swade-fr-content-neoflip/module/compendiums/swade-core-rules.swade-bestiary.json
2021-03-15 09:22:27 +01:00

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{
"label": "SWADE Bestiaire",
"entries": [
{
"id": "Alligator/Crocodile",
"name": "Alligator/Crocodile",
"description": "<div class=\"swade-core\">\n<p>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.</p>\n<p><strong>Special Abilities:</strong></p>\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<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Size)]{Size} 1:</strong> Common gators are about 6 to 7&prime; long, thick, heavy, and weigh just under 500 lbs.</li>\n</ul>\n</div>",
"items": [
{
"_id": "yu8mQgz9LsE64YCd",
"name": "Armor +2",
"type": "armor",
"data": {
"description": "<div class=\"swade-core\">\n<p>Thick skin.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>See @Compendium[swade-core-rules.swade-rules.Special Ability (Bite)]{Bite}.</p>\n<p><strong>Rollover:</strong>&nbsp;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.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>Fighting covers all hand-to-hand (melee) attacks, whether it&rsquo;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.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>If a character doesn&rsquo;t have a skill for an action he&rsquo;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.</p>\n<p>The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>Athletics combines an individual&rsquo;s coordin&shy;ation 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}.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>Notice is a hero&rsquo;s general awareness and alertness. It&rsquo;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.</p>\n<p>@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information&mdash;the character hears movement in the forest, smells distant smoke, or senses someone isn&rsquo;t being completely truthful.</p>\n<p>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.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>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&rsquo;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.</p>\n<p>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.</p>\n<p>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&rsquo;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 (&minus;4). Don&rsquo;t apply the same modifier to both rolls, however. If Stealth is at &minus;2 for the leaves, don&rsquo;t give Notice a +2 for them as well.</p>\n<p><strong>Sneak Attack: </strong> Sneaking up close enough to make a melee attack <em>always</em> requires an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} Stealth roll versus the target&rsquo;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&rsquo;s turn ends. With a raise, the attacker has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} instead.</p>\n<p><strong>Movement:</strong> 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.</p>\n<p>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&rsquo;re trying to quietly walk the path through a dark forest without alerting the creatures that live there.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>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.</p>\n<strong>Special Abilities:</strong>\n<ul>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Size)]{Size} 2:</strong> These creatures can stand up to 8&prime; tall and weigh over 1,000 pounds.</li>\n</ul>\n</div>",
"items": [
{
"_id": "T1ifBDtX5PnYfPri",
"name": "Bite/Claws",
"type": "weapon",
"data": {
"description": "<div class=\"swade-core\">\n<p>See @Compendium[swade-core-rules.swade-rules.Special Ability (Bite)]{Bite} and @Compendium[swade-core-rules.swade-rules.Special Ability (Claws)]{Claws}.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p><span class=\"fontstyle0\">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. </span></p>\n<p><span class=\"fontstyle0\">Finally, Brutes increase the&nbsp;</span>@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&rsquo;s Range is 3/6/12, for example, a Brute&rsquo;s Range is 4/8/16.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>Athletics combines an individual&rsquo;s coordin&shy;ation 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}.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>Fighting covers all hand-to-hand (melee) attacks, whether it&rsquo;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.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>Notice is a hero&rsquo;s general awareness and alertness. It&rsquo;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.</p>\n<p>@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information&mdash;the character hears movement in the forest, smells distant smoke, or senses someone isn&rsquo;t being completely truthful.</p>\n<p>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.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>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&rsquo;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.</p>\n<p>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.</p>\n<p>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&rsquo;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 (&minus;4). Don&rsquo;t apply the same modifier to both rolls, however. If Stealth is at &minus;2 for the leaves, don&rsquo;t give Notice a +2 for them as well.</p>\n<p><strong>Sneak Attack: </strong> Sneaking up close enough to make a melee attack <em>always</em> requires an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} Stealth roll versus the target&rsquo;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&rsquo;s turn ends. With a raise, the attacker has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} instead.</p>\n<p><strong>Movement:</strong> 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.</p>\n<p>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&rsquo;re trying to quietly walk the path through a dark forest without alerting the creatures that live there.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>If a character doesn&rsquo;t have a skill for an action he&rsquo;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.</p>\n<p>The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>Bulls are usually only aggressive toward humans when enraged. Of course, if you&rsquo;re looking up the statistics here, it&rsquo;s probably already seeing red.</p>\n<p><strong>Special Abilities:</strong></p>\n<ul>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Size)]{Size} 3:</strong> Most bulls weigh just under a ton.</li>\n</ul>\n<p>&nbsp;</p>\n</div>",
"items": [
{
"_id": "eFPydHVL44FLxEW1",
"name": "Horns",
"type": "weapon",
"data": {
"description": "<p>No description or reference provided.</p>",
"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": "<div class=\"swade-core\">\n<p>Athletics combines an individual&rsquo;s coordin&shy;ation 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}.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>Fighting covers all hand-to-hand (melee) attacks, whether it&rsquo;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.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>Notice is a hero&rsquo;s general awareness and alertness. It&rsquo;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.</p>\n<p>@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information&mdash;the character hears movement in the forest, smells distant smoke, or senses someone isn&rsquo;t being completely truthful.</p>\n<p>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.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>If a character doesn&rsquo;t have a skill for an action he&rsquo;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.</p>\n<p>The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>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}&rsquo;s animal friend, or an alternate form for the <em>@Compendium[swade-core-rules.swade-powers.Shape Change]{shape change}</em> power.</p>\n<p><strong>Special Abilities:</strong></p>\n<ul>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Low Light Vision)]{Low Light Vision}:</strong> Cats ignore penalties for Dim and Dark @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination}.</li>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Size)]{Size} &minus;3 (Very Small):</strong> Cats are typically less than a foot high.</li>\n</ul>\n</div>",
"items": [
{
"_id": "LiIX7qZl73nn164r",
"name": "Unskilled Attempt",
"type": "skill",
"data": {
"description": "<div class=\"swade-core\">\n<p>If a character doesn&rsquo;t have a skill for an action he&rsquo;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.</p>\n<p>The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>Athletics combines an individual&rsquo;s coordin&shy;ation 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}.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>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&rsquo;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.</p>\n<p>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.</p>\n<p>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&rsquo;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 (&minus;4). Don&rsquo;t apply the same modifier to both rolls, however. If Stealth is at &minus;2 for the leaves, don&rsquo;t give Notice a +2 for them as well.</p>\n<p><strong>Sneak Attack: </strong> Sneaking up close enough to make a melee attack <em>always</em> requires an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} Stealth roll versus the target&rsquo;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&rsquo;s turn ends. With a raise, the attacker has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} instead.</p>\n<p><strong>Movement:</strong> 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.</p>\n<p>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&rsquo;re trying to quietly walk the path through a dark forest without alerting the creatures that live there.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p><span class=\"fontstyle0\">The Acrobat gets one free reroll on @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics} totals that involve balance, tumbling, or grappling. It doesn&rsquo;t affect rolls to interrupt actions, climb, swim, or throw</span></p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>See @Compendium[swade-core-rules.swade-rules.Special Ability (Bite)]{Bite} and @Compendium[swade-core-rules.swade-rules.Special Ability (Claws)]{Claws}.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>Notice is a hero&rsquo;s general awareness and alertness. It&rsquo;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.</p>\n<p>@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information&mdash;the character hears movement in the forest, smells distant smoke, or senses someone isn&rsquo;t being completely truthful.</p>\n<p>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.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>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.</p>\n<p><strong>Special Abilities:</strong></p>\n<ul>\n<li><strong>Speed:</strong> d10 @Compendium[swade-core-rules.swade-rules.Movement]{running die}.</li>\n</ul>\n</div>",
"items": [
{
"_id": "vF7p7G1NlSGp47YB",
"name": "Bite",
"type": "weapon",
"data": {
"description": "<div class=\"swade-core\">\n<p>See @Compendium[swade-core-rules.swade-rules.Special Ability (Bite)]{Bite}.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>Athletics combines an individual&rsquo;s coordin&shy;ation 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}.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>Fighting covers all hand-to-hand (melee) attacks, whether it&rsquo;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.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>Intimidation is the art of frightening an opponent so that he backs down, reveals information, or flees.</p>\n<p>Intimidation is an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed roll} resisted by the opponent&rsquo;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.</p>\n<p>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.</p>\n<p>In or out of combat, a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} means the target is immune to this character&rsquo;s Intimidation attempts for the remainder of this encounter!</p>\n<p><strong>Networking:</strong> Intimidation can also be used as a &ldquo;macro&rdquo; skill to simulate several hours of working the streets. See&nbsp;@Compendium[swade-core-rules.swade-rules.Networking]{Networking}&nbsp;to see how to crack some heads for favors or information.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>Notice is a hero&rsquo;s general awareness and alertness. It&rsquo;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.</p>\n<p>@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information&mdash;the character hears movement in the forest, smells distant smoke, or senses someone isn&rsquo;t being completely truthful.</p>\n<p>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.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>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&rsquo;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.</p>\n<p>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.</p>\n<p>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&rsquo;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 (&minus;4). Don&rsquo;t apply the same modifier to both rolls, however. If Stealth is at &minus;2 for the leaves, don&rsquo;t give Notice a +2 for them as well.</p>\n<p><strong>Sneak Attack: </strong> Sneaking up close enough to make a melee attack <em>always</em> requires an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} Stealth roll versus the target&rsquo;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&rsquo;s turn ends. With a raise, the attacker has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} instead.</p>\n<p><strong>Movement:</strong> 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.</p>\n<p>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&rsquo;re trying to quietly walk the path through a dark forest without alerting the creatures that live there.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>If a character doesn&rsquo;t have a skill for an action he&rsquo;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.</p>\n<p>The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p><span class=\"fontstyle0\">Not much gets by this hero. He&rsquo;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.</span></p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>The stats below are for large attack dogs, such as Rottweilers and Doberman Pinschers, as well as wolves, hyenas, and the like.</p>\n<p><strong>Special Abilities:</strong></p>\n<ul>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Size)]{Size} &minus;1:</strong> The heads of these canines come to an average human&rsquo;s waist, and they weigh about 60 pounds.</li>\n<li><strong>Speed:</strong> d10 @Compendium[swade-core-rules.swade-rules.Movement]{running die}.</li>\n</ul>\n</div>",
"items": [
{
"_id": "zSzxELVfxfIB5hTB",
"name": "Bite",
"type": "weapon",
"data": {
"description": "<div class=\"swade-core\">\n<p>See @Compendium[swade-core-rules.swade-rules.Special Ability (Bite)]{Bite}.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>Athletics combines an individual&rsquo;s coordin&shy;ation 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}.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>Fighting covers all hand-to-hand (melee) attacks, whether it&rsquo;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.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>Notice is a hero&rsquo;s general awareness and alertness. It&rsquo;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.</p>\n<p>@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information&mdash;the character hears movement in the forest, smells distant smoke, or senses someone isn&rsquo;t being completely truthful.</p>\n<p>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.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>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&rsquo;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.</p>\n<p>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.</p>\n<p>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&rsquo;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 (&minus;4). Don&rsquo;t apply the same modifier to both rolls, however. If Stealth is at &minus;2 for the leaves, don&rsquo;t give Notice a +2 for them as well.</p>\n<p><strong>Sneak Attack: </strong> Sneaking up close enough to make a melee attack <em>always</em> requires an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} Stealth roll versus the target&rsquo;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&rsquo;s turn ends. With a raise, the attacker has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} instead.</p>\n<p><strong>Movement:</strong> 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.</p>\n<p>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&rsquo;re trying to quietly walk the path through a dark forest without alerting the creatures that live there.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>If a character doesn&rsquo;t have a skill for an action he&rsquo;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.</p>\n<p>The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p><span class=\"fontstyle0\">Not much gets by this hero. He&rsquo;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.</span></p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>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.</p>\n<p><strong>Special Abilities:</strong></p>\n<ul>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Fear)]{Fear} (&minus;2):</strong> Anyone who sees a mighty dragon must make a Fear check at &minus;2.</li>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Flight)]{Flight}:</strong> Dragons have a Flying Pace of 24&Prime;.</li>\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<li><strong>@Compendium[swade-core-rules.swade-rules.S Ability (Size)]{Size} 8 (Huge):</strong> Dragons are massive crea&shy;tures, over 40&prime; long from nose to tail and weighing over 30,000 pounds.</li>\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<p>&nbsp;</p>\n</div>",
"items": [
{
"_id": "L1to2JULbKVBprIk",
"name": "Armor +4",
"type": "armor",
"data": {
"description": "<div class=\"swade-core\">\n<p>Scaly hide.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>See @Compendium[swade-core-rules.swade-rules.Special Ability (Bite)]{Bite} and @Compendium[swade-core-rules.swade-rules.Special Ability (Claws)]{Claws}.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>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.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>Athletics combines an individual&rsquo;s coordin&shy;ation 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}.</p>\n</div>",
"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": "<div class=\"swade-core\"><p>Characters roll Common Knowledge to know people, places, and things of their world, including etiquette, geography, culture, popular technology, contacts, and customs.</p></div>",
"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": "<div class=\"swade-core\">\n<p>Fighting covers all hand-to-hand (melee) attacks, whether it&rsquo;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.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>Intimidation is the art of frightening an opponent so that he backs down, reveals information, or flees.</p>\n<p>Intimidation is an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed roll} resisted by the opponent&rsquo;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.</p>\n<p>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.</p>\n<p>In or out of combat, a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} means the target is immune to this character&rsquo;s Intimidation attempts for the remainder of this encounter!</p>\n<p><strong>Networking:</strong> Intimidation can also be used as a &ldquo;macro&rdquo; skill to simulate several hours of working the streets. See&nbsp;@Compendium[swade-core-rules.swade-rules.Networking]{Networking}&nbsp;to see how to crack some heads for favors or information.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>Notice is a hero&rsquo;s general awareness and alertness. It&rsquo;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.</p>\n<p>@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information&mdash;the character hears movement in the forest, smells distant smoke, or senses someone isn&rsquo;t being completely truthful.</p>\n<p>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.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>Persuasion is the ability to convince others to do what you want through reason, cajoling, deception, rewards, or other friendly means. Persuasion isn&rsquo;t mind control. It can change someone&rsquo;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.</p>\n<p>When used to @Compendium[swade-core-rules.swade-rules.Support]{Support} allies it&rsquo;s an unopposed roll. If the target is resistant, it&rsquo;s an @JournalEntry[JBxsGv2wAoAmoCDe]{opposed} roll vs. the target&rsquo;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.</p>\n<p><strong>Reaction Level:</strong> How much a person is willing to cooperate depends largely on their attitude toward whoever&rsquo;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.</p>\n<p>@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} improves the target&rsquo;s attitude one level and a raise improves it two. Further increases aren&rsquo;t generally possible in the same encounter&mdash;it takes individuals a little time to adjust their biases.</p>\n<p>@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Failure} means the target won&rsquo;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 <em>reduces</em> the target&rsquo;s attitude two levels.</p>\n<p>Only one roll should generally be allowed per interaction unless new information is revealed, a substantial reward is offered, etc.</p>\n<p><strong>Networking: </strong>Characters can also use Persuasion as a &ldquo;macro skill,&rdquo; simulating a few hours or an evening&rsquo;s time hobnobbing and socializing to gain favors or information. See @Compendium[swade-core-rules.swade-rules.Networking]{Networking}.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>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&rsquo;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.</p>\n<p>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.</p>\n<p>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&rsquo;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 (&minus;4). Don&rsquo;t apply the same modifier to both rolls, however. If Stealth is at &minus;2 for the leaves, don&rsquo;t give Notice a +2 for them as well.</p>\n<p><strong>Sneak Attack: </strong> Sneaking up close enough to make a melee attack <em>always</em> requires an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} Stealth roll versus the target&rsquo;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&rsquo;s turn ends. With a raise, the attacker has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} instead.</p>\n<p><strong>Movement:</strong> 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.</p>\n<p>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&rsquo;re trying to quietly walk the path through a dark forest without alerting the creatures that live there.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>If a character doesn&rsquo;t have a skill for an action he&rsquo;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.</p>\n<p>The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p><span class=\"fontstyle0\">The fighter rolls an extra @Compendium[swade-core-rules.swade-skills.Fighting]{Fighting} die with up to two Fighting attacks in the same turn</span></p>\n<h2>Example</h2>\n<p><span class=\"fontstyle0\">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&rsquo;t get the extra die on her third Fighting roll.</span></p>\n</div>",
"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": "<div class=\"swade-core\">\n<p><span class=\"fontstyle0\">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.</span></p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>Dragons breathe fire for 3d6 damage.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>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.</p>\n<p><strong>Special Abilities:</strong></p>\n<ul>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Fear)]{Fear}:</strong> Drakes are frightening creatures to behold.</li>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Resilient or Very Resilient)]{Resilient}:</strong> Drakes can take one Wound before they&rsquo;re Incapacitated.</li>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Size)]{Size} 6 (Large):</strong> Drakes are over 20&prime; long from snout to tail.</li>\n</ul>\n</div>",
"items": [
{
"_id": "JCf5SgQCZtThHpsl",
"name": "★ Athletics",
"type": "skill",
"data": {
"description": "<div class=\"swade-core\">\n<p>Athletics combines an individual&rsquo;s coordin&shy;ation 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}.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>Fighting covers all hand-to-hand (melee) attacks, whether it&rsquo;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.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>Intimidation is the art of frightening an opponent so that he backs down, reveals information, or flees.</p>\n<p>Intimidation is an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed roll} resisted by the opponent&rsquo;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.</p>\n<p>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.</p>\n<p>In or out of combat, a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} means the target is immune to this character&rsquo;s Intimidation attempts for the remainder of this encounter!</p>\n<p><strong>Networking:</strong> Intimidation can also be used as a &ldquo;macro&rdquo; skill to simulate several hours of working the streets. See&nbsp;@Compendium[swade-core-rules.swade-rules.Networking]{Networking}&nbsp;to see how to crack some heads for favors or information.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>Notice is a hero&rsquo;s general awareness and alertness. It&rsquo;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.</p>\n<p>@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information&mdash;the character hears movement in the forest, smells distant smoke, or senses someone isn&rsquo;t being completely truthful.</p>\n<p>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.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>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&rsquo;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.</p>\n<p>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.</p>\n<p>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&rsquo;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 (&minus;4). Don&rsquo;t apply the same modifier to both rolls, however. If Stealth is at &minus;2 for the leaves, don&rsquo;t give Notice a +2 for them as well.</p>\n<p><strong>Sneak Attack: </strong> Sneaking up close enough to make a melee attack <em>always</em> requires an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} Stealth roll versus the target&rsquo;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&rsquo;s turn ends. With a raise, the attacker has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} instead.</p>\n<p><strong>Movement:</strong> 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.</p>\n<p>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&rsquo;re trying to quietly walk the path through a dark forest without alerting the creatures that live there.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>If a character doesn&rsquo;t have a skill for an action he&rsquo;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.</p>\n<p>The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>Scaly hide.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>See @Compendium[swade-core-rules.swade-rules.Special Ability (Bite)]{Bite} and @Compendium[swade-core-rules.swade-rules.Special Ability (Claws)]{Claws}.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>The creature may make a free attack against up to two foes to its side or rear at no penalty.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>Drakes breathe fire for 3d6 damage.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>Air elementals manifest as sentient whirlwinds.</p>\n<p><strong>Special Abilities:</strong></p>\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&rsquo;t breathe, immune to @Compendium[swade-core-rules.swade-rules.Disease]{disease} and @Compendium[swade-core-rules.swade-rules.Poison]{poison}.</li>\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<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Flight)]{Flight}:</strong> Air elementals fly at Pace 12&Prime;.</li>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Invulnerability)]{Invulnerability}:</strong> Immune to non-magical attacks.</li>\n</ul>\n</div>",
"items": [
{
"_id": "zNEQcstYe6gbbwmc",
"name": "★ Athletics",
"type": "skill",
"data": {
"description": "<div class=\"swade-core\">\n<p>Athletics combines an individual&rsquo;s coordin&shy;ation 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}.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>Fighting covers all hand-to-hand (melee) attacks, whether it&rsquo;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.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>Notice is a hero&rsquo;s general awareness and alertness. It&rsquo;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.</p>\n<p>@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information&mdash;the character hears movement in the forest, smells distant smoke, or senses someone isn&rsquo;t being completely truthful.</p>\n<p>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.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>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.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>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&rsquo;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.</p>\n<p>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.</p>\n<p>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&rsquo;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 (&minus;4). Don&rsquo;t apply the same modifier to both rolls, however. If Stealth is at &minus;2 for the leaves, don&rsquo;t give Notice a +2 for them as well.</p>\n<p><strong>Sneak Attack: </strong> Sneaking up close enough to make a melee attack <em>always</em> requires an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} Stealth roll versus the target&rsquo;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&rsquo;s turn ends. With a raise, the attacker has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} instead.</p>\n<p><strong>Movement:</strong> 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.</p>\n<p>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&rsquo;re trying to quietly walk the path through a dark forest without alerting the creatures that live there.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>If a character doesn&rsquo;t have a skill for an action he&rsquo;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.</p>\n<p>The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>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 &minus;2 if the elemental gets a raise) or are hurled 2d6&Prime;. Anyone who strikes a hard object (such as a wall) takes 2d4 @Compendium[swade-core-rules.swade-rules.Nonlethal Damage]{nonlethal damage}.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>Earth elementals manifest as five-foot-tall, vaguely man-shaped collections of earth and stone. Though strong, they are also quite slow and ponderous.</p>\n<p><strong>Special Abilities:</strong></p>\n<ul>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Burrow)]{Burrow} (10&Prime;):</strong> Earth elementals can meld into and out of the ground.</li>\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&rsquo;t breathe, immune to @Compendium[swade-core-rules.swade-rules.Disease]{disease} and @Compendium[swade-core-rules.swade-rules.Poison]{poison}.</li>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Immunity)]{Immunity}:</strong> Immune to earth-based attacks (including thrown stones or powers with earth, mud, stone, or sand Trappings).</li>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Resilient or Very Resilient)]{Resilient}:</strong> Earth elementals can take one Wound before they&rsquo;re Incapacitated.</li>\n</ul>\n<p>&nbsp;</p>\n</div>",
"items": [
{
"_id": "aadjpODrVvYsQqEj",
"name": "★ Athletics",
"type": "skill",
"data": {
"description": "<div class=\"swade-core\">\n<p>Athletics combines an individual&rsquo;s coordin&shy;ation 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}.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>Fighting covers all hand-to-hand (melee) attacks, whether it&rsquo;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.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>Notice is a hero&rsquo;s general awareness and alertness. It&rsquo;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.</p>\n<p>@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information&mdash;the character hears movement in the forest, smells distant smoke, or senses someone isn&rsquo;t being completely truthful.</p>\n<p>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.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>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&rsquo;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.</p>\n<p>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.</p>\n<p>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&rsquo;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 (&minus;4). Don&rsquo;t apply the same modifier to both rolls, however. If Stealth is at &minus;2 for the leaves, don&rsquo;t give Notice a +2 for them as well.</p>\n<p><strong>Sneak Attack: </strong> Sneaking up close enough to make a melee attack <em>always</em> requires an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} Stealth roll versus the target&rsquo;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&rsquo;s turn ends. With a raise, the attacker has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} instead.</p>\n<p><strong>Movement:</strong> 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.</p>\n<p>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&rsquo;re trying to quietly walk the path through a dark forest without alerting the creatures that live there.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>If a character doesn&rsquo;t have a skill for an action he&rsquo;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.</p>\n<p>The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>Rocky hide.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>Fire elementals appear as man-shaped flame.</p>\n<p><strong>Special Abilities:</strong></p>\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&rsquo;t breathe, immune to @Compendium[swade-core-rules.swade-rules.Disease]{disease} and @Compendium[swade-core-rules.swade-rules.Poison]{poison}.</li>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Immunity)]{Immunity}</strong><strong>:</strong> Fire elementals are immune to fire and heat-based attacks.</li>\n</ul>\n</div>",
"items": [
{
"_id": "IXxWs8UEb82IoIVm",
"name": "★ Athletics",
"type": "skill",
"data": {
"description": "<div class=\"swade-core\">\n<p>Athletics combines an individual&rsquo;s coordin&shy;ation 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}.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>Fighting covers all hand-to-hand (melee) attacks, whether it&rsquo;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.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>Notice is a hero&rsquo;s general awareness and alertness. It&rsquo;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.</p>\n<p>@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information&mdash;the character hears movement in the forest, smells distant smoke, or senses someone isn&rsquo;t being completely truthful.</p>\n<p>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.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>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.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>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&rsquo;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.</p>\n<p>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.</p>\n<p>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&rsquo;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 (&minus;4). Don&rsquo;t apply the same modifier to both rolls, however. If Stealth is at &minus;2 for the leaves, don&rsquo;t give Notice a +2 for them as well.</p>\n<p><strong>Sneak Attack: </strong> Sneaking up close enough to make a melee attack <em>always</em> requires an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} Stealth roll versus the target&rsquo;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&rsquo;s turn ends. With a raise, the attacker has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} instead.</p>\n<p><strong>Movement:</strong> 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.</p>\n<p>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&rsquo;re trying to quietly walk the path through a dark forest without alerting the creatures that live there.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>If a character doesn&rsquo;t have a skill for an action he&rsquo;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.</p>\n<p>The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>Chance of catching @Compendium[swade-core-rules.swade-rules.Fire]{Fire}.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>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.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>These spirits are frothing, man-shaped beings of water.</p>\n<p><strong>Special Abilities:</strong></p>\n<ul>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Aquatic)]{Aquatic}:</strong> Pace 12&Prime;.</li>\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&rsquo;t breathe, immune to @Compendium[swade-core-rules.swade-rules.Disease]{disease} and @Compendium[swade-core-rules.swade-rules.Poison]{poison}.</li>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Immunity)]{Immunity}:</strong> Immune to water-based attacks.</li>\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>",
"items": [
{
"_id": "O1HdypkB91DJE8UM",
"name": "★ Athletics",
"type": "skill",
"data": {
"description": "<div class=\"swade-core\">\n<p>Athletics combines an individual&rsquo;s coordin&shy;ation 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}.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>Fighting covers all hand-to-hand (melee) attacks, whether it&rsquo;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.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>Notice is a hero&rsquo;s general awareness and alertness. It&rsquo;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.</p>\n<p>@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information&mdash;the character hears movement in the forest, smells distant smoke, or senses someone isn&rsquo;t being completely truthful.</p>\n<p>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.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>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.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>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&rsquo;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.</p>\n<p>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.</p>\n<p>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&rsquo;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 (&minus;4). Don&rsquo;t apply the same modifier to both rolls, however. If Stealth is at &minus;2 for the leaves, don&rsquo;t give Notice a +2 for them as well.</p>\n<p><strong>Sneak Attack: </strong> Sneaking up close enough to make a melee attack <em>always</em> requires an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} Stealth roll versus the target&rsquo;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&rsquo;s turn ends. With a raise, the attacker has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} instead.</p>\n<p><strong>Movement:</strong> 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.</p>\n<p>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&rsquo;re trying to quietly walk the path through a dark forest without alerting the creatures that live there.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>If a character doesn&rsquo;t have a skill for an action he&rsquo;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.</p>\n<p>The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>Deals @Compendium[swade-core-rules.swade-rules.Nonlethal Damage]{nonlethal damage}</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>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}.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>Specters, shades, and phantoms sometimes return from death to haunt the living or fulfill some unfinished business.</p>\n<p><strong>Special Abilities:</strong></p>\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<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Fear)]{Fear} (&minus;2):</strong> Ghosts cause Fear checks at &minus;2 when they let themselves be seen.</li>\n</ul>\n</div>",
"items": [
{
"_id": "72VPu8FypZrWnmDV",
"name": "★ Athletics",
"type": "skill",
"data": {
"description": "<div class=\"swade-core\">\n<p>Athletics combines an individual&rsquo;s coordin&shy;ation 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}.</p>\n</div>",
"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": "<div class=\"swade-core\"><p>Characters roll Common Knowledge to know people, places, and things of their world, including etiquette, geography, culture, popular technology, contacts, and customs.</p></div>",
"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": "<div class=\"swade-core\">\n<p>Fighting covers all hand-to-hand (melee) attacks, whether it&rsquo;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.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>Intimidation is the art of frightening an opponent so that he backs down, reveals information, or flees.</p>\n<p>Intimidation is an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed roll} resisted by the opponent&rsquo;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.</p>\n<p>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.</p>\n<p>In or out of combat, a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} means the target is immune to this character&rsquo;s Intimidation attempts for the remainder of this encounter!</p>\n<p><strong>Networking:</strong> Intimidation can also be used as a &ldquo;macro&rdquo; skill to simulate several hours of working the streets. See&nbsp;@Compendium[swade-core-rules.swade-rules.Networking]{Networking}&nbsp;to see how to crack some heads for favors or information.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>Notice is a hero&rsquo;s general awareness and alertness. It&rsquo;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.</p>\n<p>@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information&mdash;the character hears movement in the forest, smells distant smoke, or senses someone isn&rsquo;t being completely truthful.</p>\n<p>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.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>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&rsquo;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.</p>\n<p>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.</p>\n<p>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&rsquo;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 (&minus;4). Don&rsquo;t apply the same modifier to both rolls, however. If Stealth is at &minus;2 for the leaves, don&rsquo;t give Notice a +2 for them as well.</p>\n<p><strong>Sneak Attack: </strong> Sneaking up close enough to make a melee attack <em>always</em> requires an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} Stealth roll versus the target&rsquo;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&rsquo;s turn ends. With a raise, the attacker has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} instead.</p>\n<p><strong>Movement:</strong> 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.</p>\n<p>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&rsquo;re trying to quietly walk the path through a dark forest without alerting the creatures that live there.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>Taunt attacks a person&rsquo;s pride through ridicule, cruel jests, or oneupmanship.</p>\n<p>Taunt is an opposed roll @Compendium[swade-core-rules.swade-rules.Trait Rolls]{resisted} by the opponent&rsquo;s Smarts. In combat, this is a @Compendium[swade-core-rules.swade-rules.Test]{Test}.</p>\n<p>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).</p>\n<p>A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} means the target is immune to this character&rsquo;s Taunts for the remainder of the encounter.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>If a character doesn&rsquo;t have a skill for an action he&rsquo;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.</p>\n<p>The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.</p>\n</div>",
"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": "<div class='swade-core'><p>No description or reference provided.</p></div>",
"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": "<div class=\"swade-core\">\n<p>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.</p>\n<p><strong>Special Abilities:</strong></p>\n<ul>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Burrow)]{Burrow} (20&Prime;):</strong> Giant worms tunnel through the ground, blocked only by solid bedrock.</li>\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<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Size)]{Size} 9 (Huge):</strong> Giant worms are usually over 50&prime; long and 10&prime; or more in diameter.</li>\n</ul>\n</div>",
"items": [
{
"_id": "wfl8dVvBuWLMAh1P",
"name": "★ Athletics",
"type": "skill",
"data": {
"description": "<div class=\"swade-core\">\n<p>Athletics combines an individual&rsquo;s coordin&shy;ation 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}.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>Fighting covers all hand-to-hand (melee) attacks, whether it&rsquo;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.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>Notice is a hero&rsquo;s general awareness and alertness. It&rsquo;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.</p>\n<p>@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information&mdash;the character hears movement in the forest, smells distant smoke, or senses someone isn&rsquo;t being completely truthful.</p>\n<p>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.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>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&rsquo;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.</p>\n<p>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.</p>\n<p>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&rsquo;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 (&minus;4). Don&rsquo;t apply the same modifier to both rolls, however. If Stealth is at &minus;2 for the leaves, don&rsquo;t give Notice a +2 for them as well.</p>\n<p><strong>Sneak Attack: </strong> Sneaking up close enough to make a melee attack <em>always</em> requires an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} Stealth roll versus the target&rsquo;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&rsquo;s turn ends. With a raise, the attacker has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} instead.</p>\n<p><strong>Movement:</strong> 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.</p>\n<p>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&rsquo;re trying to quietly walk the path through a dark forest without alerting the creatures that live there.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>If a character doesn&rsquo;t have a skill for an action he&rsquo;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.</p>\n<p>The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>Scaly hide.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>See @Compendium[swade-core-rules.swade-rules.Special Ability (Bite)]{Bite}.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>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&rsquo;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.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>Goblins of myth and legend are far more sin&shy;is&shy;ter 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 &ldquo;fairy tale&rdquo; goblins as well as those found alongside orcs in contemporary roleplaying games.</p>\n<p><strong>Special Abilities:</strong></p>\n<ul>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Infravision)]{Infravision}</strong>&nbsp;Halve penalties for Illumination when attacking warm targets.</li>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Size)]{Size} &minus;1:</strong> Goblins stand 3&ndash;4&prime; tall.</li>\n</ul>\n<p>&nbsp;</p>\n</div>",
"items": [
{
"_id": "HLDddAX4YHktgzdP",
"name": "★ Athletics",
"type": "skill",
"data": {
"description": "<div class=\"swade-core\">\n<p>Athletics combines an individual&rsquo;s coordin&shy;ation 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}.</p>\n</div>",
"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": "<div class=\"swade-core\"><p>Characters roll Common Knowledge to know people, places, and things of their world, including etiquette, geography, culture, popular technology, contacts, and customs.</p></div>",
"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": "<div class=\"swade-core\">\n<p>Fighting covers all hand-to-hand (melee) attacks, whether it&rsquo;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.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>Notice is a hero&rsquo;s general awareness and alertness. It&rsquo;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.</p>\n<p>@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information&mdash;the character hears movement in the forest, smells distant smoke, or senses someone isn&rsquo;t being completely truthful.</p>\n<p>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.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>Persuasion is the ability to convince others to do what you want through reason, cajoling, deception, rewards, or other friendly means. Persuasion isn&rsquo;t mind control. It can change someone&rsquo;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.</p>\n<p>When used to @Compendium[swade-core-rules.swade-rules.Support]{Support} allies it&rsquo;s an unopposed roll. If the target is resistant, it&rsquo;s an @JournalEntry[JBxsGv2wAoAmoCDe]{opposed} roll vs. the target&rsquo;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.</p>\n<p><strong>Reaction Level:</strong> How much a person is willing to cooperate depends largely on their attitude toward whoever&rsquo;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.</p>\n<p>@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} improves the target&rsquo;s attitude one level and a raise improves it two. Further increases aren&rsquo;t generally possible in the same encounter&mdash;it takes individuals a little time to adjust their biases.</p>\n<p>@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Failure} means the target won&rsquo;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 <em>reduces</em> the target&rsquo;s attitude two levels.</p>\n<p>Only one roll should generally be allowed per interaction unless new information is revealed, a substantial reward is offered, etc.</p>\n<p><strong>Networking: </strong>Characters can also use Persuasion as a &ldquo;macro skill,&rdquo; simulating a few hours or an evening&rsquo;s time hobnobbing and socializing to gain favors or information. See @Compendium[swade-core-rules.swade-rules.Networking]{Networking}.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>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.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>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&rsquo;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.</p>\n<p>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.</p>\n<p>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&rsquo;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 (&minus;4). Don&rsquo;t apply the same modifier to both rolls, however. If Stealth is at &minus;2 for the leaves, don&rsquo;t give Notice a +2 for them as well.</p>\n<p><strong>Sneak Attack: </strong> Sneaking up close enough to make a melee attack <em>always</em> requires an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} Stealth roll versus the target&rsquo;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&rsquo;s turn ends. With a raise, the attacker has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} instead.</p>\n<p><strong>Movement:</strong> 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.</p>\n<p>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&rsquo;re trying to quietly walk the path through a dark forest without alerting the creatures that live there.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>Taunt attacks a person&rsquo;s pride through ridicule, cruel jests, or oneupmanship.</p>\n<p>Taunt is an opposed roll @Compendium[swade-core-rules.swade-rules.Trait Rolls]{resisted} by the opponent&rsquo;s Smarts. In combat, this is a @Compendium[swade-core-rules.swade-rules.Test]{Test}.</p>\n<p>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).</p>\n<p>A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} means the target is immune to this character&rsquo;s Taunts for the remainder of the encounter.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>If a character doesn&rsquo;t have a skill for an action he&rsquo;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.</p>\n<p>The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>(MINOR OR MAJOR)</p>\n<p><span class=\"fontstyle0\">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.</span></p>\n</div>",
"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": "<div class=\"swade-core\"></div>",
"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": "<div class=\"swade-core\">\n<p>Riding horses compromise speed with carrying capacity.</p>\n<p><strong>Special Abilities:</strong></p>\n<ul>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Size)]{Size}</strong><strong>&nbsp;2:</strong> Typical quarter horse of about 1,000 lbs.</li>\n</ul>\n<p>&nbsp;</p>\n</div>",
"items": [
{
"_id": "qCjZI6rhom35wCir",
"name": "★ Athletics",
"type": "skill",
"data": {
"description": "<div class=\"swade-core\">\n<p>Athletics combines an individual&rsquo;s coordin&shy;ation 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}.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>Fighting covers all hand-to-hand (melee) attacks, whether it&rsquo;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.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>Notice is a hero&rsquo;s general awareness and alertness. It&rsquo;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.</p>\n<p>@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information&mdash;the character hears movement in the forest, smells distant smoke, or senses someone isn&rsquo;t being completely truthful.</p>\n<p>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.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>If a character doesn&rsquo;t have a skill for an action he&rsquo;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.</p>\n<p>The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>To the front or rear as desired.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p><span class=\"fontstyle0\">The hero&rsquo;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)</span></p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>War horses are large beasts trained for aggression. They are trained to fight with both hooves, either to their front or their rear.</p>\n<p><strong>Special Abilities:</strong></p>\n<ul>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Size)]{Size} 3:</strong> Warhorses are large creatures bred for their power and stature.</li>\n</ul>\n</div>",
"items": [
{
"_id": "SpHRVJZuGuajWhwe",
"name": "★ Athletics",
"type": "skill",
"data": {
"description": "<div class=\"swade-core\">\n<p>Athletics combines an individual&rsquo;s coordin&shy;ation 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}.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>Fighting covers all hand-to-hand (melee) attacks, whether it&rsquo;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.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>Notice is a hero&rsquo;s general awareness and alertness. It&rsquo;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.</p>\n<p>@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information&mdash;the character hears movement in the forest, smells distant smoke, or senses someone isn&rsquo;t being completely truthful.</p>\n<p>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.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>If a character doesn&rsquo;t have a skill for an action he&rsquo;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.</p>\n<p>The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p><span class=\"fontstyle0\">The hero&rsquo;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)</span></p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>To the front or rear as desired.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>Perhaps the most diabolical creature in any fantasy land is the lich&mdash;a necromancer so consumed with the black arts that he eventually becomes undead himself.</p>\n<p><strong>Special Abilities:</strong></p>\n<ul>\n<li><strong>Spells:</strong> Liches have 50 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Points} and know most every spell available.</li>\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&rsquo;t breathe; immune to @Compendium[swade-core-rules.swade-rules.Disease]{disease} and @Compendium[swade-core-rules.swade-rules.Poison]{poison}.</li>\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>",
"items": [
{
"_id": "OCpsBpVAmOJRdQEx",
"name": "★ Athletics",
"type": "skill",
"data": {
"description": "<div class=\"swade-core\">\n<p>Athletics combines an individual&rsquo;s coordin&shy;ation 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}.</p>\n</div>",
"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": "<div class=\"swade-core\"><p>Characters roll Common Knowledge to know people, places, and things of their world, including etiquette, geography, culture, popular technology, contacts, and customs.</p></div>",
"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": "<div class=\"swade-core\">\n<p>Fighting covers all hand-to-hand (melee) attacks, whether it&rsquo;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.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>Intimidation is the art of frightening an opponent so that he backs down, reveals information, or flees.</p>\n<p>Intimidation is an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed roll} resisted by the opponent&rsquo;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.</p>\n<p>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.</p>\n<p>In or out of combat, a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} means the target is immune to this character&rsquo;s Intimidation attempts for the remainder of this encounter!</p>\n<p><strong>Networking:</strong> Intimidation can also be used as a &ldquo;macro&rdquo; skill to simulate several hours of working the streets. See&nbsp;@Compendium[swade-core-rules.swade-rules.Networking]{Networking}&nbsp;to see how to crack some heads for favors or information.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>Notice is a hero&rsquo;s general awareness and alertness. It&rsquo;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.</p>\n<p>@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information&mdash;the character hears movement in the forest, smells distant smoke, or senses someone isn&rsquo;t being completely truthful.</p>\n<p>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.</p>\n</div>",
"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": "<div class=\"swade-core\"><p>Occult reflects knowledge and experience with the paranormal most others don&rsquo;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.</p>\n<p>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&rsquo;s Occult skill is higher she may use that instead.</p></div>",
"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": "<div class=\"swade-core\">\n<p>Persuasion is the ability to convince others to do what you want through reason, cajoling, deception, rewards, or other friendly means. Persuasion isn&rsquo;t mind control. It can change someone&rsquo;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.</p>\n<p>When used to @Compendium[swade-core-rules.swade-rules.Support]{Support} allies it&rsquo;s an unopposed roll. If the target is resistant, it&rsquo;s an @JournalEntry[JBxsGv2wAoAmoCDe]{opposed} roll vs. the target&rsquo;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.</p>\n<p><strong>Reaction Level:</strong> How much a person is willing to cooperate depends largely on their attitude toward whoever&rsquo;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.</p>\n<p>@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} improves the target&rsquo;s attitude one level and a raise improves it two. Further increases aren&rsquo;t generally possible in the same encounter&mdash;it takes individuals a little time to adjust their biases.</p>\n<p>@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Failure} means the target won&rsquo;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 <em>reduces</em> the target&rsquo;s attitude two levels.</p>\n<p>Only one roll should generally be allowed per interaction unless new information is revealed, a substantial reward is offered, etc.</p>\n<p><strong>Networking: </strong>Characters can also use Persuasion as a &ldquo;macro skill,&rdquo; simulating a few hours or an evening&rsquo;s time hobnobbing and socializing to gain favors or information. See @Compendium[swade-core-rules.swade-rules.Networking]{Networking}.</p>\n</div>",
"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": "<div class=\"swade-core\"><p>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.</p></div>",
"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": "<div class=\"swade-core\">\n<p>If a character doesn&rsquo;t have a skill for an action he&rsquo;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.</p>\n<p>The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>No description or reference provided.</p>\n</div>",
"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": "<div class='swade-core'></div>",
"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": "<div class=\"swade-core\">\n<ul>\n<li>Arcane Skill: @Compendium[swade-core-rules.swade-skills.Spellcasting]{Spellcasting} (Smarts)</li>\n<li>Starting @Compendium[swade-core-rules.swade-rules.Powers]{Powers}: 3</li>\n<li>@Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Points}: 10</li>\n</ul>\n<p><span class=\"fontstyle0\">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.</span> <br style=\"font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: normal; orphans: 2; text-align: -webkit-auto; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px; -webkit-text-size-adjust: auto; -webkit-text-stroke-width: 0px;\" /><br /></p>\n</div>",
"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": "<div class=\"swade-core\">\n<p><span class=\"fontstyle0\">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. </span></p>\n<p><span class=\"fontstyle0\">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 (<em>@Compendium[swade-core-rules.swade-powers.Blast]{blast}</em></span><span class=\"fontstyle0\">) 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&rsquo;s usual Trapping</span></p>\n</div>",
"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": "<div class=\"swade-core\">\n<p><span class=\"fontstyle0\">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 <strong>two</strong> additional @Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{Action Cards} in combat and chooses which to use.</span></p>\n</div>",
"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": "<div class=\"swade-core\">\n<p><span class=\"fontstyle0\">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.</span></p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} with arcane protection means hostile powers suffer a &minus;2 @Compendium[swade-core-rules.swade-rules.Trait Rolls]{penalty} (&minus;4 with a raise) to affect this character.</p>\n<p>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!</p>\n<p><strong>Modifiers</strong></p>\n<ul>\n<li><strong><span class=\"fontstyle0\">Additional Recipients (+1): </span></strong><span class=\"fontstyle2\">The power may affect more than one target for 1 additional @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Point} each.</span></li>\n</ul>\n</div>",
"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": "<div class=\"swade-core\">\n<p><em>Banish </em>sends entities from immaterial planes back to their native dimensions. This includes ghosts, demons, elementals, and similar beings (at the GM&rsquo;s discretion).</p>\n<p><em>Banishing </em>a being is an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed roll} of the caster&rsquo;s arcane skill versus the target&rsquo;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}.</p>\n<p>If this @Compendium[swade-core-rules.swade-rules.Damage Effects]{Incapacitates} the target it returns to its native plane of existence. <em>Banished </em>entities may return when the Game Master feels it&rsquo;s appropriate, such as the next full moon, when summoned again, or even a few rounds later if it&rsquo;s a particularly powerful creature under the right conditions or in a location of power.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p><em>Barrier </em>creates a straight wall 5&Prime; (10 yards) long and 1&Prime; (two yards) tall, of immobile material that conforms to the surface it&rsquo;s cast upon. Thickness varies depending on what the wall is made of, but is usually a few inches.</p>\n<p>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}).</p>\n<p>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.</p>\n<p><strong>Modifiers</strong></p>\n<ul>\n<li><strong><span class=\"fontstyle3\">Damage (+1): </span></strong><span class=\"fontstyle4\">The </span><span class=\"fontstyle5\">barrier </span><span class=\"fontstyle4\">causes 2d4 damage to anyone who contacts it</span></li>\n<li><strong><span class=\"fontstyle3\">Hardened (+1): </span></strong><span class=\"fontstyle4\">The wall is </span>@Compendium[swade-core-rules.swade-rules.Breaking Things]{Hardness}<span class=\"fontstyle4\"> 12.</span></li>\n<li><strong><span class=\"fontstyle3\">Shaped (+2): </span></strong><span class=\"fontstyle4\">The barrier forms a circle, square or other basic shape.</span></li>\n<li><strong><span class=\"fontstyle3\">Size (+1): </span></strong><span class=\"fontstyle4\">The length and height of the </span><span class=\"fontstyle5\">barrier </span><span class=\"fontstyle4\">doubles.</span> &nbsp;</li>\n</ul>\n</div>",
"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": "<div class=\"swade-core\">\n<p>This spell allows an individual to speak with and guide the actions of nature&rsquo;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 &minus;1) costs 5 points (remember the minimum cost of 1), for example. Controlling a rhino (Size 5) costs 5 points.</p>\n<p>@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&rsquo;t kill themselves but overcome their natural fears to follow their orders.</p>\n<p>@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.</p>\n<p><em> Beast friend</em> works only on natural creatures with animal intelligence, not humanoids, and has no effect on conjured, magical, or otherwise &ldquo;unnatural&rdquo; animals.</p>\n<p><strong>Modifiers</strong></p>\n<ul>\n<li><strong>Mind Rider (+1):</strong> The caster can communicate and sense through any of the beasts they've befriended.</li>\n</ul>\n</div>",
"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": "<div class=\"swade-core\">\n<p><em>Blast</em> 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})</p>\n<p><strong>Modifiers</strong></p>\n<ul>\n<li><strong>Area Effect (+0/+1):</strong> The caster can focus the <em>blast </em>to a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Small Blast Template} for no extra cost, or a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Large Blast Template} for +1</li>\n<li><strong>Damage (+2):</strong> The <em>blast </em>causes<em>&nbsp;</em>3d6 damage (4d6 with a raise).</li>\n</ul>\n</div>",
"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": "<div class=\"swade-core\">\n<p><span class=\"fontstyle0\">Those affected by this malicious power suffer blurred vision or near-complete </span><span class=\"fontstyle2\">blindness </span><span class=\"fontstyle0\">with a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise}.</span></p>\n<p><span class=\"fontstyle0\">@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}.<br /></span></p>\n<p><span class=\"fontstyle0\">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.&nbsp;</span>@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.</p>\n<p><strong><span class=\"fontstyle0\">Modifiers</span></strong></p>\n<ul>\n<li><strong>Area of Effect (+2/+3):</strong> For +2 points the power affects everyone in a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Medium Blast Template}. For +3 points the area of effect is increased to a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Large Blast Template}.</li>\n<li><strong>Strong (+1):</strong> The @Compendium[swade-core-rules.swade-rules.Traits]{Vigor}&nbsp;roll to shake of the effect is made at -2.</li>\n</ul>\n</div>",
"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": "<div class=\"swade-core\">\n<p><span class=\"fontstyle0\"><em>Bolt</em>&nbsp;</span><span class=\"fontstyle2\">sends damaging bursts of energy, streaks of holy light, or shards of matter toward one&rsquo;s foes.</span></p>\n<p><span class=\"fontstyle2\">There are no @Compendium[swade-core-rules.swade-rules.Attacks]{Range} penalties, but the&nbsp;</span>@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}.</p>\n<p><span class=\"fontstyle2\">The @Compendium[swade-core-rules.swade-rules.Dealing Damage]{damage} of the </span><em><span class=\"fontstyle0\">bolt </span></em><span class=\"fontstyle2\">is 2d6, or 3d6 with a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise}.</span></p>\n<p><strong><span class=\"fontstyle2\">Modifiers</span></strong></p>\n<ul>\n<li><strong>Damage (+2):</strong> The <em>bolt</em> causes 3d6 @Compendium[swade-core-rules.swade-rules.Dealing Damage]{damage} (4d6 with a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise}).</li>\n</ul>\n</div>",
"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": "<div class=\"swade-core\">\n<p><span class=\"fontstyle0\">This power allows a character to increase or decrease a target&rsquo;s </span><span class=\"fontstyle0\">@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Trait}</span><span class=\"fontstyle0\"><span class=\"fontstyle0\"> (attribute or skill)</span>. </span></p>\n<p><em><span class=\"fontstyle2\">Boosting </span></em><span class=\"fontstyle0\">an ally&rsquo;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.</span></p>\n<p><em><span class=\"fontstyle2\">Lowering </span></em><span class=\"fontstyle0\">an enemy&rsquo;s </span><span class=\"fontstyle0\"><span class=\"fontstyle0\">@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Trait}</span> has a @Compendium[swade-core-rules.swade-rules.Powers]{Duration} </span><span class=\"fontstyle0\">of Instant and lowers the selected attribute </span><span class=\"fontstyle0\">or skill a die type with @Compendium[swade-core-rules.swade-rules.Trait Rolls]{success}, or two </span><span class=\"fontstyle0\">with a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} (to a minimum of d4). A victim </span><span class=\"fontstyle0\">automatically tries to shake off the effect </span><span class=\"fontstyle0\">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 </span><span class=\"fontstyle0\">of his following turns.&nbsp;</span><span class=\"fontstyle0\">Success improves the </span><span class=\"fontstyle0\">effect one die type, and a </span>raise removes the effect entirely.</p>\n<p><span class=\"fontstyle0\">Additional castings don&rsquo;t stack on a single </span><span class=\"fontstyle0\"><span class=\"fontstyle0\">@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Trait}</span> (take the highest), but may affect </span><span class=\"fontstyle2\">different </span><span class=\"fontstyle0\">Traits.</span></p>\n<p><strong><span class=\"fontstyle0\">Modifiers</span></strong></p>\n<ul>\n<li><strong>Additional Recipients (+1):</strong> The power may affect more than one target for 1 additional @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Point} each.</li>\n<li><strong>Strong (+1):</strong> <em>Lower Trait</em> only. The @Compendium[swade-core-rules.swade-rules.Traits]{Spirit} roll to shake off the effect is made at -2.</li>\n</ul>\n</div>",
"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": "<div class=\"swade-core\">\n<p><em>Burrow</em> allows the recipient to meld into raw earth. He can remain underground if he wants in a sort of \"limbo\" or&nbsp;<em>burrow</em> 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.&nbsp;</p>\n<p>A&nbsp;<em>burrowing </em>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 <em>him only</em>. 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.</p>\n<p>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.&nbsp;</p>\n<p><strong>Modifiers</strong></p>\n<ul>\n<li><strong>Additional Recipients (+1):</strong> The power may affect more than one target for 1 additional @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Point} each.</li>\n<li><strong>Power (+1):</strong> The caster can <em>burrow</em> through stone, concrete, or similar substances. (Some substances, like plastic, glass, solid lead, etc., might be resistant at the GM's discreation.)</li>\n</ul>\n</div>",
"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": "<div class=\"swade-core\">\n<p><em>Burst </em>produces a large fan of energy that bathes its targets in red-hot fire, a cone of cold, or other damaging matter or energy.</p>\n<p>@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).</p>\n<p><strong>Modifiers</strong></p>\n<ul>\n<li><strong>Damage (+2):</strong> The <em>burst</em> causes 3d6 damage, or 4d6 with a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise}.</li>\n</ul>\n</div>",
"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": "<div class=\"swade-core\">\n<p><em><span class=\"fontstyle0\">Confusion </span></em><span class=\"fontstyle2\">confounds a target, making him both @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Distracted and Vulnerable} if he&nbsp;</span>@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&rsquo;s next @Compendium[swade-core-rules.swade-rules.Actions]{turn}.</p>\n<p><strong>Modifiers</strong></p>\n<ul>\n<li><strong>Area of Effect (+2/+3):</strong> For +2 points the power affects everyone in a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Medium Blast Template}. For +3 points the area of effect is increased to a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Large Blast Template}.</li>\n</ul>\n</div>",
"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": "<div class=\"swade-core\">\n<p><em><span class=\"fontstyle0\">Damage field </span></em><span class=\"fontstyle2\">creates a dangerous aura around </span><span class=\"fontstyle2\">the recipient that harms foes foolish enough to get too close.<br /></span></p>\n<p><span class=\"fontstyle2\">At the end of the affected character&rsquo;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}.</span></p>\n<p><strong>Modifiers</strong></p>\n<ul>\n<li><strong>Damage (+2):</strong> The <em>damage field</em> causes 2d6 @Compendium[swade-core-rules.swade-rules.Dealing Damage]{damage}.</li>\n</ul>\n</div>",
"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": "<div class=\"swade-core\">\n<p><em><span class=\"fontstyle0\">Darksight </span></em><span class=\"fontstyle2\">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}.</span></p>\n<p><strong>Modifiers</strong></p>\n<ul>\n<li><strong>Additional Recipients (+1):</strong> The power may affect more than one target for 1 additional @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Point} each.</li>\n</ul>\n</div>",
"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": "<div class=\"swade-core\">\n<p><em><span class=\"fontstyle0\">Deflection </span></em><span class=\"fontstyle2\">powers work in a variety of ways. Some manifestations actually </span><span class=\"fontstyle0\">deflect </span><span class=\"fontstyle2\">incoming @Compendium[swade-core-rules.swade-rules.Attacks]{attacks}, others blur the target&rsquo;s form or produce illusionary effects. The end result is always the same, however&mdash;to misdirect incoming melee and missile @Compendium[swade-core-rules.swade-rules.Attacks]{attacks}&nbsp;from the recipient of the power.</span></p>\n<p><span class=\"fontstyle2\">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}).</span></p>\n<p><strong>Modifiers</strong></p>\n<ul>\n<li><strong>Additional Recipients (+1):</strong> The power may effect more than one target for 1 additional @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Point} each.</li>\n</ul>\n</div>",
"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": "<div class=\"swade-core\">\n<p><em>Detect arcana</em> 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 <em>@Compendium[swade-core-rules.swade-powers.Invisibilty]{invisible} </em>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 &mdash; harmful, obscurement, @Compendium[swade-core-rules.swade-rules.Arcane Background (Magic)]{magic}, @Compendium[swade-core-rules.swade-rules.Arcane Background (Miracles)]{miracles}, etc.</p>\n<p><em>Detect arcana</em> 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}, <em>@Compendium[swade-core-rules.swade-powers.Invisibilty]{invisibilty}</em>, 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}).</p>\n<p><em>Conceal arcana </em>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.</p>\n<p><strong>Detect vs. Conceal</strong>: <em>Detecting arcana</em> against someone or something that&rsquo;s been <em>concealed </em>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&rsquo;s attempted, but no more than once per turn). If the <em>concealment </em>wins, the character cannot see through the ruse with this casting, but may terminate this instance and try again.</p>\n<p><strong>Modifiers</strong></p>\n<ul>\n<li><strong>Additional Recipients (+1):</strong> The power may affect more than one viewer for <em>detect</em>, or item for&nbsp;<em>conceal,&nbsp;</em>for 1 additional @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Point} each.</li>\n<li><strong>Area of Effect (+1/+2):</strong> <em>Conceal&nbsp;</em>only. The power effects everything in a sphere the size of a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Medium Blast Template} for +1 points, or a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Large Blast Template} for +2</li>\n<li><strong>Strong (+1):</strong> <em>Conceal </em>only. @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Detection rolls} to see through the concealment are made at -2.</li>\n</ul>\n</div>",
"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": "<div class=\"swade-core\">\n<p><em><span class=\"fontstyle0\">Disguise </span></em><span class=\"fontstyle2\">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.</span></p>\n<p><span class=\"fontstyle2\">Those who have reason to question the imposter&rsquo;s identity make a @Compendium[swade-core-rules.swade-skills.Notice]{Notice} roll at -2 to see through the </span><em><span class=\"fontstyle0\">disguise </span></em><span class=\"fontstyle2\">(-4 with a raise on the casting roll). This is a @Compendium[swade-core-rules.swade-rules.Actions]{free action}.</span></p>\n<p><strong>Modifiers</strong></p>\n<ul>\n<li><strong>Additional Recipients (+1):</strong> The power may affect more than one target for 1 additional @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Point} each.</li>\n<li><strong>Size (+1):</strong> The recipient may assume the shape of someone up to two <span class=\"fontstyle2\">@Compendium[swade-core-rules.swade-rules.Size and Scale]{Sizes}</span> larger or smaller than themselves.&nbsp;</li>\n</ul>\n</div>",
"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": "<div class=\"swade-core\">\n<p><em><span class=\"fontstyle0\">Dispel </span></em><span class=\"fontstyle2\">allows a hero to negate enemy powers. It has no effect on permanent enchantments or innate abilities such as a dragon&rsquo;s breath or a banshee&rsquo;s scream. </span><em><span class=\"fontstyle0\">Dispel </span></em><span class=\"fontstyle2\">affects </span><span class=\"fontstyle2\"><span class=\"fontstyle3\">@Compendium[swade-core-rules.swade-rules.Arcane Devices]{arcane devices}</span> normally</span><span class=\"fontstyle2\">.</span></p>\n<p><em><span class=\"fontstyle0\">Dispel </span></em><span class=\"fontstyle2\">can be used on a power already in effect or to counter an enemy power as it&rsquo;s being used. The latter requires the countering mage to be on @Compendium[swade-core-rules.swade-rules.Hold]{Hold} and interrupt his foe&rsquo;s action.</span></p>\n<p><span class=\"fontstyle0\">In either case, </span><em><span class=\"fontstyle2\">dispelling </span></em><span class=\"fontstyle0\">an opponent&rsquo;s power is an </span><span class=\"fontstyle0\">@Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed roll} </span><span class=\"fontstyle0\">of arcane skills (with a -2 modifier if the rival&rsquo;s power is of another type such as magic vs. miracles, psionics vs. weird science, etc.).</span></p>\n<p><span class=\"fontstyle0\">If the </span><em><span class=\"fontstyle2\">dispelling </span></em><span class=\"fontstyle0\">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 </span><span class=\"fontstyle2\"><em>dispelled </em></span><span class=\"fontstyle0\">power is also @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Distracted}.</span> &nbsp;</p>\n<p><strong>Modifiers</strong></p>\n<ul>\n<li><strong>Power (+1):</strong> For +1 Power Point, <em>dispel</em> can disrupt @Compendium[swade-core-rules.swade-rules.Arcane Devices]{enchanted devices} for one round, or two with a raise. The difficulty to do is -2 for permanently enchanted items such as found in most swords &amp; sorcery campaigns, or -4 for divine or legendary relics.</li>\n</ul>\n</div>",
"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": "<div class=\"swade-core\">\n<p><em><span class=\"fontstyle0\">Divination </span></em><span class=\"fontstyle2\">allows the caster to contact otherworldly beings or forces to gain information.</span></p>\n<p><span class=\"fontstyle2\">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.</span></p>\n<p><span class=\"fontstyle2\">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&rsquo;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). </span><span class=\"fontstyle2\">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&mdash;and they may not even know the identity of their killer if the person was masked or unseen.</span></p>\n<p><span class=\"fontstyle2\">Likewise, nature spirits know only about their local environs, demons know only about the affairs they&rsquo;re directly involved in, and so on. The Game Master must decide what the entity knows based on its background, origin, and personality. </span><span class=\"fontstyle2\">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.</span></p>\n</div>",
"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": "<div class=\"swade-core\">\n<p><span class=\"fontstyle0\">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.</span></p>\n<p><span class=\"fontstyle0\"> The power is @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} by the target&rsquo;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.</span></p>\n<p><span class=\"fontstyle0\">@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} drains 1d6 of the rival&rsquo;s Power Points (if any, and the die doesn&rsquo;t ace). With a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise}, the caster adds the points to her own. This <em><span class=\"fontstyle2\">may</span></em> <span class=\"fontstyle0\">take her above her usual maximum! They last until used, and must be the first spent when casting. </span></span></p>\n<p><em><span class=\"fontstyle2\">Drain Power Points </span></em><span class=\"fontstyle0\">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&rsquo;t lose more @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Points} than it has.</span></p>\n</div>",
"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": "<div class=\"swade-core\">\n<p><span class=\"fontstyle0\">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}. </span></p>\n<p><span class=\"fontstyle0\">Here are some ideas for what each element can do. Each is an action.</span></p>\n<ul>\n<li><strong>Air:</strong> Push someone, blow out a torch, fan a flame, cool someone down (+2 to @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue} rolls in oppressive heat).</li>\n<li><strong>Earth:</strong> Move a square foot of earth (half that in stone) each @Compendium[swade-core-rules.swade-rules.Actions]{round}, cover tracks.</li>\n<li><strong>Fire:</strong> Conjure flame about the size of a torch, hurl a small blast of fire at someone (Str damage), spread existing flame (see @Compendium[swade-core-rules.swade-rules.Fire]{Fire}).</li>\n<li><strong>Water:</strong> Conjure a quart of water (not \"inside\" objects or people), purify a gallon of water per casting.</li>\n</ul>\n</div>",
"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": "<div class=\"swade-core\">\n<p><span class=\"fontstyle0\">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&rsquo;s emotional state and most basic surface</span>&nbsp; t<span class=\"fontstyle0\">houghts, 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.</span></p>\n<p><em><span class=\"fontstyle0\">Empathy </span></em><span class=\"fontstyle2\">also works on animals, adding +2 to @Compendium[swade-core-rules.swade-skills.Riding]{Riding} or other rolls used to interact with the creature</span> .&nbsp;</p>\n<p>&nbsp;</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p><em><span class=\"fontstyle0\">Entangle </span></em><span class=\"fontstyle2\">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). </span>If successful, the target is @Compendium[swade-core-rules.swade-rules.Bound and Entangled]{Entangled}. With a raise, he&rsquo;s @Compendium[swade-core-rules.swade-rules.Bound and Entangled]{Bound}.</p>\n<p><span class=\"fontstyle2\">Victims may break free on their turn as detailed under @Compendium[swade-core-rules.swade-rules.Bound and Entangled]{Bound and Entangled}.</span></p>\n<p><strong>Modifiers</strong></p>\n<ul>\n<li><strong>Area of Effect (+2/+3):</strong> For +2 points the power affects everyone in a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Medium Blast Template}. For +3 points the area of effect is increased to a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Large Blast Template}.</li>\n<li><strong>Strong (+2):</strong> The <em>entangling</em> material is particularly resilient. Rolls to break free are made at -2 and it's @Compendium[swade-core-rules.swade-rules.Breaking Things]{Hardness} increases to 7</li>\n</ul>\n</div>",
"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": "<div class=\"swade-core\">\n<p><span class=\"fontstyle0\">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.</span></p>\n<p><em><span class=\"fontstyle0\">Environmental protection </span></em><span class=\"fontstyle2\">allows the target to breathe, speak, and move at his normal @Compendium[swade-core-rules.swade-rules.Movement]{Pace}</span><span class=\"fontstyle2\"> 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.</span></p>\n<p><strong>Modifiers</strong></p>\n<ul>\n<li><strong>Additional Recipients (+1):</strong> The power may affect more than one target for 1 additional @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Point} each.</li>\n</ul>\n</div>",
"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": "<div class=\"swade-core\">\n<p><em><span class=\"fontstyle0\">Farsight </span></em><span class=\"fontstyle2\">allows the recipient to see in detail over great distances. She can read lips or read fine print up to a mile distant.</span></p>\n<p><span class=\"fontstyle2\">With a raise, she also halves @Compendium[swade-core-rules.swade-rules.Range]{range penalties} </span><span class=\"fontstyle2\">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}.</span></p>\n<p><strong>Modifiers</strong></p>\n<ul>\n<li><strong>Additional Recipients (+1):</strong> The power may affect more than one target for 1 additional @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Point} each.</li>\n</ul>\n</div>",
"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": "<div class=\"swade-core\">\n<p><span class=\"fontstyle0\">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 </span><span class=\"fontstyle2\">@Compendium[swade-core-rules.swade-macros.Fear Table]{Fear Table}</span><span class=\"fontstyle0\">. If the power is cast with a raise, the Fear roll is at -2 and Wild Cards add +2 to </span><span class=\"fontstyle2\"><span class=\"fontstyle2\">Fear Table</span>&nbsp;</span><span class=\"fontstyle0\">results.</span></p>\n<p><strong>Modifiers</strong></p>\n<ul>\n<li><strong>Area of Effect (+2/+3):</strong> For +2 points the power affects everyone in a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Medium Blast Template}. For +3 poitns the area of effect is increased to a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Large Blast Template}.</li>\n</ul>\n</div>",
"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": "<div class=\"swade-core\">\n<p><em><span class=\"fontstyle0\">Fly </span></em><span class=\"fontstyle2\">allows a character to soar at @Compendium[swade-core-rules.swade-rules.Movement]{Pace} 12&Prime;, or twice that with a raise (he may not @Compendium[swade-core-rules.swade-rules.Movement]{Run}).</span></p>\n<p><strong>Modifiers</strong></p>\n<ul>\n<li><strong>Additional Recipients (+2):</strong> The power may affect more than one target for 2 additional @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Points} each.</li>\n</ul>\n</div>",
"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": "<div class=\"swade-core\">\n<p><em><span class=\"fontstyle0\">Growth </span></em><span class=\"fontstyle2\">increases the recipient&rsquo;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 </span><span class=\"fontstyle2\"><span class=\"fontstyle2\">Size</span> 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}.</span><span class=\"fontstyle2\"> This does not increase @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wounds} regardless of change to </span><span class=\"fontstyle2\"><span class=\"fontstyle2\">@Compendium[swade-core-rules.swade-rules.Size and Scale]{Scale}</span>.</span></p>\n<p><em><span class=\"fontstyle0\">Shrink </span></em><span class=\"fontstyle2\">reduces the </span><span class=\"fontstyle2\"><span class=\"fontstyle2\">@Compendium[swade-core-rules.swade-rules.Size and Scale]{Size}</span> 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). </span></p>\n<p><span class=\"fontstyle2\">For unwilling targets, the caster&rsquo;s arcane skill roll is @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} by @Compendium[swade-core-rules.swade-rules.Traits]{Spirit}.</span></p>\n</div>",
"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": "<div class=\"swade-core\">\n<p><span class=\"fontstyle0\">This ability creates chaos and mischief for all those within its area of effect, hurling debris and rivals in all directions.<br /></span></p>\n<p><span class=\"fontstyle0\">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}</span><span class=\"fontstyle0\">, or a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Cone Template} emanating from the caster</span><span class=\"fontstyle0\">.<br /></span></p>\n<p><span class=\"fontstyle0\">Anyone touched by the template is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Distracted} and must </span><em><span class=\"fontstyle3\">then </span></em><span class=\"fontstyle0\">make a </span><span class=\"fontstyle0\"><span class=\"fontstyle0\">@Compendium[swade-core-rules.swade-rules.Traits]{Strength}</span> roll (at -2 if the caster got a raise). Those who fail are hurled 2d6&Prime;&mdash;directly away from the caster if using the </span><span class=\"fontstyle0\"><span class=\"fontstyle0\">@Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Cone Template}</span> or directly away from the center if using a </span><span class=\"fontstyle0\"><span class=\"fontstyle0\">@Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Blast Template}</span> (the caster chooses for those in the dead center).</span></p>\n<p><span class=\"fontstyle0\">Victims who strike a hard object (such as a wall) take 2d4 damage (@Compendium[swade-core-rules.swade-rules.Nonlethal Damage]{nonlethal} unless it&rsquo;s a spiked wall or other more dangerous hazard).</span></p>\n<p><span class=\"fontstyle2\"><strong>Airborne Targets</strong>: </span><span class=\"fontstyle0\">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.</span></p>\n<p><strong>Modifiers</strong></p>\n<ul>\n<li><strong>Area Effect (+1):</strong> <em>Havoc</em> affects a <span class=\"fontstyle0\"><span class=\"fontstyle0\">@Compendium[swade-core-rules.swade-powers.Blast]{Large Blast Template}</span></span>.</li>\n<li><strong>Strong (+1):</strong> <span class=\"fontstyle0\">@Compendium[swade-core-rules.swade-rules.Traits]{Strength}</span> rolls are made at -2</li>\n</ul>\n</div>",
"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": "<div class=\"swade-core\">\n<p><em><span class=\"fontstyle0\">Healing </span></em><span class=\"fontstyle2\">removes @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wounds} </span><span class=\"fontstyle2\">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}.</span></p>\n<p><span class=\"fontstyle2\">For @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Extras}, the GM must first determine if the ally is still alive (see </span><span class=\"fontstyle2\">@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} </span><span class=\"fontstyle2\">if it matters).</span></p>\n<p><strong>Modifiers</strong></p>\n<ul>\n<li><strong>Greater Healing (+10):</strong> <em>Greater healing</em> can restore any @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wound}, including those more than an hour old.</li>\n<li><strong>Crippling Injuries (+20):</strong> The power can heal a permanent @Compendium[swade-core-rules.swade-tables.Injury Table]{Crippling Injury} (see @Compendium[swade-core-rules.swade-rules.Damage Effects]{Incapacitation}). This requires an hour of preparation and only one casting is permitted per injury. If it @Compendium[swade-core-rules.swade-rules.Trait Rolls]{fails}, this caster cannot <em>heal </em>that particular injury (but somoene else may try). If successful, the subject is @Compendium[swade-core-rules.swade-rules.Fatigue]{Exhausted} for 24 hours.</li>\n<li><strong>Neutralize Poison or Disease</strong> (+1): A successful&nbsp;<em>healing&nbsp;</em>roll negates any @Compendium[swade-core-rules.swade-rules.Poison]{poison} or @Compendium[swade-core-rules.swade-rules.Disease]{disease}. If the poison or disease has a bonus or penalty associated with it, the modifier applies to the @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{arcane skill} roll as well.</li>\n</ul>\n</div>",
"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": "<div class=\"swade-core\">\n<p><em><span class=\"fontstyle0\">Illusion </span></em><span class=\"fontstyle2\">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.</span></p>\n<p><span class=\"fontstyle2\">Those who contact an </span><em><span class=\"fontstyle0\">illusion </span></em><span class=\"fontstyle2\">or doubt it&rsquo;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.<br /></span></p>\n<p><span class=\"fontstyle2\">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} </span><span class=\"fontstyle2\">as they point out the </span><em><span class=\"fontstyle0\">illusion&rsquo;s </span></em><span class=\"fontstyle2\">inconsistencies to each other.<br /></span></p>\n<p><span class=\"fontstyle2\">The volume of the </span><em><span class=\"fontstyle0\">illusion </span></em><span class=\"fontstyle2\">must fit within a sphere the size of a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Medium Blast Template}</span><span class=\"fontstyle2\">&nbsp;(4&Prime; or eight yards in diameter).</span></p>\n<p><strong>Modifiers</strong></p>\n<ul>\n<li><strong>Sound (+1):</strong> The power generates sound appropriate to the <em>Illusion</em>. Illusionary allies may talk, illusionary crows caw, and so on. It may not mask or mute existing sound, however.&nbsp;</li>\n<li><strong>Strong (+2):</strong> @Compendium[swade-core-rules.swade-rules.Traits]{Smarts} rolls to disbelieve the <em>illusion </em>are made at -2.&nbsp;</li>\n</ul>\n</div>",
"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": "<div class=\"swade-core\">\n<p><span class=\"fontstyle0\">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. </span></p>\n<p><span class=\"fontstyle0\">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&rsquo;s shunted to the nearest open space and @Compendium[swade-core-rules.swade-rules.Stunned]{Stunned}.<br /></span></p>\n<p><span class=\"fontstyle0\">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}.</span></p>\n</div>",
"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": "<div class=\"swade-core\">\n<p><span class=\"fontstyle0\">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.</span></p>\n<p><strong><span class=\"fontstyle0\">Modifiers</span></strong></p>\n<ul>\n<li><span class=\"fontstyle0\"><strong>Additional Recipients (+3):</strong> The power may affect more than one target for 3 additional @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Points} </span>each.</li>\n</ul>\n</div>",
"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": "<div class=\"swade-core\">\n<p><em><span class=\"fontstyle0\">Light </span></em><span class=\"fontstyle2\">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&Prime; (10 yard) beam as well. </span></p>\n<p><em><span class=\"fontstyle0\">Darkness </span></em><span class=\"fontstyle2\">blocks @Compendium[swade-core-rules.swade-rules.Illumination]{illumination}&nbsp;in an area the size of a </span><span class=\"fontstyle2\"><span class=\"fontstyle2\">@Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Large Blast Template}</span>, making the area Dark, or Pitch Darkness with a raise (see </span><span class=\"fontstyle3\">@Compendium[swade-core-rules.swade-rules.Illumination]{Illumination}</span><span class=\"fontstyle2\">).</span></p>\n<p><span class=\"fontstyle2\">If </span><em><span class=\"fontstyle0\">light </span></em><span class=\"fontstyle2\">and </span><em><span class=\"fontstyle0\">darkness </span></em><span class=\"fontstyle2\">overlap, they create a patch of Dim light (-2).</span></p>\n<p><strong>Modifiers</strong></p>\n<ul>\n<li><strong>Mobile (+1):</strong> The caster can move the area of effect up to his @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{arcane skill} die type each @Compendium[swade-core-rules.swade-rules.Actions]{round} after casting, or attach it to an inanimate object when first cast.&nbsp;</li>\n</ul>\n</div>",
"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": "<div class=\"swade-core\">\n<p><em><span class=\"fontstyle0\">Mind link </span></em><span class=\"fontstyle2\">creates a telepathic connection between two individuals (which does not necessarily have to include the caster). The link accommodates only willing subjects and communication&mdash;thoughts that aren&rsquo;t consciously transmitted aren&rsquo;t relayed.</span></p>\n<p><span class=\"fontstyle2\">Once @Compendium[swade-core-rules.swade-rules.Trait Rolls]{activated}, the @Compendium[swade-core-rules.swade-rules.Range]{Range}</span><span class=\"fontstyle2\"> between all linked minds is one mile, or five with a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise}.</span></p>\n<p><span class=\"fontstyle2\">If any of the linked characters suffers a @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wound}</span><span class=\"fontstyle2\">, 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} </span>(this cannot cause a <span class=\"fontstyle2\">@Compendium[swade-core-rules.swade-rules.Damage Effects]{Wound}</span>).</p>\n<p><span class=\"fontstyle2\">The speed of communication is that of normal speech, but with a&nbsp;</span>@Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise}&nbsp;members may communicate up to 30 seconds or so of speech on a single combat turn.</p>\n<p><strong>Modifiers</strong></p>\n<ul>\n<li><strong>Additional Recipients (+1):</strong> The power may affect additional individuals for 1 additonal @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Point} each.&nbsp;</li>\n</ul>\n</div>",
"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": "<div class=\"swade-core\">\n<p><em><span class=\"fontstyle0\">Mind reading </span></em><span class=\"fontstyle2\">is an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed roll} versus the target&rsquo;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&rsquo;s mental @Compendium[swade-core-rules.swade-rules.Hindrances]{Hindrances} </span>or current state of mind.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p><em><span class=\"fontstyle0\">Mind wipe </span></em><span class=\"fontstyle2\">removes a target&rsquo;s memories, a terrible violation in most civilized societies. The power is @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} by a victim&rsquo;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}.</span></p>\n<p><span class=\"fontstyle2\">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.</span></p>\n<p><span class=\"fontstyle2\">If the defender wins, the caster cannot affect him with </span><em><span class=\"fontstyle0\">mind wipe </span></em><span class=\"fontstyle2\">for 24 hours. (Others may reattempt the power, however.)<br /></span></p>\n<p><span class=\"fontstyle2\">The memory remains missing but strong evidence that challenges its &ldquo;logic&rdquo; allows a @Compendium[swade-core-rules.swade-rules.Traits]{Smarts} roll at -2 to remember fragments determined by the GM.</span></p>\n<p><strong><span class=\"fontstyle2\">Modifiers</span></strong></p>\n<ul>\n<li><span class=\"fontstyle2\"><strong>Edit (+1):</strong> Instead of wiping the memory, the caster edits it as she sees fit.</span></li>\n<li><span class=\"fontstyle2\"><strong>Fast Cast (+2):</strong> The caster can wipe a memory as an @Compendium[swade-core-rules.swade-rules.Actions]{action}.</span></li>\n</ul>\n</div>",
"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": "<div class=\"swade-core\">\n<p><em><span class=\"fontstyle0\">Object reading </span></em><span class=\"fontstyle2\">is the ability to see the past of an inanimate object, discovering who held it, where it&rsquo;s been, and what it might have been used for. The object has no sentience of its own &mdash; the caster simply sees and hears visions of the past that took place in its presence.</span></p>\n<p><span class=\"fontstyle2\">@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 &ldquo;fast forward&rdquo; and &ldquo;rewind&rdquo; as desired, skimming about 10 years of history per minute of real time.</span></p>\n<p>When watching an actual event, it occurs in real time, just as if watching a digital video.</p>\n<p><strong>Modifiers</strong></p>\n<ul>\n<li><strong>Strong (+2):</strong> The caster can see or hear from the item's creation forward.</li>\n</ul>\n</div>",
"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": "<div class=\"swade-core\">\n<p><em><span class=\"fontstyle0\">Protection </span></em><span class=\"fontstyle2\">creates a field of energy or armor around a character, giving him 2 points of @Compendium[swade-core-rules.swade-rules.Armor]{Armor}</span><span class=\"fontstyle2\">, or +4 with a raise.<br /></span></p>\n<p><span class=\"fontstyle2\">Whether the </span><em><span class=\"fontstyle0\">protection </span></em><span class=\"fontstyle2\">is visible or not depends on the @Compendium[swade-core-rules.swade-rules.Trappings]{Trapping}</span><span class=\"fontstyle2\">&mdash;this is entirely up to the caster.</span></p>\n<p><em><span class=\"fontstyle0\">Protection </span></em><span class=\"fontstyle2\">stacks with all other armor, natural or worn, and is negated by @Compendium[swade-core-rules.swade-rules.Armor Piercing (AP)]{AP} as </span><span class=\"fontstyle2\">usual.</span></p>\n<p><strong>Modifiers</strong></p>\n<ul>\n<li><strong>Additional Recipients (+1):</strong> The power may affect additional targets at a cost of 1 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Point} each.</li>\n<li><strong>More Armor (+1):</strong> Success grants 4 points of @Compendium[swade-core-rules.swade-rules.Armor]{Armor}&nbsp;(+6 with a raise).</li>\n<li><strong>Toughness (+1):</strong>&nbsp;<em>Armor </em>provides Toughness instead of @Compendium[swade-core-rules.swade-rules.Armor]{Armor} and is not affected by @Compendium[swade-core-rules.swade-rules.Armor Piercing (AP)]{AP}&nbsp;(magical or otherwise).</li>\n</ul>\n</div>",
"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": "<div class=\"swade-core\">\n<p><em><span class=\"fontstyle0\">Puppet </span></em><span class=\"fontstyle2\">is an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed roll} of the character&rsquo;s @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{arcane skill} versus the target&rsquo;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&rsquo;t directly harm himself or those he cares about.</span></p>\n<p><span class=\"fontstyle2\">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 </span><span class=\"fontstyle0\"><em>puppet</em>&rsquo;s </span><span class=\"fontstyle2\">resistance @Compendium[swade-core-rules.swade-rules.Trait Rolls]{succeeds}, he doesn&rsquo;t carry out that </span><span class=\"fontstyle2\">particular command but doesn&rsquo;t otherwise resist his master. With a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise}, he breaks the controller&rsquo;s hold and the power ends.<br /></span></p>\n<p><span class=\"fontstyle2\">Commands are general, such as &ldquo;attack that person&rdquo; or &ldquo;open that door.&rdquo; The controller doesn&rsquo;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.</span></p>\n<p><strong><span class=\"fontstyle2\">Modifiers</span></strong></p>\n<ul>\n<li><span class=\"fontstyle2\"><strong>Additional Recipients (+2):</strong> The caster may affect others at the cost of 2 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Points} each.</span></li>\n</ul>\n</div>",
"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": "<div class=\"swade-core\">\n<p><em><span class=\"fontstyle0\">Relief </span></em><span class=\"fontstyle2\">removes one @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue} level, or two with a raise. It can also remove a character&rsquo;s @Compendium[swade-core-rules.swade-rules.Damage Effects]{Shaken} </span><span class=\"fontstyle2\">status, and removes @Compendium[swade-core-rules.swade-rules.Stunned]{Stunned} status with a raise.</span></p>\n<p><strong>Modifiers</strong></p>\n<ul>\n<li><strong>Additional Recipients (+1):</strong> The power may affect more than one target for 1 additional @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Point} each.</li>\n</ul>\n</div>",
"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": "<div class=\"swade-core\">\n<p><span class=\"fontstyle0\">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.</span></p>\n<p><span class=\"fontstyle0\">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.</span></p>\n<p><span class=\"fontstyle0\">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} </span><span class=\"fontstyle0\">and is @Compendium[swade-core-rules.swade-rules.Fatigue]{Exhausted}. With a raise, she returns merely </span><span class=\"fontstyle0\"><span class=\"fontstyle0\">@Compendium[swade-core-rules.swade-rules.Fatigue]{Exhausted}</span>.</span></p>\n<p><strong>Modifiers</strong></p>\n<ul>\n<li><strong>Power (+5):</strong> The hero can raise a spirit dead up to a decade for +5 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Points}.</li>\n</ul>\n</div>",
"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": "<div class=\"swade-core\">\n<p><span class=\"fontstyle0\">Many cultures have legends of shamans or wizards who take on the shape of animals.</span></p>\n<p><span class=\"fontstyle0\"><span class=\"fontstyle0\">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}:</span></span></p>\n<table style=\"height: 112px; width: 98.3607%;\" border=\"1\">\n<tbody>\n<tr style=\"height: 16px;\">\n<td style=\"width: 98.3333%; text-align: center; height: 16px;\" colspan=\"3\"><strong>Shape Change</strong></td>\n</tr>\n<tr style=\"height: 16px;\">\n<td style=\"height: 16px; width: 29.7929%; text-align: center;\"><strong>Cost</strong></td>\n<td style=\"height: 16px; width: 23.677%; text-align: center;\"><strong>Rank</strong></td>\n<td style=\"height: 16px; width: 44.8634%; text-align: center;\"><strong>Size</strong></td>\n</tr>\n<tr style=\"height: 16px;\">\n<td style=\"height: 16px; width: 29.7929%; text-align: center;\">3</td>\n<td style=\"height: 16px; width: 23.677%; text-align: center;\">Novice</td>\n<td style=\"height: 16px; width: 44.8634%; text-align: center;\">Size -4 to Size -1</td>\n</tr>\n<tr style=\"height: 16px;\">\n<td style=\"height: 16px; width: 29.7929%; text-align: center;\">5</td>\n<td style=\"height: 16px; width: 23.677%; text-align: center;\">Seasoned</td>\n<td style=\"height: 16px; width: 44.8634%; text-align: center;\">Size 0</td>\n</tr>\n<tr style=\"height: 16px;\">\n<td style=\"height: 16px; width: 29.7929%; text-align: center;\">8</td>\n<td style=\"height: 16px; width: 23.677%; text-align: center;\">Veteran</td>\n<td style=\"height: 16px; width: 44.8634%; text-align: center;\">Size 1 to 2</td>\n</tr>\n<tr style=\"height: 16px;\">\n<td style=\"height: 16px; width: 29.7929%; text-align: center;\">11</td>\n<td style=\"height: 16px; width: 23.677%; text-align: center;\">Heroic</td>\n<td style=\"height: 16px; width: 44.8634%; text-align: center;\">Size 3 to 4</td>\n</tr>\n<tr style=\"height: 16px;\">\n<td style=\"height: 16px; width: 29.7929%; text-align: center;\">15</td>\n<td style=\"height: 16px; width: 23.677%; text-align: center;\">Legendary</td>\n<td style=\"height: 16px; width: 44.8634%; text-align: center;\">Size 5 to 10</td>\n</tr>\n</tbody>\n</table>\n<p><span class=\"fontstyle0\">With a&nbsp;</span>@Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise}&nbsp;on the roll, the character <span class=\"fontstyle0\">transforms into a&nbsp; particularly large version of its type&mdash;increase its @Compendium[swade-core-rules.swade-rules.Traits]{Strength} and @Compendium[swade-core-rules.swade-rules.Traits]{Vigor} by one die type each.</span></p>\n<p><span class=\"fontstyle0\">Weapons and other personal effects are assumed into the animal&rsquo;s form and reappear when the power ends, but other objects are dropped.</span></p>\n<p><span class=\"fontstyle0\">While transformed, the character retains his own&nbsp;</span>@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&rsquo;s call). He gains the animal&rsquo;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.</p>\n<p><span class=\"fontstyle0\">A @Compendium[swade-core-rules.swade-rules.Bestiary]{creature&rsquo;s} natural abilities inherent to its form are conferred, but magical ones aren&rsquo;t. A @Compendium[swade-core-rules.swade-bestiary.Dragon]{dragon}&nbsp;can fly and breathe fire in a traditional fantasy setting, for example, so a character who </span><em><span class=\"fontstyle2\">shape changes </span></em><span class=\"fontstyle0\">into one may do so as well. If dragons also cast spells in that world, however, </span><em><span class=\"fontstyle2\">shape change </span></em><span class=\"fontstyle0\">would not grant that ability because it&rsquo;s not inherent to the physical form.</span></p>\n<p><span class=\"fontstyle3\"><strong>Size</strong>: </span><span class=\"fontstyle0\">The caster does </span><span class=\"fontstyle2\">not </span><span class=\"fontstyle0\">inherit extra @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wounds} when transforming into creatures of Large or Huge </span>@Compendium[swade-core-rules.swade-rules.Size and Scale]{Scale}<span class=\"fontstyle0\">.</span></p>\n<p><strong>Modifiers</strong></p>\n<ul>\n<li><strong>Speech (+1):</strong> The recipient retains the power of speech (but still cannot activate @Compendium[swade-core-rules.swade-rules.Powers]{powers}).</li>\n</ul>\n</div>",
"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": "<div class=\"swade-core\">\n<p><em><span class=\"fontstyle0\">Sloth </span></em><span class=\"fontstyle2\">lessens celerity and coordination while </span><em><span class=\"fontstyle0\">speed </span></em><span class=\"fontstyle2\">increases it. It halves the target&rsquo;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 </span><em><span class=\"fontstyle0\">sloth </span></em><span class=\"fontstyle2\">at the end of each of his next turns by making a @Compendium[swade-core-rules.swade-rules.Traits]{Spirit} roll.</span></p>\n<p><span class=\"fontstyle2\">@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} with </span><em><span class=\"fontstyle0\">speed </span></em><span class=\"fontstyle2\">doubles the target&rsquo;s @Compendium[swade-core-rules.swade-rules.Movement]{movement} (basic Pace and @Compendium[swade-core-rules.swade-rules.Movement]{running}</span><span class=\"fontstyle2\">). With a&nbsp;</span>@Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} the character also ignores the -2 running penalty.</p>\n<p><strong>Modifiers</strong></p>\n<ul>\n<li><strong>Additional Recipients (+1):</strong> <em>Speed </em>only. The power may affect more than one target for 1 additional @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Point} each.</li>\n<li><strong>Area of Effect (+2/+3):</strong> <em>Sloth&nbsp;</em>only. For +2 points the power affects everyone in a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Medium Blast Template}. For +3 poitns the area of efect is increased to a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Large Blast Template}.</li>\n<li><strong>Quickness (+2):</strong> <em>Speed </em>only. The character's total @Compendium[swade-core-rules.swade-rules.Multi-Actions]{Multi-Action} penalty&nbsp;each turn is reduced by 2 (she can do two actions at no penalty, or three at -2 each).</li>\n<li><strong>Strong (+1):</strong> <em>Sloth</em> only. The @Compendium[swade-core-rules.swade-rules.Traits]{Spirit} roll to shake off <em>sloth's&nbsp;</em>effects is made at -2.</li>\n</ul>\n</div>",
"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": "<div class=\"swade-core\">\n<p><span class=\"fontstyle0\">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.</span></p>\n<p><span class=\"fontstyle0\">Anyone affected by </span><em><span class=\"fontstyle2\">slumber </span></em><span class=\"fontstyle0\">must make a @Compendium[swade-core-rules.swade-rules.Traits]{Spirit} roll (at -2 if the caster got a raise on her </span><span class=\"fontstyle0\"><span class=\"fontstyle0\">@Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{arcane skill}</span> roll). Those who fail fall asleep</span>&nbsp;<span class=\"fontstyle0\">for the @Compendium[swade-core-rules.swade-rules.Powers]{Duration} </span>of the spell. Very loud noises or attempts to physically wake a sleeper (by shaking him, for example), grant another <span class=\"fontstyle0\">@Compendium[swade-core-rules.swade-rules.Traits]{Spirit}</span> roll.</p>\n<p><strong><span class=\"fontstyle0\">Modifiers</span></strong></p>\n<ul>\n<li><span class=\"fontstyle0\"><strong>Area of Effect (+2/+3):</strong> For +2 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{points} the power affects everyone in a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Medium Blast Template}. For +3 points the area of effect is increased to a </span><span class=\"fontstyle0\"><span class=\"fontstyle0\">@Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Large Blast Template}</span>.</span></li>\n</ul>\n</div>",
"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": "<div class=\"swade-core\">\n<p><span class=\"fontstyle0\">This power is cast on a weapon of some sort. If it&rsquo;s a ranged weapon, it affects one entire magazine, 20 bolts, shells, or arrows, or one full &ldquo;load&rdquo; of ammunition (the GM determines the exact quantity for unusual weapons). While the power is in effect, the weapon&rsquo;s </span><span class=\"fontstyle0\"><span class=\"fontstyle2\">@Compendium[swade-core-rules.swade-rules.Dealing Damage]{damage}</span> is increased by +2, or +4 with a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise}.</span></p>\n<p><strong>Modifiers</strong></p>\n<ul>\n<li><strong>Additional Recipients (+1):</strong> The power may affect more than one target for 1 additional @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Point} each.</li>\n</ul>\n</div>",
"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": "<div class=\"swade-core\">\n<p><em><span class=\"fontstyle0\">Sound </span></em><span class=\"fontstyle2\">mimics any known sound or voice, emanating from a point of origin within @Compendium[swade-core-rules.swade-rules.Range]{Range} </span><span class=\"fontstyle2\">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}.</span></p>\n<p><em><span class=\"fontstyle0\">Silence </span></em><span class=\"fontstyle2\">does the opposite, muting all sound up to a loud shout within a </span><span class=\"fontstyle2\">@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&mdash;such @Compendium[swade-core-rules.swade-skills.Notice]{Notice} rolls automatically fail.</span></p>\n<p><strong>Modifiers</strong></p>\n<ul>\n<li><strong>Mobile (+1):</strong> The caster can move the area of effect up to his @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{arcane skill} die type each @Compendium[swade-core-rules.swade-rules.Actions]{round}.</li>\n<li><strong>Targeted (+0):</strong> Instead of casting <em>silence </em>in an @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{area of effect}, the caster may instead target individuals in @Compendium[swade-core-rules.swade-rules.Range]{Range}&nbsp;for 1 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Point} each. Unwilling targets resist with @Compendium[swade-core-rules.swade-rules.Traits]{Spirit} (at -2 if the caster gets a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise}).</li>\n</ul>\n</div>",
"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": "<div class=\"swade-core\">\n<p><span class=\"fontstyle0\">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.</span></p>\n<p><strong>Modifiers</strong></p>\n<ul>\n<li><strong>Additional Recipients (+1):</strong> The power may affect more than one target for 1 additional @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Point} each.</li>\n</ul>\n</div>",
"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": "<div class=\"swade-core\">\n<p><em><span class=\"fontstyle0\">Stun </span></em><span class=\"fontstyle2\">shocks a target with concussive force, sound, light, magical energy, or the like.</span></p>\n<p><span class=\"fontstyle2\">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 </span><span class=\"fontstyle3\">@Compendium[swade-core-rules.swade-rules.Stunned]{Stunned}.</span><br style=\"font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: normal; orphans: 2; text-align: -webkit-auto; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px; -webkit-text-size-adjust: auto; -webkit-text-stroke-width: 0px;\" /><br /><strong>Modifiers</strong></p>\n<ul>\n<li><strong>Area of Effect (+2/+3):</strong> For +2 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{points} the power affects everyone in a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Medium Blast Template}. For +3 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{points} the area of effect is increased to a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Large Blast Template}.</li>\n</ul>\n<p><img style=\"border: none;\" src=\"modules/swade-core-rules/assets/art/pg168_quote_stun.webp\" /></p>\n</div>",
"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": "<div class=\"swade-core\">\n<p><span class=\"fontstyle0\">This power allows the character to summon a magical servant from nothing. </span><span class=\"fontstyle0\">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&rsquo;s @Compendium[swade-core-rules.swade-rules.Trappings]{trappings}. It materializes anywhere in @Compendium[swade-core-rules.swade-rules.Range]{Range}</span><span class=\"fontstyle0\">, 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&rsquo;s @Compendium[swade-core-rules.swade-rules.Special Ability (Resilient or Very Resilient)]{Resilient}</span>) as well.</p>\n<p><span class=\"fontstyle0\">The ally acts on its creator&rsquo;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}</span><span class=\"fontstyle0\">, it fades into nothingness, leaving no trace behind.</span></p>\n<p><span class=\"fontstyle0\">The type of servant that can be summoned depends on the caster&rsquo;s @Compendium[swade-core-rules.swade-rules.Advancement]{Rank}. With the GM&rsquo;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 &ldquo;animal&rdquo; can track its foes.</span></p>\n<table style=\"width: 98.9267%;\" border=\"1\">\n<tbody>\n<tr>\n<td style=\"width: 98.915%; text-align: center;\" colspan=\"3\">SUMMON ALLY</td>\n</tr>\n<tr>\n<td style=\"width: 37.2584%; text-align: center;\"><strong>Rank</strong></td>\n<td style=\"width: 16.2064%; text-align: center;\"><strong>Cost</strong></td>\n<td style=\"width: 45.4502%; text-align: center;\"><strong>Servant</strong></td>\n</tr>\n<tr>\n<td style=\"width: 37.2584%; text-align: center;\">Novice</td>\n<td style=\"width: 16.2064%; text-align: center;\">2</td>\n<td style=\"width: 45.4502%; text-align: center;\">Attendant</td>\n</tr>\n<tr>\n<td style=\"width: 37.2584%; text-align: center;\">Seasoned</td>\n<td style=\"width: 16.2064%; text-align: center;\">4</td>\n<td style=\"width: 45.4502%; text-align: center;\">Bodyguard</td>\n</tr>\n<tr>\n<td style=\"width: 37.2584%; text-align: center;\">Veteran</td>\n<td style=\"width: 16.2064%; text-align: center;\">6</td>\n<td style=\"width: 45.4502%; text-align: center;\">Mirror Self*</td>\n</tr>\n<tr>\n<td style=\"width: 37.2584%; text-align: center;\">Heroic</td>\n<td style=\"width: 16.2064%; text-align: center;\">8</td>\n<td style=\"width: 45.4502%; text-align: center;\">Sentinel</td>\n</tr>\n</tbody>\n</table>\n<p>*<em>Mirror Self costs +2 power points per </em><em>Rank above Veteran to a maximum of 10 </em><em>PPs at Legendary</em></p>\n<p><strong>Modifiers</strong></p>\n<ul>\n<li><strong>Bite/Claw (+1):&nbsp;</strong> The ally can bite or claw at Str+d6</li>\n<li><strong>Flight (+2):</strong> The ally can fly at @Compendium[swade-core-rules.swade-rules.Movement]{Pace} 12</li>\n<li><strong>Mind Rider (+1):</strong> The caster can communicate and sense through the ally.</li>\n</ul>\n<h2>&nbsp;</h2>\n<h2>STATBLOCKS</h2>\n<p><strong><span class=\"fontstyle0\">Attendant</span></strong></p>\n<p><strong><span class=\"fontstyle1\">Attributes: </span></strong><span class=\"fontstyle3\">Agility d4, Smarts d4, Spirit d4, Strength d4, Vigor d4<br /></span><span class=\"fontstyle1\"><strong>Skills:</strong>&nbsp;</span><span class=\"fontstyle3\">@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<br /></span><strong><span class=\"fontstyle1\">Pace: </span></strong><span class=\"fontstyle3\">4; </span><strong><span class=\"fontstyle1\">Parry: </span></strong><span class=\"fontstyle3\">4; </span><strong><span class=\"fontstyle1\">Toughness: </span></strong><span class=\"fontstyle3\">4<br /></span><strong><span class=\"fontstyle1\">Special Abilities:</span></strong></p>\n<ul>\n<li><strong><span class=\"fontstyle1\">Claw: </span></strong><span class=\"fontstyle3\">Str+d4.<br /></span></li>\n<li><strong><span class=\"fontstyle1\">@Compendium[swade-core-rules.swade-rules.Special Ability (Construct)]{Construct}: </span></strong><span class=\"fontstyle3\">+2 to recover from being @Compendium[swade-core-rules.swade-rules.Damage Effects]{Shaken}; ignore 1 point of @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wound penalties}; doesn&rsquo;t breathe, immune to @Compendium[swade-core-rules.swade-rules.Poison]{poison} and @Compendium[swade-core-rules.swade-rules.Disease]{disease}.</span></li>\n<li><strong><span class=\"fontstyle1\">@Compendium[swade-core-rules.swade-rules.Special Ability (Fearless)]{Fearless}: </span></strong><span class=\"fontstyle3\">Immune to @Compendium[swade-core-rules.swade-rules.Fear]{fear} and @Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation}.</span></li>\n</ul>\n<p>&nbsp;</p>\n<p><strong><span class=\"fontstyle0\">Bodyguard</span></strong></p>\n<p><strong><span class=\"fontstyle1\">Attributes: </span></strong><span class=\"fontstyle3\">Agility d6, Smarts d4, Spirit d6, Strength d6, Vigor d6<br /></span><strong><span class=\"fontstyle1\">Skills:&nbsp;</span></strong><span class=\"fontstyle3\">@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<br /></span><strong><span class=\"fontstyle1\">Pace: </span></strong><span class=\"fontstyle3\">6; </span><strong><span class=\"fontstyle1\">Parry: </span></strong><span class=\"fontstyle3\">5; </span><strong><span class=\"fontstyle1\">Toughness: </span></strong><span class=\"fontstyle3\">7 (2)<br /></span><strong><span class=\"fontstyle1\">Edges: </span></strong><span class=\"fontstyle3\">@Compendium[swade-core-rules.swade-edges.First Strike]{First Strike}<br /></span><strong><span class=\"fontstyle1\">Gear: </span></strong><span class=\"fontstyle3\">Melee attack (Str+d6).<br /></span><span class=\"fontstyle1\"><strong>Special Abilities:</strong><br /></span></p>\n<ul>\n<li><strong><span class=\"fontstyle1\">Armor +2: </span></strong><span class=\"fontstyle3\">Hardened skin.<br /></span></li>\n<li><strong><span class=\"fontstyle1\"><strong><span class=\"fontstyle1\">@Compendium[swade-core-rules.swade-rules.Special Ability (Construct)]{Construct}:</span></strong> </span></strong><span class=\"fontstyle3\">See Attendant.<br /></span></li>\n<li><strong><span class=\"fontstyle1\">@Compendium[swade-core-rules.swade-rules.Special Ability (Fearless)]{Fearless}: </span></strong><span class=\"fontstyle3\">Immune to @Compendium[swade-core-rules.swade-rules.Fear]{fear} and @Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation}.</span></li>\n</ul>\n<p>&nbsp;</p>\n<p><strong><span class=\"fontstyle0\">Mirror Self<br /></span></strong><span class=\"fontstyle3\">The ally is a clone of the caster except: it&rsquo;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 </span><span class=\"fontstyle5\">after </span><span class=\"fontstyle3\">subtracting for this casting; it </span><span class=\"fontstyle5\">cannot </span><span class=\"fontstyle3\">use the </span><em><span class=\"fontstyle5\">summon ally </span></em><span class=\"fontstyle3\">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.<br /></span></p>\n<p>&nbsp;</p>\n<p><strong><span class=\"fontstyle0\">Sentinel<br /></span><span class=\"fontstyle1\">Attributes: </span></strong><span class=\"fontstyle3\">Agility d6, Smarts d6, Spirit d8, Strength d12+2, Vigor d10<br /></span><strong><span class=\"fontstyle1\">Skills:&nbsp;</span></strong><span class=\"fontstyle3\">@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<br /></span><strong><span class=\"fontstyle1\">Pace: </span></strong><span class=\"fontstyle3\">6; </span><strong><span class=\"fontstyle1\">Parry: </span></strong><span class=\"fontstyle3\">7; </span><strong><span class=\"fontstyle1\">Toughness: </span></strong><span class=\"fontstyle3\">13 (4)<br /></span><strong><span class=\"fontstyle1\">Edges: </span></strong><span class=\"fontstyle3\">@Compendium[swade-core-rules.swade-edges.Arcane Resistance]{Arcane Resistance}, @Compendium[swade-core-rules.swade-edges.Improved Sweep]{Sweep (Improved)}.<br /></span><strong><span class=\"fontstyle1\">Gear: </span></strong><span class=\"fontstyle3\">Melee attack (Str+d8).<br /></span><strong><span class=\"fontstyle1\">Special Abilities:</span></strong></p>\n<ul>\n<li><strong><span class=\"fontstyle1\">Armor +4: </span></strong><span class=\"fontstyle3\">Stone skin.</span></li>\n<li><strong><span class=\"fontstyle1\"><strong><span class=\"fontstyle1\">@Compendium[swade-core-rules.swade-rules.Special Ability (Construct)]{Construct}:</span></strong> </span></strong><span class=\"fontstyle3\">See Attendant.</span></li>\n<li><strong><span class=\"fontstyle1\">@Compendium[swade-core-rules.swade-rules.Special Ability (Fearless)]{Fearless}: </span></strong><span class=\"fontstyle3\">Immune to @Compendium[swade-core-rules.swade-rules.Fear]{fear} and @Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation}.</span></li>\n<li><strong><span class=\"fontstyle1\">@Compendium[swade-core-rules.swade-rules.Size and Scale]{Size} 2: </span></strong><span class=\"fontstyle3\">Sentinels are 8</span><span class=\"fontstyle5\">' </span><span class=\"fontstyle3\">tall and very dense.</span></li>\n</ul>\n</div>",
"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": "<div class=\"swade-core\">\n<p><em><span class=\"fontstyle0\">Telekinesis </span></em><span class=\"fontstyle2\">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.</span></p>\n<p><span class=\"fontstyle2\">Unwilling opponents resist the caster&rsquo;s </span><span class=\"fontstyle2\"><span class=\"fontstyle0\">@Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{arcane skill}</span> 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&rsquo;re released. They can be moved up to the caster&rsquo;</span> @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 <span class=\"fontstyle2\">@Compendium[swade-core-rules.swade-rules.Dealing Damage]{damage}</span>. Dropped creatures suffer @Compendium[swade-core-rules.swade-rules.Falling]{falling damage} as usual.</p>\n<p><span class=\"fontstyle3\"><strong>Telekinetic Tools</strong>: </span><span class=\"fontstyle2\">A caster can wield tools (including weapons) with </span><em><span class=\"fontstyle0\">telekinesis </span></em><span class=\"fontstyle2\">as an action. Use the caster&rsquo;s relevant</span> @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}).</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p><em><span class=\"fontstyle0\">Teleport </span></em><span class=\"fontstyle2\">allows a character to disappear and instantly reappear up to 12&Prime; (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.</span></p>\n<p><span class=\"fontstyle2\">Opponents adjacent to a character who teleports away don&rsquo;t get a free attack (see<strong> </strong></span>@Compendium[swade-core-rules.swade-rules.Withdrawing From Melee]{Withdrawing From Melee}<span class=\"fontstyle2\">).</span></p>\n<p><span class=\"fontstyle2\">If casting </span><em><span class=\"fontstyle0\">teleport </span></em><span class=\"fontstyle2\">on a willing subject, the caster decides where they move to, not the target.</span></p>\n<p><strong>Modifiers</strong></p>\n<ul>\n<li><strong>Additional Recipients (+1):</strong> The power may affect more than one target for 1 additional @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Point} each.</li>\n<li><strong>Teleport Foe (+2):</strong> Foes may be targeted by a @Compendium[swade-core-rules.swade-rules.Touch Attack]{Touch Attack}. This is an @Compendium[swade-core-rules.swade-rules.Actions]{action}, so the casting must be the second part of a @Compendium[swade-core-rules.swade-rules.Multi-Actions]{Multi-Action} if the attack is successful. The foe resists the casting with an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} Spirit roll against the @Compendium[swade-core-rules.swade-rules.Actions]{arcane skill} total and is sent up to the 12\" away with success and 24\" with a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise}. Foes may not be teleported into solid objects.</li>\n</ul>\n</div>",
"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": "<div class=\"swade-core\">\n<p><em>Wall walker&nbsp;</em>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}.</p>\n<p>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.</p>\n<p><strong>Modifiers</strong></p>\n<ul>\n<li><strong>Additional Recipients (+1):</strong> The caster may affect others at the cost of 1 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Point} each.</li>\n</ul>\n</div>",
"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": "<div class=\"swade-core\">\n<p><span class=\"fontstyle0\">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} </span><span class=\"fontstyle0\">chosen by the caster. The caster (not the recipient) must have the same @Compendium[swade-core-rules.swade-rules.Advancement]{Rank} </span>or higher as the Edge&rsquo;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&rsquo;t meet the @Compendium[swade-core-rules.swade-rules.Edges]{Rank Requirement}).</p>\n<p><strong><span class=\"fontstyle2\">Modifiers</span></strong></p>\n<ul>\n<li><strong><span class=\"fontstyle4\">Additional Recipients (+1): </span></strong><span class=\"fontstyle0\">The power may affect more than one target for 1 additional @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Point} each.</span></li>\n</ul>\n</div>",
"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": "<div class=\"swade-core\">\n<p><em><span class=\"fontstyle0\">Zombie </span></em><span class=\"fontstyle2\">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&rsquo;t telepathic, and must be controlled by voice.<br /></span></p>\n<p><span class=\"fontstyle2\">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&rsquo;s choice).<br /></span></p>\n<p><span class=\"fontstyle2\">Corpses aren&rsquo;t summoned by this ability, so there must actually be a supply of bodies in @Compendium[swade-core-rules.swade-rules.Range]{Range} (GM&rsquo;s call).</span></p>\n<p><span class=\"fontstyle2\">An undead @Compendium[swade-core-rules.swade-rules.Damage Effects]{Incapacitated} by damage can&rsquo;t be raised with this power again.</span></p>\n<p><strong>Modifiers</strong></p>\n<ul>\n<li><strong>Additional Zombies (+1):</strong> A larger horde can be raised in a single casting by paying an additional 1 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Point} for each extra <em>zombie</em> raised.</li>\n<li><strong>Armed (+1 per Zombie):</strong> The dead rise with a rusting weapon common to their setting and environment. Choose one:\n<ul>\n<li><strong>Hand Weapon:</strong> Str+d6</li>\n<li><strong>Ranged Weapon:</strong> Range 12/24/48, Dmg 2d6</li>\n</ul>\n</li>\n<li><strong>Armor (+1 per Zombie):</strong> The horrors crawl from their grave wearing 2 points of @Compendium[swade-core-rules.swade-rules.Armor]{Armor}. This might be old chain mail, rusting plate, rotting bulletproof vests, etc.</li>\n<li><strong>Mind Rider (+1):</strong> The caster can communicate and sense through one of the undead he's conjured. If it's destroyed, he may jupm to any of the others currently under his control.</li>\n<li><strong>Permanent (0):</strong> The <em>zombie </em>is given unlife until @Compendium[swade-core-rules.swade-rules.Damage Effects]{Incapacitated} by Wounds. The @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Points} used to raise it are \"invested\" and unavailable until it's destroyed. The necromancer may terminate his creations' unlife at any time, regardless of sight, distance, or other factors. His Power Points then begin recharging normally. Permanent zombies remain animated even if their creator is slain!</li>\n</ul>\n<h3>&nbsp;</h3>\n<h3><strong>Zombie Creatures</strong></h3>\n<p><span class=\"fontstyle0\">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 </span><span class=\"fontstyle0\"><span class=\"fontstyle0\">@Compendium[swade-core-rules.swade-rules.Size and Scale]{Size}</span> 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. </span></p>\n<p><span class=\"fontstyle0\">Larger creatures cost 3 + </span><span class=\"fontstyle0\"><span class=\"fontstyle0\">@Compendium[swade-core-rules.swade-rules.Size and Scale]{Size}</span> in Power Points. For example, an undead grizzly (Size 2) costs 5 Power Points to raise.<br /></span></p>\n<p><span class=\"fontstyle0\">Magical or supernatural @Compendium[swade-core-rules.swade-rules.Bestiary]{Special Abilities} aren&rsquo;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&rsquo;s attack, etc.</span></p>\n<p><span class=\"fontstyle0\">Additional zombie creatures cost half their base cost if raised at once, instead of the +1 listed for <strong>Additional Zombies</strong> (round up, minimum of 1).</span></p>\n<p>&nbsp;</p>\n<hr />\n<h3><span class=\"fontstyle0\"><strong>Zombie</strong><br /></span></h3>\n<p><span class=\"fontstyle0\">These walking dead are typical groaning fiends looking for fresh meat.</span></p>\n<p><span class=\"fontstyle0\"><strong>Attributes:</strong> Agility d6, Smarts d4, Spirit d4, Strength d6, Vigor d6</span></p>\n<p><span class=\"fontstyle0\"><strong>Skills:</strong> @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</span></p>\n<p><span class=\"fontstyle0\"><strong>Pace:</strong> 4; <strong>Parry:</strong> 5; <strong>Toughness:</strong> 7</span></p>\n<p><span class=\"fontstyle0\"><strong>Edges:</strong> &mdash;</span></p>\n<p><span class=\"fontstyle0\"><strong>Special Abilities:</strong><br /></span></p>\n<ul>\n<li><span class=\"fontstyle0\"><strong>Bite/Claws:</strong> Str.</span></li>\n<li><span class=\"fontstyle0\"><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Fearless)]{Fearless}:</strong> Zombies are immune to @Compendium[swade-core-rules.swade-rules.Fear]{Fear} and @Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation}.</span></li>\n<li><span class=\"fontstyle0\"><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Undead)]{Undead}:</strong> +2 Toughness; +2 to recover from being Shaken; no additional damage from @Compendium[swade-core-rules.swade-rules.Called Shots]{Called Shots}; ignores 1 point of Wound penalties; doesn&rsquo;t breathe; immune to @Compendium[swade-core-rules.swade-rules.Disease]{disease} and @Compendium[swade-core-rules.swade-rules.Poison]{poison}.</span></li>\n<li><span class=\"fontstyle0\"><strong>Weakness (Head):</strong> @Compendium[swade-core-rules.swade-rules.Called Shots]{Called Shots} to a zombie&rsquo;s head do the usual +4 damage.</span></li>\n</ul>\n</div>",
"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": "<div class=\"swade-core\">\n<p>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.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>The kings of the jungle are fierce predators, particularly in open grassland where their prey cannot seek refuge.</p>\n<p><strong>Special Abilities:</strong></p>\n<ul>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Low Light Vision)]{Low Light Vision}:</strong> Lions ignore penalties for Dim and Dark @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination}.</li>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Size)]{Size} 1:</strong> Typical males are about 400 pounds.</li>\n</ul>\n</div>",
"items": [
{
"_id": "7ueziJ7U0IZiMDKm",
"name": "★ Athletics",
"type": "skill",
"data": {
"description": "<div class=\"swade-core\">\n<p>Athletics combines an individual&rsquo;s coordin&shy;ation 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}.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>Fighting covers all hand-to-hand (melee) attacks, whether it&rsquo;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.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>Notice is a hero&rsquo;s general awareness and alertness. It&rsquo;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.</p>\n<p>@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information&mdash;the character hears movement in the forest, smells distant smoke, or senses someone isn&rsquo;t being completely truthful.</p>\n<p>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.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>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&rsquo;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.</p>\n<p>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.</p>\n<p>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&rsquo;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 (&minus;4). Don&rsquo;t apply the same modifier to both rolls, however. If Stealth is at &minus;2 for the leaves, don&rsquo;t give Notice a +2 for them as well.</p>\n<p><strong>Sneak Attack: </strong> Sneaking up close enough to make a melee attack <em>always</em> requires an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} Stealth roll versus the target&rsquo;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&rsquo;s turn ends. With a raise, the attacker has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} instead.</p>\n<p><strong>Movement:</strong> 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.</p>\n<p>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&rsquo;re trying to quietly walk the path through a dark forest without alerting the creatures that live there.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>If a character doesn&rsquo;t have a skill for an action he&rsquo;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.</p>\n<p>The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>See @Compendium[swade-core-rules.swade-rules.Special Ability (Bite)]{Bite} and @Compendium[swade-core-rules.swade-rules.Special Ability (Claws)]{Claws}.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p><span class=\"fontstyle0\">The fighter rolls an extra @Compendium[swade-core-rules.swade-skills.Fighting]{Fighting} die with up to two Fighting attacks in the same turn</span></p>\n<h2>Example</h2>\n<p><span class=\"fontstyle0\">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&rsquo;t get the extra die on her third Fighting roll.</span></p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>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.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>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.</p>\n<p><strong>Special Abilities:</strong></p>\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<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Fearless)]{Fearless}:</strong> Mechs are 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<li><strong>Night Vision:</strong> Sensor packages ignore penalties for @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination}.</li>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Size)]{Size} 4 (Large):</strong> The mech stands 15&prime; tall.</li>\n</ul>\n</div>",
"items": [
{
"_id": "RjpsfNr5RMvP02Mc",
"name": "Fighting",
"type": "skill",
"data": {
"description": "<div class=\"swade-core\">\n<p>Fighting covers all hand-to-hand (melee) attacks, whether it&rsquo;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.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>Notice is a hero&rsquo;s general awareness and alertness. It&rsquo;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.</p>\n<p>@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information&mdash;the character hears movement in the forest, smells distant smoke, or senses someone isn&rsquo;t being completely truthful.</p>\n<p>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.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>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.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>If a character doesn&rsquo;t have a skill for an action he&rsquo;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.</p>\n<p>The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.</p>\n</div>",
"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": "<p>No description or reference provided.</p>",
"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": "<div class=\"swade-core\"><p><strong>Minimum Rate of Fire:</strong>&nbsp;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.</p></div>",
"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": "<div class=\"swade-core\">\n<p>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&rdquo; (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}.</p>\n</div>",
"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": "<div class='swade-core'></div>",
"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": "<div class=\"swade-core\">\n<p>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&rsquo; flesh.</p>\n<p><strong>Special Abilities:</strong></p>\n<ul>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Resilient or Very Resilient)]{Resilient}:</strong> Minotaurs can take one Wound before they&rsquo;re @Compendium[swade-core-rules.swade-rules.Damage Effects]{Incapacitated}.</li>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Size)]{Size} 3:</strong> Minotaurs stand over 7&prime; tall and have the mass of bulls.</li>\n</ul>\n</div>",
"items": [
{
"_id": "ChMwI9Rlwklfhi8k",
"name": "★ Athletics",
"type": "skill",
"data": {
"description": "<div class=\"swade-core\">\n<p>Athletics combines an individual&rsquo;s coordin&shy;ation 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}.</p>\n</div>",
"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": "<div class=\"swade-core\"><p>Characters roll Common Knowledge to know people, places, and things of their world, including etiquette, geography, culture, popular technology, contacts, and customs.</p></div>",
"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": "<div class=\"swade-core\">\n<p>Fighting covers all hand-to-hand (melee) attacks, whether it&rsquo;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.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>Intimidation is the art of frightening an opponent so that he backs down, reveals information, or flees.</p>\n<p>Intimidation is an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed roll} resisted by the opponent&rsquo;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.</p>\n<p>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.</p>\n<p>In or out of combat, a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} means the target is immune to this character&rsquo;s Intimidation attempts for the remainder of this encounter!</p>\n<p><strong>Networking:</strong> Intimidation can also be used as a &ldquo;macro&rdquo; skill to simulate several hours of working the streets. See&nbsp;@Compendium[swade-core-rules.swade-rules.Networking]{Networking}&nbsp;to see how to crack some heads for favors or information.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>Notice is a hero&rsquo;s general awareness and alertness. It&rsquo;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.</p>\n<p>@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information&mdash;the character hears movement in the forest, smells distant smoke, or senses someone isn&rsquo;t being completely truthful.</p>\n<p>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.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>Persuasion is the ability to convince others to do what you want through reason, cajoling, deception, rewards, or other friendly means. Persuasion isn&rsquo;t mind control. It can change someone&rsquo;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.</p>\n<p>When used to @Compendium[swade-core-rules.swade-rules.Support]{Support} allies it&rsquo;s an unopposed roll. If the target is resistant, it&rsquo;s an @JournalEntry[JBxsGv2wAoAmoCDe]{opposed} roll vs. the target&rsquo;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.</p>\n<p><strong>Reaction Level:</strong> How much a person is willing to cooperate depends largely on their attitude toward whoever&rsquo;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.</p>\n<p>@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} improves the target&rsquo;s attitude one level and a raise improves it two. Further increases aren&rsquo;t generally possible in the same encounter&mdash;it takes individuals a little time to adjust their biases.</p>\n<p>@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Failure} means the target won&rsquo;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 <em>reduces</em> the target&rsquo;s attitude two levels.</p>\n<p>Only one roll should generally be allowed per interaction unless new information is revealed, a substantial reward is offered, etc.</p>\n<p><strong>Networking: </strong>Characters can also use Persuasion as a &ldquo;macro skill,&rdquo; simulating a few hours or an evening&rsquo;s time hobnobbing and socializing to gain favors or information. See @Compendium[swade-core-rules.swade-rules.Networking]{Networking}.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>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&rsquo;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.</p>\n<p>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.</p>\n<p>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&rsquo;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 (&minus;4). Don&rsquo;t apply the same modifier to both rolls, however. If Stealth is at &minus;2 for the leaves, don&rsquo;t give Notice a +2 for them as well.</p>\n<p><strong>Sneak Attack: </strong> Sneaking up close enough to make a melee attack <em>always</em> requires an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} Stealth roll versus the target&rsquo;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&rsquo;s turn ends. With a raise, the attacker has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} instead.</p>\n<p><strong>Movement:</strong> 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.</p>\n<p>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&rsquo;re trying to quietly walk the path through a dark forest without alerting the creatures that live there.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>If a character doesn&rsquo;t have a skill for an action he&rsquo;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.</p>\n<p>The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>See @Compendium[swade-core-rules.swade-rules.Special Ability (Horns)]{Horns}.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p><span class=\"fontstyle0\">The hero&rsquo;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)</span></p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>@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}</p>\n</div>",
"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": "<div class=\"swade-core\"><p>Heavy winter clothing, supple leather armor, soft hides.</p></div>",
"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": "<div class=\"swade-core\">\n<p>Mules are a cross between a donkey and a horse, and are usually used to haul heavy goods or pull wagons.</p>\n<p>Like any good pet, the GM should give the mule a little personality. The expression &ldquo;stubborn as a mule&rdquo; certainly comes to mind.</p>\n<p><strong>Special Abilities:</strong></p>\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<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Size)]{Size} 2:</strong> Mules are stocky creatures usually weighing under 1000 pounds.</li>\n</ul>\n</div>",
"items": [
{
"_id": "NSXab2mvCxWyAK18",
"name": "★ Athletics",
"type": "skill",
"data": {
"description": "<div class=\"swade-core\">\n<p>Athletics combines an individual&rsquo;s coordin&shy;ation 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}.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>Notice is a hero&rsquo;s general awareness and alertness. It&rsquo;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.</p>\n<p>@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information&mdash;the character hears movement in the forest, smells distant smoke, or senses someone isn&rsquo;t being completely truthful.</p>\n<p>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.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>If a character doesn&rsquo;t have a skill for an action he&rsquo;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.</p>\n<p>The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>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 &ldquo;pet&rdquo; ogres in savage combats against their rivals&rsquo;.</p>\n<p><strong>Special Abilities:</strong></p>\n<ul>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Resilient or Very Resilient)]{Resilient}:</strong> Ogres can take one Wound before they&rsquo;re @Compendium[swade-core-rules.swade-rules.Damage Effects]{Incapacitated}.</li>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Size)]{Size} 2:</strong> Most ogres are over 8&prime; tall with pot-bellies and massive arms and legs.</li>\n</ul>\n<p>&nbsp;</p>\n</div>",
"items": [
{
"_id": "1cpmKIChlmWyroYY",
"name": "★ Athletics",
"type": "skill",
"data": {
"description": "<div class=\"swade-core\">\n<p>Athletics combines an individual&rsquo;s coordin&shy;ation 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}.</p>\n</div>",
"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": "<div class=\"swade-core\"><p>Characters roll Common Knowledge to know people, places, and things of their world, including etiquette, geography, culture, popular technology, contacts, and customs.</p></div>",
"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": "<div class=\"swade-core\">\n<p>Fighting covers all hand-to-hand (melee) attacks, whether it&rsquo;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.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>Intimidation is the art of frightening an opponent so that he backs down, reveals information, or flees.</p>\n<p>Intimidation is an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed roll} resisted by the opponent&rsquo;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.</p>\n<p>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.</p>\n<p>In or out of combat, a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} means the target is immune to this character&rsquo;s Intimidation attempts for the remainder of this encounter!</p>\n<p><strong>Networking:</strong> Intimidation can also be used as a &ldquo;macro&rdquo; skill to simulate several hours of working the streets. See&nbsp;@Compendium[swade-core-rules.swade-rules.Networking]{Networking}&nbsp;to see how to crack some heads for favors or information.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>Notice is a hero&rsquo;s general awareness and alertness. It&rsquo;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.</p>\n<p>@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information&mdash;the character hears movement in the forest, smells distant smoke, or senses someone isn&rsquo;t being completely truthful.</p>\n<p>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.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>Persuasion is the ability to convince others to do what you want through reason, cajoling, deception, rewards, or other friendly means. Persuasion isn&rsquo;t mind control. It can change someone&rsquo;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.</p>\n<p>When used to @Compendium[swade-core-rules.swade-rules.Support]{Support} allies it&rsquo;s an unopposed roll. If the target is resistant, it&rsquo;s an @JournalEntry[JBxsGv2wAoAmoCDe]{opposed} roll vs. the target&rsquo;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.</p>\n<p><strong>Reaction Level:</strong> How much a person is willing to cooperate depends largely on their attitude toward whoever&rsquo;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.</p>\n<p>@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} improves the target&rsquo;s attitude one level and a raise improves it two. Further increases aren&rsquo;t generally possible in the same encounter&mdash;it takes individuals a little time to adjust their biases.</p>\n<p>@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Failure} means the target won&rsquo;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 <em>reduces</em> the target&rsquo;s attitude two levels.</p>\n<p>Only one roll should generally be allowed per interaction unless new information is revealed, a substantial reward is offered, etc.</p>\n<p><strong>Networking: </strong>Characters can also use Persuasion as a &ldquo;macro skill,&rdquo; simulating a few hours or an evening&rsquo;s time hobnobbing and socializing to gain favors or information. See @Compendium[swade-core-rules.swade-rules.Networking]{Networking}.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>If a character doesn&rsquo;t have a skill for an action he&rsquo;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.</p>\n<p>The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p><span class=\"fontstyle0\">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. </span></p>\n<p><span class=\"fontstyle0\">Finally, Brutes increase the&nbsp;</span>@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&rsquo;s Range is 3/6/12, for example, a Brute&rsquo;s Range is 4/8/16.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p><span class=\"fontstyle0\">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 <strong>-2</strong> penalty (friends and foes alike). Resolve damage separately for each enemy that&rsquo;s hit.</span></p>\n<p><span class=\"fontstyle0\">A fighter may only perform a Sweep once per turn. It may not be combined with @Compendium[swade-core-rules.swade-edges.Frenzy]{Frenzy}</span></p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>Orcs are savage, green-skinned humanoids with pig-like features, including snouts and sometimes even tusks. They have foul temperaments and rarely take prisoners.</p>\n<p><strong>Special Abilities:</strong></p>\n<ul>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Infravision)]{Infravision}:</strong> Halve penalties for @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination} when attacking warm targets.</li>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Size)]{Size} 1:</strong> Orcs are slightly larger than humans.</li>\n</ul>\n</div>",
"items": [
{
"_id": "NKuich6CkLMStd7t",
"name": "★ Athletics",
"type": "skill",
"data": {
"description": "<div class=\"swade-core\">\n<p>Athletics combines an individual&rsquo;s coordin&shy;ation 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}.</p>\n</div>",
"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": "<div class=\"swade-core\"><p>Characters roll Common Knowledge to know people, places, and things of their world, including etiquette, geography, culture, popular technology, contacts, and customs.</p></div>",
"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": "<div class=\"swade-core\">\n<p>Fighting covers all hand-to-hand (melee) attacks, whether it&rsquo;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.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>Intimidation is the art of frightening an opponent so that he backs down, reveals information, or flees.</p>\n<p>Intimidation is an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed roll} resisted by the opponent&rsquo;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.</p>\n<p>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.</p>\n<p>In or out of combat, a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} means the target is immune to this character&rsquo;s Intimidation attempts for the remainder of this encounter!</p>\n<p><strong>Networking:</strong> Intimidation can also be used as a &ldquo;macro&rdquo; skill to simulate several hours of working the streets. See&nbsp;@Compendium[swade-core-rules.swade-rules.Networking]{Networking}&nbsp;to see how to crack some heads for favors or information.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>Notice is a hero&rsquo;s general awareness and alertness. It&rsquo;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.</p>\n<p>@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information&mdash;the character hears movement in the forest, smells distant smoke, or senses someone isn&rsquo;t being completely truthful.</p>\n<p>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.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>Persuasion is the ability to convince others to do what you want through reason, cajoling, deception, rewards, or other friendly means. Persuasion isn&rsquo;t mind control. It can change someone&rsquo;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.</p>\n<p>When used to @Compendium[swade-core-rules.swade-rules.Support]{Support} allies it&rsquo;s an unopposed roll. If the target is resistant, it&rsquo;s an @JournalEntry[JBxsGv2wAoAmoCDe]{opposed} roll vs. the target&rsquo;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.</p>\n<p><strong>Reaction Level:</strong> How much a person is willing to cooperate depends largely on their attitude toward whoever&rsquo;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.</p>\n<p>@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} improves the target&rsquo;s attitude one level and a raise improves it two. Further increases aren&rsquo;t generally possible in the same encounter&mdash;it takes individuals a little time to adjust their biases.</p>\n<p>@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Failure} means the target won&rsquo;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 <em>reduces</em> the target&rsquo;s attitude two levels.</p>\n<p>Only one roll should generally be allowed per interaction unless new information is revealed, a substantial reward is offered, etc.</p>\n<p><strong>Networking: </strong>Characters can also use Persuasion as a &ldquo;macro skill,&rdquo; simulating a few hours or an evening&rsquo;s time hobnobbing and socializing to gain favors or information. See @Compendium[swade-core-rules.swade-rules.Networking]{Networking}.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>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.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>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&rsquo;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.</p>\n<p>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.</p>\n<p>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&rsquo;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 (&minus;4). Don&rsquo;t apply the same modifier to both rolls, however. If Stealth is at &minus;2 for the leaves, don&rsquo;t give Notice a +2 for them as well.</p>\n<p><strong>Sneak Attack: </strong> Sneaking up close enough to make a melee attack <em>always</em> requires an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} Stealth roll versus the target&rsquo;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&rsquo;s turn ends. With a raise, the attacker has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} instead.</p>\n<p><strong>Movement:</strong> 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.</p>\n<p>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&rsquo;re trying to quietly walk the path through a dark forest without alerting the creatures that live there.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>If a character doesn&rsquo;t have a skill for an action he&rsquo;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.</p>\n<p>The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p><span class=\"fontstyle0\">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. </span></p>\n<p><span class=\"fontstyle0\">Finally, Brutes increase the&nbsp;</span>@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&rsquo;s Range is 3/6/12, for example, a Brute&rsquo;s Range is 4/8/16.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>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 &ldquo;swords &amp; sorcery&rdquo; worlds).</p>\n<p><strong>Note:</strong></p>\n<p>Orc chieftains have a 7 @Compendium[swade-core-rules.swade-rules.Characters]{Parry} when wielding a Great Axe.</p>\n<p><strong>Special Abilities:</strong></p>\n<ul>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Infravision)]{Infravision}:</strong>&nbsp;Halve penalties for @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination} when attacking warm targets.</li>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Size)]{Size} 1:</strong>&nbsp;Orcs are slightly larger than humans.</li>\n</ul>\n</div>",
"items": [
{
"_id": "yKX6TX07XbYtN7mS",
"name": "★ Athletics",
"type": "skill",
"data": {
"description": "<div class=\"swade-core\">\n<p>Athletics combines an individual&rsquo;s coordin&shy;ation 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}.</p>\n</div>",
"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": "<div class=\"swade-core\"><p>Characters roll Common Knowledge to know people, places, and things of their world, including etiquette, geography, culture, popular technology, contacts, and customs.</p></div>",
"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": "<div class=\"swade-core\">\n<p>Fighting covers all hand-to-hand (melee) attacks, whether it&rsquo;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.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>Intimidation is the art of frightening an opponent so that he backs down, reveals information, or flees.</p>\n<p>Intimidation is an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed roll} resisted by the opponent&rsquo;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.</p>\n<p>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.</p>\n<p>In or out of combat, a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} means the target is immune to this character&rsquo;s Intimidation attempts for the remainder of this encounter!</p>\n<p><strong>Networking:</strong> Intimidation can also be used as a &ldquo;macro&rdquo; skill to simulate several hours of working the streets. See&nbsp;@Compendium[swade-core-rules.swade-rules.Networking]{Networking}&nbsp;to see how to crack some heads for favors or information.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>Notice is a hero&rsquo;s general awareness and alertness. It&rsquo;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.</p>\n<p>@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information&mdash;the character hears movement in the forest, smells distant smoke, or senses someone isn&rsquo;t being completely truthful.</p>\n<p>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.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>Persuasion is the ability to convince others to do what you want through reason, cajoling, deception, rewards, or other friendly means. Persuasion isn&rsquo;t mind control. It can change someone&rsquo;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.</p>\n<p>When used to @Compendium[swade-core-rules.swade-rules.Support]{Support} allies it&rsquo;s an unopposed roll. If the target is resistant, it&rsquo;s an @JournalEntry[JBxsGv2wAoAmoCDe]{opposed} roll vs. the target&rsquo;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.</p>\n<p><strong>Reaction Level:</strong> How much a person is willing to cooperate depends largely on their attitude toward whoever&rsquo;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.</p>\n<p>@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} improves the target&rsquo;s attitude one level and a raise improves it two. Further increases aren&rsquo;t generally possible in the same encounter&mdash;it takes individuals a little time to adjust their biases.</p>\n<p>@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Failure} means the target won&rsquo;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 <em>reduces</em> the target&rsquo;s attitude two levels.</p>\n<p>Only one roll should generally be allowed per interaction unless new information is revealed, a substantial reward is offered, etc.</p>\n<p><strong>Networking: </strong>Characters can also use Persuasion as a &ldquo;macro skill,&rdquo; simulating a few hours or an evening&rsquo;s time hobnobbing and socializing to gain favors or information. See @Compendium[swade-core-rules.swade-rules.Networking]{Networking}.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>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.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>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&rsquo;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.</p>\n<p>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.</p>\n<p>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&rsquo;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 (&minus;4). Don&rsquo;t apply the same modifier to both rolls, however. If Stealth is at &minus;2 for the leaves, don&rsquo;t give Notice a +2 for them as well.</p>\n<p><strong>Sneak Attack: </strong> Sneaking up close enough to make a melee attack <em>always</em> requires an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} Stealth roll versus the target&rsquo;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&rsquo;s turn ends. With a raise, the attacker has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} instead.</p>\n<p><strong>Movement:</strong> 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.</p>\n<p>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&rsquo;re trying to quietly walk the path through a dark forest without alerting the creatures that live there.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>If a character doesn&rsquo;t have a skill for an action he&rsquo;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.</p>\n<p>The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>Heavy steel armor made with &ldquo;plates&rdquo; of metal.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>Chain, splint, metal scale, ring mail, samurai armor.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p><span class=\"fontstyle0\">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. </span></p>\n<p><span class=\"fontstyle0\">Finally, Brutes increase the&nbsp;</span>@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&rsquo;s Range is 3/6/12, for example, a Brute&rsquo;s Range is 4/8/16.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p><span class=\"fontstyle0\">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 <strong>-2</strong> penalty (friends and foes alike). Resolve damage separately for each enemy that&rsquo;s hit.</span></p>\n<p><span class=\"fontstyle0\">A fighter may only perform a Sweep once per turn. It may not be combined with @Compendium[swade-core-rules.swade-edges.Frenzy]{Frenzy}</span></p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>@Compendium[swade-core-rules.swade-rules.Parry]{Parry} &ndash;1, @Compendium[swade-core-rules.swade-rules.Two Hands]{two hands}</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>Eagles, hawks, and similar large birds of prey are collectively termed &ldquo;raptors&rdquo; (not to be confused with the dinosaur variety).</p>\n<p><strong>Special Abilities:</strong></p>\n<ul>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Flight)]{Flight}:</strong> Raptors fly at a @Compendium[swade-core-rules.swade-rules.Movement]{Pace} of 48&Prime;.</li>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Size)]{Size} &minus;3 (Very Small):</strong> Raptors are light-weight and about two feet tall.</li>\n</ul>\n</div>",
"items": [
{
"_id": "yvAFOT58qkR6QLJP",
"name": "★ Athletics",
"type": "skill",
"data": {
"description": "<div class=\"swade-core\">\n<p>Athletics combines an individual&rsquo;s coordin&shy;ation 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}.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>Fighting covers all hand-to-hand (melee) attacks, whether it&rsquo;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.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>Notice is a hero&rsquo;s general awareness and alertness. It&rsquo;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.</p>\n<p>@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information&mdash;the character hears movement in the forest, smells distant smoke, or senses someone isn&rsquo;t being completely truthful.</p>\n<p>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.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>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&rsquo;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.</p>\n<p>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.</p>\n<p>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&rsquo;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 (&minus;4). Don&rsquo;t apply the same modifier to both rolls, however. If Stealth is at &minus;2 for the leaves, don&rsquo;t give Notice a +2 for them as well.</p>\n<p><strong>Sneak Attack: </strong> Sneaking up close enough to make a melee attack <em>always</em> requires an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} Stealth roll versus the target&rsquo;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&rsquo;s turn ends. With a raise, the attacker has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} instead.</p>\n<p><strong>Movement:</strong> 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.</p>\n<p>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&rsquo;re trying to quietly walk the path through a dark forest without alerting the creatures that live there.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>If a character doesn&rsquo;t have a skill for an action he&rsquo;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.</p>\n<p>The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>See @Compendium[swade-core-rules.swade-rules.Special Ability (Bite)]{Bite} and @Compendium[swade-core-rules.swade-rules.Special Ability (Claws)]{Claws}.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>These statistics cover bull sharks and white tips.</p>\n<p><strong>Special Abilities:</strong></p>\n<ul>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Aquatic)]{Aquatic}: </strong>@Compendium[swade-core-rules.swade-rules.Movement]{Pace} 10.</li>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Size)]{Size} 1: </strong>Sharks up to 500 pounds.</li>\n</ul>\n</div>",
"items": [
{
"_id": "J56OneQrwKg8jsXs",
"name": "★ Athletics",
"type": "skill",
"data": {
"description": "<div class=\"swade-core\">\n<p>Athletics combines an individual&rsquo;s coordin&shy;ation 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}.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>Fighting covers all hand-to-hand (melee) attacks, whether it&rsquo;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.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>Notice is a hero&rsquo;s general awareness and alertness. It&rsquo;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.</p>\n<p>@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information&mdash;the character hears movement in the forest, smells distant smoke, or senses someone isn&rsquo;t being completely truthful.</p>\n<p>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.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>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&rsquo;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.</p>\n<p>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.</p>\n<p>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&rsquo;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 (&minus;4). Don&rsquo;t apply the same modifier to both rolls, however. If Stealth is at &minus;2 for the leaves, don&rsquo;t give Notice a +2 for them as well.</p>\n<p><strong>Sneak Attack: </strong> Sneaking up close enough to make a melee attack <em>always</em> requires an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} Stealth roll versus the target&rsquo;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&rsquo;s turn ends. With a raise, the attacker has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} instead.</p>\n<p><strong>Movement:</strong> 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.</p>\n<p>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&rsquo;re trying to quietly walk the path through a dark forest without alerting the creatures that live there.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>If a character doesn&rsquo;t have a skill for an action he&rsquo;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.</p>\n<p>The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>See @Compendium[swade-core-rules.swade-rules.Special Ability (Bite)]{Bite}.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>These statistics cover bull sharks and white tips.</p>\n<p><strong>Special Abilities:</strong></p>\n<ul>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Aquatic)]{Aquatic}: </strong>@Compendium[swade-core-rules.swade-rules.Movement]{Pace} 10.</li>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Size)]{Size} 1: </strong>Sharks up to 500 pounds.</li>\n</ul>\n</div>",
"items": [
{
"_id": "J56OneQrwKg8jsXs",
"name": "★ Athletics",
"type": "skill",
"data": {
"description": "<div class=\"swade-core\">\n<p>Athletics combines an individual&rsquo;s coordin&shy;ation 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}.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>Fighting covers all hand-to-hand (melee) attacks, whether it&rsquo;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.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>Notice is a hero&rsquo;s general awareness and alertness. It&rsquo;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.</p>\n<p>@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information&mdash;the character hears movement in the forest, smells distant smoke, or senses someone isn&rsquo;t being completely truthful.</p>\n<p>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.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>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&rsquo;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.</p>\n<p>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.</p>\n<p>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&rsquo;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 (&minus;4). Don&rsquo;t apply the same modifier to both rolls, however. If Stealth is at &minus;2 for the leaves, don&rsquo;t give Notice a +2 for them as well.</p>\n<p><strong>Sneak Attack: </strong> Sneaking up close enough to make a melee attack <em>always</em> requires an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} Stealth roll versus the target&rsquo;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&rsquo;s turn ends. With a raise, the attacker has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} instead.</p>\n<p><strong>Movement:</strong> 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.</p>\n<p>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&rsquo;re trying to quietly walk the path through a dark forest without alerting the creatures that live there.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>If a character doesn&rsquo;t have a skill for an action he&rsquo;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.</p>\n<p>The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>See @Compendium[swade-core-rules.swade-rules.Special Ability (Bite)]{Bite}.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>These statistics cover great whites, 18 to 25 feet long.</p>\n<p><strong>Special Abilities:</strong></p>\n<ul>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Aquatic)]{Aquatic}: @Compendium[swade-core-rules.swade-rules.Movement]{Pace}.</strong>10</li>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Hardy)]{Hardy}: </strong>The creature does not suffer a @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wound} from being @Compendium[swade-core-rules.swade-rules.Damage Effects]{Shaken} twice.</li>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Size)]{Size} 4 (Large): </strong>Great whites can grow up to 25&prime; in length.</li>\n</ul>\n</div>",
"items": [
{
"_id": "y4rBRNO48p80BRrE",
"name": "★ Athletics",
"type": "skill",
"data": {
"description": "<div class=\"swade-core\">\n<p>Athletics combines an individual&rsquo;s coordin&shy;ation 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}.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>Fighting covers all hand-to-hand (melee) attacks, whether it&rsquo;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.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>Notice is a hero&rsquo;s general awareness and alertness. It&rsquo;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.</p>\n<p>@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information&mdash;the character hears movement in the forest, smells distant smoke, or senses someone isn&rsquo;t being completely truthful.</p>\n<p>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.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>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&rsquo;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.</p>\n<p>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.</p>\n<p>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&rsquo;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 (&minus;4). Don&rsquo;t apply the same modifier to both rolls, however. If Stealth is at &minus;2 for the leaves, don&rsquo;t give Notice a +2 for them as well.</p>\n<p><strong>Sneak Attack: </strong> Sneaking up close enough to make a melee attack <em>always</em> requires an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} Stealth roll versus the target&rsquo;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&rsquo;s turn ends. With a raise, the attacker has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} instead.</p>\n<p><strong>Movement:</strong> 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.</p>\n<p>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&rsquo;re trying to quietly walk the path through a dark forest without alerting the creatures that live there.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>If a character doesn&rsquo;t have a skill for an action he&rsquo;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.</p>\n<p>The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>See @Compendium[swade-core-rules.swade-rules.Special Ability (Bite)]{Bite}.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>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&rsquo; legions.</p>\n<p><strong>Special Abilities:</strong></p>\n<ul>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Fearless)]{Fearless}:</strong> Skeletons are immune to @Compendium[swade-core-rules.swade-rules.Fear]{Fear} and @Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation}.</li>\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&rsquo;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>",
"items": [
{
"_id": "Z4jLwklbnjgp4Jn2",
"name": "★ Athletics",
"type": "skill",
"data": {
"description": "<div class=\"swade-core\">\n<p>Athletics combines an individual&rsquo;s coordin&shy;ation 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}.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>Fighting covers all hand-to-hand (melee) attacks, whether it&rsquo;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.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>Intimidation is the art of frightening an opponent so that he backs down, reveals information, or flees.</p>\n<p>Intimidation is an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed roll} resisted by the opponent&rsquo;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.</p>\n<p>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.</p>\n<p>In or out of combat, a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} means the target is immune to this character&rsquo;s Intimidation attempts for the remainder of this encounter!</p>\n<p><strong>Networking:</strong> Intimidation can also be used as a &ldquo;macro&rdquo; skill to simulate several hours of working the streets. See&nbsp;@Compendium[swade-core-rules.swade-rules.Networking]{Networking}&nbsp;to see how to crack some heads for favors or information.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>Notice is a hero&rsquo;s general awareness and alertness. It&rsquo;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.</p>\n<p>@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information&mdash;the character hears movement in the forest, smells distant smoke, or senses someone isn&rsquo;t being completely truthful.</p>\n<p>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.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>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.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>If a character doesn&rsquo;t have a skill for an action he&rsquo;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.</p>\n<p>The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>See @Compendium[swade-core-rules.swade-rules.Special Ability (Claws)]{Claws}.</p>\n</div>",
"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": "<div class='swade-core'><p>No description or reference provided.</p></div>",
"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": "<div class=\"swade-core\">\n<p>Snakes in the real world are rarely aggressive unless cornered or frightened. They&rsquo;re a staple of adventure fiction, however.</p>\n<p>Pythons, boa constrictors, and other snakes over 15&prime; long are rarely deadly to man in the real world because they aren&rsquo;t particularly aggressive. In games, however, such snakes might be provoked, drugged, or just plain mean.</p>\n<p><strong>Special Abilities:</strong></p>\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>",
"items": [
{
"_id": "AXhDSgrpj1pBS53W",
"name": "★ Athletics",
"type": "skill",
"data": {
"description": "<div class=\"swade-core\">\n<p>Athletics combines an individual&rsquo;s coordin&shy;ation 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}.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>Fighting covers all hand-to-hand (melee) attacks, whether it&rsquo;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.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>Notice is a hero&rsquo;s general awareness and alertness. It&rsquo;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.</p>\n<p>@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information&mdash;the character hears movement in the forest, smells distant smoke, or senses someone isn&rsquo;t being completely truthful.</p>\n<p>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.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>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&rsquo;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.</p>\n<p>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.</p>\n<p>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&rsquo;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 (&minus;4). Don&rsquo;t apply the same modifier to both rolls, however. If Stealth is at &minus;2 for the leaves, don&rsquo;t give Notice a +2 for them as well.</p>\n<p><strong>Sneak Attack: </strong> Sneaking up close enough to make a melee attack <em>always</em> requires an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} Stealth roll versus the target&rsquo;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&rsquo;s turn ends. With a raise, the attacker has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} instead.</p>\n<p><strong>Movement:</strong> 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.</p>\n<p>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&rsquo;re trying to quietly walk the path through a dark forest without alerting the creatures that live there.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>If a character doesn&rsquo;t have a skill for an action he&rsquo;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.</p>\n<p>The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>See @Compendium[swade-core-rules.swade-rules.Special Ability (Bite)]{Bite}.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>Snakes in the real world are rarely aggressive unless cornered or frightened. They&rsquo;re a staple of adventure fiction, however.</p>\n<p>Here are the stats for Taipans (Australian brown snakes), cobras, and similar medium-sized snakes with extremely deadly poison.</p>\n<p><strong>Special Abilities:</strong></p>\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<li><strong>@Compendium[swade-core-rules.swade-rules.Size and Scale]{Size} &minus;3 (Very Small):</strong> Most venomous snakes are 4&ndash;6&prime; in length, but only a few inches thick.</li>\n</ul>\n</div>",
"items": [
{
"_id": "eViH6822Nim9F7Jm",
"name": "★ Athletics",
"type": "skill",
"data": {
"description": "<div class=\"swade-core\">\n<p>Athletics combines an individual&rsquo;s coordin&shy;ation 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}.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>Fighting covers all hand-to-hand (melee) attacks, whether it&rsquo;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.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>Notice is a hero&rsquo;s general awareness and alertness. It&rsquo;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.</p>\n<p>@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information&mdash;the character hears movement in the forest, smells distant smoke, or senses someone isn&rsquo;t being completely truthful.</p>\n<p>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.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>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&rsquo;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.</p>\n<p>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.</p>\n<p>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&rsquo;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 (&minus;4). Don&rsquo;t apply the same modifier to both rolls, however. If Stealth is at &minus;2 for the leaves, don&rsquo;t give Notice a +2 for them as well.</p>\n<p><strong>Sneak Attack: </strong> Sneaking up close enough to make a melee attack <em>always</em> requires an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} Stealth roll versus the target&rsquo;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&rsquo;s turn ends. With a raise, the attacker has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} instead.</p>\n<p><strong>Movement:</strong> 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.</p>\n<p>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&rsquo;re trying to quietly walk the path through a dark forest without alerting the creatures that live there.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>If a character doesn&rsquo;t have a skill for an action he&rsquo;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.</p>\n<p>The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>See @Compendium[swade-core-rules.swade-rules.Special Ability (Bite)]{Bite}.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p><span class=\"fontstyle0\">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.</span></p>\n<p><span class=\"fontstyle0\">@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&rsquo;s Six or higher.</span></p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>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.</p>\n</div>",
"items": [
{
"_id": "DU6UW3qnUPDcdZLc",
"name": "★ Athletics",
"type": "skill",
"data": {
"description": "<div class=\"swade-core\">\n<p>Athletics combines an individual&rsquo;s coordin&shy;ation 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}.</p>\n</div>",
"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": "<div class=\"swade-core\"><p>Characters roll Common Knowledge to know people, places, and things of their world, including etiquette, geography, culture, popular technology, contacts, and customs.</p></div>",
"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": "<div class=\"swade-core\">\n<p>Fighting covers all hand-to-hand (melee) attacks, whether it&rsquo;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.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>Intimidation is the art of frightening an opponent so that he backs down, reveals information, or flees.</p>\n<p>Intimidation is an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed roll} resisted by the opponent&rsquo;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.</p>\n<p>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.</p>\n<p>In or out of combat, a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} means the target is immune to this character&rsquo;s Intimidation attempts for the remainder of this encounter!</p>\n<p><strong>Networking:</strong> Intimidation can also be used as a &ldquo;macro&rdquo; skill to simulate several hours of working the streets. See&nbsp;@Compendium[swade-core-rules.swade-rules.Networking]{Networking}&nbsp;to see how to crack some heads for favors or information.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>Notice is a hero&rsquo;s general awareness and alertness. It&rsquo;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.</p>\n<p>@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information&mdash;the character hears movement in the forest, smells distant smoke, or senses someone isn&rsquo;t being completely truthful.</p>\n<p>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.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>Persuasion is the ability to convince others to do what you want through reason, cajoling, deception, rewards, or other friendly means. Persuasion isn&rsquo;t mind control. It can change someone&rsquo;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.</p>\n<p>When used to @Compendium[swade-core-rules.swade-rules.Support]{Support} allies it&rsquo;s an unopposed roll. If the target is resistant, it&rsquo;s an @JournalEntry[JBxsGv2wAoAmoCDe]{opposed} roll vs. the target&rsquo;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.</p>\n<p><strong>Reaction Level:</strong> How much a person is willing to cooperate depends largely on their attitude toward whoever&rsquo;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.</p>\n<p>@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} improves the target&rsquo;s attitude one level and a raise improves it two. Further increases aren&rsquo;t generally possible in the same encounter&mdash;it takes individuals a little time to adjust their biases.</p>\n<p>@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Failure} means the target won&rsquo;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 <em>reduces</em> the target&rsquo;s attitude two levels.</p>\n<p>Only one roll should generally be allowed per interaction unless new information is revealed, a substantial reward is offered, etc.</p>\n<p><strong>Networking: </strong>Characters can also use Persuasion as a &ldquo;macro skill,&rdquo; simulating a few hours or an evening&rsquo;s time hobnobbing and socializing to gain favors or information. See @Compendium[swade-core-rules.swade-rules.Networking]{Networking}.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>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.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>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&rsquo;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.</p>\n<p>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.</p>\n<p>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&rsquo;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 (&minus;4). Don&rsquo;t apply the same modifier to both rolls, however. If Stealth is at &minus;2 for the leaves, don&rsquo;t give Notice a +2 for them as well.</p>\n<p><strong>Sneak Attack: </strong> Sneaking up close enough to make a melee attack <em>always</em> requires an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} Stealth roll versus the target&rsquo;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&rsquo;s turn ends. With a raise, the attacker has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} instead.</p>\n<p><strong>Movement:</strong> 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.</p>\n<p>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&rsquo;re trying to quietly walk the path through a dark forest without alerting the creatures that live there.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>If a character doesn&rsquo;t have a skill for an action he&rsquo;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.</p>\n<p>The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p><span class=\"fontstyle0\">Professional soldiers get used to carrying heavy loads, and enduring harsh conditions. After a few days getting used to their gear (GM&rsquo;s call), they treat their @Compendium[swade-core-rules.swade-rules.Traits]{Strength} as one die type higher when determining <strong>@Compendium[swade-core-rules.swade-rules.Gear Notes]{Encumbrance}</strong></span><strong><span class=\"fontstyle2\">&nbsp;</span></strong><span class=\"fontstyle0\">and </span><strong><span class=\"fontstyle2\">@Compendium[swade-core-rules.swade-rules.Minimum Strength]{Minimum Strength} </span></strong><span class=\"fontstyle0\">to use armor, weapons, and equipment without a penalty. (This stacks with the @Compendium[swade-core-rules.swade-edges.Brawny]{Brawny} Edge.)<br /></span></p>\n<p><span class=\"fontstyle0\">They also get a free reroll on @Compendium[swade-core-rules.swade-rules.Traits]{Vigor} rolls made to survive environmental hazards (see </span><strong><span class=\"fontstyle2\">@Compendium[swade-core-rules.swade-rules.Hazards]{Hazards}</span></strong><span class=\"fontstyle0\">).</span> <br style=\"font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: normal; orphans: 2; text-align: -webkit-auto; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px; -webkit-text-size-adjust: auto; -webkit-text-stroke-width: 0px;\" /><br /></p>\n</div>",
"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": "<div class='swade-core'></div>",
"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": "<div class=\"swade-core\">\n<p>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.</p>\n</div>",
"items": [
{
"_id": "DU6UW3qnUPDcdZLc",
"name": "★ Athletics",
"type": "skill",
"data": {
"description": "<div class=\"swade-core\">\n<p>Athletics combines an individual&rsquo;s coordin&shy;ation 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}.</p>\n</div>",
"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": "<div class=\"swade-core\"><p>Characters roll Common Knowledge to know people, places, and things of their world, including etiquette, geography, culture, popular technology, contacts, and customs.</p></div>",
"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": "<div class=\"swade-core\">\n<p>Fighting covers all hand-to-hand (melee) attacks, whether it&rsquo;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.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>Intimidation is the art of frightening an opponent so that he backs down, reveals information, or flees.</p>\n<p>Intimidation is an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed roll} resisted by the opponent&rsquo;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.</p>\n<p>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.</p>\n<p>In or out of combat, a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} means the target is immune to this character&rsquo;s Intimidation attempts for the remainder of this encounter!</p>\n<p><strong>Networking:</strong> Intimidation can also be used as a &ldquo;macro&rdquo; skill to simulate several hours of working the streets. See&nbsp;@Compendium[swade-core-rules.swade-rules.Networking]{Networking}&nbsp;to see how to crack some heads for favors or information.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>Notice is a hero&rsquo;s general awareness and alertness. It&rsquo;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.</p>\n<p>@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information&mdash;the character hears movement in the forest, smells distant smoke, or senses someone isn&rsquo;t being completely truthful.</p>\n<p>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.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>Persuasion is the ability to convince others to do what you want through reason, cajoling, deception, rewards, or other friendly means. Persuasion isn&rsquo;t mind control. It can change someone&rsquo;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.</p>\n<p>When used to @Compendium[swade-core-rules.swade-rules.Support]{Support} allies it&rsquo;s an unopposed roll. If the target is resistant, it&rsquo;s an @JournalEntry[JBxsGv2wAoAmoCDe]{opposed} roll vs. the target&rsquo;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.</p>\n<p><strong>Reaction Level:</strong> How much a person is willing to cooperate depends largely on their attitude toward whoever&rsquo;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.</p>\n<p>@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} improves the target&rsquo;s attitude one level and a raise improves it two. Further increases aren&rsquo;t generally possible in the same encounter&mdash;it takes individuals a little time to adjust their biases.</p>\n<p>@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Failure} means the target won&rsquo;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 <em>reduces</em> the target&rsquo;s attitude two levels.</p>\n<p>Only one roll should generally be allowed per interaction unless new information is revealed, a substantial reward is offered, etc.</p>\n<p><strong>Networking: </strong>Characters can also use Persuasion as a &ldquo;macro skill,&rdquo; simulating a few hours or an evening&rsquo;s time hobnobbing and socializing to gain favors or information. See @Compendium[swade-core-rules.swade-rules.Networking]{Networking}.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>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.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>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&rsquo;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.</p>\n<p>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.</p>\n<p>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&rsquo;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 (&minus;4). Don&rsquo;t apply the same modifier to both rolls, however. If Stealth is at &minus;2 for the leaves, don&rsquo;t give Notice a +2 for them as well.</p>\n<p><strong>Sneak Attack: </strong> Sneaking up close enough to make a melee attack <em>always</em> requires an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} Stealth roll versus the target&rsquo;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&rsquo;s turn ends. With a raise, the attacker has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} instead.</p>\n<p><strong>Movement:</strong> 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.</p>\n<p>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&rsquo;re trying to quietly walk the path through a dark forest without alerting the creatures that live there.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>If a character doesn&rsquo;t have a skill for an action he&rsquo;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.</p>\n<p>The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p><span class=\"fontstyle0\">Professional soldiers get used to carrying heavy loads, and enduring harsh conditions. After a few days getting used to their gear (GM&rsquo;s call), they treat their @Compendium[swade-core-rules.swade-rules.Traits]{Strength} as one die type higher when determining <strong>@Compendium[swade-core-rules.swade-rules.Gear Notes]{Encumbrance}</strong></span><strong><span class=\"fontstyle2\">&nbsp;</span></strong><span class=\"fontstyle0\">and </span><strong><span class=\"fontstyle2\">@Compendium[swade-core-rules.swade-rules.Minimum Strength]{Minimum Strength} </span></strong><span class=\"fontstyle0\">to use armor, weapons, and equipment without a penalty. (This stacks with the @Compendium[swade-core-rules.swade-edges.Brawny]{Brawny} Edge.)<br /></span></p>\n<p><span class=\"fontstyle0\">They also get a free reroll on @Compendium[swade-core-rules.swade-rules.Traits]{Vigor} rolls made to survive environmental hazards (see </span><strong><span class=\"fontstyle2\">@Compendium[swade-core-rules.swade-rules.Hazards]{Hazards}</span></strong><span class=\"fontstyle0\">).</span> <br style=\"font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: normal; orphans: 2; text-align: -webkit-auto; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px; -webkit-text-size-adjust: auto; -webkit-text-stroke-width: 0px;\" /><br /></p>\n</div>",
"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": "<div class='swade-core'></div>",
"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": "<div class=\"swade-core\">\n<p>Choose any two additional @Compendium[swade-core-rules.swade-rules.Edges]{Combat Edges}.</p>\n</div>",
"notes": "",
"additionalStats": {},
"isArcaneBackground": false,
"requirements": {
"value": ""
}
},
"sort": 400000,
"flags": {},
"img": "systems/swade/assets/icons/edge.svg",
"effects": []
}
]
},
{
"id": "Spider, Giant",
"name": "Spider, Giant",
"description": "<div class=\"swade-core\">\n<p>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.</p>\n<p>Their dens are litered with the bones and treasures of their victims, often providing ripe pickings for those brave enough to venture within.</p>\n<p><strong>Special Abilities:</strong></p>\n<ul>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Poison)]{Poison} (&minus;4):</strong> Usually @Compendium[swade-core-rules.swade-rules.Poison]{Mild} or @Compendium[swade-core-rules.swade-rules.Poison]{Lethal}.</li>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Size)]{Size} &minus;1:</strong>These spiders are dog-sized.</li>\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>",
"items": [
{
"_id": "rkeniIOF56bDPSa8",
"name": "★ Athletics",
"type": "skill",
"data": {
"description": "<div class=\"swade-core\">\n<p>Athletics combines an individual&rsquo;s coordin&shy;ation 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}.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>Fighting covers all hand-to-hand (melee) attacks, whether it&rsquo;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.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>Intimidation is the art of frightening an opponent so that he backs down, reveals information, or flees.</p>\n<p>Intimidation is an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed roll} resisted by the opponent&rsquo;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.</p>\n<p>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.</p>\n<p>In or out of combat, a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} means the target is immune to this character&rsquo;s Intimidation attempts for the remainder of this encounter!</p>\n<p><strong>Networking:</strong> Intimidation can also be used as a &ldquo;macro&rdquo; skill to simulate several hours of working the streets. See&nbsp;@Compendium[swade-core-rules.swade-rules.Networking]{Networking}&nbsp;to see how to crack some heads for favors or information.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>Notice is a hero&rsquo;s general awareness and alertness. It&rsquo;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.</p>\n<p>@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information&mdash;the character hears movement in the forest, smells distant smoke, or senses someone isn&rsquo;t being completely truthful.</p>\n<p>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.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>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.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>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&rsquo;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.</p>\n<p>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.</p>\n<p>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&rsquo;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 (&minus;4). Don&rsquo;t apply the same modifier to both rolls, however. If Stealth is at &minus;2 for the leaves, don&rsquo;t give Notice a +2 for them as well.</p>\n<p><strong>Sneak Attack: </strong> Sneaking up close enough to make a melee attack <em>always</em> requires an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} Stealth roll versus the target&rsquo;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&rsquo;s turn ends. With a raise, the attacker has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} instead.</p>\n<p><strong>Movement:</strong> 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.</p>\n<p>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&rsquo;re trying to quietly walk the path through a dark forest without alerting the creatures that live there.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>If a character doesn&rsquo;t have a skill for an action he&rsquo;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.</p>\n<p>The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.</p>\n</div>",
"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": "<div class='swade-core'><p>No description or reference provided.</p></div>",
"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": "<div class=\"swade-core\">\n<p>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&Prime;. 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.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p><strong>Special Abilities:</strong></p>\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}; ignore 1 point of Wound penalties; doesn't breathe, immune @Compendium[swade-core-rules.swade-rules.Disease]{disease} or @Compendium[swade-core-rules.swade-rules.Poison]{poison}.</li>\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}.</li>\n</ul>\n</div>",
"items": [
{
"_id": "9OnwZJgcVuBhf3SU",
"name": "★ Athletics",
"type": "skill",
"data": {
"description": "<div class=\"swade-core\">\n<p>Athletics combines an individual&rsquo;s coordin&shy;ation 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}.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>Fighting covers all hand-to-hand (melee) attacks, whether it&rsquo;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.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>Notice is a hero&rsquo;s general awareness and alertness. It&rsquo;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.</p>\n<p>@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information&mdash;the character hears movement in the forest, smells distant smoke, or senses someone isn&rsquo;t being completely truthful.</p>\n<p>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.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>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.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>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&rsquo;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.</p>\n<p>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.</p>\n<p>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&rsquo;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 (&minus;4). Don&rsquo;t apply the same modifier to both rolls, however. If Stealth is at &minus;2 for the leaves, don&rsquo;t give Notice a +2 for them as well.</p>\n<p><strong>Sneak Attack: </strong> Sneaking up close enough to make a melee attack <em>always</em> requires an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} Stealth roll versus the target&rsquo;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&rsquo;s turn ends. With a raise, the attacker has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} instead.</p>\n<p><strong>Movement:</strong> 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.</p>\n<p>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&rsquo;re trying to quietly walk the path through a dark forest without alerting the creatures that live there.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>If a character doesn&rsquo;t have a skill for an action he&rsquo;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.</p>\n<p>The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>&nbsp;</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p><strong>Special Abilities:</strong></p>\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}; ignore 1 point of Wound penalties; doesn't breathe, immune @Compendium[swade-core-rules.swade-rules.Disease]{disease} or @Compendium[swade-core-rules.swade-rules.Poison]{poison}.</li>\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}.</li>\n</ul>\n</div>",
"items": [
{
"_id": "pgBggVRmxmscLMro",
"name": "★ Athletics",
"type": "skill",
"data": {
"description": "<div class=\"swade-core\">\n<p>Athletics combines an individual&rsquo;s coordin&shy;ation 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}.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>Fighting covers all hand-to-hand (melee) attacks, whether it&rsquo;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.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>Intimidation is the art of frightening an opponent so that he backs down, reveals information, or flees.</p>\n<p>Intimidation is an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed roll} resisted by the opponent&rsquo;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.</p>\n<p>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.</p>\n<p>In or out of combat, a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} means the target is immune to this character&rsquo;s Intimidation attempts for the remainder of this encounter!</p>\n<p><strong>Networking:</strong> Intimidation can also be used as a &ldquo;macro&rdquo; skill to simulate several hours of working the streets. See&nbsp;@Compendium[swade-core-rules.swade-rules.Networking]{Networking}&nbsp;to see how to crack some heads for favors or information.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>Notice is a hero&rsquo;s general awareness and alertness. It&rsquo;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.</p>\n<p>@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information&mdash;the character hears movement in the forest, smells distant smoke, or senses someone isn&rsquo;t being completely truthful.</p>\n<p>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.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>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.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>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&rsquo;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.</p>\n<p>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.</p>\n<p>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&rsquo;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 (&minus;4). Don&rsquo;t apply the same modifier to both rolls, however. If Stealth is at &minus;2 for the leaves, don&rsquo;t give Notice a +2 for them as well.</p>\n<p><strong>Sneak Attack: </strong> Sneaking up close enough to make a melee attack <em>always</em> requires an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} Stealth roll versus the target&rsquo;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&rsquo;s turn ends. With a raise, the attacker has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} instead.</p>\n<p><strong>Movement:</strong> 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.</p>\n<p>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&rsquo;re trying to quietly walk the path through a dark forest without alerting the creatures that live there.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>If a character doesn&rsquo;t have a skill for an action he&rsquo;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.</p>\n<p>The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>Hardened skin.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>&nbsp;</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p><span class=\"fontstyle0\">Once per round, as long as he&rsquo;s not @Compendium[swade-core-rules.swade-rules.Damage Effects]{Shaken} or @Compendium[swade-core-rules.swade-rules.Stunned]{Stunned},</span><span class=\"fontstyle0\"> 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</span><strong><span class=\"fontstyle2\"> @Compendium[swade-core-rules.swade-rules.Free Attacks]{Free Attacks}</span></strong><span class=\"fontstyle0\">)</span></p>\n</div>",
"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": "<div class=\"swade-core\">\n<p><strong>Special Abilities:</strong></p>\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}; ignore 1 point of Wound penalties; doesn't breathe, immune @Compendium[swade-core-rules.swade-rules.Disease]{disease} or @Compendium[swade-core-rules.swade-rules.Poison]{poison}.</li>\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}.</li>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Size)]{Size} 2:</strong> Sentinels are 8' tall and very dense.</li>\n</ul>\n</div>",
"items": [
{
"_id": "V1ntFnQcdg4Qquci",
"name": "★ Athletics",
"type": "skill",
"data": {
"description": "<div class=\"swade-core\">\n<p>Athletics combines an individual&rsquo;s coordin&shy;ation 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}.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>Fighting covers all hand-to-hand (melee) attacks, whether it&rsquo;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.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>Intimidation is the art of frightening an opponent so that he backs down, reveals information, or flees.</p>\n<p>Intimidation is an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed roll} resisted by the opponent&rsquo;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.</p>\n<p>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.</p>\n<p>In or out of combat, a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} means the target is immune to this character&rsquo;s Intimidation attempts for the remainder of this encounter!</p>\n<p><strong>Networking:</strong> Intimidation can also be used as a &ldquo;macro&rdquo; skill to simulate several hours of working the streets. See&nbsp;@Compendium[swade-core-rules.swade-rules.Networking]{Networking}&nbsp;to see how to crack some heads for favors or information.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>Notice is a hero&rsquo;s general awareness and alertness. It&rsquo;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.</p>\n<p>@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information&mdash;the character hears movement in the forest, smells distant smoke, or senses someone isn&rsquo;t being completely truthful.</p>\n<p>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.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>If a character doesn&rsquo;t have a skill for an action he&rsquo;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.</p>\n<p>The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>Stone skin.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>&nbsp;</p>\n</div>",
"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": "<div class=\"swade-core\"><p><span class=\"fontstyle0\">Magic and the supernatural hold little sway with this individual. Whether by nature, heritage, or training he&rsquo;s particularly resistant to magic, psionics, weird science, and other supernatural energies. </span></p>\n<p><span class=\"fontstyle0\">Arcane skills targeting the hero suffer a <strong>-2</strong> penalty (even if cast by allies!) and magical damage is reduced by<strong> 2</strong> as well.</span></p></div>",
"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": "<div class='swade-core'><p>No description or reference provided.</p></div>",
"notes": "",
"additionalStats": {},
"isArcaneBackground": false,
"requirements": {
"value": ""
}
},
"sort": 800000,
"flags": {},
"img": "systems/swade/assets/icons/edge.svg",
"effects": []
}
]
},
{
"id": "Swarm",
"name": "Swarm",
"description": "<div class=\"swade-core\">\n<p>Sometimes the most deadly foes come in the smallest packages. The swarm described here can be of most anything&mdash;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&rsquo;s effectively dispersed.</p>\n<p>Swarms aren&rsquo;t intelligent enough to do anything but move and bite and shouldn&rsquo;t take @Compendium[swade-core-rules.swade-rules.Multi-Actions]{Multi-Actions}, make @Compendium[swade-core-rules.swade-rules.Test]{Tests}, etc.</p>\n<p><strong>Special Abilities:</strong></p>\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&rsquo;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<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>",
"items": [
{
"_id": "yZfHJAWfXLSK5Vex",
"name": "★ Notice",
"type": "skill",
"data": {
"description": "<div class=\"swade-core\">\n<p>Notice is a hero&rsquo;s general awareness and alertness. It&rsquo;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.</p>\n<p>@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information&mdash;the character hears movement in the forest, smells distant smoke, or senses someone isn&rsquo;t being completely truthful.</p>\n<p>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.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>If a character doesn&rsquo;t have a skill for an action he&rsquo;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.</p>\n<p>The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>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).</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>Trolls in myths and legends are horrid, flesh-eating creatures who live in deep woods, beneath bridges, or in hidden mountain caves.</p>\n<p>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.</p>\n<p><strong>Special Abilities:</strong></p>\n<ul>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Regeneration)]{Fast Regeneration}:</strong> Trolls 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&rsquo;re put to the torch afterward.</li>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Resilient or Very Resilient)]{Resilient}: </strong>Trolls can take one @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wound} before they&rsquo;re @Compendium[swade-core-rules.swade-rules.Damage Effects]{Incapacitated}.</li>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Size)]{Size} 1: </strong>Trolls are 8&rsquo; tall, lanky creatures.</li>\n</ul>\n</div>",
"items": [
{
"_id": "O4lRg1iWsDX9RcUJ",
"name": "★ Athletics",
"type": "skill",
"data": {
"description": "<div class=\"swade-core\">\n<p>Athletics combines an individual&rsquo;s coordin&shy;ation 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}.</p>\n</div>",
"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": "<div class=\"swade-core\"><p>Characters roll Common Knowledge to know people, places, and things of their world, including etiquette, geography, culture, popular technology, contacts, and customs.</p></div>",
"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": "<div class=\"swade-core\">\n<p>Fighting covers all hand-to-hand (melee) attacks, whether it&rsquo;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.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>Intimidation is the art of frightening an opponent so that he backs down, reveals information, or flees.</p>\n<p>Intimidation is an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed roll} resisted by the opponent&rsquo;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.</p>\n<p>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.</p>\n<p>In or out of combat, a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} means the target is immune to this character&rsquo;s Intimidation attempts for the remainder of this encounter!</p>\n<p><strong>Networking:</strong> Intimidation can also be used as a &ldquo;macro&rdquo; skill to simulate several hours of working the streets. See&nbsp;@Compendium[swade-core-rules.swade-rules.Networking]{Networking}&nbsp;to see how to crack some heads for favors or information.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>Notice is a hero&rsquo;s general awareness and alertness. It&rsquo;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.</p>\n<p>@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information&mdash;the character hears movement in the forest, smells distant smoke, or senses someone isn&rsquo;t being completely truthful.</p>\n<p>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.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>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&rsquo;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.</p>\n<p>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.</p>\n<p>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&rsquo;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 (&minus;4). Don&rsquo;t apply the same modifier to both rolls, however. If Stealth is at &minus;2 for the leaves, don&rsquo;t give Notice a +2 for them as well.</p>\n<p><strong>Sneak Attack: </strong> Sneaking up close enough to make a melee attack <em>always</em> requires an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} Stealth roll versus the target&rsquo;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&rsquo;s turn ends. With a raise, the attacker has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} instead.</p>\n<p><strong>Movement:</strong> 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.</p>\n<p>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&rsquo;re trying to quietly walk the path through a dark forest without alerting the creatures that live there.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>If a character doesn&rsquo;t have a skill for an action he&rsquo;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.</p>\n<p>The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>Rubbery hide.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>See @Compendium[swade-core-rules.swade-rules.Special Ability (Bite)]{Bite} and @Compendium[swade-core-rules.swade-rules.Special Ability (Claws)]{Claws}.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>Similar to @Compendium[swade-core-rules.swade-equipment.Club, Heavy]{Club, Heavy} but bigger and spikier.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p><span class=\"fontstyle0\">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. </span></p>\n<p><span class=\"fontstyle0\">Finally, Brutes increase the&nbsp;</span>@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&rsquo;s Range is 3/6/12, for example, a Brute&rsquo;s Range is 4/8/16.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p><span class=\"fontstyle0\">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&rsquo;s hit.</span></p>\n<p><span class=\"fontstyle0\">A fighter may only perform a Sweep once per turn. It may not be combined with @Compendium[swade-core-rules.swade-edges.Frenzy]{Frenzy}.</span> <br style=\"font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: normal; orphans: 2; text-align: -webkit-auto; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px; -webkit-text-size-adjust: auto; -webkit-text-stroke-width: 0px;\" /><br /></p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>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.</p>\n<p><strong>Special Abilities:</strong></p>\n<ul>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Invulnerability)]{Invulnerability}: </strong>Vampires can only be slain by sunlight or a stake through the heart (see those Weaknesses, below). They may be @Compendium[swade-core-rules.swade-rules.Damage Effects]{Shaken} by other attacks, but never @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wounded}.</li>\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<li><strong>Undead: </strong>+2 @Compendium[swade-core-rules.swade-rules.Characters]{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 @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wound} penalties; doesn&rsquo;t breathe; immune to disease and poison.</li>\n<li><strong>Weakness (Holy Symbol): </strong>A character with a holy symbol may keep a vampire at bay by displaying a holy symbol. A vampire who wants to directly attack the victim must beat her in an opposed Spirit roll.</li>\n<li><strong>Weakness (Holy Water): </strong>A vampire sprinkled with holy water is Fatigued. If immersed, he combusts as if it were direct sunlight (see below).</li>\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<li><strong>Weakness (Stake Through the Heart): </strong> A vampire hit with a @Compendium[swade-core-rules.swade-rules.Called Shots]{Called Shots} to the heart (&minus;4) must make a @Compendium[swade-core-rules.swade-rules.Traits]{Vigor} roll versus the damage. If successful, it takes damage normally. If it fails, it disintegrates to dust.</li>\n<li><strong>Weakness (Sunlight): </strong>Vampires burn in sunlight. They take [[/r 2d4]] damage per round until they are ash. @Compendium[swade-core-rules.swade-powers.Armor]{Armor} protects normally.</li>\n</ul>\n</div>",
"items": [
{
"_id": "QzJLRQH42Ko7sD4P",
"name": "★ Athletics",
"type": "skill",
"data": {
"description": "<div class=\"swade-core\">\n<p>Athletics combines an individual&rsquo;s coordin&shy;ation 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}.</p>\n</div>",
"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": "<div class=\"swade-core\"><p>Characters roll Common Knowledge to know people, places, and things of their world, including etiquette, geography, culture, popular technology, contacts, and customs.</p></div>",
"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": "<div class=\"swade-core\">\n<p>Fighting covers all hand-to-hand (melee) attacks, whether it&rsquo;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.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>Intimidation is the art of frightening an opponent so that he backs down, reveals information, or flees.</p>\n<p>Intimidation is an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed roll} resisted by the opponent&rsquo;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.</p>\n<p>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.</p>\n<p>In or out of combat, a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} means the target is immune to this character&rsquo;s Intimidation attempts for the remainder of this encounter!</p>\n<p><strong>Networking:</strong> Intimidation can also be used as a &ldquo;macro&rdquo; skill to simulate several hours of working the streets. See&nbsp;@Compendium[swade-core-rules.swade-rules.Networking]{Networking}&nbsp;to see how to crack some heads for favors or information.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>Notice is a hero&rsquo;s general awareness and alertness. It&rsquo;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.</p>\n<p>@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information&mdash;the character hears movement in the forest, smells distant smoke, or senses someone isn&rsquo;t being completely truthful.</p>\n<p>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.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>Persuasion is the ability to convince others to do what you want through reason, cajoling, deception, rewards, or other friendly means. Persuasion isn&rsquo;t mind control. It can change someone&rsquo;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.</p>\n<p>When used to @Compendium[swade-core-rules.swade-rules.Support]{Support} allies it&rsquo;s an unopposed roll. If the target is resistant, it&rsquo;s an @JournalEntry[JBxsGv2wAoAmoCDe]{opposed} roll vs. the target&rsquo;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.</p>\n<p><strong>Reaction Level:</strong> How much a person is willing to cooperate depends largely on their attitude toward whoever&rsquo;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.</p>\n<p>@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} improves the target&rsquo;s attitude one level and a raise improves it two. Further increases aren&rsquo;t generally possible in the same encounter&mdash;it takes individuals a little time to adjust their biases.</p>\n<p>@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Failure} means the target won&rsquo;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 <em>reduces</em> the target&rsquo;s attitude two levels.</p>\n<p>Only one roll should generally be allowed per interaction unless new information is revealed, a substantial reward is offered, etc.</p>\n<p><strong>Networking: </strong>Characters can also use Persuasion as a &ldquo;macro skill,&rdquo; simulating a few hours or an evening&rsquo;s time hobnobbing and socializing to gain favors or information. See @Compendium[swade-core-rules.swade-rules.Networking]{Networking}.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>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.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>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&rsquo;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.</p>\n<p>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.</p>\n<p>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&rsquo;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 (&minus;4). Don&rsquo;t apply the same modifier to both rolls, however. If Stealth is at &minus;2 for the leaves, don&rsquo;t give Notice a +2 for them as well.</p>\n<p><strong>Sneak Attack: </strong> Sneaking up close enough to make a melee attack <em>always</em> requires an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} Stealth roll versus the target&rsquo;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&rsquo;s turn ends. With a raise, the attacker has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} instead.</p>\n<p><strong>Movement:</strong> 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.</p>\n<p>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&rsquo;re trying to quietly walk the path through a dark forest without alerting the creatures that live there.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>If a character doesn&rsquo;t have a skill for an action he&rsquo;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.</p>\n<p>The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>See @Compendium[swade-core-rules.swade-rules.Special Ability (Bite)]{Bite} and @Compendium[swade-core-rules.swade-rules.Special Ability (Claws)]{Claws}.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p><span class=\"fontstyle0\">A character with Frenzy&nbsp;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</span></p>\n</div>",
"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": "<div class=\"swade-core\">\n<p><span class=\"fontstyle0\">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.</span></p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>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&mdash;the GM may want to add other @Compendium[swade-core-rules.swade-rules.Edges]{Edges} as befit the vampire&rsquo;s previous lifestyle.</p>\n<p><strong>Special Abilities:</strong></p>\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 &minus;2. Changing back into humanoid form requires a @Compendium[swade-core-rules.swade-rules.Traits]{Smarts} roll.</li>\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&rsquo;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<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 &minus;2. If successful, [[/sr 1d6 # Wolves summoned]] wolves or [[/sr 1d6 # Swarms of rats summoned]] swarms of rats (see @Compendium[swade-core-rules.swade-bestiary.Swarm]{Swarm}) come from the surrounding wilds in [[/sr 1d6+2 # Rounds until summoned]] rounds.</li>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Invulnerability)]{Invulnerability}: </strong>Vampires can only be slain by sunlight or a stake through the heart (see those Weaknesses, below). They may be @Compendium[swade-core-rules.swade-rules.Damage Effects]{Shaken} by other attacks, but never @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wounded}.</li>\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 &minus;2.</li>\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<li><strong>Undead: </strong>+2 @Compendium[swade-core-rules.swade-rules.Characters]{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 @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wound} penalties; doesn&rsquo;t breathe; immune to disease and poison.</li>\n<li><strong>Weakness (Holy Symbol): </strong>A character with a holy symbol may keep a vampire at bay by displaying a holy symbol. A vampire who wants to directly attack the victim must beat her in an opposed Spirit roll.</li>\n<li><strong>Weakness (Holy Water):</strong> A vampire sprinkled with holy water is Fatigued. If immersed, he combusts as if it were direct sunlight (see below).</li>\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<li><strong>Weakness (Stake Through the Heart):</strong> A vampire hit with a @Compendium[swade-core-rules.swade-rules.Called Shots]{Called Shots} to the heart (&minus;4) must make a @Compendium[swade-core-rules.swade-rules.Traits]{Vigor} roll versus the damage. If successful, it takes damage normally. If it fails, it disintegrates to dust.</li>\n<li><strong>Weakness (Sunlight): </strong>Vampires burn in sunlight. They take [[/r 2d4]] damage per round until they are ash. @Compendium[swade-core-rules.swade-powers.Armor]{Armor} protects normally.</li>\n</ul>\n</div>",
"items": [
{
"_id": "KdkbqjBMh3DyezrM",
"name": "★ Athletics",
"type": "skill",
"data": {
"description": "<div class=\"swade-core\">\n<p>Athletics combines an individual&rsquo;s coordin&shy;ation 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}.</p>\n</div>",
"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": "<div class=\"swade-core\"><p>Characters roll Common Knowledge to know people, places, and things of their world, including etiquette, geography, culture, popular technology, contacts, and customs.</p></div>",
"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": "<div class=\"swade-core\">\n<p>Fighting covers all hand-to-hand (melee) attacks, whether it&rsquo;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.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>Intimidation is the art of frightening an opponent so that he backs down, reveals information, or flees.</p>\n<p>Intimidation is an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed roll} resisted by the opponent&rsquo;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.</p>\n<p>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.</p>\n<p>In or out of combat, a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} means the target is immune to this character&rsquo;s Intimidation attempts for the remainder of this encounter!</p>\n<p><strong>Networking:</strong> Intimidation can also be used as a &ldquo;macro&rdquo; skill to simulate several hours of working the streets. See&nbsp;@Compendium[swade-core-rules.swade-rules.Networking]{Networking}&nbsp;to see how to crack some heads for favors or information.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>Notice is a hero&rsquo;s general awareness and alertness. It&rsquo;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.</p>\n<p>@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information&mdash;the character hears movement in the forest, smells distant smoke, or senses someone isn&rsquo;t being completely truthful.</p>\n<p>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.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>Persuasion is the ability to convince others to do what you want through reason, cajoling, deception, rewards, or other friendly means. Persuasion isn&rsquo;t mind control. It can change someone&rsquo;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.</p>\n<p>When used to @Compendium[swade-core-rules.swade-rules.Support]{Support} allies it&rsquo;s an unopposed roll. If the target is resistant, it&rsquo;s an @JournalEntry[JBxsGv2wAoAmoCDe]{opposed} roll vs. the target&rsquo;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.</p>\n<p><strong>Reaction Level:</strong> How much a person is willing to cooperate depends largely on their attitude toward whoever&rsquo;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.</p>\n<p>@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} improves the target&rsquo;s attitude one level and a raise improves it two. Further increases aren&rsquo;t generally possible in the same encounter&mdash;it takes individuals a little time to adjust their biases.</p>\n<p>@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Failure} means the target won&rsquo;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 <em>reduces</em> the target&rsquo;s attitude two levels.</p>\n<p>Only one roll should generally be allowed per interaction unless new information is revealed, a substantial reward is offered, etc.</p>\n<p><strong>Networking: </strong>Characters can also use Persuasion as a &ldquo;macro skill,&rdquo; simulating a few hours or an evening&rsquo;s time hobnobbing and socializing to gain favors or information. See @Compendium[swade-core-rules.swade-rules.Networking]{Networking}.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>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.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>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&rsquo;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.</p>\n<p>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.</p>\n<p>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&rsquo;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 (&minus;4). Don&rsquo;t apply the same modifier to both rolls, however. If Stealth is at &minus;2 for the leaves, don&rsquo;t give Notice a +2 for them as well.</p>\n<p><strong>Sneak Attack: </strong> Sneaking up close enough to make a melee attack <em>always</em> requires an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} Stealth roll versus the target&rsquo;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&rsquo;s turn ends. With a raise, the attacker has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} instead.</p>\n<p><strong>Movement:</strong> 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.</p>\n<p>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&rsquo;re trying to quietly walk the path through a dark forest without alerting the creatures that live there.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>If a character doesn&rsquo;t have a skill for an action he&rsquo;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.</p>\n<p>The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>See @Compendium[swade-core-rules.swade-rules.Special Ability (Bite)]{Bite} and @Compendium[swade-core-rules.swade-rules.Special Ability (Claws)]{Claws}.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p><span class=\"fontstyle0\">The fighter rolls an extra @Compendium[swade-core-rules.swade-skills.Fighting]{Fighting} die with up to two Fighting attacks in the same turn</span></p>\n<h2>Example</h2>\n<p><span class=\"fontstyle0\">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&rsquo;t get the extra die on her third Fighting roll.</span></p>\n</div>",
"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": "<div class=\"swade-core\">\n<p><span class=\"fontstyle0\">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.</span></p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>When a full moon emerges, humans infected with lycan&shy;thropy lose control and become snarling creatures bent on murder. Some embrace their cursed state and revel in the destruction they cause.</p>\n<p>Customize the Special Abilities that make sense for your particular flesh-ripper. Older or &ldquo;pure-blood&rdquo; lycanthropes may be Invulnerable to all but silver or magic, for example.</p>\n<p><strong>Special Abilities:</strong></p>\n<ul>\n<li><strong>Fast Regeneration:</strong> Werewolves may attempt a @Compendium[swade-core-rules.swade-rules.Healing]{natural healing} roll every round unless the Wounds were caused by silvered objects.</li>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Fear)]{Fear} (&minus;2):</strong> Were&shy;wolves chill the blood of all who see them.</li>\n<li><strong>Infection:</strong> Anyone slain by a were&shy;wolf 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<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Infravision)]{Infravision}:</strong> Halve penalties for @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination} when attacking warm targets.</li>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Size)]{Size} 1:</strong> Werewolves are stout creatures.</li>\n</ul>\n</div>",
"items": [
{
"_id": "98cJWO1hloAlZIfY",
"name": "★ Athletics",
"type": "skill",
"data": {
"description": "<div class=\"swade-core\">\n<p>Athletics combines an individual&rsquo;s coordin&shy;ation 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}.</p>\n</div>",
"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": "<div class=\"swade-core\"><p>Characters roll Common Knowledge to know people, places, and things of their world, including etiquette, geography, culture, popular technology, contacts, and customs.</p></div>",
"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": "<div class=\"swade-core\">\n<p>Fighting covers all hand-to-hand (melee) attacks, whether it&rsquo;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.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>Intimidation is the art of frightening an opponent so that he backs down, reveals information, or flees.</p>\n<p>Intimidation is an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed roll} resisted by the opponent&rsquo;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.</p>\n<p>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.</p>\n<p>In or out of combat, a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} means the target is immune to this character&rsquo;s Intimidation attempts for the remainder of this encounter!</p>\n<p><strong>Networking:</strong> Intimidation can also be used as a &ldquo;macro&rdquo; skill to simulate several hours of working the streets. See&nbsp;@Compendium[swade-core-rules.swade-rules.Networking]{Networking}&nbsp;to see how to crack some heads for favors or information.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>Notice is a hero&rsquo;s general awareness and alertness. It&rsquo;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.</p>\n<p>@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information&mdash;the character hears movement in the forest, smells distant smoke, or senses someone isn&rsquo;t being completely truthful.</p>\n<p>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.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>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&rsquo;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.</p>\n<p>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.</p>\n<p>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&rsquo;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 (&minus;4). Don&rsquo;t apply the same modifier to both rolls, however. If Stealth is at &minus;2 for the leaves, don&rsquo;t give Notice a +2 for them as well.</p>\n<p><strong>Sneak Attack: </strong> Sneaking up close enough to make a melee attack <em>always</em> requires an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} Stealth roll versus the target&rsquo;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&rsquo;s turn ends. With a raise, the attacker has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} instead.</p>\n<p><strong>Movement:</strong> 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.</p>\n<p>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&rsquo;re trying to quietly walk the path through a dark forest without alerting the creatures that live there.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>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&rsquo;t, and so on.</p>\n<p>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}.</p>\n<p>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.</p>\n<p><strong>Tracking: </strong>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.</p>\n<p>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 &minus;4 penalty.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>If a character doesn&rsquo;t have a skill for an action he&rsquo;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.</p>\n<p>The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>See @Compendium[swade-core-rules.swade-rules.Special Ability (Bite)]{Bite} and @Compendium[swade-core-rules.swade-rules.Special Ability (Claws)]{Claws}.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>These walking dead are typical groaning fiends looking for fresh meat.&nbsp;</p>\n<p><strong>Special Abilities:</strong></p>\n<ul>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Fearless)]{Fearless}:</strong>&nbsp;Immune to @Compendium[swade-core-rules.swade-rules.Fear]{fear} and @Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation}.</li>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Undead)]{Undead}:</strong>&nbsp;+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&rsquo;t breathe; immune to @Compendium[swade-core-rules.swade-rules.Disease]{disease} and @Compendium[swade-core-rules.swade-rules.Poison]{poison}.</li>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Weakness)]{Weakness} (Head):</strong> @Compendium[swade-core-rules.swade-rules.Called Shots]{Called Shots} to a zombie&rsquo;s head do the usual +4 damage.</li>\n</ul>\n</div>",
"items": [
{
"_id": "Qp2Q5ImCZepaCFRv",
"name": "★ Athletics",
"type": "skill",
"data": {
"description": "<div class=\"swade-core\">\n<p>Athletics combines an individual&rsquo;s coordin&shy;ation 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}.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>Fighting covers all hand-to-hand (melee) attacks, whether it&rsquo;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.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>Intimidation is the art of frightening an opponent so that he backs down, reveals information, or flees.</p>\n<p>Intimidation is an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed roll} resisted by the opponent&rsquo;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.</p>\n<p>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.</p>\n<p>In or out of combat, a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} means the target is immune to this character&rsquo;s Intimidation attempts for the remainder of this encounter!</p>\n<p><strong>Networking:</strong> Intimidation can also be used as a &ldquo;macro&rdquo; skill to simulate several hours of working the streets. See&nbsp;@Compendium[swade-core-rules.swade-rules.Networking]{Networking}&nbsp;to see how to crack some heads for favors or information.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>Notice is a hero&rsquo;s general awareness and alertness. It&rsquo;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.</p>\n<p>@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information&mdash;the character hears movement in the forest, smells distant smoke, or senses someone isn&rsquo;t being completely truthful.</p>\n<p>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.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>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.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>If a character doesn&rsquo;t have a skill for an action he&rsquo;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.</p>\n<p>The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.</p>\n</div>",
"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": "<div class=\"swade-core\">\n<p>See @Compendium[swade-core-rules.swade-rules.Special Ability (Bite)]{Bite} and @Compendium[swade-core-rules.swade-rules.Special Ability (Claws)]{Claws}.</p>\n</div>",
"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": []
}
]
}
]
}