forked from public/swade-fr-content
Ajout capactites
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module/compendiums/swade-core-rules.swade-specialabilities.json
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module/compendiums/swade-core-rules.swade-specialabilities.json
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{
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"label": "SWADE Special Abilities",
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"entries": [
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{
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"id": "#[CF_tempEntity]",
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"name": "#[CF_tempEntity]",
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"description": "",
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"description_full": ""
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},
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{
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"id": "Aquatic",
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"name": "Aquatic",
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"description_full": "<div class=\"swade-core\">\n<ul>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Aquatic)]{Aquatic}:</strong> @Compendium[swade-core-rules.swade-rules.Movement]{Pace} 5.</li>\n</ul>\n</div>"
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},
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{
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"id": "Burrow",
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"name": "Burrow",
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"description_full": "<div class=\"swade-core\">\n<ul>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Burrow)]{Burrow} (20″):</strong> Giant worms tunnel through the ground, blocked only by solid bedrock.</li>\n</ul>\n</div>"
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},
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{
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"id": "Change Form",
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"name": "Change Form",
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"description_full": "<div class=\"swade-core\">\n<ul>\n<li><strong>Change Form:</strong> As an action, a vampire can change into a wolf or bat with a @Compendium[swade-core-rules.swade-rules.Traits]{Smarts} roll at −2. Changing back into humanoid form requires a @Compendium[swade-core-rules.swade-rules.Traits]{Smarts} roll.</li>\n</ul>\n</div>"
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},
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{
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"id": "Charm",
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"name": "Charm",
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"description_full": "<div class=\"swade-core\">\n<ul>\n<li><strong>Charm:</strong> Vampires can use the <em>@Compendium[swade-core-rules.swade-powers.Puppet]{puppet}</em> power on those attracted to them (GM’s call) using their @Compendium[swade-core-rules.swade-rules.Traits]{Smarts} as their @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{arcane skill}. They can cast and maintain the power indefinitely, but may only affect one target at a time.</li>\n</ul>\n</div>"
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},
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{
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"id": "Children of the Night",
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"name": "Children of the Night",
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"description_full": "<div class=\"swade-core\">\n<ul>\n<li><strong>Children of the Night:</strong> Ancient vampires have the ability to summon and control wolves or rats. This requires an action and a @Compendium[swade-core-rules.swade-rules.Traits]{Smarts} roll at −2. If successful, [[1d6]] # Wolves summoned wolves or [[1d6]] # Swarms of rats summoned swarms of rats (see @Compendium[swade-core-rules.swade-bestiary.Swarm]{Swarm}) come from the surrounding wilds in [[1d6+2]] # Rounds until summoned rounds.</li>\n</ul>\n</div>"
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},
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{
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"id": "Constrict",
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"name": "Constrict",
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"description_full": "<div class=\"swade-core\">\n<ul>\n<li><strong>Constrict: </strong>+2 to @Compendium[swade-core-rules.swade-rules.Traits]{Athletics} and @Compendium[swade-core-rules.swade-rules.Traits]{Strength} rolls made to @Compendium[swade-core-rules.swade-rules.Grappling]{grapple}.</li>\n</ul>\n</div>"
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},
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{
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"id": "Construct",
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"name": "Construct",
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"description_full": "<div class=\"swade-core\">\n<ul>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Construct)]{Construct}:</strong> +2 to recover from being @Compendium[swade-core-rules.swade-rules.Damage Effects]{Shaken}; ignores 1 point of Wound penalties; does not breathe or suffer from @Compendium[swade-core-rules.swade-rules.Disease]{disease} or @Compendium[swade-core-rules.swade-rules.Poison]{poison}.</li>\n</ul>\n</div>"
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},
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{
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"id": "Elemental",
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"name": "Elemental",
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"description_full": "<div class=\"swade-core\">\n<ul>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Elemental)]{Elemental}: </strong>No additional damage from @Compendium[swade-core-rules.swade-rules.Called Shots]{Called Shots}, ignores 1 point of Wound penalties, doesn’t breathe, immune to @Compendium[swade-core-rules.swade-rules.Disease]{disease} and @Compendium[swade-core-rules.swade-rules.Poison]{poison}.</li>\n</ul>\n</div>"
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},
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{
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"id": "Ethereal",
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"name": "Ethereal",
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"description_full": "<div class=\"swade-core\">\n<ul>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Ethereal)]{Ethereal}:</strong> Ghosts can become invisible and immaterial at will and can only be harmed by magical attacks.</li>\n</ul>\n</div>"
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},
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{
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"id": "Fast Regeneration",
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"name": "Fast Regeneration",
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"description_full": "<div class=\"swade-core\">\n<ul>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Regeneration)]{Fast Regeneration}:</strong> Some creatures heal quickly and may attempt a @Compendium[swade-core-rules.swade-rules.Healing]{natural healing} roll every round, even if @Compendium[swade-core-rules.swade-rules.Damage Effects]{Incapacitated,} unless their @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wounds} were caused by fire or flame or they’re put to the torch afterward.</li>\n</ul>\n</div>"
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},
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{
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"id": "Fear",
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"name": "Fear",
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"description_full": "<div class=\"swade-core\">\n<ul>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Fear)]{Fear}:</strong> Anyone who sees this terror must make a Fear check.</li>\n</ul>\n</div>"
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},
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{
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"id": "Fear (-2)",
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"name": "Fear (-2)",
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"description_full": "<div class=\"swade-core\">\n<ul>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Fear)]{Fear} (−2):</strong> Anyone who sees this horror must make a Fear check at −2.</li>\n</ul>\n</div>"
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},
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{
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"id": "Fearless",
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"name": "Fearless",
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"description_full": "<div class=\"swade-core\">\n<ul>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Fearless)]{Fearless}:</strong> Immune to @Compendium[swade-core-rules.swade-rules.Fear]{Fear} and @Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation}, but may be smart enough to react to fear-causing situations aptly.</li>\n</ul>\n</div>"
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},
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{
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"id": "Flight",
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"name": "Flight",
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"description_full": "<div class=\"swade-core\">\n<ul>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Flight)]{Flight}:</strong> Flying Pace of 24″.</li>\n</ul>\n</div>"
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},
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{
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"id": "Gaseous Form",
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"name": "Gaseous Form",
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"description_full": "<div class=\"swade-core\">\n<ul>\n<li><strong>Gaseous Form:</strong> Can maneuver through any non-solid surface, pass through cracks in doors or windows, bubble through water, etc.</li>\n</ul>\n</div>"
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},
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{
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"id": "Hardy",
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"name": "Hardy",
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"description_full": "<div class=\"swade-core\">\n<ul>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Hardy)]{Hardy}:</strong> The creature does not suffer a Wound from being @Compendium[swade-core-rules.swade-rules.Damage Effects]{Shaken} twice.</li>\n</ul>\n</div>"
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},
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{
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"id": "Immunity",
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"name": "Immunity",
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"description_full": "<div class=\"swade-core\">\n<ul>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Immunity)]{Immunity}:</strong> Immune to water-based attacks.</li>\n</ul>\n</div>"
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},
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{
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"id": "Infection",
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"name": "Infection",
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"description_full": "<div class=\"swade-core\">\n<ul>\n<li><strong>Infection:</strong> Anyone slain by a were­wolf has a 50% chance of rising as a werewolf themselves. The character involuntarily transforms every full moon. He gains control of his lycanthropy only after [[/sr 1d6 # Years after which the character gains control of lycanthropy]] years as a werewolf.</li>\n</ul>\n</div>"
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},
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{
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"id": "Infravision",
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"name": "Infravision",
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"description_full": "<div class=\"swade-core\">\n<ul>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Infravision)]{Infravision}</strong> Halve penalties for Illumination when attacking warm targets.</li>\n</ul>\n</div>"
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},
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{
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"id": "Invulnerability",
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"name": "Invulnerability",
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"description_full": "<div class=\"swade-core\">\n<ul>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Invulnerability)]{Invulnerability}:</strong> Immune to non-magical attacks.</li>\n</ul>\n</div>"
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},
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{
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"id": "Low Light Vision",
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"name": "Low Light Vision",
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"description_full": "<div class=\"swade-core\">\n<ul>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Low Light Vision)]{Low Light Vision}:</strong> Ignore penalties for Dim and Dark @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination}.</li>\n</ul>\n</div>"
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},
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{
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"id": "Mist",
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"name": "Mist",
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"description_full": "<div class=\"swade-core\">\n<ul>\n<li><strong>Mist:</strong> Ancient vampires have the ability to turn into mist. Doing so (or returning to human form) requires an action and a @Compendium[swade-core-rules.swade-rules.Traits]{Smarts} roll at −2.</li>\n</ul>\n</div>"
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},
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{
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"id": "Night Vision",
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"name": "Night Vision",
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"description_full": "<div class=\"swade-core\">\n<ul>\n<li><strong>Night Vision:</strong> Sensor packages ignore penalties for @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination}.</li>\n</ul>\n</div>"
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},
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{
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"id": "Ornery",
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"name": "Ornery",
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"description_full": "<div class=\"swade-core\">\n<ul>\n<li><strong>Ornery:</strong> Mules are contrary creatures. Characters must subtract 1 from their @Compendium[swade-core-rules.swade-skills.Riding]{Riding} rolls when riding them.</li>\n</ul>\n</div>"
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},
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{
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"id": "Poison",
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"name": "Poison",
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"description_full": "<div class=\"swade-core\">\n<ul>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Poison)]{Poison}: </strong> The GM chooses what kind of @Compendium[swade-core-rules.swade-rules.Poison]{poison} the viper injects.</li>\n</ul>\n</div>"
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},
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{
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"id": "Poison (-4)",
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"name": "Poison (-4)",
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"description_full": "<div class=\"swade-core\">\n<ul>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Poison)]{Poison} (−4):</strong> Usually @Compendium[swade-core-rules.swade-rules.Poison]{Mild} or @Compendium[swade-core-rules.swade-rules.Poison]{Lethal}.</li>\n</ul>\n</div>"
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},
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{
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"id": "Resilient",
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"name": "Resilient",
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"description_full": "<div class=\"swade-core\">\n<ul>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Resilient or Very Resilient)]{Resilient}:</strong> Some creatures can take one Wound before they’re Incapacitated.</li>\n</ul>\n</div>"
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},
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{
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"id": "Seep",
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"name": "Seep",
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"description_full": "<div class=\"swade-core\">\n<ul>\n<li><strong>Seep:</strong> Can squeeze through any porous gap as if it were @Compendium[swade-core-rules.swade-rules.Movement]{Difficult Ground}.</li>\n</ul>\n</div>"
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},
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{
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"id": "Sire",
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"name": "Sire",
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"description_full": "<div class=\"swade-core\">\n<ul>\n<li><strong>Sire: </strong>Anyone slain by a vampire has a 50% chance of rising as a vampire in [[/r 1d4]] days.</li>\n</ul>\n</div>"
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},
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{
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"id": "Speed",
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"name": "Speed",
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"description_full": "<div class=\"swade-core\">\n<ul>\n<li><strong>Speed:</strong> d10 @Compendium[swade-core-rules.swade-rules.Movement]{running die}.</li>\n</ul>\n</div>"
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},
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{
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"id": "Split",
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"name": "Split",
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"description_full": "<div class=\"swade-core\">\n<ul>\n<li><strong>Split: </strong>Some swarms split into two smaller swarms when @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wounded} (GM’s call). Reduce the @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Blast Template} one size after a @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wound}; Small swarms are destroyed.</li>\n</ul>\n</div>"
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},
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{
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"id": "Swarm",
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"name": "Swarm",
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"description_full": "<div class=\"swade-core\">\n<ul>\n<li><strong>Swarm: </strong>+2 to recover from being @Compendium[swade-core-rules.swade-rules.Damage Effects]{Shaken}, @Compendium[swade-core-rules.swade-rules.Characters]{Parry} +2. Swarms are composed of many small creatures, so cutting and piercing weapons do no real damage. @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Area effect attacks} work normally, and a character can stomp to inflict his damage in @Compendium[swade-core-rules.swade-rules.Traits]{Strength} each round. Some swarms (bees, hornets, birds) may be foiled by total immersion in water.</li>\n</ul>\n</div>"
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},
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{
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"id": "Swat",
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"name": "Swat",
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"description_full": "<div class=\"swade-core\">\n<ul>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Swat)]{Swat}:</strong> Dragons ignore up to 4 points of @Compendium[swade-core-rules.swade-rules.Size and Scale]{Scale} penalties when attacking with their claws.</li>\n</ul>\n</div>"
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},
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{
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"id": "Undead",
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"name": "Undead",
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"description_full": "<div class=\"swade-core\">\n<ul>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Undead)]{Undead}:</strong> +2 Toughness; +2 to recover from being @Compendium[swade-core-rules.swade-rules.Damage Effects]{Shaken}; no additional damage from @Compendium[swade-core-rules.swade-rules.Called Shots]{Called Shots}; ignores 1 point of Wound penalties; doesn’t breathe; immune to @Compendium[swade-core-rules.swade-rules.Disease]{disease} and @Compendium[swade-core-rules.swade-rules.Poison]{poison}.</li>\n</ul>\n</div>"
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},
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{
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"id": "Wall Walker",
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"name": "Wall Walker",
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"description_full": "<div class=\"swade-core\">\n<ul>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Wall Walker)]{Wall Walker}:</strong>The creatures move at their full @Compendium[swade-core-rules.swade-rules.Movement]{Pace} on walls and ceilings! Creepy!</li>\n</ul>\n</div>"
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},
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{
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"id": "Weakness",
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"name": "Weakness",
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"description_full": "<div class=\"swade-core\">\n<ul>\n<li><strong>Weakness (Invitation Only): </strong>Vampires cannot enter a private dwelling without being invited. They may enter public domains as they please.</li>\n</ul>\n</div>"
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},
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{
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"id": "Zombie",
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"name": "Zombie",
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"description_full": "<div class=\"swade-core\">\n<ul>\n<li><strong>Zombie:</strong> Liches are necromancers first and foremost. The undead they raise through the <em>@Compendium[swade-core-rules.swade-powers.Zombie]{zombie}</em> spell are permanent, and they may raise @Compendium[swade-core-rules.swade-bestiary.Skeleton]{skeletons} just like @Compendium[swade-core-rules.swade-bestiary.Zombie]{zombies} as they choose. Some liches have built up entire armies of the undead at their disposal.</li>\n</ul>\n</div>"
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}
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]
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}
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