rules.swade-rules.Movement]{Pace}. With a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise}, she may move at full @Compendium[swade-core-rules.swade-rules.Movement]{Pace} and even @Compendium[swade-core-rules.swade-rules.Movement]{run}.

\n

If forced to make an @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics} roll to climb or hang on to the a surface, she adds +4 to the total.

\n

Modifiers

\n\n
", + "notes": "", + "additionalStats": {}, + "equippable": false, + "equipped": false, + "actions": { + "skill": "", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "rank": "Novice", + "pp": "2", + "damage": "", + "range": "Sm", + "duration": "5", + "trapping": "Spider-like visage, prickly hairs on hands and feet", + "arcane": "", + "skill": "", + "modifiers": [] + }, + "sort": 5200001, + "flags": { + "cf": { + "id": "temp_p3629imfmia", + "path": "Powers", + "color": "#8c160f" + } + }, + "img": "systems/swade/assets/icons/power.svg", + "effects": [] + }, + { + "_id": "MoPlVzDq63d75DII", + "name": "Warrior's Gift", + "type": "power", + "data": { + "description": "
\n

With a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{successful} @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{arcane skill} roll, the recipient gains the benefits of a single Combat @Compendium[swade-core-rules.swade-rules.Edges]{Edge} chosen by the caster. The caster (not the recipient) must have the same @Compendium[swade-core-rules.swade-rules.Advancement]{Rank} or higher as the Edge’s Requirements. With a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise}, the recipient gains the Improved version of the Edge (if there is one, and even if he doesn’t meet the @Compendium[swade-core-rules.swade-rules.Edges]{Rank Requirement}).

\n

Modifiers

\n\n
", + "notes": "", + "additionalStats": {}, + "equippable": false, + "equipped": false, + "actions": { + "skill": "", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "rank": "Seasoned", + "pp": "4", + "damage": "", + "range": "Sm", + "duration": "5", + "trapping": "Gestures, prayer, whispered words, concentration", + "arcane": "", + "skill": "", + "modifiers": [] + }, + "sort": 5300001, + "flags": { + "cf": { + "id": "temp_p3629imfmia", + "path": "Powers", + "color": "#8c160f" + } + }, + "img": "systems/swade/assets/icons/power.svg", + "effects": [] + }, + { + "_id": "2sNeNoHgN3R1Xst8", + "name": "Zombie", + "type": "power", + "data": { + "description": "
\n

Zombie grants animation and basic intelligence to the remains of a once-living being. The summoned horror is obedient but literal-minded in its duties. It isn’t telepathic, and must be controlled by voice.

\n

The being has the physical skills it had in life, but its @Compendium[swade-core-rules.swade-rules.Traits]{Smarts}, @Compendium[swade-core-rules.swade-rules.Traits]{Spirit}, and related @Compendium[swade-core-rules.swade-rules.Traits]{skills} are reset to d4. A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} on the @Compendium[swade-core-rules.swade-rules.Trait Rolls]{casting roll} increases any one of their @Compendium[swade-core-rules.swade-rules.Traits]{Traits} by one die type (caster’s choice).

\n

Corpses aren’t summoned by this ability, so there must actually be a supply of bodies in @Compendium[swade-core-rules.swade-rules.Range]{Range} (GM’s call).

\n

An undead @Compendium[swade-core-rules.swade-rules.Damage Effects]{Incapacitated} by damage can’t be raised with this power again.

\n

Modifiers

\n\n

 

\n

Zombie Creatures

\n

Animals and other creatures can also be raised with this foul ability! The cost is 2 for a creature of @Compendium[swade-core-rules.swade-rules.Size and Scale]{Size} -1 or -2, 3 for @Compendium[swade-core-rules.swade-rules.Size and Scale]{Size} 0, and 1 for a Small @Compendium[swade-core-rules.swade-bestiary.Swarm]{Swarm}, 2 for a Medium Swarm, or 3 for a Large Swarm.

\n

Larger creatures cost 3 + @Compendium[swade-core-rules.swade-rules.Size and Scale]{Size} in Power Points. For example, an undead grizzly (Size 2) costs 5 Power Points to raise.

\n

Magical or supernatural @Compendium[swade-core-rules.swade-rules.Bestiary]{Special Abilities} aren’t conferred to the undead form, but those inherent to the creature are, such as @Compendium[swade-core-rules.swade-edges.Improved Frenzy]{Improved Frenzy}, @Compendium[swade-core-rules.swade-rules.Reach]{Reach}, a swarm’s attack, etc.

\n

Additional zombie creatures cost half their base cost if raised at once, instead of the +1 listed for Additional Zombies (round up, minimum of 1).

\n

 

\n
\n

Zombie

\n

These walking dead are typical groaning fiends looking for fresh meat.

\n

Attributes: Agility d6, Smarts d4, Spirit d4, Strength d6, Vigor d6

\n

Skills: @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics} d4, @Compendium[swade-core-rules.swade-skills.Fighting]{Fighting} d6, @Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation} d6, @Compendium[swade-core-rules.swade-skills.Notice]{Notice} d4, @Compendium[swade-core-rules.swade-skills.Shooting]{Shooting} d6

\n

Pace: 4; Parry: 5; Toughness: 7

\n

Edges:

\n

Special Abilities:

\n\n
", + "notes": "", + "additionalStats": {}, + "equippable": false, + "equipped": false, + "actions": { + "skill": "", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "rank": "Veteran", + "pp": "3*", + "damage": "", + "range": "Sm", + "duration": "One hour", + "trapping": "Carving symbols on corpses, throwing bones, graveyards, \"leather\" books", + "arcane": "", + "skill": "", + "modifiers": [] + }, + "sort": 5400001, + "flags": { + "cf": { + "id": "temp_p3629imfmia", + "path": "Powers", + "color": "#8c160f" + } + }, + "img": "systems/swade/assets/icons/power.svg", + "effects": [] + }, + { + "_id": "3PIcTlyIO8i0aYne", + "name": "Death Touch", + "type": "weapon", + "data": { + "description": "
\n

Liches drain the lives of those around them with a touch. Instead of a normal attack, a lich may make a @Compendium[swade-core-rules.swade-rules.Touch Attack]{Touch Attack}. Every raise on its @Compendium[swade-core-rules.swade-skills.Fighting]{Fighting} roll automatically inflicts one Wound to its target.

\n
", + "notes": "", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": false, + "equipped": true, + "isVehicular": false, + "mods": 1, + "actions": { + "skill": "Fighting", + "skillMod": "+2", + "dmgMod": "", + "additional": {} + }, + "damage": "", + "range": "", + "rof": "1", + "ap": "0", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 5500001, + "flags": {}, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + } + ] + }, + { + "id": "Lion", + "name": "Lion", + "description": "
\n

The kings of the jungle are fierce predators, particularly in open grassland where their prey cannot seek refuge.

\n

Special Abilities:

\n\n
", + "items": [ + { + "_id": "7ueziJ7U0IZiMDKm", + "name": "★ Athletics", + "type": "skill", + "data": { + "description": "
\n

Athletics combines an individual’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 10, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 2300001, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "aay4Qzf02MfWa1Zy", + "name": "Fighting", + "type": "skill", + "data": { + "description": "
\n

Fighting covers all hand-to-hand (melee) attacks, whether it’s with fists, axes, laser swords, or martial arts. See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for the combat rules and the various maneuvers a warrior might attempt.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 8, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 2400001, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "4Xcc0Q50N1NPIHL6", + "name": "★ Notice", + "type": "skill", + "data": { + "description": "
\n

Notice is a hero’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 8, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 2500001, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "SvtIhEcXIbQkqhgj", + "name": "★ Stealth", + "type": "skill", + "data": { + "description": "
\n

Stealth is the ability to hide and move quietly. A simple @Compendium[swade-core-rules.swade-rules.Trait Rolls]{success} on a Stealth roll means the character avoids detection if enemies aren’t particularly alert. If the character @Compendium[swade-core-rules.swade-rules.Trait Rolls]{fails} the roll, the enemy realizes something is amiss and begins actively searching for whatever roused them.

\n

Once foes are alerted and active, Stealth is opposed by @Compendium[swade-core-rules.swade-skills.Notice]{Notice} (a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{group roll} if there are many foes.

\n

The GM should apply any circumstantial penalties to @Compendium[swade-core-rules.swade-skills.Notice]{Notice} rolls for @Compendium[swade-core-rules.swade-rules.Illumination]{darkness}, @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{cover}, noise, distractions, and any difference in the target’s @Compendium[swade-core-rules.swade-rules.Size and Scale]{Scale} (just like when attacking). Sneaking through dry leaves might subtract 2 from the Stealth roll, for example, while spotting someone in the dark uses the @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination} penalty (−4). Don’t apply the same modifier to both rolls, however. If Stealth is at −2 for the leaves, don’t give Notice a +2 for them as well.

\n

Sneak Attack: Sneaking up close enough to make a melee attack always requires an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} Stealth roll versus the target’s @Compendium[swade-core-rules.swade-skills.Notice]{Notice}, whether the guard is actively looking for trouble or not. If successful, the victim is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} to the attacker, but only until the attacker’s turn ends. With a raise, the attacker has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} instead.

\n

Movement: In combat, characters roll Stealth each turn as a @Compendium[swade-core-rules.swade-rules.Actions]{free action} at the end of their move or any action the GM thinks might draw attention.

\n

Out of combat, the distance moved depends entirely on the situation. The GM might want a roll every minute if the group is sneaking around the perimeter of a defensive position, or every few miles if they’re trying to quietly walk the path through a dark forest without alerting the creatures that live there.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 10, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 2600001, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "3KoxMgSGKZWNZQwq", + "name": "Unskilled Attempt", + "type": "skill", + "data": { + "description": "
\n

If a character doesn’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.

\n

The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 4, + "modifier": -2 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 2700001, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "hjzWukEasDnDqYiv", + "name": "Bite/Claws", + "type": "weapon", + "data": { + "description": "
\n

See @Compendium[swade-core-rules.swade-rules.Special Ability (Bite)]{Bite} and @Compendium[swade-core-rules.swade-rules.Special Ability (Claws)]{Claws}.

\n
", + "notes": "", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": true, + "equipped": true, + "isVehicular": false, + "mods": 1, + "actions": { + "skill": "Fighting", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "damage": "@str+d6", + "range": "", + "rof": "0", + "ap": "0", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 2100001, + "flags": {}, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + }, + { + "_id": "PHfXsiJbc9qZRHRM", + "name": "Improved Frenzy", + "type": "edge", + "data": { + "description": "
\n

The fighter rolls an extra @Compendium[swade-core-rules.swade-skills.Fighting]{Fighting} die with up to two Fighting attacks in the same turn

\n

Example

\n

Red desperately attacks a giant crab-like creature on an alien planet. She has Improved Frenzy and decides to attack three times (a @Compendium[swade-core-rules.swade-rules.Multi-Actions]{Multi-Action} at the usual penalty). She rolls her Fighting skill with an extra die for her first attack and second attack. She doesn’t get the extra die on her third Fighting roll.

\n
", + "notes": "", + "additionalStats": {}, + "isArcaneBackground": false, + "requirements": { + "value": "Veteran, Frenzy" + } + }, + "sort": 2000001, + "flags": { + "core": { + "sourceId": "Item.RBpY2yIpaSy6B6vH" + }, + "cf": { + "id": "temp_gzpqja0fexk", + "path": "Edges#/CF_SEP/Combat Edges", + "color": "#000000" + } + }, + "img": "systems/swade/assets/icons/edge.svg", + "effects": [] + }, + { + "_id": "CwGPaFXHiFgweNlG", + "name": "Pounce (Wild Attack)", + "type": "weapon", + "data": { + "description": "
\n

Lions pounce on their prey to best bring their mass and claws to bear. If a lion makes a @Compendium[swade-core-rules.swade-rules.Wild Attack]{Wild Attack}, it adds +4 to its damage instead of +2.

\n
", + "notes": "", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": false, + "equipped": true, + "isVehicular": false, + "mods": 1, + "actions": { + "skill": "Fighting", + "skillMod": "+4", + "dmgMod": "+4", + "additional": {} + }, + "damage": "@str+d6", + "range": "", + "rof": "1", + "ap": "0", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 2200001, + "flags": {}, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + } + ] + }, + { + "id": "Mech", + "name": "Mech", + "description": "
\n

These stats are for a 12-foot-tall mechanized sentinel, as found in a hard scifi campaign. This is a light patrol-style platform with reasonable intelligence, a sensor package, and high maneuverability. Larger mechs outfitted for battle have substantially more armor, are larger, and have more specialized weaponry.

\n

Special Abilities:

\n\n
", + "items": [ + { + "_id": "RjpsfNr5RMvP02Mc", + "name": "Fighting", + "type": "skill", + "data": { + "description": "
\n

Fighting covers all hand-to-hand (melee) attacks, whether it’s with fists, axes, laser swords, or martial arts. See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for the combat rules and the various maneuvers a warrior might attempt.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 6, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 500000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "c2krDJ74K88LfPd7", + "name": "★ Notice", + "type": "skill", + "data": { + "description": "
\n

Notice is a hero’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 10, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 600000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "pfCQUJRlj5oPuJG8", + "name": "Shooting", + "type": "skill", + "data": { + "description": "
\n

Shooting covers all attempts to hit a target with a ranged weapon such as a bow, pistol, or rocket launcher (thrown weapons use @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics}). See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for details on ranged combat.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 8, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 700000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "EutPSViKrAEavsvA", + "name": "Unskilled Attempt", + "type": "skill", + "data": { + "description": "
\n

If a character doesn’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.

\n

The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 4, + "modifier": -2 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 800000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "Gy4iQs0pYMJGEZuz", + "name": "Alertness (Sensors).", + "type": "edge", + "data": { + "description": "

No description or reference provided.

", + "notes": "", + "additionalStats": {}, + "isArcaneBackground": false, + "requirements": { + "value": "" + } + }, + "sort": 900000, + "flags": {}, + "img": "systems/swade/assets/icons/edge.svg", + "effects": [] + }, + { + "_id": "UvhpgKIKXXcPUMl0", + "name": "Heavy Machine Gun", + "type": "weapon", + "data": { + "description": "

Minimum Rate of Fire: Vehicular weapons with a @Compendium[swade-core-rules.swade-rules.Rate of Fire]{Rate of Fire} 3 or higher have a minimum Rate of Fire of 2.

", + "notes": "Heavy Weapon.", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 1000, + "equippable": true, + "equipped": true, + "isVehicular": true, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "", + "dmgMod": "", + "additional": { + "slr23nl1ss": { + "name": "RoF 3 Attack", + "type": "skill", + "rof": 3, + "skillMod": "-2", + "shotsUsed": 10, + "skillOverride": "" + }, + "q3e75vog4f": { + "name": "RoF 2 Attack", + "type": "skill", + "rof": 2, + "skillMod": "-2", + "shotsUsed": 5, + "skillOverride": "" + } + } + }, + "damage": "2d10", + "range": "50/100/200", + "rof": "3", + "ap": "4", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 200000, + "flags": { + "core": { + "sourceId": "Item.ptb6tBlQQFI5z9DN" + }, + "cf": { + "id": "temp_zxavjpvt25l", + "path": "Equipment#/CF_SEP/Special Weapons#/CF_SEP/Vehicular Weapons", + "color": "#000000" + } + }, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + }, + { + "_id": "p5z26U1TvowpxxbD", + "name": "Heavy Flamethrower", + "type": "weapon", + "data": { + "description": "
\n

Vehicular flamethrowers have longer ranges than personal devices. The wielder can use the @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Cone Template} or arc a blast the size of a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Medium Blast Template} up to 18” (36 yards) distant. (Use the center of the template for the Range.) This shot can @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Deviate}.

\n
", + "notes": "", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 1000, + "equippable": true, + "equipped": true, + "isVehicular": true, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "damage": "3d8", + "range": "Cone or MBT", + "rof": "1", + "ap": "0", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 300000, + "flags": { + "core": { + "sourceId": "Item.ZJCbV2A3QFJgbalx" + }, + "cf": { + "id": "temp_zxavjpvt25l", + "path": "Equipment#/CF_SEP/Special Weapons#/CF_SEP/Vehicular Weapons", + "color": "#000000" + } + }, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + }, + { + "_id": "uw0mSL8MmWMNjzJz", + "name": "Armor +4", + "type": "armor", + "data": { + "description": "
", + "notes": "", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": false, + "equipped": true, + "minStr": "", + "armor": 4, + "isNaturalArmor": true, + "locations": { + "head": true, + "torso": true, + "arms": true, + "legs": true + } + }, + "sort": 400000, + "flags": {}, + "img": "systems/swade/assets/icons/armor.svg", + "effects": [] + } + ] + }, + { + "id": "Minotaur", + "name": "Minotaur", + "description": "
\n

Minotaurs stand over seven feet tall and have massive, bull-like heads and horns. In many fantasy worlds, they are used as guardians of labyrinths. In others, they are simply another race of creatures occupying a fantastically savage land. In all cases, they are fierce beasts eager for battle and the taste of their opponents’ flesh.

\n

Special Abilities:

\n\n
", + "items": [ + { + "_id": "ChMwI9Rlwklfhi8k", + "name": "★ Athletics", + "type": "skill", + "data": { + "description": "
\n

Athletics combines an individual’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 8, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 1393750, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "EMxhNoNcCvF6F9RT", + "name": "★ Common Knowledge", + "type": "skill", + "data": { + "description": "

Characters roll Common Knowledge to know people, places, and things of their world, including etiquette, geography, culture, popular technology, contacts, and customs.

", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 6, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 1493750, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "Q6rH6TWpbCphrdGz", + "name": "Fighting", + "type": "skill", + "data": { + "description": "
\n

Fighting covers all hand-to-hand (melee) attacks, whether it’s with fists, axes, laser swords, or martial arts. See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for the combat rules and the various maneuvers a warrior might attempt.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 10, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 1593750, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "XAFtAEmewPF2sAvL", + "name": "Intimidation", + "type": "skill", + "data": { + "description": "
\n

Intimidation is the art of frightening an opponent so that he backs down, reveals information, or flees.

\n

Intimidation is an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed roll} resisted by the opponent’s @Compendium[swade-core-rules.swade-rules.Traits]{Spirit}. In combat, this is a @Compendium[swade-core-rules.swade-rules.Test]{Test}. Out of combat, a successful roll means the foe backs down for the most part, reveals some information, or slinks away when the opportunity presents itself.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} might mean he backs down for the remainder of the scene, spills all the beans, or runs away as fast as he can.

\n

In or out of combat, a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} means the target is immune to this character’s Intimidation attempts for the remainder of this encounter!

\n

Networking: Intimidation can also be used as a “macro” skill to simulate several hours of working the streets. See @Compendium[swade-core-rules.swade-rules.Networking]{Networking} to see how to crack some heads for favors or information.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 12, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 1693750, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "V4TAZ3PXEPgQFDxN", + "name": "★ Notice", + "type": "skill", + "data": { + "description": "
\n

Notice is a hero’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 10, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 2093750, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "wTnQoG1JDtJv8Pwa", + "name": "★ Persuasion", + "type": "skill", + "data": { + "description": "
\n

Persuasion is the ability to convince others to do what you want through reason, cajoling, deception, rewards, or other friendly means. Persuasion isn’t mind control. It can change someone’s attitude but not their goals. A bandit may let you keep a sentimental piece of jewelry with a good Persuasion roll but still takes all your other goods.

\n

When used to @Compendium[swade-core-rules.swade-rules.Support]{Support} allies it’s an unopposed roll. If the target is resistant, it’s an @JournalEntry[JBxsGv2wAoAmoCDe]{opposed} roll vs. the target’s @Compendium[swade-core-rules.swade-rules.Traits]{Spirit}. The GM should modify the roll as she sees fit based on roleplaying, any pertinent @Compendium[swade-core-rules.swade-rules.Edges]{Edges} or @Compendium[swade-core-rules.swade-rules.Hindrances]{Hindrances} that affect the conversation, and the circumstances.

\n

Reaction Level: How much a person is willing to cooperate depends largely on their attitude toward whoever’s talking to them. The Game Master can decide how nonplayer characters feel based on the setting, or roll on the @Compendium[swade-core-rules.swade-tables.Reaction Table]{Reaction Table} if she has no preconceived notions.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} improves the target’s attitude one level and a raise improves it two. Further increases aren’t generally possible in the same encounter—it takes individuals a little time to adjust their biases.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Failure} means the target won’t change his mind this scene or until the situation changes in some important way. A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} also reduces the target’s attitude two levels.

\n

Only one roll should generally be allowed per interaction unless new information is revealed, a substantial reward is offered, etc.

\n

Networking: Characters can also use Persuasion as a “macro skill,” simulating a few hours or an evening’s time hobnobbing and socializing to gain favors or information. See @Compendium[swade-core-rules.swade-rules.Networking]{Networking}.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 4, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 1793750, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "wxbdQXjyWlnOYQBL", + "name": "★ Stealth", + "type": "skill", + "data": { + "description": "
\n

Stealth is the ability to hide and move quietly. A simple @Compendium[swade-core-rules.swade-rules.Trait Rolls]{success} on a Stealth roll means the character avoids detection if enemies aren’t particularly alert. If the character @Compendium[swade-core-rules.swade-rules.Trait Rolls]{fails} the roll, the enemy realizes something is amiss and begins actively searching for whatever roused them.

\n

Once foes are alerted and active, Stealth is opposed by @Compendium[swade-core-rules.swade-skills.Notice]{Notice} (a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{group roll} if there are many foes.

\n

The GM should apply any circumstantial penalties to @Compendium[swade-core-rules.swade-skills.Notice]{Notice} rolls for @Compendium[swade-core-rules.swade-rules.Illumination]{darkness}, @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{cover}, noise, distractions, and any difference in the target’s @Compendium[swade-core-rules.swade-rules.Size and Scale]{Scale} (just like when attacking). Sneaking through dry leaves might subtract 2 from the Stealth roll, for example, while spotting someone in the dark uses the @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination} penalty (−4). Don’t apply the same modifier to both rolls, however. If Stealth is at −2 for the leaves, don’t give Notice a +2 for them as well.

\n

Sneak Attack: Sneaking up close enough to make a melee attack always requires an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} Stealth roll versus the target’s @Compendium[swade-core-rules.swade-skills.Notice]{Notice}, whether the guard is actively looking for trouble or not. If successful, the victim is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} to the attacker, but only until the attacker’s turn ends. With a raise, the attacker has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} instead.

\n

Movement: In combat, characters roll Stealth each turn as a @Compendium[swade-core-rules.swade-rules.Actions]{free action} at the end of their move or any action the GM thinks might draw attention.

\n

Out of combat, the distance moved depends entirely on the situation. The GM might want a roll every minute if the group is sneaking around the perimeter of a defensive position, or every few miles if they’re trying to quietly walk the path through a dark forest without alerting the creatures that live there.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 8, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 2193750, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "1JgYdMfkeV1Y9ZtD", + "name": "Unskilled Attempt", + "type": "skill", + "data": { + "description": "
\n

If a character doesn’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.

\n

The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 4, + "modifier": -2 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 1893750, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "JaU0Q2XXlglmTnhd", + "name": "Horns", + "type": "weapon", + "data": { + "description": "
\n

See @Compendium[swade-core-rules.swade-rules.Special Ability (Horns)]{Horns}.

\n
", + "notes": "", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": true, + "equipped": true, + "isVehicular": false, + "mods": 1, + "actions": { + "skill": "Fighting", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "damage": "@str+d4", + "range": "", + "rof": "0", + "ap": "0", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 1293750, + "flags": {}, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + }, + { + "_id": "9rysV6GGeF7eFEoy", + "name": "Fleet-Footed", + "type": "edge", + "data": { + "description": "
\n

The hero’s @Compendium[swade-core-rules.swade-rules.Movement]{Pace} is increased by +2 and his @Compendium[swade-core-rules.swade-rules.Movement]{running die} increases one step (from d6 to d8, for example)

\n
", + "notes": "", + "additionalStats": {}, + "isArcaneBackground": false, + "requirements": { + "value": "Novice, Agility d6+" + } + }, + "sort": 1993750, + "flags": { + "cf": { + "id": "temp_e7eeiuu1uj", + "path": "Edges#/CF_SEP/Background Edges", + "color": "#000000" + } + }, + "img": "systems/swade/assets/icons/edge.svg", + "effects": [] + }, + { + "_id": "SkSCegR4ekilvBBl", + "name": "Spear", + "type": "weapon", + "data": { + "description": "
\n

@Compendium[swade-core-rules.swade-rules.Reach]{Reach} 1. @Compendium[swade-core-rules.swade-rules.Parry]{Parry} +1 if used @Compendium[swade-core-rules.swade-rules.Two Hands]{two-handed}

\n
", + "notes": "Reach 1. Parry +1 if used two-handed", + "additionalStats": {}, + "quantity": 1, + "weight": 3, + "price": 100, + "equippable": true, + "equipped": false, + "isVehicular": false, + "mods": 1, + "actions": { + "skill": "Athletics", + "skillMod": "", + "dmgMod": "", + "additional": { + "aryl7v6r72": { + "name": "Athletics (throwing)", + "type": "skill", + "rof": null, + "skillMod": "", + "skillOverride": "Athletics", + "shotsUsed": null + } + } + }, + "damage": "@str+d6", + "range": "3/6/12", + "rof": "1", + "ap": "0", + "minStr": "d6", + "shots": "0", + "currentShots": "0" + }, + "sort": 1193750, + "flags": { + "core": { + "sourceId": "Item.nxQ7g0GpAyWzfSNq" + }, + "cf": { + "id": "temp_rz46r8sengj", + "path": "Equipment#/CF_SEP/Personal Weapons#/CF_SEP/Melee Weapons, Medieval", + "color": "#000000" + } + }, + "img": "modules/swade-core-rules/assets/art/equipment/weapons/Spear.webp", + "effects": [] + }, + { + "_id": "agW0CoAoZ5HLPil7", + "name": "Leather Armor", + "type": "armor", + "data": { + "description": "

Heavy winter clothing, supple leather armor, soft hides.

", + "notes": "", + "additionalStats": {}, + "quantity": 1, + "weight": 5, + "price": 20, + "equippable": true, + "equipped": false, + "minStr": "d4", + "armor": 1, + "isNaturalArmor": false, + "locations": { + "head": false, + "torso": true, + "arms": true, + "legs": false + } + }, + "sort": -200000, + "flags": { + "core": { + "sourceId": "Item.OyKaO8iUxeIWldyd" + } + }, + "img": "systems/swade/assets/icons/armor.svg", + "effects": [] + } + ] + }, + { + "id": "Mule", + "name": "Mule", + "description": "
\n

Mules are a cross between a donkey and a horse, and are usually used to haul heavy goods or pull wagons.

\n

Like any good pet, the GM should give the mule a little personality. The expression “stubborn as a mule” certainly comes to mind.

\n

Special Abilities:

\n\n
", + "items": [ + { + "_id": "NSXab2mvCxWyAK18", + "name": "★ Athletics", + "type": "skill", + "data": { + "description": "
\n

Athletics combines an individual’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 4, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 200000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "GLUvtelCkBEFFRu0", + "name": "★ Notice", + "type": "skill", + "data": { + "description": "
\n

Notice is a hero’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 4, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 300000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "WYTRXIvsgjccZM5a", + "name": "Unskilled Attempt", + "type": "skill", + "data": { + "description": "
\n

If a character doesn’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.

\n

The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 4, + "modifier": -2 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 400000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "jxJexgwhheGdHOLJ", + "name": "Kick", + "type": "weapon", + "data": { + "description": "", + "notes": "", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": false, + "equipped": true, + "isVehicular": false, + "mods": 1, + "actions": { + "skill": "", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "damage": "@str", + "range": "", + "rof": "1", + "ap": "0", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 100000, + "flags": {}, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + } + ] + }, + { + "id": "Ogre", + "name": "Ogre", + "description": "
\n

Ogres are kin to orcs and lesser giants. They are often taken in by orc clans, who respect the dumb brutes for their savagery and strength. Orcs often pit their “pet” ogres in savage combats against their rivals’.

\n

Special Abilities:

\n\n

 

\n
", + "items": [ + { + "_id": "1cpmKIChlmWyroYY", + "name": "★ Athletics", + "type": "skill", + "data": { + "description": "
\n

Athletics combines an individual’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 6, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 400000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "Bnva8nhwHPxXc4Ik", + "name": "★ Common Knowledge", + "type": "skill", + "data": { + "description": "

Characters roll Common Knowledge to know people, places, and things of their world, including etiquette, geography, culture, popular technology, contacts, and customs.

", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 6, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 500000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "AJm34fcpGUZ04yil", + "name": "Fighting", + "type": "skill", + "data": { + "description": "
\n

Fighting covers all hand-to-hand (melee) attacks, whether it’s with fists, axes, laser swords, or martial arts. See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for the combat rules and the various maneuvers a warrior might attempt.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 8, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 600000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "zVdxpJyM5aEUxtty", + "name": "Intimidation", + "type": "skill", + "data": { + "description": "
\n

Intimidation is the art of frightening an opponent so that he backs down, reveals information, or flees.

\n

Intimidation is an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed roll} resisted by the opponent’s @Compendium[swade-core-rules.swade-rules.Traits]{Spirit}. In combat, this is a @Compendium[swade-core-rules.swade-rules.Test]{Test}. Out of combat, a successful roll means the foe backs down for the most part, reveals some information, or slinks away when the opportunity presents itself.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} might mean he backs down for the remainder of the scene, spills all the beans, or runs away as fast as he can.

\n

In or out of combat, a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} means the target is immune to this character’s Intimidation attempts for the remainder of this encounter!

\n

Networking: Intimidation can also be used as a “macro” skill to simulate several hours of working the streets. See @Compendium[swade-core-rules.swade-rules.Networking]{Networking} to see how to crack some heads for favors or information.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 8, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 700000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "GAfd08JyMiVyZxmd", + "name": "★ Notice", + "type": "skill", + "data": { + "description": "
\n

Notice is a hero’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 4, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 800000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "2mGb7fwNCuKeq9sO", + "name": "★ Persuasion", + "type": "skill", + "data": { + "description": "
\n

Persuasion is the ability to convince others to do what you want through reason, cajoling, deception, rewards, or other friendly means. Persuasion isn’t mind control. It can change someone’s attitude but not their goals. A bandit may let you keep a sentimental piece of jewelry with a good Persuasion roll but still takes all your other goods.

\n

When used to @Compendium[swade-core-rules.swade-rules.Support]{Support} allies it’s an unopposed roll. If the target is resistant, it’s an @JournalEntry[JBxsGv2wAoAmoCDe]{opposed} roll vs. the target’s @Compendium[swade-core-rules.swade-rules.Traits]{Spirit}. The GM should modify the roll as she sees fit based on roleplaying, any pertinent @Compendium[swade-core-rules.swade-rules.Edges]{Edges} or @Compendium[swade-core-rules.swade-rules.Hindrances]{Hindrances} that affect the conversation, and the circumstances.

\n

Reaction Level: How much a person is willing to cooperate depends largely on their attitude toward whoever’s talking to them. The Game Master can decide how nonplayer characters feel based on the setting, or roll on the @Compendium[swade-core-rules.swade-tables.Reaction Table]{Reaction Table} if she has no preconceived notions.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} improves the target’s attitude one level and a raise improves it two. Further increases aren’t generally possible in the same encounter—it takes individuals a little time to adjust their biases.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Failure} means the target won’t change his mind this scene or until the situation changes in some important way. A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} also reduces the target’s attitude two levels.

\n

Only one roll should generally be allowed per interaction unless new information is revealed, a substantial reward is offered, etc.

\n

Networking: Characters can also use Persuasion as a “macro skill,” simulating a few hours or an evening’s time hobnobbing and socializing to gain favors or information. See @Compendium[swade-core-rules.swade-rules.Networking]{Networking}.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 4, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 1000000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "KqYNjJlVirRgRsWB", + "name": "Unskilled Attempt", + "type": "skill", + "data": { + "description": "
\n

If a character doesn’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.

\n

The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 4, + "modifier": -2 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 900000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "ZImAyOYR7pZ1ltFT", + "name": "Massive Club", + "type": "weapon", + "data": { + "description": null, + "notes": "", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": true, + "equipped": true, + "isVehicular": false, + "mods": 1, + "actions": { + "skill": "Fighting", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "damage": "@str+d8", + "range": "", + "rof": "0", + "ap": "0", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 300000, + "flags": {}, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + }, + { + "_id": "IpA0wcUT9MayjOAa", + "name": "Brute", + "type": "edge", + "data": { + "description": "
\n

Brutes focus on core strength and fitness over coordination and flexibility. They treat @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics} as linked to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility} for purposes of @Compendium[swade-core-rules.swade-rules.Advancement]{Advancement}. The character may also resist Athletics @Compendium[swade-core-rules.swade-rules.Test]{Tests} with Strength if she chooses.

\n

Finally, Brutes increase the @Compendium[swade-core-rules.swade-rules.Range]{Short Range} of any thrown item by +1. Double that for the adjusted Medium Range, and double again for Long Range. If a thrown item’s Range is 3/6/12, for example, a Brute’s Range is 4/8/16.

\n
", + "notes": "", + "additionalStats": {}, + "isArcaneBackground": false, + "requirements": { + "value": "Novice, Strength d6+, Vigor d6+" + } + }, + "sort": 1100000, + "flags": { + "cf": { + "id": "temp_e7eeiuu1uj", + "path": "Edges#/CF_SEP/Background Edges", + "color": "#000000" + } + }, + "img": "systems/swade/assets/icons/edge.svg", + "effects": [] + }, + { + "_id": "kHeFDShZzIpCZxvZ", + "name": "Sweep", + "type": "edge", + "data": { + "description": "
\n

Sweep allows a character to make a single @Compendium[swade-core-rules.swade-skills.Fighting]{Fighting} attack and apply it against all targets in his @Compendium[swade-core-rules.swade-rules.Reach]{Reach} at a -2 penalty (friends and foes alike). Resolve damage separately for each enemy that’s hit.

\n

A fighter may only perform a Sweep once per turn. It may not be combined with @Compendium[swade-core-rules.swade-edges.Frenzy]{Frenzy}

\n
", + "notes": "", + "additionalStats": {}, + "isArcaneBackground": false, + "requirements": { + "value": "Novice, Strength d8+" + } + }, + "sort": 1200000, + "flags": { + "cf": { + "id": "temp_gzpqja0fexk", + "path": "Edges#/CF_SEP/Combat Edges", + "color": "#000000" + } + }, + "img": "systems/swade/assets/icons/edge.svg", + "effects": [] + }, + { + "_id": "5Mh9lQLEFhYBrHVC", + "name": "Thick Hides", + "type": "armor", + "data": { + "description": null, + "notes": "", + "additionalStats": {}, + "quantity": 1, + "weight": 5, + "price": 20, + "equippable": true, + "equipped": true, + "minStr": "d4", + "armor": 1, + "isNaturalArmor": false, + "locations": { + "head": false, + "torso": true, + "arms": true, + "legs": false + } + }, + "sort": 200000, + "flags": { + "core": { + "sourceId": "Item.OyKaO8iUxeIWldyd" + } + }, + "img": "systems/swade/assets/icons/armor.svg", + "effects": [] + } + ] + }, + { + "id": "Orc", + "name": "Orc", + "description": "
\n

Orcs are savage, green-skinned humanoids with pig-like features, including snouts and sometimes even tusks. They have foul temperaments and rarely take prisoners.

\n

Special Abilities:

\n\n
", + "items": [ + { + "_id": "NKuich6CkLMStd7t", + "name": "★ Athletics", + "type": "skill", + "data": { + "description": "
\n

Athletics combines an individual’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 6, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 1200001, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "KCQjksxbgAVR1hFw", + "name": "★ Common Knowledge", + "type": "skill", + "data": { + "description": "

Characters roll Common Knowledge to know people, places, and things of their world, including etiquette, geography, culture, popular technology, contacts, and customs.

", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 6, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 1300001, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "YgPXwBc3Wn4Oyhor", + "name": "Fighting", + "type": "skill", + "data": { + "description": "
\n

Fighting covers all hand-to-hand (melee) attacks, whether it’s with fists, axes, laser swords, or martial arts. See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for the combat rules and the various maneuvers a warrior might attempt.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 6, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 1400001, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "cRD0RwtWZ5JCrhnz", + "name": "Intimidation", + "type": "skill", + "data": { + "description": "
\n

Intimidation is the art of frightening an opponent so that he backs down, reveals information, or flees.

\n

Intimidation is an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed roll} resisted by the opponent’s @Compendium[swade-core-rules.swade-rules.Traits]{Spirit}. In combat, this is a @Compendium[swade-core-rules.swade-rules.Test]{Test}. Out of combat, a successful roll means the foe backs down for the most part, reveals some information, or slinks away when the opportunity presents itself.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} might mean he backs down for the remainder of the scene, spills all the beans, or runs away as fast as he can.

\n

In or out of combat, a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} means the target is immune to this character’s Intimidation attempts for the remainder of this encounter!

\n

Networking: Intimidation can also be used as a “macro” skill to simulate several hours of working the streets. See @Compendium[swade-core-rules.swade-rules.Networking]{Networking} to see how to crack some heads for favors or information.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 8, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 1500001, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "lprhwDYYUDmnpk1Z", + "name": "★ Notice", + "type": "skill", + "data": { + "description": "
\n

Notice is a hero’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 6, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 1900001, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "BPeoDv0XynPXnKDk", + "name": "★ Persuasion", + "type": "skill", + "data": { + "description": "
\n

Persuasion is the ability to convince others to do what you want through reason, cajoling, deception, rewards, or other friendly means. Persuasion isn’t mind control. It can change someone’s attitude but not their goals. A bandit may let you keep a sentimental piece of jewelry with a good Persuasion roll but still takes all your other goods.

\n

When used to @Compendium[swade-core-rules.swade-rules.Support]{Support} allies it’s an unopposed roll. If the target is resistant, it’s an @JournalEntry[JBxsGv2wAoAmoCDe]{opposed} roll vs. the target’s @Compendium[swade-core-rules.swade-rules.Traits]{Spirit}. The GM should modify the roll as she sees fit based on roleplaying, any pertinent @Compendium[swade-core-rules.swade-rules.Edges]{Edges} or @Compendium[swade-core-rules.swade-rules.Hindrances]{Hindrances} that affect the conversation, and the circumstances.

\n

Reaction Level: How much a person is willing to cooperate depends largely on their attitude toward whoever’s talking to them. The Game Master can decide how nonplayer characters feel based on the setting, or roll on the @Compendium[swade-core-rules.swade-tables.Reaction Table]{Reaction Table} if she has no preconceived notions.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} improves the target’s attitude one level and a raise improves it two. Further increases aren’t generally possible in the same encounter—it takes individuals a little time to adjust their biases.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Failure} means the target won’t change his mind this scene or until the situation changes in some important way. A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} also reduces the target’s attitude two levels.

\n

Only one roll should generally be allowed per interaction unless new information is revealed, a substantial reward is offered, etc.

\n

Networking: Characters can also use Persuasion as a “macro skill,” simulating a few hours or an evening’s time hobnobbing and socializing to gain favors or information. See @Compendium[swade-core-rules.swade-rules.Networking]{Networking}.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 4, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 1600001, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "F6IJPgCTROvnK1o6", + "name": "Shooting", + "type": "skill", + "data": { + "description": "
\n

Shooting covers all attempts to hit a target with a ranged weapon such as a bow, pistol, or rocket launcher (thrown weapons use @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics}). See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for details on ranged combat.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 6, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 2000001, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "Lke8eZLaktuJZ5MJ", + "name": "★ Stealth", + "type": "skill", + "data": { + "description": "
\n

Stealth is the ability to hide and move quietly. A simple @Compendium[swade-core-rules.swade-rules.Trait Rolls]{success} on a Stealth roll means the character avoids detection if enemies aren’t particularly alert. If the character @Compendium[swade-core-rules.swade-rules.Trait Rolls]{fails} the roll, the enemy realizes something is amiss and begins actively searching for whatever roused them.

\n

Once foes are alerted and active, Stealth is opposed by @Compendium[swade-core-rules.swade-skills.Notice]{Notice} (a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{group roll} if there are many foes.

\n

The GM should apply any circumstantial penalties to @Compendium[swade-core-rules.swade-skills.Notice]{Notice} rolls for @Compendium[swade-core-rules.swade-rules.Illumination]{darkness}, @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{cover}, noise, distractions, and any difference in the target’s @Compendium[swade-core-rules.swade-rules.Size and Scale]{Scale} (just like when attacking). Sneaking through dry leaves might subtract 2 from the Stealth roll, for example, while spotting someone in the dark uses the @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination} penalty (−4). Don’t apply the same modifier to both rolls, however. If Stealth is at −2 for the leaves, don’t give Notice a +2 for them as well.

\n

Sneak Attack: Sneaking up close enough to make a melee attack always requires an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} Stealth roll versus the target’s @Compendium[swade-core-rules.swade-skills.Notice]{Notice}, whether the guard is actively looking for trouble or not. If successful, the victim is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} to the attacker, but only until the attacker’s turn ends. With a raise, the attacker has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} instead.

\n

Movement: In combat, characters roll Stealth each turn as a @Compendium[swade-core-rules.swade-rules.Actions]{free action} at the end of their move or any action the GM thinks might draw attention.

\n

Out of combat, the distance moved depends entirely on the situation. The GM might want a roll every minute if the group is sneaking around the perimeter of a defensive position, or every few miles if they’re trying to quietly walk the path through a dark forest without alerting the creatures that live there.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 6, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 1800001, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "VL6OJIrsKATmwAJs", + "name": "Unskilled Attempt", + "type": "skill", + "data": { + "description": "
\n

If a character doesn’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.

\n

The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 4, + "modifier": -2 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 1700001, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "MyVfl8AGutTXG5ka", + "name": "Leather Armor", + "type": "armor", + "data": { + "description": null, + "notes": "", + "additionalStats": {}, + "quantity": 1, + "weight": 2, + "price": 0, + "equippable": true, + "equipped": true, + "minStr": "Leather Armor", + "armor": 1, + "isNaturalArmor": false, + "locations": { + "head": false, + "torso": true, + "arms": false, + "legs": false + } + }, + "sort": 200000, + "flags": {}, + "img": "systems/swade/assets/icons/armor.svg", + "effects": [] + }, + { + "_id": "I2byGw2V6owLjeD1", + "name": "Scimitar", + "type": "weapon", + "data": { + "description": null, + "notes": "", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": true, + "equipped": true, + "isVehicular": false, + "mods": 1, + "actions": { + "skill": "Fighting", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "damage": "@str+d8", + "range": "", + "rof": "0", + "ap": "0", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 100000, + "flags": {}, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + }, + { + "_id": "hmZv4WMRcqwTJOR0", + "name": "Brute", + "type": "edge", + "data": { + "description": "
\n

Brutes focus on core strength and fitness over coordination and flexibility. They treat @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics} as linked to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility} for purposes of @Compendium[swade-core-rules.swade-rules.Advancement]{Advancement}. The character may also resist Athletics @Compendium[swade-core-rules.swade-rules.Test]{Tests} with Strength if she chooses.

\n

Finally, Brutes increase the @Compendium[swade-core-rules.swade-rules.Range]{Short Range} of any thrown item by +1. Double that for the adjusted Medium Range, and double again for Long Range. If a thrown item’s Range is 3/6/12, for example, a Brute’s Range is 4/8/16.

\n
", + "notes": "", + "additionalStats": {}, + "isArcaneBackground": false, + "requirements": { + "value": "Novice, Strength d6+, Vigor d6+" + } + }, + "sort": 1100001, + "flags": { + "core": { + "sourceId": "Item.S8PkWjixmNUAGcUU" + }, + "cf": { + "id": "temp_e7eeiuu1uj", + "path": "Edges#/CF_SEP/Background Edges", + "color": "#000000" + } + }, + "img": "systems/swade/assets/icons/edge.svg", + "effects": [] + } + ] + }, + { + "id": "Orc, Chieftain", + "name": "Orc, Chieftain", + "description": "
\n

The leader of a small orc clan is always the most deadly brute in the bunch. Orc chieftains generally have a magical item or two in settings where such things are relatively common (most “swords & sorcery” worlds).

\n

Note:

\n

Orc chieftains have a 7 @Compendium[swade-core-rules.swade-rules.Characters]{Parry} when wielding a Great Axe.

\n

Special Abilities:

\n\n
", + "items": [ + { + "_id": "yKX6TX07XbYtN7mS", + "name": "★ Athletics", + "type": "skill", + "data": { + "description": "
\n

Athletics combines an individual’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 8, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 500000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "UpQmkHABzSpaH8S7", + "name": "★ Common Knowledge", + "type": "skill", + "data": { + "description": "

Characters roll Common Knowledge to know people, places, and things of their world, including etiquette, geography, culture, popular technology, contacts, and customs.

", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 8, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 600000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "EAUKWbZHuqKKX4KR", + "name": "Fighting", + "type": "skill", + "data": { + "description": "
\n

Fighting covers all hand-to-hand (melee) attacks, whether it’s with fists, axes, laser swords, or martial arts. See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for the combat rules and the various maneuvers a warrior might attempt.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 12, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 700000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "O1xwBuP5Ed8dryeB", + "name": "Intimidation", + "type": "skill", + "data": { + "description": "
\n

Intimidation is the art of frightening an opponent so that he backs down, reveals information, or flees.

\n

Intimidation is an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed roll} resisted by the opponent’s @Compendium[swade-core-rules.swade-rules.Traits]{Spirit}. In combat, this is a @Compendium[swade-core-rules.swade-rules.Test]{Test}. Out of combat, a successful roll means the foe backs down for the most part, reveals some information, or slinks away when the opportunity presents itself.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} might mean he backs down for the remainder of the scene, spills all the beans, or runs away as fast as he can.

\n

In or out of combat, a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} means the target is immune to this character’s Intimidation attempts for the remainder of this encounter!

\n

Networking: Intimidation can also be used as a “macro” skill to simulate several hours of working the streets. See @Compendium[swade-core-rules.swade-rules.Networking]{Networking} to see how to crack some heads for favors or information.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 10, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 800000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "iE7TupXW004G4K5E", + "name": "★ Notice", + "type": "skill", + "data": { + "description": "
\n

Notice is a hero’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 6, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 1100000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "RQWfjrIvxyErZjbc", + "name": "★ Persuasion", + "type": "skill", + "data": { + "description": "
\n

Persuasion is the ability to convince others to do what you want through reason, cajoling, deception, rewards, or other friendly means. Persuasion isn’t mind control. It can change someone’s attitude but not their goals. A bandit may let you keep a sentimental piece of jewelry with a good Persuasion roll but still takes all your other goods.

\n

When used to @Compendium[swade-core-rules.swade-rules.Support]{Support} allies it’s an unopposed roll. If the target is resistant, it’s an @JournalEntry[JBxsGv2wAoAmoCDe]{opposed} roll vs. the target’s @Compendium[swade-core-rules.swade-rules.Traits]{Spirit}. The GM should modify the roll as she sees fit based on roleplaying, any pertinent @Compendium[swade-core-rules.swade-rules.Edges]{Edges} or @Compendium[swade-core-rules.swade-rules.Hindrances]{Hindrances} that affect the conversation, and the circumstances.

\n

Reaction Level: How much a person is willing to cooperate depends largely on their attitude toward whoever’s talking to them. The Game Master can decide how nonplayer characters feel based on the setting, or roll on the @Compendium[swade-core-rules.swade-tables.Reaction Table]{Reaction Table} if she has no preconceived notions.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} improves the target’s attitude one level and a raise improves it two. Further increases aren’t generally possible in the same encounter—it takes individuals a little time to adjust their biases.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Failure} means the target won’t change his mind this scene or until the situation changes in some important way. A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} also reduces the target’s attitude two levels.

\n

Only one roll should generally be allowed per interaction unless new information is revealed, a substantial reward is offered, etc.

\n

Networking: Characters can also use Persuasion as a “macro skill,” simulating a few hours or an evening’s time hobnobbing and socializing to gain favors or information. See @Compendium[swade-core-rules.swade-rules.Networking]{Networking}.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "agility", + "die": { + "sides": 6, + "modifier": "0" + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 100000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "3xTtVNhzjpE4e5J2", + "name": "Shooting", + "type": "skill", + "data": { + "description": "
\n

Shooting covers all attempts to hit a target with a ranged weapon such as a bow, pistol, or rocket launcher (thrown weapons use @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics}). See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for details on ranged combat.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "agility", + "die": { + "sides": 8, + "modifier": "0" + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 200000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "XFGJdZzc1MtsbwVp", + "name": "★ Stealth", + "type": "skill", + "data": { + "description": "
\n

Stealth is the ability to hide and move quietly. A simple @Compendium[swade-core-rules.swade-rules.Trait Rolls]{success} on a Stealth roll means the character avoids detection if enemies aren’t particularly alert. If the character @Compendium[swade-core-rules.swade-rules.Trait Rolls]{fails} the roll, the enemy realizes something is amiss and begins actively searching for whatever roused them.

\n

Once foes are alerted and active, Stealth is opposed by @Compendium[swade-core-rules.swade-skills.Notice]{Notice} (a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{group roll} if there are many foes.

\n

The GM should apply any circumstantial penalties to @Compendium[swade-core-rules.swade-skills.Notice]{Notice} rolls for @Compendium[swade-core-rules.swade-rules.Illumination]{darkness}, @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{cover}, noise, distractions, and any difference in the target’s @Compendium[swade-core-rules.swade-rules.Size and Scale]{Scale} (just like when attacking). Sneaking through dry leaves might subtract 2 from the Stealth roll, for example, while spotting someone in the dark uses the @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination} penalty (−4). Don’t apply the same modifier to both rolls, however. If Stealth is at −2 for the leaves, don’t give Notice a +2 for them as well.

\n

Sneak Attack: Sneaking up close enough to make a melee attack always requires an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} Stealth roll versus the target’s @Compendium[swade-core-rules.swade-skills.Notice]{Notice}, whether the guard is actively looking for trouble or not. If successful, the victim is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} to the attacker, but only until the attacker’s turn ends. With a raise, the attacker has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} instead.

\n

Movement: In combat, characters roll Stealth each turn as a @Compendium[swade-core-rules.swade-rules.Actions]{free action} at the end of their move or any action the GM thinks might draw attention.

\n

Out of combat, the distance moved depends entirely on the situation. The GM might want a roll every minute if the group is sneaking around the perimeter of a defensive position, or every few miles if they’re trying to quietly walk the path through a dark forest without alerting the creatures that live there.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 6, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 1200000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "ei98I3B0TPrHTUlL", + "name": "Unskilled Attempt", + "type": "skill", + "data": { + "description": "
\n

If a character doesn’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.

\n

The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 4, + "modifier": -2 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 900000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "rYPioagBIyN3PERw", + "name": "Plate Corselet", + "type": "armor", + "data": { + "description": "
\n

Heavy steel armor made with “plates” of metal.

\n
", + "notes": "", + "additionalStats": {}, + "quantity": 1, + "weight": 30, + "price": 0, + "equippable": true, + "equipped": true, + "minStr": "Plate Corselet", + "armor": 4, + "isNaturalArmor": false, + "locations": { + "head": false, + "torso": true, + "arms": false, + "legs": false + } + }, + "sort": 300000, + "flags": {}, + "img": "systems/swade/assets/icons/armor.svg", + "effects": [] + }, + { + "_id": "b9VEwNHjutfzqvuY", + "name": "Chain Arms and Legs", + "type": "armor", + "data": { + "description": "
\n

Chain, splint, metal scale, ring mail, samurai armor.

\n
", + "notes": "", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": true, + "equipped": true, + "minStr": "", + "armor": 3, + "isNaturalArmor": false, + "locations": { + "head": false, + "torso": false, + "arms": true, + "legs": true + } + }, + "sort": 400000, + "flags": {}, + "img": "systems/swade/assets/icons/armor.svg", + "effects": [] + }, + { + "_id": "tLXyq7uXrloDwGu0", + "name": "Brute", + "type": "edge", + "data": { + "description": "
\n

Brutes focus on core strength and fitness over coordination and flexibility. They treat @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics} as linked to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility} for purposes of @Compendium[swade-core-rules.swade-rules.Advancement]{Advancement}. The character may also resist Athletics @Compendium[swade-core-rules.swade-rules.Test]{Tests} with Strength if she chooses.

\n

Finally, Brutes increase the @Compendium[swade-core-rules.swade-rules.Range]{Short Range} of any thrown item by +1. Double that for the adjusted Medium Range, and double again for Long Range. If a thrown item’s Range is 3/6/12, for example, a Brute’s Range is 4/8/16.

\n
", + "notes": "", + "additionalStats": {}, + "isArcaneBackground": false, + "requirements": { + "value": "Novice, Strength d6+, Vigor d6+" + } + }, + "sort": 1300000, + "flags": { + "cf": { + "id": "temp_e7eeiuu1uj", + "path": "Edges#/CF_SEP/Background Edges", + "color": "#000000" + } + }, + "img": "systems/swade/assets/icons/edge.svg", + "effects": [] + }, + { + "_id": "ZVWYsJkU8pmHcCjt", + "name": "Sweep", + "type": "edge", + "data": { + "description": "
\n

Sweep allows a character to make a single @Compendium[swade-core-rules.swade-skills.Fighting]{Fighting} attack and apply it against all targets in his @Compendium[swade-core-rules.swade-rules.Reach]{Reach} at a -2 penalty (friends and foes alike). Resolve damage separately for each enemy that’s hit.

\n

A fighter may only perform a Sweep once per turn. It may not be combined with @Compendium[swade-core-rules.swade-edges.Frenzy]{Frenzy}

\n
", + "notes": "", + "additionalStats": {}, + "isArcaneBackground": false, + "requirements": { + "value": "Novice, Strength d8+" + } + }, + "sort": 1000000, + "flags": { + "cf": { + "id": "temp_gzpqja0fexk", + "path": "Edges#/CF_SEP/Combat Edges", + "color": "#000000" + } + }, + "img": "systems/swade/assets/icons/edge.svg", + "effects": [] + }, + { + "_id": "3djXoyjmyQV30CGr", + "name": "Axe, Great", + "type": "weapon", + "data": { + "description": "
\n

@Compendium[swade-core-rules.swade-rules.Parry]{Parry} –1, @Compendium[swade-core-rules.swade-rules.Two Hands]{two hands}

\n
", + "notes": "Parry –1, two hands", + "additionalStats": {}, + "quantity": 1, + "weight": 7, + "price": 400, + "equippable": true, + "equipped": false, + "isVehicular": false, + "mods": 1, + "actions": { + "skill": "Fighting", + "skillMod": "", + "dmgMod": "", + "additional": { + "kwepx6kqhf": { + "name": "One-handed", + "type": "skill", + "rof": null, + "skillMod": "-4", + "skillOverride": "", + "shotsUsed": null + } + } + }, + "damage": "@str+d10", + "range": "", + "rof": "0", + "ap": "2", + "minStr": "d10", + "shots": "0", + "currentShots": "0" + }, + "sort": 50000, + "flags": { + "core": { + "sourceId": "Item.fHszncdsIT8YeQQ9" + }, + "cf": { + "id": "temp_rz46r8sengj", + "path": "Equipment#/CF_SEP/Personal Weapons#/CF_SEP/Melee Weapons, Medieval", + "color": "#000000" + } + }, + "img": "modules/swade-core-rules/assets/art/equipment/weapons/melee-medieval-greataxe.webp", + "effects": [ + { + "_id": "3XgMLMWoNmxJeFKH", + "flags": {}, + "changes": [ + { + "key": "data.stats.parry.modifier", + "value": -1, + "mode": 2 + } + ], + "disabled": false, + "duration": { + "startTime": null, + "seconds": null, + "rounds": null, + "turns": null, + "startRound": null, + "startTurn": null + }, + "icon": "modules/swade-core-rules/assets/art/equipment/weapons/melee-medieval-greataxe.webp", + "label": "Great Axe Parry Penalty", + "tint": "", + "transfer": true + } + ] + } + ] + }, + { + "id": "Raptor (Birds of Prey)", + "name": "Raptor (Birds of Prey)", + "description": "
\n

Eagles, hawks, and similar large birds of prey are collectively termed “raptors” (not to be confused with the dinosaur variety).

\n

Special Abilities:

\n\n
", + "items": [ + { + "_id": "yvAFOT58qkR6QLJP", + "name": "★ Athletics", + "type": "skill", + "data": { + "description": "
\n

Athletics combines an individual’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 8, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 200000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "4VqQmyANKIqEUn5v", + "name": "Fighting", + "type": "skill", + "data": { + "description": "
\n

Fighting covers all hand-to-hand (melee) attacks, whether it’s with fists, axes, laser swords, or martial arts. See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for the combat rules and the various maneuvers a warrior might attempt.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 6, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 300000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "82tQNrFJdswpjAEa", + "name": "★ Notice", + "type": "skill", + "data": { + "description": "
\n

Notice is a hero’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "agility", + "die": { + "sides": 10, + "modifier": "0" + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 400000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "Cn2DgX4u5SVBm4SP", + "name": "★ Stealth", + "type": "skill", + "data": { + "description": "
\n

Stealth is the ability to hide and move quietly. A simple @Compendium[swade-core-rules.swade-rules.Trait Rolls]{success} on a Stealth roll means the character avoids detection if enemies aren’t particularly alert. If the character @Compendium[swade-core-rules.swade-rules.Trait Rolls]{fails} the roll, the enemy realizes something is amiss and begins actively searching for whatever roused them.

\n

Once foes are alerted and active, Stealth is opposed by @Compendium[swade-core-rules.swade-skills.Notice]{Notice} (a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{group roll} if there are many foes.

\n

The GM should apply any circumstantial penalties to @Compendium[swade-core-rules.swade-skills.Notice]{Notice} rolls for @Compendium[swade-core-rules.swade-rules.Illumination]{darkness}, @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{cover}, noise, distractions, and any difference in the target’s @Compendium[swade-core-rules.swade-rules.Size and Scale]{Scale} (just like when attacking). Sneaking through dry leaves might subtract 2 from the Stealth roll, for example, while spotting someone in the dark uses the @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination} penalty (−4). Don’t apply the same modifier to both rolls, however. If Stealth is at −2 for the leaves, don’t give Notice a +2 for them as well.

\n

Sneak Attack: Sneaking up close enough to make a melee attack always requires an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} Stealth roll versus the target’s @Compendium[swade-core-rules.swade-skills.Notice]{Notice}, whether the guard is actively looking for trouble or not. If successful, the victim is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} to the attacker, but only until the attacker’s turn ends. With a raise, the attacker has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} instead.

\n

Movement: In combat, characters roll Stealth each turn as a @Compendium[swade-core-rules.swade-rules.Actions]{free action} at the end of their move or any action the GM thinks might draw attention.

\n

Out of combat, the distance moved depends entirely on the situation. The GM might want a roll every minute if the group is sneaking around the perimeter of a defensive position, or every few miles if they’re trying to quietly walk the path through a dark forest without alerting the creatures that live there.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 8, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 500000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "21v7Dh8rXiMBXAdM", + "name": "Unskilled Attempt", + "type": "skill", + "data": { + "description": "
\n

If a character doesn’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.

\n

The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 4, + "modifier": -2 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 600000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "oZfxqtlBM6Otj9vP", + "name": "Bite/Claws", + "type": "weapon", + "data": { + "description": "
\n

See @Compendium[swade-core-rules.swade-rules.Special Ability (Bite)]{Bite} and @Compendium[swade-core-rules.swade-rules.Special Ability (Claws)]{Claws}.

\n
", + "notes": "", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": true, + "equipped": true, + "isVehicular": false, + "mods": 1, + "actions": { + "skill": "Fighting", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "damage": "@str+d4", + "range": "", + "rof": "0", + "ap": "0", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 100000, + "flags": {}, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + } + ] + }, + { + "id": "Shark", + "name": "Shark", + "description": "
\n

These statistics cover bull sharks and white tips.

\n

Special Abilities:

\n\n
", + "items": [ + { + "_id": "J56OneQrwKg8jsXs", + "name": "★ Athletics", + "type": "skill", + "data": { + "description": "
\n

Athletics combines an individual’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 8, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 200000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "mSt6HVn5KsPTGNEv", + "name": "Fighting", + "type": "skill", + "data": { + "description": "
\n

Fighting covers all hand-to-hand (melee) attacks, whether it’s with fists, axes, laser swords, or martial arts. See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for the combat rules and the various maneuvers a warrior might attempt.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 8, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 300000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "VtMo6ZW1bd34xwJF", + "name": "★ Notice", + "type": "skill", + "data": { + "description": "
\n

Notice is a hero’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 12, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 400000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "J4oYpWafZKrxeRJy", + "name": "★ Stealth", + "type": "skill", + "data": { + "description": "
\n

Stealth is the ability to hide and move quietly. A simple @Compendium[swade-core-rules.swade-rules.Trait Rolls]{success} on a Stealth roll means the character avoids detection if enemies aren’t particularly alert. If the character @Compendium[swade-core-rules.swade-rules.Trait Rolls]{fails} the roll, the enemy realizes something is amiss and begins actively searching for whatever roused them.

\n

Once foes are alerted and active, Stealth is opposed by @Compendium[swade-core-rules.swade-skills.Notice]{Notice} (a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{group roll} if there are many foes.

\n

The GM should apply any circumstantial penalties to @Compendium[swade-core-rules.swade-skills.Notice]{Notice} rolls for @Compendium[swade-core-rules.swade-rules.Illumination]{darkness}, @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{cover}, noise, distractions, and any difference in the target’s @Compendium[swade-core-rules.swade-rules.Size and Scale]{Scale} (just like when attacking). Sneaking through dry leaves might subtract 2 from the Stealth roll, for example, while spotting someone in the dark uses the @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination} penalty (−4). Don’t apply the same modifier to both rolls, however. If Stealth is at −2 for the leaves, don’t give Notice a +2 for them as well.

\n

Sneak Attack: Sneaking up close enough to make a melee attack always requires an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} Stealth roll versus the target’s @Compendium[swade-core-rules.swade-skills.Notice]{Notice}, whether the guard is actively looking for trouble or not. If successful, the victim is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} to the attacker, but only until the attacker’s turn ends. With a raise, the attacker has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} instead.

\n

Movement: In combat, characters roll Stealth each turn as a @Compendium[swade-core-rules.swade-rules.Actions]{free action} at the end of their move or any action the GM thinks might draw attention.

\n

Out of combat, the distance moved depends entirely on the situation. The GM might want a roll every minute if the group is sneaking around the perimeter of a defensive position, or every few miles if they’re trying to quietly walk the path through a dark forest without alerting the creatures that live there.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 8, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 500000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "jBYWBd7NQqx8Izbz", + "name": "Unskilled Attempt", + "type": "skill", + "data": { + "description": "
\n

If a character doesn’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.

\n

The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 4, + "modifier": -2 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 600000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "ikc2t3YYPOkNXxgz", + "name": "Bite", + "type": "weapon", + "data": { + "description": "
\n

See @Compendium[swade-core-rules.swade-rules.Special Ability (Bite)]{Bite}.

\n
", + "notes": "", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": true, + "equipped": true, + "isVehicular": false, + "mods": 1, + "actions": { + "skill": "Fighting", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "damage": "@str+d6", + "range": "", + "rof": "0", + "ap": "0", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 100000, + "flags": {}, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + } + ] + }, + { + "id": "Shark, Bull", + "name": "Shark, Bull", + "description": "
\n

These statistics cover bull sharks and white tips.

\n

Special Abilities:

\n\n
", + "items": [ + { + "_id": "J56OneQrwKg8jsXs", + "name": "★ Athletics", + "type": "skill", + "data": { + "description": "
\n

Athletics combines an individual’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 8, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 200000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "mSt6HVn5KsPTGNEv", + "name": "Fighting", + "type": "skill", + "data": { + "description": "
\n

Fighting covers all hand-to-hand (melee) attacks, whether it’s with fists, axes, laser swords, or martial arts. See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for the combat rules and the various maneuvers a warrior might attempt.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 8, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 300000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "VtMo6ZW1bd34xwJF", + "name": "★ Notice", + "type": "skill", + "data": { + "description": "
\n

Notice is a hero’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 12, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 400000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "J4oYpWafZKrxeRJy", + "name": "★ Stealth", + "type": "skill", + "data": { + "description": "
\n

Stealth is the ability to hide and move quietly. A simple @Compendium[swade-core-rules.swade-rules.Trait Rolls]{success} on a Stealth roll means the character avoids detection if enemies aren’t particularly alert. If the character @Compendium[swade-core-rules.swade-rules.Trait Rolls]{fails} the roll, the enemy realizes something is amiss and begins actively searching for whatever roused them.

\n

Once foes are alerted and active, Stealth is opposed by @Compendium[swade-core-rules.swade-skills.Notice]{Notice} (a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{group roll} if there are many foes.

\n

The GM should apply any circumstantial penalties to @Compendium[swade-core-rules.swade-skills.Notice]{Notice} rolls for @Compendium[swade-core-rules.swade-rules.Illumination]{darkness}, @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{cover}, noise, distractions, and any difference in the target’s @Compendium[swade-core-rules.swade-rules.Size and Scale]{Scale} (just like when attacking). Sneaking through dry leaves might subtract 2 from the Stealth roll, for example, while spotting someone in the dark uses the @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination} penalty (−4). Don’t apply the same modifier to both rolls, however. If Stealth is at −2 for the leaves, don’t give Notice a +2 for them as well.

\n

Sneak Attack: Sneaking up close enough to make a melee attack always requires an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} Stealth roll versus the target’s @Compendium[swade-core-rules.swade-skills.Notice]{Notice}, whether the guard is actively looking for trouble or not. If successful, the victim is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} to the attacker, but only until the attacker’s turn ends. With a raise, the attacker has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} instead.

\n

Movement: In combat, characters roll Stealth each turn as a @Compendium[swade-core-rules.swade-rules.Actions]{free action} at the end of their move or any action the GM thinks might draw attention.

\n

Out of combat, the distance moved depends entirely on the situation. The GM might want a roll every minute if the group is sneaking around the perimeter of a defensive position, or every few miles if they’re trying to quietly walk the path through a dark forest without alerting the creatures that live there.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 8, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 500000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "jBYWBd7NQqx8Izbz", + "name": "Unskilled Attempt", + "type": "skill", + "data": { + "description": "
\n

If a character doesn’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.

\n

The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 4, + "modifier": -2 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 600000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "ikc2t3YYPOkNXxgz", + "name": "Bite", + "type": "weapon", + "data": { + "description": "
\n

See @Compendium[swade-core-rules.swade-rules.Special Ability (Bite)]{Bite}.

\n
", + "notes": "", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": true, + "equipped": true, + "isVehicular": false, + "mods": 1, + "actions": { + "skill": "Fighting", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "damage": "@str+d6", + "range": "", + "rof": "0", + "ap": "0", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 100000, + "flags": {}, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + } + ] + }, + { + "id": "Shark, Great White", + "name": "Shark, Great White", + "description": "
\n

These statistics cover great whites, 18 to 25 feet long.

\n

Special Abilities:

\n\n
", + "items": [ + { + "_id": "y4rBRNO48p80BRrE", + "name": "★ Athletics", + "type": "skill", + "data": { + "description": "
\n

Athletics combines an individual’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 8, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 200000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "TKbsQRQuSLxWAhte", + "name": "Fighting", + "type": "skill", + "data": { + "description": "
\n

Fighting covers all hand-to-hand (melee) attacks, whether it’s with fists, axes, laser swords, or martial arts. See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for the combat rules and the various maneuvers a warrior might attempt.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 10, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 300000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "uOEm5LscymaIPbGW", + "name": "★ Notice", + "type": "skill", + "data": { + "description": "
\n

Notice is a hero’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 12, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 400000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "rcaWCOlXUEz44O7C", + "name": "★ Stealth", + "type": "skill", + "data": { + "description": "
\n

Stealth is the ability to hide and move quietly. A simple @Compendium[swade-core-rules.swade-rules.Trait Rolls]{success} on a Stealth roll means the character avoids detection if enemies aren’t particularly alert. If the character @Compendium[swade-core-rules.swade-rules.Trait Rolls]{fails} the roll, the enemy realizes something is amiss and begins actively searching for whatever roused them.

\n

Once foes are alerted and active, Stealth is opposed by @Compendium[swade-core-rules.swade-skills.Notice]{Notice} (a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{group roll} if there are many foes.

\n

The GM should apply any circumstantial penalties to @Compendium[swade-core-rules.swade-skills.Notice]{Notice} rolls for @Compendium[swade-core-rules.swade-rules.Illumination]{darkness}, @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{cover}, noise, distractions, and any difference in the target’s @Compendium[swade-core-rules.swade-rules.Size and Scale]{Scale} (just like when attacking). Sneaking through dry leaves might subtract 2 from the Stealth roll, for example, while spotting someone in the dark uses the @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination} penalty (−4). Don’t apply the same modifier to both rolls, however. If Stealth is at −2 for the leaves, don’t give Notice a +2 for them as well.

\n

Sneak Attack: Sneaking up close enough to make a melee attack always requires an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} Stealth roll versus the target’s @Compendium[swade-core-rules.swade-skills.Notice]{Notice}, whether the guard is actively looking for trouble or not. If successful, the victim is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} to the attacker, but only until the attacker’s turn ends. With a raise, the attacker has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} instead.

\n

Movement: In combat, characters roll Stealth each turn as a @Compendium[swade-core-rules.swade-rules.Actions]{free action} at the end of their move or any action the GM thinks might draw attention.

\n

Out of combat, the distance moved depends entirely on the situation. The GM might want a roll every minute if the group is sneaking around the perimeter of a defensive position, or every few miles if they’re trying to quietly walk the path through a dark forest without alerting the creatures that live there.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 12, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 500000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "RL26tC5hyqROlyfN", + "name": "Unskilled Attempt", + "type": "skill", + "data": { + "description": "
\n

If a character doesn’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.

\n

The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 4, + "modifier": -2 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 600000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "3fXJUdMW7qQWJoDc", + "name": "Bite", + "type": "weapon", + "data": { + "description": "
\n

See @Compendium[swade-core-rules.swade-rules.Special Ability (Bite)]{Bite}.

\n
", + "notes": "", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": true, + "equipped": true, + "isVehicular": false, + "mods": 1, + "actions": { + "skill": "Fighting", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "damage": "@str+d8", + "range": "", + "rof": "0", + "ap": "0", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 100000, + "flags": {}, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + } + ] + }, + { + "id": "Skeleton", + "name": "Skeleton", + "description": "
\n

The skin has already rotted from these risen dead, leaving them slightly quicker than their flesh-laden zombie counterparts. They are often found swarming in vile necromancers’ legions.

\n

Special Abilities:

\n\n
", + "items": [ + { + "_id": "Z4jLwklbnjgp4Jn2", + "name": "★ Athletics", + "type": "skill", + "data": { + "description": "
\n

Athletics combines an individual’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 6, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 300000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "DkJZVR0yp2IGbWTg", + "name": "Fighting", + "type": "skill", + "data": { + "description": "
\n

Fighting covers all hand-to-hand (melee) attacks, whether it’s with fists, axes, laser swords, or martial arts. See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for the combat rules and the various maneuvers a warrior might attempt.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 6, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 400000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "PPt3yl8tGHWWZIZr", + "name": "Intimidation", + "type": "skill", + "data": { + "description": "
\n

Intimidation is the art of frightening an opponent so that he backs down, reveals information, or flees.

\n

Intimidation is an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed roll} resisted by the opponent’s @Compendium[swade-core-rules.swade-rules.Traits]{Spirit}. In combat, this is a @Compendium[swade-core-rules.swade-rules.Test]{Test}. Out of combat, a successful roll means the foe backs down for the most part, reveals some information, or slinks away when the opportunity presents itself.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} might mean he backs down for the remainder of the scene, spills all the beans, or runs away as fast as he can.

\n

In or out of combat, a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} means the target is immune to this character’s Intimidation attempts for the remainder of this encounter!

\n

Networking: Intimidation can also be used as a “macro” skill to simulate several hours of working the streets. See @Compendium[swade-core-rules.swade-rules.Networking]{Networking} to see how to crack some heads for favors or information.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 6, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 500000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "drhSqrMwxEnonRne", + "name": "★ Notice", + "type": "skill", + "data": { + "description": "
\n

Notice is a hero’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 4, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 600000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "GBS1UsfOeymcild1", + "name": "Shooting", + "type": "skill", + "data": { + "description": "
\n

Shooting covers all attempts to hit a target with a ranged weapon such as a bow, pistol, or rocket launcher (thrown weapons use @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics}). See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for details on ranged combat.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 6, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 800000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "JEOvp7eM2Sm5DluH", + "name": "Unskilled Attempt", + "type": "skill", + "data": { + "description": "
\n

If a character doesn’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.

\n

The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 4, + "modifier": -2 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 700000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "T98lgEhrkkJYbcTH", + "name": "Claws", + "type": "weapon", + "data": { + "description": "
\n

See @Compendium[swade-core-rules.swade-rules.Special Ability (Claws)]{Claws}.

\n
", + "notes": "", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": true, + "equipped": true, + "isVehicular": false, + "mods": 1, + "actions": { + "skill": "Fighting", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "damage": "@str+d4", + "range": "", + "rof": "0", + "ap": "0", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 100000, + "flags": {}, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + }, + { + "_id": "MIXOZbR2okXWWnG1", + "name": "Varies", + "type": "gear", + "data": { + "description": "

No description or reference provided.

", + "notes": "", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": true, + "equipped": true, + "isVehicular": false, + "mods": 1 + }, + "sort": 200000, + "flags": {}, + "img": "systems/swade/assets/icons/gear.svg", + "effects": [] + } + ] + }, + { + "id": "Snake, Constrictor", + "name": "Snake, Constrictor", + "description": "
\n

Snakes in the real world are rarely aggressive unless cornered or frightened. They’re a staple of adventure fiction, however.

\n

Pythons, boa constrictors, and other snakes over 15′ long are rarely deadly to man in the real world because they aren’t particularly aggressive. In games, however, such snakes might be provoked, drugged, or just plain mean.

\n

Special Abilities:

\n\n
", + "items": [ + { + "_id": "AXhDSgrpj1pBS53W", + "name": "★ Athletics", + "type": "skill", + "data": { + "description": "
\n

Athletics combines an individual’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 6, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 200000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "kFRuPWNHOb6p13yh", + "name": "Fighting", + "type": "skill", + "data": { + "description": "
\n

Fighting covers all hand-to-hand (melee) attacks, whether it’s with fists, axes, laser swords, or martial arts. See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for the combat rules and the various maneuvers a warrior might attempt.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 6, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 300000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "SLhqwjUWaqhswI5w", + "name": "★ Notice", + "type": "skill", + "data": { + "description": "
\n

Notice is a hero’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 10, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 400000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "HdG5n15PUL2A0naX", + "name": "★ Stealth", + "type": "skill", + "data": { + "description": "
\n

Stealth is the ability to hide and move quietly. A simple @Compendium[swade-core-rules.swade-rules.Trait Rolls]{success} on a Stealth roll means the character avoids detection if enemies aren’t particularly alert. If the character @Compendium[swade-core-rules.swade-rules.Trait Rolls]{fails} the roll, the enemy realizes something is amiss and begins actively searching for whatever roused them.

\n

Once foes are alerted and active, Stealth is opposed by @Compendium[swade-core-rules.swade-skills.Notice]{Notice} (a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{group roll} if there are many foes.

\n

The GM should apply any circumstantial penalties to @Compendium[swade-core-rules.swade-skills.Notice]{Notice} rolls for @Compendium[swade-core-rules.swade-rules.Illumination]{darkness}, @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{cover}, noise, distractions, and any difference in the target’s @Compendium[swade-core-rules.swade-rules.Size and Scale]{Scale} (just like when attacking). Sneaking through dry leaves might subtract 2 from the Stealth roll, for example, while spotting someone in the dark uses the @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination} penalty (−4). Don’t apply the same modifier to both rolls, however. If Stealth is at −2 for the leaves, don’t give Notice a +2 for them as well.

\n

Sneak Attack: Sneaking up close enough to make a melee attack always requires an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} Stealth roll versus the target’s @Compendium[swade-core-rules.swade-skills.Notice]{Notice}, whether the guard is actively looking for trouble or not. If successful, the victim is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} to the attacker, but only until the attacker’s turn ends. With a raise, the attacker has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} instead.

\n

Movement: In combat, characters roll Stealth each turn as a @Compendium[swade-core-rules.swade-rules.Actions]{free action} at the end of their move or any action the GM thinks might draw attention.

\n

Out of combat, the distance moved depends entirely on the situation. The GM might want a roll every minute if the group is sneaking around the perimeter of a defensive position, or every few miles if they’re trying to quietly walk the path through a dark forest without alerting the creatures that live there.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 6, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 500000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "cyWHgkvq9u99lEIm", + "name": "Unskilled Attempt", + "type": "skill", + "data": { + "description": "
\n

If a character doesn’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.

\n

The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 4, + "modifier": -2 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 600000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "0PeQ8azYsqclb8l3", + "name": "Bite", + "type": "weapon", + "data": { + "description": "
\n

See @Compendium[swade-core-rules.swade-rules.Special Ability (Bite)]{Bite}.

\n
", + "notes": "", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": false, + "equipped": true, + "isVehicular": false, + "mods": 1, + "actions": { + "skill": "", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "damage": "@str", + "range": "", + "rof": "1", + "ap": "0", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 100000, + "flags": {}, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + } + ] + }, + { + "id": "Snake, Venomous", + "name": "Snake, Venomous", + "description": "
\n

Snakes in the real world are rarely aggressive unless cornered or frightened. They’re a staple of adventure fiction, however.

\n

Here are the stats for Taipans (Australian brown snakes), cobras, and similar medium-sized snakes with extremely deadly poison.

\n

Special Abilities:

\n\n
", + "items": [ + { + "_id": "eViH6822Nim9F7Jm", + "name": "★ Athletics", + "type": "skill", + "data": { + "description": "
\n

Athletics combines an individual’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 6, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 200000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "6kaSatrLZUDdG0Fh", + "name": "Fighting", + "type": "skill", + "data": { + "description": "
\n

Fighting covers all hand-to-hand (melee) attacks, whether it’s with fists, axes, laser swords, or martial arts. See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for the combat rules and the various maneuvers a warrior might attempt.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 8, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 300000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "7lSf7KCsWYpEJtFx", + "name": "★ Notice", + "type": "skill", + "data": { + "description": "
\n

Notice is a hero’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 12, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 400000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "nxaxcVwkempigtqX", + "name": "★ Stealth", + "type": "skill", + "data": { + "description": "
\n

Stealth is the ability to hide and move quietly. A simple @Compendium[swade-core-rules.swade-rules.Trait Rolls]{success} on a Stealth roll means the character avoids detection if enemies aren’t particularly alert. If the character @Compendium[swade-core-rules.swade-rules.Trait Rolls]{fails} the roll, the enemy realizes something is amiss and begins actively searching for whatever roused them.

\n

Once foes are alerted and active, Stealth is opposed by @Compendium[swade-core-rules.swade-skills.Notice]{Notice} (a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{group roll} if there are many foes.

\n

The GM should apply any circumstantial penalties to @Compendium[swade-core-rules.swade-skills.Notice]{Notice} rolls for @Compendium[swade-core-rules.swade-rules.Illumination]{darkness}, @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{cover}, noise, distractions, and any difference in the target’s @Compendium[swade-core-rules.swade-rules.Size and Scale]{Scale} (just like when attacking). Sneaking through dry leaves might subtract 2 from the Stealth roll, for example, while spotting someone in the dark uses the @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination} penalty (−4). Don’t apply the same modifier to both rolls, however. If Stealth is at −2 for the leaves, don’t give Notice a +2 for them as well.

\n

Sneak Attack: Sneaking up close enough to make a melee attack always requires an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} Stealth roll versus the target’s @Compendium[swade-core-rules.swade-skills.Notice]{Notice}, whether the guard is actively looking for trouble or not. If successful, the victim is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} to the attacker, but only until the attacker’s turn ends. With a raise, the attacker has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} instead.

\n

Movement: In combat, characters roll Stealth each turn as a @Compendium[swade-core-rules.swade-rules.Actions]{free action} at the end of their move or any action the GM thinks might draw attention.

\n

Out of combat, the distance moved depends entirely on the situation. The GM might want a roll every minute if the group is sneaking around the perimeter of a defensive position, or every few miles if they’re trying to quietly walk the path through a dark forest without alerting the creatures that live there.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 8, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 500000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "jwLSnSqxqiWraXf4", + "name": "Unskilled Attempt", + "type": "skill", + "data": { + "description": "
\n

If a character doesn’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.

\n

The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 4, + "modifier": -2 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 600000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "9GnltxOCuZ0s64yp", + "name": "Bite", + "type": "weapon", + "data": { + "description": "
\n

See @Compendium[swade-core-rules.swade-rules.Special Ability (Bite)]{Bite}.

\n
", + "notes": "", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": true, + "equipped": true, + "isVehicular": false, + "mods": 1, + "actions": { + "skill": "Fighting", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "damage": "@str+2", + "range": "", + "rof": "0", + "ap": "0", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 100000, + "flags": {}, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + }, + { + "_id": "jyzfr9oIUSEMIrNN", + "name": "Quick", + "type": "edge", + "data": { + "description": "
\n

Quick characters have lightning-fast reflexes and a cool head. Whenever you are dealt an @Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{Action Card} of Five or lower, you may discard it and draw again until you get a card higher than Five.

\n

@Compendium[swade-core-rules.swade-rules.Characters]{Characters} with both the @Compendium[swade-core-rules.swade-edges.Level Headed]{Level Headed} and Quick Edges first draw their additional card and choose which to take. If that card is a Five or less, the Quick Edge may be used to draw a replacement until it’s Six or higher.

\n
", + "notes": "", + "additionalStats": {}, + "isArcaneBackground": false, + "requirements": { + "value": "Novice, Agility d8+" + } + }, + "sort": 700000, + "flags": { + "cf": { + "id": "temp_e7eeiuu1uj", + "path": "Edges#/CF_SEP/Background Edges", + "color": "#000000" + } + }, + "img": "systems/swade/assets/icons/edge.svg", + "effects": [] + } + ] + }, + { + "id": "Soldier", + "name": "Soldier", + "description": "
\n

Goons, grunts, soldiers, or others with basic training serve as foot soldiers for more powerful characters. They should be customized and outfited to fit their particular role.

\n
", + "items": [ + { + "_id": "DU6UW3qnUPDcdZLc", + "name": "★ Athletics", + "type": "skill", + "data": { + "description": "
\n

Athletics combines an individual’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 6, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 200000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "pG7D49TdrCZlZ2O2", + "name": "★ Common Knowledge", + "type": "skill", + "data": { + "description": "

Characters roll Common Knowledge to know people, places, and things of their world, including etiquette, geography, culture, popular technology, contacts, and customs.

", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 6, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 300000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "nZsmg0qND3eitMpp", + "name": "Fighting", + "type": "skill", + "data": { + "description": "
\n

Fighting covers all hand-to-hand (melee) attacks, whether it’s with fists, axes, laser swords, or martial arts. See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for the combat rules and the various maneuvers a warrior might attempt.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 6, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 400000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "eruG8qPfoGd9R768", + "name": "Intimidation", + "type": "skill", + "data": { + "description": "
\n

Intimidation is the art of frightening an opponent so that he backs down, reveals information, or flees.

\n

Intimidation is an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed roll} resisted by the opponent’s @Compendium[swade-core-rules.swade-rules.Traits]{Spirit}. In combat, this is a @Compendium[swade-core-rules.swade-rules.Test]{Test}. Out of combat, a successful roll means the foe backs down for the most part, reveals some information, or slinks away when the opportunity presents itself.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} might mean he backs down for the remainder of the scene, spills all the beans, or runs away as fast as he can.

\n

In or out of combat, a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} means the target is immune to this character’s Intimidation attempts for the remainder of this encounter!

\n

Networking: Intimidation can also be used as a “macro” skill to simulate several hours of working the streets. See @Compendium[swade-core-rules.swade-rules.Networking]{Networking} to see how to crack some heads for favors or information.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 6, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 500000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "C6xiXhbv5m1ohYTE", + "name": "★ Notice", + "type": "skill", + "data": { + "description": "
\n

Notice is a hero’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 6, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 800000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "XPQ9Hbu0JgAX7WL4", + "name": "★ Persuasion", + "type": "skill", + "data": { + "description": "
\n

Persuasion is the ability to convince others to do what you want through reason, cajoling, deception, rewards, or other friendly means. Persuasion isn’t mind control. It can change someone’s attitude but not their goals. A bandit may let you keep a sentimental piece of jewelry with a good Persuasion roll but still takes all your other goods.

\n

When used to @Compendium[swade-core-rules.swade-rules.Support]{Support} allies it’s an unopposed roll. If the target is resistant, it’s an @JournalEntry[JBxsGv2wAoAmoCDe]{opposed} roll vs. the target’s @Compendium[swade-core-rules.swade-rules.Traits]{Spirit}. The GM should modify the roll as she sees fit based on roleplaying, any pertinent @Compendium[swade-core-rules.swade-rules.Edges]{Edges} or @Compendium[swade-core-rules.swade-rules.Hindrances]{Hindrances} that affect the conversation, and the circumstances.

\n

Reaction Level: How much a person is willing to cooperate depends largely on their attitude toward whoever’s talking to them. The Game Master can decide how nonplayer characters feel based on the setting, or roll on the @Compendium[swade-core-rules.swade-tables.Reaction Table]{Reaction Table} if she has no preconceived notions.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} improves the target’s attitude one level and a raise improves it two. Further increases aren’t generally possible in the same encounter—it takes individuals a little time to adjust their biases.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Failure} means the target won’t change his mind this scene or until the situation changes in some important way. A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} also reduces the target’s attitude two levels.

\n

Only one roll should generally be allowed per interaction unless new information is revealed, a substantial reward is offered, etc.

\n

Networking: Characters can also use Persuasion as a “macro skill,” simulating a few hours or an evening’s time hobnobbing and socializing to gain favors or information. See @Compendium[swade-core-rules.swade-rules.Networking]{Networking}.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 6, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 600000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "p45Kss4JM5cYa4sC", + "name": "Shooting", + "type": "skill", + "data": { + "description": "
\n

Shooting covers all attempts to hit a target with a ranged weapon such as a bow, pistol, or rocket launcher (thrown weapons use @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics}). See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for details on ranged combat.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 6, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 900000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "tOYQUCDzQY0Mqiyz", + "name": "★ Stealth", + "type": "skill", + "data": { + "description": "
\n

Stealth is the ability to hide and move quietly. A simple @Compendium[swade-core-rules.swade-rules.Trait Rolls]{success} on a Stealth roll means the character avoids detection if enemies aren’t particularly alert. If the character @Compendium[swade-core-rules.swade-rules.Trait Rolls]{fails} the roll, the enemy realizes something is amiss and begins actively searching for whatever roused them.

\n

Once foes are alerted and active, Stealth is opposed by @Compendium[swade-core-rules.swade-skills.Notice]{Notice} (a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{group roll} if there are many foes.

\n

The GM should apply any circumstantial penalties to @Compendium[swade-core-rules.swade-skills.Notice]{Notice} rolls for @Compendium[swade-core-rules.swade-rules.Illumination]{darkness}, @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{cover}, noise, distractions, and any difference in the target’s @Compendium[swade-core-rules.swade-rules.Size and Scale]{Scale} (just like when attacking). Sneaking through dry leaves might subtract 2 from the Stealth roll, for example, while spotting someone in the dark uses the @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination} penalty (−4). Don’t apply the same modifier to both rolls, however. If Stealth is at −2 for the leaves, don’t give Notice a +2 for them as well.

\n

Sneak Attack: Sneaking up close enough to make a melee attack always requires an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} Stealth roll versus the target’s @Compendium[swade-core-rules.swade-skills.Notice]{Notice}, whether the guard is actively looking for trouble or not. If successful, the victim is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} to the attacker, but only until the attacker’s turn ends. With a raise, the attacker has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} instead.

\n

Movement: In combat, characters roll Stealth each turn as a @Compendium[swade-core-rules.swade-rules.Actions]{free action} at the end of their move or any action the GM thinks might draw attention.

\n

Out of combat, the distance moved depends entirely on the situation. The GM might want a roll every minute if the group is sneaking around the perimeter of a defensive position, or every few miles if they’re trying to quietly walk the path through a dark forest without alerting the creatures that live there.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 4, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 1000000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "I68PUIg2zYDOVgx4", + "name": "Unskilled Attempt", + "type": "skill", + "data": { + "description": "
\n

If a character doesn’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.

\n

The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 4, + "modifier": -2 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 700000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "qUYQfaLcahiIOWzF", + "name": "Soldier", + "type": "edge", + "data": { + "description": "
\n

Professional soldiers get used to carrying heavy loads, and enduring harsh conditions. After a few days getting used to their gear (GM’s call), they treat their @Compendium[swade-core-rules.swade-rules.Traits]{Strength} as one die type higher when determining @Compendium[swade-core-rules.swade-rules.Gear Notes]{Encumbrance} and @Compendium[swade-core-rules.swade-rules.Minimum Strength]{Minimum Strength} to use armor, weapons, and equipment without a penalty. (This stacks with the @Compendium[swade-core-rules.swade-edges.Brawny]{Brawny} Edge.)

\n

They also get a free reroll on @Compendium[swade-core-rules.swade-rules.Traits]{Vigor} rolls made to survive environmental hazards (see @Compendium[swade-core-rules.swade-rules.Hazards]{Hazards}).

\n
", + "notes": "", + "additionalStats": {}, + "isArcaneBackground": false, + "requirements": { + "value": "Novice, Strength d6+, Vigor d6+" + } + }, + "sort": 1100000, + "flags": { + "cf": { + "id": "temp_m323jalj7n", + "path": "Edges#/CF_SEP/Professional Edges", + "color": "#000000" + } + }, + "img": "systems/swade/assets/icons/edge.svg", + "effects": [] + }, + { + "_id": "paoVi4mG1rYMeGA2", + "name": "Varies", + "type": "gear", + "data": { + "description": "
", + "notes": "", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": false, + "equipped": true, + "isVehicular": false, + "mods": 1 + }, + "sort": 100000, + "flags": {}, + "img": "systems/swade/assets/icons/gear.svg", + "effects": [] + }, + { + "_id": "VAdccMRYdtYMTy2V", + "name": "Gun", + "type": "weapon", + "data": { + "description": "", + "notes": "", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": false, + "equipped": true, + "isVehicular": false, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "", + "dmgMod": "", + "additional": { + "jxy4gl5kjl": { + "name": "Single Shot", + "type": "skill", + "rof": 1, + "skillMod": "+2", + "skillOverride": "", + "shotsUsed": 1 + } + } + }, + "damage": "", + "range": "", + "rof": "1", + "ap": "0", + "minStr": "", + "shots": "10", + "currentShots": "10" + }, + "sort": 1200000, + "flags": {}, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + } + ] + }, + { + "id": "Soldier, Experienced", + "name": "Soldier, Experienced", + "description": "
\n

Goons, grunts, soldiers, or others with basic training serve as foot soldiers for more powerful characters. They should be customized and outfited to fit their particular role.

\n
", + "items": [ + { + "_id": "DU6UW3qnUPDcdZLc", + "name": "★ Athletics", + "type": "skill", + "data": { + "description": "
\n

Athletics combines an individual’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 6, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 500000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "pG7D49TdrCZlZ2O2", + "name": "★ Common Knowledge", + "type": "skill", + "data": { + "description": "

Characters roll Common Knowledge to know people, places, and things of their world, including etiquette, geography, culture, popular technology, contacts, and customs.

", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 6, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 600000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "nZsmg0qND3eitMpp", + "name": "Fighting", + "type": "skill", + "data": { + "description": "
\n

Fighting covers all hand-to-hand (melee) attacks, whether it’s with fists, axes, laser swords, or martial arts. See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for the combat rules and the various maneuvers a warrior might attempt.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "agility", + "die": { + "sides": 8, + "modifier": "0" + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 100000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "eruG8qPfoGd9R768", + "name": "Intimidation", + "type": "skill", + "data": { + "description": "
\n

Intimidation is the art of frightening an opponent so that he backs down, reveals information, or flees.

\n

Intimidation is an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed roll} resisted by the opponent’s @Compendium[swade-core-rules.swade-rules.Traits]{Spirit}. In combat, this is a @Compendium[swade-core-rules.swade-rules.Test]{Test}. Out of combat, a successful roll means the foe backs down for the most part, reveals some information, or slinks away when the opportunity presents itself.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} might mean he backs down for the remainder of the scene, spills all the beans, or runs away as fast as he can.

\n

In or out of combat, a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} means the target is immune to this character’s Intimidation attempts for the remainder of this encounter!

\n

Networking: Intimidation can also be used as a “macro” skill to simulate several hours of working the streets. See @Compendium[swade-core-rules.swade-rules.Networking]{Networking} to see how to crack some heads for favors or information.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 6, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 700000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "C6xiXhbv5m1ohYTE", + "name": "★ Notice", + "type": "skill", + "data": { + "description": "
\n

Notice is a hero’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 6, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 1000000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "XPQ9Hbu0JgAX7WL4", + "name": "★ Persuasion", + "type": "skill", + "data": { + "description": "
\n

Persuasion is the ability to convince others to do what you want through reason, cajoling, deception, rewards, or other friendly means. Persuasion isn’t mind control. It can change someone’s attitude but not their goals. A bandit may let you keep a sentimental piece of jewelry with a good Persuasion roll but still takes all your other goods.

\n

When used to @Compendium[swade-core-rules.swade-rules.Support]{Support} allies it’s an unopposed roll. If the target is resistant, it’s an @JournalEntry[JBxsGv2wAoAmoCDe]{opposed} roll vs. the target’s @Compendium[swade-core-rules.swade-rules.Traits]{Spirit}. The GM should modify the roll as she sees fit based on roleplaying, any pertinent @Compendium[swade-core-rules.swade-rules.Edges]{Edges} or @Compendium[swade-core-rules.swade-rules.Hindrances]{Hindrances} that affect the conversation, and the circumstances.

\n

Reaction Level: How much a person is willing to cooperate depends largely on their attitude toward whoever’s talking to them. The Game Master can decide how nonplayer characters feel based on the setting, or roll on the @Compendium[swade-core-rules.swade-tables.Reaction Table]{Reaction Table} if she has no preconceived notions.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} improves the target’s attitude one level and a raise improves it two. Further increases aren’t generally possible in the same encounter—it takes individuals a little time to adjust their biases.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Failure} means the target won’t change his mind this scene or until the situation changes in some important way. A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} also reduces the target’s attitude two levels.

\n

Only one roll should generally be allowed per interaction unless new information is revealed, a substantial reward is offered, etc.

\n

Networking: Characters can also use Persuasion as a “macro skill,” simulating a few hours or an evening’s time hobnobbing and socializing to gain favors or information. See @Compendium[swade-core-rules.swade-rules.Networking]{Networking}.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 6, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 800000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "p45Kss4JM5cYa4sC", + "name": "Shooting", + "type": "skill", + "data": { + "description": "
\n

Shooting covers all attempts to hit a target with a ranged weapon such as a bow, pistol, or rocket launcher (thrown weapons use @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics}). See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for details on ranged combat.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "agility", + "die": { + "sides": 8, + "modifier": "0" + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 200000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "tOYQUCDzQY0Mqiyz", + "name": "★ Stealth", + "type": "skill", + "data": { + "description": "
\n

Stealth is the ability to hide and move quietly. A simple @Compendium[swade-core-rules.swade-rules.Trait Rolls]{success} on a Stealth roll means the character avoids detection if enemies aren’t particularly alert. If the character @Compendium[swade-core-rules.swade-rules.Trait Rolls]{fails} the roll, the enemy realizes something is amiss and begins actively searching for whatever roused them.

\n

Once foes are alerted and active, Stealth is opposed by @Compendium[swade-core-rules.swade-skills.Notice]{Notice} (a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{group roll} if there are many foes.

\n

The GM should apply any circumstantial penalties to @Compendium[swade-core-rules.swade-skills.Notice]{Notice} rolls for @Compendium[swade-core-rules.swade-rules.Illumination]{darkness}, @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{cover}, noise, distractions, and any difference in the target’s @Compendium[swade-core-rules.swade-rules.Size and Scale]{Scale} (just like when attacking). Sneaking through dry leaves might subtract 2 from the Stealth roll, for example, while spotting someone in the dark uses the @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination} penalty (−4). Don’t apply the same modifier to both rolls, however. If Stealth is at −2 for the leaves, don’t give Notice a +2 for them as well.

\n

Sneak Attack: Sneaking up close enough to make a melee attack always requires an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} Stealth roll versus the target’s @Compendium[swade-core-rules.swade-skills.Notice]{Notice}, whether the guard is actively looking for trouble or not. If successful, the victim is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} to the attacker, but only until the attacker’s turn ends. With a raise, the attacker has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} instead.

\n

Movement: In combat, characters roll Stealth each turn as a @Compendium[swade-core-rules.swade-rules.Actions]{free action} at the end of their move or any action the GM thinks might draw attention.

\n

Out of combat, the distance moved depends entirely on the situation. The GM might want a roll every minute if the group is sneaking around the perimeter of a defensive position, or every few miles if they’re trying to quietly walk the path through a dark forest without alerting the creatures that live there.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "agility", + "die": { + "sides": 6, + "modifier": "0" + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 1100000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "I68PUIg2zYDOVgx4", + "name": "Unskilled Attempt", + "type": "skill", + "data": { + "description": "
\n

If a character doesn’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.

\n

The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 4, + "modifier": -2 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 900000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "qUYQfaLcahiIOWzF", + "name": "Soldier", + "type": "edge", + "data": { + "description": "
\n

Professional soldiers get used to carrying heavy loads, and enduring harsh conditions. After a few days getting used to their gear (GM’s call), they treat their @Compendium[swade-core-rules.swade-rules.Traits]{Strength} as one die type higher when determining @Compendium[swade-core-rules.swade-rules.Gear Notes]{Encumbrance} and @Compendium[swade-core-rules.swade-rules.Minimum Strength]{Minimum Strength} to use armor, weapons, and equipment without a penalty. (This stacks with the @Compendium[swade-core-rules.swade-edges.Brawny]{Brawny} Edge.)

\n

They also get a free reroll on @Compendium[swade-core-rules.swade-rules.Traits]{Vigor} rolls made to survive environmental hazards (see @Compendium[swade-core-rules.swade-rules.Hazards]{Hazards}).

\n
", + "notes": "", + "additionalStats": {}, + "isArcaneBackground": false, + "requirements": { + "value": "Novice, Strength d6+, Vigor d6+" + } + }, + "sort": 1200000, + "flags": { + "cf": { + "id": "temp_m323jalj7n", + "path": "Edges#/CF_SEP/Professional Edges", + "color": "#000000" + } + }, + "img": "systems/swade/assets/icons/edge.svg", + "effects": [] + }, + { + "_id": "0UHfnvFaaXHnunyL", + "name": "Varies", + "type": "gear", + "data": { + "description": "
", + "notes": "", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": false, + "equipped": true, + "isVehicular": false, + "mods": 1 + }, + "sort": 300000, + "flags": {}, + "img": "systems/swade/assets/icons/gear.svg", + "effects": [] + }, + { + "_id": "BUb9N74L7ji3Ip7E", + "name": "Any two additional Combat Edges", + "type": "edge", + "data": { + "description": "
\n

Choose any two additional @Compendium[swade-core-rules.swade-rules.Edges]{Combat Edges}.

\n
", + "notes": "", + "additionalStats": {}, + "isArcaneBackground": false, + "requirements": { + "value": "" + } + }, + "sort": 400000, + "flags": {}, + "img": "systems/swade/assets/icons/edge.svg", + "effects": [] + } + ] + }, + { + "id": "Spider, Giant", + "name": "Spider, Giant", + "description": "
\n

Giant spiders are about the size of large dogs and live in nests of 1d6+2 arachnids. They frequently go hunting in packs when prey is scarce in their home lair.

\n

Their dens are litered with the bones and treasures of their victims, often providing ripe pickings for those brave enough to venture within.

\n

Special Abilities:

\n\n
", + "items": [ + { + "_id": "rkeniIOF56bDPSa8", + "name": "★ Athletics", + "type": "skill", + "data": { + "description": "
\n

Athletics combines an individual’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 10, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 300000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "fc0CsGicJ8tewpQw", + "name": "Fighting", + "type": "skill", + "data": { + "description": "
\n

Fighting covers all hand-to-hand (melee) attacks, whether it’s with fists, axes, laser swords, or martial arts. See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for the combat rules and the various maneuvers a warrior might attempt.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 8, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 400000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "DKohaeCneDm9DW09", + "name": "Intimidation", + "type": "skill", + "data": { + "description": "
\n

Intimidation is the art of frightening an opponent so that he backs down, reveals information, or flees.

\n

Intimidation is an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed roll} resisted by the opponent’s @Compendium[swade-core-rules.swade-rules.Traits]{Spirit}. In combat, this is a @Compendium[swade-core-rules.swade-rules.Test]{Test}. Out of combat, a successful roll means the foe backs down for the most part, reveals some information, or slinks away when the opportunity presents itself.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} might mean he backs down for the remainder of the scene, spills all the beans, or runs away as fast as he can.

\n

In or out of combat, a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} means the target is immune to this character’s Intimidation attempts for the remainder of this encounter!

\n

Networking: Intimidation can also be used as a “macro” skill to simulate several hours of working the streets. See @Compendium[swade-core-rules.swade-rules.Networking]{Networking} to see how to crack some heads for favors or information.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 10, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 500000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "IPNCsAH6FBj2lx4r", + "name": "★ Notice", + "type": "skill", + "data": { + "description": "
\n

Notice is a hero’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 8, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 600000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "7aiCdCnOWNqeVEeh", + "name": "Shooting", + "type": "skill", + "data": { + "description": "
\n

Shooting covers all attempts to hit a target with a ranged weapon such as a bow, pistol, or rocket launcher (thrown weapons use @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics}). See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for details on ranged combat.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 10, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 900000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "wCiNZo95LzQeus43", + "name": "★ Stealth", + "type": "skill", + "data": { + "description": "
\n

Stealth is the ability to hide and move quietly. A simple @Compendium[swade-core-rules.swade-rules.Trait Rolls]{success} on a Stealth roll means the character avoids detection if enemies aren’t particularly alert. If the character @Compendium[swade-core-rules.swade-rules.Trait Rolls]{fails} the roll, the enemy realizes something is amiss and begins actively searching for whatever roused them.

\n

Once foes are alerted and active, Stealth is opposed by @Compendium[swade-core-rules.swade-skills.Notice]{Notice} (a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{group roll} if there are many foes.

\n

The GM should apply any circumstantial penalties to @Compendium[swade-core-rules.swade-skills.Notice]{Notice} rolls for @Compendium[swade-core-rules.swade-rules.Illumination]{darkness}, @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{cover}, noise, distractions, and any difference in the target’s @Compendium[swade-core-rules.swade-rules.Size and Scale]{Scale} (just like when attacking). Sneaking through dry leaves might subtract 2 from the Stealth roll, for example, while spotting someone in the dark uses the @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination} penalty (−4). Don’t apply the same modifier to both rolls, however. If Stealth is at −2 for the leaves, don’t give Notice a +2 for them as well.

\n

Sneak Attack: Sneaking up close enough to make a melee attack always requires an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} Stealth roll versus the target’s @Compendium[swade-core-rules.swade-skills.Notice]{Notice}, whether the guard is actively looking for trouble or not. If successful, the victim is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} to the attacker, but only until the attacker’s turn ends. With a raise, the attacker has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} instead.

\n

Movement: In combat, characters roll Stealth each turn as a @Compendium[swade-core-rules.swade-rules.Actions]{free action} at the end of their move or any action the GM thinks might draw attention.

\n

Out of combat, the distance moved depends entirely on the situation. The GM might want a roll every minute if the group is sneaking around the perimeter of a defensive position, or every few miles if they’re trying to quietly walk the path through a dark forest without alerting the creatures that live there.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 10, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 700000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "2TR5AE3Xpbeu5Vb0", + "name": "Unskilled Attempt", + "type": "skill", + "data": { + "description": "
\n

If a character doesn’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.

\n

The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 4, + "modifier": -2 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 800000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "Ea39PsTpEcUdIg2L", + "name": "Bite", + "type": "weapon", + "data": { + "description": "

No description or reference provided.

", + "notes": "", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": true, + "equipped": true, + "isVehicular": false, + "mods": 1, + "actions": { + "skill": "Fighting", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "damage": "@str+d4", + "range": "", + "rof": "0", + "ap": "0", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 100000, + "flags": {}, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + }, + { + "_id": "gkv1iUMV2Qm5jPrx", + "name": "Webbing", + "type": "weapon", + "data": { + "description": "
\n

The spiders can cast webs from their thorax that are the size of @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Small Blast Templates}. This is a @Compendium[swade-core-rules.swade-skills.Shooting]{Shooting} roll with a @Compendium[swade-core-rules.swade-rules.Range]{Range} of 6″. A hit means the victim is @Compendium[swade-core-rules.swade-rules.Bound and Entangled]{Entangled}, or @Compendium[swade-core-rules.swade-rules.Bound and Entangled]{Bound} with a raise.

\n
", + "notes": "Small Blast Template", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": false, + "equipped": true, + "isVehicular": false, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "damage": "", + "range": "6", + "rof": "1", + "ap": "0", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 200000, + "flags": {}, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + } + ] + }, + { + "id": "Summon Ally: Attendant", + "name": "Summon Ally: Attendant", + "description": "
\n

Special Abilities:

\n\n
", + "items": [ + { + "_id": "9OnwZJgcVuBhf3SU", + "name": "★ Athletics", + "type": "skill", + "data": { + "description": "
\n

Athletics combines an individual’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 4, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 200000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "knB5VqEkjZGI5npp", + "name": "Fighting", + "type": "skill", + "data": { + "description": "
\n

Fighting covers all hand-to-hand (melee) attacks, whether it’s with fists, axes, laser swords, or martial arts. See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for the combat rules and the various maneuvers a warrior might attempt.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 4, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 300000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "ns1izEDodoWmEAsx", + "name": "★ Notice", + "type": "skill", + "data": { + "description": "
\n

Notice is a hero’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 4, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 400000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "bqj8HJjou2sDgVFW", + "name": "Shooting", + "type": "skill", + "data": { + "description": "
\n

Shooting covers all attempts to hit a target with a ranged weapon such as a bow, pistol, or rocket launcher (thrown weapons use @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics}). See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for details on ranged combat.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 4, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 500000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "R4QdaAkIDSOQ2zai", + "name": "★ Stealth", + "type": "skill", + "data": { + "description": "
\n

Stealth is the ability to hide and move quietly. A simple @Compendium[swade-core-rules.swade-rules.Trait Rolls]{success} on a Stealth roll means the character avoids detection if enemies aren’t particularly alert. If the character @Compendium[swade-core-rules.swade-rules.Trait Rolls]{fails} the roll, the enemy realizes something is amiss and begins actively searching for whatever roused them.

\n

Once foes are alerted and active, Stealth is opposed by @Compendium[swade-core-rules.swade-skills.Notice]{Notice} (a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{group roll} if there are many foes.

\n

The GM should apply any circumstantial penalties to @Compendium[swade-core-rules.swade-skills.Notice]{Notice} rolls for @Compendium[swade-core-rules.swade-rules.Illumination]{darkness}, @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{cover}, noise, distractions, and any difference in the target’s @Compendium[swade-core-rules.swade-rules.Size and Scale]{Scale} (just like when attacking). Sneaking through dry leaves might subtract 2 from the Stealth roll, for example, while spotting someone in the dark uses the @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination} penalty (−4). Don’t apply the same modifier to both rolls, however. If Stealth is at −2 for the leaves, don’t give Notice a +2 for them as well.

\n

Sneak Attack: Sneaking up close enough to make a melee attack always requires an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} Stealth roll versus the target’s @Compendium[swade-core-rules.swade-skills.Notice]{Notice}, whether the guard is actively looking for trouble or not. If successful, the victim is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} to the attacker, but only until the attacker’s turn ends. With a raise, the attacker has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} instead.

\n

Movement: In combat, characters roll Stealth each turn as a @Compendium[swade-core-rules.swade-rules.Actions]{free action} at the end of their move or any action the GM thinks might draw attention.

\n

Out of combat, the distance moved depends entirely on the situation. The GM might want a roll every minute if the group is sneaking around the perimeter of a defensive position, or every few miles if they’re trying to quietly walk the path through a dark forest without alerting the creatures that live there.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 6, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 700000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "A913gejqP6lvbIam", + "name": "Unskilled Attempt", + "type": "skill", + "data": { + "description": "
\n

If a character doesn’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.

\n

The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 4, + "modifier": -2 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 600000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "0LsJ55pZ2oOk1DUD", + "name": "Claw", + "type": "weapon", + "data": { + "description": "
\n

 

\n
", + "notes": "", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": true, + "equipped": true, + "isVehicular": false, + "mods": 1, + "actions": { + "skill": "Fighting", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "damage": "@str+d4", + "range": "", + "rof": "0", + "ap": "0", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 100000, + "flags": {}, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + } + ] + }, + { + "id": "Summon Ally: Bodyguard", + "name": "Summon Ally: Bodyguard", + "description": "
\n

Special Abilities:

\n\n
", + "items": [ + { + "_id": "pgBggVRmxmscLMro", + "name": "★ Athletics", + "type": "skill", + "data": { + "description": "
\n

Athletics combines an individual’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 6, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 300000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "6BIgGZb22t83vkVJ", + "name": "Fighting", + "type": "skill", + "data": { + "description": "
\n

Fighting covers all hand-to-hand (melee) attacks, whether it’s with fists, axes, laser swords, or martial arts. See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for the combat rules and the various maneuvers a warrior might attempt.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 6, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 400000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "Lw553baJrEcRHgca", + "name": "Intimidation", + "type": "skill", + "data": { + "description": "
\n

Intimidation is the art of frightening an opponent so that he backs down, reveals information, or flees.

\n

Intimidation is an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed roll} resisted by the opponent’s @Compendium[swade-core-rules.swade-rules.Traits]{Spirit}. In combat, this is a @Compendium[swade-core-rules.swade-rules.Test]{Test}. Out of combat, a successful roll means the foe backs down for the most part, reveals some information, or slinks away when the opportunity presents itself.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} might mean he backs down for the remainder of the scene, spills all the beans, or runs away as fast as he can.

\n

In or out of combat, a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} means the target is immune to this character’s Intimidation attempts for the remainder of this encounter!

\n

Networking: Intimidation can also be used as a “macro” skill to simulate several hours of working the streets. See @Compendium[swade-core-rules.swade-rules.Networking]{Networking} to see how to crack some heads for favors or information.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 6, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 500000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "gUg5OIQugH8Qar7d", + "name": "★ Notice", + "type": "skill", + "data": { + "description": "
\n

Notice is a hero’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 4, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 600000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "FHXECuenR5vSdvJY", + "name": "Shooting", + "type": "skill", + "data": { + "description": "
\n

Shooting covers all attempts to hit a target with a ranged weapon such as a bow, pistol, or rocket launcher (thrown weapons use @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics}). See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for details on ranged combat.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 4, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 700000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "MPeaLwpTgF8XEXHU", + "name": "★ Stealth", + "type": "skill", + "data": { + "description": "
\n

Stealth is the ability to hide and move quietly. A simple @Compendium[swade-core-rules.swade-rules.Trait Rolls]{success} on a Stealth roll means the character avoids detection if enemies aren’t particularly alert. If the character @Compendium[swade-core-rules.swade-rules.Trait Rolls]{fails} the roll, the enemy realizes something is amiss and begins actively searching for whatever roused them.

\n

Once foes are alerted and active, Stealth is opposed by @Compendium[swade-core-rules.swade-skills.Notice]{Notice} (a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{group roll} if there are many foes.

\n

The GM should apply any circumstantial penalties to @Compendium[swade-core-rules.swade-skills.Notice]{Notice} rolls for @Compendium[swade-core-rules.swade-rules.Illumination]{darkness}, @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{cover}, noise, distractions, and any difference in the target’s @Compendium[swade-core-rules.swade-rules.Size and Scale]{Scale} (just like when attacking). Sneaking through dry leaves might subtract 2 from the Stealth roll, for example, while spotting someone in the dark uses the @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination} penalty (−4). Don’t apply the same modifier to both rolls, however. If Stealth is at −2 for the leaves, don’t give Notice a +2 for them as well.

\n

Sneak Attack: Sneaking up close enough to make a melee attack always requires an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} Stealth roll versus the target’s @Compendium[swade-core-rules.swade-skills.Notice]{Notice}, whether the guard is actively looking for trouble or not. If successful, the victim is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} to the attacker, but only until the attacker’s turn ends. With a raise, the attacker has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} instead.

\n

Movement: In combat, characters roll Stealth each turn as a @Compendium[swade-core-rules.swade-rules.Actions]{free action} at the end of their move or any action the GM thinks might draw attention.

\n

Out of combat, the distance moved depends entirely on the situation. The GM might want a roll every minute if the group is sneaking around the perimeter of a defensive position, or every few miles if they’re trying to quietly walk the path through a dark forest without alerting the creatures that live there.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 4, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 1000000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "Hk8p3tCabua3LRxm", + "name": "Unskilled Attempt", + "type": "skill", + "data": { + "description": "
\n

If a character doesn’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.

\n

The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 4, + "modifier": -2 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 800000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "VxPVCaxej4aDZxwh", + "name": "Armor +2", + "type": "armor", + "data": { + "description": "
\n

Hardened skin.

\n
", + "notes": "", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": true, + "equipped": true, + "minStr": "", + "armor": 2, + "isNaturalArmor": true, + "locations": { + "head": true, + "torso": true, + "arms": true, + "legs": true + } + }, + "sort": 200000, + "flags": {}, + "img": "systems/swade/assets/icons/armor.svg", + "effects": [] + }, + { + "_id": "FvfPoVVQAkcYJTvr", + "name": "Melee attack", + "type": "weapon", + "data": { + "description": "
\n

 

\n
", + "notes": "", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": true, + "equipped": true, + "isVehicular": false, + "mods": 1, + "actions": { + "skill": "Fighting", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "damage": "@str+d6", + "range": "", + "rof": "0", + "ap": "0", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 100000, + "flags": {}, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + }, + { + "_id": "J5BmWgsIqDpd3ez5", + "name": "First Strike", + "type": "edge", + "data": { + "description": "
\n

Once per round, as long as he’s not @Compendium[swade-core-rules.swade-rules.Damage Effects]{Shaken} or @Compendium[swade-core-rules.swade-rules.Stunned]{Stunned}, the hero gets a free @Compendium[swade-core-rules.swade-skills.Fighting]{Fighting} attack against a foe immediately after he moves into @Compendium[swade-core-rules.swade-rules.Reach]{Reach}. (See @Compendium[swade-core-rules.swade-rules.Free Attacks]{Free Attacks})

\n
", + "notes": "", + "additionalStats": {}, + "isArcaneBackground": false, + "requirements": { + "value": "Novice, Agility d8+" + } + }, + "sort": 900000, + "flags": { + "cf": { + "id": "temp_gzpqja0fexk", + "path": "Edges#/CF_SEP/Combat Edges", + "color": "#000000" + } + }, + "img": "systems/swade/assets/icons/edge.svg", + "effects": [] + } + ] + }, + { + "id": "Summon Ally: Sentinel", + "name": "Summon Ally: Sentinel", + "description": "
\n

Special Abilities:

\n\n
", + "items": [ + { + "_id": "V1ntFnQcdg4Qquci", + "name": "★ Athletics", + "type": "skill", + "data": { + "description": "
\n

Athletics combines an individual’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 6, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 300000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "2u6qogqcotjCBu6B", + "name": "Fighting", + "type": "skill", + "data": { + "description": "
\n

Fighting covers all hand-to-hand (melee) attacks, whether it’s with fists, axes, laser swords, or martial arts. See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for the combat rules and the various maneuvers a warrior might attempt.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 10, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 400000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "MjezVLH75e5JzCih", + "name": "Intimidation", + "type": "skill", + "data": { + "description": "
\n

Intimidation is the art of frightening an opponent so that he backs down, reveals information, or flees.

\n

Intimidation is an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed roll} resisted by the opponent’s @Compendium[swade-core-rules.swade-rules.Traits]{Spirit}. In combat, this is a @Compendium[swade-core-rules.swade-rules.Test]{Test}. Out of combat, a successful roll means the foe backs down for the most part, reveals some information, or slinks away when the opportunity presents itself.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} might mean he backs down for the remainder of the scene, spills all the beans, or runs away as fast as he can.

\n

In or out of combat, a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} means the target is immune to this character’s Intimidation attempts for the remainder of this encounter!

\n

Networking: Intimidation can also be used as a “macro” skill to simulate several hours of working the streets. See @Compendium[swade-core-rules.swade-rules.Networking]{Networking} to see how to crack some heads for favors or information.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 10, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 500000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "y6rFRuJsJ0EIq5kQ", + "name": "★ Notice", + "type": "skill", + "data": { + "description": "
\n

Notice is a hero’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 8, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 600000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "34aDTm6BdmRHqWHW", + "name": "Unskilled Attempt", + "type": "skill", + "data": { + "description": "
\n

If a character doesn’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.

\n

The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 4, + "modifier": -2 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 700000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "DfMjiZ7qDgJ691tM", + "name": "Armor +4", + "type": "armor", + "data": { + "description": "
\n

Stone skin.

\n
", + "notes": "", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": true, + "equipped": true, + "minStr": "", + "armor": 4, + "isNaturalArmor": true, + "locations": { + "head": true, + "torso": true, + "arms": true, + "legs": true + } + }, + "sort": 100000, + "flags": {}, + "img": "systems/swade/assets/icons/armor.svg", + "effects": [] + }, + { + "_id": "b6vZnSeNRuz5KEdf", + "name": "Melee attack", + "type": "weapon", + "data": { + "description": "
\n

 

\n
", + "notes": "", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": true, + "equipped": true, + "isVehicular": false, + "mods": 1, + "actions": { + "skill": "Fighting", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "damage": "@str+d8", + "range": "", + "rof": "0", + "ap": "0", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 200000, + "flags": {}, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + }, + { + "_id": "eccEXn1Q3MUetjt5", + "name": "Arcane Resistance", + "type": "edge", + "data": { + "description": "

Magic and the supernatural hold little sway with this individual. Whether by nature, heritage, or training he’s particularly resistant to magic, psionics, weird science, and other supernatural energies.

\n

Arcane skills targeting the hero suffer a -2 penalty (even if cast by allies!) and magical damage is reduced by 2 as well.

", + "notes": "", + "additionalStats": {}, + "isArcaneBackground": false, + "requirements": { + "value": "Novice, Spirit d8+" + } + }, + "sort": 900000, + "flags": { + "cf": { + "id": "temp_e7eeiuu1uj", + "path": "Edges#/CF_SEP/Background Edges", + "color": "#000000" + } + }, + "img": "systems/swade/assets/icons/edge.svg", + "effects": [] + }, + { + "_id": "bqe4JkbVYpjzNlVw", + "name": "Sweep (Imp).", + "type": "edge", + "data": { + "description": "

No description or reference provided.

", + "notes": "", + "additionalStats": {}, + "isArcaneBackground": false, + "requirements": { + "value": "" + } + }, + "sort": 800000, + "flags": {}, + "img": "systems/swade/assets/icons/edge.svg", + "effects": [] + } + ] + }, + { + "id": "Swarm", + "name": "Swarm", + "description": "
\n

Sometimes the most deadly foes come in the smallest packages. The swarm described here can be of most anything—from biting ants to stinging wasps to filthy rats. They cover an area equal to a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Large, Medium, or Small Blast Template} and attack everyone within it every round (unless @Compendium[swade-core-rules.swade-rules.Damage Effects]{Shaken}). When a swarm is @Compendium[swade-core-rules.swade-rules.Damage Effects]{Incapacitated} it’s effectively dispersed.

\n

Swarms aren’t intelligent enough to do anything but move and bite and shouldn’t take @Compendium[swade-core-rules.swade-rules.Multi-Actions]{Multi-Actions}, make @Compendium[swade-core-rules.swade-rules.Test]{Tests}, etc.

\n

Special Abilities:

\n\n
", + "items": [ + { + "_id": "yZfHJAWfXLSK5Vex", + "name": "★ Notice", + "type": "skill", + "data": { + "description": "
\n

Notice is a hero’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 6, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 200000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "luCqilzFsdsZ1BqB", + "name": "Unskilled Attempt", + "type": "skill", + "data": { + "description": "
\n

If a character doesn’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.

\n

The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 4, + "modifier": -2 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 300000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "GwS74iruuUX18Ogq", + "name": "Bite or Sting", + "type": "weapon", + "data": { + "description": "
\n

Swarms inflict hundreds of tiny bites or stings every round, hitting automatically (unless @Compendium[swade-core-rules.swade-rules.Damage Effects]{Shaken}) and causing 2d4 damage to everyone in the template at the end of their turn. Damage is applied to the least armored location (those in completely sealed suits are immune).

\n
", + "notes": "Small, Medium or Large Blast Template", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": false, + "equipped": true, + "isVehicular": false, + "mods": 1, + "actions": { + "skill": "", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "damage": "2d4", + "range": "", + "rof": "1", + "ap": "0", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 100000, + "flags": {}, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + } + ] + }, + { + "id": "Troll", + "name": "Troll", + "description": "
\n

Trolls in myths and legends are horrid, flesh-eating creatures who live in deep woods, beneath bridges, or in hidden mountain caves.

\n

In modern games and fiction, trolls are monsters with the ability to regenerate damage other than that caused by fire. These statistics reflect both backgrounds.

\n

Special Abilities:

\n\n
", + "items": [ + { + "_id": "O4lRg1iWsDX9RcUJ", + "name": "★ Athletics", + "type": "skill", + "data": { + "description": "
\n

Athletics combines an individual’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 6, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 4100000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "ksDd968MAG8grO74", + "name": "★ Common Knowledge", + "type": "skill", + "data": { + "description": "

Characters roll Common Knowledge to know people, places, and things of their world, including etiquette, geography, culture, popular technology, contacts, and customs.

", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 8, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 4200000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "Nr62VhqOv4Cbf1oj", + "name": "Fighting", + "type": "skill", + "data": { + "description": "
\n

Fighting covers all hand-to-hand (melee) attacks, whether it’s with fists, axes, laser swords, or martial arts. See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for the combat rules and the various maneuvers a warrior might attempt.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 8, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 4300000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "VV8NWZuxXGyyLXnM", + "name": "Intimidation", + "type": "skill", + "data": { + "description": "
\n

Intimidation is the art of frightening an opponent so that he backs down, reveals information, or flees.

\n

Intimidation is an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed roll} resisted by the opponent’s @Compendium[swade-core-rules.swade-rules.Traits]{Spirit}. In combat, this is a @Compendium[swade-core-rules.swade-rules.Test]{Test}. Out of combat, a successful roll means the foe backs down for the most part, reveals some information, or slinks away when the opportunity presents itself.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} might mean he backs down for the remainder of the scene, spills all the beans, or runs away as fast as he can.

\n

In or out of combat, a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} means the target is immune to this character’s Intimidation attempts for the remainder of this encounter!

\n

Networking: Intimidation can also be used as a “macro” skill to simulate several hours of working the streets. See @Compendium[swade-core-rules.swade-rules.Networking]{Networking} to see how to crack some heads for favors or information.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 10, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 4400000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "3lmjNQd7NZe7wxDD", + "name": "★ Notice", + "type": "skill", + "data": { + "description": "
\n

Notice is a hero’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 6, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 4800000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "Dec90GdxGGW5jl8l", + "name": "★ Stealth", + "type": "skill", + "data": { + "description": "
\n

Stealth is the ability to hide and move quietly. A simple @Compendium[swade-core-rules.swade-rules.Trait Rolls]{success} on a Stealth roll means the character avoids detection if enemies aren’t particularly alert. If the character @Compendium[swade-core-rules.swade-rules.Trait Rolls]{fails} the roll, the enemy realizes something is amiss and begins actively searching for whatever roused them.

\n

Once foes are alerted and active, Stealth is opposed by @Compendium[swade-core-rules.swade-skills.Notice]{Notice} (a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{group roll} if there are many foes.

\n

The GM should apply any circumstantial penalties to @Compendium[swade-core-rules.swade-skills.Notice]{Notice} rolls for @Compendium[swade-core-rules.swade-rules.Illumination]{darkness}, @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{cover}, noise, distractions, and any difference in the target’s @Compendium[swade-core-rules.swade-rules.Size and Scale]{Scale} (just like when attacking). Sneaking through dry leaves might subtract 2 from the Stealth roll, for example, while spotting someone in the dark uses the @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination} penalty (−4). Don’t apply the same modifier to both rolls, however. If Stealth is at −2 for the leaves, don’t give Notice a +2 for them as well.

\n

Sneak Attack: Sneaking up close enough to make a melee attack always requires an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} Stealth roll versus the target’s @Compendium[swade-core-rules.swade-skills.Notice]{Notice}, whether the guard is actively looking for trouble or not. If successful, the victim is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} to the attacker, but only until the attacker’s turn ends. With a raise, the attacker has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} instead.

\n

Movement: In combat, characters roll Stealth each turn as a @Compendium[swade-core-rules.swade-rules.Actions]{free action} at the end of their move or any action the GM thinks might draw attention.

\n

Out of combat, the distance moved depends entirely on the situation. The GM might want a roll every minute if the group is sneaking around the perimeter of a defensive position, or every few miles if they’re trying to quietly walk the path through a dark forest without alerting the creatures that live there.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 4, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 4500000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "fGHjeTxU2CUrrxgo", + "name": "Unskilled Attempt", + "type": "skill", + "data": { + "description": "
\n

If a character doesn’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.

\n

The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 4, + "modifier": -2 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 4600000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "oDSp0qEMcNvQelub", + "name": "Armor +1", + "type": "armor", + "data": { + "description": "
\n

Rubbery hide.

\n
", + "notes": "", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": true, + "equipped": true, + "minStr": "", + "armor": 1, + "isNaturalArmor": true, + "locations": { + "head": true, + "torso": true, + "arms": true, + "legs": true + } + }, + "sort": 300000, + "flags": {}, + "img": "systems/swade/assets/icons/armor.svg", + "effects": [] + }, + { + "_id": "pL2x9LbLq1VztxAG", + "name": "Bite/Claws", + "type": "weapon", + "data": { + "description": "
\n

See @Compendium[swade-core-rules.swade-rules.Special Ability (Bite)]{Bite} and @Compendium[swade-core-rules.swade-rules.Special Ability (Claws)]{Claws}.

\n
", + "notes": "", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": true, + "equipped": true, + "isVehicular": false, + "mods": 1, + "actions": { + "skill": "Fighting", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "damage": "@str+d4", + "range": "", + "rof": "0", + "ap": "0", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 100000, + "flags": {}, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + }, + { + "_id": "o8fzCkhBkk1H4H70", + "name": "Spiked Club", + "type": "weapon", + "data": { + "description": "
\n

Similar to @Compendium[swade-core-rules.swade-equipment.Club, Heavy]{Club, Heavy} but bigger and spikier.

\n
", + "notes": "Used by trolls.", + "additionalStats": {}, + "quantity": 1, + "weight": 7, + "price": 0, + "equippable": true, + "equipped": true, + "isVehicular": false, + "mods": 1, + "actions": { + "skill": "Fighting", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "damage": "@str+d8", + "range": "", + "rof": "0", + "ap": "0", + "minStr": "d8", + "shots": "0", + "currentShots": "0" + }, + "sort": 200000, + "flags": {}, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + }, + { + "_id": "F6AMx9cqnp3sU0Sq", + "name": "Brute", + "type": "edge", + "data": { + "description": "
\n

Brutes focus on core strength and fitness over coordination and flexibility. They treat @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics} as linked to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility} for purposes of @Compendium[swade-core-rules.swade-rules.Advancement]{Advancement}. The character may also resist Athletics @Compendium[swade-core-rules.swade-rules.Test]{Tests} with Strength if she chooses.

\n

Finally, Brutes increase the @Compendium[swade-core-rules.swade-rules.Range]{Short Range} of any thrown item by +1. Double that for the adjusted Medium Range, and double again for Long Range. If a thrown item’s Range is 3/6/12, for example, a Brute’s Range is 4/8/16.

\n
", + "notes": "", + "additionalStats": {}, + "isArcaneBackground": false, + "requirements": { + "value": "Novice, Strength d6+, Vigor d6+" + } + }, + "sort": 4700000, + "flags": { + "cf": { + "id": "temp_e7eeiuu1uj", + "path": "Edges#/CF_SEP/Background Edges", + "color": "#000000" + } + }, + "img": "systems/swade/assets/icons/edge.svg", + "effects": [] + }, + { + "_id": "6AdOqk7y2fwThxzn", + "name": "Improved Sweep", + "type": "edge", + "data": { + "description": "
\n

Improved Sweep allows a character to make a single @Compendium[swade-core-rules.swade-skills.Fighting]{Fighting} attack and apply it against all targets in his @Compendium[swade-core-rules.swade-rules.Reach]{Reach} (friends and foes alike). Resolve damage separately for each enemy that’s hit.

\n

A fighter may only perform a Sweep once per turn. It may not be combined with @Compendium[swade-core-rules.swade-edges.Frenzy]{Frenzy}.

\n
", + "notes": "", + "additionalStats": {}, + "isArcaneBackground": false, + "requirements": { + "value": "Veteran, Sweep" + } + }, + "sort": 4000000, + "flags": { + "core": { + "sourceId": "Item.FwR0OT6h2qOboRGH" + }, + "cf": { + "id": "temp_gzpqja0fexk", + "path": "Edges#/CF_SEP/Combat Edges", + "color": "#000000" + } + }, + "img": "systems/swade/assets/icons/edge.svg", + "effects": [] + } + ] + }, + { + "id": "Vampire", + "name": "Vampire", + "description": "
\n

Blood-drinkers of lore are common in many fantasy games. This is a relatively young vampire minion. For weaker vampires, ignore the @Compendium[swade-core-rules.swade-rules.Special Ability (Invulnerability)]{Invulnerability} Special Ability.

\n

Special Abilities:

\n\n
", + "items": [ + { + "_id": "QzJLRQH42Ko7sD4P", + "name": "★ Athletics", + "type": "skill", + "data": { + "description": "
\n

Athletics combines an individual’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 8, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 200000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "MdUBvBKzgYtIovq7", + "name": "★ Common Knowledge", + "type": "skill", + "data": { + "description": "

Characters roll Common Knowledge to know people, places, and things of their world, including etiquette, geography, culture, popular technology, contacts, and customs.

", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 8, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 300000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "FxXeE4cP7QvOlMDk", + "name": "Fighting", + "type": "skill", + "data": { + "description": "
\n

Fighting covers all hand-to-hand (melee) attacks, whether it’s with fists, axes, laser swords, or martial arts. See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for the combat rules and the various maneuvers a warrior might attempt.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 8, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 400000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "LCJSKqSY0O71CF3R", + "name": "Intimidation", + "type": "skill", + "data": { + "description": "
\n

Intimidation is the art of frightening an opponent so that he backs down, reveals information, or flees.

\n

Intimidation is an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed roll} resisted by the opponent’s @Compendium[swade-core-rules.swade-rules.Traits]{Spirit}. In combat, this is a @Compendium[swade-core-rules.swade-rules.Test]{Test}. Out of combat, a successful roll means the foe backs down for the most part, reveals some information, or slinks away when the opportunity presents itself.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} might mean he backs down for the remainder of the scene, spills all the beans, or runs away as fast as he can.

\n

In or out of combat, a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} means the target is immune to this character’s Intimidation attempts for the remainder of this encounter!

\n

Networking: Intimidation can also be used as a “macro” skill to simulate several hours of working the streets. See @Compendium[swade-core-rules.swade-rules.Networking]{Networking} to see how to crack some heads for favors or information.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 8, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 500000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "6ILi1ziBFQuTg2xo", + "name": "★ Notice", + "type": "skill", + "data": { + "description": "
\n

Notice is a hero’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 6, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 900000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "QOL2idzkeWF2bUNZ", + "name": "★ Persuasion", + "type": "skill", + "data": { + "description": "
\n

Persuasion is the ability to convince others to do what you want through reason, cajoling, deception, rewards, or other friendly means. Persuasion isn’t mind control. It can change someone’s attitude but not their goals. A bandit may let you keep a sentimental piece of jewelry with a good Persuasion roll but still takes all your other goods.

\n

When used to @Compendium[swade-core-rules.swade-rules.Support]{Support} allies it’s an unopposed roll. If the target is resistant, it’s an @JournalEntry[JBxsGv2wAoAmoCDe]{opposed} roll vs. the target’s @Compendium[swade-core-rules.swade-rules.Traits]{Spirit}. The GM should modify the roll as she sees fit based on roleplaying, any pertinent @Compendium[swade-core-rules.swade-rules.Edges]{Edges} or @Compendium[swade-core-rules.swade-rules.Hindrances]{Hindrances} that affect the conversation, and the circumstances.

\n

Reaction Level: How much a person is willing to cooperate depends largely on their attitude toward whoever’s talking to them. The Game Master can decide how nonplayer characters feel based on the setting, or roll on the @Compendium[swade-core-rules.swade-tables.Reaction Table]{Reaction Table} if she has no preconceived notions.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} improves the target’s attitude one level and a raise improves it two. Further increases aren’t generally possible in the same encounter—it takes individuals a little time to adjust their biases.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Failure} means the target won’t change his mind this scene or until the situation changes in some important way. A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} also reduces the target’s attitude two levels.

\n

Only one roll should generally be allowed per interaction unless new information is revealed, a substantial reward is offered, etc.

\n

Networking: Characters can also use Persuasion as a “macro skill,” simulating a few hours or an evening’s time hobnobbing and socializing to gain favors or information. See @Compendium[swade-core-rules.swade-rules.Networking]{Networking}.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 8, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 600000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "DDFyATQtsSQL7m2O", + "name": "Shooting", + "type": "skill", + "data": { + "description": "
\n

Shooting covers all attempts to hit a target with a ranged weapon such as a bow, pistol, or rocket launcher (thrown weapons use @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics}). See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for details on ranged combat.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 6, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 1000000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "5ub2TOc9BV76ctFu", + "name": "★ Stealth", + "type": "skill", + "data": { + "description": "
\n

Stealth is the ability to hide and move quietly. A simple @Compendium[swade-core-rules.swade-rules.Trait Rolls]{success} on a Stealth roll means the character avoids detection if enemies aren’t particularly alert. If the character @Compendium[swade-core-rules.swade-rules.Trait Rolls]{fails} the roll, the enemy realizes something is amiss and begins actively searching for whatever roused them.

\n

Once foes are alerted and active, Stealth is opposed by @Compendium[swade-core-rules.swade-skills.Notice]{Notice} (a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{group roll} if there are many foes.

\n

The GM should apply any circumstantial penalties to @Compendium[swade-core-rules.swade-skills.Notice]{Notice} rolls for @Compendium[swade-core-rules.swade-rules.Illumination]{darkness}, @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{cover}, noise, distractions, and any difference in the target’s @Compendium[swade-core-rules.swade-rules.Size and Scale]{Scale} (just like when attacking). Sneaking through dry leaves might subtract 2 from the Stealth roll, for example, while spotting someone in the dark uses the @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination} penalty (−4). Don’t apply the same modifier to both rolls, however. If Stealth is at −2 for the leaves, don’t give Notice a +2 for them as well.

\n

Sneak Attack: Sneaking up close enough to make a melee attack always requires an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} Stealth roll versus the target’s @Compendium[swade-core-rules.swade-skills.Notice]{Notice}, whether the guard is actively looking for trouble or not. If successful, the victim is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} to the attacker, but only until the attacker’s turn ends. With a raise, the attacker has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} instead.

\n

Movement: In combat, characters roll Stealth each turn as a @Compendium[swade-core-rules.swade-rules.Actions]{free action} at the end of their move or any action the GM thinks might draw attention.

\n

Out of combat, the distance moved depends entirely on the situation. The GM might want a roll every minute if the group is sneaking around the perimeter of a defensive position, or every few miles if they’re trying to quietly walk the path through a dark forest without alerting the creatures that live there.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 10, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 1100000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "GUe6hyPo0qznB5rF", + "name": "Unskilled Attempt", + "type": "skill", + "data": { + "description": "
\n

If a character doesn’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.

\n

The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 4, + "modifier": -2 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 700000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "j2We2fwAMeUdOcJ1", + "name": "Bite/Claws", + "type": "weapon", + "data": { + "description": "
\n

See @Compendium[swade-core-rules.swade-rules.Special Ability (Bite)]{Bite} and @Compendium[swade-core-rules.swade-rules.Special Ability (Claws)]{Claws}.

\n
", + "notes": "", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": true, + "equipped": true, + "isVehicular": false, + "mods": 1, + "actions": { + "skill": "Fighting", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "damage": "@str+d4", + "range": "", + "rof": "0", + "ap": "0", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 100000, + "flags": {}, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + }, + { + "_id": "hGIvCHRUkodjggSj", + "name": "Frenzy", + "type": "edge", + "data": { + "description": "
\n

A character with Frenzy rolls a second @Compendium[swade-core-rules.swade-skills.Fighting]{Fighting} die with any one of his Fighting attacks for the turn. The extra die may be allocated to the same or different targets as he sees fit. Resolve each separately

\n
", + "notes": "", + "additionalStats": {}, + "isArcaneBackground": false, + "requirements": { + "value": "Seasoned, Fighting d8+" + } + }, + "sort": 1200000, + "flags": { + "cf": { + "id": "temp_gzpqja0fexk", + "path": "Edges#/CF_SEP/Combat Edges", + "color": "#000000" + } + }, + "img": "systems/swade/assets/icons/edge.svg", + "effects": [] + }, + { + "_id": "KSRrccrZMtuqN37A", + "name": "Level Headed", + "type": "edge", + "data": { + "description": "
\n

Fighters who can keep their cool when everyone else is running for @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{cover} make deadly combatants. A hero with this Edge draws an additional @Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{Action Card} in combat and chooses which to use.

\n
", + "notes": "", + "additionalStats": {}, + "isArcaneBackground": false, + "requirements": { + "value": "Seasoned, Smarts d8+" + } + }, + "sort": 800000, + "flags": { + "cf": { + "id": "temp_gzpqja0fexk", + "path": "Edges#/CF_SEP/Combat Edges", + "color": "#000000" + } + }, + "img": "systems/swade/assets/icons/edge.svg", + "effects": [] + } + ] + }, + { + "id": "Vampire, Ancient", + "name": "Vampire, Ancient", + "description": "
\n

These statistics are for a vampire somewhat below the legendary Dracula, but far above those bloodsuckers fresh from the grave. The abilities listed here are standard—the GM may want to add other @Compendium[swade-core-rules.swade-rules.Edges]{Edges} as befit the vampire’s previous lifestyle.

\n

Special Abilities:

\n\n
", + "items": [ + { + "_id": "KdkbqjBMh3DyezrM", + "name": "★ Athletics", + "type": "skill", + "data": { + "description": "
\n

Athletics combines an individual’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 8, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 2700000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "PZB3VFFzemTd5x9e", + "name": "★ Common Knowledge", + "type": "skill", + "data": { + "description": "

Characters roll Common Knowledge to know people, places, and things of their world, including etiquette, geography, culture, popular technology, contacts, and customs.

", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 10, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 2800000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "7rOsqMEkJnw1xaHm", + "name": "Fighting", + "type": "skill", + "data": { + "description": "
\n

Fighting covers all hand-to-hand (melee) attacks, whether it’s with fists, axes, laser swords, or martial arts. See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for the combat rules and the various maneuvers a warrior might attempt.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 10, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 2900000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "CGujsjmxfJVwQtPn", + "name": "Intimidation", + "type": "skill", + "data": { + "description": "
\n

Intimidation is the art of frightening an opponent so that he backs down, reveals information, or flees.

\n

Intimidation is an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed roll} resisted by the opponent’s @Compendium[swade-core-rules.swade-rules.Traits]{Spirit}. In combat, this is a @Compendium[swade-core-rules.swade-rules.Test]{Test}. Out of combat, a successful roll means the foe backs down for the most part, reveals some information, or slinks away when the opportunity presents itself.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} might mean he backs down for the remainder of the scene, spills all the beans, or runs away as fast as he can.

\n

In or out of combat, a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} means the target is immune to this character’s Intimidation attempts for the remainder of this encounter!

\n

Networking: Intimidation can also be used as a “macro” skill to simulate several hours of working the streets. See @Compendium[swade-core-rules.swade-rules.Networking]{Networking} to see how to crack some heads for favors or information.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 12, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 3000000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "1N3EdUm2ZhBYVvee", + "name": "★ Notice", + "type": "skill", + "data": { + "description": "
\n

Notice is a hero’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 8, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 3400000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "56MZ7raHERYwVJAK", + "name": "★ Persuasion", + "type": "skill", + "data": { + "description": "
\n

Persuasion is the ability to convince others to do what you want through reason, cajoling, deception, rewards, or other friendly means. Persuasion isn’t mind control. It can change someone’s attitude but not their goals. A bandit may let you keep a sentimental piece of jewelry with a good Persuasion roll but still takes all your other goods.

\n

When used to @Compendium[swade-core-rules.swade-rules.Support]{Support} allies it’s an unopposed roll. If the target is resistant, it’s an @JournalEntry[JBxsGv2wAoAmoCDe]{opposed} roll vs. the target’s @Compendium[swade-core-rules.swade-rules.Traits]{Spirit}. The GM should modify the roll as she sees fit based on roleplaying, any pertinent @Compendium[swade-core-rules.swade-rules.Edges]{Edges} or @Compendium[swade-core-rules.swade-rules.Hindrances]{Hindrances} that affect the conversation, and the circumstances.

\n

Reaction Level: How much a person is willing to cooperate depends largely on their attitude toward whoever’s talking to them. The Game Master can decide how nonplayer characters feel based on the setting, or roll on the @Compendium[swade-core-rules.swade-tables.Reaction Table]{Reaction Table} if she has no preconceived notions.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} improves the target’s attitude one level and a raise improves it two. Further increases aren’t generally possible in the same encounter—it takes individuals a little time to adjust their biases.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Failure} means the target won’t change his mind this scene or until the situation changes in some important way. A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} also reduces the target’s attitude two levels.

\n

Only one roll should generally be allowed per interaction unless new information is revealed, a substantial reward is offered, etc.

\n

Networking: Characters can also use Persuasion as a “macro skill,” simulating a few hours or an evening’s time hobnobbing and socializing to gain favors or information. See @Compendium[swade-core-rules.swade-rules.Networking]{Networking}.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 12, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 3100000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "oyKGCjDjcxFHmbLX", + "name": "Shooting", + "type": "skill", + "data": { + "description": "
\n

Shooting covers all attempts to hit a target with a ranged weapon such as a bow, pistol, or rocket launcher (thrown weapons use @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics}). See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for details on ranged combat.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 8, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 3500000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "GUyMogkjnOK7kUQe", + "name": "★ Stealth", + "type": "skill", + "data": { + "description": "
\n

Stealth is the ability to hide and move quietly. A simple @Compendium[swade-core-rules.swade-rules.Trait Rolls]{success} on a Stealth roll means the character avoids detection if enemies aren’t particularly alert. If the character @Compendium[swade-core-rules.swade-rules.Trait Rolls]{fails} the roll, the enemy realizes something is amiss and begins actively searching for whatever roused them.

\n

Once foes are alerted and active, Stealth is opposed by @Compendium[swade-core-rules.swade-skills.Notice]{Notice} (a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{group roll} if there are many foes.

\n

The GM should apply any circumstantial penalties to @Compendium[swade-core-rules.swade-skills.Notice]{Notice} rolls for @Compendium[swade-core-rules.swade-rules.Illumination]{darkness}, @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{cover}, noise, distractions, and any difference in the target’s @Compendium[swade-core-rules.swade-rules.Size and Scale]{Scale} (just like when attacking). Sneaking through dry leaves might subtract 2 from the Stealth roll, for example, while spotting someone in the dark uses the @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination} penalty (−4). Don’t apply the same modifier to both rolls, however. If Stealth is at −2 for the leaves, don’t give Notice a +2 for them as well.

\n

Sneak Attack: Sneaking up close enough to make a melee attack always requires an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} Stealth roll versus the target’s @Compendium[swade-core-rules.swade-skills.Notice]{Notice}, whether the guard is actively looking for trouble or not. If successful, the victim is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} to the attacker, but only until the attacker’s turn ends. With a raise, the attacker has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} instead.

\n

Movement: In combat, characters roll Stealth each turn as a @Compendium[swade-core-rules.swade-rules.Actions]{free action} at the end of their move or any action the GM thinks might draw attention.

\n

Out of combat, the distance moved depends entirely on the situation. The GM might want a roll every minute if the group is sneaking around the perimeter of a defensive position, or every few miles if they’re trying to quietly walk the path through a dark forest without alerting the creatures that live there.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 10, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 3300000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "Qql6Si4NXYPSrBUJ", + "name": "Unskilled Attempt", + "type": "skill", + "data": { + "description": "
\n

If a character doesn’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.

\n

The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 4, + "modifier": -2 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 3200000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "55EYZr0gf7T4te6f", + "name": "Bite/Claws", + "type": "weapon", + "data": { + "description": "
\n

See @Compendium[swade-core-rules.swade-rules.Special Ability (Bite)]{Bite} and @Compendium[swade-core-rules.swade-rules.Special Ability (Claws)]{Claws}.

\n
", + "notes": "", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": true, + "equipped": true, + "isVehicular": false, + "mods": 1, + "actions": { + "skill": "Fighting", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "damage": "@str+d4", + "range": "", + "rof": "0", + "ap": "0", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 100000, + "flags": {}, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + }, + { + "_id": "5k0g5R77iPHuHNDE", + "name": "Improved Frenzy", + "type": "edge", + "data": { + "description": "
\n

The fighter rolls an extra @Compendium[swade-core-rules.swade-skills.Fighting]{Fighting} die with up to two Fighting attacks in the same turn

\n

Example

\n

Red desperately attacks a giant crab-like creature on an alien planet. She has Improved Frenzy and decides to attack three times (a @Compendium[swade-core-rules.swade-rules.Multi-Actions]{Multi-Action} at the usual penalty). She rolls her Fighting skill with an extra die for her first attack and second attack. She doesn’t get the extra die on her third Fighting roll.

\n
", + "notes": "", + "additionalStats": {}, + "isArcaneBackground": false, + "requirements": { + "value": "Veteran, Frenzy" + } + }, + "sort": 1900000, + "flags": { + "core": { + "sourceId": "Item.RBpY2yIpaSy6B6vH" + }, + "cf": { + "id": "temp_gzpqja0fexk", + "path": "Edges#/CF_SEP/Combat Edges", + "color": "#000000" + } + }, + "img": "systems/swade/assets/icons/edge.svg", + "effects": [] + }, + { + "_id": "KE4XDbGWrxU1jB62", + "name": "Level Headed", + "type": "edge", + "data": { + "description": "
\n

Fighters who can keep their cool when everyone else is running for @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{cover} make deadly combatants. A hero with this Edge draws an additional @Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{Action Card} in combat and chooses which to use.

\n
", + "notes": "", + "additionalStats": {}, + "isArcaneBackground": false, + "requirements": { + "value": "Seasoned, Smarts d8+" + } + }, + "sort": 2600000, + "flags": { + "core": { + "sourceId": "Item.4CgVoXw4bgfqjdTL" + }, + "cf": { + "id": "temp_gzpqja0fexk", + "path": "Edges#/CF_SEP/Combat Edges", + "color": "#000000" + } + }, + "img": "systems/swade/assets/icons/edge.svg", + "effects": [] + } + ] + }, + { + "id": "Werewolf", + "name": "Werewolf", + "description": "
\n

When a full moon emerges, humans infected with lycan­thropy lose control and become snarling creatures bent on murder. Some embrace their cursed state and revel in the destruction they cause.

\n

Customize the Special Abilities that make sense for your particular flesh-ripper. Older or “pure-blood” lycanthropes may be Invulnerable to all but silver or magic, for example.

\n

Special Abilities:

\n\n
", + "items": [ + { + "_id": "98cJWO1hloAlZIfY", + "name": "★ Athletics", + "type": "skill", + "data": { + "description": "
\n

Athletics combines an individual’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 8, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 200000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "tRsGM7lPgaogaBG5", + "name": "★ Common Knowledge", + "type": "skill", + "data": { + "description": "

Characters roll Common Knowledge to know people, places, and things of their world, including etiquette, geography, culture, popular technology, contacts, and customs.

", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 8, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 300000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "K7B0kLYQXDqrLvJe", + "name": "Fighting", + "type": "skill", + "data": { + "description": "
\n

Fighting covers all hand-to-hand (melee) attacks, whether it’s with fists, axes, laser swords, or martial arts. See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for the combat rules and the various maneuvers a warrior might attempt.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 12, + "modifier": 2 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 400000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "Ru5ol7QETghJePef", + "name": "Intimidation", + "type": "skill", + "data": { + "description": "
\n

Intimidation is the art of frightening an opponent so that he backs down, reveals information, or flees.

\n

Intimidation is an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed roll} resisted by the opponent’s @Compendium[swade-core-rules.swade-rules.Traits]{Spirit}. In combat, this is a @Compendium[swade-core-rules.swade-rules.Test]{Test}. Out of combat, a successful roll means the foe backs down for the most part, reveals some information, or slinks away when the opportunity presents itself.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} might mean he backs down for the remainder of the scene, spills all the beans, or runs away as fast as he can.

\n

In or out of combat, a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} means the target is immune to this character’s Intimidation attempts for the remainder of this encounter!

\n

Networking: Intimidation can also be used as a “macro” skill to simulate several hours of working the streets. See @Compendium[swade-core-rules.swade-rules.Networking]{Networking} to see how to crack some heads for favors or information.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 10, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 500000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "NRBqtZ1Lclhldfvs", + "name": "★ Notice", + "type": "skill", + "data": { + "description": "
\n

Notice is a hero’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 12, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 900000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "KGaRRbZ0Xqu933Ct", + "name": "★ Stealth", + "type": "skill", + "data": { + "description": "
\n

Stealth is the ability to hide and move quietly. A simple @Compendium[swade-core-rules.swade-rules.Trait Rolls]{success} on a Stealth roll means the character avoids detection if enemies aren’t particularly alert. If the character @Compendium[swade-core-rules.swade-rules.Trait Rolls]{fails} the roll, the enemy realizes something is amiss and begins actively searching for whatever roused them.

\n

Once foes are alerted and active, Stealth is opposed by @Compendium[swade-core-rules.swade-skills.Notice]{Notice} (a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{group roll} if there are many foes.

\n

The GM should apply any circumstantial penalties to @Compendium[swade-core-rules.swade-skills.Notice]{Notice} rolls for @Compendium[swade-core-rules.swade-rules.Illumination]{darkness}, @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{cover}, noise, distractions, and any difference in the target’s @Compendium[swade-core-rules.swade-rules.Size and Scale]{Scale} (just like when attacking). Sneaking through dry leaves might subtract 2 from the Stealth roll, for example, while spotting someone in the dark uses the @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination} penalty (−4). Don’t apply the same modifier to both rolls, however. If Stealth is at −2 for the leaves, don’t give Notice a +2 for them as well.

\n

Sneak Attack: Sneaking up close enough to make a melee attack always requires an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} Stealth roll versus the target’s @Compendium[swade-core-rules.swade-skills.Notice]{Notice}, whether the guard is actively looking for trouble or not. If successful, the victim is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} to the attacker, but only until the attacker’s turn ends. With a raise, the attacker has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} instead.

\n

Movement: In combat, characters roll Stealth each turn as a @Compendium[swade-core-rules.swade-rules.Actions]{free action} at the end of their move or any action the GM thinks might draw attention.

\n

Out of combat, the distance moved depends entirely on the situation. The GM might want a roll every minute if the group is sneaking around the perimeter of a defensive position, or every few miles if they’re trying to quietly walk the path through a dark forest without alerting the creatures that live there.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 10, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 600000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "ZrXaQk7skSnNxjgz", + "name": "Survival", + "type": "skill", + "data": { + "description": "
\n

Survival allows a character to find food, water, or shelter in hostile environments. It can also be used to navigate wilderness environments, figure out which plants are good to eat and which aren’t, and so on.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{successful} Survival roll provides enough food and water for one person for one day; or five people with a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise}.

\n

More detailed information on @Compendium[swade-core-rules.swade-rules.Hunger]{Hunger} and @Compendium[swade-core-rules.swade-rules.Thirst]{Thirst} can be found under @Compendium[swade-core-rules.swade-rules.Hazards]{Hazards} section.

\n

Tracking: Survival can also be used to detect and follow tracks. Each roll generally covers following the tracks for one mile, but the GM should adjust this as needed for specific circumstances.

\n

The Game Master should assign a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{bonus or penalty} based on the target, environment, and time. Tracking a large group that recently passed through a snow-covered area might grant a bonus of +4, while following a single person over rocks and streams after more than a day incurs a −4 penalty.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 10, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 800000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "WYdvu0MFN2weDZiL", + "name": "Unskilled Attempt", + "type": "skill", + "data": { + "description": "
\n

If a character doesn’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.

\n

The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 4, + "modifier": -2 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 700000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "vKAbWOCifSUWrSWj", + "name": "Bite/Claws", + "type": "weapon", + "data": { + "description": "
\n

See @Compendium[swade-core-rules.swade-rules.Special Ability (Bite)]{Bite} and @Compendium[swade-core-rules.swade-rules.Special Ability (Claws)]{Claws}.

\n
", + "notes": "", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": true, + "equipped": true, + "isVehicular": false, + "mods": 1, + "actions": { + "skill": "Fighting", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "damage": "@str+d8", + "range": "", + "rof": "0", + "ap": "0", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 100000, + "flags": {}, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + } + ] + }, + { + "id": "Zombie", + "name": "Zombie", + "description": "
\n

These walking dead are typical groaning fiends looking for fresh meat. 

\n

Special Abilities:

\n\n
", + "items": [ + { + "_id": "Qp2Q5ImCZepaCFRv", + "name": "★ Athletics", + "type": "skill", + "data": { + "description": "
\n

Athletics combines an individual’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 4, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 3000001, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "4QR5gXtlm7fZYCu5", + "name": "Fighting", + "type": "skill", + "data": { + "description": "
\n

Fighting covers all hand-to-hand (melee) attacks, whether it’s with fists, axes, laser swords, or martial arts. See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for the combat rules and the various maneuvers a warrior might attempt.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 6, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 3100001, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "wBXyuNWENEhq96Kw", + "name": "Intimidation", + "type": "skill", + "data": { + "description": "
\n

Intimidation is the art of frightening an opponent so that he backs down, reveals information, or flees.

\n

Intimidation is an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed roll} resisted by the opponent’s @Compendium[swade-core-rules.swade-rules.Traits]{Spirit}. In combat, this is a @Compendium[swade-core-rules.swade-rules.Test]{Test}. Out of combat, a successful roll means the foe backs down for the most part, reveals some information, or slinks away when the opportunity presents itself.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} might mean he backs down for the remainder of the scene, spills all the beans, or runs away as fast as he can.

\n

In or out of combat, a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} means the target is immune to this character’s Intimidation attempts for the remainder of this encounter!

\n

Networking: Intimidation can also be used as a “macro” skill to simulate several hours of working the streets. See @Compendium[swade-core-rules.swade-rules.Networking]{Networking} to see how to crack some heads for favors or information.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 6, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 3200001, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "7qjXJq6fKaSMJSKG", + "name": "★ Notice", + "type": "skill", + "data": { + "description": "
\n

Notice is a hero’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 4, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 3300001, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "GdO3drzvQiQdVCQM", + "name": "Shooting", + "type": "skill", + "data": { + "description": "
\n

Shooting covers all attempts to hit a target with a ranged weapon such as a bow, pistol, or rocket launcher (thrown weapons use @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics}). See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for details on ranged combat.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 6, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 3500001, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "fgkHvL0KbtdIwDRa", + "name": "Unskilled Attempt", + "type": "skill", + "data": { + "description": "
\n

If a character doesn’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.

\n

The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 4, + "modifier": -2 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 3400001, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "gjnViVg986uznMhU", + "name": "Bite/Claws", + "type": "weapon", + "data": { + "description": "
\n

See @Compendium[swade-core-rules.swade-rules.Special Ability (Bite)]{Bite} and @Compendium[swade-core-rules.swade-rules.Special Ability (Claws)]{Claws}.

\n
", + "notes": "", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": true, + "equipped": true, + "isVehicular": false, + "mods": 1, + "actions": { + "skill": "Fighting", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "damage": "@str", + "range": "", + "rof": "0", + "ap": "0", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 2900001, + "flags": {}, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + } + ] + } + ] +} diff --git a/module/compendiums/swade-core-rules.swade-edges.json b/module/compendiums/swade-core-rules.swade-edges.json new file mode 100644 index 0000000..67d7511 --- /dev/null +++ b/module/compendiums/swade-core-rules.swade-edges.json @@ -0,0 +1,602 @@ +{ + "label": "SWADE Edges", + "entries": [ + { + "id": "#[CF_tempEntity]", + "name": "#[CF_tempEntity]", + "description": "" + }, + { + "id": "#[CF_tempEntity]", + "name": "#[CF_tempEntity]", + "description": "" + }, + { + "id": "#[CF_tempEntity]", + "name": "#[CF_tempEntity]", + "description": "" + }, + { + "id": "#[CF_tempEntity]", + "name": "#[CF_tempEntity]", + "description": "" + }, + { + "id": "#[CF_tempEntity]", + "name": "#[CF_tempEntity]", + "description": "" + }, + { + "id": "#[CF_tempEntity]", + "name": "#[CF_tempEntity]", + "description": "" + }, + { + "id": "#[CF_tempEntity]", + "name": "#[CF_tempEntity]", + "description": "" + }, + { + "id": "#[CF_tempEntity]", + "name": "#[CF_tempEntity]", + "description": "" + }, + { + "id": "#[CF_tempEntity]", + "name": "#[CF_tempEntity]", + "description": "" + }, + { + "id": "Ace", + "name": "Ace" + }, + { + "id": "Acrobat", + "name": "Acrobat" + }, + { + "id": "Alertness", + "name": "Alertness" + }, + { + "id": "Ambidextrous", + "name": "Ambidextrous" + }, + { + "id": "Arcane Background (Gifted)", + "name": "Arcane Background (Gifted)" + }, + { + "id": "Arcane Background (Magic)", + "name": "Arcane Background (Magic)" + }, + { + "id": "Arcane Background (Miracles)", + "name": "Arcane Background (Miracles)" + }, + { + "id": "Arcane Background (Psionics)", + "name": "Arcane Background (Psionics)" + }, + { + "id": "Arcane Background (Weird Science)", + "name": "Arcane Background (Weird Science)" + }, + { + "id": "Arcane Resistance", + "name": "Arcane Resistance" + }, + { + "id": "Aristocrat", + "name": "Aristocrat" + }, + { + "id": "Artificer", + "name": "Artificer" + }, + { + "id": "Assassin", + "name": "Assassin" + }, + { + "id": "Attractive", + "name": "Attractive" + }, + { + "id": "Beast Bond", + "name": "Beast Bond" + }, + { + "id": "Beast Master", + "name": "Beast Master" + }, + { + "id": "Berserk", + "name": "Berserk" + }, + { + "id": "Block", + "name": "Block" + }, + { + "id": "Bolster", + "name": "Bolster" + }, + { + "id": "Brave", + "name": "Brave" + }, + { + "id": "Brawler", + "name": "Brawler" + }, + { + "id": "Brawny", + "name": "Brawny" + }, + { + "id": "Bruiser", + "name": "Bruiser" + }, + { + "id": "Brute", + "name": "Brute" + }, + { + "id": "Calculating", + "name": "Calculating" + }, + { + "id": "Champion", + "name": "Champion" + }, + { + "id": "Channeling", + "name": "Channeling" + }, + { + "id": "Charismatic", + "name": "Charismatic" + }, + { + "id": "Chi", + "name": "Chi" + }, + { + "id": "Combat Acrobat", + "name": "Combat Acrobat" + }, + { + "id": "Combat Reflexes", + "name": "Combat Reflexes" + }, + { + "id": "Command", + "name": "Command" + }, + { + "id": "Command Presence", + "name": "Command Presence" + }, + { + "id": "Common Bond", + "name": "Common Bond" + }, + { + "id": "Concentration", + "name": "Concentration" + }, + { + "id": "Connections", + "name": "Connections" + }, + { + "id": "Counterattack", + "name": "Counterattack" + }, + { + "id": "Danger Sense", + "name": "Danger Sense" + }, + { + "id": "Dead Shot", + "name": "Dead Shot" + }, + { + "id": "Dodge", + "name": "Dodge" + }, + { + "id": "Double Tap", + "name": "Double Tap" + }, + { + "id": "Elan", + "name": "Elan" + }, + { + "id": "Expert", + "name": "Expert" + }, + { + "id": "Extra Effort", + "name": "Extra Effort" + }, + { + "id": "Extraction", + "name": "Extraction" + }, + { + "id": "Fame", + "name": "Fame" + }, + { + "id": "Famous", + "name": "Famous" + }, + { + "id": "Fast Healer", + "name": "Fast Healer" + }, + { + "id": "Feint", + "name": "Feint" + }, + { + "id": "Fervor", + "name": "Fervor" + }, + { + "id": "Filthy Rich", + "name": "Filthy Rich" + }, + { + "id": "First Strike", + "name": "First Strike" + }, + { + "id": "Fleet-Footed", + "name": "Fleet-Footed" + }, + { + "id": "Followers", + "name": "Followers" + }, + { + "id": "Free Runner", + "name": "Free Runner" + }, + { + "id": "Frenzy", + "name": "Frenzy" + }, + { + "id": "Gadgeteer", + "name": "Gadgeteer" + }, + { + "id": "Giant Killer", + "name": "Giant Killer" + }, + { + "id": "Great Luck", + "name": "Great Luck" + }, + { + "id": "Hard To Kill", + "name": "Hard To Kill" + }, + { + "id": "Harder To Kill", + "name": "Harder To Kill" + }, + { + "id": "Healer", + "name": "Healer" + }, + { + "id": "Hold the Line!", + "name": "Hold the Line!" + }, + { + "id": "Holy/Unholy Warrior", + "name": "Holy/Unholy Warrior" + }, + { + "id": "Humiliate", + "name": "Humiliate" + }, + { + "id": "Improved Arcane Resistance", + "name": "Improved Arcane Resistance" + }, + { + "id": "Improved Block", + "name": "Improved Block" + }, + { + "id": "Improved Counterattack", + "name": "Improved Counterattack" + }, + { + "id": "Improved Dodge", + "name": "Improved Dodge" + }, + { + "id": "Improved Extraction", + "name": "Improved Extraction" + }, + { + "id": "Improved First Strike", + "name": "Improved First Strike" + }, + { + "id": "Improved Frenzy", + "name": "Improved Frenzy" + }, + { + "id": "Improved Level Headed", + "name": "Improved Level Headed" + }, + { + "id": "Improved Nerves of Steel", + "name": "Improved Nerves of Steel" + }, + { + "id": "Improved Rapid Fire", + "name": "Improved Rapid Fire" + }, + { + "id": "Improved Rapid Recharge", + "name": "Improved Rapid Recharge" + }, + { + "id": "Improved Sweep", + "name": "Improved Sweep" + }, + { + "id": "Improved Trademark Weapon", + "name": "Improved Trademark Weapon" + }, + { + "id": "Improvisational Fighter", + "name": "Improvisational Fighter" + }, + { + "id": "Inspire", + "name": "Inspire" + }, + { + "id": "Investigator", + "name": "Investigator" + }, + { + "id": "Iron Jaw", + "name": "Iron Jaw" + }, + { + "id": "Iron Will", + "name": "Iron Will" + }, + { + "id": "Jack-Of-All-Trades", + "name": "Jack-Of-All-Trades" + }, + { + "id": "Killer Instinct", + "name": "Killer Instinct" + }, + { + "id": "Level Headed", + "name": "Level Headed" + }, + { + "id": "Linguist", + "name": "Linguist" + }, + { + "id": "Liquid Courage", + "name": "Liquid Courage" + }, + { + "id": "Luck", + "name": "Luck" + }, + { + "id": "Marksman", + "name": "Marksman" + }, + { + "id": "Martial Artist", + "name": "Martial Artist" + }, + { + "id": "Martial Warrior", + "name": "Martial Warrior" + }, + { + "id": "Master", + "name": "Master" + }, + { + "id": "Master of Arms", + "name": "Master of Arms" + }, + { + "id": "Master Tactician", + "name": "Master Tactician" + }, + { + "id": "Mcgyver", + "name": "Mcgyver" + }, + { + "id": "Menacing", + "name": "Menacing" + }, + { + "id": "Mentalist", + "name": "Mentalist" + }, + { + "id": "Mighty Blow", + "name": "Mighty Blow" + }, + { + "id": "Mr Fix It", + "name": "Mr Fix It" + }, + { + "id": "Natural Leader", + "name": "Natural Leader" + }, + { + "id": "Nerves of Steel", + "name": "Nerves of Steel" + }, + { + "id": "New Powers", + "name": "New Powers" + }, + { + "id": "No Mercy", + "name": "No Mercy" + }, + { + "id": "Power Points", + "name": "Power Points" + }, + { + "id": "Power Surge", + "name": "Power Surge" + }, + { + "id": "Professional", + "name": "Professional" + }, + { + "id": "Provoke", + "name": "Provoke" + }, + { + "id": "Quick", + "name": "Quick" + }, + { + "id": "Rabble-Rouser", + "name": "Rabble-Rouser" + }, + { + "id": "Rapid Fire", + "name": "Rapid Fire" + }, + { + "id": "Rapid Recharge", + "name": "Rapid Recharge" + }, + { + "id": "Reliable", + "name": "Reliable" + }, + { + "id": "Retort", + "name": "Retort" + }, + { + "id": "Rich", + "name": "Rich" + }, + { + "id": "Rock and Roll!", + "name": "Rock and Roll!" + }, + { + "id": "Scavenger", + "name": "Scavenger" + }, + { + "id": "Scholar", + "name": "Scholar" + }, + { + "id": "Sidekick", + "name": "Sidekick" + }, + { + "id": "Soldier", + "name": "Soldier" + }, + { + "id": "Soul Drain", + "name": "Soul Drain" + }, + { + "id": "Steady Hands", + "name": "Steady Hands" + }, + { + "id": "Streetwise", + "name": "Streetwise" + }, + { + "id": "Strong Willed", + "name": "Strong Willed" + }, + { + "id": "Sweep", + "name": "Sweep" + }, + { + "id": "Tactician", + "name": "Tactician" + }, + { + "id": "Thief", + "name": "Thief" + }, + { + "id": "Tough As Nails", + "name": "Tough As Nails" + }, + { + "id": "Tougher Than Nails", + "name": "Tougher Than Nails" + }, + { + "id": "Trademark Weapon", + "name": "Trademark Weapon" + }, + { + "id": "Two-Fisted", + "name": "Two-Fisted" + }, + { + "id": "Two-Gun Kid", + "name": "Two-Gun Kid" + }, + { + "id": "Very Attractive", + "name": "Very Attractive" + }, + { + "id": "Weapon Master", + "name": "Weapon Master" + }, + { + "id": "Wizard", + "name": "Wizard" + }, + { + "id": "Woodsman", + "name": "Woodsman" + }, + { + "id": "Work the Crowd", + "name": "Work the Crowd" + }, + { + "id": "Work The Room", + "name": "Work The Room" + } + ] +} \ No newline at end of file diff --git a/module/compendiums/swade-core-rules.swade-equipment.json b/module/compendiums/swade-core-rules.swade-equipment.json new file mode 100644 index 0000000..edb01c7 --- /dev/null +++ b/module/compendiums/swade-core-rules.swade-equipment.json @@ -0,0 +1,1245 @@ +{ + "label": "SWADE Equipment", + "entries": [ + { + "id": "\"Bug\" (Micro Transmitter)", + "name": "\"Bug\" (Micro Transmitter)" + }, + { + "id": "#[CF_tempEntity]", + "name": "#[CF_tempEntity]", + "description": "" + }, + { + "id": "#[CF_tempEntity]", + "name": "#[CF_tempEntity]", + "description": "" + }, + { + "id": "#[CF_tempEntity]", + "name": "#[CF_tempEntity]", + "description": "" + }, + { + "id": "#[CF_tempEntity]", + "name": "#[CF_tempEntity]", + "description": "" + }, + { + "id": "#[CF_tempEntity]", + "name": "#[CF_tempEntity]", + "description": "" + }, + { + "id": "#[CF_tempEntity]", + "name": "#[CF_tempEntity]", + "description": "" + }, + { + "id": "#[CF_tempEntity]", + "name": "#[CF_tempEntity]", + "description": "" + }, + { + "id": "#[CF_tempEntity]", + "name": "#[CF_tempEntity]", + "description": "" + }, + { + "id": "#[CF_tempEntity]", + "name": "#[CF_tempEntity]", + "description": "" + }, + { + "id": "#[CF_tempEntity]", + "name": "#[CF_tempEntity]", + "description": "" + }, + { + "id": "#[CF_tempEntity]", + "name": "#[CF_tempEntity]", + "description": "" + }, + { + "id": "#[CF_tempEntity]", + "name": "#[CF_tempEntity]", + "description": "" + }, + { + "id": "#[CF_tempEntity]", + "name": "#[CF_tempEntity]", + "description": "" + }, + { + "id": "#[CF_tempEntity]", + "name": "#[CF_tempEntity]", + "description": "" + }, + { + "id": "#[CF_tempEntity]", + "name": "#[CF_tempEntity]", + "description": "" + }, + { + "id": "#[CF_tempEntity]", + "name": "#[CF_tempEntity]", + "description": "" + }, + { + "id": "#[CF_tempEntity]", + "name": "#[CF_tempEntity]", + "description": "" + }, + { + "id": "#[CF_tempEntity]", + "name": "#[CF_tempEntity]", + "description": "" + }, + { + "id": "#[CF_tempEntity]", + "name": "#[CF_tempEntity]", + "description": "" + }, + { + "id": "#[CF_tempEntity]", + "name": "#[CF_tempEntity]", + "description": "" + }, + { + "id": "#[CF_tempEntity]", + "name": "#[CF_tempEntity]", + "description": "" + }, + { + "id": "#[CF_tempEntity]", + "name": "#[CF_tempEntity]", + "description": "" + }, + { + "id": "#[CF_tempEntity]", + "name": "#[CF_tempEntity]", + "description": "" + }, + { + "id": "#[CF_tempEntity]", + "name": "#[CF_tempEntity]", + "description": "" + }, + { + "id": "#[CF_tempEntity]", + "name": "#[CF_tempEntity]", + "description": "" + }, + { + "id": "#[CF_tempEntity]", + "name": "#[CF_tempEntity]", + "description": "" + }, + { + "id": "#[CF_tempEntity]", + "name": "#[CF_tempEntity]", + "description": "" + }, + { + "id": "#[CF_tempEntity]", + "name": "#[CF_tempEntity]", + "description": "" + }, + { + "id": "#[CF_tempEntity]", + "name": "#[CF_tempEntity]", + "description": "" + }, + { + "id": "#[CF_tempEntity]", + "name": "#[CF_tempEntity]", + "description": "" + }, + { + "id": "#[CF_tempEntity]", + "name": "#[CF_tempEntity]", + "description": "" + }, + { + "id": "#[CF_tempEntity]", + "name": "#[CF_tempEntity]", + "description": "" + }, + { + "id": "#[CF_tempEntity]", + "name": "#[CF_tempEntity]", + "description": "" + }, + { + "id": "#[CF_tempEntity]", + "name": "#[CF_tempEntity]", + "description": "" + }, + { + "id": "#[CF_tempEntity]", + "name": "#[CF_tempEntity]", + "description": "" + }, + { + "id": "#[CF_tempEntity]", + "name": "#[CF_tempEntity]", + "description": "" + }, + { + "id": "#[CF_tempEntity]", + "name": "#[CF_tempEntity]", + "description": "" + }, + { + "id": "#[CF_tempEntity]", + "name": "#[CF_tempEntity]", + "description": "" + }, + { + "id": "#[CF_tempEntity]", + "name": "#[CF_tempEntity]", + "description": "" + }, + { + "id": "#[CF_tempEntity]", + "name": "#[CF_tempEntity]", + "description": "" + }, + { + "id": "#[CF_tempEntity]", + "name": "#[CF_tempEntity]", + "description": "" + }, + { + "id": "#[CF_tempEntity]", + "name": "#[CF_tempEntity]", + "description": "" + }, + { + "id": "#[CF_tempEntity]", + "name": "#[CF_tempEntity]", + "description": "" + }, + { + "id": "120mm Tank Gun (AP Rounds)", + "name": "120mm Tank Gun (AP Rounds)" + }, + { + "id": "120mm Tank Gun (HE Rounds)", + "name": "120mm Tank Gun (HE Rounds)" + }, + { + "id": "125mm Tank Gun (AP Rounds)", + "name": "125mm Tank Gun (AP Rounds)" + }, + { + "id": "125mm Tank Gun (HE Rounds)", + "name": "125mm Tank Gun (HE Rounds)" + }, + { + "id": "2 pd AT Gun (AP Rounds)", + "name": "2 pd AT Gun (AP Rounds)" + }, + { + "id": "2 pd AT Gun (HE Rounds)", + "name": "2 pd AT Gun (HE Rounds)" + }, + { + "id": "20mm Cannon", + "name": "20mm Cannon" + }, + { + "id": "25mm Cannon", + "name": "25mm Cannon" + }, + { + "id": "30mm Cannon", + "name": "30mm Cannon" + }, + { + "id": "37mm AT Gun (AP Rounds)", + "name": "37mm AT Gun (AP Rounds)" + }, + { + "id": "37mm AT Gun (HE Rounds)", + "name": "37mm AT Gun (HE Rounds)" + }, + { + "id": "40mm Cannon (AP Rounds)", + "name": "40mm Cannon (AP Rounds)" + }, + { + "id": "40mm Cannon (HE Rounds)", + "name": "40mm Cannon (HE Rounds)" + }, + { + "id": "57mm AT Gun (AP Rounds)", + "name": "57mm AT Gun (AP Rounds)" + }, + { + "id": "57mm AT Gun (HE Rounds)", + "name": "57mm AT Gun (HE Rounds)" + }, + { + "id": "75mm Tank Gun (AP Rounds)", + "name": "75mm Tank Gun (AP Rounds)" + }, + { + "id": "75mm Tank Gun (HE Rounds)", + "name": "75mm Tank Gun (HE Rounds)" + }, + { + "id": "76mm Tank Gun (AP Rounds)", + "name": "76mm Tank Gun (AP Rounds)" + }, + { + "id": "76mm Tank Gun (HE Rounds)", + "name": "76mm Tank Gun (HE Rounds)" + }, + { + "id": "88mm Tank Gun (AP Rounds)", + "name": "88mm Tank Gun (AP Rounds)" + }, + { + "id": "88mm Tank Gun (HE Rounds)", + "name": "88mm Tank Gun (HE Rounds)" + }, + { + "id": "AK47", + "name": "AK47" + }, + { + "id": "Anti-Personnel Mine", + "name": "Anti-Personnel Mine" + }, + { + "id": "Anti-Tank Mine", + "name": "Anti-Tank Mine" + }, + { + "id": "Arrows/Bolts", + "name": "Arrows/Bolts" + }, + { + "id": "AT-4", + "name": "AT-4" + }, + { + "id": "Axe, Battle", + "name": "Axe, Battle" + }, + { + "id": "Axe, Great", + "name": "Axe, Great" + }, + { + "id": "Axe, Hand", + "name": "Axe, Hand" + }, + { + "id": "Axe, Throwing", + "name": "Axe, Throwing" + }, + { + "id": "Backpack", + "name": "Backpack" + }, + { + "id": "Ballistic Shield", + "name": "Ballistic Shield" + }, + { + "id": "Bangstick", + "name": "Bangstick" + }, + { + "id": "Barrett", + "name": "Barrett" + }, + { + "id": "Battle Helmet", + "name": "Battle Helmet" + }, + { + "id": "Battle Helmet w/ Energy Skin", + "name": "Battle Helmet w/ Energy Skin" + }, + { + "id": "Bayonet", + "name": "Bayonet" + }, + { + "id": "Bazooka", + "name": "Bazooka" + }, + { + "id": "Bedroll", + "name": "Bedroll" + }, + { + "id": "Bike helmet", + "name": "Bike helmet" + }, + { + "id": "Billy Club/Baton", + "name": "Billy Club/Baton" + }, + { + "id": "Bipod/Tripod", + "name": "Bipod/Tripod" + }, + { + "id": "Blanket", + "name": "Blanket" + }, + { + "id": "Blunderbuss", + "name": "Blunderbuss" + }, + { + "id": "Body Armor", + "name": "Body Armor" + }, + { + "id": "Body Armor w/Energy Skin", + "name": "Body Armor w/Energy Skin" + }, + { + "id": "Bombproof suit", + "name": "Bombproof suit" + }, + { + "id": "Bombs", + "name": "Bombs" + }, + { + "id": "Boots, Hiking", + "name": "Boots, Hiking" + }, + { + "id": "Bouncing Betty", + "name": "Bouncing Betty" + }, + { + "id": "Bow", + "name": "Bow" + }, + { + "id": "Brass Knuckles", + "name": "Brass Knuckles" + }, + { + "id": "Bronze Barding (horse)", + "name": "Bronze Barding (horse)" + }, + { + "id": "Bronze Corselet", + "name": "Bronze Corselet" + }, + { + "id": "Bronze Helmet", + "name": "Bronze Helmet" + }, + { + "id": "Brown Bess or Similar Muskets", + "name": "Brown Bess or Similar Muskets" + }, + { + "id": "Browning Automatic Rifle", + "name": "Browning Automatic Rifle" + }, + { + "id": "Bullets, Large", + "name": "Bullets, Large" + }, + { + "id": "Bullets, Medium", + "name": "Bullets, Medium" + }, + { + "id": "Bullets, Small", + "name": "Bullets, Small" + }, + { + "id": "Button Camera", + "name": "Button Camera" + }, + { + "id": "Camera (digital)", + "name": "Camera (digital)" + }, + { + "id": "Camera (disposable)", + "name": "Camera (disposable)" + }, + { + "id": "Camera (regular)", + "name": "Camera (regular)" + }, + { + "id": "Camouflage Fatigues", + "name": "Camouflage Fatigues" + }, + { + "id": "Candle", + "name": "Candle" + }, + { + "id": "Canister Shot (Cannon)", + "name": "Canister Shot (Cannon)" + }, + { + "id": "Cannon (12 lb), Canister", + "name": "Cannon (12 lb), Canister" + }, + { + "id": "Cannon (12 lb), Shrapnel", + "name": "Cannon (12 lb), Shrapnel" + }, + { + "id": "Cannon (12 lb), Solid Shot", + "name": "Cannon (12 lb), Solid Shot" + }, + { + "id": "Canteen (waterskin)", + "name": "Canteen (waterskin)" + }, + { + "id": "Cap (Cloth/Light Leather)", + "name": "Cap (Cloth/Light Leather)" + }, + { + "id": "Cap (Thick Leather/Tough Hides)", + "name": "Cap (Thick Leather/Tough Hides)" + }, + { + "id": "Catapult", + "name": "Catapult" + }, + { + "id": "Cellular Interceptor", + "name": "Cellular Interceptor" + }, + { + "id": "Chain Hood or Helm", + "name": "Chain Hood or Helm" + }, + { + "id": "Chainsaw", + "name": "Chainsaw" + }, + { + "id": "Claymore Mine", + "name": "Claymore Mine" + }, + { + "id": "Clothing, Casual", + "name": "Clothing, Casual", + "description": "" + }, + { + "id": "Clothing, Formal", + "name": "Clothing, Formal" + }, + { + "id": "Club, Heavy", + "name": "Club, Heavy" + }, + { + "id": "Club, Light", + "name": "Club, Light" + }, + { + "id": "Colt 1911", + "name": "Colt 1911" + }, + { + "id": "Colt Peacemaker", + "name": "Colt Peacemaker" + }, + { + "id": "Compound Bow", + "name": "Compound Bow" + }, + { + "id": "Computer, Desktop", + "name": "Computer, Desktop" + }, + { + "id": "Computer, Hand held", + "name": "Computer, Hand held" + }, + { + "id": "Computer, Laptop", + "name": "Computer, Laptop" + }, + { + "id": "Corselet (Plate Mail)", + "name": "Corselet (Plate Mail)" + }, + { + "id": "Crossbow", + "name": "Crossbow" + }, + { + "id": "Crossbow (Modern)", + "name": "Crossbow (Modern)" + }, + { + "id": "Crossbow, Heavy", + "name": "Crossbow, Heavy" + }, + { + "id": "Crowbar", + "name": "Crowbar" + }, + { + "id": "Dagger/Knife (melee)", + "name": "Dagger/Knife (melee)" + }, + { + "id": "Dagger/Knife (Throwing)", + "name": "Dagger/Knife (Throwing)" + }, + { + "id": "Derringer", + "name": "Derringer" + }, + { + "id": "Desert Eagle", + "name": "Desert Eagle" + }, + { + "id": "Double-Barrel Shotgun", + "name": "Double-Barrel Shotgun" + }, + { + "id": "Elaborate Saddle", + "name": "Elaborate Saddle" + }, + { + "id": "Fast Food Meal", + "name": "Fast Food Meal" + }, + { + "id": "First Aid Kit", + "name": "First Aid Kit" + }, + { + "id": "Flail", + "name": "Flail" + }, + { + "id": "Flak Jacket (Vietnam-era)", + "name": "Flak Jacket (Vietnam-era)" + }, + { + "id": "Flamethrower", + "name": "Flamethrower" + }, + { + "id": "Flashlight", + "name": "Flashlight" + }, + { + "id": "Flask (ceramic)", + "name": "Flask (ceramic)" + }, + { + "id": "Flint and Steel", + "name": "Flint and Steel" + }, + { + "id": "Flintlock Pistol", + "name": "Flintlock Pistol" + }, + { + "id": "Gatling", + "name": "Gatling" + }, + { + "id": "Gatling (Laser)", + "name": "Gatling (Laser)" + }, + { + "id": "Gatling (Laser)", + "name": "Gatling (Laser)" + }, + { + "id": "Glock (9mm)", + "name": "Glock (9mm)" + }, + { + "id": "Goggles", + "name": "Goggles" + }, + { + "id": "Good Meal (restaurant)", + "name": "Good Meal (restaurant)" + }, + { + "id": "GPS", + "name": "GPS" + }, + { + "id": "Grappling Hook", + "name": "Grappling Hook" + }, + { + "id": "Greaves (Bronze Armor)", + "name": "Greaves (Bronze Armor)" + }, + { + "id": "Greaves (Plate Mail)", + "name": "Greaves (Plate Mail)" + }, + { + "id": "H&K MP5 (9mm)", + "name": "H&K MP5 (9mm)" + }, + { + "id": "Halberd", + "name": "Halberd" + }, + { + "id": "Hammer", + "name": "Hammer" + }, + { + "id": "Handcuffs (manacles)", + "name": "Handcuffs (manacles)" + }, + { + "id": "Heavy Flamethrower", + "name": "Heavy Flamethrower" + }, + { + "id": "Heavy Helm", + "name": "Heavy Helm" + }, + { + "id": "Heavy Helm, Enclosed", + "name": "Heavy Helm, Enclosed" + }, + { + "id": "Heavy Laser", + "name": "Heavy Laser" + }, + { + "id": "Heavy Machine Gun", + "name": "Heavy Machine Gun" + }, + { + "id": "Hellfire", + "name": "Hellfire" + }, + { + "id": "Horse", + "name": "Horse" + }, + { + "id": "Hunting Rifle", + "name": "Hunting Rifle" + }, + { + "id": "Infantry Battle Suit", + "name": "Infantry Battle Suit" + }, + { + "id": "Infantry Battle Suit w/ Energy Skin", + "name": "Infantry Battle Suit w/ Energy Skin" + }, + { + "id": "Jacket (Cloth/Light Leather)", + "name": "Jacket (Cloth/Light Leather)" + }, + { + "id": "Jacket (Thick Leather/Tough Hides)", + "name": "Jacket (Thick Leather/Tough Hides)" + }, + { + "id": "Katana", + "name": "Katana" + }, + { + "id": "Kentucky Rifle", + "name": "Kentucky Rifle" + }, + { + "id": "Kevlar helmet", + "name": "Kevlar helmet" + }, + { + "id": "Kevlar Riding Jacket", + "name": "Kevlar Riding Jacket" + }, + { + "id": "Kevlar Riding Jeans", + "name": "Kevlar Riding Jeans" + }, + { + "id": "Kevlar Vest", + "name": "Kevlar Vest" + }, + { + "id": "Kevlar Vest with ceramic inserts", + "name": "Kevlar Vest with ceramic inserts" + }, + { + "id": "Lance", + "name": "Lance" + }, + { + "id": "Lantern", + "name": "Lantern" + }, + { + "id": "Large Shield", + "name": "Large Shield" + }, + { + "id": "Laser Battery, Gatling", + "name": "Laser Battery, Gatling" + }, + { + "id": "Laser Battery, Pistol", + "name": "Laser Battery, Pistol" + }, + { + "id": "Laser Battery, Rifle / SMG", + "name": "Laser Battery, Rifle / SMG" + }, + { + "id": "Laser Sword", + "name": "Laser Sword" + }, + { + "id": "Laser/Red Dot Sight", + "name": "Laser/Red Dot Sight" + }, + { + "id": "Leather Riding Chaps", + "name": "Leather Riding Chaps" + }, + { + "id": "Leggings (Chain Mail)", + "name": "Leggings (Chain Mail)" + }, + { + "id": "Leggings (Cloth/Light Leather)", + "name": "Leggings (Cloth/Light Leather)" + }, + { + "id": "Leggings (Thick Leather/Tough Hides)", + "name": "Leggings (Thick Leather/Tough Hides)" + }, + { + "id": "Lighter", + "name": "Lighter" + }, + { + "id": "Lineman's Telephone", + "name": "Lineman's Telephone" + }, + { + "id": "Lockpicks", + "name": "Lockpicks" + }, + { + "id": "Long Bow", + "name": "Long Bow" + }, + { + "id": "M-16", + "name": "M-16" + }, + { + "id": "M1 Garand", + "name": "M1 Garand" + }, + { + "id": "M2 Browning", + "name": "M2 Browning" + }, + { + "id": "M203 40MM", + "name": "M203 40MM" + }, + { + "id": "M60", + "name": "M60" + }, + { + "id": "M72 Law", + "name": "M72 Law" + }, + { + "id": "Mace", + "name": "Mace" + }, + { + "id": "Maul", + "name": "Maul" + }, + { + "id": "Medic Kit", + "name": "Medic Kit" + }, + { + "id": "Medium Machine Gun", + "name": "Medium Machine Gun" + }, + { + "id": "Medium Shield", + "name": "Medium Shield" + }, + { + "id": "MG42", + "name": "MG42" + }, + { + "id": "Minigun", + "name": "Minigun" + }, + { + "id": "Mk II (WW2 Pineapple)", + "name": "Mk II (WW2 Pineapple)" + }, + { + "id": "Mk67 (Modern)", + "name": "Mk67 (Modern)" + }, + { + "id": "Molecular Knife", + "name": "Molecular Knife" + }, + { + "id": "Molecular Sword", + "name": "Molecular Sword" + }, + { + "id": "Motorcycle Helmet", + "name": "Motorcycle Helmet" + }, + { + "id": "MRE (Meal Ready to Eat)", + "name": "MRE (Meal Ready to Eat)" + }, + { + "id": "Net (Weighted)", + "name": "Net (Weighted)" + }, + { + "id": "Night Vision Goggles", + "name": "Night Vision Goggles" + }, + { + "id": "Oil", + "name": "Oil" + }, + { + "id": "Panzerschreck", + "name": "Panzerschreck" + }, + { + "id": "Parabolic Microphone", + "name": "Parabolic Microphone" + }, + { + "id": "Pepper Spray", + "name": "Pepper Spray" + }, + { + "id": "Pike", + "name": "Pike" + }, + { + "id": "Pistol (Laser)", + "name": "Pistol (Laser)" + }, + { + "id": "Plate Barding (horse)", + "name": "Plate Barding (horse)" + }, + { + "id": "Police Revolver", + "name": "Police Revolver" + }, + { + "id": "Polymer Shield, large", + "name": "Polymer Shield, large" + }, + { + "id": "Polymer Shield, medium", + "name": "Polymer Shield, medium" + }, + { + "id": "Polymer Shield, small", + "name": "Polymer Shield, small" + }, + { + "id": "Potato Masher (WW2)", + "name": "Potato Masher (WW2)" + }, + { + "id": "Pump Action Shotgun", + "name": "Pump Action Shotgun" + }, + { + "id": "Quiver", + "name": "Quiver" + }, + { + "id": "Rapier", + "name": "Rapier" + }, + { + "id": "Rifle (Laser)", + "name": "Rifle (Laser)" + }, + { + "id": "Rifle Scope", + "name": "Rifle Scope" + }, + { + "id": "Riot Shield", + "name": "Riot Shield" + }, + { + "id": "Robes", + "name": "Robes" + }, + { + "id": "Rope, hemp", + "name": "Rope, hemp" + }, + { + "id": "Rope, nylon", + "name": "Rope, nylon" + }, + { + "id": "Ruger", + "name": "Ruger" + }, + { + "id": "Saddle", + "name": "Saddle" + }, + { + "id": "SAW", + "name": "SAW" + }, + { + "id": "Sawed-Off Double-Barrel Shotgun", + "name": "Sawed-Off Double-Barrel Shotgun" + }, + { + "id": "Sharps Big 50", + "name": "Sharps Big 50" + }, + { + "id": "Shirt (Chain Mail)", + "name": "Shirt (Chain Mail)" + }, + { + "id": "Shot (w/ powder)", + "name": "Shot (w/ powder)" + }, + { + "id": "Shotgun Shells", + "name": "Shotgun Shells" + }, + { + "id": "Shotgun Slugs", + "name": "Shotgun Slugs" + }, + { + "id": "Shovel", + "name": "Shovel" + }, + { + "id": "Shrapnel Shot (Cannon)", + "name": "Shrapnel Shot (Cannon)" + }, + { + "id": "Sidewinder", + "name": "Sidewinder" + }, + { + "id": "Sling", + "name": "Sling" + }, + { + "id": "Sling stones", + "name": "Sling stones" + }, + { + "id": "Small Shield", + "name": "Small Shield" + }, + { + "id": "SMG (Laser)", + "name": "SMG (Laser)" + }, + { + "id": "Smith & Wesson", + "name": "Smith & Wesson" + }, + { + "id": "Smoke Grenade", + "name": "Smoke Grenade" + }, + { + "id": "Soap", + "name": "Soap" + }, + { + "id": "Solid Shot (Cannon)", + "name": "Solid Shot (Cannon)" + }, + { + "id": "Sparrow", + "name": "Sparrow" + }, + { + "id": "Spear", + "name": "Spear" + }, + { + "id": "Spear/Javelin", + "name": "Spear/Javelin" + }, + { + "id": "Spencer Carbine", + "name": "Spencer Carbine" + }, + { + "id": "Springfield Model 1861", + "name": "Springfield Model 1861" + }, + { + "id": "Staff", + "name": "Staff" + }, + { + "id": "Steyr AUG", + "name": "Steyr AUG" + }, + { + "id": "Streetsweeper Shotgun", + "name": "Streetsweeper Shotgun" + }, + { + "id": "Stun Grenade", + "name": "Stun Grenade" + }, + { + "id": "Stun Gun", + "name": "Stun Gun" + }, + { + "id": "Survival Knife", + "name": "Survival Knife" + }, + { + "id": "Switchblade", + "name": "Switchblade" + }, + { + "id": "Sword, Great", + "name": "Sword, Great" + }, + { + "id": "Sword, Long", + "name": "Sword, Long" + }, + { + "id": "Sword, Short", + "name": "Sword, Short" + }, + { + "id": "Telephone Tap", + "name": "Telephone Tap" + }, + { + "id": "Thick Coat, Leather Jacket", + "name": "Thick Coat, Leather Jacket" + }, + { + "id": "Tommy Gun", + "name": "Tommy Gun" + }, + { + "id": "Tool Kit", + "name": "Tool Kit" + }, + { + "id": "Torch", + "name": "Torch" + }, + { + "id": "Torpedo", + "name": "Torpedo" + }, + { + "id": "TOW Missile Launcher", + "name": "TOW Missile Launcher" + }, + { + "id": "Trail Rations", + "name": "Trail Rations" + }, + { + "id": "Transmitter Detector", + "name": "Transmitter Detector" + }, + { + "id": "Trebuchet", + "name": "Trebuchet" + }, + { + "id": "Umbrella", + "name": "Umbrella" + }, + { + "id": "Uzi (9mm)", + "name": "Uzi (9mm)" + }, + { + "id": "Vambraces (Bronze Armor)", + "name": "Vambraces (Bronze Armor)" + }, + { + "id": "Vambraces (Plate Mail)", + "name": "Vambraces (Plate Mail)" + }, + { + "id": "War Horse", + "name": "War Horse" + }, + { + "id": "Warhammer", + "name": "Warhammer" + }, + { + "id": "Whetstone", + "name": "Whetstone" + }, + { + "id": "Whistle", + "name": "Whistle" + }, + { + "id": "Winchester ‘73", + "name": "Winchester ‘73" + }, + { + "id": "Winter Boots", + "name": "Winter Boots" + }, + { + "id": "Winter Gear (cloak/parka)", + "name": "Winter Gear (cloak/parka)" + } + ] +} \ No newline at end of file diff --git a/module/compendiums/swade-core-rules.swade-hindrances.json b/module/compendiums/swade-core-rules.swade-hindrances.json new file mode 100644 index 0000000..00763ee --- /dev/null +++ b/module/compendiums/swade-core-rules.swade-hindrances.json @@ -0,0 +1,238 @@ +{ + "label": "SWADE Hindrances", + "entries": [ + { + "id": "#[CF_tempEntity]", + "name": "#[CF_tempEntity]", + "description": "" + }, + { + "id": "All Thumbs", + "name": "All Thumbs" + }, + { + "id": "Anemic", + "name": "Anemic" + }, + { + "id": "Arrogant", + "name": "Arrogant" + }, + { + "id": "Bad Eyes", + "name": "Bad Eyes" + }, + { + "id": "Bad Luck", + "name": "Bad Luck" + }, + { + "id": "Big Mouth", + "name": "Big Mouth" + }, + { + "id": "Blind", + "name": "Blind" + }, + { + "id": "Bloodthirsty", + "name": "Bloodthirsty" + }, + { + "id": "Can't Swim", + "name": "Can't Swim" + }, + { + "id": "Cautious", + "name": "Cautious" + }, + { + "id": "Clueless", + "name": "Clueless" + }, + { + "id": "Clumsy", + "name": "Clumsy" + }, + { + "id": "Code of Honor", + "name": "Code of Honor" + }, + { + "id": "Curious", + "name": "Curious" + }, + { + "id": "Death Wish", + "name": "Death Wish" + }, + { + "id": "Delusional", + "name": "Delusional" + }, + { + "id": "Doubting Thomas", + "name": "Doubting Thomas" + }, + { + "id": "Driven", + "name": "Driven" + }, + { + "id": "Elderly", + "name": "Elderly" + }, + { + "id": "Enemy", + "name": "Enemy" + }, + { + "id": "Greedy", + "name": "Greedy" + }, + { + "id": "Habit", + "name": "Habit" + }, + { + "id": "Hard of Hearing", + "name": "Hard of Hearing" + }, + { + "id": "Heroic", + "name": "Heroic" + }, + { + "id": "Hesitant", + "name": "Hesitant" + }, + { + "id": "Illiterate", + "name": "Illiterate" + }, + { + "id": "Impulsive", + "name": "Impulsive" + }, + { + "id": "Jealous", + "name": "Jealous" + }, + { + "id": "Loyal", + "name": "Loyal" + }, + { + "id": "Mean", + "name": "Mean" + }, + { + "id": "Mild Mannered", + "name": "Mild Mannered" + }, + { + "id": "Mute", + "name": "Mute" + }, + { + "id": "Obese", + "name": "Obese" + }, + { + "id": "Obligation", + "name": "Obligation" + }, + { + "id": "One Arm", + "name": "One Arm" + }, + { + "id": "One Eye", + "name": "One Eye" + }, + { + "id": "Outsider", + "name": "Outsider" + }, + { + "id": "Overconfident", + "name": "Overconfident" + }, + { + "id": "Pacifist", + "name": "Pacifist" + }, + { + "id": "Phobia", + "name": "Phobia" + }, + { + "id": "Poverty", + "name": "Poverty" + }, + { + "id": "Quirk", + "name": "Quirk" + }, + { + "id": "Ruthless", + "name": "Ruthless" + }, + { + "id": "Secret", + "name": "Secret" + }, + { + "id": "Shamed", + "name": "Shamed" + }, + { + "id": "Slow", + "name": "Slow" + }, + { + "id": "Small", + "name": "Small" + }, + { + "id": "Stubborn", + "name": "Stubborn" + }, + { + "id": "Suspicious", + "name": "Suspicious" + }, + { + "id": "Thin Skinned", + "name": "Thin Skinned" + }, + { + "id": "Tongue-Tied", + "name": "Tongue-Tied" + }, + { + "id": "Ugly", + "name": "Ugly" + }, + { + "id": "Vengeful", + "name": "Vengeful" + }, + { + "id": "Vow", + "name": "Vow" + }, + { + "id": "Wanted", + "name": "Wanted" + }, + { + "id": "Yellow", + "name": "Yellow" + }, + { + "id": "Young", + "name": "Young" + } + ] +} \ No newline at end of file diff --git a/module/compendiums/swade-core-rules.swade-powers.json b/module/compendiums/swade-core-rules.swade-powers.json new file mode 100644 index 0000000..f7d045f --- /dev/null +++ b/module/compendiums/swade-core-rules.swade-powers.json @@ -0,0 +1,226 @@ +{ + "label": "SWADE Powers", + "entries": [ + { + "id": "#[CF_tempEntity]", + "name": "#[CF_tempEntity]", + "description": "" + }, + { + "id": "Arcane Protection", + "name": "Arcane Protection" + }, + { + "id": "Banish", + "name": "Banish" + }, + { + "id": "Barrier", + "name": "Barrier" + }, + { + "id": "Beast Friend", + "name": "Beast Friend" + }, + { + "id": "Blast", + "name": "Blast" + }, + { + "id": "Blind", + "name": "Blind" + }, + { + "id": "Bolt", + "name": "Bolt" + }, + { + "id": "Boost/Lower Trait", + "name": "Boost/Lower Trait" + }, + { + "id": "Burrow", + "name": "Burrow" + }, + { + "id": "Burst", + "name": "Burst" + }, + { + "id": "Confusion", + "name": "Confusion" + }, + { + "id": "Damage Field", + "name": "Damage Field" + }, + { + "id": "Darksight", + "name": "Darksight" + }, + { + "id": "Deflection", + "name": "Deflection" + }, + { + "id": "Detect/Conceal Arcana", + "name": "Detect/Conceal Arcana" + }, + { + "id": "Disguise", + "name": "Disguise" + }, + { + "id": "Dispel", + "name": "Dispel" + }, + { + "id": "Divination", + "name": "Divination" + }, + { + "id": "Drain Power Points", + "name": "Drain Power Points" + }, + { + "id": "Elemental Manipulation", + "name": "Elemental Manipulation" + }, + { + "id": "Empathy", + "name": "Empathy" + }, + { + "id": "Entangle", + "name": "Entangle" + }, + { + "id": "Environmental Protection", + "name": "Environmental Protection" + }, + { + "id": "Farsight", + "name": "Farsight" + }, + { + "id": "Fear", + "name": "Fear" + }, + { + "id": "Fly", + "name": "Fly" + }, + { + "id": "Growth/Shrink", + "name": "Growth/Shrink" + }, + { + "id": "Havoc", + "name": "Havoc" + }, + { + "id": "Healing", + "name": "Healing" + }, + { + "id": "Illusion", + "name": "Illusion" + }, + { + "id": "Intangibility", + "name": "Intangibility" + }, + { + "id": "Invisibility", + "name": "Invisibility" + }, + { + "id": "Light / Darkness", + "name": "Light / Darkness" + }, + { + "id": "Mind Link", + "name": "Mind Link" + }, + { + "id": "Mind Reading", + "name": "Mind Reading" + }, + { + "id": "Mind Wipe", + "name": "Mind Wipe" + }, + { + "id": "Object Reading", + "name": "Object Reading" + }, + { + "id": "Protection", + "name": "Protection" + }, + { + "id": "Puppet", + "name": "Puppet" + }, + { + "id": "Relief", + "name": "Relief" + }, + { + "id": "Resurrection", + "name": "Resurrection" + }, + { + "id": "Shape Change", + "name": "Shape Change" + }, + { + "id": "Sloth/Speed", + "name": "Sloth/Speed" + }, + { + "id": "Slumber", + "name": "Slumber" + }, + { + "id": "Smite", + "name": "Smite" + }, + { + "id": "Sound/Silence", + "name": "Sound/Silence" + }, + { + "id": "Speak Language", + "name": "Speak Language" + }, + { + "id": "Stun", + "name": "Stun" + }, + { + "id": "Summon Ally", + "name": "Summon Ally" + }, + { + "id": "Telekinesis", + "name": "Telekinesis" + }, + { + "id": "Teleport", + "name": "Teleport" + }, + { + "id": "Wall Walker", + "name": "Wall Walker" + }, + { + "id": "Warrior's Gift", + "name": "Warrior's Gift" + }, + { + "id": "Zombie", + "name": "Zombie" + } + ] +} \ No newline at end of file diff --git a/module/compendiums/swade-core-rules.swade-skills.json b/module/compendiums/swade-core-rules.swade-skills.json new file mode 100644 index 0000000..e62556f --- /dev/null +++ b/module/compendiums/swade-core-rules.swade-skills.json @@ -0,0 +1,142 @@ +{ + "label": "SWADE Skills", + "entries": [ + { + "id": "#[CF_tempEntity]", + "name": "#[CF_tempEntity]", + "description": "" + }, + { + "id": "Academics", + "name": "Academics" + }, + { + "id": "Athletics", + "name": "Athletics" + }, + { + "id": "Battle", + "name": "Battle" + }, + { + "id": "Boating", + "name": "Boating" + }, + { + "id": "Common Knowledge", + "name": "Common Knowledge" + }, + { + "id": "Driving", + "name": "Driving" + }, + { + "id": "Electronics", + "name": "Electronics" + }, + { + "id": "Faith", + "name": "Faith" + }, + { + "id": "Fighting", + "name": "Fighting" + }, + { + "id": "Focus", + "name": "Focus" + }, + { + "id": "Gambling", + "name": "Gambling" + }, + { + "id": "Hacking", + "name": "Hacking" + }, + { + "id": "Healing", + "name": "Healing" + }, + { + "id": "Intimidation", + "name": "Intimidation" + }, + { + "id": "Language", + "name": "Language" + }, + { + "id": "Notice", + "name": "Notice" + }, + { + "id": "Occult", + "name": "Occult" + }, + { + "id": "Performance", + "name": "Performance" + }, + { + "id": "Persuasion", + "name": "Persuasion" + }, + { + "id": "Piloting", + "name": "Piloting" + }, + { + "id": "Psionics", + "name": "Psionics" + }, + { + "id": "Repair", + "name": "Repair" + }, + { + "id": "Research", + "name": "Research" + }, + { + "id": "Riding", + "name": "Riding" + }, + { + "id": "Science", + "name": "Science" + }, + { + "id": "Shooting", + "name": "Shooting" + }, + { + "id": "Spellcasting", + "name": "Spellcasting" + }, + { + "id": "Stealth", + "name": "Stealth" + }, + { + "id": "Survival", + "name": "Survival" + }, + { + "id": "Taunt", + "name": "Taunt" + }, + { + "id": "Thievery", + "name": "Thievery" + }, + { + "id": "Unskilled Attempt", + "name": "Unskilled Attempt" + }, + { + "id": "Weird Science", + "name": "Weird Science" + } + ] +} \ No newline at end of file diff --git a/module/compendiums/swade-core-rules.swade-vehicles.json b/module/compendiums/swade-core-rules.swade-vehicles.json new file mode 100644 index 0000000..09f0c25 --- /dev/null +++ b/module/compendiums/swade-core-rules.swade-vehicles.json @@ -0,0 +1,3782 @@ +{ + "label": "SWADE Vehicles", + "entries": [ + { + "id": "#[CF_tempEntity]", + "name": "#[CF_tempEntity]", + "description": "", + "items": [] + }, + { + "id": "#[CF_tempEntity]", + "name": "#[CF_tempEntity]", + "description": "", + "items": [] + }, + { + "id": "#[CF_tempEntity]", + "name": "#[CF_tempEntity]", + "description": "", + "items": [] + }, + { + "id": "#[CF_tempEntity]", + "name": "#[CF_tempEntity]", + "description": "", + "items": [] + }, + { + "id": "#[CF_tempEntity]", + "name": "#[CF_tempEntity]", + "description": "", + "items": [] + }, + { + "id": "#[CF_tempEntity]", + "name": "#[CF_tempEntity]", + "description": "", + "items": [] + }, + { + "id": "#[CF_tempEntity]", + "name": "#[CF_tempEntity]", + "description": "", + "items": [] + }, + { + "id": "#[CF_tempEntity]", + "name": "#[CF_tempEntity]", + "description": "", + "items": [] + }, + { + "id": "#[CF_tempEntity]", + "name": "#[CF_tempEntity]", + "description": "", + "items": [] + }, + { + "id": "#[CF_tempEntity]", + "name": "#[CF_tempEntity]", + "description": "", + "items": [] + }, + { + "id": "AH-64 Apache", + "name": "AH-64 Apache", + "items": [ + { + "_id": "ZkQ5MB1hMIOKYsnN", + "name": "Hellfire Missiles", + "type": "weapon", + "data": { + "description": "
\n

@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon (HW)}. A laser-guided missile fired from a vehicle-mounted launcher.

\n
\n

Unless otherwise noted, missiles must “lock” onto their targets before they can be fired. This action is an opposed @Compendium[swade-core-rules.swade-skills.Electronics]{Electronics} roll versus the target’s maneuvering skill (@Compendium[swade-core-rules.swade-skills.Boating]{Boating}, @Compendium[swade-core-rules.swade-skills.Driving]{Driving}, or @Compendium[swade-core-rules.swade-skills.Piloting]{Piloting}, as appropriate). Success gives the attacker a “short” lock and allows him to fire up to half the missiles his particular craft can fire at once. A raise is a more solid lock and allows him to fire all of them.

\n

The enemy attempts to evade each missile separately by making a @Compendium[swade-core-rules.swade-rules.Chases and Vehicles]{maneuvering} roll at −4 (or −2 if the target has substantial cover to hide behind—such as asteroids, skyscrapers, canyon walls, or even large enemy ships. A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} means the craft goes @Compendium[swade-core-rules.swade-tables.Out of Control]{Out of Control}.

\n

Anti-Missile Systems: Warships and futuristic space vessels often have “point defense” systems to shoot down incoming missiles. Operators must be on @Compendium[swade-core-rules.swade-rules.Hold]{Hold} to shoot down missiles; automated systems attack automatically. The system grants a single @Compendium[swade-core-rules.swade-skills.Shooting]{Shooting} roll per missile at @Compendium[swade-core-rules.swade-rules.Range]{Short Range} and any other relevant modifiers (including @Compendium[swade-core-rules.swade-rules.Speed]{Speed}—missiles move at Mach 1, a −6 penalty, unless otherwise noted). Unless otherwise noted, missiles are objects with a @Compendium[swade-core-rules.swade-rules.Characters]{Toughness} of 8 (2) (see @Compendium[swade-core-rules.swade-rules.Breaking Things]{Breaking Things}).

\n
", + "notes": "Heavy Weapon. A laser-guided missile fired from a vehicle-mounted launcher.", + "additionalStats": {}, + "quantity": 16, + "weight": 100, + "price": 115000, + "equippable": true, + "equipped": true, + "isVehicular": true, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "damage": "5d10", + "range": "150/300/600", + "rof": "0", + "ap": "40", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 100000, + "flags": { + "core": { + "sourceId": "Item.pVpipF019R4iQOTw" + } + }, + "img": "modules/swade-core-rules/assets/art/equipment/weapons/missile-hellfire-agm-114.webp", + "effects": [] + }, + { + "_id": "lnvng9WbqaaN1Q2x", + "name": "30mm Cannon (Fixed Front)", + "type": "weapon", + "data": { + "description": "
\n

Minimum Rate of Fire: Vehicular weapons with a @Compendium[swade-core-rules.swade-rules.Rate of Fire]{Rate of Fire} 3 or higher have a minimum Rate of Fire of 2.

\n

@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon (HW)}

\n
", + "notes": "Heavy Weapon", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 200000, + "equippable": true, + "equipped": true, + "isVehicular": true, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "-2", + "dmgMod": "", + "additional": { + "i4ht7b587x": { + "name": "RoF 3 Attack", + "type": "skill", + "rof": 3, + "skillMod": "", + "shotsUsed": 10, + "skillOverride": "" + }, + "obyryv42xo": { + "name": "RoF 2 Attack", + "type": "skill", + "rof": 2, + "skillMod": "", + "shotsUsed": 5, + "skillOverride": "" + } + } + }, + "damage": "3d8", + "range": "50/100/200", + "rof": "3", + "ap": "6", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 600000, + "flags": { + "core": { + "sourceId": "Item.RjT9GV5lxrTNrKHf" + } + }, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + } + ] + }, + { + "id": "AV-8B Harrier", + "name": "AV-8B Harrier", + "items": [ + { + "_id": "scF8tYijOo5SXEYe", + "name": "25mm Cannon (Fixed Front)", + "type": "weapon", + "data": { + "description": "

Minimum Rate of Fire: Vehicular weapons with a Rate of Fire 3 or higher have a minimum Rate of Fire of 2.

\n

@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon (HW)}

", + "notes": "Heavy Weapon", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 75000, + "equippable": true, + "equipped": true, + "isVehicular": true, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "", + "dmgMod": "", + "additional": { + "5yjdf9igio": { + "name": "RoF 3 Attack", + "type": "skill", + "rof": 3, + "skillMod": "-2", + "shotsUsed": 10, + "skillOverride": "" + }, + "zsg7m6dasg": { + "name": "RoF 2 Attack", + "type": "skill", + "rof": 2, + "skillMod": "-2", + "shotsUsed": 5, + "skillOverride": "" + } + } + }, + "damage": "3d8", + "range": "50/100/200", + "rof": "3", + "ap": "4", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 500000, + "flags": { + "core": { + "sourceId": "Item.HJ5RWAM7pmV1birC" + } + }, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + }, + { + "_id": "dFnK1SXQykwEQtOh", + "name": "Bombs", + "type": "weapon", + "data": { + "description": "
\n

Bomb Damage: All of it.

\n

A Bomb is just an @Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation} @Compendium[swade-core-rules.swade-rules.Test]{Test} against everyone not in the affected area.

\n

- Clint Black

\n
", + "notes": "Acts as an Intimidation Test against everyone not in the affected area", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": false, + "equipped": true, + "isVehicular": true, + "mods": 1, + "actions": { + "skill": "", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "damage": "All the damage", + "range": "", + "rof": "1", + "ap": "0", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 2600000, + "flags": { + "core": { + "sourceId": "Item.xsOVkv8ct82InEKU" + }, + "cf": { + "id": "temp_zxavjpvt25l", + "path": "Equipment#/CF_SEP/Special Weapons#/CF_SEP/Vehicular Weapons", + "color": "#000000" + } + }, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + }, + { + "_id": "EdvU8l2DYvpFGYRV", + "name": "Sidewinder Missiles", + "type": "weapon", + "data": { + "description": "
\n

@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon (HW)}. A short range, heat-seeking missile fired from an aircraft.

\n
\n

Unless otherwise noted, missiles must “lock” onto their targets before they can be fired. This action is an opposed @Compendium[swade-core-rules.swade-skills.Electronics]{Electronics} roll versus the target’s maneuvering skill (@Compendium[swade-core-rules.swade-skills.Boating]{Boating}, @Compendium[swade-core-rules.swade-skills.Driving]{Driving}, or @Compendium[swade-core-rules.swade-skills.Piloting]{Piloting}, as appropriate). Success gives the attacker a “short” lock and allows him to fire up to half the missiles his particular craft can fire at once. A raise is a more solid lock and allows him to fire all of them.

\n

The enemy attempts to evade each missile separately by making a @Compendium[swade-core-rules.swade-rules.Chases and Vehicles]{maneuvering} roll at −4 (or −2 if the target has substantial cover to hide behind—such as asteroids, skyscrapers, canyon walls, or even large enemy ships. A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} means the craft goes @Compendium[swade-core-rules.swade-tables.Out of Control]{Out of Control}.

\n

Anti-Missile Systems: Warships and futuristic space vessels often have “point defense” systems to shoot down incoming missiles. Operators must be on @Compendium[swade-core-rules.swade-rules.Hold]{Hold} to shoot down missiles; automated systems attack automatically. The system grants a single @Compendium[swade-core-rules.swade-skills.Shooting]{Shooting} roll per missile at @Compendium[swade-core-rules.swade-rules.Range]{Short Range} and any other relevant modifiers (including @Compendium[swade-core-rules.swade-rules.Speed]{Speed}—missiles move at Mach 1, a −6 penalty, unless otherwise noted). Unless otherwise noted, missiles are objects with a @Compendium[swade-core-rules.swade-rules.Characters]{Toughness} of 8 (2) (see @Compendium[swade-core-rules.swade-rules.Breaking Things]{Breaking Things}).

\n
", + "notes": "Heavy Weapon. A short range, heat-seeking missile fired from an aircraft.", + "additionalStats": {}, + "quantity": 2, + "weight": 188, + "price": 600000, + "equippable": true, + "equipped": true, + "isVehicular": true, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "damage": "4d8", + "range": "100/200/400", + "rof": "0", + "ap": "6", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 200000, + "flags": { + "core": { + "sourceId": "Item.wK7uLtEo5OV0ruSt" + } + }, + "img": "modules/swade-core-rules/assets/art/equipment/weapons/missile-sidewinder-aim9.webp", + "effects": [] + } + ] + }, + { + "id": "B-17 Flying Fortress", + "name": "B-17 Flying Fortress", + "items": [ + { + "_id": "vGDSgq9MVjJyk3Hl", + "name": "2× Linked Heavy MG (Fixed Front)", + "type": "weapon", + "data": { + "description": "
\n

Minimum Rate of Fire: Vehicular weapons with a @Compendium[swade-core-rules.swade-rules.Rate of Fire]{Rate of Fire} 3 or higher have a minimum Rate of Fire of 2.

\n

@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon (HW)}

\n
", + "notes": "Heavy Weapon.", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 1000, + "equippable": true, + "equipped": true, + "isVehicular": true, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "+1", + "dmgMod": "+2", + "additional": { + "slr23nl1ss": { + "name": "RoF 3 Attack", + "type": "skill", + "rof": 3, + "skillMod": "-2", + "shotsUsed": 10, + "skillOverride": "" + }, + "q3e75vog4f": { + "name": "RoF 2 Attack", + "type": "skill", + "rof": 2, + "skillMod": "-2", + "skillOverride": "", + "shotsUsed": null + } + } + }, + "damage": "2d10", + "range": "50/100/200", + "rof": "3", + "ap": "4", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 200000, + "flags": { + "core": { + "sourceId": "Item.ptb6tBlQQFI5z9DN" + } + }, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + }, + { + "_id": "8T1mpMsIcuhLXWDZ", + "name": "2× Linked Heavy MG (Top Turret)", + "type": "weapon", + "data": { + "description": "
\n

Minimum Rate of Fire: Vehicular weapons with a @Compendium[swade-core-rules.swade-rules.Rate of Fire]{Rate of Fire} 3 or higher have a minimum Rate of Fire of 2.

\n

@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon (HW)}

\n
", + "notes": "Heavy Weapon.", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 1000, + "equippable": true, + "equipped": true, + "isVehicular": true, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "+1", + "dmgMod": "+2", + "additional": { + "slr23nl1ss": { + "name": "RoF 3 Attack", + "type": "skill", + "rof": 3, + "skillMod": "-2", + "skillOverride": "", + "shotsUsed": null + }, + "q3e75vog4f": { + "name": "RoF 2 Attack", + "type": "skill", + "rof": 2, + "skillMod": "-2", + "skillOverride": "", + "shotsUsed": null + } + } + }, + "damage": "2d10", + "range": "50/100/200", + "rof": "3", + "ap": "4", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 200000, + "flags": { + "core": { + "sourceId": "Item.ptb6tBlQQFI5z9DN" + } + }, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + }, + { + "_id": "eHamz63rpUvEmwjo", + "name": "2× Linked Heavy MG (Ball Turret)", + "type": "weapon", + "data": { + "description": "
\n

Minimum Rate of Fire: Vehicular weapons with a @Compendium[swade-core-rules.swade-rules.Rate of Fire]{Rate of Fire} 3 or higher have a minimum Rate of Fire of 2.

\n

@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon (HW)}

\n
", + "notes": "Heavy Weapon.", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 1000, + "equippable": true, + "equipped": true, + "isVehicular": true, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "+1", + "dmgMod": "+2", + "additional": { + "slr23nl1ss": { + "name": "RoF 3 Attack", + "type": "skill", + "rof": 3, + "skillMod": "-2", + "skillOverride": "", + "shotsUsed": null + }, + "q3e75vog4f": { + "name": "RoF 2 Attack", + "type": "skill", + "rof": 2, + "skillMod": "-2", + "skillOverride": "", + "shotsUsed": null + } + } + }, + "damage": "2d10", + "range": "50/100/200", + "rof": "3", + "ap": "4", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 200000, + "flags": { + "core": { + "sourceId": "Item.ptb6tBlQQFI5z9DN" + } + }, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + }, + { + "_id": "9zs2WdfPObWDx45b", + "name": "2× Linked Heavy MG (Fixed Left)", + "type": "weapon", + "data": { + "description": "
\n

Minimum Rate of Fire: Vehicular weapons with a @Compendium[swade-core-rules.swade-rules.Rate of Fire]{Rate of Fire} 3 or higher have a minimum Rate of Fire of 2.

\n

@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon (HW)}

\n
", + "notes": "Heavy Weapon.", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 1000, + "equippable": true, + "equipped": true, + "isVehicular": true, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "+1", + "dmgMod": "+2", + "additional": { + "slr23nl1ss": { + "name": "RoF 3 Attack", + "type": "skill", + "rof": 3, + "skillMod": "-2", + "skillOverride": "", + "shotsUsed": null + }, + "q3e75vog4f": { + "name": "RoF 2 Attack", + "type": "skill", + "rof": 2, + "skillMod": "-2", + "skillOverride": "", + "shotsUsed": null + } + } + }, + "damage": "2d10", + "range": "50/100/200", + "rof": "3", + "ap": "4", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 200000, + "flags": { + "core": { + "sourceId": "Item.ptb6tBlQQFI5z9DN" + } + }, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + }, + { + "_id": "eSmG24Nukyi7LJ2O", + "name": "2× Linked Heavy MG (Fixed Right)", + "type": "weapon", + "data": { + "description": "
\n

Minimum Rate of Fire: Vehicular weapons with a @Compendium[swade-core-rules.swade-rules.Rate of Fire]{Rate of Fire} 3 or higher have a minimum Rate of Fire of 2.

\n

@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon (HW)}

\n
", + "notes": "Heavy Weapon.", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 1000, + "equippable": true, + "equipped": true, + "isVehicular": true, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "+1", + "dmgMod": "+2", + "additional": { + "slr23nl1ss": { + "name": "RoF 3 Attack", + "type": "skill", + "rof": 3, + "skillMod": "-2", + "shotsUsed": 10, + "skillOverride": "" + }, + "q3e75vog4f": { + "name": "RoF 2 Attack", + "type": "skill", + "rof": 2, + "skillMod": "-2", + "shotsUsed": 5, + "skillOverride": "" + } + } + }, + "damage": "2d10", + "range": "50/100/200", + "rof": "3", + "ap": "4", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 200000, + "flags": { + "core": { + "sourceId": "Item.ptb6tBlQQFI5z9DN" + } + }, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + }, + { + "_id": "3SLCKYpoFH5I0LYl", + "name": "Bombs", + "type": "weapon", + "data": { + "description": "
\n

Bomb Damage: All of it.

\n

A Bomb is just an @Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation} @Compendium[swade-core-rules.swade-rules.Test]{Test} against everyone not in the affected area.

\n

- Clint Black

\n
", + "notes": "Acts as an Intimidation Test against everyone not in the affected area", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": false, + "equipped": true, + "isVehicular": true, + "mods": 1, + "actions": { + "skill": "", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "damage": "All the damage", + "range": "", + "rof": "1", + "ap": "0", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 0, + "flags": { + "core": { + "sourceId": "Item.xsOVkv8ct82InEKU" + }, + "cf": { + "id": "temp_zxavjpvt25l", + "path": "Equipment#/CF_SEP/Special Weapons#/CF_SEP/Vehicular Weapons", + "color": "#000000" + } + }, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + } + ] + }, + { + "id": "BF-109", + "name": "BF-109", + "items": [ + { + "_id": "mscUj2HMfBODgiLY", + "name": "2× Linked Heavy MG (Fixed Front)", + "type": "weapon", + "data": { + "description": "
\n

Minimum Rate of Fire: Vehicular weapons with a @Compendium[swade-core-rules.swade-rules.Rate of Fire]{Rate of Fire} 3 or higher have a minimum Rate of Fire of 2.

\n

@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon (HW)}

\n
", + "notes": "Heavy Weapon.", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 1000, + "equippable": true, + "equipped": true, + "isVehicular": true, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "+1", + "dmgMod": "+2", + "additional": { + "slr23nl1ss": { + "name": "RoF 3 Attack", + "type": "skill", + "rof": 3, + "skillMod": "-2", + "skillOverride": "", + "shotsUsed": null + }, + "q3e75vog4f": { + "name": "RoF 2 Attack", + "type": "skill", + "rof": 2, + "skillMod": "-2", + "skillOverride": "", + "shotsUsed": null + } + } + }, + "damage": "2d10", + "range": "50/100/200", + "rof": "3", + "ap": "4", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 200000, + "flags": { + "core": { + "sourceId": "Item.ptb6tBlQQFI5z9DN" + } + }, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + }, + { + "_id": "k6vKhGYNbFUuibDv", + "name": "20mm Cannon (Fixed Front)", + "type": "weapon", + "data": { + "description": "
\n

Minimum Rate of Fire: Vehicular weapons with a Rate of Fire 3 or higher have a minimum @Compendium[swade-core-rules.swade-rules.Rate of Fire]{Rate of Fire} of 2.

\n
", + "notes": "Heavy", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 50000, + "equippable": true, + "equipped": true, + "isVehicular": true, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "", + "dmgMod": "", + "additional": { + "v55r9y7c1y": { + "name": "RoF 4 Attack", + "type": "skill", + "rof": 4, + "skillMod": "-2", + "shotsUsed": 20, + "skillOverride": "" + }, + "4jefkit9vp": { + "name": "RoF 3 Attack", + "type": "skill", + "rof": 3, + "skillMod": "-2", + "shotsUsed": 10, + "skillOverride": "" + }, + "fj7aptxndg": { + "name": "RoF 2 Attack", + "type": "skill", + "rof": 2, + "skillMod": "-2", + "shotsUsed": 5, + "skillOverride": "" + } + } + }, + "damage": "2d12", + "range": "50/100/200", + "rof": "4", + "ap": "4", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 400000, + "flags": { + "core": { + "sourceId": "Item.bMsPYFKN8QPQqHDD" + } + }, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + } + ] + }, + { + "id": "Bicycle", + "name": "Bicycle", + "items": [] + }, + { + "id": "Biplane", + "name": "Biplane", + "items": [] + }, + { + "id": "BTR 70 APC", + "name": "BTR 70 APC", + "items": [ + { + "_id": "4wJIKzRHGm6xIpJt", + "name": "Heavy Machine Gun (Turret)", + "type": "weapon", + "data": { + "description": "

Minimum Rate of Fire: Vehicular weapons with a Rate of Fire 3 or higher have a minimum Rate of Fire of 2.

\n

@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon (HW)}

", + "notes": "Heavy Weapon.", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 1000, + "equippable": true, + "equipped": true, + "isVehicular": true, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "-2", + "dmgMod": "", + "additional": { + "slr23nl1ss": { + "name": "RoF 3 Attack", + "type": "skill", + "rof": 3, + "skillMod": "", + "skillOverride": "", + "shotsUsed": null + }, + "q3e75vog4f": { + "name": "RoF 2 Attack", + "type": "skill", + "rof": 2, + "skillMod": "", + "skillOverride": "", + "shotsUsed": null + } + } + }, + "damage": "2d10", + "range": "50/100/200", + "rof": "3", + "ap": "4", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 200000, + "flags": { + "core": { + "sourceId": "Item.ptb6tBlQQFI5z9DN" + } + }, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + }, + { + "_id": "D4KqNRF9tmb2X7v3", + "name": "Medium Machine Gun (Turret)", + "type": "weapon", + "data": { + "description": "

Minimum Rate of Fire: Vehicular weapons with a Rate of Fire 3 or higher have a minimum Rate of Fire of 2.

\n

@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon (HW)}

", + "notes": "Heavy Weapon.", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 750, + "equippable": true, + "equipped": true, + "isVehicular": true, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "-2", + "dmgMod": "", + "additional": { + "81qhst5kyq": { + "name": "RoF 3 Attack", + "type": "skill", + "rof": 3, + "skillMod": "", + "shotsUsed": 10, + "skillOverride": "" + }, + "yjszf9r0co": { + "name": "RoF 2 Attack", + "type": "skill", + "rof": 2, + "skillMod": "", + "shotsUsed": 5, + "skillOverride": "" + } + } + }, + "damage": "2d8+1", + "range": "30/60/120", + "rof": "3", + "ap": "2", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 100000, + "flags": { + "core": { + "sourceId": "Item.FoZBJblnV90RTMBX" + } + }, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + } + ] + }, + { + "id": "Carriage", + "name": "Carriage", + "items": [] + }, + { + "id": "Cessna Skyhawk", + "name": "Cessna Skyhawk", + "items": [] + }, + { + "id": "Compact Car", + "name": "Compact Car", + "items": [] + }, + { + "id": "Dirt Bike", + "name": "Dirt Bike", + "items": [] + }, + { + "id": "Early Car", + "name": "Early Car", + "items": [] + }, + { + "id": "F-15 Eagle", + "name": "F-15 Eagle", + "items": [ + { + "_id": "dffORL9Ksa1YunhZ", + "name": "20mm Cannon (Fixed Front)", + "type": "weapon", + "data": { + "description": "
\n

Minimum Rate of Fire: Vehicular weapons with a Rate of Fire 3 or higher have a minimum @Compendium[swade-core-rules.swade-rules.Rate of Fire]{Rate of Fire} of 2.

\n

@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon (HW)}

\n
", + "notes": "Heavy Weapon", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 50000, + "equippable": true, + "equipped": true, + "isVehicular": true, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "", + "dmgMod": "", + "additional": { + "v55r9y7c1y": { + "name": "RoF 4 Attack", + "type": "skill", + "rof": 4, + "skillMod": "-2", + "shotsUsed": 20, + "skillOverride": "" + }, + "4jefkit9vp": { + "name": "RoF 3 Attack", + "type": "skill", + "rof": 3, + "skillMod": "-2", + "shotsUsed": 10, + "skillOverride": "" + }, + "fj7aptxndg": { + "name": "RoF 2 Attack", + "type": "skill", + "rof": 2, + "skillMod": "-2", + "shotsUsed": 5, + "skillOverride": "" + } + } + }, + "damage": "2d12", + "range": "50/100/200", + "rof": "4", + "ap": "4", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 400000, + "flags": { + "core": { + "sourceId": "Item.bMsPYFKN8QPQqHDD" + } + }, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + }, + { + "_id": "eQ6OQGmNQNL3vlcc", + "name": "Bombs", + "type": "weapon", + "data": { + "description": "
\n

Bomb Damage: All of it.

\n

A Bomb is just an @Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation} @Compendium[swade-core-rules.swade-rules.Test]{Test} against everyone not in the affected area.

\n

- Clint Black

\n
", + "notes": "Acts as an Intimidation Test against everyone not in the affected area", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": false, + "equipped": true, + "isVehicular": true, + "mods": 1, + "actions": { + "skill": "", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "damage": "All the damage", + "range": "", + "rof": "1", + "ap": "0", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 0, + "flags": { + "core": { + "sourceId": "Item.xsOVkv8ct82InEKU" + }, + "cf": { + "id": "temp_zxavjpvt25l", + "path": "Equipment#/CF_SEP/Special Weapons#/CF_SEP/Vehicular Weapons", + "color": "#000000" + } + }, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + }, + { + "_id": "EfyxuaM9A8hKSnGC", + "name": "Sidewinder", + "type": "weapon", + "data": { + "description": "
\n

@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon}. A short range, heat-seeking missile fired from an aircraft. @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Small Blast Template}.

\n
\n

Unless otherwise noted, missiles must “lock” onto their targets before they can be fired. This action is an opposed @Compendium[swade-core-rules.swade-skills.Electronics]{Electronics} roll versus the target’s maneuvering skill (@Compendium[swade-core-rules.swade-skills.Boating]{Boating}, @Compendium[swade-core-rules.swade-skills.Driving]{Driving}, or @Compendium[swade-core-rules.swade-skills.Piloting]{Piloting}, as appropriate). Success gives the attacker a “short” lock and allows him to fire up to half the missiles his particular craft can fire at once. A raise is a more solid lock and allows him to fire all of them.

\n

The enemy attempts to evade each missile separately by making a maneuvering roll at −4 (or −2 if the target has substantial cover to hide behind—such as asteroids, skyscrapers, canyon walls, or even large enemy ships. A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} means the craft goes @Compendium[swade-core-rules.swade-tables.Out of Control]{Out of Control}.

\n

Anti-Missile Systems: Warships and futuristic space vessels often have “point defense” systems to shoot down incoming missiles. Operators must be on @Compendium[swade-core-rules.swade-rules.Hold]{Hold} to shoot down missiles; automated systems attack automatically. The system grants a single @Compendium[swade-core-rules.swade-skills.Shooting]{Shooting} roll per missile at Short @Compendium[swade-core-rules.swade-rules.Range]{Range} and any other relevant modifiers (including @Compendium[swade-core-rules.swade-rules.Speed]{Speed}—missiles move at Mach 1, a −6 penalty, unless otherwise noted). Unless otherwise noted, missiles are objects with a @Compendium[swade-core-rules.swade-rules.Breaking Things]{Toughness} of 8 (2).

\n
", + "notes": "Heavy Weapon. A short range, heat-seeking missile fired from an aircraft.", + "additionalStats": {}, + "quantity": 1, + "weight": 188, + "price": 600000, + "equippable": true, + "equipped": false, + "isVehicular": true, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "damage": "4d8", + "range": "100/200/400", + "rof": "0", + "ap": "6", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 200000, + "flags": { + "core": { + "sourceId": "Item.wK7uLtEo5OV0ruSt" + }, + "cf": { + "id": "temp_u61doxmmngk", + "path": "Equipment#/CF_SEP/Special Weapons#/CF_SEP/Missiles", + "color": "#000000" + } + }, + "img": "modules/swade-core-rules/assets/art/equipment/weapons/missile-sidewinder-aim9.webp", + "effects": [] + }, + { + "_id": "408VrF7uleDDeJlE", + "name": "Sparrow", + "type": "weapon", + "data": { + "description": "
\n

@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon}. A medium range, radar-guided missile fired from an aircraft. @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Small Blast Template}.

\n
\n

Unless otherwise noted, missiles must “lock” onto their targets before they can be fired. This action is an opposed @Compendium[swade-core-rules.swade-skills.Electronics]{Electronics} roll versus the target’s maneuvering skill (@Compendium[swade-core-rules.swade-skills.Boating]{Boating}, @Compendium[swade-core-rules.swade-skills.Driving]{Driving}, or @Compendium[swade-core-rules.swade-skills.Piloting]{Piloting}, as appropriate). Success gives the attacker a “short” lock and allows him to fire up to half the missiles his particular craft can fire at once. A raise is a more solid lock and allows him to fire all of them.

\n

The enemy attempts to evade each missile separately by making a maneuvering roll at −4 (or −2 if the target has substantial cover to hide behind—such as asteroids, skyscrapers, canyon walls, or even large enemy ships. A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} means the craft goes @Compendium[swade-core-rules.swade-tables.Out of Control]{Out of Control}.

\n

Anti-Missile Systems: Warships and futuristic space vessels often have “point defense” systems to shoot down incoming missiles. Operators must be on @Compendium[swade-core-rules.swade-rules.Hold]{Hold} to shoot down missiles; automated systems attack automatically. The system grants a single @Compendium[swade-core-rules.swade-skills.Shooting]{Shooting} roll per missile at Short @Compendium[swade-core-rules.swade-rules.Range]{Range} and any other relevant modifiers (including @Compendium[swade-core-rules.swade-rules.Speed]{Speed}—missiles move at Mach 1, a −6 penalty, unless otherwise noted). Unless otherwise noted, missiles are objects with a @Compendium[swade-core-rules.swade-rules.Breaking Things]{Toughness} of 8 (2).

\n
", + "notes": "Heavy Weapon. A medium range, radar-guided missile fired from an aircraft.", + "additionalStats": {}, + "quantity": 1, + "weight": 617, + "price": 125000, + "equippable": true, + "equipped": true, + "isVehicular": true, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "damage": "5d8", + "range": "150/300/600", + "rof": "0", + "ap": "6", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 300000, + "flags": { + "core": { + "sourceId": "Item.dlddE5PSqCAXHLpa" + }, + "cf": { + "id": "temp_u61doxmmngk", + "path": "Equipment#/CF_SEP/Special Weapons#/CF_SEP/Missiles", + "color": "#000000" + } + }, + "img": "modules/swade-core-rules/assets/art/equipment/weapons/missile-sparrow-aim7.webp", + "effects": [] + } + ] + }, + { + "id": "Galleon", + "name": "Galleon", + "items": [ + { + "_id": "7WuOXZ4o4Tlpfpyx", + "name": "16 to 46 Cannons (12 lb), Solid Shot (Fixed Left and Right)", + "type": "weapon", + "data": { + "description": "
\n

Cannons are used to destroy city walls or break up large troop formations. The leader of the weapon’s crew makes the @Compendium[swade-core-rules.swade-skills.Shooting]{Shooting} roll.

\n

Bombard: Assuming they have a rough idea of their target’s location, howitzers, mortars, and bombards may fire at targets they cannot see by lobbing projectiles over intervening terrain or obstacles. Bombarding suffers a −4 penalty in addition to all other modifiers, and doubles deviation when the @Compendium[swade-core-rules.swade-skills.Shooting]{Shooting} roll is failed (see @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Area Effect Attacks}). Reduce the penalty to −2 with precise coordinates (such as from a spotter).

\n

Solid Shot: Heavy balls of iron, lead, or stone designed to batter walls or plow through packed ranks of troops. To fire, the leader of the crew makes a @Compendium[swade-core-rules.swade-skills.Shooting]{Shooting} roll as usual. If successful, roll a die. If even, it bounces to another victim behind and within 6” of the first and hits him as well. Continue in this way until the die roll is odd.

\n

Compare the @Compendium[swade-core-rules.swade-skills.Shooting]{Shooting} roll to every target within using a base TN of 4, adjusted for each target’s @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{cover}, special abilities like the @Compendium[swade-core-rules.swade-edges.Dodge]{Dodge} Edge, etc. A hit causes 2d6 damage and a raise causes 3d6.

\n

Note: All types of shot are @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon (HW)}, @Compendium[swade-core-rules.swade-rules.Reload]{Reload} 8. Two crew members may reload at the same time.

\n
", + "notes": "All types of shot are Heavy Weapons, Reload 8. Two crew members may reload at the same time.", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 10000, + "equippable": true, + "equipped": true, + "isVehicular": true, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "", + "dmgMod": "", + "additional": { + "0urmam31b2": { + "name": "Bombard, Rough Location", + "type": "skill", + "rof": null, + "skillMod": "-4", + "skillOverride": "", + "shotsUsed": null + }, + "41i04mkdo8": { + "name": "Bombard, Precise Location", + "type": "skill", + "rof": null, + "skillMod": "-2", + "skillOverride": "", + "shotsUsed": null + } + } + }, + "damage": "3d6+1", + "range": "50/100/200", + "rof": "1", + "ap": "4", + "minStr": "", + "shots": "1", + "currentShots": "0" + }, + "sort": 100000, + "flags": { + "core": { + "sourceId": "Item.b97lGNSY1Kt8JyCb" + } + }, + "img": "modules/swade-core-rules/assets/art/equipment/weapons/siegeweapon-catapult.webp", + "effects": [] + } + ] + }, + { + "id": "Galley", + "name": "Galley", + "items": [ + { + "_id": "lJGPVUQLj4tQ2f6Z", + "name": "Catapult (Fixed Front)", + "type": "weapon", + "data": { + "description": "
\n

@Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Medium Blast Template}

\n

@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon (HW)}, Reload time is every 5 minutes with a crew of 4.

\n
\n

Catapults are simple devices that hurl large stones at enemy defenses or ranks of troops. They normally require a crew of eight to load the projectile, crank down the lever that propels it, then sight and aim it. Firing can be done by a single person, but @Compendium[swade-core-rules.swade-rules.Reloading]{loading} the projectile takes at least four.

\n
", + "notes": "MBT, Heavy Weapon, Reload time is every 5 minutes with a crew of 4.", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 10000, + "equippable": true, + "equipped": true, + "isVehicular": true, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "damage": "3d6", + "range": "24/48/96", + "rof": "0", + "ap": "4", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 100000, + "flags": { + "core": { + "sourceId": "Item.bOAgE1jwAXAjFTlt" + } + }, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + } + ] + }, + { + "id": "Helicopter", + "name": "Helicopter", + "items": [] + }, + { + "id": "Hover APC", + "name": "Hover APC", + "items": [ + { + "_id": "1il4m3UBnNEG9Gzq", + "name": "Gatling (Laser) (Fixed Front, Reaction Fire)", + "type": "weapon", + "data": { + "description": "

@Compendium[swade-core-rules.swade-rules.Lasers (Futuristic) Table]{No Recoil, Overcharge, Cauterize}

", + "notes": "No Recoil, Overcharge, Cauterize", + "additionalStats": {}, + "quantity": 1, + "weight": 20, + "price": 1000, + "equippable": true, + "equipped": true, + "isVehicular": true, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "", + "dmgMod": "", + "additional": { + "1wmca7vx5i": { + "name": "RoF 4 Attack", + "type": "skill", + "rof": 4, + "skillMod": "", + "shotsUsed": 20, + "skillOverride": "" + }, + "whqv1usyq4": { + "name": "RoF 3 Attack", + "type": "skill", + "rof": 3, + "skillMod": "", + "shotsUsed": 10, + "skillOverride": "" + }, + "ylps4cskeu": { + "name": "RoF 2 Attack", + "type": "skill", + "rof": 2, + "skillMod": "", + "shotsUsed": 5, + "skillOverride": "" + }, + "tmf4mxdq73": { + "name": "RoF 4 Reaction Fire", + "type": "skill", + "rof": 4, + "skillMod": "-2", + "shotsUsed": 20, + "skillOverride": "" + }, + "iaeloj64lc": { + "name": "RoF 3 Reaction Fire", + "type": "skill", + "rof": 3, + "skillMod": "-2", + "shotsUsed": 10, + "skillOverride": "" + }, + "mxkqcw5evu": { + "name": "RoF 2 Reaction Fire", + "type": "skill", + "rof": 2, + "skillMod": "-2", + "shotsUsed": 5, + "skillOverride": "" + }, + "qydxwqerih": { + "name": "Overcharge", + "type": "damage", + "rof": null, + "skillMod": "", + "skillOverride": "", + "shotsUsed": null, + "dmgOverride": "", + "dmgMod": "+d6x" + } + } + }, + "damage": "3d6+4", + "range": "50/100/200", + "rof": "4", + "ap": "2", + "minStr": "d8", + "shots": "800", + "currentShots": "0" + }, + "sort": 100000, + "flags": { + "core": { + "sourceId": "Item.TALQLr2zNaj9jG8O" + } + }, + "img": "modules/swade-core-rules/assets/art/equipment/weapons/GatlingLaser.webp", + "effects": [] + } + ] + }, + { + "id": "Hover Tank", + "name": "Hover Tank", + "items": [ + { + "_id": "JwBrJ8FKE3KcJEuT", + "name": "Heavy Laser (Turret, Improved Stabilizer)", + "type": "weapon", + "data": { + "description": "

@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon (HW)}

", + "notes": "Heavy Weapon.", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 1000000, + "equippable": true, + "equipped": true, + "isVehicular": true, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "", + "dmgMod": "", + "additional": { + "ns40ntpasw": { + "name": "Overcharge", + "type": "damage", + "rof": null, + "skillMod": "", + "skillOverride": "", + "shotsUsed": null, + "dmgOverride": "", + "dmgMod": "+d6x" + } + } + }, + "damage": "4d10", + "range": "150/300/600", + "rof": "1", + "ap": "30", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 2500000, + "flags": { + "core": { + "sourceId": "Item.8fWJ0jfnBeRDQIFC" + } + }, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + }, + { + "_id": "VGWEThHm3ub99k4g", + "name": "Gatling (Laser) (Fixed Front, Reaction Fire)", + "type": "weapon", + "data": { + "description": "

@Compendium[swade-core-rules.swade-rules.Lasers (Futuristic) Table]{No Recoil, Overcharge, Cauterize}

", + "notes": "No Recoil, Overcharge, Cauterize", + "additionalStats": {}, + "quantity": 1, + "weight": 20, + "price": 1000, + "equippable": true, + "equipped": true, + "isVehicular": true, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "", + "dmgMod": "", + "additional": { + "1wmca7vx5i": { + "name": "RoF 4 Attack", + "type": "skill", + "rof": 4, + "skillMod": "", + "shotsUsed": 20, + "skillOverride": "" + }, + "whqv1usyq4": { + "name": "RoF 3 Attack", + "type": "skill", + "rof": 3, + "skillMod": "", + "shotsUsed": 10, + "skillOverride": "" + }, + "ylps4cskeu": { + "name": "RoF 2 Attack", + "type": "skill", + "rof": 2, + "skillMod": "", + "shotsUsed": 5, + "skillOverride": "" + }, + "4cmmljg729": { + "name": "RoF 4 Reaction Fire", + "type": "skill", + "rof": 4, + "skillMod": "-2", + "shotsUsed": 20, + "skillOverride": "" + }, + "llu10do9xv": { + "name": "RoF 3 Reaction Fire", + "type": "skill", + "rof": 3, + "skillMod": "-2", + "shotsUsed": 10, + "skillOverride": "" + }, + "hd90xzrsf1": { + "name": "RoF 2 Reaction Fire", + "type": "skill", + "rof": 2, + "skillMod": "-2", + "shotsUsed": 5, + "skillOverride": "" + }, + "0rlkbuly0q": { + "name": "Overcharge", + "type": "damage", + "rof": null, + "skillMod": "", + "skillOverride": "", + "shotsUsed": null, + "dmgOverride": "", + "dmgMod": "+d6x" + } + } + }, + "damage": "3d6+4", + "range": "50/100/200", + "rof": "4", + "ap": "2", + "minStr": "d8", + "shots": "800", + "currentShots": "0" + }, + "sort": 2450000, + "flags": { + "core": { + "sourceId": "Item.TALQLr2zNaj9jG8O" + } + }, + "img": "modules/swade-core-rules/assets/art/equipment/weapons/GatlingLaser.webp", + "effects": [] + } + ] + }, + { + "id": "Hydrofoil", + "name": "Hydrofoil", + "items": [] + }, + { + "id": "Japanese Zero", + "name": "Japanese Zero", + "items": [ + { + "_id": "eiXElDvhNrsI8VHn", + "name": "2× Linked Medium MG (Fixed Front)", + "type": "weapon", + "data": { + "description": "
\n

Minimum Rate of Fire: Vehicular weapons with a @Compendium[swade-core-rules.swade-rules.Rate of Fire]{Rate of Fire} 3 or higher have a minimum Rate of Fire of 2.

\n

@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon (HW)}

\n
", + "notes": "Heavy Weapon.", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 750, + "equippable": true, + "equipped": true, + "isVehicular": true, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "+1", + "dmgMod": "+2", + "additional": { + "81qhst5kyq": { + "name": "RoF 3 Attack", + "type": "skill", + "rof": 3, + "skillMod": "-2", + "skillOverride": "", + "shotsUsed": null + }, + "yjszf9r0co": { + "name": "RoF 2 Attack", + "type": "skill", + "rof": 2, + "skillMod": "-2", + "skillOverride": "", + "shotsUsed": null + } + } + }, + "damage": "2d8+1", + "range": "30/60/120", + "rof": "3", + "ap": "2", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 100000, + "flags": { + "core": { + "sourceId": "Item.FoZBJblnV90RTMBX" + } + }, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + }, + { + "_id": "ynEMEFr7HBYkKlk4", + "name": "2× Linked 20mm Cannons (Fixed Front)", + "type": "weapon", + "data": { + "description": "
\n

Minimum Rate of Fire: Vehicular weapons with a @Compendium[swade-core-rules.swade-rules.Rate of Fire]{Rate of Fire} 3 or higher have a minimum Rate of Fire of 2.

\n
", + "notes": "Heavy", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 50000, + "equippable": true, + "equipped": true, + "isVehicular": true, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "+1", + "dmgMod": "+2", + "additional": { + "v55r9y7c1y": { + "name": "RoF 4 Attack", + "type": "skill", + "rof": 4, + "skillMod": "-2", + "shotsUsed": 20, + "skillOverride": "" + }, + "4jefkit9vp": { + "name": "RoF 3 Attack", + "type": "skill", + "rof": 3, + "skillMod": "-2", + "shotsUsed": 10, + "skillOverride": "" + }, + "fj7aptxndg": { + "name": "RoF 2 Attack", + "type": "skill", + "rof": 2, + "skillMod": "-2", + "shotsUsed": 5, + "skillOverride": "" + } + } + }, + "damage": "2d12", + "range": "50/100/200", + "rof": "4", + "ap": "4", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 400000, + "flags": { + "core": { + "sourceId": "Item.bMsPYFKN8QPQqHDD" + } + }, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + } + ] + }, + { + "id": "Jeep", + "name": "Jeep", + "items": [ + { + "_id": "aQoMV9JHbSnuW9UC", + "name": "Heavy Machine Gun (Front Pintle Mount)", + "type": "weapon", + "data": { + "description": "
\n

Minimum Rate of Fire: Vehicular weapons with a @Compendium[swade-core-rules.swade-rules.Rate of Fire]{Rate of Fire} 3 or higher have a minimum Rate of Fire of 2.

\n
", + "notes": "Heavy Weapon.", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 1000, + "equippable": true, + "equipped": true, + "isVehicular": true, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "-2", + "dmgMod": "", + "additional": { + "slr23nl1ss": { + "name": "RoF 3 Attack", + "type": "skill", + "rof": 3, + "skillMod": "", + "shotsUsed": 10, + "skillOverride": "" + }, + "q3e75vog4f": { + "name": "RoF 2 Attack", + "type": "skill", + "rof": 2, + "skillMod": "", + "shotsUsed": 5, + "skillOverride": "" + } + } + }, + "damage": "2d10", + "range": "50/100/200", + "rof": "3", + "ap": "4", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 200000, + "flags": { + "core": { + "sourceId": "Item.ptb6tBlQQFI5z9DN" + } + }, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + } + ] + }, + { + "id": "Learjet", + "name": "Learjet", + "items": [] + }, + { + "id": "M1A1 Abrams", + "name": "M1A1 Abrams", + "items": [ + { + "_id": "mb6PTM4s4oyowckx", + "name": "120mm Tank Gun (AP Rounds) (Imp Stabilizer)", + "type": "weapon", + "data": { + "description": "

Tank and AT Guns: May fire either @Compendium[swade-core-rules.swade-rules.Armor Piercing (AP)]{Armor Piercing (AP)} or @Compendium[swade-core-rules.swade-rules.High Explosive (HE)]{High Explosive (HE)} rounds as the gunner chooses. AP rounds do additional damage up close. Increase the weapon’s damage dice by one when fired at half their Short Range or less (so 4d10+2 becomes 5d10+2, for example).

\n

@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon (HW)}

", + "notes": "Heavy Weapon", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 800000, + "equippable": true, + "equipped": true, + "isVehicular": true, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "", + "dmgMod": "", + "additional": { + "7400xvwkea": { + "name": "Close Range", + "type": "damage", + "rof": "", + "skillMod": "", + "dmgOverride": "6d10", + "dmgMod": "" + } + } + }, + "damage": "5d10", + "range": "100/200/400", + "rof": "1", + "ap": "31", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 2100000, + "flags": { + "core": { + "sourceId": "Item.NsYJSH275xV8a3EH" + } + }, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + }, + { + "_id": "Dyc2Twy7EFW8ER1B", + "name": "Medium Machine Gun (Front Fixed and in Turret)", + "type": "weapon", + "data": { + "description": "
\n

Minimum Rate of Fire: Vehicular weapons with a Rate of Fire 3 or higher have a minimum @Compendium[swade-core-rules.swade-rules.Rate of Fire]{Rate of Fire} of 2.

\n

@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon (HW)}.

\n
", + "notes": "Heavy Weapon.", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 750, + "equippable": true, + "equipped": true, + "isVehicular": true, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "-2", + "dmgMod": "", + "additional": { + "81qhst5kyq": { + "name": "RoF 3 Attack", + "type": "skill", + "rof": 3, + "skillMod": "", + "skillOverride": "", + "shotsUsed": null + }, + "yjszf9r0co": { + "name": "RoF 2 Attack", + "type": "skill", + "rof": 2, + "skillMod": "", + "skillOverride": "", + "shotsUsed": null + } + } + }, + "damage": "2d8+1", + "range": "30/60/120", + "rof": "3", + "ap": "2", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 100000, + "flags": { + "core": { + "sourceId": "Item.FoZBJblnV90RTMBX" + } + }, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + }, + { + "_id": "tN123StgP65SKmEe", + "name": "Heavy Machine Gun (Pintle Mount on Turret)", + "type": "weapon", + "data": { + "description": "
\n

Minimum Rate of Fire: Vehicular weapons with a Rate of Fire 3 or higher have a minimum @Compendium[swade-core-rules.swade-rules.Rate of Fire]{Rate of Fire} of 2.

\n

@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon (HW)}

\n
", + "notes": "Heavy Weapon.", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 1000, + "equippable": true, + "equipped": true, + "isVehicular": true, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "-2", + "dmgMod": "", + "additional": { + "slr23nl1ss": { + "name": "RoF 3 Attack", + "type": "skill", + "rof": 3, + "skillMod": "", + "shotsUsed": 10, + "skillOverride": "" + }, + "q3e75vog4f": { + "name": "RoF 2 Attack", + "type": "skill", + "rof": 2, + "skillMod": "", + "shotsUsed": 5, + "skillOverride": "" + } + } + }, + "damage": "2d10", + "range": "50/100/200", + "rof": "3", + "ap": "4", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 200000, + "flags": { + "core": { + "sourceId": "Item.ptb6tBlQQFI5z9DN" + } + }, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + } + ] + }, + { + "id": "M2 Bradley", + "name": "M2 Bradley", + "items": [ + { + "_id": "uJiBGbLSAqWlLvnE", + "name": "25mm Cannon (Improved Stabilizer)", + "type": "weapon", + "data": { + "description": "

Minimum Rate of Fire: Vehicular weapons with a Rate of Fire 3 or higher have a minimum Rate of Fire of 2.

\n

@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon (HW)}

", + "notes": "Heavy Weapon", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 75000, + "equippable": true, + "equipped": true, + "isVehicular": true, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "", + "dmgMod": "", + "additional": { + "5yjdf9igio": { + "name": "RoF 3 Attack", + "type": "skill", + "rof": 3, + "skillMod": "-2", + "skillOverride": "", + "shotsUsed": null + }, + "zsg7m6dasg": { + "name": "RoF 2 Attack", + "type": "skill", + "rof": 2, + "skillMod": "-2", + "skillOverride": "", + "shotsUsed": null + } + } + }, + "damage": "3d8", + "range": "50/100/200", + "rof": "3", + "ap": "4", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 500000, + "flags": { + "core": { + "sourceId": "Item.HJ5RWAM7pmV1birC" + } + }, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + }, + { + "_id": "GOvJX3jxt6G6WhH8", + "name": "Medium Machine Gun (In Turret)", + "type": "weapon", + "data": { + "description": "

Minimum Rate of Fire: Vehicular weapons with a Rate of Fire 3 or higher have a minimum Rate of Fire of 2.

\n

@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon (HW)}

", + "notes": "Heavy Weapon.", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 750, + "equippable": true, + "equipped": true, + "isVehicular": true, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "-2", + "dmgMod": "", + "additional": { + "81qhst5kyq": { + "name": "RoF 3 Attack", + "type": "skill", + "rof": 3, + "skillMod": "", + "shotsUsed": 10, + "skillOverride": "" + }, + "yjszf9r0co": { + "name": "RoF 2 Attack", + "type": "skill", + "rof": 2, + "skillMod": "", + "shotsUsed": 5, + "skillOverride": "" + } + } + }, + "damage": "2d8+1", + "range": "30/60/120", + "rof": "3", + "ap": "2", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 100000, + "flags": { + "core": { + "sourceId": "Item.FoZBJblnV90RTMBX" + } + }, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + }, + { + "_id": "oOm38tixECNxuwR7", + "name": "TOW Missile Launcher", + "type": "weapon", + "data": { + "description": "
\n

@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon}. A wire-guided missile fired from a portable or vehicle-mounted launcher. Doesn’t require a lock—just a @Compendium[swade-core-rules.swade-skills.Shooting]{Shooting} roll, and can’t be jammed. @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Medium Blast Template}.

\n
\n

Unless otherwise noted, missiles must “lock” onto their targets before they can be fired. This action is an opposed @Compendium[swade-core-rules.swade-skills.Electronics]{Electronics} roll versus the target’s maneuvering skill (@Compendium[swade-core-rules.swade-skills.Boating]{Boating}, @Compendium[swade-core-rules.swade-skills.Driving]{Driving}, or @Compendium[swade-core-rules.swade-skills.Piloting]{Piloting}, as appropriate). Success gives the attacker a “short” lock and allows him to fire up to half the missiles his particular craft can fire at once. A raise is a more solid lock and allows him to fire all of them.

\n

The enemy attempts to evade each missile separately by making a maneuvering roll at −4 (or −2 if the target has substantial cover to hide behind—such as asteroids, skyscrapers, canyon walls, or even large enemy ships. A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} means the craft goes @Compendium[swade-core-rules.swade-tables.Out of Control]{Out of Control}.

\n

Anti-Missile Systems: Warships and futuristic space vessels often have “point defense” systems to shoot down incoming missiles. Operators must be on @Compendium[swade-core-rules.swade-rules.Hold]{Hold} to shoot down missiles; automated systems attack automatically. The system grants a single @Compendium[swade-core-rules.swade-skills.Shooting]{Shooting} roll per missile at Short @Compendium[swade-core-rules.swade-rules.Range]{Range} and any other relevant modifiers (including @Compendium[swade-core-rules.swade-rules.Speed]{Speed}—missiles move at Mach 1, a −6 penalty, unless otherwise noted). Unless otherwise noted, missiles are objects with a @Compendium[swade-core-rules.swade-rules.Breaking Things]{Toughness} of 8 (2).

\n
", + "notes": "Heavy Weapon. A wire-guided missile fired from a portable or vehicle-mounted launcher. Doesn’t require a lock—just a Shooting roll, and can’t be jammed.", + "additionalStats": {}, + "quantity": 1, + "weight": 207, + "price": 60000, + "equippable": true, + "equipped": false, + "isVehicular": false, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "damage": "5d10", + "range": "75/150/300", + "rof": "1", + "ap": "34", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 0, + "flags": { + "core": { + "sourceId": "Item.Oov99muWS5W4o3qB" + }, + "cf": { + "id": "temp_u61doxmmngk", + "path": "Equipment#/CF_SEP/Special Weapons#/CF_SEP/Missiles", + "color": "#000000" + } + }, + "img": "modules/swade-core-rules/assets/art/equipment/weapons/missile-tow.webp", + "effects": [] + } + ] + }, + { + "id": "M4 Sherman", + "name": "M4 Sherman", + "items": [ + { + "_id": "iK28mNind2BYFWyM", + "name": "Medium Machine Gun (Fixed Front)", + "type": "weapon", + "data": { + "description": "

Minimum Rate of Fire: Vehicular weapons with a Rate of Fire 3 or higher have a minimum Rate of Fire of 2.

\n

@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon (HW)}

", + "notes": "Heavy Weapon.", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 750, + "equippable": true, + "equipped": true, + "isVehicular": true, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "-2", + "dmgMod": "", + "additional": { + "81qhst5kyq": { + "name": "RoF 3 Attack", + "type": "skill", + "rof": 3, + "skillMod": "", + "skillOverride": "", + "shotsUsed": null + }, + "yjszf9r0co": { + "name": "RoF 2 Attack", + "type": "skill", + "rof": 2, + "skillMod": "", + "skillOverride": "", + "shotsUsed": null + } + } + }, + "damage": "2d8+1", + "range": "30/60/120", + "rof": "3", + "ap": "2", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 100000, + "flags": { + "core": { + "sourceId": "Item.FoZBJblnV90RTMBX" + } + }, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + }, + { + "_id": "K4eedxjRyajTcrOd", + "name": "Heavy Machine Gun (Pintle Mount on Turret)", + "type": "weapon", + "data": { + "description": "
\n

Minimum Rate of Fire: Vehicular weapons with a @Compendium[swade-core-rules.swade-rules.Rate of Fire]{Rate of Fire} 3 or higher have a minimum Rate of Fire of 2.

\n

@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon (HW)}

\n

 

\n
", + "notes": "Heavy Weapon.", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 1000, + "equippable": true, + "equipped": true, + "isVehicular": true, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "-2", + "dmgMod": "", + "additional": { + "slr23nl1ss": { + "name": "RoF 3 Attack", + "type": "skill", + "rof": 3, + "skillMod": "", + "shotsUsed": 10, + "skillOverride": "" + }, + "q3e75vog4f": { + "name": "RoF 2 Attack", + "type": "skill", + "rof": 2, + "skillMod": "", + "shotsUsed": 5, + "skillOverride": "" + } + } + }, + "damage": "2d10", + "range": "50/100/200", + "rof": "3", + "ap": "4", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 200000, + "flags": { + "core": { + "sourceId": "Item.ptb6tBlQQFI5z9DN" + } + }, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + }, + { + "_id": "oRqTE9IQLdxfOZX1", + "name": "75mm Tank Gun (AP Rounds) (Turret, Stabilizer)", + "type": "weapon", + "data": { + "description": "

Tank and AT Guns: May fire either @Compendium[swade-core-rules.swade-rules.Armor Piercing (AP)]{Armor Piercing (AP)} or @Compendium[swade-core-rules.swade-rules.High Explosive (HE)]{High Explosive (HE)} rounds as the gunner chooses. AP rounds do additional damage up close. Increase the weapon’s damage dice by one when fired at half their Short Range or less (so 4d10+2 becomes 5d10+2, for example).

\n

@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon (HW)}

", + "notes": "Heavy Weapon", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 250000, + "equippable": true, + "equipped": true, + "isVehicular": true, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "", + "dmgMod": "", + "additional": { + "a7ahcucjed": { + "name": "Close Range", + "type": "damage", + "rof": "", + "skillMod": "", + "dmgOverride": "5d10", + "dmgMod": "" + } + } + }, + "damage": "4d10", + "range": "75/150/300", + "rof": "1", + "ap": "6", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 1500000, + "flags": { + "core": { + "sourceId": "Item.g5S6PiMuKUvz8rG3" + } + }, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + } + ] + }, + { + "id": "M5A1 Stuart", + "name": "M5A1 Stuart", + "items": [ + { + "_id": "7vPQYG4hx8cRtKJe", + "name": "37mm AT Gun (AP Rounds) (Turret, Stabilizer)", + "type": "weapon", + "data": { + "description": "

Tank and AT Guns: May fire either @Compendium[swade-core-rules.swade-rules.Armor Piercing (AP)]{Armor Piercing (AP)} or @Compendium[swade-core-rules.swade-rules.High Explosive (HE)]{High Explosive (HE)} rounds as the gunner chooses. AP rounds do additional damage up close. Increase the weapon’s damage dice by one when fired at half their Short Range or less (so 4d10+2 becomes 5d10+2, for example).

\n

@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon (HW)}

", + "notes": "Heavy Weapon", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 100000, + "equippable": true, + "equipped": true, + "isVehicular": true, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "", + "dmgMod": "", + "additional": { + "pmv6i5ctzd": { + "name": "Close Range", + "type": "damage", + "rof": "", + "skillMod": "", + "dmgOverride": "5d8", + "dmgMod": "" + } + } + }, + "damage": "4d8", + "range": "50/100/200", + "rof": "1", + "ap": "3", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 1100000, + "flags": { + "core": { + "sourceId": "Item.lufG59xQxej8ROMC" + } + }, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + }, + { + "_id": "9UNgNinz3Fhl1U8G", + "name": "Medium Machine Gun (Front Fixed)", + "type": "weapon", + "data": { + "description": "

Minimum Rate of Fire: Vehicular weapons with a Rate of Fire 3 or higher have a minimum Rate of Fire of 2.

\n

@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon (HW)}

", + "notes": "Heavy Weapon.", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 750, + "equippable": true, + "equipped": true, + "isVehicular": true, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "-2", + "dmgMod": "", + "additional": { + "81qhst5kyq": { + "name": "RoF 3 Attack", + "type": "skill", + "rof": 3, + "skillMod": "", + "skillOverride": "", + "shotsUsed": null + }, + "yjszf9r0co": { + "name": "RoF 2 Attack", + "type": "skill", + "rof": 2, + "skillMod": "", + "skillOverride": "", + "shotsUsed": null + } + } + }, + "damage": "2d8+1", + "range": "30/60/120", + "rof": "3", + "ap": "2", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 100000, + "flags": { + "core": { + "sourceId": "Item.FoZBJblnV90RTMBX" + } + }, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + }, + { + "_id": "ezLyfZf6P8encMPJ", + "name": "Heavy Machine Gun (Pintle Mount on Turret)", + "type": "weapon", + "data": { + "description": "
\n

Minimum Rate of Fire: Vehicular weapons with a Rate of Fire 3 or higher have a minimum @Compendium[swade-core-rules.swade-rules.Rate of Fire]{Rate of Fire} of 2.

\n

@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon (HW)}

\n
", + "notes": "Heavy Weapon.", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 1000, + "equippable": true, + "equipped": true, + "isVehicular": true, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "-2", + "dmgMod": "", + "additional": { + "slr23nl1ss": { + "name": "RoF 3 Attack", + "type": "skill", + "rof": 3, + "skillMod": "", + "shotsUsed": 10, + "skillOverride": "" + }, + "q3e75vog4f": { + "name": "RoF 2 Attack", + "type": "skill", + "rof": 2, + "skillMod": "", + "shotsUsed": 5, + "skillOverride": "" + } + } + }, + "damage": "2d10", + "range": "50/100/200", + "rof": "3", + "ap": "4", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 200000, + "flags": { + "core": { + "sourceId": "Item.ptb6tBlQQFI5z9DN" + } + }, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + } + ] + }, + { + "id": "Mid-Sized Car", + "name": "Mid-Sized Car", + "items": [] + }, + { + "id": "Minivan", + "name": "Minivan", + "items": [] + }, + { + "id": "P-51 Mustang", + "name": "P-51 Mustang", + "items": [ + { + "_id": "9KyMYbkYSjKHAes1", + "name": "2× Linked Heavy MG (Fixed Front)", + "type": "weapon", + "data": { + "description": "
\n

Minimum Rate of Fire: Vehicular weapons with a @Compendium[swade-core-rules.swade-rules.Rate of Fire]{Rate of Fire} 3 or higher have a minimum Rate of Fire of 2.

\n

@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon (HW)}

\n
", + "notes": "Heavy Weapon.", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 1000, + "equippable": true, + "equipped": true, + "isVehicular": true, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "+1", + "dmgMod": "+2", + "additional": { + "slr23nl1ss": { + "name": "RoF 3 Attack", + "type": "skill", + "rof": 3, + "skillMod": "-2", + "skillOverride": "", + "shotsUsed": null + }, + "q3e75vog4f": { + "name": "RoF 2 Attack", + "type": "skill", + "rof": 2, + "skillMod": "-2", + "skillOverride": "", + "shotsUsed": null + } + } + }, + "damage": "2d10", + "range": "50/100/200", + "rof": "3", + "ap": "4", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 200000, + "flags": { + "core": { + "sourceId": "Item.ptb6tBlQQFI5z9DN" + } + }, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + }, + { + "_id": "I37Wh5utmCezlMZ5", + "name": "2× Linked Heavy MG (Fixed Front)", + "type": "weapon", + "data": { + "description": "
\n

Minimum Rate of Fire: Vehicular weapons with a @Compendium[swade-core-rules.swade-rules.Rate of Fire]{Rate of Fire} 3 or higher have a minimum Rate of Fire of 2.

\n

@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon (HW)}

\n
", + "notes": "Heavy Weapon.", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 1000, + "equippable": true, + "equipped": true, + "isVehicular": true, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "+1", + "dmgMod": "+2", + "additional": { + "slr23nl1ss": { + "name": "RoF 3 Attack", + "type": "skill", + "rof": 3, + "skillMod": "-2", + "skillOverride": "", + "shotsUsed": null + }, + "q3e75vog4f": { + "name": "RoF 2 Attack", + "type": "skill", + "rof": 2, + "skillMod": "-2", + "skillOverride": "", + "shotsUsed": null + } + } + }, + "damage": "2d10", + "range": "50/100/200", + "rof": "3", + "ap": "4", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 200000, + "flags": { + "core": { + "sourceId": "Item.ptb6tBlQQFI5z9DN" + } + }, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + }, + { + "_id": "dRJkqj0bIuL67cNe", + "name": "2× Linked Heavy MG (Fixed Front)", + "type": "weapon", + "data": { + "description": "
\n

Minimum Rate of Fire: Vehicular weapons with a @Compendium[swade-core-rules.swade-rules.Rate of Fire]{Rate of Fire} 3 or higher have a minimum Rate of Fire of 2.

\n

@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon (HW)}

\n
", + "notes": "Heavy Weapon.", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 1000, + "equippable": true, + "equipped": true, + "isVehicular": true, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "+1", + "dmgMod": "+2", + "additional": { + "slr23nl1ss": { + "name": "RoF 3 Attack", + "type": "skill", + "rof": 3, + "skillMod": "-2", + "shotsUsed": 10, + "skillOverride": "" + }, + "q3e75vog4f": { + "name": "RoF 2 Attack", + "type": "skill", + "rof": 2, + "skillMod": "-2", + "shotsUsed": 5, + "skillOverride": "" + } + } + }, + "damage": "2d10", + "range": "50/100/200", + "rof": "3", + "ap": "4", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 200000, + "flags": { + "core": { + "sourceId": "Item.ptb6tBlQQFI5z9DN" + } + }, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + } + ] + }, + { + "id": "Patrol Boat, River", + "name": "Patrol Boat, River", + "items": [ + { + "_id": "7UJmPpc549mdCmSh", + "name": "2× Linked Heavy MG (Front Front Pintle Mount)", + "type": "weapon", + "data": { + "description": "
\n

Minimum Rate of Fire: Vehicular weapons with a @Compendium[swade-core-rules.swade-rules.Rate of Fire]{Rate of Fire} 3 or higher have a minimum Rate of Fire of 2.

\n

@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon (HW)}

\n
", + "notes": "Heavy Weapon.", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 1000, + "equippable": true, + "equipped": true, + "isVehicular": true, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "+1", + "dmgMod": "+2", + "additional": { + "slr23nl1ss": { + "name": "RoF 3 Attack", + "type": "skill", + "rof": 3, + "skillMod": "-2", + "skillOverride": "", + "shotsUsed": null + }, + "q3e75vog4f": { + "name": "RoF 2 Attack", + "type": "skill", + "rof": 2, + "skillMod": "-2", + "skillOverride": "", + "shotsUsed": null + } + } + }, + "damage": "2d10", + "range": "50/100/200", + "rof": "3", + "ap": "4", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 100000, + "flags": { + "core": { + "sourceId": "Item.ptb6tBlQQFI5z9DN" + } + }, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + }, + { + "_id": "LFrUWmn3bpQ4LVv8", + "name": "2× Linked Medium MG (Left and Right)", + "type": "weapon", + "data": { + "description": "
\n

Minimum Rate of Fire: Vehicular weapons with a @Compendium[swade-core-rules.swade-rules.Rate of Fire]{Rate of Fire} 3 or higher have a minimum Rate of Fire of 2.

\n

@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon (HW)}

\n
", + "notes": "Heavy Weapon.", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 750, + "equippable": true, + "equipped": true, + "isVehicular": true, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "+1", + "dmgMod": "+2", + "additional": { + "81qhst5kyq": { + "name": "RoF 3 Attack", + "type": "skill", + "rof": 3, + "skillMod": "-2", + "skillOverride": "", + "shotsUsed": null + }, + "yjszf9r0co": { + "name": "RoF 2 Attack", + "type": "skill", + "rof": 2, + "skillMod": "-2", + "skillOverride": "", + "shotsUsed": null + } + } + }, + "damage": "2d8+1", + "range": "30/60/120", + "rof": "3", + "ap": "2", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 300000, + "flags": { + "core": { + "sourceId": "Item.FoZBJblnV90RTMBX" + } + }, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + }, + { + "_id": "fqbUNGy2HYpgNUfJ", + "name": "Heavy Machine Gun (Stern)", + "type": "weapon", + "data": { + "description": "
\n

Minimum Rate of Fire: Vehicular weapons with a @Compendium[swade-core-rules.swade-rules.Rate of Fire]{Rate of Fire} 3 or higher have a minimum Rate of Fire of 2.

\n

@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon (HW)}

\n
", + "notes": "Heavy Weapon.", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 1000, + "equippable": true, + "equipped": true, + "isVehicular": true, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "", + "dmgMod": "", + "additional": { + "slr23nl1ss": { + "name": "RoF 3 Attack", + "type": "skill", + "rof": 3, + "skillMod": "-2", + "shotsUsed": 10, + "skillOverride": "" + }, + "q3e75vog4f": { + "name": "RoF 2 Attack", + "type": "skill", + "rof": 2, + "skillMod": "-2", + "shotsUsed": 5, + "skillOverride": "" + } + } + }, + "damage": "2d10", + "range": "50/100/200", + "rof": "3", + "ap": "4", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 200000, + "flags": { + "core": { + "sourceId": "Item.ptb6tBlQQFI5z9DN" + } + }, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + } + ] + }, + { + "id": "PT Boat (WW2)", + "name": "PT Boat (WW2)", + "items": [ + { + "_id": "4v74UcGjmOzxJpEe", + "name": "50 cal MG (Front Pintle Mount)", + "type": "weapon", + "data": { + "description": "
\n

@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon}

\n
\n

Machine guns are heavy, fully automatic weapons built to withstand prolonged fire. Most are fed by belts or drums and thus have far more ammo capacity than assault rifles, despite similar calibers and rates of fire.

\n

Weapon Mount: Most machine-guns require a @Compendium[swade-core-rules.swade-equipment.Bipod/Tripod]{Bipod/Tripod} or vehicle mount to fire, which eliminates any Strength requirement and the @Compendium[swade-core-rules.swade-rules.Recoil]{Recoil} penalty. Their @Compendium[swade-core-rules.swade-rules.Minimum Strength]{Minimum Strength} is listed as “NA,” or “Not Applicable.” If a weapon has a Minimum Strength listed, it may be fired from the hip with the @Compendium[swade-core-rules.swade-rules.Snapfire]{Snapfire} and Recoil penalties.

\n

Minimum Rate of Fire: Machine-guns have a minimum @Compendium[swade-core-rules.swade-rules.Rate of Fire]{Rate of Fire} of 2 unless otherwise noted.

\n

Reloading: Machine guns are @Compendium[swade-core-rules.swade-rules.Reload]{Reload} 2, which includes changing belts or drums, cocking, etc.

\n
", + "notes": "Heavy Weapon.", + "additionalStats": {}, + "quantity": 1, + "weight": 84, + "price": 1500, + "equippable": true, + "equipped": true, + "isVehicular": true, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "", + "dmgMod": "", + "additional": { + "7r05pvxs8m": { + "name": "RoF 3 Attack", + "type": "skill", + "rof": 3, + "skillMod": "-2", + "skillOverride": "", + "shotsUsed": null + }, + "jnh5swl3sr": { + "name": "RoF 2 Attack", + "type": "skill", + "rof": 2, + "skillMod": "-2", + "skillOverride": "", + "shotsUsed": null + } + } + }, + "damage": "2d10", + "range": "50/100/200", + "rof": "3", + "ap": "4", + "minStr": "NA", + "shots": "200", + "currentShots": "0" + }, + "sort": 300000, + "flags": { + "core": { + "sourceId": "Item.NqtAGZ6BnLjRoHSC" + } + }, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + }, + { + "_id": "tdNJIhLncR6FtGaQ", + "name": "Heavy MG (Rear Pintle Mount)", + "type": "weapon", + "data": { + "description": "

Minimum Rate of Fire: Vehicular weapons with a Rate of Fire 3 or higher have a minimum Rate of Fire of 2.

", + "notes": "Heavy Weapon.", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 1000, + "equippable": true, + "equipped": false, + "isVehicular": true, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "", + "dmgMod": "", + "additional": { + "slr23nl1ss": { + "name": "RoF 3 Attack", + "type": "skill", + "rof": 3, + "skillMod": "-2", + "shotsUsed": 10 + }, + "q3e75vog4f": { + "name": "RoF 2 Attack", + "type": "skill", + "rof": 2, + "skillMod": "-2", + "shotsUsed": 5 + } + } + }, + "damage": "2d10", + "range": "50/100/200", + "rof": "3", + "ap": "4", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 200000, + "flags": { + "core": { + "sourceId": "Item.ptb6tBlQQFI5z9DN" + } + }, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + }, + { + "_id": "tTmL36kU3p8opaIL", + "name": "4× torpedo tubes (Fixed Forward)", + "type": "weapon", + "data": { + "description": "

Rocket launchers and early torpedoes are direct-fire weapons that explode on contact with their target. All the listed weapons are @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapons (HW)}.

\n

@Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Large Blast Template}

", + "notes": "LBT, Heavy Weapon.", + "additionalStats": {}, + "quantity": 1, + "weight": 3000, + "price": 500000, + "equippable": true, + "equipped": true, + "isVehicular": true, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "damage": "8d10", + "range": "300/600/1200", + "rof": "1", + "ap": "22", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 400000, + "flags": { + "core": { + "sourceId": "Item.jjkGLW2D9Gd1fkNS" + } + }, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + } + ] + }, + { + "id": "Pz IVJ", + "name": "Pz IVJ", + "items": [ + { + "_id": "2OBqmO7ExtPsCFka", + "name": "Medium Machine Gun (Front Fixed and in Turret)", + "type": "weapon", + "data": { + "description": "
\n

Minimum Rate of Fire: Vehicular weapons with a Rate of Fire 3 or higher have a minimum @Compendium[swade-core-rules.swade-rules.Rate of Fire]{Rate of Fire} of 2.

\n

@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon (HW)}

\n
", + "notes": "Heavy Weapon.", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 750, + "equippable": true, + "equipped": true, + "isVehicular": true, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "-2", + "dmgMod": "", + "additional": { + "81qhst5kyq": { + "name": "RoF 3 Attack", + "type": "skill", + "rof": 3, + "skillMod": "", + "shotsUsed": 10, + "skillOverride": "" + }, + "yjszf9r0co": { + "name": "RoF 2 Attack", + "type": "skill", + "rof": 2, + "skillMod": "", + "shotsUsed": 5, + "skillOverride": "" + } + } + }, + "damage": "2d8+1", + "range": "30/60/120", + "rof": "3", + "ap": "2", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 100000, + "flags": { + "core": { + "sourceId": "Item.FoZBJblnV90RTMBX" + } + }, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + }, + { + "_id": "QO1pqbx91oyr77CA", + "name": "75mm Tank Gun (AP Rounds) (Turret)", + "type": "weapon", + "data": { + "description": "

Tank and AT Guns: May fire either @Compendium[swade-core-rules.swade-rules.Armor Piercing (AP)]{Armor Piercing (AP)} or @Compendium[swade-core-rules.swade-rules.High Explosive (HE)]{High Explosive (HE)} rounds as the gunner chooses. AP rounds do additional damage up close. Increase the weapon’s damage dice by one when fired at half their Short Range or less (so 4d10+2 becomes 5d10+2, for example).

\n

@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon (HW)}

", + "notes": "Heavy Weapon", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 250000, + "equippable": true, + "equipped": true, + "isVehicular": true, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "", + "dmgMod": "", + "additional": { + "a7ahcucjed": { + "name": "Close Range", + "type": "damage", + "rof": "", + "skillMod": "", + "dmgOverride": "5d10", + "dmgMod": "" + } + } + }, + "damage": "4d10", + "range": "75/150/300", + "rof": "1", + "ap": "6", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 1500000, + "flags": { + "core": { + "sourceId": "Item.g5S6PiMuKUvz8rG3" + } + }, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + } + ] + }, + { + "id": "Pz VI Tiger II", + "name": "Pz VI Tiger II", + "items": [ + { + "_id": "bTZ7BXL7mbuuzw4y", + "name": "88mm Tank Gun (AP Rounds) (Turret)", + "type": "weapon", + "data": { + "description": "

Tank and AT Guns: May fire either @Compendium[swade-core-rules.swade-rules.Armor Piercing (AP)]{Armor Piercing (AP)} or @Compendium[swade-core-rules.swade-rules.High Explosive (HE)]{High Explosive (HE)} rounds as the gunner chooses. AP rounds do additional damage up close. Increase the weapon’s damage dice by one when fired at half their Short Range or less (so 4d10+2 becomes 5d10+2, for example).

\n

@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon (HW)}

", + "notes": "Heavy Weapon", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 500000, + "equippable": true, + "equipped": true, + "isVehicular": true, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "", + "dmgMod": "", + "additional": { + "gj8eb9r0ki": { + "name": "Close Range", + "type": "damage", + "rof": "", + "skillMod": "", + "dmgOverride": "5d10+1", + "dmgMod": "" + } + } + }, + "damage": "4d10+1", + "range": "100/200/400", + "rof": "1", + "ap": "16", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 1900000, + "flags": { + "core": { + "sourceId": "Item.XUZVMHugvTP5AaJz" + } + }, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + }, + { + "_id": "tLd4094TVYknQTt3", + "name": "Medium Machine Gun (Front Fixed and in Turret)", + "type": "weapon", + "data": { + "description": "

Minimum Rate of Fire: Vehicular weapons with a Rate of Fire 3 or higher have a minimum Rate of Fire of 2.

\n

@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon (HW)}

", + "notes": "Heavy Weapon.", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 750, + "equippable": true, + "equipped": true, + "isVehicular": true, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "-2", + "dmgMod": "", + "additional": { + "81qhst5kyq": { + "name": "RoF 3 Attack", + "type": "skill", + "rof": 3, + "skillMod": "", + "shotsUsed": 10, + "skillOverride": "" + }, + "yjszf9r0co": { + "name": "RoF 2 Attack", + "type": "skill", + "rof": 2, + "skillMod": "", + "shotsUsed": 5, + "skillOverride": "" + } + } + }, + "damage": "2d8+1", + "range": "30/60/120", + "rof": "3", + "ap": "2", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 100000, + "flags": { + "core": { + "sourceId": "Item.FoZBJblnV90RTMBX" + } + }, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + } + ] + }, + { + "id": "Rowboat", + "name": "Rowboat", + "items": [] + }, + { + "id": "Semi-Truck", + "name": "Semi-Truck", + "items": [] + }, + { + "id": "Small Yacht", + "name": "Small Yacht", + "items": [] + }, + { + "id": "Space Shuttle", + "name": "Space Shuttle", + "items": [] + }, + { + "id": "Speed Boat", + "name": "Speed Boat", + "items": [] + }, + { + "id": "Spitfire Mk IIA", + "name": "Spitfire Mk IIA", + "items": [ + { + "_id": "Et0TUJzkbZVncwAq", + "name": "4× Linked Medium MG (Fixed Front)", + "type": "weapon", + "data": { + "description": "
\n

Minimum Rate of Fire: Vehicular weapons with a @Compendium[swade-core-rules.swade-rules.Rate of Fire]{Rate of Fire} 3 or higher have a minimum Rate of Fire of 2.

\n

@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon (HW)}

\n
", + "notes": "Heavy Weapon.", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 750, + "equippable": true, + "equipped": true, + "isVehicular": true, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "+2", + "dmgMod": "+4", + "additional": { + "81qhst5kyq": { + "name": "RoF 3 Attack", + "type": "skill", + "rof": 3, + "skillMod": "-2", + "skillOverride": "", + "shotsUsed": null + }, + "yjszf9r0co": { + "name": "RoF 2 Attack", + "type": "skill", + "rof": 2, + "skillMod": "-2", + "skillOverride": "", + "shotsUsed": null + } + } + }, + "damage": "2d8+1", + "range": "30/60/120", + "rof": "3", + "ap": "2", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 300000, + "flags": { + "core": { + "sourceId": "Item.FoZBJblnV90RTMBX" + } + }, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + }, + { + "_id": "dlbJt1xpqgODvQ77", + "name": "4× Linked Medium MG (Fixed Front)", + "type": "weapon", + "data": { + "description": "
\n

Minimum Rate of Fire: Vehicular weapons with a @Compendium[swade-core-rules.swade-rules.Rate of Fire]{Rate of Fire} 3 or higher have a minimum Rate of Fire of 2.

\n

@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon (HW)}

\n
", + "notes": "Heavy Weapon.", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 750, + "equippable": true, + "equipped": true, + "isVehicular": true, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "+2", + "dmgMod": "+4", + "additional": { + "81qhst5kyq": { + "name": "RoF 3 Attack", + "type": "skill", + "rof": 3, + "skillMod": "-2", + "shotsUsed": 10, + "skillOverride": "" + }, + "yjszf9r0co": { + "name": "RoF 2 Attack", + "type": "skill", + "rof": 2, + "skillMod": "-2", + "shotsUsed": 5, + "skillOverride": "" + } + } + }, + "damage": "2d8+1", + "range": "30/60/120", + "rof": "3", + "ap": "2", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 300000, + "flags": { + "core": { + "sourceId": "Item.FoZBJblnV90RTMBX" + } + }, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + } + ] + }, + { + "id": "Sports Car", + "name": "Sports Car", + "items": [] + }, + { + "id": "Sports Utility Vehicle", + "name": "Sports Utility Vehicle", + "items": [] + }, + { + "id": "Street Bike", + "name": "Street Bike", + "items": [] + }, + { + "id": "SU-27", + "name": "SU-27", + "items": [ + { + "_id": "DMVzHDZh1Lg6Tbfp", + "name": "30mm Cannon (Fixed Front)", + "type": "weapon", + "data": { + "description": "
\n

Minimum Rate of Fire: Vehicular weapons with a Rate of Fire 3 or higher have a minimum @Compendium[swade-core-rules.swade-rules.Rate of Fire]{Rate of Fire} of 2.

\n
", + "notes": "Heavy Weapon", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 200000, + "equippable": true, + "equipped": true, + "isVehicular": true, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "-2", + "dmgMod": "", + "additional": { + "i4ht7b587x": { + "name": "RoF 3 Attack", + "type": "skill", + "rof": 3, + "skillMod": "", + "shotsUsed": 10, + "skillOverride": "" + }, + "obyryv42xo": { + "name": "RoF 2 Attack", + "type": "skill", + "rof": 2, + "skillMod": "", + "shotsUsed": 5, + "skillOverride": "" + } + } + }, + "damage": "3d8", + "range": "50/100/200", + "rof": "3", + "ap": "6", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 600000, + "flags": { + "core": { + "sourceId": "Item.RjT9GV5lxrTNrKHf" + } + }, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + }, + { + "_id": "u9DHb70boP2rn4kI", + "name": "Sidewinder Missiles (Soviet equivalent)", + "type": "weapon", + "data": { + "description": "
\n

@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon}. A short range, heat-seeking missile fired from an aircraft. @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Small Blast Template}.

\n
\n

Unless otherwise noted, missiles must “lock” onto their targets before they can be fired. This action is an opposed @Compendium[swade-core-rules.swade-skills.Electronics]{Electronics} roll versus the target’s maneuvering skill (@Compendium[swade-core-rules.swade-skills.Boating]{Boating}, @Compendium[swade-core-rules.swade-skills.Driving]{Driving}, or @Compendium[swade-core-rules.swade-skills.Piloting]{Piloting}, as appropriate). Success gives the attacker a “short” lock and allows him to fire up to half the missiles his particular craft can fire at once. A raise is a more solid lock and allows him to fire all of them.

\n

The enemy attempts to evade each missile separately by making a maneuvering roll at −4 (or −2 if the target has substantial cover to hide behind—such as asteroids, skyscrapers, canyon walls, or even large enemy ships. A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} means the craft goes @Compendium[swade-core-rules.swade-tables.Out of Control]{Out of Control}.

\n

Anti-Missile Systems: Warships and futuristic space vessels often have “point defense” systems to shoot down incoming missiles. Operators must be on @Compendium[swade-core-rules.swade-rules.Hold]{Hold} to shoot down missiles; automated systems attack automatically. The system grants a single @Compendium[swade-core-rules.swade-skills.Shooting]{Shooting} roll per missile at Short @Compendium[swade-core-rules.swade-rules.Range]{Range} and any other relevant modifiers (including @Compendium[swade-core-rules.swade-rules.Speed]{Speed}—missiles move at Mach 1, a −6 penalty, unless otherwise noted). Unless otherwise noted, missiles are objects with a @Compendium[swade-core-rules.swade-rules.Breaking Things]{Toughness} of 8 (2).

\n
", + "notes": "Heavy Weapon. A short range, heat-seeking missile fired from an aircraft.", + "additionalStats": {}, + "quantity": 4, + "weight": 188, + "price": 600000, + "equippable": true, + "equipped": true, + "isVehicular": true, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "damage": "4d8", + "range": "100/200/400", + "rof": "0", + "ap": "6", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 500000, + "flags": { + "core": { + "sourceId": "Item.wK7uLtEo5OV0ruSt" + } + }, + "img": "modules/swade-core-rules/assets/art/equipment/weapons/missile-sidewinder-aim9.webp", + "effects": [] + } + ] + }, + { + "id": "T-34/76", + "name": "T-34/76", + "items": [ + { + "_id": "izqnBfepu5r5upwN", + "name": "76mm Tank Gun (AP Rounds) (Turret)", + "type": "weapon", + "data": { + "description": "

Tank and AT Guns: May fire either @Compendium[swade-core-rules.swade-rules.Armor Piercing (AP)]{Armor Piercing (AP)} or @Compendium[swade-core-rules.swade-rules.High Explosive (HE)]{High Explosive (HE)} rounds as the gunner chooses. AP rounds do additional damage up close. Increase the weapon’s damage dice by one when fired at half their Short Range or less (so 4d10+2 becomes 5d10+2, for example).

\n

@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon (HW)}

", + "notes": "Heavy Weapon.", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 300000, + "equippable": true, + "equipped": true, + "isVehicular": true, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "", + "dmgMod": "", + "additional": { + "deh7sce7my": { + "name": "Close Range", + "type": "damage", + "rof": "", + "skillMod": "", + "dmgOverride": "5d10", + "dmgMod": "" + } + } + }, + "damage": "4d10", + "range": "75/150/300", + "rof": "1", + "ap": "10", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 1700000, + "flags": { + "core": { + "sourceId": "Item.S9CfQb5pl0JmS9rH" + } + }, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + }, + { + "_id": "fI9uqqLwaczVWR4r", + "name": "Medium Machine Gun (Front Fixed and in Turret)", + "type": "weapon", + "data": { + "description": "
\n

Minimum Rate of Fire: Vehicular weapons with a @Compendium[swade-core-rules.swade-rules.Rate of Fire]{Rate of Fire} 3 or higher have a minimum Rate of Fire of 2.

\n

@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon (HW)}

\n
", + "notes": "Heavy Weapon.", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 750, + "equippable": true, + "equipped": true, + "isVehicular": true, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "-2", + "dmgMod": "", + "additional": { + "81qhst5kyq": { + "name": "RoF 3 Attack", + "type": "skill", + "rof": 3, + "skillMod": "", + "shotsUsed": 10, + "skillOverride": "" + }, + "yjszf9r0co": { + "name": "RoF 2 Attack", + "type": "skill", + "rof": 2, + "skillMod": "", + "shotsUsed": 5, + "skillOverride": "" + } + } + }, + "damage": "2d8+1", + "range": "30/60/120", + "rof": "3", + "ap": "2", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 100000, + "flags": { + "core": { + "sourceId": "Item.FoZBJblnV90RTMBX" + } + }, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + } + ] + }, + { + "id": "T-72 MBT", + "name": "T-72 MBT", + "items": [ + { + "_id": "SPjWzVjoyXetiGzF", + "name": "125mm Tank Gun (AP Rounds)", + "type": "weapon", + "data": { + "description": "
\n

Tank and AT Guns: May fire either @Compendium[swade-core-rules.swade-rules.Armor Piercing (AP)]{Armor Piercing (AP)} or @Compendium[swade-core-rules.swade-rules.High Explosive (HE)]{High Explosive (HE)} rounds as the gunner chooses. AP rounds do additional damage up close. Increase the weapon’s damage dice by one when fired at half their Short @Compendium[swade-core-rules.swade-rules.Range]{Range} or less (so 4d10+2 becomes 5d10+2, for example).

\n

@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon (HW)} 

\n
", + "notes": "Heavy Weapon.", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 1000000, + "equippable": true, + "equipped": true, + "isVehicular": true, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "", + "dmgMod": "", + "additional": { + "wbhu8yehva": { + "name": "Close Range AP", + "type": "damage", + "rof": "", + "skillMod": "", + "dmgOverride": "6d10", + "dmgMod": "" + } + } + }, + "damage": "5d10", + "range": "100/200/400", + "rof": "1", + "ap": "30", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 2300000, + "flags": { + "core": { + "sourceId": "Item.efML2SNloWOckhxF" + }, + "cf": { + "id": "temp_zxavjpvt25l", + "path": "Equipment#/CF_SEP/Special Weapons#/CF_SEP/Vehicular Weapons", + "color": "#000000" + } + }, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + }, + { + "_id": "xW0FNYteTDslG9g1", + "name": "Medium Machine Gun (In Turret)", + "type": "weapon", + "data": { + "description": "
\n

Minimum Rate of Fire: Vehicular weapons with a Rate of Fire 3 or higher have a minimum @Compendium[swade-core-rules.swade-rules.Rate of Fire]{Rate of Fire} of 2.

\n

@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon (HW)}

\n
", + "notes": "Heavy Weapon.", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 750, + "equippable": true, + "equipped": true, + "isVehicular": true, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "-2", + "dmgMod": "", + "additional": { + "81qhst5kyq": { + "name": "RoF 3 Attack", + "type": "skill", + "rof": 3, + "skillMod": "", + "skillOverride": "", + "shotsUsed": null + }, + "yjszf9r0co": { + "name": "RoF 2 Attack", + "type": "skill", + "rof": 2, + "skillMod": "", + "skillOverride": "", + "shotsUsed": null + } + } + }, + "damage": "2d8+1", + "range": "30/60/120", + "rof": "3", + "ap": "2", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 100000, + "flags": { + "core": { + "sourceId": "Item.FoZBJblnV90RTMBX" + } + }, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + }, + { + "_id": "dkO6ixIyKRsiSTOB", + "name": "Heavy Machine Gun (Pintle Mount on Turret)", + "type": "weapon", + "data": { + "description": "
\n

Minimum Rate of Fire: Vehicular weapons with a Rate of Fire 3 or higher have a minimum @Compendium[swade-core-rules.swade-rules.Rate of Fire]{Rate of Fire} of 2.

\n

@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon (HW)}

\n
", + "notes": "Heavy Weapon.", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 1000, + "equippable": true, + "equipped": true, + "isVehicular": true, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "-2", + "dmgMod": "", + "additional": { + "slr23nl1ss": { + "name": "RoF 3 Attack", + "type": "skill", + "rof": 3, + "skillMod": "", + "shotsUsed": 10, + "skillOverride": "" + }, + "q3e75vog4f": { + "name": "RoF 2 Attack", + "type": "skill", + "rof": 2, + "skillMod": "", + "shotsUsed": 5, + "skillOverride": "" + } + } + }, + "damage": "2d10", + "range": "50/100/200", + "rof": "3", + "ap": "4", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 200000, + "flags": { + "core": { + "sourceId": "Item.ptb6tBlQQFI5z9DN" + } + }, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + } + ] + }, + { + "id": "T80 MBT", + "name": "T80 MBT", + "items": [ + { + "_id": "8UZ7FALmttsECSoR", + "name": "125mm Tank Gun (AP Rounds) (Improved Stabilizer)", + "type": "weapon", + "data": { + "description": "

Tank and AT Guns: @Compendium[swade-core-rules.swade-rules.Armor Piercing (AP)]{Armor Piercing (AP)} rounds do additional damage up close. Increase the weapon’s damage dice by one when fired at half their Short Range or less (so 4d10+2 becomes 5d10+2, for example).

\n

@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon (HW)}

", + "notes": "Heavy Weapon.", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 1000000, + "equippable": true, + "equipped": true, + "isVehicular": true, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "", + "dmgMod": "", + "additional": { + "wbhu8yehva": { + "name": "Close Range AP", + "type": "damage", + "rof": "", + "skillMod": "", + "dmgOverride": "6d10", + "dmgMod": "" + } + } + }, + "damage": "5d10", + "range": "100/200/400", + "rof": "1", + "ap": "30", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 2300000, + "flags": { + "core": { + "sourceId": "Item.efML2SNloWOckhxF" + } + }, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + }, + { + "_id": "vO5OqdqKZpD1Ay2k", + "name": "Med. Machine Gun (In Turret)", + "type": "weapon", + "data": { + "description": "

Minimum Rate of Fire: Vehicular weapons with a Rate of Fire 3 or higher have a minimum Rate of Fire of 2.

", + "notes": "Heavy Weapon.", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 750, + "equippable": true, + "equipped": false, + "isVehicular": true, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "-2", + "dmgMod": "", + "additional": { + "81qhst5kyq": { + "name": "RoF 3 Attack", + "type": "skill", + "rof": "3", + "skillMod": "" + }, + "yjszf9r0co": { + "name": "RoF 2 Attack", + "type": "skill", + "rof": "2", + "skillMod": "" + } + } + }, + "damage": "2d8+1", + "range": "30/60/120", + "rof": "3", + "ap": "2", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 100000, + "flags": { + "core": { + "sourceId": "Item.FoZBJblnV90RTMBX" + } + }, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + }, + { + "_id": "pJXPzaiI1Pbcm4Va", + "name": "Heavy Machine Gun (Pintle Mount on Turret)", + "type": "weapon", + "data": { + "description": "

Minimum Rate of Fire: Vehicular weapons with a Rate of Fire 3 or higher have a minimum Rate of Fire of 2.

\n

@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon (HW)}

", + "notes": "Heavy Weapon.", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 1000, + "equippable": true, + "equipped": true, + "isVehicular": true, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "-2", + "dmgMod": "", + "additional": { + "slr23nl1ss": { + "name": "RoF 3 Attack", + "type": "skill", + "rof": 3, + "skillMod": "", + "shotsUsed": 10, + "skillOverride": "" + }, + "q3e75vog4f": { + "name": "RoF 2 Attack", + "type": "skill", + "rof": 2, + "skillMod": "", + "shotsUsed": 5, + "skillOverride": "" + } + } + }, + "damage": "2d10", + "range": "50/100/200", + "rof": "3", + "ap": "4", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 200000, + "flags": { + "core": { + "sourceId": "Item.ptb6tBlQQFI5z9DN" + } + }, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + } + ] + }, + { + "id": "UH-1 (Huey)", + "name": "UH-1 (Huey)", + "items": [ + { + "_id": "aEhMXhg93IU380Cp", + "name": "Medium MG (Fixed Left or Right)", + "type": "weapon", + "data": { + "description": "
\n

Minimum Rate of Fire: Vehicular weapons with a Rate of Fire 3 or higher have a minimum @Compendium[swade-core-rules.swade-rules.Rate of Fire]{Rate of Fire} of 2.

\n

@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon (HW)}

\n
", + "notes": "Heavy Weapon.", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 750, + "equippable": true, + "equipped": true, + "isVehicular": true, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "", + "dmgMod": "", + "additional": { + "81qhst5kyq": { + "name": "RoF 3 Attack", + "type": "skill", + "rof": 3, + "skillMod": "-2", + "shotsUsed": 10, + "skillOverride": "" + }, + "yjszf9r0co": { + "name": "RoF 2 Attack", + "type": "skill", + "rof": 2, + "skillMod": "-2", + "shotsUsed": 5, + "skillOverride": "" + } + } + }, + "damage": "2d8+1", + "range": "30/60/120", + "rof": "3", + "ap": "2", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 100000, + "flags": { + "core": { + "sourceId": "Item.FoZBJblnV90RTMBX" + } + }, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + } + ] + } + ] +} \ No newline at end of file